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General Description[]

All equipment is separated into several categories.

Light Equipment[]

Equipment that can be put on a Light Hardpoint. Typically has half or 3/4th of their medium counterpart's firepower and has 1/3rd of their heavy counterpart's firepower. A list of light weapons can be found here.

Medium Equipment[]

Equipment than can be put on a Medium Hardpoint. Typically has half or 3/4th of their heavy counterpart's firepower and has 1.5x or 2x the firepower of their light counterparts. A list of medium weapons can be found here.

Heavy Equipment[]

Equipment that can be put on a Heavy Hardpoint. Typically has 1.5x or 2x the firepower of their medium counterparts and has 3x the firepower of their light counterparts. A list of heavy weapons can be found here.

Beta Equipment[]

Equipment that can be put on a Beta Hardpoint, exclusive to Titans. Typically has half or 3/4th of their Alpha counterpart's firepower. A list of beta weapons can be found here.

Alpha Equipment[]

Equipment that can be put on an Alpha Hardpoint, exclusive to Titans. Typically has 1.5x or 2x the firepower of their Beta counterparts. A list of alpha weapons can be found here.

Modules[]

Equipment that can be mounted on any robot that possesses passive or active module slots. A list of modules can be found here.

Drones[]

Drones are support units that provide their paired robot with a range of benefits and abilities. A list of drones can be found here.

Weapons Comparison[]

Each weapon in War Robots can be compared to 'like' weapons across hardpoints. The table below can be used to compare each weapon's increased effectiveness to other weapon that effectively work the same way as their light counterpart.

Methodology[]

These weapon comparisons were done by first listing the damage per second (DPS) of each light weapon. With the light hardpoint DPS value set as a baseline, the percentage increase in DPS for medium and heavy weapons (of the same type) was calculated by dividing the light weapon DPS into the DPS of the both the medium and heavy versions. This calculation reveals the % increase in DPS for each medium and heavy weapon counterpart.

Understanding the Data[]

Most medium and heavy weapons gain an increased DPS compared to their light counterparts. But not all increases are equal! When selecting weapons, it can be helpful to reference this table to show how to gain the most value when choosing weapons by slot. Example:

  • A commander is deciding what weapons to mount on their Hawk. Hawk has two light and two heavy weapon slots. Assuming that the commander wants each slot to carry 'like' weapons on each slot (avoiding weapon mixing), they can see that equipping Spirals with Chimeras provides a massive jump in DPS between the two slot types (+275%). The same is true for Rime/Glacier (+152%), Shredder/Puncher (+229%), and Punisher/Avenger (+175%).

Commanders would do well to avoid assuming that DPS will always be significantly increased by larger weapons. An excellent example is the Lock-Down Teslas, Leiming and Shifang: The medium weapon Leiming does only +16% more damage than the light weapon Shifang. Thus, a Dagon with 6 Shifangs deals 336,000 more damage per burst (magazine) than a Typhon with 4 Leimings. This knowledge can help commanders get the most bang for their buck when choosing weapons.

A Final Word: Damage per second is not the only factor to consider in choosing weapons. Reload time, Unload time, Range, Accuracy, Bullet speed or Hit-scan, Aiming type (Manual, Lock-On and Auto-Aim), Weapon type (Explosive, Kinetic, Energy and Special) and Secondary effects (DoT, BLASTCHARGE etc.) go into choosing the right weapon for a commander. That said, this table provides some insight into weapon weighting and can help commanders when outfitting robots for battle.

Weapons Comparison Table

Family Name Hardpoint DPS DPS % Over Light Notes
Overheaters Quarker Light 3,693 0%
Atomizer Medium 4,207 +14%
Nucleon Heavy 6,773 +83%
Energy Corrosives Toxin Light 1,800 0%
Venom Medium 2,700 +50%
Bane Heavy 3,800 +111%
Kinetic Corrosives Sting Light 5,625 0% Sting has a much shorter shot interval than Wasp and Hornet. This in turn shortens unload times, thereby increasing DPS. However, total damage per magazine is still weighted appropriately (L-2,925, M-23,016, H-31,416). In addition, Sting fires a 'Volley' tragectory, making it operate in some was simular to a shotgun.
Wasp Medium 4,185 -26%
Hornet Heavy 5,712 +2%
Freezers Snaer Light 2,408 0%
Skadi Medium 3,234 +34%
Hel Heavy 5,026 +109%
Machine Guns Punisher Light 1,778 0%
Punisher T Medium 2,889 +62%
Avenger Heavy 5,378 +202%
Retaliator Beta 7,278 +309%
Autocannons Molot Light 1,298 0%
Molot T Medium 1,953 +50%
Tempest Heavy 3,953 +205%
Vengeance Alpha 8,223 +534%
Energy Charge-Ups Arbalest Light 2,970* 0% The MUCH longer reload time for Trebuchet explains it's much larger shot damage (18 secs for Trebuchet vs 6 secs for Arbalest and Ballista).
Ballista Medium 4,316* +45%
Trebuchet Heavy 8,771* +195%
Kinetic Charge-Ups Volt Light 4,777* 0%
Weber Medium 7,350* +54%
Gauss Heavy 7,980* +67%
Flamethrowers Blaze Light 3,940 0%
Igniter Medium 5,440 +38%
Ember Heavy 7,420 +88%
Pyro Beta 30,303 +669%
Inferno Alpha 50,505 +1,182%
Short Range Bonus Spark Light 1,456 0%
Scourge Medium 1,787 +23%
Calamity Heavy 2,905 +100%
Cyclone Beta 3,800 +161%
Cataclysm Alpha 7,150 +391%
Energy Shotguns Halo Light 10,083 0% For Shotguns, smaller hardpoints have shorter shot intervals.

