Plarium’s latest release into the mobile gaming battlegrounds is the intense, action-packed, robo shooter, Mech Arena: Robot Showdown.
Quite similar to War Robots, Mech Arena has its fair share of engaging firefights, salt-filled matches, and of course, upgradeable and intimidating robots of all shapes and sizes. As you are the pilot of these robots, your goal is to win your battles not through the sheer might of your arsenal, but your skill.
Skill doesn’t just entail your ability to dodge a sniper’s aim, take cover from hails of Javelin missiles and Rocket Mortars, or even keep your teammates from dying. It’s also about knowing how each mech works and making the most of how they operate. Before you strap yourself into that pilot seat, it really pays to prepare your mechs and keep your team well-rounded.
But how could you tell if your team is organized at all? If you’ve been scouring the interwebs for ideas on how to better yourself by being one step ahead of your opponents through preparation and knowing how every mech works, then you’ve come to the right place. Read on and we will tell you how to keep yourself from finishing at the bottom of a losing team!
General Tips & Tricks
Prior to covering such strategies, let us first preface this guide with a few general tips on how you can become more competent in Mech Arena:
1. Understand First How The Interface Works
- After pulling your movement stick all the way forward, your mech will travel at a temporarily increased speed.
- You can choose to fire either weapon individually. This is usually done if you are hiding behind a wall or if you have two different weapons mounted on your mech.
- Check your radar from time to time. It will help you gauge where your enemies are. Enemies spotted by teammates will show up on your radar as blips and targeting reticles before your mech as well.
- Keep an eye on your score and how many players are left on the field. You can make plans based on the situation of the fight that way.
2. Upgrade Your Mechs And Equipment
- Upgrading anything to its maximum level will allow you to increase its star level. For mechs, every star level is an increase in energy capacity meaning bigger and better guns. For weapons, it unlocks special new passive abilities like a chance to do double damage.
- In a fight, getting shot at or attacking an enemy mech from behind inflicts double damage. Never turn your back on an enemy mech.
- You can get more upgrade material by opening lootboxes that you can earn simply by fighting.
3. Know How Battles Work
- You can only earn a certain number of Victory Points. After exhausting the points you have by constantly fighting in the arena, you will no longer be able to earn these Victory Points which you need to advance through the arena’s ranks.
- The number of mechs you have in a fight equates to how many “lives” you have. Therefore, having more mechs on your team gives you a slightly bigger chance at longevity and victory. The only thing standing between you and the latter is skill — squandering your mechs by blindly rushing into the enemy forces will grant you certain defeat.
- Know what your conditions for victory are. For Control Point Clash, your primary objective is to accumulate 100 points by holding every Control Point before the timer runs out. For Deathmatch, your goal is to annihilate the enemy team or score a greater number of points at the end of each round’s time limit. The latter follows a best two out of three rule.
4. Perform At Your Best
- Always remember to reload after every encounter by tapping your two ammo counters on the bottom of the screen. That way, you won’t be caught off guard when you’re in your next bout.
- Complete your daily and weekly objectives to receive more stuff to upgrade your mechs and weapons with. Participate in events that reward these as well.
- Choose your starting mech wisely. Depending on your mode of battle, choosing a Lancer over an Arachnos could spell victory from defeat.
If you’d like to read more about these tips in even greater detail, you may do so by taking a gander at our Mech Arena: Robot Showdown beginner’s guide.
While we know that this is a build guide for Mech Arena, we are also aware that different players have different playstyles. Instead of directly pointing out what you should and should not put on your mech, we will tackle each build as though these are merely suggestions rather than rules to follow to the dot.
There will be some weapons incompatible with certain mechs but we will not discourage these ideas entirely. Instead, we will just state that they may be difficult for most players.
Without further ado, let’s make some monsters out of these mechs!
Common Mech Builds
They’re common, they’re easy to use, and they’re great for beginners. But don’t let that thought fool you; in the right hands, these basic bots can become riotous rides and absolute forces to be reckoned with. Upgrading them is easy since obtaining their blueprints is a breeze. Let’s turn the mass-produced into the marvelous!
