Robot Showdown in the Mech Arena Beginner's Guide to Taking Down Your Enemies: Tips, Tricks, and Strategies

Robot Showdown in the Mech Arena Beginner's Guide to Taking Down Your Enemies: Tips, Tricks, and Strategies

Plarium, the firm behind famous mobile games like Lost Island: Blast Adventure and RAID: Shadow Legends, has released Mech Arena: Robot Showdown, a multiplayer third-person shooter. In Mech Arena: Robot Showdown, you and up to four friends compete against the opponent team in brief bouts to capture control points or score more kills before the round finishes. You may customise your Mech with a number of forms and weapons in the game, allowing you to tailor it to your desired playstyle or your team's required roles.


Players can utilise a variety of weaponry and Mechs in Mech Arena: Robot Showdown's armoury, which is necessary because players can only have so many Mechs on standby for matches. To keep up with other players, you can update your equipment. However, keep in mind that gathering the necessary resources can take some time.

Fortunately, the game features a variety of missions you may do to speed up the process, with resource caches as a bonus. You may even compete against other players in tournaments in the hopes of winning even more money.


There are machines to modify and friends to make, so even though Mech Arena: Robot Showdown is a new game, there is still enough to explore and play with. Naturally, you want to get the most out of your experience, which is why we've played the game and come up with a list of tips, techniques, and strategies. So stay tuned to find out what robots are hiding in Mech Arena: Robot Showdown!

1. Customization And Controls In The Cockpit

Regardless of the manner of movement, all Mechs in Mech Arena: Robot Showdown share the same twin-stick control scheme. The left side of the screen is for moving the mech, while the right side is for aiming, firing weapons, and using the abilities of your Mech. You may see a gauge immediately above the left joystick that fills up the longer you move the Mech forward.

Your Mech's top speed will temporarily boost if it reaches its maximum. This speed bonus expires after a defined period of time or when the Mech stops going forward, and the player must wait for it to cool down before using it again. This makes its use tactical, as it can assist your Mech in getting to their destination faster.


As previously said, aiming is done on the right side of the screen. Sniper rifles, machine guns, and lasers are among the ranged weaponry available to mechs. These are attached to the sides of the Mech of their choice. Players can choose to fire them all at once by pushing the huge right button, or shoot each weapon separately by clicking the fire buttons beside the button in question.

The majority of the guns you can get have limited ammunition and must be replenished either by emptying the weapons or manually tapping the ammo counters at the bottom. The Controls section in your user profile allows you to adjust how reloading works, allowing you to reload your guns by swiping the separate fire buttons. Only a few guns reload in the conventional sense. Instead, these are powered by batteries that renew ammo when not in use.


Each Mech type has its own special power, which you may activate by tapping the button directly above the huge right button. Mobility increases, crowd control, team buffs, and offensive measures are among the abilities available. All skills have cooldowns to prevent spamming because they can alter the tide of a battle if used correctly.

The number of players currently on the field, the score of both sides, and the remaining time in the match are all displayed at the top of your screen. The positions of the opposing team members on the map are normally obscured under normal conditions.

If a member of your team makes visual contact with an opponent, their location is broadcast to the rest of the team until the enemy goes out of sight. Keep in mind that if there are barely 30 seconds left in a match, everyone's position is disclosed, regardless of whether they are in the line of sight of another player or not.

2. Putting the finishing touches to your war machines

Outside of time-limited events, you can collect 14 Mechs. All accounts begin with the Paragon, a medium-sized Mech with the ability to temporarily boost movement speed, and two autocannons. You can unlock new Mechs and weapons as you progress, allowing you to expand your crew. Each mech and weapon contains a brief description that explains their role on the battlefield as well as any flaws you should be aware of.

You level up your profile by competing in matches to unlock these components. Based on your performance, you will gain some experience. Taking certain actions leads to gaining additional experience. Completing match objectives, obtaining killing streaks, or just winning the match in question are examples of these. However, even after you've unlocked these pieces, you'll need to buy them for your personal usage.

Credits (the game's normal cash won through matches or daily/weekly challenges) or A-coins (the game's premium currency, which is rarely gotten for free) can be used to do so. The Lancer, your second Mech, should be unlocked when you finish the tutorial. The Lancer is a light, fast Mech with jump jets that allow it to access areas that other Mechs cannot. It is, however, rather frail and will crumble in the face of strong firepower.


The potency of your equipped weaponry is limited by the Energy cap that all Mechs have. Your chosen Mech may only have enough Energy for one weapon in some instances, limiting your damage output. Each weapon has a tier system that determines not just its damage but also how much Energy it consumes.

As a result, equipping two identical weapons doubles the quantity of Energy required. You can even equip two different weapons, which might be handy if one complements the other, or just go with one weapon if your chosen weapon consumes all of your Mech's Energy. When assaulted from behind, all Mechs take more damage, encouraging ambushes.


