War Robots

War Robots

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War Robots ELITE: My Top 10 Underrated Picks!
By DelusionalWWR
My top 10 underdog robots, based on fun, power, and efficiency!
   
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Introduction
Hey everyone, DelusionREALITY here. Having played War Robots for 7 years this summer, I have had the privilege of piloting some truly fascinating robots, as well as learning certain tricks for some of them. I have also experimented with various weapons. While the "meta" certainly exists in War Robots these days, there are also "gems in the rough" that never quite get old or boring to run.

In this guide, my main purpose is to list my top 10 favorite robots, along with possible weapon setups, and a few tips. My intent is to help people who are either new or just looking for a little variety delving into their hangars a bit.

This guide is not meant to be overly serious. It is simply my opinion.

So, with that being said, lets get into the War robots ELITE!
#10: Hawk
BASE STATS (lvl 1 MK 1)
HP: 97k.
SPEED 35 KM/H.
WEAPON SLOTS: 2x Heavy, 2x Light.

Yes, SpaceTech's innovative flying assailant makes this list!

Hawk overall is well balanced (ability cooldown, weapons, health), and definitely worthy of some esteem. In flight, the speed increase makes maneuvering easier and elevates your tower, meaning you might be able to target enemies you previously couldn't, while also bypassing their resistance and having a reasonable amount of protection. Also, as we all know, Hawk is a titan nightmare, while still remaining well balanced and, dare I say, quite fun to operate.

For weapons on the Hawk, these are my 3 best choices:

1: 2x Hel, 2x Magnetar.
2: 2x Incinerator, 2x Scald.
3: 2x Nucleon, 2x Quarker.

TIPS:

1: Make sure you are near cover, preferably a tall building or cliff, before you land. Due to the nerf, Hawk's reflector drops before he lands, so it's a good idea to stick close to taller cover so that the enemy can't take advantage of this weakness.

2: Avoid ANY enemy that has weapons like Incinerator or Hammer, especially the former, due to their explosion damage bypassing the reflector.

3: The Kyle Rogers pilot is a good investment, since lockdown can be lethal at the wrong time. If you decide to not run that pilot, be especially careful of things like Pulsar or Magnetar.

4: Running a Cloaking unit, if you can afford it, might also pay off, because in some cases, it might let you escape a bad situation, or give you extra time to reach a key point.

5. Unless you run weapon set #2 (or something similar), attacking titans such as Arthurs or Heimdalls is not recommended.

OVERVIEW

Hawk is an assassin. He can destroy very powerful robots if run right. His main disadvantages are low health, vulnerability on landing, and being locked down. Avoid these, and learn which risks are worth taking (i.e. killing a titan vs. killing a normal robot, choosing proper cover, etc.), and you should enjoy the Hawk's devastating effect!
#9: Mercury
BASE STATS(lvl 1 MK 1)
HP: 76k.
Speed: 38 KM/H.
WEAPON SLOTS: 1x Heavy, 2x Light.

Ah yes, the originator of "explosive" aerial combat, has arrived on this list. Mercury is a tremendous amount of fun to play, and can be extremely deadly, provided his commander is using good judgement. His balancing is decent for the role he plays, and admit it, isn't it fun sometimes to rain down on a terrified Loki, while he simply sits there in awe, waiting to become paper clips?

On the topic of outfitting a Mercury, here's a few of my picks:

1: 1x Glory, 2x Shredder/Magnetar.
2: 1X Nucleon, 2x Magnetar.
3: 1x Bane/Ember, 2x Toxin/Blaze.

TIPS:

1: Being an assassin, Mercury tends to favor maps and situations that leave a chance for escape or cover if things get too hot. Before you jump, try to plan out where you will go next. For example, if you are trying to capture a beacon, and see that enemy Ao Jun flying towards you, it might be best to wait in cover, possibly immobilize him, and wait for backup.

2: Try to avoid being in close quarters with shorter robots (i.e, Phantom, Pursuer), as their low positioning often means they can target you after you land, despite you being in stealth. Also, it's not the best idea to attack robots whose abilities mitigate yours (i.e. Shell, Hellburner).

3: Don't pursue a target that runs away from you. This is because some robots will bait your ability, then attack you when your stealth has expired. Running lockdown weapons can mitigate that partially, but still, stay aware.

4: Targeting enemies that have weapons like Calamity, Spark, and other weapons that require a lock-on, is preferable, due to them not being able to target you during your ability, whilst you do massive damage to them.

5: The element of surprise is one of your best friends as a Mercury pilot. Try to seek out enemies that are unaware of your approach, or who have been locked down by you or one of your buddies.

OVERVIEW

The definition of high-risk, high-reward, the Mercury has the potential to absolutely rule any close range encounter. That being said, he does suffer from being weak HP-wise, and his speed is not much help either. Overall, choosing opponents you can quickly kill, using the element of surprise to decimate that cocky Orochi sitting on beacon C, or tagging along with a tank to supply extra fire to assist a beacon coup, are all valid strategies to make the Mercury work for you!
#8: Demeter
BASE STATS (Level 1 MK 1)
HP: 76.5k.
SPEED: 45 KM/H.
WEAPON SLOTS: 3x Medium.

Anyone who pilots a tank and attempts to capture a key beacon, can probably tell you the miracle-worker a Demeter can be. While he may not be the second reincarnation of the Scorpion, and struggles compared to certain other healers (looking at you, Mender), Demeter to my mind is the ideal healer, able to both support the targeted ally, amplify its own healing power while doing so, and absolutely terrorizing the enemy with the sufficient fire of 3 Mediums.

To build a decent Demeter, check out these setups:

1: 3x Venom/Igniter.
2: 3x Cryo.
3: 3x Atomizer.

TIPS:

1: While being somewhat squishy, Demeter can (and usually does) make up for that with the ability to restore both its own health and possibly 2 or 3 other allies' as well. That being said, he can also be used less generously as his Absorber shield and decent speed can make him rather versatile to defend a beacon, along with other possible roles.

2: Try to signal low health enemies to cluster. This is because the Demeter's healing doesn't extend to just 1 robot, it is a radius. Also, the radius of the shield is sufficient to house multiple decently-sized robots, so, strength in number remains true here also.

3: By now everyone has heard of the APPM-3TR pilot. This pilot repairs gray damage of allies, which is useful to tanks and attack types as well. However, don't count Jerry Fortune out either. He can be played nicely to supply allies with extra damage when defending a beacon or rallying to fight that opposing Lucha. Just remember that whatever pilot you choose, you are certainly being an asset to any team.

4: When you activate Demeter's ability, be sure to remember not to press the ability button again until you need it most. Demeter actually allows for a large healing pulse either when the ability ends, or when the ability is re-triggered. This is useful because the shield will still last, regardless of the time the pulse is used. Mastering this ability will make you very dangerous to your enemies, and probably land you in Fenrir's memoirs.

5: Try to avoid robots like Fafnir or Siren, since these robots are able with certain pilots to bypass shields. The healing is still very good, an can outlast a strong attack usually, but it's usually best to play it safe. After all, you can't heal your team if you are on your way to the chop shop after being owned by a Harpy.

OVERVIEW

Some of the strongest robots are as strong as they are because they can assist their team, not just because they can blast away enemy robots in 1 millisecond or capture all 5 beacons before the drop of a hat. Having a balanced hangar is often a wise idea, and healers overall receive lots of praise if they are played right. This holds true for the Demeter as well. Play him right, be cautious of certain dangers, and you'll be on your way to John's Hopkins before you know it!
#7: Blitz
BASE STATS (Level 1 MK 1)
HP: 83.5k.
SPEED: 47 KM/H.
WEAPON SLOTS: 4x Light.

Some people say that death waits for no man. Pilots of the Blitz are among the most stalwart in this belief. A true mechanical menace, this robot can heap huge amounts of damage on enemies, all while damaging their weapons, and in some cases, out-brawling even enemies that thought being invincible only relied on HP, or making his escape right as the enemy thinks they might be able to recover.

Outfitting this beast? Here's a few suggestions:

1: 4x Shredder.
2: 4x Rime.
3: 4x Scatter/Cudgel.
Honorable mention: 4x Toxin/Blaze.

TIPS:

1: When piloting a Blitz, it is often good to travel down areas that have tunnels or parallel walls. Doing this means that the enemy can't just walk 2 steps to evade you, making escape for them a harder prospect. Avoid open areas, since the blitz out of its ability can be killed rather easily.

2: The use of fast unloading weapons (i.e. the above ones) are generally a good choice due to them having good synergy with a hit-and-run type like the Blitz. Also, when running Rime or any other weapon with the Reload-While-Firing perk, try to avoid emptying your clip unless you can either end your enemy, or have sufficient cover to recharge.

