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Corona   Yan-di Corona

Components



Medium weapon system which fires a series of energy charges in the form of a horizontal arc, capable of hitting and immobilizing several enemies. Deadly at close range
— in-game description




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Purchase Information
In-Game Cost 10,000 Components or 5,000 Gold
Real Value Icn info for user popup.png $40
Exp Level Icn info for user popup.png 16
Type
Hardpoint Icn info for user popup.png Medium
Tier Icn info for user popup.png III
Corona.png
Base Statistics Attributes
PilotRankPrivate icon.png Level 1 Energy Energy


WeaponDamage.png Damage 3,000 per energy round Manual Manual


WeaponRange.png Range 500 meters Icn info for user popup.png Automatic Automatic


WeaponReload.png Reload 9 seconds Icn info for user popup.png Reload While Firing RWF


Capacity Clip: 5 energy rounds
Burst: 6 energy rounds Icn info for user popup.png
Root Root


Unload Clip: 2.5 seconds
Burst: 3 seconds


Workshop Production Information
1 Day Cost Silver 3 Day Cost Silver
140,000 460,000
Components Components Components Components
80 230


Introduction

The Corona is a close to mid-range (up to 500 meters, with a 80-meter optimal range) medium energy weapon.

Strategy

The Corona is an energy shotgun and a medium version of the light Halo and heavy Glory.

The Corona is similar to the Storm, however each of the Corona's projectiles can root (lock down) a target by adding to the root threshold. The higher the Corona's level the more effective it is at locking down opponents. However, if the projectiles from the Corona or any Lockdown weapon do not hit the target for one second or longer, the root threshold starts to deplete slowly.

The Corona has high burst DPS (Damage Per Second) at close range and can bypass energy shielding.  Due to the large horizontal energy arc it is possible to hit multiple targets.

The key difference between the Halo, Corona and Glory when compared to the Magnetar and Pulsar is energy shotguns are far less accurate from a distance but deal far more damage at close range.

The Halo, Corona, and Glory's immobilization ability has several important uses. Immobilizing enemy robots helps in targeting, it allows you or your team more time to capture beacons, and can assist in escaping dangerous situations.

The kinetic shotguns (Gust, Storm, and Thunder) have great synergy with the Corona as they have the same range and similar firing mechanics. Pairing with strong burst fire weapons such as the Orkan, Igniter, Exodus, or Ember can allow you to quickly eliminate rooted enemies with splash damage having a great effect on closely packed and immobilized bots.  Lastly, using strong energy weapons such as the Taran, Dragoon or Redeemer can make full use of the Corona's energy based damage.

Pros and Cons

Pros

  • Quick rate-of-fire for high burst DPS
  • Energy-based projectiles allows gun to bypass energy shielding
  • Shots catch on Aegis shields which quickly depletes them due to projectile spread
  • Can  immobilize enemies
  • Huge damage at close range (300 meters or less)
  • Reload-while-firing

Cons

  • Bullet spread prevents weapon from reaching maximum damage capacity at range (500 meters)
  • Mediocre damage at 300-500 meters 
  • Ineffective against physical shields
  • Slow reload time

Upgrade Cost

Tier 3 MK 1
Level Upgrade cost Upgrade time
HH:MM
1 100,000 01:30
2 200,000 02:30
3 400,000 06:00
4 2,000,000 12:00
5 3,000,000 20:00
6 4,000,000 36:00
7 8,000,000 60:00
8 13,000,000 72:00
9 25,000,000 80:00
10 35,000,000 90:00
11 45,000,000 96:00
12 0 00:00
Total Cost Time [DD:HH:MM]
135,700,000 19:20:00
Tier 3 MK 2
Level Upgrade cost Upgrade time
HH:MM
1 1,000,000 12:00
2 2,000,000 24:00
3 4,000,000 36:00
4 16,000,000 48:00
5 16,000,000 48:00
6 16,000,000 48:00
7 16,000,000 48:00
8 16,000,000 48:00
9 16,000,000 48:00
10 16,000,000 48:00
11 16,000,000 48:00
12 0 00:00
Total Cost Time [DD:HH:MM]
135,000,000 09:12:00
  • MK2 Upgrade cost 500 Gold


