Name
|
Qual.
|
Type
|
Class
|
|
|
|
|
|
|
|
|
|
Effect
|
Aimu Hakurei
|
|
Burst
|
FULLAUTO
|
|
|
8
|
44
|
100
|
3
|
Varies
|
Instant
|
Varies
|
Fires a variety of projectiles based on its current level. Passively grants the ability to graze enemy projectiles while in the inventory, with the gun's level increasing at 10, 30, 60, and 100 graze. Reloading toggles focus mode, which slows down time to enable precision grazing. Focus mode is cancelled by reloading, firing, dodge rolling, or switching guns. Graze naturally decays over time and cannot be gained while invulnerable.
|
Alien Nailgun
|
|
Charged
|
PISTOL
|
16
|
480
|
2
|
20
|
20
|
20
|
0.14
|
0.7
|
10
|
Fires nails that extract DNA when dealing the fatal blow to enemies. Charging the gun while in combat consumes a full clip of ammo to assemble a replicant enemy from DNA. Replicants are invulnerable, have no collision, cannot harm the player with projectiles or contact damage, and dissipate when combat ends. Reloading with a full clip cycles through extracted DNA sequences.
|
Alligator
|
|
Automatic
|
CHARGE
|
8
|
300
|
1
|
36
|
20
|
20
|
0.4
|
2
|
15
|
Fires clips that clamp onto enemies and periodically channel electricity from the player. Energy output is proportional to the player's damage stat, and increases further while rolling or while in electrified goop. Each clip channels the full energy output, and up to 8 clips can be attached to each enemy. Passively grants electric immunity while in inventory.
|
Alyx
|
|
Automatic
|
FULLAUTO
|
10
|
1000
|
15
|
20
|
20
|
20
|
0.15
|
0.5
|
10
|
Fires shots that poison and ignite enemies. Current and max ammo decay exponentially, leaving radioactive waste behind in the process. Gun decays completely at 10 max ammo.
|
B. B. Gun
|
|
Charged
|
CHARGE
|
3
|
3
|
4
|
20
|
|
20
|
0.7
|
0.5
|
10
|
Fires a single large projectile that bounces off walls and knocks enemies around with extreme force. Ammo can only be regained by interacting with the projectiles once they have come to a halt.
|
Blackjack
|
|
Automatic
|
SILLY
|
13
|
104
|
8
|
18
|
20
|
20
|
0.16
|
0.8
|
24
|
Fires cards whose range increase with accuracy. Ammo can only be regained by picking up cards from the floor.
|
Blamethrower
|
|
Automatic
|
CHARM
|
|
300
|
2
|
17
|
17
|
0
|
0.08
|
Instant
|
30
|
Fires harsh words that deal emotional damage and may inflict blame, making enemies run away and take 4x emotional damage. Taking damage from an enemy projectile assigns a random scapegoat, who becomes 100% susceptible to blame and drops an appropriate health / armor pickup when killed with the Blamethrower.
|
Bouncer
|
|
Semi-Automatic
|
PISTOL
|
6
|
300
|
1.9
|
Varies
|
|
20
|
0.16
|
1.3
|
10
|
Fires slow but rapidly accelerating projectiles that phase through enemies and objects until bouncing at least once. The damage of each projectile scales with its speed upon initially bouncing. Projectiles bounce up to 3 times, creating a small explosion on their 4th impact.
|
Breegull
|
|
Semi-Automatic
|
RIFLE
|
10
|
320
|
5
|
20
|
20
|
20
|
0.18
|
1
|
10
|
Fires eggs with varying effects & (ammo costs). Reloading with a full clip cycles egg types: (1) Normal: no effect (2) Fire: ignites (5) Grenade: large explosion (2) Ice: freezes (4) Clockwork: homing
|
Carpet Bomber
|
|
Charged
|
CHARGE
|
3
|
360
|
4
|
Varies
|
|
20
|
0.15
|
1.5
|
10
|
Fires a barrage of explosive bouncing carpets. Launches more carpets with more force the longer it is charged.
|
Chekhov's Gun
|
|
Semi-Automatic
|
RIFLE
|
8
|
200
|
15
|
200
|
1000
|
20
|
0.1
|
0.75
|
10
|
Places a rifle that automatically fires a single round at any enemy that crosses its line of sight. Cannot fire within 3 seconds of its placement. Half of all unfired shots are returned as ammo on room clear.
|
Crapshooter
|
|
Automatic
|
PISTOL
|
12
|
300
|
3
|
24
|
30
|
10
|
0.16
|
1.5
|
10
|
Shoots a die whose face value corresponds to the one currently shown on the gun. Dice have different effects corresponding to their face value: 1) weak + slow, 2) normal, 3) explosive, 4) homing, 5) flak, 6) strong + piercing. The face shown on the gun cycles from 1 to 6, and shooting immediately resets the value to 1, so shots may be timed to repeatedly roll the desired value.
