Class Guides

Force Gunner Guide

Force Gunner class guide for Cabal Online with recommended builds, combos, BM2 and BM3 advice, buffs, debuffs, and progression notes.

Early Game
Mid Game
Late Game
PvP

Overview

Force Gunner is an INT-based ranged magic class with long range, strong burst damage, strong AoE farming, and very high Accuracy.

It was added in Episode 17 as CABAL Online's 8th battle style, uses Orbs or Crystals in both weapon slots, and wears Battle Set armor (medium armor).

Like other force classes, Force Gunner has lower raw Magic Attack than some pure magic classes, but it gains strong Critical Rate, Critical Damage, Accuracy, and burst bonuses from its class passives and buffs. Force Gunner performs well in both boss fights and mob-heavy dungeons. Hit Man BM3 is the class's main damage mode. It also grants Movement Speed, unique among BM3 skills.

Stat Distribution

Meet the weapon and armor requirements first, then put everything else into INT. Magic Attack is Force Gunner's damage type, and INT increases Magic Attack, so INT is the default stat after gear requirements are covered.

Orb/Crystal Requirements
STR
146
INT
All remaining points
DEX
200

General Passive Skills

Recommended Force Gunner Passives

For Force Gunner, the default six passive skills are both magic attack passives, both attack-rate passives, and defense-rate flex slots. Force Gunner scales through Magic Attack, but it still values attack rate heavily for burst windows.

Other Options

These are the remaining alternatives you can choose if you want a different setup than the default recommendation.

Vitality Mastery is usually not recommended. You already gain a lot of HP from other progression systems, so spending a passive slot on flat HP is usually a weak trade compared to damage passives, attack rate, mana coverage, or a defensive passive.

Force Gunner Class Passives

These are the class-exclusive passives for this class which you can purchase from any skill instructor. You max them all. Once you start increasing your Overlord Levels, these passive skills will improve even further.

Astral Weapon

Astral Gun is Force Gunner's Astral Weapon, a passive-like class mechanic tied to your secondary Crystal or Orb grade. At Dragonium grade, it grants Magic Attack and up to 875 Accuracy, reinforcing Force Gunner's high-accuracy ranged identity.

Battle Mode 2

You unlock BM2 after completing the level 50 rank-up quest. Force Gunner BM2 is Heavy Launcher mode. It is a strong BM2 with good AoE and damage, but BM3 is still the preferred damage mode. Its BM2 attack skill receives a 1.2x PvE multiplier from 1-3 targets, then returns to normal damage at 4+ targets.

Hover skill icons for full stats.

Heavy Launcher
Novice

This skill activates BM2. Heavy Launcher uses a BM2 auto-attack with target-based damage on that hit.

Gunner Battle Mode 2 Attack #1
Transcender

BM2 auto-attack — the repeating hit during Heavy Launcher, unlike most BM2 chains. Its damage depends on how many targets it hits, so check the Target Damage Multipliers page for the actual values.

Surface Impact
Transcender

BM2 special attack with area 4, Stun, and a 1.4x PvE multiplier when it hits 1-3 targets. It is not the normal PvE rotation, but it can be useful for small packs or as a control hit. It is also useful as a PvP opener or finisher.

Battle Mode 3

You unlock the BM3 at level 130 after completing the BSLV-Up quest. Force Gunner BM3 is Hit Man mode, bringing top-tier ranged damage, extra movement speed during BM3, and target-count damage scaling.

Hover skill icons for full stats.

Hit Man
Transcender

This skill activates BM3. It is unique among BM3 skills because it also grants movement speed, which is mostly a comfort bonus alongside normal movement tools like bike movement and Dash.

Hit Man Attack A
Transcender

One of the two regular BM3 attacks. Its damage depends on how many targets it hits, so check the Target Damage Multipliers page for the actual values.

Hit Man Attack B
Transcender

The second regular BM3 attack. Its damage depends on how many targets it hits, so check the Target Damage Multipliers page for the actual values.

Hit Man Speciality Level 1
Transcender

After building the correct A/B sequence, use Specialty 1 to activate the BM3 synergy bonuses. Its damage also depends on how many targets it hits, and it bypasses normal evade and block checks, so check the Target Damage Multipliers page for the actual values.

Hit Man Speciality Level 2
Transcender

Extends the BM3 finisher chain. Its damage also depends on how many targets it hits, and it bypasses normal evade and block checks, so check the Target Damage Multipliers page for the actual values.

Hit Man Speciality Level 3
Transcender

The final BM3 specialty. Its damage also depends on how many targets it hits, and it bypasses normal evade and block checks, so check the Target Damage Multipliers page for the actual values.

Force Gunner Buffs

These are Force Gunner's main self-buffs. Level them and keep the core ones active.

Hover skill icons for full stats.

Art of Desperado
Transcender

Main offensive burst buff with a meaningful tradeoff. At max level it gives Critical Damage, Penetration, Accuracy, and Attack Rate, but lowers your Evasion and Defense Rate while active.

Reactive Technique
Transcender

Defensive buff with Resist Absolute Damage, which sets incoming hits to 180 damage while active.

