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Release 6.9.0

- EVENT: MERCENARY TOWN. Get new weapons and special edition robots!
- New explosive weapons: Scald, Scorcher and Incinerator
- New additions for Demeter: special edition Sheriff Demeter and a new Legendary Pilot
- Various optimization tweaks
- Bug fixes
- Check the full notes at warrobots.com

WAR ROBOTS 6.8

Event: Lunar New Year 2021


Lunar New Year in War Robots will start soon after update 6.8 lands on your platform.

Three types of Special Crates. Get coins by completing daily tasks and win something valuable and exclusive, like the first special edition titan in the game — Ox Minos. Or:
  • New special editions: Tiger Scatter and Warrior Typhon
  • New robot: Demeter
  • New weapons: Hornet and Magnetar
  • New legendary pilots: Rose Lin (Typhon) and Jerry Fortune (Demeter)

Also don’t miss the Arena and new Skirmishes that will go online later during the event.



New weapons: Hornet and Magnetar


Available from level 5 in special crates during the event

Hornet is a heavy kinetic cannon that applies DOT. High damage per shot and a decent rate of fire makes it a viable option for mid-range sniper builds.

Magnetar is a light medium-range energy autocannon. It immobilizes the target after a certain number of hits. Give a try to Pulsars+Magnetars build — they work well together.

New robot: Demeter


Available from level 27 in special crates during the event

Perfect support. Demeter specializes in repairing damaged allies. This robot can teleport to a friendly target, instantly covering it with an impenetrable Absorber shield. The more damage the shield absorbs, the more durability Demeter restores to nearby teammates.

[previewyoutube][/previewyoutube]

ABILITY: REPAIRING COVER
Demeter enables Absorber and repairs all allies in ability range. If the ability is used with an ally in target, then Demeter teleports to the ally, increasing Absorber's radius. All damage taken by Absorber strengthens the repairing waves.

ABSORBER Impenetrable shield that can absorb an unlimited amount of damage.

Try using the concentrated fire of your opponents to your advantage.

Report system


You can now report unfair play right from the battle results window. At first, there will be the following reasons for a report:
  • A player uses cheats or speedhacks
  • A player self-destructs most of their robots during a match
  • A player remains inactive throughout the match
  • A player has too powerful hangar for their league
  • A player has inappropriate nickname

If a player gets a certain number of similar reports within a certain period of time, we’ll warn that player. If the reports continue, we’ll take measures. Depending on the situation, the warning may be followed by a temporary ban or transfer to Low Priority Queue.

"What if someone reports me for no real reason?"

Don’t worry — we've got you covered. Firstly, to report a player you need to be in the same match. Secondly, each player can only send that many reports each day. So, if somebody starts reporting a random opponent each match, they’ll quickly reach the report limit. And yes, before an account gets suspended, it needs to accumulate a considerable amount of reports before we take measures. Several occasional complaints won’t result in anything.

To report a player:
  • Select the nickname from the post-combat leaderboard.
  • Open the player’s profile.
  • Tap the red “REPORT” button.
  • Select the reason for the report.
  • Confirm your decision.




Balance changes


[h2]Nerfs[/h2]

Hawk
  • Ability damage against robots: -50%
  • Reflector on takeoff/landing — removed

Hawk was initially designed to counter Titans by piercing through their extreme Defence stat. However, the Titan Slayer turned out to be slaying pretty much anything else — long before the first titans even appear in the match. We want to keep Hawk's role focused on its original promise, so we make its ability less effective against regular robots. And by removing Reflector on takeoff/landing we give other robots more opportunities to fight back.

Nightingale
  • Speed while in flight: 83km/h → 60km/h
  • Repair ability zone: 50m → 75m
  • Gains more altitude when using the ability (cannot capture beacons when flying in most cases)

Nightingale was extremely good both at fixing things and beacon running. This bird is supposed to be a team player, rather than a lone all-rounder going for flanking maneuvers — so we cut its wings a little while making it up with some better repairs.

