The subject of this article appeared in Call of Duty: Modern Warfare 2. The subject of this article appeared in Call of Duty: Black Ops. The subject of this article appeared in Zombies mode The subject of this article appeared in Call of Duty: Modern Warfare 3. The subject of this article appears in Call of Duty Online The subject of this article appears in Call of Duty: Ghosts The subject of this article appears in Call of Duty: Modern Warfare Remastered The subject of this article appears in Call of Duty: Modern Warfare (2019) The subject of this article appears in Call of Duty: Modern Warfare 2 Campaign Remastered
For the Gun Perk in Infinite Warfare, see Master Key (gun perk).

The Shotgun, in some cases Masterkey, is a weapon attachment featured in Call of Duty: Modern Warfare 2, Call of Duty: Black Ops, Call of Duty: Modern Warfare 3, Call of Duty Online, Call of Duty: Ghosts, Call of Duty: Modern Warfare and Call of Duty: Modern Warfare 2 Campaign Remastered. It is also cut from Call of Duty: Modern Warfare Remastered. It is an underbarrel shotgun compatible with most in-game assault rifles, and is attached in a similar manner to the Grenade Launcher.

Call of Duty: Modern Warfare 2[edit | edit source]


Campaign[edit | edit source]

The Shotgun is available in the campaign mission "Wolverines!" on a SCAR-H with a Red Dot Sight. It is also seen as the attachment for many Ultranationalist and Brazilian Militia weapons, such as the FAL and the AK-47. It can also appear on some of the SCAR-Hs that the Rangers use. It has a capacity of seven shells.

In Modern Warfare 2 Campaign Remastered, the attachment is identified as "Masterkey" in the HUD, and holds four shells like the multiplayer version of the original MW2.

Multiplayer[edit | edit source]

In Multiplayer, it is unlocked for assault rifles by getting 20 kills with the Grenade Launcher.

The Shotgun is a low damage, long range shotgun. The Shotgun only fires six pellets per shot, tying the Striker and Ranger for the lowest pellets per shot of all shotguns. At any range short of 12.5 meters, the Shotgun will deal 25 damage per pellet, needing four pellets to kill. Damage decreases linearly until a whopping 43.5 meters. Beyond 43.5 meters, the Shotgun will cease to do any damage. The Shotgun's range is simply incredible, as it is the longest range before damage drop-off begins, with some shotguns having a total range that is shorter than the Shotgun's maximum damage range. All shotguns will cease to do any damage after 17.5 meters, but the Shotgun dwarves that number, as its maximum range more than doubles this amount. Despite the absurdly long range, the Shotgun struggles to net one shot kills, as it needs at least four pellets to hit to secure a kill. The Shotgun has a five pellet kill range of 18.75 meters, and a six pellet kill range of roughly 22 meters. The Shotgun will need at least two shots to kill at any range beyond 22 meters.

The Shotgun's damage per pellet heavily increases when using Stopping Power. At any range short of 12.5 meters, the Shotgun will deal 35 damage per pellet, needing three pellets to kill. Damage decreases linearly until 43.5 meters. Beyond 43.5 meters, the Shotgun will cease to do any damage. The Shotgun has a three pellet kill range of 14 meters, a four pellet kill range of 21 meters, a five pellet kill range of 26 meters, and a six pellet kill range of 29 meters. The Shotgun will need at least two shots to kill at any range beyond 29 meters. Stopping Power heavily assists the Shotgun, as it makes the Shotgun need less pellets to kill at the vast majority of ranges. Stopping Power borders on mandatory when using the Shotgun.

The Shotgun's rate of fire is terrible, at 78 RPM. With such a slow rate of fire, users may not live long enough to fire a second shot if the first shot does not finish the job.

The Shotgun has somewhat lackluster accuracy. There's no iron sights to speak of, nor is recoil a concern due to the extremely slow rate of fire and 1400 centerspeed. The Shotgun's accuracy disadvantage lies in its hip-fire spread, which is equal to the size of the single Ranger. While not terrible, this hip-fire spread is a definite step down from other shotguns in terms of hip-fire accuracy. The hip-fire spread holds the Shotgun back when using it at longer ranges, as the spread makes landing pellets rather luck-based. Steady Aim is highly recommended to tighten the hip-fire spread and make the Shotgun more consistent.

