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    General 
  • Bling-Bling-BANG!: From 2 and onwards, the higher rarity a weapon is, the more expensive and prestigious it'll look.
    • Atlas: While not present for 2, Atlas guns in 1 are shiny and pearl-white by design to reflect their expensive and rare nature compared to other brands.
    • Bandit: The scrap metal used to construct the weapons have a shiny crimson red/orange sheen, as opposed to the rusty and unpainted weapons before them.
    • Dahl: Bright autumn camouflage covers the weapon, and before that Dahl weapons sport a blue and black urban camouflage.
    • Hyperion: High tier Hyperion weapons have a gold finished frame to compliment their black and red decorations. In The Pre-Sequel, you can find Old Hyperion weapons from before Jack's policy to change the company's signature color from red/black to yellow, and the high tier weapons from that era are built with polished chrome and black parts.
    • Jakobs: In what is possibly the straightest example of this trope, rare Jakobs guns are gold plated with polished birch wood.
    • Maliwan: Rare Maliwan guns bring out their signature orange/black/white colors with a faint hexagonal pattern put on the weapon, making them look out of this world when put besides other guns.
    • Tediore: Rare Tediore guns are built with dark purple carbon fiber parts and some polished chrome additions. While not as expensive looking compared to other brands, it's a notable step up from the cheap plastics and metals used in lower tier Tediore weapons.
    • Torgue: The well polished metals on high tier Torgue weapons are complimented by a large red stripe and a checkerboard race track pattern printed over the weapon.
    • Vladof: High tier Vladof guns are polished silver with a bright red imperial eagle on the side of the weapon.
  • Evil, Inc.: Aside from the fact that they're primarily weapons manufacturers, a lot of the corporations are amoral to some extent, ranging from careless negligence (Dahl) to greedy and ruthless professionalism (Atlas) to comical feats of supervillainy (Hyperion).
  • High-Voltage Death: Weapons that come with the Shock element can violently shock enemies while sapping their shields. In the first game, this translated to the current being so powerful the victims head bursts, leaving their skull exposed. From the second game and onwards the target is rendered stiffened from the electrocution as they're vaporized.
  • Hollywood Acid: Any weapons they make with the Corrosive element will drench the target in green acid that chemically burns them over time. Against unarmored targets this isn't as deadly as burning them with fire, but it's especially effective at damaging targets through their armor, melting them alive while bypassing their protection.
  • Mega-Corp: Most of them are powerful corporations who have claims across the galaxies.
  • Kill It with Fire: Most of the weapons made by the corporations can come with elemental effects, including fire, which immolates their targets with flames so intense nothing but ashes are left behind.
  • One Nation Under Copyright: After the "Last Corporate War" destroyed the central government of the galaxy, the corporations rose to become political powers in their own right.
  • Private Military Contractors: Every corporation seems to have it's own private army of Elite Mooks. As of the third main game, we've seen:
    • The Crimson Lance representing Atlas, who convert into the Crimson Raiders when Atlas abandons both the planet and their soldiers.
    • Hyperion's robotic army, who are supported by human construction workers and specialized elite soldiers.
    • The Lost Legion and New Pandora for Dahlnote 
    • Maliwan's invading army, which is comprised of elementally augmented mechs and soldiers, some of which come to battle in heavy Powered Armor.
    • Vladof has been revealed to have the Ursa Corps up their sleeves, a division of mech operators who are capable of single handily wiping out a continents worth of enemy forces with their small numbers and deadly suits.
    • Tediore reportedly has an unnamed army too, large enough to occupy a continent, though they were easily defeated in a Curb-Stomp Battle by the aforementioned Ursa Corps.
    • Torgue's armed forces do fit this trope, but they're a lot less organised than everyone else's. Mr. Torgue just thinks all of his employees should lug around massive, high-calibre weapons and get into lots of fights because that's badass.
  • Weapon of Choice: As of the second game, the manufacturers that are still in business have a heavy preference towards making only certain weapon types that fit both their trademarked technology and the demographic they're trying to appeal to, and as such have shed some of their weapon types they had from the first game.
    • Bandit: Every weapon type except sniper rifles and lasers — Bandits do not like reloading, so all their weapons are meant to focus around giant magazines and nothing much else. They're also not particularly concerned with whether or not they hit what they're aiming at, so accuracy tends to be very low.
    • Dahl: Assault rifles, SMGs, pistols, sniper rifles, lasers (TPS only) — Dahl prefers to make weapons marketed towards the professional mercenaries and bounty hunters of the galaxy, meaning their arsenal is practical and reliable in most situations.
    • Hyperion: SMGs, pistols (BL2/TPS), shotguns, sniper rifles, lasers (TPS only) — Hyperion markets to business people who want portable, accurate weapons that excel at taking out a specific single target, handy for a corporate work environment.
    • Jakobs: Assault riflesnote , pistolsnote , shotguns, sniper rifles — Jakobs embraces the classic Wild West aesthetic, and thus limit themselves only to weapons that could have existed during that time period.
    • Maliwan: SMGs, pistols, sniper rifles, rocket launchers (BL2/TPS), lasers (TPS only), shotguns (BL3 only) — Maliwan's elegant, colorful, sleek aesthetic, along with their marketing making heavy use of Apple-esque narration, make it clear who their main demographic is: hipsters. Their weapons are portable (with the exception of their rocket launchers) and aesthetically pleasing while also making the best use of their elemental technology.
    • Tediore: SMGs, pistols, shotguns, rocket launchers (BL2/TPS), lasers (TPS only) — Tediore prides itself on being the go-to gun manufacturer for The Everyman, people who typically want nothing more than to have an affordable form of home defense. As such, their weapons are relatively easy to pick up and use without too much formal training. Even their rocket launchers get in on this, maximizing ammo mileage by turning the launcher itself into a rocket once it runs dry.
    • Torgue: Assault rifles, pistols, shotguns, rocket launchers — Torgue likes their weapons big, bulky and explosive, with even their sidearms being Hand Cannons in their own right. Because of this, they dropped their old SMG and sniper rifle products from the first game, the former because the word 'sub' in 'sub-machine gun' is unacceptable, and the latter because you can't enjoy a good explosion from a distancenote .
    • Vladof: Assault rifles, pistols, sniper rifles, rocket launchers — Vladof advertises to the freedom fighters of the galaxy, who may not have the patience or training for other brands of weapons and would rather not sacrifice that much firepower by picking a more accessible brand like Tediore or Maliwan. Thus, the full auto firing rate and decent power of Vladof weapons works best for them, with all of their weapons being capable of letting loose a flurry of bullets in a short amount of time with the proven reliability and simplicity of Soviet-era technology.

    Atlas 
https://static.tvtropes.org/pmwiki/pub/images/496167885_preview_atlas.png
"It is said that the Greek god Zeus fought for 10 long years against the titans, only to have the battle end in a draw. We at Atlas like to believe Zeus could have won the fight in half the time if only he had one of the guns from our legendary line of firearms. All Atlas guns offer exceptional rate of fire, damage, and an epic level of high technology. Regardless of your god, you need not look to the heavens for salvation from adversity. Atlas weaponry can answer your prayers and grant you a power few mortals have ever experienced. Prove yourself as a true believer. Join the select ranks of Atlas owners and become a god among men!"

A weapon manufacturer and private military contractor, Atlas produce high-quality weapons that excel in almost all areas, with no obvious weaknesses, other than rarity. The corporation staked Pandora as its own in Borderlands but was forced off planet. By the events of Tales from the Borderlands, Atlas is now owned by Hyperion, thanks to Handsome Jack wiping out their executives between the Pre-Sequel and BL2, causing the corporation to disappear into the red ink, with Jack owning the rights to the company.

They make a return in Borderlands 3 after Rhys takes the company deed from the ruins of Helios and becomes the CEO. The reborn Atlas trades ultra-high quality for a new type of weaponry: Smart Guns that lock on once an enemy is hit with a tracker tag fired from an underbarrel attachment.


