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Introduction

Abilities. Useful perks that allow the user to gain an advantage in battle. If used correctly, they can turn the tide in a battle. If used incorrectly however, they can lead to an early death. In this blog we will be looking at how to use these abilities to one’s advantage and how they can be countered. Given the sheer number of different abilities in WR, expect a long blog! I hope you find this useful.

Notice: If you are looking for specific abilities, please use the Contents Table in the top left hand-corner of the page and click on the specific ability.

IMPORTANT NOTE: This blog is labelled ‘Part 1’ as it includes all robot abilities and relevant information prior to Update 4.3. Any changes that have occurred since the creation of this blog as well as any new abilities will be included in a new blog, with the same title but with ‘Part 2’ instead of ‘Part 1’.


Rush Mode

Information: Rush Mode increases the pilot’s speed by 66% for 10 seconds. It has a duration of 10 seconds and a substantial cooldown of 20 seconds. Unique to the Carnage and Lancelot.

How to Use:

  • Beacon Capping. By increasing the speed of your robot, Rush Mode can allow you to capture a beacon before the enemy does.
  • Ambushing. If you’re approaching an unsuspecting target or a retreating enemy, Rush Mode can allow you to rapidly charge towards the enemy robot, enabling you to quickly take them out.
  • Retreat. If your robot is outnumbered, outgunned or outclassed, then Rush Mode can allow you to quickly make a run towards cover, allowing you to preserve your robot for another fight.
  • Dodging enemy fire. Whilst you will probably still be hit, your accelerated speed means that enemy bots will have a harder time targeting you.

How to Counter: If your robot is fast anyway, then catching up with a rushing Carnage or Lancelot shouldn’t be a problem. If not, then outmanoeuvring them can sometimes work. Keeping an eye on the distance between you and enemy robots is also a good idea to prevent you from being ambushed. Leading your shots is a good counter against a Rushing Carnage or Lancelot. If they’re retreating, follow them as long as they’re not leading you into a trap.


Stealth Mode

Information: Stealth Mode makes enemy robots unable to target/lock-on to your robot for 8 seconds, with a cooldown of 16 seconds. This is unique to the Stalker

How to Use:

  • Beacon Capping. Stealth Mode reduces your chances of being hit to almost zero, so this can be invaluable in capturing beacons.
  • Fighting/Ambushing. A small, light robot like the Stalker can be eaten for lunch by heavier robots such as the Leo or Rhino, so in addition to using the Stalker’s good speed, using its Stealth Mode to avoid damage is a good idea, especially since 2 Light hardpoints isn’t much firepower.

How to Counter: Four-legged robots such as the Fujin, Raijin or Weyland have a low profile, and are low enough to often hit the Stalker with their weapons without locking-on. When using rocket weapons, such as the Orkan, aiming for an obstacle directly next to the Stalker in the hope of the splash damage affecting it is a great option. Shotgun weapons’ bullet spread sometimes catch the Stalker as well. Otherwise, either retreat to cover or if your robot has high health, tank the damage and wait for its Stealth to run out before obliterating it.


Jump

Information: The Jump ability allows the pilot’s robot to jump a certain distance. It is unique to the Cossack (shortest jump distance, 5 second cooldown), Rogatka (medium jump distance, 7 second cooldown) and Griffin (longest jump distance, 25 second cooldown).

How to Use:

  • Beacon Capping. Jumping is faster than walking, so this can be a decent option to quickly cap beacons upon landing. This role is best suited for the Cossack and Rogatka.
  • Attacking. Jumping gives the pilot a higher view and field-of-fire, a great opportunity to rain down fire onto enemy robots.
  • Retreating. The Jump ability can be used as an emergency exit from bad situations to jump behind cover.
  • Avoiding enemy fire. This should be probably used in conjunction with one of the above (i.e avoid enemy fire AND retreat). Whilst it can lead to some enemy shots missing, expect to receive some damage.

How to Counter: Jumping sometimes exposes the robot, as it no longer benefits from the protection of most obstacles. Since jumping robots have lower-than-average health for their classes, an observant sniper or mid-ranger could use this to their advantage, quickly dealing some serious damage to the jumping robot. To avoid your shots missing (especially with rockets), using a target lock-on and leading your shots usually ensures that you deal damage to the jumping robot as normal. Weapons like the Shredder can also immobilise robots using Jump (or Double Jump).


Sentry Mode

Information: Sentry Mode is unique to the Fujin. It activates an in-built energy shield that has 99% of the Fujin’s health at all levels. It also immobilises the Fujin and raises the main body, giving the Fujin a better view and field-of-fire. It has a cooldown of 2 seconds and the energy shield only regenerates whilst in Sentry Mode at a rate of 3%.

How to Use:

  • Beacon or Chokepoint Defense. Given the shield’s extremely high health, the Fujin is well protected against rocket, kinetic and missile fire, capable of surviving most confrontations with Death Button setups. As Sentry Mode also immobilises the robot whilst raising the main hull, this makes it an ideal ability for defensive battles.
  • Protecting Allies. The energy shield’s large surface area means that there is enough room to protect a teammate or two from enemy damage. This will enable them to last longer and support you in the battle in return.
  • Protection from mid-long range fire. Since most Fujin builds are close-mid range, they’re will be times where you will be fired upon with long range weapons and are unable to fire back. Given the Fujin’s low health, Sentry Mode is essential for protection. Of course, remember that Plasma bypasses the energy shield.
  • Panic Button. If your robot is on low health, trapped by enemies and with no hope of survival, activating Sentry Mode can help you survive a little longer and dish out as much damage as possible.

How to Counter: The Fujin can be vulnerable when in Sentry Mode at close range. If you’re close enough and have sufficient health (or if you have a Jump, Rush, Dash, Hunt, Glide or Descend ability) you might be able to walk through the energy shield and then deal damage straight onto the Fujin. Finally, using Plasma weapons is also effective, as Sentry Mode doesn’t block energy weapon fire.

Bastion Mode

Information: Bastion Mode is similar to Sentry Mode, immobilising the robot and raising its main hull. Instead of activating an in-built energy shield however, it activates two durable physical shields and increases the robot's firepower by 30%. It is unique to the Raijin, with a cooldown of 2 seconds.

How to Use:

  • Beacon or Chokepoint Defense. Bastion Mode excels in defensive situations, enhancing both the Raijin's already high health and firepower. When equipped with close-range weapons such as the Thunder, a Raijin in Bastion Mode can halt the advance of multiple enemies.
  • Close-range Combat. If you're fighting an enemy robot(s) and moving isn't a priority, entering Bastion Mode can increase your chances of success. Just remember to be within optimal range for your weapons (i.e within 200m for the Thunder, 350m for the Ember etc)
  • Panic Button. If your robot is on low health, trapped by enemies and with no hope of survival, activating Bastion Mode can help you survive for substantially longer and increase the damage you dish out.
  • Protection from Kinetic or Plasma fire. If you are outranged and are facing energy or kinetic fire, Bastion Mode can protect you from damage. Remember that kinetic weapons deal double damage to physical shields and that you're only protected from the front.

How to Counter: Since Bastion Mode immobilises the Raijin but increases its protection and firepower, circling the Raijin in a fast robot can sometimes work. Most robots are unable to take out a close-range Raijin in Bastion Mode without support from teammates, so attacking it from the top, rear or sides is advised. Finally, outranging the Raijin is another option.

Assault Mode

Information: Assault Mode increases the robot's speed by 100% and activates a frontal physical shield. It is unique to the Rhino. When in Assault Mode, the Rhino can only use its two light hardpoints and can only change directions extremely slowly.

How to Use:

  • Beacon Capping or Increased Speed. The Rhino's glacial top speed means that Assault Mode is vital for capturing beacons or for moving to different areas quickly.
  • Protection from Kinetic and Plasma fire. Remember that this applies to the Rhino's front only and that kinetic weapons deal double damage to physical shields.


How to Counter: Assault Mode drastically reduces the Rhino's turning speed, so it can be easily outflanked, although be careful. Experienced or skilled Rhino pilots can instantly deactivate their ability and bring their full firepower (two mediums and two lights) to bear, enough to cripple most robots. Using rocket weapons is equally, if not more, effective, as splash damage bypasses physical shields.


Glide

Information: Glide is the only ability where the pilot can partially use it, being able to choose how much fuel to use and therefore the distance. It is similar to Jump, although when all fuel is spent, the Hover would have traveled higher and further than the Griffin, with a longer landing distance. It is unique to the Hover and has a cooldown of 7 seconds.

How to Use:

  • Beacon Capping. Glide is even faster than Jumping, with the ability to cross longer distances and to change directions in mid-air, so this is an awesome option to quickly cap beacons upon landing.
  • Avoiding enemy fire. This should can also be used in conjunction with one of the above (i.e avoid enemy fire AND retreat). Whilst it can lead to some enemy shots missing, expect to receive some damage, although the ability to change direction in mid-air is very useful. The rapid ascent of the Hover during Glide means that one shot weapons such as the Trebuchet will miss if fired just before you jump. Lock-on weapons aren’t affected though.
  • Attacking. Glide gives the pilot a higher view and field-of-fire, a great opportunity to rain down fire onto enemy robots. If the timing is right, then pilots can use Glide to hover directly above enemy robots and avoid their target lock. One particularly risky tactic is to use Glide to drop down directly onto enemy robots, bypassing most shields (e.g Ancile).
  • Retreating. The Glide ability can be used as an emergency exit from bad situations to jump behind cover, even if it is far away.
  • Getting to a better position. The Glide ability allows the Hover to reach positions that other robots can’t, such as a high building in Shenzhen. Those positions could give the pilot a better view and field-of-fire.

How to Counter: Glide, like the Jump ability, often exposes the Hover, as it lacks protection from ground-level cover. This means that snipers or mid-rangers with lock-on weapons have an opportunity to hit the Hover while it is in the air. To avoid your shots missing, leading your fire and using a target-lock on usually helps. Make sure you aren’t directly below the Hover so you can actually aim at it.


Dash

Information: The Dash ability quickly propels the robot a short distance forward. It is unique to the Kumiho (2 charges, 5 second cooldown per charge), Strider (5 charges, 12 second cooldown per charge), Haechi (2 charges, 12 second cooldown per charge) and Bulgasari (2 charges, 15 second cooldown per charge).

How to Use:

  • Beacon Capping. Dash decreases the time it takes for your robot to reach a beacon, so it can be quite useful, especially for the Kumiho or Strider.
  • Avoiding enemy fire. Dash allows the pilot to rapidly move or change directions, with a chance that enemy shots will miss.
  • Retreating. Like Rush Mode, using Dash means that you can get behind cover more quickly.

How to Counter: As with Jumping, leading your shots is a simple, yet effective, tactic. For pilots who use rockets, try to not fire all of your rockets, as if your opponent Dashes then most will miss. Conserve some in anticipation of them using their ability...once they’ve run out of charges, fire away. Lock-on weapons will not be affected by Dash unless the enemy is now behind an obstacle.


Descend

Information: Robots using Descend will Jump whilst in Stealth, which lasts for another 5 seconds after they land. It is unique to the Inquisitor (20 second cooldown) and the Spectre (18 second cooldown).

How to Use:

  • Attacking/Ambushing. Descend allows the pilot to jump over obstacles or onto (unsuspecting) enemy robots whilst in Stealth, reducing the chance of being damaged significantly. Since the Stealth also lasts for 5 seconds after landing, this gives you more than enough time to destroy one if not more enemy robots.
  • Emergency exit/Avoiding High-damage Fire: Both the Inquisitor and Spectre have below-average health, leaving them particularly vulnerable to mid-long range weapons. If you are being fired at by a high-damage mid/long range weapon and do not have enough health to sustain it, Descend can be extremely useful to escape and jump behind cover (or to attack an enemy bot for a last hurrah.)

How to Counter: The Descend ability, whilst powerful, can be countered. Shotgun weapons large surface spread means that firing blindly towards the enemy Inquisitor or Spectre will probably damage them. The Inquisitor is large enough to be hit by most weapons even when in Stealth. Finally, robots with a low profile (such as the Fujin or Raijin) can hit both Descend bots when in Stealth. Unfortunately, there is no way of firing lock-on weapons when the Inquisitor or Spectre are in Stealth.


Helldive

Information: When using Helldive, the robot jumps into the air whilst in Stealth and a large targeting circle appears below them, along with a new icon instead of the ability one. Should the pilot press the icon, the robot will immediately ‘dive’ down and hit the ground, generating a shockwave that deals a maximum of 44,750 damage to all enemy bots within the circle. The shockwave and the resulting damage to the enemy bots within the circle happens when the robot lands if the pilot doesn’t activate it. Helldive is unique to the Mercury and has an 18 second cooldown.

How to Use:

  • Attacking/Ambushing. Helldive should be used for offensive purposes similar to Descend (see above ability section) with the exception that one should aim to land as close to the enemy robot(s) as possible.
  • Emergency Purposes. If you’re on low health and are facing imminent destruction, activating Helldive can help you last a little longer and deal more damage.

How to Counter: Like with Descend, firing your weapons blindly (especially shotguns) towards the Mercury in stealth can deal some damage. Remember that the Helldive ability shockwave goes through obstacles and shields...therefore running out of range of the circle, waiting, then attacking the Mercury again is the best option. Finally, robots with a low profile excel arty hitting robots in stealth.


