Mastering the Hacker: Mechabellum’s Chaos Agent

The Hacker is a disruptive support unit that thrives on hijacking enemy forces, creating distractions, and exploiting slow-reacting armies. While risky to deploy, its ability to turn enemy units against their own team makes it a potent tool for controlling tempo and dismantling predictable strategies.

Deployment & Core Value

  • Unit Hijacker: Steal medium units (Rhinos, Steel Balls, Sledgehammers) to disrupt enemy formations. Requires level parity for reliability.

  • Chaff Distractor: Overwhelm enemy armies by hacking small units (Crawlers, Fangs), forcing them to attack their own allies.

  • Anti-Scorpion/Melting Point: Neutralize single-target threats by keeping them locked onto hacked units.

  • Barrier Support: Shield frontline chaff (Fangs, Mustangs) while hacking enemy units.

    Weaknesses:

    • Useless against barriers (Fortress shields, