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Ptnn
Components



Heavy weapon system which fires a series of energy charges in the form of a horizontal arc, capable of hitting and immobilizing several enemies. Deadly at close range
— in-game description



<< PREV 50 Glory NEXT >>
Purchase Information
In-Game Cost 10,000 Components or 5,000 Gold

IRL Cost?

$40

Experience?

18
Type

Hardpoint?

Heavy

Tier?

III

Faction?

TBA
Glory
Base Statistics Attributes
PilotRankPrivate icon Level 1

Energy

WeaponDamage Damage 9,480 per energy round

Manual

WeaponRange Range 500 meters Icn info for user popup

Automatic

WeaponReload Reload 10 seconds Icn info for user popup

Reload While Firing

Capacity 5 energy rounds Icn info for user popup

Root

Unload 2 seconds Icn info for user popup
Workshop Production Information
1 Day Cost Silver 3 Day Cost Silver
140,000 460,000
Components Components Components Components
80 230


Introduction[]

The Glory is a close to mid-range (up to 500 meters, with a 60-meter optimal range) heavy energy weapon. It has a light and medium counterpart (Halo and Corona respectively) and can be viewed as the energy counterpart to the Thunder and Devastator.

Strategy[]

The Glory is an energy shotgun and the heavy version of the medium Corona and light Halo.

The Glory could be seen as an upgraded Thunder, with each projectile adding to an enemy's root (lock down) threshold "bar." This means the higher the Glory's level the more effective it is at locking down opponents. Users should note that if the projectiles from any root shotgun (also Halo and Corona) don't hit the enemy previously fired at for a second or longer, its root threshold bar will slowly drain.

The Glory has strong damage potential and the ability to bypass energy shielding. Due to the large horizontal energy arc it is possible to immobilize multiple targets from close range.

The key difference between the Halo, Corona and Glory when compared to the Shredder and Pulsar is that the latter two are precision weapons and usually immobilize one enemy robot at a time, while the Halo, Corona and Glory can immobilize several enemies at once.

The Halo, Corona and Glory's immobilization ability has several important uses. In addition to immobilizing enemy robots for you and your teammates to destroy, they can also stop beacon cappers dead in their tracks, giving your team more time to capture vital beacons. Finally, if you are low on health and are being pursued by an enemy robot, the ability to root enemies to the ground for a few seconds can allow you to retreat behind cover so that when they do attack, you are ready and hopefully have teammates to help you out.

Like all shotguns the Glory has the weakness of dealing very little damage from its maximum range. This is due to the spread of the projectiles allowing only a small percentage of them to hit the target. Energy shotguns have an even larger shot spread when compared to their kinetic counterparts, requiring players to get extremely close to deal the maximum amount of damage.

The kinetic shotguns (Gust, Storm, and Thunder) have great synergy with the Glory as they have the same range and similar firing mechanics. Pairing with strong burst fire weapons such as the Pinata, Orkan or Exodus, can allow you to quickly eliminate rooted enemies. Lastly, using strong energy weapons such as the Magnum, Taran, Scourge or Redeemer can make full use of the Glory's energy based damage (although Scourge, Spark and Calamity are more advised, as damage increases as it gets closer, like Glory).

Pros and Cons[]

Pros

  • Semi-quick rate-of-fire
  • Energy-based projectiles allows gun to bypass energy shielding
  • Shots catch on Aegis shields, depleting them quickly
  • Can lock-down enemies
  • Extreme damage at close range (200 meters or less)
  • Reload-while-firing
  • Good at sustained fighting

Cons

  • Bullet spread prevents weapon from reaching maximum damage capacity at range
  • Low damage at 300-500 meters
  • Does not have capability to lock an enemy down in one clip
  • Ineffective against physical shields
  • Takes a while to reload to full charges

Upgrade Cost[]

Tier 3 MK 1
Level Upgrade cost Upgrade time
HH:MM
1 0 00:00
2 100,000 01:30
3 200,000 02:30
4 400,000 06:00
5 2,000,000 12:00
6 3,000,000 20:00
7 4,000,000 36:00
8 6,000,000 60:00
9 8,000,000 72:00
10 10,000,000 80:00
11 12,000,000 90:00
12 15,000,000 96:00
Total Cost Time [DD:HH:MM]
60,700,000 19:20:00
Tier 3 MK 2
Level Upgrade cost Upgrade time
HH:MM
1 0 00:00
2 18,000,000 06:00
3 19,500,000 12:00
4 21,000,000 18:00
5 22,500,000 24:00
6 24,000,000 24:00
7 25,500,000 24:00
8 27,000,000 24:00
9 28,500,000 24:00
10 30,000,000 24:00
11 31,500,000 24:00
12 33,000,000 24:00
Total Cost Time [DD:HH:MM]
280,500,000 09:12:00
  • MK2 Upgrade cost 500 Gold

