Inscryption Wiki
Inscryption Wiki
Advertisement


Double Gunner is a Technology card that appears in Act II and Act III of Inscryption. It is part of the player's starting deck in Act III.

Strategy[]

Double Gunner is an effective and powerful closer, able to deal high damage and quickly turn the tide of the battle. Its biggest downside is its low Health which makes it vulnerable to being defeated. As a result, care must be taken in regards to when and where it is played for the biggest advantage.

In Act III, it can be upgraded further at events. Ideal upgrades include improving its survivability and/or enhancing its damage output.

Good Upgrades

  • It greatly benefits from a health buff or cost decrease provided by Gemmification, as these can improve its survivability and allow it to be played a turn earlier. The power buff is not as important due to its already high damage, but it can be helpful in turning the tide of battle quicker or earning more Robobucks.
  • Nano Armor allows the card to take one hit before perishing.
  • Sentry can allow it to defeat some cards that enter play in front of it.
  • Stinky prevents it from dying to cards that only deal 1 damage.
  • Sniper can allow the card to attack any space, allowing you to place it in the spot where it will be the most protected without worrying about whether you will be able to fully utilize its high damage.

Situational Upgrades

  • It can be tempting to Overclock Double Gunner since this will add 2 damage to its total attack due to its Bifurcated Strike sigil, but keep in mind its low health and inability to defend itself against direct attacks. It is recommended to first get upgrades that improve its survivability.
  • A Beast Form can allow the card to attack in front of it if it survives, but alters its damage output drastically since it will not keep the Bifurcated Strike sigil.
  • Moving Sigils such as Sprinter or Hefty can move the card out of danger, but also into it.

Bad Upgrades

  • Defensive Sigils such as Burrower or Guardian place the card in danger.
  • Battery Bearer has no value since the card requires the maximum Energy cost to play.

Trivia[]

  • Double Gunner is referred to as "CloserBot" in the files, possibly referencing the fact that it its primary use in Act III is to end the game with its high damage output.
Advertisement