Gunstoppable Loadout Helper
Plan dual-wield pairs and attachments before Kane the Rat shops
Gunstoppable asks you to wield two weapons at once, modify both through a hex attachment grid, and stack run-based augments until something breaks—in the fun way. There is no single permanent loadout: Kane the Rat refreshes options between floors, deaths unlock permanent upgrades, and augments can turn a shotgun into a flamethrower or bananas into tactical nukes. This helper is a decision framework so you pick fast, keep reloads staggered, and avoid upgrades that punish movement.
Read it before major shops or boss floors. Combine with Starter Builds for concrete openers, the Tier List for power spikes, and Movement and Momentum because slow loadouts fail even when DPS numbers look high on paper.
Core rules (always true)
- Speed scales damage — attachments that encourage camping (long charge, stationary channel) need exceptional payoff or they belong in storage.
- Dual-wield = reload management — one hand should fire while the other reloads. Overlapping empty magazines is the most common avoidable DPS loss.
- Hex grid is run-local — prioritize slots that boost on-move effects first; luxury slots can wait until Kane offers a reroll or boss payout.
- Augments redefine roles — a mid-tier weapon with explosive augment can outpace S-tier baseline for that run only. Re-evaluate after every augment offer.
- Reaper Mode loves density — loadouts with moderate single-target and strong cleave activate kill chains faster. See Controls for Q/B timing.
Step 1 — Pick primary role
Choose what the right hand must solve in the next two floors. Mark one row.
| Role | Solves | Weak when |
|---|---|---|
| Close burst | Rush elites, finish grappler targets | Snipers at range |
| Mid control | Stable DPS while moving | Pure bullet-hell walls |
| Long poke | Turrets, flying drones | Melee rush rooms |
| Crowd clear | Add waves before boss phase | Single-target bosses only |
| Melee hybrid | Parry setups, high impact frames | Open arenas with kiting |
If the next gate is a named boss, read their hub entry and bias toward crowd clear or long poke depending on add spawns.
Step 2 — Pick secondary by reload cadence
Secondary exists to cover downtime, not duplicate primary weaknesses.
| Primary reload | Best secondary cadence | Pairing goal |
|---|---|---|
| Fast | Medium or slow | Secondary fires during primary reload |
| Medium | Fast | Burst swap on elite spawn |
| Slow | Fast | Always have a bullet ready while moving |
| Melee primary | Fast ranged | Never stand still for reload in melee range |
Sample pairing matrix (launch era)
Use as templates—not law. Augments can invert ranks overnight; verify against Patch Notes when weapons receive tuning.
| Primary | Secondary | Synergy note |
|---|---|---|
| Shotgun (close burst) | Handgun (fast) | Flamethrower augment on shotgun + pistol cleanup |
| Katana (melee hybrid) | Crossbow (long poke) | Parry into off-hand bolt; matches demo marketing combos |
| Banana launcher (crowd clear) | Knife (fast melee) | Demo Patch 24 buffed banana gun—cleave then finish |
| Rocket launcher (slow) | SMG-style fast gun | Swap on reload; rocket for Reaper clumps |
| Flamethrower augment SG | Grapple-friendly pistol | Keep speed while DoT ticks |
Full weapon names and attachment paths live on Starter Builds and the Tier List.
Step 3 — Attachment grid priorities
Attachments slot into a hex grid. When Kane offers multiple pieces, score them with this table before rarity hype.
| Priority | Attachment theme | Why momentum players care |
|---|---|---|
| 1 | On-move proc | Damage that requires speed stays on multiplier |
| 2 | Reload speed / mag size | Shorter empty windows while grappling |
| 3 | Alternate fire mode | Bonus burst without stopping (e.g., under-barrel) |
| 4 | Elemental spread | Cleave for Reaper chains |
| 5 | Precision scope | Low priority unless sniper floor upcoming |
| 6 | Charge shot | Only if charge can slide-cancel or parry-cancel |
Grid planning UI (mental model):
[ mobility slot ] — [ core dmg ] — [ reload ]
\ | /
[ augment bridge slots ]
Fill mobility-adjacent slots first, then bridge toward augments that need adjacency bonuses. Exact hex shapes vary by weapon; treat the diagram as priority order, not literal layout.
