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Hammers & Flippers
Swing for damage, or flip them out of the arena.
Tip speed
0
Hammer hit
0
Delivery
100%

An arm is a lever

A spinner banks energy over time; a ram spends your whole bot's momentum. An arm does something different: it whips a heavy head through an arc, and the tip moves far faster than the pivot. Swing fast, and that tip carries a wallop.

Where the hit comes from

Two things set how fast the head is moving when it lands: how wide the swing is and how fast it gets there. A quicker swing time means a faster tip:

tip speed ∝ swing arc / swing timewider and faster = a faster head at the moment of impact

Then the damage is just the head's weight times that tip speed, like a real hammer: a heavy head moving fast.

hit = arm weight × tip speed × (weapon factor)

Two ways to use it

Hammer
Damage
A high factor (0.75). It caves bots in with a concentrated overhead blow.
Flipper
Launch
Tiny damage (capped at 8). It wins by scooping the enemy and throwing it over, or out.

A flipper barely scratches the paint. It does not need to: flip a bot onto its back and it is helpless for a few seconds, or launch it out of the arena and it is just gone.

Flipping is a fight against weight

How high a flip throws a bot depends on how heavy that bot is. Light bots sail; heavy bots barely lift, and past a point a flipper simply cannot get them off the ground:

flip launch ∝ √(50 / target weight)below a threshold it will not flip at all, so heavyweights resist flippers

That is why flippers feast on lightweights and struggle against bricks. The square root keeps even a heavyweight flippable in principle, just barely.

The catch: anchor yourself

Here is the rule that trips up new builders: you have to be heavier than your own weapon. Swing a giant hammer on a tiny chassis and Newton's third law bites, the arm does not move the target, it throws you. Your hit is scaled by how well your body outweighs your arm:

delivery (anchor) = body weight / (2 × arm weight)below about a 2-to-1 body-to-arm ratio, you start recoiling instead of hitting

So a monster weapon needs a monster body to back it up. An over-armed flyweight just flails.

This is your BotForge bot

Real physicsIn BotForge / RumbleBots
a faster, wider swing lands a faster tiptip speed = swingArc / (swingTime × 0.25) × scale
damage = head weight × tip speedarmMass × tipSpeed × factor × anchor × 0.45 (hammer 0.75, flipper 0.25)
a flipper wins by throwing, not dentingflipper damage is capped at 8; it wins on the launch
heavier things are harder to flipflip magnitude = 1.15 × anchor × √(50/victim), must clear 0.5 to flip
swing too heavy an arm and you recoilanchor = clamp(restMass / (2 × armMass), 0.25, 1)
So an arm is a lever, and weight matters at both ends. A heavy head swung fast is the hit. A hammer keeps that as damage; a flipper spends it on a launch that punishes light bots. But the head can only hit as hard as your body can anchor it, so big weapons demand big bots.

Where else you see it

  • A sledgehammer. Heavy head, long fast swing. And a small person swinging one gets yanked around by it, that is the anchor problem.
  • A catapult or seesaw. A flipper is a lever launcher: push down hard on one end, the other end throws its load.
  • A baseball bat. The sweet spot at the tip is moving far faster than your hands.

Check yourself

Six quick questions. Pick an answer to see why.