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Mobile Weapon Guide


Aduka
Weapon 1
Aduka Weapon 1
A single ball, shot from the behind, which has a shock? of 60.
Weapon 2
Aduka Weapon 2
Three mini-Adukas, shot from the behind, which each call down a shot from Thor (even if it is not activated). Requires proper knowledge of Thor's location and level to be used effectively.
SS
Aduka SS
A larger mini-Aduka, shot from behind, which goes through everything and calls down a shot from Thor at enemy mobiles when it passes through them. It can hit multiple people, and does not hit allies. Very good when shotgunned level at an enemy in a hurricane, because it will hit him three times.


Armor Mobile
Weapon 1
Armor Weapon 1
A single shell that has relatively high delay and good splash.
Weapon 2
Armor Weapon 2
A single shell that has two explosions, the second of which all too easily passes through the target.
SS

Armor SS
A single shell that transforms into much a more powerful shell after 1.8 seconds.


A.sate
Weapon 1
Asate Weapon 1
A single ball which calls down a single green laser from the low height of the satellite. Fairly weak, but has very low delay. Quite easy to hit with due to lowness of the firing satellite.
Weapon 2
Asate Weapon 2
A single ball shich calls down three lasers from the high height of the satellite. Difficult at long range because the three lasers spread out more. Better when shot to the left becase it shoots top to bottom on the left ans bottom to top to the right. It must be overshot through hurricanes because the lasers themselves, as well as the ball, are affected by it.
SS
Asate SS
A single ball which calls down several lasers from the satellite straight above the hit location.


Bigfoot
Weapon 1
Bigfoot Weapon 1
Four shells, one on top, one on bottom, and two in the middle. Terrible for high angling because the shells spread out very far. Excellent for bunging.
Weapon 2
Bigfoot Weapon 2
Six small shells which fire three at a time. Bad for anything but shotgunning because they spread out too far.
SS
Bigfoot SS
Several shells similar to Weapon 1, only many more, and they're red.


Boomer
Weapon 1
Boomer Weapon 1
A single boomerang which is very suceptible to wind.
Weapon 2
Boomer Weapon 2
Four boomerangs shot in a row, also very suceptible to wind. Able to backshot, high angle, and high angle hook because of it..
SS
Boomer SS
A single boomerang that transforms into much more a powerful one after 1.8 seconds. Also very suceptible to wind.


Dragon
Weapon 1
Dragon Weapon 1
A single fireball which is very light.
Weapon 2
Dragon Weapon 2
Four fireballs shot in succession, which spread out a lot over time. Excellent for bunging, and possibly the most damage dealing shot in the game if dropped on the target at very short range.
SS
Dragon SS
A single ball which calls down five small dragons which appear around the hit location and move towards it. The target must be in the open in order for it to be effective.


Grub
Weapon 1
Grub Weapon 1
A single ball which is quite weak and very odd.
Weapon 2
Grub Weapon 2
Four balls which can bounce and roll around on the ground and explode when they hit a mobile or after a certain time. Also bounces off of the walls and ceiling of the map. Best if each of the balls hit separately.
SS
Grub SS
A larger ball that bounces around and does not destroy land. When its touching a mobile it deals a continuous amount of damage. Best if used when an enemy is in a small deep hole.


Ice
Weapon 1
Ice Weapon 1
A single icicle with good splash.
Weapon 2
Ice Weapon 2
A single snowball which lowers the defence of the target by 5%*. Shot from Ice's trunk instead of the cannon on top of it, so not recomended when in sizable holes.
SS
Ice SS
A single large snowflake with low damage which lowers opponents defense by 5%*. Not recomended since Weapon 2 is practically the same thing with lower delay.
*The maximum negative defense is 50%.


J.D.
Weapon 1
JD Weapon 1
A single electric ballwith decent splash which has a shock? of 60.
Weapon 2
JD Weapon 2
A single electric ball which does not hit mobiles. It pulls mobiles withing range (greatest against mechanical, least against bionic) towards the point of impact. Does less damage than Weapon 1.
SS
JD SS
A green triangle spinning in a blue cloud of electricity that pushes enemies away and has a semi-wide radius, but low damage.


J.Frog
Weapon 1
J.Frog Weapon 1
A single green blob which rotates counterclockwise; it rolls left when it hits the top of land, and right when it hits the bottom of land. It rolls for a little while and then explodes dealing damage. It will cling to land under all circumstances.
Weapon 2
J.Frog Weapon 2
A single green blob which rotates clockwise; it roles right when hits the top of land, and left when it hits land from the bottom. It rolls for a little while and then explodes dealing damage. It will cling to land under all circumstances. Has the same delay as shot one, as it does the same amount of damage.
SS
Gunbound Frog

A purple blob which rolls in the direction which it was shot, dealing continuous damage as it rolls, and then explodes.


