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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 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 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.
±Seltjh! 00:17, 5 September 2007 (CDT)Link title==AmorMobile==
AmorMobile | |
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Type | Mechanical - Explosion |
HP | 1000 HP |
Base Delay | 525 |
Turn Delay (per second) | 10 |
Description | |
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. Good for bunge. | |
Shot 1 Damage | 120-165 |
Shot 1 Delay | 250 |
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. The inner missile pierces defense if the outer missile hits. | |
Shot 2 Damage | 230-290 |
Shot 2 Delay | 480 |
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 Damage | 350-500 |
SS Delay | 800 |
Mage
Mage | |
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Type | Shield - Laser |
HP | 760HP, 220HP(shield), regenerate 20HP per round |
Base Delay | 500 |
Turn Delay (per second) | 10 |
Description | |
Well-balanced mobile. Suitable for beginners. | |
Shot 1 | |
Shoots 1 laser-type shot that explodes when it hits something. Good bunging power. | |
Shot 1 Damage | 100-160 |
Shot 1 Delay | 250 |
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. It's better to shoot in front on the opponent's mobile when you use Dual or Dual+. | |
Shot 2 Damage | 190-280 |
Shot 2 Delay | 400 |
SS | |
The SS will remove a player's blue health (shield) if it's within blast radius (which is large) 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 Damage | 350-500 |
SS Delay | 800 |
Nakmachine
NakMachine
Nakmachine | |
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Type | Mechanical - Physical |
HP | 1100HP |
Base Delay | 520 |
Turn Delay (per second) | 10 |
Description | |
Very damaging attacks, high in defense and average HP. Very low mobility, but high climbing ability. Hard to master. | |
Shot 1 | |
A heavy brown ball that deals some damage upon impact. | |
Shot 1 Damage | 100-150 |
Shot 1 Delay | 250 |
Shot 2 | |
This shot can do LOTS of damage. It lands on the same place as Shot1, but 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). It's better to overshoot a little than using less power, because if you hit the land in front of your opponent, it makes another shot2 almost impossible. | |
Shot 2 Damage | 190-300 |
Shot 2 Delay | 400 |
SS | |
Shoots a mini-nak that ignores the land, going right through it. It explodes only when it hits a player (whether ally or enemy), which includes dead players (corpses). It won't do much damage unless you are lucky and you hit the mobile's "weak spot". | |
SS Damage | 350-500 |
SS Delay | 800 |
Trico
Trico | |
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Type | Bionic - Explosion |
HP | 1100 HP |
Base Delay | 490 |
Turn Delay (per second) | 10 |
Description | |
High-attack and bunge, high in HP, but lacks a good defense. Somewhat low mobility. Hard to master Shot 2. | |
Shot 1 | |
A heavy green cabbage-like ball that explodes upon impact. It creates some land damage. | |
Shot 1 Damage | 100-150 |
Shot 1 Delay | 250 |
Shot 2 | |
Three heavy green cabbage-like balls, one is in the center and the other 2 revolve around the center. It is commonly used in shotgun. It can be difficult to get all three balls to hit the opponent, but if all hit, can deal high damage. | |
Shot 2 Damage | 170-310 |
Shot 2 Delay | 400 |
SS | |
A fireball that rapidly releases multiple explosions. Removes lots of land and does pretty good damage to the opponent. Damage and bunging power is generally maximized if the shot hits an enemy's foot. | |
SS Damage | 250-500 |
SS Delay | 800 |
Bigfoot
Bigfoot | |
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Type | Mechanical - Explosion |
HP | 1100 HP |
Base Delay | 520 |
Turn Delay (per second) | 10 |
Description | |
Good attack and bunging power, high HP but lacks good defense. High mobility, but has poor climbing ability for finding higher angles. | |
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 high damage. It also deals decent land damage. | |
Shot 1 Damage | 170-230 |
Shot 1 Delay | 250 |
Shot 2 | |
Six small missiles, which can do large damage if you shotgun your opponent. | |
Shot 2 Damage | 200-270 |
Shot 2 Delay | 400 |
SS | |
Six powerful missiles that are very similar to Shot 1 but do a little more damage and looks a lot more powerful. | |
SS Damage | 350-500 |
SS Delay | 800 |
Boomer
Boomer | |
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Type | Bionic - Physical |
HP | 1000 HP |
Base Delay | 480 |
Turn Delay (per second) | 10 |
Description | |
Very high attack, but low in defense and HP. Good mobility, and has a large range of angles (though only 1/3 is True angle). Boomer is generally considered to be a hard mobile to master, along with Nakmachine, Kalsiddon and Trico. | |
Shot 1 | |
A very lightweight boomerang that depends on the wind. Hard to control. | |
Shot 1 Damage | 120-160 |
Shot 1 Delay | 250 |
Shot 2 | |
Similar to Shot 1, but shoots four boomerangs instead of one. Each of the four boomerangs deals less damage, though. | |
Shot 2 Damage | 230-290 |
Shot 2 Delay | 400 |
SS | |
