A Passionate Fan's 6 Pack Equipment Tier Lists (iOS, 2022)
May 9, 2022 22:57:34 GMT -5
Cdr. Crimmins, ᥣᵃᵛᵃʲᵃᵛᵃ, and 2 more like this
Post by 079 on May 9, 2022 22:57:34 GMT -5
As a quick forewarning, I have created these tier lists for the iOS 6 Pack, so any information disparity between the iOS and Android 6 Pack, such as the different rule formats and the different lists of legal equipment, are not directly addressed in any way. Android players are free to use this, but I caution them to take what I say with a grain of salt and recognize they have the responsibility to interpret it for themselves.
Welcome to the unofficial ranking of all the 6 Pack equipment! As a big fan of analyzing and comparing things based on a variety of factors to determine their overall characteristics, I have been wanting to do this for a while, and this was a blast to make! The previous rankings done by Bronzeknee have aged quite a bit now, plus he seems to have had some very noticeable biases towards some robots that screwed their rankings, so I am hoping to bring some updated and refined rankings to the forum! Before I begin, I would like to give a special thanks to the seasoned 6 Pack leader Cdr. Crimmins and honored veterans Ava and HAL 9000 for their contributions to this ranking. They provided me with insight into all the robots and weapons that I did not initially consider, as well as influenced how I prioritized certain characteristics of equipment. However, these rankings are ultimately my opinion, so while their views are reflected to an extent here and I value their input, this is not an accurate representation of how they view the 6 Pack meta. One of the beautiful things about 6 Pack is that it is highly subjective, so everyone will have different opinions on equipments’ usefulness. However, that does not mean there is not a general meta for 6 Pack, which I aim to explain with these rankings!
For reading convenience, I have organized this post into spoilers, so that way you do not have to scroll a ton past all the very, very long sections! The sections are written with being read in order in mind, but feel free to skip around or only look at certain sections. And with that out of the way, enjoy!
Introducing & Explaining the Tier List
Using & Interpreting the Tier Lists
Robot Tier List
For each robot’s entry, its name and given tier will be listed in the header, with a summary of the robot’s strengths, weaknesses, and general strategy at the bottom of each entry. Above the summary will be a list of recommended weapon builds, with an asterix (*) next to a build denoting that it is generally not an optimal build but is still effective enough in Casual Night or special rule sets to warrant mention. Weapons listed in a build separated by a plus (+) means they should be used together, while weapons separated by a slash (/) means they are different options for achieving the same function. Additionally, robots have a star rating out of five stars in four categories: offense, defense, mobility, and utility, which are described below:
- Offense: This rates a robot’s ability to damage or otherwise threaten enemy robots. This measures not only raw firepower, but also influence over the battlefield and danger to the enemy’s strategy.
- Defense: This rates a robot’s ability to defend itself and its territory. This is not just a measurement of durability and shields, but a robot’s ability to hold its ground and halt enemy advancements.
- Mobility: This rates a robot’s ability to cross maps and perform battlefield maneuvers. This does not only look at speed, but also maneuverability, agility, and movement-enhancing abilities.
- Utility: This rates a robot’s battlefield flexibility, versatility, and ability to contribute to its team. This includes a robot’s niches, multirole capabilities, and other traits not covered by other categories.
Fury - S
Offense: ★★★★★
Defense: ★★★☆☆
Mobility: ★★☆☆☆
Utility: ★★★★☆
Recommended Builds
Zeus
Trident
Thunder*
Thunder + Ancile*
Fury plays a key role in the 6 Pack meta by being THE robot for midrange, as it is the only robot able to use more than two heavy weapons at once. When equipped with Tridents or Zeuses, Fury absolutely dominates larger maps and can still be a threat on smaller maps by dealing tons of damage to exposed brawlers with little fear of retaliation. While Fury may not be the most durable of robots, it can defend itself by simply killing whatever is threatening it and by making use of cover, as it is tall enough to peek its weapons over many smaller pieces of cover while protecting its body. Brawling builds for this robot are not optimal, but they can still be potent in the right situations. Players literally build their entire hangars around defense from midrange Fury builds, an easy indication of this robot’s influence over the meta.
Lancelot - S
Offense: ★★★★☆
Defense: ★★★★★
Mobility: ★★★☆☆
Utility: ★★★☆☆
Recommended Builds
Ancile/Thunder + Taran
Ancile/Thunder + Punisher T
Thunder + Orkan
Zeus + Taran/Punisher T
Lancelot plays a key role in the 6 Pack meta by being THE robot for brawling, as it is the only robot able to use one heavy and two medium weapons, arguably the best weapon configuration for brawling, and it possesses a front-facing physical shield. Combine this with a Rush ability for significantly increased mobility when needed, and this robot has it all for both capturing and defending beacons. Its only major weakness is rockets, as its large frame makes dodging them basically impossible, but that of course leads to the infamous “Ancilot”, or a Lancelot with an Ancile, which is a god among men thanks to having both shield types, decent mobility, and good firepower. The Thunder builds are still great though, possessing great burst damage and making good counters to said Ancile builds. What keeps this robot from being perfect is that it is not multirole due to lacking any good midrange builds. But being a nigh-perfect at arguably the most important battlefield role, brawlers, makes Lancelot a staple of any top-end hangar.
Griffin - S
Offense: ★★★★★
Defense: ★★★☆☆
Mobility: ★★★★☆
Utility: ★★★★★
Recommended Builds
Taran + Magnum
Orkan + Pinata/Gust
Punisher T + Punisher
Taran/Orkan/Punisher T + Aphid
Tulumas + Pin*
Molot T + Molot*
Griffin quite simply is a jack of all traits, but the cool part is that it is not a master of none. While other robots will be better at specific tasks, Griffin excels due to its sheer versatility. Two medium and two light weapons lend themselves to a variety of useful builds at any range, and the jump ability only compounds this, as it itself has many useful applications. For brawling builds, the jump is used both offensively to pounce unsuspecting prey, and defensively to get out of a sticky situation. For ranged builds, the jump is mainly used defensively to get out of brawlers’ range or reach a better firing position. The main weakness of Griffin is its durability, as it is rather fragile for a heavy robot. However, this can be accounted for with skillful play, as Griffin is a decent corner-shooter, great ambusher, and can still take a couple hits before going down. If one is looking for a nice, flexible robot to round out a hangar, Griffin is an excellent choice.
Butch - A
Offense: ★★★★☆
Defense: ★★★☆☆
Mobility: ★★★☆☆
Utility: ★★★★☆
Recommended Builds
Zeus + Trident
Zeus/Trident + Thunder
Zeus*
Trident*
Trebuchet*
Butch often finds itself in Fury’s shadow due to the two having rather similar roles on the battlefield, but Butch has many attributes that make it potent in its own right. While it lacks the straight-up punch of Fury, it is better in almost every other respect. Butch is the fastest heavy robot excluding abilities, so it gets around the map surprisingly quickly, and it has slightly higher durability than Fury or Natahsa to boot. But the main thing about Butch is of course its weapon configuration, as the Quick Draw ability has a lot of small nuances one might overlook. One weapon set is at the top of Butch’s hull while the other is on the side of it, meaning it can both corner-shoot and shoot above low cover extremely well. Additionally, Butch is able to mix weapon sets very well, meaning that it can fulfill many tasks at once for great flexibility. This robot is just held a bit back by a lack of burst damage and only a modest brawling capability.
Natasha - A
Offense: ★★★★☆
Defense: ★★★☆☆
Mobility: ★★☆☆☆
Utility: ★★★★☆
Recommended Builds
Zeus + ECU/Gekko/Molot
Trident + Molot/ECU/Pin
Thunder + Ancile + Punisher/Magnum
Zeus/Thunder + Punisher/Magnum*
Natasha is a lot like Butch in that it is compared unfavorably with Fury, but has a couple of tricks up its sleeve to set it apart. First off, Natasha has both slightly more durability and speed than Fury, though not as much as Butch, but the main difference is of course the weapon configuration. Trading a heavy weapon for two light weapons, Natasha lacks the straight-up damage of Fury, but is more versatile. Equipping Molots or Gekkos allows Natasha to deter other ranged builds, ECU affords it great protection from other ranged builds, and Punisher grants hybrid brawling capabilities. Two light weapons are also much better for brawling than one heavy weapon, so Natasha can be much better equipped for the role than Fury or Butch. Natasha also has good corner-shooting with its light weapons. Natasha can be seen as a kind of middle ground between Fury and Butch, having traits of both while still being unique.
Carnage - A
Offense: ★★★☆☆
Defense: ★★★☆☆
Mobility: ★★★☆☆
Utility: ★★★★★
Recommended Builds
Zeus
Trident
Thunder
Ancile + Zeus/Thunder*
Carnage is a rather interesting robot, being able to do a bunch of things in ways that really no other robot can. Its low durability and energy shield mean that it is stronger versus rockets and bullets but much weaker versus plasma than other robots, and while it is rather slow for a medium robot, its Rush ability means it can be strikingly fast when it needs to be. This combination of strength against two damage types and burst mobility means Carnage is both a capable midrange robot and ambusher. This robot must still be wary of rockets and bullets however, due to its shield being rather weak, so if the shield goes down, its weak hull will be completely exposed. One big factor about this robot though is that it is the only medium robot to mount multiple heavy weapons, so in many special rule sets where heavy robots are unavailable, this robot basically has a midrange monopoly. Carnage’s uniqueness is really what makes it so good!
Fujin - A
Offense: ★★★☆☆
Defense: ★★★★☆
Mobility: ★★★☆☆
Utility: ★★★☆☆
Recommended Builds
Punisher T
Orkan
Taran
Tulumbas*
Molot*
Fujin is an interesting robot, as its strategic play-style really sets it apart from the others. It has great firepower in the form of three medium weapons, the strongest energy shield in 6 Pack, and a moderate speed, so it is quite well-rounded at first glance. However, the weaknesses of Fujin are its durability and ability. Fujin is a rather fragile medium robot, meaning that it is very weak against plasma, but its ability grants it amazing protection against rockets and bullets, though with the drawback of significantly reduced movement speed. As a result, Fujin has a rather defensive play-style, being much better for beacon defense than beacon capture, though it still can do beacon capture. Fujin is best when its enemies come to it, as it can compensate for its low speed while the shield is active by not being on the offensive, leading Fujin to really be a pain to root out from its position. Fujin has a learning curve, but it pays off.
Galahad - A
Offense: ★★★☆☆
Defense: ★★★☆☆
Mobility: ★★★★☆
Utility: ★★☆☆☆
Recommended Builds
Punisher T + Punisher
Taran + Magnum
Orkan + Pinata*
Galahad is essentially a mini-Lancelot, possessing far less firepower, less durability, but is much faster. Galahad’s hull is on the weaker end of medium robots, but it has a strong physical shield, so it has amazing defense versus plasma, good defense versus bullets, and terrible defense versus rockets. Only having one medium weapon and two light weapons limits Galahad to high damage builds of short-range plasma and bullets to be potent, but with those two builds it is great for capturing beacons with its mobility and defending beacons with its shield. All of its weapons being on one side of the hull is both good and bad, because it means Galahad is amazing at corner-shooting on the side its weapons are on, but completely lacks the ability to corner-shoot on the other side. While Galahad only has two super-strong builds, those two builds are, well, super-strong except versus rockets, so Galahad is a great choice for a faster robot.
Leo - B+
Offense: ★★★★☆
Defense: ★★★★★
Mobility: ★☆☆☆☆
Utility: ★★★☆☆
Recommended Builds
Thunder + Punisher/Magnum
Ancile + Punisher/Magnum
Zeus + Punisher
Thunder + Pinata*
Ancile/Zeus/Thunder + Aphid*
Leo is a pretty simple robot to describe: it is a big, lumbering tank. Possessing great firepower and the second highest durability in 6 Pack, this robot clearly lends itself to brawling quite well. Like Fujin in a way, it is best for Leo to remain behind cover and play the defensive game, where targets are forced to come to it and face its durability and firepower. Also, since it is so hearty, Leo can also take a few hits to advance to a difficult-to-reach position if need be. Beyond its durability, Leo’s weapon configuration allows it to be rather versatile, as it can mount many effective brawling builds, some Aphid builds, and even some ranged builds. Leo only has one weakness, but this weakness is not a small one: it is the slowest robot in 6 Pack. Thus, Leo can be taken advantage of by enemy range or faster robots to score essentially free hits on its all-important durability. Leo is easy to understand, but requires a surprising amount of finesse to master.
Raijin - B+
Offense: ★★★★☆
Defense: ★★★★★
Mobility: ★☆☆☆☆
Utility: ★★★☆☆
Recommended Builds
Zeus
Trident
Thunder
Ancile + Thunder/Zeus*
Raijin can essentially be described as a mix between the power of Leo and the strategy of Fujin. Not only having the highest durability in 6 Pack but also two physical shields, Raijin's survivability under enemy fire is unmatched, which is complimented well by its two heavy weapons, which also receive a damage boost with its ability. The applications of this robot are easy to discern: it lumbers to a strategic position, activates its ability, and becomes a big, orange turret that can dish out as much damage as it can take. This can be to defend territory with a ranged build or a beacon with a brawling build. Unfortunately though, Raijin is a bit worse in practice than on paper. This mainly comes in how its ability renders it completely immobile, meaning it relies on enemies coming to it, which unfortunately leaves it very vulnerable to being taken advantage of by corner-shooters, builds that out-range its weapons, or robots with a shield that blocks its weapons. This can be mitigated through skillfully choosing good positions, and then Raijin really shines.
Rhino - B+
Offense: ★★★★☆
Defense: ★★★☆☆
Mobility: ★★★★☆
Utility: ★★★☆☆
Recommended Builds
Punisher T + Punisher
Taran + Magnum
Orkan + Pinata/Gust*
Molot T + Molot*
Rhino is a bit of a strange robot, being a combination of mobility and power that does overall work. Like Raijin, Rhino is not as good as it sounds on paper, as its ability is more clunky than it seems. It is best to think of Rhino as a heavy beacon capper, as unlike a beacon capper like Rogatka, which is mobile enough to effectively beacon hop, Rhino finds itself digging into a position after reaching it instead. This is because unlike many beacon cappers, which are mobile by default, Rhino has to give up a lot of its power to gain its mobility. It obviously loses its medium weapons, which is a lot already, but the fact it cannot swivel its hull freely from its legs or turn quickly is also a huge issue, as the shield only protects its front, so enemies can easily shoot Rhino from the side to bypass the shield. This is not even mentioning rockets, which are the bane of Rhino, plain and simple. Rhino makes up for this by being able to hold its ground better than other beacon cappers, making it much better for defense. One battle Rhino is a flop, the next one it is amazing!
