recursal/Fanatic-Fandom huggingface dataset:
Chimera

* 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 **Chimera** is a mid-range (up to 600 meters) heavy homing missile weapon.

## Strategy

This mid-range missile launcher should be played similarly to the medium Hydra and the light Spiral, by sticking to cover and staying out of line of sight, due to the fact that this is neither a weapon for sniping or brawling. The slow rate of fire, low damage and long reload means that the weapon is not useful for prolonged battles against robots with either physical or energy shields, as they can't bypass either. Instead, picking out targets with no shields and no way of dodging the rockets allows this weapon to maximize it's damage output.

The Chimera is also hampered if it is played in singles, as it doesn't deal enough damage to have a noticeable effect on stronger robots. Instead, by using it in doubles or with Hydras and Spirals (as these weapons have a synergistic bond with the Chimera), it can increase maximum damage output to have a significant effect on opponents' armor - and morale.

The missiles are very accurate as they home in on targets and can weave around obstacles on their way there, but the weapon does require a 3 second lock-on in order to fire. Due to this, they are exceptionally good at hitting targets behind cover, and this allows the Chimera to do a great job of finishing off severely damaged enemies that are hiding, assuming they are without a shield.

## Mark I Statistics

### Upgrade Information

* The damage column shows the damage of each individual missile (out of 9 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 of each individual missile (out of 9 missiles)

## Trivia

* The Chimera is a fire-breathing beast from Greek mythology that had the head of a lion, The head of a goat, and the head of a snake.
* The Chimera is one of only two heavy guided missile launchers, the other being the Thermite.
* Click here for 3D model of this weapon.
Calamity

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

## Strategy

This electric beam weapon is a heavy version of light Spark and medium Scourge.

This Calamity is essentially a large mid-range taser, locking onto a target and firing an electrical arc that sticks to them and does continuous damage as long as you remain locked-on. It has to empty its clip in order to reload, meaning this weapon must be fully discharged while locked onto a target before reloading. The Calamity is a heavy version of Scourge and Spark.

The Calamity has the special ability to inflict more damage the closer it is to the target. Due to this it can work for both mid and close ranged encounters. It's similar to the Zeus, but with a much longer discharge and a decrease in damage the further away the target is.

Robots that excel at sustained fights, such as the Falcon, Bulwark, and the Raijin can make very good use of this weapon, as it provides better sustained damage as opposed to the burst damage of the Zeus, as well as having the option to become a brawler at will.

The Calamity pairs perfectly with the Spark and Scourge. Combining this weapon with a lock-down weapon such as a Pulsar can prove quite potent.

## Mark I Statistics

### Upgrade Information

* The damage column shows the damage of each individual charge at 400 meters range (out of 100 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 at 400 meters range (out of 100 charges)

## Damage By Distance

Note:

* Green: Increase in damage
* Red: Decrease in damage

* This data was tested in-game on flat terrain
* Values can vary slightly; elevation changes and the size (frame) of the target can effect the damage output %.

## Trivia

* Calamity has a similar meaning to Scourge, meaning an event causing great disaster and destruction.
* The Calamity model has been compared to a Scourge flipped onto its side
* Dragon Calamity has the color of blue when shooting at enemies, while the normal version has a lighting effect and purple color
Trident

* 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 **Trident** is a mid-range (up to 600 meters) heavy rocket weapon.

## Strategy

This weapon functions similarly to the Pin and Tulumbas, being a mid-range rocket launcher with reload while firing mechanism. However, the Trident has a longer range of 600 meters and more than double the damage per salvo.

The Trident is able to deliver incredible damage with the splash effect, allowing enemies with the Ecu shield or enemies hiding behind cover to be damaged. This, coupled with its 600 meters range allows the Trident to be a good anti-shield robot weapon. Because of this, it was very popular in the higher leagues, being a great counter to Lancelots and Rhinos, which were then meta. After receiving a buff in Update 4.5, it is becoming increasingly common as it is much more useful as a counter to the Bulgasari, which has a physical shield.

The missiles need to make contact with the enemy robot to deal damage (or hit a nearby obstacle) or else they will continue to fly to their maximum distance before exploding.

