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Robots[]
Bestrafer[]
Bestrafer
|
Purchase Information | [[File:|275px]] | ||||
---|---|---|---|---|---|
In-Game Cost | Real Value | Exp Level | |||
10,000 or 10,000 | 15 | ||||
Robot Information | |||||
Class | Ability | Faction | |||
Medium |
Punishment | DSC | |||
Base Statistics | |||||
Level |
Durability |
Speed | |||
1 | 78,500 (Max at 182,500 HP) | 34 kph (Max at 53 kph) | |||
Armaments | Standard Paint Jobs | ||||
Hardpoints | 3x Medium | I have no idea how to make the paint | |||
Default Weapons | 3x Tulumbas | ||||
Module Slots | Legendary Paint Jobs | ||||
Active | Yes | ||||
Passive | 3 | ||||
Other | Legendary Pilots | ||||
Tier | III | Hmm... no | |||
Wiki Class | Medium | ||||
Potential Role |
Attacker? |
Introduction[]
Bestrafer is an
Attacker?
robot with 2 legs
Ability[]
-Punishment (15 second cooldown)
- When robots starting the ability, Bestrafer active a jet that hover the it like the Harpy (150% speed boost) and get a Reflector shield that block 65% damage and reflect 15% damage, then deploy a built-in overheating-laser gun from the back. In the entire ability, every 100,000 HP of enemy add 8% outgoing damage boost to Built-in weapon. (Max: 80%)
Example: if a robot has 200,000 HP then the percentage of damage will be 16%.
Laser damage (lv1): 450 per charge (1125 at max)
Capacity: ∞ charges
Unload: 4 sec
Ability duration: 6 sec
Cooldown: 15 sec
- Built-in laser weapon have extra 25% Defense Mitigation
Built-in Weapon Damage Output By Time/Overheat[]
Time (in seconds) | Damage % | Lasers |
---|---|---|
0 to 2 | 100% | 1 |
2 to 2.5 | 70% | 1 |
2.5 to 3.5 | 50% | 1 |
> 4 | 20% | 1 |
Seth[]
Seth
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Purchase Information | [[File:|275px]] | ||||
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In-Game Cost | Real Value | Exp Level | |||
10,000 or 12,500 | 20 | ||||
Robot Information | |||||
Class | Ability | Faction | |||
Medium |
Sandstorm | DSC | |||
Base Statistics | |||||
Level |
Durability |
Speed | |||
1 | 85,050 (Max at 200,500 HP) | 38 kph (Max at 53 kph) | |||
Armaments | Standard Paint Jobs | ||||
Hardpoints | 1x Heavy 1x Medium 1x Light | ||||
Default Weapons | 1x Thunder 1x Tulumbas 1x Punisher | ||||
Module Slots | Legendary Paint Jobs | ||||
Active | Yes | ||||
Passive | 3 | ||||
Other | Legendary Pilots | ||||
Tier | IV | No | |||
Wiki Class | Medium | ||||
Potential Role |
Attacker? |
Introduction[]
Seth is an Attacker? robot with 2 legs.
Ability[]
-Sandstorm (16 second cooldown)
-Ability Damage (lv1): 1030 (Max at 3590)
- Seth's ability is called Sandstorm. Seth places down a translocator, flies up gaining altitude very fast, and then enters a plateau of flight with slow flight speed (same as ground speed). After it reaches max height, Seth activates a Reflector shield, blocking 75% damage and reflecting 40% damage.
During flight, Seth can choose to fire one unique sand missile with a range of 500 meters, which will create a huge sandstorm dome (radius around 120 meters). The sandstorm itself deals moderate damage per second (~66,2% stronger than Siren's) but also accumulates the gray damage quickly to enemies in contact. Enemies at most will recieve all gray damage of the sandstorm if it stays inside the field for the whole duration, which in the sandstorm will be slow down by 20% and receive 10% more damage from all source for 6 seconds.
During the ability, Seth can either use its ability again to teleport back to the locator, losing its Reflector first and teleports back with a delay of 2 seconds. If no action is made and the ability ends, Seth will lose its Reflector and fall down in free-fall motion.Controller[]
Controller
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Purchase Information | [[File:|275px]] | ||||
---|---|---|---|---|---|
In-Game Cost | Real Value | Exp Level | |||
10,000 or 12,500 | 17 | ||||
Robot Information | |||||
Class | Ability | Faction | |||
Medium |
Force Pulse | Icarus Technologies | |||
Base Statistics | |||||
Level |
Durability |
Speed | |||
1 | 82,500 (Max at 185,500 HP) | 43 kph (Max at 56 kph) | |||
Armaments | Standard Paint Jobs | ||||
Hardpoints | 1x Light 2x Medium | ||||
Default Weapons | 1x Punisher 2x Tulumbas | ||||
Module Slots | Legendary Paint Jobs | ||||
Active | Yes | ||||
Passive | 3 | ||||
Other | Legendary Pilots | ||||
Tier | IV | No | |||
Wiki Class | Light | ||||
Potential Role |
Raider? |
Introduction[]
Controller is a Raider? robot with 2 legs.
Ability[]
Force Pulse (15 second cooldown)
- Controller’s active ability is Force Pulse, when activate, Controller link a pulse to choosen enemies in a clear space (no structure or object in front of it) and 250m in length, slowing enemies down by 14% and deal damage around 1020 to 3500 per sec (base on level). The pulse will pull the enemies 33m per sec. Enemies can escape the ability by walking backward for 3,5 sec or walk out the breaking distance.
- Ability damage (Per sec): 1020 (Max at 3500)
- Pulse length (maximum range): 250m
- Pulse breaking distance: 260m
- Pulse duration: 7 sec
- Pulse enemies slowdown: 14%
Note: Force pulse will no longer deal damage anymore if enemies go away from the breaking distance
- Controller's second ability (passive) is named Last Emit. Active when robot's HP down to zero, then explode within an area of 100m, dealing 22,5% of its max durability.
Equipments[]
Gravity machine-gun[]
Magnetic[]
" Heavy gravity energy machine gun apply special effect that disable robot movement abilities ( such as Dash, Jump, Fly or even acceleration). Enemies affected by the effect can't use movement abilities until the effect is completely end "
Damage: 711-2560 damage/plasmoid
Tier: 3
Capacity: 45 plasmoid
Shot interval: 0,09 sec
Reload: 5 sec
Unload: 4,05 sec
Effect Accumulation: 105% (145% at max)
Gravitation[]
" Medium gravity energy machine gun apply special effect that disable robot movement abilities ( such as Dash, Jump, Fly or even acceleration). Enemies affected by the effect can't use movement abilities until the effect is completely end "
Damage: 533-1922 damage/plasmoid
Tier: 3
Capacity: 45 plasmoid
Shot interval: 0,09 sec
Reload: 5 sec
Unload: 4,05 sec
Effect Accumulation: 100% (140% at max)
Shockwave landmine launcher (WIP)[]
Torquent[]
“ | A brand new light shockwave weapon designed by SpaceTech engineers, inspired by sonic weapons, this thing shoots 3 landmines sequencely, and an automatic targeting system to surely the projectiles won't miss, the landmines will implode and create a decent-sized shockwave after 2 seconds, the shockwave surely hurt the healing!
|
” |
- — in-game description
Damage (lv1 - max): 1,730 - 4,325 per landmine
Ammo: 12 landmines
Ammo type: Explosive
Area of Effect (Landmine) : 50 m
Cone angle: None
Particle per shot: 1
Shot interval: 0.15 s
Shot subinterval: 0.25s
Landmine explode delays: 2 s
Landmine shockwave: 1 shockwave
Accelerated shot interval: None
Delay before entering into acceleration mode: None
Delay before returning into normal shot interval: None
Range: 350 m
Reload time: 5 s
Reload interval: None
Ammo reload: 12 landmines
Horizontal dispersion: None
Vertical dispersion: None
Grey Damage: 75% of base damage
Effect type: Kinetic
Effect duration: Permanent
Effect accumulation (lvl 1 - max): Instant
Effect amount (lvl 1 - max): 20%
Effect stack (lvl 1 - max): None
Tortus[]
Neo[]
Rebalance[]
1. Buff:
- Hornet, Wasp: Reload time is reduce from 12s to 6s, -15% damage
- Rupture: Reload time is reduce from 30s to 22,5s, -12,5% damage
- Zenit, Noricum: Reload time is reduce from 15s to 8s, rocket speed going faster by 50%, increases rocket damage by 10%. Instantly shoot all of ammo. (Upgrade from T1 -> T2)
- Phantom: Defense Points while activating ability increase from 55 DP -> 75 DP (42,9% damage resistance)
2. Nerf:
Titans[]
Depredator[]
Hardpoints: 2x Alpha
Faction: DSC
Form: 2 legs
Cost: 1,250
Tier: 3
Base level: 3
HP: 405,000 - 603,450 HP
Defense Point: 65 DP - 170 DP (or 37,5% - 60,8% damage resistance)
Speed: 30 - 41 kph
First Ability: Detruction Mode
- When Depredator activating the ability, it active a jet that speeds up the titan like the Lancelot (30% speed boost) and a streamline Aegis shield like the Typhon (with 30,000 durability), then it activates built-in railgun after a delay of 2 seconds. In the ability, every 70,000 damage enemies dealt to titan give it 6% damage boost (damage boost can be stack up to 60% and until ability end). Ability end once pilot use secondary ability (Distraction Strike) while using primal ability
Example: if an enemy deals 140,000 damage to titan then the damage boost will be 12%.
Railgun damage: 5500 - 9250 per charge (75% defense mitigation)
Capacity: 1 bullet (5 charges)
Reload: 7s (1s for bullet; 6s for charges)
Range: 800m
Duration: Permanent
Ability cooldown: 14 sec
Second Ability: Distraction Strike
- The Depredator has a secondary ability called Distraction Strike, which allows it to apply Suppression (5 sec), EMP (5 sec) and Taunt (5 sec) on a targeted enemy as well as other enemy robots in radius of 50m, Supression lowering the damage output of the affected robots is lowered by 60%. The ability also deals 7500 damage to affected robots. The damage output of this ability increases the more you upgrade the Depredator.
