Gunslinger Guide
From SpiralKnights
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Introduction
Gunslingers wield ranged weapons at a distance. They specialize in pelting the enemy with damage while front-line fighters help to keep the monsters at bay. A good gunslinger knows how to suppress monsters and use a monsters' weakness to deal the maximum damage possible per shot.
Gunslingers take less damage due to their ranged nature, but gunslinger gear is not particularly adequate at defense, which means to stay alive, a gunslinger must evade and be light on their feet. A gunslinger also has the advantage that nearly all guns deal full specialized damage, which means more critical damage dealt from a gun.
So if you wish to rain death from above, stay alive and live the dream of being a gunslinger, this guide is for you!
Getting started
Guns generally do less damage than swords, but make up for it in range. This immediately means two things:
- Having specialized damage weapons is more important for gunslingers.
- Gunslingers have the potential to take very little damage, being able to easily stay at range from enemies.
Starting out, you might as well skip normal damage guns and go straight into specialized damage. This is because once you have two specialized damage types, you are guaranteed to be able to deal at least neutral damage to all six monster types and critical damage against four types. If you were to make a normal damage gun and one specialized damage gun, you would be able to do normal damage against all six types, but critical damage against only two types.
Guns have a magazine size, after which you must stop and reload before firing again. During this time you also can not shield and move at 55% speed. What this means is that reloading is the most vulnerable time for a gunslinger. Also note that one line of guns which have larger magazines are autofire, and require you to stand still and shoot the entire magazine which also leaves you vulnerable.
As a gunslinger you can also take shots at enemies that might otherwise not be as exposed. For example, if a silkwing were healing a lumber, and several other enemies blocked it on either side, you could pull out your Magnus and snipe a few shots at it.
Controls
Controls are important because unlike a swordsman, a gunslinger will more often move and attack in different directions. And unlike a bomber, our attacks have direction. With that in mind here is an example of how you could set up your controls to help you be an effective gunslinger:
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The Basics
Coming soon...
- Basic strategies for staying alive, maximizing damage
- Techniques for maintaining mobility: shoot-pause (avoiding reload); shield-charge; any other easily mastered technique
- How to play nice with (non-gunner) party members
To be sorted into appropriate sections...
There are situations when you just can't afford to take damage. At times like that, it is important for a gunslinger to avoid reloading so they stay out of danger, still able to move at normal speed and shield. In this case, it is best to follow a shot pattern as follows to avoid reloading:
- shoot all but one bullet->pause->shoot all but one bullet->pause
You can avoid having to shoot before charging your weapon by using this pattern:
- shield->hold attack key->release shield
Quick weapon switching can be accomplished by using this trick to cancel the switching animations:
- switch->shield
To avoid damage in situations where you just cannot back away from the crowd, use the Shield Canceling technique. While more popular among swordmasters, this basic technique also works well for gunslingers, and doubles as an opportunity to combine getting an extra shot off before Shield Bumping:
- shoot only one bullet->shield->repeat
If your shot hits between two monsters who are directly next to each other, you can do damage to both. To do this it helps to turn off your autotarget, which by default you can do by pressing and holding your left shift button.
The Armament
Alchemers
Alchemers are a potent force in a gunner's arsenal. A properly used Alchemer is a fearsome sight as it can produce a steady stream or a burst of damage on demand. All Alchemer bullets will ricochet to the left when it strikes a wall or a target; the chance of ricochets will rise as the star level increases. The charge shot of the Alchemer is its main selling point. Once an Alchemer reaches its 5* form, the initial charged shot will split into four ricochets, two the left and right. Each splitting bullet will ricochet again up to two times causing large amounts of damage. If a charged Alchemer shot is aimed correctly (which is to the left or right of a monster, and not directly), the resulting damage will be several times the amount of a regular bullet and the status (should the player be using a status Alchemer) is practically guaranteed. It is important to note that an Alchemer's regular shots have slightly less range than most other guns (it could be a glitch yet to be fixed). The charge shots however have a range similar to Valiance/Antigua
- The Prismatech line deals elemental damage. Although this line does not induce status, it is compensated for a higher raw damage output than the other status alchemers. The charge shot of a Prismatech is considerably more powerful than the status alchemers should the player land a fair amount of ricochets on the target(s).
