Hunter PvP
Rotations & Guide · PvE · PvP · Builds · Abilities · Talent Calculator · Changes vs Classic
Hunters are ranged physical damage dealers with pets, traps and stings. Forever adds Summon Hawk (a hawk dive-bomb sharing Arcane Shot's cooldown), melee attack power on Aspect of the Beast, Sniper Shot and a real melee Survival toolkit with Strider Kick, Lacerate and a weapon-based Counterattack. Aimed Shot now shares its cooldown with Multi-Shot.
Beast Mastery Hunter PVP guide
Beast Mastery PvP is about the pet: a tough, fast pet that sticks to players and brings slows, roots, a disarm or a healing cut while you shoot from range. At 20 the PvP build trades the dungeon build's Unleashed Fury for Bestial Swiftness, Thick Hide and Improved Aspect of the Monkey, so the pet lives and keeps up. At 30 it reaches Intimidation, a pet stun.
Burst
- Hunter's Mark: Mark the target first: attackers gain Ranged Attack Power against it, and you can still see it if it stealths.
- Aspect of the Hawk: Keep it on while you shoot; Deadly Aspects only procs with it.
- Serpent Sting: Open with it while your pet closes in, unless you plan to Freezing Trap the target: its ticks break the ice.
- Dismember: If your pet knows it, use it as the pet lands on a healer or self-healer: healing on the target drops by 50% for 10 sec.
- Arcane Shot: Instant damage between Auto Shots; keep mana for it when the target is low.
- Multi-Shot: Extra damage on the target and anyone beside it; never near your own Freezing Trap.
- Auto Shot: Keep it running the whole time you're at range.
Control
- Concussive Shot: As a melee player starts to close: 50% slower for 4 sec, time for another shot or two.
- Pinch: If your pet knows it: a 50% slow for 9 sec that keeps a runner or a chaser in check.
- Tendon Rip: The same 50% slow for 9 sec with a small bleed, if your pet has it instead of Pinch.
- Web: If your pet knows it, it roots the target in place: stop a flag carrier or pin a melee player while you get range.
- Freezing Trap: Lay it where a melee player will run through; it holds them for up to 10 sec, and any damage breaks it.
- Scare Beast: On an enemy Hunter's pet: it runs in fear for up to 10 sec, though damage may end it early.
Staying alive
- Aspect of the Monkey: Switch to it when a melee player is on you: 8% more dodge, and Improved Aspect of the Monkey adds more and shares it with your pet.
- Wing Clip: When someone reaches melee range: 50% slower for 10 sec, then walk back out.
- Mine!: If your pet knows it, disarm a Warrior, Rogue or melee Paladin or Shaman for 4 sec.
- Mend Pet: Keep your pet alive; it heals over 5 sec, and your pet carries most of your control.
- Aspect of the Cheetah: Only once nothing can hit you: 30% faster, but taking damage dazes you for 4 sec.
Battlegrounds
Your best battleground jobs are chasing and stopping. Bestial Swiftness gets your pet onto a runner fast, and a pet with Pinch, Tendon Rip or Web can hold an enemy flag carrier until your team catches up, while Dismember cuts the healing the carrier gets. Mark carriers with Hunter's Mark: you can still see a marked target if it stealths, and it shows on your minimap. On defence, lay Freezing Trap and Immolation Trap on the way into your flag room or control point, and scout with Eyes of the Beast before you commit. At a contested control point, stand at range behind your team, send the pet at enemy healers and keep Mend Pet on it when area damage lands. You're a poor flag carrier, since Aspect of the Cheetah dazes you whenever you're hit. Darkspear Islands, Forever's new 15 vs 15 battleground off the coast of Kalimdor, combines strategic control points with Arathi Basin-style flag captures and defence; Blizzard says it opens for beta testing later.
