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Fast robot with 4 light slots. Only 2 slots can be active at the same time
— in-game description

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Purchase Information JesseInfobox.png
In-Game Cost Real Value Icn info for user popup.png Exp Level Icn info for user popup.png
900,000 Silver $3,6 5
Robot Information
Class Icn info for user popup.png Ability Icn info for user popup.png Faction Icn info for user popup.png
Quick Draw Icn info for user popup.png
Base Statistics
PilotRankPrivate icon.png
Shield icon.png
Durability Icn info for user popup.png
Speed icon.png
1 48,000 49 kph
Armaments Standard Paint Jobs
Hardpoints 2x2 Light Default Major Vermillion
Default Weapons 2x Pinata + 2x Pinata
Module Slots Legendary Paint Jobs Icn info for user popup.png
Active No N/A
Passive 0
Other Legendary Pilots
Tier Icn info for user popup.png I N/A
Wiki Class Icn info for user popup.png Light


The Jesse is a light robot with 4 light hardpoints, but can only use two at a time.


The Jesse has the Quick Draw ability, which allows it to switch the two light weapons that it is currently using for another two light weapons stored on its back.

Pros and Cons


  • Decent firepower
  • Decent speed
  • Can gain double/infinite ammo depending on what weapons are mounted.
  • Lack of a very noticeable 'advantage period' for enemies to exploit, but there is a minor one.


  • Lack of any form of shielding
  • Low HP


The Jesse is a rather versatile Tier 1 robot. Its Quick Draw ability allows it to change between one set of light weapons to another, which facilitates performance in both brawling, mid-range firefighting and sniper exchanges. In addition, its speed allows it to capture beacons effectively as well as conducting hit-and-run manoeuvres.

The Jesse is quite a moderate brawler, but can perform well in its Tier-its speed allows it to circle the enemy and get farther or closer to the battle quickly, but its low HP means that it cannot sustain that many hits. However, what makes the Jesse stand out amongst the crowd in skirmishing is its Quick Draw ability-using it allows it to change between one set of weapons to another, mitigating reload times shorter than 10 seconds and conceivably gaining an infinite amount of ammo if it chooses weapons with 10< second unloads and >10 second reloads. However, for weapons that have less than a 10 second unload, the Jesse still gains twice the ammo capacity using its Quick Draw ability. Regardless, facehugging and circling the enemy while brawling is essential for the robot, in order to throw off the enemy's targeting and increasing its survival time.

In mid-range firefights as well as sniping one of the Jesse's main weaknesses-its low HP-is mitigated by the fact that it does not need to get into the thick of battle. Like in brawling, using the Quick Draw ability to gain infinite ammo/double ammo is extremely useful, as it allows the Jesse to continue grinding away at an enemy's health before being forced to reload. Make sure cover is at hand while doing this in case an enemy trains their weapons on you.

For hit-and-run playstyles the Jesse should ideally mount burst-damage weapons-this suits the Jesse's playstyle very well as its low health is mitigated by a minimal time spent out in the open. In addition, its fast speed allows it to get to and fro cover very quickly, while its Quick Draw ability allows it to gain double the damage that two light weapons would do.

The Jesse can also make a rather average beacon runner, but ideally should go for side beacons and not the main one(s). Mid-ranged weapons are advised if this playstyle is taken up, but be careful that no enemies will spawn on the beacon if the mode is Beacon Rush.

Counterplay: While the Jesse at first glance may look intimidating due to its doubled/infinite ammo, many commanders fail to realise that it can only have one set of them active at a time. This means that in engagements lasting less than 10 seconds the Jesse technically only has the firepower of 2 light weapons (unless it uses burst-damage weapons), making it one of the weakest robots in the game, therefore weapons with a short unload time can be very proficient in taking down the Jesse. In addition, the Jesse is relatively squishy, meaning that burst damage weapons can take it down in just one clip provided there's enough of them.

Threat Measure: The Jesse is a moderate threat as a Tier 1 robot. Its decent groundspeed and high firepower if used correctly make it a great all-round robot, falling short only in terms of health. As its Tiered-up upgrades do not outperform it significantly, the Jesse can be used in Tier 2 battles in the hands of a cautious commander.


Family: Wild Bunch
Doc, Butch, Kid

Tiered-down downgrades: N/A

Downgrades: Destrier
The Jesse has more speed, slightly more health and double the firepower (however half of it is holstered) of the Destrier, outclassing it in every way.

Alternatives: N/A

Upgrades: Gl. Patton
The Gl. Patton outclasses the Jesse in almost every way, having 4 light weapons active all the time and significantly more health in exchange for less speed.

Tiered-up upgrades: Doc, Butch
The Doc and Butch could be considered alternatives to Jesse in a way, but are generally regarded as better. Both the Doc and the Butch have more firepower in addition to more health than the Jesse, but fall short in speed and Quick Draw reload time.

Possible Setups

These setups are recommended for the Jesse:

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 Light Slot
(Front Set)
(Opt. 1)
Light Slot
(Front Set)
Light Slot
(Back Set)
#Slots x2 x2 x2
Setup 1
Setup 2
Setup 3

Mid-Range (500-600m)

Slot Types Light Slot
(Front Set)
Light Slot
(Back Set)
#Slots x2 x2
Setup 1


Jesse can be used as a "gunslinger" by equipping four Punishers and utilzing the Quickdraw ability to sustain a constant barrage of bullets (the Punisher reloads during the ability's 10 second cooldown).

