Resident Evil Revelations 2 Guide

HUNK Supremacy - The Ultimate RAID Guide for Resident Evil Revelations 2

HUNK Supremacy – The Ultimate RAID Guide

Overview

HUNK is one of the best RAID Mode characters, if not the absolute best. This guide focuses on getting the most out of your HUNK Character.

Introduction

I’m gonna cut straight to the point and keep this guide as short as possible, with as little redundancy as possible.

Reasons HUNK is the best RAID Mode character:

  • HUNK starts with all 4 Weapon Slots unlocked, effectively letting you carry more ammunition around for power-leveling. However, you rarely need more than one slot later on.
  • HUNK starts with Stealth Cloak active skill which is extremely useful against certain types of enemies such as Revenants and Ironheads. Stealth Cloak is one of the best defensive active skills you can get your hands on, another similar skill would be Smokescreen Bottle.
  • HUNK can unlock 4 types of bottles (grenades): Electric, Smokescreen, Exploding & Decoy. The only two bottes he has to inherit (if needed) are Firebomb & Ice.
  • HUNK can unlock Stuck on You active skill which increases the damage of bottles (grenades).
  • HUNK can unlock Crouch Power which could prove extremely useful early on if used with certain types of weapons (such as magnums and sniper rifles).
  • HUNK has the strongest finisher of all characters (however, it won’t be used in this build at all).
  • HUNK has a unique Melee Attack (Forward knife-stab) which does slightly more damage than other characters, however AoE is reduced.
  • HUNK looks really cool and looks do kill!


*image belongs to relyonhorror[www.relyonhorror.com]

How to unlock HUNK character in RAID Mode:

Raid Mode Character: HUNK DLC Review – Recommended

Overview

This is how the ultimate build will look once it’s finished:
[link]
Note: Primal skills are the skills you unlock by leveling-up HUNK, Inherited skills are the ones you unlock by level-up other characters.

Character Skills [Active]

Active Skills:

Stealth Cloak (Lv. 10) – Primal:

  • Deactivates only if you take damage while you’re cloaked (i.e. from Poison clouds). Does NOT deactivate if you get elemental status ailments without taking damage (i.e. becoming Frozen).
  • Can be used to instant-kill (back-stab) Revenants. Back-stabs deal massive Melee damage to most types of enemies but not all enemies can be back-stabbed (i.e. Scagdeads & Napads are immune to back-stabs).
  • Can be used to escape mobs of fast moving enemies (i.e. Speed Hunters).
  • Attacking and firing weapons while cloaked does NOT deactivate the cloak. Also, touching enemies without taking damage does NOT disable your cloak either.
  • You can stack other active skills on top of Stealth Cloak without deactivating it. For instance, you can stack Coat of Armor with Stealth Cloak (thought it’s pointless) or fire an RPG while you’re stealthed.
  • Maximum Stealth duration is 13.0 seconds and minimum cooldown duration is 45.0 seconds. Cooldown can be further reduced by using “Executioner” weapon part.

Exploding Bottle (Lv. 20) – Primal:

  • Deals massive explosive damage to all enemies in range. Raw damage scales both with your character level and skill level. Maximum raw damage value is 20858 and maximum capacity is 10. This skill doesn’t have a cooldown, you can throw as many bottles as you like in quick succession.
  • Does NOT inflict self-damage, you can blow it right at your feet without losing a single point of health.
  • Can be shot mid-air, causing it to explode on air.
  • Blast Radius does NOT increase by leveling-up, the only way to increase blast radius is by inheriting Gabe’s Grenade Master passive skill.

Electric Bottle (Lv. 20) – Primal:

  • Makes enemies more vulnerable to damage for a short period of time, also does minimal electric damage. Maximum raw damage is 258, maximum damage bonus is 150% and maximum vulnerability duration is 6.5 seconds. Furthermore, maximum capacity is 12.
  • This skill doesn’t have a cooldown, you can throw as many bottles as you like in quick succession. However, damage bonus doesn’t stack and duration will be reset to 6.5 seconds with each successful hit.

Rocket Launcher (Lv. 10) – Inherited (from Chris):

  • Can’t be aimed directly, however it will be fired right at the place where you crosshair (or laser sight) aims at. In other words, you can aim any weapon and fire the RPG instead and it will hit exactly where your shot would have landed. Otherwise, you can just use the grenade trajectory indicator to aim your RPG.
  • Deals massive explosive damage to all enemies in a short range. Raw damage scales both with your character level and skill level. Maximum raw damage is 112012, maximum capacity is 3 and minimum cooldown duration (between uses) is 30.0 seconds.
  • Crouch Power and Electric Bottles can increase the damage RPG does.
  • Each shot is quite devastating on its own and can effectively one-shot ANY enemy if combined with Electric Bottle and/or Crouch Power damage buff.
  • Does NOT inflict self-damage, you can blow it right at your feet without losing a single point of health.

