FANDOM


Wiki-wordmark
TextN
Avtn

NOTICE


This article is for user ideas. If you have an idea, add it to this page. Do not add anything that is on the Planned Content page. Get creative! It might even be added into the game! Please put your username, idea, and then a description of it. Use headers to separate ideas from others to not confuse others reading this. If it is something besides a Weapon or Robot, you can describe it in anyway. If its a robot, ability, or weapon, use this template:

*Do not edit out/delete others ideas. Its very disrespectful and against wiki rules.

*All Ideas are grouped first by what they are (weapon, robot, or module), then by wiki username.

NOTE: THIS SITE HAS NO AFFILIATION WITH PIXONIC OR MAIL.RU, WHETHER DIRECT OR INDIRECT.


Need help? Refer to the User Ideas style guide



TEMPLATE

(Username)

(Weapon name)

Hardpoint: light/medium/heavy
Type: Kinetic/Energy/Rocket/Missile/Other
Damage: Value
Range: Value
Clip size: Value
Reload: Time
Smart Reload: True/false
Requires lock-on: True/False
Effective range: Value. Must be less Range, otherwise omit.
Additional description: Any special effects or visual description should go here.
Level/league requirement: must be 1-30 inclusive /Private-Master I-III
Price: Please use only game currencies. REAL MONEY VALUES WILL BE DELETED WITHOUT WARNING.


OR

(Robot name)

Hardpoints: light/medium/heavy and count. MAX FOUR HARDPOINTS TOTAL
Base level: Value. Highest allowed value is 6.
Base HP: Value, may also compare to an existing robot.
Speed: Speed in Km/h, may also compare to an existing robot.
Ability:Ability name. If none, enter None

Description of ability. If ability is n/a, do not add this

Extra: Description of a additional feature. Only use this if there is additional feature
Additional description: Describe your creation
Price: Please use only game currencies. REAL MONEY VALUES WILL BE DELETED WITHOUT WARNING.

OR

(Module name)

Cool down: Value
Conditions: If there is no conditions required to activate this ability, do not add
Description: Describe




WEAPONS:

Random0noob

Destroyer

Hardpoint: Heavy
Type: Splash
Damage: 5567 lv1 mk1
Reload: 12 secs
Clip size: 1
Requires Lock-on: False
Range: 1100m
Description: A powerful cannon that fires explosive shells.
Price: 640000 Silver
Smart Reload: False
Effective Range: 800m
Level/league: Gold III, Level 18

Gambitz192

Barene

Hardpoint: Heavy

Type: Energy/Shotgun

Damage: 9,000 - LvL 6 Mk 1

Fire Rate: 1 Shell every 2 seconds

Range: 400

Clip size: 5

Reload: 3 seconds per shell (reloads while firing)

Requires lock-on: True

Effective range: 50 - 200

Additional description: Barene is a Vanguard Class energy shotgun designed to disorientate enemies while dealing a viable amount of damage.

It uses Hydro - Plasma ammunition and has a reflecting barrel at the end. Once shot, the target will be pushed back, pulled, push back, pulled, and pushed back again which lasts for only half a second, which it can disorientate the enemy pilot.

Lynch

Hardpoint: Medium

Type: Energy Beam

Damage: 1250 - LvL 1 Mk 1

Range: 700

Clip size: 10 seconds of releasing of energy

Reload: 3 seconds

Requires lock-on: True

Effective range: 0-500

Additional description: Lynch is an energy beam weapon similar to the Gekko. It focuses its stored energy and fires it at very high temperatures. It takes ammo from the sun that is in the map, allowing it to be perfect for mid range support, which is also why it makes this weapon unique. However, it depends on the map whether its dark or not. The weapon will not reload whenever the pilot goes under a ceiling or building. The darker the map, the slower the weapon will reload.

GD-2 Predator

Pandemic

Hardpoint: Heavy
Type: Energy/Splash
Damage: 4500 - LvL 1 Mk 1
Range: 400
Clip size: 1
Reload: 5 seconds
Smart Reload: False
Requires lock-on: True
Effective range: 0-400
Additional description: Pandemic charges just like a Trebuchet, capable of firing without it being fully charged. Pandemic shoots a type of acid which chips away the enemy’s bot health over time, called Acid burn, this effect lasts 4 seconds before wearing off. Acid burn also gives the same effect to every bot within 25m of the target. The amount of damage the acid burn does depends on how much the weapon has charged. Acid burn per charge: 1 charge: 600 damage , 2 charges: 800 damage, 3 charges: 1000 damage, 4 charges: 1200 damage, 5 charges: 1400 damage.

(note: acid burn damages the enemy bot every 1 seconds until it wears off)


Level/league requirement: Level 20 / Silver League III
Price: 1500 Gold

Aegis

Hardpoint: Heavy
Type: Energy Barrier
Damage: 40000-80000 (Mk1)
Range: N/A
Clip size: N/A
Reload: HP/Second 1350-2600 (Mk1)
Smart Reload: False
Requires lock-on: False
Effective range: N/A
Additional description: Aegis is the Bulwark’s energy shield engineered into a Ancile. It works just like the ordinary Aegis Shield of the Bulwark.



Level/league requirement: Level 20 / Silver League III
Price: 3000 Gold


Fujin fighter

Exterminator

Hardpoint: Heavy
Damage: 10475 lv1 mk 1
Clip size: 140
Level/league: 20 Bronze I
Description: a heavy taran, it fires ten bolts of plasma in 2 seconds.

Tornado

Hardpoint: Light
Damage: 9745 at lv1 mk1
Level/league requirement: lvl 22 bronze II
Type: energy
Reload: 7 secs
Clip size: 30
Smart Reload: True
max Range: 450m
Requires lock-on: false
Effective range: 100-200m
Additional description: similar to taran, the tornado fires blasts of 5 plasma charges every 1.5 seconds. Unlike most plasma weapons, this does damage to ancile shielding and the shielded bot.
Price: 3750 wp



Docuser3

Assassin

Hardpoint: Heavy
Damage: 2400 per explosive shell Mk II Lv. !2
Level/league requirement: 20/Master III
Type: Guided Missile/Rocket
Reload: 18 Seconds
Clip size: 12 Missiles ( 3 Explosive Shells per missile )  Rate of fire 12 rockets per 12 seconds

Rocket speed: Equivalent to 60 percent of Chimera Warhead Speed : 1.5 x Tulumbas

Smart Reload: False
Range: 600M
Requires lock-on: True ( 5 seconds )
Effective range: N/A
Additional description: Basically an evolution of the old Swarm weapon earlier in WR's life, the Assassin was designed as a counter to faster robots and robots equipped with shields. While the shells in the rockets explode, a kinetic pierce tip also allows the shells to deal double damage to physical shields, and a warp field allows it to phase through energy shields. This, however, comes at a cost of a slow rate of fire and a very long reload time, and having only the missile component be guided ( for about 200 meters, only guiding the warhead in the general direction), requiring a great deal of skill to make a successful attack 


Once, a warrior upon this great iron battlefield said " let there be peace ", and the result was not what he expected...


Price: 10,000 Components



Armageddon

Hardpoint: Heavy

Type: Lightning Cannon Damage: 10,000 Per pulse Base ( 26,400 Mk II Lv 12 )

Range: 200 - 500 M Clip size: 7 pulses ( Fire Rate 1 Pulse Every 3 Seconds)

Reload: 5 Seconds per pulse ( 35 Seconds )

Smart Reload: False

Requires lock-on:  False ( 5 Second Charge Up period )

Effective range:  N/A

Additional description: Ultra Heavy Lightning cannon designed to obliterate any target within it's sights. Massive damage comes at a cost of long reload time and inability to fire within a certain radius and the need for manual aiming. Fires a a blue beam to mark target. Beam gradually turns red as the cannon charges up and prepares to fire.

Special Ability : Death Mark

Every 7th charge has a 50 percent chance to do normal damage, a 45% chance to do 1.5 x damage, a 4.7% chance to deal triple damage, and a 0.3 percent chance to one hit kill any robot with less than 70,000 HP

They say it never misses it's mark - a legend among weapons, known for it's sheer destructive force and ability to annihlate those who oppose order and justice ... and cossacks. Yes, definetly cossacks


Level/league requirement:  30 / Champion ( pay to wins cannot get components ) Price: 10,000 Components

Maelstrom

Hardpoint : Heavy

Damage : 1500 per rocket MK II Lv 12

Type : Rocket Storm

Level/Leagur Requirement : 20 / Master II ( Pay to wins cannot obtain )

Reload : 5 Seconds per Clip ( 4 Clips )

Clip Size : 25 Rockets ( Total 100 Rockets )

Smart Reload : True ( 1 Clip per reload sequence )

Range : 500m ( no Lock Required )

Effective Range : 350 M

Heavy Swarm Rocket Launcher. Fires four separate streams of rockets in a measured surge to inflict maximum damage. Firing from each clip is staggered so that one rocket fires every 0.25 seconds. Massive damage comes at a cost of a lack of accuracy at longer ranges and need to constantly reload to inflict maximum damage. Has no special effect

Death doesnt come easy ... unless your standing on the wrong end of this guy.





Extirpator

Damage: 1440 base (1 charge) ( + 1440 per charge ( 14,400 maximum damage ))

( 3801.6 damage per charge Mk 2 Lv 12)
Level/league requirement: 20
Type: Kinetic Railgun
Reload: 1/2 second cooldown ( + 1/2 second per charge accumulated ), 10 second reload
Clip size: One armorpiercing bolt, with ten power charges
Smart Reload: False
Range: 500 - 1100 M ( + 50 M accumulated per charge) Bolt Speed : 500 m/s to 3000 m/s ( 250 m/s accumulated per charge)
Requires lock-on: Yes ( 5 second lock on period )
Effective range: 1100 M

Maximum pierce : 1 - 5 Robots ( + 1 pierce per 2 charges )
Additional description

Long range heavy railgun designed for maximum armor penetration at long ranges. Massive damage and ability to pierce robots and shields with no reduction in damage comes at a cost of long reload times and long lock on time. Will not go through energy shields.

Accumulates one charge every second, while holding a maximum of ten charges. Range, bolt speed, and damage scale up by a listed factor for every charge. Holds the record for the fastest projectile speed in the known factions. Also has the ability to pierce through multiple robots, but cannot pierce through walls. Lock on is required to fire.

Once fired, the weapon enters a cooldown phase, wherein it cools down for half a second with one charge accumulated, with another half second added for every charge accumulated before firing. Once cooldown ends, the weapon begins to reload for ten seconds.

A strike of destruction, a single bolt of unceasing pain, hurled by those you know are there, yet cannot see nor hit with your mediocre tools of war.

Note : There is also a medium version, called the Thunderstreak that deals two thirds of the Extirpators damage 
Price: 10,000 Extirpator Components - rare components

Vulcan and Blazer

Hardpoint: Heavy / Medium

Type: Thermal

Damage: 90,000 Mk2 Lv 12 ( 90 Damage Per Pulse ) / 60,000 Mk2 Lv 12 ( 60 Damage Per Pulse )

Range: 500 M

Clip size: 750 Bolts

Reload: 5 Seconds ( Rate of fire 75 bolts per seconds ) 

Smart Reload: False

Requires lock-on:False 

Effective range: 300 M or less 

Effect : Thermal Burn

Blazer : 0.5% chance to leave a thermal burn which inflicts 10% of base damage for 5 Seconds

Vulcan : 0.3% chance to leave a thermal burn which inflicts 15% of base damage for 5 seconds

Additional description: Heavy and Medium Thermal Cannons designed for short ranged attacks. Both can be used in conjunction with each other to inflict maximum damage. The weapons each have a special effect called Thermal Burn, which can scar the target even further by dealing extra damage as stated above. Extreme damage comes at cost of reduced accuracy at longer ranges

You'd better take that back before the gods kill you... oh wait, they JUST DID!

Level/league requirement: Lv 20 / Expert 1  Price:10,000 Components 

SpoonyBard284

Dragonfly

Hardpoint: Heavy
Damage: Carries a Pin
Level requirement: 30
Type: Drone
Reload: 30 seconds (deploys up to three drones)
Clip size: 3
Smart Reload: True
Range: 100 meters
Requires lock-on: True
Additional description: Deploys up to three drones that wanders within a 100 meters range. Each drone carries a Pin that automatically aims and shoots at enemies. Smart targeting systems allow rockets to be aimed before a moving bot.
Price: 10000 Dragonfly components

Arbiter

Hardpoint: Heavy
Damage: Around that of a Trebuchet.
Level requirement: 30
Type: Energy
Reload: 10 seconds
Clip size: 1
Smart Reload: False
Range: 400 meters
Requires lock-on: True
Additional description: Fires a bouncing pulse that is heavily affected by gravity. Pulse may bounce up to five times. Smart targeting system calculates pulse trajectory and automatically aims at the enemy when locked on. Each bounce increases pulse damage by 7%.
Price: 3000 Au

Umad, campers?

Hardpoint: Heavy
Damage: same as Trident
Level requirement: 30
Type: Rocket
Reload: 15 seconds
Clip size: 3
Smart Reload: True
Range: 600 meters to 1200 meters
Requires lock-on: False
Additional description: A Trident with twice the range but 150% of its reload time. Cannot be used within 600 meters because that would be heresy. Umad, campers?
Price: Free; anyone is eligible for this treat.

