Ultimate Karnok Guide & Tier List: Early Game, Builds & Tips

Karnok

Last updated 3/14/26. Happy hunting! (Builds listed are updated automatic from the website) – Source

Author: Classyato | Socials: Twitch / Youtube / Discord: classyato

Table of Contents

General Tips

  • As of right now Karnok feels like a Tempo hero. This means he should focus on winning fights early and trying to end the run before Day 13. This is because he does not have as many overpowered late game builds as the other heroes. Reading the below information about the early game is especially important so that you can have an easier run. Your options for reaching 10-wins will start drastically decreasing the later the run goes on for.
  • Always buy a Hunting Knife and Hunter’s Journal since Karnok doesn’t have other economy items. Get into the habit of checking your stash before each monster fight so you don’t miss opportunities to get free pelts from the knife.
  • Monster drops > tickets. Ammo monsters are extremely important for many of the best builds while Crash Site/Expedition can cause you to miss important shops. They are great for money or highrolls but not necessary. Go if you need the funds or can afford to take a day off to chase win-more results.
  • Be careful about enchants, check BazaarDB first. Some enchants might activate on enrage instead of item use like you think.
  • Karnok has very powerful skills even at bronze, all related to the enrage state. Try to maximize the amount of skills you get but do not be too greedy with vendors and rerolls. He has a very large skill pool so you may find more duds than on other heroes.
  • Do NOT click the Hidden Lake node if you are unsure of what your final board will look like, you can easily mess up your gameplan by taking extended/shortened enrage. It’s pretty common so skipping it is not a big deal and you will get higher tier rewards later when you see it again.
  • Always be thinking about pivots! You will have a lot of gold in most games so take advantage of it. Unspent gold = missed opportunities.

Consider this example: I have a great slow build going with enchants ready. I just randomly hit a heal enchant node, so now the Claymore can hold that enchant (nothing else on this board has good heal enchants). If I were to unfortunately reach Death’s Door and hit an enchant that wouldn’t help my board then I could also put it on the Claymore.

Early Game Guide

  • Please read this section before going any further in the guide!
  • Credit: Cranbury
  • Initial Note: Karnok has already received several changes that have drastically changed how to play his early game! This will be fun for some and more daunting to others, but the Day 1 guide and consequent early game guide is a lot less specific than it used to be and has much more room to flex. There are some static decisions that will rarely change, but a lot of the play pattern evolves immediately after the first handful of shops you pick. Hopefully this guide helps you pick a good first few shops and lets you have more early success on a hero that currently can struggle in the early game.
  • Thought Process: Karnok’s hope in the early game is to obtain as many of the support pieces as possible to make transitioning in the midgame (day 6-8) smooth. These support items include:
    • Chains
    • Hunter’s Knife
    • Hunter’s Journal
    • Adrenaline Shot
    • Flying Squirrel

I cannot overstate how important these items are to have and hold. If you are playing a full passive board and see Chains, buy Chains. It might not see immediate play and might never see play but it is a cheap and necessary hedge for one of the strongest late game outs. Similarly, Squirrel enables late game outs and is overall highly efficient. It is likely to see play on any kind of board at every stage of the game. Note also that Hunter’s Journal is not JUST an economy item. If you see it early enough and get regular upgrades, it can give well over 50% crit to your entire board as a passive small item. Sometimes this is needed for late game outs that rely on crit. Also, USE YOUR HUNTING KNIFE! It doesn’t matter if it’s silver on day 10 and you have 50 gold. USE IT! You don’t want to end up seeing a Great Eagle in a shop and not being able to afford it and a carry item with it.

