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Guns (Stick Ranger)

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Guns are weapons used by Gunners. All guns, except for the starting gun, cost gold to use bullets. Gold is deducted from the player every time the gunner fires a shot. The amount of gold which has to be paid can be reduced by spending SP into MAG, down to a minimum of $1 per shot. Once out of gold, the Gunner will still walk into shooting range of the enemies (if autowalk is enabled) and will attempt to shoot, but no bullets will appear. It is advisable to keep the starting gun, as it is the only gun which shoots for free and has 2 compo slots. If the team runs out of gold, this is the only weapon which still can be used by the Gunner. Guns currently have only 3 types: Physical, Fire, and Thunder.

List of guns

Icon Weapon LV AT PC AGI Range Type Bonus AT RPC Usage Cost Dropped by Buy Sell
Gun Gun 2-6 1 20-30 60 Physical 0 100 12
Note: Starting weapon. There are no shooting costs that apply to this gun. Although this is the weakest gun in the game, it is strongly recommended to keep it as a backup (even when better weapons are found) in case the player runs out of gold. However, for far later in the game, once enemies start dropping larger and larger amounts of gold, and the Gunner's MAG has increased sufficiently, this may not be a worthwhile reason to hang onto this weapon.
Handgun Handgun 1 8-12 1 20-30 60 Physical 5 Blue X Walker
(OS)
250 31
Note: An upgrade of the first Gun. This is the first gun with a shooting cost.
Submachine-gun Sub
machine
-gun
1 4-8 1 5-10 50 Physical 5 Red Skull Snake (GL1)
(GL1)
500 62
Note: Due to the high shooting frequency, this gun is more expensive to manage than the Gun or Handgun. This gun is the fastest gun along with the Uzis. Investing SP into MAG or equipping a Blue Stone 1 is highly recommended to reduce the cost.
Shotgun Shotgun 1 1-20 5 50-60 50 Physical 15 Orange Smiley Walker (GL2)
(GL2)
750 93
Note: Five bullets are shot and spread in front of the Gunner. A Bullet's Card 2 will add 2 extra pellets to each shot. The bullets act like the Spark Glove's magic attack when it hits the ground, but they only travel in the direction it was fired from. This gun's AT is wide-ranged like most Thunder type weapons.
Rifle Rifle 1 20-40 1 50-60 120 Physical 10 Green Smiley Tree
(GL5)
1000 125
Note: Has a longer range than other guns and it has a longer bullet that resembles that of a real rifle. Add a Catapult's Card and it will shoot even further.
Grenade Grenade 2 8-12 1 70-80 60 Fire 2-6 (Burn 5%) 4 25 Orange Boss Smiley Wheel
(GL7)
1500 187
Note: Fires a grenade in a small arc that deals Physical damage, and splits off into four flames on impact with an enemy or the ground which lasts for 2s and deals splash damage. It is decent against groups. A Ruby is highly recommended to help increase its AT.
Laser Gun Laser Gun 2 8-12 1 20-30 50 Fire Burn 10% 20 Red Skull Stickman (CG)
(CG)
2000 250
Note: Fires a laser that pierces, deals splash damage, and will always go as far as the screen border. Adding a Guide's Card will make it home on the enemy, causing more damage. Despite the beam lasting for 4s, a Garnet is useless for this weapon, unless a Guide's Card is used to help the beam stay in the screen. Before ver3.6 BETA, this gun was named the "Railgun".
Bazooka Bazooka 2 40-60 1 80-90 60 Physical 20-30 6 30 Green Boss Cap Mushroom
(F1)
2500 312
Note: Shoots a large bullet. When the bullet hits an enemy or the ground, six brown dust clouds are released, which head in random directions and cause damage multiple times. A high level Catapult's Card is not recommended as the bullet is affected by gravity, and it will fall to the ground before it reaches an enemy.
Homing Laser Homing Laser 2 8-12 2 20-30 70 Thunder 20 Red Cap Snake
(CV1)
3000 375
Note: It shoots two wave beams, that, unlike the Laser Gun, do not penetrate enemies or walls. With an innate homing range of 50, the projectiles home as if there was an added Guide's Card 5. Equipping a Guide's Card will improve the homing range. A Topaz can be helpful, as does a Pierce's Card and a Bullet's Card. Unlike most weapons with the Thunder type, it does not have a minimum AT of 1.
