Gunner · auto-hunt

Home › Guides › Auto-hunt ranking › Gunner

Rifle or cannon, the longest range. Skills are very cheap (17–18 MP). The rifle path has +18% passive attack speed. The Creator path is turret based.

Super skill page → · Gunner · ← Auto-hunt ranking

What matters

What matters: attack speed and critical. Gunner already has cheap skills and range; what it lacks is weapon speed. The +25% at Lv.10 and +55% at Lv.60 decide how strong the class is when auto-hunting. Desperado and the Creator path have no permanent defense buff, so defensive options are worth more to them.

What super skills add: Heat Resistance (+25% attack speed, permanent) and Rapid Fire (+55%, 48% uptime). By estimate the Sniper rifle goes from about 0.69 to 0.99 hits/s, and higher while the buff is up (the hits/s value is an estimate; percentages were added up). The Rusty bullet lowers the mob's attack speed by 70% and physical attack by 50% for 6 s (12% uptime).

Recommended super picks (6)

Values are for level 5 of the skill. The starred option is my pick for auto-hunting.

RowPickOther optionWhy
Lv.10 1st Profession★ Heat Resistance Passive skill Attack Speed +25%Bulletproof vest Passive skill Protection rating +50 · Phys. Defense +80Brings the rifle (with passives) to an estimated 0.99 hits/s (the hits/s value is an estimate); one of the most valuable passives in the game.
Lv.25 Intensify 1st Profession - 1★ Electron bomb Debuff Cooldown 46 s · Duration 12 s · MP cost 38 · Bonus physical attack 390 ~ 440 · Skill Casting Speed -100%Magic Vortex Buff Better for these classes: Desperado, Maestro, Mercenary Cooldown 3 min · Duration 2 min · Uptime 67% · MP cost 70 · Phys. Defense +280 · Damage reflect +5%Sniper lacks area damage. Desperado and the Creator path lack defense; Magic Vortex for them.
Lv.40 Intensify 1st Profession - 2★ Mass defeat Damage Cooldown 25 s · Duration 2 s · MP cost 68 · Bonus physical attack 620 ~ 670 · Health -170Supersonic impact Debuff Cooldown 25 s · MP cost 50 · Bonus physical attack 420 ~ 440 · Mana -100%Mobs have no mana, so mana burn is wasted when auto-hunting.
Lv.45 2nd Profession★ Lemonka Passive skill Critical Damage +0.25Magic resistant barrier Passive skill Better for these classes: Desperado, Maestro, Mercenary Phys. Defense +150 · Magical Defense +200Sniper has a critical buff, so the multiplier helps it more. A defense passive for the others.
Lv.60 Intensify 2nd Profession - 1★ Rapid Fire Buff Cooldown 52 s · Duration 25 s · Uptime 48% · MP cost 74 · Attack Speed +55%Infrared sensor Buff Cooldown 1 min 7 s · Duration 20 s · Uptime 30% · MP cost 73A big attack speed buff that comes back quickly. The other option only works in PK. Do not fit a Buff (self) / Buff (self + party) stone: the cooldown is short.
Lv.75 Intensify 2nd Profession - 2★ The Rusty bullet Debuff Cooldown 50 s · Duration 6 s · MP cost 75 · Bonus physical attack 690 ~ 740 · Attack Speed -70% · Physical attack power -50%The last cartridge Debuff Cooldown 1 min 14 s · Duration 2 s · MP cost 56 · Bonus physical attack 800 ~ 820 · Health -330Comes up more often; for 6 s it lowers the attack speed of the mob in front of you by 70% and its physical attack by 50% (12% uptime).

Super skill stone advice

Super skill stones add to the skill's cooldown. The Buff (self) and Buff (self + party) stones that go on buff skills add +60, +180 or +600 s, attack stones +21–62 s. Among active stones the only family without a cost is “Cooldown reduction”, which shortens the cooldown by 1–5 s; passive stones add no cooldown. The rates below are calculated from the stones' cooldown additions.

