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…Long-range energy weapon that hits enemies with a laser beam. Dangerous at long range, but ineffective against targets with physical shields. Open its potential in open spaces… – in-game description


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Purchase Information
In-Game Cost 750 Gold
Real Value Icn info for user popup.png None
Exp Level Icn info for user popup.png 4
Type
Hardpoint Icn info for user popup.png Light
Tier Icn info for user popup.png I
Gekko.png
Base Statistics Attributes
PilotRankPrivate icon.png Level 1 Energy Energy
WeaponDamage.png Damage 157 per charge Manual Manual
WeaponRange.png Range 1,100 meters Automatic Automatic
WeaponReload.png Reload 11 seconds Icn info for user popup.png Reload While Firing RWF
Capacity Clip: 30 charges
Burst: 42 charges
Unload Clip: 3.57 seconds
Burst: 5 seconds


Introduction

The Gekko is a long-range (up to 1,100 meters) light energy weapon.

Strategy

This long-range laser weapon is the light version of the Flux. In battle, a Gekko can force enemy units under cover, as many players do not appreciate a solid beam of light hitting their robot. It can also penetrate energy shielding.

While one Gekko can deal decent damage when highly upgraded, they are much more powerful in clusters of two, three, or even four, or when paired with the Flux. A dedicated robot carrying two to four Gekkos can severely damage an enemy. However, it is known to be an inferior weapon in close-range combat. Thus, it is a good strategy to target enemy robots in an open location where there is no available cover for them to hide behind.

It is recommended that the Gekko is used similarly to how one might use a Molot, although with much longer range.

The open fields of SpringfieldYamantau, and Canyon are prime locations for this weapon.

Pros and Cons

Pros

  • Energy attribute allows it to penetrate energy shields
  • 1100-meter range allows it to engage in gunfights without fear of retaliation
  • Charge-based reload-while-firing clip allows it to reload at any given time
  • Great at sustained combat

Cons

  • Ineffective at close range against specialized brawling weapons
  • Ineffective against physical shields
  • Overall DPS isn't too good
  • Takes a while to reload to full charge

Mark I Statistics

Purchase Information

Level Cost Damage Burst
Damage
Burst
DPS
Continuous
DPS
5 750 Gold 157 6594 1319 428

Upgrade Information

Level Cost AgIcon.png Time Damage Burst
Damage
Burst
DPS
Continuous
DPS
6 400,000 8 hours 172 7224 1445 469
7 800,000 12 hours 189 7938 1588 515
8 1,500,000 16 hours 208 8736 1747 567
9 3,000,000 20 hours 229 9618 1924 625
10 5,000,000 1 day 252 10584 2117 687
11 8,000,000 1 day 2 hours 277 11634 2327 755
12 13,000,000 1 day 4 hours 304 12768 2554 829
Cost Time
Totals 31,700,000 5 days 14 hours


  • The damage column shows the damage of each individual charges (out of 42 charges)

Mark II Statistics

Purchase Information

Level Cost Damage Burst
Damage
Burst
DPS
Continuous
DPS
1 500 Gold 304 12768 2554 829

Note: Level 12 Mark I is required to enhance (purchase) to Mark II.

Upgrade Information

Level Cost AgIcon.png Time Damage Burst
Damage
Burst
DPS
Continuous
DPS
2 250,000 3 hours 310 13020 2604 845
3 500,000 5 hours 315 13230 2646 859
4 1,000,000 8 hours 321 13482 2696 875
5 3,750,000 15 hours 326 13692 2738 889
6 3,750,000 15 hours 332 13944 2789 905
7 3,750,000 15 hours 338 14196 2839 922
8 3,750,000 15 hours 343 14406 2881 935
9 3,750,000 15 hours 349 14658 2932 952
10 3,750,000 15 hours 354 14868 2974 965
11 3,750,000 15 hours 360 15120 3024 982
12 3,750,000 15 hours 366 15372 3074 998
Cost Time
Totals 31,750,000 5 days 16 hours


  • The damage column shows the damage of each individual charges (out of 42 charges)

Audio

Update History

Version Changes
4.8.0 Total Upgrade Time: 6 days 22 hours⟶5 days 14 hours
4.7.0 Total Upgrade Time: 8 days 9 hours⟶6 days 22 hours
4.5.0 Now available for 750 gold (can no longer be produced via Workshop 2.0)
4.2.0 Price changed from 750 gold to 10,000 Components (same value)
4.0.0 Total Upgrade Cost: 38,150,000 Ag⟶31,700,000 Ag
Total Upgrade Time: 10 days⟶8 days 8 hours
3.1.0 Damage reduced by 5%
New laser colors
Its sound effects change in tone as it upgrades, becoming deeper as the level increases.
2.9.3 Damage increased by 25%
2.9.0 New design
2.5.0 Damage increased by 15%
0.9.1 Damage increased by 10%
0.9.0 Now deals maximum damage regardless of how many lasers are installed on a robot
0.6.1 Weapon was added to the game

Design prior to version 2.9.0

Current color configuration

Color configuration prior to version 3.1

Poll


Trivia

  • In previous versions, the function of the Gekko was to “heat” up its target. This translated into the longer it fires upon the target, the hotter it got, and the more damage it dealt.
  • After the color change, the palette now resembles the true visible light spectrum in the correct order; violet, blue, green, yellow, orange and red. 
  • The Gekko has no medium counterpart.
  • This weapon was added on September 6, 2014.

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