The Shotgun allows users to move at the same pace as the assault rifle it is attached to, meaning users will move at 95% of the base speed. The Shotgun reloads on a shell-by-shell basis, meaning that reloads are somewhat long, but the user will never need to reload more than four shells, so it's not too lengthy of a process.

The Shotgun has a small tube capacity of just four shells. Such a small capacity also needs to a small starting ammo loadout, as the Shotgun only allows users to spawn in with 12 rounds total.

Compared to other shotguns, the Shotgun's biggest asset is its absurd range. The Shotgun not only has a much longer range than all of the standalone shotguns, but the Shotgun's range is so long that it allows users to engage targets at ranges where no other standalone shotgun in a Call of Duty game can typically reach. The Shotgun also has the benefit of being equipped on an assault rifle instead of occupying the secondary weapon slot. Not only does this allow users to carry an alternate secondary weapon, but it makes the Shotgun the only shotgun that can be used in conjunction with One Man Army, as said perk occupies the secondary weapon slot, where the standalone shotguns are placed. The Shotgun's biggest disadvantage is that it has terrible damage per pellet without Stopping Power, as it needs Stopping Power just to be capable of scoring a three pellet kill. The lack of pellets per shot is also very limiting, as it leaves less room for error to secure kills, which is extremely concerning because the Shotgun is pump-action. At minimum, the user needs half of the pellets in the shot to hit the target in order to get a kill. The Shotgun pretty much needs Stopping Power and Steady Aim equipped at all times to make up for its damage deficiency and minimize the potential of needing multiple shots to kill.

Gallery[edit | edit source]

Call of Duty: Black Ops[edit | edit source]

The Masterkey shotgun is an available underbarrel attachment for most assault rifles in Call of Duty: Black Ops.

Campaign[edit | edit source]

The Masterkey is a rare attachment found in the singleplayer campaign. It can be found on the level "S.O.G.," mounted to the player's starting M16. In the same level, the Marines will occasionally drop an M14 with this attachment when killed. Before entering the rat tunnels in "Victor Charlie", it can be found on an AK-47, where it comes with a unique eight-shell magazine instead. It is also found on the second part of "Rebirth," on Hudson's Enfield, along with an Infrared Scope, a combination impossible in multiplayer. If the player searches around in the submarine base on "Redemption", they may find a Galil with the attachment.

Multiplayer[edit | edit source]

The Masterkey shotgun can be purchased for CoD Points logo BO.svg1000. It is compatible with most assault rifles, with the exception of the G11.

The Masterkey has low damage per pellet. The Masterkey fires eight pellets per shot. At any range short of 7.5 meters, the Masterkey will deal thirty damage per pellet, needing four pellets to kill. Damage decreases linearly until 12.5 meters. At 12.5 meters, the Masterkey will deal ten damage per pellet, needing ten pellets to kill. The Masterkey ceases to do damage past 12.5 meters. The Masterkey's damage per shot is extremely similar to the SPAS-12 and HS-10, but the Masterkey has 2.5 meters less overall range than either of said shotguns. The Masterkey has low penetration power, rendering it incapable of doing anything notable through cover, and like other shotguns, there is no headshot bonus. In Hardcore game types, up to three pellets can be needed to kill an opponent, and the Masterkey has a one pellet kill range of 7.5 meters.

The Masterkey is pump action, and as such, its rate of fire is terrible, at 79 RPM. This is a good bit better than the Stakeout, but terrible overall.

The Masterkey's biggest statistical advantage as a shotgun is in accuracy. The Masterkey has the same hip-fire spread as the Stakeout when standing still, and the hip-fire spread doesn't expand with movement or firing. It's much more accurate than the semi-automatic shotguns, although the Stakeout's spread is tighter when aiming down the sight. The Masterkey has no recoil problems. The recoil per shot is mild, the centerspeed is more than large enough at 1400, and the fire rate is so slow that the centerspeed perfectly recenters the Masterkey between shots. The Masterkey lacks the ability to aim down the sight.

