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 AParent BResult
Any L20 bullet-tag weaponAny L20 bullet-tag weaponMega 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.

StatL1L10L20
Damage per round230023002300
Fire rate (bursts/s)1.401.852.35
Rounds per burst333
Projectile speed380416456
Projectile size3640.545.5
Acquire range130014621642
Travel range multiplier22.0×22.0×22.0×
Warmup0.12 s0.12 s0.12 s
Burst step spacing0.06 s0.06 s0.06 s
Spread
Homing strength000
Can retargetNoNoNo

Identity

FieldValue
FamilyProjectile
RarityLegendary
Damage tagBullet
Secondary damage tagBullet
Merge parentsBullet + Bullet
Scaling curveLinear
Target modeClosest
Collision modePierce all
Area modeSplash
BehaviorMega bullet trail
Can hit destructiblesYes

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) and cadenceStepSec together 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 with fireRate.
  • Pierce-all + offscreen continuation. Pierce-all weapons keep applying damage along their full travel range, which can extend far beyond the visible viewport when travelRangeMult is 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 damageTag and secondaryDamageTag to 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 (here mega_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, fireRate is bursts-per-second, not shots-per-second. The actual shot rate is fireRate × roundsPerBurst. Belongs on the weapons hub or a burst-fire concept page.