  • Early Game Builds Types
  • Heal / Shield / Burn: Bagpipes, Tinderbox, Firefly Lantern, Stretch Pants, Unibou, Ice Wisp, Dryad, Meat, Torch
    • Other items like Honey Jar, Yarrow Paste etc. are great to fill your board but are not priority buys
  • Heal / Shield/ Poison: Worry Wart, Black Mamba, Bagpipes, Stretch Pants, Unibou, Ice Wisp, Dryad, Meat, 
    • I find this opener to be highly consistent and stable. If you see worry wart early consider taking the Strange Mushroom event to buff the base poison (The first time you take it is a 100% increase on poison output from Worry Wart).
  • Full Sustain: Unibou, Bagpipes, Stretch Pants, Ice Wisp, Dryad, Meat
    • I do not recommend attempting to do a full passive board without Unibou. Unibou needs to outscale opponent’s damage or burn stacking to make this a true win condition. This line can also suffer from more and more investment and getting “stuck.”
    • Wild Boar is a good way to keep this build going if you were not able to invest resources into other outs and find him early.
  • Weapons: Honey Badger, Beast Tooth, Runed Amulet, Bladed Armor, Hunting Hawk, Battle Axe, Wolf, Spear, Trinet, Hidden Blade
    • The Wide Weapons board on Karnok is generally weak compared to wide weapons on heroes like Vanessa or Stelle. Buying as many weapons as possible with poor scaling will typically not fare well. Honey Badger is a great pickup because it enables your scaling (generating more rage from more uses). 
    • The best way to run weapons without a Runed Amulet or Beast Tooth is Battle Axe with Adrenaline Shot and / or Wrist Blade. Battle Axe WILL win you days 2-4 almost for free if you can enter rage efficiently and your opponent isn’t high rolling too aggressively. On the power curve battle axe starts way ahead and declines in the midgame, becoming close to unplayable in the late game. *Newly buffed Bear Claws early might be very good here.*
    • Wolf and weapons friends is one of few early game weapon lines that has the potential to pilot into a tempo win. Things get extremely dicey on day 10 onward but they are possible. You will likely need both Spear and Wolf upgraded fully and Hunting Hawk for consistent crit chance. This build is fantastic on tempo but requires seeing the right items and hitting necessary upgrades. It also pivots easily because of the Hunting Hawk’s flexibility.
    • Bronze Chains with Tri-Net is not a consistent way to win early. The items appear to synergize well but the scaling and cooldown of Tri-Net is too high. Chains are much better off being used with other weapons.

Day 1 Breakdown

  • Please read this section before going any further in the guide!
  • Credit: Cranbury
  • The flowchart of day 1 is no more! (sort of). Here are shops I suggest taking in order of priority:
  1. Ande – He has every support piece mentioned in the content above. His shop is often highly affordable and you can almost always find something worth using or holding.
  2. Mittel – Offers the most win conditions early
  3. Dryad – Karnok has nine bronze starting friends and they are all useful. If there is one you really want it can be worth rolling the shop, but don’t do it flippantly.
  4. Kina – Has all aforementioned support pieces except for Hunting Knife
  5. Aila – Much more clickable than she used to be early! 
  6. Valpak – Usually has “free” items (sell at same price as buy price). Rolling is not recommended unless comfortable with economy management.
  7. Herma – Still a good shop if you are in the passive archetype, but the roll is expensive so usually avoided.
  8. Jay-Jay – Typically worth skipping on Day 1 due to the large item pool
    • Don’t be afraid to skip shops early if they don’t support what you have. I have often skipped Jay Jay hour 1 and Aila hour 2 to gain money or a free friend from Strange  Mushroom and find most success on those game starts. The item pool is relatively small and if you shop well and have money you WILL find something useful.
    • Don’t stress about winning Day 1 TOO hard. If the shops aren’t shopping, don’t panic. Save your money, buy your support pieces, and enter into Day 2 ready to find something instead of being broke and losing anyways.
    • Strange Mushroom is an extremely high expected value event. You can buff poison on Worry Wart, you can get a free silver friend (all of which are useful), or you can get 4 gold. Free friend seems to be the preferred option now.
  • Monster Fights:
  1. Pyro – Embers are huge value for Tinderbox, which is arguably the most efficient opener for Karnok
  2. Viper – Extract and Toxic Fang are both great hits
  3. Bannanibal – Good odds to get a strong silver skill
  4. Kyver Drone – Trained is great build direction and enables faster pivoting (it can serve as a pseudo-replacement for Chains)
  • Enchanted Item vs Skill:
    • Enchanted item is almost always worth taking over skill now. The hits are strong and you are typically still looking to collect the support pieces mentioned earlier in the list. Even if the enchant is bad you might find one of them there. Skills are pretty random and some of the best ones got nerfed/removed from the bronze skill pool.

