Scorpion Gun
Range Long
Round(s) 2,4
Standard Damage 125
Sweet spot {{{sweetspot}}}
Illegal No
Attack 7
Speed 5
Homing 7
Reload 3
Down 7
Firing Detail
Ground Damage/Round 62.50
Ground Description 2 vertical rounds.
Air Damage/Round 24.00
Air Description 4 rounds fly backward first before moving toward the foe. Usually hits 3 times.

The Scorpion Gun fires scorpion tail-shaped rounds and will down an opponent quickly. The illegal version is the Kindjal Gun.


If you're on the ground it fires vertical rounds towards your opponent. For firing the air-shot, it is necessary to have ground and air protection right after firing. The air shot is great for countering jumpers who frequently air jump. Your robo should be a robo that does not jump high because that will increase the time it takes for your Scorpion rounds to seek the enemy.

Avoid using the air shot on the edges of a stage because the back-diving rounds will always impact harmlessly there.


Jumpers will have a difficult time evading the scorpion rounds, so use a fast ground robo who can dodge the air shots. However, you must still beware of the underestimated ground shot. If you do use a jumper, never jump forward, always side-to-side.

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