Better second ability ideas for Waymaker

Just a random thought post. Please keep in mind that Waymaker is an awesome titan with the potential to become a top tier f2p titan, but this is literally just because the hunter effect is OP. The design behind Waymaker is a bit disappointing for three main reasons:

  1. It has awful stats. Low firepower and speed can be made up for with Hunter stacks, but the durability is just awful… so much so that it can *almost* justify running the defense specialization (THAT IS NOT TO SAY THAT IT SHOULD, JUST THAT IT WOULD BE MUCH LESS OF A MISTAKE TO DO SO THAN ON OTHER TITANS). Also, since the stats are so awful at base, you really want to scale up Waymaker with hunter, meaning it is quite weak early in the match.
  2. The Hunter effect that it gives is the same as Pathfinder. The idea here is “why run pathfinder as your entire titan when you could just run pathfinder the robot and do basically the same thing?” though I will note that one slight benefit to Waymaker’s Hunter is that it has much stronger grey healing, so if you really wanted a reason, this would be it. Waymaker is a better healer than pathfinder but unfortunately not a better buffer.
  3. The blind guard ability SUCKS. This is what I’ll be going over in this post. Blindguard is a weak and unreliable form of defense that can be countered by most motherships. It also doesn’t really last all too long, and the pilot giving it another charge is pretty much useless because it’s bottlenecked by the blind immunity that people get after being blinded.

So, here’s two ability concepts for Waymaker that way make may make it a better titan.

Concept one: Evasive ability.

Something missing in Waymaker’s kit is movement. To be fair, not every titan needs a movement ability, but since we’re trying to replace a defensive ability, why not try to replace it with a disengage tool?

My idea for an evasive ability would be something kind of unique to War Robots but recognizable for those who have played other games before: Rewind. The most popular example is tracer from Fortnite Overwatch. The rewind ability tracks your robot’s position 15 seconds ago at all times, and when activated, it blinks you back to that position. Additionally, it restores you to the state you were in when you were in that position, so it can heal you and cleanse debuffs, but it can also damage you (if you were high on HP 15 seconds ago you are healed to that amount, but if you are were low then you’re damaged to that amount). That being said, the pilot skill that used to give another charge of blind guard could prevent it from damaging you, causing it to always heal and cleanse you when used.

Concept two: Additional support ability.

Another option is to go the direction that they went with Nodens and give it two support abilities, solidifying it as a backliner support. Seeing as Waymaker copied Pathfinder for its first ability, why not copy another support bot for the second?

My idea for a second support ability would be a “super link” of sorts. This would combine all the benefits of a Lio link, a Nuo link, and Khepri link into one single ally (can’t link three like with Nodens) and also add some extra tricks. Something like 50% damage, 250 defense points, 15kph speed, constant heals, and a charge of “Counter EMP” which does exactly what you think it does. Additionally, the pilot skill that once gave Blindguard an extra charge would now provide the ally with DMI instead. To balance this out, Waymaker receives none of these buffs (unlike how most support bots also buff themselves when using this type of ability).

What do you guys think?

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u/Adazahi — 1 day ago

Join the Sage Retro Tournament for a chance to win Dgems, new gear, and more!

…and you just might run into my team during the tournament, but only if you’re really unlucky 😎

For more info, see the flyer below 👇

💎💎 $300 D-GEM GIVEAWAY! 💎💎

🎉 REGISTER. PLAY. WIN. 🎉

A generous Sage Retro contributor has donated $300 worth of D-Gems to celebrate the first Sage Retro Cup!

💎 The D-Gems will be divided into multiple random prize drawings and awarded throughout the tournament.

Some commanders may receive enough D-Gems to cover the cost of building their entire Camelot hangar!

━━━━━━━━━━━━━━ ⚔️** ━━━━━━━━━━━━━**━

✅ HOW DO YOU QUALIFY?

✔️ Register for the Sage Retro Cup

✔️ Build a legal Camelot hangar

✔️ Submit your tournament hangar

✔️ Play in your scheduled tournament matches

That's it!

Every eligible participant will be entered into the D-Gem Prize Pool!

━━━━━━━━━━━━━━ ⚔️** ━━━━━━━━━━━━━**━

🏆 SAGE RETRO CUP REGISTRATION IS STILL OPEN!

⚔️ Teams are still forming.

👑 Captains are still recruiting.

🛡️ Solo Commanders are still looking for squads.

Don't have a team?

Register as a Solo Commander, and we'll place you on a team before the tournament begins.

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📸 HANGAR SUBMISSIONS

📅 July 6th & July 7th

👑 Team Captains will submit their team's hangars to the SRTOs through a dedicated submission channel.

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🏆 TOURNAMENT REWARDS

🛡️ Participation Reward — Boa

🔥 Captain Reward — Exclusive Vermillion Boa Paint

📦 Camelot Advancement Reward — Resource Operations Pass

⚡ Quarterfinal Reward — Lumen (Light)

⚡ Semifinal Reward — Lumen (Medium)

⚡ Finalist Reward — Lumen (Heavy)

🏆 Champion Reward — Vulcan

💎 Plus Multiple Random D-Gem Prize Drawings!

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⏳ FINAL REGISTRATION WINDOW

📅 July 3rd

📅 July 4th

📅 July 5th

⚠️ These are the absolute final days to register.

Registration closes permanently after July 5th.

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📌 Links in the comments:

🔗 Sage Retro Discord Server

🔗 Team Registration

🔗 Solo Registration

━━━━━━━━━━━━━━ ⚔️** ━━━━━━━━━━━━━**━

⚔️ Register.

👥 Build your team.

