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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 Energy Energy


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.

Strategy

This energy auto-cannon has a chance to root enemies and a 600-meter range, meaning that it is well-suited to perform as a close-mid range suppressor. The Pulsar boasts a very solid DPS, with the added effect of being able to root enemy targets.

With its short 5 second reload, robots equipped with the Pulsar can be vital in guarding important 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 can be vital 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 also an extra spawn point, which allows for much more intense battles.

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 that are capable of jumping, in other words it prevents 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.

The Haechi in particular is vulnerable, due to it having low base health to compensate for its in-built Ancile. The Strider relies heavily on its 5 Dash charges to survive, with inadequate health for brawling, it relies on mobility. Pinning a Strider down in front of heavily-armed teammates can mean its demise.

Finally, being a medium weapon, the Pulsar has heavier firepower than its light counterpart the Shredder. 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-Bullets 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. Nucleon)

Mark I Statistics

Purchase Information

Level Cost Damage Cycle
Damage
Burst
DPS
Cycle
DPS
1 10,000 Components or 7,500 Gold 600 14400 2818 1424

Upgrade Information

Level Cost AgIcon.png Time Damage Cycle
Damage
Burst
DPS
Cycle
DPS
2 100,000 2 hours 660 15840 3100 1567
3 200,000 5 hours 730 17520 3429 1733
4 400,000 14 hours 810 19440 3804 1923
5 2,000,000 1 day 890 21360 4180 2113
6 4,000,000 1 day 16 hours 980 23520 4603 2326
7 6,000,000 2 days 20 hours 1080 25920 5072 2564
8 11,000,000 3 days 14 hours 1190 28560 5589 2825
9 17,000,000 4 days 12 hours 1310 31440 6153 3110
10 32,000,000 5 days 1440 34560 6763 3418
11 43,000,000 5 days 8 hours 1590 38160 7468 3774
12 55,000,000 5 days 16 hours 1750 42000 8219 4154
Cost Time
Totals 170,700,000 30 days 11 hours


  • The damage column shows the damage of each individual energy round (out of 24 energy rounds)

Mark II Statistics

Purchase Information

Level Cost Damage Cycle
Damage
Burst
DPS
Cycle
DPS
1 500 Gold 1750 42000 8219 4154

Note: Level 12 Mark I is required to enhance (purchase) to Mark II.

Upgrade Information

Level Cost AgIcon.png Time Damage Cycle
Damage
Burst
DPS
Cycle
DPS
2 2,000,000 1 day 1782 42768 8369 4230
3 4,000,000 2 days 1814 43536 8520 4306
4 8,000,000 3 days 1846 44304 8670 4382
5 19,500,000 3 days 1878 45072 8820 4458
6 19,500,000 3 days 1910 45840 8971 4534
7 19,500,000 3 days 1942 46608 9121 4610
8 19,500,000 3 days 1974 47376 9271 4686
9 19,500,000 3 days 2006 48144 9422 4762
10 19,500,000 3 days 2038 48912 9572 4838
11 19,500,000 3 days 2070 49680 9722 4914
12 19,500,000 3 days 2102 50448 9872 4990
Cost Time
Totals 170,000,000 30 days


  • The damage column shows the damage of each individual energy round (out of 24 energy rounds)

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

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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 higher pitched firing sound than the regular Pulsar.

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