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**Shot 1: A single heavy missile which makes a big explosion when it hits something.
**Shot 1: A single heavy missile which makes a big explosion when it hits something.
**Damage: 100-165
**Damage: 100-165
*Delay: Medium
**Delay: Medium
**Shot 2: Like Shot1, but has an outer shell. If it hits a small piece of land, the outer shell will explode the land, and the missile inside will continue going. It will do more damage if both the outer shell ''and'' the inner missile hit your opponent.
**Shot 2: Like Shot1, but has an outer shell. If it hits a small piece of land, the outer shell will explode the land, and the missile inside will continue going. It will do more damage if both the outer shell ''and'' the inner missile hit your opponent.
**Damage: 230-280
**Damage: 230-280
*Delay: Very High
**Delay: Very High
**SS: Shoots a small missile very similar to Shot1, but after 2.5 seconds grows into a big complicated missile and does way more damage. You need to shoot long distances or high angles for it to get to your opponent after it grows into the bigger missile. Shot2 and SS only has a small difference in delay.
**SS: Shoots a small missile very similar to Shot1, but after 2.5 seconds grows into a big complicated missile and does way more damage. You need to shoot long distances or high angles for it to get to your opponent after it grows into the bigger missile. Shot2 and SS only has a small difference in delay.
**Damage: 300-500
**Damage: 300-500
*Delay: Low
**Delay: Low


*'''Mage'''
*'''Mage'''
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**Shot 1: Shoots 1 laser-type shot that explodes when it hits something.
**Shot 1: Shoots 1 laser-type shot that explodes when it hits something.
**Damage: 100-160
**Damage: 100-160
*Delay: Medium-low
**Delay: Medium-low
**Shot 2: Two wiggly laser beams spinning around each other very closely. Sometimes one of them will hit a piece of land or a player and the other one will keep going.
**Shot 2: Two wiggly laser beams spinning around each other very closely. Sometimes one of them will hit a piece of land or a player and the other one will keep going.
**Damage: 190-280
**Damage: 190-280
*Delay: Medium
**Delay: Medium
**SS: The SS will remove a players blue health (shield) and do lots of damage if hit directly with it. (Always does 500+ damage when it hits the Lightning mobile because it has 300 shield.)
**SS: The SS will remove a players blue health (shield) and do lots of damage if hit directly with it. (Always does 500+ damage when it hits the Lightning mobile because it has 300 shield.)
**Damage: 200-250 (+Shield amount)
**Damage: 200-250 (+Shield amount)
*Delay: Medium-High
**Delay: Medium-High


*'''Nakmachine'''
*'''Nakmachine'''
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**Shot 1: A heavy brown ball that deals medium-low damage.
**Shot 1: A heavy brown ball that deals medium-low damage.
**Damage: 90-150
**Damage: 90-150
*Delay: Low
**Delay: Low
**Shot 2: This shot can do LOTS of damage. When it hits the ground, it goes right into the ground and starts coming up, like it's going underwater and then floating back up. If you shoot it and it's going right towards a player, it will just go through them and enter into the ground below them, and start coming up. After it has gone through the ground, it explodes as soon as it comes out of the ground. You want to hit right under your opponent. This is quite hard to do, especially if your opponent destroys the land (knowing that Nakmachine depends on the land).
**Shot 2: This shot can do LOTS of damage. When it hits the ground, it goes right into the ground and starts coming up, like it's going underwater and then floating back up. If you shoot it and it's going right towards a player, it will just go through them and enter into the ground below them, and start coming up. After it has gone through the ground, it explodes as soon as it comes out of the ground. You want to hit right under your opponent. This is quite hard to do, especially if your opponent destroys the land (knowing that Nakmachine depends on the land).
**Damage: 250-320
**Damage: 250-320
*Delay: Medium-high
**Delay: Medium-high
**SS: Shoots a mini-nak that ignores the land, going right through it. It explodes only when it hits a player, which includes dead players (corpses). It won't do much damage unless you are lucky and you hit the mobile's "weak spot".
**SS: Shoots a mini-nak that ignores the land, going right through it. It explodes only when it hits a player, which includes dead players (corpses). It won't do much damage unless you are lucky and you hit the mobile's "weak spot".
**Damage: 150-270
**Damage: 150-270
*Delay: Medium
**Delay: Medium


*'''Trico'''
*'''Trico'''
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**Shot 1: A heavy green cabbage-like ball that explodes when it hits something.
**Shot 1: A heavy green cabbage-like ball that explodes when it hits something.
**Damage: 100-150
**Damage: 100-150
*Delay: Medium-high
**Delay: Medium-high
**Shot 2: Three heavy green cabbage-like balls, one is in the center and the other 2 revolve around the center. It can be difficult to get all three balls to hit the opponent.
**Shot 2: Three heavy green cabbage-like balls, one is in the center and the other 2 revolve around the center. It can be difficult to get all three balls to hit the opponent.
*'''ADVANCED''': When you're shooting from the right side (opponent on your left), the balls are released in a diagonal line, making it easier for Trico to hit close range in low angle while on the right. On the other hand, shooting from the left side releases the balls in a semi-straight line. Shotgunning while on the left is NOT advised.
*'''ADVANCED''': When you're shooting from the right side (opponent on your left), the balls are released in a diagonal line, making it easier for Trico to hit close range in low angle while on the right. On the other hand, shooting from the left side releases the balls in a semi-straight line. Shotgunning while on the left is NOT advised.
**Damage: 260-290
**Damage: 260-290
*Delay: High
**Delay: High
**SS: A fireball that rapidly releases multiple explosions. Removes lots of land and does pretty good damage to the opponent.
**SS: A fireball that rapidly releases multiple explosions. Removes lots of land and does pretty good damage to the opponent.
*'''ADVANCED''': When you take a close look at the explosion, you'll see that it creates an image of a monster. The "teeth" of the image contains the most explosions, dealing higher damage to the opponent in that position.
*'''ADVANCED''': When you take a close look at the explosion, you'll see that it creates an image of a monster. The "teeth" of the image contains the most explosions, dealing higher damage to the opponent in that position.
**Damage: 250-750
**Damage: 250-750
*Delay: High
**Delay: High