## 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 4 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 4 rockets)

## Trivia

* A trident is a three-pointed spear used as a weapon by Poseidon, the Greek god of the seas, likely from where the gun's name was derived, due to its ability to fire three rockets, like the three spear points of the Trident.
* Pre update 2.5, the name prefix “HRS” stood for Heavy Rocket System.
* Before the model change in 4.5, while reloading, it was possible to see each of the 3 missiles being set into position on a revolver. When being fired, the revolver would spin, with each missile being visibly shot out of the weapon.
* According to information on older vk.com page for WWR, back in the 2015 year there was a "propose your own weapon" event, and a "revolver-like missile weapon" won the event. After some period, the prototype for a Trident was born, but the initial model was scrapped. However, there is at least one picture of a developer working on early "revolver-like missile weapon" model, which may be the Trident.

 File:QG1Wmjhxuso.jpg
Squad

Main article: Features
## Squad Battle

Once reaching level 10, a player is given access to starting or joining Squad Battles via a small Shield-Button on the top-right side of the hangar screen. A squad is a group function that allows two or more people (maximum of six) to enter a battle together.

### "What is the point of Squadding?"

The main reason you should be interested in this is that you can earn extra 9 gold every day, giving 3 extra gold in addition to whatever medals you get during a battle for your first 3 victories. Squadding is also how you enter battles with your clan mates, which can provide you greater success because you can learn to work as a team by knowing each other's habits. It's also fun to meet new players in the WR-Community, sometimes you will have players who will teach you or show you things about the game you may not have found out otherwise.

### "OK, I've tried to get into Squad Battles but failed, how do I get & keep members?"

The Squad Leader is the person that sent out the squad invitations, and once at least one has accepted the invitation to join, the Squad Leader will start a search for a match. Since you cannot inspect all hangars & load outs of your clan members before squadding, it is best to explain to people that you are going to play in high League, or to invite people to your squad from your 3 most recent battles. The reason for this is because the Match Maker for the squad system puts your squad in a League of a highest squad member; so even if 5 of your squad are from Bronze league, and one person is from a Diamond - entire squad will play in Diamond.

Now, there are many reasons why it is hard to get a Squad Battle together initially due to players already being otherwise engaged when you send the request, or because they have already signed off. However, keeping one going is much easier because after a Squad Battle, you can invite players into your squad immediately from the battle overview/ statistics page that display after a match. These players are much more likely to join the squad since they are still online, and they likely haven't started another battle yet.

And that's it! now you can start earning another 9 gold every day to put towards your fifth hangar/ whatever else,

How to add friends for Squadding later:

On an iOS device for iOS10 and higher you can ONLY add Facebook friends, or join same clan together.

On Android device, go to "Google Plus" --> "People" --> "🔎" and enter the pilot's name.
Molot T

* 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 **Molot T** is a mid to long-range (up to 800 meters, with a 400-meter optimal range) medium kinetic weapon.

## Strategy

This auto-cannon can accelerate its fire rate up to 1.5x the usual speed, if fired continuously for longer time than 3 seconds. The accelerated state is disabled if firing is stopped for more than a second or the ammunition is depleted.

The Molot T is more accurate and has greater range than the Punisher T, but has slower fire rate and lower damage, thus resulting in lower DPS at closer range (>300 meters).

Despite the accuracy diminishing somewhat at longer ranges due to its large cone of fire, it can be an effective weapon at a range of 500–700 meters, making it a solid counter against robots with Tridents, Tulumbas, Pins, Zeuses, as well as Ancile shields from a safe distance.

Molot Ts have their light and heavy hardpoint cousins, the Molot and the Tempest respectively, all with the same rate of fire. However, it inflicts more damage than the Molot, but less than the Tempest.

## 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

 400 meters
 500 meters
 600 meters
 700 meters
 800 meters

## Trivia

* Molot is Russian for hammer.
* Molot T looks like two Molots paired together; however one Molot T does approximately 35% more damage than one Molot.
* Molot T has the 2nd greatest range of any medium slot weapon of the entire game (800), 1st being the Ballista which has the greatest(1100 meters).
Dreadnought

Main article: Maps

## Introduction

**Dreadnought** is an asymmetrical map. It is a good map for close range and is possible to snipe there too. It is likely based on the Star Wars movie the "Force Awakens" crashed Star Destroyer on Jakku.

