recursal/Fanatic-Fandom huggingface dataset:
Battle Rewards

See also: Features

## Introduction

**Battle Rewards** is a reward system for pilots, in which progress is made by earning Honor Points. Honor Points are awarded by battling the better the pilot performs, the more Honor Point he/she receives at the end of the match.

## Information

There are several different types of crates, with different crates for each league (such as the Silver Crate).

The higher the crate (an example is that a Gold Crate is better than a Silver Crate), the more rewards it contains. The crates can contain currency (usually silver), item components (robots and equipment), Boosters, and Power Cells. However, players need more honor points to open the better crates than the amount required to obtain the previous one, with the amount of honor points required increasing the better the crate. Players also have to be in the same league or higher than the names of the crates that they can open (e.g. to open a Gold Crate one needs to be in at least Gold League).

Honor points add up, meaning that once you gain honor points you cannot lose or spend them until you have opened all possible crates. Once a player has opened all the possible crates available to them (reaching the "finish line"), they receive a silver reward, and then their amount of honor points will return to zero, starting the process over again. This is to encourage players to play more and make upgrading gear a little easier, combining with Supply Lines.

Note: If a player drops to a lower league while they made progress towards the league they were previously in, the Honor Points earned towards that crate carry over to the new progress bar.

## Earning Honor Points

* 2 points for every match completed
* 1 point for winning the match
* 1 point for playing in a squad
* 1 point for most damage on team
* 3 points for most beacons captured on team (Domination and Beacon Rush)
* 3 points for most robots destroyed on team
* 4 points for most tokens earned (Free-For-All)

## Rewards

Note: Component types are not mentioned in this list as they are changed on a monthly basis.
Marquess

* Storm
* Thunder
* Punisher
* Punisher T
* Avenger
* Sting
* Wasp
* Molot
* Molot T
* Tempest
* Kang Dae
* Nashorn

Energy I* Magnum
* Taran
* Redeemer
* Blaze
* Ember
* Halo
* Corona
* Glory
* Shredder
* Viper
* Shocktrain
* Pulsar

Energy II* Spark
* Scourge
* Calamity
* Ion
* Zeus
* **Marquess**
* Dragoon
* Arbalest
* Ballista
* Trebuchet
* Gekko
* Flux

Eplosive* Pinata
* Orkan
* Exodus
* Pin
* Tulumbas
* Trident
* Noricum
* Zenit
* Aphid
* Vortex
* Thermite
* Spiral
* Hydra
* Chimera

  Range
  Reload Time
 Capacity
 Unload

## Introduction

The **Marquess** is a medium range (up to 600 meters) light energy weapon.

## Strategy

This energy weapon is essentially a light version of the heavy Dragoon, and the medium Hussar. It has a similar appearance to both weapons, and deals about half of the DPS as the Dragoon, and around 35% less than the Hussar. This weapon shoot very fast projectiles, and is very accurate, however, near its maximum range shots will miss on occasion.

Because the Marquess is based off Dragoon and Hussar, it also shares the same weaknesses. They are ineffective at close range and have a slow reload time which makes up for its high damage at medium range.

The Marquess paired up with Dragoon or Hussar can make for a versatile setup, this can also be effective when paired up with Calamity, Scourge or Spark as they share the same range and damage type. The Pulsar also pairs well due to having the same qualities as the aforementioned weapons, with the added benefit of being able to immobilize enemies.

## Mark I Statistics

### Upgrade Information

* The damage column shows the damage of each individual plasmoid (out of 11 plasmoids)

## Mark II Statistics

### Purchase Information

Note: Level 12 Mark I is required to upgrade (purchase) to Mark II.

### Upgrade Information

* The damage column shows the damage of each individual plasmoid (out of 11 plasmoids)

## Trivia

* Marquess has an exclusive dragon variant that was able to be won in the 2019 Chinese Lunar New Year Event.
* The color of the Dragon Marquess’s shots are red, while the normal version’s shots have the same blue color as Dragoon
* A Marquess is a European of noble rank.
Operation: Raging Typhoon

**A work in progress page**

## Introduction

This is the second operation this year (Oct 10, 2019). The first was called Operation: Gathering Storm .

Your goal is to earn Oxp from battles. You earn Oxp with Honor Points the more Honor Points and the higher in the Leaque the more Oxp you earn each battle.

Each time you earn enough Oxp you recieve a prize level. One is Free and you can purchase an Operations pass to earn another prize line till the end of the operation which is a timed event.

Complete Daily Challenge to earn more Oxp
Black Market

See also: Features

## Introduction

The **Black Market** is a feature that allow you to open chests with unused Black Market keys. The keys either be purchased with real currency or in battle. The amount of keys earned per battle is based on how well you played (ranging from 1 to 5 keys).

Black Market keys cannot be "gifted" to a friend or clanmate.

There are three types of standard chests; Bronze, Silver, and Gold, costing respectively 10, 100, or 1,000 keys to open. With Bronze giving the least valuable rewards, and Gold giving out the best of the three.

A special Superchest is automatically opened after opening a certain amount of standard chests (the better the chest opened, the quicker you progress towards the Superchest), giving superior rewards. You can keep track of how close you are to opening the Superchest by keeping an eye on the progress bar on the top of the screen.

## Rewards

Prizes can range from silver and gold, to robots and weapons. The more expensive the chest the better the rewards.

