Best gear/abilities/stat build for a gun focused smuggler?

DarkHolt

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Mar 13, 2025
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Title says it all. I would like peoples opinions on the best gear and abilities for a gun focused smuggler? I know I want a focus on evasion but dont know the best evasion stuff and what would be the best meele weapon/firearm to have.
 

Theron

Well-Known Member
Nov 8, 2018
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I think people pay too much attention to the 'best' items, and not enough to the equipment you use while getting to the best items.
I've been playing around with two different loadouts. One that maximizes Evasion and Shields, and one that maximizes Evasion and Defense (Lucky Breaks = 20 Def when Evasion is maxed).

Note: Not exhaustive.
Tika: Hands-down the best Accessory for early-mid game. 50% Shield & HP recovery 1/fight, unlimited out-of-combat healing. Probably worth keeping in the inventory even after you pick up a more specialized Accessory.

Shock Bow: Stun Chance gives a chance to automatically Stun, setting up Aimed Shot (though it can't Stun through Shields). Don't worry about it's low base damage.

Royal Shard Bow: Doesn't benefit from Aimed Shot, but Shoot First and Alpha Strike apply. Extremely effective vs anything that vulnerable to Drug.

Queen Nyrean Spear: This is the highest Evasion Melee weapon up until Dhaal.

Witch's Robe: Reasonably high Evasion for when you can get it and +10 Crit.

Light Harness: Good Evasion and Shields. Random drop from anything during Halloween, so can be gotten very early, if you're lucky.

Atma Armor: It doesn't have Evasion, but Airtight and Tease/Drug resist can go along way on certain fights.

Grenade Launcher: Extremely effective, especially when loaded with Flash Grenades. But it can change Ammo (and damage type) to suit whatever enemy you're facing.

Custom Psi Weapon: Evasion & +Shield. 'But Theron, Smugglers don't care about Shields', I hear you say. Yes, you do. Passive Evasion is capped at 50% (60% for Smugglers) and is extremely easy to reach with late-game equipment. You can get +10 (15) Evasion and 65 Shields. Make sure you're Level 13 when you make it. I did my testing with the Whip. The dagger has Penetrating. I don't know if that reduces the stats you can get.

Zaika-Style Gown: 15 Evasion and 75 Bonus Shields. What's not to love?

Prototype Pirate Shield. Your other bonuses more than make up for it.

Vintage Zaika Purse: The best choice right now.
OR
Shield Aug Bracers: If the Purse doesn't fit your aesthetic.
OR
Light Jetpack: The Evasion is likely massive overkill for you, but it does let you Fly for no Energy, activating auto-Aimed Shots from Booster Pack.

With the Purse, you end up with 52% Evasion (57% via Cloak & Dagger) and 410 Shields with good physical resistances.
Hirudo Devourer: In the unlikely event you do take damage, heal it back up.

Custom Psi Weapon: You should be able to get 9 Evasion and 12 Defense. It might be possible to get 10 Evasion.

Jumper Shield: Better Physical defenses.
Bio-Enhancement Shield: Slightly more raw Shields, Drug resist.

Tiger Print Jumpsuit:

Hardlight Bracelets:

In total, you have 100/125 Shields, 58% Evasion and 49.0 Defense (60% & 50 w/Cloak & Dagger active).
Almost certainly Muscular Stabilization System. More damage, more accuracy, Stun & Blind Chance are more reliable.
Reflex Tuner would make you somewhat harder to hit and Mag Binders more reliable.
Cybernetic Subprocessor: +5 Aimed Shot damage and Called Shot Blind lasts 1 round longer.
Level 2
Shoot First: This gets more useful once you have Shock Bow/Grenade Launcher.

Level 3
Aimed Shot: Obviously.

Level 4
Stealth Field Generator: Adds 30% to the cap, for 90%. Disarming Shot doesn't work on a lot of enemies.

Level 5
Grenade: This doesn't really matter too much. Energy-intensive but helps against groups.

Level 6
Quickdraw: Can swap weapons for different enemies, clear Disarm.

Level 7
Smuggled Stimulant: Before Called Shot, there are no abilities that cost more than 25 Energy.

Level 8
Second Shot: Again, obvious.

Level 9
Alpha Strike: Basically get 4 attacks in the first turn. (Shoot First is an auto-Crit now, +2 normal shots.) More, if the enemy doesn't have enough Shields to prevent Stun or Blind.
Desperation: Not really a fan of conditionals like this. You'll probably have enough Evasion to survive at 50% for a while, but you can't rely on being at 50% and you auto-heal at 50% once you hit Level 11. Better on the Defense build, I guess.

Level 10
Mag Binders: Reflex-based Stun is very useful. Alpha Stike can force it to Crit.
Can Opener: Only applies to Melee criticals, and most enemies don't have notable Defense.

Level 11
This one is discretionary. It really comes down to consistency vs spikiness.
Booster Pack: Usually actually best with alternate means of Flight, like Wings or the Light Jetpack, because they don't cost Energy and last all fight. Probably technically better for Defense (because Hirudo can't auto-Blind).
Twist the Knife: Grenade Launcher (Flash) + Alpha Strike + Shoot First can often guarantee you'll Blind, then all subsequent attacks will be Aimed Shots.

Level 12
Specialized Combatant: Your damage is heavily reliant on Aimed Shot.

Level 13
Called Shot: Interestingly, Called Shot can be an Aimed Shot. Can Blind through Shields, in case Grenade Launcher wasn't enough.
Assassinate: Useless to you, unless you're also maxing Physique.

You'll probably want to pick up Concussive Shot by training with Tanis. Concussive Shot can Stun through Shields.
Aim, Intelligence and Reflexes are your three most important Ability scores. If you're only doing Level Up points, I'd say invest in Aim, Int and Ref, in that order. Your starting stats are so low, they don't really matter.

However, it's generally better to hold off investing your points until after you've done Stat Training, because Slow Stat Gain has diminishing returns. Intelligence is either the easiest or hardest to train, depending on whether you're willing to fuck Syri. It's entirely possible to max out all stats with enough patience. If you plan to train, don't put your Affinity in a stat you plan to raise primarily with Level Up points.

Personally, I like a combo of Horse Pills and Laquine Ears. Horse Pills can get you to 100% Physique, 75% Reflexes. Laquine Ears can get 50% Reflexes and 50% Aim. You shouldn't use them when you're planning to skip a lot of time (sleep to Level Up or travel from planet to planet), but they can passively increase your stats while you're doing other things. With save-scumming, you can guarantee you get the stat increases.
 
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