Mechabellum Card Guide

Mechabellum Card Guide

Your general game strategy should always vary depending on what cards you are being offered. Some cards are good in almost all situations, some cards are seldom good, but all have their place.

You are given a card every round, starting from round 2. Your opponent sees the same choices so it becomes a bit of a mind game. And sometimes it’s correct not to pick the “best” card because your opponent will be expecting you to do so.

One general advice is that skipping the card will grant you 50 supply. Early in the game the supply is extremely important and I skip rounds 2 and 3 most of the time unless I’m being offered a tier S card or a card that will change my whole game plan.

I have given a tier rating an opinion on every card in the game (S,A,B,C,D – S being the best).

Items | Skills | Unit modifications | Specialists

Mechabellum Items

Most of the items in Mechabellum are strong. When a unit is leveled, it gets strong really fast. When you equip a powerful item to a unit, it will level fast. When the unit levels, you get more benefit for the item it has. A vicious cycle.

When you sell a unit that has an item, the item will become available again. This is a key component to using many items like enhancement module or deployment module.

Don't hold items in hand (at least 95% of the time), it's a big tempo loss. At least equip it to a flanker and sell it if you want to switch it over to a giant or what not.

Absorption Module
Absorption Module

Increases the equipped units HP by 30% and converts 90% of the damage dealt to HP

supply cost
100
A

You already need to have a setup for this item for you to pick it. It's good on melting points (since the suck tech is sometimes an over commitment and having it on one is enough). Overlord is a good target since it deals so much damage that for example Aerial spec mustang have hard time killing it. Typhoon is also a good target and sometimes a high level rhino from the unit drops. It's not good on steel balls in my opinion since on them you want to tech the suck usually and it doesn't stack

Amplifying Core
Amplifying Core

The ATK of units equipped with this item is increased by 50%, the HP is increased by 50%

supply cost
100
A

Quite expensive item and it has no clear role since it will buff both HP and ATK. Usually best on units that use both stats effectively like Wraiths, Overlords, Scorpions, Sledgehammers, Wasps, Worms etc.

Anti-Interference Module
Anti-Interference Module

Units equipped with this item are immune to electromagnetic interference and Hacker's control and immune to the paralysis effect of the core building explosion

supply cost
FREE
C

Three uses for this item; Counter hackers, get slow immunity in base race situations or become immune to EMP. It's very good if the situation is right, but most of the time completely useless.

Barrier
Barrier

Generates a barrier with 60,000 HP to protect nearby units

supply cost
100
S

If a unit drop turn is coming next turn or a giant is a good direction for you it's a must pick. It's basically 100 supply each turn (free shield). The shield is also a lot stronger than a normal shield (60k hp).

Deployment Module
Deployment Module

Units equipped with this item can move freely during the deployment phase of every round

supply cost
FREE
A

This is an aggressive item and it's very good. You can move around your starting units, sell them later and move around your big unit you will get from the unit drop. Being so cheap it's also usable in long range games. You can cheese some rounds without having to make bad deployments.

Enhancement Module
Enhancement Module

Upgrading units equipped with this item no longer consumes supplies. Increases the equipped units ATK and DEF by 20%.

supply cost
200
A

Very good item. You can do very broken stuff with this by upgrading a unit every turn and selling it immediately. It's pretty expensive so the game needs to have multiple turns before it will be over. You need to be immediately into giants when you pick this.

Haste Module
Haste Module

The movement speed of units equipped with this item is increased by 5, the ATK is increased by 40%

supply cost
FREE
S

Very strong item on multiple fast shooting units like mustangs, vulcans etc. Keep in mind that your unit will walk faster. So position accordingly.

Heavy Armor
Heavy Armor

The HP of units equipped with this item is increased by 70%

supply cost
50
S

Cheap and really effective. Best on big frontliners; giants, rhino, steel ball or sledges.

Improved Firepower Control System
Improved Firepower Control System

The ATK of units equipped with this item is increased by 70%

supply cost
50
A

Very good item. For 50+50 supply you will 1.7x the damage output of a 200-600 supply unit (it's crazy economy if you think about it). I use this most often on an early vulcan or a mustang.

