Enter the Gungeon

Enter the Gungeon

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There is no best gungeoneer. Change my mind.
There is no 1 overall best gungeoneer. Gungeoneers have different strengths and weakness. Some are better than others depending on the user and situation, but one cannot simply be the overall best.

Change meh mind.
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Showing 1-5 of 5 comments
wafflekitty Oct 5, 2018 @ 7:06pm 
EDIT: Hold up a sec, I recognize that user name. You start threads like this, then get upset when people actually try to debate you. So nevermind.
Last edited by wafflekitty; Oct 5, 2018 @ 9:34pm
The Fool Oct 5, 2018 @ 10:07pm 
Originally posted by TrailDash:
There is no 1 overall best gungeoneer. Gungeoneers have different strengths and weakness. Some are better than others depending on the user and situation, but one cannot simply be the overall best.
Something doesn't have to be the best in every situation in order to be the overall best in its category. By that logic, you could give one of the characters 20 heart containers to start with and they still wouldn't be "the best" even though they clearly would be the most likely to complete a run.
Last edited by The Fool; Oct 5, 2018 @ 10:52pm
Jesterofgames7712 Oct 5, 2018 @ 10:32pm 
Originally posted by The Fool:
Originally posted by TrailDash:
There is no 1 overall best gungeoneer. Gungeoneers have different strengths and weakness. Some are better than others depending on the user and situation, but one cannot simply be the overall best.
Something doesn't have to be the best in every situation in order to be the overall best in its category. By that logic, you could give one of the characters 20 heart containers to start with and they still wouldn't be "the best" even though they clearly would be the mostly likely to complete a run.
Basically this
The bullet isn’t the best in every situation... but it’s better then every other gungeoner in most.

Carrier Pidgeons Oct 6, 2018 @ 12:20pm 
Overall "best" doesn't really exist in a game like this, because of the different modes and, like you said, preference. Of course, it also depends on what you mean when you say "best".

I'd say in a nutshell that each gungeoneer has this niche:

Pilot: Potential to snowball
Convict: Damage output in a pinch and Zoning; Secret Rooms.
Hunter: Clearing Rooms and getting early Master Rounds
Marine: Gun Reliability
And of course we have the special characters.
Robot: Crowd Control + Jammed Mitigation
Bullet: CQC


In a normal run, I would say "best" either goes to Pilot, Hunter, or Marine, and here's why:

The Convict's basic weapon is debatably the best, having superior DPS and having 6 damage per bullet, but has to reload much more often compared to the other guns, and while the Sawed Off is an excellent room-clearing tool early on, it encourages riskier play in the form of having to get close to enemies to mitigate it's awful spread. When trying for Master Rounds, the Sawed Off is, imo, a poor choice due to having to be in close proximity to the boss, and her passive is worthless for most bosses because it can't be procced without ruining your chance at a Master Round, which is the main goal for the earlier floors. The Molotov is, imo, the best thing about her, but even then it's somewhat problematic. Since it can damage the player as well as enemies, it's excellent for making a kill zone or safely dispatching enemies while behind cover. Unfortunately, it's a mixed bag for bosses; some, like the Lead King, are completely immune and make it more of a detriment than a benefit. For others, it becomes a question of whether the bosses will actively be moving and get out of the fire before a decent amoung of chip damage has been done.
Something that ought to be mentioned is that the Convict's toolkit is the best for uncovering secret rooms. The Molotov is a surefire way to find a passage, and the Sawed Off has the most disposable ammo for a starting gun that can break walls. It's usually not something that comes up much because getting a gun with a relatively high ammo count is something that occurs on floor 1 very often, but does present itself as a small advantage.

The Hunter's basic weapon is a relatively decent revolver, clocking in just under the Convict in DPS and with the option to manually fire to unload the magazine faster. It has slightly more bullets than the Convict's and the same damage, just a tad slower overall. The Hunter shines because of everything else in her arsenal, though. The Crossbow is an incredible weapon for the first three floors, remaining a decent room-clearer in the fourth and significantly dropping off after then. In my experience, it's an incredible boss-killer for floor 1 and can do very well for floor 2, making those master rounds very easy to get, which in my experience greatly improves the odds of the run ending in success. Junior II is more of a bonus, consistently giving a few goodies across a run with a 5% chance to make a random item. This synergizes will with crossbow usage if you can get an ammo crate drop. Junior has saved runs for me with a surprise ammo crate / health drop / key / armor.

