Double-Barreled Shotgun Schematic Location and Stats
Where every Double-Barreled Shotgun schematic drops in Palworld — the 3% Legendary roll off Alpha Elizabee at level 39, all four Forest supply drop percentages down to 0.04%, the 190 Base Attack two-round stat card, and a full craft that costs only 60 Ore.

The Double-Barreled Shotgun unlocks at Technology Lv 39 and fires both barrels before it reloads — two rounds of 190, then a long animation. This guide covers the full stat card, the one Alpha boss that hands out the Legendary schematic at a flat 3%, every other pool all four tiers sit in, and a craft cheap enough that you can build the thing the same evening you unlock it.
Double-Barreled Shotgun Stats
Read this stat card and the weapon's whole personality shows up in two rows. 190 Base Attack is the lowest number in the shotgun class, and a 2-round magazine means every engagement is two shots and a reload. What makes it worth a guide is everything on the cost side: 80,000 crafting work is the second-cheapest job of any shotgun, it's built on the plain Weapon Assembly Line rather than an electrified late-game bench, and its 200 durability beats both the Pump-Action Shotgun and the Semi-Auto Shotgun that come after it.
| Stat | Double-Barreled Shotgun |
|---|---|
| Weapon class | Shotgun |
| Base Attack | 190 |
| Magazine | 2 — both barrels, then a full reload |
| Damage per magazine | 380 |
| Durability | 200 |
| Weight | 24 |
| Technology level | Lv 39, 3 Technology Points |
| Crafting station | Weapon Assembly Line (unlocks at Lv 32) |
| Crafting work | 80,000 |
| Ammo | Shotgun Shell — Lv 39, 2 points |
| Legendary schematic | Double-Barreled Shotgun Schematic 4 |
| Item value | 37,990 Gold |
Shotgun attack figures only mean something against each other — a shotgun round and a rifle round are counted on completely different fire rates, so 190 here has nothing to say about anything in the gun tier list. Inside its own class, the honest read is that this is a transition weapon: it doubles the Makeshift Shotgun's one-shot burst for four extra tech levels, and it holds the slot for the four levels until the Pump-Action arrives. The reason people still chase the Legendary version is below — it's the cheapest top-tier schematic in the game to actually finish.
Where the Legendary Schematic Drops
All four tiers share one big pool of chests, camps and fishing spots, and then each tier picks up extras. The column that decides your whole plan is the first one: Alpha Elizabee drops the Legendary schematic at 3%, and no other tier drops from it at all. That's roughly 75 times the odds of the same schematic falling out of a Forest supply drop, off a fixed boss you can walk back to and kill again.
| Schematic | Crafts | Alpha Elizabee | Forest supply drop | Oil rig crates | Tier 1 maps | Chests, camps, fishing |
|---|---|---|---|---|---|---|
Schematic 1 | Uncommon | — | 5.23% | — | — | Yes |
Schematic 2 | Rare | — | 1.05% | — | Yes | Yes |
Schematic 3 | Epic | — | 0.21% | — | Yes | Yes |
Schematic 4 | Legendary | 3.0% | 0.04% | Yes | Yes | Yes |
Two more rows earn their place. Schematic 1 is the only tier locked out of treasure maps, so digging tier 1 maps never wastes a roll on the tier you're already drowning in. And the oil rig crates carry the Legendary and nothing below it — that's a genuine second route to the top tier, though it's an endgame trip for a level 39 gun, so treat it as a bonus rather than a plan. Every schematic in the game uses the same rolled-scroll model in your bag, so the four icons above are each tier's own art; that's the only way to tell them apart at a glance.
Alpha Elizabee — the 3% Boss Drop
This is the farm. Alpha Elizabee is a level 39 Grass field boss in the north-east, and it is the only Pal in the game whose loot table contains a Double-Barreled Shotgun Schematic 4. It's a fixed spawn that respawns, so the 3% is a roll you can take over and over rather than a one-shot chest. The neat coincidence is that its level and the weapon's tech node are the same number — clear it the first time and you're usually within a level or two of being able to build what it just dropped.
