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A Humongous Mecha combat game by Pixonic. Obtain robots through crafting or purchasing, fit them with weapons as you see fit, and duke it out through different game modes.


This game includes examples of:

  • Abnormal Ammo: Scatter, Havoc, and Devastator are special weapons that fire sonic shockwaves. They have the highest burst DPS of all the weapons in the game (excluding Titan weapons) and the damage done by these weapons cannot be repaired. Making these weapons extremely dangerous to face.
  • Action Bomb: The Hellburner is infamous for its Overload ability. For 7 seconds, it will gain massive speed boost after which it will deal damage to anything within 75m radius, including itself. On the bright side, the explosion bypasses barriers, shields and even covers, making the Hellburner deceptively dangerous.
  • Boring, but Practical: Some basic weapons and robots are quite popular even in higher leagues. Special mention to the Heavy-slot Gatling cannon, Avenger. It costs relatively cheap amount of Gold to purchase, close-ranged with no bonus effects... and boasting the single highest DPS of any weapon in the game, even when compared to Pay-to-Win ones.
  • Bribing Your Way to Victory: It is a mobile game. Plenty of things are absolutely overpowered and require extensive farming or lottery luck... or it can be yours with a swipe of a credit card. There are some Boring, but Practical options that can alleviate some of this, but it's ultimately outclassed by the pay-to-win options. Even "low-damage" weapons can become intensely OP when brought to MK II status - and this requires lots of money to upgrade, and lots of Gold to make the wait quicker.
  • Gatling Good: The Punisher family of weapons, with maximum range of 500 m. Notably, the Heaviest version, the Avenger, boasts the highest damage output of any weapon in the game, and continues to be a endgame weapon.
  • Glass Cannon:
    • Heavy robots in general. They possess awesome firepower thanks to their L weapons, but many of them lack barriers or shields and can be taken down with impunity if caught off-guard, not helped by their larger hitbox. As such they're often played as Snipers despite their bulk.
    • Light-to-Medium mechs with speed boosts meant for capping, such as the Kumiho, are biased towards high-damage rocket launchers that dump their payloads at once and can shred enemies in seconds - but can't handle what they dole out.
  • Lightning Bruiser: Robots with barriers (in-built or through Ancille) with speed boost abilities are these.
  • Luckily, My Shield Will Protect Me: Shields are one of the equipable weapons, and a handful of robots, mostly with names drawn from Arthurian mythology, come with built-in shields that can be held at the side or to the front. They're immune to energy blasts and must be destroyed with ballistic weaponry to get to the mech behind them.
  • Macross Missile Massacre: Loading your robot with variety of rockets will allow you to pull this off. They're often nicknamed 'Russian Death Button'.
  • Made of Iron: The Falcon has in-built 60% damage resistance, which can be disabled temporarily to bring bear its full armament of 3 Heavy weapons. Taking the Traditionalist skill disables this ability but giving the Falcon additional 50% hp. While this means the Falcon will only ever get to use a single weapon, it can have an effective health of up to 849,375, which is the by far the highest in the game. And this is before taking additional skills and abilities that boost damage resistance further or granting regeneration...
  • More Dakka:
    • The Molot family of weapons, with maximum range of 800 m. The Punisher family also overlaps with Gatling Good.
    • Many robots have built-in weapons to supplement their standard mounted weapons. Special mention goes to the Ares which not only has two light and two medium weapon slots, but also has four additional built in energy weapons.
  • Pint-Sized Powerhouse:
    • Just because a robot is Light or small doesn't mean they cannot be dangerous. The Pursuer can have up to 3 Gusts and its stealth capabilities allow it to wail and wreck a much bigger robot within seconds. Hellburners are classed as small mechs, but their power makes them extremely capable suicide/scout mechs dealing tons of damage.
  • Skill Gate Characters:
    • At first, it was robots with in-built barrier and lack of mobility. Absolutely wrecks lower leagues due to rarity of energy weapons at that level, but becomes fodder at higher ranks. The Fujin is this incarnate; its inbuilt barrier is better than the Ancille but its health is mediocre at best and it has to become immobile to activate its barrier. If the enemy possess energy weapons, the Fujin will be dead in very short order. Lancelots and Bulgasaris were also infamous for a long time.
    • It then became robots with Stealth built in. Without a module that's only made to defeat stealth modes, you're a sitting duck, especially against high-level mechs with high-level weapons. At first, it was Inquisitor and Pursuer mechs, but with the introduction of the Chinese Dragon series that deploy built-in weapons and flying modes when stealthed, Ao Juns dominate the meta.
    • Finally, mechs whose specials are invulnerable shields. At first mostly ignored, they were buffed, and much like the Stealth mechs, players without a specific mech are unable to do damage to these shields - worse, attacking the shield makes their built-in lasers stronger.
  • Tactical Rock–Paper–Scissors:
    • Energy Weapons bypass energy barriers, but otherwise don't do anything extra against physical shields. Robots with physical shields can safely tank energy blasts with impunity.
    • Explosive rockets and missiles bypass physical shields, but blocked by energy barriers. To a robot equipped with the latter, Explosive weapons tend to be like mosquitoes. That being said, beware a swarm of mosquitoes.
    • Kinetic weapons are Jack of All Stats. While Energy and Explosive weapons tend to go for burst, Kinetics are often about sustained damage and although they bypass neither shields nor barriers, they deal extra damage against physical shields and their sheer volume of fire can quickly deplete energy barriers. They also have a variant for each engagement range; Shotguns and Rotary cannons for close range, Autocannons for medium-long range, and BFG cannons for long-range engagements.
  • Take Cover!: Because barriers, shields and your robot's health can only help so much. Some robots have asymmetrical hardpoint placement, allowing them to shoot from behind covers.
  • Wave-Motion Gun:
    • Trebuchet (and its derivatives) is a long-range weapon with Charged Attack functionality. Once charged to its maximum capacity, it will become this.
    • The Anti-Titan robot, Hawk. While it looks like a normal robot on the ground, it's special ability temporarily transforms it into a flying energy cannon. This cannon deals enormous damage and bypasses damage resistance of enemies, making it extremely effective against Titans. Not only that, Hawk is also protected by a damage-reflecting shield when flying, making it nigh-impossible to kill a Hawk when it's in the air.

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