Summoners War: Sky Arena is home to dozens of collectible monsters, each carrying their own special abilities and stats. However, some sets of creatures belong to a specific species that are known to strive in certain areas, such as the game’s five Bounty Hunters. This group of monsters is popular for their powerful ranged attacks, though they can also lend extensive stat bonuses to particular members of a party. That said, not all are created equally, as every hunter holds dramatically different stats and skills. Here are the best Bounty Hunters in Summoners War: Sky Arena, ranked from worst to best. Show 5) Dark Bounty Hunter: JamieScreenshot by GamepurWhen compared to all other Bounty Hunters of the same level, Jamie holds the highest attack stats of the bunch. He also separates himself with Ready to Charge, a skill that removes all harmful effects on allies and temporarily increases their Attack Power. This move does have a five-turn cooldown, but those able to level it up can see it become available again as soon as three turns. Despite its benefits, Jamie’s low HP stat makes him extremely vulnerable. We recommend that those sticking with the monster to give him Violent Runes to ensure he earns extra turns and stays alive as long as possible. 4) Wind Bounty Hunter: RogerScreenshot by GamepurRoger certainly won’t be the star of your team, but he does work wonders when facing numerous at once. This is because its Trigger Happy skill shoots up to four arrows at random targets, with each dealing 250% more damage than the monster’s attack stat. As if that wasn’t enough, the move even increases the Attack Bar of allies by 25% after the move is complete. However, as his Leader Skill only provides teammates with a small boost of accuracy, the hunter won’t always have a major impact in fights. 3) Light Bounty Hunter: WalkersScreenshot by GamepurLight-type Walkers is probably a monster you’ve seen a fair bit in Guild Battles. That is because users typically spam his Arrow of Purification, a move that fully resets an enemy’s skill cool downtime. If you plan to have a team of light monsters, Walkers also makes for a solid lead, adding 23% Attack Speed to all who bear the elemental type. To ensure these effects work, you will have to use runes to boost its lackluster accuracy. 2) Water Bounty Hunter: WayneScreenshot by GamepurMost of Wayne’s stats are not as impressive as the others, but his Defense is the best of his species. You can even anticipate him to shine on offensive with his Chain Fire skill. The move gives you a 30% chance to continuously attack, and those lucky enough can see this take effect up to 10 times per turn. Your chances will also skyrocket to 50% when the enemy has higher HP, making him most useful during rigorous boss battles. Related: Summoners War codes (November 2022) 1) Fire Bounty Hunter: RandyScreenshot by GamepurAlthough the fiery Randy has the lowest Attack of his counterparts, you should not let this stat single-handedly keep him off your team. Of course, the most glaring reason for this is his HP being extraordinarily high, allowing him to withstand several attacks. Most importantly, the Bounty Hunter overpowers all allies with his Ready to Snipe skill, providing an increase to their Critical Rate and Defense for three consecutive turns. It is worth noting that Randy even uses Wayne’s Chain Fire for himself. In sum, as long as you boost his health even more through Runes and leveling up, Randy can be a massive help in any situation. Shoots 2 precise shots that are aimed for the enemy's weak spots. Each hit has a 25% chance to ignore the enemy's Defense. Multiplier: 1.8*{ATK} x2 Show Skill Ups Damage +5% Damage +5% Damage +5% Damage +5% Damage +10% Chain FireAttacks the enemy with 2 arrows and attacks consecutively with a 30% chance. Attacks