Doc - B-
Offense: ★★★★☆
Defense: ★★☆☆☆
Mobility: ★★★★☆
Utility: ★★★★☆
Recommended Builds
Orkan + Taran/Punisher T/Molot T
Punisher T + Molot T
Taran + Punisher T/Molot T*
Orkan*
Tulumbas*
Doc may seem like a mini-Butch at first glance, having less armor but more speed and a different weapon configuration, but in reality it plays rather differently. Doc is a glass cannon of sorts, sacrificing defense for firepower and mobility, but how it does so is a bit interesting. Doc actually has average durability for a medium robot, but the reason it is regarded as fragile is because the medium robots that have less durability than Doc have shields to make up for it, and two medium weapons at a time is relatively low firepower, so it cannot slug it out with targets like Galahad or Fujin can. However, just like Butch, Doc has lots of nuances that allow skilled users to really turn it into a thing of beauty. One of Doc’s weapon sets sticks really far out from its hull, so it is a great corner-shooter, which combines well with its above average speed to allow it to constantly remain just out of reach of targets while still hitting them. Doc also excels at supporting teammates due to its great overall damage potential. Doc is a sly robot, do not underestimate it!
Rogatka - B-
Offense: ★★★☆☆
Defense: ★★★☆☆
Mobility: ★★★★★
Utility: ★★★☆☆
Recommended Builds
Taran
Orkan
Punisher T
Rogatka is easily the most mobile robot in 6 Pack, and it also has some power to back that mobility up. Some robots are faster than it, but they lack the Jump ability, which is really what puts Rogatka at the top. Jumping allows it to cover distance faster, bypass obstacles other robots must traverse, and dodge enemy fire, which is only amplified by its rather short recharge. Aside from its stellar mobility, Rogatka has average durability and slightly below average but still respectable firepower, things other hyper-mobile robots cannot also say, which makes Rogatka the premier dedicated beacon-capping robot of 6 Pack. The main weakness of this robot is that it lacks the power to face most opponents head-on, meaning that while it can quickly reach beacons, it usually has to give them up once an enemy arrives or face destruction. Even so, Rogatka can create tons of issues that pull enemies off the front lines, meaning it is a highly mobile threat.
Gl. Patton - B-
Offense: ★★★☆☆
Defense: ★★☆☆☆
Mobility: ★★☆☆☆
Utility: ★★★★☆
Recommended Builds
Aphid
Gekko
Punisher*
Gust*
Pinata*
Magnum*
Gl. Patton lacks the power of many robots, and even the mobility of many robots, but it occupies some significant niches that are what make it notable. Being the only robot in 6 Pack that can use four light weapons at once, Gl. Patton can effectively utilize several unusual weapons, some even more so than Leo or Bolt. These mainly include support or harassment builds such as Aphids or Gekkos, as these weapons only work well in clusters and thus lend themselves well to this robot. This robot typically cannot capture or defend beacons, but when in special rule sets that eliminate most of the heavier robots, Gl. Patton can be seen equipped with direct assault weapons as a glass cannon or an ambusher. Additionally, Gl. Patton lends itself well to anti-meta builds, as Aphids counter slow heavy robots and Gekkos counter the midrange Carnage seen in many special rule sets. This robot is versatile, but lacks substantial power or mobility.
Bolt - B-
Offense: ★★☆☆☆
Defense: ★★☆☆☆
Mobility: ★★★★★
Utility: ★★★★☆
Recommended Builds
Aphid
Gust
Pinata
Punisher
ECU + Punisher/Magnum
Magnum*
Bolt, along with Jesse, is one of the only light robots that are easily viable in Casual Night since it is surprisingly similar to Gl. Patton. Having low durability makes Bolt unsuitable for beacon defense, and only able to capture beacons when it is flanking or being ignored, but it still has some niches. Its three light weapons lend Bolt to being a good harasser and ambusher, especially when its high speed and Dash ability are taken into consideration. The ability is particularly notable, as it allows Bolt to perform maneuvers only it can, such as walking to danger to deliver a payload and then dashing away, dashing into a target for an ambush, simply covering distance faster than just walking, or performing the coveted super-dash on maps that allow it. Putting Casual Night aside, Bolt can really come into its own in special rule sets where heavier robots are limited or absent, where it can be a mobile threat. Many consider Bolt as the best light robot.
Jesse - C
Offense: ★★★☆☆
Defense: ★★☆☆☆
Mobility: ★★★★☆
Utility: ★★★☆☆
Recommended Builds
Aphid
Punisher/Magnum + Pinata/Gust*
Punisher/Magnum + Aphid*
Jesse is frequently seen as a faster, lighter Gl. Patton, and that description is not that far off. Jesse’s great speed makes it able to avoid threats a lot better than Gl. Patton, but much less armor means it is even worse off when caught. Additionally, only being able to swap its weapons every ten seconds, rather than having all weapons at once, of course limits Jesse’s firepower, but not for all builds. Aphids have a ten second reload, meaning they perfectly sync with Jesse’s ability, making Aphids the premier build for Jesse, as it is better than Bolt or Gl. Patton for this. In fact, it being so strong with Aphids is why even though Bolt is better in almost every other rule set, Jesse is the best light robot for Casual Night, as Aphids are easily the best build for light robots or Gl. Patton to fight heavier robots with. Outside of Aphids, Jesse still can effectively mix weapons like Doc or Butch, but this is only seen in special rule sets.
Vityaz - C
Offense: ★★★☆☆
Defense: ★★★☆☆
Mobility: ★★☆☆☆
Utility: ★★★☆☆
Recommended Builds
Thunder + Punisher/Magnum
Ancile + Punisher/Magnum
Zeus + Punisher/Magnum
Zeus + Molot/Gekko*
Trident + Pin*
Vityaz is an interesting case, as its strengths lie under its surface and only become apparent on special rule sets. On Casual Night, this robot receives essentially no play because it is outclassed by heavier robots that have much more durability and firepower without giving up much mobility. However, in special rule sets where said heavier robots are absent, it quickly becomes apparent that Vityaz is rather strong for what it is. Average firepower, slightly above average durability, and respectable mobility despite being one of the slowest medium robots, makes Vityaz quite well-rounded, able to utilize close and medium range weapons well. The premier special rule sets for Vityaz are the Point Systems and Medium Robots Only rule sets, as players can use Vityaz’s versatility to compliment other robots to round out a hangar, or build a hangar with multiple Vityaz builds. Vityaz is great in the right rule set, but unfortunately falls flat in more general play.
Boa - C
Offense: ★★★☆☆
Defense: ★★★★☆
Mobility: ★★☆☆☆
Utility: ★☆☆☆☆
Recommended Builds
Thunder + Taran/Punisher T
Thunder + Orkan
Zeus + Taran/Punisher T
Boa is commonly called a mini-Leo, which is an accurate description of its strengths and weaknesses. Boa is the most durable medium robot by far, even being more durable than some heavy robots, so it obviously makes a great tank. The problem with Boa is the somewhat strange balance of firepower and mobility it has to back up that durability. One heavy weapon and one medium weapon are a good combination for brawling, but it just is a bit lacking in damage output, so while Boa does not die quickly, it also cannot destroy its target quickly like Leo or Lancelot. Boa’s mobility is interesting, as it does combine well with its durability to allow it to cross no man’s land to reach positions other robots could not, but is limited by being one of slowest medium robots, only slightly faster than most heavy robots. Boa is great at what it does, which is being a tank with a bit more mobility than normal, but is unfortunately outclassed due to lacking punch.
Golem - C
Offense: ★★★☆☆
Defense: ★★★☆☆
Mobility: ★★☆☆☆
Utility: ★★☆☆☆
Recommended Builds
Trident + Tulumbas + Pin
Zeus + Molot T + Molot
Ancile + Punisher T+ Punisher*
Ancile + Taran + Magnum*
Golem is the black sheep of medium robots, trying to do many things but not doing any of them exceptionally well. It is most comparable to Vityaz, as it gives up a chunk of durability for some more firepower, but this tradeoff is not exactly favorable. Golem is better at midrange than Vityaz since firepower is more important for that battlefield role, but Golem is a lot worse at brawling since it gives up too much durability for the firepower to make up for it. Golem’s strange weapon configuration does not help its case either, as it lacks uniformity for builds like short range plasma or rockets further lessening its firepower advantage. Despite this, Golem is still a decent weapons platform with a bit more mobility than heavier robots, and it still can take some hits before going down, plus it is one of the best corner-shooters in 6 Pack since all of its weapons stick out from its hull. Golem is a strangely good novelty, but little more.
Stalker - C
Offense: ★★☆☆☆
Defense: ★★☆☆☆
Mobility: ★★★★★
Utility: ★★☆☆☆
Recommended Builds
Punisher
Magnum
Gust
Pinata
Aphid*
ECU + Punisher/Magnum*
Stalker may seem like a cool concept with its Stealth and speed, but in practice it only can make limited success out of those things. The Stealth ability is a good ability, as combined with Stalker’s small frame means only a select few robots can hit Stalker while it is active, allowing for the safe crossing of no man’s land or engaging normally deadly targets. This ability’s usefulness is also complimented well by Stalker’s speed, which is the highest in 6 Pack by a notable amount. The downfall of this robot is that it relies completely on its ability, which heavily limits its flexibility. Only being able to spend a third of its time under Stealth’s protection, Stalker is limited to beacon capping, where the ability is used defensively to avoid enemy encounters, or ambushing, where the ability is used offensively to slant engagements in Stalker’s favor. Stalker can be potent in special rule sets though, as targets are more fragile and thus can be killed during the duration of the Stealth. Stalker is overall a bit gimmicky, but can shine in the right situations.
Gareth - D+
Offense: ★★☆☆☆
Defense: ★★☆☆☆
Mobility: ★★★★☆
Utility: ★☆☆☆☆
Recommended Builds
Punisher T + Punisher
Taran + Magnum
Orkan + Pinata/Gust
Gareth is a robot whose history is honestly more interesting than it itself. Way back in the early days, rockets had different mechanics, where instead of detonating on contact with a robot or cover, they would detonate at the distance the targeted robot was at when they were fired. This means that robots that were fast enough, such as Gareth, could reliably dodge rockets by walking backwards, escaping the splash radius before the rockets detonated. This is worth bringing up because even though rockets were changed to what they are now years ago, people still have a substantial attachment to Gareth and use it despite how unfortunately subpar it is these days. Rockets obliterate Gareth, and its shield is weak enough that bullets will rip through it and even plasma can chew through it in a disappointingly short time. Coupled with its low firepower and abysmal durability, Gareth has basically no punch against most heavy and medium robots. Gareth can shine in special rule sets where said robots are removed, but otherwise, it is just too weak.
Gepard - D-
Offense: ★★☆☆☆
Defense: ★☆☆☆☆
Mobility: ★★★★☆
Utility: ★★☆☆☆
Recommended Builds
Aphid
Punisher
Magnum*
Pinata*
Gepard, like Gareth, has a bit of a history to it, but these days has little going for it. People occasionally bring up the old Magnum Gepard era during the old matchmaker as this robot’s heyday, and it was just that, but the old matchmaker is long gone, and really, that is just the beginning of Gepard’s fall from grace. The main reason this robot is seldom used in Casual Night is because it is just outclassed, plain and simple. It does actually have slightly more durability and speed than Bolt, but not enough to make up for lacking the Dash ability. Gepard also faces unfavorable competition from Jesse, as Jesse is better with Aphids and as a multirole fighter due to its higher durability and extra light weapon. Like many light robots though, Gepard can enter the spotlight in special rule sets where heavier robots that normally crush it are removed, but still struggles to be an appealing choice over Jesse or Bolt. Gepard is outclassed, but not completely useless.
Cossack - F+
Offense: ★☆☆☆☆
Defense: ★☆☆☆☆
Mobility: ★★★★★
Utility: ★☆☆☆☆
Recommended Builds
Taran
Punisher T
Orkan
ECU
Cossack may be a fun robot to use due to its tiny frame and quickly recharging jump, but fun is all this robot unfortunately is. Having virtually non-existent durability, Cossack cannot face anything with any amount of power outside of corner-shooting, which to its credit, it is good at. Like many light robots, Cossack is simply and hopelessly outclassed by many robots in its beacon-capping role, most notably Rogatka, which has more firepower, durability, and speed, making it an objectively better choice. While some outclassed robots can find niches to thrive in, no matter how small, no such niche exists for Cossack outside of a handful of very special situations. Cossack is only seen in special rule sets like Cricket Night or the Point Systems, which essentially force or outright do force players to use them. In any other case, people are using it just for fun. Cossack is fun, but it has absolutely no place in any serious hangar.
Schutze - F-
Offense: ★☆☆☆☆
Defense: ★☆☆☆☆
Mobility: ★★★★☆
Utility: ★☆☆☆☆
Recommended Builds
Zeus
Thunder*
Trident*
Schutze is a novelty and unfortunately not much more. It is the only light robot to mount a heavy weapon, has above average durability for a light robot, and is one of the slowest light robots, meaning it can be thought of as a kind of heavy light robot. Unfortunately, this does not really help its case though, as it is not good at anything it seemingly should be good at. It is outclassed, as any other robot that mounts heavy weapons gains more than enough additional firepower and durability to justify the mobility loss, it lacks the speed and durability to be suitable for beacon running, and only one heavy weapon really is not enough for effective midrange fighting. This robot is only seen in certain special rule sets like Light Night or the Point Systems, as they essentially force or outright force players to use robots like Schutze. It can be interesting in those due to its monopoly on heavy weapons for light robots, but even then it is still mediocre.
Destrier - F-
Offense: ★☆☆☆☆
Defense: ★☆☆☆☆
Mobility: ★★★★☆
Utility: ★☆☆☆☆
Recommended Builds
Aphid
Punisher
Magnum
Pinata
ECU + Punisher/Magnum
Gust*
Destrier, to nobody’s surprise, is the worst robot in 6 Pack. Destrier’s only notable trait is its above average speed, but abysmal firepower and durability mean that speed is basically wasted. This robot is hopelessly outclassed by so many light, medium, and heavy robots, it is honestly comical. Cossack is mobile and Schutze has its heavy weapon, but Destier has absolutely nothing unique to it. But believe it or not, there are uses for Destrier! In the Point Systems special rule sets for example, Destrier is the only robot worth one point that can equip a shield and still have a weapon to defend itself, so it warrants use over Cossack or Schutze for that very reason. Other than microscopic niches like that, Destrier is no good for anything other than the butt of a joke. But that is the beauty of 6 Pack, that all equipment, even stinking Destrier, can have an actual use. Unless in very special situations like the one described above, Destrier is a no-go.