  • The Aesthetics of Technology: While they didn't have this in the first game (and weren't enough for the Art Shift of the second game), Borderlands 3 gives their weapons sleek, curvy shells with geometric designs on them, resembling spaceships more than guns.
  • Arm Cannon: Atlas pistols in 3 are arm-mounted guns.
  • Back from the Brink: After the events of Tales, Rhys managed to obtain the rights to Atlas and has made it a successful corporation seemingly back on par with the other companies within five years.
  • The Empire: While all of the manufacturers are empires to some extent, Atlas seems to consider itself more of a political faction than a corporation.
  • Evil, Inc.: Downplayed, surprisingly. While not completely on the up-and-up they are miles better than their successors, Hyperion.
  • Evil Matriarch: Their on-planet leader is the Siren Steele.
  • Elite Mook: The Crimson Lance private army are the most powerful regular enemies in the game, and are mostly present in the late game. In Borderlands 2, the few Lancemen who became bandits are all Badass-level enemies. Roland and many of the Crimson Raiders were former members of the Lance.
  • Incompetence, Inc.: Corruption and incompetence is so widespread among the higher-ups that a three-year old was promoted as a Crimson Lance Admiral due to nepotism.
  • I Own This Town: The Crimson Lance casually took over many smaller towns around Pandora.
  • Heel–Face Turn:
    • After the fall of the Crimson Lance, most of them ended up reforming under Roland as the Crimson Raiders, essentially becoming the official army of Pandora.
    • After the events of Tales from the Borderlands, the lessons learned by its recent CEO is visible enough to play the rest of it straight.
  • Light Is Not Good: All Atlas equipment in the first game is pearlish-white, befitting their mythical name, but their creators are by no means nice people.
  • Master of All: Functions as this in the first game. All Atlas weapons are straight-up better in most areas, but only appear late in the game, are rare to find, and may not be actually better than other brands depending on what you're looking for. Much of their advertisement focus on this aspect as well. This is toned down in 3, as they're just another brand by this point.
  • Private Military Contractors: Has a whole army of them, in full heavy armor. When Atlas abandoned Pandora and went bankrupt, some of the leftover and stranded soldiers would later joined the Crimson Raiders in Borderlands 2, while others decided to join the bandits of Pandora.
  • Religious and Mythological Theme Naming: Their company and many of their rare guns draw their names from Greek Mythology.
    • A number of the Lance Assassins they've raised continue the theme. In addition to main character Athena, two of the assassins sent after you in the General Knoxx DLC are named Hera and Minerva.
  • Smart Gun: Atlas guns in 3 use smart-gun technology that allows them to lock onto enemies.
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    Bandit/Scav 
https://static.tvtropes.org/pmwiki/pub/images/400px_bandit_logo.png
"The Bandit gun philosophy is simple: MORE BULLETS! MORE SHOOT BITS FOR BRAIN SPLATS! BANG BANG BANG BANG! ...BANG!"

After the events of Borderlands, individual groups of bandits and outlaws began producing their own weapons more to their own liking. Unlike all other manufacturers, the Bandit brand isn't found anywhere but Pandora and are not a unified company in the slightest; rather, "Bandit" is a catch-all term to any weapon produced by bandits on the planet.

Their weapons and gear are recognizable by high damage and loaded magazines, but below average firerates and accuracy, producing weapons that can be fired forever without reloading. Their shields often give a melee damage boost upon being depleted, and their grenades boast AoE features, such as MIRVs and Bouncing Betty's.

Pre-Sequel reveals the the Scavengers of Elpis made guns incredibly similar (if not almost identical) to their Pandoran brothers, cobbled from scrap to fight off the space-faring beasts of the moon. Their weapons have different colour schemes and slightly different naming themes, but outside of that are essentially just buffed blue Bandit guns.

Likely folded into Children of the Vault for Borderlands 3, considering the cult has united most of the bandit clans on Pandora.


  • The Aesthetics of Technology: If it looks like it was cobbled together from bits of scrap and rejected parts from other manufacturers, it's probably Bandit tech.
  • Always Chaotic Evil: Played straight for the Bandit manufacturers, but averted when it comes to the weaponry itself. Marcus, and many other characters both sell and carry Bandit weapons without any qualms. The weapon generation system also means that the supposedly superior weapon brands (including, ironically, Hyperion) use Bandit sights, barrels and even pistol grips on their own guns without concern.
  • Book Dumb: Bandits are not too good at spelling. Their weapons have names such as "Ass Beeter!", "Mashine Gun" and "smig". The Scavs of Elpis are a bit better (in that they at least know how many letters are in "SMG"), but they still make some fairly glaring errors.
  • Cool Guns: A given for a Borderlands weapons manufacturers, but the rough and slapdash Bandit weapons with huge barrels often make for some of the most badass weapons in the game.
  • More Dakka: The most dakka you'll be able to hold in your hand with one gun. It's a rarity if a bandit assault rifle has less than a fifty round ammo capacity, and they are the only manufacturer who has a separate model for an extended magazine, going from a welded together box mag to a belt box. The Bandit shotgun barrel has three muzzles, making it the second most dakka-ey shotgun component after the four-shot Torgue barrel.
  • Red and Black and Evil All Over: Any Bandit weapon worth a damn has a mostly red colour scheme, and given how Ax-Crazy most Bandits are, that red is probably blood. Some higher level weapons have bits of added black to the combination. Scav weapons a generally a cool blue instead.
  • Reliably Unreliable Guns: While the game doesn't simulate jams or misfires, the Bandit weaponry will reflect the low quality of production by having their reloads take a significant amount of time, at least partially because the magazine is so big, and partially because (as reflected by some of their SMG designs) the magazines are held on by cheap latches that you need to smack to eject the empty mag.
  • Short-Range Shotgun: Bandit Shotguns are among the most inaccurate in the game, but it's made up by...
  • Shotguns Are Just Better: ... Having the largest magazines and high damage. Bandit Shotguns tend to be the best weapons in the Bandit product line, for this very reason.
  • Starter Equipment: Bandit weapons are more common early in the game, though it's certainly possible to find powerful Bandit equipment much later.
  • Suspiciously Similar Substitute:
    • Bandit guns are essentially the new S&S, replacing them as the high ammo capacity manufacturer from the second game onward.
    • The Pre-Sequel rebrands Bandit weapons as Scav models to fit the native ne'er-do-wells of Elpis, which swap out the red and orange color scheme for mottled blues and purples but otherwise look and behave identically.
  • Talking Weapon: The Boganella from the Pre-Sequel is a triple-barreled shotgun with a... colorful vocabulary.
  • Weapon of Choice: Between this and Vladof, Anarchy Mechromancers gravitate to these guns by sheer necessity. When you're firing more bullets than the stockpile of most small countries in an afternoon of adventuring, holding more bullets is always important. And you're not gonna hit anything anyway (except by sheer coincidence or by ricochet), so the low accuracy and bullet drift are just a drop in the bucket. Even the slow reload is undone by a few simple skills that can be boosted to ridiculous heights.
    • While not amazing, they can also be put to good use with, fittingly, Krieg. Using Bloodlust, specifically the Blood-Filled Guns skill (boosts magazine capacity for every stack of Bloodlust) means Krieg can boost his stacks, reload a Bandit pistol or SMG and never stop firing, ever.

    Children of the Vault 

In Borderlands 3, the Children of the Vault are the main antagonists. Led by Troy and Tyreen Calypso, this Cult is fanatically obsessed with the Vaults, and seeks to lay claim to them for their own ends. To further this goal, they have begun manufacturing their own weapons.

Weapons made by the Children of the Vault are unique in that they don't use magazines; instead, they draw directly from your ammo reserves and overheat if fired for too long.


  • The Aesthetics of Technology: Their guns draw heavily on The Apunkalypse, using bright neon colors, extraneous spikes and chains, and various tubes and nozzles.
  • Cult: They are effectively the Calypso's massive EchoCast fandom turned murderous cult.
  • Overheating: The main drawback to their guns: you never have to reload, but you will have to contend with the weapon overheating, possibly at an inopportune time. In some cases, this is more literal as they'll catch on fire and have to be cooled off with a water gun.
  • Suspiciously Similar Substitute: The CoV are effectively replacements for Bandits both story-wise as well as being manufacturers, replacing large magazine size with an overheat mechanic that gives them theoretically Bottomless Magazines.
  • Villain Team-Up: They have united Pandora's various bandit gangs under their banner. They're also allied with Maliwan, helping with their assault on the Atlas corporation.
  • Unorthodox Reload: While CoV guns don't need to reload, overheating them will still require a lengthy process akin to reloading. Some guns have them just replacing burnt-out parts, but some of the animations are... weird. One shot in the trailer, for example, shows a character cooling down a CoV gun by squirting it with a Dahl Kidz water pistol.

    Dahl 
https://static.tvtropes.org/pmwiki/pub/images/unknown_5_1.jpeg
"Dahl has been outfitting the defenders of freedom for over a century, and isn't about to stop anytime soon. We've built our company on the foundation that dead customers can't be repeat customers — keeping you alive is in our best interest! We also know that those of you doing the government's secret dirty work have enough to contend with and don't need to fight your weapon, too. That's why we at Dahl have strived to manufacture the smoothest and most stable guns on the market. And when you get surrounded — and you will — you'll be glad to know your Dahl has been precision machined to remain as accurate during sustained fire as humanly possible. So make sure you bring a Dahl with you the next time you go on assignment. It just might bring you back."