### Bronze Chest

Cost to open: 10 Black Market keys

	+ 10,000 Ag
	+ 15,000 Ag
	+ 25,000 Ag
	+ 5 Au
	+ 7 Au
	+ 10 Au

* Other:
* 10 Black Market Keys
* 20 Black Market Keys

Top Reward:

* 100 Black Market Keys

### Silver Chest

Cost to open: 100 Black Market keys

	+ 100,000 Ag
	+ 200,000 Ag
	+ 30 Au
	+ 70 Au
	+ 100 Au

* Robots:
	+ Gepard
	+ Jesse
	+ Gareth
	+ Stalker

* Equipment:
	+ Gekko
	+ Aphid

	+ Rogatka
	+ Galahad
	+ Rhino
	+ Butch

* Equipment:
	+ Magnum
	+ Trident
	+ Orkan
	+ Taran
	+ Arbalest
	+ Ancile
	+ Hydra
	+ Zeus
	+ Gust
	+ Trebuchet
	+ Storm

* Other:
	+ 1,000 Black Market keys

### Gold Chest

Cost to open: 1,000 Black Market keys

	+ 3,000,000 Ag
	+ 4,000,000 Ag
	+ 5,000,000 Ag
	+ 1,000 Au
	+ 1,500 Au
	+ 2,000 Au

Intermediate reward:

* 10,000,000 Ag

	+ 5,000 Au

* Robots:
	+ Pursuer
	+ Haechi

* Equipment:
	+ Vortex
	+ Shredder
	+ Halo
	+ Corona
	+ Glory
	+ Pulsar
	+ Ember
	+ Shocktrain
	+ Dragoon

### Superchest

	+ Invader
	+ Mercury
	+ Spectre
	+ Mender
	+ Bulwark
	+ Nemesis
	+ Blitz
	+ Ao Guang
	+ Ao Jun
	+ Eldritch Ares
	+ Imperial Hades
	+ Loki
	+ Tyr
	+ Fenrir
* Equipment:
	+ <none>

## Compensation

Every month (approximately 28-30 days) the Black Market resets. Any unused keys in your inventory automatically convert into a loot prioritizing most valuable chests. For any number of keys fewer than 10 keys 1 Bronze chest will be opened. For example, for 1991 keys the following chests will be opened:

* 1 Golden chest (1,000 keys),
* 9 Silver chests (9 x 100 keys)
* 10 Bronze chests (9 x 10 + 1 key [rounds up])
Supply Line

See also: Features

## Introduction

**Supply Lines** is a useful way too get free silver. Every player gets a crate every 20 hours, and can only store one. The size of the reward is tied to your league. As your league increases, the value of the supply line also increases (with more silver the higher your league). The purpose of this is to encourage players to increase their rating, and discourage tanking.

Upgrading weapons and robots as well as purchases which require silver can become more sustainable, although players still do need to play battles in order to get large amounts of silver.

Supply Lines are very useful for all players, no matter what league they are in, as the amount of silver is appropriated to each league.

## Update History

4.5

* Keys removed
* One crate received every 20 hours (can only store one)

4.0

* The number of keys rewarded has been reduced

3.8.0

* Increased the number of keys per drop by 400%
* Components no longer available in the drops

3.7.0

* Component reward changed to Inquisitor

3.6.0

* Supply Line added to game
* Drop every 4 hours, and can store up to four
* Reward included Kumiho components.
Kang Dae

* Storm
* Thunder
* Punisher
* Punisher T
* Avenger
* Sting
* Wasp
* Molot
* Molot T
* Tempest
* **Kang Dae**
* Nashorn

Energy I* Magnum
* Taran
* Redeemer
* Blaze
* Ember
* Halo
* Corona
* Glory
* Shredder
* Viper
* Shocktrain
* Pulsar

Energy II* Spark
* Scourge
* Calamity
* Ion
* Zeus
* Marquess
* Dragoon
* Arbalest
* Ballista
* Trebuchet
* Gekko
* Flux

Eplosive* Pinata
* Orkan
* Exodus
* Pin
* Tulumbas
* Trident
* Noricum
* Zenit
* Aphid
* Vortex
* Thermite
* Spiral
* Hydra
* Chimera

  Range
  Reload Time
 Capacity
 Unload

## Introduction

The **Kang Dae** is a long-range (up to 800 meters) heavy kinetic weapon.

## Strategy

The Kang Dae has higher DPM and a much faster reload (6 seconds as opposed to 9) than the Nashorn, but as a trade off the Nashorn has 300 meters more range. Between the two long-range cannons, the Kang Dae is better suited to be used as a mid-range support weapon.

Players using the Kang-Dae are advised to use cover. Always try to stay within reach of obstacles (e.g. walls and buildings) so that after firing, you can quickly hide behind cover to avoid enemy retaliation, especially if you are targeting other snipers.

Snipers are advised to target robots that are heavily damaged and are on low health, as picking off weaker enemies allows teammates with brawlers to prioritize and target stronger enemy robots. Firing on light robots and agile robots may suppress or deter them from capturing beacons, which your teammates can then capture. 'Jumping' robots such as the Griffin or Hover are also good targets, as they are exposed and vulnerable to any kind of open fire.

Most common on a Natasha or a Fury, it is also commonly seen on lower-level medium robots as a sniping weapon. The Kang-Dae is useful on any map in long range combat.

## Mark II Statistics

### Purchase Information

Note: Level 12 Mark I is required to upgrade (purchase) to Mark II.

## Trivia

* The Kang Dae can be useful in the map Yamantau, due to the map containing two sniper platforms.
* The Kang Dae was one of only two silver weapons that was not a starting weapon on any bot. The other was the Zenit. However, as of a recent update, it is now the default weapon on the Golem and Butch.
* The Kang Dae, like the Trebuchet, is hard to utilize at close ranges.
Bolt

* Destrier
* Gareth
* Gepard
* Jesse
* Schutze
* Stalker

Medium A-G* Ao Guang
* Ao Jun
* Ao Qin
* Ares
* Blitz
* Boa
* **Bolt**
* Budgasari
* Bulwark
* Carnage
* Doc
* Falcon
* Fenrir
* Fujin
* Galahad
* GI. Patton
* Golem

Medium H-M* Hades
* Haechi
* Hellburner
* Hover
* Inquisitor
* Invader
* Kumiho
* Loki
* Mender
* Mercury

Medium N-W* Nemesis
* Pursuer
* Raven
* Rayker
* Rogatika
* Spectre
* Strider
* Tyr
* Vityaz
* Weyland

Heavy* Butch
* Fury
* Griffin
* Lancelot
* Leo
* Natasha
* Raijin
* Rhino

 1

## Introduction

The **Bolt** is a medium robot  with three light hardpoints. It is unofficially classified as a light robot based on wiki criteria.

