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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

WAR ROBOTS 6.0

[h2]Event: WR Anniversary 2020[/h2]
  • Two kinds of Special Crates. Complete daily tasks, get tokens, open Special Crates with valuable rewards. You can win platinum, a new titan, new weapons and module and a legendary pilot for Ravana!
  • New legendary pilot: Arnav Poe (Ravana)
  • Special editions: Ivory Ravana, Scourge and Atomizer
  • Arena and Skirmishes

[h2]New weapons: Quarker and Nucleon[/h2]
Available from level 5 in special crates during the event

Energy machine guns with unlimited ammo – one is a light weapon and another is heavy. High accuracy makes it effective at medium range, but after long bursts the gun overheats and becomes less accurate.

[h2]New module: Overdrive Unit[/h2]
Available from level 5 in special crates during the event

While the robot's durability is at a critical level, all weapons have increased damage. If a robot has several Overdrive Units equipped, their damage bonuses addup and the activation threshold becomes higher.

[h2]New Titan: Nodens[/h2]
Available from level 30 in special crates during the event

[previewyoutube][/previewyoutube]

A hovering support fortress and a marvel of EvoLife engineering: Nodens can repair itself and its allies. It possesses the immense firepower of 4 beta-weapons and can reduce the damage dealt by multiple enemies concurrently.

Recommended equipment: 4x Cyclone
  • Active Support: The Titan establishes a link with an ally and gradually repairs both the ally’s and its own durability. It is possible to repair multiple allies simultaneously with each additional link increasing the power of the Titan’s defence system.
  • Disposal: Titan applies Suppression on the targeted enemy as well as other enemy robots in range of the ability. The damage output of the affected robots is lowered by 50%. The ability also deals damage to affected robots.

[h2]New weapons: Cataclysm and Cyclone[/h2]
Available from level 30 in special crates during the event

Alpha and Beta weapons for Titans. These energy weapons strike enemies with an arc of high-energy particles. Damage grows as the distance decreases.

[h2]Balance update[/h2]
All parameters are for MK1 level 12

[h3]Blitz[/h3]
  • Durability: +15%

Blitz was conceived as a dueling robot that wins battles with minimal losses through skillful ability use. However, if Blitz doesn't take cover when its ability goes on cooldown, it's usually as good as dead. We added some durability to increase its chances.

[h3]Ravana[/h3]
  • Ability cooldown: 16 → 14 sec
  • Durability: +10%
  • Movement speed: +5 km/h

Ravana is a very weird tank. It has no shields or suppression, so to survive in the thick of a battle it needs to choose the right moment to use "astral" to survive things like Ares's ability or a volley of frost missiles.

Currently, Ravana is too unforgiving of mistakes — every move counts. We want to give it a bit more freedom with this buff.

[h3]Ao Jun[/h3]
  • Ability cooldown: 20 → 22
  • Flight speed: 115 → 95 kph

Ao Jun is defined by its ability. It allows the white dragon to deal tremendous damage while remaining in relative safety. We don't want to take away this option, but also don't want it to be abused. It's ultimate power, and Ao Jun's pilot needs to be sure that they need that power at that exact moment before pushing the big red button.

[h3]Phantom[/h3]
  • Ability cooldown: 10 → 14 sec

Phantom's situation is similar to that of Ao Jun: great power, not too much responsibility. Its ability is often used only for extra resistances it provides, and the teleportation is a nice add-on that helps it hide while Phantom waits for its ability to come off cooldown. We increased ability cooldown time so it now requires a more thoughtful approach.

[h3]Avenger[/h3]
  • Bullet spray increased by 10%
  • Damage: -15%

We primarily look at statistics from the higher leagues when rebalancing, but this time the situation is a little different. Avenger currently surpasses all options in its price category by far, and the closest alternatives, Thunder and Zeus, have no chance because it outplays them at both medium and close distances. With this change, we're shifting Avenger's focus to close combat and making room for other options in this class.

[h3]Avalanche[/h3]
  • Reload time: 2.5 → 2 sec
  • Missile speed increased

Compared to other heavy missile robots, Avalanche is best from long distances. But it is also very slow, so it just doesn't have time to get enough distance. So we're speeding it up! Both the missiles and reloading.

[h3]Thermite[/h3]
  • Damage: +20%.
  • Missile speed increased

Thermite was intended to be a heavy version of Vortex and Aphid: a missile launcher that shoots from cover, a powerful and annoying machine that requires being able to skillfully maneuver. But other heavy slot options were leaving Thermite in the dust. (Do you like experiments? Try Thermite on Strider!)