The Pilot's starting weapon is widely considered the worst for so many reasons that I won't get into it, but I find it effective myself. His passives grant him 10% extra ammunition, 15% reduced store prices, an extra active item slot and the Trusty Lockpicks, which I'll go into detail about later.
The Pilot is...interesting. With a weapon that is decent for the first floor but is woefully subpar for bosses and every floor after, he is very dependent on getting a drop from a chest on floor 1 or from the Shopkeeper. His shop price reduction is something that, in my experience, has led to several important purchases and is not to be underestimated; it is particularly useful for buying cheaper blanks with leftover money to be used to unlock secret rooms.
I would describe the Pilot as a character that excels at snowballing. With a 50% chance to forego using a key to unlock anything via the Trusty Lockpicks (which have a ridiculously low recharge rate), it's an excellent way to both gain a chance at the Oubliette for free / at a reduced rate and for a chance to unlock the second chest+ chest on the first floor that would be otherwise ignored or broken in hopes of getting a decent gun. A 10% increased ammo capacity becomes extremely important later in the game (especially around the Forge and BH), and the ability to carry another active item can be immensely useful for obvious reasons, especially with some of the crazy synergies that can be done with Cigarettes. With some slight luck, the Pilot can absolutely destroy the Gungeon. Without any, though, the Pilot suffers the most.

The Marine is, to put it bluntly, boring but effective. His starting weapon is the most accurate and, despite slightly lower damage, has an astonishing 10 rounds per reload, making it pretty effective for the first two floors. A free armor is always good, Military Training is an excellent passive that makes most relatively bad guns in the game become quite useful. While lacking anything flashy like the others have, he manages to be very strong just because armor is very useful and Military Training is just an all-around good passive throughout the entire run.

The Robot is simultaneously the most difficult and not the most difficult playable character. Using armor instead of health, every damage it takes is a permanent loss of health and it loses out on a not insignificant amount of items, both active and passive, that become absolutely useless bar the potential to be sell-creep'd. However, Battery Bullets give it both an immunity to electricity and an incredible boost to accuracy across all weapons, as well as the ability to turn water into a hazard for the enemy, which is something that can be done quite often due to the low cooldown on Coolant Leak, the Robot's active item.
Getting that out of the way, the Robot's starting weapon is incredible. Boasting the highest DPS of the starting guns, it has an absolutely massive magazine of 20. With Battery Bullets, the weapon is dead-accurate, making it amazing for the first floor and effective for a few after. The Robot has an advantage against the Jammed by only taking 1 armor of damage per hit versus the two health damage taken by other characters,, which is a not insignificant thing. While very punishing towards mistakes, the Robot does a great job of shutting down enemies in an area and has a very strong toolkit for both lategame and earlygame.

The Bullet is interesting. Blasphemy and Live Ammunition both make it clear that this is a character that's supposed to be in the enemy's face, not cowering to the side. Blasphemy has several tricks (IE the Guard Flash and reload cancelling bullets) that are difficult to pull off, but the sword can do some ridiculous things in the right hands. Capable of cancelling out bullets that it swipes at and firing a strong projectile at full health, the sword is immensely powerful if used well; however, at less-than-full health it has a massive hit to it's strength, losing the sword projectile and as a result, the only way the weapon can deal damage from a range. Live Ammunition gives immunity to contact damage and quintuples roll damage to 15, making the Bullet an immensely strong close-quarters combat character. However, that does come with not an insignificant amount of risk on the player's part to be in such close proximity of the enemy (and their bullets). The Bullet is a unique case compared to the other characters because of this change in playstyle, and IMO can't really be compared to the others. While having an immensely strong kit, it takes special care and a lot of practice to use correctly.


The Pilot, Hunter, and Marine all bring to the table passives that improve player performance unconditionally. The Convict's passive acts more as mitigation of poor play, giving a small window for the player to deal double damage in consolation for taking damage. While there are situations where this may be beneficial (burning excess health in a low-ammo situation to get the most out of each bullet, which may be especially importart for the endgame bosses), as a whole it is less likely you will gain a definitive benefit from the Enraging Photo versus the rest. Because of this, I feel that I can state that the Pilot, Hunter, and Marine are superior.

mewlynx Oct 6, 2018 @ 3:07pm 
I would say that it depends on what you're going for.

Pilot and Marine are both characters that have passives that benefit them throughout the entire run, with Pilot having reduced shop prices and Marine having faster reload and better accuracy. Pilot is considered the superior character of the two.

Hunter, Convict, andBulletall seem to be set up with the same advantage of an easy early game, with the endgames being more or less the same. Out of this pool of characters,Bulletis arguably the strongest, though I still prefer Hunter.I would throw Robot in this category, too, but the armor mechanic is unique on its own, so it didn't seem fair to place him here.

Last edited by mewlynx; Oct 6, 2018 @ 3:07pm
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Date Posted: Oct 5, 2018 @ 6:47pm
Posts: 5