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==Strategy== |
==Strategy== |
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− | The Invader is often used as a tank |
+ | 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. |
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− | Despite the very long jump distance, the Invader still needs to be able to approach enemy robots, even under fire. Using available cover and the Invader's slightly lower profile is a good idea to take the least damage as possible, and the Invader's high health also ensures that mishaps are more easily forgiven. Once within jumping distance, pilots should activate the ability (especially if against multiple enemy bots) to reduce several enemy robots’ weapon damage at once, ensuring that you and your teammates sustain less damage and can hopefully destroy the entire group. |
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+ | A draw back to the Invader is its mediocre firepower, consisting of only 1 Medium and 2 Light weapons. Due to this, the Invader should be played as a support robot that tanks damage, suppresses enemy groups, defends areas, and helps to capture beacons. |
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− | As enemy pilots will be wary of Invader and its ability, they may try to retreat behind cover or get out of the effect radius. Despite Invader's decent speed, fast robots such as the [https://warrobots.fandom.com/wiki/Kumiho Kumiho] can fall back pretty quickly. To try and counter this, again, use cover to stay out of sight and immobilization weapons such as [[Corona]], [[Halo]], [[Pulsar]], and [[Shredder]] can come in handy to immobilize enemy robots and therefore preventing them from escaping. |
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+ | It is recomended 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 praticing on the maps will help pilots know where to manuerver. Experienced pilots will also use Invader's tendency to get tangled up with other bots as a tactic to "trap" enemy bots, particuarly smaller, more agile bots, to prevent them from escaping. |
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− | The one limitation of the Invader is its mediocre firepower, consisting of only 1 Medium and 2 Light weapons. Due to this, the Invader should be played as a support robot, ideally with teammates as a mobile-strike group. Playing with teammates allows the Invader to decrease enemy bots’ firepower and let heavier armed brawlers deal most of the damage. However, if you do find yourself alone, the Invader can hold its own against beacon cappers and other robots such as the [[Kumiho]], [[Haechi]] and even some [[Ares]], if you're skillfull enough to land inside its shield. Even if you don't, you can still supress it with it's wide radius of effect. |
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− | |||
− | Invader is an extremely powerful robot and shouldn't be underestimated. It is incredibly difficult to play against for every robot because of its ability to shrug off obscene quantities of damage and still deal massive damage itself. Once a robot is hit by Incursion, it becomes virtually impossible to deal any meaningful amount of damage to the opposing Invader, and even the invader's team, so to counterplay it mostly revolves around avoiding that fateful smackdown. Dash robots are especially good at this, as they can evade Incursion's debuff by moving away. Similarly, lockdown weapons can be used to prevent Invader from jumping to begin with, thus avoiding having weapons being crippled. |
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− | The potential of the healing module for the Invader cannot be underestimated either as it’s high HP comes with high potential as well. This means it has the potential to heal a large percentage of its health, thus allowing it to stay in the fight for a MASSIVE time period. |
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− | Nevertheless, it is reccommended to command the Invader in a Custom Game first, as its long legs are quite easy to get tangled in certain maps, especially compact ones like [[Shenzhen]] or [[Dead City]]. |
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==Possible Setups== |
==Possible Setups== |
Revision as of 20:43, 24 May 2020
THIS IS A COMMUNITY PAGE IT IS OPEN TO EDITS FROM ANYONE |
Invader | Arachnid Invader |
“ | Four-legged robot. Excels at initiating fights: Invader can jump into the enemies and drastically lower their firepower
|
” |
- — in-game description
{{{ID}}} | Invader
|
Purchase Information | |||||
---|---|---|---|---|---|
In-Game Cost | Real Value | Exp Level | |||
10,000 | $75 | 19 | |||
Robot Information | |||||
Class | Ability | Faction | |||
Medium |
Incursion |
DSC | |||
Base Statistics | |||||
Level |
Durability |
Speed | |||
1 | 154,846 | 40 kph | |||
Armaments | Standard Paint Jobs | ||||
Hardpoints | 2x Light 1x Medium |
||||
Default Weapons | 2x Punisher 1x Punisher T | ||||
Module Slots | Legendary Paint Jobs | ||||
Active | Yes | coming soon | |||
Passive | 3 | ||||
Other | Legendary Pilots | ||||
Tier | ~ | ||||
Wiki Class | Heavy | ||||
Potential Role | ~ |
Workshop Production Information | |
---|---|
1 Day Cost | 3 Day Cost |
200,000 | 660,000 |
Components | Components |
60 | 170 |
Introduction
The 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 Incursion. When activated the Invader jumps and gains 33% damage resistance to all enemy weapons (except Titan weapons, which ignore damage resistance), then lands in a similar way to Mercury, meaning the pilot can command the Invader to smash down onto the ground immediately, or plane down based on the initial trajectory of the jump. 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 66% for 5 seconds. When factoring in Invader's damage resistance, the net damage to Invader is reduced by 78% for 5 seconds. Incursion has a cooldown 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.