The Masterkey has good handling characteristics. When the Masterkey is deployed, users will move faster than normal, moving at 100% of the base movement speed, 5% higher than when the Masterkey is not actively in use and the assault rifle is being used instead. The Masterkey reloads shell-by-shell, which can be somewhat time consuming, but considering that the Masterkey only needs at most four rounds to load into the tube, reloads should not be a problem.

The Masterkey has a small capacity, of just four rounds total. The Masterkey allows users to have a starting ammo loadout of sixteen rounds. This is tied with the Stakeout for the smallest capacity among all shotguns, and even worse, the Masterkey is incapable of receiving extra ammo through Scavenger Pro. The only way to receive extra ammo for the Masterkey at all is to collect ammo from a fallen assault rifle that also has the Masterkey, and has ammunition in it. Still, despite the ammunition limitation, sixteen rounds is a solid starting ammo loadout for an attachment that serves as an extension of the assault rifle instead of being a standalone weapon.

The Masterkey is best used on assault rifles with poor close-quarters capabilities, such as the M16 and FN FAL, as the Masterkey will prove to be a noticeable improvement in close-quarters over simply firing said weapons. The Masterkey also can be an attractive choice merely as a means to have another source of ammo before the player scrounges for another weapon, so that if the user's assault rifle runs dry on ammo, the user isn't completely helpless, especially in close quarters.

The strength of the Masterkey compared to other shotguns is that the Masterkey user has an assault rifle to compensate for the Masterkey's complete inability to hit targets past 12.5 meters. The Masterkey user is much more versatile than the average shotgun user, as the average shotgun user has to either switch to a secondary weapon or retreat from any medium-long range engagements. Even if said shotgun user has a secondary weapon that can be used beyond the shotgun's effective reach, unless said shotgun user picked up a medium-long range weapon, that shotgun user will usually be badly outgunned, whereas a Masterkey user can simply switch back to the assault rifle and have a weapon that is very competent at medium-long range combat.

The Masterkey has two huge differences when equipped on the Commando. The Masterkey on the Commando has a starting ammo loadout of just twelve rounds instead of the usual sixteen, and the hip-fire spread of the Masterkey expands with movement and firing. These differences make the Masterkey on the Commando far inferior compared to using the Masterkey on any other assault rifle that can equip it. If the user wants to use the Masterkey on the Commando, the user should use the AK-47 instead, as it is virtually identical to the Commando in terms of stats, but the Masterkey when equipped on the AK-47 lacks those unique weaknesses the Masterkey on the Commando has.

It also frees up the player's secondary slot for the player to have a Launcher or Special, and in most cases it is almost as quick as switching to a handgun. The Masterkey should not be used with Warlord because it is a waste of a perk, as when equipping the Masterkey, a second attachment cannot be added. Steady Aim and Sleight of Hand will both affect the Masterkey's performance positively, and the Masterkey plays best on a class with either one of those perks. The Masterkey's shot spread with Steady Aim becomes tighter than the Stakeout's default shot spread when aiming down the sight, making the Masterkey extremely precise and accurate as far as shotguns go.

Zombies[edit | edit source]

It is available on the Pack-a-Punch version of the AUG, and seems to do relatively high damage, even when compared to the Stakeout. It sports increased damage and reloads two shells at a time. However, it starts to lose its ability to kill in one hit at about round 17.

Gallery[edit | edit source]

Call of Duty: Modern Warfare 3[edit | edit source]

Campaign[edit | edit source]

It can be found in the campaign level "Stronghold", attached to an AK-47. It is located near the window that Yuri and Price jump out of onto the bridge during their escape, when Yuri detonates the C4. It has limited use, as there is little shooting to do before they get in the jeep and drive off. It is also found earlier in the level, in the security office on one of the shelves to the right.