|
Deadline
|
|
Semi-Automatic
|
RIFLE
|
8
|
64
|
4
|
60
|
30
|
20
|
0.4
|
0.9
|
0
|
Upon colliding with walls, projectiles create laser beams perpendicular to the wall at their point of collision. If two such lasers intersect, a large explosion is created at the point of intersection.
|
Glockarina
|
|
Semi-Automatic
|
SILLY
|
12
|
400
|
7.5
|
35
|
20
|
20
|
0.2
|
1.2
|
10
|
Fires musical notes as projectiles. Reloading with a full clip while aiming in a cardinal direction will play a note corresponding to that direction. Playing certain songs can change the properties of the projectiles or have other side effects.
|
Grandmaster
|
|
Semi-Automatic
|
SILLY
|
20
|
350
|
5.5
|
30
|
1000
|
9
|
0.1
|
1
|
10
|
Fires assorted chess pieces that home towards enemies in discrete steps.
|
Gunbrella
|
|
Charged
|
CHARGE
|
1
|
60
|
16
|
20
|
20
|
20
|
0.15
|
1
|
10
|
Charging and releasing fires projectiles that hail from the sky at the cursor's position.
|
Hand Cannon
|
|
Charged
|
CHARGE
|
2
|
100
|
40
|
40
|
20
|
20
|
0.1
|
0.75
|
15
|
Fires a high-powered glove that slaps enemies perpendicular to the glove's trajectory with extreme force.
|
Hatchling Gun
|
|
Semi-Automatic
|
RIFLE
|
12
|
500
|
3
|
24
|
20
|
20
|
0.2
|
1.25
|
15
|
Fires eggs which spawn chicks on impact. Chicks randomly wander the room, blocking enemies and their projectiles until taking damage.
|
Holy Water Gun
|
|
Beam
|
BEAM
|
|
100
|
15.0
|
50
|
20
|
15
|
0.15
|
1
|
10
|
Deals quadruple damage to the Jammed. Killing a Jammed enemy reduces curse by 1.
|
Iron Maid
|
|
Semi-Automatic
|
PISTOL
|
20
|
400
|
5
|
40
|
20
|
20
|
0.1
|
0.75
|
10
|
Bullets quickly decelerate and enter stasis after firing. Reloading or switching to a different gun releases all bullets towards the nearest wall or enemy in the player's line of sight.
|
Jugglernaut
|
|
Semi-Automatic
|
SILLY
|
|
240
|
10
|
70
|
20
|
20
|
0.4
|
Instant
|
10
|
Fires projectiles whose damage scales with the number of unique enemies hit in a row, represented by the number of guns being juggled. The juggling multiplier caps at 6 and resets upon switching guns or taking damage.
|
K.A.L.I.
|
|
Charged
|
CHARGE
|
1
|
200
|
25
|
175
|
|
3
|
0.1
|
0.1
|
10
|
Fires insanely high-velocity piercing particles with high recoil. Projectile damage, velocity, and recoil are doubled at level 2 charge and again at level 3. Destroys enemy projectiles at level 3 charge. Continuously drains ammo while charging. Killed enemies are obliterated and do not drop casings or pickups.
|
Ki Blast
|
|
Semi-Automatic
|
BEAM
|
|
|
4
|
50
|
1000
|
20
|
0.1
|
Instant
|
10
|
Fires alternating ki blasts that may be reflected by sufficiently strong enemies. Reloading reflects the nearest ki blast back at the enemy, amplifying the damage after every successive reflect.
|
King's Law
|
|
Automatic
|
CHARGE
|
20
|
700
|
7.5
|
40
|
|
9
|
0.1
|
0.75
|
10
|
Conjures projectiles that hover behind the player as long as the fire button is held. Projectiles are launched with a short delay when fire is released, when reloading, or when changing weapons.
|
Lightwing
|
|
Semi-Automatic
|
RIFLE
|
20
|
120
|
4
|
20
|
20
|
20
|
0.28
|
1
|
10
|
Fires birds that return to the user after hitting an enemy. Shooting an enemy's projectile will destroy it and cause the bird to home in on that enemy with increased speed and damage. When returning to the user, birds will attempt to retrieve an additional projectile belonging to the enemy they hit, restoring additional ammo if successful.
|
Macchi Auto
|
|
Beam
|
BEAM
|
|
100
|
1
|
50
|
20
|
0
|
0.15
|
1
|
10
|
Fires a stream of coffee that inflicts a stacking caffeinated status on enemies, increasing their speed and inflicting damage over time.
|
Magunet
|
|
Charged
|
CHARGE
|
|
|
4
|
20
|
20
|
20
|
0.15
|
1.2
|
10
|
Attracts debris in a cone in front of the player and holds it in stasis while fire is held. Upon releasing fire, launches all attracted debris forwards, damaging any enemies in the way. Corpses deal extra damage when launched. Increases curse by 1 while in inventory.
|
Missiletoe
|
|
Semi-Automatic
|
CHARM
|
1
|
300
|
30
|
30
|
50
|
10
|
0.2
|
1
|
10
|
Fires wrapped gifts with special attributes depending on the quality of item they contain. Reloading with a full clip while a dropped item or gun is nearby wraps it and adds it to the gun's clip. Reloading with a full clip while no items are nearby unwraps the most recently wrapped item and removes it from the gun's clip. Items and guns do not count as part of the player's normal inventory while they are wrapped.
|
Natascha
|
|
Automatic
|
FULLAUTO
|
|
1500
|
3
|
20
|
20
|
20
|
0.05
|
Instant
|
15
|
Rate of fire increases and movement speed decreases as this gun is continuously fired. Reloading toggles whether the gun remains spun up while not firing, maintaining both the increased fire rate and reduced movement speed.
|
Nycterian
|
|
Semi-Automatic
|
PISTOL
|
10
|
425
|
7
|
27
|
100
|
20
|
0.19
|
1.1
|
10
|
Fires bats that occasionally screech while airborne. Screeches have a chance to draw fire from nearby enemies, with the chance decreasing with distance.
|
Omnidirectional Laser
|
|
Semi-Automatic
|
SILLY
|
|
250
|
16
|
200
|
20
|
20
|
0.1
|
Instant
|
10
|
Fires a strong laser in the direction of an oribting targeting reticle. The reticle orbits more quickly each time a laser is fired, and cools down after a short period of inactivity.
|
Outbreak
|
|
Semi-Automatic
|
PISTOL
|
10
|
300
|
8
|
17
|
100
|
20
|
0.2
|
1.2
|
10
|
Fires a parasitic projectile that infects enemies on contact. All infected enemies fire additional parasitic projectiles towards the player's target whenever this gun is fired.
|
Paintball Cannon
|
|
Semi-Automatic
|
PISTOL
|
12
|
600
|
9
|
25
|
18
|
12
|
0.18
|
0.9
|
10
|
Shoots various colored projectiles that stain enemies and leave colored goop in their wake.
|
Pincushion
|
|
Automatic
|
BEAM
|
1000
|
10000
|
0.5
|
200
|
999
|
0
|
0.02
|
1.8
|
0
|
Fires an extraordinarily fast barrage of extremely weak pins that lose accuracy as the clip is depleted. Pins cannot damage anything other than enemies, and are completely blocked by barrels, crates, etc.
|
Pistol Whip
|
|
Semi-Automatic
|
PISTOL
|
|
|
30 (Whip), 15 (Proj.)
|
0.01
|
999
|
10
|
0.42
|
0.01
|
10
|
A long range weapon that deals high melee damage at its tip and fires a fast projectile when fully extended. Can only melee hit enemies when fully extended. Increases curse by 2 while in inventory.
|
Platinum Star
|
|
Automatic
|
PISTOL
|
28
|
480
|
3
|
50
|
50
|
1
|
0.125
|
1
|
15
|
Fires projectiles that deal no damage on initial impact. When reloaded, summons manifestations of the user's soul to attack all previously-shot enemies with a flurry of rapid punches.
|
Quarter Pounder
|
|
Semi-Automatic
|
RIFLE
|
10
|
# of casings
|
20
|
44
|
20
|
20
|
0.15
|
1.1
|
15
|
Uses casings as ammo. Fires high-powered projectiles that transmute enemies to gold upon death, spawning an extra casing.
|
R.C. Launcher
|
|
Semi-Automatic
|
SILLY
|
7
|
240
|
9
|
20
|
|
20
|
0.1
|
2.0
|
10
|
Launches R.C. cars that explode on impact. Each car follows the car fired before it, or the mouse cursor / controller aim direction if they are the lead car.
|
Racket Launcher
|
|
Semi-Automatic
|
SILLY
|
|
100
|
10
|
20
|
300
|
12
|
0.1
|
Instant
|
10
|
Launches a tennis ball that bounces off of walls, enemies, projectiles, and other obstructions. The ball can be volleyed repeatedly and increases in power, speed, and knockback with each successive volley.