[h3]Tsar[/h3]
  • Reload time: 5 → 4 sec

Shooting less often but deadlier sounds great in theory, but in practice Tsar was too slow to compete with options like Gendarme, even with its AoE damage. We're giving it a boost!

[h3]Pulsar and Shredder[/h3]
These weapons will no longer immobilize randomly, but after a certain number of hits.

The accumulation mechanic has worked wonderfully for shotguns and freezing guns. It's time to get rid of the last pillar of random — now you and your allies fully control the moment when Pulsar and Shredder disable the enemy's legs.

[h2]Usability & Bug Fixes[/h2]
  • Fixed an issue that caused certain players to lose access to game mode selection even if they are not in the Low Priority Queue
  • Invader doesn't explode while in the air anymore
  • Arachnid Invader's gun controls are placed properly now
  • Fixed an issue that made it impossible to join a squad in certain conditions
  • Minor UI adjustments

Update 5.7. Lunar New Year and Phase Shift nerf!

Good day, Commanders! Update 5.7 is here: celebrate Lunar New Year, meet Ravana and Nightingale and don't forget to try modules on your Titans. Here we go!

https://youtu.be/uti2mqFfsw0

Event: Lunar New Year


  • Hongbao Lottery. Complete daily tasks, get tokens, open envelopes with powerful loot!
  • New Special Editions: Arachnid Invader, Dragon Dragoon
  • New Legendary Pilot: Yang Lee (Ao Jun)
  • New paint jobs: Komainu Behemoth, Kylan Raven
  • 3 unique event Skirmishes and 1 Arena will open every weekend in this order: Skirmish - Skirmish - Arena - Skirmish


New Robot: Ravana
Coming with Lunar New Year Event

A heavy well-protected brawler that can sacrifice its firepower for a temporary speed boost and full protection against all damage and negative effects

Recommended equipment: 3x Cryo / 3x Storm

ABILITY: Transcendence
When activated, robot speeds up, becomes invulnerable and immune to all negative effects, but cannot deal damage. Activation consumes one ability charge.

Cooldown: 16 sec. per charge Duration: 3 sec. Max charges: 2

New Robot: Nightingale
Coming with Lunar New Year Event

A fast, flying support robot that can repair nearby allies while in flight.

Recommended equipment: Rime + 2x Cryo / Halo + 2x Corona / Gust + 2x Storm

ABILITY: Air Support
A robot takes off and switches from its equipped weapons to a built-in weapon that lowers enemies’ damage*. While airborne, the robot is in stealth and repairs itself and nearby allies.

Cooldown: 16 sec. Active: 18 sec. Built-in weapons’ range: 500 m.

*Suppression. Temporarily reduces the damage of all enemies hit by the weapon (75%)

New Robot: Cerberus
Coming with Operation 4 (mid-February)

Created together with the War Robots Community in 2019.

A fast assault robot that can temporarily neutralize the enemy. Equipped with a unique built-in energy cannon and an Aegis energy shield.

Recommended equipment: 1x Redeemer + 2x Taran / 1x Calamity + 2x Scourge

ABILITY: Blackout
Cerberus hits the target with 3 energy charges that inflict damage and negatively affect the enemy robot's subsystems*.

Cooldown: 10 sec. Built-in weapon's range: 350 m.

*Lock-down. Temporarily immobilizes the enemy
Suppression. Temporarily reduces the enemy's damage (50%)
DoT. Inflicts damage over time to the enemy’s hull


Unlocked: Titan Modules


For now, we aren’t introducing new module mechanics for Titans, as there’s still plenty of new to try and discover. However, in this update we unlock their module menu, allowing you to experiment with existing basic modules.

Also, updated versions both of Reactor and Armor Kit modules are now available. They work exactly like damage and durability modules for regular robots.

Balance Update


[REWORK] Halo, Corona, Glory

Lock-down now procs after certain number of hits instead of random chance.

[BUFF] Sting, Wasp

Projectile dispersion reduced

[NERF] Phase Shift

Cooldown: 40 → 35 sec
Duration: 5 → 3 sec

Tweaks and Fixes


  • Skirmishes are back! Woo-hoo!
  • Multiple Titan-related bugfixes
  • Cryo reload animation now works properly
  • Multiple robots shouldn't pile up in the same hangar slot anymore
  • Titan upgrade animation is much faster now

    We have also resolved multiple performance-dropping issues. The game should run significantly smoother on certain devices.

Update 5.6. Titans and Christmas event!

