
When navigating through the complexities of strategic gameplay, multiple factors will influence your decisions. Although these factors may fluctuate dramatically depending on the game at hand, one critical aspect remains constant and deserves particular attention in this guide.
This guide not only provides counter-pick recommendations tailored for various unit types but also categorizes suggestions into two distinct groups to enhance your strategy.
- Non-Committal Counters: These options are either budget-friendly or versatile enough to integrate into virtually any tactical setup you devise.They may also be inexpensive.
- Dedicated Counters: These require a greater commitment, whether through financial investment or by reshaping your overall strategy, yet they possess the capacity to effectively neutralize opponent threats with considerable force.
Understanding Chaff

Chaff units serve as distractions, drawing powerful attacks away from significant targets on the field. Winning rounds in Mechabellum often hinges on one’s ability to eliminate the opponent’s chaff quickly.
Though many anti-swarm strategies are effective against various chaff types, certain tactics stand out as particularly advantageous. Below are the top recommended counters to consider:
Simple Counter: |
Committed Counter: |
Other Options: |
Explanation: |
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Fang |
Arclight, Mustang |
Typhoon, Vulcan |
Crawler, Stormcaller, Tarantula, Fire Badger, Wraith |
Fangs may be weak in terms of health but access the Shield technology, ensuring they require at least two hits to be eliminated. Units with rapid fire can exploit this vulnerability. Additionally, Stormcallers are effective due to Fangs’ slow movement and tendency to group together. In head-to-head confrontations, Crawlers typically outperform Fangs, although their melee-only nature allows other units to intercept them. |
Crawler |
Arclight, Fire Badger, Tarantula |
Wraith, Typhoon, Vulcan |
Sledgehammer, Rhino (with Whirlwind tech), Mustang |
Crawlers possess greater speed and health than Fangs. Effective strategies during the early to mid-game center around splash damage to eliminate these troublesome units. Be mindful of the opponent’s technology—mechanics like Loose Formation can hinder the efficiency of splash damage, while Underground Blitz grants resistance to low-damage, high-velocity attacks. A careful balance of both damage types becomes crucial as the game progresses. |
Wasp |
Mustang, Fang |
Mustang (with Anti-Air and Range techs) |
Wraith, Typhoon, Fortress (with Anti-Air Barrage tech) |
Wasps, though pricier than most chaff units, possess the capacity to deal significant damage. Several units can eliminate them, but Wasps often counter many threats effectively—they can outrange Wraiths equipped with range and anti-air technologies. While Typhoons fare better in general, they lack enhancements to counter Wasps. Mustangs stand out as the preferred counter, though it’s worth noting that unqualified Wasps will struggle in a direct confrontation with Fangs. |
Countering Chaff Clearing Strategies

It’s a troubling situation when your opponent recognizes the utility of chaff and finds ways to eliminate the very swarm you’ve cultivated. Here’s how to combat your adversary’s chaff clearing units and maintain your advantage.
You typically have two general strategies to tackle chaff-clearing units: destroy them outright with significant damage or deploy tanky units to absorb their low-damage strikes. Monitor for both strategies during gameplay.
