DTCL Gunner season 14, how to play DTCL Gunner season 14
Gunners return in TFT season 14 and are still a powerful clan with the ability to deal outstanding long-range physical damage, combining the unique mechanics of Gunners to increase damage. Although the number is small, these are always the names that are prioritized in many different squads. If you are looking at the Gunner in this season 14, scroll down below to see the TFT Gunner lineup for season 14.
Passive of TFT Gunner season 14
Gunners gain physical damage, after 8 seconds they increase physical damage by 100%.
- 2 Gunners: Increase Physical Damage by 18%.
- 4 Gunners: Increase Physical Damage by 45%.
Among the 5 Gunner generals, there is no additional clan overlap. But that’s okay, because you shouldn’t put too many carries in the back line and forget about the front line. The bright spot is that 2/5 Gunner generals have up to 3 clans, helping the squad to be more flexible.
DTCL Gunner squad season 14
You can flexibly combine Gunner generals and many other generals to create a balanced squad between damage and resistance in Truth Arena season 14. Simply build a tank in the first row and damage in the last row, along with paying attention to the buffs or debuffs of the generals in the team.
Getting Started
Focus on maintaining stable cash flow and activating the 2 marksman bonus. Try to find low-cost gunner generals like Jhin and Kindred, combined with tank support generals and additional clan buffs in the team. Use basic items that increase damage and protection, to maintain initial damage.
Mid Game
When possible, try to complete the 4 marksman mark to achieve an additional 45% AD even though Combine marksman generals with tank or support units to ensure a solid front line and widespread damage flow.
Make sure your gunners stay in constant combat for over 8 seconds to activate the 100% AD increase effect.
Endgame
Gather all the Gunners you come across, maybe remove one Gunner that you find redundant and unnecessary. Besides throwing items to 4-gold generals, there is now no shortage of Magnets to remove items, so when you level up to make the 4-gold generals okay, take off the items of low-cost champions and give them to high-cost champions.
Simply gather the Pioneer and the 4 Gunners above, along with a 5-gold champion to add to the clan and depending on your current needs, choose to tank or damage or support. Note that always place the gunners in the back row to take full advantage of the bonus effect after 8 seconds, and at the same time arrange a strong defense line in the front line to protect the squad.
Equipment for DTCL Gunners season 14
Because any Gunner can carry each other’s items, you can just equip Jhin or Kindred if you find it favorable for the tank. Later, if you have a lot of items, install more, if not, remove the items with a Magnet and throw items from low-priced champions to high-priced champions. The items of Gunner generals include:
- Infinity Sword: Increases damage and critical strike rate.
- Blue Bow: Increases attack speed and damage.
- Giant Destroyer: Destroy the main tank
- Cuong Dao: Supports damage leverage when the bonus is activated after 8 seconds.
In addition to the equipment above, you can also note Death Sword, Cuong Cung or other support equipment such as Hand of Justice.
Useful tips for Gunners
- Accumulate and maintain: Always try to keep ADCs in combat for more than 8 seconds to activate the double damage bonus.
- Smart Reroll: Prioritize rerolls for key Gunner champions to soon complete the bonus milestone, thereby increasing the attack power of the entire team.
- Arrange reasonable position: Place the ADCs at the back of the formation, with a solid front row to protect against champions that can jump to the back row.
- Combining subsystems: If there are not enough Gunners, consider adding sub-systems such as High Tech or Cross Strike or Electromechanical to optimize speed and damage effects.
Details of Gunner generals
Kindred – Team x Gunner x Crossfire (1 gold)
Kindred is a standard physical attack carry. Skill to release wolves to bite the target, causing physical damage. If defeated, residual damage will spread to the nearest enemy, this is a small but nice detail, not wasting any damage. With 3 clans at 1 gold, Kindred is a great item for you to buy at the beginning of the game. The Link Strike system combines perfectly with the Gunner, providing both physical damage and attack speed.
Jhin – High Tech x Electromechanical x Gunner (2 gold)
Jhin makes good use of the Gunner system with the skill of dividing damage between 4 enemies (with armor reduction). If you hold the Technology item, the bonus attack speed will combine well with SMVL from the Gunner. As a champion of 3 more clans, Jhin is worth picking to expand his strategy.
Jinx – Street Demon / Gunner (3 gold)
Jinx’s Frenzy Demolition skill fires rockets randomly around the target, each subsequent cast adds 1 rocket – automatically scales if you live long in combat. Combining Gunner with the signature Street Demon box, Jinx’s physical health skyrockets, and her mid-game carry potential is extremely strong.
Aphelios – Taurus x Gunner (4 gold)
Aphelios is a backline carry with wide area skills. Skill to deal physical damage based on physical damage and AP on crowds, then equip Chakram according to the number of enemies hit. This skill needs to be built as a hybrid between AD and AP, a little different, but the AD buff from Gunner is a good foundation to start with if you see Aphelios appear early.
Xayah – Super Beast x Gunner (4 gold)
Xayah’s skill is similar to Kindred in that it spreads damage if it kills the main target. Penetrating feathers deal physical damage, then find the nearest enemy to “skewer” again. Each feather is a separate source of damage, making the most of the physical damage buff from the Gunner.
The Gunner squad in TFT season 14 is a strong and flexible choice with few Gunner champions but many combinations with other champions. Because there are 2 generals of 3 clans, combining them will be easier when first forming a team. It’s even easier when the Gunner generals can handle each other’s equipment, so the damage will be stable from beginning to end of the game.




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