Prisoners, guards and robots brawling in a cell block, from the Lands of Jail key art

11minutes to read it all

The bastion robot
The halo robot

5sections

The phantom cat robot

All twelve robots, their cores and pilots, and how far each one is worth levelling.

Gear · Robots

Prisoner Armor

Each formation can use one robot. Players call them Prisoner Armor; the game’s tooltips call them Power Armor. A robot raises one troop type's ATK and DEF, gives you a pilot skill you can turn on, and has a War skill that works in every PvP fight. That War skill is what makes one robot better than another.

Use Phantom Cat for the Cage and rallies, Musashimaru for solo attacks and Bastion for defense. Level up the robots you equip, follow the level targets below for the rest, and turn on all pilot skills together before a big fight. Every robot's pilot skill unlocks at Lv.10.

What a robot gives you

ATK & DEF increase

Raises one troop type's ATK and DEF, only for the formation the robot is on: +39%, +63% or +76% at max.

Pilot skill

A buff you turn on. It unlocks at Lv.10 and lasts for 2 hours, whether or not the robot is equipped. Pilot skills from different robots add up.

Core skill

Has two parts. The Arrest part only works in Arrest and Arena stages. The War part works in solo attacks, rallies and defense, and goes up one level for each core.

One robot per formation.

Phantom Cat

Phantom Cat

Best for the Cage & rallies

+37.5% Lethality for every troop, and every 4 Shooter attacks fire an extra +80% Tactical DMG (MAX). Rallies and the Cage use mostly Shooters, so its Shooter ATK & DEF boost and Tactical hits help most of your army.

Shooter ATK & DEF +76% (MAX)Pilot Skill (MAX) +10% HP
Musashimaru

Musashimaru

Best for solo attacks

Shieldbearers and Shooters get +30% Lethality and take 45% less damage (MAX). Solo armies use only 0–5% Bombers, so this helps almost all your troops.

Shooter ATK & DEF +76% (MAX)Pilot Skill (MAX) Enemy DEF −10%
Bastion

Bastion

Best for defense

+40% DEF, +35% Lethality and +50% Tactical DMG for every troop, with +230% more Tactical DMG on rounds that aren't a multiple of 3 (MAX). Players use it on defense to raise their Tactical DMG; the robot deals none itself. Defenses with lots of Bombers also get its Bomber ATK & DEF boost on the 35–45% of their troops that are Bombers.

Bomber ATK & DEF +76% (MAX)Pilot Skill (MAX) Enemy ATK −10%
Dauntless

Dauntless

New in Season 7

Every troop takes 45% less damage. If your Bombers outnumber your Shooters, Bombers get +200% basic-attack DMG; otherwise Shooters get +100% (MAX).

Shooter ATK & DEF +76% (MAX)Pilot Skill (MAX) Enemy troops' HP −10%
Robots · All 12

All 12 Robots

Grouped by how much they raise their troop type’s ATK and DEF. Each card has the robot’s War Skill at max level, what one core upgrade adds, and its pilot skill.

