
Wilds Hunter
Tribal Alliance
Pronouns she/her Age 28 Likes Game trails, Crossbow bolts
Base stats
Level 1 base, and the Level 60 projection. Stats grow ~10% of base per level (HP/ATK/DEF); Speed does not scale with level, so a fast hero stays fast relative to the field all game.
Element matchups
Water heroes resolve their type advantage like this:
Advantage is ×1.30, disadvantage ×0.75. See the full type chart →
Signature abilities
Detailed ability breakdowns
These signature abilities now fire in battle with their own damage and cooldowns — a bigger skill or ultimate hits harder, and the two healers restore HP instead of striking. Still on the way here on the site: the full per-ability breakdown (exact multipliers and effects), plus deeper mechanics like status effects and multi-target hits.
Lore
The Wilds Hunter is on the Tribal Alliance forest-clan rolls under the work-name Trapper Senna Vey, age twenty-eight, daughter of a forest-clan trapping family that has held the same southern-ridge run for four generations. The clan-elders consider Senna's run to extend across roughly three hundred square miles of contested ridge, ford, and forest-edge territory; the term 'her run' is the clan's recognized administrative description, and the Empire's border-survey records have noted that there is a Tribal Alliance designation called 'Senna's run' but have not been told its boundaries. The clan-elders consider this a feature.
Her combat-grant is the trap-line discipline — placement of crossbow-trap and snare-trap arrays in patterns the enemy's advance-scouts do not detect because the patterns are tuned to the terrain features the patterns are placed against, not to a doctrine the enemy's scouts have been trained to recognize. Senna's traps go off behind the enemy line because the enemy line passes through them on the way forward and triggers them from the rear-facing trigger-mechanism that her grandmother taught her at age eleven. The Empire's border-survey has recorded forty-three engagements over six years in which an Empire formation took rear-side casualties from sources the Empire's after-action reports describe as 'undetermined'; Senna does not file her own after-action reports, and the Alliance's combat-doctrine office considers her work outside the office's reporting jurisdiction.
She is in regular contact with the Wolf Rider regiments (char_wolf_rider) — Karol's flank-and-break tactics rely on a clean disengagement corridor, and Senna's trap-lines often define what 'clean' means for that corridor — and on warm casual terms with the Greenmouth wolf-packs, whose runners have crossed Senna's run twice and left sign about which sections the pack found uninteresting. Senna has used that sign to relocate four trap-lines, on the grounds that 'if the spirit-pack found it uninteresting, the Empire's scouts will too.' The clan-elders have noted this as 'an unusual collaboration' and have not contested it.
Bond stories
- Senna's Run · unlocks at bond Lv 10
- What the Spirit-Pack Found Uninteresting · unlocks at bond Lv 25