3: Lockdown weapons are extremely useful and terrifying on a Blitz. They enable you to suppress and lockdown at one time, while still dealing decent damage at high speed. That being said, weapons like Toxin are also viable, due to their fast unload and reload. Keep those factors in mind when choosing your Blitz's arsenal.

4: To Clive or not to Clive, that is the question. The Blitz's legendary pilot, Clive Vicious, can turn Blitz into a resistance-packed beacon capper nightmare, but even on a modest budget, the shielded version is still useful in combat, as well as being able to supply protection to nearby allies.

5: Try to avoid robots like Revenant because, while you can deal extreme damage, their resistances to suppression make them harder to take down solo. On a side note, attacking a large group of beefy robots can cripple them or force them to stay away from beacons, which is also a very valid point.

OVERVIEW

While the Blitz is one of the first, and simplest, suppression capable robots, It can turn into an absolute terror if the pilot using it is aware of their surroundings. Just make sure you always keep an eye on cover, and plan out your moves to maximize your weapon-wrecking potential. Do this right, and you will find yourself in high prestige with your allies, and find your enemies in disbelief at the destruction you leave in your wake.
#6: Ao Jun
BASE STATS (Level 1 MK 1)
HP: 84.2k.
SPEED: 33 KM/H.
WEAPON SLOTS: 2x Heavy.

Harnessing the fire within. Some of the greatest warriors of all time have learned to perform this, and perform it well. So what if one of them isn't Bruce Lee, but instead a tyrannical flying abomination that can't be targeted for a while while turning all nearby enemies into powder with a DOT-heavy flamethrower and enough firepower to put any robot near it on instant notice? Everyone please welcome number 6 on our list: Ao Jun!

In case you haven't seen a video about the Ao Jun making whole groups of enemies wet their pants, here's a few weapon setups to keep you staying and slaying:

1: 2x Ember/Bane.
2: 2x Viper.
3: 2x Nucleon.

TIPS:

1: The Ao Jun is one of only 2 robots on this list that can fly. While flying has its advantages, many Prisma Erebuses have joked the Ao Jun to shame sometimes when its pilot flies it into no-man's-land with no reguard for Quantum Radar. Be cautious of any long range weaponry, as most likely, if they are looking towards you, they aren't doing it to ask you what flavor frosting you want on your birthday cake.

2: Keep in mind that the Ao Jun has a flamethrower built-in, which deals corrosive DOT, even after you stop firing. Generally, with weapons that have a smaller clipsize (i.e. Bane), it's often best to make sure your weps are fully loaded before flying, to make sure any damage you do will leave the opposition wondering why they didn't finish training school instead of killing you when you land.

3: So by now, it's common knowledge that a pilot, namely Yang Lee, gives this dragon the ability to see stealthed enemies. This can work to both an advantage and a disadvantage. Regardless of what robot you are using, if it has stealth, watch out for this robot, and if you get locked down in it's path, well, ask the Hobbits about that time they raided Smaug's lair.

4: I didn't mention it before, but weapons like Glacier also have a benefit to this robot, in that they can weaken and slow the enemy. This is especially useful to maximize the DOT and make your escape easier while your buddies, who are (hopefully) below you, throw whatever they have at a slowed, vulnerable target.

5: Putting it simply. PLAN YOUR LANDINGS! A bad landing is about as bad as it gets for the Ao Jun, turning it from a monster into a training dummy. Always plan your landing before you even take off, to prevent this.

OVERVIEW

People who have slain dragons in their own lives often admit it to be one of the hardest things they've ever done. An Ao Jun piloted properly proves this to a tea. If it's not the insane damage and an 8 second period where you can do nothing unless you have 20 power cells, it's the corrosion that kills you when you have 12 HP left. Respect it, both as its pilot, and its opposition, and who knows, maybe you will come out on top!
#5: Strider
BASE STATS (Level 1 MK 1)
HP: 68k.
SPEED: 46 KM/H.
WEAPON SLOTS: 1x Heavy, 2x Light.

So by now, you have seen a variety of robots that either brawl, fly, or heal their way out of trouble. But what would you do with a robot that puts Za Walrudo into the mechanical realm, dashing around enemies, capturing the beacon behind them, and leaving before they can figure out what...actually...just happened? Enter the Strider!

