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Characters / Enter the Gungeon

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    In General 
  • Dark and Troubled Past: They all have something that went wrong in their past.
  • Set Right What Once Went Wrong: ...Which they intend to correct with the Gun That Can Kill The Past.
  • Fighter, Mage, Thief: The main four Gungeoneers, at least, roughly follow this scheme:
    • The Pilot is the Thief: He has the least firepower (he depends at first solely on his sidearm, which is rather inaccurate and short-ranged), and instead he relies on a collection of non-offensive abilities to get by. He is the character that is most likely to amass items and weapons due to his ability to pick locks (a classic thief gimmick) and to get items at lower prices in the shop, something he can take full advantage of since he also has extra inventory space.
    • The Marine is a defensive Fighter. He is one of two characters that gets only one weapon, but his sidearm is the most reliable, with a larger clip, amazing accuracy (made better by the accuracy bonus he gets at the beginning), and a stronger knockback for keeping enemies at bay. He also is the only character that starts out with armor, and gets one ammo drop to hold out a bit longer.
    • The Convict is an offensive Fighter. Apart from her pistol, she gets a sawed-off shotgun, for close encounters. Her active items, molotov cocktails, are the only initial active items that are actually offensively-oriented, and her passive gives her a short damage bonus every time she sustains damage.
    • The Hunter makes the loosest fit, being something of a Mage-Thief hybrid. She has Junior II, a dog who's essentially her familiar (bringing to mind Rangers and Druids), who occasionally finds items (and detects Mimics). Apart from that and her pistol, her only other exclusive is a crossbow, a powerful long-ranged weapon that makes up for her small selection of items.
    • From another point of view, the Hunter could be regarded as a Ranger/Archer/Scout archetype, who's good at sniping with a crossbow and surviving on her own thanks to her dog, who barks at hidden dangers and finds resources.
    • The Mage archetype would then be the mechanically unusual classes-y Robot and Bullet. The former doesn't recover health in the same way, but can electrify water from any distance, dealing damage to a large area just like powerful spells, while the latter can destroy bullets and is immune to contact damage, but cannot use their special powers when lacking health.
  • Unnecessary Combat Roll: All of them can dodge roll. Although since it makes them immune to all damage as long as they are rolling, and given the very nature of the game, it is more of a necessary combat roll.

    The Convict
A prisoner who has chosen to take her chances in the Gungeon rather than face life imprisonment. Her starting weapons are the Budget Revolver and the Sawed-off Shotgun. Her active item is a Molotov Cocktail and her passive item is a photo of her nemesis that gives her a damage buff whenever she takes damage.

In her past life, she was once the legendary crime boss "Laser Lily" who had worked with the crooked politician Black Stache. Her partner-in-crime eventually sold her out to the Hegemony, thus leading to her imprisonment.

  • Anti-Hero: She is a convicted criminal. And while all other default characters' pasts indicate a degree of selflessness (saving your squad from an Eldritch Abomination, saving your friend from a battleship, or escaping a trap to prevent a Mad Scientist from getting his hands on a powerful relic), the Convict plans to get revenge on her former ally and escape with her money.
  • The Berserker: Her Enraging Photo item makes it so that she does double damage for a short while after taking damage. This recommended to be used as a way to capitalise on mistakes, however, rather than intentionally getting hurt to proc it.
  • Boxed Crook: She had two choices: The Gungeon or a life sentence. She chose the former.
  • But Thou Must!: You cannot choose to surrender or give up before the last fight in your past, and the game is actually honest about it.
    Option 1: Teach them a lesson
    Option 2: Teach them another lesson
  • Does Not Like Shoes: She walks around completely barefoot.
  • Good Smoking, Evil Smoking: She smokes cigarettes like any self-respecting ex-crime boss.
  • Guns Akimbo: In her Versus Character Splash screen, although she can't dual wield in-game, unless the player finds one or another gun synergy which allows you to do so.
  • She Cleans Up Nicely: Her epilogue picture has her happy and bikini-clad on a beach, a far cry from the rough appearance she has in the game. It'd qualify as fanservice if it wasn't so pixellated.
  • Smoking Is Cool: Zig-zagged. She's frequently seen or depicted smoking cigarettes in her idle animations or side material, and the Cigarettes item actually increases your Coolness stat... at the cost of losing half a heart with each smoke.
  • Token Evil Teammate: She used to be a mob boss before being captured, which makes her the closest thing to a Villain Protagonist in this game.

    The Hunter
A mysterious gunslinger who braves the Gungeon alongside her dog, Junior II. Her starting weapons are the Rusty Sidearm and the Crossbow. Her dog can occasionally dig up consumable items such as health and ammo.

In her past life, she was a treasure hunter of sorts from about 1000 years ago who was caught in an inescapable trap by her nemesis Dr. Wolfenclaw, who put her in cryogenic stasis.

  • Beauty Is Never Tarnished: She's maybe the most attractive of the gungeoneers, so she's the only one whose character portrait on the Punch-Out phase of the rat fight doesn't get covered in comical bruises and welts when at low health, instead just wincing and closing an eye in pain.
  • Canine Companion: Junior II, who can dig up items but can't fight. Junior I, however, can attack enemies.
  • Guns Akimbo: She's depicted using two revolvers in both the Versus Character Splash and the animated trailer even though no playable character can actually use the same gun twice like that in the game. However, you can dual-wield a few weapons, whose synergy allows you to precisely do that, if you find both of them in the same run; notably, Shade and Smiley's revolvers.
  • Human Popsicle: She was put in cryogenic stasis a thousand years ago by her nemesis, Dr. Wolfenclaw.
  • Really 700 Years Old: Unlike the other Gungeoneers, her Past goes over 1000 years back. She only looks so well due to being stuck in cryogenic stasis.
  • The Stoic: The least emotive of the Gungeoneers, she makes very simple gestures such as just nodding affirmatively upon being selected.

    The Pilot
A smuggler who comes equipped with the Rogue Special, a laser pistol. He can try to unlock chests without a key with his Lockpick, talk the shopkeeper into giving him discounts, and has a higher ammo capacity.

In his past life, he and his friend were cornered by a Hegemony battlecruiser. At the urging of his friend, he left him to his fate.

  • Anti-Hero: Unused dialogue indicates that he sold Spice, which is just as addictive and destructive as it was in its original source media, to children before the Hegemony detained him.
  • Bag of Holding: His Secret Compartment allows him to carry an extra active item and increases his max ammo.
  • The Charmer: The Pilot's Disarming Personality lets him get a discount at stores. Its description pokes fun at the trope, saying that the one thing he's adept at talking himself into is more gunfights.
  • Energy Weapon: He uses a laser blaster as his default weapon.
  • Expy: The Pilot is essentially Han Solo. He even had an alien best friend.
  • Hairpin Lockpick: He starts with one, giving him a chance to open a door or chest without a key.
  • Item Caddy: His specialty. While he lacks firepower, he makes up for it with bonus space for more ammo and an extra active item, lockpicks that give him a random chance to open chests without keys, and lower prices in shops. All of these combine to make the Pilot the character that's most likely to hoard items early on.
  • Magikarp Power: He doesn't have the Marine's awesome sidearm and training bonuses, nor does he have a second starting weapon like the Hunter or Convict, but he's got the best chance of finding (or buying) something awesome during his expeditions in that he can get lucky and open chests when no keys are available, carry more ammo and a second active item to go with his lockpicks, and make his money go farther in shops.
  • No One Gets Left Behind: Averted in his past life, when he left his friend to be captured or killed by a Hegemony Battleship. He's in the Gungeon to have a chance to play this trope straight.

    The Marine
A low-ranking Primerdyne Marine, he comes equipped with the Marine's Sidearm. He can call for ammo with his Supply Drop, starts with a piece of armor, and his military training means he's more accurate and can reload faster than other characters.

In his past life, Primerdyne summoned an Eldritch Abomination that proceeded to wreak havoc within the facility. Rather than facing it down with his squad, he ran for the escape pods.

  • Ambidextrous Sprite: Like all other gungeoneers, but it's especially noticeable for him since his eye scar switches sides.
  • Armor Is Useless: Subverted. His helmet at least is capable of protecting him from a hit.
  • The Big Guy: In most promotional artwork, he's the largest of the Gungeoneers.
  • Boring, but Practical: The Marine isn't as fancy as the other characters, but he starts off with the best sidearm of the starting characters, has armor that lets him take a hit, the ability to call down an ammo drop, and his military training means he reloads faster and is more accurate. The knockback of his starting weapon also helps with keeping enemies at bay for a longer time.
  • Expy: Of the Doomguy. Not only is his armor basically a blue version of the Doom armor, his stance in the Versus Character Splash is taken straight from the Doom box art. His backstory even features the same set-up as Doom.
    • His weapon also counts, as it looks a lot like the pulse rifle used by the marines in Aliens.
  • Rugged Scar: He has a scar across his right eye.
  • Screw This, I'm Outta Here: The reason he's braving the Gungeon is that he fled to the escape pods instead of helping his squad take down an Eldritch Abomination.
  • Space Marine: He's a former soldier for a Megacorp of some sort.
  • Your Size May Vary: The art portrays him as a massive wall of muscle, but in-game, he's the same size as the other players.

    The Cultist
The Co-op only character, which the second player can only play as. Their starting weapon is a Dart Gun. They carry a Friendship Cookie that lets them revive their partner as well as the No. 2 Headband that makes them stronger when their partner is dead.
  • 1-Up: Their Friendship Cookie can revive their partner.
  • Butt-Monkey: How the Cultist is typically depicted in promotional material and side art.
  • The Ditz: How the Cultist is typically depicted throughout the game.
  • In the Hood: They wear a purple cloak.
  • Kill and Replace: The Cultist's Past. The Cultist tries to kill the main Gungeoneer in order to take their place as the protagonist.
  • Manchild: While seemingly an adult like the others, the Cultist is surrounded by such things as toy blocks and crayon sketches in the Breach and their Dart Gun's description implies that the wrong they're trying to fix is to make sure their sibling got blamed for spilling juice on the couch. Given that the Cultist has a skull for a face, it may very well be that they entered the Gungeon as a child, and spent their life and subsequent undeath in it, aging up and then dying without ever really growing out of their childike mindset.
  • Nerf Arm:
    • Their starting weapon is the Dart Gun, which greatly resembles an actual NERF Brand revolver, specifically an Elite Strongarm or its predecessor, the N-Strike Maverick.
    • The Light Gun (which resembles NES Zapper) has a description which implies that it was the Cultist's weapon before the Dart Gun.
  • The Undead: The cloak comes off in the credits, revealing them to be a skeleton.

