Common Robot setups

See also: Matchmaking

These are some of the most common configurations that you will see in the game. They are listed here because advanced players have found them to be the most effective and versatile combinations. The list is not exhaustive and should only be used as a guide; your play style will dictate what you personally find most useful.

Nicknames for robots usually involve a robot's name followed by a description of their weapon setup (Griffin Death Button). However, it should be noted that this order can vary from player to player. Both "Death Button Griffin" and Griffin "Death Button" are acceptable.

Light Robots

Starter bots

These robots are useful until more advanced robots and weapons are available. They typically cost silver to purchase and can be upgraded with advanced weapons. While not optimal, these bots are still very deadly, and not to be underestimated.


Cossack Capper

The Cossack is one of the first bots that players will buy. It is one of the most mobile bots in the game, and is great for capturing beacons. The premium load-outs are fairly deadly in the early leagues but quickly lose steam. The Cossack is inevitably replaced due to low health and low damage output. Because of their low damage output, many players in the mid leagues prefer to use an Ecu rather than weapons, to provide some survivability.


Death Ostrich

  • Basic loadout: Thunder
  • Ideal Range: 0-150m

The Schutze is one of the first true brawlers that new players have access to. Equipped with a Thunder, the 'Death Ostrich' is cheap to buy and has great burst, decent speed, and acceptable health. This bot is deadly at close range, and can quickly close with opponents. This is basically a mini Carnage without Rush, one less weapon slot and no Ancile shield. It is quickly overshadowed by medium bots equipped with premium weapons.

Advanced Bots

Advanced bots typically outperform the beginner bots, but cost either WP or Au. The extra cost is well worth it as these robots are needed for top-tier play.


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Stalker Ninja

This setup is made for those into speed, stealth, damage, and especially beacon capping. Unfortunately, the two light hard points are usually considered to be more of an annoyance than an actual threat in higher leagues. Still, the Stalker Ninja excels at beacon capping, hit and run tactics, and flanking maneuvers.


Plasma Gareth

The plasma Gareth's main strength is its incredible speed and physical shield. The speed allows the Gareth to quickly flank enemies or evade close range rockets. The physical shield, while comparably weak, is more than enough to block a few shots of damage while moving between cover. This deadly combination makes the Gareth a beast of a beacon capper, and very effective in a supporting flank and harass role during a firefight. This bot's main weakness is mid-range splash damage and open maps with very little cover.

Semi-Death Button Gareth

The Semi-Death Button Gareth allows this bot to bypass physical shields with splash damage. Generally, players prefer plasma Gareths to SDB Gareths; this allows Semi Death Button Gareths to easily kill Plasma Gareths because Tarans and Magnums do not bypass physical shields. However, this loadout does have a weakness. Ancile-shielded robots are immune to its fire, and as singular Orkans and Pinatas aren't powerful enough to completely disable the shield, it isn't recommended to face energy-shielded bots on your own with this combo. Furthermore, this build must close within the effective range of most other weapons in order to deal damage.

Medium Robots

Starter bots

These robots are useful until more advanced robots and weapons are available. They typically cost silver to purchase and can be upgraded with advanced weapons. While not optimal, these bots are still very deadly and not to be underestimated.


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Vityaz Melee

This is one of the cheapest and most effective starter bots as it uses all silver weaponry. The Vityaz Melee is faster than most heavy bots and more durable than most light bots. This medium bot works best at extremely close range but can operate at a slightly longer distance with the premium Magnum loadout. This bot is a faster version of the Natasha, with slightly lower health and one less heavy hardpoint

Gl. Patton

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Gl. Patton Melee
  • Basic loadout A: 4 Pinatas or 3 Pinatas and an Ecu
  • Basic loadout B: 4 Punishers
  • Premium loadout: 4 Magnums
  • Ideal range: 0-250m for basic loadout and 100-350m for premium loadout

The GI. Patton Melee is slower than other medium bots but makes up for it with four light hardpoints. The basic loadout A will leave the robot vulnerable after firing thus some pilots opt for an Ecu shield to use while reloading. Basic loadout B uses Punishers which trade the burst of the Pinata for a sustained damage output. The premium loadout does not have this shortcoming since the Magnums never need to reload and can advance until destroyed.

