Summary
Mechabellum’swinning strategies lie in careful positioning, strong counter-picks, and synergistic combos designed to mitigate each mech’s individual weaknesses. Some of the strongest units in the game are prone to specific mechs, who, in turn, are weak to other mechs. Thus, you’re supporting your own units as well as directly counteracting what the opponent’s doing.
With a solid unit combo, you’re able to combine different strengths to combat an opponent’s strategy and counterplay, like pairing a close-range Vulcan with a long-range artillery piece like the Phoenix. And, thanks to the 25 units available in Mechabellum, the permutations are virtually endless. However, with so many options, it could take time to find the optimal pairing, but the experimentation is definitely worth it.
9Phoenix And War Factory
When it comes to being a one-unit army, the War Factory is undoubtedly your best bet, since its upgrades can let you churn out more mechs as the match progresses. However, despite its power, it’s still weak against a sturdy Melting Point or Scorpion, so tagging a Phoenix alongside it is a great idea.
The Phoenix is a powerful unit for dealing with Anti-Giant and Anti-Swarm units such as Fire Badgers, Scorpions, Rhinos, and Melting Points. Therefore, when paired with a War Factory, you effectively cover almost all its vulnerabilities. Also, thanks to its speed, your Phoenix can patrol ahead and neutralize threats before they reach the Factory.
If your War Factory constantly loses to swarms, try using a Wraith instead of a Phoenix for better Splash Damage.
8Melting Point And Vulcan
Although an unorthodox pair, the Melting Point and Vulcan are an incredible duo if your opponent has a specific yet common setup—chaff with a Heavy unit as a backup. The Heavy unit, whether it’s a Typhoon or a Fortress, typically clears the way for their chaff to push forward, and this combo serves as a solid counter to that strategy.
The Vulcan’s flamethrowers can shred any swarm and usually outclass other close-range specialists like a Rhino and a Fire Badger. Additionally, they complement the Melting Point’s ability to obliterate units with high HP. Together, they cover each other’s weaknesses: what the Vulcan can’t handle, the Melting Point demolishes, and vice versa, and their matching speeds mean they’re likely to stay close throughout the round.
7Fang And Typhoon
If you’re a fan of simple machine gun mayhem, pairing a Fang squad with a Typhoon could give you the adrenaline you’re seeking. Fangs are already among the strongest Light Bots in Mechabellum, but when combined with the destructive swarm-clearing prowess of a Typhoon, you have a fusion that obliterates any chance of the opponent’s chaff gaining traction.
This is an ideal combo against opponents who stack Light Bots, since Typhoons decimate them before they gain too much ground, while Fangs cover more area and serve as a great distraction until the Typhoon can finish off the remaining chaff. Although situational, this strategy can be a lethal counter to your opponent’s “small and quick” plays.
6Farseer And Fire Badger
Range is something every powerful close-range unit wants. Thus, by equipping a Fire Badger—an effective low-cost chaff-clearer—with enhanced attack range and the ability to evade enemy missiles with a Farseer, you create a mech force that is nearly unstoppable in its advance toward the opposing towers.
The Farseer’s Missile Interceptor and Scanning Radar tech upgrades are a perfect match for Fire Badgers. Combined, the Farseer consistently benefits the Badgers with improved AoE and long-range protection. In turn, the Badgers safeguard their support mech by fending off enemy Crawlers, creating a win-win scenario for both units.
If you have extra Supply to use, you may equip a Vulcan instead of a Fire Badger.
5Marksman And Vulcan
One of the most common drawbacks of any mech is excelling at close range while struggling against long-range threats, or vice versa. The Vulcan and Marksman are classic individual examples of this dichotomy, making their combination particularly appealing for maximizing effectiveness at any distance.
Alongside a Vulcan’s disruptive close-range power, a Marksman’s solid sniping abilities and tremendous single-shot damage are enough to deal with hazards close, afar, and in the air. Furthermore, their low cost means you can continuously expand and stack this combo, resulting in even more backup for both units.
4Steel Ball And Typhoon
Unlike Typhoon’s combo with Fangs, which is oriented on mindless aggression, this synergy is far more balanced with a clear frontliner backed by heavy firepower from the rear. Steel Balls excel at taking down heavier grounded targets in the mid-game and late-game phases.
Meanwhile, a Typhoon can offer to support exceptional DPS, effectively handling Light Bots that could otherwise be problematic for your Steel Balls. Together, these units have immense potential, letting you flank and overwhelm opponents if they don’t prioritize this pairing.
3Crawler And Fortress
The last thing any player wants is to see their Giant mech get distracted by weaker chaffs, which is exactly a tactic this combo focuses on. A Fortress can usually equip itself with a Barrier to reduce incoming fire, but a swarm of Crawlers can slip past it, or a Melting Point can break through with ease. That’s why deploying your own Crawlers to counter this playstyle is key.
With the Fortress’ shield providing initial protection, your Crawlers gain a crucial headstart, making them last significantly longer on the field. Additionally, being faster makes them ultimately move past the shield’s range. As a result, any opposing mech in front of you will switch its target to the Crawlers, while your Fortress can hang in the back and deal with other major threats like an Overlord, War Factory, or Vulcan.
This combo is vulnerable to air-based units, so don’t forget to have additional mechs to counter airborne attacks!
2Farseer And Fortress
As a dependable all-rounder, the only major weakness of the Fortress is its susceptibility to missiles from a Stormcaller. Thus, while any mech with a Missile Interceptor could be a good combo, a Farseer is a particularly better investment thanks to its high DPS, overhead counters, and speed that easily keeps up with the all-rounder.
On top of projectile resistance, the Farseer’s Scanning Radar and Electromagnetic Explosion upgrades help an accompanying Fortress go toe-to-toe against an Overlord, a unit that often wins in a standalone 1v1 encounter. All things considered, this is a brilliant late-game synergy if you have the appropriate setup.
1Overlord And Sledgehammer
The Overlord is arguably the strongest aerial unit in Mechabellum, but it tends to get distracted by weaker mech groups like Fangs and Mustang, giving an opening for a long-range Melting Point or Marksman to take it down. This is where the Sledgehammer comes in—an economical Heavy Tank that deals devastating hits with impressive splash damage.
With this, you’re essentially tackling every threat in the game, where the Sledgehammer clears chaffs and ground-based snipers. At the same time, the Overhead handles overhead threats and any mech outside a Sledgehammer’s expertise. The latter unit of this combo is undoubtedly the highlight, so the former helps it by removing key distractions.