-Taunt: Disorients and prevents the targeted robot from aiming at anyone other than the one who applied the effect (5 seconds)
Cooldown: 16s
Ability range: 350m
Phoenic[]
Hardpoints: 1x Alpha 2x Beta
Faction: EvoLife
Form: 2 legs
Base level: 3
Tier: 3
Cost: 1,250
HP: 325,650 (Max at 490,890 HP)
Defense Point: 55 DP (Max at 155 DP)
Speed: 31 (Max at 48)
First Ability: Burning Breath
- When robots starting the ability, the robot rises into the air forever, gains a 40% speed boost (68.5 km/h at max speed), get Absorber shield for the duration of 3s, and can damage enemies with its built-in flamethrower-type weapon (which also possesses Blastcharge). It is possible for the pilot to manually shorten the duration and land prematurely by pressing the ability button again. Doing so will automatically cancel the flight and the flamethrower.
When decending, titan get stealth for 2s
-Titan defense point decreases by 10% in entire ability
BIW damage: 299 - 1146 per shot (55% defense mitigation)
Blastcharge accumulation: 65%
Capacity: ∞ charges
Shot interval: 0,06 sec
Range: 350m
Active: Permanent
Cooldown: 13 sec
Second Ability: Wings of Death
- Phoenic's ability is named Wings of Death. Upon activation the bot receives a resistant of 17,5% gray damage for 6 seconds (25% at max level), then detonates, dealing 18,000 damage (Max at 38,000) and adding Blind (4 sec), Lock-down (4 sec) and Supression (4 sec) to all enemies within 100 meters. This damage is applied equally to all robots and shields in range. After using Wings of Death, heal 8% gray HP (17,5% at max)
Suppression: reducing the enemy's firepower by 75%.
Duration: 6 sec
Cooldown: 14s
Comet[]
Hardpoints: 2x Beta
Faction: Icarus Technologies
Form: Float (similar to Khepri)
Base level: 3
Tier: 3
Cost: 1,300
HP: 345,500 - 478,500 HP
Speed: 44 - 55 kph
Defense Point: 55 DP - 155 DP (or 35,5% - 60,8% resistance)
First Ability: Comet Tail (15 seconds cooldown)
- In ability, titan increases speed by 20% (Max at 30%), then left a blue-white trail with the same height of the titan and 35m (in width), deal 1405 - 2000 damage (base on level) and applies Blindcharge (4 seconds, 125% accumulation at max). Comet also increases out-going damage by 20% in entire ability. Comet heals 10% of its HP and 10% gray damage after ability end
Shot interval: 0,33 sec
Duration: 9 seconds
Cooldown: 15 seconds
-Titan defense point decreases by 10% in entire ability
-Comet's ability damage penetrate through energy shield and defense points
Second Ability: Collide
- While activating, Comet increases speed by 15%. Enemies in radius of 75m will get knocked back by 25m, deals 6500 to 12,500 damage/hit to enemies (base on level) and Comet also receives 40% of the ability damage, but also increases out-going damage by 15% in entire ability.
Charge: 2
Duration: 5 seconds
Cooldown: 13 seconds per charge
Titans equipment[]
Coming soon
ULTIMATE editions[]
New weapon slot: ULTIMATE[]
This new weapon slot is make only for ULTIMATE editions, and it can use all kind of weapon slots in existent (Light, Medium, Heavy, Beta, Alpha and even MOTHERSHIP TURRETS!)
ULTIMATE Cossack[]
“ | The rarest modification of the Cossack robot. Surpassing the original in all aspects, it is a desirable trophy for any commander. Any weapons installed on this robot cannot be destroyed. The power of the robot’s overall system in PvE battles is increased by 50%. Extremely mobile robot with jump engines. Ideal for capturing beacons and flanking.
|
” |
- — in-game description
69420 | ULTIMATE Cossack
|
Purchase Information | [[File:|275px]] | ||||
---|---|---|---|---|---|
In-Game Cost | Real Value | Exp Level | |||
80,000,000 + 2,500 + 175 |
Half of your house | 20 | |||
Robot Information | |||||
Class | Ability | Faction | |||
Heavy |
ULTIMATE Jump |
SpaceTech | |||
Base Statistics | |||||
Level |
Durability |
Speed | |||
1 | 350,000 (Max at 875,000 HP) | 45 kph (Max at 63 kph) | |||
Armaments | Standard Paint Jobs | ||||
Hardpoints | 1x ULTIMATE slot | I have no idea how to make the paint | |||
Default Weapons | 1x Tulumbas | ||||
Module Slots | Legendary Paint Jobs | ||||
Active | Yes | ||||
Passive | 6 (2 passive for robot + 4x Unisersal) | ||||
Other | Legendary Pilots | ||||
Tier | IV | Hmm... no | |||
Wiki Class | Heavy | ||||
Potential Role |
????
|
Introduction[]
Ability[]
Useful pages for user ideas: Equipment, Defense Points