Mech Arena: Robot Showdown, Plarium's latest entry into the mobile gaming fray, is a furious, action-packed robo shooter.
Mech Arena, like War Robots, has intense firefights, salt-filled contests, and, of course, upgradeable and terrifying robots of all shapes and sizes. As the pilot of these robots, your goal is to win battles based on your skill rather than the sheer strength of your weaponry.
Skill isn't just about avoiding sniper fire, taking shelter from Javelin missiles and Rocket Mortars, or even preventing your colleagues from dying. It's also about understanding how each mech operates and making the most of it. It pays to prepare your mechs and keep your crew well-rounded before you buckle yourself into the pilot seat.
But how do you know if your team is well-organized? You've come to the right place if you've been scouring the internet for ways to improve yourself by being one step ahead of your opponents through preparation and understanding how each mech operates. Continue reading to learn how to avoid being relegated to the bottom of a losing squad!
Before we get into the specific techniques, let's start with some general advice on how to improve your Mech Arena skills:
If you want to learn more about these tips in depth, check out our Mech Arena: Robot Showdown beginner's guide.
While we recognise that this is a Mech Arena build guide, we also recognise that various players have different playstyles. Rather than telling you exactly what you should and shouldn't place on your mech, we'll approach each design as if these are ideas rather than hard and fast laws.
There will be some weapons that are incompatible with particular mechs, but we will not completely dismiss these concepts. Instead, we'll just say that they're likely to be difficult for the majority of gamers.
Let's construct some monsters out of these mechs without further ado!
They're common, simple to operate, and ideal for novices. But don't be fooled by that notion; in the right hands, these simple bots can transform into wild rides and unstoppable forces. It's simple to upgrade them because obtaining their blueprints is simple. Let's turn the mass-produced into something spectacular!
Overview of the JUGGERNAUT: It's the Juggernaut! If you're looking for a tanky, no-nonsense mech, go no further than this formidable early-game warrior. Despite its poor speed, the Juggernaut compensates for it with huge armour and a unique ability. The Juggernaut, despite its small energy capacity, is out to fight in lengthy, drawn-out conflicts and to protect its smaller, more vulnerable allies.
Special Ability: The Juggernaut's shield is legendary. This shield acts as an extra layer of protection that can be used in the middle of a battle. This ability is particularly impressive because it provides the Juggernaut with complete overall protection, even its rear. You'll always find a Juggernaut with buddies following it if it's there, as it'll be a primary target in most confrontations. However, sniper fire is one of its most visible flaws.
Consider This: Due to the limited amount of energy available, choose firearms that are efficient and have quick reload times. Full-auto weaponry, such as Auto Cannons, or weapons with a reasonable amount of firepower, such as RPGs, are suitable for this huge metal beast.
Shotguns will also suffice, as your opponents will most likely be too preoccupied with soaking their pilot seats to notice you when you get close enough to blast them. Thermal Lances are also quite effective. They assist your comrades in destroying opponent mechs far more quickly while you suffer the brunt of the punishment.
Think twice: javelins or other weapons with a long arming range. They're not quite compatible with a Juggernaut's demeanour. For one thing, they require you to be at a particular distance to be effective, and you must reload after firing all of them. A Juggernaut should not be viewed as a sitting duck, but rather as that one warrior that never gives up.
Overview: infamous Lancer enters the fray. This speed demon has a proclivity for danger, as it can easily start conflicts and then abandon them. When it comes to playing Control Point Clash, the Lancer is everyone's favourite because it can easily navigate the battlefield thanks to its special ability. Unfortunately, due to its low armour and little energy pool, it is nearly unreliable in battle.
Special Ability: The Lancer's leap jets are its unique feature. This permits it to leap into the air and leap over walls, containers, and annoying opponent Panther-created Stasis Fields. Aside from being useful, jump jets are also one of the fastest ways to get out of a conflict, so be aware of your surroundings when piloting a Lancer.
Consider this: Because the Lancer is primarily a scout or support mech, it should avoid firefights if feasible. Rather than weaponry meant for extended conflicts, giving it weapons that can easily disengage from or assist in a fight will ensure the Lancer's survival. Thermal Lances, Javelins, RPGs, Shotguns, and whatever else fits are ideal for a Lancer.
