FANDOM


Wiki-wordmark
TextN
Avtn
Lua Script Error Detected
Major Maintenance
in progress
Major Maintenance
in progress


Corona   Yan-di Corona

Goldcomponents


…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


<< PREV Corona NEXT >>
Purchase Information
In-Game Cost 10,000 ComponentIcon or 5,000 AuIcon
Real Value Icn info for user popup $40
Exp Level Icn info for user popup 16
Type
Hardpoint Icn info for user popup Medium
Tier Icn info for user popup III
Corona
Base Statistics Attributes
PilotRankPrivate icon Level 1 Icn damage energy Energy
WeaponDamage Damage 3,300 per energy round Icn aiming manual Manual
WeaponRange Range 500 meters 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
140,000 460,000
Components ComponentIcon Components ComponentIcon
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 Shredder 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

Mark I Statistics

Purchase Information

Level Cost Damage Burst
Damage
Burst
DPS
Continuous
DPS
1 10,000 ComponentIcon or 5,000 AuIcon 3300 19800 6600 1650

Upgrade Information

Level Cost AgIcon Time Damage Burst
Damage
Burst
DPS
Continuous
DPS
2 100,000 1 hour 30 minutes 3600 21600 7200 1800
3 200,000 2 hours 30 minutes 4000 24000 8000 2000
4 400,000 6 hours 4400 26400 8800 2200
5 2,000,000 12 hours 4800 28800 9600 2400
6 3,000,000 20 hours 5300 31800 10600 2650
7 4,000,000 1 day 12 hours 5800 34800 11600 2900
8 8,000,000 2 days 12 hours 6400 38400 12800 3200
9 13,000,000 3 days 7000 42000 14000 3500
10 25,000,000 3 days 8 hours 7800 46800 15600 3900
11 35,000,000 3 days 18 hours 8500 51000 17000 4250
12 45,000,000 4 days 9300 55800 18600 4650
Cost Time
Totals 135,700,000 19 days 20 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 enhance (purchase) to Mark II.

Upgrade Information

Level Cost AgIcon Time Damage Burst
Damage
Burst
DPS
Continuous
DPS
2 1,000,000 12 hours 9500 57000 19000 4750
3 2,000,000 1 day 9600 57600 19200 4800
4 4,000,000 1 day 12 hours 9800 58800 19600 4900
5 16,000,000 2 days 10000 60000 20000 5000
6 16,000,000 2 days 10200 61200 20400 5100
7 16,000,000 2 days 10300 61800 20600 5150
8 16,000,000 2 days 10500 63000 21000 5250
9 16,000,000 2 days 10700 64200 21400 5350
10 16,000,000 2 days 10800 64800 21600 5400
11 16,000,000 2 days 11000 66000 22000 5500
12 16,000,000 2 days 11100 66600 22200 5550
Cost Time
Totals 135,000,000 19 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).

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
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

What balance change does the Corona need after the 5.8 balance update?
 
62
 
28
 
7
 
0
 
1
 

The poll was created at 15:59 on March 14, 2020, and so far 98 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.

Navigation

Community content is available under CC-BY-SA unless otherwise noted.