Gunbound

Gunbound

17.10.2013 08:24:49
Maximizing Damage FAQ
Maximizing damage FAQ [In depth]
By Cactusjack23

Update: This guide is HORRIBLY outdated. Unless you want mediocre information
about getting max damage, stop reading this guide. Look at Amy's (Dissemble)
guide instead.

===========================================
Table of Contents
===========================================

1) Legal junk
2) What does maximizing damage mean?
3) How to maximize damage.
4) Things I need
5) Contact info and thank you's


===========================================
Legal junk
===========================================

This may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site
or otherwise distributed publicly without advance written permission.
Use of this guide on any other web site or as a part of any
public display is strictly prohibited, and a violation of copyright.

This FAQ can currently be hosted on the following sites:
-http://www.gamefaqs.com
-Http://dlh.net

If you happen to see this FAQ on any other site, please e-mail me, at
Jamez_soh@hotmail.com.


===========================================
What does maximizing damage mean?
===========================================

Ever notice how come some of your shots do less damage, compared to an
opponents, even if they are the same shot with same weather effects
against the same bot? Your opponent either was lucky, or
he knew how to maximize that particular bot's damage. Let me give you
an example. You and your opponent are using turtles. You use shot 2,
and deal a measly 150 damage. On his turn, he high angles you with
shot 2 and hits your for 250 damage. Why? Turtle's shot 2 is spread out
for the first few seconds after it leaves the cannon, so getting both
streams of water to hit is a pain. However, if you high angle it and
let it get airborne for around 2-3 seconds, the water streams merge, and
both streams will hit, resulting in a LOT more damage. Maximizing damage
is essential in winning 1v1 matches, and can help increase your average hit

===========================================
How to maximize damage for each bot
===========================================

This is the meat of the FAQ. I will provide instructions on
how to get the most damage out of every bot, other than
dragon and knight. Look for the bot you need with Ctrl + F

The golden rule : ALWAYS use true angle. What is true angle?
For the Boomer, Ice, Grub, Bigfoot, and Armour Mobile, true angle is the
darkened shade of green, in the middle of your angle. Using that part of the
angle to shoot makes your bot do 33% more damage. That is A LOT.
These are, so far, the only bots with true angle.

Another rule : For bots with splash damage, try not to dual
with them. Quite a portion of your damage will come from splash
damage, which will only kick in once a turn. So, if you dual
with a cake, which averages with 100 normal damage and 64 splash,
don't expect to get 164*2 damage. Only the normal damage is done
twice, the splash damage will only kick in once.


ADUKA

Shot 1: Does a measly 150 damage on hit. Out of the 150, 64 damage
is splash damage, so it ignores defence. Shotgun it to get the most
damage. However, the delay on this shot is too high for it to be
used as a staple attack.Stick with shot 2 and SS.


Shot 2: Shoots 3 mini adukas, with thor's laser hitting the area between
thor and the tracer landing spot. If it hit's a mobile,
thor gains experience. Thor starts out at lvl 1. Lvl 6 is the highest
thor will go, doing an average max of 350 per hit. In 4v4 aduka games,
thor's level increases extremely fast, making the game end faster
than a normal 4v4.

SS: Similiar to naks SS, except it doesn't explode on contact.
When the SS touches a enemy mobile, thor's laser hits it.
The best way to use this is to SS the opposing team when they
are in a straight line. Don't worry about hitting teammates,
you won't unless they are in the small splash area. Also,
another effective way to do additional damage is to use the SS
when the enemy mobile is overlapping a tornado. The SS will spin
and hit the enemy twice, sometimes 3 times, doing a total of 500+
average damage.


Additional notes about aduka: In all aduka shot 2/SS games, don't
be afriad to use shot 1 as a first turn shot. The damage to delay
ratio is much better than shot 2 with lvl 1 thor. Sure, you might
get kicked, but there are other aduka games around. However, make
sure you say something to the line of "Opps, wrong shot", or
everyone else will start to use shot 1 for the rest of the
game too, resulting in a VERY slow 4v4.

===========================================

ARMOUR MOBILE

Shot 1: This shot does about 120-150 on contact. The only
way to increase damage is to use true angle, and hit the opponent
exactly in the middle.

