Being primarily an area control game, War Robots requires a team with a good mix of robots in order to win. Capturing beacons and defending beacons require different setups. Unless you are lucky enough to kill the entire red team, having a full team of heavy hitters (or long range snipers) won't win you the match if you can't get to the beacons before the timer runs out. Robots that are setup for a particular role (e.g all close range, heavy-damaging weapons) generally function better than a robot setup with weapons designed for different purposes (e.g. two close range and one long range weapon). Be a specialist; It works well in War Robots.
While not an exhaustive list, here are the main roles typically found on a good team.
These are your typical light and fast bots. The reason these bots have such high speed is primarily for capping beacons. You may want to leave the knife fighting to the mediums and heavy bots on your team. Typical beacon capper bots include: Cossack, Stalker, and Gareth.
Due to the low hp of the bot, it would be best to try to avoid as much enemy fire as possible. You can also attach defensive equipment such as an Écu to help increase the durability of your bot so that it can take some fire while still being able to cap a beacon.
Do not hesitate to eject from your beacon capper and join the melee with a knife fighter if you team is ahead in beacon count (3 blue) and beacon bar.
Cappers rely on speed and elusiveness, so of course they do not require heavily offensive weapons. However, they do need to be able to defend themselves in close combat when enemies attempt to recapture a recently capped beacon.
Capper weapons include:
- Flanker: responsible for turning the red remote beacon blue, provides flank fire on shield bots. E.g: Magnum Stalker, Plasma Gareth
- Runner: turns enemy's home beacon blue whenever possible, camps at spawn. E.g: Magnum Gepard, PDB Rhino
- Centre: caps and holds centre beacon and skirmishes enemy lines to draw fire and divert attention. E.g: Aphid Gepard, PDB Galahad
Knife Fighter or close range brawlers fight with weapons designed to do large amounts of damage at close quarters, generally within a range of 350 meters. Their role is to simply fight enemy robots at close range and push into enemy territory. These "soldiers" are arguably the most important role in the entire game, as they are in the front line taking the force of the enemy team.
Knife fighters come in two subgroups:
Soldier- Typical knife fighter for front line offense. Soldiers can deal large amounts of damage while survive for a long period of time. They come equipped with Magnums, Tarans, Orkans, and Pinatas. These include DB Griffins and Plasma Rhinos. Usually have high durability and mediocre speed.
Hit and Run- Knife fighter which engages enemies in a more guerrilla warfare style. Hit and Run knife fighters come equipped with Pinatas, ECC Thunder, and EE Aphids, all of which deal damage quickly. These robots ambush opponents, moving out of cover only to fire their weapons before quickly retreating. Hit and Run bots include Thunder Carnage and Aphid Gepard. Usually have mediocre durability and high speed.
Many robots are used as knife fighters. These include light robots Gepard and Stalker, and medium weight robots such as Vityaz, Golem, Gl. Patton, or Boa. The light bots are agile and can use their speed advantage to circle slower robots. Medium bots are slightly more durable than the light bots, which allows them to both absorb and dish out more damage while keeping those enemy bots away from stealing your team's beacons. Heavy bots are also very popular, particularly the Rhino and Griffin, because of their high health and armament.
Knife fighting weapons include:
- Heavy: Thunder
- Power Runner: Well armored evolutions of cappers in higher tiers. E.g: Taran Rogatka, PDB Rhino.
- Tank: Heavily armored and equipped, holding crucial ground. E.g: Pinata Leo, Taran Ancilot
- Jack of all stats: Well rounded fighter that does a bit of everything. E.g: Aphid Patton, PDB Galahad
- Glass Cannon: Offensive bot that sacrifices armor for firepower. E.g: Thunder Carnage, PDB Griffin
Mid Range Support
Mid Range Support robots are for aiding their fellow knife fighters in battle. Support bots are responsible for many roles including flushing out enemy robots, suppressing the enemy team, chipping health off of enemy robots, and finishing off low health robots. Arguably support bots fill the second most important role in the game.
When using a mid range support bot, be sure to always stay at least 400 meters away from knife fighters. This way you can best utilize your longer range weapons while staying out of range of enemy fire. It usually isn't recommended to rush people unless they're on low health and you can take them out with one burst. Typical mid range weapons include the Pin, Tulumbas, Trident, Zeus, Molot, Molot Mk2 and, though not recommended for general use, Spirals and Hydras. You can use longer range weapons as mid range support weapons, though they are usually not as effective.
Despite what some may say, mid range support contains some of the most fearsome robots in the battle field, including the RDB Griffin and the Triple Trident Fury. These robots can easily destroy powerful knife fighters all while from a relatively safe distance. However, it is important to note that mid range support rely on the protection of friendly knife fighters to perform well, so it is important that no more than three pilots be in support bots at a time.
If you notice that the spawn is being rushed or you're low on beacons, switch to a knife fighter.
Support weapons include:
- Archer: Uses arc to fire over cover, delivering concentrated pressure on strong enemies. E.g: Hydra Fujin, Spydra Griffin
- Gunner: Keeps enemy heads down and out of action. E.g: Zeus Fury, Zeus Carnage, Molot Griffin, Molot mk 2 Fujin, Zeus Raijin
- Rocketeer: Cripples shielded bots and controls choke points. E.g: Trident Fury, RDB Griffin, Tulu Doc
Long range support
Long range support has a similar role with mid range support, but the key distinction between the two is that a LRS' role is map control. LRS players must be able to understand the flow of the battlefield and target enemy bots accordingly. They must see which enemy robots will be trouble and kill or weaken them. Finding a good spot to survey the whole map and have numerous clear shots at troublesome enemies is essential.
Don't be too aggressive or fire at the first target you see. Instead, be continuously identifying the highest threat(s) on the battlefield and keep chipping at their health. Do not forget to recapture your home beacons!
Also, know when to ditch your sniper bot. A Triple Trebuchet Fury is useless when there are Rhinos and/or enemy knife fighters pushing into spawn, or when your teammates are doing suicide charges to maintain/take the middle beacon. Here's when to eject from a sniping bot into a more useful bot:
1. When there is one or more sniper on your team, eject into something else.
2. When enemy bots are charging into your territory and your team needs more firepower, eject into a heavy knife fighter.
3. When you haven't shot a single salvo for a couple minutes, the enemy team is probably staying out of your fire lanes. Eject into a more useful bot.
4. When you see a tough enemy bot sneaking around your territory and capping beacons, it can make sense to eject into a fast knife fighter or support bot, depending on your team's current balance.
Due to the long reload times, do not just shoot at the first enemy you see. First, look to see where the beacon cappers are, as you are probably the only member on your team with any shot to damage them early on. Next, check which bot is giving or expected to give your close range teammates a hard time near beacons they are attacking or defending. Is it a Stalker? An exposed Rhino?
Note that chipping away health from a Rhino shield is a futile action, and shooting other snipers or artillery bots is completely useless since they are less important and none of your teammates will probably be near enough to them to finish them off anyway.
Weapons that snipers will use for sniping include:
Although the Trebuchet does more damage per shot and is more accurate due to the higher speed, the KwK's faster reloading time results in a higher damage per minute. The Kang Dae serves as an intermediate between the two.
- Sniper: Dictates enemy movement and protects beacons at range. E.g: Treb Fury, Treb Butch, Gekko Patton
- Suppressor: Wears down especially dangerous midrangers and knife-fighters. E.g: Nashorn/Gekko Natasha, Nashorn Fury/Carnage/Raijin
- Artillery: Suppresses enemies behind cover. E.g: Zenoricum Natasha, Noricum Patton (not recommended)