*'''Bigfoot'''
*'''Bigfoot'''
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**Shot 1: Four missiles, which can be pretty weak, and spread out a lot over long distances. When all of the missiles directly hit the opponent, they can deal large damage.
**Shot 1: Four missiles, which can be pretty weak, and spread out a lot over long distances. When all of the missiles directly hit the opponent, they can deal large damage.
**Damage: 150-230
**Damage: 150-230
*Delay: High
**Delay: High
**Shot 2: Six small missiles, which can do large damage if you shotgun your opponent. Shotgunning means aiming straight at them and using full or almost full power.
**Shot 2: Six small missiles, which can do large damage if you shotgun your opponent. Shotgunning means aiming straight at them and using full or almost full power.
**Damage: 230-280
**Damage: 230-280
*Delay: Medium
**Delay: Medium
**SS: Six powerful missiles that are very similar to Shot1 but do a little more damage and looks a lot more powerful.
**SS: Six powerful missiles that are very similar to Shot1 but do a little more damage and looks a lot more powerful.
**Damage: 300-450
**Damage: 300-450
*Delay: High
**Delay: High


*'''Boomer'''
*'''Boomer'''
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*'''ADVANCED''': When the wind faces your opponent, you can try a Backshot by shooting away from the wind in a medium-high angle. If the wind is strong enough, the projectile will go back and hit the opponent. Backshots from the Boomer mobile deal more damage. Opposing wind will make the shot "hook", making the trajectory a lot shorter. Works with Shot2.
*'''ADVANCED''': When the wind faces your opponent, you can try a Backshot by shooting away from the wind in a medium-high angle. If the wind is strong enough, the projectile will go back and hit the opponent. Backshots from the Boomer mobile deal more damage. Opposing wind will make the shot "hook", making the trajectory a lot shorter. Works with Shot2.
**Damage: 120-160
**Damage: 120-160
*Delay: Medium
**Delay: Medium
**Shot 2: Like Shot1, but shoots four of them instead of just one. Each of the four boomerangs deal less damage, though.
**Shot 2: Like Shot1, but shoots four of them instead of just one. Each of the four boomerangs deal less damage, though.
**Damage: 200-290
**Damage: 200-290
*Delay: Medium
**Delay: Medium
**SS: Like Shot1, except after a couple seconds of it being in the air, it turns orange and does a LOT more damage.
**SS: Like Shot1, except after a couple seconds of it being in the air, it turns orange and does a LOT more damage.
**Damage: 350-570
**Damage: 350-570
*Delay: Medium-high
**Delay: Medium-high




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**Shot 1: Three discs spinning around each other. They remove a lot of land, so it can be good for bunging.
**Shot 1: Three discs spinning around each other. They remove a lot of land, so it can be good for bunging.
**Damage: 100-160
**Damage: 100-160
*Delay: Medium-low
**Delay: Medium-low
**Shot 2: Shoots 2 raon mines. Raons look like babies of the RaonLauncher, except a lot smaller. If they are close to a player, their antenna will turn red and start spinning. This means that when persons's turn who shot the raon comes, that raon will start walking towards the nearest player. If it walks into a player, it will explode. Raons are more attracted to Mechanical mobiles like Nakmachine than Bionics like Ice. It is best that when you shoot the 2 raons, they land on both sides of your opponent, so your opponent is trapped. Be warned -- the raons WILL activate even if its target is an ally or even the RaonLauncher itself.
**Shot 2: Shoots 2 raon mines. Raons look like babies of the RaonLauncher, except a lot smaller. If they are close to a player, their antenna will turn red and start spinning. This means that when persons's turn who shot the raon comes, that raon will start walking towards the nearest player. If it walks into a player, it will explode. Raons are more attracted to Mechanical mobiles like Nakmachine than Bionics like Ice. It is best that when you shoot the 2 raons, they land on both sides of your opponent, so your opponent is trapped. Be warned -- the raons WILL activate even if its target is an ally or even the RaonLauncher itself.
*'''ADVANCED''': An alternative way of shooting these raons is by shotgun. You should aim directly on the land where your opponent sits; when the raons are released, they should stick to the land...when the shot is perfectly executed, the raons will immediately explode upon contact with the land, dealing up to 300 damage. This technique works with Dual due to a "bug", but it won't work with Thor or Thunder. Another technique is the "Raon Slip". You can only make this shot when your opponent is situated on a piece of land which is less than a centimeter thick. Shooting with enough power would cause the raons to penetrate the land and end up sticking to the other side. This technique is often used in Stardust-A or Metamine-B, with the RaonLauncher situated below the opponent.
*'''ADVANCED''': An alternative way of shooting these raons is by shotgun. You should aim directly on the land where your opponent sits; when the raons are released, they should stick to the land...when the shot is perfectly executed, the raons will immediately explode upon contact with the land, dealing up to 300 damage. This technique works with Dual due to a "bug", but it won't work with Thor or Thunder. Another technique is the "Raon Slip". You can only make this shot when your opponent is situated on a piece of land which is less than a centimeter thick. Shooting with enough power would cause the raons to penetrate the land and end up sticking to the other side. This technique is often used in Stardust-A or Metamine-B, with the RaonLauncher situated below the opponent.
**Damage: 130-170 (per raon)
**Damage: 130-170 (per raon)
*Delay: Very High (highest delay in the game!)
**Delay: Very High (highest delay in the game!)
**SS: A big raon. When it lands on the ground, it'll start walking the direction it was shot at. When it bumps into a wall, it'll turn around the other way. After about 5-7 seconds, it will explode automatically. If it walks into a player, it will explode on him/her.
**SS: A big raon. When it lands on the ground, it'll start walking the direction it was shot at. When it bumps into a wall, it'll turn around the other way. After about 5-7 seconds, it will explode automatically. If it walks into a player, it will explode on him/her.
**Damage: 230-350
**Damage: 230-350
*Delay: Medium
**Delay: Medium




