What to Expect at Your First Combat Robotics Event
Your first combat robotics event can feel like a lot.
You have a robot, a controller, batteries, spare parts, rules to follow, and probably a few questions you forgot to ask until you were halfway to the venue. That is normal. Most new builders are trying to figure out the same things: where to go, who to talk to, how safety works, when they fight, and what happens if something breaks.
The good news is that combat robotics events are usually very beginner-friendly. At Robot Smashing League events, we work with new builders all the time, including kids driving their first robots. The goal is to help everyone get through the day safely, get matches in, and learn what to improve for next time.
Here is what to expect.
Arriving and Finding Your Pit Table
When you arrive, the first thing you will usually do is find a pit table. Your pit table is your home base for the day. This is where you will:
- Set up your robot and tools
- Charge or swap batteries
- Make repairs between fights
- Store spare parts
- Check the fight schedule
- Get ready when your robot is called
After that, you will check in with event staff. Depending on the event, the event organizer (EO) might have you check in with event staff before finding a table. At RSL, we allow you to grab a table before hand. Checking in may include confirming/paying your registration and signing waivers.
Pit crew members may also need to sign waivers.
Safety Comes Before Brackets
Before your robot can fight, it needs to pass safety.
This is one of the most important parts of the day, and it is also one of the areas where new builders have the most questions.
A basic safety check usually includes:
- Weighing the robot
- Looking for sharp or unsafe exposed parts
- Checking that the power switch or power key is accessible
- Confirming that the robot has a weapon lock
- Testing that the robot stops when the controller is turned off (Fail-Safe)
Some of this may happen quietly. A safety inspector may look over the robot while you are handling it and check that the important things are in place. Other parts, like fail-safe testing, are more direct.
At RSL events, we do not publish brackets until everyone has gone through safety. We do that because we want to know who is actually there and who is ready to fight. Most builders would rather have a real match than win by forfeit because someone was placed in the bracket that wasn’t even there.
This helps reduce event-day decisions and keeps the event running more smoothly.
What a Weapon Lock Is and Why It Matters
If your robot has an active weapon, it needs a weapon lock.
A weapon lock is a physical device that keeps the weapon from moving. It is separate from the power switch. Think of it as a mechanical backup that prevents the weapon from spinning even if something electrical goes wrong.
Common weapon locks include:
- A pin through the weapon or frame
- A printed block that fits between the weapon and frame
- A clamp around part of the weapon system
- A block-and-pin setup for extra security
The exact design depends on the robot, but the goal is simple: the weapon should not be able to complete a full rotation while the lock is installed.
A good weapon lock should be easy to see, secure enough that it will not fall out, and ideally removable without putting your hand near the weapon. Some builders add a flag or make it a bright color so it is obvious when the lock is still installed.
The order matters:
- The weapon lock is the last thing removed when turning the robot on.
- The weapon lock is the first thing installed when powering the robot down.
Once the weapon lock is out, keep your hands off the robot.
Fail-Safe Testing
Fail-safe testing checks what your robot does when the controller turns off or loses connection.
For a weapon robot, the inspector may ask you to place the robot in a test box, spin the weapon up just a little, and then turn off the controller. The weapon should stop. It should not keep spinning. It should not jump to full throttle. It should not hold its last speed.
For small robots, some events may only test the weapon. Other events may test both the weapon and drive. For larger robots, both are usually tested.
If you are using a radio system that was originally designed for drones, this is especially important. Some airplane-style settings are meant to keep a motor running or coasting. That is not what we want in combat robotics. We want the robot to shut down safely if control is lost.
Before the event, test this at home in a safe enclosed space. You do not need to run the weapon at full speed. Just enough throttle to confirm that it spins, then turn off the controller and make sure everything stops.
Power-On and Power-Off Procedure
Every builder should have a consistent order for turning the robot on and off.
A typical power-on process looks like this:
- Turn on the controller.
- Make sure the sticks and switches are in safe positions.
- Turn on the robot.
- Remove the weapon lock.
- Do not touch the robot once the weapon lock is out.
Powering down is the reverse, with one very important first step:
- Install the weapon lock.
- Turn off or disable the robot.
- Turn off the controller once the robot is safe.
One common mistake is keeping the controller hanging from a lanyard while leaning over the robot. It is easy to bump a stick or switch by accident. Set the controller somewhere safe while you are powering the robot on or handling the weapon lock.
At RSL events, we are happy to walk new drivers through this cage-side. We have helped plenty of young kids and brand new adults through the process. Being new is not a problem. We just want the process to be safe and repeatable.
Waiting for Your First Fight
After safety, you will usually return to your pit table and get ready for the event to start.