## Ability

The **Dash** ability gives it the capability of a quick burst of movement in any given direction. It shares this ability with the Korean robots, and the Strider. The Bolt is the only robot with dash that can only store one charge, and is tied with the Kumiho with having the quickest ability cooldown of the five (5 seconds).

## Strategy

This robot is a light bot with 3 light hardpoints, lower than average health, and a very small frame. Bolt starts at level 1 with excellent speed (55 km/h) that can match up to the Gepard.

Due to its health and speed with dash, it's makes for a solid beacon runner. Its lack of health and firepower doesn't allow the Bolt to brawl effectively, so it is advised to keep your distance from enemies. Failing to do this will likely lead to this robot's demise.

**Threat Measure**

The Bolt has a small amount of health but moderate firepower, which may be best used for support or ambush by attacking with Aphids or Pinatas and retreating. Bolts are to be considered a small threat to robots as a brawler, but they can quickly capture beacons.

## Possible Setups

### Mid-Range (500-600m)

 **#Slots** →
 **Setup 1** →
 **Setup 2** →

### Long Range (800-1,100m)

 **#Slots** →
 **Setup 1** →
 **Setup 2** →

## Mark II Statistics

### Purchase Information

Note: Level 12 Mark I is required to upgrade (purchase) to Mark II.

## Trivia

* Bolt is this guy
* Bolt resembles Gepard in hardpoints, health and speed. In fact, it can be considered a precursor to the Pursuer and an upgrade to the Gepard.
* Bolt is the second robot to have a fixed speed, along with Gepard and Stalker.
* Bolt is the first light bot to have Dash ability.
Siri

Siri is a minor character in *First Time Alone.* She does not appear on screen.

Siri's voice can be heard when Anastasia tries to call Betsy and Dave. When the call rolls to voicemail, Siri says "Your call has been forwarded to an automatic voice messaging system. 415 -".

She is voiced by Jaspreet Sidhu.
Tempest

* Storm
* Thunder
* Punisher
* Punisher T
* Avenger
* Sting
* Wasp
* Molot
* Molot T
* **Tempest**
* Kang Dae
* Nashorn

Energy I* Magnum
* Taran
* Redeemer
* Blaze
* Ember
* Halo
* Corona
* Glory
* Shredder
* Viper
* Shocktrain
* Pulsar

Energy II* Spark
* Scourge
* Calamity
* Ion
* Zeus
* Marquess
* Dragoon
* Arbalest
* Ballista
* Trebuchet
* Gekko
* Flux

Eplosive* Pinata
* Orkan
* Exodus
* Pin
* Tulumbas
* Trident
* Noricum
* Zenit
* Aphid
* Vortex
* Thermite
* Spiral
* Hydra
* Chimera

  Range
  Reload Time
 Capacity
 Unload

## Introduction

The **Tempest** is a mid to long-range (up to 800 meters, with a 325-meter optimal range) heavy kinetic weapon.

## Strategy

This revolver cannon works similarly to the Molot and the Molot T due to the same firing dynamics and range. It also has the accelerated firing rate capability like the others.

The Tempest has an ability to accelerate its fire rate up 50% from the normal firing speed, if it is fired continuously for longer than 3 seconds. The accelerated state ends if the firing is halted for more than 1 second, or if the ammo is depleted.

This is one of two heavy weapon with a range of 800 meters, (the other being the Kang Dae) making it very good against Ancile shields and physical shields from a safe distance. Also, being a kinetic weapon allows it to deal double damage to physical shields.

Some good choices of robots to mount this weapon on are the Fury or the Raijin. The Fury can support 3 for unrivaled long ranged firepower. The Raijin for it's Bastion ability, giving it a 30% increase in overall damage, along with a frontal shield, at the cost of becoming stationary. Other robots that this revolver cannon can be commonly found on are the Leo and the Natasha, paired with Molots, due to the synergy between them.

## Mark I Statistics

*For equipment purchased before Update 4.0, upgrade times can be found here.*

### Upgrade Information

* The damage column shows the damage for each individual round (out of 70 rounds)

## Mark II Statistics

### Purchase Information

Note: Level 12 Mark I is required to upgrade (purchase) to Mark II.

### Upgrade Information

* The damage column shows the damage for each individual round (out of 70 rounds)

## Accuracy By Distance

 300 meters
 400 meters
 500 meters
 600 meters
 700 meters
 800 meters

## Trivia

* A Tempest is a violent or windy storm.
* The reloading animation shows the guns moving back and the bullets stacking up until a bullet is placed in the chamber, then the guns move back into firing position.
* The Tempest's reload animation has the two ends of the gun go back for a second before reloading.
* The Tempest was one of the first Component weapons.
Julie Aigner-Clark

***Julie Aigner Clark*** (born February 16, 1947) is a full-time mom and former teacher, best known for founding The Baby Einstein Company that was born in her basement and became an internationally acclaimed, multimillion-dollar company in less than five years. Credited with creating an entirely new industry, Julie brought the arts to babies and toddlers in child-friendly ways that exposed an entire generation to classical music, art and poetry. Her Baby Einstein
videos and books have been translated into more than twenty languages and have been on the New York Times Best Sellers list since the company’s start up over fifteen years ago. 1 in three households with babies in the US own at least one Baby Einstein product)

Julie’s television appearances include: Oprah, Today Show, Good Morning America, Fox News, The View and the CBS Nightly News, along with feature articles in USA Today, The New York Times, The Wall Street Journal and People Magazine. In 2009, Julie was personally honored at the President’s State of the Union Address. She is also the founder of The Safe Side, a company dedicated to keeping children safe and to giving back to The National Center for Missing and Exploited Children. Most recently, Julie authored a children’s book titled You Are the Best ​Medicine, inspired by her own battle with breast cancer.

