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Shotguns fall into two families, differentiated primarily by their magazines: combat shotguns and assault shotguns. Operationally, the two families strongly resemble one another, but combat shotguns have a lower rate of fire and a slightly higher degree of magnification when zoomed, while assault shotguns have a higher rate of fire, with fewer projectiles per shot. Other than magazines, the two families share most parts, though certain accessories or other parts are specific to one or the other.

Different parts will influence different attributes of the weapon.

BodyStockMagazineBarrelSightAccessory
Damage x x x x
Accuracy x x x
Recoil x x x
Rate of fire x x
Reload speed x x
Tech x x x

A shotgun's name derives from the body, stock, and magazine parts present on the weapon.

Parts

Body

The body of a shotgun is easy to identify, since the model name declares it straightforwardly, although visual identification can be hard due to trivial differences between shotgun bodies and the multitude of different materials available. Combat and assault shotguns share the same set of bodies.

Part Model
name
Damage Rate of fire Recoil Tech Notes
body1 SG -8% Baseline
body2 SPR +10% -17% +30% Slower-firing but more powerful
body3 ZX -15% +30% -30% +3 Fast-firing but weak, with high tech. The body of the legendary Tediore Defender (Model name: DEF) resembles this body visually, but lacks the damage penalty
body4 BA +20% -23% +50% Like a SPR, but with exaggerated attributes: stronger strengths, weaker weaknesses
body5 ZPR +20% +50% -20% Superior in almost every attribute

Stock

The shotgun stock is completely specified within the weapon's model number, which is fortunate as the part is completely invisible in-game. Determining the stock on a unique shotgun without a model number is challenging, typically requiring either access to the debug console or to make performance comparisons with other shotguns. Combat and assault shotguns share the same set of stocks.

The stock affects both overall weapon stability (i.e., recoil reduction) and the reload speed.

Note that the weapon's model number is a function of both its stock model number (listed here) as well as its magazine model number.

PartModel
number
Best
accuracy
Worst
accuracy
Accuracy
recovery
RecoilReload
speed
Notes
stock_none10 -20% +100% +40% -30% Unstable, but fast reload. Good option on a 2-shot, since accuracy will recover during reloads
stock10 +20% Baseline
stock220 -10% -10% +20% -40% +30% Better balance, but slower reload
stock330 -20% -20% +40% -30% Better balance without reload penalty. Premium option

Magazine

The magazine is specified within the weapon's model number. For unique weapons without a model number, magazines are mostly easily distinguished by the weapon's ammo capacity. Combat shotguns and assault shotguns use completely different magazines. Any shotgun with mag3 or mag3a is an assault shotgun, while all others are combat shotguns.

Primarily, the magazine specifies the number of rounds of ammunition carried by the shotgun and may influence weapon damage and reload speed.

Note that the weapon's model number is a function of both its magazine model number (listed here) as well as its stock model number.

Combat Shotguns

Note that Atlas shotguns with mag2 will contain 13 shots, not 12.

Part Model
number
SizeDamageReload
speed
Notes
mag11 6 -18% -40% Fast-reloading but weak
mag290 12 +60% High capacity, slow to reload. Similar to the magazine of the legendary Bulldog
mag44 6 Standard
mag55 2 +102% -50% Low capacity, powerful

Assault Shotguns

Assault shotguns will have different ammunition capacities depending on the manufacturer, the material grade, and the magazine part. Maliwan, Vladof and Hyperion make assault shotguns with a baseline capacity of 5, while those made by S&S start at 7.

An assault shotgun magazine has no effect on the weapon beyond specifying its ammunition capacity.

Part Model
number
Size Notes
mag30 Baseline
mag3a33 +2 Premium

Barrel

While shotgun barrels do not affect the weapon's model number, they are easy to distinguish visually from their overall length and the profile of the end of the barrel. Combat and assault shotguns share most of the same set of barrels, though two variants are specific to combat shotguns.

Barrels strongly affect the shotgun's damage and accuracy, and can influence recoil reduction and weapon tech level as well.

Part DamageAcc.
spread
Best
acc.
Worst
acc.
RecoilTech Image Notes
barrel1 -4%
Barrel1
Baseline; weakest.
barrel2 +15% +28% -20% +20% +20%
Barrel2
More powerful, but inaccurate.
barrel2_Shredder +15% +28%
(+43%)
-20% +20% +20% Specific to combat shotguns, giving them the Shredder title, which increases projectile count and further widens the spread over that of a standard weapon with barrel2. Otherwise identical to barrel2
barrel3 +10% -50% -30% +30% +2
Barrel3
Tech barrel
barrel3_Carnage +500% -50% -30% -30% -500 Specific to combat shotguns, giving them the Carnage title. Fires a single rocket with diminished blast radius. Visually identical to barrel3
barrel4 +30% -30% -10% -40% +35% +1
Barrel4
Highest damage. Visually resembles the barrel of the legendary Butcher
barrel5 +15% -130% -40% -150% -50%
Barrel5
Highest accuracy. Visually resembles the barrel of the legendary Striker

Sight

Shotgun sights are easily distinguished by the zoom statistic published on the weapon's gun card. They have little further effect on the weapon's attributes. Certain fighting styles may nevertheless favor certain sights, either for ease when firing from the hip or for improved peripheral-field visibility. Combat and assault shotguns share the same set of sights, though the greater zoomed field-of-view of combat shotguns counterintuitively gives them a lower zoom statistic on their item card.

The weapon's published zoom statistic may include a bonus when the manufacturer and material grade is Jakobs material 2 ("ZZ"). The following table summarizes zooms for weapons with no such modifier present.

