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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-calibur 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) are experts at ranged combat using various firearms. With their specialized knowledge of guns, they can fire off specialized rounds that can pinpoint an enemy's weakness, allowing the Gunner to wipe out dangerous foes with ease. While they aren't particularly quick on their feet, their sheer power is something to behold, allowing them to devastate enemies with each shot they fire. Due to their low health and defenses, it's best for these powerful firearm-bearing fighters to sit in the back lines, where they can pluck the enemy apart with ease.

ProfileEdit

Description Masters of firearms, the Gunner can destroy their opponents through various, powerful precision strikes. They're not particularly quick, 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. Their high power allows them to pluck away at the enemy's health, while their low defenses requires them to be safely tucked away into the back lines. 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. Although they have lost some of their skills from Etrian Odyssey II: Heroes of Lagaard, they have gained new utility skills.
Strengths Lethal firearm skills, capable of performing elemental attacks and binding body parts, and able to medically support their allies.
Weaknesses Mediocre defenses coupled with low TP pool and high TP costs make them a TP guzzler, unless rectified by grimoire stones. Class is exclusive to Frederica Irving, unless switched to using Alter Class.

Description Masters of firearms, the Gunner can destroy their opponents through various, powerful precision strikes. They're not particularly quick, 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. Their high power allows them to pluck away at the enemy's health, while their low defenses requires them to be safely tucked away into the back lines. 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 Lethal firearm skills, capable of performing elemental attacks, and able to medically support their allies.
Weaknesses Mediocre defenses coupled with low TP pool and high TP costs make them a TP guzzler. Low Agility growth can often result in an untimely death before they can attack.
Force Riot Gun: The gunner focuses all of its will into a single, powerful bullet guaranteed to stun an enemy.

Description Gunners in EO2U now have their damage scale off Agility, which turns them from the glass cannons they were in Heroes of Lagaard into speedy attackers, only second to the Survivalists in speed, and slightly more durable. While they are best at doing damage, they also hold a mixture of binding, elemental, and support skills, allowing them to fill multiple roles in the party at once.
Strengths Lethal firearm skills, capable of performing elemental attacks, and able to medically support their allies. Can potentially supply a large amount of burst damage in a single turn.
Weaknesses Mediocre defenses coupled with low TP pool and high TP costs make them a TP guzzler, unless rectified by grimoire stones.
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.

Description Pending!
Strengths Pending!
Weaknesses Pending!

Stat ProgressionEdit

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

Level HP TP STR TEC VIT AGI LUC
1 35 29 6 6 3 5 7
35 193 89 35 29 14 12 39
70 400 161 59 60 31 17 67
99 583 315 76 77 49 36 85

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

Grimoire StonesEdit

EOUEdit

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.

EO2UEdit

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.

SkillsEdit

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.

Etrian Odyssey IIEdit

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 Lv.3
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

Skill Description Type Prerequisite
HP Up Increase maximum HP. Stat Increase Available at Start
TP Up Increase maximum TP. Stat Increase Available at Start
STR Up Increase strength. Stat Increase Available at Start
TEC Up Increase technique. Stat Increase Available at Start
VIT Up Increase vitality. Stat Increase Available at start
AGI Up Increase agility. Stat Increase Available at Start
LUC Up Increase luck. Stat Increase Available at Start
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. Binding Firearm Skill Guns Lv.3

AGI Up Lv.1

Headshot Gunshot with a chance of binding the enemy's head. Binding Firearm Skill 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. Offensive Firearm Skill Guns Lv.5
Snipe Piercing gunshot 100% guaranteed to hit its target. Offensive Firearm Skill Guns Lv.5
Fireshot Shoot a special fire-imbued round. Offensive Firearm Skill Guns Lv.1
Riskfire Sacrifice defense until the powerful flame round is fired. Offensive Firearm Skill Guns Lv.5

Fireshot Lv.5

Iceshot Shoot a special ice-imbued round. Offensive Firearm Skill Guns Lv.1
Riskice Sacrifice defense until the powerful glacial round is fired. Offensive Firearm Skill Guns Lv.5

Iceshot Lv.5

Voltshot Shoot a special volt-imbued round. Offensive Firearm Skill Guns Lv.1
Riskvolt Sacrifice defense until the powerful thunder round is fired. Offensive Firearm Skill 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

Skill Description Type Requires Uses
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 Arm, TEC/VIT
Fire Rounds Ranged stab + fire attack to 1 enemy. Gun Gun Mastery Lv.3 Arm, AGI
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 Arm, AGI
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
Arm, AGI
Head Snipe Accurate ranged stab attack to 1 enemy, may bind head. Gun Gun Mastery Lv5 Arm, AGI/LUC
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 Arm, AGI
Ricochet 2-3 ranged stab attacks to all enemies randomly. Gun Gun Mastery Lv10 Arm, AGI
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 Head, LUC
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
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 Lv.5
Point Blank Next turn, shortens distance of ranged attacks but raises damage and accuracy. Charge Phys ATK Up Lv10 Head
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 Head
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

GalleryEdit

TriviaEdit

  • 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.


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