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% 021,720 00 10*
Arbalest Light Energy 1,100m 100% 006,480 00 06*
Avenger Heavy Kinetic 0500m 026% 467,280 15.6 10
Ballista Medium Energy 1,100m 100% 09,400 00 06*
Chimera Heavy Missile 0600m 100% 035,100 05.2 12
Corona Medium Energy/Root 0500m 014% 095,580 06.3 07*
Dragoon Heavy Energy 0600m 100% 052,500 05 12*
Ecu Light/Medium Shield - - - - -
Ember Heavy Special 0350m 100% 189,000 10 05
Exodus Heavy Rocket 0300m 100% 135,120 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 005% 259,380 11 08*
Gust Light Kinetic 0500m 015% 096,390 08.5 09*
Halo Light Energy/Root 0500m 021% 065,340 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% 002,950 00.5 -
Molot Light Kinetic 0800m 021% 065,100 12.2 10
Molot T Medium Kinetic 0800m 021% 098,700 12.2 10
Nashorn Heavy Kinetic 1,100m 100% 013,860 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% 030,400 01.7 15*
Pulsar Medium Energy/Root 0600m 100% 044,640 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% 0138,840 09.4 05
Scourge Medium Energy 0600m 100% 056,700* 10 05
Shocktrain Medium Energy 0500m 100% 016,100* 00 11*
Shredder Light Energy/Root 0500m 020% 048,240 04 03
Spark Light Energy 0600m 100% 046,200* 10 05
Spiral Light Missile 0600m 100% 009,252 01 12
Sting Light Kinetic 0600m 100% 007,530* 01 03
Storm Medium Kinetic 0500m 013% 192,300 10.5 11*
Taran Medium Energy 0350m 100% 086,400 10 05
Tempest Heavy Kinetic 0800m 021% 163,100 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% 034,512 04 09*
Tulumbas Medium Rocket 0500m 100% 025,056 01.8 18*
Orkan Medium Rocket 0300m 100% 074,000 03.84 23*
Viper Heavy Energy 0500m 100% 185,250* 15.3 10
Vortex Medium Missile 0350m 100% 039,198 00 10
Wasp Medium Kinetic 0600m 100% 020,400* 05 05
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)

* Next to a Clip Damage number:

  • For Scourge and Spark the numbers are based on 400m (more damage if closer, less damage if further)
  • For Shocktrain the number is based on the initial enemy robot (more damage if chained to other enemy robots)
  • For Sting, Wasp, and Viper the numbers are based on raw projectile damage (more damage is done over a course of five seconds [Corrosion])

* Next to the Unload Time tab:

  • All 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:

  • 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)

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