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Fafnir   Freedom Fafnir   Corrupted Fafnir

Components



EvoLife's take on the flying Dragons, this particular robot is able to stay in the air for as long as it wants, using the same principle as the Shapeshifters. While on the ground, Fafnir diverts its power into increased defense and activates an in-built weapon capable of dealing devastating damage to Titans while it is in the air
— in-game description


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Purchase Information FafnirInfobox.png
In-Game Cost Real Value Icn info for user popup.png Exp Level Icn info for user popup.png
10,000 Components 200$ N/A
Robot Information
Class Icn info for user popup.png Ability Icn info for user popup.png Faction Icn info for user popup.png
HeavyRobotinfobox.png
Heavy
Ability Fafnir.png
Shapeshift
Evolifeinfobox.png
EvoLife
Base Statistics
PilotRankPrivate icon.png
Level
Shield icon.png
Durability Icn info for user popup.png
Speed icon.png
Speed
1 78,400 30 kph
Armaments Standard Paint Jobs
Hardpoints 4x Medium Fafnir DEFAULT.png Fafnir NORSE.png
Default Weapons 4x Tulumbas
Module Slots Legendary Paint Jobs Icn info for user popup.png
Active Yes coming soon Fafnir NORSE.png
Passive 3
Other Legendary Pilots
Tier Icn info for user popup.png IV Johanna Flynn Mini.png 60px
Wiki Class Icn info for user popup.png Heavy

Introduction

The Fafnir is a robot that has 4 Medium hardpoints.

Ability

The Fafnir's ability is named Shapeshift. It allows Fafnir to toggle between its two modes at will, with a 5 second ability cooldown once Flight Mode is activated and a 20 second ability cooldown after Tank Mode is activated. The Fafnir can stay in either mode indefinitely.

In Tank Mode, Fafnir stays on the ground and gains 100 Defense Points (resulting in a damage resistance of 50%), as well as access to all four of its medium hardpoints. However, upon activation of Flight Mode, Fafnir takes off, dropping its damage resistance and holstering two of its medium weapons, and gains an impenetrable, invincible Absorber shield for 5 seconds (plus the time it takes Fafnir to get to a stable altitude), gains a 62.5% speed boost, and a built-in energy weapon which features increased damage the more damage the absorber shield takes (the damage stays as long as Fafnir is in flight) and 350m range as well as additional damage to Titans.

Strategy

The Fafnir serves primarily as an ambush and mid-range robot, featuring powerful armaments, fast speed while in the air, and near invincibility if its ability and nearby cover is utilized well. It can also function as a beacon runner as a secondary role, but given the other abilities of Fafnir, it's not advised to devote the robot to the role.

As an ambush bot, the Fafnir usually relies on its target being in an area where it's not in the direct line of sight of any of its allies. When the target is in the aforementioned space, the Fafnir commander should activate Shapeshift to deploy its Absorber shield and flight, temporarily shielding the Fafnir from the target's attacks and and allowing the robot to get over the cover and at the enemy mech. As soon as the Fafnir's Absorber shield wear out, the commander should immediately terminate flight and land, in order to activate its damage resistance which mitigates the fact that the Fafnir has a relatively low health pool while not having Absorber active, as well as activating its other two weapons, allowing the Fafnir to shred the already-weakened opponent in a quick amount of time, taking minimal damage in the entire process due to cover, its Absorber shield and its damage resistance.

For being an ambush robot, the Fafnir should ideally utilize Anticontrol and Nuclear Amplifier as its only passive Modules, the former to prevent any effects such as Suppression or EMP stopping the Fafnir from performing its attack routine smoothly and thus losing much more health than it should, and the latter for its impressive damage bonus when Fafnir deals enough damage. As an ambush robot, Fafnir should, in theory, deal lots of damage while taking minimal in return, making the Nuclear Amplifier better than the Overdrive Unit or Thermonuclear Reactor in this role, the former as it requires Fafnir to take a certain amount of durability damage to activate, the latter as it generally gives less damage than the Nuclear Amplifier after the Nuclear Amplifier is fully boosted. For an active module, Death Mark allows the Fafnir to deal even more damage while ambushing the enemy, while Phase Shift and Jump Unit can provide some form of failsafe in case things go wrong in the ambush.

As a mid-range bot, Fafnir should use Flight Mode to get to a good vantage point (as well as providing Fafnir with an Absorber shield for protection against any enemy snipers), then engage Tank Mode to gain damage resistance and access to all of its weapon slots. The Fafnir's vantage point should always have some form of cover, as the Fafnir, while in Tank Mode, has no means to entirely negate damage, even temporarily, unless it engages Flight Mode for its Absorber shield. The Fafnir should always choose to fire at enemies which are attacking an ally that's essential for your team effort (for example, a healer robot or a robot with an energy shield), as they could come in useful in case the fight ever starts coming closer to the Fafnir's home territory. For this role, Nuclear Amplifier and Thermonuclear Reactor are the ideal module picks for commanders hoping to deal maximum damage, while Balanced Unit is also possible for those looking to play it safe. Death Mark is the ideal passive module for this role to maximize damage, as provided that things go right there's no need for a failsafe. Jump Unit can also be used to acquire a vantage point while attacking.

