Mortal Shell 2 Ballistazooka


Ballistazooka

Ballistazooka
CategorySidearms
Base Damage125
Can be infused withBurn, Trauma
Ammo Capacity2
Starting Forge Level+4
Max Stacks-

This Sidearm is less Resolve efficient than any other, and should only be used when massive firepower is warranted, since you will have fewer shots that deal massive damage. It should also be noted that it is the only Sidearm that can inflict Trauma, making it a solid choice in Break Damage oriented Builds.

“Heavy and unwieldy, scholars argue if the weapon was ever used in battle or just executions in Muraden.”

Acquisition

  • Inside Sentry's Grave (Lonesome Spire). See the map.

Combat Stats

Can be infused with: Burn, Trauma (Status Effects).

Compatible Tarstones

14 Sidearm Tarstones can be equipped on Ballistazooka. Stones with no weapon restriction appear on every weapon of this slot. See each Tarstone page for its full list.

Combat

TarstoneEffect
Charged StoneYour Sidearm charges up faster
Corroded StoneProjectiles start dealing damage over time after hitting their target
Enfeebling StoneProjectiles inflict Fragile
Ironpiercer's StoneProjectiles pierce through enemies
Pulse StoneProjectiles generate a shockwave on impact that pulls enemies in
Rupturing StoneProjectiles that strike critically deal Break Damage
Shuddering StoneProjectiles generate a Knockback shockwave on impact
Volatile FragmentEnemies dying by a ranged attack will explode dealing splash damage

Infusions

TarstoneEffect
Emberseed StoneConsume Resolve to infuse your Sidearm with Burn
Weeping StoneConsume Resolve to infuse your Sidearm with Trauma

Abilities

TarstoneEffect
Confessor's KeepsakeConsume Resolve to charge your Sidearm, firing a powerful, devastating shot
Fulminant StoneConsume Resolve to fire a heavy-caliber round that triggers multiple explosions around the target
Fusillade StoneAt Resolve or higher, unleash a flurry of consecutive shots
Infested StoneConsumes Resolve to fire a clinging projectile that triggers a massive explosion after a brief delay

Forge Upgrades

You can upgrade weapons and sidearms at the Tarforge with Franz in Marrow Keep. Each upgrade raises the forge level by 1 and increases damage.

Feed Endless Core to the Tarforge to remove the +20 cap and keep upgrading through +25.

This weapon starts at +4 when you find it. The first upgrade you pay for is +5.

Damage by Forge Level

Damage = base damage × forge multiplier. Multi-form weapons show each form separated by /. Ammo is how many shots a Shell can fire from 100 Resolve (floor of 100 / Resolve cost at that forge level).

Forge levels (+0 to +20)
Forge LevelMultiplierDamageResolve UseAmmo
+0 (base)×1125402
+1×1.05131.2539.22
+2×1.05131.2538.42
+3×1.1137.537.62
+4 (starting)×1.1137.536.82
+5×1.1137.5362
+6×1.15143.7535.22
+7×1.215034.42
+8×1.215033.62
+9×1.3162.532.83
+10×1.33166.25323
+11×1.45181.2531.23
+12×1.620030.43
+13×1.65206.2529.63
+14×1.7212.528.83
+15×1.75218.75283
+16×1.822527.23
+17×1.85231.2526.43
+18×1.9237.525.63
+19×1.95243.7524.84
+20×2250244

Upgrade Costs

Gold and material to reach each forge level (same ladder for weapons and sidearms). Materials: Ventrium +1 to +5, Laterite +6 to +10, Dorsalite +11 to +15, Thoracium +16 to +20, Ossinite +21 to +25.

Full cost table (+1 to +25)
Forge toGoldMaterial
+1100Ventrium × 1
+2300Ventrium × 3
+3500Ventrium × 6
+41000Ventrium × 9
+51250Ventrium × 12
+62000Laterite × 1
+72750Laterite × 3
+83500Laterite × 6
+94250Laterite × 9
+105000Laterite × 12
+115750Dorsalite × 1
+126500Dorsalite × 3
+137250Dorsalite × 6
+148000Dorsalite × 9
+158750Dorsalite × 12
+169500Thoracium × 1
+1710250Thoracium × 3
+1811000Thoracium × 6
+1911750Thoracium × 9
+2012500Thoracium × 12
+2113250Ossinite × 1
+2214000Ossinite × 3
+2314750Ossinite × 6
+2415500Ossinite × 9
+2516250Ossinite × 12