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**Shot 1: A ball of electricity that sends a lightning bolt straight down on it wherever it lands. If it lands right on a player, but there is land above the player, the lightning will hit the land but not the player. After the primary damage, an "aftershock" occurs, dealing additional damage to the player. Lightning has the strongest aftershock, dealing 82 damage to Mechanical, and 76 damage  to Shield and Bionic.
**Shot 1: A ball of electricity that sends a lightning bolt straight down on it wherever it lands. If it lands right on a player, but there is land above the player, the lightning will hit the land but not the player. After the primary damage, an "aftershock" occurs, dealing additional damage to the player. Lightning has the strongest aftershock, dealing 82 damage to Mechanical, and 76 damage  to Shield and Bionic.
**Damage: 150-250 (includes aftershock)
**Damage: 150-250 (includes aftershock)
*Delay: Low
**Delay: Low
**Shot 2: Like Shot1, but two lightning bolts come diagonally from both sides of where the ball lands.
**Shot 2: Like Shot1, but two lightning bolts come diagonally from both sides of where the ball lands.
**Damage: 150-300 (includes aftershock)
**Damage: 150-300 (includes aftershock)
*Delay: Medium-low
**Delay: Medium-low
**SS: An electric bird projectile that creates a cool magical circle where it lands. Enemies in the vicinity (even those outside the circle) get hit by a bolt of lightning that deals around 170 damage. This SS is especially useful for Double Kills.
**SS: An electric bird projectile that creates a cool magical circle where it lands. Enemies in the vicinity (even those outside the circle) get hit by a bolt of lightning that deals around 170 damage. This SS is especially useful for Double Kills.
**Damage: 150-180 (per target; includes aftershock)
**Damage: 150-180 (per target; includes aftershock)
*Delay: Low
**Delay: Low
*NOTE: All the three different shots of Lightning are NOT affected by Force. It means that the shots will not deal additional damage even if it passes throught the "sunbeam".
*NOTE: All the three different shots of Lightning are NOT affected by Force. It means that the shots will not deal additional damage even if it passes throught the "sunbeam".


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**Shot 1: An electric blue orb. Deals some aftershock.
**Shot 1: An electric blue orb. Deals some aftershock.
**Damage: 130-160 (includes aftershock)
**Damage: 130-160 (includes aftershock)
*Delay: Medium-low
**Delay: Medium-low
**Shot 2: Also an electric blue orb, but it pulls mobiles towards wherever it lands. It is good for getting someone trapped in a hole. If you have two opponents near each other, fire a Shot2 right between them, and they will both be stuck in the same hole. Then you and the other players can do lots of damage to them. Shot2 can also drag people off the map. This shot doesn't have an aftershock.
**Shot 2: Also an electric blue orb, but it pulls mobiles towards wherever it lands. It is good for getting someone trapped in a hole. If you have two opponents near each other, fire a Shot2 right between them, and they will both be stuck in the same hole. Then you and the other players can do lots of damage to them. Shot2 can also drag people off the map. This shot doesn't have an aftershock.
**Damage: 130-200
**Damage: 130-200
*Delay: Medium-high
**Delay: Medium-high
**SS: A green spinning pyramid that does damage and pushes players away from where it lands. The closer the person is to the center of the circle, the greater the damage. It can't push people off a map. Still, no aftershock.
**SS: A green spinning pyramid that does damage and pushes players away from where it lands. The closer the person is to the center of the circle, the greater the damage. It can't push people off a map. Still, no aftershock.
*'''ADVANCED''': If a person is on the edge of a cliff when the SS is shot, the person would not move but the SS itself would deal more damage because the person would stay in the center of the circle.
*'''ADVANCED''': If a person is on the edge of a cliff when the SS is shot, the person would not move but the SS itself would deal more damage because the person would stay in the center of the circle.
**Damage: 190-300
**Damage: 190-300
*Delay: Medium
**Delay: Medium