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Do YOU Sage Retro? 🌑⚔️

#sageretro #esport #gaming #WarRobots #sinistersage #tournament #SRT #rarerobot #giantrobots #Customgames

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u/Adazahi — 3 days ago

All your favorite WRG resources in one place!

Hey guys!

I noticed the subreddit pins were getting a bit cluttered, so I decided to merge all of our big guides into a single post. Hopefully, this will make things a bit easier to navigate.

Tier List Disclaimers (READ ME!)

WRG Official Tier List

Tier List Rationales

Weapon DPS Spreadsheet

Newbie Guide/F2P Value Rating Sheet

Pilot Skill Guide

Specialization Guide

That should be everything! Also, quick note, we are working on updating the resources for the latest rebalance. Please keep in mind that the weapon DPS spreadsheet is not yet up to date as of 6/29/2026!

u/Adazahi — 7 days ago

Hastatus Giveaway

While Hasatus is getting a pretty big nerf next patch, I still expect it to be a pretty usable bot, so for anyone whose a fan of that blocky and rigid DSC design, here’s your chance to win a free hastatus!

Leave your ID in the comments below for a chance to win. Also, you can double your chances if you go and enter in our discord server too: https://discord.gg/FPxpXthPS

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u/Adazahi — 16 days ago

A Simplified Robot Guide for New Players

Hey guys!

Below is a spreadsheet that a friend of mine (mistermath) asked me to help maintain. I've updated it to include all new bots. It's a very intuitive "f2p tier list" that takes availability into account when ranking bots (so, not all the best bots in the game will be S tier).

Here is the link.

Enjoy!

u/Adazahi — 17 days ago

Updated tier lists for the latest version!

Intro

Hey guys! Please read the below before looking at the tier lists! It's important!

  • THESE TIER LISTS ARE UPDATED FOR THE CURRENT LIVE GAME. ANY TEST SERVER NERFS ARE NOT CONSIDERED. The list will be updated only after the nerfs go live.
  • ITEMS AREN'T ORDERED WITHIN TIERS. Its random order within the tier, but I'm open to discussing tier order in the comments if you'd like.
  • Items marked with an asterisk (*) are items that are being ranked due to their potential in squad play. For solo matches, they go down one.
  • In the changelog, the tiers I mention are "XSABCDEFZ". The actual tiers in the images have funny names, but basically, Pink is X, Red is S, Orange is A, Yellow is B, Green is C, Light blue D, Dark blue E, Purple F, and Grey is Z. Unless it wasn't obvious, X is the best and Z is the worst.
  • Ranking is by power and nothing else. Refer to the Newbie Guide for investment based rankings.
  • The drone tier list breaks many of these rules, lol.
    • Unlike all other tier lists, drones ARE ordered within each tier because there are few enough of them to order without causing me a headache every update.
    • Unlike all other tier lists, the highest tiers (X and S) do not mean the best drones. To make the tier list useful, drones are ranked by both power and versatility. A tier drones are hyperspecific and only work on one bot, so they are usually better than X and S tier drones, but only on that one bot. X and S tier drones are generic and great for any bot.
    • Unlike all other tier lists, drones are not only ranked by power. Like I said above, drones are also ranked by versatility.

To view the tier lists, follow the link below!

Tier Lists

Tier List Rationales

u/Adazahi — 17 days ago

Join the War Robots Guide official discord server!

You asked, we delivered. For the 2,000 weekly visitors milestone we recently hit, I wanted to celebrate with something special.

Want to talk with fellow community members without having to make an entire reddit post? What about the opportunity to double your chances in our weekly giveaways? Or maybe you just wanna share some pictures of your cat (please do!)

Join the WRG Discord today!

u/Adazahi — 18 days ago

Specializations (Modules) Guide!

Intro

Specializations are probably one of the single biggest newbie account bricking features that this game has to offer. Modules are not a cheap currency, and it is so easy to waste them on completely useless specializations if you don't pay close enough attention.

The aim of this guide is to make picking the right specialization on your robot/titan as easy as possible. Let's get started.

What specialization class does my robot use?

In order to actually know what specialization to pick on your robot, you need to know what specializations are available. Every robot in the game has a base specialization with a passive and active module, but this guide is targeted towards the main power of specializations, which comes from the "unique" additional specialization.

Example of a robot with the Damage Dealer class

To keep things simple, if there is anything you get out of this guide, it should be this: Most of the time, you don't take the basic "attack" or "defense" specialization. The class-specific specialization is almost always better. But there are exceptions, so keep reading.

Some special robots are multiclass, which can complicate things. The choice isn't always super obvious, for example, this Lio is using Support rather than Brawler, which is usually not the best choice, but I wanted to specialize for keeping up with a fast teammate, so the accelerator comes in handy!

Passive upgrades

I wanted to squeeze in this short section on passive upgrades. Technically, to "fully max" a bot, you need to unlock all specializations. You do not need to level all the modules to 3/3, you just need to unlock every node. For f2p players, this is absolutely never worth doing, but for whales, this will net you a bit of extra juice.

Damage Dealer/Raider (Robot)

These specializations are the strongest in the game thanks to their first module, which is the undisputed king of modules without contest.

Nuclear Amplifier.

  • First module slot
    • For the purposes of this guide, we will be pretending that the other module competing with Nuclear Amplifier in the first slot does not exist. If your robot is a Damage Dealer or Raider class, you will take this module no matter what. No other specialization class can compete, and neither can assault unit/onslaught unit. A whopping 76% damage bonus would be enough to cement it in god tier alone, but Pixonic also had the gall to make this module heal you and give resistance penetration too when maxxed. Nasty.
  • Second module slot
    • This can change depending on the build.
      • For damage dealers, if you are using weapons with 800m range or more, Rangefinder is ideal, but on everyone else, just take the overdrive unit and probably don't even bother leveling it up, as it isn't all too impactful.
      • For Raiders, it depends on the bot. For something like UE Sword or UE Hawk, you'll definitely want integrated power unit, but for something like UE Ao Jun, might as well just take Titan Slayer.

