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Halo   Stellar Halo

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…Light 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 ComponentIcon or
5,000 AuIcon
Real Value Icn info for user popup $40
Player Level Icn info for user popup 20
TYPE
Hardpoint Light
Halo
BASE STATISTICS ATTRIBUTES
Level 1 Icn damage energy Energy
WeaponDamage Damage 2,250 per energy round Icn aiming manual Manual
WeaponRange Range 500m Icn info for user popup Icn shooting automatic Automatic
WeaponReload Reload 9 seconds Icn info for user popup Icn reload RWF RWF
Capacity 5 energy rounds Icn info for user popup Icn parametr root Root
Unload 1.5 seconds
WORKSHOP PRODUCTION INFORMATION
1 Day Cost AgIcon 3 Day Cost AgIcon
140,000 460,000
Components ComponentIcon Components ComponentIcon
80 230

Introduction

The Halo is a close to mid-range (up to 500 meters, with a 100-meter optimal range) light energy weapon.

Strategy

This energy shotgun is the light version of the medium Corona and heavy Glory.

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

The Halo has decent damage potential, and the ability to bypass energy shielding, making it very effective against Dash robots. Due to the large horizontal energy arc, it is possible (but to a lesser effect than the Corona or Glory) to immobilize multiple targets in one shot at a significant range. This weapon can also very effective against stealth robots such as the Stalker; thanks to bullet spread.

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 can only 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 and gain control of a match. This is especially useful in the game mode Beacon Rush where beacons are extremely important. Finally, if you are low on health and are being pursued by an enemy robot, the ability to root to the ground for a few seconds can allow you to retreat behind cover so that when they do attack, you are ready to counterattack and hopefully have teammates to help you out.

Like all shotguns, it 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. This means they require the player to get extremely close to deal their maximum amount of damage.

The kinetic shotguns (Gust, Storm, and Thunder) have great synergy with the Halo 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, with splash damage having a great effect on closely packed and immobilized enemies. Lastly, using strong energy weapons such as the Magnum, Taran, or Redeemer, can make full use of the Halo's energy based damage.


Mark I Statistics

Purchase Information

Level Cost Damage Burst
Damage
Burst
DPS
Continuous
DPS
1 10,000 ComponentIcon/
5,000 AuIcon
2250 11250 7500 1250

Upgrade Information

Level Cost AgIcon Time Damage Burst
Damage
Burst
DPS
Continuous
DPS
2 100,000 1 hour 30 minutes 2500 12500 8333 1389
3 200,000 2 hours 30 minutes 2700 13500 9000 1500
4 400,000 6 hours 3000 15000 10000 1667
5 2,000,000 12 hours 3300 16500 11000 1833
6 3,000,000 20 hours 3600 18000 12000 2000
7 4,000,000 1 day 12 hours 4000 20000 13333 2222
8 8,000,000 2 days 12 hours 4400 22000 14667 2444
9 13,000,000 3 days 4800 24000 16000 2667
10 25,000,000 3 days 8 hours 5300 26500 17667 2944
11 35,000,000 3 days 18 hours 5850 29250 19500 3250
12 45,000,000 4 days 6400 32000 21333 3556
Cost Time
Totals 135,700,000 19 days 20 hours


  • This damage column shows the damage from all 10 particles (combined) fired from each energy round (out of 5 energy rounds)

Mark II Statistics

Purchase Information

Level Cost Damage Burst
Damage
Burst
DPS
Continuous
DPS
1 500 AuIcon 6400 32000 21333 3556

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

Upgrade Information

Level Cost AgIcon Time Damage Burst
Damage
Burst
DPS
Continuous
DPS
2 1,000,000 12 hours 6500 32500 21667 3611
3 2,000,000 1 day 6650 33250 22167 3694
4 4,000,000 1 day 12 hours 6750 33750 22500 3750
5 16,000,000 2 days 6900 34500 23000 3833
6 16,000,000 2 days 7000 35000 23333 3889
7 16,000,000 2 days 7100 35500 23667 3944
8 16,000,000 2 days 7200 36000 24000 4000
9 16,000,000 2 days 7350 36750 24500 4083
10 16,000,000 2 days 7450 37250 24833 4139
11 16,000,000 2 days 7550 37750 25167 4194
12 16,000,000 2 days 7650 38250 25500 4250
Cost Time
Totals 135,000,000 19 days


  • This damage column shows the damage from all 10 particles (combined) fired from each energy round (out of 5 energy rounds)

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).

