Alternate Revolver

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ALTERNATE REVOLVER
Alternate Revolver Render
Alternate Revolver HUD
Primary Fire
Damage 2.5 (2 x 1.25) Heavy Revolver Shot
Cooldown 1.1895 seconds
Damage Modifiers
The Corpse of King Minos' Hands The Corpse of King Minos' Hands:
150%

Stalker Stalker:
150%

V2 V2:
60%

V2 (2nd) V2 (2nd):
60%
Obtained in
1-4: CLAIR DE LUNE
ALTERNATE REVOLVER

The Alternate Revolver (colloquially known as the Slab Revolver) is the Alternate Weapon form of the Revolver Revolver. It has a slower firing speed than the standard Revolver, and cannot utilize locational damage, but in turn has much more powerful shots. It is the first Alternate Weapon found in the game, obtained in 1-4: CLAIR DE LUNE after unlocking secrets found throughout the rest of the Limbo layer.

It resembles the standard Revolver, possessing many futuristic elements, batteries within its chamber, and a heads-up display directly above. Unlike the Revolver, it has a contoured grip, with color indicators being placed along the side of the barrel rather than on its chamber. The chamber is cross-shaped, only holding what appears to be four batteries. The Alternate Revolver also has an external hammer which must be pulled back before each shot, and possesses a normal muzzle rather than the tall, rectangular glowing opening present on the standard Revolver.

Obtaining

The Alternate Revolver can only be obtained after activating a set of four stone slabs, each one found in one of the four levels of the Limbo layer. Upon activation, each slab (excluding the fourth one) will trigger the prompt:

Somewhere in the depths of Limbo, a mechanism is set in
motion.

The first slab is located in 1-1: HEART OF THE SUNRISE. In the final arena of the level, there is a glass skylight in the ceiling directly above, which can be broken. Climbing up to the room above reveals the slab Bigdoorlock1.png.

The second slab is found in 1-2: THE BURNING WORLD. In the small room housing a pool of lava within the Lower Castle region lies a small cracked piece of wall to the left of the doorway. Breaking the cracked wall with an explosive reveals a hidden room with a shallow pool of water, and a compartment on the right housing the second slab, locked behind a gate. Proceeding further to the end of the room, there is another cracked wall on the left which can be broken leading to a set of corridors. Navigating to the end reveals a door bathed in growing green light, which bursts open to reveal the Cancerous Rodent Cancerous Rodent. After killing it, the player can go back to the previous room to find the Very Cancerous Rodent Very Cancerous Rodent, which upon defeat will unlock the gate that was preventing the player from reaching the compartment housing the second slab Bigdoorlock2.png.

The third slab is found in 1-3: HALLS OF SACRED REMAINS. If the player collects both the Red and Blue Skull Keys and places them on their respective pedestals at the door in the starting room, one of the stained glass paintings in the room will begin to descend into the ground, revealing a hidden passageway behind it. Inside the passageway, the player is led to an arena housing a boss fight with Swordsmachine "Agony" Swordsmachine "Agony" and Swordsmachine "Tundra" Swordsmachine "Tundra". Upon defeating them, the gate behind them will open, revealing the third slab Bigdoorlock3.png.

The fourth and final slab can be found in 1-4: CLAIR DE LUNE. Upon entering the main foyer room, the player can take the lower left door to find a garden area, containing a large gate marked with each of the four stone slab icons. Certain ones will be lit up light blue, depending on if they were activated in the previous levels. In front of the gate is the fourth slab Bigdoorlock4.png. Pressing it will activate the gate and lead to a room containing the Alternate Revolver.

Upon obtaining the Alternate Revolver, the player will receive a prompt briefly detailing its mechanics and difference from the standard Revolver:

ALTERNATE REVOLVER: Higher damage.
Hammer has to pull back after each shot.

Mechanics

The Alternate Revolver fires two 1.25 damage hitscans per shot, for a total of 2.5 damage. Unlike the standard Revolver, these hitscans are not affected by locational damage, but they will still give locational damage style bonuses such as + Headshotand + Limb Hit, and will produce a greater amount of blood from an enemy when performing locational attacks. The primary fire of the Alternate Revolver, in general, heals the player more than the standard Revolver. When used against weaker enemies, it can quickly restore the player's health to full or to their Hard Damage cap.

