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Ptnn
Silver



Extremely mobile robot with jump engines. Ideal for capturing beacons and flanking
— in-game description



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7
Cossack
Purchase Information Cossack
In-Game Cost Real Value Icn info for user popup Exp Level Icn info for user popup
75,000 Silver 30 Cents 1
Robot Information
Class Icn info for user popup Ability Icn info for user popup Faction Icn info for user popup
LightRobotinfobox
Light
Jumpinfobox
Jump Icn info for user popup
Spacetechinfobox
SpaceTech
Base Statistics
PilotRankPrivate icon
Level
Shield icon
Durability Icn info for user popup
Speed icon
Speed
1 39,000 44 kph
Armaments Standard Paint Jobs
Hardpoints 1x Medium Default Toxic Red
Default Weapons 1x Molot T
Module Slots Legendary Paint Jobs Icn info for user popup
Active No N/A
Passive 0
Other Legendary Pilots
Tier Icn info for user popup I N/A
Wiki Class Icn info for user popup Light
Potential Role Saboteur


Introduction[]

The Cossack is a light robot with a single medium hardpoint. It has awesome speed at the cost of health.

Ability[]

This Cossack has the Jump ability and above average speed, which allows it to do a great job of capturing beacons since it travels long distances in a short amount of time. The Cossack can also dodge rocket based weaponry by timing its jump to avoid splash damage. The low hit points and lack of built-in shielding make this robot vulnerable to all weapons.

Strategy[]

The Cossack is one of the first bots obtainable, and with its Jump ability Cossack is a great beacon capturer. Due to its single medium hardpoint, low HP and lack of shielding commanders should avoid direct confrontation as much as possible, and instead try to flank enemies or outmaneuver them. Use cover to your advantage unless making a break for a Beacon or attacking.

The Cossack is highly manueverable and can be used in flanking movements very well. It will almost always be the first to get to the back of the enemy lines, but due to its extremely low firepower can only really serve as a nuisance instead of the main DPS in the engagement. Try to Jump behind enemies with shielding and take out their vulnerable hulls from the back.

Other than flanking, the only really offensive playstyle the Cossack can take is a hit-and-run. Bring a burst-damage promoting weapon (if you managed to win one out of luck) and hide behind cover, then Jump when an enemy is near, unload and fall back behind cover.

If the Cossack does somehow find itself in a 1v1 engagement, facehugging the enemy, circling them and Jumping whenever possible can throw off their targeting and prolong your survival time.

Counterplay: The Cossack is quite easy to counter. While lock-on and homing weapons aid greatly in shooting it down while it is Jumping or running, due to its low healthpool an enemy commander with good aim's only possible flaw in destroying a Cossack is keeping in range of its weapons.

Threat Measure: The Cossack is a low threat even as a Tier 1 robot, but can be increased to a mediocre threat to the enemy team if commanded correctly, as it can undermine the amount of beacons they're in the possession of. The Cossack quickly loses viability even before the transition to Tier 2 begins as it has a companion robot in the same Tier that is almost superior in every way.

Possible Setups[]

The following setups are recommended for the Cossack:

Close Range (350m or less)[]

Slot Types Medium Slot
#Slots x1
Setup 1
Taran
Setup 2
Orkan

Mid-Range (500-600m)[]

Slot Types Medium Slot
#Slots x1
Setup 1
Punisher T


Other[]

Slot Types Medium Slot
#Slots x1
Setup 1
Ecu


Overview[]

The use of Punisher T is common in the beginner Leagues, as it is cheap and deals very high damage. Other setups include using an Ecu, which gives Cossack extra protection (in this case, the Cossack is used solely for beacon capping and to distract enemy players behind enemy lines), and Tarans and Orkans, which are good weapon choices for hit-and-run attacks since they have high DpM and DpS, respectively.

Not Recommended[]

  • The use of mid range weapons because Cossack is for capturing beacons.
  • The use of long-range weaponry, since Cossack only has one medium hardpoint and is best used for beacon capturing, not long-range support.
  • The use of more valuable equipment, because there are better platforms for mounting said equipment.

Upgrade Cost[]

Tier 1 MK 1
Level Upgrade cost Upgrade time
HH:MM
1 0 00:00
2 10,000 00:05
3 20,000 00:30
4 40,000 01:00
5 200,000 04:00
6 400,000 08:00
7 800,000 12:00
8 1,500,000 16:00
9 3,000,000 20:00
10 5,000,000 24:00
11 8,000,000 26:00
12 13,000,000 28:00
Total Cost Time [DD:HH:MM]
31,970,000 05:19:35
Tier 1 MK 2
Level Upgrade cost Upgrade time
HH:MM
1 0 00:00
2 250,000 01:30
3 500,000 02:30
4 1,000,000 04:00
5 3,750,000 07:30
6 3,750,000 07:30
7 3,750,000 07:30
8 3,750,000 07:30
9 3,750,000 07:30
10 3,750,000 07:30
11 3,750,000 07:30
12 3,750,000 07:30
Total Cost Time [DD:HH:MM]
63,500,000 05:17:30
  • NOTE: base level starts at level 1 cost is
  • MK2 Upgrade cost 500 Gold

Statistics[]

Cossack
ID 7 Ability Faction
Tier 1
Jumpinfobox

Jump
Spacetech
SpaceTech
Class Light
Light
Wiki Class Icn info for user popup Light
Availability AgIcon Silver
MK 1 Level MK 2
Durability Speed Durability Speed
39,000 44 1 78,000 61
42,000 46 2 79,500 61
45,000 48 3 81,000 61
48,000 49 4 82,500 61
51,000 51 5 84,000 61
54,000 53 6 85,500 61
57,000 55 7 87,000 61
61,000 56 8 88,500 61
65,000 58 9 90,000 61
69,000 59 10 91,500 61
73,000 60 11 93,000 61
78,000 61 12 94,500 61
MK 3 Level 1 99,200 61

Update History[]

Version Changes
4.8.0 Total Upgrade Time: 7 days 3 hours 35 minutes⟶5 days 19 hours 35 minutes
4.7.0 Modules slots changed from 1 passive slot → 0 passive slots
Total Upgrade Time: 8 days 13 hours 35 minutes⟶7 days 3 hours 35 minutes
4.0.0 Total Upgrade Cost: 31,585,000 Ag⟶31,970,000 Ag
Total Upgrade Time: 8 days 10 hours 5 minutes⟶8 days 13 hours 35 minutes
3.0.1 New skin: Toxic
0.6.3 Speed at level 4 and 5 increased by 10%
0.4.0 Bug fix: Its jump will depend only on deviation degree of the motion controller
0.2.1 Changed its light hardpoint to a medium hardpoint
0.2.0 Robot was added to the game


Trivia[]

  • Cossack translates to "horseman", or "cavalry" in Russian.
  • The Cossack's head strongly resembles Russian attack helicopter Mil Mi-24 “Hind” (except Mi-24A).
  • In very early versions, the Cossack only had a light hardpoint due to medium hardpoints not existing at the time
  • This is the only light robot to have the Jump ability.
  • The Cossack has the lowest health of any robot in the current game.
  • The Cossack was the first bot to be unlocked with an ability.
  • This robot was added on June 2, 2014.
  • The Cossack is the weakest bot in the game with only one medium hardpoint
  • The Cossack is also a starter bot, but its for the tutorial when you have to buy another bot.

Navigation[]

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