Night Watch

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Intro

Novice Gunslinger

(1st Job)

Rebellion

(2nd Job)

Night Watch

(3rd / 4th Job)

Night Watch
Description Max Level HP/SP Stats Bonus when Max Job Level
The firearm line ends here, and it ends as a long-range physical damage dealer that changes weapons instead of changing stance. Every gun in the kit answers a different question: a pistol picks single targets cleanly, a rifle pierces and crits, a shotgun and a grenade launcher cover ground, a gatling gun trades accuracy for volume. Three resources run underneath that choice. Coins pay for the early buffs and repositioning tools, AP pays for the heaviest shots while ordinary hits refund it, and aiming counters bank up while the user stands still so the big finishers can cash them in. Pick this job if you enjoy weapon juggling and resource management. Avoid it if you want one gun and one button.
  • Base Max HP: 45000
  • Base Max SP: 2740

Str+3, Agi+8, Vit+6, Int+8, Dex+11, Luk+7

Pow+11, Sta+6, Wis+6, Spl+0, Con+11, Ctr+6

1st Job Skills

Hover a skill name for its full description and per-level values.

Skill Max Lv Form Use Cost Formula
Coin Flip 5 Active / Supportive Self 2 Heads chance = 20 + 10 * SkillLevel%, 1 Zeny, holds up to 10 Coins
Cracker 1 Active / Debuff 10 Stun chance = 65 - 5 * distance, 1 Coin
Magical Bullet 1 Active / Special Physical Ranged 7 Damage = ATK + MATK as Ghost, consumes no bullet, 1 Coin
Increasing Accuracy 1 Active / Supportive Self 30 HIT +20, DEX +4, AGI +4, 60 s, 4 Coins
Fling 1 Active / Debuff 10 DEF -5 * Coins%, DEF2 -5 * Coins%, spends up to 5 Coins
Madness Canceller 1 Active / Supportive Self 30 Damage +100, ASPD +20%, roots the caster for 15 s, 1 Coin
Triple Action 1 Active / Physical Ranged 20 3 hits in one shot, 1 Coin
Adjustment 1 Active / Supportive Self 15 FLEE +30, HIT -30, ranged damage taken -20%, 30 s, 2 Coins
Bull's Eye 1 Active / Physical Ranged 30 ATK% = 500 against Demi-Human, Brute and Player, Coma chance = 0.1% on non-boss, 1 Coin
Single Action 10 Passive - HIT +2 * SkillLevel, ASPD +ceil(SkillLevel / 2)%
Chain Action 10 Passive - Double-shot chance = 5 * SkillLevel%, requires Revolver, 1 Bullet
Rapid Shower 10 Active / Physical Ranged 22~40 ATK% = 500 + 50 * SkillLevel, 5 hits, 1 Bullet, requires Revolver
Desperado 10 Active / Physical Ranged 32~50 ATK% = 50 + 50 * SkillLevel per hit, up to 10 hits in 7x7, 10 Bullets, requires Revolver
Gatling Fever 10 Active / Supportive Self 30~48 Damage +20 + 10 * SkillLevel, ASPD +SkillLevel%, FLEE -5 * SkillLevel, duration 15 + 15 * SkillLevel s, requires Gatling Gun
Tracking 10 Active / Physical Ranged 15~60 ATK% = 100 * (SkillLevel + 1), cast time 0.5 + 0.1 * SkillLevel s, requires Revolver or Rifle
Piercing Shot 5 Active / Physical Ranged 11~15 ATK% = 200 + 20 * SkillLevel, 250 + 30 * SkillLevel with a Rifle, Bleeding chance = 3 * SkillLevel%
Disarm 5 Active / Debuff 15~35 ATK -25% on monsters, no effect on Boss, requires Revolver or Rifle
Dust 10 Active / Physical Ranged 3~30 ATK% = 100 + 50 * SkillLevel, knockback 5, range 2 cells, requires Shotgun
Full Buster 10 Active / Physical Ranged 20~65 ATK% = 300 + 100 * SkillLevel, 2 Bullets, requires Shotgun
Spread Attack 10 Active / Physical Ranged 13~40 ATK% = 200 + 30 * SkillLevel, 3x3 up to 9x9, 5 Bullets, requires Shotgun or Grenade Launcher
Ground Drift 10 Active / Trap Physical Ranged 3~30 ATK% = 200 + 20 * SkillLevel, duration 3 * SkillLevel s, element follows the loaded bullet, requires Grenade Launcher
Snake Eyes 10 Passive - HIT +SkillLevel, Range +SkillLevel cells while a gun is equipped

2nd Job Skills

Hover a skill name for its full description and per-level values.

