Gunbound/Mobiles

Each mobile has 3 different types of shots: Shot 1, Shot 2, and SS (Special Skill or Special Shot). If you can't decide which mobile to choose, try choosing Random. To choose it click Mobile in the the game room and click on the question mark in the lower-right corner of the mobile box.

Strengths and Weaknesses: Laser type attacks are strong against Bionic (creature) type of armor, but weak against Shield-types. Physical type attacks are strong against Shield-type, but weak against Mechanical armor. Electricity type attacks are strong against Mechanical, but lacks in power against Bionic types. Explosion attacks deal the same amount of damage to any armor type.


 * NOTE: The Delay is only relative. It means that a shot with "Low" delay means that its delay is lower than the average delay of the same shot of other mobiles. The damage range can change when shooting in a "False angle" (True angle is the darker green part of the angle, False angle is the faint green part. Not all mobiles have these. Shooting inside the True angle portion deals the full damage of the mobile). Also, damage shown here is only the base damage (does not include damage modifiers) and the calculation assumes a direct hit.



Ice

 * Type: Bionic - Physical
 * General: Good attack, low defense, highest HP in Gunbound, good mobility. Very good for beginners.
 * Shot 1: A pointed large icicle that breaks when it hits land or a player. It removes a lot of land, so it can be good for bunging sometimes. This shot is released from the cannon on the back of the mobile.
 * Damage: 130-150
 * Delay: Medium-high


 * Shot 2: A round piece of ice that, if it hits a player, decreases its resistance to Physical attacks by 5%. You can reduce up to 50% of a player's defense against Physical attacks. Unlike Shot1, this shot is released from the trunk of the mammoth, making the point of release slightly lower. This sometimes affects the trajectory. Also, if you are leaning up on a wall, Shot2 may get jammed in the wall even if you can do Shot1 perfectly well.
 * Damage: 150-170 (base damage only!)
 * Delay: Low


 * SS: Exactly like shot 2, except it is a snowflake that does a little more damage. It also removes 5% of a player's defense.
 * ADVANCED: This shot depends on the amount of defense missing on the opponent - the higher the defense reduction, the higher the damage. Comparison: If the opponent has -25 def, shot2 will deal about 250-300 damage, but SS would deal 300-400.
 * Damage: 150-170 (base damage only!)
 * Delay: Low

Turtle

 * Type: Bionic - Physical
 * General: Good attack and HP, highest defense in Gunbound, poor mobility.
 * Shot 1: A stream of water. Deals moderate damage.
 * Damage: 130-160
 * Delay: Medium-low


 * Shot 2: Two streams of water revolving around each other. It is very hard to get both streams of water to hit the opponent, unless you use a high angle or shotgun them. After about 3 seconds after shooting, the 2 streams of water will come together so they will both hit the opponent. Deals high damage when both projectiles hit.
 * Damage: 220-280
 * Delay: Medium-high


 * SS: A ball of water that after a few seconds breaks into 6 smaller balls of water, which spread out as they go through the air.
 * ADVANCED: To get all of them to hit one opponent, you would have to calculate spreading angle of the ball. Or, you can try making the larger ball split directly in front of your target. To do this, first try a Shot2 to see the point where the two streams of water merge. Try to merge them in front of your opponent; you can decrease your angle if they merge too early, or increase it if they don't merge at all. The point where SS will split is just a little earlier than the merging point of Shot2. Adjust by this distance and try your SS. If done perfectly, all the small balls of water will hit your opponent and deal around 400-600 damage.
 * Damage: 400-600
 * Delay: Medium

Grub

 * Type: Bionic - Electricity
 * General: Weak damage, low defense, good HP and mobility. Better if on Tag mode for combos.
 * Shot 1: A very weak purple orb. The weakest weapon in the game.
 * NOTE: Though Grub attacks are Electricity-based, they don't possess an aftershock like that of Lightning.
 * Damage: 80-130
 * Delay: Low


 * Shot 2: Four orbs that explode about 3 seconds after hitting something. They bounce around on the ground, and explode when they hit a player. They bounce off of the sides, bottom, and top of the map.
 * Damage: 180-220
 * Delay: Medium-low


 * SS: A ball that explodes after about 3 seconds after hitting something (goes through players). For the entire time that it touches a player, it will do damage to them. This works best if done in a small deep hole.
 * ADVANCED: When an opponent is in a comfortable hole and Force is directly on him, shoot Grub SS! The damage would increase every second it stays in the Force, and since it would stay inside it for a long period of time, you would be able to deal 1000+ damage in a single shot. (This is tested. 1343 damage to be exact.)
 * Damage: 400-1000
 * Delay: Medium-high

Aduka

 * Type: Mechanical - Electricity/Laser
 * General: Weak at first, but VERY strong when the match is held for prolonged periods of time. Average mobility.
 * Shot 1: An electrical purple ball. Deals a weak aftershock.
 * Damage: 140-160 (includes aftershock)
 * Delay: Medium


 * Shot 2: Three mini-adukas. Wherever they land, Thor immediately fires 3 beams directly at where the mini-adukas landed. If there is land or another player inbetween the mini-adukas and Thor, Thor will hit the land or other player instead. Thor is a big purple/red/blue satellite-looking thing that is way up in the sky on each map.
 * Damage: 140~-~500
 * Delay: Medium


