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Components



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




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 500 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, Mercury, and Inquisitor) from entering stealth, however.

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 500 12000 1846 1043

Upgrade Information

Level Cost AgIcon Time Damage Cycle
Damage
Burst
DPS
Cycle
DPS
2 100,000 5 hours 550 13200 2031 1148
3 200,000 12 hours 600 14400 2215 1252
4 400,000 1 day 660 15840 2437 1377
5 2,000,000 2 days 720 17280 2658 1503
6 4,000,000 4 days 790 18960 2917 1649
7 6,000,000 6 days 870 20880 3212 1816
8 11,000,000 7 days 960 23040 3545 2003
9 17,000,000 8 days 1050 25200 3877 2191
10 32,000,000 9 days 1150 27600 4246 2400
11 43,000,000 10 days 1260 30240 4652 2630
12 55,000,000 11 days 1386 33264 5118 2893
Cost Time
Totals 170,700,000 58 days 17 hours


  • This table shows the damage of each individual plasma round.


Mark II Statistics

Purchase Information

Level Cost Damage Cycle
Damage
Burst
DPS
Cycle
DPS
1 500 Au 600 14400 2215 1252

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 660 15840 2437 1377
3 200,000 12 hours 720 17280 2658 1503
4 400,000 1 day 792 19008 2924 1653
5 2,000,000 2 days 864 20736 3190 1803
6 4,000,000 4 days 948 22752 3500 1978
7 6,000,000 6 days 1044 25056 3855 2179
8 11,000,000 7 days 1152 27648 4254 2404
9 17,000,000 8 days 1260 30240 4652 2630
10 32,000,000 9 days 1380 33120 5095 2880
11 43,000,000 10 days 1512 36288 5583 3155
12 55,000,000 11 days 1663 39912 6140 3471
Cost Time
Totals 170,700,000 58 days 17 hours


  • This table shows the damage of each individual plasma round.


Root Chance %

Notes:

  • The percentages are for each bullet that hits a target
  • 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
4.1 Weapon was added to the game
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