Gunner is a 500 attack-range character whose main role is to deal damage, mostly physical. The unique factor about Gunner is his ability to never miss auto-attacks and his auto-attacks ignore 100% of the target's armor! (Note: Attacks deal only 40% damage to boss units!) To offset this, Gunner has to spend his mana (bullets) and needs to stop attacking to reload for 1 second(s) which can be manually reloaded. Although Gunner is great at dealing damage he is also quite fragile and can be clunky to play so be careful! He has excellent mobility which allows him to dish out damage and evade attacks during cooldowns, a true glass cannon. He offers only one
stun skill with his [E] skill outside of his ultimate and nothing else for the team in terms of support. He is lacking in self sustain and relies on his team to keep him alive for the most part. With being a glass cannon hero, it's best to put all stat points into Agility.
[D] - Beyond the Horizon
A passive and active skill. On skill cast it reloads all your bullets - setting Gunner's mana (bullets) to 6. Always keep an eye on your mana (bullets) as your skills won't be as effective if it's not full! It is worth noting that you will still automatically reload if you spend all your mana (bullets) without pressing this active, even when silenced!
[Q] - Tumble
This skill is Gunner's bread n' butter skill as as you will be using it pretty much every time its off cooldown with another skill. It provides Gunner the ability to dash forward increasing the damage of his first auto attack by 300%. This buff duration is about one and a half seconds. The cooldown for [Q] Tumble is reset whenever Gunner reloads actively or passively with 0 mana (bullets). This can allow for [Q] Tumble to be cast again for extra damage or synergies with his other skills [W], [E], [R] which will be explained down below. It is noteworthy to mention that Gunner gains 60% damage reduction in the short instance he is moving forward/dashing, this is can be very beneficial for dodging big nukes if you can nail down the timing. Another important detail is that should Gunner attack while having the [Q] Tumble buff through autoattacking or [R] Fanning, he will get knocked back slightly. If autoattacking, Gunner must walk forward some minor units before being in autoattack range again. If [R] Fanning was used, he will get knockbacked and continue to finish using his bullets from his knockback distance. This small detail is very important as it can be used to proc Skeleton King's stomp AoE safely.
[W] - Outlaw
This skill is Gunner's main AoE spell, it's magic damage and based mostly off of his attack damage and some of his agility. The AoE range seems to be the same 500 attack range of Gunner. Casting it on its own consumes up to 3 mana (bullets). Casting this after (With the [Q] Tumble ~1.5 second buff) or during [Q] Tumble, allows Gunner to consume up to 6 mana (bullets) which will then automatically allow Gunner to reload back to full if he finishes his cast. Note, sending out another action such as moving or another skill will cancel this mid-cast. Stuns and silences can interrupt this mid cast as well! If this is cast while tumbling the radius or range of [W] Outlaw will also follow Gunner.
[E] - HE Bomb
This is Gunner's only stun while dealing decent damage. This skill will send out 4 bombs in the same pattern every time and will detonate shortly afterwards or on impact, touching a enemy. It also applies a burn which deals 1% of the enemy's max hp every second for 6 seconds! If this skill is cast during
[Q] Tumble, Gunner will throw out an additional 3 bombs. A minor note, the bombs do not explode at the same time, their fuse starts once they land on the ground - bombs closer to Gunner explode before the further grenades do. It's best to hit your target with 1 bomb on impact so you can have more damage with a slightly longer burn duration.
[R] - Fanning
This is Gunner's main source of damage, always try use this skill with full mana (bullets) as each bullet will do 250% x attack damage as physical damage! It will consume all bullets and will automatically reload after doing so. Gunner fires all his bullets rather quickly however it can still be interrupted mid cast like outlaw with other movement, silences, etc. Like [W] Outlaw, this has the same range as the default attack range. However, if [Q] Tumble is cast away from a target and [R] Fanning is cast while tumbling
within cast range of a target, Gunner can be casting [R] Fanning further than his attack range. This can be useful for bosses like Skeleton King to evade his stomps.
[T] - Bullet Time
This is Gunner's self utility skill, granting bonus attack speed that breaks limit, movement speed that breaks limit, reload speed, and reduces [Q] Tumble, [W] Outlaw, and [R] Fanning cooldowns for a duration of 10 seconds. It also resets their cooldowns on initial cast so it is best to pull off a combo and to make the most of this ability. Use this skill when you are in danger or need to provide more burst damage.
