Equipment can be mounted on a robot's hardpoints; there are currently three different hardpoint classes, light, medium and heavy, usually with light being less powerful, and heavy having more powerful equipment.

On each robot, weapons or shields can attach to their respective hardpoints. A robot may have from one to four of them, and depending on design can be in a variety of positions or combinations. The hardpoints on robots cannot be upgraded, re-positioned or removed; (however developers are known to change hardpoints type/location in rare cases - Cossack had a light hardpoint that was changed to medium, Gl Patton was designed with two light hardpoints, and later another two were added, and Golem had the location of the light hardpoint changed, from next to the medium hardpoint, to under the heavy hardpoint).

The equipment class has to match the corresponding hardpoint class. There is one exception to this rule; the Ecu can be mounted to either a light or medium side hardpoint but is not available on light and medium hardpoints on specific robots (e.g. the top medium hardpoint of the Rhino).

List of Equipment

Ancile Heavy Shield - - - - -
Aphid Light Missile 0350m 100% 022,848 00 10*
Arbalest Light Energy 1,100m 100% 008,350 00 11*
Avenger Heavy Kinetic 0500m 026% 467,280 15.6 10
Ballista Medium Energy 1,100m 100% 012,000 00 12*
Chimera Heavy Missile 0600m 100% 035,100 05.2 12
Corona Medium Energy/Root 0500m 013%> 083,160 06.3 07*
Dragoon Heavy Energy 0600m 100% 042,500 05 12*
Ecu Light/Medium Shield - - - - -
Ember Heavy Special 0350m 100% 176,400 10 05
Exodus Heavy Rocket 0300m 100% 123,120 04.8 22*
Flux Heavy Energy 1,100m 100% 032,160 04 11*
Gekko Light Energy 1,100m 100% 014,592 04 11*
Glory Heavy Energy/Root 0500m 013%> 239,580 11 08*
Gust Light Kinetic 0500m 015% 112,200 08.5 09*
Halo Light Energy/Root 0500m 013%> 059,400 04.5 05*
Hydra Medium Missile 0600m 100% 018,864 04.8 12
Ion Medium Energy 0600m 100% 015,180 01 05
Kang Dae Heavy Kinetic 0800m 100% 011,760 00 06
Magnum Light Energy 0350m 100% 002,448 00.5 -
Molot Light Kinetic 0800m 021% 059,150 12.2 10
Molot T Medium Kinetic 0800m 021% 089,880 12.2 10
Nashorn Heavy Kinetic 1,100m 100% 012,050 00 09
Noricum Light Rocket 1,100m* 100% 019,824 01 15
Pin Light Rocket 0500m 100% 013,248 02 12*
Pinata Light Rocket 0300m 100% 033,288 01.7 15*
Pulsar Medium Energy/Root 0600m 100% 039,912 06.5 05
Punisher Light Kinetic 0500m 026% 124,080 15.6 10
Punisher T Medium Kinetic 0500m 026% 200,640 15.6 10
Redeemer Heavy Energy 0350m 100% 0122,400 09.4 05
Scourge Medium Energy 0600m 100% 060,500* 10 05
Shocktrain Medium Energy/Chain 0500m 100% 018,606 00 11*
Shredder Light Energy/Root 0500m 020% 044,880 04 03
Spark Light Energy 0600m 100% 040,800* 10 05
Spiral Light Missile 0600m 100% 009,252 01 12
Storm Medium Kinetic 0500m 013% 174,840 10.5 11*
Taran Medium Energy 0350m 100% 098,304 10 05
Tempest Heavy Kinetic 0800m 021% 143,640 12.2 11.2
Thermite Heavy Missile 0350m 100% 046,080 00 10
Thunder Heavy Kinetic 0500m 008% 158,976 09 10*
Trebuchet Heavy Energy 1,100m 100% 023,180 00 23*
Trident Heavy Rocket 0600m 100% 025,884 03.7 10
Tulumbas Medium Rocket 0500m 100% 025,056 01.8 18*
Orkan Medium Rocket 0300m 100% 083,916 03.75 23*
Vortex Medium Missile 0350m 100% 033,600 00 10
Zenit Heavy Rocket 1,100m* 100% 056,160 17.2 15
Zeus Heavy Energy 0600m 100% 019,705 01 05

* Next to the Clip Damage tab:

  • All clip damage numbers are for the maxed out version of each weapon (Mark II level 12)
  • For Scourge and Spark numbers are based on 400m

* Next to a Clip Damage number:

  • For Scourge and Spark numbers are based on 400m

* Next to the Unload Time tab:

