Mechabellum – Guide to Unit and Mechanism Details

An advanced tutorial for beginners.

Unit and Mechanism Details

Basic Mechanism

  1. Gold mechanics

Gold per turn = number of turns *200. The upper limit is very high. Any money left over from the last round can be saved for the next round.

  1. Health mechanism

The amount of health deducted after defeat is equal to the value of all enemy units on the field, and the value of each unit is equal to the amount of gold spent to purchase a level 1 unit of the same type.

For example, if a Vulcan is left in the field, he can only deduct 400 health, regardless of his level. However, it should be noted that the value of this unit refers to the value of a single module in a pawn card. For example, if there is only one crawler left in a team of crawlers, the blood is calculated to calculate the value of this single crawler, not a team.

  1. Hate mechanics

Units have two attack weights, one is distance, one is turn time. The unit will calculate which unit he can hit first based on distance and turn time, and this is his target.

  1. Reinforcement mechanism

From the second turn, at the beginning of each turn, there will be four reinforcements to choose from and only one to choose from. Remember, the reinforcements are the same on both sides. And already selected reinforcements will not appear on the field again.

Reinforcements consist of three things: unit specific specialists, skills, and equipment.

In the figure above, there are four colors of reinforcements. The 0 cost is the first level of reinforcements, which is white. 50 is level 2, blue. 100 is level 3, yellow. 200 is level 4, red.

Level 3 experts can only appear in round 3 and beyond, and Level 4 experts can only appear in round 4 and beyond.

Only one of the different types of reinforcements can be selected for each unit. The other types of reinforcements no longer appear after the selection. If Longbow Expert 1 is selected, longbow Expert 2 and 3 will no longer appear.

  1. Initial expert

At the start of the first leg, each team has four initial openings to choose from, but this initial opening is different for both sides. The initial opening consists of one expert, two teams of T2s, three teams of T1s, and unlocking the corresponding units (t2 refers to units purchased with 200 yuan unlocked with 50 yuan, t1 refers to units purchased with 100 yuan unlocked with 0 yuan unlocked, and t3 refers to giant units).

Rhinos are classified as T1.5 with a 0 unlock fee and a 200 purchase price. Rhinos, Wasps, Hackers are not in the initial unit.

  1. Unit deployment and unlocking

Only two units can be deployed per turn, the deployment specialist can add an additional deployment cap, and the power tower on the left can temporarily add a deployment cap.

Only one unit can be unlocked per turn.

Units can only move freely during their first deployment turn, and will not be able to move in later turns (requiring redeployment specialists, high speed engines, or mobile equipment). When the unit moves, it has a green cursor underneath it.

  1. Energy tower

When the tower is knocked down by the enemy, it gives all of us a negative effect that reduces attack power, reduces movement speed, and increases damage. The power towers on the left and right have different functions you can choose from.

  1. Indicates the upgrade mechanism

Units gain XP when they kill, assist, demolish, and assist demolish towers, and can rise to the next level when they reach their maximum XP. As the unit level increases, the XP requirement increases.

Unit panel data = Level * Level 1 panel, that is, Level 3 unit data is three times as much as level 1.

  1. Steal home mechanism

In the second turn and beyond, you can place your units on either side of the enemy. However, when units are first deployed to the side of the enemy, there is a deployment time of ten seconds, during which time units gradually increase their health in percentage form from 50%. During this time, the unit’s technology is inactive and can be damaged.

  1. Equipment mechanism

All units have an equipment slot, and equipment only works for a single unit, not a class of units. Each unit can only be equipped with one device and cannot be removed after being equipped unless the unit is sold.

  1. Unit technology

Unlike equipment, the technology of a unit is effective for all such units. For example, if a crawler advances a replication technology, then all crawlers of ours will have this technology, including those produced at melting point.

Technology has a base price, and for every technology clicked on that unit, other technologies will go up by 200. For example, after the crawler clicks the copy, the price of other crawler technologies will increase by 200, but other units are not affected by the price increase of crawler technologies.


The following content will be divided into three sections.The first section is the introduction of science and technology and data of the unit as well as its positioning and advantages and disadvantages;the second section is the introduction of various skills and equipment;the third section is some practical skills

Next up is an introduction to crawlers

Crawler, one of the three cannon fodder, belongs to the small unit.The crawler costs 100 to build and 0 to unlock.Has the highest 24 modules in the game (i.e. how many crawlers are in a team of crawlers).

Below is the panel for crawler level 1.Note that the stats, including damage and health, are for a module, not a whole team.Something like Total War (In fact, I used the concept of modules and pawn cards from Total War.).