Early Game Example Boards

» Chains

  • Support: Fast/multicast weapons, Worry Wart + Security Blanket
  • Pivot: Shotgun, Bear Trap, Boa

» Tinderbox + Dryad

  • Support: Mostly Cinders and skills, any burn items, any fast/multicast non-weapons or tools
  • Pivot: Karst, Burn

» Battle Axe

  • Support: Bagpipes, any items that give haste/charge, any combination of items that help enrage
  • Pivot: Any weapon builds

» Unibou Sustain

Jacket Exodia Build (S Tier)

  • Core items: Leather Jacket, Leather Jacket (or mirror)
    • Both need to be diamond

Description: Permanent invulnerability. You win every matchup except when opponents can destroy medium items. Do not add any active items on your board so you don’t gain rage. If you are using a Mirror then try to add some items like Trail Markers for stalling or Snowshoes to protect against freeze.

Runic Claymore Build (S Tier)

    • Core items: Runic Claymore
    • Description: Being our most consistent late game option, Claymore provides scaling, burst, and defense all in one card. All you need to really solve for is speed and crit.
  • Support: 
      • Flying package: Squirrel, Sparrow, Hawk, Eagle
        • Easy transition out of ideal early game setups
      • Max HP package: Lake, Hunter’s Pack, Forest Cloak
        • Trail Markers is good for this version since you only have one active item
  • Enchants:
      • Deadly goes on Hawk or Pack
      • Offense/defense on Claymore
      • Radiant on Claymore or one of the max HP items, move to be adjacent
  • Skill Trainers: Crit, Weapon, Haste/Charge

Hidden Lake: Doesn’t matter. Probably skip or take the middle option.

Ammo Build (A Tier)

    • Credit: Naatli
    • Core items: Chains, Tent/Utility Belt (don’t need both)
      • A build you generally need to pivot into, as ammo currently struggles to hold its own early. Chains should always be held early game for multiple builds. Shotgun and Bear Trap are cheap and can be held in your bag until you find a Tent or Belt, as upgrades don’t matter on them.
    • Description: With enough reload and scaling, both Shotgun and Bear Trap can become unstoppable fast-firing damage dealers. This build is locked behind finding Chains in most cases (you can scale with skills or other off-class options), but can technically be assembled before Day 6 and carry you straight to 10 wins. Chains is a must-pickup item anyways so you will probably get it often.
    • Variations:
      • Two main variants, slow (Tent) and crit (Utility Belt)
      • Slow is much easier to set up but is less flexible than crit. The slow builds involve slowing your own Shotgun/Bear Trap, causing it to reload via Tents and scale via Chains. Post Day 6 you can add more premium slow items (Boots, Night Vision), Fairy Circle for more charge, or Ghillie Suit to give crit and invulnerability (especially important to have if you miss a defensive enchant). Flying your Shotgun with something like Flying Squirrel can reduce the effects of the self slow, just be sure not to make it entirely immune (avoid Radiant enchant) or the reload and scaling effects won’t properly trigger.
    • Support:
      • Slow variant
        • Any of the self-slow items are good
        • Ghillie Suit is nasty for the crit scaling and invulnerability
        • Flying Squirrel is great for off-setting slow effects and hasting
      • Crit variant
        • Hunter’s Pack and Hunter’s Journal are great for unconditional passive crit 
        • A fast crit item (Wrist Crossbow, Double-Bladed Knife) is important until you get enough crit where you can use anything on one side of the Belt. 
        • Damage Scaling does not have to be Chains for this version. Beast Tooth, Runed Amulet or skills can provide that.
  • Skill Trainers: Weapon, Crit, Slow, Haste/Charge, Karnok
  • Hidden Lake:
    • Take Reduced Rage to allow for Tent to trigger faster.
  • Important Tips:
    • Bear Trap loves extra ammo. You should hold on to ammo loot, fight ammo monsters, or worst case use Worry Wart to reload faster.

