Robot Review: Behemoth (S08E01)

First of all, can I just say that the featured image for this article is possibly my favourite ever screengrab. Just the timing to see Carbide and Behemoth collide in a shower of sparks is utterly brilliant. OK, now let’s actually begin with the article.

Behemoth is an interesting robot. Conceived all the way back in 1998, it is now in its 9th incarnation. It is almost exactly the same principle as the very first version of the robot, but as technology has moved forward, so has Behemoth. Over the years many things have been added, including self righting ‘wings’ and a much tougher Titanium scoop. There was at one point an axe, though that was short lived.
Behemoth has been a never ending evolution, and equally has never strayed from battle, being a big figure on the live circuit before the reboot happened. It was almost inevitable that they were going to be one of the favourites for the 8th wars, and yet they still managed to find themselves in a group containing both Razer and Terrorhurtz. Luck, eh?

Behemoth was also a favourite of mine on Robot Wars: Arenas of Destruction. I won my first ever World Championship with Behemoth, and achieved my first OotA with the same robot (For those that don’t know the lingo, OotA stands for ‘Out of the Arena’). It seems, however, that I’ve had more success with this robot than the team has in real life. Maybe they should hire me to drive it….. No? Fine.

So onto the actual battles, and Behemoth found themselves in the 2nd heat of week 1, fighting against Carbide, Bonk and The General. Behemoth were expected to get through this heat with relative ease, though perhaps Carbide may provide a tough challenge.
As the battle started, Behemoth went straight for The General. Sparks flew as The General’s giant saw blades connected with Behemoth’s scoop, but no real damage was done. It was mostly just a bit of showy cosmetic damage, and Behemoth soon showed their superiority, flipping The General into a rather wild barrel roll.
After a brief encounter with Bonk, in which Behemoth did a grand total of nothing, they went back after The General. This time, however, when they went to flip them, Behemoth found themselves turned over. It is a slight failing of Behemoth that, if the scoop is fired without proper contact, it has enough force to flip itself. Fortunately, that’s why they have self-righting arms.

Behemoth, in their infinite wisdom, then decided to activate the pit release mechanism, because why not? The General meanwhile has lost a wheel (In no small part thanks to Carbide), and Bonk is doing nothing much at all. Bonk are a nice shape for Behemoth to get underneath and flip over. And, because Bonk’s axe is crocked, they’re unable to self right. So that means, with TG and Bonk out, Behemoth is going through.

The first head to head was against unlikely challenger Nuts, who had made it through purely because Ian Lewis drove Razer into the pit. And things seemed to start well for Behemoth, getting in underneath Nuts and tossing them around a bit. There wasn’t much damage involved in the attack, but it at least showed good control and aggression. Behemoth still had the problem of tipping itself onto its ass every so often, but they were well on top. The initial onslaught cumulated in Nuts going through the arena spikes and straight into the clutches of Dead Metal.
Whilst Nuts was being assaulted by the house robots, Behemoth decided to take on the minibots for a short while, not that it achieved much. As it was, Behemoth’s best chance was to push Nuts into hazards, such as the spikes or corner patrol zones. They also at one point pushed Nuts into the pit release button, which added another opportunity.

Then came the best moment of the battle, when Behemoth got in underneath one of Nuts’ minibots and quite literally launched it about 10ft into the air, where it came crashing down to the floor. Behemoth, in the process, accidentally managed to slide across the floor into Matilda’s flywheel, which upon contact sent the bot skating across the floor with a large gash in its armour. Nice one.

Kiss from Matilda
A kiss from Matilda

Behemoth kept up the assault, both on Nuts and on Nuts’ minibots, but no matter what it did, or how far it tossed them, Nuts simply would not die. In the end it went to a judges’ decision, which Behemoth won. First 2 points on the board.

Next up, Behemoth faced off against Terrorhurtz, who on paper would be a far superior opponent. Robot Wars, funnily enough, isn’t fought on paper. It’s fought in Scotland. That makes absolutely no difference to anything, but I thought I’d point it out anyway.
The fight didn’t start well for Behemoth. After completely missing with their first attack, they once again found themselves the wrong way up. Terrorhurtz, with the low wedge at the front end, managed to get in underneath the stricken robot and force them all the way across the arena and into the wall. The funniest part of that was seeing Dead Metal get caught on the arena spikes as he attempted to catch Behemoth. Not even the house robots can avoid the arena hazards.