## General Tactics

You can go in, on, and around the ship, the rear wide open fields and close quarter to fight in, therefore it is good for close and far range combat, it Is best you use dash or jump bots or other quick bots on this map, as there is a lot of ground to cover. Dreadnought is a good map for going full offensive as it is one of those maps that is easy to get around, you can sneak up behind your enemy and surprise them. The beacons have a lot of cover as there are ship parts surrounding them, it is a good tactical position.

When capping beacon D, it is recommended to use the “tubes” between the beacon to your advantage. By hiding underneath them, It works well with a heavy as it can reduce the damage of a Zenit and a Noricum. Perfect for reloading your abilities, or weapons.

A good strategy is getting a jump robot or a Raijin (climbing ability) and get onto the top of the ship; from there you can snipe and get around quickly, you can also jump in from above and capture beacons quickly.

Since Dreadnought has a lot of cover, it is best to use it to your advantage. However, it is difficult to utilize this cover against splash weapons and homing missiles.
Tasks

See also: Features

At the beginning of the game when a player starts for the first time there are unique, once-off **tasks** designed more to educate players on the basic functions of the game, such as upgrade and purchase bots or weapons. These tasks award the player with either a small portion of silver or gold and are immediately replaced by a new task until the player has completed the "Tutorial" and learned the basic functions of the game. Afterwards, two new tasks are given to the player at the beginning of each game day (7:00 AM EST) and continues to work this way for the rest of the time. Completing a task will reward the player with gold (Au).

Tasks vary but generally involve:

1. Advanced piloting - winning battles.
2. Area domination - capturing or liberating beacons.
3. Damage dealing - dealing damage.
4. Headhunting - destroying enemy robots.

Some task requirements must be completed in a single battle. Others with a specific robots or class of robot.

Tasks will remain in a player's **Available Tasks List** until they are completed. Each player may have a maximum of five available tasks at any time. If a player already has five tasks at the start of a new day they will not be given more, so it is important to complete tasks quickly in order to ensure that space is available in the tasks list.

New tasks are assigned randomly, but any unwanted task can be exchanged for a different random task by using one of the two replacement points given daily or by paying 15 Au.

At the beginning of the game when a player starts for the first time there are unique, once-off tasks designed more to educate players on the basic functions of the game, such as upgrade and purchase bots or weapons. These tasks award the player with either a small portion of silver or gold and are immediately replaced by a new task until the player has completed the "Tutorial" and learned the basic functions of the game.
Ecu

* 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 **Ecu** is a light or medium physical shield.

## Strategy

This shield is one of two shield armaments in the game (the other being the Ancile). It will block damage from kinetic and energy weapons, as well as homing missiles (though it is harder due to the angle of the projectiles), but not from unguided rocket fire – these cause splash damage which damages both the robot, and the shield. However, it takes double damage from kinetic weapons, and due to the nature of this weapon type some stray bullets/particles can damage a large framed shielded robot.

To block damage the pilot must rotate their robot's torso so that the shield faces towards the incoming fire. Even then, this is no guarantee of blocking all damage.

The Ecu is unique in the game, because it may be mounted on both light or medium hardpoints. However, it may only be mounted on 'arm' hardpoints and not other points.

The shield can be used to protect yourself while reloading.

After the shield's hit points are depleted, it will be destroyed and break off like a destroyed weapon.

The shield only fits the side (left or right) it was bought it for. Meaning, it can fit on any robot that is Ecu compatible, however, for example, if the original shield was bought on the left side of a robot, that particular shield can only be used on the left side of any compatible robot.

## The Ecu Cannot Be Mounted On

* Any robot without a light or medium hardpoint
* Bulgasari
* Doc
* Fujin
* Galahad
* Haechi
* Jesse
* Kumiho
* Loki
* Mender
* Nemesis

## Mark II Statistics

### Purchase Information

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

## Trivia

* The Écu comes from King Louis IX of France, in that he made coins with the same name, with a shield and the family emblem.
* The Ecu is the only piece of equipment that can be mounted on a light and medium hardpoint.
Dead City

Main article: Maps

## Introduction

**Dead City** is a barren city map with many buildings, its canyon like layout and small map size make it perfect for close range combat.