Julie launched Baby Bytes with a small team of very creative people including her husband, business partner and best friend, Bill Clark. Julie lives in Colorado with her husband, two daughters, three cats, four chickens, several fish and an old dog named Rusty.

Her current projects are on MommyMade.com and include Happy Appy, BabyBytes, Her book “You are the Best Medicine” and a new app and YouTube Channel called WeeSchool.
Edit Reference Pages/Indexes

## Indexes

Provided below is a List of some of the more useful WCwikia Indexes & Special Pages.

### General Category Indexes :

* Category:A\_to\_Z
* Category:Index
* War\_Robots\_Alt\_Wiki:Categories
* Special:Categories
* Category:Missing\_Pages
* Category:Proposed\_Page
* Category:Templates
* Category:FAQ

### Page Indexes:

* Special - All Pages
* .

### Template Indexes:

* Category:Templates
* Category:Functional\_templates

### Extention Indexes:

* List of Installed Extentions

**All Edit Reference Pages are LOCKED and may only be edited by an Admin. Please ask in comments below to add or edit content.**
Past Poll Results/Poll Suggestions

==Purpose of Page==
This page serves as an open forum to suggest Poll Topics to the Administration of the War Robots Alt Wiki to be featured on the Front Page.
The idea is to create a Pool of Questions from which an Admin can select for inclusion on the Front Page when a new question is required.

==Important Notes==
\*Any Poll suggestions on this page deemed suitable may be selected at random.
\*If a Poll Topic is deemed inappropriate, it may be removed at the discretion of the administration.
\*Poll Topics and or any Answer Selections may be altered at the discretion of the administration.
\*ATTENTION - Please follow the proper format when adding a Poll suggestion. Question 1 may be Copied / Pasted and then edited.

==Suggested Poll Topics==
===Poll Question 3===
Do you like the new operation?
\*Yes - I love it
\*It's OK
\*No - I hate it
\*No Opinion on this

===Poll Question 4===
Should Pixonic give us back the old robots like Boa or Shultz?
\*Yes - As it should be
\*It's OK
\*No - Current system is OK
\*No Opinion on this
Power Plant

Main article: Maps

## Introduction

The Power Plant map is named after the power plant in the middle of the map, along with a ship-wrecked boat on one side of the map.

## General Tactics

The map features beacons in an asymmetrical layout.

Teams spawn on an elevated platform and must enter a maze-like area with random obstacles everywhere. This map is close-range oriented, and robots with jump will be able to set up easy ambushes.

Rockets, in particular, are very powerful on this map. Death button setups used with "corner camping" tactics can damage any bot unfortunate enough to wander into the line of fire.

Like Canyon, this can sometimes lead to Mexican standoffs between opposing Rhinos, and only jumping robots are able to break the stalemate.

Pilots using Griffin and Hover should be aware that the buildings in this map are easy to accidentally land on, which may result in the untimely destruction of your robot.

While this map encourages close encounters with the red team, snipers are commonly seen. The best sniping positions are just behind the ridges on each end of the map, which provide near-complete cover. In order to counter a sniper on this map, your best chance is to use Aphid, Vortex, or Thermite.

## Trivia

* Power Plant was first seen in the March 13/14 test server with no texture, as the main goal was to test the design of the map.
* Power Plant was released into the game in the 1.5 Update.
Gekko

* Storm
* Thunder
* Punisher
* Punisher T
* Avenger
* Sting
* Wasp
* Molot
* Molot T
* Tempest
* Kang Dae
* Nashorn

Energy I* Magnum
* Taran
* Redeemer
* Blaze
* Ember
* Halo
* Corona
* Glory
* Shredder
* Viper
* Shocktrain
* Pulsar

Energy II* Spark
* Scourge
* Calamity
* Ion
* Zeus
* Marquess
* Dragoon
* Arbalest
* Ballista
* Trebuchet
* **Gekko**
* Flux

Eplosive* Pinata
* Orkan
* Exodus
* Pin
* Tulumbas
* Trident
* Noricum
* Zenit
* Aphid
* Vortex
* Thermite
* Spiral
* Hydra
* Chimera

  Range
  Reload Time
 Capacity
 Unload

## Introduction

The **Gekko** is a long-range (up to 1,100 meters) light energy weapon.

## Strategy

This long-range laser weapon is the light version of the Flux. In battle, a Gekko can force enemy units under cover, as many players do not appreciate a solid beam of light hitting their robot. It can also penetrate energy shields.

While one Gekko can deal decent damage when highly upgraded, they are much more powerful in clusters of two, three, or even four, or when paired with one or multiple Flux(es). A dedicated robot carrying two to four Gekkos can severely damage an enemy. However, it is known to be an inferior weapon in melee combat. Thus, it is a good strategy, if one is seeking to destroy the robot, to shoot them while they are in the open and when there is no available cover.

It is recommended that the Gekko is used similarly to how one might use a Molot, although with much longer range.

The open fields of Springfield, Yamantau, and Canyon are prime locations for this weapon.

## Mark I Statistics

*For equipment purchased before Update 4.0, upgrade times can be found here.*

### Upgrade Information

* The damage column shows the damage of each individual charges (out of 40 charges)

## Mark II Statistics

### Purchase Information

Note: Level 12 Mark I is required to upgrade (purchase) to Mark II.