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*'''ADVANCED''': When shooting from the right side of the opponent, the laser tends to shoot about half a centimeter above the guide. When shooting on the left, it tends to shoot in a more accurate manner.
*'''ADVANCED''': When shooting from the right side of the opponent, the laser tends to shoot about half a centimeter above the guide. When shooting on the left, it tends to shoot in a more accurate manner.
**Damage: 110-160
**Damage: 110-160
*Delay: Medium
**Delay: Medium
**Shot 2: The satellite moves 3 times as high as shot 1, and shoots 3 lasers wherever the guide lands.
**Shot 2: The satellite moves 3 times as high as shot 1, and shoots 3 lasers wherever the guide lands.
*'''ADVANCED''': The three lasers consists of one lead laser and two tail lasers which shoot to the left of the lead laser. When shooting from the right side of the opponent, the lead laser shoots directly at the guide and the two tailing lasers shoot at the left of the lead laser; aim on the side of the opponent facing you. When shooting from the left side, aiming at the front of the opponent would cause a miss, because the two tailing lasers would just hit the land. You should aim at approximately the middle or to the far side of the opponent.
*'''ADVANCED''': The three lasers consists of one lead laser and two tail lasers which shoot to the left of the lead laser. When shooting from the right side of the opponent, the lead laser shoots directly at the guide and the two tailing lasers shoot at the left of the lead laser; aim on the side of the opponent facing you. When shooting from the left side, aiming at the front of the opponent would cause a miss, because the two tailing lasers would just hit the land. You should aim at approximately the middle or to the far side of the opponent.
**Damage: 230-280
**Damage: 230-280
*Delay: Medium-high
**Delay: Medium-high
**SS: Shoots a large, green guide. Wherever the guide lands, the satellite moves right above wherever the guide landed, and shoots multiple lasers. It is NOT shot straight down, the satellite starts from the left side and shoots a laser, moves approximately half a centimeter to the right and shoots another one. This continues until the satellite has released 5 lasers to the target.
**SS: Shoots a large, green guide. Wherever the guide lands, the satellite moves right above wherever the guide landed, and shoots multiple lasers. It is NOT shot straight down, the satellite starts from the left side and shoots a laser, moves approximately half a centimeter to the right and shoots another one. This continues until the satellite has released 5 lasers to the target.
*'''ADVANCED''': A.Sate SS is affected by the amount of power you use. This means that if you shoot with too much power, the satellite would shoot farther away from the target. Same goes when the power is too small. Shotgunning SS is good when you're on the left, and medium-angle when you're on the right.
*'''ADVANCED''': A.Sate SS is affected by the amount of power you use. This means that if you shoot with too much power, the satellite would shoot farther away from the target. Same goes when the power is too small. Shotgunning SS is good when you're on the left, and medium-angle when you're on the right.
**Damage: 300-500
**Damage: 300-500
*Delay: High
**Delay: High
 
 
*'''Ice'''
*'''Ice'''
*Type: Bionic - Physical
*Type: Bionic - Physical
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**Shot 1: A pointy 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.
**Shot 1: A pointy 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
**Damage: 130-150
*Delay: Medium-high
**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.
**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!)
**Damage: 150-170 (base damage only!)
*Delay: Low
**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.
**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.
*'''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!)
**Damage: 150-170 (base damage only!)
*Delay: Low
**Delay: Low




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**Shot 1: A stream of water. Deals moderate damage.
**Shot 1: A stream of water. Deals moderate damage.
**Damage: 130-160
**Damage: 130-160
*Delay: Medium-low
**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.
**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
**Damage: 220-280
*Delay: Medium-high
**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.
**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.
*'''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
**Damage: 400-600
*Delay: Medium
**Delay: Medium




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*NOTE: Though Grub attacks are Electricity-based, they don't possess an aftershock like that of Lightning.
*NOTE: Though Grub attacks are Electricity-based, they don't possess an aftershock like that of Lightning.
**Damage: 60-130
**Damage: 60-130
*Delay: Low
**Delay: Low
**Shot 2: 4 orbs that explode about 5-8 seconds after you shoot them. 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.
**Shot 2: 4 orbs that explode about 5-8 seconds after you shoot them. 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: 140-220
**Damage: 140-220
*Delay: Medium-low
**Delay: Medium-low
**SS: A ball that explodes after about 5-8 seconds after you shoot it. For the entire time that it touches a player, it will do damage to them. This works best if they are in a small deep hole.
**SS: A ball that explodes after about 5-8 seconds after you shoot it. For the entire time that it touches a player, it will do damage to them. This works best if they are 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.)
*'''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: 100-1000
**Damage: 100-1000
*Delay: Medium-high
**Delay: Medium-high




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**Shot 1: An electrical purple ball. Deals a weak aftershock.
**Shot 1: An electrical purple ball. Deals a weak aftershock.
**Damage: 130-160 (includes aftershock)
**Damage: 130-160 (includes aftershock)
*Delay: Medium
**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.
**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~-~400
**Damage: 140~-~400
*Delay: Medium
**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.
**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.
**Damage: 70~-~250 (each target)
**Damage: 70~-~250 (each target)
*Delay: Medium
**Delay: Medium




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**Shot 1: A missile that splits open after a second of being shot. 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.
**Shot 1: A missile that splits open after a second of being shot. 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: 140-160
**Damage: 140-160
*Delay: Medium-high
**Delay: Medium-high
**Shot 2: Same as shot 1, except with 4, more advanced missiles. One of the strongest shots in the game when playing in a turn with Thor/Force/Thunder on the Moondisk.
**Shot 2: Same as shot 1, except with 4, 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 really 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.
*'''ADVANCED''': Shot2 is really 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: 240-300
**Damage: 240-300
*Delay: Medium-high
**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.
**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: 200-400
**Damage: 200-400
*Delay: Medium
**Delay: Medium




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**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.
**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.
**Damage: 150-250
**Damage: 150-250
*Delay: High
**Delay: High
**Shot 2: Same as shot 1 but rolls to the right.
**Shot 2: Same as shot 1 but rolls to the right.
*NOTE: Shot1 and Shot2 of J.Frog has the same delay.
*NOTE: Shot1 and Shot2 of J.Frog has the same delay.
**Damage: 150-250
**Damage: 150-250
*Delay: Medium-low (See, it's only relative to the other mobiles' Shot2)
**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.
**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: 150-700?
**Damage: 150-700?
*Delay: Low
**Delay: Low




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**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.
**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
**Damage: 200-250
*Delay: Medium-high
**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.
**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
**Damage: 250-300
*Delay: High
**Delay: High
**SS: Just like A.Sate SS, the sword moves right above where the guide lands and shoots many mini-swords down.
**SS: Just like A.Sate SS, the sword moves right above where the guide lands and shoots many mini-swords down.
**Damage: 400-550
**Damage: 400-550
*Delay: Medium-high
**Delay: Medium-high




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**Shot 1: A single, powerful fireball. Lightweight.
**Shot 1: A single, powerful fireball. Lightweight.
**Damage: 150-200
**Damage: 150-200
*Delay: Low
**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.
**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.
**Damage: 300-500
**Damage: 300-500
*Delay: Medium-high
**Delay: Medium-high
**SS: A red orb that, wherever it lands, 5 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.
**SS: A red orb that, wherever it lands, 5 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: 250-550
**Damage: 250-550
*Delay: Medium
**Delay: Medium





Revision as of 15:41, 21 September 2006

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Template:All Game Nav Template:Infobox

Gunbound is a Worms-like turn-based shooting game, except instead of Worms, it uses tanks, or "mobiles", each with its own three types of shots. Gunbound is an online game, with no single-player option. You can download it for free from Softnyx.net.

