Deep Rock Galactic – Gunner Build Guide & Class Tips

Last Updated on June 28, 2025 by Samuel Franklin

Master the high damage and versatile Gunner with this popular class build guide and tips. Detailing the different primary and secondary build options this page is for all DRG Gunner playstyles based on my hundreds of game hours.

For a standard Gunner build I recommend using the Lead Storm (2/1/3/1/2) and Bulldog (1/1/3/2/1) combination with different alternatives detailed below.

Table of Contents:
Builds Overview
Primary Weapon Builds
Secondary Weapon Builds
Equipment
Throwables
Team Role & Tips

Best Gunner Builds Overview

I recommend the following Gunner combinations for primary and secondary weapons:

  • Lead Storm & Bulldog: A popular simple loadout for high damage across all mission types although is less effective in boss content like Elimination.
  • Thunderhead & Coil Gun: The autocannon is focused towards clearing swarms with high starting ammunition reserves while the coilgun performs a similar role by penetrating through enemies. This setup is ideal for missions with high enemy counts like Mining Expedition, On-Site Refining, Escort Duty, Salvage Operation and Point Extraction.
  • Hurricane & BRT7: For boss mission types like Elimination this combination offers high single target damage with the hurricane having single target focused modifications.

These are my recommended default weapon configurations when using each Gunner weapon:

Primary Weapon Options:

  • Primary (Lead Storm): 2/1/3/1/2 – Provides additional ammunition, heat management and damage
  • Primary (Thunderhead): 1/2/3/2/1 – Area of effect powerhouse weapon
  • Primary (Hurricane): 1/2/1/1/1 – Hard hitting rocket launcher for single targets

Secondary Weapon Options:

  • Secondary (Bulldog): 1/1/3/2/1 – High damage and weak point focused
  • Secondary (BRT7): 1/1/2/3/1 – Damage and stun utility weapon with burst fire
  • Secondary (Coil Gun): 2/3/1/1/3 – Terrain blasting weapon with great flexibility

Other Equipment:

  • Equipment (Zipline): 1/1/1 – Optimise zipline angles and safety
  • Equipment (Shield Generator): 1/2/3 – Maximises uptime and recharge
  • Armour (Barracuda Rig): 1/2/1/2
  • Throwable: Sticky Grenade or Cluster Grenade

deep-rock-galactic-gunner-equipment

Gunner Primary Weapons

The Gunner primary weapons are hard hitting with a mini gun, explosive shell auto cannon and a guided rocket system. Each has different mixes of accuracy, ammunition reserves and area of effect potential that make your choice primarily personal preference.

deep-rock-galactic-gunner-minigun-build“Lead Storm” Powered Minigun: Has a small wind up time before reaching maximum firing speed and accuracy that makes it inefficient for small groups of enemies. This weapon operates on an overheat mechanic with the best minigun builds focusing on additional ammo, damage boosts and a reliable method to manage the overheat.

  • Tier 1 – Improved Motor
  • Tier 2 – Oversized Drum or High Velocity Rounds
  • Tier 3 – Blowthrough Rounds
  • Tier 4 – Variable Chamber Pressure
  • Tier 5 – Cold As The Grave
  • Overclock – Lead Storm or A Little More Oomph!

deep-rock-galactic-gunner-autocannon-build

“Thunderhead” Heavy Autocannon: Uses an explosive round that is useful against enemies and the environment with a similar fire rate wind up. The modification options for an autocannon build either push the weapon towards a direct damage dealing piece of equipment or buff swarm management.

  • Tier 1 – Increased Calibre Rounds or Expanded Ammo Bags
  • Tier 2 – Improved Gas System
  • Tier 3 – High Velocity Rounds or Loaded Rounds
  • Tier 4 – Shrapnel Rounds
  • Tier 5 – Feedback Loop
  • Overclock – Composite Drums or Splintering Shells or Carpet Bomber

deep-rock-galactic-gunner-hurricane-guided-rocket-build
“Hurricane” Guided Rocket System: Added in the November 2021 patch this guided rocket system makes it easy to hit single targets or swarm crowds. Depending on the hurricane build and overclocks this weapon usage varies greatly with the below a balanced recommendation to start with.