After each shot, the hammer is pulled back to fire again, making continuous shots much slower. If the player swaps away from the Alternate Revolver before the hammer animation is finished, and then back to it within a few seconds, a longer reload animation will play before the Alternate Revolver can be fired again. Unlike weapons such as the Rocket Launcher Rocket Launcher, each variant of the Alternate Revolver has an independent firing cooldown.

The Alternate Revolver's primary fire shot has the ability to destroy breakable objects, such as cracked rubble/walls or glass panels.

Usage

The considerable damage dealt by the Alternate Revolver makes it great for picking off medium-health enemies from a distance. A single shot will take down many common enemies, and gives the player a good option for finishing off enemies that were weakened by other attacks. Additionally, the double-hitscan of the primary fire results in twice as much healing when attacking enemies at close range, providing up to 60 health recovery against larger enemies with a headshot, and providing a full heal (or up to Hard Damage) when hitting/killing weaker enemies.

The long cooldown of the primary fire is the Alternate Revolver's primary drawback, but it can be mitigated or even negated by swapping between weapons regularly. After swapping off of the Alternate Revolver for long enough, its attack cooldown will have finished, allowing for another shot without interruption. It takes the duration of approximately three swaps while shotgun swapping for the Alternate Revolver to finish its cooldown. This allows the player to implement a more flexible weapon-swapping rhythm, where standard shotgun swapping is used for close-range enemies and occasional Alternate Revolver swaps take down targets that are out of shotgun range without having to wait for the primary fire cooldown.


Variants

ALTERNATE PIERCER REVOLVER
Piercer Viewmodel
Piercer HUD
Primary Fire
Damage 2.5 (2 x 1.25) Heavy Revolver Shot
Cooldown 1.1895 seconds
Alternate Fire
Damage 5 + 2.5 (7 x 1.25) Heavy Piercing Shot
Cooldown 5 seconds
Damage Modifiers
The Corpse of King Minos' Hands The Corpse of King Minos' Hands:
150%

Stalker Stalker:
150%

V2 V2:
60%

V2 (2nd) V2 (2nd):
60%


PIERCER

The Alternate Piercer Revolver is the blue variant of the Alternate Revolver. Its alternate fire charges a large hitscan piercing shot with high damage, much like its standard counterpart, but with greater strength and piercing ability.

Mechanics

The heavy piercing shot fires six 1.25 damage hitscans, totaling 7.5 damage, with a longer recharge than Standard. However, if 4 hitscans hit a single enemy, the next 2 hitscans will pass through, meaning only 5 damage is dealt to a single enemy. This downside can be negated by hitting a coin with a piercing shot within its split-shot window, causing all of its hitscans to damage a single target.

Just like with the standard Revolver variant, the revolver's primary fire still works during the piercing shot's cooldown.

The Alternate Piercer's piercing shot has the ability to destroy breakable objects, such as cracked rubble/walls or glass panels.

Usage

The Alternate Piercer's long recharge time makes it a less optimal choice to repeatedly use the weapon at a time, but makes it fantastic when acting as a high burst damage source, similar to an Electric Railcannon Electric Railcannon shot. It becomes an incredibly powerful tool when used in conjunction with coins, considering the ability for split-shots to enhance the number of hitscans which can hit a single target, alongside normal damage ramp-up.

The Piercer's high burst damage makes it a great healing tool at close range, especially when hitting headshots against bulkier enemies such as Cerberi Cerberi and Guttermen Guttermen.

The Piercer works nicely in combination with the Marksman's coins due to their damage increase, but requires more precise aiming due to the charge time necessary before a piercing shot can be ready and hit the coin.