Level Accumulation %
1 42%
2 43%
3 ?
4 ?
5 ?
6 ?
7 ?
8 ?
9 52%
10 54%
11 56%
12 58%

Accuracy By Distance

Range Accuracy %
50 meters or less 100%
100 meters 89%
150 meters 52%
200 meters 49%
250 meters 44%
300 meters 42%
350 meters 28%
400 meters 27%
450 meters 18%
500 meters 15%


Update History

Version Changes
5.8 Shot interval decreased from 0.5 seconds → 0.3 seconds
Reload interval increased from 1 second → 1.8 seconds
Damage increased by 6%
5.7.2 Alternative Stellar skin available via Operation: Dark Nebula
5.7 Now roots enemies after a certain number of projectile hits (rather than random activation)
4.8.0 Total Upgrade Time: 24 days 22 hours 45 minutes⟶19 days 20 hours
4.7.0 Total Upgrade Time: 29 days 15 hours 30 minutes⟶24 days 22 hours 45 minutes
4.5 Economy Changes:
Total Upgrade Time: 45 days 17 hours⟶29 days 15 hours 30 minutes
Now available for 5,000 gold (can still be produced via Workshop 2.0)
Bug fix: No longer locks down opponents at a higher % than intended
4.3 Damage increased by 10%
4.2 Weapon was added to the game
StellarHalo2

Operation: Dark Nebula Stellar Halo

Poll

What balance change does the Halo need after the 5.8 balance update?
 
13
 
3
 
0
 
0
 
0
 

The poll was created at 15:59 on March 14, 2020, and so far 16 people voted.

Trivia

  • The Halo has a special variant - Stellar Halo - that was available in the Dark Nebula operation.
  • Unlike the normal halo, the Stellar halo fires pitch black energy waves that can be very hard to see if the brightness on your device is too low. It's projectiles explodes into bright blue rays when it hits an object.

Navigation

    ( C ) .....ROBOTS ( )    
Ao GuangAo JunAo QinAresBehemothBlitzBoltBulgasariBulwarkButchCarnageCerberusDestrierDocFalconFenrirFujinFuryGalahadGl. PattonGriffinHadesHaechiHellburnerHoverInquisitorInvaderJesseKumihoLeechLeoLokiMenderMercuryNemesisNightingalePhantomPursuerRaijinRavanaRavenRaykerRhinoRogatkaSpectreStalkerTyrVityazWeyland
    ( C ) .....LIMITED EDITION ( )    
Robots  Ancient TyrArachnid InvaderDeathwing Ao JunEldritch AresFrozen LeechGiftbringer FenrirImperial HadesScavenger GriffinStellar Phantom
Equipment  Candy ViperDragon BlazeDragon CalamityDragon DragoonDragon MarquessFreedom AvalancheFreedom HussarFreedom IgniterSinister CryoSinister GlacierSinister RimeSinister PulsarStellar HaloYan-di AvengerYan-di Corona
    ( C ) .....UNAVAILABLE/RETIRED ( )    
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    ( C ) .....EQUIPMENT ( )    
Light  AphidArbalestBlazeGekkoGustHaloMagnumMarquessMolotNoricumPinPinataPunisherRimeShredderSparkStingSpiral
Medium  AtomizerBallistaCoronaCryoHussarHydraIgniterIonMolot TOrkanPulsarPunisher TScourgeShocktrainStormTaranTulumbasVortexWasp
Heavy  AvalancheAvengerCalamityChimeraDragoonEmberExodusFluxGlacierGloryKang DaeNashornRedeemerTempestThermiteThunderTrebuchetTridentViperZenitZeus
    ( C ) .....MODULES ( )    
Active  Advanced Repair UnitDeath MarkLock-Down AmmoPhase ShiftQuantum RadarRepair UnitShieldbreaker
Passive  AnticontrolArmor KitBattle BornFortifierHeavy Armor KitLast StandNuclear ReactorThermonuclear Reactor
    ( C ) .....TITANS ( )    
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    ( C ) .....TITAN EQUIPMENT ( )    
Alpha  GendarmeTsarVengeance
Beta  CuirassierRetaliatorRupture
    ( C ) .....TITAN MODULES ( )    
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