Rare projectile weapon, bullet damage tag. Fires a horizontal fan of piercing pellets that pass through every enemy in their path. Auto-targets the closest enemy. Hits destructibles.
Stats
Stat
L1
L10
L20
Damage per pellet
51
267
1365
Pellet count
5
7
13
Spread (degrees)
18
18
18
Fire rate (shots/sec)
0.81
1.12
1.46
Projectile speed (px/sec)
497
543
594
Projectile size (px)
12.86
15.15
17.70
Acquire range (px)
159.55
182.50
208.00
Travel range (px)
287.19
328.50
374.40
Property
Value
Family
projectile
Damage tag
bullet
Rarity
rare
Target mode
closest
Collision mode
pierce_all
Hits destructibles
yes
Warmup (sec)
0.14
Travel range multiplier
1.8
Area mode
bonus_explosion
Behavior
Spread. Pellets emit in a fan across an 18-degree arc. The arc total stays fixed; pellets get packed more densely as count rises.
Piercing. Each pellet passes through every enemy it touches along its full travel range, dealing full damage per hit.
Multi-target. Designed for crowd damage — a single volley at L20 puts 13 piercing pellets across the fan, each capable of hitting multiple enemies.
Targeting. Locks the volley centerline on the nearest enemy at fire time. See combat for auto-aim details.
Scaling
Scaling curve: linear_fast. Stats reach 15% of their L1-to-L20 delta immediately at L1 and progress linearly to full at L20.
Damage per pellet, fire rate, projectile speed, projectile size, and acquire range all follow the linear-fast curve from their base + scaling * (effectiveLevel - 1) formula.
Pellet count is stepped: 5 at L1, 5 at L5, 7 at L10, 10 at L15, 13 at L20.
Final damage multiplies the per-level base damage by the global damage curve (1.0x at L1 up to 7.5x at L20) plus a low-level buff (+30% at L1, decaying to 0% at L7+).
Horizontal modifier rates: damage +4% per Power tier, fire rate +10% per Rate tier.