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Rebel Gatling Gun Crit

RebelSingle-target PvE / boss DPSAs of 2026-09 (SEA)

The Gatling Rebel stacks attack speed and crit, then lets Gatling Fever and Last Stand drive rapid basic attacks from long range. It's a very popular Gunslinger build and the base for the Lv 70 Night Watch grenade build. It is fragile, so positioning and the Platinum Altar escape matter.

Well sourced

Stat Priority

  1. 1. DEX
  2. 2. AGI
  3. 3. LUK

Keep DEX first, raise AGI until about 185+ ASPD with Concentration and Awakening potions, then add LUK for crits. Some players run 64 AGI / 53 LUK and hit the 193 ASPD cap with Gatling Fever, Last Stand and priest buffs, while others reach 189/192 ASPD. Some builds skip DEX entirely (AGI/LUK/STR), so DEX is not a strict requirement.

Skills

  • Gatling FeverLv.10

    Machine Gun only. Enters Fever state for 8 sec. ATK and ASPD gradually increase with Normal Attack count, and Normal Attacks deal an additional 200% damage. ATK increases up to 120, and ASPD increases by 10%. After Normal Attacks stop, the ATK and ASPD bonuses are maintained for 2 sec.Machine Gun-only frenzy; ATK and ASPD ramp with basic attacks. Max this first.
  • Last StandLv.10

    Enters final defense stance and cannot move. ATK +100, ASPD +20%. Use the skill again or wait 10 min to remove the effect. Cannot coexist with Platinum Altar.Large ATK and ASPD buff, but you cannot move; cast it manually only.
  • Eternal ChainLv.10

    Normal Attacks with firearms other than Pistols also have a chance to perform a double attack. Trigger chance: 55%.Double-attack chance for non-Pistol firearms.
  • Armor-Piercing RoundsLv.10

    When using Basic Attacks, has a 40% chance to ignore 40% of the target's P.DEFBasic attacks can ignore part of target P.DEF.
  • Platinum AltarLv.10

    Gains a shield equal to 18% Max HP for 120 sec. While the shield exists, ATK +50.Shield and ATK; also the emergency cancel for Last Stand.
  • Bull's EyeLv.10

    Deals 500% Neutral Ranged PDMG to the target. Has a 0.1% chance to make the target near death. Ineffective against players, Elites, and Bosses.A prerequisite skill on the way to the Rebel tree, not a core damage source here.
  • CrackerLv.10

    Fires a shot to scare the target, dealing 100% Ranged Neutral PDMG and inflicting Slow, reducing MSPD by 60% for 2 sec. When cast with a Pistol, has an additional 90% chance to inflict Stun for 1 sec. When cast with a Shotgun, has a 100% chance to inflict Stun for 2 sec.Slow for PvP/GvG catches; leave it manual.
  • DesperadoLv.10

    Pistol only. Fires wildly at nearby enemies, dealing 2 hits of 350% AoE Neutral Ranged PDMG to up to 10 enemies. Uses 5 bullets.Only needed to unlock later skills.

Rotation

  1. Auto: basic attack, Gatling Fever, Platinum Altar.
  2. Cast Platinum Altar, move to a safe spot, then cast Last Stand manually and keep attacking.
  3. If divers reach you, cancel Last Stand with Platinum Altar, use Hiding from Smokie Card and reposition.
  4. Swap elemental bullets to the target's weakness.