Simple Counter: |
Committed Counter: |
Other Options: |
Explanation: |
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Arclight |
Marksman, Phoenix, Sabretooth |
Rhino, Stormcaller, Scorpion, Fortress |
Sledgehammer, Wraith, Any Titan-class unit |
The Arclight serves as a fundamental option for clearing chaff, best addressed with similarly economical counters. This continues to hold until they attain excessive experience, leading to tech upgrades such as Elite Marksman, which transform them into a considerable threat. In this scenario, focus on counter-units that can evade Arclight’s targeting, such as Phoenixes. |
Hound |
Arclight, Void Eye, Fire Badger |
Rhino, Scorpion, Wraith, Typhoon, Vulcan |
Wasp, Sledgehammer, Stormcaller, Phantom Ray |
Typically deployed in packs, Hounds can revert to a chaff role if their initial chaff-clearing efforts falter. Utilize anti-chaff tactics to send them fleeing. Beware of their Incendiary Bomb tech—counteract it with missile interception or by redirecting the missiles into strategically positioned flankers. |
Fire Badger |
Marksman, Sabertooth, Phoenix |
Hacker, Steel Ball, Phantom Ray, Scorpion, Raiden, War Factory |
Void Eye, Rhino, Overlord |
Fire Badgers offer budget-friendly options for strong flame-based chaff clearing in the frontline. While they feature decent durability, they can be defeated with solid single-target damage or powerful splash attacks. |
Tarantula |
Marksman, Sabertooth, Phoenix |
Steel Ball, Fortress, Melting Point, Overlord |
Hacker, Stormcaller, Sandworm, Any Titan-class unit |
The Tarantula struggles with its limited range. When a bulky unit cannot effectively maintain positioning, exploit this by unleashing powerful burst damage against it. |
Sledgehammer |
Marksman, Void Eye, Phoenix |
Hacker, Scorpion, Fortress, War Factory |
Rhino, Phantom Ray, Raiden, Overlord, Abyss, Mountain |
Although Sledgehammers excel in chaff clearing, they also provide respectable single-target damage with five resilient bodies. Unfortunately, they serve as prime targets for Hackers, Scorpions, and War Factories. Despite their solid damage output, it’s often insufficient to overcome a well-positioned Rhino. |
Mustang |
Arclight, Sledgehammer, Tarantula |
Fire Badger, Phantom Ray, Fortress (with Barrier tech), Vulcan, any Armor tech |
Abyss |
Initially, Mustangs can be countered only with effective tech investments; otherwise, they enjoy a strong advantage early on. Once the economy allows, investing in Fortress barriers to deter Mustangs can dramatically shift the battleground, while lingering flames can incapacitate them completely. Phantom Rays can provide armor and disrupt opponents with oil spread, making them particularly robust in this context. |
Wraith |
Marksman, Phoenix |
Melting Point, Overlord |
Wasp (with Range and Anti-Air techs), Mustang (with Range and Anti-Air techs), Phantom Ray |
The Wraith shares vulnerabilities similar to those of the Tarantula, although its airborne threat status limits your response options. Its design allows it to effectively clear chaff from multiple angles simultaneously, but swarm tactics can potentially overwhelm a Wraith, especially if they maintain their distance. |
Typhoon |
Marksman, Steel Ball, Phoenix |
Scorpion, Fortress |
Rhino, Overlord, Melting Point, any Titan-class unit |
Typhoons arrive in pairs, making units with high damage and splash capabilities ideal for their counter. This pairing additionally renders Typhoons vulnerable to Scorpion units, which can exploit their lack of range upgrades against grounded targets. |
Vulcan |
Phoenix, Sabertooth |
Stormcaller, Melting Point, Fortress, War Factory, Mountain |
Scorpion, Overlord, Rhino (with Armor tech) |
Although Vulcans can prove challenging when confronting tank units like other chaff-clear units, their Scorching Fire tech can dismantle your Sledgehammers. To face them effectively, ensure you invest in armor—Fortress units operate well under these conditions, particularly when outfitted with additional barrier tech. |
Inflicting Damage

Now comes the exhilarating part—watching enormous robots explode. Mechabellum presents numerous options for dishing out damage, and should your opponent have a knack for dismantling your strategy, here’s how to ensure they experience similar fates.
Simple Counter: |
Committed Counter: |
Other Options: |
Explanation: |
|
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Marksman |
Crawler, Fang |
Rhino, Stormcaller, Fortress, Sandworm |
Wasp |
At lower levels, Marksmen can be outmatched by tougher opponents like Rhinos, but units like Tarantulas can present a more manageable challenge. Employing chaff can overwhelm them, or alternatively, you can outrange them using Stormcallers. |
Marksman (Assault Mode tech) |
Scorpion |
Fortress |
Hacker, Any EMP tech |
The Marksman’s Assault Mode tech significantly enhances its capabilities, often leading to an early-game surprise power surge for the opposing player. Consequently, it demands a similar investment from you to neutralize this threat. EMP options can negate this entire concern altogether. |
Void Eye |
Mustang, Phoenix |
Raiden |