Laser Sights
Laser Sights

The range of units equipped with this item is increased by 20m

supply cost
50
A

Great with steel balls, hackers, mustangs and what not. Powerhouse on a melting point late game.

Mustang Production Line
Mustang Production Line

Produces 4 Mustangs every 11s

supply cost
200
B

Worst of the production items. I value the other two quite highly but very seldom do I pick this. The biggest thing this item provides is a counter to wasps. So if you are building mass Vulcans with marksmen this is pretty good since you are very vulnerable to wasps. Also sometimes good with Melting Points if you have no other wasp clear.

Nano Repair Kit
Nano Repair Kit

Repairs damage continuously with nano robots. Units equipped with this item recover 4.5% Max HP per second

supply cost
50
S

One of the big offenders of balance right now. Because of the unit drops you always get a high level guy and you can force the enemy to build a useless Melting Point with this item. It's also very strong early game on lev 2 starting units on round2 for example. Then you can sell the units later and equipet the nano on a high level unit drop. Doesn't stack with Field Maintenance technology.

Photon Coating
Photon Coating

Units equipped with this item take 30% reduced damage for the first 16s of battle and are immune to electromagnetic, ignition and acid effects

supply cost
FREE
B

It's cheap, but it's most of the time hard to find value from the photon coating. You need to equip to a unit that will start tanking right away.

Portable Shield
Portable Shield

Units equipped with this item obtain an energy shield that absorbs damage equal to the unit's HP and can block at least one instance of damage.

supply cost
100
S

Putting this on a single target squad will prompt the enemy to usually build a Melting Point. Best use case is in my opinion leveled Steel Balls, high level crawler or a jump drive wasp, but obviously good on about any unit that has a lot of health. Because it's a shield, the normal buff restrictions of item stacking don't apply, thus it's great on fortified hacker and assault marksmen.

Steel Ball Production Line
Steel Ball Production Line

Produces 2 Steel Balls every 16s

supply cost
200
A

Every summoning is good on giants as it protects them. It's good if your giant lives long enough. Try to place it on a giant that has some other purpose for being backline or place it on your winning side if the game is asymmetrical. Bad vs War Factory, very good vs Melting Points.

Super Heavy Armor
Super Heavy Armor

The HP of units equipped with this item is increased by 150%

supply cost
200
B

Tier S item on steel balls if you happen to have leveled balls already. Not that good on single unit squads since they will be still vulnerable to Melting Points. Best on Sledges, Balls and sometimes on Wraiths if your enemy is trying to counter them with AA Marksmen.

Tank Production Line
Tank Production Line

Produces 2 Sledgehammers every 13s

supply cost
200
S

Every summoning is good on giants as it protects them. It's good if your giant lives long enough. Try to place it on a giant that has some other purpose for being backline or place it on your winning side if the game is asymmetrical. Bad vs War Factory, very good vs Melting Points.

Items | Skills | Unit modifications | Specialists

Mechabellum Skills

The usable skills are powerful as you can focus your effort on a small part of the board. Keep in mind that the enemy knows what's coming.

Acid Blast
Acid Blast

Sprays acid in a straight line. Units affected by the acid suffer reduced DEF and lose 6% HP per second. The acid remains on the field for 2 rounds.

Cooldown: 3 round(s)

supply cost
150
D

Not usually good. And if it connects, the enemy can walk around it with mobile beacon next turn.

Electromagnetic Blast
Electromagnetic Blast

Creates a large-scale electromagnetic blast that deals 35,000 damage to shields, temporarily desables Tech on hit and reduces movement speed by 40% for 25s.

Cooldown: 4 round(s)

supply cost
200
A

Very good late game shield destroyer as the area of effect is huge. Late game units are full of technologies that this also disables.

Electromagnetic Impact
Electromagnetic Impact

Launches an electromagnetic impact shot that deals 35,000 damage to shields, temporarily disables Tech on hit, and reduces movement speed by 40% for 25s.

Cooldown: 2 round(s)

supply cost
50
A

Cheap and low cooldown shield destroyer. It does very little early game, but I often pick it up still because it's so strong later. Early rounds you can slow down their damage and kill off their front line.