Getting started

First you must download the game from softnyx.net (free). To register an account go to softnyx.net and click the register link, or click the register button that pops up when you start Gunbound. Now you are ready to start up Gunbound. After it is installed, start it up by opening the GunboundWC shortcut which should be on your desktop or start menu. Type in your username/password combination, then login. If it was a successful login, you will be at a game-launching page. From here you can start the actual game, or read the announcements or events that are happening for Gunbound. Click Launch Game to start up Gunbound!

Now it will show a server list. There are 12 servers. If you are a beginner (just registered your account), you need to go to one of the first 2 servers. They are beginner servers, so more advanced players aren't allowed in them. Click on a server name to go into it.

After you've clicked on a server, you'll see lots of game rooms at the top of the screen, and a chatroom at the bottom of the screen. Click on a game room to join it. Or click the Create Game to create one that others can join.

Game modes

All game modes require exactly two teams with equal amounts of players on each team. There is the red team and the blue team.

  • Solo: Each player has 1 life, and when everyone on one team dies, the other team wins.
  • Tag: Each player still has 1 life, but they also get 2 mobiles. Their second mobile only has half of it's health, though. So if you're first mobile is below half of it's health, you'll probably want to switch ("tag") mobiles.
  • Score: Each team has a certain number of lives. The number of lives is the number of people on the team + 1. So if there are 3 people on each team, each team has 4 lives. Every time someone dies, their team loses 1 life. The player can drop down onto the map 4 turns after he/she dies. The first team to lose all its lives loses. You also lose if everyone on your team is dead, even if you have a couple lives left.
  • Jewel: Raons with different numbers on them drop onto the map. The higher the number, the harder the raon is to destroy. The numbers can be either -5, 5, 10, or 25. Every time you destroy a raon, the number it was carrying is added to your team's score (if you destroy the -5 raon, 5 points are taken away from your score). The first team to have 100 points wins. The only way to die in this mode is to fall off the map. After falling off the map, you can drop back down after 2 turns. If everyone on your team has fallen off, your team has lost. If you shoot at a raon, but it doesn't die, its health is restored completely. You can destroy the ground underneath the raon to make it fall off the map to get the points.

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.

The mobiles.

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 has these. Shooting inside the True angle portion deals the full damage of the mobile.).
  • Armour
  • Type: Mechanical - Explosion
  • General: High in defense and attack, but lacks HP and mobility.
    • Shot 1: A single heavy missile which makes a big explosion when it hits something.
    • Damage: 100-165
    • Delay: Medium
    • Shot 2: Like Shot1, but has an outer shell. If it hits a small piece of land, the outer shell will explode the land, and the missile inside will continue going. It will do more damage if both the outer shell and the inner missile hit your opponent.
    • Damage: 230-280
    • Delay: Very High
    • SS: Shoots a small missile very similar to Shot1, but after 2.5 seconds grows into a big complicated missile and does way more damage. You need to shoot long distances or high angles for it to get to your opponent after it grows into the bigger missile. Shot2 and SS only has a small difference in delay.
    • Damage: 300-500
    • Delay: Low
  • Mage
  • Type: Shield - Laser
  • General: Well-balanced mobile. Suitable for beginners.
    • Shot 1: Shoots 1 laser-type shot that explodes when it hits something.
    • Damage: 100-160
    • Delay: Medium-low
    • Shot 2: Two wiggly laser beams spinning around each other very closely. Sometimes one of them will hit a piece of land or a player and the other one will keep going.
    • Damage: 190-280
    • Delay: Medium
    • SS: The SS will remove a players blue health (shield) and do lots of damage if hit directly with it. (Always does 500+ damage when it hits the Lightning mobile because it has 300 shield.)
    • Damage: 200-250 (+Shield amount)
    • Delay: Medium-High
  • Nakmachine
  • Type: Mechanical - Physical
  • General: Very damaging attacks, high in defense and average HP. Very low mobility. Hard to master.
    • Shot 1: A heavy brown ball that deals medium-low damage.
    • Damage: 90-150
    • Delay: Low
    • Shot 2: This shot can do LOTS of damage. When it hits the ground, it goes right into the ground and starts coming up, like it's going underwater and then floating back up. If you shoot it and it's going right towards a player, it will just go through them and enter into the ground below them, and start coming up. After it has gone through the ground, it explodes as soon as it comes out of the ground. You want to hit right under your opponent. This is quite hard to do, especially if your opponent destroys the land (knowing that Nakmachine depends on the land).
    • Damage: 250-320
    • Delay: Medium-high
    • SS: Shoots a mini-nak that ignores the land, going right through it. It explodes only when it hits a player, which includes dead players (corpses). It won't do much damage unless you are lucky and you hit the mobile's "weak spot".
    • Damage: 150-270
    • Delay: Medium
  • Trico
  • Type: Bionic - Explosion
  • General: High-attack and bunge, high in HP, but lacks a good defense. Low mobility.
    • Shot 1: A heavy green cabbage-like ball that explodes when it hits something.
    • Damage: 100-150
    • Delay: Medium-high
    • Shot 2: Three heavy green cabbage-like balls, one is in the center and the other 2 revolve around the center. It can be difficult to get all three balls to hit the opponent.
  • ADVANCED: When you're shooting from the right side (opponent on your left), the balls are released in a diagonal line, making it easier for Trico to hit close range in low angle while on the right. On the other hand, shooting from the left side releases the balls in a semi-straight line. Shotgunning while on the left is NOT advised.
    • Damage: 260-290
    • Delay: High
    • SS: A fireball that rapidly releases multiple explosions. Removes lots of land and does pretty good damage to the opponent.
  • ADVANCED: When you take a close look at the explosion, you'll see that it creates an image of a monster. The "teeth" of the image contains the most explosions, dealing higher damage to the opponent in that position.
    • Damage: 250-750
    • Delay: High
  • Bigfoot
  • Type: Mechanical - Explosion
  • General: Good attack and bunging power, high HP but lacks good defense. High mobility.
    • Shot 1: Four missiles, which can be pretty weak, and spread out a lot over long distances. When all of the missiles directly hit the opponent, they can deal large damage.
    • Damage: 150-230
    • Delay: High
    • Shot 2: Six small missiles, which can do large damage if you shotgun your opponent. Shotgunning means aiming straight at them and using full or almost full power.
    • Damage: 230-280
    • Delay: Medium
    • SS: Six powerful missiles that are very similar to Shot1 but do a little more damage and looks a lot more powerful.
    • Damage: 300-450
    • Delay: High
  • Boomer
  • Type: Bionic - Physical
  • General: Very high attack, but low in defense and HP. Average mobility, and has a large range of angles.
    • Shot 1: A very lightweight boomerang that depends on the wind. Very hard to control.
  • ADVANCED: When the wind faces your opponent, you can try a Backshot by shooting away from the wind in a medium-high angle. If the wind is strong enough, the projectile will go back and hit the opponent. Backshots from the Boomer mobile deal more damage. Opposing wind will make the shot "hook", making the trajectory a lot shorter. Works with Shot2.
    • Damage: 120-160
    • Delay: Medium
    • Shot 2: Like Shot1, but shoots four of them instead of just one. Each of the four boomerangs deal less damage, though.
    • Damage: 200-290
    • Delay: Medium
    • SS: Like Shot1, except after a couple seconds of it being in the air, it turns orange and does a LOT more damage.
    • Damage: 350-570
    • Delay: Medium-high


