SNARBY'S BOSS LOADOUTS

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

Iron slug
Callahan
Winter grave
For elemental, ummm, arcana or omega tortofist, I personally use a rocket hammer, but that's not a gun

I already have a Super Blaster so I'll get Valiance as my back-up weapon. Grim Repeater as my main Shadow weapon.
Callahan as piercing or maybe a Final Flourish. And I'm making a Combuster and a Polaris as elemental weapons.
Thanks guys

I'll get a gun and sword of all damage types. Gun as main, sword for charges.

Grim Repeater is one of the best Shadow Guns. Blitz Needle is probably required as well for FSC. Callahan is fun to use, but Blitz Needle is better for FSC. Although TBH, I find the Callahan is better against fiends because you can be a bit more mobile.
Polaris on gunners is... bleh... The only time I use the Polaris is to deal with Gun Puppy equivalents, and that's only because it can stun lock clusters of them at a time. In FSC, you're better off with an elemental Alchemer. A well aimed Alchemer charge shot will deal with most lone Gun Puppy equivalents anyways.
Antiguas in general are rather meh for pure gunners. Antiguas work better in combination with swords, because they can get away with fewer bonuses for similar effectiveness. Gunners are better off with the Arcana, especially with the knockback. Antigua's lack of knockback makes them great for drawing aggro and pulling enemies, which is something that gunners normally avoid as much as possible.
In general, most respectable gunners will tell you to get an Alchemer, so start with that.

I've been running as a pure gunner for a few months. All I've needed were Storm/Umbra/Blitz (pick 2, as appropriate for the area). Armor has been either Shadowsun or Seerus/Chaos, with a Swifty Buckler.
Once I finish heating those (almost there...), I'll heat my armor up to *5 for the extra HP. After that, I'm not sure. Maybe add some swords? Or maybe a Callahan?

From my experience searching the internets for a similar loadout, this is what I'd recommend gun-wise:
>>Grim Repeater:
It wrecks jellies, just gotta be careful on the charge as they tend to rush you. Watch your flank. A good burst on a gremlin will drop their HP. I got a gremlin:med on mine so it just melts 'em. Does great at constructs as well, a charge will hurt a lumber bad & flinch it or 1-clip a gun pup. Handy gun.
>>Pulsar:
Great area-denial weapon and turret-breaker, goes well with nearly any playstyle but is generally defensive. Pick Wildfire/Polaris on your own principles.
>>Alchemers
Pulsars won't quite cover everything. Alchemers are the main elemental damage-dealers. Again, pick fire/shock based on your own personal preferences. An Umbra driver might be good to have, but I think GR and Polaris should have everything covered.
>>Callahan
Fast-traveling shots, a stun chance, and a devastating charge means those dodgy (pun intended) denizens of the pierce-weak families shouldn't hold up too long.
>>Blitz Needle
Classic for Vanaduke. Not so great at beasts but works fine on most fiends.
Bare minimum, I'd say Repeater, Blitz, and an elemental alchemer. In nearly all cases but RJP and Twins (where shadow is fine), I'd suggest ALWAYS bringing two damage types because things can pop up in unexpected places. Be prepared.
If you would get two swords, I'd say Acheron and Final Flourish, since you were considering that.

Helmet
http://wiki.spiralknights.com/Perfect_Mask_of_Seerus
Armor
http://wiki.spiralknights.com/Shadowsun_Slicker
Weapons Guns
http://wiki.spiralknights.com/Blitz_Needle
http://wiki.spiralknights.com/Grim_Repeater
http://wiki.spiralknights.com/Storm_Driver
Shield
http://wiki.spiralknights.com/Swiftstrike_Buckler
Trinkets
http://wiki.spiralknights.com/Elite_Quick_Draw_Module
http://wiki.spiralknights.com/Elite_Trueshot_Module
some of my weapons have unique variants ctr low or med and asi low or med

Chaos set. It works for everything, gunner, swords, bomber ;)

http://wiki.spiralknights.com/Sacred_Firefly_Shade_Armor Or one of This Line ...
http://wiki.spiralknights.com/Perfect_Mask_of_Seerus
Ttoughts ?

Yes, those are good gunner armors. Not as offensive as Chaos or Black Kat, but very strong offense and nice defense too. By the way, gunner armor is discussed in my detailed armor guide.

Chaos Set or BKC set
Get the trinks that give ASI
Pure Gunning :
FSC - Nova Driver + Blitz
Romulus - Same as RJP
RJP - Nova + 5* Tundrus
Snarby - Anything, its T1.
For lockdown, get Health trinks instead.
Weapons : Choose any two, Alch range, Magnus range, Blaster range. Everything else is average ( antigua line and Blitz line ) or trash ( punch gun, pulsar, proto, w/e)
In the Palace, I prefer to use elemental damage weapons because no one resists them. To boot, the fairly common Lumbers are weak against them. My gun of choice there is a Voltech or Cryotech line, as the jellies can become overwhelming very quickly and something to stop them is appreciated.

Why are people reviving this thread?