Gladius

Hardpoint: Light
Damage:5 times as much as Gekko
Level requirement: 30
Type: Melee
Reload:5 seconds
Clip size: 1
Smart Reload: False
Range: 300 meters (launch), 10 meters (melee)
Requires lock-on: False
Additional description: A launchable blade with a motorized chain edge. Does maximum damage when brought into direct contact with enemy bots.
Price: 750 gold

Heavy Shocktrain

Hardpoint: Heavy
Damage: ——
Level requirement: 30
Type: Energy
Reload: 15 seconds
Clip size: 1
Smart Reload: False
Range: 300 meters
Requires lock-on: False
Additional description: Fires a particle beam that annihilates everything in its path. The beam has an infinite pierce and bounces off of walls once. Vertical aiming is enabled for this weapon as it cannot lock onto enemies. This weapon will constantly emit a laser pointing at solid terrain directly in front of the center of the robot, improving the user’s aiming abilities while serving as a warning for the enemies. This aiming device, however, lacks the ability to calculate beam trajectory after hitting terrain or obstacles. Once the beam passes through an enemy, it will deal damage equivalent to 50% of the target’s current HP and grant the target a 90% damage reduction from all sources for 7 seconds. If target is at 25% of its current HP, one-hit KO instead. Ignores all shields. Each additional Heavy Shocktrain equipped will add one more bounce and 100 meters to the range, but does not deal additional damage. Bounces may exceed weapon range by 150 meters.
Price: 10k Heavy Shocktrain components

Steamhammer

Hardpoint: Heavy
Base damage(lvl 5): 15K
Level requirement: 30
Type: Firearm
Reload: 10 seconds
Clip size: 4
Smart Reload: False
Range: 300 meters
Requires lock-on: False
Rate of fire: 0.5 cartriges per second
Dispersion angle: 0.04
Additional description: Decently accurate shotgun that deals terrifying damage to targets and shreds physical shields within seconds. Vulnerable while reloading.
Price: 1500 Au

C271D6D8-0336-41BF-B2BD-B3254C79A5DA

Steamhammer concept art

Ericon Finalez

Executioner

Hardpoint: Heavy
Damage: 350
Level requirement: 18
Weapon type: Kinetic
Reload: 10
Clip size: 250
Smart Reload: False
Lock-on Range: 500
Requires lock-on: False
Effective range: 200
Additional description: The big brother to the Punisher and the Punisher T. A massive minigun mounted to the top of a robot, the Executioner brings a new meaning to the term ‘Leadhose’. After three seconds, an accelerated firing system will engage, allowing more bullets to be shot at your enemies. Not very effective at mid to long range combat.

A maelstrom of Hellfire and lead, he keeps coming... closer and closer...
Price: 10000 Executioner Components

Level Damage (per bullet) Cost Ag Time
2 385 (10%) 40,000 10 Min.
3 424 (10%) 73,000 30 Min.
4 466 (10%) 100,000 1 hour
5 512 (10%) 200,000 4 hours
6 564 (10%) 400,000 8 hours
7 620 (10%) 800,000 17 hours
8 682 (10%) 1,500,000 21 hours
9 750 (10%) 3,000,000 1 day 1 hour
10 850 (10%) 5,000,000 1 day 7 hours
11 908 (10%) 8,000,000 1 day 18 hours
12 998 (10%) 13,000,000 2 days 9 hours

Harbinger

Hardpoint type: Heavy
Damage: 10000
Level/league requirement: Level 25 AND Diamond League
Weapon type: Energy
Reload: 20 Seconds
Clip size: 7 Charges
Smart Reload: False
Lock-on Range: 500
Requires lock-on: True
Additional description: As if the Shocktrain weren’t powerful enough, now there’s a new weapon to rock the WR world. The Harbinger is the answer to people looking for over-the-top power. If you let the Harbinger charge for long enough, seven charges will be ready to be unleashed upon your designated foe. And, those shots will ricochet off the opponent in random directions, so don’t stand too close!

Spinning pylons generate electric death; a red beam of misery for those unlucky enough to be caught in the arking blast...
Price: 10000 Harbinger Components

Level Damage (per charge) Cost Ag Time
2 11000 (10%) 40,000 10 Min.
3 12100 (10%) 73,000 30 Min.
4 13310 (10%) 100,000 1 hour
5 14641 (10%) 200,000 4 hours
6 16105 (10%) 400,000 8 hours
7 17716 (10%) 800,000 17 hours
8 19487 (10%) 1,500,000 21 hours
9 21436 (10%) 3,000,000 1 day 1 hour
10 23579 (10%) 5,000,000 1 day 7 hours
11 25937 (10%) 8,000,000 1 day 18 hours
12 28531 (10%) 13,000,000 2 days 9 hours

Volt

Hardpoint type: Light
Damage: 500
Level/league requirement: 20
Weapon type: Energy
Reload: 2 seconds
Clip size: 7 Charges
Smart Reload: False
Lock-on Range: 400
Requires lock-on: True
Additional description: To those of you who are thinking; "I wish there was a way to make the Shocktrain weaker," I’ve got the solution to make your dreams come true! Here is my latest and greatest weapon design yet; the Volt! This little Shocktrain is perfect for those who want to see that all-too-familiar red bolt, but don’t want people despising them for the rest of their lives. Dealing half the damage, but with the same amount of charges, this weapon encourages people to move the heck out of your way!

It may be small, but enough voltage can kill...
Price: 10000 Volt Components

Level Damage (per charge) Cost Ag Time
2 550 (10%) 40,000 10 Min.
3 605 (10%) 73,000 30 Min.
4 666 (10%) 100,000 1 hour
5 732 (10%) 200,000 4 hours
6 805 (10%) 400,000 8 hours
7 886 (10%) 800,000 17 hours
8 974 (10%) 1,500,000 21 hours
9 1072 (10%) 3,000,000 1 day 1 hour
10 1179 (10%) 5,000,000 1 day 7 hours
11 1297 (10%) 8,000,000 1 day 18 hours
12 1427 (10%) 13,000,000 2 days 9 hours

Tourniquet

Hardpoint: Heavy
Damage: 2780 per missile
Level requirement: 18
Type: Missile
Reload: 10 seconds
Clip size: 8
Smart Reload: False
Range: 600
Requires lock-on: True
Additional description: Tourniquet is a Heavy slot homing missile launcher. A heavy varient of the Spiral, this weapon has perfect synergy with its lighter counterpart, having similar reload and unload times. Works very well with a Hydra as well. Missiles fired from the Tourniquet have an advanced homing system, allowing them to pass over almost all obstacles.

They say that the old tourniquet was used to stop bleeding of missing limbs... but this stops the life of whomever it meets...
Price: 10000 Tournaquet Components

Level Damage (per missile) Cost Ag Time
2 3058 (10%) 40,000 10 Min.
3 3364 (10%) 68,000 30 Min.
4 3700 (10%) 100,000 1 hour
5 4070 (10%) 200,000 4 hours
6 4477 (10%) 400,000 8 hours
7 4925 (10%) 800,000 17 hours
8 5417 (10%) 1,500,000 21 hours
9 5959 (10%) 3,000,000 1 day 1 hour
10 6555 (10%) 5,000,000 1 day 7 hours
11 7211 (10%) 8,000,000 1 day 18 hours
12 7932 (10%) 13,000,000 2 days 9 hours

22hessler

Torrent

Type: Rocket (unguided)
Accuracy: Good
Area Of Effect: 30M
Ability: None
Damage: 2,100 (per rocket)
Capacity: 50 Rockets
Range: 700M
Reload: 3 second's (per 5 rockets)

Cost: 10,000 component's

Jolt

Type: Energy
Accuracy: Good
Area of Effect: None (single shot)
Ability: Stun (14% chance to trigger per charge) stops the target in place for 5 seconds
Damage: 10,500 (per charge)
Capacity: 5 Charges
Range: 300M
Reload: 5 Seconds (per charge)

Cost: 10,000 components/2,000 AU/50,000,000 AG

Chiller

Type: Kinetic
Accuracy: Low
Area of Effect: Good (spreadshot)
Ability: None
Damage: 16,500 (per shell)
Capacity: 10
Range: 400M
Reload: 4 seconds (per shell) weapon ability after 5 shots have fired increase dmg by 30%

Cost: 10,000 components

Nightmare

Type: Kinetic
Accuracy: Deadly
Area of Effect: None
Damage at Level 12: 70,000
Clip Size: 1
Range: 300 to 1100
Reload: 25 seconds

Cost: 100,000 components

Shade

Type: Missile
Area of Effect: 50M
Clip Size: 6
Range: 600
Reload: 15 seconds
Damage at level 12: 8,000
Special: Blind: if 3 or more rockets hit target they go blind for 7 seconds

Cost: 10,000 Components


Orkanfan

Arrow Cannon

Hardpoint: medium
Damage: 10 each arrow
Clip Size: 1000
Type: kinetic
Reload: 15 seconds
Required Level: 15
Range: 500 to 1100
Area of Effect: 50M or 100M
Price: 500K Ag or 500 Au

Description: same as Noricum and Zenit


WOOOOOOOOOMMMMMMYYYYY

Relief

Hardpoint: heavy
Damage: 0
Type: other
Reload: 3 seconds
Clip size: 1
Smart Reload: false
Lock-on Range: 200

Additional description: rather than many other weapons, this one heals rather than damages. it will aim towards the closest teammate, and it fires a could of mist. the mist will repair the robot for 7-15k hp. the mist creates an aesthetic droplet effect, slightly obstructing the vision of the target for a few seconds. can not aim at enemies. for any robot inside the mist cloud, the healing effect is divided by that number. looks like a grey ember weapon with a large drum of mist instead of two small fuel tank thingies.

Squid Launcher

Hardpoint: light
Damage: depends on the squid being launched, 1-3 damage per squid
Level/league requirement: diamond 2
Type: squid
Reload: 3 seconds
Clip size: 1
Smart Reload: false
Range: 100
Lock-on: true
Effective Squid: the largest squid launched
Additional description: This weapon flings squids at your target. the squids stay there for a few seconds, and then they randomly disapear. each larched-on squid deals 5000-6000 damage, over the course of 5 seconds, also, squids will stain the enemy robot with ink, making the robot 5-10% slower and obstructing the view. the speed debuff does not stack, but the vision obstruction does

Price: 250 gold

USSR

Hardpoint: heavy
Damage: 10000 damage to whole enemy team
Level/league requirement: level 30, diamond 2
Type: USSR
Reload: 10
Clip size: 1
Smart Reload: false
Range: 1100
Requires lock-on: true
Additional description: blasts the Soviet Anthem as an Ear-Rape one time, per USSR, also has a chance to play a loud "IDI NAHUI CYKA BLYAT" sound effect:

Союз нерушимый республик свободных
Сплотила навеки Великая Русь.
Да здравствует созданный волей народов
Единый, могучий Советский Союз!

Славься, Отечество наше свободное,
Дружбы, народов надежный оплот!
Знамя советское, знамя народное
Пусть от победы, к победе ведет!

Soiuz nerushimyj respublik svobodnykh
Splotila naveki Velikaia Rus.
Da zdravstvuet sozdannyj volej narodov
Edinyj, moguchij Sovetskij Soiuz!

Slavsia, Otechestvo nashe svobodnoe,
Druzhby, narodov nadezhnyj oplot!
Znamia sovetskoe, znamia narodnoe
Pust ot pobedy, k pobede vedet!

Сквозь грозы сияло нам солнце свободы,
И Ленин великий нам путь озарил.
Нас вырастил Сталин - на верность народу
На труд и на подвиги нас вдохновил.

Славься, Отечество чаше свободное,
Счастья народов надежный оплот!
Знамя советское, знамя народное
Пусть от победы к победе ведет!

Skvoz grozy siialo nam solntse svobody,
I Lenin velikij nam put ozaril.
Nas vyrastil Stalin - na vernost narodu
Na trud i na podvigi nas vdokhnovil.

Slavsia, Otechestvo chashe svobodnoe,
Schastia narodov nadezhnyj oplot!
Znamia sovetskoe, znamia narodnoe
Pust ot pobedy k pobede vedet!

Мы армию нашу растили в сраженьях,
Захватчиков подлых с дороги сметем!
Мы в битвах решаем судьбу поколений,
Мы к славе Отчизну свою поведем!

Славься, Отечество наше свободное,
Славы народов надежный оплот!
Знамя советское, знамя народное


Price: 0 silver, because it is communism NEW BOT: Haechi But It's For Free, It is more OP, and it has a Bee Movie skin health: cyka blyat (this means 350k) speed: 45 shield: Aegis class shield that regenerates, and it has 100k hp. (aegis class shield is the official name for the Bulwark's shield) ability: dash (three charges) descritption: this is litteraly a free haechi that is more powerful, and it has a bee movie skin skins: normal haechi skin COST:1 gold Barry Bee Benson COST: default (included with purchase) this is barry from the bee movie dragon tail COST: 1 potato, or one gold


Defender7881

Harpoon

Hardpoint: Medium
Damage: 3250
Required level/league: Level 15
Reload: 15 seconds
Clip size: 4
Smart reload: false
Requires lock-on: True
Lock-on Range: 300-1100
Price: 340k Silver

Additional description: It is a medium version of Noricum. Fires missiles that similar represent Harpoon missiles from 4 tubes. Lighter version of Zenit with 30% more rocket speed than Zenit. Cannot fire targets less than 300 meters away. If weapon hardpoint is destroyed, it explodes, dealing 2,300 around it, including the robot. Unlike Zenit, the missiles follow their target but follows a predictable path. Missiles turn fairly slowly and fast robots can dodge it. Large AOE (Area of Effect). 15 meter blast radius.

Honey Badger (Molot 2.0)

Hardpoint: Medium
Damage: 330 (800 max) per shell
Required level/league: Level 25 AND at least silver league I
Reload: 15 seconds
Clip size: 500 rounds
Smart reload: False
Requires lockon: False
Lock-on range: 400m
Price: 1,500 Au
Additional description: Its a combination of Punisher T and Molot T. It has the characteristics of Punisher T but has the design of Molot T, with Punisher's color scheme in black and yellow. It has 1.8x the RPM of Molot T but less range than Punisher T. It design is specifically for brawling and laying down suppressive fire. Unlike its counterparts, it's accelerated state is 2.1x firing rate but 5% less damage. It, however, has long reload time and short range. It's recommended to mount this weapon on robots like Inquisitor, Spectre, and robots with at least 1 medium hardpoint and other hardpoints in combination.

"I predict a 80% chance of bullets and wreackage for today"

Deathfromabove123

Soundstorm

Hardpoint: Medium
Type: Sonic waves
Damage per 50 blasts at 200m: 5k
Required level/league: Level 18
Reload: 0.3 sec
Clip Size: 1
Effective Range: 300 m
Smart Reload: True
Needs Lock-On: False
Price: 1000 Au
Explanation: A "sound" weapon, this beast launches sonic waves that turn weaker over distance but larger over it too!Unaffected by walls less than 500m from source and can effectively damage enemies behind cover. Support type,Best with a more of its kind.

"Before you know it, I have found you behind your cover and only your shell may remain."

