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Introduction
Abilities refer to the special functions available to some robots. Abilities are manually activated and have a cool-down period after each use before they can be used again. Abilities have separate, distinct icon buttons in the control layout. The Carnage's built-in Ancile shield is not considered an ability as it is always active and not controllable by the player, the same being true for the Haechi's energy shield, Lancelot's front-mounted shields, and the Bulgasari's side-mounted shield, as these are built-in and cannot be removed. Some abilities like the Fujin's sentry mode are instead toggled on/off and have unlimited duration in both modes. They all have a short cool down before you can switch modes again.
Below, the abilities are separated into three categories; Standard, Multi-Charge, and Mode Based. All of the abilities in each section are in alphabetical order.
Standard
The abilities in this section are single use, have a duration, and a cooldown that starts after the ability's duration is finished.
Note: Some of these abilities can be triggered during its duration (by pressing the ability button during the abilities duration), and in some cases this shortens the ability's duration, which in turn starts its cooldown earlier.
Break-In
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A brawling play-style works well with this ability, due to the Blitz gaining increased speed which allows it to close in quickly, and durability from the combination of the Aegis shield and buckshot suppression, essentially making the robot extremely difficult to deal with in one on one battles.
Note: After the suppression wears off the enemy robot gains a 5-second immunity to all suppression effects.
Descend
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Like Rush and normal Stealth, the ability countdown starts after the stealth is over. Like Stealth, splash damage from unguided rockets and stray fire can still damage the robot, and this robot still suffers from landing lags due to it having 2 legs instead of 4. This ability can still be broken with a critical hit on the torso/leg connection, preventing it from using that ability again, like the Jump ability, and the jump distance remains the same for levels 1 and 12.
This ability should be used to make a hasty retreat in a desperate situation or to jump over enemies and do damage without the fear of being fired at. Also, the stealth that is left after the landing can buy time for players to find cover quickly or to do as much damage as possible before you become visible again.
Dragon Breath
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Dragon Fangs
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Dragon Strike
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Fangs Out
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Once the ability's duration ends, it enters a 10-second cooldown phase.
Note: Due to being able to choose when you want to jump (during the ability's duration), you can time it just before the ability ends, doing this allows the damage reduction to enable while in mid-air. This can be used strategically to quickly cover ground, without receiving full damage from enemy weapons.
Glide
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This ability is the only one so far that allows for partial use and "reload while using" ability, as it can be used to maintain a constant altitude when using the ability, in short, controlled bursts. However, this ability isn't totally a "reload while using" ability as the player must wait for 7 seconds before the ability can be triggered again upon landing.
Helldive
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There is a 5-second stealth period after the explosion. The explosion's damage depends on the level of Mercury. After the stealth ends, it enters an 18-second cooldown.
Mercury pilots, should they have close-ranged setups, should use the Helldive abilities to target small groups of enemies, dealing damage to all of them at once and catching them off guard. An even better tactic would be to jump from behind a wall and drop down on top of them for an ambush.
Hunt
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Allowing users of the Pursuer to quickly close-in and cause serious damage to enemies, and then retreating before the 10 second duration ends, possibly unscathed, due to the enemy being unable to target the robot. Once the ability ends, it enters a 20-second cooldown phase.
Incursion
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Upon landing it sends out a pulse that suppresses all enemies' weapons with the ability's radius (red circle surrounding the Invader while it is in mid-air) by 66% for 5 seconds. It them enters an 16-second cooldown phase.
Using high damage close range weapons like a Scourge and two Sparks, or a Storm and two Gusts, work well with this ability, due to this ability's capability of suppressing multiple enemies, which can allow you to focus on dispatching one enemy, while ignoring the other enemies' weakened firepower. This strategy is made easier due to the Invader's immense health pool.
Note: After the suppression wears off the enemy robot gains a 5-second immunity to all suppression effects.
Jump
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While jumping, robots travel much faster than their walking speed (this speed boost only lasts as long as the jump). Jump allows a robot to quickly gain an advantageous position, jump over obstacles, retreat, or dodge rocket fire.
The cooldown for jumps is started as soon as they are triggered. Due to this, assuming the landing occurs on the same plane as the jump, Cossack only has one second between landing and being able to jump again, while Rogatka has 2 seconds, and Griffin has 19 seconds.