With plenty of cover and few positions that give line of sight for long range weapons, knife fighting bots such as Vityaz equipped with an Thunder and two Pinatas, Boas with an Orkan and an Thunder, Rogatkas with twin Orkans or Tarans, Gl. Pattons with 4 Pinatas, and the DB setups for the Griffin will easily excel here.

## General Tactics

Medium range weapons are also useful especially on the long open areas on each side of the map. But the large amount of cover will make it difficult to avoid being ambushed or flanked by robots with more powerful short range weapons.

Long range weaponry such as the Kang Dae or Gekko are extremely limited use except perhaps when positioned up on beacon D and B. However a Zenit, Noricum, or Spiral can prove to be useful due to the extreme amount of cover and the fact that these weapons can, with practice, ignore cover.

Being the smallest map, slower medium robots can easily capture beacons and travel to the enemy's spawn point. So light robots specializing in beacon capture are less vital than usual. However well armed Cossacks are can be particularly troublesome for their ability to jump over and behind cover, harassing opponents and forcing less agile robots to continually recapture lost beacons. Beacons usually change hands more often on this map than on any of the larger maps. Players will want to be especially vigilant of the beacon indicators as in the heat of intense short range combat they can easily miss that their beacons are being over run.
Blaze

* 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 **Blaze** is a close-range (up to 350 meters) light special weapon.

## Strategy

This flamethrower is the light version of the medium Igniter and heavy Ember.

The Blaze has 350 meters range, with a 5 second reload time and the ability to bypass all types of shielding (except Aegis and Absorber), and has a high DPS for a light weapon.

However, because the Blaze is based off the Ember and Igniter, they share the same weakness. These weapons are relatively ineffective against fast moving targets due to slow projectile speed. One of the pair's strengths is the ability to bypass all types of shielding, which makes this weapon effective against almost all robots (except Aegis/Absorber shield robots), with or without any form of shielding.

The Blaze can be paired up with an Ember or Igniter for a setup that deals large amounts of damage up close, regardless of whether the target is shielded or not.

## Mark I Statistics

### Upgrade Information

* The damage column shows the damage of each individual liter of fuel (out of 300 liters)

## 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 liter of fuel (out of 300 liters)

## Trivia

* Blaze has an exclusive dragon variant that was able to be won in the 2019 Chinese Lunar New Year Event
* Blaze is the Ember's light counterpart
* Dragon Blaze fires a blue/purple flame, while the normal variant fires the standard orange/pink flame
Rome

Main article: Maps

## Introduction

**Rome** is a map that was released in version 4.0.

*This map is based on a real (and very famous) place. Those pilots who know Rome quite well will definitely feel at home: if you look at Google Maps, you will even see the same buildings or scheme of roads!*
-in-game description.

## General Tactics

Rome is a medium-sized map, small in comparison to Yamantau, Springfield, Dreadnought and the like, but is still relatively open and flat.  It is semi-symmetrical, with four beacons equidistant from the central Arena beacon.  Each beacon is surrounded by light cover, but virtually all of the map is vulnerable to indirect fire weapons such as homing missiles and artillery.  Each team is practically given a beacon that they spawn right next to, with three remaining to contest over. The three beacons are known by the callouts Town, Arena, and Platform.

The Arena is hotly contested as it is situated directly in the middle of the map.  Beacon runners usually head here first, as the massive amphitheater encircling the beacon is excellent cover from mid-range and sniper builds, which usually perform well on this map due to large sections of it lacking decent cover.

The Town is a very dangerous beacon to go for because it is very easy for DB, RDB, Shotgun, and leadhose builds to hide among the multitude of buildings, but can be an excellent flanking route to attack enemies who are focusing on Arena.

The Platform is probably the least contested beacon on the map, and is frequented by Artillery/Sniper builds hoping to escape spawn raiders. It is also an excellent way to gain a foothold against foes entrenched in Arena.
War Robots Alt Wiki

The Unofficial Wiki dedicated to the online robot combat game created by Pixonic.

Game Version: 6.0.1

Available on: iOS, Android, Amazon, Facebook Gameroom, and Steam.

