Guns

**Guns** are the player's primary method of attacking enemies, and can be found by opening chests, defeating bosses, purchasing them from shops, or receiving them from NPCs. The player can carry an unlimited number of guns.

All guns come in 5 "types":

* **Automatic**, which automatically fire bullets when holding down the shoot button and generally have large magazine sizes
* **Semiautomatic**, which can also fire by holding down the shoot button but generally fire faster by tapping it, and have small magazine sizes
* **Charged**, which need the fire button to be held for a short moment before the release of the projectile (some guns don't need to be charged to shoot, but the uncharged shots deal less damage)
* **Beam**, which are similar to Automatic, except they fire a continuous beam rather than individual bullets
* **Burst**, which work like Automatic or Semiautomatic, but fire multiple projectiles and consume multiple ammo in one shot

All starting guns, along with Gunther, Elimentaler, Casey, Dueling Laser, Windgunner, Betrayer's Shield with the  **Betrayer's Lies** synergy, and the AKEY-47 with the  **Akey Breaky** synergy have an unlimited amount of ammo, but are unable to break secret walls. All other guns have a limited amount of ammo, enabling them to break secret walls. Additionally, ammo can be replenished by finding ammo pickups.

If a gun is out of ammo, it can be thrown by holding down the fire button and deals 20 damage if it hits an enemy. This damage can be increased by the Ruby Bracelet, which will make the thrown guns explode upon contact with an enemy. Thrown guns can detect secret rooms.

Four guns do not appear in the Ammonomicon (and this list): the Prize Pistol, used in Winchester's game; the Mimic Gun, which can rarely replace any gun and must be used until the player picks up ammo or does enough damage; the High Dragunfire, found only in a special Secret Room; and the Windgunner, which can be temporarily used when Sprun transforms.

All guns (except those with clips the size of their entire ammo capacity), after emptying a clip, will have to reload, which takes a short time, varying with the gun. This time can be reduced by various means or entirely negated, such as by the  **Cormorant** synergy. If a gun is left unequipped for double the time of its normal reload, it will passively reload.

If the player is too close to a wall and is facing it directly, the gun will not be able to shoot. This prevents loss of ammo by accident in cases which bullets wouldn't hit any enemies by any chance.

If left on the ground, guns will be stolen by the Resourceful Rat. If the player has the Ring of the Resourceful Rat, guns can be traded for a similar-powered item, while having the  **Resourceful Indeed** synergy removes the stealing entirely.

There are currently 243 guns in the game total, including 191 base game guns, 15 guns that were added in the  update, 15 guns that were added in the  update, and 22 guns that were added in the  update.

*For items which aren't weapons, see Items.*

*For weapons cut from the game or unused, see here.*

## Guns Not Present in the Ammonomicon

These Guns, for various reasons, do not have permanent entries in the Ammonomicon- their entries only viewable when they are held.

## Gun Class

Guns come in various different 'classes' that determine how they generate as loot, and prevent too many similar guns from appearing in one run. The classes that particular guns fall into are listed in the rightmost column of the table above, and a full list of the different class types is as follows; NONE, PISTOL, SHOTGUN, FULLAUTO, RIFLE, BEAM, POISON, FIRE, ICE, CHARM, EXPLOSIVE, SILLY, SHITTY, and CHARGE. Each gun has ONE class chosen from the list.

* "SILLY" guns are guns that don't work "seriously" in gungeon. A "SILLY" gun could be a joke, be something that not actually a gun (like being a melee weapon), be a strong reference from another franchise, or being "magic".
* "SHITTY" guns are guns with mediocre general stats or with obvious disadvantage, which makes them poor choice in most situations comparing to other guns. Most of starting guns are SHITTY guns.

Having a gun of a certain type in the player's inventory reduces the chances of another gun of the same type generating as loot by 50%. E.g.; Having a shotgun makes the player 50% less likely to find another shotgun.

The exact formula is as follows, where 'A' is the amount of guns of the same type in the player's inventory.

```

 c
 h
 a
 n
 c
 e
 T
 o
 G
 e
 t
 G
 u
 n
 ∗

 0.5
 A

 {\displaystyle chanceToGetGun \* 0.5^A}

```

There are two exceptions to this:

1. NONE class guns do not affect the rarity of other NONE class guns.
2. SHITTY class guns have a slightly tweaked formula. Instead of each gun making the others 50% less common, each SHITTY gun makes obtaining another SHITTY gun 90% less common.

### Class Notes

* All character starters except for Blasphemy and the Slinger are SHITTY class, meaning that from the very beginning most characters are less likely to get SHITTY class guns.
* The  **Shotgun Affinity** synergy affects all weapons of SHOTGUN type.

## Bugs

* Charging guns, such as the Railgun, Heroine, or BSG, will break destructible objects upon making contact with the weapon while being it's charged, separately from player contact. This is particularly hazardous with explosive barrels.
	+ The hitbox only seems to affect objects and doesn't deal any damage to chests or enemies.
	+ This doesn't work with all charging weapons, possibly due to their size. For instance, the Charmed Bow will not explode barrels or break debris this way, no matter how close the player is.