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Introduction

This page is dedicated to categorizing weapons by 4 different mechanics; how a weapon aims, how a weapon fires, how a weapon reloads, and lastly any special ability a weapon possesses. Also, the weapons are sorted by hardpoint type (light, medium, or heavy), and weapon range (starting with the weapon with the least range).


Aim Type

Manual

Icn aiming manual



Light

Medium


Heavy


Beta


Alpha


Lock-on

Icn aiming lock



Light


Medium


Heavy


Beta


Alpha


Firing Pattern Type

Automatic

Icn shooting automatic



Light


Medium


Heavy


Beta


Alpha


Volley

Icn shooting volley



Light


Medium


Heavy


Beta

Single Shot

Icn shooting single



Light

Medium

Heavy

Alpha

Reload Type

Magazine

Icn reload magazine

Weapon will not reload until all weapon ammunition has been used.


Light


Medium


Heavy


Beta


Alpha


Reload While Firing

Icn reload RWF

Weapon will begin reloading once any amount of ammunition is used.


Light


Medium


Heavy


Beta


Alpha


Charge

Icn reload Charge

When not firing, weapon slowly increases damage dealt on next hit.


Light


Medium


Heavy

Unlimited Ammo

Icn endless ammo

Weapon may fire indefinitely without detriment to reload speed.


Light


Medium


Heavy

Special Type

Area Damage

Icn spec AOE

A single weapon shot can damage multiple enemies at once.


Light


Medium


Heavy


Beta


Alpha

Homing

Icn spec homing

Weapon shots will track target automatically. As projectile speed increases, Homing effectiveness decreases.


Light


Medium


Heavy

Artillery

Icn spec artillery

Weapon does not fire direct shots, allowing for weapons to be effective even from behind total cover.


Light


Heavy


Acceleration Mode

Icn spec acceleration

After firing for 3 seconds, weapon firing speed increases. Noticeable by a glow on barrel.


Light


Medium


Heavy


Beta


Alpha

Close Combat

Icn spec close combat

Weapon damage scales with proximity to enemy - weapon deals most damage at a range of 50m, and the least at a range of 600m.


Light


Medium


Heavy


Beta


Alpha

Instability

Icn instability

Continuously firing weapon causes for weapon to lose accuracy over time.


Light


Medium


Heavy

Chain

Icn spec chain

Hitting an enemy with a weapon shot will cause the shot to "chain" to the nearest enemy. Shots chain until there are no enemies left within chain range.

Any enemies hit by the "chain" will not be targeted by the same shot twice.


Medium

Alpha

Burnout

Burnout

Decreasing gradually damage output with continuous firing

Light


Medium


Heavy


Piercing

Piercing

Weapons shots are able to bypass all type of energy shields

Light


Medium


Heavy


Lock-down

Icn parametr root
Lockdown

   Inflicting damage with lock-down weapons (see below) causes a charge to accumulate on the targeted robot. The charge is indicated by a lock-down symbol which gradually fills up with red, and it slowly depletes with time. When the charge symbol is fully red, that enemy becomes locked-down and cannot move or activate any movement abilities for 5 seconds. The lock-down symbol will float above the robot, and their legs will glow with a yellow energy field. Once an enemy has been locked down, they cannot be locked down again by any source for 5 seconds.

When using the Lock-Down Ammo module, enemies are locked-down immediately. There is no charge-up. The Cerberus energy cannon also causes Lock-down.

This effect is particularly effective against robots that can dash or fly.  Hellburner's Overload, Mercury's Helldive, Spectre and Inquisitor's Descend and Invader's Incursion are not affected. You can also use it to buy time when robots/titans are advancing on a beacon.

Lockdown can be prevented with the Anticontrol module.


Light


Medium


Heavy

Corrosion

Icn dot96

Damaging a target with a corrosion weapon fills a corrosion meter on that enemy. The damage stacks up the more they are hit. Enemies with corrosion take damage over time for 5 seconds, based on the number of corrosion stacks on them. Shooting an enemy with a corrosion weapon resets the 5 second timer.  See individual weapon pages for corrosion damage amounts.


Light


Medium


Heavy

Suppression

Screen Shot 2020-05-01 at 02.14.22
Supress crop

Suppression is a mechanic introduced to the game in September, 2018. It was intended as a countermeasure to burst damage, which was a popular tactic in higher leagues. There are five robots with the Suppression ability: Invader, Blitz, Cerberus, Nightingale and Rayker. (see robot pages for more details) Robots affected by Suppression inflict reduced damage from all weapons, which effectively removes it from the fight for a short duration. A red energy field glows around the weapons.

When carefully timed, Suppression can be a powerful tool to support your team, for offensive, or defensive battle.

At the time of this publishing, projectiles that deliver Suppression can only be blocked by physical shields (such as those on the Galahad) and Aegis shields (such as that of the Bulwark). However, the effect itself can be negated by the Anticontrol Module.






Freeze

Freeze
Freezefull

   Damaging an enemy with a Freeze weapon builds up a meter above them indicated by a snowflake. When the meter fills with red, the target becomes frozen, and its movement speed is drastically reduced. Ice crystals grow on the surface of the robot, and the Freeze symbol is displayed above it. Armor becomes brittle, so the robot is damaged more by weapons.

Frozen robots can still activate abilities, but they are not immune from being frozen again.

Pixonic have not officially stated if the Anticontrol module is effective against Freeze. (Check weapon pages for Freeze accumulation)




Light

Medium


Heavy

Beta


Alpha

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