Remember that a Lancer's job is to scout and capture points, not to engage in combat. It's all about outwitting your opponent and capitalising on opportunities as they arise.
Think Twice: Avoid equipping your Lancer with automatics. When you're in a bind, these won't help much. If you're a Lancer, you shouldn't be remaining in a combat for too long. You should, in fact, be elsewhere at all times.
Overview:It's everyone's first mech, the PARAGON! The faithful Paragon is rushing to the front lines. The Paragon is well-suited for practically every, if not every, circumstance, thanks to its decent armour and unexpectedly huge energy storage. It could be a sniper, a frontline warrior, or a point capturer, among other things.
This mech's incredible adaptability makes it popular with both newcomers and veterans. However, it appears to be overshadowed by the rest of the game's mechs because it lacks any speciality in any department.
special ability:The Paragon's special ability allows it to achieve a burst of speed that lasts only a few seconds. It can practically outpace most mechs in the game when combined with the game's acceleration feature. If deployed offensively, it can close in on unsuspecting enemy mechs, giving it the range it requires for various weapon kinds.
Despite its banal utility, this ability is more useful than it appears, especially since most mechs in the game (with the exception of the Killshot and Surge) lack mobility.
Consider This: Given that the Paragon is a generalist among a pool of specialists, you'd think that offering it any weapon would be appropriate. Certainly not. Give it armaments that are appropriate for the role you want it to play in your personal mech squad. Give it a Longarm and a sub-weapon like an RPG 2 if you don't have a sniper. Give it a pair of RPG 6s or Thermal Lances if you want it to help out on the front lines.
Is it possible to engage in close combat? Choose between shotguns and arc torrents. Do you enjoy camping and being secretive at the same time? Javelins are a good option. This is the Paragon's beauty, yet there are several weapons that should be left unequipped on it.
Think Twice:: The Paragon appears to be more of a heavy-duty Lancer than a frontline fighter. As a Paragon, your main purpose is to deal damage and get to places rapidly. Avoid giving it weapons like Auto Cannons, Thermal Lances, or Pulse Cannons that have big magazines but poor DPS. Take advantage of the fact that its firepower capacity is rather large for its class.
These mechs are the rising stars of the arena, slightly more advanced and definitely scarier than their common cousins. Their approach is more refined and specialised, resulting in more versatile playstyles for the pilot who enjoys experimenting. Do you want something a little more refined? Get in the driver's seat of one of these!
Overview:Killshot, a speedy unicycle rogue, is giving the Lancer a run for its money. Its quick movements and dangerous special ability make it a constant source of fear. The Killshot, like the Lancer, excels at travelling around the map quickly.
Its lack of armour is another trait it has in common with its jumping junior. Its energy capacity, on the other hand, is far higher. Every mission is a suicide mission for the Killshot. This mech is ideal for pilots that enjoy high-risk, high-reward games.
special ability:Vroom vroom! is a special ability. At a pace quicker than any mech, the Killshot locks in on an unsuspecting prey. If any enemy in the Killshot's path is hit by its Melee Dash, it will take a lot of damage.
While its dash is primarily an offensive technique, it also allows it to quickly move from one location to another while avoiding hostile fire or projectiles. However, be cautious when employing this among teammates! It can easily be squandered if you clash with a friend.
Consider This:: The Killshot is a mech with a lot of extremes, including range. Giving it weapons like Shotguns or Arc Torrents, which need you to be in close contact to the adversary, or mid-ranged weapons like Javelins, can help it reach its full potential.
This mech's Javelins are a particularly popular choice. Give it a Longarm (or two) and sharpen your aiming skills if you're searching for a truly extreme choice. Thermal Lances are also advised if you wish to share the kills with your pals. The chef's kiss of fighting is softening up the enemy for a Melee Dash.
Think Twice: While the Killshot is certainly mobile and deadly in close quarters, it is also highly delicate and simple to destroy. Give it weaponry that need sustained battle exposure, such as automatic rifles.
Overview : The doctor has arrived. The Mechanical Doctor, or M.D. for short, provides a sense of security to every squad by repairing its comrades' mechs and keeping them in the fight for longer than usual. The M.D. is always a significant addition to any team because of its unique special skill.