Incendiary Bomb
Incendiary Bomb

Fires multiple incendiary bombs in a straight line to form a wall of fire that deals 350 damage per second.

Cooldown: 3 round(s)

supply cost
100
A

Cheap and effective. Usually the enemy shields against it, so the best use for it is to for example flank with an air unit and fire his flank defense. You can combine this with the sticky oil bomb from the tower to burn everything.

Intensive Training
Intensive Training

Instantly increases the EXP of the designated squad to the maximum value.

Cooldown: 1 round(s)

supply cost
50
A

I dropped this from S to A. The more I play with this card, the worse it seems. It's too much resources if you get it early and if you get it late it's only one upgrade. Mid game it is good. It is still really powerful. I find that leveling mustangs, sledges or hackers is the best use for this. Leveling giants is too much commitment and keeps your board underdeveloped.

Ion Blast
Ion Blast

Fires an ion beam that moves slowly on the ground, dealing 2,400 continuous damage to units hit by the beam.

Cooldown: 3 round(s)

supply cost
200
A

Usually kills 4 enemy shields. Sometimes kills their best units. Sometimes you can't find a good angle for it.

Lightning Storm
Lightning Storm

Uses weather control technology to generate a lightning storm at a designated location, inflicting 2,000 damage and slow down 65% in 20 seconds to units hit by the lightning.

Cooldown: 4 round(s)

supply cost
350
S

Kills the entire enemy army. I suggest picking up storm callers or melting point EMP to counter the enemy shields the turn you use this. Don't pick this card too early as it's so expensive that winning an early round doesn't matter that much.

Missile Strike
Missile Strike

Launches 1 guided missile that deals 3,000 damage.

Cooldown: 2 round(s)

supply cost
FREE
S

Cheap skill that will win you a round early game. Later you can use it to flank and missile the defender or just thin out some troublesome units where you think there will not be a shield.

Nuke
Nuke

Launches 1 tactical nuke that reaches the battlefield in 15s, dealing 70,000 damage.

Cooldown: 4 round(s)

supply cost
350
C

Very expensive and very defendable. It's often hard to find a good angle where you can kill their shields and make sure they are in the allocated location.

Orbital Bombardment
Orbital Bombardment

Launches 15 guided missiles in a wide target area, dealing 2,500 damage per missile.

Cooldown: 4 round(s)

supply cost
100
S

Very cheap compared to the effect. Best against air units as they can't be shielded.

Orbital Javelin
Orbital Javelin

A high-speed tungsten rod is projected from orbit, dealing 70,000 damage to targets within a range of 30m. The rod cannot be blocked by shields.

Cooldown: 3 round(s)

supply cost
200
S

Very strong as it kills lev 1 giants or lev 2 overlords or sometihing like a lev 5 steel ball with item. It's usually very telegraphed where you will be targeting with this, a better player will sell their giant and buy it elsewhere.

Photon Emission
Photon Emission

Emits a photon coating on all allied forces within a designated area, reducing damage received by 55% for 16s and grants immunity to electromagnetic, ignition and acid effect.

Cooldown: 3 round(s)

supply cost
100
A

Very powerful especially on an aggressively deployed board. It's a bit expensive though.

Redeployment
Redeployment

Allows you to move one previously deployed squad each round.

supply cost
50
C

Very strong on chaotic/aggressive boards. Otherwise often a bit useless.

Rhino Assault
Rhino Assault

Airdrops a Rhino to attack your enemies.

Cooldown: 3 round(s)

supply cost
50
A

It's good but the location is a bit telegraphed and the rhino lev 1 isn't that strong of a unit.

Shield Airdrop
Shield Airdrop

Airdrops an Energy Shield with 50,000 HP to protect allied units within it.

Cooldown: 2 round(s)

supply cost
50
S

Same cost as a normal shield, but you get it multiple times and can drop on enemy side of the map which is useful. Very strong on flanks. I don't always pick it though, as you don't often want a shield on round 2 for example.

Smoke Bomb
Smoke Bomb

Releases smoke in a straight line, reducing the range of units within it by 50%. The smoke lasts for 2 rounds.

