In 168澳洲幸运5开奖网:Marvel’s Midnight Suns, you have a motley cast of superherꦗoes on your side, each of them bringing their unique abilities into combat, both with their unique cards and passive abilities.

Related: 168澳洲幸运5开奖网:Midnight Sun𒈔s - The Best Abbey Upgrades

However, as The Hunter, 🥀you have more flexibility in the role you play in c🤡ombat. Your card collection has a wider range of effects as a whole, and you unlock different passive abilities to choose between. Also, as a bonus, these passives come with some bitchin’ costumes to deck out your Hunter and make them more uniquely you.

With the bevy of choices you have as the Chosen On꧙e, some ar🍎e naturally better than others, so which passive abilities are the most powerful in the fight against Lilith? Here they are, ranked.

9 ℱ Shadowstalker 🌱(Midnight Sun)

The Midnight Sun armor for the Hunter, which also unlocks the Shadowstalker passive ability

Effect: Once per encounter, redraw a Heroic Hunter card to gain Concealed.

Perhaps the biggest disappointment in Midnight Suns (other than the performance issues) is how the Hunter’s titular outfit is massively underwhelming when you finally earn it. At least, its passive ability is – 168澳洲幸运5开奖网:the Mortal Kombat-esque ninja look never goes out of style.

Shadowstalker is just too weak for what it is. Sure, Concealed is a strong buff that makes you effectively immune for reprisal, provided that you no longer attack after acquiring it. But limiting it to once per 🙈encounter makes it useful for exactly one turn. Every other passive you get provides far more value since they’re effective for the whole fight.

8 Dark Champion/Defender Of The Li💝ght (Dark/Light)

The Dark and Light suits, which come with the Dark Champion and Defender of the Light passive abilities

Effect: Dark/Light Attacks and Heroics have a greatly increased chance to be Critical when drawn.

Ridiculous toe-picks aside, these are suitably epic-looking sets of armor, 168澳洲幸运5开奖网:embodying the Darkness and Light of the Hunter, respectively. Un𒈔fortunately, the Critical mechanic is underpowered in Midnight Suns, especially in the higher difficulties where every enemy that isn’t a one-h🔯it chump is a damage sponge.

Of course, you&rsquoꦍ;ll want to run as many Dark or Light cards in your deck to get maximum use from these passives, which can also be limiting in other ways. If you&rsq🐓uo;ve been diligent in building up your Critical Damage stat, these might be worth it, but that’s a feat in itself.

7 Heightened Senses (ဣDemonchylde)

The Demonchylde suit which comes with the Heightened Senses passive

Effect: Charlie gains 1 Resist each turn. The Hunter and Charlie Attacks have a greatly increased chance to be Critical when drawn.

Heightened Senses is pretty similar to the Dark/Light passives but is arguably more flexibl🦩e, since it doesn’t limit its critical boost to either alignment. It comes with a tradeoff of not working on Heroic abilities, though.

Related: Marvel's Midnight Suns - The Best Team Synergies

The Charlie-related abilities are quite useful, at least in the few times you fight alongside her as part of the story or in the Blood Gate challenges, since the Summon Charlie card is unfortunately not very good. Unfortunately, if you do all the Abbey sidequests ASAP, chances are by the time you get this passive,ඣ you’ll have already acquired all the Words of Power.

6 Vengeance (Borderlin🅷e) 𓆉

The Borderline suit which comes with the Vengeance passive

Effect: Enemies who attack the Hunter have a 25% chance to gain 1 Marked

Marked is a pretty good status effect that allows you to build momentum by giving you extra card plays if you can dispatch foes afflicted with it. Unfortunately, it’s not so good that it’s worth it to have your Hunter get whaled on for the relatively small chance that it will proc. Except for maybe if you’ve built your Hunter like a tank.

Still, there are better ways to apply Marked, especially if you have Iron Man or Blade fighting alongside you. Or la♏ter on, when you have access to some of the more useful Combat Items.

