Anarchy Shotgun 
Cause I WANNA be!
Mutualism - On Auto-Reload or kill, grants +15% Damage and -15% Accuracy fo a Maximum of 20 Stacks which reset on manual reload.
- The damage from Mutualism is additive to On-Shot Gun Damage.
- Underbarrel attachments like Proximity Mines can benefit from Mutualism.
- Stacks of Mutualism can be gained by reload canceling. An example of this is emptying the mag and interrupting the reload animation through melee attacks until maximum stacks are achieved.
Asher's Rise 
How can we possibly have the slightest idea what to expect?
Slow Burn - Critical Hits apply Status Effects instead of increased Impact Damage.
- The Slow Burn Status Effect is entirely separate from the weapon card's listed Status Effect damage. It applies at 55% effectiveness of the listed weapon card Status Effect.
- On a hit that applies both the card Status Effect (using Primed Potency
Maliwan Enhancement), the Slow Burn status is applied after the weapon card Status Effect, meaning it won't eat up skill triggers like
Prismatic Ichor with using its weaker-than-card values.
Boomslang Sniper Rifle 
Everything is blooming most recklessly.
Bullet Pollinator - After Reloading, the first Critical Hit Ricochets a Sticky Projectile to up to 3 nearby enemies.
- The Bullet Pollinator special effect is not triggered by 'mag refills' achieved by
Witchy Trigger Finger,
Super Soldier or Tier 3
Trickshot.
Bonnie and Clyde Assault Rifle
From a schoolboy to a rattlesnake.
Pair of Thieves - On kill, grants +150% Damage for the Gun's other Mode and refills its magazine.
- The Pair of Thieves damage boost is additive to On-Shot Gun Damage.
- Damage boost is lost on manual reload and on emptying the magazine.
G.M.R Assault Rifle 
O, inheritor of grace!
Big Name Hunter - When Zoomed in, Damage increases by +100%, Shot Cost increases by +100%, and fire rate decreases by -50%.
- The Big Name Hunter damage boost is applied on shot, and is additive to On-Shot Gun Damage.
- Holding down the fire button then ADSing sometimes can result in the gun's normal, non-penalized fire rate carrying over for a few shots.
Golden God Shotgun 
I am untethered, and my rage knows no bounds!
Rage - When Overheating, the Bulletforge does not break, but instead continually consumes greater amounts of Ammo.
- The Rage effect provides 60% On-Shot Gun Damage for every 6 bullets fired while overheating, up to 300%.
- Each step also increases the ammo consumed. Ammo consumption continues to increase even at max damage bonus.
In more detail, the gun follows the below progression based on the count of "shots fired" when overheating:
Shots Fired | Damage Bonus | Ammo Cost |
0 - 5 | 0% | 1 |
6 - 11 | 60% | 3 |
12 - 17 | 120% | 4 |
18 - 23 | 180% | 5 |
24 - 29 | 240% | 6 |
30 or more | 300% | 8 - Continually ramping |
Husky Friend Shotgun 
We just prefer to use "Husky".
Husky Auto Turret - Underbarrel
- The Husky Auto Turret underbarrel deals ordnance damage but does not benefit from ordnance damage boosts.
King's Gambit Pistol 
The refutation of any gambit begins by accepting it...
Holy Hell - When shot, thrown Gun Ricochets Projectiles to nearby enemies.
- The Holy Hell thrown gun is a Tediore (Throw on Reload) Combo Orb which can be shot for its special ricochet effect.
Orb Mechanics
Spawns 4 bullets for each projectile it was hit with on during its active frame.
- The 'bullet spawn' has fire rate of 3 and cannot be increased.
- Testing results suggest that there is 1 active frame and 19 recovery frames at 60 FPS. It's maybe possible that at 30 FPS one could get longer active frames.
Orb Projectiles Damage
The damage of the spawned projectiles from shooting the orb are based on
King's Gambit card damage, not on the weapon the orb was shot with.
- The projectiles benefit from On-Hit Gun Damage and On-Shot Gun Damage, but do not benefit from some other On-Shot boosts like Amp,
Neutron Capture or Piercer
Jakobs Enhancement.
Rafa They are considered Indirect Projectiles.
Other Notes
- With Tier 3
High Caliber, sticky projectiles can be shot through the orb.
Rainbow Vomit Shotgun 
I think I'm gonna...
Color Spray - Shoots Element A, Element B, and Element C droplets.
- Shoots two droplets of each element, for a total of six projectiles.
- Each droplet spawns a Splat under the enemy, dealing x0.25 Card Damage per tick for 13 ticks over 3s.
- The Splats can cause status effects. These work normally and are considered statuses for skills like
Prismatic Ichor,
Neutron Decay and
Inspirado.
Splat damage is not considered Hazard damage.
- Benefits from Amp and Enhancement On-Shot boosts.
- Benefits from Elemental and Splash On-Hit boosts.
Stop Gap Sniper Rifle 
Do better. Try harder.
Reconfigure - When firing, Fire Rate decreases down to 20%, but damage inreases up to 750%.
- The Reconfigure damage boost is a 7.5x multiplier when fully ramped. It is a pure multiplier.
San Saba Songbird Pistol 
Let me tell you, buddy - there's a faster gun...
Dueling Pistol - Deals +100% Damage for 5s after swapping guns
- The Dueling Pistol damage boost is additive to On-Shot Gun Damage.
- The damage boost works on Tediore (Throw on Reload) explosions, and also on the gunshots from the 'Shooting' reload variants.
Vamoose Sniper Rifle 
Faster than a knife fight in a phone booth.
Scare
- Dumps the entire mag when fired, capped to 10 shots, even if using infinite ammo effects or magazine size increases.
Zipper Pistol 
Who's the shot caller now?
Prison Rules - Gain +75% Critical Damage and +75% Damage when hitting a target in the back.
- The angle for activation of Prison Rules seems to be a 150° cone behind the target.
- The +75% Critical Damage is additive to Gear Crit.
- The +75% Damage is additive to On-Shot Gun Damage.