Maps. The more open the map, the less it suits Goliath and Behemoth. Behemoth in particular absolutely cannot fight in a valley. But, the more valley-like the terrain, the more it suits a Skywraith. And the more elevations there are, the better the Kraken will be. Allow yourself to be domed in areas favorable to what you’re playing, and the hunters won’t have a dome for when you need to retreat.
Expectations. Acting like you’re fleeing when the dome drops but instead going around a corner and waiting for them to chase is an easy way to get Hunters to clump up. Unexpectedly turning on chasing hunters out in the open can cause them confusion, if the terrain is favorable. Hunters will not look for you in obvious places, such as on top of the Aviary tunnel exits.
Leading. Most Hunters won’t go where the Monster isn’t or won’t be. Don’t cross paths with buffs if you don’t have the time to take and deny them, and against most teams they’ll be there when you do have the time. Most Hunters will also not camp bodies, so run around an obstacle and go back for a nibble on a buff they killed.
Hunters. They make a lot of noise. You can get their general direction when sneaking as it increases your hearing range. All that weird wooshing sound you keep hearing when sneaking? That’s actually their jetpacks from way far away. Some Hunter weapons such as Caira’s make an assload of noise, and you can know if they’re busy fighting a buff.
Team comps. Against Lazarus, you want to spread your damage if you cannot find the guy so take things like rank 3 Fire Breath and low-delay interrupts like Charge. Against Hank or Torvald, you won’t want Abduction because it will give them time to react, instead just take Supernova at stage 2. Against Caira, you want spike damage like Leap Smash over Charge. Against Markov, Banshee Mines won’t work well because of the autotargetting and chain on his lightning gun, and Hyde will also clear them fairly well. Decoy will not be effective against Hyde or Torvald. Always include Sunny’s shield drone on the edge of Warp Blast or Vortex.
Relay fight. Avoid it if possible. Markov, Hank, Bucket, Sunny, Maggie, Abe, and Caira are all great at it. Lazarus also by association of Hunters not having strikes at that point. The more offensive the team is, the more you will want to try to down or wipe them at stage 2 using favorable terrain. Goliath suffers the most in the relay fight and Kraken the least.
Opportunity. Many pub trappers are desperate to get a dome, any dome, on a stage 1 Monster. You can usually get a strike on them for that, making your stage 2 encounters much easier. You can cancel a pounce by pressing sneak again if you think you need an ability’s spike damage to finish someone off before Hank shields them or whatnot. Charge is an excellent ability to use right after cancelling a pounce.
Builds. Depends on how you play. If you prefer hit-and-run, go for singular rank 3 abilities with the damage perk. If you want to be in the thick of things, distribute your points more evenly and take something else. If you’re on a buff-contested map like The Dam or Armory, and you think you’ll have to go all-in on the team to beat them, take a perk that isn’t on the map in buff form.