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"Versatile bearers of firearms. Able to attack, bind, and heal according to the situation."
Gunner description, Etrian Odyssey 2 Untold: The Fafnir Knight

EO2GunnersArt

Powerful soldiers who's skills lie in high-caliber firearms that are guaranteed to blow a hole in the enemy's defenses, let alone their bodies.

The Gunner (ガンナー Gunner in the Japanese version) is a class of experts at ranged combat using various firearms. They can aim for specific body parts to disable them, fire off specialized rounds that pinpoint an enemy's weakness, or take time to prepare devastating blasts whose sheer power is something to behold. They can even restore their allies' conditions. Gunners typically aren't quick on their feet, and due to their low health and defenses it's best for these bearers of powerful firearms to sit in the back lines, picking the enemy apart at a distance.

Profile[]

Gunner makes a special appearance in the first game's remake as Frederica Irving's class. It is thus exclusive to Story Mode unless switched to using Alter Class. Gunner lost a few gun skills from Etrian Odyssey II: Heroes of Lagaard in exchange for new utility skills.

  • Strengths: Great firepower that can be dealt in large bursts, and can perform elemental attacks, bind body parts, and medically support their allies.
  • Weaknesses: Very ineffective on the front line due to poor defenses, especially when using Charged attacks. Class is exclusive to Frederica unless switched to using Alter Class.

Stat Progression[]

Main article: Gunner/Stats#EOU
Level HP TP STR TEC VIT AGI LUC
1 26 31 10 9 6 7 8
30 109 97 22 22 15 18 21
70 285 212 44 43 30 37 44
99 457 312 60 60 42 51 62

Skills[]

Skill Description Type Prerequisite
Gun Mastery Enables gun skills and increases damage dealt with guns. Mastery Available at Start
Head Snipe Accurate ranged stab attack to 1 enemy, may bind head. Gun Gun Mastery Lv1
Arm Snipe Accurate ranged stab attack to 1 enemy, may bind arms.
Leg Snipe Accurate ranged stab attack to 1 enemy, may bind legs.
Fire Rounds Ranged stab + fire attack to 1 enemy. Gun Gun Mastery Lv3
Ice Rounds Ranged stab + ice attack to 1 enemy.
Volt Rounds Ranged stab + volt attack to 1 enemy.
Charged Fire Strong but slow ranged stab + fire attack to 1 enemy. Lowers user's defense until activation. Gun Fire Rounds Lv5
Charged Ice Strong but slow ranged stab + ice attack to 1 enemy. Lowers user's defense until activation. Ice Rounds Lv5
Charged Volt Strong but slow ranged stab + volt attack to 1 enemy. Lowers user's defense until activation. Volt Rounds Lv5
Charged Shot Strong but slow ranged stab attack to 1 enemy. Lowers user's defense until activation. Gun Gun Mastery Lv5
Penetrator Gives normal attacks a chance of piercing across enemy lines. Passive Gun Mastery Lv7
Recharge May regain TP used when using a skill. Passive Charged Shot Lv3
Penetrator Lv3
Ricochet Multiple ranged stab attacks across all enemies randomly. Gun Gun Mastery Lv10
Action Boost The user has a chance of acting multiple times on the next turn. Charge Penetrator Lv3
Ricochet Lv3
HP Up Raises maximum HP. Stat Up Available at Start
Medic Bullet Removes an ally's ailments and recovers their HP. Healing HP Up Lv1
Cover Fire When the user guards on the back line, allies on the front line recover HP. Passive HP Up Lv3
Shell Shock Lowers attack, defense, accuracy, and evasion of the rear enemy line. May stun. Debuff Medic Bullet Lv3
Cover Fire Lv3
ATK Up Raises physical attack. Stat Up Available at Start
High Caliber Raises damage of critical hits. Passive ATK Up Lv1
Vulcan Stance The user's normal attacks do more damage and hit all enemies for 3 turns. Buff ATK Up Lv3
Double Strike Gives normal attacks a chance of hitting twice. Passive High Caliber Lv3
Vulcan Stance Lv3
Take Allows the user to find more resources while taking. Gather Available at Start

Grimoire Stones[]

Skills to generate and pass:

  • Action Boost: A staple for any offensive party member.
  • High Caliber: Distribute deadly critical hits to destroy random encounters.
  • Penetrator: Allow your ranged allies to hit more enemies.
  • Recharge: Save on TP expenditure.