Cooldown: 3 round(s)

supply cost
100
A

If your opponent doesn't shield against this, it just wins you 2 rounds so it's crazy. But a better player will always protected their ranged units. It's often hard to find an un shielded angle. Good vs aggressive pushes that can't be shielded because the units will be on your side of the map.

Mobilize Battleship
Mobilize Battleship

Summons an Overlord to attack your enemies.

Cooldown: 3 round(s)

supply cost
200
C

Cheap overlord for one turn. Sometimes good if you can get their tower. Keep in mind that a better player might shield both their turrets when they see this in the shop. So not picking it will waste the gold for them. I use it mostly to deal 400 damage on the last turn.

Underground Threat
Underground Threat

Crawlers will continuously emerge from the designated area.

Cooldown: 3 round(s)

supply cost
50
S

Crazy tempo early game and very useful even late game. It summons 2 packs of crawlers and they can't be defended by a missile. You can get the enemy tower easily or just reinforce your fron line.

Vulcan’s Descent
Vulcan’s Descent

Vulcan falls from the sky and rains fire upon your enemies.

Cooldown: 3 round(s)

supply cost
200
C

If you are trying to snipe the enemy tower, it's easily defended by placing shields on both towers. It's usually better to not pick this and let your enemy defend against it. Sometimes the vulcan is very useful on fights or you need the 400 damage from it to end the game this round.

Wasp Swarm
Wasp Swarm

Summons a group of Wasps to attack your enemies.

Cooldown: 3 round(s)

supply cost
50
B

Power level depends a lot if your enemy has anti-air. It's easily defendable as the most obvious location is in the center of enemy towers. One missile kills the pack.

Items | Skills | Unit modifications | Specialists

Unit modifications

Unit modifications open up a lot of different strategies that are not usually available in the game.

Decrease the recruitment cost of WRAITH by 100, but decreases WRAITH's range by 10, ATK by 15% and HP by 15%

supply cost
FREE
B

It's a very usable card because of the armor technology and degeneration beam technology.

Assault Fang
Assault Fang

Fang's ATK increases by 40%, movement speed increased by 3m/s, but range decreases by 15m

supply cost
FREE
A

Meat shield fangs become too fast with this. But if you are pushing with fangs, this is amazing.

Assault Fortress
Assault Fortress

Increases Fortress' ATK by 30%, increases Fortress' HP by 30%, increases Fortress' Speed by 3m/s, but decreases Fortress' range by 10m

supply cost
50
A

This is just a straight upgrade to fortresses as the range is very often just useless.

Assault Melting Point
Assault Melting Point

Melting Point's HP increases by 70%, movement speed increases by 3m/s, but range decreases by 15m

supply cost
50
C

I don't like this much. It makes it easier for enemy melting points to kill your melting points as the range is often a key factor. This however opens up a line where you use melting points as frontline tanks with crawler summoning. It's very niche though.

Assault Vulcan
Assault Vulcan

Increases Vulcan's HP by 40% and movement speed by 3 but decreases range by 10.

supply cost
50
C

I wouldn't want to go into vulcans if I see this card. It is situationally good though. Sometimes you need your vulcan to tank more and the range is sometimes not relevant.

Elite Arclight
Elite Arclight

Able to immediately recruit Lv. 3 Arclight

supply cost
50
C

Although arclights benefit a lot from levels, it's not a unit you usually want to be building late game.

Elite Crawler
Elite Crawler

Able to recruit Lv. 5 Crawler

supply cost
50
C

This makes your crawlers cost 300. Your opponent can just drop 400 costing vulcans to match them. Very risky card as you can't buy cheap crawlers anymore. Also leveled crawlers give huges amounts of XP to your opponent.

Elite Fang
Elite Fang

Able to recruit Lv. 3 Fang

supply cost
FREE
B

Good mid game if you are using fangs as damage dealers.

Elite Hacker
Elite Hacker

Able to immediately recruit Lv. 3 Hacker

supply cost
50
A

Hacker is one of the units that gets a lot better when leveled. This card isn't a path for you to move into hacker. It's only good if hacker is good in the board state.