Scorpion
  • Ability defense points: 100 → 55 (50% → 35% damage reduction)
  • Ability duration: 12s → 8s

For a trickster robot, Scorpion is a bit too tough. Scorpion players often don’t mind engaging two opponents at once, which isn't what saboteurs are supposed to do (at least, not that frequently). With this nerf, we make Scorpion less beefy, requiring you to time ambushes more carefully and avoid concentrated fire.

Quarker, Atomizer, Nucleon
  • Shot interval: 0.1s → 0.15s

Over several previous updates, these weapons became perfect all-rounders. They work well for both burst and sustainable damage tactics. Their average damage per battle is also a bit higher than we want it to be. We decided to make the Atomizer family less powerful in quick attacks, providing more space for other bursty weapons.

Shredder
  • Damage: -10%
  • Cooldown: 3s → 5s
  • Effect accumulation speed: -20%

Shredder is a tier 3 weapon that performed just as well as most of the tier 4 weapons. We reduced its damage to match its T3 peers. It also worked a tad too well for accumulating status effects, which became especially apparent with the advent of drones with control microchips.

[h2]Buffs[/h2]

Nemesis
  • Ability damage: +7%
  • Target adjustment improved: aiming with the ability and hitting targets behind a corner should be easier
Mender
  • Ability defense points: 140 → 175 (58% → 64% damage reduction)

We planned on buffing Mender in 6.3. However, the buff didn't take effect. We're fixing the issue now with this small increase to Mender's survivability.
Inquisitor
  • Movement speed: +3km/h
  • Ability cooldown: 20s → 18s
Invader: Durability: +5%
Jaeger: Built-in weapon damage: +5%
Rayker: Ability damage: +15%
Rhino: Movement speed: +5km/h
Haechi: Movement speed: +2km/h
Marquess, Hussar: Damage: +10%
Weber: Damage: +10%
Blaze, Ember: Damage: +10%
Redeemer: Damage: +7%
Arbalest: Damage: +20%
Shocktrain: Damage: +10%
Exodus: Ammo: +3
Zeus: Damage: +15%
Halo, Corona, Glory: Effect accumulation speed: +5%

Bugs fixed
  • Fixed Shell explosion zone exceeding 100m.
  • Fixed zone indicator disappearing on beacons and robot abilities (Tyr, Hellburner, etc.) after turning camera.
  • Fixed item list not scrolling in Storage when clicking on scroll arrow (Gameroom).
  • Fixed Jaeger getting stuck when using the ability.
  • Fixed Aegis visual effects appearing on Fenrir with Bernadette Wolff pilot.
  • Fixed weapon visual effects hanging in the air until the end of the match.
  • Fixed Loki weapons facing the wrong direction.
  • Improved performance for several low-end devices.
  • Fixed several graphical bugs in Minimal quality preset.

WAR ROBOTS 6.7

Serious Christmas


Christmas in War Robots will start soon after the update 6.7 lands on your platform. This event is a crossover with Serious Sam videogame series.

Get coins by completing daily tasks. Use them to open special chests with new items. Each chest can give you different rewards. Press the info button to get more info on each chest.

  • New items: Typhon (robot)
  • Limited Editions: Popemobile Hawk, Bio-mechanoid Nucleon, Octanian Drone
  • Paint jobs: Reptiloid Typhon, Wrapped Shell


For more details on the event, please watch the video.

[previewyoutube][/previewyoutube]

New robot: Typhon


A fast attacking robot capable of temporarily neutralizing the enemy. Equipped with unique built-in energy cannons and an improved "Aegis" energy shield.

Ability: Blackout V2.0
Typhon shoots three energy charges at the target that damage and temporarily disable the enemy robot's subsystems
EMP Blocks the activation of an enemy ability
Lock-Down Immobilizes an enemy
Suppression Reduces enemy damage (50%)

Aegis A special energy shield that is impenetrable to any type of weapon. The improved version has a more streamlined shape.

