Stats

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Stats are the core statistics that govern how Enter the Gungeon works, and how effective the player is at progressing through it. Plenty of items increase stats, and certain events will be tracked using game stats.

Contents

Player Stats[edit | edit source]

Player stats are those statistics that most directly affect the player, and gameplay in general. They are reset at the beginning of every run, and are mostly modified by different items.

MovementSpeed[edit | edit source]

How fast the player is able to move around. Does not affect the player's Dodge Roll. The default movement speed for all characters is 7.

Items and Guns that interact with Movement Speed[edit | edit source]

Item Interaction
Bionic Leg.png
Bionic Leg
Increases Movement Speed by 1.5.
Shotgun Coffee.png
Shotgun Coffee
Increases Movement Speed by 1.2.
Shotga Cola.png
Shotga Cola
Increases Movement Speed by 1.5.
Ballistic Boots.png
Ballistic Boots
Increases Movement Speed by 2.
Magic Sweet.png
Magic Sweet
Increases Movement Speed by 1.5.
Broccoli.png
Broccoli
Increases Movement Speed by 1.
Gunboots.png
Gunboots
Increases Movement Speed by 1.
Rat Boots.png
Rat Boots
Increases Movement Speed by 1.5.
Spice.png
Spice
Increases Movement Speed by 20% on it's first usage.
Jetpack.png
Jetpack
Increases Movement Speed by 2.5 while active.
Riddle of Lead.png
Riddle of Lead
Increases Movement Speed by 10%.
Number 2.png
Number 2
Increases Movement Speed by 2 when in singleplayer, or while the player's coop partner is dead.
Gungine.png
Gungine
Increases Movement Speed by 2.25 while held.
Super Meat Gun.png
Super Meat Gun
Increases Movement Speed by 1.5 while held.

Synergies that interact with Movement Speed[edit | edit source]

Other Movement Speed interactions[edit | edit source]

  • The Hasted outcome of the Dice Shrine permanently increases Movement Speed by 3.88.

RateOfFire[edit | edit source]

How fast the player is able to shoot their gun. Most noticeable with fully Automatic weapons, however it does allow the player to achieve higher bullet output with semiautomatic guns via spam-clicking. Rate of fire affects how fast beam-weapons tick, and how fast they go through ammo.

The default Rate of Fire for all characters is 1.

Items and Guns that interact with Rate of Fire[edit | edit source]

Item Interaction
Potion of Gun Friendship.png
Potion of Gun Friendship
Multiplies rate of fire by 2 while active.
Platinum Bullets.png
Platinum Bullets
Increases rate of fire for every bullet that hits an enemy.

Increases rate of fire by 100% every 250 normalized seconds of continuously shooting enemies.

Maxes out at a 300% rate of fire multiplier.

Yellow Chamber.png
Yellow Chamber
Increases rate of fire by 15%.
Rocket-Powered Bullets.png
Rocket-Powered Bullets
Increases rate of fire by 10%.
Lichy Trigger Finger.png
Lichy Trigger Finger
Increases rate of fire by 25%.
Spice.png
Spice
Increases rate of fire by 20% on it's second usage.

Synergies that interact with Rate of Fire[edit | edit source]

Accuracy[edit | edit source]

Accuracy governs how much the player's bullets deviate from the exact direction of their aim. The default accuracy for all characters is 1, but since The Marine always starts with Military Training, he will always functionally start with 0.83 Accuracy.

The mechanics of accuracy are counter-intuitive, as the player actually becomes less accurate the higher their Accuracy stat. All items that functionally make the player more accurate actually decrease the accuracy stat.

A more intuitive name for 'Accuracy' would be 'Spread'.

Items and Guns that interact with Accuracy[edit | edit source]

Remember, decreases of the 'Accuracy' stat INCREASE the player's actual accuracy ingame.

Item Interaction
Scouter.png
Scouter
Decreases Accuracy by 10%.
Scope.png
Scope
Decreases Accuracy by 60%.
Laser Sight.png
Laser Sight
Decreases Accuracy by 50%.
Battery Bullets.png
Battery Bullets
Decreases Accuracy by 50%.
Muscle Relaxant.png
Muscle Relaxant
Decreases Accuracy by 66%.
Eyepatch.png
Eyepatch
Increases Accuracy by 100%.
Military Training.png
Military Training
Decreases Accuracy by 17%.
Galactic Medal of Valor.png
Galactic Medal of Valor
Decreases Accuracy by 50%.
Cog of Battle.png
Cog of Battle
Decreases Accuracy, on active reload.

