Mechabellum is turn-based strategy game where you deploy and manage units to battle an opposing team. Since you have a budget (credits) to spend on units each turn, therefore it’s important to balance your spending each turn. There are 16 different types of units you can deploy, each with different strengths, weaknesses, and costs.
Related: Mechabellum Units Tier List
List of Units:
- Melting Point
- Steel Ball
Tip: If you are new to the game and looking for a decent starter composition then try going with Sledgehammer, Crawler, and Marksman. Sledgehammer is a tanky unit, while the Crawler and Marksman provide good offensive capabilities.
Let’s talk about the specific units:
Known for having the highest health points (HP) among all units, Fortress is a durable choice especially for late-game scenarios. It serves as a defensive wall, enduring attacks while your other units perform offensive maneuvers.
However, despite its high HP, the Fortress can still be quickly taken down by concentrated high-level attacks. To counteract this, you can summon Fangs which act as distractions, making it difficult for enemies to target the Fortress. When these Fangs are upgraded with “Portable Shield”, they become even more effective.
Fortress is not just a defensive unit; it can also deal significant single-target damage. If you’re anticipating a long game, using a combination of multiple Fortresses and Fangs with suitable upgrades can lead to a powerful late-game strategy.
A crucial detail to remember is that the Fortress can’t target air units. So, you’ll need to prepare other units or strategies to counter airborne enemies. The recommended “Anti-Air Barrage” tech is helpful, but it might not be sufficient on its own.
Stats: A ground unit that costs 400 to deploy and 200 to unlock. It’s a single unit with a high HP of 52883. It has an attack power of 6843 and a squad DPS of 3421.5. It targets only ground units, attacks every 2 seconds, and can do area damage within a range of 100 meters.
Marksman is especially valued for its efficiency in dealing damage at long range. This allows it to consistently deal damage, nearly 100% of the time. With its high base damage, the Marksman can quickly eliminate enemy units once it has them in its sights.
If you manage to build a squad of Marksmen, this could discourage enemies from using their large, or ‘giant’, units because once these giants lose their protective units, the Marksmen can take them down quickly.
However, the Marksman isn’t without its vulnerabilities. For example, it’s important to have a strategy for dealing with Fangs and Crawlers, as these could pose a threat to Marksmen. Additionally, a sudden swarm of Wasps could also be problematic.
Stats: This is a ground unit with no unlock cost and a deployment cost of 100. It’s a single unit with 1414 HP. It targets both air and ground units with an attack power of 2271 and a squad DPS of 811. The attack interval is 2.8 seconds, it doesn’t do area damage, and has a range of 140 meters.
Vulcan is an effective counter for Fangs or Mustangs. While there are other strategies for handling Crawlers, a large number of Fangs or Mustangs may necessitate deploying a Vulcan.
Vulcan can be deployed relatively early in the game due to its lower unlock cost, suggesting it’s more accessible compared to other units and can be part of early game strategies.
However, using Vulcan comes with its own risks – for instance, its issue with enemy shields. Without a way to break these shields, the Vulcan might end up being ineffective. So, alongside Vulcan, a method to deal with enemy shields is recommended.
Stats: A ground-based unit with a cost of 400 to deploy and 100 to unlock. It’s a single unit with a high HP of 35938. It targets only ground units with an attack power of 85 and a squad DPS of 850. It attacks every 0.1 seconds, can cause area damage, and has a range of 100 meters.
Melting Point is like the badass big bro to Steel Ball. Instead of just messing up your own team, this beast can rip through the enemy’s tanky units like butter. If you’re up against a bunch of chunky boys on the other side and your Marksmen aren’t cutting it, it’s time to bring out Melting Point. This bad boy can stop those pesky Rhinos dead in their tracks by round 5-6.
Now, the tech on this unit is pretty wild. You usually want to max out on range to win the Melting Point face-offs. But if you’re getting swarmed and can’t deal with it, Energy Diffraction can be your last resort. Just remember, if you go this route, any enemy Melting Point with more range is going to have the upper hand on you. So it’s a risky play, but it can save your skin.
