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Dual Revolvers

/weapons/dual-revolver

All weapons
Dual Revolvers

Secondary

Dual Revolvers

High fire rate, bad accuracy, yet one reload sends both revolvers soaring into explosive usefulness. A miraculous jump from meh to mayhem.

Last updated:

In-game
Stats
Category
Secondary
Damage
11
Fire rate
0.15 s
DPS
73.3
Magazine
12
Total ammo
96
Range
164 m
Shop price
8 credits
Compatible joker stacks

These joker rows stack linearly and only roll for this weapon. Max × per-stack effect gives the cap.

Accuracy
+5% × 5 = +25%
Ammo Bag
+5% × 16 = +80%
Attack Speed
+5% × 16 = +80%
Damage
+5% × 8 = +40%
Draw Speed
+30% × 3 = +90%
Lifesteal
+1% × 5 = +5%
Reload Speed
+7.5% × 16 = +120%

How to unlock

Track it, then collect 6 fragments

  1. Open the weapon menu and track this weapon. Tracking marks fragment drops for it as priority loot.
  2. Run missions and pick up 6 weapon fragments from boss kills, contract rewards, and chest loot. Every tracked-weapon fragment counts toward the same total.
  3. Once you have all six, the weapon unlocks for purchase or use across runs.
Required item: Dual Revolver Blueprint

Overview

How it plays

High fire rate, bad accuracy, miraculous reload. Reloading the Dual Revolvers sends both guns soaring into explosive usefulness, which means the 'problem' of leftover ammo is actually the whole point. A jump from meh to mayhem, and the game is very aware of that.

Strategy

Close in, dump both cylinders (12 rounds, one every 0.15 seconds), and reload while the explosions do their thing. Eco Trick at Lv40 means reloading no longer wastes ammo, which makes throwing early much more forgiving. Ammo Bag upgrades are available here, and with 96 rounds in reserve you will want them.

Strengths

  • The reload itself is the crowd control
  • 12-round magazine emptied in under two seconds
  • Eco Trick: reloading no longer wastes ammo

Weaknesses

  • Accuracy is genuinely bad. Anything beyond close range is luck
  • 96 rounds in reserve go fast at this fire rate
Stat radarComparison

Dual Revolvers versus the top three secondary weapons. Each axis is scaled to the cohort max, so the bigger the polygon, the broader the kit.

DamageDPSRateRangeMagazineRevolver: Damage 15Revolver: DPS 50.0Revolver: Rate 0.30sRevolver: Range 164 mRevolver: Magazine 6Boomerang: Damage 7Boomerang: DPS -Boomerang: Rate 0.60sBoomerang: Range -Boomerang: Magazine 1Sheriff Star: Damage 22Sheriff Star: DPS -Sheriff Star: Rate 0.50sSheriff Star: Range -Sheriff Star: Magazine 20Dual Revolvers: Damage 11Dual Revolvers: DPS 73.3Dual Revolvers: Rate 0.15sDual Revolvers: Range 164 mDual Revolvers: Magazine 12
  • Dual Revolvers
  • Sheriff Star
  • Boomerang
  • Revolver

Damage

Dual Revolvers
11
Sheriff Star
22
Boomerang
7
Revolver
15

DPS

Dual Revolvers
73.3
Sheriff Star
-
Boomerang
-
Revolver
50.0

Fire rate

Dual Revolvers
0.15s
Sheriff Star
0.50s
Boomerang
0.60s
Revolver
0.30s

Range

Dual Revolvers
164 m
Sheriff Star
-
Boomerang
-
Revolver
164 m

Magazine

Dual Revolvers
12
Sheriff Star
20
Boomerang
1
Revolver
6
Stat radar
Dual RevolversSheriff StarBoomerangRevolver
Damage1122715
DPS73.3--50.0
Rate0.15s0.50s0.60s0.30s
Range164 m--164 m
Magazine122016

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