consecutively with a 50% chance if the enemy's HP is higher. (Reusable in 3 turns). Multiplier: 2.4*{ATK} x2 Show Skill Ups Damage +5% Damage +10% Damage +10% Cooltime Turn -1 Ready to SnipeIncreases Critical Rate and Defense of all allies for 3 turns. (Reusable in 6 turns) Show Skill Ups Cooltime Turn -1 Cooltime Turn -1 InfoELMNT Water TYPE Attack LEVEL 40 Max StatsSPD 94 HP 7575 ATK 582 DEF 560 Awakened StatsSPD 110 HP 8565 ATK 648 DEF 593 Leader SkillIncrease the Attack Power of ally monsters with Water attribute by 30% Bull's EyeShoots 2 precise shots that are aimed for the enemy's weak spots. Each hit has a 25% chance to ignore the enemy's Defense. Multiplier: 1.8*{ATK} x2 Show Skill Ups Damage +5% Damage +5% Damage +5% Damage +5% Damage +10% Chain FireAttacks the enemy with 2 arrows and attacks again with a 30% chance. Attacks consecutively with a 50% chance if the enemy's HP is higher. (Reusable in 3 turns) Multiplier: 2.4*{ATK} x2 Show Skill Ups Damage +5% Damage +10% Damage +10% Cooltime Turn -1 Ready To AmbushIncreases the Attack Bars of all allies by 30%, also increasing their Attack Speed for 2 turns. (Reusable in 5 turns) Show Skill Ups Cooltime Turn -1 Cooltime Turn -1 InfoELMNT Wind TYPE Attack LEVEL 40 Max StatsSPD 94 HP 7245 ATK 593 DEF 571 Awakened StatsSPD 110 HP 8565 ATK 670 DEF 571 Leader SkillIncreases the Accuracy of ally monsters Guild Battles by 26%. Bull's EyeShoots 2 precise shots that are aimed for the enemy's weak spots. Each hit has a 25% chance to ignore the enemy's Defense. Multiplier: 1.8*{ATK} x2 Show Skill Ups Damage +5% Damage +5% Damage +5% Damage +5% Damage +10% Arrow of PurificationAttacks the enemy with an arrow to remove 1 beneficial effect granted on the target. Your Attack Bar will be increased by 50% after the attack. (Reusable in 3 turns) Multiplier: 6.0*{ATK} Show Skill Ups Damage +10% Damage +10% Damage +10% Trigger HappyUnleashes a relentless attack with arrows on random enemies (4 hits total) and increases the ally’s Attack Bar by 25% after the attack. (Reusable in 5 turns). Multiplier: 2.5*{ATK} x4 Show Skill Ups Damage +5% Damage +10% Damage +10% Cooltime Turn -1 InfoELMNT Light TYPE Attack LEVEL 40 Max StatsSPD 94 HP 8070 ATK 560 DEF 549 Awakened StatsSPD 110 HP 8895 ATK 637 DEF 582 Leader SkillIncreases the Attack Speed of ally monsters with Light attribute by 23%. Bull's EyeShoots 2 precise shots that are aimed for the enemy's weak spots. Each hit has a 25% chance to ignore the enemy's Defense. Multiplier: 1.8*{ATK} x2 Show Skill Ups Damage +5% Damage +5% Damage +5% Damage +5% Damage +10% Arrow of PurificationAttacks the enemy with an arrow to remove 1 beneficial effect granted on the target. Your Attack Bar will be increased by 50% after the attack. (Reusable in 3 turns) Multiplier: 6.0*{ATK} Show Skill Ups Damage +10% Damage +10% Damage +10% Prison of LightAttacks and stuns an enemy for 1 turn and sets back the enemy's skill cool times to the full amount. (Reusable in 5 turns) Multiplier: 6.6*{ATK} Show Skill Ups Damage +10% Damage +10% Damage +10% Cooltime Turn -1 InfoELMNT Dark TYPE Attack LEVEL 40 Max StatsSPD 94 HP 7905 ATK 593 DEF 527 Awakened StatsSPD 110 HP 8400 ATK 703 DEF 552 Leader SkillIncreases the Critical Rate of ally monsters Guild Battles by 16%. Bull's EyeShoots 2 precise shots that are aimed for the enemy's weak spots. Each hit has a 25% chance to ignore the enemy's Defense. Multiplier: 1.8*{ATK} x2 Chain FireAttacks the enemy with 2 arrows and attacks again with a 30% chance. Attacks consecutively with a 50% chance if the enemy's HP is higher. (Reusable in 3 turns) Multiplier: 2.4*{ATK} x2 Show Skill Ups Damage +5% Damage +10% Damage +10% Cooltime Turn -1 Ready to ChargeRemoves the harmful effects on all allies and increases their Attack Power for 3 turns. (Reusable in 5 turns) |