Switcher

Hardpoint: Heavy
Type: Hacking
Hijack time at base: 10 sec
Required level/league: Level 21
Reload: 4 sec
Clip Size: 2
Effective Range: 1000 m
Smart Reload: True
Needs Lock-On: TRUE. Also, no-one should be shooting you.
Price: 10k components

Explanation: This dangerous machine hijacks enemy bots by connecting to their interface and temporarily setting weapons(always 15 sec) to fire at their own team and can deal damage to their team AND is then controlled by an AI for the weapon time, disengaging the player from controlling the bot. The hacking effect stacks, in other words 2 Switchers at same level can hack bots in 1/2 the time as one due to TWO simultaneous attacks weakening the interface. Long range.
"Oops, you seemed to have started friendly fire. I take all responsibility."


Metalrain

Hardpoint: Medium
Type: Swarm
Deployment time at base: 5 sec
Required level/league: Level 21
Reload: 15 sec
Clip Size: 1
Effective Range: 600 m around your bot
Smart Reload: False
Needs Lock-On: No.
Price: 10k components
Explanation: The little gizmo launches a HUGE swarm of drones equipped with mini-molots that have half the damage of normal molots. the swarm of 2000 drones have a low health of 1000, but, safety in numbers, any bots that cannot fire fast enough cannot survive.
"Safety in numbers? More like DANGER COMES IN NUMBERS."




F0XTRAUT

Charge Magnum

Hardpoint: Light
Damage: 1560 x5
Level/league requirement: level 25
Weapon type: Energy
Reload: 0
Clip size: 5 if fully charged
Smart Reload: 0
Lock-on Range: 1100m
Requires lock-on: False
Effective range: 350m
Description: Will now charge for 5 seconds, multiplying inital damage by 5. Will not start charging until user stops firing. After first shot, will deal normal damage without a singificant reload. It resembles the standard magnum, instead it has a colour theme of Red, Black and Grey. Fires Red Plasma Bolts. It will start glowing red which will show that it is charging.
Price: 5600 WP

Additional Description: It is pratically a Fusion of a Magnum and an Arbalest

Heavy Flux-Beam

Hardpoint: Heavy
Type: Special
Damage: 36,000 over 6 seconds
Level/league requirement: level 25, must be in Diamond League III or higher
Reload: 21 Seconds
Clip size: 6 Energy Cells
Smart Reload: True
Lock-on Range: 800m
Requires lock-on: True
Effective range: 800m
Description: SuperHeavy Laser Beam that was dirived from a very large spaceship, has been optimized for use on a heavy hardpoint. Fires a Red Fusion Beam over 6 seconds, shows an aiming beam before firing - aiming beam is not visable to other players. Because the Flux Beam is ridiculously powerful, it slows the target by 30% per beam. Effect does stack.

Price: 12,000 WP 6,000,000 Ag 3,000 AU


Corruptor X

Hardpoint type: Heavy
Weapon type: Energy
Damage: 358 (400m)
Level/league requirement: 18
Reload: 5 Seconds
Clip size: 100 Charges
Smart Reload: False
Lock-on Range: 600m
Requires lock-on: 600m
Effective range: 400m or Less
Description: A Heavy Scourge dealing twice the damage of the Medium Scourge, has 4 pronges and a Redish Colour. the Energy Ack could be either be Red or Blue. Damage increases as target closes distance.

Price: 10000 Components


Shark

Weapon type: Splash
HardPoint Type: Medium
Damage 2700
Level/league requirement: level 7
Reload: 18 seconds
Clip size: 6 Rockets
Smart Reload: True
Lock-on Range: 500m
Requires lock-on: False
Effective range: 500m
Description: Upgraded Version of the Tulumbas, deals higher damage with a smaller capacity and medium range. Looks similar to the Hydra but just make the launch tubes square and has a light blue tint -  a hybrid design of the Hydra and the Tulumbas
Price: 10,000 Components


Spearhead

Hardpoint: Heavy
Type: Missile
Damage: 5100
Range: 600m
Clip size: 2 Missiles
Reload: 10 Seconds
Smart Reload: False
Requires lock-on: False
Effective range: 600m
Additional description: An Upgraded Trident, has two grey barrels that fire 2 Missiles dealing about twice the damage of the Trident, has no revolver piece in overall design.
Level/league requirement: 20
Price: 10000 Components

                                                                                                                                                                               

Archer

Weapon type: Kinetic
Damage: 2500
Level/league requirement: level 19
Reload: 5 second
Clip size: 5
Smart Reload: True
Lock-on Range: 500m
Requires lock-on: False
Effective range: 500m
Description: Medium Auto Cannon that fires Shells that deal moderate damage and has a chance to Root Target by 25% has a quick reload with a long range.

Price: 10,000 Components

Mr Bang Bang

Fusion

Stats: Level 12 mk1
Hardpoint: Heavy
Type: Special (but damage is reduced by 50% when damaging robots through their energy or physical shields)
Accuracy: Alright (6/10)
Area of Effect: 10 meters
Ability: Can damage robots with energy or physical shields but incoming damage is reduced by 50% when going through their shields
Damage: 5000 (per pulse)
Capacity: 20 Pulses
Range: 350M
Reload: 7 seconds (when cartridge is fully empty)
Overall Unload Time: 10 seconds
Reload System: Fire While Reload
Effective capacity: 25 Pulses (due to Fire while Reloading system)
Role: Brawling, Suppressive Fire
Cost: 750,000 silver

"Before you even see me, you will be covered in explosions and smoke. And when the smoke finally clears, nothing will be left except the shell of what used to be a robot"

Havoc

Stats: Level 12 mk1
Hardpoint: Light
Type: Guided Energy Weapon
Accuracy: Good (9/10)
Area of Effect: None
Ability: Can automatically curve around most obstacles due to its passive tracking system and bypass energy shields. When a robot is hit, any subsequent damage caused by energy weapons within the next 10 seconds is increased by 20%
Capacity: 2 Bursts (each containing 5 guided pulses)
Damage: 4000 (per guided pulse)
Overall Damage: 40,000
Range: 400m
Reload: 8 seconds
Overall unload time: 2 seconds (1 second per burst)
Reload System: Manual
Role: Skirmishing, harassment and suppressive fire
Cost: 5000 WP or 500K silver
GOOD AGAINST (IN ORDER): Carnage, Fujin, Haechi, Ancilot

" You cannot hide, I will always hit you. And then the real fun can begin"

Pyroburst

Stats: Level 12 mk1
Type: Special
Hardpoint: Heavy
Accuracy: Good (7/10)
Area of Effect: 5 meters
ABILITY: Can bypass physical shields. Robots that are hit by this weapon for more than 5 seconds have overheated reactors, dealing an additional 15,000 damage (fixed) to a Heavy Robot, 10,000 damage to a Medium Robot and 5,000 damage to a Light Robot. An additional effect is that this weapon reduces their speed by 5mph for the next 5 seconds regardless of how long the robot has been hit.
CAPACITY: 25 litres of napalm
OVERALL UNLOAD TIME: 12.5 seconds (2 litres per second)
RELOAD SYSTEM: Manual
RELOAD: 10 seconds
OVERALL DAMAGE: 105,000 (excluding special effect damage)
RANGE: 325 meters
ROLE: Brawling
COST: 2000 Gold or 12,500 WP
REQUIRED ACCOUNT LEVEL: Level 25

"Fire has always brought three things: Light, Heat and Destruction. This weapon brings all three...but leaves the unwary behind"

Impulse

Stats: Level 12 mk1
Type: Energy
Hardpoint: Medium
Accuracy: Excellent
Area of Effect: None (no splash damage)
Ability: If the enemy robot is hit 5 times or more, then its ability cannot be used or recharged for 10 seconds. Also bypasses energy shields and Anciles.
Capacity: 8 bursts of blue plasma particles (similar to the Dragoon)
Overall Unload Time: 5 seconds (2 bursts per second, like the Magnum) but accelerated firing to 3 bursts per second if the firing button is held down for more than 2 seconds.
Reload System: Fire While Reloading
Reload: 6 seconds
Overall Damage: 26,000
Damage per Particle: 3250
Range: 600 metres
Role: Suppressive or support mid-range fire
Cost: 6,200 WP or 1000 Gold
Required Account Level: Level 20

"Firing on instinct can prove infinitely dangerous...to both the user and the enemy"



Highly distorted image of something

Thor

Damage: 9000 (initial laser) 15000 (burst)
League/Level requirement: level 30 (Diamond III or above)
Weapon type: Energy
Reload: 7s
Clip size: 2 (1 laser and 1 burst)
Reload type: Standard
Weapon range: 500m
Requires lock on: False
Effective range: 350-500m

Description:A superheavy plasma cannon. Fires a weak laser for 3 seconds before shooting a massive plasma blast along the laser towards the target.

Apocalypse

Hardpoint: heavy
Damage: 30,000 per full rocket, 1,000 per mini rocket
Level/league requirement: Level 20/League: Expert III or above
Type: Rocket
Reload: 15
Clip size: 1 full rocket & 10 mini rockets
Reload type: Standard
Range: 400
Requires lock-on: False
Effective range: 50-400

Additional description: This weapon is specifically designed to eradicate large groups of robots. Fires with a 30-degree arc over low cover and upon exploding has a splash radius of 20m. After exploding releases 10 mini rockets in a ring in a 100m radius, each with a splash radius of 10m.

Electrified mesh

Type: Shield
Details: Works similarly to a physical shield. Can be mounted on a bot similarly to an ecu
Functionality: Blocks splash and energy weapons. Kang daes and Nashorns deal double damage to the shield and normal damage to the bot. Small projectiles mostly pass through the mesh.

Explanation: Electrical wiring allows the mesh to disrupt plasma and energy shots by absorbing them as energy into the wires. Rockets are short-circuited as they hit the mesh and therefore do not explode. Kang daes and nashorns deal double damage to the shield since they are too big to pass through the mesh and instead, punch a huge hole in it. Since Punisher and Molot class weapons fire small projectiles, 80% of the projectiles fired will pass through while the other 20% deal normal damage due to limited shock absorption of wire mesh.

Ragnarok

Hardpoint: superheavy
Damage: 100,000
Level/league requirement: Champion league only
Type: Rocket
Reload: 15
Clip size: 1
Reload type: Standard
Range:1100
Requires lock-on: False
Effective range:1100
Additional description: A true bringer of destruction. This weapon is too heavy to fit on heavy slots, thus it needs a special hardpoint and a powerful bot to carry it. Fires a massive explosive shell which devastates all enemies in a 50m radius. Instantly breaks any ancile shields it hits, regardless of their health.

It is said that even the bravest will fear the greatest...

Jetpack joyrider

Avenger

Hardpoint:Heavy
Damage: 380
Level/league requirement: 12
Weapon type: Kinetic
Reload: 12
Clip size: 220
Smart Reload: False
Lock-on Range: 600
Requires lock-on: false
Effective range: 500
Additional description: A heavy punisher, with a two second reload rate. The stats are similar to the punisher, like the tempest to the molot. The rate of fire is 8.3 with an accelerated reload rate of 10.
Price: 10,000 Components

"Lead bullets, fired from a molten cannon. Relentless and ready to avenge by shredding and piercing bot armor..."

Permafrost

Heh...hey guys, JetpackJoyrider here again.
Hardpoint: medium
Damage: 3000 per 30 liters
Level/league requirement: Level 20
Weapon type: Unique/Bypasses energy and physical shields
Reload: 12 seconds for full tank
Clip size: 300 liters
Smart Reload: False
Lock-on Range: 300
Requires lock-on: false
Price: 2500 Gold
The weapon will have the ability to slow bot movement by 30% and weapon fire rates by 30%.

"The legends speak of a weapon unlike any other...but no pilot could have thought of ice beams bursting out furiously, slowing down bot movement and fire rate by 30%..."


Claudius14

biggus dickus

Hardpoint: light
Type: Budget dash
Damage:none
Level/league requirement:29
Reload: 9 sec
Clip size: 1
Smart Reload: False
Lock-on Range: 400
Requires lock-on: true
Additional description:shoots out a giant hook with a chain attached to it allows it to grab on robots and dash to them,adding to the speed the bigger the bot, the slower it gets. Does not if the target is a light robot, instead pulls the light robot to you.
Medium bots:51km
Heavy bots:40km
Note: its way of attachment is like an ecu, only one side at times.

Price: gold



penatrator XXX

Hardpoint: medium
Type: Melee weapon
Damage:twice the power of gust
Level/league requirement:69 ( ͡° ͜ʖ ͡°)
Reload: infinite(ty stones)
Clip size: ^^
Smart Reload: true
Lock-on Range: right in front of the enemy
Requires lock-on: true
'Additional description:if aimed right if can slowdown the enemy or rip off the weapons

Note: there is a lighter variation called long schlong 69 with slightly lesser dameged but is great on stalkers

Price: gold

SKILLTIME

golden flamer

Hardpoint: medium
Damage per clip: 3500 at level 1
Weapon type: special (medium ember)
Reload:' 5 seconds
Clip size: 1
Smart reload: false
Range: 350
Additional description: is shaped roughly like an ember, but is blue. Is slightly smaller than an ember and slightly different shape. (Basically a medium ember).

Currency: components

Shocktrain hachi

CTBlackout5555

Arclight

Hardpoint: Heavy
Damage per Clip: 7k at Level 5
Weapon Type: Energy
Reload: 10 seconds
Clip Size: 1
Smart Reload: False
Range: 600m
Additional Description: A heavy pulse gun (think a magnum, but with a tesla coil instead of a yellow ball), which fires a pulse of energy at a target. The shot deals very low damage, but greatly reduces the turning speed of a hit target for 3 seconds. It also makes them take 25% more damage.
Cost: 10,000 Arclight Components



HurricaneHell

Wallop

Hardpoint: Light
Type: Special
Damage: Lvl 1, Mk1 - 1500
Range: 400m
Clip Size: 1 Charge
Reload: 7 Seconds
Smart Reload: False
Requires lock-on: False
Effective range: 200m or Less. The Closer the Enemy, the Further back they're Blasted.
Price: 4,800 WP
Additional description:

A Special Light Weapon, designed not for Damage, but for Knocking Enemies out of your Range. The Opposite of Grapple Weapons, the Wallop is definitely a Threat to any Knife Fighter or Brawler, making it a Risk for them to come near you. Using a Blast of Kinetic Energy, the Wallop can well, Wallop Enemies away from you. With every Powerful creation, comes a Recognizable Weakness. For the Wallop, its Shields. Physical Shields absorb 75% of the Blast, and Energy Shields absorb the Entire Blast. To a Lesser Degree, the Gravitar takes on the same Trait, and to an even Lesser Degree, so does the Homerun.

