Gunbound/Mobiles

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< Gunbound
Revision as of 14:43, 9 June 2007 by OhanaUnited (talk | contribs) (→‎Trico: correct base delay)

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

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

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

Armour

Armour
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.
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
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

Mage

Nakmachine
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
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 ow 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.
SS Damage 250-500
SS Delay 800


Bigfoot

Bigfoot
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. Shotgunning means aiming straight at them and using full or almost full power.
Shot 2 Damage 200-270
Shot 2 Delay 400
SS
Six powerful missiles that are very similar to Shot1 but do a little more damage and looks a lot more powerful.
SS Damage 350-500
SS Delay 800


Boomer

  • Type: Bionic - Physical
  • 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.
    • Shot 1: A very lightweight boomerang that depends on the wind. 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 and SS.
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: 200-300
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: 350-650
Delay: Medium-high

RaonLauncher

  • Type: Mechanical - Laser
  • General: 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.
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 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.
Damage: 140-180 (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 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 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: 140-180 (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: 140-160 (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: 150-200
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: 230-300
Delay: Medium

A.Sate

  • Type: Shield - Laser
  • General: High attack, good HP and defense. Above average mobility and climbing ability, 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: 100-160
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: 240-280
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: 400-550
Delay: High

Ice

  • Type: Bionic - Physical
  • General: Good attack, low defense, highest HP in Gunbound, good mobility. Very good for beginners.
    • Shot 1: A pointed large icicle that breaks when it hits land or a player. It removes a lot of land, so it can be good for bunging sometimes. This shot is released from the cannon on the back of the mobile.
Damage: 130-150
Delay: Medium-high
    • Shot 2: A round piece of ice that, if it hits a player, decreases its resistance to Physical attacks by 5%. You can reduce up to 50% of a player's defense against Physical attacks. Unlike Shot1, this shot is released from the trunk of the mammoth, making the point of release slightly lower. This sometimes affects the trajectory. Also, if you are leaning up on a wall, Shot2 may get jammed in the wall even if you can do Shot1 perfectly well.
Damage: 150-170 (base damage only!)
Delay: Low
    • SS: Exactly like shot 2, except it is a snowflake that does a little more damage. It also removes 5% of a player's defense.
  • ADVANCED: This shot depends on the amount of defense missing on the opponent - the higher the defense reduction, the higher the damage. Comparison: If the opponent has -25 def, shot2 will deal about 250-300 damage, but SS would deal 300-400.
Damage: 150-170 (base damage only!)
Delay: Low

Turtle

  • Type: Bionic - Physical
  • General: Good attack and HP, highest defense in Gunbound, poor mobility.
    • Shot 1: A stream of water. Deals moderate damage.
Damage: 130-160
Delay: Medium-low
    • Shot 2: Two streams of water revolving around each other. It is very hard to get both streams of water to hit the opponent, unless you use a high angle or shotgun them. After about 3 seconds after shooting, the 2 streams of water will come together so they will both hit the opponent. Deals high damage when both projectiles hit.
Damage: 220-280
Delay: Medium-high
    • SS: A ball of water that after a few seconds breaks into 6 smaller balls of water, which spread out as they go through the air.
  • ADVANCED: To get all of them to hit one opponent, you would have to calculate spreading angle of the ball. Or, you can try making the larger ball split directly in front of your target. To do this, first try a Shot2 to see the point where the two streams of water merge. Try to merge them in front of your opponent; you can decrease your angle if they merge too early, or increase it if they don't merge at all. The point where SS will split is just a little earlier than the merging point of Shot2. Adjust by this distance and try your SS. If done perfectly, all the small balls of water will hit your opponent and deal around 400-600 damage.
Damage: 400-600
Delay: Medium

Grub

  • Type: Bionic - Electricity
  • General: Weak damage, low defense, good HP and mobility. Better if on Tag mode for combos.
    • Shot 1: A very weak purple orb. The weakest weapon in the game.
  • NOTE: Though Grub attacks are Electricity-based, they don't possess an aftershock like that of Lightning.
Damage: 80-130
Delay: Low
    • Shot 2: Four orbs that explode about 3 seconds after hitting something. They bounce around on the ground, and explode when they hit a player. They bounce off of the sides, bottom, and top of the map.
Damage: 180-220
Delay: Medium-low
    • SS: A ball that explodes after about 3 seconds after hitting something (goes through players). For the entire time that it touches a player, it will do damage to them. This works best if done in a small deep hole.
  • ADVANCED: When an opponent is in a comfortable hole and Force is directly on him, shoot Grub SS! The damage would increase every second it stays in the Force, and since it would stay inside it for a long period of time, you would be able to deal 1000+ damage in a single shot. (This is tested. 1343 damage to be exact.)
Damage: 400-1000
Delay: Medium-high

