Post by 079 on Feb 20, 2024 20:07:55 GMT -5
Welcome to The Unofficial 6 Pack Tier Lists, which are called that because claiming to be an official, end-all-be-all ranking of the equipment would go against the spirit of 6 Pack! The now-cult-classic rankings done by Bronzeknee were, for a long time, the main source of 6 Pack information on this forum, but they got quite dated with time and were comically biased in some ways. To make sure that never happens again, I now make annual tier lists to bring accurate and up-to-date 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 9OOO for their contributions to these rankings. They provided me with perspectives on equipment that I did not initially consider, which helped to make these rankings more balanced. However, these rankings are still largely my opinion, so while their views are reflected to an extent here and I value their input, this is not necessarily 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 here!
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!
2023 Summarized: How the Meta Changed in a Year
What Else is New for 2023
Introducing & Explaining the Tier List
Using & Interpreting the Tier Lists
Robot Tier List
Heavy Weapon Tier List
Medium Weapon Tier List
Light Weapon Tier List
With all of the explaining of how the tier lists work and the tier lists themselves done, 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 commanders 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 special rule sets, such as Stalker being ranked as the second best light robot not being accurate for the Light Night special rule set. So, use your own judgment when making decisions, and feel free to consult other commanders, as many veterans will gladly discuss equipments’ effectiveness. I am not the only commander in 6 Pack who likes sharing opinions, so use all the resources you can to get educated!
Moving now to what I see as the main knock against a ranking like this: many commanders would argue that the spirit of 6 Pack is that it lets commanders do whatever they want without being slaves to a system, and that an equipment ranking like this takes the fun out of it. Well, I say more power to them, which may come as a surprise given how I have talked at length about how a solid meta is present in 6 Pack, but as I said, strictly adhering to this meta is only a suggestion, so if commanders want to run a less optimal build or two, that is fine, so long as it is in good spirit. 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 commanders 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 commanders. Additionally, some commanders’ way of having fun is being the most effective they can be, so for the inquisitive newcomers and commanders 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!
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!
2023 Summarized: How the Meta Changed in a Year
While 2022 was a year that saw the meta shift towards more optimized and competitive hangars, 2023 was when the pendulum swung back in the other direction, with more silly, personal builds making a bit of a comeback. Rhino, Stalker, and Bolt are all semi-common sights as per last year, though many commanders are now using them more for fun than to apply them to their niches, as many are put off by the generally slow speed of the best robots. These 3 robots all definitely have their moments, but as is in general, their play is not as optimized as it was at the end of last year. The rising star of 2023 would probably be Natasha, due to the Armored Wagon build pioneered by Cdr Crimmins and HAL9OOO, which has the robot use both Ancile and ECU, meaning it has significant defense at the cost of firepower. This build is proving increasingly effective given the rise of ranged builds as the year went on (more on that in a bit), and many commanders, including myself, are considering implementing them into their hangars. The other rising star of the year would be the Trebuchet, though for a completely different set of reasons. For seemingly no reason, many commanders like Vigusfatbelly, Ryoji, and ROCKWELDER have taken a particular liking to it for their ranged hangars, despite its buff being quite long ago and tests by more competitive commanders like myself showing it is not much more viable than it was before. This fascination with Trebuchet is not showing any signs of stopping, so it probably will remain as a cult weapon alongside artillery, which is also enjoying increased usage due for similarly unknown reasons. As for losers this year, the biggest one is probably Aphid, as its surge in popularity following Naked and Afraid’s debut turned out to be surprisingly short, and the weapon is now rather rare, with Spiral and Hydra seemingly seeing more use. And of course, Punisher and Punisher T have continued to slowly diminish in popularity as the plasma buffs have made themselves apparent and the proliferation of shields still continues, but they still remain effective and overall common weapons. And lastly, I will be keeping an eye on Fujin, as I have been using it a lot since mid 2023 and have been finding great success with it, and have noticed some others start to make use of it, meaning the robot may be on a slow rise, but if this pans out is anyone’s guess. As the year goes on, the meta pendulum will undoubtedly swing back in the direction of more competitive hangars, but when it will is, of course, not at all certain.
Of course, 2023 was not just a continuation of 2022, but also featured many of its own impactful events to the progression of 6 Pack. At the very beginning of the year was the 8.7 update, which buffed all tier 2 weapons (namely plasma weapons) with a 10% damage boost, which as alluded to already, has fully had its impact on the meta by now. Plasma builds are everywhere, accounting for half of all builds deployed at times, and thus are leading to a greater usage of physical shields, including ECU, and corner-shooting. While this buff was nice for weapons like Tulumbas that needed it, it seems to have ultimately been for the worse due to the brawling meta feeling a bit homogenous at this point. On a more positive note though, Trident would get a 10% damage buff some time later, which was a welcome change as that meant it gained some ground back on Zeus, the weapon Trident was in a losing competition with. With all of these buffs though, the lack of robot health buffs is becoming rather noticeable, as midrange and brawling builds are able to chew through robots and shields alike with at times shocking speed. While unlikely, I would really like to see a robot and shield health buff at some point to slow the pace of combat down just a little bit. This issue is nothing huge yet, but it is a long term consideration for 6 Pack.
2023’s defining contribution to 6 Pack would not come until the tail end of the year though, with that of course being the long, long awaited implementation of cross-platform squads and custom games. While some drama has resulted from the merge, with Android 6 Pack ultimately deciding to not transition back to traditional 6 Pack rules despite claims that it would by the at-the-time leaders of it, it is obvious that this merge has brought forth a new golden age of 6 Pack, with commander numbers and variety being at the highest they have been in years. With the insertion of a whole new, rather different commander population into the ecosystem, some changes in the meta have of course resulted. The Android commanders, likely due to them allowing Jump Unit and Avenger under their rules, seem to have a particular liking for the Fury, Griffin, and Lancelot, meaning those 3 already-dominant robots are now seeing even greater deployment rates. More importantly though, these commanders seem to really like midrange builds, even on smaller maps, leading to a quite noticeable increase in the amount of midrange Furies, Butches, and Natashas being deployed every battle. This is what has led to the Armored Wagon and other shield-heavy builds entering the spotlight, as their ability to repel the ranged fire and hold beacons is becoming increasingly valuable. It will be interesting to see how this unfolds, as range-heavy metas tend not to last for that long, but the Android commanders do seem rather set in their ways at the moment. Some Android commanders have also taken a liking to homing missiles, artillery, and the Trebuchet, likely after seeing the fun that commanders like Vigusfatbelly seem to have using them. I personally predict that the Android commanders will slowly come around to how us iOS commanders have been doing things, with less range and more shields, but how much they will is unknown, as there seemingly is still a hint of factionalism between the two platforms. Only time will tell!
With the introduction of cross-platform squads and custom games also came a wholly new population of commanders, those being the computer-based platforms, PC and Steam, which did not have their own 6 Pack branch. Since many of these commanders are starting fresh, they understandably are using cheaper equipment and are working on acquiring the more expensive items, but it will be very interesting to see where exactly they go with their hangar building, as they only know this cross-platform environment. Whether they will adopt an iOS-style philosophy with shields and tactics, an Android-style philosophy with mobility and range, something in between, or something wholly different is not something that can be said right now. In any case, the more commanders the merrier, and 6 Pack has a bright future ahead of it. Right now there is a balance update on the Test Server that seemingly will grant splash damage to the Hydra, so where the meta will go in 2024, either due to the commanders of Pixonic’s meddling, is truly anyone’s guess.
Of course, 2023 was not just a continuation of 2022, but also featured many of its own impactful events to the progression of 6 Pack. At the very beginning of the year was the 8.7 update, which buffed all tier 2 weapons (namely plasma weapons) with a 10% damage boost, which as alluded to already, has fully had its impact on the meta by now. Plasma builds are everywhere, accounting for half of all builds deployed at times, and thus are leading to a greater usage of physical shields, including ECU, and corner-shooting. While this buff was nice for weapons like Tulumbas that needed it, it seems to have ultimately been for the worse due to the brawling meta feeling a bit homogenous at this point. On a more positive note though, Trident would get a 10% damage buff some time later, which was a welcome change as that meant it gained some ground back on Zeus, the weapon Trident was in a losing competition with. With all of these buffs though, the lack of robot health buffs is becoming rather noticeable, as midrange and brawling builds are able to chew through robots and shields alike with at times shocking speed. While unlikely, I would really like to see a robot and shield health buff at some point to slow the pace of combat down just a little bit. This issue is nothing huge yet, but it is a long term consideration for 6 Pack.
2023’s defining contribution to 6 Pack would not come until the tail end of the year though, with that of course being the long, long awaited implementation of cross-platform squads and custom games. While some drama has resulted from the merge, with Android 6 Pack ultimately deciding to not transition back to traditional 6 Pack rules despite claims that it would by the at-the-time leaders of it, it is obvious that this merge has brought forth a new golden age of 6 Pack, with commander numbers and variety being at the highest they have been in years. With the insertion of a whole new, rather different commander population into the ecosystem, some changes in the meta have of course resulted. The Android commanders, likely due to them allowing Jump Unit and Avenger under their rules, seem to have a particular liking for the Fury, Griffin, and Lancelot, meaning those 3 already-dominant robots are now seeing even greater deployment rates. More importantly though, these commanders seem to really like midrange builds, even on smaller maps, leading to a quite noticeable increase in the amount of midrange Furies, Butches, and Natashas being deployed every battle. This is what has led to the Armored Wagon and other shield-heavy builds entering the spotlight, as their ability to repel the ranged fire and hold beacons is becoming increasingly valuable. It will be interesting to see how this unfolds, as range-heavy metas tend not to last for that long, but the Android commanders do seem rather set in their ways at the moment. Some Android commanders have also taken a liking to homing missiles, artillery, and the Trebuchet, likely after seeing the fun that commanders like Vigusfatbelly seem to have using them. I personally predict that the Android commanders will slowly come around to how us iOS commanders have been doing things, with less range and more shields, but how much they will is unknown, as there seemingly is still a hint of factionalism between the two platforms. Only time will tell!
With the introduction of cross-platform squads and custom games also came a wholly new population of commanders, those being the computer-based platforms, PC and Steam, which did not have their own 6 Pack branch. Since many of these commanders are starting fresh, they understandably are using cheaper equipment and are working on acquiring the more expensive items, but it will be very interesting to see where exactly they go with their hangar building, as they only know this cross-platform environment. Whether they will adopt an iOS-style philosophy with shields and tactics, an Android-style philosophy with mobility and range, something in between, or something wholly different is not something that can be said right now. In any case, the more commanders the merrier, and 6 Pack has a bright future ahead of it. Right now there is a balance update on the Test Server that seemingly will grant splash damage to the Hydra, so where the meta will go in 2024, either due to the commanders of Pixonic’s meddling, is truly anyone’s guess.
What Else is New for 2023
With this being the third installment of the Unofficial 6 Pack Tier List, I of course changed some things about this list compared to the last one, so I thought I should make a little section about them here for the commanders coming here after reading the first two! If you want a summary of the changes, read on.
Just like the last 2 years, I highly value the presentation of these tier lists, so I have changed how the list is organized to make it more streamlined and less vague, as I think the main flaw with the last one was how I kinda over-complicated things a little bit. I have done away with the subtiers that I introduced last year, as I think they are largely unnecessary, and I also am making this list not have any specific order of equipment anymore (meaning all items in a given tier are considered equal). I also have adjusted the definition of the utility category for each equipment piece’s score again, making it even more precise.
As for the lists themselves, I have decided to incorporate Android into the rankings, mentioning it in equipment descriptions and making a separate list for heavy weapons, the one equipment category that I think is different enough to warrant a separate ranking. I have not had a lot of experience with Android yet, so some of my rankings may be off, but hey, you have to start somewhere! Besides, I have already clarified that I am not the end-all be-all of 6 Pack knowledge anyway.
Just like the last 2 years, I highly value the presentation of these tier lists, so I have changed how the list is organized to make it more streamlined and less vague, as I think the main flaw with the last one was how I kinda over-complicated things a little bit. I have done away with the subtiers that I introduced last year, as I think they are largely unnecessary, and I also am making this list not have any specific order of equipment anymore (meaning all items in a given tier are considered equal). I also have adjusted the definition of the utility category for each equipment piece’s score again, making it even more precise.
As for the lists themselves, I have decided to incorporate Android into the rankings, mentioning it in equipment descriptions and making a separate list for heavy weapons, the one equipment category that I think is different enough to warrant a separate ranking. I have not had a lot of experience with Android yet, so some of my rankings may be off, but hey, you have to start somewhere! Besides, I have already clarified that I am not the end-all be-all of 6 Pack knowledge anyway.
Introducing & Explaining the Tier List
I initially considered a numbered 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 on a similar level. 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 quite have to deal with the nitpicky nature of numbered rankings. Here are the meanings and implications of each tier on my tier list:
S Tier - Upper Meta: Equipment is unrivaled in its combat roles, being very powerful, reliable, and popular
A Tier - Lower Meta: Equipment is more niche than the S Tier equipment, but is still highly effective
B Tier - Viable: Equipment is less powerful than the above tiers, but still has reasonable use cases
C Tier - Outclassed: Equipment is not bad necessarily, but is not justified over equipment in higher tiers
D Tier - Relegated: Equipment is more effective than the F Tier entries, but is still seldom effective overall
F Tier - Obsolete: Equipment is practically never effective and is only seen in unusual circumstances
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 special 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. I believe that with this system, I can cover a 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 with good effect.
