Twinbore is a true double-barrel shotgun: left barrel, then right, each firing a tight spray of five pellets. It trades Birdshot's huge single blast for a steady rhythm that reaches further.
| Tier | 4 |
| Unlock level | 45 |
| Upgrades from | Buckshot |
| Barrels | 2 parallel barrels, 18 px apart, firing alternately |
| Pellets per barrel shot | 5, spread over a 14° cone |
| Reload (0 points) | 0.86 s per barrel; the barrels alternate, so a shot about every 0.43 s |
| Pellet damage | 2.08 each (the class's 10.4 bullet damage × 0.2), 10.4 per barrel shot |
| Pellet speed | 331 px/s, each pellet randomly 12% faster or slower |
| Pellet range | pellets live 0.63 s, about 210 px (185 to 235 px) |
| Penetration | 3 per pellet (base 2 plus 1) |
| Pellet size | radius 5.5 |
| Recoil | a Recruit's kick per barrel shot |
| Health / movement | ×1 / ×1 |
| Body damage | 20 (×1) |
Every number here is at 0 stat points, before the per-level health bonus and the per-level speed penalty that every tank gets. The automatic balancer can nudge a class's damage and health over time, so treat these as the roster's base values.
Twinbore's two barrels take turns. The left one fires, and half a reload later the right one fires, so something leaves your tank about every 0.43 seconds. Each barrel shot is five pellets in a tight 14° cone, 2.08 damage each at 0 points, 10.4 per shot. That adds up to about 24 damage per second, delivered in small, regular bursts instead of one big one.
The tight cone is what separates it from Birdshot. Aim at the middle of a tank and most of each barrel's five pellets land out to the end of their range, about 210 px, with all five landing inside about 130 px. Each pellet flies at its own speed, up to 12% faster or slower than 331 px/s, and lives 0.63 seconds, so the reach varies between about 185 and 235 px from shot to shot. That's short for a gun and long for a shotgun.
Because the barrels alternate, you're never empty for long. A miss costs you under half a second, not over a second, and the kick is gentle: one Recruit's recoil per barrel shot, so you can keep firing while you reposition without being shoved around.
Twinbore is a solid mid-range brawler. It beats Birdshot and the fan classes (Pentad, Fanblade) whenever it can keep them at 150 to 200 px, where their outer pellets or bullets miss and yours still land. It keeps steady pressure on rammers as they approach, and the regular rhythm makes it hard for anything to time a push between your shots.
Its limits are range and hitting power. 210 px loses to every sniper and missile class, and even Trebler reaches 331 px. Each pellet only does 2.08 damage, so drones take seven pellets each even with the double damage bullets deal to drones, and a big health pool takes a long time to wear down. Point blank, Birdshot's 48 damage blast beats your 10.4 per shot.
A 33-point build: Bullet Damage 7, Reload 7, Bullet Penetration 5, Movement Speed 5, Bullet Speed 4, Max Health 5.
From Buckshot, a six-pellet single-barrel shotgun, the choice is Twinbore or Birdshot.
Birdshot is the blast: twelve pellets per shot, about 40 damage per second when all of them land, but only inside about 140 px and with a 1.2 second wait between shots. Twinbore is the rhythm: about 24 damage per second, a shot every 0.43 seconds, a tighter cone, and pellets that reach about 210 px.
Take Twinbore if you play free-for-all, where fights happen at mixed distances and you can't always choose to be close. Take Birdshot for team modes and crowded fights, or if you like to rush.