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Punisher

Introduction

Equipment can be mounted on a robot's hardpoints; there are currently three different hardpoint classes, light, medium and heavy, usually with light being less powerful, and heavy having more powerful equipment. For Titans there are two classes; Alpha and Beta.

On each robot, weapons or shields can attach to their respective hardpoints. A robot may have from one to four of them, and depending on design can be in a variety of positions or combinations. The hardpoints on robots cannot be upgraded, re-positioned or removed; (however developers are known to change hardpoints type/location in rare cases - Cossack had a light hardpoint that was changed to medium, Gl Patton was designed with two light hardpoints, and later another two were added, Golem had the location of the light hardpoint changed, from next to the medium hardpoint, to under the heavy hardpoint, and a later example of this is Falcon having its side hardpoints changed from two medium hardpoints to two heavy ones). Both Phantom and Invader used to be of 3 light hardpoints, but is changed to a medium and two lights, however these changes were installed later in the Testing stage.

Alpha and Beta are weapon classes used only by Titans (however, Titans cannot use light, medium or heavy weaponry). Beta is a type of weapon class that has more flexibility, at the cost of firepower when compared to Alpha class weaponry.

The equipment class has to match the corresponding hardpoint class. There is one exception to this rule; the Ecu can be mounted to either a light or medium side hardpoint but is not available on light and medium hardpoints on specific robots (e.g. the top medium hardpoint of the Rhino).