While it shows great promise in keeping its buddies healthy, its low energy capacity and low armour make it difficult to operate on its own. This means it can only mount a few small weapons and has even less health, thus it must spend much of its time with its buddies.
special ability:The M.D.'s special ability is to release a wave of energy that repairs the integrity of its comrades' armour when activated. For a few seconds, this wave expands out over the M.D.'s local neighbourhood.
This skill can be suppressed by hostile fire, thus the M.D. pilot should be aware that it can only efficiently repair its buddies while it is not receiving any damage. When flying this mech, timing is everything.
Consider This: Give it minor armaments that emphasise its support role, such as thermal lances, automatic rifles, or compact RPGs like the RPG 2. (or 4 if you can fit it). These weapons not only help in a combat, but they also have a good range, allowing the M.D. pilot to jump into the fray while being protected by their buddies from afar. Aside from that, this mech, like the Killshot and the Lancer, isn't built for long-term battle.
Think Twice:Consider twice before equipping it with long-ranged weapons like the Longarm or weapons that make it a high-priority target like the Javelins. Missile Racks aren't an option either. Instead of being sought after, you wish to be more subdued.
OVERVIEW: The Panther mech is all about being slick, sophisticated, and seductive (just look at how smooth it is). It excels at transporting large amounts of explosives while also being a nuisance in a team fight.
When employed tactically, the Panther's special ability can provide much-needed help to its comrades while walking at an average pace. A Panther lurks around every corner, waiting for its meal. However, if a Panther is trapped in a tangle, its light armour will very probably be its undoing.
The Panther deploys a Stasis Field where it is currently facing, which prevents hostile projectiles and slows foes who try to pass through it. This Stasis Field can be shot through by the Panther and its friends. This ability is effective in small locations or chokepoints, and if employed at the right time and in the correct place, it may easily turn a conflict around.
Consider This: Because the Panther is a lightweight attacker mech, it's best to equip it with weapons that can do high bursts of damage over a wide variety of distances. If you give it twin Javelins, Missile Racks, RPGs, or Longarms, it will help its comrades or hunt down the weak. Its ability to quickly disengage conflicts should be bolstered by hard-hitting weapons.
Think Twice: As previously stated, a Panther's armour isn't the finest. Giving it weapons that demand a constant rate of fire, such as automatic guns or Thermal Lances, is a risky proposition. Mounting shotguns on it is similarly perilous, but if the pilot understands how to use the Panther's Stasis Field well, the Panther can become a significant menace.
This category's mechs are more technological in nature. These mechs are very dangerous in the hands of a skilled pilot, from consolidating oneself at a control point to being a ruthless assassin in various ranges. These mechs are for you if you're looking for streamlined specialisation.
OVERVIEW: This spider is not in the least bit itsy-bitsy. In Control Point Clash, the ponderous Arachnos is everyone's worst nightmare. This spider tank, designed for pilots who enjoy observing, waits in hidden or obscure sections of the map, snatching parasites and rash insects who dare to approach its realm.
Its unique ability catches most of its opponents off guard, and its substantial armour prevents it from being obliterated early in the fight. Its size and speed are perhaps its only drawbacks — it's a slow, massive target that can be hit by anything thrown at it.
special ability:This robo spider's special ability is to release a smaller robo spider that fires at anything within range. This ability is important for both securing a Control Point and disguising it. If the Arachnos pilot is concerned about being flanked by the enemy, he or she may deploy this spider drone near a chokepoint.
Consider This: The Arachnos is a mech who takes his time. For many pilots, mounting dual Longarms on it is a favoured build. It also works well with dual Javelins, Rocket Mortars, and Missile Racks to suit its long-ranged playstyle. The RPG couples function well together, however they focus more on the Arachnos.
Think Twice: Shotguns, Thermal Lances, and Arc Torrents are all weapons that should be avoided to some extent. They make it difficult for an Arachnos to maintain its position, and given the spider's weak mobility, they don't help it much in close-quarters battle.
Overview: The Ares, named after the Greek god of war, lives up to its name. Its existence on the battlefield necessitates its annihilation due to its large energy capacity and formidable special ability. The Ares has a lot of armour and moves quickly, but once it gets flanked, it's game over. Do you think you can smash this one through rusted enemy mechs? Mount it with the best of the best.