S Tier - Upper Meta: Equipment is unrivaled in its combat roles, being very powerful, reliable, and popular
A Tier - Lower Meta: Equipment is more niche than the S Tier equipment, but is still highly effective
B Tier - Viable: Equipment is less powerful than the above tiers, but still has reasonable use cases
C Tier - Outclassed: Equipment is not bad necessarily, but is not justified over equipment in higher tiers
D Tier - Relegated: Equipment is more effective than the F Tier entries, but is still seldom effective overall
F Tier - Obsolete: Equipment is practically never effective and is only seen in unusual circumstances
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 special 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. I believe that with this system, I can cover a 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 with good effect.
Using & Interpreting the Tier Lists
Now on to how these tier lists are meant to be interpreted and what you can get from them! 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 mentally apply the needed modifications yourself to see how it changes due to that rule set. I will give two examples of such modifications to explain what I mean:
An iconic special rule set is Medium Night, and as its name suggests, only allows robots of the medium weight class. Thus, to see the tier list for this rule set, simply disregard all entries that are not medium robots. With this, it will become apparent that Galahad, Fujin, and Carnage 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 wholly bad choices, but rather just generally worse than other robots. Thus, do not just ignore them, but consider the niches they fill, as including one or more of them in your hangar may actually be worth it.
A rather common special rule set is the Point System, which assigns every robot a certain point value, and then gives commanders a limited amount of points to use to build 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 configurations. 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. 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 commander. 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 equipment, 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 items are a much safer investment than others, so spend wisely!
An iconic special rule set is Medium Night, and as its name suggests, only allows robots of the medium weight class. Thus, to see the tier list for this rule set, simply disregard all entries that are not medium robots. With this, it will become apparent that Galahad, Fujin, and Carnage 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 wholly bad choices, but rather just generally worse than other robots. Thus, do not just ignore them, but consider the niches they fill, as including one or more of them in your hangar may actually be worth it.
A rather common special rule set is the Point System, which assigns every robot a certain point value, and then gives commanders a limited amount of points to use to build 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 configurations. 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. 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 commander. 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 equipment, 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 items are a much safer investment than others, so spend wisely!
Robot Tier List
For each robot’s entry, its name and assigned tier will be at the top of its entry, followed by its score (described below), then a list of recommended builds (an asterisk denotes a build is more niche, but still warrants mention), and finally a description of the robot. A robot’s score is meant to be a quick reference about its strengths and weaknesses, with each robot being scored in three categories:
Offense: This rates a robot’s ability to threaten enemy robots and beacons. This measures not only firepower, but also how difficult it is for the enemy to prevent it from advancing on its territory.
Defense: This rates a robot’s ability to defend its territory and beacons. This measures not only a robot’s survivability, but also a robot’s ability to hold its ground and respond to a variety of threats.
Utility: This rates the intangible traits of a robot that are not covered by the other two categories. This includes the robot filling unique niches, having exceptional versatility, and other benefits.
Generally, utility is the least important category, as being able to directly bolster the team’s offensive or defensive capabilities is generally better than providing either through a more indirect, nuanced way. The utility category is mainly to illustrate if a robot thrives through the usage of these nuanced tactics.
Lancelot - S
Offense: ★★★★★
Defense: ★★★★★
Utility: ★★★★☆
Recommended Builds
Ancile/Zeus/Thunder + Taran
Ancile/Trident/Thunder + Orkan
Ancile/Zeus/Trident/Thunder + Punisher T
Thunder + Storm*
Trident/Thunder + Tulumbas*
Lancelot has always been a great robot, but by this point, it is pretty easily the overall best robot in all of 6 Pack. Lancelot has it all for capturing and defending beacons: a unique heavy and double medium hardpoint configuration, arguably the best for brawling, a front-facing physical shield, perfect for the current plasma-heavy meta, and a Rush ability to round it all off. Its only major weakness is rockets, as its large frame makes dodging them basically impossible, but the Rush ability can aid in avoiding encounters or limiting exposure time, and of course, Ancile can be used to create the Ancilot, a build that needs no introduction. Most non-Ancile 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 very multirole due to lacking solid longer range builds, and its fluctuating speed makes teaming with other robots a bit difficult. But being nigh perfect at brawling, the most important role, makes Lancelot a top hangar staple.
Fury - S
Offense: ★★★☆☆
Defense: ★★★★★
Utility: ★★★★★
Recommended Builds
Zeus
Trident
Zeus/Trident + Ancile
Zeus + Trident*
Thunder*
Thunder + Ancile*
Fury is the embodiment of brutal simplicity, as it really only has one battlefield application, but it does it so well that it propels itself a top spot in the 6 Pack meta. Fury has long been the top robot for midrange, as it is the only robot able to use more than two heavy weapons at once. Fury absolutely dominates large, open maps while still being a threat on smaller maps, since its burst damage lets it pound brawlers who expose themselves for any amount of time. While Fury may not be the most durable of robots, it can defend itself by simply destroying whatever is threatening it or its beacons, and it can make great use of cover since its tall hull and all-heavy hardpoint configuration let it peek its weapons over the cover while protecting itself. Brawling builds for this robot are not optimal, but they can still be potent if used in the right situations. Fury is never on the front lines capturing beacons, but it can aid advancing teammates or stop enemy flanks in a huge area, making it a nigh perfect overseer-type robot. Just do not overuse it!
Griffin - S
Offense: ★★★★★
Defense: ★★★☆☆
Utility: ★★★★★
Recommended Builds
Taran/Punisher T + Magnum
Orkan + Pinata/Gust
Punisher T + Punisher
Taran/Orkan/Punisher T + Aphid
Molot T + Molot
Storm + Gust*
Tulumas + Aphid/Pin*
Griffin is an interesting robot, as while the current 6 Pack meta leans towards the heavy usage of shields, Griffin still finds itself as one of the best robots, despite its relative lack of survivability. Griffin has long been thought of as a jack-of-all-traits, master-of-none robot, but this interpretation is a bit surface-level. Griffin definitely is a multirole robot, able to equip a wide variety of weapons for a bunch of different combat roles, but when you think about it, all of these builds center around one central play style: that of the ambusher. Whether it is equipped with 300 meter or 800 meter weapons, Griffin is best used not as a general purpose robot, but as an ambusher that seeks to score pot shots on unsuspecting or defenseless enemies. This kind of play style best compensates for Griffin’s low durability for a heavy robot and its Jump ability’s long recharge, two things that can quickly become liabilities for a less experienced pilot. Griffin’s days as the do-everything robot are over, but it lives on as the premier sneak-attacker of 6 Pack.
Galahad - A
Offense: ★★★★☆
Defense: ★★★★☆
Utility: ★★★★☆
Recommended Builds
Taran + Magnum
Orkan + Pinata
Punisher T + Punisher
Orkan + Magnum*
Molot T + Molot*
Orkan/Storm + Gust*
Galahad is essentially a mini-Lancelot, lacking the latter’s raw power, but retaining its survivability in a much more compact package. Galahad’s hull is quite weak for a medium robot, but its strong physical shield grants amazing defense versus plasma and good defense versus bullets, perfect for the current 6 Pack meta, and while Galahad does struggle against rockets, its high speed lets it avoid encounters or limit exposure time. Having one medium weapon and two light hardpoints does limit Galahad to high damage builds to be a sizable threat, but with these builds it is quite capable, being great for capturing beacons, either through force with its shield or a flank with its speed, and is great for defending beacons with its shield and corner-shooting. Galahad having all its hardpoints on one side of its hull has its quirks, but skillful play makes the most of it. Galahad goes down quickly if met with bad matchups, but that does not stop it from being a top choice for commanders who want a speedier robot that still packs a punch.
Fujin - A
Offense: ★★☆☆☆
Defense: ★★★★★
Utility: ★★★★★
Recommended Builds
Taran
Orkan
Punisher T
Molot T*
Tulumbas*
Fujin is an interesting robot, as its strategic playstyle really sets it apart from the others. It has great firepower in the form of three medium hardpoints, the strongest energy shield in 6 Pack, and moderate speed, so it is quite well-rounded at first glance. However, the weaknesses of Fujin are its durability, as it is rather fragile for a medium robot, its Sentry Mode reducing its speed while active, and the shield only recharging while in Sentry Mode. Since Fujin is slow when in its strongest state, it prefers to dig in at strategic positions as opposed to being a mobile threat, making it have a rather defensive playstyle. Fujin is vulnerable while on its way to its destination, but can be nigh impossible to kill when it gets there. While its weakness to plasma is problematic in the current plasma-heavy meta, Fujin more than makes up for this with its unparalleled protection against the other two forms of damage, which enter full display when it is assisting teammates. When used effectively, Fujin often makes beacon defense a breeze for its team.
Natasha - A
Offense: ★★★☆☆
Defense: ★★★★☆
Utility: ★★★★★
Recommended Builds
Zeus + Punisher/Molot/Gekko
Trident + Molot/ECU/Pin
Ancile + Thunder + Magnum/Punisher
Zeus/Thunder + Ancile + Magnum/Punisher + ECU
Thunder + Magnum/Pinata/Punisher/Gust*
Natasha’s greatest issue is that it often is compared unfavorably with Fury, and while it is overall a little worse than Fury with its main application, ranged builds, it has several advantages to offset this. Natasha has slightly more durability and speed than Fury, though not as much as Butch, but the main draw is the opportunities its hardpoint configuration presents. With two light hardpoints in place of a heavy, Natasha lacks the straight-up damage of Fury, but is far more versatile. Molots or Gekkos give Natasha more range, and two light hardpoints are much better for brawling than one heavy hardpoint. Natasha’s most interesting application is also slowly becoming its most prominent, which is its excellent ability to make use of Ancile and ECU. Practically all brawler Natashas use Ancile to compensate for their low speed and large profile, but some push this to the extreme by also equipping ECU, creating a build that, while lacking power, is nigh perfect for protecting teammates during coordinated assaults and beacon defense.
Rhino - A
Offense: ★★★★★
Defense: ★★★☆☆
Utility: ★★★☆☆
Recommended Builds
Taran + Magnum
Orkan + Pinata/Gust
Punisher T + Punisher
Storm + Magnum/Gust*
Molot T + Molot*
Rhino is an interesting robot, being a strange combination of mobility and power that does overall work. Rhino is best thought of as a heavy beacon-capper, as it does not fit into the traditional beacon-capper role. This is due to the drawbacks of Assault Mode, the biggest of which is its lack of maneuverability, as while in Assault Mode, Rhino cannot swivel its hull freely from its legs and it cannot turn quickly, which is only exacerbated by its shield now being unreliable at protecting it due to a bug where the shield’s hitbox does not always work. This is not even mentioning rockets, which are simply the bane of Rhino. Due to these limitations, Rhino is best used not to beacon-hop like other beacon-cappers like Rogatka, but instead to quickly reach compromised positions to defend them, or perform a flank with the intention of defending that beacon, rather than leaving it. Thanks to a greater understanding of its quirks and its shield being good against the current plasma-heavy meta, Rhino is arguably 6 Pack’s premier beacon-capper.
Leo - A
Offense: ★★★☆☆
Defense: ★★★★★
Utility: ★★★☆☆
Recommended Builds
Zeus + Magnum/Punisher
Ancile + Magnum/Punisher
Thunder + Magnum/Punisher + ECU
Thunder + Magnum/Pinata/Punisher/Gust
Zeus/Ancile/Thunder + Aphid*
Leo is, for lack of a better word, a strange robot. Leo seems like a lumbering, powerful tank that is perfect for facing threats head-on, and while this is not the worst way to use it, its best applications are not quite what this analysis suggests. Despite having the second highest durability in 6 Pack, Leo finds itself being significantly helped by having Ancile or ECU equipped, since it being the slowest robot in 6 Pack makes it very vulnerable to being pot-shot when not behind cover. Many commanders prefer equipping Ancile due to Leo’s low speed making Thunder difficult to utilize anyway, but some do prefer keeping Thunder and equipping ECU, making for a build that is stronger against plasma and is more effective when fighting at ultra-close range over a beacon. Leo’s playstyle actually matches that of Fujin, where it is vulnerable when out and about, but is exceptionally difficult to remove from a defensive position. The drawbacks of Leo’s lackluster speed are minimized in capable hands, making for a very capable defensive brawler.
Butch - A
Offense: ★★☆☆☆
Defense: ★★★★☆
Utility: ★★★★★
Recommended Builds
Zeus + Trident
Zeus
Trident
Zeus/Trident + Thunder
Trebuchet*
Butch, similar to Natasha, is often in Fury’s shadow due to the two sharing battlefield roles, but Butch has many attributes that make it appealing. 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, and it has slightly higher durability than Fury or Natahsa to boot. But Butch’s main feature is of course its Quick Draw ability, which has many easily overlooked nuances. One weapon set rests at the top of Butch’s hull while the other protrudes from its sides, meaning Butch can both corner-shoot and shoot above low cover extremely well. Also, Butch is able to mix weapon sets very well, granting it great flexibility since it can carry different weapon sets for facing different threats. As a result, it can be argued Butch is actually better than Fury when it comes to versatility. In the end though, Butch falls short of both Fury and Natasha due to it lacking Fury’s sheer power while also lacking Natasha’s sheer versatility, as the Quick Draw’s long recharge limits its potential.