Aduka

  • Type: Mechanical - Electricity/Laser
  • General: Weak at first, but VERY strong when the match is held for prolonged periods of time. Average mobility.
    • Shot 1: An electrical purple ball. Deals a weak aftershock.
Damage: 140-160 (includes aftershock)
Delay: Medium
    • Shot 2: Three mini-adukas. Wherever they land, Thor immediately fires 3 beams directly at where the mini-adukas landed. If there is land or another player inbetween the mini-adukas and Thor, Thor will hit the land or other player instead. Thor is a big purple/red/blue satellite-looking thing that is way up in the sky on each map.
Damage: 140~-~500
Delay: Medium
    • SS: Just like Nak's SS -- It is a mini-aduka that ignores all land. It is different from Nak's SS because it doesn't explode as soon as it hits someone. Instead, whenever it hits a player on the opposite team, Thor shoots a beam right at it, and it continues to fly through the map. It doesn't do much damage, but it can hit many opponents at the same time, and is good for double kills.
  • ADVANCED: When your opponent is directly under a hurricane, the Aduka SS can hit him twice (even 3-4 times). The first hit is the moment it touches your opponent, then the SS goes around the hurricane and hits him the second time. More hit could be achieved when you are close to that opponent and you use very low power. Your shot would actually go around the hurricane 3-4 times, and this can do very devastating damage.
Damage: 80~-~250 (each target)
Delay: Medium

Kalsiddon

  • Type: Mechanical - Explosion
  • General: High attack, good defense and HP, good mobility. Almost impossible to use effectively in close-ranged flat land.
    • Shot 1: A missile that splits open 1 second after being launched. It splits into 2 missiles and a guide. After another second, the 2 missiles start following the guide and hit wherever the guide lands. Since it takes so long for this to happen, you usually have to use a very high angle to hit someone.
Damage: 150-180
Delay: Medium-high
    • Shot 2: Same as shot 1, except that it splits into four, more advanced missiles. One of the strongest shots in the game when playing in a turn with Thor/Force/Thunder on the Moondisk.
  • ADVANCED: Shot2 is quite inaccurate -- it would overshoot a little. Try making the guide hit the near side of the mobile; this way, if the missiles overshoots, they would still hit the opponent's mobile.
Damage: 250-300
Delay: Medium-high
    • SS: 1 huge missile, that splits into 4 missiles. Then those 4 missiles split into 8 missiles, each with their own guide, each guide following the main guide. Despite its flashy looks, this shot is actually weak for an SS if not accompanied by a offense satellite on the Moondisk.
Damage: 300-450
Delay: Medium

J.Frog

  • Type: Bionic - Physical
  • General: Reasonable attack and HP, very low defense, good mobility. Great for ruining your opponent's angles for shooting.
    • Shot 1: A green cheese or sponge thing. When it hits land (it goes through players), it starts rolling to the left for three seconds and then explodes. When traveling under a mobile, the rolling shot tends to slow down, so it handles easier than it looks.
    • NOTE: Shots 1 and 2 will not slow when under floating mobiles such as A.Sate.
Damage: 150-250
Delay: High
    • Shot 2: Same as shot 1 but rolls to the right.
  • NOTE: Shot1 and Shot2 of J.Frog has the same delay.
    • ADVANCED: To get higher damage when using a Dual shot, or double death, Try to land the shots as far away as possible from the target, but still in range that they will hit him/her. If done correctly, both shots will explode at diffrent times, doing around 400 damage instead of both exploding at th same time, doing around 250 damage.
Damage: 150-250
Delay: Medium-low (See, it's only relative to the other mobiles' Shot2)
    • SS: Rolls in the direction it was shot, and is like the grub's SS because the entire time it is touching a player, it does damage to that player. It is best to shoot a tiny piece of land that your opponent is on, because then it will be touching your opponent the entire time and do lots of damage.
Damage: 150-350
Delay: Low

Knight

  • Type: Mechanical - Laser
  • General: High attack, defense, good HP, average mobility, good looks.
  • Note: The only way to get the knight is to choose Random.
    • Shot 1: Just like A.Sate. Instead of a satellite floating above, it is a sword that shoots several mini-swords at the guide, wherever it lands. A little inaccurate like A.Sate Shot1.
Damage: 200-250
Delay: Medium-high
    • Shot 2: Shoots twice as high as Shot1 with a lot more of the mini-swords at the guide. MORE accurate than A.Sate's Shot2.
Damage: 250-300
Delay: High
    • SS: Just like A.Sate SS, the sword moves right above where the guide lands and shoots many mini-swords down.
Damage: 400-550
Delay: Medium-high

Dragon

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