
Force Gunner Guide
Force Gunner class guide for Cabal Online with recommended builds, combos, BM2 and BM3 advice, buffs, debuffs, and progression notes.
Contents
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.
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.
This skill activates BM2. Heavy Launcher uses a BM2 auto-attack with target-based damage on that hit.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Defensive buff with Resist Absolute Damage, which sets incoming hits to 180 damage while active.
Small area buff with minor Critical Damage and Ignore Penetration.
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.
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.
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.
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.
| Synergy | Activation Sequence | Effects |
|---|---|---|
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.
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.
Equipment
These are examples, not a fixed build. Equipment prices and availability vary by server, episode, and events, while your full build, target, and budget determine which upgrade is worthwhile. Compare options in the Build Planner before spending heavily.
Weapons
Choose whichever weapon tier is available and suits your current build. These are options, not steps you must follow. Every choice depends on your budget, server market, events, overall build, and target.
Orb or Crystal?
More Magic Attack.
More Attack and higher Attack Rate.
Crystal’s Attack Rate advantage grows with weapon grade: the gap is smaller on lower tiers and substantial at Dragonium. On older episodes, its higher DEX requirement can affect stat allocation; on newer episodes, that difference no longer matters.
Demonite/Dragonium: Critical Rate or Critical DMG Epic; Critical Rate or Magic Amp slots. Cheaper non-BiS picks may trade damage for cost.
Meet your Critical Rate target, then use remaining weapon, helmet, and bike slots for damage.
For weapons you plan to keep, aim for +15; upgrade further when it is worth the cost.
Raise Divine and Extreme as your budget allows.
Optional: Mid-Game Weapon
Demonite Orb / Crystal+15–+20
Endgame Weapon
Dragonium Orb / Crystal+15–+20
Armor
For body armor, hands, and boots, compare Archridium, Sigmetal, Palladium, and Demonite; a well-priced Amp Epic with at least one Amp slot is a good first buy. Around 14%+ combined Amp is a useful benchmark. Compare Amp slots, Extreme and Divine levels, and total cost—higher grade adds defense, not automatic damage. For helmets, lower-grade Amp can be good value; Demonite and Dragonium favor Critical Damage or Critical Rate Epics.
Helmet
Lower-grade option
Choose by price
High-grade option
Demonite Headgear
Endgame
Dragonium Headgear
Body Armor
Endgame · highest damage: Master’s Epic combines All Skill Amp and Max Critical Rate. It is expensive; compare its total cost and damage against Dragonium. Use Max Critical Rate slots only where your build needs them, then fill the rest with Amp.
Endgame · more defense: Dragonium adds defense but loses the Master Epic’s Max Critical Rate. A well-built Palladium piece can deal more damage.
First upgrade
Choose by price
Endgame · highest damage
Palladium Coat · Master’s Epic
Endgame · more defense
Dragonium Coat
Hands
Endgame · highest damage: Master’s Epic combines All Skill Amp and Max Critical Rate. It is expensive; compare its total cost and damage against Dragonium. Use Max Critical Rate slots only where your build needs them, then fill the rest with Amp.
Endgame · more defense: Dragonium adds defense but loses the Master Epic’s Max Critical Rate. A well-built Palladium piece can deal more damage.
First upgrade
Choose by price
Endgame · highest damage
Palladium Gloves · Master’s Epic
Endgame · more defense
Dragonium Gloves
Boots
Endgame: Dragonium is the top-grade target; compare its total Amp upgrades and cost against your current boots.
First upgrade
Choose by price
Endgame
Dragonium Boots
Epaulet
Use the Fighter Epaulet for sword classes and the Sage Epaulet for magic classes. Compare the grade and price against your server market; a higher grade is only worthwhile when its stats justify the cost.
Palladium
Palladium Epaulet of Sage
Demonite
Demonite Epaulet of Sage
Dragonium
Dragonium Epaulet of Sage
Bike
Choose Critical Rate only when your build needs it. Raise Divine and Extreme upgrades as your budget allows; the last levels can be expensive.