Raijin - B
Offense: ★★☆☆☆
Defense: ★★★★☆
Utility: ★★★★☆
Recommended Builds
Zeus
Trident
Thunder + Zeus/Trident
Ancile + Zeus/Thunder*
Thunder*
Raijin can essentially be described as a combination of the power of Leo and the strategy of Fujin, with mixed results. Raijin’s survivability is undeniable, due to it having both the highest durability in 6 Pack and two decently strong physical shields. It also has decent firepower, with two heavy hardpoints that gain a noticeable 40% damage boost during Bastion Mode. Unfortunately, Raijin is way better on paper than it is in practice. Raijin only having heavy hardpoints means Thunder is its only brawling option, but Raijin cannot utilize Thunder well due to its low speed, which Bastion Mode takes away altogether. Also, the shields do not actually cover the full width of Raijin’s hull, so they can be unreliable. Additionally, Raijin being stationary in Bastion Mode makes it exceptionally vulnerable to getting pot shot, so positioning is key. Raijin works best when it plants itself in positions that force the enemy to deal with it, where it is able to use its durability to draw fire away from teammates and facilitate a coordinated assault or distraction.
Carnage - B
Offense: ★★★☆☆
Defense: ★★★☆☆
Utility: ★★★★☆
Recommended Builds
Zeus
Trident
Thunder
Ancile + Zeus/Thunder*
Carnage is an interesting robot, as while it is not a front-line fighter, it has many clever uses. Carnage’s weak energy shield means that it can last for a bit against rockets and bullets, but its weak hull stands no chance against plasma, and while it is rather slow for a medium robot, its Rush ability means it can be strikingly fast when it wants to be. This combination of serviceable survivability and burst mobility means Carnage is both a capable midrange and ambush robot when played with care, with users keeping tabs on their surroundings and trying to attack isolated targets. However, nothing can account for how this overall capable robot has been dealt a very crummy hand by Pixonic, with buffs to plasma weapons exacerbating its achilles heel and buffs to rockets making its shield feel even weaker. The robot still sees use on Casual Night, but now finds the most success in special rule sets where heavy robots are absent, as it being the only non-heavy robot with multiple heavy hardpoints makes it appealing for midrange.
Doc - B
Offense: ★★☆☆☆
Defense: ★★★☆☆
Utility: ★★★★★
Recommended Builds
Orkan + Taran/Punisher T/Molot T
Punisher T + Molot T
Taran + Punisher T/Molot T*
Orkan*
Tulumbas*
Doc is a glass cannon of-sorts, sacrificing durability 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 only average firepower, so it cannot face powerful robots head-on like Fujin or Galahad can. However, just like Butch, Doc has lots of nuances for skilled users to take advantage of. One of Doc’s hardpoint sets protrudes really far from its hull, so it is a great corner-shooter, and the other set rests above its hull, allowing it to shoot over low cover, both of which are complimented by its speed. Doc struggles in capturing beacons due to its relative lack of survivability, but makes up for that by being great in other applications. Doc makes an excellent wingman, as it provides a ton of firepower, and it can defend beacons against even powerful robots by using its speed and corner-shooting to stay out of sight.
Rogatka - B
Offense: ★★★★☆
Defense: ★★☆☆☆
Utility: ★★★☆☆
Recommended Builds
Taran
Orkan
Punisher T*
Storm*
Rogatka is arguably 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 lets Rogatka 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 firepower, which is more than other hyper-mobile robots and gives it enough bite to be an excellent harasser or dedicated beacon-capper. 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. Additionally, Rogatka is somewhat outclassed by Rhino, a robot that is only a little slower but much more powerful. Regardless, a well-played Rogatka is a highly mobile threat, helping teammates one second and then be flanking to a far-off beacon the next.
Bolt - B
Offense: ★★★★☆
Defense: ★★☆☆☆
Utility: ★★★☆☆
Recommended Builds
Magnum
Pinata
Punisher
Aphid
Magnum/Pinata + ECU
Gust*
Bolt, along with Jesse and Stalker, is one of the only light robots that are viable in Casual Night, due mainly to its Dash ability. Having low durability makes Bolt unsuitable for beacon defense and only able to capture beacons when flanking or being ignored, but it still is a capable robot. The Dash ability makes Bolt an excellent harasser and ambusher, as it can perform several maneuvers only it can, such as walking towards enemies to deliver a payload and then Dashing away, Dashing into an enemy for an ambush, Dashing to dodge enemy shots, Dashing to simply cover distance faster than just walking, or performing the coveted Super-Dash on maps that allow it. Bolt’s three light hardpoints, aside from being great firepower for a light robot, work well with ECU, since Bolt still has some firepower left over. Aside from Casual Night, Bolt really shines in special rule sets where heavier robots are limited or absent, as now it can damage enemies more quickly or even brawl. Many consider Bolt to be the best light robot.
Stalker - B
Offense: ★★★★☆
Defense: ★★☆☆☆
Utility: ★★★☆☆
Recommended Builds
Magnum
Punisher
Gust
Pinata*
Aphid*
Stalker seems like a great ambusher and harasser in concept, but does not live up to its full potential. The Stealth ability is good since Stalker’s small frame means only a few robots can hit Stalker while its Stealth ability is active, allowing Stalker to cross no man’s land or take pot-shots at strong enemies. The ability’s usefulness is also complimented well by Stalker’s speed, which is notability among the highest in 6 Pack. The downfall of this robot is that it relies completely on its ability, which limits its flexibility. Preferring not to engage when its Stealth ability is not handy, Stalker cannot be a constant presence like most other robots, meaning an aware enemy can minimize its battlefield influence. Stalker is also not that good of a wingman due to it only providing a meager firepower boost to teammates. Stalker is quite capable in the right hands, being used as a ninja-type robot that can swipe beacons or keep a powerful enemy occupied, but quite a lot of skill, skill which does not carry elsewhere, is needed to accomplish this effectively.
Gl. Patton - C
Offense: ★★☆☆☆
Defense: ★★★☆☆
Utility: ★★★★☆
Recommended Builds
Magnum
Pinata
Punisher
Aphid
Magnum/Pinata + ECU
Molot*
Gekko*
Gl. Patton lacks the power of many robots, and even the mobility of many robots, but the fact it occupies some significant niches is what makes it notable. Being the only robot in 6 Pack that can use four light weapons at once, Gl. Patton lends itself to several unusual tactics. These mainly include harassment or anti-meta builds such as Aphids or Gekkos, as these weapons only work well in collusters and thus lend themselves well to this robot, but it also has direct combat capabilities. Gl. Patton typically cannot capture or directly defend beacons, but it is a great corner-shooter, and while it has somewhat low survivability, it is not weak to any one damage type, making it surprisingly reliable. Thus, if played with patience, Patton can remain just out of reach of even powerful robots and wear them down, much like the Doc. Also like Doc, Gl. Patton makes a great wingman, providing lots of firepower to a teammate. Gl. Patton is versatile, but since it lacks survivability or mobility, it must remain vigilant to not be caught and made into a free kill.
Vityaz - C
Offense: ★★★☆☆
Defense: ★★★☆☆
Utility: ★★★☆☆
Recommended Builds
Zeus + Magnum/Punisher
Ancile + Magnum/Punisher
Thunder + Magnum/Punisher/Gust
Thunder + Magnum/Punisher/Gust + ECU*
Zeus + Molot/Gekko*
Trident + Pin*
Vityaz is an interesting robot, 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 several heavy robots that all have more durability and/or firepower without giving up much mobility. However, in special rule sets where said heavy 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, Vityaz is 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 Night rule sets, as commanders can use Vityaz’s reliability to compliment other robots to round out a hangar, or build a hangar with multiple Vityaz builds. Vityaz is great in special rule sets, and its survivability allows it to perform surprisingly well on Casual Night, but in general, it is overshadowed by many heavy robots.
Boa - C
Offense: ★★★☆☆
Defense: ★★★☆☆
Utility: ★★☆☆☆
Recommended Builds
Zeus + Taran/Punisher T
Thunder + Taran/Orkan/Punisher T
Trident + Punisher T*
Boa is often thought of as a mini-Leo, which is a semi-accurate description of this strange robot. Boa has amazing survivability, being the most durable medium robot by far, even more durable than most heavy robots, but its problems come from its strange balance of firepower and mobility. One heavy and medium hardpoint are overall lacking in damage output, so while Boa does not die quickly, it also cannot destroy enemies quickly, making it only serviceable at brawling. Thus, Boa is best used as a wingman, where it can protect its teammate and provide extra firepower, or as a form of beacon-capper, where it can shrug off the pot-shots it inevitably accumulates traveling through no man’s land. Much like Vityaz though, the problem with Boa is that it finds itself outclassed by heavy robots whose higher firepower make them more survivable overall, especially since they lend themselves much better to equipping Ancile and ECU. Boa is a neat little package with some unique uses, but it is just too outclassed to see wider use.
Gareth - C
Offense: ★★☆☆☆
Defense: ★★★☆☆
Utility: ★★☆☆☆
Recommended Builds
Taran + Magnum
Orkan + Pinata/Gust
Punisher T + Punisher
Storm + Gust*
Gareth is an interesting robot in the 6 Pack landscape, as the current plasma-heavy meta both helps and hurts it, and it has a following despite its shortcomings. Gareth’s following comes from how rockets once had different mechanics, where instead of detonating on contact with an object, they would detonate at the distance the targeted robot was at when they were fired, allowing fast robots like Gareth to dodge rockets with their speed. Gareth has a lasting impression on several commanders as a result, meaning it often will see use in rule sets it does not belong in, most notably Causal Night. Gareth is limited to special rule sets because plasma has gotten so strong that most builds can simply chew through its somewhat weak shield, making it inadequate for Casual Night without even considering rockets. But in special rule sets where heavy robots are absent, Gareth’s shield is more useful against the lower firepower, but then it finds itself at odds with Galahad, meaning no matter the angle it is looked at, Gareth is just outclassed.
Golem - C
Offense: ★★☆☆☆
Defense: ★★★☆☆
Utility: ★★☆☆☆
Recommended Builds
Zeus + Molot T + Molot
Trident + Tulumbas + Pin
Ancile + Taran + Magnum
Zeus/Thunder + Punisher T + Punisher
Thunder + Orkan + Pinata*
Ancile + Punisher T + Punisher*
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 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 hardpoint configuration does not help it either, as many light/medium combos do not operate harmoniously, meaning its aforementioned firepower advantage is not even true some of the time. Despite this, Golem still is a decent weapons platform with a bit more mobility than the heavy robots, can take a couple hits before going down, and is one of the best corner-shooters in 6 Pack since all of its hardpoints protrude far from its hull. Golem is a cool novelty that, while not terrible by itself, is outclassed by so many heavy and even medium robots it seldom sees use.
Jesse - D
Offense: ★☆☆☆☆
Defense: ★★☆☆☆
Utility: ★★★☆☆
Recommended Builds
Magnum/Punisher + Pinata/Gust
Magnum/Punisher + Aphid
Pinata
Aphid
Molot/Gekko + Magnum/Punisher/Pinata*
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 10 seconds rather than having all weapons at once of course limits Jesse’s firepower, but not for all builds. Aphids have a 10 second reload, meaning they sync with Jesse’s Quick Draw ability, making Aphids be its premier build and the only build where Jesse is genuinely better than Bolt, Stalker, or Gl. Patton. However, this means that Jesse is quite dependent on the prevalence of Aphids, as with virtually every other build it finds itself outclassed by the aforementioned 3 robots, which are faster and/or more survivable. Jesse does have the benefit of high durability for a light robot, but this again pales in comparison to those 3 aforementioned robots. Jesse is only used as an Aphid platform, or as an all-rounder in the Light Night special rule set.
Gepard - D
Offense: ★★☆☆☆
Defense: ★★☆☆☆
Utility: ★★☆☆☆
Recommended Builds
Magnum
Pinata
Punisher
Aphid
Gust*
Gepard, like Gareth, has a bit of a history to it, but these days has little going for it. Commanders like to bring up the Magnum Gepard era during the old matchmaker as this robot’s heyday, and that it was, but the old matchmaker is long gone, and really, that is just the first of the problems Gepard faces today. The main reason this robot is seldom used in most rule sets is because it is just outclassed, plain and simple. It does actually have slightly more durability and foot speed than Bolt, but not nearly enough to make up for lacking the Dash ability. Gepard also faces competition from Jesse, which is better with Aphids, and especially Stalker and Gareth, which are both better beacon-cappers and harassers. Despite these severe shortcomings, Gepard can be used as a budget option in special rule sets where powerful robots that crush it are absent, but still struggles to be an appealing choice over Bolt. Gepard is worse than most light robots, but it has enough firepower and overall mobility to keep it from being completely useless.
