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…Balanced skirmisher designed to hunt down enemy robots. Its ability can be a good way to escape a bad substitution, or to create one for the enemies… – in-game description


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Purchase Information InquisitorInfobox.png
In-Game Cost Real Value Icn info for user popup.png Exp Level Icn info for user popup.png
10,000 Components or
7,500 Gold
$60 15
Robot Information
Class Icn info for user popup.png Ability Icn info for user popup.png Faction Icn info for user popup.png
MediumRobotinfobox.png
Medium
Descendinfobox.png
Descend Icn info for user popup.png
Yan-diVenturesinfobox.png
Yan-di Ventures
Base Statistics
PilotRankPrivate icon.png
Level
Shield icon.png
Durability Icn info for user popup.png
Speed icon.png
Speed
1 84,000 30 kph
Armaments Standard Paint Jobs
Hardpoints Medium + 1× Heavy Default Marine Calavera Urban Raptor
Default Weapons 2x Tulumbas + 1x Thunder
Module Slots Legendary Paint Jobs Icn info for user popup.png
Active Yes Marine
Passive 2
Other Legendary Pilots
Tier Icn info for user popup.png III Kyle Rogers
Wiki Class Icn info for user popup.png Heavy
Workshop Production Information
1 Day Cost Silver 3 Day Cost Silver
200,000 690,000
Components Components Components Components
80 230

Introduction

The Inquisitor is a medium robot with 1 heavy and 2 medium hardpoints. It is unofficially classified as a heavy robot based on wiki criteria.

Ability

The Inquisitor's unusual and unique ability is called Descend, and blends jump and stealth.  When activated Inquisitor deals punishing attacks on enemies while cloaked in the air (and for five seconds after it lands). The ability has a 20 second cool down.

Strategy

In general the Inquisitor is played as a mix between a Lancelot and a Spectre, forcing opponents to exchange an initial salvo then activiating Inquisitor's Descend ability to gain a good firing angle while also landing close to cover.  Ideally the landing spot will protect the Inquisitor from other enemies lanes of fire while still allowing engagement of the Inquisitor's primary target.

Due to the 20 second cooldown it is important to carefully choose when to use the ability. Pilots should also be aware of their surroundings when jumping to avoid getting caught on obstacles.

The Inquisitor has above average hit points and durability, and with its two medium and one heavy hradpoints it can effectively brawl in most circumstances on the battlefield.  Inquisitors corner shoot extremely well, so if the enemy isn’t using weapons with splash damage an Inquisitor pilot can attack its target with low risk of receiving damage.  The Inquisitor's jump distance is roughly 100m so is is also good as an ambusher, bringing "death from above."

The Inquisitor's ground speed is relatively slow so it's recommended to stay close to allies as they provide cover and additional firepower. Its size can also act as double-edged sword, as it is tall enough to be able to fire its heavy weapon while hiding behind most obstacles; yet its significant bulk means that a higher proportion of enemy fire will hit, even when in stealth.

Threat Measure

The Inquisitor is dangerous in the middle leagues and has limited viability in upper league play.  It is a natural transition from using a Griffin and gives pilots experience in using stealth and ambush tactics.

Possible Setups

These are effective setups for the Inquisitor:

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).

Each slot type is filled with only one particular weapon. For example, if a robot has 3 light all three of those slots are filled with Pinatas, as mixing weapons of the same slot type is not advisable.

Close Range (350m or less)

Slot Types  Heavy Slot  Medium Slot
(Opt. 1) 
Medium Slot
(Opt. 2) 
Medium Slot
(Opt. 3) 
#Slots  x1 x2 x2 x2 Name
(If Applicable)
Setup 1 
Thunder.png
Storm.png
Corona.png
Orkan.png
Shotgun (Opt. 1)
Setup 2 
Redeemer.png
Taran.png
Corona.png
Plasma Death Button (Opt. 1)
Setup 3 
Exodus.png
Orkan.png
Corona.png
Death Button (Opt. 1)
Setup 4 
Ember.png
Taran.png
Corona.png
Orkan.png
Setup 5 
Avenger.png
Punisher T.png
Storm.png
Corona.png
Leadhose (Opt. 1)
Setup 6 
Glory.png
Corona.png
Storm.png
Energy shotgun (Opt. 1)
Setup 7 
Thermite.png
Vortex.png
Nuke (Opt. 1)


Mid-Range (500-600m)

Slot Types  Heavy Slot  Medium Slot
(Opt. 1) 
Medium Slot
(Opt. 2) 
Medium Slot
(Opt. 3) 
#Slots  x1 x2 x2 x2
Setup 1 
Viper.png
Corona.png
Scourge.png
Setup 2 
Zeus.png
Scourge.png
Ion.png
Setup 3 
Dragoon.png
Scourge.png
Ion.png
Pulsar.png


Overview

Some common and powerful setups include a pair of Tarans with either an Ember or Redeemer, since those heavy weapons share the same range (350 meters) of the Tarans (note the Ember bypasses Ancile shields and physical shields). The Redeemer and Tarans deal almost instant damage to the enemy due to the very fast projectiles, whereas the Ember usually requires leading (shooting ahead of) the target since the jet flame has a lag, which counteracts the way the Tarans fire. Using Orkans with the Ember is a way to alleviate this problem since the Orkans also require leading the target to maximize the splash damage, however the ranges of the Ember (350m) is different from the Orkan (300m).  Excellent "Death Button" load outs include Cryo / Glacier and Orkan / Exodus .