Brawler/Tank (Robot)

These specializations come second to damage dealer, but unfortunately, they come second by a pretty wide margin.

  • First module slot
    • On brawlers, take Repair Amplifier
    • On tanks, take Heavy Armor Kit.
      • Self fix unit (the other option in both paths) heals a small amount of flat HP per second, and on fat robots that reach 1,000,000 HP, 1,100 healing per second isn't all too significant.
  • Second module slot
    • Brawlers can go either way. Take Immune amplifier if you plan on keeping your brawler alive for as long as possible, and Last Stand if you're suiciding into center beacon and want to stall for a couple extra seconds in hope of gaining some titan charge.
    • For tanks, it is a lot simpler. Take repair amplifier over defense unit. Repair amplifier heals you and grants 20 defense points when stacked up, and you most likely will stack it up. Defense unit just gives 25 defense points and doesn't do anything else.

Support (Robot)

While this specialization is on the weaker end, most support bots really appreciate what it does, so you end up taking it anyways.

  • First module slot
    • On just about every support bot, you'll want to take Accelerator. Repair amplifier is tempting, but most support bots struggle to max it out, and even those that can max it out would prefer the extra speed anyways.
  • Second module slot
    • This one is easy: take last stand over cloaking unit. Cloaking unit is easily triggered and wasted early on when it isn't needed, and it can be countered with QR/QS, unlike last stand, which can only be countered with 100% defense mitigation.

Saboteur (Robot)

This is probably the weakest and most frequently replaced specialization in the game, however, it has the strongest passive boosts, so you should level it up anyways. 9kph extra base speed on speedy bots really adds up. Most attacker-type Sabotuers such as UE scorpion really don't care much about what Saboteur has to offer, so they'd rather use defense or attack. Beacon cappers however, like Skryos and Loki, should definitely take Saboteur.

  • First module slot
    • Since the only types of Sabotuers that actually use the Saboteur specialization are beacon cappers, you'll probably want to take beacon operator here.
  • Second module slot
    • For the same reasons as the first, you'll want accelerator unit here.

Attack/Defense (Robot)

These specializations are present on almost every robot in the game. They are weak and should pretty much only be used on Sabotuers. Either is viable, so you can pick whatever suits you best.

  • First module slot
    • For attack, you can take whichever you like. Piercer units are better if you're fighting enemies with defense points, thermonukes are better otherwise. I prefer thermonukes for consistency.
    • For defense, you should probably just take anticontrol, even if you have a shield that benefits from fortifier.
  • Second module slot
    • For attack, same as first slot.
    • For defense, you take heavy armor kit. Fortifier is probably okay if you have a really strong shield, but I can't think of many Sabotuers with a really strong shield that wouldn't prefer more HP instead.

Damage Dealer (Titan)

Things start to get interesting with titans. Most damage dealers would like to take damage dealer, but depending on the presence of stealth in the meta, they often take Attack for Quantum Sensor. In general though, Damage dealer is the best.

  • First module slot
    • Just like with robots, you want titan nuclear amplifier here.
  • Second module slot
    • Most of the time, you should take overdrive, but some long ranged sniper builds that don't really deal with chip damage much can justify taking cannibal.

Brawler/Tank (Titan)

If your titan has Brawler or Tank specialization, you take it. The only exception is if your titan also has Ultimate specialization.

  • First module slot
    • You use titan repair amplifier here, with almost no exceptions. Damage controller can be justified by advanced Indra players on builds with plenty of healing, but 99% of the player base should always take titan repair amplifier.
  • Second module slot
    • For brawlers, you should simply take titan anticontrol. It is generally better than self fix, even if you already have some way to mitigate effects, simply due to the increased durability it gives.
    • For tanks, you usually want titan last stand. Titan immune amplifier is not a brick or anything, but titan last stand can be thought of as a 10 second extension for titan repair amplifier, which is absolutely worth it.

Attack (Titan)

Like I said previously, some damage dealers (namely Waymaker) want to run this specialization during stealth-heavy metas.

  • First module slot
    • Take onslaught. There is no good reason to take antimatter here.
  • Second module slot
    • Well, you're here for quantum sensor (I hope!) so take quantum sensor!

Defense (Titan)

There does not exist a titan that wants to use this specialization. You can level it up for the passive boosts, but never ever equip it.

Ultimate (Titan)

The only wrong choice here is ultimate grand balanced reactor in the second slot. You should always be picking between ultimate titan nuclear or repair amplifier. Otherwise, go nuts! This is the most modular specialization in the game and a good enough player can justify any combination of ultimate modules on any ultimate titan (save for ultimate grand balanced reactor in the second slot).

Conclusion

Okay, I think that covers everything. Let me know in the comments if I missed anything or if you still have questions! As always, USE CODE ADAZAHI RIGHT NOW RAHHHHH!

Also, here's a cool little flowchart made by u/The_Crimson_Hawk

https://preview.redd.it/zvrx44wc8r7h1.jpg?width=1872&format=pjpg&auto=webp&s=f4691ebd931c6a5bacc60d4aad8b0b4d037ce756

reddit.com
u/Adazahi — 20 days ago

Tier list rationales (CONTINUED)

Hey guys. I hit the character limit on the tier list rationales, and the comment on that post is bugging out and wont allow me to edit it, so i decided to put the remaining tier list rationales on another post.

Robot Weapons (CONTINUED)

B Tier

  • Howler, Growler, Screamer: Trade the burst of sonic shotguns for better sustain and more range. Really nice on many builds, and typically my go-to recommendation for f2p.
  • Atomizer, Nucleon, Quarker: A f2p staple. These weapons output consistent damage and are flexible, working from 500m to point blank. Atomizer unfortunately lags behind the rest by a bit. Trade some DPS and the full grey damage of Howler family for better performance at range.
  • Cudgel, Hammer, Mace: Decent f2p weapons with surprisingly good damage at a moderate distance, but they're best used at close range.
  • Devastator, Havoc, Scatter: Inferior versions of the ultimate editions, able to do high burst grey damage but lack sustain. Mostly better than cudgel/hammer/mace, except for at range.
  • Kirin, Mogwan, Gangil: Decent shotguns with a supportive rust + crumble effect and strong burst damage, but mediocre sustain.
  • Blight, Decay, Hazard: The go-to f2p 600m range weapons.
  • Subduer: Trades some of Decay's range for the rust effect. Decent damage for a f2p weapon.
  • UE Dragoon, UE Hussar: Ultimates that were unjustly nerfed to hell. Not worth investing in for anyone, as they yield awful results despite their price.
  • Bash, Boom, Pow: Can be annoying in TDM, but honestly just too clunky to justify using, especially in beacon modes.

C Tier

  • Splinter, Shatter, Brisant: These weapons are something like Cudgel/Hammer/Mace but more specialized to be used at range. Which is weird, because they are shotguns. Not really bad, but just don't have many use cases.
  • Morana, Chione, Jotunn: 600m weapons that are okay on paper, but aside from straight up worse damage than Decay family, they also are prone to missing a lot, and their arcing trajectory is only useful on a couple maps (ie Moon).
  • Porthos, Athos, Aramis: Poor damage, but they can sustain your bot from chip damage, giving them use cases on Leech and Siren.
  • Gauss, Volt, Weber: These snipers are unfortunately pretty mediocre. They had a far fall from grace, at some point being the best weapons in the game despite being T3. Nowadays, they have 1 somewhat viable build (Nuo) and are rarely worth using over Decay family for f2p players seeking range.
  • Puncher, Shredder: Decent damage at point blank, but a bit worse than the point blank weapons in the tier above them.
  • Claw, Jaw, Talon: Support weapons with a a strong effect (fragility can reduce defense points through DMI!), usable damage, and an arcing trajectory similar to Morana family. Unfortunately, they are prone to missing, especially when there is an elevation difference (ie you are in a flying bot). Their buff gave them new life... but they need a little more to truly be worth it.
  • Incinerator, Scald: At very low investment, these weapons are decent since they mostly do damage through the blast effect, but they have been powercrept for the most part.
  • Redeemer: Used to be a top tier f2p 350m weapon, but ever since its nerf, it has become hard to justify using.
  • Tamer, Damper: Unfortunately they are notably weaker than Subduer, which is a shame, because it means rust machine gun f2p builds are only really viable for robots using mostly heavy slots.
  • Nanea, Leinani: Pretty much just worse Decay family.
  • Shifang, Fengbao, Leiming: F2p version of Krokos in that they can be used to charge your titan fast early on, but they pretty much do no damage, unlike krokos. That being said, I'll note that they have the benefit of ignoring stealth. locking down, and hitting several targets at once.
  • Hornet, Wasp: Solid burst damage, but awfully long reload. Just use Decay family instead.
  • Kramola, Razdor, Smuta: Weird machineguns that go around corners but have an awfully long reload and mediocre damage. Not terrible, and have niche circumstances where they can force enemies out of cover, but still not really worth using.
  • Pulsar: Usable damage with the ability to lockdown. Say it with me folks: Just use decay family.

D Tier

  • Cestus, Ksiphos, Labrys: 500m weapons with extremely mid damage.
  • Smite, Discipline: Good luck hitting anything with these.
  • Regulator: 800m weapon with pretty awful damage.
  • Corona, Halo, Glory: Outdated energy shotguns with awful accuracy.
  • Calamity, Scourge, Spark: Outdated jack of all trades weapons
  • Scorcher: Weaker than Scald, it's light counterpart.
  • Blaze, Ember, Igniter: Outdated and overnerfed flamethrowers with poor accuracy due to slow projectiles.
  • Avalanche: Outdated and overnerfed 500m rocket launcher.
  • Shocktrain: Outdated zap gun, clunky lock on with damage that isn't really worth it.
  • Viper: Outdated energy machine gun. Comparable to Avenger but with better accuracy and some damage as DoT.
  • Avenger, Punisher T, Punisher: Very outdated machine guns, but they're cheap as hell and often your last resort. Bad accuracy.
  • Tempest: Usable damage but it's claim of 800m range is quite deceptive; the accuracy gets pretty bad past 350m. A sidegrade of Avenger that trades damage for better accuracy (because even though its accuracy sucks, it's still better than Avenger's).
  • Exodus: Outdated rocket launcher with surprisingly good burst but an absurdly long reload.
  • Glacier, Cryo, Rime: Pretty much on par with Exodus after their nerfs
  • Hel, Skadi, Snaer: Outdated and overnerfed 600m weapons that used to be f2p staples
  • Dragoon, Hussar, Marquess: Outdated and overnerfed 600m weapons that used to be f2p staples
  • Magnetar: Tiny magsize. For some reason, when seeing that this weapon was performing the same as its medium counterpart, pulsar, rather than buffing pulsar, they crippled magnetar.
  • Sting: Surprisingly, this weapon performs comparably to Marquess.

