Seven Hunters, Five Specialization Levels, One Clear Starting Point

Reviewed for Patch 1.0.487Last updated: August 5, 2026

Pick a Hunter route, then follow the attribute, skill, weapon, relic, and Tarot priorities. Every route also names the Sub Weapon rule, the fallback, and the point where you should pivot.

QUICK ANSWER

Choose one Hunter row and copy the five specialization picks before you open the Planner.

  • Read the primary element and its Transmutation
  • Take one specialization from each of the five levels
  • Use the fallback when the core item or trigger never appears
VISUAL INDEX04 ICONS
Hunter routes
Hunter routes
Main weapon
Main weapon
Relic
Relic
Tarot
Tarot

Identify the object first, then read the decision behind it.

READ THIS FIRST

Elements, archetypes, and Hunters are different layers

The element decides the weapon's Transmutation, the Hunter supplies the skill engine, and the archetype names the event your run is rewarding. One element can serve several Hunters; Acid is often called poison by players, but it is not locked to one Hunter.

01Name the weapon's job

Decide whether the current weapon must sustain fire, clear rooms, pressure bosses, or create an elemental event.

02Then choose five upgrades

Pick at most one upgrade from each level. The first column is the default; the second is the honest fallback.

03Add relics and Tarot last

Relics and Tarot should deepen events already happening. Do not open a second engine just to complete a name set.

FIVE ELEMENT DIRECTIONS

Match the element to its Transmutation

Elements are not Hunter labels. Read what the weapon and current relics already reward before you switch.

PhysicalHemorrhage Transmutation

The readable default for gunfire, crit, and marks.

FireIgnition Transmutation

A clean pressure line for Amber and fire weapon effects.

FrostFreeze Transmutation

The weapon-side starting point for Shatter and control.

LightningDisruption Transmutation

Good when the run needs room coverage and repeated disruption events.

Acid / poison shorthandCorrosion Transmutation

The game data calls it Acid; players often call this route poison.

ShatterFreeze first, then cash it in.
DisruptionRepeat Lightning events and control the room.
GrowthTurn economy or dismantling into later power.
EmbarkationMake the opening and arrival rewards pay for the run.
Final ShotSave the strongest conditions for an elite or boss window.

For a first run, start with a Physical, Fire, or Lightning route that can clear the next room. Add Frost or Acid / poison when the matching weapon and relics are actually on screen; never drop a working loadout just to chase an element name.

SEVEN READY ROUTES

Find the answer by Hunter

Start with the first column. If the core never appears, use the second column, alternate weapon, and pivot rule on the same card.

Marcus

Steady gunfire / extra shots

Marcus

Get the gun working before you chase the damage ceiling.

PhysicalPivot: LightningShatterDisruption

Marcus is the easiest route to read on a first run. Keep a physical gun firing, then add extra shots and crit once the reload gaps are under control.

Default skillsThese two are automatic; choose one upgrade from each of the five levels below.
Main weapon & elementPhysical → Hemorrhage
Relic priorityFind the first two; use the third to fix the current room or element.
TarotTarot should deepen an event already happening, not start a disconnected route.

FIVE SPECIALIZATION LEVELS

Take the first column; keep the second as your pivot

Route guidance
LevelDefault pickFallbackJob
Level 1Geminate Shot +Bullet StormReinforce the extra-shot loop immediately.
Level 2Fatal Silver Bullet +Spray & Slay!Keep the default volley reliable before chasing crit.
Level 3Quick FireLead-Core BulletReload and firing frequency keep the gun doing work.
Level 4IndomitableWell PreparedA safe fifth level is worth more while learning rooms.
Level 5Triple ShotOld HunterAdd the wider multi-shot payoff once the loop is alive.

WEAPON CHECK

Choose the job before the name

Best starting anchor for the extra-shot and first-shot rhythm.

Five rounds means reload downtime is the first problem to solve.

A physical fallback when the Musket does not appear and Hemorrhage still fits the route.

Do not swap just for rarity if the current gun is firing more reliably.

A crowd-control pivot when the run has already lost its Physical support.

