War Robots Wiki
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|ws3cost=530,000
 
|ws3cost=530,000
 
|ws3comps=170
 
|ws3comps=170
|damage = 560
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|damage = 560 per energy round
 
|range = 600m
 
|range = 600m
|rounds = 24 plasma bullets
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|rounds = 24 energy rounds
|rps = 3.7 plasma bullets
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|rps = 3.7 energy rounds
 
|reload = 5 seconds
 
|reload = 5 seconds
 
|reloadwf = No
 
|reloadwf = No
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*This table shows the damage of each individual plasma round.
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*The damage column shows the damage of each individual energy round (out of 24 energy rounds)
   
 
==Mark II Statistics==
 
==Mark II Statistics==
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}}
 
}}
   
*This table shows the damage of each individual plasma round.
+
*The damage column shows the damage of each individual energy round (out of 24 energy rounds)
   
 
==Root Chance %==
 
==Root Chance %==
 
Notes:
 
Notes:
*The percentages are per second and if all rounds hit (excluding reload)
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*The percentages are per second and if all energy rounds hit (excluding reload)
 
*The percentages apply to both Mark I and Mark II
 
*The percentages apply to both Mark I and Mark II
 
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Revision as of 20:27, 12 February 2019

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Components



Energy auto-cannon for medium range. Each round has a chance to immobilize the enemy
— in-game description



Energy


Introduction

The Pulsar is a mid-range (up to 600 meters) 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. What it lacks in firepower, it makes up for in root effect potential. As a bonus, due to it being an energy weapon, the Shredder (along with its medium counterpart the Pulsar) bypasses energy shields.

With its short 5 second reload, robots equipped with the Shredder or 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 devastatingly effective 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, 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 Bots (Kumiho, Strider, Haechi 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.

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, 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.

Mark I Statistics

Purchase Information

Level Cost Damage Cycle
Damage
Burst
DPS
Cycle
DPS
1 10,000 Components 560 13440 2068 1169

Upgrade Information

Level Cost AgIcon Time Damage Cycle
Damage
Burst
DPS
Cycle
DPS
2 100,000 5 hours 620 14880 2289 1294
3 200,000 12 hours 670 16080 2474 1398
4 400,000 1 day 740 17760 2732 1544
5 2,000,000 2 days 810 19440 2991 1690
6 4,000,000 3 days 880 21120 3249 1837
7 6,000,000 4 days 970 23280 3582 2024
8 11,000,000 5 days 1070 25680 3951 2233
9 17,000,000 6 days 1170 28080 4320 2442
10 32,000,000 7 days 1290 30960 4763 2692
11 43,000,000 8 days 1410 33840 5206 2943
12 55,000,000 9 days 1550 37200 5723 3235
Cost Time
Totals 170,700,000 45 days 17 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 Au 670 16080 2474 1398

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

Upgrade Information

Level Cost AgIcon Time Damage Cycle
Damage
Burst
DPS
Cycle
DPS
2 100,000 5 hours 740 17760 2732 1544
3 200,000 12 hours 810 19440 2991 1690
4 400,000 1 day 890 21360 3286 1857
5 2,000,000 2 days 970 23280 3582 2024
6 4,000,000 3 days 1060 25440 3914 2212
7 6,000,000 4 days 1170 28080 4320 2442
8 11,000,000 5 days 1290 30960 4763 2692
9 17,000,000 6 days 1410 33840 5206 2943
10 32,000,000 7 days 1540 36960 5686 3214
11 43,000,000 8 days 1690 40560 6240 3527
12 55,000,000 9 days 1860 44640 6868 3882
Cost Time
Totals 170,700,000 45 days 17 hours


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

Root Chance %

Notes:

  • The percentages are per second and if all energy rounds hit (excluding reload)
  • The percentages apply to both Mark I and Mark II
Level Root %
1 25%
2 26%
3 27%
4 28%
5 29%
6 30%
7 31%
8 32%
9 33%
10 34%
11 35%
12 36%


Update History

Version Changes
4.5 Economy Changes:
Total Upgrade Time: 58 days 17 hours⟶45 days 17 hours
4.3 Damage increased by 12%
4.1 Weapon was added to the game


Poll