Skills best used on Frederica:

  • Triple Charge (Landsknecht): Raises her bind rate.
  • Crit Up (Ronin): Allow a crit-based build to land more critical hits.
  • Ailment skills: Make the most of her relatively high Luck.

External Links[]

Profile[]

Masters of firearms, the Gunner can destroy their opponents through a variety of ranged precision strikes. They're not particularly quick or durable, but their power and versatility make up for their flaws, allowing them to keep up with the rest of the party without missing a beat, so long as they are safely tucked away in the back lines. From that ensconced position, they can ignore all defense to aim their most powerful shots. Should their allies be in danger, they can employ special medical bullets to support them. As a contrary to their high power, their low TP pool makes them a difficult partner to upkeep.

  • Strengths: Great firepower, and can perform elemental attacks, bind body parts, and medically support their allies.
  • Weaknesses: Poor defenses, especially when using Risk attacks. Low TP pool, and terrible Agility growth impairs accuracy and speed.
  • Force skill - Riot Gun: The gunner focuses all of its will into a single, powerful bullet guaranteed to stun an enemy.

Stat Progression[]

Main article: Gunner/Stats#EO2
Level HP TP STR TEC VIT AGI LUC
1 35 29 6 6 3 5 7
30 167 80 31 24 13 11 35
70 400 161 59 60 31 17 67
99 583 315 76 77 49 36 85

Skills[]

Note: Skills are listed in the same order that is used in the game and do not necessarily unlock one after another. See the "Requires" column to see how to unlock a skill. If that column has dashes in it the skill is accessible at level one; no other skill is needed to unlock it. Skills are normally maxed at level 10, but there are some exceptions where the level cap is 5 or even 1.

  • Stat Increases and Passive Skills are passive benefits that grant bonuses without being activated.
  • Search Skills are out-of-battle skills, mostly for gathering materials or controling monster behaviour.
  • Gun Skills are the Gunners in-battle skills, using guns to shoot the enemy from afar.
  • FOE Skills allow the manipulation of the movement of FOEs.
  • Extra shows skill detail or any special bonuses that are gained at certain levels.
Skill Description Type Prerequisite
HP Up Increase maximum HP. Stat Increase Available at Start
TP Up Increase maximum TP.
STR Up Increase strength.
TEC Up Increase technique.
VIT Up Increase vitality.
AGI Up Increase agility.
LUC Up Increase luck.
Esc Up Increase chances of successfully escaping from battle. Stat Increase Available at Start
Guns Needed to learn gun skills. Mastery Skill Available at Start
2-Hit Normal weapon attacks have a chance of hitting twice. Passive Guns Lv.10
Weakshot Increase chances of critical attacks with a normal weapon. Passive Available at Start
Legshot Gunshot with a chance of binding the enemy's legs. Binding Firearm Skill Guns Lv.2
AGI Up Lv.1
Armshot Gunshot with a chance of binding the enemy's arms. Guns Lv.3
AGI Up Lv.1
Headshot Gunshot with a chance of binding the enemy's head. Guns Lv.4
AGI Up Lv.1
Riskshot Sacrifice defense until the powerful piercing round is fired. Offensive Firearm Skill Guns Lv.5
Stunshot Fire a piercing round that may stun its target.
Snipe Piercing gunshot 100% guaranteed to hit its target.
Fireshot Shoot a special fire-imbued round. Offensive Firearm Skill Guns Lv.1
Iceshot Shoot a special ice-imbued round.
Voltshot Shoot a special volt-imbued round.
Riskfire Sacrifice defense until the powerful flame round is fired. Offensive Firearm Skill Guns Lv.5
Fireshot Lv.5
Riskice Sacrifice defense until the powerful glacial round is fired. Guns Lv.5
Iceshot Lv.5
Riskvolt Sacrifice defense until the powerful thunder round is fired. Guns Lv.5
Voltshot Lv.5
Wildshot Fire piercing bullets at all enemies. Offensive Firearm Skill Guns Lv.7
Ricochet Fire randomly at the enemy party. Offensive Firearm Skill Guns Lv.10
Medishot Removes status ailments from the entire party. Healing Firearm Skill TEC Up Lv.1
Haltshot Stops FOE movement on the field for a limited time. Field Firearm Skill Available at Start
Take Gather plants for materials at item points. Gather Available at Start