Skill Max Lv Form Use Cost Formula
Rich's Coin 1 Active / Supportive Self 10 100 Zeny for 10 Coins, once learned Coin Flip never loses Coins on tails
(P) Platinum Alter 5 Active / Supportive Self 20~36 ATK +10 * Coins, barrier 5 * SkillLevel% MaxHP blocking 3 + SkillLevel hits, duration 15 + 15 * SkillLevel s, requires Silver Bullets
Heat Barrel 5 Active / Supportive Self 30 ATK +(6 + 2 * SkillLevel) * Coins, Fixed cast -5 * Coins%, ASPD +SkillLevel, HIT -(25 + 5 * SkillLevel), 60 s
Flicker 1 Active / Supportive Self 2 Detonates every Howling Mine and Bound Trap on screen, 1 Coin
Bound Trap 5 Active / Debuff Trap 30~38 Move Speed -50%, duration 9 + SkillLevel s, damage scales with caster DEX and target Max HP, 1 Special Alloy Trap + 1 Coin
Shattering Storm 5 Active / Physical Ranged 50~70 ATK% = 1700 + 200 * SkillLevel, 5x5 up to 7x7, Helmet break chance from caster DEX, SkillLevel and target AGI, 1 Bullet, requires Shotgun
Banishing Buster 10 Active / Physical Ranged 55~73 ATK% = 1400 + 100 * SkillLevel, x Base Level / 100, strips one random buff, 1 Bullet, requires Shotgun
Slug Shot 5 Active / Physical Ranged 80~96 ATK% = 2000 * SkillLevel x (2 + target size), HIT -(11 - SkillLevel)% per cell beyond 3, knockback 6, 1 Slug Bullet, requires Shotgun
Mass Spiral 5 Active / Physical Ranged 40~56 ATK% = 200 * SkillLevel, ignores DEF, Bleeding chance = 30 + 10 * SkillLevel%, 1 Full Metal Jacket Bullet, requires Rifle
Anti-Material Blast 5 Active / Debuff 80~96 ATK% = 3500 + 300 * SkillLevel, RES -10 * SkillLevel%, duration 5 + SkillLevel s, chance = 20 + 10 * SkillLevel%, 1 Bullet
Hammer of God 10 Active / Physical Ranged 37~55 ATK% = 100 * SkillLevel, +150 * Coins, or +400 * Coins on a Crimson Marked target, spends all Coins, requires Rifle
(P) Fallen Angel 1 Active / Supportive Ground 10 Teleports to the target cell, Desperado damage +100% for 2 s, 1 Coin, requires Revolver
Fire Dance 10 Active / Physical Ranged 13~40 ATK% = 200 + 100 * SkillLevel + 20 * Desperado, 7x7, x Base Level / 100, 5 Bullets, requires Revolver
Howling Mine 5 Active / Physical Ranged 45~65 ATK% = 200 + 200 * SkillLevel on hit, 500 + 300 * SkillLevel when Flicker detonates it as Fire, up to 5 mines, 1 Mine Projectile, requires Grenade Launcher
Dragon Tail 10 Active / Physical Ranged 55~100 ATK% = 500 + 200 * SkillLevel, doubled against a Crimson Marked target, x Base Level / 100, 1 Dragon Tail Missile, requires Grenade Launcher
Fire Rain 5 Active / Physical Ranged 70 ATK% = 3500 + 300 * SkillLevel, 3x10 line, ground skill removal chance = 15 + 5 * SkillLevel%, 10 Bullets, requires Gatling Gun
Round Trip 10 Active / Physical Ranged 43~70 ATK% = 350 * SkillLevel, 7x7 up to 13x13, knockback 3 with extra damage into walls, 5 Bullets, requires Gatling Gun
Crimson Marker 1 Active / Debuff 10 FLEE -10, tracks the target on the minimap, up to 3 marks, 50 s, boosts Quick Draw Shot, Dragon Tail and Hammer of God, 1 Coin
Quick Draw Shot 1 Active / Physical Ranged 5 hits = 1 + JobLevel / 20, only after Chain Action fires, extra damage to a Crimson Marked target within 21x21
Eternal Chain 10 Active / Supportive Self 45 Enables Chain Action on any gun at the learned level, duration 30 + 15 * SkillLevel s, 1 Coin

3rd / 4th Job Skills

Hover a skill name for its full description and per-level values.

