Mastering the Arclight: Mechabellum’s AoE Chaff Annihilator

The Arclight dominates as Mechabellum’s premier anti-swarm unit, obliterating fragile chaff with its explosive AoE attacks. While slow, its ability to control crowds and punish early-game overcommitments makes it a cornerstone of disciplined army compositions.

Deployment & Core value

  • Chaff Annihilation: Deploy Arclights to hard-counter Crawler spam. Their AoE shreds grouped units, making them useless against Fangs with Portable Shield tech.

  • Synergy Pairing: Partner with Stormcallers to cover Arclight weaknesses (Fangs, Fortresses, Marksmen).

  • Charged Shot Tech: Unlock to melt medium units like Sledgehammers and Steel Balls.

  • Carry Potential: Feed Arclights early kills to level them quickly, then pivot to Elite Marksmen tech for late-game DPS.

Strategic Timing & Matchups

  • Early Game:

    • Crush Crawler-heavy starts.

    • Avoid Fangs unless you secure Charged Shot early.

  • Mid-Game:

    • Position Arclights behind tanks (e.g., Steel Balls) to protect them from snipers.

    • Use Charged Shot to punish medium-unit spam.

  • Late Game:

    • Transition to Elite Marksmen tech only if Arclights are hyper-leveled. Otherwise, replace with Fortresses or anti-air.

Countering Arclights: Exploit their rigidity

  • Early Counters:

    • Shielded Fangs: Deploy Fangs with Portable Shield to lock Arclights into futile engagements.

    • Bait & Sell: Place sacrificial Sledges/Balls to waste Charged Shot, then sell them.

  • Late Counters:

    • Air Units (Skybreakers, Drones): Force Arclights to split focus or become obsolete.

    • Fortress + Fang Summoning: Overwhelm with unkillable chaff walls.

  • Tech Check: If Arclights have Elite Marksmen, counter with Hackers or Rhino Flanks.

Arclight Builds: Precision & Adaptation

  1. Crawler Crusher:

    1. Focus: Max AoE clear vs early Crawler/Fang spam.

    2. Positioning: Centralized to cover multiple lanes.

  2. Charged Shot Punisher:

    • Tech: Prioritize Charged Shot vs Sledge/Steel Ball comps.

    • Pair With: Mustangs to clean up residual chaff.

  3. Elite Marksmen Carry:

    • Conditional: Only viable if Arclights hit Level 3+ early.

    • Tech: Elite Marksmen + Damage upgrades.

    • Risk: Leaves you vulnerable to air/fortress pushes.

Key Philosophy

The Arclight is a specialist, not a generalist. Dominate chaff-heavy matchups, but pivot swiftly when countered. Use Charged Shot to punish predictable medium-unit spam, and never let Arclights stagnate—either snowball them into a carry or replace them before they become dead weight.

Mobility - Ground
Giant - No
Cost - 100
Unlock cost - 0
Units - 1
HP - 4414
Attack - 347
Target - Ground Only
Attack Interval - 0.9s
Splash Damage - 7.0m
Burst Damage - 347
Max DPS - 386
Range - 93m
Speed - 7m/s

Anti-Aircraft Ammunition (300)
Can be used against aerial units

Tech Upgrades

Armor Enhancement (150)
HP is increased by 35% and 60 damage is blocked when attacked. The damage blocking effect increases by 60 with each level

Elite Marksman (400)
The effect increases with unit level, increasing range by 5m and ATK by 22% per level

Electromagnetic Shot (200)
Causes electromagnetic interference on hit, temporarily disabling the target unit's Tech and reducing its movement speed by 40%

Charged Shot (150)
Increases ATK by 300% but increases Attack Interval by 35%

Range Enhancement (300)
Increases attack range by 40m