Founded by Stanton Dahl, the Dahl corporation is one of the major corporations of the six galaxies and play a major role in the backstory of Pandora, being the original colonizers of the planet. Establishing mining operations using a workforce of convicts, they eventually abandoned the planet, leaving the workers to eventually become bandits.

They produce guns for the "professional mercenary", meaning that they are fairly balanced in all categories save for recoil, which is generally incredibly low. Their guns also feature a burst-fire mechanic for precision damage. Dahl lasers penetrate targets, and Dahl barrels turn lasers into blasters. Dahl shields drop shield-recharging boosters when damaged, while their grenades utilize Bouncing Betty technology to shower an area with bullets.

In Borderlands 3, Dahl has seen it fit to provide their guns the ability to switch firing modes as their wielders please.


  • The Aesthetics of Technology: Dahl weapons resemble modern-day military tech and come decorated in varying camouflage.
    • In Borderlands 3, the designs are somewhat more futuristic, though they retain the camouflage coloring. Their SMGs in particular gain a bolt-locking notch not unlike the ones on the MP5 family, and are slapped in the same way.
  • Boring, but Practical: Dahl guns have a fairly simple gimmick with their burst-fire mode and tend to have a slightly more grounded design, but are generally reliable. Even moreso in 3, where their firing modes can be toggled manually and range from semi-automatic, burst-fire and full-automatic.
  • Bottomless Magazines: One of their Unique guns in Borderlands 1, the Dove - a Repeater Pistol that doesn't consume ammo.
  • Consummate Professional: Dahl weapons are advertised as weapons for the professional soldier, with an emphasis on a military aesthetic.
  • Difficult, but Awesome: Dahl sniper rifles shares the burst fire mode of their other weapons, meaning that if you are really good at leading your shots, you can take out several enemies in a single burst, or put several bullets into one tough enemy's critical hit spot.
  • Dirty Coward: Dahl in general has a habit of pulling out of endeavors the second things go even slightly south and leaving next to all of their personnel behind. Almost every villainous faction outside of Jack and Steele are because of them abandoning their troops - Bandits, Lost Legion and New Pandora, to name the major ones.
  • Drill Sergeant Nasty: Dahl Field Reconstruction Stations, which are licensed off-shoots of Hyperion New-U Stations, speak to their users like drill sergeants to cadets (though unlike New-U stations, these are usually more motivational than passive-aggressively insulting).
    No time for slacking off! Get back out there!
    There is no afterlife, just an eternity of duty!
    Death is just God's way of making you angrier! YOU ANGRY YET, SOLDIER?!
  • Eagle Land: Both types, the Beautiful for its corporate image, but the Boorish in practice.
    • However, the Lost Legion are, despite their Well-Intentioned Extremist goals, is shown to be skewed toward the Beautiful, with Zarpedon and her army expecting and willing to perform a Heroic Sacrifice in the process of preventing the Vaults from being opened.
    • Where the Lost Legion are skewed towards Beautiful through their end goals, the New Pandoran Army is boorish. Hector and his army plotted to bring Pandora to its knees through an all-out war against its people, unleashing a deadly spore infestation because they felt that they were owed the land Dahl promised they'd get.
  • Greater-Scope Villain: They are responsible for Pandora being in the state that it is now, primarily the Bandits. Their decision to abandon Elpis after the Crackening also indirectly kicked off the events of the Pre-Sequel, and therefore 2 by extension. They are also responsible for Commander Lilith and the Fight for Sanctuary, thanks to their decision to deceive Hector and his troops into believing that Pandora would be a paradise before sealing them into a mine there.
  • Jack-of-All-Stats: Dahl weapons feature relatively well-rounded stats, with their primary benefit being a low recoil and burst-fire.
  • Law Enforcement, Inc.: Much like Atlas, but as a commercialized, interstellar Military-themed corporation that never leaves its post without stating at least a Semper Fi.
  • Screw This, I'm Outta Here!: The reason there's so much infrastructure with Dahl's name on it on Pandora, but no Dahl personnel still flying the colors? They up and left after Atlas took an interest in the Vault and other alien tech on the planet. No, they didn't bother getting their hired workers off the planet, thus... the bandits.
    • This was also the case with Dahl's attempt to control Elpis. Dahl sent a legion of their men under the command of Colonel Zarpedon to secure the moon for their miners. Then the Crackening happened, and Dahl once again turned tail and ran without bothering to get their workers off the moon. And thus, the Lost Legion came about.
    • Commander Lilith and the Fight for Sanctuary reveals this happened again with them tricking a platoon of veterans into a mining shaft in an even more barren part of the planet with promises of a paradise... and then sealing the mine up with them still in it. There's not even that much of a reason for it this time, they just... do. This leads to the leader, Hector, working with a mutagenic compound to form New Pandora and force the planet into the Paradise they were promised. It's so bad that even the game itself mocks their cowardice in the side mission detailing this.
  • Starter Equipment: The very first gun you attain in 2 without the Premiere Club is a "unique"note  Dahl Repeater that always spawnsd with a Tediore grip and Bandit barrel. It's obviously of little use once you actually get a better gun, mainly the Jakobs pistol (or if you're lucky, the Legendary Hornet pistol) that drops from Knuckle Dragger.
    • This repeats in Pre-Sequel, as Wilhelm starts a new game with a simiarly part-fixed React Repeater, though his has a Tediore barrel instead of a Bandit one.
  • Small Role, Big Impact: The Dahl corporation has little to no presence as a faction in Borderlands but their actions not only lead to the Lost Legion being the main antagonistic force in the Pre-Sequel, but the existence of Bandits on Pandora and Scavs on Elpis and the New Pandora faction in Commander Lilith and the Fight for Sanctuary.
  • What Do You Mean, It's Not for Kids?: In-Universe example, but 3 reveals that Dahl has a Dahl Kidz brand that produces toy guns like water pistols. You know, a massive, intergalactic weapon manufacturer making kids toys - imagine Colt making a line of toy guns and it's kind of the same thing. The water pistol, by the by, is used by the Vault Hunters to cool down a few CoV guns when they overheat.

    Gearbox 
https://static.tvtropes.org/pmwiki/pub/images/preview_gearbox.png

Yes, Gearbox Software's Creator Cameo of choice. These guns are not typically found through normal loot drops, but are special weapons found periodically through the first game. In the second game, a few only appear to players who got the Premiere Club.


  • Ace Custom: Inverted. As of 2, they seem to specialize in making cheaper versions of other companies' products.
  • Bland-Name Product: In 2, they don't have any unique products, only variants of other manufacturers' weapons.
  • The Bus Came Back: They're back for 3, even if only as weapon skins.
  • Creator Cameo: Is one to The company that made the game. Fittingly, they are absent from TPS and Tales, since those games were made by other developers.
  • Hufflepuff House: To a greater degree than S&S, to the point where it's not entirely clear if they're even canon.
  • Starter Equipment: If you applied for the Premiere Club in 2, you get a Vladof assault rifle, a Hyperion SMG, and a Jakobs sniper rifle added in your inventory at the start of the game. These guns are a leg-up on the Dahl pistol and Jakobs revolver and shotgun you normally get later, but they'll get outclassed quickly once you do a side quest or two in Southern Shelf (Hammerlock's quests will give you a Vladof rifle and, should you give the Bullymong fur to him, a Jakobs sniper, both of which trounce the Gearbox weaponry in terms of stats), or make a beeline for the weapons vending machine near Hammerlock's cabin.
    • Downplayed a little with the SMG, however, as SMG's don't start spawning until Three Horns - Divide so it's the only one you're going to get for a while. But even then, it's stats are so pitifully weak (easily outdone by a Vladof pistol of the same level range), it's not worth holding onto anyway.

    Hyperion 
https://static.tvtropes.org/pmwiki/pub/images/unknown_2_0.png
"There are many weapons in this world, but only the best have what it takes to bear the Hyperion insignia. Every gun that leaves our facility has been tested by multiple independent inspectors and is guaranteed to meet our impossibly high standards. All Hyperion guns are meticulously calibrated by our technicians and certified to levels of accuracy never before seen in the industry. Whether you're a professional marksman or simply someone who appreciates a finely-crafted piece of machinery, you can't go wrong with a Hyperion. Financing is available to those who qualify."

Founded by Maxim Turner, Alma Harren and Lawrence De Quidt, Hyperion rose to power with the Last Corporate War. Known for their high-quality and sleek-looking firearms, they are also known for the New-U Stations (before they became non-canon) and the controversial CL4P-TP line of service robots. After the opening of the Vault of the Destroyer, an ambitious programmer known as Jack led mining operations in both Pandora and its moon Elpis via an H-shaped base known as Helios. After the opening of the Vault of the Sentinel on Elpis, Jack (now calling himself Handsome Jack) took control of the company as President and led it into a war with Pandora in an attempt to bring civilization and order as well as opening the Vault of the Warrior.