Weapons data[]

Glory
ID Tier Icn info for user popup Slot Icn info for user popup Type Range Availability
50 3 Heavy Energy 500 Goldcomponents Workshop/Gold
Ammo Particles
per Shot
Unload Time Reload Time Shot
Interval Icn info for user popup
Rate
of Fire
5 20 3.6 9 0.5 2
3511
Cycle DPS
12833 20k
Attributes Energy Energy Manual Manual Volley Volley Reload While Firing Reloads while firing Root Lock-down Blank
MK 1 Level MK 2
Damage per shot Damage per burst Burst DPS Cycle DPS Damage per shot Damage per burst Burst DPS Cycle DPS
6,320 44,240 12,289 3,511 1 18,300 128,100 35,583 10,167
7,020 49,140 13,650 3,900 2 18,700 130,900 36,361 10,389
7,840 54,880 15,244 4,356 3 18,960 132,720 36,867 10,533
8,520 59,640 16,567 4,733 4 19,240 134,680 37,411 10,689
9,340 65,380 18,161 5,189 5 19,660 137,620 38,228 10,922
10,440 73,080 20,300 5,800 6 20,060 140,420 39,006 11,144
11,420 79,940 22,206 6,344 7 20,340 142,380 39,550 11,300
12,640 88,480 24,578 7,022 8 20,620 144,340 40,094 11,456
13,740 96,180 26,717 7,633 9 21,040 147,280 40,911 11,689
15,260 106,820 29,672 8,478 10 21,320 149,240 41,456 11,844
16,760 117,320 32,589 9,311 11 21,720 152,040 42,233 12,067
18,300 128,100 35,583 10,167 12 22,000 154,000 42,778 12,222
MK 3 Level 1 23,100 161,700 44,917 12,833
Notes 1. Damage stats above exclude ability damage (eg. DOT, Freeze, BLASTCHARGE).
2. Damage per shot is not always equal to damage value displayed in-game, it represents damage dealt in one press of the fire button.
3. Shot intervals include not only the delay between shots, but also any shot subintervals triggered in one press of the fire button.


Effect Accumulation[]

Glory Lock-down Effect
MK 1 Level MK 2
Effect accumulation % Burst effect accumulation % Effect accumulation % Burst effect accumulation %
103.00 144.20 1 158.00 221.20
104.00 145.60 2 158.00 221.20
106.00 148.40 3 158.00 221.20
109.00 152.60 4 158.00 221.20
112.00 156.80 5 158.00 221.20
116.00 162.40 6 158.00 221.20
120.00 168.00 7 158.00 221.20
126.00 176.40 8 158.00 221.20
133.00 186.20 9 158.00 221.20
141.00 197.40 10 158.00 221.20
149.00 208.60 11 158.00 221.20
158.00 221.20 12 158.00 221.20
MK 3 Level 1 158.00 221.20

Accuracy By Distance[]

Below is the average percentage (%) of particles (per energy round) that hit an enemy robot (if aimed directly at) at specific ranges.

Range Accuracy %
50 meters or less 100%
100 meters 60%
150 meters 38%
200 meters 33%
250 meters 24%
300 meters 20%
350 meters 18%
400 meters 13%
450 meters 9%
500 meters 6%

Note: The numbers shown are based on an average-sized robot being targeted. Due to this, these percentages can be higher or lower depending on the size of the targeted robot.

Update History[]

Version Changes
9.4.0 The amount of particles per shot reduced from 30 → 20
8.7.0 Damage increased by 25%
Shot interval decreased (1 → 0.5 sec)
Reload time decreased (10 → 9 sec)
7.9.0 Damage increased by 10%
6.8.0 Effect accumulation per shot increased by 5%
6.3.0 Damage decreased by 10%
6.0.1 Workshop Prices Changed (Ag/Components): 1 day; 160,000/60⟶140,000/80
3 day; 530,000/170⟶460,000/230
Total Upgrade Cost: 170,700,000 Ag⟶135,700,000 Ag
Total Upgrade Time: 30 days 13 hours⟶19 days 20 hours
Price changed from 7,500 gold → 5,000 gold
5.8.0 Shot interval increased from 1.6 seconds → 2 seconds
Damage increased by 2%
5.7.0 Now roots enemies after a certain number of projectile hits (rather than random activation)
5.0.0 Damage increased by 11%
4.8.0 Total Upgrade Time: 37 days 30 minutes⟶30 days 11 hours
4.7.0 Total Upgrade Time: 45 days 17 hours⟶37 days 30 minutes
4.5.0 Total Upgrade Time: 58 days 17 hours⟶45 days 17 hours
4.3.0 Damage increased by 8%
4.2.0 Weapon was added to the game

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