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Submitted by System on 09/03/2006, 09:50. Print file.
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in a melee battle.

Shot 2: Shoots 6 rockets. To maximize the damage, shotgun it to make sure all 6 rockets hit. This does around 200-300 damage.


SS: Shoots 12 rockets, doing a total of around 400+ damage. Do NOT shotgun with this. The first few will hit and lower the opponent, and the others will miss. Go close range and lob this at an opponent.

Additional note about bigfoot:
Bigfoot is only good at melee battles or bunging. A bigfoot will have difficulty doing more than 100 damage per shot 1 with any distance futher than half the screen. If you teleport, you will get pummeled by boomers/armour mobiles becase of your low defence. However, bigfoot is a good counter against the Armor Mobile.

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GRUB

Shot 1: Shoots a single ball of electric, doing a whooping 100 damage for an accurate shot. Do not use this unless you have to clear land, or bunge.

Shot 2: Shoots 4 balls of electric, however, they do not explode on contact. Instead, they roll around for around 3 seconds or hit a bot. Than they explode. The longer the balls roll, the more damage they do. Also, boomer shot bonuses are extremely easy to make with the grub. After all, you the grub makese so much money gold. Not to mention boomer shots increase damage too.


SS: Shoots a single ball that doesn't explode on contact or toucing a bot, instead they explode only after approximately 3 seconds.
During that 3 seconds, it will roll around, doing damage to each bot. The longer it touches each bot, the more damage it does. Maximizing damage requires the opponent to be in a narrow hole, but not too deep.
Drop the SS into the hole, and watch the damage pile up. Also, making the ball roll faster does more damage. This SS does anywhere from 300-1000+ damage on a good hit.

Additional note about grub:
Besides the grub having a shot that will allow a very easy hit,
My reccomandation is that you do NOT use grub, unless you want to makese money gold. The SS is to conditional to be used effectively.

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Ice

Shot 1: Shoots a single, sharp icicle thing that does around 150 damage on a good hit. You can shotgun it for the best effects, or lower the opponents defence with shot 2 or SS to get even higher damage.

Shot 2: Shoots a round ball of ice. Note that this shot's shooting point is lower than shot 1. This shot reduces the target's defence by 5%. The defence reduction remains even after the enemy has died in a Score game.
However, in a Tag game,  it only affects the mobile that was hit by it. The defence reduction lasts the whole game.


SS: Shoots a snowflake.  This shot works like shot 2 , but this time, it reduces a whooping 20% defence. Shotgun this shot, or keep reducing enemy defence to get more damage. The damage only has a small area of effect, but the defence reduction affects everything  in the snowflake. The SS itself does around
200-250 damage.

Additional notes about Ice's defence reduction: This is undoubtly Ice's best way of achieving a high damage. Note that the defence reduction caps at 50%, so one of the better tatics is to SS first turn at a group of enemies bunched together. The SS itself is pretty weak, but after the SS, you can hit a shot 1 for around 180-200 damage.Note that the defence reduction only applies for Hit attacks. Other types, laser, electric, explosion, do not get a damage bonus against bots with defence reduction.
The best time to use ice is when your teammates are a group of pro Boomers/Nakmachines/Ices. Their damage, not to mention yours, will hit cosiderably high numbers.

UPDATE: Now, Ice's SS is bugged. It only reduces the defence of the player who is in the damage zone of the SS, and the defence reduction is the same of that shot 2. It's an unwise choice to use the SS. Shot 2 wins it in both damage:delay ratio and angle size.

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JD

Shot 1: Shoots a single ball of electricity, doing 180 damage average,
200 damage on a good hit. Out of the total damage, 64 of it is splash, which means it ignores defence as well as attack avatars. This shot's damage is horrible with dual, doing only around 250 damage. JD is pretty good before Double Death, but after that, you have to depend on your teammates to do damage. The only way i know of to increase damage is to shotgun, but than again, with double death on, the second shot will hit the land behind the target, as this shot's bunging ability is pretty strong.

Shot 2: Shoots a single magnetic ball. This shot attracts all mobiles/corpses near it, and is great for bunging, but I won't go into it. Does around 100-150 damage. The only way to maximize damage is to hit in the middle of the enemy mobile,  but than again, you shouldn't be using JD's shot 2 to do damage.

SS: Usually does 250-270 damage. Also, this shot pushes all mobiles away from where it lands. It used to be able to bunge, but they removed the feature. The only way to maximize damage is too shoot it in such a way that the opponent  is pushed until they can't be pushed futher, but is still taking damage. It results in 300+ damage. However, this  fails often. You are much better off just landing the shot in the middle of the opponents mobile.


Additional notes about JD:
JD's damage:delay ratio for it's shot 1 is broken. You can do 180-200 damage for a measly 740 delay. Cake is especially godly in avatar on, as a portion of it's damage ignores defence, and for ONLY 740 delay.
However, cake suffers from not having as much boost as other bots from
Heart/Defence avatars. Cake has a natural low defence, so shields do not boost Cake's endurance by much. Also, cake is a shield bot, so hearts are less effective for cake. Despite the HP/Defence penalty, Cake is still one of the most widely used bots in Avatar on.

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NAKMACHINE

Shot 1: Just hit the middle or shotgun. Also remember to use true angle.