Gl. Patton Mid Range

  • Basic loadout A: 4 Pins
  • Basic loadout B: 4 Spirals
  • Ideal range: 450-500m for basic loadout A and 550-600m for basic loadout B

The mid-range Patton is a great way to deal damage to opposing bots with less chance of retaliation. loadout A uses pins to deal splash damage from as much as 500m away while loadout B can deal damage from up to 600m. With practice, both weapon setups can deal damage to bots hiding behind walls. The downside of these loadouts is that the damage is noticeably less than the melee setups.

Gl. Patton Long Range

  • Basic loadout A: 4 Molots
  • Ideal range: 650m+

This loadout stays out of the 500m mid-range zone of the Tulumbas and Pin which is a large advantage considering the current meta. It can deal sustained damage and also outrange most long common bots

Egg basket Patton

  • Loadout: 4 Noricums
  • Strength: Large or slow bots
  • Ideal range: 850m+
  • Weaknesses: Robots within 300m, orkans, pinatas, ancile shielded bots, light bots

Named Egg basked due to the appearance of the loaded Noricums. Due to the recent 3.1 update, the noricum's rocket spread and rocket speed were decreased and increased respectively, meaning this bot now has lots of potential as a sniper killer. The high damage output and long-range mean this bot can be very versatile and can hit enemies behind cover. This combined with its splash properties means a direct hit could cause severe damage to even light bots. Using this at long range, however, is sometimes tricky as the rockets don't track enemies, but fire towards wherever your crosshair is located. Using this bot means you need to be able to read the enemy's movement and predict where they will be when the rockets land. This bot works very well as a sniper killer.

Death star Patton

  • Loadout: 4 Gekkos

This bot setup (not officially named, but referenced once by Stewpendous) has always been on the list of annoying setups that never do any real damage. However, with the recent Gekko buffs, the premium loadout is now a very powerful midranger with very high damage at long ranges. This bot can kill a carnage in only 2 full salvos, meaning it can be a menace on maps with little cover. This bot also has a very important role in weakening ancilots by breaking their shields, which wouldn't take too long, leaving them with much less protection.


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Boa Melee
  • Basic loadout: Thunder and a Punisher
  • Premium loadout A: Thunder and an Orkan
  • Premium loadout B: Thunder and a Taran
  • Ideal range: 0-200m

The Boa Melee, affectionately known as the toaster, is a starter bot to be reckoned with. The boa has incredible hp, good speed, and decent firepower. This brawler is excellent in early leagues on small maps due to its corner shooting abilities. In higher leagues, it remains a great bot for knife fighting as its large health pool and small body allow it to withstand thunders and plasma weapons very well while being able to avoid some rockets fired at it, though it is overshadowed by other bots with similar properties and more firepower and/or extra protective factors (shields and such).


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Golem Melee
  • Basic loadout: Thunder, a Punisher, and a Punisher Mk II
  • Premium loadout A: Thunder, Orkan, and a Pinata
  • Premium loadout B: Thunder, Taran, and a Magnum
  • Ideal range: 0-250m or 100-350m for premium loadaout B

The Golem Melee, equipped with a heavy, medium, and light weapon hardpoint, has the highest damage output of all the medium starter bots. This bot also boasts excellent corner shooting capabilities.

Golem Mid Range

  • Premium loadout: Trident, Tulumbas, Pin
  • Ideal range: 0-250m or 100-350m for premium loadout B

The Golem's high firepower is best used for mid range attacks where its decent health pool isn't as important. This setup, also known as the Rocket Golem, is a fairly easy mid-ranger to make since it only uses one WP weapon. The uneven reload times are somewhat irritating but the usefulness of this robot can't be denied.

Advanced Bots

Advanced bots typically outperform the beginner bots but cost either WP or Au. The extra cost is well worth it as these robots are needed for top tier play.


Taranasaurus Rog

  • loadout: Dual Taran
  • Ideal range: 300-350m
  • Strength: Hard counter to death button setups
  • Weakness: Plasma, Spyral/hydra, Mid-range, Trebuchet

The Taranasaurus Rog is an incredibly nimble and dangerous bot. At maximum level this bot can deliver a staggering 142k damage per 9.8 seconds. This is enough to kill anything with the same amount or less health than the Vityaz. A buff to the Rogatka (2.8.0) made it the fastest medium bot in the game. This build is excellent for beacon capping and the most damage award.


  • loadout: Dual Orkan
  • Ideal range: 0-250m
  • Strength: Hunting shield bots and death button setups
  • Weakness: Plasma, Spyral/hydra, Mid-range, Trebuchet

The Rogatka armed with the Orkans is incredibly efficient at killing shielded bots like the Rhino, Lancelot, and Galahad. Additionally, the speed and jump ability make the Rogatka able to avoid damage from incoming Orkans and Pinatas.