- The Cryotech line deals elemental damage and is able to induce freeze onto targets not immune to the status. All shots as well as their ricochets have a chance to freeze their target into place, but each bullet can also break the freeze. Though the Hail Driver may have less total output than the other Alchemers, the freezes, especially from charge shots, can be used to set up enemies for additional charges which can provide a stream of high damage. The freeze inflicted by the Cryotech line can extinguish Oilers, but may also refreeze melted Ice Cubes.
- The Firotech line deals elemental damage and is able to set fire to all enemies that are not immune. The Firotech line has two outlets of damage: the bullets, and the fire status which causes damage per tick. It is arguably the highest powered Alchemer being able to provide more overall damage than the Prismatech line in neutral stratums. This line can melt Ice Cubes, but will also set Oilers ablaze.
- The Voltech line deals elemental damage and is able to shock all foes that are not immune. The Voltech line is a hybrid of the Cryotech and Firotech being able to provide crowd control via shock spasms and a steady damage per tick. The Voltech line is particularly useful in crowds where the shock will travel through each monster providing their individual tick as well as hinder the movement of said mob. Be aware that it can also supercharge Quicksilvers.
- The Shadowtech line deals shadow damage and has no additional status. Its raw damage output is equal to that of the Prismatech line, both of which are higher than that of the status Alchemers. Though the Shadowtech line is slightly more specialised than the elemental Alchemers, its power and high bullet speed is ideal for Gremlins and the Slime family, that latter of which tend to approach in clusters.
Remember!
- Alchemer line guns have a two-shot magazine.
- The ricochets may to trip switches, set off explosive blocks, or agro unwanted monsters if the player is not careful.
Blaster
The Blaster line is a general-purpose gun that can viably fill roles in both PvE and PvP. The bullets fired from a Blaster are considerably fast and provide a fair amount of knock back with each impact. The knockback in particular has good crowd control capabilities. Despite having a Normal output, it is shown to work reliably on all enemies. The user-friendliness of this line is favoured by both beginners and veteran players. It is even carried by sword and bomb users as a sidearm.
Remember!
- Blaster line guns have a three-shot magazine.
- Each shot of a Blaster causes knock back; the charged shot causes even more knock back.
Antigua
The Antigua line fires several fast bullets in a given time. Though individual bullets have a lower output than other guns, it compensates for having a very high DPS rate. Antigua line bullets themselves cause minimal (almost non-existant) knock back which means it will hardly interfere with other party members' play styles. This line of gun is also quite useful in PvP; its rapid fire properties can amass considerable damage. It also interrupts bombers during their charge period, crippling their effectiveness in battle.
- The Argent Peacemaker is an elemental revolver with a medium damage bonus against the undead. The damage bonus is much appreciated as the undead family consists of several slow moving monsters (such as zombies), which means the player can deliver large amounts of damage, even killing the monster, before it ever gets close enough to attack. The Argent Peacemaker's bullets can also chase faster moving targets (such as the Kat family). This gun is just as competent against the construct family since it consists of slow moving monsters.
- Sentenza ,
- The Sentenza is a shadow revolver with a medium damage bonus against Gremlins. Since Gremlins are able to move quickly and behave haphazardly, fights with a Sentenza are more active and alert (and arguably more fun) than with its counterpart. The Sentenza is also viable against the Slime family which are slow moving and track in clusters. The Sentenza is specialised against monsters of different speeds, and therefore requires a more versatile player.
Remember!
- Antigua line guns have a six-shot magazine, the most of any gun line. The reload rate is also slightly faster than other guns.
- The Antigua is derived from 20 Jelly Gems which are obtained by completing the Royal Jelly Palace.
- Recipes for the Antigua's upgrades are found from Basil in the Clockworks.
Pulsar
The Pulsar line shoots slow bullets that expand into large orbs halfway to maximum range. Each large orb is more damaging than its initial form and causes a fair amount of knock back with each impact. Expanded shots detonate upon contact with a monster, or reaching the 9 tile range of the gun. Using a Pulsar like a rapid-fire gun will cause monsters to be flung into party members or out of range for additional attacks, if your shots even hit their target. Despite the mixed feelings, the Pulsar line has a niche as a utility gun being able to eliminate turrets with ease and make solo runs dungeons quite safe. Pulsars are suited for defensive gunslingers, or as support weapons, taking up the "area-denial" weapon role commonly associated with bombs and other AOE weapons.