One important point to note is that the robot is stationary for a second after completing the jump and landing on the ground. This can be known as the "stun" effect because of the animation the legs do upon landing. This mechanic also applies to all 2-legged robots that land upon falling down a cliff or other edge.
Jump drive can be broken by getting a critical hit from an enemy. Upon breaking, the jump can no longer be used for the duration of the battle (or how long the robot is still alive). It is the only ability in the game that can be destroyed.
Raven has jump but has a different feature from the other jumping robots. Unlike the other robots, it has 2 jump charges and can be used in midair. This allows the Raven to jump to places that are inaccessible to normal jumping robots.
The mid-air jump gives the Raven incredible thrusting speed, which allows it to close in on a target, or evade a volley of rockets, faster than any robot in the game.
Overload
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This ability gives the Hellburner a speed boost a duration of 5 seconds before detonating, it then enters a cooldown phase of 5 seconds.
It isn't possible to prevent the explosion from occurring once the ability is activated.
Retribution
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The differences are the built-in weapon types, and the duration and cooldown times. The Ares has four built-in energy cannons, the Hades has a single kinetic gun, and the Nemesis has three rocket launcher systems. The Ares has the longest shield duration (8 seconds), but at the cost of having to wait the longest to reuse its ability (18 seconds). The Hades has its duration a little shorter (6 seconds) than the Ares, while having a shorter cooldown phase (12 seconds). Lastly, the Nemesis has a duration half the time of Ares (4 seconds), but in return has the shortest cooldown of the three (8 seconds).
All three robots get their speed reduced during the duration of the ability: Ares' speed is reduced by 33%; Hades' and Nemesis' speed are reduced by 20%.
Note: The weapon(s) by default will start firing as soon as the absorption phase ends, which allows the weapon(s) to finish unloading their projectiles just as the shield deactivates. A pilot can prematurely fire their built-in weapon(s) by pressing the ability button during the absorption phase (akin to the Mercury's Helldive or Invader's Incursion).
Rush
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Rush increases the base movement speed of a robot by 66% for a period of 10 seconds, followed by a 20-second downtime. Because of its long recharge duration, timing the activation of the Rush ability is absolutely critical. Unlike jumps, the cooldown begins at the end of the ability's effect (not the start). Note, the Lancelot's ability cooldown time is 14 seconds, while the Carnage's cooldown is 20 seconds.
Stealth
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When in stealth, a crossed-out eye symbol replaces the cloaked player's name.
Stealth significantly decreases the accuracy of enemy weapons since they cannot acquire a target lock, disabling the vertical auto-aim. However, the splash damage from rocket weaponry such as the Pin or the Orkan or stray fire can still damage a robot with stealth mode activated.
Support
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Once the ability's duration ends, it enters a 15-second cooldown phase.
The combination of these three abilities in one, allow the Mender to be a front-line healer due to its tremendous survivability (being able to heal itself along with the damage reduction). These bonuses along with its solid firepower can make the Mender an offensive threat as well, and has the necessary speed to ambush opponents.
Note: A robot's hit points can only be repaired up to 80% of any damage taken, so it is not possible to be fully repaired.
Multi-Charge
These abilities can store multiple uses (charges), allowing the pilot to activate the ability in quick succession. Like the standard abilities they have a cooldown, however, for these abilities each charge has a separate cooldown.
Dash
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Cooldown is 5 (Kumiho and Bolt) and 15 (Bulgasari, Haechi, and Strider) seconds per charge. The Korean robots can all store up to 2 charges, while the Strider can store 5, and the Bolt only 1. Once the first charge is expended, a recharge begins. A second charge could be used while the first one is on reload, making it very flexible to use. For example, if the dash on the Kumiho is used twice in a row, you only have to wait for 5 seconds after the second dash (that is the first one already recharged) and can be used that way to outrace many light robots if dashing constantly.
Glance
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Due to the range of this ability it works well with mid-range weaponry, like a Dragoon or Zeus paired with a couple of Sparks, which allows the Rayker to be an excellent support option. However, due to the Rayker's agility it can also ambush enemies effectively, so close range weapons are not totally discouraged.
Note: After the suppression wears off the enemy robot gains a 5-second immunity to all suppression effects.
