Gunner

The Gunner is one of the sixteen playable heroes in Pirates Outlaws. He is the default starter Hero.

## Lore

"Also called the renegade. Firearms Master and former Ship Commander. He deserts his duties the day he discovers that his superiors frequently interact and trade with outlaws and pirates. He decides to apply law in his own way at Pirates Bay. At the tavern fight with Outlaws often end with gunshots and an heavy smell of gunpowder. Respected and also feared, now he sails like a pirate."

—Nicolas, Founder of Fabled Game Studio

## Strategies

Gunner is the very first available hero which takes advantage of the ammo and ranged cards to deal damage. The advantage which Gunner has over other heroes are that Gunner has the *Artillery* ability which reloads at the start of turn.

### General Tips

Ammo Economy - Due to Gunner having ranged cards which require ammo, managing your ammo economy is highly recommended. Doing some basic calculation of how many cards that require ammo and how much ammo you would recover in a full deck rotating turn. For example starter has 10 cards, which 6 cards require 7 ammo. It takes two turns (+2 ammo Artillery) for a full deck rotation, 3 **Ammo** cards (+1 x 3) meaning you only gain 5 Ammo, and lose 7 per two turns for a full rotation at a rate of -2 Ammo. You start with 3 Ammo at the beginning meaning the first turn, second turn, and third turn you would barely have enough ammo, but by the fourth turn you would have some ammo problems. Upgrading **Ammo** early if you pick up any ammo costing cards or removing some **Standard Shot** to lower your total ammo cost would keep your ammo economy healthy.

### Navigation Mode

Survival - Gunner have no built in recovery in his arsenal kit but starts off with two **Wooden Shield** in the deck. Earlier Chapters you don't take as much damage, and you would require pathing towards Taverns to restore health along your journey. Early game you could apply once-usable skills like **Inspire**, but that won't help later game against high-HP-Bosses. The best solution is a combination of armor through upgraded **Wooden Shields** and **Blocks** in combination with some strong self heal relics such as **Rose**.

#### Deck Thinning Starter Deck Strategy

The Deck Thinning Starter Deck strategy allows for more efficient use of upgrading, deck thinning for better cards to appear earlier own, and still be flexible enough for other options to add to your deck.

* Working with the starting deck, upgrade **Issue Order** as the first priority as it allows an extra ranged card to deal critical hit. The faster you kill one enemy, the less damage you take to your **Shield** early on.
* Remove **Standard Shot** or **Punch** as the next option in order to thin your deck. Removing **Ammo** earlier on is not recommended as it could ruin your ammo economy if you grab any other cards which require ammo before you could remove other ammo costing cards.
* Upgrade either **Double Shot** or **Ammo** as the next priority, depending on which direction you are building your deck (Pirates Bay Map). If you add more ammo-reliant cards, upgrade **Ammo**. Upgrade either **Double Shot** or a **Shield** if you have low money, playing on harder chapters or not able to recover HP at tavern efficiently.
* If you add more ammo-reliant cards, upgrade **Ammo.** If you do not have enough money, remove **Standard Shot** would be recommended, as Punch although is weaker, does no require Ammo. Upgrading **Ammo** first, allows you to remove the third **Ammo** card from your deck without ruining your Ammo economy.
* A thin and efficient deck would have minimum [Standard Shot][Double Shot\*][Ammo\*][Ammo][Issue Order\*][Shield\*][Shield], a total of 8 cards.
* If you have strong defensive Relics such as **Rose**, **Pendant**, **Artificial Stone** or drawing relic such as **Telescope** you can remove an additional **Standard Shot** and **Shield** and lowering your Cards to 6 total.

This Strategy will work at Pirates Bay and against many navigation normal enemy encounters. Adding another stronger ranged weapon to duo with **Double Shot** as your two main attack cards allows this strategy to branch and hit Bosses harder.

#### Regular Ranged Deck Strategies

Upgrade your deck efficiently, then you can combine it with multi-hit-cards (**Barrage**, **Chain Shot**) and cards that trigger of critical hits such as **Seeking Shot**. Your damage output will be high, but only if you upgrade **Ammo** and manage your ammo economy effectively. Alternative ways of reloading (**Tactic Shot**), or **Sacred Book** relic would be excellent, but your passive and existing **Ammo** cards would do the heavy lifting. Find a good balance between deck size and ammo cost of cards.

