RA2 Building Techniques

This is a list of all the most useful bot-building tips and tricks known to the RA2 community. Use these techniques, and you'll be on your way to master status in no time. It is recommended you get used to the Basic-level techniques before trying the Advanced level, and mastering that before going on to Expert.

Basic Techniques

Advanced Techniques

Expert Techniques

Basic Techniques

Advanced Techniques

Expert Techniques

  • Triple- and quadruple-stacking weapons. Using the side connection points of extenders, it is possible to stack 2 razor tips or iron spikes in the same spot. Do this once or twice to get a weapon setup that looks just like the double-stacked method mentioned above, but with 3 or 4 spikes instead of just 2.

    To do it, first attach the extenders as you would for double-stacking. Then attach a third extender on the other connection point of the first one and rotate it so it overlaps the second extender. It will look like 2 extenders, but it's actually 3 and you will be able to attach 3 spikes with a little patience.

    Quadruple-stacking is a little harder. You need to attach a fourth extender on top of the second or third extender so it overlaps the first one. It will be harder to attach the weapons, and the 7 parts in a row limit will start interfering at this point, but it is possible. In theory, quintuple-stacking is also possible, but getting the spikes to overlap would be a nightmare (unless you combine this technique with the eFFe glitch, described below).


    Overlap two extenders attached to the first one.


    Overlap two spikes on the two overlapping extenders. It will take some rotating to get it to fit.

  • Rupt glitch. The Rupt glitch (named after E-Rupt, the first bot to utilize this technique) causes burst motors to snap out of their normal swing arcs and spin wildly around, creating the potential for dramatically increased flipping power. A well-built middleweight Rupt flipper can sometimes toss heavyweights to the ceiling! Using a Rupt flipper will also uncontrollably flip your own bot, however, and it is not recommended for use on anything but a pure flipper or possibly a popup (f.e., don't use it on your vertical spinner). It is also recommended to have at least one non-Rupting flipper on your bot to right it in case it lands upside-down.

    To activate the glitch, simply use the side connection point of a 60cm extender and make it pointing sideways off a DDT burst motor. Then put something on the end that you want to rupt. Note that the object on the end of the extender can't be too heavy, and can't have too big a diameter or the glitch will not work. Also note that you need ample batteries to get full power (at least 2 Supervolts for a MW).

    It is also possible to Rupt Snapper 2's, but it is considerably more difficult and much less powerful. Non-Rupting DDT's are probably a better choice.


    An example of a basic middleweight Rupt flipper with two Rupting flippers and one non-Rupting flipper for a srimech.


    An example of a Rupting popup wedge with two Rupting flippers and a short Rupting hammer.

  • eFFe glitch. The eFFe glitch (named after eFFeeMMe, the rediscoverer of the lost technique) lets you overlap anything you want, any way you want provided it is mounted on some kind of moving component like a spinner, piston, or hammer. The bigger the movement, the easier it is to do this glitch.

    Simply hover whatever you want to attach over the moving component (let's say it's a tribar for this example) as if you were going to attach it so it snaps to the connection point, but don't click. Instead, without moving the mouse, rotate the tribar a little ways. Now click to attach the component - it will be attached to a point floating in space! If the arm of the tribar you initially attached the part to has multiple connection points (like if you attached an extender on the end) you can now attach more things on the other connection points without the first part interfering. When you are done, simply enter and exit the test garage, and all the parts you attached will reset to their normal positions and be overlapping in ways not possible otherwise.

  • Axle loading glitch. The axle loading glitch enables you to overlap anything that spins vertically inside anything else. To do it, start out with a Z-tek motor positioned vertically. Spin it in the bot lab and then go to another tab to stop it. Now add a motor - any kind will do. The Z-tek will start spinning a little faster when something with an axle is added. Now quick click on another tab to stop it before it slows down: the goal here is to get the Z-tek spinning so fast, the axle flies off. Keep adding motors and removing them as necessary and stopping the Z-tek until the axle flies off into space, then stop it one more time. When you have the axle frozen out in space, attach something such an extender or a disc onto the Z-tek. It will attach where it normally would, not on the axle. But we don't want that, so you'll need to spin the Z-tek again, this time letting it slow down. The axle will go back to its normal position - but the component you attached will be floating in space! You can now build out in space without the rest of your bot getting in the way, and put stuff in front of the Z-tek that could not normally go there. When you're finished, go into the test garage and back out. The stuff you put on the Z-tek will be back on the axle, and inside whatever is in front of it.

    A simple demonstration video of axle loading. (10 MB)