### Upgrade Information

* The damage column shows the damage of each individual charges (out of 40 charges)

## Update History

 File:Lazer.png
 File:Screen Shot 2017-09-11 at 11.27.54 PM.png
 File:Screen Shot 2017-03-21 at 11.12.15 AM.png

## Trivia

* In previous versions, the function of the Gekko was to “heat” up its target. This translated into the longer it fires upon the target, the hotter it got, and the more damage it dealt.
* After the color change, the palette now resembles the true visible light spectrum in the correct order; violet, blue, green, yellow, orange and red.
* The Gekko has no medium counterpart.
Destrier

* **Destrier**
* Gareth
* Gepard
* Jesse
* Schutze
* Stalker

Medium A-G* Ao Guang
* Ao Jun
* Ao Qin
* Ares
* Blitz
* Boa
* Bolt
* Budgasari
* Bulwark
* Carnage
* Doc
* Falcon
* Fenrir
* Fujin
* Galahad
* GI. Patton
* Golem

Medium H-M* Hades
* Haechi
* Hellburner
* Hover
* Inquisitor
* Invader
* Kumiho
* Loki
* Mender
* Mercury

Medium N-W* Nemesis
* Pursuer
* Raven
* Rayker
* Rogatika
* Spectre
* Strider
* Tyr
* Vityaz
* Weyland

Heavy* Butch
* Fury
* Griffin
* Lancelot
* Leo
* Natasha
* Raijin
* Rhino

 1

## Introduction

The **Destrier** is a Light Robot with 2 light hardpoints.

## Strategy

This is decent robot for novices when equipped with dual Punishers. However, it will become obsolete as it lacks the firepower and durability to be competitive.

This robot is good at flanking and capturing beacons, but can also be used for head-on assault provided the opposing force is outnumbered or outgunned.

Lastly, every new pilot starts the game with this robot equipped with its default weapons.

## Possible Setups

These setups are recommended for the Destrier:

### Overview

The Destrier becomes obsolete very quickly. However, using two Punishers very early on in most cases will be the optimal choice as they are good weapons for beginners to get used to. Spirals can also be used early for newcomers to help them get familiar to the lock-on feature. Molots feature more range than Punishers, with the cost of less damage. Lastly, Pinatas can be used for superior burst damage. However, due to the price of this weapon, its advisable to invest in a superior robot before purchasing a Pinata.

### Not Recommended

* The use of long range weaponry due to there being better sniping platforms later on. For example, the medium silver robots (Golem, Vityaz, and Patton).
* The use of more valuable equipment because there are better platforms for mounting premium equipment.

## Mark I Statistics

### Purchase Information

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

## Mark II Statistics

### Purchase Information

Note: Level 12 Mark I is required to upgrade (purchase) to Mark II.

## Trivia

* Its name is a reference to a medieval warhorse known as a Destrier
* A Destrier slightly resembles the ED-209 from RoboCop. However, it is unknown if this is intentional
* The Destrier is the first robot usable by a player
* Destrier has had several redesigns over the years, appearing very different now than it once did
* Click here for a 3D image of this robot
Shocktrain

* Storm
* Thunder
* Punisher
* Punisher T
* Avenger
* Sting
* Wasp
* Molot
* Molot T
* Tempest
* Kang Dae
* Nashorn

Energy I* Magnum
* Taran
* Redeemer
* Blaze
* Ember
* Halo
* Corona
* Glory
* Shredder
* Viper
* **Shocktrain**
* Pulsar

Energy II* Spark
* Scourge
* Calamity
* Ion
* Zeus
* Marquess
* Dragoon
* Arbalest
* Ballista
* Trebuchet
* Gekko
* Flux

Eplosive* Pinata
* Orkan
* Exodus
* Pin
* Tulumbas
* Trident
* Noricum
* Zenit
* Aphid
* Vortex
* Thermite
* Spiral
* Hydra
* Chimera

  Range
  Reload Time
 Capacity
 Unload

## Introduction

The **Shocktrain** is a mid-range (up to 500 meters) medium energy weapon.

## Strategy

This energy weapon, upon firing, will unleash all charges that are currently stored in the weapon (a maximum of 7), with damage increasing for more charges being loaded. This mechanism is similar to the Trebuchet, because this weapon can charge while not firing, thus increasing the damage the longer you wait after firing. Also, it is similar to the Zeus due to requiring a target lock.

The Shocktrain has the unique ability that allows it to hit multiple robots, in succession (chain). When the original target is hit, each robot within 100 meters of the target will also be hit with that same projectile, but with 50% less damage for each subsequent robot. Stealthed robots will not get hit by the chain effect.

Due to high burst damage, it makes this weapon very dangerous to robots grouped together, which increases the overall damage of each shot. This, combined with its short reload time, can put a large dent in a group medium or heavy robots.

It isn't uncommon to see three of these weapons mounted on the Spectre or Bulgasari. They can use their Descend and Dash abilities respectively to get in and out of the range of targets. The Bulgasari has hardpoints positioned high and to the right side, allowing it to shoot over and around cover, from up to 500 meters away, while the Spectre has the advantage of being able to use 4 of them.

## Mark I Statistics

*For equipment purchased before Update 4.0, upgrade times can be found here.*

### Upgrade Information

* The damage column shows the damage of each individual charge (out of 7 charges)

## Mark II Statistics

### Purchase Information

Note: Level 12 Mark I is required to upgrade (purchase) to Mark II.

### Upgrade Information

* The damage column shows the damage of each individual charge (out of 7 charges)

## Trivia

* This weapon has the longest name with 10 letters.
* It takes players 30 days and 57 million silver to obtain this weapon (creating packs of 170 with all 6 slots active)
* This weapon is the only weapon in this game that can directly hit multiple robots at once.
* It is also the only weapon with fading damage upon hitting robots.
* When in battle, the reloading animation appears as if the three prongs are rotating.
* Be advised that using this weapon on almost any bot will make people focus you
* There is currently a bug where the first charge takes 2 seconds to reload, then the rest reload normally.
* This is one of the four weapons with a charge-based firing system, the others being Trebuchet, Ballista, and Arbalest.
Taran

* Storm
* Thunder
* Punisher
* Punisher T
* Avenger
* Sting
* Wasp
* Molot
* Molot T
* Tempest
* Kang Dae
* Nashorn

Energy I* Magnum
* **Taran**
* Redeemer
* Blaze
* Ember
* Halo
* Corona
* Glory
* Shredder
* Viper
* Shocktrain
* Pulsar

Energy II* Spark
* Scourge
* Calamity
* Ion
* Zeus
* Marquess
* Dragoon
* Arbalest
* Ballista
* Trebuchet
* Gekko
* Flux

Eplosive* Pinata
* Orkan
* Exodus
* Pin
* Tulumbas
* Trident
* Noricum
* Zenit
* Aphid
* Vortex
* Thermite
* Spiral
* Hydra
* Chimera

  Range
  Reload Time
 Capacity
 Unload

## Introduction

The **Taran** is a close-range (up to 350 meters) medium energy weapon.