Overview: Yeah, it’s the Juggernaut! This mighty, early-game warrior is everyone’s go-to if they want a tanky, no-nonsense mech. Despite its slow speed, the Juggernaut makes up for it with its massive armor count and its special ability. While starting out with a tiny energy capacity, the Juggernaut is out to fight in long, drawn-out battles as well as protect its smaller, more fragile teammates.
Special Ability: The Juggernaut is notorious for its shield. This shield is like an extra layer of armor that it can bring out in the middle of a fight. What makes this ability particularly impressive is that this gives the Juggernaut full overall protection meaning even its back will be protected. Whenever a Juggernaut is present, you’ll be sure to find it with friends following it as it will be a priority target in most fights. One of its glaring weaknesses is sniper fire, however.
Consider This: Due to its small energy pool, always opt for guns that are efficient and have low reload times. Full-auto weapons like Auto Cannons or weapons with decent firepower such as RPGs are ideal to be put on this hulking metal beast.
Shotguns will work, too, since your enemies might most likely be too busy wetting their pilot seats while you get close enough to blast them. Thermal Lances are also pretty good. They help your teammates destroy the enemy mechs much quicker while you take the heat.
Think Twice: Javelins or similar weapons that require an arming range. They don’t quite mix with a Juggernaut’s behavior. For one, they need you to be at a certain distance to be used effectively and after firing them all, you need to reload. A Juggernaut shouldn’t be a sitting duck but that one fighter that never relents.
Overview: Jumping into the fray is the infamous Lancer. This little speed demon has a knack for danger as it can cause fights and quite easily leave them. Highly mobile, the Lancer is everyone’s favorite when it comes to playing Control Point Clash as it can easily find its way through the map using its special ability. Unfortunately, its low armor and tiny energy pool make it almost unreliable in fights.
Special Ability: The Lancer’s special ability is its jump jets. This allows it to briefly leap into the air and surmount walls, containers, or pesky Stasis Fields created by enemy Panthers. Other than being a utility, the jump jets are one of the quickest ways to get out of a fight, so be observant of your surroundings when piloting a Lancer.
Consider This: The Lancer is mainly a scout or support mech and thus, it should stay away from firefights as much as possible. Giving it weapons that easily disengage from a fight or help one will ensure the Lancer’s survivability as opposed to having weapons designed for long battles. Weapons like Thermal Lances, Javelins, RPGs, Shotguns, or whichever may fit are best put on a Lancer.
Remember that a Lancer is needed for scouting and capturing points, not to fight head on. It’s all about outwitting your opponent and seizing opportunities when they present themselves.
Think Twice: Try not to equip your Lancer with automatics. These won’t help much when you’re caught in a bind. Once again, you shouldn’t be staying too long in a fight if you’re a Lancer. If anything, you should be elsewhere at all times.
Overview: It’s everyone’s starter mech! Rushing forth to the front lines is the trusty Paragon. With a decent amount of armor and a surprisingly high energy capacity, the Paragon is well-suited for almost any, if not every, situation. It can be a sniper, a frontline fighter, a point capturer, and anything else you can think of.
The sheer versatility of this mech makes it quite popular among newbies and veterans alike. However, it seems too general, lacking any specialization in any field making it overshadowed by the rest of the mechs in the game.
Special Ability: The Paragon’s special ability allows it to gain a burst of speed for a short period of time. Pairing it with the game’s acceleration feature, it can almost outrun most mechs in the game. If used offensively, this allows it to close in on unsuspecting enemy mechs, giving it the range it needs for various weapon types.
Despite being very mundane in utility, this ability is more useful than it looks, especially because most mechs in the game (aside from the Killshot and Surge) lack any mobility features.
Consider This: Due to the Paragon being a generalist in a pool full of specialists, you might think that giving it any weapon would suit it, right? Not necessarily. Give it weapons that fit the role you want it to fill in your squad of personal mechs. If you have no sniper, give it a Longarm and a sub-weapon like an RPG 2. If you’d like it to support the front lines, give it a pair of RPG 6s or Thermal Lances.