External Links[]

Profile[]

Gunners in EO2U now have their damage scale off Agility, which would have made them the worst class in the game had they not swapped their Strength that was top-tier in EO2 for it. Now they have even more than Survivalists, turning them from slow glass cannons into slightly less glassy speedy attackers. Like the previous Untold, Gunners trade a few gun skills for several active and passive utility skills, but focus less on regular attacks and more on line-piercing skills. Along with these skills, they hold a mixture of binding, elemental, and support skills, allowing them to fill multiple roles in the party at once, but remain best at doing ranged damage.

  • Strengths: Great firepower that can be dealt in large bursts, and can perform elemental attacks, bind body parts, and medically support their allies. Speedy.
  • Weaknesses: Highly vulnerable on the front line due to poor defenses, especially when using Charged attacks.
  • Force Boost - Action Boost: For 3 turns, Gun skills will be used twice in a row, although the second usage will be weaker.
  • Force Break - Supreme Bolt: Powerful stab attack to 1 enemy, near-guaranteed chance to stun. Unusable if the Gunner's arms are bound.

Stat Progression[]

Main article: Gunner/Stats#EO2U
Level HP TP STR TEC VIT AGI LUC
1 26 30 5 7 5 10 7
30 109 154 13 20 15 26 18
70 285 350 26 41 30 53 37
99 457 474 37 58 43 74 52

Skills[]

Skill Description Type Requires Extra
Gun Mastery Enables Gun skills and increases damage dealt with guns. Mastery Available at Start
Medic Bullet
Removes 1 ally's ailments and restores HP. Gun Gun Mastery Lv1 Lv5 and 10 increase action speed.
Fire Rounds
Ranged stab + fire attack to 1 enemy. Gun Gun Mastery Lv3
Ice Rounds
Ranged stab + ice attack to 1 enemy.
Volt Rounds
Ranged stab + volt attack to 1 enemy.
Charged Fire
Line-piercing ranged stab + fire attack. DEF lowered until activation. Gun Fire Rounds Lv5
Charged Ice
Line-piercing ranged stab + ice attack. DEF lowered until activation. Ice Rounds Lv5
Charged Volt
Line-piercing ranged stab + volt attack. DEF lowered until activation. Volt Rounds Lv5
Burst Shot
Line-piercing ranged stab + fire + ice + volt shot. DEF lowered until activation. Cooldown of 3 turns. Gun Charged Fire Lv5
Charged Ice Lv5
Charged Volt Lv5
Head Snipe
Accurate ranged stab attack to 1 enemy, may bind head. Gun Gun Mastery Lv5 Lv5 and 10 increase bind rate.
Arm Snipe
Accurate ranged stab attack to 1 enemy, may bind arm.
Leg Snipe
Accurate ranged stab attack to 1 enemy, may bind leg.
Charged Shot
Line-piercing ranged stab attack. DEF lowered until activation. Gun Gun Mastery Lv7
Ricochet
2-3 ranged stab attacks to all enemies randomly. Gun Gun Mastery Lv10 Lv5 and 10 increase number of hits.
HP Up Increases max HP. Stat Increase Available at Start
Cover Fire When user guards on back line, allies on front line recover HP. Passive HP Up Lv1
Shell Shock
Lowers ATK, DEF, accuracy, and evasion of rear enemy line. May stun. Debuff HP Up Lv10 Max Lv5 also increases stun rate.
Preemptive Shell May use Shell Shock at start of battle. Requires Shell Shock; will not trigger if another party member has used this skill. Passive Shell Shock Lv5 Max Lv5
Phys ATK Up Increases physical ATK. Stat Increase Available at Start
Penetrator All single-target attacks become line-piercing. Raises line-pierce damage. Passive Phys ATK Up Lv5
Point Blank
Next turn, shortens distance of ranged attacks but raises damage and accuracy. Charge Phys ATK Up Lv10 Lv5 and 10 increase damage bonus.
TP Up Increases max TP. Stat Increase Available at Start
Act Quick
Next turn, lowers TP cost and raises turn speed. Charge TP Up Lv5 Lv5 and 10 increase TP reduction.
Double Action Attack skills may trigger a second time. Passive TP Up Lv10
Take Allows the user to find more resources while taking. Gather Available at Start

