Revolver

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REVOLVER
Revolver Render
Revolver HUD
Primary Fire
Damage 1 Revolver Shot
2 (Headshot) Revolver Headshot
1.5 (Limb Hit) Revolver Limb Hit
Cooldown 0.5 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%
Obtained in
0-1: INTO THE FIRE
REVOLVER

The Revolver is the first base weapon acquired in ULTRAKILL, found at the very beginning of 0-1: INTO THE FIRE with the weapon's blue variant, the Piercer. Its green variant, the Marksman, can be purchased in the Terminal Shop for 7,500P, and its red variant, the Sharpshooter, can be purchased for 25,000P.

It resembles a silver and grey futuristic revolver, with a small weapon UI directly above the handle indicating weapon variant and current state. Directly below the UI is a small battery attached on a cable to the revolver's cylinder. The cylinder houses six glowing neon chambers, which the revolver cycles between two at a time when firing. In place of a conventional muzzle, there is a tall, neon glowing rectangular opening.

Mechanics

The Revolver's primary fire is a singular hitscan beam which deals 1 damage on contact with any enemy. The primary fire can be shot once at a time or held down for a consistent firerate over time.

The Revolver's primary fire deals locational damage to enemies which have limbs and/or head regions, such as but not limited to Stray Strays, Cerberi Cerberi, or Swordsmachine Swordsmachines. Enemies hit in their limbs will take 1.5x the damage of a normal Revolver shot, and bleed slightly more. Enemies hit by headshots will take 2x the damage of a normal Revolver shot, and bleed a significantly greater amount.

The Revolver's hitscans have the ability to interrupt the attacks of enemies who are charging up Hell OrbHell Orb projectiles. By shooting the projectile mid-charge, it will prematurely detonate directly on the enemy, creating an explosion and usually killing the target in the process. This technique cannot be performed on Mindflayer Mindflayers.

Usage

The Revolver is a weapon of relative simplicity, but it still functions as a powerful tool in the player's arsenal. The base shot of the Revolver is quick to fire, quick to reload, and works at practically any distance or range from an opponent. Its quick firerate ensures that it is always available to use, making it a great backup weapon in many circumstances when other weapons are on cooldown.

Performing locational hits is a great way to build on the Revolver's base damage, heal more quickly due to the higher blood per shot, and gain significantly more style per hit. Stray Strays can be picked off with ease using a single head or limbshot, and enemies such as Soldier Soldiers and Stalker Stalkers die in a couple precise headshots. In cases such as the Hideous Mass Hideous Mass's tail weakpoint, which counts as a limb region, the Revolver's locational damage stacks on top of an enemy's universal weakpoints, making it a very powerful method of taking advantage of those enemies' weaknesses.

The Revolver's ability to interrupt enemy projectiles comes in handy as a way to quickly counter enemies such as Schism Schisms and Soldier Soldiers which are normally too bulky to die to a single Revolver shot alone. The explosive damage which follows an interruption can additionally clear out clusters of low-health enemies, which is particularly useful when considering that many interruptible enemies are often encountered alongside or nearby such groups.

Variants

PIERCER REVOLVER
Piercer Viewmodel
Piercer HUD
Primary Fire
Damage 1 Revolver Shot
2 (Headshot) Revolver Headshot
1.5 (Limb Hit) Revolver Limb Hit
Cooldown 0.5 seconds
Alternate Fire
Damage 3 (1 per hitscan) Piercing Shot
Cooldown 2.5 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%
Terminal Info
Hold Alt Fire to charge a 3-hit beam.

Requires cooldown.
Obtained in
0-1: INTO THE FIRE


PIERCER

The Piercer Revolver is the blue variant of the Revolver, first acquired in 0-1: INTO THE FIRE. Its alternate fire charges up a powerful shot that deals high damage and pierces through enemies.

Mechanics

The Piercer Revolver's alternate fire must be held to charge over the course of half a second. If released before then, the weapon winds back down to its default state without firing. Upon full charge, the weapon's alternate fire can be released to fire a powerful blue beam with three separate hitscans. Each hitscan deals 1 damage and strikes a target consecutively one after the other. If the player kills the enemy before all hitscans have shot, the remaining hitscans will pass through the enemy and hit anything behind it. After a shot the alternate fire enters a 2.5 second cooldown. During this time, the primary fire will operate as normal.

The Piercer Revolver's hitscans have locational damage modifiers much like the weapon's base fire. If the player shoots an enemy in a head region, the shot will deal 2x damage, and if the enemy is shot in a limb region, the shot will deal 1.5x damage. Enemies hit using locational damage will also spill more blood than normal.

Piercer Revolver hitscans can reflect off of coins thrown by the Marksman Revolver, increasing in damage similar to standard Revolver hitscans and locking onto any nearby enemies.

The piercing beam fired by the Piercer Revolver has the ability to break weaker objects or surfaces, such as those made of glass.