ALTERNATE MARKSMAN REVOLVER
Marksman Viewmodel
Marksman HUD
Primary Fire
Damage 2.5 (2 x 1.25) Heavy Revolver Shot
Cooldown 1.1895 seconds
Alternate Fire
Damage 1.75/2/2.25/2.5 (Damage per Hitscan)
x 2/3/4/5/6 (Hitscan Count) Coin
Cooldown 4 seconds per coin
Damage Modifiers
The Corpse of King Minos' Hands The Corpse of King Minos' Hands:
150%

Stalker Stalker:
150%

V2 V2:
60%

V2 (2nd) V2 (2nd):
60%
MARKSMAN

The Alternate Marksman Revolver is the green variant of the Alternate Revolver. Like the standard Marksman, its alternate fire throws a coin which can be shot by any hitscan to cause it to lock onto the nearest enemy.

Mechanics

The coins themselves which are thrown by the Alternate Marksman are functionally identical to those thrown by the standard variant. The difference in mechanics is instead based on which kind of Revolver shot the coin.

The Marksman Revolver's alternate fire throws a coin, of which the weapon has up to four of at a time. Coins recharge at a rate of 4 seconds per coin, one coin at a time. When thrown, a coin flies into the air over the course of a small arc. The direction and speed of the arc is dependent on the player's own momentum when the coin is thrown, and will follow the player's movement to a degree.

Coins can be shot by any single-shot hitscan attack while midair, be it fired by player or enemy. When shot by a hitscan, coins reflect the hitscan into the nearest target within their "line of sight". The coin's line of sight is dependent on whatever targets are immediately visible from its position, rather than from the player's. Coins have a list of targets which they will prioritize in order of availability:

  • The hitscan reflected by the coin will first attempt to target any other coins which are currently in the air. Any coin which is targeted by another coin will follow the same priority list as normal.
  • If no other coins are present, the coin will attempt to target the nearest player-shot shotgun core, unridden rocket, or cannonball within a 100-unit radius of the coin's position.
  • If no player-shot explosives are present, the coin will attempt to target the nearest enemy.
    • If the enemy is charging an interruptible projectile, the coin will attempt to target that projectile.
    • If the enemy has no interruptible projectiles to target, the coin will instead attempt to target any available weakpoints such as heads or limbs.
    • If the enemy has no interruptible projectiles or weakpoints to target, the coin will attempt to hit the enemy at any available point.
  • If no enemies are present, the coin will attempt to hit breakable glass surfaces.
  • If nothing at all is present to target, the coin will reflect the hitscan shot in a random direction.

Once a coin hits a surface, it will become inactive and cannot be shot. Coins disappear after reflecting a hitscan shot. If a coin stays midair for more than 5 seconds without hitting a surface, it disappears automatically. Coins can be sustained in midair without disappearing by being repeatedly hooked with the Whiplash Whiplash.

When a hitscan is ricocheted off of a coin, the coin will increase the damage of the shot, with the amount of increase being dependent on the type of hitscan shot:

  • Alternate Revolver and the Alternate Piercer's heavy piercing shot will have their damage increased by 0.5 per hitscan (increase of 1 damage total) for the first coin shot, and any subsequent coins in a chain will increase damage by 0.25 per hitscan (0.5 damage total).
  • Standard Revolver Revolvers and the Standard Piercer's piercing shot will have their damage increased by 1 per coin.
  • The alternate fire of the Sharpshooter Revolver will gain an additional hitscan in its shot for each coin.
  • Hitscan attacks from the Railcannon Railcannon's Electric and Malicious variants and shotgun cores or rockets boosted by the Impact Hammer Impact Hammer will have their damage increased by 2 for the first coin shot, and any subsequent coins in a chain will increase damage by 1. Unlike other hitscans, this damage boost is not applied until the shot actually hits an enemy.

Coins have the ability to reflect certain hitscan enemy attacks, in a technique known as a chargeback. This includes the Malicious Face Malicious Face's beam attack, the Sentry Sentry's shot, the Ferryman Ferryman's lightning strike attack, and the Gutterman Gutterman's minigun bullets. When reflected, the shots will redirect back into the enemy from which they were fired, or the nearest other enemy if the one which fired is blessed by an Idol Idol or otherwise unable to be attacked.

