Learn how to effectively use the Super Shock Rifle and Ball Launcher in Unreal Tournament 2004. Includes detailed stats, primary/secondary fire modes, and tactical advice for victory.
This section covers two unique weapons in Unreal Tournament 2004: the Super Shock Rifle and the Ball Launcher. While the Translocator offers a unique teleportation mechanic, its practical use for combat is limited.
SUPER SHOCK RIFLE
The Super Shock Rifle, also known as the InstaGib Shock Rifle, is a powerful, mutator-exclusive weapon. It features a UT2004 model in hand but retains its UT2003 model on the ground. Once picked up, it cannot be dropped and replaces the standard Shock Rifle permanently until death. It comes with one ammo unit that is never depleted.
Primary Fire Mode:
- Damage vs. People: terminal
- Damage vs. Vehicles: 50
- Rate of Fire: 10/10s
- Ammo per Shot: N/A
- Max. Ammo: 1
- Recharge Time: N/A
- Special Features: instant hit; beam; pinpoint accuracy, infinite ammo; mutator-only weapon; cannot be dropped; one hit kill
Fires a wide, visible team-colored beam that instantly kills any player. Requires precise aiming due to a slower rate of fire compared to the standard Shock Rifle.
Secondary Fire Mode:
- If using the Zoom InstaGib Mutator: Sniper zoom functionality.
- If using the InstaGib Mutator (or with a map pickup/console summon): Duplicates the primary fire mode.
Tactics involve precise aiming and capitalizing on the one-hit kill potential. Success hinges on player aim.
BALL LAUNCHER
The Ball Launcher is exclusively available in Bombing Run (BR) mode when the player picks up the ball. It replaces all other weapons and surrounds the user with visible yellow lines. It cannot be dropped and is discarded by shooting the ball.
Primary Fire Mode:
- Damage vs. People: N/A
- Damage vs. Vehicles: N/A
- Rate of Fire: N/A
- Ammo per Shot: 1
- Max. Ammo: 1
- Recharge Time: N/A
- Special Features: projectile; affected by gravity; team-safe; does no damage; 30 second fuse; bounces off everything; cannot be dropped; homing; unlimited turning curve; can lock on; regenerates user health
Launches the ball in a long arc. The weapon disappears after use and reappears upon picking up the ball again. Health regenerates at 6 points per second while holding the weapon, up to 100.
Secondary Fire Mode:
Locks onto the nearest teammate within the crosshair, marking them with an orange circle. The next shot ball will home in on this teammate. If the ball hits another player (teammate or enemy), that player picks it up and gains the Ball Launcher. A soft 'beep' indicates a successful lock-on; a hard 'beep' signifies no lock-on is possible.
Tactics emphasize teamwork and possession over individual aggression. Avoid trying to run past enemies or shooting the ball into inaccessible areas. Proper passing and maintaining ball possession are key to BR success.
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