E Tier

  • Bane, Toxin, Venom: DoT weapons are only good if their DoT is incredibly strong. As you might be able to guess... these weapons have fairly weak DoT.
  • Hwangje, Taeja, Yeoje: Poor damage but long range. If you really want 800m weapons, just use Gauss family rather than tickle beams.
  • Spear: Similar damage to Magnum but with more range. Not really a big enough difference to justify a full tier increase over Magnum though.
  • Needle, Spike, Stake: Their best use case is unironically just their paper thin shield that can block a single big shot, their damage is awful. One could potentially justify using Needle on a light slot if they had no other choice, but the heavier counterparts can only really be justified on weapons that are constantly stowed (ie Spike on Fafnir top slots).
  • Reaper: Way overnerfed sniper with awful damage. Doesn't even matter that it does true damage. Also, its shots never hit.
  • Hurricane, Dune: These weapons weren't even good in the first place, but then they got nerfed anyways. Artillery just kinda doesn't work in WR, it's either OP or useless.
  • GAS: Not worth trading a medium weapon for a shield.
  • Thermite, Vortex: Good luck hitting anything. No damage to make up for their horrid accuracy either.
  • Fainter: Was already bad and then got nerfed. Long reload and poor damage with shots that rarely hit moving targets.
  • Prisma: 48 second reload bro are we being serious right now? These weapons are technically fine at range but they are essentially one time use due to the absurdly long reload.
  • Ion: Outdated, poor damage. Since it only does about 5% less damage than its heavy counterpart (Zeus) despite being a medium weapon, it's one tier above.
  • Magnum, Taran: Outdated ancient plasma guns. Notably worse than Redeemer.
  • Thunder, Storm, Gust: Outdated ancient shotguns. Even at point blank range, Thunder loses to Avenger.
  • Trebuchet, Ballista, Arbalest: Outdated, poor damage. If someone can prove that Trebs can consistently onetap Anaksors, I'll majorly raise their tier.

F Tier

  • Chimera, Hydra, Spiral, Flux, Gekko, Tulumbas, Pin, Orkan, Pinata, Molot T, Molot, Aphid, Noricum, Trident, Nashorn, Kang Dae, Zenit, Ancile, Ecu, Zeus: Ancient outdated legacy gear with no damage potential.

Z Tier

  • Trickster, Deceiver: Genuinely nothingburger base damage with weak DoT means all these weapons do is charge enemy amplifiers for free.

Titan Weapons

X Tier

  • Venire, Vincere: The most broken titan weapons in the game right now. Do way too much damage for their range.
  • Torch, Furance: Trades the cracked sustained DPS of Venire family for an extra 200m of range. Does pretty much the same burst DPS though.

S Tier

  • UE Cyclone: Strong weapon with its dedicated pilot, but honestly... even if you're willing to invest the like, 80k platinum that it costs for a set of these, they're worse than Vincere except at very close range.
  • Vendicatoire: Strong for niche setups, such as Hybrid UE Ming and Eiffel (putting it as summoned weapons in flight so it reloads while you're on the ground). Technically viable for getting cheeky princeps onetaps with a full set on Bersagliere or UE Ming, but honestly not worth sacrificing your titan to be a one trick wonder like that. Also worth noting that it sometimes whiffs against fast enemies due to slow projectiles, and with a 15 second reload, that SUCKS.

A Tier

  • Evora, Veyron: The f2p standard brawling weapon, dealing incredibly high DPS and it's all grey damage. Their main limitation is that their damage is bad outside of point blank range.
  • Chasm, Void: Trades much of the damage and the grey damage of Evora family for better range.
  • Arbiter, Equalizer: Nerfed down f2p version of Venire family.
  • UE Gendarme: Niche 800m weapon that is largely not worth investing in. Not bad or anything, but powercrept directly by Furance family.

B Tier

  • Anguisher, Ruiner: Point blank burst shotguns; essentially worse Evora/Veyron.
  • Basilisk, Krait: Downgraded Arbiter/Equalizer.
  • Discordia, Tumultus: Downgraded Arbiter/Equalizer with bendy mechanics which can be... sorta useful?
  • Maha-Vajra, Vajra: Point blank burst shotguns; essentially worse Evora/Veyron.
  • UE Grom: Overnerfed point blank shotguns; essentially worse Evora/Veyron. Poor burst but insane sustain.
  • Glaive, Lance: Focused damage into the last shot allows you to open up with a ton of burst damage. Surprisingly strong in practice when compared to how they sheet thanks to this feature, but they are still pretty dated generally weaker versions of Arbiter/Equalizer.
  • Fulger, Tonans: Technically viable for triggering deft on or even 100-to-0-ing glass cannon titans, but you will be bullied by normal robots if you equip them. On hybrid builds, Tonans is a worse Vendicatoire for the most part.

C Tier

  • Dazzler, Lantern: Meme support weapons that blind enemies and charge motherships extremely fast but do awful damage.
  • Gargantua, Pantagreul: Only usable in PvE. They literally get outdamaged by their drone counterpart. No, they aren't really viable as anti-Anaksor, Myia can typically outheal their damage. It's basically just anti-seeker Anaksor, I guess.
  • Argon, Oxy: Outdated rocket launchers with poor burst.
  • Cataclysm, Cyclone: Outdated jack of all trades weapons with clunky lock on mechanics
  • Grom, Squall: Point blank burst shotguns; essentially worse Evora/Veyron.
  • Inferno, Pyro: Outdated and overnerfed flamethrowers with awful damage
  • UE Squall: Barely better than a normal squall while costing like 10x more to upgrade.
  • Striker: I really tried to make this work, in theory its a mini Vendicatoire that never misses. But the damage is just too shit.

D Tier

  • Kisten, Bulava: Good luck hitting anything with these
  • Cinder: Only viable in PvE for AoE damage
  • Huginn, Muninn: Damage per mag nerfed WAY too hard.

E Tier

  • Retaliator, Vengeance: Default machineguns. Use them if you have no better choice.

F Tier

  • Gendarme, Cuirassier: No reason to buy these when the default machineguns are right there.

Z Tier

  • Rupture, Tsar: Unlike Gendarme family, these weapons don't even bring range to the table, there is seriously actually NO reason to get these, just use the default guns until you get something better.
reddit.com
u/Adazahi — 21 days ago

Ftaghn giveaway!

This drone is actually quite useful - aside from the fact that it’s the best option on Shoggoth - our good friend Pathfinder can also use it (though I’d still prefer Freezo, not everyone has Freezo!)

As per usual, put your ID in the comments for a chance to win. That being said, I’m gonna add an additional rule because I’m somewhat curious as to how many people actually read the post before commenting their ID, so to reward those that are paying attention: I have never needed your platforms, just your ID is enough to win the giveaway. So… for this giveaway, if you comment your platform and your ID, you’ll be disqualified! So just comment your ID lol, as proof that you actually read this far.

reddit.com
u/Adazahi — 23 days ago

Updated tier lists for the latest version!

Intro

Hey guys! Just updating the tier list post to add a few requested changes that people pointed out. Here is the old tier list post if you're interested in the changelog for versions 11.8->12.0

Please read the below before looking at the tier lists! It's important!

  • Reasons for why items are put in the tier that they are can be found here.
  • ITEMS AREN'T ORDERED WITHIN TIERS. Its random order within the tier, but I'm open to discussing tier order in the comments if you'd like.
  • Items marked with an asterisk (*) are items that are being ranked due to their potential in squad play. For solo matches, they go down one.
  • In the changelog, the tiers I mention are "XSABCDEFZ". The actual tiers in the images have funny names, but basically, Pink is X, Red is S, Orange is A, Yellow is B, Green is C, Light blue D, Dark blue E, Purple F, and Grey is Z. Unless it wasn't obvious, X is the best and Z is the worst.
  • Ranking is by power and nothing else. Refer to the Newbie Guide for investment based rankings.
  • The drone tier list breaks all of these rules, lol.
    • Unlike all other tier lists, drones ARE ordered within each tier because there are few enough of them to order without causing me a headache every update.
    • Unlike all other tier lists, the highest tiers (X and S) do not mean the best drones. To make the tier list useful, drones are ranked by both power and versatility. A tier drones are hyperspecific and only work on one bot, so they are usually better than X and S tier drones, but only on that one bot. X and S tier drones are generic and great for any bot.
    • Unlike all other tier lists, drones are not only ranked by power. Like I said above, drones are also ranked by versatility.

That's all, let's get right into it!

Robot tier list

https://preview.redd.it/p2ny2n0f675h1.png?width=1061&format=png&auto=webp&s=f74b838ddd1102404ad32c5d8257148f4c00595b

Weapon tier list

https://preview.redd.it/sr5ld8lo675h1.png?width=1058&format=png&auto=webp&s=90d8539aad509477c6253eeaf4a86a66dcf1273b

Titan tier list

https://preview.redd.it/rriioeig675h1.png?width=634&format=png&auto=webp&s=be74e36eef6eade626f0c809edf7d5728a3892ad

Titan weapon tier list

https://preview.redd.it/w0558cii675h1.png?width=818&format=png&auto=webp&s=2d67d1809a5a4e4ab27c96f4d038db5643e970fc

Mothership tier list

https://preview.redd.it/cc1egttj675h1.png?width=520&format=png&auto=webp&s=34ef497494647baa7b82b4895e509b5aeed46b13

Mothership Turret tier list

https://preview.redd.it/losx3wbl675h1.png?width=942&format=png&auto=webp&s=b39d57f67efaf92abb040c4bd97bc0287fd6f4cb

Drone tier list

https://preview.redd.it/89mexvom675h1.png?width=762&format=png&auto=webp&s=44e4b0ca502f50a5059ed9428662f7abee863f61

That's all, folks!

As always, feel free to discuss in the comments if you think one of my takes was off base. Here is a link to the spreadsheet containing all the tier lists, if you're interested!

reddit.com
u/Adazahi — 1 month ago

Pilot Skill Guide!

Intro

Pilot skills are probably the second most common thing that I often see newer/returning players mess up (the first being specializations) so with this post, I hope to present a concise guide that makes picking the best pilot skills for your robots and titans a breeze.

Broadly, we can group pilot skills into four categories:

  • Must use
  • Usually use
  • Sometimes use
  • Don't use (unless you know what you're doing)

Pilot skill priority is different for robots and titans, since even some of their skills that share the same name and general function don't all quite work the same, so lets go over each individually.

