The ULTRAKILL Collab in Palworld: V1, V2 and the Guns That Replace Your Spheres

The ULTRAKILL collaboration is the smallest crossover in Palworld — two weapons and two armour pieces — and the strangest. Both guns fire endlessly with no ammunition, they combo with each other, and both replace your Pal Sphere throw while equipped. The two armour sets, meanwhile, have almost exactly inverted stat lines: V1 is 806 Health and 51 Defense; V2 is 215 Health and 600 Defense. Nothing else in the game looks like either of them.
The Two Weapons
| Weapon | Attack | Tech | What it does |
|---|---|---|---|
| Marksman Revolver | 250 | 32 | Electrically powered, fires endlessly. Hitting your own thrown coin makes the bullet ricochet toward enemies |
| Core Eject Shotgun | 230 | 56 | Heat powered, fires endlessly. Hold to charge and extend its range |
They are designed as a pair. Cores ejected by the shotgun explode when hit by a Marksman Revolver shot — so the intended loop is eject a core, then detonate it with the revolver. That is the whole point of the collab, and neither weapon shows it off alone.
"Fires endlessly" is the quiet headline. Ammunition is a real cost in Palworld — a sustained fight with a Plasma Rifle burns through cartridges you had to craft. Two guns that never consume ammo change what a long farming session costs you, independent of how hard they hit.
Recipes are steep for the shotgun. The Revolver wants Ingot ×60, High Quality Pal Oil ×15, one Gold Coin and Electric Organ. The Core Eject Shotgun wants Pal Metal Ingot ×80, Plasteel ×65, Carbon Fiber ×32 and Flame Organ — and at 2,000 work per Plasteel, those 65 units alone are 130,000 work.
They Replace Your Pal Sphere Throw

This is the line to read before you spend 65 Plasteel.
- With the Marksman Revolver equipped, throwing a Pal Sphere is replaced with Coin Toss.
- With the Core Eject Shotgun equipped, throwing a Pal Sphere is replaced with Core Eject.
So while either gun is out, you are not catching anything. The throw input is doing something else entirely. That is the trade the collab asks for: two unique mechanics in exchange for the single action Palworld is built around.
In practice it means these are dedicated combat weapons. Swap to them for a fight you intend to win rather than a Pal you intend to catch, and swap back before you start hunting. On a farming circuit where you are killing rather than capturing, that costs you nothing at all — which is where they belong.
And set the Attack numbers against your alternatives before committing. The Revolver's 250 and the Shotgun's 230 are far below the Plasma Rifle at 1,860. Like the Terraria weapons, these are mechanic weapons — infinite ammo and a detonation combo — not damage upgrades.
V1 vs V2: Inverted Stat Lines

| V1 Armor | V2 Armor | |
|---|---|---|
| Technology | 32 | 56 |
| Defense | 51 | 600 |
| Health | 806 | 215 |
| Special | Blood Is Fuel — self-repairs when dealing damage | none |
| Resistances | Cold Lv. 1, Heat Lv. 1 | Cold Lv. 2, Heat Lv. 2 |
| Materials | Ingot ×30, High Quality Pal Oil | Plasteel ×40, Pal Metal Ingot ×40, High Quality Cloth |
The in-game descriptions state the design directly. V1 "features a self-repair system that activates when dealing damage." V2's "self-repair system was removed in favor of sturdier plating." One is an aggression suit; the other is a wall.
V1's Blood Is Fuel is the more interesting of the two, because it ties your survivability to your output. Keep hitting things and the armour maintains itself; stop and it does not. That rewards exactly the sort of continuous-damage play the two endless-ammo guns enable — the collab is internally consistent.
V2 is the one with the practical resistances. Cold Lv. 2 and Heat Lv. 2 is a full tier above V1, which matters for the desert and snow regions where temperature gear normally eats an armour slot.
Neither is a general-purpose set, and that is the point. 51 Defense is very low for Technology 32; 215 Health is very low for anything. You wear these because you want the mechanic, not because they are balanced.
How They Sit Against Normal Armour

| Armour | Tech | Defense | Health |
|---|---|---|---|
| Lightweight Ancient Armor | 79 | 840 | 2,400 |
| Ancient Armor | 68 | 800 | 2,400 |
| Lightweight Hexolite Armor | 65 | 600 | 1,750 |
| Hexolite Armor | 59 | 580 | 1,750 |
| V2 Armor | 56 | 600 | 215 |
| Plasteel Armor | 51 | 385 | 1,300 |
| Pal Metal Armor | 46 | 220 | 750 |
| Refined Metal Armor | 37 | 150 | 500 |
| V1 Armor | 32 | 51 | 806 |
V2's 600 Defense at Technology 56 matches Lightweight Hexolite Armor, which unlocks at 65 — nine technology levels later. On the defence column alone, V2 is genuinely ahead of its tier. It just pays for that with 215 Health against Hexolite's 1,750, an eightfold gap.
V1's 806 Health at Technology 32 beats Pal Metal Armor's 750 at Technology 46 — fourteen levels early — while its 51 Defense is below Metal Armor. Same trade, mirrored.
One thing worth noticing while you are in this table. The Lightweight, Heat-Resistant and Cold-Resistant variants all have higher Defense than the base armour of the same tier — Lightweight Ancient at 840 against Ancient at 800, Lightweight Hexolite at 600 against Hexolite at 580, Lightweight Plasteel at 400 against Plasteel at 385. The variants are not sidegrades that trade defence for a resistance; they are straight upgrades that add one. If you have the technology level for a variant, there is no reason to craft the base version.
Practical tips
- Both ULTRAKILL guns fire endlessly — no ammunition cost at all.
- Revolver shots detonate Core Eject Shotgun cores. That combo is the collab.
- Both replace your Pal Sphere throw. You cannot catch Pals while they are equipped.
- V1 is 806 Health / 51 Defense with self-repair on damage dealt; V2 is 215 / 600 with none.
- V2's 600 Defense at Tech 56 matches Hexolite gear from nine levels later.
- Always craft the Lightweight or resistance variant — they out-defend the base armour of the same tier.
Running your own Palworld 1.0 server
The Core Eject Shotgun needs 65 Plasteel, which is 130,000 work at your assembly lines — the kind of bill that only feels reasonable when production runs while you are away. A dedicated Palworld 1.0 server keeps furnaces and assembly lines going around the clock, so a collab weapon is waiting when you log in rather than queued behind an evening of watching progress bars. Full crossplay lets a group split the material load, and one-click backups protect the result.
Conclusion
Palworld's ULTRAKILL collaboration is four items with unusually sharp design. The Marksman Revolver (250 Attack, Technology 32) and Core Eject Shotgun (230 Attack, Technology 56) both fire endlessly with no ammunition and are built to combo — revolver shots detonate the shotgun's ejected cores — but both replace your Pal Sphere throw while equipped, which makes them pure combat tools rather than general loadout. The armour is a matched pair of opposites: V1 at Defense 51 / Health 806 with Blood Is Fuel self-repair, and V2 at Defense 600 / Health 215 with the self-repair traded away for plating and Cold/Heat Resistance Lv. 2. V2's defence matches Hexolite gear nine technology levels early; V1's health beats Pal Metal fourteen levels early. Neither is balanced, and neither is meant to be — like the Terraria set, you build these for the mechanic, not the stat line.
Want 130,000 work of Plasteel happening while you sleep? Rent a Palworld server at gamever.io — instant setup, one-click backups and updates, full crossplay and 24/7 uptime. Start with a free trial and use promo code WELCOME.