Weapons data

Corona
ID Tier Slot Type Range Reload In Workshop
49 3 Medium Energy 500
(AOE: N/D)
9 WorkshopYes.pngYes
Ammo Shot
Interval
Rate
of Fire
Particles
per Shot
Unload Min DPS Max DPS
5 0.5 N/A 20 3 6000 21000
Attributes Energy32.png Energy Manual32.png Manual Automatic32.png Automatic FWR32.png RWF Root32.png Root Blankbot.png
MK 1 Level MK 2
Damage per shot Damage per magazine DPS Cycle DPS Damage per shot Damage per magazine DPS Cycle DPS
3000 15000 6000 1304 1 8400 42000 16800 3652
3200 16000 6400 1391 2 8600 43000 17200 3739
3600 18000 7200 1565 3 8700 43500 17400 3782
4000 20000 8000 1739 4 8800 44000 17600 3826
4400 22000 8800 1913 5 9000 45000 18000 3913
4800 24000 9600 2087 6 9200 46000 18400 4000
5200 26000 10400 2260 7 9300 46500 18600 4043
5800 29000 11600 2521 8 9400 47000 18800 4087
6300 31500 12600 2739 9 9600 48000 19200 4173
7000 35000 14000 3043 10 9800 49000 19600 4260
7600 38000 15200 3304 11 9900 49500 19800 4304
8400 42000 16800 3652 12 10000 50000 20000 4347
MK 3 Level 1 10500 52500 21000 4565



Effect Accumulation %

The higher the percentage the more effective the weapon's projectiles are at accumulating the root effect (allows the weapon to bypass an enemy's root threshold faster).

Note: Mark II levels 1-12 does not increase accumulation values (Mark I level 12 is the highest accumulation possible).

Level Accumulation %
1 60%
2 61%
3 62%
4 64%
5 66%
6 68%
7 72%
8 75%
9 80%
10 85%
11 90%
12 95%

Accuracy By Distance

Below is the average percentage (%) of particles (per energy round) that hit an enemy robot (if aimed directly at) at specific ranges.

Range Accuracy %
50 meters or less 100%
100 meters 74%
150 meters 47%
200 meters 39%
250 meters 30%
300 meters 27%
350 meters 21%
400 meters 20%
450 meters 16%
500 meters 7%

Note: The numbers shown are based on an average-sized robot being targeted. Due to this, these percentages can be higher or lower depending on the size of the targeted robot.

Update History

Version Changes
7.9.0 Damage increased by 10%
7.0.0 Reload interval 2 → 1.8 sec
6.8.0 Effect accumulation per shot increased by 5%
6.3.0 Damage decreased by 10%
6.0.1 Workshop Prices Changed (Ag/Components): 1 day; 160,000/60⟶140,000/80
3 day; 530,000/170⟶460,000/230
Total Upgrade Cost: 170,700,000 Ag⟶135,700,000 Ag
Total Upgrade Time: 30 days 13 hours⟶19 days 20 hours
Price changed from 7,500 gold → 5,000 gold
5.8.0 Reload interval increased from 1 second → 2 seconds
Damage increased by 5%
5.7.0 Now roots enemies after a certain number of projectile hits (rather than random activation)
5.4.0 New alternative model: Yan-di Corona (Yan-di Showdown 2019)
5.0.0 Reload time per energy round decreased from 1.4 seconds → 1 second
Rate of fire increased from 1.4 rps (rounds per second) → 2 rps
4.8.0 Total Upgrade Time: 37 days 30 minutes⟶30 days 11 hours
4.7.0 Total Upgrade Time: 45 days 17 hours⟶37 days 30 minutes
4.5.0 Total Upgrade Time: 58 days 17 hours⟶45 days 17 hours
Now available for 7,500 gold (can still be produced via Workshop 2.0)
4.3.0 Damage increased by 15%
4.2.0 Weapon was added to the game

Poll


Trivia

  • As of Update 5.0, the Corona has the same rate of fire as its light counterpart, the Halo.
  • The Corona has a special variant (Yan-di Corona) that was able to be won during the Yan-di Showdown event.
  • Currently, there is a bug that causes the Corona to reload much slower on the test server.

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