Changing element abandons Hemorrhage progress; treat it as a real pivot.
Sub Weapon / accessory rule

Leave the Sub Weapon empty by default. Add one only when it fixes room coverage or a Tarot explicitly pays for it.

When the core is missing

Keep the physical element, choose Fire Rate and Reload Speed, and use Demonhunter Crossbow or any reliable physical family.

When to pivot

If Physical support never arrives, Lightning Gun is a real Disruption pivot; do not pretend it is still a Physical route.

IN-RUN ORDER

Give each stage one job

EarlyCreate a repeatable shot event.

Vintage Musket, Geminate Shot+, and Reload Speed or Fire Rate.

If the gun is still waiting on long reloads, do not chase crit yet.
MidTurn uptime into more projectiles.

Quick Fire, Triple Shot, Bullet Attack, then a matching element relic.

The route is working when ordinary fire produces several useful events per magazine.
LateConvert volume into a stable boss finish.

Critical Chance, Critical Damage, Emperor's Holy Sword, and reload support.

Keep one reliable damage channel; do not add a second engine just because it is rare.
Jester

Protected burst / crit

Jester

Keep the safe moment long enough to use it.

PhysicalPivot: FireFinal Shot

Jester gets paid for a short, protected damage window. If Novice's Luck ends before Justice Heart matters, add safety first and leave the crit ceiling alone.

Default skillsThese two are automatic; choose one upgrade from each of the five levels below.
Main weapon & elementPhysical → Hemorrhage
Relic priorityFind the first two; use the third to fix the current room or element.
TarotTarot should deepen an event already happening, not start a disconnected route.

FIVE SPECIALIZATION LEVELS

Take the first column; keep the second as your pivot

Route guidance
LevelDefault pickFallbackJob
Level 1Ray of LuckFluctuant FortuneBuild the Luck window before its damage payoff.
Level 2Wheel of FateSwift JusticeKeep the protected state active often enough to matter.
Level 3Divine JusticeConstant LuckConvert a stable Luck window into boss pressure.
Level 4On-a-rollTill the EndUse a forgiving survival layer while learning dodge timing.
Level 5I will be a Hero!Desperate CounterattackTake the crit payoff only after the window survives real rooms.

WEAPON CHECK

Choose the job before the name

A readable five-round crit anchor for the protected window.

Reload gaps can break the luck window unless uptime is supported.

Useful when a deliberate burst rhythm is safer than continuous fire.

Its pause requirement can fight the timing of Jester's damage window.

A simple fire fallback when elemental support is already present.

Do not add a second element just to preserve a high-rarity offer.
Sub Weapon / accessory rule

Do not add a second gun just because it is rare. Protect the Luck window and use a Sub Weapon only for a clear safety or coverage job.

When the core is missing

Take Constant Luck, reload support, and reliable weapon damage; let Jester be a safe sustained route until the window is proven.

When to pivot

If contact damage keeps breaking Luck, stop stacking crit and use a safer weapon or room-control route.

IN-RUN ORDER

Give each stage one job

EarlyKeep Novice's Luck intact.

Ray of Luck, safe movement, and Reload Speed before ambitious crit scaling.

If contact damage ends the luck state repeatedly, damage upgrades are premature.
MidMake the protected window repeatable.

Divine Justice, Fire Rate, reload support, and a weapon you can aim safely.

A shorter but reliable window beats a larger window you cannot preserve.
LateScale the successful window.

The Emperor, Critical Chance, Critical Damage, and survival insurance.

Only take Hero or another conditional payoff after the trigger is already reliable.
Jenny

Scrap value / bombs

Jenny

Let bad drops pay for the next good choice.

LightningPivot: FireGrowthDisruption

Jenny can turn unwanted offers into progress, but only after one weapon and one bomb option are doing real work. Scrap is useful when it improves the next decision.

Default skillsThese two are automatic; choose one upgrade from each of the five levels below.
Main weapon & elementLightning → Disruption
Relic priorityFind the first two; use the third to fix the current room or element.
TarotTarot should deepen an event already happening, not start a disconnected route.

