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Magnetar   Sheriff Magnetar


…Light, medium-range energy autocanon with a special feature that immobilizes the target after a certain amount of hits… – in-game description



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Purchase Information
In-Game Cost TBD
Real Value Icn info for user popup.png TBD
Exp Level Icn info for user popup.png 30
Type
Hardpoint Icn info for user popup.png Light
Tier Icn info for user popup.png IV
Magnetar.png
Base Statistics Attributes
PilotRankPrivate icon.png Level 1 Energy Energy


WeaponDamage.png Damage 495 per energy round Manual Manual


WeaponRange.png Range 600 meters Automatic Automatic


WeaponReload.png Reload 5 seconds Magazine Magazine


Capacity 24 energy rounds Root Root


Unload 5.11 seconds




Introduction

The Magnetar is a mid-range (up to 600 meters) light energy weapon. It has a medium counterpart (Pulsar).

Strategy

The Magnetar is a powerful energy autocannon that fires lockdown shells from ranges up to 600m. As such, it should be played mainly as a support weapon providing covering fire for allies at a safe distance while also locking-down the enemies. The lockdown attribute inflicts a certain amount of 'lock-down charge' with every shot, indicated by a white lock-down icon appearing above the enemy's health bar, which will steadily fill with red if the enemy is receiving a lot of lock-down charges. If the lockdown icon becomes completely red the enemy is immobilized for 5 seconds and the amount of lockdown charges applied to it will be reset. After being immobilized for five seconds the enemy gains a 5-second immunity to lockdown from any source. If the lockdown icon has not been filled fully yet and then the enemy stops receiving lock-down charges, then the lock-down icon's red level will slowly decrease again.

Pros and Cons

Pros 

  • Energy-based projectiles allows gun to bypass energy shielding
  • Large damage within range (0m-600m)
  • Quick reload
  • Can lock-down enemies
  • High accuracy-Bullets barely spread

Cons

  • Has the capability to lock enemies down in 1 clip but requires every shot to land (at level 1)
  • Ineffective against physical shields
  • Ineffective at close range against specialized brawling weapons (eg. Nucleon)


Upgrade Cost

Tier 4 Mk 1
Level Upgrade cost Upgrade time
HH:MM
1 0 00:00
2 100,000 00:10
3 200,000 01:00
4 400,000 02:00
5 2,000,000 08:00
6 4,000,000 12:00
7 6,000,000 24:00
8 11,000,000 32:00
9 17,000,000 40:00
10 32,000,000 44:00
11 43,000,000 52:00
12 55,000,000 60:00
Totals Cost Time [DD:HH:MM]
170,700,000 29:11:00
Tier 4 Mk 2
Level Upgrade cost Upgrade time
HH:MM
1 0 00:00
2 2,000,000 05:00
3 4,000,000 10:00
4 8,000,000 20:00
5 19,500,000 30:00
6 19,500,000 30:00
7 19,500,000 30:00
8 19,500,000 30:00
9 19,500,000 30:00
10 19,500,000 30:00
11 19,500,000 30:00
12 19,500,000 30:00
Totals Cost Time [DD:HH:MM]
170,000,000 29:00:00
  • NOTE: base level starts at level 1 cost is ??? Gold
  • MK2 Upgrade cost 500 Gold

Weapons data

83 Magnetar
In the workshop WorkshopYes.png Yes or WorkshopNo.png No WorkshopNo.png Energy Energy


Manual Manual


Automatic Automatic


Magazine Magazine


Root Root



Particles Ammo Rate of Fire Unload Reload Shot Interval Tier Version Slot Type Trajectory
1 24 10.11 5.11 5 .10 4 6.7 Light Energy Straight
MK 1 MK 2
Damage per shot Damage per magazine DPS Damage per particle Damage per shot Damage per magazine DPS Damage per particle
495 25557 5006 495 1 1495 77177 15096 1495
550 28400 5560 550 2 1520 78468 15349 1520
610 31520 6166 610 3 1560 80533 15753 1560
674 34846 6816 675 4 1600 82598 16156 1600
750 38718 7573 750 5 1620 83630 16358 1620
825 42590 8331 825 6 1655 85437 16712 1655
910 46978 9189 910 7 1700 87760 17166 1700
1010 52140 10199 1010 8 1710 88277 17267 1710
1110 57302 11209 1110 9 1730 89309 17469 1730
1225 63239 12370 1225 10 1760 90858 17772 1760
1350 69692 13632 1350 11 1770 91374 17873 1770
1495 77177 15096 1495 12 1790 92406 18075 1790


Effect Accumulation

The higher the percentage the more effective the weapon's projectiles are at accumulating the root effect (allows the weapon to bypass an enemy's root threshold faster).

Note: Mark II levels 1-12 does not increase accumulation values (Mark I level 12 is the highest accumulation possible).

Level Accumulation [%]
1 100 %
2 101 %
3 101 %
4 102 %
5 103 %
6 104 %
7 105 %
8 107 %
9 109 %
10 111 %
11 113 %
12 114 %

Audio

Update History

Version Changes
6.9.0 New special edition model: Sheriff Magnetar (Mercenary Town)
6.8.0 Weapon was added to the game

Poll

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