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Bosses are strong enemies found at the end of every floor in The Gungeon. Defeating a boss allows the player to advance to the next main floor.

Upon being killed, bosses drop a weapon or item of random quality, several Hegemony Credits, and one to three pickups such as hearts, ammo, or keys. Bosses will always drop a gun if the player has not yet picked up a gun on the current floor. If a boss from one of the five main floors is defeated without getting hit, they will drop a Master Round as well. Clearing a boss without getting hit will also cause it to drop doubled Hegemony Credits.

Keep of the Lead Lord

Bullet King.png Gatling Gull.png Trigger Twins.png
Bullet King Gatling Gull Trigger Twins

Gungeon Proper

Ammoconda.png Beholster.png The Gorgun.png
Ammoconda Beholster Gorgun

Black Powder Mine

Cannonbalrog.png Mine Flayer.png Treadnaught.png
Cannonbalrog Mine Flayer Treadnaught


High Priest.png Kill Pillars.png Wallmonger.png
High Priest Kill Pillars Wallmonger


High Dragun.png
High Dragun

Secret Bosses

Black Powder Mine


Gungeon Proper, Black Powder Mine, and Hollow

Door Lord.png
Door Lord



Abbey of the True Gun

Old King.png
Old King

Resourceful Rat's Lair

Boss Resourceful Rat.png
Resourceful Rat

R&G Dept.


Past Bosses

Black Stache.png Dr. Wolf's Monster.png
Black Stache Dr. Wolf's Monster
HS Absolution.png Interdimensional Horror.png
HS Absolution Interdimensional Horror
Agunim.png Cannon.png The Last Human.png
Agunim Cannon The Last Human

Bullet Hell



  • When the player enters the past, (excluding the pilot’s past) they will lose their items and guns, but will keep blanks and armor.
  • Every boss has a DPS (damage per second) cap as a way of stopping players from dealing high amounts of damage over a short time, so guns with high fire rate or high damage can't destroy bosses in seconds.
    • The DPS cap is applied across a 3-second window.
    • The most damage a single shot can deal is equal to triple the floor's DPS cap.
    • In Boss Rush, bosses have no damage per second cap.
    • In co-op, the DPS cap is increased by 70%.
    • The DPS cap is ignored by Glass Cannon, Makeshift Cannon, Yari Launcher, Boxing Glove's 3 star charged super punch, Pulse Cannon, and High Kaliber's souls.
    • The DPS cap is ignored if a weapon deals 1000 or more damage with a single projectile.
    • The DPS cap varies per floor and was increased in the A Farewell to Arms Update:
Floor A Farewell to Arms Classic
Keep of the Lead Lord/Oubliette 30 25
Gungeon Proper/Abbey of the True Gun 42 35
Black Powder Mine/Resourceful Rat's Lair 60 50
Hollow/R&G Dept. 70 58
Forge 78 65
Bullet Hell 80 70