And some other guns in general (but alchemers mainly).
I've thoroughly tested my 3 alchemers across all 3 of their evolutions (I haven't gotten a 5* alchemer to test yet). The wiki makes things sound a bit misleading.
1) 2 shot combo kinda makes it sound like the alchemer will fire 2 shots per click. A clearer way to state it would be to say it has a 2 shot clip.
2) The 2* alchemer's regular shots ALWAYS caused a rebound shot in my experience. Occasionally the graphics would glitch and the rebound shot wouldn't be visible, but I know from several instances that the shot does exist since enemies closer to me than the enemy I shot would suddenly take ghost damage from the ricochet. The ricochet shots did not, however, ricochet again (the ricochet shot died on impact). The only time the gun's shot would not ricochet is when the shot did not terminate by running into an obstacle or enemy.
3) The 4* alchemers regular shots also ALWAYS ricocheted, but the difference here is that the ricochet would also ricochet (again this is 100% if the ricochet shot comes in contact with another enemy or a wall). For a single shot there is only 1 ricochet, but that 1 ricochet could ricochet again once. The second ricochet would die whether it impacted another enemy/wall/obstacle or not.
4) The guns page as a whole feels like it lacks some uniformity. The gun descriptions should all follow the same general pattern, something like "2 shot clip of elemental projectiles that have a chance of causing fire. Projectile will ricochet away from the object hit if and only if the projectile comes in contact with an enemy or obstacle before terminating. Ricochet shots will ricochet again under the same conditions. Players may move while reloading and firing.", "15 shot charge attack of piercing projectiles that do not cause a status effect. Projectiles fan out in an arc when fired. Players cannot move while reloading or firing.", or "6 shot clip of mixed piercing and elemental projectiles that do not cause a status effect. Projectiles exhibit no unique or notable behavior. Players cannot move while reloading but can move while firing." It doesn't need to be that pattern, but something short and descriptive that will get the information across. Descriptions of glitches, strategies, and strengths should be put in another section (e.g. "strategies"). I notice that some guns (notably the autogun series - understandable since it's got a unique firing pattern, but it can still be done is a much more regular manner) tends to get more description than is really necessary.
Don't you mean 3* alchemer?