War Robots Wiki
Advertisement
Wiki-wordmark.png
THIS PAGE HAS BEEN LOCKED

ONLY REGISTERED MEMBERS MAY ADD CONTENT TO THIS PAGE

Ptnh.png
Lua Script Error Detected


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




<< PREV 83 Magnetar NEXT >>
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
WeaponDamage.png Damage 495 per energy round Manual
WeaponRange.png Range 600 meters Automatic
WeaponReload.png Reload 5 seconds Magazine
Capacity 24 energy rounds Root
Unload 5.11 seconds Blank



Introduction

The Magnetar is a mid-range (up to 600 meters) light energy weapon. It has a medium counterpart (Pulsar), and its closest kinetic non-lockdown counterpart is the Molet.

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 4 MK 1
Level Upgrade cost Upgrade time
HH:MM
1 100,000 02:00
2 200,000 05:00
3 400,000 14:00
4 2,000,000 24:00
5 4,000,000 40:00
6 6,000,000 68:00
7 11,000,000 86:00
8 17,000,000 108:00
9 32,000,000 120:00
10 43,000,000 128:00
11 55,000,000 136:00
12 0 0:00
Total Cost Time [DD:HH:MM]
170,700,000 30:11:00
Tier 4 MK 2
Level Upgrade cost Upgrade time
HH:MM
1 2,000,000 12:00
2 4,000,000 24:00
3 8,000,000 36:00
4 19,500,000 36:00
5 19,500,000 36:00
6 19,500,000 36:00
7 19,500,000 36:00
8 19,500,000 36:00
9 19,500,000 36:00
10 19,500,000 36:00
11 19,500,000 36:00
12 0 0:00
Total Cost Time [DD:HH:MM]
170,000,000 15:00:00
  • NOTE: base level starts at level 1 cost is ??? Gold
  • MK2 Upgrade cost 500 Gold

Weapons data

Magnetar
ID Tier Icn info for user popup.png Slot Icn info for user popup.png Type Range Availability
83 4 Light Energy 600 WorkshopYes.png Workshop
Ammo Particles
per Shot
Unload Time Reload Time Shot
Interval
Rate
of Fire
24 1 5.06 5 0.22 4.55
1,357
Cycle DPS
5,155 20k
Attributes Energy Energy Manual Manual Automatic Automatic Magazine Magazine Root Lock-down Blank
MK 1 Level MK 2
Damage per shot Damage per burst Burst DPS Cycle DPS Damage per shot Damage per burst Burst DPS Cycle DPS
569 13,656 2,699 1,357 1 1,719 41,256 8,153 4,101
633 15,192 3,002 1,510 2 1,748 41,952 8,291 4,170
702 16,848 3,330 1,675 3 1,794 43,056 8,509 4,280
776 18,624 3,681 1,851 4 1,840 44,160 8,727 4,390
863 20,712 4,093 2,059 5 1,870 44,880 8,870 4,461
949 22,776 4,501 2,264 6 1,903 45,672 9,026 4,540
1,047 25,128 4,966 2,498 7 1,955 46,920 9,273 4,664
1,162 27,888 5,511 2,772 8 1,967 47,208 9,330 4,693
1,277 30,648 6,057 3,047 9 1,990 47,760 9,439 4,748
1,409 33,816 6,683 3,361 10 2,024 48,576 9,600 4,829
1,553 37,272 7,366 3,705 11 2,036 48,864 9,657 4,857
1,719 41,256 8,153 4,101 12 2,059 49,416 9,766 4,912
MK 3 Level 1 2,161 51,864 10,250 5,155
Notes 1. Damage stats above exclude ability damage (eg. DOT, Freeze, BLASTCHARGE).
2. Damage per shot is not always equal to damage value displayed in-game, it represents damage dealt in one press of the fire button.


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
7.9.0 Damage increased by 15%
6.9.0 New special edition model: Sheriff Magnetar (Mercenary Town)
6.8.0 Weapon was added to the game

Poll

Navigation

Advertisement