So, while your enemies rewind the tape at 1 FPS trying to figure out where the Strider actually was, check these weapon setups.

1: 1x Glory, 2x Shredder/Halo.
2: 1x Glacier, 2x RIme/Shredder.
3: 1x Calamity, 2x Spark.

TIPS:

1: For a robot to be this maneuverable, some sacrifices had to be made. One of which being that it has the lowest HP on this list, making it have a skill cap that Goliath couldn't reach if he stood on his tippy-toes. Thankfully, things like cloaking unit exist to make it easier if you don't have 500 IQ or 10,000 gold, but still, remember that piloting this robot requires a LOT of skill and careful planning to avoid winding up in the scrap heap.

2: Imagine being locked down for the strider like being in a Bugatti with no engine. Sure, it looks nice, but that Orochi over there might think the owner didn't need it, and tow it away (after killing it), pilot included! Always try to avoid lock-downs, or if you don't care about buying modules, get Anitcontrol.

3: Once again, the higher the rate of fire is, the better. Also, try to choose weps that have low reloads and/or prepare to use cover accordingly.

4: Calamity and spark? Why are those on the list? If you are asking this, remember that just because the Strider may dash past an enemy doesn't mean that (in the right hands) it cannot keep firing. The Strider is also useful against those weapons, because the sudden movement is hard to adjust to, even for seasoned vets.

5: The only other thing I can add is: Using lockdown ammo can sometimes act as a phase shift for you to confuse an enemy long enough to make your escape. Don't expect them to stop firing, just keep on the move and make your exit, letting the lockdowned enemy have more time to wonder why they didn't invest in a Ravana instead of a Leech.

OVERVIEW

Living fast has its advantages. Seriously, just ask Rascal Flatts. Anyway, this robot is a sower of chaos, indeed. In the hands of someone who knows what they're doing, it can be so annoying, the enemy might call in an Erebus just so they can have 20/20 vision again. Avoiding lockdowns and open spaces, along with having a general knowledge of how to use cover to advantage rather then disadvantage, will help you find out why the Strider is one of the deadliest beacon cappers out there.
#4: Ravana
BASE STATS (Level 1 MK 1)
HP: 118k.
SPEED: 43 KM/H.
WEAPON SLOTS: 3x Medium.

So, you're in your basement, going through all your old memories. You see a magic lamp and wonder, how'd that get there? Then, a genie appears and grants you one wish. If your wish was "to be immortal," you basically asked for the Ravana. This robot is not #1 on this list, but being piloted by a player more skilled then me could certainly make it that way. So now, let's talk about the man, the myth, the meta-breaking brawler, Ravana!

If you have a Ravana, and haven't automatically added the ivory Scourge because it looked nice, here's some effective loadouts.

1: 3x Igniter/Toxin
2: 3x Atomizer
3: 3x Cryo
Honorable mentions: Scorcher, Scourge.

TIPS:

1: The Ravana, until the Angler rising from the bottom of the ocean, was the only robot that had a phaseshift-like ability. Also, the pilot lets it store 3 charges instead of 2. Either way, it's best to conserve them until you are in a situation you cant solve without them. That, or until all 4 Erebuses shoot the EMP's at you. That's also a good time.

2: Having phase shift ("transcendence"), remember that now any robot relying on suppression is now dialing their nearest life insurance agent asking if it's too late to sign up. Also, it's very useful on large maps where lockdowns are more common. You can also (technically) counter the Harpy and Siren through skilled use of said ability.

3: Keep in mind that, while the Ravana certainly has no lack of HP (especially the higher level it is), it is still somewhat slow, and weakens if its ability isn't used properly. So while you don't have to be 1 inch away from cover until there's 30 seconds left in the battle, still pay attention to cover in case you need it.

4: For most of these robots, the use of high rate of fire weps was the norm. But keep in mind the Ravana is also a tank, and can withstand more fire then the aforementioned robots. Ravana finds its niche, to me, in beacon defense, but can also turn tank thanks to it having abilites that theoretically raise its health further. Also, just so no one loses their sanity like i did, the "Glider" drone doesn't heal transcendence, only actual phase shift.

5: It is important to always conserve at least 1 ability. Try not to use them back to back unless there is no other choice. Also, try to avoid using it to "beacon rush," remember, it's a beacon defender, not an Orochi with mammoth tusks!

