This page sometimes consists of controversial information. Please do NOT consider it to be the final or an official statement. The purpose of this page is to collect all the more or less trustworthy information on this wiki and to stop the spreading of misinformation and ungrounded rumors.

Source of this information would be Test Server; Pixonic press releases; Pixonic representatives, insiders' information and Pixonic's website.

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Halo - coming to version 4.2


Level 8 Statistics:

Hardpoint type: Light

Damage: 3,772 per plasma shell (10 particles)

Damage type: Energy

Range: 500 meters

Reload: 1 shell per second

Clip Size: 5 shells (2 rps)

Ability: 4.1% root chance for 3.5 seconds per particle

Extra: Fires while reloading

Corona - coming to version 4.2


Level 8 Statistics:

Hardpoint type: Medium

Damage: 5,280 per plasma shell (20 particles)

Damage type: Energy

Range: 500 meters

Reload: 1 shell per second

Clip Size: 5 shells (1.4 rps)

Ability: 1.5% root chance for 3.5 seconds per plasma particle

Extra: Fires while reloading

Glory - coming to version 4.2


Level 8 Statistics:

Hardpoint type: Heavy

Damage: 12,446 per plasma shell (30 particles)

Damage type: Energy

Range: 500 meters

Reload: 0.8 shells per second

Clip Size: 5 shells (1 rps)

Ability: 1.6% root chance for 3.5 seconds per plasma particle

Extra: Fires while reloading



Castle map july 2018


Two castles, divided by a huge rift with bridges spanning the gap. This would be the second map with an environmental hazard - once you fall into the rift you need to spawn into another bot as you cannot escape. However, one possible tactic is to push an enemy robot off the bridge whilst firing, eliminating them without having to go through all their health.

Bridge (Little Yamantau) - not currently in testing

Screenshot 4 (1)


The map has two bridges like Yamantau. It's also smaller, more accessible, and has more buildings. One bridge looks like a "D" from the English alphabet, and the other bridge is a straight line.

Game Modes

Improved - King of the Hill - coming soon

Less beacons and new locations for the beacons on all maps. Beacon cap zones are approximately 35% larger.

Note: The top pictures of each map are the ones currently being used on the the live server. The bottom pictures are the ones currently being tested.

The blue and red robot symbols show the possible spawn locations for each team.






Dead City

















Other (Technicalities, Stats, Etc.)

Workshop 2.0 - coming to version 4.2

Content wr wp2.0 3

Workshop 2.0

A new Workshop where you can produce components for almost every known robot and weapon with silver (Ag).

Components are produced in batches (100, 200, 400, and so on..), and each batch is produced with a fixed time and cost. Gold can be used to speed up production.

As before, the Workshop becomes better the more it is used. A higher Workshop level results in bigger available component batches, and more slots are available (increasing production speed even more).

The weapons and robots available for Workshop Points will be available via the store for gold (Au).

All progress made in Workshop 1.0 will be transferred to Workshop 2.0.

Any unspent Workshop Points will be automatically converted into Black Market keys (1 key for every 5 unspent Workshop Points).

Component conversion will come in a later update.

Hangar UI Improvements - coming in 2018

New weapon/robot description format and improved inventory sorting.

Report System - coming in 2018

Will allow players to report abusive behaviour or cheating.

Matchmaking Improvements - coming in 2018

Content blur ids

Low priority queue icons

A visual representation of low priority queue along with changes to it. Also, giving players the ability to rejoin the battle after disconnecting and a reporting system are planned.

New Module Customization - planned for late 2018

Content 2018-04-20 14.11.44


Modules are the new kind of secondary equipment in game. They provide interesting utility effects for your robots to augment your playstyle in new, often unexpected ways.

Each robot receives one more slot in which you can put a new type of equipment. For example, one module can teach your robot how to jump, while another gives it a resistance to certain types of damage.

