The recommended relic combinations and route priorities are strategic advice rather than guaranteed drop rules. Relic, card, and event availability depends on the map and run.
Fast answer
The answer before the background
For most players, Gunner is the best starting route: keep the deck small, upgrade Issue Order first, maintain enough Ammo to pay for your ranged attacks, and add one or two reliable defensive tools. Build around critical hits with Double Shot or another efficient multi-hit ranged card, then look for draw or ammo refunds such as Telescope or Bandolier when available. If your run offers poor ranged cards, use a temporary ranged-melee hybrid rather than forcing a fragile theme. The key stat is not raw damage; it is damage per ammo while still having enough protection to survive turns that do not produce a critical hit.
Verified facts
Start with the hero that teaches the core economy
Pirates Outlaws does not use a conventional class tree. Its playable heroes function as classes because each has a fixed starting deck, passive ability, and preferred card pool. Gunner is available from the start and begins with 50 HP and 100 coins. His Artillery ability reloads one ammo at the start of every turn.
His starting deck includes Standard Shot, Double Shot, Punch, Ammo, Wooden Shield, and Issue Order. Issue Order makes the next ranged attack a critical hit, so it gives the deck a clear identity from the first battle. The trade-off is that most of the attractive attacks consume ammo, while Gunner has no built-in healing ability.
- Choose Gunner when you want direct ranged damage and a clear resource-management lesson.
- Choose Sword Master when you prefer melee attacks and built-in lifesteal below half health.
- Choose Cursed Captain when you want a curse-heavy engine rather than a clean beginner deck.
- Choose Alchemist when you enjoy fusing cards and accepting more variance.
| Hero route | Strength | Main risk |
|---|---|---|
| Gunner | Ranged attacks, critical-hit setups, and predictable reloads | Ammo starvation and limited in-battle recovery |
| Sword Master | Melee damage and conditional lifesteal | Cannot gain armor through the hero ability |
| Cursed Captain | Curse scaling, reloads, and skill upgrades | The deck becomes harder to manage as curses accumulate |
| Alchemist | Card fusion and flexible attack development | Fusion outcomes and ammo planning can be difficult early |
There is no single best hero for every map, mode, or player. Gunner is the strongest general recommendation here because his passive and starter deck make the intended plan easy to understand, not because every late-game ranking places him first.
Core route
Build a compact ranged-critical deck
Your first objective is consistency, not maximum card count. A compact deck lets Issue Order, Double Shot, Ammo, and your best defensive cards appear more often. Start by upgrading Issue Order if the next battles are manageable. A critical attack can remove an enemy before it gets another turn, which often saves more health than an early defensive upgrade.
After that, remove a Standard Shot or Punch when a tavern or event allows it. Remove the least useful attack for the route you are actually seeing. Keep Punch temporarily if your deck is becoming too ammo-hungry, because it gives you a zero-ammo attack while you stabilize.
Your target is usually an eight-card-or-smaller core before adding premium cards. A practical foundation is upgraded Issue Order, Double Shot, one or two Ammo cards, one or two Wooden Shields, and only the strongest attacks you have found. This is a route guideline, not a mandatory final list.
- Upgrade Issue Order first when early damage is the problem.
- Upgrade Ammo before adding several new ranged attacks if your reserve repeatedly reaches zero.
- Remove Standard Shot before removing too many Ammo cards.
- Keep at least one cheap attack or defensive card that does not consume ammo.
- Add a new attack only when it improves damage, targeting, or draw enough to justify the larger deck.
| Run stage | Priority | What to avoid |
|---|---|---|
| Opening fights | Issue Order, one Ammo upgrade, and deck thinning | Adding every ranged card offered |
| Mid-run | Efficient multi-hit damage, draw, and dependable defense | Stacking expensive attacks without reload support |
| Boss preparation | Critical burst plus a plan for the boss's counter or defense | Spending all ammo before the decisive turn |
| Late run | Replacing weak starters with premium cards | Keeping starter cards out of habit |
Count the ammo cost of the attacks you expect to play during a full deck cycle. Artillery supplies one ammo at the start of each turn, but it does not make unlimited ranged cards free. If your deck loses ammo faster than it restores it, remove a costly attack, upgrade Ammo, or add another reload option.
Skills and relics
Use skills to make each attack cycle safer
The most important skill cards are the ones that either guarantee a strong attack, restore ammo, improve draw, or prevent damage while you wait for the next cycle. Issue Order is the centerpiece because it converts a planned ranged attack into a critical hit. Ammo is less exciting, but it is what allows the rest of the deck to function.
Wooden Shield is valuable early because Gunner lacks innate healing. Upgrade it when incoming damage is becoming difficult to recover from, especially on routes with fewer convenient taverns. Later, replace weak shields with stronger protection or cards that combine defense with draw, damage, or resource generation when those cards appear.
Critical-hit relics are the preferred support because they improve both offense and, depending on the relic, card flow or ammo efficiency. Community references commonly highlight Bandolier for ammo refunds on critical hits and Telescope for drawing after critical hits. Treat both as excellent finds rather than required pieces; a run should remain playable without either.
- High-value skill effects include guaranteed critical hits, reloads, draw, and low-cost defense.
- Multi-hit ranged cards become much better when one critical trigger affects every hit or when a critical-hit relic refunds resources.
- Pepper and Mushroom are community-favored draw or cycle tools, but they are not guaranteed drops and should not replace basic ammo discipline.