Grimoire Stones[]

Skills to generate and pass:

  • Double Action: A staple for any offensive party member.
  • Point Blank: Offers the best damage bonus out of all the Charge skills, but best used on ranged attackers like the Fafnir, Survivalist, or Alchemist.
  • Penetrator: Allows party members to push through to enemies in the back row.

Skills best used on a Gunner:

  • Triple Charge (Landsknecht): For Gunners that want to bind body parts.
  • Debuff Curses (Hexer): The Gunners' good Agility lets them weaken enemies before they strike.
  • Pre-Initiative (Ronin): Raises the Gunner's offensive power even more.
  • Speed Up: Counteracts the speed and accuracy penalty experienced by the Gunner and their skills.

External Links[]

Profile[]

Of all the ranged physical offensive specialists in the series, the Gunners of High Lagaard are the ones to answer the call to Maginia. Unlike their Fafnir Knight version, they return to the strong but slow method, sacrificing Agility for incredible Strength and Luck for astounding damage output and snipe binding success. This does mean they take a hit to accuracy, which generally must be offset with equipment, buffs, or ailment support. The Gunner is a flexible damage dealer and support, but their poor HP and Vitality puts them on the backline.

  • Strengths: Incredible firepower, strong binding ability. Great TP pool for a damage class.
  • Weaknesses: Terrible HP and Vitality makes them incredibly glassy on the frontlines, especially when aiming Charged Shots. Some skills have poor accuracy.
  • Force Boost - Double Action: For 3 turns, Gun skills activate twice. The second is weaker, but costs no TP.
  • Force Break - Riot Gun: Powerful ranged stab attack to 1 enemy, high chance of stun.

Stat Progression[]

Main article: Gunner/Stats#EON
Level HP TP STR INT VIT WIS AGI LUC
1 49 49 18 14 9 14 10 17
30 93 98 39 30 20 30 22 36
70 185 200 83 63 44 64 47 77
99 273 299 126 96 67 97 70 116
130 394 433 184 140 99 141 103 170

Skills[]