Skill Max Lv Form Use Cost Formula
P.F.I 10 Passive - P.ATK +2 + SkillLevel while a gun is equipped
Grenade Mastery 10 Passive - CON +SkillLevel, grenade skills gain +20, +30 or +50% per SkillLevel depending on the skill
Intensive Aim 1 Active (Toggle) / Supportive Self 10 ATK +150, HIT +250, Critical +30, banks 1 Aiming Count every 0.5 s up to 10, cancelled when the caster leaves the cell
Grenade Fragment 7 Active / Supportive Self 50 Lv 1 Water, Lv 2 Wind, Lv 3 Earth, Lv 4 Fire, Lv 5 Shadow, Lv 6 Holy, Lv 7 removes the element, 300 s
Auto Firing Launcher 5 Active / Supportive Self 90~130 Basic Grenade chance = 5 + SkillLevel%, Hasty Fire chance = (SkillLevel - 2) * 2% from Lv 3, Grenades Dropping chance = 3% at Lv 5, duration 90 + 30 * SkillLevel s
(MT) Hidden Card 10 Active (AP) / Supportive Self 150 SP / 150 AP Ranged damage +10 * SkillLevel%, P.ATK +3 * SkillLevel, RES pierce +SkillLevel%, 300 s
Tactical Repositioning 1 Active / Supportive Ground 30 Consumes 1 Aiming Count to move to the target cell, only while Intensive Aim is active, fails if the path is blocked
The Vigilante at Night 5 Active (AP) / Physical Ranged 72~88 Gatling ATK% = 350 * SkillLevel, Shotgun ATK% = 800 + 810 * SkillLevel, +5 * CON, +Aiming Count * 100 (Gatling) or 200 (Shotgun) * SkillLevel%, 10 Bullets
(MT) Only One Bullet 5 Active / Physical Ranged Critical 39~55 ATK% = 1200 + 3000 * SkillLevel, +5 * CON, +Aiming Count * 350 * SkillLevel%, Revolver adds +400 * SkillLevel, Pistol ignores DEF, Rifle crits for half the total Critical Damage
(MT) Spiral Shooting 5 Active / Physical Ranged Critical 48~68 ATK% = 1200 + 1700 * SkillLevel, Rifle adds +200 + 1100 * SkillLevel, +5 * CON, +Aiming Count * 150 * SkillLevel%, Grenade Launcher hits twice, Rifle crits for half the total Critical Damage
(MT) Magazine for One 5 Active / Physical Ranged Critical 42~58 ATK% = 250 + 500 * SkillLevel, +5 * CON, +Aiming Count * 100 * SkillLevel%, Revolver adds +50 + 300 * SkillLevel, Gatling fires 10 hits, Pistol fires 6 and crits for half the total Critical Damage
(MT) Wild Fire 5 Active / Physical Ranged 51~67 ATK% = 1500 + 3450 * SkillLevel, +5 * CON, +Aiming Count * 500 * SkillLevel%, Shotgun adds +100 * SkillLevel, Shotgun 5x5 up to 7x7, Grenade Launcher 9x9 up to 11x11
Wild Shot 5 Active / Physical Ranged Critical 60~72 ATK% = 870 + 180 * SkillLevel per hit, 7 hits, +5 * CON, (MT) Hidden Card adds +60 * SkillLevel with a Revolver or +100 * SkillLevel otherwise
Midnight Fallen 5 Active / Physical Ranged 50~70 ATK% = 2500 + 850 * SkillLevel per hit, 3 hits, ignores DEF, +5 * CON, (MT) Hidden Card adds +400 * SkillLevel (Shotgun), +200 (Gatling) or +340 (Grenade Launcher)
Basic Grenade 5 Active / Physical Ranged 36~60 ATK% = 1500 + 2100 * SkillLevel + 50 * Grenade Mastery, +5 * CON, 3x3 up to 5x5, 1 Throwing Grenade, element follows Grenade Fragment
Hasty Fire in the Hole 5 Active / Physical Ranged 50~62 ATK% = 1500 + 1500 * SkillLevel + 20 * Grenade Mastery, +5 * CON, 3 explosions at 5x5, 7x7 then 9x9, 3 Throwing Grenades
Grenades Dropping 5 Active / Physical Ranged 60~84 ATK% = 550 + 850 * SkillLevel + 30 * Grenade Mastery, +5 * CON, 3 hits over 4 s, fall area 11x11 down to 9x9, 15 Throwing Grenades
Mission Bombard 10 Active (AP) / Physical Ranged 100 SP / 35 AP ATK% = 5000 + 1800 * SkillLevel + 100 * Grenade Mastery for the main bomb, 800 + 200 * SkillLevel + 30 * Grenade Mastery per secondary explosion, 9x9 then 5x5 for 10 s, 15 Throwing Grenades

Item Boosts

Gear that directly boosts each 4th job skill.

