Mechabellum Phoenix Guide
All units PhoenixPhoenix
How to play Phoenix
Phoenixes are a very good harassment unit early game with jump drive. You can flank with them, move them around to positions where there is less anti air. Or to move them to counter cards like summon overlord.
I use them to counter different pushes as they can move to different locations where you can immediately connect to big units.
You can also use them as long range damage dealers in your backline. Compared to marksmen for example, they save you deployments since you get 2 of them on each pack.
If you tech them too fast or build too many of them you are very vulnerable to Anti-Air Fortresses since they can shoot them through chaff.
Mechabellum Phoenix counter
The Phoenix has quite a many early game counters like fangs, mustangs or marksmen.
Later on, Fortresses with Anti-Air Barrage might be a good choice as well depending on what the phoenix is paired with. If the fortress counters the other unit type as will it's definitely a great choice (sledghammers, vulcans, fire badgers etc.) The anti-air connects to the phoenix although there is other units in front of it.
Wasps can be good either just to tank the phoenix damage or to kill them with the aerial specialization technology.
Phoenix Builds
Listed below are all some highlighted Phoenix builds.
Surrey's Phoenix build
I value mobility on Phoenix and consider them as an early game unit that needs to be played aggressively. I usually only go jump drive on them, but sometimes I use EMP to counter multi-defraction Melting Points or use Charged shot against Rhinos or Wraiths. Range is usually the standard tech for them but I play them aggressively and never use it.
Phoenix Technologies
Listed below are all available technologies for Phoenix, their viability and how to use them.
Charged Shot
Phoenix's damage increased by 175%, while the range decreased by 25m
200
In a normal scenario, phoenix overkill most units and when they connect to the valuable target, the damage is usually enough. However, if you can position them correctly it becomes very powerful in certain situations. When used in combination of jump drive, this technology can be very powerful. I mostly use this against shields, Rhinos and Wraiths, but sometimes overlords and highly leveled medium units such as steel balls or sledgehammers. Keep in mind that the decreased range will leave your phoenix vulnerable if you don't have a fast frontline or the enemy is not pushing into you.
Elite Marksman
The effect increases with unit level, increasing range by 5m and ATK by 25% per level
400
This tech depends on your play style. You can definitely play phoenix carry with quantum reassembly, shield, range and elite marksman. The elite marksman technology is also quite strong with the Elite Phoenix card which allows you to recruit lvl 3 phoenix immediately.
Jump Drive
Increases Phoenix' movement speed by 5m/s and allows Phoenix to be freely repositioned during the deployment phase of every round
50
In my opinion this is the best technology of the Phoenix. It's very powerful when you start the game with phoenixes or buy them round 1. You can position them very aggressively, flank with them and move them around to counter enemy Rhinos and what not. If this does not fit your play style, you shouldn't equip this technology as it makes the relevant survivability and range technologies more expensive and the jump drive isn't useful late game.
Electromagnetic Shot
Causes electromagnetic interference on hit, temporarily disabling the target unit's Tech and reducing its movement speed by 40%
200
Very powerful technology. When you choose the technologies for your units, you need to have EMP on some of them. Usually the best unit to have EMP is the stormcaller but they are sometimes a bit unreliable because the missiles can be intercepted, so the Phoenix is a good unit to guarantee the hit. Sometimes good vs Fortress Anti-Air, against War Factories, against Melting Points or Wraiths.
Energy Shield
Obtain an energy shield that absorbs damage equal to your HP and can block at least one instance of damage.
200
The more I play Phoenix, the less I use this technology. You can get a better payoff by positioning better and favoring the damage technologies. The shield can be very strong in late game, or in early game flanks or vs cards such as orbital bombardment.
Launcher Overload
Phoenix's attack interval is reduced by 50%, while the range decreased by 25m
250
Good when defending pushes or pushing yourself. Charged shot is better and cheaper, but this is safer because you don't have to be so careful with positioning (as this clears irrelevant targets faster). It's a pretty good combo to get Range and Launcher overload but it makes you too vulnerable to Fortress Anti-air.
Range Enhancement
Increases attack range by 40m
300
For many players, the role of Phoenix is a long range sniper. I use them mostly in aggressive way with jump drive and with my play style, the range is useless. It's very good though if you position more safely and don't protect your phoenixes as much. Don't buy this tech too early though, you should focus more on developing the battlefield. If you battlefield is developed, the enemy can't touch your short range phoenixes.
Quantum Reassembly
The cockpit of a destroyed Phoenix will follow behind the nearest allied Phoenix and will be fully restored in 15s. This effect can only be triggered one time per battle
300
Strong with mass produced phoenix card and strong in other games modes such as 2vs2 or FFA . Good when you have phoenixes on multiple fronts (both sides, both flanks). Good trick is to mobile beacon one phoenix to fly in circles in the back of your base to resurrect the rest. You can do this in 2v2 games as well, beacon to your allys board. Keep in mind that this is easily countered by EMP marksmen or EMP wasps. It's not that good in 1v1, it's a bit of a win more technology. Can be useful to protect against spells like Lightning Storm or Orbital Bombardment.