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Hellburner   Kamikaze Hellburner

Components



A swift robot for those who prefer an aggressive playstyle. Hellburner is able to quickly close the distance and inflict serious damage to all enemies nearby
— in-game description



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Hellburner
Purchase Information Hellburner
In-Game Cost Real Value Icn info for user popup Exp Level Icn info for user popup
10,000 Components or
6,500 Gold
$65 14
Robot Information
Class Icn info for user popup Ability Icn info for user popup Faction Icn info for user popup
MediumRobotinfobox
Medium
Overloadinfobox
Overload Icn info for user popup
Yan-diVenturesinfobox
Yan-di Ventures
Base Statistics
PilotRankPrivate icon
Level
Shield icon
Durability Icn info for user popup
Speed icon
Speed
1 91,000 46 kph
Armaments Standard Paint Jobs
Hardpoints 1x Light + 1x Heavy Default Barong Redline
Default Weapons 1x Punisher + 1x Thunder
Module Slots Legendary Paint Jobs Icn info for user popup
Active Yes Redline
Passive 3
Other Legendary Pilots
Tier Icn info for user popup III Oliver Song
Wiki Class Icn info for user popup Medium
Potential Role Saboteur
Workshop Production Information
1 Day Cost Silver 3 Day Cost Silver
180,000 600,000
Components Components Components Components
80 230


Introduction[]

The Hellburner is a medium robot with a heavy and a light hardpoint. (Hellburner 3D Model)

Ability[]

Hellburner's unique ability is named Overload. Upon activation the bot receives a 100% speed boost for 5 seconds (120 kph at top speed), then detonates, dealing tremendous damage to all enemies (see table) within 75 meters. This damage is applied equally to all robots and shields in range.

Upon death the ability activates regardless of charge status, dealing half the amount of damage as a normal burst.

Strategy[]

Hellburner has relatively high health for a medium robot. Hellburner is best used to attack enemies grouped closely defending a position, or to ram into and "hug" a single bot to destroy it. Because of its ability, Hellburner often causes enemy robots to spread out and give up a position (or a beacon), or allow squad mates to push into undefended areas.

Hellburner can be used to great effectiveness as an opener in Beacon games to cap center beacon at the start of the battle. Due to its explosion damage and considerable speed boost it will often severely damage several enemies before going down, allowing slower, more durable tanks to lumber in and obliterate remaining resistance.

Expanding on the above strategy, commanders can use multiple tactics to keep the Hellburner intact for longer. The bot is exceptionally good at running circles around robots due to its high speed and decent maneuverability, especially while Overload is active. In fact, the Hellburner is so fast with Overload that often enemy robots will not be able to return fire without allies nearby as their torso will not swivel fast enough for their weapons to face the Hellburner. Paired with the fact that Overload deals damage on its own, using it as frequently as possible in this role is advised. Simply adopting this strategy and repeating every time the previous enemy is obliterated is more than a suitable tactic.

However, be vigilant of enemies that attempt to abruptly change the direction their torso is swivelling in while the Hellburner is circling them - even with spilt-second reaction times, the fact that the Hellburner takes about a second to rotate its legs 180 degrees make it a dangerous tactic to face. As such, attempt to predict when the enemy thinks that a change in swivel direction is necessary - this may cost the Hellburner a few hits but getting to know your enemy is essential in the long run while running the aforementioned strategy.

The Hellburner is especially effective against enemies with any type of shield. This is due to the fact that the Hellburner's Overload is capable of both completely ignoring the shield when exploding and also getting the Hellburner into the shield (for energy shields) or around it (for physical shields). As such, when presented with a variety of targets to go after, always attempt to go after enemies with shields first, as they may prove troublesome for other allies to defeat later. In addition, enemies with high-durability energy shields tend to attract a large number of allies hoping to share in on that health, which is all the better for the Hellburner and its AoE-orientated Overload.

On the topic of enemies the Hellburner is effective against, robots with abilities that allow them to change 'forms' are almost always easy targets for the robot. This is because the vast majority of the aforementioned robots will sacrifice their speed for another benefit they can use in battle while transforming. This is a win-win for the Hellburner - if they enter their 'slow mode' to use their newfound advantages against the Hellburner, the Hellburner can easily circle them and constantly Overload, dishing out massive amounts of damage while they stay there, unable to escape due to their handicapped speed. Alternatively, if they enter their 'fast mode' to escape, they will be unable to use their 'slow mode' benefits against the Hellburner, which will make it much easier to drop their health pool or lower the amount of damage the Hellburner takes while going after them. Additionally, given the Hellburner's insane speed they most likely won't be able to flee anyways.

