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{{User Ideas Return}}
 
{{User Ideas Return}}
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{{User Idea Greeting|Name=Perlueuu}}
 
New Titan: Gatekeeper
 
New Titan: Gatekeeper
 
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Faction: EvoLife
 
Faction: EvoLife
   
Hp: 398k+50 defense points
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Hp: 327k+50 defense points
   
 
Hardpoints: 3 Beta
 
Hardpoints: 3 Beta
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Secondary Ability: "Banish"
 
Secondary Ability: "Banish"
   
Gatekeeper starts to radiate a purple pulse and then a tracking animation will start. Once locked on, a purple orb will be fired with a smart tracking attribute and a splash radius of 20 meters and you will lose 10000 health (For Balancing). After the enemy has been hit or any other enemies within the splash radius they will take 10000 damage, receive a effect named blindness for 5 seconds, and get sent back to their starting spawn point and then your ability will enter a 20 second cooldown phase.
+
Gatekeeper starts to radiate a purple pulse and then a tracking animation will start. Once locked on, a purple orb will be fired with a smart tracking attribute and a splash radius of 20 meters and you will lose 10000 health (For Balancing). After the enemy has been hit or any other enemies within the splash radius they will take 7000 damage, receive a effect named blindness for 5 seconds, and get sent back to their starting spawn point and then your ability will enter a 20 second cooldown phase.
   
 
Tertiary Ability: "Necromancy"
 
Tertiary Ability: "Necromancy"
   
Gatekeeper summons 5 destroyed robots(not titans) back to life, but as shells using crude AI. The shells will follow Gatekeeper as bodyguards, and if the weapons allow it, they will shoot any enemies within a 500 meter even if they are behind cover. After 25 seconds the bots become crippled, after 50 seconds they will drop dead once again. This ability comes at the cost of 15% reduction of damage permanently from all of your weaponry no matter what.
+
Gatekeeper summons 3 destroyed robots(not titans) back to life, but as shells using crude AI. The shells will follow Gatekeeper as bodyguards, and if the weapons allow it, they will shoot any enemies within a 500 meters even if they are behind cover. After 25 seconds the bots become crippled, after 50 seconds they will drop dead once again. This ability comes at the cost of a 10% reduction of damage permanently from all of your weaponry no matter what.
 
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New Titan: Muteki
 
New Titan: Muteki
 
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''"A magnificent iron fortress that is protected with technologies stolen from all of factions by Yan-Di. This titan may seem pretty weak at first because of its moderate firepower and low health, but once its defenses are activated it can take damage from multiple titans and still survive."
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''"A magnificent iron fortress that is protected with technologies stolen from all of factions by Yan-Di. This titan may seem pretty weak at first because of its moderate firepower and low health, but once its defenses are activated it can take damage from multiple titans and survive."
 
''
 
''
   
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Hp: 270k Dp: 30
 
Hp: 270k Dp: 30
   
Shield Hp: 650k each out of 4
+
Shield Hp: 500k each out of 4
   
Aegis Shield Hp: 700k
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Aegis Shield Hp: 500k
   
 
Hardpoints: 2 beta 1 alpha
 
Hardpoints: 2 beta 1 alpha
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Primary Ability: Squad Phalanx
 
Primary Ability: Squad Phalanx
   
Shields slowly slide out of Muteki's upper body and deploy around it forming an iron fortress that can keep teammates in, but also gives them time to make a choice between safety at the cost of their firepower or if they want to continue attacking the enemies. The shields take 7 seconds to deploy and they block Muteki's weaponry. The shields can stay up for a maximum of 18 seconds and have 4 built in energy machine guns in total that have a maximum range of 300 meters, do 300 damage per round, and have 100 rounds of ammunition with 100% defense mitigation. The machine guns shoot whoever you lock on to if in sight and radius. (Tracking animation will start if you aim at an enemy
+
Shields slowly slide out of Muteki's upper body and deploy around it forming an iron fortress that can keep teammates in, but also gives them time to make a choice between safety at the cost of their firepower or if they want to continue attacking the enemies. The shields take 7 seconds to deploy and they block Muteki's weaponry. The shields can stay up for a maximum of 18 seconds and have 4 built-in energy machine guns in total that have a maximum range of 300 meters, do 300 damage per round, and have 100 rounds of ammunition with 90% defense mitigation. The machine guns shoot whoever you lock on to if in sight and radius. (Tracking animation will start if you aim at an enemy
   
 
Secondary Ability: Full Defense
 
Secondary Ability: Full Defense
   
Muteki deploys an aegis shield and all of its physical shields around it, but unlike squad phalanx it wraps around itself so no teammates can fit within and it still has access to it weaponry. Muteki can still attack, but its weapons only do 40% damage due to the energy being diverted to its defense systems. Muteki takes 7 seconds to raise its defenses. Unlike any aegis shield, Muteki's shield can redirect 30 percent of damage.
+
Muteki deploys an aegis shield and all of its physical shields around it, but unlike squad phalanx it wraps around itself so no teammates can fit within and it still has access to its weaponry. Muteki can still attack, but its weapons only do 40% damage due to the energy being diverted to its defense systems. Muteki takes 7 seconds to raise its defenses. Unlike any aegis shield, Muteki's shield can redirect 30 percent of damage.
   
