Gunbound/Mobiles: Difference between revisions

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{{All Game Nav|game=Gunbound}}
{{Header Nav|game=Gunbound}}
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.
<div style="float:right">__TOC__</div>
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:'''
'''Strengths and Weaknesses:'''
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'''Explosion''' attacks deal the same amount of damage to any armor type.
'''Explosion''' attacks deal the same amount of damage to any armor type.


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


<div style="text-align: center">[[Image:gunbound_mobiles.png|The mobiles.]]</div>
<div style="text-align: center">[[Image:gunbound mobiles.png|The mobiles.]]</div>


==Armour==
==Armour==
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|turn delay=10
|turn delay=10
|general=High in defense and attack, but lacks HP and mobility.
|general=High in defense and attack, but lacks HP and mobility.
|s1desc=A single heavy missile which makes a big explosion when it hits something. Good for bunge.
|s1desc=A single heavy round which has a wide explosion radius. Good for bunging.
|s1dam=120-165
|s1dam=120-165
|s1del=250
|s1del=250
|s2desc=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.
|s2desc=Like Shot1, but has two warheads. When it hits an object, the first warhead detonates, and the second will continue going until it hits another object. It will do more damage if both warheads hit your opponent. The second warhead pierces defense if the first hits.
|s2dam=230-290
|s2dam=230-290
|s2del=480
|s2del=480
|ssdesc=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.
|ssdesc=Shoots a regular shell, similar to Shot1, but after 2.5 seconds it expands, and will do much more damage upon a hit. Shot2 and SS only has a small difference in delay.
|ssdam=350-500
|ssdam=350-500
|ssdel=800
|ssdel=800
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|s2dam=190-280
|s2dam=190-280
|s2del=400
|s2del=400
|ssdesc=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.)
|ssdesc=A bright blue ball that removes a player's blue health (shield) if it's within blast radius (which is large) and inflicts lots of damage if hit directly with it.  
|ssdam=350-500
|ssdam=350-500
|ssdel=800
|ssdel=800
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==Nakmachine==
==Nakmachine==
==Mage==
{{Gunbound/Mobile
{{Gunbound/Mobile
|name=Nakmachine
|name=Nakmachine
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|turn delay=10
|turn delay=10
|general=Very damaging attacks, high in defense and average HP. Very low mobility, but high climbing ability. Hard to master.
|general=Very damaging attacks, high in defense and average HP. Very low mobility, but high climbing ability. Hard to master.
|s1desc=A heavy brown ball that deals some damage upon impact.
|s1desc=A regular round that deals damage upon impact.
|s1dam=100-150
|s1dam=100-150
|s1del=250
|s1del=250
|s2desc=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.
|s2desc= Digs into the ground upon contact, and returns to the surface where it detonates.
|s2dam=190-300
|s2dam=190-300
|s2del=400
|s2del=400
|ssdesc=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".
|ssdesc=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 is most often used for shotgun shooting, but its damage is not optimal. It won't do much damage unless you are lucky and you hit the mobile's "weak spot".
|ssdam=350-500
|ssdam=350-500
|ssdel=800
|ssdel=800
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|base delay=490
|base delay=490
|turn delay=10
|turn delay=10
|general=High-attack and bunge, high in HP, but lacks a good defense. Somewhat ow mobility. Hard to master Shot 2.
|general=High-attack and bunge, high in HP, but lacks a good defense. Somewhat low mobility. Hard to master Shot 2.
|s1desc=A heavy green cabbage-like ball that explodes upon impact. It creates some land damage.
|s1desc=A heavy green cabbage-like ball that explodes upon impact. It creates some land damage.
|s1dam=100-150
|s1dam=100-150
|s1del=250
|s1del=250
|s2desc=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.  
|s2desc=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.
|s2dam=170-310
|s2dam=170-310
|s2del=400
|s2del=400
|ssdesc=A fireball that rapidly releases multiple explosions. Removes lots of land and does pretty good damage to the opponent.
|ssdesc=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.
|ssdam=250-500
|ssdam=250-500
|ssdel=800
|ssdel=800
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|base delay=520
|base delay=520
|turn delay=10
|turn delay=10
|general=Good attack and bunging power, high HP but lacks good defense. High mobility, but has poor climbing ability for finding higher angles.
|general=Good attack. Excellent bunging power, high HP but lacks good defense. High mobility, but has poor climbing ability for finding higher angles.
|s1desc=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.
|s1desc=Fires four missiles, which are fairly weak and have a high spread over long distances. Great for bunging.  
|s1dam=170-230
|s1dam=170-230
|s1del=250
|s1del=250
|s2desc=Six small missiles, which can do large damage if you shotgun your opponent.  
|s2desc=Fires six grenades, which spread out soon after launch.
|s2dam=200-270
|s2dam=200-270
|s2del=400
|s2del=400
|ssdesc=Six powerful missiles that are very similar to Shot 1 but do a little more damage and looks a lot more powerful.
|ssdesc=Fires nine missiles. Similar to Shot 1 but slightly more damage.
|ssdam=350-500
|ssdam=350-500
|ssdel=800
|ssdel=800
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==Boomer==
==Boomer==
{{Gunbound/Mobile
{{Gunbound/Mobile
|name=Armour
|name=Boomer
|pic=
|pic=
|type=Bionic - Physical
|type=Bionic - Physical
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|base delay=480
|base delay=480
|turn delay=10
|turn delay=10
|general=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). On contrary to popular beliefs, Boomer is actually easier to master than Nakmachine, Trico or Kalsiddon.
|general=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.
|s1desc=A very lightweight boomerang that depends on the wind. Hard to control.
|s1desc=A very lightweight boomerang that depends on the wind. Hard to control.
|s1dam=120-160
|s1dam=120-160
|s1del=250
|s1del=250
|s2desc=Similar to Shot 1, but shoots four boomerangs instead of one. Each of the four boomerangs deals less damage, though.  
|s2desc=Similar to Shot 1, but shoots four boomerangs instead of one. Each of the four boomerangs deals less damage, though.
|s2dam=230-290
|s2dam=230-290
|s2del=400
|s2del=400
|ssdesc=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.
|ssdesc=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.
|ssdam=350-650
|ssdam=350-900
|ssdel=800
|ssdel=800
}}
}}