Once a coin reaches the peak of its arc midair, it can be punched using the Feedbacker Feedbacker to redirect it into the nearest target within the coin's line of sight. Unlike a normal hitscan shot, the coin itself will be redirected, and will deal damage before bouncing up above the target it was punched into, resetting its state and allowing it to be shot or punched again. Coinpunching increases the damage of the punched coin for every time it is successfully punched, stacking with no limit for every punch that connects with an enemy. If a coin that was previously punched is shot by a hitscan attack, all the additional damage that was gained from coinpunches will transfer into the reflected hitscan. Coinpunches generally follow the same priority system as regular coin shots, with the exception that they ignore player-shot explosives and other coins. If there are no targets to lock onto, a punched coin will instantly travel to whatever surface the player is directly facing and bounce upward.

If a coin is shot at the exact peak of its arc (indicated by a small yellow flash on the coin roughly a third of a second after launch) or 2 seconds or more after it has been thrown (indicated by the coin creating a distinct ringing noise as it falls) then a split-shot will trigger. Split-shots have different effects depending on whether the coin has been shot by a standard Revolver or Alternate Revolver variant. When a coin is shot within its split-shot window by an Alternate Revolver, the coin will add an additional hitscan to the initial shot, as well as instantly resetting the reload cooldown of all currently equipped Alternate Revolver variants. When a coin is shot within its split-shot window by a standard Revolver, the hitscan shot at the coin will simply split into two identical shots, each of which can independently chain to other coins, projectiles or hit multiple enemies simultaneously. Separate split-shot hitscans will not hit the same target, and if a target is already occupied by one of the hitscans and there are no other targets present, the other one will simply shoot in a random direction.

Coins are one of multiple projectiles which are able to receive and transmit conductor aftershocks created via the Jumpstart Nailgun Jumpstart Nailgun or the Electric Railcannon Electric Railcannon.

Usage

Coins are an incredibly flexible and versatile tool when used properly, functioning as one of the player's most powerful combo weapons. Their consistent, controllable angle allows the player to shoot an enemy from virtually any position with perfect accuracy. This can be used to more consistently hit enemies or bosses which are fast-moving and hard to predict, such as Ferrymen Ferrymen or Drone Drones. The lock-on of coins can also be used to hit enemies from behind cover or around corners when in risky situations due to their individual line of sight, and to locate enemies which are hard to see or have wandered out of view.

As the arc of a coin is momentum-based, it can be consistently hit regardless of player velocity as long as they move in a consistent direction, meaning that the player can memorize the timing of a coin's movement to hit it in almost any situation, regardless of speed or direction. Coins can be used to quickly fill combos between other weapons and pick off small enemies in one or two shots, making them a useful option for getting rid of stragglers or smaller groups. The effects of split-shots on the Alternate Revolver also make its use in conjunction with coins devastating when the player is up against bosses or large high-priority enemies, due to their additional hitscans. The instant reset of firing cooldowns can also make follow-up shots with the Alternate Revolver easier and faster to perform, especially if the player is equipped with a loadout that has 2 or even all three Alternate Revolver variants.

Punching coins with the Feedbacker Feedbacker may initially be more difficult to perform than regular shots, due to the coin's arc sending it far away from the player, but the momentum of a coin throw can be taken advantage of to make coinpunches simpler. By walking backwards and throwing a coin, then walking slightly forwards, the player can position themselves within punching range of a coin. Coinpunching is primarily useful for its ability to ramp up the damage of consecutive coin chains without actually consuming coins. Since coinpunches infinitely stack damage for every time they hit an enemy, a player can deal extremely high damage if they can consistently punch a coin between enemies as it bounces in the air, allowing the weapon to more significantly harm bulkier, high health enemies. Coinpunches can also be used to prolong a single coin's lifespan when other coins are on cooldown, letting the player perform longer combos when their coins aren't immediately available.

Marksman coins not only work well with the Revolver's base fire, they can be utilized in conjunction with the Piercer and Sharpshooter's respective alternate fires for unique effects. Piercing shots reflected off of coin chains are useful for greater damage ramp-up, and ensure that the shot will consistently hit enemy weakpoints for greater blood spilling. Sharpshooter shots, when reflected off of coins, gain additional bounces that do not cause the shot to dissipate, a trait which lends itself well to Sharpshooter coin setups against bulkier, slow-moving enemies. Additionally, hitscan Railcannon Railcannon variants benefit from the lock-on of coins, as it ensures that shots will never miss their target, which is helpful if the player is not confident in their ability to hit an enemy alone. This can even be used to more easily perform techniques such as core nukes or cannonball/core snipes, since coins prioritize player-shot explosives over enemies.

