Hunter x Hunter has plenty of epic battles and fighting to please the average anime viewer. Here's a look into some of the most memorable battles!
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Background:
In the Heavens Arena Arc, Gon challenges Hisoka in order to fulfill a promise he made back during the Hunters Exam Arc. Hisoka agrees to the battle after watching Gon’s progress as a fighter.
The battle starts with Hisoka standing calmly in the center of the ring. Gon makes the first move. Hosaka and Gon both avoid or defend against every attack. The action is quick and fluid, with leaps, dodges and punches. The art style and choreography in this fight is truly enjoyable to watch.
Hisoka lands a punch sending Gon flying. He’s not even trying. He hasn’t even moved from his spot. This infuriates Gon who attacks with greater fury. Gon manages to land a punch on Hisoka’s face. Gon’s promise has been fulfilled. Hisoka understands this and allows the fighting to cease, for a moment, while Gon returns the numbered tag from the Hunters Exam. The fight resumes with Gon’s honor restored.
What makes the battle between Gon and Hisoka great is the utter conviction between the two characters. Gon’s only true goal in the fight is to be able to give back the tag after landing a hit on Hisoka. He doesn’t expect to win, he just wants to redeem himself from an earlier failure. Hisoka wants Gon to grow into a worthy opponent.
![]() Background
Kurapika returns in the Yorknew City Arc. He’s mastered Nen and has taken a job as a bodyguard for a mafia overlord’s daughter. His sole motivation for working for the underground is based on his quest to find and defeat the Phantom Troupe, the group of people responsible for massacring his people and leaving him the only survivor.
The battle between the Kurapika and Uvogin takes place outside the city in a deserted area. Uvogin is confident he can beat the rookie Hunter. He has no reason to fear Kurapika after defeating the mafia’s strongest force, the Shadow Beasts.
Kurapika, meanwhile, is calm. He shows no fear. During the battle, the viewer gets the real sense that Kurapika may have surpassed Gon and Killua’s skill in Nen. He seems a much more mature fighter when compared to his skills in the Hunters Exam. He’s fighting with an analytical mind with his rage carefully held in check.
One of the best parts of the battle is at the end. The colors switch to black and white with red as an accent color. It’s a great showcase for Kurapika’s rage and really drives home the darkness of Kurapika’s mental state when fighting against the Phantom Troupe.
In general, the motivation and emotions for Kurapika make his battle against Uvogin very tense yet satisfying to watch.
Background
Kastro and Hisoka fought each other in Heaven’s Arena two years previously. Kastro lost and has spent the time leading up to the rematch training himself in order to defeat Hisoka.
This battle highlights the terrifying power Hisoka possess. Though his opponent Kastro is a strong Nen user, Hisoka never loses his calm demeanor. He uses clever strategy and attacks to fight Kastro.
The battle between Kastro and Hisoka isn’t as fluid as the battle between Hisoka and Gon, but the battle shows Hisoka somewhat struggling for the first time. There is a lot of talking back and forth between the two characters, especially concerning Kastro’s abilities, and gives interesting insight into the different applications of Nen.
Background
The Hunters Association has stormed the palace of Meruemm, the Chimera Ant King, with one mission objective: destroy the Chimera Ants at any cost. While the select Hunters take on The Royal Guard, Mereum agrees to follow Netero to an old abandoned nuclear testing site to fight.
Netero challenging Meruem is easily one of the more climactic battles in Hunter x Hunter. Until this battle, viewers haven’t seen Netero’s fighting power nor have they seen Meruem challenged by any human in the slightest. This is the ultimate battle for humanity.
Meruem isn’t interested in fighting, however. He prefers to have an open discussion with Netero about his own philosophy on his role as the King born to rule the world. He’s discovered that his power should be used to protect the weak who deserve to live and not be used to torment the defeated. Netero realizes that Meruem’s Ant side and Human side are fighting for dominance, but the outcome is still going to be the same: Netero must destroy the Ant King before he begins to waver himself.
By using 100-type Guanyin Bodhisattva, Netero makes the first strike against Meruem. It proves ineffectual and surprisingly, Meruem prefers to talk instead of fighting. Netero offers to reveal the Ant King’s true name, given by the King’s deceased mother, in exchange for fighting. Meruem is convinced and the battle begins.
During the battle, both fighters develop respect for the other’s abilities. Both Netero and Meruem have waited their whole lives to find an opponent worth fighting and they end up enjoying the fight. They are still determined to destroy each other, though.
