Duelists of Eden/Gunner

From Mizuumi Wiki
Jump to navigation Jump to search

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

Navigation

General
FAQ
Controls
HUD
Spells
System
Glossary
Patches
Characters
Saffron
Selicy
Hazel
Terra
Shiso
Violette
Reva
Chiretta
Gunner
Shopkeeper
Harissa
Dreadwyrm
Neera
Queen
Maypul
Spells
Laser Spells
Melee Spells
Missile Spells
Shot Spells
Step Spells
Strike Spells
Wave Spells
Utility Spells