ALTERNATE SHARPSHOOTER REVOLVER
Sharpshooter Viewmodel
Sharpshooter HUD
Primary Fire
Damage 2.5 (2 x 1.25) Heavy Revolver Shot
Cooldown 1.1895 seconds
Alternate Fire
Damage 1.25 x2/3/4 (Number of Bounces) Heavy Piercing and Ricocheting Shot
Cooldown ~8.57 seconds
Damage Modifiers
The Corpse of King Minos' Hands The Corpse of King Minos' Hands:
150%

Stalker Stalker:
150%

V2 V2:
60%

V2 (2nd) V2 (2nd):
60%
SHARPSHOOTER

The Alternate Sharpshooter Revolver is the red variant of the Alternate Revolver. Its alternate fire spins the gun, preparing a shot which pierces enemies and ricochets off walls, as well as detonating midair projectiles. Unlike the standard form, it can only shoot one charge at a time, but with much greater strength.

Mechanics

The Sharpshooter Revolver's alternate fire can be held down to begin spinning the gun. On release, the gun shoots a beam which bounces off of walls and other surfaces. The Alternate Sharpshooter's spin-up to maximum charge at 3 possible bounces when using alternate fire is near-instantaneous, unlike the standard Sharpshooter which must spin for up to 1 second to maximize the amount of possible bounces per shot. The Alternate Sharpshooter contains only a single charge which takes slightly longer than a standard Sharpshooter charge to regain.

Alternate Sharpshooter shots deal a single 1.25 damage hitscan initially, and gain an additional hitscan for every bounce they perform. Shots will infinitely pierce through enemies, and bounce at a roughly equal and opposite angle from that which they strike the surface from. When bouncing, the Sharpshooter Revolver attempts to aim roughly towards an enemy's location to ensure its hits are accurate.

Alternate Sharpshooter shots can detonate Hell Orb Hell Orb and Seeker Orb Seeker Orb projectiles mid-flight at any time, creating a large red explosion on-hit. This can also be performed as an interruption when an enemy is charging up a projectile.

Alternate Sharpshooter shots will bounce off of coins thrown by the Alternate Marksman. Unlike most hitscans, which gain a direct damage increase from each coin, the Sharpshooter gains an additional hitscan for each coin it bounces off, much like when it bounces off normal surfaces.

If the player has one or more Dual Wield power-ups active, spinning the Alternate Sharpshooter will cause the player to float in the air when jumping to increasingly strong degrees, eventually causing the player to fly directly upwards with a sufficient amount of power-ups.

The Alternate Sharpshooter's alternate fire shot has the ability to destroy breakable objects, such as cracked rubble/walls or glass panels.

Usage

As the Alternate Sharpshooter Revolver's alternate fire is based around the weapon's ability to bounce shots off of surfaces, the best way to utilize the Sharpshooter is by taking advantage of walls and floors to ramp up the damage in each shot. In rooms with parallel walls in close proximity, the Sharpshooter can deal shots very quickly and efficiently. In areas where a wall or other surface is not immediately available, the player can take advantage of the floor by firing shots directly above enemies, guaranteeing multiple hits and spewing blood on headshots if the enemy possesses such a weakpoint. This is further amplified if a ceiling is present, allowing the shot to bounce back once again.

The Alternate Sharpshooter's instant spin-up makes it incredibly easy to ready and set up in the heat of combat, and allows it to be used quickly as a relatively situational burst damage tool. Because of its limited lock-on, the Sharpshooter can be useful for getting rid of groups of low-health enemies at a distance, usually when a wall or two is present to bounce off of. It can be a reliable method of instakilling Streetcleaner Streetcleaners due to its ability to hit them from behind. However, its lack of multiple charges makes using it a much greater trade-off, as if the player misses or makes little use of their bounces, much of the weapon's potential damage may end up wasted. For this reason, the Alternate Sharpshooter is less potent than its standard counterpart for detonating projectiles mid-air, but it can still be a powerful option against singular enemies.

