Accurate as of PVP Update
Considering this guy's a Top Prize according to the Sentinel Rare Soul in the Trooper store, I thought I'd see more on him.
I pulled him a week or two ago and he's quite decent. Here are his skills:
Bomb
Deals AoE magic damage, 45% chance to inflict up to 2 Magic Burns. Skill Shard use increases the burn chance to 70%
Damage increases based on DEF and HP
Fortune (5 PWR)
Heals all allies for 25% of Current HP, with 45% chance to Raise Accuracy. Skill Shard use increases the Accuracy chance to 50%
Flex (Passive)
Raises DEF & MR of your team for 1 turn at the start of the battle.
He's got 3 colorless and 3 green Talisman slots. He drops as a 4* character
He's quite nice, especially since some of the post-October updates streamlined him and the Gunner and buffed them. His biggest downfall IMO is that his heal is based on his Current HP, so he won't heal much if he's in the red. In that regard, he pairs up well with a Blocker (Desert Guardian, Dog of War, Angel of Strife), or a taunter. Damage is pretty decent too for a Sentinel.
For Talismans, there are a few options for the Bomber. Either:
- 3 Green and 3 blue (Power). A Freeze set gives you decent damage and great support in stuns and extra burniness. A Paladin set and a random blue is better for damage. As with the above section, go for 3 Health for better heals, or 3 Energy (or Blind) for support.
- All green. Pile on 6 Health (either Mystical or Ward), or replace 3 with an Energy or Blind (Mystical or Ward) set for extra support. You could also try an Ascension set (strictly better than a Stone set because the Bomber Boy's MAGIC stat scales more than his DEF stat). This is nice if you want him to be an especiall powerful healer.
An interesting damage-focused loadout would be 2 Power Paladin Talismans, and either 4 Health or Ascension Ward Talismans.
I've done a test on Talisman subtypes and the damage they Bomber Boy produces, and I found out that Ward Talismans outdamage the Mystical and Overwhelming Talismans. Of course, Mystical Talismans are a good option if you want extra DEF to protect against Warrior characters. Furthermore, blue Power Talismans provide more offense than Ward or Mystical green Talismans, despite Bomb's HP and DEF scaling
My own Bomber Boy uses a Freeze Power and an Energy Ward set.
I think this guy would synergize great with Wicker Man Eddie. Bomber Boy burns everyone so that Wicker Ed can consume the burns, and he helps keep him alive. Anyone with the Strike skill (the basic attack for Run To The Hills Ed and the Assassin Eddies) can also profit off the Accuracy boost. People with Stuns like Mummy Eddie and Corrupt General are also fine partners.
There's also a Gunner variant who drops as a 3*. His skills:
Bomb
Deals AoE magic damage, 45% chance to inflict up to 2 Magic Burns. Skill Shard use increases the burn chance to 70%
Damage increases based on DEF and MAX HP
Decay (4PWR)
Deals AoE magic damage that increases based on your DEF with a 50% chance to lower ATK. The attack also inflicts additional true damage for every Damage over Time effect on the target. The ATK drop is increased to 2 turns with Skill Shard use.
The best Talismans for the Gunner Bomber are probably similar to the ones on the Sentinel Bomber: 3 green (Mystical or Ward) and 3 blue (Power). You might also want to use a Thief (Bulwark) set instead of a green set to have extra Fury generation instead of extra Power.
Another interesting possibility for the Gunner Bomber would be a Holy set, a Shock set and a Health set. This would give you good damage and another damage over time effect for Decay. The subtype for the Talismans is tricky though. The Gunner Bomber has a lot more DEF than MR. While Power and Ward subtypes might give you the best offense, a few Arcane Talismans might not be a bad idea.
He has 3 colorless, and 3 blue Talisman slots (used to be 3 colorless, 2 yellow and one red)