    The Robot

One of the unlockable secret characters, it is unlocked by bringing the Busted Television to the Blacksmith, who will repair it. It uses an Arm Cannon as its default weapon. It can spray a pool of coolant forward as well as electrify any water near its bullets.

In its past life, it was hailed as the finest warrior of the robotic regime hell-bent on eliminating all humans off their planet, but failed to kill The Last Human.

  • Anti-Frustration Features: To compensate for the fact it can't collect hearts, any item that gives heart containers gives coins instead, and after the Supply Drop Update, Master Rounds will give the Robot a piece of Armor. The Crash Tent will also give it ether Armor, Junk, or a Bottle instead of healing it.
    • Nerf: Before the Advanced Gungeons & Draguns Update, Heart Container items gave it armor and Master Rounds gave it armor equal to the current floor plus one.
  • Arm Cannon: Its starting weapon. It's probably the best of the starting weapons, as it's both accurate, has a large magazine size, and becomes more powerful if you amass junk.
  • But Thou Must!: You cannot break the protocol and disobey your superior in the past.
  • The Ditz: Kinda. Upon being chosen from the character select, it falls on its face. And when entering the Gungeon, instead of walking down the steps like every other Gungeoneer, the poor Robot falls.
  • Mechanically Unusual Class: It's the only character who has built-in abilities. It has armor instead of health, which makes it harder to gain back health unless it gets items like the Gunknight armor or Nanomachines, but in return means jammed shots will always do 1 damage. It's also always immune to electrified pools of water and Junk will permanently give it an additive 5% boost in all damage per piece.
  • Shock and Awe: It can electrocute bodies of water simply by shooting towards it. Its active item allows it to capitalize on this skill by creating large pools of water on use.
  • Terminator Impersonator: Its backstory and unlockable skin effectively makes it a parody of the Terminator, with its nemesis being a Sarah Connor parody.
  • TV Head Robot: Of course. In fact, to unlock it, you have to bring said TV to the Blacksmith in the Forge.
  • Villain Protagonist: It was considered the deadliest warrior of the robot regime and committed mass genocide.

    The Bullet

The other unlockable secret character, a friendly sword-wielding Bullet-kin. Upon clearing a character's past, occasionally you'll find them wandering around the field before teleporting away. Repeat the process five times and they'll will be unlocked. They start off with Blasphemy, a sword that shoots Sword Beams when they're at full health. They're also immune to contact damage and deal increased damage from rolling into enemies.

In their past life, they wielded their sword against the evil king Cannon. Their failure doomed them into servitude to the Gungeon.

  • Badass Cape: Their main trait that makes them stand out from other Bullet-kin.
  • Close-Range Combatant: The only melee-centric character in a game about guns.
  • Difficult, but Awesome: The Bullet's weapon, Blasphemy, shoots out powerful sword beams, capable of two-shotting most light enemies in the early game, but it only does so when the Bullet is at full health. When that fails, the swords swings are equally strong, and a sword-into-tackle combo will handily take out most enemies, but this means you'll have to get up close and eschew cover in a game about taking cover.
  • Expy: Of Link. Not only is their weapon essentially the Master Sword, but their past involves fighting a Ganon parody.
  • Heel–Face Turn: They are a Bullet Kin that has turned against their own.
  • The Heretic: The denizens of the Gungeon see favoring melee weapons as the greatest sin one can commit (even the armored knights use swords made out of "pure bullets"), hence why the Bullet is an outcast who favors the Gungeoneers more than their own kind.
  • I Choose to Stay: In Exit, completing the game as the Bullet will cause them to stay behind and refuse to leave with the rest of the Gungeoneers, choosing to watch as the Gungeon is destroyed.
  • Irony: A bullet that wields a sword.
  • Mechanically Unusual Class: A very melee class in a Bullet Hell game. Blasphemy itself helps mitigate some of the problems with this by being able to destroy bullets it hits and firing a piercing sword beam when at full health, encouraging the player to not get hit. The Bullet also has a passive item that boosts dodge roll damage and makes them immune to all contact damage to encourage dodge rolling to get into melee range.


Added in the 'A Farewell to Arms' update, this walking space time anomaly can be unlocked by finding a space texture on one of the floors, interacting with it, and beating a final boss after having done so. Due to its anomalous nature, it starts with a random starting gun, a random non-starting gun, and a random passive or active item. It is presumably some kind of sentient anomaly caused by everyone mucking with the timespace continuum via killing their past.

Since it is not really a person, this character lacks a past, instead going straight to Bullet Hell when trying to reach the final chest.

  • Celestial Body: Has a constant star field moving across it during gameplay. Parts of the character even appear to completely phase out of existence at times.
  • Dueling Player Characters: When you fight the Lich as the Gunslinger, the Paradox is there, having somehow transformed into a glitchy duplicate of the former. It must be killed to finish the game.
  • Expy: Gameplay-wise, it's basically this game's answer to Eden.
  • Face–Heel Turn: Of a sort; when you reach The Lich as The Gunslinger after setting forth to kill his "past", he's accompanied by The Paradox taking the form of a second Lich.
  • Glitch Entity: Its selection sprite on the overworld, and the character design itself is a shout-out to this.
  • Involuntary Shapeshifting: Due to its anomalous nature, it constantly changes appearances between all playable characters.
  • Reality-Breaking Paradox: It is one. Beating the Lich with it somehow conjures an alternate version of him, the Gunslinger, to take it down. How that actually works is anyone's guess.
  • Random Number God: This character exists solely to add even more randomness into Gungeon runs, as it starts every single run with a randomized loadout.

     The Gunslinger (UNMARKED SPOILERS
The legendary hero who first conquered the Gungeon and turned into the Lich. Brought back to a previous point in his life by the Paradox's temporal shenanigans, he's seeking to kill his future and prevent the Gungeon from ever existing to begin with.

Added in the 'A Farewell to Arms' update, the Gunslinger is unlocked via a pretty round-about method; you have to complete a run with Paradox and kill the Lich, and then you'll immediately be thrown into playing the Gunslinger. From there, you have to defeat the Lich again without dying in order to unlock him for normal play. Failing at any point will force you to do it all again.

He starts every run with the Slinger, a 7-shot revolver that, instead of having a normal reload, can be thrown at an enemy after fully emptying its magazine, and the Lich's Eye Bullets, a passive item that will simulate the synergies of every gun you pick up, with a few exceptions.

  • Badass Cape: Wears a neat green poncho... with a blinking, changing face on it. Considering that DodgeRoll Dave jokingly claimed that every single thing in the Gungeon would be replaced by Mimics, the poncho may very well be considered its own entity.
  • Book Ends: Every other playable character but the Paradox came to the Gungeon to kill their past. He's there to kill his FUTURE.
  • Bottomless Magazines: His infinite ammo is explained by the way of a magically endless supply of loaded revolvers.
  • Earn Your Happy Ending: After conquering the Gungeon, he was eventually corrupted, becoming The Lich. For an untold period of time, his corrupted self continued to enslave and manipulate the Gungeon, dooming an untold number of people to being trapped there with no possible escape. When the Paradox's appearance gives him a second chance, he proceeds to kill his future self, presumably preventing any of the game's events from taking place.
  • The Expy With No Name: Strongly resembles the Man of No Name of the various Dollars Trilogy installments, especially with his hat, poncho, and use of a revolver.
  • Eye Scream: Is revealed to have retained his alternate future self’s prosthetic bullet eyes in his injured portrait during the Resourceful Rat’s Unexpected Gameplay Change.
  • Killing Your Alternate Self: His Past involves actually going through Bullet Hell and then killing himself as The Lich, as well as the Paradox that is causing the fight to be possible in the first place.
  • Lethal Joke Weapon: His ability lets you make a lot of these. Special mention must be given to the Wind-Up Gun, which is normally considered one of the worst guns in the game, until he gets ahold of it and gives it a sixty percent firing rate increase and a seventy-five percent damage boost along with completely removing its main disadvantage.
  • Only One Me Allowed Right Now: Seems to be his objective — unlike everyone else in the game, he isn't there to kill his past. He's there to kill his FUTURE, preventing the Gungeon from ever existing.
  • Purposefully Overpowered: His passive item. It allows you to stack every synergy available on your guns, with a few exceptions, leading to runs that no other character can feasibly accomplish without insane luck or cheating.
  • The Gunslinger: It's kinda his thing. Though he didn't get the name just for being a crack shot...
  • Throwing Your Gun at the Enemy: Doubling as a play on his name, completely emptying his starting pistol's magazine has him throw it and pull out a new one instead of reloading normally.

Cult of the Gundead


Bullet Kin/Bandana Bullet Kin/Veteran Bullet Kin/Ashen Bullet Kin/Mutant Bullet Kin/Fallen Bullet Kin/Keybullet Kin/Chance Kin/Confirmed/Tombstoner

  • Adorable Evil Minions: From their ^_^ faces to their stubby legs to their squeaky little deathcries, they're quite cute.
  • Artificial Brilliance: Bullet Kin are the only enemies capable of knocking over tables to use as cover like the player does...
  • Artificial Stupidity: ...but they also instinctively aim for explosive barrels, even ones that are right next to them.
  • Badasses Wear Bandanas: The Bandana Bullet Kin obviously.
  • Body Horror: While we never see under a Confirmed's robes, the game drops several hints that it's not pretty.
  • Elite Mooks: Several stronger variants of Bullet Kin appear later in the game. Of note are Veteran Bullet Kin who lead their shots, Ashen Bullet Kin who lead their shots on occassion and can pop out of nowhere, and Fallen Bullet Kin with their triple shot.
  • Eyepatch of Power: The Veteran Bullet Kin have these.
  • The Goomba: Bullet Kin are the most basic and straightforward enemy in the game, with the standard variant having no other tricks besides firing single shot rounds at the player. Given that this is a Bullet Hell game, they are comparatively easy to overcome by even amateur Gungeoneers and pose very little threat outside large numbers.
  • In the Hood: Confirmed are mysterious cultists wearing a robe which hides their face.
  • Mascot Mook: They feature very heavily in the artwork and trailers of the game. An upside-down Bullet Kin is even used as a "U" in the main title.
  • Metal Slime: Keybullet Kin. The cheeky little bastards always attempt to run from the player and teleport away while their friends close in, which forces the player to wade through an ocean of bullets if they want to reach it in time. True to their name they always drop a key upon death, so it's well worth the hassle to hunt them down. Advanced Gungeons and Draguns introduced Chance Kin, which behaves in the same manner and drops random pickups instead.
  • Praetorian Guard: Tombstoners are described as The Lich's personal guard. You might rarely face them outside of his boss fight.
  • Underground Monkey: On occasion, you might find Bullet Kin wielding assault rifles rather than their usual pistols. They behave exactly like Bandana Bullet Kin.
  • Unique Enemy: The Confirmed, which very rarely replace a random bullet kin (less than once per full game runthrough) and have both more health and deadly attacks.
  • Zombie Puke Attack: The difference between normal and Mutant Bullet Kin is that they gain the ability to vomit up a cone of poison creep.