- Polaris ,
- The Polaris tends to be the Pulsar of choice, since its elemental output makes it ideal for disposing turrets and slow-moving constructs. Additionally, its Shock attribute can interrupt enemy attacks. However, when a Polaris bullet makes contact with an enemy and they become shocked, the knock back does NOT occur. The Polaris is able to supercharge Quicksilvers.
- The Supernova excels in holding up chokepoints and suppressive fire, with its reliable knock back especially useful at preventing Devilites and Gremlin hordes from closing in. Lone monsters can be pushed into corners, and the knock back is capable of interrupting turrets from firing. In summary, the Supernova exchanges specialized damage for a highly-defense oriented role in the arsenal.
Remember!
- Pulsar line guns have a three-shot magazine
- The initial bullets of a Pulsar do not cause knock back.
- The Polaris line is able to induce status with both the initial and expanded bullet.
- The Pulsar is derived from 15 Bark Modules which are obtained by completing the Ironclaw Munitions Factory.
- Recipes for the Pulsar's upgrades are found from Basil in the Clockworks.
Catalyzer
The Catalyzer line has one of the most unique mechanics of any gun, and arguably the most fun. The Catalyzer shoots very slow bullets (slower than Polaris) in rapid succession and deal damage comparable to the Blaster without the knock back attribute. The Catalyzer true worth is its synergy with its charge. The Catalyzer charge is the fastest of all weapons; it consists of a single, larger orb that "sticks" to an enemy and orbits around them. If that orb comes in contact with ANY Catalyzer bullet, that orb will explode and will cause massive damage and knock back in a random direction. The orbs will dissipate overtime (roughly 20 seconds), so the player can stack multiple orbs onto enemies and detonate them causing waves of damage (a single bullet can cause a chain reaction with all orbs in its vicinity). The Catalyzer can have an explosive payout; however, it requires time to set up charges. Party members wishing to deal damage fast can (and most likely will) kill your target, so the Catalyzer is more to rooms away from party members, or Catalyzer parties where each member has a Catalyzer line.
- The Biohazard line is the poisonous shadow variant of two possible Catalyzer routes. It can be used on Gremlins, but it is more designed towards slime mobs which move closely, in packs, and predictably. Slime floors and the Royal Jelly Palace are prime places to use the Biohazard, especially the latter area. The poison it causes nullifies the Jelly King's healing and causes it to take slightly more damage on top of the super effective shadow damage, making Jelly Gem farming a breeze. An explosive breeze.
- The Neutralizer line is the normal variant and though it has a normal output, it is considerably stronger than the Biohazard line against neutral enemies. Where the Biohazard line is used mostly on slimes and slow constructs, the Neutralizer can be used on any slow moving enemy. It is notably viable in the Firestorm Citadel, where zombies are commonplace. It can be used on Lord Vanaduke in the early stages in the mask phases, but the later phases hinder its effectiveness without water support. Overall, the Neutralizer’s damage output, even with set up time, is comparable to players with a Leviathan Blade, except with more explosions.
Remember!
- The Catalyzer line has a three-shot magazine.
- Each charge shot does its own explosion so the affected monster(s) may shuffle from the multiple knockbacks.
- The Catalyzer is derived from 15 Bark Modules which can be obtained from the Ironclaw Munitions Factory.
- Recipes for the Catalyzer’s upgrades are found from Basil in the Clockworks.
Autogun
The Autogun lines are known for their devastating charged attacks, and rightly so. However, they carry very significant drawbacks- they root you in place while firing, and their normal attacks are very weak in comparison. They require a good deal of skill to use, and are fairly situational. The higher damage Blitz Needle is generally preferred over the Plague Needle. The Volcanic Pepperbox, while fun, is not very effective due to its knockback. Due to the lack of mobility, it is difficult to use in PvP. The normal attack fires a spread of 6 bullets, with a 2-burst magazine, and the charged attack unleashes a zig-zag spread of 15 bullets in the firing cone.