The Vigilante at Night

Precision Shatter [2] Scrap Shatter [2]

Lord of Glory [2] (MT) Lord of Glory [2]

RG-5649 [2] (MT) RG-5649 [2]

Muqaddas Taliin [2] Furious Night Gatling Gun [2]

Sky Night Gatling [2] Poenitentia Veloci [2]

Furious Crown (Night Watch) [1] Sky Rune Crown (Night Watch) [1]

Glacier (The Vigilante at Night) The Vigilante at Night Tuning Device

Night Watch Soul(The Vigilante at Night) Ice Flower Spell(Storm Buster Trip)

Night Fire Shadow Armor

Crown of Good and Evil(NW-Gatling Gun) [1] + RG-5649 [2]

Crown of Good and Evil(NW-Shotgun) [1] + Lord of Glory [2]

Only One Bullet

Precision Pistol [2] Scrap Pistol [2]

Devil's Bullet [2] (MT) Devil's Bullet [2]

Poenitentia Foramen [2] Flush Bolt Revolver [2]

Muqaddas Tabanji [2] Poenitentia Penet [2]

Last Dawn [2] (MT) Last Dawn [2]

Dimensions Night Rifle [2] Frigid Night Rifle [3]

Glacier (Only One Bullet) Only One Bullet Tuning Device

Night Watch Soul(Only One Bullet) Ice Flower Spell(Des Hammer Dance)

Wild Bullet Shadow Armor

Crown of Good and Evil(NW-Revolver) [1] + Devil's Bullet [2]

Crown of Good and Evil(NW-Rifle) [1] + Last Dawn [2]

Dimensions Night Rifle [2] + Dimensions Crown (Night Watch) [1]

Spiral Shooting

Precision Piercer [2] Scrap Rifle [2]

Furious Rifle [2] Frontier Night Rifle [3]

Devil Lord Launcher [2] (MT) Devil Lord Launcher [2]

Poenitentia Ruina [2] Muqaddas Naranzak [2]

Dimensions Night Launcher [2] Glacier (Spiral Shooting)

Spiral Shooting Tuning Device Night Watch Soul(Spiral Shooting)

Dimensions Crown (Night Watch) [1] Furious Crown (Night Watch) [1]

Frontier Crown (Night Watch) [1] Spiral One Shadow Earring

Midnight Shooting Shadow Earring

Crown of Good and Evil(NW-Grenade Launcher) [1] + Devil Lord Launcher [2]

Crown of Good and Evil(NW-Rifle) [1] + Last Dawn [2]

Dimensions Night Rifle [2] + Dimensions Crown (Night Watch) [1]

Dimensions Night Launcher [2] + Dimensions Crown (Night Watch) [1]

Frontier Crown (Night Watch) [1] + Frontier Night Rifle [3]

Magazine for One

Precision Splatter [2] Scrap Splatter [2]

Lightning Splatter [2] (MT) Lightning Splatter [2]

Devil Hunter [2] (MT) Devil Hunter [2]

Poenitentia Veloci [2] Furious Night Gatling Gun [2]

Time Gap Night Revolver [2] Glacier (Magazine for One)

Magazine for One Tuning Device Night Watch Soul(Magazine for One)

Spiral One Shadow Pendant Gunter Card

Crown of Good and Evil(NW-Gatling Gun) [1] + Lightning Splatter [2]

Crown of Good and Evil(NW-Revolver) [1] + Devil Hunter [2]

Furious Night Gatling Gun [2] + Furious Boots

Time Gap Night Revolver [2] + Dimensions Crown (Night Watch) [1]

Gunter Card + Yorscalp Crown of Execution [1]

Wild Fire

Precision Bomber [2] Scrap Bomber [2]

Justice Bomber [2] (MT) Justice Bomber [2]

Dimensions Night Launcher [2] Outlaw Cursed Shotgun [2]

(MT) Outlaw Cursed Shotgun [2] Muqaddas Saka [2]

Dimensions Crown (Night Watch) [1] Glacier (Wild Fire)

Wild Fire Tuning Device Night Watch Soul(Wild Fire)

Ice Flower Spell(Fire Howling Tail) Night Watch Stone II(Lower II)

Night Fire Shadow Shoes

Crown of Good and Evil(NW-Grenade Launcher) [1] + Justice Bomber [2]

Crown of Good and Evil(NW-Shotgun) [1] + Outlaw Cursed Shotgun [2]

Dimensions Night Launcher [2] + Dimensions Crown (Night Watch) [1]

Wild Shot

Frontier Night Rifle [3] Frigid Night Rifle [3]

Time Gap Night Revolver [2] Frontier Crown (Night Watch) [1]

Glacier (Wild Shot) Night Watch Soul (Wild Shot)

Wild Bullet Shadow Shoes Gunter Card

Frontier Crown (Night Watch) [1] + Frontier Night Rifle [3]

Gunter Card + Yorscalp Crown of Execution [1]

Dimension Glaze North Card + Dimension Glaze South Card + Frigid Night Rifle [3]

Midnight Fallen

Agent Launcher [3] Sky Rune Crown (Night Watch) [1]

Glacier (Midnight Fallen) Night Watch Soul (Midnight Fallen)

Night Watch Stone II(Lower II) Midnight Shooting Shadow Pendant

Sky Rune Crown (Night Watch) [1] + Sky Night Gatling [2]

Basic Grenade

Glacier (Grenade) Night Watch Soul(Grenade)

-

Hasty Fire in the Hole

Glacier (Grenade) Night Watch Soul(Grenade)