Synergies that interact with Accuracy[edit | edit source]

Remember, decreases of the 'Accuracy' stat INCREASE the player's actual accuracy ingame.

  • Synergy.png No Odd Job - Increases Accuracy by 60% while holding the Klobbe and Makarov.
  • Synergy.png Shadow Warrior - Decreases Accuracy by 60% while holding the Zilla Shotgun or Yari Launcher.
  • Synergy.png Shredder - Increases Accuracy by 100% while holding the Face Melter or Gunzheng.

Health[edit | edit source]

Health is the amount of heart containers the player has. It is measured in increments of 0.5, with each 0.5 being half of a heart container.

Despite the fact that it is possible for the player to have half a heart container, there is no way in vanilla Enter the Gungeon to achieve this effect. Because of this, half-heart containers do not have their own sprites, and instead appear to be a half-filled normal heart container. The remainder of the heart container cannot be filled, however.

The default Health for all characters other than The Robot is 3. The Robot has a default health of 0, and his health cannot be altered in any way.

For all characters other than the robot, it is impossible for Health to be decreased below 1.

Items and guns that interact with Health[edit | edit source]

Item Interaction
Master Round I.png
Master Round I
Increases health by 1.
Master Round II.png
Master Round II
Increases health by 1.
Master Round III.png
Master Round III
Increases health by 1.
Master Round IV.png
Master Round IV
Increases health by 1.
Master Round V.png
Master Round V
Increases health by 1.
Orange.png
Orange
Increases health by 1 upon use.
Magic Sweet.png
Magic Sweet
Increases health by 1.
Ring of Miserly Protection.png
Ring of Miserly Protection
Increases health by 2, but is destroyed upon purchasing an item.
Spice.png
Spice
Increases health by 1 for the first two uses, and decreases health by 1 on all following uses.
Pink Guon Stone.png
Pink Guon Stone
Increases health by 1.
Monster Blood.png
Monster Blood
Increases health by 1.
Heart Holster.png
Heart Holster
Increases health by 1.
Heart Lunchbox.png
Heart Lunchbox
Increases health by 1.
Heart Locket.png
Heart Locket
Increases health by 1.
Heart Bottle.png
Heart Bottle
Increases health by 1.
Heart Purse.png
Heart Purse
Increases health by 1.
Heart of Ice.png
Heart of Ice
Increases health by 1.
Gun Soul.png
Gun Soul
Increases health by 1. Upon death, resurrects the player at the beginning of the floor with 1 health, until the player recovers their soul.
Riddle of Lead.png
Riddle of Lead
Increases health by 1.
Yellow Chamber.png
Yellow Chamber
Increases health by 2.
Super Meat Gun.png
Super Meat Gun
Increases health by 1.

Other Health interactions[edit | edit source]

  • Using the Fallen Angel, Blood, or Companion shrines permanently decreases health by 1.
  • Multiple different outcomes of the Chance Shrine interact with health:
    • Bolstered: Increases health by 1-2.
    • Enfeebled: Decreases health by 1.
    • The Chance Shrine has a 0.1% chance to explode, and reduce the player to 1 health (among other effects).

Coolness[edit | edit source]

Coolness determines a number of things about the game, including random pickup drop rate, active item recharge speed, and the chance for certain items to activate.

The default coolness for all characters is 0.

All Coolness Effects[edit | edit source]

  • Every point of coolness reduces active item cooldown by 5%, up to a maximum of 50%.
  • The chance for a Chest to be fused decreases by 2.5% for every point of coolness, to a minimum of 1%.
  • Coolness increases the chance for rewards to be dropped upon room clear.
    • The chance starts off at (1+[coolness]-[curse])%, and for every room cleared without getting a reward, it increases by a fixed amount (approximately 9% in a normal single-player run), up to a maximum of 85% on floor 1, or 80% on any other floor. When a reward is dropped after clearing a room it goes back to (1+[coolness]-[curse])%.
  • Every point of Coolness increases the chance for the Vorpal Gun to score a critical hit.

