Gungeon Guide

All Characters Guide: Starting Loadouts & Traits

2026-07-24

Every playable character in Enter the Gungeon: each Gungeoneer has a unique starting loadout and passive traits, and choosing the right one shapes your entire run strategy.

All Characters Guide: Starting Loadouts & Traits

Enter the Gungeon has multiple playable characters. Four are available from the start; four more are hidden and must be unlocked through gameplay. A further second-player character, Mysterious Companion, is exclusive to local co-op (see Co-op Character). Each character has a distinct set of starting weapons and items, plus passive bonuses that change how you approach every run.

Starting Characters

/guide-images/characters/marine.png Marine

The MarineMarine is the most beginner-friendly character.

He starts with one extra point of ArmorArmor and carries Military TrainingMilitary Training — a passive that improves accuracy, reload speed, and charge speed for every gun. His active item Supply DropSupply Drop drops an ammo crate at his feet, refilling his held gun (it cannot be used when that gun is already full).

The MarineMarine rewards steady, unhurried play: stand still to get tighter shot groupings, and lean on the steady ammo supply to keep firing from a safe distance.

/guide-images/characters/convict.png Convict

The ConvictConvict hits hard right out of the gate, starting with two guns for strong early damage.

Her Budget RevolverBudget Revolver is reliable, and the Sawed-OffSawed-Off shreds anything at close range. The Enraging PhotoEnraging Photo passive briefly auto-reloads her gun and boosts damage after she takes a hit. The MolotovMolotov can zone enemies or set up consistent burn damage.

The Enraging PhotoEnraging Photo only pays off once she has been hit, which is why the ConvictConvict is built for players who like high-risk, high-reward offense.

/guide-images/characters/hunter.png Hunter

The HunterHunter brings a reliable toolkit and excellent utility.

The CrossbowCrossbow deals high single-target damage and can one-shot many early enemies, and the Rusty SidearmRusty Sidearm provides a consistent fallback. Her DogDog companion digs up extra dropped items after clearing a room and barks near disguised MimicMimics.

That bark saves a lot of KeyKeys: when a chest looks suspicious, walk the DogDog past it before deciding to open it. Some of the HunterHunter's value does depend on luck, so the payoff is not consistent.

  • Starting gun: Rusty SidearmRusty Sidearm (infinite ammo) + CrossbowCrossbow
  • Passive: DogDog — barks to identify MimicMimics, digs up extra room-clear loot
  • The dog also acts as a companion that can interact with certain NPCs

/guide-images/characters/pilot.png Pilot

The PilotPilot has the weakest early combat but the best long-term economy.

Trusty LockpicksTrusty Lockpicks open chests with a 50% chance without spending a KeyKey. Disarming PersonalityDisarming Personality gives a 15% discount at all shops. Hidden CompartmentHidden Compartment adds an extra active item slot, letting him carry two active items at once, and raises max ammo by 10%.

He scales dramatically once he gets items — but the Rogue SpecialRogue Special is mediocre, so early floors demand careful play.

Hidden Characters

/guide-images/characters/robot.png Robot

The RobotRobot is a high-skill pick: once you understand ArmorArmor management, he is extremely powerful.

He replaces health with ArmorArmor entirely — he has 6 ArmorArmor containers and no heart slots. Hearts and healing items restore nothing for him (they convert into a small amount of CasingsCasings instead), and picking up a Master RoundMaster Round grants him one piece of ArmorArmor. His Battery BulletsBattery Bullets passive turns some shots electric and makes him immune to damage from electrified water. Coolant LeakCoolant Leak drops a pool of liquid that slows enemies.

Most importantly, picking up JunkJunk gives him a stacking +5% damage boost each (Gold JunkGold Junk counts too) — so never drop or sell it. With no healing available at all, keeping ArmorArmor topped up is everything.

  • Unlock: the Busted TelevisionBusted Television only appears in the Gungeon elevator shaft once you have opened that floor's shortcut with TinkerTinker; carry it down to the BlacksmithBlacksmith in the Forge and let the hand-over cutscene finish (PilotPilot's Hidden CompartmentHidden Compartment makes carrying it easier)
  • Starting gun: Robot's Right HandRobot's Right Hand (infinite ammo)
  • Active item: Coolant LeakCoolant Leak — creates a slow-field liquid patch
  • Passive: Battery BulletsBattery Bullets — some bullets become electric; immune to electrified water
  • Has 6 ArmorArmor instead of hearts; each JunkJunk picked up grants +5% damage

/guide-images/characters/bullet.png Bullet

The BulletBullet plays completely differently from everyone else.

