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Revision as of 05:21, 26 November 2018

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Components



A mobile robot created for sudden attacks. Its average durability is outweighed by its ability
— in-game description



Introduction

The Mercury is a medium robot with 1 heavy and 2 light hardpoints.

Ability

The Mercury has a unique ability, a hybrid of the Descend and Overload known as Helldive. Upon activation, the robot will trigger stealth and jump into the air, similar to the Inquisitor. After 1 second, you will be given an option to terminate crash down into the ground by pressing the ability button again. After landing its stealth lasts 5 more seconds, and then the ability enters an 15 second cooldown phase.

Upon landing, it deals a fixed amount of damage (see table), depending on the level of the robot. The damage radius is 50 meters, and hits all enemy robots and shields equally. This unique ability may be used to also jump out of dangerous situations.

Strategy

Mercury is a fairly nimble robot, so it is good at rushing for beacons. Its ability proves fatal as it jumps with stealth and lands dealing area damage around the landing spot, with 5 seconds of stealth after landing. The robot would be able to unload huge damage onto its enemies without taking in much damage if used properly. However, picking your fights (and timing) is vital, due to the relatively low health pool of the Mercury.

Threat Measure

Mercury may have a little below average firepower and health, but this robot can fire up itself in the sky and dive in with a earth-shattering rumble from its feet. Mercury could equip itself with Ember and 2x Halo to stall opponents from moving and give a warm welcome added to Helldive. This robot is considered to be nearby as powerful as Inquistor, but players recommemded other users to stay away from this psychobot. This indicates that Mercury is an enormous threat to little, medium, and heavy robots. "Mercy is my way, not your's."

Possible Setups

These are the recommended setups for the Mercury:

Note: When "Opt." is next to a slot type, it refers to one of the multiple options that can be used in combination with the other weapon(s) slot type(s).

Each slot type is filled with only one particular weapon. For example, if a robot has 3 lights all three of those slots are filled with Pinatas, as mixing weapons of the different ammunition types is not recommended.

Close Range (350m or less)

Slot Types  Heavy Slot  Light Slot
(Opt. 1) 
Light Slot
(Opt. 2) 
Light Slot
(Opt. 3) 
Light Slot
(Opt. 4) 
#Slots  x1 x2 x2 x2 x2 Name (If Applicable)
Setup 1 
Thunder
Gust
Punisher
Pinata
Shotgun (Opt. 1)
Setup 2 
Ember
Magnum
Pinata
Halo
Shredder
Setup 3 
Redeemer
Magnum
Halo
Shredder
Mini-Plasma Death Button (Opt.1)
Setup 4 
Exodus
Pinata
Gust
Halo
Shredder
Mini-Death Button (Opt. 1)
Setup 5
Avenger
Punisher
Gust
Halo
Shredder
Mini-Leadhose (Opt. 1)
Setup 6 
Thermite
Aphid
Mini-Nuke
Setup 7
Glory
Halo
Shredder


Mid-Range (500-600m)

Setup 3 
Slot Types  Heavy Slot Light Slot (Opt. 1) Light Slot (Opt. 2)
#Slots  x1 x2 x2
Setup 1
Viper
Halo
Shredder
Setup 2
Dragoon
Spark
Gekko
Setup 3
Zeus
Spark
Gekko


Overview

This robot is geared for close range combat, which allows it to make use of its ability. Using Gusts for the light hardpoints is an excellent choice, especially when paired with a Thunder or an Avenger, giving the Mercury impressive sustained burst damage potential. Using an Ember with Magnums allows the Mercury to pressure robots with energy shields, or by swapping out the Magnums for Pinatas allows it to perform well against physical shielding. Using the aforementioned Pinatas with an Exodus instead of an Ember can allow for more burst potential against robots with or without a physical shield.

The Mercury can also make for a solid mid-range unit, using its ability mainly for evasion. Using the Dragoon or Zeus, with Sparks or Gekkos can prove effective. Using Sparks in the light slots allows for superior close to mid-range damage, as the Gekkos do just the opposite, giving up damage for more range.

Not Recommended

  • The use of long range weaponry, as they don’t fit the Mercury's role very well as a support and ambush unit.
  • The use of shield equipment, as they reduce the robot's firepower.

Base Stats

Purchase
Level
Purchase
Cost
Health Ability Damage Speed (km/h)
1 10,000 Components 76,000 18,700 38


Upgrade Information

PilotRankPrivate icon
Level
Silver
Cost
Shield icon
Durability
Ability
Damage
Speed icon
Speed (kph)
Duration
Time
2 100,000 81,000 20,800 40 5 hours
3 200,00086,00022,60041 12 hours
4400,00092,00025,100421 day
52,000,00098,00027,700432 days
64,000,000104,00030,300444 days
76,000,000111,00033,300466 days
811,000,000118,00036,600477 days
917,000,000125,00039,900488 days
1032,000,000133,00044,000489 days
1143,000,000141,00048,2004810 days
1255,000,000150,00053,2504811 days
Total170,700,000+74,000+34,550+1058 days 17 hours

Mark II

Level Cost Health Ability Damage Speed (km/h)
1 500 Au 91,200 22,500 38


Upgrade Information

PilotRankPrivate icon
Level
Silver
Cost
Shield icon
Durability
Ability
Damage
Speed icon
Speed (kph)
Duration
Time
2 100,000 97,200 25,000 40 5 hours
3 200,000103,20027,10041 12 hours
4400,000110,40030,200421 day
52,000,000117,60033,200432 days
64,000,000124,80036,400444 days
76,000,000133,20040,000466 days
811,000,000141,60043,900477 days
917,000,000150,00047,800488 days
1032,000,000159,60052,800489 days
1143,000,000169,20057,8004810 days
1255,000,000180,00063,9004811 days
Total170,700,000+88,800+41,400+1058 days 17 hours


Update History

Version Changes
4.3 Stealth duration increased from 3 sec. → 5 sec
Ability damage increased by 19%
Ability recharge decreased from 18 sec. → 15 sec
4.0 Economy Changes (July 5):
Value (USD): $300⟶$75
Total Upgrade Cost: 76,810,000 Ag⟶170,700,000 Ag
Total Upgrade Time: 30 days 15 hours 30 minutes⟶58 days 17 hours
New skin: Celestial (Star Invasion)
3.7.0 Robot was added to the game


Paint Jobs Available For Purchase


Poll


Trivia

  • Mercury is named after the closet planet to the sun, also the name of a Roman god.
  • Mercury’s pilot does not have to activate the dive ability after the jump to do damage in the area that the Mercury jumped. The Mercury will automatically trigger its explosion upon landing.
  • Mercury’s Helldive ability resembles that of a Hellburner explosion
  • Mercury's explosion will automatically trigger after two seconds if the jump fails.
  • A Mercury with Thermite and Aphids can be considered as a "double nuke" due to the fact that the missiles and the Helldive, if used properly, can deal catastrophic damage to a target.