Open-world PvP
On the PvP ruleset, Track Humanoids shows players on your minimap, so you usually see a fight coming, and Eagle Eye and Eyes of the Beast let you look over an area before you ride in. When you pick a fight, open from full range with Hunter's Mark and Serpent Sting and send the pet first: a player who turns on the pet gives you free shots. When you're the one jumped, lay Freezing Trap at your feet against a melee attacker, switch to Aspect of the Monkey and let the pet peel with Pinch, Web or Mine!. To escape, break contact first with Concussive Shot or Wing Clip; Aspect of the Cheetah only helps once nothing is hitting you. Around contested quest areas, don't start a mob fight at half mana or with a hurt pet when enemy players are close. Blizzard's patch notes say Sap now flags the Rogue for PvP when it's used on a PvP-flagged target.
Matchups
- vs Warrior: Warriors need to reach you, and the Forever client says Charge can't be used once they're in combat, so hit them first from full range. Then keep them off you: Concussive Shot as they come, your pet's Pinch, Tendon Rip or Web, Freezing Trap between you, and Wing Clip if they arrive. Mine! takes their weapon for a few seconds. Retaliation (20) strikes back at anything hitting them in melee from the front, so move your pet behind them or pull it off while it's up.
- vs Rogue: Rogues open from Stealth, and at 20 their control is Sap (only on a target out of combat) and Gouge (you must be facing them, and any damage you take breaks it); Cheap Shot doesn't come until 26. Keep your pet out beside you so it's on the Rogue the moment they open, switch to Aspect of the Monkey, Wing Clip and walk out, then Freezing Trap or Concussive Shot them. Evasion raises their dodge chance a lot for a while, so kite until it ends. Mine! disarms them, and Hunter's Mark keeps a marked Rogue visible if they stealth again.
- vs Mage: Mages kite as well as you do. Send the pet first: Bestial Swiftness lets it catch a Mage who Blinks away, and it keeps them busy while you shoot. Frost Nova only roots you, so keep shooting if they stay in range, but expect Ice Lance, which hits frozen targets much harder. Mana Shield absorbs physical damage by draining their mana, while Arcane Shot and Serpent Sting aren't physical. Train your pet Frost Resistance if Mages give you trouble.
- vs Priest: Priests heal through steady damage and shield themselves. Put Dismember on them if your pet knows it (their healing drops by half), keep the pet on them and fight from range: Psychic Scream fears up to 2 enemies within 8 yards at this level (3 from its level 28 rank), so it can catch your pet but not you. While Power Word: Shield holds, damage won't interrupt their casts, so wear it down with Auto Shot and the pet before your burst.
- vs Warlock: Warlocks Fear you (damage may break it early), stack damage over time and fight beside a demon; the Succubus and Incubus arrive at 20. Get Serpent Sting and Arcane Shot on the Warlock early and keep your pet on the Warlock rather than the demon, so they always have something on them while you're feared. A demon running at you can set off your Freezing Trap, which takes it out of the fight. Scare Beast doesn't work on demons.
- vs Druid: Druids root you with Entangling Roots, can put your pet to sleep with Hibernate (it only works on Beasts and Dragonkin, so it's aimed at your pet) and shift out of your slows, since changing into Bear or Cat Form frees them from movement impairing effects. Use Concussive Shot and pet slows after they've shifted, or Freezing Trap, which stops all action. Dismember halves their healing. Prowl (20) is stealth, and Hunter's Mark keeps a marked Druid visible.
- vs Paladin: Paladins are tough at 20: Divine Protection blocks physical attacks and spells for a while (they can heal but not attack under it), Blessing of Protection blocks physical attacks, Hammer of Justice stuns you, and they heal. Use Dismember when they start healing, and while Blessing of Protection is up, keep going with Arcane Shot and Serpent Sting, which aren't physical. Blessing of Freedom (18) makes them immune to slows for a while, so use Freezing Trap then. Mine! disarms a melee Paladin.