When reflected off of Marksman coins, the Sharpshooter's additional hitscans at no cost of a shot's individual bounces make it a good tool for powerful damage setups with coin chains against bulkier, slow-moving enemies.

Advanced Techniques

Revolver Swapping

Due to the independent cooldowns of each Alternate Revolver, a player can briefly bypass the long reload time of each variant if they have multiple Alternate Revolver variants equipped by swapping between each one in quick succession. The burst damage provided by this is incredibly powerful and can be utilized well on groups of stronger common enemies such as Soldier Soldiers or enemies with medium health such as Malicious Face Malicious Faces and Sentries Sentries.

Revolver Swapping (w/ Split-shots)

Revolver Swapping on its own is a strong source of burst damage, but it is not able to last very long, and quickly swapping between all three variants will render them unusable for a brief time due to their individual cooldowns. However, the Alternate Marksman's ability to reset all primary fire cooldowns instantly when hitting a coin splitshot can bypass this effect, allowing the player to repeatedly chain revolver swaps as long as they can consistently hit a splitshot on every swap to the Marksman.

Chargeback

The Marksman's coins, having the ability to reflect any single-shot hitscan, can also be used to counter enemies which fire hitscan attacks themselves. This can be performed against the Malicious Face Malicious Face's beam attack by throwing a coin when the beam is about to fire, deflecting it back into the enemy and instantly killing it. Due to the Malicious Face's predictive attack nature, it may be difficult to sustain player momentum in the right direction so that the coin connects with the shot, however. This can also be done against a Sentry Sentry with comparative ease due to the Sentry's almost one-hundred-percent accurate beam and more apparent attack indicator making timing easier.

The lightning attack of a Ferryman Ferryman can also be deflected using a coin. This is best done by waiting to throw the coin during the lightning's telegraph, which is a blue flash above the player when within the attack's summoning range. Chargebacks are also possible with a Gutterman Gutterman's minigun beams, but are comparatively weak, only dealing the damage equivalent of a normal coin shot back to the Gutterman for every chargeback.

Marksman chargeback.gif

Railcoin

The Electric Railcannon Electric Railcannon's ability to pierce infinitely through enemies can be taken advantage of in combination with Marksman Revolver coins to create devastating damage setups. By throwing a coin behind an enemy, then aiming the Railcannon to hit the coin through the enemy, the player can cause the electric beam to hit an enemy two times, the second with increased damage. Some players may even opt for setups that involve placing coins both behind and in front of the enemy, allowing them to hit a coin behind an enemy with the Railcannon's electric beam, let it lock on to the coin(s) in front of the enemy, then lock back on to the enemy, tripling the damage output of a single shot.

Coinadds

When performing hitscan attacks which create powerful hitstop, such as a Railcoin, the player has the opportunity to quickly switch to the Marksman Revolver and throw additional coins during the short period of time where the game is slowed by hitstop, due to the Marksman's lack of delay or equip speed when throwing a coin. With this technique, the player can add more coins to an existing attack to cause the hitscans to lock onto them mid-shot, amplifying the damage of techniques where it would not have been possible to throw more coins during its initial setup.

Coinadd.gif

Railcoinpunch

When performing a Railcoin, the player may position a coin in such a way that they can punch the coin as the Electric Railcannon's beam is locking onto it, causing the coin to both reflect the shot and get punched into the enemy, bouncing it upwards and resetting its state, allowing it to reflect the same Railcannon shot back into the enemy once again. This technique can be performed alongside Coinadds to create complex damage setups that utilize the same coins multiple times to maximize single-target damage at incredible amounts.

Railcoinpunch.gif

Deadcoining

Immediately upon throwing a coin, there is a 0.1-second window "dead state" in which shooting the coin will not cause the coin to reflect the shot - it will simply continue its arc unaffected. If an existing coin is chained into the newly thrown, dead coin, all damage from the first coin will be stacked onto the second coin. This stacked coin will increase the next shot's damage by 1 + the stacked damage. Repeatedly chaining coins this way can stack damage theoretically to infinity and produce very large amounts of style.