Elite Marksman
Elite Marksman

Able to immediately recruit Lv. 3 Marksman

supply cost
50
B

Very strong if marksmen fit the board state. Marksmen are one of the units that benefit a lot from levels because of elite marksman technology.

Elite Mustang
Elite Mustang

Able to immediately recruit Lv. 3 Mustang

supply cost
50
S

Mustang is one of the best units in the game right now. That's why this card is strong as mustangs have so much utility.

Elite Phoenix
Elite Phoenix

Able to immediately recruit Lv. 3 Phoenix

supply cost
50
C

Can be good if you have a giant or a rhino problem.

Elite Rhino
Elite Rhino

Able to immediately recruit Lv. 3 Rhino

supply cost
50
A

Very strong card. A Rhino level 3 is a powerhouse that requires an immediate answer.

Elite Sledgehammer
Elite Sledgehammer

Able to immediately recruit Lv. 3 Sledgehammer

supply cost
50
C

Moving this heavy into Sledgehammer is not smart in most cases.

Elite Steel Ball
Elite Steel Ball

Able to immediately recruit Lv. 3 Steel Ball

supply cost
50
C

Not useful usually.

Elite Stormcaller
Elite Stormcaller

Able to immediately recruit Lv. 3 Stormcaller

supply cost
50
D

Not good because the anti-missile device works the same vs lev 1 stormcaller and lev 3 stormcaller. You really don't even want to upgrade storms in this metagame.

Elite Wasp
Elite Wasp

Able to immediately recruit Lv. 3 Wasp

supply cost
50
C

Wasps are countered too easily to be this heavily invested into them.

Extended Range Arclight
Extended Range Arclight

Arclight's range increases by 20m, but ATK decreases by 20%

supply cost
50
A

This card makes your arclight very strong.

Extended Range Marksman
Extended Range Marksman

Increases Marksman's range by 30m, but decreases Marksman's ATK by 25%

supply cost
FREE
A

Always a good card if you already have marksmen. Sometimes you want to go into marksmen if you see this card (depends a lot on your play style).

Extended Range Phoenix
Extended Range Phoenix

Phoenix' range increases by 20m, but ATK decreases by 20%

supply cost
FREE
B

If you are already building backline phoenixes this is good. In my opinion, it's not the correct way to play the unit so that's why I don't like this card as I think the range is not as relevant. It is very cheap and range is never a bad thing, though.

Extended Range Sledgehammer
Extended Range Sledgehammer

Sledgehammer's range icreased by 30m, but HP decreased by 30%

supply cost
FREE
A

If you already have sledges and the range upgrade available for them, this card will give some interesting strategy options. I wouldn't go into sledges just for this card though.

Extended Range Stormcaller
Extended Range Stormcaller

Stormcaller range increased by 40m, attack reduced by 30%

supply cost
50
B

It can be good vs marksmen for example, but usually you don't need range with stormcallers. Somtimes good with launcher overload so you don't need to tech the range with it.

Extended Range Vulcan
Extended Range Vulcan

Vulcan range increases by 20m, ATK increases by 50% but HP decreases by 35%

supply cost
50
S

Vulcan is one of the stronger units in this game and the effect of this card is very good.

Heavy Arclight
Heavy Arclight

Arclight's HP increases by 180%, but range decreases by 15m

supply cost
100
C

Very strong when the enemy is pushing near your base. Just get charged shot on your arclights and they will act as tanks that kill everything.

Heavy Hacker
Heavy Hacker

Hacker's HP increases by 500%, movement speed is increased by 5m/s, but range decreases by 35m

supply cost
FREE
S

In about 80% of the situations with this card, you can just go hacker frontline with barrier.

Heavy Mustang
Heavy Mustang

Mustang's HP increases by 200%, but range decreases by 20m

supply cost
100
A

Sometimes this card is bait because the range is really important to mustangs. Versus fangs for example, you don't want to go this. The biggest advantage is that mustangs will survive fire a lot longer.

Heavy Overlord
Heavy Overlord

Overlord's HP increases by 75% but ATK decreases by 35%

supply cost
100
B

Good effect if it fits your plan. If I see this, I have no desire to switch into overlords if I wasn't planning on doing it anyway.