The following are some of the weapons you can find:

RPG: Your standard rocket launchers that fire warheads that deliver damage in an area of effect that does not affect you or your teammates, thankfully. Because of their travel time, these rockets can be difficult to utilise against distant targets. It's worth noting that the blast radius accounts for rear attacks, so don't be shocked if some rockets cause more damage than usual.

Thermal Lasers are a battery-powered laser that does not inflict much damage. These, on the other hand, impose a "Overheat" debuff on their victims, which enhances every damage they take until the debuff wears off. This makes it ideal for marking priority targets, assisting your team in finishing out a particularly tough opponent, or simply picking off severely damaged survivors.

Longarm: The first sniper rifle you'll come across, the Longarm deals more damage the distance you go from your target, allowing you to take out weak mechs with a single shot. Their rate of fire is slow, and their magazine capacity is tiny, making them unsuitable for close-quarters combat. Furthermore, most weapons include some form of "aim correction" that lets you fine-tune your targeting on your chosen foe.

Unfortunately, the Longarm lacks this capability, making it far more difficult to utilise this weapon up close, as well as making minor errors in aim more punitive. Because it consumes a lot of Energy, only higher-tier and/or adequately upgraded Mechs can employ two of them; lighter Mechs will be unable to equip these guns right away.

Shotgun: The Shotgun is the polar opposite of the Longarm in that it can only fire at medium to short ranges and causes greater damage as you get closer. The Shotgun is ideal for Mechs meant to narrow the distance between them and the enemy, either through speed or by powering through opposing fire. These characteristics also make them excellent weapons for assaulting from behind.

The Javelin Rack is a missile pod that, after locking on, releases a salvo of four homing missiles. It is slightly slanted so that its payload flies upward before locating its target. As a result, it's highly potent.

Note that the missiles might be deflected by terrain or obstructions, and that launching a salvo empties the Rack, necessitating you to reload. Because of the way the Rack is set up, it is utterly useless in enclosed spaces, since the missiles will instead crash into the ceiling; be aware of your surroundings before firing.

Your hangar can only hold a certain number of Mechs, starting with one slot that can be increased to five. The first two spots can be filled with ordinary Credits, while the following two will require A-coins. This isn't just about adding to your armoury; the amount of Mechs you have on standby will impact how many times you can return to a match after your chosen Mech has been destroyed.

Regardless, due to the limited slots, Mechs and their weaponry will be replaced on a regular basis as the creators tweak the game balance and you earn new gear. Loadouts get a Power Rating as a result of the mix of Mech and weaponry. You can use this to see how well your loadout performs in comparison to other players' loadouts, and adjust your gear accordingly.


By gathering blueprints, you can enhance any item you've bought. These are obtained by collecting lootboxes after participating in or winning enough matches. Once you acquire a sufficient number of blueprints, you can utilise them along with a certain amount of Credits to enhance the chosen Mech or weapon.

This boosts their stats, particularly the damage inflicted by weapons and the Mechs' overall health. After a certain number of upgrades have been completed, the next one may offer a unique benefit related to the equipment in question; for example, weapons may gain increased projectile speed or magazine size, while mechs may gain an increase in their Energy cap, allowing them to equip more powerful weapons.

Lootboxes may also include new colours or skins for your collected mechs, allowing for some customization outside of equipped weapons, as well as a small amount of Credits and/or A-coins, depending on the lootbox's tier. Upgrading weaponry has an impact on the Power Rating of Mechs equipped with those weapons.

3.The two basic forms of PvP in Robot Rumbles Mech Arena:

Robot Showdown are unlocked at the start and unlocked by levelling up your profile. Matches typically run five minutes, so they are over quickly, barring ties. Combat Points are earned by participating in matches, whereas Victory Points are earned by winning matches. The aforementioned lootboxes will be awarded if you collect enough of either, with the minimum amount for Gold lootboxes being smaller.

To balance this, there is a maximum number of Points you may earn in a given amount of time, and the only ways to restore Points are to spend A-coins or let them regenerate on their own. If both limits are totally depleted, regenerating takes a few hours. While you wait, you can play in a short match with random people or form a team with friends you've met in prior games.

The amount of Mechs you have in your hangar influences how many "lives" you have for this match in all game modes. Having two Mechs, for example, means you can only assist your squad twice before becoming a spectator.


Players are divided into Divisions depending on their match performance and the overall strength of their built Mechs. As a result, whether you win or lose enough matches determines whether you face more powerful opponents.

Clash of Control Points

Control Point Clash is the initial PvP mode. Two teams compete to dominate as much area as possible in this mode. Both teams will fight over three to five control points, and a player must stay on a point to neutralise it. If an enemy team has taken control of a control point, your goal is to reclaim it. As long as it is under your team's possession, this will generate points. As a result, having more control points under your control means gaining score points faster.