The starting weapon BlasphemyBlasphemy is a melee sword — he attacks by swinging it, not shooting, and swings can also destroy incoming enemy bullets. At full health, his swing fires an extra wave of light. The Live AmmoLive Ammo passive causes dodge-rolling through enemy bullets to absorb them and heal a small amount of health, and he takes no contact damage during dodge rolls.

With practice you can negate almost all bullet damage through movement and melee — close-range safety is his defining strength — but it demands deep knowledge of enemy bullet patterns.

  • Unlock: after defeating at least one Past with any character, Red-Caped Bullet KinRed-Caped Bullet Kin rarely appear in random rooms (they wander and don't attack); let 5 of them despawn (spare them) to unlock the BulletBullet
  • Starting weapon: BlasphemyBlasphemy (melee sword, infinite 'ammo')
  • Passive: Live AmmoLive Ammo — dodge-rolling through bullets absorbs them and restores a small amount of health
  • No contact damage during dodge rolls; melee fires a light wave at full health

/guide-images/characters/paradox.png Paradox

The ParadoxParadox has no Past of its own and starts every run with a randomized loadout.

That loadout is a random starting sidearm taken from the other Gungeoneers (excluding the SlingerSlinger), another random gun, and a random passive item. These random starting items do not count toward Magnificence (unless dropped and picked back up) — see What Is Magnificence?What Is Magnificence?.

That amounts to roughly two chests worth of advantage right from the start, so the ParadoxParadox usually opens stronger than average — but every run is different and you have to improvise around whatever you are dealt.

  • Unlock: after defeating at least one Past, cosmic rifts appear with a 20% chance in random rooms of the Gungeon, Mines, and the Hollow; step into a rift to gain the paradox effect and finish that run to unlock
  • Starting loadout: a random sidearm from another character (excluding the SlingerSlinger) + a random gun + a random passive item
  • Strength: starts with about two chests of gear, so it plays above average
  • Cost to play: 5 × Hegemony Credit

/guide-images/characters/gunslinger.png Gunslinger

The GunslingerGunslinger is the hardest character to unlock and is the pre-mortem form of the LichLich.

His starting gun, the SlingerSlinger, can be thrown at enemies for damage when reloading, but his real strength is the Lich's Eye BulletsLich's Eye Bullets passive — it makes every gun automatically trigger all of its synergies.

Paired with items that form synergies, any build is hugely amplified, and the GunslingerGunslinger late-game firepower is unmatched.

Co-op Character

Mysterious Companion (called the Cultist in Enter the Gungeon) is the second-player character exclusive to local co-op — you cannot pick her in single-player; she is controlled automatically when a second player joins. She has no unlock path of her own, but she does have a Past you can challenge, and her whole kit is built around co-op.

She starts with the Friendship CookieFriendship Cookie, which revives a downed partner, and the passive Number 2Number 2, which raises her movement speed and damage while her partner is dead. Her starting weapon is the Dart GunDart Gun — low damage but infinite ammo.

Number 2Number 2 keeps her from being helpless when soloing, but her growth is steady and slow, so she relies on pickups to scale.

  • Local co-op only: used automatically when a second player joins; cannot be selected in single-player
  • Starting weapon: Dart GunDart Gun (infinite ammo)
  • Active: Friendship CookieFriendship Cookie — revives a downed partner
  • Passive: Number 2Number 2 — boosts movement speed and damage while the partner is dead (co-op exclusive; unobtainable in normal play until unlocked)
  • Has a Past you can challenge: shoot yourself with the Gun That Can Kill The Past to enter it (the BlacksmithBlacksmith will not give her the Bullet That Can Kill The Past, but it is not needed); reaching her Past unlocks Number 2Number 2 and the Sunlight JavelinSunlight Javelin

Still not sure who to start with? Beginner's Guide & TipsBeginner's Guide & Tips covers recommended starter characters and the basics worth knowing on your first runs.