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Pulsar   Sinister Pulsar

Components



Energy auto-cannon for medium range with a special feature: each round has a chance to lock down the enemy
— in-game description




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Purchase Information
In-Game Cost 10,000 Components or 7,500 Gold
Real Value Icn info for user popup.png $60
Exp Level Icn info for user popup.png 17
Type
Hardpoint Icn info for user popup.png Medium
Tier Icn info for user popup.png IV
Pulsar.png
Base Statistics Attributes
PilotRankPrivate icon.png Level 1 Energy Energy


WeaponDamage.png Damage 600 per energy round Manual Manual


WeaponRange.png Range 600 meters Icn info for user popup.png Automatic Automatic


WeaponReload.png Reload 5 seconds Magazine Magazine


Capacity 24 energy rounds Root Root


Unload 5.11 seconds


Workshop Production Information
1 Day Cost Silver 3 Day Cost Silver
160,000 530,000
Components Components Components Components
60 170


Introduction

The Pulsar is a mid-range (up to 600 meters, with a 550-meter optimal range) medium energy weapon. It has a light counterpart (Magnetar).

Strategy

This energy auto-cannon can root enemies at a 600-meter range, performing well as a close- / mid-range suppressor. The Pulsar has a relatively high Damage per Second (DPS), with the added effect of rooting enemy targets.

With its short 5 second reload, robots equipped with the Pulsar can guard home and near-home beacons, stopping enemy robots and allowing teammates with more firepower to race over to help. This tactic of suppressive fire at range can be devastating on open maps such as Yamantau, Shenzhen and Canyon.

The power to temporarily immobilize enemy robots is very useful in game modes such as Beacon Rush and King of the Hill (unavailable), where capturing a beacon first can mean not only more points but an extra spawn point.

The Pulsar has the largest effect on the Dash robots Kumiho, Strider, Haechi, Bolt , and Bulgasari. The ability to lock them down and deprive them of their mobility (one of their key strengths) can lead to their destruction or crippling. It can also effectively ground robots capable of jumping, preventing a locked down robot from leaving the ground. It does not prevent Descend robots (Spectre and Inquisitor) from entering stealth, but Mercury cannot activate Helldive, which means it cannot enter stealth mode and explode. It is also useful against Hellburners, as the lock down can prevent it from getting too close and activating its overload explosion.

Finally, being a medium weapon, the Pulsar has heavier firepower than its light counterpart the Magnetar. Also being an energy weapon, the Pulsar can be deadly to ambush robots (such as the Spectre) or robots with in-built energy shields (such as the Carnage). If pinned down, not only will the energy bolts hurt more due to these robots under-average health, but for stealth ability robots such as the Spectre and Inquisitor, they can be left vulnerable if pinned down in the open and unable to move when their stealth runs out.

Pros and Cons

Pros

  • Energy-based projectiles allows gun to bypass energy shielding
  • Large damage within range (0m-600m)
  • Quick reload
  • Can lock-down enemies
  • High accuracy-particles barely spread

Cons

  • Does not have capability to lock-down an enemy down in one clip
  • Ineffective against physical shields
  • Ineffective at close range against specialized brawling weapons (eg. Havoc)

Upgrade Cost

Tier 4 MK 1
Level Upgrade cost Upgrade time
HH:MM
1 100,000 02:00
2 200,000 05:00
3 400,000 14:00
4 2,000,000 24:00
5 4,000,000 40:00
6 6,000,000 68:00
7 11,000,000 86:00
8 17,000,000 108:00
9 32,000,000 120:00
10 43,000,000 128:00
11 55,000,000 136:00
12 0 0:00
Total Cost Time [DD:HH:MM]
170,700,000 30:11:00
Tier 4 MK 2
Level Upgrade cost Upgrade time
HH:MM
1 2,000,000 12:00
2 4,000,000 24:00
3 8,000,000 36:00
4 19,500,000 36:00
5 19,500,000 36:00
6 19,500,000 36:00
7 19,500,000 36:00
8 19,500,000 36:00
9 19,500,000 36:00
10 19,500,000 36:00
11 19,500,000 36:00
12 0 0:00
Total Cost Time [DD:HH:MM]
170,000,000 15:00:00
  • MK2 Upgrade cost 500 Gold