Recommended starting point: Compare the Epic roll and price against a Blue Bike. Critical Damage, Critical Rate, and Amp remain useful damage options, while the available values depend on the bike grade.
Buy a Blue Bike only if it is exceptionally cheap; otherwise, start at RW3 or higher. Bikes generally get more expensive at each grade, so move up when the upgrade is worth its cost. Choose slots to fit your build and target.
Budget-only option
Blue Bike
Recommended starting point
RW3
Higher-grade option
PW5
Endgame
QW7
Jewelry
Amulet
Orphidia’s Amulet is the practical target on many servers. Gaia Force is an optional upgrade when it is available at a price that fits your build.
Temporary option: Use +3 as a temporary placeholder until an Orphidia with worthwhile stats is available at a price that fits your server market.
Upgrade: Critical Damage and All Skill Amp are the varying stats to look for. Higher levels and stronger rolls are better when the server market makes them worthwhile.
Endgame: Consider it when the server market and budget justify the price. Higher levels and stronger varying stats are better.
Temporary option
Amulet of Pain
Upgrade
Orphidia’s Amulet
Endgame
Gaia Force Amulet
Rings
Each line is one ring slot: equip at most one ring from each progression. For example, use Tempus or Hekaton, not both.
Mergaheph progression
Killian progression
Fill the other two slots with one Critical Ring and one Ring of Luck. Both range from +1 to +5; higher grades are better, while +5 can be very expensive.
Earrings
A defensive earring and a Vampiric Earring cover different needs; use one of each when sustain matters.
Defensive option: A solid PvE and PvP choice. Buy the highest grade you can afford; +6 and +7 are options if +8 costs too much.
PvE sustain: Keep at least one HP Steal earring for PvE. Buy the highest grade you can afford; +6 is a lower-cost option before +9.
Endgame: Take the highest level your budget supports.
Defensive option
Defensive Earring
PvE sustain
Vampiric Earring
Endgame
Ascending Perius’ Earring
Bracelets
For varying stats, Critical Damage and All Skill Amp are usually better damage choices than Attack. Compare Sienna and Turmacan on your server before buying.
Budget choice: Choose Sienna when it is the better-priced option. Penetration is a strong slot choice.
Alternative upgrade: Use Penetration or PvE All Attack Up in the slot. Choose higher stats when the extra cost is worthwhile.
Budget choice
Sienna Bracelet
Alternative upgrade
Turmacan’s Bracelet
Belt
Upgrade gradually: Sword classes use Fighter Belts; magic classes use Sage Belts. Raise the level as your budget and current build make it worthwhile.
Upgrade gradually
Minesta’s Chaos Sage Belt
Other Gear
Brooch
Raise as budget allows: Higher grades have stronger stats. Buy the next grade when its cost makes sense for your current stage.
Raise as budget allows
Unique Brooch
Charm
Prioritize Battle Mode Duration Increase; any charm can provide it. Then choose secondary stats for your build. Minesta’s Amethyst also adds Ignore Penetration; upgrade within your budget.
Optional combined charms: Each keeps Ignore Penetration and adds a defensive stat.
Battle Mode Duration
Minesta’s Amethyst CharmUpgrade gradually
Optional combined charms
Choose the secondary stat you need
Carnelian
Upgrade at your pace: Start with the level that fits your budget, then buy higher levels when their stats are worth the price.
Upgrade at your pace
CarnelianUpgrade gradually
Talisman
Upgradeable option: Raise its level when the stat gain is worth the cost.
Upgraded version: This upgrades the Chaos Talisman. Move to it when the stat gain is worth the cost.
Upgradeable option
Chaos TalismanUpgrade gradually
Upgraded version
Chaos Talisman of Destruction
Arcana
There are three Arcana slots. Chaos is the damage choice; Guardian and Laws add defense. Upgrade all three gradually as the stat gains justify their cost.
