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Interactions are unique ways in which certain weapon, item or synergy combinations produce either negative or positive effects, or effects that are neither positive nor negative.

Below is an ever-expanding list of interactions found by the gungeoneering community, whether they be positive, negative, neutral or maybe just a tad bit strange.

Positive Interactions[edit | edit source]

Neutral Interactions[edit | edit source]

  • Helix Bullets causes bullets reflected by Casey to travel a helical pattern without duplicating them.
  • Bullet upgrades that cause bullets to leave trails behind them (i.e Battery Bullets and Cursed Bullets) allow the player to see the invisible bullets that are fired by Casey and Heck Blaster.

Negative Interactions[edit | edit source]

  • The game will more than likely crash immediately if the player fires Black Hole Gun while they are carrying Helix Bullets.
  • Angry Bullets and Ghost Bullets prevent explosive weapons, such as the Com4nd0 or RPG, from working properly, as the projectiles will bounce off/pierce through targets without exploding.
  • Resourceful Sack and Bloodied Scarf prevent Rolling Eye from functioning, as the bullet stealing or dissipation prevents Rolling Eye from reflecting bullets. They likewise prevent Daruma from functioning.
  • Sponge renders it impossible to restore ammo by reloading Gungine, Plunger, or Crestfaller with the Synergy.png Five O'Clock Somewhere synergy over a puddle of goop.
  • If Baby Good Mimic transforms into a familiar that can either permanently die or sacrifice themselves to save the player (i.e. the police officer spawned by Badge, a turtle spawned by Turtle Problem, the Pig, or Ser Junkan in his Holy Knight form), Baby Good Mmic can permanently die as that familiar.
  • Flak Bullets stops the Synergy.png EGG MURDERER synergy from working.

Odd Interactions[edit | edit source]

  • The innate homing of Mutation displays unusual behaviour when combined with Ghost Bullets.
  • The distortion effect of black holes stacks.