Guides The Iron Library

Ultimate guide to Light Robots: from Destrier to Jesse

Here's how to find a good use for your old rusty light robots.
  • Author: RollingThunder
  • Topic: Light robots — every single one of them
  • Level: Intermediate
  • Version: 2.9.3
  • Bonus points for: basically making a robot encyclopedia

 

Destrier

Ol’ Reliable


Max HP: 87000 HP
Weight Class: Light
Top Speed: 55 KPH
Hardpoints: 2x Light
Special Ability: None


Robot Description

Destrier is the first metal face you see when you become a greenhorn in the War Robots universe. As your first bot, a first time pilot can grow an attachment to their first machine. Unfortunately, the Destrier is the only robot in the game to be objectively obsolescent; it is completely outclassed in all categories except hardpoint distribution by Stalker.

Due to this, Destriers are an extinct robot on the top end, except for memorabilia reasons.

Robot Strategy

Its new redesign is a get it done, low production cost chassis for new pilots to grab the controls. As such, it is capable of taking a lot of hits for a small robot initially, with its main weakness against other light/medium tier robots found in the low end being a lack of firepower.

Hit and run tactics are heavily advised as time marches forward; every hit taken means that your legs could be damaged. With speed being Destrier’s only friend, you must keep it as long as you can. Corner shoot when possible and not dangerous to your health.

Weapon Recommendations

Pinatas – Highly effective starting weapon. With the recent reload while firing buff, using Pinatas are now much more forgiving for newbies.

Aphids – Rockets that aim themselves. They are indeed rocket science to master though, with different ways to throw them over obstacles affecting their damage output. These can be bought for Au and are a good long term purchase.

Punishers/Magnums – Continuous fire while flanking targets is an effective way to deal damage without taking much yourself. However, should their attention turn to you, run as fast as your robot legs will carry you to cover. You will fall apart quickly under fire.

 

Schutze

Harasser/Sniper


Max HP: 93000 HP
Weight Class: Light
Top Speed: 55 KPH
Hardpoints: 1x Heavy
Special Ability: None


Robot Description

Schutze holds a couple of unique achievements in the light robot category. It is the first and only light robot to have a heavy hardpoint, and it is also the most durable. Furthermore, it shares the title of having a single hardpoint with Cossack.

Its high speed and heavy hardpoint make it a highly mobile sniper. Not quite geared towards dealing high damage, it makes an unusual if not effective distraction from a center point.

Robot Strategy

Being the only robot capable of packing heavy weapons is a rather unique ability in itself. While it could in theory carry sniping weapons like Trebuchet, Kang Dae and Nashorn, the low damage output of such weapons individually wastes the potential of having high mobility. Instead, Schutze benefits the most from high fire rate/fast reload weapons that grab attention. The prime example is Zeus; such a tiny robot is easily able to maneuver to a position where 600m striking range could heavily inconvenience an enemy in the open that is outranged, while the lightning arcing across the field will quickly garner animosity.

Inversely, the “Thunder Ostrich” takes full if not cheeky advantage of the mobility afforded to a heavy weapon with this bot. A shotgun strapped to the top of this machine allows it to flank distracted medium and heavy robots, coming up point blank and dropping them from behind. However, should the pilot be spotted while flanking, retreat. You have no method of protection except your decision to engage through speed.

Weapon Recommendations

Zeus – As stated above, Zeus is a prime weapon to use with Schutze. Beware this will get you killed after a while; should some other heavy bot with similar weapons get the jump on you, you’ll escape most likely crippled.

Thunder – A strategy not for the faint of heart. It requires timing, deceptive maneuvering and a friend that will run disruption for you. On some days you’ll lose a valuable robot, on others you’ll assassinate many tough brawlers from behind as your teammates grill them up front where their attention is primarily focused. Drive carefully.

 

Cossack

Capper


Max HP: 78000 HP
Weight Class: Light
Top Speed: 58 KPH
Hardpoints: 1x Medium
Special Ability: Jump


Robot Description

The first Jump drive equipped robot, Cossack at one point used to have only 1 light hardpoint. Due to the mercy of Pixonic in later times, it was upped to a medium hardpoint. Is it the lightest and tiniest robot in size and probable weight in WR history, and is as such the most fragile Max HP robot available. You can’t spell fragile without the -agile though, and this robot is highly evasive.

Robot Strategy

The lightweight nature and high speed of this tiny robot naturally lends itself to capture beacon in far off places. It has the same approach to enemies as Destrier; don’t let them get close or you’re toast. Unlike Destrier, however, there are no long range weapons and rather futile medium range weapons for just one medium hardpoint. It is recommended to avoid combat whenever possible, since your hull does not have the integrity to hold up against plasma, and you can easily be destroyed with lock on weapons that cannot be evaded, or explosive mid-range weapons with a large explosive radius. Despite the obvious drawbacks, the constant jumping ability assures that you can randomly change direction when running, confusing enemies that will inevitably attempt to end you before you reach a beacon that a robot without a jump drive would find more difficult to access.