Hyperion guns tend to boast above-average stats with an emphasis on accuracy, featuring a stabilizer that reduces the recoil the more you fire it. Hyperion lasers get increased damage on critical hits, and Hyperion barrels turn lasers into railguns. Hyperion grenades include "Singularity" grenades, which pull nearby enemies towards them before exploding. Hyperion Amplify Shields are able to amplify damage when full by using a chunk of it to boost offensive power.

In Borderlands 3, they retain the stabilizer tech, but their guns now sport weapon-mounted shields that deploy while aiming down the sights that can have properties of equippable shields such as absorbing ammo or enhancing damage. They also have long since washed their hands of Jack and his policy of invasion, genocide, and yellow paint.


  • The Aesthetics of Technology: Hyperion technology is slick, space-age stuff, with sharp angles, extraneous fins, and high-tech reloading mechanisms. Fittingly, they're all named with various corporate buzzwords.
    • Borderlands 3 has their guns becoming even sharper, as well as exposing metallic parts, but they dropped their unorthodox reload mechanisms in favor of frontal shield technology.
  • Awesome, but Impractical: Hyperion sniper rifles are usually really, really powerful, and with Hyperion's focus on accuracy, you'd think it would be a match made in heaven. Unfortunately, they still have Hyperion's reverse-recoil gimmick, which makes them difficult to aim at first; aiming down the scope also improves their accuracy, but that just makes it harder to perform under sudden pressure.
    • Averted in the Pre-Sequel, where said scoped accuracy delay has been reduced to the point of being near instantaneous. This combined with them having the second highest damage (Behind Jakobs) and second lowest recoil (behind Vladof) in the game makes them a lot more balanced and desirable. Their only downside tends to be their low fire rate (lowest in game, not counting bolt-action Jakobs rifles) and the fact that you can't reliably hip fire with them.
  • Bad Boss: Anyone with power within the Hyperion hierarchy tend to become abusive to their subordinates, ranging from verbal abuse to outright torture and murder.
  • Big Bad Duumvirate: The founders of Hyperion were a triumvirate who formed the basis of the company's principles: ruthless business tactics (Maxim Turner), a focus on precision firearms (Alma Harren) and cutting-edge experimental robotics (Lawrence De Quidt).
  • Comedic Sociopathy: Under Handsome Jack's management in Borderlands 2, in which he inflicts his tendency for random murder, sociopathy, and whatever kind of horror he finds to be funny on the workers and anyone in Hyperion's way. It's lucky for the players that it's so over-the-top, or things would be a lot more horrifying.
  • Critical Hit Class: Their extreme focus on accuracy makes them excellent for landing critical hits. A few of their red-text weapons and all of their lasers even get boosted critical hit damage.
  • Cult of Personality: The middle management all idolize Jack to some extent, ranging from admiration to outright worship to the point that they wear imitations of his mask and his office is essentially enshrined after his death.
  • Deployable Cover: In the third game, Hyperion guns have holographic shields that activate upon aiming down sights.
  • Difficult, but Awesome: Hyperion guns start off ridiculously inaccurate, making guns such as sniper rifles highly impractical. However, if one can weather through such issues then they can take advantage of the gun's above-average statistics.
  • Dissonant Serenity: The Hyperion Announcer who insults you over the New-U station and announces messages over the Helios space station always speaks in a chipper and droning tone, even as chaos erupts around her. What's especially perplexing is that she's not an pre-programmed AI, but instead an actual person doing it all live.
    (During the quest Voice Over) Vault Hunter's faces look like wee-wees! God, I hate this!
    (After the quest) I'm so pissed right now!
  • Evil, Inc.: Even before Jack took over, the company was involved in unethical experimentation of animals and bred a corporate atmosphere of greed and backstabbing. After Jack took over, things got even worse due to many middle-management worshiping Jack and seeking to emulate him.
  • Heel–Face Turn: Possibly, assuming that Mr. Blake is in charge during Borderlands 3, but Hyperion as a company seems to have taken a step down from their heel status now that Jack's dead.
  • I Own This Town: Hyperion forces took over many towns and encampments in 2, much like Atlas before them. Only this time, Hyperion is much more interested in clearing the 'bandits' out from Pandora than simply just taking over.
  • Incompetence, Inc.: Due to greed and sociopathy being part of the corporate culture, Hyperion tends to be filled with power-hungry assholes who rise to their ranks not because of competence but due to them killing anyone in their way and ability to push their weight around. Under Jack's leadership, the company waged a costly and pointless war to "civilize" Pandora and anyone who questioned him were promptly killed. Or had their children killed. Or both.
  • Klingon Promotion: Judging by Jack and Vasquez, killing your superior and getting away with it is a completely viable way to climb the corporate ladder.
  • Mecha-Mooks: The Loaders, which are repurposed mining robots sent en-masse.
  • Posthumous Character: Lawrence De Quidt passed away before he could finish working out the kinks with the Claptraps. It's unclear if the other founders are still alive by the time of Tassiter.
  • Red and Black and Evil All Over: Hyperion weapons in the first game were red and black before Jack took over. After he does, most of them are now yellow and white because he thought it was livelier, though higher-level weapons such as the Conference Call are still red and black. During the Pre-Sequel, Hyperion is still undergoing this transition, and weapons with both color schemes can be found.
  • Shotguns Are Just Better: Hyperion shotguns are generally quite good due to their tight spread, low recoil and high rate of fire. The Legendary Hyperion shotgun, the Conference Call, is generally assumed to be one of the better below-Pearlescent shotguns in the game, while the actually-Pearlescent Butcher is said to be one of the best shotguns, period.
  • Starter Equipment: Jack's Doppelgänger gains a Galvanising Vision with fixed parts and an Old Hyperion skin when starting a new game as him in Pre-Sequel.
  • Stupid Evil: Hyperion fall under this during Jack's tenure and after Jack's death until the end of Tales.
  • Talking Weapon: Four Hyperion weapons in the second game can talk.
    • Shotgun 1340 is made with the AI of a loader that tried to kill you and failed repeatedly. It offers messages of encouragement.
    • The Morningstar, on the other hand, is a sniper rifle that criticizes the user for any reason, from killing enemies to reloading.
    • The Bane is a 'cursed' submachine gun with a shrill voice that screams while firing. Said screaming is unintelligible and translated in subtitles as "[annoying sound]".
    • The Overcompensator as featured in the Commander Lilith DLC is basically the Butcher with the added feature of having a Surfer Dude voice.
  • Theme Naming: Hyperion guns tend to use various corporate buzzwords in their naming conventions, resulting in shotguns called "Face Time" or "Projectile Diversification". According to Handsome Jack, this was his attempt to create weapons "made by smart sons of bitches for smart sons of bitches". Old Hyperion in The Pre-Sequel has a different, but no less buzzword-laden set of names and prefixes.For example... 
  • Unorthodox Reload: All Hyperion guns, with no exceptions, have magazines fed from the top in a hinged assembly that automatically pulls the fresh mag inside the gun. In sniper rifles, that means the scope slides forward to let out the spent magazine and then back when the rifle's loaded again. This is dropped in 3.
  • Weapon of Choice: Hyperion's emphasis on full-auto accuracy and drilling round after round into a target's crit spot plays to the strengths either sniper-type characters like Mordecai, Zer0, and Aurelia, or full auto gunners like Roland, Axton, Salvador, and Wilhelm. Also Jack's doppelganger, who gets a skill just for boosting Hyperion weapons.
  • The Worf Effect: According to a hidden ECHO log in Commander Lilith and the Fight For Sanctuary, even Hyperion at its height under Handsome Jack wouldn't stand a chance against Vladof's Ursa Corps and their Iron Bear mechs. Not even Wilhelm or The Warrior would've made a difference.
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    Jakobs 
https://static.tvtropes.org/pmwiki/pub/images/unknown_59.jpeg
"The Jakobs family has been assembling quality firearms for over 300 years, and although the world has changed quite a lot since Montgomery's grandfather bolted on the sandalwood grip of the company's first revolver, our family tradition and commitment to building a superior product is still as true as ever. The employees at Jakobs may not all share the same last name anymore, but we're still family. And we want you to join us. When you invest in a Jakobs, you're not only getting the most powerful firearm money can buy; you're also joining the biggest family of satisfied gun owners the world over. Whether you're shouldering one of our renowned rifles or staring down the barrel of one of our timeless pistols, you can be sure each and every shot packs the reliability and strength that only a Jakobs can offer."

Founded by the Jakobs family and currently owned by Montgomery Jakobs, the Jakobs corporation prides itself on high-quality firearms with a classical aesthetic. Their guns often feature wooden handles, making them a rarity among manufacturers.

