ULTRAKILL Wiki

For information about the other variants, see Shotgun (disambiguation).

The Pump Charge Shotgun is the green variant of the Shotgun. It can be purchased at the shop for 12,500P after picking up the Core Eject Shotgun in [ 0-3: DOUBLE DOWN ] or the secret encounter in [ 0-2: THE MEATGRINDER ].

Description[]

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.

- The Terminal.

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.

Mechanics[]

Primary Fire[]

Pressing primary fire will cause the shotgun to fire a random spread of 10 pellets. Each pellet deals 0.25 damage for a maximum of 2.5 damage if all pellets hit. These pellets can pierce through enemies, making them good for crowd control, though pellets will disappear shortly after piercing. Shotgun pellets can also be parried immediately after firing to imbue one pellet with greater velocity and an explosive effect that deals 3.5 damage.

After each shot, the shotgun must pump once before it is ready to fire again. This cooldown period takes roughly 0.92 seconds, making it faster than the Core Eject Shotgun with the tradeoff of less damage.

Alternate Fire[]

Pressing the alternate fire will pump the shotgun once, modifying the next shot fired by the shotgun and increasing the charge meter on the display by one. This can be done up to a maximum of 3 times, at which point the display will begin flashing red and beeping. Pumping the shotgun beyond this point will do nothing.

Pumping the shotgun will increase the amount of pellets released in the next shot, increasing the damage if all pellets hit. However, this will also decrease the accuracy of the shot, making it necessary to move into close range. When the shotgun reaches the max charge of 3 pumps, the next shot will not fire pellets, but will create an explosion centered on the player, knocking them back in the opposite direction and dealing 50 self damage. The table below lists the charges' statistics.

Pump Charge Conditions Amount of Damage
0 pumps / Default charge 10 pellets fired

Max damage of 2.5

1 pump / 2 charges on display 16 pellets fired

Max damage of 4

2 pump / 3 charges on display 24 pellets fired

Max damage of 6

3 pump / 4 charges on display Overcharge explosion

10 explosive damage

10 Seconds of Fire

Overcharge Blast[]

At 3+ pumps, firing will create a large 10 total damage explosion in front of where V1 is looking. Unlike most explosions, the outer blast wave which usually just launches enemies deals 5 damage in addition to the inner's 5 damage, making the explosion slightly larger than the visual.

Additionally, one can purposely damage themselves with the overcharge explosion to take advantage of its considerable knockback. If aimed in a specific direction, the overcharge explosion will send the player flying back in the opposite direction, allowing for the knockback to be controlled. This can be used to gain insane speed very quickly, or to reach areas typically too high or too far for the player to reach normally. However, using a Malicious Railcannon and shooting a Core will provide more, although it's possible to miss the core. This makes it really good in speedrunning.

The explosion doesn't instakill V1 as it only deals 50 damage to it, so if you fail an Overpump Dash the first time, you'll be fine. Practice it to be able to perform it consistently (without taking damage and knockback) and become unstoppable with it's insane damage output.

ULTRAGUIDE[]

Advanced Shotgun Techniques[]

Overpump Dashing[]

The self-damage of the Overcharge Blast can be avoided by using the 0,2 seconds invincibility frames from a dash, making it a powerful tool of destruction instead of an explosion that only damages you with no real purpose. This powerful technique is known as an Overpump Dash, used to instakill Virtues and leave Sentries at low health, and generally a great way to deal damage. Learn this technique if you haven't yet. This requires decent timing, so it may take some time to master it, but it's absolutely worth it.

Projectile Boosting[]

Immediately after firing either Shotgun variant, the Feedbacker can be used to parry the resultant spread of pellets, turning one of the pellets into a high velocity explosive projectile that deals an extra 3.5 explosive damage. However, this explosion will scatter any pellets that remain airborne in its area of effect, meaning that in most cases projectile boosting will only deal the 3.5 damage of the explosion and nothing else. Keep in mind that Malicious Faces are completely immune to explosion damage, and as such projectile boosting is completely useless against them. It's not recommended to use this a lot as you're missing out on way better damage and more style from using other weapons.

Shotgun Parrying[]

Firing a shotgun at point blank range can Parry enemies if timed correctly, similar to the Feedbacker. Hitting an enemy up close right before a parriable attack will parry the attack and add bonus damage to the shotgun blast. Successfully shotgun-parrying an enemy with the Pump Charge Shotgun will deal an extra 4 damage and award the [+PARRY] style bonus.

