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Gauss   Solid Gauss

Components



Heavy long-range railgun with a charge system: the longer it charges, the more powerful the shot. Shoots kinetic projectiles accelerated to incredible speed. Such projectiles not only inflict increased damage to physical shields, but also ignore defence systems
— in-game description



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Purchase Information
In-Game Cost 10,000 Components or 7,500 Gold
Real Value Icn info for user popup.png None
Exp Level Icn info for user popup.png 19
Type
Hardpoint Icn info for user popup.png Heavy
Tier Icn info for user popup.png IV
Gauss.png
Base Statistics Attributes
PilotRankPrivate icon.png Level 1 Kinetic
WeaponDamage.png Damage 5320 per round Manual
WeaponRange.png Range 800 meters Single Shot
WeaponReload.png Reload 8 seconds Defense Mitigation
Capacity 1 round Charges
Unload Instant Blank
Workshop Production Information
1 Day Cost Silver 3 Day Cost Silver
150,000 510,000
Components Components Components Components
60 170

Introduction

The Gauss is a long-range weapon (up to 800 meters) heavy kinetic weapon. It has a light and medium counterpart (Volt and Weber respectively) and can be viewed as the kinetic counterpart to the Trebuchet.

Strategy

The Gauss is a unique weapon belonging to the Railgun family. Like its light and medium counterparts, the Gauss penetrates a robot's defense system, allowing it to bypass any damage resistance the target may have. Robots such as Fury, Raijin, Behemoth, and Jaeger do great with the Gauss since they have hardpoints and unique abilities that work well as with the Gauss as a sniper.

An interesting feature of the Gauss is its charge attribute, meaning it has multiple reloads: the initial reload and the charge reloads. The initial reload is the first reload the Gauss actually needs (if it's not complete, the Gauss cannot fire), but it is quite short. However, after the initial reload is complete, it is followed by numerous charge reloads: each of these are shorter than the initial reload, but every time a charge reload is completed, the Gauss' plasma bubble will glow brighter, and the shot, if fired then, will deal more damage. In short, the longer the Gauss is left on-standby, the more damage it will deal.

The Gauss, unsurprisingly, is critically effective at picking off enemy targets one-by-one. If the Gauss user focuses all of its attention on one enemy, that enemy will either take extreme damage, be entirely destroyed or be forced to take cover, allowing the Gauss user to change its focus onto a different target, essentially taking one robot out of the enemy's team effort. However, if the Gauss user changes their focus with every shot, despite its high damage per shot the Gauss's total damage to the enemy's team effort will be minimal.

A Gauss commander should always make sure that no enemy crosses into knife-fighting range of the Gauss user, as despite the Gauss's considerable damage per shot, its damage per second is extremely low. Even if the Gauss user is just having a firefight with an enemy built for mid-range-combat, the chances of the Gauss commander making it out of the fight without sustaining huge damage is minimal.

Pros and Cons

Pros

  • 800m range allows robot to fire at enemies without fear of retaliation
  • Defense Mitigation attribute allows it to penetrate any robots' damage resistance (if appliable)
  • Single shot attribute allows robot to minimize exposure time
  • Kinetic attribute allows double damage to physical shields
  • Tremendous damage when fully charged
  • Fast projectile speed makes it hard to miss

Cons

  • Long reload
  • Ineffective in close combat against specialized brawling weapons
  • Single shot means shields will soak up excess damage when destroyed
  • Cannot penetrate energy shields
  • Horrible at sustained fighting

Upgrade Cost

Tier 4 MK 1
Level Upgrade cost Upgrade time
HH:MM
1 100,000 02:00
2 200,000 05:00
3 400,000 14:00
4 2,000,000 24:00
5 4,000,000 40:00
6 6,000,000 68:00
7 11,000,000 86:00
8 17,000,000 108:00
9 32,000,000 120:00
10 43,000,000 128:00
11 55,000,000 136:00
12 0 0:00
Total Cost Time [DD:HH:MM]
170,700,000 30:11:00
Tier 4 MK 2
Level Upgrade cost Upgrade time
HH:MM
1 2,000,000 12:00
2 4,000,000 24:00
3 8,000,000 36:00
4 19,500,000 36:00
5 19,500,000 36:00
6 19,500,000 36:00
7 19,500,000 36:00
8 19,500,000 36:00
9 19,500,000 36:00
10 19,500,000 36:00
11 19,500,000 36:00
12 0 0:00
Total Cost Time [DD:HH:MM]
170,000,000 15:00:00
  • NOTE: base level starts at level 1 cost is 7,500 Gold
  • MK2 Upgrade cost 500 Gold

Weapons data

Gauss
ID Tier Icn info for user popup.png Slot Icn info for user popup.png Type Range Availability
76 4 Heavy Kinetic 800 WorkshopYes.png Workshop
Ammo Particles
per Shot
Unload Time Reload Time Shot
Interval
Rate
of Fire
7 7 0 8 1 1
665
Cycle DPS
2,398 20k
Attributes Kinetic Kinetic Manual Manual Single Shot Single Charges Accumulates charges Defense Mitigation Ignores defence systems Blank
MK 1 Level MK 2
Damage per shot Damage per burst Burst DPS Cycle DPS Damage per shot Damage per burst Burst DPS Cycle DPS
5,320 5,320 ~ 665 1 15,225 15,225 ~ 1,903
5,880 5,880 ~ 735 2 15,505 15,505 ~ 1,938
6,440 6,440 ~ 805 3 15,785 15,785 ~ 1,973
7,105 7,105 ~ 888 4 16,065 16,065 ~ 2,008
7,805 7,805 ~ 976 5 16,310 16,310 ~ 2,039
8,610 8,610 ~ 1,076 6 16,590 16,590 ~ 2,074
9,450 9,450 ~ 1,181 7 16,870 16,870 ~ 2,109
10,395 10,395 ~ 1,299 8 17,150 17,150 ~ 2,144
11,445 11,445 ~ 1,431 9 17,430 17,430 ~ 2,179
12,565 12,565 ~ 1,571 10 17,710 17,710 ~ 2,214
13,825 13,825 ~ 1,728 11 17,990 17,990 ~ 2,249
15,225 15,225 ~ 1,903 12 18,270 18,270 ~ 2,284
MK 3 Level 1 19,183 19,183 ~ 2,398
Notes 1. Damage stats above exclude ability damage (eg. DOT, Freeze, BLASTCHARGE).
2. Damage per shot is not always equal to damage value displayed in-game, it represents damage dealt in one press of the fire button.

Update History

Version Changes
6.9.0 Now available in Workshop 2.0
6.7.2 New limited edition model: Solid Gauss (Operation: Tactical Superiority (Part 2))
6.3.0 Weapon was added to the game

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