Fangs Out

Information: The Fangs Out ability is unique to the Falcon. In its ‘passive’ mode, the Falcon can only use its 1 Heavy hardpoint, but has 66% damage resistance. When the pilot activates the ability, the Falcon brings its 2 Medium weapons to bear, in a similar way to the Butch, Doc and Jesse, but loses its damage resistance. 12 seconds after the ability’s activation, the Falcon re-enters passive mode, with a cooldown of 10 seconds.

How to Use:

  • Ambush. The Falcon is quite fragile compared to most other knife-fighters, so relies heavily on its ability. Only activate the Fangs Out ability once you’re close to the enemy and sure of victory. Once you’ve taken the enemy bot(s) out, retreat to cover to wait for passive mode to re-activate again.
  • Retreat (Passive Mode). If you’re heavily outnumbered and have no hope of winning, the Falcon’s passive mode and its damage resistance can be very useful when retreating behind cover, minimising the damage you take.

How to Counter: Whilst the Falcon has a lot of firepower when its ability is activated, it loses its damage resistance. Robots with large health pools and firepower are usually ideal counters, with enough health and firepower to destroy the Falcon before it enters passive mode. High-damage weapons such as the Avenger are also capable of countering the Falcon, even when it has damage resistance.


Hunt

Information: The Hunt ability is essentially a combination of Rush and Stealth Mode, unique to the Pursuer. For 10 seconds after activation, the Pursuer’s speed is increased by 33% and has Stealth.

How to Use:

  • Attack/Ambush. By increasing the already fast Pursuer’s speed and giving it Stealth, Hunt is well suited for ambush and attack tactics. The Pursuer’s fast speed means that it can chase any retreating enemy robot.
  • Retreat/Defense. Activating Hunt in an emergency (i.e if you are ambushed/attacked) is advised, not only because it allows the Pursuer to retreat quickly in Stealth but also because the Pursuer lacks the firepower or armour to survive battles with most other brawlers and knife fighters without using its ability.

How to Counter: Robots with a low profile, such as the Fujin have a high chance of hitting the Pursuer, even when it is in Stealth by firing blindly towards it. Shotgun weapons (e.g Gust) can also sometimes hit the Pursuer due to bullet spread. Otherwise, retreating behind cover to wait for Hunt Mode to finish before attacking the now vulnerable Pursuer is quite effective.


Overload

Information: Overload is an ability unique to the Hellburner. When Overload is activated, the Hellburner has accelerated speed and deals significant damage (up to 51,750) to enemies within 75m and to itself after 7 seconds, with a 3 second cooldown. The damage dealt to enemy robots caught within the red circle that appears upon activation is far more than the damage that the Hellburner inflicts upon itself. The Hellburner also ‘explodes’ upon destruction, dealing damage to all enemies within 75m.

How to Use:

  • Attack. While the Hellburner is very durable, it lacks the firepower for brawling, dealing most of its damage via its ability. Use Overload to rush towards nearby enemies, damaging them after 7 seconds. Most enemies will try to retreat upon activation, so anticipate this and try to cut them off.
  • Beacon Capping. Overload accelerates your speed, so it can be used a few times for the capture of vital beacons. As a bonus, you will damage any nearby enemies.
  • Last Ditch Kamikaze. If you are on low health with no chance of survival, activating Overload can mean that you deal damage twice to enemies within the red circle, potentially destroying them.

How to Counter: Unless your robot has the health and firepower to tough the damage out and destroy the Hellburner quickly, the most effective option is to run away. Make sure that you are out of the red circle and remember that the damage shockwave bypasses obstacles!


Protection

Information: Protection has two types of shields. Aegis is a defense system that functions similarly to an Ancile shield, the difference being that it defends the robot against all damage types (the Hellburner's Overload (or its explosion upon death), and the Mercury's Helldive being the only exceptions), which includes kinetic, splash, and energy. It will also protect the robot from the Ember's flames. However, it cannot regenerate while it is in use.

When the Aegis shield is deactivated, the robot is then able to regenerate its special shield (it regenerates 3% shield capacity per second), and in the process deploys a frontal physical shield, similar to that of a Lancelot, albeit smaller.

Protection has a cooldown of 5 seconds and is unique to the Bulwark

How to Use:

  • Defense. With two types of high-health shields, Protection is perfect for blocking enemy fire. Use the Aegis shield for all-purpose defense. Once the Aegis shield is depleted, switch to using the physical shields to allow it to regenerate. Only use the frontal physical shields to allow the Aegis to regenerate or to protect against kinetic or plasma fire. If you are facing rocket fire while the Aegis is regenerating, try to find cover.

