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Gunslinger

Playstyle: Offensive · Complexity: 2/6 · Season 2

Who is this character?

A status gunfighter: bounty on the target, knockdown against attacks, Reload pumping every volley.

How to play Gunslinger

If after roll 1 5× Bullseye for Fill 'Em With Lead! are reachable. Keep 5× Bullseye and reroll all dice not needed, aiming at Fill 'Em With Lead! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Deadeye. Fill 'Em With Lead! deals a documented 10 damage and applies Bounty/Knockdown/Bounty/Knockdown, so the 5 committed dice stay on the table.

Early game: Set the mark via Bounty Hunter while bullseye is rare.

Mid game: Revolver / Take Cover into the marked target, take the straight when it lines up.

If after roll 1 4× Bullseye for Deadeye are reachable. Keep 4× Bullseye and reroll all dice not needed, aiming at Deadeye (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Fill 'Em With Lead!. Deadeye deals a documented 6 damage and bypasses the defence roll and applies Knockdown/Knockdown, so the 4 committed dice stay on the table.

Land Knockdown BEFORE the opponent's burst turn – the recorded status acts as attack denial.

Claiming Reload effects outside the evidenced attack timing or treating it as automatic upkeep income.

Interpreting Duel beyond the recorded prevention value.

Strengths

  • Revolver (3× bullet, 98%) lands 3–5 damage almost every turn – one of the most reliable standard routes in the game.
  • Bounty Hunter (2× bullet + 2× bullseye, 49%) applies Bounty and deals 1 undefendable damage past the defense roll.
  • Deadeye (4× bullseye) deals 6 undefendable damage and inflicts Knockdown.

Weaknesses

  • Revolver is documented as the lowest recorded damage route; further Bounty/Reload scaling is limited to the evidenced dataset.

Key attacks

  • Revolver
    Standard route

    Reliable damage route for turns without special setup.

    Take it as soon as 3× • Bullet is mostly on the table after roll 1 (98% across all three rolls): safe damage beats rerolling working dice for a harder route.

    3× • Bullet · 3 damage

  • Bounty Hunter
    Control

    Control route: damage plus an effect against the opponent's next turn.

    Worth it when the opponent is hunting their strong route next turn (49% across all three rolls): the effect beats a few extra damage points there.

    2× • Bullet + 2× 🎯 Bullseye · 1 damage · bounty

  • Take Cover
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 2× • Bullet + 3× ⚡ Dash is missing after roll 1 (49% across all three rolls); otherwise you give up an already safe route.

    2× • Bullet + 3× ⚡ Dash · 5 damage

  • Showdown
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of Small straight (4 in a row) is missing after roll 1 (59% across all three rolls); otherwise you give up an already safe route.

    Small straight (4 in a row) · about 6 damage

  • Deadeye
    Control

    Control route: damage plus an effect against the opponent's next turn.

    Worth it when the opponent is hunting their strong route next turn (10% across all three rolls): the effect beats a few extra damage points there.

    4× 🎯 Bullseye · 6 damage · knockdown

  • Fan the Hammer
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of Large straight (5 in a row) is missing after roll 1 (25% across all three rolls); otherwise you give up an already safe route.

    Large straight (5 in a row) · 7 damage

  • Fill 'Em With Lead!
    Finisher

    Ultimate: the board's highest damage value with the hardest requirement.

    Do not force 5× 🎯 Bullseye (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.

    5× 🎯 Bullseye · 10 damage · bounty, knockdown

Key statuses & resources

  • Knockdown: negative, triggered by Deadeye and the ultimate (attack-denial status).

Abilities & board

Health: 50 · Starting CP: 2

Dice symbols

• Bullet · 3/6 (faces 1, 2, 3)⚡ Dash · 2/6 (faces 4, 5)🎯 Bullseye · 1/6 (faces 6)

Level I abilities

  • Revolver
    Normal
    Dice requirement:
    3× • Bullet
    Damage/healing:
    3 damage
  • Bounty Hunter
    Undefendable
    Dice requirement:
    2× • Bullet + 2× 🎯 Bullseye
    Damage/healing:
    1 damage
    Key effects:
    bounty
  • Take Cover
    Normal
    Dice requirement:
    2× • Bullet + 3× ⚡ Dash
    Damage/healing:
    5 damage
  • Showdown
    Normal
    Dice requirement:
    Small straight (4 in a row)
    Damage/healing:
    about 6 damage
  • Deadeye
    Undefendable
    Dice requirement:
    4× 🎯 Bullseye
    Damage/healing:
    6 damage
    Key effects:
    knockdown
  • Fan the Hammer
    Normal
    Dice requirement:
    Large straight (5 in a row)
    Damage/healing:
    7 damage

Ultimate

  • Fill 'Em With Lead!
    Ultimate
    Dice requirement:
    5× 🎯 Bullseye
    Damage/healing:
    10 damage
    Key effects:
    bounty, knockdown

Defense

Duel The defense roll is made whenever you are attacked. On average it prevents about 2 damage. The prevention is reliable. Avoiding the attack is also possible. Duel: expected prevention 2 per the gameplay dataset; further die or opponent resolution is not evidenced here.

Special mechanics

  • Revolver Threshold
    Board mechanic
    Revolver is reachable from 3 bullets (98.4%) and starts there at 3 damage; the 4+ damage Best-Play route is a separate 58.7% figure.
  • Bounty Mark
    Token mechanic
    Bounty marks a target and increases damage against it by 1; it is not a general CP or team bonus. · Maximum: 1
  • Reload Volley Modifier
    Mechanic
    Reload is applied after the attack through half a die value and reported separately from base damage.

Resources

  • ReloadSpend after an attack and roll: +half the value (rounded up, so +1 to +3). · The source of Reload gain is not recorded as a separate field in the gameplay dataset. · Spend after an attack; the complete timing and expiry text is not fully evidenced here.
  • EvasiveSpend when damaged and roll: 1–2 avoids everything (not against ultimates). · Evasive is recorded in the status list; concrete grants from Take Cover, Fan the Hammer or the ultimate are not recorded in the dataset. · The concrete spend threshold is not fully captured in the structured dataset.

Upgrades & cards

What changes?

  • Revolver
    Level II
    • Damage: 4 damage instead of 3 damage
    • Dice requirement: 4× • Bullet instead of 3× • Bullet
  • Revolver
    Level III
    • Damage: 5 damage instead of 3 damage
    • Dice requirement: 5× • Bullet instead of 3× • Bullet

Hero-specific cards

Not sufficiently verified

Works well with

  • Seraph

    Seraph adds the healing that Gunslinger lacks.

  • Wolverine

    Wolverine adds the healing that Gunslinger lacks.

  • Barbarian

    Barbarian adds the healing that Gunslinger lacks.

Good matchups

  • Loki

    Gunslinger keeps Loki tied up with Bounty and Knockdown, many of Loki's effects get cancelled that way.

  • Scarlet Witch

    Scarlet Witch lands spikes up to 12 damage off Crackle without a long ramp – more than Duel prevents.

  • Tactician

    Gunslinger keeps Tactician tied up with Bounty and Knockdown, many of Tactician's effects get cancelled that way.

Tough matchups

  • Druid

    Druid keeps Gunslinger tied up with Wound, and Gunslinger already needs tight rolls.

  • Huntress

    Huntress keeps Gunslinger tied up with Bleed, and Gunslinger already needs tight rolls.

  • Forgemaster

    Forgemaster keeps Gunslinger tied up with attack denial, and Gunslinger already needs tight rolls.

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