Recommended Gear: 4x Atomizer / 4x Wasp

Bug fixes and QoL changes


  • Quarker and Nucleon now available in Workshop
  • Rome map is available again
  • Fixed reload animations on Rime and Sinister Rime
  • Fixed an issue that caused Arthur to slow down and get stuck when climbing ramps
  • Fixed the ability to pass uneven terrain on Lancelot
  • Fixed Ravana speed
  • Fixed freeze cases on old maps on Samsung devices
  • Post-combat screen now correctly indicates the amount of clan league points acquired by player
  • [Steam/Gameroom] Robots are now displayed correctly in Storage and on robot panel
  • [Steam/Gameroom] Fixed menu interface scale for big screens
  • Fixed several freeze and crash cases

WAR ROBOTS 6.6

[h3]Known issues[/h3]

  • The Halloween event will be shorter on Steam and Gameroom due to the release delay — to compensate for that we are adding extra daily tasks and make Halloween Loki challenge easier to complete. The event begins tomorrow.
  • Robots in PC version may appear transparent in the inventory screen on certain hardware configurations. This is a purely visual glitch. It will be fixed in one of the upcoming updates.


Halloween event


Halloween event in War Robots will start soon after the update 6.6 lands.

Get coins by completing daily tasks. Use them to open special chests with new items. Each chest can give you different rewards. Press the info button to get more info on each chest.



The event will be split in 2 phases, the second phase will start on November 12th. The following weapons will be added to the event chests in phase 2: Havoc, Grom, Squall.

For more details on the event, please watch the video.

[previewyoutube][/previewyoutube]

Drone improvements


Free spawns, more chips, lower prices, less randomness and revamped balance — in the first round of drones improvements.

There were 3 key issues with drones that were often discussed in the community: drones are too expensive to get and maintain, they are too random and they make combat way harder to control and predict.

We looked at the issues at hand and went on to the drawing board — to figure out what we can improve right now according to your feedback.

Here’s what we’re changing.

[h3]1. Drone power cell costs — REMOVED[/h3]

You are now able to spawn every drone for 0 power cells. Yes, that’s right. Got a drone? Feel free to use it whenever you need it.

[h3]2. Randomized drone energy capacity — REMOVED[/h3]

All new drones come with the maximum base energy capacity by default. All drones you already have are also bumped up to their maximum possible base capacity.

WARNING: changes to old drones’ capacity might take a couple of days after the update to apply. If your drone’s capacity didn’t change yet, it will soon!

[h3]3. Daily Tasks with microchip rewards added[/h3]

Tasks with microchip rewards will start appearing in your task log every day. Every day you’ll be able to grab a couple of new T1 microchips just for playing.

[h3]4. Microchip Store updated[/h3]

Microchip store refresh cost is greatly reduced: 50 for the first refresh of the day, 100 for the second and 200 for all subsequent ones.

T3 microchips will now be occasionally appearing in the store. That should let you cut your way past the combining hassle.

T2 Lockdowner, Freezer and Suppressor microchips are removed from the store due to their overwhelming effect in lower leagues. If you have them, you will be able to keep them, but getting new ones will be impossible from now on. (NOTE: you can still get their T3 versions from the microchip store)

[h3]5. More control over chip combining[/h3]

Fusing together microchips of the same name will now yield you the same microchip — just with a higher tier.



[h3]6. Microchip rebalance[/h3]

1. We tune down the power of most T1 and T2 microchips. If you were using the low level chips, you will experience a slight power drop — unfortunately — but we firmly believe that this change has to be made to even out the playing field in lower leagues, where drones only start appearing.

2. Lockdowner, Freezer и Suppressor chips are nerfed. The microchips created too much uncertainty on the battlefield. They allowed every weapon to inflict status effects often even better than effect-focused weapons. That also made situational builds very tricky to use, because everyone suddenly became great at everything.

While we definitely wanted people to have access to special effects on more occasions, making Atomizers as good at locking people down as Pulsars was never the goal. We are tuning down the Lockdowner, Freezer and Suppressor chips to make them less of a must-have. You still should be able to apply effect once per magazine but it'll take a bit longer and thus give your opponent a better chance of countering you actions and making the game more interesting for both of you.

This should also highlight other options for A socket. Anticontrol-focused builds might be a good idea, especially if you don’t want to dedicate a separate robot slot for the Anticontrol module (or want to have it saved as a trump card).

