War Robots Wiki
Register
Advertisement
Wiki-wordmark
THIS IS A COMMUNITY PAGE

IT IS OPEN TO EDITS FROM ANYONE

Ptnn
Components



ā€œ
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
ā€
ā€” in-game description



QUICK NAVIGATION
<< PREV Golem T Haechi NEXT >>
12
Inquisitor
Purchase Information Inquisitor
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 15
Robot Information
Class Icn info for user popup Ability Icn info for user popup Faction Icn info for user popup
MediumRobotinfobox
Medium
Descendinfobox
Descend 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 84,000 33 kph
Armaments Standard Paint Jobs
Hardpoints 2Ɨ Medium + 1Ɨ Heavy Default Marine Calavera Urban Raptor
Default Weapons 2x Tulumbas + 1x Thunder
Module Slots Legendary Paint Jobs Icn info for user popup
Active Yes Marine
Passive 3
Other Legendary Pilots
Tier Icn info for user popup III Kyle Rogers (Inquisitor)
Wiki Class Icn info for user popup Heavy
Potential Role Attacker
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 six seconds after it lands). The ability has an 18 second cooldown.

Strategy[]

In general, Inquisitor specialises at quick skirmishes, forcing opponents to exchange an initial salvo then activating Inquisitor's Descend ability to dodge the brute of the enemy's fire, gain a good firing angle while also landing close to cover. Ideally the landing spot will protect the Inquisitor from other enemies lines of fire while still allowing engagement of the Inquisitor's primary target.

Rule number one of playing the Inquisitor is never, ever to engage willingly in any sort of brawl without either its ability or allies distracting the enemies it intends to target. Despite its tank-alike stature the Inquisitor has below average health and will sustain significant damage if allowed to get into a situation where it cannot escape using its ability and the enemies are dead set on the robot alone.

Due to the 18 second cooldown, it is important to carefully choose when to use the ability. Commanders should also be aware of their surroundings when jumping to avoid getting caught on obstacles, or jumping onto elevated ground (compared to the Inquisitorā€™s jumping surface). This is because getting snagged on an obstacle or landing on high ground will result in the Inquisitorā€™s 6-second landing stealth duration being triggered unnecessarily early, thus the commander will not be exploiting its infinite stealth in the air, and has to wait another 18 seconds for a second Descend.

Given the aforementioned scarcity of Descend uses, it's also advisable to target enemies that the Inquisitor will be most effective against. It is recommended to study the burst damage that the current setup the commander is running is capable of exerting. This can be used to great extent on the battlefield, as targeting enemies that are around the Inquisitor's burst damage in terms of remaining health will maximize the Inquisitor's damage while also ensuring that the bot takes little to no damage in return after engaging.

However, targeting enemies that are capable of using stealth targeting is highly advisable. These will pose a massive threat to the Inquisitor given that stealth is its only defense mechanism, and as such they should be taken out as soon as possible. If eliminating them quickly is not possible, simply steering away from their sight as soon as they're encountered is also more than valid.

The Inquisitor can corner shoot extremely well, so if the enemy isnā€™t using weapons with splash damage an Inquisitor pilot can attack its target with low risk of receiving damage. However, 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.

The Inquisitor's ground speed is relatively slow so it's recommended to stay close to allies as they provide distractions for enemies to shoot at and additional firepower. However, due to general player etiquette, it's advisable to stay around tanky robots if possible, as drawing enemy fire to a helpless beacon capper is not a particularly respectable move to make.

Counterplay: The Inquisitor is a heavily ability-orientated bot, and the ability in question grants it stealth as its only defense. As such, the aforementioned stealth targeting effect is great for taking it out while it's in the air, which conveniently also exposes the bot for you to shoot at. When it's grounded, with stealth or without, using explosive or spread weaponry will severely damage it given its bulky stature, which will soak up all the hits.

Threat Measure: The Inquisitor's ability to output high damage while taking little to no damage in return provided the enemies don't have the right counters is a strategy that remains viable even in higher leagues. However, the abundance of stealth targeting methods paired with the squishiness of the bot make it a low-mediocre threat as a Tier 3 robot.

Setups[]

Weapons[]

For weapons, it can vary depending on what the Inquisitor's role and its preferences in combat. Here are some suggested weapons listed in their respective tiers.

