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…Mobile four-legged robot. Disrupts enemy weapon systems from distance, which makes it effective at supporting teammates as well as in medium range duels… – in-game description


Introduction

The Rayker is a medium robot with a heavy and 2 light hardpoints. It is unofficially classified as a light robot based on wiki criteria.

Ability

The Rayker's ability is called Glance. Upon activation, Rayker can fire 5 red beams with up to 600 meters range that decreases the weapon damage of enemy robots hit by 75% for 5 seconds. The ability has a 10-second cooldown and has 3 charges.

Strategy

The Rayker is a spider-like robot that has a tactical ability known as Glance. Glance is an ability that suppresses and decreases any weapon's power, making the opponent harder to kill someone. For one, Rayker's ability, Glance, is highly effective on robots that are tough to eliminate, especially those with powerful weapons capable of high damage output. Rayker activates its ability by sending red beams toward the opponent, which, if it hits, inflicts decent damage on the target, and decreases the target's damage by 75%, which can make them vulnerable. The beams can be blocked by physical shields.

Due to its ability, the Rayker's play-style centers mainly around its ability, as it can decrease enemy weapon damage to almost zero and has both inadequate health and below-average firepower for knife-fighting. The Rayker should be used as a close to mid-range support robot, used to help heavier teammates in mobile attack groups.


Threat Measure

Rayker may be the weakest bot in the Alien Faction, with Blitz and Invader. Despite its ability and speed, Rayker misses its endurance. Although it can decrease the enemy's power, it still misses accuracy and firepower as it moves fast away from its target to avoid any damages. Its threat measure is highly moderate, but it can be destroyed by robots with higher firepower than itself.

Possible Setups

These are the recommended setups for the Rayker:

Note: When "Opt." is next to a slot type, it refers to one of the multiple options that can be used in combination with the other weapon(s) slot type(s).

Each slot type is filled with only one particular weapon. For example, if a robot has 3 lights all three of those slots are filled with Pinatas, as mixing weapons of the different ammunition types is not recommended.

Close Range (350m or less)

Slot Types Heavy SlotLight Slot
(Opt. 1)
Light Slot
(Opt. 2)
Light Slot
(Opt. 3)
Light Slot
(Opt. 4)
#Slotsx1 x2 x2 x2 x2 Name (If Applicable)
Setup 1
Exodus
Pinata
Gust
Shredder
Halo
Mini-Death Button
Setup 2
Ember
Magnum
Pinata
Halo
Shredder
Setup 3
Redeemer
Magnum
Halo
Shredder
Mini-Plasma Death Button
Setup 4
Avenger
Punisher
Gust
Halo
Shredder
Mini-Leadhose
Setup 5
Glory
Halo
Shredder
Setup 6
Viper
Halo
Shredder


Mid-Range (500-600m)

Slot Types Heavy Slot  Light Slot (Opt. 1)Light Slot (Opt. 2)
#Slots x1 x2 x2
Setup 1
Dragoon
Spark
Gekko
Setup 2
Zeus
Spark
Gekko


Long Range (800-1,000m)

Slot TypesHeavy SlotLight Slot
#Slots x1 x2 Name (If Applicable)
Setup 1
Flux
Gekko
Deathstar
Setup 2
Tempest
Molot
Gunship


Mark I Statistics

Purchase Information

Purchase
Level
Purchase
Cost
Health Ability Damage Speed (km/h)
1 10,000 Components 76,000 896 48


Upgrade Information

LevelCost AgHealthSpeedTime
2 100,000 81,000 50 2 hours
3 200,00086,00051 5 hours
4400,00092,0005314 hours
52,000,00098,000541 day 4 hours
63,000,000104,000562 days 4 hours
74,000,000111,000572 days 18 hours
88,000,000118,000593 days 18 hours
913,000,000125,000604 days 10 hours
1025,000,000133,000604 days 20 hours
1135,000,000141,000605 days 4 hours
1245,000,000150,000605 days 10 hours
Total135,700,000+74,000+1230 days 9 hours


Mark II Statistics

Purchase Information

Note: Level 12 Mark I is required to upgrade (purchase) to Mark II.