FIVE SPECIALIZATION LEVELS

Take the first column; keep the second as your pivot

Route guidance
LevelDefault pickFallbackJob
Level 1Simple ModificationScrap AssemblyStart the dismantle economy without sacrificing the weapon.
Level 2Vacuum BombArmor-Breaking BombBomb coverage solves the room problem early.
Level 3Twin BombsCluster BombMake each bomb choice cover more of the room.
Level 4Scrap ArmorHealing BombTurn the dismantle loop into real survival.
Level 5Explosive Part ModificationLegendary AssemblerAdd frequency or economy only after bombs clear rooms.

WEAPON CHECK

Choose the job before the name

A clear area-control anchor for the bomb and Disruption route.

Its pause rhythm needs deliberate timing and may not suit every room.

Reliable fallback when Lightning support is missing and the run needs a stable gun.

The direct weapon loop may offer less crowd control than the bomb route.

Fire is a clean alternative when the bomb package already has room coverage.

Switching element is expensive once relics reference Lightning.
Sub Weapon / accessory rule

Wildcat Bomb is already the route's Sub Weapon direction. Keep the slot flexible instead of forcing a second gun.

When the core is missing

Run the direct bomb route: keep the best stable weapon, stack Battle Skill Damage, and treat every dismantle as optional value.

When to pivot

If the economy does not return combat power before the next boss, keep the stable weapon and play direct bombs instead.

IN-RUN ORDER

Give each stage one job

EarlySecure a weapon you can keep.

A stable element, Simple Modification, and one bomb effect before greedier economy pieces.

If the gun cannot clear a room, dismantling more drops only delays the failure.
MidMake bombs cover the weak moments.

Twin Bombs, Cluster Bomb, Battle Skill Damage, and a relic that rewards dismantling.

The economy should now improve the next offer, not just create a larger counter.
LateTurn the loop into a finishing engine.

Dismantle value, element scaling, and a safe damage window for elites and bosses.

Keep the weapon that works; only dismantle it when the replacement fixes a measured problem.
Stella

Tarot focus / Starlight

Stella

Make one weapon better before adding a second.

PhysicalPivot: LightningPivot: FrostEmbarkationDisruption

Stella works when Starlight, the main weapon, and the chosen cards point at the same shots. A Tarot card without a current trigger is only a promise.

Default skillsThese two are automatic; choose one upgrade from each of the five levels below.
Main weapon & elementPhysical → Hemorrhage
Relic priorityFind the first two; use the third to fix the current room or element.
TarotTarot should deepen an event already happening, not start a disconnected route.

FIVE SPECIALIZATION LEVELS

Take the first column; keep the second as your pivot

Route guidance
LevelDefault pickFallbackJob
Level 1Triple FateChoice of FateMake Starlight appear before adding more Tarot rules.
Level 2Chalice OmenInverted ReflectionGive the weapon another route to repeat its Transmutation.
Level 3Endless StarFlying Sword CardsKeep the Starlight loop online or improve room coverage.
Level 4Starlit HasteFate SwapTake speed once Starlight is being spent consistently.
Level 5Dance of StarsMessenger of FateLet Battle Skill and Starlight reinforce each other late.

WEAPON CHECK

Choose the job before the name

A stable main weapon that makes Starlight uptime easy to read.

The five-round cycle makes reload support important.

A deliberate burst weapon for cards that reward timing and room control.

Its pause rhythm can reduce Starlight consistency if the route is not practiced.

A crowd-control fallback when Freeze already has support in the run.

Do not add Frost just because a Tarot card looks rare.
Sub Weapon / accessory rule

The Lovers is a condition, not an automatic second weapon. Choose one only when its effect or Battle Skill changes the main route; otherwise leave it empty.

When the core is missing

Drop the cross-weapon plan. Build Starlight uptime around the main weapon, Battle Skill consistency, and the current element.

When to pivot

If Starlight is rare or the Tarot pool points in unrelated directions, return to the main weapon and stop forcing the card engine.

IN-RUN ORDER

Give each stage one job

EarlyMake Starlight happen often enough to matter.