The Mosquito

  • loadout: Dual Tulumbas
  • Ideal range: 0-450m
  • Strength: Harassment and beacon theft
  • Weakness: Plasma, Spyral/hydra, Mid-range, Trebuchet

The Mosquito, as the name suggests, is no damage monster. Using the tulu rog requires a mastery of all styles and ranges and knowing how to switch flawlessly from one to the other. Flanking, assisting, distracting, rushing, capping, and retreating all while taking minimal damage and putting the hurt on targets of opportunity. This is a challenging bot to play and is not for everyone.



  • loadout: Taran and 2 Magnums
  • Ideal range: 300-350m
  • Strength: Great against plasma and direct damage
  • Weakness: Mid-range splash and Dual Orkan Rogs

This setup is common in higher tiers and is often considered the most powerful setup this bot can have. Its shield can soak up a lot of damage while the Galahad deals damage back. The Galahad's high speed can enable it to fall back until the taran reloads and then reengage combat. Additionally, the Galahad can avoid most Orkan damage by backpeddling with the shield retracted.

Right-Handed Smack

  • loadout: Orkan + Dual Pinata
  • Ideal range: 0-300m
  • Strength: Great against physically shielded bots
  • Weakness: Splash Damage

The Right-Handed Smack (named by YouTuber Stewpendous) is a powerful setup that is commonly overseen as most players prefer Death Button Griffins for their firepower. This bot sacrifices one Orkan for more durability and maneuverability. You can counter other Galahads and even Rhinos and Raijins. But even then, this bot suffers terribly due to the current meta's heavy emphasis on rockets and splash weapons.


Carnage Assassin

  • loadout: 2 Thunders
  • Ideal range: 0-150m
  • Strength: Hunting unshielded bots
  • Weakness: Plasma

The Thunder Carnage is an absolute terror at ranges of 150m or less and is effective in destroying ancile shields up to 500m away. Approaching undercover, knowing when to sprint, and being comfortable at ultra close range (ideally 150m or less) are key to pushing this bot to the absolute maximum. This unit excels at small maps with cover and under performs on large maps and against plasma. Expert players who use this bot tend to flank their enemies and sneak up on them, then firing at extreme close range, dealing massive damage before they have time to react.

Their main weakness, Plasma, cannot easily be countered as most plasma bots use some kind of shield or protection. Rhinos, Galahads, Gareths and Lancelots all have built in physical shields that block thunder fire. Fujins also have a very durable energy shield and more than enough firepower to wipe out a carnage in mere seconds. Griffins can jump away and keep your damage output minimal while theirs is still maxed (This situation applies to most thunder bots, not only the carnage). It is highly advised to only engage enemies while rush is active, so you can sneak up on them faster and close in.

Trident Carnage

  • loadout: 2 Tridents
  • Ideal range: 550m
  • Strength: Hunting non-ancile low hp targets
  • Weakness: Plasma

The Trident Carnage is a popular mid-range setup which boasts excellent mobility and range with acceptable damage and durability. The sprint ability allows the Carnage to get into firing position or out of danger quickly while the 600m range of the Trident allows the Carnage to stay out of the melee zone. The burst damage and sustained damage is on the lower end of the mid-range setups. The Carnage is incredibly vulnerable to plasma, particularly the trebuchet, but makes up for it with a built-in Ancile.

Zeus Carnage / Walking Tesla

  • loadout: 2 Zeus
  • Ideal range: 550m
  • Strength: Hunting unshielded bots and low hp targets
  • Weakness: Plasma

The Zeus Carnage is another great mid-range setup. The mobility of the Carnage combines nicely with the range of the Zeus. This setup, while similar to the Trident Carnage, sacrifices the burst damage of the Tridents for the higher sustained damage of the Zeus. In addition, the Zeus penetrates ancile but is blocked by physical shields. One potential downside of the Zeus Carnage is that firing every 5 seconds requires greater exposure to return fire. Despite these trade offs, the Zeus Carnage continues to be an effective mid-ranger.