Crawler now has five technologies: Mechanical Rage, replication, subterranean blitz, acidic explosion, and impact drill.But all units can only carry four technologies at a time.

Mechanical rage

Can increase Crawler 5 base movement speed, and reduced attack interval by 0.4 seconds.

This technology can greatly improve the output efficiency of the crawler, and at the same time, it can make the crawler rush to the enemy position with less battle damage and cause chaos to the enemy. It can be said to be an all-round promotion of reptiles.

This is especially useful when paired with other units (like Steel Ball or rhino).


Can let the crawler attack to the unit with a property, in the unit after the death of the wreckage will appear some new our crawler.The cloned crawler is only one level.

The formula of the ratio of crawlers produced by this technology is as follows: The number of crawlers produced = volume of death unit/volume of crawlers * fixed coefficient. In other words, the larger the unit, the more crawlers he produces when he dies.

When the crawler has more access to the enemy, this technology can have a very significant effect.The extra crawlers cause the enemy to waste more firepower.

Subterranean blitz

Increased Crawler 3 base movement speed.And gain a passivity.If there are no enemies within 40 meters range of the crawler, the crawler will enter the burrowing state.Crawlers take 70% less damage while underground.When crawler get close to the enemy, crawler will surface.

Although this technology can not improve the output capacity of crawler, but can greatly strengthen the survival ability of crawler.This is one of the most important technologies used by crawlers to resist enemy fire.

Acidic explosion

This technology makes the crawler after death at the same time produce a 9 meters radius acid.The acid lasts the entire fight and disappears at the end of the round.Acid causes units standing on it to lose 6% of their maximum health per second, but acid is effective against both sides.

This technology is a replacement for crawler ignite (yes, crawlers used to have ignite), giving crawler the ability to handle huge units.Especially in the face of relatively close to the giant unit, the crawler acidic explosion can be handled well.

Impact drill

Increase the crawler’s attack power by 200%, making the crawler’s output extremely scary.No unit would dare to play melee with such a horde of crazy creatures.

When a crawler can attack an enemy, this technology will let the enemy know what the blood bar vanishing is.

  • Crawler Advantage against units: Marksman, Melting Point, phoenix, Overlord, Steel ball, Hacker
  • Relative advantage against units: fortress, Stormcaller, wasp
  • Relatively weak units against: Fangs, Mustangs
  • Weak units against: Sledgehammer, Arclight, Vulcan, Rhino

The positioning of the crawler has four, one is cannon fodder resistance line, two is hate seduce, three is functional output, four is stuck position.

The following sections are optional viewing content, which is difficult to understand and requires some experience in playing the game.

Although it has an amazing damage panel, its weak individual health and its purely melee and multi-modules-focused output mode make it difficult to have a good output environment as long as the enemy has units on the field that are good at fighting “numerous low health targets”.Therefore, this is the reason why crawler cannot be configured in the lineup system as the main output position in most cases.

However, under the cover of high health units, crawlers can also act as the main output, which is especially obvious in the early stage.

Crawler has the cheapest number of modules, 100 pieces of 24 mods makes it very cost-effective as cannon fodder.Compared with fangs, in addition to the advantages of crawlers, the volume of crawlers is larger than that of fangs, which makes the aoe received by crawlers smaller than that of fangs per unit area.However, since the crawler is a multi-modules unit, it is inevitable that multiple crawlers will lock the same unit in the process of crawler moving, and then there will be the phenomenon of crawler bunching.This makes it easier for crawlers to bear aoe than for fangs.

In addition, the crawler’s 24 modules and high movement speed make its hatred mechanism extremely complex.The same team of crawlers may lock on to three or four enemies, causing the crawlers to fan out, as shown below.This makes it harder for enemy aoe units to clean up the relatively scattered crawlers (especially the arclights).

Cheap and difficult to handle crawlers can cause widespread hate shifts and even formation confusion when pulling the opponent’s formation.

Next, we discuss the functional output of the crawler.We will not consider the acidic explosion technology here, but discuss the significance of the output of the crawler.This positioning is an empirical summary, not very intuitive effect.Many people think that crawlers as cannon fodder, it has no output time. In fact, the output functionality of a crawler is much more significant than the actual damage it causes.Because in the first moment of war, it is often the crawlers on both sides that fight. In this short moment, if your crawler can kill each other’s crawler faster, your output can get at least two seconds of output time, or even in many cases can be said to directly determine the battlefield.

The last one is the crawler can stuck each other’s position.As a melee, the crawler will always rush towards the enemy, and after catching the enemy will quickly wrap up the enemy.As a result, high-speed units will be forced to stop once they encounter crawlers, forcing them to change from high-speed units to a fixed target.

The above is a detailed discussion on the location of crawler.


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