Triple Fate, a consistent main weapon, and reload or Battle Skill support.

If enhanced shots are rare, another rule-changing Tarot is not the fix.
MidConnect the card to a real trigger.

Starlit Haste, Endless Star, and The Lovers only when the Sub Weapon contributes.

Every selected card should explain which event it changes.
LateConvert the connected system into burst.

The Emperor after crit sources, current-element support, and safe uptime.

A full Tarot bar is not a win condition if the main weapon cannot trigger it.
Long Tong

Amber / one-element pressure

Long Tong

Give Amber and the gun the same job.

FireFinal ShotEmbarkation

Long Tong is at its best when the companion and weapon keep applying one element. The fallback is another weapon with the same job, not a forced wait for one exact gun.

Default skillsThese two are automatic; choose one upgrade from each of the five levels below.
Main weapon & elementFire → Ignition
Relic priorityFind the first two; use the third to fix the current room or element.
TarotTarot should deepen an event already happening, not start a disconnected route.

FIVE SPECIALIZATION LEVELS

Take the first column; keep the second as your pivot

Route guidance
LevelDefault pickFallbackJob
Level 1Dragon Breath +Armor-Burning Dragon FlameMake Amber and the gun share the same elemental job.
Level 2Multiple Dragon BreathsBreath of ChaosIncrease the number of companion damage events.
Level 3Ever-Burning Dragon FlameBursting Dragon FlameKeep the fire chain useful against elites and bosses.
Level 4Guardian Spirit DragonDulling Dragon FlameProtect companion uptime before reaching for more damage.
Level 5Human-Dragon UnityTempered Dragon BulletFinish the companion loop without opening a second element.

WEAPON CHECK

Choose the job before the name

The simplest Fire anchor for Amber's repeated Dragon Breath events.

Do not let one missing Fire relic make you abandon a working weapon.

A Fire alternative that keeps the companion and weapon on the same element.

Its firing pattern may offer less comfortable uptime in some rooms.

A Fire boss-focused option when the companion already covers room pressure.

It is less flexible when the run needs fast crowd coverage.
Sub Weapon / accessory rule

Leave it empty unless the Sub Weapon keeps the same element or solves a visible room problem. Amber already supplies a second source of pressure.

When the core is missing

Keep the element your current weapon and relics already support, then prioritize companion uptime, frequency, and survival.

When to pivot

If Fire never arrives, keep the element your current weapon and relics already support; do not wait for Ember Spark by name.

IN-RUN ORDER

Give each stage one job

EarlyChoose one element and keep Amber active.

A Fire weapon, Dragon Breath, and companion or Fire support.

The route should feel like one engine, not a gun plus an unrelated pet.
MidRaise companion event frequency.

Multiple Dragon Breaths, Ever-Burning Dragon Flame, Fire rate, and survival.

If Fury is ending the run, take safety before another damage multiplier.
LateUse the element chain for elite and boss windows.

Element-matched relics, companion damage, and a reliable burst card.

A second element is a last resort, not an upgrade path.
Elena

Marked targets / dodge fire

Elena

Mark the target, then earn the shot.

PhysicalPivot: LightningFinal Shot

Elena rewards a player who can read attacks and turn planned dodges into counter-fire. A safe weapon still comes first; the arrow payoff is extra until the timing is reliable.

Default skillsThese two are automatic; choose one upgrade from each of the five levels below.
Main weapon & elementPhysical → Hemorrhage
Relic priorityFind the first two; use the third to fix the current room or element.
TarotTarot should deepen an event already happening, not start a disconnected route.

FIVE SPECIALIZATION LEVELS

Take the first column; keep the second as your pivot

Route guidance
LevelDefault pickFallbackJob
Level 1Hunting MarkNo EscapeGive the priority target a clear mark before adding payoff.
Level 2Painful MomentFlowingConvert the mark into damage or choose safer movement if timing is not ready.
Level 3Auto TriggerDemon Hunting DanceTurn movement and marks into automatic pressure.
Level 4Whizz PastIndomitableSurvival keeps the mark loop alive while learning enemy patterns.
Level 5Demon Breaking Silver ArrowBurst Silver ArrowTake the marked-target finisher after the loop is stable.