Shot 2: Does around 200-250 damage on a normal hit, around 300+
if you hit it correctly. How do you do that? Armours shot 2
consists of 2 rockets, the first one being larger, and the second
one a little smaller than the first. Land your shot a little in
front of your opponent, around the legs area, not in the middle
of him. Why? The first shot penetrates the amour of the mobile,
and the 2nd shell explodes inside it. However, dualing Shot 2
will rarely result in 600+ damage even if you did 300+ with the
first shot of the dual. After the first shot, the enemy mobile
will be lowered, making the second shot hit futher from
the legs. This results in around 200 damage for the second shot. So, when
dualing with armour, make the first shot count. It's essential
if you want those 500 damage duals.


SS: Shoots out a small rocket, which turns into a missle around
1.8 seconds after being airborne. The un-changed rocket does around
200 damage, and after it changes, it does around 400 damage.
Remember to land your SS in the middle of the opponents bot.

Additional notes about Armour mobile: Use armour mobile to
counter Boomer, or other HIT type bots, as they do less damage to Armour
which is a mechanical/metal bot. Also, for hitting more accurately
with the armour, get a few "standard shooting" angles. A few
good ones are 70, for high angling, 32, the base angle you start
on a flat ground, and also an ideal angle for hitting
the opponents legs, for a stronger shot 2. You can also pick
a few other angles of your choice. Practice those angles, and
soon you will be very accurate with the Armour. You can also look
for armour charts, they help a lot.

===========================================

A.Sate

Shot 1: The sate shoots a tracer, and where the tracer lands,
the hovering shooter above sate will shoot a single laser at
where the tracer lands. Note that the shooter hovers pretty
low from the ground with shot 1. Land the tracer just behind
the opponent if you are in a far rage fight. Landing the tracer
directly on the enemy mobile may cause the laser to swoop past
the mobiles head, not doing any damage.

Shot 2: Shoots the same tracer as 1, but the shooter
is at a higher point now. This shot shoots 3 lasers, each
doing around 80-90 damage. Do NOT shotgun all the time
with this. You will miss about half of the shot. There is a
trick on getting all 3 lasers to hit. When shooting from
LEFT TO RIGHT, land the tracer directly ON THE OPPONENT.
If you shotgun it, the tracer will hit the front of the
opponent and so will the lasers. However, when shooting from
RIGHT TO LEFT, shotgunning will make all 3 lasers hit, unlike from
left to right. Generally, when using sate, try to be on the right
side of the opponent. It makes a lot of difference. There
are plenty of sate players that don't know this, and shotgun
this shot, only to have 1 of the 3 lasers hit. At long range,
the sate can only hit an opponent with one or two lasers, as
the lasers spread out too much.


SS: Shoots a similiar tracer, except it's green. However, when the tracer
touches ground, the satelite hovers over to where the tracer lands and
shoots 6 lasers down, doing a total of around 450 damage. The tip to
doing more damage is to make the tracer land lower than the opponent, as
the lasers are more packed being airborne more. Lobbing does the most
damage. Also note that the Satellite is lowered by around 2 mobile
lengthes for this shot.

Additional notes about Sate: There is a very cheap strategy
for all you sate users, play tag games and choose a bungebot,
preferably bigfoot as your main bot, and sate as your tag. Play
a map like miramo town, where the land is thick. Dig a tunnel with
your bunge bot than continue tunneling horizontally until you are under your
opponents mobile. Switch to sate, than tap with shot 2. >_>
Your tracer will land just on you, and the lasers will hit your opponent,
as he is between the sattelite and where the tracer lands. However,
if you see any people with a rank higher than battle axe,
do NOT use this strategy against them. They will know what you
plotting, and they will dig their own tunnel. You will have
to fight a underground match with them, and you only have
a bigfoot.

===============================================================
BOOMER LAUNCHER

Shot 1: Shoots a single boomerang, doing around 150 damage. Hitting in
the middle of the bot does the most damage. Since high angling with 0 wind
is 100% precise, use that to your advantage to hit the middle. A high angle
can vary from 100 to 170 damage, depending on where the shot
lands. Don't forget to use true angle. Also, backshots backshots
and boomer shots increase your damage by 20%.