The match ends in this mode when:

  • When time runs out, your team has more points than the opposing team; or when time runs out, your team has more points than the opposing team.
  • Your team loses all of its mechs before the opponent team does.

Both teams have specific respawn sites on the map, as well as the option of respawning on control points under their command.

Deathmatch

Deathmatch is the second PvP mode, with simple rules: help your team earn more kills than the adversary before time runs out. If both teams are deadlocked, an additional 30 seconds are added to the game for one team to win. The set will result in a tie if both sides fail despite the extend. The match is a best-of-three format.

Your Mech count will decide how many times you can respawn in the set, same like before. Because the aim of this game style is to rack up more kills before the adversary, both teams will have designated respawn spots that cannot be captured.


Deathmatch is available in 5v5 or 2v2 modes, and as one might guess, the latter punishes a death more severely than the former because your lone partner is responsible for dealing with the adversaries alone. In terms of gameplay, both versions are similar in every manner.

Every week or so, Mech Arena: Robot Showdown holds a Deathmatch tournament in which you can compete against other players for better prizes. Tickets are required to compete in a tournament. Lootboxes are the sole way to get tickets. Because you can only carry up to 12 regular tickets at a time, regular participation will be interspersed with regular matches.


Golden tickets, on the other hand, can be purchased with A-coins and have no maximum limit. The tournament lasts a week, and your total rank in the tournament bracket fluctuates depending on how well you play in your matches. After the event, you will receive incentives based on your final ranking.

4. Optimum Performance

Now that we've covered all of the features in Mech Arena: Robot Showdown, we can talk about how to make your built robots win.

If you're not in the middle of a conflict and your weapons are running short on ammo, reload them or let the batteries recharge. You don't want to be caught off guard with your pants down. Similarly, if your weapons are running low during a conflict, maintain a safe distance and seek cover while your weapons reload.

Keep in mind your daily and weekly goals: Daily and Weekly Objectives are refreshed at regular periods in Mech Arena: Robot Showdown. The game's objectives are challenges that can be completed simply by playing the game. The majority of these objectives earn credits, while some of the more challenging ones may award A-coins. Completing a sufficient number of objectives will reward you with a lootbox, incentivizing you to complete these objectives before they expire.


Keep an eye on the map: Keep in mind that whatever adversaries your teammates can see are displayed on the minimap, so check it frequently to avoid surprises. If you are blown up, select your respawn point carefully so that you can help your team the most while avoiding your own demise.

Know what Mechs to start with: Even if it ends up being destroyed, the appropriate Mech at the start of a match can provide your side a significant advantage. In Control Point Clash, for example, it's advisable to go with a quick Mech so you can start grabbing points near your team's spawn region.

If you make it past that, you can employ that Mech to either contest enemy-controlled points or harass hostile Mechs. This also means that getting destroyed may be a positive thing because it will allow you to switch to a better Mech. To prevent giving the adversary an easy point in Deathmatch games, you should start a round with one of your more combat-suitable Mech loadouts.

Recommended Mech/Weapon Combos: As the game progresses, there are a few mechs and weaponry that will help you get through future rounds while you improve your skills:


Thermal Lancer / Lancer / Lancer / Lancer / Lancer / For a support player, this combination is ideal: use the Lancer's better mobility to flank the enemy and open fire, debuffing your target and making it simpler for your allies to defeat hostile Mechs. To move into position or withdraw to safety, activate the Jump Jets. Even if their overall damage is low, we recommend using two Thermal Lances to quickly overheat your target.

The Juggernaut is a hefty Mech with a lot of HP but a slow moving speed. The Juggernaut's ability creates a shield that absorbs incoming damage rather than the Mech's health and lasts for a defined amount of time or until it is depleted.

As a result, the Juggernaut's tremendous endurance allows it to enter a fight, activate its shields, and begin firing up the melee. However, keep in mind that RPGs have small magazine sizes, and the Juggernaut can only confront so many opponents before becoming overwhelmed.

Killshot / Shotgun: Essentially a weaponized unicycle, the Killshot is a light Mech with the ability to charge ahead and deliver damage to any Mech it collides with. Combining it with the Shotgun, of course, allows you to sneak up on an isolated enemy, fire your guns, and use your charge as a means of escape.

You can also utilise the charge as a warm-up move before letting your guns fly. However, because the Killshot is still a light Mech, it will fold under heavy fire, and friends, as well as map obstacles, can disrupt your charge. Attacking a bunch of foes is not suggested unless your colleagues are distracting them, and even then, it is extremely dangerous.


That ends our Mech Arena: Robot Showdown beginner's tutorial! With everything we've said so far, we hope this game has peaked your curiosity and that our guidance will help you win. Please let us know if you have any tips or loadouts you'd want to offer in the comments area! Have a good time, and keep playing!