  • Close Range (0m - 350m)
Tier 2 (Orkan + Exodus) / (Taran + Redeemer*)
Tier 3 (Corona + Glory) / (Igniter + Ember) / (Vortex + Thermite)
Tier 4 (Spike + Stake) / (Havoc + Devastator) / (Jaw + Talon) / (Cryo + Glacier) / (Mace + Hammer) / (Taran* + Redeemer)


  • Medium Range (350m - 600m)
Tier 2 (Tulumbas + Avalanche*)
Tier 3 (Hussar + Dragoon)
Tier 4 (Hazard + Decay) / (Tulumbas* + Avalanche)
  • Multipurpose (0m - 600m)
Tier 3 (Spark + Calamity)

Notes[]

  • Tier 1 weaponry is excluded due to being outclassed by other, higher tiered weaponry.
  • The appearance of an '*' after a weapon means that that weapon does not belong in the Tier that it appears in there, but is listed anyways as it is the counterpart to another weapon that does belong in the Tier in question.

Modules[]

For modules, it can vary depending on what the Inquisitor is more oriented for. Here are some suggested modules to use for specific roles that the Inquisitor may be optimized for at its discretion:

  • Offensive
Active: Death Mark / Lock-Down Ammo / Quantum Radar* / Shieldbreaker*
Passive: Thermonuclear Reactor / Nuclear Amplifier
  • Defensive
Active: Advanced Repair Unit / Phase Shift
Passive: Heavy Armor Kit / Repair Amplifier / Cloaking Unit
  • Universal
Active: Unstable Conduit
Passive: Nitro Unit / Immune Amplifier

Notes[]

  • The presence of a '*' indicates that the module is specialised and not usable in every situation.
  • Tier 1/2 Modules are excluded, due to being outclassed by higher tiered modules.

Upgrade Cost[]

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

Stats[]

Inquisitor
ID 12 Ability Faction
Tier 3
Descendinfobox

Descend
Yan-di
Yan-di Ventures
Class Heavy
Heavy
Wiki Class Icn info for user popup Heavy
Availability Goldcomponents Workshop/Gold
MK 1 Level MK 2
Durability Speed Durability Speed
84,000 33 1 165,000 46
89,000 35 2 168,000 46
95,000 36 3 171,000 46
101,000 37 4 174,000 46
107,000 38 5 177,000 46
114,000 39 6 180,000 46
121,000 41 7 183,000 46
129,000 42 8 186,000 46
137,000 43 9 189,000 46
146,000 44 10 192,000 46
155,000 45 11 195,000 46
165,000 46 12 198,000 46
MK 3 Level 1 207,900 46

Gallery[]

Images may have been resized to fit in the page. Click on an image to view actual size.

Update History[]

Version Changes
8.7.0 Ability's stealth duration after landing is increased from 5s ā†’ 6s.
6.8.0 Movement speed increased by 3km/h
Ability cooldown reduced by 2 seconds
5.3.0 Limited edition skin: Marine (Operation: Gathering Storm)
4.8.0 Total Upgrade Time: 38 days 2 hours 30 minutesāŸ¶30 days 13 hours
4.7.0 New skin: Urban Raptor (Community)
Total Upgrade Time: 45 days 17 hoursāŸ¶38 days 2 hours 30 minutes
4.5.0 Total Upgrade Cost: 170,700,000 AgāŸ¶135,700,000 Ag
Total Upgrade Time: 58 days 17 hoursāŸ¶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): $300āŸ¶$75
Total Upgrade Cost: 54,870,000 AgāŸ¶170,700,000
Total Upgrade Time: 19 days 23 hours 27 minutes 40 secondsāŸ¶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 is similar to the Mercury in design and hardpoint placement.
  • 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 second longest name with 10 letters, the first one is Nightingale with 11 letters.
  • This robot can be considered a "major upgrade" to the Griffin (like to the Stalker being an "upgrade" to the Destrier) due to a better ability, larger HP pool, and more firepower.
  • 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.
  • The player can normally hit an Inquisitor on the ground in Stealth Mode as it is much taller than some other robots with Stealth like the Stalker, Pursuer, Loki, Orochi and Lynx. All they have to do is manually aim their weapons and they usually will get a hit (however Titans cannot use this tactic as they are usually much taller than any robot). However, this is useless for robots armed with lock-on weapons, 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.
  • This robot when it premiered for sale was once retailed $500 dollar (proximate).

Navigation[]

Advertisement