[F] - Deadeye
This is Gunner's Ultimate, it has quite the large radius and will hit all targets in a large AoE around Gunner. NOTE
, just because the target has a visual red target on them does not mean the will get hit! Similarly if a target doesn't have a mark, they can still be hit. Like [W] Outlaw and [R] Fanning, the AoE follows Gunner and Gunner can cast [F] Deadeye while [Q] Tumbling and get targets out of range for the ultimate or the target(s) could get out of range due to other interference. It provides massive damage and a one second stun.
These two helms provide skill damage and crit chance instead of attack damage like halo, the active is very useful as it can heal Gunner as well as provide a bonus AGI buff which can be used in conjunction with [T] Bullet Time as Gunner casts a lot of spells, greatly increasing his burst potential. Grim Visage can build into Eye of Wallachia and Dragon Mask.
This a great helm for the early and mid game, providing a constant damage bonus as well as a AMS to dodge spells to stay alive or to stay immune to silence. This later builds into Halo of Judgment.
Dragon Mask works well with Gunner, by having such low cooldowns on his spells he is quickly able to gain stacks for DMask and quickly build up AGI, Crit Mult, and HP Regen. This provides Gunner a means of providing a significant amount of burst damage as well as self sustain which can potentially be used more than once in a fight with its low cooldown compared to HoJ.
Halo of Judgment
Halo of Judgment offers comparable damage to DMask when tested on the DPS dummy and is a better overall helmet as the bonus attack damage as well as pure damage procs are constantly there. This is the helmet I'd recommend to use if you are going up against bosses with lots of silences or if you are lacking in a shield for spells.
Eye of Wallachia
Eye of Wallachia is the best helmet for damage which ranks in its own class compared to DMask and HoJ. While the Crit Multi isn't as high as DMask, EoW has a lower cooldown which more than makes up for it. I'd recommend to go for this item never
if you are confident in your abilities to survive or if you have great trust in your teammates.
This is THE armor path for Gunner. It builds into both Grandine, the Plates of Wraith and Vest of Storm, both of which are Gunner's late game armors. This armor provides some decent defensive properties which Gunner lacks and can help him survive.
This is an alternative armor that provides bonus health and some nice damage and stun with bonus skill damage and its active. It however lacks in regen or self sustain which Guardian Vest can provide through its passive. Only build this item if you are really lucky with extra drops since Vest of Cyclone is very easy to make and offers superior damage.
Vest of Cyclone
This will be your main armor for most of the mid game until you can get late game armor. Providing more skill damage and some magic resistance, but most importantly its passive. Every spell cast will provide Gunner bonus move speed, AGI, and next 3 autoattacks hit for bonus damage which applies to [R] Fanning.
Grandine, the Plates of Wraith
This is Gunner's 'safe' armor as its passive can help save you from damage you were unable to avoid. This is the a great armor since Gunner is extremely fragile and can help keep him alive. While this is not as good as Vest of Storm in terms of DPS, I still recommend crafting this armor as it's very useful and reduces the burden on your supports.
Vest of Storm
This is the best dps armor for Gunner as it provides everything he wants and some nice magic resistance to boot. This is a must build since the passive will be up almost all the time with his short cooldowns. Note that the upgrade from Vest of Cyclone to Vest of Storm is not that much of an upgrade, try to leave this as a last craft and finish other slots first.
There is only one weapon path for Gunner and that is:
There is no other option for Gunner as other guns like Devil Chaser and Crimson Star are literally worthless when compared to Dante's Inferno. For early-mid game use guns that provide the highest attack damage and AGI, such as Retus, the Bullet of Judgement, Bullets of Destruction, and Bullet of Ruin. I do not recommend building Chronos, the Cannon of Time as its passive is far worse. With Dante, Gunner can have easy access to mini stuns which can be very useful for bosses as well as bonus damage. Chronos provides good health and decent damage whereas Dante provides no health and good damage/stuns.
Ring of Nightmare
This ring is the best damage ring for Gunner until lategame, with a chance to give a whopping bonus 15K attack damage, this substantially increases Gunner's DPS output! This is a must have ring as it later builds into Ring of Strike.
