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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. 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 616 14784 2274 1286
3 200,000 12 hours 671 16104 2478 1400
4 400,000 1 day 739 17736 2729 1542
5 2,000,000 2 days 806 19344 2976 1682
6 4,000,000 4 days 884 21216 3264 1845
7 6,000,000 6 days 974 23376 3596 2033
8 11,000,000 7 days 1074 25776 3966 2241
9 17,000,000 8 days 1175 28200 4338 2452
10 32,000,000 9 days 1287 30888 4752 2686
11 43,000,000 10 days 1410 33840 5206 2943
12 55,000,000 11 days 1550 37200 5723 3235
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 671 16104 2478 1400

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 739 17736 2729 1542
3 200,000 12 hours 806 19344 2976 1682
4 400,000 1 day 886 21264 3271 1849
5 2,000,000 2 days 967 23208 3570 2018
6 4,000,000 4 days 1061 25464 3918 2214
7 6,000,000 6 days 1168 28032 4313 2438
8 11,000,000 7 days 1289 30936 4759 2690
9 17,000,000 8 days 1410 33840 5206 2943
10 32,000,000 9 days 1544 37056 5701 3222
11 43,000,000 10 days 1692 40608 6247 3531
12 55,000,000 11 days 1861 44664 6871 3884
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 per second, excluding reload and assuming all rounds hit
  • 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
4.3 Damage increased by 12%
4.1 Weapon was added to the game


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