+76% ATK & DEFCore skill max Lv.15 · pilot max Lv.10Robots 7–12
Phantom Cat
Phantom CatRobot 7 · War skill shows as "Coordinated Sniper" in battle logs
ShooterCage · Rally
+76%Shooter ATK & DEF (MAX)Lv.15core max20hpilot cooldown
  • War Skill (MAX) · +37.5% Lethality for troops with this robot. Every 4 Shooter attacks trigger an extra +80% Tactical DMG.
  • Per core upgrade · Lethality +2.5%, Tactical DMG +5.4% (the first core gives +4.4%).
  • Pilot Skill (MAX) · +10% HP for all expedition troops for 2 hours.
Arrest (PvE): Arrest stat +60% · assisted squad DMG +30% · silence bullets ATK×320%, no active skills for 3s, bounce up to 3 times
Halo
HaloRobot 8
Bomber
+76%Bomber ATK & DEF (MAX)Lv.15core max20hpilot cooldown
  • War Skill (MAX) · +30% Lethality for troops with this robot. Every 5 Bomber attacks: all troops take 25% less DMG and Bombers get +50% Lethality for 2 rounds.
  • Per core upgrade · Lethality +2%; every 5 Bomber attacks, DMG taken −1.67% and Bomber Lethality +3.33%.
  • Pilot Skill (MAX) · Rally troop capacity +160,000 for 2 hours.
Arrest (PvE): Arrest stat +60% · assisted squad DMG taken −22.5% · Counter Shield 6s: allies inside +32% DEF, basic attacks reflect ATK×58%
Yokozuna
YokozunaRobot 9
Bomber
+76%Bomber ATK & DEF (MAX)Lv.15core max20hpilot cooldown
  • War Skill (MAX) · +30% HP for troops with this robot. After Bombers attack 3 times, Shieldbearers take 60% less DMG and Bombers deal 30% more DMG for 2 rounds.
  • Per core upgrade · HP +2%; after 3 Bomber attacks, Shieldbearer DMG taken −4% and Bomber DMG +2%.
  • Pilot Skill (MAX) · +10% Lethality for your troops for 2 hours.
Arrest (PvE): Arrest stat +60% · assisted squad DMG taken −22.5% · taunts non-Shieldbearer units, +300% DEF for 3s
Musashimaru
MusashimaruRobot 10
ShooterSolo
+76%Shooter ATK & DEF (MAX)Lv.15core max20hpilot cooldown
  • War Skill (MAX) · Shieldbearers and Shooters with this robot get +30% Lethality and take 45% less DMG.
  • Per core upgrade · Shieldbearer & Shooter Lethality +2%, DMG taken −3%.
  • Pilot Skill (MAX) · Enemy DEF −10% for 2 hours.
Arrest (PvE): Arrest stat +60% · assisted squad DMG +30% · all allies lifesteal 50% of basic-attack DMG for 5s
Bastion
BastionRobot 11 · not the Tier 11 "Bastion" troops
BomberDefense
+76%Bomber ATK & DEF (MAX)Lv.15core max20hpilot cooldown
  • War Skill (MAX) · Every troop with this robot gets +40% DEF, +35% Lethality and +50% Tactical DMG. On rounds that aren't a multiple of 3 (rounds 1, 2, 4, 5 and so on), Tactical DMG gets another +230%, for +280% in total.
  • Per core upgrade · DEF +2.66%, Lethality +2.33%, Tactical DMG +3.33%, plus +15.33% on rounds that aren't a multiple of 3.
  • Pilot Skill (MAX) · Enemy ATK −10% for 2 hours.
Arrest (PvE): Arrest stat +60% · assisted squad DMG taken −22.5% · HP≥50% ranged mode +40% DMG, below 50% melee mode −35% DMG taken · active: +30% ATK 6s
Dauntless
DauntlessRobot 12 · Season 7 · core skill "Valiant Arsenal"
ShooterNew
+76%Shooter ATK & DEF (MAX)Lv.15core max20hpilot cooldown
  • War Skill (MAX) · Troops with this robot take 45% less DMG. If Bombers outnumber Shooters at the start, Bombers' basic attacks deal +200% DMG; otherwise Shooters' deal +100%.
  • Pilot Skill (MAX) · Firepower Barrage: enemy troops' HP −10% for 2 hours.
Arrest (PvE): Arrest stat +60% · assisted squad DMG +30% · above 50% HP ranged AoE ATK×130%, below 50% melee shield worth 50% of allies' max HP for 5s
+63% ATK & DEFCore skill max Lv.12 · pilot max Lv.9Robots 3–6
Pluto
PlutoRobot 3
Bomber
+63%Bomber ATK & DEF (MAX)Lv.12core max10hpilot cooldown
  • War Skill (MAX) · Bombers with this robot deal +40% DMG and other troops +30%. Bombers deal an extra 60% DMG to Shooters.
  • Per core upgrade · Bomber DMG +3.33%, other troops +2.5%, Bombers vs Shooters +5%.
  • Pilot Skill (MAX) · On your first solo attack on another Warden's prison after turning it on, all troops that would die are severely wounded instead. Lasts 30 minutes and is used up by that attack.
The only pilot skill that protects an attacker's troops from dying.
Arrest (PvE): Arrest stat +48% · assisted squad DMG taken −18% · heals allies in range for ATK×460%, more on badly hurt units
Ranger
RangerRobot 4
Shooter
+63%Shooter ATK & DEF (MAX)Lv.12core max20hpilot cooldown
  • War Skill (MAX) · Shooters with this robot deal +60% DMG and other troops +30%.
  • Per core upgrade · Shooter DMG +5%, other troops +2.5%.
  • Pilot Skill (MAX) · +6% DEF for all troops for 2 hours.
No trigger and no chance roll: the damage increase is always on.
Arrest (PvE): Arrest stat +48% · assisted squad DMG +24% · cluster missile ATK×340%, then ATK×102% per second for 5s
Infercore
InfercoreRobot 5
Bomber
+63%Bomber ATK & Shooter ATK (MAX)Lv.12core max20hpilot cooldown
  • War Skill (MAX) · Bombers and Shooters with this robot get +60% Lethality.
  • Per core upgrade · Bomber & Shooter Lethality +5%.
  • Pilot Skill (MAX) · +11,250 capacity for all expedition troops for 2 hours.
The biggest Lethality boost on any robot, but it doesn't help Shieldbearers.
Arrest (PvE): Arrest stat +48% · assisted squad DMG +24% · anchor latch on the back row, ATK×760%, pulls the target in
Atlax
AtlaxRobot 6 · the only Shieldbearer robot
Shieldbearer
+63%Shieldbearer ATK & DEF (MAX)Lv.12core max20hpilot cooldown
  • War Skill (MAX) · All troops with this robot get +30% HP. Shieldbearers deal +40% DMG and take 20% less DMG from Bombers.
  • Per core upgrade · All troops HP +2.5%, Shieldbearer DMG +3.33%, Shieldbearer DMG taken from Bombers −1.67%.
  • Pilot Skill (MAX) · +6% ATK for all expedition troops for 2 hours.
Arrest (PvE): Arrest stat +48% · assisted squad DMG taken −18% · allies +36% ATK speed; at 0 HP they charge the target Hero and explode for ATK×340%
+39% ATK & DEFCore skill max Lv.6 · pilot max Lv.6Robots 1–2
Light Cone
Light ConeRobot 1
Bomber
+39%Bomber ATK & DEF (MAX)Lv.6core max1 daypilot cooldown
  • War Skill (MAX) · Troop attacks have a 50% chance to deal an extra 37.5% DMG, or 75% for Bombers.
  • Per core upgrade · Extra DMG +6.25% (Bombers +12.5%).
  • Pilot Skill (MAX) · Buildings that start upgrading within 30 minutes build 10% faster.
An economy robot. Build it for the construction pilot skill.
Arrest (PvE): Arrest stat +24% · assisted squad DMG taken −9% · stun grenade ATK×320%, −27% ATK speed on hit targets
Hercules α
Hercules αRobot 2
Shooter
+39%Shooter ATK & DEF (MAX)Lv.6core max16hpilot cooldown
  • War Skill (MAX) · Troop attacks have a 50% chance to deal an extra 37.5% DMG, or 75% for Shooters.
  • Per core upgrade · Extra DMG +6.25% (Shooters +12.5%).
  • Pilot Skill (MAX) · The next time your troops reach a resource point, gathering finishes instantly.
An economy robot. Build it for the instant-gather pilot skill.
Arrest (PvE): Arrest stat +24% · assisted squad DMG +12% · flight mode hits the back row from the air, ATK×157% per shot
Robots · Cores