Items and Guns that interact with Coolness[edit | edit source]

Item Interaction
Ballot.png
Ballot
Increases Coolness by 3.
Cigarettes.png
Cigarettes
Increases Coolness by 1 every time it is used..
Heart of Ice.png
Heart of Ice
Increases Coolness by 1.
Ice Cube.png
Ice Cube
Increases Coolness by 3.
Iron Coin.png
Iron Coin
Increases Coolness by 2.
Magic Sweet.png
Magic Sweet
Increases Coolness by 1.
Old Goldie.png
Old Goldie
Increases Coolness by 1.
Orange.png
Orange
Increases Coolness by 2 when used.
Rad Gun.png
Rad Gun
Increases Coolness by 2.
Shades's Revolver.png
Shades's Revolver
Increases Coolness by 3.
Sixth Chamber.png
Sixth Chamber
Increases Coolness by 2 for every point of Curse the player has.
Sunglasses.png
Sunglasses
Increases Coolness by 2.
Vorpal Gun.png
Vorpal Gun
Chance to crit is dependent on coolness. Does not alter coolness.

Synergies that interact with Coolness[edit | edit source]

Infinite Coolness Strategies[edit | edit source]

There are certain strategies involving usage of the Cigarettes to achieve theoretically infinite coolness.

  • With Cigarettes and the Crisis Stone, the player may use Cigarettes in the period of invulnerability that Crisis Stone offers in order to suffer no penalty.
  • With Cigarettes, GuNNER, and the Holey Grail, the player may use Cigarettes, and then simply heal the health lost by picking up the skull spawned as part of GuNNER's passive effect.
    • This strategy also indirectly works as a source of infinite ammo.

Damage[edit | edit source]

Damage governs how much stronger or weaker than average your bullets, beams, and most other attacks are. The 'Damage' stat is a multiplier that applies to the player's bullets, which typically already have their own pre-set damage stat. Eg: A player firing a gun that normally deals 5 damage, with a 1.2 Damage Stat, their bullets would actually be dealing 6 damage. (5 * 1.2 = 6).

The default damage for all characters is 1.

Items and Guns that interact with Damage[edit | edit source]

Item Interaction
Meatbun.png
Meatbun
Multiplies Damage by 2 when used. This buff is lost when the player takes damage.
Scouter.png
Scouter
Increases damage by 10%.
Potion of Gun Friendship.png
Potion of Gun Friendship
Increases damage by 30% for a short time when used.
Macho Brace.png
Macho Brace
Increases damage by 30% for an extremely brief time after coming out of a Dodge Roll.
-1 Bullets.png
+1 Bullets
Increases damage by 25%.
Rocket-Powered Bullets.png
Rocket-Powered Bullets
Increases damage by 10%.
Heavy Bullets.png
Heavy Bullets
Increases damage by 25%.
Scattershot.png
Scattershot
Decreases damage by 45%.
Fat Bullets.png
Fat Bullets
Increases damage by 30%.
Remote Bullets.png
Remote Bullets
Increases damage by 10%.
Platinum Bullets.png
Platinum Bullets
Increases damage for every bullet that hits an enemy.

Increases damage by 100% every 500 normalized seconds of continuously shooting enemies.

Maxes out at a 300% damage multiplier.

Helix Bullets.png
Helix Bullets
Decreases damage by 44%.
Magic Sweet.png
Magic Sweet
Increases damage by 15%.
Enraging Photo.png
Enraging Photo
Multiplies Damage by 2 for a short time after taking damage, via the Rage status effect.
Eyepatch.png
Eyepatch
Increases damage by 35%.
Metronome.png
Metronome
Increases damage by 0.02 (2%) for every enemy you kill.

Resets to 0 each time you take damage or switch guns.

Table Tech Rage.png
Table Tech Rage
Multiplies Damage by 2 for a short time after flipping a table, via the Rage status effect.
Badge.png
Badge
Interacting with the cop companion after he dies will permanently increase damage by 20%.
Riddle of Lead.png
Riddle of Lead
Increases damage by 30%.
Old Goldie.png
Old Goldie
Increases damage by 70% while held.
Number 2.png
Number 2
Increases damage by 41% while in singleplayer, or while the player's coop partner is dead.

Please note: Even though items such as Gilded Bullets, Cursed Bullets, Stout Bullets, Snowballets, Alpha Bullets, Omega Bullets, Unity, Broccoli, etc, increase bullet damage, they do not increase the player's actual damage stat, and thus have been excluded from the table.

Synergies that interact with damage[edit | edit source]

  • Synergy.png 360 Yes Scope - While holding the Sniper Rifle or the A.W.P. and spinning 360 degrees increases damage by 50% firing either gun resets the buff. Spinning multiple times stacks the damage increase higher and higher.
  • Synergy.png Blessing and a Curse - Increases damage by 0.0025 (0.25%) for each Jammed enemy killed.
  • Synergy.png Chest High is the Best High - Increases damage by 25%. Increases damage by a further 100% for a very brief period of time after flipping a table.
  • Synergy.png Keeping the Beat - Metronome increases damage by 0.04 (4%) for every kill instead of 0.02 (2%).
  • Synergy.png Sniper Woof - Standing still for a brief period of time while holding the A.W.P., Sniper Rifle, Hexagun, M1, Bow increases the player's damage by 50% until they move or fire one of the aforementioned guns.

