Shotgun

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The Shotgun is a close-range weapon used for dealing damage in quick bursts and specializing in explosives.

Appearance

Core Eject

The Core Eject Shotgun appears to be a futuristic, double-barreled, break-action shotgun. 2 cylindrical cores can be found in the chamber, which is flipped open to vent the overheated cores on primary fire and ejected as a single projectile on secondary fire. After ejecting a core, the 2 cores are replaced with a flip of the shotgun. Placed around the shotgun are displays that show how far the core will eject, which goes from blue to red as it charges. During the shotgun's idle state, the meter glows blue.

Pump Charge

The Pump Charge Shotgun is a black, double-barreled, pump-action shotgun. While the chamber is never revealed, it is assumed that it contains cores similar to the Core Eject Shotgun. Upon firing the shotgun, the grip slides back and forth in a "reload" animation. On the side of the shotgun is a display of the amount of pump charges the shotgun currently has, turning from green to yellow to red with each subsequent pump. After 3 pumps, the display begins flashing red and makes an alarming beeping noise, indicating an imminent explosion.

Sawed-On

The Sawed-On Shotgun has a retractable chainsaw attached to its side. While holding secondary fire, the saw can deal melee damage, and upon release it will be sent forward, then return backwards like a boomerang. Once it returns, a red spark shows in front, parrying it with the Feedbacker Feedbacker will send the saw forward once again, while parrying with the Knuckleblaster Knuckleblaster will detach the saw, sending it in a straight line and acting like a sawblade.

Techniques

Shotgun Swapping
Swapping between shotgun variants cancels the reload animation, allowing them to be fired in quick succession increasing damage output along with giving the + QUICKDRAW style bonus.

Projectile Boosting
Immediately after firing, the shotgun's projectile can be parried, increasing velocity of the projectile and causing to explode on impact dealing 3.5 damage. This will also give the +PROJECTILE BOOST style bonus.
In combination with Quick Swapping, a projectile boost can be done 3 times in a row before arm exhaustion kicks in temporarily preventing any further projectile boosts. The same can also be performed without swapping using the Pump Charge shotgun with it's quicker reload time.

Tripleproboostdemo.gif


Shotgun Parries
Parries can be performed with a point-blank shot from a shotgun. dealing 4 base damage along with any damage from the shotgun itself. Every enemy capable of being shotgun parried has a damage multiplier with the exception of Drones, and Virtues.

Shotgunparrydemo.gif


CORE EJECT SHOTGUN
Core Eject Shotgun
Primary Fire
Damage 0.25 (x12)
Cooldown 1.25s
Alternate Fire
Damage 3.5
Cooldown 2s |
Damage Modifiers
Swordsmachine Swordsmachine:
150%
Terminal Info
Press Alt Fire to overheat and launch the shotgun's cores.

Hold to charge distance.

Explodes on impact.
Obtained in
0-2, 0-3

The Core Eject Shotgun is the blue variant of the Shotgun, obtainable from defeating Swordsmachine's first form in either 0-2: THE MEATGRINDER or 0-3: DOUBLE DOWN. Its alternate fire mode ejects its core as an explosive, and can be held down to fire over a greater distance.

Appearance

The Core Eject Shotgun appears to be a futuristic, double-barreled, break-action shotgun. Two cylindrical cores can be found in the chamber, which is flipped open to vent the overheated cores on primary fire and ejected as a single projectile on secondary fire. After ejecting a core, the two cores are replaced with a flip of the shotgun. Placed around the shotgun are displays that show how far the core will eject, which goes from blue to red as it charges. During the shotgun's idle state, the meter glows blue.

Mechanics

Usage

Core Eject Boosting
Being hit by an explosion will launch the player away from it at high speeds. Using the core eject for this purpose is popular due to the core's slow travel time allowing the player to move in front of it before it hits the ground and explodes.

Advanced Techniques

Core Snipe
Core sniping refers to shooting an ejected core using any hitscan weapon, such as Revolvers Revolvers or Railcannons Railcannons, producing a larger explosion than the core by itself and dealing greater damage. A stronger version of the core snipe called a core nuke can be performed using the Malicious Railcannon Malicious Railcannon, producing an even larger, more damaging explosion.