Possible mid-range builds are Zeus or Calamity with Scourges or Ions, or Dragoon / Marquess .  In a mid-range support role the Inquisitor can use its Descend ability for retreat if a brawler closes in, or use it to jump above cover to get a clear shot at the enemy. However, mid-ranged builds are generally not used on the Inquisitor as there are other robots that are capable of dealing more damage, such as the Fury.

Not Recommended

  • Non-line of sight or long-range weapons, since they don't fit the brawling role of the Inquisitor very well, and it would thus be outgunned by robots such as Fury in this role

Mark I Statistics

Purchase Information

PilotRankPrivate icon.png
Level
Shield icon.png
Durability
Speed icon.png
Speed
Goldcomponents.png
Cost
1 84,000 30 10,000 Components or 7,500 Gold

Upgrade Information

PilotRankPrivate icon.png
Level
Shield icon.png
Durability
Speed icon.png
Speed
AgIcon.png
Cost
Duration.png
Time
2 89,000 32 100,000 2 hours
3 95,000 33 200,000 5 hours
4 101,000 34 400,000 14 hours
5 107,000 35 2,000,000 1 days 4 hours
6 114,000 36 3,000,000 2 days 4 hours
7 121,000 38 4,000,000 2 days 18 hours
8 129,000 39 8,000,000 3 days 18 hours
9 137,000 40 13,000,000 4 days 10 hours
10 146,000 40 25,000,000 4 days 20 hours
11 155,000 40 35,000,000 5 days 4 hours
12 165,000 40 45,000,000 5 days 10 hours
Cost Time
Totals 135,700,000 30 days 13 hours


Mark II Statistics

Purchase Information

PilotRankPrivate icon.png
Level
Shield icon.png
Durability
Speed icon.png
Speed
Gold-icon.png
Cost
1 165,000 40 500

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

Upgrade Information

PilotRankPrivate icon.png
Level
Shield icon.png
Durability
Speed icon.png
Speed
AgIcon.png
Cost
Duration.png
Time
2 168,000 40 1,000,000 1 day
3 171,000 40 2,000,000 2 days
4 174,000 40 4,000,000 3 days
5 177,000 40 16,000,000 3 days
6 180,000 40 16,000,000 3 days
7 183,000 40 16,000,000 3 days
8 186,000 40 16,000,000 3 days
9 189,000 40 16,000,000 3 days
10 192,000 40 16,000,000 3 days
11 195,000 40 16,000,000 3 days
12 198,000 40 16,000,000 3 days
Cost Time
Totals 135,000,000 30 days


Gallery

Update History

Version Changes
5.3.0 Limited edition skin: Marine (Operation: Gathering Storm)
4.8.0 Total Upgrade Time: 38 days 2 hours 30 minutes⟶30 days 13 hours
4.7.0 New skin: Urban Raptor (Community)
Total Upgrade Time: 45 days 17 hours⟶38 days 2 hours 30 minutes
4.5.0 Total Upgrade Cost: 170,700,000 Ag⟶135,700,000 Ag
Total Upgrade Time: 58 days 17 hours⟶45 days 17 hours
Now available for 7,500 gold (can still be produced via Workshop 2.0)
4.4.0 New skin: Calavera (Halloween 2018)
4.0.0 Value (USD): $300⟶$75
Total Upgrade Cost: 54,870,000 Ag⟶170,700,000
Total Upgrade Time: 19 days 23 hours 27 minutes 40 seconds⟶58 days 17 hours
3.8.0 New skin: Marine (4th Anniversary)
3.2.0 Robot was added to the game

Poll


Trivia

  • This robot shares the same hardpoints as that of the Lancelot but has a Griffin build and jump, so it can be considered as an "upgraded Griffin".
  • Although this robot's design is similar to the Griffin's, they are easily distinguishable due to the Inquisitor's red color scheme in contrast to any of the Griffin's duller colors.
  • This robot has the longest name with 10 letters.
  • This robot is a "major upgrade" of a Griffin compared to the Stalker being an "upgrade" to the Destrier due to a better ability, larger HP pool, and more firepower.
  • This is one of many robots without an official faction (the others being the Strider, Spectre, Hover, Stalker, Carnage, Rhino, Mender, Weyland, Pursuer, Mercury, and Hellburner).
  • When the ability is triggered, any homing weaponry, such as Spirals, Hydras, and Aphids will hit the ground at the location of the triggering of the ability.
  • A visual animation will occur upon the activation of the ability as the two thrusters in the rear will fire for as long as the robot is in the air. However, falling off cliffs will not trigger this visual animation.
  • "Inquisitor" is based on a Latin word that literally means "searches out" or "inquires" (Latin inquirere < quaerere, "to seek").
  • "Inquisitor" is based on a real organization devoted to eliminating heresy or blasphemies against the Roman Catholic Church.
  • You can normally hit an Inquisitor on the ground in stealth mode as it is much taller than the other robot with Stealth, the Stalker. All you have to do is manually aim your weapons and you usually will get a hit. However, this is useless for robots armed with Zeus, Scourge, ShocktrainHydra, Spiral, and Aphid as they all need a target lock to fire.
  • This is one of the only 2 bots whose components were given out in supply drops at one point (the other being the Kumiho).
  • This robot was added on September 27, 2017.

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