Gravitar

Hardpoint: Medium
Type: Special
Damage: Lvl 1, Mk1 - 2700
Range: 400m
Clip size: 1 Charge
Reload: 7 Seconds
Smart Reload: False
Requires lock-on: False
Effective range: 200m or Less. The Closer the Enemy, the Further back they're Blasted.
Price: 6,400 WP
Additional description:

A Special Medium Weapon, designed not for Damage, but for Knocking Enemies out of your Range. The Opposite of Grapple Weapons, it is a Fearsome Enemy towards any Knife Fighter, blasting them out of their Range. While being a Pain to deal with, Shields easily Hinder the performance of the Gravitar, making Shielded Robots an advisable choice. Physical Shields absorb 60% of the Blast, and Energy Shields absorb the Entire Blast. To a More Severe Degree, the Wallop takes the Same Disadvantages, and to a Lesser Degree, so does the Homerun.

Homerun

Hardpoint: Heavy
Type: Special
Damage: Lvl 1, Mk 1 - 3200
Range: 400m
Clip size: 1 Charge
Reload: 7 Seconds
Smart Reload: False
Requires lock-on: False
Effective range: 200m or Less. The Closer the Enemy, the Further back they're Blasted.
Price: 7,500 WP
Additional description:

A Special Heavy Weapon, designed not for Damage, but for Knocking Enemies out of your Range. The Opposite of Grapple Weapons, it is the Kryptonite of Knife Fighters brought into Reality, the Homerun is essentially a Massive Baseball Bat. Anything Fearsome or Powerful will have one Weakness, in this case, Shields. Physical Shields absorb 35% of the Blast, and Energy Shields absorb the Entire Blast. To a More Severe Degree, the Gravitar takes the same Disadvantages, and to and Even More Severe Degree, so does the Wallop.

Clutch

Hardpoint: Light
Type: Special
Damage: Lvl 1, Mk 1 - 2200
Range: 400m
Clip size: 1 Grapple
Reload: 7 Seconds
Smart Reload: False
Requires lock-on: False
Effective range: At Maximum Range, Grapple weapons reach their full Pull Force. However, the Projectile (Grapple) is slow, and can be dodged by Highly Mobile Robots. At shorter ranges, it'll become increasingly difficult to dodge.
Price: 4,600 WP
Additional description:

A Special Light Weapon, designed to Grapple Enemies towards you. The Opposite of Pushback Weapons, this weapon is used to Grapple in Mid-range and Long-range Opponents. Pair the Clutch with close range Weapons, you'll be a Living Nightmare for Enemies to take care of. Weight of a Robot will matter, either Hindering or Buffing a Pushback weapon's performance. Light Bots receive 90% more Grapple Force, Medium Bots stand Neutral, and Heavy Bots will reduce force by 60%. Energy Shields block the Clutch entirely, and Physical Shields make no difference in the Grapple Force.

Chainlink

Hardpoint: Medium
Type: Special
Damage: Lvl 1, Mk1 - 2800
Range: 400m
Clip size: 1 Grapple
Reload: 7 Seconds
Smart Reload: False
Requires lock-on: False
Effective range: At Maximum Range, Grapple weapons reach their full Pull Force. However, the Projectile (Grapple) is slow, and can be dodged by Highly Mobile Robots. At shorter ranges, it'll become increasingly difficult to dodge.
Price: 5,600 WP
Additional description:

A Special Medium Weapon, designed to Grapple Enemies towards you. The Opposite of Pushback Weapons, this weapon is used to Grapple in Mid-range and Long-range Opponents. Combining the Chainlink with Close Range Weapons such as Shotguns or Rockets, will make you a Dangerous opponent, advising Brawling to ensue. Weight of a Robot will matter, either Hindering or Buffing a Pushback weapon's performance. Light Bots receive 110% more Grapple Force, Medium Bots stand Neutral, and Heavy Bots will reduce force by 40%. Energy Shields block the Chainlink entirely, and Physical Shields make no difference in the Grapple Force.

Moontide

Hardpoint: Heavy
Type: Special
Damage: Lvl 1, Mk1 - 3500
Range: 400m
Clip size: 1 Grapple
Reload: 7 Seconds
Smart Reload: False
Requires lock-on: False
Effective range: At Maximum Range, Grapple weapons reach their full Pull Force. However, the Projectile (Grapple) is slow, and can be dodged by Highly Mobile Robots. At shorter ranges, it'll become increasingly difficult to dodge.
Price: 5,600 WP
Additional description:

A Special Heavy Weapon, designed to Grapple Enemies towards you. The Opposite of Pushback Weapons, this weapon is used to Grapple in Mid-range and Long-range Opponents. With this, you don't DARE let your Enemies escape. Jump, Hide, Run Away, they will eventually feel the Force of the Moontide. Weight of a Robot will matter, either Hindering or Buffing a Pushback weapon's performance. Light Bots receive 165% more Grapple Force, Medium Bots stand Neutral, and Heavy Bots will reduce force by 15%. Energy Shields block the Moontide entirely, and Physical Shields make no difference in the Grapple Force.

Omicron01

Sparky Cannon

Hardpoint: Heavy
Type: Energy
Damage: Lvl 1, Mk1 - 14,000
Range: 500m
Clip Size: 1 Energy Cell
Reload: 6 Seconds
Smart Reload: False
Requires lock-on: False
Effective Range: None. Damage is consistent no Matter the Distance.
Price: 6,000,000 Silver
Additional description:

Superheavy Mid-ranged weapon designed to ensure maximum devastation on your enemies. Massive Firepower combined with even greater splash radius, a total of 50m radius splash.


Sparky Turret

Hardpoint: Medium
Type: Energy
Damage: Lvl 1, Mk1 - 10,000
Range: 500m
Clip Size: 1 Energy Cell
Reload: 5 Seconds
Smart Reload: False
Requires lock-on: False
Effective Range: None. Damage is consistent no Matter the Distance.
Price: 3,000,000 Silver
Additional description:

Medium Mid-ranged weapon designed to ensure maximum devastation on your enemies. Massive Firepower combined with even greater splash radius, a total of 50m radius splash.


Sparky Blaster

Hardpoint: Light
Type: Energy
Damage: Lvl 1, Mk1 - 7,000
Range: 500m
Clip Size: 1 Energy Cell
Reload: 3 Seconds
Smart Reload: False
Requires lock-on: False
Effective Range: None. Damage is consistent no Matter the Distance.
Price: 1,500,000 Silver
Additional description:

Light Mid-ranged weapon designed to ensure maximum devastation on your enemies. Massive Firepower (for its class) combined with even greater splash radius, a total of 50m radius splash.


Outbreak Prime

Hardpoint: Light
Type: Energized Kinetic
Damage: Lvl 1, Mk1 - 240
Range: 600m
Clip Size: 36 Rounds
Reload: 5 Seconds
Smart Reload: False
Requires lock-on: False
Effective Range: 400m, but it's negligable since it is a very accurate weapon, more so than the Molot.
Price: 1,000 Gold
Additional description:

Light weapon that fires three-round bursts. Upon successfully destroying or critical hitting a robot, the Outbreak releases a SIVA swarm that attacks nearby enemies (75m range).
"I've done the math. When you pull this trigger, one plus one equals zero. Every time."

ROBOTS:

Gambitz192

Vultre


Health: 67,000

Speed: 35 km/h

Starting abilities: Hawkeye Mode

Hardpoints: 1x Heavy & 2x Light

Classification: Medium

Additional description: Vultre (pronounced as Vulter) is a medium robot ideal for sniping. It's ability, Hawkeye Mode, allows the pilot camera to zoom in on a target. It also allows the pilot to target the different hardpoints, though the hardpoints cannot be easily blasted off. 1 shot for a light hardpoint and two shots for heavy and medium hardpoints. This allows the Vultre to be an effective sniper. The ability will not deactivate until the pilot shoots. Also, the pilot will not be able to move when the ability is activated. Anciles, however, take 3 or 4 shots to be blasted off, unless shot by a trebuhet, the ancile will take 2 shots instead, disabling the target's shield.

Unlocks at: Level 25 League Required: Gold Price: 1500 Gold

Leviathan


Class: Heavy

Hardpoints: 2 Heavy, and 1 medium

Base level: 6

Base HP: 175,000 (360,000 MKII)

Speed: 34 km/h

Ability: Eternal Grip

Description:

Leviathan is a heavy bot designed for sweeping enemies away without getting scratched. It has an outstanding durability and enough speed to compensate the size of this beast. It's ability, Eternal Grip, allows the Leviathan to grab and hold enemies for 8 seconds. Once an enemy gets caught in its grasp, it receives 1000 damage (higher when upgraded) for every second it is caught. The enemy will be unable to move or shoot, rendering it completely disabled The Leviathan will unfold 4 long claw arms when it activates its ability, then it will grab a target and slowly crush it with its powerful arms. The ability lasts for 8 seconds with a 20 second cooldown.

"Carrying my fellow pilots during a battle has never been this easier"


Omicron01

Instigator (Stalker v.2)

Class: Light
Hardpoints: 2x Light
Base level: 1
Base HP: 46,000 (Maximum at 90,000)
Base Speed: 52 (Maximum at 67)
Ability: Fade: The robot enters stealth, increasing damage, disappearing from enemy lock on systems, removing the marker above the robot's head, and activating camouflage plates, rendering it totally invisible. lasts 15 seconds, cooldown is 15 seconds
Extra: Can only be purchased when an Mk1 lvl12 stalker is available. In gameplay, the instigator is totally invisible under the effects of it's ability. Damage boosted by 100% (2x)
Additional description: Although lacking the firepower and abilities of the latest and greatest bots, Stalker continues it's service with brand new stealth technology. Upon activating Fade, Instigator fades from radars AND sight, making this little machine a nightmare for the enemy under excellent piloting.
Recommended: 2x Gust, 2x Magnum, 2x Halo
Price: 1,000 Instigator Components, 1x lvl12 Mk1 Stalker

""
 


Centurion

Class: Heavy
Hardpoints: 2x Heavy, 1x Medium
Base level: 1
Base HP: 190,000 (Maximum at 309,000)
Base Speed: 27 (Maximum at 35)
Ability: Restore: When robot is destroyed, the Restore ability takes effect, reassembling the mangled frame and weapons on the location of death. Takes 10 sec for restore to take effect, cooldown 60 sec.
Extra: Cenutrion suffers an extra 0.3 sec of landing lag, but is immune to leg damage.
Additional description: Heavy robot designed for absorbing damage and dealing it right back. Slow movement is compensated for brute force firepower and the unique ability to repair in the thick of battle. A true general.
Recommended: 2x Thunder 1x Storm; 2x Avenger 1x Punisher T; 2x Redeemer 1x Taran, 2x Exodus, 1x Orkan
Price: 5050 Au

"The defender of pilots fighting with minimal funds. It seems miracles do come true..."
 


Wraith

Class: Heavy
Hardpoints: 4x Heavy
Base level: 1
Base HP: 120,000 (Maximum at 190,000)
Base Speed: 25 (Maximum at 33)
Ability: Spectral Fade: Wraith shifts into stealth, disappearing from lock-on systems and (mostly) sight. Gains 100% movement, but weapons fire is disabled. Lasts until deactivation, cooldown 8 sec.
Extra: Wraith cannot eqiup Ancile, as this can probably lead to an invincible shield generator. Coming out of Spectral Fade won't immediately activate weapons until 1.5 sec afterwards.
Additional description: Wraith is a heavy robot. A robot of mysterious origin, it appears to have been modified extensively to be able to bear the colossal burden of FOUR Heavy weapons. It's rather unimpressive movespeed is compensated for it's tide-turning ability: Spectral fade. Be wary of the Wraith, pilot.
Recommended: 4x Thunder; 4x Avenger; 4x Glory; 4x Redeemer; 4x Exodus; 4x Ember
Price: 15000 Au

"Only those with the strongest of wills can hope to even enter the pilot's seat on this evil mech. It... beckons you to let go of your limitations. Beckons you to unleash the monster within you. For most of us, it will only be a matter of time before we succumb to the power of the Wraith..."
 



Oblivion

Class: Unknown
Hardpoints: 4x Heavy
Base level: 1
Base HP: 333,333 (Maximum at 666,700)
Base Speed: 20 (Maximum at 70)
Ability: Extinction Protocol: Oblivion overcharges it's weapons systems, allowing for the immense damage boost of 5000%. Oblivion also scrambles ALL (except it's own) radar and sight systems and roots all robots on the map. Can fly with unlimited fuel.
Extra: When destroyed, Oblivion marks all enemy robots for death and instantly destroys their entire hangar and active robot, resulting in defeat for the enemy team. You see an oblivion, you lose the game. Getting killed by Oblivion explodes your bot and deals 999,999 damage to nearby robots (except Oblivion's allies).
Additional description: (!ERROR!) "descript.txt" DISPLAY=(false)
Recommended: Any heavy weapon except Nashorn, Kang Dae, or Zenit
Price: 99,999,999,999 Silver

"THE APOCALYPSE IS NOW"
 

DaMan47

Pyronator

Class: Heavy
Hardpoints: 1 heavy,2 medium

Electricutioner

Class: Light Hardpoints: 1 light
Base Level: 1
Base HP: 95k
Max HP: 160k
Base Speed: 45 km/h
Max Speed: 55 km/h
Ability: Electro Ball
Ability Cooldown: 15 sec
Additional Information: Ability Info (defence): An electrical protection dome appears around the bot. This takes half the damage of all weapon types and the other half is recived by the bot. The health of the electrical dome is 40k and is unable to regenerate ( once the dome is drained, the ability reloads). Ability Info (attack): The dome also sends a total of 3 bolts of electricity to whoever is 300m or less from the bot. If there is only 1 enemy bot is range, all 3 bolts of electricity will hit it, if there is 2, one enemy will get hit by 2 bolts and the other will get hit by one. If there are 3 enemies in range, each will recive 1 bolt. A maximum of 3 bots can be hit at once. Ability Damage (per bolt): 1200
Level/League Requirements: Lvl 20
Weapon Restrictions: ---
Price: 300 Ag/Gold

Defender7781

Independence

Class: Medium
Hardpoints: 3x Heavy (1 is always active), 4x Light (Activates upon activation of ability)
Base level: 5
Base HP: 76,000 (Maxes at 145,000 HP; shields based at 120,000, maxes at 200,000)
Base Speed: 38 (Maxes at 51)
Ability: Siege (5 second cooldown)

Upon ability activation, the two inactive hardpoints are drawn and the heavy hardpoints receive a -15% reload time bonus along with a 25% damage bonus. The light weapons are also activated, but have -30% damage debuff and +3 seconds debuff reload time. However, the robot is forced to be stationary, but the tower is raised.

