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The Double-Barreled Shotgun, also known as Dunali SxS, is a Tier 2 secondary weapon in World War Z. It becomes the default secondary weapon for all classes if the "Shotgun Fiesta" mutator is active.

Overview[]

The Double-Barreled Shotgun (further abbreviated as DBS) is one of the 2 shotguns in the game that can be carried in the secondary weapon slot (the other one is the Compact Shotgun). With the unique "Breakout" perk equipped, it becomes one of the only 2 firearms in the game with the pushback ability (the other one is the Assault Shotgun with the bonus from "Bear Arms"). The "Piercing Hearts" perk in the same slot can make it the only secondary weapon capable of achieving +2 maximum penetration without any class bonuses.

Performance[]

As a subclass of weapons, shotguns in the secondary slot have the following problems:

  • Wide spread and low accuracy.
  • A rather low number of shots that can be fired before having to reload.
  • Lengthy reloading animations and/or pump animations.
  • A rather low number of carried shells.

These drawbacks make secondary shotguns and especially the DBS less suitable options than pistols and the Senjata PDW for taking out idle and roaming Zeke in order to conserve ammunition for the primary weapon.

At the same time, secondary shotguns offer a set of advantages that other secondaries do not. They are more consistent and less risky options for peeking Lurkers around the corners. They are more time- and ammo-efficient options for shooting the Bulls in the back or the helmet's visor. They can knock Infectors down faster as well. Secondary shotguns can be carried for these purposes alongside an accurate primary weapon that performs well at medium to long range.

The Gunslinger class offers significant boosts to secondary shotguns that can inflate the magazine capacity, the total ammo pool, and postpone the reloading animation for some time. It is possible to turn the Double-Barreled Shotgun into a multi-barreled shotgun with a series of headshots using the "Front Line Supply" perk, which is useful for taking down the Bulls and Infectors. A combination of the Gunslinger's "Sleight of Hand", "Switcheroo", "Bounty Hunter", and the "Weighted Bullets" perk for the DBS increases its performance against tanky special infected even further. A combination of the Gunslinger's "Sleight of Hand", "Switcheroo", "Warface", and the "Piercing Hearts" perk for the DBS makes it a decent secondary option for taking down Zeke pyramids in case the primary weapon is low on ammo, completely empty, or there is no time to reload it at the moment. The 3-second timing is important to maintain the +2 penetration.

The Hellraiser class offers some useful bonuses for this weapon as well. The "Nimble Thumbs" perk increases its reload speed by 50%, and the "Hole Punch" perk increases its effective range by 50%.

The "Breakout" perk for the DBS makes it one of the most forgiving fallback weapons to use in tight spaces when there is no time to reload the primary weapon, regardless of the class choice. It is important to note, though, that it only pushes back common Zeke, not the special infected like Bulls that are resistant to this ability.

Weapon Stats[]

Early levels[]


Level 1–Level 4 stats
Level Power Accuracy Handling Fire Rate Max Penetration Magazine capacity Max Carried Ammo
1 9 2 0 3 1 2 40
2 9 2 0 3 1 2 60
3 9 2 1 3 1 2 60
4 9 2 1 3 1 2 60

Base stats after level 5[]

Power Accuracy Handling Fire Rate Max Penetration Magazine capacity Max Carried Ammo
9 2 1 3 1 2 60

Perks[]

Unique perks[]

Name Effects Available at weapon level Unlock conditions
Piercing Hearts Switching to this weapon increases its Penetration by 1 for 3 seconds 6 3 documents for Kamchatka 1: Dead of Winter
Range +50% Efficient range 6 Challenge (blue) coins 500
Backup Plan Get a masking effect for 3 seconds when you run out of ammo for this weapon (cooldown: 60 seconds) 12 Challenge (blue) coins 100
Breakout Push nearby zombies back by rapidly emptying the barrels of this weapon 11 Challenge (blue) coins 100

Common perks[]

Name Effects Available at weapon level Unlock conditions
Custom Sight +2 Accuracy, -10% Reloading speed 8 Credits (yellow coins) 500
Ergonomics II +2 Handling, -15% Damage 8 Credits (yellow coins) 500
Weighted Bullets +20% Damage, -25% Max ammo 9 Credits (yellow coins) 500
Fine Motor Skills I +25% Weapon switching speed 10 Credits (yellow coins) 500
Veteran I +15% Reloading speed. The reloading speed bonus is stackable but can't be higher than 50% 13 Credits (yellow coins) 500
Friend Not Foe -25% Friendly fire damage (dealt and received) 14 Credits (yellow coins) 500
Ammo Pouches +15% Max ammo 15 Credits (yellow coins) 500

Weapon Progression[]

Unlock requirements by level[]


Level-up requirements
Level 2 3 4 5 6 7 8
XP 200 350 550 750 750 800 800
Credits (yellow coins) 150 500 750 1000 1000 1250 1250
Level 9 10 11 12 13 14 15
XP 850 850 900 900 950 950 1000
Credits (yellow coins) 1500 1500 1750 1750 2000 2000 2000


Weapons
Tier I
Scout Rifle • Compact SMG • Shotgun • Pistol • Machine Pistol • Flaregun
Tier II
Assault Rifle • Sporting CarbineClassic Battle RifleClassic Bullpup Rifle • Light Automatic WeaponSMG • Combat Shotgun • Sniper Rifle • PDWCompact ShotgunDouble-Barreled Shotgun • Revolver
Tier III
Assault Carbine • Battle Rifle • Bullpup RifleAdvanced Combat Weapon • Advanced SMGSpecial SMG • Assault Shotgun • CrossbowGrenade Launcher • Multi-Barreled Shotgun • Repeating Rifle • Heavy Pistol
Melee Weapons

Melee Weapons

Heavy Weapons

Payload RifleRPG LauncherMachinegunMGLHeavy Assault ShotgunChainsawFlamethrowerMulti-Shot Rocket Launcher

Equipment

Frag GrenadeMasking Gas GrenadeMolotov CocktailC4Claymore MineSupply BagStun GunStim PistolQuadrocopterMobile Shield

Defense Systems

AutoturretBarbed WireFenceHigh Voltage GridMortarSound TrapStationary Machinegun

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