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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 Explosive

WeaponDamage.png Damage 920 per missile Lock-on Lock-on

WeaponRange.png Range 600 meters Volley Volley

WeaponReload.png Reload 12 seconds Magazine Magazine

Capacity 3 missiles Homing Homing

Unload 1 seconds Energy Energy


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.

The spiral will hit the target as long as you or enemy don't fall under these conditions:

  • You or the target is not under something.
  • An object isn't directly in front or above you or your target.
  • The target is not using stealth (the ability of many robots ex: Stalker), phaseshift, transcendence (the ability of the Ravana), or any other means of gaining Intangibility (meaning things go through them).
  • The target uses a dash right before the missiles hit.

Note: If fired before the enemy enters stealth the missiles fired will hit the ground where the robot activated its ability.

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 and, to a lesser extent, an Aphid.

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. On the other hand, 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

Mark I Statistics

Purchase Information

Level Cost Damage Cycle
1 20,000 Silver 920 2760 230

Upgrade Information

Level Cost AgIcon.png Time Damage Cycle
2 10,000 5 minutes 1010 3030 253
3 20,000 30 minutes 1110 3330 278
4 40,000 1 hour 1220 3660 305
5 200,000 4 hours 1340 4020 335
6 400,000 8 hours 1470 4410 368
7 800,000 12 hours 1610 4830 403
8 1,500,000 16 hours 1770 5310 443
9 3,000,000 20 hours 1940 5820 485
10 5,000,000 1 day 2130 6390 533
11 8,000,000 1 day 2 hours 2340 7020 585
12 13,000,000 1 day 4 hours 2570 7710 643
Cost Time
Totals 31,970,000 5 days 19 hours 35 minutes

  • The damage column shows the damage for each individual missile (out of 3 missiles)

Mark II Statistics

Purchase Information

Level Cost Damage Cycle
1 500 Gold 2570 7710 643

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

Upgrade Information

Level Cost AgIcon.png Time Damage Cycle
2 250,000 3 hours 2617 7851 654
3 500,000 5 hours 2664 7992 666
4 1,000,000 8 hours 2711 8133 678
5 3,750,000 15 hours 2758 8274 690
6 3,750,000 15 hours 2805 8415 701
7 3,750,000 15 hours 2852 8556 713
8 3,750,000 15 hours 2899 8697 725
9 3,750,000 15 hours 2946 8838 737
10 3,750,000 15 hours 2993 8979 748
11 3,750,000 15 hours 3040 9120 760
12 3,750,000 15 hours 3087 9261 772
Cost Time
Totals 31,750,000 5 days 16 hours

  • The damage column shows the damage for each individual missile (out of 3 missiles)


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.


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