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 * WEAPONS

Destroyer
Hardpoint: Heavy

Type: Splash

Damage: 5567 lv1 mk1

Reload: 12 secs

Clip size: 1

Requires Lock-on: False

Range: 1100m

Description: A powerful cannon that fires explosive shells.

Price: 640000 Silver

Smart Reload: False

Effective Range: 800m

Level/league: Gold III, Level 18

Barene
Hardpoint: Heavy

Type: Energy/Shotgun

Damage: 9,000 - LvL 6 Mk 1

Fire Rate: 1 Shell every 2 seconds

Range: 400

Clip size: 5

Reload: 3 seconds per shell (reloads while firing)

Requires lock-on: True

Effective range: 50 - 200

Additional description: Barene is a Vanguard Class energy shotgun designed to disorientate enemies while dealing a viable amount of damage.

It uses Hydro - Plasma ammunition and has a reflecting barrel at the end. Once shot, the target will be pushed back, pulled, push back, pulled, and pushed back again which lasts for only half a second, which it can disorientate the enemy pilot.

Lynch
Hardpoint: Medium

Type: Energy Beam

Damage: 1250 - LvL 1 Mk 1

Range: 700

Clip size: 10 seconds of releasing of energy

Reload: 3 seconds

Requires lock-on: True

Effective range: 0-500

Additional description: Lynch is an energy beam weapon similar to the Gekko. It focuses its stored energy and fires it at very high temperatures. It takes ammo from the sun that is in the map, allowing it to be perfect for mid range support, which is also why it makes this weapon unique. However, it depends on the map whether its dark or not. The weapon will not reload whenever the pilot goes under a ceiling or building. The darker the map, the slower the weapon will reload.

Die Glocke
Hardpoint: Heavy

Type: Energy pulse

Damage: 3,000 damage per pulse

Fire Rate: 1 seconds after every pulse

Range: 300 meters maximum

Clip size: 4

Reload: 12 seconds, 3 seconds per pulse (reloads while firing)

Requires lock-on: False

Additional description: The Die Glocke was a wunderwaffe of nazi germany capable of destroying everything organic in its way. Now it is rediscovered and is put to use as a heavy weapon. But instead of destroying organic matter it is now designed to destroy metal. The weapon gives off an energy pulse that bypasses ancile and travels like a shockwave around the player. Each pulse of the weapon degrades the health of all robots around the weapon which are in range. Making the Die Glocke an effective close combat weapon. Just like the nazi design the Die glocke looks like a bell. Price: 10,000 components

Revolv
Hardpoint: Heavy

Type: Kinetic

Damage: 1108 damage per shell

Fire Rate: Single shot or full automatic (1 second delay per shell)

Range: 750 meters

Clip size: 6

Reload: 10 seconds

Requires lock-on: False

Additional description: The Revolv is a heavy sniper revolver based from the guns of old. The weapon can be single shot which has 85% accuracy but fully automatic has 65% accuracy. With these two modes, the weapon can be used as both a sniper and support fire weapon. Because of it being kinetic, it deals double damge to physical shields. But unlike other machine gun type weapons, it does not have increased fire rate. The player is advised to use the weapon like a nashorn which can make the Revolv a bombardment sniper weapon. Price: 10,000 components

Grenada
Hardpoint: Medium

Type: Grenade, Splash

Damage: 750 damage per grenade

Fire Rate: 1 second after every launch

Range: 450 meters maximum, 100 meters minimum

Clip size: 8

Reload: 10 seconds

Requires lock-on: False

Splash Damage: True

Additional description: The Granada is a medium grenade launcher, the first lobbing weapon in its weight class. But unlike its long range counterparts the Zenit and Noricum, the Granada is a medium ranged support weapon. Because of it being a lobber it is able to fire over cover and into unsuspecting enemies. The weapon has Splash damage wchich can be a threat to shielded robots. The grenade, which explodes 3 seconds after touching a solid object will explode and also effect the enemies which are 25m near the grenade. The Granada launches a sticky grenade that will attcah to anything it made first contact with (ex. Robot, Cover). But the downside is because of it being a lobbed weapon it cannot fire within 100 meters. Because of this weakness, it is advised that the player maintain distane to make the weapon effective. Price: 10,000 components

Exterminator
Hardpoint: Heavy

Damage: 10475 lv1 mk 1

Clip size: 140

Level/league: 20 Bronze I

Description: a heavy taran, it fires ten bolts of plasma in 2 seconds.

Tornado
Hardpoint: Light

Damage: 9745 at lv1 mk1

Level/league requirement: lvl 22 bronze II Type: energy

Reload: 7 secs

Clip size: 30

Smart Reload: True max Range: 450m

Requires lock-on: false

Effective range: 100-200m

Additional description: similar to taran, the tornado fires blasts of 5 plasma charges every 1.5 seconds. Unlike most plasma weapons, this does damage to ancile shielding and the shielded bot.

Price: 3750 wp

Thermoshock
Hardpoint: Medium

Damage: 1000 per thermal bolt ( 2,640 max )

Level/league requirement: Lv 20/ Master II

Type: Thermal Cannon

Reload: 3 second cooldown + 12 second reload

Clip size: 10 bolts

Smart Reload: False

Range: 400M

Requires lock-on: True

Effective range: N/A

Additional description:

Medium thermal cannon designed for rapid strikes that can inflict severe damage to even well armoured enemies. Fires superheated fusion bolts with insane rapidity and accuracy. The bolts, while they cannot effectively knock down energy shields, can turn physical shields into molten slag and effectively cripple and even destroy well armoured targets with well placed blasts.

Ability: Questoris Fusionus - Pattern bolt of Cleansing

Weapon has a 5% chance to fire a Questoris Fusionus - Pattern Bolt, which can reduce the structural integrity of a physical shield or heavy robot by 50%, making the shield or robot take double damage for 5 seconds. Effect does stack. Chance and integrity reduction increases every level. Robot HP must be above 175,000

'A relic of war, once considered too advanced, but now realized in all it's glory. It shall cleanse the battlefield of evil.'

Price: 10,000 Components

Shockbolt
Hardpoint: Medium

Type: Stun Cannon

Damage: 1000 per second ( 26,400 per second Max )

Range: 500M

Clip size: 1 600 Terawatt Ultracapacitor

Reload: 5 seconds

Rate of fire : 60 Terawatts per second

Smart Reload: False

Requires lock-on: False

Effective range: N/A

'''Additional description: Medium Slot stun cannon designed to neutralize hard-hitting opponents. The high - voltage twin to the Thermoshock, it launches forth a high-energy Promethium alloy arc from a high-energy capacitor. Has a 1 in 20 chance to inflict the Energy Depletion effect.'''

'''Energy Depletion: This effect reduces the strength of Energy Shields, both mounted and inbuilt. It also disables ability activation for up to 5 seconds, which gives a huge advantage to those seeking to disable fast moving opponents'''

'''It strikes with lethal effect, showing no mercy to anyone. As James Bond would put it'''

"Shocking"

Level/league requirement: 20 / Champion ( pay to wins cannot get components ) Price: 10,000 Components

Abolisher, Abrogator, and Rescinder
Hardpoint: Light,Medium, and Heavy respectively

Type: Gauss cannon

Damage: 140,190,and 240 per gauss bolt ( 370,502, and 634 respectively )

Range: 600

Clip size: 50 bolts each

Reload: 5 Seconds ( Rate Of Fire 10 Bolts per second )

Smart Reload: False

Requires lock-on: False

Effective range: 500 M

Additional description: Gauss cannons designed for nullification of heavy targets. Fast rate of fire and identical clip size and RoF allow for perfect synchronization among all three weapons. Bolts can pass right through all shields and have a 5% chance to inflict power reduction, which reduces movespeed and attack power by up to 30 percent each. These cannons also have a 3 percent chance to temporarily blind enemy radar for up to three seconds, preventing lock on target firing.

Level/league requirement: Level 20 or higher with a Lvl 15 or higher workshop Price:10,000 Components

Extirpator
Damage: 1440 base (1 charge) ( + 1440 per charge ( 14,400 maximum damage )) ( 3801.6 damage per charge Mk 2 Lv 12)

Level/league requirement: 20

Type: Kinetic Railgun

Reload: 1/2 second cooldown ( + 1/2 second per charge accumulated ), 10 second reload

Clip size: One armorpiercing bolt, with ten power charges

Smart Reload: False

Range: 500 - 1100 M ( + 50 M accumulated per charge) Bolt Speed : 500 m/s to 3000 m/s ( 250 m/s accumulated per charge)

Requires lock-on: Yes ( 5 second lock on period )

Effective range: 1100 M

Maximum pierce : 1 - 5 Robots ( + 1 pierce per 2 charges )

Additional description

'''Long range heavy railgun designed for maximum armor penetration at long ranges. Massive damage and ability to pierce robots and shields with no reduction in damage comes at a cost of long reload times and long lock on time. Will not go through energy shields.'''

'''Accumulates one charge every second, while holding a maximum of ten charges.  Range, ''' '''bolt speed, and damage scale up by a listed factor for every charge. Holds the record for the fastest projectile speed in the known factions. Also has the ability to pierce through multiple robots, but cannot pierce through walls. Lock on is required to fire.'''

'''Once fired, the weapon enters a cooldown phase, wherein it cools down for half a second with one charge accumulated, with another half second added for every charge accumulated before firing. Once cooldown ends, the weapon begins to reload for ten seconds.'''

A strike of destruction, a single bolt of unceasing pain, hurled by those you know are there, yet cannot see nor hit with your mediocre tools of war.

Note : There is also a medium version, called the Thunderstreak that deals two thirds of the Extirpators damage 

Price: 10,000 Extirpator Components - rare components

Vulcan and Blazer
Hardpoint: Heavy / Medium

Type: Thermal

Damage: 90,000 Mk2 Lv 12 ( 90 Damage Per Pulse ) / 60,000 Mk2 Lv 12 ( 60 Damage Per Pulse )

Range: 500 M

Clip size: 750 Bolts

Reload: 5 Seconds ( Rate of fire 75 bolts per seconds )

Smart Reload: False

Requires lock-on:False

Effective range: 300 M or less

Effect : Thermal Burn

Blazer : 0.5% chance to leave a thermal burn which inflicts 10% of base damage for 5 Seconds

Vulcan : 0.3% chance to leave a thermal burn which inflicts 15% of base damage for 5 seconds

Additional description: Heavy and Medium Thermal Cannons designed for short ranged attacks. Both can be used in conjunction with each other to inflict maximum damage. The weapons each have a special effect called Thermal Burn, which can scar the target even further by dealing extra damage as stated above. Extreme damage comes at cost of reduced accuracy at longer ranges

'You'd better take that back before the gods kill you... oh wait, they JUST DID!'

Level/league requirement: Lv 20 / Expert 1 Price:10,000 Components

Dragonfly
Hardpoint: Heavy

Damage: Carries a Pin

Level requirement: 30

Type: Drone

Reload: 30 seconds (deploys up to three drones)

Clip size: 3

Smart Reload: True

Range: 100 meters

Requires lock-on: True

Additional description: Deploys up to three drones that wanders within a 100 meters range. Each drone carries a Pin that automatically aims and shoots at enemies. Smart targeting systems allow rockets to be aimed before a moving bot.

Price: 10000 Dragonfly components

Arbiter
Hardpoint: Heavy

Damage: Around that of a Trebuchet.

Level requirement: 30

Type: Energy

Reload: 10 seconds

Clip size: 1

Smart Reload: False

Range: 400 meters

Requires lock-on: True

Additional description: Fires a bouncing pulse that is heavily affected by gravity. Pulse may bounce up to five times. Smart targeting system calculates pulse trajectory and automatically aims at the enemy when locked on. Each bounce increases pulse damage by 7%.

Price: 3000 Au

Umad, campers?
Hardpoint: Heavy

Damage: same as Trident

Level requirement: 30

Type: Rocket

Reload: 15 seconds

Clip size: 3

Smart Reload: True

Range: 600 meters to 1200 meters

Requires lock-on: False

Additional description: A Trident with twice the range but 150% of its reload time. Cannot be used within 600 meters because that would be heresy. Umad, campers?

Price: Free; anyone is eligible for this treat.

Gladius
Hardpoint: Light

Damage:5 times as much as Gekko

Level requirement: 30

Type: Melee

Reload:5 seconds

Clip size: 1

Smart Reload: False

Range: 300 meters (launch), 10 meters (melee)

Requires lock-on: False

Additional description: A launchable blade with a motorized chain edge. Does maximum damage when brought into direct contact with enemy bots.

Price: 750 gold

Heavy Shocktrain
Hardpoint: Heavy

Damage: ——

Level requirement: 30

Type: Energy

Reload: 15 seconds

Clip size: 1

Smart Reload: False

Range: 300 meters

Requires lock-on: False

Additional description: Fires a particle beam that annihilates everything in its path. The beam has an infinite pierce and bounces off of walls once. Vertical aiming is enabled for this weapon as it cannot lock onto enemies. This weapon will constantly emit a laser pointing at solid terrain directly in front of the center of the robot, improving the user’s aiming abilities while serving as a warning for the enemies. This aiming device, however, lacks the ability to calculate beam trajectory after hitting terrain or obstacles. Once the beam passes through an enemy, it will deal damage equivalent to 50% of the target’s current HP and grant the target a 90% damage reduction from all sources for 7 seconds. If target is at 25% of its current HP, one-hit KO instead. Ignores all shields. Each additional Heavy Shocktrain equipped will add one more bounce and 100 meters to the range, but does not deal additional damage. Bounces may exceed weapon range by 150 meters.

Price: 10k Heavy Shocktrain components

Steamhammer
Hardpoint: Heavy

Base damage(lvl 5): 15K

Level requirement: 30

Type: Firearm

Reload: 10 seconds

Clip size: 4

Smart Reload: False

Range: 300 meters

Requires lock-on: False

Rate of fire: 0.5 cartriges per second

Dispersion angle: 0.04

Additional description: Decently accurate shotgun that deals terrifying damage to targets and shreds physical shields within seconds. Vulnerable while reloading.

Price: 1500 Au



Executioner
Hardpoint: Heavy

Damage: 350

Level requirement: 18

Weapon type: Kinetic

Reload: 10

Clip size: 250

Smart Reload: False

Lock-on Range: 500

Requires lock-on: False

Effective range: 200

Additional description: The big brother to the Punisher and the Punisher T. A massive minigun mounted to the top of a robot, the Executioner brings a new meaning to the term ‘Leadhose’. After three seconds, an accelerated firing system will engage, allowing more bullets to be shot at your enemies. Not very effective at mid to long range combat.

''A maelstrom of Hellfire and lead, he keeps coming... closer and closer...''

Price: 10000 Executioner Components

Harbinger
Hardpoint type: Heavy

Damage: 10000

Level/league requirement: Level 25 AND Diamond League

Weapon type: Energy

Reload: 20 Seconds

Clip size: 7 Charges

Smart Reload: False

Lock-on Range: 500

Requires lock-on: True

Additional description: As if the Shocktrain weren’t powerful enough, now there’s a new weapon to rock the WR world. The Harbinger is the answer to people looking for over-the-top power. If you let the Harbinger charge for long enough, seven charges will be ready to be unleashed upon your designated foe. And, those shots will ricochet off the opponent in random directions, so don’t stand too close!

Spinning pylons generate electric death; a red beam of misery for those unlucky enough to be caught in the arking blast...

Price: 10000 Harbinger Components

Volt
Hardpoint type: Light

Damage: 500

Level/league requirement: 20

Weapon type: Energy

Reload: 2 seconds

Clip size: 7 Charges

Smart Reload: False

Lock-on Range: 400

Requires lock-on: True

Additional description: To those of you who are thinking; "I wish there was a way to make the Shocktrain weaker," I’ve got the solution to make your dreams come true! Here is my latest and greatest weapon design yet; the Volt! This little Shocktrain is perfect for those who want to see that all-too-familiar red bolt, but don’t want people despising them for the rest of their lives. Dealing half the damage, but with the same amount of charges, this weapon encourages people to move the heck out of your way!

It may be small, but enough voltage can kill...

Price: 10000 Volt Components

Tourniquet
Hardpoint: Heavy

Damage: 2780 per missile

Level requirement: 18

Type: Missile

Reload: 10 seconds

Clip size: 8

Smart Reload: False

Range: 600

Requires lock-on: True

Additional description: Tourniquet is a Heavy slot homing missile launcher. A heavy varient of the Spiral, this weapon has perfect synergy with its lighter counterpart, having similar reload and unload times. Works very well with a Hydra as well. Missiles fired from the Tourniquet have an advanced homing system, allowing them to pass over almost all obstacles.

''They say that the old tourniquet was used to stop bleeding of missing limbs... but this stops the life of whomever it meets...''

Price: 10000 Tournaquet Components

Torrent
Type: Rocket (unguided)

Accuracy: Good

Area Of Effect: 30M

Ability: None

Damage: 2,100 (per rocket)

Capacity: 50 Rockets

Range: 700M

Reload: 3 second's (per 5 rockets)

Cost: 10,000 component's

Jolt
Type: Energy

Accuracy: Good

Area of Effect: None (single shot)

Ability: Stun (14% chance to trigger per charge) stops the target in place for 5 seconds

Damage: 10,500 (per charge)

Capacity: 5 Charges

Range: 300M

Reload: 5 Seconds (per charge)

Cost: 10,000 components/2,000 AU/50,000,000 AG

Chiller
Type: Kinetic

Accuracy: Low

Area of Effect: Good (spreadshot)

Ability: None

Damage: 16,500 (per shell)

Capacity: 10

Range: 400M

Reload: 4 seconds (per shell) weapon ability after 5 shots have fired increase dmg by 30%

Cost: 10,000 components

Nightmare
Type: Kinetic

Accuracy: Deadly

Area of Effect: None

Damage at Level 12: 70,000

Clip Size: 1

Range: 300 to 1100

Reload: 25 seconds

Cost: 100,000 components

Shade
Type: Missile

Area of Effect: 50M

Clip Size: 6

Range: 600

Reload: 15 seconds

Damage at level 12: 8,000

Special: Blind: if 3 or more rockets hit target they go blind for 7 seconds

Cost: 10,000 Components

Arrow Cannon
Hardpoint: medium

Damage: 10 each arrow

Clip Size: 1000

Type: kinetic

Reload: 15 seconds

Required Level: 15

Range: 500 to 1100

Area of Effect: 50M or 100M

Price: 500K Ag or 500 Au

Description: same as Noricum and Zenit

Relief
Hardpoint: heavy

Damage: 0

Type: other

Reload: 3 seconds

Clip size: 1

Smart Reload: false

Lock-on Range: 200

Additional description: rather than many other weapons, this one heals rather than damages. it will aim towards the closest teammate, and it fires a could of mist. the mist will repair the robot for 7-15k hp. the mist creates an aesthetic droplet effect, slightly obstructing the vision of the target for a few seconds. can not aim at enemies. for any robot inside the mist cloud, the healing effect is divided by that number. looks like a grey ember weapon with a large drum of mist instead of two small fuel tank thingies.

Squid Launcher
Hardpoint: light

Damage: depends on the squid being launched, 1-3 damage per squid

Level/league requirement: diamond 2

Type: squid

Reload: 3 seconds

Clip size: 1

Smart Reload: false

Range: 100

Lock-on: true

Effective Squid: the largest squid launched

Additional description: This weapon flings squids at your target. the squids stay there for a few seconds, and then they randomly disapear. each larched-on squid deals 5000-6000 damage, over the course of 5 seconds, also, squids will stain the enemy robot with ink, making the robot 5-10% slower and obstructing the view. the speed debuff does not stack, but the vision obstruction does

Price: 250 gold

USSR
Hardpoint: heavy

Damage: 10000 damage to whole enemy team

Level/league requirement: level 30, diamond 2

Type: USSR

Reload: 10

Clip size: 1

Smart Reload: false

Range: 1100

Requires lock-on: true

Additional description: blasts the Soviet Anthem as an Ear-Rape one time, per USSR, also has a chance to play a loud "IDI NAHUI CYKA BLYAT" sound effect:

Price: 0 silver, because it is communism NEW BOT: Haechi But It's For Free, It is more OP, and it has a Bee Movie skin health: cyka blyat (this means 350k) speed: 45 shield: Aegis class shield that regenerates, and it has 100k hp. (aegis class shield is the official name for the Bulwark's shield) ability: dash (three charges) descritption: this is litteraly a free haechi that is more powerful, and it has a bee movie skin skins: normal haechi skin COST:1 gold Barry Bee Benson COST: default (included with purchase) this is barry from the bee movie dragon tail COST: 1 potato, or one gold

Harpoon
Hardpoint: Medium

Damage: 3250

Required level/league: Level 15

Reload: 15 seconds

Clip size: 4

Smart reload: false

Requires lock-on: True

Lock-on Range: 300-1100

Price: 340k Silver

Additional description: It is a medium version of Noricum. Fires missiles that similar represent Harpoon missiles from 4 tubes. Lighter version of Zenit with 30% more rocket speed than Zenit. Cannot fire targets less than 300 meters away. If weapon hardpoint is destroyed, it explodes, dealing 2,300 around it, including the robot. Unlike Zenit, the missiles follow their target but follows a predictable path. Missiles turn fairly slowly and fast robots can dodge it. Large AOE (Area of Effect). 15 meter blast radius.