Purchase
Level
Purchase
Cost
Health Ability Damage Speed (km/h)
1 500 Au 91,200 1,075 48


Upgrade Information

LevelCost AgHealthSpeedTime
2 100,000 97,200 50 2 hours
3 200,000103,20051 5 hours
4400,000110,4005314 hours
52,000,000117,600541 day 4 hours
63,000,000124,800562 days 4 hours
74,000,000133,200572 days 18 hours
88,000,000141,600593 days 18 hours
913,000,000150,000604 days 10 hours
1025,000,000159,600604 days 20 hours
1135,000,000169,200605 days 4 hours
1245,000,000180,000605 days 10 hours
Total135,700,000+88,800+1230 days 9 hours


Built-in Suppression Beam Weapon

The Rayker's built-in weapon system fires 5 beams in 1 second (per ability charge [up to 3]), with a maximum range of 600 meters.

Each beam is guaranteed to suppress the enemy's weapons. It is worth noting that the beams can bypass Ancile shields.

Mark I Statistics

Purchase Information

Purchase
Level
Purchase
Cost
Damage Burst
Damage
Burst
DPS
Continuous
DPS
1 - 1081 16215 5405 541

Upgrade Information

Level Cost(Ag) Time Damage Burst
Damage
Burst
DPS
Continuous
DPS
2 - - 1188 17820 5940 594
3 - - 1305 19575 6525 653
4 - - 1434 21510 7170 717
5 - - 1576 23640 7880 788
6 - - 1732 25980 8660 866
7 - - 1903 28545 9515 952
8 - - 2092 31380 10460 1046
9 - - 2298 34470 11490 1149
10 - - 2526 37890 12630 1263
11 - - 2776 41640 13880 1388
12 - - 3050 45750 15250 1525
Cost Time
Totals - -


  • The damage column shows the damage of each individual beam

Mark II Statistics

Purchase Information

Purchase
Level
Purchase
Cost
Damage Burst
Damage
Burst
DPS
Continuous
DPS
1 - 1297 19455 6485 649

Upgrade Information

Level Cost(Ag) Time Damage Burst
Damage
Burst
DPS
Continuous
DPS
2 - - 1425 21375 7125 713
3 - - 1566 23490 7830 783
4 - - 1721 25815 8605 861
5 - - 1891 28365 9455 946
6 - - 2078 31170 10390 1039
7 - - 2284 34260 11420 1142
8 - - 2510 37650 12550 1255
9 - - 2758 41370 13790 1379
10 - - 3031 45465 15155 1516
11 - - 3331 49965 16655 1666
12 - - 3660 54900 18300 1830
Cost Time
Totals - -


  • The damage column shows the damage of each individual beam

Update History

Version Changes
5.0 Ability damage increased by 19% (per projectile)
Projectiles per ability use 1 → 5
4.8.0 Total Upgrade Time: 38 days 2 hours 30 minutes⟶30 days 9 hours
4.7.0 Ability charges: 2 → 3
Ability cooldown: 8 → 10 sec
Bug fix: No longer gets stuck in random places
Total Upgrade Time: 45 days 17 hours⟶38 days 2 hours 30 minutes
4.5 New skin: Iceberg (Christmas)
4.3 Robot was added to the game


Paint Jobs Available For Purchase


Poll

Best setup for the Rayker is?
 
11
 
11
 
3
 
8
 
4
 
6
 
3
 
48
 
3
 
43
 

The poll was created at 10:04 on November 3, 2018, and so far 140 people voted.

Trivia

  • The Rayker is the fastest four-legged robot in the game.
  • The Rayker is one of three robots that are able to reduce damage done to them, the others being the Invader and the Blitz.
  • Rayker's ability icon will flash when you are shooting at an enemy with weapons you equipped. This might suggest that you should suppress that enemy.
  • At anytime during battle, the Rayker's ability Icon will flash whenever there is a kill made by it, the enemy team or its teammates. Though, often times it flashes at random intervals whenever there is a kill or not, this occurs only when the ability is not on its cooldown.
  • It takes 24 Days & 28.8 Million Silver to acquire the Rayker (Using all 6 Slots creating packs of 230 components that take 3 Days to complete).
  • Because the size of this robot and the hitbox was weirdly placed, plasma weapons (Redeemer, taran, magnum) miss hits very often even if robot is moving slowly.
  • Click here for a 3D image of this robot.
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