Mechabellum Hound Guide
All units Hound
Hound
How to play Hound
The hound pairs very well with all late game compositions and is thus a premium unit. It having the ability to clear chaff very well and provide multiple bodies is a valuable thing later in the game because it will protect your bigger units from Melting points especially and help your bigger units to connect faster. Even if you use them early game without technologies and choose not to commit into them, they are nice to have later on. Pairs well with everything but especially well with Overlords, Raidens and War Factories.
They are strong to commit into early because the level fast and with levels they can break out of their role and start clearing bigger units.
Usually you want to tech range early (like r3) and mech rage later if the enemy deals with the hounds poorly. The fire technology is risky since it's countered very heavily by anti-missile technologies and devices. Even one device stops one hound from igniting an oil.
Mechabellum Hound counter
Against aggressive hounds wraith or vulcan is the best option. Fire badgers and even mustangs work as well but are countered by the hound armor.
If you see enemy going fire hounds early, go anti-missile mustangs immediately.
Wasps are generally a good idea vs hounds since they force the enemy composition into a direction they don't want to go in. Wasps are also amazing vs hound flanks.
Hound Builds
Listed below are all some highlighted Hound builds.
Surrey's Hound build




Not sure yet, haven't played that much. Armor seems super strong but also super expensive. I prefer fire over mech rage.
Hound Technologies
Listed below are all available technologies for Hound, their viability and how to use them.
Incendiary Bomb

Launches 1 incendiary bomb every 16s to ignite the ground beneath the enemy's feet. Incendiary bombs have a max range of 120m and a minimum range of 40m.

300
The fire is very strong against all light units and with a 100 cost unit, you can strategically position them everywhere where the fire matters. The range of the fire seems to be affected by the range of the Hound (so range tech will make fire connect faster)
Light unit targeting

When it switches the target, lock-on priority is given to the enemy unit with the lowest HP in range

150
Might be a very strong late game technology.
Fire Extinquisher

Hound will clear fire and acid effects on the ground within 30m

200
Absolutely crazy tech against enemy fire or even fire spells. Position the hounds in front of crawlers or mustangs to protect them.
Armor Enhancement

The effect increases with unit level, reducing damage received by 60 per level. Additionally, increases HP by 20%.

400
Armor is a very strong technology on a 100 cost unit since you have brick multiple enemy damage sources like mustangs, vulcans etc. But it s very costly, so sometimes worth it, sometimes not.
Range Enhancement

Increases attack range by 40m

300
Probably the first technology on this unit unless you explicitly use it to clear fire.
Mechanical Rage

Increases the movement speed of units by 4m/s and reduces attack interval by 0.8s

300
Strong technology since the attack speed increase increases their main role - ability to chaff clear.