Jakobs guns generally feature high damage at the cost of everything else and usually do not feature any elemental modifiers. As of the second game, their guns simply fire as fast as you can press the fire button and often feature hidden bonuses to critical hit damage. As a rule, Jakobs does not manufacture shields (bar one, the Rough Rider in 2) or grenades.

In Borderlands 3, they've augmented their guns with the ability to ricochet shots from enemy to enemy upon scoring a critical hit.


  • The Aesthetics of Technology: Jakobs weapons all resemble antiques ripped straight from a western (except for the high end models that include wheel as the clip), complete with plenty of wooden components.
    • They don't stray far from this in Borderlands 3, though some of their guns seem to now come with a few futuristic accoutrements.
  • Archaic Weapon for an Advanced Age: Wild West weapon engineering, going up against lasers, elemental capacitors, and E-Tech... and often winning.
  • Attack Its Weak Point: Especially relevant with Jakobs guns, as they have a greater crit multiplier than other manufacturers.
  • Bilingual Bonus: Their "Skookum" line of rifles comes from an American Aboriginal word for "strong."
  • Boring, but Practical: Downplayed. Jakobs guns are far from aesthetically-boring and they usually have the highest average damage per shot count, but they're the only weapon brand that doesn't have any elemental weapons, thus there is no Damage Over Time, aside from a few very rare exceptions. That said, Jakobs weapons are generally so high in quality that high-rarity Jakobs guns may generally last you for quite a while. Jakobs pistols in particular are commonly said to be the best pistols for general use in 2 and The Pre-Sequel, lacking any bells and/or whistles but hitting like a truck all the same.
  • Crippling Overspecialisation: Apart from a tiny handful of DLC weapons (Stinkpot, Greed, Cobra, Twister, Hot Mama) and a rare gun (Zarpedon Cyber Eagle from Pre-Sequel), Jakobs guns never have elemental capacitors, and so tend to be less effective against armoured or shielded targets. That being said, they're still capable of some high damage numbers, often more than enough to punch through that defence anyway.
  • Critical Hit Class: Pretty much sums up Jakobs as a manufacturer, particularly with their new gimmick in 3.
  • Difficult, but Awesome: The lack of an auto-firing option can easily set down several users from hammering shots in accord with its maximum firing speed, especially when the Jakobs gun in question is an assault rifle. Fulfilling the firing speed, on the other hand, allows a hilariously large damage output from their respective magazine sizes.
  • Family Business: The Jakobs corporation has been owned and operated by the Jakobs family, with Montgomery being the current president.
  • Hand Cannon: The longest pistol barrel is of Jakobs manufacture, although ironically a) Hand Cannon guns are not Jakobs (they're Torgue) and b) they don't use the Jakobs barrel (Torgue guns with the Jakobs barrel are called Rods). Jakobs uses it on the Irons, which is one of the larger pistol designs.
  • Hufflepuff House: Aside from playing a minor role in the "Zombie Island of Dr. Ned" DLC, Jakobs as a corporation has relatively little attention given to it until 3, where the Jakobs family are the central focus of the Eden-6 plotline.
  • More Dakka: A Jakobs pistol or assault rifle can empty its clip really quickly and messily, although overall dakka levels are kept down by clip size and how fast you can pull the trigger (assuming it's not a Sniper).
  • New Old West: Their guns are all western-themed in a futuristic setting.
  • Non-Elemental: With the exception of a few Uniques, Jakobs guns never have any elements attached aside from a few explosives here and there.
  • Pinball Projectile: In 3, their guns gain the ability to ricochet to other enemies upon critical hits.
  • Pistol-Whipping: The Law, one of the two best firearms for melee specialists (and possibly the best once the Order shield is equipped), is a Jakobs wheelgun with a nasty bayonet.
  • Powerful, but Inaccurate: While the first shot a Jakobs gun fires is usually quite accurate, follow up shots end up going everywhere at once thanks to their vicious recoil and slow recoil recovery, combined with their ability to fire as fast as you pull the trigger.
  • The Rival: As of Borderlands 2, they have an especially vitriolic relationship with Hyperion, frequently badmouthing them in their radio ads.
  • Revolvers Are Just Better: Jakobs handguns always take the form of revolvers and pack quite a punch. Their high rate of fire is represented by fanning the hammer like a Western gunslinger.
  • Shotguns Are Just Better: Downplayed. While Jakobs Coach Guns, Longriders, Scatterguns, Bushwhacks and Quads are by no means bad (in fact their accuracy and damage are very good), their recoil kicks hard and their signature tiny (often single-shot) ammo capacity means you spend a lot of time reloading. Jakobs, however, is very good at loading multiple-slug bullets into other kinds of guns, with things like the Masher/Maggie (shotgun pistol) and the Skullmasher (shotgun sniper rifle).
  • Simple, yet Awesome: The Jakobs design philosophy. They don't look as fancy as other weapons — even at higher rarity levels, their Bling-Bling-BANG! doesn't match the aesthetic touches given to other manufacturers at the same level. They're almost always Non-Elemental. And whatever they hit, they hit hard. A Jakobs sniper rifle with a reasonable rarity can last many levels beyond when the player picked it up.
  • Slogan:
    If it took more than one shot, you weren't using a Jakobs.
  • Sniper Rifle: In two flavors:
    • For the DMR/Battle Rifle, look no further than a Jakobs Assault Rifle; sure, they're semi-auto only, but given their high damage, and Jakobs being the Critical Hit Class of the manufacturers, they fit well in that role.
    • Their snipers are slower bolt-action weapons, but given the raw damage numbers that they're capable of, it's probably more accurate to label them as anti-materiel rifles.
  • Starter Equipment: Nisha, fittingly, starts every new game of Pre-Sequel with an Ornery Iron with fixed Jakobs parts plus a sight.
  • Token Good Teammate: Downplayed. While the standing as a corporation can still be morally questioned, Jakobs is at its closest to ever be docile to its consumers, without pushing radical militarism or brute advertising compared to other companies. It is also noted that it has been aware of Hyperion's unstable leadership and how it functions. However, the "Zombie Island" DLC showed them as having Bad Boss tendencies, not evacuating their workers from the zombie apocalypse-ravaged island they own, and being absurdly ineffective at doing much of anything to help those still stranded on the island. While this may not make Jakobs a straight example of the Token Good Teammate, it's still probably an improvement over working at Hyperion.
  • Weapon of Choice: Due to their high damage and accuracy, they are considered the preferred weapons of crit-based characters like Mordecai, Zer0, Nisha, and Aurelia (Nisha in particular is often shown in character pictures dual-wielding Jakobs Irons as well as having skills and mods dedicated to boosting Jakobs guns). They're also popular with Gaige in Anarchy builds: the high rate of fire and relatively small ammo clips of Jakobs pistols and shotguns let her build Anarchy stacks quickly, while the damage bonus from those stacks is nasty given the high damage of a Jakobs gun (especially the Maggie).

    Maliwan 
https://static.tvtropes.org/pmwiki/pub/images/unknown_3_5.jpeg
"Isn't it time you take your weapons to the next level? Sure, old-fashioned slug throwers have served you well in the past, but so did Bologna sandwiches. You've grown. Your tastes have changed. They've refined. It's time you had a gun that evolved with you and didn't feel like a family heirloom. Maliwan believes in honoring the past by embracing the future. Every Maliwan weapon is designed by the skilled technicians in our bleeding-edge laboratories to pack as much elemental punch as possible. Our staff of artisans crafts each weapon to look as good as it performs. Maliwan offers a full line of pistols, shotguns, rifles, and rocket launchers to fit every style. If it's not elemental, it's not a Maliwan."

The Maliwan corporation focuses on weapons for the sophisticated intellectual (IE, hipsters). As such, they focus on elemental damage with sleek design elements. Maliwan lasers increase in damage as the trigger is held, and Maliwan barrels turn lasers into beams. Maliwan shields continue the trend by either emitting an elemental nova when depleted or retaliating against melee attacks with elemental spikes, while their grenades contain the much-valued Transfusion effect, healing the user whenever they damage an enemy.

In Borderlands 3, their guns gain the ability to switch elements on the fly, as well as the option to fire a more powerful charged shot.