Close combat? Opt for Shotguns or Arc Torrents. Do you like camping and being sneaky? Try a pair of Javelins. This is the beauty of the Paragon, but there are some weapons that might be better left unequipped on it.
Think Twice: The Paragon seems closer to being a heavy-duty Lancer than it is a frontline fighter. Your goal as a Paragon is to simply deal damage or get to areas quickly. Try to avoid giving it weapons with large magazines but low DPS such as Auto Cannons, Thermal Lances, or Pulse Cannons. Take note that its capacity for firepower is quite large for its class, so take advantage of that.
Uncommon Mech Builds
Slightly more advanced and definitely scarier than their common cousins, these mechs are the rising stars in the arena. They’re more refined and more specialized in their approach, making for more versatile playstyles for the pilot that loves to experiment. Fancy something more sophisticated? Jump into the cockpits of these!
Overview: Giving the Lancer a run for its money is the speedy unicycle rogue, Killshot. Its swift movements and dangerous special ability make it an intimidating presence at all times. Much like the Lancer, the Killshot excels at getting around the map easily.
Another thing it shares in common with its jumping junior is its lack in armor. However, its energy capacity is much higher. For the Killshot, every mission is a suicide mission. This mech is perfect for the pilot that loves high risk, high reward gameplay.
Special Ability: Vroom vroom! The Killshot zeroes in on an unexpecting victim at a speed faster than any mech could travel. Its Melee Dash deals devastating amounts of damage if it hits any enemy in the Killshot’s path.
While primarily an offensive maneuver, this dash allows it to quickly travel from one place to another as well as dodge incoming enemy fire or projectiles. Be careful when using this around teammates, however! It can be easily wasted if you accidentally collide with a friend.
Consider This: The Killshot is a mech of extremes and this includes range. Giving it weapons that require you to be in close proximity with the enemy like Shotguns or Arc Torrents or mid-ranged weaponry like Javelins will help bring out its potential.
The Javelins are an especially popular choice for this mech. If you’re looking at a super extreme option, try giving it a Longarm (or two) and sharpen your aiming skills. Thermal Lances are also recommended if you want your friends to have a share of the kills. Softening up the enemy for a Melee Dash is the chef’s kiss of combat.
Think Twice: While the Killshot is undeniably mobile and dangerous in close quarters, it is extremely fragile and easy to destroy. Avoid giving it weapons that require prolonged exposure to combat like automatics.
Overview: The doctor is in. The Mechanical Doctor or M.D., for short, graces every team with that sense of safety knowing that it will repair the mechs of its teammates and keep them in the fight longer than usual. Using its unique special ability, the M.D. is always a valuable asset to every team.
While it shows great promise in keeping its friends healthy, it’s terrible to operate on its own due to its low energy capacity and low armor. This means few, smaller weapons to mount and even fewer health, so it has to be around its friends most of the time.
Special Ability: Upon activation, the M.D. releases a wave of energy that restores the integrity of its friends’ armor. This wave persists for a few seconds and stretches out over the M.D.’s immediate vicinity.
What the M.D. pilot should watch out for is that this skill can be suppressed by enemy fire, meaning it can only effectively repair its friends when it isn’t taking any damage. Timing is everything when piloting this mech.
Consider This: Give it small weapons that cement its role as a support: Thermal Lances, automatic weaponry, or small RPGs like RPG 2 (or 4 if you can fit it). Not only do these types of weapons assist in a fight, but they also have a fair range, granting the M.D. pilot the chance to jump into the fray while remaining remotely protected by their friends. Otherwise, like the Killshot and the Lancer, this mech isn’t designed for prolonged combat.
Think Twice: Try not to equip long-ranged weaponry on it like the Longarm or weapons that make it a high-priority target like the Javelins. Missile Racks are also out of the question. You want to be more subdued rather than sought after.