A draw back to the Invader is its mediocre firepower, consisting of only 1 Medium and 2 Light weapons. Due to this, the Invader should be played as a support robot that tanks damage, suppresses enemy groups, defends areas, and helps to capture beacons.
It is recomended 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 praticing on the maps will help pilots know where to manuerver. Experienced pilots will also use Invader's tendency to get tangled up with other bots as a tactic to "trap" enemy bots, particuarly smaller, more agile bots, to prevent them from escaping.
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 → | Mini Death Button | |||||
Setup 1 → | Flamethrower | |||||
Setup 2 → | Mini-Plasma Death Button | |||||
Setup 3 → | Mini-Leadhose | |||||
Setup 4 → | Shotgun | |||||
Setup 5 → | Energy Shotgun |
Mid-Range (500-600m)
Mark I Statistics
Purchase Information
Level |
Durability |
Speed |
Cost |
---|---|---|---|
1 | 154,846 | 40 | 10,000 |
Upgrade Information
Level |
Durability |
Speed |
Cost |
Time |
---|---|---|---|---|
2 | 165,169 | 40 | 100,000 | 2 hours |
3 | 175,492 | 41 | 200,000 | 5 hours |
4 | 186,754 | 41 | 400,000 | 14 hours |
5 | 198,954 | 42 | 2,000,000 | 1 day 4 hours |
6 | 212,092 | 42 | 4,000,000 | 2 days 18 hours |
7 | 225,231 | 43 | 6,000,000 | 4 days 6 hours |
8 | 239,308 | 43 | 11,000,000 | 5 days 4 hours |
9 | 254,323 | 44 | 17,000,000 | 5 days 20 hours |
10 | 270,277 | 44 | 36,000,000 | 6 days 4 hours |
11 | 287,169 | 44 | 52,000,000 | 6 days 12 hours |
12 | 305,000 | 44 | 70,000,000 | 6 days 20 hours |
Cost | Time | |
---|---|---|
Totals | 198,700,000 | 34 days 1 hour |
Mark II Statistics
Purchase Information
Level |
Durability |
Speed |
Cost |
---|---|---|---|
1 | 305,000 | 44 | 500 |
Note: Level 12 Mark I is required to enhance (purchase) to Mark II.
Upgrade Information
Level |
Durability |
Speed |
Cost |
Time |
---|---|---|---|---|
2 | 310,600 | 44 | 2,500,000 | 1 day |
3 | 316,200 | 44 | 5,000,000 | 2 days |
4 | 321,800 | 44 | 10,000,000 | 3 days |
5 | 327,400 | 44 | 22,500,000 | 4 days |
6 | 333,000 | 44 | 22,500,000 | 4 days |
7 | 338,600 | 44 | 22,500,000 | 4 days |
8 | 344,200 | 44 | 22,500,000 | 4 days |
9 | 349,800 | 44 | 22,500,000 | 4 days |
10 | 355,400 | 44 | 22,500,000 | 4 days |
11 | 361,000 | 44 | 22,500,000 | 4 days |
12 | 366,600 | 44 | 22,500,000 | 4 days |
Cost | Time | |
---|---|---|
Totals | 170,000,000 | 38 days |
Update History
Version | Changes |
---|---|
5.7.2 | Arachnid model bonus durability increased from 5% → 10% |
5.7 | New alternative model: Arachnid Invader (Lunar New Year 2020) |
5.6 | New limited edition skin: Symbiotic (Operation: Cold Snap) |
New skin: Symbiotic | |
5.2.0 | New skin: Red Baron (Above the Stars event) |
5.0 | 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⟶34 days 1 hour |
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 | New skin: Wartpat (Christmas) |
Economy Changes: | |
Total Upgrade Cost: 170,700,000 Ag⟶198,700,000 Ag | |
4.3 | Robot was added to the game |
Paint Jobs
Available For Purchase
Limited Edition
Alternative Model (+10% Durability)
Poll
Trivia
- The Invader is the first four-legged robot to be able to jump.
- The Invader has one of the largest health pools in the entire game.
- The Invader is the only four-legged robot that suffers from landing lag.
- The Invader's Suppression can be activated in mid-air.
- 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.
- This robot can have over 1.75 million effective hp when it's ability is active.
- The Invader's Incursion ability actually does damage, though only very little. Getting a kill just by Incursion is a rare sight.
- Click [[1]] here] for a 3D image of this robot.