Mechabellum Overlord Guide
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How to play Overlord
The overlord is a backline damage dealer that needs to be protected. Pairing them with Rhinos, Steel Balls or Sledge Hammers is a good idea. The Overlord puts a lot of pressure on the enemy tower and is countered by long range shooters like Phoenix and Marksmen. Because of this it's best used as an aggressive unit and not in a "standard" long range game.
Mechabellum Overlord counter
Just like with any giants, keeping it busy with crawlers or fangs is always critical. To eventually kill the overlord, you need marksmen, phoenixes Melting Points or Aerial spec Mustangs. Then there will be wasps and you need fortress or mustang for them.
Overlord Builds
Listed below are all some highlighted Overlord builds.
Surrey's Overlord build
There's many different builds for the Overlords and you can use them in very different ways. If you are playing aggressively, photon is usually a must because it's very good with Steel Balls especially. I don't think it very often though. Usually I try to setup a carry Overload formation where sledges protect them and the overlords are in the back with Range + Launcher overload. Mothership is to tank phoenix/marksmen shots and force the enemy into mustangs.
Overlord Technologies
Listed below are all available technologies for Overlord, their viability and how to use them.
Field Maintenance
Automatically restores 4.5% Max HP per second upon taking damage. Adds additional 30% HP.
150
Good against Fortress Anti-Air and Mustangs. Offers more situation where you can slam down overlords and start forcing the enemy into Melting Points.
Launcher Overload
Overlord's attack interval reduces by 50%, reduces range by 20m
300
I think you need to always have the launcher overload available to not get missile intercepted. You usually need to pair it with the Range tech so your Overlords don't walk too forward and die. With only overload for example Sledgehammers will outrange overlords and cannot tank for them anymore.
Photon Emission
At the start of combat, emits a photon coating on all allied forces (excluding the user) within 100m, reducing damage received by 30% for the first 20s and grants immunity to electromagnetic, ignition and acid effects
350
A must have technology if you play aggressive strategies with Steel Balls or Rhinos. Otherwise useful versus for example Fortress Anti-Air or to counter acid. Useful versus enemy pushes also.
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
The armor enhancement is surprisingly good with overlords. It specifically negates all mustang damage and sometimes there are many mustangs on the board. The health increase is also very relevant, especially if you have some items.
Overlord Artillery
Install two ground-only cannons that have a range of 120m for the Overlord. The cannons attack every 3s to deal 11,000 damage. Damage increases by 11,000 per unit level
350
Strong against any kind of pushes and very strong if you are pushing with Overlords and using mobile beacons to get the enemy tower. If you have jump drive equipped you should always have this technology also. Very good against barrier and very good against hackers (since they clear the hacked units instantly). Keep in mind that going Range + Overlord Artillery creates a situation where the overlord range is higher than the ground cannon range so it might not trigger.
Range Enhancement
Increases attack range by 40m
300
Range as the only technology is a bit useless most of the time so you need to always pair it with the Launcher Overload to create the true carry Overlords.
Mothership
Produces 4 Wasps to join combat every 30s
300
A way to protect your overlords from single target damage like Melting Points, Phoenix and Marksmen. Forces the enemy into Mustangs. Also just a lot of value if you have mass boats.
Jump Drive
Increases Overlord's movement speed by 5m/s and allows Overlord to be freely repositioned during the deployment phase of every round
200
It's a very powerful ability to get to move your giant units around the map. You can do some broken stuff with mobile beacon and jump drive overlords. It's not that useful mid game though, and picking the jump drive makes your overlord build less versatile.
High-Explosive Ammo
Increases splash damage range by 5m, but reduces ATK by 40%
100
Great against crawler, fangs, wasps and mustangs. This technology is very cheap and it allows you to go early overlords against chaff heavy boards.