PSO2 Gunner Guide Pt.2: Builds & Class Combos

Today, Gunner builds focus mostly around Twin Machinegun use. Here’s a few sample builds for using guns with Gunner. Not all skill points are spent, because after taking the important skills, the last few points are really down to personal preference.

Once upon a time, Gunner was a highly compatible class, able to give any weapon massive burst damage. Unfortunately, Gunner burst with cross class weapons was so exploitable that players could kill raid bosses in seconds. Slowly, Sega slowly restricted Chain Trigger, most recently putting a 999,999 damage cap on selected bosses. That greatly restricts options for Gunner, but at least makes things simpler – there’s now only three classes that really work in most situations.


For players starting out, Hunter (Hu) is the almost-universal subclass. It packs survivability skills, good bonuses to Striking-based attacks and above average bonuses to Shooting-based attacks. A Gunner/Hunter typically does not need too much gear to be survivable.

  • Activate Fury Stance for an always-on damage bonus (1.32x Striking, 1.21x Ranged)
  • Perform Just Attacks to get JA Bonus and Fury Combo Up (1.33x)
  • Equip a maxed Twin Machinegun Stance Up ring (1.1x Striking, 1.3x Ranged)
  • Total bonuses: 1.94x Striking, 2.10x Shooting

One perk of Gu/Hu is that it has good Striking modifiers, so Photon Arts such as Dead Approach and Reverse Tap can be very strong.

Another plus is that Gu/Hu is not as dependent on weak points or Weak Bullet. Its bonuses apply fully, even on non-weak points.

Hunter also offers survivability, like Flash Guard to reduce damage taken. It also has Massive Hunter with Automate Halfline to allow for building Chain Trigger without fear of getting interrupted by a knock.

Arma Ros has a Gu/Hu video to show how it’s played:

See a basic Gu/Hu Build


As a subclass, Fighter (Fi) has potential for big damage, but requires the player to give up the safety nets of Gu/Hu. The Twin Machinegun Stance Up ring enables comparable Ranged damage to Gu/Ra, without the need to wind up for Standing Snipe. At the same time, its Striking bonuses can beat a Gu/Hu once everything kicks in.

  • Activate Brave Stance and attack from the target’s front (1.5x)
  • Rotate Photon Arts when performing Just Attacks with Tech Arts JA Bonus (1.15x)
  • Drop below 50% PP for PP Slayer (200 ATK ~= 7% damage)
  • Equip a maxed Twin Machinegun Stance Up ring (1.1x Striking, 1.3x Ranged)
  • Total bonuses: 2.03x Striking, 2.40x Ranged

Note: PP Slayer is an approximation. Exact amount depends on build and gear.

Gu/Fi plays differently from Gu/Hu in a number of ways. For one, fhere’s less penalty for skipping the slow S Roll or normal attack to open with a non-JAed PA. A Gu/Fi can Dead Approach its way in, and Tech Arts JA can then kick in the rest of the way.

Gu/Fi has good synergy with the TMG Arts S. Charge skill too. It enables elaborate Chain Finishes like: Dead Approach ► Infinite Fire Type-0 ► Aerial Shooting, which shortcuts two charged PAs to pack a lot of base damage into the Chain Finish window.

Long PAs like Bullet Squall Type-0 , Elder Rebellion and Shift Period also work well for Tech Arts JA, since one JA will apply for the whole PA.

On the downside, Gu/Fi has to keep rotating its PAs to keep Tech Arts JA going, but Tech Arts JA PP Save does help with the PP-hungry attacks like Infinite Fire Type-0.

Gu/Fi also has options to situationally boost its damage higher. These include using Dead Approach and Infinite Fire Type-0’s stun to set up Chase on mobs, as well as using Wise Stance on bosses that allow you to consistently land hits behind it. Odin for example is fairly easy to get Wise Stance on.

Situationally, it has access to Crazy Heart, so getting hit by a status effect can be beneficial for energy management.

As for Fi/Gu, once upon a time, Fighter was the universal main class. Since then, main class-only 13★ weapons and 10% bonus made that go out of fashion.

See a basic Gu/Fi build


Ranger (Ra) was once regarded as the best subclass for Gunner. It has excellent weak point damage, along with some utility like traps and Weak Bullet. However, recent boss designs move too fast for Standing Snipe to kick in, and many bosses do not have weak points. After the Twin Machinegun Stance Up ring was added to make other subclass’ damage competitive, Gu/Ra fell out of favor. Still, it is situationally strong in older content, or with a Ranger friend in the party to create weak points with Weak Bullet.

  • Attack weak points to trigger Weak Hit Advance. (1.82x)
  • Stay in the same spot to trigger Standing Snipe. One setup being back-to-back Satellite Aims in the air. (1.32x)
  • Total bonuses: 2.41x without Weak Bullet

In solo play, Gu/Ra can pack its own Weak Bullet, so its solo burst is unrivaled as far as Twin Machinegun damage goes. Arma Ros’s boss kill video showcases Gunner/Ranger damage:

For mobs, Ranger brings Gravity Bomb and Stun Grenade into the mix, to suck in groups and set them up for Bullet Squall Type-0.

The main drawbacks of Ranger are that its bonuses do not work with Twin Machineguns’ Striking-based attacks like Dead Approach and Reverse Tap, and it needs to either headshot or hit weak points, which many enemies may not have. These include Machine types like Guardines, Spardans, Dingells and their Ultimate Quest variants, vehicle-based Phantoms like Snake Helicopters and Road Rollers, as well as Emergency Quest bosses like Profound Darkness.

Another caveat is that recent content introduces Weak Bullet jamming which cuts its effect to 1.2x.

On the plus side, Gu/Ra does not require a lot of skill points from the Ranger tree at all. A Ranger main tree works well enough as a subclass.

See a basic Gu/Ra build

Other posts in this series:

Last Updated April 23rd, 2017