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 | 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. Nevertheless, it can be used to generate free and efficient knockback with a Knockback's Card 4 and a Quick's Card 5/7. | |||||||||||||
Handgun | 1 | 8-12 | 1 | 20-30 | 60 | Physical | 5 | (OS) |
250 | 31 | |||
Note: An upgrade of the first Gun. This is the first gun with a shooting cost. | |||||||||||||
Sub machine -gun |
1 | 4-8 | 1 | 5-10 | 50 | Physical | 5 | (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 | 1 | 1-20 | 5 | 50-60 | 50 | Physical | 15 | (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 | 1 | 20-40 | 1 | 50-60 | 120 | Physical | 10 | (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 | 2 | 8-12 | 1 | 70-80 | 60 | Fire | 2-6 (Burn 5%) | 4 | 25 | (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 | 2 | 8-12 | 1 | 20-30 | 50 | Fire | Burn 10% | 20 | (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 | 2 | 40-60 | 1 | 80-90 | 60 | Physical | 20-30 | 6 | 30 | (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 | 2 | 8-12 | 2 | 20-30 | 70 | Thunder | 20 | (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. |
Icon | Weapon | LV | AT | PC | AGI | Range | Type | Bonus AT | RPC | Usage Cost | Dropped by | Buy | Sell |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Beretta | 3 | 24-36 | 1 | 20-30 | 60 | Physical | 10 | (S1) |
4000 | 500 | |||
Note: An upgrade of the Handgun. It has triple the AT of the Handgun. | |||||||||||||
Uzi | 3 | 12-24 | 1 | 5-10 | 50 | Physical | 15 | (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 | 3 | 1-40 | 7 | 50-60 | 50 | Physical | 30 | (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 | 3 | 60-80 | 1 | 50-60 | 120 | Physical | 20 | (MG2) |
5500 | 687 | |||
Note: 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 | 4 | 12-24 | 1 | 70-80 | 60 | Fire | 6-18 (Burn 5%) | 4 | 40 | (MG3) |
6000 | 750 | |
Note: 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 | 4 | 16-24 | 1 | 20-30 | 50 | Fire | Burn 10% | 35 | (D1) |
6500 | 812 | ||
Note: An upgraded Laser Gun, which shoots slightly slower projectiles. | |||||||||||||
Cannon | 4 | 80 -120 |
1 | 80-90 | 60 | Physical | 50-70 | 6 | 50 | (D4) |
7000 | 875 | |
Note: An upgraded Bazooka, dealing more damage with a higher usage cost. | |||||||||||||
Homing Laser Beam | 4 | 8-12 | 5 | 20-30 | 70 | Thunder | 35 | (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. |
Icon | Weapon | LV | AT | PC | AGI | Range | Type | Bonus AT | RPC | Usage Cost | Dropped by | Buy | Sell |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3-Round Burst | 5 | 24-36 | 3 | 20-30 | 60 | Physical | 10 per bullet | (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 | 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 | 5 | 12-24 | 2 | 5-10 | 50 | Physical | 25 | (CV5) |
8500 | 1062 | |||
Note: Shoots 2 bullets with each shot. A Bullet's Card 5 will increase the number of bullets to 8, and combined with a Critical's Card 5, this weapon can reach an average DPS of 1920 without any other damage modifiers. | |||||||||||||
Scattergun | 5 | 1-80 | 9 | 50-60 | 50 | Physical | 40 | (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. | |||||||||||||
Hunting Gun | 5 | 140 -160 |
1 | 50-60 | 120 | Physical | 30 | (SF4) |
9500 | 1187 | |||
Note: 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 | 6 | 18-48 | 1 | 70-80 | 60 | Fire | 6-18 (Burn 5%) | 9 | 55 | (SF5) |
10000 | 1250 | |
Note: An upgraded Grenade Launcher. It produces 9 flames instead of 4. The flames last for 2s and deal splash damage. | |||||||||||||
Power Laser Gun | 6 | 24-36 | 1 | 20-30 | 50 | Fire | Burn 10% | 45 | (SF8) |
11000 | 1375 | ||
Note: 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 | 6 | 0-0 | 1 | 160 -180 |
80 | Fire | 8-8 (Burn 5%) | 30 | 200 | (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 | 6 | 120 -180 |
1 | 80-90 | 60 | Physical | 100 -150 |
6 | 70 | (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 | 6 | 12-16 | 7 | 20-30 | 70 | Thunder | 45 | (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; though swapping the Yellow Crystal out for a Catapult's Card makes better use of the terrain piercing and homing properties of the weapon, thus saving it from being completely obsoleted by the Scattergun 5 and Hunting Gun 5 before it. If the Gunner has a lot of STR, swapping the Topaz out for either Critical's Card or Bullet's Card may prove beneficial; as the Gunner's STR does not boost the AT added by the Topaz. |
Icon | Weapon | LV | AT | PC | AGI | Range | Type | Bonus AT | RPC | Usage Cost | Dropped by | Buy | Sell |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Magnum | 7 | 80 -120 |
1 | 20-30 | 60 | Physical | 15 | (H4) |
15000 | 1875 | |||
Note: A greatly strengthened Beretta that does splash damage. This weapon's AT is the equivalent 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 | 7 | 16-32 | 3 | 5-10 | 50 | Physical | 35 | (H5) |
16000 | 2000 | |||
Note: 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 | 7 | 1-120 | 15 | 50-60 | 50 | Physical | 50 | (IF1) |
17000 | 2125 | |||
Note: 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 do not last very long. | |||||||||||||
Rail Gun | 7 | 300 -320 |
1 | 50-60 | 150 | Physical | 40 | (CV7) |
18000 | 2250 | |||
Note: 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 has about 40% higher DPS than the Magnum 7 in addition to more range making it a generally more effective choice unless the player is tight on money or in scenarios where enemies tend to cluster for Magnum 7 to take advantage of its splashing capabilities. | |||||||||||||
Napalm Gun | 8 | 26-96 | 1 | 70-80 | 60 | Fire | 15-45 (Burn 5%) | 9 | 70 | (CV8) |
19000 | 2375 | |
Note: An upgraded M9 Grenade 6. The flames last for 2s and deal splash damage. | |||||||||||||
Slow Laser Gun | 8 | 32-48 | 1 | 20-30 | 50 | Fire | Burn 10% | 55 | (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 | 8 | 160 -240 |
1 | 80-90 | 60 | Physical | 200 -300 |
6 | 80 | (H8) |
21000 | 2625 | |
Note: An upgraded Cannon, which shoots a large bullet that explodes into 6 fire-shaped projectiles dealing Physical damage. | |||||||||||||
Homing Laser Wave | 8 | 20-30 | 9 | 20-30 | 70 | Thunder | 55 | (HG) |
22000 | 2750 | |||
Note: An upgraded Pierce Homing, which shoots 9 waves with an even larger homing range (200). |
External links[]
- Article about guns at the Japanese Stick Ranger Wiki. If you cannot read Japanese, you might want to visit the Google Translation instead.
Trivia[]
- Napalm Bomb shares its name with a special weapon from the NES game Mega Man 5, which is obtained by defeating Napalm Man, the fact of Crystals making Napalm Bomb weaker may be a reference to Napalm Man's weakness, which is called Crystal Eye, obtained by defeating Crystal Man,also, when used by Napalm Man, Napalm Bombs are fired in an arch-shaped pattern, exploding when touching the ground, the same happens with Stick Ranger's Napalm Bomb.
|