Mechabellum Fang Guide

All units Fang
Mechabellum Fang
Fang

Used against

Countered by

Crawler Crawler
Mustang Mustang
Stormcaller Stormcaller
Vulcan Vulcan
Typhoon Typhoon
Tarantula Tarantula

How to play Fang

Fangs are one of the chaff units in the that distract the opponent. There's also technologies for you to build damage dealing fangs but it's a bad idea.

The main value of the fangs as chaff comes from two things; one, the portable shield technology that makes them survive two shots. For it to be useful late game, you need to start setupping your fangs early. Two, the slow movement speed of the fangs allow them to walk very slowly in front of your critical units at the end stages of the round.

The starting setup of the enemy determines if you want to build fangs as your chaff or not. They are good against Sledgehammer and Arclight starts especially. This is because once you get the shield tech, these units are stuck on them forever.

Mechabellum Fang counter

Countering fangs depend much about what other stuff the enemy has and how the fangs are deployed on the battlefield. So I cannot give you a definite answer here. Early game you can just run through fangs with crawlers or mustangs (especially with explosive ammo), bomb them with Stormcallers (even more effective with fire/high-explosive ammo).

Against shielded fangs you eventually need fire, Vulcans, Typhoons or Mustangs.

Fang Builds

Listed below are all some highlighted Fang builds.

Surrey's Fang build

Mechanical Rage
Portable Shield
Range Enhancement
Ignite

Usually I don't tech anything for my fangs. If it's mid game and all the chaff clear the enemy has consists of Arclights, sledges or somekind of other slow damage, I will get the Portable Shield. The other techs I only use with Fortress' fang summoning technology. Mech Rage is good for additional crawler clear in that situation and it makes it so the fangs will run in front of the fort to protect it from Melting Points. Ignite is sometimes useful against Energy Absorpion Melting Points or War Factories.

Fang Technologies

Listed below are all available technologies for Fang, their viability and how to use them.

Ignite

Ignite

Attacks have a chance to ignite the target unit. Ignited units lose 6% HP per second for 2s

supply cost
300

Great against giants. I use this with Fortress' Fang Summoning against Melting Points and War Factories. Don't ever upgrade this technology, unless there's a giant standing in front of your fangs.

Range Enhancement

Range Enhancement

Increases attack range by 40m

supply cost
300

The tech that enables carry Fangs, unfortunately they are really bad so avoid this technology.

Mechanical Rage

Mechanical Rage

Increases the movement speed of units by 5m/s and reduces attack interval by 0.5s

supply cost
300

Good with Fortress' Fang Summon to protect the Fort faster against Melting Points and clear crawlers a bit faster.

Armor-Piercing Bullets

Armor-Piercing Bullets

Increases ATK by 50%

supply cost
250

A late game carry fang technology. Don't go carry Fangs.

Portable Shield

Portable Shield

Every Fang obtains an energy shield that absorbs damage equal to its HP and can block at least one instance of damage

supply cost
450

Very good when using fangs as a meat shield to block shots. Good if enemy board consist of slow single target damage such as an whirlwind/exploding Rhinos, Scorpions, Fortresses, Arclights, Sledgehammers, etc.

User Image
Written by Surrey

Surrey is known also as the RAT. High mmr player with an interesting playstyle. He makes YouTube-videos regularly and sometimes streams on Twitch

Find Surrey on: