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Components



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



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Purchase Information RaykerInfobox.png
In-Game Cost Real Value Icn info for user popup.png Exp Level Icn info for user popup.png
10,000 Components or
5,000 Gold
$50 13
Robot Information
Class Icn info for user popup.png Ability Icn info for user popup.png Faction Icn info for user popup.png
MediumRobotinfobox.png
Medium
Glanceinfobox.png
Glance Icn info for user popup.png
DSCinfobox.png
DSC
Base Statistics
PilotRankPrivate icon.png
Level
Shield icon.png
Durability Icn info for user popup.png
Speed icon.png
Speed
1 76,000 48 kph
Armaments Standard Paint Jobs
Hardpoints 2x Light + 1x Heavy Default Iceberg Energy Spirited
Default Weapons 2x Pin + 1x Thunder
Module Slots Legendary Paint Jobs Icn info for user popup.png
Active Yes Energy
Passive 3
Other Legendary Pilots
Tier Icn info for user popup.png III N/A
Wiki Class Icn info for user popup.png Light
Workshop Production Information
1 Day Cost Silver 3 Day Cost Silver
180,000 600,000
Components Components Components Components
80 230


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. It is part of the Alien Faction along with Blitz and Invader.

Ability

The Rayker's ability is called Glance. Upon activation Rayker fires 5 red beams with up to 600 meters range that suppresses a bot, resulting in a decrease of the bot's weapon damage by 75% for 5 seconds. The ability has a 10-second cooldown and has 3 charges. The beams can be blocked by physical, aegis, and absorber shields but not ancile.

Strategy

Due to its suppression ability the Rayker's play-style centers mainly around having an active charge ready since the Rayker has relatively low firepower and low hit points. The Rayker should be used as a close to mid-range support robot, helping teammates engaged in the front lines or close-in combat.

The use of high ground and cover is essential in keeping the Rayker alive while also providing advantageous angles to target enemies. For this reason the usage of the Jump Unit is recommended to get to otherwise inaccessible areas, and Anticontrol or Heavy Armor Kits for the passive module slots to negate lockdown and to keep the Rayker in the battle for longer respectively. If you can easily seek out good spots for cover in many maps, Lock-Down Ammo is recommended instead of Jump Unit to render enemies more useless when hit by Glance.

Hit-and-run strategies are recommended as Rayker's nimble speed and small frame allow it to suppress enemies from afar while also taking little to no damage in return. This is especially prevalent on the Castle map, as the elevated 'pipe' going across the ravine with the castle turret nearby provides a good elevated position and adequate cover to support targeting enemies in the center of the map (and vice versa).

Threat Measure

Given its moderate firepower and effective suppression capabilities makes Rayker a good Sharpshooter, Rayker can be a high threat in middle leagues. However, it has relatively low health. but it makes it up with it's ability. it is a medium threat in the upper leagues.

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.

600m or less weapons are recommended, since the ability is also 600m and less.

Close Range (350m or less)

Slot Types Heavy Slot Light Slot
(Opt. 1)
Light Slot
(Opt. 2)
Light Slot
(Opt. 3)
Light Slot
(Opt. 4)
#Slots x1 x2 x2 x2 x2 Name (If Applicable)
Setup 1
Exodus.png
Pinata.png
Rime.png
Gust.png
Halo.png
Mini-Death Button (Opt. 1)
Setup 2
Ember.png
Blaze.png
Magnum.png
Pinata.png
Shredder.png
Mini-Inferno (Opt. 1)
Setup 3
Redeemer.png
Magnum.png
Blaze.png
Halo.png
Shredder.png
Mini-Plasma Death Button (Opt. 1)
Setup 4
Avenger.png
Punisher.png
Gust.png
Halo.png
Shredder.png
Mini-Leadhose (Opt. 1)
Setup 5
Glory.png
Halo.png
Gust.png
Scatter.png
Mini-Energy Shotgun (Opt. 1)
Setup 6
Viper.png
Halo.png
Shredder.png
Sting.png
Pesticide (Opt. 4)
Setup 7
Devastator.png
Scatter.png
Halo.png
Gust.png
Shredder.png
Mini-Sonic Shotgun (Opt. 1)

Mid-Range (500-600m)

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


Long Range (800-1,000m)

Slot Types Heavy Slot Light Slot
#Slots x1 x2 Name (If Applicable)
Setup 1
Flux.png
Gekko.png
Deathstar
Setup 2
Tempest.png
Molot.png
Gunship


