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Orochi   Megalodon Orochi   Cruel Orochi


Orochi combines a set of technologies from other factions, which were reproduced and optimized by SpaceTech engineers to create a versatile and deadly robot. It is an saboteur robot capable of moving at incredibly fast speeds which is protected by stealth technology. The robot has a built-in weapon with a long-lasting corrosive effect
— in-game description

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Purchase Information Orochi Portrait.png
In-Game Cost Real Value Icn info for user popup.png Exp Level Icn info for user popup.png
10,000 Components $100 27
Robot Information
Class Icn info for user popup.png Ability Icn info for user popup.png Faction Icn info for user popup.png
Viper Strike.png
Viper Strike
Base Statistics
PilotRankPrivate icon.png
Shield icon.png
Durability Icn info for user popup.png
Speed icon.png
1 66,960 54 km/h
Armaments Standard Paint Jobs
Hardpoints 2x Heavy Default NextGen Brave
Default Weapons 2x Thunder
Module Slots Legendary Paint Jobs Icn info for user popup.png
Active Yes Default
Passive 3
Other Legendary Pilots
Tier Icn info for user popup.png IV Ghost60px
Wiki Class Icn info for user popup.png Medium


The Orochi is a Medium Robot with 2x heavy hardpoints.


Orochi's ability is named Viper Strike. Upon activation of the ability, Orochi switches from walking to rolling on wheels mounted in its feet, giving it a sudden dash forward and increasing its speed by 100% for the rest of the ability duration while also activating stealth, preventing enemies from being able to target it automatically. While Viper Strike is active, Orochi activates its built-in missile launcher, which inflicts corrosion damage on enemies and is able to pathfind its way past obstacles. It's range is 350 m..

Viper Strike is a charge-based ability, meaning using the ability will only consume one 'charge'. However, each of these 'charges' have their individual reloads. Viper Strike is active for 5 seconds per charge and the Orochi can store two charges. Each charge has an 18 second cooldown phase, which begins upon activation of the charge instead of after the charge is complete. Unlike certain robots, Viper Strike's charges cannot be used at the same time.


The Orochi is a powerful ambush robot. Due to its two ability charges, Orochi can engage enemies for a considerable amount of time with its two heavy weapons. However, due to its extremely weak health pool, being caught in the open without your ability ready usually results in death.

Due to its low frame, stealth, and high speed, the Orochi functions well as an unnoticed beacon capper, an infiltrator, a saboteur, an assassin, and a hit-and-run robot, making it extremely useful at causing chaos. However, due to its extremely low health pool, the Orochi is unsuitable for prolonged skirmishes unless acting as a suicide-charger robot.

When functioning as a beacon capper, Orochi relies on its ability to get from A to B with its speed boost, as well as making it much harder to notice thanks to its stealth. When using the Orochi as a beacon capper, the pilot should always have one charge of Viper Strike on standby as a panic button in case you think an enemy has spotted you, but the other should be used as often as possible for its additional burst of speed and speed boost. For this role, Nitro Unit is an extremely useful module, as its increased speed boost allows Orochi to rush beacons easier, but Battle Born and Last Stand also come in extremely handy, as they allow the Orochi to tank out more damage for certain amounts of time, in which time it can usually recharge its ability and drive away. For the same reason, Phase Shift is the ideal active module for this role.

As an infiltrator, Orochi should be used to wreak havoc between the enemy lines, with its low frame and stealth making it difficult to hit. For this strategy, sustained-damage weapons should be employed to deal maximum damage, as the Orochi has a decent period of time before having to leave the arena. When functioning as an infiltrator, Orochi should use Viper Strike once to get out of cover and deal damage, and when that expires, the Orochi should use its next charge to get back into cover, where it can reload its weaponry and its abilities, as well as using any Modules it needs to replenish itself. For this role. Nuclear Amplifier and Thermonuclear Reactor are great choices to maximize damage output, while Balanced Unit is a viable choice for any commander willing to play it safe. For active modules, Advanced Repair Unit is a great choice as it allows the Orochi to heal itself in-between engagements, while Phase Shift is a great panic button in case the Orochi is detected by Quantum Radar and the like. Jump Unit can even be used to leap around, making sure that even blind shots won't be able to target the Orochi while sabotaging. The Overdrive Unit is not advised as a passive Module, as it requires the Orochi to take a certain amount of durability damage to activate which the commander should not risk doing.

