Skip to content

Instantly share code, notes, and snippets.

@BryceEWatson
Last active December 10, 2025 03:32
Show Gist options
  • Select an option

  • Save BryceEWatson/ea9e863ff7c7001b8e5d775103f6b814 to your computer and use it in GitHub Desktop.

Select an option

Save BryceEWatson/ea9e863ff7c7001b8e5d775103f6b814 to your computer and use it in GitHub Desktop.

Mechabellum’s live patch right now is 1.8.2.1 (Nov 21, 2025), with Season 6 / 1.9 only on the public test server as of Dec 9, 2025.

Here’s an updated one‑pager style counter sheet that:

  • includes all 31 units (Abyss, Void Eye, Mountain, Farseer, Rhino added), based on the current live roster
  • folds in recent balance (Fire Badger, Vulcan, Hound, Phoenix, Raiden, Tarantula, Overlord, Farseer/Void Eye variants)
  • cross‑checks high‑MMR counter relationships from MechaMonarch + Companion + community discussions, then compresses them to “hard/soft” picks.

Legend

  • ✅ Hard – Primary answers you actively want vs that enemy.
  • 🟨 Soft – Decent / situational, often good if you already have them.
  • ⛔ Avoid – Typical traps into that unit.
  • 🔧 Module – Priority techs / items when you’re answering that unit.
  • 📐 Placement – High‑impact positioning rules of thumb.
  • 🅔 / 🅜 / 🅛 – How scary that enemy is Early / Mid / Late (1 = low, 3 = very high).

Mechabellum Counters – One‑Pager

(Patch 1.8.2.1 live, updated 2025‑12‑09)

