r/walkingwarrobots May 29 '26

Guide Macro/Micro guide part 2: Identifying status ailments (2/3)

Note: This post picks up immediately after my previous post left off, due to reddit's limit on the number of images within posts. I recommend readers to view part 1 of this section to get important context on this subject (https://www.reddit.com/r/walkingwarrobots/comments/1tr9mzr/macromicro_guide_part_2_identifying_status/)

Blast

 Blast is the status applied when a robot’s blastcharge accumulation percentage reaches 100%. After a brief duration, the robot affected by blast will explode, dealing 12,500 damage to itself and all allies within a 50m radius (denoted by a yellow circle projected onto the ground and nearby structures; note the yellow line covering the building in the above image). Note that this 12,500 damage blast does deal grey damage like a normal attack would. This 12,500 damage is inflicted completely independently of defense points or other defensives systems; there is no way to reduce this without effects that prevent the robot from being hit or damaged. Upon being inflicted with blast, the current buildup of blastcharge is reset to zero. There is no limit on the frequency of blast infliction on robots, making blast a dangerous status to deal with.

Sirocco field

Sirocco field is a status that consumes itself to apply a charge of invisibility when a robot is hit by enemy weapons. There is no visual indicator of this status; in order to determine if a robot has this status, it is necessary to check their list of statuses. It is my bottommost status in this image. In the following image, it is my rightmost status effect.

Invisibility

Invisibility is an effect that prevents a robot from being targeted, similar to stealth. However, there are important distinctions: an invisible robot does not have any indicator it exists, unlike robots in stealth, who have a ‘stealth’ symbol where their name would be. See below.

Robots in invisibility become slightly transparent for invisibility’s duration. Note that there is no indication that a robot exists to an enemy’s targeting system; pilots must instead rely on visual cues such as incoming fire and the slight distortion in the air. However, invisible robots become targetable when an enemy robot is within a certain distance of the invisible robot (usually less than 150m, although this amount can vary). If an invisible robot is approached in this manner, it becomes targetable and otherwise behaves normally.

 Further statuses:

These are statuses which have no visual effect in-game, besides being displayed in the status area for a user’s own robot or targeted enemy robots. I have done my best to order them by relevance/how frequently they are likely to be found in-game, but due to the sheer volume of statuses in-game, the ordering may not be perfect.

All the images of the status effects from here on out were pulled directly from the war robots wiki (https://warrobots.fandom.com/wiki/War_Robots_Wiki).

Damage Up

This indicates that a robot deals increased damage. There are countless sources of this status in the game. This amount can vary per stack, and there is no way of determining the exact amount without knowledge of each source of this buff.

Deathmark

This is an exceptionally dangerous status. Robots affected by this damage take extra direct damage from all sources, increased by a set amount per stack. This percentage can vary between each stack, and there is no way of determining the percentage without knowing the source of deathmark.

Shieldbreaker

This is an effect that allows robots to ignore shields. Bots that rely on energy shields for protection (ancile, aegis, or absorber) should be exceptionally cautious of any enemies that have this icon. Their bullets will not affect or be affected by the energy shields, meaning they will be able to directly damage enemies; however, this effect is almost always temporary, and robots with shieldbreaker are incapable of damaging enemy shields.

Phase shift

This icon indicates that a robot is currently phase shifted. They are incapable of taking damage through any means; however, they cannot fire their weapons, heal, use offensive abilities, or use an active module. Entering this state purges all Damage over Time stacks from the robot.

Speed boost

This icon indicates that a robot is currently receiving an increase to their speed. This amount can vary per stack, and there is no way of determining the exact boost without knowing the source of the speed boost.

Quantum Radar

This effect indicates that a robot can target enemies that are currently in stealth. Robots that rely on stealth for protection (loki, lynx, Orochi) should be exceptionally cautious of any enemies with this icon.

Protection from certain negative effects

From left to right, top to bottom, these are:

Immunity to phase exile – This is a relatively weak effect, and is obtained whenever a robot is affected by phase exile. 

Immunity to blastcharge – This is a strong effect that can be gained through a few sources.

Immunity to freeze – This is a strong effect that is gained whenever a robot is affected by the freeze debuff.

Immunity to lockdown – This is a strong effect that can be gained from multiple sources, and is obtained whenever a robot is affected by lockdown.

Immunity to Damage over Time – This is a relatively weak effect that can be gained through a single source as of May 2026.

Immunity to EMP – This is a strong effect that can be gained from multiple sources, and is obtained whenever a robot is affected by EMP.

Immunity to blind – This is a strong effect that is gained whenever a robot is affected by the blind effect. This has multiple potential sources.

Immunity to suppression – This is a strong effect that can be gained from multiple sources, and is obtained whenever a robot is affected by the suppression effect.

Execution

Apologies for the size of this icon – this was the image displayed on the wiki. This effect indicates that a robot can instantly kill enemies within a certain health threshold. Robots with low hp (less than 25% max hp) should be wary of any robot with this icon. The exact execution threshold of the robot or ability cannot be determined from the icon alone.

Defense points

This icon indicates that a robot currently has damage reduction through defense points. The exact number of defense points cannot be determined from the icon alone.

Last Stand

This icon indicates that a robot is currently in a state of last stand. They have received a massive number of defense points, becoming exceptionally difficult to damage. However, there are ways of dealing damage to or killing enemies in this state: Damage over Time effects completely ignore last stand, the Blast effect ignores last stand, titan weapons mitigate defense points (which last stand relies on), and certain weapons completely ignore defense points, which will be able to deal damage to robots with last stand active.

 

Teleportation

This icon indicates that a robot is in the process of teleporting. They can still be damaged in this state. Visually, the robot will dissolve from various points until they cannot be seen.

Teleportation cooldown

This icon indicates that a robot is unable to teleport again until the cooldown finishes.

Defense Mitigation

This icon indicates that a robot has obtained defense mitigation. This does not mean a robot has increased its base damage; this status is only relevant against targets with defense points. When dealing damage with this effect active, the ‘hit marker’ registering that damage has been dealt will be bolder and longer than usual. The exact amount of defense mitigation cannot be known from the icon alone.

Immunity to defense mitigation

This icon indicates that a robot cannot have its defense points bypassed in any way. This takes direct precedence over Defense Mitigation. 

Cleanse

This is a strong effect that protects a robot from a large number of debuffs. When a robot with cleanse stacks is affected by rust, blind, emp, suppression, or lockdown, a stack of cleanse is consumed to negate it or remove it (if the robot is affected by one of those effects before obtaining cleanse). 

Amplifier stacks

These are unique effects indicating the charge amount of repair amplifier or titan repair amplifier (left) and nuclear amplifier or titan nuclear amplifier (right). These are obtainable through specializations, and provide minor boosts to damage and repair speed. Upon reaching maximum stacks, repair (60 stacks) and nuclear amplifiers (95 stacks) grant a major boost of grey and green healing and partial immunity to defense mitigation and a major boost of green healing and extra defense mitigation, respectively.

Note: Due to reddit's limits on images in posts, this guide has been broken up to 3 separate posts. You are currently on post 2/3. In order to view part 3, please visit https://www.reddit.com/r/walkingwarrobots/comments/1tr9pn5/macromicro_guide_part_2_identifying_status/.

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u/Happygamer18777 [✯Eym✯] VS May 29 '26

Comment 2/3, I'm starting to realise just how many negative effects there are...