As a saboteur, Orochi focuses on contesting beacon control as well as drawing fire away from snipers and mid-rangers on your team. To do this, the Orochi ideally needs cover to dash to when its ability is close to expiring, but that cover should be near an enemy hotspot or beacon so the Orochi can maximize time destroying enemies and contesting beacons while minimizing the time needed to get to the location. For this role, Nitro Unit is good to speed past the enemies to rush a beacon, while Thermonuclear Reactor and Nuclear Amplifier are good modules to deal more damage. Overdrive Unit is not recommended as by the time the Overdrive threshold is reached, the Nitro threshold will most likely have expired and the Orochi will only have one of two Module buffs active at a time. As the Orochi will most likely not take much damage in this role, Shieldbreaker and Quantum Radar are better advised than Advanced Repair Unit or Phase Shift, so the Orochi can cause more havoc in the enemy lines with the former two than the latter two, which focus more on preventing damage or negating damage which the Orochi probably will not take.

Possible Setups

These setups are effective for Orochi:

Note: Each slot type is filled with only one particular weapon. For example, if a robot has 3 light all three of those slots are filled with Pinatas, as mixing weapons of the same slot type is not advisable.

Close Range (350m or less)

Slot Types Heavy Slot
#Slots x2 Name
Setup 1
Death Button
Setup 2
Plasma Death Button
Setup 3
Freezing Death Button
Setup 4
Sonic Shotgun
Setup 5
Energy Shotgun
Setup 6

Mid-Range (500-600m)

Slot Types Heavy Slot
#Slots x2 Name (If Applicable)
Setup 1
Energy Machine Gun
Setup 2 High burst damage lock-downer
Setup 3
Setup 4



Not Recommended

  • The usage of sniper weapons is not recommended.
  • The usage of homing missile weapons is not recommended.
  • The weapons that can only be fired after locking on a target are not recommended.

Upgrade Cost

Tier 4 MK 1
Level Upgrade cost Upgrade time
1 0 00:00
2 100,000 02:00
3 200,000 05:00
4 400,000 14:00
5 2,000,000 28:00
6 4,000,000 66:00
7 6,000,000 102:00
8 11,000,000 124:00
9 17,000,000 140:00
10 36,000,000 148:00
11 52,000,000 152:00
12 70,000,000 160:00
Total Cost Time [DD:HH:MM]
198,700,000 39:05:00
Tier 4 MK 2
Level Upgrade cost Upgrade time
1 0 00:00
2 2,500,000 12:00
3 5,000,000 24:00
4 10,000,000 36:00
5 22,500,000 48:00
6 22,500,000 48:00
7 22,500,000 48:00
8 22,500,000 48:00
9 22,500,000 48:00
10 22,500,000 48:00
11 22,500,000 48:00
12 22,500,000 48:00
Total Cost Time [DD:HH:MM]
197,500,000 19:00:00
  • NOTE: base level starts at level 1 cost is
  • MK2 Upgrade cost 500 Gold


ID 72 Ability Faction
Tier 4

Viper Strike
Class Light
Wiki Class Icn info for user popup.png Medium
Availability WorkshopYes.png Workshop
MK 1 Level MK 2
Durability Speed Durability Speed
61,110 54 1 116,100 69
64,800 56 2 118,211 69
68,670 57 3 120,321 69
72,810 59 4 122,432 69
77,220 60 5 124,542 69
81,810 62 6 126,657 69
86,760 63 7 128,768 69
91,980 65 8 130,878 69
97,470 66 9 132,989 69
103,320 67 10 135,099 69
109,530 68 11 137,210 69
116,100 69 12 139,320 69
MK 3 Level 1 146,286 69

Built-in missile weapons

Fires nine missiles (3 at a time) within a 5 second span at a maximum range of 350m. If "Ghost" (legendary pilot) is equipped, rate of fire can be increased by 100%. The built-in missles also inflict corrosion(DoT) damage upon striking a target. Those missiles can be used to kill nearly dead robots without needing line of sight. The missiles fly quite quickly, and barely ever miss.

Note: cannot bypass any type of shield.

Built-in Weapon Stats
MK 1 MK 2
1 820 2340
2 900 2385
3 990 2425
4 1090 2470
5 1200 2510
6 1320 2555
7 1450 2595
8 1600 2640
9 1760 2680
10 1940 2725
11 2130 2765
12 2340 2810
mk3 2951


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Update History

Version Changes
7.9.0 Ability duration decreased (5 > 4), durability decreased by 10%, ability cooldown increased (18 > 22)
7.7.7 New limited edition model: Cruel Orochi (page needed, link needed)
7.3.0 New skin: Brave
7.1.0 New limited edition model: Megalodon Orochi
New skin: Wild
7.0.0 New skin: NextGen
Robot added to the game


  • If an Orochi is standing very close to a very low wall, slope or building, with its legs facing away, it will begin to move upwards inexplicably. Until it is no longer in contact with the surface.
  • Unlike the dash that is integrated as part of the Orochi's ability when compared to Strider or Kumiho's dash, it does not stop in mid air after it has completed its dash. But instead transfer's any momentum into inertia as it enters into its second half of its ability.