Mechabellum Overlord Guide

All units Overlord
Mechabellum Overlord
Overlord

Used against

Rhino Rhino
Steel Ball Steel Ball
Sledgehammer Sledgehammer
Stormcaller Stormcaller
Vulcan Vulcan
Arclight Arclight
Hacker Hacker
Scorpion Scorpion
Fire Badger Fire Badger
Sabertooth Sabertooth
Typhoon Typhoon
War Factory War Factory
Wraith Wraith

Countered by

Marksman Marksman
Melting Point Melting Point
Phoenix Phoenix
Mustang Mustang
Fortress Fortress

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

Range Enhancement
Photon Emission
Launcher Overload
Mothership

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

Field Maintenance

Automatically restores 4.5% Max HP per second upon taking damage. Adds additional 30% HP.

supply cost
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

Launcher Overload

Overlord's attack interval reduces by 50%, reduces range by 20m

supply cost
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

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

supply cost
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

Armor Enhancement

HP is increased by 35% and 60 damage is blocked when attacked. The damage blocking effect increases by 60 with each level.

supply cost
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

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

supply cost
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.

High-Explosive Ammo

High-Explosive Ammo

Increases splash damage range by 5m, but reduces ATK by 40%

supply cost
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.

Range Enhancement

Range Enhancement

Increases attack range by 40m

supply cost
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

Mothership

Produces 4 Wasps to join combat every 30s

supply cost
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

Jump Drive

Increases Overlord's movement speed by 5m/s and allows Overlord to be freely repositioned during the deployment phase of every round

supply cost
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.

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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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