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
| Ability | Type | Practical use |
|---|---|---|
| Open Fire | Ultimate | Fires twice in one turn, with flexible target combinations. Use it to finish two weakened enemies or concentrate both attacks where the objective demands. |
| Quick Draw | Standard | Attacks with a sidearm and restores one Action Point if the shot defeats the target. Set up the kill before spending the action. |
| Keen Eye | Passive | Improves ranged critical chance, increasing the upside of accurate finishing shots. |
| Onslaught | Passive | Raises 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.
- Ask whether an ally should soften the target first.
- Decide where the Gunslinger must end the turn.
- Use Quick Draw only when the refund has a real follow-up.
- Keep attacking if Onslaught's same-turn scaling improves the next shot.
- 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.