Background
Gon’s quest to save his mentor Kite culminates in a final showdown with Neferpitou, one of the Royal Guards of King Meruem. While the Hunters Association is battling the rest of the Royal Guards and King Meruem, Gon takes on one of the most powerful characters in the series by himself.
Until this point, Gon has been a strong, if a happy-go-lucky, fighter. He’s always enjoyed every challenge thrown his way. He learns from every battle and every opponent and is generally merciful towards his enemies.
His need for revenge overrides his normal personality during this battle. He goes to incredible lengths to make himself strong enough to battle Neferpitou.
Again, this battle makes use of the black, white, and red color scheme to highlight the mental state of Gon during parts of the battle. The Gon in this battle is not the Gon of battles past, and really captures the grief he is feeling and the malice he has for Neferpitou.
These battles are only a sample of the fights in Hunter x Hunter. The five battles represented here emphasize some interesting characteristics that make each battle epic. Gon is a very expressive fighter with his child-like stubbornness and sense of honor. Netero is a hugely powerful character with a quirky sense of humor that’s absent in his battle. Even the villains show some sort of code of honor and philosophy that mirrors the protagonists in a twisted way. And Hisoka is just plain fun to watch while listening to his Spanish-influenced theme song in the background.
Contents.Story In the years after a major world war, the few scientists remaining on Earth set out to develop a formula to protect humanity from extinction. To be successful they require vital information from the ruins of cities around the world, and assign the task of collecting it to an elite task force known as the Hunters. The story revolves around the player getting jobs from the shop owner to recover relics of interest from dungeons. Eventually the player will compete against a secret organization known as B PHS for the target relics.Gameplay Gameplay centers around hunting and retrieving relics in a dungeon represented by a randomly generated grid. Four hunters are always present in the dungeon, with the computer controlling any hunters that are not controlled by the players. Before entering a dungeon, the player(s) are given a mission to retrieve a key relic hidden in one of the treasure boxes in the dungeon.
Other treasure boxes contain other relics, but only the key relic is required to win any one mission.The player has 3 options: moving, attacking and resting (which will give him/her 2 cards and quarter of his/her Hit Points back).Character development When creating a hunter, players are given 11 initial ability points to spend on Movement, Attack, Defense, and Hit Points. Raising stats uses the following system:. 3 points spent on Movement will raise the Movement statistic by 1. 1 point spent on Attack will raise the Attack statistic by 1.
2 points spent on Defense will raise the Defense statistic by 1. 1 point spent on Hit Points will raise the number of maximum Hit Points by 3Cards Each hunter begins the game with 5 cards drawn randomly out of a deck of 100.
Other players are always able to see each other's hands at all times. Cards can be used at different times throughout the game for different effects, but they are color-coded to the types of effects they cause. Blue and Yellow cards can be used on the map or in combat, but Red and Green cards can only be used in combat or on the map, respectively.Blue cards affect movement ability. They range from +1 to +3 and E. There are only 2 blue E cards in the deck. When used on the dungeon grid map, blue cards increase the hunter's movement range for that round.
If the an E card is used, it will warp the hunter directly to the exit. When used in combat, they increase the hunter's ability to escape from battle for one round. If an E card is used in combat, it will result in definite success in escaping.Yellow cards affect defense and evasion. They range in value from +3 to +9, as well as A, and D.
If used on the dungeon grid map, the cards increase the hunter's ability to avoid traps by a percentage of the card's value x10. For example, a yellow +3 will grant a 30% chance of evading a trap. Both D and A cards will grant total trap protection, increasing the rate to 100%. Cards only last for the round in which they are used, then they expire. If used in combat, they increase the hunter's defense by the amount on the card. A D card will double the hunter's defense, and an A card will maximize the defense.Red cards affect attack. They can only be used in combat.
Values on red cards range from +3 to +9, as well as C, and S. The C Card gives an attack bonus equal to the amount of the opponent's attack stat.
The S card doubles your own attack stat. Just like there is only one each of the A and D Defense Cards, there is only one each of the C and S cards too.Green cards represent traps and can only be used on the dungeon grid map. The traps are placed before the hunter moves, and remains in the space the hunter just vacated. Traps are not visible on the grid until they are stepped on and triggered by a hunter.
There are 4 types of green card, each representing a different kind of trap. The maximum amount of traps on 1 space is 3 traps.