 
Tertiary Ability: Mobile Fortress
 
Tertiary Ability: Mobile Fortress
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Faction: DSC
 
Faction: DSC
   
Hp: 400k+100 Dp
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Hp: 375k+100 Dp
   
Aegis Shields: 300k each out of three(recharge rate of 3% and are reactivated at 9%
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Aegis Shields: 300k each out of three (recharge rate of 3% and are reactivated at 9%)
   
 
Hardpoints: 2 alpha 1 beta
 
Hardpoints: 2 alpha 1 beta
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Look: a shell with aegis shields instead of physical shields
 
Look: a shell with aegis shields instead of physical shields
   
Unique weakness: If one of the aegis shields are destroyed, a stream of volatile energy will burst out and deal 7000 damage to the titan and any robot/titan in its path per second until it is reactivated.(maximum range of 400 meters and can be blocked by a titan or robot of large size standing in the way)
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Unique weakness: If one of the aegis shields are destroyed, a stream of volatile energy will burst out and deal 5000 damage to the titan and any robot/titan in its path per second until it is reactivated.(maximum range of 400 meters and can be blocked by a titan or robot of large size standing in the way)
   
   
 
Primary Ability: Incendiary Charge
 
Primary Ability: Incendiary Charge
   
Combustor is granted a 70% speed boost and weapons are disabled. Then a 5 second countdown for detonation starts that can be instantly forced by pressing the ability button again. After the countdown ends, Combustor will deactivate the aegis shields and blast all robots and titans in a 200 meter radius with a titanic explosion. The explosion will deal 30000 damage to itself, but do a unavoidable 70000 damage to robots and 120000 to titans and then fling robots 200 meters away, and titans, 300 meters away. After, it enters a 15 second cooldown phase
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Combustor is granted a 70% speed boost and weapons are disabled. Then a 5 second countdown for detonation starts that can be instantly forced by pressing the ability button again. After the countdown ends, Combustor will deactivate the aegis shields and blast all robots and titans in a 150 meter radius with a titanic explosion. The explosion will deal 7000 damage to itself, but do a unavoidable 35000 damage to robots and 45000 to titans and then fling robots 200 meters away, and titans, 300 meters away. After, it enters a 15 second cooldown phase
   
 
Secondary ability: Bombardment
 
Secondary ability: Bombardment
   
Combustor disables all weapons and reveals 2 hidden artillery cannons that function similar to Zenits except with the smart tracking attribute. These weapons can home in on a maximum of 5 targets total and they have 20 rounds of ammunition each. Each missile does 3000 damage, has defense mitigation, and has 20 meters of splash damage. After all the ammunition is fired, it enters a 18 second cooldown phase. (Locks on by pressing the manual lock on button)
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Combustor disables all weapons and reveals 2 hidden artillery cannons that function similar to Zenits except with the smart tracking attribute. These weapons can home in on a maximum of 5 targets total and they have 20 rounds of ammunition each. Each missile does 3000 damage, has defense mitigation, and has 28 meters of splash damage radius. After all the ammunition is fired, it enters a 18 second cooldown phase. (Locks on by pressing the manual lock on button)
   
 
Trivia:
 
Trivia:
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* Its artillery cannon can reach some robots through their energy shields because of its large splash damage radius.
 
* Its artillery cannon can reach some robots through their energy shields because of its large splash damage radius.
   
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New Titan: Kronos
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"Another experiment with Icarus's singularities. This titan can create an impenetrable field in which time is stopped, but Kronos is still able to move within.
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  +
Kronos
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  +
Faction: Icarus
  +
  +
Hp: 295k+75dp
  +
  +
Physical Shields: 75k each out of 4
  +
  +
Hardpoints: 3 beta
  +
  +
Speed: 35
  +
  +
Cost: 2000 pt
  +
  +
Modules: 4 universal
  +
  +
Look: like a huge version of Gyre, but rounder and with a scythe imprinted on its hull.
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  +
Recommended Weapons: 3 eroders
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  +
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Primary ability: Timeless Dome
  +
  +
Kronos opens it physical shields and creates a transparent dome 200 meters wide that can not be penetrated by anything. All robots inside the dome (including allies) lose the ability to do anything, but Kronos can move and shoot inside the dome with a damage suppression of 50%. The ability lasts 4 seconds and uses up 5000 health from Kronos. Cooldown of 20 seconds.
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Secondary Ability: Tempo Modifier
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  +
Kronos creates a streamlined bubble around itself and increases its speed by 130%, but loses its defense points and suppresses its weapons by 40%. The ability also has 2 buttons. The other one creates a portable dome around Kronos, which slows everything but Kronos down inside by 60%.(even projectiles)(mode based)(Takes 5 seconds to get in and out of each mode)
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  +
Tertiary Ability: Time Warp
  +
  +
Kronos slides its shields down to reveal a large singularity that send out a pulse that applies the rust effect on all robots within a 350 meter radius, and deals 10k damage a second. The ability lasts 3 seconds. Cooldown of 30 seconds.
 