Skill Description Type Requires Extra
Double Action For 3 turns, gun skills activate twice. The second is weaker, but costs no TP. Force Boost --
Riot Gun
Powerful ranged stab attack to 1 enemy. High chance of stun. Force Break
NOVICE
Rapid Fire
3 ranged stab attacks to 1 enemy. Gun None
Splash Shot
Ranged stab attack to an enemy. Deals splash damage to adjacent targets. Rapid Fire Lv3
Leg Snipe
Accurate ranged stab attack to 1 enemy. May bind the enemy's legs. Gun None Lv5 and 10 increase bind chance.
Arm Snipe
Accurate ranged stab attack to 1 enemy. May bind the enemy's arms. Leg Snipe Lv3
Cover Support When the user guards on the back line, allies on the front line recover HP. Heal None
Shell Shock
Lowers ATK, DEF, hit rate, and evasion of rear enemy line this turn. May stun. Support Cover Support Lv2
Medic Bullet
Removes 1 ally's ailments and restores their HP. Gun None Lv6 increases act speed.
Pop Flare
For 3 turns, the party's hit rate increases. Buff None
Mine Increases material yield from mining in the labyrinth. Gather None
VETERAN
Feint Shot
Ranged stab attack to an enemy line. Lowers evasion for 3 turns. Gun Splash Shot Lv2
Scattershot
Ranged stab attack to all enemies. Feint Shot Lv2
Head Snipe
Accurate ranged stab attack to 1 enemy. May bind the enemy's head. Gun Arm Snipe Lv3 Lv5 and 10 increase bind chance.
Act Quick
Next turn, TP cost is lowered and act speed is raised. Charge None
Charged Shot
Slow, ranged stab to 1 enemy. All DEF lowered until activation. Gun Act Quick Lv2
Preemptive Fire May use Shell Shock at the start of battle. Support Shell Shock Lv1 Does not trigger if another party member activated a copy of that skill.
Preemptive Flare May use Pop Flare a the start of battle. Pop Flare Lv2
Penetrator Single-target attacks may pierce to the back line. Passive None Does not work on multi-hit skills.
TP Up Raises maximum TP. Stat Up None
MASTER
Ricochet
2-5 ranged, low accuracy stab attacks to all enemies at random. Gun Scattershot Lv2 Lv5 and 10 increase number of attacks.
Charged Fire
Line-piercing ranged stab/fire attack. DEF lowered until activation. Gun Charged Shot Lv3
Charged Ice
Line-piercing ranged stab/ice attack. DEF lowered until activation.
Charged Volt
Line-piercing ranged stab/volt attack. DEF lowered until activation.
Phys ATK Up Raises physical ATK. Stat Up None
Multi-Shot May use attack skills a second time. Passive None

Skill Breakdown[]

Since Gunner's inception in Heroes of Lagaard, fragile long-range physical attackers have been a staple in the series. The Gunners of Nexus borrow from some of them, such as Pop Flare from Arbalists. Interestingly, Scattershot first appeared as one of Gunner's skills in Etrian Mystery Dungeon. Gunners have a wide variety of attacks they can launch, allowing them to adapt to the party. They can be more on the sturdy and supportive side like Hunting Hound Rovers by focusing on Snipes and support skills, or lean into higher risks for higher rewards like Front Mortar Arbalists by focusing on higher damage attack skills.

One of their core movesets is the Snipes. Like the original Gunner's Snipe, Leg Snipe, Arm Snipe, and Head Snipe never miss their target, although the binding can fail. Leg Snipe's leg binding ensures that the target cannot be missed by subsequent shots.

Over the years the Etrian Odyssey series has clearly moved away from attack skills that are just a stronger regular attack. For Gunner this means every skill has some kind of tradeoff. The Ricochet branch plays around with accuracy, most trading away accuracy for more damage or hitting more than one target. Feint Shot is the only one with an accuracy improvement, which unsurprisingly reduces enemy evasion, but also deals less damage for a higher TP cost. Accuracy issues can also be solved by giving up an armor slot for Aim Goggles, and later Target Goggles.

The Charged Shot/Fire/Ice/Volt branch begins with Act Quick. This "charge" ability has a number of uses for other skills, but for the Charged branch in particular it allows the Gunner to nearly eliminate the vulnerability and TP costs. Time spent on Act Quick, however, is time not dealing damage. The drop in DPS is somewhat like basic elemental Rounds fired by Gunners in previous games. Act Quick's usefulness depends on whether TP has to be conserved or a danger point has to be avoided to win long boss fights, where the Charged skills are Gunner's most effective attacks.

