Gizmo - Best Perks and Tips
Gizmo is one of the trickier characters to play in MultiVersus, with lots of tools to master, but with the right perks and strategies, he has tons of potential. Coming from the Gremlins film franchise, Gizmo is a Mogwai. Found in the shop of an older man and adopted by a young boy, Gizmo helped defend against the mischievous Gremlins. Just don't get Gizmo wet or feed him after midnight!
Gizmo Introduction
Description: "When Gizmo heard that his malevolent off-spring Stripe had been pulled into the battle for the Multiverse, he followed immediately to stop him. Gizmo has always been a hero: Whether it was helping save Kingston Falls, averting the disaster at the Clamp Center, or any of the other adventures from his (surprisingly long) life, he has always been an unlikely protector of the innocent. With his box of tricks and mystical singing, he’s sure to throw a wrench in the works."
Gizmo is a support character who specializes in area denial and powerful projectiles that need setup to work at their best. He is able to create large popcorn clouds that deal very small amounts of damage on their own, and significant damage and knockback when detonated by charged arrows.
Gizmo Move List and Passive
Passive: Some of Gizmo's attacks apply a Music buff. Affected enemies are Silenced if they reach the max stack count, stopping them from using cooldown abilities. Affected allies will create a musical note when they evade, hitting overlapping enemies and applying Music to them.
Move | Ground | Air |
---|---|---|
Neutral Attack | Hunter's Bow (Ground Neutral)Gizmo CHARGES and aims an arrow PROJECTILE. The arrow will apply IGNITE if CHARGED. You can store charge if the arrow is not shot and it will use this charge the next time you aim an arrow. Gizmo can move and jump while charging his bow. Hitting opponents with a flame arrow will refresh one ammo | Flying Hunter's Bow (Air Neutral)Same as ground |
Side Attack | Mogwai 3-Step (Ground Side)Gizmo performs a punch, headbutt, drop kick COMBO | Fist Of Furry (Air Side)Gizmo CHARGES a forward punch |
Up Attack | Pop Pop Pop! (Ground Up)Gizmo CHARGES and throws a popcorn PROJECTILE upward at a controllable angle. The popcorn will explode if IGNITED. Gizmo arrows will also detonate the popcorn but in a cone. Flame arrows will have a bigger explosion than regular arrows | Widdle Claws (Air Up)Gizmo does two swipes overhead |
Down Attack | Harsh Melody (Ground Down) Gizmo CHARGES before slamming a keyboard dealing ARMOR BREAK, sending out musical notes PROJECTILES to his left and right. The CHARGE determines how far the notes travel. The notes apply MUSIC to enemies. | Stompy Feet (Air Down)Gizmo CHARGES before stomping downward three times |
Neutral Special | Song Of The Mogwai (Ground Neutral)Gizmo sings, spawning musical note PROJECTILES that DAMAGE enemies hit and apply MUSIC. The musical notes will fly towards nearby allies giving MUSIC buff. They will also follow friendly projectiles and apply HITSTUN. Hold input to keep singing. | Song Of The (Flying) Mogwai (Air Neutral) Similar to ground, but the musical notes shoot forward |
Side Special | Beep Beep! (Ground Side)Gizmo hops in and drives a toy car around, ramming it into enemies. He can exit by jumping or dodging, sending the car forward. Allies can drive the car around if no one is already driving. If Gizmo enters the car using his Up Special, it will overheat and launch forward. The car will explode shortly thereafter or if it crashes. Once the car is destroyed, COOLDOWN applies | Umbrella Bash (Air Side) Gizmo dashes forward holding an umbrella in front of him, BLOCKING PROJECTILES. Hold input to have Gizmo unfurl the umbrella and GLIDE. |
Up Special | Gizmo-A-Go-Go (Ground Up) Gizmo leaps upward. If an ally is nearby and in front of him, he will leap towards them and attach himself and CLEANSE them. While attached, Gizmo can still perform attacks but will take a percentage of the damage his ally takes. Gizmo can jump to detach himself. If Gizmo hits an enemy with his dash, he will bounce upward off them. Gizmo can also dash to the car summoned by his Grounded Side Special | Gizmo-A-Go-Go (Flying) (Air Up) Same as ground |
Down Special | Corrugated Camouflage (Ground Down)Gizmo hops in a toy chest, which BLOCKS PROJECTILES. Hold input to stay in the chest. While attached to an ally he will hold out an umbrella for a similar effect on his ally | Falling Furball (Air Down)Gizmo does a butt slam downward and bounces back up if he hits enemies |
Advanced Tips
- Use Popcorn and Charged Arrows: Popcorn does almost no damage on its own, but since Gizmo can store his charged arrows, you can make sure you always have one ready to go, then focus on throwing out popcorn clouds. Wait for the right moment and position yourself correctly, then let the charged arrow rip and smash the heck out of the opponent
- Music Is Your Friend (And The Bane Of Your Enemies): Unlike the silence ability Rick has, Gizmo's music seals enemy cooldown abilities for a long time, making it an ideal counter to powerful characters that rely on cooldown abilities (like Bugs), so use it aggressively, particularly against enemies who recover with cooldown abilities
- Eat, Sing, Kill Everyone: You can combine Music and Popcorn to create much more powerful combinations that deal more damage and build Silence stacks on enemies. Charge an arrow as you move around, then throw out popcorn. Sing to build up music notes, then shoot the arrow through the music notes. This will cause them to also hit the popcorn, making it a powerful projectile that builds silence stacks while it hits hard and deals solid knockback.
- Stall: Gizmo has several moves that let him stall in midair, in addition to glide. This lets him stay unpredictable and avoid enemy attacks, set up ring-out situations, and get back to the stage safely. Make sure to experiment with his charged umbrella, Down Attack, and other moves to get a feel for his many recovery options
- Be Like Yoda: Gizmo can use his Up Special ability to jump into a backpack on his ally. This lets him shoot his arrows, deflect projectiles, and stay close in case combo opportunities arise. Unlike Iron Giant, this ability is always available, although jumping out of the backpack will trigger a short cooldown
- Combo Into Death: Gizmo has several combo abilities that can set up kills. His down special can combo into his side attack or up attack, so make sure to use those when you are close to enemies and don't have time to set up his popcorn arrow shots.
Best Perks
Gizmo's best move combinations ignite enemies, so leaning into fire damage and synergy is a great move. Keeping high mobility is, as always, a great thing, as is reducing cooldowns and increasing projectile speeds. While none of these is particularly unique to Gizmo, it means commonly-used perks are still great for him.
- Bounce, Bounce, Boom! (Signature Perk): Gizmo's air down special can bounce off of his popcorn and his toy car to detonate them instantly. In addition to having other ways to activate and detonate his popcorn and car, this actually gives him even more recovery and movement options than he would otherwise. The other abilities are too conditional or situational, so we recommend this one, although if you really like jumping in your ally's backpack, Cuddle is fun.
- Coffeezilla!: Your team receives 10% (15% with Ally) reduced ability cooldown duration. With several good cooldown abilities, this is an solid choice for Gizmo.
- Triple Jump: Your team receives an extra jump after hitting an enemy while in air. Always useful. Always a good decision.
- That's Flammable, Doc!: For 3 seconds after knocking back an enemy with a projectile, your team can melee attack that enemy to ignite them for 1 second (2 seconds with Ally). Since his best move combinations inflict ignite already, this is an excellent perk for him and his allies. It also synergizes with our recommended Signature Perk.
- Make It Rain, Dog: Your team receives 20% (25% with Ally) increased projectile speed. Since so much of Gizmo's gameplan revolves around projectiles, making them faster is nice.