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Ability: Singularity
 
Ability: Singularity
   
Gyre gains a 50% speed boost for 5 seconds and can be ended if wanted by pressing the ability button and will immediately move on to the second stage. (While in the all stages of the ability Gyre has a circle that shows the ability perimeter of 200 meters) In the second stage, Gyre will open up its 3 physical shields to reveal a singularity (as in the kind in the center of a black hole) and the all enemies in the radius get 80% suppression. After, then the robot sucks them toward it and has a clear shot all of the robots and has the option to immediately end the ability and blast the robots away in a fashion similar to Arthur's blast wave dealing 15k damage with 100% defense mitiagation. This portion of the can last 7 seconds at most and will blast robots 350 meters away and titans 250 meters away at the end, or on command. After the ability ends, Gyre gets 50% damage buff, and enters a 28 second cooldown phase.
+
Gyre gains a 50% speed boost for 5 seconds and can be ended if wanted by pressing the ability button and will immediately move on to the second stage. (While in the all stages of the ability Gyre has a circle that shows the ability perimeter of 200 meters) In the second stage, Gyre will open up its 3 physical shields to reveal a singularity (as in the kind in the centre of a black hole) and the all enemies in the radius get 80% suppression. After, then the robot sucks them toward it and has a clear shot of all of the robots and has the option to immediately end the ability and blast the robots away in a fashion similar to Arthur's blast wave dealing 10k damage with 100% defense mitigation. This portion of the can last 7 seconds at most and will blast robots 350 meters away and titans 150 meters away at the end, or on command. After the ability ends, Gyre gets 50% damage buff, and enters a 28 second cooldown phase.
 
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Ability: Execution
 
Ability: Execution
   
Seeker locks on to any robot it aims its crosshairs at (even if they have stealth) and then it teleports 10 meters away from it and a hidden blade comes out of Seeker an stabs the robot twice inflicting corrosion 2 times and doing 10000 damage per hit and the corrosion does 100 damage a second for 8 seconds. Then, Seeker teleports back to its previous position. The Ability has a 500 meter radius
+
Seeker locks on to any robot it aims its crosshairs at (even if they have stealth) and then it teleports 10 meters away from it and a hidden blade comes out of Seeker an stabs the robot twice inflicting corrosion 2 times and doing 8000 damage per hit and the corrosion does 100 damage a second for 8 seconds. Then, Seeker teleports back to its previous position. The Ability has a 500 meter radius
 
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Smasher raises shield and becomes unable to move but can turn and a homing animation start to play. Once it is locked on, it will charge at the robot with a max speed of 80 km. If the robot has any kind of shield (other than absorber) then it will smash through it and the shield will take 50k damage and become inactive for 6 seconds. But physical shields, they take 70k damage and Smashers ability still goes through but is reduced by 60% and the shield will take the 60% if the shield is still unbroken. When Smasher hits its target, the robot will take 30k damage that goes through defense points with a 60% chance of applying lockdown. Ability enters a 15 second cooldown phase.
 