Active Skill Synergies (Battle strategy, skill combination):

Electric Bottle + Exploding Bottle:
Throw an Electric bottle at the enemies first to make them vulnerable, then follow-up by throwing an Exploding Bottle to deal massive damage. Effective against groups of weaker enemies such as Afflicted/Rotten groups. Extremely effective against Napad groups since it breaks their armored shell.

Electric Bottle + Rocket Launcher:
Throw an Electric bottle at the powerful enemy first to make it vulnerable, then follow-up by firing an RPG to deal massive damage. Effective against powerful shielded elites (i.e. Barrier Scagdead). Extremely effective against single power enemies (i.e. bosses such as Neil).

Stealth Cloak + Electric Bottle:
Activate Stealth Cloak, throw an Electric bottle at the enemies first to make them vulnerable, then follow-up by a back-stab while stealthed to eliminate the enemy. Extremely effective against groups of Elite Ironheads.

Character Skills [Passive]

Passive Skills:

Health Up (Lv. 20) – Primal:

  • Effectively doubles your Health Points at maximum level. It does NOT add 2000 more HP! Your default HP is 1000, you can get 1000 more HP by upgrading this skill to the max level.
  • This skill actually increases the effectiveness of “Life Stealer” weapon part since it recovers a portion of your maximum HP (not the damage done). !NEED CONFIRMATION!
  • Does NOT affect the effectiveness of Herbs.

Armor Up (Lv. 5) – Inherited (from Chris):

  • Reduces raw damage taken by 30% at maximum level. The effect is almost the same as having 30% more HP.
  • This skill becomes more effective if used in combination with Health Up since the more HP you have, the slower it goes down. In other words, 30% of 2000 is more than 30% of 1000.
  • Does NOT seem to decrease elemental damage (i.e. burning, poison). !NEED CONFIRMATION!

Melee Master (Lv. 20) – Inherited (from Leon):

  • Increases Melee Damage (doesn’t apply to knife, only prompt Melee Attacks) by 50% and Melee (knife and prompt Melee attacks) Attack Speed by 120% at maximum level.
  • Does NOT apply to HUNK’s normal finisher (pistol shot, without Samurai Sword) but applies to all other finisher attacks – credits to Cyriel Doodle or any other finisher attack. HUNK’s normal finisher (pistol shot) damage only scales with character level and level difference and uses no ammo. !NEED CONFIRMATION! confirmed by: TheMarx151
  • Both bonuses (damage and speed) apply to Samurai Sword (Katana).

Samurai Sword (Lv. 10) – Inherited (from Cipher):

  • Replaces normal knife with a Katana which comes with a three-hit combo. Damage scales both with character level and skill level. Maximum attack power of each normal hit is 10300.
  • Sword Swing is considered a Melee Attack (physical attack, just like prompt melee attacks) instead of a knife attack. Therefore, Melee Master bonuses apply to Samurai Sword. However, Leon’s Savor the Moment does NOT apply to Katana since it’s not a knife. Savor the Moment’s movement speed bonus can’t logically apply to Katana because you can’t run and swing at the same time.
  • Extremely effective against almost all enemies that you encounter. Less effective against Dogs, Hunters and other fast moving enemies but still a viable weapon.
  • Arguably the most powerful weapon the game (RPG isn’t considered a weapon, it’s a limited-use active skill).
  • Each swing has a wide range and can hit more than a single enemy.
  • If the 3-hit combo is performed completely, the last attack (3rd hit) has a considerably longer recovery time than the previous hits. Therefore, it’s best to just hit twice in row to avoid the long recovery.
  • Running attacks (swing the sword while you’re sprinting) does slightly more damage than normal swings but has a longer recovery time. There’s no special skill to modify the running-attack damage (You need to purchase it in campaign but you have it by default in RAID Mode). !NEED CONFIRMATION!

Can’t Catch Me (Lv. 10) – Primal:

  • You only need Lv. 1 to benefit from maximum Evasion Recovery reduction.
  • Increases your invincibility frames by 300ms and decreases your evasion recovery time by 333ms at maximum level. !NEED CONFIRMATION: you NEVER have any i-frames apparently.!
  • It’s a really practical skill if used correctly. Reduced evasion recovery time can be extremely useful in certain situations and lets you evade endlessly in row (i.e. sprint, evade, sprint or evade backwards, fire weapon, evade sideways).
  • In-game description sounds a bit vague, what it actually does is decrease the cooldown between each consecutive dodge by 1/3rd of a second. Basically, with this skill you can perform a few evasions in row right after one another.
  • The difference in Recovery Time is noticeable, but in order to test it for yourself, you must start a mission to apply the skill (or remove it). Simply, equipping/unequipping the skill at Vestibule does NOT work. !CONFIRMED!