| Fight | Alpha Elizabee |
|---|---|
| Level | 39 |
| Element | Grass — bring Fire |
| Damage taken | ×0.24 (a 76% cut, the real reason the fight is long) |
| HP multiplier | ×1.0 — no bonus health |
| Damage dealt | ×1.0 — no bonus damage |
| Base Pal stats | 90 HP · 100 melee · 105 ranged · 100 defence |
| Location | North-east, nearest warp is the Sealed Realm of the Mystic |
| Map | Show Alpha Elizabee's pin |
The stat block is unusual for an Alpha: no HP buff and no damage buff, just the flat 76% damage reduction. That means Elizabee cannot burst you down — it means your DPS gets quartered, so an under-geared team turns a two-minute fight into ten and eventually runs out of ammo. Beat it with elemental damage rather than patience, and the reduction stops mattering. The loot is worth the trip even on a failed schematic roll:
| Drop | Chance | Amount |
|---|---|---|
Ancient Civilization Parts | 100% | 5-6 |
Precious Plume | 100% | 5-6 |
Double-Barreled Shotgun Schematic 4 | 3% | 1 |
Five to six Ancient Civilization Parts every single kill is the part that makes this a repeatable farm rather than a lottery — those are the currency behind the whole ancient-tech branch, so a run of unlucky schematic rolls still moves your account forward. The wild version of Elizabee is a completely different table, by the way: it pays Honey at 100% and Elizabee's Staff at 3%, and no schematic. Only the Alpha counts.
What Elizabee Actually Throws At You
By level 39 Elizabee has five moves online, and four of the five are Grass. It's an almost entirely ranged fighter with one close-range staff swing, which is exactly backwards from what you want when your weapon is a two-round shotgun — you have to be inside its worst range band and outside its best one. Fight it in the gap: close past 700 units so Grass Tornado can't be used at all, and stay mobile enough to eat the staff instead.
| Move | Element | Power | Cooldown | Range | What to do |
|---|---|---|---|---|---|
| Grass Tornado | Grass | 200 | 12s | 700-3000 | Its heaviest hit — get inside 700 and it's off the table |
| Spinning Staff | Grass | 160 | 8s | 0-600 | The close-range punish; sidestep it, don't tank it |
| Air Cannon | Neutral | 40 | 2s | 500-4000 | Constant chip — ignore it and keep firing |
| Wind Cutter | Grass | 40 | 2s | 500-5000 | Same chip damage, longer reach |
| Poison Blast | Dark | 30 | 2s | 500-5000 | Its only non-Grass move, and its weakest |
The cooldowns are the tell. Everything dangerous is on an 8 or 12 second timer while the 40-power filler fires every 2 seconds, so the fight has a clean rhythm: burn your burst window right after a Grass Tornado, then reposition before the next one comes off cooldown. Note that Fire doesn't resist Poison Blast — but at 30 power it's the least of your problems, so don't rebuild your team around it.
The Team to Bring
Grass takes extra damage from Fire, and with a 76% damage cut in play that multiplier isn't a nicety — it's the difference between a fight and a chore. The realistic level-39 answer is [[pal:Manticore|Blazehowl]], whose own Alpha sits at level 30, so you can have caught one before you ever walk up to Elizabee. If you're coming back later with a better roster, Jormuntide Ignis and Blazamut are the top of the combat tier list and will end the fight in a fraction of the time.
| Pal | Elements | Melee / Ranged | Why bring it |
|---|---|---|---|
Jormuntide Ignis | Dragon/Fire | 150 / 130 | S-tier, the best ranged attack stat of any Fire Pal |
Blazamut | Fire | 150 / 125 | S-tier bruiser; its own Alpha is at level 52, so it's the return trip |
Incineram | Fire/Dark | 150 / 100 | A-tier and catchable early — top melee attack in this band |
Blazehowl | Fire | 100 / 110 | The practical pick: its Alpha is level 30, so you can own one first |
Ragnahawk | Fire | 100 / 105 | Flying mount — ride in, drop, and leave if the roll fails |
Suzaku | Fire | 100 / 105 | 120 HP, the tankiest of the group; Alpha at level 45 |
Ragnahawk earns its row for a reason that isn't damage. Because you're farming a 3% drop, the walk matters more than the fight — a Fire mount that flies you to the pin, fights, and flies you out turns a ten-minute round trip into three. Full stats and spawn points for each of these are on their Pal pages, and the Alpha Pals database lists every field boss with its own damage multipliers.