The Ares has the ability to project a shield large enough for friends to hide beneath. This mech, like the Juggernaut, is designed to protect its allies or provide them an aggressive boost in battle. The Ares' back, unlike the Juggernaut's, is totally exposed, hence this is only suggested if the Ares pilot is launching a forward charge.
Consider This: Where do we even begin? The Ares is a hybrid of the Panther and the Juggernaut. We say this because of its ability to hold heavy weapons and its one-of-a-kind shield. The Ares is a heavy frontline fighter that demands automatics as a result of this logic. Carbines and Pulse Cannons are excellent weapons for it to posses, but Missile Racks or RPGs will help it score more kills.
Think Twice: Don't make this one too dependent on you. The Ares ought to be in the front of the attack, not at the back. It's not a good idea to give it Javelins or Rocket Mortars. Longarms are also forbidden – would the god of war resort to such cowardice? (P.S. We understand that snipers are not cowards; this is simply about the Greek hero Ares leading his fights from the front.)
Overview: What's all dark, crimson, and evil? The Guardian is correct. The Guardian, despite its name, is anything but. It's a fully armoured mech with a large energy storage that allows it to use larger, more powerful weaponry. Its powerful ability, which may quickly send the adversary into a panic when employed, makes its terrifying presence known in any conflict.
Running away or flanking isn't as frightening as it sounds. The Guardian's speed is pathetic, allowing it to be readily injured by fire from more nimble mechs.
special ability :The Guardian's special ability is to fire a pulse of energy from its front, forcing the enemy's weapons to reload and their powers to cool down. The shield of the Juggernaut? Gone. The Panther's Stasis Field has been turned off. The Cheetah's mines have been destroyed. What's the difference between the Killshot and the Lancer? There is no way out.
Because this pulse has a mid-range range, the Guardian may need to get closer to its adversaries before using it. Note that this does not reverse the effects of an already-afflicted ability, such as Zephyr's EMP shockwave. If a Guardian is trapped in a Panther's Stasis Field, this ability will disable the field but not immediately restore the Guardian's speed.
Consider This: The Guardian can serve primarily as a frontline warrior or as a back-up supporter for its squad. It will be able to go toe-to-toe with Juggernauts and similar tanks (albeit not Brickhouses), especially if it is outfitted with hard-hitting variants like Plasma or Pulse Cannons.
If you prefer the latter, equipping it with dual Longarms or Rocket Mortars could let it serve as the team's watchdog. Anyone trying to get close to it will employ the unique ability to buy some time while the Guardian reloads.
Think Twice: Do not offer the Guardian Javelin weaponry or Thermal Lances because they will draw the enemy's notice. The Guardian's mission is to wipe out the enemy while keeping a fearsome presence on the battlefield. Shotguns can be effective, but they must be used in a group. The fact that Guardians are not as nimble as other mechs makes this a dangerous pick. Getting around will be a bother.
Overview: The Shadow is created when ninjas and mechs are combined. This little but quick mech is like the Lancer if it spent more time in the shadows and less time bouncing around. The Shadow excels at covert operations, slinking and slipping through enemy lines unseen and reappearing when it's least anticipated.
This stealthy mech, while swift and seemingly invincible because to its special ability, suffers from the same flaw as its fellow scout-types: fragility.
You can't see me because I'm invisible! The Shadow earns its moniker by vanishing from enemy radar and sight. It can't be targeted or seen behind walls for a few seconds.
special ability:It's great for capturing control points or sneaking up behind larger, slower mechs and firing from behind. As a result, the Shadow is extremely deadly and unpredictable.
Consider the following: Do you fancy yourself as a conventional assassin? You should bring two shotguns with you. Javelins and Missile Racks may also look excellent on it, as they allow it to easily enter and exit a scuffle. You can also take a Longarm (or two) and try to pick off foes from a distance where they can't see you.
Consider this: While automatic weaponry on a Shadow may feel natural, the Shadow isn't built for long-term warfare. Avoid equipping it with Thermal Lances or other weapons that reveal its location. If you keep it away from these, your Shadow might survive a little longer.