Extra: Light weapons cannot be controlled, as they are auto-turrets. 2 positioned at the front (Each beside the always active one), 2 at the back (In between the holstered weapons). The back ones have a 45 degree traverse arc; the front ones have a 20 degree traverse arc. Auto-turrets are customizable. Their view ranges follow the effective range of the weapon mounted.
Additional description: Its shape somewhat looks like Bastion. Has 6 legs. Color scheme is the same as Bastion. 2 heavies on the sides (Which is holstered), one on top.
Recommended: 3x Thunders, 4x Magnums/Punishers (Knife-fighter); 3x Zeus's, 4x Sparks/Molots/Pins (Mid-range); 3x Trebuchets, 4x Arbalests/Molots (Long-range)
Price: 23,000 WSP

"Its gonna defend your comrades, or burn your adversaries to crisp"

GD-2 Predator

Kaijin

Class: Light
41A9B9CE-0BB0-409D-9A71-CD1C2570C495

Kaijin Concept

Hardpoints: 4 Light
Base Level: 1
Base HP: 58,000
Max HP: 150,000
Base Speed: 35 kmph
Max speed: 50 kmph
Ability: Sentry Mode

When sentry mode is activated it will raise it’s turret like the Fujin, immobilizing itself while activating an Energy Shield and a 40% damage resistance. The Energy Shield has a base HP of 50,000 at Lvl 1, and a max HP of 155,000 at Lvl 12 MK 2 Making it the second most powerfull Energy shield ingame right after the Fujin.

Ability cooldown: 4s (raising/lowering tower)
Additional information: Kaijin is also the name of an ancient Japanese sea monster. Kaijin has the second most powerfull Energy Shield of any bot right after the Fujin. Kaijin is a Quad Legged bot just like the Fujin and Raijin meaning it wont experience any landing lag. Kaijin is also the only Light Bot with a built in Ancile. Kaijin is also the fastest Quad legged bot.

Price: 9500 WSP

Schutze 2.0

Class: Light
10BA4F69-E799-4DD1-8B56-99187DD97EF3

Schutze 2.0 Concept

Hardpoints: 3 Heavy
Base Level: 5
Base HP: 170,000
Max HP: 300,000
Base Speed: 50 kmph
Max speed: 70 kmph
Ability: Schutze

When Schutze mode is activated Schutze 2.0 will be capable of running 90 kmph. while this ability is activated Schutze will activate a Aegis Shield, this Aegis Shield has 150k HP max at Lvl 12 Mk 2. Schutze will also be able to Hover whenever it wishes, and will create a explosion where ever it lands (just like the Helldive ability). When Schutze 2.0 is destroyed it will overload just like the Hellburner.

Ability cooldown: 10 seconds (activation and duration)
Additional information: Schutze 2.0 will also deflect Shocktrain blasts back to the enemy which fired it, crashing their game in the progress.
Price: 1 Silver
(Suggestion for description) So this is the Schutze 2.0 in a nutshell.

Colossus

Class: Super Heavy
Hardpoints: 3 Heavy
Base Level: 3
Base HP: 145,000
Max HP: 325,000
Base Speed: 20 kmph
Max speed: 25 kmph
Ability: Rush

When Rush mode is activated Colossus will become capable to run 50 kmph for 10 seconds. While the Rush ability is activated, thrusters on the back of Colossus will activate just like on the Lancelot.

Ability cooldown: 20 seconds
Additional information: Colossus is the biggest bot ingame.

Level/League Requirements: Level 30/ Gold 3

Weapon Restrictions: Ancile

Price: 5000 Gold

Beamer

Class: Heavy
F5A6A343-5E30-4105-B4C6-A11E75C4E384

Beamer concept

Hardpoints: 1x Heavy 2x Light
Base Level: 1
Base HP: 80,000
Max HP: 150,000
Base Speed: 35 kmph
Max speed: 40 kmph
Ability: Beam

When “Beam” mode is activated Beamer will open it’s front and fire a big Yellowish laser Beam for 10 seconds. Beamer will slow down by 40% if aimed where it’s heading and accelerate by 40% if aimed to the opposite direction. Damage: 5000 lvl 1 - 9000 lvl 12. Burst damage: 25000 lvl 1 - 52000 lvl 12. Burst DPS: 6000 lvl 1 - 13000 lvl 12. Continues DPS: 3000 lvl 1 - 5000 lvl 12.

Ability cooldown: 10s (5s if deactivated earlier).
Additional information: The ability can be deactivated after 5 seconds.

Price: 2500 Gold

Fujin fighter

Jaeger

Hardpoints: 2 light, 2 heavy.
Base level: 5
Base HP: 122000
Speed: 31kph
Base HP: 122000
Speed: 31kph
Ability: kamikaze

Second heavy weapon is drawn, speed increase by 100%, takes double damage, deals double damage.

Extra: cannot mount Ancile or Ecu
Cost: 1275 Au
"It could be the key to victory, or it could be the key to your demise..."

WOOOOOOOOOMMMMMMYYYYY

monkey

Hardpoints: 2 light 1 medium
Base level: 1
Base HP: 78,000
Speed: 57
Ability: poop fling

Monkey makes a loud OO-OOOO-OOOOOOOOO noise and starts randomly flailing its arms around, throwing a poop projectile every 0.001 seconds

Additional description: a monkey-shaped quadroped robot. causes a big mess.

Price: 10 bannanas. (you recieve bannanas for every bannana you send to pixonic HQ)

Atlas

Hardpoints: 3 light weapons, and one heavy weapon
Base level: 1
Base HP: 90k
Speed: 15 kmph
Ability: Drag

Atlas sends a crippling rift in the atmosphere, dragging any robot besides japanese robots (Raijin and Fuijin) towards it. takes 10 seconds for effect to settle in, but in the meantime, atlas can not move. cooldown: 45 seconds

Extra: robot can target stealthed robots (besides stalker)

Additional description: large, shaped a bit like leo, has the ability to pull anything towards it.


Piisfun

Pulsar

Health: 125,000 at level 12
Speed: 45 km/hr at level 12
Hardpoints: 2 medium
Ability: Ping

Emits a strong EM pulse that interfers with targeting systems. All enemies within 350 m have their target forcibly changed to this robot. All enemy lock-on weapons within 600 m, as well as any this robot has, lose lock-on and must retarget. Also gains 80% damage resistance for 5 sec. 15 sec recharge.

Notes:

  • ability makes shocktrain, hydra, and vortex useless to put on Pulsar.
  • Design is intended to support group assaults. Will die very quickly without support.

Scope

Health: a little less than Natasha at all levels
Speed: same as Fury at all levels
Hardpoints: 1 Heavy, 1 light
Shields: none
Ability: Zoom

Robot can engage zoom view while locked on. Stops the robot, and uses the movement controls to adjust targeting to various parts of the target robot (i.e. the legs of a Haechi). on release, fires all weapons onto the targeted part of the robot. Cannot directly target ancile shields (That would be too OP).

Jet

Health: same as Gareth
Speed: same as Gareth
Hardpoints: 3 light
Anti-Energy Shield: 100,000 at level 8
Ability: Armored flight

Like Hover, Jet can fly, but faster and longer. While flying, it enables a dome shield that blocks only energy damage. This robot is very weak while on the ground, but can outrun or absorb pretty much anything while in the air.

Notes:

  • Jet is designed not only as a Beacon capper, but is also intended to be a cheap rotbot that can easily be obtained within 2 weeks of starting the game for the first time. By giving new players a very fun and somewhat complicated robot early on, the ultimate goal of this robot is to increase player retention.

Gravitator

Health: A bit more than Rogatka
Speed: same as Haechi
Hardpoints: 2 medium, 1 light
Ability: Null Zone

Gravitator creates a spherical region, centered on itself and with a radius of 75 meters, where gravity is temporarily nullified. Any robots that were in motion, with the exceptions of Gravitator, Hover, Raijn, and Fujin, will be unable to stop moving. Any robots that were stationary, with the exceptions of Gravitator, Hover, and jumping bots, will be unable to start moving. The effect lasts 5 seconds, and affects both teams.
Gravitator is immune to its own effects, as well as the effect of other Gravitors. Any robot with the jump ability can still jump to gain forward motion, but will be unable to stop moving until the effect ends. Hover, while in the air, is unaffected due to its rocket propulsion, but will slide if on the ground. Quadrupedal robots can use their ability to cancel motion, but cannot resume motion while the effect is active.

Ability Recharge: 20 seconds
Notes:

  • Gravitator is designed to counter highly mobile opponents, such as Dash bots.
  • Gravitator is best countered with lock-on-weapons.

--And thus, the banana slug kingdom and fungi kingdom created an alliance,
and took over the wiki. 12:39, May 14, 2018 (UTC)

Revenge

Health: 75,000 max
Speed: 58 km/h
Hardpoints: 1 light (on top)
Ability: Plasma Missile

Ability requires lock-on, maximum range 250 meters. Upon activation, entire robot lifts off of ground, becoming a giant plasma missile. This missile follows a similar trajectory to that of an Aphid missile, ending in a superheated plasma explosion that bypasses all shields. The explosion instantly destroys Revenge and deals up to 400,000 damage to the target, ignoring all shields.

Notes:

  • Revenge is designed to destroy a single enemy at all costs.

An eye for an eye, A tooth for a tooth.
I am here to collect all your past dues.

ValorOmega

Pursuit

Health: 120 health
Speed: 45 km
Hardpoints: 2 Heavy
Ability: Discharge

Ability to charge an opponent while in stealth mode, making the opponents harder to target.

Ability Recharge: 20 seconds

Highly distorted image of something

Arthur

Class: Heavy
Hardpoints: 2 heavy 1 medium
Base Level: 1
Base HP: 55,000
Max HP: 135,000
Base Speed: 24 kmph
Max speed: 35 kmph
Ability: Guard

This bot can activate two powerful shields at the same time. When the ability is activated, the second heavy weapon will be revealed and able to fire, and the two shields on either side will come out in front of the bot, layering on top of each other. These shields have a special ability. When they get hit by a splash weapon, the damage will be divided between the shield and the bot. Works normally against plasma and kinetic weapons. If both shields are intact, 3/4 of any splash damage is absorbed by the shield while 1/4 of the damage goes through to the bot. When only one shield is intact, the damage will be split evenly between the bots. Movement speed reduced by 20% while ability is active.

Ability cooldown: 1s (raising/lowering tower), 12s (second charge, firing rocket)
Additional information:

  • 1st physical shield strength: 200k
  • 2nd physical shield strength: 150k
Price: 5000 Au

Ryujin

Class: Light
Hardpoints: 3 light
Base level: 1
Base HP: 56,000
Max HP: 145,000
Base Speed: 40 kmph
Max speed: 60 kmph
Ability: Fortress

Has two charges. When the ability is activated, the bot immobilizes and raises its tower similarly to the Fujin and Raijin, and deploys a physical and an ancile shield. While Fortress is active, if the second charge is filled, the bot can launch a powerful rocket from its tower.

Ability cooldown: 1s (raising/lowering tower), 12s (second charge, firing rocket)
Additional description:

  • Rocket range: 500m
  • Rocket damage: 20,000
  • Splash radius: 20m
  • Physical shield strength: 120,000
  • Energy shield strength: 91,000
  • Energy shield recharge rate: 3% per second
Price: 10,000 components

SKILLTIME

Hunter

Hardpoints: two light, medium
Base level: 1
Health: 87k
Speed: 40kph
Ability: Glide

When gliding, it diverts it’s power to flying, so as a result, it doesn’t not have enough power to use it’s medium weapon while gliding.

Description: looks like a strider except with three legs.

Currency: components

Also an idea: what’s if components could be traded for other components.
Also: being able to give other player weapons, currency, and bots that you do not want


22hessler

Spyder

Hardpoints: 3 heavy
Base level: 1
Base HP: same as Fujin
Speed: 40 Kmph
Ability: Climb

Activate by standing near a wall and then you begin to climb up it the ability recharge is 30 seconds you get a decrease in speed (60%) and from there you can choose to barrage your enemy from above or to find a suitable sniping area from almost any map.

Bot info: quadrepedal looks somewhat like fujin no ancile and at max level has same health as a fujin my original idea was a bot with 6 legs and more speed but then you couldnt really have a bot with 6 legs and 3 heavy hardpoints.
Weapon restrictions: Ancile prohibited

Cost: 5K AU, 10K components or 20M AG


Claudius14

Bison

Hardpoints: two lights on one side, and one medium on the other and heavy on top.
Base level: 20
Base HP: similar to boa but 5x
Speed: 24km
Ability: ramming

when target is on sight,(range 400m) it activates ramming sheild increasing its speed to 47km
  • while in ramming mode. Its damage resistance is increased to 3%

Additional description: base of the rhino but wider and some bulkiness of the lance and the sleekness of a rhino and its height.

Price: gold

kangaroo

Hardpoints: two lights one medium on top
Base level: 5
Base HP: slightly similar to golem
Speed: 48
Ability: kangaroo

jumps (or hops) five times all in one while its abilityis half full though the jump is much lower than most bots. when maxed. jumps really high
  • it main and only purpose is to encourage more zues/snipers players to aim at bots with more flamboyant abilities

Additional description: slightly tall than a strider

Price: components

Flying holy Crusader

Hardpoints: two heavies
Base level: 8
Base HP: half of a Raijin
Speed: 15
Ability: quick draw shield

while in the air it activates its energy shield with its quickdraw. replacing its weapons while in jump. after that, it reverts to its default setup.
  • Description of a addition: when it lands in send a earthquake to the ground that makes nearby enemies move closer (earthquake range:99 or 100

Additional description: butch lance hybrid :D

Price: components

Deathfromabove123

Plasmatic

Health: 150,000
Type: Heavy
Hardpoints: 2 medium, 2 light
Abillity: Hyper-Cannon
Hyper-cannon total damage dealt : 80k at base
Description: Plasmatic is a heavy quadruped robot resembling a Fuijn with two frontal plates. When in Hyper-Cannon mode, it opens the frontal shield exposing a massive plasma cannon.It then redirects power from legs and weapons to the cannon, whose charge will be shown at a bar at the top of the screen. After charging fully(20 sec and it displays a symbol), the red button will then control the fire and the robot can then move its torso. The cannon will then unleash a huge blast at a single enemy or multiple at many.