Ring of the Reaper
This ring offers decent AGI stats and skill damage but lacks strength for maximum HP, however this ring offers a shield that can help Gunner stay alive as well as provide a means of a self heal which Gunner severely lacks. Do build this ring as it later builds into Cold Ring of Death which is quite useful for endgame bosses!
Ring of Light/Ring of Holy Light
Is your team dead? Is your team non-existent? Do you need more self sustain? Then this ring is the ring for you! Note Ring of Light is just a stepping stone to build into Ring of Holy Light and should not be used unless you have no better alternative. Ring of Holy Light is quite amazing as it provides a means of self sustain to those classes without any self sustain! It is quite easy for Gunner to build 5 stacks easily and with the 10 second cooldown on RoHL, it is fairly 'easy' to keep yourself alive (and others around you if you want). This ring is a luxury ring and is great for a solo play style. I have not crafted Bell of Light yet so I cannot offer any views about that yet except dream about it being amazing for selfsustain.
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Other rings such as Ring of Darkness/Latea are nice great sticks but are quite useless to build as they easily get overshadowed by the other two rings and don't go into the end game rings. The armor reduction given to enemies is useless for Gunner as he already ignores them. Heart of Ifrit is another good ring to build as it goes into Wings of Phoenix upgrade but it's not a good ring to use compared to these other two rings RoN & RotR.
Ring of Strike
This is the best damage ring so far for Gunner, using [T] Bullet Time or [F] Deadeye while you have the buff from RoS is amazing. This extra 20k damage and 1k main stat is far superior than Latea, the Ring of Overlord with 20% chance for 20% extra damage as it's far more reliable and stronger. The extra periodic damage for [E] HE Bomb is very minor but a nice bonus. Just do be careful as you do receive 25% less healing.
Cold Ring of Death
This is a nice defensive ring that offers good stats, skill damage, and attack speed. It's however lacking in strength for maximum HP. I still recommend building this ring however not as a top priority as this ring's main purpose is its shield. If you are needing a shield before you can craft this, stick with RotR as CRoD does not provide healing and only blocks damage.
Slayer Boots/Wanderer's Cape
These wings are the best damage wings for Gunner as they provide STR and AGI for both HP and damage as well as attack damage. These are the early/mid game wings to use when you have a team and don't need a means of self sustain.
Bat Wings/Hungry Bat Wings
The Bat Wings path is the survivability wing path for Gunner. Gunner is a very mobile hero and uses [Q] Tumble a lot which helps with getting easy Bat Wings procs for healing, bonus pure damage. The self sustain is really nice as Gunner is very fragile.
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I do not recommend building the Corrupt Crystal Wings path into Wings of Slayers as the Wings of Phoenix wings are far superior in damage when test as they provide a whopping 9K bonus damage, a utility dash, and stun. To maximize WoS you would need to constantly attack after casting a spell to keep up WoS stacks but that means you would be losing Dante's Inferno stacks as well.
Wings of Phoenix
These are the best wings to build for Gunner, providing amazing attack damage, stats, HP regen, and some damage resistance to boot. The active for WoP should not be used for damage in my personal opinion as it's not very much. It's best to save it for emergencies when you need to dash away to dodge or perhaps stun.
Wings of Blood Lord
These are good wings that provide a means of self sustain with the bonus HP, regen, and pure damage to boot. It's worth noting that the healing you gain from WoBL is nowhere near enough healing to stay alive for endgame content, you will still need support. These are great wings to use for solo or if you have some support and no dedicated healer. I consider these wings to be a luxury wings as well as having no dedicated healer tends to lead to a team wipe most of the time anyways.
Soul of the Dead
Just no, please don't die. This is a super-luxury wing to build for Gunner as it can help with learning boss mechanics or if there are lots of one shot mechanics. But really please no, haven't you died enough already?
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In my own personal opinion I think the Bat Wings path is more for a solo style path as I prefer to use the Slayer's Boots/WoP path because my team is full of amazing supports and don't really need the additional HP or healing. I find my self wanting the additional damage as well as the dash/stun.
Sorry for the delay in updating this post, the recent events in TheWorldRPG and life made Mii forget. I might come back to this guide and add some gifs. Please let me know if you want to see/know about anything in particular.