These are the mechs to consider if you want something a little off of the ordinary but still hazardous. This type of mech is known for its deception and fast thinking. The pilots within either of these could make or break the match if they are on the battlefield. Anyone can pilot one of these, but only a select few understand how to make the most of their unique methods.
Overview: Despite its name, the Cheetah is not a mech that can outrun a Killshot. Instead, it's a cunning predator whose primary purpose is to destroy things via deception and deception. Given that it is a light mech, its armour is low, and its mobility is comparable to that of an M.D., but it is distinguished by its particular ability.
In the hands of an experienced pilot, the Cheetah is highly dangerous as an unorthodox support mech. To master such a mech, those seeking to pilot it will need a lot of experience.
special ability:The Cheetah's special ability is to throw explosives in front of it. A mech is in for an explosive surprise as soon as they step within a mine's limited radius. This skill can be used to close up chokepoints and narrow passageways. It can be devastating to anyone going toe-to-toe with a Cheetah if employed offensively.
Although much more difficult to employ than other special powers (the mines can be removed by the Guardian's special ability), with proper setup, this light mech will become one of the team's deadliest mechs.
Consider the following: The Cheetah's mines serve as a yardstick for its activities. Because the mines aren't thrown very far, it's best to equip the Cheetah with short- to mid-ranged weapons. Shotguns, Missile Racks, automated weaponry, or support weapons such as Thermal Lances or Stasis Beams will tremendously assist it and turn it into a valued partner.
It should always stick close to its comrades due to its low armour and lack of mobility compared to the Lancer and Killshot.
Consider this: A Cheetah should always be on the go, thus giving it a Longarm or two is problematic. Javelins or Rocket Mortars can be difficult to employ because they compromise a Cheetah's stealth. One of the worst ways to die for a Cheetah is to catch it with its pants down.
OVERVIEW: The Zephyr is a complicated and cutting-edge mech that is an interesting mix of straightforward and pragmatic. This mech has good protection and agility, making it a capable front-line warrior.
Its particular ability attracts the attention of its opponents, making it a top target for everyone. Because the activation of this mech's abilities can determine the outcome of a fight, it needs a high level of skill to operate.
special ability:Electromagnetic Pulse, or EMP for short, is a special ability that everyone despises. The mechs impacted by this radial electromagnetic pulse are instantly deactivated, shutting down all systems and weapons. The mechs' movement, weapon functions, and powers are all halted as a result.
When used appropriately, the Zephyr has the potential to completely derail an opponent's strategy in the blink of an eye. Wouldn't you want to make the Zephyr a top priority target in battle now that you know this?
Consider This: Due to the Zephyr's chaotic nature, weapons that deliver massive quantities of damage in a short length of time will be required. Missile Racks, Shotguns, Carbines, and the like are examples. It should not waste time taking out its targets one by one once it has locked them down. There will be hell to pay if the Zephyr fails to kill any of its key targets at that time and they reactivate.
Think Twice: When employing a Zephyr, prolonged fire should be avoided. If you want it to help your team, you can equip it with automatic guns or beam weapons. Javelins are intriguing, but knowing they're coming from a Zephyr makes them an even more dangerous target.
The most outlandish of the outlandish. These mechs are extremely expensive and difficult to pilot, so only the most expert pilots should attempt this area. Do you believe you have what it takes? Prepare your wallet and secure your seat. You still have a long way to go!
OVERVIEW: The Brickhouse is the epitome of "big and in-charge," with an outstanding energy capacity right out of the gate. Because its special ability isn't used to soak up damage, it can be easily outshined by Juggernaut or Ares as a tank. Instead, the Brickhouse exists to boost its comrades while retaining a commanding presence on the battlefield.
This metal monster has days of armour and can easily endure several attacks, thanks to the energy capacity we discussed earlier. The Brickhouse, on the other hand, has two major flaws: its size and speed. It's a large target, and smaller, faster mechs may simply disengage from combat with it.
special ability :Huddle together is a special ability. The Brickhouse revs up its engines and sends forth a blast of energy that powers up all of its allies' weaponry. As a result, it should always go first in a conflict and should be used as cover by lesser mechs.
This could be used in a forward assault that, if executed right, could take out a number of the enemy's mechs before the Brickhouse needs to recharge.