==RaonLauncher==
==RaonLauncher==
*Type: Mechanical - Laser
{{Gunbound/Mobile
*General: Low attack but high bunging power. High in defense, low movement capacity but good at climbing.
|name=RaonLauncher
**Shot 1: Three discs spinning around each other. They remove a lot of land, so it can be good for bunging.
|pic=
:Damage: 100-160
|type=Mechanical - Explosion
:Delay: Medium-low
|HP=1000 HP
**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.
|base delay=500
*'''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 half 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.
|turn delay=10
:Damage: 140-180 (per raon)
|general=Low attack but high bunging power. High in defense, low movement capacity but good at climbing.
:Delay: Very High (highest delay in the game!)
|s1desc=Three discs spinning around each other. They remove a lot of land, so it can be good for bunging.
**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.
|s1dam=100-160
:Damage: 230-350
|s1del=250
:Delay: Medium
|s2desc=Shoots 2 Raon mines. If they are close to an enemy player, a mine's antenna will turn red and start spinning. The mine will slowly progress toward the enemy it is targeting when the original launcher's turn comes, and detonate upon contact. Raons are more attracted to Mechanical mobiles than Bionics and Shields.  
|s2dam=140-180 (per Raon mine)
|s2del=400
|ssdesc=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.
|ssdel=800
}}


==Lightning==
==Lightning==
*Type: Shield - Electricity
{{Gunbound/Mobile
*General: High attack, defense and HP. High mobility but slow and not good at climbing. Great for using as a combo mobile in Tag mode.
|name=Lightning
**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.
|pic=
:Damage: 150-250 (includes aftershock)
|type=Shield - Electricity
:Delay: Low
|HP=760HP, 220HP(shield), regenerate 20HP per round
**Shot 2: Like Shot1, but two lightning bolts come diagonally from both sides of where the ball lands.
|base delay=500
:Damage: 150-300 (includes aftershock)
|turn delay=10
:Delay: Medium-low
|general=High attack, defense and HP. High mobility but slow and not good at climbing. Great for using as a combo mobile in Tag mode.
**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.
|s1desc=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.
:Damage: 140-180 (per target; includes aftershock)
|s1dam=150-250 (includes aftershock)
:Delay: Low
|s1del=250
*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".
|s2desc=Like Shot 1, but two lightning bolts come diagonally from both sides of where the ball lands.
|s2dam=150-300 (includes aftershock)
|s2del=300
|ssdesc=An electrical arrow that creates a powerful blast radius where it lands. Any player within the circle or outside of it will get hit by a thunderbolt that deals 170 damage. This SS is especially useful for Double Kills.
|ssdam=150-200 (per target; includes aftershock)
|ssdel=800
}}