Synergies that interact with damage only while a certain gun is held[edit | edit source]

Other Damage interactions[edit | edit source]

  • The Robot gains a permanent 5% damage increase every time he picks up a piece of Junk.
  • Using the Fallen Angel shrine permanently increases damage by 25%.
  • The Chance Shrine has a 0.1% chance to explode, and multiply the player's damage by 4 (among other effects).

ProjectileSpeed[edit | edit source]

Projectile Speed is how fast your bullets move through the air. Since guns already have individual projectile speeds, the projectile speed stat actually serves as a modifier on top of that existing speed. Eg: A projectile with a base speed of 5, but with an owner whose ProjectileSpeed stat is 2 would effectively have a speed of 10. (5 * 2 = 10)

Projectile Speed also affects how fast beams travel, which is far more noticeable with weapons like the Mega Douser or Plunger, whose beams are particularly slow to correct themselves.

The default projectile speed for all characters is 1.

Items that interact with Projectile Speed[edit | edit source]

Item Interaction
Rocket-Powered Bullets.png
Rocket-Powered Bullets
Increases projectile speed by 50%.
Heavy Bullets.png
Heavy Bullets
Decreases projectile speed by 50%.

Synergies that interact with Projectile Speed[edit | edit source]

AdditionalItemCapacity[edit | edit source]

Governs how many bonus active items the player is able to hold. This number is not the player's total active item slots, but instead how many more actives they can hold in addition to their one guaranteed slot. Eg: Having an Additional Item Capacity of 0 does not mean you can hold no actives, it means that you can hold a maximum of one item. Having an Additional Item Capacity of 1 means that you can hold two active items.

The default Additional Item Capacity for all characters is 0, but since the Pilot starts with Hidden Compartment (which increases Additional Item Capacity by 1) he will always functionally start with an Additional Item Capacity of 1.

Items that interact with Additional Item Capacity[edit | edit source]

Item Interaction
Hidden Compartment.png
Hidden Compartment
Increases additional item capacity by 1.
Backpack.png
Backpack
Increases additional item capacity by 1.
Utility Belt.png
Utility Belt
Increases additional item capacity by 1.
Resourceful Sack.png
Resourceful Sack
Increases additional item capacity by 3.

Additional Item Capacity Notes[edit | edit source]

  • If AdditionalItemCapacity is somehow set to -1, this removes the inherent single active item slot that the player usually always has. This does not prevent the player from picking up active items, but it prevents them from being seen, used, dropped, or viewed in the ammonomicon, essentially deleting them upon pickup.
    • This effect is impossible to achieve in game, however, as there is no vanilla way to decrease Additional Item Capacity.

AmmoCapacityMultiplier[edit | edit source]

Ammo Capacity Multiplier modifies the amount of ammo a gun can hold. The max ammo of any given gun is multiplied by the ammo capacity multiplier to achieve the effect. Eg: A gun with a max ammo of 120, but with an owner whose ammo capacity multiplier is 1.15 would have a functional max ammo of 138. (120 * 1.15 = 138)

The default ammo capacity multiplier for all characters is 1, but since the Pilot starts with Hidden Compartment (which increases Ammo Capacity Multiplier by 10%) he will always functionally start with an Ammo Capacity Multiplier of 1.1.

Items that interact with Ammo Capacity Multiplier[edit | edit source]

Item Interaction
Hidden Compartment.png
Hidden Compartment
Increases ammo capacity multiplier by 10%.
Ammo Belt.png
Ammo Belt
Increases ammo capacity multiplier by 20%.
Utility Belt.png
Utility Belt
Increases ammo capacity multiplier by 20%.
Fat Bullets.png
Fat Bullets
Decreases ammo capacity multiplier by 10%.
Ancient Hero's Bandana.png
Ancient Hero's Bandana
Multiplies ammo capacity multiplier by 4.

Synergies that interact with Ammo Capacity Multiplier[edit | edit source]

Other Ammo Capacity Multiplier interactions[edit | edit source]

  • The Limited outcome of the Chance Shrine decreases ammo capacity multiplier by 30%.
  • The Reloaded outcome of the Chance Shrine can increase ammo capacity multiplier by 125%.