This is a good time to:
- Swap in a fresh battery
- Charge the battery used during testing
- Check your screws
- Confirm your controller settings
- Organize your spare parts
- Watch for bracket or fight schedule updates
Once brackets are posted, keep an eye on when your robot is fighting. Most events will have a board, screen, or announcement system showing who is up next and who is on deck.
When you are on deck, you should be close to ready. That means your robot, controller, and driver should all be heading towards the cage.
How Much Time You Get Between Fights
Repair time depends on the event size and format.
At many RSL events, early rounds may have a decent gap between fights, often around an hour or more depending on how many robots are entered. Later in the day, especially during single elimination, the time can get much shorter.
A common minimum is around 20 minutes between fights, but do not count on having unlimited repair time. Events need to keep moving. If an event has 100 or more fights to run, every delay adds up fast.
At MRCA events, in 2026, builders typically have one postponement per robot per event. A postponement gives extra repair time when something is not ready. It can be useful, but it is better to prepare so you do not need it.
A good habit is to practice repairs before the event. Time yourself swapping a battery, changing a wheel, replacing a weapon belt, or moving electronics into a spare frame. If you know a repair takes 7 minutes at home, that is much less stressful than discovering it takes 30 minutes while your robot is on deck.
What Usually Breaks
New builders often ask what spare parts they should bring.
The short answer is: bring spares for the parts that touch other robots.
For a first event, useful spares may include:
- Wheels
- Weapon pulley
- Belts
- Weapon motors
- Top plates or armor panels
- Drive motors
- Extra hardware
- Spare batteries
- A second printed frame or chassis if available
For plastic ants, internal electronics are often a little more protected than in heavier classes, but damage still happens. Wheels get chewed up. Weapons crack. Belts stretch or break. Screws loosen.
If you are starting with a kit, having roughly two robots’ worth of parts is usually plenty for a first event. Some families bring multiple copies of the same robot so each kid has a ready-to-go backup. Other builders prefer to repair one robot quickly because it teaches them to design for maintenance.
Both approaches can work.
One practical rule: a tested, beat-up robot is often better than a fresh, untested one. New parts can have new problems. If something has already survived a fight and still works, that is worth a lot.
Tournament Formats and Rumbles
Not every event runs the same format. The format is typically listed on the event information.
At RSL, one format we use is called “two in, two out.” In the opening stage, if you win two fights, you move into single elimination. If you lose two fights, you are out of the main tournament. This gives builders multiple fights before the final bracket.
If a class has a smaller number of robots, an event may run round robin instead. That means everyone fights everyone in the class.
Later in the day, many events also run rumbles or grudge matches. These are extra fights outside the main bracket. Rumbles are usually more relaxed and are a fun way to get more arena time if your robot is still working.
Plastic ants may even step up into a heavier rumble if the event allows it and the driver wants to try. Just know that stepping up a weight class can end badly for the smaller robot. Sometimes that is part of the fun, but it is still your robot taking the hits.
Beginner Classes Are Meant for Learning
Plastic ants are one of the best places to start.
They are usually less intense than other weight classes. They are also a good fit for younger drivers and families who are still learning the flow of an event.
At RSL, we try to keep plastic ants approachable. The point is not to make a brand new builder feel like they walked into the hardest fight of their life. It is a place to learn safety, driving, repairs, and basic robot design.
That does not mean nobody is trying to win. It just means the class works best when people remember that it is also an entry point for new builders.
The Community Helps More Than You Might Expect
One of the best parts of combat robotics is how helpful the community tends to be.
Most builders are willing to answer questions, show how something works, loan a part, or help troubleshoot a robot. There are very few secrets in the pits. If you ask a question, there is a good chance someone will help.
Club meetups are also a great way to prepare before your first full event. These are usually lower-pressure opportunities to drive, test repairs, meet other builders, and get used to the procedures before tournament day.
A lot of strong competitors use club events for practice. New builders should too.
Final Thoughts
Your first event does not need to be perfect.
You might forget a tool. You might break a part faster than expected. You might discover your repair takes longer than planned. That is all part of learning the sport.
The best thing you can do is prepare the basics ahead of time:
- Make sure your robot passes safety.
- Test your fail-safe.
- Build a solid weapon lock.
- Bring the spares you are most likely to need.
- Practice common repairs.
- Read the event rules before you arrive.
- Ask questions when you are unsure.
A good first event is not just about winning fights. It is about learning how the day works, getting comfortable with the safety process, and finding out what your robot needs next.
If you can reduce event-day decisions before you walk in the door, your first combat robotics event will be a lot smoother and a lot more fun