Slabcoining

Slabcoining is a technique utilized via coins in combination with the Alternate Piercer's powerful shot. Throwing all four available coins into the air at once and then quickly charging and shooting them with the piercing shot will hit them during the splitshot window of each coin, greatly increasing the number of hitscans in the single shot and ensuring that every single one hits its target. The airtime of the coins can also be prolonged using the Whiplash Whiplash, if the player wants to set up the attack in advance, or add more coins to the chain. This technique is best used as setup directly before boss fights due to the positioning necessary to pull it off, and struggles in arenas with many fodder/weak enemies due to the potential for the coins to target a lesser enemy and waste much of the damage.

Sharpcoining/Sharpcoinadds

Coins can be used to greatly extend the number of Sharpshooter bounces, since they do not affect the amount a single shot can perform and effectively act as another surface to bounce off of.

With precise positioning, it's possible to utilize this in conjunction with Coinadding, throwing a coin in front of the shot as it returns from a wall bounce, causing it to strike the coin instead of a second wall and return to the first wall. By throwing a coin before firing the beam, then bouncing it off of a coin each time it bounces off of a wall, it can strike all four coins this way. This is extremely difficult to pull off against most enemies, but it can be a very stylish and powerful way to fight a stationary or especially slow enemy or boss.

Note that coins do not add damage to the Sharpshooter's charge shot the same way they do to other hitscan shots. Instead of increasing each hitscan's damage by 1, they add another hitscan per coin. Even with this limit, the damage output of the aforementioned technique reaches a minimum of 33 if no weakpoints are hit and a maximum of 66 if a weakpoint is hit each time.

Style Bonuses

Name Points Description
+ QUICKDRAW 50 Hit any enemy within half of a second after swapping to a Revolver Revolver, Alternate Revolver or Shotgun Shotgun.
+ LIMB HIT 60 Kill any enemy by hitting one of their limbs with any Revolver Revolver or Alternate Revolver.
+ HEADSHOT 80 Kill any small enemy with a headshot from any Revolver Revolver or Alternate Revolver.
+ BIG HEADSHOT 150 Kill any big enemy or boss with a headshot from any Revolver Revolver or Alternate Revolver.
+ HEADSHOT COMBO x# 20 * n Land at least two consecutive, non-lethal headshots on enemies. The combo is reset if any shot does not hit a head, or if the combo disappears from the style information. Shots that disappear into the skybox, however, do not reset the combo.
+ RICOSHOT x# 50 + 15n Hit any enemy with a Revolver Beam, Heavy Revolver Beam, or a Gutterman's Chaingun Beam ricocheted off one or more Coin Coins.
Point gain is calculated as the power of the final coin multiplied by 15.
+ ULTRARICOSHOT x# 100 + 15n Hit any enemy with a hitscan attack that isn't a Revolver Beam, Heavy Revolver Beam, or a Gutterman's Minigun Beam ricocheted off one or more Coin Coins.
Point gain is calculated as the power of the final coin multiplied by 15.
+ COUNTERRICOSHOT x# 100 + 15n Hit any enemy with a Revolver Beam or Heavy Revolver Beam ricocheted off one or more Coin Coins hit by V2 V2.
Point gain is calculated as the power of the final coin multiplied by 15.
+ ULTRACOUNTERRICOSHOT x# 150 + 15n Hit any enemy with a hitscan attack that isn't a Revolver Beam or Heavy Revolver Beam ricocheted off one or more Coin Coins hit by V2 V2.
Point gain is calculated as the power of the final coin multiplied by 15.
+ CHARGEBACK 400 Deflect any enemy's hitscan attack back into itself or another enemy by using a Coin Coin.
+ RIDE THE LIGHTNING 200 Deflect the lightning strike summoned by a Ferryman Ferryman back into itself or another enemy by using a Coin Coin, the Jumpstart Nailgun Jumpstart Nailgun, or a parry.
+ INTERRUPTION 100 Shoot a projectile out of the hand of a Stray Stray, Schism Schism, or Soldier Soldier with any Revolver Revolver or Alternate Revolver.
+ FISTFUL OF DOLLAR 50 Punch a Coin Coin into any enemy.
+ INSTAKILL 200 Hit the explosive tank of a Streetcleaner Streetcleaner with any Revolver Revolver or Alternate Revolver.

