Mega Bullet
What it is
Bullet-tag legendary forged by merging two level-20 bullet-tag weapons. Fires three-round bursts of slow, massive brass slugs at the closest enemy. Each slug pierces every enemy in its line and continues offscreen, trading rate of fire for towering single-target damage at long range.
Merge recipe
| Parent A | Parent B | Result |
|---|---|---|
| Any L20 bullet-tag weapon | Any L20 bullet-tag weapon | Mega Bullet (L1) |
Both parent slots must carry the bullet damage tag. The resulting legendary starts at level 1 and levels up via the normal level-up pool from L1 to L20. See legendary damage baseline for why a fresh legendary already hits as hard as a non-legendary at L20.
Stats
Raw spec values, before the global damage multiplier, low-level buff, legendary baseline, and horizontal modifiers. See weapons for the level-scaling formula and damage multiplier curve for the multipliers stacked on top.
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per round | 2300 | 2300 | 2300 |
| Fire rate (bursts/s) | 1.40 | 1.85 | 2.35 |
| Rounds per burst | 3 | 3 | 3 |
| Projectile speed | 380 | 416 | 456 |
| Projectile size | 36 | 40.5 | 45.5 |
| Acquire range | 1300 | 1462 | 1642 |
| Travel range multiplier | 22.0× | 22.0× | 22.0× |
| Warmup | 0.12 s | 0.12 s | 0.12 s |
| Burst step spacing | 0.06 s | 0.06 s | 0.06 s |
| Spread | 0° | 0° | 0° |
| Homing strength | 0 | 0 | 0 |
| Can retarget | No | No | No |
Identity
| Field | Value |
|---|---|
| Family | Projectile |
| Rarity | Legendary |
| Damage tag | Bullet |
| Secondary damage tag | Bullet |
| Merge parents | Bullet + Bullet |
| Scaling curve | Linear |
| Target mode | Closest |
| Collision mode | Pierce all |
| Area mode | Splash |
| Behavior | Mega bullet trail |
| Can hit destructibles | Yes |
Behavior
- Auto-aim picks the closest enemy at fire time. See target modes for the full definitions.
- Each cast fires a FAMAS-style three-round burst: three slugs released 0.06 s apart, then a long pause before the next burst. The burst cadence is encoded as a 10-step pattern that fires on steps 1, 2, 3 and rests on the remaining seven.
- Burst cadence is layered on top of the fire-rate cooldown, which controls bursts per second.
- Every slug uses pierce-all collision — it punches through every enemy along its line and continues out of the screen rather than stopping on first contact. See collision modes.
- Travel range is set very long via a 22× multiplier on acquire range, well beyond the player’s visible viewport, so slugs keep applying damage until they fully leave the world.
- Slugs cannot retarget once fired and travel in a straight line with zero spread.
- Each slug can damage destructible props in addition to enemies.
- Both the primary and secondary damage tags are bullet, so any artifact or effect keyed on bullet hits double-fires.
- A short 0.12 s warmup gates the first burst at the start of a run.
Scaling
- Damage and rounds-per-burst are flat — neither grows with level. All damage growth comes from the layered multipliers, not the spec base.
- Fire rate, projectile speed, projectile size, and acquire range all grow linearly: each adds
scaling × (level − 1)to its base. - Burst step spacing, travel range multiplier, warmup, and spread are constant across all levels.
- The damage stat is multiplied by the global damage curve (1.00× at L1 → 7.50× at L20), the low-level damage buff (+30% at L1 decaying to 0% at L7), and the legendary baseline multiplier of 7.50×.
- Horizontal damage modifiers add another +4% per step on top, and horizontal fire-rate modifiers add +10% per step.
- Area horizontal modifiers grow the splash radius (area mode: splash).
- Because the damage tag is bullet for both the primary and secondary slot, both horizontal bullet-damage tracks and any bullet-tag affixes apply.
EXTRACT-CANDIDATE flags (shared facts not yet on a canonical page, or worth promoting):
- Cadence pattern + step semantics. The
cadencePattern(array of 1s and 0s) andcadenceStepSectogether encode burst rhythm on top of the fire-rate cooldown. Used by 4-Way Burst, Wave Gun, Trailblazer, Plasma Mortar, and Mega Bullet. No canonical page explains how the pattern interacts withfireRate. - Pierce-all + offscreen continuation. Pierce-all weapons keep applying damage along their full travel range, which can extend far beyond the visible viewport when
travelRangeMultis large. This compounds with bullet-tag artifacts that key on hit counts. Belongs on the collision-modes page or a behavior reference. - Travel range × acquire range product. Final projectile lifetime/range for non-arc weapons resolves from
acquireRange × travelRangeMult / projectileSpeed. Currently documented inline on the travel-range page but worth cross-linking from every pierce-all weapon row. - Secondary damage tag = primary. Mega Bullet sets both
damageTagandsecondaryDamageTagto bullet, doubling tag-signal emissions on hit. The collision resolver fires both tag signals, so every bullet-tag artifact procs twice per hit. No canonical page describes this double-tag mechanic for single-tag legendaries (bullet+bullet, bomb+bomb, energy+energy, fire+fire). - Legendary VFX scale rule. Spatial parameters on legendaries (acquireRange, travelRangeMult, projectileSize, blastRadius, etc.) are ×5 their base-weapon counterparts; postFxSec is ×2 only. Currently only documented as a comment at the top of the legendaries source file. Worth promoting to a concept page.
- Bullet archetype field.
bulletArchetype(heremega_bullet) is a renderer hook that selects a sprite/particle preset distinct from the weapon’s behavior. Not documented anywhere in the wiki. - canRetarget flag. Mega Bullet sets
canRetarget: false, meaning slugs lock to their initial line and ignore later enemy movement. No canonical page describes which weapons retarget mid-flight. - Per-burst vs per-shot fire-rate semantics. For burst weapons,
fireRateis bursts-per-second, not shots-per-second. The actual shot rate isfireRate × roundsPerBurst. Belongs on the weapons hub or a burst-fire concept page.