Handguns, Revolvers and SMGs in Palworld: The Class Where Legendary Is Worth 2.5x

Palworld's sidearms are the most rarity-sensitive weapons in the game. Every handgun and revolver scales at exactly x2.5 from Common to Legendary — a rate no rifle, shotgun or launcher matches — which makes a legendary pistol schematic one of the best early returns a dungeon chest can give you.
The SMGs sit beside them at x1.75, and one of them breaks the endgame pattern entirely.
The Seven Sidearms

| Weapon | Tech | Common | Legendary | Multiplier |
|---|---|---|---|---|
| Makeshift Handgun | 24 | 320 | 800 | x2.5 |
| Handgun | 28 | 250 | 625 | x2.5 |
| Marksman Revolver | 32 | 250 | 625 | x2.5 |
| Old Revolver | 33 | 600 | 1,500 | x2.5 |
| Makeshift SMG | 26 | 100 | 175 | x1.75 |
| SMG | 37 | 130 | 227 | x1.75 |
| Combat SMG | 68 | 907 | 1,587 | x1.75 |
The Makeshift Handgun out-hits the Handgun. 320 against 250, four technology levels earlier — because the Makeshift "fires only one shot at a time" while the Handgun has "improved capacity and rapid-fire capabilities." The same trade appears throughout the class.
The Old Revolver is the early-game standout at 600 attack. Its description is explicit: "Compared to Handgun, it excels in single-shot power." At technology 33 it out-damages an Assault Rifle's 320 per shot by nearly double.
A Legendary Old Revolver reaches 1,500 — nearly three times a Legendary Assault Rifle's 560, and within striking distance of a Legendary Semi-Auto Rifle's 1,610 from eight technology levels earlier.
The Combat SMG Breaks the Endgame Rule

Across Palworld, weapons above technology 60 almost universally scale at x1.2. Twelve of them do.
The Combat SMG does not. At technology 68 it keeps the SMG class's x1.75, running 907 Common to 1,587 Legendary — a +680 swing.
Compare that to its neighbours:
| Weapon | Tech | Legendary gain |
|---|---|---|
| Combat SMG | 68 | +680 |
| Prototype Shotgun | 69 | +233 |
| Heavy Assault Rifle | 70 | +323 |
| Laser Sword | 73 | +400 |
So if you are farming legendary schematics at endgame, the Combat SMG is the one to farm. It is the only weapon in that technology band where rarity still pays like a mid-game weapon.
It costs Soralite Ingot 50, Carbon Fiber 30, Cryogenic Coolant 20 and AI Core 4, and its description credits "improved magazine and ammunition" for its suppression power.
The Two Collab Sidearms
The Marksman Revolver is an ULTRAKILL collab weapon, and it works as half of a pair:
"An electrically powered revolver capable of firing endlessly. When equipped, Pal Sphere throws are replaced with Coin Toss. Hitting a coin with the Marksman Revolver causes the bullet to ricochet toward enemies."
Two consequences. It fires endlessly — no ammunition cost at all — and it replaces your Pal Sphere throw with Coin Toss, which makes it unusable on a capture run.
It also detonates the Core Eject Shotgun's cores, so the two collab weapons are designed to be carried together.
At 250 Common and 625 Legendary it matches the ordinary Handgun exactly — the collab weapon's value is the mechanic and the infinite ammunition, not the damage.
Which Sidearm to Carry

- Technology 24: the Makeshift Handgun. 320 attack from Ingot 35, High Quality Pal Oil 10, Fiber 30 — more per shot than the Handgun that replaces it.
- Technology 33: the Old Revolver. 600 attack from Ingot 60 and High Quality Pal Oil 20, and x2.5 scaling to 1,500. This is the sidearm to keep.
- Technology 32: the Marksman Revolver, only if you are not capturing. Infinite ammunition, and it pairs with the Core Eject Shotgun.
- Technology 68: the Combat SMG. The one endgame weapon still worth a legendary schematic, at +680 attack between Common and Legendary.
- Skip the plain Handgun and the plain SMG. Both are out-hit by the makeshift versions that precede them, and neither is a meaningful step.
Farm pistol schematics early. At x2.5 across the class, no other family turns a dungeon chest into as much attack.
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Conclusion
Palworld's sidearms are the most rarity-sensitive class in the game: every handgun and revolver scales at x2.5, so a Legendary Old Revolver reaches 1,500 attack from a weapon unlocked at technology 33 — nearly three times a Legendary Assault Rifle's 560, and just short of a Legendary Semi-Auto Rifle's 1,610 eight technology levels later. As elsewhere, the makeshift versions out-hit their successors per shot — Makeshift Handgun 320 against Handgun 250 — because the successors trade single-shot power for rate of fire. The Combat SMG at technology 68 is the class's real find: it holds the SMG's x1.75 where twelve other endgame weapons are pinned at x1.2, giving a +680 attack swing between Common and Legendary, far more than the Prototype Shotgun's +233 or the Heavy Assault Rifle's +323. And the Marksman Revolver is a mechanic rather than a stat — infinite ammunition, cores detonated for the Core Eject Shotgun, and your Pal Sphere throw replaced by Coin Toss.
For the endgame entry specifically, see Palworld 1.0 Combat SMG.
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