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Purchase Information
In-Game Cost N/A

IRL Cost?

None

Experience?

Type

Hardpoint?

Heavy

Tier?

4

Faction?

TBA
Subduer
Base Statistics Attributes
PilotRankPrivate icon Level 1

Energy

WeaponDamage Damage 1,176 per energy round

Manual

WeaponRange Range 600 meters

Volley

WeaponReload 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

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 24:00
6 4,000,000 40:00
7 6,000,000 68:00
8 8,000,000 86:00
9 10,000,000 108:00
10 12,000,000 120:00
11 15,000,000 128:00
12 20,000,000 136:00
Total Cost Time [DD:HH:MM]
77,700,000 30:11:00
Tier 4 MK 2
Level Upgrade cost Upgrade time
HH:MM
1 0 00:00
2 22,000,000 12:00
3 24,000,000 24:00
4 26,000,000 36:00
5 28,000,000 36:00
6 30,000,000 36:00
7 32,000,000 36:00
8 34,000,000 36:00
9 36,000,000 36:00
10 38,000,000 36:00
11 40,000,000 36:00
12 42,000,000 36:00
Total Cost Time [DD:HH:MM]
352,000,000 15:00:00
  • NOTE: base level starts at level 1 cost
  • MK2 Upgrade cost 500 Gold

Weapons Data

Subduer
ID Tier Icn info for user popup Slot Icn info for user popup Type Range Availability
154 4 Heavy Energy 500 WorkshopNo Exclusive
Ammo Particles
per Shot
Unload Time Reload Time Shot
Interval Icn info for user popup
Rate
of Fire
30 1 5.8 5 0.2 5
3267
Cycle DPS
11528 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
1,176 35,280 6,083 3,267 1 3,355 100,650 17,353 9,319
1,294 38,820 6,693 3,594 2 3,406 102,180 17,617 9,461
1,423 42,690 7,360 3,953 3 3,457 103,710 17,881 9,603
1,565 46,950 8,095 4,347 4 3,509 105,270 18,150 9,747
1,722 51,660 8,907 4,783 5 3,561 106,830 18,419 9,892
1,894 56,820 9,797 5,261 6 3,615 108,450 18,698 10,042
2,083 62,490 10,774 5,786 7 3,669 110,070 18,978 10,192
2,292 68,760 11,855 6,367 8 3,724 111,720 19,262 10,344
2,521 75,630 13,040 7,003 9 3,780 113,400 19,552 10,500
2,773 83,190 14,343 7,703 10 3,836 115,080 19,841 10,656
3,050 91,500 15,776 8,472 11 3,894 116,820 20,141 10,817
3,355 100,650 17,353 9,319 12 3,952 118,560 20,441 10,978
MK 3 Level 1 4,150 124,500 21,466 11,528
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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