Weapons data

Pulsar
ID Tier Slot Type Range Reload In Workshop
46 4 Medium Energy 600m
(AOE: N/D)
5 WorkshopYes.pngYes
Ammo Shot
Interval
Rate
of Fire
Particles
per Shot
Unload Min DPS Max DPS
24 0.22 N/A 1 5.11 2727 10032
Attributes Energy32.png Energy Manual32.png Manual Automatic32.png Automatic Magazine32.png Magazine Root32.png Root Blankbot.png
MK 1 Level MK 2
Damage per shot Damage per magazine DPS Cycle DPS Damage per shot Damage per magazine DPS Cycle DPS
600 14400 2727 1400 1 1750 42000 7955 4085
660 15840 3000 1540 2 1782 42768 8100 4160
730 17520 3318 1704 3 1814 43536 8245 4235
810 19440 3682 1891 4 1846 44304 8391 4309
890 21360 4045 2077 5 1878 45072 8536 4384
980 23520 4455 2287 6 1910 45840 8682 4459
1080 25920 4909 2521 7 1942 46608 8827 4533
1190 28560 5409 2778 8 1974 47376 8973 4608
1310 31440 5955 3058 9 2006 48144 9118 4683
1440 34560 6545 3361 10 2038 48912 9264 4758
1590 38160 7227 3712 11 2070 49680 9409 4832
1750 42000 7955 4085 12 2102 50448 9555 4907
MK 3 Level 1 2207 52970 10032 5152


Effect Accumulation %

The higher the percentage the more effective the weapon's projectiles are at accumulating the root effect (allows the weapon to bypass an enemy's root threshold faster).

Note: Mark II levels 1-12 does not increase accumulation values (Mark I level 12 is the highest accumulation possible).

Level Accumulation %
1 100%
2 101%
3 101%
4 102%
5 103%
6 104%
7 105%
8 107%
9 109%
10 111%
11 113%
12 114%

Accuracy By Distance

Below is the average percentage (%) of projectiles (out of 24 energy rounds) that hit an enemy robot (if aimed directly at) at specific ranges.

Range Accuracy %
500 meters or less 100%
550 meters 91%
600 meters 87%

Note: The numbers shown are based on an average-sized robot being targeted. Due to this, these percentages can be higher or lower depending on the size of the targeted robot.

Audio

Update History

Version Changes
6.3.0 targeting issues fixed
6.0.1 Now available for 7,500 gold (can still be produced via Workshop 2.0)
6.0.0 Now roots enemies after a certain number of projectile hits (rather than random activation)
5.4.0 New alternative model: Sinister Pulsar (Operation: Raging Typhoon)
5.0.0 Damage increased by 13%
Rate of fire increased from 3.7 rps (rounds per second) → 4.5 rps
4.8.0 Total Upgrade Time: 37 days 30 minutes⟶30 days 11 hours
4.7.0 Total Upgrade Time: 45 days 17 hours⟶37 days 30 minutes
4.5.0 Total Upgrade Time: 58 days 17 hours⟶45 days 17 hours
4.3.0 Damage increased by 12%
4.1.0 Weapon was added to the game

Poll


Trivia

  • It takes 30 Days and 34.2 Million Silver to acquire it (Producing packs of 170 taking 3 Days, using all 6 slots).
  • This weapon does not possess 100% Accuracy at maximum range.
  • The word "Pulsar" means a highly magnetized star that emits electromagnetic radiation.
  • Prior to Update 5.0, the firing animation is no longer synchronized with the number of projectiles being fired out of each barrel.
  • When a robot gets hit by a Pulsar round, it makes an electric sizzling sound quite similar to that of when being hit by a Scourge or Spark.
  • The special variant - Sinister Pulsar - has a more mechanical firing sound than the regular Pulsar
  • If one looks really closely, this, the Shredder, and the Halo has the same color scheme.

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