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Invader   Arachnid Invader   ULTIMATE Invader New

Components



Four-legged robot. Excels at initiating fights: Invader can jump into the enemies and drastically lower their firepower
— in-game description



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Invader
Purchase Information InvaderInfobox
In-Game Cost Real Value Icn info for user popup Exp Level Icn info for user popup
10,000 Components or
10,000 Gold
$100 19
Robot Information
Class Icn info for user popup Ability Icn info for user popup Faction Icn info for user popup
MediumRobotinfobox
Medium
Incursioninfobox
Incursion Icn info for user popup
DSCinfobox
DSC
Base Statistics
PilotRankPrivate icon
Level
Shield icon
Durability Icn info for user popup
Speed icon
Speed
1 178,310 40 kph
Armaments Standard Paint Jobs
Hardpoints 2x Light
1x Medium
Default Red Baron Symbiotic Wartpat Science
Default Weapons 2x Punisher
1x Punisher T
Module Slots Legendary Paint Jobs Icn info for user popup
Active Yes Science Symbiotic
Passive 3
Other Legendary Pilots
Tier Icn info for user popup IV Stanislav Chen
Wiki Class Icn info for user popup Heavy
Potential Role Tank
Workshop Production Information
1 Day Cost Silver 3 Day Cost Silver
200,000 660,000
Components Components Components Components
60 170


Introduction[]

Invader is a medium robot with a medium and 2 light hardpoints. It is unofficially classified as a heavy robot based on wiki criteria.

Ability[]

Invader's ability is named Incursion. When Incursion is activated, Invader jumps and gains 33% damage resistance to all enemy weapons (except Titan weapons, which ignore damage resistance), then lands in a similar fashion to Mercury, meaning the pilot can command the Invader to smash down onto the ground immediately, or plane down based on the initial trajectory. Upon landing the Invader retains its damage resistance for 5 more seconds while emitting an electrical impulse which suppresses the weapon systems of all enemies within 100 meters, reducing their damage output by 75% for 5 seconds while also dealing a minimal 40 damage. After Invader's resistance wears off, Incursion enters a cooldown phase of 16 seconds.

Strategy[]

The Invader is often used as a tank especially when equipped with armor and healing modules. With its high durability, damage resistance, jump, and suppression ability, the Invader is excellent for brawling and close-range engagement.

The Invader has relatively slow ground speed, so pilots should take advantage of the Invader's long jump distance to ambush enemies, cap beacons, or escape from danger.

Invader still suffers from its mediocre firepower, with only 1 Medium and 2 Light weapons. Due to this the Invader should be played as a support robot that can absorb heavy damage, suppress enemy groups, defend key areas, and help capture beacons. Its ability and high health pool means that the Invader excels at being part of a fast moving assault group, drawing and suppressing enemy fire to allow more powerful teammates to destroy enemy bots before they can inflict significant damage.

It is recommended to practice piloting the Invader in a custom battle first. It is very easy for the Invader's long legs to get tangled on obstacles and other robots, so practicing on the maps will help pilots know where to move. Experienced pilots will also use Invader's tendency to get tangled up with other bots as a tactic to "trap" enemy bots, particularly smaller, more agile bots, to prevent them from escaping. In the vast majority of cases, small robots which are able to be trapped by the Invader's legs will also have inferior firepower (e.g the Stalker), so the Invader can use its superior firepower and if necessary, ability, to quickly destroy them.


Possible Setups[]

These setups are recommended for the Invader:

Note: 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 Light Slot (Opt. 1) Light Slot (Opt. 2) Light Slot (Opt. 3) Light Slot (Opt. 4) Medium Slot
#Slots x2 x2 x2 x2 x1 Name (If Applicable)
Setup 1
Pinata
Gust
Shredder
Halo
Orkan
Mini Death Button
Setup 2
Blaze
Halo
Igniter
Flamethrower
Setup 3
Magnum
Shredder
Halo
Taran
Mini-Plasma Death Button
Setup 4
Punisher
Shredder
Halo
Punisher T
Mini-Leadhose
Setup 5
Gust
Halo
Shredder
Storm
Shotgun
Setup 6
Halo
Gust
Corona
Energy Shotgun
Setup 7
Scatter
Gust
Halo
Havoc
Sonic Shotgun

Mid-Range (500-600m)[]

Slot Types Light Slot (Opt. 1) Light Slot (Opt. 2) Medium Slot
#Slots x2 x2 x1
Setup 1
Spark
Magnum
Scourge
Setup 2
Spark
Pulsar

Upgrade Cost[]

Tier 4 MK 1
Level Upgrade cost Upgrade time
HH:MM
1 0 00:00
2 100,000 02:00
3 200,000 05:00
4 400,000 14:00
5 2,000,000 28:00
6 4,000,000 66:00
7 6,000,000 102:00
8 8,000,000 124:00
9 11,000,000 140:00
10 14,000,000 148:00
11 18,000,000 152:00
12 25,000,000 160:00
Total Cost Time [DD:HH:MM]
88,700,000 39:05:00
Tier 4 MK 2
Level Upgrade cost Upgrade time
HH:MM
1 0 00:00
2 27,000,000 12:00
3 29,000,000 24:00
4 31,000,000 36:00
5 33,000,000 48:00
6 35,000,000 48:00
7 37,000,000 48:00
8 39,000,000 48:00
9 41,000,000 48:00
10 43,000,000 48:00
11 45,000,000 48:00
12 47,000,000 48:00
Total Cost Time [DD:HH:MM]
407,000,000 19:00:00
  • NOTE: base level starts at level 1 cost is
  • MK2 Upgrade cost 500 Gold