Mode Based
The abilities in this section have an infinite duration (and are usually passive), which are only ended (or changed to a different mode) when the pilot chooses to (by pressing the ability button). Most of these abilities have a short cooldown, however, they can also be long, or almost non-existent (can switch between modes almost at-will). Lastly, there can be a short delay between the switching of modes.
Assault Mode
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Activating Assault Mode also dramatically increases movement speed (100% increase), but disables the medium hardpoints and severely hinders main hull rotation speed, making the Rhino vulnerable to flanking. This means that when you move the camera to another location, this robot will turn very slowly on its legs, and targets can't be acquired on the other side when this mode is active. It also prevents the robot from moving backward. This ability can be a huge advantage when used correctly: it allows the robot to absorb composite or plasma shots, quickly seize vulnerable beacons, or make a breakthrough in enemy lines.
If the shield is destroyed, the robot will act normally as if the ability was disabled (medium weapons become re-enabled and the hull can turn again).

Bastion Mode
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While it is activated, the Raijin's torso is raised for a more advantageous field-of-view and can be turned around to shoot, but the robot itself remains stationary (cannot move). The Raijin also gains a 30% damage increase to its weapons.

If the shields get destroyed, one still can use this mode to get a +30% damage boost without an actual shield.
When activated, bastion mode raises the target zone immediately to where the Rajin chassis will be. Players can use this to effectively dodge incoming fire.
Phalanx Mode
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Note: If the shield is shot off, one still can use this mode, getting 20% speed handicap without an actual shield.
Protection
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There is a 4 second cooldown for switching between modes.
Notes: The energy shield can only regenerate when the ability is disabled, but the physical shield cannot regenerate.
Like an Ancile shield, this energy shield can be used to protect allies as well as itself, and it needs to be at least at 20% full capacity in order to function (although you can have the Protection ability enabled at less than 20% shield capacity, the shield it will not function however).
Quick Draw
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While it is activated, the animation for the weapon switch plays takes place. This animation is played and lasts about a fraction of a second
When toggled, it has a cooldown time of 10 seconds for Jesse, 14 seconds for Doc and 20 seconds for Butch before the weapons can be swapped back.
Repair Mode
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The Weyland is best used as a mid to long range supporter due to not being able to repair while on the move. Also due to the wide range of powerful heavy weapons that fill this role. The Weyland can be very difficult to destroy (due to being able to constantly regenerate health while stationary) and has enough firepower to pose a serious threat to the opponent.
Note: A robot's hit points can only be repaired up to 80% of any damage taken, so it is not possible to be fully repaired.
Sentry Mode
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While the mode is activated, Fūjin becomes stationary (cannot move) and is raised for a more advantageous field-of-view, and can still turn around and shoot.

Note: The energy shield can only regenerate while in Sentry Mode.
Shapeshift
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There are three variations of the Shapeshift ability, which is featured on all three of the Ragnorak squad robots.
Loki, in its Recon Mode, gains infinite stealth and a speed boost, however it cannot fire its weapons. In its other form, Attack Mode, Loki activates all three of its Light weapons, however this deactivates stealth and thus exposes itself to the open, which makes it extremely vurnable. This ability makes Loki a good Beacon capper, as it can run around in stealth and capture beacons.
Fenrir is much more of a 1v1 fighter. In Mobile Mode, it activates its Aegis-class barrier and gets a considerable boost in speed, however it can only fire the two Medium weapons of its armament. Its Aegis shield will also not be able to regenerate. Whenever Fenrir chooses, it can activate Defense Mode, this drops it Aegis shield and speed boost in exchange for 50% damage reduction and its Heavy weapons. This mode also allows its Aegis barrier to regenerate.
Tyr, the final robot of the pack, is a fairly mobile support unit which can swap between to support roles. In its Support Mode, Tyr gets a speed boost and activates a Healing Aura akin to the Weyland , however its two stashed Light weapons remain on its back. Whenever it wishes, Tyr can activate Assault mode, it stops its speed boost and healing to activate its light weapons and a physical shield. One can think of it as a mesh of Weyland and Raijin, as Weyland is faster than Raijin and can heal, but Raijin can activate a physical shield and gain a 30% damage increase.