Choose Gunslinger when you want a mobile damage dealer who can convert wounded enemies and careful Action Point planning into a multi-attack turn.

Gunslinger abilities

AbilityTypePractical use
Open FireUltimateFires twice in one turn, with flexible target combinations. Use it to finish two weakened enemies or concentrate both attacks where the objective demands.
Quick DrawStandardAttacks with a sidearm and restores one Action Point if the shot defeats the target. Set up the kill before spending the action.
Keen EyePassiveImproves ranged critical chance, increasing the upside of accurate finishing shots.
OnslaughtPassiveRaises primary-blaster damage for each attack made during the same turn. Attack order matters.

Build the turn around a confirmed finish

Quick Draw is not a guaranteed free action: the target must fall. Start by finding an enemy whose remaining health, cover, and defenses make the defeat reliable.

  1. Ask whether an ally should soften the target first.
  2. Decide where the Gunslinger must end the turn.
  3. Use Quick Draw only when the refund has a real follow-up.
  4. Keep attacking if Onslaught's same-turn scaling improves the next shot.
  5. Stop the chain when another shot would leave the Operator exposed or ignore the objective.

Weapon pairing

The official playstyle guidance presents two clear directions:

  • Blaster Pistol: supports mobility and one-Action-Point shots.
  • Repeater: supports a maximum-damage plan when the Operator can commit more Action Points to the attack sequence.

The Pistol offers flexibility; the Repeater asks for a more deliberate firing turn. Read the Weapon Class comparison before deciding which economy matches the mission.

Good squad partners

  • Scoundrel: can apply Vulnerable so the next damaging hit is a guaranteed critical.
  • Scout: generates Advantage and improves target information.
  • Assault: forces enemies out of cover and creates easier finishing shots.
  • Heavy: absorbs attention while the Gunslinger builds an attack chain.

Common mistakes

  • Opening Quick Draw on a healthy target and losing the expected Action Point refund.
  • Moving after the attack chain has begun without checking whether the reposition is worth ending the damage plan.
  • Spending every action on attacks while the objective or safe exit is elsewhere.
  • Splitting Open Fire merely because two targets exist; one priority enemy may still be the correct answer.

Gunslinger rewards arithmetic and sequencing. The class feels fastest when the squad prepares a kill, not when the Operator begins a turn by gambling on one.