Note: YOU CANNOT CAP OR HOLD A BEACON WHILE IN TRANSCENDENCE!

OVERVIEW

Immortality does truly have its handicaps, one of them being you see life a different way. Instead of booking it to the nearest beacon, maybe you figure out that standing near a beacon, while mitigating any incoming fire, might be a nice way to spend a day while the rest of your team gets other beacons and the enemy sends everything they've got at you. Like I said, all a matter of perspective. But ask any person who's played War Robots, and they will tell you. There is a reason why this is the oldest (unchanged) robot that can still roll with the cool kids.
#3: Shell
BASE STATS (Level 1 MK 1)
HP: 116k.
SPEED: 33 KM/H.
WEAPON SLOTS: 1x Heavy, 2x Light.

"Boy, it sure is a beautiful day, isn't it?," you thought this as you were rolling along with your pal Thesus in your Orochi. "But wait, is that an explosion I hear? What's that robot running towards....." *BOOOM*
*End of Transmission...*
Shell is here for #3 and the only thing i can say is, there's a reason that it spells something different if the letter "S" is removed from it. An unrelenting brawler who isn't afraid to stride right up to a beacon, detonate itself, and move on, while being surrounded by 8 steel walls.

If you're looking for the right weapons to use for your Shell, why don't you just grab what's on that Orochi and Skyros there on beacon B. Still cant figure out how they got there... anyway, a few suggestions are below.

1: 1x Glacier, 2x Rime.
2: 1x Hammer, 2x Cudgel.
3: 1x Bane/Ember, 2x Toxin/Blaze.

TIPS:

1: The Shell is a unique blend of tank/beacon capper. However, due to its shields, it can also be a decent brawler or defender. Sticking close to beacons with this robot, whether to defend them or capture them, is a good decision.

2: Having decent HP as well as being a virtual walking castle, the Shell can take a few risks. But, remember that certain weapons can slow you down and make your damage tick increase, namely Glacier, Cryo, and RIme. Avoid those, as well as flamethrowers.

3: On the flip side of #2, seeing weapons like Scourge, Hazard, or Tarans (yes, people still run them) is actually a rather welcome sight, so long as you don't wait around for them to hit the magic threshold where your shield breaks.

4: There is a skill, the pros probably call it something, i just call it "turning the spit." Basically, like you would turn a chicken over a fire on a spit, you can also rotate your Shell to avoid certain damage, because usually the shields don't all break at once.

5: So, I still haven't talked about his ability? Oh, sorry. Anyway, the ability can actually go through walls and even ceilings above you. Basically, I always run this robot on Moon near beacon C for a reason.

NOTE: The ability also deals a knockback effect to most small robots if they are nearby (i.e. Orochi, Loki, etc.) This can be useful on maps that aren't as flat as Theseus' sodas, but instead have areas below or above them.

OVERVIEW

No, not "overload," overview. Anyways, you have seen now what the shell is capable of. This robot can become a stalwart beacon tyrant if it is piloted the correct way. It also has somewhat good speed in it's ability, while having the ability to hurt robots that get in its way in the process. So basically, treat it as you would an explosive: Walk carefully, keep your eyes open, avoid open flames, and then the rest is history. Speaking of history, the Orochi you saw on your way through this robot's bio is an example of Shell's destructive prowess.
#2: Fenrir
BASE STATS (Level 1 MK. 1)
HP: 99,190.
SPEED: 42 KM/H.
NOTE: Speed increases in the mobility mode.
WEAPON SLOTS: 1x Heavy, 2x Medium.

Growing up, I'm sure we all had our share of "urban legends." You know, like vampires, Slenderman, and the like. But what if I told you that one of them actually exists, has massive health, and can resist almost any attack with ease, while ripping any enemy in the way to shreds
What? A werewolf? No i mean the Fenrir, because the Fenrir isn't a wolf and it can't...shapeshift... On second thought, I'm gonna go make sure my nightlight is on.

Suggestions for weapons for this lycanth.. I mean robot, can be found below.

1: 1x Bane, 2x Toxin.
2: 1x Devastator/Glory, 2x Havoc/Corona.
3: 1x Calamity, 2x Scourge.
Honorable mentions: 1x Nucleon, 2x Atomizer; 1x Puncher, 2x Fainter.