List of Equipment

ID Name Class Type Max
Range (1)
Max
Range
Accuracy
(2)
Magazine
Damage (3)
Unload
Time (4)
Reload
Time (5)
Tier
(6)
Burst DPS
(7)
Cycle DPS
(8)
10 Ancile Heavy Shield - - - - - - - -
3 Aphid Light Explosive
Missile
350m 100% 21,800 - 10 I ~ ~
35 Arbalest Light Energy 1,100m 100% 8,450 - 6* II ~ ~
69 Atomizer Medium Energy 500m 100%/1%* 2,800 .3 IV 9,333 9,333
57 Avalanche Heavy Explosive
Rocket
500m 100% 42,880 3.2 6* IV 13,400 4,661
44 Avenger Heavy Kinetic 500m 17% 316,800 19.8 10 II 16,000 10,631
41 Ballista Medium Energy 1,100m 100% 10,230 - 6* II ~ ~
94 Bane Heavy Energy 300m 100% 79,560 6 3 IV 13,260 8,840
99 Basilisk Alpha Energy 500m 100% 229,600 10.4 9 - - -
54 Blaze Light Energy 350m 100% 109,400 10 5 IV 10,934 7,289
93 Bulava Alpha Explosive
Rocket
500m 100% 46,920 - 10 - - -
56 Calamity Heavy Energy 600m 100% 67,575* 10 5 IV 7,950 5,006
73 Cataclysm Alpha Energy 600m 100% 232,760* 22 10 - - -
45 Chimera Heavy Explosive
Missile
600m 100% 35,190 5.2 12 III 11,730 2,346
100 Cinder Beta Explosive 125m 100% 143,325 15 11 - - -
49 Corona Medium Energy (Root) 500m 7% 50,000 3 10* III 20,000 4,348
60 Cryo Medium Explosive
Rocket
300m 100% 53,900 4.3 17* IV 17,111 2,675
63 Cuirassier Beta Energy 600m 100% 33,120 4.5 15* - - -
72 Cyclone Beta Energy 600m 100% 127,600* 22 10 - - -
79 Devastator Heavy Sonic 200m 100% 163,800 4.5 13.5* IV 36,400 9,100
36 Dragoon Heavy Energy 600m 100% 44,144 4 12* IV 11,036 2,759
23 Ecu Light/Medium Shield - - - - - - - -
18 Ember Heavy Energy 350m 100% 207,600 10 5 IV 20,760 13,840
43 Exodus Heavy Explosive
Rocket
300m 100% 129,628 4.6 25.3* II 28,180 4,335
40 Flux Heavy Energy 1,100m 100% 24,120 3 11* III 8,040 1,723
76 Gauss Heavy Kinetic 800m 100% 18,270 - 7* IV ~ ~
5 Gekko Light Energy 1,100m 100% 10,950 3 11* I 3,650 782
64 Gendarme Alpha Energy 600m 100% 45,567 4.5 15* - - -
61 Glacier Heavy Explosive
Rocket
300m 100% 102,760 3.2 17* IV 32,622 5,100
50 Glory Heavy Energy (Root) 500m 6% 120,000 5 10* III 24,000 8,000
81 Grom Alpha Kinetic 500m ? 18,096 12 2* - - -
33 Gust Light Kinetic 500m 4% 33,100 1.5 9* II 22,067 3,152
48 Halo Light Energy (Root) 500m 15% 38,000 1.5 9* III 25,333 3,619
78 Havoc Medium Sonic 200m 100% 112,770 4.5 13.5* IV 25,060 6,265
89 Hel Heavy Energy 600m 100% 61,500 5 10* IV 12,300 4,100
82 Hornet Heavy Kinetic (DoT) 600m 100% 156,000 12 12 IV 13,000 6,500
59 Hussar Medium Energy 600m 100% 39,600 4 12* IV 9,900 2,475
24 Hydra Medium Explosive
Missile
600m 100% 18,888 6.6 12 II 2,862 1,015
58 Igniter Medium Energy 350m 100% 160,000 10 5 IV 16,000 10,667
86 Incinerator Heavy Energy 500m 100% 81,280 11.2 12 IV 1,814 1,373
38 Ion Medium Energy 600m 100% 18,255 - 5 III 18,255 3,043
12 Kang Dae Heavy Kinetic 800m 100% 11,780 - 6 II ~ ~
92 Kisten Beta Explosive
Rocket
500m 100% 31,050 - 10 - - -
87 Krait Beta Energy 500m 100% 145,440 10.4 9 - - -
101 Kramola Light Kinetic 500m ? 130,680 8.1 13 IV 8,136 4,176
83 Magnetar Light Energy (Root) 600m 100% 42,960 5.3 5 IV 8,136 4,176
26 Magnum Light Energy 350m 100% 2,950 0.55 - I 5,373 2,686
55 Marquess Light Energy 600m 100% 30,480 4 12* IV 7,620 1,905
2 Molot Light Kinetic 800m 24% 65,800 15 10 I 4,372 2,627
19 Molot T Medium Kinetic 800m 23% 100,730 15 10 I 6,693 4,021
9 Nashorn Heavy Kinetic 1,100m 100% 13,870 - 9 I ~ ~
27 Noricum Light Explosive
Artillery
1,100m* 100% 19,908 - 15 II 28,440 1,286
70 Nucleon Heavy Energy 500m 100%/1%* 2,260 0.15 IV 15,067 15,067
20 Orkan Medium Explosive
Rocket
300m 100% 50,000 3 20* II 16,667 2,174
7 Pin Light Explosive
Rocket
500m 100% 13,240 2 12* I 6,620 946
6 Pinata Light Explosive
Rocket
300m 100% 27,370 1.5 17* II 18,295 1,659
96 Prisma Heavy Energy 1100m 100% 403,200 4 13* IV 100,800 23,718
46 Pulsar Medium Energy (Root) 600m 100% 50,448 5.3 5 IV 9,555 4,907
98 Puncher Heavy Energy (Root) 600m 19% 143,680 3.2 5 IV 44,900 17,522
1 Punisher Light Kinetic 500m 25% 125,180 19.8 10 I 6,322 4,201
8 Punisher T Medium Kinetic 500m 24% 201,080 19.8 10 I 10,156 6,748
71 Quarker Light Energy 500m 100%/1%* 1,260 0.15 IV 8,400 8,400
102 Razdor Medium Kinetic 500m ? 167,040 8.1 13 IV 10,311 7,917
34 Redeemer Heavy Energy 350m 100% 155,040 4.8 5 IV 32,300 15,820
65 Retaliator Beta Kinetic 500m 26% 261,360 15.2 12 - - -
62 Rime Light Explosive
Rocket
300m 100% 43,330 3.2 17* IV 13,756 2,150
67 Rupture Beta Explosive
Rocket
500m 100% 58,400 4.5 30* - - -
84 Scald Light Energy 500m 100% 10,064 2.8 6* IV 3,594 1,144
77 Scatter Light Sonic 200m 100% 75,375 4.5 13.5* IV 16,750 4,188
85 Scorcher Medium Explosive
Rocket
500m 100% 28,160 5.6 12* IV 2,514 951
25 Scourge Medium Explosive
Rocket
500m 100% 40,800 8.5 5 IV 4,800 3,022
28 Shocktrain Medium Energy 500m 100% 15,950* 5 8* III ~ ~
47 Shredder Light Energy (Root) 500m 19% 43,600 3.2 5 III 13,625 5,317
90 Skadi Medium Energy 600m 100% 39,600 5 10 IV 7,920 2,640
103 Smuta Heavy Kinetic 500m ? 314,280 8.1 13 IV 19,400 14,895
91 Snaer Light Energy 600m 100% 29,600 5 10 IV 5,920 1,973
42 Spark Light Energy 600m 100% 33,405* 10 5 IV 3,930 2,474
4 Spiral Light Explosive
Missile
600m 100% 9,261 - 12 I ~ ~
80 Squall Beta Kinetic 500m ? 8,832 12 2* - - -
51 Sting Light Kinetic (DoT) 600m 100% 8,885 .6 3 II 13,669 2,434
32 Storm Medium Kinetic 500m 3% 50,700 2.5 10* II 20,280 4,056
88 Striker Alpha Kinetic 800m 100% 26,550 - 7* - - -
22 Taran Medium Energy 350m 100% 89,600 4.8 5 II 9,333 6,137
17 Tempest Heavy Kinetic 800m 34% 163,520 15 10 III 10,865 6,528
39 Thermite Heavy Explosive
Missle
350m 100% 55,300 - 10 III ~ ~
11 Thunder Heavy Kinetic 500m 4% 101,200 5 10* II 20,240 6,747
95 Toxin Light Energy 300m 100% 37,800 6 3 IV 6,300 4,200
15 Trebuchet Heavy Energy 1,100m 100% 25,300 - 23* II ~ ~
16 Trident Heavy Explosive
Rocket
600m 100% 25,890 3 3* I 8,630 4,315
68 Tsar Alpha Explosive
Rocket
500m 100% 19,700 - 4 - - -
21 Tulumbas Medium Explosive
Rocket
500m 100% 25,104 1.8 18* II 13,643 1,265
66 Vengeance Alpha Kinetic 500m 55% 336,960 9 8 - - -
97 Venom Medium Energy 300m 100% 56,700 6 3 IV 9,450 6,300
53 Viper Heavy Energy 500m 64% 165,750* 15 10 IV 11,050 6,630
74 Volt Light Kinetic 800m 100% 10,885 7 8 III ~ ~
37 Vortex Medium Explosive
Missle
350m 100% 39,300 - 10 III 3,930 1,965
52 Wasp Medium Kinetic (DoT) 600m 100% 56,904* 6 12 IV 9,484 3,161
75 Weber Medium Kinetic 800m 100% 16,940 7 8 III ~ ~
13 Zenit Heavy Explosive
Artillery
1,100m* 100% 56,700 5.4 15 II 10,500 2,779
14 Zeus Heavy Energy 600m 100% 23,660 - 5 II ~ ~
104 Lantern Beta
29 Missing
30 Missing
31 Missing