Classes (3 in total) :

  • Offensive (Modules that can increase damage output, or sniping abilities, etc.)
    • Energized Ammo: Every X damage has a Y% chance to root target
    • Squad Leader: Enemies within a certain radius will take more damage from your allies.
    • Death Mark: deal X damage to an enemy to put a debuff on it, that will increase the damage this enemy takes from your allies.
  • Defensive (Modules that can increase durability, or reducing the chances of taking a critical hit, etc.)
    • Lifesaver: Reduces damage taken for a short period of time. The more damage you take the more you absorb.
    • Battleborn: Upon spawning you receive damage resistance for X seconds.
    • Berserker: When a robot receives a hit that would be lethal, its HP freezes at 1 and it becomes immune to all damage types and control effects for X seconds.
  • Special (Modules that provide a wide range of abilities.)
    • Repair Unit: Repairs a certain amount (%) of your robots HP over time (you cannot be healed back to full health).
    • Diffraction Bomb: An active ability that creates a special zone around your robot, in which your robot cannot be targeted, however you cannot target any enemies as well.
    • Spy: A passive ability that can activate when your robot has not received any damage for X seconds. Upon activation your robot will show up as an ally on your enemy team, however you will still appear as an ally to your team. During this mode you cannot be targeted. When damage is dealt to you, the ability deactivates, and can only reactivate once every Y seconds.
    • Attacking Drone: Launches an AI-controlled Drone that sticks to the players robot that can attack enemies inside the player's attack range. It prioritizes enemies that are currently being targeted by the player.
    • Repairing Drone: Launches an AI-controlled Drone that sticks to the players robot that can repair the players robot every X seconds for Y% of max HP. If the player cannoth receive further repairs (due to being at the highest health allowed) it will repair nearby allies.
    • Bumblebee: Launches a rocket the player can manually guide into a target.
    • Air Strike: Charges when dealing damage, when its fully charged it lauches a large AoE (area of effect) strike at the locked target, dealing damage to everybody (including allies) in that area.

Types (4 in total):

  • Buffs
    • Effects that give increases (+10%, etc.) to durability, speed, weapon damage, etc.
  • Proc (Procedure) Effects
    • Effects that have a chance of triggering, like silencing enemies (disabling their abilities), rooting enemies (disabling their movement), disarming weapons, etc.
  • Passive Abilities
    • Innate effects, like becoming invulnerable for 3 seconds after taking lethal damage (damage that would destroy your robot), etc.
  • Active Abilities
    • Effects that require activation (pressing the respective activation button), like becoming untargetable and appearing like an ally to the enemy team, or sending down an Orbital Strike, etc.

Every Robot has Module Slots:

Robot Offensive Slot Defensive Slot Special Slot
Destrier 1 1 0
Patton 1 2 1
Lancelot 2 1 1
Rogatka 2 2 0

These predefined layouts will allow Pixonic an additional layer/method to the game and robots. Slots cannot be shifted (like turning an O Slot in an S Slot). Each robots may have from 1 to 4 module Slots, and modules can be upgraded just like weapon and robots can. All Modules work for all Game Modes, and can possibly be destroyed while in battle. Modules with similar effects can stack (to a certain degree).

Seperate tab for equipping Modules (seperate from equipping equipment):

2018-04-23 04 13 50-War Robots 2018 NEW Modules, Armor Penetration & Resistance - WR - YouTube



  • Standard robots come with standard Modules
  • Shop (seperate Module button)
  • Black Market
  • War Robots Royale
  • Workshop 2.0

New Mechanics:

  • Resistances: For example, you may be able to increase your robots resistance to rocket (splash) type damage or plasma (energy) damage.
  • Armor Penetration: For example, your enemy can have a resistance against rocket type damage, however if you have rocket type armor penetration you can bypass that enemy's resistance. Effectively a counter to resistances.

Robot/Equipment Balancing - coming soon

Miscellanous Content - coming soon

(Note: This page is under heavy development, so please contribute to this page. Also, take all the information with a grain of salt as some are supported by speculation. All details are highly experimental and may be cancelled or scrapped by Pixonic at any time.)