Screaming Rifle [2] (MT) Screaming Rifle [2]

Crown of Good and Evil(NW-Rifle) [1] + Screaming Rifle [2]

Grenades Dropping

Glacier (Grenade) Screaming Rifle [2]

(MT) Screaming Rifle [2]

Crown of Good and Evil(NW-Rifle) [1] + Screaming Rifle [2]

Job Build Recommendations

The job splits into three gun families rather than three damage types. The pistol and rifle family lives on single-target critical shots and the aiming counter, the gatling and shotgun family lives on splash volume and the short burst buffs, and the grenade launcher family lives on ground-target explosions and elemental selection. This section is split by gear tier: Mid Game covers the pieces you can wear from Base Level 200 to 249, and End Game covers 250 and up, which is also where the SS and SSS tier instances open.

Mid Game

Build Recommendations
Revolver & Rifle
Ranged Critical

Skills to main: (MT) Only One Bullet Lv 5, (MT) Spiral Shooting Lv 5, Wild Shot Lv 5, (MT) Magazine for One Lv 5, (MT) Hidden Card Lv 10, Intensive Aim Lv 1, Tactical Repositioning Lv 1, P.F.I Lv 10

Gear to refine and grade: Last Dawn [2] and Devil's Bullet [2] are the entry pair and both are Refineable. Precision Piercer [2] is the cheaper rifle if you have not found a Last Dawn yet, and Furious Crown (Night Watch) [1] is the crown worth grading.

Damage cards: Glacier (Only One Bullet), Glacier (Spiral Shooting), Only One Bullet Tuning Device, Spiral Shooting Tuning Device and Night Watch Soul(Only One Bullet)

Stats and traits: CON first, because every one of these shots adds 5 x CON on top of its skill level ratio. CRT second, since (MT) Only One Bullet, (MT) Spiral Shooting and Wild Shot all crit. POW third for the flat ATK it feeds into P.ATK.

Enchants and shadow: Night Watch Stone(Lower II) with Rebellion Stone(Upper), plus Wild Bullet Shadow Armor and Wild Bullet Shadow Shoes for the two critical shots.

Combos: Crown of Good and Evil(NW-Revolver) [1] + Devil's Bullet [2], Crown of Good and Evil(NW-Rifle) [1] + Last Dawn [2], Wild Bullet Shadow Armor + Wild Bullet Shadow Shoes

Consumables: Silver Bullet, Berserk Potion and White Potion

Rotation: (MT) Hidden Card first, then Intensive Aim and stand still while the Aiming Counts bank up to ten. Spend them on (MT) Only One Bullet and Wild Shot, keep (MT) Spiral Shooting for a pack, and re-cast Intensive Aim after every Tactical Repositioning because the buff drops the moment the caster leaves the cell.

Budget: Low to medium. Two guns and one crown carry the whole profile.

Content: Base Level 200 to 249 field and dungeon content, below the 250 gate of the SS tier instances.

Gatling & Shotgun
Ranged Physical

Skills to main: The Vigilante at Night Lv 5, (MT) Magazine for One Lv 5, (MT) Wild Fire Lv 5, Midnight Fallen Lv 5, Heat Barrel Lv 5, P.F.I Lv 10

Gear to refine and grade: RG-5649 [2] and Lightning Splatter [2] cover the gatling half, while Lord of Glory [2] and Outlaw Cursed Shotgun [2] cover the shotgun half. Sky Rune Crown (Night Watch) [1] is the head slot worth grading.

Damage cards: Glacier (The Vigilante at Night), Glacier (Magazine for One), Glacier (Wild Fire), Glacier (Midnight Fallen) and Gunter Card

Stats and traits: CON first, since every shot in the kit adds 5 x CON, and it also feeds HIT so the gatling spread stays accurate. POW second for flat ATK. CRT only if you lean on (MT) Magazine for One.

Enchants and shadow: Night Watch Stone(Lower II) with Rebellion Stone(Upper), plus Night Fire Shadow Armor and Night Fire Shadow Shoes.

Combos: Crown of Good and Evil(NW-Gatling Gun) [1] + RG-5649 [2], Crown of Good and Evil(NW-Shotgun) [1] + Lord of Glory [2], Sky Rune Crown (Night Watch) [1] + Sky Night Gatling [2]

Consumables: Silver Bullet, Full Metal Jacket, Berserk Potion and Speed Potion

Rotation: Heat Barrel on the pull, (MT) Hidden Card for the ranged damage, then The Vigilante at Night into (MT) Magazine for One and Midnight Fallen while the buff holds. (MT) Wild Fire is the wide clear and the shotgun answer to a pack that spreads out.

Budget: Medium. Two gun families means two ammo types in the bag.

Content: Base Level 200 to 249 field and dungeon content, below the 250 gate of the SS tier instances.

