All Characters Guide: Starting Loadouts & Traits
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.

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
Marine
The
Marine is the most beginner-friendly character.
He starts with one extra point of
Armor and carries
Military Training — a passive that improves accuracy, reload speed, and charge speed for every gun. His active item
Supply Drop drops an ammo crate at his feet, refilling his held gun (it cannot be used when that gun is already full).
The
Marine 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.
- Starting gun:
Marine Sidearm (infinite ammo) - Active item:
Supply Drop — drops an ammo crate at your feet - Passive:
Military Training — better accuracy, faster reload and charge - Starts with 1 extra
Armor
Convict
The
Convict hits hard right out of the gate, starting with two guns for strong early damage.
Her
Budget Revolver is reliable, and the
Sawed-Off shreds anything at close range. The
Enraging Photo passive briefly auto-reloads her gun and boosts damage after she takes a hit. The
Molotov can zone enemies or set up consistent burn damage.
The
Enraging Photo only pays off once she has been hit, which is why the
Convict is built for players who like high-risk, high-reward offense.
- Starting gun:
Budget Revolver (infinite ammo) +
Sawed-Off - Active item:
Molotov — thrown fire bomb - Passive:
Enraging Photo — brief auto-reload and damage boost when hit
Hunter
The
Hunter brings a reliable toolkit and excellent utility.
The
Crossbow deals high single-target damage and can one-shot many early enemies, and the
Rusty Sidearm provides a consistent fallback. Her
Dog companion digs up extra dropped items after clearing a room and barks near disguised
Mimics.
That bark saves a lot of
Keys: when a chest looks suspicious, walk the
Dog past it before deciding to open it. Some of the
Hunter's value does depend on luck, so the payoff is not consistent.
- Starting gun:
Rusty Sidearm (infinite ammo) +
Crossbow - Passive:
Dog — barks to identify
Mimics, digs up extra room-clear loot - The dog also acts as a companion that can interact with certain NPCs
Pilot
The
Pilot has the weakest early combat but the best long-term economy.
Trusty Lockpicks open chests with a 50% chance without spending a
Key.
Disarming Personality gives a 15% discount at all shops.
Hidden 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 Special is mediocre, so early floors demand careful play.
- Starting gun:
Rogue Special (infinite ammo) - Active item:
Trusty Lockpicks — 50% chance to open a locked chest without a
Key - Passive:
Disarming Personality — 15% shop discount - Passive:
Hidden Compartment — extra passive item slot
Hidden Characters
Robot
The
Robot is a high-skill pick: once you understand
Armor management, he is extremely powerful.
He replaces health with
Armor entirely — he has 6
Armor containers and no heart slots. Hearts and healing items restore nothing for him (they convert into a small amount of
Casings instead), and picking up a
Master Round grants him one piece of
Armor. His
Battery Bullets passive turns some shots electric and makes him immune to damage from electrified water.
Coolant Leak drops a pool of liquid that slows enemies.
Most importantly, picking up
Junk gives him a stacking +5% damage boost each (
Gold Junk counts too) — so never drop or sell it. With no healing available at all, keeping
Armor topped up is everything.
- Unlock: the
Busted Television only appears in the Gungeon elevator shaft once you have opened that floor's shortcut with
Tinker; carry it down to the
Blacksmith in the Forge and let the hand-over cutscene finish (
Pilot's
Hidden Compartment makes carrying it easier) - Starting gun:
Robot's Right Hand (infinite ammo) - Active item:
Coolant Leak — creates a slow-field liquid patch - Passive:
Battery Bullets — some bullets become electric; immune to electrified water - Has 6
Armor instead of hearts; each
Junk picked up grants +5% damage
Bullet
The
Bullet plays completely differently from everyone else.
The starting weapon
Blasphemy 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 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 Kin rarely appear in random rooms (they wander and don't attack); let 5 of them despawn (spare them) to unlock the
Bullet - Starting weapon:
Blasphemy (melee sword, infinite 'ammo') - Passive:
Live 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
Paradox
The
Paradox 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
Slinger), 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?.
That amounts to roughly two chests worth of advantage right from the start, so the
Paradox 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
Slinger) + 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
Gunslinger
The
Gunslinger is the hardest character to unlock and is the pre-mortem form of the
Lich.
His starting gun, the
Slinger, can be thrown at enemies for damage when reloading, but his real strength is the
Lich'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
Gunslinger late-game firepower is unmatched.
- Unlock (hardest in the game): as the
Paradox, defeat the
Lich in Bullet Hell (Chamber 6) to start a
Gunslinger run; during that run you must get the Bullet That Can Kill The Past from the
Blacksmith in the Forge and kill the
Gunslinger's Past to unlock him permanently
Gunslinger cannot be unlocked on a blessed run (
Blessed Mode)- Starting gun:
Slinger (infinite ammo) - Passive:
Lich's Eye Bullets — every gun automatically triggers all of its synergies - Cost to play: 7 × Hegemony Credit
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 Cookie, which revives a downed partner, and the passive
Number 2, which raises her movement speed and damage while her partner is dead. Her starting weapon is the
Dart Gun — low damage but infinite ammo.
Number 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 Gun (infinite ammo) - Active:
Friendship Cookie — revives a downed partner - Passive:
Number 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
Blacksmith will not give her the Bullet That Can Kill The Past, but it is not needed); reaching her Past unlocks
Number 2 and the
Sunlight Javelin
Still not sure who to start with?
Beginner's Guide & Tips covers recommended starter characters and the basics worth knowing on your first runs.