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==Strategy==
 
==Strategy==
This module grants a robot 5 seconds invulnerability if the robot's durability reaches a certain health % threshold. This ability can only be used once per battle.
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This module grants a robot 2 to 4.5 seconds invulnerability if the robot's durability reaches a certain health % threshold. This ability can only be used once per battle, regardless of if you've healed after the effect has healed or not. If multiple Last Stands are mounted on a robot, the health % threshold will increase per module. The duration will not increase and all the Last Stands will trigger at the same time, so there will be no second or third instances of invulnerability apart from the initial activation. As of Update 4.7.1, when a robot's Last Stand module triggers, it will not gain health from healing for the duration of the Last Stand. This may be due to the Last Stand setting the robot's health to a certain amount and preventing all changes to it, including healing.
   
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The Last Stand, due to this relatively complicated effect, is very hard to play against. Its initial invincibility effect is counteracted with many minor complications, however the description remains clear-upon reaching a certain durability, its host becomes invincible. This can allow to a tiny amount of more survivbility when playing against robots like the [[Ao Jun]], [[Leech]] and especially [[Ares]], as after the tiny amount of invinciblity the enemy might have ended their onslaught of built-in weapons and dropped their respective effects for counteracting damage, allowing you to strike back with whatever you have. This can be paired well with [[Phase Shift]] on [[Ravana]], for an extensive period of invincibility. 
If multiple Last Stands are mounted on a robot, the health % threshold will increase per module. The duration will not increase and all the Last Stands will trigger at the same time, so there will be no second or third instances of invulnerability apart from the initial activation.
 
   
  +
However, Last Stand has a minor drawback. Experienced or well-read enemies might realise that you have Last Stand coming soon due to the greyed-out section in your healthbar (upon reaching which the latter will start displaying fast-moving arrow patterns for the duration of invinciblity), so they will often try to provoke your module to trigger by restrictive playing such as cornershooting. When your Last Stand wears off, they will often test you for further tricks (like Phase Shift) before exposing themselves fully, abilities at the ready. As such, you should use your Last Stand as soon as you obtain it, in lower leagues where there are less chances of being paired with informed enemies.
Currently (as of Update 4.7.1), when a robot's Last Stand module triggers, it will not gain health from healing for the duration of the Last Stand. This may be due to the Last Stand setting the robot's health to a certain amount and preventing all changes to it, including healing.
 
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Its ridiculously high Gold cost of 5000 is also one of its major weaknesses. This, paired with its heavy upgrade cost, may restrict some players from cashing in all their hard-earned rescources for a mere 2 seconds of invincibility. However, there is a feature which not many commanders notice on modules, and that is the fact that they can upgrade. By upgrading, the Last stand can increase its effect to 4.5 seconds, which often gives a player the ability to kill one final enemy, hence its name. However, do not try equipping more than one. By doing so (as mentioned above), you will only decrease the time it takes to activate, but not enhance the effect itself.
   
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Being a passive module, it cannot be mounted on a [[Titan]]. They require their own kind of module, named Titan Modules.
   
 
==Statistics==
 
==Statistics==
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! scope="col" |Changes
 
! scope="col" |Changes
 
|-
 
|-
|[[Updates#Update 5.3|5.3]]
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|[[Updates#Update 5.3.0|5.3.0]]
 
|Activation threshold is now visible on everyone's durability meters
 
|Activation threshold is now visible on everyone's durability meters
 
|-
 
|-
|[[Updates#Update 4.6|4.6]]
+
|[[Updates#Update 4.6.0|4.6.0]]
 
|Module was added to the game
 
|Module was added to the game
 
|}
 
|}

Revision as of 01:23, 27 May 2020

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Upon reaching critical durability level robot becomes temporarily invulnerable
— in-game description


Gold







Affects SelfDefensive ActivationPermanent


Introduction

The Last Stand is a passive module.

Strategy

This module grants a robot 2 to 4.5 seconds invulnerability if the robot's durability reaches a certain health % threshold. This ability can only be used once per battle, regardless of if you've healed after the effect has healed or not. If multiple Last Stands are mounted on a robot, the health % threshold will increase per module. The duration will not increase and all the Last Stands will trigger at the same time, so there will be no second or third instances of invulnerability apart from the initial activation. As of Update 4.7.1, when a robot's Last Stand module triggers, it will not gain health from healing for the duration of the Last Stand. This may be due to the Last Stand setting the robot's health to a certain amount and preventing all changes to it, including healing.

The Last Stand, due to this relatively complicated effect, is very hard to play against. Its initial invincibility effect is counteracted with many minor complications, however the description remains clear-upon reaching a certain durability, its host becomes invincible. This can allow to a tiny amount of more survivbility when playing against robots like the Ao JunLeech and especially Ares, as after the tiny amount of invinciblity the enemy might have ended their onslaught of built-in weapons and dropped their respective effects for counteracting damage, allowing you to strike back with whatever you have. This can be paired well with Phase Shift on Ravana, for an extensive period of invincibility. 

However, Last Stand has a minor drawback. Experienced or well-read enemies might realise that you have Last Stand coming soon due to the greyed-out section in your healthbar (upon reaching which the latter will start displaying fast-moving arrow patterns for the duration of invinciblity), so they will often try to provoke your module to trigger by restrictive playing such as cornershooting. When your Last Stand wears off, they will often test you for further tricks (like Phase Shift) before exposing themselves fully, abilities at the ready. As such, you should use your Last Stand as soon as you obtain it, in lower leagues where there are less chances of being paired with informed enemies. Its ridiculously high Gold cost of 5000 is also one of its major weaknesses. This, paired with its heavy upgrade cost, may restrict some players from cashing in all their hard-earned rescources for a mere 2 seconds of invincibility. However, there is a feature which not many commanders notice on modules, and that is the fact that they can upgrade. By upgrading, the Last stand can increase its effect to 4.5 seconds, which often gives a player the ability to kill one final enemy, hence its name. However, do not try equipping more than one. By doing so (as mentioned above), you will only decrease the time it takes to activate, but not enhance the effect itself.

Being a passive module, it cannot be mounted on a Titan. They require their own kind of module, named Titan Modules.

Statistics

Purchase Information

Level Purchase Cost (Au) Activation Threshold Duration
(Seconds)
1 5,000 5% 2

Upgrade Information

Level Cost (Ag) Time Activation
Threshold
Duration
2 40,000,000 2 days 10% 2.5
3 40,000,000 2 days 15% 3
4 40,000,000 2 days 20% 3.5
5 40,000,000 2 days 25% 4
6 40,000,000 2 days 30% 4.5


Update History

Version Changes
5.3.0 Activation threshold is now visible on everyone's durability meters
4.6.0 Module was added to the game

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