Cost: Requires components- 10000 of them.


Mr Bang Bang

Rampage

Class: Heavy Robot

Robot Description: A Heavy Robot, the Rampage was developed along with the Prowler. Instead of focusing on attack, it emphasises defense and armour.

Health: 100,000-200,000 

Physical Shield Health: 55,000 (fixed)

In-built Ancile health: 55,000 (fixed)

Aegis-class Barrier health: 55,000 (fixed)

In-built Ancile and Aegis-class Barrier regeneration rate: 2% (re-activation threshold 25%)

Hardpoints: 1 Heavy, 1 Medium

Default Weapons: 1 Thunder and 1 Punisher T

Speed: 32-40mph

Colour: Dark Grey

Ability: Smokescreen Prototype

Ability Description: Launches 20 smoke grenades in all directions around it (including above), shrouding the robot in dense smoke from all directions, obscuring it from view. The smoke grenades explode 200m away from the robot. Once the smoke grenades explode, the robot cannot be locked onto for 8 seconds.

Ability Cooldown: 22 seconds

Role: Defender/Brawler

Cost: 3.2 million silver (unavailable to players who've spent money on the game)

Required Level: Level 20

"You think that you can take me down? My shields disagree."

Prowler

Class: Heavy Robot Robot Description: A Heavy Robot, the Prowler was developed along with the Rampage. Instead of focusing on protection, it emphasises firepower and offense.

Health at Base Level: 87,000

Health at Maximum Level Mk1: 158,000

Hardpoints: 2 Heavy, 1 Light

Default Weapons: 2 Thunders and 1 Punisher

Speed at Base Level: 34mph

Speed at Maximum Level Mk1: 38mph

Colour: Dark Grey with Black camouflage

Ability: Smokescreen (2 modes)

Ability Description: Fires all 20 smoke grenades towards the nearest/locked on enemy robot within 200 metres, dealing 20,000 splash damage (fixed, 1000 per grenade). The enemy robot hit is surrounded by dense smoke and cannot lock on to any robot for 10 seconds.

Ability Cooldown: 28 seconds

Role: Close-range/Ambush robot/Knife fighter

Cost: 5.7 million silver (unavailable to players who've spent money on the game)

Required Level: Level 22

"Keep your eyes open, for the Darkness will be your Destruction"

Marine

Class: Heavy Robot
Health at Base Level: 100,000
Health at Maximum Level Mk1: 175,000
Hardpoints: 2 Lights,1 Medium and 1 Heavy
Default Weapons: 2 Punishers, 1 Punisher T and 1 Thunder
Speed at Base Level: 32mph
Speed at Maximum Level Mk1: 35mph
Colour: Dark Blue
Ability: Skirmish: Incoming damage is reduced by 35% and the robot can only use 1 Medium weapon and 1 Light (less than half its firepower.) The robot's speed is also increased to 40mph.
Weapon Placement: 1 Medium weapon attached to its side, 1 Light weapon attached on top of its right 'shoulder', 1 Heavy weapon placed next to the light on the robot's left 'shoulder' and 1 Light Weapon placed underneath at the same level as the Medium weapon.
Cost: 2,700,000 Silver
Unlocked at: Level 18
Effective Range: 350 meters and below for all loadouts (300m and below for the rocket setup, 350m and below for the Plasma setup and 250-200m and below for the Shotgun setup)
Recommended Loadout: Orkan/Pinata/Pinata/Thunder, Taran/Magnum/Magnum/Redeemer and Storm/Gust/Gust/Thunder.

Other Information: This robot is designed to challenge the rule of the Dash bots and Inquisitor whilst remaining relatively balanced (Hence the relatively low health.)

Enforcer

Stats: Level 12 mk1
Type: Heavy
Ability: Charge

For 10 seconds, speed is increased by 10%, weapons damage is also increased by 10% and damage received is reduced by 10%
 

Ability cooldown: 18 seconds
Hardpoints: 3 Lights, 1 Heavy
Default weapons: 1 Fusion and 4 Havocs
Speed: 35mph
Health: 185,000
Recommended builds: 1 Fusion and 4 Havocs, 1 Redeemer/Ember and 4 Magnums, 1 Thunder and 4 Gusts/Pinatas
Role: Brawler

"Don't underestimate me. I will hunt you down and hit you hard, and when I do so, you will never get back up again"

Suppressor

Stats: Level 12 mk1
Type: Heavy
Ability: Siege Bombardment

Damage is increased by 20% and in-built Ancile (fixed HP of 35,000) is activated for 12 seconds
 

Ability cooldown: 20 seconds
Hardpoints: 1 Heavy, 2 Mediums and 1 Light
Default weapons: 1 Kang-Dae, 2 Molot Ts and 1 Molot
Speed: 32mph (fixed)
Health: 180,000
Recommended builds: 1 Tempest, 2 Molot Ts and 1 Molot - 1 Zeus, 2 Ions and 1 Gekko
Role: Sniper and Long-Range Support

"Only when it's too late, will you truly find out how powerful I am. I will shred you all to pieces of scrap metal before you even come close"

Typhoon

Stats: Level 12 mk1
Class: Medium
Ability: Hurricane

This ability enables the Typhoon to jump into the air (slightly higher than a Griffin) then in-built jets propel the robot forwards towards the ground (similar to a mid-air dash but with a diagonal trajectory, forwards but towards the ground at the same time) and creating a shockwave, immobilising all robots within 100 metres for 5 seconds. While they are stunned, the enemy robots cannot turn around, move or fire their weapons.
 

Ability cooldown: 23 seconds
Health: 172,000
Hardpoints: 6 Lights
Default weapons: 6 Punishers
Recommended weapons: All setups using Punishers, Pinatas, Aphids, Magnums or Gusts
Speed: 41mph (fixed)
Role: Ambusher, Skirmisher and Attacker. Also capable of beacon capping.
Weapon placement: Similar to Griffin but with 2 Lights instead of one on top of each air intake, and with 1 Light per Medium underneath
Cost: 14,000 WP
Appearance: Dark grey (almost charcoal) with streaks of dark navy blue

"Six weapons and six dead robots. That was too easy"

ILikeMyHealth

Apocalypse

Type: Heavy
Health: 158k
Speed:34 walkspeed
Hardpoints: 2 Heavy slots 1 light slot

One heavy slot placed ontop, one on the right side, light slot ontop very near the edge on the right side
  • (Unable to equip ancile)

Physical Description: Light blue and dark gray version of Kumiho's color scheme. Bot size is similiar to Inquisitor, slightly blockier.
Default weapons: two nashorns, one punisher
Ability: Beserk mode

When berserk mode is activated, the ability lasts 12 seconds, first 5 seconds the bot is allowed to use all weapons, speed is increased by 100%(68 walkspeed). Next 7 seconds the heavy slot is now inactive, speed is reduced by 33%(45 walkspeed). Stealth is given for 1 second when ability is activated.
  • Heavy slot on top is unusable without the ability being activated.

Ability strategy: The ability is best used to rush down and finish off weak enemies, then retreat back into safety. The stealth cannot be counted on as it is EXTREMELY short, it's main purpose is to reset any lock on weapons.
Cost: 10k components
Level requirement: level 5
Recommended Equipment:

  • Two embers, one magnum
  • Two thunders, one gust
Bot is to be played conservatively due to moderate healthpoints, used similiar to spectre and inquisitor but more caustiously as it has a very small stealth duration.
somebody toucha ma ideas

JamesBoaSW

Scorpio

Health: 110k hp
Physical shield: 150k
Speed: 25 km / h
Base level: 1
Hardpoints: 2 medium weapons, 1 heavy weapon.
Recommended Weapons: x2 Taran, x1 Ember / x2 tulumbas, x1 tempest
Ability: Quick Shield.

This ability allows the Scorpio to change medium weapons for a physical shield and heavy weapon, but reduces it by 30% speed.


SATmaster728

Geocast

Faction: The GAA (Grand Army of the Agents)
Hardpoints: One heavy hardpoint on the right side turned sideways, and one light on the same side.
Base level: 1
Base HP: 60k
Max HP(mk1): 120k
Base Speed: 48 km/h
Max Speed: 68 km/h
Ability: Transkip

The robot enters a alternate mode, wherein the orignal bot disappears. The alternate mode lasts 5 seconds and lets the robot move to anywhere a robot can normally go, even on top of buildings only climbing robots can reach. The mode can be turned off early, and has a 30sec cooldown.

Special: This robot can only be unlocked through a specific event, where a player must use all their robots to defeat an ai-controlled player with five Geocasts equipped with thunders and Pinitas. There are 12 stages to complete, each consisting of Geocasts leveled to their respective stage, and a player mush face all five at once. There are 12000 components needed to collect one, 1000 gained from each stage. A player can only complete the stages once, and as such can only have one Geocast.
Additional description: Geocast is equipped with an ancient device discovered at a facility which was controlled by a group called the Foundation, within a room labeled "SCP-1609". The device was found surrounded by radiation and seemed to be sentient, and welcomed the team who investigated, by teleporting right behind the team leader. Although originally suprised, the leader found the device was willing to be used as a form of quick movement, so long as it was protected within a robotic shell. The device, a very high-tech chair with the ability to teleport, was able to be replicated through the chair itself letting the GAA create more chairs looking the same, and the chair somehow able to keep all of them able to teleport. At the current time, the GAA only allows those who can defeat five bots at once controlled by the orignal chair to gain one, as the power of the Geocast is very dangerous. Others cannot get it as once the bot is killed, the computer link is disconnected from the orignal chair, so it becomes useless to anyone trying to replicate it.
Price: Complete the Geocast event

"Some say it is a force of god, others advanced technology from years ago. No matter what, having a Geocast is a sign of intelligence and power."


Er Cree

Raven 2.0

Hardpoints: 4 heavy
Base level: 5
Base HP: 9999999
Speed: 200 Km/h
Ability: Megajump

Jump super high like 999 griffins combined

Extra: Energy shield & physical shield each has a health of 10 Raijins combined
Additional description: Quad robot so no landing lag

Price: 100,000,000 components

Alias3002

Unnamed Concept

Hardpoints: 1 medium, 1 heavy
Base level: 1
Base HP: 100,000 (180,000 at lv 12)
Speed: 42kph (55 at lv 12)
Ability: Outpost (2s cooldown)

(Robot) raises up on all four legs and gains access to its heavy hardpoint. While in Outpost, (Robot) cannot move but can turn around and fire

Descriptionn: A quadrupedal 'scout' robot, based on information from the Fujin, Boa and Schutze. Normally has access to a single medium hardpoint on the right side, with a heavy hardpoint slung on its back similarly to the undrawn weapons of butch. Has high HP, but limited firepower when not in outpost. Faster than most mediums, but slower than most lights. Cannot climb.
Additional description: (Describe)
Cost: 7500 WSP

CTBlackout5555

Whiplash

Hardpoints: Two lights, one heavy (Two Punishers and Nashorn by default)
Base Level: 3
Base HP: 75,000
Base Speed: 37 km/h
Ability: Quickdraw (10s cooldown)

Whiplash swaps out its light weapons for its heavy one, or vice versa

Description: A powerful robot designed for scouting and sniping, its two light hardpoints are designed for when the bot must enter CQC.
Cost: 3750 Au



Docuser3

Sentinel

Base level: 1                                                                                                                                                                      Faction : American Tactical Assault Force
Class: Heavy Hardpoints: 2 x medium / 2 x heavy
Base HP: 130,000 ( Maximum 305,000 ) Shield HP: 74,000 ( Maximum 167,000)
Speed: 21 km/h ( Maximum 32 km/h )
Ability: Lockdown

Sentinel raises it's turret, activating a forward-facing Aegis-Class shield, while also gaining a 10 percent increase in damage from it's weapons and the ability to see through stealth cloaks ( descend robots excluded )  While in this mode, however, Sentinel loses the ability to move, and turret rotation speed is reduced by 35 percent.

Extra: Stealthbreaker

Stealthbreaker radar allows Sentinel to break the anti-targeting lock of any stealth robot within a 350 meter radius that happens to approach it's field of view, allowing it to target said enemy, however, it cannot target robots that have the descend ability that jump right into it's radius, making it vunerable to heavily armed enemies that have the ability.

Aegis Shield


While in Lockdown mode, Sentinel activates a powerful Aegis-class shield taken from the hulk of a salvaged Bulwark.While possesing great strength, and the capability to completely absorb any damage from energy weapons with no effect, the shield only projects in the direction that Sentinel is facing, while also taking double damage from kinetic weapons and the Ember. In addition, it can only regenerate while deactivated. In this mode, it's weapons deal 10 percent more damage.In addition, the robot loses the capability to move


Sentinel Weapons Chart
Medium 1 Medium 2 Heavy 1 Heavy 2 Codename

Max Dmg.

Max Dmg in Lockdown Mode
Punisher T Punisher T Avenger Avenger Iron Maelstrom 1,335,840 1,870,176
Blazer Blazer Vulcan Vulcan Inferno 300,000 420,000
Thunderstreak Thunderstreak Extirpator Extirpator Apocalypse Driver 126,720 177,408
Taran Taran Redeemer Redeemer Solar Flare 441,048 617,467
Taran Taran Ember Ember

Demon Forge

549,408 768,667
Tulumbas Tulumbas Trident Trident Nuclear Hellstorm 101,880 142,632
Orkan Orkan Exodus Exodus ''Ballistic Missile'' 350,352 490,492
Molot T Molot T Tempest Tempest Fortress Maximus 467,060 653,884
Vortex Vortex Thermite Thermite

Meteor Assault

159,360 223,104
Storm Storm Thunder Thunder Great Lead Wall 363,136 508,390
Ballista Ballista Trebuchet Trebuchet Plasma Bolt 70,360 98,504
Ion Ion Zeus Zeus Lightning Cannon 69,770 97,678

Please note that the above damage values are in Cycle Damage, not DPS ( Which would be ridiculous), and please, newer players, dont be frightened by the insane ( really just stupid ) 1.8 million+ damage that the Iron Maelstrom build delivers. You probably will never see the Sentinel Come to fruition. ( or will you... )


Highlighted names indicate strongest builds

additional description: The incarnation of sheer unbridled fury and power, Sentinel is a six legged war titan - a true behemoth of the battlefield ,concieved by the finest engineers from across the globe - a true ambulatory citadel, forged by the heat of war, incapable of being destroyed by any typical robot and any typical weapons. Those who face it must contend with it's overwhelming firepower and transcendent shielding

Note: Ancile cannot be mounted to either heavy weapon slot

nor can an ECU Shield be mounted to the medium hardpoints.