- vs Shaman: Shamans interrupt with Earth Shock, slow you with Earthbind Totem and Frost Shock (20), and heal. Earthbind Totem has only 5 health, so one Auto Shot or one hit from your pet removes it. Put Dismember on them when they heal and Mine! on a Shaman fighting with a weapon. Ghost Wolf (20) makes them faster outdoors, so slow them before they get away.
Stats
Agility, Stamina, Hit, Critical Strike, Ranged Attack Power, Intellect. Agility is still your main shooting stat, but Stamina comes next in PvP: players go after Hunters, and more health buys time for your pet's control and your traps to work. Hit and Critical Strike keep your shots landing and hitting hard, and Intellect matters because Mend Pet, Concussive Shot and your traps all cost mana in a long fight.
Tips
- Teach your pet for PvP. The new Forever pet skills Dismember (healing cut), Pinch and Tendon Rip (slows), Web (root) and Mine! (disarm) are in the client, but it doesn't say which pets learn them, so check before you tame a new pet.
- Blizzard's patch notes say Bat pets now properly get Sonic Blast; in the client, the pet's Sonic Blast makes the target's spells take longer to cast, which is strong against casters and healers.
- Don't Serpent Sting a player you plan to freeze: Freezing Trap breaks on any damage, including the sting's ticks.
- Against another Hunter, Scare Beast their pet and fight the Hunter. Each Hunter can have only one Frost trap down, so once theirs is spent you have a window before they can lay another.
- Pet resistance skills (from 20) protect your pet from casters: Frost or Fire Resistance against Mages, Shadow Resistance against Priests and Warlocks.
- Disengage only reduces threat according to its Forever tooltip, so it won't shake a player off you; use Wing Clip, Concussive Shot or Freezing Trap instead.
Marksmanship Hunter PVP guide
Marksmanship PvP is range and burst. Hawk Eye adds 6 yards so you open earlier and have more room to kite, Lethal Attacks adds crit, and Efficiency keeps you shooting. The trade-off against the dungeon build is the Deadly Aspects point, which moves to Hawk Eye. At 30 the PvP build adds Mortal Shots for bigger crits and Scatter Shot, a disorient for melee players who reach you.
Burst
- Hunter's Mark: Mark the target first, from as far away as you can see it.
- Aspect of the Hawk: Keep it on while you're at range; it raises your Ranged Attack Power.
- Auto Shot: Start from the edge of your range; Hawk Eye gives you more of it.
- Serpent Sting: Early, while they're still closing; skip it on anyone you mean to Freezing Trap.
- Arcane Shot: Instant, and with Lethal Attacks' crit it's your best burst button.
- Multi-Shot: Extra damage when you have the mana; keep it away from your Freezing Trap.
Control
- Concussive Shot: Fire it as a melee player starts toward you: 50% slower for 4 sec across your longer range.
- Freezing Trap: Lay it between you and a melee player: up to 10 sec of no action unless something damages them.
- Wing Clip: If they reach you: 50% slower for 10 sec, then walk back to range.
- Web: If your pet knows it, root a chaser or a runner in place.
- Pinch: If your pet knows it: 50% slower for 9 sec.
- Scare Beast: Scare an enemy Hunter's pet for up to 10 sec.
Staying alive
- Hawk Eye: 6 yards more range means a melee player spends longer reaching you; stand at the edge of it.
- Aspect of the Monkey: Switch to it once a melee player is on you: 8% more dodge.
- Freezing Trap: Drop it at your feet when a melee player is about to arrive, then step away.
- Mend Pet: Keep your pet up; its slows and roots are part of your defence.
- Aspect of the Cheetah: Only when nothing can hit you: 30% faster, but damage dazes you for 4 sec.