==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 push people off a map. This shot does not have aftershock.
|ssdam=250-320
|ssdel=800
}}


==A.Sate==
==A.Sate==
*Type: Shield - Laser
{{Gunbound/Mobile
*General: High attack, good HP and defense. Above average mobility and climbing ability, but lacks power in long distances.
|name=A.Sate
**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.
|pic=
*'''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.
|type=Shield - Laser
:Damage: 100-160
|HP=760HP, 220HP(shield), regenerate 20HP per round
:Delay: Medium
|base delay=490
**Shot 2: The satellite moves 3 times as high as shot 1, and shoots 3 lasers wherever the guide lands.
|turn delay=10
*'''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.
|general=High attack, good HP and defense. Above average mobility and climbing ability, but lacks accuracy in long distances.
:Damage: 240-280
|s1desc=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.
:Delay: Medium-high
|s1dam=100-160
**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.
|s1del=250
*'''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.
|s2desc=The satellite moves 3 times as high as shot 1, and shoots 3 lasers wherever the guide lands.
:Damage: 400-550
|s2dam=200-280
:Delay: High
|s2del=400
|ssdesc=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.
|ssdam=400-550
|ssdel=800
}}


==Ice==
==Ice==
*Type: Bionic - Physical
{{Gunbound/Mobile
*General: Good attack, low defense, highest HP in Gunbound, good mobility. Very good for beginners.
|name=Ice
**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.
|pic=
:Damage: 130-150
|type=Bionic - Physical
:Delay: Medium-high
|HP=1200HP
**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.
|base delay=490
:Damage: 150-170 (base damage only!)
|turn delay=10
:Delay: Low
|general=Good attack but low defense. It has the highest HP in Gunbound. It also has good mobility, very good for beginners.
**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.
|s1desc=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.
*'''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.
|s1dam=120-160
:Damage: 150-170 (base damage only!)
|s1del=250
:Delay: Low
|s2desc=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.
|s2dam=150-170 (base damage)
|s2del=400
|ssdesc=Exactly like shot 2, except it is a snowflake that does a little more damage. It also removes 5% of a player's defense.
|ssdam=150-170 (base damage)
|ssdel=800
}}


==Turtle==
==Turtle==
*Type: Bionic - Physical
{{Gunbound/Mobile
*General: Good attack and HP, highest defense in Gunbound, poor mobility.
|name=Turtle
**Shot 1: A stream of water. Deals moderate damage.
|pic=
:Damage: 130-160
|type=Bionic - Physical
:Delay: Medium-low
|HP=950HP
**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.
|base delay=490
:Damage: 220-280
|turn delay=12
:Delay: Medium-high
|general=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.
**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.
|s1desc=A stream of water. Deals moderate 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.
|s1dam=130-160
:Damage: 400-600
|s1del=250
:Delay: Medium
|s2desc=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.
|s2dam=220-280
|s2del=480
|ssdesc=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.
|ssdam=400-600
|ssdel=800
}}


==Grub==
==Grub==
*Type: Bionic - Electricity
{{Gunbound/Mobile
*General: Weak damage, low defense, good HP and mobility. Better if on Tag mode for combos.
|name=Grub
**Shot 1: A very weak purple orb. The weakest weapon in the game.
|pic=
*NOTE: Though Grub attacks are Electricity-based, they don't possess an aftershock like that of Lightning.
|type=Bionic - Electricity
:Damage: 80-130
|HP=1000 HP
:Delay: Low
|base delay=490
**Shot 2: Four orbs that explode about 3 seconds after hitting something. They bounce around on the ground, and explode when they hit a player. They bounce off of the sides, bottom, and top of the map.
|turn delay=10
:Damage: 180-220
|general=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.
:Delay: Medium-low
|s1desc=A very weak blue orb. The weakest weapon in the game.
**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.
|s1dam=80-130
*'''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.)
|s1del=250
:Damage: 400-1000
|s2desc=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.
:Delay: Medium-high
|s2dam=180-220
|s2del=480
|ssdesc=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 until explosion.
|ssdam=400-1000
|ssdel=800
}}


