…A deceptive mechanical predator always ready to ambush an unsuspecting enemy... just like the gunslingers of old… – in-game description


The Jesse is a light robot with 4 light hardpoints, but can only use two at a time.


The Jesse has the Quick Draw ability, which allows it to switch the two light weapons that it is currently using for another two light weapons stored on its back.


This robot is one of the three Wild Bunch robots (alongside Doc and Butch), all of which were available for purchase with Influence Points (IP). In version 3.8, the Jesse, along with the Doc and Butch, are now available for purchase with gold.

The Jesse having four light hardpoints also means that players can use a combination of kinetic, rocket and plasma weapons to their advantage with its Quick Draw ability. Using weapons with different ranges is also a common tactic used by Jesse pilots, allowing it to make full use of its versatility and making it a solid support robot or skirmisher. Its high speed and agility also makes this robot an effective beacon-capper.

It is impossible to mount an Ecu to a Jesse.

The Jesse's durability is the best among light robots. With its ability, it is theoretically capable of equaling damage per cycle with a Patton, even being a light robot, but the ability's reload time generally reduces the amount of damage the Jesse can output.

Possible Setups

These setups are recommended for the Jesse:

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 Light Slot
(Front Set)
(Opt. 1)
Light Slot
(Front Set)
Light Slot
(Back Set)
#Slots x2 x2 x2
Setup 1
Setup 2
Setup 3

Mid-Range (500-600m)

Slot Types Light Slot
(Front Set)
Light Slot
(Back Set)
#Slots x2 x2
Setup 1


It was anticipated that Jesse would be a "gunslinger", such that an appropriate weapon would be the Punisher. With four Punishers you are able to sustain a constant barrage of bullets, due to it taking longer for the weapon to unload its clip than it takes for the robot's ability to cooldown (10 seconds), however the damage output of two Punishers firing at a time is underwhelming.

Mounting quad Pins or Pinatas allow for each weapon's salvo to essentially last twice as long, dealing twice the damage as just a pair of them. However it has to expose itself longer to unload the two salvos worth of rockets.

Equipping Pinatas with Magnums will make good use of its ability, allowing it to exploit reload times, protect itself and beacons, and giving the unit both energy and splash damage, allowing it to deal damage to a robot with one of the two types of shielding (physical or energy).

Mounting 4 Aphids works very effectively due to the weapon's reload time matching the ability's cooldown.

Not Recommended

  • The use of long range weaponry, as they don’t fit the Jesse's role very well as a beacon capturer and supportive ambush unit.
  • The use of more valuable equipment as there are better platforms for mounting premium equipment.

Base Stats

Health Speed (km/h)
1 500 Au 48,000 49

For Robots purchased before Version 4.0, upgrade times may be found here .

Upgrade Details

Mark I

LevelCost AgHealthSpeedTime
2 20,000 52,000 51 10 minutes
3 40,00056,00052 1 hours
480,00060,000542 hours
5400,00065,000568 hours
6800,00070,0005816 hours 48 minutes
71,600,00076,000601 day 9 hours
83,000,00082,000621 day 18 hours
96,000,00089,000642 day 2 hours 24 minutes
1010,000,00096,000642 days 12 hours
1116,000,000104,000643 days 12 hours
1226,000,000112,000644 days 18 hours
Total63,940,000+64,000+1517 days 3 hours 22 minutes

Mark II

Health Speed (km/h)
1 900,000 Ag 57,600 49

LevelCost AgHealthSpeedTime
2 20,000 62,400 51 10 minutes
3 40,00067,20052 1 hours
480,00072,000542 hours
5400,00078,000568 hours
6800,00084,0005816 hours 48 minutes
71,600,00091,200601 day 9 hours
83,000,00098,400621 day 18 hours
96,000,000106,800642 day 2 hours 24 minutes
1010,000,000115,200642 days 12 hours
1116,000,000124,800643 days 12 hours
1226,000,000134,400644 days 18 hours
Total63,940,000+76,800+1517 days 3 hours 22 minutes

Update History

Version Changes
4.2 Price changed from 500 gold to 900,000 silver
4.0 Economy Changes (July 5):
Total Upgrade Cost: 31,511,250 Ag⟶63,940,000 Ag
Total Upgrade Time: 8 days 10 hours 5 minutes⟶17 days 3 hours 22 minutes
3.8 Price changed from 3,500 Influence Points to 500 gold
3.2.0 Increased hit points per level gain (approximately +8% instead or +5%)
3.0.1 Durability increased by 10%
2.9.1 New skin (4th of July)
2.5 Ability cooldown reduced and animation time reduced
Speed increased
2.4.0 Robot was added to the game

Paint Jobs Available For Purchase


What do you think of the Jesse's upcoming cost of 900k silver?

The poll was created at 01:44 on August 18, 2018, and so far 54 people voted.


  • Jesse is named after Jesse James, Jesse Woodson James (September 5, 1847 – April 3, 1882) was an American outlaw, guerrilla, gang leader, bank robber, train robber, and murderer from the state of Missouri and the most famous member of the James-Younger Gang. Jesse and his brother Frank James were Confederate guerrillas or bushwhackers during the Civil War.

Actual Jesse James

  • The holstered weapons can be "shot off" in a fight as well as active ones, due to critical damage.
  • Jesse was released during the 2016 Christmas event, was also available as a token purchase on the 27th of January to the 12th of February and was available for gold in 3rd Anniversary event, starting from April, 28th 2017; then finally, on 7th on June was finally released for IP
  • After update 3.0.1, this bot now is the most durable light bot
  • There is a running joke about the "best setup" for a Jesse being 4 Magnums; in reality, it doesn't make sense due to no reload time for Magnums; thus such a Jesse would be equal to a Destrier or Stalker in terms of firepower.
  • The Jesse is a Quick Draw bot, along with the Doc and Butch.