  • Barrier Warrior: A Minelet's signature attack is to hop under their invincible hats before jumping back out with a ring of bullets.
  • Elite Mooks: They have access to tricks the basic Bullet Kin don't, on top of being generally tougher.
  • Unique Enemy: Tankers and Minelets are found only on Chamber 3.
  • Violation of Common Sense: Shroomers fire two bullets in a v-shaped pattern around the player, intended to fill the holes in other enemies' bullet patterns. However, when faced with just Shroomers and no other enemies, standing still makes them completely unable to hit you.

Red Shotgun Kin/Blue Shotgun Kin/Veteran Shotgun Kin/Ashen Shotgun Kin/Mutant Shotgun Kin/Shotgrub/Executioner

  • Cool Mask: Befitting their name, Executioners drape a mask over their shell and eyes that looks like a real-life executioner's hood.
  • Elite Mooks: Even basic Shotgun Kin are this to the Bullet Kin due to having a spread shot and a chance to discharge additional bullets upon death. Their elite forms are even more dangerous.
    • Mutant Shotgun Kin stand out in this regard, being just Red Shotgun Kin with higher movement speed, shot speed, rate of fire, and health.
  • Mighty Glacier: They have a powerful attack and are tough as nails, but move very slowly. Veteran and Ashen Shotgun Kin rectify the "slow" part, though they trade some of their survivability, as do Shotgrubs.
  • Rugged Scar: Veteran Shotgun Kin have a scar over one of their eyes.
  • Taking You with Me: Killing a Shotgun Kin may cause it to burst open and spray one final wave of bullets at the player. This trope applies when one of the shots connect and end a run prematurely.

Sniper Shell/Professional

  • Cold Sniper: They might look cute but won't hesitate to put you down, especially the Professionals.
  • Cool Shades: The Professionals wear these.
  • Elite Mooks: The Professionals live up to their name, adding flak to their shots that explodes outwards when it hits a wall.
  • Laser Sight: Which they use to track the player. They even flash when the Sniper Shell is about to take a shot!
  • Support Party Member: Since they have a very slow rate of fire and they telegraph their shots, they are very easy to deal with when they're alone. As the Ammonomicon points out, they are far more effective (and annoying) when combined with groups of other Bullet Kin, as they can ambush you with their very fast-moving bullets while you're busy dodging the constant barrages of their allies.


  • Back from the Dead: It's a bullet mummy.
  • Elite Mook: The jammed Spent they summon is actually different from normal jammed spent, being larger, faster, and having an attack besides rushing the player.
  • Mook Maker: Attempts to summon Jammed Spent enemies if left alone for too long.



  • Back from the Dead: The most basic form of an undead Gundead, returned to life without a soul and half of their head.
  • Fragile Speedster: They're fast, numerous, and relentless, but anything more than a light tap will put them down.
  • Zerg Rush: Their means of attack; the rooms the Spent spawn in have them unburrow from the ground in few waves, in addition to all the other enemies in the room. From there, they'll beeline to the player to try and damage them via contact.


  • Bait-and-Switch: They look like normal Red Shotgun Kin at a glance, and are frequently spawned near Red Shotgun Kin to fool the player.
  • Big Creepy-Crawlies: Emphasis on creepy. Their movements heavily resemble some sort of insect.
  • Eyes Do Not Belong There: Its "shell" is full of eyes. Eyes that it fires at you at high speeds.


  • Action Bomb: The Bombshee will explode on death, and if left as the last enemy in a room, it will attempt to kill the player by launching itself at them.
  • Back from the Dead: Doubly so whenever "Ghost of the Shell" is active in Challenge Mode, making them occasionally pop out of killed Gundead.
  • Barrier Warrior: Bombshee's screams destroy any projectiles you might send towards it and its allies.
  • Bedsheet Ghost: They strongly resemble the ghosts that appear in Pac-Man.
  • Came Back Strong: Despite being dead, Hollowpoints are notably more dangerous than most Bullet Kin.

Rubber Kin/Tazie

  • Blown Across the Room: Adept at causing this, especially if a group of them all charge at you simultaneously.
  • Foe-Tossing Charge: Their signature attack is to launch themselves at the player with jet-like speeds and bounce them back.
  • Glass Cannon: Despite being dangerous, Tazies have some of the lowest health in the entire game, with only Bullats having less.
  • Joke Character: In most situations, Rubber Kin aren't much of a threat. Even if being knocked back would cause problems, their attack is telegraphed and slow enough to dodge. Even the game treats them like jokes, with their subtitle in the Ammonomicon being "Non-Issue."
    • Tazies, however, are very much Lethal Joke Characters. Tired of being pushed around, they've developed the ability to electrify themselves as they charge, ramming anything they hit for damage. To make matters worse, their charge is both scarily fast and scarily accurate, making it very hard to dodge once they get going.
  • Support Party Member: Of rooms of enemies, anyway. Rubber Kin are invariably used to give the actual threats in the room an easier time at hitting you.

Bullet Shark/Great Bullet Shark

  • Flying Seafood Special: Despite floating, they clearly move as though they're in water. Their bullet patterns are even based off of the waves a shark would make by travelling near the surface.
  • Giant Mook: Great Bullet Sharks are just bigger meaner versions of normal Bullet Sharks.
  • Threatening Shark: Does a Bullet Shark sound like it would be something friendly or cuddly?



The simplest type of blob creature. They can only hurt you if they touch you.
  • Asteroids Monster: They break apart into smaller forms as they take damage.
  • Blob Monster: They are giant pink globs that leave a trail of slime behind them when they move.
  • The Goomba: Their Asteroids Monster gimmick aside, they are one of the least threatening things in the Gungeon; they're not particularily tough and lack any ranged attacks to begin with; The Bullet is literally immune to them, as their only way of attacking is via contact.


  • Asteroids Monster: Similar to the normal Blobulons, though it merely becomes smaller the first time it dies and only splits into two once its second form is killed.
  • Blob Monster: They are giant green globs that leave a poisonous trail of slime behind them when they move.
  • Poisonous Person: Unlike standard Blobulons, that trail they leave behind isn't just for decoration. You probably shouldn't stand in it.


  • Blessed with Suck: A jammed Blizzbulon attacks so quickly that it no longer has time to move in between attacks.
  • Blob Monster: The Poopulon is an especially gross version of this trope.
  • Spectacular Spinning: Poopulons will occasionally stop and spin wildly, releasing spirals of bullets in all directions.
  • Talking Poo: The Poopulon, which is a Blobulonian made of... yeah.
  • Toilet Humor: The Poopulon again, which is fitting for something encountered in a giant sewer. They also feature in Bullet Hell.
  • Video Game Cruelty Potential: Draining a Blizzbulon's health only freezes it solid. You don't have to shatter it to complete the room, but there's nothing stopping you...


  • Blob Monster: Presumably made of molten lead and blood respectively.
  • Turns Red: They both have this in different ways. Bloodbulons grow larger as they take damage before exploding on death. Leadbulons start off slow, but when they drop below a threshold of health, they ignite themselves, getting faster and trailing fire. However, they slowly burn out and eventually die.


  • Blob Monster: The Cubulon is a cube-shaped blob. The Cubulead, however, has solidified into a much more dense form and has lost most of its sliminess as a result.
  • Critical Failure: Chancebulons randomize their attacks by using all patterns used by other Blobulons, but there's a small chance they'll die anticlimactically when attempting to fire. Of course, being based off of a D20 die, they also have a chance to get a critical success and launch a flurry of multiple attacks at once.
  • Elite Mooks: Chancebulons are described as such and boast more toughness and more confusing attacks to match.

     Big Enemies 

Gun Nut/Spectral Gun Nut/Chain Gunner

  • Epic Flail: The Chain Gunner has one of these.
  • Fake Ultimate Mook: Gun Nut is an imposing presence and is tough as bricks, but its attack pattern is easily exploitable despite its impressive appearance. You can quite literally run circles around it. It doesn't help that it's often the sole enemy in the room or has only minor support.
  • Mighty Glacier: They're slow as molasses when it comes to moving and attacking, but very dangerous if you end up having to dodge their attacks and have a ridiculous battery of health. However, that more often that not becomes a pretty big "if".
  • Never Bring A Knife To A Gunfight: Subverted. While Gun Nuts and Chain Gunners appear to be wielding melee weapons, in both cases, it's actually bullets fashioned into the shape of a melee weapon.
  • Non-Indicative Name: No, the Gun Nut is not a gun nut, it's based on another type of nut.
  • Weaksauce Weakness: You'd be hard-pressed to have a Chain Gunner manage to hit you. The issue is, despite the impressive speed with which they can swing their chain, the rooms they're placed in invariably give the player far too much room to move around, making it pathetically easy to stay outside their (short) range. Often, they'll end up being little more than set dressing while you take care of the actually threatening enemies. Advanced Gungeons & Draguns amends this somewhat by giving them a ranged attack. But even that can be avoided if the player avoids shooting the chain.

Lead Maiden

A torture device that fires shots that home in on targets.
  • Attack Its Weak Point: The only way to kill a Lead Maiden is to wait for it to open up its hatches and shoot its insides when it launches its spike attack.
  • Defeat Equals Explosion: Explodes when killed.
  • Flechette Storm: More than perhaps any non-boss enemy in the game, a Lead Maiden's attack absolutely blankets the room in spikes... which then all converge on you.


