Cuphead is Studio MDHR's hand inked run and gun built around 19 base game boss fights, six run and gun stages and three mausoleum challenges across three Inkwell Isles and Inkwell Hell. Every frame was drawn and painted by hand in a 1930s cartoon style, with a soundtrack recorded by a live jazz band. You get three hit points, no checkpoints inside a fight, and a letter grade at the end of every level.
This guide covers everything you need: core mechanics, the best characters, weapons worth investing in, location progression, and the tips that actually make a difference.
Core Mechanics
Three hit points and no checkpoints
Cuphead and Mugman start each fight with three hit points, and a boss level has no mid fight save, so dying in phase four sends you back to the opening. The Heart charm buys a fourth pip at the cost of damage output.
Pink parry
Anything flashing pink can be slapped in mid air for a parry, which bounces you upward and awards a super meter card. Ms. Chalice parries by dashing into pink objects instead, and a clean dash parry refunds her dash and her double jump.
Super meter cards
Damage dealt and parries fill cards up to a maximum of five. One card buys an EX version of your current weapon, and a full five sets off a Super Art such as Energy Beam, Invincibility or Giant Ghost.
Two weapon loadout with one charm
You carry two weapons and one charm at a time, bought from Porkrind's Emporium with coins, and weapons can be swapped mid fight with a single button. Each run and gun stage hides five coins.
Letter grade scoring
Levels grade from D up to A Plus on time taken, hit points left, parries performed and super meter used. An S rank needs Expert difficulty, zero damage taken, at least three parries and heavy super usage.
For a deeper dive into how these systems interact, see our Cuphead combat guide.
Characters Overview
| Role | Tier | Playstyle | Key Stats |
|---|---|---|---|
| Cuphead | A | Versatile approach | Balanced stats |
| Mugman | A | Versatile approach | Balanced stats |
| Ms. Chalice | A | Versatile approach | Balanced stats |
| Damage rush playstyle | A | Versatile approach | Balanced stats |
| Parry survival playstyle | A | Versatile approach | Balanced stats |
For full build breakdowns with gear and stat priorities, see our Cuphead builds guide. For rankings, check the tier list.
Weapons Guide
| Weapon | Why It Matters | Best For |
|---|---|---|
| Peashooter | The starting weapon, with straight forward shots, unlimited range and the most reliable damage per second at distance. | Long range phases and anyone still learning a pattern |
| Spread | Fires a short cone that hits for far more than Peashooter if every pellet lands, which means standing next to the boss. | Big stationary bosses you can safely hug |
| Chaser | Homes in on targets automatically with the lowest damage in the set, so it frees your attention entirely for movement. | Erratic flying bosses and pattern learning runs |
| Lobber | Throws slow arcing projectiles that pass over low cover and deal solid damage per hit. | Grounded bosses behind obstacles |
| Charge | Holds fire to build one heavy shot that hits harder than several seconds of Peashooter fire. | S rank attempts and dodge heavy phases |
Peashooter: The starting weapon, with straight forward shots, unlimited range and the most reliable damage per second at distance. It stays viable through the whole game because nothing about it is situational.
Spread: Fires a short cone that hits for far more than Peashooter if every pellet lands, which means standing next to the boss. On large targets like Grim Matchstick or Cala Maria the whole cone connects.
Chaser: Homes in on targets automatically with the lowest damage in the set, so it frees your attention entirely for movement. It is the standard pick for phases where aiming and dodging pull in opposite directions.
Lobber: Throws slow arcing projectiles that pass over low cover and deal solid damage per hit. The travel time punishes fast movers but rewards fights where the boss holds one spot.
Charge: Holds fire to build one heavy shot that hits harder than several seconds of Peashooter fire. The rhythm suits Expert attempts where you spend most of the fight dodging anyway.
Full breakdowns in our Cuphead weapons guide.
Location Progression
| Location | Level Range | Key Rewards |
|---|---|---|
| Inkwell Isle One | Opening isle, 3 hit points, no upgrades | Energy Beam super, first coins for Porkrind's Emporium |
| Inkwell Isle Two | Mid game, expect two or three weapons owned | Invincibility super, ten more run and gun coins |
| Inkwell Isle Three | Late game, full weapon and charm access | Giant Ghost super from Mausoleum III, entry to Inkwell Hell |
| Inkwell Hell | Endgame, requires all soul contracts | Base game ending, A and S rank targets |
| Inkwell Isle Four | DLC content, playable at any point after the tutorial | Ms. Chalice, three new weapons, three new charms |
Inkwell Isle One: Five bosses: The Root Pack, Goopy Le Grande, Hilda Berg, Cagney Carnation and Ribby and Croaks, plus the run and gun stages Forest Follies and Treetop Trouble. Mausoleum I here awards the Energy Beam Super Art.
