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…Heavy long-range system that shoots bolts of high-temperature plasma. Full charge deals impressive damage but takes considerable time to accumulate. Effective only with precise aiming… – in-game description


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Purchase Information
In-Game Cost 2,000 Gold
Real Value Icn info for user popup.png $20
Exp Level Icn info for user popup.png 8
Type
Hardpoint Icn info for user popup.png Heavy
Tier Icn info for user popup.png II
Trebuchet.png
Base Statistics Attributes
PilotRankPrivate icon.png Level 1 Energy Energy
WeaponDamage.png Damage 350 per charge Manual Manual
WeaponRange.png Range 1,100 meters Single Shot Single Shot
WeaponReload.png Reload 3-23 seconds Icn info for user popup.png Charges Charge-Up
Capacity 20 charges
Unload Instant


Introduction

The Trebuchet is a long-range (up to 1,100 meters) heavy energy weapon.

Strategy

This sniper weapon can be charged up to deal more damage (eventually dealing the most energy damage possible from a single shot). However, it can be fired at any time during the charge for reduced damage. A full charge takes 20 seconds, and after firing the weapon cannot be fired for 3 seconds.

The Trebuchet is a long-range sniping weapon that can hit targets from a long-range (1,100 meters). Works for picking off light robots or chipping away at the health of medium or heavy robots as well as taking down robots with built-in Anciles.  

It should be noted that both the Nashorn and Kang Dae have a higher DPM (damage per minute) compared to the Trebuchet; however, due to energy shields, the Trebuchet has become useful on large and open maps, like Yamantau, Canyon, and Springfield. Therefore, if using a jump bot, do not jump too often on open maps due to your robot being extremely vulnerable to the Trebuchet.

Pros and Cons

Pros

  • Energy attribute allows it to pierce energy shields
  • Fast projectile speed makes it hard to miss
  • 1,100-meter range allows it to fire freely without fear of retaliation
  • Tremendous damage when fully charged
  • High accuracy-if aimed right, will not miss

Cons

  • Single projectile means shields will soak up excess damage when destroyed
  • Ineffective against physical shields
  • Extremely long reload
  • Horrible at sustained fighting
  • Ineffective at close range against specialized brawling weapons

Mark I Statistics

Purchase Information

Level Cost Damage Cycle
Damage
Cycle DPS Rapid Cycle
Damage
Rapid
Cycle DPS
1 2,000 Gold 350 7000 304 350

117

Upgrade Information

Level Cost AgIcon.png Time Damage Cycle
Damage
Cycle DPS Rapid Cycle
Damage
Rapid
Cycle DPS
2 20,000 10 minutes 380 7600 330 380 127
3 40,000 1 hour 420 8400 365 420 140
4 80,000 2 hours 460 9200 400 460 153
5 400,000 8 hours 500 10000 435 500 167
6 800,000 12 hours 550 11000 478 550 183
7 1,600,000 1 day 600 12000 522 600 200
8 3,000,000 1 day 8 hours 660 13200 574 660 220
9 6,000,000 1 day 16 hours 730 14600 635 730 243
10 10,000,000 1 day 20 hours 800 16000 696 800 267
11 16,000,000 2 days 4 hours 880 17600 765 880 293
12 26,000,000 2 days 12 hours 970 19400 843 970 323
Cost Time
Totals 63,940,000 11 days 11 hours 10 minutes


  • The damage column shows the damage of each individual charge (out of 20 charges)

Mark II Statistics

Purchase Information

Level Cost Damage Cycle
Damage
Cycle DPS Rapid Cycle
Damage
Rapid
Cycle DPS
1 500 Gold 970 19400 843 970

323

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

Upgrade Information

Level Cost AgIcon.png Time Damage Cycle
Damage
Cycle DPS Rapid Cycle
Damage
Rapid
Cycle DPS
2 500,000 5 hours 988 19760 859 988 329
3 1,000,000 10 hours 1006 20120 875 1006 335
4 2,000,000 20 hours 1024 20480 890 1024 341
5 7,500,000 1 day 6 hours 1042 20840 906 1042 347
6 7,500,000 1 day 6 hours 1060 21200 922 1060 353
7 7,500,000 1 day 6 hours 1078 21560 937 1078 359
8 7,500,000 1 day 6 hours 1096 21920 953 1096 365
9 7,500,000 1 day 6 hours 1114 22280 969 1114 371
10 7,500,000 1 day 6 hours 1132 22640 984 1132 377
11 7,500,000 1 day 6 hours 1150 23000 1000 1150 383
12 7,500,000 1 day 6 hours 1168 23360 1016 1168 389
Cost Time
Totals 63,350,000 11 days 11 hours


  • The damage column shows the damage of each individual charge (out of 20 charges)

Update History

Version Changes
4.8.0 Total Upgrade Time: 14 days 3 hours 10 minutes⟶11 days 11 hours 10 minutes
4.7.0 Total Upgrade Time: 17 days 3 hours 22 minutes⟶14 days 3 hours 10 minutes
4.5.0 Total Upgrade Cost: 96,120,000 Ag⟶63,940,000 Ag
Total Upgrade Time: 29 days 15 hours 30 minutes⟶17 days 3 hours 22 minutes
Now available for 2,000 gold (can no longer be produced via Workshop 2.0)
4.2 Price changed from 7,500 WP to 10,000 Components (2,000 gold)
4.0.0 Total Upgrade Cost: 63,940,000 Ag⟶96,120,000 Ag
Total Upgrade Time: 17 days 3 hours 11 minutes⟶29 days 15 hours 30 minutes
3.2.0 Damage increased by 5%
2.9.3 Damage increased by 5%
1.0.0 Weapon was added to the game

Poll


Trivia

  • In real life, a Trebuchet is a type of catapult that uses a heavy counterweight to throw projectiles weighing up to 350 lbs.
  • When the Trebuchet's three second reload time is over, the “barrel” of the weapon opens up into two pieces, indicating that it is ready to be fired. The longer one waits to fire, the greater the intensity of the light coming from the barrel, indicating the higher damage of the plasma bolt that will be fired.
  • Four menacing yellow glowing barrels could be seen very far in almost any map, and are very distinctive from any other long-range weaponry, serving as a warning for enemy pilots. Usually, if the light is dim, it is relatively safe to cross the opening on the map or to attack the enemy, due to low damage of a not charged Trebuchet.
  • The Trebuchet start charging at the moment player drops the bot, so it is possible to drop a bot early, allowing it to charge before the actual battle begins, allowing the pilot to fire instantly when the game starts dealing almost max damage if the bolt manages to hit the target when fired. This strategy could also be used for the Arbalest and Ballista.

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