Purchase: 10,000 Sentinel components (extremely rare components) ( pay to wins cannot get components )

The Ultimate weapon has arrived. Forces of evil, take heed, and run, lest you suffer death for all damnation.


Ravager

Base Level : 1

Faction : American Tactical Force

Class : Medium

Hardpoints: 2 x Medium and 1 x Light

Base HP : 58,000 ( Maximum 140,000 )

      Shield HP(Physical) : 70,000 ( Maximum 160,000 )
      Shield HP(Energy) :  45,000 ( Maximum 135,000 )

Speed : 51 km/h ( Maximum 85 km/h ) (102-170 km/h upon ability activation)

Ability: Strike Mode


For five seconds, Ravager goes into a wild frenzy, doubling his movement speed, and increasing his attack power for all weapons by 30 percent. In this mode, he also activates his powerful energy shield, which completely negates attacks from laser weapons ( i.e Shocktrain ). He also has the ability to break the stealth of any robot within 300 meters of his position. There is also a three second period where he has a 50% damage resistance after the ability is deactivated. 30 second cooldown period.


Extra


Shields: Ravager has two very strong shields, a physical shield and an energy shield. While the physical shield is always active, the energy shield is only active when the ability is activated, and can only regenerate when the ability is deactivated.

Both shields, however, have special properties.

The physical shield takes only 75% damage from plasma weapons, and takes reduced damage from kinetic weapons ( only 1.5 times normal damage), but guided missiles (excepting the Thermite and Vortex) will deal double damage to the shield.

The energy shield does not block energy projectiles, but will block attacks from weapons such as Zeus and Shocktrain. It also has a 25% damage resistance to splash damage weapons, such as Orkans. However, like the Sentinel's shield, it only faces in the direction the robot is facing


Stealthbreaker: When activated during the ability, the stealthbreaker radar will break the stealth of all robots within a 300M radius of Ravager, directly exposing the now-unstealthed hostiles to Ravager's dangerous firepower, rendering them defensless, unless they manage to destroy him first.


Additional Info : Lightweight brawler designed for high speed hit and run attacks. His average durability is outweighed by his incredible speed and shielding. Upon activation of his unique ability, Ravager becomes nearly unstoppable, but once the ability is down, he becomes weak. As such it is advised to play him like a Spectre or any other Descend-Ability based robot. Once he has reached his maximum potential, he becomes the fastest robot known to man or any else, able to chase down and destroy even the quickest , most agile, and deadly foes.

Standard Setup : 2 x Punisher T + 1 x Pinata

Reccomended setups : 2 x Orkan + Pinata/Magnum/Aphid / 2 x Scourge + Spark/Magnum /

2 x Taran + Aphid/Magnum / 2 x Vortex + Aphid / 2 x Punisher T + Punisher / 2 x Storm + Gust/Magnum/Aphid

Note: Longer range weapons will not work, as the Ravager is a brawler, and such, is outclassed in this role by robots such as Fury and Butch

Price : 10,000 Components ( pay to wins cannot get components )

" Enemies beware, for one moment, he is unseen and unknown, but the next he will be upon you with full might, turning you into a faded husk of your former self"

Berserker

Base Level : 1

Faction : American Tactical Force

Hardpoints : 1 x Heavy, 2 x Medium

Base HP : 90,000 ( Maximum 200,000 )

Shield HP : 180,000 ( Maximum 420,000 ( Divided into two pieces )

Speed : 32 km/h ( Maximum 42 km/h )

Ability : Assault Drive ( activation 5 seconds, duration 10 seconds )



For 5 seconds, Berserker becomes stationary, rotates his shield backwards, and replaces it with his heavy weapon, granting him additional firepower. After 5 seconds, he will have the ability to engage the Assault Drive, which allows forward motion while granting him a 40 percent speed boost, which allows him to close the gap on faster foes and destroy them. If the Assault Drive is not activated within 5 seconds of availability, he will revert to his shielded state. If he uses the assault drive, once the assault drive duration is over, he will revert to his shielded state and gain stealth for 5 seconds while the Shield is deployed

Additional Description: balanced warrior designed for quick and brutal strikes. Can be used to break through enemy front lines and force close quarter combat. Also in possession of secondary ability, which grants him an addidional 1 percent damage to his heavy weapon per 2 percent HP lost. Extremely weak against rockets, cannot mount Ancile or ECU

Recommended Equipment : 2 x Scourge + Exodus  ///  2 x Storm + Avenger



This is one of those things that would REALLY ruin your day . . . At the same time, it can turn the battle in your favor

Price : 10,000 Components ( Pay to wins cannot obtain components )



This will be your first and last warning
"The judgement of salvation is seldom given to those who trifle with the powers of the gods."
Do not even consider attempting to assail these mighty machines of war, for they will swiftly deliver retribution, in the form of the will of heaven and hell combined, upon those who seek to obtain their unparalleled power for themselves
Your warning has been delivered, now heed it, else face the wrath of the forces only the legends and stories speak of.


THAT MEANS YOU SPOONY!

Chimaera360

Yinglong

Hardpoints: 2x light 1x heavy

Base level: 1

Base HP: 72k

Speed: 34km/h

BDDA3352-E191-4FE9-BE2B-D25EEACCBB67

Concept

Ability: Responsive Trick

The robot jumps in the air and when it drops to the ground it sets up a Aegis shield that lasts for a while.

Price: Gold

Faction: PRC

Details: A quad-legged Robot 2 pairs of legs (not related to Fujin or Raijin) and a dragon”ish” appearance.

ThatAwesomeClone

frakasi

A choice for those who like to straight up go onto the battlefield, Frakasi sports a feature which charges and if it hits a robot, it will be deal 35000 damage. The cooldown is 12 seconds long. It has 1 light weapon slot, 2 heavy weapon slots, and a speed of 23. It cost 5000 gold.
Hm

Concept

HurricaneHell

Pitbull

Hardpoints: 3 Medium
Base level: 1.
Base HP: 128,000
Speed: 26 Km/h.
Ability: "Rage"

Rage is a Combination of a Few other Features of other bots Abilities. Upon Activation of "Rage", the Pitbull will be sped up by 100%, much like the Rhino's Assault Mode. It also gains a 45% Damage resistance, and a 15% Damage Buff. After 12 Seconds of Rage, the Ability goes into a 25 Second Cooldown.

Additional description:

The Pitbull is a Heavy Robot. High Durability at Base Level and 3 Medium weapon slots makes it Sufficiently Effective at Short or Mid Ranges. Pitbull, like the Rhino, is fit for Breaking Through enemy lines and Forcing enemies into Close Combat. Rage can alternatively be used to counter High DPS weapons such as the Orkan and Punisher. Though Pitbull is usually Slow and somewhat Vulnerable, upon Activating it's "Rage" Ability, gains a 100% Speed Buff, a 45% Damage Resistance, and a 15% Damage Buff.
"You getting Angry at someone and really want to Defeat them or Finish them off? Well this is the Bot for you!"

Price: 16,500 WP

Stonefish

Hardpoints: 3 Light
Base Level: 1.
Base HP: 51,000
Speed: 39 Km/h.
Ability: "Camouflage Mode"

The Stonefish Raises its Torso, activating an Infinite Stealth. While in this Mode however, the Stonefish receives a 35% Damage Vulnerability, making it take more Damage than what the Enemy's weapons would usually Deal. There is a 2 Second Delay in between Each Activation/Deactivation before the Ability can be used again.

Additional description:

Stonefish is a four-legged light robot. A Light and Mobile Recon able to provide Suppressive Fire for his Teammates. Stonefish is perfect for Area Capture and Cover Fire. 3 Light Hardpoints provide Stonefish a moderate amount of Firepower. Upon Entering Camouflage Mode, Stonefish Elevates his Tower, gaining a Higher Vantage Point over the Battlefield and goes into an Everlasting Stealth. However, as a Counter to this, Stonefish Receives a 35% Damage Vulnerability, making it take more damage than usual. Despite being a Quadrupedal Bot, like the Fujin, the Stonefish cannot Climb near-vertical Surfaces, but can climb Steeper Inclines than two-legged robots can.
"Whether Ambushing from somewhere, Hiding, Being a Sniper, or simply being another Distraction, the Stonefish will eventually release Venom into its Victims."

Price: 8,000 WP

Void

Hardpoints: 2 Medium, 1 Light
Base Level: 1.
Base HP: 62,000
Speed: 37 Km/h
Ability: "Teleport"

Simply put, it allows the Void to Teleport around the map. The Teleport will bring you to the Direction you're facing, at a Distance of 125m. If there is an Obstacle or a Robot in the Area of where you'll Teleport to, the Icon will Darken, not allowing you to Teleport. However, short enough Buildings/Obstacles can be Teleported Through. You are not able to Teleport outside the Map Barrier either. After Teleporting, a 25 Second cooldown will commence.

Additional description:

Void is a Medium Robot. A Versatile and Moderately Mobile Soldier, able to hold its own Ground against some Heavy Robots. Perfectly Fit for Surprise Attacks, Area Capture and Retreating. Upon activation of the Teleport ability, Void will go into a 3 Second Delay, before Transferring itself to it's Teleport Destination, able to do so through Buildings and Robots. If there is an Obstacle blocking your Teleport Location, you will not be able to activate it.
"You think you're safe behind that wall? Oh buddy, you've got another thing coming to you, quite literally."

Price: 5000 Au (Gold)

Necromancer

Hardpoints: 4 Light
Base Level: 1.
Base HP: 97,000
Speed: 33 Km/h
Ability: "Necromancy"

Necromancy is a Combination of a Mender's Healing Pulse and the "Rage" Ability that is provided to the Pitbull (One of my Ideas). Upon Activation, 1 Orange Healing Pulse will Commence, healing yourself and any Nearby Allies. Then, a 2nd Orange Pulse will be released, Providing the Necromancer & any Nearby Allies a 15% Damage Resistance and a 10% Damage Buff. After 5 Seconds of Damage Resistance and Increased Damage, the ability will go into a 25 Second Cooldown.

Additional Description:

Necromancer is a Heavy Robot. With a Healing and Buff Ability, along with 4 Light Weapon Slots, Necromancer is suited best for Teamplay and Area Control, but with 4 Light Hardpoints, it can hold its own ground against other Heavy Bots if the Situation is fitting. Upon Activation of "Necromancy", 2 Orange Pulses will be Released, the 1st Healing you and any Nearby Allies, and the 2nd providing a 15% Damage Resistance and 10% Damage Buff.
"I don't let my Teammates die. I don't let myself die. But i'll Gladly let any Foe of mine go down. I don't feel Remorse, or Sympathy. I am a Fighter, and that's all I will ever be."

Price: 10,000 Components

Straggler

Hardpoints: 2 Heavy
Base Level: 1.
Base HP: 91,000
Speed: 37 Km/h
Ability: "Relocate"

Relocate is a simple Ability that Relocates the Position of the Weapons. Weapons start up above the Bot, allowing it to shoot over Short-enough Obstacles, but doesn't allow it to effectively corner-shoot. Upon Activation, it moves the Weapons to the Sides of the Robot. In trade of not being able to shoot over Obstacles, you can now effectively Corner-shoot. 4 Second Cooldown in between each use, and can be used back and forth.

Additional Description:

Straggler is a Medium Robot, able to change the Positioning of its Weapons. Straggler can change Weapon Positioning to Allow Corner-shooting, or Shooting over Obstacles. This Makes Straggler perfectly Fit for Tactical Combat and Avoiding Enemy Retaliation.
"It is for those who Recognize how their Enemy Plays. Use the Straggler, you'll be a Frustrating Target to take down."

Price: 3,000 Gold

Modules


SKILLTIME

Phantomise

Cooldown time: 50 seconds
Conditions: N/A
Active for: 10 seconds (ccooldown starts after)

This ability allows you to go through obstacles, robots, ammunition that is being fired at you. Basically stealth but better.

1ST PERSON basically VR: The Skirmish view, where you are in the cockpit of your war robot. So us peeps who don't have a VR headset can still experience it

Leap

Cooldown time: 35 seconds
Conditions: have to be on the ground not facing a wall

When’s you press the button your bot get so assualt mode for three seconds (without the shield(just gets faster and can’t turn as fast)) and gets a +50% damage buff, after those three seconds it activates jet thrusters that push it higher than any jump. When it lands the damage buff will be taken away and it will go into phalanx mode for five seconds (without the shield(just gets slower)) after that the cool down starts.
Summary: a better jump


RagingRaijin

Deploy

Cool down: 2 seconds
Conditions: the bot must be standing still to activate the ability
Description: Deploy is a special module the ability is passive with one mini version of you being generated by your bot every 2 seconds the ability does not function if you are moving the max number of bots you can generate is 10 (at base level) at max level you can generate 20 bots the bots will have 1/10 of your hp and 1/10th of your total firepower the robots will follow you in a circle around your bot as well as the bots being able to mimic your ability (I.e rush) be advised that this module is very weak against AOE weapons and shocktrains to aim the bots at a target you want you can select lock-on and they will focus that target then to make the bots fire a secondary firing button will be on your screen this will make your bots all fire simultaneously at the enemy that is locked on you can turn lock on off and have bots fire at the nearest enemy to you even further you can have the bots fire at anything within your weapon radius (an example being a Zeus fury with that mode on and a range of 600m the bots will fire at anything within that 600m excluding enemies out of the bots line of sight)

  • be noted that a base level deploy module will be equivalent to a copy of you while a max level deploy module will be equivalent to two copies of you

There was once tale of an incredible item in war known as, the deploy. able to mow down whole armies with just one flick of a switch. sadly it was lost but the last working model on the planet was found.alas it is back and there is nowhere to run, you can jump, dash, ascend but it will find you, and it will kill you

OTHER IDEAS


Defender7881: New Gamemode

Gamemode: Enemy Base Assault


Description: Unlike other game modes, all players are allies. Players must fight against AI controlled robots and the goal is to destroy the base core and get out of the base before detonation. AI controlled robots include common silver robots and some WP robots. Time limit is 25 minutes. Teamchat is enabled. Minimap shows a map of the alien base and marks a route there. Checkpoints are marked with beacons and when captured, Players can spawn on the beacon and repair their. Allied robot count is 10. If all 10 robots survive, all players receive 1 gold.

