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Halo   Stellar Halo   ULTIMATE Halo (New)

Components



Light 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 48 Halo NEXT >>
Purchase Information
In-Game Cost 10,000 Components or 5,000 Gold

IRL Cost?

$40

Experience?

20
Type

Hardpoint?

Light

Tier?

III

Faction?

TBA
Halo
Base Statistics Attributes
PilotRankPrivate icon Level 1

Energy

WeaponDamage Damage 3,020 per energy round

Manual

WeaponRange Range 500 meters Icn info for user popup

Automatic

WeaponReload Reload 9 seconds Icn info for user popup

Reload While Firing

Capacity 5 energy rounds Icn info for user popup

Root

Unload 1.2 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 Halo is a close to mid-range (up to 500 meters, with a 100-meter optimal range) light energy weapon.

Strategy[]

This energy shotgun is the light version of the medium Corona and heavy Glory.

The Halo is similar to the light kinetic shotgun Gust. However, each Halo projectile adds to an enemy's root (lockdown) threshold "bar". The higher the Halo's level the more effective it is at locking down opponents. If the projectiles miss their target for a second or more, the root threshold bar will slowly drain.

The Halo has high burst DPS and the ability to bypass energy shielding making it effective against Dash robots. Due to the large horizontal energy arc it is possible to immobilize multiple targets in one shot at a significant range. This weapon can be effective against stealth robots such as the Stalker, Loki, and Pursuer if mounted on a lower side hardpoint due to its projectile spread.

The key difference between the Halo, when compared to the Magnetar and Pulsar, is projectile spread. The former can immobilize several enemies at once. The latter two are precision weapons and can usually only immobilize one enemy robot at a time.

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 stop beacon cappers dead in their tracks, giving your team more time to capture vital beacons and gain control of a match. This is especially useful in the game modes Beacon Rush and Domination. Finally, if you are low on health and are being pursued by an enemy robot, the root ability can allow you to safely escape or retreat behind cover to launch a counterattack with teammates.

All shotguns deal little damage at maximum range due to its projectile spread. As they travel further a smaller fraction hits the intended target. Energy shotguns have an even larger shot spread when compared to their kinetic counterparts. This requires the player to get extremely close to deal maximum damage.

Kinetic shotguns (Gust, Storm, and Thunder) have great synergy with the Halo. They have the same range and similar firing mechanics. Pairing them with strong burst fire weapons (Pinata, Orkan or Exodus) can allow the quick elimination of rooted enemies. A bonus is the splash damage having a great effect on closely packed and immobilized enemies. Lastly, using strong energy weapons such as the Magnum, Taran, or Redeemer, can make full use of the Halo's energy based damage.

Pros and Cons[]

Pros

  • 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
  • Huge damage at close range (300 meters or less)
  • Reload-while-firing

Cons

  • Bullet spread prevents weapon from reaching maximum damage capacity at range (though could be worse)
  • Only mediocre damage at 300m-500m
  • 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
  • NOTE: base level starts at level 1 cost is 5,000 Gold or 10,000 Components
  • MK2 Upgrade cost 500 Gold

Weapons data[]

Halo
ID Tier Icn info for user popup Slot Icn info for user popup Type Range Availability
48 3 Light Energy 500 Goldcomponents Workshop/Gold
Ammo Particles
per Shot
Unload Time Reload Time Shot
Interval Icn info for user popup
Rate
of Fire
5 10 1.8 9 0.3 3.33
1678
Cycle DPS
6094 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
3,020 18,120 10,067 1,678 1 8,800 52,800 29,333 4,889
3,430 20,580 11,433 1,906 2 8,870 53,220 29,567 4,928
3,650 21,900 12,167 2,028 3 9,070 54,420 30,233 5,039
4,120 24,720 13,733 2,289 4 9,210 55,260 30,700 5,117
4,530 27,180 15,100 2,517 5 9,350 56,100 31,167 5,194
5,020 30,120 16,733 2,789 6 9,560 57,360 31,867 5,311
5,500 33,000 18,333 3,056 7 9,700 58,200 32,333 5,389
6,050 36,300 20,167 3,361 8 9,830 58,980 32,767 5,461
6,670 40,020 22,233 3,706 9 9,970 59,820 33,233 5,539
7,280 43,680 24,267 4,044 10 10,170 61,020 33,900 5,650
8,050 48,300 26,833 4,472 11 10,310 61,860 34,367 5,728
8,800 52,800 29,333 4,889 12 10,450 62,700 34,833 5,806
MK 3 Level 1 10,970 65,820 36,567 6,094
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[]

Halo Lock-down Effect
MK 1 Level MK 2
Effect accumulation % Burst effect accumulation % Effect accumulation % Burst effect accumulation %
44.00 52.80 1 61.00 73.20
45.00 54.00 2 61.00 73.20
46.00 55.20 3 61.00 73.20
47.00 56.40 4 61.00 73.20
48.00 57.60 5 61.00 73.20
49.00 58.80 6 61.00 73.20
50.00 60.00 7 61.00 73.20
53.00 63.60 8 61.00 73.20
55.00 66.00 9 61.00 73.20
57.00 68.40 10 61.00 73.20
59.00 70.80 11 61.00 73.20
61.00 73.20 12 61.00 73.20
MK 3 Level 1 61.00 73.20

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 89%
150 meters 52%
200 meters 49%
250 meters 44%
300 meters 42%
350 meters 28%
400 meters 27%
450 meters 18%
500 meters 15%

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.

Audio[]

Update History[]

Version Changes
8.7.0 Damage increased by 25%
7.9.0 Damage increased by 10%
7.0.0 Damage increased by 10%
6.8.0 Effect accumulation per shot increased by 5%
6.3.0 Damage decreased by 10%
5.8.0 Shot interval decreased from 0.5 seconds → 0.3 seconds
Reload interval increased from 1 second → 1.8 seconds
Damage increased by 6%
5.7.2 New alternative model: Stellar Halo (Operation: Dark Nebula)
5.7.0 Now roots enemies after a certain number of projectile hits (rather than random activation)
4.8.0 Total Upgrade Time: 24 days 22 hours 45 minutes⟶19 days 20 hours
4.7.0 Total Upgrade Time: 29 days 15 hours 30 minutes⟶24 days 22 hours 45 minutes
4.5.0 Total Upgrade Time: 45 days 17 hours⟶29 days 15 hours 30 minutes
Now available for 5,000 gold (can still be produced via Workshop 2.0)
Bug fix: No longer locks down opponents at a higher % than intended
4.3.0 Damage increased by 10%
4.2.0 Weapon was added to the game

Poll[]


Trivia[]

  • The definition of Halo is a disk or circle of light shown surrounding or above the head of a saint or holy person to represent their holiness. This could represent the bright particles it fires.
  • The Halo has a special variant - Stellar Halo - that was available in the Dark Nebula operation.
  • Unlike the normal halo, the Stellar halo fires pitch black energy waves that can be very hard to see if the brightness on your device is too low. It's projectiles explodes into bright blue rays when it hits an object.
  • The Stellar Halo also has a different sound effect while firing.
  • This weapon was added on August 28, 2018.

Navigation[]

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