  • Abnormal Ammo: Maliwan "ammo" seem less like actual bullets and more like firing energy balls at enemies.
  • Added Alliterative Appeal: Perhaps you have picked up on their preference to put "P" names and prefixes on all of their rocket launchers. Except for that one in The Pre-Sequel. note 
  • The Aesthetics of Technology: Maliwan weapons look like what Apple might produce with access to hyper-advanced technology, albeit significantly more colorful. When in doubt, look for diagonal stripes of white, black, blue, and orange.
    • Their weapons in Borderlands 3 lean even heavier into this, looking almost like they came from another planet.
  • All Your Base Are Belong to Us: As of Borderlands 3, they've started sending a massive army of soldiers and robots to invade the newly built Atlas territories to usurp them. By the time the Vault Hunters arrive, the city is littered in Maliwan forces.
  • Awesome, but Impractical: Sure, the fancy light effects and elemental damage look nice, but it all comes at the cost of actual damage per shot, rate of fire, bullet speed and, in the case of pistols, extra ammo consumption. Most players just use a Maliwan gun to slag things before switching to a more powerful weapon for the actual killing. They do become more practical in True or Ultimate Vault Hunter mode, though, with the increased relevance of Elemental Rock–Paper–Scissors, but even so most of the time it's more effective to use a high quality elemental weapon from someone else that has better firepower to exploit it. The Pre-Sequel does give them a leg up with lasers, since Maliwan lasers increase in damage over time while being fired.
    • Borderlands 3 alleviates this problem a bit by allowing some their weapons to harness two elements at the same time, which lets their users switch to which element they'd prefer to have at the moment.
  • Charged Attack: In 3, their guns can be charged up to do bonus damage.
  • Crippling Overspecialization: Maliwan guns do one thing: elemental damage. On enemies that can't be hit by such an effect, or ones that resist what should ostensibly be their elemental weakness (such as a badass fire skag), Maliwan Weapons can't really do much of anything. At least shock doesn't suffer any damage penalties against non-shielded enemies.
  • Elemental Weapon: All Maliwan weapons are elemental with high elemental effect damage and Damage Over Time proc chance.
  • Everything Is An I Pod In The Future: While they're far more colorful, Maliwan guns all have sleek curved designs and are clearly inspired by Apple consumer products.
  • Everything's Better with Spinning: The magazines of their pistols, rocket launchers and high-tier submachine guns spin when fired and reloaded, and in the latter case, also spin (but more slowly) when idle. There's no known purpose for that except to make them look cool.
  • Hufflepuff House: Until 3, very little detail was given about Maliwan as a corporation.
  • Non-Elemental:
    • Curiously, there are game files for Dummied Out Maliwan weapons without elemental properties. There are even prefixes, such as "Technetronic" for submachine guns.
    • In the Pre-Sequel there is exactly one Laser weapon with no element which also happens to be a Maliwan Weapon, the E-Gun. However this is a weird case as the E-Gun is explicitly modified to kill Ghosts, which might be why it has no element (the elemental capacitor being tampered to harm ghosts instead).
  • Sesquipedalian Loquaciousness: Maliwan naming conventions usually give their names verbose and over-elaborate names such as "SubMalevolent Grace" for their basic SMGs or "Florentine" for sniper rifles. Jack mocks them in an Echo Log in Opportunity and Torgue PR loathes the very idea.
  • Sighted Guns Are Low-Tech: Averted. All Maliwan weapons have decent iron sights, and their scope accessory on submachine guns and pistols is a holographic reflex sight. They only have true-to-form scopes for sniper rifles and rocket launchers.
  • Starter Equipment: An Electrified Aegis is Athena's starting weapon in a new game in Pre-Sequel. Because it's a Maliwan, it's the only starting weapon that can spawn with an elemental capacitor.
  • Unorthodox Reload: The "iPod" aesthetics means that changing mags looks more like swapping a battery. In all cases, the Tron Lines on the gun have to first flicker on for it to be usable.
    • In SMG's, it's done depending on the rarity level. For white and green ones, you swipe a finger on the side of the receiver for a perfectly form-fitting magazine on the side to drop out, then put a new one. Nicer ones (blue and above) have an external circular magazine that is cranked upon insertion. In both kinds, if the gun's reload speed is low, the Vault Hunter will give the magazine a slap to insert it properly.
    • In sniper rifles, the trick is to pull the barrel down to break open the entire frontal half to get to the magazine sitting in the center of the receiver.
    • In rocket launchers, the set of three barrels near the muzzle are pulled out, and another is inserted and does a little spin for good measure.
    • For pistols, the guns are styled after revolvers with their battery packs where the cylinder on an actual revolver would be. They are flipped out and another is slapped in sideways.
  • Weapon of Choice: Maliwan weapons are generally popular amongst elemental damage specialists such as Lilith, Maya, Krieg, Gaige, and Athena. Mordecai is usually seen wielding a Maliwan sniper rifle throughout Borderlands 2 and its DLCs.

    S&S Munitions 
https://static.tvtropes.org/pmwiki/pub/images/unknown_3.png
"The brothers who first founded S&S Munitions did so with the goal to not just make a weapon, but to change an industry. As avid outdoorsmen with time in the military, they knew the power of your weapon only mattered when it was loaded. Tired of seeing their clips run dry at the most inopportune times, they set out to develop the highest capacity guns on the market. S&S Munitions is now the standard-bearer for large capacity, easy-to-change magazines. Today, our commitment to functional technological advancements doesn't end there. S&S Munitions also makes some of the most powerful tech weapons on the market. If power and capacity are your concerns, then say yes to S&S."

A manufacturer that only appeared in the first Borderlands, which produced high-capacity weaponry often augmented with elemental tech. Unfortunately, they went out of business (at least on Pandora and Elpis) due to the proliferation of cheaper, locally-produced Bandit and Scav guns.


  • The Bus Came Back: Leaked files imply that they're back for 3.
  • The Generic Guy: Among the weapons of all three games, there just wasn't much distinguishing them from everyone else aside from very large magazines, moderate to fast fire rates and decent elemental multipliers that were still outclassed by Maliwan. As a result, they got replaced by Bandit weapons, which were much more flavorful.
  • Hufflepuff House: To a greater degree than Jakobs, who at least have a DLC and a motif. There wasn't even that much for S&S other than advertising.
  • More Dakka: Their main schtick was having generously large magazines for their guns. To quote one of their advertisement posters:
    Reload: Verb.
    1. Something you do after your target is dead.

    Tediore 
https://static.tvtropes.org/pmwiki/pub/images/496167885_preview_tediore.png
"Tediore was founded on the principle that no family should be without the protection that an affordable, lightweight firearm provides. Whether you're planning on taking little Billy out to the fields for his first pheasant hunt or you need to chase some trouble off your front porch, Tediore will be there for you. Over the years, Tediore has built a reputation among the working class men and women of this land for providing fast-reloading weapons that anyone, on any budget, can afford. So the next time you're headed down to the Save-N-Save, why not put a little piece (sic) of mind in the cart and grab yourself a Tediore? Tediore's pistols, shotguns, sub-machine guns and rifles can be found at major retailers nationwide."

The Tediore corporation prides itself on cheap affordable firearms for the common people. As such, they are some of the most common guns found in the games and their easy-to-use functionality means that they have exceptionally fast reload times. In the second game, this "evolves" into being thrown away, with another gun immediately digistructing into your hands. Tediore lasers act as Tesla coils for a short while before exploding when they are reloaded, and Tediore barrels turn lasers into splitters. Tediore shields and grenades lack any sort of special gimmick, although their shields do boast low capacity in exchange for fast recharges.

Borderlands 3 turns the variety of their grenade modes Up to Eleven: Bouncing Bettys, MIRVs, homing grenades, guns with legs, and more.


  • The Aesthetics of Technology:
    • Tediore weapons are boxy and utilitarian, to emphasize their cheap and disposable nature. They're often made of low-quality plastic or metal, with higher-end models using carbon fiber parts instead.
    • In Borderlands 3, they've switched this out for a style similar to mechanical parts, though they have injected a bit more color into some of their guns.
    • In 2 and Pre-Sequel, Tediore guns have no external magazines due to their disposable nature.
  • Attack Drone: Tediore Guns in 3 can sometimes sprout legs after reloads so that they can run around and shoot at enemies as well as act as turrets.
  • Cute as a Bouncing Betty: Tediore produces the Bunny, which is a line of Legendary rocket launchers that, when reloaded, bounces around and drops live grenades before blowing itself up, allowing their users to blow a up condensed room several times over. They're also painted bright pink.
  • Housewife: Their mascot in radio ads is Mrs. Tediore, who is a 1950's-esque housewife who also happens to be a spokesperson for a weapons company.
  • Hufflepuff House: They tend not to play much of a role.
  • Nanomachines: Tediore guns are implied to be this in its true form due to their Throw-Away Guns nature and how they easily digistruct for use.
  • Never Needs Sharpening: The volatile construction of a Tediore gun was made into a selling point of the gun.
  • One Bullet Clips: Subverted. Any bullets left when reloading a Tediore go with the gun and add to the damage of the explosion. If nothing, it can be useful for some burst damage with high-capacity guns such as SMGs.
  • Our Weapons Will Be Boxy in the Future: Because of their cheap and disposable nature, the average Tediore gun will resemble an arrangement of boxes with a trigger mechanism. Even their scopes are boxy.
  • Punch-Packing Pistol: Tediore Law revolvers in the first game. They fire fast, reload even faster, and outclass repeaters in damage no matter what, so they make for very good sidearms.
  • Throwing Your Gun at the Enemy: In Borderlands 2 and Pre-Sequel, "reloading" a Tediore means tossing them at your enemies, thus turning them into grenades. In the case of rocket launchers, this means they turn into rockets themselves. The third game has the guns sprout legs and become miniature walking turrets. That explode.
  • Vendor Trash: Downplayed. Most of the time Tediores have such bad stats that they're best sold, but their prices are so low you won't get much of a profit. On the other hand, them being a budget brand means you can get a good one off a vendor for much less than you'd pay for a more chic brand such as Hyperion, Atlas or Maliwan (not that money is really necessary in the middle games). A Tediore rocket launcher bought for the price of an SMG from another manufacturer is nothing to scoff at. And a Tediore Legendary is still a Legendary — a Jack-of-All-Stats whose fast, explosive reload provides practically constant damage output.
  • Weapon of Choice: Characters who have skills that allow them to make the best of explosions may find themselves buying Tediore guns just to exploit their explosive reload property, such as Axton, Krieg, Claptrap and Wilhelm. The extremely fast reload of Tediore weapons also make them compelling weapons for an Anarchy-focused Gaige to use while collecting stacks of Anarchy/utilizing Discord quickly.
  • The Worf Effect: According to a hidden ECHO log in Commander Lilith and the Fight For Sanctuary, a shock troop of Iron Bear mechs from Vladof's Ursa Corps was able to clear out clear out an entire continent of Tediore forces in a matter of days. While Tediore's military might was never well-established, the fact that Hyperion was freaked out by this suggests the budget manufacturer is at least somewhat competent.