Schutze - F
Offense: ★☆☆☆☆
Defense: ★☆☆☆☆
Utility: ★☆☆☆☆
Recommended Builds
Zeus
Trident
Thunder*
Schutze shares a lot in common with Destrier, with it being hopelessly outclassed by so many robots, but it does find itself to actually be in an overall slightly more favorable position. Schutze is the only light robot with a heavy hardpoint, making it an appealing option on the Point System and Light Night special rule sets, a sort of niche that is surprisingly useful in those rule sets. Additionally, buffs to both Zeus and Trident, the two weapons Schutze uses the most, have made it slightly better with time too. While some commanders will recall good memories of using it as a Thunder platform, using Schutze for that weapon is not recommended due to its low durability making it too vulnerable to get into close enough range, something that is exacerbated by its surprisingly low speed for a light robot. Some commanders may also claim that Ancile is a decent support build on the Light Night special rule set, but experience proves that that build is just a meme. Schutze tries to fill a light harasser/sniper niche that simply does not exist.
Cossack - F
Offense: ★☆☆☆☆
Defense: ★☆☆☆☆
Utility: ★☆☆☆☆
Recommended Builds
Taran
Orkan
Punisher T
Molot T*
Tulumbas*
Cossack may be a fun robot to use due to its tiny frame and quickly recharging Jump ability, 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 it is good at, though only on one side. Similar to Gepard, Cossack is simply and hopelessly outclassed by many robots in the roles it would be suitable for, 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, like Aphids for Jesse, 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 commanders to use them. In any other case, commanders are, often admittedly, using it just for fun. Cossack has a fun rule set and is an iconic robot, but has absolutely no place in any serious hangar.
Destrier - F
Offense: ★☆☆☆☆
Defense: ★☆☆☆☆
Utility: ★☆☆☆☆
Recommended Builds
Punisher
Magnum
Pinata
ECU + Punisher/Magnum
Aphid*
Destrier, to nobody’s surprise, is probably the worst robot in 6 Pack. Destrier’s only semi-notable trait is its above average speed, but abysmal firepower and durability mean that speed is not even worth talking about. This robot is hopelessly outclassed by so many light, medium, and heavy robots, it is honestly comical, with several robots being objective upgrades, namely Stalker. Cossack is mobile and Schutze has its heavy hardpoint, but Destier has absolutely nothing unique to it. But believe it or not, there are uses for Destrier! In the Point System rule sets for example, Destrier is the only robot worth 1 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 manufactured niches like that though, 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. Needless to say though, unless in the case above, Destrier is an easy, hard no.
Offense: This rates a robot’s ability to threaten enemy robots and beacons. This measures not only firepower, but also how difficult it is for the enemy to prevent it from advancing on its territory.
Defense: This rates a robot’s ability to defend its territory and beacons. This measures not only a robot’s survivability, but also a robot’s ability to hold its ground and respond to a variety of threats.
Utility: This rates the intangible traits of a robot that are not covered by the other two categories. This includes the robot filling unique niches, having exceptional versatility, and other benefits.
Generally, utility is the least important category, as being able to directly bolster the team’s offensive or defensive capabilities is generally better than providing either through a more indirect, nuanced way. The utility category is mainly to illustrate if a robot thrives through the usage of these nuanced tactics.
Lancelot - S
Offense: ★★★★★
Defense: ★★★★★
Utility: ★★★★☆
Recommended Builds
Ancile/Zeus/Thunder + Taran
Ancile/Trident/Thunder + Orkan
Ancile/Zeus/Trident/Thunder + Punisher T
Thunder + Storm*
Trident/Thunder + Tulumbas*
Lancelot has always been a great robot, but by this point, it is pretty easily the overall best robot in all of 6 Pack. Lancelot has it all for capturing and defending beacons: a unique heavy and double medium hardpoint configuration, arguably the best for brawling, a front-facing physical shield, perfect for the current plasma-heavy meta, and a Rush ability to round it all off. Its only major weakness is rockets, as its large frame makes dodging them basically impossible, but the Rush ability can aid in avoiding encounters or limiting exposure time, and of course, Ancile can be used to create the Ancilot, a build that needs no introduction. Most non-Ancile 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 very multirole due to lacking solid longer range builds, and its fluctuating speed makes teaming with other robots a bit difficult. But being nigh perfect at brawling, the most important role, makes Lancelot a top hangar staple.
Fury - S
Offense: ★★★☆☆
Defense: ★★★★★
Utility: ★★★★★
Recommended Builds
Zeus
Trident
Zeus/Trident + Ancile
Zeus + Trident*
Thunder*
Thunder + Ancile*
Fury is the embodiment of brutal simplicity, as it really only has one battlefield application, but it does it so well that it propels itself a top spot in the 6 Pack meta. Fury has long been the top robot for midrange, as it is the only robot able to use more than two heavy weapons at once. Fury absolutely dominates large, open maps while still being a threat on smaller maps, since its burst damage lets it pound brawlers who expose themselves for any amount of time. While Fury may not be the most durable of robots, it can defend itself by simply destroying whatever is threatening it or its beacons, and it can make great use of cover since its tall hull and all-heavy hardpoint configuration let it peek its weapons over the cover while protecting itself. Brawling builds for this robot are not optimal, but they can still be potent if used in the right situations. Fury is never on the front lines capturing beacons, but it can aid advancing teammates or stop enemy flanks in a huge area, making it a nigh perfect overseer-type robot. Just do not overuse it!
Griffin - S
Offense: ★★★★★
Defense: ★★★☆☆
Utility: ★★★★★
Recommended Builds
Taran/Punisher T + Magnum
Orkan + Pinata/Gust
Punisher T + Punisher
Taran/Orkan/Punisher T + Aphid
Molot T + Molot
Storm + Gust*
Tulumas + Aphid/Pin*
Griffin is an interesting robot, as while the current 6 Pack meta leans towards the heavy usage of shields, Griffin still finds itself as one of the best robots, despite its relative lack of survivability. Griffin has long been thought of as a jack-of-all-traits, master-of-none robot, but this interpretation is a bit surface-level. Griffin definitely is a multirole robot, able to equip a wide variety of weapons for a bunch of different combat roles, but when you think about it, all of these builds center around one central play style: that of the ambusher. Whether it is equipped with 300 meter or 800 meter weapons, Griffin is best used not as a general purpose robot, but as an ambusher that seeks to score pot shots on unsuspecting or defenseless enemies. This kind of play style best compensates for Griffin’s low durability for a heavy robot and its Jump ability’s long recharge, two things that can quickly become liabilities for a less experienced pilot. Griffin’s days as the do-everything robot are over, but it lives on as the premier sneak-attacker of 6 Pack.
Galahad - A
Offense: ★★★★☆
Defense: ★★★★☆
Utility: ★★★★☆
Recommended Builds
Taran + Magnum
Orkan + Pinata
Punisher T + Punisher
Orkan + Magnum*
Molot T + Molot*
Orkan/Storm + Gust*
Galahad is essentially a mini-Lancelot, lacking the latter’s raw power, but retaining its survivability in a much more compact package. Galahad’s hull is quite weak for a medium robot, but its strong physical shield grants amazing defense versus plasma and good defense versus bullets, perfect for the current 6 Pack meta, and while Galahad does struggle against rockets, its high speed lets it avoid encounters or limit exposure time. Having one medium weapon and two light hardpoints does limit Galahad to high damage builds to be a sizable threat, but with these builds it is quite capable, being great for capturing beacons, either through force with its shield or a flank with its speed, and is great for defending beacons with its shield and corner-shooting. Galahad having all its hardpoints on one side of its hull has its quirks, but skillful play makes the most of it. Galahad goes down quickly if met with bad matchups, but that does not stop it from being a top choice for commanders who want a speedier robot that still packs a punch.
Fujin - A
Offense: ★★☆☆☆
Defense: ★★★★★
Utility: ★★★★★
Recommended Builds
Taran
Orkan
Punisher T
Molot T*
Tulumbas*
Fujin is an interesting robot, as its strategic playstyle really sets it apart from the others. It has great firepower in the form of three medium hardpoints, the strongest energy shield in 6 Pack, and moderate speed, so it is quite well-rounded at first glance. However, the weaknesses of Fujin are its durability, as it is rather fragile for a medium robot, its Sentry Mode reducing its speed while active, and the shield only recharging while in Sentry Mode. Since Fujin is slow when in its strongest state, it prefers to dig in at strategic positions as opposed to being a mobile threat, making it have a rather defensive playstyle. Fujin is vulnerable while on its way to its destination, but can be nigh impossible to kill when it gets there. While its weakness to plasma is problematic in the current plasma-heavy meta, Fujin more than makes up for this with its unparalleled protection against the other two forms of damage, which enter full display when it is assisting teammates. When used effectively, Fujin often makes beacon defense a breeze for its team.
Natasha - A
Offense: ★★★☆☆
Defense: ★★★★☆
Utility: ★★★★★
Recommended Builds
Zeus + Punisher/Molot/Gekko
Trident + Molot/ECU/Pin
Ancile + Thunder + Magnum/Punisher
Zeus/Thunder + Ancile + Magnum/Punisher + ECU
Thunder + Magnum/Pinata/Punisher/Gust*
Natasha’s greatest issue is that it often is compared unfavorably with Fury, and while it is overall a little worse than Fury with its main application, ranged builds, it has several advantages to offset this. Natasha has slightly more durability and speed than Fury, though not as much as Butch, but the main draw is the opportunities its hardpoint configuration presents. With two light hardpoints in place of a heavy, Natasha lacks the straight-up damage of Fury, but is far more versatile. Molots or Gekkos give Natasha more range, and two light hardpoints are much better for brawling than one heavy hardpoint. Natasha’s most interesting application is also slowly becoming its most prominent, which is its excellent ability to make use of Ancile and ECU. Practically all brawler Natashas use Ancile to compensate for their low speed and large profile, but some push this to the extreme by also equipping ECU, creating a build that, while lacking power, is nigh perfect for protecting teammates during coordinated assaults and beacon defense.
Rhino - A
Offense: ★★★★★
Defense: ★★★☆☆
Utility: ★★★☆☆
Recommended Builds
Taran + Magnum
Orkan + Pinata/Gust
Punisher T + Punisher
Storm + Magnum/Gust*
Molot T + Molot*
Rhino is an interesting robot, being a strange combination of mobility and power that does overall work. Rhino is best thought of as a heavy beacon-capper, as it does not fit into the traditional beacon-capper role. This is due to the drawbacks of Assault Mode, the biggest of which is its lack of maneuverability, as while in Assault Mode, Rhino cannot swivel its hull freely from its legs and it cannot turn quickly, which is only exacerbated by its shield now being unreliable at protecting it due to a bug where the shield’s hitbox does not always work. This is not even mentioning rockets, which are simply the bane of Rhino. Due to these limitations, Rhino is best used not to beacon-hop like other beacon-cappers like Rogatka, but instead to quickly reach compromised positions to defend them, or perform a flank with the intention of defending that beacon, rather than leaving it. Thanks to a greater understanding of its quirks and its shield being good against the current plasma-heavy meta, Rhino is arguably 6 Pack’s premier beacon-capper.
Leo - A
Offense: ★★★☆☆
Defense: ★★★★★
Utility: ★★★☆☆
Recommended Builds
Zeus + Magnum/Punisher
Ancile + Magnum/Punisher
Thunder + Magnum/Punisher + ECU
Thunder + Magnum/Pinata/Punisher/Gust
Zeus/Ancile/Thunder + Aphid*
Leo is, for lack of a better word, a strange robot. Leo seems like a lumbering, powerful tank that is perfect for facing threats head-on, and while this is not the worst way to use it, its best applications are not quite what this analysis suggests. Despite having the second highest durability in 6 Pack, Leo finds itself being significantly helped by having Ancile or ECU equipped, since it being the slowest robot in 6 Pack makes it very vulnerable to being pot-shot when not behind cover. Many commanders prefer equipping Ancile due to Leo’s low speed making Thunder difficult to utilize anyway, but some do prefer keeping Thunder and equipping ECU, making for a build that is stronger against plasma and is more effective when fighting at ultra-close range over a beacon. Leo’s playstyle actually matches that of Fujin, where it is vulnerable when out and about, but is exceptionally difficult to remove from a defensive position. The drawbacks of Leo’s lackluster speed are minimized in capable hands, making for a very capable defensive brawler.
Butch - A
Offense: ★★☆☆☆
Defense: ★★★★☆
Utility: ★★★★★
Recommended Builds
Zeus + Trident
Zeus
Trident
Zeus/Trident + Thunder
Trebuchet*
Butch, similar to Natasha, is often in Fury’s shadow due to the two sharing battlefield roles, but Butch has many attributes that make it appealing. 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, and it has slightly higher durability than Fury or Natahsa to boot. But Butch’s main feature is of course its Quick Draw ability, which has many easily overlooked nuances. One weapon set rests at the top of Butch’s hull while the other protrudes from its sides, meaning Butch can both corner-shoot and shoot above low cover extremely well. Also, Butch is able to mix weapon sets very well, granting it great flexibility since it can carry different weapon sets for facing different threats. As a result, it can be argued Butch is actually better than Fury when it comes to versatility. In the end though, Butch falls short of both Fury and Natasha due to it lacking Fury’s sheer power while also lacking Natasha’s sheer versatility, as the Quick Draw’s long recharge limits its potential.
