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.
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[ | ]
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[ | ]
Cool Kids Club - While holding the Strafe Gun, moving continuously will increase Movement Speed by 2. This buff is removed if the player stops moving or switches guns.
The Hasted outcome of the Dice Shrine permanently increases Movement Speed by 3.88.
RateOfFire[ | ]
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. Beam weapons specifically have their damage multiplied by the player's RateOfFire stat, as well as it continuing to affect how fast they use up ammo.
The default Rate of Fire for all characters is 1.
Items and Guns that interact with Rate of Fire[ | ]
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[ | ]
Remember, decreases of the 'Accuracy' stat INCREASE the player's actual accuracy ingame.
Remember, decreases of the 'Accuracy' stat INCREASE the player's actual accuracy ingame.
No Odd Job - Increases Accuracy by 60% while holding the Klobbe and Makarov.
Shadow Warrior - Decreases Accuracy by 60% while holding the Zilla Shotgun or Yari Launcher.
Shredder - Increases Accuracy by 100% while holding the Face Melter or Gunzheng.
Health[ | ]
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.
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[ | ]
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[ | ]
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.
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[ | ]
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. E.g.: 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).
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.
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[ | ]
BEES - Increases damage by 25% while holding the Bee Hive.
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[ | ]
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. E.g.: 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.
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. E.g.: 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[ | ]
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[ | ]
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. E.g.: 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[ | ]
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[ | ]
If Ammo Capacity Multiplier is reduced below the player's currently held amount of ammo (e.g.: 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[ | ]
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[ | ]
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[ | ]
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[ | ]
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.