Base core: Has 500000 HP and is located in the center of the map. When destroyed, you have 5 minutes to get as far as you can from the base core before detonation. Defended by many AI controlled robots.

AI robots: Targets the most powerful/closest robot. All AI robots are level 6 and have energy weapons or normal weapons. Common loadouts are Magnums/Tarans+Trebuchet or Punisher/Punisher Ts+Tulumbas. All AI weapons are lvl 5. AI robots are in groups, commonly in 3s or 2s. AI robot count is 356.

Strategy: All players should have knife-fighters. When starting, all players spawn 2500 meters away from the Base core and 600 meters from the entrance. When inside, team should move in a group. Keep in mind that enemies cannot be locked on if they are behind a obstacle.

Restrictions: Must be in Bronze League III or higher. Zenits and Noricums are not allowed. Game mode only active in weekends, Wednesdays, and Fridays.

Recommended equipment: 32k/hr speed or higher robots. Griffins, WP robots, Golems, Natashas, Furys, Leos, Korean Robots, Japanese Robots, Knights Of Camelot Robots, and Wild Bunch Robots are encouraged to bring. Orkans, Thunders, Redeemers, Embers, Vortexes, Aphids, ShockTrains, Scourges, Tempests, Magnums, Tarans, Tulumbas, Zeuses, Punishers, Punisher Ts, Pinatas, ECUs, and Anciles.

Checkpoints: They are marked with red beacons. When captured, teammates receive 1 gold and are allowed to repair, change robots, change weapons, and buy weapons. Also, AI robots don't target you in the safe zone. However, when the base core is destroyed and getting ready to detonate, Checkpoints will only allow you to change robots.

Getting out: After destroying the base core, you have 5 minutes to get out of the base. All AI robots are turned off. Some paths are blocked and are marked on the map. When the base core detonates, you will take damage. The closer you are, the more damage you take. If you survive, you will receive 3 gold. If you don't, you get one gold for at least helping destroy the base core. Blast Zone is marked on the minimap in striped red.


cluadiu and the chance of an idea


Clan market system

Available in silver if you have a clan. This allows you to trade or buy anything that you or your clanmates own. in your clan. When buying it can only be purchased with silver or wsp. Limit for silver is 1.8million, limit for wsp is 15k. With trading you can exchange weapons with no cost at all. You can recive specific icons in the chat button to be aware if a market is active. This can allow for betting, like if you win you get this and if you lose you give me this etc.

p.s my wording here does not feel right. Feel free to rephrase it just don't remove any info in it.

Defender7881: New map

Map name: Battleship


Environmental Hazards:

-Gun fire from battleship guns

-Falling into the water (Will show "[Player] drowned")

-Slippery surfaces

-Fire (Will show "[Player] burned to death")

Geology: 2 Battleships are positioned 450m away from each other. The water is VERY choppy and weather is a Thunderstorm. The only way to get to the other side is by landing crafts, which can be sunked by enemy fire or battleship fire. Every minute, a fire will appear, which will occasionally block up passages. Map will ALWAYS appear in team deathmatch. Perfect for mid-rangers and snipers.

Landing Craft: Launched from decks below, it takes 30-40 seconds to reach to the other side. They have 50K HP and travel at 66km/h. When robots aboard, a countdown will start (15 second countdown) and robots will be "parked". If sunk, they will explode and then sink. Can be sunken by gunfire from the battleships.

Extra: Certain areas give bonuses. The areas include

-Secondary battery area gives 5% damage boost

-Medical area (Back of deck 2) repair robot until HP reaches 70% at 5% p/s

-Being on friendly ships gives a 15% damage resistance

Battleships: Having four 18 inch guns and having eight 12 inch guns, they can be a real problem, especially when you only have some space to move around. AA will also be a problem if you're a Hover. Every minute, a fire breaks out. On the last 2 minutes, they will start to sink. On the last 30 seconds, the bow of the ships will be underwater while most decks are underwater.

Main guns (Triple barrel per turret): 8k damage a shell; 20 second reload; indirect fire; firing sound same as Kang Dae; medicore accuracy; bullet speed slightly slower than Kang Dae; small splash; can pierce through decks and robots.

Secondary (double barrel per turrets; 4 are one either side): 3k damage a shell; 15 seconds reload; indirect fire (Higher arc than main guns); firing sound same as Nashorn; bullet speed faster than Nashorn; can ricochet off of robots.

AA (4 barrels a gun): 340 damage a shell; 10 second reload; 150 rounds; affected by gravity; mediocre accuracy; firing sounds similar to browning machine guns; can ricochet.

Turrets: They can be destroyed and have a base HP of 750000 with a 40% damage resistance. When destroyed, the explosion gives a large blast radius (25 meters) and do 8789 damage max and 980 minimum. They automatically target other players and changes target every 30 seconds.


Piisfun

New Map: Cavern

Incomplete, check back later

WOOOOOOOOOMMMMMMYYYYY: New map

Map name: rift

Environmental Hazards:

-jumping out of the map (Will show "[Player] SIGNAL LOST")

Geology: two large sides of the map are divided by a huge rift, and falling into it will result in death. it takes two minutes to die in the rift once you fall in, with static appearing on the screen, obscuring the players view ever-increasingly. there are two mazes on each side, so you will need to navigate your way through to enemy spawn, to camp there. the maze changes randomly during the battle, so look out for being crushed by the walls! you won't die, you will just be flung in the air, so it looks like a funny glitch. ideal map for jumpers at the beginning, and then spider bots near the end

bridge: during the match, a bridge will be built, it takes 40-80 seconds to fully build, and when fully built, robots can cross. if there are more than 8 light bots on the bridge, the bridge will collapse. if there are more than 5 medium bots on the bridge, the bridge will collapse. (SUCK IT HAECHIS!) if there are more than 4 heavy bots, the bridge will collapse.

Extra: this map gives A LOT MORE GOLD, and you get a random drop at the end

more expensive items have a -50-70% lower drop chance than cheap items

you get 30-40 gold for victory, and 20-30 gold for loss

40-100 UNIVERSAL COMPONENTS (you can use them for anything that you have lower than 70% for)

Battleships: Having four 18 inch guns and having eight 12 inch guns, they can be a real problem, especially when you only have some space to move around. AA will also be a problem if you're a Hover. Every minute, a fire breaks out. On the last 2 minutes, they will start to sink. On the last 30 seconds, the bow of the ships will be underwater while most decks are underwater.

Main guns (Triple barrel per turret): 8k damage a shell; 20 second reload; indirect fire; firing sound same as Kang Dae; medicore accuracy; bullet speed slightly slower than Kang Dae; small splash; can pierce through decks and robots.

Secondary (double barrel per turrets; 4 are one either side): 3k damage a shell; 15 seconds reload; indirect fire (Higher arc than main guns); firing sound same as Nashorn; bullet speed faster than Nashorn; can ricochet off of robots.

AA (4 barrels a gun): 340 damage a shell; 10 second reload; 150 rounds; affected by gravity; mediocre accuracy; firing sounds similar to browning machine guns; can ricochet.

Turrets: They can be destroyed and have a base HP of 750000 with a 40% damage resistance. When destroyed, the explosion gives a large blast radius (25 meters) and do 8789 damage max and 980 minimum. They automatically target other players and changes target every 30 seconds.


Ericon Finalez: NEW WEAPON CATEGORY: ULTIMATE WEAPONS

Weapon types: takes a robot with one to three light to medium slots and/or one or more Heavy slots. These weapons take up all slots on the robot they are equipped on, but you have access to literally unparalleled firepower. While the weapons take a ridiculous amount of time to charge, they usually deal enough damage to one-shot any robot. There is currently one Ultimate Weapon:


(Weapon name): G.I.G.A

Hardpoint type: Requires two or more Heavy slots.

Damage: INCALCULABLE

Level/league requirement: Level 30 AND Master League

Weapon type: Other

Reload: N/A

Clip size: 1

Smart Reload: False

Lock-on Range: 1100

Requires lock-on: False

Additional description: The literal ultimate in long-range weaponry, the G.I.G.A (Greatest Incendiary Game-changing Armament) is the most powerful sniping gun ever created. Made specifically for the Natasha and Fury, this cannon requires the robot to remain stationary so more energy can be diverted to the gun. After thirty seconds of charging, a massive energy projectile will careen towards the enemy, and, upon impact with just about anything, an explosion will occur, severely crippling any robot within a 300-meter radius of the blast. The impact site is also radioactive, so any robot (friend or otherwise) will be damaged over time. The projectile will pass through any shield, and you can only fire the G.I.G.A one time per battle, requiring you to Eject.

Price: 10000 Gold

Ericon Finalez

New Mechanics:



League-Based Unlock System:

As you play through WR, you may notice that there is a system within the game called Leagues. You may be in Gold, Diamond, Champion, Legend, or even Private League. However, you may see some over-powered gear in very low leagues (such as an Ember in Gold II). This mechanic bars you from having too powerful gear in too low of League.

All Component based gear will be unlocked in Diamond III;

Dash Robots, Ember and Shocktrain are barred in Gold I-III;

Dragoon, Scourge, Flux, Redeemer, Ion, Ballista and all COMPONENT Robots are banned in Silver I-III;

Vortex, Thermite, Storm, Gust, Arbalest, and Tempest are banned in Bronze I-III.

REBALANCE IDEAS

Popsacone

Spectre

Spectre2

The Spectre, equipped with x4 Tumumbas.

Hardpoints: 4 medium

Base level: 1

Base health: 57000 (Max: 100000)

Speed: 40 Km/h (Max: 50 Km/h)

Ability: Phantom Mode

When the ability is activated, its built-in Phantom system makes it invisible, including all weapon projectiles and their visual effects (apart from its red "eyes" which are barely visible) and hides it completely from enemy's radar, then launches itself into the air 1 second after the activation. Some of the power is transferred to the legs, thrusters and Phantom system, thus reducing weapon damage output by 50% while jumping and 25% after landing. All effects last for 4 more seconds after the landing.
Warning: The nuclear reactor has limited capacity. If the ability is used more than 4 times, it will start to overheat and eventually melt down, slowly damaging Spectre at a rate of 1% HP/sec for the initial activation and +1% HP/sec for every subsequent activation, ultimately result in the demise of the robot.
Cooldown: 20 seconds.

Price: 10000 Spectre components

I am remade; but not by my creator, by the one they should have listened to.

Pursuer

B06C50A6-95C9-4EC4-BF3D-55BEECDA47A3

The Pursuer, equipped with x3 Pinata.

Hardpoints: 3 light

Base level: 1

Base health: 76000 (Max: 150000)

Speed: 50 Km/h (Max: 60 Km/h)

Ability: Camouflage

Upon activation, the Pursuer grants a 50% speed boost (90 Km/h at top speed), becomes invisible (apart from the blue light the Camouflage device ommits which is barely visible) and hides it completely from enemy's radar. All projectiles fired after the ability is activated become invisible, including all visual effects. Some of the power is transferred to the legs and Camouflage device, thus reducing weapon damage output by 20%. Ability lasts for 10 seconds.
Cooldown: 20 seconds.

Price: 10000 Pursuer components

Nothing can stop me. I will make sure the hunter becomes the hunted.

Punisher

Damage: 200 (Max: 570)

Range: 500m

Optimal range: 275m

Rate of fire: 10 rps (normal); 15 rps (accelerated)

Capacity: 150 rounds

Unload time: 11s

Reload time: 8s

Reload while firing: no

Cycle damage: 30000 (Max: 85500)

Initial DPS: 2000 (Max: 5700)

Max DPS: 2700 (Max: 8550)

Punisher T

Damage: 240 (Max: 690)

Range: 500m

Optimal range: 275m

Rate of fire: 15 rps (normal); 22.5 rps (accelerated)

Capacity: 225 rounds (+50%)

Unload time: 11s

Reload time: 8s

Reload while firing: no

Cycle damage: 54000 (Max: 155250)

Initial DPS: 3600 (Max: 10350)

Max DPS: 5400 (Max: 15525)

Avenger

Damage: 300 (Max: 850)

Range: 500m

Optimal range: 275m

Rate of fire: 20 rps (normal); 30 rps (accelerated)

Capacity: 300 rounds

Unload time: 11s

Reload time: 8s

Reload while firing: no

Cycle damage: 90000 (Max: 255000)

DPS: 6000 (Max: 17000)

Max DPS: 9000 (Max: 25500)

Molot

Damage: 250 (Max: 740)

Range: 800m

Optimal range: 400m

Rate of fire: 5 rps (normal); 7.5 rps (accelerated)

Capacity: 90 rounds

Unload time: 13s

Reload time: 10s

Cycle damage: 22500 (Max: 66600)

Initial DPS: 1250 (Max: 3700)

Max DPS: 1875 (Max: 5550)

Molot T

Damage: 380 (Max: 1100)

Range: 800m

Optimal range: 400m

Rate of fire: 5 rps (normal); 7.5 rps (accelerated)

Capacity: 90 rounds

Unload time: 13s

Reload time: 10s

Reload while: firing: no

Cycle damage: 34200 (Max: 99000)

Initial DPS: 1900 (Max: 5500)

Max DPS: 2850 (Max: 8250)

Tempest

Damage: 650 (Max: 1880)

Range: 800m

Optimal range: 400m

Rate of fire: 5 rps (normal); 7.5 rps (accelerated)

Capacity: 90 rounds

Unload time: 13s

Reload time: 10s (without the bug)

Reload while firing: no

Cycle damage: 58500 (Max: 169200)

Initial DPS 3250 (Max: 9400)

Max DPS: 4875 (Max: 14100)