Farseer |
Void Eyes can prove difficult due to their considerable variety of specialized tech upgrades, most notably their capacity to transition into flying units at will. Grounded Void Eyes are less challenging to destroy, but an ideal counter guarantees no sanctuary in the sky for them. |
Phoenix |
Fang, Marksman, Mustang |
Mustang (with Anti-Air and Range techs) |
Wasp, Farseer, Fortress (with Anti-Air Barrage tech) |
Phoenix versus Marksman battles are typically determined by range superiority, allowing Marksmen to leverage their Anti-Air tech to gain an advantage. While Phoenixes are relatively fragile, Fortress units equipped with Anti-Air Barrage pose a considerable threat. Mustangs, however, emerge as the strongest counter, capable of easily dispatching both Phoenixes and Wasps with efficiency. |
Steel Ball |
Crawler, Phoenix |
Hacker, Scorpion, Raiden |
Overlord |
Steel Ball lasers can theoretically escalate indefinitely, but they start weak and require time to build up power. Crawler units provide ample distraction to prevent that ramp-up time. Hackers thrive in close quarters, while Phoenixes can deal substantial damage while remaining airborne. Scorpions may also target multiple Steel Balls with their blasts. |
Sabertooth |
Marksman, Phoenix |
Fortress, Overlord, Abyss |
Hacker, Melting Point, Mountain |
The Sabertooth delivers significant damage for its relatively low cost; however, clever tactics can easily neutralize its impact. Utilize airborne units, blockits with chaff, or target it with laser weaponry for effective engagements. When an opponent retrieves a powerful high-level Sabertooth from unit drops, your best counter is often a well-aimed laser or investing in stronger units like Fortress or Mountain. |
Phantom Ray |
Marksman, Phoenix |
Wasp, Raiden, Overlord |
Farseer, Melting Point (with Energy Diffraction tech) |
Phantom Rays can be particularly troublesome due to their diverse technology options and tactics such as oil deployment and vanishing. However, maintaining persistent pressure through chaff can keep them occupied while you target them with effective firepower. Wasps equipped with Anti-Air technology can effectively hinder their mobility and deal damage. |
Rhino |
Phoenix |
Steel Ball, Melting Point |
Hacker, Fortress |
Although it lacks firearms, the Rhino compensates with impressive speed, resilience, and melee capability. It’s imperative to deploy strong damage outputs—Marksmen alone may not suffice. Ideally, high-range damage combined with Hacker support in an elevated state ensures effective takedowns. |
Hacker |
Crawler, Fang, Mustang |
Stormcaller, Wraith |
Typhoon (with Barrier tech), Fortress (with Barrier tech) |
Hackers demonstrate remarkable impact on specific board setups, but they require compatible targets like Sledgehammers or Steel Balls to unleash chaos. Managing enemy access to Hacker targets through well-placed swarms is vital. Always maintain chaff clearance to handle any hacked units. It’s important to remember that Hacker beams deal reduced damage against targets that can’t be hacked, including buildings or barriers. Additionally, Hackers are extremely fragile—make sure they’re adequately protected. |
Scorpion |
Marksman, Phoenix |
Overlord |
Abyss |
Renowned for dealing impressive splash damage, Scorpion bombs excel against medium units. They can also tech into Acid Attack, progressively making hit targets increasingly vulnerable. The silver lining? Relying on high-damage, long-range, or airborne units can effectively neutralize the Scorpion threat. The Overlord encapsulates all these advantages. |
Farseer |
Crawler |
Fortress, Mountain |
Rhino |
Farseers don’t score high damage per shot, but their speed and durability grant them exceptional utility at cleaning off broken units at the end of a round. They thrive in situations where they can draw fire from significant threats while staying elusive. By placing them in unfavorable matchups, you can easily target them with your other units. |
Fortress |
Crawler |
Stormcaller, Melting Point, Overlord |
Steel Ball, Abyss, Mountain |
Fortresses are remarkably resilient units. Your regular heavy weapon units may eventually bring them down, but they often have ample time to deal extensive damage during that effort. Ensure those efforts are directed towards chaff. When investing in your counter, target units with vigorous firepower to ensure effectiveness. Stormcallers present a viable option for delivering high damages. |
Raiden |
Marksman, Phoenix |
Overlord |
Farseer, Fortress (with Anti-Air Barrage tech), Melting Point |
Raiden’s lightnings offer notable effectiveness against clusters of medium units. Yet, its long recharge time becomes a hindrance against large swarms. Because its damage splits as it hits multiple targets, it’s best met with opponents that operate solo. |
Melting Point |
Crawler, Marksman, Phoenix |
Steel Ball, Stormcaller, Sandworm (with Mechanical Division tech) |
Wasp |