Magnum Mastery (Lv. 20) – Inherited (from Barry):

  • Increases Magnum Reserve Ammo to 44 bullets and increases reload speed by 20% at maximum level.
  • This skill is a must-have if you intend to use Revolvers, otherwise you would run out of ammunition quickly.

Passive Skill Synergies (Battle strategy, skill combination):

Samurai Sword + Melee Master:
Katana is your primary weapon and the main source of your attack power. This build relies heavily on close-range battle and melee combat. The sword becomes extremely fast and insanely powerful when combined with Melee Master skill.
Bear in mind that the only downside is the fact that Katana will also replace HUNK’s devastating finisher (pistol shot) with the normal stab, thus reducing the damage potential. However, it’s not really important considering the benefits it gives. HUNK’s forward stab is still done with a short knife, but the damage increases.

Health Up + Armor Up:
This skill combination basically doubles your Health Points and makes you take 30% less raw damage, effectively increasing the amount of punishment you can survive by 130%. It turns you into a virtually unstoppable killing machine when you add a Life Stealer weapon to the recipe.

Can’t Catch Me + Magnum Mastery + Life Stealer part:
I have not, and I repeat have NOT mistaken this skill with Evade Cancel or Evade Extension. Evade Cancel isn’t nearly as useful as people think. What you actually need is the Reduced Recovery Time and nothing else, so you can just get Can’t Catch Me Lv.1 and equip it. This is an extremely useful technique against slow-moving enemies (i.e. Napads and the sledgehammer guy from Silent-Hill).
Basically, what this combination provides you is Health Regeneration. But why the hell do you need Can’t Catch Me? So you can Evade in row easily.

You can do these things with Can’t Catch Me:
1) Quick Positioning: Evade out of harm, regain the lost HP with Life Stealer and get back into action. Let’s say you got pounded by the sledgehammer dude (or a Napad), you get up, quickly evade backwards, then evade sideways, one-shot kill a weak enemy and gain more HP than you lost.
2) Fake Sprint: Sprint, evade, sprint. Let’s say, you’ve sprinted a long distance and ran out of breath. You can easily cancel the fatigue animation and maintain a fast movement speed by evading in row. This can be improved drastically by having Evade Extension but it’s useful enough on its own already.
3) Quick Counter-attack: Dodge backwards, dodge forward, slash with Katana. Let’s say a Napad’s about to punch you to the ground, you evade backwards, he punches the ground, you evade forward and smack his face with your katana.

Weapon & Attachments

Since Samurai Sword (Katana) is your primary weapon of choice, you only need to equip a firearm for one and one reason only: Regenerating Health. And to do that, you will need a Life Stealer weapon part, any level would do.

You need a weapon with maximum damage output, therefore a revolver would be your best friend for this purpose. Since you only use your firearm to regenerate health, you’re gonna need a weapon that can preferably kill weaker enemies with a single shot.

Firearms of Choice – Magnum:

1st Choice – Magnum Python/Anaconda:

  • +Deals massive base-damage, works great in combination with Damage part.
  • +Fair firing speed but it’s not important because your goal is to kill a single enemy with a single bullet each time.
  • +Good capacity, it’s extremely important since you need to make every bullet count. The more bullets in a single clip, the less time wasted on reloading.
  • +Usually has all 6 part-slots available so can you customize it a lot.

2nd Choice – Pale Rider

  • +Insanely high base-damage, wrecks havoc on enemies with Damage part attached.
  • -Really slow firing speed. Recommended to attach a Firing Rate part.
  • -Really low capacity, you would probably waste a lot of time on reloading. Recommended to attach a Quick Load part.
  • -Doesn’t have all 6 part-slots available but it’s not really that important because you don’t need to customize it that much.

Generally, try to stick with a Python or Anaconda since they’re clearly a better choice for this build. A tagged weapon (preferably Speed Load because of increased Capacity) would be great but not necessary, even a Vanilla version would get the get job done. Level doesn’t matter as long as you can one-shot kill weak enemies with it.

