Metroid Prime Hunters Multiplayer Walkthrough: Weapon Attributes and Statistics

What’s a Metroid game without Power-Ups? Rewarding exploration and knowing your surroundings, every map in Metroid Prime Hunters provides resources that will bolster your Hunter’s durability and arsenal. Power-Ups are broken down into four categories, with their own respective respawn times. Knowing respawn times (Orb Control) will reward a natural resource advantage during duels. When it comes to 4-player free for all, make sure to still prioritize and pursue kills while getting Power-Ups. Too much time away opens a window of opportunity for your opponent’s to nab kills and win the game.

 

Power Beam | Missiles | Affinity Weapon Pickup | Volt Driver | Magmual | Imperialist | Judicator | Shock Coil | Battlehammer | Omega Cannon | UA / Missile Ammo | Energy Orbs | State Power-Ups

 


Weapons 

Weapon Damage is listed as (Non-Headshot/Headshot)

(Starting Weapons)

 

Power Beam 

Damage: 6 / 9

Charge Shot Damage: 36 / 48

 

Old reliable for every Bounty Hunter. The Power Beam can win entire games by itself. While the standard shot does quick-firing chip damage, a Charged Headshot will take a huge chunk of energy out of the opponent. Aim to practice the “1-2-3-boom” routine for the uncharged shots, aiming at a hunter as you line up the charge shot for the head.

 


Missiles

Damage: 32 / 24 (Splash Damage)

Charge Shot Damage: 48 / 24 to 34 (Splash Damage)

 

Strong since Metroid 1, missiles reward leading your shots and quick-witted play. With the ability to soft counter Alt-Form strategies, starting off with 10 missiles is no joke.

– Respawn time: 5 seconds

 


Affinity Weapon Pickup

This will grant your Hunter’s Affinity Weapon, opening up a lot of opportunities to use both your special affinity bonus and get weapons that might not normally be there.

 


Volt Driver

 

Damage: 14 / 21 

Charge Shot Damage: 56

 

The fastest firing weapon in the game. The Volt Driver is an amazing ambush weapon, with or without its initial charge shot. Practice makes perfect, prioritizing track aiming for Persistent Headshots will melt any opponent at any amount of energy.

 


Magmaul

 

Damage: 32 / 16 (Splash Damage)

Charge Shot Damage: 56 / 20

Spire’s Charge Shot Damage: 48 with 20 afterburn damage. 

 

A flare gun grenade launcher passed down through Diamont generations with a high skill ceiling from wall bounces and gravity alone. The Magmaul can both nab kills in frantic +2 Hunter skirmishes and be a close to mid range killer that rewards leading your shots.

 


Imperialist

 

Damage: 36 / 199

 

The Kriken Empire’s signature sniper rifle. A Zoomed in Headshot will kill anyone, even just during the animation for zooming all the way in. While the red laser gives your location away pretty easily, you can take advantage of eager Hunters running over to fight you with another headshot kill.

 


Judicator

 

Damage: 24/32

Charge Shot Damage: 72/87 (Total damage if all Judicator shots hit)

Noxus’s Charge Shot Damage: 12

 

Vhozon Monks know how to fight the fight, and this rapid bouncing sharp shooting weapon is great at all ranges, with a surprise shotgun charge shot ready to take up close or retreating kills.

 


Shock Coil

 

Damage: 10 (Damage ramps up the longer it’s latched to a target)

 

The close range snowballing menace. This Galactic Federation prototype rapidly damages a locked on opponent, rewarding proper spacing and tracking. An opponent going into Alt-Form will break the chain due to a changed hurtbox, but you can take advantage of this with a barrage of Power Beam shots or missiles. While it doesn’t have a charge shot, the low ammo cost rewards starting up the weapon around corners for ambush plays as you get in targeting range.

 


Battlehammer

 

Damage: 12

Weavel’s Affinity Bonus Splash Damage: 12

 

This rapid firing Space Pirate weapon stands out with its high ammo count and fixed arching trajectory. A rewarding skill ceiling to practice is maintaining a stream of this weapon while using the rhythm of the firing rate to track your opponents to stream damage. Even if they retreat to another level of the map, the arch can nab retreating kills with some good prediction skill.

 


Omega Cannon

Damage: Instant Kill

The ultimate power, this weapon provides an instant kill after the shot disperses. Only available on Oubliette, this weapon is waiting for any Hunter willing to make the climb. You can kill three Hunters at once… four even… so be careful.

 


UA / Missile Ammo

– Respawn Time: 0:10

Increases your ammo count by 1/12 of the maximum rounds per weapon. Missile Ammo pick-ups increase your count by 10. These will drop after each kill, depending on what weapon you use for the respective ammo pickup.

 


Energy Orbs

– Respawn Time: 0:15

The sustainability backbone behind fights. So much so that the term map/orb control is anchored around these items. It’s a rewarding skill to remember where these are as you play any map.

– Blue Energy Orb: The most common health orb that heals for 60.

– Gold Energy Orb: A rare health orb that heals for 100.

 


State Power-Ups

 

– Respawn Time: 1:57

These are strong items that will change the state of your Hunter for a limited amount of time. Maps with these Power-Ups often have players flock to them fast.

– Cloak: You Hunter isn’t fully invisible, but the cloak is effective in shrouding where you are as you aim to win the game. Do note that shot weapons are not cloaked.

– Deathalt: You’re locked into your Alt-Form, but your hurtbox is now an instant killing hitbox for a limited time.

– Double Damage: Straightforward as its name implies. Try throwing out Power Beam shots if someone is close by after getting this. You have plenty of time to snowball kills if you keep yourself vigilant and well sustained in HP.