E - Empty: All cards in the hunter's hand are discarded, and they cannot pick any up until the effect wears off. S - Stun: The hunter is stunned and loses their next turn. While stunned, the hunter has a defense stat of 0 and cannot perform any actions, both on the map and in battle, and is also rendered unable to use cards for that turn. D - Damage: The hunter takes damage. L - Leg Damage: The hunter's legs are damaged, causing their movement score to drop to 0 for the rest of the mission.
(If they have a Crutch that they identified however, it becomes a movement of 1 instead. This trap effect will instead cause the hunter to gain movement if their movement is originally 0.)Combat Combat can take place between two hunters or a hunter and a monster.
Combat in Battle Hunter is different from most RPGs because combat ends after one exchange of actions, as opposed to fighting to the death. The majority of combat sessions end with both combatants still standing. If a character is afflicted with the Panic status effect, the computer automatically controls the panicked player's actions. If a character is stunned, they are not able to act at all, and have a defense stat of 0 if they are attacked in that state.When attacked, the hunter that is being attacked can choose whether to counterattack, defend, run away, or surrender, assuming that they are not stunned.
After choosing any action (other than surrender) the hunter will then choose a card to use, or use none if desired. Then, the attacking combatant will choose his/her card. The system will roll two 6-sided dice for each combatant: two for the attacker's attack strength, and two for the defender's defense strength. Each hunter's modifiers will be applied and damage will be resolved.Example: Hunter A attacks Hunter B.
Hunter A has 3 attack and 0 defense, Hunter B has 1 attack and 2 defense. Hunter B chooses to counterattack and uses a +5 yellow Defense modifier. Hunter A chooses to use a +3 red Attack modifier. The system then rolls a 6 and a 5 for Hunter A, and a 4 and a 4 for Hunter B.
Hunter A's attack is 6+5 +3 bonus +3 = 17. Hunter B's defense is 4+4 +5 bonus +2 = 15. Hunter B will take 2 damage. The system will then calculate Hunter B's counter-attack in a similar fashion.If Defend is chosen, the defender makes no counterattack roll, but the character's defense stat is doubled when considering damage taken. In the case of the above example, if Hunter B defended, they would have taken 0 damage.If Escape is chosen, the defender makes an escape roll. The defender can use any blue movement cards to aid in their chance to escape, and the attacker can use them to aid in their chance of catching the defender.
Both players roll two die, and add their move bonus and the effects of any blue cards used to their totals. If the defender rolls a higher total score, they escape.
If the attacker rolls a higher total score, then they catch the defender, and are allowed to make an attack. If this happens, the caught character's defense stat is 0 for the duration of damage calculation.If Surrender is chosen, the defender gives up an item and is warped to a random spot on the map, just as if they were killed. However, the differences between this and actually dying are that if one surrenders, they get to choose what item they give to their attacker, and do not lose half of their max HP.If a hunter loses all HP in a battle, he/she is not killed.
Instead, the hunter is warped to a random location in the dungeon and his/her maximum HP is reduced by 50%. The hunter will allow the attacker to choose an item to take from their inventory, if it is another player.
If GON, the monster that appears when there are no cards left in the deck, defeats the character with the Key Relic, the mission ends and all hunters lose all credits and any relics in their possession.Relics After completing a dungeon, the player can ask the shop keeper to examine the relics he has found. Some of them are useless (like the empty bottle), but some others have effects, such as weapons which increase the hunter's Attack, or disks which contain wallpapers for the main menu. Some others give a handicap to the hunter who possess it, such as becoming confused at the end of your turn. Those can be used to escape a fight by giving it to the enemy which will be handicapped. Only relics which give a malus are effective when not examined, you need to examine the others to profit from their bonuses.
You can also sell the relics to the shop keeper, whether they are examined or not. The Key Relic can not be examined: it is automatically sold.Leveling up To level up, you have to gather enough money (credits) by selling relics or winning dungeons. Then, you can go to the clinic to buy your level up.
When leveling up, your Hit Points automatically increase by 1, and you can add 1 point to the statistic of your choice. Maximum level is 15.Deck running out of cards If the deck runs out of cards (which usually does not occur), then GON, the dungeon beast, is sent out. He is considered a monster (as he does not attack monsters but attacks hunters) and is very hard to beat. This wolf-like creature has an incredibly high attack and can take some hunters out in one hit. Beware not to let the deck get down to 0 cards!External links. at.
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March 2023
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