Duelists of Eden/Gunner

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

Overview

Explanation about Gunner playstyle

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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
  • Thing 1: Explanation about Thing 1.
  • Thing 2: Explanation about Thing 2.
  • Thing 3: Explanation about Thing 3.


Weapons

Weapon 1

DoE gun W1.png
Charge Beam
Charge Beam Weapon 1
Damage Startup Active Recovery Velocity
1 13 6 1 -
On Hit On Shield Cost Cooldown Air Time
24 12 1 26 -
  • 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.
DoE gun W1 1.png
Big Beam
Big Beam Weapon 1 Follow-Up
Damage Startup Active Recovery Velocity
4 13 6 33 -
On Hit On Shield Cost Cooldown Air Time
5 -7 0 - -
  • Gunner fires a big beam, on cast he'll step backward.
  • On-hit create an Flame Flame on target.
  • Beam particle and sounds is different from others casts.

Weapon 2

DoE gun W2.png
Cherry Bomb
Cherry Bomb Weapon 2
Damage Startup Active Recovery Velocity
1 10 4 26 -
On Hit On Shield Cost Cooldown Air Time
14 2 1 26 -
  • Gunner explodes in a T hitbox in front.
  • He'll also push himself to last column.
  • On-hit create an Flame Flame on target.

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 Status Notes
Player United States
United States
Active Example Play

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