Battlegrounds
You're the team's long-range damage. Hawk Eye lets you stand farther back, so pick a spot behind your team or on high ground and focus enemy healers and flag carriers with Arcane Shot and Auto Shot. On defence, watch the approach to a flag room or control point: traps on the path in, Track Humanoids on to see players coming, and Hunter's Mark on anyone who might stealth, since you can still see a marked target. When chasing a flag carrier, Concussive Shot and your pet's slows do the work. A Hunter isn't built to carry a flag, because Aspect of the Cheetah dazes you when you're hit; cover the carrier from range instead. Darkspear Islands, Forever's new 15 vs 15 battleground off the coast of Kalimdor, combines strategic control points with Arathi Basin-style flag captures and defence; Blizzard says it opens for beta testing later.
Open-world PvP
Range is your edge in the open world. Track Humanoids shows players on your minimap, Hawk Eye lets you start from farther away, and opening with Hunter's Mark, Serpent Sting and a few shots before a melee player reaches you gives you the upper hand. When you're jumped, don't just turn and run: Concussive Shot, Freezing Trap at your feet and Wing Clip buy the distance you need, and Aspect of the Monkey helps while they're on you. Aspect of the Cheetah only helps once nothing is hitting you, since damage dazes you. Around contested quest areas, keep enough mana for a fight rather than spending it all on mobs. Blizzard's patch notes say Sap now flags the Rogue for PvP when it's used on a PvP-flagged target.
Matchups
- vs Warrior: Your extra range is the answer. Hit them first from full range, since the Forever client says Charge can't be used once they're in combat, then Concussive Shot them as they come and lay Freezing Trap between you. If they reach you, Wing Clip and walk out while they're slowed. Retaliation (20) strikes back at melee attacks from the front, so keep your pet behind them or pull it off while it's up; your shots aren't melee.
- vs Rogue: Rogues want to open on you before you see them. Keep your pet out, and if you spot one, Hunter's Mark it: you can still see a marked target if it stealths. At 20 their control is Sap (only before combat) and Gouge (only if you face them, and any damage you take breaks it). When one is on you, switch to Aspect of the Monkey, Wing Clip and walk out, then Freezing Trap or Concussive Shot and shoot. Evasion raises their dodge chance a lot for a while, so kite rather than trade melee hits until it ends.
- vs Mage: A range fight. Open before they can cast on you, keep instants going and send your pet so they can't ignore it. Frost Nova only roots you, so keep shooting if they stay in range, but expect Ice Lance, which hits frozen targets much harder. Blink frees them from roots and stuns. Mana Shield absorbs physical damage, while Arcane Shot and Serpent Sting aren't physical.
- vs Priest: Priests out-heal slow damage, so burst: Serpent Sting, then Arcane Shot and Multi-Shot with Auto Shot in between, ideally when Power Word: Shield is down. Fight from range, since Psychic Scream fears up to 2 enemies within 8 yards at this level (3 from its level 28 rank). If your pet knows Dismember, it cuts their healing in half.
- vs Warlock: Warlocks win long fights with damage over time and Fear. Burst them early from range and get Serpent Sting on them before a Fear, keep your pet on the Warlock, and let their demon run into your Freezing Trap. Scare Beast doesn't work on demons.
- vs Druid: Druids shift out of slows (a form change frees them from movement impairing effects), root you with Entangling Roots and can Hibernate your pet. Use Concussive Shot after they've shifted, lean on Freezing Trap, which stops all action, and keep your range so a Cat Form Druid has to cross it. Prowl (20) is stealth; Hunter's Mark keeps a marked Druid visible.
- vs Paladin: Paladins last: Divine Protection blocks physical attacks and spells for a while, Blessing of Protection blocks physical attacks, and they heal. Save your burst for when those are down, and under Blessing of Protection keep firing Arcane Shot and Serpent Sting, which aren't physical. Hammer of Justice stuns you, so stay at range, and Blessing of Freedom (18) makes them immune to slows for a while, so trap them then.
- vs Shaman: Shamans interrupt with Earth Shock, slow you with Earthbind Totem and Frost Shock (20), and heal. Earthbind Totem has only 5 health, so one shot removes it. Keep melee Shamans at range with Concussive Shot and traps, and burst caster Shamans before they can heal. Ghost Wolf (20) makes them faster outdoors.