Ammo Capacity Multiplier Notes[edit | edit source]

  • If Ammo Capacity Multiplier is reduced below the player's currently held amount of ammo (eg: The player picks up Ancient Hero's Bandana, and then drops it again), the player's currently held gun will not have it's currently held ammo reduced to match it's max ammo. This allows the player to have a gun with more than max ammo. If the player switches guns away from a gun with more than max ammo, it will be correctly reset, however.
    • This also occurs when transitioning to the past with an ammo capacity multiplier increasing item, though it is particularly noticeable with the Ancient Hero's Bandana.
  • Ammo Capacity Multiplier has no effect on guns with infinite ammo, or the Microtransaction Gun.
  • With an ammo capacity multiplier of 0, guns will not be able to shoot at all, and will always be out of ammo. There is no way to achieve this in the vanilla game, however.
    • Similarly, with ammo capacity multiplier set to a negative number, guns will appear to have a negative number in their ammo counter, but firing will not shoot a bullet, and will just reset currently held ammo to 0. There is also no way to achieve this in the vanilla game.

ReloadSpeed[edit | edit source]

ReloadSpeed is how fast the player is able to reload their weapon. It serves as a multiplier on top of any given gun's inherent reload speed.

The mechanics of ReloadSpeed are counter-intuitive, as having a higher ReloadSpeed stat makes the player reload slower. All items that functionally increase the speed of the reload in the game actually decrease the ReloadSpeed stat.

A better name for 'ReloadSpeed' would be 'ReloadTime'.

Items that interact with ReloadSpeed[edit | edit source]

Remember, decreases of the 'ReloadSpeed' stat INCREASE the player's actual functional reload swiftness ingame.

Item Interaction
Relodestone Decreases Reload Speed by 50% while held.
Potion of Gun Friendship Decreases Reload Speed by 70% while active.
Military Training Decreases Reload Speed by 20%.
Oiled Cylinder Decreases Reload Speed by 50%.
Bloodied Scarf Decreases Reload Speed by 30%.
Galactic Medal of Valor Decreases Reload Speed by 50%.

Synergies that interact with ReloadSpeed[edit | edit source]

  • Cormorant (Cormorant) Sets ReloadSpeed to -999, rendering all reloads instantaneous.
  • J am Decreases ReloadSpeed by 33%.

Synergies that interact with ReloadSpeed while certain guns are held[edit | edit source]

  • Barrage Shot Increases ReloadSpeed by 50% while the Charge Shot is held.
  • Bomberpal Decreases ReloadSpeed by 40% while Lil Bomber is held.
  • Breakfast Club Decreases ReloadSpeed by 50% while the Wind Up Gun is held.
  • Detective Mode Decreases ReloadSpeed by 50% while the 38 Special is held.
  • Emergency Help Decreases ReloadSpeed by 66% while the Flare Gun is held.
  • Fear the Old Blood Decreases ReloadSpeed by 33% while the Trick Gun is held.
  • Flat Stanley Decreases ReloadSpeed by 33% while the Mailbox is held.
  • Ghost With The Most Decreases ReloadSpeed by 20% while Gunslinger's Ashes are held.
  • Synergy.png Iron Stance - Decreases ReloadSpeed by 20% while holding the Blooper, Blunderbuss, Elephant Gun, Huntsman, Old Goldie, Pulse Cannon, Regular Shotgun, Siren, Tangler, Void Shotgun, Zilla Shotgun.
  • Iroquois Decreases ReloadSpeed by 33% while the MAC10 is held.
  • Jumping... Is Useless Multiplies ReloadSpeed by 3 while holding the Quad Laser or Moonscraper.
  • Synergy.png Sniper Woof - Decreases ReloadSpeed by 30% while holding the A.W.P., Sniper Rifle, Hexagun, M1, or Bow.
  • Super Bomberpal Decreases ReloadSpeed by 20% while golding Lil Bomber.
  • Swift Sloop Decreases ReloadSpeed by 20% while holding the Corsair.

Other ReloadSpeed interactions[edit | edit source]

  • The Unsteady outcome of the Chance Shrine increases ReloadSpeed by 35%.


Player Stats Notes[edit | edit source]

  • There is an unused player stat called 'AdditionalGunCapacity'. It cannot be altered in any way ingame, and has no apparent effect on gameplay.
    • This stat may be left over from Enter the Gungeon's pre-alpha stage, where the player could only carry a limited amount of guns at any time.