Mechabellum Melting Point Guide
All units Melting PointMelting Point
How to play Melting Point
Used against high health units. This could include enemy giants like Fortress or Vulcan or medium sized units with high levels and items like super heavy armor.
Should be your standard response when you see a Fortress, sometimes if you see a War Factory or a Vulcan.
Usable against Wraiths and Overlords also.
They scale very well into the late game with having the option to go crawler summoning and/or EMP barrage.
Mechabellum Melting Point counter
Melting points rely on connecting on a high value target. Distracting them is the best immediate option. Usually the enemy pairs the Melting Points with Vulcans or any other sort of fast chaff clear, so going Sledge Hammers or Steel Balls to block the damage is a good play.
Steel Balls in general are the hard counter to melting points, since they can tank the damage for your giants to do work, or they can actually kill the Melters if you tech them a bit. The are quite good even against multi beam melters because you can go range + energy absorption on them and they heal more than the melter does damage.
Hackers work also great against the Melting Points, not because you can hack them but because you hack the small stuff and the Melting Point keeps retargeting all the time and this will buy time for your other units like Fortresses to clear the melting points (usually there's a reason why a Melting Points is deployed - like you building a fort).
Melting Point Builds
Listed below are all some highlighted Melting Point builds.
Surrey's Melting Point build
I usually go range on my Melters as the first tech. If I mass them I go crawler summoning afterwards. If I need to clear shield fast I I go EMP. Energy Absorption is good vs Fortresses.
Melting Point Technologies
Listed below are all available technologies for Melting Point, their viability and how to use them.
Energy Absorption
Increases HP by 40% and converts damage dealt to HP
200
If your melting point starts to get levels, this will make it invincible. It gets hard countered by EMP though, as you need the range as well to connect and the EMP denies them both. As this is so vulnerable to EMP, it's almost always better to get EMP barrage yourself instead of this. It is a game winning technology though in some situations. I use this primarily vs Fortresses
Range Enhancement
Increases attack range by 40m
300
The most important tech. Usually my first tech to buy. You can deploy the melting point in the backline and still connect to enemy giants.
Crawler Summoning
Produces 10 Crawlers to join the combat every 30s
300
It's a very powerful tech as it protects your melting point. I use it late game with multiple melting points.
Electromagnetic Barrage
Launches 16 electromagnetic shots at the enemy every 13s. Each electromagnetic shot deals 4,000 damage to shields, slows all hit units, and disables their Tech for 13s. Electromagnetic shots have a range of 180m
300
You can build melting points solely because of this tech. It's very good late game to counter shields. Sometimes my first tech to buy, sometimes second. You can combo this technology with some spells to get them through immediately (like smoke bomb, oil, incendiary bomb)
Armor Enhancement
HP is increased by 35% and 60 damage is blocked when attacked. The damage blocking effect increases by 60 with each level.
200
It might be good as a second or third tech in some situations. The armor isn't that useful as the relevant damage will become from high damage sources. But there are always exceptions.
Energy Diffraction
Melting range reduced by 30m, but can fire 5 rays for 17% damage each
250
Usually ok against medium sized units like Sledgehammers or Steel Balls. And if you have enough Melters, they will even clear all the crawlers. But if you rely on this technology your whole comp gets shut down by EMP.