Gunslinger (Deck)

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Gunslinger (Deck)
Gunslinger (Deck).jpg
Secret Society: Illuminati
Weapon 1: Pistols
Weapon 2: Elemental Focus

The Gunslinger is quick on the draw with pistols and elemental powers - Old West and New Magic. This deck specialises in inflicting and empowering chain attacks. A Gunslinger can quickly chain critical hits and damage-over-time effects across several targets. Supporting abilities encourage further chain reactions on each hit.

As a Gunslinger works best outnumbered, they also need to work fast. Keeping up critical hits provides a small boost to speed.

Weapons Needed

Active Abilities

  • Arc Flash - [9 AP, Active, Chain, TAoE] - An elementalism chain that deals a moderate amount of damage to your target and jumps to nearby enemies. Builds a weapon resource for each equipped weapon.
  • Electrical Storm - [3 AP, Active, Chain, TAoE] - An elementalism chain that deals a large amount of damage to the target before jumping to nearby targets. Consumes three elemental resources.
  • Flashpoint - [34 AP, Active, Single Attack, Single] - A single target elementalism attack that deals a small amount of damage and damage over time. Sets afflicted state. Conditional effects.
  • Deadly Aim - [2 AP, Active, Single Attack, Group] - Increases the critical hit chance of everyone in your group for a short time.
  • Sticky Drone - [21 AP, Active, Summon, Self] - Pistol ability that summons a drone that causes the next two incoming attacks to backfire, rooting your attacker. Sets hindered state.
  • Semi-Auto - [16 AP, Active, Chain, TAoE] - A channeled pistol chain that deals a large amount of damage to your target and jumps to nearby targets.
  • Gun Crazy - [50 AP, Elite Active, Single Attack, Single] - A channeled series of rapid pistol shots that deal increasing damage.

Passive Abilities

  • Mind over Matter - [1 AP, Passive, Single Attack, Single Target] - Whenever you critically hit, you also deal a small amount of damage over time. Sets afflicted state.
  • Elemental Force - [1 AP, Passive, Single Attack, Single Target] - Every eighth attack you unleash is guaranteed to critically hit.
  • Chain Reaction - [34 AP, Passive, Single Attack, Single Target] - Whenever you successfully hit with a chain category ability, you also apply a small amount of damage over time. Sets afflicted state.
  • Criticality - [16 AP, Passive, Single Attack, Single Target] - Whenever you critically hit a target in afflicted state, you trigger a chain attack that will deal a moderate amount of damage to nearby enemies.
  • Chain Feed - [21 AP, Passive, Single Attack, Single Target] - Increases the efficiency of all chain category abilities.
  • Running Circles - [12 AP, Passive, Single Attack, Single Target] - Whenever you critically hit, your movement speed is slightly increased for a short time.
  • Seal the Deal - [50 AP, Elite Passive, Single Attack, Single Target] - Every second resource consuming ability you activate will deal significantly increased damage or healing. Also increases the critical and penetration chance of these abilities by 5%.4