Example: in the Gunner line, fitting a +60 s Acceleration stone on Rapid Fire makes the buff's uptime 22% instead of 48% (only the cooldown addition is counted). Do not put Buff (self) / Buff (self + party) stones on short-cooldown buffs.

Buff super skills

Uptime = duration ÷ cooldown. The colours and the advice measure only the cooldown cost: green means a loss of at most 15%, yellow up to 35%, red more. The value of the stone effect and the stone's own duration (under the column header) are not counted. For stones with their own duration, uptime would be much lower if that duration applied to the whole buff (not certain), so the option without its own duration is shown separately.

LineSuper skillDuration / CooldownNo stone+60 s Duration: 10 s+3 min Duration: 0 s+10 min Duration: 5 s / 10 sAdvice
GunnerMagic Vortex Desperado, Maestro, Mercenary2 min / 3 min67%50%33%15%Acceleration (attack speed) Unique Acceleration Stone (Amplification) Attack Speed +12% · Duration 10 s · Cooldown +60 s Iron wall (critical damage reduction) Unique Iron Wall Stone (Reinforcement) Critical damage reduction +10% · Duration 10 s · Cooldown +60 s Acceleration (movement speed) Unique Acceleration Stone (Amplification) Movement Speed +10% · Duration 10 s · Cooldown +60 s Moderate cooldown cost: +60 s, uptime loss 25%; only if you really want the stone effect. The stone's duration is 10 s, the skill's duration 2 min. If that duration applied to the whole buff, uptime would be 4.2%. Unknown
GunnerRapid Fire25 s / 52 s48%22%11%4%No stone Short cooldown; even the smallest addition cuts uptime a lot.

Only some families' stones have their own duration (+60 s → 10 s; +10 min → 5 s / 10 s); for those stones the tooltip shows the stone's duration instead of the skill's. The +3 min families' stones have no duration of their own and the tooltip shows the skill's own duration. Whether that duration applies only to the stone's extra effect or to the whole buff is unknown. Unknown

Damage and debuff super skills

Cooldown reduction (Unique: −5 s) lets the skill fire more often. Violent shock (Unique: damage +100% according to the description, cooldown +21 s) only makes sense on damaging skills; exactly how the multiplier is applied is unknown. The “×” value compares the total effect per unit of time with no stone. The lower limit of cooldowns is unknown, so cells with a large gain carry a ? mark.

LineSuper skillCooldownCooldown reductionViolent shockAdvice
GunnerElectron bomb Debuff46 s41 s ×1.1×1.37Violent shock Unique stone of strong shock (Attack) Damage +100% · Cooldown +21 s
GunnerMass defeat Damage25 s20 s ×1.3×1.09Cooldown reduction Unique Cooldown Reduction Stone (Attack) Cooldown -5 s
GunnerThe Rusty bullet Debuff50 s45 s ×1.1×1.41Violent shock Unique stone of strong shock (Attack) Damage +100% · Cooldown +21 s

How the damage multiplier is applied and whether cooldowns have a lower limit is unknown; on very short cooldowns the real gain may be smaller. Control stones (shock, suspension, silence) are mostly for PvP. Unknown

Passive super skills (Lv.10 and Lv.45 rows) take passive stones, which add no cooldown; a Health stone is the safest choice for auto-hunting.

Class details (4)

ClassDamageAreaToughnessLasting buffsManaRangeTotal#
Sniper1169111010571
Desperado119871010552
Maestro *99871010535
Mercenary *691078105010

Scores use the “Balanced” priority with super skills included; # is the overall rank.

Sniper 57 pts

Gunner → Sharpshooter → Sniper

Permanent defense buff, passive attack speed, the longest range and the cheapest skills.

Desperado 55 pts

Gunner → Sharpshooter → Desperado

Cheap ranged area skills, three separate area stuns; no permanent defense buff.

Maestro * 53 pts

Gunner → Creator → Maestro

Area turret and area stun; the cannon is the slowest weapon, no passive speed.

Mercenary * 50 pts

Gunner → Creator → Mercenary

Few damage skills of its own; the weakest class of the line if turrets cannot be used from the assistant's summon bar.