The Huntress
A killer guide by laughing_whales
The power
Huntress is a 110% killer who buys her lost movement speed back with the threat of a hatchet. That is the trade, and understanding it is most of the character: you are slower than every survivor you chase, and the only thing that makes up the difference is that they cannot take a straight line anywhere while you are holding a hatchet. So the hatchet is a zoning tool first and a damage tool second. A hatchet you never throw still wins ground, because a survivor who thinks you might throw will not commit to the long pathing that beats a 110% killer. Newer Huntress players throw at every sightline and end up empty at the moment it mattered. Better Huntress players hold the hatchet up, walk the survivor into a bad angle, and throw once. Her lullaby is the other half. You cannot be stealthy, so stop trying — survivors know you are coming, which means they leave generators early and go to loops early. Use that: their predictability is what makes cross-map and pre-aimed shots land. Two mechanical things matter more than any build. First, the hatchet arcs and drops, so at range you aim high and you learn how high on your monitor by repetition, not by theory. Second, your reload is a locker, which means locker positions are map knowledge you have to actually memorise. Running dry in a good chase is a self-inflicted wound.
Tips
- Hold the wind-up without throwing. The threat alone stops survivors from taking the long, safe path that beats a 110% killer.
- At range, aim above the target and let the arc drop into them. You learn the amount by throwing, not by reading about it.
- Learn where the lockers are on each map. Running out of hatchets mid-chase is how a won chase becomes a lost one.
- Do not throw at a survivor who is about to vault a pallet — throw where they will be one beat after the vault.
- Close-range hatchets are usually worse than an M1. If you are inside the arc, just hit them.
- Your lullaby means survivors leave generators early. Aim for where they are running to, not where they were.
- On indoor maps her value collapses — no sightlines, no arcs. Expect to play those matches as a slow M1 killer.
- Cancel a wind-up you no longer believe in. Holding a bad throw costs you less than committing to it.
The Huntress's perks
Beast of Prey
Hex: Huntress Lullaby
Territorial Imperative
Perks worth running
BamboozleGoodThe best chase perk on any 110% killer. Window loops are exactly where being slower hurts, and blocking the window converts them into a hatchet angle.
Iron MaidenGoodReloading is a mandatory part of her power, so a perk that speeds it up is effectively a power add-on. The Exposed on locker exit is a real bonus, not the point.
Barbecue & ChilliGoodHuntress is slow across the map, so knowing which direction to commit to matters more to her than to a 4.6 m/s killer.
Pop Goes the WeaselGoodHer chases end fast when a hatchet connects, which leaves you time to actually use the kick window.
Sloppy ButcherGoodEvery survivor you injure with a hatchet has to heal, and making that expensive is how you convert hatchet damage into map pressure.
DeadlockGoodFree slowdown for a killer who spends a lot of time reloading and walking. It asks nothing of you.
Corrupt InterventionSituationalFunnels survivors toward the middle of the map, where sightlines are usually better for throwing. Weaker on maps where the middle is a building.
Nowhere to HideSituationalGood when you are already kicking generators, and it pairs with her inability to sneak up on anyone anyway.
Infectious FrightSituationalSnowball potential when a hatchet downs someone in the open, but Huntress rarely has the movement speed to collect on it.
Darkness RevealedSituationalYou are visiting lockers constantly to reload, so the aura reveal is close to free. The value depends on how often your reloads are near people.
Scourge Hook: Pain ResonanceSituationalSolid generic slowdown. It does nothing for the part of Huntress that is actually hard, which is landing hatchets.
Lethal PursuerSituationalThe opening reveal helps you pick a first target you can reach. Less valuable on her than on killers who can actually get there quickly.
Add-ons
Oak HaftGoodA 20% shorter cooldown between throws is the most consistently useful thing you can hold. More attempts per chase, no downside, no changed aim.
Manna Grass BraidGoodShorter wind-up means you can commit later, which means survivors get less time to react to the throw. Straightforwardly good on every build.
Flower BabushkaGoodThe other wind-up reduction. Same reasoning as Manna Grass Braid — faster to threaten, faster to abandon a bad throw.
Deerskin GlovesGoodFaster locker reloads directly reduce the dead time in her power. Unglamorous and quietly one of her best.
Begrimed HeadGoodHaemorrhage and Mangled on every hatchet hit turns each connection into a healing tax. Pairs with Sloppy Butcher for a genuinely oppressive injury game.
Iridescent HeadGoodOne hatchet, instant down. It changes the character completely: every throw is the whole match. Strong, high variance, and it punishes greed harder than any other add-on she has.
Bandaged HaftSituationalThe smaller cooldown reduction. Take it when Oak Haft is going into a different build, not instead of it.
Rusty HeadSituationalMangled for 70 seconds is fine value, but Begrimed Head does this and more if you have one.
Venomous ConcoctionSituationalExhausted on hit shuts down the exhaustion perk that would have extended the next chase. Great against a team leaning on Sprint Burst and Lithe, dead weight otherwise.
Glowing ConcoctionSituationalAura reveal after a hit tells you where they ran. Useful while you are learning where survivors go after taking a hatchet.
Wooden FoxSituationalUndetectable after a reload is a real ambush tool on a killer who normally announces herself. Situational because it requires you to plan a reload you were not going to make.
Yellowed ClothWeakFaster projectiles sound like an upgrade and are a trap: it changes the arc you have spent your whole time learning, so your aim gets worse before it gets better.