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War Robots Walkthrough: Start to Endgame

Step-by-step War Robots walkthrough covering every phase from first session to endgame. Complete progression guide with milestones and checklists.

Researched and editorially reviewed. Updated .
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War Robots is a free to play 6v6 third person mech shooter from MY.GAMES, originally a Pixonic mobile title that arrived on Steam on 5 April 2018 and still shares matchmaking with the phone version. Matches run ten minutes and are decided by beacon control rather than kills, which means a light robot that runs and captures often does more for the score than a heavy that farms damage. The hangar carries more than fifty robots plus a separate Titan class, each with its own ability, and everything can be pushed through the MK2 and MK3 upgrade tiers using two different currencies and Upgrade Tokens. Steam reviews sit around 59 percent positive, and almost every negative one names the same thing: progression is slow unless you spend, and the newest robots are noticeably stronger than the ones you already own. Read the ability text before you commit resources, because in War Robots an ability decides a robot's role far more than its hardpoint count does.

This walkthrough takes you from your first session to endgame content. Each phase has specific goals, priorities, and milestones. New to the game? Start with our beginner's guide first.

Quick Progression Summary

PhaseAreaFocusRoleDuration
1. StartSpringfieldBeacon control in Domination and Beacon Rush basicsSkyros1-2 hours
2. EarlyYamantauRobot abilities and Aegis class shields masterySkyros3-5 hours
3. MidShenzhenMK2 and MK3 upgrade tiers + gearFenrir or Skyros5-10 hours
4. LateDead CityBuild optimizationFenrir5-10 hours
5. EndgamePower PlantMin-maxFenrir or DagonOngoing

See our maps guide for detailed area breakdowns.


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Phase 1: Getting Started (Springfield)

A large map split in two by a dried riverbed, with open farmland on one side and a built up area with plenty of cover on the other. Which side you spawn on changes your whole plan, because the farmland half punishes slow robots badly.

Level/Difficulty: All hangar levels, common in mid tier matchmaking Key Rewards: Riverbed crossings for fast beacon runners, building cover for brawlers on the town side

What to Do in Springfield

  1. Learn Beacon control in Domination and Beacon Rush. Domination is the core 6v6 mode, with two ways to win inside the ten minute limit: hold more beacons than the enemy so their score bleeds away, or destroy every enemy robot. Spend your first session getting comfortable with this.
  2. Pick Skyros as your starting role. See our builds guide for why.
  3. Domination is decided by beacon score inside ten minutes, so capturing two beacons in the first twenty seconds is worth more than any duel you win later in the match.
  4. Acquire your first weapons upgrade: Blaze or whatever's available.
  5. Clear all main content before moving on.

Phase 1 Checklist

  • Understand Beacon control in Domination and Beacon Rush fundamentals
  • Skyros selected and functional
  • Springfield main content cleared
  • Ready for Yamantau

Phase 2: Early Game (Yamantau)

A large snowy open air map with many bridges, very little cover and two large sniping platforms. The central beacon sits on an elevated platform that does have decent cover, which makes it the one safe place to stand on an otherwise exposed map.

Level/Difficulty: All hangar levels, favours long range loadouts Key Rewards: Two sniping platforms, an elevated and defensible central beacon

What to Do in Yamantau

  1. Work on Robot abilities and Aegis class shields. Every robot has one signature ability and it, not the hardpoint layout, defines how the machine plays. This system becomes critical from here on.
  2. Farm for Blaze if you haven't already. It's the key upgrade for this phase.
  3. Aegis class shields on Fenrir, Skyros, Blitz, Bulwark, Cerberus, Jaeger, Typhon and Erebus block every weapon type except melee, so keep at least one melee option in the hangar or those robots will simply walk through you.
  4. Complete all objectives before pushing to Shenzhen.
  5. Consider whether Fenrir might suit your playstyle better than Skyros.

Phase 2 Checklist

  • Robot abilities and Aegis class shields integrated into gameplay
  • Blaze acquired
  • Yamantau fully cleared
  • Ready for Shenzhen

Phase 3: Mid Game (Shenzhen)

A city map of buildings at varying heights around an open central plaza that holds the middle beacon. Long straight avenues give cover along the edges while the plaza itself gives none, so the centre is a commitment rather than a place to loiter.