Heavy Weapon Tier List
For each equipment piece’s entry, its name and given tier will be listed in the header, with a summary of the piece’s strengths, weaknesses, and general strategy at the bottom of each entry. Additionally, every equipment piece has a star rating out of five stars in two out of three categories: power and utility for weapons, and protection and utility for shields, which are described below:
- Power: The weapon’s damage output and ability to threaten other robots. This is not just a measure of DPS, but also range, shield penetration, and ability to beat other weapons in engaugments.
- Protection: The shield’s ability to keep robots from being damaged. This measures not only durability, but also coverage, ease of use, and how many weapons it works against.
- Utility: The versatility and non-damage/shielding factors of an equipment piece. This includes characteristics such as accuracy and psychological impact on the target for weapons, and enabling unique combat maneuvers in addition to making a robot tougher for shields.
Zeus - S
Power: ★★★★☆
Utility: ★★★★★
Zeus has earned quite a bit of notoriety in the current 6 Pack meta, and this reputation is by no means undeserved. Steady damage buffs from Pixonic have turned this weapon into an absolute beast over the past couple years, as it now hits as hard as Trebuchet. 600 meter range and a 5 second reload means that Zeus is a premier midrange weapon, and it can even fight at closer ranges when necessary, as it delivers withering bursts of damage with only a brief time spent reloading. It is so potent that physical shields are actually not a severe deterrent because it has the damage to just chew through them! Zeus’ only weakness is its lock-on delay of 3 seconds, as targeting hiccups or other situations that result in the lock-on being lost are exceptionally punishing and often can sway engagements.
Trident - S
Power: ★★★★☆
Utility: ★★★★★
Trident, while it has recently been losing ground to Zeus for general midrange and has always been inferior to both it and Thunder for brawling, has been and still is a crucial part of the 6 Pack meta. 600 meter range, impressive damage with a full magazine, and a decently quick reload make for an exceptional weapon. The primary trait of Trident is its splash damage, as it allows the weapon to hit around cover or slightly beyond its maximum range, and bypass robots’ physical shields. This makes Trident the premier weapon for countering popular robots like Galahad and Lancelot, a niche that essentially guarantees its long-term relevance. Trident’s weakness is that its damage massively drops after its burst, but this is mitigated by its reloading while firing, meaning that careful ammunition management will minimize vulnerable periods.
Thunder - S
Power: ★★★★★
Utility: ★★★☆☆
Thunder may be the premier heavy brawling weapon because it is the only such weapon, but that does not take away from its effectiveness at all. It may not have the highest damage per hit, but firing 9 shots that each deal no small amount of damage means Thunder can pound and pound targets, turning most into scrap in easily under 10 seconds. The big weakness that comes with this power is the Thunder’s spread, which makes its damage quickly become pitifully low the farther away a target is. However, Thunder is not useless at range, as despite its spread, it can still damage large targets like Leo, Lancelot, and Ancile, the last being the largest application of Thunder at range since the shield catches almost the whole spread and thus is quickly depleted. Thunder is devastating at close range, and still possesses utility at range.
Ancile - S
Protection: ★★★★☆
Utility: ★★★★☆
Ancile requires one to give up a powerful heavy weapon, but the protection it grants is incredible. The shield stops both bullets and rockets using a bubble-like barrier, with a 30 meter radius centered on the host robot. While the shield does not protect against energy projectiles, they do not deplete it, so that is a neutral point. Its bubble shield is Ancile’s defining trait, as it defines how the shield is used and countered. 360° coverage is obviously great, and being able to shield teammates for combo plays is equally great, but extra attention must be given to one’s positioning, as the shield can easily be unintentionally exposed when the host robot itself is hidden, so enemies can deplete the shield and prevent its usage. Lastly, the shield’s regeneration rewards patience, as letting it recharge prevents more damage, so make sure not to get too carried away!
Trebuchet - C
Power: ★★★☆☆
Utility: ★★☆☆☆
Trebuchet falls far behind the brawling and midrange heavy weapons in damage, but its unmistakable battlefield presence grants it a decent niche in the 6 Pack meta. The weapon is most comparable to Zeus, delivering an energy burst of comparable damage, but requiring 3 times longer to charge in exchange for having an extra 500 meters of range. Thus, Trebuchet is the premier sniper weapon of 6 Pack, with skilled users delivering up to 40,000 damage to where it hurts the most. Trebuchet’s recharge is what holds it back, as that means it lacks the damage to properly prevent enemy offensives. It often relies on fear tactics to keep enemies behind cover when it cannot actually damage them, so if enemies understand the weapon, they can keep a mental timer of its charge cycle or simply cut their losses and press on, nullifying its effect.
Nashorn - D
Power: ★★☆☆☆
Utility: ★★☆☆☆
Nashorn is a weapon that feels like it just kind of exists, which is not an inaccurate description to its actual place in the 6 Pack meta. Nashorn has the same range of Trebuchet, but in reality operates very differently, being a bombardment cannon instead of a sniper weapon. Nashorn seemingly fills in the niche of being a deterrent to the ever-prevalent midrange builds, but unfortunately lacks the damage to do the role optimally. This weapon does have some bite, but it is rather outclassed by Trebuchet due to lack of a flexible charge mechanism and not penetrating any shields. Nashorn does have more sustained damage than Trebuchet, but needs to be constantly firing to use it, and then it competes with Molot/Molot T, weapons with far more sustained damage and only a little less range. Nashorn seems decent, but is outclassed within its niche.
Kang Dae - F
Power: ★☆☆☆☆
Utility: ★☆☆☆☆
Kang Dae on paper feels like a weapon that has lots of potential with countering more popular weapons, but it is disappointingly weak in practice. This weapon cannot be properly discussed without bringing up its history though. Kang Dae used to operate largely like Nashorn, having the same range but higher damage in exchange for a longer reload, making it an intermediate between Nashorn and Trebuchet, but it was then rebalanced to have less range and damage in exchange for a much shorter reload. This update proved unfavorable for it though, as while it now has a more unique identity, its damage is just pitiful. Nashorn is better as a long-range bombardment cannon, and Molot/Molot T are much better for midrange deterrent, so despite its seeming advantages on paper, Kang Dae has no niche to speak of and lies essentially forgotten.
Zenit - F
Power: ★☆☆☆☆
Utility: ★★☆☆☆
Zenit has always been a meme within the War Robots community, with any attempts to use the weapon in serious ways ending in failure if not comical disaster. 6 pack likes to pride itself on making many of the game’s worst items have a home, but Zenit is unfortunately beyond saving. The issues of this weapon are numerous, but boil down to that its missiles take too long to reach the target area and enemies can simply walk directly towards or away from the build to make shot leading impossible, and that the damage is only okay when the missiles are able to constantly hit the target. While the missile travel time can be shortened by being closer to the target, that runs the risk of entering the 300 meter dead zone where Zenit is useless. The weapon is annoying, which gives it troll value, but using Zenit for anything beyond that is a lost cause.
Medium Weapon Tier List
For each equipment piece’s entry, its name and given tier will be listed in the header, with a summary of the piece’s strengths, weaknesses, and general strategy at the bottom of each entry. Additionally, every equipment piece has a star rating out of five stars in two out of three categories: power and utility for weapons, and protection and utility for shields, which are described below:
- Power: The weapon’s damage output and ability to threaten other robots. This is not just a measure of DPS, but also range, shield penetration, and ability to beat other weapons in engaugments.
- Protection: The shield’s ability to keep robots from being damaged. This measures not only durability, but also coverage, ease of use, and how many weapons it works against.
- Utility: The versatility and non-damage/shielding factors of an equipment piece. This includes characteristics such as accuracy and psychological impact on the target for weapons, and enabling unique combat maneuvers in addition to making a robot tougher for shields.
Taran - S+
Power: ★★★★★
Utility: ★★★★☆
Taran is a fan-favorite weapon in the community due to its surprisingly charming visual and sound design, but in 6 Pack, it means nothing short of serious business. While its range of 350 meters means builds using it can fall prey to midrange, this is easily compensated for by good burst damage and great sustained damage, which is enabled by Taran’s firing mechanism, where it fires small, rapid bursts of plasmoids with brief windows between them, allowing for some quick damage in a small window or unloading burst after burst in a slug-out. Taran is also very accurate all the way up to its 350 meter limit, and has virtually no vulnerable periods, which combine with its damage to make it a premier brawling weapon. Taran’s energy damage is weak to physical shields, but its energy shield penetration and other traits are more than worth it.
Punisher T - S+
Power: ★★★★☆
Utility: ★★★★★
Punisher T and its light variant are truly classic War Robots weapons, and even years later, they continue to deliver on multiple fronts. A simple yet nuanced weapon, Punisher T turns seeming weaknesses into strengths with the correct utilization. Its kinetic damage means Punisher T needs to take time to deplete energy shields, but its incredible sustained damage means it can easily do that in addition to shredding physical shields and bare robots. In fact, at ultra-close range where all its bullets hit, Punisher T outdoes even Taran, but this damage is somewhat hindered by its spread, which makes more and more bullets miss as distance increases. But this spread is not terrible, meaning Punisher T still performs admirably at 400+ meters. Punisher T’s longer reload is its achilles heel, but careful ammunition management alleviates that.
Orkan - S-
Power: ★★★★☆
Utility: ★★★★☆
Orkan is a weapon nobody wants to see when entering a brawl, as it is as deadly as it is devious. Having an exceptionally short range of 300 meters means Orkan builds have to suffer some damage to deliver their payload, but the damage of said payload makes that easily worth it. While its rockets are rather slow, the close range and their splash damage makes aiming rather easy, so delivering a Orkan’s infamous barrage is a straightforward accord. The splash also means Orkan can attack around corners or slightly beyond its maximum range, which compliment its ambush style of play well. As for the actual damage, Orkan does the highest burst damage in 6 Pack in under 5 seconds, cementing it as the premier ambush weapon. Mind the long reload and energy shields though, as without a payload accumulated, Orkan is but a slow trickle.
Molot T - A
Power: ★★★☆☆
Utility: ★★★★★
Molot T is a weapon that is much better than one would think, given the state of most long range weapons in 6 Pack. What Molot T does to be successful is that rather than being a sniper weapon like Trebuchet or a bombardment cannon like Nashorn or Kang Dae, it has the highly successful firing mechanics of Punisher T, but extended out to 800 meters. The weapon reaches maximum damage potential at around 400 meters, so builds can stay well out of brawling range, and deliver respectable damage until around 700 meters, so builds can harass midrange as well. Molot T’s versatility is further improved by its damage being high enough to let it brawl in a pinch, but only in a pinch. Molot T is what Kang Dae and Nashorn are trying to be, which is an effective counter to meta brawling and midrange builds without losing too much raw potential.
Tulumbas - B
Power: ★★☆☆☆
Utility: ★★★☆☆
Tulumbas has had a somewhat turbulent journey through War Robots’ many updates, but it manages to still be a decent option for the midrange game. Tulumbas is a sort of hybrid between Trident and Orkan, having middling range like the former and having a payload of weak individually but strong together rockets like the latter. Some prefer the Tulumbas’ old firing mechanics, where it did not reload while firing but unloaded more quickly, but it is largely a wash objectively and overall does not amount to much. Tulumbas’ bigger issue is that it is overshadowed by Trident, which deals comparable damage and has an additional 100 meters of range, which really does make an impact against Punisher (T) or Zeus. Tulumbas is still decent though, having good splash to reach around cover or slightly beyond 500 meters, and is cheaper than Trident.
ECU - C
Protection: ★★★☆☆
Utility: ★★★☆☆
ECU does not carry nearly the reputation that Ancile has, but that does not make it bad necessarily. The main issue with ECU is that it is just too clunky to use to be totally worth the loss of firepower, especially a medium weapon. ECU sticks out to the side of the host robot from the hard-point it was equipped on, which means it does not block damage unless it is turned toward the damage source, which has the extremely unfortunate consequence of making the host robot not be able to attack said source. Additionally, while ECU only provides protection against 2 types of damage, it is damaged by all 3, unlike Ancile, and receives double damage from one of them. Despite all this, ECU can still be effective, as host robots can use it while reloading, and the ability to block plasma is a huge advantage over Ancile, so ECU has its uses.
Hydra - D
Power: ★☆☆☆☆
Utility: ★★☆☆☆
Hydra is a weapon that nobody takes too seriously, but also are not foolish enough to underestimate. Hydra no doubt is primarily a troll weapon, with builds being able to easily remain out of enemies’ reach while delivering a stream of infuriating homing missiles. Hydra has little burst damage and is essentially useless against energy shields, yet it does just enough damage that it cannot be completely ignored. Given enough time and that the target does not enter cover and wait for the build to lose interest, Hydra can wear down any unshielded robot. Hydra is also great at picking off low health robots before they deal more damage. But Hdyra’s meme status is completely warranted, as its damage is not near enough to compare to other midrange weapons, and many users sit in the build far after it stops being funny and becomes a liability.
Light Weapon Tier List
For each equipment piece’s entry, its name and given tier will be listed in the header, with a summary of the piece’s strengths, weaknesses, and general strategy at the bottom of each entry. Additionally, every equipment piece has a star rating out of five stars in two out of three categories: power and utility for weapons, and protection and utility for shields, which are described below:
- Power: The weapon’s damage output and ability to threaten other robots. This is not just a measure of DPS, but also range, shield penetration, and ability to beat other weapons in engaugments.
- Protection: The shield’s ability to keep robots from being damaged. This measures not only durability, but also coverage, ease of use, and how many weapons it works against.
- Utility: The versatility and non-damage/shielding factors of an equipment piece. This includes characteristics such as accuracy and psychological impact on the target for weapons, and enabling unique combat maneuvers in addition to making a robot tougher for shields.
Magnum - S+
Power: ★★★★★
Utility: ★★★★☆
Magnum is one of the premier brawling weapons of 6 Pack due to its brutal simplicity. Taran is considered Magnum’ medium counterpart, but Magnum actually operates quite differently from it, which is rather unique for a light weapon. Delivering a somewhat powerful plasmoid every .55 seconds with infinite ammunition, Magnum is all about sustained damage, able to fire and fire until its bot or the target is destroyed. Magnum thus has no vulnerable periods, which combines with its high accuracy all the way up to its 350 meter maximum range to create the perfect weapon for an armored brawler to slug it out with another one for a beacon. The 350 meter range is a limiting factor, as Magnum builds fall prey to midrange, and lacking burst damage means it must be mindful of ambushers and physical shields, but Magnum is an amazing weapon.
Punisher - S+
Power: ★★★★☆
Utility: ★★★★★
Punisher may just be a weaker version of its medium counterpart, but being a weaker version of Punisher T means this is one heck of a light weapon! Plus, since Punisher T was not in the original releases of War Robots, Punisher is even more classic than that weapon. As for actual combat prowess, Punisher is a universal weapon, being worse than other weapons at specific things but not doing anything particularly badly. It has crazy damage at ultra-close range, shredding physical shields and bare robots, and though it needs to take time to deplete physical shields, its raw damage means it easily can. Punisher’s spread does hamper its damage at further distances, but it can still be a threat at even 400 meters. Punisher’s drawback is of course its 10 second reload, which can be brutal at times, but it is nonetheless a phenomenal weapon.