While the Untolds introduced most of the utility and support skills, Medic Bullet is the same as usual. Cover Support only works when the Gunner is in the back line. There isn't much reason for them to be anywhere else, since there is no advantage to bringing this version of Gunner to the front line like there sometimes is for other long-range specialists. Shell Shock sometimes helps deal with random encounters and helper minions, but is not a priority. Penetrator works for normal attacks, thankfully, since the whole Ricochet branch is unaffected. The Force Boost Double Action will repeat Medic Bullet, and can combine with Multi-Shot to fire off an attack skill 3 or 4 times in one turn. Though the extra attack deals 40% damage, Snipes get another chance to bind and Feint Shot extends its debuff's duration.

Subclassing[]

In Etrian Odyssey Nexus, Gunners can gain the ability to subclass like the rest of the adventurers.

Subclasses for Gunner[]

  • Protectors don't require most stats to use their Guard skills, so a Gunner can use them when the party is threatened by dangerous telegraphed attacks, or DEFEND to heal everyone with Healing Wall and Cover Fire combined. HP Up and Phys DEF Up are also welcome to offset the Gunner's vulnerability to physical attacks.
  • Ronin give Phys ATK Up and Speed Up. The latter becomes important in improving the Gunner's action speed and offsetting their poor accuracy. Upper Stance adds a stacking damage boost, but doing so requires a Katana to be equipped, so it's picked for a build that goes all-in on offense.
  • Zodiacs and Imperials are subclasses of choice for the elemental Charge Gunner. For the former, Etheric Gleam and Singularity improve elemental damage and amplify bonuses for striking weaknesses. For the latter, Element Boost stacks with the Gunner's Phys ATK Up and Absorber gives some TP back for striking weaknesses.
  • Nightseekers give Follow Trace, which can be combined with Multi-Hit and Double Action. They also provide ailments and more ranged attacks through their Throw skills, which also benefit from the Gunner's high Strength and Luck stats. Speed Up is also good for countering the Gunner's low turn speed and accuracy. For Blade Flurry's sub-weapon, the Gunner can use the petrify-inducing Rock Cannon to cover another ailment.
  • Pugilists are for the binding Gunner. Status ATK Up and Meditation raise binding success rate and Adrenaline gives TP back on successful Snipes. Raging Billows is also a great passive to take, offering up to 50% bonus damage on a fully disabled enemy.
  • Heroes get in the running due to Afterimage. The extra attacks from both Double Action and Multi-shot can create Afterimages, so a Gunner can temporarily be almost as good as a full Hero at making them. Afterimages created while Double Action is active also repeat their attack skill.

Gunner as Subclass[]

Gunners provide damage-boosting passives for offensive classes and TP Up to help them spam attacks, and support skills and a ranged attack for those who would stay on the back line.

  • Protectors with a Gunner subclass, as opposed to the inverse, put a greater emphasis on defense than offense, but the Gun skills at half their usual maximum still deal a good amount of damage, somewhat replicating Dragoon from the fifth game. Focus on Charge skills on turns where you don't need defense to get the most bang for your buck.
  • Zodiacs want the extra TP Up, and Penetrator works on anything charged by Etheric Charge, but guns don't give enough magic attack for Zodiacs. If they want they can even cut costs with Act Quick.
  • Farmers toting guns can fall back on the Snipes to pinpoint a particular bind. Cover Support lets a Farmer provide healing to the front line, and Medic Bullet is good for removing status ailments in an emergency.
  • Imperials, being the TP-starved frontline parallels to the Gunner, make great use of Act Quick to greatly discount their Drive skills and boost their action speed to circumvent the defense penalty.
  • Pugilists gain a good chance for extra attacks when Penetrator hits the enemy's back line, which several of their combo attacks can do. A lucky Multi-Shot can easily reach Lash Out's 9-hit limit. They can choose a gun to dual-wield for Million Rush, and Snipe from a distance if they need to.

External Links[]

Profile[]

Equipment when registered: Hakenbuechse, Tweed.

Availability: Complete the tutorial by exploring the Mysterious Labyrinth.

