Tools

Gunstoppable Loadout Helper

Plan dual-wield pairs and attachments before Kane the Rat shops

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Loadout Helper

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)

  1. Speed scales damage — attachments that encourage camping (long charge, stationary channel) need exceptional payoff or they belong in storage.
  2. Dual-wield = reload management — one hand should fire while the other reloads. Overlapping empty magazines is the most common avoidable DPS loss.
  3. 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.
  4. 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.
  5. 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.

RoleSolvesWeak when
Close burstRush elites, finish grappler targetsSnipers at range
Mid controlStable DPS while movingPure bullet-hell walls
Long pokeTurrets, flying dronesMelee rush rooms
Crowd clearAdd waves before boss phaseSingle-target bosses only
Melee hybridParry setups, high impact framesOpen 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 reloadBest secondary cadencePairing goal
FastMedium or slowSecondary fires during primary reload
MediumFastBurst swap on elite spawn
SlowFastAlways have a bullet ready while moving
Melee primaryFast rangedNever 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.

PrimarySecondarySynergy 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 gunSwap on reload; rocket for Reaper clumps
Flamethrower augment SGGrapple-friendly pistolKeep 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.

PriorityAttachment themeWhy momentum players care
1On-move procDamage that requires speed stays on multiplier
2Reload speed / mag sizeShorter empty windows while grappling
3Alternate fire modeBonus burst without stopping (e.g., under-barrel)
4Elemental spreadCleave for Reaper chains
5Precision scopeLow priority unless sniper floor upcoming
6Charge shotOnly 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:

LetterQuestionPass exampleFail example
MMust it be fired standing still?Slide-shotgun pelletsFull-charge rail without cancel
OOverlap with secondary role?Explosive bananas + fast knifeTwo slow reload primaries
VValue during Reaper Mode?On-kill splashSingle-target dot with no density
EEnhances kill chain speed?AoE on deathDelayed 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 typeShift primary towardKeep secondary
Bullet hell CEO patternsMid control + dash routesFast cleanup gun
Melee rush / crab elitesParry-friendly melee or shotgunRanged poke
Vertical arenaGrapple-stable mid ARLong poke
Add-heavy phaseCrowd clearSingle-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 purchaseLoadout impact
Opener speed boostFavor slow weapons that scale hard once moving
Parry economyMelee hybrid primaries rise in value
Shop discountCan afford experimental pairs—test off-meta duos
Health vs speedLow health pushes safer mid-control secondaries

Re-run Step 2 after any permanent upgrade that touches reload or shop prices.

Between-run reset checklist

ItemAction
Last run DPS issueReload overlap? Re-pick secondary cadence
Patch dayRe-read Patch Notes for weapon lines
New boss reachedUpdate Step 5 counter row
Comfort pair staleSwap 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.
FAQ

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/).