General Description[]
All equipment is separated into several categories.
Light Equipment[]
Equipment that can be put on a Light Hardpoint. Typically has half or 3/4th of their medium counterpart's firepower and has 1/3rd of their heavy counterpart's firepower. A list of light weapons can be found here.
Medium Equipment[]
Equipment than can be put on a Medium Hardpoint. Typically has half or 3/4th of their heavy counterpart's firepower and has 1.5x or 2x the firepower of their light counterparts. A list of medium weapons can be found here.
Heavy Equipment[]
Equipment that can be put on a Heavy Hardpoint. Typically has 1.5x or 2x the firepower of their medium counterparts and has 3x the firepower of their light counterparts. A list of heavy weapons can be found here.
Beta Equipment[]
Equipment that can be put on a Beta Hardpoint, exclusive to Titans. Typically has half or 3/4th of their Alpha counterpart's firepower. A list of beta weapons can be found here.
Alpha Equipment[]
Equipment that can be put on an Alpha Hardpoint, exclusive to Titans. Typically has 1.5x or 2x the firepower of their Beta counterparts. A list of alpha weapons can be found here.
Modules[]
Equipment that can be mounted on any robot that possesses passive or active module slots. A list of modules can be found here.
Drones[]
Drones are support units that provide their paired robot with a range of benefits and abilities. A list of drones can be found here.
Weapons Comparison[]
Each weapon in War Robots can be compared to 'like' weapons across hardpoints. The table below can be used to compare each weapon's increased effectiveness to other weapon that effectively work the same way as their light counterpart.
Methodology[]
These weapon comparisons were done by first listing the damage per second (DPS) of each light weapon. With the light hardpoint DPS value set as a baseline, the percentage increase in DPS for medium and heavy weapons (of the same type) was calculated by dividing the light weapon DPS into the DPS of the both the medium and heavy versions. This calculation reveals the % increase in DPS for each medium and heavy weapon counterpart.
Understanding the Data[]
Most medium and heavy weapons gain an increased DPS compared to their light counterparts. But not all increases are equal! When selecting weapons, it can be helpful to reference this table to show how to gain the most value when choosing weapons by slot. Example:
- A commander is deciding what weapons to mount on their Hawk. Hawk has two light and two heavy weapon slots. Assuming that the commander wants each slot to carry 'like' weapons on each slot (avoiding weapon mixing), they can see that equipping Spirals with Chimeras provides a massive jump in DPS between the two slot types (+275%). The same is true for Rime/Glacier (+152%), Shredder/Puncher (+229%), and Punisher/Avenger (+175%).
Commanders would do well to avoid assuming that DPS will always be significantly increased by larger weapons. An excellent example is the Lock-Down Teslas, Leiming and Shifang: The medium weapon Leiming does only +16% more damage than the light weapon Shifang. Thus, a Dagon with 6 Shifangs deals 336,000 more damage per burst (magazine) than a Typhon with 4 Leimings. This knowledge can help commanders get the most bang for their buck when choosing weapons.
A Final Word: Damage per second is not the only factor to consider in choosing weapons. Reload time, Unload time, Range, Accuracy, Bullet speed or Hit-scan, Aiming type (Manual, Lock-On and Auto-Aim), Weapon type (Explosive, Kinetic, Energy and Special) and Secondary effects (DoT, BLASTCHARGE etc.) go into choosing the right weapon for a commander. That said, this table provides some insight into weapon weighting and can help commanders when outfitting robots for battle.