Grenade Launcher
Ranged Physical

Skills to main: Mission Bombard Lv 10, Grenades Dropping Lv 5, Hasty Fire in the Hole Lv 5, Basic Grenade Lv 5, Grenade Mastery Lv 10, Grenade Fragment Lv 7, Auto Firing Launcher Lv 5, (MT) Wild Fire Lv 5, Midnight Fallen Lv 5

Gear to refine and grade: Precision Bomber [2] and Devil Lord Launcher [2] are the two launchers in this tier, and Screaming Rifle [2] is the odd pick that boosts two grenade skills at once. Crown of Good and Evil(NW-Grenade Launcher) [1] is the cheap head slot.

Damage cards: Glacier (Grenade), Night Watch Soul(Grenade), Glacier (Wild Fire) and Glacier (Midnight Fallen)

Stats and traits: CON first, since Grenade Mastery also adds CON directly and every grenade skill adds 5 x CON. POW second. Grenade damage is flat and does not crit, so CRT is a dead trait here.

Enchants and shadow: Night Watch Stone(Lower II) with Rebellion Stone(Upper), plus M. Night Watch Shadow Armor and M. Night Watch Shadow Shoes for the survival lines.

Combos: Crown of Good and Evil(NW-Grenade Launcher) [1] + Devil Lord Launcher [2], Crown of Good and Evil(NW-Grenade Launcher) [1] + Justice Bomber [2], Crown of Good and Evil(NW-Rifle) [1] + Screaming Rifle [2]

Consumables: Throwing Grenade, Blue Potion and Speed Potion

Rotation: pick the element with Grenade Fragment before the pull, keep Auto Firing Launcher up so Basic Grenade, Hasty Fire in the Hole and Grenades Dropping fire on their own, then layer Grenades Dropping over Mission Bombard and drop Basic Grenade into whatever is left standing.

Budget: High. Grenades Dropping and Mission Bombard each eat fifteen Throwing Grenades per cast.

Content: Base Level 200 to 249 field and dungeon content, below the 250 gate of the SS tier instances.

End Game

Build Recommendations
Revolver & Rifle
Ranged Critical

Skills to main: (MT) Only One Bullet Lv 5, (MT) Spiral Shooting Lv 5, Wild Shot Lv 5, (MT) Magazine for One Lv 5, (MT) Hidden Card Lv 10, Intensive Aim Lv 1, P.F.I Lv 10

Gear to refine and grade: Frigid Night Rifle [3] carries Wild Shot and (MT) Only One Bullet, and Frontier Night Rifle [3] carries Wild Shot and (MT) Spiral Shooting once it reaches refine 12. Frontier Crown (Night Watch) [1] is the head slot.

Damage cards: Glacier (Only One Bullet), Glacier (Wild Shot), Night Watch Soul (Wild Shot), Only One Bullet Tuning Device and Spiral Shooting Tuning Device

Stats and traits: CON to cap, because every shot adds 5 x CON and the trait also pays into P.ATK. CRT next for the crit rate and crit damage. POW last.

Enchants and shadow: Night Watch Stone II(Lower II) with Rebellion Stone II(Upper) for Wild Shot. Shadow gear has no level gate, so the Mid Game Wild Bullet set carries over unchanged.

Combos: Frontier Crown (Night Watch) [1] + Frontier Night Rifle [3], Dimension Glaze North Card + Dimension Glaze South Card + Frigid Night Rifle [3], Gunter Card + Yorscalp Crown of Execution [1]

Consumables: Silver Bullet, Berserk Potion, White Potion and Blue Potion

Rotation: (MT) Hidden Card and Intensive Aim, bank the Aiming Counts, then (MT) Only One Bullet into Wild Shot and (MT) Spiral Shooting. On the Frigid Night Rifle the two Dimension Glaze cards auto-cast Wild Shot off every (MT) Only One Bullet, so the OOB cycle is the whole rotation.

Budget: High. Both rifles want +12 refine and grade A before the tier feels worth it.

Content: Base Level 250 and up, including the SS tier instances at 250 and the SSS tier at 270.

Gatling & Shotgun
Ranged Physical

Skills to main: The Vigilante at Night Lv 5, (MT) Magazine for One Lv 5, (MT) Wild Fire Lv 5, Midnight Fallen Lv 5, (MT) Hidden Card Lv 10, Heat Barrel Lv 5, P.F.I Lv 10

Gear to refine and grade: Muqaddas Taliin [2] is the gatling, and Muqaddas Saka [2] is the shotgun that turns (MT) Wild Fire into a five cell burn. Dimensions Crown (Night Watch) [1] is the head slot.

Damage cards: Glacier (The Vigilante at Night), Glacier (Midnight Fallen), Night Watch Soul (Midnight Fallen), Wild Fire Tuning Device and Magazine for One Tuning Device

Stats and traits: CON to cap. POW second. The shotgun half gains nothing from CRT, so only build it if (MT) Magazine for One is on your bar.