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**Posted : May 20, 2020**

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Moon

Main article: Maps

## Introduction

**Moon** is a symmetrical, multi-layer fast-paced map, perfect for close range combat.

A lot of barriers and different levels of elevation makes it especially good for jumping robots such as Rogatka, Griffin and Cossack.

Short range weaponry like Orkan, Taran, Magnum are very effective, due to relatively no barriers/buildings suitable for holding positional warfare.

## General Tactics

It is virtually impossible to hold any single beacon for prolonged period of time, thus making game-play very dynamic, and battles - short. In typical a battle active player in a fast bot could easily get 10 beacon capture per game; typical shorting battles to 4–5 minutes long.

Center beacon is located in a tower, and can be captured from below actual beacon, much like in Yamantau or Canyon; and also from above the beacon.

Every other beacon surrounded by several pylon-like structures, providing cover from enemy plasma\bullet fire to some extent; however, splash damage can still harm player.

Snipers are practically useless here, due to the cover and size of the map. Using snipers here is not recommended.

Tips from Pixonic:

1. Center beacon capture requires teamwork, as you can hold it at 3 spots: the central construction, tunnel underneath and its roof;
2. Tunnel position allows for an easy reach of 2 beacons located at each entrance, and is thus strategically viable. It also blocks attacks from above;
3. Map edges lack cover, so beware of damage by homing missiles;
4. Map is well-suited for robots with jump ability;
5. Pick fast light robots for the ease of maneuverability.

## Trivia

* Released in update 2.8.0
* There a several places on this map that a Raijin is able to climb, as it is slightly similar to the Canyon map
Team Deathmatch

Main article: Game Mode

## Introduction

**Team Deathmatch** is a game mode that was released in the 3.3.0 update. This game mode is similar to the previous two modes (Domination and Beacon Rush) only that all beacons are removed in this mode, allowing players to focus on killing other robots.

The game HUD on the top corner of the screen shows the time, players in battle, but instead of the beacons captured, it displays a number indicating the robots destroyed total on your team (blue) and the robots destroyed by the enemy team (red). The goal is to have the entire enemy eliminated or to destroy more robots than the enemy team.

## Basic Strategy

Since this game mode completely removes the beacons in this mode, it also allows for the players to completely disregard the beacons and focus their attention on nothing but killing the enemy team, robot by robot. A good strategy to use is to have knife-fighters in your hangar, as well as mid-range weapons, if you prefer this playstyle.

Highly upgraded medium and heavy robots, as well as robots with many hardpoints, are common in this mode, as there is no need for fast light robots to go into the enemy and start capturing beacons, since they don't exist in this mode. However, light robots can be used for surprise attacks on the enemy, especially when using the Stalker since it has stealth capabilities. This mode is also perfect for demonstrating your robot's power and your skill (e.g. by using a Griffin or Inquisitor to descend over enemies and cause panic).

The main downsides of this mode is that because the beacons are gone, the light robots become less useful because of its inability to do as much damage as a heavy robot would, and its survivability in a deathmatch battle is very low. Also, this mode entices for robots to go into cover and stay there because there are no beacons to capture and that they can enjoy not being shot for a very long time (until the player gets bored of it and decides to move somewhere else). This makes it a nightmare for knife fighters (if the mid/long range robots have high DPM) because the knife fighters must charge straight forward to attack, with the risk of losing many hitpoints, if not destroying the robot.
Beacon Rush

Main article: Game Mode

## Introduction

**Beacon Rush** is a game mode that was added in the 3.0 update. It is the second game mode of War Robots; the first is Domination. This game mode tends to be more fast-paced than domination, as allied robots have the option to spawn closer to the action, eliminating the long walks to get into the fight. This also makes slower knife fighters like the Raijin or Natasha more viable, because the long travelling distance to the heat of the action can reduce your effectiveness.

## Description

A match in this game mode starts off with both teams at their bases. As your team captures beacons, your flexibility in choosing a spawn location allows you to make the most of any hangar. In total, there are 6 possible spawn locations for each team (assuming every beacon is captured by your team). These 6 locations are the 5 beacons and your original spawn point. It is generally more difficult to capture beacons in this game because an enemy can spawn there at any time. This means you need to be more careful in approaching an enemy beacon (especially when using a light bot).

## Basic strategies

The victory conditions in this game mode are the same as Domination, but you have the chance to spawn on your team's captured beacons. This battle option makes it much harder to start spawn camping the other team, as they can spawn on their base or any beacons they have captured. However, if you manage to get to enemy spawn beacon and capture all other beacons, it makes spawn camping a lot easier, because your robots can spawn almost at the enemy base. A cheeky strategy would be to sit just outside of the capture zone of an enemy beacon (preferably using a Fury or Raijin with Thunders) and wait for an enemy bot to spawn. This strategy is very cheeky as your enemies seeing you near their beacon would be inclined to spawn there and deter you, not knowing that you are waiting there. This, however, lets you run the risk of losing the match due to beacons because you aren't contributing to the capture of the beacon, and you will risk dying if multiple enemies spawn at that beacon.
Sandbox:Weapon Top page

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 Range
 Reload Time
Gold

**Is more difficult to acquire, its most important use is unlocking hangar slots. It can also be used to purchase certain robots and items, most of which are highly sought after. Another uses includes accelerating upgrade times.**

A player earns 50 Gold each time they level up.

Gold can also be earned during battles by doing the following:

* Capturing the most beacons (bonus gold for winning)
* Getting the most kills (bonus gold for winning)
* 5 gold for first place (Free-for-All)
* 3 gold for second place (Free-for-All)
* 1 gold for third place (Free-for-All)

Each day two daily missions are assigned which award gold (30 or 40, depending on task) when completed.

Additional Gold can be purchased by spending real life money:

* $4.99, $7.99AU, £4.03 for 500 Au
* $9.99, $14.99AU, £8.06 for 1,200 Au
* $19.99, $30.99AU, £16.13 for 2,500 Au
* $49.99, $79.99AU, £40.32 for 6,500 Au
* $99.99, $150.99AU, £80.77 for 14,000 Au

If you do not play for an extended amount of time, when you log back on, you may be awarded with a specific amount of gold based on the time (this feature might’ve been changed by Pixonic without our knowledge). The longer you aren’t online, the more gold you are rewarded. It isn't recommended to use this way to get gold because you can't play without having a second account. However, if you haven't played in a long time due to a busy life or a holiday, then it can be a pleasant surprise.
Punisher T

* 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 **Punisher T** is a close to mid-range (up to 500 meters, with a 250-meter optimal range) medium kinetic weapon.

## Strategy

This machine gun has an effective range of 200 meters and a maximum range of 500 meters. At its maximum range of 500 meters, very few bullets will hit the target decreasing its damage substantially. It can be lethal at close range, but it becomes increasingly inaccurate as the range increases due to bullet spread.

It has a light and heavy counterpart, Punisher and Avenger, respectively.

All machine guns (Punisher, Punisher T and Avenger) and auto-cannons (Molot, Molot T, and Tempest) accelerate fire rate up to 1.5x usual speed, if fired continuously for longer time than 3 seconds. The accelerated state ends if firing is stopped for more than 1 second or if the ammo is depleted.

The Avenger can do an excellent job at depleting an energy shield due to the large area covered by the shield it catches almost every bullet up to 500 meters, and due to the high firing speed of this weapon, it can achieve this quickly. The Avenger is also extremely powerful against physical shields, due to physical shields taking double damage from kinetic weaponry.

The Punisher T is best used for close range combat, and is most effective when equipped in pairs, such as on the Rogatka, or combined with a pair of Punishers, such as on the Griffin. However, due to low accuracy, and a large bullet spread Punisher T's are more equipped for destroying robots up close; for all other tasks there are better choices of weapons.

## 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 220 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 220 rounds)

## Accuracy By Distance

 250 meters
 300 meters
 350 meters
 400 meters
 450 meters
 500 meters

## Trivia

* As the in-game tooltip says, the Punisher T is two Punishers stacked on top of each other. However, it does only x1.57 the damage of a Punisher.
* After the 2.5 update, the Punisher T was named the Punisher Mk 2. It was later renamed to Punisher T due to the addition of the Mk2 enhancement
Experience

## Introduction

**Experience** points are needed for a player to increase their pilot level. After each battle you are awarded a certain amount of experience points depending on certain parameters used by the game:

* Number of robots destroyed
* Amount of damage dealt
* Number of beacons captured
* Amount of critical hits scored

As you earn experience points the "blue" Bar to the right of your current pilot level will fill towards the right. Upon filling the bar you will Level up to the next level and be awarded 50 gold and 50,000 silver. Currently the maximum level a player can reach is level 30.

Buying Premium grants you 50% more experience points and silver for each game.

## Unlocking Robots & Weapons

It is important to score as many experience points as possible per battle to reach higher pilot levels and unlock new robots and equipment. All robots and equipment in the game have a required pilot level to be reached in order to become purchasable.

## Tips

Actively engaging in battle and capturing beacons will dramatically increase the amount of experience, gold and silver earned when compared to avoiding combat and "camping" (staying near the spawn point) which allows you to fire from safety, but will not earn you many experience points, gold and silver.

Also, don't forget that whatever your level, in-battle experience against various enemy robots and setups is equally useful.

Player Level
 2
 3
Spark

* 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 **Spark** is a close to mid-range (up to 600 meters, with the effectiveness increasing the closer the target) light energy weapon.

## Strategy

This laser weapon is essentially a light version of the Scourge and Calamity, sharing the same range (600 meters) and damage type, as well as the same cycle time and requiring a target lock. Also, like the Scourge and Calamity, it deals more damage the closer you are to the target. With this considered, it can be used effectively for mid-range support and brawling.

This weapon fires an electrical arc, somewhat similar to the Gekko's laser beam, however the Spark's beam stays attached to the locked on target, even if the weapon is at an angle (not pointed directly at the target). This makes it an effective counter against robots with the Dash ability, as the only way to avoid it is to find proper cover.

The Spark shares an issue with the Scourge -- it has to empty its clip in order to reload, meaning this weapon must be fully discharged while locked onto a target before reloading. A single Spark is not that powerful, so equipping it with either more Sparks, Calamities or Scourges is recommended.

## Mark I Statistics

### Upgrade Information

* The damage column shows the damage of each individual charge at 400 meters range (out of 100 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 at 400 meters range (out of 100 charges)

## Damage By Distance

Note:

* Green: Increase in damage
* Red: Decrease in damage
Edit Reference Pages/Blank Pages

## Blank Pages

This is a list of **BLANK PAGES** which may be used as Outlines when creating a New page in an existing category.

* They provide an outline of possible Sections for the new Page
* Some Sections or Content on the BLANKS may be removed if not needed by the new subject.
* Not all related pages be able to use the the exact same layout, make adjustments as necessary.

**NOTE: Pages design is always in flux and these "BLANKS" might not reflect the current layout. However when in doubt these are a good starting point. Thank You.**

### Unit Related Blanks :

* **Unit Schematic Blank**
* **Unit Page Top**

### General Blanks :

* **Special Event Page Blank**

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

* 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 **Igniter** is a close-range (up to 350 meters) medium special weapon.

## Strategy

This flamethrower is the medium version of the light Blaze and heavy Ember.

The Igniter has 350 meters range, with a 5 second reload time and the ability to bypass all types of shielding (except Aegis and Absorber), and has very high DPS for a medium weapon.

However, because the Igniter is based off the Ember and Blaze, they share the same weakness. These weapons are relatively ineffective against fast moving targets due to slow projectile speed. One of the pair's strengths is the ability to bypass all types of shielding, which makes this weapon effective against almost all robots (except Aegis/Absorber shield robots), with or without any form of shielding.

The Igniter can be paired up with an Ember or Blaze for a setup that deals large amounts of damage up close, regardless of whether the target is shielded or not.

## Mark I Statistics

### Upgrade Information

* The damage column shows the damage of each individual liter of fuel (out of 300 liters)

## 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 liter of fuel (out of 300 liters)
Carrier

Main article: Maps

## Introduction

The Carrier map was introduced in version 3.8.

It is the first map to include hazards which can destroy a robot - namely the water and fans. This allows players to push their opponents' robots off the ship's edge and into the water. The death message "[pilot name] destroyed" is displayed when killed by water or the fans.

