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Missile system which fires a volley of 3 homing missiles that overcome most obstacles. Effective even against fast and maneuverable enemies
— in-game description

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Purchase Information
In-Game Cost 20,000 Silver
Real Value Icn info for user popup.png None
Exp Level Icn info for user popup.png 1
Hardpoint Icn info for user popup.png Light
Tier Icn info for user popup.png I
Base Statistics Attributes
PilotRankPrivate icon.png Level 1 Explosive
WeaponDamage.png Damage 920 per missile Lock-on
WeaponRange.png Range 600 meters Volley
WeaponReload.png Reload 12 seconds Magazine
Capacity 3 missiles Homing
Unload 1 seconds Blank


The Spiral is a mid-range (up to 600 meters) light homing missile weapon. It has a medium and heavy counterpart (Hydra and Chimera respectively) and can be viewed as the medium-range counterpart to the Aphid.


The Spiral inflicts decent damage (however, like its counterparts, it doesn't deal splash damage) and when upgraded high enough and used with other Spirals or paired with Hydras can make it an offensive threat in the lower leagues.

Once a target is locked on a robot can turn slightly and fire from behind cover or fire in a certain direction. Because of the fact the missiles track their opponents experienced players use this to their advantage and hit other players from behind cover before the target notices. This is essential in places with many tall obstacles such as Dead City.

After locking on to a target, two green brackets appear to the left and right of the screen and 4 triangles will slowly close around the target, indicating the target is locked on. By aiming to the left or right you can fire the Spirals to curve around obstacles to the left and right respectively. This allows the missiles to hit opponents around a corner or even hit bots with frontal shields such as the Rhino in Assault Mode. This technique can also work with a Hydra, Chimera and, to a lesser extent, an Aphid, Vortex or Thermite.

The Spiral has some disadvantages. The main one (as mentioned above) is that they don't deal splash damage. This means it can be blocked by any form of shielding, and unlike kinetic weapons does not inflict double damage to physical shields. Physical shields can block them, but their unpredictable flight path makes this difficult. Ancile shielding is significantly more effective since the Ancile regeneration vastly surpasses the Spiral's damage output, in addition to 360-degree protection. The second disadvantage is that in urban areas (like Dead City) the missiles need room to launch. If there is an obstacle in front of your robot the Spiral's missiles may hit the obstacle. However urban environments can be used to your advantage, as the Spiral can curve around obstacles allowing you to hit targets without exposing yourself.

Note: In the spiral rockets' pathing finding algorithm, when fired, the algorithm will first try to figure out the height of your target in comparison to you. Based on this, the spiral rockets will appear to make 3 different types of trajectories.


  1. Your opponent is level to you
    1. In this scenario, the rockets will just take their standard dipping and diving (bobbing) like motion until they are close enough to their target to dive-bomb.
  1. Your opponent is above you
    1. In this scenario, the rockets will pathfind upwards to the point where they reach about 35m above their target, then they will make their way towards their target in their standard motion and then dive-bomb when in range.
  1. Your opponent is below you
    1. In this scenario, the rockets will immediately attempt to dive bomb to an altitude (height), where they can execute their standard motion. You will quickly learn that this is a terrible waste of your rockets. They will most likely than not, crash into the platform your currently standing on. ):

Pros and Cons


  • Decent damage per clip
  • Unloads separately, meaning it will deal damage to the robot in a sequence, unlike its counterpart Aphid which unloads all of its rockets at once
  • Lock-on system makes it extremely hard to miss
  • Homing attribute lets it target enemies behind cover
  • Homing attribute allows it to track fast-moving enemies
  • 600m range allows it to engage in fights from mid-range


  • Long reload makes it hard to continue sustained fighting
  • Cannot pierce any shields
  • Overall DPS isn't very good

Upgrade Cost

Tier 1 MK 1
Level Upgrade cost Upgrade time
1 10,000 00:05
2 20,000 00:30
3 40,000 01:00
4 200,000 04:00
5 400,000 08:00
6 800,000 12:00
7 1,500,000 16:00
8 3,000,000 20:00
9 5,000,000 24:00
10 8,000,000 26:00
11 13,000,000 28:00
12 0 00:00
Total Cost Time [DD:HH:MM]
31,970,000 05:19:35
Tier 1 MK 2
Level Upgrade cost Upgrade time
1 250,000 01:30
2 500,000 02:30
3 1,000,000 04:00
4 3,750,000 07:30
5 3,750,000 07:30
6 3,750,000 07:30
7 3,750,000 07:30
8 3,750,000 07:30
9 3,750,000 07:30
10 3,750,000 07:30
11 3,750,000 07:30
12 0 00:00
Total Cost Time [DD:HH:MM]
31,750,000 02:20:00
  • MK2 Upgrade cost 500 Gold

Weapons data

ID Tier Icn info for user popup.png Slot Icn info for user popup.png Type Range Availability
4 1 Light Explosive 600 (AOE: 0.2) AgIcon.png Silver
Ammo Particles
per Shot
Unload Time Reload Time Shot
of Fire
3 3 0 12 0 (sub: 0.2) ~
Cycle DPS
810 20k
Attributes Explosive Explosive Lock-on Target lock-on Volley Volley Magazine Magazine Homing Homing 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
2,760 2,760 ~ 230 1 7,710 7,710 ~ 642
3,030 3,030 ~ 252 2 7,851 7,851 ~ 654
3,330 3,330 ~ 278 3 7,992 7,992 ~ 666
3,660 3,660 ~ 305 4 8,133 8,133 ~ 678
4,020 4,020 ~ 335 5 8,274 8,274 ~ 690
4,410 4,410 ~ 368 6 8,415 8,415 ~ 701
4,830 4,830 ~ 402 7 8,556 8,556 ~ 713
5,310 5,310 ~ 442 8 8,697 8,697 ~ 725
5,820 5,820 ~ 485 9 8,838 8,838 ~ 736
6,390 6,390 ~ 532 10 8,979 8,979 ~ 748
7,020 7,020 ~ 585 11 9,120 9,120 ~ 760
7,710 7,710 ~ 642 12 9,261 9,261 ~ 772
MK 3 Level 1 9,724 9,724 ~ 810
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 press of the fire button.


Update History

Version Changes
4.8.0 Total Upgrade Time: 7 days 3 hours 35 minutes⟶5 days 19 hours 35 minutes
4.7.0 Total Upgrade Time: 8 days 13 hours 35 minutes⟶7 days 3 hours 35 minutes
3.2.0 Damage increased by 5%
3.1.0 Damage increased by 5%
2.9.3 Damage increased by 15%
0.6.2 Flight path is corrected
0.3.0 Trajectory corrections
0.1.0 Weapon was added to the game



  • AT Spiral's prefix was removed in version 2.5 along with other weapons to avoid confusion and for convenience.
  • The Stalker's special ability allows it to dodge the missiles fired, as long as it keeps on running. In this case, the missiles will hit exactly the same spot where the Stalker activates its ability.
  • The Spiral is rarely seen, as it does not penetrate any type of shielding, and does minimal damage. Experienced pilots can curve it around obstacles, but the low damage makes this weapon more of a nuisance to most players. Aphids, while they cost more, do much more damage and have a shorter reload time, at the cost of range.
  • When used in the higher leagues, the Spiral is commonly paired with Hydras on a Griffin, as this is one of the most damaging all homing missile setups.
  • Like the Trident, while reloading, it's possible to see the three missiles being set into position on a revolver. When fired, the revolver spins, with each missile being rapidly seen shot out of the weapon.