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*It takes 30 Days and 34.2 Million Silver to aquire it (Producing packs of 170 taking 3 Days, using all 6 slots)
 
*It takes 30 Days and 34.2 Million Silver to aquire it (Producing packs of 170 taking 3 Days, using all 6 slots)
 
*This weapon does not poses 100% Accuracy at maximum range
 
*This weapon does not poses 100% Accuracy at maximum range
  +
*Click [https://sketchfab.com/3d-models/pulsar-3d-86d271b342394db18b135702211ca67c here] for 3D model of this weapon

Revision as of 02:40, 13 May 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, 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. 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 robots (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 600 13800 2701 1365

Upgrade Information

Level Cost AgIcon Time Damage Cycle
Damage
Burst
DPS
Cycle
DPS
2 100,000 2 hours 650 14950 2926 1479
3 200,000 5 hours 700 16100 3151 1592
4 400,000 14 hours 800 18400 3601 1820
5 2,000,000 1 day 900 20700 4051 2047
6 4,000,000 1 day 16 hours 1000 23000 4501 2275
7 6,000,000 2 days 20 hours 1100 25300 4951 2502
8 11,000,000 3 days 14 hours 1200 27600 5401 2730
9 17,000,000 4 days 12 hours 1300 29900 5851 2957
10 32,000,000 5 days 1450 33350 6526 3299
11 43,000,000 5 days 8 hours 1600 36800 7202 3640
12 55,000,000 5 days 16 hours 1750 40250 7877 3981
Cost Time
Totals 170,700,000 30 days 11 hours


  • The damage column shows the damage of each individual energy round (out of 23 energy rounds)

Mark II Statistics

Purchase Information

Level Cost Damage Cycle
Damage
Burst
DPS
Cycle
DPS
1 500 Au 720 16560 3241 1638

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 2 hours 780 17940 3511 1774
3 200,000 5 hours 840 19320 3781 1911
4 400,000 14 hours 960 22080 4321 2184
5 2,000,000 1 days 1080 24840 4861 2457
6 4,000,000 1 day 16 hours 1200 27600 5401 2730
7 6,000,000 2 days 20 hours 1320 30360 5941 3003
8 11,000,000 3 days 14 hours 1440 33120 6481 3276
9 17,000,000 4 days 12 hours 1560 35880 7022 3549
10 32,000,000 5 days 1740 40020 7832 3958
11 43,000,000 5 days 8 hours 1920 44160 8642 4368
12 55,000,000 5 days 16 hours 2100 48300 9452 4777
Cost Time
Totals 170,700,000 30 days 11 hours


  • The damage column shows the damage of each individual energy round (out of 23 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%

Accuracy By Distance

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

Update History

Version Changes
5.0 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 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


Trivia

  • It takes 30 Days and 34.2 Million Silver to aquire it (Producing packs of 170 taking 3 Days, using all 6 slots)
  • This weapon does not poses 100% Accuracy at maximum range
  • Click here for 3D model of this weapon