Improved Fortress
Improved Fortress

The Fortress' HP is increased by 50%, the attack is increased by 30%, and the movement speed is increased by 3m/s, but the recruitment cost is increased by 100.

supply cost
50
D

Ok but not amazing as the cost increase is a lot and it doesn't affect barrier tech or fang summoning.

Improved Melting Point
Improved Melting Point

Increases Melting Points ATK by 50%, HP by 20%, and range by 20 but increases recruitment cost by 100

supply cost
50
A

Very niche card. It's very strong in melting point vs melting point battles because of the range. If you can see the game going in that direction, this is a very strong pick up.

Improved Overlord
Improved Overlord

Overlord's ATK increased by 30%, HP increased by 10%, range increased by 20m but the recruitment prize increases by 100

supply cost
50
C

The biggest gain on this card is the range upgrade. It's usually just not worth it because every overlord will cost 100 more.

Improved Phoenix
Improved Phoenix

Increases Phoenix's ATK by 50%, HP by 200%, but increases recruitment cost by 100

supply cost
100
C

It makes your Phoenixes a lot tankier. It's almost always bad, but there are situations like vs fangs, mustangs or wasps it could be useful.

Improved Sledgehammer
Improved Sledgehammer

Increases Sledgehammer's ATK by 60%, HP by 60% and movement speed by 3, but increases recruitment cost by 100.

supply cost
FREE
B

If sledges are good on the board state, this card is very good. It is seldom the case though, as the true power of sledges is in the early game, where giants are not yet unlocked. And if you get this early game, you lose deployments because of the high price.

Improved Steel Ball
Improved Steel Ball

Increases Steel Ball's ATK by 50%, HP by 30%, movement speed by 3 and the range by 10, but increases recruitment cost by 50.

supply cost
FREE
B

The range buff is quite good. You can't get this card if either player has steel balls on the field, so usually this card comes too late and you don't want to go into steel balls anymore. The effect is very good for the price if you are going to build steel balls this turn anyway. While I rate it this low, if you get this early enough and the board is right for steel balls, this is very good.

Improved Stormcaller
Improved Stormcaller

Increases Stormcallers ATK by 50%, HP by 400% and movement speed by 5, but decreases range by 20 and increases recruitment cost by 100.

supply cost
50
D

Not a good card.

Improved Wasp
Improved Wasp

Wasp's ATK increases by 50%, HP increases by 50%, range increases by 20m, but recruitment cost increases by 100

supply cost
FREE
C

You can for sure go carry wasp with this, but you need right techs for it. It also makes overlord mothership to spawn improved wasps.

Intelligent Arclight
Intelligent Arclight

Increases the experience gain rate of Arclight by 75%

supply cost
FREE
A

Very good card. Arclights are one of those units that become a power house when highly leveled. Carry arclight is certainly a good option with this card, but don't get too excited if the board is not suitable for them.

Intelligent Marksman
Intelligent Marksman

Increases the experience gain rate of Marksman by 75%

supply cost
FREE
B

It's a very good card if you are deep in Marksmen. You shouldn't be deep in Marksmen so that's why I rate it low.

Mass Produced Fortress
Mass Produced Fortress

Decreases the recruitment cost of Fortress by 100 but decreases Fortress' ATK by 30% and decreases Fortress' HP by 30%

supply cost
FREE
A

Depending on the situation and your starting specialist, this can be very good. Fortress' have barrier + fang summoning which makes multiple fortresses very strong.

Mass Produced Overlord
Mass Produced Overlord

Decreases the recruitment cost of Overlord by 100, but Overlord range decreases by 10m, ATK decreases by 20%, HP decreases by 20%

supply cost
FREE
B

You don't want to go too early into mass produced overlords. Later if you have a solid frontline, mass producing overlords can end the game really fast. Couple problem with this card is that they die very rapidly to Fortress anti-missile barrage and missile device specialist sentry missiles.

Mass Produced Phoenix
Mass Produced Phoenix

Decreases the recruitment cost of Phoenix by 100, but Poenix' ATK decreases by 40%, HP decreases by 40%

supply cost
FREE
B

Situationally strong card. You can play phoenixes with so many different ways with this card. Flank and push with quantum reassembly, use them as backline snipers or just mass them with charged shot behind your frontline.

