Mastering the Fortress: Mechabellum’s Adaptive Titan

The Fortress is a towering Swiss Army knife, capable of shifting roles from frontline tank to long-range artillery to anti-air sentinel. Its diverse tech tree and summoning capabilities make it a cornerstone of adaptability, but its success hinges on anticipating enemy strategies and countering them proactively.

Deployment & Core Value

  • Versatile Anchor: Dominate as a frontline tank (Barrier/Armor Tech), backline artillery (Range/Doubleshot), or anti-air hybrid (Anti-Air Barrage).

  • Giant Slayer: Melt Vulcans, Sledges, and other medium units with precision cannon fire.

  • Anti-Air Sentinel: Shred Phoenixes and Overlords with Anti-Air Barrage while crushing their frontline.

  • Summoner General: Spawn Fangs to absorb damage, block shots, or overwhelm with Fang summoning tech.

    • Weaknesses:

      • Vulnerable to Melting Point beams and EMP disruption.

      • Slow speed leaves it prone to Rhino flanks or aerial dives.

      • Anti-Air Barrage’s 10-second cooldown requires backup anti-air.

Strategic Timing & Matchups

  • Early Game:

    • Deploy 1 Fortress to counter medium-unit spam (Sledges, Vulcans).

    • Use Barrier Tech to shield against early AoE (Stormcallers, Incendiary Bombs).

  • Mid-Game:

    • Tech Pivot: Add Anti-Air Barrage vs. Phoenix/Overlord builds or Doubleshot to pressure giants.

    • Summoner Mode: Activate Fang Summoning to stall enemy Melting Points or chaff floods.

  • Late Game:

    • Mass Fortress Deathball: Overwhelm with 3+ Fortresses teched for Barrier + Doubleshot.

    • EMP Defense: Counter EMP strategies with Photon Coating or spread formations.


Countering Fortress: Disrupt & Overwhelm

  • Early Counters:

    • Melting Point Focus: Burn through Fortresses before Barrier Tech is added.

    • Rhino Flank: Bypass frontline with Haste Module to dive Fortresses.

  • Mid-Game Counters:

    • Steel Ball Swarm: Tank cannon fire with Energy Absorption and out-sustain damage.

    • War Factory + Anti-Missile: Neutralize Anti-Air Barrage with turret interceptors.

  • Late Counters:

    • EMP + Incendiary Vulcans: Lock down Fortresses, then burn through their HP.

    • Air Swarm (Overlords/Phoenix): Overload Anti-Air Barrage’s cooldown with mass air units.

  • Pro Tips:

    • Use Acid Crawlers to melt Fortress armor if they lack Barrier refresh.

    • Deploy Mobile Beacons to misdirect cannon aggro.


Fortress Builds: Tech & Synergy

  1. Barrier Tank:

    • Tech: Barrier + Armor Enhancement.

    • Role: Soak damage for backline DPS (Marksmen, Stormcallers).

    • Synergy: Pair with Vulcans to clear chaff and amplify zone control.

  2. Anti-Air Artillery:

    • Tech: Anti-Air Barrage + Range Enhancement.

    • Role: Delete air units while crushing frontline tanks.

    • Risk: Requires Mustangs or Wasps to handle air swarms during cooldown.

  3. Summoner Overlord:

    • Tech: Fang Summoning + Doubleshot.

    • Role: Flood the field with Fangs while pressuring high-value targets.

    • Synergy: Combine with Hackers to steal enemy chaff and amplify chaos.

  4. Doubleshot Duelist:

    • Tech: Doubleshot + Damage Amplifiers.

    • Role: Outtrade enemy giants (Melting Points, Vulcans) with burst fire.

Key Philosophy

The Fortress is a reactive chess piece—deploy it to counter enemy strategies, not to force your own. Use its tech tree to adapt: Barrier for survival, Anti-Air for airborne threats, Summoning for distractions. Prioritize protecting it from Melting Points with chaff or EMP defense, and abandon mass Fortress strategies if the enemy hard-counters with beam spam or Rhino flanks. Its true power lies in forcing opponents to play around you; make every tech choice a calculated checkmate.

Mobility - Ground
Giant - Yes
Cost - 400
Unlock cost - 200
Units - 1
HP - 51205
Attack - 6843
Target - Ground Only
Attack Interval - 2.0s
Splash Damage - 4.5m
Burst Damage - 6843
Max DPS - 3422
Range - 100m
Speed - 6m/s

Tech Upgrades

Armor Enhancement (200)
HP is increased by 35% and 60 damage is blocked when attacked. The damage blocking effect increases by 60 with each level

Anti-Air Barrage (200)
Launches 16 anti-air barrages at the enemy every 10s. The barrages only damage aerial units. Each guided missile deals 900 damage and has a range of 180m

Barrier (300)
Generates a large-scale shield that protects all allies within it. Shield HP increases by 40,000 per unit level increased

Doubleshot (200)
Each attack fires 2 shells in succession but increases reload time by 12%

Range Enhancement (300)
Increases attack range by 40m

Elite Marksman (200)
The effect increases with unit level, increasing range by 8m and ATK by 20% per level

Fang Summoning (300)
Produces 12 Fangs to join the combat every 28s

Launcher Overload (200)
Fortress' attack interval reduces by 50%, reduces range by 20m

Rocket Punch (250)
Fortress Launches his fists to attack enemies, triggering once when HP is below 85% and 55% respectively. The range of Rocket Punch is 180 meters, causing 15,000 damage to the target and enemies within 25 meters of the target. The damage of Rocket Punch increases by 15,000 per unit level