(1) Max Range: Noricum and Zenit have a minimum range of 300m.

(2) Max Range Accuracy: Atomizer, Quarker, and Nucleon have an overheating mechanic which can greatly effect its accuracy. When not overheated (<5 seconds of continuous firing) these weapons are 100% accurate. However, they lose accuracy quickly when fully overheated (>9 seconds of continuous firing). See individual weapons page for additional info.

(3) Magazine Damage: For Light, Medium and Heavy weapons, clip damage is for the Mark II, level 12 versions. For Alpha and Beta weapons, clip damage is for level 25 versions.

  • Special cases for specific weapon damage:
    • For Spark, Scourge and Calamity, the values are based on 400m (these weapons do more damage if the target iscloser, less if further away).
    • For Sting, Wasp, and Hornet, the values are based on raw projectile damage only (additional Damage Over Time is done over a course of five seconds).
    • For Shocktrain and Striker, the value is based on the initial enemy robot only (additional damage is done when chained to other enemy robots)

(4) Unload Time: Times marked with a (-) are one-shot weapons, and do not have an unload time (they fire one round/charge, then begin relaoding). In addition, there are special cases for reload-while-firing weapons that affect total unload time:

  • Reload-while-firing (RWF) weapons show the unload time to unload a clip, but does not account for additional charges/rounds gained from the RWF mechanic.
    • EXAMPLE: Havoc has a 'natural' unload time of 4.5 seconds. However, Havoc is a RWF weapon. In-game testing shows that Havoc reloads 3 charges before it is drained completely. Havoc fires off 12 charges in total - but 3 of those charges came via RWF. Therefore, the value shown in the Unload column doesn't account for the additional charges/rounds gained while in the process of emptying the clip (which results in Havoc actually taking ~5.5 secs to become fully unloaded).