Shot 2: The shot is excatly same as shot 1, except it fires 4
boomerangs instead
of 1.

SS: Shoots a single boomerang again, and after 1.8 seconds airborne,
it changes into a yellow boomerang. After changing, It does
an increased max damage of 500 damage. There are a few ways to
get the full damage from the SS even in close-mid range distance.
When having hook wind, use a 40 angle, or 38 if there is 20+ wind
to shoot. More often than not, the boomer SS will change on it's
way down from the hook or at the peek of it's hook. When there is
no wind, simply use full power high angles. When there is wind
pointing towards the direction you are shooting, do a 60 angle
backshot. The backshot will let the SS have enough air-time
to change.

Backshotting with the boomer:
Wind above 2 pointing the direction you want your shot to hit is required.
Face against the wind, i.e if the wind is pointing towards the right, you
face your boomer to the left. Using 70 angle will be the best option,
but you can try out new ones. After you got your angle correct, charge your
power. The distance of which your backshot travels is VERY dependant
on the wind power. 26 wind pointing diagonally upwards can make your
shot travel pointing VERY far. Also, for boomer backshots, wind pointing
diagonally upwards is stronger than straight to the right or left.
Another point to take note is NOT to use full power, unless there is very
strong wind, 20 or above. Using full power will result in your
shot curving downwards in front of you, instead of landing behind you.
That kind of shot is called a hookshot, you can use it as an
alterative to normal low angle shooting when the wind is against you.
Boomer is best used when you have a chart handy.


===============================================================

BIGFOOT

Shot 1: Shoots 4 rockets, each doing around 50 damage if you are using
true angle, around 20-30 if you are not. The only way to maximize
damage is to go melee an opponent. I can't apply the "Hit in the middle"
rule here, considering that all 4 rockets split up once
released from the cannon. This is a very powerful weapon when used
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.

===============================================================

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.

===============================================================
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.

===========================================

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.

===========================================

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.

===========================================

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.

===========================================

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.


===========================================

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
contact, unless they hit exactly in the middle of a mobile,
in which they will explode. Otherwise, the raons will walk to the
nearest mobile, within an approximate 1 inch radius. The detecting distance
is greatly reduced for bionic mobiles. They do 130-150 damage EACH.
Shotgunning is one of the ways the pros use raon shot 2, as the
mines explode on the same turn they shoot if their shot lands accurately.

SS: Shoots a single, walking larger form of shot 2. It's easy to hit with
this shot. The more the raon walks, the less damage it does, so try to make
it land near to the enemy. Which direction the raon walks is decided
on which way the raon was shot from when it lands.

Additional notes about Raon Launcher
Raon is another bot with a high defence. Fightning raon is usually
very frustrating for other players, as it is hard to get 500+ damage duals
against him. The raon seems to face the same problem as lovebot, not
being able to do large amounts of damage at one time. It's insta-explode
shot 2 is too hard to pull off in non-shotgun range, and shot 1 does too
little damage. Also, in a long battle against organic/creature mobiles,
you WILL have to use shot 1 the whole fight. Your shot 2 spreads too much,
If one of them they picks up an organic mobile, the organic can
easily move out of the detecting range of the raon, or shoot them.
However, in a melee situation, especially against bots that need an
angle to do damage, namely Armour Mobile, Raon Launcher shines.

UPDATE: Apparantly, the Nak can screw up a raon's mines by shotgunning
it's shot 2 out of the map's left side, causing all of the mines on screen to
explode. I have not tested this, and I need confirmation on this part.

===========================================

TRICO

Shot 1: Single cabbage which does most damage in the middle of a mobile.

Shot 2: Shoots 3 cabbages, each doing 80-100 damage each. If the cabbages
weren't so hard to line up, this would be the most damaging
shot 2 in Gunbound. Here is a pretty good guide for getting 3 in 1s with trico:
http://www.rpgexpert.com/1122.html
Unless you are a trico master, which i am not,
shotgunning will be the best choice. Another thing to note is that your
cabbages are released differently when you shoot from left to right,
compared to right to left. I cannot explain how to get 3 in 1's with
the trico, as i am no trico pro.