Hello there, commanders! Welcome 5.6 update, full of GIANT COOL THINGS. Ahem, I mean Titans. And Christmas event. And balance updates. Buckle up, we're going in!

https://www.youtube.com/watch?v=nZRvXWbSLtw

MAJOR FEATURE: TITANS


Titans are a new type of robots that you can deploy once per battle. They are bigger and more powerful than regular robots and unlock at account level 30. Once you get there, you will receive the first Titan, Kid, for free, and can use it right away.

Titans come with a bunch of supporting systems:

  • Platinum — a new resource that is used to obtain Titans, their equipment and also for their upgrades. Currently, you can get Platinum from daily tasks.
  • Three-way Upgrade System — when upgrading Titan, you can select between Hull (which is all about Titan's durability), Engines (speed) and Core (ability and utility systems). Upgrade everything at once or select one thing and back to the rest later.
  • Instant upgrades — all Titan upgrades are instant. No timers. No waiting.
  • Titan Equipment — Alpha-weapons (strong and playstyle-defining) and Beta-weapons (slightly weaker, yet more versatile)
  • New Hangar & Updated UI — new Hangar, Store and Inventory screens are more clean, fast and responsive. Other menus are set to be updated in the future updates.


For the full list of Titans as well as their abilities and roles check this article
https://warrobots.com/en/posts/305

Christmas Event


  • Special Crates. Complete daily tasks, get tokens, open Special Crates with powerful loot. You can win top-tier robots, Cryogenic weapons, Candy Viper, Giftbringer Fenrir and a legendary pilot to control it!
  • New Special Editions: Giftbringer Fenrir, Candy Viper
  • New Legendary Pilot: Nicolas Wodanson (Fenrir)
  • New paint jobs: Moroz Leech, Mistletoe Loki


Balance Update


Tyr and Fenrir

Starting with 5.6, Tyr will be launching a strong repairing pulse after going into Support mode. This should make juggling forms mid-fight more rewarding.

Tyr — launches additional repairing pulse after switching into Support Mode
Fenrir — Aegis shield restores 10% faster

Haechi and Kumiho

Following the Bulgasari buff from the last balance update, we are giving the same treatment to Haechi.

Haechi — ability Cooldown 15 → 13 sec; Shield Durability 59k → 67.9k (+15%)
Kumiho — durability 150k → 165k (+10%)

Weapon tweaks


[BUFF] Dragoon, Marquess and Hussar

Marquess. Damage 2625 → 2888 (+10%)
Hussar. Damage 3400 → 3740 (+10%)
Dragoon. Damage 8750 → 9188 (+5%)

[BUFF] Blaze

Damage (per particle) 263 → 276 (+5%)
Damage radius slightly increased

[BUFF] Shocktrain

Charges 6 → 5.
Reload time (per charge) 9 → 8
Damage (per charge) 2015 → 2217 (+10%)

Usability & Bug Fixes


Fixed an issue that made Ancient Tyr's shield practically unbreakable

Update 5.5. Trick or treat!

Welcome back, commanders! Update 5.5 is here, with Halloween event, Leech pilot and new module. Trick or treat!

[previewyoutube][/previewyoutube]

New weapons: Rime, Cryo, Glacier


First available during the Halloween event (as Sinister Pack)

Rime (light), Cryo (medium) and Glacier (heavy) are rocket launchers that can freeze enemy robots after landing a certain number of rockets. Once the effect triggers, the target’s movement speed gets drastically reduced and its armour gets more fragile, causing a robot to receive more damage from all sources.

New active module: Shieldbreaker


While the module is active, your robot’s weapons will ignore any energy shields. Does not affect the durability of enemy shields.

Event: Halloween
  • Special Crates. Complete daily tasks, get tokens, open Special Crates with powerful loot. You can win the top-tier robots, the legendary pilot for Leech and new Halloween-themed weapons!
  • Halloween weapons: Cryogenic Pack. Sinister editions of Cryo, Glacier, Rime — available during the event!
  • New Legendary Pilot: Thomas Mindread (Leech)


Cosmetic map tweaks

As we're getting ready for the Titans, maps have received some cosmetic tweaks to accommodate for the presence of those robots.

Usability & Bug Fixes
  • Special Edition robots (Eldritch Ares, Imperial Hades, Ancient Tyr, etc.) now have 5% extra durability to compensare for their inability to use Legendary paintjobs
  • Fixed an issue that caused Phantom to clip through certain buildings after teleporting
  • Fixed a glitch that sometimes sent you into space instead of showing you a paint job selection screen
  • Fixed an issue causing Ancient Tyr's stats to differ from regular Tyr's
  • Resolved multiple crash scenarios across all iOS and Android devices