- Currently, the Blitz Needle is the preferred weapon against Trojans and Lord Vanaduke. It is harder to use on Wolvers in tier 3, as they teleport whenever a gun is fired nearby, but it can be used to provide cover fire against Devilites. Be warned, if you are stunned while using a charge attack, you will be completely frozen in place for about a second.
- Identical to the Blitz Needle, but it trades a significant amount of damage for the poison effect. While the poison effects may reduce damage taken, numerous comparisons indicate that the damage bonus due to poison does not make up for the reduced base damage, even in large parties. The recipes for this upgrade path must also be purchased with Krogmo Coins.
- The Pepperbox line causes a controlled, moderate knockback and can inflict fire. The knockback tends to push enemies out of range, reducing its damage output, but can be useful in certains situations. Like the Magma Driver, it can light Oilers on fire and melt Ice Cubes.
Remember!
- The Autogun line roots you to the ground while firing.
- You cannot change direction while firing the Autogun line.
- The guns fire in a 30-40º wide arc in the direction you face.
- Point blank charged fire is the best way to ensure an instant-kill.
Magnus
The Magnus line is a 2-shot gun that emphasizes high single-bullet damage. Their damage output is a little lackluster due to slow rate of fire, and they also prevent you from moving while shooting, but the high damage allows them to knock down or flinch enemies with high frequency. With enough damage bonuses or a small party, you can effectively lock down a single target. The fast bullet also prevents dodging enemies from avoiding your attack. The charged attack consists of a single large bullet and launches the user backwards.
- Callahan ,
- An excellent gun against Wolvers and Devilites, although it still tends to be outperformed by piercing swords. The stun is also useful, and can be deadly in PvP.
- Generally considered inferior, the Iron Slug has a high rate of flinching enemies, which can be quite handy. The bullets also deal splash damage in a small radius.
The Armor
Gunslinger gear is very limited until the 5-star level, but the changes in the past few months have rounded out the gunner's wardrobe. Initially, the 3- and 4-star equipment only provide low handgun attack speed bonuses, and normal/piercing defense with no status resists. However, the 5-star upgrade paths cover each special damage type, along with providing status resists, and medium handgun bonuses. At 4- and 5-star, handgun bonus Trinkets can be crafted at the Krogmo Alchemy machine, which can be used to shore up any deficiencies. Additional gear beneficial to gunners is also listed below.
Gunner Sets
Gunslinger
- The Gunslinger Set is the initial 3-star version of the gunner line. It protects against normal and piercing damage. It has a low handgun attack speed bonus per piece.
Sunset
- The Sunset Set is the 4-star upgrade, and offers increased protection against normal and piercing damage. It also has a low handgun attack speed bonus per piece.
Deadshot
- The Deadshot Set protects against normal and shadow damage, and the curse status. Each piece offers a medium damage vs undead bonus and a low handgun attack speed increase.
Justifier
- The Justifier Set protects against normal damage and piercing, and the stun status. It has a medium handgun attack speed bonus per piece.
Nameless
- Nameless protects against normal damage and elemental, and the freeze status. It has a medium handgun attack speed bonus per piece.
Shadowsun
- The Shadowsun Set protects against normal and shadow damage, and the poison status. It has a medium handgun damage bonus per piece.
Other Helms and Armors
Perfect Mask of Seerus
- The Perfect Mask of Seerus protects against normal and elemental, and the fire and shock statuses. However, it has strong negative resistances to the poison and freeze statuses. It provides a low handgun attack speed bonus and a medium handgun charge time reduction bonus. It is a popular helm for FSC, often used in conjunction with Shadowsun Slicker. Note that it must be obtained by either purchasing and running the Operation Crimson Hammer DLC, or purchasing the item itself from another player.
Black Kat Cowl
- The Black Kat Cowl offers a universal high damage bonus and a low movement speed increase, but comes with negative status resistances for all statuses except for ice resistance. It also has less shadow defence compared to most other armors with shadow defence. Despite these drawbacks its bonuses offer gunslingers much needed gun damage and a chance to move slightly faster on the battlefield which is useful for dodging enemy attacks and gunning-on-the-run/kiting. It's also viable to bring a sword with this as the high damage bonus helps in close combat. The problem is that this armor is rare and harder to obtain than most other armor and helmets.