Shooting a Malicious Face at point blank range will always deal Shotgun Parry damage whether it is preparing an attack or not. This makes engaging a Malicious Face at close range highly rewarding, if somewhat risky. Utilizing pumping can also be useful, as one point blank 2-pump blast followed by a regular point blank shot can instantly take down a Malicious Face. An overpump blast can deflect its projectiles back at it, allowing instakills if done right.

Shotgun Swapping[]

Switching between the Pump Charge Shotgun and the Core Eject Shotgun will skip their reload animations, allowing for one to switch between shotguns and fire them in rapid succession. This can drastically increase damage output, allowing one to kill a Malicious Face at point blank in less than 2 seconds if done fast enough.

Shotgun Swapping can be combined with Projectile Boosting, performed by projectile boosting once, swapping to another shotgun, then projectile boosting again. This can be done for up to 3 shots in a row, since the Feedbacker will begin to punch slower after 3 melees to prevent the player from spamming parries. This also means that one will have to wait for the Feedbacker's "fatigue" to wear off before rapidly chaining Projectile Boosts once more. Again, don't abuse projectile boosts too much, use other weapons too.

Strategy[]

As its primary fire is essentially the same as the Core Eject Shotgun, albeit with slightly less damage and higher firing speed, the Pump Charge Shotgun shares its usefulness, dealing a reliable amount of damage up close and piercing through enemies to deal with large groups of enemies such as Filth. It can be chained together with the Pump Charge Shotgun to deal even more damage with its higher rate of fire. This technique of shotgun swapping allows for the shotguns to yield some of the highest single-target DPS in the game.

Utilizing the pump feature can be useful against high health enemies, and one can consistently double pump their shotgun to pepper an enemy with high damage blasts. Against a large crowd of enemies, the inaccuracy of a double pumped blast can be negated due to the wide spread of enemies to hit. Pumping the shotgun can also be useful when shotgun parrying, as it adds a considerable amount of damage on top of the bonus damage granted by parrying.

The overcharge blast is incredibly useful, as it can propel V1 very quickly and wipe out large groups of enemies. The damage on the overcharge can be completely avoided as well by dashing just before firing. This is great for wiping out groups of lower enemies, such as clusters of Filth or swarms of Drones. Precise damage boosting via overcharge blast is also a vital skill to learn for the Cyber Grind, as it gives the player a chance to recover after being knocked far away from the arena along with a way to handle the hordes of strong enemies that crowd together.

Trivia[]

  • The position of the pump charge meter is changed on the weapon's model depending on what weapon position is being used in the settings. It will be positioned on the left side of the receiver for Right, on top for Middle, and on the right for Left.
  • Like Shotgun Swapping, being able to mitigate the self-damage from the Pump Charge's overpump explosion with dash invulnerability was an intentional design decision.[1]
  • It is possible to shotgun parry with the over pump explosion, but this serves no purpose other than looking cool.

Gallery[]

References[]


Weapons
(Alternate versions are italicized)
Revolvers
PiercerHUDNew
Piercer
MarksmanHUDNew
Marksman
SharpshooterRevolverHUD
Sharpshooter
AlternatePiercerHUDNewAlternateMarksmanHUDNewAlternateSharpshooterHUD
Alternate Revolver
Shotguns
CoreEjectHUDNew
Core Eject
PumpChargeHUDNew
Pump Charge
Sawed-On Shotgun HUD
Sawed-On
Bluejackhammer HUDGreenjackhammer HUDRedjackhammer HUD
Impact Hammer
Nailguns
AttractorNailgunHUDNew
Attractor
OverheatNailgunHUDNew
Overheat
Jumpstart Nailgun HUD
Jumpstart
AlternateAttractorHUDNewAlternateOverheatHUDNewAlternate Jumpstart HUD
Sawblade Launcher
Railcannons
ElectricRailcannonHUDNew
Electric
ScrewdriverRailcannonHUDNew
Screwdriver
MaliciousRailcannonHUDNew
Malicious
Rocket Launchers
FreezeframeHUDNew
Freezeframe
SRSCannonHUDNew
S.R.S. Cannon
Firestarter Rocket Launcher HUD
Firestarter
Arms
FeedbackerHUDNew
Feedbacker
KnuckleblasterHUDNew
Knuckleblaster
WhiplashHUDNew
Whiplash
Gold Variant [WIP]