Weapon Parts:

MUST-HAVE Weapon Parts:

  • Life Stealer: In order to be able to regenerate your Health with each kill. The higher part level, the more HP you gain with each kill. However, the level isn’t really that important as long as you have this part attached.
  • Damage: The higher the level, the more damage bonus you get. Try to equip the highest level Damage part you have to make sure you can kill a single enemy with one shot.
  • S.T.A.R.S.: Increases weapon damage and critical rate, only has Level 1 available. Can be equipped with Damage at the same time.

You must equip these 3 parts which leaves you with up to 3 more free slots.

Optional Parts:

  • DSO: Increases damage dealt to normal enemies by 17%, useful but unnecessary.
  • Mundane Murderer:Increases damage dealt to normal enemies, useful but unnecessary. Can be equipped at the same time with DSO.
  • Close Range: Increases damage the closer the enemy is, could come in handy in certain situations.
  • Executioner: Useful only if you rely a lot on Stealth Cloak but mostly unnecessary. Does not work while the cloak is still active.
  • Charge Shot: Usefulness depends on situation but since you rely on speed, this part is usually not needed.
  • Piercing: Basically, let’s you line-up more weak enemies (Afflicted, Rotten, etc.) and kill them with a single bullet. You DO gain more HP if you kill more than one enemy with a single bullet.
  • Critical Hit: Only useful if you decide to kill stronger enemies with your revolver, since you can already one-shot kill weak enemies without this part.
  • Homing Ammo & Easy Hit: Extremely useful, it’s basically like aim-hack. You need to make each shot count, and this part gets the aiming job done for you. Highly recommended if your aim sucks.
  • Firing Rate: Extremely useful if you decide to go with Pale Rider.
  • Capacity: A great choice, the more bullets a single clip can hold, the less time you waste on reloading the revolver. Highly recommended.

DO-NOT-USE Parts:

  • Fire Ammo: This is completely counter-productive because you will NOT recover any HP if the enemy dies from burning damage. You must kill an enemy with the bullet itself to recover health.
  • Elemental Ammo & Elemental Bonus: Do NOT use, they beat the whole purpose of this build. Especially Fire Ammo, however, Ice Ammo could be remotely useful but still try to avoid it.
  • Burst & Auto-Shoot: Again, don’t use these parts. Read the guide again if you can’t understand why.
  • Daze: There’s no point in stunning an enemy with the Revolver then finishing them off with a follow-up Melee. Your goal is to recover HP, therefore you need to kill a single enemy with a single shot.
  • Soul Eater & Greedy Killer: You’re not gonna farm XP/Gold with your Revolver, you have already done that before. The only reason you use a firearm, is to recover Health. So, you’re not gonna need either of these two parts on.

Alternative Builds

Sniper HUNK:

You can switch Magnum Master (Inherited) with Rifle Master (Primal) and use a Sniper Rifle instead. Since you will be focusing on far-away targets now, feel free to replace Can’t Catch Me with Crouching Power and duck before you shoot enemies. The rest of this guide still applies.

Scavenger HUNK:

You can switch Magnum Master (Inherited) with Scavenger (Primal) since you don’t really use your Revolver that much (only to regenerate health). The rest of this guide still applies.

Evasive HUNK:

You can switch Magnum Master (Inherited) with Evade Extension (Inherited) to increase your dodge distance. However, it isn’t really as useful as it sounds and is often situational. It could prove useful if you evade-run a lot. The rest of this guide still applies.

Conclusion

Thank you for reading my guide, I hope it will prove useful for you. If you have any suggestions and/or questions, feel free to ask in the comments as I will check them regularly.

If you liked this guide, please support me by Rating, Favoriting & Sharing it, you can also see my other works (guides/reviews) on my profile.! Happy gaming!

UPDATE 1 – Note on Evade Cancel

Do NOT use Evade Cancel on this build.

Evade Cancel is useless because whatever animation you cancel into an evasion, duration of the evasion itself is longer than the duration of original animation. But if you use Can’t Catch Me, you will use it to cancel running and only running into an evasion, in this case, evading is faster than normal running (not sprinting) which works perfectly with Evade Extension but is unneccessary.

The main reason I use Can’t Catch Me on this HUNK Build is because of cancelling running into evading in row (twice, three times at most) and evasion is faster than running. Again, cancelling anything else into an evasion is quite pointless because the duration of evasion itself is longer than the original animation.

  • If you cancel recoil into evasion: Evasion takes longer, your aim will be messed up and you have to reposition.
  • If you cancel knockdown into evasion: Evasion takes longer, you’re invulnerable during knockdown but you can take damage during evasion.
  • If you cancel climbing into evasion: You either cancel the action itself or again waste more time on evasion animation.
  • etc.
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