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Ptnn
Gold



Close range energy weapon. Reloads instantly and can fire continuously. Ineffective against targets with physical shields
— in-game description



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Purchase Information
In-Game Cost 1,000 Gold

IRL Cost?

None

Experience?

2
Type

Hardpoint?

Light

Tier?

I

Faction?

TBA
Magnum
Base Statistics Attributes
PilotRankPrivate icon Level 1

Energy

WeaponDamage Damage 957 per plasmoid

Manual

WeaponRange Range 350 meters

Automatic

WeaponReload Reload 0.55 seconds

Capacity 1 plasmoid
Unload Instant

Introduction[]

The Magnum is a close-range (up to 350 meters) light energy weapon.

Strategy[]

This plasma weapon, due to its accuracy, damage, and continuous fire makes it a very popular light weapon in the lower leagues.

The Magnum seems to be most closely comparable to the Punisher. While they are both popular short-range weapons, the Magnum has several advantages. The Punisher, while having a higher DPS (damage per second) and longer range, suffers from bullet spread, reducing its damage at longer ranges, while the Magnum does the same amount of damage at 100 meters as it does at 350 meters. Also, the Punisher needs to be reloaded, taking 10 seconds.

The Magnum does not have to reload and can fire continuously at two plasmoids per second. Being an energy weapon, it ignores Ancile shielding.

In earlier leagues, it is common to see the Magnum mounted in pairs on Stalkers, and possibly in quads on a Patton. Using this weapon in combination with Tarans and Redeemers works very well, as they share the same range, damage type, and fast projectiles. Griffins and Rhinos can often be seen with a pair of Magnums and Tarans, and they can severely damage robots (even heavy robots) quickly. Lastly, using a trio of Magnums with a Redeemer on a Leo, this makes for an opponent that can deal heavy damage, and take a lot of damage due to the robot's high health pool. This set-up is known as the “Mini Plasma Death Button”, resembling the Plasma Death Button, a Griffin with a pair of Magnums and Tarans.

Magnums become less common in higher leagues due to medium and heavy weapons dominating but are very common in lower and mid leagues. They are well-suited for close-range brawling and knife-fighting.

Pros and Cons[]

Pros

  • Steady and relatively fast rate of fire.
  • Relatively fast projectile speed, user is not required to lead target.
  • No reload, allowing for no drop in damage per second.
  • Very High Accuracy, this is achieved by a fast projectile speed and good aiming
  • Bypasses energy shields, this trait allows the Magnum to excel at taking down energy shielded robots such as the Carnage or Haechi due to their relatively low health.
  • Unlimited ammunition allows for long periods of sustained fire.
  • Has a longer range, which allows it to outrange more devastating weapons such as Cryo or Glory.

Cons

  • Moderately low DPS, requires the user to remain exposed for a significant amount of time before doing a reasonable amount of damage.
  • In general, the Magnum is ineffective against physical shields, this can be partially overcome if the magnums are highly upgraded.
  • Has a limited range of 350m, allowing for other longer ranged weapons to outrange it.

Upgrade Cost[]

Tier 2 MK 1
Level Upgrade cost Upgrade time
HH:MM
1 0 00:00
2 20,000 00:10
3 40,000 01:00
4 80,000 02:00
5 400,000 08:00
6 800,000 12:00
7 1,600,000 12:00
8 2,000,000 16:00
9 3,000,000 20:00
10 4,000,000 24:00
11 5,000,000 26:00
12 6,000,000 28:00
Total Cost Time [DD:HH:MM]
22,940,000 5:14:00
Tier 2 MK 2
Level Upgrade cost Upgrade time
HH:MM
1 0 00:00
2 8,000,000 02:30
3 9,000,000 05:00
4 10,000,000 10:00
5 11,000,000 15:00
6 12,000,000 15:00
7 13,000,000 15:00
8 14,000,000 15:00
9 15,000,000 15:00
10 16,000,000 15:00
11 17,000,000 15:00
12 18,000,000 15:00
Total Cost Time [DD:HH:MM]
143,000,000 05:17:30
  • NOTE: base level starts at level 1 cost is 1,000 Gold
  • MK2 Upgrade cost 500 Gold

Weapons data[]

Magnum
ID Tier Icn info for user popup Slot Icn info for user popup Type Range Availability
26 2 Light Energy 350 AuIcon Gold
Ammo Particles
per Shot
Unload Time Reload Time Shot
Interval Icn info for user popup
Rate
of Fire
1 1 0 0.55 0.55 1.82
1740
Cycle DPS
6205 20k
Attributes Energy Energy Manual Manual Automatic Automatic Magazine Magazine Blank 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
957 957 ~ 1,740 1 2,706 2,706 ~ 4,920
1,045 1,045 ~ 1,900 2 2,755 2,755 ~ 5,009
1,155 1,155 ~ 2,100 3 2,805 2,805 ~ 5,100
1,276 1,276 ~ 2,320 4 2,854 2,854 ~ 5,189
1,408 1,408 ~ 2,560 5 2,904 2,904 ~ 5,280
1,540 1,540 ~ 2,800 6 2,953 2,953 ~ 5,369
1,683 1,683 ~ 3,060 7 3,003 3,003 ~ 5,460
1,859 1,859 ~ 3,380 8 3,052 3,052 ~ 5,549
2,046 2,046 ~ 3,720 9 3,102 3,102 ~ 5,640
2,244 2,244 ~ 4,080 10 3,151 3,151 ~ 5,729
2,464 2,464 ~ 4,480 11 3,201 3,201 ~ 5,820
2,706 2,706 ~ 4,920 12 3,250 3,250 ~ 5,909
MK 3 Level 1 3,413 3,413 ~ 6,205
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.
3. Shot intervals include not only the delay between shots, but also any shot subintervals triggered in one press of the fire button.


Audio[]

Update History[]

Version Changes
8.7.0 Damage increased by 10%
4.8.0 Total Upgrade Time: 7 days 3 hours 35 minutes⟶5 days 19 hours 35 minutes
4.7.0 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 5 hours 12 minutes⟶8 days 16 hours 35 minutes
Now available for 1,000 gold (can no longer be produced via Workshop 2.0)
4.3.0 Damage increased by 21%
4.2.0 Price changed from 3,750 WP to 10,000 Components (or 1,000 gold)
4.1.0 Bug fix: Projectiles can no longer phase through enemy targets with a mass (wall, hill, etc.) behind them
4.0.0 Total Upgrade Cost: 31,970,000 Ag⟶63,940,000 Ag
Total Upgrade Time: 8 days 12 hours 35 minutes⟶17 days 5 hours 12 minutes
3.1.0 Damage increased by 5%
2.9.3 Damage increased by 5%
1.6.0 Firing rate decreased by 10%
1.0.0 Weapon was added to the game

Poll[]


Trivia[]

  • The Magnum once was the only weapon in War Robots with no reload time. It now shares this feature with the Nucleon, Atomizer, Quarker and Spear and Titan weapons Glaive and Lance.
  • The Magnum is named after the .44 Remington Magnum, a large-bore cartridge designed for revolvers.
  • The EP in its previous name may have stood for "Energy Pistol".
  • At one point, it was named the most popular weapon in the game by Pixonic.
  • This weapon was added on August 21, 2015.

Navigation[]

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