Self-Slow Build (A Tier)

  • Core items: Chains
      • Besides skills it is very difficult to scale damage from slows, so you must have Chains before playing this build.
  • Description: A flexible looping board that offers a lot of empty slots for tech/support items of your choosing. Can even go the distance with proper scaling and enchantments despite being accessible fairly early. Drastically improved by off-class items and slow skills for scaling and charging.
  • Support:
      • Ghillie Suit
        • Don’t need this if you have Hunter’s Boots, although the invulnerability can be clutch sometimes.
      • Hunter’s Blind
        • Great defensive option and can be a good filler item for the board.
      • Off-class Items
        • Mak and Vanessa have the most hits but all the hero shops can help.
  • Premium support (Day 6+):
      • Night Vision
      • Hunter’s Boots
      • Log Trap
      • Fogshroom
      • Fairy Circle
  • Outputs:
      • Boa Constrictor
        • Most consistent option for this build as you can find it relatively early and it plays for the entire run.
      • Tri-net, Bladed Armor, etc.
        • You will likely need to pivot out of these items later in the run, but as long as you have Chains and some self-slow items any multi-cast or fast weapons can put in a lot of work.
      • Poison items
        • There is overlap between slow and poison for Karnok, so you can refer to the “Poison” build below for more information.
  • Skill Trainers: Weapon, Crit, Slow, Haste/Charge, Karnok
  • Hidden Lake: 
    • Take Reduced Rage to allow for Boa and Log Trap to activate their mass slow effects earlier.

Max HP Build (A Tier)

  • Disclaimer: You usually shouldn’t play this build early and mid-game as you just don’t have enough HP. You will want to slowly pivot into this later in the run.
  • Core items: Forest Cloak, Hunter’s Pack
    • You don’t need all of these on the same board.
    • Hidden Lake is better after Eagle nerfs but not actually a core item.
    • Trail Markers is the premium support item for these kinds of builds as it can slow down your opponent enough for you to get in multiple hits.
  • Description: This is Karnok’s consistent late game build. If you expect your run to be going late you should start holding on to some of the core items. The playstyle here is very similar to Pyg’s max HP builds, where you rely on one-shots/huge bursts while using your HP bar to tank. CC will be your biggest enemy, so you either need to slow your opponent down (i.e. Trail Markers), be fast enough to kill them instantly, or have resistance from items and Radiant enchant.
  • Outputs:
    • Wild Bear
      • Flexible carry because of its medium size and ability to fit on weapon boards before the full pivot.
    • Runic Claymore
      • Flexible carry because of dual scaling with crit and max HP.
      • Really powerful with crit, which is easy to solve for. Will self scale which buffs both offense and defense, all in one item!
    • Machete
      • Upgrade hungry (both Machete and Sigil should be diamond) but Flame Sigil is a great enchant target if you get a Fiery or Toxic enchant and don’t really have a better place to put it.
      • The result is an almost instant burst of thousands of Burn/Poison. Masks are good here to get to 100 rage on one activation.
    • Lost Blade
      • Pretty suspicious right now, would probably avoid this. Can work if you have good CC resistance.
  • Skill Trainers: Weapon, Crit, Haste/Charge, Karnok
  • Radiant enchant obviously is very important for this line, but not 100% necessary.
  • Pyg and Flex vendors are very good for this line if you get lucky enough to find them.
  • Similar to one of Pyg’s interactions with Jorts and B.O.B., you can keep permanent tags on your Hunter items even after selling them as long as Sled is in your stash and Pack is on the board at all times. Upgrading the Pack will mess this up!
    • Basically, try to hold a Sled in stash and get your Pack to gold first, then proceed with the above to save money and stash space.

