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Part 10
Unreal Tournament 2004

Part 10

Learn how to effectively use the Shield Gun's primary and secondary fire modes in Unreal Tournament 2004, including damage, charge times, and tactical applications.

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Learn how to effectively use the Shield Gun's primary and secondary fire modes in Unreal Tournament 2004, including damage, charge times, and tactical applications.

Shield Gun - Primary Fire Mode

The Shield Gun's primary fire is a melee attack that can be charged for increased damage and knockback. It has instant hit and uses separate ammo, though it doesn't consume ammo on primary fire. The weapon will automatically fire when in range of a valid target. You start with this weapon.

  • Damage vs. People: 40 (single tap) | 150 (fully charged)
  • Damage vs. Vehicles: 40 (single tap) | 150 (fully charged)
  • Rate of Fire: 1/1s (single tap) | chargeable
  • Ammo per Shot: N/A*
  • Max. Ammo: N/A*
  • Charge Time: 2s
  • Special Features: Instant hit, melee range, knockback, chargeable shot, uses separate ammo, backfire (if released against a wall/floor, injures self).

*The weapon has ammo, but Primary Fire does not use any of it.

Tactics (Primary Fire):

  • Useful when you have nothing else or have just spawned. Chase enemies with Dodge-Jumps and splatter them against walls. Be aware that the charging sound alerts enemies.
  • Effective against lightly armored or damaged vehicles if you can surprise the occupants.
  • Good for setting up ambushes in narrow hallways, though the Flak Cannon is often better.
  • In Assault (AS) modes, it's excellent for quickly eliminating enemies on objectives, as they are less likely to leave the objective to avoid the attack. It provides an instant kill when needed.
  • Can be used to boost jumps by aiming at your feet, releasing a fully charged shot, and then jumping. This allows access to otherwise unreachable areas but requires a quiet environment.

Shield Gun - Secondary Fire Mode

The Shield Gun's secondary fire deploys a shield that absorbs damage. It consumes 15 ammo on activation and drains 1 ammo per second while active. It also consumes 1 ammo point per 2 damage points sustained, but will not block more than 20 points from a single hit. The shield deactivates when ammo runs out and requires a full recharge. The shield takes on the color of your team.

  • Damage vs. People: N/A
  • Damage vs. Vehicles: N/A
  • Rate of Fire: Continuous
  • Ammo per Shot: 15 + 1/1s when active
  • Max. Ammo: 100
  • Recharge time: 100/15s
  • Special Features: Does no damage, damage absorption, recharging, continuous, uses separate ammo.

Tactics (Secondary Fire):

  • Provides limited protection; effective against bullets and weak projectiles, but heavy projectiles like rockets will still cause significant damage. It's best used to buy time to escape or find better weapons.
  • Can be used to defend a flag/ball carrier by absorbing some damage, but it's often more effective to use direct damage weapons.
  • In AS, it can be used to survive running through dangerous areas to reach an objective or to provide a few extra seconds of protection while activating an objective, as you cannot move while the shield is active.
  • Can help survive falls by absorbing up to 20 points of damage.

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