Media

Trivia

  • The Alternate Revolver is the only alternate weapon in the game without an officially designated name distinct from its Standard counterpart.
  • In its original introduction, the Alternate Revolver used to deal 2 damage with full locational damage. It also had no swap cooldown, no pass-through, and no split interaction.
    • Locational damage was extremely diminished in a later patch, only dealing 2.5 on a headshot, rendering it unable to kill a Soldier Soldier on a body or limb shot.
  • The Alternate Revolver's model is known as "minosrevolver" in the files, as its modeler, Action Dawg, thought it would be an unlock from defeating The Corpse of King Minos The Corpse of King Minos.
  • Obtaining the Alternate Revolver without unlocking the standard Revolver will make the player unable to obtain the latter in 0-1: INTO THE FIRE.

Color Customization

Each unlockable preset is reproducible one-to-one with custom colors; their corresponding color and hex codes are also in the table below.

Name Soul Orbs Color Code
STANDARD
Model Revolver2 1.png
0 N/A
MAGNUM
Model Revolver2 2.png
10
#000000
R: 0.00
G: 0.00
B: 0.00
#000000
R: 0.00
G: 0.00
B: 0.00
#6C3000

R: 0.42
G: 0.19
B: 0.00

ICEBREAKER
Model Revolver2 3.png
25
#0099FF
R: 0.00
G: 0.60
B: 1.00
#66808C
R: 0.40
G: 0.50
B: 0.55
#66808C

R: 0.40
G: 0.50
B: 0.55

HOT & READY
Model Revolver2 4.png
50
#FF3F00
R: 1.00
G: 0.24
B: 0.00
#404040
R: 0.25
G: 0.25
B: 0.25
#404040

R: 0.25
G: 0.25
B: 0.25

SANGUINE
Model Revolver2 5.png
100
#800000
R: 0.50
G: 0.00
B: 0.00
#400000
R: 0.25
G: 0.00
B: 0.00
#400000

R: 0.25
G: 0.00
B: 0.00


Weapons
Variant 1 Variant 2 Variant 3 Variant 4
Arms Feedbacker Feedbacker Knuckleblaster Knuckleblaster Whiplash Whiplash FistIcon4.png ???
Slot 1 Standard Revolvers
Alternate Revolvers
Standard Piercer Standard Piercer
Alternate Piercer Alternate Piercer
Standard Marksman Standard Marksman
Alternate Marksman Alternate Marksman
Standard Sharpshooter Standard Sharpshooter
Alternate Sharpshooter Alternate Sharpshooter
Slot 2 Standard Shotguns
Alternate Shotguns
Standard Core Eject Standard Core Eject
Alternate Core Eject Alternate Core Eject
Standard Pump Charge Standard Pump Charge
Alternate Pump Charge Alternate Pump Charge
Standard Sawed-On Standard Sawed-On
Alternate Sawed-On Alternate Sawed-On
Slot 3 Standard Nailguns
Alternate Nailguns
Standard Attractor Standard Attractor
Alternate Attractor Alternate Attractor
Standard Overheat Standard Overheat
Alternate Overheat Alternate Overheat
Standard JumpStart Standard JumpStart
Alternate JumpStart Alternate JumpStart
Slot 4 Railcannons Electric Electric Screwdriver Screwdriver Malicious Malicious
Slot 5 Rocket Launchers Freezeframe Freezeframe S.R.S. Cannon S.R.S. Cannon Firestarter Firestarter
Slot 6 Spawner Arms Move Move Alter Alter Destroy Destroy Prop Prop
Washing Tools Washer Washer Vacuum Vacuum
Unordered Variants
Miscellaneous Fishing Rod Fishing Rod Black Hole Cannon Black Hole Cannon Beamcutter Beamcutter