  • Fungus Humongous: Sporges tower over most other residents of the Gungeon.
  • Giant Mook: Behaves near-identically to a Fungun, but massively scaled up.
  • "Instant Death" Radius: Maybe not instant death, but its attack releases a huge cloud of bullet-spores that linger for an annoying long time, and as long as the Spogre lives, some of the spores will randomly jet off in your direction. Put simply, you don't want to be anywhere near them unless you're comfortable with losing a few hearts.
  • Mushroom Man: It's a giant mushroom that shoots spores everywhere.
  • Taking You with Me: Unlike its smaller counterparts, it releases another cloud of bullets (thankfully smaller than its normal attack) upon death.

Shambling Round

  • Defeat Equals Explosion: Explodes when killed. Unlike other such enemies, the payload they leave behind takes a moment to go off.
  • Fake Ultimate Mook: It has a lot of health and its attacks get stronger as it is injured, with the last level being comparable to some boss patterns. And it usually appears on the third floor, long before most other comparably powerful enemies. But it has to wait a long time between each volley and usually appears in rooms with lots of cover. Plus you can deal with other enemies while it is at full health.
  • Guns Akimbo: The upper sections of its body carry duel handguns. This isn't just for show either, the spray of bullets from these guns can easily cover half the screen.



Skeletons made out of the shells of fired bullets.

Mountain Cube/Lead Cube/Flesh Cube

  • Invincible Minor Minion: The latter two are invincible, but become inert (and killable) when all other enemies are dead.
    • Averted with the Mountain Cube, however. While they automatically die when the room is completed, you're free to kill them before that if they're in your way.


  • Boss in Mook Clothing: Not to the extent of the Shadow Magicians, but you don't generally want to run in to a Revolvenant. Having extremely high health and a tricky arsenal of attacks, they're probably going to be the standard enemies that give you the hardest time.
  • Creepily Long Arms: Even resting at their side, their arms almost reach past the bottom of their cloak. They're also able to stretch them to ridiculously long lengths, potentially as long as the current room is wide. And made of bullets, no less.
  • Developer's Foresight: Despite not being projectiles in the traditional sense and not responding to most items that interact with enemy bullets, blanks and explosive weapons are capable of (temporarily) dissipating their bullet arms.
  • The Dragon: Despite being mooks, they're probably the closest in the chain of command to the Lich himself, having studied magic directly under him.
  • The Dreaded: It says something when even the rest of the Gundead are scared to death of these things.


  • Cthulhumanoid: They look like floating Cthulhu wizards and cast spells as their primary form of attack.
  • Doppelgänger Spin: Will occasionally summon two clones of itself to attack you independently. While they have considerably lower health compared to the original, they're still exactly as dangerous. However, killing the actual Killithid causes all of them to dissipate.
  • Eldritch Abomination: If their Cthulhumanoid tendencies weren't clear enough, they're described as conjuring bullets from beyond the veil of time and space (or at least this game's version).

Phaser Spider

  • Giant Spider: It's a giant floating spider.
  • Kill It with Fire: Its web is flammable at the slightest provocation. While this requires you to maneuver carefully, one can easily use the spider's web against it.
  • Outside-Context Problem: They're only in the Gungeon thanks to Mine Flayer's arrival there, having arrived from the same rift in the Curtain.
  • Shout-Out: It's basically Enter the Gungeon's take on a Phase Spider.
  • Spiders Are Scary: Its description in the Ammonomicon mentions that its a combination of "two worrying features: the ability to fire bullets, and being a spider."

Misfire Beast


  • Bandit Mook: On top of dealing damage, it also saps ammo from your currently held gun and decreases the magazine size of all guns until you pick up an ammo box. While the latter part could be worked out to your advantage, you're probably better off just not getting hit.
  • Cursed with Awesome: There's a number of guns that fire out a stronger projectile at the end of a clip (i.e. Mailbox, Zorgun) or otherwise do something special when reloading an empty clip (i.e. Slinger, Knight's Gun); these can benefit from Tarnisher's debuff. Furthermore, since the magazine size decrease is additive, getting hit seven times (for a total of 105% decrease and three and a half hearts of damage) will instead make your guns hold infinite magazine sizes instead.
  • Developer's Foresight: If you get swallowed while using Shield of the Maiden, you won't lose ammo or health, but the shield itself. You can then get it back by killing the Tarnisher.
  • Shout-Out: It's a Like-Like; Like-Likes are even referenced in its Ammonomicon entry.
  • Too Dumb to Live: It can't cross pits like other non-flying enemies — unlike them, it can fall to its doom should you trick it into following you.

Shadow Magician

  • Boss in Mook Clothing: Despite not being officially listed as a boss, it otherwise behaves as one. Each encounter gives the player a large area to fight it in and rewards them with loot drops when the Shadow Magician is killed. Compared to even the toughest normal enemies, the Shadow Magician also has much more health and a large arsenal of tricks and attacks it can use. Luckily, this deadly foe is fairly rare and players can go through several playthroughs before encountering a single one.
  • Outside-Context Problem: Unlike every other enemy in the game, they have next to nothing to do with the Gungeon and are acting purely by a force completely outside the story. While the Bullet's past hints that they may be servants of Cannon, it's still up in the air what their goal is.


  • Boss in Mook Clothing: Basically a Mini-Boss like Shadow Magician or Blockner's ghost, with its own unique arena and a dangerous array of attacks.
  • Flunky Boss: Can summon wind-up Bullet Kin to harass the player.
  • Interface Spoiler: Unlike the other two mentioned above, you will know that you're about to fight a Fuselier; its room is labeled with a boss icon.

     Other Enemies 

Bullat/Shotgat/Grenat/Spirat/King Bullat

  • Action Bomb: The Grenat, which is basically a grenade with wings.
  • Asteroids Monster: The King Bullat will split into a group of the four weaker Bullat types when killed.
  • Confusion Fu: After firing itself, a Spirat can repeatedly and unpredictably teleport itself backwards while re-angling itself to better aim at the player. Unless it hits a wall, that is.
  • Goddamned Bats: Not only are they literal bats, the weaker bullats are small, (usually) die in one hit, and they despawn once they attack. By themselves they are non-threats, but they also usually spawn in large numbers, they are tiny and hard to hit, and they can absolutely blindside you if you are facing them alongside other enemies. Special mention goes to the Spirat: Thought you dodged it? Well think again, the little devil can teleport on a miss and catch you in the back.
  • King Mook: The King Bullat, despite not being a boss.
  • Suicide Attack: Apart from the King Bullat, all of the Bullats' only attack is to "fire" themselves at the player. No matter what they hit, they invariably die.


Walking grenades.


Walking sticks of dynamite.
  • Action Bomb: An even bigger one than Pinheads, able to do a line explosion when it detonates.
  • Too Dumb to Live: It's stated in its Ammonomicon entry that Nitras rarely live past adolescence.

Bookllet/Green Bookllet/Blue Bookllet

  • Books That Bite: Good news! They don't actually bite and don't even have fangs. Bad news! They instead cast powerful bullet-based magic spells at the player. The color of the Bookllet's cover shows what specific attack patterns that particular one has access to.
  • Sigil Spam: Crossed with Instant Runes. All of their attacks are bullets arranged into various symbols, each with different behaviors. They can range anywhere from the letter "N" to a four-leaf clover.
  • Weak, but Skilled: The colored variants don't gain any health over the base Bookllet. Instead, they possess a wider variety of attacks.

Muzzle Wisp/Muzzle Flare

  • Technicolor Fire: Muzzle Flares burn bright blue, likely due to their intense heat (and so Gungeoneers can tell them apart from the Muzzle Wisps).
  • Will-o'-the-Wisp: They seem to be at least partially based on the will-o-wisps that show up regularly in fiction and folklore.


Birds that fires eggs that are full of bullets.
  • Abnormal Ammo: Their method of attack is to spit up eggs full of bullets.
  • Bizarre Alien Reproduction: As stated before, their eggs are full of bullets. If the flavor text of The Scrambler is anything to go off of, the bullets are alive.
  • Glass Cannon: Have very, very low health. If you get close enough to them without getting beaned by an egg, they're more than likely dead.
  • Lead the Target: Subdued compared to most examples in the game, but when their eggs break, the swarm of bullets travel towards where the player was when the egg broke.


  • Attack Its Weak Point: Gats are normally immune to bullets and can only be damaged when their outer shell opens up to reveal their face.

Apprentice Gunjurer/Gunjurer/High Gunjurer/Lore Gunjurer

Wizards who fire barrages of bullets at foes.
  • Attack Reflector: Gunjurers, when allowed to attack, start channeling a ring of bullets before slinging them at the player. During this time, any of the player's bullets that hit the ring are added to the spell. And they give you very little time to react in between casts.
  • By the Lights of Their Eyes: Pretty much all we see of them besides their robes are a pair of glowing eyes.
  • Fighter, Mage, Thief: The Lore Gunjurer's bullet types are clearly based on this. The fighter bullet charges straight after you at high speeds, the thief bullet charges you before teleporting behind you, and the mage bullet hovers at arm's length slinging its own bullets at you.
  • In the Hood: All four wear different covered robes, which completely hide their faces, except their glowing eyes.
  • Squishy Wizard: Averted for most of them, but the Gunjurer specifically has very low health, likely to balance out their fantastic defensive magic.
  • Teleport Spam: After they've attacked, they vanish and reposition themselves elsewhere.
  • Weak, but Skilled: Lore Gunjurers fire much, much fewer bullets than their brothers and even most other enemies at the point where they begin showing up. However, the tricky and unique nature of all three of their bullets make them very difficult to deal with. It helps that the "weak" part has nothing to do with their health, as they are the toughest of the Gunjurers by a noticeable margin.