Robot Pilots

  • Must Use
    • Mechanic: Playing the game without this skill feels awful. Some bots with extremely strong healing can get away without using it, but for the majority of bots, this should be an easy pick
    • Armor Expert: An easy pick for some free durability
    • Road Hog: An easy pick for some free speed
    • Deft/Clever Survivor: Almost every robot that has this skill wants it. There are a couple exceptions, so you need to use common sense: Will the ability save your ass if someone tries to kill you while it's on cooldown? If so, pick deft.
    • True Ace: Every bot that can use this should use this.
    • Suppressor: The value of this skill depends on your suppression power. Most bots that suppress do 50% or 75%, so they should definitely take this skill, but if a bot with 90% suppression comes out, it's overkill.
    • Dodger: Increased uptime on overpowered modules like UC and phase shift makes for a great skill. Can potentially justify skipping this, but only if you are extremely powercell broke.
    • Engine Expert, Defense Expert, Ferocious Guardian: You can only take one of these skills, and you absolutely should on most bots. On some bots, you'll need to use common sense to decide if it makes any sense (for example, do you really want an extra 20 defense points when Leech uses its ability to give itself 900?), but often, there is no single best choice and you can use whatever you want.
      • Leech and Revenant currently have a multiplicative stacking interaction with their pilots (Thomas and Ricardo) which makes them EXTREMELY fast with Engine expert, way more than 10%. I believe EE is a must pick for those bots.
    • Stubborn Warrior: Unlike stubborn speedster, this is pretty much just guaranteed free durability since you will almost certainly get to 30% health before dying (unless you get oneshot) so you can treat it as some more free durability.
    • Energy Shield Expert/Crazy Electrician: For bots relying on Aegis shields, these skills can be great, but since robot pilots only have 7 slots, it can sometimes be hard to fit them both (or even one of them) in, especially if using weapons that want a weapon skill.
    • Sharpshooter: Most weapons with this skill available will want to take it if possible. Some weapons gain more from it than others. Ask yourself the question: Do my weapons feel like they miss a lot at the range I usually play this bot at? If yes, take sharpshooter.
    • Powerman: Always use this if it's available, less time spent reloading is more time spent killing!
    • Wonderworker: Usually best used on bots that spam their ability a lot or use their ability to try and save their own ass.
    • Tough Guy and Customization Adept: Easy picks on tanks, but not as useful for non tanks.
    • Cautious Pilot: I personally avoid this skill because I don't like being slow, but it is still justifiable on tanks. 
    • Spy and Scout: Easy picks on Beacon cappers and Saboteurs, and can even be used on Damage Dealers and Raiders.
    • Destroyer: If your robot has a built in weapon that deals a significant amount of damage, you want this skill.
    • Physical Shield Expert: If your robot strongly relies on a physical shield that isn't unbreakable already then you want this skill.
    • Foolhardy Quartermaster: Similar to deft survivor, can save you in a pinch, giving you back your module at half health.
  • Sometimes Use
    • Modules Expert: This skill doesn’t only extend the duration of phase shift, shieldbreaker, quantum radar, or any other active module with a duration, but it also give more healing with healing modules. It's not a bad skill by any means, but if I'm taking a module skill, I'm usually taking Dodger (and then have no space for modules expert).
    • Adamant Road Hog: This is the only “Adamant” skill that is worth using if you have space available. It gives a relevant boost (speed while you don’t have beacons) and the multiplier is higher than any other adamant skill.
    • Invulnerable Raider: This is the only “Raider” skill that is worth using if you have space available. It can be used on opener bots to have some defense points at the start of the match. 
    • Master Gunsmith: 5% damage for free isn’t useless or anything, but you usually don’t have enough space to take an unimpactful skill like this except on some saboteurs who are lacking in damage since they dont have NA.
    • Survivor and Thrill Seeker: Most bots that want damage don't have room to take these skills, just like with master gunsmith (save for saboteurs).
    • Guidance Operator: The problem with this skill is that all the weapons it applies to suck, except boom family, which are mid but you should use this for them.
  • Don't Use
    • Adamant Mechanic, Adamant Gunsmith: Unless you have a second hangar identical to your first that you only spawn in while you're losing, these skills are pretty hard to justify using. 
    • Raider Mechanic, Ninja: These skills are hard to justify slotting in.
    • "Opportunist" skills, Bounty hunter: These skills are OP in PvE but useless in normal modes.
    • Gunsmith: Hard to justify taking a 4.5% damage boost that doesn’t apply to all weapons (unless you’re using all identical weapons of the same weight class, but even then, you’ll run out of slots before you get to this point).
    • Speed Shooter: Usually not worth the slot
    • Stubborn Speedster: Not entirely useless but generally worse than stubborn warrior
    • Quartermaster: This skill doesn't give buffs, but if you're super powercell broke I guess you can use it?
    • Traditionalist, Daredevil, Ghost: Technically these skills are not completely unusable, with Falcon and Fafnir making for acceptable tanks via Traditionalist, and Ghost being okay on some older/legacy bots that can use it, but 95% of the time you're throwing if you pick this or use a bot where its optimal to pick this.
    • Explosives Expert: You will not notice the increase in splash size from this skill
    • True Cowboy: The problem with this skill is that all the robots it applies to suck
    • Knight Errant: Ecu sucks

