The start of the game will generally be the roughest and most inconsistent with the Pilot he needs to hope for some good early picks, and he can't just save them at full ammo for three floors while coasting on starting equipment and reliably grabbing all the master rounds anyways.
which is handy on the occasion that you happen to find two good ones (which isn't something that's gonna happen every run).Īltogether, the Pilot is a long term investment, and whether he even catches up on his debt is something of a gamble. Third, he gets extra storage space for active items. So, for instance, if you get 450 coins in 5 chambers, you are effectively getting an extra 60 coins over the course of that. This is effectively ~15% extra money over the course of your run. Second, he has the Disarming Personality. Past that you might save some money on keys at the risk of losing a few backup weapons. Up to about chamber 3 you're lucky if this item allows you to play catchup to the effectiveness of other characters. For big chests you'll probably want to use keys to ensure you get those B/A/S tier items, but for little chests that you can afford to risk, this could get you a few extra weak items and spare you a few keys (or some money you'd otherwise spend on keys). These things have a 50% chance of opening a lock, and 50% chance of breaking a lock (meaning you can't even open it with a key). let's see what he's got.įirst, he has the Trusty Lockpick. So, this guy has to be carried on the strength of his other abilities. Inaccurate, lowest DPS, low rate of fire, long reload time, no extra weapons or offensive actives or passives. (Edit: Apparently "Munch-er" is censored, oddly enough. Here's some analysis of the strengths and weaknesses of the various characters: