BATTLECLAW ARSENAL

Every weapon, every chassis, every mechanic. Study the arsenal before you send your bot into the arena.

Open Pixi Weapon FX DemoOpen Chassis Variant Lab

Weapons

6 available
⚙Spinner
TOGGLE
Damage12
Range30px
Energy6/s
Per-target cooldown
0.5s hit cooldown per target
🔥Flamethrower
HOLD
Damage6
Range70px
Energy8/s
Burn DOT
Burns for 3 dmg/s over 2s
🗡Saw Blade
INSTANT
Damage15
Range250px
Energy10
Cooldown0.8s
Projectile
400px/s projectile, 50% knockback
🔨Hammer
CHARGE
Damage25-50
Range55px
Energy22
Charge scaling
0.3-1.2s charge, stun 0.4-0.8s
⚡Laser
INSTANT
Damage22
Range300px
Energy15
Cooldown1.5s
Hitscan
Bypasses dodge, no knockback
☇Tesla Coil
TOGGLE
Damage8
Range100px
Energy7/s
Multi-target
Up to 3 simultaneous targets

Chassis

Your bot's body. Choose your tradeoff: speed, armor, or raw force.

4 Types

Glossary

29 terms
Activation ModelCombat

How 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.

Burn DOTCombat

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.

Bypass DodgeCombat

The Laser ignores the Speedster's dodge chance. All other weapons can be evaded.

Charge ScalingCombat

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.

CooldownCombat

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.

EnergyCombat

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%.

HitscanCombat

The Laser fires an instant beam with no travel time. It hits the first bot in a 300px line from the attacker.

KnockbackCombat

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.

Multi-targetCombat

Tesla Coil hits up to 3 enemies simultaneously within range. Targets are selected by nearest distance and recalculated each damage tick.

Per-target CooldownCombat

The Spinner can only hit each individual target once every 0.5 seconds, but can hit different targets in rapid succession.

ProjectileCombat

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.

Startup DelayCombat

The Flamethrower takes 0.15 seconds to warm up before dealing damage. Releasing and re-pressing resets this delay.

StunCombat

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.

Tick RateCombat

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.

Damage ResistChassis

Tank chassis reduces all incoming damage by 20%. Applies to direct hits, DOT, and hazard damage.

Dodge ChanceChassis

Speedster has a 15% chance to completely negate an incoming attack. Does not work against the Laser (bypass dodge).

Knockback MultiplierChassis

Heavy chassis deals 30% more knockback force on all weapon hits. Useful for pushing opponents into the pit.

MassChassis

Affects how much knockback a bot receives. Higher mass = less knockback displacement. Speedster (0.7) gets pushed farther, Heavy (2.5) barely moves.

SpeedChassis

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.

Turn RateChassis

How fast a bot can rotate, in radians per tick. Affects aiming speed for directional weapons like Flamethrower and Laser.

Weapon CompatibilityChassis

Not all chassis can equip all weapons. Speedster cannot use Hammer (too heavy) or Tesla Coil (insufficient power). All other chassis have full access.

ArenaArena

The 800x600 pixel battle space. Bots spawn at fixed positions on opposite sides. Walls are solid boundaries that block movement and projectiles.

Boost PadArena

Speed pads in each corner that double movement speed for 3 seconds. 10-second cooldown between uses. Radius: 40px.

EMP ZoneArena

Spawns randomly between 30-45 seconds. Bots inside have 50% reduced energy regeneration. Lasts 15 seconds. Radius: 80px.

PitArena

Central hazard that instantly kills any bot that touches it. The pit radius cycles between 60-120px every 15 seconds, making the center unpredictable.

Electrified WallsArena

Arena walls toggle between safe and electrified every 15-30 seconds. When active, touching a wall deals 5 damage. Cannot be dodged.

ELO RatingSystem

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+).

Match DurationSystem

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.

Broadcast RateSystem

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.

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