Gunner Guide

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ItsMiiHerpADerp
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Gunner Guide

Post by ItsMiiHerpADerp » Sat Oct 19, 2019 8:01 am

Introduction

Gunner
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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.

Skills

[D] - Beyond the Horizon
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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
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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.


[W] - Outlaw
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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
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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.


[R] - Fanning
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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
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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
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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.


Items

Helmet

Early/Mid

Death/Grim Visage
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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.

Archangel Halo
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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.

Late

Dragon Mask
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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
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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 is a 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
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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.

Armor

Early/Mid

Guardian Vest
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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.

Cruoris, the Armor of Blood
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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 selfsustain 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
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This will be your main armor for most of the mid game until you can get your 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!

Late

Grandine, the Plates of Wraith
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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
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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.

Weapon

Early/Mid/Late

There is only one weapon path for Gunner and that is:
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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 and offers no Crit Mult. With Dante, Gunner can have easy access to mini stuns which can be very useful for bosses as well as bonus damage.

~~~~~~~Coming Soon~~~~~~~

Accessory


Wings
Last edited by ItsMiiHerpADerp on Sat Oct 26, 2019 7:02 am, edited 4 times in total.
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anon4ik
Giant Golem
Posts: 122
Joined: Mon Oct 19, 2015 1:43 pm

Re: Gunner Guide

Post by anon4ik » Sun Oct 20, 2019 9:08 pm

how i love txt guide...
maybe add screenshots ?

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