Level/Difficulty: All hangar levels, rewards jump and dash abilities Key Rewards: Rooftop angles, avenue cover lines, a high value but exposed central beacon

What to Do in Shenzhen

  1. Master MK2 and MK3 upgrade tiers. A robot or weapon climbs through normal levels first, then can be enhanced to MK2, which resets it to level 1 with roughly a two percent power increase and a fresh level ladder. This unlocks a new layer of gameplay.
  2. Start working toward Nucleon. It's the best weapon and becomes accessible around now.
  3. MK2 resets an item to level 1 for about a two percent power gain, so only enhance items you actually field, not everything you own.
  4. This area is the main skill check. If you can clear it, you're ready for late game.
  5. Start investing in Titans and Platinum for the tactical depth you'll need going forward.

Phase 3 Checklist

  • MK2 and MK3 upgrade tiers mastered
  • Nucleon acquired or in progress
  • Shenzhen fully cleared
  • Ready for Dead City

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Phase 4: Late Game (Dead City)

One of the oldest maps in the rotation and a close relative of Valley, Power Plant and Moon in layout terms. Ruined structures create tight lanes where short range weapons dominate and long range loadouts struggle to find sight lines.

Level/Difficulty: All hangar levels, appears constantly in low and mid brackets Key Rewards: Ruin cover for ambushes, short lanes that suit shotgun and flamethrower builds

What to Do in Dead City

  1. Finalize your build. You should be running Fenrir or Skyros with optimized gear.
  2. Nucleon should be your primary. If you don't have it yet, prioritize getting it.
  3. The jump from MK2 level 12 to MK3 costs Upgrade Tokens rather than silver, and tokens arrive slowly enough that most free accounts should pick two items to finish rather than spreading them.
  4. Pilots, drones and modules optimization starts here. Small improvements compound into massive advantages.
  5. Farm this area for the resources needed to push into Power Plant.

Phase 4 Checklist

  • Build fully optimized
  • Nucleon upgraded to max
  • Dead City fully cleared
  • Ready for Power Plant

Phase 5: Endgame (Power Plant)

A tightly packed map with a distinctive kite shaped beacon layout that heavily favours rocket weaponry and robots that can jump. Ground level movement is slow and blocked, so anything that can go over a wall gains a real edge here.

Level/Difficulty: All hangar levels, strongly favours jumping robots Key Rewards: Kite shaped beacon spread, vertical routes that skip choked ground lanes

What to Do in Power Plant

  1. Power Plant tests everything. Come prepared with your best build and gear.
  2. Titans use Platinum and Titan specific pilots and weapons, and none of it transfers from your robot hangar, so treat Titan progress as a second account you are building in parallel.
  3. The endgame loop: run Power Plant, optimize gear, push harder content.
  4. Experiment with Dagon for a fresh take once you've mastered the standard builds.
  5. This is where Pilots, drones and modules mastery separates good players from great ones. See our tips guide for advanced strategies.

Phase 5 Checklist

  • Endgame content on farm
  • Best-in-slot gear acquired
  • Power Plant fully cleared
  • Ready for challenge content

Common Progression Mistakes

  • Chasing kills instead of standing on beacons, which loses Domination matches even when you finish top of the damage chart.
  • Spreading upgrades across ten robots so nothing reaches a competitive level, rather than committing to a two or three robot hangar.
  • Buying Titan resources early while your regular hangar is still underlevelled, which leaves you weak in both economies at once.
  • Bringing only energy and ballistic weapons into lobbies full of Aegis shielded robots with no melee answer in the hangar.
  • Transforming Skyros into ball form to escape while already surrounded, when the ability only works if you start rolling before the enemy commits.

Key Tips for Smooth Progression

  1. Domination is decided by beacon score inside ten minutes, so capturing two beacons in the first twenty seconds is worth more than any duel you win later in the match.
  2. Aegis class shields on Fenrir, Skyros, Blitz, Bulwark, Cerberus, Jaeger, Typhon and Erebus block every weapon type except melee, so keep at least one melee option in the hangar or those robots will simply walk through you.
  3. MK2 resets an item to level 1 for about a two percent power gain, so only enhance items you actually field, not everything you own.
  4. The jump from MK2 level 12 to MK3 costs Upgrade Tokens rather than silver, and tokens arrive slowly enough that most free accounts should pick two items to finish rather than spreading them.
  5. Titans use Platinum and Titan specific pilots and weapons, and none of it transfers from your robot hangar, so treat Titan progress as a second account you are building in parallel.

For more advanced strategies, see our tips & tricks guide.

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