Pinata - S-
Power: ★★★★☆
Utility: ★★★★☆
Pinata is a rather strange weapon, as despite being admittedly rather weak, it still is a premier light weapon for brawling. This is because Pinata is the sole filler of the very meta-relevant role of close-range rockets, so even though it feels underwhelming for the job, there is no direct replacement for it. That being said though, if one finds the damage and splash of Pinata to not be worth the low and range and long reload, it can be swapped for Punisher or Gust, since those two weapons exhibit somewhat similar damage properties but have more sustained damage. Pinata still has clear and important uses though, the most obvious one being that it combines well with Orkan to form a homogenous build, and can be fitted on a robot with several light hard-points such as Gl. Patton or Leo to form a more unique ambush build. Pinata is also very accessible.
Aphid - A
Power: ★★★☆☆
Utility: ★★★★☆
Aphid is a standout weapon, being the only homing missile to truly be viable, and is in fact very viable. Aphid exists almost in a niche of its own, being a weapon that is meant to soften up enemies like Zeus or Trident, but doing so in a very unique way. Aphid’s low range, decently long reload, and higher price allow it to have substantial damage per hit, especially for a light weapon. When used on a robot like Gl. Patton or Jesse, a cluster of these weapons can easily drain a quarter of a heavy robot’s health while remaining behind cover, thanks to its homing characteristics. Aphid’s missiles have unique behavior, as while they still fly over cover and home in on targets, they take a more direct path than Hydra or Spiral missiles and are more prone to missing targets, especially mobile ones. Aphid’s weakness is that it cannot brawl at all.
Molot - A
Power: ★★★☆☆
Utility: ★★★★★
Molot, much in the same vein as Punisher, is a scaled down version of its medium counterpart, so it works the same way as that weapon. Molot differs from Punisher, however, in that it is not quite powerful enough to justify being used on a robot like Gl. Patton when robots with more raw firepower are available. Punisher can be equipped on robots like Stalker, Jesse, and Bolt, all robots that use it well as wingmen or harassers, but when it comes to long range, robots having good hard-points is paramount to offset the lower general damage output of long range weapons. Thus, while a Molot Gl. Patton is not bad per se, it is hard to justify that build over a Molot T/Molot Griffin or Molot T Fujin, given the Molot family’s role of anti-midrange and slowing enemy advancements. Molot clearly goes well with Molot T, but somewhat struggles on its own.
Gekko - B
Power: ★★☆☆☆
Utility: ★★★★☆
Gekko has an extremely unique place in the 6 Pack meta, as it is a weapon that shines in rather unusual circumstances. Gekko has interesting firing mechanics, with its full magazine delivering roughly the damage of a Zeus burst and it reloading while firing. However, it takes a long time to both unload and reload, so this damage potential is difficult to utilize in practice. Gekko sees its greatest applications in special rule sets, as in Casual Night it comes off as a Molot wannabe, but in special rule sets that eliminate popular Molot platforms like Griffin and Fujin and have a midrange Carnage meta, Gekko’s burst damage and energy damage bring it into the spotlight as a premier anti-meta weapon. Unfortunately, Gekko’s price means that most do not use it due to having better things to buy, but this weapon is by no means bad.
Gust - B
Power: ★★★☆☆
Utility: ★★★☆☆
Gust seems like it would have a lot of potential, and while it does not live up to that potential, it still is a respectable weapon. In practice, it functions similarly to the Pinata, being a close-range weapon that can quickly unload a ton of damage, but then has to reload. Gust has a noticeable damage advantage over Pinata thanks to its higher burst damage and shorter reload, but this is hamstrung by its spread. Similar to Thunder, Gust must be at ultra-close range to deal full damage and at farther ranges, it is useful mainly to probe large targets like Lancelot or especially an Ancile shield. The unfortunate reality for Gust is that most robots that carry light hard-points have a difficult time utilizing it, since they lack the durability needed to get up close for the full damage. There are robots that can utilize Gust though, such as Leo, Griffin, or Stalker.
ECU - C
Protection: ★★★☆☆
Utility: ★★★☆☆
ECU on light hard-points is not as problematic as it is on medium ones, since less firepower is given up in order to have it, but ECU still finds itself being a rather unpopular item. The loss of Punisher, Magnum, or even Aphid leads to a tangible reduction in damage output, and since many robots with light hard-points already have lower firepower, they cannot afford to lose additional weapons for a clunky shield. ECU is damaged by rockets despite not protecting against them and is shredded by bullets, but its protection against Plasma is substantial. The main deal-breaker for it is that the host robot needs to stop firing to use ECU, a very unfavorable trade-off. However, there are notable robots that can do well with light hard-point ECU(s), such as Natasha, Leo, and even Rhino, since ECU makes its Assault Mode less vulnerable.
Pin - D
Power: ★★☆☆☆
Utility: ★★☆☆☆
Pin, much like its medium counterpart, has had a rough journey through War Robot’s history, but it is even worse off than that weapon. Pin has been overshadowed by Tulumbas since day one really, but with its older firing mechanics, it actually did have a bit of a unique identity. Tulumbas reloaded 8 rockets in 18 seconds while Pin reloaded 4 in 12 and unloads those rockets more quickly, so while Tulumbas clearly had more damage, Pin was able to fire more frequently, so it could have a bit more of a battlefield presence, meaning something like a Pin Gl. Patton was surprisingly justifiable. However, in its current state, it takes roughly the same time to unload as Tulumbas, and the reload while firing mechanic eliminates the shorter reload advantage. Thus, Pin is only seen complimenting Tulumbas and Trident, with little independence.
Spiral - D
Power: ★☆☆☆☆
Utility: ★★☆☆☆
Spiral, like its medium counterpart, occupies a niche that can have potential, but lacks the damage to be much more than a meme. Spiral does have different firing mechanics than Hydra, rapidly firing 3 missiles instead or slowly firing 6 missiles, meaning that while it has less sustained damage, it has more burst damage, which is surprisingly useful for a weapon like this, since it gives targets much less time to get behind cover. Thus, something like a Spiral Gl. Patton or Jesse actually has advantages over a Hydra Fujin or Doc, for example. This also explains the Hydra/Spiral Griffin is the most popular 600 meter homing missile build, as it combines both weapons to gain the advantages of both. Spiral is sneaky, annoying, and is good for finishing off low health robots, but is seldom used due to simply not having enough raw damage.
Noricum - F
Power: ★☆☆☆☆
Utility: ★★☆☆☆
Noricum is honestly the cult weapon of 6 Pack, with a dedicated few swearing by it while getting shunned by everyone else. Even those who use Noricum are often just trolling, but a handful of people believe that it is a genuinely viable and underrated weapon. This is because Noricum has different firing mechanics than its heavy counterpart, Zenit, granting a number of advantages over that weapon. Noricum unloads in a burst instead of a steady stream, and the missiles travel much faster, meaning targets have less time to react and get more damage dumped on them at once than with Zenit. However, and this is what dedicated users are often unwilling to admit, the damage is still pitiful, and the large spread means only Anciles catch the full volley. Plus, Noricum lacks the psychological impact of Zenit. Noricum is funny, but ultimately useless.
With all of the explaining of how the tier lists work and what you can get out of them, I can now wrap things up and give the final disclaimer regarding something of this nature. While I am proud of what I have made here and personally consider it to be an overall reliable analysis of the 6 Pack meta, you should not take it as gospel.
Unlike the live server, where there is a rigid hierarchy of equipment and using the less effective options often guarantees defeat, 6 Pack gives much more room to the player to maximize what they have and be able to do well with anything. Thus, do not feel that exclusively using the highest-rated robots and weapons is required to do well, as while it certainly helps, it is indeed not required. Also, while I did my best to make the tier lists well-rounded, they do have some weaknesses for some rule sets, such as Gareth being one of the lower-ranked light robots being inaccurate for Light Robot Only special rule sets, where it is one of the best robots. So, use your own judgment when making decisions, and feel free to consult other players, as many veterans will gladly discuss equipments’ effectiveness. I am not the only player in 6 Pack who likes sharing opinions, so use all the resources you can to get educated!
Moving on to a much larger point though, and what I see as the main knock against a ranking like this: many players would argue that the spirit of 6 Pack is that it lets players do whatever they want without being slaves to a system, and that saying 6 Pack has a well-defined meta, which is basically what these tier lists do, takes the fun out of it. Well, I say more power to them! Except for Destrier, no robot or weapon is objectively better than another, so players are free to use what best suits their play style, or is just what they want to use at that given time. They may not be the most effective that they can be, but if they are having fun, does it really matter? But with that said, I see it is a pretty common question among newcomers as to what you should get when starting 6 Pack, and all players should pay at least some attention to the effectiveness of their hangar, as there does come a point where while they may be having fun, they are ineffective to the point of being a liability for their team, thus making it less fun for the other players. Additionally, some players’ way of having fun is being the most effective they can be, and using the best equipment. So, for the inquisitive newcomers and people who want to be the best they can (like myself!), I leave here these tier lists as trusty references, should you want them. With that, I am finished, so thanks for reading (congratulations if you made it all the way through!), and this took a TON of time to make, so I hope something here was educational or at least entertaining!
Welcome to the unofficial ranking of all the 6 Pack equipment! As a big fan of analyzing and comparing things based on a variety of factors to determine their overall characteristics, I have been wanting to do this for a while, and this was a blast to make! The previous rankings done by Bronzeknee have aged quite a bit now, plus he seems to have had some very noticeable biases towards some robots that screwed their rankings, so I am hoping to bring some updated and refined rankings to the forum! Before I begin, I would like to give a special thanks to the seasoned 6 Pack leader Cdr. Crimmins and honored veterans Ava and HAL 9000 for their contributions to this ranking. They provided me with insight into all the robots and weapons that I did not initially consider, as well as influenced how I prioritized certain characteristics of equipment. However, these rankings are ultimately my opinion, so while their views are reflected to an extent here and I value their input, this is not an accurate representation of how they view the 6 Pack meta. One of the beautiful things about 6 Pack is that it is highly subjective, so everyone will have different opinions on equipments’ usefulness. However, that does not mean there is not a general meta for 6 Pack, which I aim to explain with these rankings!
For reading convenience, I have organized this post into spoilers, so that way you do not have to scroll a ton past all the very, very long sections! The sections are written with being read in order in mind, but feel free to skip around or only look at certain sections. And with that out of the way, enjoy!
Introducing & Explaining the Tier List
I initially considered a number ranking of all the robots and weapons, but I realized that many pieces of equipment are too different to make one be reasonably ranked higher than the other in a straight-up list, so I decided on the popular tier list format instead. For those who do not know, a tier list is a ranking system where entries are placed into general tiers, in this case tiers of battlefield effectiveness, with all entries within a tier being generally equal. The highest tier, the S tier, denotes the best entries, with each subsequent tier being for worse entries, ending with the worst entries in the F tier. With this format, I am able to rank equipment to an accurate enough degree, but not have to deal with the nit-picky nature of numbered rankings. Here are the meanings of each tier on my tier list:
S Tier - Upper Meta: Entries are unrivaled in effectiveness in most if not all rule sets that include them
A Tier - Lower Meta: Entries are less powerful than S Tier entries, but are still highly and widely effective
B Tier - Fringe Meta: Entries are more restricted to niches, but those niches are widely effective
C Tier - Outclassed: Entries are less effective in Casual Night, but are highly effective in special rule sets
D Tier - Relegated: Entries are only effective in special rule sets, but are effective in special rule sets
F Tier - Obsolete: Entries are never effective and are only seen in special rule sets that demand their use
In these tier lists, I have chosen to make the ordering of specific entries within each tier be largely arbitrary, meaning that entries next to each other, two spaces apart, or even three spaces apart, are essentially interchangeable based on personal preference. However, I have decided for some tiers to have an “upper tier (denoted by a “+” on entries)” and “lower tier (denoted by a “-” on entries)” within themselves. This means that some entries within a tier are better or worse than others, but not enough to be on a different tier. However, this is minor and only meant to be a bit more accurate with rankings, and only some tiers in each of the lists will have these, so feel free to disregard this detail if it is too complex for you.
With the introduction and basic explanation of the tier system format out of the way, it is time to examine the actual rankings themselves! The biggest player here will be the rule sets of 6 Pack. You may have seen the terms “Casual Night” and “special rule set” be mentioned by me a couple of times by now, so what are they? So, with iOS 6 Pack, at the time of me writing this, the rule set of a fight night is changed on a weekly basis, with it alternating between Casual Night and a randomly selected special rule set. Casual Night, making up half of all fight nights in 6 Pack, is a rule set where the only limitation is that only one Ancilot can be used per hangar, so everything other than that is fair game. Because of its prevalence and how it will be the rules used if the 6 Pack League is ever reinstated, Casual Night is the primary metric used to determine the effectiveness of equipment, and the tier lists most resemble its meta. However, in addition to Casual Night, there are several special rules sets that get rotated in, almost all of which ban certain pieces of equipment, usually heavy robots. Thus, these rule sets can have drastically different metas than Casual Night, and often highlight the traits of several lesser used robots or weapons. I have accounted for special rule sets primarily through mentioning them in the descriptions for each equipment piece, but they also have influenced the rankings to a small extent as well. With this ranking system, I believe I have covered a wide variety of 6 Pack rule sets and their metas, and thus can produce tier lists that, while not perfect for any given rule set, can generally be applied to any rule set.
S Tier - Upper Meta: Entries are unrivaled in effectiveness in most if not all rule sets that include them
A Tier - Lower Meta: Entries are less powerful than S Tier entries, but are still highly and widely effective
B Tier - Fringe Meta: Entries are more restricted to niches, but those niches are widely effective
C Tier - Outclassed: Entries are less effective in Casual Night, but are highly effective in special rule sets
D Tier - Relegated: Entries are only effective in special rule sets, but are effective in special rule sets
F Tier - Obsolete: Entries are never effective and are only seen in special rule sets that demand their use
In these tier lists, I have chosen to make the ordering of specific entries within each tier be largely arbitrary, meaning that entries next to each other, two spaces apart, or even three spaces apart, are essentially interchangeable based on personal preference. However, I have decided for some tiers to have an “upper tier (denoted by a “+” on entries)” and “lower tier (denoted by a “-” on entries)” within themselves. This means that some entries within a tier are better or worse than others, but not enough to be on a different tier. However, this is minor and only meant to be a bit more accurate with rankings, and only some tiers in each of the lists will have these, so feel free to disregard this detail if it is too complex for you.