Cores & Core Paths

Cores level up a robot’s War Skill. How the three modules work, which nodes to take, and what every tier costs.

Cores: how the War Skill levels up

Every robot has three core modules, one for each mode. Each module is a tree of upgrade nodes that you pay for with that module's own chips. Every core you reach adds one level to the robot's War Skill. Robots 1–2 max out at 6 cores, Robots 3–6 at 12, and Robots 7–12 at 15.

Solo Module · Solo Chips

Solo attacks.

Barrier Module · Barrier Chips

Defense.

Formation Module · Formation Chips

Rally attacks.

Core paths: which nodes to take

In each tier, upgrade in this order: Troops Lethality → one troop type's Lethality → Troops HP → one troop type's HP → that tier's core. The guide picks the same troop types in every tier, I to V. Solo and Rally use the attack path; Barrier uses the defense path.

Attack
Solo & Formation (Rally) modules
Troops Lethality
Shooter Lethality
Troops HP
Shield­bearer HP
Core
Defense
Barrier module
Troops Lethality
Shield­bearer Lethality
Troops HP
Shield­bearer HP
Core

How to read a module's level: it adds up node levels plus cores. Each node goes up to 10/10, so one tier is 40 node levels plus 1 core = 41. A module at Lv.82 has 2 cores, and one with all five cores on these paths shows Lv.205.