Raijin - B
Offense: ★★☆☆☆
Defense: ★★★★☆
Utility: ★★★★☆
Recommended Builds
Zeus
Trident
Thunder + Zeus/Trident
Ancile + Zeus/Thunder*
Thunder*
Raijin can essentially be described as a combination of the power of Leo and the strategy of Fujin, with mixed results. Raijin’s survivability is undeniable, due to it having both the highest durability in 6 Pack and two decently strong physical shields. It also has decent firepower, with two heavy hardpoints that gain a noticeable 40% damage boost during Bastion Mode. Unfortunately, Raijin is way better on paper than it is in practice. Raijin only having heavy hardpoints means Thunder is its only brawling option, but Raijin cannot utilize Thunder well due to its low speed, which Bastion Mode takes away altogether. Also, the shields do not actually cover the full width of Raijin’s hull, so they can be unreliable. Additionally, Raijin being stationary in Bastion Mode makes it exceptionally vulnerable to getting pot shot, so positioning is key. Raijin works best when it plants itself in positions that force the enemy to deal with it, where it is able to use its durability to draw fire away from teammates and facilitate a coordinated assault or distraction.
Carnage - B
Offense: ★★★☆☆
Defense: ★★★☆☆
Utility: ★★★★☆
Recommended Builds
Zeus
Trident
Thunder
Ancile + Zeus/Thunder*
Carnage is an interesting robot, as while it is not a front-line fighter, it has many clever uses. Carnage’s weak energy shield means that it can last for a bit against rockets and bullets, but its weak hull stands no chance against plasma, and while it is rather slow for a medium robot, its Rush ability means it can be strikingly fast when it wants to be. This combination of serviceable survivability and burst mobility means Carnage is both a capable midrange and ambush robot when played with care, with users keeping tabs on their surroundings and trying to attack isolated targets. However, nothing can account for how this overall capable robot has been dealt a very crummy hand by Pixonic, with buffs to plasma weapons exacerbating its achilles heel and buffs to rockets making its shield feel even weaker. The robot still sees use on Casual Night, but now finds the most success in special rule sets where heavy robots are absent, as it being the only non-heavy robot with multiple heavy hardpoints makes it appealing for midrange.
Doc - B
Offense: ★★☆☆☆
Defense: ★★★☆☆
Utility: ★★★★★
Recommended Builds
Orkan + Taran/Punisher T/Molot T
Punisher T + Molot T
Taran + Punisher T/Molot T*
Orkan*
Tulumbas*
Doc is a glass cannon of-sorts, sacrificing durability 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 only average firepower, so it cannot face powerful robots head-on like Fujin or Galahad can. However, just like Butch, Doc has lots of nuances for skilled users to take advantage of. One of Doc’s hardpoint sets protrudes really far from its hull, so it is a great corner-shooter, and the other set rests above its hull, allowing it to shoot over low cover, both of which are complimented by its speed. Doc struggles in capturing beacons due to its relative lack of survivability, but makes up for that by being great in other applications. Doc makes an excellent wingman, as it provides a ton of firepower, and it can defend beacons against even powerful robots by using its speed and corner-shooting to stay out of sight.
Rogatka - B
Offense: ★★★★☆
Defense: ★★☆☆☆
Utility: ★★★☆☆
Recommended Builds
Taran
Orkan
Punisher T*
Storm*
Rogatka is arguably 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 lets Rogatka 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 firepower, which is more than other hyper-mobile robots and gives it enough bite to be an excellent harasser or dedicated beacon-capper. 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. Additionally, Rogatka is somewhat outclassed by Rhino, a robot that is only a little slower but much more powerful. Regardless, a well-played Rogatka is a highly mobile threat, helping teammates one second and then be flanking to a far-off beacon the next.
Bolt - B
Offense: ★★★★☆
Defense: ★★☆☆☆
Utility: ★★★☆☆
Recommended Builds
Magnum
Pinata
Punisher
Aphid
Magnum/Pinata + ECU
Gust*
Bolt, along with Jesse and Stalker, is one of the only light robots that are viable in Casual Night, due mainly to its Dash ability. Having low durability makes Bolt unsuitable for beacon defense and only able to capture beacons when flanking or being ignored, but it still is a capable robot. The Dash ability makes Bolt an excellent harasser and ambusher, as it can perform several maneuvers only it can, such as walking towards enemies to deliver a payload and then Dashing away, Dashing into an enemy for an ambush, Dashing to dodge enemy shots, Dashing to simply cover distance faster than just walking, or performing the coveted Super-Dash on maps that allow it. Bolt’s three light hardpoints, aside from being great firepower for a light robot, work well with ECU, since Bolt still has some firepower left over. Aside from Casual Night, Bolt really shines in special rule sets where heavier robots are limited or absent, as now it can damage enemies more quickly or even brawl. Many consider Bolt to be the best light robot.
Stalker - B
Offense: ★★★★☆
Defense: ★★☆☆☆
Utility: ★★★☆☆
Recommended Builds
Magnum
Punisher
Gust
Pinata*
Aphid*
Stalker seems like a great ambusher and harasser in concept, but does not live up to its full potential. The Stealth ability is good since Stalker’s small frame means only a few robots can hit Stalker while its Stealth ability is active, allowing Stalker to cross no man’s land or take pot-shots at strong enemies. The ability’s usefulness is also complimented well by Stalker’s speed, which is notability among the highest in 6 Pack. The downfall of this robot is that it relies completely on its ability, which limits its flexibility. Preferring not to engage when its Stealth ability is not handy, Stalker cannot be a constant presence like most other robots, meaning an aware enemy can minimize its battlefield influence. Stalker is also not that good of a wingman due to it only providing a meager firepower boost to teammates. Stalker is quite capable in the right hands, being used as a ninja-type robot that can swipe beacons or keep a powerful enemy occupied, but quite a lot of skill, skill which does not carry elsewhere, is needed to accomplish this effectively.
Gl. Patton - C
Offense: ★★☆☆☆
Defense: ★★★☆☆
Utility: ★★★★☆
Recommended Builds
Magnum
Pinata
Punisher
Aphid
Magnum/Pinata + ECU
Molot*
Gekko*
Gl. Patton lacks the power of many robots, and even the mobility of many robots, but the fact it occupies some significant niches is what makes it notable. Being the only robot in 6 Pack that can use four light weapons at once, Gl. Patton lends itself to several unusual tactics. These mainly include harassment or anti-meta builds such as Aphids or Gekkos, as these weapons only work well in collusters and thus lend themselves well to this robot, but it also has direct combat capabilities. Gl. Patton typically cannot capture or directly defend beacons, but it is a great corner-shooter, and while it has somewhat low survivability, it is not weak to any one damage type, making it surprisingly reliable. Thus, if played with patience, Patton can remain just out of reach of even powerful robots and wear them down, much like the Doc. Also like Doc, Gl. Patton makes a great wingman, providing lots of firepower to a teammate. Gl. Patton is versatile, but since it lacks survivability or mobility, it must remain vigilant to not be caught and made into a free kill.
Vityaz - C
Offense: ★★★☆☆
Defense: ★★★☆☆
Utility: ★★★☆☆
Recommended Builds
Zeus + Magnum/Punisher
Ancile + Magnum/Punisher
Thunder + Magnum/Punisher/Gust
Thunder + Magnum/Punisher/Gust + ECU*
Zeus + Molot/Gekko*
Trident + Pin*
Vityaz is an interesting robot, 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 several heavy robots that all have more durability and/or firepower without giving up much mobility. However, in special rule sets where said heavy 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, Vityaz is 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 Night rule sets, as commanders can use Vityaz’s reliability to compliment other robots to round out a hangar, or build a hangar with multiple Vityaz builds. Vityaz is great in special rule sets, and its survivability allows it to perform surprisingly well on Casual Night, but in general, it is overshadowed by many heavy robots.
Boa - C
Offense: ★★★☆☆
Defense: ★★★☆☆
Utility: ★★☆☆☆
Recommended Builds
Zeus + Taran/Punisher T
Thunder + Taran/Orkan/Punisher T
Trident + Punisher T*
Boa is often thought of as a mini-Leo, which is a semi-accurate description of this strange robot. Boa has amazing survivability, being the most durable medium robot by far, even more durable than most heavy robots, but its problems come from its strange balance of firepower and mobility. One heavy and medium hardpoint are overall lacking in damage output, so while Boa does not die quickly, it also cannot destroy enemies quickly, making it only serviceable at brawling. Thus, Boa is best used as a wingman, where it can protect its teammate and provide extra firepower, or as a form of beacon-capper, where it can shrug off the pot-shots it inevitably accumulates traveling through no man’s land. Much like Vityaz though, the problem with Boa is that it finds itself outclassed by heavy robots whose higher firepower make them more survivable overall, especially since they lend themselves much better to equipping Ancile and ECU. Boa is a neat little package with some unique uses, but it is just too outclassed to see wider use.
Gareth - C
Offense: ★★☆☆☆
Defense: ★★★☆☆
Utility: ★★☆☆☆
Recommended Builds
Taran + Magnum
Orkan + Pinata/Gust
Punisher T + Punisher
Storm + Gust*
Gareth is an interesting robot in the 6 Pack landscape, as the current plasma-heavy meta both helps and hurts it, and it has a following despite its shortcomings. Gareth’s following comes from how rockets once had different mechanics, where instead of detonating on contact with an object, they would detonate at the distance the targeted robot was at when they were fired, allowing fast robots like Gareth to dodge rockets with their speed. Gareth has a lasting impression on several commanders as a result, meaning it often will see use in rule sets it does not belong in, most notably Causal Night. Gareth is limited to special rule sets because plasma has gotten so strong that most builds can simply chew through its somewhat weak shield, making it inadequate for Casual Night without even considering rockets. But in special rule sets where heavy robots are absent, Gareth’s shield is more useful against the lower firepower, but then it finds itself at odds with Galahad, meaning no matter the angle it is looked at, Gareth is just outclassed.
Golem - C
Offense: ★★☆☆☆
Defense: ★★★☆☆
Utility: ★★☆☆☆
Recommended Builds
Zeus + Molot T + Molot
Trident + Tulumbas + Pin
Ancile + Taran + Magnum
Zeus/Thunder + Punisher T + Punisher
Thunder + Orkan + Pinata*
Ancile + Punisher T + Punisher*
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 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 hardpoint configuration does not help it either, as many light/medium combos do not operate harmoniously, meaning its aforementioned firepower advantage is not even true some of the time. Despite this, Golem still is a decent weapons platform with a bit more mobility than the heavy robots, can take a couple hits before going down, and is one of the best corner-shooters in 6 Pack since all of its hardpoints protrude far from its hull. Golem is a cool novelty that, while not terrible by itself, is outclassed by so many heavy and even medium robots it seldom sees use.
Jesse - D
Offense: ★☆☆☆☆
Defense: ★★☆☆☆
Utility: ★★★☆☆
Recommended Builds
Magnum/Punisher + Pinata/Gust
Magnum/Punisher + Aphid
Pinata
Aphid
Molot/Gekko + Magnum/Punisher/Pinata*
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 10 seconds rather than having all weapons at once of course limits Jesse’s firepower, but not for all builds. Aphids have a 10 second reload, meaning they sync with Jesse’s Quick Draw ability, making Aphids be its premier build and the only build where Jesse is genuinely better than Bolt, Stalker, or Gl. Patton. However, this means that Jesse is quite dependent on the prevalence of Aphids, as with virtually every other build it finds itself outclassed by the aforementioned 3 robots, which are faster and/or more survivable. Jesse does have the benefit of high durability for a light robot, but this again pales in comparison to those 3 aforementioned robots. Jesse is only used as an Aphid platform, or as an all-rounder in the Light Night special rule set.
Gepard - D
Offense: ★★☆☆☆
Defense: ★★☆☆☆
Utility: ★★☆☆☆
Recommended Builds
Magnum
Pinata
Punisher
Aphid
Gust*
Gepard, like Gareth, has a bit of a history to it, but these days has little going for it. Commanders like to bring up the Magnum Gepard era during the old matchmaker as this robot’s heyday, and that it was, but the old matchmaker is long gone, and really, that is just the first of the problems Gepard faces today. The main reason this robot is seldom used in most rule sets is because it is just outclassed, plain and simple. It does actually have slightly more durability and foot speed than Bolt, but not nearly enough to make up for lacking the Dash ability. Gepard also faces competition from Jesse, which is better with Aphids, and especially Stalker and Gareth, which are both better beacon-cappers and harassers. Despite these severe shortcomings, Gepard can be used as a budget option in special rule sets where powerful robots that crush it are absent, but still struggles to be an appealing choice over Bolt. Gepard is worse than most light robots, but it has enough firepower and overall mobility to keep it from being completely useless.
Schutze - F
Offense: ★☆☆☆☆
Defense: ★☆☆☆☆
Utility: ★☆☆☆☆
Recommended Builds
Zeus
Trident
Thunder*
Schutze shares a lot in common with Destrier, with it being hopelessly outclassed by so many robots, but it does find itself to actually be in an overall slightly more favorable position. Schutze is the only light robot with a heavy hardpoint, making it an appealing option on the Point System and Light Night special rule sets, a sort of niche that is surprisingly useful in those rule sets. Additionally, buffs to both Zeus and Trident, the two weapons Schutze uses the most, have made it slightly better with time too. While some commanders will recall good memories of using it as a Thunder platform, using Schutze for that weapon is not recommended due to its low durability making it too vulnerable to get into close enough range, something that is exacerbated by its surprisingly low speed for a light robot. Some commanders may also claim that Ancile is a decent support build on the Light Night special rule set, but experience proves that that build is just a meme. Schutze tries to fill a light harasser/sniper niche that simply does not exist.