Smasher raises shield and becomes unable to move but can turn and a homing animation start to play. Once it is locked on, it will charge at the robot with a max speed of 80 km. If the robot has any kind of shield (other than absorber) then it will smash through it and the shield will take 50k damage and become inactive for 6 seconds. But physical shields, they take 70k damage and Smashers ability still goes through but is reduced by 60% and the shield will take the 60% if the shield is still unbroken. When Smasher hits its target, the robot will take 30k damage that goes through defense points with a 60% chance of applying lockdown. Ability enters a 15 second cooldown phase.
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New Robot: Poseidon (pantheon bot)
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{{CollapseBeginClosed}}
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''"A new addition to the pantheon bots, it can quickly drain a robot of its health, with its absorber shield and laser cannons. It is also the most durable of the Pantheon bots"''
  +
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Poseidon
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Faction: Icarus
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  +
Hp: 110k
  +
  +
Speed: 40
  +
  +
Cost: 10% more than the other Pantheon bots
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Hardpoints: 1 heavy 2 light
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Modules: 3 passive 1 active
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Look: Similar to a Demeter and has a trident symbol on its hull and has tentacles similar to Ares's
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Ability: Retribution
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Poseidon deploys an impenetrable absorber shield for 7 seconds and strengthens its built-in weapon with the damage done to the shield. Unlike the other Greek bots, when damage is done to the shield, it seeps into a glowing ball of energy that is held by Poseidon's tentacles. Once the time is up, Poseidon will fire a wave of energy that does 15,000 damage to the robots in the waves path if it has not absorbed anything. Range is 350 meters.
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New Robot: Inferno
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{{CollapseBeginClosed}}
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''"A robot that excels at vanquishing groups of robots with its powerful defense system and explosive built in weapon. Also, it has unique module slots, that can increase the amount of havoc it creates."''
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Inferno
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Faction: Spacetech
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Hp: 90k
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Speed: 42 km
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Cost: 15k Au + 60 mil Ag
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Hardpoints: 4 medium
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Modules: 1 passive 2 active
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Look: A cross between an Ao Ming and Hawk
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Ability: Napalm
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Inferno flies up like a hawk activates a reflector shield and deactivates 2 of its medium slots.(Reflector shield redirects 30% damage and blocks 60%. Then, if the ability button is pressed again, then Inferno will fire 20 projectiles that do 500 damage each, and do the explosion effect(Similar to the flaming rocket weapons, except it is stronger. Once the barrage ends, Inferno will land, and reactivates its weapons. Cooldown of 18 seconds, and each explosion does 10000 with a 100 meter radius.
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{{CollapseEnd}}
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New Robot: Berserker
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{{CollapseBeginClosed}}
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''"A tank in defence points that utilizes tech from the terminal renovator microchip by converting damage to speed, and its it's ability at the cost of its defense system."''
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Berserker
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Hp: 115k+60 Dp
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Speed 44 km
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Cost: 14k Au/10k Components (290k per 60 pack)
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Hardpoints: 2 medium 1 heavy
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Modules: 3 passive 1 active
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Look: Similar to a Fenrir, but with a different paintjob
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Ability: Bloodlust
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Berserker activates its heavy slot, deactivates it defense system, and activates a built-in weapon that functions by pulsing a red aura in a 50 meter radius that does 1000 damage a second to surrounding enemies and 50% of it to itself. Then, Berserker gains a speed boost of 20% and a a damage boost of 20% that can both be buffed up to 40% by dealing damage, and the built in weapon can be buffed by 100%. The ability ends after an 8 second duration then enters a 16 second cooldown.
 
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Category: Medium
 
Category: Medium
   
Cost: Components 390k per 60, or 5k gold
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Cost: Components 390k per 60, or 9k gold
   
 
Tier: IV
 
Tier: IV
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Reload: 7 seconds
 
Reload: 7 seconds
   
Life steal: 40%
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Life steal: 25%
   
Unload: 7 seconds
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Unload: 8 seconds
   
 
Ammo-look: Dart-like
 
Ammo-look: Dart-like
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New Weapon Family: Ruster Family
 
New Weapon Family: Ruster Family
 
{{CollapseBeginClosed}}
 
{{CollapseBeginClosed}}
"With their new knowledge of how to harness singularities, Icarus decided to experiment with them. Icarus was able to incorporate it in weapons with the power bend time in certain areas similar to black holes. When used on robots in pulses, the robots aged and got old and rusty, but the effect was temporary because they could not overexpose the singularity or then it could become unstable and become a black hole again. When used in the battlefield, these weapons could severely nullify enemy damage, cause great damage, and weaken their hulls. Icarus created 5 variations of this weapon, ranging from a light variant to alpha variant.
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"With their new knowledge of how to harness singularities, Icarus decided to experiment with them. Icarus was able to incorporate it in weapons with the power bend time in certain areas similar to black holes. When used on robots in pulses, the robots aged and got old and rusty, but the effect was temporary because they could not overexpose the singularity or then it could become unstable and become a black hole again. When used in the battlefield, these weapons could severely nullify enemy damage, cause great damage, and weaken their hulls. Icarus created 5 variations of this weapon, ranging from a light to alpha variant.
   
 
Rust Effect:
 
Rust Effect:
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Damage: 2000
 
Damage: 2000
   
Range: 300 meters
+
Range: 250 meters
   
Capacity: 10 (reload while firing)
+
Capacity: 8 (reload while firing)
   
Reload: 30 seconds
+
Reload: 15 seconds
   
 
Rust effect accumulation per shot: 10%
 
Rust effect accumulation per shot: 10%
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Damage: 3000
 
Damage: 3000
   
Range: 300 meters
+
Range: 250 meters
   
Capacity: 10 (reload while firing)
+
Capacity: 8 (reload while firing)
   
Reload: 30 seconds
+
Reload: 15 seconds
   
 
Rust effect accumulation per shot: 20%
 
Rust effect accumulation per shot: 20%
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Damage: 4000
 
Damage: 4000
   
Range: 300 meters
+
Range: 250 meters
   
Capacity: 10 (reload while firing)
+
Capacity: 9 (reload while firing)
   
Reload: 30 seconds
+
Reload: 20 seconds
   
 
Rust effect accumulation per shot: 30%
 
Rust effect accumulation per shot: 30%
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Cost: N/A Can only be gained from Icarus events
 
Cost: N/A Can only be gained from Icarus events
   
Damage: 7000
+
Damage: 6000
   
Range: 300 meters
+
Range: 250 meters
   
Capacity: 10 (reload while firing)
+
Capacity: 8 (reload while firing)
   
