Sunna is a high-projectile hero who applies burn to enemies. Her biggest focus is to attack as much as possible to be able to apply burn. She is unique in the sense that her level 7 perks require her level 8 perks to work. Sunna can be played in every chapter of the game; however, it is not as effective as others
DECK CARD CHOICE
(work on high attacks and critical opportunities)
-Slways 1st : armor card
-Priority a: bonus projectile, multiattack chance, burn damage
-Priority b: splash radius, armor, attack
(after chapter 170, use these cards)
-Always 1st : armor card
-Priority a: bonus projectile, multiattack chance
-pPriority b: splash radius, armor
PERK CHOICE
(perks are more an utility than core changing for gameplay)
-Talent: spell mastery
-Skills: fireblade
-Perma card: fire bonus projectile
-All heroes bonuses: all of them
-Ultimate card: not good
(after chapter 170, use these perks)
-Talent: multicast
-Skills: fire wave
-Perma card: fire bonus projectile
-All heroes bonuses: all of them
-Ultimate card: not good
GEAR CHOICE
(high damage, lots of projectiles)
-Weapon: rogue (for extra projectile)
-Ring: warrior (for extra projectile and life steal)
-Helm: collector (for armor card)
-Chest: warrior (damage and armor penetration)
-Gloves: warrior (damage and passive bonus)
-Boots: warrior (damage and bonus first attack)
(high critical chance rogue build, need less critical chance cards
(after chapter 170, build this)
-Weapon: rogue (for extra projectile) (warrior if cant get life steal cards)
-Ring: rogue (for headshot)
-Helm: collector (for armor card at start)
-Chest: defenders (extra defense)
-Gloves: tactician (free skill reroll and cheaper cards)
-Boots: collector (increased ball economy)