Cossack - F
Offense: ★☆☆☆☆
Defense: ★☆☆☆☆
Utility: ★☆☆☆☆
Recommended Builds
Taran
Orkan
Punisher T
Molot T*
Tulumbas*
Cossack may be a fun robot to use due to its tiny frame and quickly recharging Jump ability, 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 it is good at, though only on one side. Similar to Gepard, Cossack is simply and hopelessly outclassed by many robots in the roles it would be suitable for, 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, like Aphids for Jesse, 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 commanders to use them. In any other case, commanders are, often admittedly, using it just for fun. Cossack has a fun rule set and is an iconic robot, but has absolutely no place in any serious hangar.
Destrier - F
Offense: ★☆☆☆☆
Defense: ★☆☆☆☆
Utility: ★☆☆☆☆
Recommended Builds
Punisher
Magnum
Pinata
ECU + Punisher/Magnum
Aphid*
Destrier, to nobody’s surprise, is probably the worst robot in 6 Pack. Destrier’s only semi-notable trait is its above average speed, but abysmal firepower and durability mean that speed is not even worth talking about. This robot is hopelessly outclassed by so many light, medium, and heavy robots, it is honestly comical, with several robots being objective upgrades, namely Stalker. Cossack is mobile and Schutze has its heavy hardpoint, but Destier has absolutely nothing unique to it. But believe it or not, there are uses for Destrier! In the Point System rule sets for example, Destrier is the only robot worth 1 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 manufactured niches like that though, 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. Needless to say though, unless in the case above, Destrier is an easy, hard no.
Heavy Weapon Tier List
For each weapon’s entry, its name and assigned tier will be at the top of its entry, followed by its score (described below), and finally a description of it. A weapon’s score is meant to be a quick reference about its strengths and weaknesses, with each weapon being scored in two of three categories:
Power: The weapon’s damage output and ability to threaten other robots. This is not just a measure of DPS, but also range, ability to bypass shields, and ability to beat other weapons.
Protection: The shield’s ability to keep robots from being damaged. This measures not only durability, but also ease of use, reliability, and how many weapons it works against.
Utility: The versatility and non-damage/shielding factors of a weapon. This includes characteristics such as accuracy and psychological impact on the target for weapons, and facilitating special solo or team-based tactical maneuvers for shields.
Generally, utility is the least important category, as being able to directly bolster the team’s offensive or defensive capabilities is generally better than providing either through a more indirect, nuanced way. The utility category is mainly to illustrate if a weapon thrives through the usage of these nuanced tactics.
Avenger - S for Android
Power: ★★★★★
Utility: ★★★★★
Avenger is a weapon that is so powerful that there is still a debate years later on if it is too powerful for 6 Pack and if it only got in due to bias within the Android leadership. Looking past the politics and just at the weapon itself though, it quickly becomes apparent why there is a controversy around it. The damage gap between Punisher and Punisher T is about 50%, while the gap between Punisher T and Avenger is about 100%, meaning it outputs insane damage, even for a heavy weapon. Even without considering its crazy damage, Avenger is a game-changer for heavy hardpoints due to it offering that hardpoint size a proper low to medium range weapon, a role that the Thunder did not fill due to its pallet spread being too great. Avenger can basically be thrown on any heavy hardpoint, regardless of what other weapons the robot is equipped with, as its damage allows it to easily be self-supporting and likely benefit the other weapons as well. On the Android server, already good Thunder receives no play because Avenger is it but better.
Zeus - S for iOS, A for Android
Power: ★★★★★
Utility: ★★★★☆
Zeus has managed to secure the number one spot over the iconic Thunder and Trident, and this honor is not undeserved. Steady damage buffs from Pixonic have turned this weapon into an absolute beast over the past couple years, and it is literally reaching the point that the question of Zeus being too powerful for 6 Pack is starting to be pondered. Luckily though, it is widely agreed Zeus has not reached the point that corrective action is needed, though the fact this is even a consideration says a lot. Dealing the blow of a Trebuchet with a third of the reload time means that Zeus is a premier midrange weapon, and it can even fight at closer ranges when necessary because it simply is that powerful. Zeus’ sheer power also means that physical shields are actually not a severe deterrent, because it has the damage to just chew through them. Zeus’ biggest 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 can sway engaugments.
Trident - S for iOS, A for Android
Power: ★★★★☆
Utility: ★★★★★
Trident has lost a lot of ground to Zeus over the past couple of years due to the latter having the favor of Pixonic, but it is still a great weapon for many reasons. When it comes to pure damage, Trident is weaker than Zeus for midrange and is a bit too weak to brawl, but in the current meta, raw damage is not what makes the Trident stand out, though its damage is certainly commendable. The primary trait of Trident is its splash, as it allows the weapon to hit around corners 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. Additionally, while Trident’s full reload of 9 seconds is far longer than Zeus’ 5 seconds, it reloads individual rockets in only 3 seconds, meaning it actually has less downtime than Zeus. Trident’s weakness is that its damage massively drops after its burst, but careful ammunition management will minimize vulnerable periods.
Ancile - S for iOS, A for Android
Protection: ★★★★☆
Utility: ★★★★★
Ancile requires one to give up a powerful heavy weapon, but the protection it grants is incredible, and is well worth the trade for a variety of robots. 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, something that unfortunately cannot be said for its counterpart, ECU. Ancile’s bubble shield is its defining trait, as it determines how the shield is used and countered in battle. 360° coverage is obviously great, and being able to shield teammates for cooperative play 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 before directly engaging the robot, thus giving themselves an advantage. Generally, robots with Ancile are to be played more conservatively, as giving Ancile more time to recharge means less damage taken.
Thunder - S for iOS, B for Android
Power: ★★★★☆
Utility: ★★★★☆
Thunder is the one item that sees the most different use between iOS and Android 6 Pack, making for a good case study in the differences between the two platforms. On iOS, Thunder may be the premier heavy brawling weapon because it is the only such weapon, but that does not take away from its effectiveness. It may not have the highest damage per hit, but firing several shots that each deal no small amount of damage means Thunder can pound and pound targets until they are destroyed. The big weakness that comes with this power is the Thunder’s pallet 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 Fury, Lancelot, and especially energy shields all the way up to its 500 meter maximum range. In Android though, this weapon is wholly outclassed by the Avenger, meaning it is only ever used by commanders not wealthy enough to afford the more powerful option.
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 around 40,000 damage from one end of the map to the other with Fury and Butch. 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, but enemies can simply keep a mental timer of its charge cycle, or simply cut their losses and press on, nullifying these fear tactics. Trebuchet, though not to the extent of Zeus, has gotten some buffs in the past couple years, which allows it to pull ahead of Nashorn and Kang Dae and become somewhat viable.
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. Kang Dae’s rebalance separating it from Nashorn means Nashorn is more notable, but this does not help it much. Nashorn has the same range of Trebuchet, but 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 bypassing any shields. Nashorn does have more sustained damage than Trebuchet, but needs to be constantly firing to utilize 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 both outclassed and quite underwhelming itself, leading to it being essentially a non-factor in the 6 Pack meta.
Zenit - D for iOS, F for Android
Power: ★☆☆☆☆
Utility: ★★☆☆☆
Zenit has always been a meme within the War Robots community, with most attempts to use the weapon in serious ways ending in failure. 6 pack likes to pride itself on making many of the game’s worst items have a home, and Zenit has actually managed to make a home in the meta, though not a very substantial one. The issues of this weapon are numerous, but boil down to how its missiles simply take too long to reach the target area, and targets can simply walk directly towards or away from the host robot to make shot leading impossible. While the missile travel time can be shortened by being closer to the target, that risks entering Zenit's 300 meter dead zone. Despite this, there have been recent cases showing that Zenit and Noricum actually do have uses, like punishing robots that constantly sit behind the same cover or depleting energy shields. As outclassed and tedious as Zenit is, it does have an actual application. In Android, the presence of the Jump Module makes this weapon useless since all robots are more mobile.
Kang Dae - F for iOS, D for Android
Power: ★☆☆☆☆
Utility: ★☆☆☆☆
Kang Dae on paper looks like a weapon that has lots of potential with countering popular midrange builds, but it is disappointingly weak in practice. This weapon cannot be properly discussed without bringing up how it used to operate like Nashorn, having the same range but higher damage in exchange for a longer reload, but was rebalanced to have less range and damage in exchange for a much shorter reload. This update proved unfavorable for it, as while it now has a more unique identity, its damage is just pitiful. Nashorn is better as a long-range bombardment cannon, Molot/Molot T are much better as a midrange deterrent, and Zeus is almost three times as powerful with only 200 meters less range. So despite its seeming advantages on paper, Kang Dae being comically outclassed and lacking in damage dooms it to the bottom, only ever used by new commanders who do not know better. Kang Dae fares a bit better on Android, as the presence of Jump Module leads to more targets, allowing it to utilize its short reload.
Power: The weapon’s damage output and ability to threaten other robots. This is not just a measure of DPS, but also range, ability to bypass shields, and ability to beat other weapons.
Protection: The shield’s ability to keep robots from being damaged. This measures not only durability, but also ease of use, reliability, and how many weapons it works against.
Utility: The versatility and non-damage/shielding factors of a weapon. This includes characteristics such as accuracy and psychological impact on the target for weapons, and facilitating special solo or team-based tactical maneuvers for shields.
Generally, utility is the least important category, as being able to directly bolster the team’s offensive or defensive capabilities is generally better than providing either through a more indirect, nuanced way. The utility category is mainly to illustrate if a weapon thrives through the usage of these nuanced tactics.
Avenger - S for Android
Power: ★★★★★
Utility: ★★★★★
Avenger is a weapon that is so powerful that there is still a debate years later on if it is too powerful for 6 Pack and if it only got in due to bias within the Android leadership. Looking past the politics and just at the weapon itself though, it quickly becomes apparent why there is a controversy around it. The damage gap between Punisher and Punisher T is about 50%, while the gap between Punisher T and Avenger is about 100%, meaning it outputs insane damage, even for a heavy weapon. Even without considering its crazy damage, Avenger is a game-changer for heavy hardpoints due to it offering that hardpoint size a proper low to medium range weapon, a role that the Thunder did not fill due to its pallet spread being too great. Avenger can basically be thrown on any heavy hardpoint, regardless of what other weapons the robot is equipped with, as its damage allows it to easily be self-supporting and likely benefit the other weapons as well. On the Android server, already good Thunder receives no play because Avenger is it but better.
Zeus - S for iOS, A for Android
Power: ★★★★★
Utility: ★★★★☆
Zeus has managed to secure the number one spot over the iconic Thunder and Trident, and this honor is not undeserved. Steady damage buffs from Pixonic have turned this weapon into an absolute beast over the past couple years, and it is literally reaching the point that the question of Zeus being too powerful for 6 Pack is starting to be pondered. Luckily though, it is widely agreed Zeus has not reached the point that corrective action is needed, though the fact this is even a consideration says a lot. Dealing the blow of a Trebuchet with a third of the reload time means that Zeus is a premier midrange weapon, and it can even fight at closer ranges when necessary because it simply is that powerful. Zeus’ sheer power also means that physical shields are actually not a severe deterrent, because it has the damage to just chew through them. Zeus’ biggest 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 can sway engaugments.
Trident - S for iOS, A for Android
Power: ★★★★☆
Utility: ★★★★★
Trident has lost a lot of ground to Zeus over the past couple of years due to the latter having the favor of Pixonic, but it is still a great weapon for many reasons. When it comes to pure damage, Trident is weaker than Zeus for midrange and is a bit too weak to brawl, but in the current meta, raw damage is not what makes the Trident stand out, though its damage is certainly commendable. The primary trait of Trident is its splash, as it allows the weapon to hit around corners 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. Additionally, while Trident’s full reload of 9 seconds is far longer than Zeus’ 5 seconds, it reloads individual rockets in only 3 seconds, meaning it actually has less downtime than Zeus. Trident’s weakness is that its damage massively drops after its burst, but careful ammunition management will minimize vulnerable periods.
Ancile - S for iOS, A for Android
Protection: ★★★★☆
Utility: ★★★★★
Ancile requires one to give up a powerful heavy weapon, but the protection it grants is incredible, and is well worth the trade for a variety of robots. 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, something that unfortunately cannot be said for its counterpart, ECU. Ancile’s bubble shield is its defining trait, as it determines how the shield is used and countered in battle. 360° coverage is obviously great, and being able to shield teammates for cooperative play 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 before directly engaging the robot, thus giving themselves an advantage. Generally, robots with Ancile are to be played more conservatively, as giving Ancile more time to recharge means less damage taken.