  • Tier 1 – Missile Belt or Pressurized Gas Chamber
  • Tier 2 – Anti-Tank Missiles
  • Tier 3 – Nano Missles
  • Tier 4 – Shrapnel Load
  • Tier 5 – Napalm-Infused Rounds
  • Overclock – Plasma Burster Missiles Jet Fuel Homebrew or Salvo Module

Gunner Secondary Weapons

Gunner secondary weapons are designed for small groups of enemies given the fire rate wind up times on primary weapons.

deep-rock-galactic-gunner-revolver-build

“Bulldog” Heavy Revolver: The preferred sidearm of most Gunners in the Deep Rock Galactic community for the high damage and stun chance although this comes at the cost of a low magazine size. Modifications focus on maximising the already high damage output and making this weapon ideal for weak point shots on the move that your primary weapons aren’t designed for.

  • Tier 1 – Quickfire Injector
  • Tier 2 – Increased Calibre Rounds
  • Tier 3 – Hollow-Point Bullets
  • Tier 4 – High Velocity Rounds
  • Tier 5 – Dead-Eye
  • Overclock – Elephant Rounds

deep-rock-galactic-gunner-burst-gun-build

BRT7 Burst Fire Gun: Fires a burst of 3 when the trigger is pulled that can make it difficult to use without practice. The larger magazine size is useful for medium sized mobs but usually the Gunner will be using a primary weapon for these occasions. Modifications focus on boosting damage and adding stun utility.

  • Tier 1 – High Velocity Rounds
  • Tier 2 – Recoil Dampener
  • Tier 3 – Increased Calibre Rounds
  • Tier 4 – Hollow-Point Bullets
  • Tier 5 – Burst Stun
  • Overclock – Composite Casing

deep-rock-galactic-gunner-coil-build

Armskore Coil Gun: A unique utility weapon to shoot through terrain with an interesting blend of initial burst and subsequent damage which combined with its charge shot mechanic can be a long ranged sniper tool.

  • Tier 1 – Extra Coil or Larger Battery
  • Tier 2 – Improved Feeding System or Overcharger
  • Tier 3 – Concussive Shockwave
  • Tier 4 – Defence Enhancement
  • Tier 5 – Electric Trial or Dilated Injector System
  • Overclock – Ultra Magnetic Coils

Gunner Equipment

The Gunner equipment provides a zipline launcher for you and your team to use along with a shield generator to protect key locations. Both of these provide significant support utility and make the Gunner an invaluable addition to a full team.

Zipline Launcher: Ideal for moving across wide gaps and vertical movement the zipline is a useful team orientated tool. Upgrades are focused on improving usability and protecting yourself or teammates from any mishaps when using the zipline.

  • Tier 1 – Upgraded Connection Joint
  • Tier 2 – Reinforced Cable
  • Tier 3 – Disconnection Protection

deep-rock-galactic-gunner-shield-build

Shield Generator: The ultimate defensive ability in Deep Rock Galactic to keep you and your allies safe in a single location. Modifications are designed to ensure you get more shield generator time through duration and recharge.

  • Tier 1 – Streamlined Integrity Check
  • Tier 2 – Large Capacitors
  • Tier 3 – Improved Efficiency

deep-rock-galactic-gunner-armour-build

“Barracuda” Armour Rig: Given the Gunner is often diving into the thick of fights we opt for quicker shield regeneration, extra health pool and area of effect stun to help you gain some distance from your attackers if your shield does break.

  • Tier 1 – Improved Generator
  • Tier 2 – Healthy
  • Tier 3 – Reactive Armour
  • Tier 4 – Static Discharge

deep-rock-galactic-gunner-icon

Gunner Throwables

All Gunner throwables are powerful damage dealers in different ways that makes your choice a personal Gunner build decision.