==Aduka==
==Aduka==
*Type: Mechanical - Electricity/Laser
{{Gunbound/Mobile
*General: Weak at first, but VERY strong when the match is held for prolonged periods of time. Average mobility.
|name=Aduka
**Shot 1: An electrical purple ball. Deals a weak aftershock.
|pic=
:Damage: 140-160 (includes aftershock)
|type=Mechanical - Electricity/Laser
:Delay: Medium
|HP=1000 HP
**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.
|base delay=510
:Damage: 140~-~500
|turn delay=10
:Delay: Medium
|general=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.
**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.
|s1desc=An electrical purple ball. Deals a weak aftershock.
*'''ADVANCED''': When your opponent is directly under a hurricane, the Aduka SS can hit him twice (even 3-4 times). The first hit is the moment it touches your opponent, then the SS goes around the hurricane and hits him the second time. More hit could be achieved when you are close to that opponent and you use very low power. Your shot would actually go around the hurricane 3-4 times, and this can do very devastating damage.
|s1dam=140-160 (includes aftershock)
:Damage: 80~-~250 (each target)
|s1del=250
:Delay: Medium
|s2desc=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 in between 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.
|s2dam=140-500
|s2del=400
|ssdesc=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.
|ssdam=80-250
|ssdel=800
}}


==Kalsiddon==
==Kalsiddon==
*Type: Mechanical - Explosion
{{Gunbound/Mobile
*General: High attack, good defense and HP, good mobility. Almost impossible to use effectively in close-ranged flat land.
|name=Kalsiddon
**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.
|pic=
:Damage: 150-180
|type=Mechanical - Explosion
:Delay: Medium-high
|HP=1100 HP
**Shot 2: Same as shot 1, except that it splits into four, more advanced missiles. One of the strongest shots in the game when playing in a turn with Thor/Force/Thunder on the Moondisk.
|base delay=515
*'''ADVANCED''': Shot2 is quite inaccurate -- it would overshoot a little. Try making the guide hit the near side of the mobile; this way, if the missiles overshoots, they would still hit the opponent's mobile.
|turn delay=10
:Damage: 250-300
|general=High attack, good defense and HP. It has good mobility. Almost impossible to use effectively in close-ranged flat land.
:Delay: Medium-high
|s1desc=A missile that splits open at the apex of the 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.
**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.
|s1dam=150-220
:Damage: 300-450
|s1del=250
:Delay: Medium
|s2desc=Similar to Shot1, but it splits into 4 missiles. This shot is one of the strongest shots in the game when playing in a turn with Thor/Force/Thunder on the Moondisk, when the shot goes through the Thor/Force/Thunder.
|s2dam=250-400 on a complete hit, approximately 50-120 per missile
|s2del=460
|ssdesc=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.
|ssdam=300-650
|ssdel=800
}}