Overview: The crafty Panther mech is all about sleek, stylish, and sexy (just look at how smooth it is). It excels at carrying powerful ordnance while at the same time proving to be a nuisance in a team fight.
Walking at an average pace, the Panther can provide much-needed support to its friends using its special ability if used tactically. Around every corner, a Panther waits for its prey. But if a Panther gets caught in a mess, its lightweight armor will certainly be the cause of its demise.
Special Ability: Where it’s currently facing, the Panther deploys a Stasis Field that blocks enemy projectiles and slows enemies that try passing through it. The Panther and its allies can shoot through this Stasis Field. This ability is useful in tight spaces or chokepoints and could easily turn a fight around if used at the right place and the right time.
Consider This: With the Panther being lightweight for an attacker mech, giving it weapons that deliver high bursts of damage at varied ranges is advisable. Giving it twin Javelins, Missile Racks, RPGs or Longarms will make it assist its friends or hunt down the weakened. Its potential to disengage battles quickly should be complemented by hard-hitting weapons.
Think Twice: As we’ve mentioned earlier, a Panther’s armor isn’t the best. Giving it weapons that require a sustained fire rate like automatics or Thermal Lances is a risky idea. Mounting Shotguns on it is also risky, but if the pilot knows how to properly utilize its Stasis Field, they can make the Panther a serious threat.
Rare Mech Builds
The mechs in this category are more on the technical side. From cementing yourself at a control point to being a ruthless assassin in different ranges, these mechs are extremely deadly in the hands of a skilled pilot. If you’re looking for streamlined specialization, then these mechs are for you.
Overview: This spider is far from being itsy-bitsy. The lumbering Arachnos is everyone’s nightmare in Control Point Clash. Built for pilots who like to observe, this spider tank lurks in concealed or obscure areas of the map, picking off parasites and reckless insects that dare to enter its domain.
Its special ability throws most of its assailants off guard and its thick armor keeps it from being annihilated early in battle. Perhaps its only hindrance is its size and speed — it’s a slow, huge target that can be hit by anything thrown at it.
Special Ability: This robo spider releases a smaller robo spider that relentlessly fires at anything that comes within range. This skill is useful for securing a Control Point as well as its hiding place. If the Arachnos pilot fears that they might get flanked by the enemy, it may deploy this spider drone at a chokepoint or nearby.
Consider This: The Arachnos is a patient mech. Mounting dual Longarms on it is a favorite build among many pilots. To complement its long-ranged playstyle, it also goes well with dual Javelins, Rocket Mortars, and Missile Racks. RPG pairs work nicely but they call more attention to the Arachnos.
Think Twice: Shotguns, Thermal Lances, Arc Torrents, these things should be more or less avoided. They compromise an Arachnos’ positioning and, given the spider’s poor mobility, they don’t offer much in its favor when it comes to close-quarters combat.
Overview: Named after the Greek god of war, the Ares truly lives up to its namesake. With a high energy capacity and a powerful special ability, its presence on the battlefield warrants its destruction. The Ares also boasts a great deal of armor and a fair speed but once it gets flanked, it’s all over. Think you could thump this one through junked enemy mechs? Mount it with the good stuff.
Special Ability: The Ares can project a shield wide enough for allies to get behind. Like the Juggernaut, this mech is designed to protect its friends or give them that offensive charge through battle. Unlike the Juggernaut, however, the Ares’ back is completely unprotected, so this is only recommended if the Ares pilot is performing a forward charge.
Consider This: Hoo boy, where do we start? The Ares is like a cross between the Panther and the Juggernaut. We say this because of its capacity for heavy guns and its unique shield. Because of such logic, the Ares is a heavy frontline fighter that requires automatics. Carbines and Pulse Cannons are great for it to have, but giving it Missile Racks or RPGs will make it score kills as well.
Think Twice: Try not to make this one too much of a support. The Ares deserves to take its place in the front of the charge, not behind. Giving it Javelins or Rocket Mortars is unadvisable. Longarms are discouraged as well — would the god of war stoop to such cowardly tactics? (P.S. We are aware that snipers are not cowardly, this is merely about the Greek god Ares being up front with his battles.)
