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
- RevolverStandard 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 HunterControl
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 CoverBurst
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
- ShowdownBurst
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
- DeadeyeControl
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 HammerBurst
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
Level I abilities
- RevolverNormal
- Dice requirement:
- 3× • Bullet
- Damage/healing:
- 3 damage
- Bounty HunterUndefendable
- Dice requirement:
- 2× • Bullet + 2× 🎯 Bullseye
- Damage/healing:
- 1 damage
- Key effects:
- bounty
- Take CoverNormal
- Dice requirement:
- 2× • Bullet + 3× ⚡ Dash
- Damage/healing:
- 5 damage
- ShowdownNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- about 6 damage
- DeadeyeUndefendable
- Dice requirement:
- 4× 🎯 Bullseye
- Damage/healing:
- 6 damage
- Key effects:
- knockdown
- Fan the HammerNormal
- 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 mechanicRevolver 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 mechanicBounty marks a target and increases damage against it by 1; it is not a general CP or team bonus. · Maximum: 1
- Reload Volley Modifier MechanicReload 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?
- RevolverLevel II
- Damage: 4 damage instead of 3 damage
- Dice requirement: 4× • Bullet instead of 3× • Bullet
- RevolverLevel 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
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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