3. Finally, we buff lots of C and B-type chips, while also giving a slight nudge to AC-type weapon chips. Some other T3-4 chips also received buffs. For detailed info on microchip rebalance, please see the table in this article:
https://warrobots.com/en/posts/326

Buffs to speed bonuses


In 6.4 we changed how movement speed bonuses stack together, so all booster-pilot-ability combinations behave in a more consistent way. Certain speed bonuses became less effective as a result — we buff their numbers to make up for that.

  • [Leech Pilot Skill] Thomas's Guile. Speed bonus increased x2 (15% → 30% at max T4 level).
  • [Regular Pilot Skill] Road Hog. Speed bonus increased x1.5 (8.2% → 12.3% / 12.5% → 18.75% at max T4 level).
  • [Regular Pilot Skill] Adamant Road Hog. Speed bonus increased x1.3 (25% → 32.5% at max T4 level).
  • [Regular Pilot Skill] Spy, Scout. Speed bonus increased x1.5 (6.25% → 9.4% at max T4 level).
  • [Regular Pilot Skill] Ghost. Speed bonus increased x1.1 (62.50% → 68.75% at max T4 level).
  • [Booster] Speed Booster. Speed bonus increased x2 (10% → 20%).


Bug fixes and QoL changes


  • Titans are now available at account level 25.
  • Fixed Fujin not taking any damage and not being able to capture beacons.
  • Fixed robot selection panel not appearing at the start of the match.
  • Fixed Alexander Frost pilot skill not increasing Cerberus built-in weapon range.
  • Fixed an issue that prevented players from equipping ECU on Ravana or Scorpion.
  • Fixed Ao Qin and Ao Guang not accelerating in flight.
  • Fixed Ravana moving slower than intended.
  • Fixed an issue that caused camera angle to reset at the end of the match countdown.
  • Fixed several crash cases on devices fitting the minimal requirements.
  • Fixed several graphical bugs in Minimal quality preset.

WAR ROBOTS 6.3

MAJOR FEATURE: Drones
Unlock at level 27

Drones are combat units that hover around your robot, providing it with different kinds of support. You can deploy drones with your robot, using the same power cells that are spent on active modules. Unlike pilots and modules, drones aren't tied to particular robots — you can select them on the deployment screen before going into battle.

Drones by themselves cannot do much other than hover around. Their combat functions are defined by microchips you install in them. Some microchips unlock their built-in weapons, some allow drones to boost robots’ powers, and some make them react to certain situations (like enemies suppressing or freezing you) in certain ways. You can get basic microchips from the store. Chips of higher tiers can be acquired by fusing together multiple basic chips of the same type for Gold.

There are multiple types or drones, each has a fixed number of microchip sockets. Socket types are randomized every time you get a new Drone. Also, each Drone has a limited battery capacity to allocate between microchips. Limited capacity means that you cannot just beef up your drone with the best chips possible — you have to make certain tradeoffs to fit into the limit. Better chips are more powerful, but consume more of the drone's energy, so you have to look not just for powerful, but for balanced microchip combinations that will give you the best benefits for your fighting style.



Balance Update


Currently, the meta is dominated by close combat burst builds — “get close, kill fast, retreat” is the most prominent tactic by far. We want to give more space for other styles of play: snipers, sustained-damage builds and supports should have their opportunities to contribute to the fight as well.

We attempted to address this with some surgical tweaks, and while this had some local effects (a few select weapons like Atomizers or Thermites play much better now), it didn’t affect the situation as a whole. Hence, we're going for a larger rebalance.

To begin with, we're fixing lots of weapon-related bugs (such as Cryo weapons and Pulsar accuracy issues) and attempting to comprehensively equalize all playstyles by tuning not particular pieces, but whole sets of weapons.

As a result, multiple items take significant nerfs. Some of them got overly generous buffs in the past (Cryogenic weapons, Scourge line), some got too strong with the introduction of the respective pilot (Ao Jun, Ravana, Blitz), some are just too efficient in their respective tiers even after nerfs (Avenger).

On other hand, there are lots of outsiders that are in line for major buffs: Wasp and Sting, long-range Ion, Arbalest and Ballista, sustain-ish rocket launcher Avalanche, as well as Hades, Weyland and Mender. See the details below.