Overview: What’s black, red, and evil all over? That’s right, the Guardian. Contrary to its name, the Guardian is anything but. It’s a heavily-armored mech with a high energy capacity, allowing it to wield bigger, more powerful weapons. In any fight, its special ability makes its terrifying presence known as it could easily send the enemy into a panic when used.
As scary as it sounds, it’s not so scary to run away from or flank. The Guardian’s speed is pitiful and will cause it to easily succumb to injury from fire by more nimble mechs.
Special Ability: The Guardian emits a pulse of energy from its front that forces the enemy’s weapons to reload and their abilities to go on cooldown. The Juggernaut’s shield? Gone. The Panther’s Stasis Field? Deactivated. The Cheetah’s mines? Wiped. The Killshot and Lancer? No means of escaping.
The range of this pulse is mid-range, so the Guardian may have to be a little bit closer to its enemies before it performs this. Do note that this does not undo the effects of an ability that have already been afflicted like Zephyr’s EMP shockwave. If a Guardian is stuck in a Panther’s Stasis Field, using this ability will deactivate the field but not restore the Guardian’s speed immediately.
Consider This: The Guardian can operate mainly as a frontline warrior or something that supports its team from behind. Giving it dual automatics will allow it to go toe-to-toe with Juggernauts and similar tanks (perhaps not Brickhouses), especially if it is equipped with hard-hitting variations like Plasma or Pulse Cannons.
If you’d prefer the latter, giving it dual Longarms or Rocket Mortars could help it be the watchful eye of its team. The special ability is used for anyone trying to come close to it so the Guardian could buy a bit of time while it reloads.
Think Twice: Do not give the Guardian Javelin weapons or Thermal Lances as these instantly call attention to the enemy. The Guardian’s purpose is to annihilate the enemy whilst maintaining an intimidating presence on the battlefield. Shotguns can work, but you have to stick to a group. What makes this a risky choice is that Guardians are not as maneuverable as other mechs, so getting around will be a chore.
Overview: When you combine ninjas and mechs, you get the Shadow. This small but agile mech is like the Lancer if it spent less time jumping around and more time in the — *ahem* — shadows. Excelling in covert operations, the Shadow slinks and slips through enemy lines unseen and pops out when it’s least expected.
While quick and almost untouchable thanks to its special ability, this stealthy mech suffers the same sickness as its fellow scout-types: fragility.
Special Ability: You can’t see me! The Shadow makes its moniker known by disappearing from radar and from the enemy’s sights. For a few seconds, it cannot be targeted or seen behind walls.
Quite useful for taking control points or sneaking up behind bigger, slower mechs and shooting them from behind. This makes the Shadow quite dangerous and unpredictable.
Consider This: Fancy yourself a traditional stealthy assassin? Bring a pair of Shotguns with you. Javelins and Missile Racks may look good on it, too, since these allow it to quickly get into a scuffle then get out. There is also the option of taking a Longarm (or two) and trying to pick off enemies at a distance where they can’t see you.
Think Twice: Automatic weaponry on a Shadow might feel right but the Shadow isn’t designed for sustained combat. Try not to equip it with Thermal Lances or other similar weapons that give away its position. Keep it away from these and your Shadow might live longer.
Exotic Mech Builds
When it comes to unorthodox but dangerous, these are the mechs to choose. This category of mechs boasts of treachery and quick thinking. With either of these on the battlefield, the pilots within might either make or break the match. Anyone can pilot these but only a sheer few know how to properly utilize their unusual strategies.
Overview: The Cheetah, contrary to its name, is not a mech with a speed faster than a Killshot. It is, instead, a wily predator that solely exists to destroy things through the means of guile and craftiness. Its armor is poor, given that it is a light mech, and its mobility is just as good as that of an M.D., but its special ability really makes it stand out.