Trebuchet Carnage

  • Loadout: 2 Trebuchets
  • Ideal range: > 800m
  • Strength: Fujins, Carnages, Light bots, Low HP bots
  • Weakness: Other trebuchet snipers

This bot is an excellent sniper. Very mobile and able to utilise cover very well. This bot allows you to be more versatile with your sniping game. Being mobile means you can change your position all over the map, giving you an almost full view of all enemy bots and beacons. Though this setup is very mobile, virtually any other heavy bot sniper with trebs can kill you quickly and efficiently, meaning you must be wary of the enemy snipers

Walking Volcano / Ember Carnage

  • Loadout: x2 Embers
  • Ideal range: 350m
  • Strength: Fujins, Carnages, Haechis, etc, unshielded bots, small-shielded bots.
  • Weakness: Energy snipers, Energy bots, big-shielded bots, PDB bots.

Gl. Patton

Gl. Patton 'Mini Nuke'

  • loadout: 4 Aphids
  • Ideal range: 250m-350m
  • Strength: Indirect damage to slow non-ancile bots
  • Weakness: Fast bots and jumping bots

The Aphid Patton setup is an excellent close range support bot against slower heavy bots and on maps with low cover. The lock-on feature helps to curve the aphids around corners somewhat to increase the accuracy against moving targets. This bot excels with cover and friendly melee bots but will perish quickly when out in the open and without nearby friendly knife fighters.


Tulu Doc

  • loadout: 4 Tulumbas
  • Ideal range: 450m
  • Strentgth: Hunting non-Ancile bots
  • Weakness: Mid-range, long range

The Tulu Doc while not the most popular mid-range setup is increasingly popular. While relatively fragile, the Doc's speed combined with respectable burst damage makes this setup very usable. Unlike most mid-range setups, the Tulu Doc plays aggressively and does well on both small and large maps.

Hydra doc

  • loadout: 4 Hydras
  • Ideal range : 550 - 600m
  • Strength: Unshielded bots, death buttons, knife fighters
  • Weakness: Tridents, sniper bots, RDB bots, ancile shielded bots

The hydra doc is a notoriously annoying setup. Though the hydra's reload time is 12 seconds, it is made up for by the extra unloading time, letting it almost perfectly coincide with its QuickDraw ability's cooldown. This setup is generally overlooked as the Fujin and spydra griffins can more easily avoid damage from rockets and missiles. This setup can deal about 60,000 damage every 15 seconds, making it a monstrous midrange homing setup compared to the fujin/spydra's 45k (15k extra). The doc is generally a very fragile bot and a terrible close range fighter, so this role suits it very well.


Tri Orkan and Taran Fujin

  • Orkan loadout: 3 Orkans
  • Taran loadout: 3 Tarans
  • Ideal range: 250-350m
  • Strength: Shielded bots for Orkan loadout, Ancile-bots for Taran loadout.
  • Weakness: Plasma

The Fujin, while not a top tier bot, is nonetheless seen commonly in middle leagues and occasionally in leagues up to Champion. The Sentry ability allows the Fujin strong protection from Death Button setups and Trident setups. The Orkan Fujin has strong burst damage splash damage while the Taran loadout has incredible sustained plasma damage. The key to survival is target selection and hit and run tactics/defensive gameplay.

Tri Hydra

  • loadout: 3 Hydras
  • Ideal range: 550m
  • Strength: Finishing wounded bots, mid-rangers, light and medium bots
  • Weaness: All melee range bots, plasma, trebuchet

The Triple Hydra Fujin can provide consistent, if somewhat limited, damage from sheltered positions.  With the introduction of the Moon Map, it has usefulness as a strong support bot. Picking off low hp bots, light and medium robots, and mid-rangers is the best use of this setup.



  • loadout: 2 orkans
  • Ideal range: 300m
  • Strength: Light bots, shielded bots, unshielded bots, weakened bots
  • Weakness: Hydras, Spirals, Scourges, Zeuses

The Orkassassin Kumiho is deadly assassin robot that can utilize hit and run strategies to their maximum potential. This bot can sneak up on enemies using its high speed, empty a salvo of orkans onto the enemy and quickly dash away behind cover. Due to the release of the valley map, this bot finds much more use by escaping hydras and spirals by dashing into the covered area at center. It is a strong flank bot, but loses against opponents beyond 500m as this bot's evasiveness doesn't very well counter weapons at mid-long ranges.



Heavy Robots

Starter bots

These robots are useful until more advanced robots and weapons are available. They typically cost silver to purchase and can be upgraded with advanced weapons. While not optimal, these bots are still very deadly and not to be underestimated.


Knife-fighter Leo

  • Basic loadout: Thunder and 3 Pinatas
  • Premium loadout: Thunder and 3 Magnums
  • Ideal range: 0-250m for loadout A and 50-350m for loadout B

The knife fighter Leo capitalizes on its incredible HP to survive long enough to deal lethal damage. The basic loadout is great at close range but is limited by the slow speed of the Leo when chasing an opponent down. The premium version using Magnums has more range and no reload time.

Pot-head Warrior

  • Basic loadout A: Ancile and 3 Pinatas
  • Basic loadout B: Ancile and 3 Punishers
  • Premium loadout A: Ancile and 3 Magnums
  • Premium loadout B: Ancile and 3 Aphids
  • Ideal range: 0-250m for loadout A and 50-350m for loadout B

The pot-head warrior, named because the Ancile looks like a pot, sacrifices the damage of the Thunder for the protection of the Ancile. This can be considered the early ghetto version of the Ancilot. This bot has less firepower and sacrifices 3 shields with 100k health each for 50k extra raw health points.


Natasha Mid Range

  • loadout A: 2 Tridents and 2 Pins
  • loadout B: 2 Tridents and 2 Molots
  • loadout C: 2 Zeus and 2 Gekkos
  • Ideal range: 450m for loadout A and 550m for loadout B

The mid range Natasha is the poor man's Trident Fury-similar damage but with 100m shorter range. This setup is a great way for players to determine whether they will enjoy the play style of the Trident fury without needing to spend 5000 Au.

Natasha Sniper

  • loadout A: 2 Trebuchets and 2 Gekkos
  • loadout B: 2 Nashorns and 2 Gekkos
  • Ideal range: 900-1100m
  • Weakness: Sniper raijins, Sniper furies, Sniper butches

Loadout A, Trebs + Gekkos, is the most highly recommended sniper setup for the Natasha. Trebuchets and Gekkos both avoid Ancile shields, making this setup extremely annoying and deadly to Carnages, Fujins, and Haeichi's. The only downside to this setup is the fact that gekkos and trebuchets work differently in terms of managing their damage.

Loadout B, Nashorns + Gekkos, are less commonly seen in higher tiers and usually substitute the Gekkos for Molots as a more economical sniper. Nashorns are easier to pair with nashorns than trebs since holding the red button would make the trebs waste their reload by shooting a single charge shot every 3 seconds

Midrange artillery bombarder

  • loadout A: 2 Zenits and 2 Pins
  • loadout B: 2 Zenits and 2 Noricums
  • Ideal range: 300-500m
  • Weakness: Bots moving towards you, bots changing directions, anciles, bots within 300m

Loadout A is preferred for people who prefer the pin's consistent damage over the noricum's higher damage and longer range. Though in the past these setups were useless, they have picked up some steam after the noricum and zenit buffs. Loadout A requires LOS between you and your opponent, but pins are easier to manage than noricums, meaning this setup can be more consistent in terms of damage in some cases

Loadout B is more versatile and is a good counter to snipers and slow knife fighters. The best way to use this bot is to place yourself where there is cover between you and your opponent, then you can deal a good amount of sustained damage. If in the extremely rare case that every single missile hits your opponent and not a single one misses, you will deal an average DPS of 10861. Though this is rare, it is not impossible. However, this bot has many weaknesses that can easily be exploited by even the slowest heavy bots. The biggest one is the fact that you can't shoot at enemies within 300m of your robot. This bot excels on powerplant and valley, where there is an abundance of low cover, allowing the rockets to hit enemies behind most covers.


Gunship Griffin

  • loadout: 2 Molots and 2 Molot MkIIs
  • Ideal range: 650m
  • Strength: Counter to mid-rangers
  • Weakness: Close quarters bots that get into range

This build was popularized by YouTuber Adrian Chong as a counter to the Trident Fury and Zeus Fury. The Molot Griffin can sit out of range of the Fury and wear it down.

Leadhose Griffin

  • loadout: 2 Punishers and 2 Punisher MkIIs
  • Ideal range: 0-500m
  • Strength: Unshielded close quarters bots
  • Weakness: Mid-range

This build deals some pretty scary damage at close range and with its accelerated state, its dps becomes absolutely monstrous. It outranges plasma bots and still does good damage at 500m.The only downside to this setup is the fact that it has a very long unload time and average reload time.

Advanced Bots

Advanced bots typically outperform the beginner bots but, with the exception of the Griffin, cost either WP or Au. The extra cost is well worth it as these robots are needed for top-tier play.