Honey Badger (Molot 2.0)
Hardpoint: Medium Damage: 330 (800 max) per shell Required level/league: Level 25 AND at least silver league I Reload: 15 seconds Clip size: 500 rounds Smart reload: False Requires lockon: False Lock-on range: 400m Price: 1,500 Au Additional description: Its a combination of Punisher T and Molot T. It has the characteristics of Punisher T but has the design of Molot T, with Punisher's color scheme in black and yellow. It has 1.8x the RPM of Molot T but less range than Punisher T. It design is specifically for brawling and laying down suppressive fire. Unlike its counterparts, it's accelerated state is 2.1x firing rate but 5% less damage. It, however, has long reload time and short range. It's recommended to mount this weapon on robots like Inquisitor, Spectre, and robots with at least 1 medium hardpoint and other hardpoints in combination.

"I predict a 80% chance of bullets and wreackage for today"

Soundstorm
Hardpoint: Medium

Type: Sonic waves

Damage per 50 blasts at 200m: 5k

Required level/league: Level 18

Reload: 0.3 sec

Clip Size: 1

Effective Range: 300 m

Smart Reload: True

Needs Lock-On: False

Price: 1000 Au

Explanation: A "sound" weapon, this beast launches sonic waves that turn weaker over distance but larger over it too!Unaffected by walls less than 500m from source and can effectively damage enemies behind cover. Support type,Best with a more of its kind.

"Before you know it, I have found you behind your cover and only your shell may remain."

Switcher
Hardpoint: Heavy

Type: Hacking

Hijack time at base: 10 sec

Required level/league: Level 21

Reload: 4 sec

Clip Size: 2

Effective Range: 1000 m

Smart Reload: True

Needs Lock-On: TRUE. Also, no-one should be shooting you.

Price: 10k components

Explanation: This dangerous machine hijacks enemy bots by connecting to their interface and temporarily setting weapons(always 15 sec) to fire at their own team and can deal damage to their team AND is then controlled by an AI for the weapon time, disengaging the player from controlling the bot. The hacking effect stacks, in other words 2 Switchers at same level can hack bots in 1/2 the time as one due to TWO simultaneous attacks weakening the interface. Long range. "Oops, you seemed to have started friendly fire. I take all responsibility."

Metalrain
Hardpoint: Medium

Type: Swarm

Deployment time at base: 5 sec

Required level/league: Level 21

Reload: 15 sec

Clip Size: 1

Effective Range: 600 m around your bot

Smart Reload: False

Needs Lock-On: No.

Price: 10k components

Explanation: The little gizmo launches a HUGE swarm of drones equipped with mini-molots that have half the damage of normal molots. the swarm of 2000 drones have a low health of 1000, but, safety in numbers, any bots that cannot fire fast enough cannot survive. "Safety in numbers? More like DANGER COMES IN NUMBERS."

Charge Magnum
Hardpoint: Light

Damage: 1560 x5

Level/league requirement: level 25

Weapon type: Energy

Reload: 0

Clip size: 5 if fully charged

Smart Reload: 0

Lock-on Range: 1100m

Requires lock-on: False

Effective range: 350m

Description: Will now charge for 5 seconds, multiplying inital damage by 5. Will not start charging until user stops firing. After first shot, will deal normal damage without a singificant reload. It resembles the standard magnum, instead it has a colour theme of Red, Black and Grey. Fires Red Plasma Bolts. It will start glowing red which will show that it is charging.

Price: 5600 WP

Additional Description: It is pratically a Fusion of a Magnum and an Arbalest

Heavy Flux-Beam
Hardpoint: Heavy

Type: Special

Damage: 36,000 over 6 seconds

Level/league requirement: level 25, must be in Diamond League III or higher

Reload: 21 Seconds

Clip size: 6 Energy Cells

Smart Reload: True

Lock-on Range: 800m

Requires lock-on: True

Effective range: 800m

Description: SuperHeavy Laser Beam that was derived from a very large spaceship, has been optimized for use on a heavy hardpoint. Fires a Red Fusion Beam over 6 seconds, shows an aiming beam before firing - aiming beam is not visible to other players. Because the Flux Beam is ridiculously powerful, it slows the target by 30% per beam. Effect does stack.

Price: 12,000 WP 6,000,000 Ag 3,000 AU

Death Bane
Hardpoint type: Heavy

Weapon type: Energy

Damage: 358 (400m)

Level/league requirement: 18

Reload: 5 Seconds

Clip size: 100 Charges

Smart Reload: False

Lock-on Range: 600m

Requires lock-on: 600m

Effective range: 400m or Less

Description: A Heavy Scourge dealing twice the damage of the Medium Scourge, has 4 prongs and a Reddish Colour. the Energy Ack could be either be Red or Blue. Damage increases as target closes distance.

Price: 10000 Components

Renegade
Weapon type: Splash

HardPoint Type: Medium

Damage 2700

Level/league requirement: level 7

Reload: 18 seconds

Clip size: 6 Rockets

Smart Reload: True

Lock-on Range: 500m

Requires lock-on: False

Effective range: 500m

Description: Upgraded Version of the Tulumbas, deals higher damage with a smaller capacity and medium range. Looks similar to the Hydra but just make the launch tubes square and has a light blue tint - a hybrid design of the Hydra and the Tulumbas

Price: 2500 Gold

Spearhead
Hardpoint: Heavy

Type: Missile

Damage: 5100

Range: 600m

Clip size: 2 Missiles

Reload: 10 Seconds

Smart Reload: False

Requires lock-on: False

Effective range: 600m

Additional description: An Upgraded Trident, has two grey barrels that fire 2 Missiles dealing about twice the damage of the Trident, has no revolver piece in overall design.

Level/league requirement: 20

Price: 10000 Components

Shimmer
Hardpoint: Heavy

Damage Type: Laser

Damage: 1130 per Charge

Range: 500m

Clip size: 8 Charges

Reload: 5 Seconds

Smart Reload: False

Requires lock-on: True

Effective range: 500m

Additional description: Essentially an heavy version of the Shocktrain, has the same working mechanics as the Shocktrain but with higher damage and more charges. Has 4 Prongs instead of 3.

Level/league requirement:19

Price:10,000 Components

Solaris
Hardpoint: Heavy Type: Plasma

Damage: 2150 per Charge

Range: 600m

Clip size: 10 Charges

Reload: 10 Seconds

Smart Reload: True

Requires lock-on: False

Effective range: 600m

Additional description: Powerful Plasma Cannon that has a close reference of the Dragoon and Redeemer, Fires three High-Powered Plasmoids that penetrate Energy Shields and decrease enemy plasma resistance by -15%. Level/league requirement: 20

Price:10,000 Components

ColdFire
Hardpoint: Light

Type: Special

Damage: 120 per litre

Range: 350m

Clip size: 100 Litres

Reload: 5 Seconds

Smart Reload: False

Requires lock-on: False

Effective range: 350m

Additional description: A modified light version of the fearsome Ember, projects frozen flames (lack of a better words) at its target slowing it down by 10% for however long the target is engulfed in fire, effect does not stack. Looks similar to the ember but its colour scheme is navel blue and the flames are ice blue.

Level/league requirement: 19

Price: 10000 Components

Disruptor
Hardpoint: Medium

Type: Energy

Damage: 1020 per Laser

Range: 500m

Clip size: 100 Laser Cells

Reload: 5 Seconds

Smart Reload: True

Requires lock-on: True

Effective range: 350m

Additional description: The phase disruptor fires thinned out lasers, dealing excellent burst damage. Unupgraded, the Disruptor can only fire a single laser at a time but as it is upgraded it is able to fire more lasers at once, Maximum lasers fired at max level is 6. Particularly useful against multiple targets thanks to its advanced multi-target capturing system.

Level/league requirement: 18

Price: 10000 Components

Litch
Hardpoint: Light

Type: Energy

Damage: 1500 per Cell

Range: 350mm

Clip size: 100 Siphoning Cells

Reload: 5 Seconds

Smart Reload: True

Requires lock-on: True

Effective range: 350m

Additional description: The Litch, also called "The Vampire" can quickly deal damage and restore some of your health at short range. The Damage dealt equals to how much health you regain, a perfect weapon for anyone who wishes to survive their encounters.

Level/league requirement: 15

Price: 10000 Components

Mesonic
Hardpoint: Medium

Type: Energy and Homing

Damage: 1050 per Meson

Range: 500m

Clip size: 100 Mesons

Reload: 5 Seconds

Smart Reload: False

Requires lock-on: True

Effective range: 500m

Additional description: Small and Brisk weapon. fires a series of homing mesons that seek out your current target through the smartest of ways at a slow pace, dealing high damage while making your enemy quiver in their pants.

Level/league requirement: 19

Price: 10000 Components

Helix
Hardpoint: Light

Type: Energy

Damage: 150 per Projectile

Range: 350m

Clip size: 100 Plasmoids

Reload: 10 Seconds

Smart Reload: True

Requires lock-on: False

Effective range: 300m or less

Additional description: Small and powerful energy autogun, The helix continuously fires Plasma bolts at an impressive fire rate. The plasmoids follow a helix pattern to the target dealing high damage at short range. Your target should be severely damaged if they got any closer.

Level/league requirement: 16

Price: 10000 Components

Garuda
Hardpoints: 2 Medium and 2 Light Base level: Level 1 Base HP: 90,000 Speed: 45 km/h

Ability: Psionic Screech
 * Description of ability: Emits a powerful electromagnetic pulse that disables enemy weapons in a 200m radius that lasts for 5 seconds, with a 15 second recharge time.

Extra: Receives less damage from enemy weapons as the robot losses HP. Additional description: looks like a Velociraptor made of metal, there would be a medium weapon and a light weapon on its two arms.

Price: 10,000 Components

Vorpal Lance
Hardpoint:Medium

Type:Special

Damage: 6.5k

Range: 600m

Clip size: 5 Charges

Reload: 10 Seconds

Smart Reload: False

Requires lock-on: False

Effective range: 350m

Additional description: Looks almost like the Ballista but merged with Shocktrain. Fires a piercing Heat Ray that bypasses shielding and most robots while dealing moderate damage, cannot penetrate walls (excluding small barriers).

Level/league requirement: 21

Price: 10000 Components

Quantum
Hardpoint: Heavy

Type: Energy

Damage: 300 per Particle

Range: 600m

Clip size: 200 Particles

Reload: 10 Seconds

Smart Reload: False

Requires lock-on: True

Effective range: 600m

Additional description: The Quantum Stream, This weapon fires a particle beam that automatically searches for your current target dealing constant damage until it is out of particles, it does not have clever tracking however. The beam would just move in the direction of the target without taking any turns or curves around obstacles. Particularly useful on flat terrain against slow robots.

Level/league requirement: 21

Price: 10000 Components

Zatha
Hardpoint: Heavy

Type: Energy and Homing

Damage: 1970 per Zatha Kamikaze Probe

Range: 500m

Clip size: 15 Zatha Probes

Reload: 10 Seconds

Smart Reload: True

Requires lock-on: True

Effective range: 500mm

Additional description: Zatha Kamikaze Probes require no aiming. Just stay at a good distance from your target and fire away. Zatha Probes track and follow your current target at a moderate pace dealing moderate damage and dodging some obstacles. This weapon can make anyone start running for cover. Useful against most targets that don't have a physical shields.

Level/league requirement: 20

Price: 10000 Components

Quarzil
Hardpoint: Heavy

Type: Energy

Damage: 19.3K

Range: 800m

Clip size: 3 Supercharged Quarks

Reload: 15 Seconds

Smart Reload: False

Requires lock-on: False

Effective range: 500mm

Additional description: Powerful Quark Cannon, fires large supercharged Quarks at your current target dealing high damage and pushing your target to a maximum distance of 150m then exploding deals extra damage.

Level/league requirement: 20

Price: 10000 Components

Phalanx Module
Cool down:10 seconds

Conditions:level 7 or higher robot, robots with no energy shield

Description: Projects an aegis shield of 75,000 HP that has a width of 150m high & a height of 100m, in front of your robot that blocks all damage coming from that specific direction, can hold 3 charges and a 10 seconds recharge time for each charge. Very Useful against direct fire arms.

Bullet EMP Module
Cool down:12 seconds

Conditions:level 5 robot or Higher

Description: Emits a powerful energy pulse that disintegrates any fast or slow moving projectiles within a 400m radius. Particularly useful in a rocket fight.

Attack Module
Cool down:N/A (Passive Ability)

Conditions:level 1 robot or higher

Description:Increases your Weapon's Damage Output by 10%, Upgrade it to increase Damage Boost.

Defence Module
Cool down:N/A (Passive Ability)

Conditions:level 1 robot or higher

Description:Increases your Robot's HP and Shield HP by 15%, Upgrade it to increase HP Boost.

Speed Module
Cool down:N/A (Passive Ability)

Conditions:level 1 robot or higher

Description:Increases your Robot's Speed and Maneuverability by 10%, Upgrade it to increase Speed and Maneuverability Boost.

Detonation Module
Cool down:12 seconds

Conditions:level 7 robot or higher

Description:Very similar to Hellburner's Kamikaze Ability but deals 25% more damage and has no speed boost, also has a 5 second timer before exploding.

Distortion Module
Cool down:15 seconds

Conditions:level 6 robot or higher

Description:Scatters light particles and distorts your robot's current image, producing multiple non-realistic ghosts of your current robot that move in the same way you do. This makes it a lot harder for enemies to target you or to accurately hit you. Unupgraded, the module produces 2 Ghost of yourself, upgrade the module to produce more Ghosts.

Invisibility Module
Cool down:20 seconds

Conditions:level 7 robot or higher

Description:Makes your robot invisible to your enemies, enemies can still lock onto you but they cannot hit you with any kinetic, laser or plasma weaponry. Splash weaponry can still damage you while your invisible. Useful when sneaking around.

C.A.M
Cool down:N/A (Passive Ability)

Conditions:level 5 robot or higher

Description:The Custom Ancile Module (CAM) projects a small custom energy shield that can be toggled between: - Kinetic (Yellow) - Splash (Red) - Laser (Green) - Plasma (Blue) To Protect against that certain Damage Type, Upgrade the CAM to increase Shield HP and Regeneration.

Escutcheon
Hardpoint:Light and Medium (Top Hardpoints)

Type:Energy Shield

Hitpoints:15,000

Regeneration: 3,000 HP per 0.5 seconds

Reload: 2.5 Seconds

Smart Reload: True

Requires lock-on: False

Effective range: 50m

Additional description: Small alternative version of the Ancile, has 75% less Shield Capacity & 75% more shield regeneration than the normal Ancile. Useful when sniping or to absorb lethal shots.

Level/league requirement: 20

Price: 1250 Gold

Fusion
Stats: Level 12 mk1

Hardpoint: Heavy

Type: Special (but damage is reduced by 50% when damaging robots through their energy or physical shields)

Accuracy: Alright (6/10)

Area of Effect: 10 meters

Ability: Can damage robots with energy or physical shields but incoming damage is reduced by 50% when going through their shields

Damage: 5000 (per pulse)

Capacity: 20 Pulses

Range: 350M

Reload: 7 seconds (when cartridge is fully empty)

Overall Unload Time: 10 seconds

Reload System: Fire While Reload

Effective capacity: 25 Pulses (due to Fire while Reloading system)

Role: Brawling, Suppressive Fire

Cost: 750,000 silver

"Before you even see me, you will be covered in explosions and smoke. And when the smoke finally clears, nothing will be left except the shell of what used to be a robot"

Havoc
 Stats: Level 12 mk1

Hardpoint: Light

Type: Guided Energy Weapon

Accuracy: Good (9/10)

Area of Effect: None

Ability: Can automatically curve around most obstacles due to its passive tracking system and bypass energy shields. When a robot is hit, any subsequent damage caused by energy weapons within the next 10 seconds is increased by 20%

Capacity: 2 Bursts (each containing 5 guided pulses)

Damage: 4000 (per guided pulse)

Overall Damage: 40,000

Range: 400m

Reload: 8 seconds

Overall unload time: 2 seconds (1 second per burst)

Reload System: Manual

Role: Skirmishing, harassment and suppressive fire

Cost: 5000 WP or 500K silver

GOOD AGAINST (IN ORDER): Carnage, Fujin, Haechi, Ancilot

" You cannot hide, I will always hit you. And then the real fun can begin"

Pyroburst
Stats: Level 12 mk1

Type: Special

Hardpoint: Heavy

Accuracy: Good (7/10)

Area of Effect: 5 meters

ABILITY: Can bypass physical shields. Robots that are hit by this weapon for more than 5 seconds have overheated reactors, dealing an additional 15,000 damage (fixed) to a Heavy Robot, 10,000 damage to a Medium Robot and 5,000 damage to a Light Robot. An additional effect is that this weapon reduces their speed by 5mph for the next 5 seconds regardless of how long the robot has been hit.

CAPACITY: 25 litres of napalm

OVERALL UNLOAD TIME: 12.5 seconds (2 litres per second)

RELOAD SYSTEM: Manual

RELOAD: 10 seconds

OVERALL DAMAGE: 105,000 (excluding special effect damage)

RANGE: 325 meters

ROLE: Brawling

COST: 2000 Gold or 12,500 WP

REQUIRED ACCOUNT LEVEL: Level 25

"Fire has always brought three things: Light, Heat and Destruction. This weapon brings all three...but leaves the unwary behind"

Impulse
Stats: Level 12 mk1

Type: Energy

Hardpoint: Medium

Accuracy: Excellent

Area of Effect: None (no splash damage)

Ability: If the enemy robot is hit 5 times or more, then its ability cannot be used or recharged for 10 seconds. Also bypasses energy shields and Anciles.

Capacity: 8 bursts of blue plasma particles (similar to the Dragoon)

Overall Unload Time: 5 seconds (2 bursts per second, like the Magnum) but accelerated firing to 3 bursts per second if the firing button is held down for more than 2 seconds.

Reload System: Fire While Reloading

Reload: 6 seconds

Overall Damage: 26,000

Damage per Particle: 3250

Range: 600 metres

Role: Suppressive or support mid-range fire

Cost: 6,200 WP or 1000 Gold

Required Account Level: Level 20

"Firing on instinct can prove infinitely dangerous...to both the user and the enemy"

Thor
Damage: 9000 (initial laser) 15000 (burst)

League/Level requirement: level 30 (Diamond III or above)

Weapon type: Energy

Reload: 7s

Clip size: 2 (1 laser and 1 burst)

Reload type: Standard

Weapon range: 500m

Requires lock on: False

Effective range: 350-500m

Description:A superheavy plasma cannon. Fires a weak laser for 3 seconds before shooting a massive plasma blast along the laser towards the target.

Apocalypse
Hardpoint: heavy

Damage: 30,000 per full rocket, 1,000 per mini rocket

Level/league requirement: Level 20/League: Expert III or above

Type: Rocket

Reload: 15

Clip size: 1 full rocket & 10 mini rockets

Reload type: Standard

Range: 400

Requires lock-on: False

Effective range: 50-400

Additional description: This weapon is specifically designed to eradicate large groups of robots. Fires with a 30-degree arc over low cover and upon exploding has a splash radius of 20m. After exploding releases 10 mini rockets in a ring in a 100m radius, each with a splash radius of 10m.

Electrified mesh
Type: Shield

Details: Works similarly to a physical shield. Can be mounted on a bot similarly to an ecu

Functionality: Blocks splash and energy weapons. Kang daes and Nashorns deal double damage to the shield and normal damage to the bot. Small projectiles mostly pass through the mesh.

Explanation: Electrical wiring allows the mesh to disrupt plasma and energy shots by absorbing them as energy into the wires. Rockets are short-circuited as they hit the mesh and therefore do not explode. Kang daes and nashorns deal double damage to the shield since they are too big to pass through the mesh and instead, punch a huge hole in it. Since Punisher and Molot class weapons fire small projectiles, 80% of the projectiles fired will pass through while the other 20% deal normal damage due to limited shock absorption of wire mesh.

Ragnarok
Hardpoint: superheavy

Damage: 100,000

Level/league requirement: Champion league only

Type: Rocket

Reload: 15

Clip size: 1

Reload type: Standard

Range:1100

Requires lock-on: False

Effective range:1100

Additional description: A true bringer of destruction. This weapon is too heavy to fit on heavy slots, thus it needs a special hardpoint and a powerful bot to carry it. Fires a massive explosive shell which devastates all enemies in a 50m radius. Instantly breaks any ancile shields it hits, regardless of their health.