Reload: 30 seconds
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Reload: 24 seconds
   
 
Rust effect accumulation per shot: 40%
 
Rust effect accumulation per shot: 40%
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Tier: IV
 
Tier: IV
   
Damage: 10000
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Damage: 8000
   
Range: 300 meters
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Range: 250 meters
   
Capacity: 10 (reload while firing)
+
Capacity: 8 (reload while firing)
   
Reload: 30 seconds
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Reload: 24 seconds
   
 
Rust effect accumulation per shot: 50%
 
Rust effect accumulation per shot: 50%
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{{CollapseEnd}}
 
{{CollapseEnd}}
 
{{CollapseEnd}}
 
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New Weapon Family: Molten Weapons
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{{CollapseBeginClosed}}
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"A new class of weapons created by DSC. It spews molten liquid which severely debilitates enemy robots and continues to damage them over time with its residual heat. Though very powerful, it requires a high energy input, which results in longer reload times."
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Thawer
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Category: Light
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Cost: 10k tier IV components/6k gold
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Damage: 300 damage per unit (fires 4 units per second)
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Range: 200 meters
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DOT: 300 damage/second (effect lasts for 6 seconds)
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Capacity: 40
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Reload time: 24 seconds (reloads over time)
  +
   
 
New Game mode: Bounty Hunt
 
New Game mode: Bounty Hunt
 
{{CollapseBeginClosed}}
 
{{CollapseBeginClosed}}
   
Instead of 6v6 it is actually 1v6 where the team of six has to destroy the 1 robot on the other team. The person who is being hunted gets to choose on robot that gets it's health buffed by 150% with a damage buff of 100%. The team of six each gets one robot that has a 10% damage buff and once they kill the one person on the other team, they win. If the hunted person manages to evade them the whole match or kill all the hunters, they win.
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Instead of 6v6 it is actually 1v6 where the team of six has to destroy the 1 robot on the other team. The person who is being hunted gets to choose on robot that gets it's health buffed by 250% with a damage buff of 200%. The team of six each gets one robot that has a 10% damage buff and once they kill the one person on the other team, they win. If the hunted person manages to evade them the whole match or kill all the hunters, they win.
 
{{CollapseEnd}}
 
{{CollapseEnd}}
   

Latest revision as of 00:36, 20 March 2024

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Welcome to Perlueuu's User Ideas page!

This is a place for Perlueuu to edit in their ideas, so please DO NOT edit this page without their consent. If you wish to create your own, please ask a member of staff to do it for you. Please do not take any ideas from this page and recycle them as yours without their consent.

New Titan: Gatekeeper


"Gatekeeper is a breakthrough for teleportation technology incorporating the technology from the scorpion and phantom with the principles used in Weyland to create a teleportation field. It is also the first mech ever to have three abilities. Gatekeeper can be a menace to the unsuspecting."

Gatekeeper

Faction: EvoLife

Hp: 327k+50 defense points

Hardpoints: 3 Beta

Speed: 40 km

Cost 1250 Pt

Modules: 2 Universal 1 Defense 1 Attack

Max Stats:

Hp:499k+100 defense points

Speed: 49 km

Look: Like a large Weyland.



Primary Ability: "Gateway"

Titan deactivates all weaponry and rises up like Fujin in sentry mode. All allies in a 75 meter radius get 70% damage reduction the can not be passed by defense mitiagation. Then after 7 seconds you will get an option to teleport in one of 15 choices on the map pulling up a screen similar to that of beacon rush's. After you choose, all of your teammates along with you will be transported to that location, but you will all be stunned and with 70 additional defense points for 5 seconds. After the ability has been completed it will enter a 30 second cooldown phase.

Secondary Ability: "Banish"

Gatekeeper starts to radiate a purple pulse and then a tracking animation will start. Once locked on, a purple orb will be fired with a smart tracking attribute and a splash radius of 20 meters and you will lose 10000 health (For Balancing). After the enemy has been hit or any other enemies within the splash radius they will take 7000 damage, receive a effect named blindness for 5 seconds, and get sent back to their starting spawn point and then your ability will enter a 20 second cooldown phase.

Tertiary Ability: "Necromancy"

Gatekeeper summons 3 destroyed robots(not titans) back to life, but as shells using crude AI. The shells will follow Gatekeeper as bodyguards, and if the weapons allow it, they will shoot any enemies within a 500 meters even if they are behind cover. After 25 seconds the bots become crippled, after 50 seconds they will drop dead once again. This ability comes at the cost of a 10% reduction of damage permanently from all of your weaponry no matter what.

New Titan: Muteki

"A magnificent iron fortress that is protected with technologies stolen from all of factions by Yan-Di. This titan may seem pretty weak at first because of its moderate firepower and low health, but once its defenses are activated it can take damage from multiple titans and survive."