With the introduction and basic explanation of the tier system format out of the way, it is time to examine the actual rankings themselves! The biggest player here will be the rule sets of 6 Pack. You may have seen the terms “Casual Night” and “special rule set” be mentioned by me a couple of times by now, so what are they? So, with iOS 6 Pack, at the time of me writing this, the rule set of a fight night is changed on a weekly basis, with it alternating between Casual Night and a randomly selected special rule set. Casual Night, making up half of all fight nights in 6 Pack, is a rule set where the only limitation is that only one Ancilot can be used per hangar, so everything other than that is fair game. Because of its prevalence and how it will be the rules used if the 6 Pack League is ever reinstated, Casual Night is the primary metric used to determine the effectiveness of equipment, and the tier lists most resemble its meta. However, in addition to Casual Night, there are several special rules sets that get rotated in, almost all of which ban certain pieces of equipment, usually heavy robots. Thus, these rule sets can have drastically different metas than Casual Night, and often highlight the traits of several lesser used robots or weapons. I have accounted for special rule sets primarily through mentioning them in the descriptions for each equipment piece, but they also have influenced the rankings to a small extent as well. With this ranking system, I believe I have covered a wide variety of 6 Pack rule sets and their metas, and thus can produce tier lists that, while not perfect for any given rule set, can generally be applied to any rule set.
Using & Interpreting the Tier Lists
Now on to how these tier lists are meant to be interpreted and what you can get from them! As I said, these tier lists are based primarily around Casual Night, meaning that by default, they display the effectiveness of equipment in that rule set’s meta. When using these tier lists to see equipment’s effectiveness in a special rule set, you can simply apply the modifications needed mentally yourself to see how it changes due to that rule set. I will give two examples of this to explain what I mean:
1) A very common special rule set is Medium Robots Only, which is both itself a special rule set and a template that other special rule sets build off of, and as its name suggests, only allows robots of the medium class. Thus, to see the resulting tier list for this rule set, simply disregard all entries that are not medium robots. With this, it will become apparent that Carnage, Fujin, and Galahad will be the best medium robots, with the others following behind them accordingly. However, note that the lowest medium robots are still at least in C tier, which means they are not bad choices, but rather just generally worse choices than other robots. Thus, do not just ignore them, but consider the niches they fill, as including them in your hangar may actually be worth it.
2) Another common special rule set is the Point System, which has many variations, but all use the basic idea of giving every robot a certain point value, and then giving players a limited amount of points to use on putting certain robots in their hangars. This special rule set is quite different from the others, as it does not outright eliminate any robot choices, but rather limits the possible hangar combinations. Thus, the tier system still holds up in terms of illustrating the effectiveness of equipment on the battlefield, but you must take into account the point values of robots. Many of the best robots also cost the most points, so you must decide on, for instance, using a couple great robots and lots of bad ones, or using several middle-of-the-road robots. Each combination has its advantages and disadvantages, so it all depends on what you deem to be the best fit for you!
Most special rule sets apply primarily to or only to robots, so you will usually only have to modify the robot tier list, with the weapons tier lists remaining the same. However, there are a few special rule sets that do apply restrictions to weapons, in which case, you can modify the weapons tier lists in a similar manner to what I described above for the robots tier list. And there you have it, how to change and modify the tier lists to use them for a rule set other than Casual Night or a League setting! Some special rule sets may need more drastic changes than others, and some need more subjective judgment than others, but in general that is how you can use my tier lists to get a basic understanding of the 6 Pack meta!
If you are new to 6 Pack, you can also use these tier lists as a kind of buyer’s guide on what you want to have to be an effective 6 Pack player. 6 Pack prides itself on being much more accessible than the live server, and that it is, but there still is an amount of progression needed to get all the equipment required to tackle all the rule sets with ease. Unsurprisingly, the top-ranked robots and weapons, especially weapons, should be the highest on your priority list, with lower down ones being largely up to personal preference. However, due to most special rule sets limiting or eliminating the top-ranked equipment pieces, having a large variety of robots and weapons is better than having lots of the best ones, so keep that in mind! I personally recommend acquiring new pieces of equipment on a case-by-case basis, only buying new robots or weapons when a rule set necessitates it and reusing what you already have when possible. This means you may not have the most effective hangar for a rule set, but it really helps to keep costs low. Additionally, some pieces of equipment, such as Gust and Gekko, are rather expensive despite not being ranked super high, so only buy them if you really want them. 6 Pack is all about experimentation and trying what you want, but some equipment are much safer investments than others, so spend your resources wisely!
1) A very common special rule set is Medium Robots Only, which is both itself a special rule set and a template that other special rule sets build off of, and as its name suggests, only allows robots of the medium class. Thus, to see the resulting tier list for this rule set, simply disregard all entries that are not medium robots. With this, it will become apparent that Carnage, Fujin, and Galahad will be the best medium robots, with the others following behind them accordingly. However, note that the lowest medium robots are still at least in C tier, which means they are not bad choices, but rather just generally worse choices than other robots. Thus, do not just ignore them, but consider the niches they fill, as including them in your hangar may actually be worth it.
2) Another common special rule set is the Point System, which has many variations, but all use the basic idea of giving every robot a certain point value, and then giving players a limited amount of points to use on putting certain robots in their hangars. This special rule set is quite different from the others, as it does not outright eliminate any robot choices, but rather limits the possible hangar combinations. Thus, the tier system still holds up in terms of illustrating the effectiveness of equipment on the battlefield, but you must take into account the point values of robots. Many of the best robots also cost the most points, so you must decide on, for instance, using a couple great robots and lots of bad ones, or using several middle-of-the-road robots. Each combination has its advantages and disadvantages, so it all depends on what you deem to be the best fit for you!
Most special rule sets apply primarily to or only to robots, so you will usually only have to modify the robot tier list, with the weapons tier lists remaining the same. However, there are a few special rule sets that do apply restrictions to weapons, in which case, you can modify the weapons tier lists in a similar manner to what I described above for the robots tier list. And there you have it, how to change and modify the tier lists to use them for a rule set other than Casual Night or a League setting! Some special rule sets may need more drastic changes than others, and some need more subjective judgment than others, but in general that is how you can use my tier lists to get a basic understanding of the 6 Pack meta!
If you are new to 6 Pack, you can also use these tier lists as a kind of buyer’s guide on what you want to have to be an effective 6 Pack player. 6 Pack prides itself on being much more accessible than the live server, and that it is, but there still is an amount of progression needed to get all the equipment required to tackle all the rule sets with ease. Unsurprisingly, the top-ranked robots and weapons, especially weapons, should be the highest on your priority list, with lower down ones being largely up to personal preference. However, due to most special rule sets limiting or eliminating the top-ranked equipment pieces, having a large variety of robots and weapons is better than having lots of the best ones, so keep that in mind! I personally recommend acquiring new pieces of equipment on a case-by-case basis, only buying new robots or weapons when a rule set necessitates it and reusing what you already have when possible. This means you may not have the most effective hangar for a rule set, but it really helps to keep costs low. Additionally, some pieces of equipment, such as Gust and Gekko, are rather expensive despite not being ranked super high, so only buy them if you really want them. 6 Pack is all about experimentation and trying what you want, but some equipment are much safer investments than others, so spend your resources wisely!
Robot Tier List
For each robot’s entry, its name and given tier will be listed in the header, with a summary of the robot’s strengths, weaknesses, and general strategy at the bottom of each entry. Above the summary will be a list of recommended weapon builds, with an asterix (*) next to a build denoting that it is generally not an optimal build but is still effective enough in Casual Night or special rule sets to warrant mention. Weapons listed in a build separated by a plus (+) means they should be used together, while weapons separated by a slash (/) means they are different options for achieving the same function. Additionally, robots have a star rating out of five stars in four categories: offense, defense, mobility, and utility, which are described below:
- Offense: This rates a robot’s ability to damage or otherwise threaten enemy robots. This measures not only raw firepower, but also influence over the battlefield and danger to the enemy’s strategy.
- Defense: This rates a robot’s ability to defend itself and its territory. This is not just a measurement of durability and shields, but a robot’s ability to hold its ground and halt enemy advancements.
- Mobility: This rates a robot’s ability to cross maps and perform battlefield maneuvers. This does not only look at speed, but also maneuverability, agility, and movement-enhancing abilities.
- Utility: This rates a robot’s battlefield flexibility, versatility, and ability to contribute to its team. This includes a robot’s niches, multirole capabilities, and other traits not covered by other categories.
Fury - S
Offense: ★★★★★
Defense: ★★★☆☆
Mobility: ★★☆☆☆
Utility: ★★★★☆
Recommended Builds
Zeus
Trident
Thunder*
Thunder + Ancile*
Fury plays a key role in the 6 Pack meta by being THE robot for midrange, as it is the only robot able to use more than two heavy weapons at once. When equipped with Tridents or Zeuses, Fury absolutely dominates larger maps and can still be a threat on smaller maps by dealing tons of damage to exposed brawlers with little fear of retaliation. While Fury may not be the most durable of robots, it can defend itself by simply killing whatever is threatening it and by making use of cover, as it is tall enough to peek its weapons over many smaller pieces of cover while protecting its body. Brawling builds for this robot are not optimal, but they can still be potent in the right situations. Players literally build their entire hangars around defense from midrange Fury builds, an easy indication of this robot’s influence over the meta.
Lancelot - S
Offense: ★★★★☆
Defense: ★★★★★
Mobility: ★★★☆☆
Utility: ★★★☆☆
Recommended Builds
Ancile/Thunder + Taran
Ancile/Thunder + Punisher T
Thunder + Orkan
Zeus + Taran/Punisher T
Lancelot plays a key role in the 6 Pack meta by being THE robot for brawling, as it is the only robot able to use one heavy and two medium weapons, arguably the best weapon configuration for brawling, and it possesses a front-facing physical shield. Combine this with a Rush ability for significantly increased mobility when needed, and this robot has it all for both capturing and defending beacons. Its only major weakness is rockets, as its large frame makes dodging them basically impossible, but that of course leads to the infamous “Ancilot”, or a Lancelot with an Ancile, which is a god among men thanks to having both shield types, decent mobility, and good firepower. The Thunder builds are still great though, possessing great burst damage and making good counters to said Ancile builds. What keeps this robot from being perfect is that it is not multirole due to lacking any good midrange builds. But being a nigh-perfect at arguably the most important battlefield role, brawlers, makes Lancelot a staple of any top-end hangar.
Griffin - S
Offense: ★★★★★
Defense: ★★★☆☆
Mobility: ★★★★☆
Utility: ★★★★★
Recommended Builds
Taran + Magnum
Orkan + Pinata/Gust
Punisher T + Punisher
Taran/Orkan/Punisher T + Aphid
Tulumas + Pin*
Molot T + Molot*
Griffin quite simply is a jack of all traits, but the cool part is that it is not a master of none. While other robots will be better at specific tasks, Griffin excels due to its sheer versatility. Two medium and two light weapons lend themselves to a variety of useful builds at any range, and the jump ability only compounds this, as it itself has many useful applications. For brawling builds, the jump is used both offensively to pounce unsuspecting prey, and defensively to get out of a sticky situation. For ranged builds, the jump is mainly used defensively to get out of brawlers’ range or reach a better firing position. The main weakness of Griffin is its durability, as it is rather fragile for a heavy robot. However, this can be accounted for with skillful play, as Griffin is a decent corner-shooter, great ambusher, and can still take a couple hits before going down. If one is looking for a nice, flexible robot to round out a hangar, Griffin is an excellent choice.
Butch - A
Offense: ★★★★☆
Defense: ★★★☆☆
Mobility: ★★★☆☆
Utility: ★★★★☆
Recommended Builds
Zeus + Trident
Zeus/Trident + Thunder
Zeus*
Trident*
Trebuchet*
Butch often finds itself in Fury’s shadow due to the two having rather similar roles on the battlefield, but Butch has many attributes that make it potent in its own right. While it lacks the straight-up punch of Fury, it is better in almost every other respect. Butch is the fastest heavy robot excluding abilities, so it gets around the map surprisingly quickly, and it has slightly higher durability than Fury or Natahsa to boot. But the main thing about Butch is of course its weapon configuration, as the Quick Draw ability has a lot of small nuances one might overlook. One weapon set is at the top of Butch’s hull while the other is on the side of it, meaning it can both corner-shoot and shoot above low cover extremely well. Additionally, Butch is able to mix weapon sets very well, meaning that it can fulfill many tasks at once for great flexibility. This robot is just held a bit back by a lack of burst damage and only a modest brawling capability.
Natasha - A
Offense: ★★★★☆
Defense: ★★★☆☆
Mobility: ★★☆☆☆
Utility: ★★★★☆
Recommended Builds
Zeus + ECU/Gekko/Molot
Trident + Molot/ECU/Pin
Thunder + Ancile + Punisher/Magnum
Zeus/Thunder + Punisher/Magnum*
Natasha is a lot like Butch in that it is compared unfavorably with Fury, but has a couple of tricks up its sleeve to set it apart. First off, Natasha has both slightly more durability and speed than Fury, though not as much as Butch, but the main difference is of course the weapon configuration. Trading a heavy weapon for two light weapons, Natasha lacks the straight-up damage of Fury, but is more versatile. Equipping Molots or Gekkos allows Natasha to deter other ranged builds, ECU affords it great protection from other ranged builds, and Punisher grants hybrid brawling capabilities. Two light weapons are also much better for brawling than one heavy weapon, so Natasha can be much better equipped for the role than Fury or Butch. Natasha also has good corner-shooting with its light weapons. Natasha can be seen as a kind of middle ground between Fury and Butch, having traits of both while still being unique.
Carnage - A
Offense: ★★★☆☆
Defense: ★★★☆☆
Mobility: ★★★☆☆
Utility: ★★★★★
Recommended Builds
Zeus
Trident
Thunder
Ancile + Zeus/Thunder*
Carnage is a rather interesting robot, being able to do a bunch of things in ways that really no other robot can. Its low durability and energy shield mean that it is stronger versus rockets and bullets but much weaker versus plasma than other robots, and while it is rather slow for a medium robot, its Rush ability means it can be strikingly fast when it needs to be. This combination of strength against two damage types and burst mobility means Carnage is both a capable midrange robot and ambusher. This robot must still be wary of rockets and bullets however, due to its shield being rather weak, so if the shield goes down, its weak hull will be completely exposed. One big factor about this robot though is that it is the only medium robot to mount multiple heavy weapons, so in many special rule sets where heavy robots are unavailable, this robot basically has a midrange monopoly. Carnage’s uniqueness is really what makes it so good!