This in turn shortens unload times, thereby increasing DPS. However, total damage per magazine is still weighted appropriately (L-15,100, M-20,600, H-47,400)

Corona Medium 8,250 -18%
Glory Heavy 18,974 +88%
Kinetic Shotguns Gust Light 7,113 0% For Shotguns, smaller hardpoints have shorter shot intervals.

This in turn shortens unload times, thereby increasing DPS. However, total damage per magazine is still weighted appropriately (L-10,680, M-16,320, H-43,200)

Storm Medium 6,534 -8%
Thunder Heavy 8,640 +21%
Squall Beta 10,950 +54%
Grom Alpha 18,550 +161%
Sonics Scatter Light 6,580 0%
Havoc Medium 9,898 +50%
Devastator Heavy 14,420 +119%
Freezing Rockets Rime Light 5,052 0%
Cryo Medium 6,504 +29%
Glacier Heavy 12,717 +152%
Oxy Beta 24,613 +387%
Argon Alpha 32,283 +539%
Short Range Rockets Pinata Light 8,433 0% For Short Range Rockets, smaller hardpoints have shorter shot intervals.

This in turn shortens unload times, thereby increasing DPS. However, total damage per magazine is still weighted appropriately (L-11,730, M-21,500, H-38,410). Despite its slower shot interval, Exodus still has a higher DPS than Pinata due to it much higher shot damage.

Orkan Medium 7,883 -7%
Exodus Heavy 9,185 +9%
Medium Range Rockets Pin Light 2,840 0% For Medium Range Rockets, the light hardpoint has a longer shot interval, but (curiously) a MUCH higher shot damage than its heavy counterpart. However, the total magazine damage from the heavy slot is still much higher, due to its much larger magazine capacity.
Tulumbas Medium 6,457 +127%
Avalanche Heavy 5,425 +91%
Rupture Beta 10,692 +276%
Short Range Cluster Missiles Aphid Light 9,352* 0%
Vortex Medium 15,948* +71%
Thermite Heavy 22,272* +138%
Kisten Beta 24,840 (12,420)* +166% (+33%)
Bulava Alpha 41,400 (20,700)* +343% (+121%)
Medium Range Cluster Missiles Spiral Light 2,760* 0%
Hydra Medium 5,580* +102%
Chimera Heavy 10,350* +275%
Incendiary BLASTCHARGE Rockets Scald Light 1,469 0%
Scorcher Medium 2,263 +54%
Incinerator Heavy 3,200 +118%
Energy Lockdowner Rifles Magnetar Light 3,623 0%
Pulsar Medium 3,818 +5%
Energy Machineguns Shredder Light 4,925 0%
Puncher Heavy 11,688 +137%
Semi-Auto Plasmoids Marquess Light 3,080 0%
Hussar Medium 3,904 +27%
Dragoon Heavy 4,476 +45%
Cuirassier Beta 5,397 +75%
Gendarme Alpha 7,094 +130%
Homing Machineguns Kramola Light 3,127 0% Smuta has nearly the same damage output per second as Puncher (which is considered by many to be the strongest heavy weapon in the game)
Razdor Medium 4,003 +28%
Smuta Heavy 5,143 +64%
Tumultus Beta 36,482 +1,067%
Discordia Alpha 47,630 +1,423%
Explosive Shotguns Cudgel Light 5,920 0%
Mace Medium 8,460 +43%
Hammer Heavy 11,280 +90%
Radiation Guns Blight Light 2,300 0%
Hazard Medium 2,844 +24%
Decay Heavy 3,748 +63%
Auto/Burst Plasmoids Magnum Light 1,740 0%
Taran Medium 2,042 +17%
Redeemer Heavy 4,393 +152%
Automatic Radiation Plasmoids Spear Light 2,572 0%
Lance Beta 8,814 +243%
Glaive Alpha 11,091 +331%
Lasers Gekko Light 1,570 0%
Flux Heavy 2,975 +89%
Burnout Lasers Taeja Light 3,305 0%
Yeoje Medium 4,329 +31%
Hwangje Heavy 5,243 +59%
Homing Rocket Launchers Claw Light 1,366 0%
Jaw Medium 2,371 +74%
Talon Heavy 2,902 +112%
Harpoons Needle Light 3,396* 0%
Spike Medium 4,764* +40%
Stake Heavy 5,610* +65%
Grenade Launchers Ksiphos Light 3,866 0%
Labrys Medium 5,719 +48%
Cestus Heavy 7,290 +89%
Slug-Split Shotguns Splinter Light 8,640 0%
Shatter Medium 9,900 +14%
Brisant Heavy 13,860 +60%
Rust Machineguns Tamer Light 7,252 0%
Damper Medium 10,697 +48%
Subduer Heavy 12,166 +68%
Corrosive Machineguns Trickster Light 393 0%
Deceiver Medium 600 +53%
Lock-Down Teslas Shifang Light 8,068 0%
Leiming Medium 9,398 +16%
Fengbao Heavy 12,008 +49%


* Refers to Damage per Shot rather than DPS (single shot charge-up weapons)

Trivia[]

  • Sonic weapons type deal 100% grey damage while Kinetic, Energy, Explosive and Piercing weapons types deal 40% grey damage.

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