Muteki

Faction: Yan-Di

Hp: 270k Dp: 30

Shield Hp: 500k each out of 4

Aegis Shield Hp: 500k

Hardpoints: 2 beta 1 alpha

Speed: 28 km

Cost: 1250 pt

Modules: 1 Universal 2 Defense 1 Attack

Look: A long Shell on a Rajin torso


Primary Ability: Squad Phalanx

Shields slowly slide out of Muteki's upper body and deploy around it forming an iron fortress that can keep teammates in, but also gives them time to make a choice between safety at the cost of their firepower or if they want to continue attacking the enemies. The shields take 7 seconds to deploy and they block Muteki's weaponry. The shields can stay up for a maximum of 18 seconds and have 4 built-in energy machine guns in total that have a maximum range of 300 meters, do 300 damage per round, and have 100 rounds of ammunition with 90% defense mitigation. The machine guns shoot whoever you lock on to if in sight and radius. (Tracking animation will start if you aim at an enemy

Secondary Ability: Full Defense

Muteki deploys an aegis shield and all of its physical shields around it, but unlike squad phalanx it wraps around itself so no teammates can fit within and it still has access to its weaponry. Muteki can still attack, but its weapons only do 40% damage due to the energy being diverted to its defense systems. Muteki takes 7 seconds to raise its defenses. Unlike any aegis shield, Muteki's shield can redirect 30 percent of damage.

Tertiary Ability: Mobile Fortress

Muteki folds its weapons away and gains 160 more defense points and gains a 40% speed boost

Trivia:

  • Muteki is invincible in Japanese
  • All of Muteki's abilities are mode based

New Titan: Combustor (probably needs a better name)

"'A destructive but unstable robot that harnesses volatile forces from within its explosively powerful core. It is also"'

Combustor

Faction: DSC

Hp: 375k+100 Dp

Aegis Shields: 300k each out of three (recharge rate of 3% and are reactivated at 9%)

Hardpoints: 2 alpha 1 beta

Speed: 36 km

Cost: 1375 pt

Modules: 1 universal 2 attack 1 defense

Look: a shell with aegis shields instead of physical shields

Unique weakness: If one of the aegis shields are destroyed, a stream of volatile energy will burst out and deal 5000 damage to the titan and any robot/titan in its path per second until it is reactivated.(maximum range of 400 meters and can be blocked by a titan or robot of large size standing in the way)


Primary Ability: Incendiary Charge

Combustor is granted a 70% speed boost and weapons are disabled. Then a 5 second countdown for detonation starts that can be instantly forced by pressing the ability button again. After the countdown ends, Combustor will deactivate the aegis shields and blast all robots and titans in a 150 meter radius with a titanic explosion. The explosion will deal 7000 damage to itself, but do a unavoidable 35000 damage to robots and 45000 to titans and then fling robots 200 meters away, and titans, 300 meters away. After, it enters a 15 second cooldown phase

Secondary ability: Bombardment

Combustor disables all weapons and reveals 2 hidden artillery cannons that function similar to Zenits except with the smart tracking attribute. These weapons can home in on a maximum of 5 targets total and they have 20 rounds of ammunition each. Each missile does 3000 damage, has defense mitigation, and has 28 meters of splash damage radius. After all the ammunition is fired, it enters a 18 second cooldown phase. (Locks on by pressing the manual lock on button)

Trivia:

  • A unique weakness that can be used if far enough away
  • Its artillery cannon can reach some robots through their energy shields because of its large splash damage radius.

New Titan: Kronos

"Another experiment with Icarus's singularities. This titan can create an impenetrable field in which time is stopped, but Kronos is still able to move within.

Kronos

Faction: Icarus

Hp: 295k+75dp

Physical Shields: 75k each out of 4

Hardpoints: 3 beta

Speed: 35

Cost: 2000 pt

Modules: 4 universal

Look: like a huge version of Gyre, but rounder and with a scythe imprinted on its hull.

Recommended Weapons: 3 eroders


Primary ability: Timeless Dome

Kronos opens it physical shields and creates a transparent dome 200 meters wide that can not be penetrated by anything. All robots inside the dome (including allies) lose the ability to do anything, but Kronos can move and shoot inside the dome with a damage suppression of 50%. The ability lasts 4 seconds and uses up 5000 health from Kronos. Cooldown of 20 seconds.

Secondary Ability: Tempo Modifier

Kronos creates a streamlined bubble around itself and increases its speed by 130%, but loses its defense points and suppresses its weapons by 40%. The ability also has 2 buttons. The other one creates a portable dome around Kronos, which slows everything but Kronos down inside by 60%.(even projectiles)(mode based)(Takes 5 seconds to get in and out of each mode)

Tertiary Ability: Time Warp

Kronos slides its shields down to reveal a large singularity that send out a pulse that applies the rust effect on all robots within a 350 meter radius, and deals 10k damage a second. The ability lasts 3 seconds. Cooldown of 30 seconds.

New Robot: Gyre

"A situational brawler that can wreak havoc with its unique ability and take minimal damage in the process. If used properly it can even hold its own against titans."

