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Under Construction
- This page is a work in progress.
- Please be patient and check back later for additional changes.
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Weilding a big gun, Gunner can take down any target.
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Overview
Explanation about Gunner playstyle
Pick if you like |
Avoid if you dislike
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- High Range: Gunner's Charge Beam and Big Beam have unlimited range and high speed, giving you some of the best target access 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
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- Thing 1: Explanation about Thing 1.
- Thing 2: Explanation about Thing 2.
- Thing 3: Explanation about Thing 3.
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Weapons
Weapon 1
Charge Beam
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Damage
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Startup
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Active
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Recovery
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Velocity
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1
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13
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6
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1
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-
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On Hit
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On Shield
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Cost
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Cooldown
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Air Time
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24
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12
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1
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26
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- Gunner fires a beam, every third cast is upgraded to Big Beam.
- Can't pierce targets, still can be blocked.
- First cast creates a green effect and the second cast creates a blue effect.
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Big Beam
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Big Beam
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Weapon 1 Follow-Up
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Damage
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Startup
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Active
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Recovery
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Velocity
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4
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13
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6
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33
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-
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On Hit
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On Shield
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Cost
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Cooldown
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Air Time
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5
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-7
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0
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-
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-
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- Gunner fires a big beam, on cast he'll step backward.
- On-hit create an Flame on target.
- Beam particle and sounds is different from others casts.
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Weapon 2
Cherry Bomb
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Damage
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Startup
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Active
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Recovery
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Velocity
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1
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10
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4
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26
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-
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On Hit
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On Shield
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Cost
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Cooldown
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Air Time
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14
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2
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1
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26
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-
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- Gunner explodes in a T hitbox in front.
- He'll also push himself to last column.
- On-hit create an Flame on target.
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Strategy and Synergy
Primary Weapon - 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
- Combos: Big Beam sets a flame on-hit, making it able to powerfully combo into Salamander and/or Combust
Subweapon - 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
- Interruptions: Being a relatively high speed and wide range option, Gunner can frequently counter melee-range spells with CherrbyBomb
- Combos: CherryBomb, just as Big Beam does, sets a flame on-hit, making it also able to powerfully combo into Salamander and/or Combust.
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 |
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Notes
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Player
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United States
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Active
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Example Play
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Navigation
General
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Characters
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Spells
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