War Robots Wiki
Register
No edit summary
(9 intermediate revisions by 5 users not shown)
Line 1: Line 1:
 
{{Protection}}
 
{{Protection}}
 
{{Currency|Type = "Cp"}}
 
{{Currency|Type = "Cp"}}
{{Quote|Energy auto-cannon for medium range. Each round has a chance to immobilize the enemy}}
+
{{Quote|Energy auto-cannon for medium range with a special feature: each round has a chance to lock down the enemy}}
 
<br />
 
<br />
 
<div style="text-align:Right;">{{WeaponIcons|Energy|Manual|Automatic|Magazine|Root}}</div><!--
 
<div style="text-align:Right;">{{WeaponIcons|Energy|Manual|Automatic|Magazine|Root}}</div><!--
Line 30: Line 30:
   
 
==Strategy==
 
==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 [[Ancile|energy shields]].
+
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 immobilize enemy targets.
   
With its short 5 second reload, robots equipped with the Shredder or Pulsar can be vital in guarding important [[beacon]]s, 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]].
+
With its short 5 second reload, robots equipped with the Pulsar can be vital in guarding important [[beacon]]s, 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 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 Pulsar has the largest effect on the [[Abilities#Dash|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.
 
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.
Line 59: Line 59:
 
|level-02-cost = 100,000
 
|level-02-cost = 100,000
 
|level-02-time = 2 hours
 
|level-02-time = 2 hours
|level-02-damage = 650
+
|level-02-damage = 660
   
 
|level-03-cost = 200,000
 
|level-03-cost = 200,000
 
|level-03-time = 5 hours
 
|level-03-time = 5 hours
|level-03-damage = 700
+
|level-03-damage = 730
   
 
|level-04-cost = 400,000
 
|level-04-cost = 400,000
 
|level-04-time = 14 hours
 
|level-04-time = 14 hours
|level-04-damage = 800
+
|level-04-damage = 810
   
 
|level-05-cost = 2,000,000
 
|level-05-cost = 2,000,000
 
|level-05-time = 1 day
 
|level-05-time = 1 day
|level-05-damage = 900
+
|level-05-damage = 890
   
 
|level-06-cost = 4,000,000
 
|level-06-cost = 4,000,000
 
|level-06-time = 1 day 16 hours
 
|level-06-time = 1 day 16 hours
|level-06-damage = 1000
+
|level-06-damage = 980
   
 
|level-07-cost = 6,000,000
 
|level-07-cost = 6,000,000
 
|level-07-time = 2 days 20 hours
 
|level-07-time = 2 days 20 hours
|level-07-damage = 1100
+
|level-07-damage = 1080
   
 
|level-08-cost = 11,000,000
 
|level-08-cost = 11,000,000
 
|level-08-time = 3 days 14 hours
 
|level-08-time = 3 days 14 hours
|level-08-damage = 1200
+
|level-08-damage = 1190
   
 
|level-09-cost = 17,000,000
 
|level-09-cost = 17,000,000
 
|level-09-time = 4 days 12 hours
 
|level-09-time = 4 days 12 hours
|level-09-damage = 1300
+
|level-09-damage = 1310
   
 
|level-10-cost = 32,000,000
 
|level-10-cost = 32,000,000
 
|level-10-time = 5 days
 
|level-10-time = 5 days
|level-10-damage = 1450
+
|level-10-damage = 1440
   
 
|level-11-cost = 43,000,000
 
|level-11-cost = 43,000,000
 
|level-11-time = 5 days 8 hours
 
|level-11-time = 5 days 8 hours
|level-11-damage = 1600
+
|level-11-damage = 1590
   
 
|level-12-cost = 55,000,000
 
|level-12-cost = 55,000,000
Line 105: Line 105:
 
}}
 
}}
   
*The damage column shows the damage of each individual energy round (out of 24 energy rounds)
+
*The damage column shows the damage of each individual energy round (out of 23 energy rounds)
   