  • RaonLauncher
  • Type: Mechanical - Laser
  • General: Low attack but high bunging power. High in defense, average movement capacity.
    • Shot 1: Three discs spinning around each other. They remove a lot of land, so it can be good for bunging.
    • Damage: 100-160
    • Delay: Medium-low
    • Shot 2: Shoots 2 raon mines. Raons look like babies of the RaonLauncher, except a lot smaller. If they are close to a player, their antenna will turn red and start spinning. This means that when persons's turn who shot the raon comes, that raon will start walking towards the nearest player. If it walks into a player, it will explode. Raons are more attracted to Mechanical mobiles like Nakmachine than Bionics like Ice. It is best that when you shoot the 2 raons, they land on both sides of your opponent, so your opponent is trapped. Be warned -- the raons WILL activate even if its target is an ally or even the RaonLauncher itself.
  • ADVANCED: An alternative way of shooting these raons is by shotgun. You should aim directly on the land where your opponent sits; when the raons are released, they should stick to the land...when the shot is perfectly executed, the raons will immediately explode upon contact with the land, dealing up to 300 damage. This technique works with Dual due to a "bug", but it won't work with Thor or Thunder. Another technique is the "Raon Slip". You can only make this shot when your opponent is situated on a piece of land which is less than a centimeter thick. Shooting with enough power would cause the raons to penetrate the land and end up sticking to the other side. This technique is often used in Stardust-A or Metamine-B, with the RaonLauncher situated below the opponent.
    • Damage: 130-170 (per raon)
    • Delay: Very High (highest delay in the game!)
    • SS: A big raon. When it lands on the ground, it'll start walking the direction it was shot at. When it bumps into a wall, it'll turn around the other way. After about 5-7 seconds, it will explode automatically. If it walks into a player, it will explode on him/her.
    • Damage: 230-350
    • Delay: Medium


  • Lightning
  • Type: Shield - Electricity
  • General: High attack, defense and HP. High mobility. Great for using as a combo mobile in Tag mode.
    • Shot 1: A ball of electricity that sends a lightning bolt straight down on it wherever it lands. If it lands right on a player, but there is land above the player, the lightning will hit the land but not the player. After the primary damage, an "aftershock" occurs, dealing additional damage to the player. Lightning has the strongest aftershock, dealing 82 damage to Mechanical, and 76 damage to Shield and Bionic.
    • Damage: 150-250 (includes aftershock)
    • Delay: Low
    • Shot 2: Like Shot1, but two lightning bolts come diagonally from both sides of where the ball lands.
    • Damage: 150-300 (includes aftershock)
    • Delay: Medium-low
    • SS: An electric bird projectile that creates a cool magical circle where it lands. Enemies in the vicinity (even those outside the circle) get hit by a bolt of lightning that deals around 170 damage. This SS is especially useful for Double Kills.
    • Damage: 150-180 (per target; includes aftershock)
    • Delay: Low
  • NOTE: All the three different shots of Lightning are NOT affected by Force. It means that the shots will not deal additional damage even if it passes throught the "sunbeam".