Stats
Agility, Stamina, Critical Strike, Hit, Ranged Attack Power, Intellect. Agility drives your shots, and Stamina keeps you alive against the players who reach you. Critical Strike comes next because it works with Lethal Attacks now and with Mortal Shots at 30 to make your burst hit harder. Hit keeps your shots and Concussive Shot landing, and Intellect keeps you shooting through a long kite. Your ranged weapon's damage per second counts as well.
Tips
- Your shots have a minimum range: the client lists Auto Shot and your shots at 8 to 35 yd (Hawk Eye adds to the far end), so a player standing on you can't be shot. Wing Clip and walk out rather than standing still.
- Don't Serpent Sting a target you mean to freeze; Freezing Trap breaks on any damage, including the sting's ticks.
- Aspect of the Hawk for shooting, Aspect of the Monkey once a melee player reaches you: the swap costs mana, but its 8% dodge matters in melee.
- The Forever trap tooltips limit you to one Fire trap and one Frost trap at a time rather than one trap in total, so an Immolation Trap and a Freezing Trap should both fit on a choke point.
- Disengage only reduces threat according to its Forever tooltip, so it won't shake a player off you.
- Against another Hunter, Scare Beast their pet, then fight the Hunter; each Hunter can have only one Frost trap down at a time.
Survival Hunter PVP guide
Survival PvP is the Hunter who wins when caught. Deterrence, Deflection and Aspect of the Monkey make melee players miss, Improved Wing Clip and Entrapment root them so you can get back to range, and Humanoid Slaying with Improved Tracking raises your damage against every player. The leveling build takes Survivalist instead of Deterrence; at 30 the PvP build reaches Counterattack.
Burst
- Track Humanoids: Keep it on: Improved Tracking adds damage against the tracked type, and players are Humanoids.
- Hunter's Mark: Mark the target before you open; you can still see it if it stealths.
- Serpent Sting: Open with it from range, unless you plan to trap them.
- Arcane Shot: Instant, and Humanoid Slaying adds to its critical damage against players.
- Raptor Strike: When they reach you; Savage Strikes makes it crit far more often.
- Mongoose Bite: As soon as a dodge unlocks it.
Control
- Wing Clip: Slows a melee player by 50% for 10 sec, and Improved Wing Clip can root them.
- Entrapment: Every trap you set off roots its targets for 5 sec, so even Immolation Trap holds a chaser.
- Freezing Trap: Lay it in a melee player's path: up to 10 sec of no action unless something damages them.
- Immolation Trap: Burns the first player over it for 15 sec, and Entrapment roots them.
- Concussive Shot: Slow a player running at you or away: 50% for 4 sec.
Staying alive
- Deterrence: When a Warrior, Rogue or melee Paladin or Shaman is on you: 25% more Dodge and Parry for 10 sec. It doesn't help against spells or shots.
- Aspect of the Monkey: 8% more dodge in melee, which also means more Mongoose Bites.
- Wing Clip: Then walk back to range while they're slowed or rooted.
- Freezing Trap: At your feet when a melee player is about to reach you, then step away.
- Aspect of the Cheetah: Only once nothing can hit you: 30% faster, but damage dazes you for 4 sec.
Battlegrounds
Survival is the Hunter best suited to defending. At a flag room or control point, lay traps on the way in: Entrapment roots whoever sets them off, and Freezing Trap takes an attacker out of the fight. When a melee player comes for you, Deterrence and Aspect of the Monkey let you hold your ground rather than run, and Humanoid Slaying with Improved Tracking (keep Track Humanoids on) makes you hit players harder. Mark flag carriers and stealthers with Hunter's Mark so you don't lose them. You're not a flag carrier: Aspect of the Cheetah dazes you when you're hit, so it gives no speed under fire. Darkspear Islands, Forever's new 15 vs 15 battleground off the coast of Kalimdor, combines strategic control points with Arathi Basin-style flag captures and defence; Blizzard says it opens for beta testing later. Its control points should suit a trap-laying defender.