Capitalize on your jump drive, as it allows you to attack from unusual directions. It also makes you very annoying to catch in a hurry. It is your only saving grace.

Weapon Recommendations

ECU – The astute among you might question why it’s a good idea to hand over 100% of your meager firepower for a shield. While Cossack doesn’t have the ability to deal large amount of damage, it is very evasive even compared to endgame light bots like Gareth, Jesse and Stalker, all of which have higher footspeed. The key is to use the ECU’s massive shield health to tank plasma and Zeus/Hydra damage and cap beacons that are inconvenient or are off to the side, and overall be a high priority distraction. There is no means of escape from Pins, Tulumbas, or Tridents, however, so try not to garner too much midrange attention on your way.

Taran – A natural choice. Since Orkans take longer to reload and have half the fire rate of 2 Pinatas, high continuous damage is the way to go. Following the Thunder Ostrich mantra, tag along with another large and heavy robot.

 

Gepard

Hit n’ Run Master


Max HP: 87000 HP
Weight Class: Light
Top Speed: 58 KPH
Hardpoints: 3x Light
Special Ability: None


Robot Description

Gepard is a rather unique bot, and for a time untold it used to crack down on other light bots. Introduced before light bots had anything to their merits but speed, its superior firepower would commonly destroy medium and heavy robots due to use of Magnums in a low level playing field. Today, their reign has subsided, replaced by Gareth as the bot with the highest continuous damage potential. However, this bot still has a nice niche for itself as it is the only light bot that carries the most light hardpoints that can fire at one time.

Robot Strategy

Jesse may have an advantage in the total number of hardpoints carried, but Gepard still possesses the edge in hardpoints wielded at one time. As such, it gains much off using Magnums to continuously peg at a target, rapidly accelerating the time to kill for even large foes from a relatively safe 350m away, unlike the Thunder Ostrich. However, your lower footspeed compared to the newer bots means you need to carefully read a battlefield to avoid being blindsided. Don’t get tunnel vision; be aware to all threats that could take you out.

Weapon Recommendations

Magnums – An ideal choice for this bot, the high continuous damage for these weapons makes them dangerous if they peg at unaware targets. However, this puts you in the range of other plasma weapons. Remains cautious and pick your target carefully.

Punishers – An unlikely choice before the bullet buffs, the amount of bullets ejected from 3 light Punishers is quite surprising. Kite at 375 meters from a target to attract their attention and gun them down, and move in closer when they have low HP to increase your damage by reducing your cone of fire.

Aphids – Jesse has the advantage here; swift fingers can take advantage of the 2 sets of Aphids you can fire per Quick Draw. However, that’s not to say it isn’t a good alternative, due to Jesse’s low availability and larger hitbox.

 

Stalker

Cunning Assassin


Max HP: 90000 HP
Weight Class: Light
Top Speed: 66 KPH
Hardpoints: 2x Light
Special Ability: Stealth


Robot Description

A positively notorious robot during the era or Workshop bots, Stalker is a unique little specimen. It was the first robot to be a complete upgrade over another robot, that being Destrier. It is also the fastest robot in the game, with the top speed of 66 KPH. This, in tandem with its highly annoying Stalker ability made it a positively dangerous swarm robot paired with Magnums, which match cosmetically with the default skin. It is also the second most durable robot, next to Schutze.

Robot Strategy

The Stealth ability of this robot means that for 8 seconds, enemies will be incapable of locking on to open fire on you. Paired with your higher than average HP and best in class speed, this can make for some especially ballsy capture maneuvers on hotly contested central points such as the completely exposed center beacon on Shenzen and the central platform on Yamanatau. This is also good to use to slip by dangerous mid range weaponry like Tridents and Zeus to get within striking distance of slower, heavier bots carrying such weaponry. The ability recharges in 16 seconds.

Watch out for explosives when running in tight spaces (you are still vulnerable to splash damage), and robots like Fujin and Raijin with low hanging weapons that can hit Stalker while stealthed.

Weapon Recommendations

Magnums – Ideal for Stalker. High damage output combined with infinite bullets means it’s quite ideal for taking down targets much larger than yourself. Be wary of other Plasma weapons; in a sparring match between Stalker and other robots that are larger and heavier, Stalker loses. Position yourself to attack the distracted and finish off the weak; roll in behind other medium/heavy robots taking fire from mid-rangers to take them down.

ECU – Same idea as Cossack, on an exponentially more annoying scale. Its high movement speed evades rockets, the shields absorb Plasma, and Stealth allows it to escape from the most dire of situations.