It is said that even the bravest will fear the greatest...

Gungnir
Hardpoint: superheavy

Damage: 20,000

Level/league requirement: Champion league only

Type: Homing

Reload: 8

Clip size: 1

Reload type: Standard

Range:500

Requires lock-on: True

Effective range:500

Additional description: Bearing immense power, this weapon is too heavy for heavy hardpoints. Fires a single spear at immense speeds, allowing it to deal double penetrating damage (deals double damage and penetrates) to ancile and aegis shields. Deals double damage to physical shields. This weapon can home in on stealthed targets after weapon is fired, but cannot lock on to stealthed targets

''You can't run from death. You will only delay it and make the journey ever more painful''

Avenger
Hardpoint:Heavy

Damage: 380

Level/league requirement: 12

Weapon type: Kinetic

Reload: 12

Clip size: 220

Smart Reload: False

Lock-on Range: 600

Requires lock-on: false

Effective range: 500

Additional description: A heavy punisher, with a two second reload rate. The stats are similar to the punisher, like the tempest to the molot. The rate of fire is 8.3 with an accelerated reload rate of 10.

Price: 10,000 Components

"Lead bullets, fired from a molten cannon. Relentless and ready to avenge by shredding and piercing bot armor..."

Permafrost
Heh...hey guys, JetpackJoyrider here again.

Hardpoint: medium

Damage: 3000 per 30 liters

Level/league requirement: Level 20

Weapon type: Unique/Bypasses energy and physical shields

Reload: 12 seconds for full tank

Clip size: 300 liters

Smart Reload: False

Lock-on Range: 300

Requires lock-on: false

Price: 2500 Gold

The weapon will have the ability to slow bot movement by 30% and weapon fire rates by 30%. "The legends speak of a weapon unlike any other...but no pilot could have thought of ice beams bursting out furiously, slowing down bot movement and fire rate by 30%..."

biggus dickus
Hardpoint: light

Type: Budget dash

Damage:none

Level/league requirement:29

Reload: 9 sec

Clip size: 1

Smart Reload: False

Lock-on Range: 400

Requires lock-on: true

Additional description:shoots out a giant hook with a chain attached to it allows it to grab on robots and dash to them,adding to the speed the bigger the bot, the slower it gets. Does not if the target is a light robot, instead pulls the light robot to you.

Medium bots:51km

Heavy bots:40km

Note: its way of attachment is like an ecu, only one side at times.

Price: gold

penatrator XXX
Hardpoint: medium

Type: Melee weapon

Damage:twice the power of gust

Level/league requirement:69 ( ͡° ͜ʖ ͡°)

Reload: infinite(ty stones)

Clip size: ^^

Smart Reload: true

Lock-on Range: right in front of the enemy

Requires lock-on: true

'Additional description:if aimed right if can slowdown the enemy or rip off the weapons

Note: there is a lighter variation called long schlong 69 with slightly lesser dameged but is great on stalkers

Price: gold

golden flamer
Hardpoint: medium

Damage per clip: 3500 at level 1

Weapon type: special (medium ember)

Reload:' 5 seconds

Clip size: 1

Smart reload: false

Range: 350

Additional description: is shaped roughly like an ember, but is blue. Is slightly smaller than an ember and slightly different shape. (Basically a medium ember).

Currency: components

Arclight
Hardpoint: Heavy

Damage per Clip: 7k at Level 5

Weapon Type: Energy

Reload: 10 seconds

Clip Size: 1

Smart Reload: False

Range: 600m

Additional Description: A heavy pulse gun (think a magnum, but with a tesla coil instead of a yellow ball), which fires a pulse of energy at a target. The shot deals very low damage, but greatly reduces the turning speed of a hit target for 3 seconds. It also makes them take 25% more damage.

Cost: 10,000 Arclight Components

Exile
Hardpoint: Heavy

Type: Defense (Energy)

Health: Lvl 1, Mk1 - 62,000 (MAX: 117,000)

HP/Second: Lvl 1, Mk1 - 1240 (MAX: 2340)

Regen Rate: 2% per Second

Price: 10,000 Components / 2,500 Au (Gold)

Can Block: Energy, Kinetic, Homing

Cannot Block: Rocket

Additional description:


 * A Defensive Item. Exile can block Energy, Kinetic and Homing Missiles, but cannot block ordinary Rocket Weaponry. The Shield blocks damage based on Speed, meaning faster projectiles cannot pass through, but slow projectiles such as rockets are slow enough to bypass it. The Ember's Flames can entirely bypass the Exile shield.

Blackout
Hardpoint: Light

Type: Energy

Damage: Lvl 1, Mk1 - 670

Range: 500m

Clip Size: 6 Charges

Unload Time: Instant

Reload: 3 Seconds (6 Second Recharge)

Smart Reload: False

Requires lock-on: True

Effective range: None. Damage is consistent no matter the Distance.

Price: 10,000 Components

Additional description:


 * A Mid Range Energy Weapon. Each shot has a Chance to Compress, or Downgrade the Enemy's Speed. It is most helpful against Fast-moving Bots, but must Acquire a Target Lock to Fire. Bypasses Energy Shields, due to being an Energy Weapon. The effect cannot stack, meaning having Multiple Compression weapons is not Advisable.

Ability description:


 * Compression: Slows the Enemy's Speed down by a Certain Amount. Each Charge has a Chance to Compress the Enemy, the chance increasing with each Upgrade. 1 Charge: -1 Km/h | 6 Charges: -6 Km/h.

Flurry
Hardpoint: Medium

Type: Energy

Damage: Lvl 1, Mk1 - 970

Range: 500m

Clip Size: 7 Charges

Unload Time: Instant

Reload: 3 Seconds (7 Second Recharge)

Smart Reload: False

Requires lock-on: True

Effective range: None. Damage is consistent no matter the Distance.

Price: 10,000 Components

Additional description:


 * A Mid Range Energy Weapon. Each shot has a Chance to Compress, or Downgrade the Enemy's Speed. It is most helpful against Fast-moving Bots such as the Kumiho or Pursuer, but must Acquire a Target Lock to Fire. Bypasses Energy Shields, due to being an Energy Weapon. The effect cannot stack, meaning having Multiple Compression weapons is not Advisable.

Ability description:


 * Compression: Slows the Enemy's Speed down by a Certain Amount. Each Charge has a Chance to Compress the Enemy, the chance increasing with each Upgrade. 1 Charge: -1 Km/h. | 7 Charges: -7 Km/h.

Xenon
Hardpoint: Light

Type: Rocket/Kinetic (Explosive Kinetic Rounds)

Damage: Lvl 1, Mk1 - 1000

Range: 300m

Clip Size: Infinite Rounds

Unload Time: Instant

Reload: None

Smart Reload: False

Requires lock-on: False

Effective range: None. Damage is consistent no matter the Distance.

Price: 10,000 Components

Additional description:


 * A Close Range Explosive Cannon. Each shot has a small AoE, which entirely bypasses Physical Shields. The Xenon is able to fire Continuously, as it does not have a reload time. Fires once every 0.70 Seconds, allowing it to deal large amounts of damage in a short amount of time.

Wallop
Hardpoint: Light

Type: Special

Damage: Lvl 1, Mk1 - 1500

Range: 400m

Clip Size: 1 Charge

Unload Time: 2 Seconds

Reload: 7 Seconds

Smart Reload: False

Requires lock-on: False

Effective range: 200m or Less. The Closer the Enemy, the Further back they're Blasted.

Price: 10,000 Components

Additional description:


 * A Special Light Weapon, designed not for Damage, but for Knocking Enemies out of your Range. The Opposite of Grapple Weapons, the Wallop is definitely a Threat to any Knife Fighter or Brawler, making it a Risk for them to come near you. Using a Blast of Kinetic Energy, the Wallop can well, Wallop Enemies away from you. With every Powerful creation, comes a Recognizable Weakness. For the Wallop, its Shields. Physical Shields absorb 75% of the Blast, and Energy Shields absorb the Entire Blast. To a Lesser Degree, the Gravitar takes on the same Trait, and to an even Lesser Degree, so does the Homerun.

Gravitar
Hardpoint: Medium

Type: Special

Damage: Lvl 1, Mk1 - 2700

Range: 400m

Clip size: 1 Charge

Unload Time: 2 Seconds

Reload: 7 Seconds

Smart Reload: False

Requires lock-on: False

Effective range: 200m or Less. The Closer the Enemy, the Further back they're Blasted.

Price: 10,000 Components

Additional description:


 * A Special Medium Weapon, designed not for Damage, but for Knocking Enemies out of your Range. The Opposite of Grapple Weapons, it is a Fearsome Enemy towards any Knife Fighter, blasting them out of their Range. While being a Pain to deal with, Shields easily Hinder the performance of the Gravitar, making Shielded Robots an advisable choice. Physical Shields absorb 60% of the Blast, and Energy Shields absorb the Entire Blast. To a More Severe Degree, the Wallop takes the Same Disadvantages, and to a Lesser Degree, so does the Homerun.

Homerun
Hardpoint: Heavy

Type: Special

Damage: Lvl 1, Mk 1 - 3200

Range: 400m

Clip size: 1 Charge

Unload Time: 2 Seconds

Reload: 7 Seconds

Smart Reload: False

Requires lock-on: False

Effective range: 200m or Less. The Closer the Enemy, the Further back they're Blasted.

Price: 10,000 Components

Additional description:


 * A Special Heavy Weapon, designed not for Damage, but for Knocking Enemies out of your Range. The Opposite of Grapple Weapons, it is the Kryptonite of Knife Fighters brought into Reality, the Homerun is essentially a Massive Baseball Bat. Anything Fearsome or Powerful will have one Weakness, in this case, Shields. Physical Shields absorb 35% of the Blast, and Energy Shields absorb the Entire Blast. To a More Severe Degree, the Gravitar takes the same Disadvantages, and to and Even More Severe Degree, so does the Wallop.

Clutch
Hardpoint: Light

Type: Special

Damage: Lvl 1, Mk 1 - 2200

Range: 400m

Clip size: 1 Grapple

Unload Time: Instant

Reload: 7 Seconds

Smart Reload: False

Requires lock-on: False

Effective range: At Maximum Range, Grapple weapons reach their full Pull Force. However, the Projectile (Grapple) is slow, and can be dodged by Highly Mobile Robots. At shorter ranges, it'll become increasingly difficult to dodge.

Price:  10,000 Components

Additional description:


 * A Special Light Weapon, designed to Grapple Enemies towards you. The Opposite of Pushback Weapons, this weapon is used to Grapple in Mid-range and Long-range Opponents. Pair the Clutch with close range Weapons, you'll be a Living Nightmare for Enemies to take care of. Weight of a Robot will matter, either Hindering or Buffing a Pushback weapon's performance. Light Bots receive 90% more Grapple Force, Medium Bots stand Neutral, and Heavy Bots will reduce force by 60%. Energy Shields block the Clutch entirely, and Physical Shields make no difference in the Grapple Force.

Chainlink
Hardpoint: Medium

Type: Special

Damage: Lvl 1, Mk1 - 2800

Range: 400m

Clip size: 1 Grapple

Unload Time: Instant

Reload: 7 Seconds

Smart Reload: False

Requires lock-on: False

Effective range: At Maximum Range, Grapple weapons reach their full Pull Force. However, the Projectile (Grapple) is slow, and can be dodged by Highly Mobile Robots. At shorter ranges, it'll become increasingly difficult to dodge.

Price:  10,000 Components

Additional description:


 * A Special Medium Weapon, designed to Grapple Enemies towards you. The Opposite of Pushback Weapons, this weapon is used to Grapple in Mid-range and Long-range Opponents. Combining the Chainlink with Close Range Weapons such as Shotguns or Rockets, will make you a Dangerous opponent, advising Brawling to ensue. Weight of a Robot will matter, either Hindering or Buffing a Pushback weapon's performance. Light Bots receive 110% more Grapple Force, Medium Bots stand Neutral, and Heavy Bots will reduce force by 40%. Energy Shields block the Chainlink entirely, and Physical Shields make no difference in the Grapple Force.

Moontide
Hardpoint: Heavy

Type: Special

Damage: Lvl 1, Mk1 - 3500

Range: 400m

Clip size: 1 Grapple

Unload Time: Instant

Reload: 7 Seconds

Smart Reload: False

Requires lock-on: False

Effective range: At Maximum Range, Grapple weapons reach their full Pull Force. However, the Projectile (Grapple) is slow, and can be dodged by Highly Mobile Robots. At shorter ranges, it'll become increasingly difficult to dodge.

Price: 10,000 Components

Additional description:


 * A Special Heavy Weapon, designed to Grapple Enemies towards you. The Opposite of Pushback Weapons, this weapon is used to Grapple in Mid-range and Long-range Opponents. With this, you don't DARE let your Enemies escape. Jump, Hide, Run Away, they will eventually feel the Force of the Moontide. Weight of a Robot will matter, either Hindering or Buffing a Pushback weapon's performance. Light Bots receive 165% more Grapple Force, Medium Bots stand Neutral, and Heavy Bots will reduce force by 15%. Energy Shields block the Moontide entirely, and Physical Shields make no difference in the Grapple Force.

Sparky Cannon
Hardpoint: Heavy

Type: Energy

Damage: Lvl 1, Mk1 - 14,000

Range: 500m

Clip Size: 1 Energy Cell

Reload: 6 Seconds

Smart Reload: False

Requires lock-on: False

Effective Range: None. Damage is consistent no Matter the Distance.

Price: 6,000,000 Silver

Additional description:


 * Superheavy Mid-ranged weapon designed to ensure maximum devastation on your enemies. Massive Firepower combined with even greater splash radius, a total of 50m radius splash.

Sparky Turret
Hardpoint: Medium

Type: Energy

Damage: Lvl 1, Mk1 - 10,000

Range: 500m

Clip Size: 1 Energy Cell

Reload: 5 Seconds

Smart Reload: False

Requires lock-on: False

Effective Range: None. Damage is consistent no Matter the Distance.

Price: 3,000,000 Silver

Additional description:


 * Medium Mid-ranged weapon designed to ensure maximum devastation on your enemies. Massive Firepower combined with even greater splash radius, a total of 50m radius splash.

Sparky Blaster
Hardpoint: Light

Type: Energy

Damage: Lvl 1, Mk1 - 7,000

Range: 500m

Clip Size: 1 Energy Cell

Reload: 3 Seconds

Smart Reload: False

Requires lock-on: False

Effective Range: None. Damage is consistent no Matter the Distance.

Price: 1,500,000 Silver

Additional description:


 * Light Mid-ranged weapon designed to ensure maximum devastation on your enemies. Massive Firepower (for its class) combined with even greater splash radius, a total of 50m radius splash.

Outbreak Prime
Hardpoint: Light

Type: Energized Kinetic

Damage: Lvl 1, Mk1 - 240

Range: 600m

Clip Size: 36 Rounds

Reload: 5 Seconds

Smart Reload: False

Requires lock-on: False

Effective Range: 400m, but it's negligable since it is a very accurate weapon, more so than the Molot.

Price: 1,000 Gold

Additional description:


 * Light weapon that fires three-round bursts. Upon successfully destroying or critical hitting a robot, the Outbreak releases a SIVA swarm that attacks nearby enemies (75m range).
 * "I've done the math. When you pull this trigger, one plus one equals zero. Every time."

Black Hole Weapons
Hardpoint: Adjustable (Can be mounted on any hardpoint. Stats [damage] increase multiplicatively depending on hardpoint. Also changes name: Light=Event Horizon, Medium=Singularity, Heavy=TON-618.)

Type: Other

Damage: Lvl 1, Mk1 - 9,000 - Infinite Damage (10% chance)

Range: 600m

Clip Size: 1 Energy Cell

Reload: 2 Seconds, charge time is 3 seconds.

Smart Reload: False

Requires lock-on: False

Effective Range: None. Damage is consistent no Matter the Distance.

Price: 10,000 Components

Additional description:


 * Drastically downsized particle accelerator created using modified blueprints for a machine from the old days. Colides particles within the firing mechanism, and with enough mass, can be lethal when fired off. You weild the power of the most mysterious forces in the universe. Use it at your own discretion.

Transverse Lance
Hardpoint: Heavy

Type: Special Chance to desintigrate: Lvl 1 - 5%, Abduct time 3 sec

Range: 1100m

Clip Size: 1 Battery

Reload: 5 Seconds

Smart Reload: False

Requires lock-on: False

Effective Range: 1100m

Price: 1,000 Gold

Additional description: The Transvere Lance is a tool for relocating enemies. Upon targeting and firing, the Lance tears apart spacetime to bring the target to you. Beware you don't bite off more than you can chew, though. Has a chance to instakill the robot while abducting, with chance increasing for each level.


 * "This weapon simply pinches two places in spacetime into one, back to back. Not so bad, right?"
 * "This weapon simply pinches two places in spacetime into one, back to back. Not so bad, right?"

Light Rack mk 1
Hardpoint: Heavy

Type: dual hardpoint mounting

Damage: N/A

Range: N/A

Clip Size: N/A

Reload: N/A

Smart Reload: N/A

Requires lock-on: N/A

Price: 500 Gold

Additional description: A mounting system that allows two identical light weapons to be mounted and fired in tandem.

\
Hardpoint: Light Type: N/A

Damage: N/A

Range: N/A

Clip Size: N/A

Reload: N/A

Smart Reload: N/A

Requires lock-on: N/A

Price: 1 silver

Additional description:A light weapon that, on detecting a bot or weapon not created by pixonic, removes that bot/weapon from the game and replaces it- if a bot, with a schutze, if a weapon, with a molot, hydra or thunder corresponding to the hardpoint.

Echo
Hardpoint: Heavy

Type: Defense

Damage: 2,100

Range: 1100

Clip Size: 1 Charge (20secs)

Reload: 10 secs

Smart Reload: false

Requires lock-on: false

Price: 5,000,000 Silver

Additional description: The Echo is a long range heavy weapon used before on small vehicles and warships, The Echo is used for scare enemies and will do deadly damage at small distance.

Piercer
Hardpoint: Light

Type: Sound

Damage: 1,750

Range: 600

Clip Size: 1 Charge (10secs)

Reload: 10secs

Smart Reload: false

Requires lock-on: false

Price: 3,000,000 Silver

Additional description: The Piercer is a variant of the sound weapon having the ability with his giant amount of dB of piercing shields and energy shields. The Piercer is used for destroy heavy robots and defensive robots.

Interceptor
Hardpoint: Medium

Type: Sound

Damage: None

Range: 1100

Clip Size: Infinite

Reload: Infinite

Smart Reload: true

Requires lock-on: false

Price: 2,000,000 Silver

Additional description: The Interceptor is a defensive weapon that is used for take down a single missile or bullet salvo,also can’t take down energy projectiles but will make them do less damages.

Norowa
Hardpoint: Heavy

Type: Rocket

Damage: None

Range: 1100

Clip Size: 1 Rocket

Reload: 15 seconds

Smart Reload: false

Requires lock-on: True

Price: 10,000 Components (1000 gold)

Additional description: The Norowa is a weapon when touching the enemy it will disable his energy shield and his ability for 10 seconds

Parasite
Hardpoint: Heavy

Type: Rocket

Damage: None

Range: 1100

Clip Size: 3 Rockets

Reload: 15 seconds

Smart Reload: true

Requires lock-on: true

Price: 2,000,000 Silver

Additional description: The Parasite is a rocket launcher releasing drones on impact wich will attack the enemy without being able to be destroyed by the enemy (including helldive and others) and will make his chance of loosing weapons higher during 10 seconds. Shooting a rocket on a arleady ‘infected’ enemy will cause the death of the other drone and the new one may explode when released.

Striker
Hardpoint: Heavy

Type: Missile

Damage: 90,000

Range: 1100

Clip Size: 1 Shell

Reload: 30 seconds

Smart Reload: false

Requires lock-on: false

Price: 10,000 (5,000 Gold)

Additional description: The Striker is a weapon with a charging system shooting a javelin for more range equiped with a bomb that will make a giant explosion piercing all types of shields when fully charged When not fully charged the javelin will do less damage but it will divide itself before impact for more chance of touching slow robots. Due to the high amount of heat when launching the javelot the use of other weapons can’t be made.

Blackout
Hardpoint: Heavy

Type: Energy

Damage: 100,000

Range: 300

Clip Size: 1 Ammo

Reload: 10 seconds

Smart Reload: true

Requires lock-on: false

Price: 10,000 Components (5,000 Gold)

Additional description: The Blackout is a weapon using dark matter as ammo when used it will emit dark matter near the robot and will deal deadly damage piercing all types of shield however the robot wont be able to use his weapons for 5 seconds

Collapser
Hardpoint: Heavy

Type: Energy

Damage: 5,000

Range: 1100

Clip Size: Infinite

Overheat: 10 seconds

Smart Reload: false

Requires lock-on: true

Price: 10,000 Components (5,000 Gold)

Additional description: The Collapser is a heavy weapon using the sun light as ammo making his ammo infinite however it can overheat causing the weapon to explode, also due to the high amount of heat emitted from this weapon when using it you wont be able to use other weapons.