Open-world PvP
Humanoid Slaying and Improved Tracking make every shot and strike hit players harder, so keep Track Humanoids on; it also shows players on your minimap. Open from range with Hunter's Mark and Serpent Sting. If the other player closes, you can stay and fight with Deterrence, Raptor Strike and Mongoose Bite rather than running, then Wing Clip and walk out when you want range back. When you're jumped, lay Freezing Trap or Immolation Trap at your feet, since Entrapment roots whoever sets them off, and break contact with Concussive Shot before you use Aspect of the Cheetah. Blizzard's patch notes say Sap now flags the Rogue for PvP when it's used on a PvP-flagged target.
Matchups
- vs Warrior: Warriors want melee, and up to a point so do you. Hit them first from range (the Forever client says Charge can't be used once they're in combat), and when they arrive, Deterrence and Deflection make them miss while Raptor Strike and Mongoose Bite hit back. Don't strike them from the front while Retaliation (20) is up, since it answers every melee attack from the front: Wing Clip, hope for the root, and step back to shoot.
- vs Rogue: Rogues are the fight your talents are built for. At 20 they have Sap (before combat only) and Gouge (you must face them, and any damage you take breaks it), but Cheap Shot doesn't come until 26. When one is on you, Aspect of the Monkey and Deterrence make them miss, and Mongoose Bite follows your dodges. When they use Evasion their dodge chance jumps, so stop meleeing: Wing Clip, walk out and let traps and shots do the work. Hunter's Mark keeps a marked Rogue visible.
- vs Mage: Deterrence does nothing against spells, so fight a Mage from range: open first, keep your pet on them and use instants. Frost Nova only roots you, so keep shooting if they stay in range, and expect Ice Lance, which hits frozen targets much harder. Mana Shield absorbs physical damage, while Arcane Shot and Serpent Sting aren't physical. Humanoid Slaying works on them like on any player.
- vs Priest: Priests heal and shield, so keep steady damage on them and add a burst when Power Word: Shield is down; your pet's Dismember cuts their healing in half if it knows it. Psychic Scream fears up to 2 enemies within 8 yards at this level (3 from its level 28 rank), so don't stay in melee with a Priest; shoot from range instead.
- vs Warlock: Warlocks Fear you and stack damage over time from range while their demon comes at you. Let the demon run into your Freezing Trap or Immolation Trap (Entrapment roots it), then put your pressure on the Warlock with Serpent Sting and Arcane Shot. Humanoid Slaying works on the Warlock but not on the demon.
- vs Druid: Druids shift out of slows (a form change frees them from movement impairing effects), root you with Entangling Roots and can Hibernate your pet. A Cat Form Druid fights in melee, where Deterrence and Deflection help; use Freezing Trap rather than slows, since it stops all action. Prowl (20) is stealth, and Hunter's Mark keeps a marked Druid visible.
- vs Paladin: Paladins are hard to kill at 20: Divine Protection blocks physical attacks and spells for a while, Blessing of Protection blocks physical attacks, and they heal. Hammer of Justice stuns you, and Blessing of Freedom (18) makes them immune to slows and roots for a while, so use Freezing Trap then. Under Blessing of Protection keep up Arcane Shot and Serpent Sting, which aren't physical, and against a melee Paladin, Deterrence makes them miss.
- vs Shaman: Shamans interrupt with Earth Shock, slow you with Frost Shock (20) and Earthbind Totem, and heal. Earthbind Totem has only 5 health, so shoot it. Against a Shaman fighting in melee with a weapon, Deterrence and Deflection make them miss; against a caster Shaman, stay at range and burst before they heal.
