Gunstoppable Early Game Tier List
Forgiving picks for your first floors — before augments and Kane deals define the run.
The first three floors of Gunstoppable punish hesitation. You are learning grapple timing, dual-wield reload stagger, and how kill chains feed Reaper Mode — all before Kane the Rat offers his full black-market catalog. This community meta snapshot for August 2026 ranks early picks separately from the full Weapons Tier List because momentum skill, not endgame augments, should drive your opening choices.
New players: read Controls and Guides before chasing S-tier weapons you cannot aim yet.
What counts as early game?
- Floors 1–3 of a fresh run
- Before major hex-grid transforms (flamethrower shotgun, banana-nuke launcher)
- Before heavy investment in permanent upgrades — though any unlocked perks still help
- First boss approach — often the Robot Crab for many players
Early tier key
| Tier | Early-game meaning |
|---|---|
| S | Forgiving while moving; safe reload stagger |
| A | Strong with basic movement knowledge |
| B | Playable but needs augments soon |
| C | Avoid until you understand speed scaling |
S-tier early picks
Space Pistols (one or both hands)
Minimal movement penalty, fast TTK on drones, easy alternate-fire while sliding. Most launch-week clears used pistols in at least one slot through floor three. Pair with anything in the Builds Tier List Velocity archetype.
Handgun (standard variant)
Stable mid-range option when pistols feel too close. Good for learning aim during wall-runs without committing to melee risk.
Crossbow (if offered early)
Piercing bolts delete shielded bots in corridor spawns. Slightly harder to use while grappling — drops to A-tier if you have not practiced Controls yet.
A-tier early picks
Katana (aggressive players only)
S-tier in skilled hands, A-tier early because parry timing takes runs to learn. If you whiff parries, you lose health with no range fallback unless your off-hand covers you.
Shotgun (base, no transform yet)
Strong in close spawns on floor one. Without augment by floor three, fall back to B-tier — plan a transform pick or swap off.
Black Hole Gun (add-heavy floors)
Pulls packs off narrow ledges; teaches Reaper setup early. Less single-target than pistols for elite units.
B-tier early picks
Rocket Launcher
Boss burst later; early floors slow reload kills momentum stacks. Take only if pistols cover movement in off-hand.
Flamethrower
Corridor king, open arena liability. Buy range perks from Kane when he appears or swap.
Grenade Launcher
Arc practice and self-damage risk. B-tier unless banana augments roll — then spike temporarily.
C-tier early picks
Knife primary
Range gap ends runs on floor two sniper platforms. C-tier as main hand; fine as stagger off-hand later.
Double heavy (rocket + launcher)
Both hands reloading = momentum death. Community meme trap for first runs.
Early dual-wield recommendations
| Floor | Suggested pair | Goal |
|---|---|---|
| 1 | Pistol + Pistol | Learn slide shooting |
| 2 | Pistol + Handgun | Mid-range coverage |
| 3 | Pistol + Shotgun or Crossbow | Pre-boss DPS check |
Stagger reloads deliberately — fire left, fire right, grapple, repeat. This habit matters more than weapon tier for early survival.
First boss: Robot Crab prep
Many players meet the giant robot crab early. Community review consensus: take high ground so missiles strike ceiling instead of you. Early-tier loadouts that help:
- Crossbow + Pistol — pierce from elevation
- Handgun + Pistol — safe mid-range without slowing movement
Avoid flamethrower-primary builds on vertical arenas. Full phase notes on Robot Crab and Bosses Overview.
Kane’s first shop visit
When Kane appears, prioritize:
- Reload or momentum perks over raw damage
- Augment rerolls if your shotgun or launcher lacks transform
- Utility that complements your stronger hand — not a second heavy
Merchant details on Kane the Rat. Run modifiers may appear before Kane — take movement-friendly mods first.
Transitioning to mid-run
By floor four, merge this list into the full Weapons Tier List and Builds Tier List. Early S-tier pistols remain relevant; early C-tier heavies need augments or should be dropped.
Related links
- Tier List Hub — all ranking pages
- Items Hub — currencies and modifiers
- Bosses Hub — five capitalist bosses
- Tools — planners when available
Early game is about staying fast, not farming damage while standing still. Master movement first; tiers will follow.
Frequently Asked Questions
Quick answers to the most common Gunstoppable questions.
What weapons should I pick on floor one?
Space pistols in one or both hands are the safest S-tier early pick. They keep momentum stacks alive while you learn grapple and slide timing from [Controls](/controls/).
Is the katana good for new players?
It is A-tier early because parries take practice. Pair with a pistol off-hand until you consistently trigger Reaper chains without taking melee damage.
When should I visit Kane the Rat?
Buy on first appearance if you lack a transform augment for shotgun or launcher. Prioritize movement and reload perks over raw damage early.
How do I prepare for the first boss?
Use elevated positions against the robot crab so missiles miss. Crossbow or pistol builds from this list work well — see [Robot Crab](/bosses/robot-crab/).
Does this list differ from the main weapons tier list?
Yes. Early game ranks forgiveness and movement synergy before endgame augments. Check the [Weapons Tier List](/tier-list/weapons-tier-list/) once your run matures.