Energy Absorption is another sweet tech. It’s a game-changer when your Melting Point starts taking heat. It’s so powerful it might make your opponent scramble for some electromagnetic interference. Melting Point can turn the tide in your favor, you just need to know when and how to use it.
Stats: A ground unit that costs 400 to deploy and 200 to unlock. This is a single unit with a high HP of 38645. It can attack both air and ground units with a variable attack power between 1 and 6532 and a squad DPS between 5 and 32660. It attacks every 0.2 seconds and has a range of 110 meters.
Rhino is arguably the most complex unit in the game, with a level of intricacy just above the Crawler. Its matchups are highly variable and can prompt specific responses from your opponent in the early stages of the game. If not handled swiftly and accurately, this could quickly tip the balance of the game in favor of either side.
As the game progresses, Rhinos can serve multiple roles. They can act as a diversion using Mobile Beacon or as kamikaze units with the Final Blitz feature to offset your opponent’s counter-strategies. They can also serve as a powerful force to penetrate the enemy’s weakest flank.
If you haven’t invested too much in tech upgrades, selling Rhinos later in the game can be a strategic move. Doing this often stumps opponents since they are left with units like Steel Balls or Melting Points that have no suitable target to attack.
Be careful when purchasing Rhinos after the third turn or when facing a large number of Marksman, Phoenix, Steel Ball, or Melting Point units. Unless you’re confident in your strategy, it can lead to unfavorable outcomes.
Stats: This is a ground unit that costs 200 to deploy and 50 to unlock. It’s a single unit with a HP of 19297. It targets only ground units, has an attack power of 2219, and a squad DPS of 3170. It attacks every 0.7 seconds, can do area damage, and is a melee range unit.
Many enemy teams struggle to handle swarms of Wasps. Wasp groups have a good chance of reaching an enemy building if not countered by units like Fangs, Mustangs, anti-air Arclights, Overlords, or other Wasps.
When Wasps successfully flank and upgrade to level 2, they become even harder to stop, requiring more resources from the enemy. Notably, they can now take on a group of level 1 Mustangs one-on-one and come out on top.
You can make the Wasp flank even more effective by using the Energy Shield, which interestingly enough, outperforms Sentry Missiles. Alternatively, the Jump Drive can pull the Wasps back to your own line, allowing you to recover most of your investment from the flank.
Aside from flanking, dropping a big group of Wasps with Energy Shields on one side of the field can be a powerful late-game move against teams that lack strong anti-air capabilities or are overly reliant on Marksmen. If the enemy overcommits anti-air resources to one side, you can use Jump Drive to move all the Wasps to the other side of the field.
Stats: An air unit that costs 200 to deploy and 50 to unlock. The squad consists of 12 units, each with 282 HP, for a total squad HP of 3384. It attacks both air and ground units with an attack power of 189 and a squad DPS of 1512. It attacks every 1.5 seconds and has a range of 50 meters.
Mustangs are versatile units that can counter enemy air units and deal with low HP enemy units. It needs tech upgrades like Range Enhancement or Aerial Specialization to stay relevant past the early game. However, be careful not to overbuild Mustangs, as they can struggle against high HP units.
Stats: This is a ground-based unit that costs 200 to deploy and 50 to unlock. This squad has 12 units with each unit having 343 HP, for a total HP of 4116. It can attack both air and ground units with an attack power of 37 and a squad DPS of 1110. It attacks every 0.4 seconds and has a range of 95 meters.
Steel Ball can be very powerful with the right tech upgrades and levels, but is also easy to misposition due to its high speed. It can be effective against enemy Rhinos with the right tech upgrades.
Stats: A ground unit that costs 200 to deploy and 50 to unlock. The squad comprises 4 units, each with 4571 HP, for a total squad HP of 18284. It targets only ground units and has a variable attack power between 2 and 2226, with a squad DPS ranging from 40 to 44520. It attacks every 0.2 seconds and has a range of 45 meters.