Handgun Beretta 3 24-36 1 20-30 60 Physical 10 Cyan Roundhead Walker
(S1)
4000 500
Note: An upgrade of the Handgun. It has triple the AT of the Handgun.
Uzi Uzi 3 12-24 1 5-10 50 Physical 15 Tan Star Stickman
(S4)
4500 562
Note: This weapon has triple the damage and shooting cost of Submachine-gun. Investing SP into MAG or equipping a Blue Stone 3 or higher is highly recommended to reduce the cost.
Remington Remington 3 1-40 7 50-60 50 Physical 30 Pink Gel Walker
(SM2)
5000 625
Note: Seven bullets are shot and spread in front of the Gunner. Equipping a Bullet's Card 3 will increase the spread and the amount of pellets to 12. The bullets move very quickly and act like the Spark Glove's magic attack when they hit the ground, but they only travel in the direction they were fired from. It can be considered as an upgraded version of the Shotgun. This weapon, again, has a wide range attack like what most Thunder type weapons have.
Sniper Rifle Sniper Rifle 3 60-80 1 50-60 120 Physical 20 Yellow Roundhead Bat
(MG2)
5500 687
Note: Essentially an upgraded Rifle, maintaining the same range. It is recommended to use damage increasing methods, such as equipping a Yellow Crystal to defeat tough bosses with this gun.
Grenade Launcher Grenade Launcher 4 12-24 1 70-80 60 Fire 6-18 (Burn 5%) 4 40 Olive Star Mushroom
(MG3)
6000 750
Note: Essentially an upgraded Grenade. The flames produced spread a bit less and is redder in colour, but still lasts for 2s and deals splash damage.
Laser Beam Gun Laser Beam Gun 4 16-24 1 20-30 50 Fire Burn 10% 35 Grey Box Walker
(D1)
6500 812
Note: Note: Essentially an upgraded Laser Gun, which shoots slightly slower projectiles.
Cannon Cannon 4 80
-120
1 80-90 60 Physical 50-70 6 50 Orange Boss Diamond Spider
(D4)
7000 875
Note: Essentially an upgraded Bazooka, which also shoots a large bullet which explodes into six dust clouds upon impact that deals damage.
Homing laser beam 4 Homing Laser Beam 4 8-12 5 20-30 70 Thunder 35 Red Gel Zombie
(D6)
7500 937
Note: Shoots 5 homing waves instead of 2, and the waves have doubled homing range. A Bullet's Card 4 will increase the waves to 10. Like the Homing Laser, adding a Guide's Card will improve the homing range. A Topaz is also effective for this weapon.
3Round Burst 3-Round Burst 5 24-36 3 20-30 60 Physical 10 per bullet Red Big Roundhead Spider
(D8)
8000 1000
Note: Shoots 3 bullets each shot. Each bullet costs $10 instead of each shot. The bullets do not shoot simultaneously, but instead, one after another rapidly. Also, the bullets "spread", so some shoot a little off-target, like the Shotgun and the Remington. A Bullet's Card 5 will increase the number of bullets to 9. It can be deadly with a Bullet's Card 5, Critical's Card 5 and Priests with high AT aura. A Catapult's Card is not recommended, as the bullets have a finite range, and if the Gunner has too high of a range, his bullets will vanish before they hit the enemy.
Missile Missile 5 300
-500
1 160
-180
80 Physical 0-0 50% 100 (Resort) 8500/
85000
1062
Note: Shoots a bullet in a high arch which deals splash damage. It has the highest AGI of all Guns along with the Napalm Bomb. It leaves a smoke trail behind it, which does nothing. Equipping a Guide's Card is ineffective, for it will arch over ground enemies, and it's not likely to miss flying enemies normally. It is recommended to invest SP into DEX to increase its shooting speed (alternatively, use a Quick's Card 5). MAG may not be necessary if the AGI is not reduced because its low firing rate can balance off the high cost. It is very effective against bosses or big enemies, as the missile has a smaller chance of missing. With high STR Priest and a Critical's Card, easy 1-shot kills can be made with this weapon (it's even possible to take down the Ice Castle Boss in one shot). This weapon is not as good in stages with midair platforms (unless a Pierce's Card 4 is equipped), since the bullet will probably crash to the terrain and lead to a waste.