    Torgue 
https://static.tvtropes.org/pmwiki/pub/images/torgue_logo.png
"The next time you go shopping for a new gun, ask yourself one question: Are you a man? If you answer in the affirmative, then you're ready for a Torgue. You see, we at Torgue make guns for real men. Tough guys. Badasses. The kind of guys your dad was and you hope to be! Torgue doesn't screw around making lightweight toys and we sure as hell aren't concerned with selling you a stylish accessory like those hip-huggers over at Maliwan. No. We make them tough, and we make them heavy. It's up to you to make 'em dead. Do it with a Torgue."

The Torgue corporation owes its existence to Mister Torgue High-Five Flexington, whose write-up can be found here. It's said that the boss of a company sets the tone, and while the actual authority of Mister Torgue is somewhat limited, the company wouldn't be what it is without him...because "what it is" is off its nut in a violently proactive manner. Torgue weapons started out powerful and slow but otherwise fairly generic in the original Borderlands, but in Borderlands 2 they picked up their defining trait: EXPLOSIONS. All Torgue weapons in 2 fire slow but destructive gyrojet rounds that explode either on contact or after a slight delay, and there are no Torgue submachine guns or sniper rifles; guns tend to be named basically at random with a faint tendency towards sex jokes, while rocket launchers are given goofy onomatopoeic names for the sound of blowing stuff up ("Boom", "Blaaa"). Torgue barrels massively increase damage with a few penalties, and in the case of assault rifles, make them fire mini-grenades or rockets. Torgue shields punish attackers with explosive novas and spikes, and their grenades exclusively use MIRV technology.

In Borderlands 3, their guns can be toggled between regular "impact" gyrojets and sticky shots that deal more damage the more of them are clustered on a target. They are also no longer restricted solely to explosive damage and return to making weapons of other elements, likely as a result of being under new management.


  • Abnormal Ammo:
    • Every single Torgue weapon in 2 uses self-propelled gyrojets similar to bolt shells.
    • The SWORDSPLOSION!!! fires swords that explode on impact into three more swords. Those also explode on impact.
    • Taken Up to Eleven with the Effervescent variant of the SWORDSPLOSION!!!, the Unicornsplosion. Unicornsplosion acts mostly the same as the SWORDSPLOSION!!!, but it fires miniature Butt Stallions instead of swords that has sparkling trails and rainbow splash effect when the Butt Stallion projectiles hits the ground/the target.
    • Torgue weapons are slated to optionally use sticky bullets in 3, shots that harmlessly attach themselves to targets before exploding for damage that scales depending on how many shots detonated at once.
    • Because grenade launchers aren't a separate class of weapons in the game, any assault rifle with a Torgue Barrel effectively takes the role of a grenade launchers. They generally have less damage than an equivalent Rocket Launcher, but uses four Assault Rifle bullets instead (which is infinitely more common). Depending on the manufacturer, it can either function like a normal arcing Grenade launcher or a RPG. They often catch new players by surprise as they are the only other non-Unique/Legendary guns to cause self-damage. Some Torgue Uniques and legendary Shotguns also fire a single rocket or grenade, serving the same purpose, but often with damage on par with equivalent rocket launchers due to shotgun ammo being scarcer.
  • The Aesthetics of Technology: Torgue weapons feature a chunky appearance reminiscent of motorcycles and monster trucks, keeping in line with the Testosterone Poisoning theme. Their paint jobs often include racing stripes and checkerboard patterns with bold primary colors.
    • Borderlands 3 doubles down on this, with their guns looking almost like car parts.
  • Bad Boss: Mr. Torgue is decidedly not interested in anything remotely resembling safety. Presumably his employees have a remarkably short life expectancy.
  • BFG: Standard Torgue design policy is to make nothing but these.
  • Bigger Is Better: Torgue weaponry does not shy on its massive barrels and overstated "engine" receivers, with calibers large enough to make holes you could see through.
  • Crippling Overspecialization: Most of the other companies make a wider variety of guns, and most of them have at least a few weapons of each element. Torgue makes four types of gun — pistol, shotgun, rocket launcher, assault rifle — and all of them shoot explosive bullets. Only two weapons, Peak Opener and World Burn (both from Commander Lilith DLC), did not have explosive elements as their main element tech (being listed as Shock and Incendiary respectively and a foreshadowing to 3), and even both weapons still shoots explosive projectiles. Due to their ammo, Torgue weapons fare poorly at long range.
  • Double Entendre: Torgue weapon names in 2 occasionally sound like sex jokes.
  • Jack-of-All-Stats: Explosion damage can deal reasonably well with all specialist defenses and reduces the value of shields.
  • Large Ham: Torgue weapons do to subtlety what Krieg would do to your garden party. Their advertising largely consists of having Mister Torgue shout at people.
  • Lead the Target: Thanks to their slow projectile speed, Torgue guns require you to compensate to hit even the slowest moving targets.
  • Hand Cannon: Torgue produces the heaviest pistol barrel, and actually make a gun called the Hand Cannon (it's a generic title for any pistol with the Dahl, Tediore, Bandit or Maliwan muzzle), but even those are trumped by Torgue "Slappers" built with the Torgue-original heavy barrel (which, when on guns from other brands, also gives them Hand Cannon-ish names such as Magnum, Impact or Widow Maker).
  • Having a Blast: Torgue weapons all focus on explosive damage.
  • Incompetence, Inc.: Under the leadership of Mister Torgue, the company was not known for wise business decisions. Eventually the Board of Directors bought it off him for twelve bucks and a high-five.
  • Imperial Stormtrooper Marksmanship Academy: Expect this to be the norm while firing Torgue weapons.
  • Macho Masochism: Torgue weapons are, supposedly, deliberately heavy as a kind of first test of whether you're tough enough to use them. Since inventory is based on items rather than weight it doesn't come up much in play.
  • Mighty Glacier: Torgue guns invariably have superior damage output to their competitors, even if a Jakobs rival has higher visible damage on the stat sheet. (Each gyrojet does double damage on direct hits), but have slow projectiles and below-average fire rates.
  • No "Arc" in "Archery": Averted with two of their weapons: the Duuurp! rocket launcher (and its unique derivatives) and the SWORDSPLOSION!!! E-tech shotgun.
  • No Indoor Voice: Their ads in Borderlands 2 were like this by default considering that it's Mr. Torgue who did the ads.
    Mr. Torgue: "DID YOU KNOW THAT NINETY-SEVEN PERCENT OF ALL LIVING THINGS ON PANDORA AREN'T EXPLODING RIGHT NOW? THAT'S BULLSH*T, BUY TORGUE!"
  • Not So Different: To both of their rivals. Like Maliwan, they exclusively focus on elemental damage and often use up multiple rounds per shot. Like Jakobs, they make relatively few types of gun and don't include much variety in ammunition, while favoring brute damage.
  • Our Weapons Will Be Boxy in the Future: They favour chunky and metallic aesthetics with racing check patterns.
  • Painfully Slow Projectile: Torgue gyrojet rounds move very slowly, presumably due to the weight of the payload. This is particularly notable in their Duuuurp! Rocket Launchers, which fire in a shallow parabolic arc, and are slow enough that cars can usually outrun them. But if they hit anywhere near you, they're going to hurt. The only Torgue weapon with fast projectiles is the Blaa rocket launcher, thanks to the velocity-increasing Maliwan barrel.
  • The Peter Principle: While Mister Torgue was an excellent weapons designer, his actual management ability was very questionable as he was known for wasting money and men on projects of dubious worth/legality. Eventually this led to the board of directors "purchasing" the controlling stocks from him via $12 and a high-five, demoting him to a mere spokesperson and eventually firing him for sabotaging a publicity stunt.
  • The Rival: To Jakobs and Maliwan. Torgue advertising tends to pour scorn on Maliwan's sleek, high-tech appearance and Jakobs's old-school wood-handled charm, encouraging people to instead buy the hunk of heavy metal.
  • Short-Range Shotgun:
    • Surprisingly, their spread is not that bad. The slow movement of Torgue gyrojet ammunition is the problem: it means that long-range accuracy is compromised against mobile targets, meaning that the closer you get, the more likely you are to actually hit what you're aiming at and not have them sidestep while the shot is in transit.
    • The SWORDSPLOSION!!! E-tech shotgun is quite long-ranged. Then again, that's because it acts more like a Grenade Launcher with Recursive Ammo than a shotgun proper.
  • Splash Damage: Every single Torgue weapon in 2 and Pre-Sequel has at least a little. And then there's the Carnage, Pocket Rocket, various Torpedo types and the legendary Ker-Blaster, all of which are effectively mini rocket launchers, to say nothing of the MIRV effects of the SWORDSPLOSION!!!.
  • Sticky Bomb: Torgue guns get sticky gyrojets as an alternate firing mode in the third game.
  • Testosterone Poisoning: The heart and soul of Torgue.
  • Throw Down the Bomblet: Torgue make a lot of grenade mods, mostly focused on increased blast radius and damage.
  • Token Good Teammate: Well, more like Chaotic Neutral verging on Chaotic Stupid. The Torgue corporation under Mr. Torgue's command is less concerned with power or influence and more with Crazy Awesome stunts. Sure, people often get hurt in the process, but there's rarely any active malice or greed behind it.
  • Unorthodox Reload: Torgue rocket launchers are reloaded by replacing the rear exhaust. Don't ask how that worksnote .
  • Unskilled, but Strong: Torgue weapons don't have much of the whole "accuracy" thing everyone's talking about and their projectiles are slower than their competitors, but hell if they don't hit hard when they actually hit.
  • Weapon of Choice:
    • Torgue's raw explosive firepower makes it the favored manufacturer of Rocket, Grenade or explosive damage specialists like Brick, Axton, Krieg, Claptrap and Wilhelm, as well as those who favor stopping power over accuracy like Salvador and Gaige.
    • Torgue Assault Rifles are a special favorite of Axton as his skills buff assault rifle damage and grenade damage (which buffs Torgue Gyrojets), making Torgue assault rifles in the hands of an Axton ludicrously powerful later in the game.
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    Vladof 
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"We see the pain in your eyes. We sense your anger, your feelings of betrayal, and your disgust. And we at Vladof are with you. The time is coming, comrades! The time to stand up and be heard is nearly upon us and you must be prepared. You must be armed! Vladof firearms were designed for this moment in time. Seize it! When you shoulder a Vladof, you will know at once that you are not alone and that you can be heard. You will be heard! All Vladof weapons are constructed in the factories of your brethren and designed to pack the highest firing rate possible. The oppressors will be fast — we know this — Vladof helps you to be even quicker. Rise with Vladof. Together we will forge a better tomorrow!"

