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Components



Heavy close-range energy machine gun with a high rate of fire. Possesses a special feature that immobilizes the target after a certain number of hits.
— in-game description




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Purchase Information
In-Game Cost 10,000 Components
Real Value Icn info for user popup.png
Exp Level Icn info for user popup.png
Type
Hardpoint Icn info for user popup.png Heavy
Tier Icn info for user popup.png IV
Puncher.png
Base Statistics Attributes
PilotRankPrivate icon.png Level 1 Energy
WeaponDamage.png Damage 1038 per energy round Manual
WeaponRange.png Range 500 meters Icn info for user popup.png Automatic
WeaponReload.png Reload 5 seconds Magazine
Capacity 40 energy rounds Root
Unload 3.2 seconds Blank
Workshop Production Information
1 Day Cost Silver 3 Day Cost Silver
140,000 460,000
Components Components Components Components
80 230

Introduction

The Puncher is a close to mid-range (up to 500 meters, with a 250-meter optimal range) heavy energy weapon. It has a light counterpart which is Shredder.

Strategy

The Puncher is a powerful heavy energy weapon utilized to deal severe damage to enemy robots at close range. In addition to its massive DPS, it will also accumulate lock-down on enemies: every hit an enemy takes from the Puncher will cause a speedometer icon to appear next to their health bar. This will slowly fill up with red with every shot from the Puncher until completely full. When full, the speedometer will deplete back to entirely grey but the enemy will be immobilized for 5 seconds, making them a sitting duck for snipers (or close rangers) to destroy. After an enemy is locked down, they will gain immunity to lockdown from any source for another five seconds.

The Puncher's massive damage but short 'effective range' means that it's best mounted on robots that can get close to the enemy quickly. If performing as a flanker while mounting the Puncher, utilizing cover can help the commader stay under the radar. Using stealth helps make the commander undetectable to enemies. However, knife fighters rely on a different playstyle altogether: using a bot's abilities at strategic intervals will allow the commander to deal massive damage with the Puncher, and if played correctly, can extricate the commander from the fight without sustaining major damage.

Using the Puncher's root ability can also create strategic advantages. Locking down an enemy and then escaping as quick as possible is an excellent tactic if the commander is relying teammates to deal damage. In this scenario, the Puncher can function as a utility weapon instead of a full-on brawler.

Pros and Cons

Pros

  • Quick unload
  • Energy-based projectiles allows gun to bypass energy shielding
  • Extremely quick reload
  • Can lock-down enemies
  • Great damage at close range (200 meters or less)

Cons

  • Bullet spread is comparable to the Thunder
  • Low damage at far-close range (200-300m) and mid range (300-500m)
  • Does not have capability to lock an enemy down in one clip
  • Ineffective against physical shields
  • Small clip

Upgrade Cost

Tier 4 MK 1
Level Upgrade cost Upgrade time
HH:MM
1 100,000 02:00
2 200,000 05:00
3 400,000 14:00
4 2,000,000 24:00
5 4,000,000 40:00
6 6,000,000 68:00
7 11,000,000 86:00
8 17,000,000 108:00
9 32,000,000 120:00
10 43,000,000 128:00
11 55,000,000 136:00
12 0 0:00
Total Cost Time [DD:HH:MM]
170,700,000 30:11:00
Tier 4 MK 2
Level Upgrade cost Upgrade time
HH:MM
1 2,000,000 12:00
2 4,000,000 24:00
3 8,000,000 36:00
4 19,500,000 36:00
5 19,500,000 36:00
6 19,500,000 36:00
7 19,500,000 36:00
8 19,500,000 36:00
9 19,500,000 36:00
10 19,500,000 36:00
11 19,500,000 36:00
12 0 0:00
Total Cost Time [DD:HH:MM]
170,000,000 15:00:00
  • NOTE: base level starts at level 1 cost is 5,000 Gold
  • MK2 Upgrade cost 500 Gold

Weapons data

Puncher
ID Tier Icn info for user popup.png Slot Icn info for user popup.png Type Range Availability
98 4 Heavy Energy 500 WorkshopNo.png Exclusive
Ammo Particles
per Shot
Unload Time Reload Time Shot
Interval
Rate
of Fire
40 1 3.12 5 0.08 12.5
4,606
Cycle DPS
16,724 20k
Attributes Energy Energy Manual Manual Volley Volley Magazine Magazine Root Lock-down Blank
MK 1 Level MK 2
Damage per shot Damage per burst Burst DPS Cycle DPS Damage per shot Damage per burst Burst DPS Cycle DPS
935 37,400 11,987 4,606 1 2,670 106,800 34,231 13,153
1,024 40,960 13,128 5,044 2 2,729 109,160 34,987 13,443
1,143 45,720 14,654 5,631 3 2,774 110,960 35,564 13,665
1,261 50,440 16,167 6,212 4 2,833 113,320 36,321 13,956
1,365 54,600 17,500 6,724 5 2,878 115,120 36,897 14,177
1,513 60,520 19,397 7,453 6 2,936 117,440 37,641 14,463
1,662 66,480 21,308 8,187 7 2,981 119,240 38,218 14,685
1,825 73,000 23,397 8,990 8 3,026 121,040 38,795 14,906
2,003 80,120 25,679 9,867 9 3,085 123,400 39,551 15,197
2,196 87,840 28,154 10,818 10 3,129 125,160 40,115 15,414
2,433 97,320 31,192 11,985 11 3,189 127,560 40,885 15,709
2,670 106,800 34,231 13,153 12 3,233 129,320 41,449 15,926
MK 3 Level 1 3,395 135,800 43,526 16,724
Notes 1. Damage stats above exclude ability damage (eg. DOT, Freeze, BLASTCHARGE).
2. Damage per shot is not always equal to damage value displayed in-game, it represents damage dealt in one press of the fire button.

Effect Accumulation %

The higher the percentage the more effective the weapon's projectiles are at accumulating the root effect (allows the weapon to bypass an enemy's root threshold faster).

Note: Mark II levels 1-12 does not increase accumulation values (Mark I level 12 is the highest accumulation possible).

Level Accumulation %
1 100%
2 104%
3 108%
4 112%
5 116%
6 120%
7 124%
8 128%
9 132%
10 136%
11 140%
12 150%

Accuracy By Distance

Range Accuracy %
50 meters or less 100%
100 meters 100%
150 meters 100%
200 meters 94%
250 meters 88%
300 meters 69%
350 meters 49%
400 meters 29%
450 meters 24%
500 meters 19%

Audio

Update History

Version Changes
7.9.0 Damage decreased by 10%, particle spread increased by 15%
7.6.0 Buff: Bullet spread reduced by 30%
7.6.0 Weapon Added


Trivia

  • This weapon was added on October 26, 2021 in Update 7.5.
  • This weapon has a light-up disc on the back like Shredder or Pulsar, that spins, and shows the amount of ammo left.

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