Titan Pilots

  • Must Use
    • Mechanic: Playing the game without this skill feels awful. Titans like this skill especially.
    • Road Hog: An easy pick for some free speed
    • Deft/Clever Survivor: Almost every titan that has this skill wants it. There are a couple exceptions, so you need to use common sense: Will the ability save your ass if someone tries to kill you while it's on cooldown? If so, pick deft.
    • True Ace: Every titan that can use this should use this.
    • Defense Expert, Ferocious Guardian: Titans should usually take both of these, depending on the ability it affects. Obviously don't take ferocious guardian on an ability that disables your weapons, or defense expert on an ability that already gives godmode.
    • Titan Master: Easy pick to get your titan out quicker.
    • Titan Slayer: Easy pick for free damage against titans.
    • Armor Expert: Only gives 6% durability, worth using but less of a priority than it is on robots.
    • Stubborn Warrior: Unlike stubborn speedster, this is pretty much just guaranteed free durability since you will almost certainly get to 30% health before dying (unless you get oneshot) so you can treat it as some more free durability. Especially powerful while TRA is active.
  • Usually use
    • Jaeger: For titans with 1 Alpha and 2 Beta slots, Jaeger is comparable to taking another copy of titan slayer, which is obviously good. More valuable with more beta slots (ie Minos) but less valuable/usless with TNA/built in 25% mitigation (ie UE Nodens).
    • Sharpshooter: Most weapons with this skill available will want to take it if possible. Some weapons gain more from it than others. Ask yourself the question: Do my weapons feel like they miss a lot at the range I usually play this bot at? If yes, take sharpshooter.
    • Suppressor: The value of this skill depends on your suppression power. Most titans that suppress do 50% or 75%, so they should definitely take this skill, but for UE Nodens who has a 90% suppression, this skill is overkill.
    • Wonderworker: Usually best used on titans that spam their ability a lot or use their ability to try and save their own ass.
    • Cautious Pilot and Customization Adept: Easy picks on tanks. 
    • Survivor and Thrill Seeker: Somewhat justifiable on damage dealers that don't really need speed or durability to do their job (ie Murometz).
    • Destroyer: If your titan has a built in weapon that deals a significant amount of damage, you want this skill.
    • Physical Shield Expert: If your titan strongly relies on a physical shield then you want this skill.
    • Master Gunsmith: If you don't want to deal with the condition of reduced durability or speed, this is like Survivor or Thrill Seeker with half effectiveness and no downside.
  • Sometimes Use
    • Tough Guy: Only take this skill on Mauler
    • Bounty Hunter: Gives a decent damage boost but the uptime is short. Viable on some Quantum Sensor titans since they are missing the damage from TNA. Broken in PvE.
    • Wise Opportunist: Gives a big defense boost that can be useful for TRA titans that are under fire by many enemies at once, such as Ultimate Ming. Broken in PvE.
  • Don't Use
    • Engine Expert: Can't be taken alongside road hog, and it's strictly worse than road hog
    • Cunning Opportunist: Some speed on kills isn’t really justifiable.
    • Spy and Scout: These kind of suck for titans, since they don't want to trade off their durability or damage for speed
    • "Adamant" skills: On titans, these skills don't even give enough stats to be worth picking at all.
    • "Raider" skills, Ninja: On titans, these skills don't even give enough stats to be worth picking at all.
    • Speed Shooter: Usually not worth the slot
    • Gunsmith: Hard to justify taking a 4.5% damage boost that doesn’t apply to all weapons (unless you’re using all identical weapons of the same weight class, but even then, you’ll run out of slots before you get to this point).
    • Stubborn Speedster: Not entirely useless but generally worse than stubborn warrior
    • Traditionalist, Daredevil, Ghost: Just... don't.
    • Explosives Expert: You will not notice the increase in splash size from this skill
    • Guidance Operator: The problem with this skill is that all the weapons it applies to suck.
    • Generalist, Heavyweight Battler, Rationalist, Hothead: Their boosts are not enough to justify taking most of the time.
    • Berserker: Multiply your titan's HP by 0.05 to understand how rare it will be to actually have this skill activate for any meaningful amount of time.
    • Hoplite: You have probably never heard of this skill before. That is for a good reason. It drops your durability by a LOT as a trade off for stronger shields, making you an instakill to anyone with splash weapons. Might be justifiable on UE Arthur because it already instantly wilts to splash weapons?

That should be all... let me know if I missed anything or you have any further pilot related questions!

u/Adazahi — 1 month ago

How can I put thumbnails on my pinned posts?

On my subreddit r/WarRobotsGuide I keep several posts pinned to the top, one with a spreadsheet that has the DPS of all the weapons, a tier list, and a new player guide.

The spreadsheet shows a thumbnail of the spreadsheet, but the other two are black. I tried adding images at the top of the other two, and they updated with them as the thumbnail for a second, but as soon as I refresh they’re gone. I tried to unpin and repin them, and again, it shows the thumbnail for a second, but it’s gone as soon as I refresh the page.

reddit.com
u/Adazahi — 1 month ago

Updated the tier list to include the new items!

  • Added Shoggoth to X tier
    • Pathfinder with a Nuclear Amplifier. Do I really need to say anything else?
    • Ok, I will say something else. If it was just a pathfinder with a nuclear amplifier, it would already be X tier. But in reality, it's a pathfinder with a nuclear amplifier, a broken built in weapon, a broken drone, better weapon slots, a cracked out pilot, a shield, and the silly extending ability that lets it peek over walls. This is like the corrupted mutated monster baby between a pathfinder and a bagliore. The only thing preventing me from moving every other robot out of X tier other than this one is the fact that it's defensive capabilities are mediocre, especially compared to Freezo pathfinder.
  • Voonith, Urhag, and Shantak added to X tier
    • Piercer replacement, best snipers in the game atm
  • Added Ozempic (R'lyeh) to X tier
    • Turning Bjorns into Cossacks, yeah, I wonder if it's a good mothership.
    • There is currently a "bug" (we really don't know) where Ozempic stacks more durability reduction for every shot the enemy takes while in it's field. This could be an indirect nerf to Kroko builds, or a bug, but ultimately, no bug abuser accusations are gonna make me just... not shoot the enemy, so whatever, this is how it works.
  • Added Fhtagn to A tier
    • Super specific drone that's extremely good on Shoggoth and pretty good on Pathfinder (but generally not as good as Freezo for pathfinder)

Very interesting update this was. Didn't expect pathfinder to get powercrept, but I guess here we are.

reddit.com
u/Adazahi — 1 month ago