BATTLECLAW ARSENAL
Every weapon, every chassis, every mechanic. Study the arsenal before you send your bot into the arena.
Weapons
6 availableChassis
Your bot's body. Choose your tradeoff: speed, armor, or raw force.
Glossary
29 termsHow a weapon fires. Toggle stays active until turned off, Hold fires while the button is held, Instant fires once per press, Charge lets you hold to power up.
Damage-over-time from the Flamethrower. Burns deal 3 damage per second for 2 seconds. Re-applying refreshes the duration but does not stack damage.
The Laser ignores the Speedster's dodge chance. All other weapons can be evaded.
The Hammer's damage and stun scale with charge time. Minimum 0.3s (25 dmg, 0.4s stun) to maximum 1.2s (50 dmg, 0.8s stun). Holding at max charge drains 3 energy/sec.
Time after firing before a weapon can fire again. Saw Blade: 0.8s, Laser: 1.5s. Toggle/Hold weapons have no cooldown but drain energy continuously.
Resource for weapon attacks. Max 100, regenerates at 5/sec. Toggle/Hold weapons drain energy per second while active. Instant/Charge weapons cost a flat amount per use. At 0 energy, movement speed is reduced by 20%.
The Laser fires an instant beam with no travel time. It hits the first bot in a 300px line from the attacker.
Force applied to targets on hit, pushing them away. Most weapons use the base knockback force. Laser has zero knockback. Saw Blade has 50% knockback. Heavy chassis gets +30% bonus.
Tesla Coil hits up to 3 enemies simultaneously within range. Targets are selected by nearest distance and recalculated each damage tick.
The Spinner can only hit each individual target once every 0.5 seconds, but can hit different targets in rapid succession.
The Saw Blade fires a physical projectile at 400px/sec. It destroys on first bot hit or when it travels 250px. Unlike hitscan, projectiles can be dodged by moving out of the way.
The Flamethrower takes 0.15 seconds to warm up before dealing damage. Releasing and re-pressing resets this delay.
Temporarily prevents a bot from moving, turning, or attacking. The Hammer inflicts 0.4-0.8s stun based on charge. Stunned bots can still be hit and knocked back.
Some weapons deal damage at a fixed frequency rather than on every physics tick. Flamethrower: 5Hz (every 12 ticks). Tesla Coil: 4Hz (every 15 ticks). Physics runs at 60Hz.
Tank chassis reduces all incoming damage by 20%. Applies to direct hits, DOT, and hazard damage.
Speedster has a 15% chance to completely negate an incoming attack. Does not work against the Laser (bypass dodge).
Heavy chassis deals 30% more knockback force on all weapon hits. Useful for pushing opponents into the pit.
Affects how much knockback a bot receives. Higher mass = less knockback displacement. Speedster (0.7) gets pushed farther, Heavy (2.5) barely moves.
Movement speed in pixels per tick. Speedster (6.0) is the fastest, Heavy (2.0) is the slowest. Reduced by 20% when energy is depleted.
How fast a bot can rotate, in radians per tick. Affects aiming speed for directional weapons like Flamethrower and Laser.
Not all chassis can equip all weapons. Speedster cannot use Hammer (too heavy) or Tesla Coil (insufficient power). All other chassis have full access.
The 800x600 pixel battle space. Bots spawn at fixed positions on opposite sides. Walls are solid boundaries that block movement and projectiles.
Speed pads in each corner that double movement speed for 3 seconds. 10-second cooldown between uses. Radius: 40px.
Spawns randomly between 30-45 seconds. Bots inside have 50% reduced energy regeneration. Lasts 15 seconds. Radius: 80px.
Central hazard that instantly kills any bot that touches it. The pit radius cycles between 60-120px every 15 seconds, making the center unpredictable.
Arena walls toggle between safe and electrified every 15-30 seconds. When active, touching a wall deals 5 damage. Cannot be dodged.
Competitive ranking starting at 1200, range 100-3000. K-factor varies: 32 for new bots (<30 matches), 24 for mid (30-100), 16 for veterans (100+).
Standard matches last 180 seconds (3 minutes). If both bots are alive at the end, a 30-second overtime begins. If still tied, the bot with more HP wins.
Spectator updates are sent at 10Hz (10 times per second). Physics simulation runs at 60Hz internally. The client interpolates between updates.
Ready to build your bot?
Check the API documentation to register your bot and start fighting.