## Strategy

This plasma weapon fires eight bursts of four plasmoids per clip. In each burst, four plasmoids are fired within a second, it reloads after the eighth burst is fired.

The Taran is ideal for doing high damage at close range quickly, largely due to its quick reload time and above average damage. It can also be used very effectively against robots with either built-in or mounted Ancile shields.

It is best when combined with other close range weapons, such as the Magnum, Redeemer, Thunder, Pinata and Punisher.

Although it has high damage, its short range makes it useless beyond 350 meters. To maximize its effectiveness, in the lower leagues it can be mounted fast robots like the Cossack, Gareth, or Rogatka. A Galahad with a pair of Magnums and a Taran can be commonly seen as in the middle leagues. In mid to high leagues the Lancelot, Inquisitor, Griffin and to lesser degree the Rhino, can be seen with Tarans combined with either Magnums, Redeemers, or Embers, depending on the robot's available hardpoints. Dual Tarans may be mounted on a Doc for supportive ambushes. Tarans have a very high cycle DPS, significantly higher than the Orkan.

## Mark I Statistics

*For equipment purchased before Update 4.0, upgrade times can be found here.*

### Upgrade Information

* The damage column shows the damage of each individual plasmoid (out of 32 plasmoids)

## Mark II Statistics

### Purchase Information

Note: Level 12 Mark I is required to upgrade (purchase) to Mark II.

### Upgrade Information

* The damage column shows the damage of each individual plasmoid (out of 32 plasmoids)

## Trivia

* The term “Taran” refers to Ramming in Russian, referencing the brutal amounts of damage several Tarans can deal when combined with itself or other close ranged weapons.
* In addition “Taran” also means thunder in Gaelic.
* As each burst of plasma is fired, one of the red charges visible at the back of weapon disappears. During reload, the dots reappear one by one.
* Despite being a plasma weapon, the Taran has notable recoil, resulting in a small spread which can allow it to damage bots that are mostly behind cover and bypass some physical shields.
* Taran was originally named "E-SG Taran". This name was changed in the 2.5 update (January 26, 2017 update on IOS, January 19, 2017 on Android) to avoid confusion.
* Taran means "Ram" in Polish.
Destrier Alt

1

## Introduction

The **Destrier** is a Light Robot with 2 light hardpoints.

## Strategy

This is decent robot for novices when equipped with dual Punishers. However, it will become obsolete as it lacks the firepower and durability to be competitive.

This robot is good at flanking and capturing beacons, but can also be used for head-on assault provided the opposing force is outnumbered or outgunned.

Lastly, every new pilot starts the game with this robot equipped with its default weapons.

## Possible Setups

These setups are recommended for the Destrier:

### Overview

The Destrier becomes obsolete very quickly. However, using two Punishers very early on in most cases will be the optimal choice as they are good weapons for beginners to get used to. Spirals can also be used early for newcomers to help them get familiar to the lock-on feature. Molots feature more range than Punishers, with the cost of less damage. Lastly, Pinatas can be used for superior burst damage. However, due to the price of this weapon, its advisable to invest in a superior robot before purchasing a Pinata.

### Not Recommended

* The use of long range weaponry due to there being better sniping platforms later on. For example, the medium silver robots (Golem, Vityaz, and Patton).
* The use of more valuable equipment because there are better platforms for mounting premium equipment.

## Mark II Statistics

### Purchase Information

Note: Level 12 Mark I is required to upgrade (purchase) to Mark II.

## Trivia

* Its name is a reference to a medieval warhorse known as a Destrier
* A Destrier slightly resembles the ED-209 from RoboCop. However, it is unknown if this is intentional
* The Destrier is the first robot usable by a player
* Destrier has had several redesigns over the years, appearing very different now than it once did
* Click here for a 3D image of this robot
Map

## Introduction

**Maps** are the battlegrounds on which players fight. Each map contains 5 beacons that can be captured by either team. Victory can be achieved by capturing (and holding) beacons or destroying all enemy robots. Maps are chosen randomly each match.

There are twelve maps that range in topography, size, and amount of open ground.

## Maps

* **Yamantau** is a large open-air, snowy map with many bridges, very little cover, and two large sniping platforms. The central beacon is located on an elevated platform with a good amount of cover. It is based on Mount Yamantau, a real location in the world. This map is great for long rangers but bad for knife fighters
* **Shenzhen** is a city map with many buildings of various heights surrounding an open central plaza containing the central beacon. Long straight avenues provide lots of cover, while the large open central area provides none. It is based on a Chinese town.
* **Springfield** is a large map divided in two by a dried riverbed. One side is mostly open farmland and the other with buildings providing plenty of cover. It is a map with multiple possible spawn points. There is a dam on one side of the map and two bridges connecting the two halves of the map.
* **Dead City** is a small symmetrical canyon like a map with the center beacon located in a crater. Its many buildings make it great for close range combat. It is based on a city that has been devastated by a nuclear bomb.
* **Canyon** is a small, dusty map with little cover. The map gets its name from the ravine in the middle; the center beacon is on a bridge just above the ravine. Long and medium-range bots will excel on this map.
* **Power Plant** is a tightly packed map that heavily favors rocket weaponry and jumping robots. It has a unique kite-like beacon layout.
* **Moon** is a symmetrical map with narrow corridors favoring close combat.
* **Valley** is a symmetrical map that favors close range bots and beacon capturers. The central beacon is often hotly contested and targeted by knife fighters. The edges of the maps are good for mid-ranged robots though.
* **Dreadnought** is a slightly asymmetrical map centered around a large crashed spaceship. There are two main levels to the map - the main floor, and the roof of the ship. In addition to being asymmetrical, the map is also skewed, with the entire center of the map being at an angle. this provides for very interesting combat, and unique forms of cover.
* **Carrier** is a roughly symmetrical map with a new linear beacon arrangement.
* **Rome** is mostly symmetrical and similar to Dreadnought and Springfield, it has areas of both large open spaces, or tight enclosed spaces. There is also a Colosseum in the center which is a popular spot for shotgun robots to hide.
* **Castle** is a map themed around medieval castles. Provide plent of cover. It is best for close range fighters due to the amount of cover available how ever some areas provide excellent grounds for snipers.
Vortex