5 ♊ Sy🦂mbiote Shell (Faithbreaker)

The Faithbreaker suit which comes with the Symbiote Shell passive ability

Effect: When the Hunter plays a card, 10% chance to generate Symbiote Bind (Limit 1 at a time)

The Symbiote Shell is cool in theory, but in practice, it's pretty impractical. The low chance of generating a Symbiote Bind means that you can’t really rely on it, even if you maximize your chances by spamming Hunter cards.

It’s pretty good when you can get it to work since Symbiote Bind is one of the cheapest ways to completely halt normal enemies&ndashᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚ; especially heavies, and to effectively halve the effectiveness of most bosses.

4 Salem’s Savior (Sꦿalem)

The Salem suit, which comes with the Salem's Savior passive

Effect: When the Hunter KO’s 1 or more Lilin with an ability, 50% chance to draw a card

Depending on when you get this, it might not seem too effective since you might be fighting mostly HYDRA forces, with the exception of Blood Gate challenges. However, when you reach the point when the Lilin becomes more common,🌳 Salem’s Savior suddenly pops off.

In addition to having the highest chance of all the Hunter passives to proc (that aren’t gu🦩aranteed), this one is also not limited to landing once, so if you’re particularly lucky (or skilled) enough, you can wipe out multiple enemies and wind up with a handful of cards.🌊 It’s not an uncommon situation either since you often end up having to face off against waves of fragile and plentiful Hellhound enemies.

3 Ancesto🦹rs’ Guidance (Ancestral)

The Ancestor suit, which comes with the Ancestor's Guidance outfit

Effect: Hunter abilities do not exhaust.

The effectiveness of Ancestor’s Guidance is largely reliant on which cards you have, but you can bet that if a card has an Exhaust effect, it’s there for a good reason, which is to say things can get unbalanced in your favor shoul🐲d you use them multiple times.

Related: Games To Play If You like Marvel's Midnight Suns

A good example is the 168澳洲幸运5开奖网:Dark-aligned card Mindbender, which makes a targeted enemy attack their nearby ally (twice with Mindbender+). At worst, you can use it to thin out the enemy herd, but at best, you can actually trivialize s🦹ome encounters with it. Like in a Nest Mother mission, targeting her Guardian and making her wallop the Nest Mother, which also leaves her open to attack.

2 ไ Fully Charged (High Tech)

The High Tech suit, which comes with the Fully Charged passive

Effect: The Hunter gains 1 Resist or 1 Heroism at the start of every turn.

Reliable, effective, and best of all, acquired early, the snazzy High Tech suit comes with Fully Charged, which💝 is probably the best passive you can get before beatin🐽g the game.

You get a 50/50 chance of getting a stack of Resist, perhaps one of the best status effects in the game because it completely negates the damage from one hit, and even if you don’t get it, an extra Heroism is always welcome. Best of all, Resist stacks, so if you can apply it multiple times, you suddenly become a lot harder to k𒅌ill.

1 Master of the Hunt 🦹(Super▨)

The Super Suit, which is unlocked after you beat the campaign and gives you the Master of the Hunt passive

Effect: Reduce all Hunter Collar thresholds by one; the Hunter becomes immune to all negative status effects.

Master of the Hunt is a powerful passive𝓀 and a suitable reward for beating the campaign. Given how punishing the Ultimate-level difficulties are, you’ll likely need it to win.

Reducing Hunter Collar thresholds is already🐼 pretty useful, allowing you to combo easier with the๊m in whatever manner the Collar allows.

However, the real star of the show is the immunity to negative status effects. Given how every status effect ranges from really inconvenient to outright devastating, having one unit who doesn’t have to deal with them can grant you a lot of flexibility on the battlefield and might even save you from what would have been a no-🏅win situation.

Next: Changes That Would Make🥂 Midnight Suns Go From Good Toꦐ Great