  • J.D.
  • Type: Shield - Electricity
  • General: Good attack, high bunging power. Good HP and mobility but has poor defense.
    • Shot 1: An electric blue orb. Deals some aftershock.
    • Damage: 130-160 (includes aftershock)
    • Delay: Medium-low
    • Shot 2: Also an electric blue orb, but it pulls mobiles towards wherever it lands. It is good for getting someone trapped in a hole. If you have two opponents near each other, fire a Shot2 right between them, and they will both be stuck in the same hole. Then you and the other players can do lots of damage to them. Shot2 can also drag people off the map. This shot doesn't have an aftershock.
    • Damage: 130-200
    • Delay: Medium-high
    • SS: A green spinning pyramid that does damage and pushes players away from where it lands. The closer the person is to the center of the circle, the greater the damage. It can't push people off a map. Still, no aftershock.
  • ADVANCED: If a person is on the edge of a cliff when the SS is shot, the person would not move but the SS itself would deal more damage because the person would stay in the center of the circle.
    • Damage: 190-300
    • Delay: Medium


  • A.Sate
  • Type: Shield - Laser
  • General: High attack, good HP and defense. Above average mobility, but lacks power in long distances.
    • Shot 1: A guide that, wherever it lands, a floating satellite which is above the A.Sate shoots an inaccurate laser at the guide. If there is land or a player directly in between the satellite and where the guide landed, the laser will hit the land.
  • ADVANCED: When shooting from the right side of the opponent, the laser tends to shoot about half a centimeter above the guide. When shooting on the left, it tends to shoot in a more accurate manner.
    • Damage: 110-160
    • Delay: Medium
    • Shot 2: The satellite moves 3 times as high as shot 1, and shoots 3 lasers wherever the guide lands.
  • ADVANCED: The three lasers consists of one lead laser and two tail lasers which shoot to the left of the lead laser. When shooting from the right side of the opponent, the lead laser shoots directly at the guide and the two tailing lasers shoot at the left of the lead laser; aim on the side of the opponent facing you. When shooting from the left side, aiming at the front of the opponent would cause a miss, because the two tailing lasers would just hit the land. You should aim at approximately the middle or to the far side of the opponent.
    • Damage: 230-280
    • Delay: Medium-high
    • SS: Shoots a large, green guide. Wherever the guide lands, the satellite moves right above wherever the guide landed, and shoots multiple lasers. It is NOT shot straight down, the satellite starts from the left side and shoots a laser, moves approximately half a centimeter to the right and shoots another one. This continues until the satellite has released 5 lasers to the target.
  • ADVANCED: A.Sate SS is affected by the amount of power you use. This means that if you shoot with too much power, the satellite would shoot farther away from the target. Same goes when the power is too small. Shotgunning SS is good when you're on the left, and medium-angle when you're on the right.
    • Damage: 300-500
    • Delay: High


  • Ice
  • Type: Bionic - Physical
  • General: Good attack, low defense, very high HP, good mobility. Good for beginners.
    • Shot 1: A pointy 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, VERY high def, 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.
    • Shot 1: A purple orb. The weakest shot in the game.
  • NOTE: Though Grub attacks are Electricity-based, they don't possess an aftershock like that of Lightning.
    • Damage: 60-130
    • Delay: Low
    • Shot 2: 4 orbs that explode about 5-8 seconds after you shoot them. 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: 140-220
    • Delay: Medium-low
    • SS: A ball that explodes after about 5-8 seconds after you shoot it. For the entire time that it touches a player, it will do damage to them. This works best if they are 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: 100-1000
    • 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: 130-160 (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~-~400
    • 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.
    • Damage: 70~-~250 (each target)
    • Delay: Medium


  • Kalsiddon
  • Type: Mechanical - Explosion
  • General: High attack, good defense and HP, good mobility. Hard to use in close range flat land.
    • Shot 1: A missile that splits open after a second of being shot. 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: 140-160
    • Delay: Medium-high
    • Shot 2: Same as shot 1, except with 4, 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 really 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: 240-300
    • 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: 200-400
    • 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.
    • 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.
    • 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: 150-700?
    • Delay: Low


  • Knight
  • Type: Mechanical - Laser
  • General: High attack, def, good HP, high mobility, good looks.
  • Note: The only way to get the knight is to choose random mobile.
    • 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: VERY, very high attack, good defense, high HP and VERY high mobility. Dragon can fly over raon mines; Dragon cannot be hit by: rolling Grub Shot2, J.Frog shots, Nakmachine Shot2. Only the aftershock damage applies for Lightning's shots.
  • Note: The only way to get the dragon is to choose random mobile.
    • Shot 1: A single, powerful fireball. Lightweight.
    • Damage: 150-200
    • 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.
    • Damage: 300-500
    • Delay: Medium-high
    • SS: A red orb that, wherever it lands, 5 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: 250-550
    • Delay: Medium


Delay

Delay is the number you see beside your name and the other players' names in the player list on the lower left side of the screen in the game. Delay determines the order which players get their turn. Shot1 has the least delay. Shot2 has more delay (Except for J.Frog, Shot1 and Shot2 of this mobile has the same delay), and SS has lots of delay. Every second it takes to take your turn, 10 is added to your delay; except for Turtle, that gives 12 delay per second.Items can give lots of delay, oftentimes more than SS. You need to know how to use delay in order to win, especially in 1on1 fights where you are very close to the other player.

