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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 an energy autocannon that fires lockdown shells from ranges up to 600m. As such, it is 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. The bar will steadily fill to red if the enemy receives enough 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, 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 'blue' 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 color
Tier 4 Mk 1
Level Upgrade cost Upgrade time
HH:MM
1 100,000 01:30
2 200,000 02:30
3 400,000 06:00
4 2,000,000 12:00
5 3,000,000 20:00
6 4,000,000 36:00
7 8,000,000 60:00
8 13,000,000 72:00
9 25,000,000 80:00
10 35,000,000 90:00
11 45,000,000 96:00
12 0 00:00
Totals Cost Time [DD:HH:MM]
135.700.000 19:20:00
Tier 4 Mk 2
Level Upgrade cost Upgrade time
HH:MM
1 1,000,000 06:00
2 2,000,000 12:00
3 4,000,000 18:00
4 8,000,000 24:00
5 16,000,000 24:00
6 16,000,000 24:00
7 16,000,000 24:00
8 16,000,000 24:00
9 16,000,000 24:00
10 16,000,000 24:00
11 16,000,000 24:00
12 0 00:00
Totals Cost Time [DD:HH:MM]
135.000.000 9:12:00
  • NOTE: base level starts at level 1 cost is ??? Gold
  • MK2 Upgrade cost 500 Gold

Weapons data

83 4 Magnetar
In the workshop WorkshopYes.png Yes or WorkshopNo.png No WorkshopNo.png Energy32.png Energy Manual32.png Manual Automatic32.png Automatic Magazine32.png Magazine Blankbot.png Blankbot.png
Range Slot Type Min DPS Max DPS Unload Reload Rate of Fire Shot Interval AOE Ammo Particles per Shot
600 Medium Energy 2250 8136 5.28 5 N/A 0.22 N/D 24 1
MK 1 MK 2
Damage per shot Damage per magazine DPS Cycle DPS Damage per shot Damage per magazine DPS Cycle DPS
1 495 11880 2250 {{{cycle1}}} 1 1,495 35880 6795 {{{mk2cycle1}}}
2 550 13200 2500 {{{cycle2}}} 2 1,520 36480 6909 {{{mk2cycle2}}}
3 610 14640 2772 {{{cycle3}}} 3 1,560 37440 7090 {{{mk2cycle3}}}
4 675 16188 3065 {{{cycle4}}} 4 1,600 38400 7272 {{{mk2cycle4}}}
5 750 18000 3409 {{{cycle5}}} 5 1,626 39024 7390 {{{mk2cycle5}}}
6 825 19800 3750 {{{cycle6}}} 6 1,655 39720 7522 {{{mk2cycle6}}}
7 910 21840 4136 {{{cycle7}}} 7 1,700 40800 7727 {{{mk2cycle7}}}
8 1,010 24240 4590 {{{cycle8}}} 8 1,710 41040 7772 {{{mk2cycle8}}}
9 1,110 26640 5045 {{{cycle9}}} 9 1,730 41520 7863 {{{mk2cycle9}}}
10 1,225 29400 5568 {{{cycle10}}} 10 1,760 42240 8000 {{{mk2cycle10}}}
11 1,350 32400 6136 {{{cycle11}}} 11 1,770 42480 8045 {{{mk2cycle11}}}
12 1,495 35880 6795 {{{cycle12}}} 12 1,790 42960 8136 {{{mk2cycle12}}}
Mark 3 Level 1 {{{mk3shot1}}} {{{mk3magazine1}}} {{{mk3dps1}}} {{{mk3cycle1}}}


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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