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…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
Real Value Icn info for user popup.png None
Exp Level Icn info for user popup.png 2
Hardpoint Icn info for user popup.png Light
Tier Icn info for user popup.png I
Base Statistics Attributes
PilotRankPrivate icon.png Level 1 Energy Energy

WeaponDamage.png Damage 870 per plasmoid Manual Manual

WeaponRange.png Range 350 meters Automatic Automatic

WeaponReload.png Reload None Unlimited Ammo

Capacity ∞ plasmoids Energy Energy

Unload 0.55 seconds Energy Energy


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


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

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


  • 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.


  • 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.

Mark I Statistics

Purchase Information

Level Cost Damage DPS
1 1,000 Gold 870 1582

Upgrade Information

Level Cost AgIcon.png Time Damage DPS
2 10,000 5 minutes 950 1727
3 20,000 30 minutes 1050 1909
4 40,000 1 hour 1160 2109
5 200,000 4 hours 1280 2327
6 400,000 8 hours 1400 2545
7 800,000 12 hours 1530 2782
8 1,500,000 16 hours 1690 3073
9 3,000,000 20 hours 1860 3382
10 5,000,000 1 day 2040 3709
11 8,000,000 1 day 2 hours 2240 4073
12 13,000,000 1 day 4 hours 2460 4473
Cost Time
Totals 31,970,000 5 days 19 hours 35 minutes

  • The damage column shows the damage of each individual plasmoid

Mark II Statistics

Purchase Information

Level Cost Damage DPS
1 500 Gold 2460 4473

Note: Level 12 Mark I is required to enhance (purchase) to Mark II.

Upgrade Information

Level Cost AgIcon.png Time Damage DPS
2 250,000 3 hours 2505 4555
3 500,000 5 hours 2550 4636
4 1,000,000 8 hours 2595 4718
5 3,750,000 15 hours 2640 4800
6 3,750,000 15 hours 2685 4882
7 3,750,000 15 hours 2730 4964
8 3,750,000 15 hours 2775 5045
9 3,750,000 15 hours 2820 5127
10 3,750,000 15 hours 2865 5209
11 3,750,000 15 hours 2910 5291
12 3,750,000 15 hours 2955 5373
Cost Time
Totals 31,750,000 5 days 16 hours

  • The damage column shows the damage of each individual plasmoid


Update History

Version Changes
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



  • The Magnum once was the only weapon in War Robots with no reload time. It now shares this feature with the Atomizer, Nucleon, and Quarker.
  • 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".
  • It at one point was named the most popular weapon in the game by Pixonic.
  • This weapon was added on August 21, 2015.


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