* Storm
* Thunder
* Punisher
* Punisher T
* Avenger
* Sting
* Wasp
* Molot
* Molot T
* Tempest
* Kang Dae
* Nashorn

Energy I* Magnum
* Taran
* Redeemer
* Blaze
* Ember
* Halo
* Corona
* Glory
* Shredder
* Viper
* Shocktrain
* Pulsar

Energy II* Spark
* Scourge
* Calamity
* Ion
* Zeus
* Marquess
* Dragoon
* Arbalest
* Ballista
* Trebuchet
* Gekko
* Flux

Eplosive* Pinata
* Orkan
* Exodus
* Pin
* Tulumbas
* Trident
* Noricum
* Zenit
* Aphid
* **Vortex**
* Thermite
* Spiral
* Hydra
* Chimera

  Range
  Reload Time
 Capacity
 Unload

## Introduction

The **Vortex** is a close-range (up to 350 meters) medium homing missile weapon.

## Strategy

This missile launcher is a homing weapon, meaning it requires a target lock. This makes it able to fire while you are slightly facing away. The required target lock also takes some time, which can be fatal for the robot wielding it when facing an enemy up close.

The Vortex is very similar to the Aphid. They share the same flying trajectory, range, reload time, and have high burst damage. They cannot bypass Ancile shields.

This weapon should be used similarly to the Aphid, using cover to protect the robot, and should not be used in exceedingly close range. The Vortex is well paired with other weapons of its range of 350 meters, particularly its light counterpart the Aphid.

A possible build could be a Griffin with two Vortexes and two Magnums, instead of the commonly seen version, with two Tarans and two Aphids ("Stuka"). Another setup, which could be regarded as an upgraded version of the "Mini-Nuke Patton" would be a Griffin with two **Vortexes** and two Aphids . When an opponent has an Ancile on low health, one should fire their Vortex and/or Aphid weapons individually, as to deplete the Ancile before the other missiles hit. This is because if all missiles hit at the same time, the shield will be fully depleted but will have absorbed the extra damage due to the timing.

## Mark I Statistics

*For equipment purchased before Update 4.0, upgrade times can be found here.*

### Upgrade Information

* The damage column shows the damage each individual missile (out of 6 missiles)

## Mark II Statistics

### Purchase Information

Note: Level 12 Mark I is required to upgrade (purchase) to Mark II.

### Upgrade Information

* The damage column shows the damage each individual missile (out of 6 missiles)

## Trivia

* The Vortex is, in essence, a medium Aphid.
* Vortexes, like Aphids, occasionally will hit the target and no damage will register. Therefore, it is recommended if multiple Vortexes are equipped to fire them one after the other, not all at once, to minimize this bug.
* The name “Vortex” is a swirling rift of the elements. This corresponds with the nature of the missiles- they indeed fire in a cloud together, swirling in a circular motion as they fly.
* Unlike the Aphid (which shoots white missiles), the Vortex shoots yellow missiles.
* While many weapons which are basically heavier variants of lighter weapons have roughly equal damage per projectile and more projectiles, Aphid, Vortex and Thermite have a decreasing number of higher-damage projectiles.
Zenit

* Storm
* Thunder
* Punisher
* Punisher T
* Avenger
* Sting
* Wasp
* Molot
* Molot T
* Tempest
* Kang Dae
* Nashorn

Energy I* Magnum
* Taran
* Redeemer
* Blaze
* Ember
* Halo
* Corona
* Glory
* Shredder
* Viper
* Shocktrain
* Pulsar

Energy II* Spark
* Scourge
* Calamity
* Ion
* Zeus
* Marquess
* Dragoon
* Arbalest
* Ballista
* Trebuchet
* Gekko
* Flux

Eplosive* Pinata
* Orkan
* Exodus
* Pin
* Tulumbas
* Trident
* Noricum
* **Zenit**
* Aphid
* Vortex
* Thermite
* Spiral
* Hydra
* Chimera

  Range
  Reload Time
 Capacity
 Unload

## Introduction

The **Zenit** is a long-range (300-1,100 meters) heavy rocket weapon.

## Strategy

This is an artillery weapon that fires in a high arc, similar to the Noricum. It has a maximum range of 1,100 meters but cannot lock onto targets closer than 300 meters. It has a slow projectile which has 25 meter explosion radius, dealing splash damage towards enemy bots.

However, it does have a very slow rocket travelling speed, making it good only for damaging stationery enemies (like sniping Butch, Raijin, Natasha or Fury).

It is advised not to overuse this weapon as other long range weapons such as the Kang Dae are much more efficient and your team is better supported by engaging the enemy more directly. Firing at a Fujin with its sentry ability activated is useless due to the Ancile being able to recharge quickly.

## Mark I Statistics

*For equipment purchased before Update 4.0, upgrade times can be found here.*

### Upgrade Information

* The damage column shows the damage of each individual rocket (out of 18 rockets)

## Mark II Statistics

### Purchase Information

Note: Level 12 Mark I is required to upgrade (purchase) to Mark II.