Consider This: The Brickhouse is remarkably adaptable, given its huge energy capacity, allowing for many gun combinations. Try equipping it with Stasis Beams or Thermal Lances (or both at the same time) or weapons with big ammo pools due to its role as a support first rather than a tank.
A Carbine combined with a Missile Rack or Rocket Mortar is another gun combination that might be mounted on a Brickhouse. As your teammates push forward, you'll be able to score kills of your own.
Think Twice:Consider Giving It Shotguns or Arc Torrents Instead: Due to its slow pace and large size, avoid giving it weapons like Shotguns or Arc Torrents. It's difficult enough to travel, but putting yourself closer to the opponent while taking a lot of damage isn't a good option.
Giving the Brickhouse Longarms is also a fun construct because the damage increases when the special ability is used. Unfortunately, you will be foregoing your duty as a team support/tank as a result of this, as a sniper with allies will only attract attention.
Overview: The armor-damaging Redox has descended onto the battlefield. This mech has a vast energy pool, however it has a few flaws here and there. The Redox is a unique fighter who takes command of a fight by using its specific abilities to compensate for its flaws.
Due to its ability to carry huge and powerful weapons, the Redox makes a great frontliner in a conflict, however disengaging from a fight may prove tough for anyone operating this excruciatingly slow monster.
specific abilities:The Redox sends out a radial wave of corrosive energy that paralyses and slows any opponents caught in the blast. The Redox's unfortunate victims would suffer damage over time after being hit by the wave, becoming soft enough for its companions to take kills.
This skill is best used during battles or to fend off most foes who try to approach it or its companions. While attempting to seize a point or covering a friendly M.D. caring to injured teammates, Redox can use this ability to provoke a fight with anyone approaching it.
Consider This: mech should start its battles from a distance. Railguns, Longarms, Missile Racks, and Carbines are all good options. It can, at the absolute least, ensure that its targets perish before they reach close enough to cause significant harm.
If you plan on taking it into combat frequently, automatic weaponry may be able to help it do a decent amount of damage with its special ability.
Think Twice: Avoid weapons with long arming ranges, such as Javelins and Rocket Mortars. Shotguns aren't as good because they need to move about to be effective. Because the Redox isn't as agile as other mechs, utilising these might turn it into a major disadvantage for the team.
Overview: It comes in peace... or does it? The Surge looks like something out of a science fiction film. The Surge fights as weirdly as its image, hovering into the fray with its cockpit in the ball-like item in its core. Its particular ability, if used at the right time, has the potential to turn a combat around.
Aside from being compact and agile, the Surge has a significant amount of energy, which allows it to carry decent weapons into battle. It's also incredibly delicate, so if taken off guard, the Surge will simply crumble. It should be tested with a group of friends rather than by yourself.
special ability: Surge's special ability is similar to the Killshot's in that it sprints ahead at a high rate. The Surge's pulse is comparable to Zephyr's, which is the only difference between it and the Killshot's dash. The Surge emits an EMP wave after colliding with a mech or anything else it comes into contact with, which disables mechs trapped in it.
The Surge will be able to navigate through the enemy's formation and attempt to annihilate them before they re-activate. It can also utilise this to get out of a conflict if necessary.
Consider this: The Surge can be equipped with a wide range of weapons. Consider giving it Arc Torrents or Missile Racks or Carbines, which are both short-ranged weapons. It will be able to stay in a fight with these. Similarly, because you're effectively immobilising the adversary, give it Stasis Beams to mine the most salt from them.
Think Twice: The Surge has a hard time with long-ranged weapons. The Surge's goal is to stay in a combat long enough to disable its opponents so that its allies can survive. Giving it Rocket Mortars, Javelins, or Longarms isn't ideal because it necessitates a few extra steps in preparing how to get out of a position if the adversary gets too near.
Just keep in mind that your mech is yours alone. Wing it all the way if you know how to wing a given build for a certain mech. Each pilot has their own plan, and whatever works best for them or makes them happy should be prioritised. Keep fighting and having a good time!
That concludes our build ideas for the Mech Arena mechs! Leave a comment below if you'd like to share your own thoughts and ideas, or if you have better ones to offer!