Another srtategy is to mainly stay in Tank mode, and only use flight to get to good spots on the map, and then killing enemies from range with powerful sniper weapons like Wasp, Pulsar, and Weber.

If the Fafnir commander wants to maximize Fafnir's weapon damage, wait until enemy robots are firing at you, then activate Flight Mode. This will absorb any projectiles on the way to hit Fafnir, and the enemy bots might keep firing, thus increasing built-in weapon damage.

Possible Setups

These setups are effective for the Fafnir:


Note: Each slot type is filled with only one particular weapon. For example, if a robot has 3 light all three of those slots are filled with Pinatas, as mixing weapons of the same slot type is not advisable.


Close Range (350m or less)

Slot Types Medium Slot
#Slots x4 Name
Setup 1
Taran.png
Plasma Death Button
Setup 2
Corona.png
Energy Shotgun
Setup 3
Igniter.png
Inferno

Mid-Range (500-600m)

Slot Types Heavy Slot
#Slots x2 Name (If Applicable)
Setup 1
Atomizer.png
Energy Machine Gun
Setup 2
Scourge.png
Bugzapper
Setup 3
Scorcher.png
Hellfire
Setup 6
Wasp.png
Stinger
Setup 7
Pulsar.png
Rootgun
Setup 8
Skadi.png
Freezing Bugzapper

Upgrade Cost

Tier 4 MK 1
Level Upgrade cost Upgrade time
HH:MM
1 0 00:00
2 100,000 02:00
3 200,000 05:00
4 400,000 14:00
5 2,000,000 28:00
6 4,000,000 66:00
7 6,000,000 102:00
8 11,000,000 124:00
9 17,000,000 140:00
10 36,000,000 148:00
11 52,000,000 152:00
12 70,000,000 160:00
Total Cost Time [DD:HH:MM]
198,700,000 39:05:00
Tier 4 MK 2
Level Upgrade cost Upgrade time
HH:MM
1 0 00:00
2 2,500,000 12:00
3 5,000,000 24:00
4 10,000,000 36:00
5 22,500,000 48:00
6 22,500,000 48:00
7 22,500,000 48:00
8 22,500,000 48:00
9 22,500,000 48:00
10 22,500,000 48:00
11 22,500,000 48:00
12 22,500,000 48:00
Total Cost Time [DD:HH:MM]
197,500,000 19:00:00
  • NOTE: base level starts at level 1 cost is
  • MK2 Upgrade cost 500 Gold

Stats

Fafnir
ID 74 Ability Faction
Tier 4
Shapeshiftinfobox.png

Shapeshift
Evolife
Evolife
Class Light
Medium
Wiki Class Icn info for user popup.png Heavy
Availability WorkshopYes.png Workshop
MK 1 Level MK 2
Durability Speed Durability Speed
78,340 30 1 154,800 46
83,350 31 2 157,890 46
88,670 32 3 162,540 46
94,330 34 4 165,630 46
100,360 35 5 168,730 46
106,770 37 6 171,820 46
113,590 38 7 176,470 46
120,840 40 8 178,020 46
128,560 43 9 179,560 46
136,770 44 10 182,660 46
145,510 45 11 184,210 46
154,800 46 12 185,760 46
MK 3 Level 1 195,048 46


Built-in Energy Weapon

The Fafnir's built-in energy weapon fires 10 energy projectiles per second, with a maximum range of 350 meters.

Fafnir's built-in weapon gains additional damage output bonuses based on how much damage the absorber shield blocked while active. While there is no cap on the bonus amount afforded to the built-in weapon, the formula for converting blocked damage to weapon bonus damage is unknown as of v7.7.7.

Built-in Weapon Stats
MK 1 MK 2
1 360 1080
2 400 1100
3 440 1130
4 490 1150
5 540 1170
6 600 1190
7 660 1230
8 730 1240
9 810 1250
10 890 1270
11 980 1280
12 1080 1290
mk3 1355



Gallery

Images may have been resized to fit in the page. Click on an image to view actual size.

Animation

FafnirAnimation.gif

Update History

Version Changes
7.9.0 In-flight speed decreased (100 > 63.5 km/h), built-in weapon damage acclumination decreased by 50%, built-in weapon damage bonus against titans reduced (220% > 150%)
7.5.0 New limited edition model: Corrupted Fafnir

New Skin: Vanquisher

7.2.0 New limited edition model: Freedom Fafnir
7.1.0 Robot added to the game.

Trivia

  • The Fafnir is the 5th robot that have 4 Medium hardpoints. The other 4 are: Spectre, Leech, Typhon, and Doc.
  • Fafnir is the second robot that can fly forever. The first being the Ao Ming.
  • When equipped with Quantum radar and piloted by Svyatogor Belov the Fafnir becomes the second robot to be able to act as an 'all-round' counter. As it can target enemies in stealth, as well as bypass energy, aegis and absorber shields (when ability is active) in any situation.

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