Comet
Hardpoint: Heavy

Type: Rocket

Damage: 2,000

Range: 1100

Clip Size: 50

Reload:15 Secs

Smart Reload: false

Requires lock-on: true

Price: 600.000 Silver

Additional description: The Comet is a heavy noricum mainly used for destroy low health enemies.

Doomsday
Hardpoint: Heavy

Level Requirement: Lvl 28

Type: Rocket

Damage: 90,000

Range: 1100

Clip Size: 1

Reload:30 secs

Smart Reload: false

Requires lock-on: false

Price: 10,000 Components

Additional description: The Doomsday is a single shot weapon shooting a slow but powerfull rocket making a explosion of 400 meters capable of kill instantly any low hp robot or destroy enemy shields.

Wyvern
Hardpoint: Medium

Type: Bombs

Damage: 5,290

Range: 350

Clip Size: 10 Grenades

Reload:10 secs

Smart Reload: true

Requires lock-on: true

Price: 500.000 Silver

Additional description: The Wyvern is a grenade launcher capable of sending homing grenades. The Wyvern is mainly used for destroy enemies using cover.

Leviathan
Hardpoint: Heavy

Type: Missile

Damage: 30,000

Range: 750

Clip Size: 1 (5 Rockets at separation)

Reload:25 secs

Smart Reload: false

Requires lock-on: false

Price: 10,000 Components

Additional description: The Leviathan is a ICBM launcher that will launch rockets at all enemies in a range of 600m near the separation.

=ROBOTS=

Grizzly
Health: 40,000, max of 75,000 at Mk2 Level 12

Speed: 50 kmh, max. of 65 kmh at Mk2 Level 12

Ability: Ram

Shield: 20,000HP; max. of 37,500HP at Mk2 Level 12; regenerates 10% per second, 40% required for reactivation after shield health depletes

Hardpoints: 1 Heavy, 1 light

Weight: light

The three-legged Grizzly may be small, but this agile relative of the rhino lives up to her big brother's name as the embodiment of rage. Her weak but rapidly regenerating shield grants her deceptively high surviveability, and her Ram ability allows her to hit much harder than her small, fragile frame belies.

Ability: Ram

Ability Description: When ramming, which lasts 5 seconds, Grizzly shuts down her energy shield and weapons systems, and, using the additional power, overclocks her reactor. This triples her movement speed. She also slides specialized armor plates into position. These plates, made of incredibly durable material, not only reduce Grizzly's damage taken by 80%, but also cause massive damage to any robot unfortunate enough to be in this little beasty's way. The impact is so great that even the heaviest of foes will be hurled backward, and their circuits will be temporarily disrupted, preventing the use of abilities for 5 seconds. Hitting an enemy stops the ability but also halves the cooldown.

Cooldown: 2 charges, 12 seconds per charge.

Damage: Equal to 75% of Grizzly's maximum HP. Damage is Kinetic, and causes increased damage to physical shields.

Knockback: 30m (Heavy robot), 50m (Medium robot), 60m (Light robot)

Additional Description: Three stubbier-than-average legs, two of which are mounted in typical biped fashion and a third that extends further out in front. Similar color scheme to Rhino, excluding the prescence of a bear's skull painted onto the front of the body. Body is angular and small, with the light weapon and heavy weapon mounted opposite each other. Excluding Zenit, all heavy weapons will be mounted sideways. Zenits will be mounted on top of the robot. Ram plates are usually stacked on top of robot, but move down in front of the robot upon activation. While ramming, Grizzly's ramming surface glows light orange. Her overall shape is is similar to rhino, but rather that the 'horn' that rhino has, she has a downward-facing 'snout.'

Cost: Identical to Rhino. 1h 5m for 100 components at 120k AG. etc.

"The species from which she gets her name may have died out long ago, but this ol' bear aint' going extinct anytime soon. I'm afraid I can't say the same for any poor shmuck who gets in her way."

Pulsar
Health: 125,0000

Speed: 33 km/h

Ability: Static Pulse

Hardpoints: 1x Heavy and 2x Medium

Weight: Medium

Description: This durable four-legged robot's Static Pulse ability can be a game-changing support. Made to support close range combat, the Pulsar immobilizes itself upon using its ability. However, it is a crucial advantage to heal all allied robots and damage all enemies within 80 meters with powerful pulses. The ability gains power when not in use so it is advised to charge up the ability before using it.

Price: 17,000 Workshop points.

Dragon
Health: 98,000

Speed: 34 km/h

Vultre
Health: 67,000

Speed: 35 km/h

Starting abilities: Hawkeye Mode

Hardpoints: 1x Heavy & 2x Light ABIl Classification: Medium

Additional description: Vultre (pronounced as Vulter) is a medium robot ideal for sniping. It's ability, Hawkeye Mode, allows the pilot camera to zoom in on a target. It also allows the pilot to target the different hardpoints, though the hardpoints cannot be easily blasted off. 1 shot for a light hardpoint and two shots for heavy and medium hardpoints. This allows the Vultre to be an effective sniper. The ability will not deactivate until the pilot shoots. Also, the pilot will not be able to move when the ability is activated. Anciles, however, take 3 or 4 shots to be blasted off, unless shot by a trebuhet, the ancile will take 2 shots instead, disabling the target's shield.

Unlocks at: Level 25 League Required: Gold Price: 1500 Gold

Leviathan
Class: Heavy

Hardpoints: 2 Heavy, and 1 medium

Base level: 6

Base HP: 175,000 (360,000 MKII)

Speed: 34 km/h

Ability: Eternal Grip

Description:

Leviathan is a heavy bot designed for sweeping enemies away without getting scratched. It has an outstanding durability and enough speed to compensate the size of this beast. It's ability, Eternal Grip, allows the Leviathan to grab and hold enemies for 8 seconds. Once an enemy gets caught in its grasp, it receives 1000 damage (higher when upgraded) for every second it is caught. The enemy will be unable to move or shoot, rendering it completely disabled The Leviathan will unfold 4 long claw arms when it activates its ability, then it will grab a target and slowly crush it with its powerful arms. The ability lasts for 8 seconds with a 20 second cooldown.

"Carrying my fellow pilots during a battle has never been this easier"

Instigator (Stalker v.2)
Class: Light

Hardpoints: 2x Light

Base level: 1

Base HP: 46,000 (Maximum at 98,000)

Base Speed: 52 (Maximum at 68)

Ability: Fade: The robot enters stealth, increasing damage, disappearing from enemy lock on systems, removing the marker above the robot's head, and activating camouflage plates, rendering it totally invisible. lasts 15 seconds, cooldown is 15 seconds

Extra: Can only be purchased when an Mk1 lvl12 stalker is available. In gameplay, the instigator is totally invisible under the effects of it's ability, Damage boosted by 100% (2x). Damage increased an extra 100% against the last pilot that destroyed you.

Additional description: Although lacking the firepower and abilities of the latest and greatest bots, Stalker continues it's service with brand new stealth technology. Upon activating Fade, Instigator fades from radars AND sight, making this little machine a nightmare for the enemy under excellent piloting.

Recommended: 2x Gust, 2x Magnum, 2x Halo

Price: 1,000 Instigator Components, 1x lvl12 Mk1 Stalker


 * " Seeing is believing, but is it truth? Depends on your point-of-view. Are you listening? When you deploy, and you will, I will be there... waiting. Because mark my words, you will get what's coming to you... in ways you can't expect... but very much deserve. Because once thing I believe in is an eye for an eye."

Centurion
Class: Heavy

Hardpoints: 2x Heavy, 1x Medium

Base level: 1

Base HP: 190,000 (Maximum at 309,000)

Base Speed: 27 (Maximum at 35)

Ability: RESTORE.cmd: When robot is destroyed, the Restore command takes effect, reassembling the mangled frame and weapons on the location of death. Takes 10 sec for restore to take effect, cooldown 60 sec. Second Ability: DAMAGEINTAKETYPE_0: This ability activates an invincible Aegis shield while deactivating weapons systems. DAMAGEINTAKETYPE_0 lasts 10 sec, cooldown 15 sec.

Extra: Cenutrion suffers an extra 0.5 sec of landing lag, but is immune to leg damage. Immune to weapon knockoff, too. High resistance to everything

Additional description: Heavy robot designed for absorbing damage and dealing it right back. Slow movement is compensated for brute force firepower and the unique ability to repair in the thick of battle. A true general.

Recommended: 2x Thunder 1x Storm; 2x Avenger 1x Punisher T; 2x Redeemer 1x Taran, 2x Exodus, 1x Orkan

Price: 5050 Au, 10,000 Centurion Components.


 * "ACTIVATE: CENTURIONPROTOCOL.cmd_5 DIRECTIVE(defend_all_allies).EXE"

Wraith
Class: Heavy

Hardpoints: 4x Heavy

Base level: 1

Base HP: 120,000 (Maximum at 190,000)

Base Speed: 25 (Maximum at 33)

Ability: Spectral Fade: Wraith shifts into stealth, disappearing from lock-on systems and (mostly) sight. Gains 100% movement, but weapons fire is disabled. Lasts until deactivation, cooldown 8 sec.

Extra: Wraith cannot eqiup Ancile, as this can probably lead to an invincible shield generator. Coming out of Spectral Fade won't immediately activate weapons until 1.5 sec afterwards.

Additional description: Wraith is a heavy robot. A robot of mysterious origin, it appears to have been modified extensively to be able to bear the colossal burden of FOUR Heavy weapons. It's rather unimpressive movespeed is compensated for it's tide-turning ability: Spectral fade. Be wary of the Wraith, pilot.

Recommended: 4x Thunder; 4x Avenger; 4x Glory; 4x Redeemer; 4x Exodus; 4x Ember

Price: 15000 Au


 * "Only those with the strongest of wills can hope to even enter the pilot's seat on this evil mech. It... beckons you to let go of your limitations. Beckons you to unleash the monster within you. For most of us, it will only be a matter of time before we succumb to the power of the Wraith..."

Oblivion
Class: Unknown

Hardpoints: 10x Heavy

Base level: 1

Base HP: 333,333 (Maximum at 666,777)

Base Speed: 20 (Maximum at 70)

Ability: Extinction Protocol: Oblivion overcharges it's weapons systems, allowing for the immense damage boost of 5000%. Oblivion also obscures ALL (except it's own) radar systems, blinds enemies, and roots all robots on the map. Can levitate with unlimited fuel.

Extra: When destroyed, Oblivion creates a rupture in spacetime that devours all enemy robots (including robots still in the hangar), resulting in defeat for the enemy team. You see an oblivion, you lose the game. Getting killed by Oblivion destablizes the existance of your bot and deals 999,999,999 damage to nearby robots (except Oblivion's allies).

Additional description: (!ERROR!) "descript.txt" DISPLAY=(false)

Recommended: Any heavy weapon, also you only require one weapon. Equiping a single weapon will change all hardpoints to that weapon and its level.

Price: 99,999,999,999 Silver


 * "PROTOCOL_OBLIVION.cmd INITIATED... ALL PARAMATERS MET. CODE: (ERADICATION_RETROFLEX) REINSTATED....  BRACE FOR EXTINCTION"

STS Missle Platform
Class: Unknown

Hardpoints: 8x Heavy

Base level: 1

Base HP: 170,000 (Maximum at 250,690)

Base Speed: 20 (Maximum at 40)

Ability: Barrage: the STSMP instantly reloads its clip and increases fire rate to Noricum rate. Reload time is 3 sec while abilty is active. Barrage active for 9.6 sec, Cooldown of 20 sec.

Extra: Can only equip Zenits. Zenits will slant down if target comes under 300m range, allowing for close-quarters combat. Can target robots up to 2000m away.

Additional description: Labelng this robot as a mech is not necessarily correct, as it is chock-full of artillery-based firepower, and trots around on four mighty, but slow, legs. The Surface to Surface Missle Platform is designed for termination of robots from incredible distances.

Recommended: 8x Zenit

Price: 8x Zenits, 1x Natasha, 1x Fury.



Raketa
Class: Light

Hardpoints: 1x Medium

Base level: 1

Base HP: 52,000 (Max at 98,000 mk1)

Base Speed: 50 (Maximum at 66)

Ability: Descend: The robot jumps and while in the air enters stealth. deactivates 1sec after landing. Cooldown: 2

Extra: If Raketa lands on a robot instead touching the floor, it latches on while still in stealth and can fire on its victim for 5 sec.

Additional description:

Recommended: 1x Orkan, 1x Taran, 1x Ecu, 1x Electrfied Mesh, 1x Soundstorm

Price: 250 Au, 10,000 Raketa components.


 * "Sink thy talons into thy prey... and watch them writhe with agony"

Warhorse
Class: Light

Hardpoints: 2x Light

Base level: 1

Base HP: 64,000 (max at 107,000 mk1)

Base Speed: 48 (Maximum at 64)

Ability: Bash: Warhorse bucks the ground once and charges towards his foes, knocking them back with successful connection and dealing some damage if they collide with a wall, slowing them in the process. Cooldown 10 sec.

Additional description: One of the most durable light robots. Distinctly modified by the TMC to be the perfect footsoldier.

Recommended: 2x Magnum, 2x Gust, 2x Sparky Blaster

Price: 260 Au, 10,000 Warhorse components.


 * "If you ask me to get off my high horse one more time..."

McCree
Class: Light

Hardpoints: 4x Light

Base level: 1

Base HP: 54,000 (max at 117,000 mk1)

Base Speed: 51 (Maximum at 66)

Ability: High Noon: McCree draws its extra weapons from their stead, and faces his foe (speed reduced). It then unleashes the drawn weapons, dealing 1000% extra damage for 3 sec.Cooldown 15 sec.

Additional description: Compact robot with advanced weapons systems specifically designed for colossal bursts of damage. When its not stalking around the map, it suddenly draws its holstered weapons to engage its enemies head-on.

Recommended: 4x Pinata, 4x Aphid, 4x Gekko, 4x Gust

Price: 260 Au, 10,000 McCree components.


 * "Well well well, would you look at the time!"

Lamorak
Class: Light

Hardpoints: 1x Light 1x Medium

Base level: 1

Base HP: 48,000 (max at 100,000 mk1) 125,000 base shield (max 204,000)

Base Speed: 48 (Maximum at 65)

Ability: Phalanx Compromise Mode: Lamorak can change from a frontline assault footsoldier to a swift and sturdy beacon capturer. Setup A puts shield in front, reduces speed by 25%, and adds a small damage resistance. Setup B Splits the shield and places them on the side, allowing for full speed and excellent flank protection.

Additional description: Gareth, once the face of the BAF Army, has been reduced to easily claimable scrap metal. Solution? Capitalize on what made it special. Reconfigured shield mechanics allow for increased defense capabilites and a chance once again rise to be the shining shield of the BAF.

Recommended: 1x Gust 1x Storm, 1x Magnum 1x Taran, 1x Pinata 1x Orkan.

Price: 260 Au, 10,000 Lamorak components.


 * "Long live the king"

Scharfschutze
Class: Light

Hardpoints: 1x Heavy

Base level: 1

Base HP: 42,000 (max at 99,000 mk1)

Base Speed: 44 (Maximum at 62)

Ability: Marksman's Gaze: Enables Scharfschutze to target weak points on a robot. Each direct hit on them has a 25% chance to disarm a weapon from the robot and deals double damage (200%) Lasts 15 sec or until 4 direct hits are landed, cooldown 20 sec. Can potentially fully disarm any robot.

Additional description: The Schutze has been decomissioned for some time, due to repeated demands to do so by the unfortunate victims of the GER. With Scharfschutze rolling out soon, they won't complain any longer.

Recommended: 1x Trebuchet, 1x Trident, 1x Dragoon, 1x Tempest, 1x Avenger

Price: 300 Au, 10,000 Scharfschutze components.


 * "Long sight lines. Noontime haze. One in the chamber. Schutze."

Electricutioner
Class: Light Hardpoints: 1 light

Base Level: 1

Base HP: 95k

Max HP: 160k

Base Speed: 45 km/h

Max Speed: 55 km/h

Ability: Electro Ball

Ability Cooldown: 15 sec   Additional Information: 🇨🇴'' An electrical protection dome appears around the bot. This takes half the damage of all weapon types and the other half is recived by the bot. The health of the electrical dome is 40k and is unable to regenerate ( once the dome is drained, the ability reloads).  🇨🇴 The dome also sends a total of 3 bolts of electricity to whoever is 300m or less from the bot. If there is only 1 enemy bot is range, all 3 bolts of electricity will hit it, if there is 2, one enemy will get hit by 2 bolts and the other will get hit by one. If there are 3 enemies in range, each will recive 1 bolt. A maximum of 3 bots can be hit at once.'' Ability Damage (per bolt): 1200

Level/League Requirements: Lvl 20

Weapon Restrictions: ---

Price:  🇨🇴

Independence
Class: Medium Hardpoints: 3x Heavy (1 is always active), 4x Light (Activates upon activation of ability) Base level: 5 Base HP: 76,000 (Maxes at 145,000 HP; shields based at 120,000, maxes at 200,000) Base Speed: 38 (Maxes at 51) Ability: Siege (5 second cooldown)
 * Upon ability activation, the two inactive hardpoints are drawn and the heavy hardpoints receive a -15% reload time bonus along with a 25% damage bonus. The light weapons are also activated, but have -30% damage debuff and +3 seconds debuff reload time. However, the robot is forced to be stationary, but the tower is raised.

Extra: Light weapons cannot be controlled, as they are auto-turrets. 2 positioned at the front (Each beside the always active one), 2 at the back (In between the holstered weapons). The back ones have a 45 degree traverse arc; the front ones have a 20 degree traverse arc. Auto-turrets are customizable. Their view ranges follow the effective range of the weapon mounted. Additional description: Its shape somewhat looks like Bastion. Has 6 legs. Color scheme is the same as Bastion. 2 heavies on the sides (Which is holstered), one on top. Recommended: 3x Thunders, 4x Magnums/Punishers (Knife-fighter); 3x Zeus's, 4x Sparks/Molots/Pins (Mid-range); 3x Trebuchets, 4x Arbalests/Molots (Long-range) Price: 23,000 WSP
 * "Its gonna defend your comrades, or burn your adversaries to crisp"

Dunkirk
Class: Medium Hardpoints: 2x Heavy, 2x Medium (Active auto turrets) Base level: 5 Base HP: 120,000 (Maxes at 200,000 HP) Base Speed: 32 (Maxes at 35) Ability: Gunner (5 second cooldown)
 * Upon ability activation, the robot receives 20% damage boost and reload at the cost of being stationary.

Extra: Light weapons cannot be controlled, as they are auto-turrets. 2 at the back. The back ones have a 45 degree traverse arc. Auto-turrets are customizable. Their view ranges follow the effective range of the weapon mounted. Additional description: Its shape looks like Raijin, just with platform attachments. Recommended: 2x Thunders, 2x Tarans (Knife-fighter); 2x Zeus's, 2x Molot Ts/Punisher/Shocktrains Ts (Mid-range); 2x Trebuchets, 2x Molot Ts (Long-range) Price: 17,000 WSP
 * "Don't try and flank me"

Kaijin
Class: Light Hardpoints: 4 Light

Base Level: 1

Base HP: 58,000

Max HP: 150,000

Base Speed: 35 kmph

Max speed: 50 kmph

Ability: Sentry Mode


 * When sentry mode is activated it will raise it’s turret like the Fujin, immobilizing itself while activating an Energy Shield and a 40% damage resistance. The Energy Shield has a base HP of 50,000 at Lvl 1, and a max HP of 155,000 at Lvl 12 MK 2 Making it the second most powerfull Energy shield ingame right after the Fujin.

Ability cooldown: 4s (raising/lowering tower)

Additional information: Kaijin is also the name of an ancient Japanese sea monster. Kaijin has the second most powerfull Energy Shield of any bot right after the Fujin. Kaijin is a Quad Legged bot just like the Fujin and Raijin meaning it wont experience any landing lag. Kaijin is also the only Light Bot with a built in Ancile. Kaijin is also the fastest Quad legged bot.

Price: 9500 WSP

Schutze 2.0
Class: Light Hardpoints: 3 Heavy

Base Level: 5

Base HP: 170,000

Max HP: 290,000

Base Speed: 50 kmph

Max speed: 70 kmph

Ability: Schutze


 * When Schutze mode is activated Schutze 2.0 will be capable of running 90 kmph. while this ability is activated Schutze will activate a Aegis Shield, this Aegis Shield has 150k HP max at Lvl 12 Mk 2. Schutze will also be able to Hover whenever it wishes, and will create a explosion where ever it lands (just like the Helldive ability). When Schutze 2.0 is destroyed it will overload just like the Hellburner.