WEAPON CHECK

Choose the job before the name

A physical ranged anchor that keeps the mark and counter-fire route readable.

The route still depends on movement timing; the weapon cannot fix missed dodges.

A reliable physical alternative when the Crossbow is not offered.

It may demand more reload discipline while Elena is moving.

A crowd-control pivot when the run needs Disruption more than mark payoff.

Changing element can disconnect the current relic package.
Sub Weapon / accessory rule

Keep the slot empty until it supplies room coverage or a real shared effect. A second weapon does not fix missed dodge timing.

When the core is missing

Use a safe physical gun, movement support, and reliable damage; let Elena's marks be an upside instead of the only source of output.

When to pivot

If small rooms are the failure point, pivot to coverage first; do not keep stacking boss-only mark payoff.

IN-RUN ORDER

Give each stage one job

EarlyMake mark and movement repeatable.

Hunting Mark, a safe ranged weapon, and movement or survival support.

Do not add damage payoff while the dodge window is still being missed.
MidTurn marks into automatic pressure.

Auto Trigger, Painful Moment, frequency, and the active element.

A marked target should be the enemy you actually need to remove, not the easiest target.
LateScale priority-target damage without losing safety.

Boss damage, crit only after uptime, and movement insurance.

The route is ready for a hard boss when you can mark, shoot, dodge, and reset without panic.
Lanny

Coins / shop power

Lanny

Spend the reserve before the room spends you.

PhysicalPivot: LightningGrowthEmbarkation

Lanny is good when saved coins become a weapon, reload, or survival upgrade in time for the next fight. A growing balance with no combat effect is a warning sign.

Default skillsThese two are automatic; choose one upgrade from each of the five levels below.
Main weapon & elementPhysical → Hemorrhage
Relic priorityFind the first two; use the third to fix the current room or element.
TarotTarot should deepen an event already happening, not start a disconnected route.

FIVE SPECIALIZATION LEVELS

Take the first column; keep the second as your pivot

Route guidance
LevelDefault pickFallbackJob
Level 1Lanny's Piggy BankGold RusherStart earning without losing the current room.
Level 2Sustainable OperationRisk AvoidanceKeep the economy from becoming a fragile gamble.
Level 3Little Makes MickleWaste NotTurn small purchases and gains into a compounding route.
Level 4Buy SafetyHappy TradingSpend coins on survival when the run actually needs it.
Level 5Big WinnerTrading MasterFinish the coin engine only after the weapon is reliable.

WEAPON CHECK

Choose the job before the name

A reliable physical anchor that lets the economy build without demanding a rare gun.

Reload downtime still needs support; coins do not replace a working firing loop.

A Fire fallback when the shop offers Fire support and the room needs wider pressure.

Do not change element while the current relics are already paying for Physical.

A crowd-control option when a shop-rich run needs room safety.

Its deliberate rhythm can be awkward if the economy route is already demanding attention.
Sub Weapon / accessory rule

A Sub Weapon is optional. If a room needs coverage, use the slot for that job; never save coins so aggressively that the current weapon stops clearing.

When the core is missing

Stop scaling coins and take reliable weapon, reload, frequency, or survival value immediately.

When to pivot

If the economy is not buying combat power before the next checkpoint, stop saving and take the reliable weapon or survival pick.

IN-RUN ORDER

Give each stage one job

EarlyBuild the income engine without losing the run.

Lanny's Piggy Bank, a stable weapon, and only safe economy upgrades.

If you cannot clear the next room, stop investing in future coins.
MidSpend the reserve on a visible advantage.

Little Makes Mickle, Trading Expert or shop value, then reload or damage support.

Every purchase should improve damage, survivability, or the next decision.
LateConvert economy into a finish.

Growth, reliable damage, and survival before another delayed payoff.

A large coin count that never becomes combat power is a failed route, not a success state.

This table is built from the current skill tree and item data for patch 1.0.487. The routes are executable starting points, not measured DPS rankings; keep the route only when rooms clear and the key events repeat in-game.