Chubby Lancelot

  • Orkan loadout: 2 Orkans and a Thunder
  • Plasma loadout: 2 Tarans and a Thunder
  • Ideal range: 0-250m for the Orkan loadout and 0-350m for the Taran loadout
  • Strength: Great in numbers and when paired with an ancilot
  • Weakness: splash damage

This knife fighting set-up is not new, as it is a well-known close-combat combination for other bots such as the Boa and the Golem. What makes this combo more effective for the Lancelot, is the presence of the robot's front shield that minimizes frontal damage and a Rush ability used to quickly close-in on an opponent, to fire a volley.


  • Tarancilot loadout: 2 Tarans and an Ancile
  • Orkancilot loadout: 2 Orkans and an Ancile
  • Ideal range: 0-250m for the Orkancilot loadout and 250-350m for the Tarancilot loadout
  • Strength: Great in numbers and for holding territory
  • Weakness: Getting flanked or becoming the focus of splash damage

The Tarancilot is a top tier staple while the Orkancilot does appear occasionally. The main strength of the Ancilot is that they are tough to kill and become much more dangerous in numbers. The downside is that they are more vulnerable alone and must sacrifice a lot of firepower for the added survivability or as some people call it, invincibility.

Armor breaker

  • Basic loadout: 2 Punisher Mk2s and a thunder
  • Premium loadout A: 2 Punisher Mk2s and a tempest
  • Premium loadout B: 2 Molot Mk2s and a tempest.

The armor piercer Lancelot is highly efficient at taking out ancile shields from medium distances and with the new armor piercing ability, it is also great at taking out shielded bots from long distances. Equipped with molots instead of punishers and a tempest instead of a thunder, it loses close range survivability to gain long range power. The premium loadouts don't do very well on dead city, moon or Shenzhen, but excel on Springfield, canyon, and Yamantau.


Death Button Griffin

  • DB Griffin: 2 Orkans and 2 Pinatas
  • Stukka Griffin: 2 Orkans and 2 Aphids
  • Ideal range: 0-300m
  • Strength: Slow bots without Ancile
  • Weakness: Thunder and plasma weapons

This setup is capable of annihilating or severely damaging most bots in the game in a single volley. However, the DB Griffin isn't useful for multiple opponents or Ancile shielded bots because the Orkans run out of ammo very quickly. Therefore, it is recommended that you Jump away when facing multiple opponents. Jumping backward from a rocket attack will also negate most of the potential damage, so this setup can be effectively used to attack Rhino rocket death buttons. The Stukka Griffin plays similarly to the standard DB griffin but can harass and engage from behind low cover and from greater distance using aphids. This means, while being more expensive than the regular DB, the Stuka is far more versatile. If it utilizes cover well, a Stuka can kill most heavy bots by weakening them with their Aphids and jumping to finish them off with Orkans.

Spydra Griffin

  • Loadout: 2 Spirals and 2 Hydras
  • Ideal range: 450-550m
  • Strength: Shielded bots, light bots, finishing low hp bots
  • Weakness: Virtually all forms of attacks

The Spydra Griffin is an uncommon form of support for flanking. Spydra Griffins generally target shielded bots due to the missiles' ability to go around the shield, keeping them at bay. Also, capping bots such as the Rogatka and the Cossack are prime targets due to the missiles' accuracy.

It is suggested to keep this bot at a location well above 400m as they can be easily destroyed due to their lack of ability to defend themselves once they fire their salvos.

Knife-fighting Griffin

  • PDB Griffin: 2 Tarans and 2 Magnums
  • Ambusher Griffin: 2 Tarans and 2 Aphids
  • Ideal range: 250-350m
  • Strength: Slow bots without shields
  • Vulnerable to: Thunder, plasma weapons, mid-range splash damage

This setup uses surprise tactics and heavy fire power to eliminate foes fairly quickly. This setup has a 50m range advantage over a normal death button and is not affected by the Ancile shield. It also has a faster reload than the Orkan and will outgun almost every other bot setup in the game. The best strategy for using this bot is to blast the enemy from 350m away, this will ensure that you do not get pulverized by Orkans and Pinatas while still being able to destroy your opponents.

Russian Death Button Griffin

  • Loadout: 2 Pins and 2 Tulumbas
  • Ideal range: 400-450m
  • Strength: Hunting shielded bots and light bots
  • Weakness: Mid-range and long range

The Griffin Russian Death Button has quite a bit less power than the normal death buttons, but it still is a terrifying setup. The additional 200m range allows the RDB Griffin to deal damage outside the range of most close combat bots. This highly mobile setup plays very aggressively and can perform well in limited close quarters skirmishes in addition to the more traditional mid-range favored open terrain. The new reload-while-firing mechanism has made the RDB Griffin an even more terrifying prospect in the battlefield and has pushed some people to the point of considering it cancerous.


