…Never miss the target. Need some time to capture the target, don't shoot when the target's not captured. Long reload time… – in-game description



The Spiral is a mid-range (up to 600 meters) light homing missile weapon.


This weapon is the light equivalent of the Hydra, both sharing the same range (600 meters), damage type, and reload times, but having different firing mechanics. The Spiral fires its whole salvo in one shot (fires three missiles), unlike the Hydra, which fires six missiles in succession (one missile per shot).

It should be noted that the Spiral (like the Hydra and the Aphid, too) does not deal splash damage.

The Spiral inflicts decent damage, and when upgraded high enough and used with other Spirals or paired with Hydras, can make it an offensive threat.

As long as you or enemy don't fall under these conditions, it is a sure hit:

  • You or your enemy is not under something.
  • An object isn't directly in front of you or your enemy.
  • Your enemy is not using stealth.

Note: If fired before the enemy enters stealth, the missiles fired will hit the ground where the robot activated its ability.

Once a target is locked on, a robot can turn slightly and fire from behind cover, or fire in a certain direction. Because of the fact the missiles track their opponents, experienced players use this to their advantage and hit other players from behind cover before the target notices. This is essential in places with many tall obstacles such as Dead City.

After locking on to a target, two green brackets appear to the left and right of the screen, and 4 triangles will slowly close around the target, indicating that the target has been locked on. By aiming to the left or right, you can fire the Spirals to curve around obstacles to the left and right respectively. This allows the missiles to hit opponents around a corner or even hit Rhino's in Assault Mode. This technique can also work with a Hydra and, to a lesser extent, an Aphid.

However, the Spiral does have some disadvantages. The main one (like mentioned above) is that they don't deal splash damage. This means if can be blocked by any form of shielding, and unlike kinetic weapons does not inflict double damage to physical shields. Physical shields can block them, but their unpredictable flight path makes this difficult. Ancile shielding is significantly more effective since the Ancile regeneration vastly surpasses Spiral's damage output, in addition to 360 degree protection. The second disadvantage is that in urban areas (like Dead City), the missiles need room to launch. If there is a obstacle in front of your robot, the Spiral's missiles may hit the obstacle. On the other hand, urban environments can be used to your advantage, as the Spiral can curve around obstacles, allowing you to hit targets without exposing yourself.

Mark I Statistics

Purchase Information

Damage Cycle
1 20,000 Ag 920 2760 230

Upgrade Information

Level Cost(Ag) Time Damage Cycle
2 10,000 5 minutes 1010 3030 253
3 20,000 30 minutes 1110 3330 278
4 40,000 1 hour 1220 3660 305
5 200,000 4 hours 1340 4020 335
6 400,000 8 hours 1470 4410 368
7 800,000 17 hours 1610 4830 403
8 1,500,000 21 hours 1770 5310 443
9 3,000,000 1 day 1 hour 1940 5820 485
10 5,000,000 1 day 7 hours 2130 6390 533
11 8,000,000 1 day 18 hours 2340 7020 585
12 13,000,000 2 days 9 hours 2570 7710 643
Cost Time
Totals 31,970,000 8 days 12 hours 35 minutes

  • This table shows the damage for each individual missile.

Mark II Statistics

Level Damage Cost Burst DPS Cycle Damage Cycle DPS
1 1104 500 Au 3312 3312 255
  • This table shows the damage for each individual missile.

Level Cost Damage Cycle
1 500 Au 1104 3312 276

Upgrade Information

Level Cost(Ag) Time Damage Cycle
2 10,000 5 minutes 1212 3636 303
3 20,000 30 minutes 1332 3996 333
4 40,000 1 hour 1464 4392 366
5 200,000 4 hours 1608 4824 402
6 400,000 8 hours 1764 5292 441
7 800,000 17 hours 1932 5796 483
8 1,500,000 21 hours 2124 6372 531
9 3,000,000 1 day 1 hour 2328 6984 582
10 5,000,000 1 day 7 hours 2556 7668 639
11 8,000,000 1 day 18 hours 2808 8424 702
12 13,000,000 2 days 9 hours 3084 9252 771
Cost Time
Totals 31,970,000 8 days 12 hours 35 minutes

  • This table shows the damage for each individual missile.

Update History

Version Changes
3.2.0 Damage increased by 5%
3.1 Damage increased by 5%
2.9.3 Damage increased by 15%
0.6.2 Flight path is corrected
0.3.0 Trajectory corrections
0.1.0 Weapon was added to the game


What balance change does the Spiral need?

The poll was created at 07:44 on August 18, 2018, and so far 58 people voted.


  • AT Spiral's prefix was removed in version 2.5, for convenience.
  • The Stalker's special ability allows it to dodge the missiles fired, as long as it keeps on running. In this case, the missiles will hit the exact same spot where the Stalker activates its ability.
  • The Spiral is rarely seen, as it does not penetrate any type of shielding, and does minimal damage. Experienced pilots can curve it around obstacles, but the low damage makes this weapon more of a nuisance to most players. Aphids, while they cost more, do much more damage and have a shorter reload time, at the cost of range.
  • When used in the higher leagues, the Spiral is commonly paired with Hydras on a Griffin, as this is one of the most damaging all homing missile setups.
  • Like the Trident, while reloading, it's possible to see the three missiles being set into position on a revolver. When fired, the revolver spins, with each missile being rapidly seen shot out of the weapon.
  • It got its first buff after version 2.9.1 with a +15% damage buff.