Skyburner Dragon Cannon ​

From BossRush · Qinglan Archipelago Wiki
Skyburner Dragon Cannon Gun · Fire
Skyburner Dragon Cannon
Gun
Statistics
Rarity8
Base damage26
Fire rate / Mag9.2 / 15
Reload3.35 s
Range24
Crit28% · 1.6x
Ammo profiles15, each rewrites the panel
SourceSkyburner Dragon Lord (1%)
Internal ID:500035

What Is It? ​

The Skyburner Dragon Lord's personal firearm. It supports 17 ammo types that can be selected through the normal ammo-type UI; every one is rewritten into a distinct dragonfire barrage.

  • Type: Firearm / Element: Fire
  • Drop: Skyburner Dragon Lord (1%; exceptionally rare)
  • Player-obtainable: Yes

Base Stats ​

  • Base Damage 26 / Base ROF 9.2 / Base Mag 15 / Base Reload 3.35s
  • Base Speed 108 / Base Range 24 / Crit 28% / Crit Damage 1.6x
  • Move Speed while held: 85%

Loading a specific ammo type changes damage, fire rate, magazine, reload time, range, and projectile behavior. The values above are the unloaded base stats.

17 Selectable Ammo Types ​

Compatible ammo in your inventory appears in the ammo-type list. Select it and reload to use its corresponding barrage.

High Damage ​

  • Sniper — 4 pierce, extremely slow ROF (×0.12), ×4 damage, range 36; for precise priority-target kills.
  • Heavy — 2 pierce with declining follow-up damage, ×1.4 damage, range 28.
  • Rocket — Low-arc homing rocket that airbursts at roughly half range into 6 radial sub-rockets; mag 5.
  • IceBlade — Ice element, 3 pierce, ×2 damage, half ROF; on impact or at the end of its flight it bursts into a 1.25m ice explosion that applies the vanilla Cold status (not a freeze).

Spread / Coverage ​

  • Shotgun — 12-pellet, 20° dragonbreath cone, ×1.65 damage; up to two burning zones on hit or at range end.
  • Assault — 3-pellet spread; bullets bounce once.
  • SMG — 2 helix rounds, ROF ×1.6, mag 30.
  • Candy — 6 pellets in a 180° random spread; bullets bounce and every candy keeps its own damage.

Special Trajectory ​

  • Magnum — 3 pierce, boomerang return, ×1.9 damage.
  • Arrow — Slight drop; sticks on hit, then detonates after a short delay, ×1.8 damage.
  • Energy — Electric tracking round that splits into 3 tracking secondaries on hit or expiry.
  • Nano — Fast poison needles with 3 pierce and 3 bounces; no longer splits.
  • Firework — Horizontal helix round that airbursts at roughly 70% range into 12 firework secondaries. The target the main round hits first is not focused again by the secondaries.

Elemental Oddities ​

  • Snow — Ice element, low base damage, ultra-slow straight roll for 5s that grows and gains damage. The main snowball splits into 4 small snowballs on hit or expiry; they get brief spawn protection, roll for 2s, and continue growing. Only the main snowball leaves a 1s ice zone.
  • Poop — Poison element, high arc, ×3.2 damage, a 4s poison pool on landing, range 60.

Elemental Control ​

  • Large Energy Bullet (Void Singularity) — Space element. Fires one slow, oversized orb that passes through every enemy in its path. At the crosshair (or on hitting a wall, or at max range) it collapses into a singularity that pulls enemies within 3.2m toward its center for 1.3s (bosses are not pulled), deals damage every 0.3s, then implodes. ×2.4 damage, slowest ROF tier (×0.12), mag 4.
  • Water Balloon (Spirit Skipper) — Psionic element. Lobs 3 water balloons on a low arc; each skips off the ground 3 more times like a stone on water. Every bounce bursts a 1.3m splash that applies the vanilla Soaked status (more Electric damage taken, less Fire damage taken), and the last one leaves a 3s spirit puddle. ×1.6 damage split across the 3 balloons, mag 12.

Soak a group with Water Balloons first, then switch to Energy (Electric) rounds for extra damage. Soaked targets also shrug off fire, so don't switch straight back to dragonfire.

Dragon Flame Mark Synergy ​

  • Cannon hits apply Dragon Flame Marks, up to 10 stacks on one target.
  • Switch to the Inferno Emperor's Realm-Breaking Halberd and slam a marked target to detonate all stacks for 30 fire damage per stack.

Tips ​

  • Rocket, Firework, and Shotgun excel against groups; Sniper, Heavy, and Magnum suit priority targets.
  • Snowballs, poison pools, and burning zones reward landing prediction. Energy and Nano are useful against evasive enemies.
  • The Large Energy Bullet groups scattered enemies into one spot; follow up with Shotgun, Rocket, or an Inferno Emperor's Realm-Breaking Halberd slam.