Weapons Comparison Table
Family | Name | Hardpoint | DPS | DPS % Over Light | Notes |
---|---|---|---|---|---|
Overheaters | Quarker | Light | 3,693 | 0% | |
Atomizer | Medium | 4,207 | +14% | ||
Nucleon | Heavy | 6,773 | +83% | ||
Energy Corrosives | Toxin | Light | 1,800 | 0% | |
Venom | Medium | 2,700 | +50% | ||
Bane | Heavy | 3,800 | +111% | ||
Kinetic Corrosives | Sting | Light | 5,625 | 0% | Sting has a much shorter shot interval than Wasp and Hornet. This in turn shortens unload times, thereby increasing DPS. However, total damage per magazine is still weighted appropriately (L-2,925, M-23,016, H-31,416). In addition, Sting fires a 'Volley' tragectory, making it operate in some was simular to a shotgun. |
Wasp | Medium | 4,185 | -26% | ||
Hornet | Heavy | 5,712 | +2% | ||
Freezers | Snaer | Light | 2,408 | 0% | |
Skadi | Medium | 3,234 | +34% | ||
Hel | Heavy | 5,026 | +109% | ||
Machine Guns | Punisher | Light | 1,778 | 0% | |
Punisher T | Medium | 2,889 | +62% | ||
Avenger | Heavy | 5,378 | +202% | ||
Retaliator | Beta | 7,278 | +309% | ||
Autocannons | Molot | Light | 1,298 | 0% | |
Molot T | Medium | 1,953 | +50% | ||
Tempest | Heavy | 3,953 | +205% | ||
Vengeance | Alpha | 8,223 | +534% | ||
Energy Charge-Ups | Arbalest | Light | 2,970* | 0% | The MUCH longer reload time for Trebuchet explains it's much larger shot damage (18 secs for Trebuchet vs 6 secs for Arbalest and Ballista). |
Ballista | Medium | 4,316* | +45% | ||
Trebuchet | Heavy | 8,771* | +195% | ||
Kinetic Charge-Ups | Volt | Light | 4,777* | 0% | |
Weber | Medium | 7,350* | +54% | ||
Gauss | Heavy | 7,980* | +67% | ||
Flamethrowers | Blaze | Light | 3,940 | 0% | |
Igniter | Medium | 5,440 | +38% | ||
Ember | Heavy | 7,420 | +88% | ||
Pyro | Beta | 30,303 | +669% | ||
Inferno | Alpha | 50,505 | +1,182% | ||
Short Range Bonus | Spark | Light | 1,456 | 0% | |
Scourge | Medium | 1,787 | +23% | ||
Calamity | Heavy | 2,905 | +100% | ||
Cyclone | Beta | 3,800 | +161% | ||
Cataclysm | Alpha | 7,150 | +391% | ||
Energy Shotguns | Halo | Light | 10,083 | 0% | For Shotguns, smaller hardpoints have shorter shot intervals.
This in turn shortens unload times, thereby increasing DPS. However, total damage per magazine is still weighted appropriately (L-15,100, M-20,600, H-47,400) |
Corona | Medium | 8,250 | -18% | ||
Glory | Heavy | 18,974 | +88% | ||
Kinetic Shotguns | Gust | Light | 7,113 | 0% | For Shotguns, smaller hardpoints have shorter shot intervals.
This in turn shortens unload times, thereby increasing DPS. However, total damage per magazine is still weighted appropriately (L-10,680, M-16,320, H-43,200) |
Storm | Medium | 6,534 | -8% | ||
Thunder | Heavy | 8,640 | +21% | ||
Squall | Beta | 10,950 | +54% | ||
Grom | Alpha | 18,550 | +161% | ||
Sonics | Scatter | Light | 6,580 | 0% | |
Havoc | Medium | 9,898 | +50% | ||
Devastator | Heavy | 14,420 | +119% | ||
Freezing Rockets | Rime | Light | 5,052 | 0% | |
Cryo | Medium | 6,504 | +29% | ||
Glacier | Heavy | 12,717 | +152% | ||
Oxy | Beta | 24,613 | +387% | ||
Argon | Alpha | 32,283 | +539% | ||
Short Range Rockets | Pinata | Light | 8,433 | 0% | For Short Range Rockets, smaller hardpoints have shorter shot intervals.
