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Hellburner | Kamikaze Hellburner |
“ | A swift robot for those who prefer an aggressive playstyle. Hellburner is able to quickly close the distance and inflict serious damage to all enemies nearby
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” |
- — in-game description
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34 | Hellburner
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Purchase Information | |||||
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In-Game Cost | Real Value | Exp Level | |||
10,000 or 6,500 |
$65 | 14 | |||
Robot Information | |||||
Class | Ability | Faction | |||
Medium |
Overload |
Yan-di Ventures | |||
Base Statistics | |||||
Level |
Durability |
Speed | |||
1 | 91,000 | 46 kph | |||
Armaments | Standard Paint Jobs | ||||
Hardpoints | 1x Light + 1x Heavy | ||||
Default Weapons | 1x Punisher + 1x Thunder | ||||
Module Slots | Legendary Paint Jobs | ||||
Active | Yes | ||||
Passive | 3 | ||||
Other | Legendary Pilots | ||||
Tier | III | ||||
Wiki Class | Medium | ||||
Potential Role | Saboteur |
Workshop Production Information | |
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1 Day Cost | 3 Day Cost |
180,000 | 600,000 |
Components | Components |
80 | 230 |
Introduction[]
The Hellburner is a medium robot with a heavy and a light hardpoint. (Hellburner 3D Model)
Ability[]
Hellburner's unique ability is named Overload. Upon activation the bot receives a 100% speed boost for 5 seconds (120 kph at top speed), then detonates, dealing tremendous damage to all enemies (see table) within 75 meters. This damage is applied equally to all robots and shields in range.
Upon death the ability activates regardless of charge status, dealing half the amount of damage as a normal burst.
Strategy[]
Hellburner has relatively high health for a medium robot. Hellburner is best used to attack enemies grouped closely defending a position, or to ram into and "hug" a single bot to destroy it. Because of its ability, Hellburner often causes enemy robots to spread out and give up a position (or a beacon), or allow squad mates to push into undefended areas.
Hellburner can be used to great effectiveness as an opener in Beacon games to cap center beacon at the start of the battle. Due to its explosion damage and considerable speed boost it will often severely damage several enemies before going down, allowing slower, more durable tanks to lumber in and obliterate remaining resistance.
Expanding on the above strategy, commanders can use multiple tactics to keep the Hellburner intact for longer. The bot is exceptionally good at running circles around robots due to its high speed and decent maneuverability, especially while Overload is active. In fact, the Hellburner is so fast with Overload that often enemy robots will not be able to return fire without allies nearby as their torso will not swivel fast enough for their weapons to face the Hellburner. Paired with the fact that Overload deals damage on its own, using it as frequently as possible in this role is advised. Simply adopting this strategy and repeating every time the previous enemy is obliterated is more than a suitable tactic.
However, be vigilant of enemies that attempt to abruptly change the direction their torso is swivelling in while the Hellburner is circling them - even with spilt-second reaction times, the fact that the Hellburner takes about a second to rotate its legs 180 degrees make it a dangerous tactic to face. As such, attempt to predict when the enemy thinks that a change in swivel direction is necessary - this may cost the Hellburner a few hits but getting to know your enemy is essential in the long run while running the aforementioned strategy.
The Hellburner is especially effective against enemies with any type of shield. This is due to the fact that the Hellburner's Overload is capable of both completely ignoring the shield when exploding and also getting the Hellburner into the shield (for energy shields) or around it (for physical shields). As such, when presented with a variety of targets to go after, always attempt to go after enemies with shields first, as they may prove troublesome for other allies to defeat later. In addition, enemies with high-durability energy shields tend to attract a large number of allies hoping to share in on that health, which is all the better for the Hellburner and its AoE-orientated Overload.
On the topic of enemies the Hellburner is effective against, robots with abilities that allow them to change 'forms' are almost always easy targets for the robot. This is because the vast majority of the aforementioned robots will sacrifice their speed for another benefit they can use in battle while transforming. This is a win-win for the Hellburner - if they enter their 'slow mode' to use their newfound advantages against the Hellburner, the Hellburner can easily circle them and constantly Overload, dishing out massive amounts of damage while they stay there, unable to escape due to their handicapped speed. Alternatively, if they enter their 'fast mode' to escape, they will be unable to use their 'slow mode' benefits against the Hellburner, which will make it much easier to drop their health pool or lower the amount of damage the Hellburner takes while going after them. Additionally, given the Hellburner's insane speed they most likely won't be able to flee anyways.
Always keep in mind the Hellburner's low firepower without the assistance of Overload. Even if an enemy falls into one of the categories that the Hellburner is effective against, never attempt to engage with them if it'd be a battle of sheer DPS. It can't be known what tricks the enemy have up their sleeves which can impair the Hellburner's speed and prevent it from getting within its 75m Overload range, in which case the subpar hardpoints of the bot will most likely not be able to hold up against any enemy in a 1v1.
Remember never to stay out in the open as well, especially if at range. The Hellburner is essentially a red target if at range reading 'Do not allow me to get close' due to its sheer threat measure at knife-fighting range. As such, expect enemies to throw everything they have at you to prevent you from getting close. However, utilizing cover carefully and using Overload's speed boost to dash past the inevitable small open passages the Hellburner will encounter while closing in on the enemy will allow it to get within its desired range relatively unscathed.