Fujin - A
Offense: ★★★☆☆
Defense: ★★★★☆
Mobility: ★★★☆☆
Utility: ★★★☆☆
Recommended Builds
Punisher T
Orkan
Taran
Tulumbas*
Molot*
Fujin is an interesting robot, as its strategic play-style really sets it apart from the others. It has great firepower in the form of three medium weapons, the strongest energy shield in 6 Pack, and a moderate speed, so it is quite well-rounded at first glance. However, the weaknesses of Fujin are its durability and ability. Fujin is a rather fragile medium robot, meaning that it is very weak against plasma, but its ability grants it amazing protection against rockets and bullets, though with the drawback of significantly reduced movement speed. As a result, Fujin has a rather defensive play-style, being much better for beacon defense than beacon capture, though it still can do beacon capture. Fujin is best when its enemies come to it, as it can compensate for its low speed while the shield is active by not being on the offensive, leading Fujin to really be a pain to root out from its position. Fujin has a learning curve, but it pays off.
Galahad - A
Offense: ★★★☆☆
Defense: ★★★☆☆
Mobility: ★★★★☆
Utility: ★★☆☆☆
Recommended Builds
Punisher T + Punisher
Taran + Magnum
Orkan + Pinata*
Galahad is essentially a mini-Lancelot, possessing far less firepower, less durability, but is much faster. Galahad’s hull is on the weaker end of medium robots, but it has a strong physical shield, so it has amazing defense versus plasma, good defense versus bullets, and terrible defense versus rockets. Only having one medium weapon and two light weapons limits Galahad to high damage builds of short-range plasma and bullets to be potent, but with those two builds it is great for capturing beacons with its mobility and defending beacons with its shield. All of its weapons being on one side of the hull is both good and bad, because it means Galahad is amazing at corner-shooting on the side its weapons are on, but completely lacks the ability to corner-shoot on the other side. While Galahad only has two super-strong builds, those two builds are, well, super-strong except versus rockets, so Galahad is a great choice for a faster robot.
Leo - B+
Offense: ★★★★☆
Defense: ★★★★★
Mobility: ★☆☆☆☆
Utility: ★★★☆☆
Recommended Builds
Thunder + Punisher/Magnum
Ancile + Punisher/Magnum
Zeus + Punisher
Thunder + Pinata*
Ancile/Zeus/Thunder + Aphid*
Leo is a pretty simple robot to describe: it is a big, lumbering tank. Possessing great firepower and the second highest durability in 6 Pack, this robot clearly lends itself to brawling quite well. Like Fujin in a way, it is best for Leo to remain behind cover and play the defensive game, where targets are forced to come to it and face its durability and firepower. Also, since it is so hearty, Leo can also take a few hits to advance to a difficult-to-reach position if need be. Beyond its durability, Leo’s weapon configuration allows it to be rather versatile, as it can mount many effective brawling builds, some Aphid builds, and even some ranged builds. Leo only has one weakness, but this weakness is not a small one: it is the slowest robot in 6 Pack. Thus, Leo can be taken advantage of by enemy range or faster robots to score essentially free hits on its all-important durability. Leo is easy to understand, but requires a surprising amount of finesse to master.
Raijin - B+
Offense: ★★★★☆
Defense: ★★★★★
Mobility: ★☆☆☆☆
Utility: ★★★☆☆
Recommended Builds
Zeus
Trident
Thunder
Ancile + Thunder/Zeus*
Raijin can essentially be described as a mix between the power of Leo and the strategy of Fujin. Not only having the highest durability in 6 Pack but also two physical shields, Raijin's survivability under enemy fire is unmatched, which is complimented well by its two heavy weapons, which also receive a damage boost with its ability. The applications of this robot are easy to discern: it lumbers to a strategic position, activates its ability, and becomes a big, orange turret that can dish out as much damage as it can take. This can be to defend territory with a ranged build or a beacon with a brawling build. Unfortunately though, Raijin is a bit worse in practice than on paper. This mainly comes in how its ability renders it completely immobile, meaning it relies on enemies coming to it, which unfortunately leaves it very vulnerable to being taken advantage of by corner-shooters, builds that out-range its weapons, or robots with a shield that blocks its weapons. This can be mitigated through skillfully choosing good positions, and then Raijin really shines.
Rhino - B+
Offense: ★★★★☆
Defense: ★★★☆☆
Mobility: ★★★★☆
Utility: ★★★☆☆
Recommended Builds
Punisher T + Punisher
Taran + Magnum
Orkan + Pinata/Gust*
Molot T + Molot*
Rhino is a bit of a strange robot, being a combination of mobility and power that does overall work. Like Raijin, Rhino is not as good as it sounds on paper, as its ability is more clunky than it seems. It is best to think of Rhino as a heavy beacon capper, as unlike a beacon capper like Rogatka, which is mobile enough to effectively beacon hop, Rhino finds itself digging into a position after reaching it instead. This is because unlike many beacon cappers, which are mobile by default, Rhino has to give up a lot of its power to gain its mobility. It obviously loses its medium weapons, which is a lot already, but the fact it cannot swivel its hull freely from its legs or turn quickly is also a huge issue, as the shield only protects its front, so enemies can easily shoot Rhino from the side to bypass the shield. This is not even mentioning rockets, which are the bane of Rhino, plain and simple. Rhino makes up for this by being able to hold its ground better than other beacon cappers, making it much better for defense. One battle Rhino is a flop, the next one it is amazing!
Doc - B-
Offense: ★★★★☆
Defense: ★★☆☆☆
Mobility: ★★★★☆
Utility: ★★★★☆
Recommended Builds
Orkan + Taran/Punisher T/Molot T
Punisher T + Molot T
Taran + Punisher T/Molot T*
Orkan*
Tulumbas*
Doc may seem like a mini-Butch at first glance, having less armor but more speed and a different weapon configuration, but in reality it plays rather differently. Doc is a glass cannon of sorts, sacrificing defense for firepower and mobility, but how it does so is a bit interesting. Doc actually has average durability for a medium robot, but the reason it is regarded as fragile is because the medium robots that have less durability than Doc have shields to make up for it, and two medium weapons at a time is relatively low firepower, so it cannot slug it out with targets like Galahad or Fujin can. However, just like Butch, Doc has lots of nuances that allow skilled users to really turn it into a thing of beauty. One of Doc’s weapon sets sticks really far out from its hull, so it is a great corner-shooter, which combines well with its above average speed to allow it to constantly remain just out of reach of targets while still hitting them. Doc also excels at supporting teammates due to its great overall damage potential. Doc is a sly robot, do not underestimate it!
Rogatka - B-
Offense: ★★★☆☆
Defense: ★★★☆☆
Mobility: ★★★★★
Utility: ★★★☆☆
Recommended Builds
Taran
Orkan
Punisher T
Rogatka is easily the most mobile robot in 6 Pack, and it also has some power to back that mobility up. Some robots are faster than it, but they lack the Jump ability, which is really what puts Rogatka at the top. Jumping allows it to cover distance faster, bypass obstacles other robots must traverse, and dodge enemy fire, which is only amplified by its rather short recharge. Aside from its stellar mobility, Rogatka has average durability and slightly below average but still respectable firepower, things other hyper-mobile robots cannot also say, which makes Rogatka the premier dedicated beacon-capping robot of 6 Pack. The main weakness of this robot is that it lacks the power to face most opponents head-on, meaning that while it can quickly reach beacons, it usually has to give them up once an enemy arrives or face destruction. Even so, Rogatka can create tons of issues that pull enemies off the front lines, meaning it is a highly mobile threat.
Gl. Patton - B-
Offense: ★★★☆☆
Defense: ★★☆☆☆
Mobility: ★★☆☆☆
Utility: ★★★★☆
Recommended Builds
Aphid
Gekko
Punisher*
Gust*
Pinata*
Magnum*
Gl. Patton lacks the power of many robots, and even the mobility of many robots, but it occupies some significant niches that are what make it notable. Being the only robot in 6 Pack that can use four light weapons at once, Gl. Patton can effectively utilize several unusual weapons, some even more so than Leo or Bolt. These mainly include support or harassment builds such as Aphids or Gekkos, as these weapons only work well in clusters and thus lend themselves well to this robot. This robot typically cannot capture or defend beacons, but when in special rule sets that eliminate most of the heavier robots, Gl. Patton can be seen equipped with direct assault weapons as a glass cannon or an ambusher. Additionally, Gl. Patton lends itself well to anti-meta builds, as Aphids counter slow heavy robots and Gekkos counter the midrange Carnage seen in many special rule sets. This robot is versatile, but lacks substantial power or mobility.
Bolt - B-
Offense: ★★☆☆☆
Defense: ★★☆☆☆
Mobility: ★★★★★
Utility: ★★★★☆
Recommended Builds
Aphid
Gust
Pinata
Punisher
ECU + Punisher/Magnum
Magnum*
Bolt, along with Jesse, is one of the only light robots that are easily viable in Casual Night since it is surprisingly similar to Gl. Patton. Having low durability makes Bolt unsuitable for beacon defense, and only able to capture beacons when it is flanking or being ignored, but it still has some niches. Its three light weapons lend Bolt to being a good harasser and ambusher, especially when its high speed and Dash ability are taken into consideration. The ability is particularly notable, as it allows Bolt to perform maneuvers only it can, such as walking to danger to deliver a payload and then dashing away, dashing into a target for an ambush, simply covering distance faster than just walking, or performing the coveted super-dash on maps that allow it. Putting Casual Night aside, Bolt can really come into its own in special rule sets where heavier robots are limited or absent, where it can be a mobile threat. Many consider Bolt as the best light robot.
Jesse - C
Offense: ★★★☆☆
Defense: ★★☆☆☆
Mobility: ★★★★☆
Utility: ★★★☆☆
Recommended Builds
Aphid
Punisher/Magnum + Pinata/Gust*
Punisher/Magnum + Aphid*
Jesse is frequently seen as a faster, lighter Gl. Patton, and that description is not that far off. Jesse’s great speed makes it able to avoid threats a lot better than Gl. Patton, but much less armor means it is even worse off when caught. Additionally, only being able to swap its weapons every ten seconds, rather than having all weapons at once, of course limits Jesse’s firepower, but not for all builds. Aphids have a ten second reload, meaning they perfectly sync with Jesse’s ability, making Aphids the premier build for Jesse, as it is better than Bolt or Gl. Patton for this. In fact, it being so strong with Aphids is why even though Bolt is better in almost every other rule set, Jesse is the best light robot for Casual Night, as Aphids are easily the best build for light robots or Gl. Patton to fight heavier robots with. Outside of Aphids, Jesse still can effectively mix weapons like Doc or Butch, but this is only seen in special rule sets.
Vityaz - C
Offense: ★★★☆☆
Defense: ★★★☆☆
Mobility: ★★☆☆☆
Utility: ★★★☆☆
Recommended Builds
Thunder + Punisher/Magnum
Ancile + Punisher/Magnum
Zeus + Punisher/Magnum
Zeus + Molot/Gekko*
Trident + Pin*
Vityaz is an interesting case, as its strengths lie under its surface and only become apparent on special rule sets. On Casual Night, this robot receives essentially no play because it is outclassed by heavier robots that have much more durability and firepower without giving up much mobility. However, in special rule sets where said heavier robots are absent, it quickly becomes apparent that Vityaz is rather strong for what it is. Average firepower, slightly above average durability, and respectable mobility despite being one of the slowest medium robots, makes Vityaz quite well-rounded, able to utilize close and medium range weapons well. The premier special rule sets for Vityaz are the Point Systems and Medium Robots Only rule sets, as players can use Vityaz’s versatility to compliment other robots to round out a hangar, or build a hangar with multiple Vityaz builds. Vityaz is great in the right rule set, but unfortunately falls flat in more general play.
Boa - C
Offense: ★★★☆☆
Defense: ★★★★☆
Mobility: ★★☆☆☆
Utility: ★☆☆☆☆
Recommended Builds
Thunder + Taran/Punisher T
Thunder + Orkan
Zeus + Taran/Punisher T
Boa is commonly called a mini-Leo, which is an accurate description of its strengths and weaknesses. Boa is the most durable medium robot by far, even being more durable than some heavy robots, so it obviously makes a great tank. The problem with Boa is the somewhat strange balance of firepower and mobility it has to back up that durability. One heavy weapon and one medium weapon are a good combination for brawling, but it just is a bit lacking in damage output, so while Boa does not die quickly, it also cannot destroy its target quickly like Leo or Lancelot. Boa’s mobility is interesting, as it does combine well with its durability to allow it to cross no man’s land to reach positions other robots could not, but is limited by being one of slowest medium robots, only slightly faster than most heavy robots. Boa is great at what it does, which is being a tank with a bit more mobility than normal, but is unfortunately outclassed due to lacking punch.
Golem - C
Offense: ★★★☆☆
Defense: ★★★☆☆
Mobility: ★★☆☆☆
Utility: ★★☆☆☆
Recommended Builds
Trident + Tulumbas + Pin
Zeus + Molot T + Molot
Ancile + Punisher T+ Punisher*
Ancile + Taran + Magnum*
Golem is the black sheep of medium robots, trying to do many things but not doing any of them exceptionally well. It is most comparable to Vityaz, as it gives up a chunk of durability for some more firepower, but this tradeoff is not exactly favorable. Golem is better at midrange than Vityaz since firepower is more important for that battlefield role, but Golem is a lot worse at brawling since it gives up too much durability for the firepower to make up for it. Golem’s strange weapon configuration does not help its case either, as it lacks uniformity for builds like short range plasma or rockets further lessening its firepower advantage. Despite this, Golem is still a decent weapons platform with a bit more mobility than heavier robots, and it still can take some hits before going down, plus it is one of the best corner-shooters in 6 Pack since all of its weapons stick out from its hull. Golem is a strangely good novelty, but little more.
Stalker - C
Offense: ★★☆☆☆
Defense: ★★☆☆☆
Mobility: ★★★★★
Utility: ★★☆☆☆
Recommended Builds
Punisher
Magnum
Gust
Pinata
Aphid*
ECU + Punisher/Magnum*
Stalker may seem like a cool concept with its Stealth and speed, but in practice it only can make limited success out of those things. The Stealth ability is a good ability, as combined with Stalker’s small frame means only a select few robots can hit Stalker while it is active, allowing for the safe crossing of no man’s land or engaging normally deadly targets. This ability’s usefulness is also complimented well by Stalker’s speed, which is the highest in 6 Pack by a notable amount. The downfall of this robot is that it relies completely on its ability, which heavily limits its flexibility. Only being able to spend a third of its time under Stealth’s protection, Stalker is limited to beacon capping, where the ability is used defensively to avoid enemy encounters, or ambushing, where the ability is used offensively to slant engagements in Stalker’s favor. Stalker can be potent in special rule sets though, as targets are more fragile and thus can be killed during the duration of the Stealth. Stalker is overall a bit gimmicky, but can shine in the right situations.