Always keep in mind the Hellburner's low firepower without the assistance of Overload. Even if an enemy falls into one of the categories that the Hellburner is effective against, never attempt to engage with them if it'd be a battle of sheer DPS. It can't be known what tricks the enemy have up their sleeves which can impair the Hellburner's speed and prevent it from getting within its 75m Overload range, in which case the subpar hardpoints of the bot will most likely not be able to hold up against any enemy in a 1v1.

Remember never to stay out in the open as well, especially if at range. The Hellburner is essentially a red target if at range reading 'Do not allow me to get close' due to its sheer threat measure at knife-fighting range. As such, expect enemies to throw everything they have at you to prevent you from getting close. However, utilizing cover carefully and using Overload's speed boost to dash past the inevitable small open passages the Hellburner will encounter while closing in on the enemy will allow it to get within its desired range relatively unscathed.

Counterplay: The Hellburner is exceptionally dangerous at close range, as has been demonstrated above multiple times. As such, simply keeping it at a distance is a very effective strategy. Using effects tactically to consistently immobilize or slow down the Hellburner will prevent it from getting within its ability's explosion range, which really takes the edge off of its playstyle. Despite its above-average health, its very bad hardpoint combination almost always equals certain death if left in a 1v1 at range.

Threat Measure Hellburner is really a tricky robot to put a threat measure on, given the fact that the bot relies almost entirely on its commander to be good or bad. In the hands of a new or incompetent commander, the Hellburner is a very low threat even as a Tier 3 due to the simplicity of its counters. However, in the hands of an experienced commander the Hellburner is easily a massive threat as a Tier 3 bot due to the fact that it's almost impossible to counter at close range.

Possible Setups[]

These are the recommended setups for the Hellburner:

Note: When "Opt." is next to a slot type, it refers to one of the multiple options that can be used in combination with the other weapon(s) slot type(s).

Close Range (350m or less)[]

Slot Types Heavy Slot Light Slot (Opt. 1) Light Slot (Opt. 2) Light Slot (Opt. 3) Light Slot (Opt. 4)
#Slots x1 x1 x1 x1 x1 Name (If Applicable)
Setup 1
Thunder
Gust
Pinata
Punisher
Shredder
Shotgun (Opt. 1)
Setup 2
Ancile
Gust
Magnum
Pinata
Shredder
Setup 3
Ember
Magnum
Pinata
Shredder
Setup 4
Redeemer
Magnum
Mini-Plasma Death Button (Opt. 1)
Setup 5
Exodus
Pinata
Gust
Shredder
Mini-Death Button
Setup 6
Avenger
Punisher
Gust
Shredder
Ecu
Mini-Leadhose (Opt. 1)
Setup 7
Thermite
Aphid
Mini-Nuke
Setup 8
Glory
Halo
Setup 9
Calamity
Spark
Halo
Lightning Death Button (Opt. 1)


Other[]

Slot Types Heavy Slot Light Slot
#Slots x1 x1
Setup 1
Ancile
Ecu

Upgrade Cost[]

  • NOTE: base level starts at level 1 cost is
  • MK2 Upgrade cost 500 Gold

Stats[]

Hellburner
ID 34 Ability Faction
Tier 3
Overloadinfobox

Overload
Yan-di
Yan-di Ventures
Class Light
Medium
Wiki Class Icn info for user popup Medium
Availability Goldcomponents Workshop/Gold
MK 1 Level MK 2
Durability Speed Durability Speed
91,000 46 1 180,000 63
97,000 47 2 183,300 63
103,000 49 3 186,600 63
110,000 51 4 189,900 63
117,000 53 5 193,200 63
124,000 55 6 196,500 63
132,000 56 7 199,800 63
140,000 58 8 203,100 63
149,000 60 9 206,400 63
159,000 61 10 209,700 63
169,000 62 11 213,000 63
180,000 63 12 216,300 63
MK 3 Level 1 227,100 63

Ability Damage[]

Overload
ID Robot Type Range Cooldown Duration
1 Hellburner Explosive 0 (AOE: 75) 5 5
Ammo Particles
per Shot
Unload Time Reload Time Shot
Interval
Rate
of Fire
1 1 0 10 0 ~
3333
Cycle DPS
8286 20k
Attributes Explosive Explosive Radius Radius Single Shot Single Magazine Magazine Area Damage Area damage
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
33,330 33,330 ~ 3,333 1 65,725 65,725 ~ 6,572
35,420 35,420 ~ 3,542 2 66,924 66,924 ~ 6,692
37,730 37,730 ~ 3,773 3 68,123 68,123 ~ 6,812
40,370 40,370 ~ 4,037 4 69,322 69,322 ~ 6,932
42,900 42,900 ~ 4,290 5 70,521 70,521 ~ 7,052
45,540 45,540 ~ 4,554 6 71,720 71,720 ~ 7,172
48,620 48,620 ~ 4,862 7 72,919 72,919 ~ 7,292
51,590 51,590 ~ 5,159 8 74,118 74,118 ~ 7,412
54,890 54,890 ~ 5,489 9 75,317 75,317 ~ 7,532
58,300 58,300 ~ 5,830 10 76,516 76,516 ~ 7,652
61,710 61,710 ~ 6,171 11 77,715 77,715 ~ 7,772
65,725 65,725 ~ 6,572 12 78,914 78,914 ~ 7,891
MK 3 Level 1 82,860 82,860 ~ 8,286
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 small burst of the ability.