Giant Sling Build (A Tier)

  • Credit: Rathicc + Filbert
  • Core items: Giant Sling
  • Important: Base damage is elite on the Sling since it is multiplying the damage. Try to get as much as you can. Sling can slot in on most weapon boards as soon as you find it but silver Sling will need some reload or extra ammo unless you enrage insanely fast. Still worth holding in these cases to slot in later.
  • Variations:
      • Rage:
        • Simplest version, enrage fast and kill them within the enrage window.
      • Slow:
        • Need to have enough ammo or a reload skill for this to work.
        • Fires a lot more but takes time to ramp up.
  • Support:
      • Chains: Chains is a really powerful item but that gives a lot of damage on a fast CD but be careful with your enrage timings while using it.
      • Pocket Knife: While not as good in other red builds that take longer to kill sometimes you are missing a little crit to get that 100% it can be a slot in.
      • Wolf Mask: Huge rage and crit boost for sling.
      • Adrenaline Shot: When you don’t have Outland Terror this is a fantastic Rage boost for 1 slot.
      • Outlands Terror: Mainly used only for its passive double rage gain. Paired with a mask you gain 100 rage instantly and it can finish off low hp opponents after the sling hits.
      • Beast Tooth: This item might look like it’s not doing much but remember that Sling multiplies its damage by 5 and it works on all sources.
      • Runed Bracelet: Same idea as Beast Tooth, good damage boost.
      • Flying Squirrel + Messenger Sparrow: We use both of the little guys when Sling is properly scaled out of combat with skills, loot, gumballs, etc. for a quick double tap while we are enraged. Good item combo for speed if you have the stats to back it up. Sparrow should not be upgraded past gold.
  • Skill Trainers: Weapon, Crit, Haste/Charge, Karnok, Slow (if playing slow support items)

Hidden Lake: Take Extended Rage to allow for Sling to get multiplied damage for longer.

Rage Burst Build (A Tier)

    • Core items: Technically none, but Outlands Terror in most cases is a core item because it doubles your rage gain
    • Description: This build has overlap with other ones in this document, but I’m marking it as distinct because of the playstyle. This line revolves around reaching the enraged state as soon as possible and usually ending the fight during that window. Look for cards with payoffs “while you are enraged” or “when you enrage” and try to hit 100 rage as soon as you can to end the fight.
    • Support:
      • Honestly anything can be reasonable. Tree prefer fast items, so look for things that trigger a lot, give haste/flying/charge, or have low CDs. Rage generation items are also great, especially masks.
    • Outputs:
      • Tree Club
        • The best output option as it can fit onto most boards without much hassle and does a crazy amount of damage. Best to give it heal, shield, deadly, or obsidian enchant.
      • Outlands Terror
        • Much better at diamond than gold damage-wise, but the passive effect of doubling rage generation is enough to make this a top item.
      • Great Eagle
        • Mainly used as a damage doubler for Tree or Terror. Will need a Flying Squirrel though.
      • Anaconda
        • Has decent potential but is slower compared to the other options.
    • Skill Trainers: Weapon, Crit, Haste/Charge, Karnok
  • Hidden Lake: Take Extended Rage to allow for Tree and Terror to get reduced CDs for longer.

