Shotgun

The Shotgun fires a cone of 5 pellets, individually dealing a small amount of damage, together adding up to more than a Super Animal's entire health bar. It is extremely effective at close range, but suffers at a distance. 
As long as enough pellets connect with a target, a shotgun blast can strip all . However, a single shotgun blast cannot damage both Armor and HP at once, meaning even if all 5 pellets connect with a Super Animal wearing , they will lose their Armor but take no HP damage.
== Obtaining ==
* Floor loot includes Shotgun with two boxes of 4 each.
* may contain Shotgun with two boxes of 4 each.
== Strategy ==
The shotgun deals high damage when all the pellets hit, taking 2 full impact shots to take down an opponent with any level of armor. This makes it powerful in close combat and narrow spaces.
It is advantageous to use cover to close the distance to the opponent or to plan an ambush in a dead angle, waiting for the opportunity to eliminate the opponent. However, this does mean you can be ambushed, so it is recommended using a long range weapon like an AK or Sparrow Launcher.
== Damage based on distance ==
Damage output of each pellet depends on the distance it travels it before it hits the target. A pellet fired from the Shotgun can travel up to SAU, or .
==Skins==
Weapon appearance can be customized with one of the following weapon skins:
== Trivia ==
* The closest real world counterpart would be SPAS-12 without the stock.
* SPAS-12 works with pump-action logic in the game, but also has a semi-automatic mode in real life.
* Blue Knitted Shotgun has a custom muzzle effect, producing snowflakes upon firing the weapon that is unique to that skin.
== Patch History ==
* Shotgun's bullet range was reduced once again from to with increased damage at end of range from to .
* The Shotgun's bullet range was reduced since it was stripping armor too easily at long ranges.
* Shotgun range buffed a slight bit (brought gray closer to blue too) since it felt a bit underwhelming during the PTR. Overall, its still at shorter range than the previous Shotgun iteration.
* Weapon recoil is non-random for the first few shots in a spray, but then becomes random after that. Automatic weapons such as the SMG or AK have 8 shots as non-random, but others like the Magnum or Deagle have 2. The Sniper goes random after its first shot, similar to its current version.
* Standardized the Shotgun's spread to be 15° whether idle or running. Previously it was 15° while idle and 19° while running.
* Shotgun reload sound shortened.
* New weapon-wide bullet spread system added.
* Pellets now spread out much more evenly.
* Blasts no longer damage armor on a player if they were in a hamster ball.
* Bullets will now visually end at their maximum range.
* All weapon bullet speeds increased by about 6-8%.
==Gallery==
File:Blue Knitted Shotgun Effect.png|The Blue Knitted Shotgun shot effect.
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