Triple Trident Fury

  • Trident Fury: 3 Tridents
  • Ideal range: 550-610m
  • Strength: Shielded bots and light bots
  • Weakness: Mid-range and long range

The Triple Trident Fury is a major menace to any robot, shielded or unshielded. The high damage and long range of Tridents allows for you to effectively suppress enemy robots. Non-ancile light and medium bots, wounded bots, and shielded bots take priority. Ancile bots are particularly difficult targets since their shield will regenerate too fast for tridents to be effective.

Triple Zeus Fury / Storm Master

  • Zeus Fury: 3 Zeus'
  • Ideal range: 550-600m
  • Strength: Unshielded bots, light bots, and wounded bots
  • Weakness: Mid-range and long range

The Triple Zeus Fury works similarly to a Triple Trident Fury, but it forfeits splash damage for higher damage and energy shield penetration. Triple Zeus' allow for instant damage every 5 seconds, quickly destroying any bot caught in the open. However, Zeus' cannot penetrate physical shields, so a Triple Zeus Fury will be very vulnerable against robots like the Rhino, Galahad. This bot can break a Lancelot's shield in 18 seconds, meaning every 6 seconds it does 44,673 damage in total, making it a very popular and destructive setup throughout the higher leagues.

*Note: A Zeus requires time to lock-on a target, similar to a Spiral, at 600m or less.

Triple Trebuchet Fury

  • Trebuchet Fury: 3 Trebuchets
  • Ideal range: 900m+
  • Strength: Unshielded bots, wounded bots, and Ancile-shielded bots
  • Weakness: Mid-range and long range

The Triple Trebuchet Fury is every Carnage's nightmare as a single burst can cripple a Carnage. This setup is an upgrade of the Triple Zeus Fury in terms of distance, beneficial as the Triple Zeus Fury cannot escape from battle easily, but at the awful price of a loading time of 23 seconds. Like the Zeus, it cannot penetrate physical shields, though it can deal massive damage instantly. This setup is the second best sniper bot in the game, only surpassed by the Christmas tree

Flaming Volcano

  • Flaming Volcano: 3 Embers.
  • Ideal range: 350m.
  • Strength: Unshielded bots, half-dead bots, small-shielded bots (Raijin, Lancelot, etc), Ancile-shielded bots.
  • Weakness: Long range, snipers, big-shielded bots (Galahad and Gareth).


Christmas Tree

  • Loadout: 4 Trebuchets
  • Ideal range: 700m+
  • Strength: Unshielded bots, light bots, ancile bots
  • Weakness: Anything that gets into range

This bot setup (given its name by youtuber Adrian Chong) is by far the most powerful sniper setup, with a maximum damage of 73,800 per fully charged salvo (the max for 4 Kang Daes would be 47,812). The reason this setup is so successful is because the reload time of the Trebuchet (including charge time to max power) is slightly longer than the Quick Draw ability's cooldown, meaning when the weapon is fully loaded, you can shoot the first 2, switch and shoot the other 2. The trebuchet ignores Ancile shields, meaning it is a menace to Ancilots, Carnages and Fujins, as well as any light bot and most mediums.

Mid-Range Butch

  • Loadout A: 4x Trident
  • Loadout B: 2x Trident + 2x Zeus
  • Strong against: Knifefighters, especially PDBs and DBs
  • Vulnerable to: Sniper fire, other mid-range setups

The mid-range Butch with Tridents is powerful against physical shields, and the Zeus setup is powerful against Ancile shielded bots. You can have a combination with Zeus and Trident, which is powerful against every kind of shield. The problem is that anything getting into range of the Butch can kill it because the Butch's average HP. This setup is not recommended as the short reload time of the Zeus give it slightly more firepower than a Zeus carnage. The Trident setup paired with its Quick Draw ability gives it roughly the same firepower as a Trident Fury.


Death Button Rhino

  • Loadout: 2 Orkans and 2 Pinatas
  • Ideal range: 250m
  • Strength: Slow bots without Ancile
  • Weakness: all rocket type attacks

Formerly the most notorious setup of the old tier system, the DB Rhino was known for its toughness and ability to shred other robots in under 4 seconds. This assault and ambush bot has been largely replaced by the DB Griffin after the speed increase. The recent emergence of the Ancilot has led to a mini resurgence of the DB Rhino as an Ancilot killer. This setup can walk right into the Ancile, dropping the shield, and unloading sweet payback onto the Ancilots.