Fang’s main weaknesses are its short range and slow movement speed, making it less effective as a primary offensive unit. However, these traits can have advantages. Its slow speed and small size can make it good at flanking because it forces enemies to cover more ground than they would with a Crawler.
Fangs are also great at defending against flanks and absorbing hits from enemy Marksmen, even deep into a round. If you outfit your Fangs with Portable Shields, they become super effective as “tanks” in the late game against many teams, and you can spam them all over your side of the board.
Just be careful with them, as they have a very low HP total, so any sort of enemy fire can easily take them out.
Stats: This is a ground unit that costs 100 to deploy and has no unlock cost. The squad comprises 18 units, each with 117 HP, for a total squad HP of 2106. It can attack both air and ground units with an attack power of 54 and a squad DPS of 648. It attacks every 1.5 seconds and has a range of 80 meters.
This is a basic ground-based unit that costs 100 credits. It has good flanking capabilities and can cause significant damage if it gets past the enemy lines. It is often a good use of 100 credits, and there are different tech upgrades available like Replicate, Subterranean Blitz, and Acidic Explosion to enhance its capabilities.
Stats: This unit comprises 24 smaller units, each with 261 HP, making a total squad HP of 6264. The attack power is 131, and the squad DPS is 2620. This unit only targets ground units, attacks every 1.2 seconds, doesn’t do area damage, and is melee-ranged.
Overlord is effective against almost every unit but is vulnerable to Marksman and Melting Point units, and to a some extent also to Phoenix units. But on the flip side, it’s effective against almost every other unit. This fact alone is a solid reason to put some resources into Marksmen in most games because once Overlords get set up, they can be a bit of a pain to handle.
The Overlord unit has a couple of cool tricks up its sleeve. Using Mothership can create disposable units that provide protection, and the Jump Drive can help it break through the enemy’s weakest anti-overlord defenses. Couple this with solid ground support, and you’ve got a force that can be tough to stop once it gets rolling. So, keep this in mind when you’re building your strategy.
Stats: An air unit that costs 400 to deploy and 200 to unlock. It’s a single unit with a HP of 14857. It attacks both air and ground units with an attack power of 3576×4 and a squad DPS of 3576. It attacks every 4 seconds, can do area damage, and has a range of 110 meters.
Stormcaller is a big deal in the game. It costs 200 and offers a lot of strategic value. It’s great at taking out slow-moving enemy units, especially those stuck in a standoff with your own heavy-duty units. Plus, it’s super effective at blasting through enemy shields. Given that almost every team will have slow-moving units and shields, you’ll probably want to get a Stormcaller on your team at some point.
On the contrary, you need to prevent your opponent from getting too much value from their Stormcallers. A good way to do this is by distracting them with Crawlers and flanking maneuvers to protect your more vital units. But remember, Stormcaller has a minimum range – it won’t be distracted by units that are too close at the start of the round.
If you’re up against a bunch of Crawlers, Fangs, or Mustangs, and you’re not too worried about friendly fire, the Incendiary Bomb upgrade can help clear them out more efficiently. Another thing to note is that the Stormcaller is an excellent carrier for Parasitic Ammo. This item is potentially game-changing as it spawns Crawlers when it kills an enemy unit. Don’t combine this with the Incendiary Bomb however.
If your opponent is hanging back behind their towers, you can place a Stormcaller at the front line to immediately destroy the tower at the start of the round. Tools like Sentry Missiles and Mobile Beacon can help with this because Stormcallers can attack while moving.
Stats: A ground unit that costs 200 to deploy and 50 to unlock. The squad comprises 4 units, each with 1149 HP, making a total squad HP of 4596. It targets only ground units, has an attack power of 923×4, and a squad DPS of 2344. It attacks every 6.3 seconds, can do area damage, and has a range of 180 meters.
A cost-effective unit that can serve as a very good tank and damage dealer. It can potentially become very durable with the right tech upgrades.
