Two-shot T1 shotgun. Two barrels, two shells, slow reload — but two chances to land the kill.
Two-shot T1 shotgun. Two barrels, two shells, slow reload — but two chances to land the kill.
| Tier | T1 workbench |
|---|---|
| Ammo | 12 Gauge Buckshot / Slug / Incendiary |
| Magazine | 2 (two barrels, fired one at a time) |
| Reload | ~3.5s (manual two-shell reload) |
| Damage | ~140 buckshot at point blank (community-consensus) |
| Range | Very short (~10-15m) |
| Recoil | Strong, similar to Waterpipe |
| Acquisition | Craft at T1 workbench. |
The Double Barrel is the T1 sister to the Waterpipe — same shell type, same range, same close-range potential, but two barrels instead of one. That extra shell is the difference between a 1-kill weapon and a 2-kill weapon, which often matters in actual fights. Best T1 shotgun for the cost.
Same shell, same range, same craft tier — but two barrels instead of one. Effectively two shots before you reload, vs Waterpipe's one. Strictly better for the same craft cost (slightly more components).
Yes — pull the trigger twice in quick succession to dump both barrels. Useful for lethal-range engagements where first-shot guarantees second is needed.
Marginally. Shotguns don't damage stone or metal walls. Use against soft targets (defenders, wood doors). Not a primary raid weapon.
The Double Barrel is Rust's two-shot ambush shotgun — Tier 1 to craft, brutal burst damage, suicidal reload time. It's the weapon for the specific moment when you can guarantee landing both barrels at point-blank range and you don't expect anyone else to come around the corner. As a sustained-fight weapon, it's terrible. As an ambush trap, it's lethal.
Effective range is 0-7 metres. Past 7m the spread destroys your damage. Inside 3m, both barrels into a chest will delete most armour combinations in one trigger pull.
Double Barrel takes no attachments. Loadout is ammo selection:
Vs **Pump Shotgun**: Pump has 6 rounds and faster reload. Double Barrel has higher burst damage but commits you to a slow reload. Pump for sustained, Double for ambush.
Vs **Waterpipe**: Waterpipe is single-shot. Double Barrel is two-shot burst — twice the ambush damage.
Vs **SPAS-12**: SPAS is T3 with semi-auto fire. Double Barrel is the early-wipe ambush version.
Pair the Double Barrel with a **Semi-Auto Pistol** or **Revolver** sidearm — you WILL need a backup during the ambush gun's reload window. Wear at least **Roadsign + Coffee Can** to survive the inevitable return fire. Drink **Pure Max Health Tea** before any planned ambush; HP buffer matters when both barrels miss and you have to fight your way out.