Gyre

Faction: Icarus

Hp: 90k

Cost: Workshop points 60 per 450k silver, or can be bought with 22k gold

Speed: 35 km

Physical shields: 80k hp each

Hardpoints: 1 heavy 2 mediums

Modules: 3 passive 1 Active

Look: Similar to a Shell


Ability: Singularity

Gyre gains a 50% speed boost for 5 seconds and can be ended if wanted by pressing the ability button and will immediately move on to the second stage. (While in the all stages of the ability Gyre has a circle that shows the ability perimeter of 200 meters) In the second stage, Gyre will open up its 3 physical shields to reveal a singularity (as in the kind in the centre of a black hole) and the all enemies in the radius get 80% suppression. After, then the robot sucks them toward it and has a clear shot of all of the robots and has the option to immediately end the ability and blast the robots away in a fashion similar to Arthur's blast wave dealing 10k damage with 100% defense mitigation. This portion of the can last 7 seconds at most and will blast robots 350 meters away and titans 150 meters away at the end, or on command. After the ability ends, Gyre gets 50% damage buff, and enters a 28 second cooldown phase.

New Robot: Seeker

"A robot that can counter any stealth robot due to its built in Quantum Radar and built in corrosion blade. It is an aggressive robot that will destroy anyone who dares to come within its ability radius. Yan-Di's expertise on stealth systems made it simple to create a counter."

Seeker

Faction: Yan-Di-Ventures

Hp: 120k

Speed 45 km

Cost: 70 mil silver

Hardpoints: 3 medium

Modules: 3 passive 1 Active

Look: A cross between a falcon and a Loki



Ability: Execution

Seeker locks on to any robot it aims its crosshairs at (even if they have stealth) and then it teleports 10 meters away from it and a hidden blade comes out of Seeker an stabs the robot twice inflicting corrosion 2 times and doing 8000 damage per hit and the corrosion does 100 damage a second for 8 seconds. Then, Seeker teleports back to its previous position. The Ability has a 500 meter radius

New Robot: Smasher (please give suggestions for better name)

"A robot that utilizes part of the tech in the module, shield breaker. Using the frame of a Rhino and tech from a shield breaker, it specializes in charging through and breaking any type of shield" Smasher

Faction: DSC

Hp: 130k

Physical shield Hp: 250k

Speed: 30 (55 while using siege)

Cost: 7500 Au

Hardpoints: 4 medium

Modules: 2 passive 1 active

Look: A slightly nimbler Rhino with boosters on the back.


Ability: Siege

Smasher raises shield and becomes unable to move but can turn and a homing animation start to play. Once it is locked on, it will charge at the robot with a max speed of 80 km. If the robot has any kind of shield (other than absorber) then it will smash through it and the shield will take 50k damage and become inactive for 6 seconds. But physical shields, they take 70k damage and Smashers ability still goes through but is reduced by 60% and the shield will take the 60% if the shield is still unbroken. When Smasher hits its target, the robot will take 30k damage that goes through defense points with a 60% chance of applying lockdown. Ability enters a 15 second cooldown phase.

New Robot: Poseidon (pantheon bot)

"A new addition to the pantheon bots, it can quickly drain a robot of its health, with its absorber shield and laser cannons. It is also the most durable of the Pantheon bots"

Poseidon

Faction: Icarus

Hp: 110k

Speed: 40

Cost: 10% more than the other Pantheon bots

Hardpoints: 1 heavy 2 light

Modules: 3 passive 1 active

Look: Similar to a Demeter and has a trident symbol on its hull and has tentacles similar to Ares's


Ability: Retribution

Poseidon deploys an impenetrable absorber shield for 7 seconds and strengthens its built-in weapon with the damage done to the shield. Unlike the other Greek bots, when damage is done to the shield, it seeps into a glowing ball of energy that is held by Poseidon's tentacles. Once the time is up, Poseidon will fire a wave of energy that does 15,000 damage to the robots in the waves path if it has not absorbed anything. Range is 350 meters.

New Robot: Inferno

"A robot that excels at vanquishing groups of robots with its powerful defense system and explosive built in weapon. Also, it has unique module slots, that can increase the amount of havoc it creates."

Inferno

Faction: Spacetech

Hp: 90k

Speed: 42 km

Cost: 15k Au + 60 mil Ag

Hardpoints: 4 medium

Modules: 1 passive 2 active

Look: A cross between an Ao Ming and Hawk

Ability: Napalm

Inferno flies up like a hawk activates a reflector shield and deactivates 2 of its medium slots.(Reflector shield redirects 30% damage and blocks 60%. Then, if the ability button is pressed again, then Inferno will fire 20 projectiles that do 500 damage each, and do the explosion effect(Similar to the flaming rocket weapons, except it is stronger. Once the barrage ends, Inferno will land, and reactivates its weapons. Cooldown of 18 seconds, and each explosion does 10000 with a 100 meter radius.

