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Halo   Stellar Halo

Components


…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 Components or 5,000 Gold
Real Value Icn info for user popup.png $40
Exp Level Icn info for user popup.png 20
Type
Hardpoint Icn info for user popup.png Light
Tier Icn info for user popup.png III
Halo.png
Base Statistics Attributes
PilotRankPrivate icon.png Level 1 Energy Energy


WeaponDamage.png Damage 2,000 per energy round Manual Manual


WeaponRange.png Range 500 meters Icn info for user popup.png Automatic Automatic


WeaponReload.png Reload 9 seconds Icn info for user popup.png Reload While Firing RWF


Capacity 5 energy rounds Icn info for user popup.png Root Root


Unload 1.5 seconds Energy Energy


Workshop Production Information
1 Day Cost Silver 3 Day Cost Silver
140,000 460,000
Components Components Components Components
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 is similar to the kinetic shotgun 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, the enemy's root threshold bar will slowly drain.

The Halo has high burst DPS and the ability to bypass energy shielding making it effective against Dash robots. Due to the large horizontal energy arc it is possible to immobilize multiple targets in one shot at a significant range. This weapon can be effective against stealth robots such as the Stalker, Loki, and Pursuer if mounted on a lower side hardpoint due to projectile 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 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.

Pros and Cons

Pros

  • 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
  • Huge damage at close range (300 meters or less)
  • Reload-while-firing

Cons

  • Bullet spread prevents weapon from reaching maximum damage capacity at range (though could be worse)
  • Only mediocre damage at 300m-500m 
  • Does not have capability to lock an enemy down in one clip
  • Ineffective against physical shields
  • Takes a while to reload to full charges

Mark I Statistics

Purchase Information

Level Cost Damage Burst
Damage
Burst
DPS
Continuous
DPS
1 10,000 Components/
5,000 Gold
2000 10000 6667 1111

Upgrade Information

Level Cost AgIcon.png Time Damage Burst
Damage
Burst
DPS
Continuous
DPS
2 100,000 1 hour 30 minutes 2250 11250 7500 1250
3 200,000 2 hours 30 minutes 2450 12250 8167 1361
4 400,000 6 hours 2700 13500 9000 1500
5 2,000,000 12 hours 2950 14750 9833 1639
6 3,000,000 20 hours 3250 16250 10833 1806
7 4,000,000 1 day 12 hours 3600 18000 12000 2000
8 8,000,000 2 days 12 hours 4000 20000 13333 2222
9 13,000,000 3 days 4400 22000 14667 2444
10 25,000,000 3 days 8 hours 4750 23750 15833 2639
11 35,000,000 3 days 18 hours 5250 26250 17500 2917
12 45,000,000 4 days 5750 28750 19167 3194
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 Gold 5750 28750 19167 3194

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 1,000,000 12 hours 5850 29250 19500 3250
3 2,000,000 1 day 6000 30000 20000 3333
4 4,000,000 1 day 12 hours 6100 30500 20333 3389
5 16,000,000 2 days 6200 31000 20667 3444
6 16,000,000 2 days 6300 31500 21000 3500
7 16,000,000 2 days 6400 32000 21333 3556
8 16,000,000 2 days 6500 32500 21667 3611
9 16,000,000 2 days 6600 33000 22000 3667
10 16,000,000 2 days 6700 33500 22333 3722
11 16,000,000 2 days 6800 34000 22667 3778
12 16,000,000 2 days 6900 34500 23000 3833
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).

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

Level Accumulation %
1 42%
2 43%
3 44%
4 45%
5 46%
6 47%
7 48%
8 50%
9 52%
10 54%
11 56%
12 58%

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 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%

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.

Audio

Update History

Version Changes
6.3.0 Damage decreased by 10%
5.8.0 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 New alternative model: Stellar Halo (Operation: Dark Nebula)
5.7.0 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
4.5.0 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
4.3.0 Damage increased by 10%
4.2.0 Weapon was added to the game

Poll


Trivia

  • The definition of Halo is a disk or circle of light shown surrounding or above the head of a saint or holy person to represent their holiness. This could represent the bright particles it fires.
  • 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.
  • The Stellar Halo also has a different sound effect while firing.
  • This weapon was added on August 28, 2018.

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