Ability cooldown: 10 seconds (activation and duration)

Additional information: Schutze 2.0 will also deflect Shocktrain blasts back to the enemy which fired it, crashing their game in the progress.

Price: 1 Silver

Colossus
Class: Super Heavy

Hardpoints: 3 Heavy

Base Level: 3

Base HP: 145,000

Max HP: 325,000

Base Speed: 20 kmph

Max speed: 25 kmph

Ability: Rush


 * When Rush mode is activated Colossus will become capable to run 40 kmph for 10 seconds. While the Rush ability is activated, thrusters on the back of Colossus will activate just like on the Lancelot.

Ability cooldown: 20 seconds

Additional information: Colossus is the biggest bot ingame.

Level/League Requirements: Level 26/ Silver II

Weapon Restrictions: Ancile

Price: 5000 Gold

Beamer
Class: Heavy Hardpoints: 1x Heavy 2x Light

Base Level: 1

Base HP: 80,000

Max HP: 150,000

Base Speed: 30 kmph

Max speed: 35 kmph

Ability: Beam


 * When “Beam” mode is activated Beamer will open it’s front and fire a big Yellowish laser Beam for 10 seconds. Beamer will slow down by 40% if aimed where it’s heading and accelerate by 40% if aimed to the opposite direction. Damage: 5000 lvl 1 - 9000 lvl 12. Burst damage: 25000 lvl 1 - 42000 lvl 12. Burst DPS: 6000 lvl 1 - 8700 lvl 12. Continuoes DPS: 3000 lvl 1 - 5000 lvl 12.

Ability cooldown: 10s (5s if deactivated earlier).

Additional information: The ability can be deactivated after 5 seconds.

Price: 2500 Gold

Schutze 3.0
Class: Light Hardpoints: 5 Heavy

Base Level: 5

Base HP: 200,000

Max HP: 350,000

Base Speed: 55 kmph

Max speed: 80 kmph

Ability: Ultra Schutze


 * When Ultra Schutze mode is activated Schutze 3.0 will be capable of running 100 kmph. Schutze 3.0 will recieve a 50% damage boost, and root ability. While the ability is activated Schutze will activate a Aegis Shield, this Aegis Shield has 200k HP max at Lvl 12 Mk 2. Schutze will also be able to Hover whenever it wishes, and will create a explosion where ever it lands (just like the Helldive ability). When Schutze 3.0 is destroyed it will overload just like the Hellburner.

Ability cooldown: 10 seconds (activation and duration)

Additional information: Schutze 3.0 will also deflect Shocktrain blasts back to the enemy which fired it, crashing their game in the progress.

Price: 0.1 Silver

Schutze 4.0
Class: Light Hardpoints: 11 Heavy

Base Level: 5

Base HP: 350,000

Max HP: 550,000

Base Speed: 65 kmph

Max speed: 95 kmph

Ability: Omega Schutze


 * When Omega Schutze mode is activated Schutze 4.0 will be capable of running 120 kmph. Schutze 4.0 will recieve a 55% damage boost along with root ability. While the ability is activated Schutze will activate a Aegis Shield, this Aegis Shield has 300k HP max at Lvl 12 Mk 2. Schutze 4.0 also activates a physical shield with a max HP of 350k HP at lvl 12 MK2. Schutze will also be able to Hover whenever it wishes and will create a explosion where ever it lands, just like the Mercury. When Schutze 4.0 is destroyed it will overload just like the Hellburner.

Ability cooldown: 5 seconds (duration: 15 seconds)

Additional information: Schutze 4.0 will also deflect Shocktrain blasts back to the enemy which fired it, crashing their game in the progress.

Price: 0.01 Silver

Schutze 5.0
Class: Light

Hardpoints: 1 Heavy

Base Level: 5

Base HP: 500,000

Max HP: 1.000.000

Base Speed: 70 kmph

Max speed: 100 kmph

Ability: God Schutze


 * When God Schutze is activated, Schutze 5.0 will have the options of six different abilities, each having different attributes.

Ability Number 1: Warp: Schutze 5.0 can generate a wormhole anywhere to anywhere to teleport to different areas, like the enemy’s base, beacons etc.

Ability Number 2: Reality manipulation: When this ability is activated, Schutze 5.0 will be capable of altering reality itself, like turning Raijins into Destriers and changing the very map itself. And turn everything thats fired at it into dust.

Ability Number 3: Matter manipulation: When this ability is activated Schutze 5.0 will be able to move anything it wishes using Telekinesis, if there’s a Raijin or even a building in the way it doesn’t matter, it will be moved.

Ability Number 4: Mind manipulation: When this ability is activated Schutze 5.0 will be able to change the team of players whenever it wishes, so when you want that Orkan Spectre on your team you can just bring it over to your team, easy!

Ability Number 5: Time Manipulation: When this ability is activated Schutze 5.0 will be capable of speeding, slowing and reversing ingame time itself, ever wanted to change time back to that Critical point? Well now you can!

Ability Number 6: Levitation: When this ability is activated Schutze 5.0 will be able to float whenever it wishes, can be activated when other abilities are activated.

Ability cooldown: N/A

Additional information: Schutze 5.0 will also deflect Shocktrain blasts back to the enemy which fired it, crashing their game in the progress.

Price: 1 Silver

Jaeger
Hardpoints: 2 light, 2 heavy.

Base level: 5

Base HP: 122000

Speed: 31kph

Base HP: 122000

Speed: 31kph

Ability: kamikaze
 * Second heavy weapon is drawn, speed increase by 100%, takes double damage, deals double damage.

Extra: cannot mount Ancile or Ecu

Cost: 1275 Au

"It could be the key to victory, or it could be the key to your demise..."

monkey
Hardpoints: 2 light 1 medium

Base level: 1

Base HP: 78,000

Speed: 57

Ability: poop fling


 * Monkey makes a loud OO-OOOO-OOOOOOOOO noise and starts randomly flailing its arms around, throwing a poop projectile every 0.001 seconds

Additional description: a monkey-shaped quadroped robot. causes a big mess.

Price: 10 bannanas. (you recieve bannanas for every bannana you send to pixonic HQ)

Atlas
Hardpoints: 3 light weapons, and one heavy weapon

Base level: 1

Base HP: 90k

Speed: 15 kmph

Ability: Drag


 * Atlas sends a crippling rift in the atmosphere, dragging any robot besides japanese robots (Raijin and Fuijin) towards it. takes 10 seconds for effect to settle in, but in the meantime, atlas can not move. cooldown: 45 seconds

Extra: robot can target stealthed robots (besides stalker)

Additional description: large, shaped a bit like leo, has the ability to pull anything towards it.

Pulsar
Health: 125,000 at level 12

Speed: 45 km/hr at level 12

Hardpoints: 2 medium

Ability: Ping


 * Emits a strong EM pulse that interfers with targeting systems. All enemies within 350 m have their target forcibly changed to this robot. All enemy lock-on weapons within 600 m, as well as any this robot has, lose lock-on and must retarget. Also gains 80% damage resistance for 5 sec. 15 sec recharge.

Notes:


 * ability makes shocktrain, hydra, and vortex useless to put on Pulsar.


 * Design is intended to support group assaults. Will die very quickly without support.

Scope
Health: a little less than Natasha at all levels

Speed: same as Fury at all levels

Hardpoints: 1 Heavy, 1 light

Shields: none

Ability: Zoom


 * Robot can engage zoom view while locked on. Stops the robot, and uses the movement controls to adjust targeting to various parts of the target robot (i.e. the legs of a Haechi). on release, fires all weapons onto the targeted part of the robot. Cannot directly target ancile shields (That would be too OP).

Jet
Health: same as Gareth

Speed: same as Gareth

Hardpoints: 3 light

Anti-Energy Shield: 100,000 at level 8

Ability: Armored flight


 * Like Hover, Jet can fly, but faster and longer. While flying, it enables a dome shield that blocks only energy damage. This robot is very weak while on the ground, but can outrun or absorb pretty much anything while in the air.

Notes:
 * Jet is designed not only as a Beacon capper, but is also intended to be a cheap rotbot that can easily be obtained within 2 weeks of starting the game for the first time. By giving new players a very fun and somewhat complicated robot early on, the ultimate goal of this robot is to increase player retention.

Gravitator
Health: A bit more than Rogatka

Speed: same as Haechi

Hardpoints: 2 medium, 1 light

Ability: Null Zone


 * Gravitator creates a spherical region, centered on itself and with a radius of 75 meters, where gravity is temporarily nullified. Any robots that were in motion, with the exceptions of Gravitator, Hover, Raijn, and Fujin, will be unable to stop moving. Any robots that were stationary, with the exceptions of Gravitator, Hover, and jumping bots, will be unable to start moving. The effect lasts 5 seconds, and affects both teams.


 * Gravitator is immune to its own effects, as well as the effect of other Gravitors. Any robot with the jump ability can still jump to gain forward motion, but will be unable to stop moving until the effect ends. Hover, while in the air, is unaffected due to its rocket propulsion, but will slide if on the ground. Quadrupedal robots can use their ability to cancel motion, but cannot resume motion while the effect is active.

Ability Recharge: 20 seconds

Notes:
 * Gravitator is designed to counter highly mobile opponents, such as Dash bots.


 * Gravitator is best countered with lock-on-weapons.

--And thus, the banana slug kingdom and fungi kingdom created an alliance, and took over the wiki. 12:39, May 14, 2018 (UTC)

Revenge
Health: 75,000 max

Speed: 68 km/h

Hardpoints: 1 light (on top)

Ability: Plasma Missile


 * Ability requires lock-on, maximum range 300 meters. Upon activation, the entire robot lifts off of ground, becoming a giant plasma missile. This missile follows a similar trajectory to that of an Spiral missile, ending in a superheated plasma explosion that bypasses all shields. The explosion instantly destroys Revenge and deals infinite damage to the target, ignoring all shields and stealth abilities. Once the ability is activated, Revenge enters an invincible state, cannot be stopped, evaded or outmanuvered.

Notes:


 * Revenge is designed to destroy a single enemy at all costs.

''An eye for an eye, A tooth for a tooth. I am here to collect all your past dues.''

Gremlin
Health: 50,000 max

Speed: 60 km/h

Hardpoints: 1 Medium (on top)

Ability: Resurrection (Passive)


 * Can be re-spawned 5 times in all game modes EXCEPT FFA. Can be re-spawned an infinite number of times for free in FFA.

Notes:


 * Gremlin is designed to annoy the enemy by refusing to stay down when killed.

Pursuit
Health: 120 health

Speed: 45 km

Hardpoints: 2 Heavy

Ability: Discharge


 * Ability to charge an opponent while in stealth mode, making the opponents harder to target.

Ability Recharge: 20 seconds

Fracture
Weapon's purchase: 20M Silvers

Power Base Lvl: 50,000

Reload: 20 sec

Ability: Shoot through walls and can practically bypass any shielding, even Aegis.

Arthur
Faction: BAF

Class: Heavy

Hardpoints: 2 heavy 1 medium

Base Level: 1

Base HP: 55,000

Max HP: 135,000

Base Speed: 24 kmph

Max speed: 35 kmph

Ability: Guard


 * This bot can activate two powerful shields at the same time. When the ability is activated, the second heavy weapon will be revealed and able to fire, and the two shields on either side will come out in front of the bot, layering on top of each other. These shields have a special ability. When they get hit by a splash weapon, the damage will be divided between the shield and the bot. Works normally against plasma and kinetic weapons. If both shields are intact, 3/4 of any splash damage is absorbed by the shield while 1/4 of the damage goes through to the bot. When only one shield is intact, the damage will be split evenly between the bots. Movement speed reduced by 20% while ability is active.

Ability cooldown: 1s (raising/lowering tower), 12s (second charge, firing rocket)

Additional information:


 * 1st physical shield strength: 200k


 * 2nd physical shield strength: 150k

Price: 5000 Au

Ryujin
Faction: JSDF

Class: Light

Hardpoints: 3 light

Base level: 1

Base HP: 56,000

Max HP: 145,000

Base Speed: 40 kmph

Max speed: 60 kmph

Ability: Fortress


 * Has two charges. When the ability is activated, the bot immobilizes and raises its tower similarly to the Fujin and Raijin, and deploys a physical and an ancile shield. While Fortress is active, if the second charge is filled, the bot can launch a powerful rocket from its tower.

Ability cooldown: 1s (raising/lowering tower), 12s (second charge, firing rocket)

Additional description:


 * Rocket range: 500m


 * Rocket damage: 20,000


 * Splash radius: 20m


 * Physical shield strength: 120,000


 * Energy shield strength: 91,000


 * Energy shield recharge rate: 3% per second

Price: 10,000 components

Odin
Faction: Norse warriors

Class: Heavy

Hardpoints: 2 superheavy

Base Level: 1

Base HP: 76,000

Max HP: 150,000

Base Speed: 18 kmph

Max speed: 30 kmph


 * This bot bears the huge firepower of 2 superheavy weapons. This beast of a machine trades alot of speed for alot of firepower. Great for sniping enemies from a distance or destroying enemies up close.

Price: 10000 Odin components or $100 AUD

Surtr
Faction Norse warriors

Class: Heavy

Hardpoints: 1 heavy + 1 superheavy

Base level: 1

Base HP: 82,000

Max HP: 190,000

Base speed: 30 kmph

Max speed: 33 kmph

Ability: Nordic flame


 * Unlike its larger cousin Odin, this bot can actually take some hits. Bearing the power of a superheavy weapon, along with an ordinary weapon, it is a huge menace on the battlefield. Suited well as a close range tank, sacrificing mobility for incredible firepower.

Ability cooldown: 20 seconds

Ability description: For 7 seconds, spews out an inferno of intense blue flames in an arc around it that are deadly to any bot nearby. During this time, heavy weapon is disabled

Additional information:
 * Ability damage: 20k continuous DPS


 * Ability range: 350m


 * Ability damage type: Flame


 * Projectile speed: Slow

Price: 10000 Surtr components or $150 AUD

Loki
Faction Norse warriors

Class: Medium

Hardpoints: 1 superheavy

Base level: 1

Base HP: 68,000

Max HP: 135,000

Base speed: 45 kmph

Max speed: 60 kmph

Ability: Trickster


 * The smallest of the 3 Norse warriors, Loki brings a unique ability to the battlefield. Bearing one superheavy weapon, the firepower is enough to deal with most threats while being an effective beacon capper and noteworthy skirmisher

Ability cooldown: 15 seconds

Ability description: Becomes completely invisible, immobile and invulnerable for 10 seconds. In it's place, creates a fake clone of a random enemy bot. Bot cannot deal damage, but otherwise appears to be real. Takes damage as usual. When illusion bot is destroyed, or after 15 seconds have passed, original bot reappears in its original location and is able to be moved around and fire like a normal bot, and illusion bot fades away.

Price: 10000 Loki components or $80 AUD

Hunter
Hardpoints: two light, medium

Base level: 1

Health: 87k

Speed: 40kph

Ability: Glide


 * When gliding, it diverts it’s power to flying, so as a result, it doesn’t not have enough power to use it’s medium weapon while gliding.

Description: looks like a strider except with three legs.

Currency: components

Also an idea: what’s if components could be traded for other components.

Also: being able to give other player weapons, currency, and bots that you do not want

Spyder
Hardpoints: 3 heavy

Base level: 1

Base HP: same as Fujin

Speed: 40 Kmph

Ability: Climb


 * Activate by standing near a wall and then you begin to climb up it the ability recharge is 30 seconds you get a decrease in speed (60%) and from there you can choose to barrage your enemy from above or to find a suitable sniping area from almost any map.

Bot info: quadrepedal looks somewhat like fujin no ancile and at max level has same health as a fujin my original idea was a bot with 6 legs and more speed but then you couldnt really have a bot with 6 legs and 3 heavy hardpoints.

Weapon restrictions: Ancile prohibited

Cost: 5K AU, 10K components or 20M AG

Bison
Hardpoints: two lights on one side, and one medium on the other and heavy on top.

Base level: 20

Base HP: similar to boa but 5x

Speed: 24km

Ability: ramming


 * when target is on sight,(range 400m) it activates ramming sheild increasing its speed to 47km


 * while in ramming mode. Its damage resistance is increased to 3%

Additional description: base of the rhino but wider and some bulkiness of the lance and the sleekness of a rhino and its height.

Price: gold

kangaroo
Hardpoints: two lights one medium on top

Base level: 5

Base HP: slightly similar to golem

Speed: 48

Ability: kangaroo


 * jumps (or hops) five times all in one while its abilityis half full though the jump is much lower than most bots. when maxed. jumps really high


 * it main and only purpose is to encourage more zues/snipers players to aim at bots with more flamboyant abilities

Additional description: slightly tall than a strider

Price: components

Flying holy Crusader
Hardpoints: two heavies

Base level: 8

Base HP: half of a Raijin

Speed: 15

Ability: quick draw shield


 * while in the air it activates its energy shield with its quickdraw. replacing its weapons while in jump. after that, it reverts to its default setup.


 * Description of a addition: when it lands in send a earthquake to the ground that makes nearby enemies move closer (earthquake range:99 or 100

Additional description: butch lance hybrid :D

Price: components

EBa unit 01
Hardpoints: two arms

Base level: 8

Base HP: 1.5 quintillion

Speed: 49

Ability: Could deploy a dagger from its shoulder and is powered by flesh inside with armour outside




 * Description: standing at an amazing 75 meters tall as well as its flesh allowing for its extremely fast speeds that is almost humanlike

Additional description:



Price: components

Additional additional description  im trolling ya’ll, lol. (But this is still canon to wr/user ideas >:D )

Plasmatic
Health: 150,000

Type: Heavy

Hardpoints: 2 medium, 2 light

Abillity: Hyper-Cannon

Hyper-cannon total damage dealt : 80k at base

Description: Plasmatic is a heavy quadruped robot resembling a Fuijn with two frontal plates. When in Hyper-Cannon mode, it opens the frontal shield exposing a massive plasma cannon.It then redirects power from legs and weapons to the cannon, whose charge will be shown at a bar at the top of the screen. After charging fully(20 sec and it displays a symbol), the red button will then control the fire and the robot can then move its torso. The cannon will then unleash a huge blast at a single enemy or multiple at many.

Cost: Requires components- 10000 of them.

Rampage
Class: Heavy Robot

Robot Description: A Heavy Robot, the Rampage was developed along with the Prowler. Instead of focusing on attack, it emphasises defense and armour.

Health: 100,000-200,000

Physical Shield Health: 55,000 (fixed)

In-built Ancile health: 55,000 (fixed)

Aegis-class Barrier health: 55,000 (fixed)

In-built Ancile and Aegis-class Barrier regeneration rate: 2% (re-activation threshold 25%)

Hardpoints: 1 Heavy, 1 Medium

Default Weapons: 1 Thunder and 1 Punisher T

Speed: 32-40mph

Colour: Dark Grey

Ability: Smokescreen Prototype

Ability Description: Launches 20 smoke grenades in all directions around it (including above), shrouding the robot in dense smoke from all directions, obscuring it from view. The smoke grenades explode 200m away from the robot. Once the smoke grenades explode, the robot cannot be locked onto for 8 seconds.

Ability Cooldown: 22 seconds

Role: Defender/Brawler

Cost: 3.2 million silver (unavailable to players who've spent money on the game)

Required Level: Level 20

"You think that you can take me down? My shields disagree."

Prowler
Class: Heavy Robot Robot Description: A Heavy Robot, the Prowler was developed along with the Rampage. Instead of focusing on protection, it emphasises firepower and offense.

Health at Base Level: 87,000

Health at Maximum Level Mk1: 158,000

Hardpoints: 2 Heavy, 1 Light

Default Weapons: 2 Thunders and 1 Punisher

Speed at Base Level: 34mph

Speed at Maximum Level Mk1: 38mph

Colour: Dark Grey with Black camouflage

Ability: Smokescreen (2 modes)

Ability Description: Fires all 20 smoke grenades towards the nearest/locked on enemy robot within 200 metres, dealing 20,000 splash damage (fixed, 1000 per grenade). The enemy robot hit is surrounded by dense smoke and cannot lock on to any robot for 10 seconds.

Ability Cooldown: 28 seconds

Role: Close-range/Ambush robot/Knife fighter

Cost: 5.7 million silver (unavailable to players who've spent money on the game)

Required Level: Level 22

"Keep your eyes open, for the Darkness will be your Destruction"

Marine
Class: Heavy Robot

Health at Base Level: 100,000

Health at Maximum Level Mk1: 175,000

Hardpoints: 2 Lights,1 Medium and 1 Heavy

Default Weapons: 2 Punishers, 1 Punisher T and 1 Thunder

Speed at Base Level: 32mph

Speed at Maximum Level Mk1: 35mph

Colour: Dark Blue

Ability: Skirmish: Incoming damage is reduced by 35% and the robot can only use 1 Medium weapon and 1 Light (less than half its firepower.) The robot's speed is also increased to 40mph.