Mass Produced Rhino
Mass Produced Rhino

Decreases the recruitment cost of Rhino by 100, but Rhino's ATK decreses by 30% HP decreases by 30%

supply cost
FREE
S

One of the best cards of elite specialist. On other specialists, it's situationally strong. Mass produced rhino is a strong flanker and pusher that you can turn into a bomb with final blitz later on.

Mass Produced Sledgehammer
Mass Produced Sledgehammer

The recruitment price of the Sledgehammer is reduced by 100, but the ATK is reduced by 30% and the HP is reduced by 30%

supply cost
FREE
S

Very strong card if you get this early (round 2-3). Using sledgehammers as your cheap frontline will open up many strategies.

Mass Produced Wasp
Mass Produced Wasp

Decreases the recruitment cost of Wasp by 100 but decreases Wasp's ATK by 35%, decreases HP by 35%

supply cost
FREE
C

Depending on the board state, this can be very good or very bad. Good for early jump drive shenanigans and later on good if enemy doesn't have mustangs or multiple fangs.

Rage Rhino
Rage Rhino

Every unit Rhino kills increases its ATK by 10% for this round

supply cost
50
D

I think this is the worst card in the game. The idea is probably that is can be good with whirlwind rhinos, as they clear chaff really fast and then they would have lots of damage to kill enemy giants. But that's a theory that doesn't work in practice.

Subsidized-Arclight
Subsidized-Arclight

Arclights recruitment price reduced by 50

supply cost
FREE
A

It's dangerous to mass arclight if your enemy knows what to do. However, if you don't have any and it's early and you need to counter some crawlers, getting even 3 of them gives you good economy with this card.

Subsidized-Crawler
Subsidized-Crawler

Decreases the upgrade cost of Crawler by 50

supply cost
FREE
A

If I have a crawler I want to upgrade this turn, it has already paid it self back. This is so much economy that when I see this card, I wanna go a little bit deeper into crawler. Leveling them for free early game gives you the option to sell them for profit later.

Subsidized-Marksman
Subsidized-Marksman

Decreases the recruitment cost of Marksman by 50

supply cost
FREE
B

It's very good economy but it comes slowly. You can't build too many marksmen too early as the enemy just runs you over.

Subsidized-Mustang
Subsidized-Mustang

Mustang recruitment prize is reduced by 50

supply cost
50
A

Mustang is a strong unit and if it looks good on the board state you can build 4-5 of them, so a lot of supply value.

Subsidized-Steel Ball
Subsidized-Steel Ball

The recruitment price of Steel Ball is reduced by 50

supply cost
50
S

Very solid card. If you are pushing with steel balls, it's great economy. If you are doing something else, you can use the cheaper steel balls as front line and upgrade mechanical division for them.

Subsidized-Stormcaller
Subsidized-Stormcaller

Recruitment price of Stormcaller is reduced by 50

supply cost
FREE
S

Very strong unit to mass if the situation is right. 6 stormcallers in a comp is totally acceptable.

Items | Skills | Unit modifications | Specialists

Specialists

Specialists affect your whole board in a different way. You should focus a lot on economy cards on early rounds.

Deployment Specialist
Deployment Specialist

Increases the number of deployable units per round to 3

supply cost
50
S

I pick this almost every time. Sometimes not with elite or giant specialist. Or when I know I'm going to build expensive units or already have a money sink like intensive training. When you play more, you have a better understanding about your future economy and know when to skip this, but in doubt always pick it.

Giant Hunter
Giant Hunter

Obtain 50 supplies for every enemy giant unit destroyed

supply cost
100
S

Very situational but wins you the game on the right spot. "Never" pick this if you don't see giants. I sometimes (very rarely) pick this in advance if my strategy cannot be defeated without giants. Sometimes I pick this vs giant specialist as one unlock for them saves 200 gold and this costs effectively 150 (btw the correct strategy for the giant specialist is to just build giants and not care about the giant hunter but I guess it's hard psychologically). You also need to understand when the game is going to end. There's no point in picking this up too late even if there are 5 giants on the field.