- Rose or another dependable recovery relic helps cover Gunner's lack of innate healing when the run offers it.
| Build component | What it contributes | When to prioritize it |
|---|---|---|
| Issue Order | Reliable critical setup | Very early, especially before elite or boss fights |
| Ammo | Sustained ranged output | Before adding multiple ammo-costing attacks |
| Wooden Shield or stronger defense | Protection while waiting for reloads | Whenever tavern healing is limited |
| Bandolier or Telescope | Critical-hit refunds or card flow | After the core deck already functions |
| Multi-hit ranged attack | High burst from one critical setup | Mid-run and later, once ammo is stable |
The named hero abilities, starting cards, and base stats are reference facts. The upgrade order and relic package are recommendations based on how those mechanics interact, not official developer instructions.
Alternative routes
Change the plan when the map gives you different tools
A pure ranged-critical build is the default, but it is not the only workable route. An explosive package can add area damage and help clear groups, while a defensive hybrid can use Punch and other low-ammo attacks when ranged rewards are poor. The hybrid route is less efficient with Gunner's passive identity, but it is preferable to running out of ammo every battle.
For an explosive route, take the package only when the added cards and relics solve a real problem. Random targeting can be awkward if an enemy must be finished immediately, so do not let an explosive card replace every precise attack. For a hybrid route, keep the deck small and treat melee as a backup, not as a reason to abandon Issue Order and ranged damage entirely.
In Arena, the wider card and relic pool can produce stronger loops, including critical-hit draw or ammo-refund combinations. However, Arena is also less forgiving of a deck that depends on one exact relic. Build a stable deck first, then take infinite or near-infinite possibilities when they appear naturally.
- Use the ranged route when you have reliable ammo, critical setup, and at least one efficient attack.
- Use the explosive route when area damage is the main weakness and the package does not overload your deck.
- Use the hybrid route when ranged rewards are poor or ammo costs are repeatedly outpacing reloads.
- Against counterattack enemies, confirm whether the attack type you plan to use will trigger retaliation before committing your critical turn.
| Route | Best use case | Cost |
|---|---|---|
| Ranged-critical | Most normal navigation runs and predictable boss fights | Needs ammo discipline and protection |
| Explosive | Several enemies survive ordinary single-target attacks | Can lose precision or add awkward cards |
| Ranged-melee hybrid | Poor ranged rewards or temporary ammo shortage | Less synergy with Gunner's passive |
| Arena critical loop | Strong draw and refund relics appear together | Highly dependent on offered cards and relics |
Do not decide the final build from the first reward screen. Decide after checking your ammo, defense, and draw together. A smaller deck with ordinary cards usually beats a larger deck with several individually impressive cards.
Practical checklist
Follow this upgrade order during a run
At the start of each map, identify the attacks that consume ammo and estimate whether Artillery plus your Ammo cards can sustain them. Then plan your tavern visits around both deck thinning and healing. Gunner's damage can look excellent while his health quietly becomes the limiting resource.
Before an elite or boss, keep enough ammo for the turn in which Issue Order and your strongest ranged attack meet. Do not spend every reload card merely to finish a low-threat enemy if the next fight is likely to demand burst. If you cannot kill a dangerous target, prioritize protection and cycle into the next critical setup instead of forcing an inefficient attack.
- First: upgrade Issue Order or the most efficient attack, depending on immediate survival needs.
- Second: upgrade Ammo if your attack package is expanding.
- Third: remove weak Standard Shots and duplicate low-impact cards.
- Fourth: add draw, stronger defense, or a multi-hit attack that improves the whole deck.
- Finally: replace temporary cards instead of endlessly increasing deck size.
| Question | If yes | If no |
|---|---|---|
| Can the deck sustain its current ranged attacks? | Add damage, draw, or defense. | Upgrade or add Ammo and remove costly filler. |
| Can one critical turn remove a priority enemy? | Thin the deck for consistency. | Improve attack quality or add a better multi-hit option. |
| Can you survive a missed critical turn? | Take more damage or draw support. | Prioritize shields, healing relics, or a safer route. |
| Is a new card better than a starter card? | Add it and consider a later removal. | Skip it; deck size is already a cost. |
The winning pattern is simple: preserve ammo, make one critical ranged turn count, and use defense to cover the turns when the deck does not cooperate.
FAQ
Common questions
Is Gunner the best hero for beginners?
He is one of the best learning choices because his passive, starter cards, and ranged role are easy to read. He is not automatically the strongest hero in every mode, and his lack of innate healing makes resource mistakes expensive.
What should I upgrade first on Gunner?
Issue Order is the usual first upgrade because it improves the deck's most important burst turn. Upgrade Ammo first instead when your current attacks already consume more ammo than the deck can reliably restore.
How many Ammo cards should I keep?
There is no universal number. Keep enough to sustain the attacks you actually draw and play, then test the deck through several battles. Removing Ammo too early is dangerous, while keeping too many reload cards can leave the deck short on damage.
Should Gunner use melee cards?
A small amount of melee is reasonable as an ammo-free backup, especially early. A full melee route usually wastes the strongest part of Artillery and Issue Order, so use it only when the map gives poor ranged options or the deck needs emergency flexibility.
Which relics are best for the ranged route?
Critical-hit support is the priority. Bandolier and Telescope are commonly recommended because they can turn critical hits into ammo refunds or additional draw, but neither is mandatory. Any relic that improves survival, draw, or recovery can be better than a damage relic if Gunner is losing health between fights.
Sources
What we checked
Official listings establish current availability and product facts. Community pages are used for mechanics and build history, then labeled separately.
