WEAPONS GUIDE

There are several types of weapons to choose from… which kind of damage would you like to deal today? The War Robots’ Weapons Guide is here to help

War Robots Weapons Guide recognizes six classes of weapons and equipment to choose from: Gun, Rocket, Homing Missile, Energy, Special, Shield. Each type has its own unique traits and characteristics, strengths and weaknesses and pros and cons in different combat situations. Our full weapons guide gives you all the details below:

To see all the Light, Medium or Heavy weapons separated by Hardpoint-Style, check out our Weapons Listings Page


Gun Weapons

“Gun” weapons are generally the most basic of the center War Robots’ meta. The ballistic projectiles of gun weapons travel at high speed on a flat trajectory towards their targets. Weapons with this capacity are usually more accurate the closer they are to their target. Short-range shotgun weapons such as the Gust, Storm and Thunder require very close proximity to their targets (sub-100m) to do the most damage. Guns that fire from further away rely on manual aim while the furthest guns have an auto-target function that assists in dealing damage. Gun weapons are notoriously effective to bringing down both Physical and Ancile/Energy Shields, doing twice the amount of damage. The new accelerated-fire function on the Molots/Punishers/Tempests allow pilots more effectiveness in attacking shielded and unprotected bots. This is unsurprisingly one of the largest parts of our weapons guide.

Light-Class Gun Weapons

MolotHR
Molot
Punisher
Punisher
GustHR
Gust

 

 

 

 

 

Medium-Class Gun Weapons

Molot_T_HR
Molot T
Punisher T
Punisher T
Storm
Storm

 

 

 

 

 

Heavy-Class Gun Weapons

Tempest
Tempest
Kang Dae
Kang Dae
Nashorn
Nashorn
Thunder
Thunder
Avenger
Avenger

 

 

 

 


Rocket Weapons

“Rocket” weapons, like Gun weapons, fire in a straight and flat trajectory towards its targets (save the artillery weapons Noricum and Zenit).  Rocket weapons can penetrate Physical Shields but are stopped by Ancile/Energy Shields. A unique trait of these weapons is its ability to cause Splash Damage. Splash Damage means that rockets, upon exploding, will cause damage to all bots in its Area of Impact. Rockets fire slower than Gun projectiles yet cause significantly more damage upon impact. When used in tandem, such as dual Pinata/dual Orkan on a Griffin, they can cause the “Death Button” effect, meaning destroying a bot entirely in one firing. Quick bots and those with Jump/Dash Drives have the ability to evade such attacks.

Bots with Ancile/Energy Shields can protect from rockets through the health duration of their fields. Rockets damage Ancile/Energy Shields at a slower pace than Gun weapons.  In addition, they have the ability to penetrate Physical Shields, such as ECUs, BritBot shields (Gareth, Galahad, Lancelot), Raijin and Bulgasari. The new Fire while Reloading ability allows Pins, Pinatas, Tulmbas and Orkans to all continuously fire even after they have emptied their clips. Pinata and Orkans have the smallest Area of Impact. Pins and Tulumbas increase in size while Noricum, Trident and Zenit have the largest.

Light-Class Rocket Weapons

Pinata
Pinata
Pin
Pin
Noricum
Noricum

 

 

 

 

 

Medium-Class Rocket Weapons

Tulumbas
Tulumbas
Orkan
Orkan

 

 

 

 

 

Heavy-Class Rocket Weapons

Zenit
Zenit
Trident
Trident

 

 

 

 

 

 


Homing -Missile Weapons

Homing Missiles are a strategic necessity in the War Robots’ meta. Requiring a lock-on to fire, pilots will need to get within the range of their weapons to initialize the targeting system. Once set, pull the trigger and let your missiles to their work. A unique property of homing missiles is that with a clever movement of the targeting system, experienced pilots can actually curve the missiles as they fly over and around an obstacle such as a wall or barrier, and reach their target. Initialize the curve by slightly turning from the green lock-on brackets. Spiral and Hydra have a wider range of movement before hitting their targets vs. the more linear Aphid.