Usage

The Piercer Revolver works well as a quick burst-fire weapon to deal with medium health or somewhat bulkier enemies, due to its modest damage and relatively short charge time. Its piercing abilities mean that it can be used to pick off groups of weaker enemies such as Stray Strays or Filth Filth, even from a distance.

The locational damage of Piercer Revolver shots make them not only much more powerful when taking advantage of enemy weakpoints, but also a great healing tool that can quickly bring a player back to full health or their Hard Damage limit on a headshot. This is best demonstrated against bulky enemies such as Cerberi Cerberi or Swordsmachine Swordsmachines who have large head regions and enough health to survive multiple shots.

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.

MARKSMAN REVOLVER
Marksman Viewmodel
Marksman HUD
Primary Fire
Damage 1 Revolver Shot
2 (Headshot) Revolver Headshot
1.5 (Limb Hit Revolver Limb Hit
Cooldown 0.5 seconds
Alternate Fire
Damage N/A (see Mechanics) 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%
Terminal Info
Press alt fire to throw a coin.

Hit an airborne coin to deflect your shot into the
nearest enemy's weakpoint.

Coins can be chained.
Obtained in
Terminal Shop
7,500P
MARKSMAN

The Marksman Revolver is the green variant of the Revolver, obtained in the Terminal Shop for 7,500P. Its alternate fire throws a coin which can be shot by any hitscan to cause it to lock onto the nearest enemy.

Mechanics

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:

  • Standard Revolvers and the Standard Piercer's piercing shot will have their damage increased by 1 per coin.
  • Alternate Revolver Alternate Revolvers 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).
  • 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.

Explosions caused by reflected coin shots also increase their damage.

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 a standard Revolver, the hitscan shot at the coin will 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. When a coin is shot within its split-shot window by an Alternate Revolver, the coin will not split into two shots, but rather add an additional hitscan to the initial shot, as well as instantly resetting the reload cooldown of all currently equipped Alternate Revolver variants.

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. This is further emphasized by the use of split-shots. Although the timing of split-shots is difficult to master, it can be consistently performed with practice and muscle memory, and effectively doubles the efficiency of each shot from the Marksman, turning it into a sufficient crowd control option.

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. 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.

SHARPSHOOTER REVOLVER
Sharpshooter Viewmodel
Sharpshooter HUD
Primary Fire
Damage 1 Revolver Shot
2 (Headshot) Revolver Headshot
1.5 (Limb Hit Revolver Limb Hit
Cooldown 0.5 seconds
Alternate Fire
Damage 1-3 (1 x 1-3 hitscans) Piercing and Ricocheting Shot
Cooldown 6.6 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%
Terminal Info
Hold Alt Fire to charge a piercing beam that ricochets
off surfaces
.

Can destroy projectiles.
Obtained in
Terminal Shop
25,000P
SHARPSHOOTER

The Sharpshooter Revolver is the red variant of the Revolver, purchased in the Terminal Shop for 25,000P. Its alternate fire spins the gun, preparing a shot which pierces enemies and ricochets off walls, as well as detonating midair projectiles.

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 number of bounces in a single shot is dependent on how long the weapon's alternate fire is held. At 0.3 seconds, the shot will only bounce once, but at 2.5 seconds or longer, the shot will bounce up to three times against surfaces, disappearing the fourth time it hits a wall. The Sharpshooter can hold up to three shots at once, each of which has a 6.66 second cooldown and recharges one at a time.

Sharpshooter shots deal a single 1 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 enemy weakpoints if they are within a few degrees of the usual bounce angle, or towards an enemy's location if no weakpoints are present.

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.

Sharpshooter shots will bounce off of coins thrown by the Marksman Revolver. 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 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. Sharpshooter shots also have the ability to destroy weak surfaces/objects such as glass panels.

Usage

As the 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 dealing headshot damage if the enemy possesses such a weakpoint. This is further amplified if a ceiling is present, allowing the shot to bounce back once again.

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.

The Sharpshooter's ability to detonate enemy projectiles midair makes it a surprisingly explosive option for crowd control. The Sharpshooter can more easily perform interruptions than the other Revolvers, and its midair explosions can be a great way to take advantage of enemies for powerful friendly fire. Detonating projectiles is also useful for deflecting orbs back into enemies which fire multiple at once, such as Schism Schisms and Mindflayer Mindflayers. In particular, this technique can be used with good timing to instantly kill a Malicious Face Malicious Face by deflecting all of its Hell Orb Hell Orbs back at it at once. With up to three shots available at a time, the player can afford to take risks when attempting to detonate projectiles with the Sharpshooter and perform multiple follow-up shots on larger or tougher groups of 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

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 Revolver Alternate Piercer Revolver'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, Alternate Revolver Alternate Revolver or Shotgun Shotgun.
+ LIMB HIT 60 Kill any enemy by hitting one of their limbs with any Revolver or Alternate Revolver Alternate Revolver.
+ HEADSHOT 80 Kill any small enemy with a headshot from any Revolver or Alternate Revolver Alternate Revolver.
+ BIG HEADSHOT 150 Kill any big enemy or boss with a headshot from any Revolver or Alternate Revolver 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 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 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 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 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.
+ RIDE THE LIGHTNING 200 Deflect the lightning strike summoned by a Ferryman Ferryman back into itself or another enemy by using a 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 or Alternate Revolver Alternate Revolver.
+ FISTFUL OF DOLLAR 50 Punch a Coin into any enemy.
+ INSTAKILL 200 Hit the explosive tank of a Streetcleaner Streetcleaner with any Revolver or Alternate Revolver Alternate Revolver.