SS: Shoots a rainbow coloured cabbage. A few explosions will happen
where it lands. The most damage can be achieved by shotgunning someone
who is on a thin piece of land from below. I've gotten 500-600 damage
from tricos SS using that metheod.

Additional notes about Trico :
The trico is undobutly one of the strongest bots in Gunbound. Not
to mention one of the hardest to master too. Can't really say much
about it, try looking at how the pros play. (Gilly etc)

===============================================================

TURTLE

Shot 1: Single stream of water, hit it in the middle of the enemy bot, or
shotgun.

Shot 2: This shot shoots 2 streams of water, spread out by around
1.5cm. If you lob this shot, you will only do around 120-150 damage,
as only one stream of the water will hit, unless you happen to be very lucky
with the timing. The only way to get both streams of water to hit is to
high angle, keeping it airborne for 2-3 seconds. This results in around
300 damage. The other uber cheap way to use this shot is to have your
turtle overlap the enemy mobile. Than, either full blast or tap lightly.
Your shot will hit excatly in the middle, doing 300-400 damage. Dualing
while thor is on with this methoed can kill most bots even when
they still have 3/4 of their health left. However, you will do about
200-300 damage to yourself, and you should not use this
unless your shot will win the game.

SS: Like trico's shot 2, this is amazingly easy to hit with, but
takes a master to maximize the damage. Keep the waterball
airborne for 3 seconds, and it will turn into many smaller water
droplets. It's rare getting a good damage with this. Some tatics of
getting all the balls to hit is to time your shot so that the waterball
changes just a split second before it hits the enemy mobile. The second
methoed would be to time it so that it changes when it is at the peak of
it's flight. The SS will fall in a pillar like formation. I've done 695
damage using the second methoed before. 695 is weak, considering
that is was done against a JD and thor was on.

Jinty has his own metheod about hitting full damage with the turtle.
I'm not too sure about how it works, but apparantly, you have to
high angle shot 1 or 2 so that it hits the opponent, than SS, but
use just a tad less power.

Additional notes about Turtle :
I take back what i said about turtle being weak. Turtle is quite strong,
after looking at Jinty and Mezat play it.

===========================================
Things i need
===========================================

-Well, nothing much more, I won't update this guide futher.

-Corrections to spelling/grammer mistakes.

===========================================
Contact info and thank yous
===========================================

My contact info:

Email - Jamez_soh@hotmail.com
Gunbound s/n - FreeItemsOMG

A list of people who kept me writing this guide, helped me in gunbound
yada yada.

Dizz
Amy
DabeTse
Mezat
Craiken
GundamFreak
Mezat
Richard

As well as everyone else i've missed out ^_^ (I know I forgot a LOT of you)

I'd like to thank Softynx for making such a great game, as well as GameFAQs for
putting up this guide. I hope. o_o

As a last thank you, i've decided to be cheesy and thank you, the reader,
for supporting this guide by reading it >_>
 
Comments:
Your comment has been saved!!!
The Captcha element applies the Captcha validation, which uses reCaptcha's anti-bot service to reduce spam submissions.

Symbols Guide
Guide

18.October 2013
Nakmachine FAQ
FAQ

17.October 2013
RaonLauncher Guide
Guide

17.October 2013
Asate FAQ
FAQ

17.October 2013
Tactical Guide
Guide

18.October 2013
Lightning Guide
Guide

16.October 2013
Maximizing Damage FAQ
FAQ

17.October 2013
Delay FAQ
FAQ

15.October 2013
An authoritative study on the many different Mobile's of Gunbound
FAQ

08.October 2013
Avatar Guide v0.51 (zipped due to its size)
Guide

16.October 2013
Money Making Guide
Guide

18.October 2013
Armour FAQ
Guide

17.October 2013
Boomer FAQ
FAQ

15.October 2013
Avatar Optimization and Strategy Guide
Guide

18.October 2013
Mage FAQ
FAQ

17.October 2013
Ice/Mammoth FAQ
FAQ

17.October 2013
Newbie Guide
Guide

17.October 2013
 
Most Popular
07.April 2014
07.July 2015
25.September 2015
30. December 2013
27.May 2015
19.February 2014
11.June 2014