  • Values are in seconds
  • Values are based on continuously firing (if it has multiple projectiles) till the clip is empty

* Next to the Reload Time tab:

  • All values are in seconds
  • For charge and reload-while-firing weapons this value is for a full clip reload

* Next to a Reload value:

  • Means the weapon is a charge or reload-while-firing weapon

* Next to a Max Range value:

  • Noricum and Zenit have a minimum range of 300m

Equipment Types


  • Kinetic: Simple bullet/shell firing rifles/cannons with a flat trajectory and high velocity. They can continuously fire at enemy robots, doing large amounts of damage over time. These weapons are absorbed by all shields, however, physical shields take 2x damage from them.
  • Rocket: Launchers that fire powerful explosive munitions that do splash damage. They travel slowly with a flat trajectory (except the Noricum and Zenit which fire in a high mortar/artillery-like arc). They can output a huge amount of damage in a very short amount of time (hence the term "Death Button" or "Russian Death Button") but will leave the user defenseless while reloading. These weapons have the ability to damage and penetrate physical shields (such as the Ecu and the ones used by the Rhino, Raijin, Lancelot, etc.)
  • Homing Missile: These lock on and fire projectiles that track the target. With some practice, you can wind homing missiles over, under, and around obstacles. You need a large cover to block incoming homing missiles.
  • Energy: Energy weapons are line-of-sight weapons that fire laser beams or bolts of super-heated plasma. High velocity and damage. They also have the capability of bypassing Ancile shields. Making them very effective against robots with a built-in energy shield, such as the Haechi, Carnage, and Fujin.


  • Shield: Equipment used to block incoming fire. Physical shields (Ecu) and energy shields (Ancile) are available.

Weapons by Range, Hardpoint & Damage Type

Hardpoint Kinetic (Short) Kinetic (Med) Kinetic (Long) Missile (Short) Missile (Med) Rocket (Short) Rocket (Med) Energy (Short) Energy (Med) Energy (Long) Artillery
Light Gust Punisher Molot Aphid Spiral Pinata Pin Magnum,
Medium Storm Punisher T Molot T Vortex Hydra Orkan Tulumbas Taran,
Heavy Thunder Avenger Tempest,
Kang Dae
Thermite Chimera Exodus Trident Redeemer,

* The Ember is not a true energy weapon, unlike energy weapons, it is the only weapon that can bypass both physical and energy shields (Bulwark's shield can still block Ember's projectile)

Equipment Cost Table

Light Medium Heavy
Equipment Price Equipment Price Equipment Price
Punisher 20,000 Silver Punisher T 30,000 Silver Nashorn 100,000 Silver
Molot 20,000 Silver Molot T 30,000 Silver Ancile 1,500 Gold
Spiral 20,000 Silver Ecu 50,000 Silver Thunder 580,000 Silver
Ecu 50,000 Silver Orkan 1,200 Gold Kang Dae 580,000 Silver
Gekko 750 Gold Tulumbas 435,000 Silver Zeus 1,500 Gold
Aphid 750 Gold Taran 5,650 WP Zenit 580,000 Silver
Pinata 290,000 Silver Hydra 5,650 WP Trident 7,500 WP
Pin 290,000 Silver Scourge 10,000 Components Trebuchet 7,500 WP
Noricum 290,000 Silver Shocktrain 10,000 Components Tempest 10,000 Components
Magnum 3,750 WP Vortex 10,000 Components Ember 10,000 Components
Gust 10,000 Components Ion 10,000 Components Redeemer 10,000 Components
Arbalest 10,000 Components Ballista 10,000 Components Dragoon 10,000 Components
Spark 10,000 Components Pulsar 10,000 Components Thermite 10,000 Components
Shredder 10,000 Components Corona 10,000 Components Flux 10,000 Components
Halo 10,000 Components Exodus 10,000 Components
Avenger 10,000 Components
Chimera 10,000 Components
Glory 10,000 Components

DPS Graph

Below is a graph showing the cycle and burst DPS (damage per second) of all weapons in the game.

Weapons are separated into 2 classes: Instant (burst) and sustained (cycle). Instant weapons unload all their damage in a second or less, while sustained weapons deal their damage over a period of 2 seconds or longer.

Screen Shot 2018-06-28 at 11.15.41 pm

Numbers as of version 4.0


  • Earlier versions of the game used mph (not km/h) for robot travel speed, it has always used meters (m, metric) for weapon ranges.
  • Any weapon can be "shot off" and damaged at critical health, including holstered weapons such as on a Quick Draw robot.
  • EXPIRED NUMBERS: A break down of weapon DPS and DPM can be found here. Best used and understood by experienced players.

See Also