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…Light weapon system which fires a series of energy charges in the form of a horizontal arc, capable of hitting and immobilizing several enemies… – in-game description


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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 Corona and Glory which are medium and heavy weapons respectively. The Halo could be seen as an upgraded yet slightly different Gust, however, each projectile has a chance of rooting (immobilizing) opponents. The Halo has decent damage potential, and the ability to bypass energy shielding, making it very effective against Dash robots, especially against the Haechi. Due to the large horizontal energy arc, it is possible to immobilize multiple targets in one shot at a significant range. This weapon is also very effective against stealth robots such as Spectre; thanks to bullet spread.

The kinetic shotguns (Gust, Storm, and Thunder) have great synergy with the Halo 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, with 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.

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 can only 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 and gain control of a match. This is especially useful in game modes such as Beacon Rush and King of the Hill where beacons are extremely important. Finally, if you are low on health and are being pursued by an enemy robot, the ability to root to the ground for a few seconds can allow you to retreat behind cover so that when they do attack, you are ready to counterattack and hopefully have teammates to help you out.

Mark I Statistics

Purchase Information

Purchase
Level
Purchase
Cost
Damage Burst
Damage
Burst
DPS
Continuous
DPS
1 10,000 Components/
5,000 Au
2150 19350 4300 2150

Upgrade Information

Level Cost(Ag) Time Damage Burst
Damage
Burst
DPS
Continuous
DPS
2 100,000 3 hours 30 minutes 2350 21150 4700 2350
3 200,000 6 hours 2590 23310 5180 2590
4 400,000 12 hours 2850 25650 5700 2850
5 2,000,000 18 hours 3120 28080 6240 3120
6 3,000,000 1 day 3430 30870 6860 3430
7 4,000,000 2 days 3770 33930 7540 3770
8 8,000,000 3 days 4150 37350 8300 4150
9 13,000,000 4 days 4550 40950 9100 4550
10 25,000,000 5 days 5010 45090 10020 5010
11 35,000,000 6 days 5510 49590 11020 5510
12 45,000,000 7 days 6050 54450 12100 6050
Cost Time
Totals 135,700,000 29 days 15 hours 30 minutes


  • This table shows the damage from all 10 particles fired from each shot.

Mark II Statistics

Purchase Information

Purchase
Level
Purchase
Cost
Damage Burst
Damage
Burst
DPS
Continuous
DPS
1 500 Au 2570 23130 5140 2570

Note: Level 12 Mark I is required to upgrade (purchase) to Mark II.

Upgrade Information

Level Cost(Ag) Time Damage Burst
Damage
Burst
DPS
Continuous
DPS
2 100,000 3 hours 30 minutes 2830 25470 5660 2830
3 200,000 6 hours 3100 27900 6200 3100
4 400,000 12 hours 3410 30690 6820 3410
5 2,000,000 18 hours 3750 33750 7500 3750
6 3,000,000 1 day 4130 37170 8260 4130
7 4,000,000 2 days 4530 40770 9060 4530
8 8,000,000 3 days 4980 44820 9960 4980
9 13,000,000 4 days 5470 49230 10940 5470
10 25,000,000 5 days 6020 54180 12040 6020
11 35,000,000 6 days 6610 59490 13220 6610
12 45,000,000 7 days 7260 65340 14520 7260
Cost Time
Totals 135,700,000 29 days 15 hours 30 minutes


  • This table shows the damage from all 10 particles fired from each shot.

Root Chance %

Notes:

  • The percentages are per second and if all particles hit (during burst)
  • The percentages apply to both Mark I and Mark II
Level Root %
1 25%
2 26%
3 27%
4 28%
5 29%
6 30%
7 31%
8 32%
9 33%
10 34%
11 35%
12 36%

Accuracy By Distance

Range Accuracy %
50 meters or less 100%
100 meters 91%
150 meters 69%
200 meters 55%
250 meters 43%
300 meters 33%
350 meters 33%
400 meters 33%
450 meters 21%
500 meters 21%


Update History

Version Changes
4.5 Economy Changes:
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 Damage increased by 10%
4.2 Weapon was added to the game


Poll

What balance change do you think the Halo needs?
 
33
 
6
 
46
 
10
 
6
 

The poll was created at 10:07 on October 29, 2018, and so far 101 people voted.