[h2]"Super-close" range nerfs[/h2]



Ravana and Scorpion along with the latest shotgun rework made builds for super-close range (sub-200 meters) incredibly effective — perhaps, tad too effective. We are happy to see new play styles emerging, so our aim with this change is to bring point-blank fighters in line with others instead of making them non-viable. In other words, tune these builds enough so the War Robots won't turn into War Ravanas.

Also — Phase Shift tweak had that coming for a while, so we're actually making it happen. Inability to capture beacons while your robot is "shifted" should promote more active gameplay around the contested zone.

Ravana
Durability: ↓ 10%
Ability duration: ↓ 1 sec
Ability cooldown: 14 → 15 sec
Cannot capture beacons while the ability is active

Phase Shift
Robots cannot capture beacons while the module is active

Storm
Particles per shot: 8 → 6

Sharpshooter (Pilot Skill)
Shoot grouping bonus reduced:
T4: 37.5% → 25%;
T3: 30% → 20%;
T2: 22,5% → 15%;
T1: 15% → 10%

[h2]Support robots buffs[/h2]



Nightingale made repair-bots mainstream — now it is time to bring some attention to the old guard. Weyland had some survivability issues due to its lack of mobility, so we're turning it into a mini-bastion by increasing its damage resistance in Repair Mode. Mender had troubles keeping up with faster teammates, which made its repairs very tricky to utilize — that we're addressing too.

Tyr is okay. Not as okay as Nightingale though, so we've made it a bit okay-er.

Weyland
Added 15% damage mitigation in Repair Mode
Repairs per tick: ↑ 15%

Mender
Mender starts repairing immediately after ability activation
Repair pulses: 4 → 7
Movement speed increase from ability: ↑ 30%
Damage resistance from ability: 50 → 70%

Tyr Repairs per tick: ↑ 20%

[h2]Other changes[/h2]

[h3]Robots[/h3]

  • Ao Jun: ability duration ↓ 2 sec, ability damage ↓ 20%
  • Leech: ability duration ↓ 1 sec
  • [Blitz] Clive Vicious’s pilot skill: Blitz damage resistance 90% → 80%
  • Hades: Retrubution damage ↑ 15%, durability ↑ 15%
  • Fenrir: speed in mobile mode ↑ 5%
  • Bulwark: Aegis durability ↑ 5%


[h3]Weapons[/h3]

  • Halo, Corona, Glory: damage per particle ↓ 10%
  • Viper: damage per particle ↓ 10%
  • Glacier, Cryo, Rime: damage per rocket ↓ 20%, targeting issues fixed
  • Spark, Scourge, Calamity: damage per tick ↓ 15%, ammo ↓ 15%
  • Avenger: damage per particle ↓ 15%
  • Sting: damage per particle ↑ 10%, corrosion damage ↑ 10%
  • Wasp: interval between shots: 0.85 → 0.5, ammo 5 → 12, reload 5 → 12
  • Avalanche: damage per rocket ↑ 15%, ammo 12 → 16
  • Arbalest, Balista, Trebuchet: damage per charge ↑ 10%
  • Ion: damage per shot ↑ 10%
  • Redeemer: now pairs better with Taran (ammo: 21 → 32; particles per burst: 3 → 4; damage per particle: ↓ 45%)
  • Taran: damage per particle ↑ 5%;
  • Ember, Igniter, Blaze: usability tweaks, damage per second: ↑ 5%
  • Quarker, Atomizer, Nucleon: targetting issues fixed
  • Pulsar: targetting issues fixed


Bug and usability fixes




  • In equipment menu there’s now a button that returns you directly to hangar (it saves you three taps!)
  • Premium button relocated to the left side of hangar menu
  • Fixed a targeting issue causing Pulsar, Quarker, Atomizer, Nucleon and Cryogenic rockets to lose effectiveness against moving targets
  • Fixed an issue causing Isabella Porter skill to not work properly in certain situations
  • Minor adjustments to certain items Gold costs in Workshop: Atomizer, Bulgasari, Cryo, Dragoon, Ember, Glacier, Haechi, Mender, Nucleon, Quarker, Redeemer, Rime and Weyland production speed-up for Gold got slightly cheaper
  • Improved performance on certain devices