Angel With A Shotgun Has More Layers Than People Give It Credit For
I've been running builds in this game for months now. What I can tell you is that the version of the game itself doesn't change much between updates, but the way you approach it shifts depending on which character path you commit to. The meta isn't fixed. It's messy. Most people treat the early rankings like gospel when they're really just surface-level observations from their first twenty runs. What actually matters is understanding how each of the three main characters scales into late-game content, and how the relic synergies play out once you hit Act 3. I went through every character path multiple times before I stopped second-guessing my rankings. Here's what I found.
The Definitive Ranking Of Angel With A Shotgun Exploring The Best Versions
Let me get straight to it. Rank 1: The Gunslinger Build Path (Fire/Frost Hybrid) This is the strongest path if you can manage the tempo correctly. The Fire and Frost card pool has some of the cleanest synergies in the game. I'm talking about cards that apply burn and chill simultaneously, which then triggers shock on the third hit. The damage numbers add up faster than anything else if you get a good relic combo early. The problem is the build is fragile. You need to survive long enough to set up the combos, and early game can be rough if you open with the wrong cards. I lost three runs in a row because I underestimated how much damage the Act 1 bosses can deal to a gunslinger who hasn't scaled yet. My workaround was taking the Shell card as a safety net in the early shop purchases, even though it's not the most flashy option. It buys you enough time.
Rank 2: The Demonologist Path High ceiling, wildly inconsistent floor. The Demonologist pulls from a card pool centered around summoning entities and recycling hand costs. When it works, it obliterates bosses in one or two turns. When it doesn't work, you're standing there playing the same three cards over and over while getting dismantled. I ran into a specific edge case on my forty-somethingth run where I kept drawing "Soul Siphon" on turns I needed utility cards instead. The algorithm for hand draw feels random but there's actually a subtle weighted system at play. Once I started tracking which relics were tipping the draw weight against me, my win rate in later acts improved noticeably. Take the Relic of Equilibrium if you see it in a shop. It rebalances the draw algorithm for the rest of the run. Rank 3: The Paladin Path
Get the Full Details

Solid. Reliable. Boring. The Paladin doesn't have the flashy combos of the other two, but it wins consistently. If you're grinding for rankings or trying to perfect your route, this is the one I go back to. The heal-to-damage conversion mechanic is straightforward and scales well. You won't be setting records for damage output, but you also won't accidentally lose a run because a single bad draw ruined your combo setup. The tradeoff is clear. You give up explosive potential for stability. Most people rank this path lower because they want the high-damage fantasy, but stability wins tournaments. Now here's the part nobody talks about enough. The game has a hidden scaling mechanic based on how many times you die in a single run. Every time you die and restart from a save point, the enemy HP scales up by roughly 4 to 6 percent for the remainder of that act. This stacks per death. So if you die twice in Act 2, the Act 3 bosses can be noticeably tankier than they look on paper. I discovered this by accident after completing a nearly perfect run only to have the final boss one-shot me when the same encounter had been trivial two runs prior. Check the combat log closely. The HP values were different between runs and the numbers didn't lie. Another thing beginners miss is the shop vendor's card selection. The cards available in shops are partially influenced by how many relic fragments you've collected. If you're hoarding fragments without spending them, the shop will start offering you higher-tier cards that you might not be able to effectively combo together yet. I spent weeks wondering why my shop options looked too good to be true, only to realize I was one of those players who saves fragments for "later." Spend them. The game is designed to reward active decision-making, not hoarding.
The difficulty also scales differently depending on which path you're on. The game doesn't track difficulty in a traditional way. Instead, it uses a hidden "chaos factor" that increases with each major boss defeated and each elite encounter cleared. A Gunslinger run with heavy card recycling will push the chaos factor higher faster than a Paladin run focused on survival. Higher chaos means more varied enemy compositions but also less forgiving encounters. This is why the same boss can feel easy in one run and brutal in another. If you're just starting out and want a straightforward approach, go Paladin. Pick up Shell, Painful Strike, and Focus. The build will carry you through most of Act 1 and Act 2 without much trouble. Don't overspend on shop cards in Act 1. Save your gold for Act 2 relic fragments. Every run should end by Act 3 with at least one solid relic combo established. If you're struggling past Act 2, you probably aren't tracking your chaos factor and adjusting your playstyle accordingly. For advanced players looking to optimize routes, the Gunslinger Fire Frost hybrid remains the top choice for speed runs and high score attempts. The Demonologist is viable if you're comfortable with risk and want to minimize the number of turns per combat. Each path requires a fundamentally different approach to resource management and card evaluation. What works for one path will actively hurt you on another. Pay attention to your card choices rather than following preset build guides blindly.