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Shell   Dread Shell

Components


…Shell is a further development of the DSC engineers' defensive concept. The hull is surrounded by durable physical shields, and a special energy core is located in the center. Thanks to it, this walking fortress can make short sprints to key points, while the excess heat generated by the core can damage and knockback enemies that came too close. … – in-game description


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Purchase Information ShellInfobox.png
In-Game Cost Real Value Icn info for user popup.png Exp Level Icn info for user popup.png
10,000 Components $100 (Estimate)
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
Overloadinfobox.png
Atom 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
1 116,000 33 kph
Armaments Standard Paint Jobs
Hardpoints 2x Light
1x Heavy
Default Wrapped Explosive Anthracite
Default Weapons 2x Punisher 1x Thunder
Module Slots Legendary Paint Jobs Icn info for user popup.png
Active Yes Cano
Passive 3
Other Legendary Pilots
Tier Icn info for user popup.png IV Linda Cano
Wiki Class Icn info for user popup.png Medium

Introduction

The Shell is a medium robot with 2 light and 1 heavy hardpoints.

Ability

The Shell's ability is called Atom. Upon activation, the Shell accelerates by exposing it's core and using it's heat to thrust it forward whilst it opens up its shield configuration, allowing enemies without splash weaponry to damage it directly from both the front and the back. After 5 seconds, the Shell overloads its core unleashing an explosion within a 100m range. Any enemies caught within this explosion will be knocked back into the air and will receive 15,870(at base level) damage. After the explosion Shell retracts its shields and enters a 7-second cooldown phase before Atom can be used again.

The Shell also comes built-in with 8 physical shields, wrapped around the robot's hull, protecting itself from fire from all sides. Each of these shields has info needed durability and will be shot off separately if destroyed. Being physical shields, they block energy and sonic fire, but take double damage from kinetic shells and are mitigated entirely by flamethrower and rocket weapons.

Strategy

The Shell is aptly described a scaled-down version of Arthur. The only noticeable differences are that it has physical shields that wrap all around the robot, has a speed boost that goes with its damaging blast, and has stats and weapons fit for a robot and not a Titan. It comes with 2 Light and 1 Heavy hardpoints similar to Arthur's weapon layout of the 2 Beta and 1 Alpha which essentially are the 2 Light and 1 Heavy hardpoints of the Shell, and is also notably arranged in the same manner (The larger weapon is mounted centrally on the top, the smaller weapons mounted on either side). Because of its all-around protection and decent firepower, Shell is an excellent bot for area defense and holding/capping beacons.

A weakness of the Shell is splash damage weapons, as they splash past Shell's physical shields, damaging both shield and bot. Because of this pilots should be vigilant for enemies wielding weaponry such as Cryo or flamethrowers, or even worse Scald-type weapons. Another weakness is when it uses its ability, enemies can directly damage the bot from the front and the back as its shields expand during ability use, so it is recommended to turn and face 45 degrees away from the direction you are receiving enemy fire. Flying bots can also reach angles that allow them to fire over Shell's physical shields to inflict damage. Notable dangers include Hawk or Ao Jun; the shield is rendered useless. One other weakness is that corrosion weapons like the Viper or Hornet that hit it during it's ability will continue to damage Shell, so overexposure can ultimately result in a death from corrosion damage. Due to Shell's eight shields being individual, a single hit from for example the Hellburner's Overload will damage the robot as well as all 8 shields, essentially dealing 9x damage output and charging Nuclear Amplifier very quickly.

The Shell can be extremely effective if played in coordinated squads or clans, since it can draw attention and tank damage from multiple sides, allowing allies to either obliterate them while they're distracted or to nullify their potential with status effects such as Lockdown, Suppression or EMP, giving the Shell a temporary window to shred the enemies. Alternatively Shell can ambush a point as a spearhead of an attack, which can rout the defenders for a continued assault.

When solo, using Shell's ability to rush large groups of distracted enemy robots is a valid strategy, as one can detonate to damage multiple enemies, while its ring of shields will protect it from fire from all sides.

However, while Shell is a powerful robot with a devastating ability, its low speed and ability cooldown make retreat near impossible, so it is recommended to choose your battles carefully. Furthermore, its ability in fact does only around half of Hellburner's Overload, but this can be balanced with superior firepower, shielding and the Revitalizing Intensifier on drones.

Good choices of active modules to mount on Shell are the Jump Unit, Lock-Down Ammo, Death Mark and Advanced Repair Unit.

  • The Jump Unit allows the Shell to leap forwards into the air (If you use the ability to speed up before jumping, you can cover much more horizontal distance), meaning a well aimed jump can allow Shell to get close to a target extremely quickly.
  • Lock-Down Ammo is mainly for the use in conjunction with its ability, as it allows the Shell to prevent the enemy from moving and thus forces them to remain still for 5 seconds which makes them a sitting duck for the Shell's ability damage. It also mostly negates the Shell's slow speed and thus allows the enemy to stay in a flurry of hellfire for longer.
  • Death Mark is a great choice for increasing damage from both Shell's ability and its relatively impressive firepower, while also making the enemy a universal target for your allies to train their fire on. Though this is not the best, as Shell will take a lot of damage and the Revitalizing Intensifier completely outperforms Death Mark.
  • Finally, the Advanced Repair Unit is the best choice if the Shell doesn't have the Wonderworker or Mechanic Pilot skills. Due to the Shell's ring of shields, it won't be able to take damage from sonic weapons (most of the time), and thus allows the Shell to heal up after an assault from a splash weapon.

Possible Setups

These are the recommended setups for the Shell:

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 Slot
(Opt. 1)
Heavy Slot
(Opt. 3)
Light Slot
(Opt. 1)
Light Slot
(Opt. 2)
Light Slot
(Opt. 3)
Light Slot
(Opt. 4)
#Slots x1 x1 x2 x2 x2 x2 Name (If Applicable)
Setup 1
Thunder.png
Ancile.png
Gust.png
Halo.png
Scatter.png
Shotgun (Opt. 1 Light Slot)
Setup 2
Ember.png
Ancile.png
Blaze.png
Magnum.png
Pinata.png
Mini-Inferno (Opt. 1 Light Slot)
Setup 3
Redeemer.png
Ancile.png
Magnum.png
Blaze.png
Mini-Plasma Death Button (Opt. 1 Light Slot)
Setup 4
Exodus.png
Ancile.png
Pinata.png
Gust.png
Halo.png
Rime.png
Mini-Death Button (Opt. 1 Light Slot)
Setup 5
Avenger.png
Ancile.png
Punisher.png
Gust.png
Halo.png
Shredder.png
Mini-Leadhose (Opt. 1 Light Slot)
Setup 6
Devastator.png
Ancile.png
Scatter.png
Halo.png
Gust.png
Mini-Sonic Shotgun (Opt. 1 Light Slot)
Setup 7
Glory.png
Ancile.png
Halo.png
Scatter.png
Gust.png
Mini-Energy Shotgun (Opt. 1 Light Slot)
Setup 8
Viper.png
Ancile.png
Shredder.png
Scatter.png
Halo.png
Gust.png

Mid-Range (500-600m)

Setup 3
Slot Types Heavy Slot (Opt. 1) Heavy Slot (Opt. 2) Light Slot
#Slots x1 x1 x2
Setup 1
Calamity.png
Zeus.png
Spark.png
Setup 2
Nucleon.png
Viper.png
Quarker.png

Overview

The Shell is a powerful close-combat unit geared to take out enemies quickly, but with its shields can change to sustained combat if required. The ideal setup for the Shell involves high damage per second weapons such as Sonics, Flamethrowers/Toxin-type weapons, and Cryogenic rocket launchers for the 20% damage boost. Scald and Incinerator are also extremely proficient at taking down other Shells or even Titans. Thunders and Gusts can be used to take down other Shells considerably quickly provided they are decently leveled, and Calamity and Spark can take down enemies on the approach towards them, though this is not recommended since you lose lockdown often when brawling with Shell, and you will not be able to damage other Shells.

Despite maybe seeming viable, Viper and Avenger-type weapons are not recommended as Shell will be in combat for most of its playtime, and the long reload will become a fatal issue. The cryogenic laser weapons, Hel and Snaer, are also not recommended as they are outperformed by many other weapons at close range and cannot counter other Shells.

Not Recommended

  • The use of Sniping, Mid-range, Long Reload or Indirect Fire weaponry, as they don't fit the Shell's role very well as a brawling, beacon capturer and ambush unit that is almost constantly under fire and dishing out damage.

Upgrade Cost

Tier 4 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 4,000,000 66:00
7 6,000,000 102:00
8 11,000,000 124:00
9 17,000,000 140:00
10 36,000,000 148:00
11 52,000,000 152:00
12 70,000,000 160:00
Totals Cost Time [DD:HH:MM]
198,700,000 39:05:00
Tier 4 Mk 2
Level Upgrade cost Upgrade time
HH:MM
1 0 00:00
2 2,500,000 24:00
3 5,000,000 48:00
4 10,000,000 72:00
5 22,500,000 96:00
6 22,500,000 96:00
7 22,500,000 96:00
8 22,500,000 96:00
9 22,500,000 96:00
10 22,500,000 96:00
11 22,500,000 96:00
12 22,500,000 96:00
Totals Cost Time [DD:HH:MM]
197,500,000 38:00:00
  • NOTE: base level starts at level 1 cost is 10,000 Components
  • MK2 Upgrade cost 500 Gold

Statistics

Shell
In the workshop WorkshopYes.png Yes or WorkshopNo.png No WorkshopNo.png Faction
Version Exp Level Tier Wiki Class Class Ability DSC
DSC


7.3 1 4 Medium Light
Medium


Overloadinfobox.png
Atom Icn info for user popup.png
MK 1 MK 2
Durability Speed Durability Speed
115,800 33 1 220,000 48
122,700 35 2 224,400 48
130,100 36 3 228,800 48
137,900 38 4 233,200 48
146,200 39 5 237,600 48
155,000 41 6 242,000 48
164,300 42 7 246,400 48
174,200 44 8 250,800 48
184,700 45 9 255,200 48
195,800 46 10 259,600 48
207,500 47 11 264,000 48
220,000 48 12 281,820 48
Durability Speed
MK3 {{{mk3hp1}}} {{{mk3speed1}}}


Gallery

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

Animation

ShellAnimation.gif

Update History

Version Changes
6.8.0 New special edition model: Dread Shell (Lunar New Year 2021)
6.7.0 Robot added to the game.

Trivia

  • During the first test server session of testing out the Shell, you could put an Ancile on it. This was eventually carried into the live server.
  • Many consider the Arthur to be a scaled-up/Titan version of the Shell and vice versa.
  • Shell is the first robot of its class that does not utilize digitigrade legs, thus giving it a more humanoid-like appearance.
  • The Shell has a blind spot that is roughly 60 degrees above their field of view, preventing them for targeting anything above them. This makes it harder for the Shell to fight against flying robots, such as Fafnir, that are able to maintain itself within its blind spot.

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