Upgrade Cost

Tier 3 MK 1
Level Upgrade cost Upgrade time
HH:MM
1 0 00:00
2 100,000 02:00
3 200,000 05:00
4 400,000 14:00
5 2,000,000 28:00
6 3,000,000 48:00
7 4,000,000 66:00
8 8,000,000 90:00
9 13,000,000 106:00
10 25,000,000 116:00
11 35,000,000 124:00
12 45,000,000 130:00
Total Cost Time [DD:HH:MM]
135,700,000 18:20:00
Tier 3 MK 2
Level Upgrade cost Upgrade time
HH:MM
1 0 00:00
2 1,000,000 12:00
3 2,000,000 24:00
4 4,000,000 36:00
5 16,000,000 48:00
6 16,000,000 48:00
7 16,000,000 48:00
8 16,000,000 48:00
9 16,000,000 48:00
10 16,000,000 48:00
11 16,000,000 48:00
12 16,000,000 48:00
Total Cost Time [DD:HH:MM]
135,000,000 18:00:00
  • NOTE: base level starts at level 1 cost is
  • MK2 Upgrade cost 500 Gold

Stats

Rayker
ID 43 Ability Faction
Tier 3
Glanceinfobox.png

Glance
DSC
DSC
Class Light
Medium
Wiki Class Icn info for user popup.png Medium
Availability Goldcomponents.png Workshop/Gold
MK 1 Level MK 2
Durability Speed Durability Speed
83,600 48 1 165,000 63
89,100 50 2 168,080 63
94,600 51 3 171,160 63
101,200 53 4 174,240 63
107,800 54 5 177,320 63
114,400 56 6 180,400 63
122,100 57 7 183,480 63
129,800 59 8 186,560 63
137,500 60 9 189,640 63
146,300 61 10 192,720 63
155,100 62 11 195,800 63
165,000 63 12 198,880 63
MK 3 Level 1 208,824 63

Ability Damage

Note: "Burst" in this context means firing all 3 ability charges in succession. Each energy beam has a guaranteed Suppression effect.

Glance
ID Robot Type Range Cooldown Duration
8 Rayker Energy 600 10 1
Ammo Particles
per Shot
Unload Time Reload Time Shot
Interval
Rate
of Fire
15 5 2.4 30 1 (sub: 0.1) 1
574
Cycle DPS
2,071 15k
Attributes Energy Energy Manual Manual Automatic Automatic Reload While Firing Reloads while firing Suppression Suppression 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
6,200 18,600 7,750 574 1 17,500 52,500 21,875 1,620
6,800 20,400 8,500 630 2 17,850 53,550 22,312 1,653
7,500 22,500 9,375 694 3 18,200 54,600 22,750 1,685
8,200 24,600 10,250 759 4 18,550 55,650 23,188 1,718
9,050 27,150 11,312 838 5 18,900 56,700 23,625 1,750
9,950 29,850 12,438 921 6 19,250 57,750 24,062 1,782
10,900 32,700 13,625 1,009 7 19,600 58,800 24,500 1,815
12,000 36,000 15,000 1,111 8 19,950 59,850 24,938 1,847
13,200 39,600 16,500 1,222 9 20,300 60,900 25,375 1,880
14,500 43,500 18,125 1,343 10 20,600 61,800 25,750 1,907
15,950 47,850 19,938 1,477 11 20,950 62,850 26,188 1,940
17,500 52,500 21,875 1,620 12 21,300 63,900 26,625 1,972
MK 3 Level 1 22,365 67,095 27,956 2,071
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 small burst of the ability.

Gallery

Images may have been resized to fit in the page. Click on an image to view actual size.

3D Model

Update History

Version Changes
7.9.0 Durability increased by 10%
6.8.0 Ability damage increased by 15% (per projectile)
6.0.1 New limited edtion skin: Energy (Operation: Iron Phoenix (Part 2))
New skin: Energy
5.0.0 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 13 hours
4.7.0 Ability charges: 2 → 3
Ability cooldown: 8 seconds → 10 seconds
Bug fix: No longer gets stuck in random places
Total Upgrade Time: 45 days 17 hours⟶38 days 2 hours 30 minutes
4.5.0 New skin: Iceberg (Christmas 2018)
4.3.0 Robot was added to the game

Poll


Trivia

  • The Rayker is the fastest four-legged robot in the game.
  • The Rayker is one of the robots that are able to reduce damage done to them, the others being the Invader and the Blitz, Nightingale, Cerberus, and the upcoming Typhon.
  • 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, oftentimes 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). However, you can get it in only 21 days & 22.68 million silver using 6 slots of 1-day packs of 80 components.
  • This robot was added on August 28, 2018.
  • The Rayker is also the smallest quadrupedal robot in the game

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