Equipment: Early game

Equipment: Mid game

Cards

WeaponArcher Skeleton CardRanged PDMG% +6%~10%Includes up to 2 random affixes.Ranged P.DMG%; the standard weapon card for this build.WeaponKobold Archer CardBasic Attacks deal 10% increased damage on CRITIncludes up to 2 random affixes.Basic attacks deal more damage on crit; a strong single weapon-card choice for a crit-focused build.WeaponStrouf CardDMG vs Demon% +12%~20%Includes up to 2 random affixes.DMG vs Demon; situational swap.CapeBaphomet Jr. CardCRIT +2~4Includes up to 2 random affixes.CRIT; works well as a pair.CapeDragon Fly CardCRIT +4~7Includes up to 2 random affixes.Higher CRIT roll.AccessoryOrc Archer CardRanged PDMG% +3%~5%Includes up to 2 random affixes.Ranged P.DMG%; a mid-game priority.AccessoryYoyo CardAGI +3~5Includes up to 2 random affixes.AGI toward the ASPD cap.AccessoryZerom CardDEX +3~5Includes up to 2 random affixes.DEX.AccessorySmokie CardUnique: Grants skill[Hiding]Includes up to 2 random affixes.Hiding escape for PvP/GvG.ArmorPoring CardLUK +1~2Includes up to 2 random affixes.LUK for crit; works well as a pair.ShoesMale Thief Bug CardAGI +3~5Includes up to 2 random affixes.AGI.ShoesEggyra CardDEX +3~5Includes up to 2 random affixes.DEX.ShoesMatyr CardDEX +6~10Includes up to 2 random affixes.Bigger DEX roll; a good mid-game farm target.HeadwearHornet CardATK +9~15Includes up to 2 random affixes.Flat ATK.HeadwearLunatic CardCRIT +1~3Includes up to 2 random affixes.CRIT.MouthwearMartin CardBlind RES +60~100Includes up to 2 random affixes.Blind resistance.

Rune Engine

  • Layered BladeSlot 1

    Stacks when dealing DMG. Each stack increases DMG by 0.8%, up to 20 stacks, lasting 10s. After acquiring , gain 5 stacks each time DMG is dealt.
  • Blade DMG BoostSlot 2

    15% chance to boost the next 5 attacks' DMG multiplier by 4~24%. This effect has a 20 sec cooldown
  • Desperate StrikeSlot 3

    Increases P.ATK and M.ATK by 2~12%. Reduces P.DEF and M.DEF by 2~12%Also called 'Desperate Attack'; can go on a Geo Crystal instead.
  • Agile DefenseSlot 4

    Increases DMG by 1~6% when stationary. Reduces DMG taken by 1~6% when moving
  • Balanced DefenseSlot 5

    When HP is above 50%, DMG multiplier increases by 12%. When below 50%, DMG taken is reduced by 12%Bonus damage while your HP stays above 50%, good for a ranged class that avoids hits.

ResonanceTwo approaches work: aiming for 7 Aqua (blue) points first, or prioritizing Gale (green) level 3 for +8% ASPD and -25% fixed cast. Chance for Bonus DMG on a Geo Crystal, Fatal Injury, Bloodthirsty Blade and Fortune's Favor are alternatives for slots 4-5. For PvP, swap in Mighty Guard and Endure Counter.

Special Skills (Affixes)

  • Crimson MarkerAccessory

    Enemies hit by your attacks or skills are affected by Crimson Marker, FLEE -10 for 30s. Damage dealt to enemies affected by Crimson Marker 1~55%Marked enemies take more damage.
  • Mobile GuardAccessory

    While in Frenzied Kessler state, move at 2~110% speed and damage multiplier increases by 0.5~15%.Lets you walk at half speed during Last Stand; a viable pick, though Endless Frenzy is usually stronger.
  • Rapid Warm-UpAccessory

    When Gatling Fever is active, Basic Attack damage multiplier increased by 1~55%Basic attacks hit harder during Gatling Fever; works on either weapon or accessory.
  • Duelist GuardArmor

    DMG taken from players -0.5~27.5%.PvP damage reduction.
  • Fortified GuardArmor

    When casting a defensive skill, P.DEF and M.DEF +0.7~38.5% for 10s.General damage reduction option for armor.
  • Medium GuardArmor

    DMG taken from medium units -0.5~27.5%.PvE damage reduction vs Medium monsters.
  • Elite GuardCloak

    DMG taken from MVP, Mini, and Boss -0.5~27.5%.MVP/mini/boss damage reduction; stacking it on armor and cape gives about 24% total.
  • Large Monster GuardCloak

    DMG taken from large units -0.5~27.5%.Damage reduction vs Large monsters; good for PvE on the cape.
  • Endless FrenzyWeapon

    Gatling Fever's duration increased by 0.16~8.8sLonger Gatling Fever, near-permanent uptime; a must-have for this build.

Pets

Tips

  • Play Pistol until Lv 40, then craft a Gatling Gun once you are Rebel.
  • Never cast Last Stand just because it is off cooldown; only from a safe spot behind your frontline.
  • Set attack range to 12 m so you do not chase targets out of skill range.
  • Guild skill: invest in Physical Attack Training.
  • Use food buffs and consumables before GvG; ASPD cap usually needs Concentration and Awakening potions.

Sources