Hey guys it's Snarby-Slasher! Here I would like to list out some LOADOUTS for all the game bosses including Shadow Lairs.
Here they ARE:(note:they are according to the star level at the rank you do the boss first)
Gloaming Wildwoods(Snarbolax):
Flourish(here u can't use a gun coz u don't have one at 2 star-I guess so)
Any Alchemer/ Your trusty Calibur sword
Royal Jelly Palace(Jelly King):
Shadowtech Alchemer mkII/Nightblade/Tundrus
Fireburst Brandish/Iceburst/Shockburst Brandish
OR
Dark Chaingun (recommended for boss)
Fireburst/Shockburst/Iceburst Brandish
Ironclaw Munitions Factory(Roarmulus Twins/RT)
Avenger(recommended)/Blazebrand/Boltbrand/Blizzbrand
Black Chaingun/Faust/Mega Tundrus
Firestorm Citadel(Vanaduke/Lord Vanaduke/Vana)
Combuster/Divine Avenger(Glacius if you like crowd control in arenas)
Blitz(obvious choice for boss himself)
I have made this by compiling all your suggestions and tried some of them out myself. I want to thank all SK forumers (especially Bopp and Fehzor)for helping me and getting me to Rank 10-3.
Snarby
Well, as a hybrid sword-gunner, I strongly discourage anyone from going pure sword/gun/bomb, the clockwork set up, to me at least, always reward or punish certain weapon types. However, if you want to go pure gunner, that is your choice.
For RJP I recommend Tundrus over grim repeater, the shadow magnus seems to do extremely well against both construct and jellies. Its charge attack can rip them apart. And this gun doesn't root you to the ground as much considering there are a few arenas in RJP that are really tight for grim repeater to be used safely.
For Snarby I would honestly just keep a 2* flourish of some kind for that boss fight, that or you can get a normal damage gun, hit the bell and stun the snarby, charge up your blitz and unload the clip. Pure piercing set up will leave you unprepared for the gun puppies and occasional construct / undead, so maybe a alchemer or an elemental blaster along with the blitz.
For RT, I would still use the Tundrus, the grim repeater can often hit switches that you don't want to hit, especially when you lag and some arenas in IMF demands careful planning of the switches. And the boss fight is pretty much you trying to out wit and out play the twins, in this instance, I think having pure shadow set up is okay, since constructs are neutral to shadow, a solid grim repeater charge should still do enough damage to prevent the boss battle from becoming a chore, or you can bring an elemental brandish, arguably the best way to kill RT.
For FSC, the only boss run that I would actually say is viable for pure gunners, just use blitz needle with Polaris and you are all set. he hordes of slags can be decimated by the polaris even with its nerfed damage and blitz should kill trolljans and vana fairly easily.
So in conclusion I think you should have the following guns as your end game (my opinion only, so don't get angsty now Fehzor and Bopp)
-Winter's grave (or mega Tundrus fully heated)
-Grim repeater (only make it if you really don't want to get a combuster or something similar)
-Polaris/Wild fire, a must have for any solo level that isn't a wolver den or a deconstruction zone.
-Blitz needle
-Callahan (if you insist on pure gun)
-Valiance (bring one if you are unsure of what is coming for you and it is good in LD)
-Maybe a set of alchemers in the future
Some swords I think you should have as well:
-Grand flourish ( seriously, fighting T3 wolvers with guns is a pain that I am sure you want to avoid. It messes up devilites and gorgo as well )
-Brandishes ( you will wish you had one of these when a lumber or a bunch of kats cornered you. Acheron is all you need as a matter of fact. )
I can't say much about bombs, their AoE aspect just don't cut it for a soloist like me.