Mini Uzi Mini Uzi 5 12-24 2 5-10 50 Physical 25 Pink Shield Zombie
(CV5)
8500 1062
Note: Shoots 2 bullets with each shot. A Bullet's Card 5 will increase the number of bullets to 8.
Scattergun Scattergun 5 1-80 9 50-60 50 Physical 40 White Castle Stickman
(SF2)
9000 1125
Note: Nine bullets are shot and spread in front of the Gunner. The bullets move very quickly and they can bounce off the ground. Bullet's Card 4 will increase its spread and will increase the amount of pellets to 18. It can be considered as an upgraded version of the Remington. This weapon, again, has a wide range attack like what most Thunder type weapons have. Equipping a Bullet's Card 6, a Critical's Card 6, and having 2 high STR Priests can result in easy boss fights.
Hunting Gun Hunting Gun 5 140
-160
1 50-60 120 Physical 30 White Boss Castle Stickman (SF4)
(SF4)
9500 1187
Note: Essentially an upgraded Sniper Rifle. It can be very deadly when equipped with a Catapult's Card, a Critical's Card, and/or a Yellow Crystal.
M9 Grenade M9 Grenade 6 18-48 1 70-80 60 Fire 6-18 (Burn 5%) 9 55 Pink Diamond Dragon
(SF5)
10000 1250
Note: Essentially an upgraded Grenade Launcher. It produces 9 flames instead of 4. The flames last for 2s and deals splash damage.
Laser Beam Gun Power Laser Gun 6 24-36 1 20-30 50 Fire Burn 10% 45 Orange Big Gel Tree
(SF8)
11000 1375
Note: Essentially an upgraded Laser Beam Gun, shooting slightly slower projectiles than its weaker counterparts. A Guide's Card, and a Yellow Crystal are also effective to increase the amount of damage, and the utilization of each laser. Before ver12.7, this weapon was also named Laser Beam Gun. This was probably to prevent confusion between this weapon and its weaker counterpart.
Napalm Bomb Napalm Bomb 6 0-0 1 160
-180
80 Fire 8-8 (Burn 5%) 30 200 Red Boss Smiley Eel
(MT)
2500
Note: This weapon shoots a large, harmless bullet in a high arc, which pierces enemies and explodes into 30 large heat clouds when the bullet hits the terrain. Each heat cloud lasts for 3s and deals splash damage. It has the highest AGI of all Guns along with the Missile. Along with the Indra Arrow, this weapon is not obtainable at the Shop. Adding a Pierce's Card 4 or a Reflection Card 4 will make this weapon completely useless. Adding STR, a Critical's Card, a Red Crystal, and/or a Yellow Crystal has no effect whatsoever. It's strongly recommended to investing SP into DEX, having Priests with high STR, equipping a Ruby 6, a Garnet 6, and/or Quick's Card 5 to increase its DPS. Doing so can result in easy boss fights and is great for eliminating large mobs of ground enemies, however would result in rapid drainage of cash making it over twice as expensive to use as the Micro Uzi (depending on DEX investment), which makes this weapon not recommended for money tight players.
Wave Cannon Wave Cannon 6 120
-180
1 80-90 60 Physical 100
-150
6 70 White Roundhead Walker
(SF9)
12000 1500
Note: This weapon shoots a large bullet like the Cannon, which then explodes into 6 wave attacks that travels in the same direction of the bullet and pierces terrain. Due to the fact that the waves are all bunched together, and they all travel in one direction, this weapon can deal devastating damage to enemies. It should be noticed that the waves do not pierce enemies, and will vanish upon striking an enemy. As with Bazooka 2 and Cannon 4 before it, attaching a high-level Catapult's Card will result in the gravity-affected bullet hitting the ground before it reaches an enemy.
Pierce Homing Pierce Homing 6 12-16 7 20-30 70 Thunder 45 Grey Big Box Snake
(F6)
13000 1625
Note: Shoots 7 visually smaller homing waves with even bigger homing range (150) and also pierces terrain. A Bullet's Card 6 will increase the waves to 15. Like the Homing Laser, adding a Guide's Card will improve the homing radius. A Topaz and Yellow Crystal is also effective for this weapon.
