Duelists of Eden/Gunner: Difference between revisions

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{{CharacterPickReasons
{{CharacterPickReasons
|pros=
|pros=
* '''High Range Disruption''': Gunner's Charge Beam and Big Beam have unlimited range and low startup, giving you some of the best disruption in the game
* '''High Range Disruption''': Gunner's Charge Beam and Big Beam have unlimited range, giving you some of the best disruption in the game
* '''Flame''': Gunner's weaponry can produce flames, thus synergizing highly with Flame payoff cards
* '''Flame''': Gunner's weaponry can produce flames, thus synergizing highly with Flame payoff cards
* '''Unique Mobility''': Gunner's CherryBomb provides a quick backwards dash, giving him a distinct mobility  
* '''Unique Mobility''': Gunner's CherryBomb provides a quick backwards dash, giving him a distinct mobility  
|cons=
|cons=
* '''Variable Weapons:''' Gunner's primary weapon has 3 stages that it cycles through, making it inconsistent for some combos
* '''Variable Weapons:''' Gunner's primary weapon has 3 stages that it cycles through, making it inconsistent for some combos
* '''Thing 2''': Explanation about Thing 2.
|width=100
* '''Thing 3''': Explanation about Thing 3.
|width=75
}}
}}
}}
}}


==Weapons==
==Weapons==
===Weapon 1===
===Primary Weapon===
{{MoveData-DoE
{{MoveData-DoE
| pic=[[File:DoE gun W1.png|126px]]
| pic=[[File:DoE gun W1.png|126px]]
| hitbox={{DoEPlayfield|<!--
-->{{DoEPlayfield/Entity|y=2|x=2|image=DoE gun color 1.png}}<!--
-->{{DoEPlayfield/Highlight|y=2|x=3|color=gray}}<!--
-->{{DoEPlayfield/Highlight|y=2|x=4|color=gray}}<!--
-->{{DoEPlayfield/Highlight|y=2|x=5|color=gray}}<!--
-->{{DoEPlayfield/Highlight|y=2|x=6|color=gray}}<!--
-->{{DoEPlayfield/Highlight|y=2|x=7|color=gray}}<!--
-->{{DoEPlayfield/Entity|y=2|x=7|image=DoE Playfield Block.png}}<!--
-->}}
| caption=Charge Beam
| caption=Charge Beam
| name=Charge Beam
| name=Charge Beam
| input=Weapon 1
| input=Weapon 1
|{{AttackData-DoE |
|{{AttackData-DoE |
| dmg=1
| dmg=1, 2
| startup=13
| startup=13
| active=6
| active=6
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| onshield=12
| onshield=12
| cost=1
| cost=1
| cooldown=26
| cooldown=29
| airtime=-}}
| airtime=-}}
|
|
* Gunner fires a beam, every third cast is upgraded to Big Beam.
* Gunner shoots a beam in front, charging the next Charge Beam with extra damage.
* Can't pierce targets, still can be blocked.
* Casting Charge Beam by 3rd time will power-up the beam to {{DoE WeaponText|Gunner|1 1|Big Beam}}.
* First cast creates a green effect and the second cast creates a blue effect.
* Despite its treated as a beam, Charge Beam can't pierce through enemies and will be blocked by the first unity hit by.
|}}
|}}


{{MoveData-DoE
{{MoveData-DoE
| pic=[[File:DoE gun W1 1.png|126px]]
| pic=[[File:DoE gun W1 1.png|126px]]
| hitbox={{DoEPlayfield|<!--
-->{{DoEPlayfield/Highlight|y=2|x=2|type=none|4}}<!--
-->{{DoEPlayfield/Highlight|y=2|x=3|color=gray}}<!--
-->{{DoEPlayfield/Highlight|y=2|x=4|color=gray}}<!--
-->{{DoEPlayfield/Highlight|y=2|x=5|color=gray}}<!--
-->{{DoEPlayfield/Highlight|y=2|x=6|color=gray}}<!--
-->{{DoEPlayfield/Highlight|y=2|x=7|color=gray}}<!--
-->{{DoEPlayfield/Entity|y=2|x=7|image=DoE Playfield Block.png}}<!--
--><!--
-->{{DoEPlayfield/Entity|y=2|x=2|image=DoE gun color 1.png|opacity=0.50}}<!--
-->{{DoEPlayfield/Entity|y=2|x=1|image=DoE gun color 1.png}}<!--
-->{{DoEPlayfield/Highlight|x=7|y=2|type=flame|color=none}}<!--
-->}}
| caption=Big Beam
| caption=Big Beam
| name=Big Beam
| name=Big Beam
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| startup=13
| startup=13
| active=6
| active=6
| recovery=33
| recovery=22
| velocity=-
| velocity=-
| onhit=5
| onhit=5
| onshield=-7
| onshield=-7
| cost=0
| cost=0
| cooldown=-
| cooldown=29
| airtime=-}}
| airtime=-}}
|
|
* Gunner fires a big beam, on cast he'll step backward.
* Gunner shoots a beam in front with additional damage, creating {{DoE Keyword|Flame|Flames}} on-contact and pushing Gunner backwards 1 tile.
* On-hit create an {{DoE Keyword|Flame|Flame}} on target.
* Big Beam has a unique color and sound effect to reflect powered version.
* Beam particle and sounds is different from others casts.
|}}
|}}