Shot 2: This shot is VERY strong. With true angle, 300+ damage is possible, so are 600+ duals. The trick to doing that amount of damage is to hit EXACTLY in the middle of the opponent. This is very hard, considering that you have to take into consideration the time it stays underground and where it comes up.

SS: Some guy said that this shot can do 400+ damage, if you are overlapping an enemy mobile. I have not tested this yet, considering i wrote this FAQ when GB was down >_> This shot usually does 200+ damage.
The path of this shot when it is underground is NOT affected by wind or tornado. Wind only affects how the shot enters the ground, and the shot will only be affected by a tornado if it was riding a one when it touches ground.

Additional notes about nak:
Nak may be the new fad bot, as the GIS team just gave him a 2% defence raise, and turned all of his angle into true angle. The nakmachine is a very strong bot, the only disavantage is that it needs land to work.
If theres a newbie using bigfoot or raon in the game, you are going to have a hard time hitting anyone. Also, if someone is hugging a wall, don't use shot 2, use 1. Shot 2 will most likely fail, either catching the wall and hitting the ground above the enemy, or you will undershoot, doing very poor damage.

UPDATE: Now, all of nak's angle is a true angle, and it has a 2% defence raise.

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MAGE


Shot 1: Hitting in the middle of the enemy mobile or shotgunning does the most damage.

Shot 2: This shot consists of two lasers, circling each other in a tornado pattern. There will be a period of time where the two lasers will meet, hence concentrating the damage in one spot, resulting in a stronger shot. When the shot is at it's maximum height, the lasers twist much faster and tighter, making the chance of the two lasers meet higher. Try shooting this shot so that it will hit the enemy when it is at the peak of it's maximum height.
Alternatively hitting the middle works well. Shotgunning with dual is a b ad move. The first The first set of beams will lower your opponent, and the second set of beams will hit the land behind your opponent. Use lob to get the best damage.

SS: The SS does around 250 damage on direct hit, and everything in it's blast radius has it's shield destroyed, resulting in around 400-500 total damage. Plus, this stops stops shield regeneration for 4 turns against all affected bots. The shield destroying effect has a medium blast radius, but the other damage only has a small area. The best thing to do is to SS first turn against shield bots, especially if they are grouped together. Also, if you are meleeing an opponent, MOVE before you shoot. You will most likely hit yourself with the shield stripping effect.

Additional notes about mage:
When shooting a target just below you or next to you, DO NOT TAP the spacebar/mouse button. Your shot WILL hit yourself. It's the nature of the mage, the laser's have a very unnoticibale 'home in' capibilities if your the path of your shot passes a player's mobile. When meleeing, try to drag the fight as long as possible.
Mage is a shield bot, so more turns means more shield regenerating, which in turn means more HP. If another shield bot uses the same tatic you do, move away from him and throw a SS. He's shield regenration will be canceled for 4 turns,and will think twice before playing with delay against you.

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LIGHTNING

Shot 1: Shoots a tracer. A lightning bolt from excatly above where the tracer lands follows. This does around 200 damage  on a good shot, and only 76 (which is also the splash damage) on a bad shot. One thing to note about shot 1 and 2 for the lovebot, this shot does NOT make thunderbolts appear when the tracer touches a bot. The thunders only comes if your shot has hit land, making shotgunning with this bot completely usless. If there is something between where the tracer lands and the sky directly above it, the lightning bolt will hit the land above it. Useful it that thing happens to be an enemy bot.

Shot 2: Similiar to shot 1s tracer, but instead 2 lightning bolts in a V shape are applied. To maximize the damage, hit slightly to the right of the opponents bot. The nature of the V shaped lightning bolt is that the right hand of the V will hit harder. 300+ damage with this shot is considered a good shot Also, DO NOT MELEE with this shot. More often than not, you will hit yourself.

SS: This shot shoots a tracer, which, unlike the other 2 shots, will hit other bots, and not just land. When it connects a bot/land, there will be a roundish, blue radius on the spot of contact. Any bot in that radius will get hit by a thunderbolt that comes from ABOVE them, similar to shot 1.
If there is land above the bots that are in the blast radius, the lightning bolt will hit the land. The splash damage from this shot is around
46. Don't worry about hitting your team mates with this shot. The blast radius only picks up enemy mobiles, not friendly ones. The only way a team mate could get hit is if he/she is overlapping an enemy bot that is in the blast radius.

More notes about Lightning:
In my opinion, lovebot is THE strongest bot in a blow to blow battle, maybe only matched by the Nak. He has a strong defence, a very good delay to damage ratio, as well as a regenerating shield.
However, his downfall is that he will NOT be able to do large amounts of damage at a time. A dualed shot 1 will rarely do more than 350 damage.
Most players take 3 dualed armour or boomer, So lovebot has a hard time fighting back with his own duals. Lastly, Dual pluses get the Lovebot more damage than a dual, as well having a much lower delay.


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RAON LAUNCHER

Shot 1: Shoots 3 roundish mushroom shaped thingies that circle around each other. They do 50-60 damage each on contact. The best thing to do for Raon is to lob. Getting all 3 to hit isn't hard. Also, do NOT shotgun. The raon launcher is a bungebot, so shotgunning will lower your opponent and the remainder of your shot will miss.

Shot 2: Shoots 2 mines, or mini raons. The raons seldom explode on
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