Chaos Set
- The Chaos Set is also a viable choice for a gunner, particularly if one utilizes charged attacks (for example, Alchemers and Autoguns). It protects against normal and elemental, but has moderate negative resistances to all statuses. It confers a medium damage increase and medium charge time reduction for ALL weapons per piece.
Swiftstrike Buckler
- The only shield that directly benefits gunners is the Swiftstrike Buckler, which provides a global high attack speed increase to ALL weapons. However, it is a 3-star shield with fairly low normal defense and health, and will at most sustain a single glancing blow in Tier 3.
Trinkets
Obtained by crafting at the Krogmo Alchemy Machine in the Arcade, trinkets are an very useful part of the gunner's arsenal. They come in 3 flavors and 2 strengths, providing handgun attack speed increase, charge time reduction, and global damage bonus at low and medium bonus levels. They are important for reaching Very High or Maximum! bonuses when your other equipment fall short. Elite Trueshot modules are particularly helpful, as only one gunner set (Shadowsun) provides any damage bonuses.
- Trueshot Module
- Quick Draw Module
- Handgun Focus Module
- Elite Trueshot Module
- Elite Quick Draw Module
- Elite Handgun Focus Module
Advanced Tips and Tricks
Here you will find more detailed advice on how to build your arsenal and utilize more efficiently. This information is primarily for players who have a reasonable mastery of the basic controls and wish to take their gunning to the next level.
Techniques
Double Hits
- When a bullet strikes an enemy, it doesn't immediately deal damage; rather, it creates a small burst that does the damage for it. If another enemy is close enough to the point of impact to be hit by the burst, it will also take damage. You can try to force this effect by turning off auto-targeting and firing between two or more closely-packed monsters.
Weapon Switching (Two guns)
- When using a pair of mobile guns (able to move while firing), most commonly Alchemers, it is possible to skip the reload and cooldown timers altogether. Fire the first gun and immediately hit switch weapon or weapon 2, wait a beat for the second weapon to come into ready position, and fire. Once you have a grasp of the rhythm needed, add shield canceling so that your actions are now as follows: fire-switch-shield-fire-switch-shield. While the extra action increases the difficulty of maintaining a good rhythm, it will also increase your rate of fire. Note that your timing will be slightly different depending on how much ASI you have, so adjust accordingly. Though it takes a little practice to get the rhythm down, this is an essential technique for a damage gunner. Immobilizing guns such as Callahan can also benefit, but because the immobility is part of a long attack animation that is unaffected, the effect is less dramatic. When used with guns with larger magazines, multiple rounds can be fired before switching, as long as you do not use the last shot in your magazine.
Weapon Switching (One gun)
- Weapon switching for faster fire rate can also be accomplished with only one gun. Conceptually, it work identical to dual weapon switching, absent the firing of the second weapon. Depending on the method you use for weapon switching, this may be a fairly simple transition.
Alchemer Tricks
- Alchemers' ricochet behavior gives them a variety of interesting applications:
- Alchemer bullets always bounce to the left after their initial impact, at an angle of ~70-80 degrees. Skilled gunslingers can bend their attacks around corners with this technique.
- When a ricochet spawns from an impact, it has a chance of spawning inside its original target if the attack was at the proper angle. For normal shots, bullets always bounce to the left, so aiming to the far right of the enemy with auto-target off has the best chance of triggering this effect, doubling or even tripling the shot's effective damage. Performing a double hit can also trigger one of these internal bounces and devastate the affected enemies.
- Alchemer charges can deal extremely high damage to single enemies, potentially killing them in one shot. If a charged shot hits an enemy at the proper angle (either at the far left or right side relative to the player), its ricochets can spawn inside the target, dealing several times their normal damage plus the already significant initial impact damage. Status alchemers will almost certainly inflict their status on the target if this occurs. See this video for example.In Lockdown, this technique is often used with Cryotech Alchemers to permanently freeze and slowly kill a hapless foe.
