Turret flinch rates, Wildfire or Iron Slug?

So I'm a bomber mostly, but I have some trouble dealing with turret-type enemies. So I decided that I should get a gun that can lock down turrets.
By some chance, a friend of mine gave me a Blazing Pulsar recipe. But at the same time, I already have a fully heated Mega Magnus. I'll probably use one or the other, but which one?
I know that in a full party at Stratum 6, Iron Slug can no longer flinch turrets with it's normal attack, but what about Wildfire?
So yeah, in regards to taking down and/or locking down turrets, which is better, Iron Slug or Wildfire?

By the way, this recent thread is nearly identical. So you might want to give it a read. Meanwhile, here is my take, briefly. For a sworder or bomber who wants a gun for taking out turrets, there are two tactics.
* The first tactic is to fire regular shots, interrupting the turret until it dies. Pulsars are definitely good for this, as Kurapika says. Compared to the second tactic, this tactic has the advantage that you can shield frequently between shots. The disadvantage is that you have to hang out in the danger zone, dodging and shielding for a while, sometimes against multiple turrets.
* The second tactic is to charge the gun, run into the danger zone, and kill the turret in one shot. Magnuses and alchemers are good for this. (Of course, autoguns also have big charge shots, but you can't land many projectiles on a small, distant target.) This tactic has the advantage of letting you spend very little time in the danger zone. On the other hand, you can't shield for much of that brief time.
Both tactics work. In my opinion, the second tactic is slightly safer and significantly more fun.

A Magnus' charge can hit a Turret a maximum of two times if it's facing your direction. If you're playing solo and the enemy is vulnerable (Polyp + WG) then you can definitely one hit KO the turret (this is assuming my 0 damage bonus loadout by the way). Neutrally, you can't really take down the turret in one shot, maybe if you follow it up with regular attacks (even then they might still survive), but definitely not in one shot.
A driver on the other hand, is definitely guaranteed to one-shot a turret, especially since Driver's are effective against all turrets (Nova for puppies/howlitzers, Umbra for Polyps). But as I've mentioned in my previous thread
http://forums.spiralknights.com/en/node/106288
I have the hand-eye-coordination of a half-dead mosquito, so I definitely can't use alchemers.
And yeah, third option. Blitzes. Hmm, I'd rather not use a Blitz with my 0 CTR 0 ASI loadout :/
(my armors are Merc Demo set, Volc Demo set, and Dread Skelly set)
That leaves the first tactic, which as you say is time consuming and is arguably less safe in places like danger rooms or arenas. But in danger rooms with turrets, I usually just lure Turrets to aim at the wall and then freeze them, and then safely take them down one by one. Or I place two DR charges and wait for them to die.
What I'm having trouble is places like Perimeter Promenade or those Clockwork tunnels where turrets are lined up and separated by spikes/gates and I can't bomb them. I've made do with a Winter Grave so far, but as I said above, the charges cannot take them down in one shot and the regular attack doesn't interrupt them in parties.
Anyway, that long post done, back to my most important question, what does it take for a Turret to be able to resist Wildfire's flinch rate?

You can definitely one-shot-kill turrets using magnus charges. For example, one of my alts is on Stratum 5 with damage+0 on his Mega Magnus. He can take out a howlitzer using a single charge pretty reliably. Maybe you got unlucky with landing your charges? But if you don't want to try more, I won't force you. :)
I don't know the answer to your specific question. Polaris flinches turrets like crazy, but probably some of that is the shock. Good luck.

Wait what? How?! How are you able to get more than 2 hits on a turret?!
I want details, all of them. How many blocks away, what direction the turret was facing, with AT or not and at what angle.

Maybe later I will have time to experiment more and tell you some details. Meanwhile, consider reading posts #7, #8, #9 from another recent thread, about sniping turrets with magnuses:
http://forums.spiralknights.com/en/node/107937#comment-978626

If you aim it so the magnus charge hits the max range and explodes inside the turret you can get more than 2 hits in, everyone with a magnus should know that

I admit I didn't know, but there's no need to be condescending about it too. Please stop working under the assumption that just because you know and can do something, does not necessarily mean everyone else can do it too. I am very sorry that I lack the cognitive capability to notice what seems to be something you find so undoubtedly obvious.
...And the Pulsar question remains unanswered.

I wasn't being condescending, but whatever you want to think
And about the wildfire, I know a few people who have it and it seems that every expanded shot will flinch a turret, just like a supernova
You say you have a winter grave, a heated mega magnus, and a blazing pulsar recipe, I would recommend get the wildfire and turn the magnus into a callahan

Alright, I'll get the Wildfire then. About time I try out a Pulsar type gun anyway.
Wildfire's flinch is pretty much hands-down the better option for flinching turrets. Iron Slug is a good gun, but not the best for flinching turrets due to the slower firing speed.
For your playstyle, I highly recommend going with a pulsar line.