Mechabellum Vulcan Guide
All units VulcanVulcan
How to play Vulcan
The Vulcan is relatively cheap considering it just clears everything small. The success of the Vulcan depends a lot of all the enemy chaff is located or can be pulled in a single position. You can deploy forward fangs in front of the vulcan to draw attention of the enemy chaff to it.
Don't use Vulcan against aggression, go Wraith instead.
Vulcan is also good vs medium units like Steelballs/Sledges with the +125% attack upgrade (+counters mechanical division). Pair the Vulcan with single target damage like Phoenix, Maskman, Overlord or Melting Point.
Both health and damage items are great with the Vulcan. Picking up a cheap haste module early is a good way into a Vulcan.
Mechabellum Vulcan counter
When the enemy goes Vulcan, you go Fortress. Melting Point is also a solid choice.
If you are already in Steel Balls, you will outscale the vulcan with Energy Absorption, some levels and Photon Coating Overlords.
Armored Sledgehammers are also a good way to block the vulcan.
Vulcan Builds
Listed below are all some highlighted Vulcan builds.
Surrey's Vulcan build
Best Partner is something very good against Wraith pushes since you can summon Aerial Spec Marksmen. It's also sometimes good if you get senior manufacturing specialist. Incendiary bomb is used against mustang or high amounts of chaff. Range is a risky technology because your Vulcan will get stuck on barrier and giants. You need to have a Melting Point with range before you tech the Vulcan range. Scorching flames is used against medium units.
Vulcan Technologies
Listed below are all available technologies for Vulcan, their viability and how to use them.
Scorching Fire
Increases Vulcan's ATK by 100%
250
Used against medium sized units like Sledgehammers and Steel Balls. Sometimes needed against leveled crawlers even. Good vs armor technology and can even kill giants if your vulcan is leveled enough.
Range Enhancement
Increases attack range by 40m
300
Very strong as the Range allows the vulcan to clear everything faster and not walk into its death. Be careful to not get the Vulcan stuck into big units because of the added range.
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's not a priority tech but there are certainly many long range games where your Vulcans are the main frontline of your army and they take damage from several low damage sources in addition to hard hitting ones. In these situations the armor might be worth it. When playing only against light units, you don't need armor although it would technically make your Vulcan invincible. Just grill them and prepare to counter the next thing.
Sticky Oil Bomb
Fire every 16 seconds to launch a sticky bomb with a deceleration effect to distant enemies. Sticky Oil Bombs have a max range of 180m and a minimum range of 40m
250
It's a worse and cheaper version of the incendiary bomb. But if you pair this with incendiary everything is going to be on fire. Might be useful sometimes.
Incendiary Bomb
Launches a barrage of Incendiary Bombs every 16s to ignite the ground beneath the enemy's feet. Incendiary Bombs have a max range of 180m and a minimum range of 40m
300
If your enemy has committed too much to ground, this is the way to go. Very powerful technology. Pair this with EMP barrage melters to force the fire through. If you have deployed your vulcan on the flank side of your tower the enemy can force the first incendiary wave to go into your flank by deploying a crawlers there.
Best Partner
At the beginning of the combat, summon 1 Marksman at the same level as Vulcan to fight with you
200
Very good vs Wraith pushes and some other kinds of pushes. Good with senior manufacturing specialist when it makes sense to build ~4 vulcans.
Ignite
Attacks ignite the target unit. Ignited units lose 6% HP per second for 2s
200
Only good vs War Factories. It might be the play if it fits your playing style and match against war factories a lot.