War Robots Wiki


Below are some lore behind the maps in War Robots. Most of the information here comes from the Official War Robots Website.

Disclaimer: Some maps may lack proper lore, lore that is primarily layout oriented, or does not have any to begin with.



A powerful mining complex located over a gaping volcanic pipe. It belonged to the Defense and Security Conglomerate for decades, supplying natural diamonds to its Martian colonies. Now, other factions see an opportunity to send in mercenary squads and take over. With an artificially caused volcano eruption looming over the battlefield, Commanders are in for a fiery battle.


Canyon is an area of an abandoned mining complex located in a rocky desert. There are three possible spawn scenarios.

The arrangement of beacons is symmetrical and provides equal conditions for both teams in the beginning. There are two beacons close to each start point and a central one located in a dried riverbed. This beacon often becomes the center of warfare.


Carrier is a rather big map, matching Yamantau in size. However, it doesn’t feel huge: Carrier has much more shelters and strategic places. Moreover, beacons are spaced evenly across the map. You always know what to do or where to go.

The ship is situated in the middle of an ocean, with a never-ending sunset in the sky. Water around is not just a visual effect. We didn’t want to surround Carrier with invisible walls, so we made it possible to fall from the ship. Contact with the water destroys the robots instantly and this creates many interesting opportunities and things to pay attention to.


Castle is a compact map for intense battles with an abundance of cover. These walls have fended off numerous attacks!

Dead City

Dead City depicts the ruins of a city devastated by nuclear war.

The map is fully symmetrical and gives both teams equal opportunities at the start. It contains areas suitable for engaging enemies at any desired range. For instance, city streets are suitable for medium and close range, and there are dedicated long-range shooting spots for sniping and artillery located near the respawn points. Robots capable of jumping are able to reach the roof of any building on the map.

The map is designed for heated fights and constant maneuvering, and is conducive to both offensive and defensive strategies.


Dreadnought’s core theme is verticality. A huge destroyed starship in the middle of the map incorporates multiple levels where you can climb, jump or fly into. Performing well on Dreadnought will require some time to get used to as this map is unlike anything that War Robots had before. But if you like to fight from above — this is probably the best place to show off.


Long time ago this facility, located in the Mojave Desert, was a large center of the aerospace industry. Abandoned after the Cataclysm, it had remained in terrible condition until Yan-di Ventures restored it to use for its own purposes. Other factions have repeatedly made attempts to sabotage the operation of the complex, but Yan-di have been confidently pushing the attacks back. But now an ordinary raid has grown into a full-blown siege and the battle has moved onto the territory of the complex.


Territory of a scientific research facility located on the Moon.

Map is fully symmetrical and provides both teams with equal conditions at the start of the battle.


Powerplant is an abandoned power station located on the coast of the dried sea. There are three different spawn locations on this map. Beacons are located asymmetrically, providing ground for fierce battles around them.

There is a lot of covers in the central part of the map, so short-range weaponry is more effective here. Also there is an open upland area around the station - the best place for heavy robots with long-range weapons.


This map is based on a real (and very famous) place. Those pilots who know Rome quite well will definitely feel at home: if you look at Google Maps, you will even see the same buildings or scheme of roads!


Shenzhen map is based on the center of the real-world city of Shenzhen in China.

The map is full of civilian and high-rise buildings; they provide a good cover but make capturing the beacons more difficult. Besides that it contains a lot of potential spots for jump-capable robots to gain higher ground.

The teams start battle at the opposite corners of the screen. There are two beacons located near the each landing site, and one at the center of the map. This all-important beacon E typically becomes the epicenter of actions on the map. On one hand, it is the most easily reachable, only surrounded by short buildings—but at the same time it’s always the most heavily guarded beacon on the map.


Springfield is a hilly terrain divided in two by a dried-up riverbed. Beacons here are well-fortified and require plenty of effort to capture. However between there's a lot of open space between them. Be careful — enemy snipers might become a huge pain here.


An abandoned facility located in Vietnam mountains. While most of the world is ravaged by war, Valley wasn’t touched by it.

Valley is somewhat similar to Dead City, Power Plant and Moon. Skirmishes are quick, beacons are placed symmetrically, and most of the time teams tend to clash around central beacon. The outcome of the battle, however, is usually decided by side beacons control, so swift robots are going to be very useful.


Yamantau is a mountainous map based on the real-world area in vicinity of Yamantau peak on the Urals. It depicts an open snow-covered area with numerous bridges, robbing players of potential covers.

Strategically crucial beacon D is located on a high ground in the middle of the map, and it often becomes the epicenter of this map’s battle flow.

Yan-di Showdown Arena

Yan-di Showdown Arena is a custom, relatively small map made for the Arena game mode. Which made a brief appearance in 2019 as a playable map during the Yan-di Showdown Event. It is one of the few maps that is not in matchmaking circulation, or custom games.

In terms of layout, it had no beacons and was an asymmetrical map. With many cover pieces scattered around the map, which was contained within energy walls. Its background and location suggests it was on Mars, though the exact location is unknown.


  • Newer maps tend to have more background information about their location and history.
  • Some maps have Environmental Hazards, which present a threat to any robot. Their primary purpose is to act as area denial, otherwise preventing players from getting to areas that they aren't typically suppose to be able to reach.
    • Both Carrier and Castle have the Death Barrier hazard, which will kill any player that falls into the barrier (or water). This hazard can bypass Last Stand, Damage Resistance, as well as all types of Shielding.
    • Factory and Abyss have the DoT hazard, which does not kill the player immediately, but deals a fixed amount of damage to the player for however long they are standing on the hazardous area. This hazard cannot bypass Last Stand, but can bypass everything else, it also increases the grey bar, dealing a bit of damage that cannot be easily repaired.
      • Abyss has both the Kill and DoT hazard, with its lava streams dealing DoT and a large invisible death barrier under the platform.
    • In the past, the Kill hazard did not bypass Last Stand. Which allowed robots equipped with a max level Last Stand to remain in the hazard for several seconds before dying. This was fixed in a following update.
  • Many maps have a so-called 'bottomless pit', which is just a very large area under the main map that does not have a floor. If a robot manages to fall out or exit the main map, they will fall indefinitely and will not be able to get out. Unless they change out their current robot.
  • Some maps have solid floors which extent outside of the playable area. This includes Shenzhen, Powerplant, Yamantau, Moon and Springfield.