==J.Frog==
==J.Frog==
*Type: Bionic - Physical
{{Gunbound/Mobile
*General: Reasonable attack and HP, very low defense, good mobility. Great for ruining your opponent's angles for shooting.
|name=J.Frog
**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.
|pic=
**NOTE: Shots 1 and 2 will not slow when under floating mobiles such as A.Sate.
|type=Bionic - Laser
:Damage: 150-250
|HP=930HP
:Delay: High
|base delay=500
**Shot 2: Same as shot 1 but rolls to the right.
|turn delay=10
*NOTE: Shot1 and Shot2 of J.Frog has the same delay.
|general=Reasonable attack and HP, very low defense but good mobility. Great for ruining your opponent's angles for shooting.
**'''ADVANCED''': To get higher damage when using a Dual shot, or double death, Try to land the shots as far away as possible from the target, but still in range that they will hit him/her.  If done correctly, both shots will explode at diffrent times, doing around 400 damage instead of both exploding at th same time, doing around 250 damage.
|s1desc=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.
:Damage: 150-250
|s1dam=150-230
:Delay: Medium-low (See, it's only relative to the other mobiles' Shot2)
|s1del=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.
|s2desc=Same as Shot 1 but the sponge rolls to the right.
:Damage: 150-350
|s2dam=150-230
:Delay: Low
|s2del=250
|ssdesc=Rolls in a weird way, in that if you shoot SS left, but wind blows right, the bubble will eventually fly backwards and roll to the RIGHT, not the left. 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. Also, if you hit the ground right next to an opponent and the bubble rolls the right way, you can deal damage until the SS explodes. Don't hit the opponent with the SS, or it will explode on contact, doing little damage.
|ssdam=100-700
|ssdel=800
}}


==Knight==
==Knight==
*Type: Mechanical - Laser
{{Gunbound/Mobile
*General: High attack, defense, good HP, average mobility, good looks.
|name=Knight
*Note: The only way to get the knight is to choose Random.
|pic=
**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.
|type=Mechanical - Laser
:Damage: 200-250
|HP=1000 HP
:Delay: Medium-high
|base delay=550
**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.
|turn delay=10
:Damage: 250-300
|general=High attack, defense, good HP, average mobility and good looks. The only way to obtain this mobile is to choose Random.
:Delay: High
|s1desc=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.
**SS: Just like A.Sate SS, the sword moves right above where the guide lands and shoots many mini-swords down.
|s1dam=200-250
:Damage: 400-550
|s1del=250
:Delay: Medium-high
|s2desc=Shoots twice as high as Shot1 with 5 mini-swords at the guide. It is more accurate than A.Sate's Shot 2.
|s2dam=230-290
|s2del=400
|ssdesc=Just like A.Sate's SS, the sword moves right above where the guide lands and shoots many mini-swords down.
|ssdam=400-550
|ssdel=840
}}


==Dragon==
==Dragon==
*Type: Bionic - Explosion
{{Gunbound/Mobile
*General: Insanely high attack, good defense, high HP and very high mobility. Dragon can fly over raon mines; Dragon cannot be directly hit by: rolling Grub Shot2, J.Frog shots, Nakmachine Shot2. Only the aftershock damage applies for Lightning's shots. Dragon is the ultimate mobile, but has one fatal weakness: long-ranged battles.
|name=Dragon
*Note: The only way to get the dragon is to choose Random.
|pic=
**Shot 1: A single, powerful fireball. Lightweight.
|type=Bionic - Explosion
:Damage: 150-250
|HP=1000 HP
:Delay: Low
|base delay=550
**Shot 2: 4 fireballs that each do around 100 damage, for a total of 400 or more damage if all fireballs hit the same person. A Dual shot with the Thor moondisk will usually kill a player with full health in one turn. To get all 4 to hit, you need to either shotgun them, or get really close and shoot a low-power shot at somewhere around 0 degree angle. You can also dig a hole in front of your opponent so the mouth of Dragon aims directly at the target. Shot2 will spread out a large area if it stays too long in the air; it is impossible to get all 4 fireballs to hit an opponent more than a screen away. And DO NOT use high angles if you're shooting only a single target.
|turn delay=10
:Damage: 300-500
|general=Insanely high attack, good defense, high HP and very high mobility. Dragon can fly over raon mines; Dragon cannot be directly hit by: rolling Grub's Shot 2(NOTE: can be hit by shot2 if it bounces into dragon), J.Frog's shots, Nakmachine's Shot 2. It receives only the aftershock damage 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.
:Delay: Medium-high
|s1desc=A single, powerful fireball. It is lightweight.
**SS: A red orb that, wherever it lands, mini-dragons will appear in a semi-circle around where the red orb landed, and start to move towards the center. The red orb itself deals minor damage.
|s1dam=150-250
:Damage: 450-650
|s1del=250
:Delay: Medium
|s2desc=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.
|s2dam=300-500
|s2del=400
|ssdesc=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.
|ssdam=450-650
|ssdel=840
}}


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