Gunstoppable Aide Loadout
Planifier paires dual-wield et attachments avant shops Kane the Rat
Gunstoppable asks wield two weapons at once modify both hex attachment grid stack run-based augments until something breaks fun way. No single permanent loadout : Kane the Rat refreshes options between floors deaths unlock permanent upgrades augments turn shotgun flamethrower bananas tactical nukes. Helper decision framework pick fast keep reloads staggered avoid upgrades punish movement.
Read before major shops boss floors. Combine Starter builds concrete openers Tier list power spikes Mouvement & Momentum slow loadouts fail even DPS numbers look high paper.
Règles core (always true)
- Speed scales damage — attachments encourage camping long charge stationary channel need exceptional payoff or belong storage.
- Dual-wield = reload management — one hand should fire while other reloads. Overlapping empty magazines most common avoidable DPS loss.
- Hex grid is run-local — prioritize slots boost on-move effects first ; luxury slots wait until Kane offers reroll boss payout.
- Augments redefine roles — mid-tier weapon explosive augment can outpace S-tier baseline that run only. Re-evaluate after every augment offer.
- Reaper Mode loves density — loadouts moderate single-target strong cleave activate kill chains faster. See Contrôles for Q/B timing.
Étape 1 — Choisir rôle primary
Choose what right hand must solve next two floors. Mark one row.
| Role | Solves | Weak when |
|---|---|---|
| Close burst | Rush elites finish grappler targets | Snipers at range |
| Mid control | Stable DPS while moving | Pure bullet-hell walls |
| Long poke | Turrets flying drones | Melee rush rooms |
| Crowd clear | Add waves before boss phase | Single-target bosses only |
| Melee hybrid | Parry setups high impact frames | Open arenas with kiting |
If next gate named boss read hub entry bias toward crowd clear or long poke depending add spawns.
Étape 2 — Choisir secondary par cadence reload
Secondary exists cover downtime not duplicate primary weaknesses.
| Primary reload | Best secondary cadence | Pairing goal |
|---|---|---|
| Fast | Medium or slow | Secondary fires during primary reload |
| Medium | Fast | Burst swap on elite spawn |
| Slow | Fast | Always bullet ready while moving |
| Melee primary | Fast ranged | Never stand still reload melee range |
Matrice pairing sample (launch era)
Use templates not law. Augments can invert ranks overnight ; verify Notes de patch when weapons receive tuning.
| Primary | Secondary | Synergy note |
|---|---|---|
| Shotgun (close burst) | Handgun (fast) | Flamethrower augment shotgun + pistol cleanup |
| Katana (melee hybrid) | Crossbow (long poke) | Parry into off-hand bolt ; demo marketing combos |
| Banana launcher (crowd clear) | Knife (fast melee) | Demo Patch 24 buffed banana gun — cleave then finish |
| Rocket launcher (slow) | SMG-style fast gun | Swap on reload ; rocket for Reaper clumps |
| Flamethrower augment SG | Grapple-friendly pistol | Keep speed while DoT ticks |
Full weapon names attachment paths Starter builds Tier list.
Étape 3 — Priorités grille attachments
Attachments slot hex grid. When Kane offers multiple pieces score table before rarity hype.
| Priority | Attachment theme | Why momentum players care |
|---|---|---|
| 1 | On-move proc | Damage requires speed stays on multiplier |
| 2 | Reload speed / mag size | Shorter empty windows while grappling |
| 3 | Alternate fire mode | Bonus burst without stopping |
| 4 | Elemental spread | Cleave for Reaper chains |
| 5 | Precision scope | Low priority unless sniper floor upcoming |
| 6 | Charge shot | Only if charge can slide-cancel or parry-cancel |
Grid planning UI (mental model) :
[ mobility slot ] — [ core dmg ] — [ reload ]
\ | /
[ augment bridge slots ]
Fill mobility-adjacent slots first then bridge toward augments need adjacency bonuses.
Étape 4 — Filtre décision augment
When offered three augments run each through MOVE filter :
| Letter | Question | Pass example | Fail example |
|---|---|---|---|
| M | Must it be fired standing still? | Slide-shotgun pellets | Full-charge rail without cancel |
| O | Overlap with secondary role? | Explosive bananas + fast knife | Two slow reload primaries |
| V | Value during Reaper Mode? | On-kill splash | Single-target dot with no density |
| E | Enhances kill chain speed? | AoE on death | Delayed mine layer behind you |
Pick first augment passes three of four letters. If none pass choose least bad M failure compensate movement drills Checklist momentum.
Étape 5 — Compteurs boss et floor
| Threat type | Shift primary toward | Keep secondary |
|---|---|---|
| Bullet hell CEO patterns | Mid control + dash routes | Fast cleanup gun |
| Melee rush / crab elites | Parry-friendly melee or shotgun | Ranged poke |
| Vertical arena | Grapple-stable mid AR | Long poke |
| Add-heavy phase | Crowd clear | Single-target boss DPS |
Cross-link: Boss telegraphs Premiers pas story pacing between hubs.
Hooks metaprogression
Améliorations permanentes change which opener viable. Before committing currency :
| Meta purchase | Loadout impact |
|---|---|
| Opener speed boost | Favor slow weapons that scale hard once moving |
| Parry economy | Melee hybrid primaries rise in value |
| Shop discount | Can afford experimental pairs — test off-meta duos |
| Health vs speed | Low health pushes safer mid-control secondaries |
Re-run Step 2 after any permanent upgrade touches reload shop prices.
Checklist reset between-run
| Item | Action |
|---|---|
| Last run DPS issue | Reload overlap? Re-pick secondary cadence |
| Patch day | Re-read Notes de patch weapon lines |
| New boss reached | Update Step 5 counter row |
| Comfort pair stale | Swap one weapon for Tier list riser |
Erreurs courantes
- Double slow reload — feels powerful until both hands empty mid-grapple.
- Camping for charge shots — drops speed multiplier ; DPS net negative.
- Ignoring augments that change role — keeping shotgun secondary when augment turned primary flamethrower.
- Skipping Kane because of decision fatigue — use MOVE filter ; indecision wastes more time than wrong pick.
- Copying streamer pair without movement skill — high APM pairs assume Checklist momentum mastery.
Pages associées
Foire aux questions
Réponses rapides aux questions les plus fréquentes sur Gunstoppable.
Une meilleure paire dual-wield all runs ?
Non. Ten weapons random augments reward flexible pairs. Use reload cadence rules here confirm power [Tier list](/fr/tier-list/) current patch.
When visit Kane the Rat ?
Between arena floors when game offers shop. Plan purchases Steps 3–4 leave quickly re-enter combat speed. Kane rat merchant campaign hub.
Hex attachments interact augments ?
Some augments benefit adjacent grid slots specific weapon families. Prioritize mobility reload slots first bridge augment synergies [Starter builds](/fr/weapons/starter-builds/).
Banana gun changed recently ?
Demo Patch 24 buffed banana gun alongside katana knife tuning. Treat older tier opinions suspect until read [Notes de patch](/fr/updates/patch-notes/).
Dual-wield two melee weapons ?
Only if movement parry consistency high. Most players need fast ranged secondary maintain speed between melee swings. Pairing matrix above.
Loadout planning differ Xbox ?
Weapon logic identical. Controller players may favor slightly more forgiving reload cadence. Xbox releases August 31 2026 per [Notes de lancement](/fr/updates/launch-notes/).