(5) Reload Time: Reload-while-firing (RWF) weapons are represented with (*)

  • Special cases for charge reload weapons:
    • Arbalest, Ballista, Trebuchet (energy), Volt, Weber and Gauss (kinetic), and Striker (energy Alpha) are one-shot weapons with a 'charge-up' attribute. The first charge allows the weapon to fire like any other. However, after the initial charge, there are numerous other charges that can add power to the weapon. Each additional charge increases the damage when fired. These weapons deal much more damage when fired w/ all charges loaded. However, these weapons retain the ability to fire at anytime, and thus carry an element of versatility.

(6) Per Pixonic

(7) Burst DPS (aka B-DPS): The damage dealt per second (DPS) while the weapon is firing. Good measure of damage output while firing. '~' denotes a single shot weapon (no damage done over time - they fire one round/charge, then begin relaoding).

(8) Cycle DPS (aka C-DPS): The damage done per second (DPS) while the weapon is firing plus while the weeapon is reloading. Good measure of damage output relative to reload time (i.e., weapons with shorter reload times have better CDPS than weapons of equal DPS with longer reload times). '~' denotes a single shot weapon (no damage done over time - they fire one round/charge, then begin relaoding).

  • BDPS and CDPS are related but seperate measures of weapon damage output. Commanders may prioritize one over the other, depending on thier role on the battlfield. For example, BDPS may be preferable to commanders who are fulfilling the 'shoot n' scoot' role (e.g., Orochi commanders), while CDPS may be preferable for commander who expect to be involved in longer, sustained brawling scenarions (e.g., Revenants or Fenrirs)

Equipment Types

This section will summarize the four different equipment types this game has to offer.

Weapons

  • Kinetic: Kinetic32.png This weapon type consists of: Shotguns, auto-cannons, machine guns, cannons, and even a few corrosion weapons. These weapons require line-of-sight, typically have a fast projectile speed, and most have bullet spread (are fairly inaccurate at the weapon's maximum range). Kinetic weapons are absorbed by all shield types, however, physical shields take double damage from them. The shotguns all can reload-while-firing, and the auto-cannons and machine guns have the ability to enter an accelerated firing state. Lastly, the cannons fire one high damage projectile at long range.
  • Explosive: Explosive32.png This weapon type consists of: Rocket launchers and mortars (artillery), that can fire powerful explosive munitions that can either deal area of effect damage; and missile launchers that fire projectiles that can home in on an enemy target. The former can output a huge amounts of damage in a very short amount of time (hence the term "Death Button" or "Russian Death Button") but will leave the user somewhat defenseless while reloading. The projectiles all travel relatively slowly. The rocket launchers fire in a flat trajectory, however, the mortars fire in an arcing trajectory. The missile launchers deal relatively low damage and are mainly used to harass the enemy team. The rocket launchers and mortars have the ability to damage and penetrate physical shields, while the homing missile launchers do not.
    • Note: This weapon type also includes flamethrowers.
  • Energy: Energy32.png This weapon type consists of: Plasma guns and energy shotguns, which are intended for close range brawling; energy machine guns, lightning cannons and plasma cannons, intended for mid-range combat; particle beam guns, which can deal more damage the closer you are to the target; and laser weapons, for long range sniping. Energy weapons are line-of-sight weapons that fire laser beams or bolts of super-heated plasma. High velocity and damage. They also have the capability of bypassing energy shields. Making them very effective against robots with a built-in energy shield, such as the Haechi, Carnage, and Fujin. The energy shotguns and machine guns have the ability to immobilize target for a set amount of time.
    • Note: This weapon type also includes flamethrowers.
  • Sonic: Sonic icon.png Sonic weapons fire bursts of highly compressed soundwaves, which propagate very quickly over distance. They cannot bypass any form of shielding, but can damage them. Like most other weapons, they require a clear line-of-sight in order to shoot at the target. Sonic weapons do not require target lock-on. Unlike any other weapon, the damage dealt by these weapons cannot be repaired on the battlefield with traditional repair modules and pilot skills.

Defensive

  • Shield: Shield32.png Equipment used to block incoming fire. A physical shield (Ecu) and energy shield (Ancile) are available.

Trivia

  • Earlier versions of the game used mph (not km/h) for robot travel speed, it has always used meters (m, metric) for weapon ranges.
  • Any weapon can be "shot off" and damaged at critical health, including holstered weapons such as on a Quick Draw robot.
  • EXPIRED NUMBERS: A break down of weapon DPS and DPM can be found here. Best used and understood by experienced players.

See Also

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