Terrorhurtz, meanwhile, is carrying on with the assault. It gets under Behemoth again, forcing them into Dead Metal’s CPZ. Dead Metal can’t actually clasp onto either of them, but Terrorhurtz had Behemoth pinned against the wall, again. The only saving grace for Behemoth was the fact Terrorhurtz’ axe wasn’t working. And that was Terrorhurtz’ ultimate downfall. Once Behemoth finally realised they couldn’t keep misfiring the scoop or Terrorhurtz would get underneath them, they lined the up, got underneath Terrorhurtz, and lifted them up. Carrying them now, Behemoth tipped Terrorhurtz against the arena sidewall, where they couldn’t self right. Game over, 3 points to Behemoth.

Over and Out
Over and out

Behemoth’s final fight was with heat rivals Carbide, who they had managed to avoid in the initial melee quite well. Unfortunately, one on one, it’s all but impossible to avoid your opponent. And with Carbide having just eviscerated Nuts in their previous fight, Behemoth had one hell of a task on their hand to come out in one piece, let alone win.

As the match started, it looked as if Behemoth was attempting to rush Carbide before they could get the spinning bar up to speed. Unfortunately, they missed, and Carbide was able to come back round, full power. The connection sent both robots spinning away in opposite directions, but Behemoth looked fairly unaffected. So Carbide came again, but once again the bucket scoop seemed to be deflecting blows fairly well, and Carbide the robot being thrown around more. The third strike actually sent Carbide fully airborne.

But, eventually, the damage began to show. The next shot sent both robots flying into the pit release button (Something that happens rather a lot in that week’s fights). Then came the finishing blows. Behemoth’s scoop had taken a lot, but the next hit tore an entire chunk out of it, and left the robot stranded. The Carbide came in again with a blow that not only damaged the robot, but tore the scoop off its hinges. Carbide basically decapitated Behemoth. They’re not quite the decapitations that you find in Battlebots, such as Captain Shrederator on Deathroll or Minotaur on Warhead. Or any battle that involves Al Kindle’s Blacksmith. Or Lucky vs. Yeti. Yeti even lost a wheel in that match just to make it even better. I’m going to shut up about Battlebots now and get back to what I’m actually supposed to be talking about- Behemoth.

Oh yeah. It’s dead.

Behemoth on side
Behemoth may have seen better days

All that was left for Carbide to do was push the now very broken Behemoth down the pit. Battle over. Except, it wasn’t. Not really- because both Behemoth and Carbide had qualified for the week 1 finale, which can mean only one thing.


Behemoth somehow managed to weld the scoop back together in time for the fight. A fight that promised to most likely undo all of the work they did to put it back together.
Infact, the second hit basically finished Behemoth off there and then. After sliding across the floor, it took them about 5 seconds to actually get moving again. The robot didn’t look good, but Carbide did not stop coming. Hit after hit rained down on Behemoth, who were now only really able, it would seem, to move in circles. They did, to their credit, manage to get one attack in on Carbide, not that it really did anything. But Behemoth were not exactly going anywhere. So what do you do when your robot is basically finished?

You drive yourself into the pit, of course.

So, how did Behemoth do? Surprisingly, despite getting to the week 1 finale, I don’t think they were that impressive. They got through their heat fine, courtesy of Bonk being frickin’ useless and The General losing a wheel. But they struggled to dispatch Nuts, got dominated by Terrorhurtz before finally flipping them over, and then got utterly destroyed by Carbide. Twice. And drove themselves into the pit.

Robot Rating (Behemoth): 6.5/10


3 thoughts on “Robot Review: Behemoth (S08E01)

    1. I used Chaos 2 at points as well on Arenas of Destruction, but I always found that it would break down, and/or the flipper would come off far too regularly. My favourite robot was actually probbaly one I created myself, called ‘Hazard’, which was a wedgebot with a backwards facing flipper (Like Firestorm), and a carbon cutting saw attached to the rear. Was a boss robot.


Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )


Connecting to %s