This in turn shortens unload times, thereby increasing DPS. However, total damage per magazine is still weighted appropriately (L-11,730, M-21,500, H-38,410). Despite its slower shot interval, Exodus still has a higher DPS than Pinata due to it much higher shot damage. |
Orkan | Medium | 7,883 | -7% | ||
Exodus | Heavy | 9,185 | +9% | ||
Medium Range Rockets | Pin | Light | 2,840 | 0% | For Medium Range Rockets, the light hardpoint has a longer shot interval, but (curiously) a MUCH higher shot damage than its heavy counterpart. However, the total magazine damage from the heavy slot is still much higher, due to its much larger magazine capacity. |
Tulumbas | Medium | 6,457 | +127% | ||
Avalanche | Heavy | 5,425 | +91% | ||
Rupture | Beta | 10,692 | +276% | ||
Short Range Cluster Missiles | Aphid | Light | 9,352* | 0% | |
Vortex | Medium | 15,948* | +71% | ||
Thermite | Heavy | 22,272* | +138% | ||
Kisten | Beta | 24,840 (12,420)* | +166% (+33%) | ||
Bulava | Alpha | 41,400 (20,700)* | +343% (+121%) | ||
Medium Range Cluster Missiles | Spiral | Light | 2,760* | 0% | |
Hydra | Medium | 5,580* | +102% | ||
Chimera | Heavy | 10,350* | +275% | ||
Incendiary BLASTCHARGE Rockets | Scald | Light | 1,469 | 0% | |
Scorcher | Medium | 2,263 | +54% | ||
Incinerator | Heavy | 3,200 | +118% | ||
Energy Lockdowner Rifles | Magnetar | Light | 3,623 | 0% | |
Pulsar | Medium | 3,818 | +5% | ||
Energy Machineguns | Shredder | Light | 4,925 | 0% | |
Puncher | Heavy | 11,688 | +137% | ||
Semi-Auto Plasmoids | Marquess | Light | 3,080 | 0% | |
Hussar | Medium | 3,904 | +27% | ||
Dragoon | Heavy | 4,476 | +45% | ||
Cuirassier | Beta | 5,397 | +75% | ||
Gendarme | Alpha | 7,094 | +130% | ||
Homing Machineguns | Kramola | Light | 3,127 | 0% | Smuta has nearly the same damage output per second as Puncher (which is considered by many to be the strongest heavy weapon in the game) |
Razdor | Medium | 4,003 | +28% | ||
Smuta | Heavy | 5,143 | +64% | ||
Tumultus | Beta | 36,482 | +1,067% | ||
Discordia | Alpha | 47,630 | +1,423% | ||
Explosive Shotguns | Cudgel | Light | 5,920 | 0% | |
Mace | Medium | 8,460 | +43% | ||
Hammer | Heavy | 11,280 | +90% | ||
Radiation Guns | Blight | Light | 2,300 | 0% | |
Hazard | Medium | 2,844 | +24% | ||
Decay | Heavy | 3,748 | +63% | ||
Auto/Burst Plasmoids | Magnum | Light | 1,740 | 0% | |
Taran | Medium | 2,042 | +17% | ||
Redeemer | Heavy | 4,393 | +152% | ||
Automatic Radiation Plasmoids | Spear | Light | 2,572 | 0% | |
Lance | Beta | 8,814 | +243% | ||
Glaive | Alpha | 11,091 | +331% | ||
Lasers | Gekko | Light | 1,570 | 0% | |
Flux | Heavy | 2,975 | +89% | ||
Burnout Lasers | Taeja | Light | 3,305 | 0% | |
Yeoje | Medium | 4,329 | +31% | ||
Hwangje | Heavy | 5,243 | +59% | ||
Homing Rocket Launchers | Claw | Light | 1,366 | 0% | |
Jaw | Medium | 2,371 | +74% | ||
Talon | Heavy | 2,902 | +112% | ||
Harpoons | Needle | Light | 3,396* | 0% | |
Spike | Medium | 4,764* | +40% | ||
Stake | Heavy | 5,610* | +65% | ||
Grenade Launchers | Ksiphos | Light | 3,866 | 0% | |
Labrys | Medium | 5,719 | +48% | ||
Cestus | Heavy | 7,290 | +89% | ||
Slug-Split Shotguns | Splinter | Light | 8,640 | 0% | |
Shatter | Medium | 9,900 | +14% | ||
Brisant | Heavy | 13,860 | +60% | ||
Rust Machineguns | Tamer | Light | 7,252 | 0% | |
Damper | Medium | 10,697 | +48% | ||
Subduer | Heavy | 12,166 | +68% | ||
Corrosive Machineguns | Trickster | Light | 393 | 0% | |
Deceiver | Medium | 600 | +53% | ||
Lock-Down Teslas | Shifang | Light | 8,068 | 0% | |
Leiming | Medium | 9,398 | +16% | ||
Fengbao | Heavy | 12,008 | +49% |
* Refers to Damage per Shot rather than DPS (single shot charge-up weapons)
Trivia[]
- Sonic weapons type deal 100% grey damage while Kinetic, Energy, Explosive and Piercing weapons types deal 40% grey damage.