As an unusual support mech, the Cheetah is quite dangerous in the hands of a skilled pilot. Those attempting to pilot such a mech will require a lot of practice to master it.
Special Ability: The Cheetah tosses mines before it. As soon as a mech steps within a mine’s small radius, they’re in for an explosive surprise. This ability is useful for closing off chokepoints and narrow corridors. If used offensively, it can be devastating to anyone going toe-to-toe with a Cheetah.
Although much more difficult to use than most special abilities (the mines can get deactivated by the Guardian’s special ability), this light mech will become one of the deadliest mechs on its team given adequate setup.
Consider This: The Cheetah’s benchmark of its operations is its mines. Because the mines aren’t flung too far, it’s recommended to give the Cheetah short to mid-ranged weaponry. Shotguns, Missile Racks, automatic weaponry, or support weapons like Thermal Lances or Stasis Beams will benefit it greatly as well as make it a valuable teammate.
Due to its light armor and lacking the mobility that both the Lancer and Killshot do, it should always keep around its friends.
Think Twice: Giving it a Longarm or two is difficult since a Cheetah should always be on the move. Javelins or Rocket Mortars may also be challenging to use since these compromise a Cheetah’s discrete nature. Catching a Cheetah with its metaphorical pants down is one of its worst ways to die.
Overview: A complex and state-of-the-art mech, the Zephyr is an interesting blend of straightforward and pragmatic. This mech boasts decent armor and mobility, making for a decent warrior on the front lines.
What calls itself to the attention of its enemies is its special ability, making it a primary target for everyone. This mech requires plenty of skill to operate since the activation of its abilities can decide the fate of a fight.
Special Ability: It’s the ability everyone hates: an Electromagnetic Pulse or EMP for short. This radial electromagnetic pulse instantly deactivates mechs hit by it, shutting down all systems and weapons. This means the mechs halt movement, weapon functions, and abilities.
Used correctly and the Zephyr could instantly ruin the strategies of its enemies in the blink of an eye. Now that you know this, wouldn’t you want to make the Zephyr a priority target in battle?
Consider This: Due to the Zephyr’s chaotic nature, it will need weapons that deal great amounts of damage in short spans of time. We mean Missile Racks, Shotguns, Carbines and the like. Once it locks its targets down, it should waste no time taking them out one by one. If the Zephyr fails to kill any of its primary targets in that moment and they reactivate, there will be hell to pay.
Think Twice: Sustained fire should be thought over when using a Zephyr. If you drive it to support your team, by all means, give it automatic weaponry or beam weapons. Javelins could be interesting but knowing that they’re coming from a Zephyr paints an even bigger target on your back.
Prototype Mech Builds
The most unorthodox of the unorthodox. These mechs are highly expensive and difficult to pilot, this section is only deserving of the most skilled. Think you got what it takes? Prepare that wallet and strap yourself in. You’ve got some ways to go yet!
Overview: The Brickhouse is the very definition of “large and in-charge” and boasts an impressive energy capacity early on. As a tank, it can be often outshined by Juggernaut or Ares since its special ability isn’t exactly used to soak up damage. Instead, the Brickhouse exists to empower its teammates while maintaining a formidable presence in the frontlines.
Coupled with the energy capacity we mentioned early on, this metal monster has armor for days and can easily withstand many attacks. The Brickhouse does have two massive weaknesses, however: its size and its speed. It’s a massive target and combat with it can be easily disengaged by smaller, speedier mechs.
Special Ability: Huddle together! The Brickhouse charges up its engines and releases a field of energy empowering all the weapons of its nearby teammates. Hence it should mostly go before its friends in a fight and should be used as cover by smaller mechs.
This could be used advantageously in a forward charge that, if done correctly, can wipe out a few of the enemy’s mechs before the Brickhouse has to recharge.
Consider This: Given its high energy capacity, the Brickhouse is surprisingly versatile, allowing for different combinations of guns. Due to its nature as a support first rather than a tank, try equipping it with Stasis Beams or Thermal Lances (or both at the same time), or weapons that have large ammo pools.