Kalsiddon
Weapon 1
Gunbound Kalsiddon

A single shell which breaks into two smaller shells when the shot peaks (is at highest point). A small green circle is released which the two shells then follow after swirling around. High angling is virtually necessary. Can cause major damage if the shot opens directly inside the enemy.
Weapon 2
Gunbound Kalsiddon

A single shell which breaks into four smaller shells when the shot peaks (is at highest point). A small orange circle is released which the two shells then follow after swirling around. High angling is virtually necessary. Can cause major damage if the shot opens directly inside the enemy.
SS
Gunbound Kalsiddon

A single larger shell which opens into four smaller shells when the shot peaks (is at highest point). A small red circle is released which the shells then follow. A short time later, each of the four shells breaks into two yet smaller shells and small purple circles are released from each as well, which the designated shells follow. Again, high angling is necessary to get good damage.


Knight
Weapon 1
Knight Weapon 1
A single ball which calls down three rows of eight swords from the low height of the sword satellite. Quite strong for a Weapon 1.
Weapon 2
A single ball which calls down several swords from the high height of the sword satellite. It must be over shot through hurricanes because the swords themselves, as well as the ball, are affected by it.
SS
A single ball which calls down several swords from the sword satellite straight above the hit location.


Lightning
Weapon 1
Lightning Weapon 1
A single ball which does not hit mobiles, but only land. It calls down a single bolt of lightning from directly above where it hits. Has a shock? of 90.
Weapon 2
Lightning Weapon 2
A single ball which does not hit mobiles, but only land. It calls down two bolts of lightning at a 45 degree angle on each side. Has a shock? of 90.
SS
Lightning SS
A lightning bird which hits bodies and has a huge radius but deals low damage.


Mage
Weapon 1
Mage Weapon 1
A single beam with good splash.
Weapon 2
 Mage Weapon 2
Two beams swirling around each other, both beams must hit at the same time to get maximum damage. Poor for shotgunning because one of the beams often misses.
SS
Mage SS
A swirling ball which breaks the shields of shield mobiles and disallows shield regeneration for 5 turns of the person who's shield was broken.


Nak Machine
Weapon 1
Nak Weapon 1
A single ball, shot from the behind, fairly weak.
Weapon 2
Nak Weapon 2
A single ball, shot from the behind, which must go through land and then hit the surface to explode. It is still affected by wind while underground. Also, if it enters a hurricane and is still in it as it goes underground then it will remain in the hurricane as any other shot. Quite powerful when used properly.
SS
Nak SS
A mini-NakMachine, shot from the behind, which goes through everything except for bodies. It is very heavy and often falls short when shotgunned.


Raon Launcher
Weapon 1
Raon Weapon 1
Three parts swirling around each other. Good for bunging, and getting people in holes.
Weapon 2
Raon Weapon 2
Two raon babies which are much like mines. They detect nearby mobiles and crawl towards them on the shooter's next turn. Detects mechanical mobiles the most and bionic mobiles the least. Has a tendency to "pop up" on top of a thin strip of land when shot on the bottom (think Meta Mine Side B). Also, the damage that the babies do only counts towards your damage bonuses (both individual and cumulative) when the damage is done on the turn you shoot them. Also, when dualed, and the shot hits perfectly, only the first babies count for damage bonuses.
SS
Raon SS
A large raon baby that crawls after hitting the ground in the direction it was shot in unless forced to turn due to land being in it's way. This SS may not crawl out of thor holes, so beware. It crawls for 5 seconds and can cover about 40% of the screen on flat terrain.


Trico
Weapon 1
Trico Weapon 1
A single cabbage which explodes on impact.
Weapon 2
Trico Weapon 2
Three cabbages rotating around counter-clockwise. Very hard to use at long range due to the spin. Better when shot left due to the counter-clockwise spin. Good for short range shotgunning. Extremely messed up from hurricanes due to the spin.
SS
Trico SS
A multi-colored ball that has a semi-wide radius and affects based on how long it is hitting, similar to grub SS only it also destroys land.


Turtle
Weapon 1
Turtle Weapon 1
A single stream of water.
Weapon 2
Turtle Weaopn 2
Two streams of water swirling around each other which merge together after approximately 2.5 seconds. Very difficult to use for anything but shotgunning and high angling.
SS
Turtle SS
A large ball of water which opens into 6 small balls after approximately 2 seconds. Very hard to get good damage with because the small balls spread our very fast.




? - Shock is damage dealt after the damage of the hit itself is dealt, and has a larger radius than the shot itself. It spreads through mobiles that are close together, dissipating in damage (usually 20).

After SS is used, it will not be usable again until your fifth turn after.

Original shot images can be found at http://www.geocities.com/gunbound_canada Credit goes to them and their creators.

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