Gunbound/Mobiles: Difference between revisions

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27 bytes removed ,  9 June 2007
→‎J.D.: convert J.D. article into table format
(→‎Lightning: convert lightning info to table format)
(→‎J.D.: convert J.D. article into table format)
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==J.D.==
==J.D.==
*Type: Shield - Electricity
{{Gunbound/Mobile
*General: Good attack, high bunging power. Good HP and mobility but has poor defense.
|name=J.D.
**Shot 1: An electric blue orb. Deals some aftershock.
|pic=
:Damage: 140-160 (includes aftershock)
|type=Shield - Electricity
:Delay: Medium-low
|HP=750HP, 250HP(shield), regenerate 20HP per round
**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.
|base delay=490
:Damage: 150-200
|turn delay=10
:Delay: Medium-high
|general=Good attack, high bunging power. Good HP and mobility but has poor defense.
**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.
|s1desc=An electric blue orb. Deals some 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.
|s1dam=140-170 (includes aftershock)
:Damage: 230-300
|s1del=250
:Delay: Medium
|s2desc=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.
|s2dam=150-200
|s2del=340
|ssdesc=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.
|ssdam=250-320
|ssdel=800
}}


==A.Sate==
==A.Sate==
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