Stats
Agility, Stamina, Hit, Critical Strike, Attack Power, Dodge, Parry. Agility serves both your shots and your melee, and Stamina comes next because Survival's plan is to survive being caught. Hit and Critical Strike make your burst land. Attack Power drives Raptor Strike and Mongoose Bite, and Dodge and Parry feed Mongoose Bite now and Counterattack at 30.
Tips
- Keep Track Humanoids on in PvP: Improved Tracking's damage only applies to the tracked type, and it also shows players on your minimap.
- Deterrence and Aspect of the Monkey only add Dodge and Parry, which help against melee attacks; against Mages, Warlocks, Priests and Hunters, your traps and your range are the defence.
- Don't Serpent Sting a player you plan to freeze: Freezing Trap breaks on any damage, including the sting's ticks.
- Entrapment roots from every trap, so an Immolation Trap at your feet is a root as well as damage. The Forever tooltips limit you to one Fire trap and one Frost trap at a time, not one trap in total.
- Disengage only reduces threat according to its Forever tooltip, so it won't shake a player off you; Wing Clip and a trap will.
Checked against WoW Forever beta build 1.60.1.70009.
Hunter abilities
- Harass
- Melee Specialization
- Readiness
- Tame Beast
- Auto Shot (level 1)
- Bite (level 1)
- Charge (level 1)
- Claw (level 1)
- Cobra Reflexes (level 1)
- Dismember (level 1)
- Dust Cloud (level 1)
- Growl (level 1)
- Lightning Breath (level 1)
- Mine! (level 1)
- Pinch (level 1)
- Raptor Strike (level 1)
- Savage Rend (level 1)
- Swipe (level 1)
- Tendon Rip (level 1)
- Track Beasts (level 1)
- Web (level 1)
- Aspect of the Monkey (level 4)
- Serpent Sting (level 4)
- Cower (level 5)
- Arcane Shot (level 6)
- Hunter's Mark (level 6)
- Concussive Shot (level 8)
- Demoralizing Screech (level 8)
- Scorpid Poison (level 8)
- Aspect of the Hawk (level 10)
- Beast Training (level 10)
- Call Pet (level 10)
- Dismiss Pet (level 10)
- Feed Pet (level 10)
- Furious Howl (level 10)
- Great Stamina (level 10)
- Natural Armor (level 10)
- Revive Pet (level 10)
- Track Humanoids (level 10)
- Distracting Shot (level 12)
- Mend Pet (level 12)
- Wing Clip (level 12)
- Eagle Eye (level 14)
- Eyes of the Beast (level 14)
- Scare Beast (level 14)
- Immolation Trap (level 16)
- Immolation Trap Effect (level 16)
- Mongoose Bite (level 16)
- Multi-Shot (level 18)
- Track Undead (level 18)
- Arcane Resistance (level 20)
- Aspect of the Cheetah (level 20)
- Disengage (level 20)
- Fire Resistance (level 20)
- Freezing Trap (level 20)
- Frost Resistance (level 20)
- Nature Resistance (level 20)
- Shadow Resistance (level 20)
- Shell Shield (level 20)
- Trickster's Dance (level 20)
- Scorpid Sting (level 22)
- Beast Lore (level 24)
- Track Hidden (level 24)
- Summon Hawk (level 25)
- Rapid Fire (level 26)
- Track Elementals (level 26)
- Frost Trap (level 28)
- Aspect of the Beast (level 30)
- Dash (level 30)
- Dive (level 30)
- Feign Death (level 30)
- Lacerate (level 30)
- Prowl (level 30)
- Strider Kick (level 30)
- Thunderstomp (level 30)
- Flare (level 32)
- Track Demons (level 32)
- Explosive Trap (level 34)
- Explosive Trap Effect (level 34)
- Viper Sting (level 36)
- Aspect of the Pack (level 40)
- Sniper Shot (level 40)
- Track Giants (level 40)
- Volley (level 40)
- Aspect of the Wild (level 46)
- Black Arrow (level 50)
- Track Dragonkin (level 50)
- Tranquilizing Shot (level 60)