New Robot: Berserker

"A tank in defence points that utilizes tech from the terminal renovator microchip by converting damage to speed, and its it's ability at the cost of its defense system."

Berserker

Hp: 115k+60 Dp

Speed 44 km

Cost: 14k Au/10k Components (290k per 60 pack)

Hardpoints: 2 medium 1 heavy

Modules: 3 passive 1 active

Look: Similar to a Fenrir, but with a different paintjob

Ability: Bloodlust

Berserker activates its heavy slot, deactivates it defense system, and activates a built-in weapon that functions by pulsing a red aura in a 50 meter radius that does 1000 damage a second to surrounding enemies and 50% of it to itself. Then, Berserker gains a speed boost of 20% and a a damage boost of 20% that can both be buffed up to 40% by dealing damage, and the built in weapon can be buffed by 100%. The ability ends after an 8 second duration then enters a 16 second cooldown.

New Weapon: Sapper


"A weapon that uses technology from Leech by reversing it in a way, and drains health from enemy robots with its ammunition"

Sapper

Category: Medium

Cost: Components 390k per 60, or 9k gold

Tier: IV

Damage: 420

Range: 400 meters

Capacity: 50 rounds

Reload: 7 seconds

Life steal: 25%

Unload: 8 seconds

Ammo-look: Dart-like

New Weapon Family: Ruster Family

"With their new knowledge of how to harness singularities, Icarus decided to experiment with them. Icarus was able to incorporate it in weapons with the power bend time in certain areas similar to black holes. When used on robots in pulses, the robots aged and got old and rusty, but the effect was temporary because they could not overexpose the singularity or then it could become unstable and become a black hole again. When used in the battlefield, these weapons could severely nullify enemy damage, cause great damage, and weaken their hulls. Icarus created 5 variations of this weapon, ranging from a light to alpha variant.

Rust Effect:

Damage does 20% more to the robot, weapon damage is reduced by 20% and speed is reduced by 15%. Rust from titan weapons: 50% more damage to the robot, weapon damage reduced by 40%, and speed reduced by 30%


Tarnisher


Category: light

Cost: N/A Can only be gained from Icarus events

Tier: IV

Damage: 2000

Range: 250 meters

Capacity: 8 (reload while firing)

Reload: 15 seconds

Rust effect accumulation per shot: 10%

Unload: 12 seconds

Ammo look: Like the sonic weapon ammunition but purple and more pulse-like

Decayer


Category: Medium

Cost: N/A Can only be gained from Icarus events

Tier: IV

Damage: 3000

Range: 250 meters

Capacity: 8 (reload while firing)

Reload: 15 seconds

Rust effect accumulation per shot: 20%

Unload: 12 seconds

Ammo look: Like the sonic weapon ammunition but purple and more pulse-like

Corroder


Category: Heavy

Cost: N/A Can only be gained from Icarus events

Damage: 4000

Range: 250 meters

Capacity: 9 (reload while firing)

Reload: 20 seconds

Rust effect accumulation per shot: 30%

Unload: 12 seconds

Ammo look: Like the sonic weapon ammunition but purple and more pulse-like

Eroder


Category: Beta

Cost: N/A Can only be gained from Icarus events

Damage: 6000

Range: 250 meters

Capacity: 8 (reload while firing)

Reload: 24 seconds

Rust effect accumulation per shot: 40%

Defense mitigation: 100%

Unload: 12 seconds

Ammo look: Like the sonic weapon ammunition but purple and more pulse-like

Warper


Category: Alpha

Cost: N/A Can only be gained from Icarus events

Tier: IV

Damage: 8000

Range: 250 meters

Capacity: 8 (reload while firing)

Reload: 24 seconds

Rust effect accumulation per shot: 50%

Defense mitigation: 100%

Unload: 12 seconds

Ammo look: Like the sonic weapon ammunition but purple and more pulse-like

New Weapon Family: Molten Weapons

"A new class of weapons created by DSC. It spews molten liquid which severely debilitates enemy robots and continues to damage them over time with its residual heat. Though very powerful, it requires a high energy input, which results in longer reload times."

Thawer

Category: Light

Cost: 10k tier IV components/6k gold

Damage: 300 damage per unit (fires 4 units per second)

Range: 200 meters

DOT: 300 damage/second (effect lasts for 6 seconds)

Capacity: 40

Reload time: 24 seconds (reloads over time)


New Game mode: Bounty Hunt


Instead of 6v6 it is actually 1v6 where the team of six has to destroy the 1 robot on the other team. The person who is being hunted gets to choose on robot that gets it's health buffed by 250% with a damage buff of 200%. The team of six each gets one robot that has a 10% damage buff and once they kill the one person on the other team, they win. If the hunted person manages to evade them the whole match or kill all the hunters, they win.

Levels Redo:

Rewards increase by 100% Xp required to get to levels decreased by 50% Level cap moved to 100 After level 30 you only get rewarded every ten levels. Every ten levels(including the first 30) you get a random robot that can range from component to silver costing