Hellfire Rhino

  • Loadout: 2 Orkans and 2 Magnums
  • Ideal range: 250m
  • Strength: Slow bots
  • Weakness: all rocket type attacks

The concept behind the Hellfire is simple: enter Assault mode, close to 300m, deactivate Assault mode and fire at the opponent. Most robots will not survive one salvo. If they don't, reenter Assault mode and keep firing the Magnums. The shield can protect you from enemy fire while reloading the Orkans while the Magnums provide cover fire.

When using this setup, be very aware of any rocket users. As a Rhino, you cannot escape as easily as a Griffin with its jump. Rockets users and Stalkers will be your enemy as they can easily exploit your weaknesses in assault mode and overpower you. Avoid them when possible

Plasma Death Button Rhino

  • Loadout: 2 Tarans and 2 Magnums
  • Ideal range: 350m
  • Strength: Slow bots
  • Weakness: all rocket type attacks

The PDB Rhino is a flanking bot unlike the ambush style of the DB Rhino. Knowing when to flank, run away, and tactical shield use are key to effective use of the PDB Rhino. While still powerful, the PDB Rhino's tank and flank role has largely been replaced by the Galahad and Lancelot.


Basecamper Raijin

  • Loadout: 2 Thunders
  • Ideal range: 200m or less
  • Strength: Unshielded bots/Ancile bots
  • Weakness: all rocket and missile weapons/Shielded bots

The Raijin's large health pool and shields allow it to act a semi-mobile fortress to defend beacons and protect teammates from non-rocket based attacks. Cramped maps such as the Moon or Dead City provide little room to move, allowing the Raijin to easily block the point. Basecamping with this bot can be fatal for your opposing team if successful. You can sit near the centre of their spawn, bastion and everyone who respawns will be within 100m of you. At that range, anything that cannot get past its shields will die

Rockets, however, pose a great threat as splash damage weakens both of the twin shields and the Raijin. Even without rockets, continuous fire from the enemy will ultimately break the shield as well.

Another problem with the bot - due to its speed - is actually getting to the enemy spawn, nearly impossible on large maps and if attacked, you are forced to raise your shields and be stationary, either until you can push forward or be destroyed. On yamantau however, this be great at defending center if nobody is approaching from the bridges on either side. Never recommended to run more than 1.

Due to recent buffs, this bot now is one of the greatest close rangers to ever exist. With kinetic weapons now able to do double the damage to physical shields, this bot excels at destroying galahads, rhinos, lancelots and even other raijins, though it is not recommended to fight another thunder raijin a the battle would last a very long time. With another buff, where the raijin does 30% more damage while in bastion mode, this bot now has firepower close to that of a fury. Combine that with it's very high health and durable shields, the raijin now excels on beacon rush on most maps.

Raijin Mid Range

  • Loadout A: 2 Tridents (Cannon Fortress)
  • Loadout B: 2 Zeus' (Storm Fortress)
  • Ideal range: 450-600m
  • Strength: Non-Ancile bots for loadout A, unshielded bots for loadout B
  • Weakness: all rocket and missile weapons

These loadouts allow the Raijin to participate closer to the battle sites and still be relatively out of harm's way, excluding counter fire from missiles weapons, Pins, Tulumbas and Tridents.

A Raijin with loadout A is only good for bots not protected by Ancile, with loadout B more suited for Ancile shielded bots. It is recommended to observe which bot types are more commonly fought to adjust the setups for more efficiency.

*Note: A Zeus requires time to lock-on a target, similar to a Spiral, at 600m or less.

Plasma Raijin

  • Loadout: 2 Trebuchets
  • Ideal range: 800m or greater
  • Strength: Ancile bots and unshielded bots
  • Weakness: all rocket and missile weapons

The Raijin's loadout allow it to pick off bots from a safe distance. The Dual Trebuchets and the shield offer the Raijin both firepower and greater protection. This setup is commonly observed in Yamantau and Canyon matches due to their vast open area, leaving little areas for cover.

The distance of the Raijin and its shield prevent bots from being a threat to it. An exception if a bot manages to ambush it or has artillery-based weapons. Also, continuous fire from the enemy will ultimately break off the shields.

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