Multiplayer[edit | edit source]

The Shotgun attachment returns in Call of Duty: Modern Warfare 3 multiplayer as a weapon attachment available exclusively for every Assault Rifle, and is unlocked at weapon level 20. The shotgun attachment appears to have been buffed and is now affected by perks and proficiencies. It is slightly less effective than an actual shotgun in combat, but it has become much more useful than its previous version especially when used with the Specialist Strike Package.

Survival Mode[edit | edit source]

The Shotgun attachment is available in Survival Mode for all Assault Rifles, and is unlocked at level 45 costing $1500. This attachment is extremely effective in Survival Mode as it can one hit kill enemies from commando troops wielding ACRs and below until round 19. It can allow for extra firepower when engaging enemies without switching weapons or to finish off enemies without wasting bullets. It is attached to the starting ACR with an ACOG Scope on the map Off Shore in Survival Mode.

Gallery[edit | edit source]

Call of Duty Online[edit | edit source]

The Shotgun attachment returns in Call of Duty Online.

Gallery[edit | edit source]

Call of Duty: Ghosts[edit | edit source]

For the stand-alone variant, see Bulldog.

"Under Barrel mounted, semi-auto shotgun that can be fired instantly with the lethal control."
— In-game description


The Shotgun attachment (referred to as MAUL in the game files) reappears in Call of Duty: Ghosts with a new model, and it is only available in multiplayer. Unlike previous iterations, the Shotgun is semi-automatic, and replaces the lethal equipment slot. It is also fired from the grenade button automatically without first switching to it. Furthermore, it can now be fired while aiming down the sights of the weapon it is attached to. However, it can only be reloaded when all the four rounds have been fired. Now it can be mounted on assault rifles and light machine guns as well (except the Chain SAW).

Gallery[edit | edit source]

Call of Duty: Modern Warfare Remastered[edit | edit source]

Throwing Knife menu icon MW3.png The subject matter of this article was cut from the final version of a Call of Duty game.

The Shotgun was a planned attachment for Call of Duty: Modern Warfare Remastered, with an untextured model available via modding. It is able to be equipped on assault rifles, and takes the appearance of the Call of Duty: Modern Warfare 2 variant.

Gallery[edit | edit source]

Call of Duty: Modern Warfare[edit | edit source]

The Shotgun attachment appears in Call of Duty: Modern Warfare as the 12-Gauge Deputy. It is semi-automatic, and starts with 6 loaded shells, but ammunition can be picked up to fill the magazine to its full 8-round capacity.

Two different visual models are used for the attachment: one for the assault rifles available at the game's launch, manufactured by Corvus Defense, and one for the rifles added in post-release updates, manufactured by FORGE TAC.

Trivia[edit | edit source]

Call of Duty: Modern Warfare 2[edit | edit source]

  • When a player switches to the Shotgun from the weapon which it is attached to, they pump it. However, when the player switches to the Shotgun from their secondary, they do not pump it.
  • If this attachment is used in conjunction with FMJ via Bling, both the assault rifle and the Shotgun are affected. If this attachment is used in conjunction with a silencer, the shotgun will behave as if it were suppressed as well, keeping the player off the minimap when firing.
  • Shotgun kills are counted as kills for the weapon to which it is attached and add to both the Marksman and Expert challenges. This trait also applies with the Grenade Launcher.
  • When equipped on the FAL, the Shotgun attachment gains infinite range. However, the damage remains unaffected, and will do marginal damage at far ranges, requiring multiple shots to kill an enemy.

Call of Duty: Black Ops[edit | edit source]

  • When wielding a Masterkey, the player will grasp the pump with the left hand, but the trigger is not touched.
  • The shots come out of the barrel of the gun it is equipped to instead of the attachment itself.

Call of Duty: Modern Warfare 3[edit | edit source]

  • Oddly, in Modern Warfare 3, there is no killfeed icon for the shotgun. Kills with it show up as the gun it is attached to. The same applies to the Grenade Launcher.

Call of Duty: Ghosts[edit | edit source]

Call of Duty: Modern Warfare[edit | edit source]

  • When resupplying with the Munitions Box field upgrade or the Scavenger perk, the 12 Gauge Deputy reloads, but does not have a reload animation.
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