PartZoom Stat
(Combat)
Zoom Stat
(Assault)
Notes
sight1 1.5x 1.7x Open-ring iron sight
sight2 2.2x 2.5x Low-power scope
sight3 2.7x 3.0x Medium-power electronic scope
sight4 3.6x 4.0x Higher-power scope
sight5 4.0x 4.5x Highest-power scope
sight_none none none No sights on weapon other than whatever the top of the barrel provides

Accessory

Unlike other parts, the accessory part does not have a consistent effect on a weapon's attributes: Some accessories boost tech, some alter recoil, some speed rate of fire. Some accessories grant a special property to the weapon, elemental damage, beyond mere attribute modification; furthermore, almost all accessories make their weapon eligible for a special name prefix describing the weapon's altered behavior, such as "Terrible."

Most accessories are easy to differentiate visually. They either appear immediately to the left of the receiver, or (for melee accessories) jut from the bottom of the grip.

PartImage
acc1_spiked
acc1_jagged
Acc1
acc2_raging
acc2_frenzied
Acc2
acc3_corrosive
acc3_shock
Acc3
acc5_explosive
acc5_incendiary[1]
Acc5
acc4_painful
acc4_terrible
Acc4
  1. Combat shotguns only


An accessory may or may not be present on any given shotgun, and no more than a single accessory may be present, which is why the game will never spawn, for example, a legendary Raging Crux.

While the elemental accessories are common to both families of shotguns, the rest are specific to one or the other.

Elemental accessories

There are four different elemental accessories, acc3_corrosive, acc3_shock, acc5_explosive, and acc5_incendiary, corresponding to the four different varieties of elemental damage. Each glow in the color corresponding to their element, making them easily identifiable. Elemental accessories grant shots fired from the shotgun elemental properties, imposing a -40% damage penalty in exchange, and grant an increase to the weapon's overall tech level.

The accessories of the legendary Plague, Friendly Fire, Crux, and Hammer each resemble an ordinary elemental accessory. However, Plague and Friendly Fire only appear on combat shotguns, while Crux and Hammer only appear on assault shotguns.

The incendiary accessory acc5_incendiary will never spawn on an assault shotgun.

A shotgun with an elemental accessory is eligible for various [Elemental_Damage#Elemental_Prefixes|elemental prefixes]], depending on the weapon's element and net tech level.

Combat Shotguns

Jagged accessory

The Jagged accessory acc1_Jagged appears as a curved blade protruding from the grip of the weapon. A melee accessory on a shotgun dramatically improves melee damage while the shotgun is wielded. Attacks with melee shotguns have the same speed as the default melee attack, unlike similar strikes with slower melee pistols.

The Jagged accessory increases melee damage by 150%. This bonus applies to the total of all damage that would have been inflicted without the accessory.

Frenzied accessory

The Frenzied accessory acc2_Frenzied increases the rate of fire by 40%.

Terrible accessory

The Terrible accessory acc4_Terrible increases damage by 13% and knockback by 23%.

Assault Shotguns

Spiked accessory

The Spiked accessory acc1_Spiked is visually identical to he Jagged accessory on a combat shotgun, and operates in a similar fashion.

The Spiked accessory increases melee damage by 100%. Unlike the similar Jagged accessory (and indeed every other weapon melee accessory), this bonus is added alongside all other melee damage bonuses, rather than amplifying the final amount.

Weapons with the Spiked accessory are eligible for the Spiked prefix.

Raging accessory

The Raging accessory acc2_Raging increases the rate of fire by 20%, and speeds up reloading by 20%.

Weapons with the Raging accessory are eligible for the Raging prefix.

Painful accessory

The Painful accessory acc4_Painful increases damage by 13% and knockback by 23%.

Weapons with the Painful accessory are eligible for the Painful prefix.

No accessory

The part acc_none serves as a placeholder for a weapon with conventional behavior, nothing more. A shotgun with this non-part will have no accessory visible beside the receiver.

Naming

Other than unique drops, a shotgun name consists of the name of its body, a model number comprising of stock and magazine, a possible manufacturer-specific material code, a prefix derived from its attributes or accessory, and a title.

Since the two families of shotgun use different magazines with non-overlapping model codes, they are distinguishable by name.

Body name

The first element of the shotgun name is the name of its body part. To recap:

NameBody denoted
SG body1
SPR body2
ZX body3
DEF Tediore legendary
BA body4
ZPR body5

Model number

The model number consists of the sum of the number codes for the weapon's stock and magazine. Weapons with both a stock (i.e., any stock part other than stock_none) and a quality magazine (any magazine other than mag1 or mag3) have this model number further multiplied by 10, denoting their premium quality. When the sum of stock and magazine numbers is 0, the name includes no model number at all.

mag1mag2mag3mag3amag4mag5
stock1 1 900 none 330 40 50
stock2 21 1100 20 530 240 250
stock3 31 1200 30 630 340 350
stock_none 11 100 10 43 14 15

The magazine of the legendary Bulldog has the same code as its base part mag2, 90. Hence Bulldogs are distinguishable only by their title "Bulldog."

Material code

Material codes are common to all weapons. See Material Grade for more info.

Prefix

The prefix is determined either by the weapon's overall attributes, its accessory, or possibly its material grade. Attribute prefixes may further bias the weapon's attributes.

Title

The title is determined either from the weapon's overall attributes, its accessory, or a legendary part. If the weapon does not qualify for any of these, its title defaults to "Shotgun."

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