One thing to note about their tanking abilities is that a base-level Sledgehammer won’t get one-shotted by a Phoenix of the same level if it has any bonus HP. That’s why the 15% HP research upgrade can be a really smart early investment, especially against Phoenix units.
Another good strategy is to let Crawlers take the enemy’s attention first before your Sledgehammers. This way, your Sledgehammers are protected against heavy single-target units. In the meantime, your Sledgehammers can tear through enemy Crawlers or Fangs. What you end up with is a scenario where you’re likely to start targeting more valuable enemy units pretty quickly.
Stats: A ground unit that costs 200 to deploy and 50 to unlock. The squad consists of 5 units, each with 3264 HP, for a total squad HP of 16320. It targets only ground units, has an attack power of 608, and a squad DPS of 676.
Hackers are unique units with a special attack mechanism. Instead of dealing damage to the health of a unit, a Hacker’s attack adds control progress bars, shown as blue bars, to the target unit. These bars represent the Hacker’s control over the enemy unit.
When the blue control progress bar surpasses the health bar of the enemy unit, that unit switches sides and comes under your control. It’s important to mention that the Hacker’s attacks can bypass Portable shields, which are usually used for defense.
However, if a unit’s health bar is depleted (say, by another unit’s attack) before the control progress bar can surpass it, the unit dies instead of switching sides. For example, if a Hacker is halfway through taking control of a Crawler, but a Marksman’s bullet hits the Crawler and kills it, the Crawler won’t switch sides, it’ll just be dead.
One more thing to keep in mind: Hackers are less efficient against shield units. They only have 25% efficiency when attacking Shields (large ones, not Portable shields). That means that if a Hacker deals 100 damage, it will only count as 25 damage against a Shield unit.
Stats: A ground unit that costs 200 to deploy and 100 to unlock. It’s a single unit with a HP of 3249. It targets only ground units, has an attack power of 552, and a squad DPS of 1840. It attacks every 0.3 seconds and has a range of 110 meters.
Arclight is efficient at dealing with enemy Crawlers and Wasps. It has short range and isn’t very tanky, so it’s important to position it correctly so it doesn’t get targeted too early in the round.
If you’re dealing with enemy Crawlers breaking through your lines and distracting your key units (especially due to effects like Parasitic Ammo or the Steel Ball’s on-death effect), Arclights can be your saving grace.
They’re not just good against Crawlers, though. If they’re equipped with anti-air, they can efficiently deal with Wasps as well.
If you manage to level up 5 or more Arclights and your opponent isn’t using Marksmen, you might want to consider getting Range Enhancement and Elite Marksman upgrades. Because it can quickly turn the tide in your favor. Your Arclights will mow down every enemy unit in no time.
Stats: A ground unit that costs 100 to deploy and has no unlock cost. It’s a single unit with 3903 HP. It has an attack power of 397 and a squad DPS of 331. It only targets ground units, attacks every 1.2 seconds, can do area damage, and has a range of 90 meters.
Phoenixes are pretty cool units, especially when you opt for the specialization that makes them half as expensive but reduces their base stats by 40%. This strategy allows you to spam Phoenixes, making them quite a nuisance for your enemy to deal with. Plus, they can dish out a ton of damage each round if you’re winning.
Don’t worry about the 40% HP penalty too much – it’s not really that important. The attack reduction might seem bad, but Phoenixes often waste a lot of their attack against many targets anyway, so it’s not as bad as it looks on paper.
Try not to go too crazy on leveling up Phoenixes if you’re using this specialization. The cost efficiency isn’t as good as you might think with the reduced stats.
Stats: An air unit that costs 200 to deploy and 50 to unlock. The squad consists of 2 units, each with 1623 HP, for a total squad HP of 3246. It attacks both air and ground units with an attack power of 3267 and a squad DPS of 2042. It attacks every 3.2 seconds and has a range of 120 meters.
Lastly, if video is your preferred choice of content over text, then here’s a good video walkthrough of all units in Mechabellum courtesy of SD League