 

Red Friends Build (A Tier)

  • Core items: Spear, Wolf
    • May pivot off of these later, but will use them for most of the run
  • Description: You might not play a bronze Spear or Hunting Hawk in the first few days, for example, but they are cheap to hold in your bag if you can. Once you find a Wolf at silver the snowballing begins, as you can play a very linear game of gradually adding in better and better friends. Notably, this is still a tempo-oriented build so you may start struggling if you go past Day 10-13 (consider pivoting).
  • Hunting Hawk is not technically a core item but it sees play in almost every board at some stage of the game due to its utility. Flying Squirrel and Messenger Sparrow are great support pieces alongside it.
  • Mid-game: Wolverine dominates during this part of the run if you can find one. If not, Wolf can still be enough to carry. If you find other stuff like Giant Sling then consider pivoting to a similar build (Sling, Rage Burst, etc.).
  • Late-game: Great Eagle, Outlands Terror, and Anaconda are the heavy hitters. Sometimes you will need to find scaling for them, sometimes you don’t, so stay flexible based on the situation!
  • Skill Trainers: Weapon, Crit, Haste/Charge, Karnok

Hidden Lake: Take Extended Rage to allow for Terror to get reduced CD for longer.

Karst Build (A Tier)

    • Core items: Karst
    • Description: Karst is one of those items that is really great to pivot into, being accessible early in multiple shops and a flexible core item for many builds. It’s not possible to show off all the possibilities for what you can do, but in general look for items that care about entering, exiting, and gaining rage as Karst is perfect for accelerating these types of gameplans.
    • Outputs:
      • Again, these are just the most common outputs, there are many ways to utilize Karst that are not shown here!
      • Wild Boar
        • Usually combo this with Stretch Pants or Hunter’s Sled and add some small charge/haste items. The Karst shield scaling will scale very fast allowing for the Boar to kill in 1 to 2 hits.
        • Most Karnok ghosts I see play a board like this because it’s probably a very linear playstyle since you can open with shield + heal starting Day 1 and go from there.
        • Important to get the Stretch Pants upgraded so you can have more consistent and earlier shielding. 
        • Warding Glyphs is needed unless you have crit in other ways, Flying Squirrel and Waterskin are usually the premium support items.
      • Anaconda
        • Got un-nerfed, so will be decent again.
        • Great on tempo, but needs charge/haste and a defensive enchant to keep up later in the run.
      • Firefly Lantern
        • Karst is great with this item since after exiting the enraged state the Lantern triggers 3x immediately to start building your rage.
      • Snow Wisp
        • This board basically stalls and spams enrages so that the Wisp can get enough freeze targets to perma-freeze the enemy. You will need to upgrade Wisp to diamond for best results. Bit of a niche condition, but can be considered as a filler item on existing Karst boards.
    • Skill Trainers: Karnok, Haste/Charge, Shield
  • Hidden Lake: Reduced Rage is overpowered with Karst as you will have a 2s enraged state, allowing for fast looper.

 

Burn Build (B Tier)

  • Core items: Tinderbox, Caustic Solvent
    • It is very important to get extra ammo or reload on the Solvent so your board’s scaling doesn’t get capped.
    • You should hold all Extracts exclusively for Caustic Solvent, try not to waste them on the other items. Poison skills can help too.
  • Description: Similar to the poison build, burn is a fairly niche line on Karnok as he doesn’t have many synergistic items (yet) for DoT. Therefore, you’ll probably only play this if you get a lot of pieces on Day 1. This build is not as reactive as the poison one, but has a similar effect where you will have a much better time getting to 10 wins on tempo. Off-class items and skills will help a lot but expect to pivot.
  • Outputs:
    • Burn Scar
      • Usually the best option since it activates a lot and scales your board at the same time.
    • Signal Flare
      • Decent in the midgame as another fast charging item to help Tinderbox and Dryad. To maximize its haste effect I would recommend playing at least one additional friend as Dryad doesn’t care about the haste.
    • Torch
      • Also an item that is mainly strong early due to its speed. Will be replaced down the line as better items are found.
  • Support:
    • Very flexible, look for off-class especially
      • Any fast non-weapons to charge Tinderbox + Dryad
      • Any charge, haste, flying, CD reduction items
  • Skill Trainers: Burn, Poison, Crit, Haste/Charge, Karnok
  • Hidden Lake: Choice depends on if you have enough output to kill within one enrage rotation. Reduced Rage is usually the better option to allow your scaling items to reactivate. 