Media

Trivia

  • Prior to the Back to the Cyber Grind update, the cylinder on both revolvers' models rotated slightly off-center, causing them to lean in different directions as they spun.
  • Firing the revolver advances chambers two at a time instead of one like a traditional revolver, meaning the cylinder indexes through three different positions instead of six. This is easily seen if the weapon position is set to Middle in settings.
    • Each of the six chambers has a unique pattern on the backface, though only half are visible with Right and Left weapon positions due to the double indexing. Since the Left position mirrors the viewmodel, only the same set of three chamber patterns as the Right position are visible; the Middle position allows viewing of all six chamber patterns.
    • As the revolver's "muzzle" is a tall glowing gap instead of a single projectile-sized hole, and the cylinder itself contains batteries that power the weapon instead of conventional bullet cartridges, it can be inferred that the revolver draws power from the batteries at both the 12 o'clock and 6 o'clock positions of the cylinder every time it fires, as otherwise the cylinder's double indexing would leave half of its batteries untapped.
  • Underneath the variant-specific information texture on the revolver's display, there is a hidden pixel illustration of a dog baked into the model, placed on the weapon as an easter egg by its modeler, Action Dawg. A number of ways exist to see the dog in-game without external programs:
    • When using the Restart Mission option from the pause menu, the information displays on most weapons will disappear during the brief freeze that occurs while the game reloads the level. This does not occur with the Piercer variant.
    • Setting Vertex Warping to Very Heavy or Modern Art will distort the weapon's model but not its display, allowing it to float above or clip through the model and reveal the dog underneath. The Piercer's display will instead distort along with the revolver's model, though it is still capable of briefly clipping through.
      • A similar distorting effect is achieved when the viewmodel position falls victim to floating point precision errors, when the player is extremely far out from the level origin.
  • The original mechanic for the green variant of the Revolver was a weapon that could ricochet off surfaces. However, this was removed because it was reportedly unfun to use in its original state, since the optimal method of use would simply be to fire the gun directly on the ground in front of enemies, and was as such replaced with the Marksman Revolver.
    • Much later in development, Hakita expressed a desire to make a gun which could detonate enemy projectiles, but felt the concept was too limiting on its own, and as such, returned to the original ricochet revolver idea to create the Sharpshooter, designed with much more refined mechanics to make trickshots more rewarding and fun to pull off.

Terminal Entry

DATA:

A weapon created during the Final War for medium-to-long distance combat. Uses electric pulses to fire microscopic pieces of metal at incredibly high speeds.

Weapons that use this technology have been dubbed "electric guns", and it quickly became the new standard, replacing bullet guns. Due to still requiring a microscopic projectile, its ammo is not actually infinite, but it would take weeks of non-stop firing to run out and refilling is as easy as just scraping some flakes from scrap metal or even the gun's surface.

In fact, a rough, uneven surface from scraping flakes is considered a point of pride for wielders of electric guns, as it shows the weapon has been reliable and used for a long time. Many users even shave off flakes just for this reason, rather than for actual ammunition, making "unflaked" electric weapons an outlier.

Although an electric gun requires some time to recharge its battery between shots, the revolver-style design bypasses that issue by including a multi-battery cylinder that rotates after each shot, allowing each battery time to charge without slowing down the fire-rate.

A common modification is to allow for the charges of all batteries to be released simultaneously for greater power, though this requires a longer recharge time.

STRATEGY:
- The revolver's precision and the instant travel time of its shots make it an excellent and reliable way to deal damage at a range, as it's unlikely anything could have reaction times fast enough to dodge it.

- Headshots deal 2x damage, limbshots 1.5x

ADVANCED STRATEGY:
- When hit with precise timing during its flash, the Marksman variation's coin can split a shot in two, causing it to hit two targets instead of just one. Although the timing is tight, there is a second much longer window if the coin remains airborne for an extended period of time, recognisable[sic] by its continuous whistling sound.

- The Marksman variation's coin can be punched after it has flashed, launching it into the nearest target without breaking the coin, increasing its damage further for subsequent punches or shots.

- The Piercer's charged shot can also ricochet off of the Marksman variation's coins.

Color Customization

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

Name Soul Orbs Color Code
STANDARD
Model Revolver1 1.png
0 N/A
MAGNUM
Model Revolver1 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 Revolver1 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 Revolver1 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 Revolver1 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