Every Shotgun in Palworld: Eight Weapons, and the Newest One Is Not the Strongest

A shotgun at the weapon workbench in Palworld.

 

    Palworld's shotgun class is the flattest weapon family in the game. From the Makeshift Shotgun at technology 30 to the Semi-Auto Shotgun at 47, four consecutive shotguns land between 190 and 220 attack — a 16% spread across 17 technology levels.

 

    Then the class breaks in two: the Prototype Shotgun at 1,167 is more than five times anything before it.

 

The Full Shotgun Ladder

 

Card listing every Palworld shotgun by technology level and attack.

 

ShotgunTechCommonLegendaryMultiplier
Makeshift Shotgun30215376x1.75
Double-Barreled Shotgun39190399x2.1
Pump-Action Shotgun43220385x1.75
Semi-Auto Shotgun47195282x1.45
Core Eject Shotgun56230575x2.5
Energy Shotgun63402482x1.2
Prototype Shotgun691,1671,400x1.2
Beam Scatter75508609x1.2

 

    The flat middle is real and it is deliberate. A Semi-Auto Shotgun at 195 has less per-shot attack than a Makeshift Shotgun at 215 — because the semi-auto fires far faster. Its description says so: "a rapid-fire shotgun with immense power. Its close-range damage output is top-notch."

 

    Read the descriptions, not just the column. The Double-Barreled "can fire twice before reloading"; the Pump-Action is "high capacity" with "outstanding close range DPS". Per-shot attack is only one of three variables and the other two are not published.

 

    Beam Scatter is lower than Prototype Shotgun despite arriving six levels later508 against 1,167 — again a firing-mode difference rather than a downgrade.

 

The Legendary Outlier

 

    The Core Eject Shotgun is the most rarity-sensitive shotgun by a wide margin. At x2.5 it runs 230 Common to 575 Legendary — which beats every shotgun below technology 63, though a Legendary Beam Scatter reaches 609 and a Legendary Prototype Shotgun 1,400.

 

    It is an ULTRAKILL collab weapon, and it carries a mechanic rather than a stat line: "When equipped, throwing a Pal Sphere is replaced with Core Eject. Hold to charge and extend its range. Cores hit by shots from Marksman Revolver will explode."

 

    That pairs it with a specific sidearm. The Marksman Revolver detonates the cores, so the two collab weapons are designed as a set — and both scale at x2.5.

 

    The trade is your capture button. Equipping either replaces your Pal Sphere throw, which on a capture-focused run is a serious cost.

 

The Two Real Breakpoints

 

Card identifying the two genuine upgrade points in Palworld's shotgun class.

 

    For all eight entries, there are only two moments where the class genuinely steps up:

 

  • Technology 63 — the Energy Shotgun at 402. Nearly double anything before it, and the description promises "close-range firepower [that] is truly otherworldly." It costs Coralum Ingot 155, Hexolite 130, Thermal Core 5, Computer 15.
  • Technology 69 — the Prototype Shotgun at 1,167. Nearly triple the Energy Shotgun, from Soralite Ingot 60, Carbon Fiber 40, Thermal Core 5, AI Core 5, and the wiki notes its "special magazine also provides high sustained combat capability."

 

    Everything between technology 30 and 56 is a lateral move on paper. The upgrades in that stretch are in fire rate, capacity and reload — not in the attack number.

 

    So do not re-craft through the middle of the ladder. Make one shotgun you like around technology 30–43 and keep it until Energy Shotgun.

 

Which Shotgun to Build

 

Card recommending which Palworld shotgun to craft at each stage.

 

  • Technology 30: the Makeshift Shotgun. 215 attack from Ingot 60, High Quality Pal Oil 15, Fiber 50 — the highest per-shot number until technology 56, from starter materials.
  • Technology 43: the Pump-Action Shotgun if you want capacity, or stay on the Makeshift if you do not. The gap is 5 attack.
  • Technology 56: the Core Eject Shotgun, only if you are not capturing. x2.5 scaling is the best in the class, and it pairs with the Marksman Revolver.
  • Technology 63: the Energy Shotgun at 402. The first genuine doubling.
  • Technology 69: the Prototype Shotgun at 1,167. The class ends here; Beam Scatter is a different firing mode, not a successor.

 

    Chase legendary schematics early in this class. Double-Barreled at x2.1 and Core Eject at x2.5 are the only two shotguns where rarity moves the needle — the top three all sit at x1.2.

 

Running your own Palworld 1.0 server

 

    Ammunition, not attack, is what actually limits a shotgun over a long run — and a supply line takes days of base time to build. A gamever Palworld server keeps it persistent with full crossplay, automatic updates and one-click backups.

 

Conclusion

 

    Palworld's eight shotguns are the flattest weapon family in the game: Makeshift 215, Double-Barreled 190, Pump-Action 220 and Semi-Auto 195 sit within 30 attack of each other across 17 technology levels, because the upgrades are in fire rate, capacity and reload rather than per-shot damage. Only two moments genuinely step the class up — the Energy Shotgun at 402 on technology 63, and the Prototype Shotgun at 1,167 on 69. On rarity, the class splits sharply: the Core Eject Shotgun scales x2.5 to a 575 Legendary — more than any shotgun below technology 63, though short of Beam Scatter's 609 and Prototype's 1,400 — and the Double-Barreled scales x2.1 — while the Energy Shotgun, Prototype Shotgun and Beam Scatter are all stuck at x1.2. The Core Eject carries a real cost, though: as an ULTRAKILL collab weapon it replaces your Pal Sphere throw, and its cores only detonate when hit by the Marksman Revolver.

 

    For the endgame entry specifically, see Palworld 1.0 Prototype Shotgun.

 

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