Weapon Placement: 1 Medium weapon attached to its side, 1 Light weapon attached on top of its right 'shoulder', 1 Heavy weapon placed next to the light on the robot's left 'shoulder' and 1 Light Weapon placed underneath at the same level as the Medium weapon.

Cost: 2,700,000 Silver

Unlocked at: Level 18

Effective Range: 350 meters and below for all loadouts (300m and below for the rocket setup, 350m and below for the Plasma setup and 250-200m and below for the Shotgun setup)

Recommended Loadout: Orkan/Pinata/Pinata/Thunder, Taran/Magnum/Magnum/Redeemer and Storm/Gust/Gust/Thunder. Other Information: This robot is designed to challenge the rule of the Dash bots and Inquisitor whilst remaining relatively balanced (Hence the relatively low health.)

Enforcer
Stats: Level 12 mk1

Type: Heavy

Ability: Charge


 * For 10 seconds, speed is increased by 10%, weapons damage is also increased by 10% and damage received is reduced by 10%

Ability cooldown: 18 seconds

Hardpoints: 3 Lights, 1 Heavy

Default weapons: 1 Fusion and 4 Havocs

Speed: 35mph

Health: 185,000

Recommended builds: 1 Fusion and 4 Havocs, 1 Redeemer/Ember and 4 Magnums, 1 Thunder and 4 Gusts/Pinatas

Role: Brawler

"Don't underestimate me. I will hunt you down and hit you hard, and when I do so, you will never get back up again"

Suppressor
Stats: Level 12 mk1

Type: Heavy

Ability: Siege Bombardment


 * Damage is increased by 20% and in-built Ancile (fixed HP of 35,000) is activated for 12 seconds

Ability cooldown: 20 seconds

Hardpoints: 1 Heavy, 2 Mediums and 1 Light

Default weapons: 1 Kang-Dae, 2 Molot Ts and 1 Molot

Speed: 32mph (fixed)

Health: 180,000

Recommended builds: 1 Tempest, 2 Molot Ts and 1 Molot - 1 Zeus, 2 Ions and 1 Gekko

Role: Sniper and Long-Range Support

"Only when it's too late, will you truly find out how powerful I am. I will shred you all to pieces of scrap metal before you even come close"

Typhoon
Stats: Level 12 mk1

Class: Medium

Ability: Hurricane


 * This ability enables the Typhoon to jump into the air (slightly higher than a Griffin) then in-built jets propel the robot forwards towards the ground (similar to a mid-air dash but with a diagonal trajectory, forwards but towards the ground at the same time) and creating a shockwave, immobilising all robots within 100 metres for 5 seconds. While they are stunned, the enemy robots cannot turn around, move or fire their weapons.

Ability cooldown: 23 seconds

Health: 172,000

Hardpoints: 6 Lights

Default weapons: 6 Punishers

Recommended weapons: All setups using Punishers, Pinatas, Aphids, Magnums or Gusts

Speed: 41mph (fixed)

Role: Ambusher, Skirmisher and Attacker. Also capable of beacon capping.

Weapon placement: Similar to Griffin but with 2 Lights instead of one on top of each air intake, and with 1 Light per Medium underneath

Cost: 14,000 WP

Appearance: Dark grey (almost charcoal) with streaks of dark navy blue

"Six weapons and six dead robots. That was too easy"

Apocalypse
Type: Heavy

Health: 158k

Speed:34 walkspeed

Hardpoints: 2 Heavy slots 1 light slot


 * One heavy slot placed ontop, one on the right side, light slot ontop very near the edge on the right side


 * (Unable to equip ancile)

Physical Description: Light blue and dark gray version of Kumiho's color scheme. Bot size is similiar to Inquisitor, slightly blockier.

Default weapons: two nashorns, one punisher

Ability: Beserk mode


 * When berserk mode is activated, the ability lasts 12 seconds, first 5 seconds the bot is allowed to use all weapons, speed is increased by 100%(68 walkspeed). Next 7 seconds the heavy slot is now inactive, speed is reduced by 33%(45 walkspeed). Stealth is given for 1 second when ability is activated.


 * Heavy slot on top is unusable without the ability being activated.

Ability strategy: The ability is best used to rush down and finish off weak enemies, then retreat back into safety. The stealth cannot be counted on as it is EXTREMELY short, it's main purpose is to reset any lock on weapons.

Cost: 10k components

Level requirement: level 5

Recommended Equipment:


 * Two embers, one magnum


 * Two thunders, one gust

Bot is to be played conservatively due to moderate healthpoints, used similiar to spectre and inquisitor but more caustiously as it has a very small stealth duration. somebody toucha ma ideas

Scorpio
Health: 110k hp

Physical shield: 150k

Speed: 25 km / h

Base level: 1

Hardpoints: 2 medium weapons, 1 heavy weapon.

Recommended Weapons: x2 Taran, x1 Ember / x2 tulumbas, x1 tempest

Ability: Quick Shield.


 * This ability allows the Scorpio to change medium weapons for a physical shield and heavy weapon, but reduces it by 30% speed.

Geocast
Faction: The GAA (Grand Army of the Agents)

Hardpoints: One heavy hardpoint on the right side turned sideways, and one light on the same side.

Base level: 1

Base HP: 60k

Max HP(mk1): 120k

Base Speed: 48 km/h

Max Speed: 68 km/h

Ability: Transkip


 * The robot enters a alternate mode, wherein the orignal bot disappears. The alternate mode lasts 5 seconds and lets the robot move to anywhere a robot can normally go, even on top of buildings only climbing robots can reach. The mode can be turned off early, and has a 30sec cooldown.

Special: This robot can only be unlocked through a specific event, where a player must use all their robots to defeat an ai-controlled player with five Geocasts equipped with thunders and Pinitas. There are 12 stages to complete, each consisting of Geocasts leveled to their respective stage, and a player mush face all five at once. There are 12000 components needed to collect one, 1000 gained from each stage. A player can only complete the stages once, and as such can only have one Geocast.

Additional description: Geocast is equipped with an ancient device discovered at a facility which was controlled by a group called the Foundation, within a room labeled "SCP-1609". The device was found surrounded by radiation and seemed to be sentient, and welcomed the team who investigated, by teleporting right behind the team leader. Although originally suprised, the leader found the device was willing to be used as a form of quick movement, so long as it was protected within a robotic shell. The device, a very high-tech chair with the ability to teleport, was able to be replicated through the chair itself letting the GAA create more chairs looking the same, and the chair somehow able to keep all of them able to teleport. At the current time, the GAA only allows those who can defeat five bots at once controlled by the orignal chair to gain one, as the power of the Geocast is very dangerous. Others cannot get it as once the bot is killed, the computer link is disconnected from the orignal chair, so it becomes useless to anyone trying to replicate it.

Price: Complete the Geocast event

"Some say it is a force of god, others advanced technology from years ago. No matter what, having a Geocast is a sign of intelligence and power."

Raven 2.0
Hardpoints: 4 heavy

Base level: 5

Base HP: 9999999

Speed: 200 Km/h

Ability: Megajump


 * Jump super high like 999 griffins combined

Extra: Energy shield & physical shield each has a health of 10 Raijins combined

Additional description: Quad robot so no landing lag

Price: 100,000,000 components

Unnamed Concept
Hardpoints: 1 medium, 1 heavy

Base level: 1

Base HP: 100,000 (180,000 at lv 12)

Speed: 42kph (55 at lv 12)

Ability: Outpost (2s cooldown)


 * (Robot) raises up on all four legs and gains access to its heavy hardpoint. While in Outpost, (Robot) cannot move but can turn around and fire

Descriptionn: A quadrupedal 'scout' robot, based on information from the Fujin, Boa and Schutze. Normally has access to a single medium hardpoint on the right side, with a heavy hardpoint slung on its back similarly to the undrawn weapons of butch. Has high HP, but limited firepower when not in outpost. Faster than most mediums, but slower than most lights. Cannot climb.

Additional description: (Describe)

Cost: 7500 WSP

Whiplash
Hardpoints: Two lights, one heavy (Two Punishers and Nashorn by default)

Base Level: 3

Base HP: 75,000

Base Speed: 37 km/h

Ability: Quickdraw (10s cooldown)


 * Whiplash swaps out its light weapons for its heavy one, or vice versa

Description: A powerful robot designed for scouting and sniping, its two light hardpoints are designed for when the bot must enter CQC.

Cost: 3750 Au

Sentinel
Base level: 1 Faction : American Tactical Assault Force Class: Heavy Hardpoints: 2 x medium / 2 x heavy

Base HP: 130,000 ( Maximum 305,000 ) Shield HP: 74,000 ( Maximum 167,000)

Speed: 21 km/h ( Maximum 32 km/h )

Ability: Lockdown


 * Sentinel raises it's turret, activating a forward-facing Aegis-Class shield, while also gaining a 10 percent increase in damage from it's weapons and the ability to see through stealth cloaks ( descend robots excluded ) While in this mode, however, Sentinel loses the ability to move, and turret rotation speed is reduced by 35 percent.

Extra: Stealthbreaker

Stealthbreaker radar allows Sentinel to break the anti-targeting lock of any stealth robot within a 350 meter radius that happens to approach it's field of view, allowing it to target said enemy, however, it cannot target robots that have the descend ability that jump right into it's radius, making it vunerable to heavily armed enemies that have the ability.

Aegis Shield

While in Lockdown mode, Sentinel activates a powerful Aegis-class shield taken from the hulk of a salvaged Bulwark.While possesing great strength, and the capability to completely absorb any damage from energy weapons with no effect, the shield only projects in the direction that Sentinel is facing, while also taking double damage from kinetic weapons and the Ember. In addition, it can only regenerate while deactivated. In this mode, it's weapons deal 10 percent more damage.In addition, the robot loses the capability to move

Please note that the above damage values are in Cycle Damage, not DPS ( Which would be ridiculous), and please, newer players, dont be frightened by the insane ( really just stupid ) 1.8 million+ damage that the Iron Maelstrom build delivers. You probably will never see the Sentinel Come to fruition. ( or will you... )

Highlighted names indicate strongest builds

additional description: The incarnation of sheer unbridled fury and power, Sentinel is a six legged war titan - a true behemoth of the battlefield ,concieved by the finest engineers from across the globe - a true ambulatory citadel, forged by the heat of war, incapable of being destroyed by any typical robot and any typical weapons. Those who face it must contend with it's overwhelming firepower and transcendent shielding

Note: Ancile cannot be mounted to either heavy weapon slot

nor can an ECU Shield be mounted to the medium hardpoints.

Purchase: 10,000 Sentinel components (extremely rare components) ( pay to wins cannot get components )

'The Ultimate weapon has arrived. Forces of evil, take heed, and run, lest you suffer death for all damnation.'

Charger
Hardpoints: 2 x Medium + 2 x Light

Base level: 1

Base HP: 57,000 ( maximum hp 150,500)

Shield HP : 28,500 ( Maximum 72,250)

Speed: 50 - 60 km/h

Ability: Lightning Blitz

For 10 seconds, Charger drops his Ion shield, swaps his lights for his mediums, and increases his movespeed by 50%. This allows him to track down and defeat much faster enemies that are usually difficult for it to track down and kill. After the ability runs out, it swaps back its weapons, and it's light weapons gain a 20 percent boost for 5 seconds. 25 second cooldown Additional description: A fast, tough and mobile fighter. What it lacks in firepower, it makes up in it's strength and it's capability to wield a powerful Ion shield that can
 * Extra: Ion Shield
 * The Ion shield functions similarly to the Aegis on the Ravager and Sentinel. The one major difference, besides strength, is that, while the shield only projects in one direction, it can move to block incoming enemy fire from any direction. This is especially effective against enemies with guided missiles at disposal, as it takes no damage from guided weapons. In turn, however, energy weapons will deal increased ( 25% ) damage against it.

Price: Please use only game currencies.

Ravager
Base Level : 1

Faction : American Tactical Force

Class : Medium

Hardpoints: 2 x Medium and 1 x Light

Base HP : 58,000 ( Maximum 140,000 )

Shield HP(Physical) : 70,000 ( Maximum 160,000 )

Shield HP(Energy) : 45,000 ( Maximum 135,000 )

Speed : 51 km/h ( Maximum 85 km/h ) (102-170 km/h upon ability activation)

Ability: Strike Mode

For five seconds, Ravager goes into a wild frenzy, doubling his movement speed, and increasing his attack power for all weapons by 30 percent. In this mode, he also activates his powerful energy shield, which completely negates attacks from laser weapons ( i.e Shocktrain ). He also has the ability to break the stealth of any robot within 300 meters of his position. There is also a three second period where he has a 50% damage resistance after the ability is deactivated. 30 second cooldown period.

Extra

Shields: Ravager has two very strong shields, a physical shield and an energy shield. While the physical shield is always active, the energy shield is only active when the ability is activated, and can only regenerate when the ability is deactivated.

Both shields, however, have special properties.

The physical shield takes only 75% damage from plasma weapons, and takes reduced damage from kinetic weapons ( only 1.5 times normal damage), but guided missiles (excepting the Thermite and Vortex) will deal double damage to the shield.

The energy shield does not block energy projectiles, but will block attacks from weapons such as Zeus and Shocktrain. It also has a 25% damage resistance to splash damage weapons, such as Orkans. However, like the Sentinel's shield, it only faces in the direction the robot is facing

Stealthbreaker: When activated during the ability, the stealthbreaker radar will break the stealth of all robots within a 300M radius of Ravager, directly exposing the now-unstealthed hostiles to Ravager's dangerous firepower, rendering them defensless, unless they manage to destroy him first.

Additional Info : Lightweight brawler designed for high speed hit and run attacks. His average durability is outweighed by his incredible speed and shielding. Upon activation of his unique ability, Ravager becomes nearly unstoppable, but once the ability is down, he becomes weak. As such it is advised to play him like a Spectre or any other Descend-Ability based robot.  Once he has reached his maximum potential, he becomes the fastest robot known to man or any else, able to chase down and destroy even the quickest, most agile, and deadly foes.

Standard Setup : 2 x Punisher T + 1 x Pinata

Reccomended setups : 2 x Orkan + Pinata/Magnum/Aphid / 2 x Scourge + Spark/Magnum /

2 x Taran + Aphid/Magnum / 2 x Vortex + Aphid / 2 x Punisher T + Punisher / 2 x Storm + Gust/Magnum/Aphid

Note: Longer range weapons will not work, as the Ravager is a brawler, and such, is outclassed in this role by robots such as Fury and Butch

Price : 10,000 Components ( pay to wins cannot get components )

" Enemies beware, for one moment, he is unseen and unknown, but the next he will be upon you with full might, turning you into a faded husk of your former self"

Berserker
Base Level : 1

Faction : American Tactical Force

Hardpoints : 1 x Heavy, 2 x Medium

Base HP : 90,000 ( Maximum 200,000 )

Shield HP : 180,000 ( Maximum 420,000 ( Divided into two pieces )

Speed : 32 km/h ( Maximum 42 km/h )

Ability : Assault Drive ( activation 5 seconds, duration 10 seconds )

For 5 seconds, Berserker becomes stationary, rotates his shield backwards, and replaces it with his heavy weapon, granting him additional firepower. After 5 seconds, he will have the ability to engage the Assault Drive, which allows forward motion while granting him a 40 percent speed boost, which allows him to close the gap on faster foes and destroy them. If the Assault Drive is not activated within 5 seconds of availability, he will revert to his shielded state. If he uses the assault drive, once the assault drive duration is over, he will revert to his shielded state and gain stealth for 5 seconds while the Shield is deployed

Additional Description: balanced warrior designed for quick and brutal strikes. Can be used to break through enemy front lines and force close quarter combat. Also in possession of secondary ability, which grants him an addidional 1 percent damage to his heavy weapon per 2 percent HP lost. Extremely weak against rockets, cannot mount Ancile or ECU

Recommended Equipment : 2 x Scourge + Exodus ///  2 x Storm + Avenger

'This is one of those things that would REALLY ruin your day. . . At the same time, it can turn the battle in your favor'

Price : 10,000 Components ( Pay to wins cannot obtain components )

This will be your first and last warning

"The judgement of salvation is seldom given to those who trifle with the powers of the gods."

Do not even consider attempting to assail these mighty machines of war, for they will swiftly deliver retribution, in the form of the will of heaven and hell combined, upon those who seek to obtain their unparalleled power for themselves Your warning has been delivered, now heed it, else face the wrath of the forces only the legends and stories speak of. 🇨🇴

Yinglong
Hardpoints: 2x light 1x heavy

Base level: 1

Base HP: 72k

Speed: 34km/h Ability: Responsive Trick


 * The robot jumps in the air and when it drops to the ground it sets up a Aegis shield that lasts for a while.

Price: Gold

Faction: PRC

Details: A quad-legged Robot 2 pairs of legs (not related to Fujin or Raijin) and a dragon”ish” appearance.

frakasi
'A choice for those who like to straight up go onto the battlefield, Frakasi sports a feature which charges and if it hits a robot, it will be deal 35000 damage. The cooldown is 12 seconds long. It has 1 light weapon slot, 2 heavy weapon slots, and a speed of 23. It cost 5000 gold.'

Sand Storm
Health: 50,000

Speed: 45 km/h

Ability: Dust Storm

Hardpoints: 2x light

Weight: Light

Description: An elusive and durable robot, It utilizes Dust Storm which effects enemies that are 320 meters away. The ability slows the enemies by 25%, Reduces their visibility and increases reloading time of weapons (+8 seconds for every weapon.). While the robot itself increases in speed and 15% increase in damage but lowers the damage resistance to 55%. The ability lasts for 10 seconds in a radius of 320 meters. The ability is useful for getting the robot out of sticky situations or finishing off a weak robot. Price: 10,000 components

Weaver
Health: 48,000

Speed: 40 km/h

Ability: Weave

Hardpoints: 1x light 1x medium

Weight: Light

Description: A spider robot which has 4 legs, The Weaver is a defense and support bot. It's ability called Weave allows the robot to deploy or "weave" at least three energy shields before needing to reload for 20 seconds each shield has at least 78,000 health before breaking. The energy shields unlike ancile shield can absorb both kinetic and energy weapons but robots who are behind cover are susceptible to splash damage by rockets. The robot can provide cover and protection to other robots if they protect him for the weaver is a fragile robot. The robot also has the ability to climb hard to reach places. price: 10,000 componenets

Tikbalang
Health: 76,000

Speed: 34 km/h

Ability: Canter

Hardpoints: 2X Medium

Weight: Medium

Description: The Tikbalang is a medium robot. A fast and elusive fighter, it has an ability called canter. The canter ability Increases the speed of the robot by 55% and makes it body transparent for 12 seconds which makes it harder to spot until its too late for its enemies. But if the Tikbalang fires its weapons, it will imediately exit canter. Like the carnage, it must be used as an ambush robot, utilizing its speed and ability to quickly eliminate its targets. The ability can also be used as a way for it to escape from its enemies. Due to its small health, it cannot confront the enemy readily instead, it must take it by surprise so that it will not be destroyed quickly. The robot is based from a creature of filipino folklore which is a horse mixed with man wich can become invinsible. Price: 10,000 components

Glaze
Faction/Pack/Group: Triplets

Hardpoints: 1 Heavy, 1 Medium, 2 Light

Base Level: 1.

Base HP: 112,000 (MAX: 285,000)

Speed: 28 Km/h (MAX: 33 Km/h)

Ability: "Hexatower Mode", "Reactor Breach", "Brawler Mode"
 * Brawler Mode - The Default Setting of the Glaze. Provides the Glaze with a constant self-healing effect (Healing rate is about a third to a fourth of the Weyland's healing rate at all levels, and isn't projected as an AoE). In trade, disables 1 Medium Weapon and/or Retracts the extra Set of Legs.


 * Reactor Breach - Once activated, you might as well say "bye" to your Glaze and anyone around you. Initiates a strong explosion by Detonating the Glaze's Nuclear Reactor. Immobilizes the Robot, while activating a 3 Second Timer. The Blast will usually insta-kill any Robot around the Glaze. At Base Level, only the Leo can survive the explosion, remaining with little health.


 * Hexatower Mode - Extends out an extra set of legs and raises the Glaze's torso, activating all Weapons. In trade, Immobilizes the Robot.

Adittional description:


 * Glaze is a Heavy Tripod Robot. It can choose between three different modes, each of which will benefit the Glaze in different ways (Probably Excluding Reactor Breach). Brawler Mode allows the Glaze to slowly heal and prepare for combat. Reactor Breach destroys the Glaze, along with anyone around you. Hexatower Mode allows you to utilize maximum firepower while Immobilizing the Robot.


 * "This Robot is about pure destruction. If you want to fight up close, you better know what you're fighting before you head on in."