## General Tactics

The map is roughly symmetrical for a line across (the shorter side), making the beacon arrangement the first of its kind. The positioning of the beacons in a line also allows robots such as the Hover and Rogatka to rapidly capture several beacons in a row.

There are a few hidden passages under the ship's main deck that allow players to flank their opponents whilst evading their fire, due to the cover provided by the deck. This could bring more ambushes and fierce brawls to the game on this map.

Carrier is best suited for close range combat due to the large amount of cover provided and general lack of open areas, apart from the bridge located in the middle of the ship positioned perpendicular to the direction of the carrier. This map is also the first map to be set at sunset, with most other maps either set at night or during the day. This map is not ideal for sniper weapons. Even if you're using a sniping robot, try to shoot the opponents that have not noticed you.

As this map is suited for close rangers. It's better to using either fast robots like Carnage and Stalker so you get to cover faster. Or you can use bulky close rangers like Leo and Raijin to guard a general spot that's people came across, so it will be easier to kill the opponent. When using jump robots like the Griffin and Inquisitor, use the jump ability carefully so you don't jump out of the carrier. When using robots like Rhino, watch closely for your surroundings, especially focus on the enemy indicators, as they can ambush you from a connecting tunnel.
Plannedcontent

## Disclaimer

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

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

Please take notice: NO SUGGESTIONS ARE ALLOWED HERE. Only developed or developing stuff can be posted here, with a probability of being introduced into the game. No past and rejected test server contents are allowed.

If you want to make a suggestion for this wiki or War Robots, go to User Ideas.

We try to keep rumors out of this page, so if you are going to edit it, do NOT put your opinions or superstitions here.

Downloads for the Test Server can be found here.

Note: Press an open button near a section to view its content.

## Robots

### **Titan Robots**

* Titans are a brand new class of robots. It's twice as big and (also) stronger than regular class robots but slower than regular robots and have a very large hitbox. They use unique weapon systems; Alpha and Beta weapon slot types.

* Only one can be used per battle. The player has to fill a meter to be able to spawn in with a Titan. Details on how to fill this meter are not yet known.
* The hangar(s) is also to be redesigned to be suitable for the Titan robots feature.

### Arthur (currently in testing)

A fourth Knights of Camelot robot; akin to the Galahad and Gareth, it can deploy two frontal shields at the cost of movement speed. Arthur also have a second ability like the Hellburner's Overload ability.

### Ao Ming (currently in testing)

A  fourth Dragon robot, according to Pixonic's website, it is possibly the last dragon of the Four Dragon Kings of the Seas (四海龙王) in Chinese legend. The last dragon is the Black Dragon (敖闰), which is the West dragon and the essence of wind. It controls wind, weather and temperature. It has two abilities; Heal and Flight. It can heal itself for 10,000 HP every 15 seconds and can activate its other two weapons during flight.

### Kid (currently in testing)

A fourth Wild Bunch robot, according to Pixonic's website. When the ability is activated, it deploys a third (player's choice) weapon behind it's back and gained 50% damage ressitance for 15 seconds. Kid's second ability - Heat Wave, causes the enemy robot(s) to deal damage in Kid's "heat circle" for 5 seconds.

## Equipment

New weapon pack:https://www.youtube.com/watch?v=4eDeYsKKx54

## Modules

New version of Shieldbreaker; allows the robot to bypass all energy shield types (including Absorber) for a limited duration.

## Maps

All of the current maps in the game are being rework(ed) to be suitable for the upcoming launch of the Titan robots.

## Robot/Equipment Balancing

Watch: https://www.youtube.com/watch?v=8ub\_OHjPf60

## Miscellaneous Content

N/A

(Note: This page is updated frequently. All details may be cancelled or scrapped by Pixonic at any time without notice.)
Burger

His Current Pose

Burger is a male contesteant from Object City.

## Apperance

Burger appered in Episode 1, where he was sitting next to Carpet and Facebook Logo.

## Personality

Burger is nice to others most of the time, but he normally eats and doesn't listen to people that often. He likes to eat alot, and doesn't mind it at all if he is losing a challenge or not.

## Trivia

He eats most of the time, during challenges, during eliminations, and much more, similar to Burger from Battle Insanity.

His BodyHis PoseHis first scene with Carpet and Facebook Logo.