===Weapon 2===
===Sub Weapon===
{{MoveData-DoE
{{MoveData-DoE
| pic=[[File:DoE gun W2.png|126px]]
| pic=[[File:DoE gun W2.png|126px]]
| hitbox={{DoEPlayfield|<!--
-->{{DoEPlayfield/Entity|y=2|x=4|image=DoE gun color 1.png|opacity=0.9}}<!--
-->{{DoEPlayfield/Entity|y=2|x=3|image=DoE gun color 1.png|opacity=0.7}}<!--
-->{{DoEPlayfield/Entity|y=2|x=2|image=DoE gun color 1.png|opacity=0.5}}<!--
-->{{DoEPlayfield/Entity|y=2|x=1|image=DoE gun color 1.png}}<!--
-->{{DoEPlayfield/Highlight|y=2|x=5|type=none|opacity=0.9|44}}<!--
-->{{DoEPlayfield/Highlight|y=2|x=4|type=none|opacity=0.8|44}}<!--
-->{{DoEPlayfield/Highlight|y=2|x=3|type=none|opacity=0.7|44}}<!--
-->{{DoEPlayfield/Highlight|y=2|x=2|type=none|opacity=0.6|44}}<!--
-->{{DoEPlayfield/Highlight|y=1|x=6}}<!--
-->{{DoEPlayfield/Highlight|y=2|x=6}}<!--
-->{{DoEPlayfield/Highlight|y=3|x=6}}<!--
-->{{DoEPlayfield/Highlight|y=2|x=5}}<!--
-->{{DoEPlayfield/Entity|y=2|x=6|image=DoE Playfield Block.png}}<!--
--><!--
-->{{DoEPlayfield/Highlight|y=2|x=6|type=flame|color=none}}<!--
-->}}
| caption=Cherry Bomb
| caption=Cherry Bomb
| name=Cherry Bomb
| name=Cherry Bomb
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| startup=10
| startup=10
| active=4
| active=4
| recovery=26
| recovery=20
| velocity=-
| velocity=-
| onhit=14
| onhit=14
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| airtime=-}}
| airtime=-}}
|
|
* Gunner explodes in a T hitbox in front.
* Gunner hits in a small cone in front, creating {{DoE Keyword|Flame|Flames}} on-contact and pushing himself backwards.
* He'll also push himself to last column.
* Despite the animation, Gunner self push is not treated as a Step, but can be negated by {{DoE Keyword|Root|Root}}.
* On-hit create an {{DoE Keyword|Flame|Flame}} on target.
|}}
|}}



Latest revision as of 08:48, 25 March 2024

Weilding a big gun, Gunner can take down any target.

Overview

Explanation about Gunner playstyle

Pick if you like Avoid if you dislike
  • High Range Disruption: Gunner's Charge Beam and Big Beam have unlimited range, giving you some of the best disruption in the game
  • Flame: Gunner's weaponry can produce flames, thus synergizing highly with Flame payoff cards
  • Unique Mobility: Gunner's CherryBomb provides a quick backwards dash, giving him a distinct mobility
  • Variable Weapons: Gunner's primary weapon has 3 stages that it cycles through, making it inconsistent for some combos


Weapons

Primary Weapon

DoE gun W1.png
Charge Beam
Toggle Field Preview
Toggle Field Preview
Charge Beam Weapon 1
Damage Startup Active Recovery Velocity
1, 2 13 6 1 -
On Hit On Shield Cost Cooldown Air Time
24 12 1 29 -
  • Gunner shoots a beam in front, charging the next Charge Beam with extra damage.
  • Casting Charge Beam by 3rd time will power-up the beam to Big Beam Big Beam.
  • Despite its treated as a beam, Charge Beam can't pierce through enemies and will be blocked by the first unity hit by.
DoE gun W1 1.png
Big Beam
Toggle Field Preview
Toggle Field Preview
Big Beam Weapon 1 Follow-Up
Damage Startup Active Recovery Velocity
4 13 6 22 -
On Hit On Shield Cost Cooldown Air Time
5 -7 0 29 -
  • Gunner shoots a beam in front with additional damage, creating Flame Flames on-contact and pushing Gunner backwards 1 tile.
  • Big Beam has a unique color and sound effect to reflect powered version.

Sub Weapon

DoE gun W2.png
Cherry Bomb
Toggle Field Preview
Toggle Field Preview
Cherry Bomb Weapon 2
Damage Startup Active Recovery Velocity
1 10 4 20 -
On Hit On Shield Cost Cooldown Air Time
14 2 1 26 -
  • Gunner hits in a small cone in front, creating Flame Flames on-contact and pushing himself backwards.
  • Despite the animation, Gunner self push is not treated as a Step, but can be negated by Root Root.

Strategy and Synergy

  • Charge Beam, Big Beam Charge Beam, Big Beam Gunner controls the area in front of him with a constant threat of a long-range laser
    • Neutral: Gunner's persistent poke can threaten to counter enemy attacks while chipping away at their health
    • Interruptions: The long range and relatively brief startup of Charge Beam and Big Beam make them a threatening
  • CherryBomb CherryBomb - High speed and wide range, but limited in terms of reach
    • Neutral: Allows Gunner to control the front column of the enemy's field effectively and have an escape option while standing on his front columns
    • Anti-Melee: Being a relatively high speed and wide range option, Gunner can frequently counter melee-range spells with CherrbyBomb


  • Salamander Salamander — Salamander will combo from CherryBomb and Big Beam so long as there are no flames below or in front of the enemy
  • Combust Combust — Combust will combo from CherryBomb and Big Beam, as well as Salamander

Colors

Players to Watch

Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.

Usual Color Handles/Links Region Status Notes
Player United States
United States
Active Example Play

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