Also similar to Shot 1, except after a few seconds of it being in the air, it turns golden and does a LOT more damage in golden state. If it doesn't have enough time to transform to golden state, it deals shot 1 damage. | |
SS Damage | 350-650 |
SS Delay | 800 |
RaonLauncher
RaonLauncher | |
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Type | Mechanical - Explosion |
HP | 1000 HP |
Base Delay | 500 |
Turn Delay (per second) | 10 |
Description | |
Low attack but high bunging power. High in defense, low movement capacity but good at climbing. | |
Shot 1 | |
Three discs spinning around each other. They remove a lot of land, so it can be good for bunging. | |
Shot 1 Damage | 100-160 |
Shot 1 Delay | 250 |
Shot 2 | |
Shoots 2 raon mines. The mines 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 than Bionics and Shields. 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 Damage | 140-180 (per raon mine) |
Shot 2 Delay | 400 |
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 that is too steep to climb, it will turn around the other way. After about 5-7 seconds, it will explode automatically. If it walks into a player, it will explode regardless of ally, enemy, or corpse. | |
SS Damage | 230-350 |
SS Delay | 800 |
Lightning
Lightning | |
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Type | Shield - Electricity |
HP | 760HP, 220HP(shield), regenerate 20HP per round |
Base Delay | 500 |
Turn Delay (per second) | 10 |
Description | |
High attack, defense and HP. High mobility but slow and not good at climbing. 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 around 80 damage to Mechanical and 70 damage to Shield and Bionic. | |
Shot 1 Damage | 150-250 (includes aftershock) |
Shot 1 Delay | 250 |
Shot 2 | |
Like Shot 1, but two lightning bolts come diagonally from both sides of where the ball lands. | |
Shot 2 Damage | 150-300 (includes aftershock) |
Shot 2 Delay | 300 |
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 Damage | 150-200 (per target; includes aftershock) |
SS Delay | 800 |
J.D.
J.D. | |
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Type | Shield - Electricity |
HP | 750HP, 250HP(shield), regenerate 20HP per round |
Base Delay | 490 |
Turn Delay (per second) | 10 |
Description | |
Good attack, high bunging power. Good HP and mobility but has poor defense. | |
Shot 1 | |
An electric blue orb. Deals some aftershock. | |
Shot 1 Damage | 140-170 (includes aftershock) |
Shot 1 Delay | 250 |
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. Shot 2 can also drag people off the map. This shot doesn't have an aftershock. Mechanical mobiles are more sensitive to the pull than other mobiles. | |
Shot 2 Damage | 150-200 |
Shot 2 Delay | 340 |
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. This shot does not have aftershock. | |
SS Damage | 250-320 |
SS Delay | 800 |
A.Sate
A.Sate | |
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Type | Shield - Laser |
HP | 760HP, 220HP(shield), regenerate 20HP per round |
Base Delay | 490 |
Turn Delay (per second) | 10 |
Description | |
High attack, good HP and defense. Above average mobility and climbing ability, but lacks accuracy in long distances. | |
Shot 1 | |
A tracer that, wherever it lands, a floating satellite which is above the A.Sate shoots an inaccurate laser at the guide. If there is anything in between the tracer target and the laser, it will hit the object within its way. | |
Shot 1 Damage | 100-160 |
Shot 1 Delay | 250 |
Shot 2 | |
The satellite moves 3 times as high as shot 1, and shoots 3 lasers wherever the guide lands. | |
Shot 2 Damage | 200-280 |
Shot 2 Delay | 400 |
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 Damage | 400-550 |
SS Delay | 800 |
Ice
Ice | |
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Type | Bionic - Physical |
HP | 1200HP |
Base Delay | 490 |
Turn Delay (per second) | 10 |
Description | |
Good attack but low defense. It has the highest HP in Gunbound. It also has 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. | |
Shot 1 Damage | 120-160 |
Shot 1 Delay | 250 |
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 Shot 1, 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, Shot 2 may get jammed in the wall even if you can do Shot 1 perfectly well. | |
Shot 2 Damage | 150-170 (base damage) |
Shot 2 Delay | 400 |
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 Damage | 150-170 (base damage) |
SS Delay | 800 |
Turtle
Turtle | |
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Type | Bionic - Physical |
HP | 950HP |
Base Delay | 490 |
Turn Delay (per second) | 12 |
Description | |
Good attack and HP. It has highest defense in Gunbound but poor mobility. Turtle is the only mobile in the game that has 12 delay per second (as oppose others who has 10 delay per second) in turn delay. | |
Shot 1 | |
A stream of water. Deals moderate damage. | |
Shot 1 Damage | 130-160 |
Shot 1 Delay | 250 |
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 Damage | 220-280 |
Shot 2 Delay | 480 |
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. 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. | |
SS Damage | 400-600 |
SS Delay | 800 |
Grub
Grub | |
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Type | Bionic - Electricity |
HP | 1000 HP |
Base Delay | 490 |
Turn Delay (per second) | 10 |
