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Purchase Information
In-Game Cost N/A

IRL Cost?

None

Experience?

Type

Hardpoint?

Heavy

Tier?

4

Faction?

TBA
Base Statistics Attributes
Level 1

Energy

Damage 1,176 per energy round

Manual

Range 600 meters

Volley

Reload 5 seconds

Magazine

Capacity 30 energy rounds

Rust

Unload 2.9 seconds


Introduction

A rapid-firing energy machine gun. Each hit inflicts a RUST effect, decreasing robot Durability recovery by 10% with 1 stack and increasing to 90% with the maximum of 30 stacks.
— in-game description


Strategy

The Subduer is an energy weapon that has a machinegun-style mode of fire, and is well suited for both hit-and-run and range-oriented playstyles. It relies on its range and high burst DPS? to deal lethal damage to its target, as well as possessing the capability to bypass energy shields. Additionally, each projectile inflicts Rust Rust to its target, preventing it from repair itself using internal or external sources once enough stacks of Rust have been accumulated on it.

The main strength of this weapon is its high burst DPS? ; running multiples can capitalize on this and allows the Rust effect to accumulate at an increased rate. It also has both short reload and unload times, as well as a small ammunition capacity, which allows the weapon to fire frequently and maintain a relatively high DPM? compared to other weapons in its class. Moreover, the Rust effect can help mitigate some of the healing that would detract from the weapon's total damage, when damaging a target utilizing Repair Unit, RA? , or some other internal source of repairs. Consequentially, the Subduer would be one of the few weapons that may not struggle when dealing with targets that have Defense Points, healing and some other form of protection, compared to other weapons.

Like any weapon, the Subduer does have its own weaknesses; its inability to bypass physical shields and difficult usage in close-quarters combat. And as such, this weapon will struggle against targets that have physical shields (though this can be largely mitigated by its high DPS), in addition to its aiming difficulty at point-blank ranges. While the characteristics of the weapon would allow it to perform in an optimal role under less ideal circumstances, its aiming capability greatly diminishes and the chances of the user's shots missing increases significantly at ranges less than 100 meters.

Since the Subduer is primarily a burst DPS weapon, it is best mounted on robots that can support at least two or more heavy hardpoints, such as the Curie, Seraph, or Crisis. These robots can make use of multiples to produce very high DPS, and utilize its fast unload time. Other contenders include Angler, Erebus, or Hades, as they can make use of Subduer in combination with its counterparts (Tamer and Damper) or similar weapons of its class (Trickster and Deceiver). Additionally, they possess either adequate durability or some form of defense to allow for consistent exposure with minimal downtime in between engagements.

Pros and Cons

Pros

  • Short Unload/Reload Times
  • Medium range (600 meters)
  • High Burst DPS
  • Bypasses Energy Shields

Cons

  • Small Ammunition Capacity
  • Cannot Bypass Physical Shields

Upgrade Cost

MK1 TIER 4 ROBOT WEAPON
Level Upgrade (Silver/Ag) Speed up (Gold/Au) Time (HH:MM)
1 0 0 00:00
2 100,000 40 02:00
3 200,000 82 05:00
4 400,000 209 14:00
5 2,000,000 350 24:00
6 4,000,000 423 40:00
7 6,000,000 549 68:00
8 8,000,000 630 86:00
9 10,000,000 730 108:00
10 12,000,000 784 120:00
11 15,000,000 820 128:00
12 20,000,000 856 136:00
Enhance 500 00:00
Total Cost (Silver/Ag) Cost (Gold/Au) Time [DD:HH:MM]
77,700,000 5,473 30:11:00
Enhancement Cost
500
MK2 TIER 4 ROBOT WEAPON
Level Upgrade (Silver/Ag) Speed up (Gold/Au) Time (HH:MM)
1 0 0 00:00
2 22,000,000 181 12:00
3 24,000,000 350 24:00
4 26,000,000 405 36:00
5 28,000,000 405 36:00
6 30,000,000 405 36:00
7 32,000,000 405 36:00
8 34,000,000 405 36:00
9 36,000,000 405 36:00
10 38,000,000 405 36:00
11 40,000,000 405 36:00
12 42,000,000 405 36:00
Enhance 2 00:00
Total Cost (Silver/Ag) Cost (Gold/Au) Time [DD:HH:MM]
352,000,000 4,176 15:00:00
Enhancement Cost
2
Total Silver Cost
(Up to MK3)
429,700,000
(429.7 M)
Total Gold Cost
(Up to MK3)
10,149
Total Upgrade
Tokens (Up to MK3)
2
  • NOTE: base level starts at level 1 cost
  • MK2 Upgrade cost 500 Gold

Weapons Data

Subduer
ID Tier Slot Type Range Availability
154 4 Heavy Energy 500 Exclusive
Ammo Particles
per Shot
Unload Time Reload Time Shot
Interval
Rate
of Fire
30 1 5.8 5 0.2 5
2939
Cycle DPS
10375 20k
Attributes Energy Energy Manual Manual Volley Volley Magazine Magazine Blank RUST 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
1,058 31,740 5,472 2,939 1 3,020 90,600 15,621 8,389
1,165 34,950 6,026 3,236 2 3,065 91,950 15,853 8,514
1,281 38,430 6,626 3,558 3 3,111 93,330 16,091 8,642
1,409 42,270 7,288 3,914 4 3,158 94,740 16,334 8,772
1,550 46,500 8,017 4,306 5 3,205 96,150 16,578 8,903
1,705 51,150 8,819 4,736 6 3,254 97,620 16,831 9,039
1,875 56,250 9,698 5,208 7 3,302 99,060 17,079 9,172
2,063 61,890 10,671 5,731 8 3,352 100,560 17,338 9,311
2,269 68,070 11,736 6,303 9 3,402 102,060 17,597 9,450
2,496 74,880 12,910 6,933 10 3,452 103,560 17,855 9,589
2,745 82,350 14,198 7,625 11 3,505 105,150 18,129 9,736
3,020 90,600 15,621 8,389 12 3,557 106,710 18,398 9,881
MK 3 Level 1 3,735 112,050 19,319 10,375
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.
3. Shot intervals include not only the delay between shots, but also any shot subintervals triggered in one press of the fire button.

Update history

Version Changes
9.6.0 Weapon added to the game

Trivia

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