TIPS:

1: The Fenrir is well known for it's high health and resistances, so obviously it's the stuff of legends among pilots who like holding beacons. It can also function somewhat well as an escort for faster robots.

2: The reason that the weapons I chose for this robot are what they are is because, let's face it, having almost 150k effective health at level 1 makes it profitable to have weapons that can sustain a fight well. I would not recommend Glacier/Cryo simply because it doesn't sustain fire as well as the choices above.

3: The pilots for this robot are interesting. One of them, seemingly War Robots' answer to Santa Claus, can increase its resistances while it is in resistance mode. The second, Linda Cano (yes, the Shell pilot did do something before choosing that robot), increases the shielding while in mobile mode. The third, a fearless, war-tattered veteran (namely, Bernadette Wolff), is the most well known, increasing the HP pool of the Fenrir, albeit disabling the shielding in mobile mode. Take your pick, but I'm going either with Santa or Bernadette.

4: The only real "weakness" this robot has is most likely either EMP'ing it while it's in mobile mode, or tag teaming it with high DPS setups, like Harpies or something else that can stay out of range and/or have abilities that can outweigh the weapons listed.

5: As an added note, there does exist a "traditionalist" skill for this robot, similar to the world-famous T-Falcon. So, if you think you need more health (can't imagine why but), you can scrap mobile mode for extra HP.

OVERVIEW

Simply put, this robot is dangerous. It can hold a beacon all by itself seemingly forever, as well as having firepower to contend with anyone who decides to ignore the "Beware of Dog (or wolf)" sign outside beacon D. My best advice is to run this, or bring huge firepower if you find yourself facing someone who does.

And no, silver bullets don't work.
#1: Phantom
BASE STATS (Level 1 MK. 1)
HP: 96k.
SPEED: 60 KM/H.
WEAPON SLOTS: 1x Medium, 2x Light.

Have you ever wondered what it would be like to be a ghost? If so, and you're reading this, look up "phantom definition" in Google , before I tell you about this robot. Saboteur, beacon capper, tank, the list of this thing's possible roles go on and on and...Oh wait, it's gone.

The best for the best.

1: 1x Scourge, 2x Spark.
2: 1x Atomizer, 2x Quarker.
3: 1x Scorcher, 2x Scald.

TIPS:

1: Having high health, high speed, and the ability to warp into and out of the matrix on 1 button click, you have about 3 Reddit pages' worth of possible combat you can do with this. Usually beacons are the best pursuit, but it can also be an assassin.

2: There is a trick where you can set a teleport point, fall off an edge (like the cliff in castle map), then teleport back to safety. This is useful to distract an enemy, or just astound them why you aren't dead.

3: The robot also gets a slight amount of resistance each time it runs its ability, and this resistance doesn't end till either the ability ends, or you teleport back where you set the teleport point. Either way, it's always nice to have 4 things going for you on one robot anyway.

4: The teleport can also break lock-on weapons briefly. This no doubt makes users of things requiring said lock-on (like Scourge) want to write a 5 part documentary series on why they hate this robot. And no, I didn't do that.

5: If there is a weakness to this robot (not entirely sure), It would probably be EMP's or lockdowns.

NOTE: Lockdown does NOT prevent you from teleporting, only an EMP does.

OVERVIEW

Simply put, this robot, in the right hands, is a true ghost. Actually, a poltergeist. It's generally wise with this robot to remain near cover and limit sustained combat. Just keep in mind, there's a reason it's #1 on this list.
Conclusion
That was a wild ride, wasn't it? By now you're probably wondering "Why aren't these robots considered as meta as meta can be?" (if you aren't that's okay, but I certainly am writing this.) That question I have no answer to, all I know is, It sure can be fun running more then 3 robots. Anyways, that's all from me for now, drop a like or a (constructive) comment, and who knows, maybe I will see you on the battlefield.

See ya, commanders!

- DelusionREALITY.

Credit for all stats in this guide goes to War Robots WIki
2 Comments
BitingWind 29 Aug, 2023 @ 8:42am 
I personally like the fafnir from what I have noticed people think the fafnir is not a good mech anymore but my fafnir with the shield breaching pilot is a force to be reckoned with for a lot of mechs especially since I was able to get some fainters on it to stop people from running. I still have to play carefully but it is really effective.
DelusionalWWR  [author] 12 May, 2023 @ 12:03pm 
Did a robot or weapon choice evade this list that you think is valuable? Feel free to add it in the comments!