Stats[]

Invader
ID 44 Ability Faction
Tier 4
Incursioninfobox

Incursion
DSC
DSC
Class Light
Medium
Wiki Class Icn info for user popup Heavy
Availability Goldcomponents Workshop/Gold
MK 1 Level MK 2
Durability Speed Durability Speed
178,300 40 1 352,300 47
189,700 40 2 359,300 47
201,800 41 3 369,900 47
214,700 41 4 376,900 47
228,400 42 5 384,000 47
243,000 42 6 391,000 47
258,500 43 7 401,600 47
275,000 43 8 405,100 47
292,600 44 9 408,600 47
311,300 45 10 415,700 47
331,100 46 11 419,200 47
352,300 47 12 422,700 47
MK 3 Level 1 443,900 47

Ability Damage[]

Notes:

  1. Similar to Mercury, when Invader jumps it gains altitude for 2 seconds, before being able to smash down at will. To maximize cycle damage, Invader will instantly choose to smash down, hitting the ground after 0.5 seconds. Then, it gets 6 more seconds of defense, adding up the minimum ability time to 8.5 seconds. T
  2. Many do not know that robots can get destroyed by Incursion :D However, Invader should get a buff (and it did! Update 8.5), since Luchador has smash damage upon hitting the ground already.
Incursion
ID Robot Type Range Cooldown Duration
6 Invader Explosive 0 (AOE: 100) 16 8.5
Ammo Particles
per Shot
Unload Time Reload Time Shot
Interval
Rate
of Fire
1 1 0 24.5 0 ~
69
Cycle DPS
245 20k
Attributes Explosive Explosive Radius Radius Single Shot Single Magazine Magazine Area Damage Area damage Suppression Suppression
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
1,700 1,700 ~ 69 1 4,800 4,800 ~ 196
1,900 1,900 ~ 78 2 4,900 4,900 ~ 200
2,000 2,000 ~ 82 3 5,000 5,000 ~ 204
2,300 2,300 ~ 94 4 5,100 5,100 ~ 208
2,500 2,500 ~ 102 5 5,100 5,100 ~ 208
2,700 2,700 ~ 110 6 5,200 5,200 ~ 212
3,000 3,000 ~ 122 7 5,300 5,300 ~ 216
3,300 3,300 ~ 135 8 5,400 5,400 ~ 220
3,600 3,600 ~ 147 9 5,500 5,500 ~ 224
4,000 4,000 ~ 163 10 5,600 5,600 ~ 229
4,300 4,300 ~ 176 11 5,700 5,700 ~ 233
4,800 4,800 ~ 196 12 5,800 5,800 ~ 237
MK 3 Level 1 6,000 6,000 ~ 245
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[]

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

Update History[]

Version Changes
9.3.0 New ultimate edition: ULTIMATE Invader
8.5.0 Ability deals (more) damage
7.9.0 Durability increased by 10%
6.8.0 Durability increased by 5%
6.0.1 Now available for 9,750 gold (can still be produced via Workshop 2.0)
New limited edition skin: Science (Operation: Iron Phoenix (Part 2))
New skin: Science
5.7.2 Arachnid model bonus durability increased from 5% → 10%
5.7.0 New alternative model: Arachnid Invader (Lunar New Year 2020)
5.6.0 New limited edition skin: Symbiotic (Operation: Cold Snap)
New skin: Symbiotic
5.2.0 New skin: Red Baron (Above the Stars event)
5.0.0 Speed increased by 10%
Durability decreased by 6%
Ability cooldown increased from 13 seconds → 16 seconds
4.8.0 Total Upgrade Time: 49 days 8 hours 30 minutes⟶39 days 13 hours
4.7.0 Gains 33% damage resistance during jump and 5 seconds after landing (ability)
Total Upgrade Time: 58 days 17 hours⟶49 days 8 hours 30 minutes
4.5.0 New skin: Wartpat (Christmas 2018)
Total Upgrade Cost: 170,700,000 Ag⟶198,700,000 Ag
4.3.0 Robot was added to the game

Poll[]


Trivia[]

  • The Invader is the first (and only) four-legged robot to be able to jump.
  • The Invader is the only spider robot that suffers from landing lag.
  • The Invader is one of eight quadrupedal robots, the others being the Raijin, Weyland, Rayker, Fujin, Jaeger, Skyros, and Imugi
  • The special variant - Arachnid Invader - when using its ability, it does not make a sound or create a large yellow wave upon landing unlike the Invader. This allows for a stealthier surprise attack on a target.
  • The Arachnid Invader also has an idle animation, which would make it the first robot variant to have an idle animation.
  • Incredibly, with max buffs, ability active, boosters, the legendary pilot, the Mantis aegis shield, and two tier 4 Revitalizing Defenders active, the Invader will have a 138,602,552 effective health pool against any non-sonic/Titan/Defense Mitigation firepower for the time the Invader's suppression lasts for.
  • The Invader's Incursion ability actually does damage, though only very little, in the double digits. Getting a kill just by Incursion has likely never been done.
  • This robot was added on August 28, 2018.
  • The Invader is one of the robots that have a red "eye" on their hull. The others are fittingly Blitz, Rayker and Cerberus, and rather strangely Scorpion.
  • The Invader's ability is similar to Luchador's Frog Splash ability as both propell the robot forward at an angle, give the option to crash downwards, a suppression effect applied to enemies that are caught in the ability's blast radius, and a defence system that is active during the jump.

Navigation[]

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