CoreSnipeDemo.gif


Details

Media

PUMP CHARGE SHOTGUN
Pump Charge Shotgun
Primary Fire
Damage 0.25 (x10)
Cooldown 0.9s
Alternate Fire
Damage 0.25 (x16)
(One Pump)
0.25 (x24)
(Two Pumps)
10
(Explosion)
Cooldown 0.4s |
Damage Modifiers
Swordsmachine Swordsmachine:
150%
Terminal Info
Press Alt Fire to pump your shotgun, increasing the power and decreasing the accuracy of your next shot.

Too many pumps will cause an explosion when fired.
Obtained in
Terminal Shop
(12,500P)

The Pump Charge Shotgun is the green variant of the Shotgun, purchasable from the Terminal Shop as early as 0-3: DOUBLE DOWN. Its alternate fire charges up its next shot, firing more projectiles over a wider area. However, an overcharged shot (indicated by a repeated buzzing sound) will also produce an explosion, dealing 50 self-damage.

Appearance

The Pump Charge Shotgun is a metallic black, double-barreled, pump-action shotgun. While the chamber is never revealed, it is assumed that it contains cores similar to the Core Eject Shotgun. Upon firing the shotgun, the grip slides back and forth in a "reload" animation. On the side of the shotgun is a display of the number of pump charges the shotgun currently has, turning from green to yellow to red with each subsequent pump. After 3 pumps, the display begins flashing red and makes an alarming beeping noise, indicating an imminent explosion.

Mechanics

Usage

Overpump Boost
The damage from the detonation of the overpump can be used to Boost the player, though this will deal 50 dmg to the player, making it risky to use.

Advanced Techniques

Overpump Dash
The damage from an overpump explosion can be avoided with invincibility frames from a dash and then firing the shotgun, avoiding all self-inflicted damage.

OverpumpDashDemo.gif


Details

Media

SAWED-ON SHOTGUN
Sawed-On Shotgun
Primary Fire
Damage 0.25 (x12)
Cooldown 1.25s
Alternate Fire
Damage 0.25 (Melee)
1.5 [x3] (Thrown)
Cooldown 0.05s (Melee)
4.25s (Recharge)
Damage Modifiers
Terminal Info
Hold Alt Fire to rev chainsaw.

Release to launch, piercing enemies and returning back.

Can be punched to keep active.
Obtained in
Terminal Shop
(25,000P)

The Sawed-On Shotgun is the red variant of the Shotgun, purchasable from the Terminal Shop as early as 0-3: DOUBLE DOWN. Its alternate fire revs up a chainsaw attached to the weapon, dealing continuous melee damage to any enemy in front of the player. When releasing the alternate fire, the saw will be launched forward and return like a yo-yo.

Appearance

Mechanics

Usage

Advanced Techniques

Details

Media

Terminal Entry

DATA:

An experimental close range weapon that uses hyperconcentrated heat as its projectiles.

After each shot, the shotgun must be opened to allow its heat-generating cores to vent excess heat, stopping them from melting or exploding. This process is largely automated, requiring little more from the user than a flick of the wrist.

In the case of core failure, the pump can be used as a manual heat building mechanism. This process has been simplified via a small button near the grip that pumps the shotgun without requiring physical force from the user, though its ease of use has also greatly increased the reported amount of misfires from users pumping too much heat into a single shot.

Heat weapons never caught on as much as electric weapons due to their volatile nature and strict cooling requirements, but unlike electric weapons, they don't require a separate projectile, making their ammunition truly infinite rather than just practically infinite.

STRATEGY:
- The shotgun is only effective at extremely close ranges, making it a risky but very devastating damage dealer. This also makes it ideal for healing.

- Can parry melee attacks via a point-blank shot to the chest. Riskier than using the Feedbacker arm, but with higher damage as a reward.

ADVANCED STRATEGY:
- Quickly swapping weapons skips the wait time after a shot, allowing for continuous bursts of massive damage at the risk of having to stay close for an extended period of time.

- The Core Eject variation's core can be shot out of the air via a hitscan weapon such as the Revolver to increase the radius and damage of its explosion. An already explosive hitscan will increase its radius even further.

- The slowness of the condensed heat projectiles may seem like a detriment at first, but this means that a well timed punch with the Feedbacker arm can hit them, parrying one's own shot for far greater accuracy, speed and damage.
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
Miscellaneous Beamcutter Beamcutter
Washer Washer
Black Hole Cannon Black Hole Cannon
Vacuum Vacuum
Fishing Rod