Damage option
Arcana of ChaosUp to +20
Defensive option
Arcana of GuardianUp to +20
Defensive option
Arcana of LawsUp to +20
Pet
Recommended PvE pet setup. Depending on your server and episode, this may be called the pet system or anima mastery, but the core stat priorities are the same. On newer servers, you can also have the extra 10 Transcendence slots on top of the older 30-slot structure.
Normal (Lv. 1-10)
For PvE, Normal pet slots should usually be Max Critical Rate. This gives the crit setup needed before later pet tiers add stronger damage stats.
Covenant (Lv. 11-20)
Covenant is the clean crit-damage tier. Once the Normal row covers max crit rate, this row is the direct damage follow-up.
Swap every Covenant slot to Ignore Resist Critical Damage when you want this tier to help crack crit-damage resistance instead of stacking more raw crit damage.
Covenant Alternative
Trust (Lv. 21-30)
Penetration is the default here for general PvE. Ignore Resist Critical Rate can be a better option for maximizing DPS against certain ultra late game bosses.
Swap every Trust slot to Ignore Resist Critical Rate when the target has enough critical-rate resistance to make the default penetration stack less valuable.
Trust Alternative
Swap every Trust slot to Ignore Resist Critical Damage when you want this row to help break crit-damage resistance instead of staying on the broader penetration.
Trust Alternative
Transcendence (Episode 39)
Transcendence is the newer pet tier. The default recommendation is full Penetration, which gives +17 Penetration per slot.
Honor Medal
Honor medal recommendation copied into class-guide scope so it can diverge from planner defaults later.
Captain
DEX is the simplest default here. You can also use STR or INT, because those base stats can be compensated in the general stat distribution window. For example, if Captain gives you 40 STR, you can subtract 40 from the minimum STR requirement shown in the stat distribution section.
General
For General, go with Critical Damage. Ignore Resist Critical Damage only starts to matter later against very tanky bosses with high resist stats.
General Alternative
Swap the full General row to Ignore Resist Critical Damage for very late-game bosses with heavy resist stats.
Commander
For Commander, go with All Skill Amp.
Hero
For Hero, go with Penetration. Like General, the resist-ignoring alternative is mainly for very late-game bosses.
Hero Alternative
Swap the full Hero row to Ignore Resist Critical Damage for very late-game bosses. All 10 Hero slots give 7% each.
Legend
For Legend, go with Ignore Resist Critical Damage.
Crests
Formerly this was the costume system. Recommended crest setup for Force Gunner.
Crest of Life
Keep the regular slots on Max Critical Rate and use All Skill Amp on the epic option. Penetration and Critical Damage are also good epic alternatives.
Penetration Alternative: Use this when you want a stronger penetration-focused Crest of Life epic instead of the default All Skill Amp setup.
Critical Damage Alternative: Use this when Critical Damage fits your current ratio and you do not need the default All Skill Amp epic.
Recommended
Penetration Alternative
Critical Damage Alternative
Crest of Earth
Use Ignore Resist Critical Rate on the regular slots for endgame bosses. Full Critical Damage at 3% per slot or full Penetration are also viable alternatives. For the epic option, All Attack Up is the default best pick, and Ignore Resist Skill Amp is also a strong endgame-boss alternative.
Crest of Earth Alternative: Use this version when endgame bosses make Ignore Resist Skill Amp more valuable than the default All Attack Up epic option.
Recommended
Crest of Earth Alternative
Crest of Sky
Use Penetration on the regular slots and Critical Damage on the epic option.
Recommended
Stellar Link
Recommended Stellar Link setup for Force Gunner. This setup is currently the same for every class.
You gain these extra line bonuses when every node in the respective line shares the same color. For PvE, it is fine to start by settling for any Emptiness color in Lines 1, 3, and 5 because the reward for completing those lines is large, while Lines 2 and 4 mainly give PvP-oriented stats.
Myth Level
This is a recommended Myth Level for Force Gunner. The priority is getting the correct node stats first. Rank is secondary, and this setup is currently the same for every class.
Treat this as a BIS-node guide, not a holy-power race. Lock in the stats you want first, then reroll those nodes for higher tiers. For full details, see the Myth Level Data page or plan a build in the Myth Level Planner.