Description | |
Weak damage, low defense, good HP and mobility. New players are encouraged to use this mobile's Shot 2 to get the feeling of how to hit your enemy before mastering a mobile. Unlike other electricity mobiles, Grub does not deal aftershock damage. | |
Shot 1 | |
A very weak blue orb. The weakest weapon in the game. | |
Shot 1 Damage | 80-130 |
Shot 1 Delay | 250 |
Shot 2 | |
Four purple orbs that explode about 3 seconds after hitting something. They bounce and roll around on the ground and explode when they hit a player, making new players get the feeling of how to aim accurately. The balls bounce off of the sides, bottom, and top of the map. | |
Shot 2 Damage | 180-220 |
Shot 2 Delay | 480 |
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. 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. Hurrcaine would also do because the ball will be dealing damage to the player but didn't activitate the 3-second countdown till explosion. | |
SS Damage | 400-1000 |
SS Delay | 800 |
Aduka
Aduka | |
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Type | Mechanical - Electricity/Laser |
HP | 1000 HP |
Base Delay | 510 |
Turn Delay (per second) | 10 |
Description | |
Weak at first, but very strong when the match is held for prolonged periods of time. It has average mobility. Similar to Nakmachine, it fires from the back of the mobile. | |
Shot 1 | |
An electrical purple ball. Deals a weak aftershock. | |
Shot 1 Damage | 140-160 (includes aftershock) |
Shot 1 Delay | 250 |
Shot 2 | |
It fires three mini-adukas tracers. Wherever the tracers landed, 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. As Thor deals more damage, the power of Thor increases, which deals stronger damage. | |
Shot 2 Damage | 140-500 |
Shot 2 Delay | 400 |
SS | |
Similar to 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. 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, and could result in an unsuspecting double kill. | |
SS Damage | 80-250 |
SS Delay | 800 |
Kalsiddon
Kalsiddon | |
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Type | Mechanical - Explosion |
HP | 1100 HP |
Base Delay | 515 |
Turn Delay (per second) | 10 |
Description | |
High attack, good defense and HP. It has 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. | |
Shot 1 Damage | 150-180 |
Shot 1 Delay | 250 |
Shot 2 | |
Same as Shot 1, except that it splits into 4, more advanced missiles. It also takes longer time before the main missile splits into 4 smaller missiles. This shot is one of the strongest shots in the game when playing in a turn with Thor/Force/Thunder on the Moondisk. | |
Shot 2 Damage | 250-300 |
Shot 2 Delay | 460 |
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. This SS requires pin-point precision to deal the highest damage possible. | |
SS Damage | 300-500 |
SS Delay | 800 |
J.Frog
Armour | |
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Type | Bionic - Laser |
HP | 930HP |
Base Delay | 50 |
Turn Delay (per second) | 10 |
Description | |
Reasonable attack and HP, very low defense but good mobility. Great for ruining your opponent's angles for shooting. | |
Shot 1 | |
A green sponge that 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 Damage | 150-230 |
Shot 1 Delay | 250 |
Shot 2 | |
Same as Shot 1 but the sponge rolls to the right. | |
Shot 2 Damage | 150-230 |
Shot 2 Delay | 250 |
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 Damage | 150-350 |
SS Delay | 800 |
Knight
Knight | |
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Type | Mechanical - Laser |
HP | 1000 HP |
Base Delay | 550 |
Turn Delay (per second) | 10 |
Description | |
High attack, defense, good HP, average mobility and good looks. The only way to obtain this mobile 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. This shot is less accurate than A.Sate's Shot 1. | |
Shot 1 Damage | 200-250 |
Shot 1 Delay | 250 |
Shot 2 | |
Shoots twice as high as Shot1 with 5 mini-swords at the guide. It is more accurate than A.Sate's Shot 2. | |
Shot 2 Damage | 230-290 |
Shot 2 Delay | 400 |
SS | |
Just like A.Sate's SS, the sword moves right above where the guide lands and shoots many mini-swords down. | |
SS Damage | 400-550 |
SS Delay | 840 |
Dragon
Dragon | |
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Type | Bionic - Explosion |
HP | 1000 HP |
Base Delay | 550 |
Turn Delay (per second) | 10 |
Description | |
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's Shot 2, J.Frog's shots, Nakmachine's Shot 2. It receives only the aftershock damage applies for Lightning's shots. Dragon is the ultimate mobile, but has one fatal weakness: long-ranged battles. The only way to get this mobile is to choose Random. | |
Shot 1 | |
A single, powerful fireball. It is lightweight. | |
Shot 1 Damage | 150-250 |
Shot 1 Delay | 250 |
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. This shot shows resemblence to Bigfoot's Shot 1. This shot 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. | |
Shot 2 Damage | 300-500 |
Shot 2 Delay | 400 |
SS | |
A red orb that, wherever it lands, 4 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. In order to deal the highest damage from Dragon SS, the target should not have land around the upper parts. | |
SS Damage | 450-650 |
SS Delay | 840 |