Summary

When you enter a match inMechabellum, the first thing you do is pick a Starting Specialist from a selection of four. These Specialists give two randomized starting units, affect your initial HP, and offer a passive perk, like added Supply or an extra unit in a specific round.

Although the increase or decrease in your base HP is usually random and not too impactful, the real game-changer lies in the perks. A powerful unit or Supply bonus can significantly tip the scales in your favor early on. However, with 14 Starting Specialists in the game, figuring out which ones are for you can be a bit tricky, but there are some clear highlights you should consider.

Aerial Specialist’s card in Mechabellum’s pre-game screen.

When looking at the randomized starting units, prioritize pairings with a chaff and chaff-clearing unit.

8Aerial Specialist

Aerial units have the special advantage of being immune to several ground-based mechs. So, using the Aerial Specialist to make them cheaper and enhance their stats is great in most circumstances. Simply put, she lets you unlock the Overlord, Wraith, Phoenix, and Wasp for free while also raising their HP and ATK by 13 percent each.

Although this Starting Specialist’s scope covers lower units than the Giant Specialist, the stat boost is her main selling point. She can easily overwhelm chaff and flamethrowers, but her abilities become less impactful when your opponent purchases their Fortress' Anti-Air Barrage upgrade.

Marksman Specialist’s card in Mechabellum’s pre-game screen.

7Marksman Specialist

Any Rank Three unit in earlier rounds can be highly beneficial if you correctly position them. With the Marksman Specialist, you get one Rank Three Marksman at the start of Round Two. Although Marksmans are vulnerable to swarms, they can be a lethal force against Giant units.

A Rank Three Marksman can often rival a powerful Rank One Overlord or Vulcan while safeguarding a group of Light Bots, enabling them to enter enemy territory and destroy their towers. If you want to maximize this unit’s effectiveness, support it with chaff so it doesn’t get distracted by those pesky enemy Light units.

Fire Badger Specialist’s card in Mechabellum’s pre-game screen.

Keep the Marksman near your tower and away from any opposing chaff’s position to avoid their firepower.

6Fire Badger Specialist

Fire Badgers are some of the strongest close-range units in Mechabellum. They’re cheap to recruit, can decimate chaff, and are among the four Rare units, making them highly exclusive. With the Fire Badger Specialist, you get one Rank One Fire Badger squad in Round Two—an ideal time to directly counter your opponent’s chaff placement.

This Starting Specialist is extremely dominant in early-game rounds. If your opponent has invested too much in Light Bots in the first two rounds, you can invalidate their strategy with Fire Badgers. If you want to gain a reliable early-game lead, the Fire Badger Specialist should be your top choice.

Giant Specialist’s card in Mechabellum’s pre-game screen.

5Giant Specialist

Giant units can control a good portion of the field if you use them unexpectedly or as a counter, but they’re among the most expensive to unlock. With the Giant Specialist, you may unlock these mechs for free, including Vulcan, Melting Point, Fortress, Sandworm, Overlord, and even the War Factory.

All the units mentioned above collectively cost 1200 Supply to unlock, so you essentially save that many resources with this Starting Specialist. It’s especially useful in the mid-game rounds where your opponent spends hundreds of Supply trying to counter your Giant mechs while you’re countering theirs for less than half the resources.

Typhoon Specialist’s card in Mechabellum’s pre-game screen.

4Typhoon Specialist

Typhoons can be absolute monsters on the field, clearing chaff and contesting several Medium and Heavy mechs. However, as a Rare unit, you can only get them from pre-round drops or with the Typhoon Specialist, and the latter option is much easier. This Starting Specialist gives you one Rank One Typhoon at the start of Round Three.

Like Fire Badgers, Typhoons are strong counter-picks that can easily handle most Light and Medium units. If you pair them with Steel Balls, you can create a synergistic combo for rivaling several late-game counter-picks like a Melting Point or Scorpion.

Sabertooth Specialist’s card in Mechabellum’s pre-game screen.

3Sabertooth Specialist

As one of the two Starting Specialists with an early Rare unit, the Sabertooth Specialist provides a Rank One Sabertooth in Round Two. Sabertooths are among the most reliable mechs in Mechabellum, coupling substantial single-shot damage with strong defense thanks to their Missile Interceptors.

If your opponent predicts your strategy and fields Wasps or Phoenixes early on, they can easily dismantle the Fire Badger Specialist’s units. The Typhoon Specialist faces similar vulnerability to long-range mechs. This is where the Sabertooth shines—not only does it effectively counter these Rare units, but it’s also far less susceptible to being countered itself.

Supply Specialist’s card in Mechabellum’s pre-game screen.

2Supply Specialist

The Supply Specialist’s perk is about as simple as you can get: 50 additional Supply per round. This is perhaps the only future-proof Specialist that makes more sense as the match progresses. The extra Supply is a massive bonus in early-game rounds, and their value in later rounds, although diminished, is still notable.

Unlike unit-providing Specialists who usually just give you a single mech in a specific round, the Supply Specialist can give you that much value and lets you be flexible with your resources. You can spend that Supply on upgrades, Sentry Missiles, Shields, or other mechs.

Farseer Specialist’s card in Mechabellum’s pre-game screen.

The Supply Specialist’s initial HP is usually the lowest or among the lowest compared to other Starting Specialists!

1Farseer Specialist

Compared to other unit-providing Specialists, the Farseer Specialist feels particularly stronger by providing a highly versatile Rare unit: the Farseer. You receive one Rank One Farseer at the start of Round Three, unlocking the ability to purchase up to two additional Farseers per round moving forward.

Thanks to their upgrades and respectable DPS, Farseers are excellent support units that can complement both your chaff and heavy hitters. They can serve as a crucial line of defense or bolster your offense from Round Four onward, regardless of your opponent’s structuring, so getting these exclusive units with this Starting Specialist is particularly favorable.

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