Gunsinger/Aged Gunsinger/Ammomancer/Jammomancer/Jamerlengo

  • Dangerous Forbidden Technique: Ammo and Jammomancers were both exiled for their practices, but Jammomancy stands out as especially immoral. In this universe, being jammed is roughly equivalent to having your soul ripped out and being turned into a demon.
  • Desperation Attack: If they're the only enemy left in the room, they'll charge the player in a frothing rage. That said, it's not very dangerous.
  • Dirty Coward: If they're damaged or the player gets too close, they'll start sprinting away from them until they can hide behind their buddies again.
  • Mook Maker: Ammomancers attempt to summon Shelletons if you leave them alone for too long. A single Shelleton is very dangerous, let alone several.
  • Poke in the Third Eye: If you nuke down an enemy they're currently channeling on, it will leave them sitting there stunned with a dumbfounded look on their faces and frothing at the mouth.
  • Shoot the Medic First: They enhance their allies in one way or another, so they're almost always your first target.
  • Shut Up, Hannibal!: They can only cast while they have concentration, so what's the best way to get them to stop channeling their spell? Shoot them in the face!
  • Status Buff:
    • Gunsingers give either a single enemy or the entire room (depending on whether they're Aged or not) increased movement speed and health.
    • Jammomancers and Jammerlengos take this up to eleven, making either a single enemy or the entire room jammed (which gives them increased movement speed, fire rate, double damage, and triple health).


  • Astral Projection: Their main form of attack is to send out an astral projection to attack the player while its body stays stationary.

Mimic/Wall Mimic/Pedestal Mimic

These might seem like your average mimics at first, but they could be anything, even the walls or pedestals...
  • Chest Monster: Duh. Advanced Gungeons & Draguns mixes things up somewhat by adding Wall Mimics (which pop out from the wall with hardly any warning) and Pedestal Mimics (which fire semi-homing shots).
  • Guns Akimbo: Brown, Blue and Green Mimics dual-wield revolvers.
  • Law of Chromatic Superiority: Red and Black Mimics are less mobile than their lesser brethren, but they drown the screen in bullets the moment they start shooting. Notably, in its unused art, Black Mimic has a serpent tongue.

Gun Fairy

  • Unique Enemy: It can only be spawned by breaking a pot and the spawn rate is so low, you can go on for hours without ever seeing one. It can even spawn in a pot outside of combat or in a corridor between rooms.


  • Shout-Out: They're very reminiscent of the dragon-like critters from Bubble Bobble. They even attack by spitting bubbles, which release bullets when burst.

Gun Cultist


  • Fungus Humongous: Not to the same extent as Spogres, but Funguns are still pretty large as far as mushrooms are concerned.
  • Mushroom Man: These guys are basically a smaller version of Spogre.

Dead Blow

Massive hammers which intend to crush anyone who comes underneath.
  • Drop the Hammer: It is the hammer. Luckily, they tend to show up alone in rooms filled with hazards that players must avoid, though a few will show up in rooms with regular enemies.
  • Invincible Minor Minion: More like a trap than a monster, but the game treats them as enemies. They go away when all other enemies are dead.
  • Playing with Fire: Similarly to Muzzle Wisps and Flares, Dead Blow's fire off flaming bullets when they strike and leave fire on the impact zone.

Gunreaper/Lord of the Jammed

  • Godzilla Threshold: Once your Curse rating goes to 10, Lord of the Jammed will spawn and all bets are off.
  • Grim Reaper: With a gun theme.
  • Invincible Minor Minion: Gunreapers remain in the room until all enemies have been killed. They are immune to all forms of damage, but they can be put under status effects or transmogrified. Lord of the Jammed does one better; he's immune to status effects, pursues you through the rooms, and disables shops. And don't assume that lowering your curse to below 10 will get rid of him, the only way to escape him is to go to the next chamber


  • Unique Enemy: They only appear if you "devolve" bullet kin using the Devolver gun.


  • Mook Bouncer: Not only can they throw you into a room that you've already cleared, they'll also make that room uncleared in the process! Thankfully even if they do catch you they won't appear again in the room they spawned in.


    Chamber 1 

The Trigger Twins

A pair of Bullet-Kin who fight as one. Their names are Smiley and Shades.
  • Cool Shades: Shades wears these.
  • Dual Boss: They have two separate health bars and attack you independently to make up for their lack of dakka compared to other bosses. Whenever one of the twins goes down, the other Turns Red and doubles up on his fire rate.
  • Flunky Boss: Can occassionally summon some Bullet Kin to assist them.
  • Large and in Charge: The twins are bigger than most Bullet Kin. Naturally, they are the boss of the Keep.
  • Revolvers Are Just Better: You can acquire their revolvers, and they're powerful weapons in their own right. They even provide passive bonuses just by having them in your inventory; Shades's Revolver increases your coolness (AKA your Luck Stat) and Smiley's Revolver applies a discount in shops.
  • Shaped Like Itself: Smiley and Shades' distinctive features are... a big smile and shades.
  • Turns Red: When one of the twins dies, the other will regain some health and become more aggressive.

The Bullet King

A regal Bullet-Kin who sits on a Lead Throne.

Gatling Gull

A bird who has spent so long in the Gungeon it has lost its mind and now enjoys flexing and shooting intruders with a minigun.
  • BFG: Wields a minigun.
  • Enemy Mine: Using the item "Ticket" spawns a friendly version of him to fight through the room. It's best used on boss fights. Wielding the Vulcan Cannon will summon two.
  • Fake Ultimate Mook: He's very intimidating... until you realize that if you just keep your distance, his shots will spread out harmlessly.
  • Feathered Fiend: Well, lack of feathers, given how he flexes them away.
  • Gatling Good: His weapon. It's in his name!
  • Luck-Based Mission: Does he spawn in a large room with lots of pillars? He's pretty much a free Master Round. A large room with no pillars? He's still pretty easy. But if it's a long narrow room with two moats? There's little room to doge, and it'll take considerable skill to perfect him.
  • Punny Name: Gatling Gull.
  • Shout-Out: To Vulcan Raven, given his weapon, muscles, shirtlessness, and having his corpse devoured by birds when he dies.
  • Summon Bigger Fish: One active item allows you to periodically summon a friendly Gatling Gull. Against common enemies, it's most certainly this.
  • Super Spit: Spits out rockets to bombard you.
  • Walking Shirtless Scene: It specifically flexes its feathers away to do it. Incidentally, this is why his summoning item is a "Ticket": It's a free ticket to the gun show.

    Chamber 2 

The Gorgun

A being named Meduzi, who, as you might expect, can turn those she fights to stone.
  • Grimy Water: Can dip underwater and zip around while leaving a poisonous trail in her wake.
  • Gorgeous Gorgon: One that is packing heat, besides the usual petrification shenanigans.
  • Guns Akimbo: Dual wields uzis.
  • Poisonous Person: Litters the floor with poison that damages you if you stay on it for too long.
  • Punny Name: Per Gungeon fashion, Gorgun Meduzi.
  • Shout-Out: Hard to tell if it's intentional, but she's the easiest of the Chamber 2 bosses... just like Medusa is usually the easiest boss in Castlevania.
  • Taken for Granite: Her scream can briefly turn you to stone. While it doesn't immobilize you, it does prevent you from shooting. She also turns to stone herself when defeated. You can destroy the statue, but it does nothing.


A snake comprised of several turrets that really likes eating turrets it spawns — and you, for that matter.
  • Flunky Boss: Can summon stationary turrets that can be later eaten by it to regain some health.
  • Punny Name: Ammoconda.
  • Segmented Serpent: As the description in the Ammonomicon notes, each segment is capable of firing independently.
  • Shout-Out: To Snake of all things; right down to Snake-like bullet patterns and eating summoned mooks to grow longer.
  • Snakes Are Sinister: Especially when made out of munitions and turrets.

The Beholster

A one-eyed monster with six guns.

    Chamber 3 


A Tanker operating a tank that the Hegemony left behind when they tried to invade the Gungeon and failed.
  • Flunky Boss: Periodically summons Tankers.
  • Human Cannonball: The Gundead can fire themselves from Treadnaught's turret. This pops in even more enemies who're essentially Elite Mooks to the standard Bullet Kin (though not by much) to make the fight even more of a mess.
  • Kung-Shui: Solid walls normally protect you from all projec- OH GOD THE WALL JUST EXPLOD-
  • Nerf: It used to be considered one of the hardest bosses in the game, but after a patch decreased its range and removed its homing, it's seen as the easiest chamber three boss.
  • Tank Goodness: An honest-to-God tank salvaged by the Gundead after a brief period of Hegemony occupation of the Gungeon.
  • That One Boss: Arguably so. A giant tank that fires Bullet Hell patterns, can destroy walls, and is a Mook Maker to boot.


A monster made out of gunpowder that defends the Black Powder Mine with its life.

Mine Flayer

Introduced in the Supply Drop update, this being is the leader of the Killithids.
  • Achilles' Heel: Homing weapons, if the pillars spawn. In particular, if the player has a Raiden Coil, the fight is trivialized. Its homing ability can continuously hit him while you're safe behind a pillar, and the multiple lock-ons will detonate all his mines before they get anywhere near you. However, unless you have the Ammo Belt or some power-increasing items, this will still not be quite enough to kill him.
  • Cthulhumanoid: He looks like a giant octopus man decked out in spellcaster robes.
  • The Dreaded: A presence feared by "even the strongest Gundead", and quite rightfully so.
  • For Doom the Bell Tolls: His bell isn't there just for making sounds and adding creepiness factor, he uses it in most of his attacks.
  • Land Mine Goes "Click!": Flings out fields of moving, motion-sensitive mines. Geddit? Mine Flayer?
  • Luck-Based Mission: How hard he is is quite dependent on whether or not his arena has pillars.
  • King Mook: To the Killithids, who start appearing in the same chamber.
  • Shout-Out: A Shout-Out within a Shout-Out, even; it's obviously a take on D&D's own Mind Flayer, but it's also a reference to a Demon's Souls enemy called Mind Flayer who happens to carry a bell just like Mine Flayer does. "Sinister Bell" also references Bloodborne.

    Chamber 4 

Kill Pillars

Four possessed pillars who fight you all at once. The last becomes possessed by Kaliber when its comrades die.
  • Animated Armor: Well, statues.
  • Desperation Attack: Once the remaining one Turns Red, it starts jumping at you, leaving a cloud of bullets in its wake, time and again until either side perishes.
  • Golem: Four stone statues, animated by the ghosts of the Gundead.
  • Living Statues: Animated by fallen Gundead heroes.
  • Turns Red: Once three of the pillars are destroyed, the last one literally turns red, transforms, and pulls the Desperation Attack above on you. However, with a strong enough weapon, it is possible to kill them all before this happens.
  • Wolfpack Boss: Four pillars with separate health bars. Once you're down to one, the remaining one will absorb the others' essences to go haywire on you.


