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Corona   Yan-di Corona

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…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 ComponentIcon
Real Value Icn info for user popup $60
Player Level Icn info for user popup 16
TYPE
Hardpoint Medium
Corona
BASE STATISTICS ATTRIBUTES
Level 1 Icn damage energy Energy
WeaponDamage Damage 3,300 per energy round Icn aiming manual Manual
WeaponRange Range 500m Icn info for user popup Icn shooting automatic Automatic
WeaponReload Reload 10 seconds Icn info for user popup Icn reload RWF RWF
Capacity Clip: 5 energy rounds
Burst: 6 energy rounds Icn info for user popup
Icn parametr root Root
Unload Clip: 2.5 seconds
Burst: 3 seconds
WORKSHOP PRODUCTION INFORMATION
1 Day Cost AgIcon 3 Day Cost AgIcon
160,000 530,000
Components ComponentIcon Components ComponentIcon
60 170

Introduction

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

Strategy

This energy shotgun is the medium version of the light Halo and heavy Glory.

The Corona could be seen as an upgraded yet different Storm, however, each projectile adds to an enemy's root (lock down) threshold "bar". This means the higher the Corona's level the more effective it is at locking down opponents. Users should note that if the projectiles from any root shotgun (also Halo and Glory) don't hit the enemy previously fired at for a second or longer, its root threshold bar will slowly drain.

The Corona has strong damage potential, and the ability to bypass energy shielding, making it very effective against Dash robots, especially the Haechi. Due to the large horizontal energy arc, it is possible to immobilize multiple targets in one shot at significant range.

The key difference between the Halo, Corona and Glory when compared to the Shredder and Pulsar is that the energy shotguns they are far less accurate from a distance, but deal far more damage from close-up.

The Halo, Corona and Glory's immobilization ability has several important uses. In addition to immobilizing enemy robots for you and your teammates to destroy, they can also stop beacon cappers dead in their tracks, giving your team more time to capture vital beacons. This is especially useful in the game mode Beacon Rush where beacons are extremely important. Finally, if you are low on health and are being pursued by an enemy robot, the ability to root them to the ground for a few seconds can allow you to retreat behind cover.

Like all shotguns, it has the weakness of dealing very little damage from its maximum range. This is due to the spread of the projectiles allowing only a small percentage of them to hit the target(s). Energy shotguns have an even larger shot spread when compared to their kinetic counterparts. This means they require the player to get extremely close to deal their maximum amount of damage.

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 enemies. Lastly, using strong energy weapons such as the Taran, Dragoon or Redeemer, can make full use of the Corona's energy based damage.

Mark I Statistics

Purchase Information

Level Cost Damage Burst
Damage
Burst
DPS
Continuous
DPS
1 10,000 ComponentIcon 3300 19800 6600 1650

Upgrade Information

Level Cost AgIcon Time Damage Burst
Damage
Burst
DPS
Continuous
DPS
2 100,000 2 hours 3600 21600 7200 1800
3 200,000 5 hours 4000 24000 8000 2000
4 400,000 14 hours 4400 26400 8800 2200
5 2,000,000 1 day 4800 28800 9600 2400
6 4,000,000 1 day 16 hours 5300 31800 10600 2650
7 6,000,000 2 days 20 hours 5800 34800 11600 2900
8 11,000,000 3 days 14 hours 6400 38400 12800 3200
9 17,000,000 4 days 12 hours 7000 42000 14000 3500
10 32,000,000 5 days 7800 46800 15600 3900
11 43,000,000 5 days 8 hours 8500 51000 17000 4250
12 55,000,000 5 days 16 hours 9300 55800 18600 4650
Cost Time
Totals 170,700,000 30 days 11 hours


  • This damage column shows the damage from all 20 particles (combined) fired from each energy round (out of 6 energy rounds)

Mark II Statistics

Purchase Information

Level Cost Damage Burst
Damage
Burst
DPS
Continuous
DPS
1 500 AuIcon 9300 55800 18600 4650

Note: Level 12 Mark I is required to upgrade (purchase) to Mark II.

Upgrade Information

Level Cost AgIcon Time Damage Burst
Damage
Burst
DPS
Continuous
DPS
2 2,000,000 1 day 9500 57000 19000 4750
3 4,000,000 2 days 9600 57600 19200 4800
4 8,000,000 3 days 9800 58800 19600 4900
5 19,500,000 3 days 10000 60000 20000 5000
6 19,500,000 3 days 10200 61200 20400 5100
7 19,500,000 3 days 10300 61800 20600 5150
8 19,500,000 3 days 10500 63000 21000 5250
9 19,500,000 3 days 10700 64200 21400 5350
10 19,500,000 3 days 10800 64800 21600 5400
11 19,500,000 3 days 11000 66000 22000 5500
12 19,500,000 3 days 11100 66600 22200 5550
Cost Time
Totals 170,000,000 30 days


  • This damage column shows the damage from all 20 particles (combined) fired from each energy round (out of 6 energy rounds)

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).

Level Accumulation %
1 ?
2 ?
3 ?
4 ?
5 ?
6 ?
7 ?
8 ?
9 ?
10 85%
11 90%
12 95%

Accuracy By Distance

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%


Update History

Version Changes
5.8 Reload interval increased from 1 second → 2 seconds
Damage increased by 5%
5.7 Now roots enemies after a certain number of projectile hits (rather than random activation)
5.4 Alternative model: Yan-di Corona (Yan-di Showdown 2019)
5.0 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 Economy Changes:
Total Upgrade Time: 58 days 17 hours⟶45 days 17 hours
4.3 Damage increased by 15%
4.2 Weapon was added to the game

Poll

What balance change does the Corona need after the 5.8 balance update?
 
4
 
19
 
2
 
0
 
0
 

The poll was created at 15:59 on March 14, 2020, and so far 25 people voted.

Trivia

  • As of Update 5.0, the Corona has the same rate of fire as its 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.
  • Some players sold their Corona because Coronavirus!!(troll)

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