# Boost Gun Ammo

Cartridges for the Boost Gun and weapons built along the same lines, made at a Weapon Workbench.

Source: https://palworld-db.com/item/PalDopingShotBullet

## Basics

- Type: Ammo / ConsumeBullet
- Gold value: 90
- Weight: 0.025
- Max stack: 9999

## Recipe

- Ingot x2
- Electric Organ x1
- Yields 10

## Where to find

| How | Where | Details |
| --- | --- | --- |
| Merchant | Caravan Shop | 90 Gold |

## Notes we already publish

- (use) The ammo is its own Technology node, not something the gun hands you. It sits at level 25 for 2 Technology points, and the Boost Gun ([[item:PalDopingShot]]) beside it is a second level-25 node costing another 2 — so budget 4 points the moment you hit 25 if you want to be firing that night. Unlocking only the weapon leaves you holding an empty handgun with no legal way to load it short of buying rounds.
- (strategy) Nothing about the stockpile goes stale. Every weapon in the line chambers this same round, including the Megaboost Gun ([[item:PalDopingShot_2]]) that unlocks 38 levels later at 63, so ammo crafted in the twenties is still the ammo you feed the endgame upgrade. One craft is 10 rounds against a magazine of 8, which is a shade over one reload per pass at the bench; a stack of 80 covers ten magazines and weighs 2 units, so there is no real reason to leave base with less.
- (use) Crafting beats the Caravan Shop by a wide margin. Ten rounds cost 2 Ingot and 1 Electric Organ at the bench, while the same ten off the merchant run 900 Gold — and Electric Organ is farmable from any Electric Pal you already keep. Buy only to top up mid-expedition when the ride back to a Weapon Workbench costs more than the coin does.

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Source: Palworld Database — https://palworld-db.com/item/PalDopingShotBullet