Stat Progression[]

Main article: Gunner/Stats#EMD
Level HP TP STR TEC VIT AGI LUC EXP to next level Total EXP
1 35 50 3 6 4 6 7 360 0
30 198 167 50 109 33 35 150 30,000 196,500
50 224 190 70 135 43 55 171 30,000 796,500
70 244 210 90 155 53 75 191 30,000 1,426,500
99 273 239 119 184 67 104 220 - 2,266,500

Skills[]

Skill Description Type Prerequisites Lv Max Extra
Supreme Bolt Projectile with a 5-space range that Paralyzes the target and sends it flying. Blast Skill / Gun Skill Report the quest Learn the Supreme Bolt! 1 Cost 3 Blast Gauge
NOVICE (LV1)
Proficiency Increase damage of critical hits when attacking with guns. Passive None 1
Gun Mastery Increase physical attack strength when using guns. Passive None 8
Leg Snipe Stab attack with a 5-space range. May bind the enemy's legs for 5 turns if it hits. Active / Arms Skill / Gun Skill None 3 TP Cost 5 - 7
Medic Bullet Cure ailments of allies within a 1-space radius. Active / Head Skill / Gun Skill None 3 TP Cost 12 - 14. Cure all allies in the room at Lv3.
Dendrology May find extra materials when gathering at a chopping point. Passive None 10
Arm Snipe Stab attack with a 5-space range. May bind the enemy's arms for 5 turns if it hits. Active / Arms Skill / Gun Skill Leg Snipe Lv3 3 TP Cost 7 - 9
VETERAN (LV10)
Expertise Increase damage of critical hits when attacking with guns. Passive Proficiency Lv1 1
Double Strike May attack twice when using a normal attack. Passive Gun Mastery Lv3 5
Pinpoint Shot Increase the chance of critical hits when using normal attacks.
Head Snipe Stab attack with a 5-space range. May bind the enemy's head for 5 turns if it hits. Active / Arms Skill / Gun Skill Arm Snipe Lv3 5 TP Cost 10 - 14
Fire Rounds A fire attack with a 5-space range. Active / Arms Skill / Gun Skill None 8 TP Cost 9 - 15
Ice Rounds An ice attack with a 5-space range.
Volt Rounds A volt attack with a 5-space range.
Scattershot Ranged stab attack that hits all enemies in a cone-shaped area. Active / Arms Skill / Gun Skill Double Strike Lv3 5 TP Cost 12 - 16
Snipe Stab attack with a 5-space range that does not miss. Active / Arms Skill / Gun Skill Poinpoint Shot Lv3 5 TP Cost 11 - 15
MASTER (LV20)
Enlightenment Increase damage of critical hits when attacking with guns. Passive Expertise Lv1 1
Ricochet Perform a number of attacks on random enemies within the room. Active / Arms Skill / Gun Skill Scattershot Lv3 8 TP Cost 14 - 20. Increase number of hits at Lv3/Lv5/Lv7.
Rifle Shot Stab attack with a 5-space range that can pierce through enemies. Active / Arms Skill / Gun Skill Snipe Lv3 8 TP Cost 13 - 19
Stunning Shot Stab attack with a 5-space range. Paralyzes the target on hit. Active / Arms Skill / Gun Skill Head Snipe Lv3 3 TP Cost 11 - 13
Charged Shot Charge power for a powerful stab attack with a 5-space range on the next turn. Active / Arms Skill / Gun Skill Stunning Shot Lv3 3 TP Cost 16 - 18

Gallery[]

External Links[]

Gallery[]

Trivia[]

  • One of the female gunners uses a button of Jack Frost, a character of the Shin Megami Tensei series, and the official mascot of Atlus.
  • This is one of the four classes from the first two games which have the same name in both English and Japanese versions, the other three being Medic, Alchemist and Dark Hunter.
  • According to their New Job Training entry, the middle-aged gunner is an instructor to the other three.