A massive mobile wall that intends on crushing those it faces.
  • Achilles' Heel: Offensively, spread weapons are extremely effective against it since it covers the entire top of the screen. Defensively, anything that gives you flight or fire resistance allows you to avoid most of his attacks by standing on the pool of flame.
  • Advancing Boss of Doom: Doubles as Advancing Wall of Doom.
  • Body of Bodies: Made out of countless spent Gundead.
  • Breath Weapon: One of its attacks, though it can only attack the middle that way. It can be dodge rolled through with good enough timing.
  • One-Hit Kill: If it manages to reach the end of the arena and crush you, it's goodnight for you.
  • Stationary Boss: Aside from being an Advancing Boss of Doom, it never moves. Justified, as it's as wide as the room is.
  • Time-Limit Boss: The long corridor that its fight takes place in is finite in length; if you spend too much time fighting the Wallmonger, you will eventually reach the opposite facing wall and the camera will no longer pan down... with the Wallmonger still closing in on you. If it encroaches on you to the point where you're touching both it and the opposite facing wall at the same time, you will get crushed resulting in an instant Game Over no matter how much health or armor you have.

The High Priest

A normal warlock, or so it seems... because his head is a gun.
  • Body Horror: Given that they're vaguely humanoid, the fact that their head is a gun is mildly disturbing, on top of a multitude of tiny red lights that might be its additional eyes... somehow.
  • God in Human Form: Described as the avatar of Kaliber.
  • No Body Left Behind: It vanishes into nothingness upon defeat, leaving only its amulet.
  • Religion of Evil: The Order of the True Gun that they head comes across as this, given that every member of it that you find tries to kill you.
  • Shout-Out: To a recurring character used by German band Helloween on their album covers.
  • Spam Attack: One of his attacks, combined with Teleport Spam, is to fire rings of bullets every second.
  • Teleport Spam: A particularly annoying attack of his is to teleport all over the place, firing wide arcs of bullets every time he materializes.
  • Was Once a Man: In Exit, it's revealed that High Priest in the past was a human known as Low Priest before losing corporeal form. Due to the Reality-Breaking Paradox, his past form was brought in the present time to fight the Gungeoneers.

    Chamber 5 

The High Dragun

The final challenge to be faced before one can get the Gun That Can Kill The Past — a giant dragon made out of bullet shells.
  • Attack Its Weak Point: Once it Turns Red, its heart will briefly pop out after it's exhausted itself with its earlier attack.
  • Blow You Away: Can flap its wings to stir up storms of bullets.
  • Breath Weapon: Can breathe a stream of bullets at you.
  • Damage-Sponge Boss: The High Dragun has significantly higher base HP than any other boss in the game bar the Old King, Resourceful Rat, and the Lich (and given that the latter two are Sequential Bosses, it still has more HP than any of their individual phases except the Rat's second phase), almost double that of the bosses in the previous chamber. However, its Advanced Dragun phase alone has almost double the health of its first one, giving the thing an effective base HP of 7,967.8,note  which is more than all three phases of the True Final Boss combined.
  • Final Boss: The final obstacle before you can obtain The Gun That Can Kill The Past. It's only the Final Boss proper on runs where you don't have the Bullet That Can Kill The Past, though.
  • Flunky Boss: Sometimes it will bring up two gun-wielding knives and toss them to the wall, where they'll stick and periodically fire a spray of projectiles at you. In the Advanced Dragun fight, they upgrade to spreads of lightning-fast kunai.
  • Guide Dang It!: Fighting the Advanced Dragun. The player must find and defeat the Resourceful Rat (in itself a chore) and do well enough in the last phase to get two keys, then free the serpent in the Rat's lair and feed it enough items for it to follow you (or hatch the serpent from a Weird Egg if you happened to get one). Bringing the serpent into the Dragun fight and beating the boss (with the extra hazard of the serpent shooting at you) will unlock the extra phase.
  • The Gunslinger: Along with its ability to breathe and summon bullets, it has a large set of various guns it uses for its more tricky strikes.
  • Leitmotif: A boss theme slightly altered with bits from Forge's theme.
  • Punny Name: Dragun. note 
  • Stationary Boss: It stays immobile the whole fight.
  • Superboss: The optional Advanced Dragun. Not only does even fighting it need you to beat the Resourceful Rat, who himself qualfies as this, the Dragun in this state has a ridiculous amount of health and very fast, complex attack patterns that make every other boss' bar those of The Resourceful Rat and the Lich look like a joke. To make matters worse, it's not a separate fight - it comes at the tail end of the original fight (which is already made harder due to the serpent you need to bring firing bullets for the whole time) without any break, turning the entire ordeal into a Marathon Boss. Given it's the last boss before the Past and Bullet Hell, it doesn't actually drop any special items nor make them easier, but defeating it for the first time will net you an achievement and permanently unlock the Holey Grail.
  • Turns Red: Well, it turns black. Once it's knocked down to the last bits of its health, it begins covering the whole screen with projectiles, with only small patches of free space to roll from one to another, and is only open to attack between waves (see Attack Its Weak Point above). In the Advanced Dragun fight, this becomes a regular attack.
    • As of Supply Drop update, it can turn redder; in Challenge Mode, there's a special modifier called "Dragun Rage" which makes all of its attacks much more difficult to manage from the get-go, and getting hit temporarily drops your health to half a heart.

    Secret Bosses 


A Gungeoneer who betrayed Ser Manuel and left him to die. He now spends most of his time residing in the Black Powder Mine.
  • Affably Evil: Is polite to you when talking to him before his fight, and remains so even after you kill him.
  • Defeat Means Friendship: When you meet him again in The Breach, he's not all that peeved about being a ghost, saying he made up with Manny on their debate. That being said, he occasionally shows up as a mini boss for recreational fights during runs.
  • Flunky Boss: Flanked by two Gun Nuts, though only on his first fight.
  • Guide Dang It!: It's deceptively easy to miss him, considering that the keys to unlocking a fight with him are in the Noob Cave. You need to find a secret room by blanking in the right place — look for a cracked wall — and then picking up Ser Manuel's armor, then talk to the ghost proper. Only then will he be available for a fight.
  • Look Behind You: Pulls this trick once you confront him in order to flee to his arena.
  • Luckily, My Shield Will Protect Me: He's stated to be a master at blocking attacks with a shield, as opposed to Ser Manuel's dodging technique. Strangely, he doesn't block any of the player's projectiles, and instead summons shield-shaped rings of bullets which prevent you from getting too close. His weapon, however, can spawn shields when wielded by the player.
  • Major Injury Underreaction: His response to being killed? A resigned "Aw, nuts".
    • Graceful Loser: He compliments you after you beat him, pondering that perhaps the art of Dodge Rolling is not so bad after all.
  • Pre Ass Kicking One Liner: Drops one right before your fight:
    "Looks like my past finally caught up to me. Time to kill it!"
  • The Rival: To Ser Manuel.
  • Unique Enemy: Originally, he acted more like a unique boss — after being defeated, he would never return. However, as of the Advanced Gungeons and Draguns update, he's very much able to return as a ghost to engage in some "Recreational Vengeance".


The lord of all Blobulons, this titanic pile of ooze resides at the heart of the Oubliette.
  • Beware the Silly Ones: Despite it being a giant ball of jelly with a goofy grin, it's described as a ruthless strategist with "centuries of experience in cruelty and subjugation". Even better, it poses a threat to the galaxy as a whole rather than just The Gungeon itself.
  • Four-Star Badass: Its title is literally "Four-Star General". Even better, this isn't just his rank; it's the number of stars it absorbed. Somehow.
  • King Mook: To Blobulons and their derivatives.
  • Optional Boss: Found only in the Oubliette that can only be accessed by extinguishing the fireplace on Floor 1 and then using two keys on the trapdoor found in the secret room.
  • Outside-Context Problem: See Beware the Silly Ones.

The Old King

A demigod among Bullet-Kin. He hides deep within the Abbey of the True Gun.
  • Damage-Sponge Boss: Par excellence: despite being fought before the third chamber, he has the most total health out of all bosses in the game discounting The Advanced Dragun, Resourceful Rat, and The Lich. For reference, he has slightly more health than the High Dragun's two phases combined.note 
  • Early-Bird Boss: The reason he's so nightmarishly difficult in the first place: you can only fight him before reaching Chamber 3, and thus with only a handful of guns to brave his mountain of health.
  • Evil Chancellor: Has one as well who behaves similarly to Bullet King's.
  • Mad Eye: His only eye, in fact; almost comically bulging out of his frame.
  • Palette Swap: Of the Bullet King, except the Old King is much more difficult.
  • Semi-Divine: Explictly called an immortal demigod and boy, does he have means to prove it.
  • Superboss: Even worse than Blobulord. In addition to defeating the former, you have to carry over the Old Crest to the altar in the Gungeon Proper and place it there. It functions like armor; however, it takes precedence over all other armor, even armor gained afterwards, so you have to avoid taking any damage between grabbing the Old Crest and getting to the altar. To make things more complicated, he's significantly tougher than any other boss fought at the stage in the game, with decently complex patterns, a boatload of health, and being one of the few bosses that can use Jammed bullets in their natural movesets. However, killing him uniquely awards you with a free Synergy Chest.

Door Lord

If you thought normal mimics were bad, one that’s secretly the boss door is even worse!
  • Damage-Sponge Boss: Not to Old King's extent, but it is noticeably tougher than any other boss you might fight on a given floor.
  • Random Encounters: It can be fought on Floors 2 to 4 in place of its usual bosses; you only fight it normally as a part of the Boss Rush.
  • Slow Laser: They are a pain to dodge and set the ground on fire.
  • Ambushing Enemy: A mimic masquerading as the Boss Room door.

    Final Bosses (Unmarked Spoilers!) 

Final Bosses From The Past

Interdimensional Horror

A being which was teleported into a laboratory. The Marine tried to face it but fled. Now he seeks to go back and kill it.
  • Eldritch Abomination: Naturally. It came from a different dimension and nearly killed everybody at the lab. The Marine stepping in allows them to overpower the being, though, so it's vulnerable to ENOUGH gun fire.
  • Flunky Boss: Sometimes disappears and summons... what are basically the Imps from Doom to throw fireballs at you.
  • Gone Horribly Wrong: It's not made entirely clear what they were doing in the lab, but they messed up and brought this monstrosity in.
  • Reality Warper: It can warp parts of the arena, turning them poisonous to stay in.