Inspire
Expert

Small area buff with minor Critical Damage and Ignore Penetration.

Overfire
Transcender

Short offensive self-buff with PvE Penetration, PvE Critical Damage, Max Critical Rate, Critical Rate, Ignore Resist Critical Rate, Critical Damage, and Penetration. It also lowers Evasion and Resist Critical Damage while active.

Tactical Armor
Transcender

Short defensive self-buff with HP +7,500, HP Absorb Up +5, Max HP Steal per hit +100, Ignore Penetration +100, PvE Ignore Penetration +200, PvE DMG Reduction +100, PvE Defense +500, Damage Reduction +20%, and Resist Critical Damage +180 at max level.

Adaptive Barrier
Transcender

Defensive barrier buff that absorbs incoming damage before HP is reduced.

Force Gunner Debuffs

Force Gunner has one main debuff: Lock On.

Hover skill icons for full stats.

Lock On
Completer

Single-target debuff that lowers Defense, Defense Rate, and Resist Skill Amp. With Overlord and effector upgrades, it can gain stronger Defense and Defense Rate reduction, Ignore Penetration reduction, and additional Resist Skill Amp reduction.

BM3 Synergies

Force Gunner BM3 synergies are triggered by specific A/B attack sequences after Hit Man is activated. The crit and magic-amp synergies are the main damage options, while Set Target is mainly used when you want the Defense and Resist Critical Damage debuff.

Repeating the same BM3 synergy uses diminishing returns. The first application is x1, the second is x1.5, and the third is x2. Fractional results are rounded down. For example, if you use a +5% Critical Rate synergy twice, you will gain +7% Critical Rate and +10% Critical Rate if you use it three times.

This class has a BM3 synergy that reduces your maximum mana by 300. That can become a problem against bosses that apply Mana Freeze, so use extra caution in those encounters.

SynergyActivation SequenceEffects
Set TargetSituational
→
→
→
HP-50013sSelf
Defense-8013sOpponent
Resist Crit. DMG-12%13sOpponent
Devise TacticsRecommended
→
→
→
HP-30013sSelf
Magic Attack+3513sSelf
Defense-30013sSelf
Crit. DMG+15%13sSelf
Crit. Rate+6%13sSelf
Max Crit. Rate+6%13sSelf
Force BulletRecommended
→
→
→
HP-30013sSelf
MP-30013sSelf
Magic Attack+2013sSelf
Magic Skill Amp.+8%13sSelf
Internal DestructionRecommended
→
→
→
Magic Attack+7013sSelf
Defense-8013sSelf
Crit. DMG+20%13sSelf

Recommended Synergies

These are the default BM3 synergy combos worth repeating when you want reliable bonuses without overthinking the sequence order every pull.

Balanced Damage Combo

→
→
→

Max Critical Rate Combo

→
→
→

Combos

Normal-skill combo play is mostly outdated in PvE. On Force Gunner, normal skills mainly fill the space between battle mode and cooldown windows, so use focused skills for bosses and wider ranged skills for AoE.

Single-Target Combo (Lance Route)

Use this compact lance route for single-target filler. Ion Bullet and Broken Arrow keep the loop running while the longer lance cooldowns recover.

Single-Target Combo (Cannon Route)

Use these cannons with Ion Bullet and Broken Arrow for a repeatable single-target route. Lightning Cannon is left out because its 6.6-second cooldown needs a longer loop.

AoE Combo

For AoE, use the wider Force Gunner skills with the best practical coverage.

Gear Cheat Sheet

These are general endgame gear priorities. Your server, episode, and budget can change the right path.

  • Main damage rule: when your effective critical rate is already very high, usually around 90% or more, aim for about a 1:2 amp to critical damage ratio.
  • Max critical rate slots: suit, gauntlet, and vehicle max critical rate has diminishing returns, so stacking too many is usually inefficient unless you are forcing a very high critical-rate setup.
  • All Attack Up epic options: weapon and vehicle epic options that only give All Attack Up are generally not recommended.
  • Suit and gauntlets: Master Craft is usually the top choice because the extra max critical rate often beats Dragonium's upgrade advantage.
  • Boots: usually go full amp.
  • Amulets: use a temporary +3 Amulet of Pain, then aim for Orphidia. Consider Gaia Force when its price fits your budget.
  • Rings: progress both lines: Mergaheph → Tyrant → Awakened Tyrant → Dr. Mazel and Killian → Tempus → Muddy Undead → Hekaton. Equip at most one ring from each line. Fill the other two slots with one Critical Ring and one Ring of Luck at whatever grade you can afford.
  • Earrings: Vampiric for life steal, Ascending Perius when it is the easier or cheaper useful option, or defensive earrings for survivability.
  • Brooch: usually buy it instead of planning around self-farming early. Critical damage is the default best slot and usually the best general varying-stat direction too.
  • Bracelets: usually start with Sienna + penetration slot, then move into the best Turmacan you can afford. Penetration is fine there, but All Attack Up is usually the better endgame slot.
  • Simple upgrade rule: for Dragonium pieces, Arcana, Carnelian, Talisman, and Belt, buy or upgrade them as high as you can afford. For Epaulet, buy the best tier you can afford.