### Upgrade Information

* The damage column shows the damage of each individual rocket (out of 18 rockets)

## Trivia

* The Zenit is a Russian-type space-launch rockets used to carry fuel, or act as a main booster. It is commonly known for being used on Spacecraft used to deliver necessities for Russian Cosmonauts out to space stations.
* While it is also an artillery weapon like the Noricum, the Noricum has a much steeper firing arc than the Zenit. Due to this, the Noricum actually is able to be used much closer to an obstructing building than the Zenit.
* “Zenit” in Russian means “Zenith”.
Dragoon

* Storm
* Thunder
* Punisher
* Punisher T
* Avenger
* Sting
* Wasp
* Molot
* Molot T
* Tempest
* Kang Dae
* Nashorn

Energy I* Magnum
* Taran
* Redeemer
* Blaze
* Ember
* Halo
* Corona
* Glory
* Shredder
* Viper
* Shocktrain
* Pulsar

Energy II* Spark
* Scourge
* Calamity
* Ion
* Zeus
* Marquess
* **Dragoon**
* Arbalest
* Ballista
* Trebuchet
* Gekko
* Flux

Eplosive* Pinata
* Orkan
* Exodus
* Pin
* Tulumbas
* Trident
* Noricum
* Zenit
* Aphid
* Vortex
* Thermite
* Spiral
* Hydra
* Chimera

  Range
  Reload Time
 Capacity
 Unload

## Introduction

The **Dragoon** is a mid-range (up to 600 meters) heavy energy weapon.

## Strategy

This mid-range plasma weapon is the heavy version of the light Marquess, and medium Hussar.

The Dragoon has the same range (600 meters) and damage type as the Zeus, as well as the ability to bypass energy shields (excluding Aegis and Absorber). However, rather than firing in 5 second bursts, it fires up to 4 plasmoids per clip (5 in a burst), with a reload while firing mechanic (each shot taking 3 seconds to charge). This allows the Dragoon to have a slightly higher overall DPS, but substantially higher burst damage, when compared to the Zeus.

The Dragoon is a powerful weapon, but it is not without a weakness. Being, that it is rather ineffective at close range and has a slow reload time. Keeping your distance from the enemy is vital to your success when using this weapon.

This weapon synergies very well with the Hussar and Marquess, it can also be effective when paired up with Scourges or Sparks as they share the same range and damage type. The Pulsar also pairs well due to having the same qualities as the aforementioned weapons, with the added benefit of being able to immobilize enemies.

## Mark I Statistics

*For equipment purchased before Update 4.0, upgrade times can be found here.*

### Upgrade Information

* The damage column shows the damage of each individual plasmoid (out of 5 plasmoids)

## Mark II Statistics

### Purchase Information

Note: Level 12 Mark I is required to upgrade (purchase) to Mark II.

### Upgrade Information

* The damage column shows the damage of each individual plasmoid (out of 5 plasmoids)

## Trivia

* The term "dragoon" came from a cavalry regiments in the British army.
* It takes players 17 days, 22 hours, and 30.75 million silver to obtain this weapon (creating packs of 400 with all 6 slots active).
* The Dragoon shares the same base damage as an equivalent level Redeemer at all levels.
Past Poll Results/Suggest A Poll

## Purpose of Page

This page serves as an open forum to suggest Poll Topics to the Administration of the War Robots Alt Wiki to be featured on the Front Page.

The idea is to create a Pool of Questions from which an Admin can select for inclusion on the Front Page when a new question is required.

## Important Notes

* Any Poll suggestions on this page deemed suitable may be selected at random.
* If a Poll Topic is deemed inappropriate, it may be removed at the discretion of the administration.
* Poll Topics and or any Answer Selections may be altered at the discretion of the administration.
* ATTENTION - Please follow the proper format when adding a Poll suggestion. Question 1 may be Copied / Pasted and then edited.

## Suggested Poll Topics

### Poll Question 3

Do you like the new operation?

* Yes - I love it
* It's OK
* No - I hate it
* No Opinion on this

### Poll Question 4

Should Pixonic give us back the old robots like Boa or Shultz?

* Yes - As it should be
* It's OK
* No - Current system is OK
* No Opinion on this
Boosters

See also: Features

## Introduction

**Boosters** are special items that can be activated before you enter a battle, giving you a range of benefits. There is no limit to how many can be activated at once (however, bonuses do not stack). These items will apply to all robots and weapons in your current hangar. Each booster has a limited time ranging from as little as 15 minutes to as much as 2 days before it expires. You can earn them through Battle Rewards, opening chests, fulfilling clan goals, or by purchasing them for gold.

## Booster Types

### Attack

These boosters apply to all robots and weapons in your current hangar.

* Damage: Increases damage dealt by all weapons (and maybe abilities)
	+ Increase is 5% for the player and 2% for all clan mates
	+ Available in 30 minute and 2 hour durations

* Cooldown: Decreases all ability cooldown times
	+ Decrease is 10% for the player and 2% for all clan mates
	+ Available in 30 minute, 2 hour, and 5 day durations

### Defense

These boosters apply to all robots and weapons in your current hangar.

* Health: Increases the base durability of all robots
	+ Increase is 10% for the player and 2% for all clan mates
	+ Available in 30 minute, 2 hour, and 1 day durations

* Shield: Increases the base durability of all shield types
	+ Increase is 10% for the player and 2% for all clan mates
	+ Available in 30 minute and 2 day durations

* Speed: Increases the base speed of all robots
	+ Increase is 10% for the player and 2% for all clan mates
	+ Available in 15 minute and 2 day durations

### Resources

These boosters only affect post-battle rewards.

* Keys: Increases the total amount of Black Market keys gained per battle
	+ Increase can be 100%, 150%, or 200%, and 5-10% for clan mates
	+ Available in 15 minute, 30 minute, and 1 hour durations

* Silver: Increases the total amount of silver gained per battle
	+ Increase is 40%, and 2% for clan mates
	+ Available in a 30 minute duration

* Honor Points: Increases the amount of Honor Points gained per battle
	+ Increase can be 75% or 100%, and 5% for clan mates
	+ Available in 30 minute durations