Inkwell Isle Two: Baroness Von Bon Bon, Beppi The Clown, Djimmi The Great, Grim Matchstick and Wally Warbles, with the carnival themed Funfair Fever and Funhouse Frazzle run and gun stages. Mausoleum II holds the Invincibility Super Art.
Inkwell Isle Three: The longest isle with seven bosses including Rumor Honeybottoms, Captain Brineybeard, Sally Stageplay, Werner Werman, Dr. Kahl's Robot, Cala Maria and Phantom Express. Rugged Ridge and Perilous Piers are the run and gun stages.
Inkwell Hell: King Dice makes you clear a board of nine mini bosses before he fights you himself, then The Devil closes the base game in four phases. Contracts from all three isles are the entry fee.
Inkwell Isle Four: The Delicious Last Course island, home to Glumstone the Giant, Mortimer Freeze, The Howling Aces, Moonshine Mob and Esther Winchester before Chef Saltbaker's four phase finale. It also adds the King's Leap parry only chess fights.
See our maps & locations guide for detailed area breakdowns and our walkthrough for the optimal progression path.
Tips That Actually Matter
- Parry the first pink object of every fight even when you do not need the card. Building the habit early means you reach five cards before the phase where a Super Art actually saves the run.
- Swap weapons between phases rather than committing to one. Spread for a phase you can stand next to, Charge for a phase that pushes you to the far wall, on the same attempt.
- Hold a full super meter into the final phase of a long boss. Invincibility carries you through a pattern you have not learned, and Energy Beam often removes the last health bar outright.
- In Cuphead the difficulty setting gates progress: Simple mode boss fights do not award soul contracts, so a Simple clear teaches the pattern but does not advance you toward Inkwell Hell.
- For S ranks, remember the grade is capped by difficulty. Only Expert can produce an S, and it needs a no damage clear with at least three parries and heavy super usage on top.
- The Pacifist achievement wants P ranks on the run and gun stages, meaning you finish without shooting a single enemy. Parry and jump past everything and take the coins on the way.
- Every run and gun stage hides five coins, and more sit on the isle map itself. Sweeping them before the second isle pays for a second weapon plus a charm.
- Ms. Chalice is a full moveset swap, not a skin. Her dash parry, double jump, invincible roll and fourth hit point cost you the charm slot permanently, so compare her against Smoke Bomb rather than against Cuphead.
- Learn boss phase order rather than reacting. Most fights follow a fixed sequence, so once you know phase three follows a specific tell you can pre-position instead of dodging late.
- Grim Matchstick's cloud platforms and Dr. Kahl's Robot both punish greed hardest. On those two, drop to Chaser or Peashooter and take the slower kill in exchange for keeping full attention on movement.
Common Mistakes to Avoid
- Sticking with one weapon for an entire fight when phases demand different ranges.
- Spending super meter cards on EX moves and never reaching a full five card Super Art.
- Grinding a boss on Simple and wondering why the soul contract never appears.
- Ignoring pink parry objects, which are both a health free super source and a second jump.
- Buying the Heart charm early and then wondering why every fight takes twice as long.
Frequently Asked Questions
How many bosses does Cuphead have?
The base game has 19 boss levels across three isles and Inkwell Hell. The Delicious Last Course adds five more plus Chef Saltbaker and the King's Leap parry fights.
What is the best weapon in Cuphead?
Spread has the highest damage if you can stand next to the boss, Charge is the best single shot option for careful runs, and the DLC Crackshot is the most forgiving because it seeks after ricochet.
How do you get an S rank?
S ranks only appear on Expert difficulty and need a no damage clear, at least three parries, and a fast time with the super meter used rather than hoarded.
Is Mugman different from Cuphead?
No. Mugman is the second player character and plays identically. Ms. Chalice from the DLC is the only genuinely different moveset, with four hit points, a double jump, a roll and a dash parry.
Do you need the DLC to finish the base game?
No. The Delicious Last Course is a separate island you can visit at any time, and its weapons and charms carry back into the base game fights.
More Cuphead Guides
- Cuphead Best Builds
- Cuphead Tier List
- Cuphead Walkthrough
- Cuphead Beginner's Guide
- Cuphead Tips & Tricks
- Cuphead Weapons Guide
- Cuphead Combat Guide
- Cuphead Boss Guide
- Cuphead Maps & Locations
- Cuphead Crafting Guide
- Cuphead Classes & Characters
Similar Games
If you enjoy Cuphead, check out these related guides:
- Helldivers 2 Guide: action game with similar mechanics
- Black Myth: Wukong Guide: action game with similar mechanics
- Monster Hunter Wilds Guide: action game with similar mechanics