Mounting quad Pins or Pinatas allow for each weapon's salvo to essentially last twice as long, however it has to expose itself longer to unload the two salvos.

Equipping Pinatas with Magnums will make good use of its ability, allowing it to exploit reload times, protect itself and beacons, and giving the unit both energy and splash damage, allowing it to deal damage to a robot with one of the two types of shielding (physical or energy).

Mounting 4 Aphids works very effectively as the weapon's reload time is similar to the ability's cooldown.

Not Recommended

  • The use of long range weaponry, such as Gekkos, as they don't fit the Jesse's role very well as a beacon capturer and supportive ambush unit.
  • The use of more valuable equipment as there are better platforms for mounting premium equipment.

Upgrade Cost

Tier 1 MK 1
Level Upgrade cost Upgrade time
1 0 00:00
2 10,000 00:05
3 20,000 00:30
4 40,000 01:00
5 200,000 04:00
6 400,000 08:00
7 800,000 12:00
8 1,500,000 16:00
9 3,000,000 20:00
10 5,000,000 24:00
11 8,000,000 26:00
12 13,000,000 28:00
Total Cost Time [DD:HH:MM]
31,970,000 05:19:35
Tier 1 MK 2
Level Upgrade cost Upgrade time
1 0 00:00
2 250,000 01:30
3 500,000 02:30
4 1,000,000 04:00
5 3,750,000 07:30
6 3,750,000 07:30
7 3,750,000 07:30
8 3,750,000 07:30
9 3,750,000 07:30
10 3,750,000 07:30
11 3,750,000 07:30
12 3,750,000 07:30
Total Cost Time [DD:HH:MM]
63,500,000 05:17:30
  • NOTE: base level starts at level 1 cost is
  • MK2 Upgrade cost 500 Gold


ID 1 Ability Faction
Tier 1

Quick Draw
Class Light
Wiki Class Icn info for user popup.png Light
Availability AgIcon.png Silver
MK 1 Level MK 2
Durability Speed Durability Speed
48,000 49 1 112,000 67
52,000 51 2 114,100 67
56,000 52 3 116,200 67
60,000 54 4 118,300 67
65,000 56 5 120,400 67
70,000 58 6 122,500 67
76,000 60 7 124,600 67
82,000 62 8 126,700 67
89,000 64 9 128,800 67
96,000 65 10 130,900 67
104,000 66 11 133,000 67
112,000 67 12 135,100 67
MK 3 Level 1 141,855 67


Update History

Version Changes
4.8.0 Total Upgrade Time: 7 days 3 hours 35 minutes⟶5 days 19 hours 35 minutes
4.7.0 Modules slots changed from 1 passive slot → 0 passive slots
Total Upgrade Time: 8 days 13 hours 35 minutes⟶7 days 3 hours 35 minutes
4.5.0 Total Upgrade Cost: 63,940,000 Ag⟶31,970,000 Ag
Total Upgrade Time: 17 days 3 hours 22 minutes⟶8 days 16 hours 35 minutes
4.2.0 Price changed from 500 gold to 900,000 silver
4.0.0 Total Upgrade Cost: 31,511,250 Ag⟶63,940,000 Ag
Total Upgrade Time: 8 days 10 hours 5 minutes⟶17 days 3 hours 22 minutes
3.8.0 Price changed from 3,500 Influence Points to 500 gold
3.2.0 Increased hit points per level gain (approximately +8% instead or +5%)
3.0.1 Durability increased by 10%
2.9.1 New skin: Major (4th of July 2017)
2.5.0 Ability cooldown reduced and animation time reduced
Speed increased
2.4.0 Robot was added to the game



  • Jesse is named after Jesse James, Jesse Woodson James (September 5, 1847 – April 3, 1882) was an American outlaw, guerrilla, gang leader, bank robber, train robber, and murderer from the state of Missouri and the most infamous member of the James-Younger Gang. Jesse and his brother Frank James were Confederate guerrillas or bushwhackers during the Civil War. During development, the Jesse was originally labeled as 'Jesse James'. The other two quick draw bots (Doc and Butch) were originally labeled as 'Doc Holiday' and 'Butch Cassidy' for the same reason.

Actual Jesse James

  • The holstered weapons can be "shot off" in a fight as well as active ones, due to critical damage.
  • Jesse was released during the 2016 Christmas event, was also available as a token purchase on the 27th of January to the 12th of February and was available for gold in 3rd Anniversary event, starting from April, 28th 2017; then finally, on 7th on June was finally released for IP.
  • After update 3.0.1, this bot now is the most durable light bot.
  • There is a running joke about the "best setup" for a Jesse being 4 Magnums; in reality, it doesn't make sense due to no reload time for Magnums; thus such a Jesse would be equal to a Destrier or Stalker in terms of firepower.
  • This robot was added on December 11 (16 for iOS) 2016.
  • This robot is one of the three quick draw robots ( Doc and Butch are the others )