Weaknesses for homing-missile weapons include bots with Jump Drives, as a perfectly-timed jump can make the missiles miss their mark. Dash Drive bots and Stealth/Descend Ability-equipped bots can also evade most of the damage with well-timed movements. Physical and Ancile/Energy Shields all deflect damage from homing missiles. They do not possess the ability to cause Splash Damage like rockets, however they can miss a bot’s Physical Shield and actually cause some damage by hitting from the side or from above.

Light-Class Homing -Missile Weapons

Spiral
Spiral
Aphid
Aphid

 

 

 

 

 

Medium-Class Homing -Missile Weapons

Hydra
Hydra
Vortex
Vortex

Heavy-Class Homing -Missile Weapons

Thermite
Thermite
Exodus
Exodus
Chimera
Chimera

 

 

 

 

 


Energy/Plasma Weapons

Super-heated Plasma/Laser weapons deal out Energy Damage and are among some of the most powerful in the War Robots’ weapons cabinet. These weapons are able to penetrate all Ancile/Energy Shields but are stopped by Physical Shields, including the built-in variety along with ECUs.  Plasma weapons do damage Physical Shields over time and can eventually break them.

Plasma weapons such as Magnums, Gekkos, Tarans, Redeemer and Trebuchet are free shooters which require manual targeting. Zeus, Scourge and Shocktrain all require lock-on engagement to fire. When they do, they reach their targets with twisting and turning bolts of energy. A robust section of the weapons guide. 

Light-Class Plasma Weapons

Magnum
Magnum
GekkoHR
Gekko
Spark
Spark

Arbalest 

Arbalest

 

Medium-Class Plasma Weapons

Taran
Taran
Scourge
Scourge
Shocktrain
Shocktrain
Ion
Ion
Ballista
Ballista

 

 

 

 

 

 

Heavy-Class Plasma Weapons

 

redeemer
Redeemer
Dragoon
Dragoon

 

zeus
Zeus
trebuchet
Trebuchet
Flux
Flux

 

 

 

 

 


Special Weapons

“Special” weapons have just been introduced into the War Robots’ meta with the initial installment of the fire-breather Ember. These weapons don’t fit into the Gun/Projectile/Energy/Plasma weapons setup so far and thus have their own section in the Weapons Guide.

For now including only the Ember, it has the unique ability to bypass both Physical and Ancile/Energy Shields while dealing a significant amount of damage.

 

Heavy-Class Weapons

Ember
Ember

 

 

 

 


Physical/Energy Shields

Shielding comes in two forms: Physical and Energy. Both can be added to almost any bot in the game in the forms of an ECU Physical Shield at light and medium hardpoints and Ancile Energy Shield at heavy hardpoints. Physical Shields block every type of damage, save Splash Damage and Special Damage (as explained above), while Energy Shields block every type of damage except Energy/Plasma Damage and Special Damage. The basic table can be seen below:

Damage – Penetrate Physical Shield Ancile Shield Energy Shield
Gun X X X
Rocket O X X
Homing Missile X X X
Plasma/Energy X O O
Special – Ember O O O

*X = cannot penetrate; O = penetrates

Both Physical and Energy Shielding can be “built-in” on bots. Robots with built-in Physical Shields include Gareth, Galahad, Lancelot, Raijin (Bastion Mode), Rhino (Assault Mode) and Bulgasari. Robots with built-in Energy Shields include Carnage, Haechi and Fujin (Sentry Mode).

Should you choose to add extra shielding to any bot in the form of an ECU or Ancile, this is possible as well so long as they have the required hardpoint and save a few exceptions. Ancile cannot be equipped on any of Butch’s four heavy hardpoints. ECU cannot be mounted on any “top” light hardpoint or on the Fujin or Doc. While the Ancile gives a full 360 degrees of protection, the ECU only protects from the side of which it’s mounted.

 

Light-Medium Class Shield

ECU
ECU

 

 

 

 

 

Heavy-Class Shield

Ancile
Ancile

 

 

 

 

 

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