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On this page
  • Resistances
  • Normal
  • Shielded
  • Tips & Mechanics
  • Shield
  • Abilities
  • Jump
  • Spray
  • Shield
  1. Monsters
  2. Fatui

Cryogunner Legionnaire

PreviousElectrohammer VanguardNextHydrogunner Legionnaire

Last updated 3 years ago

Resistances

Normal

Element
RES

-20%

ALL OTHER ELEMENTS

10%

Shielded

Element
RES

80%

ALL OTHER ELEMENTS

110%

*Note - RES above 100% does not make them immune to the damage. The damage calculation changes for resists above 75%.

Tips & Mechanics

Weak Point - Face

The Jump ability is easy to avoid by running away from the landing position while the Cryogunner is in the air.

The Spray attack can do significant damage, particularly once Shielded. You can easily run out of it's range to avoid it, or break his Shield to interrupt the attack.

Shield

While shielded, the Cryogunner Legionnaire gains +100% RES to all types of damage, making it extremely resistant.

Abilities

Jump

This attack will only be used if the player is a far enough away.

Spray

When shielded, the Spray attack will be powered up. The Cryogunner will walk towards the player, and will turn to face the player.

The powered up attack will also last much longer than the standard - about 12 seconds total.

Shield

Once the shield is broken, the **Cryogunner **will be stunned for about 8 seconds.

Unless you are able to take him down before he is able to shield, always bring against the Cryogunner. He is extremely resistant to all damage while shielded. Trying to defeat it while the shield is up will lose a lot of time.

is the most effective against the shield.

will also damage the shield, but are very ineffective

The Cryogunner Legionnaire shield has 4U of strength. This means it takes anywhere between 2~4 applications ofto break the shield, depending on how strong the ability is at applying the element.

Jumps at the player, dealing AoE Cryo damage.
Sprays a gust of Cryo in an arc
Continuous, sweeping Cryo attack
Creates a shield that absorbs damage.