Enemy ✅ Hard Counters 🟨 Soft Why (Rule) ⛔ Avoid 🔧 Module 📐 Placement 🅔 🅜 🅛
Crawler Vulcan, Wraith, Fire Badger Typhoon, Sledgehammer, Tarantula High‑AoE flame/splash deletes swarms before they reach targets Naked artillery or melters with no screen (they get overrun) Vulcan flame techs; Fire Badger range/Scorching Charge if needed Funnel with walls; tight concave; bait with one tank line 3 2 1
Fang Vulcan, Stormcaller, Typhoon Mustang, Tarantula High splash or multi‑target fire clears fragile lines Low‑RoF single‑target frontlines that Fangs chew through Stormcaller with Anti‑Missile support Pull Fangs into flame/rockets; stagger your squads to dodge arcs 2 2 1
Hound Fire Badger, Rhino, Raiden Scorpion, Vulcan Flame or high‑HP bruisers eat dogs and shrug pulls Letting them screen Melters/Overlords forever without AoE Expect Armor Enhancement on enemy dogs (cheaper this patch) Spread to avoid splash; watch pull paths into your carries 2 2 1
Arclight Stormcaller, Marksman, Rhino War Factory, Phoenix Missiles/long‑range hits punish clumps and outrange arcs Shallow screens that let arcs delete backline DPS Stormcaller + Anti‑Missile; Marksman EMP vs arc clumps Spread lines; flank arcs with Rhinos or air instead of front‑brawling 2 2 1
Marksman Crawler, Stormcaller, Overlord Steel Ball, Melting Point Swarm/rockets bypass snipe cycles and force bad target swaps Static lines in open LOS Anti‑Missile on storms; walls/terrain to break sightlines Use LOS blocks; force snipers to keep retargeting with flanks 2 2 1
Void Eye Mustang, Phoenix, Farseer Fang, Typhoon Fast AA + long‑range beams step into suppression range then burst them before debuffs stack Mid‑range “ball” comps with lots of unarmored mediums Mustang AA/Anti‑Missile; Farseer AA spec; Phoenix Range/Quantum Fan out AA; don’t park all carries at one depth; pressure from flanks so beams must pivot 2 2 1
Fire Badger Sabertooth, Fortress, Hound Phoenix, Rhino, Marksman Shielded giants and cheap armored dogs shrug flame and punish its short range (especially after 1.8.2/1.8.2.1 nerfs) Feeding endless chaff into its cone or giving long charge lanes Hound Armor Enhancement; Fortress Anti‑Air; Phoenix Range/Shield to live burn Spread lines; don’t clump chaff; attack from multiple angles so it can’t sit and farm 2 2 1
Hacker Overlord, Stormcaller, Crawler Fortress, War Factory Long‑range air or missiles outrange control beam; chaff soaks hacks Leaving core DPS clumped with no screen (hacked giants grief you) Anti‑Missile vs follow‑up missiles; photon/armor on key giants Screen with cheap chaff; keep carries spread and behind EMP/AA 2 2 1
Mustang Vulcan, Stormcaller, Arclight Sledgehammer, Rhino, Abyss Splash/rockets erase clustered light air; armor/giants don’t care about chip DPS Over‑relying on Mustangs when enemy has good armor/giant tech Stormcaller Anti‑Missile; Vulcan flame range; armor on your own mediums Central splash lines with tanks; pull Mustangs into flame/rockets rather than chasing 2 2 1
Phantom Ray Marksman, Phoenix, Overlord Farseer, Raiden, Melting Point Long‑range AA and burst delete cloaked carries on decloak Mass early fast‑fire (armor tech bricks small shots) Marksman Aerial Spec/Range; Phoenix Range/Shield; Farseer AA variant Split AA pockets; maintain vision lines to break recloaks quickly 1 2 3
Phoenix Marksman, Wasp, Mustang Fang, Fortress Snipers & mobile AA catch flanks; Wasps can tank/trade early; Phoenix buff makes it deadly vs big HP if unchecked Ignoring AA Fortresses or snipers in backline Marksman Aerial Spec; Mustang Anti‑Missile; Fortress AA if you already have it Angle AA to catch jump drives mid‑flight; keep tanks in front of fragile lines 2 2 2
Rhino Tarantula, Fortress, Crawler Fire Badger, Steel Ball, Wraith Thick frontlines & constant chaff stop charges and let AoE/giants grind them down Isolated artillery/Marksmen with no tank – Rhinos dive and delete them Tarantula Field Maintenance; Fortress Punch/AA; armor techs on your tanks Wall off charge lanes; park big tanks or bait chaff in front of threatened carries 2 2 1
Sabertooth Melting Point, Fortress, Overlord Phoenix, Rhino Beam/Shield/AA out‑trade medium DPS cats even with slows Trading medium brawlers into slow fields without range edge Slow‑field tech amplifies your counters; armor on giants to survive burst Catch in a concave; kite through slows; use Anti‑Missile if they tech it 2 2 2
Sledgehammer Phoenix, Stormcaller, Crawler Overlord, Rhino AA or rockets outrange slow reload guns; chaff soaks volleys Close‑range brawlers trading one‑for‑one into buffed sledges Phoenix Range/Shield; Anti‑Missile for giants vs splash Flank or air‑angle them; deny long straight corridors for volleys 2 2 1
Steel Ball Phoenix, Overlord, Crawler Stormcaller, Scorpion Air ignores pathing while swarms/missiles overwhelm armor stacks Short‑range trades into highly leveled balls without armor shred Phoenix Range; armor‑shred items on Melters; crawler mass only with good screens Kite along lanes; avoid pure brawls on their preferred ground 2 3 2
Stormcaller War Factory, Overlord, Phoenix Crawler, Sledgehammer Factory Anti‑Missile, big AA, and chaff all blunt missile alpha Over‑investing into Stormcaller missiles into full AM tech War Factory Missile Interceptor; Overlord Launcher Overload; AM buildings Use crawlers to soak missiles; split lines to avoid full‑stack wipes 2 2 1
Tarantula Fortress, Melting Point, Marksman Phoenix, Rhino Shield/beam/snipe bypass its tankiness; HP buffs mean you must bring real AP or air now Letting it front‑soak forever while poking with low‑AP fire Fortress Anti‑AA as needed; Melter Energy Diffraction; Marksman EMP Focus fire from multiple angles; flank so your DPS isn’t all stuck on its shield 2 2 1
Wasp Wraith, Mustang, Fortress Typhoon, Tarantula Mobile AA + AoE swat light air before jumps chain Slow heavies with no AA – Wasps will pick them apart Mustang Anti‑Missile vs nuke/jump plays; Fortress AA barrage Corner AA pockets; split to avoid mass jumps and chain explosions 3 2 1
Farseer Fortress, Sandworm, War Factory Rhino, Scorpion, Wraith Giants & burrowers don’t care about missile intercept and delete the fragile support once in range Leaning only on missiles (Mountain/Stormcaller) – Farseer’s AM + new variants make that unreliable Armor/Photon on your giants so its beam is inefficient; speed tech on divers Flank with Rhinos or burrowed worms; don’t park all missiles in one obvious lane 2 2 1
Scorpion Phoenix, Overlord, Marksman Stormcaller AA & snipers catch divers and punish commitment paths Low‑AA comps – Scorpions get free dives on your backline Prioritize AA positioning over greed tech; armor on backline Anchor with AA towers; use walls & chaff to trap dive paths 2 2 2
Typhoon Steel Ball, Scorpion, Melting Point Marksman, Overlord Balls ignore barriers, Scorps dive, Melters beam through shield walls Single‑shot artillery alone – barriers soak volleys for free Scorpion Acid; Melter Range/Absorption; AP on balls Kite around barrier lines; don’t feed barrier by shooting shield first 2 2 1
Wraith Overlord, Phoenix, Marksman Melting Point Single‑target AA melts high‑value air through stealth Pure chaff – Wraith happily farms low‑value swarms Marksman Aerial Spec; Phoenix Range; AA towers Split AA to cover angles; protect towers from splash dives 1 2 2
Fortress Melting Point, Steel Ball, Marksman Phoenix High‑AP beam and sustained DPS chew through shielded giants Swarming straight into a shielded front with no focus fire Melter Energy Diffraction/Absorption; Steel Ball levels; AA on your own Fortress Focus fire from range; avoid feeding shield with low DPS chips 1 2 3
Melting Point Steel Ball, Marksman, Phoenix Crawler, Stormcaller, Hacker Close bruisers & snipers punish beam while it locks giants Leaving it to free‑lock your biggest unit with no LOS blocks Balls need levels; Stormcaller needs Anti‑Missile; photon/armor vs Acid/EMP Use terrain to break line‑of‑sight; swarm if its screen is weak 1 2 3
Raiden Marksman, Phoenix, Overlord Farseer, Melting Point Long‑range AA picks off mid‑air carries; 1.8.2 nerfs mean focus fire is more reliable now Slow heavies with no AA cover – Raiden still shreds mediums Marksman Aerial Spec; Phoenix Shield/Range; Farseer AA/AM Angle AA from sides; avoid long chase lanes where Raiden kites 1 2 2
Sandworm Steel Ball, War Factory, Melting Point Phoenix, Overlord Tanks & beam blunt dives; AM clips missiles while burrowed Loose backline with no intercept – missiles snipe towers & carries War Factory Missile Interceptor; armor/HP on frontliners Control beacons; body‑block missile paths with tanks/balls 1 2 2
Vulcan Fortress, Melting Point, Phoenix Overlord, Rhino, Hound Shield/beam/AA neutralize flame turret; 1.8.2 DPS nerf makes it easier to punish Letting it free‑farm chaff with no dive or range pressure Fortress Anti‑Air; Melter Range/Absorption; armor on your tanks vs flame Dive with Rhino/Hounds from side lanes or angle AA so it must move 1 2 2
Overlord Marksman, Phoenix, Melting Point Mustang, Fortress High‑range AA & beams punish giant air; slower Mothership after 1.8.2.1 makes it less oppressive Slow frontline with no AA angles – Overlord kites & farms Marksman Aerial Spec; Phoenix Shield; War Factory/AM vs Mothership Wasps Angle AA around tower; stagger lines so drones can’t fully surround one clump 1 2 3
Abyss Phoenix, Wasp (AA build), Sledgehammer Melting Point, Marksman, Overlord Abyss missiles can’t hit air; mass AA Phoenix/Wasps with range burn it while Field‑Maint sledges & chaff soak beam and missiles Treating Mustangs or ground AA as primary answer – Abyss is tuned to delete them Phoenix Range/Quantum or Launcher Overload; AA Wasp range/HP; Sledge Field Maintenance; Anti‑Missile on any existing stangs/Farseers Keep constant ground chaff so missiles don’t snipe towers; fan air carries wide so beam pivots and wastes uptime 1 3 3
Mountain Melting Point, Phoenix, Sandworm Marksman (EMP), Void Eye (EMP armor), Hound/Rhino flanks Beams & burrowers chew through plating once in range while air ignores its ground‑only guns; flanks break stationary buff Trying to match range with flimsy artillery or parking chaff in the open Melter Damage Absorption/Range; Marksman EMP/Range; Void Eye EMP Armor; speed/armor on flanking dogs or Rhinos Flank with Hounds/Rhinos to cancel buff; approach through LOS blocks so it starts firing late 1 2 3
War Factory Melting Point, Scorpion Marksman Melter beam locks the structure; divers bypass AM and kill the factory body Missile spam into full Anti‑Missile coverage or letting factories stack uncontested Melter Range; Scorpion Acid/armor‑shred; AM on your own giants vs factory missiles Flank to draw AM away from main army; guard Stormcallers & giants from spawned bots 1 2 2