Price: 6,500 Gold (Au) / 10,000 Components

Pyrite
Faction/Pack/Group: Triplets

Hardpoints: 3 Medium

Base Level: 1.

Base HP: 112,000 (MAX: 260,000)

Speed: 30 Km/h (MAX: 34 Km/h)

Ability: "Ancile Mode", "Damage Boost Mode", "Tank Mode"
 * Tank Mode - The Default Setting of the Pyrite. Provides the Pyrite with a 45% Damage Resistance. In trade, disables 1 Medium Weapon and Damage Boost or the Ancile Shield.


 * Damage Boost Mode - Grants the Pyrite with a 25% Damage Boost and enables all 3 weapons. removes Damage Resistance or the Ancile Shield.


 * Ancile Mode - Provides the Pyrite with an Ancile Shield. In trade, disables 1 Medium Weapon and Damage Resistance or Damage Boost.

Additional description:


 * Pyrite is a Heavy Tripod Robot. It can choose between three different modes, each of which will benefit the Pyrite in different ways. Tank Mode allows the Pyrite to absorb more damage. Damage Boost Mode boosts the Pyrite's damage while enabling all 3 weapons. Ancile Mode activates the Pyrite's Ancile Shield.


 * "Being named after fool's gold, and at this level of power, you've gotta be a fool if you dare fight the Pyrite."

Price: 6,500 Gold (Au) / 10,000 Components

Corsa
Faction/Pack/Group: Triplets

Hardpoints: 3 Light, 1 Medium

Base Level: 1.

Base HP: 130,000 (MAX: 250,000)

Speed: 27 Km/h (MAX: 33 Km/h)

Ability: "Climb Mode", "Damage Resist Mode", "Combat Mode"
 * Combat Mode - The Default Setting of the Corsa. No extra effects are included besides maximum firepower.


 * Damage Resist Mode - Grants the Corsa a 60% Damage Resistance. In trade, disables 2 Light Weapons.


 * Climb Mode - Allows the Corsa to climb near-vertical slopes and surfaces. In trade, disables its 1 Medium Weapon.

Additional description:


 * Corsa is a Heavy Tripod Robot. It can choose between three different Modes, each of which will benefit the Corsa in different ways. Combat Mode allows the Corsa to utilize its maximum firepower. Damage Resist Mode grants the Corsa a Damage Resistance. Climb Mode allows the Corsa to climb near-vertical surfaces like a Raijin.


 * "Certainly a Unique Bot in it's own ways. The Corsa brings pilots the unrivaled potential to destroy anything it faces, countering even the most battle-ready Robots."

Price: 6,500 Gold (Au) / 10,000 Components

Rampart
Faction/Pack/Group: N/A

Hardpoints: 1 Heavy

Base Level: 1.

Base HP: 92,000 (MAX: 145,000)

Shield HP (x1): 900,000 (MAX: 3,200,000)

Speed: 43 Km/h (MAX: 51 Km/h)

Ability: N/A

Additional description:


 * Rampart is a Heavy Robot, equipped with 1 Heavy and an Ultracharged Ancile Shield. In Order to Ultracharge the Ancile Shield, the Rampart has to Sacrifice it's Regeneration, meaning the Ancile will never Recharge. If the Ancile Takes too much damage, it's Destroyed for the remainder of the Bot's Life. However, take absolute Avoidance of Plasma Weapons, as the Rampart is entirely Vulnerable to them.


 * "It's simply an Obsidian Barrier. If you don't have Plasma, you're not breaking through that Shield any time soon."

Price: 10,000 Components

Hawker
Faction/Pack/Group: N/A

Hardpoints: 2 Medium

Base Level: 1.

Base HP: 57,000 (MAX: 120,000)

Speed: 47 Km/h (MAX: 59 Km/h)

Ability: "Stealth"
 * Allows the Bot to enter Stealth and Hide away from Enemy Lock-on. Stealth Lasts for 9 Seconds, and has an 18 Second Cooldown. This Same Ability is shared with the Stalker.

Additional description:


 * The Hawker is a Medium Robot, able to Temporarily Enter Stealth, becoming immune to Enemy Lock-on. It is Fast, and Decently Armed. The Hawker is Fit for Ambushing and a Hit-and-Run Playstyle.


 * "Basically a Stalker's Bigger, Stronger Brother."

Price: 1000 Gold (Au) / 10,000 Components

Pitbull
Faction/Pack/Group: Short-Tempereds

Hardpoints: 2 Heavy

Base level: 1.

Base HP: 128,000 (MAX: 265,000)

Speed: 28 Km/h. (MAX: 33 Km/h)

Ability: "Rage"
 * Rage is a Combination of a Few other Features of other bots Abilities. Upon Activation of "Rage", the Pitbull will be sped up by 100%, much like the Rhino's Assault Mode. It also gains a 45% Damage resistance, and a 15% Damage Buff. After 12 Seconds of Rage, the Ability goes into a 25 Second Cooldown.

Additional description:


 * The Pitbull is a Heavy Robot. High Durability at Base Level and 2 Heavy weapon slots makes it Effective at Short, Mid or Long Range Combat. Pitbull is fit for Breaking Through enemy lines and Forcing enemies into Close Combat. Rage can alternatively be used as a Panic Button when encountering High DPS weapons such as the Orkan, Shocktrain or Aphid. Though Pitbull is usually Slow and somewhat Vulnerable, upon Activating it's "Rage" Ability, gains a 100% Speed Buff, a 45% Damage Resistance, and a 15% Damage Buff.


 * "You getting Angry at someone and really want to Defeat them or Finish them off? Well this is the Bot for you!"

Price: 10,000 Components

Necromancer
Faction/Pack/Group: Short-Tempereds

Hardpoints: 4 Light

Base Level: 1.

Base HP: 111,000 (MAX: 213,000)

Speed: 33 Km/h (MAX: 35 Km/h)

Ability: "Necromancy"
 * Necromancy is a Combination of a Mender's Healing Pulse and the "Rage" Ability that is provided to the Pitbull (One of my Ideas). Upon Activation, 1 Orange Healing Pulse will Commence, healing yourself and any Nearby Allies. Then, a 2nd Orange Pulse will be released, Providing the Necromancer & any Nearby Allies a 22% Damage Resistance and a 15% Damage Buff. After 9 Seconds of Damage Resistance and Increased Damage, the ability will go into an 18 Second Cooldown.

Additional Description:


 * Necromancer is a Heavy Robot. With a Healing and Buff Ability, along with 4 Light Weapon Slots, Necromancer is suited best for Teamplay and Area Control, but with 4 Light Hardpoints, it can hold its own ground against other Heavy Bots (Most of the time). Upon Activation of "Necromancy", 2 Orange Pulses will be Released, the 1st Healing you and any Nearby Allies, and the 2nd providing a 22% Damage Resistance and 15% Damage Buff.


 * "I don't let my Teammates die. I don't let myself die. But i'll Gladly let any Foe of mine go down. I don't feel Remorse, or Sympathy. I am a Fighter, and that's all I will ever be."

Price: 10,000 Components

Cobra
Faction/Pack/Group: Short-Tempereds

Hardpoints: 2 Medium

Base Level: 1.

Base HP: 92,000 (MAX: 177,000)

Speed: 38 Km/h (MAX: 48 Km/h)

Ability: "Fang Strike"
 * Fang Strike is an Ability that does a few different things. Upon Activation, Cobra will leap Forward, more Horizontally than Vertically, Visually extending out Two Large Fangs from the front of itself. While it is in the Air, Cobra will have a 25% Damage Resistance, and will have a "Fangs" Symbol Above its Head. It can choose when it wants to Land after 2 Seconds if need be. Upon Landing, if the Fangs Hit, they will deal Massive, and I mean, MASSIVE Damage to the Enemy Unfortunate Enough to be hit by it. Fang Damage will increase at every Level; at the Measly Level of 4, The Cobra's Fangs can one-hit KO a Base Level Gepard (44,000 Dmg).

Additional Description:


 * Cobra is a Medium Robot, Capable of Dealing Devastating Damage in less than a Second. 2 Medium Slots give it Relatively High Firepower and it's Durability is Pretty Good, but it's main Feature is its Ability. When jumping, the Cobra will Extend Its Fangs, and provide itself a 25% Damage Resistance. Upon Landing, the Cobra will Slam it's Fangs Vertically Downwards, damaging any Bot that Comes within it's Path. Shields will Provide Zero Protection against the Fangs. Because of this, Cobra is best Suited to an Aggressive Playstyle.


 * "Have God-like Reflexes? Good, you're going to need them. The Cobra is out there, Looking for its Next Victim, which might be you."

Price: 10,000 Components

Annex
Faction/Pack/Group: Relocator Pack

Hardpoints: 2 Light, 2 Medium

Base Level: 1.

Base HP: 88,000 (MAX: 194,000)

Shield HP (x3): 60,000 (MAX: 144,000)

Speed: 34 Km/h (MAX: 44 Km/h)

Ability: "Relocate"
 * Annex has a Special Ability called "Relocate", which Separates the 3 Frontal Shields, moving 2 to either Side, and 1 to the Back. While the Shields are Separated, the Annex has an extra 3 Km/h. Using this Ability again will Reunite the Shields towards the Front and takes away the extra speed, but prepares the Annex for Head-to-Head Combat. While the Shields are on the Front of the Annex, it Receives a 12% Damage Resistance. This same Ability is shared with the Straggler and the Fractal.

Additional description:


 * Annex is a Medium Bot, with 3 Physical Shields. Upon using "Relocate", the Annex's 3 Shields move to the Sides and Back and give it Extra Speed. Using the Ability again will reverse the Effect, moving the 3 Shield Pieces back to the Front and grants it a Damage Resistance. This makes Annex a Perfect Robot in Situational Events, whether needing to Retreat, or Engage in Combat. Take Caution of Weapons such as the Tulumbas or Orkan, as the Annex is severely Vulnerable to these Weapons.


 * "The Manufacturers of Gareths and Galahads wanted more than 2 Positions for the Shield. One came up with an idea, and out of it, came the Annex."

Price: 3,000 Gold (Au)

Straggler
Faction/Pack/Group: Relocator Pack

Hardpoints: 2 Heavy

Base Level: 1.

Base HP: 97,000 (MAX: 201,000)

Shield HP (x1): 100,000 (MAX: 224,000)

Speed: 37 Km/h (MAX: 41 Km/h)

Ability: "Relocate"
 * Relocate is a simple Ability that Relocates the Position of the Weapons. Weapons start up above the Bot, allowing it to shoot over Short-enough Obstacles, but doesn't allow it to effectively corner-shoot. Upon Activation, it moves the Weapons to the Sides of the Robot. In trade of not being able to shoot over Obstacles, you can now effectively Corner-shoot. 4 Second Cooldown in between each use, and can be used back and forth. This Same Ability is Shared with the Fractal and Annex.

Additional Description:


 * Straggler is a Medium Robot, able to change the Positioning of its Weapons. Straggler can change Weapon Positioning to Allow Corner-shooting, or Shooting over Obstacles. This Makes Straggler perfectly Fit for Tactical Combat and Avoiding Enemy Retaliation. Along with everything else, the Straggler has a Single-piece Physical Shield on the Front.


 * "It is for those who Recognize how their Enemy Plays. Use the Straggler, you'll be a Frustrating Target to take down."

Price: 3,000 Gold (Au)

Fractal
Faction/Pack/Group: Relocator Pack

Hardpoints: 1 Medium, 1 Heavy

Base Level: 1.

Base HP: 95,000 (MAX: 198,000)

Shield HP (x2): 94,000 (MAX: 194,000)

Speed: 35 Km/h (MAX: 43 Km/h)

Ability: "Relocate"
 * The Fractal has a Special Ability, called "Relocate". Upon Activation, both Weapons will be Moved from the Left, to the Right Side of the Robot. When the Weapons are on the Right Side, a Physical Shield will be Present on the Left Side, the Right One being tucked underneath the Arm of the Robot. When using again, the Weapons will Switch Back, along with Putting away the Left Shield, and bringing out the Right One. This same ability is shared with the Straggler and Annex.

Additional Description:


 * Fractal is a Medium Robot, able to change the Position of it's Weapons, and switch between two Physical Shields. When the Weapons are on one Side, 1 Physical Shield will be Raised, the other being Tucked under the Arm of the Fractal. This makes the Fractal, like the Annex, Excel in Situational Events. You can Switch between the Fractal's two Shields, Depending on where the Enemy is, or where you're Trying to go.


 * "Another Idea Sparked from the Manufacturing Facility of the Galahad, and what Stood up from it, was the Fractal. Point your Shield towards the Enemy, and they'll get Dizzy alright."

Price: 3,000 Gold (Au)

Zenith
Hardpoints: 2 Heavy 2 Medium

Base level: 1

Base HP: 80,000

Speed: 60 Km/h

Ability: Atmos Mode


 * The robot elevates itself, activates its energy shield and reflects 20% of the damages done to the shield or the robot itself to the attacker.

Extra: The zenith glide for some seconds when falling.

Additional description: The zenith is a medium quadrupedal robot created for mid range fight, he sacrifies his base hp for more fire power and speed.

Price: 3,000,000 Silver

Pluton
Hardpoints: 3 Light

Base level: 1

Base HP: 90,000

Speed: 40 Km/h

Ability: Rocket Launch (60s cooldown)


 * The robot will be launched high in the sky and will be able to land anywhere on the map, despite this the robot will get very hot after falling making it a easy prey to any energy weapon user.

Additional description: The Pluton is a light robot made for ambushing his enemies, or also escaping from a enemy attack.

Price: 4,000,000 Silver

Riptide
Hardpoints: 3 Medium

Base level: 1

Base HP: 90,000

Speed: 40 Km/H

Ability: Ambush


 * The robot will jump on the enemy and will deal damages in addition of turning down his weapons for some seconds.

Extra: The robot have the special ability of climbing on walls

Additional description: Riptide is a robot made for sniping, his ability is made for protecting him from knife fighters.

Price: 10,000 Components

Cataclysm
Hardpoints: 1 Heavy

Base level: 1

Base HP: 70,000

Speed: 50 Km/H

Ability: Doomsday Mode


 * The Heavy slot weapon damage will get highly boosted and will shoot and reload slightly faster but the robot will gets very slow.

Extra: The robot have the special ability of climbing on walls.

Additional description: Cataclysm is very low firepower robot made for sniping or ambushing his ability is made for compensate his low firepower.

Price: 10,000 Components

Cyclone
Hardpoints: 4 Heavy

Base level: 1

Base HP: 140,000

Speed: 35 Km/h on land 20Km/h When flying

Ability:Skylord Mode


 * The robot will start flying and will not be able to use his artillery weapons, If the robot gets too damaged it will fall and will cause some damages if too high.

Extra: The robot have the special ability of climbing on walls.

Additional description: Cyclone is a multipurpose robot having the ability of flying or walking on walls mainly used for sniping or for ambushing low range weapon users.

Weaponry Limitations Only artillery weapons in back hardpoints.

Price: 10,000 Components

Fortress
Hardpoints: 2 Heavy

Base level: 1

Base HP: 300,000

Speed: 10 Km/H

Ability1:Siege Mode

Ability2:Defense Mode

Ability3:Defending Planes

Description of ability1:The robot gets faster but will take more damage.

Description of ability2:The robot will stop moving and will activate his energy shield.

Description of ability3 The robot will send Planes who will attack targeted target in a range of 1000m.(5Planes per 30 seconds)

Additional description: Fortress is a giant and very strong robot with high lifespan but extremely slow used principaly for support and defend beacons at distance despite all of this the Fortress will easily get destroyed by knife fighters.

Limitations Only can use artillery weapons, Only one of these robots in hangars.

Price: 10,000 Components

Distortion
Hardpoints: None

Base level: 1

Base HP: 70,000

Speed: 55km/h

Ability: Mirror Shield (5 seconds, 10s reload)

Description of ability. The robot activate a aegis shield reflecting the damage made to him to his attacker.

Additional description: The Distortion is a robot made for exterminate high firepower users with his ability making him a threat for all type of enemies.

Price: 10,000 Components

Harfang
Hardpoints: 2 Med

Base level: 1

Base HP: 70,000

Base Shield HP: 50,000

Speed: 35km/h

Ability: Stealth Flight 50km/h(25sec reload)(25 second flight)

Description of ability. The robot will jump high in the air and will activate his flying system wich will activate his stealth mode.

Additional description: The Harfang is a light robot mainly used for ambushing and support, his fast flight speed will make the Harfang able to fastly support his teammates or ambush enemies from the air.

Price: 10,000 Components (

Eagle
Hardpoints: 1 Heavy

Base level: 1

Base HP: 45,000

Base Shield HP: 65,000

Base Energy Shield HP: 90,000

Speed: 35km/h

Ability: Take Off 60km/h(40sec reload)(30second flight)

Description of ability. The robot will jump high in the air and will activate his flying system wich activate his energy shield, make his weapon alot stronger and will do damage when landing.

Additional description: The Eagle is a light robot used for ambushing and support, his very fast flight speed will allow the Falcon to support his teammates very fastly and to easly ambush enemies, despite all of that the Falcon can be easly killed by exploiting his reload time

Price: 10,000 Components

=Modules=

Phantomise
Cooldown time: 50 seconds

Conditions: N/A

Active for: 10 seconds (ccooldown starts after)


 * This ability allows you to go through obstacles, robots, ammunition that is being fired at you. Basically stealth but better.

1ST PERSON basically VR: The Skirmish view, where you are in the cockpit of your war robot. So us peeps who don't have a VR headset can still experience it

Leap
Cooldown time: 35 seconds

Conditions: have to be on the ground not facing a wall


 * When’s you press the button your bot get so assualt mode for three seconds (without the shield(just gets faster and can’t turn as fast)) and gets a +50% damage buff, after those three seconds it activates jet thrusters that push it higher than any jump. When it lands the damage buff will be taken away and it will go into phalanx mode for five seconds (without the shield(just gets slower)) after that the cool down starts.

Summary: a better jump

Deploy
Cool down: 2 seconds

Conditions: the bot must be standing still to activate the ability

Description: Deploy is a special module the ability is passive with one mini version of you being generated by your bot every 2 seconds the ability does not function if you are moving the max number of bots you can generate is 10 (at base level) at max level you can generate 20 bots the bots will have 1/10 of your hp and 1/10th of your total firepower the robots will follow you in a circle around your bot as well as the bots being able to mimic your ability (I.e rush) be advised that this module is very weak against AOE weapons and shocktrains to aim the bots at a target you want you can select lock-on and they will focus that target then to make the bots fire a secondary firing button will be on your screen this will make your bots all fire simultaneously at the enemy that is locked on you can turn lock on off and have bots fire at the nearest enemy to you even further you can have the bots fire at anything within your weapon radius (an example being a Zeus fury with that mode on and a range of 600m the bots will fire at anything within that 600m excluding enemies out of the bots line of sight)


 * be noted that a base level deploy module will be equivalent to a copy of you while a max level deploy module will be equivalent to two copies of you

There was once tale of an incredible item in war known as, the deploy. able to mow down whole armies with just one flick of a switch. sadly it was lost but the last working model on the planet was found.alas it is back and there is nowhere to run, you can jump, dash, ascend but it will find you, and it will kill you

Decoy
Cool down: 18 seconds

Conditions: The robot must have at least one sniper weapon to work

Description: The decoy module is very effective for fooling and eluding the would be threats of the sniper. The module creates a copy of the robot itself in the exact place it stands and cloaks the sniper partially (transparent) and will reduce its speed by 20%. When the real robot fires its weapons, it will appear to be coming from the decoy. The only way to reveal if the robot is a decoy if an enemy robot gets close as 320 meters. When revealed, the robot will lose its cloak but increases in speed by 20%. If the cloaked sniper is directly attacked, the decoy would disappear and the sniper still receives the same amount of speed boost for 8 seconds. The module can be used to outsmart and fool the enemy and to increase the survival rate of the robot.

=OTHER IDEAS=

Defender7881: New Gamemode

Gamemode: Enemy Base Assault

Description: Unlike other game modes, all players are allies. Players must fight against AI controlled robots and the goal is to destroy the base core and get out of the base before detonation. AI controlled robots include common silver robots and some WP robots. Time limit is 25 minutes. Teamchat is enabled. Minimap shows a map of the alien base and marks a route there. Checkpoints are marked with beacons and when captured, Players can spawn on the beacon and repair their. Allied robot count is 10. If all 10 robots survive, all players receive 1 gold.

Base core: Has 500000 HP and is located in the center of the map. When destroyed, you have 5 minutes to get as far as you can from the base core before detonation. Defended by many AI controlled robots.

AI robots: Targets the most powerful/closest robot. All AI robots are level 6 and have energy weapons or normal weapons. Common loadouts are Magnums/Tarans+Trebuchet or Punisher/Punisher Ts+Tulumbas. All AI weapons are lvl 5. AI robots are in groups, commonly in 3s or 2s. AI robot count is 356.