 
==Mark II Statistics==
 
==Mark II Statistics==
Line 122: Line 122:
 
|level-02-cost = 100,000
 
|level-02-cost = 100,000
 
|level-02-time = 2 hours
 
|level-02-time = 2 hours
|level-02-damage = 780
+
|level-02-damage = 790
   
 
|level-03-cost = 200,000
 
|level-03-cost = 200,000
 
|level-03-time = 5 hours
 
|level-03-time = 5 hours
|level-03-damage = 840
+
|level-03-damage = 870
   
 
|level-04-cost = 400,000
 
|level-04-cost = 400,000
 
|level-04-time = 14 hours
 
|level-04-time = 14 hours
|level-04-damage = 960
+
|level-04-damage = 970
   
 
|level-05-cost = 2,000,000
 
|level-05-cost = 2,000,000
 
|level-05-time = 1 days
 
|level-05-time = 1 days
|level-05-damage = 1080
+
|level-05-damage = 1060
   
 
|level-06-cost = 4,000,000
 
|level-06-cost = 4,000,000
 
|level-06-time = 1 day 16 hours
 
|level-06-time = 1 day 16 hours
|level-06-damage = 1200
+
|level-06-damage = 1170
   
 
|level-07-cost = 6,000,000
 
|level-07-cost = 6,000,000
 
|level-07-time = 2 days 20 hours
 
|level-07-time = 2 days 20 hours
|level-07-damage = 1320
+
|level-07-damage = 1290
   
 
|level-08-cost = 11,000,000
 
|level-08-cost = 11,000,000
 
|level-08-time = 3 days 14 hours
 
|level-08-time = 3 days 14 hours
|level-08-damage = 1440
+
|level-08-damage = 1420
   
 
|level-09-cost = 17,000,000
 
|level-09-cost = 17,000,000
 
|level-09-time = 4 days 12 hours
 
|level-09-time = 4 days 12 hours
|level-09-damage = 1560
+
|level-09-damage = 1570
   
 
|level-10-cost = 32,000,000
 
|level-10-cost = 32,000,000
 
|level-10-time = 5 days
 
|level-10-time = 5 days
|level-10-damage = 1740
+
|level-10-damage = 1720
   
 
|level-11-cost = 43,000,000
 
|level-11-cost = 43,000,000
 
|level-11-time = 5 days 8 hours
 
|level-11-time = 5 days 8 hours
|level-11-damage = 1920
+
|level-11-damage = 1900
   
 
|level-12-cost = 55,000,000
 
|level-12-cost = 55,000,000
Line 168: Line 168:
 
}}
 
}}
   
*The damage column shows the damage of each individual energy round (out of 24 energy rounds)
+
*The damage column shows the damage of each individual energy round (out of 23 energy rounds)
   
 
==Root Chance %==
 
==Root Chance %==
Line 269: Line 269:
 
==Trivia==
 
==Trivia==
 
*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 possess 100% Accuracy at maximum range
  +
*Click [https://sketchfab.com/3d-models/pulsar-3d-86d271b342394db18b135702211ca67c here] for 3D model of this weapon
  +
*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 a electric sizzling sound quite similar to that of when being hit by a Scourge or Spark.

Revision as of 03:31, 30 August 2019

Wiki-wordmark
THIS IS A COMMUNITY PAGE

IT IS OPEN TO EDITS FROM ANYONE

Ptnn
Components



Energy auto-cannon for medium range with a special feature: each round has a chance to lock down 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. The Pulsar boasts a very solid DPS, with the added effect of being able to immobilize 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 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 660 15180 2971 1501
3 200,000 5 hours 730 16790 3286 1661
4 400,000 14 hours 810 18630 3646 1843
5 2,000,000 1 day 890 20470 4006 2025
6 4,000,000 1 day 16 hours 980 22540 4411 2229
7 6,000,000 2 days 20 hours 1080 24840 4861 2457
8 11,000,000 3 days 14 hours 1190 27370 5356 2707
9 17,000,000 4 days 12 hours 1310 30130 5896 2980
10 32,000,000 5 days 1440 33120 6481 3276
11 43,000,000 5 days 8 hours 1590 36570 7157 3617
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 790 18170 3556 1797
3 200,000 5 hours 870 20010 3916 1979
4 400,000 14 hours 970 22310 4366 2207
5 2,000,000 1 days 1060 24380 4771 2411
6 4,000,000 1 day 16 hours 1170 26910 5266 2662
7 6,000,000 2 days 20 hours 1290 29670 5806 2935
8 11,000,000 3 days 14 hours 1420 32660 6391 3230
9 17,000,000 4 days 12 hours 1570 36110 7067 3572
10 32,000,000 5 days 1720 39560 7742 3913
11 43,000,000 5 days 8 hours 1900 43700 8552 4322
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 possess 100% Accuracy at maximum range
  • Click here for 3D model of this weapon
  • 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 a electric sizzling sound quite similar to that of when being hit by a Scourge or Spark.