Realm Royale Hunter Guide | Abilities and Legendary Weapon
Realm Royale offers players five different classes to choose from—Assassin, Hunter, Engineer, Mage, Warrior—selected at the start of the match. Each class features its own passive bonus effect, and starts the match with a unique movement ability. There are a total of four different equipable combat abilities, of which two can be equipped at any time. Abilities are obtained by looting chests and, like weapons, drop at different rarities. Players can craft a random Legendary ability by using Shards at the Forge. Learn more about crafting in Realm Royale in our detailed crafting guide.
Realm Royale’s Hunter class features the following passive effect: Gain 10 percent movement speed. As with most games, Hunters in Realm Royale excel at dealing damage at long range, and this bonus can help you get some distance between you and your enemy. However, basic weapons are available to every class in the game, so if you want your Hunter to use a Shotgun and focus on using her movement abilities to be an unstoppable force at close-range, that can totally work.
The Hunter's Legendary weapon, Longbow, is a extremely versatile weapon at both long and short range, capable of outputting a great deal of damage based on how long the bow is drawn. At a full draw, it can deal a phenomenal 900 damage per hit! You can learn more about this weapon and more in our Realm Royale weapon guide.
Here's a list of all of the Hunter class abilities in Realm Royale:
Realm Royale Hunter class abilities
Quickly roll in the direction you are moving.
- Cooldown: 5 / 4 / 3 / 2 (seconds)
The Hunter’s Dodge Roll is an exceptionally powerful movement ability. Unlike other class abilities, it is somewhat limited by the lack of vertical movement, but it makes up for it with its short cooldown and general usefulness. The ability allows you to tumble in the direction you are moving, so you can use it to dodge from side to side, as well as backwards. You can also use this ability when falling from a great height to avoid the ground slam effect on landing, removing that unnecessary delay.
An explosive projectile that damages enemies.
- Cooldown: 12 / 10 / 8 / 6 (seconds)
- Damage: 350 / 420 / 490 / 560
Blast Shot offers a decent little burst of damage with a relatively short radius, so you’ll want to be accurate when aiming, otherwise there will be pretty substantial damage falloff. There isn’t much else to say about it, honestly, it’s just an all-around decent ability if your aim is good!
Fire a flare that reveals enemies in a large radius.
- Cooldown: 14 / 12 / 10 / 8 (seconds)
- Duration: 7 (seconds, at all ranks)
- Damage: 200 + 10 every 0.2 seconds, for 2 seconds
Flare is basically a weaker version of the Assassin’s Sensor Drone. Flare will not reveal enemies that are out of line of sight, which is honestly a huge hindrance to what could otherwise be a very useful ability. Unlike Sensor Drone, this ability deals damage, but it’s nothing impressive. Also unlike Sensor Drone, it can’t reveal enemies through walls, leaving its functionality rather limited.
A mine that explodes when enemies are near.
- Cooldown: 20 / 16 / 12 / 8 (seconds)
- Duration: 200 (seconds)
- Damage: 750 / 900 / 1050 / 1200
Proximity Mine places a mine in a targeted location that will only trigger when an enemy comes near. It does pretty huge damage, but using it during active combat is slightly limited by its two second deploy time. Additionally, the Hunter can have only one mine active at a time, even at higher ranks. Still, though, tons of damage!
Leap backwards and enter stealth.
- Cooldown: 14 / 12 / 10 / 8 (seconds)
- Duration: 1 / 2 / 3 / 4 (seconds)
Withdraw offers the hunter a nice alternative to Dodge Roll that also temporarily grants stealth, making you un-targetable. At the moment, however, it’s extremely difficult to actually gain that stealth buff, as using Withdraw will not automatically cancel other abilities that were queued. Fire your weapon, use an ability or get hit right after hitting the hotkey, and you’ll get knocked out of Stealth. This makes it a little too easy to nearly instantly cancel Withdraw’s effect without realizing. Still a pretty powerful ability once you get used to the timing.