  • How to compute for delay:
  • Basic: The player on top will move first on the next turn, the one below it second, and so on. You can see your name go up and down the player list when you switch shots or if you use items. Delay is very important for your strategy.
  • Advanced: The numbers beside the players' names are their delays relative to you. This basically means that if you find a +100 next to the name of your opponent, he/she has 100 more delay than you do. Since he/she has more delay, your name should be on top of your opponent's name and you will shoot before your opponent. On the other hand, if your opponent has a -100 next to his/her name, you have 100 more delay than that person, and you will execute your turn after him/her. Delay in items affect these numerical delay values directly: Dual will add 600 to your delay, Teleport will add 150, etc. This way, you can calculate the outcome of the next turn -- will you have the chance to move again? This is especially useful when your opponent uses Dual or SS. If you see more than +600 next to the name of your opponent, you can safely use Dual (using the shot you are currently using; since switching between Shot1 and 2 can have drastic effects on your delay) and know that you will move ahead of your opponent on the next turn.

Example:

Opponent +800

-Upon using Dual and consuming 5 seconds to calculate your attack-

Opponent +150 (800 - 600 (Dual) - 50 (5 seconds)

On the next turn, you will still move ahead of your opponent. On this turn, why not use Dual again and finish him/her off? Peace.

  • TIP: Do not select Shot2 when using teleport because it would cost you a lot more delay than if you just use Shot1.


Items

Items let you do extra damage to your opponent, or help you win in some way. Each item has a certain amount of delay (one of them doesn't) added to your shot. To select your items, click on the items button in the game room. There you can fill 6 item slots. Some items fill 2 slots, some of them fill 1 slot. Some of them might be grayed out, which means you cannot select them. The host decides which ones can and can't be used. If you are the host, just right-click on the items to turn them on or off.

The items.
  • Dual
    • What it does: Shoots two shots, either shot one or two (not SS).
    • Delay: 600
  • Blood
    • What it does: Takes away 8% of your health, adds 33% damage to your shot.
    • Delay: None
  • Energy Up 2
    • What it does: Gives 25% of your life back. Bionics get 30%.
    • Delay: 300
  • Energy Up
    • What it does: Gives a small amount of life back. Bionics get an extra 5%.
    • Delay: 100
  • Dual+
    • What it does: Fires the selected shot first, and the other shot second. So if you have Shot1 selected, it will fire Shot1, then Shot2. (No SS)
    • Delay: 250
  • Change Wind
    • What it does: Reverses the horizontal and vertical direction of the wind.
    • Delay: 150
  • Team Teleport
    • What it does: Teleport to exactly where the player on your team who has the lowest health is, and he will teleport to where you were. It takes a turn to use. Shield is not counted as health (HP).
    • Delay: 50
  • Bunge Shot
    • What it does: 25% more area damage, to destroy more land.
    • Delay: 50
  • Power Up
    • What it does: Adds 33% more damage.
    • Delay: 150
  • Thunder
    • What it does: A lightning bolt strikes where your shot lands.
    • Delay: 200
  • Teleport
    • What it does: Teleports the player to where the shot lands. (Does no damage)
    • Delay: 100

Moondisk

The moondisk changes every round of turns. It is located around the bottom-right of the screen in-game.

The moondisk.
  • Force - Adds damage to the shot, the longer the shot stays inside the force, the more damage is added to it. Does not work with Lightning's and J.Frog's shots. Does not work for RaonLauncher Shot2; RaonLauncher SS is only affected by Force when it directly hit the opponent without contact with the land. Does not work with Aduka Shot2.
  • Hurricane - A spinning thing. When a shot enters it, the shot will go around it then exit out. A.Sate and Knight's shots fired through a hurricane will also circle around it before going on.
  • Thunder - A lightning bolt will strike wherever the shot hits.
  • Wind - Changes the wind speed and direction.
  • Land - Destroys 15% more land. Not used in any of the current maps.
  • Protection - Increases the life of all mobiles. Bionic mobiles heal more.
  • Ignorance - Items are locked, and shield mobiles stop regaining their shield. Decreases recharge time of SS.
  • Thor - Thor shoots a beam wherever the shot hits.

Gold & GP Bonuses

Certain shots will give you extra gold and/or GP, and sometimes take them away.

  • Shot of God Bonus (Killing 2 or more players at the same time. They have to both be on the opposing team.) - 500G 4GP
  • Bunge Shot Bonus (Causing someone to fall off the map.) - 100G 1GP
  • Ending Bonus (Killing someone on the opposing team.) - 100G 1GP
  • Excellent Shot Bonus (500 or more damage to the opposing team.) - 50G
  • Good Shot Bonus (250-499 damage to the opposing team.) - 20G
  • Shot Bonus (150-249 damage to the opposing team.) - 10G
  • Hurricane Bonus (The shot goes through a hurricane and does at least 50 damage.) - 20G
  • High Angle Bonus (Use a 70 degree or more shot, the has 2.5 seconds of hangtime, and it does at least 50 damage to the opposing team.) - 15G
  • Ultra High Angle Bonus (Use 70 degree angle or more, the shot has 4 seconds of hangtime, and it does at least 50 damage to the opposing team.) - 30G
  • Boomer Shot Bonus (The shot goes past the opponent, comes back, and does at least 50 damage.) - 20G
  • Back Shot Bonus (Shoot backwards, then it goes back forward to do at least 50 damage.) - 25G
  • 3000 Damage Achieved (Do a total of 3000 damage in one game.) - 100G 4GP
  • 2000 Damage Achieved (Do a total of 2000 damage in one game.) - 100G 2GP
  • 1000 Damage Achieved (Do a total of 1000 damage in one game.) - 100G 1GP
  • Team Kill Penalty (Kill yourself or a teammate.) - -50G -1GP
  • Team Damage Penalty (Do over 50 damage to a teammate without killing them.) - -25G -1GP
  • Winning Awards:
  • 1:1 game - 20G 3GP
  • 2:2 game - 150G 6GP
  • 3:3 game - 200G 9GP
  • 4:4 game - 300G 12GP

If you leave the game while it is still going, you will automatically give each player on your team 100 gold.