How to Counter: Since the Aegis-class barrier blocks all type of damage, the only way to beat it is to team up with teammates and overload it through raw damage (e.g using an Avenger). As for the physical shields, rocket fire will bypass them and kinetic fire deals double damage to physical shields. If the Bulwark is retreating behind cover to regenerate its Aegis-class barrier, most robots are able to chase it due to its slow speed. Shotgun weapons can catch the Aegis shield and prevent it from regenerating due to its large surface area.


Repair Mode

Information: The ability ‘Repair Mode’ is unique to the Weyland. When it is activated, the Weyland is immobilised and raises its main hull, similar to the Raijin and Fujin. This activates a healing aura in the shape of a green circle that repairs all allies located in the aura, including itself. A robot's hit points can only be repaired up to 80% of any damage taken, so it is not possible to be fully repaired.

How to Use:

  • To Heal Allies. A Weyland stationed at an important chokepoint/beacon with teammates defending against enemy robots can be extremely useful, healing teammates and therefore allowing them to defend the area (and the Weyland itself) for longer.
  • To Heal the Weyland/when battling. As Repair Mode heals the Weyland as well as allies, it is advised to use the ability to allow the Weyland to regenerate health and last longer when under fire.

How to Counter: As Repair Mode cannot fully repair robot and an only heal a limited amount of health per second, loadouts equipped with high speed and damage weapons (such as the Orkan) can be vital in taking out the Weyland and any enemy robots being healed, due to the speed with which the damage is delivered and also because of the splash damage affecting several robots at once. Other high-damage weapons such as the Avenger are also recommended for overwhelming Repair Mode’s ability to slowly heal robots.


Support

Information: Support Mode is an ability unique to the Mender. The robot gains increased movement speed (33%), damage reduction (50%), and emits 3 healing pulses at the beginning of ability activation. These healing pulses can repair a fixed number of hit points (the higher the robot's level the more hit points it can repair) to all allies that are located in the Mender's healing radius (the green circle surrounding the Mender), including itself. A robot's hit points can only be repaired up to 80% of any damage taken, so it is not possible to be fully repaired. This ability has a 15 second cooldown.

How to Use:

  • Healing Allies. The Mender’s ability is best used when accompanying mobile attack groups, as it can heal most of the damage they take quite quickly, as well as healing itself.
  • Healing the Mender. Like with the Weyland, if the Mender is on low health or is taking fire, activating Support can ensure the survival of your robot and with it, the ability to heal teammates.

How to Counter: Support is different from Repair Mode in several ways. Firstly, it heals damage rapidly in 3 short waves rather than over time. It also increases the Mender’s speed. One counter is to use rapid-fire, high damage weapons to overwhelm the ability’s healing potential. If you have the patience or time (and if there are only 1-2 enemy robots on manageable health, including the Mender), you could wait until the Mender has used its ability before striking, after which you will have 15 seconds to destroy your opponents. Since the Mender also lacks heavy firepower, fast, heavily armed robots able to chase the Mender and destroy it can also work (e.g Taran Haechi).


Double Jump

Information: Double Jump is an ability unique to the Raven. The ability consists of 2 Jump charges, which can be used one after the other or individually. Each charge has a 20 second cooldown.

How to Use:

  • Beacon Capping. Jumping is faster than walking, so this can be a decent option to quickly cap beacons upon landing. Double Jump also allows you to travel further than Jump.
  • Attacking. Jumping gives the pilot a higher view and field-of-fire, a great opportunity to rain down fire onto enemy robots.
  • Retreating. The Jump ability can be used as an emergency exit from bad situations to jump behind cover.
  • Avoiding enemy fire. This should be probably used in conjunction with one of the above (i.e avoid enemy fire AND retreat). Whilst it can lead to some enemy shots missing, expect to receive some damage.

How to Counter: Jumping sometimes exposes the robot, as it no longer benefits from the protection of most obstacles. Since jumping robots have lower-than-average health for their classes, an observant sniper or mid-ranger could use this to their advantage, quickly dealing some serious damage to the jumping robot. To avoid your shots missing (especially with rockets), using a target lock-on and leading your shots usually ensures that you deal damage to the jumping robot as normal.


Overview

Well, after a very long analysis of various abilities, we finally have the conclusion. Each ability is more or less unique and they all have their distinct advantages and counters. Hopefully you’ve found this useful and can use the tips to use (or counter) the abilities you encounter and have on the battlefield.

NOTE: For even more information regarding this blog, see the 2nd comment by Icefirephoenix here: https://warrobots.wikia.com/wiki/Thread:154112#4

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