Equipment Advice
Handgun Bonuses
- Gunner gear offers a variety of handgun bonuses that can make your life much easier. Due to the lower damage dealt by guns, typically most gunslingers shoot for (pun intended) Very High or Maximum! increased handgun damage. The second bonus commonly sought is attack speed increase (ASI). This stat determines how fast you can unload your magazine, as well as how long it takes to reload after expending your magazine from regular fire or a charged shot. If you employ switch-gunning as your main technique, you will want Very High or Maximum! in this category as well. Finally, charge time reduction (CTR) can be very desirable if one uses Autoguns, Catalyzers, or Alchemer charges. The key is to tailor your outfit to the situation, so the more gear you have at your disposal, the better off you will be.
- A good minimal arsenal is a Shadowsun armor (or helm), a Nameless and Justifier helm (or armor), and an Elite Trueshot module. This allows you to assemble a loadout with good normal defense and at least partial defense against whatever special type damage you may be facing, while maintaining Medium and Very High bonuses in handgun attack speed and/or damage. If you are willing to use the Swiftstrike buckler, you can maintain Ultra handgun attack speed and Very High handgun damage.
Helpful Unique Variants
- As with most other weapons, Unique Variants (UVs) conferring attack speed increase and charge time reduction are highly desirable. All guns benefit from ASI by firing faster, and reloading faster. Guns that have a powerful charged attack also benefit from CTR; these include Alchemers, Catalyzers, and Autoguns. Monster-specific damage bonuses are less useful, but can be helpful if the bonus conferred synergizes with the gun's damage type. For example, an Umbra Driver with damage versus Slime is a very serviceable weapon, as is an Argent Peacemaker with damage versus Construct.
- While any UV is better than none, performance improvements from low damage bonuses are not very noticeable, especially if they are against monster families that naturally resist the type of damage dealt by the gun. Good UVs are difficult to acquire due to their rarity, but they are in no way required to be a successful gunner. However, as you progress you will likely wish (and have the means) to acquire some decent variants; after playing as a gunslinger for a while, you will be able to notice the subtle difference between different levels of ASI and CTR. Unique variants are in no way a substitute for skill and proficiency, but they can give you an extra edge.
Strategy and Other Advice
The League of Gunners is a guild whose members specialize in gunslinging. Consider joining the guild to learn more about the gunslinger play style in Spiral Knights.
PvP
-The Polaris is a very popular gun for PvP, as it causes knockback and the truly annoying Shock status. Strikers and even Guardians can carry it as a sidearm.
-For a dedicated gunslinger, an Antigua in tier 2, or one of its higher forms in tier 3, can cause decent damage. It also interrupts charges, efficiently rendering bombers defenseless.
-Firotech, Cryotech, and Voltech Alchemers are sometimes used for their status effect, and at higher levels, their ricochet can be a menace to groups of enemies. One trick as a Recon is to sneak in, uncloak, fire one shot, recloak, move, repeat. This keeps gunners from having to reload. A similar strategy can be employed with the Magnus (or Callahan); however, keep in mind that Stun doesn't last as long as Shock, Fire, or Freeze.
-The Recon Cloak gives a Handgun Attack Speed: Medium and a universal Charge Time Reduction: Medium, so it's a popular choice for a gunslinger. However, gunners may opt for the Striker Dash instead. The Guardian Shield is not recommended for a pure gunner.
-For gunners playing in the striker class, your main objective is to dodge all enemies, usually Skolvers. Sweep in and out of the battle, but keep an eye out for recons and try to reveal them. Also, look out for strikers that will rush abruptly and ruin you.
-A tip for recon is to move in one direction, cloak, and head in the other direction. About 90% of the time, an enemy will aim in the direction you were heading last. While they are trying to uncloak you, just come in behind and strike.
-Voltech and Cryotech Alchemers can shock or freeze enemies, so it would be useful to have a heavy sword as a sidearm to strike while the enemy is weak.
- If you own two alchemers, a effective but difficult technique is to attack once, switch, and use the other alchemer. This avoids reloading and causes massive damage.
-Try to provoke enemies, not damage. Provoke first, damage second. Once you have an enemy on your tail, it is quite easy to land shots on your enemy.
Specific Anti-Family Tactics
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