Sticky Grenade: Useful in setting up a defensive location with the sticky mechanic this throwable stack of 6 also has a fear mechanic. It’s a reliable default option from the start of your Gunner journey and for the lower hazard levels is perfectly suited to dispatching swarms.

Incendiary Grenade: A fire based throwable designed for narrow passageways this option is not ideal for the larger open spaces of many caves.

Cluster Grenade: The best grenade for most Gunner builds the cluster grenade adds a strong amount of area of effect coverage although needs some practice to use it effectively.

Tactical Leadburster: A throwable grenade that summons a small gun turret for a brief period of time added in the Plaguefall update. While absolutely devastating when placed correctly it does require good enemy line of sight with flat terrain that other grenades don’t rely on to be effective.

deep-rock-galactic-gunner

Team Role & Tips

The Gunner specialises in high damage per second and support utility to protect the team. This combines with a useful zipline movement mechanic that provides a wealth of mobility to yourself and allies. Progressing from beginner to master Gunner in high hazard levels requires both an effective build and leveraging your kit with these tips.

  • Use Chokepoints: Chokepoints and flat ground are important to the Gunner damage output as this is where your primary weapons thrive and allow for high ammo efficiency. Positioning yourself directly in the line of enemies is particularly effective and an aggressive move that no other dwarf can do comfortably.
  • Prioritise Shields: While your shield is a great asset you’ll want to be careful when activating it due to the limited duration it has per cast. Prioritise point defence locations that your team needs to defend for an extended period or using it on a downed ally to secure a revive.
  • Flexible Ziplines: Ziplines are a flexible movement tools in Deep Rock Galactic and specialise in passing wide caverns or providing a reusable method to scale up and down a complex cave. The best Gunners are constantly considering current and future needs of their allies to traverse the terrain.
  • Focus Large Enemies: Given the speed up required for your primary weapons to reach maximum accuracy your focus should always be on large groups of enemies or durable tough enemies. Leaving the weaker enemies to your allies or for your secondary weapon.
  • Perk Choice: With the high amount of area of effect damage coming from the Gunner the friendly perk that reduces friendly fire damage by 50% can be a valuable selection when you are still mastering your weapons.
  • Prioritise Ground Floor: As the Gunner is a slower character than others when moving around a cave of high complexity your focus should be on the ground level minerals and particularly Nitra given the ammo hungry nature of your weapons.
  • Zipline Combat: Firing your weapons while using a zipline can be an effective method to stay out of harms way and provide great oversight of the battlefield area.

Written by
Samuel Franklin
Samuel Franklin is the founder and lead editor of the Games Finder team and enjoys video games across all genres and platforms.

Since the Early Access days of Deep Rock Galactic Sam has been blasting his way through mining expeditions, relishing the co-operative chaos and forging dwarven camaraderie. Playing solo or with a crew Sam regularly wields the Engineer’s wrench, crafting intricate platform bridges and unleashing turret hellfire on the swarm. With hundreds of game hours and more than 500 dives into randomised caverns under his belt Sam is an experienced dwarf who continues to “Rock and Stone” in between his other video game adventures.

2 Comments

  1. Hello, I very much enjoy your builds. I am unsure if it is the same person publishing each Deep Rock Galactic build, but I very much appreciate the work done. Is there any plans to create build guides for the season 1 weapons? Y’all are awesome and keep up the good work! I hope life is treating you right and you’re living your best life.

    Reply
    • Hi Blake

      Thanks for the feedback it’s mostly all one person for the Deep Rock Galactic builds although we do bounce some ideas around the team! We’re currently playtesting all of the new Season 1 weapons so hope to have some guidance up shortly that we’ll continue to revise for any patches or community discoveries.

      Thanks
      Games Finder Team

      Reply
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