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Faction Clan
Ticket cost: 5 upon distruction
Tier: 4
Tonnage: 25 tons
Speed: 200 km/h
Variant Armament
Variant Weapons Equipment
Price: 58 050 CBills
Total base armor: 16 376
Price: 59 500 CBills
Total base armor: 16 376
Price: 56 000 CBills
Total base armor: 16 376
Price: 56 500 CBills
Total base armor: 16 376
Price: 55 100 CBills
Total base armor: 16 376
Price: 51 200 CBills
Total base armor: 16 376
Price: 53 300 CBills
Total base armor: 16 376
Price: 48 500 CBills
Total base armor: 16 376
Armor Points Distribution

Similar in concept to the Inner Sphere's Hawkmoth as its name suggests Donar is a light Combat VTOL that excels at softening an enemy up at range. Though the Donar can't turn as quickly it more than makes up for it in top speed 200 km/h. The Donar was originally commissioned to provide quick fire support, its missiles are effective at exploiting the holes that its laser can open up. The Clan's version of Eyes in The Sky also comes with various arrays of electronics. Donar in Canon is 21 tons, but in Drops the Donar is usually rounded up to 25 tons.

Variant and Gameplay tips


The Donar Prime carries a CERLBL backed by two CSSRM4 packs. It can harass light Mechs and tanks at range, while also being a good choice for hit-and-run tactics by flying just close enough to lock the Streak SRMs, fire and run away. EOptics, BAP in combination with C3 make the Prime one of the fastest scout units in the game and provide some much-needed utility. Communications with this unit is key.

Variant A

The Donar A is significantly more anti-air oriented than the Prime, which it resembles on the surface. The Air Clan LPL, while providing good firepower and 1 DHS to control heat, can be difficult for beginner VTOL players to aim and is supported by four MGs. A TAG laser adds some utility to the A, but its overall air-to-ground capabilities are quite lacking. The best use for the Donar A is to challenge other VTOLs from a distance, whittling them down over time with sustained MG fire whilst remaining close to friendly lines, closing in only to secure a kill and providing aerial TAG for your team's missile boats.

Variant B

Mounting two CERMBL, four Air CERSBLs and a CNARC with one Free Ton CNARC ammo, this is the Clan version of the Hawkmoth F, although with more sustained damage output. The Donar B's NARC has a maximum range of 700m, requiring it to take the risk of being fired upon in order to paint targets. However, it can fire its lasers on the target while doing so, and achieving NARC lock may be easier than holding a TAG laser steady for some pilots. 3 DHS should take care of the heat generation.

Variant C

The C is a Short/Medium range Heavy hitting fighter. Boasting 5x Streak Short Range Missile2 will keep any foe shaking while blowing holes in it's Armor. Coupled with three Air Small Pulse Lasers, one DHS for heat dissipation and hidden with Air GECM the Donar C is out for blood and death. Just think of it as "Puff, the Magic Dragon" gunship when ground forces called for close air support. Happy Hunting.

Variant D

The Donar D sports one Air Medium Pulse Laser which is reasonably heat-efficient for the damage it causes. Though once it drops into the 300 meter range the onslaught of two High Explosive Missiles 6 with Devastating Power and Screen Shake due to it's staggered launching pattern. Like the Donar C, this is the second unit to house Air GECM. With only 1 DHS watch your Heat when firing the HE Missiles. Tanks, Heavy and Assaults should be on your watch list. Blow them back from where they came.

Variant E

Three weapon systems in almost the same range, 2x Air6 Short-Range Missiles, 1x Air Heavy Medium Laser and 2x Air Heavy Small Lasers with only 3 DHS. Care should be taken not only for the Heat Build-up but the FaceTime needed for the Lasers. This could almost constitute Kiting as an action to lay waste of your prey. Just be certain of your surroundings.

Variant F

Two Air ATM3 (Std) for softening up from afar and 2 DHS no problem. One Heavy Long Range Laser could cause a heat problem, so keep a mindful eye on that temp gauge. EOptics enabling a zoom of 2.5x for spotting/reporting and keeping you out of harms way. Pick and choose your target while directing the battle zone from above. Remember you can see almost everything from up there.

Variant G

Just like the "A" this unit Boasts 4x MGs with a ungodly reach firing for 8 full seconds, so use them. One Lubalin Ballistics-X AutoCannon 10 known for spreading the hurt across multiple areas on you target at a safe distance. Thanks to the EOptics you'll be able to pick your target. Two Air SRM2 allow you to swoop down and finish off your attacker. Again just like any of the Donar Units - Give the ground troops intel.


The Donar is a Clan VTOL added with the release of MWLL 0.6.0.


Donar was designed as a fast attack unit capable of providing long-range fire support. Operated by two pilots - gunman in front and a pilot/navigator in the back, the Donar was heavily armored for it's class. 3 tons of ferro-fibrous armor protect the hull very well, though the rotor cannot mount enough armor to ensure it's survivability for hits above 40mm caliber guns. Weapons of the Donar are synchronized with the helmet allowing the gunner to pick up targets quickly and efficiently. Donars are used both as front-line cavalry VTOL or as scouts.

BattleTech Reference