Enchants and shadow: Night Watch Stone II(Lower II) with Rebellion Stone II(Lower) for the size damage. Shadow gear has no level gate, so the Mid Game Night Fire set carries over unchanged.

Combos: Night Watch Stone II(Lower II) + Rebellion Stone II(Lower), Night Fire Shadow Armor + Night Fire Shadow Shoes, Gunter Card + Yorscalp Crown of Execution [1]

Consumables: Silver Bullet, Full Metal Jacket, Berserk Potion and Speed Potion

Rotation: Heat Barrel and (MT) Hidden Card, then The Vigilante at Night on the pack before Midnight Fallen goes down. (MT) Wild Fire with the shotgun is the wide clear and (MT) Magazine for One the short single target burst while the cooldowns run.

Budget: Medium. Two guns, one ammo type and one crown.

Content: Base Level 250 and up, including the SS tier instances at 250 and the SSS tier at 270.

Grenade Launcher
Ranged Physical

Skills to main: Mission Bombard Lv 10, Grenades Dropping Lv 5, Hasty Fire in the Hole Lv 5, Basic Grenade Lv 5, Grenade Mastery Lv 10, Grenade Fragment Lv 7, Auto Firing Launcher Lv 5, (MT) Wild Fire Lv 5, Midnight Fallen Lv 5, (MT) Hidden Card Lv 10

Gear to refine and grade: Agent Launcher [3] is the only launcher that boosts Midnight Fallen and it also scales (MT) Spiral Shooting and (MT) Wild Fire while (MT) Hidden Card is up, so it is the single weapon this build is built around. Dimensions Night Launcher [2] is the second option for a raw (MT) Wild Fire profile.

Damage cards: Glacier (Grenade), Glacier (Midnight Fallen), Night Watch Soul(Grenade), Glacier (Wild Fire) and Night Watch Stone II(Lower II)

Stats and traits: CON to cap, then POW. Grenade Mastery adds CON on top, so it is the only passive on the page that raises the trait twice.

Enchants and shadow: Night Watch Stone II(Lower II) with Rebellion Stone II(Lower). Shadow gear has no level gate, so the Mid Game M. Night Watch set carries over unchanged.

Combos: Dimensions Night Launcher [2] + Dimensions Crown (Night Watch) [1], Night Watch Stone II(Lower II) + Rebellion Stone II(Lower), M. Night Watch Shadow Armor + M. Night Watch Shadow Shoes

Consumables: Throwing Grenade, Blue Potion and Speed Potion

Rotation: Grenade Fragment first, then Auto Firing Launcher, then Mission Bombard and Grenades Dropping stacked on the same cell so the secondary explosions overlap. (MT) Hidden Card before the burst keeps (MT) Spiral Shooting and Midnight Fallen on the Agent Launcher topped up.

Budget: High. Fifteen Throwing Grenades per Mission Bombard and per Grenades Dropping makes this the most expensive profile on the page.

Content: Base Level 250 and up, including the SS tier instances at 250 and the SSS tier at 270.

General Damage Gear & Cards

The tables above list items that boost one specific skill. The pieces below raise damage in general, so they work with any build on that damage type and stack on top of the skill gear.

Physical

Mid Game

Base Level 200 to 249. Every gun skill reads ranged damage % and ATK %, so these are the slots that stack on top of whichever gun you are holding.

Slot Recommended Main bonuses
Armor Blaze Mana Armor [1], Gaebolg Armor [1], Nebula Armor of Power [1] ATK %, ranged damage %, P.ATK
Garment Blaze Mana Manteau [1], Gaebolg Manteau [1], Azure Flame Mana Manteau [1] ATK %, ranged damage %, P.ATK
Shoes Blaze Mana Boots [1], Gaebolg Boots [1], Azure Flame Mana Boots [1] ATK %, ranged damage %, P.ATK
Accessory Blaze Mana Ring [1], Blaze Mana Brooch [1], Gaebolg Ring [1] ATK %, P.ATK
Head (Top) Crown of Beelzebub [1], Boitata Hat [1], Isgardian Warrior Crown [1] ATK %, ranged damage %, P.ATK, damage to all sizes and elements, crit damage %
Shadow set Wild Bullet Shadow Armor, Wild Bullet Shadow Shoes, Spiral One Shadow Earring, Spiral One Shadow Pendant ATK %, crit rate, ATK per refine, P.ATK and ignore DEF on the paired lines

End Game

Base Level 250 and up. Shadow gear has no level gate, so the Mid Game shadow set carries over unchanged.

