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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
6,500 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 the Blitz and the 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

Mark I Statistics

Purchase Information

PilotRankPrivate icon.png
Level
Shield icon.png
Durability
Speed icon.png
Speed
Goldcomponents.png
Cost
1 76,000 48 10,000 Components or 6,500 Gold

Upgrade Information

PilotRankPrivate icon.png
Level
Shield icon.png
Durability
Speed icon.png
Speed
AgIcon.png
Cost
Duration.png
Time
2 81,000 50 100,000 2 hours
3 86,000 51 200,000 5 hours
4 92,000 53 400,000 14 hours
5 98,000 54 2,000,000 1 day 4 hours
6 104,000 56 3,000,000 2 days 4 hours
7 111,000 57 4,000,000 2 days 18 hours
8 118,000 59 8,000,000 3 days 18 hours
9 125,000 60 13,000,000 4 days 10 hours
10 133,000 60 25,000,000 4 days 20 hours
11 141,000 60 35,000,000 5 days 4 hours
12 150,000 60 45,000,000 5 days 10 hours
Cost Time
Totals 135,700,000 30 days 13 hours


Mark II Statistics

Purchase Information

PilotRankPrivate icon.png
Level
Shield icon.png
Durability
Speed icon.png
Speed
Gold-icon.png
Cost
1 150,000 60 500

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

Upgrade Information

PilotRankPrivate icon.png
Level
Shield icon.png
Durability
Speed icon.png
Speed
AgIcon.png
Cost
Duration.png
Time
2 152,800 60 1,000,000 1 day
3 155,600 60 2,000,000 2 days
4 158,400 60 4,000,000 3 days
5 161,200 60 16,000,000 3 days
6 164,000 60 16,000,000 3 days
7 166,800 60 16,000,000 3 days
8 169,600 60 16,000,000 3 days
9 172,400 60 16,000,000 3 days
10 175,200 60 16,000,000 3 days
11 178,000 60 16,000,000 3 days
12 180,800 60 16,000,000 3 days
Cost Time
Totals 135,000,000 30 days


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

Level Damage Cycle
Damage
Burst
DPS
Cycle
DPS
1 1243 6215 622 565
2 1366 6830 683 621
3 1501 7505 751 682
4 1649 8245 825 750
5 1576 7880 788 716
6 1732 8660 866 787
7 2188 10940 1094 995
8 2406 12030 1203 1094
9 2643 13215 1322 1201
10 2905 14525 1453 1320
11 3192 15960 1596 1451
12 3508 17540 1754 1595


  • The damage column shows the damage of each individual beam (out of 5 beams)

Mark II Statistics

Level Damage Cycle
Damage
Burst
DPS
Cycle
DPS
1 3508 17540 1754 1595
2 3577 17885 1789 1626
3 3646 18230 1823 1657
4 3715 18575 1858 1689
5 3784 18920 1892 1720
6 3853 19265 1927 1751
7 3922 19610 1961 1783
8 3991 19955 1996 1814
9 4060 20300 2030 1845
10 4129 20645 2065 1877
11 4198 20990 2099 1908
12 4267 21335 2134 1940


  • The damage column shows the damage of each individual beam (out of 5 beams)

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
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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