Counterplay: The Hellburner is exceptionally dangerous at close range, as has been demonstrated above multiple times. As such, simply keeping it at a distance is a very effective strategy. Using effects tactically to consistently immobilize or slow down the Hellburner will prevent it from getting within its ability's explosion range, which really takes the edge off of its playstyle. Despite its above-average health, its very bad hardpoint combination almost always equals certain death if left in a 1v1 at range.
Threat Measure Hellburner is really a tricky robot to put a threat measure on, given the fact that the bot relies almost entirely on its commander to be good or bad. In the hands of a new or incompetent commander, the Hellburner is a very low threat even as a Tier 3 due to the simplicity of its counters. However, in the hands of an experienced commander the Hellburner is easily a massive threat as a Tier 3 bot due to the fact that it's almost impossible to counter at close range.
Possible Setups[]
These are the recommended setups for the Hellburner:
Note: When "Opt." is next to a slot type, it refers to one of the multiple options that can be used in combination with the other weapon(s) slot type(s).
Close Range (350m or less)[]
Slot Types → | Heavy Slot ↓ | Light Slot (Opt. 1) ↓ | Light Slot (Opt. 2) ↓ | Light Slot (Opt. 3) ↓ | Light Slot (Opt. 4) ↓ | |
#Slots → | x1 | x1 | x1 | x1 | x1 | Name (If Applicable) ↓ |
Setup 1 → | Shotgun (Opt. 1) | |||||
Setup 2 → | ||||||
Setup 3 → | ||||||
Setup 4 → | Mini-Plasma Death Button (Opt. 1) | |||||
Setup 5 → | Mini-Death Button | |||||
Setup 6 → | Mini-Leadhose (Opt. 1) | |||||
Setup 7 → | Mini-Nuke | |||||
Setup 8 → | ||||||
Setup 9 → | Lightning Death Button (Opt. 1) |
Other[]
Upgrade Cost[]
Stats[]
ID | 34 | Ability | Faction | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Tier | 3 | Overload |
Yan-di Ventures | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Class | Medium | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Wiki Class | Medium | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Availability | Workshop/Gold | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Ability Damage[]
Damage Upon Destruction[]
Note: This damage should be exactly half of a normal detonation, can only be triggered when Hellburner is destroyed.
ID | Robot | Type | Range | Cooldown | Duration | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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2 | Hellburner | Explosive | 0 (AOE: 75) | 0 | 0 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Ammo | Particles per Shot |
Unload Time | Reload Time | Shot Interval |
Rate of Fire | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | 1 | 0 | 0 | 0 | ~ | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Gallery[]
Update History[]
Version | Changes |
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8.7.0 | Ability's damage is increased by 10%. Explosion damage after the robot is destroyed is increased by 10%. |
7.0.0 | No longer damages itself upon ability ending |
5.6.0 | New limited edition skin: Redline (Operation: Cold Snap) |
5.0.0 | New skin: Redline (5th Anniversary) |
4.8.0 | Bug fix: Overload (ability) sound now plays properly in sync with its animation Total Upgrade Time: 38 days 2 hours 30 minutes⟶30 days 13 hours |
4.7.0 | New skin: Barong (Lunar New Year) Ability duration: 7 seconds → 5 seconds Ability cooldown: 3 seconds → 5 seconds Self-inflicted damage (on ability use): 12.5% of max durability Ability damage upon death: Decreased by 50% (59750 → 29875 at Level 12 Mark I) Total Upgrade Time: 45 days 17 hours⟶38 days 2 hours, 30 minutes |
4.5.0 | All self-inflicted damage from ability is now non-repairable Now available for 6,500 gold (can still be produced via Workshop 2.0) |
4.3.0 | Ability damage increased by 15% |
4.0.0 | Value (USD): $225⟶$50 Total Upgrade Cost: 76,828,000⟶135,700,000 Total Upgrade Time: 27 days 17 hours⟶45 days 17 hours Explosion radius increased from 50 meters → 75 meters |
3.7.0 | Robot was added to the game |
Poll[]
Trivia[]
- When Overloading, the Hellburner can boost into the fastest robot in the game at 120 Km/h at lv 12, allowing it to easily run down any other bot. Even Dash bots struggle to escape, they must hold their dash until the last second to avoid being caught and exploded. But, when the Phantom joined the game, the speed was nerfed.
- This robot's speed and momentum makes it difficult to manage around ledges
- A Hellburner with a Thermite and an Aphid can be considered as a "double nuke" due to the fact that the missiles and Overload, if used properly, can deal catastrophic damage to a target
- The Hellburner was the first robot to be able to deal damage without any weapons mounted.
- This robot was added on March 14, 2018.
- The Overload explosion animation was similar to Mercury's Helldive animation before WR Remastered.
- When the Hellburner was first released, many full squads would start with a Hellburner and rush towards the enemy spawn. In most cases, the enemy teams gets spawned raided and the match would end in 2-4 minutes.
- Hellburner is the first bot that has a exploding ability, the second is Mercury.
- As long as Hellburner is in range of a robot, its ability will do damage regardless of walls, shields, and terrain, excluding if the enemy activates Phase Shift or a similar ability.
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