The five cores: Core Upgrade (I) · Core Amplification (II) · Core Evolution (III) · Core Breakthrough (IV) · Core Overdrive (V).

Node costs, in chips

TierTroops nodeType nodePer core
I7103702,160
II1,4607104,340
III3,8701,93011,600
IV7,2503,61021,720
V10,0104,99030,000
I–V69,820

Troops nodes boost every troop type and cost about twice as much. "Per core" is the cheapest way to reach a core: both Troops nodes plus one troop-type node for each stat. A full Lv.15 War Skill needs 69,820 of each chip type, about 210,000 in total.

ExampleOne core at a time: Phantom Cat

CoresLethalityTactical DMG
1+2.5%+4.4%
2+5.0%+9.8%
3+7.5%+15.2%
6+15.0%+31.4%
15+37.5%+80.0%

Every robot has its own numbers, but they all grow the same way: one War skill level per core. For Phantom Cat, Lethality goes up 2.5% per core. Tactical DMG starts at 4.4% and adds 5.4% per core, so 6 cores give exactly the 31.4% seen in real battle logs.

Robots · Leveling

Leveling & How Far to Go

What leveling costs, and how far to level each robot.

Leveling costs

LevelsPrisoner Armor DataPower ModuleAdv. Power Module
1–101,200200
10–202,310300
20–303,6004010
30–405,320300
40–507,5608020
50–6010,26010030
60–7019,400130140
70–8024,80016050
80–9030,30019070
90–10036,30023090
From Lv.10139,850990410

The total starts counting from Lv.10.

Not everyone can max every robot

Lv.10 toArmor DataShare
Lv.305,9104%
Lv.6029,05021%
Lv.90103,55074%
Lv.100139,850100%
  1. Level the robots you equip as far as you can. Their ATK & DEF increase only applies to the formation they're on. The guide below takes Phantom Cat and Musashimaru to Lv.90–100.
  2. Don't max the rest. Every pilot skill is already unlocked at Lv.10, and the guide stops most robots at Lv.10–60.
  3. Put cores into your main robot first, along the core paths above.

How far to level

Robot levels for everyone except whales (players who spend a lot). Some robots don't need to be maxed. Light Cone, for example, does its job at Lv.10.

1Light ConeLv.10
2Hercules αLv.60
3PlutoLv.10
4RangerLv.60–90
5InfercoreLv.60–90
6AtlaxLv.30
7Phantom CatLv.90–100
8HaloLv.30Big spenders max it for its skill
9YokozunaLv.30
10MusashimaruLv.90–100
Robots · Pilot skills

Pilot Skills

The buff each robot’s pilot skill gives, how long it lasts, and its cooldown.

Pilot skills at a glance

They work even if the robot isn't equipped, and they add up, so turn them all on together before an important fight. (MAX) marks max-level values; lower levels give less.

RobotEffectLastsCooldown
AtlaxExpedition troops ATK +6% (MAX)2h20h
RangerAll troops DEF +6% (MAX)2h20h
Phantom CatExpedition troops HP +10% (MAX)2h20h
YokozunaTroops Lethality +10% (MAX)2h20h
MusashimaruEnemy DEF −10% (MAX)2h20h
BastionEnemy ATK −10% (MAX)2h20h
DauntlessEnemy troops' HP −10% (MAX)2h20h
InfercoreExpedition capacity +11,250 (MAX)2h20h
HaloRally capacity +160,000 (MAX)2h20h
PlutoFirst solo attack: losses become severely wounded (MAX)30 min10h
Light ConeConstruction +10% for buildings started during the 30 minutes (MAX)30 min1 day
Hercules αNext gather finishes instantly (MAX)1 use16h

How the skills grow

Every robot gains the same amount per core-skill level. The three groups only differ in how many levels they get: Lv.6, Lv.12 or Lv.15.

Arrest linePer levelLv.6Lv.12Lv.15
Base Arrest stat+4%24%48%60%
Squad DMG+2%12%24%30%
Squad DMG taken−1.5%9%18%22.5%

War skills grow one level per core. Each robot card above shows what one core upgrade adds. How often a skill triggers never changes with level: Phantom Cat triggers every 4 Shooter attacks at any level; it just hits harder when maxed.