Another possible gun combination that could be mounted on a Brickhouse would be a Carbine paired with a Missile Rack or Rocket Mortar. You’ll be able to score kills of your own with these as your teammates rush forward.
Think Twice: Because of its slow speed and massive size, avoid giving it weapons like Shotguns or Arc Torrents. Traveling is a pain on its own so bringing yourself closer to the enemy while sustaining great amounts of damage is not a great idea.
Giving the Brickhouse Longarms is an interesting build as well since the damage ramps up while it uses its special ability. Unfortunately, you will be abandoning your role as a team support/tank doing this since a sniper having friends around will only call for attention.
Overview: Hovering into the battlefield is the armor crippling Redox. This mech comes with a large energy pool but a couple of weaknesses here and there. An unusual fighter, the Redox takes the reins over a fight by using its special ability which it uses to make up for its shortcomings.
At most, the Redox makes for a decent frontliner in a fight due to being able to equip large and powerful weapons, but disengaging from a fight might prove to be difficult for anyone piloting this painfully slow behemoth.
Special Ability: The Redox unleashes a radial wave of corrosive energies that cripple and slow any enemies caught in the blast. After being hit by the wave, the Redox’s hapless victims will suffer some damage over time, getting soft enough for its friends to take kills.
This ability is best used during encounters or to stave off most enemies trying to approach it or its friends. Defensively, Redox can initiate a fight using this ability to anyone approaching it while it tries to capture a point or if it’s trying to cover a friendly M.D. tending to damaged allies.
Consider This: This mech should initiate its fights from afar. Giving it Railguns, Longarms, Missile Racks, or Carbines will do the trick. At the very least, it can make sure its targets die before they get close enough to deal real damage.
If you’re up to bringing it into fights often, automatic weaponry could assist in making it deal a fair amount of damage using its special ability.
Think Twice: Avoid extremes or weapons with arming ranges like Javelins or Rocket Mortars. Shotguns are not as ideal since these require mobility for efficacy. The Redox is not as agile as other mechs and thus, using these could turn it into a huge liability to its team.
Overview: It comes in peace… or does it? The Surge looks like something straight out of a sci-fi movie. Hovering into the fray with its cockpit in the ball-like item in its center, the Surge fights just as strangely as its very image. Its special ability, if timed correctly, could turn a fight around.
Aside from being small and highly agile, the Surge comes with a fair amount of energy, allowing it to carry decent weapons into the fray. It’s also quite fragile, so if caught unawares, the Surge simply falls apart. Pilot it among friends, not alone.
Special Ability: Similar to the Killshot, the Surge dashes forward at high speed. The only difference between this dash and that of the Killshot is that the Surge unleashes a pulse similar to Zephyr’s. After colliding with a mech or anything it comes in contact with, the Surge releases an EMP wave, disabling mechs caught in it.
This will allow the Surge to maneuver through its enemy’s formation and try to annihilate them before they re-activate. It can also use this to disengage itself from a fight if need be.
Consider This: The Surge can be armed with lots of variety. Consider giving it short-ranged weaponry like Arc Torrents or mid-ranged weaponry like Missile Racks or Carbines. These will allow it to stay in a fight. Similarly, give it Stasis Beams to mine maximum salt from the enemy since you’re essentially immobilizing them completely.
Think Twice: Long-ranged weaponry is a tricky one for the Surge. The purpose of the Surge is to stay in a fight long enough to keep its enemies disabled for its friends. Giving it Rocket Mortars, Javelins, or Longarms is not that great since it takes a few more steps in planning how you would get out of a situation should the enemy compromise it by getting too close.
Just remember that your mech is your own. If you know how to wing a certain build for a certain mech, wing it all the way. Each pilot has their own strategy and whatever works for them or what makes them happiest should be what matters to them. Keep fighting and have fun!
And that’s that for our build ideas for the mechs of Mech Arena! If you’d like to share your own thoughts and ideas or give us better ones, do leave them in the comment section below!