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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 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
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- Variable Weapons: Gunner's primary weapon has 3 stages that it cycles through, making it inconsistent for some combos
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Weapons
Primary Weapon
Charge Beam Toggle Field Preview Toggle Field Preview
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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, 2
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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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29
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- 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.
- Despite its treated as a beam, Charge Beam can't pierce through enemies and will be blocked by the first unity hit by.
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Big Beam Toggle Field Preview Toggle Field Preview
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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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22
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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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29
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-
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- Gunner shoots a beam in front with additional damage, creating Flames on-contact and pushing Gunner backwards 1 tile.
- Big Beam has a unique color and sound effect to reflect powered version.
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Sub Weapon
Cherry Bomb Toggle Field Preview Toggle Field Preview
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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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20
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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 hits in a small cone in front, creating 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.
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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 |
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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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