Bounty Hunter (Butcher's Circus)

Combat Skills
(All buffs and debuffs last for 3 rounds unless otherwise specified.)

Using a Bounty Hunter
Like with the main game, the Bounty Hunter is a flexible melee class that can operate from anywhere on position 1 to 3. This makes him very resilient to shuffles as he can still lay on hurt on the enemy except at the very back. His damage may be middling without Marks, but he is very effective in support with his ability to move enemy units into unfavorable positions. His Finish Him skill is particularly potent in delivering Deathblows, as it has a massive +50% Deathblow chance to ensure someone dies.

For a frontline Bounty Hunter, the skills of choice to use are frequently Uppercut and Come Hither for movement, Finish Him for elimination, and Collect Bounty to capitalize on his own marks from Come Hither. Mark for Death can help the rest of the team specialized over Marks, and can synergize with the Arbalest or Musketeer to give a massive net Deathblow bonus when assassinating the marked targets. Flashbang is a little less reliable for movement but is a last resort for Bounty Hunters found in position 3. Easy Trinkets to use include the Retarius' Net for improved movement and The Finisher to secure kills. These can be replaced with the Grappling Mitts and Heart Seeker respectively when unlocked. The Bounty Notice is also good if he's participating in a Mark team.

Note that Finish Him can capitalize on self-inflicted Dazes. If an enemy Flagellant just used their Redeem or Exsanguinate, an enemy Hellion her Breakthrough or Bleed Out, or an enemy Abomination just reverted from their Transformation, the Bounty Hunter can take the opportunity to cleave their health bars in twain. A post-Finale Jester is similarly vulnerable but would often be out of reach of Finish Him unless you've already eliminated an enemy.

The Infamous Visage opens up a possible role for the Bounty Hunter in a Stress team. Since it makes all his melee attacks induce Stress, it can combo well with his Caltrops which increases the rate at which the enemy gains stress. The widespread long-lasting Bleed from Caltrops opens up synergy with the Crimson Hook to improve his Stress output, albeit at the cost of reliability of movement.

Fighting against a Bounty Hunter
If your team is vulnerable to movement, consider stunning the enemy Bounty Hunter or using Trinkets that provide Move resistance. You might also want to force him all the way to the back of the formation so that he can't use his melee attacks and is stuck with Come Hither.

If you do notice the enemy Bounty Hunter is designed for delivering Deathblows, denying him access to Finish Him is of great importance, especially if the rest of the team is putting out so much damage that your healers can't keep up. Try Dazing the enemy Bounty Hunter so that your healers can pull the party out of Death's Door and keep him from landing the finishing blow.