Quick “what actually changed?” notes

Very condensed, just to calibrate why some rows differ from your old sheet:

  • Fire Badger – Repeated nerfs: damage, HP and most recently splash range + Scorching Charge HP modifier trimmed in 1.8.2.1, so it still farms chaff but is less of an auto‑pick and more punishable by armor/giants and Hounds.
  • Vulcan – 7% DPS nerf in 1.8.2; still a premium anti‑swarm/anti‑Mustang tool but no longer deletes everything through armor.
  • Hound – Armor Enhancement cost reduced significantly, making dogs a real counterplay piece vs Fire Badger/Vulcan instead of free food.
  • Phoenix – Buffed damage vs high‑HP targets; it’s now one of your best universal anti‑giant tools, and the backbone of most anti‑Abyss plans.
  • Raiden – Small damage/HP nerfs; still strong but much easier to focus down with proper AA.
  • Tarantula – HP & Field Maintenance cost buffs make it a sturdier midgame tank; you now really need AP/beam/air rather than hoping it just dies.
  • Farseer & Void Eye – New mass‑produced/fortified/emp variants and better documentation around their AA/EMP roles; Farseer is a more flexible anti‑air/anti‑missile pillar, while Void Eye is a midrange support/diver with suppression and optional flight.
  • Abyss / Mountain – New Titans; Abyss is a flying laser/missile titan that hard punishes ground AA (especially Mustangs) but is surprisingly vulnerable to air that its missiles can’t target; Mountain is a ground titan “Fortress without AA + extreme range”, answered best by beams, EMP and flanks rather than mirror artillery.
@BryceEWatson
Copy link
Author

Updated

@raddue
Copy link

raddue commented Dec 9, 2025

Hell yeah.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment