Character Field Journal
Hero Selection: The First Choice of Every Run
Before the first bullet flies, you choose one of several playable heroes. Each Gungeoneer brings a distinct starting weapon, active item, and passive item, which changes how you approach the first floors.
Selection happens on the character select screen before entering the Gungeon. Starting loadouts are fixed per hero and do not change between runs. The choice affects early survivability, not the overall goal of reaching the bottom.
Why this choice shapes your opening: The first floors are the most dangerous for new players. A hero with a reliable starting weapon and a defensive item can make the difference between reaching the second floor or restarting.
Starting weapons vary in damage, range, and ammo. Active items can provide immediate utility like a dodge roll boost or a table flip. Passive items offer small but meaningful stat or health benefits.
What Makes a Gungeoneer Different?
Three equipment slots define a hero: the starting weapon, the active item, and the passive item. Understanding how they interact with the game's systems will help you choose a style that fits.
Starting Weapon
Every hero begins with a unique weapon that has its own damage, fire rate, magazine size, and reload behaviour. Some weapons are better for crowd control, while others excel at single-target damage.
Starting weapons are infinite-ammo or have generous ammo reserves. Weapon feel varies widely; try each hero to find your preference. Later weapons can be found in chests or bought from merchants.
Active Item
Active items are manually triggered abilities with a cooldown. They can provide temporary invincibility, spawn a table for flipping, or clear bullets in a radius.
Tip: Use active items early to learn their cooldowns. A well-timed active can save a run.
Active items are used with a dedicated button. Cooldowns vary; some items recharge faster than others. Table flipping is an active item for some heroes.
Passive Item
Passive items grant permanent bonuses for the entire run, such as increased health, faster dodge roll cooldown, or extra damage. They define a hero's long-term style.
Passive items cannot be toggled off. They stack with items found during the run. Some passives synergise with specific weapons.
Meet the Gungeoneers: Starting Approaches
The four main heroes each bring a different starting kit. These descriptions focus on verified starting equipment and general playstyle, not hidden statistics.
The Marine
The Marine starts with a reliable sidearm and a passive item that improves accuracy. This makes him a forgiving choice for players who want consistent damage output.
Starting weapon is a standard pistol with decent range. Passive item reduces bullet spread. Good for learning enemy patterns without worrying about ammo.
The Pilot
The Pilot begins with a lockpick active item that can open chests without keys, but his starting weapon is weaker. He rewards risk-taking and resource management.
Active item has a chance to fail and consume the lockpick. Starting weapon has lower damage but decent fire rate. Best for players who enjoy gambling on chests.
The Convict
The Convict starts with a shotgun and a passive item that increases damage when she takes damage. She is aggressive and suited for close-range combat.
Starting weapon is a short-range shotgun. Passive item triggers on taking damage. High risk, high reward playstyle.
The Hunter
The Hunter starts with a crossbow and a dog companion that can dig up items. She is versatile and good for players who want a mix of range and utility.
Starting weapon is a crossbow with limited ammo. The dog companion occasionally finds pickups. Balanced approach for beginners.
Choosing Your First Gungeoneer
Match Your Playstyle
If you prefer consistent accuracy, try the Marine. If you like taking risks for rewards, the Pilot's lockpick may appeal. For aggressive close-range play, the Convict's shotgun is satisfying. For a balanced start with utility, the Hunter's crossbow and dog companion offer flexibility.
No hero is objectively better; all can complete the Gungeon. Experiment with each hero for a few runs to learn their feel. Your choice can change as you unlock more items and understand enemy patterns.
Starting Equipment in Action
First Floor Differences
On the first floor, the Marine's accuracy helps clear rooms from a distance, while the Convict's shotgun encourages closing in. The Pilot may avoid combat to save ammo and use his lockpick on chests. The Hunter's crossbow rewards careful aim.
Enemy density is low on the first floor, so starting weapons are sufficient. Active items can be used early to learn their cooldowns. Table flipping is available to all heroes and can block bullets.
Heroes and Dodge Rolling
Same Roll, Different Context
Every Gungeoneer performs the same dodge roll with the same invincibility frames. However, a hero's starting passive or active item can change how often you can roll or how you use it in combat.
Dodge roll is universal and does not consume resources. Some passive items reduce roll cooldown. Table flipping can be used as an alternative defensive move.
Tip: Learn the universal dodge roll timing first. Read our beginner's guide to dodge rolling for frame-by-frame advice.
Table Flipping and Hero Choice
Everyone Can Flip
Table flipping is a universal mechanic in Enter the Gungeon. Any hero can flip a table to create cover and clear nearby bullets. It is not a hero-specific ability.
Tables are found in many rooms. Flipping a table has a short animation and can block bullets. Use it when surrounded or to interrupt enemy fire. See how table flipping works for positioning tips.
Heroes and the Gungeon's Floors
Starting Loadouts Fade in Importance
As you descend, you will find better weapons and items that replace your starting gear. By the third floor, your hero's original loadout is usually less relevant than the items you have collected.
Chests, shops, and boss rewards provide upgrades. Some heroes have passive items that remain useful all run. Your skill and item synergies matter more than starting equipment later.
Warning: Don't rely solely on starting gear. Explore each floor and check our Gungeon floor exploration guide to find better equipment.
Common Questions About Gungeoneers
Are all heroes unlocked from the start?
In the mobile version of Enter the Gungeon, the four main heroes are available from the beginning. Additional heroes or skins may require progression, but this guide focuses on the starting four.
The Marine, Pilot, Convict, and Hunter are the initial heroes. Unlock conditions for other characters are not covered here to avoid inaccuracies.
Can I change heroes mid-run?
No, you cannot change heroes during a run. You must finish or abandon the run to select a different Gungeoneer.
Hero selection is locked once the run begins. Abandoning a run returns you to the character select screen.
Do heroes have different stats?
Heroes do not have visible stat differences like health or speed. Their differences come from starting equipment and passive items.
All heroes have the same base health and movement speed. Passive items can modify stats during the run.
Ready to Choose Your Gungeoneer?
Now that you understand the Gungeoneers, choose the one that matches your style and start a run. Remember to dodge roll often, flip tables for cover, and learn from each death.