Junior Recruitment Specialist
Junior Recruitment Specialist

Decreases the recruitment cost of non-giant units by 50

supply cost
200
S

Very strong economy card as it probably gives you back 150 right away.

Missile Device Specialist
Missile Device Specialist

Increases the damage of Sentry Missile devices by 200%

supply cost
FREE
C

Not a good card often as a better player thinks about enemy sentry missile placements. Also you don't really want to missile before the last 2-3 rounds. One good use for this card is that now the missiles actually deal good damage to shields. You can force something like an incendiary bomb through by destroying the shield with multiple missiles.

Ranged Specialist
Ranged Specialist

Increases the range of all ranged units by 12m

supply cost
300
A

It's so expensive I feel bad every time I need to pick this up. It's a must have on some types of boards (f.e. the "sniper war" board state or mustang vs mustang.)

Senior Attack Specialist
Senior Attack Specialist

Increases the attack of all units by 30%

supply cost
250
A

It's good but not as good as it seems as the game has a lot of overkill and the round outcomes are highly dependant on a certain part of the board where one unit counters another.

Senior Defense Specialist
Senior Defense Specialist

Increases the HP of all units by 30%

supply cost
250
A

It's good but not as good as it seems as the game has a lot of overkill and the round outcomes are highly dependant on a certain part of the board where one unit counters another.

Senior Manufacturing Specialist
Senior Manufacturing Specialist

Decreases the recruitment cost of giant units by 50

supply cost
50
A

Crazy as giant specialist. Very good on others as well. There's a big benefit in massing giants; barriers and summoning techs.

Shield Device Specialist
Shield Device Specialist

Increases the strength of shield devices by 40%

supply cost
FREE
A

Works only on the shields you buy, not barrier techs. You can even start using round 2 or round 3 shields with this as they just won't die.

Skill Specialist
Skill Specialist

Decreases the cooldown of all battlefield skills by 1 rounds

supply cost
100
C

Never pick this "for the future". It's very strong if you have lots of cooldowns or just one strong one; f.e. intensive training. I rate it quite low, because the situations where this is the correct pick are rare.

Speed Specialist
Speed Specialist

Increases movement speed of all units by 3m/s

supply cost
100
S

Must pick with any kind of rush strategy. Sometimes good in defensive formation against stormcallers.

Strike Specialist
Strike Specialist

Reduces the teleportation time required for strike units deployed at the enemy's rear by 50%

supply cost
FREE
S

Very strong as the deployment delay is often brutal. This showing up will rise your enemy's suspicion of flanks.

Supply Specialist
Supply Specialist

Obtain 50 additional supplies per round

supply cost
50
A

Starts profiting in 2 rounds. Always pick this instead of skipping. But there are better cards than this for sure.

Tech Specialist
Tech Specialist

Reduces the Tech upgrade cost of all units by 50

supply cost
50
A

Not as strong as it seems at first glance. But it is good. You need to buy 2 technologies to break even. Usually this takes 2-3 rounds.

Top Supply Specialist
Top Supply Specialist

Starting from the next round, obtain 150 additional supplies per round

supply cost
200
B

Risky. Late game card that takes 3 rounds to profit. It puts a lot of pressure to end the game if one player picks this and the other does not. I pick this up if the battles are very even and there aren't much damage (giants) on board. I sometimes pick it also if i'm 5% hp and my enemy is 100% if it seems it is the only thing that will make me win the game if I somehow survive the next 2 turns. If you have hard time to decide if this is worth, usually very good round 4, ok on round 5, round 6+ don't pick.

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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

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Further reading

Mechabellum Unit Counter List

Mechabellum Unit Counter List

This Mechabellum counter list is updated almost daily and is maintained by a high mmr player. You can find Mechabellum…

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Mechabellum Starting Specialist Guide

Mechabellum Starting Specialist Guide

This list is a bit outdated but I have a youtube video about the specialists (27 september 2024). So watch…

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Mechabellum Unit Tier List

Mechabellum Unit Tier List

Mechabellum is a fairly balanced game. Every unit has situations where they are the correct choice to buy. Some units…

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