A very clearly Russian-based corporation headed by Ivan Vladof, Vladof are mostly notable for two things: the revolutionary fervour of their radio ads, and the enthusiasm with which their guns spray ammunition. Vladof's unique manufacturer trait in 2 is their exceptional rate of fire, with a deeper magazine to make better use of that fire rate. Vladof make pistols, assault rifles, rocket launchers and sniper rifles, and most are given names implying revolution (the "Anarchist" pistol, for example). Vladof shields can absorb incoming fire and add the ammunition to the wearer's reserves, allowing them to keep shooting for even longer, while their grenades create large elemental areas of effect.

In Borderlands 3, their guns can be kitted out with underbarrel attachments: tasers, rocket tubes, even extra barrels.


  • The Aesthetics of Technology: Vladof weapons, like most aspects of the company, hearken back to old Soviet-era tech, with parallelogram silhouettes and the occasional hammer-and-sickle logo painted on.
    • In Borderlands 3, their guns ditch the AK-47 aesthetic for a style that looks like it could have come out of the Metro series.
  • A.K.A.-47: While none of their guns are exactly identical to Soviet-made firearms, there's very clear design influence. Uncommon Vladof weapons in 2 and Pre-Sequel even have the same finish as a real AK-47.
  • Boring, but Practical:
    • In Borderlands 2 and Pre-Sequel, while they specialize in fire rate, none of their other stats are all that bad, making them pretty solid choices for general use. The only real downside is ammo consumption.
    • Vladof rocket launchers in 2 and Pre-Sequel don't really excel in any stat compared to rocket launchers from other manufacturers, but they get a feature that more than makes up for it: reduced ammo per shot. Considering how small the ammo pool for rocket launchers is and how rare and expensive the ammo is to obtain, this makes them far more sustainable in combat. As an added bonus, the reduced ammo effect overrides the increased ammo consumption that E-tech weapons normally get, making the Topneaa viable for more than just emergencies.
    • In Borderlands 3, one accessory that may be found on a Vladof weapon is a bipod. This lacks the extra firepower that a rocket/grenade launcher attachment or an extra gun barrel may bring and it slows its users down quite a bit when used, but it allows for near pin-point accuracy on a brand whose advertising slogan is "You don't need to be a better shot, you just need to shoot more bullets!"
  • Bottomless Magazines: One Vladof legendary is the Infinity, a pistol with literally unlimited ammunition.
  • Chummy Commies: Subverted. Vladof talks a good game about overthrowing the corporations, but ultimately there's not much difference between them and any other Mega-Corp.
  • Elites Are More Glamorous: Their Ursa Corp armored infantry division are capable of wiping out an entire continent of Tediore forces in a matter of days and are so intimidating that a Hyperion employee during the time of Jack's reign believes that they're better off not going to war with Vladof.
  • Gatling Good: Vladof barrels on most guns give it two (pistol, sniper rifle) or three (assault rifle, rocket launcher) barrels, which rotate as the weapon is fired. The Jakobs assault rifle with the Vladof barrel is actually called a Gatling Gun, though it doesn't actually function like one due to how Jakobs rifles are semi-automatic (instead firing three shots at once).
  • Hufflepuff House: They don't get much focus, apart from some ambiguous and implied connections to Nurse Nina in Borderlands: The Pre-Sequel! and Moze in Borderlands 3, who was a member of their Ursa Corps.
  • Hypocrite: That speech you read as their quote? Yeah, that's basically just advertising copy.
  • More Dakka: Vladof lives and breathes this. Overall their stats are okay but cyclic ROF is through the roof. Even their snipers get in on the action.
    • Taken to its logical conclusion in Borderlands 3, where Vladof brand guns can now sport additional gun barrels on top of the main barrel for additional firepower.
  • The Man Is Sticking It to the Man: What happens if the people who sell Che Guevara shirts make Kalashnikovs? You get Vladof.
  • Recursive Ammo: These are the people who make the Mongol, a rocket launcher that fires rockets that shoot out more rockets as it flies across the battlefield.
  • Secondary Fire: Borderlands 3 gives Vladof brand weapons under-barrel attachments to compliment their guns, up to and including grenade/rocket launchers, tasers and another gun barrel.
  • Shout-Out: All their sniper rifles are named in Nadsat.
  • Starter Equipment: Claptrap starts every new game of Pre-Sequel with a part-fixed Angry TMP.
  • Weapon of Choice: If you want to put out bullets quickly, you have two real options: one, buy a Vladof gun, or two, buy another company's gun with a Vladof rotary barrel. Salvador in particular can make use of Vladof sniper rifles (particularly Droogs) as glorified heavy assault rifles. Other recurring Vladof customers include Roland, whose bottomless supply of ammo make actually using Vladof weaponry practical; Zer0, whose build often emphasizes putting a lot of shots into a critical spots to rack of obscene levels of crit damage; and Nisha, who can evaporate anything in seconds with a pair of Dva Anarchists (unfortunately doing the same to her ammo pool).
    • A Krieg running Bloodlust can also make incredible use of Vladof weaponry, as their high fire rate and capacity (plus slightly lower damage) allows him to rack up Bloodlust stacks and reap the rewards much faster. Use of the Blood-Filled Guns skill will also allow him to deal out positively ridiculous amounts of dakka in the middle of an intense firefight.

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