Thunder - S for iOS, B for Android
Power: ★★★★☆
Utility: ★★★★☆
Thunder is the one item that sees the most different use between iOS and Android 6 Pack, making for a good case study in the differences between the two platforms. On iOS, Thunder may be the premier heavy brawling weapon because it is the only such weapon, but that does not take away from its effectiveness. It may not have the highest damage per hit, but firing several shots that each deal no small amount of damage means Thunder can pound and pound targets until they are destroyed. The big weakness that comes with this power is the Thunder’s pallet 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 Fury, Lancelot, and especially energy shields all the way up to its 500 meter maximum range. In Android though, this weapon is wholly outclassed by the Avenger, meaning it is only ever used by commanders not wealthy enough to afford the more powerful option.
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 around 40,000 damage from one end of the map to the other with Fury and Butch. 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, but enemies can simply keep a mental timer of its charge cycle, or simply cut their losses and press on, nullifying these fear tactics. Trebuchet, though not to the extent of Zeus, has gotten some buffs in the past couple years, which allows it to pull ahead of Nashorn and Kang Dae and become somewhat viable.
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. Kang Dae’s rebalance separating it from Nashorn means Nashorn is more notable, but this does not help it much. Nashorn has the same range of Trebuchet, but 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 bypassing any shields. Nashorn does have more sustained damage than Trebuchet, but needs to be constantly firing to utilize 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 both outclassed and quite underwhelming itself, leading to it being essentially a non-factor in the 6 Pack meta.
Zenit - D for iOS, F for Android
Power: ★☆☆☆☆
Utility: ★★☆☆☆
Zenit has always been a meme within the War Robots community, with most attempts to use the weapon in serious ways ending in failure. 6 pack likes to pride itself on making many of the game’s worst items have a home, and Zenit has actually managed to make a home in the meta, though not a very substantial one. The issues of this weapon are numerous, but boil down to how its missiles simply take too long to reach the target area, and targets can simply walk directly towards or away from the host robot to make shot leading impossible. While the missile travel time can be shortened by being closer to the target, that risks entering Zenit's 300 meter dead zone. Despite this, there have been recent cases showing that Zenit and Noricum actually do have uses, like punishing robots that constantly sit behind the same cover or depleting energy shields. As outclassed and tedious as Zenit is, it does have an actual application. In Android, the presence of the Jump Module makes this weapon useless since all robots are more mobile.
Kang Dae - F for iOS, D for Android
Power: ★☆☆☆☆
Utility: ★☆☆☆☆
Kang Dae on paper looks like a weapon that has lots of potential with countering popular midrange builds, but it is disappointingly weak in practice. This weapon cannot be properly discussed without bringing up how it used to operate like Nashorn, having the same range but higher damage in exchange for a longer reload, but was rebalanced to have less range and damage in exchange for a much shorter reload. This update proved unfavorable for it, as while it now has a more unique identity, its damage is just pitiful. Nashorn is better as a long-range bombardment cannon, Molot/Molot T are much better as a midrange deterrent, and Zeus is almost three times as powerful with only 200 meters less range. So despite its seeming advantages on paper, Kang Dae being comically outclassed and lacking in damage dooms it to the bottom, only ever used by new commanders who do not know better. Kang Dae fares a bit better on Android, as the presence of Jump Module leads to more targets, allowing it to utilize its short reload.
Medium Weapon Tier List
For each weapon’s entry, its name and assigned tier will be at the top of its entry, followed by its score (described below), and finally a description of it. A weapon’s score is meant to be a quick reference about its strengths and weaknesses, with each weapon being scored in two of three categories:
Power: The weapon’s damage output and ability to threaten other robots. This is not just a measure of DPS, but also range, ability to bypass shields, and ability to beat other weapons.
Protection: The shield’s ability to keep robots from being damaged. This measures not only durability, but also ease of use, reliability, and how many weapons it works against.
Utility: The versatility and non-damage/shielding factors of a weapon. This includes characteristics such as accuracy and psychological impact on the target for weapons, and facilitating special solo or team-based tactical maneuvers for shields.
Generally, utility is the least important category, as being able to directly bolster the team’s offensive or defensive capabilities is generally better than providing either through a more indirect, nuanced way. The utility category is mainly to illustrate if a weapon thrives through the usage of these nuanced tactics.
Taran - S
Power: ★★★★★
Utility: ★★★★☆
Taran is a fan-favorite weapon in the War Robots community due to its charming visual and sound design, but in 6 Pack, it rests comfortably as the best medium weapon. 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 unique firing pattern, 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 only small vulnerable periods, which combine with its damage to make it a premier brawling weapon. Taran’s energy damage is stopped by physical shields, but its raw damage is so high that it is able to just chew through them in a matter of seconds. Pixonic recently buffed Taran in update 8.7, and thanks to that, Taran has become truly monstrous, a cornerstone of the current plasma-heavy meta.
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 corner-shooting robots, slightly beyond its maximum range, and bypass physical shields, making it great for countering popular robots like Galahad and Lancelot. 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. Orkan’s weaknesses are of course energy shields and its low sustained damage, but proper play can account for this. Pixonic buffed Orkan in update 8.7, meaning its ever-so-slightly underwhelming damage is now way closer to its heyday.
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 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 serviceably at 400+ meters. Punisher T’s longer reload is its achilles heel, but careful ammunition management alleviates that. Punisher T, due to being tier 1, was unfortunately not buffed in update 8.7, meaning it has lost ground to Taran and thus, in spite of how good it still is, sees itself being somewhat edged out in the current meta.
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, 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 delivers 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, though only in a pinch. Molot T is what Kang Dae is trying to be, which is an effective counter to meta brawling and midrange builds without losing too much raw power. Pixonic unfortunately did not buff Molot T in update 8.7 since it is only tier 1, but since the weapon does not face any direct competition from the tier 2 weapons, this did not hurt Molot T as badly as other weapons.
Storm - B
Power: ★★★★☆
Utility: ★★★☆☆
Storm is a weapon that many 6 Pack commanders feared would be overpowered due to memories of its heyday, but experience shows that it is rather average. Like the Gust, Storm’s offerings come in the form of slightly higher burst damage and much higher sustained damage than Orkan, but at the big cost of reduced effective range and no longer bypassing physical shields. Unfortunately, Orkan is way stronger than Pinata, even accounting for how it is a medium weapon against a light weapon, meaning that unlike Gust, which can genuinely be used over Pinata in certain builds, Storm finds itself squarely in Orkan’s shadow. As a result, Storm, despite being a good weapon, is an uncommon sight since everyone has Orkans, but most commanders would have to go out of their way to get Storms, which for most is wholly unnecessary. Despite being generally outclassed, Storm does have its own niche, which are how its faster reload means less downtime for its builds, and its range makes it good for depleting energy shields.
Tulumbas - C
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 slightly more damage, has a shorter reload, and has an additional 100 meters of range, which really does make an impact. Tulumbas is still decent though, having a good splash radius to reach around cover, slightly beyond 500 meters, and counter popular robots like Galahad and Lancelot. While lacking in damage, Tulumbas does pair well with robots like Griffin, giving it some appeal, and getting buffed in update 8.7 helped address this issue.
ECU - D
Protection: ★★★☆☆
Utility: ★★☆☆☆
ECU does not carry nearly the reputation that Ancile has, but that does not make it necessarily bad. 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, as most popular medium weapons are extremely potent. ECU protrudes out to the side of the host robot from the hardpoint it is 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 and shield at the same time. 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, that being bullets. Additionally, numerous buffs to plasma weapons in 8.7 means the safety window ECU provides has been shortened a bit. Despite all this, ECU can still be effective, as skillful play can help address its shortcomings, and blocking plasma in the current plasma-heavy meta is a big plus.
Hydra - F
Power: ★☆☆☆☆
Utility: ★★☆☆☆
Hydra is a weapon that nobody takes too seriously, as it is almost impossible to underestimate. Hydra is no doubt 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 just be ignored. Given enough time and that the target does not enter cover and for the user 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 these niches are laughably small, so Hdyra’s meme status is completely warranted, as its damage is not nearly enough to compare to other midrange weapons, and many commanders keep using it far after it stops being funny and becomes a liability. Hydra got buffed in update 8.7, and is scheduled for another buff, meaning it has been getting more powerful, but definitely remains the worst medium weapon.
Power: The weapon’s damage output and ability to threaten other robots. This is not just a measure of DPS, but also range, ability to bypass shields, and ability to beat other weapons.
Protection: The shield’s ability to keep robots from being damaged. This measures not only durability, but also ease of use, reliability, and how many weapons it works against.
Utility: The versatility and non-damage/shielding factors of a weapon. This includes characteristics such as accuracy and psychological impact on the target for weapons, and facilitating special solo or team-based tactical maneuvers for shields.
Generally, utility is the least important category, as being able to directly bolster the team’s offensive or defensive capabilities is generally better than providing either through a more indirect, nuanced way. The utility category is mainly to illustrate if a weapon thrives through the usage of these nuanced tactics.
Taran - S
Power: ★★★★★
Utility: ★★★★☆
Taran is a fan-favorite weapon in the War Robots community due to its charming visual and sound design, but in 6 Pack, it rests comfortably as the best medium weapon. 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 unique firing pattern, 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 only small vulnerable periods, which combine with its damage to make it a premier brawling weapon. Taran’s energy damage is stopped by physical shields, but its raw damage is so high that it is able to just chew through them in a matter of seconds. Pixonic recently buffed Taran in update 8.7, and thanks to that, Taran has become truly monstrous, a cornerstone of the current plasma-heavy meta.
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 corner-shooting robots, slightly beyond its maximum range, and bypass physical shields, making it great for countering popular robots like Galahad and Lancelot. 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. Orkan’s weaknesses are of course energy shields and its low sustained damage, but proper play can account for this. Pixonic buffed Orkan in update 8.7, meaning its ever-so-slightly underwhelming damage is now way closer to its heyday.
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 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 serviceably at 400+ meters. Punisher T’s longer reload is its achilles heel, but careful ammunition management alleviates that. Punisher T, due to being tier 1, was unfortunately not buffed in update 8.7, meaning it has lost ground to Taran and thus, in spite of how good it still is, sees itself being somewhat edged out in the current meta.
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, 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 delivers 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, though only in a pinch. Molot T is what Kang Dae is trying to be, which is an effective counter to meta brawling and midrange builds without losing too much raw power. Pixonic unfortunately did not buff Molot T in update 8.7 since it is only tier 1, but since the weapon does not face any direct competition from the tier 2 weapons, this did not hurt Molot T as badly as other weapons.
Storm - B
Power: ★★★★☆
Utility: ★★★☆☆
Storm is a weapon that many 6 Pack commanders feared would be overpowered due to memories of its heyday, but experience shows that it is rather average. Like the Gust, Storm’s offerings come in the form of slightly higher burst damage and much higher sustained damage than Orkan, but at the big cost of reduced effective range and no longer bypassing physical shields. Unfortunately, Orkan is way stronger than Pinata, even accounting for how it is a medium weapon against a light weapon, meaning that unlike Gust, which can genuinely be used over Pinata in certain builds, Storm finds itself squarely in Orkan’s shadow. As a result, Storm, despite being a good weapon, is an uncommon sight since everyone has Orkans, but most commanders would have to go out of their way to get Storms, which for most is wholly unnecessary. Despite being generally outclassed, Storm does have its own niche, which are how its faster reload means less downtime for its builds, and its range makes it good for depleting energy shields.
Tulumbas - C
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 slightly more damage, has a shorter reload, and has an additional 100 meters of range, which really does make an impact. Tulumbas is still decent though, having a good splash radius to reach around cover, slightly beyond 500 meters, and counter popular robots like Galahad and Lancelot. While lacking in damage, Tulumbas does pair well with robots like Griffin, giving it some appeal, and getting buffed in update 8.7 helped address this issue.
ECU - D
Protection: ★★★☆☆
Utility: ★★☆☆☆
ECU does not carry nearly the reputation that Ancile has, but that does not make it necessarily bad. 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, as most popular medium weapons are extremely potent. ECU protrudes out to the side of the host robot from the hardpoint it is 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 and shield at the same time. 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, that being bullets. Additionally, numerous buffs to plasma weapons in 8.7 means the safety window ECU provides has been shortened a bit. Despite all this, ECU can still be effective, as skillful play can help address its shortcomings, and blocking plasma in the current plasma-heavy meta is a big plus.
Hydra - F
Power: ★☆☆☆☆
Utility: ★★☆☆☆
Hydra is a weapon that nobody takes too seriously, as it is almost impossible to underestimate. Hydra is no doubt 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 just be ignored. Given enough time and that the target does not enter cover and for the user 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 these niches are laughably small, so Hdyra’s meme status is completely warranted, as its damage is not nearly enough to compare to other midrange weapons, and many commanders keep using it far after it stops being funny and becomes a liability. Hydra got buffed in update 8.7, and is scheduled for another buff, meaning it has been getting more powerful, but definitely remains the worst medium weapon.
Light Weapon Tier List
For each weapon’s entry, its name and assigned tier will be at the top of its entry, followed by its score (described below), and finally a description of it. A weapon’s score is meant to be a quick reference about its strengths and weaknesses, with each weapon being scored in two of three categories:
Power: The weapon’s damage output and ability to threaten other robots. This is not just a measure of DPS, but also range, ability to bypass shields, and ability to beat other weapons.
Protection: The shield’s ability to keep robots from being damaged. This measures not only durability, but also ease of use, reliability, and how many weapons it works against.