Forest Supply Drops — All Four Tiers
Supply drops are the one source that gives you a real percentage for every tier, and this weapon's schematics only appear in the Forest region's table — the other seven regions don't carry them at all. The curve is brutal at the top: each tier is roughly a fifth of the one below it, and the Legendary bottoms out at 0.04%, which is about one in 2,500 drops.
| Schematic | Crafts | Forest supply drop chance |
|---|---|---|
Schematic 1 | Uncommon | 5.23% |
Schematic 2 | Rare | 1.05% |
Schematic 3 | Epic | 0.21% |
Schematic 4 | Legendary | 0.04% |
Don't chase the bottom row here — chase the top one. At 5.23% the Schematic 1 is one of the most common items in the entire Forest table, which makes supply drops the feeder for the Drafting Table rather than a Legendary source. Camp a Forest drop circuit, bank Schematic 1s and 2s, and let Elizabee handle the Legendary at 3%. Every region's full pool is on the supply drops page.
Chests, Camps and Fishing Spots
All four tiers, Legendary included, sit in the same wide background pool — so this is the loot you collect without going out of your way. Three regions carry it in their chests, three carry it in enemy camps, and, unusually for a weapon schematic, three carry it in their fishing spots. Note the camp distinction: in Mount Obsidian it's the boss stash behind the camp leader, while in the Desert, Snowfields and Sakurajima it's the ordinary camp loot.
| Source | Regions | Tiers | Map |
|---|---|---|---|
| Treasure chests | Forest, Desert, Mount Obsidian | All four | 247 · 263 · 137 pins |
| Enemy camp boss stashes | Mount Obsidian | All four | 58 enemy camps |
| Enemy camp loot | Desert, Snowfields, Sakurajima | All four | 58 enemy camps |
| Fishing spots | Forest, Desert, Mount Obsidian | All four | 367 spots · 102 rare |
| Treasure map digs (tier 1) | Anywhere | Schematics 2, 3, 4 | — |
| Oil rig crates | Oil rigs | Legendary only | — |
The fishing row is the one people miss. A weapon schematic showing up on a fishing line is rare enough that most players never try it, and the three regions that carry this one are all mid-game areas you're already crossing — so leaving a rod at a Forest spot between Elizabee runs is free rolls. The fishing database has the full catch tables, and the fishing guide covers rod tiers and which spots are worth the walk.
Build It Instead: The Drafting Table Route
The Drafting Table unlocks at Technology Lv 45 for 4 Technology Points and combines five identical schematics into one of the next rarity up. This weapon supports the entire ladder with no gaps, which is not true of every line in the game — some weapons have no combine recipe at all and must be farmed. Do notice the timing problem, though: the shotgun unlocks at Lv 39 and the table at Lv 45, so for six levels you can collect schematics but not upgrade them.
| Target | Combine cost | Equivalent in Schematic 1s |
|---|---|---|
Schematic 2 | 5× Schematic 1 | 5 |
Schematic 3 | 5× Schematic 2 | 25 |
Schematic 4 (Legendary) | 5× Schematic 3 | 125 |
125 Schematic 1s is the paper worst case and nobody should pay it — not when a 3% boss roll exists. For this weapon specifically, the Drafting Table is the backup, not the plan: combine only at the top of the ladder, banking Schematic 3s until you hold five. The trap is spending five Schematic 1s the moment you can, because those are the rolls you'll wish you still had when a Schematic 3 lands and you're one short. Build cost for the table is 20 Refined Ingot, 10 High Quality Wooden Board and 30 Charcoal; the schematic upgrade guide has the full rules.
How to Craft the Double-Barreled Shotgun
Whichever schematic tier you're holding, the recipe never changes: three materials on the Weapon Assembly Line, for 80,000 work. This is the cheapest craft of any shotgun above the Makeshift tier, and there's nothing regional or endgame in it — no ancient parts, no Sakurajima ore, no Sky Island ingots. If your base can already make Refined Ingots, you can make this gun.
| Material | Qty | Made at | From |
|---|---|---|---|
Refined Ingot | 30 | Improved Furnace (Tech Lv 34) | 2 Ore + 2 Coal each |
Polymer | 7 | Production Assembly Line (Tech Lv 29) | 2 High Quality Pal Oil + 1 Sulfur each |
Hardwood | 25 | Gathered | Large trees, or Pal drops — table below |
Nothing hides behind those rows the way Computers hide behind late-game weapons — trace all three down to things you pick off the ground and one Double-Barreled Shotgun works out to 166 raw units total. For comparison, a single Guided Missile Launcher wants 745 Ore on its own. This is the cheapest legendary-capable weapon in the game to actually build:
| Raw material | Total for one shotgun | Where to get it |
|---|---|---|
Ore | 60 | 1,632 nodes |
Coal | 60 | 824 nodes |
Hardwood | 25 | Large trees · 4,654 lumber nodes · Pal drops |
High Quality Pal Oil | 14 | Mammorest at 5-10 per kill, 100% |
Sulfur | 7 | 655 nodes |
Coal is the only line worth planning around, because 60 of it is a real dent at this stage of the game and the nodes are less than half as common as Ore. Two Mammorest kills cover the entire Pal Oil requirement, and 7 Sulfur is a single node's worth. Everything else is a base with mining Pals doing what it already does.