 

Gareth

Sparring Machine


Max HP: 80000 HP
Weight Class: Light
Top Speed: 64 KPH
Hardpoints: 1x Medium, 1x Light
Special Ability: Phalanx Mode


Robot Description

Gareth is a highly capable robot that is rather unique to the Light class. Thanks to the high speed and shield, it is the only light robot that can operate independently from any assistance from another robot, duel Griffins with 2x the HP and firepower, and come out on top. The shield can take quite a beating with 120,000 HP before exploding when destroyed, with no damage to the wielder. It should also be mentioned that Gareth is, in an unlikely turn of events, the second weakest robot in terms of max HP with only 80000 HP, compared to Cossack’s 78000 HP. It ties in footspeed with Jesse and is slightly outpaced by Stalker.

Robot Strategy

Gareth is the prime light robot to capitalize on continuous high damage weaponry. Its medium and light slot, instead of 3 lights like Gepard has, means that weapon synergy is a bit more restricted, but the best use of both slots undoubtedly belongs to Plasma. With the shield allowing it to face off against heavier, less mobile threats equipped with Plasma, this bot can truly hold its own… until the shield goes down. From that point onwards, employ the same tactics you would use it you were using non-shielded robots like Stalker and Gepard with continuous fire weapons.

Due to high speed characteristics with a durable shield, it is excellent at chasing down other light robots and fast but weakly armored medium robots off your teammates. It can even take on Carnage and Rogatka without too much of an issue. Be wary of midrange rocketry though, your shield or your speed cannot outrun them, and the relatively low HP makes you especially vulnerable. A useful tactic when running is that your shield works like an ECU when it’s to your side, meaning you can keep running while taking hit to capture an important point. While shielded, you become 20% slower. Shield draw time is 1 second, on or off.

Weapon Recommendations

1x Taran, 1x Magnum – The uncontested leader in the category, the high continuous damage output of these weapons is an absolute must for light robots, since they don’t have a lot of hardpoints to mount rockets to. This pair consistently spars against heavier, more dangerous robots and comes out on top.

 

Jesse

Versatile Skirmisher


Max HP: 85000 HP
Weight Class: Light
Top Speed: 64 KPH
Hardpoints: 4x Light
Special Ability: Quick Draw


Robot Description

Jesse is the kind of robot that you would assume on paper has dominated the competition. Alas, there’s always a catch. Quick Draw allows for swapping between the 4 weapons onboard, pulling out 2 at a time. This makes it best in class for carrying explosives due to a high carrying capacity for weaponry. It ties in foot speed with Gareth and is slightly outpaced by Stalker as well.

Robot Strategy

Quick Draw is much more suitable for use in bursting down opponents.  While you could swap back and forth between burst weapons and continuous ones, the lack of any protection while shooting a target means that the sooner Jesse is out of the crosshairs, the better.

On all Wild West robots, regardless of current clip usage, weapons reload while they are not active. Weapons holstered cannot be fired unless drawn, but a notable detail about this rule is that the lock-ons generated by your active weapons will also apply instantly to your inactive ones, meaning there’s no need to wait on a lock for a volley of Aphids. Also noteworthy is that swapping weapons changes their height; when swapping for the first time Jesse’s active weapons are above the robot’s head, while swapping again makes them about even with the robot’s main body. Quick Draw takes 10 seconds to charge.

Weapon Recommendations

Aphids – Hands down the best application of this robot. It can destroy heavy robots much larger and more dangerous by slogging them to death, since Quick Draw syncs perfectly with Aphid reload timers. Lob them over low wall onto unsuspecting robots, then claim the beacon when they’re either running or dead. Kite at 375m to hit Plasma robots by dipping your toes into their range.

Pinatas – For an armor piercing alternative, Pinatas are a good choice since they now reload while firing. They require substantially longer than Aphids to reload and do not fire instantly, but they can punch through physical shields. Exercise caution, they require you to get in close at 300m to use.

  • Sagely Potato

    In my experience with the stalker, pinatas can also make a very effective weapon when used in areas with prevalent cover; maximizing damage into a short engagement period to deal massive damage while reducing the amount of time you give for the enemy to react and return fire before you escape back into cover. Similar to how the destrier utilises a pinata loadout but with all the benefits the stalker brings to the table including cloaking to fall back or traverse across open ground to give you a chance to escape relatively unscathed when the enemy closes in and/or gets the jump on you (literally in the case of the Griffin).

    It is of course unsuited for extended engagement periods but in the hands of a pilot with good understanding in how to use the terrain and an eye for holes in the enemy formation it can prove to be an effective hit-and-run guerrilla unit perfect for leading heavy mechs around by the nose while also being more open to independent action, so long as you avoid being cornered.