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DualPistols

A very fast ranged style utilizing a pair of projectile weapons.

Skill Description
Dual Pistol Weapon Proficiency

Allows access to Dual Pistol Weapons and the Dual Pistol weapons Tree

Grants Multiple Abilities:
Lunge Strike : Hold Melee
Interrupts : Vulnerable to Block
Interrupts and deflects enemy attacks with a powerful pistol whip.

Full Auto : Hold Range
Block Breaker : Vulnerable to Interrupt
Continuously fires your weapons to smash through and stun a blocking opponent.

Slip Shot

Tap Range, Hold Range
Block Breaker : Vulnerable to Interrupt
Launches you into a backward dive with pistols firing.

Lifting Strike

Tap Melee, Hold Melee
Interrupts : Vulnerable to Block
Interrupts and possibly deflects strong ranged, sustained, or charge-up attacks by pistol-whipping the enemy up and away.

Loft Shot

Tap Melee, Hold Melee x 2
Interrupts : Vulnerable to Block
Blasts enemies into the air and keeps them there with a bullet barrage.

Jump Shot

Tap Range, Hold Melee : Tap Melee, Hold Melee x 3
Interrupts : Vulnerable to Block
Fires an explosive burst as you leap into the air.

Sweep Shot

Tap Melee x 2, Hold Melee
Swings gunfire hitting enemies in a wide frontal cone.

Magnum Round

Tap Range, Hold Range x 2
Block Breaker : Vulnerable to Interrupt
Fire a high-powered magnum round that sends your target flying. Magnum Round may be fired immediately after Slip Shot, or Jump Shot, Sweep Shot or Kick.

Dual Pistols Mastery

Requires 8 points in Dual Pistols

Dual Pistols Mastery is a prerequisite for performing cross-weapon combos into select Dual Wield and Hand Blaster attacks.

Increases weapon attack damage while a dual pistols weapon is equipped.

Dual Flurry Mastery

Tap Melee, Hold Melee x 3
Requires Dual Pistols Mastery
Requires Dual Wield Mastery and Dual Flurry
Use Dual Wield to perform a high damage version of Dual Flurry.

Ultra Flurry Mastery

Tap Melee x 2, Hold Melee x 2
Requires Dual Pistols Mastery
Requires Dual Wield Mastery and Ultra Flurry
Use Dual Wield to perform a high damage version of Ultra Flurry.

Solar Flame Mastery

Tap Range, Hold Range x 3
Requires Dual Pistols Mastery
Requires Hand Blaster Mastery and Solar Flame
Use Hand Blaster to perform a high damage version of Solar Flame.

Meteor Blast Mastery

Tap Range, Hold Melee, Hold Range
Requires Dual Pistols Mastery
Requires Hand Blaster Mastery and Meteor Blast
Use Hand Blaster to perform a high damage version of Meteor Blast.

See Also[]

Gallery[]

Trivia[]

  • When holding Ranged for the continuous attack, pressing the directional keys will change the pose so the character is pointing each gun at a different direction, allowing the player to hit targets almost anywhere around them.
  • There is a rapid glitch in Jump Shot: In the jumping animation, tapping Melee rapidly to make the player teleport quickly side to side dealing extra melee damage and slightly finishing the jump animation faster. This doesn't happen all the time.
  • To get into Magnum Round with dealing more damage, go with Lunge Strike > Lifting Strike > Loft Shot > Slip Shot > Jump Shot > Sweep Shot > Magnum Round. Done like this: Hold Melee X3 > Hold Range > Hold Melee X2 > Hold Range
  • Due to how his parents died, Batman has a strong aversion to guns. When Nightwing worked as a police recruit for the Bludhaven Police Department, Batman wouldn't let him wear his sidearm in the Batcave.
  • It's safe to say Dual Pistol is the fastest weapon to deal continuous damage and range damage, but also the weapon with the weakest range attack.
  • The Crimson Avenger (Jill Carlyle) possesses a pair of 1911 Colt handguns that were originally owned by the first Crimson Avenger. These guns are cursed to make whomever wields them serve as a minor Spirit of Vengeance. The guns make Jill mentally relive the death of a victim and then is teleported to their place of burial, from which she is expected to avenge the victim's death but hunting down and killing the culprit. She has thrown the guns away many times and even blown them up but they always return to her holsters and the holsters never come off.
  • The Dual Pistols can link their combos together: Lunge Strike > Lifting Strike, Loft Shot > Slip Shot, Loft Shot > Jump Shot, Slip Shot > Jump Shot, Jump Shot > Sweep Shot, Jump Shot > Magnum Round, Sweep Shot > Magnum Round. Full auto is the only combo that does not chain.
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