Fastest Hardwood Farm
Hardwood comes off large trees, but chopping is slow and four Pals drop it at 100% every kill — which is far quicker for a one-off 25. Wumpo Botan is the best of them at 2-5 a kill, and conveniently its own Alpha sits at level 38 in the same north-east stretch as Elizabee, so both fit into one outing. Mossanda is the easiest to find in numbers if you just want volume.
| Pal | Hardwood per kill | Drop rate |
|---|---|---|
Wumpo Botan | 2-5 | 100% |
Palumba | 2-4 | 100% |
Mossanda | 1-3 | 100% |
Mossanda Lux | 1-3 | 100% |
Can You Even Build It Yet?
Technology Lv 39 is the headline number, but it's the supporting nodes that actually gate people — Polymer and Refined Ingot each need their own unlock and their own station, and both sit below the gun in the tree. Work down this list before you go schematic hunting, because a Legendary schematic in your bag does nothing until the bench exists to use it.
| Requirement | Unlocks at | Why you need it |
|---|---|---|
| Gunpowder | Tech Lv 21, 2 points | Every Shotgun Shell you'll ever fire |
| Production Assembly Line | Tech Lv 29, 3 points | Polymer — 200 power, 100 Ingot + 5 Wooden Board + 20 Nail + 10 Cement to build |
| Weapon Assembly Line | Tech Lv 32, 3 points | The gun itself — 200 power, 100 Ingot + 20 Wooden Board + 20 Nail + 10 High Quality Pal Oil to build |
| Polymer | Tech Lv 33, 2 points | 7 per shotgun |
| Improved Furnace | Tech Lv 34, 4 points | Refined Ingot — 100 Stone + 30 Cement + 15 Flame Organ + 5 Cryogenic Coolant to build |
| Double-Barreled Shotgun | Tech Lv 39, 3 points | The weapon recipe |
| Shotgun Shell | Tech Lv 39, 2 points | Something to fire — made on the Weapon Workbench |
| Drafting Table | Tech Lv 45, 4 points | Combining schematics upward — six levels after the gun |
Five Technology Points at Lv 39 covers the gun and its ammo together, and every point here is an ordinary Technology Point rather than the Ancient kind you pry out of tower bosses. The genuine sequencing note is the last row: you will be farming schematics for six levels before you can combine any of them, which is another argument for going straight at Elizabee's 3% instead of laddering. The full tree is on the technology page.
How It Compares to Every Other Shotgun
Ranked on raw attack the Double-Barreled Shotgun is last in the class, and on damage per magazine it's second-last — only the single-barrel Makeshift Shotgun puts out less before a reload. That's the honest picture, and it's why this weapon is a stepping stone rather than a destination. Four levels later the Pump-Action Shotgun arrives with eight rounds instead of two and more than quadruples the burst.
| Shotgun | Tech | Base Attack | Magazine | Durability | Damage per magazine |
|---|---|---|---|---|---|
Beam Scatter | 75 | 508 | 30 | 950 | 15,240 |
Prototype Shotgun | 69 | 1,167 | 12 | 6,000 | 14,004 |
Energy Shotgun | 63 | 402 | 10 | 300 | 4,020 |
Core Eject Shotgun | 56 | 230 | — | 150 | — |
Semi-Auto Shotgun | 47 | 195 | 10 | 300 | 1,950 |
| Pump-Action Shotgun | 43 | 220 | 8 | 150 | 1,760 |
Double-Barreled Shotgun | 39 | 190 | 2 | 200 | 380 |
Makeshift Shotgun | 30 | 215 | 1 | 200 | 215 |
Two things the ranking hides. First, durability: 200 beats the Pump-Action's 150 and matches the Makeshift, so the Double-Barreled outlasts the gun that replaces it — worth knowing when you're deep in a dungeon without a repair bench. Second, cost: the Pump-Action wants Carbon Fiber and 20 Polymer, the Semi-Auto wants 50 Refined Ingot, and the Energy Shotgun wants 155 Coralum Ingot and 15 Computers. This gun asks for 30 ingots, 7 Polymer and some wood. Where it sits in the tech-level upgrade path is exactly the window between Makeshift and Pump-Action, and it fills it cheaply.