#### Relic

Cards that impact range damage, ammo quantity, and shield gain are a priority. If you could get **Rose** that would be the best interest in survivability. Some relics are generally great no matter which hero (such as Heart of Gold).

### Navigation Map Tips

* Pirates Bay
	+ Very Flexible, not much to really change.
* Skulls Island
	+ Very Curse heavy map. Look for cards such as **Cleansing Fire** or **Waste Not** in order to keep your deck cursed-free. Better to have one useless card out of 10 than multiple cursed cards that would ruin your turn's hand and cause other condition and status problems.
	+ Due to the existence of **Krank** the boss that has minions and applies **Injury**, grabbing a condition status card to cleanse your status effects would be recommended.
* Souls Rift
	+ A combination of curse, status effect, and high damage location. Employ Skull Island tip above but also prioritizing upgrading or getting defensive cards first.
	+ Due to the existence of the boss, **Ulrich,** he clones himself every third turn, so having just basic **Double Shot** and **Standard Shot** will be difficult to run. Have multi-targeting cards as an option until you see which boss is on Stage 3.
* Lost Islands
	+ Hard hitting decks should deal with majority of Stage 1 and Stage 2 and having a mixed priority of defensive and offensive would be preferred.
	+ Stage 3 of Lost Island have hard hitting and high HP enemies, meaning you have to prioritize long run cards that scale (such as **Booster** cards) or relics that are dependable.
* Northern Lands
	+ DO NOT ADD DRAW/SEARCH CARDS INTO YOUR DECK. The damage from the **Cold** status will stack up and reduce HP through Shields.
	+ Although not as annoying when it comes to Skulls Island in terms of quantity of curses added to the deck, **Frost Seal** as a curse from **Gorm and Axgard** will destroy any defensive shield building deck you have.
* Eastern Seas
	+ A very difficult Chapter that previous approaches when it comes to Gunner deck building would be ineffective.
	+ Multi-hit ranged builds are not as effective in Eastern Sea due to the spirit type enemies have ghost properties. Many of the bosses in Eastern Sea punishes multi-hitting or random targeting attack cards.
	+ Any of the Stage 3 Bosses could completely counter some niched Gunner Deck (Thin deck countered by **Powder Monkeys,** draw decks get countered by **Sao-flame** that summons if you don't kill fast enough, and **The Puppet Master** counters random targeting attack decks as it shuffles Rotting Wood into your deck while blanking your draws before re-summoning the Puppets.
	+ Deck that focus on hitting hard once per attack or focus on status effects are the most effective ways of dealing with Eastern Seas.
* Port Elysia

### Packages

Packages are available and offer unique ways to play with heroes. Due to Gunner's ranged nature, only some Packages would benefit Gunner. The Packages below are excellent packages to work with while other packages not mentioned are neutral or bad for Gunner game play.

**The** **Explosion Package**- **Cooked Meat** relic and **Collect Bomb** card are excellent additions to a regular Gunner deck building. **Detonate** requires too much amount and set up with **Rage** builds and will waste **Issue Order**. **Explosive Barrel** has a decent attack damage for a single ammo cost but random targeting could ruin a run in the long run due to not finishing off attacking enemies and Gunner taking unnecessary damage. You don't want your HP to be below 50% as Gunners have difficult time defending themselves already.

**The Cost Package** - This package is a double edged sword which could enhance multi-hit ranged attacks but you have to be very efficient at planning Tavern healing routing or have ways to keep yourself alive.

**The Fireworks Package -** The Fireworks package, allows you to **Blind** your enemies, effectively keeping yourself safe. The only down side of this package is wasting an attack targeting a **Firework Barrel** but **Firecrackers** is well worth the find as **Firecrackers** synergy very well with **Issue Shot** and any range damage increasing builds. The random nature of the attacks are offset by inflicting status of **Blind** easily with 4 shots.

## Gallery

Gunner In-gameGunner (Issue Order) In-game

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