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 | * '''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 | ||
|width=100 | |||
|width= | |||
}} | }} | ||
}} | }} | ||
==Weapons== | ==Weapons== | ||
===Weapon | ===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 | ||
Line 35: | Line 42: | ||
| onshield=12 | | onshield=12 | ||
| cost=1 | | cost=1 | ||
| cooldown= | | cooldown=29 | ||
| airtime=-}} | | airtime=-}} | ||
| | | | ||
* Gunner | * 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 {{DoE WeaponText|Gunner|1 1|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. | |||
|}} | |}} | ||
{{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 | ||
Line 52: | Line 72: | ||
| startup=13 | | startup=13 | ||
| active=6 | | active=6 | ||
| recovery= | | recovery=22 | ||
| velocity=- | | velocity=- | ||
| onhit=5 | | onhit=5 | ||
| onshield=-7 | | onshield=-7 | ||
| cost=0 | | cost=0 | ||
| cooldown= | | cooldown=29 | ||
| airtime=-}} | | airtime=-}} | ||
| | | | ||
* Gunner | * Gunner shoots a beam in front with additional damage, creating {{DoE Keyword|Flame|Flames}} on-contact and pushing Gunner backwards 1 tile. | ||
* Big Beam has a unique color and sound effect to reflect powered version. | |||
* Beam | |||
|}} | |}} | ||
===Weapon | ===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 | ||
Line 75: | Line 111: | ||
| startup=10 | | startup=10 | ||
| active=4 | | active=4 | ||
| recovery= | | recovery=20 | ||
| velocity=- | | velocity=- | ||
| onhit=14 | | onhit=14 | ||
Line 83: | Line 119: | ||
| airtime=-}} | | airtime=-}} | ||
| | | | ||
* Gunner | * Gunner hits in a small cone in front, creating {{DoE Keyword|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 {{DoE Keyword|Root|Root}}. | ||
|}} | |}} | ||
Latest revision as of 08:48, 25 March 2024
Under Construction
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Weilding a big gun, Gunner can take down any target. |
” |
Overview
Explanation about Gunner playstyle
Pick if you like | Avoid if you dislike |
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Weapons
Primary Weapon
Charge Beam Toggle Field Preview Toggle Field Preview
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Big Beam Toggle Field Preview Toggle Field Preview
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Sub Weapon
Cherry Bomb Toggle Field Preview Toggle Field Preview
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Strategy and Synergy
- 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 - 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 will combo from CherryBomb and Big Beam so long as there are no flames below or in front of the enemy
- 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 |
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Player | United States |
Active | Example Play |