 * SS: Just like Nak's SS -- It is a mini-aduka that ignores all land. It is different from Nak's SS because it doesn't explode as soon as it hits someone. Instead, whenever it hits a player on the opposite team, Thor shoots a beam right at it, and it continues to fly through the map. It doesn't do much damage, but it can hit many opponents at the same time, and is good for double kills.
 * ADVANCED: When your opponent is directly under a hurricane, the Aduka SS can hit him twice (even 3-4 times). The first hit is the moment it touches your opponent, then the SS goes around the hurricane and hits him the second time. More hit could be achieved when you are close to that opponent and you use very low power. Your shot would actually go around the hurricane 3-4 times, and this can do very devastating damage.
 * Damage: 80~-~250 (each target)
 * Delay: Medium

Kalsiddon

 * Type: Mechanical - Explosion
 * General: High attack, good defense and HP, good mobility. Almost impossible to use effectively in close-ranged flat land.
 * Shot 1: A missile that splits open 1 second after being launched. It splits into 2 missiles and a guide. After another second, the 2 missiles start following the guide and hit wherever the guide lands. Since it takes so long for this to happen, you usually have to use a very high angle to hit someone.
 * Damage: 150-180
 * Delay: Medium-high


 * Shot 2: Same as shot 1, except that it splits into four, more advanced missiles. One of the strongest shots in the game when playing in a turn with Thor/Force/Thunder on the Moondisk.
 * ADVANCED: Shot2 is quite inaccurate -- it would overshoot a little. Try making the guide hit the near side of the mobile; this way, if the missiles overshoots, they would still hit the opponent's mobile.
 * Damage: 250-300
 * Delay: Medium-high


 * SS: 1 huge missile, that splits into 4 missiles. Then those 4 missiles split into 8 missiles, each with their own guide, each guide following the main guide. Despite its flashy looks, this shot is actually weak for an SS if not accompanied by a offense satellite on the Moondisk.
 * Damage: 300-450
 * Delay: Medium

J.Frog

 * Type: Bionic - Physical
 * General: Reasonable attack and HP, very low defense, good mobility. Great for ruining your opponent's angles for shooting.
 * Shot 1: A green cheese or sponge thing. When it hits land (it goes through players), it starts rolling to the left for three seconds and then explodes. When traveling under a mobile, the rolling shot tends to slow down, so it handles easier than it looks.
 * NOTE: Shots 1 and 2 will not slow when under floating mobiles such as A.Sate.
 * Damage: 150-250
 * Delay: High


 * Shot 2: Same as shot 1 but rolls to the right.
 * NOTE: Shot1 and Shot2 of J.Frog has the same delay.
 * ADVANCED: To get higher damage when using a Dual shot, or double death, Try to land the shots as far away as possible from the target, but still in range that they will hit him/her. If done correctly, both shots will explode at diffrent times, doing around 400 damage instead of both exploding at th same time, doing around 250 damage.
 * Damage: 150-250
 * Delay: Medium-low (See, it's only relative to the other mobiles' Shot2)


 * SS: Rolls in the direction it was shot, and is like the grub's SS because the entire time it is touching a player, it does damage to that player. It is best to shoot a tiny piece of land that your opponent is on, because then it will be touching your opponent the entire time and do lots of damage.
 * Damage: 150-350
 * Delay: Low

Knight

 * Type: Mechanical - Laser
 * General: High attack, defense, good HP, average mobility, good looks.
 * Note: The only way to get the knight is to choose Random.
 * Shot 1: Just like A.Sate. Instead of a satellite floating above, it is a sword that shoots several mini-swords at the guide, wherever it lands. A little inaccurate like A.Sate Shot1.
 * Damage: 200-250
 * Delay: Medium-high


 * Shot 2: Shoots twice as high as Shot1 with a lot more of the mini-swords at the guide. MORE accurate than A.Sate's Shot2.
 * Damage: 250-300
 * Delay: High


 * SS: Just like A.Sate SS, the sword moves right above where the guide lands and shoots many mini-swords down.
 * Damage: 400-550
 * Delay: Medium-high

Dragon

 * Type: Bionic - Explosion
 * General: Insanely high attack, good defense, high HP and very high mobility. Dragon can fly over raon mines; Dragon cannot be directly hit by: rolling Grub Shot2, J.Frog shots, Nakmachine Shot2. Only the aftershock damage applies for Lightning's shots. Dragon is the ultimate mobile, but has one fatal weakness: long-ranged battles.
 * Note: The only way to get the dragon is to choose Random.
 * Shot 1: A single, powerful fireball. Lightweight.
 * Damage: 150-250
 * Delay: Low


 * Shot 2: 4 fireballs that each do around 100 damage, for a total of 400 or more damage if all fireballs hit the same person. A Dual shot with the Thor moondisk will usually kill a player with full health in one turn. To get all 4 to hit, you need to either shotgun them, or get really close and shoot a low-power shot at somewhere around 0 degree angle. You can also dig a hole in front of your opponent so the mouth of Dragon aims directly at the target. Shot2 will spread out a large area if it stays too long in the air; it is impossible to get all 4 fireballs to hit an opponent more than a screen away. And DO NOT use high angles if you're shooting only a single target.
 * Damage: 300-500
 * Delay: Medium-high


 * SS: A red orb that, wherever it lands, mini-dragons will appear in a semi-circle around where the red orb landed, and start to move towards the center. The red orb itself deals minor damage.
 * Damage: 450-650
 * Delay: Medium