|
Schrodinger's Gat
|
|
Automatic
|
FULLAUTO
|
|
250
|
0
|
32
|
20
|
20
|
0.125
|
Instant
|
15
|
Fires bullets that leave enemies in a quantum state until they are observed by either dealing or receiving damage. Once observed, enemies have a 50% chance of already being dead, revealing themselves and their projectiles as illusions. Bullets from this gun cannot affect the same enemy twice.
|
Scotsman
|
|
Semi-Automatic
|
PISTOL
|
20
|
300
|
5
|
40
|
20
|
20
|
0.22
|
2.0
|
10
|
Launches sticky bombs that stick to enemies, obstacles, walls, and the floor. Reloading detonates all stationary sticky bombs after a short delay.
|
Seltzer Pelter
|
|
Semi-Automatic
|
CHARGE
|
1
|
150
|
16
|
30
|
999
|
75
|
0.5
|
1
|
10
|
Launches soda cans that fly around wildly after initial impact, pushing enemies away with highly pressurized streams of seltzer water.
|
Soul Kaliber
|
|
Semi-Automatic
|
RIFLE
|
10
|
250
|
1
|
30
|
20
|
20
|
0.1
|
1.1
|
10
|
Fires projectiles that give enemies the soul link status effect. All soul linked enemies receive damage when any one of them is hit.
|
Sub Machine Gun
|
|
Semi-Automatic
|
CHARM
|
5
|
200
|
0
|
20
|
20
|
20
|
0.2
|
1.5
|
10
|
Fires harmless sandwiches that have a chance to permacharm enemies equal to twice the percent of health they have lost, with enemies at 50% health or less being 100% susceptibile to charm. Enemies are fully healed upon being charmed.
|
Subtractor Beam
|
|
Semi-Automatic
|
FULLAUTO
|
4
|
300
|
Varies
|
300
|
300
|
0
|
0.25
|
1.25
|
5
|
Fires a fast piercing beam that uses the health of the first enemy it hits as its damage. The beam's damage is reduced by the health of each subsequent enemy it hits, and dissipates once its damage reaches zero. Cannot damage the first enemy it hits. Reveals enemies' health while active.
|
Suncaster
|
|
Charged
|
FIRE
|
|
30
|
2
|
100
|
|
20
|
0.1
|
Instant
|
10
|
Fires weak piercing beams of sunlight. Reload to toss a refractive prism. Uncharged shots that hit a prism will refract towards all other prisms. Charged shots continuously bounce between and refract off of all placed prisms for a short period. Prisms can be reclaimed by interacting with them or by entering a new room. Cannot gaim ammo normally, but passively restores ammo over time.
|
Ticonderogun
|
|
Charged
|
SILLY
|
|
150
|
4
|
20
|
20
|
20
|
0.1
|
1
|
10
|
Creates magic brushstrokes at the cursor while continuously fired. Encircling enemies with brushstrokes damages them, and multiple enemies can be encircled at once for slightly reduced per-enemy damage. (On controller, brushstrokes auto-lock onto nearby enemies.) Increases curse by 2 while in inventory.
|
Tranquilizer
|
|
Semi-Automatic
|
POISON
|
1
|
80
|
0
|
20
|
20
|
20
|
0.1
|
1.2
|
10
|
Fires darts that permastun enemies after a few seconds, scaling logarithmically with their current health. Each subsequent dart decreases an enemy's tranquilization timer by 3 seconds.
|
Uppskeruvel
|
|
Automatic
|
CHARM
|
12
|
400
|
4
|
20
|
20
|
20
|
0.18
|
1.25
|
10
|
Enemies killed with this gun drop soul fragments proportional to their max health. Collecting these fragments spawns Aimless Souls that will attack enemies shot by this gun. New souls are spawned after collecting 10, 30, 60, 100, 150, etc. fragments.
|
Vacuum Cleaner
|
|
Charged
|
CHARGE
|
|
|
N/A
|
N/A
|
N/A
|
N/A
|
0.15
|
1.2
|
10
|
Cleans up debris lying around the Gungeon. Each piece of debris vacuumed has a 1% chance to restore 1% of a random gun's ammo.
|
Vladimir
|
|
Semi-Automatic
|
SILLY
|
|
|
7
|
1
|
0.01
|
20
|
0.3
|
0.1
|
10
|
Attacking performs a swift melee stab that impales enemies within range. While impaled, enemies are vulnerable to other enemies' projectiles and take damage from subsequent stabs. Each stab can destroy a single enemy projectile. Cannot be dropped or switched while an enemy is impaled. Increases curse by 1 while in inventory.
|
Wavefront
|
|
Automatic
|
RIFLE
|
8
|
320
|
4
|
60
|
|
20
|
0.125
|
1
|
10
|
Fires bullets that persistently orbit and gravitate towards the player for up to 30 seconds until they collide with an enemy.
|