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Components



Heavy weapon system which fires a series of energy charges in the form of a horizontal arc, capable of hitting and immobilizing several enemies. Deadly at close range
— in-game description




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Purchase Information
In-Game Cost 10,000 Components or 5,000 Gold
Real Value Icn info for user popup.png $40
Exp Level Icn info for user popup.png 18
Type
Hardpoint Icn info for user popup.png Heavy
Tier Icn info for user popup.png III
Glory.png
Base Statistics Attributes
PilotRankPrivate icon.png Level 1 Energy
WeaponDamage.png Damage 6,900 per energy round Manual
WeaponRange.png Range 500 meters Icn info for user popup.png Automatic
WeaponReload.png Reload 10 seconds Icn info for user popup.png Reload While Firing
Capacity Clip: 5 energy rounds
Burst: 9 energy rounds Icn info for user popup.png
Root
Unload Clip: 5 seconds
Burst: 9 seconds
Blank
Workshop Production Information
1 Day Cost Silver 3 Day Cost Silver
140,000 460,000
Components Components Components Components
80 230


Introduction

The Glory is a close to mid-range (up to 500 meters, with a 60-meter optimal range) heavy energy weapon. It has a light and medium counterpart (Halo and Corona respectively) and can be viewed as the energy counterpart to the Thunder and Devastator.

Strategy

The Glory is an energy shotgun and the heavy version of the medium Corona and light Halo.

The Glory could be seen as an upgraded Thunder, with each projectile adding to an enemy's root (lock down) threshold "bar." This means the higher the Glory's level the more effective it is at locking down opponents. Users should note that if the projectiles from any root shotgun (also Halo and Corona) don't hit the enemy previously fired at for a second or longer, its root threshold bar will slowly drain.

The Glory has strong damage potential and the ability to bypass energy shielding. Due to the large horizontal energy arc it is possible to immobilize multiple targets from close range.

The key difference between the Halo, Corona and Glory when compared to the Shredder and Pulsar is that the latter two are precision weapons and usually immobilize one enemy robot at a time, while the Halo, Corona and Glory can immobilize several enemies at once.

The Halo, Corona and Glory's immobilization ability has several important uses. In addition to immobilizing enemy robots for you and your teammates to destroy, they can also stop beacon cappers dead in their tracks, giving your team more time to capture vital beacons. Finally, if you are low on health and are being pursued by an enemy robot, the ability to root enemies to the ground for a few seconds can allow you to retreat behind cover so that when they do attack, you are ready and hopefully have teammates to help you out.

Like all shotguns the Glory has the weakness of dealing very little damage from its maximum range. This is due to the spread of the projectiles allowing only a small percentage of them to hit the target. Energy shotguns have an even larger shot spread when compared to their kinetic counterparts, requiring players to get extremely close to deal the maximum amount of damage.

The kinetic shotguns (Gust, Storm, and Thunder) have great synergy with the Glory as they have the same range and similar firing mechanics. Pairing with strong burst fire weapons such as the Pinata, Orkan or Exodus, can allow you to quickly eliminate rooted enemies. Lastly, using strong energy weapons such as the Magnum, Taran, Scourge or Redeemer can make full use of the Glory's energy based damage (although Scourge, Spark and Calamity are more advised, as damage increases as it gets closer, like Glory).

Pros and Cons

Pros

  • Semi-quick rate-of-fire
  • Energy-based projectiles allows gun to bypass energy shielding
  • Shots catch on Aegis shields, depleting them quickly
  • Can lock-down enemies
  • Extreme damage at close range (200 meters or less)
  • Reload-while-firing
  • Good at sustained fighting

Cons

  • Bullet spread prevents weapon from reaching maximum damage capacity at range
  • Low damage at 300-500 meters
  • Does not have capability to lock an enemy down in one clip
  • Ineffective against physical shields
  • Takes a while to reload to full charges