The Melting Point serves as Mechabellum’s quintessential problem solver. A well-placed beam can ruin a single targeted opponent’s day. Nevertheless, its capacity is limited to one unit at a time. Deploying Crawler units or Wasps can effectively distract the enemy, affording time for your major firepower to engage. Sandworms can burrow beneath and outmaneuver the Melting Point, maintaining pressure from an unexpected angle. |
Sandworm |
Crawler, Phoenix |
Steel Ball, Scorpion, Overlord |
Rhino, War Factory, Mountain |
Sandworms enjoy a unique advantage via their burrowing ability, keeping them immune from attacks while moving. However, when they surface to engage, prioritize melee-focused units like Crawlers to expose them for your artillery to eliminate. In case this tactic falters, relying on high damage units engaged at close range like Steel Balls or Rhinos can succeed. When all else fails, headings into the air is a wise choice, as Sandworms are unable to target airborne threats. |
Overlord |
Mustang (with Anti-Air tech), Phoenix |
Melting Point |
Wasp |
The Overlord justifies its expensive cost through relentless missile bombardment, dishing out some of the highest damage outputs in the game. Engage at a distance with Phoenixes or Marksmen equipped with Anti-Air tech to overcome them, but remain vigilant of the Overlord’s potential to spawn Wasps through its Mothership tech. Mustangs make for a compelling counter, as fully developed units can clear both Wasp swarms and the Overlords responsible for summoning them. |
Titans—Game-Changing Units

Titans warrant a separate category due to their powerful influence over gameplay. Successfully countering these behemoths with a singular unit proves challenging (unless you’re deploying a Melting Point).To effectively respond, examine the battlefield and devise an overarching plan.
Synergy is key. Collaborative strategies will pave the way for spectacular explosions of your enemy’s monster mechs.
Simple Counter: |
Committed Counter: |
Other Options: |
Explanation: |
|
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Abyss |
Marksman (with Anti-Air tech), Phoenix |
Melting Point |
Wasp, Farseer |
The Abyss boasts a fearsome beam capable of obliterating even the sturdiest units in the game. It creates a linear attack path, rendering simultaneous targeting challenging. Shift your units’ positions to avoid getting hit by its sweep while maintaining firepower in any opening. Keep it busy, until it’s brought down. |
Mountain |
Crawlers, Fangs |
Scorpion (with Acid Attack tech), Melting Point |
Abyss |
The Mountain’s status as the game’s top-tier tank makes it difficult to whittle down its health. To effectively counter it, utilizing Scorpion acid can amplify your damage output, while the Melting Point laser can also secure quick victories. If you can afford the Abyss, it also serves as a powerful counter—just be wary of Mountain’s Anti-Air munitions. |
War Factory |
Phoenix |
Stormcaller, Melting Point, Abyss, Mountain |
Any EMP tech |
Ensure that your medium units maintain a safe distance from this unit. War Factories unleash devastating splash damage and can generate additional units. Monstrous tech investments like Launcher Overload and Phoenix Production further enhance their offensive potential. If these pose a problem, deploy EMP techs to mitigate their impact. With its positioning, a well-placed Melting Point can take advantage of its capacity for sustained bombardment. |
Responding to Stormcallers

Stormcallers defy typical expectations. While they experience advantageous and disadvantageous matchups just like any other units, if you’re repeatedly losing to Stormcallers, it’s likely due to more than just basic unit conflicts. Stormcallers engage with entire armies rather than single targets, and countering them must reflect this broader approach.
Stormcallers thrive against slow-moving, clumped, and grounded forces, and are best countered through enhanced mobility and spread tactics. Utilize flanking maneuvers, launch parallel attacks, and integrate both air and ground units into your strategy. Prevention is the best strategy. However, if you prefer an altered approach, consider the following tactics:
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First, increase your crawler deployment. More chaff can rarely be a bad thing, as Stormcaller strikes can miss agile enough targets. You might also deploy a Mobile Beacon to maneuver your Crawlers laterally across the board, diverting Stormcaller fire even further.
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Secondly, in case your opponent’s Stormcallers are positioned close to a flank, deploy affordable units to draw their fire. This will force the Stormcallers to aim sideways and away from your frontline. This tactic works especially well against opponents attempting to field Incendiary rounds—set up an oil bomb to catch them off-guard and ignite their clustered units.
This strategy is also effective against Vulcans and Fire Badgers!
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Finally, consider the use of Missile Interceptors as a final line of defense. Though not reusable between rounds, providing adequate protection during their deployment stage is essential if investment is warranted.
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