Gareth - D+
Offense: ★★☆☆☆
Defense: ★★☆☆☆
Mobility: ★★★★☆
Utility: ★☆☆☆☆
Recommended Builds
Punisher T + Punisher
Taran + Magnum
Orkan + Pinata/Gust
Gareth is a robot whose history is honestly more interesting than it itself. Way back in the early days, rockets had different mechanics, where instead of detonating on contact with a robot or cover, they would detonate at the distance the targeted robot was at when they were fired. This means that robots that were fast enough, such as Gareth, could reliably dodge rockets by walking backwards, escaping the splash radius before the rockets detonated. This is worth bringing up because even though rockets were changed to what they are now years ago, people still have a substantial attachment to Gareth and use it despite how unfortunately subpar it is these days. Rockets obliterate Gareth, and its shield is weak enough that bullets will rip through it and even plasma can chew through it in a disappointingly short time. Coupled with its low firepower and abysmal durability, Gareth has basically no punch against most heavy and medium robots. Gareth can shine in special rule sets where said robots are removed, but otherwise, it is just too weak.
Gepard - D-
Offense: ★★☆☆☆
Defense: ★☆☆☆☆
Mobility: ★★★★☆
Utility: ★★☆☆☆
Recommended Builds
Aphid
Punisher
Magnum*
Pinata*
Gepard, like Gareth, has a bit of a history to it, but these days has little going for it. People occasionally bring up the old Magnum Gepard era during the old matchmaker as this robot’s heyday, and it was just that, but the old matchmaker is long gone, and really, that is just the beginning of Gepard’s fall from grace. The main reason this robot is seldom used in Casual Night is because it is just outclassed, plain and simple. It does actually have slightly more durability and speed than Bolt, but not enough to make up for lacking the Dash ability. Gepard also faces unfavorable competition from Jesse, as Jesse is better with Aphids and as a multirole fighter due to its higher durability and extra light weapon. Like many light robots though, Gepard can enter the spotlight in special rule sets where heavier robots that normally crush it are removed, but still struggles to be an appealing choice over Jesse or Bolt. Gepard is outclassed, but not completely useless.
Cossack - F+
Offense: ★☆☆☆☆
Defense: ★☆☆☆☆
Mobility: ★★★★★
Utility: ★☆☆☆☆
Recommended Builds
Taran
Punisher T
Orkan
ECU
Cossack may be a fun robot to use due to its tiny frame and quickly recharging jump, but fun is all this robot unfortunately is. Having virtually non-existent durability, Cossack cannot face anything with any amount of power outside of corner-shooting, which to its credit, it is good at. Like many light robots, Cossack is simply and hopelessly outclassed by many robots in its beacon-capping role, most notably Rogatka, which has more firepower, durability, and speed, making it an objectively better choice. While some outclassed robots can find niches to thrive in, no matter how small, no such niche exists for Cossack outside of a handful of very special situations. Cossack is only seen in special rule sets like Cricket Night or the Point Systems, which essentially force or outright do force players to use them. In any other case, people are using it just for fun. Cossack is fun, but it has absolutely no place in any serious hangar.
Schutze - F-
Offense: ★☆☆☆☆
Defense: ★☆☆☆☆
Mobility: ★★★★☆
Utility: ★☆☆☆☆
Recommended Builds
Zeus
Thunder*
Trident*
Schutze is a novelty and unfortunately not much more. It is the only light robot to mount a heavy weapon, has above average durability for a light robot, and is one of the slowest light robots, meaning it can be thought of as a kind of heavy light robot. Unfortunately, this does not really help its case though, as it is not good at anything it seemingly should be good at. It is outclassed, as any other robot that mounts heavy weapons gains more than enough additional firepower and durability to justify the mobility loss, it lacks the speed and durability to be suitable for beacon running, and only one heavy weapon really is not enough for effective midrange fighting. This robot is only seen in certain special rule sets like Light Night or the Point Systems, as they essentially force or outright force players to use robots like Schutze. It can be interesting in those due to its monopoly on heavy weapons for light robots, but even then it is still mediocre.
Destrier - F-
Offense: ★☆☆☆☆
Defense: ★☆☆☆☆
Mobility: ★★★★☆
Utility: ★☆☆☆☆
Recommended Builds
Aphid
Punisher
Magnum
Pinata
ECU + Punisher/Magnum
Gust*
Destrier, to nobody’s surprise, is the worst robot in 6 Pack. Destrier’s only notable trait is its above average speed, but abysmal firepower and durability mean that speed is basically wasted. This robot is hopelessly outclassed by so many light, medium, and heavy robots, it is honestly comical. Cossack is mobile and Schutze has its heavy weapon, but Destier has absolutely nothing unique to it. But believe it or not, there are uses for Destrier! In the Point Systems special rule sets for example, Destrier is the only robot worth one point that can equip a shield and still have a weapon to defend itself, so it warrants use over Cossack or Schutze for that very reason. Other than microscopic niches like that, Destrier is no good for anything other than the butt of a joke. But that is the beauty of 6 Pack, that all equipment, even stinking Destrier, can have an actual use. Unless in very special situations like the one described above, Destrier is a no-go.
Heavy Weapon Tier List
For each equipment piece’s entry, its name and given tier will be listed in the header, with a summary of the piece’s strengths, weaknesses, and general strategy at the bottom of each entry. Additionally, every equipment piece has a star rating out of five stars in two out of three categories: power and utility for weapons, and protection and utility for shields, which are described below:
- Power: The weapon’s damage output and ability to threaten other robots. This is not just a measure of DPS, but also range, shield penetration, and ability to beat other weapons in engaugments.
- Protection: The shield’s ability to keep robots from being damaged. This measures not only durability, but also coverage, ease of use, and how many weapons it works against.
- Utility: The versatility and non-damage/shielding factors of an equipment piece. This includes characteristics such as accuracy and psychological impact on the target for weapons, and enabling unique combat maneuvers in addition to making a robot tougher for shields.
Zeus - S
Power: ★★★★☆
Utility: ★★★★★
Zeus has earned quite a bit of notoriety in the current 6 Pack meta, and this reputation is by no means undeserved. Steady damage buffs from Pixonic have turned this weapon into an absolute beast over the past couple years, as it now hits as hard as Trebuchet. 600 meter range and a 5 second reload means that Zeus is a premier midrange weapon, and it can even fight at closer ranges when necessary, as it delivers withering bursts of damage with only a brief time spent reloading. It is so potent that physical shields are actually not a severe deterrent because it has the damage to just chew through them! Zeus’ only weakness is its lock-on delay of 3 seconds, as targeting hiccups or other situations that result in the lock-on being lost are exceptionally punishing and often can sway engagements.
Trident - S
Power: ★★★★☆
Utility: ★★★★★
Trident, while it has recently been losing ground to Zeus for general midrange and has always been inferior to both it and Thunder for brawling, has been and still is a crucial part of the 6 Pack meta. 600 meter range, impressive damage with a full magazine, and a decently quick reload make for an exceptional weapon. The primary trait of Trident is its splash damage, as it allows the weapon to hit around cover or slightly beyond its maximum range, and bypass robots’ physical shields. This makes Trident the premier weapon for countering popular robots like Galahad and Lancelot, a niche that essentially guarantees its long-term relevance. Trident’s weakness is that its damage massively drops after its burst, but this is mitigated by its reloading while firing, meaning that careful ammunition management will minimize vulnerable periods.
Thunder - S
Power: ★★★★★
Utility: ★★★☆☆
Thunder may be the premier heavy brawling weapon because it is the only such weapon, but that does not take away from its effectiveness at all. It may not have the highest damage per hit, but firing 9 shots that each deal no small amount of damage means Thunder can pound and pound targets, turning most into scrap in easily under 10 seconds. The big weakness that comes with this power is the Thunder’s spread, which makes its damage quickly become pitifully low the farther away a target is. However, Thunder is not useless at range, as despite its spread, it can still damage large targets like Leo, Lancelot, and Ancile, the last being the largest application of Thunder at range since the shield catches almost the whole spread and thus is quickly depleted. Thunder is devastating at close range, and still possesses utility at range.
Ancile - S
Protection: ★★★★☆
Utility: ★★★★☆
Ancile requires one to give up a powerful heavy weapon, but the protection it grants is incredible. The shield stops both bullets and rockets using a bubble-like barrier, with a 30 meter radius centered on the host robot. While the shield does not protect against energy projectiles, they do not deplete it, so that is a neutral point. Its bubble shield is Ancile’s defining trait, as it defines how the shield is used and countered. 360° coverage is obviously great, and being able to shield teammates for combo plays is equally great, but extra attention must be given to one’s positioning, as the shield can easily be unintentionally exposed when the host robot itself is hidden, so enemies can deplete the shield and prevent its usage. Lastly, the shield’s regeneration rewards patience, as letting it recharge prevents more damage, so make sure not to get too carried away!
Trebuchet - C
Power: ★★★☆☆
Utility: ★★☆☆☆
Trebuchet falls far behind the brawling and midrange heavy weapons in damage, but its unmistakable battlefield presence grants it a decent niche in the 6 Pack meta. The weapon is most comparable to Zeus, delivering an energy burst of comparable damage, but requiring 3 times longer to charge in exchange for having an extra 500 meters of range. Thus, Trebuchet is the premier sniper weapon of 6 Pack, with skilled users delivering up to 40,000 damage to where it hurts the most. Trebuchet’s recharge is what holds it back, as that means it lacks the damage to properly prevent enemy offensives. It often relies on fear tactics to keep enemies behind cover when it cannot actually damage them, so if enemies understand the weapon, they can keep a mental timer of its charge cycle or simply cut their losses and press on, nullifying its effect.
Nashorn - D
Power: ★★☆☆☆
Utility: ★★☆☆☆
Nashorn is a weapon that feels like it just kind of exists, which is not an inaccurate description to its actual place in the 6 Pack meta. Nashorn has the same range of Trebuchet, but in reality operates very differently, being a bombardment cannon instead of a sniper weapon. Nashorn seemingly fills in the niche of being a deterrent to the ever-prevalent midrange builds, but unfortunately lacks the damage to do the role optimally. This weapon does have some bite, but it is rather outclassed by Trebuchet due to lack of a flexible charge mechanism and not penetrating any shields. Nashorn does have more sustained damage than Trebuchet, but needs to be constantly firing to use it, and then it competes with Molot/Molot T, weapons with far more sustained damage and only a little less range. Nashorn seems decent, but is outclassed within its niche.
Kang Dae - F
Power: ★☆☆☆☆
Utility: ★☆☆☆☆
Kang Dae on paper feels like a weapon that has lots of potential with countering more popular weapons, but it is disappointingly weak in practice. This weapon cannot be properly discussed without bringing up its history though. Kang Dae used to operate largely like Nashorn, having the same range but higher damage in exchange for a longer reload, making it an intermediate between Nashorn and Trebuchet, but it was then rebalanced to have less range and damage in exchange for a much shorter reload. This update proved unfavorable for it though, as while it now has a more unique identity, its damage is just pitiful. Nashorn is better as a long-range bombardment cannon, and Molot/Molot T are much better for midrange deterrent, so despite its seeming advantages on paper, Kang Dae has no niche to speak of and lies essentially forgotten.
Zenit - F
Power: ★☆☆☆☆
Utility: ★★☆☆☆
Zenit has always been a meme within the War Robots community, with any attempts to use the weapon in serious ways ending in failure if not comical disaster. 6 pack likes to pride itself on making many of the game’s worst items have a home, but Zenit is unfortunately beyond saving. The issues of this weapon are numerous, but boil down to that its missiles take too long to reach the target area and enemies can simply walk directly towards or away from the build to make shot leading impossible, and that the damage is only okay when the missiles are able to constantly hit the target. While the missile travel time can be shortened by being closer to the target, that runs the risk of entering the 300 meter dead zone where Zenit is useless. The weapon is annoying, which gives it troll value, but using Zenit for anything beyond that is a lost cause.
Medium Weapon Tier List
For each equipment piece’s entry, its name and given tier will be listed in the header, with a summary of the piece’s strengths, weaknesses, and general strategy at the bottom of each entry. Additionally, every equipment piece has a star rating out of five stars in two out of three categories: power and utility for weapons, and protection and utility for shields, which are described below:
- Power: The weapon’s damage output and ability to threaten other robots. This is not just a measure of DPS, but also range, shield penetration, and ability to beat other weapons in engaugments.
- Protection: The shield’s ability to keep robots from being damaged. This measures not only durability, but also coverage, ease of use, and how many weapons it works against.
- Utility: The versatility and non-damage/shielding factors of an equipment piece. This includes characteristics such as accuracy and psychological impact on the target for weapons, and enabling unique combat maneuvers in addition to making a robot tougher for shields.
Taran - S+
Power: ★★★★★
Utility: ★★★★☆
Taran is a fan-favorite weapon in the community due to its surprisingly charming visual and sound design, but in 6 Pack, it means nothing short of serious business. While its range of 350 meters means builds using it can fall prey to midrange, this is easily compensated for by good burst damage and great sustained damage, which is enabled by Taran’s firing mechanism, where it fires small, rapid bursts of plasmoids with brief windows between them, allowing for some quick damage in a small window or unloading burst after burst in a slug-out. Taran is also very accurate all the way up to its 350 meter limit, and has virtually no vulnerable periods, which combine with its damage to make it a premier brawling weapon. Taran’s energy damage is weak to physical shields, but its energy shield penetration and other traits are more than worth it.
Punisher T - S+
Power: ★★★★☆
Utility: ★★★★★
Punisher T and its light variant are truly classic War Robots weapons, and even years later, they continue to deliver on multiple fronts. A simple yet nuanced weapon, Punisher T turns seeming weaknesses into strengths with the correct utilization. Its kinetic damage means Punisher T needs to take time to deplete energy shields, but its incredible sustained damage means it can easily do that in addition to shredding physical shields and bare robots. In fact, at ultra-close range where all its bullets hit, Punisher T outdoes even Taran, but this damage is somewhat hindered by its spread, which makes more and more bullets miss as distance increases. But this spread is not terrible, meaning Punisher T still performs admirably at 400+ meters. Punisher T’s longer reload is its achilles heel, but careful ammunition management alleviates that.
Orkan - S-
Power: ★★★★☆
Utility: ★★★★☆
Orkan is a weapon nobody wants to see when entering a brawl, as it is as deadly as it is devious. Having an exceptionally short range of 300 meters means Orkan builds have to suffer some damage to deliver their payload, but the damage of said payload makes that easily worth it. While its rockets are rather slow, the close range and their splash damage makes aiming rather easy, so delivering a Orkan’s infamous barrage is a straightforward accord. The splash also means Orkan can attack around corners or slightly beyond its maximum range, which compliment its ambush style of play well. As for the actual damage, Orkan does the highest burst damage in 6 Pack in under 5 seconds, cementing it as the premier ambush weapon. Mind the long reload and energy shields though, as without a payload accumulated, Orkan is but a slow trickle.