Slot Recommended Main bonuses
Armor Black Flame Armor of Power [1], Black Flame Suit of Critical [1], Black Flame Suit of Agility [1] ATK %, ranged damage %, crit damage %, damage to all elements
Garment Encroaching Mantle of Destruction [1], Unstoppable Mantle of Destruction [1], Ceaseless Mantle of Breath [1] ATK %, ranged damage %, crit damage %, P.ATK, damage to all elements
Shoes Dimensional Battle Greaves [1], Dimensional Executioner Boots [1], Fighter's Boots [1] P.ATK, ranged damage %, crit damage % (refine and grade scaled)
Accessory Black Dragon Ring of Power [1], Black Dragon Ring of Critical [1], Yorscalp Ring [1] ATK %, P.ATK, ranged damage %, crit damage %, damage to all elements
Head (Top) Scarlet Stardust Crown [1], Silver Stardust Crown [1], Yorscalp Crown of Execution [1] ATK %, ranged damage %, P.ATK, crit damage %, damage to all sizes

Damage Cards

Universal: these apply to every target, so they are the safe default when you do not know what you are fighting.

Card Effect on physical damage
(MvP) Reginleif Card ATK % (refine scaled where applicable)
(MvP) Chaos Baphomet Card ATK %, damage to Demon (refine scaled where applicable)
(MvP) Simulation Juncea Card P.ATK (refine scaled where applicable)
(MvP) Snowstorm Angel Card ranged damage %, damage to Boss (refine scaled where applicable)
Archer Skeleton Card ranged damage % (refine scaled where applicable)
(MvP) Guide of Dead Card melee damage % (refine scaled where applicable)
(MvP) Sanctuary Cleaning Chief Card melee damage %, damage to Boss (refine scaled where applicable)
Angel Slug Card melee damage % (refine scaled where applicable)
(MvP) Yortus Arbiter Card crit damage % (refine scaled where applicable)
(MvP) Pyuriel Card crit damage % (refine scaled where applicable)
The Paper Card crit damage % (refine scaled where applicable)

Target specific: swap these in once you know the race, size, element or class of what you are farming.

Card Effect on physical damage
(MvP) Despair God Morocc Card ATK %, damage to Demi-Human, Angel, Player (refine scaled where applicable)
Seawind Card ATK %, damage to Brute (refine scaled where applicable)
Cliolima Card ATK %, damage to Demon (refine scaled where applicable)
Rockstriker Card ATK %, damage to Undead (refine scaled where applicable)
Yoster Cleaner Card ATK %, damage to Dragon (refine scaled where applicable)
Rebellion Lookie Card ranged damage %, damage to Formless, Demi-Human, Player (refine scaled where applicable)
Jormungandr Sanctuary Guardian Card ranged damage %, damage to all sizes, Water, Earth, Fire, Wind, Poison, Holy, Dark, Ghost (refine scaled where applicable)
Hanom Card P.ATK, damage to Dark (refine scaled where applicable)
Rebellion Elena Volkova Card ranged damage %, damage to Small, Large (refine scaled where applicable)
(MvP) Encroached Tan Card ATK %, P.ATK, damage to Boss, Normal (refine scaled where applicable)

Related NPC

Ammunition Merchant

Department Store in main town

Ammunition Merchant
  • Sells basic guns.
  • Sells ammunition and grenades.
  • Exchanges ammo to ammo cases.
Gun Price Gun Price
Heaven's Feather & Hell's Fire [1] 1200000 Altair & Ares 1450000
Color Scope [2] 1350000 RAG203 1800000
Death Fire [1] 1250000 Rolling Thunder [1] 1350000
Peace Breaker 1950000 Mini Mei [2] 1600000
Tempest 2200000 End Of The Horizon [1] 2700000
Southern Cross 2800000


Ammo Price Ammo Price
Bullet 1 Silver Bullet 5
Flare Bullet 5 Lightning Bullet 5
Ice Bullet 5 Poison Bullet 5
Blind Bullet 5 Bloody Shell 10
Armor-Piercing Bullet 5 Blazing Bullet 5
Freezing Bullet 5 Lightning Bullet 5
Magic Stone Bullet 5 Purifying Bullet 5
Full Metal Jacket 5 Dragon Tail Missile 15
Grenade Launcher 30 Slug Bullet 1000
Throwing Grenade
30 GongBug

200

Case Material Cost Case Material Cost
Cartridge

500x

Silver Cartridge

500x

Flare Bullet Cartridge

500x

Lightning Bullet Cartridge

500x

Ice Bullet Cartridge

500x

Poison Bullet Cartridge

500x

Blind Bullet Cartridge

500x

Bloody Cartridge

500x 

Armor-Piercing Cartridge

500x

Blazing Bullet Cartridge

500x

Freezing Bullet Cartridge

500x

Lightning Bullet Ammo Case

500x

Magic Stone Bullet Cartridge

500x

Purification Bullet Cartridge

500x

Full Metal Jacket Cartridge

500x

Dragon Tail Missile Cartridge

500x

Projection Landmine Cartridge

500x

Throwing Grenade Box

500x

GongBug Pocket

200x

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Wallpaper

Nigth Watch
Nightwatch