Damage Upon Destruction[]

Note: This damage should be exactly half of a normal detonation, can only be triggered when Hellburner is destroyed.


Overload
ID Robot Type Range Cooldown Duration
2 Hellburner Explosive 0 (AOE: 75) 0 0
Ammo Particles
per Shot
Unload Time Reload Time Shot
Interval
Rate
of Fire
1 1 0 0 0 ~
~
Cycle DPS
~ 20k
Attributes Explosive Explosive Radius Radius Single Shot Single Once per robot Once per robot Area Damage Area damage
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
16,665 16,665 ~ ~ 1 32,862 32,862 ~ ~
17,710 17,710 ~ ~ 2 33,462 33,462 ~ ~
18,865 18,865 ~ ~ 3 34,062 34,062 ~ ~
20,185 20,185 ~ ~ 4 34,661 34,661 ~ ~
21,450 21,450 ~ ~ 5 35,260 35,260 ~ ~
22,770 22,770 ~ ~ 6 35,860 35,860 ~ ~
24,310 24,310 ~ ~ 7 36,460 36,460 ~ ~
25,795 25,795 ~ ~ 8 37,059 37,059 ~ ~
27,445 27,445 ~ ~ 9 37,658 37,658 ~ ~
29,150 29,150 ~ ~ 10 38,258 38,258 ~ ~
30,855 30,855 ~ ~ 11 38,858 38,858 ~ ~
32,862 32,862 ~ ~ 12 39,457 39,457 ~ ~
MK 3 Level 1 41,430 41,430 ~ ~
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 small burst of the ability.

Gallery[]

Update History[]

Version Changes
8.7.0 Ability's damage is increased by 10%. Explosion damage after the robot is destroyed is increased by 10%.
7.0.0 No longer damages itself upon ability ending
5.6.0 New limited edition skin: Redline (Operation: Cold Snap)
5.0.0 New skin: Redline (5th Anniversary)
4.8.0 Bug fix: Overload (ability) sound now plays properly in sync with its animation
Total Upgrade Time: 38 days 2 hours 30 minutes⟶30 days 13 hours
4.7.0 New skin: Barong (Lunar New Year)
Ability duration: 7 seconds → 5 seconds
Ability cooldown: 3 seconds → 5 seconds
Self-inflicted damage (on ability use): 12.5% of max durability
Ability damage upon death: Decreased by 50% (59750 → 29875 at Level 12 Mark I)
Total Upgrade Time: 45 days 17 hours⟶38 days 2 hours, 30 minutes
4.5.0 All self-inflicted damage from ability is now non-repairable
Now available for 6,500 gold (can still be produced via Workshop 2.0)
4.3.0 Ability damage increased by 15%
4.0.0 Value (USD): $225⟶$50
Total Upgrade Cost: 76,828,000⟶135,700,000
Total Upgrade Time: 27 days 17 hours⟶45 days 17 hours
Explosion radius increased from 50 meters → 75 meters
3.7.0 Robot was added to the game

Poll[]


Trivia[]

  • When Overloading, the Hellburner can boost into the fastest robot in the game at 120 Km/h at lv 12, allowing it to easily run down any other bot. Even Dash bots struggle to escape, they must hold their dash until the last second to avoid being caught and exploded. But, when the Phantom joined the game, the speed was nerfed.
  • This robot's speed and momentum makes it difficult to manage around ledges
  • A Hellburner with a Thermite and an Aphid can be considered as a "double nuke" due to the fact that the missiles and Overload, if used properly, can deal catastrophic damage to a target
  • The Hellburner was the first robot to be able to deal damage without any weapons mounted.
  • This robot was added on March 14, 2018.
  • The Overload explosion animation was similar to Mercury's Helldive animation before WR Remastered.
  • When the Hellburner was first released, many full squads would start with a Hellburner and rush towards the enemy spawn. In most cases, the enemy teams gets spawned raided and the match would end in 2-4 minutes.
  • Hellburner is the first bot that has a exploding ability, the second is Mercury.
  • As long as Hellburner is in range of a robot, its ability will do damage regardless of walls, shields, and terrain, excluding if the enemy activates Phase Shift or a similar ability.

Navigation[]

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