Strategy: All players should have knife-fighters. When starting, all players spawn 2500 meters away from the Base core and 600 meters from the entrance. When inside, team should move in a group. Keep in mind that enemies cannot be locked on if they are behind a obstacle.

Restrictions: Must be in Bronze League III or higher. Zenits and Noricums are not allowed. Game mode only active in weekends, Wednesdays, and Fridays.

Recommended equipment: 32k/hr speed or higher robots. Griffins, WP robots, Golems, Natashas, Furys, Leos, Korean Robots, Japanese Robots, Knights Of Camelot Robots, and Wild Bunch Robots are encouraged to bring. Orkans, Thunders, Redeemers, Embers, Vortexes, Aphids, ShockTrains, Scourges, Tempests, Magnums, Tarans, Tulumbas, Zeuses, Punishers, Punisher Ts, Pinatas, ECUs, and Anciles.

Checkpoints: They are marked with red beacons. When captured, teammates receive 1 gold and are allowed to repair, change robots, change weapons, and buy weapons. Also, AI robots don't target you in the safe zone. However, when the base core is destroyed and getting ready to detonate, Checkpoints will only allow you to change robots.

Getting out: After destroying the base core, you have 5 minutes to get out of the base. All AI robots are turned off. Some paths are blocked and are marked on the map. When the base core detonates, you will take damage. The closer you are, the more damage you take. If you survive, you will receive 3 gold. If you don't, you get one gold for at least helping destroy the base core. Blast Zone is marked on the minimap in striped red.

cluadiu and the chance of an idea

Clan market system

Available in silver if you have a clan. This allows you to trade or buy anything that you or your clanmates own. in your clan. When buying it can only be purchased with silver or wsp. Limit for silver is 1.8million, limit for wsp is 15k. With trading you can exchange weapons with no cost at all. You can recive specific icons in the chat button to be aware if a market is active. This can allow for betting, like if you win you get this and if you lose you give me this etc.

p.s my wording here does not feel right. Feel free to rephrase it just don't remove any info in it.

Defender7881: New map
Map name: Battleship

Environmental Hazards:

-Gun fire from battleship guns

-Falling into the water (Will show "[Player] drowned")

-Slippery surfaces

-Fire (Will show "[Player] burned to death")

Geology: 2 Battleships are positioned 450m away from each other. The water is VERY choppy and weather is a Thunderstorm. The only way to get to the other side is by landing crafts, which can be sunked by enemy fire or battleship fire. Every minute, a fire will appear, which will occasionally block up passages. Map will ALWAYS appear in team deathmatch. Perfect for mid-rangers and snipers.

Landing Craft: Launched from decks below, it takes 30-40 seconds to reach to the other side. They have 50K HP and travel at 66km/h. When robots aboard, a countdown will start (15 second countdown) and robots will be "parked". If sunk, they will explode and then sink. Can be sunken by gunfire from the battleships.

Extra: Certain areas give bonuses. The areas include

-Secondary battery area gives 5% damage boost

-Medical area (Back of deck 2) repair robot until HP reaches 70% at 5% p/s

-Being on friendly ships gives a 15% damage resistance

Battleships: Having four 18 inch guns and having eight 12 inch guns, they can be a real problem, especially when you only have some space to move around. AA will also be a problem if you're a Hover. Every minute, a fire breaks out. On the last 2 minutes, they will start to sink. On the last 30 seconds, the bow of the ships will be underwater while most decks are underwater.

Main guns (Triple barrel per turret): 8k damage a shell; 20 second reload; indirect fire; firing sound same as Kang Dae; medicore accuracy; bullet speed slightly slower than Kang Dae; small splash; can pierce through decks and robots.

Secondary (double barrel per turrets; 4 are one either side): 3k damage a shell; 15 seconds reload; indirect fire (Higher arc than main guns); firing sound same as Nashorn; bullet speed faster than Nashorn; can ricochet off of robots.

AA (4 barrels a gun): 340 damage a shell; 10 second reload; 150 rounds; affected by gravity; mediocre accuracy; firing sounds similar to browning machine guns; can ricochet.

Turrets: They can be destroyed and have a base HP of 750000 with a 40% damage resistance. When destroyed, the explosion gives a large blast radius (25 meters) and do 8789 damage max and 980 minimum. They automatically target other players and changes target every 30 seconds.

New Map: Cavern
Incomplete, check back later

WOOOOOOOOOMMMMMMYYYYY: New map
Map name: rift

Environmental Hazards:

-jumping out of the map (Will show "[Player] SIGNAL LOST")

Geology: two large sides of the map are divided by a huge rift, and falling into it will result in death. it takes two minutes to die in the rift once you fall in, with static appearing on the screen, obscuring the players view ever-increasingly. there are two mazes on each side, so you will need to navigate your way through to enemy spawn, to camp there. the maze changes randomly during the battle, so look out for being crushed by the walls! you won't die, you will just be flung in the air, so it looks like a funny glitch. ideal map for jumpers at the beginning, and then spider bots near the end

bridge: during the match, a bridge will be built, it takes 40-80 seconds to fully build, and when fully built, robots can cross. if there are more than 8 light bots on the bridge, the bridge will collapse. if there are more than 5 medium bots on the bridge, the bridge will collapse. (SUCK IT HAECHIS!) if there are more than 4 heavy bots, the bridge will collapse.

Extra: this map gives A LOT MORE GOLD, and you get a random drop at the end

more expensive items have a -50-70% lower drop chance than cheap items

you get 30-40 gold for victory, and 20-30 gold for loss

40-100 UNIVERSAL COMPONENTS (you can use them for anything that you have lower than 70% for)

Battleships: Having four 18 inch guns and having eight 12 inch guns, they can be a real problem, especially when you only have some space to move around. AA will also be a problem if you're a Hover. Every minute, a fire breaks out. On the last 2 minutes, they will start to sink. On the last 30 seconds, the bow of the ships will be underwater while most decks are underwater.

Main guns (Triple barrel per turret): 8k damage a shell; 20 second reload; indirect fire; firing sound same as Kang Dae; medicore accuracy; bullet speed slightly slower than Kang Dae; small splash; can pierce through decks and robots.

Secondary (double barrel per turrets; 4 are one either side): 3k damage a shell; 15 seconds reload; indirect fire (Higher arc than main guns); firing sound same as Nashorn; bullet speed faster than Nashorn; can ricochet off of robots.

AA (4 barrels a gun): 340 damage a shell; 10 second reload; 150 rounds; affected by gravity; mediocre accuracy; firing sounds similar to browning machine guns; can ricochet.

Turrets: They can be destroyed and have a base HP of 750000 with a 40% damage resistance. When destroyed, the explosion gives a large blast radius (25 meters) and do 8789 damage max and 980 minimum. They automatically target other players and changes target every 30 seconds.

Ericon Finalez: NEW WEAPON CATEGORY: ULTIMATE WEAPONS

'''Weapon types: takes a robot with one to three light to medium slots and/or one or more Heavy slots. These weapons take up all slots on the robot they are equipped on, but you have access to literally unparalleled firepower. While the weapons take a ridiculous amount of time to charge, they usually deal enough damage to one-shot any robot. There is currently one Ultimate Weapon:'''

(Weapon name): G.I.G.A

Hardpoint type: Requires two or more Heavy slots.

Damage: INCALCULABLE

Level/league requirement: Level 30 AND Master League

Weapon type: Other

Reload: N/A

Clip size: 1

Smart Reload: False

Lock-on Range: 1100

Requires lock-on: False

'''Additional description: The literal ultimate in long-range weaponry, the G.I.G.A (Greatest Incendiary Game-changing Armament) is the most powerful sniping gun ever created. Made specifically for the Natasha and Fury, this cannon requires the robot to remain stationary so more energy can be diverted to the gun. After thirty seconds of charging, a massive energy projectile will careen towards the enemy, and, upon impact with just about anything, an explosion will occur, severely crippling any robot within a 300-meter radius of the blast. The impact site is also radioactive, so any robot (friend or otherwise) will be damaged over time. The projectile will pass through any shield, and you can only fire the G.I.G.A one time per battle, requiring you to Eject.'''

Price: 10000 Gold

Ericon Finalez
New Mechanics:

League-Based Unlock System:

As you play through WR, you may notice that there is a system within the game called Leagues. You may be in Gold, Diamond, Champion, Legend, or even Private League. However, you may see some over-powered gear in very low leagues (such as an Ember in Gold II). This mechanic bars you from having too powerful gear in too low of League.

All Component based gear will be unlocked in Diamond III;

Dash Robots, Ember and Shocktrain are barred in Gold I-III;

Dragoon, Scourge, Flux, Redeemer, Ion, Ballista and all COMPONENT Robots are banned in Silver I-III;

Vortex, Thermite, Storm, Gust, Arbalest, and Tempest are banned in Bronze I-III.

=REBALANCE IDEAS=

Popsacone: Rebalance Idea
NOTES: This will only work if ALL rebalances are taken into the game, not just ONE ONLY.

Cossack


Hardpoints: 1 medium

Base level: 1

Base health: 42000 (Max: 85000)

Speed: 54 Km/h (Max: 70 Km/h)

Ability: Jump


 * Cossack launches itself into the air, allows it to travel longer distances in a shorter amount of time and can be used the dodge rockets.


 * Cooldown: 5 seconds.

Price: 100000 Ag

Destrier


Hardpoints: 2 light

Base level: 1

Base health: 50000 (Max: 93000)

Speed: 54 Km/h (Max: 70 Km/h)

Price: 100000 Ag

Gareth


Hardpoints: 1 medium, 1 light

Base level: 1

Base health: 47000 (Max: 90000)

Shield health: 115000 (Max: 175000)

Speed: 54 Km/h (Max: 70 Km/h)

Ability: Phalanx Mode


 * When entering Phalanx Mode, Gareth moves its shield from the side to the front. When the shield is active, it is blocked from oncoming projectiles from hitting its front torso, however the robot’s movement speed is decreased by 20%.


 * Cooldown time: 1s

Price: 500 Au or 10000 Gareth components

Gepard


Hardpoints: 3 light

Base level: 1

Base health: 57000 (Max: 100000)

Speed: 57 Km/h (Max: 73 Km/h)

Price: 250 Au

Jesse


Hardpoints: 4 light

Base level: 1

Base health: 67000 (Max: 110000)

Speed: 52 Km/h (Max: 68 Km/h)

Ability: Quick Draw


 * Upon activation, Jesse switches the two light weapons that are currently used to the other two light weapons stored on its back.


 * Cooldown time: 10s

Price: 500 Au or 10000 Jesse components

Schutze


Hardpoints: 1 heavy

Base level: 1

Base health: 57000 (Max: 100000)

Speed: 54 Km/h (Max: 70 Km/h)

Price: 100000 Ag

Stalker


Hardpoints: 2 light

Base level: 1

Base health: 57000 (Max: 100000)

Speed: 59 Km/h (Max: 75 Km/h)

Ability: Stealth


 * Enters Stealth, temporarily hides it from enemy's radar, making it impossible to lock on. Lasts for 10 seconds.


 * Cooldown time: 15s

Price: 500 Au or 10000 Stalker components

Boa


Hardpoints: 1 heavy, 1 medium

Base level: 1

Base health: 107000 (Max: 220000)

Speed: 35 Km/h (Max: 45 Km/h)

Price: 500000 Ag

Carnage


Hardpoints: 2 heavy

Base level: 1

Base health: 75000 (Max: 140000)

Shield health: 32000 (Max: 70000) (Energy)

Speed: 40 Km/h (Max: 50 Km/h)

Ability: Rush Mode


 * Upon activation, Carnage grants a 50% speed boost (75 Km/h at top speed) and a 15% damage boost. Lasts for 10 seconds.


 * Cooldown time: 10s

Price: 3500 Au or 10000 Carnage components

Doc


Hardpoints: 4 light

Base level: 1

Base health: 89000 (Max: 180000)

Speed: 45 Km/h (Max: 53 Km/h)

Ability: Quick Draw


 * Upon activation, Doc switches the two medium weapons that are currently used to the other two medium weapons stored on its back.


 * Cooldown time: 15s

Price: 1500 Au or 10000 Doc components

Fujin


Hardpoints: 3 medium

Base level: 1

Base health: 76000 (Max: 150000)

Shield health: 76000 (Max: 150000) (Energy)

Speed: 45 Km/h (Max: 53 Km/h)

Ability: Sentry Mode


 * Upon activation, Fujin immobilizes itself, raises its torso up, giving it a tactical advantage and turns on a powerful energy shield. The shield recharges at a rate of 4%/sec and re-activates at 20%. It can regenerate regardless of whether the ability is active or not.


 * Cooldown time: 2s

Price: 3500 Au or 10000 Fujin components

Galahad


Hardpoints: 1 medium, 2 light

Base level: 1

Base health: 76000 (Max: 150000)

Shield health: 154000 (Max: 260000)

Speed: 47 Km/h (Max: 55 Km/h)

Ability: Phalanx Mode


 * When entering Phalanx Mode, Galahad moves its shield from the side to the front. When the shield is active, it is blocked from oncoming projectiles from hitting its front torso, however the robot’s movement speed is decreased by 20%.


 * Cooldown time: 1s

Price: 500 Au or 10000 Galahad components

Golem


Hardpoints: 1 heavy, 1 medium, 1 light

Base level: 1

Base health: 85000 (Max: 165000)

Speed: 40 Km/h (Max: 50 Km/h)

Price: 500000 Ag

Vityaz


Hardpoints: 1 heavy, 2 light

Base level: 1

Base health: 89000 (Max: 180000)

Speed: 40 Km/h (Max: 50 Km/h)

Price: 500000 Ag

Spectre


Hardpoints: 4 medium

Base level: 1

Base health: 55000 (Max: 100000)

Speed: 40 Km/h (Max: 50 Km/h)

Ability: Phantomise


 * When the ability is activated, its built-in Phantomise system makes it invisible, including all weapon projectiles and visual effects (apart from the orange light from the thursters which is barely visible) and hides it completely from enemy's radar, then launches itself into the air 1 second after the activation. Some of the power is transferred to the legs, thrusters and Phantomise system, thus reducing damage output by 25%. All effects last for 4 more seconds after the landing.


 * Warning: The nuclear reactor has limited capacity. If the ability is used more than 4 times, it will start to overheat and eventually melt down, slowly damaging Spectre at a rate of 1% HP/sec for the initial activation and +1% HP/sec for every subsequent activation, ultimately result in the demise of the robot.


 * Cooldown: 20 seconds.

Price: 10000 Spectre components

Pursuer


Hardpoints: 3 light

Base level: 1

Base health: 76000 (Max: 150000)

Speed: 48 Km/h (Max: 60 Km/h)

Ability: Camouflage


 * Upon activation, Pursuer grants a 50% speed boost (90 Km/h at top speed), becomes invisible (apart from the blue light from the Camouflage device which is barely visible) and hides it completely from enemy's radar. All projectiles fired after the ability is activated become invisible, including all visual effects. Some of the power is transferred to the legs and Camouflage device, thus reducing all weapon damage by 25%. Ability lasts for 10 seconds.


 * Cooldown: 20 seconds.

Price: 10000 Pursuer components

Thunder
Damage: 6912 (Max: 19632)

Range: 500m

Optimal range: 75m

Rate of fire: 1 rps

Capacity: 5 rounds (clip); 9 rounds (burst)

Unload time: 5s (clip); 9s (burst)

Reload time: 9s

Reload while firing: yes

Cycle damage: 62208 (Max: 176688)

Burst DPS: 6912 (Max: 19632)

Continuous DPS: 3456 (Max: 9816)

Storm
Damage: 3784 (Max: 10680)

Range: 500m

Optimal range: 150m

Rate of fire: 1.4 rps

Capacity: 7 rounds (clip) 13 rounds (burst)

Unload time: 4.9s (clip); 9.1s (burst)

Reload time: 9.8s

Reload while firing: yes

Cycle damage: 49192 (Max: 138840)

Burst DPS: 5406 (Max: 15258)

Continuous DPS: 2752 (Max: 7767)

Gust
Damage: 1948 (Max: 5500)

Range: 500m

Optimal range: 150m

Rate of fire: 1.4 rps

Capacity: 10 rounds (clip) 19 rounds (burst)

Unload time: 5s (clip); 9.5s (burst)

Reload time: 10s

Reload while firing: yes

Cycle damage: 37012 (Max: 104500)

Burst DPS: 3896 (Max: 11000)

Continuous DPS: 1948 (Max: 5500)

Punisher
Damage: 200 (Max: 570)

Range: 500m

Optimal range: 275m

Rate of fire: 10 rps (normal); 15 rps (accelerated)

Capacity: 150 rounds

Unload time: 11s

Reload time: 5s

Reload while firing: no

Cycle damage: 30000 (Max: 85500)

Initial DPS: 2000 (Max: 5700)

Max DPS: 2700 (Max: 8550)

Punisher T
Damage: 240 (Max: 690)

Range: 500m

Optimal range: 275m

Rate of fire: 15 rps (normal); 22.5 rps (accelerated)

Capacity: 225 rounds

Unload time: 11s

Reload time: 7s

Reload while firing: no

Cycle damage: 54000 (Max: 155250)

Initial DPS: 3600 (Max: 10350)

Max DPS: 5400 (Max: 15525)

Avenger
Damage: 300 (Max: 850)

Range: 500m

Optimal range: 275m

Rate of fire: 20 rps (normal); 30 rps (accelerated)

Capacity: 300 rounds

Unload time: 11s

Reload time: 7s

Reload while firing: no

Cycle damage: 90000 (Max: 255000)

DPS: 6000 (Max: 17000)

Max DPS: 9000 (Max: 25500)

Molot
Damage: 250 (Max: 740)

Range: 800m

Optimal range: 400m

Rate of fire: 5 rps (normal); 7.5 rps (accelerated)

Capacity: 90 rounds

Unload time: 13s

Reload time: 7s

Cycle damage: 22500 (Max: 66600)

Initial DPS: 1250 (Max: 3700)

Max DPS: 1875 (Max: 5550)

Molot T
Damage: 380 (Max: 1100)

Range: 800m

Optimal range: 400m

Rate of fire: 5 rps (normal); 7.5 rps (accelerated)

Capacity: 90 rounds

Unload time: 13s

Reload time: 7s

Reload while: firing: no

Cycle damage: 34200 (Max: 99000)

Initial DPS: 1900 (Max: 5500)

Max DPS: 2850 (Max: 8250)

Tempest
Damage: 650 (Max: 1880)

Range: 800m

Optimal range: 400m

Rate of fire: 5 rps (normal); 7.5 rps (accelerated)

Capacity: 90 rounds

Unload time: 13s

Reload time: 7s

Reload while firing: no

Cycle damage: 58500 (Max: 169200)

Initial DPS 3250 (Max: 9400)

Max DPS: 4875 (Max: 14100)

Magnum
Damage: 870 (Max: 2520)

Range: 350m

Rate of fire: 2 rps

Capacity: 1 plasmoid

Unload time: 0.5s

DPS: 1740 (Max: 5040)

Taran
Damage: 910 (Max: 2560)

Range: 350m

Rate of fire: 4 rps

Capacity: 32 plasmoids

Unload time: 8s

Reload time: 5s

Reload while firing: no

Cycle damage: 29120 (Max: 81920)

Burst DPS: 3640 (Max: 10240)

Cycle DPS: 2240 (Max: 6302)

Redeemer
Damage: 2290 (Max: 7220)

Range: 350m

Rate of fire: 2 rps

Capacity: 16 plasmoids

Unload time: 8s

Reload time: 5s

Reload while firing: no

Cycle damage: 36640 (Max: 115520)

Burst DPS: 4580 (Max: 14400)

Cycle DPS: 2818 (Max: 8886)

Shocktrain
Damage: 500 (Max: 1390)

Range: 500m

Capacity: 12 charges

Unload time: instant

Reload time: 3-15s

Reload while firing: no

Cycle damage: 6000 (Max: 16680)

Cycle DPS: 400 (Max: 1112)

Dragoon
Damage: 3010 (Max: 8500)

Range: 600m

Rate of fire: 1 rps

Capacity: 4 plasmoids

Unload time: 4s (clip); 6s (burst)

Reload time: 10s (2.5s/plasmoid)

Reload while firing: yes

Burst damage: 18060 (Max: 51000)

Burst DPS: 3010 (Max: 8500)

Continuous DPS: 1240 (Max: 3400)

Pinata
Damage: 630 (Max: 1780)

Range: 300m

Rate of fire: 10 rps

Capacity: 17 rockets

Unload time: 1.7s (clip); 2s (burst)

Reload time: 15s (0.9s/rocket)

Reload while firing: yes

Burst damage: 12600 (Max: 35600)

Burst DPS: 6300 (Max: 17800)

Continuous DPS: 693 (Max: 1958)