What a Legendary Version Actually Gains
Schematic rarity raises the crafted weapon's stats, and the Pump-Action Shotgun is the one shotgun whose five rarity tiers are all laid out end to end in the game's data. It climbs 220 → 275 → 308 → 352 → 385, which works out to ×1.25, ×1.4, ×1.6 and ×1.75 of base, with durability going 150 → 500 → 600 → 700 → 800 and the magazine gaining a round per tier.
| Rarity | Pump-Action attack | Pump-Action magazine | Pump-Action durability | Double-Barreled (estimated) |
|---|---|---|---|---|
| Common | 220 | 8 | 150 | 190 |
| Uncommon | 275 | 9 | 500 | ~238 |
| Rare | 308 | 10 | 600 | 266 |
| Epic | 352 | 11 | 700 | ~304 |
| Legendary | 385 | 12 | 800 | ~333 |
Pocketpair has never published the per-rarity multipliers, and they aren't uniform across weapon families — launchers climb far more gently than handguns do — so the right-hand column is the Pump-Action's own in-class curve applied to 190, and should be read as a close estimate. 190 is the only number in that column that's certain. Whether the magazine also gains a round per tier is genuinely unknown for a gun with two physical barrels, so don't count on it.
Here's the part worth being blunt about: even at an estimated ~333 attack, a Legendary Double-Barreled Shotgun puts out roughly 666 per magazine — still less than a plain Common Pump-Action's 1,760. This is not a weapon that a Legendary schematic turns into an endgame gun. What it *is* is the cheapest Legendary in the game to complete: a 3% roll off a level 39 boss, and a 60-Ore craft. If you want a top-tier schematic finished early for the sheer satisfaction of it, this is the one.
Shotgun Shells and Running Costs
The ammo is the easiest part of this whole weapon. Shotgun Shells unlock alongside the gun at Tech 39 for two points, they're made on the basic Weapon Workbench rather than an electrified bench, and one craft gives you ten. The same shells feed the Pump-Action and Semi-Auto later, so nothing you stockpile now goes to waste.
| Ammo | Recipe | Per craft | Station | Unlock |
|---|---|---|---|---|
Shotgun Shell | 2 Refined Ingot + 3 Gunpowder | 10 | Weapon Workbench | Tech Lv 39, 2 points |
Traced all the way down, ten shells cost 4 Ore, 4 Coal, 12 Wood and 3 Sulfur — genuinely nothing, and the Wood half is free forever once a Charcoal loop is running in your base. With a 2-round magazine you'll burn through them faster than you expect, so craft in batches of a hundred and forget about it. Every other weapon's ammo cost is on the ammo database.
The Short Answer
Kill Alpha Elizabee, the level 39 Grass field boss in the north-east: it's the only source of the Legendary schematic outside the wider loot pool, it drops it at a flat 3%, and it respawns. Bring Fire — the fight has no HP or damage buff, only a 76% damage cut, so element damage is the whole answer. Back it up with Forest supply drops (5.23% for Schematic 1, 0.04% for the Legendary), plus chests, camps and fishing spots in the Forest, Desert and Mount Obsidian. Build the Uncommon version at Tech Lv 39 immediately — the whole gun is 60 Ore, 60 Coal, 25 Hardwood, 14 High Quality Pal Oil and 7 Sulfur — and treat the Drafting Table at Lv 45 as the backup route, not the plan.
Related Guides
More on shotguns, schematics and Alpha farming:
- How to Upgrade Schematics to Legendary at the Drafting Table
- All Legendary Weapon Schematic Locations in Palworld
- Best Legendary Schematics and How to Get Them
- Alpha Pal Hunting Route: Every Field Boss by Level
- Best Guns Tier List: All Guns Ranked
- Best Weapons at Every Tech Level: Full Upgrade Path
- Guided Missile Launcher Schematic Location and Stats
- Tactical Grenade Launcher Schematic Location and Stats
- Palworld Fishing Guide: Every Spot and Catch
- All Alpha Pals: levels and boss multipliers
- Every schematic in Palworld and where it drops
- Palworld weapons database: every weapon compared
- Palworld supply drops: full loot pool by region
- Palworld interactive map: every node, chest and camp
- All Palworld guides





















