Mechabellum Raiden Guide
All units RaidenRaiden
How to play Raiden
The Raiden is like a flying Scorpion. It counters all medium units very well and early on struggles against high health targets. It will eventually counter everything once you get some levels and items on it.
Try to look for an over commitment of medium sized units from your enemy like sledgehammers, fire badgers, phantom ray, steel balls etc. and get your Raiden going from that point. If they level and you find items you can just keep committing more into them.
Mechabellum Raiden counter
The Raiden will struggle heavily against chaff early game. So building large numbers of crawlers while killing the Raidens with a single anti-air unit while they are distracted it a good way to start countering them. This will allow you to have some time to build into a proper counter like Overlords.
Raiden Builds
Listed below are all some highlighted Raiden builds.
Surrey's Raiden build
Normally I go range first, then chain and then EMP if the game isn't over yet. If the enemy is in my face, I will go chain first. Sometimes you can go range+chain+fork if your frontline chaff clear is so short ranged that it will stay in front of the Raiden.
Raiden Technologies
Listed below are all available technologies for Raiden, their viability and how to use them.
Electromagnetic Shot
Causes electromagnetic interference on hit, temporarily disabling the target unit's Tech and reducing its movement speed by 40%
300
Because the Raiden hits multiple targets, this technology is insane. It will shutdown every counter the Raiden has. First, you need range and chain though. So this is almost always your third technology and it will take a long time to get there so there's not many games you will tech this.
Ionization
Decreases Raiden's Attack by 70%, but attack will cause an additional damage equal to 40% of the target's current HP.
100
Not yet sure about this one. In theory it's very strong against high HP units, doesn't affect chaff clear ability and reduces damage against medium units. The Raiden is very vulnerable to single squad, high HP units like armored Rhino or armored Worm. There are certainly boards against this technology is correct to tech, but I think EMP kind of does the same and is much more versatile and better in general. This might be good though if we see a mass produced Raiden card.
Chain
Decreases Raiden's range by 20. The lightning bolts it fires will jump to other enemies within 60 radius after hitting the enemy, dealing 25% damage.
300
The Raiden has high enough damage so this will kill all chaff and most medium/small units very easily. This technology will hit more targets than Fork and the attack can target further than the normal Raiden range. With this technology you can connect faster to light backline that tries to counter the Raiden; like Phoenix or Marksmen.
Fork
Decreases the Raiden's range by 15, but increases the number of lightning bolts fired per attack from 3 to 5.
250
Chain almost always better and teching both will reduce your range sometimes too much.
Range Enhancement
Increases attack range by 40m
300
The Raiden is a backline carry unit so the range is very valuable. In addition to keeping the Raiden safe and enabling it to deal damage faster when the round starts, it increases it's damage output by allowing more enemy targets to be in range. The Raiden hits 3 different targets in its range and if there is only one target available it will lose 2/3 of it's damage output. Bigger range ensures there's almost always multiple targets to hit.