Utility: The versatility and non-damage/shielding factors of a weapon. This includes characteristics such as accuracy and psychological impact on the target for weapons, and facilitating special solo or team-based tactical maneuvers for shields.
Generally, utility is the least important category, as being able to directly bolster the team’s offensive or defensive capabilities is generally better than providing either through a more indirect, nuanced way. The utility category is mainly to illustrate if a weapon thrives through the usage of these nuanced tactics.
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 operates completely differently from it, making it more unique than other light weapons. Delivering a decently powerful plasmoid every .55 seconds with no reload, Magnum is all about sustained damage, able to fire and fire until its user or the enemy 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 nonetheless an amazing weapon. Pixonic buffed Magnum in update 8.7, allowing it to join Taran as a cornerstone of the current plasma-heavy meta and have quite the stranglehold over light weapons.
Pinata - S
Power: ★★★★☆
Utility: ★★★★★
Pinata is a rather strange weapon, as despite being admittedly a little weak, it still is a premier light weapon. This is because Pinata is the light weapon for the very meta-relevant role of close-range rockets, so even though it feels a little underwhelming for the job, there is no direct replacement for it, and so it gets a pass. However, this weapon delivering a slightly underwhelming payload and taking time to reload means that it faces interesting competition from Punisher and Gust, since those two weapons exhibit somewhat similar damage properties and are arguably more substantial in an engagement. 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 hardpoints, such as Gl. Patton or Leo, to form a more unique ambush build. Pinata is also very cheap, which cannot be said for all of the best weapons in 6 Pack. Pixonic buffed Pinata in update 8.7, so its damage is more substantial now too.
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 of course one of the best light weapons. 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 great damage at ultra-close range, shredding physical shields and bare robots, and though it needs to take time to deplete energy shields, its raw damage means it 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. Pixonic unfortunately did not buff Punisher in update 8.7, which made it lose ground to Magnum, which is unfortunate since a great weapon will be edged out in the meta a little.
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 in the absence of Molot T when robots that can use Molot T are available. Punisher can be equipped on robots like Gl. Patton and Bolt, both robots that use it well as wingmen or harassers, but when it comes to long range, robots having potent hardpoint configurations 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 slowering enemy advancements works best when it has good damage. Molot somewhat struggles on its own, but can be potent in special rule sets where enemies are more fragile. Molot is not affected too badly by not being buffed in update 8.7 due to a lack of tier 2 competition.
Aphid - A
Power: ★★★★☆
Utility: ★★★☆☆
Aphid is a standout weapon, being the only homing missile weapon 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 and decently long reload 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 are only really effective against heavy robots though, as they are more prone to missing mobile targets. Aphid’s main weakness of course, like all missiles, is that it cannot brawl at all. With the rise of energy shields in response to the presence of Trident and even Tulumbas on the battlefield, Aphid is seeing a decline in usage, but that does not stop it from being a good weapon that could easily see a surge in usage in the future if the situation changes.
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 pallet spread. Similar to Thunder, Gust must be at ultra-close range to deal full damage, but at farther ranges, it is useful mainly to probe large targets like Lancelot or deplete an energy shield. The unfortunate reality for Gust is that most robots that carry light hardpoints have a difficult time utilizing it, since they lack the survivability and/or mobility needed to get up close for the full damage. There are robots that can utilize Gust well enough though, such as Griffin, Rhino, and Galahad. Since Gust is tier 2, it got a buff in update 8.7 that, while not being enough to bring it up to Punisher or Pinata, still does a bit to make it more worthwhile.
ECU - C
Protection: ★★★☆☆
Utility: ★★★☆☆
ECU on light hardpoints 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 a Punisher, Magnum, or even Aphid leads to a tangible reduction in damage output, and many robots with suitable light hardpoints have characteristics that mean they do not lend themselves super well to ECU. Another potential deal-breaker for it is that the host robot needs to stop firing to use ECU. While ECU is damaged by rockets despite not protecting against them and is shredded by bullets, its protection against Plasma is substantial and ultimately its saving grace. In the current plasma-heavy meta, physical shields are paramount, so ECU is seeing some legitimately good applications right now. Several robots can benefit greatly from being equipped by an ECU, including Leo, Natasha, and Bolt, and some robots are benefitted less by it but still can use it to decent effect, such as Rhino, Gareth, and even Destrier.
Gekko - C
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 burst 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, only being used in tandem with Zeus or Trebuchet, but in special rule sets that eliminate popular Molot platforms like Griffin and Rhino and have a midrange Carnage meta, Gekko’s burst damage and energy damage bring it into the spotlight as a notable 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. Gekko could use a buff, so to see it get passed up in update 8.7 is disappointing, especially when its relatives Trebuchet and Zeus got buffed, but it is still okay.
Pin - D
Power: ★★☆☆☆
Utility: ★★☆☆☆
Pin, much like its medium counterpart, has had a rough journey through War Robots’ 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 Pin unloads its 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. To make matters worse, Pin did not get buffed in update 8.7 while Tulumbas did, as Pin is only tier 1 while Tulumbas is tier 2, meaning Pin really is in a rather dire state currently.
Noricum - D
Power: ★☆☆☆☆
Utility: ★★☆☆☆
Noricum is the definitive cult weapon of 6 Pack, with a dedicated few swearing by it while it gets shunned by everyone else. Even those who use Noricum are often just trolling, but a handful of commanders 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 enemies 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 Ancile shields catch the full volley. But just like Zenit, Noricum has found genuine applications rather recently, which is its ability to deplete energy shields from anywhere on the map, and can punish robots constantly sitting behind cover. Even if barely, Noricum does genuinely have a place in the meta.
Spiral - F
Power: ★☆☆☆☆
Utility: ★☆☆☆☆
Spiral, like its medium counterpart, occupies a niche that can have potential, but lacks the damage to be anything 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 none of these uses have any real bearing on the usual 6 Pack battlefield. Like Pin, Spiral did not get buffed in update 8.7, meaning this already terrible weapon is being further left in the dust by more popular weapons, and shall sit as the worst light weapon.
Power: The weapon’s damage output and ability to threaten other robots. This is not just a measure of DPS, but also range, ability to bypass shields, and ability to beat other weapons.
Protection: The shield’s ability to keep robots from being damaged. This measures not only durability, but also ease of use, reliability, and how many weapons it works against.
Utility: The versatility and non-damage/shielding factors of a weapon. This includes characteristics such as accuracy and psychological impact on the target for weapons, and facilitating special solo or team-based tactical maneuvers for shields.
Generally, utility is the least important category, as being able to directly bolster the team’s offensive or defensive capabilities is generally better than providing either through a more indirect, nuanced way. The utility category is mainly to illustrate if a weapon thrives through the usage of these nuanced tactics.
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 operates completely differently from it, making it more unique than other light weapons. Delivering a decently powerful plasmoid every .55 seconds with no reload, Magnum is all about sustained damage, able to fire and fire until its user or the enemy 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 nonetheless an amazing weapon. Pixonic buffed Magnum in update 8.7, allowing it to join Taran as a cornerstone of the current plasma-heavy meta and have quite the stranglehold over light weapons.
Pinata - S
Power: ★★★★☆
Utility: ★★★★★
Pinata is a rather strange weapon, as despite being admittedly a little weak, it still is a premier light weapon. This is because Pinata is the light weapon for the very meta-relevant role of close-range rockets, so even though it feels a little underwhelming for the job, there is no direct replacement for it, and so it gets a pass. However, this weapon delivering a slightly underwhelming payload and taking time to reload means that it faces interesting competition from Punisher and Gust, since those two weapons exhibit somewhat similar damage properties and are arguably more substantial in an engagement. 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 hardpoints, such as Gl. Patton or Leo, to form a more unique ambush build. Pinata is also very cheap, which cannot be said for all of the best weapons in 6 Pack. Pixonic buffed Pinata in update 8.7, so its damage is more substantial now too.
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 of course one of the best light weapons. 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 great damage at ultra-close range, shredding physical shields and bare robots, and though it needs to take time to deplete energy shields, its raw damage means it 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. Pixonic unfortunately did not buff Punisher in update 8.7, which made it lose ground to Magnum, which is unfortunate since a great weapon will be edged out in the meta a little.
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 in the absence of Molot T when robots that can use Molot T are available. Punisher can be equipped on robots like Gl. Patton and Bolt, both robots that use it well as wingmen or harassers, but when it comes to long range, robots having potent hardpoint configurations 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 slowering enemy advancements works best when it has good damage. Molot somewhat struggles on its own, but can be potent in special rule sets where enemies are more fragile. Molot is not affected too badly by not being buffed in update 8.7 due to a lack of tier 2 competition.
Aphid - A
Power: ★★★★☆
Utility: ★★★☆☆
Aphid is a standout weapon, being the only homing missile weapon 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 and decently long reload 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 are only really effective against heavy robots though, as they are more prone to missing mobile targets. Aphid’s main weakness of course, like all missiles, is that it cannot brawl at all. With the rise of energy shields in response to the presence of Trident and even Tulumbas on the battlefield, Aphid is seeing a decline in usage, but that does not stop it from being a good weapon that could easily see a surge in usage in the future if the situation changes.
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 pallet spread. Similar to Thunder, Gust must be at ultra-close range to deal full damage, but at farther ranges, it is useful mainly to probe large targets like Lancelot or deplete an energy shield. The unfortunate reality for Gust is that most robots that carry light hardpoints have a difficult time utilizing it, since they lack the survivability and/or mobility needed to get up close for the full damage. There are robots that can utilize Gust well enough though, such as Griffin, Rhino, and Galahad. Since Gust is tier 2, it got a buff in update 8.7 that, while not being enough to bring it up to Punisher or Pinata, still does a bit to make it more worthwhile.
ECU - C
Protection: ★★★☆☆
Utility: ★★★☆☆
ECU on light hardpoints 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 a Punisher, Magnum, or even Aphid leads to a tangible reduction in damage output, and many robots with suitable light hardpoints have characteristics that mean they do not lend themselves super well to ECU. Another potential deal-breaker for it is that the host robot needs to stop firing to use ECU. While ECU is damaged by rockets despite not protecting against them and is shredded by bullets, its protection against Plasma is substantial and ultimately its saving grace. In the current plasma-heavy meta, physical shields are paramount, so ECU is seeing some legitimately good applications right now. Several robots can benefit greatly from being equipped by an ECU, including Leo, Natasha, and Bolt, and some robots are benefitted less by it but still can use it to decent effect, such as Rhino, Gareth, and even Destrier.
Gekko - C
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 burst 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, only being used in tandem with Zeus or Trebuchet, but in special rule sets that eliminate popular Molot platforms like Griffin and Rhino and have a midrange Carnage meta, Gekko’s burst damage and energy damage bring it into the spotlight as a notable 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. Gekko could use a buff, so to see it get passed up in update 8.7 is disappointing, especially when its relatives Trebuchet and Zeus got buffed, but it is still okay.
Pin - D
Power: ★★☆☆☆
Utility: ★★☆☆☆
Pin, much like its medium counterpart, has had a rough journey through War Robots’ 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 Pin unloads its 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. To make matters worse, Pin did not get buffed in update 8.7 while Tulumbas did, as Pin is only tier 1 while Tulumbas is tier 2, meaning Pin really is in a rather dire state currently.
Noricum - D
Power: ★☆☆☆☆
Utility: ★★☆☆☆
Noricum is the definitive cult weapon of 6 Pack, with a dedicated few swearing by it while it gets shunned by everyone else. Even those who use Noricum are often just trolling, but a handful of commanders 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 enemies 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 Ancile shields catch the full volley. But just like Zenit, Noricum has found genuine applications rather recently, which is its ability to deplete energy shields from anywhere on the map, and can punish robots constantly sitting behind cover. Even if barely, Noricum does genuinely have a place in the meta.
Spiral - F
Power: ★☆☆☆☆
Utility: ★☆☆☆☆
Spiral, like its medium counterpart, occupies a niche that can have potential, but lacks the damage to be anything 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 none of these uses have any real bearing on the usual 6 Pack battlefield. Like Pin, Spiral did not get buffed in update 8.7, meaning this already terrible weapon is being further left in the dust by more popular weapons, and shall sit as the worst light weapon.
With all of the explaining of how the tier lists work and the tier lists themselves done, 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 commanders 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 special rule sets, such as Stalker being ranked as the second best light robot not being accurate for the Light Night special rule set. So, use your own judgment when making decisions, and feel free to consult other commanders, as many veterans will gladly discuss equipments’ effectiveness. I am not the only commander in 6 Pack who likes sharing opinions, so use all the resources you can to get educated!
Moving now to what I see as the main knock against a ranking like this: many commanders would argue that the spirit of 6 Pack is that it lets commanders do whatever they want without being slaves to a system, and that an equipment ranking like this takes the fun out of it. Well, I say more power to them, which may come as a surprise given how I have talked at length about how a solid meta is present in 6 Pack, but as I said, strictly adhering to this meta is only a suggestion, so if commanders want to run a less optimal build or two, that is fine, so long as it is in good spirit. 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 commanders 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 commanders. Additionally, some commanders’ way of having fun is being the most effective they can be, so for the inquisitive newcomers and commanders 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!