I do not know in what format you would like with advice, but I can link to a guide:
Graveyard please this is like an insult to gunners PS autoguns aren't guns there autoguns auto death

I do not understand how this is an insult to Gunslingers (like myself).
The bulk of this response is the usage of Autoguns.
PS autoguns aren't guns there autoguns auto death
If you mean how easily you could die while using Autoguns, you should probably stop relying on its charge and instead use its normal attack.
I MEAN I DONT USE AUTOGUNS plus you can't move while using the normal attack I barely even use the Magnus lines instead I use a BTB for piercing and a umbra driver

To avoid sparking an argument, this should be my second and last response (I cannot tell the difference between trolls or genuine comments, but I cannot let this stand), since such a comment insults me as an experienced Gunslinger.
Most load outs for Firestorm Citadel includes the Blitz Needle, and its usage remains in circulation (even outside the Citadel). If your claim were to stand, then you would have challenged everyone's posts (except Vohtarak, who is kewl with the pure Magnus-lines).
Autoguns need more experience to effectively use - Try again sometime. This is a post for all of you forum lurkers to try out the Autogun. It has high damage point blank and would be an asset to an "Epic Gunner Loadout".
_____
Oh, and: *an Umbra Driver

I feel like I should revisit this due to a change in my arsenal (added some and removed Callahan)
Let's see if I can remember some of the tens of loadouts I have saved...
Beast
Neutralizer (boxes and the charge flinch, this is in a lot of my loadouts mostly for the explosions)
Iron slug
Savage tortofist
Gorgofist
Slime
Neutralizer (get a nice halo around a giant lichen colony and the explosion is fun)
Winter grave
Gorgofist
Savage tortofist
Construct
Neutralizer (for switches and boxes)
Winter grave (menders)
Omega tortofist
Warmaster rocket hammer (iron slug for pure gunner)
Gremlin
Neutralizer
Winter grave
Gorgofist
Warmaster rocket hammer (omega tortofist for pure gunner)
Undead
Neutralizer (fun if you push a tagged enemy into a crowd and detonate it, can push things 2 rooms away so look around)
Iron slug
Omega tortofist
Warmaster rocket hammer (savage tortofist for pure gunner)
Fiend/vana (I don't have (or want) a blitz )
Neutralizer
Iron slug
Savage tortofist
Warmaster rocket hammer (omega tortofist for pure gunner)
Some extras
DaN
Grand tortofist
Iron slug
Chilling duelist (for souls and switches)
Warmaster rockett hammer (neutralizer for pure gunner)
Tortofists
All 4 tortofists
Into the unknown (when I join randomly in the arcade)
Neutralizer
Winter grave
Savage tortofist
WRH (omega tortofist)
T3 lockdown
Winter grave
WRH (omega tortofist)
Gorgofist
Neutralizer
Other ones are mostly either costume sets or lower tier ones

I find your lack of autoguns disturbing...
...
In all seriousness, you don't need to use autoguns. I like them because they're one of the best dps weapons of the game and can oblitterate everything you point the charge at. However, the game is easy enough so you can get away with a lot more than people think.
That said, the autoguns are some of my favorite guns of the game and it saddens me to know that you don't want to try them :(

I have tried them and remade my blitz needle twice
I just found ohkoing half the game boring and it didn't have the explosions/massive knock back that I prefer in a weapon's aesthetic
My comment was for the OP and I was trolling you. Look in lockdown does anyone use a blitz and in lockdown theres actual things moving instead of some lazy fat ass with an ugly hat and a hammer ( anyone notice vanaduke and seerus are almost the same ) standing still for an hour. Truth is blitz is only useful on vana and nothing else same with all the autoguns. He also has no load outs for general running through the clockworks. I would pick something like chaos with the hammer / DA, BTB, and my Ginter Wrave. And in missions there are no arenas arenas are so good for testing skills, you can't stand a chance in an arena with an autogun. But with alchemers. See why I don't like autoguns they may have good damage but against slimes gremlins beasts and most fiends they are worthless like continuing this thread. The op looks like he went to the wiki searched ( type ) guns and picked 2 / 3 / 4 / over 9000. This I take offense to.

Why is being too powerful frowned upon? I thought the point (of this thread at least) was to list loadouts that are exactly that-- as powerful as possible. If autoguns are "too powerful" then clearly they deserve a spot on the "best loadouts". Otherwise, we'd call the thread "MEDIOCRE BUT FUN GUNNER LOADOUTS OF HISTORY".

... Is this a bad time to bring up Pulsars...? *hides Dual Supernova Loadout*

But mfw:
Topic Name changed.
Edit: Wait, I could have just edited. Genius Rhons.
I never said at all that they are powerful I said they require no skill. Of course in a game where 20$ gets you 5 star no skill is really required.

Autoguns require no skill? What? Didn't you say using an Autogun in an arena was instant death? Because I've done that many times and survived quite easily.
Spiral Knights requires no skill? What? Maybe you should join more random parties to see what happens when you play SK with no skill.

Do solo UFSC. Then come here. I've not solo-ed it of course, not yet.
Darkfire Vanaduke will kill you till you die. Then he will kill you again till you got no sparks left.

@OP
Yes, go change the thread title. It's very clever. How is that going for you? Being clever?
@Moizoo
For a game that requires no skill I see quite a few incompetent players lurking around every corner. Not that I'm particularly blessed, skill wise.

These are strictly Sword-based loadouts. Here are the armors and shield I use all the time no matter what:
Wolver Set lines (a Skolver/Vog Cub, Skolver/Snarbolax or Vog Cub/Snarbolax hybrid set is the most balanced option)
Barbarous Thorn Shield for the damage bonus alone (I plan to acquire a Crest of Almire later, however, because of its outstanding defense; Grey Owlite is also a great defensive tool)
Consult Bopp's Sword Guide for more info on Armors.
Gloaming Wildwoods - Literally anything will do
RJP
Acheron/Obsidian Edge (Gran Faust line would also do, but I have yet to use it in RJP)
Nova Driver
Roarmulus Twins
Acheron/Obsidian Edge (again, Gran Faust would do)
Nova Driver
FSC
I've never actually run Vanaduke myself, I've only tagged along with my guild's GMs and Officers in FSC, so here are just the weapons I see them use:
Glacius/Voltedge
Blitz Needle (Plague Needle could also suffice) OR Shivermist Buster (determine at the beginning who will Freeze Vanaduke and who will shoot him, if you use the Shiv/Needle strategy)
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.