Step 4 — Augment decision filter
When offered three augments, run each through MOVE filter:
| Letter | Question | Pass example | Fail example |
|---|---|---|---|
| M | Must it be fired standing still? | Slide-shotgun pellets | Full-charge rail without cancel |
| O | Overlap with secondary role? | Explosive bananas + fast knife | Two slow reload primaries |
| V | Value during Reaper Mode? | On-kill splash | Single-target dot with no density |
| E | Enhances kill chain speed? | AoE on death | Delayed mine layer behind you |
Pick the first augment that passes three of four letters. If none pass, choose least bad M failure and compensate with movement drills from the Momentum Checklist.
Step 5 — Boss and floor counters
| Threat type | Shift primary toward | Keep secondary |
|---|---|---|
| Bullet hell CEO patterns | Mid control + dash routes | Fast cleanup gun |
| Melee rush / crab elites | Parry-friendly melee or shotgun | Ranged poke |
| Vertical arena | Grapple-stable mid AR | Long poke |
| Add-heavy phase | Crowd clear | Single-target boss DPS |
Cross-link: Bosses for telegraphs, Getting Started for story pacing between hubs.
Meta progression hooks
Permanent upgrades change which opener is viable. Before committing currency:
| Meta purchase | Loadout impact |
|---|---|
| Opener speed boost | Favor slow weapons that scale hard once moving |
| Parry economy | Melee hybrid primaries rise in value |
| Shop discount | Can afford experimental pairs—test off-meta duos |
| Health vs speed | Low health pushes safer mid-control secondaries |
Re-run Step 2 after any permanent upgrade that touches reload or shop prices.
Between-run reset checklist
| Item | Action |
|---|---|
| Last run DPS issue | Reload overlap? Re-pick secondary cadence |
| Patch day | Re-read Patch Notes for weapon lines |
| New boss reached | Update Step 5 counter row |
| Comfort pair stale | Swap one weapon for Tier List riser |
Common mistakes
- Double slow reload — feels powerful until both hands empty mid-grapple.
- Camping for charge shots — drops speed multiplier; DPS net negative.
- Ignoring augments that change role — keeping “shotgun secondary” when augment turned primary into flamethrower.
- Skipping Kane because of decision fatigue — use MOVE filter; indecision wastes more time than a wrong pick.
- Copying streamer pair without movement skill — high APM pairs assume Momentum Checklist mastery.
Related pages
- Tools Hub — all interactive helpers
- Momentum Checklist — movement habits that make loadouts work
- Starter Builds — curated openers
- Tier List — weapon power rankings
- Controls — dual-wield and Reaper bindings
- Launch Notes — platforms and pricing context
Frequently Asked Questions
Quick answers to the most common Gunstoppable questions.
Is there one best dual-wield pair for all runs?
No. Gunstoppable's ten weapons and random augments reward flexible pairs. Use reload cadence rules here, then confirm power on the [Tier List](/tier-list/) for your current patch.
When should I visit Kane the Rat?
Between arena floors when the game offers a shop. Plan purchases using Steps 3–4 so you leave quickly and re-enter combat at speed. Kane is the rat merchant from the campaign hub.
How do hex attachments interact with augments?
Some augments benefit from adjacent grid slots or specific weapon families. Prioritize mobility and reload slots first, then bridge toward augment synergies listed on [Starter Builds](/weapons/starter-builds/).
Did the banana gun change recently?
Demo Patch 24 buffed the banana gun alongside katana and knife tuning. Treat older tier opinions as suspect until you read [Patch Notes](/updates/patch-notes/).
Should I dual-wield two melee weapons?
Only if your movement and parry consistency are high. Most players need a fast ranged secondary to maintain speed between melee swings. See the pairing matrix above.
Does loadout planning differ on Xbox?
Weapon logic is identical. Controller players may favor slightly more forgiving reload cadence. Xbox releases August 31, 2026 per [Launch Notes](/updates/launch-notes/).