Upgrade Cost

Tier 3 MK 1
Level Upgrade cost Upgrade time
HH:MM
1 100,000 01:30
2 200,000 02:30
3 400,000 06:00
4 2,000,000 12:00
5 3,000,000 20:00
6 4,000,000 36:00
7 8,000,000 60:00
8 13,000,000 72:00
9 25,000,000 80:00
10 35,000,000 90:00
11 45,000,000 96:00
12 0 00:00
Total Cost Time [DD:HH:MM]
135,700,000 19:20:00
Tier 3 MK 2
Level Upgrade cost Upgrade time
HH:MM
1 1,000,000 12:00
2 2,000,000 24:00
3 4,000,000 36:00
4 16,000,000 48:00
5 16,000,000 48:00
6 16,000,000 48:00
7 16,000,000 48:00
8 16,000,000 48:00
9 16,000,000 48:00
10 16,000,000 48:00
11 16,000,000 48:00
12 0 00:00
Total Cost Time [DD:HH:MM]
135,000,000 09:12:00
  • MK2 Upgrade cost 500 Gold

Weapons data

Glory
ID Tier Icn info for user popup.png Slot Icn info for user popup.png Type Range Availability
50 3 Heavy Energy 500 Goldcomponents.png Workshop/Gold
Ammo Particles
per Shot
Unload Time Reload Time Shot
Interval
Rate
of Fire
5 30 8 10 1 1
3,795
Cycle DPS
13,860 20k
Attributes Energy Energy Manual Manual Volley Volley Reload While Firing Reloads while firing Root Lock-down 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
7,590 68,310 8,539 3,795 1 21,960 197,640 24,705 10,980
8,430 75,870 9,484 4,215 2 22,440 201,960 25,245 11,220
9,420 84,780 10,598 4,710 3 22,770 204,930 25,616 11,385
10,230 92,070 11,509 5,115 4 23,100 207,900 25,988 11,550
11,220 100,980 12,622 5,610 5 23,610 212,490 26,561 11,805
12,540 112,860 14,108 6,270 6 24,090 216,810 27,101 12,045
13,710 123,390 15,424 6,855 7 24,420 219,780 27,472 12,210
15,180 136,620 17,078 7,590 8 24,750 222,750 27,844 12,375
16,500 148,500 18,562 8,250 9 25,260 227,340 28,418 12,630
18,330 164,970 20,621 9,165 10 25,590 230,310 28,789 12,795
20,130 181,170 22,646 10,065 11 26,070 234,630 29,329 13,035
21,960 197,640 24,705 10,980 12 26,400 237,600 29,700 13,200
MK 3 Level 1 27,720 249,480 31,185 13,860
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.


Effect Accumulation %

The higher the percentage the more effective the weapon's projectiles are at accumulating the root effect (allows the weapon to bypass an enemy's root threshold faster).

Note: Mark II levels 1-12 does not increase accumulation values (Mark I level 12 is the highest accumulation possible).


Level Accumulation %
1 98%
2 99%
3 101%
4 104%
5 107%
6 110%
7 114%
8 120%
9 127%
10 134%
11 142%
12 150%

Accuracy By Distance

Below is the average percentage (%) of particles (per energy round) that hit an enemy robot (if aimed directly at) at specific ranges.

Range Accuracy %
50 meters or less 100%
100 meters 60%
150 meters 38%
200 meters 33%
250 meters 24%
300 meters 20%
350 meters 18%
400 meters 13%
450 meters 9%
500 meters 6%

Note: The numbers shown are based on an average-sized robot being targeted. Due to this, these percentages can be higher or lower depending on the size of the targeted robot.

Update History

Version Changes
7.9.0 Damage increased by 10%
6.8.0 Effect accumulation per shot increased by 5%
6.3.0 Damage decreased by 10%
6.0.1 Workshop Prices Changed (Ag/Components): 1 day; 160,000/60⟶140,000/80
3 day; 530,000/170⟶460,000/230
Total Upgrade Cost: 170,700,000 Ag⟶135,700,000 Ag
Total Upgrade Time: 30 days 13 hours⟶19 days 20 hours
Price changed from 7,500 gold → 5,000 gold
5.8.0 Shot interval increased from 1.6 seconds → 2 seconds
Damage increased by 2%
5.7.0 Now roots enemies after a certain number of projectile hits (rather than random activation)
5.0.0 Damage increased by 11%
4.8.0 Total Upgrade Time: 37 days 30 minutes⟶30 days 11 hours
4.7.0 Total Upgrade Time: 45 days 17 hours⟶37 days 30 minutes
4.5.0 Total Upgrade Time: 58 days 17 hours⟶45 days 17 hours
4.3.0 Damage increased by 8%
4.2.0 Weapon was added to the game

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