Black Stache

A politician who framed the Convict for a crime she didn’t commit. Now the Convict seems to go back to the past and get back at him.
  • Action Politician: He might not look like much, but he's capable of putting up a fight. Made more awesome considering that other Past bosses are a giant Frankenstein's Monster, an eldritch creature from beyond, and a fricking battleship.
    • That said, he's still the easiest of the past bosses.
  • Corrupt Politician: Had an arrangement going with The Convict, where he'd overlook her criminal activity in exchange for bribes. Eventually, though, he sold her out to the Hegemony of Man.
  • Fat Bastard: A pretty rotund and spiteful man. Granted, The Convict might have been as bad.
    • Acrofatic: Despite all that, he's capable of moving around swiftly.
  • Flunky Boss: Can summon Hegemony Soldiers to aid him.
  • Walking Armory: Wields dual pistols, an assault rifle, a bunch of Molotovs, and a grenade launcher.

HM Absolution

A massive Hegemony battleship which attacked the Pilot while he was in space, forcing him to flee. Now the Pilot seeks to go back and destroy the battleship.
  • David vs. Goliath: The Pilot's Sword ship is tiny compared to the Absolution, and yet with all its weapons and the power of the Dodge Roll and Blanks, the Pilot can take it down.
  • Energy Weapon: Shoots giant laser beams.
  • Expy: Of some ships encountered in Ikaruga, one of the developers' main sources of inspiration.
  • Flunky Boss: Can summon a bunch of smaller ships, Space Invaders or Galaga-style, to aid it.
  • Lady of War: Absolution's captain gives off such a vibe. She is notably present in place of the ship itself in its Ammocomicon entry.
  • Stationary Boss: Stays immobile for most of the fight. Compared to other such bosses, it noticeably can move around, and does so if you attempt to flank it in an attempt to ram you, but otherwise it is content to stay still and flood you with bullets and missiles.

Dr. Wolf's Monster

Dr. Wolf was a mad scientist who captured the Hunter when she tried to kill him. If the Hunter goes back to face him, he will call upon his personal creation to defeat her.

The Last Human

The last remaining human of wherever the Robot came from. The Robot failed to kill her and now it wants to go back and finish the job.
  • Expy: She is essentially Sarah Connor from the Terminator series in all but name, though her role as the savior of humanity makes her partially one of John Connor.
  • Brawn Hilda: She's packed with muscles and towers over The Robot, though her portrait is far less exaggerated.
  • Flunky Boss: She summons a bunch of Arnie-lookalike robots to fight alongside her.
  • Hero Antagonist: She is the hero of humanity who tried and presumably failed to save her race.
  • Last of His Kind: She is the last surviving human, forced into gladiatorial combat against the robot regime's greatest warrior.


A wicked sorcerer, who, along with his king, took over the Gungeon and prevented anyone from getting through. Though the reign of his lord is over, the Bullet seeks to return to the past and end his evil schemes.


The mastermind behind Agunim’s takeover. He’s just as mean as his servant is.

The Lich

The true final boss, the ruler of the Gungeon. He will only show himself when the pasts of the main four characters have been killed.
  • Big Bad: Is referred to as the "true lord of the Gungeon" in many flavor texts, and is likely the one responsible for the events within. Most enemies in the Gungeon serve him, though the Revolvenants are his direct minions.
  • Dem Bones: He's completely skeletal, and only looks rather humanoid in his first phase. Afterwards, he becomes more of a floating ribcage and head with arms made out of bullets.
  • Dual Boss: The Gunslinger has to face two of them, and one of them will always be jammed. Luckily, he doesn't have to go through the other two phases of the fight instead.
  • Evil Laugh: Unleashes a short but powerful one shortly before he begins the battle.
  • Expy: Slender silhouette, wears a Badass Longcoat and a wide-brimmed Bolero, and his confrontation starts out in a wide open area with tombstones surrounding a central circle of unmarked space. He's a dead ringer for any of Lee Van Cleef's characters in Sergio Leone's Spaghetti Western Dollars Trilogy, but that final point brings to mind Angel Eyes specifically.
  • Fallen Hero: He used to be The Gunslinger, a legendary marksman who conquered the Gungeon for the first time. Apparently, he chose to stay and rule over it rather than killing his past and leaving.
  • Flunky Boss: Summons Tombstoners in his first phase.
  • Glass Cannon: His third form can absolutely flood the screen with bullets, but is pretty fragile.
  • The Gunslinger: In his first form, at least, he uses a pistol and his Ammomancy while dressed in a wide-brimmed hat and duster, fitting the old-school gunslinger look quite well.
  • Leitmotif: Like The High Dragun, his is a normal boss theme mixed with Bullet Hell's theme.
  • Marathon Boss: He's the only boss in the game to have more than one phase properly, with a separate life bar for each phase as well, and each phase can be quite a challenge to whittle down.
  • Oh, Crap!: His final form has this reaction when you charge up the Gun That Can Kill The Past on him.
  • Our Liches Are Different: They're made of bullets and fire even more bullets; and can be felled with just overwhelming firepower, and The Gun That Can Kill The Past. According to the description for the Lichy Trigger Finger, they do have phylacteries.
  • Not Quite Dead: After you beat his third phase, all that's left is a head and a ribcage, but he's still obviously there. You need to charge The Gun That Can Kill The Past and fire away at him.
  • Quick Draw: He performs one in his introduction, having his hand at the side to shooting his pistol at you in a single frame. Thankfully, he doesn't actually shoot a bullet at you.
  • Revolvers Are Just Better: He wields a single revolver during his first phase. It's more than enough to flood the screen with bullets.
  • Stationary Boss: His second phase.
  • True Final Boss: Can only be fought at the end of the Brutal Bonus Level, which is only accessible once you complete all four main characters' pasts.
  • Was Once a Man: Never outright stated, but heavily implied to be the "legendary hero" who first conquered the Gungeon, evidently deciding to rule over it as opposed to killing his Past and leaving. The silhouette seen in the main menu might be his. The Farewell To Arms update confirmed this; he used to be known as the Gunslinger. The Gunslinger's "past" involves killing The Lich and ultimately correcting this.


    Resourceful Rat (Unmarked Spoilers!)
Click here to see his mecha/Metal Gear 
A mysterious anthropomorphic rat who likes to steal valuable goods from Gungeoneers. He'll teleport to almost any item that gets left behind, and if you don't pick it up yourself, he'll take it away for good. If a shortcut is taken, he'll appear in a Bello disguise and offer up to three free weapons for you to take.

The Resourceful Rat is normally an unstoppable force; no matter how many times you scare him off, he'll eventually reappear and steal the item anyways. However, if you have the dough to purchase a special key, you might find a way to take revenge against him...

  • Bandit Mook: He's not a Mook per-se, but he'll gladly steal almost anything you leave behind (except keys and hearts). You can try to scare him off by shooting at him, but he'll never permanently leave your goods alone.
  • Brilliant, but Lazy: The Ammonomicon comments that he probably has the skills to reach the Gun himself; however, he doesn't want to — he'd much rather stay in the Gungeon to screw with Gungeoneers.
  • Calling Card: Usually, he leaves behind a note mocking you for leaving an item behind. He also leaves notes in chests he’s plundered ahead of time — but these notes can be used to traverse his lair.
  • Dark and Troubled Past: When he was in a tradesman's ship with his family, he was forced to steal in an attempt to save their starving lives once the tradesman stopped carrying food and started carrying armaments. It didn't work, and he had to watch his siblings kill and eat each other. Unlike the Gungeoneers, however, he sees no regrets with his past, and thus isn't interested with Gun That Can Kill The Past, preferring to screw with those who do want to kill their pasts. However, he asks for your pity when telling his story, although this is likely just for sympathy.
  • Flechette Storm: His first phase throws spreads of kunai projectiles at blindingly fast speeds.
  • For the Evulz: According to the Ammonomicon, he could reach the Gun himself if he wanted to. The problem is, he doesn't want to; he'd rather stay in the Gungeon victimizing people trying to fix their past.
  • Guide Dang It!: Oh, you thought getting to the Old King was tough? First, you need to unlock the Gnawed Key by paying a whopping 1000 casings — which can be paid off in parts the first time before it settles for 115 — then, in Chamber 3, find a room with rats prowling about and the trapdoor going below. Once there, you'll need to use a blank to reveal a hidden chamber, then use another one there to find another chamber. From there, you can use the Gnawed Key to enter his lair. Then the Timed Mission rolls in in which you'll have to reach the boss' room before the timer runs out.
  • Hate Sink: The Rat really likes screwing with you in any way he can, which just increases how much you’ll hate him. When you finally kill him, the Drunkard admits few will feel sorry for his end.
  • Humongous Mecha: His second phase.
  • Implacable Man: No matter how many times you scare him off when he goes for an item, he’ll just keep coming back until he’s stolen it.
  • Jerkass: Not only is he the one NPC in the game who outright hinders you, but he also loves to throw insults (or sometimes even "curse words") at you. And that's not even getting into his boss fight.
  • No Fair Cheating: If you get to him with 3 or less of the Infuriating Notes, one of his lines has him suspect that you cheated at his maze. If you get to him with none of the notes (which is borderline impossible legitimately), he'll outright say you're either hacking or extraordinarily lucky.
  • Paper-Thin Disguise: Take a shortcut, and you'll find him wearing a Bello mask. Try as he might to claim you as a "special customer", any player will immediately spot differences between him and the real Bello (particularly his smaller size and the greenish color of his mask).
  • Pet the Dog: If you take a shortcut to start from chamber 2 (or later), since you only have your starting equipment, he (in a Bello mask) will provide a selection of three guns for free, with him providing better guns on later floors.
  • Promoted to Playable: Sort of. If you get all four of the items found in the special Rat Chests, you'll transform into him and obtain special abilities associated with him. However, he's technically not a standalone playable character, so he doesn't have unique HUD sprites or his own past boss.
  • Resourceful Rodent: The trope might not actually be named after him, but he sure fits the description to a T.
  • Rhymes on a Dime: His Infuriating Notes are written in rhyme. If you get to him with just three of them, he might tell you to appreciate more of his poetry.
  • Sequential Boss: Has three phases. The last one has three mini-phases on its own.
  • Shout-Out: His mecha is clearly modeled after Metal Gear REX. The two of you also have a fist fight on top of it afterwards, just like Solid and Liquid did. This fist fight takes place in an Unexpected Gameplay Change resembling Punch-Out!!.
  • Signature Laugh: It’s labeled as "Fuhuhuhuhuhuhu".
  • Superboss: You'll only encounter him if you go out of your way to find him and spend a ton of effort over multiple games unlocking the prerequisites. And he demands respect, too - despite being effectively fought on the third chamber, he's the only boss in the game aside from the High Dragun and the Lich to have multiple full phases, with the first two comparable in difficulty to them and the third and final one completely deviating from normal gameplay. Should you defeat at least the first two phases, you'll have a ton of rewards waiting for you, and clearing the third phase will net you some exclusive goods.
  • Unexpected Gameplay Change: The last phase has you slug it out with him, Punch-Out!!-style.
  • Unreliable Narrator: If you defeat the Rat's first phase but die to the second, his Ammonomicon entry will be a clearly self-written excerpt singing his praises. This gets updated with a more standard one after you take out his second phase.
  • Video Game Cruelty Potential: After he dies, you're free to kick his body around as you please. You can knock it down the hole and do it there, and even feed it to the serpent if you're particularly sadistic.
  • You Dirty Rat!: Obviously. He’s a rat who steals items when you’re not looking and leaves insulting notes, not to mention placing notes in chests after taking the item inside before you could get there.