Molot T - A
Power: ★★★☆☆
Utility: ★★★★★
Molot T is a weapon that is much better than one would think, given the state of most long range weapons in 6 Pack. What Molot T does to be successful is that rather than being a sniper weapon like Trebuchet or a bombardment cannon like Nashorn or Kang Dae, it has the highly successful firing mechanics of Punisher T, but extended out to 800 meters. The weapon reaches maximum damage potential at around 400 meters, so builds can stay well out of brawling range, and deliver respectable damage until around 700 meters, so builds can harass midrange as well. Molot T’s versatility is further improved by its damage being high enough to let it brawl in a pinch, but only in a pinch. Molot T is what Kang Dae and Nashorn are trying to be, which is an effective counter to meta brawling and midrange builds without losing too much raw potential.
Tulumbas - B
Power: ★★☆☆☆
Utility: ★★★☆☆
Tulumbas has had a somewhat turbulent journey through War Robots’ many updates, but it manages to still be a decent option for the midrange game. Tulumbas is a sort of hybrid between Trident and Orkan, having middling range like the former and having a payload of weak individually but strong together rockets like the latter. Some prefer the Tulumbas’ old firing mechanics, where it did not reload while firing but unloaded more quickly, but it is largely a wash objectively and overall does not amount to much. Tulumbas’ bigger issue is that it is overshadowed by Trident, which deals comparable damage and has an additional 100 meters of range, which really does make an impact against Punisher (T) or Zeus. Tulumbas is still decent though, having good splash to reach around cover or slightly beyond 500 meters, and is cheaper than Trident.
ECU - C
Protection: ★★★☆☆
Utility: ★★★☆☆
ECU does not carry nearly the reputation that Ancile has, but that does not make it bad necessarily. The main issue with ECU is that it is just too clunky to use to be totally worth the loss of firepower, especially a medium weapon. ECU sticks out to the side of the host robot from the hard-point it was equipped on, which means it does not block damage unless it is turned toward the damage source, which has the extremely unfortunate consequence of making the host robot not be able to attack said source. Additionally, while ECU only provides protection against 2 types of damage, it is damaged by all 3, unlike Ancile, and receives double damage from one of them. Despite all this, ECU can still be effective, as host robots can use it while reloading, and the ability to block plasma is a huge advantage over Ancile, so ECU has its uses.
Hydra - D
Power: ★☆☆☆☆
Utility: ★★☆☆☆
Hydra is a weapon that nobody takes too seriously, but also are not foolish enough to underestimate. Hydra no doubt is primarily a troll weapon, with builds being able to easily remain out of enemies’ reach while delivering a stream of infuriating homing missiles. Hydra has little burst damage and is essentially useless against energy shields, yet it does just enough damage that it cannot be completely ignored. Given enough time and that the target does not enter cover and wait for the build to lose interest, Hydra can wear down any unshielded robot. Hydra is also great at picking off low health robots before they deal more damage. But Hdyra’s meme status is completely warranted, as its damage is not near enough to compare to other midrange weapons, and many users sit in the build far after it stops being funny and becomes a liability.
Light Weapon Tier List
For each equipment piece’s entry, its name and given tier will be listed in the header, with a summary of the piece’s strengths, weaknesses, and general strategy at the bottom of each entry. Additionally, every equipment piece has a star rating out of five stars in two out of three categories: power and utility for weapons, and protection and utility for shields, which are described below:
- Power: The weapon’s damage output and ability to threaten other robots. This is not just a measure of DPS, but also range, shield penetration, and ability to beat other weapons in engaugments.
- Protection: The shield’s ability to keep robots from being damaged. This measures not only durability, but also coverage, ease of use, and how many weapons it works against.
- Utility: The versatility and non-damage/shielding factors of an equipment piece. This includes characteristics such as accuracy and psychological impact on the target for weapons, and enabling unique combat maneuvers in addition to making a robot tougher for shields.
Magnum - S+
Power: ★★★★★
Utility: ★★★★☆
Magnum is one of the premier brawling weapons of 6 Pack due to its brutal simplicity. Taran is considered Magnum’ medium counterpart, but Magnum actually operates quite differently from it, which is rather unique for a light weapon. Delivering a somewhat powerful plasmoid every .55 seconds with infinite ammunition, Magnum is all about sustained damage, able to fire and fire until its bot or the target is destroyed. Magnum thus has no vulnerable periods, which combines with its high accuracy all the way up to its 350 meter maximum range to create the perfect weapon for an armored brawler to slug it out with another one for a beacon. The 350 meter range is a limiting factor, as Magnum builds fall prey to midrange, and lacking burst damage means it must be mindful of ambushers and physical shields, but Magnum is an amazing weapon.
Punisher - S+
Power: ★★★★☆
Utility: ★★★★★
Punisher may just be a weaker version of its medium counterpart, but being a weaker version of Punisher T means this is one heck of a light weapon! Plus, since Punisher T was not in the original releases of War Robots, Punisher is even more classic than that weapon. As for actual combat prowess, Punisher is a universal weapon, being worse than other weapons at specific things but not doing anything particularly badly. It has crazy damage at ultra-close range, shredding physical shields and bare robots, and though it needs to take time to deplete physical shields, its raw damage means it easily can. Punisher’s spread does hamper its damage at further distances, but it can still be a threat at even 400 meters. Punisher’s drawback is of course its 10 second reload, which can be brutal at times, but it is nonetheless a phenomenal weapon.
Pinata - S-
Power: ★★★★☆
Utility: ★★★★☆
Pinata is a rather strange weapon, as despite being admittedly rather weak, it still is a premier light weapon for brawling. This is because Pinata is the sole filler of the very meta-relevant role of close-range rockets, so even though it feels underwhelming for the job, there is no direct replacement for it. That being said though, if one finds the damage and splash of Pinata to not be worth the low and range and long reload, it can be swapped for Punisher or Gust, since those two weapons exhibit somewhat similar damage properties but have more sustained damage. Pinata still has clear and important uses though, the most obvious one being that it combines well with Orkan to form a homogenous build, and can be fitted on a robot with several light hard-points such as Gl. Patton or Leo to form a more unique ambush build. Pinata is also very accessible.
Aphid - A
Power: ★★★☆☆
Utility: ★★★★☆
Aphid is a standout weapon, being the only homing missile to truly be viable, and is in fact very viable. Aphid exists almost in a niche of its own, being a weapon that is meant to soften up enemies like Zeus or Trident, but doing so in a very unique way. Aphid’s low range, decently long reload, and higher price allow it to have substantial damage per hit, especially for a light weapon. When used on a robot like Gl. Patton or Jesse, a cluster of these weapons can easily drain a quarter of a heavy robot’s health while remaining behind cover, thanks to its homing characteristics. Aphid’s missiles have unique behavior, as while they still fly over cover and home in on targets, they take a more direct path than Hydra or Spiral missiles and are more prone to missing targets, especially mobile ones. Aphid’s weakness is that it cannot brawl at all.
Molot - A
Power: ★★★☆☆
Utility: ★★★★★
Molot, much in the same vein as Punisher, is a scaled down version of its medium counterpart, so it works the same way as that weapon. Molot differs from Punisher, however, in that it is not quite powerful enough to justify being used on a robot like Gl. Patton when robots with more raw firepower are available. Punisher can be equipped on robots like Stalker, Jesse, and Bolt, all robots that use it well as wingmen or harassers, but when it comes to long range, robots having good hard-points is paramount to offset the lower general damage output of long range weapons. Thus, while a Molot Gl. Patton is not bad per se, it is hard to justify that build over a Molot T/Molot Griffin or Molot T Fujin, given the Molot family’s role of anti-midrange and slowing enemy advancements. Molot clearly goes well with Molot T, but somewhat struggles on its own.
Gekko - B
Power: ★★☆☆☆
Utility: ★★★★☆
Gekko has an extremely unique place in the 6 Pack meta, as it is a weapon that shines in rather unusual circumstances. Gekko has interesting firing mechanics, with its full magazine delivering roughly the damage of a Zeus burst and it reloading while firing. However, it takes a long time to both unload and reload, so this damage potential is difficult to utilize in practice. Gekko sees its greatest applications in special rule sets, as in Casual Night it comes off as a Molot wannabe, but in special rule sets that eliminate popular Molot platforms like Griffin and Fujin and have a midrange Carnage meta, Gekko’s burst damage and energy damage bring it into the spotlight as a premier anti-meta weapon. Unfortunately, Gekko’s price means that most do not use it due to having better things to buy, but this weapon is by no means bad.
Gust - B
Power: ★★★☆☆
Utility: ★★★☆☆
Gust seems like it would have a lot of potential, and while it does not live up to that potential, it still is a respectable weapon. In practice, it functions similarly to the Pinata, being a close-range weapon that can quickly unload a ton of damage, but then has to reload. Gust has a noticeable damage advantage over Pinata thanks to its higher burst damage and shorter reload, but this is hamstrung by its spread. Similar to Thunder, Gust must be at ultra-close range to deal full damage and at farther ranges, it is useful mainly to probe large targets like Lancelot or especially an Ancile shield. The unfortunate reality for Gust is that most robots that carry light hard-points have a difficult time utilizing it, since they lack the durability needed to get up close for the full damage. There are robots that can utilize Gust though, such as Leo, Griffin, or Stalker.
ECU - C
Protection: ★★★☆☆
Utility: ★★★☆☆
ECU on light hard-points is not as problematic as it is on medium ones, since less firepower is given up in order to have it, but ECU still finds itself being a rather unpopular item. The loss of Punisher, Magnum, or even Aphid leads to a tangible reduction in damage output, and since many robots with light hard-points already have lower firepower, they cannot afford to lose additional weapons for a clunky shield. ECU is damaged by rockets despite not protecting against them and is shredded by bullets, but its protection against Plasma is substantial. The main deal-breaker for it is that the host robot needs to stop firing to use ECU, a very unfavorable trade-off. However, there are notable robots that can do well with light hard-point ECU(s), such as Natasha, Leo, and even Rhino, since ECU makes its Assault Mode less vulnerable.
Pin - D
Power: ★★☆☆☆
Utility: ★★☆☆☆
Pin, much like its medium counterpart, has had a rough journey through War Robot’s history, but it is even worse off than that weapon. Pin has been overshadowed by Tulumbas since day one really, but with its older firing mechanics, it actually did have a bit of a unique identity. Tulumbas reloaded 8 rockets in 18 seconds while Pin reloaded 4 in 12 and unloads those rockets more quickly, so while Tulumbas clearly had more damage, Pin was able to fire more frequently, so it could have a bit more of a battlefield presence, meaning something like a Pin Gl. Patton was surprisingly justifiable. However, in its current state, it takes roughly the same time to unload as Tulumbas, and the reload while firing mechanic eliminates the shorter reload advantage. Thus, Pin is only seen complimenting Tulumbas and Trident, with little independence.
Spiral - D
Power: ★☆☆☆☆
Utility: ★★☆☆☆
Spiral, like its medium counterpart, occupies a niche that can have potential, but lacks the damage to be much more than a meme. Spiral does have different firing mechanics than Hydra, rapidly firing 3 missiles instead or slowly firing 6 missiles, meaning that while it has less sustained damage, it has more burst damage, which is surprisingly useful for a weapon like this, since it gives targets much less time to get behind cover. Thus, something like a Spiral Gl. Patton or Jesse actually has advantages over a Hydra Fujin or Doc, for example. This also explains the Hydra/Spiral Griffin is the most popular 600 meter homing missile build, as it combines both weapons to gain the advantages of both. Spiral is sneaky, annoying, and is good for finishing off low health robots, but is seldom used due to simply not having enough raw damage.
Noricum - F
Power: ★☆☆☆☆
Utility: ★★☆☆☆
Noricum is honestly the cult weapon of 6 Pack, with a dedicated few swearing by it while getting shunned by everyone else. Even those who use Noricum are often just trolling, but a handful of people believe that it is a genuinely viable and underrated weapon. This is because Noricum has different firing mechanics than its heavy counterpart, Zenit, granting a number of advantages over that weapon. Noricum unloads in a burst instead of a steady stream, and the missiles travel much faster, meaning targets have less time to react and get more damage dumped on them at once than with Zenit. However, and this is what dedicated users are often unwilling to admit, the damage is still pitiful, and the large spread means only Anciles catch the full volley. Plus, Noricum lacks the psychological impact of Zenit. Noricum is funny, but ultimately useless.
With all of the explaining of how the tier lists work and what you can get out of them, I can now wrap things up and give the final disclaimer regarding something of this nature. While I am proud of what I have made here and personally consider it to be an overall reliable analysis of the 6 Pack meta, you should not take it as gospel.
Unlike the live server, where there is a rigid hierarchy of equipment and using the less effective options often guarantees defeat, 6 Pack gives much more room to the player to maximize what they have and be able to do well with anything. Thus, do not feel that exclusively using the highest-rated robots and weapons is required to do well, as while it certainly helps, it is indeed not required. Also, while I did my best to make the tier lists well-rounded, they do have some weaknesses for some rule sets, such as Gareth being one of the lower-ranked light robots being inaccurate for Light Robot Only special rule sets, where it is one of the best robots. So, use your own judgment when making decisions, and feel free to consult other players, as many veterans will gladly discuss equipments’ effectiveness. I am not the only player in 6 Pack who likes sharing opinions, so use all the resources you can to get educated!
Moving on to a much larger point though, and what I see as the main knock against a ranking like this: many players would argue that the spirit of 6 Pack is that it lets players do whatever they want without being slaves to a system, and that saying 6 Pack has a well-defined meta, which is basically what these tier lists do, takes the fun out of it. Well, I say more power to them! Except for Destrier, no robot or weapon is objectively better than another, so players are free to use what best suits their play style, or is just what they want to use at that given time. They may not be the most effective that they can be, but if they are having fun, does it really matter? But with that said, I see it is a pretty common question among newcomers as to what you should get when starting 6 Pack, and all players should pay at least some attention to the effectiveness of their hangar, as there does come a point where while they may be having fun, they are ineffective to the point of being a liability for their team, thus making it less fun for the other players. Additionally, some players’ way of having fun is being the most effective they can be, and using the best equipment. So, for the inquisitive newcomers and people who want to be the best they can (like myself!), I leave here these tier lists as trusty references, should you want them. With that, I am finished, so thanks for reading (congratulations if you made it all the way through!), and this took a TON of time to make, so I hope something here was educational or at least entertaining!