ROBO ARENA

How to play & controls ROBO ARENA

ROBO ARENA is a first-person hero shooter for teams of three or four. Six robots make up the roster: Spark, Volt, Bloom, Pop, Bumper and Lens. Each has its own gun and damage falloff, a Q ability, an E ultimate that charges during the match, and a passive such as Spark's mid-air jump or Lens's double headshot damage. Every match starts on equal terms; hero mastery levels are cosmetic.

Two rules come from the robots themselves. A destroyed robot drops its core chip where it fell: a teammate who reaches it first rebuilds the robot there a second later at half health, while an enemy who gets there first scraps it and adds two seconds to the respawn. And two teammates who fire their ultimates within 1.5 seconds and 7 metres of each other link up: both effects last 50% longer and both robots take 25% less damage for 7 seconds.

Five of the six arenas are fought over one central core; Sky Terrace has three capture zones on a three-level rooftop.

Goal

A 3v3 (or 4v4) robot FPS. Your team scores 1 point per second while only your robots stand on the central core. First to 100, or the higher score after 3 minutes, wins.

How it works

  1. Head to the glowing core in the middle and hold it. Scoring stops while enemies stand there too, so push them off.
  2. You respawn 4 seconds after going down. An ally who steps on your dropped core chip rebuilds you on the spot.

Modes

Core control

Sunlight Yard, Cobalt Depot, Toy Plaza, Neon Arcade and Serpent Canyon. Only living robots inside the 3.7 m circle and within 2 m of its floor count, so robots on a bridge or ledge above it do not. A tie that survives overtime is a draw.

Zone control

Sky Terrace only. A and C sit on 2 m terraces and B in the sunken lane, under a footbridge that does not count. A zone you own keeps scoring 0.4 points a second even when nobody stands on it.

Quick match

Needs a GameNow account. You join a match on the same map, AI difficulty and team size that is under 40 seconds old, or open a new one, and bots fill every empty seat. The clock waits until everyone presses start, at most 15 seconds after the first.

Friend room

Invite friends with a 4-character code, which never uses I, L, 1, O or 0, or with the invite link. Up to 8 players and 8 spectators; AI takes empty seats and the host starts each round.

AI trial

No sign-in: 90 seconds of 3v3 on Sunlight Yard against Beginner bots, starting with a full ultimate. It ends at 0:00 with no overtime and stays out of account records and mastery.

Training

No clock and no score. T refills health, ammo and abilities and also charges allied bots' ultimates for combo practice; a panel shows accuracy, headshot rate and damage per second over the last 10 seconds.

Controls

ActionMouse & keyboardTouchGamepad
MoveWASD or arrow keysDrag on the left side of the screenLeft stick
Aim · zoomMouse · hold the right buttonSwipe on the right side · Zoom buttonRight stick · LT
Fire · reloadLeft click · RHold the red ammo button · R buttonRT · X
JumpSpaceJump buttonA
Ability · ultimateQ or Shift · EQ · E buttonsB · Y
MeleeFMelee buttonLeft stick click
Gather · danger pingG or middle click · V◆ button (gather only)LB · RB
Scoreboard · menuHold Tab · EscHold Record · Ⅱ buttonBack · Start
Training refill · moving targetsT · MRefill · Targets buttons—

Tips

Strategy tips

Play for the last 30 seconds

From 0:30 and through overtime, core and zone points double. At 0:00 play continues only while the trailing team (either side on a tie) holds or contests the objective, with a 2-second grace for stepping off, for up to 20 seconds: up to 40 more core points. Lead at 0:00 with no enemy on the core and the match ends.

Race for the chip

The nearest living robot within 1.2 m decides a chip's fate, and either way it gains 10% ultimate charge. A rebuild brings a teammate back in 1 second instead of up to 4, right where the fight is. Bots detour to chips within 7 m.

Charge on the objective

Ultimates fill 1.8% a second, 2.6% inside the core or a zone, plus 0.15% per point of damage dealt. Bloom's Recovery Pulse healing charges too; Life Garden does not. A charged ally bot within 7 m fires with you, completing a combo.

Know the one-shot line

A Lens headshot deals 192, enough for a full-health Spark (180), Bloom (165), Pop (190) or Lens (190). Volt (260) and Bumper (270) survive it. Volt's head target is its visor, which counts only when shot from the front.

Fight at your range

Damage starts falling at 12 m for Volt, 18 m for Pop, 20 m for Spark, 24 m for Bumper, 30 m for Bloom and 60 m for Lens. Volt's Iron Guard halves damage taken for 3 seconds on a 13-second cooldown, so wait it out.

Taking zones on Sky Terrace

Alone, a neutral zone takes 3 seconds; two robots take about 2.2 and three about 1.8. An enemy zone has to be neutralised first, 3 more seconds alone, and keeps scoring for them until it is. All three zones make 1.2 points a second, about 83 seconds from zero to 100 before the surge.

Flank the bots

Bots notice a new enemy only inside a forward cone (±45° Beginner, ±60° Normal, ±75° Challenge), within 4 m, or right after being hit, and turn at a capped speed. Their aim trails a moving target by 0.35, 0.3 or 0.2 seconds, so strafe in duels. Below 35% health or while reloading they back off to cover.

Melee and recovery

F hits an enemy within 2.2 m in front for 40, every 0.75 seconds, even mid-reload. Five seconds without damage starts regeneration at 12 a second (Volt: 4 seconds, 14).

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