The Drunkard

A being who likes to drink and offers gossip on bosses once you’ve defeated them for the first time.

Ser Manuel

A spirit who inhabits the Halls of Knowledge.
  • Noob Cave: The Halls of Knowledge; the place where he resides.
  • Punny Name: He runs the tutorial, and his name is very similar to Manual.
  • Sore Loser: Doesn't take his loss well.
  • Warmup Boss: Is your first real experience to prepare you for the horrors of the Gungeon. He doubles as your mentor through the entirety of the tutorial.


The shopkeeper who has several stores throughout the Gungeon. He’s generally a nice guy- unless, of course, you shoot in his store...
  • Berserk Button: Don't shoot in his shop. He'll let you off with a warning if you do it once, double the prices if you do it twice, and unleash Bullet Hell upon you if you go further. If you manage to survive, all following shops will be abandoned for that run.
  • Hero of Another Story: He assumes this about his cat Ocelot, since she followed him into the Gungeon and therefore presumably has her own personal demons to deal with.

Sell Creep

A weirdo who offers to buy unwanted items.
  • Bitch in Sheep's Clothing: He's actually Agunim, having been banished to the depths of the Gungeon. Official art from the physical Ammonomicon shows that he's the one controlling the Shadow Magician that will occasionally show up as a mini-boss, and he serves at the boss of the R&G Department secret floor.
  • Blob Monster: A harmless one. Unless you manage to find his lair, that is.
  • We Buy Anything: You can offer him any gun or item (even junk) in exchange for money, just drop it at his feet and he'll throw money in exchange. In fact, he is the ONLY NPC who will buy stuff from you.
    • Note: For the PC, hold the G key to drop weapons, hold tab, and select an active/passive item to drop it.

Ox & Cadence

A woman and her massive robot. Once you free them, they’ll set up shop in the Forge.
  • Fetch Quest: You can acquire a replacement arm for Ox in The Forge. Once you pick it up, it will show up a floor higher and must be transported via balloon all the way up to Floor 1.
  • Restraining Bolt: Ox would like to find his so that he can escape.
  • The Slacker: Cadence doesn't seem to do much around the shop, seemingly leaving everything to Ox.


A mysterious tinker who can set up shortcuts to the later floors.
  • Extreme Omnivore: In the Hollow elevator shaft, he remarks that he's hungry. He then asks the player for 4 junk (which in game do resemble brown paper bags, but they are presumably filled with broken item parts).
    • And then subverted when you actually manage to bring them to him, it turns out that he didn't actually know there was trash in the paper bags. He promptly loses his appetite.
  • Fetch Quest: You'll have to get him a whole lot of stuff to unlock each of the shortcuts.
  • MacGyvering: He's able to repair the elevators using only the assorted stuff you bring to him.

Frifle & The Grey Mauser

A hunter and his friend who offer quests for new guns by killing the various monsters of he Gungeon.


A man who runs a shooting gallery in the Gungeon.

Gunsling King & Manservantes

A king and his put-upon servant. They like challenging you to clear rooms under certain conditions.
  • Graceful Loser: The Gunsling King is never bothered by your winning his challenges.
  • It Amused Me: The Gunsling King challenges you to clear rooms under specific conditions for his own amusement.
  • Punny Name: Manservantes is likely a portmanteau of manservant and Cervantes.
  • The Quiet One: Manservantes rarely speaks. If he does, it is mostly to express his hate towards his master.
  • Ye Olde Butcherede Englishe: The Gunsling King is fond of speaking in this way.

Old Red

A Bullet-Kin who suffers from eye problems.
  • Blind Mistake: He constantly mistakes your character for a fellow bullet-kin. His sight isn't what it used to be, indeed.
  • Non-Indicative Name: He's actually blue.
  • Retired Badass: While nothing is known about his background, Gungeoneers slaughter bullet-kin by the hundreds in each of their attempts to kill their pasts, which implies he must have been an extremely skilled bullet-kin if he's managed to live to an old age.


A talking lock who will sell items for keys.


A friendly orc who sells items in both times the Gungeon and the Breach.

Professor Goopton

An alien who sells goop based items in both the Gungeon and Breach.
  • Starfish Aliens: He's basically a floating head with tentacles, not unlike a jellyfish with a face.
  • Starfish Language: His dialogue is written in a bizarre alien alphabet (which is actually the alien alphabet from Futurama). If you have the Sponge item when you talk to him, you'll be able to read what he says.


A woman who will sell items- but you’ll be Cursed if you buy them, so beware!
  • Ambiguously Evil: She is pretty friendly and offers some of the cheapest prices in the game, but looks like some sort of witch and all of her items will increase your curse level if bought.

The Lost Adventurer

A being who likes to map out the Gungeon.
  • Expy: He's pretty much Link in everything except in name.
  • Nice Guy: He's the most genuinely kind of all the NPCs and shows his earnest gratitude for helping him.
  • Side Quest: Whenever he's encountered, he'll ask you to explore the full level for him. Doing so will reward you with a free gun or item of varying quality.


Bello doesn’t dare to go as far as the Forge in the Gungeon- but this Blacksmith is nice enough to replace him.
  • Fetch Quest: You have to bring all the Bullet components to her in order to be able to kill the past. Also, you need to bring the Busted TV to her to get the Robot.
  • MacGyvering: Able to make — or at least repair — The Robot out of a busted television and little else.
  • Old Shame: If you bring her the Ruby Bracelet, she'll ask for it and rework it into a whole new item. She admits she hates the old bracelet - which is probably a feeling shared by players and devs alike.

The Sorceress

A sorceress who will enchant you for a cost.
  • Blessed with Suck/Cursed with Awesome: For a price (6 Hegemony credits), the Sorceress will enchant your character, making your gun periodically change to any random unlocked gun at any given time during your next run. You can be slaughtering everything in your path with an overpowered weapon one moment, and be forced to fight a boss with a Joke Weapon the next, so these runs will invariably be a Luck-Based Mission.
  • Jerkass: She's easily the most disdainful of the NPCs, having a dim view of "lowborns" such as the player characters.

Patches And Mendy

A pair of healers who will heal you.
  • Developer's Foresight: They usually heal you to full health, but if you happen to be The Robot, you cannot gain hearts to begin with, so you cannot be healed like this. They will instead apologize and provide you with either a piece of Armor or an item instead.
  • Healing Shiv: Their method of healing involves smashing a glass jar on your head. Granted, it contains a healing fairy, but still.
  • Punny Name: They mend your wounds and patch you up.


A little dung beetle who will sell items depending on how far you get in the Gungeon.
  • Informed Species: He doesn’t look too much like a dung beetle, does he? This becomes less prevalent in Exit, where he pilots a mech made of dung.
  • Keet: He is excited whenever you come close; he does call you his best customer, after all.


A living twenty sided die who will make the game harder for a price.
  • Arrange Mode: For 6 Credits, he can unleash Challenge Mode for your next run which adds random, usually harmful modifiers that, depending on the situation, can range anywhere from a mild nuisance to making the room a nightmare.
  • Punny Name: DICE-uke.
  • Visual Pun: It makes sense that the character adding a random element to your run would look like a D20.

Tonic the Sledgedog

A smooth talking dog who will make the game faster.
  • Expy: It's a blue talking animal that enables Turbo Mode, which increases game speed, talking in radical lingo. Hmmmm...
  • Arrange Mode: Talking to him in the Breach allows you to activate Turbo Mode, which increases the speed of everything in the game.


A shopkeeper who will sell synergy chests.
  • The Matchmaker: She sees hooking you up with synergy chests as matchmaking. If you buy a synergy chest from her, she may exclaim something like "Let's make a match!" or "Let's see if love really can bloom on the battlefield!", and if you try to buy a synergy chest but don't have the shells for it, she says, "Well, good matchmaking isn't free, you know?".


A being who will enable Rainbow Runs.
  • Large Ham: While, as with all other NPCs, what he says is only displayed as text, the fact that most of his dialogue is in all-caps and flashing with rainbow colors doesn't hint at him having an indoor voice.
  • The Nicknamer: Usually refers to the player character as his "rainbuddy".
  • Arrange Mode: Bowler allows you to do a Rainbow Run, which gives a Rainbow Chest at the start of each floor. However, you can only take one item from it, and he prevents you from getting items from almost any other way other than Rainbow Chests, which means you'll at best get one item per floor.
  • Some Call Me "Tim"/Friendly Address Privileges: He introduces himself that way when you free him. It's immediately subverted, however.
    Bowler: Hi, my name is BOOOOOOOOOOOOOOOWLEEEEEEEEEEEEEER!!! But you can call me Bowler.


A "were-hat" that will offer you hats to buy. Debuts in Exit.


A two shelled snail who speaks and moves very slowly who will offer you costumes. Debuts in Exit.
  • Expy: He's mentioned to be good friends with Tonic, which makes him an expy of Tails.

Alternative Title(s): Exit The Gungeon