Temple expedition is very strong for this build.

"Boarce" Field Build (B Tier)

  • Credit: Nature
  • Core items: Wild Boar, Pauldrons, Boar Mask, Adrenaline Shot
    • Instead of Eagle Talisman you can use Wolf Mask if you don’t have enough crit to gain the last bit of missing rage.
  • Description: Inspired by the Dooley’s infamous Force Field builds, the goal here is to oneshot the opponent around 6s into the fight. You must enrage before the Wild Boar hits. Do not upgrade it too much or the cooldown may be too low. Ideally you will test your board first in a monster fight to verify.
  • Niche build in the sense that you need a specific set of items, but if you find Kev’s shop early you have a good chance of finding mostly everything.
  • Need to solve for crit with items, skills, and loot to achieve the full result. You can use Wolf Mask for the extra crit-and-start of combat rage too.
  • Weak to interruptions that de-sync your board or extremely high HP/defense setups.
  • Radiant is usually best on the Adrenaline Shot if you can help it, since that is the piece that should not be interrupted.
  • Skill Trainers: Crit, Karnok, Haste/Charge, Shield

Hidden Lake: Reduced Rage is technically better in case you need to hit them with a second rotation, but hopefully that won’t be necessary.

Poison Build (B Tier)

  • Core items: Black Mamba, Caustic Solvent
      • It is very important to get extra ammo or reload on the Solvent so your board’s scaling doesn’t get capped.
      • You should hold all Extracts exclusively for Caustic Solvent, try not to waste them on the other items.
  • Description: Poison is a fairly niche line on Karnok as he doesn’t have many synergistic items (yet) for DoT. Most of the time this build will be reactive (i.e. trigger based on the usage of your opponent’s items) so there can be some lopsided matchups in the late game. However, on tempo this build is very strong and can easily breeze to 10 wins if you find the key items on time. Off-class items and skills will help a lot.
  • Output:
      • Worry Wart
        • Security Blanket is the key combo piece with Worry Wart.
      • Trapvine
      • Frog Hollow
        • If using this, can add friends like Dryad that will spam casts so you can output more poison.
  • Support:
      • Any of the self-slow or passive rage gain items can be beneficial in this build.
    • Skill Trainers: Poison, Haste/Charge, Karnok
  • Hidden Lake: Take Reduced Rage to allow for your Mamba to scale poison more often.
  • Temple expedition is very strong for this build.

Tag Spam Build (B Tier)

  • Core items: Hunter’s Sled, Hunter’s Pack
  • Description: The main point of this build is to utilize the Sled’s crazy amount of multicast to trigger other items. The most important tag for the Sled to obtain is the friend tag so that you can use the common outputs. However, you can get very creative with the tags and utilize many off-class items. The Pack is nice to provide tags to the Sled while also giving HP and crit to your board. The biggest difficulty with this build is getting the Sled to do its first cast, so focus on that when picking support items.
  • Support:
    • Waterskin
      • Very great as it can charge your Sled to start slightly faster and provide a substantial amount of healing throughout the fights.
    • Flying Squirrel
      • Same idea as the Waterskin, but gives haste instead of charge. The flying is relevant too to reduce CC from opponents’ boards.
  • Outputs:
    • Burn Scar
      • Can combine with other DoT support like Tinderbox or Caustic Solvent.
    • Spiked Collar
      • Need a damage scaler to increase the Collar’s damage, or else you will be hitting a lot but doing little overall damage.
  • Skill Trainers: Depends
  • Hidden Lake: Depends
  • Usually this is a good mid-game transition into a max-hp build late game unless you have very good tempo, since you will likely be using Hunter’s Pack already.
  • Similar to one of Pyg’s interactions with Jorts and B.O.B., you can keep permanent tags on your Hunter items even after selling them as long as Sled is in your stash and Pack is on the board at all times. Upgrading the Pack will mess this up!

Credits

Besides those already listed explicitly, the “Master Hunter” users in the Discord server all provided contributions.

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