Magnum Magnum 7 80
-120
1 20-30 60 Physical 15 Tan Boss Diamond Tree
(H4)
15000 1875
Note: Essentially a greatly strengthened Beretta, plus it does splash damage. This weapon's AT is the equivilance of 10 Handgun 1's combined. Has better DPS than Hunting Gun 5 but also has only half the range. This is also the first starting gun-based weapon to use a brand new graphic, instead of a recolored "pistol" graphic. This is also so far the only weapon in the game to use a unique graphic.
Micro Uzi Micro Uzi 7 16-32 3 5-10 50 Physical 35 Grey Boss Box Stickman
(H5)
16000 2000
Note: Essentially an upgraded Mini Uzi. Shoots 3 bullets each time instead of 2. Before ver16.0, this weapon was bought for $15000 and sold for $1875. A Bullet's Card 5 will increase the number of bullets to 9. 2 high STR Gunners with this weapon equipped with a Bullet's Card 5, a Critical's Card 6, and 2 high STR Priests can result in easy boss fights. Equipping a Catapult's Card 6 should keep the Gunner at a decent range away from enemies, making this weapon easier to kill flying enemies. A Quick's Card is also useful in reducing the AGI of this Gun to below the AGI limit. Due to its high firing rate, this gun can be expensive to use, so investing SP into MAG or using a Blue Stone is recommended, unless money is not an issue.
Triple Shotgun Triple Shotgun 7 1-120 15 50-60 50 Physical 50 White Boss Triangle Walker
(IF1)
17000 2125
Note: Essentially an upgraded Scattergun, which shoots 15 pellets that move very quickly and bounce off terrain. A Bullet's Card 6 will increase the number of pellets to 33. 2 roughly high STR/DEX tied Gunners with this weapon equipped with a Bullet's Card 6, a Critical's Card 6, and/or a Quick's Card 5, and 2 high STR Priests can result in easy boss fights. For instance, with 86 STR, 108 DEX, a Bullet's Card 6, a Critical's Card 6, and max STR Priests with Red and Black Stone 7's at LV 98 can result in an average 526479.36 DPS, assuming all bullets hit resulting in defeating the Ice Castle Boss in ~0.475s and White Boss Skull Stickman (HG) in ~0.57s. As the pellets are spread out even more than its weaker counterparts, it makes it easier to take down multiple flying enemies at once, unlike most other guns. A high level Catapult's Card is not very effective for this weapon as the projectiles don't last very long.
Rail Gun Rail Gun 7 300
-320
1 50-60 150 Physical 40 Yellow Box Germ (CV7)
(CV7)
18000 2250
Note: Essentially an upgraded Hunting Gun. It has the longest range for a gun, even longer than its weaker counterparts. Currently, this gun can have up to 300 range with a Catapult's Card 7, a great way to strike opponents early in VS mode. This gun makes the Magnum 7 rather useless as it has about 36% higher DPS than the Magnum 7, in addition to more range and being able invest more DEX without worrying about the 5-10 AGI limit.
Napalm Gun Napalm Gun 8 26-96 1 70-80 60 Fire 15-45 (Burn 5%) 9 70 Red Diamond Snake
(CV8)
19000 2375
Note: Essentially an upgraded M9 Grenade 6. The flames last for 2s and deals splash damage.
Slow Laser Gun Slow Laser Gun 8 32-48 1 20-30 50 Fire Burn 10% 55 Red Boss Box Wheel
(H7)
20000 2500
Note: Shoots lasers that travel at half the speed of the Power Laser Gun 6, making a Guide's Card and a Garnet more useful. The lasers last for 4s.
Rocket Launcher Rocket Launcher 8 160
-240
1 80-90 60 Physical 200
-300
6 80 Pink Boss Triangle Snake
(H8)
21000 2625
Note: Essentially an upgraded Cannon, which shoots a large bullet that explodes into 6 fire-shaped projectiles dealing Physical damage.
Homing Laser Wave Homing Laser Wave 8 20-30 9 20-30 70 Thunder 55 Red X Walker
(HG)
22000 2750
Note: Essentially an upgraded Pierce Homing, which shoots 9 waves with an even larger homing range (200).

External links

Neutral Glove
Gloves
· Neutral Sword
Swords
· Neutral Bow
Bows
· Neutral Orb
Orbs
· Neutral Staff
Staves
· Neutral Gun
Guns
· Neutral Whip
Whips
· Neutral Ring
Rings

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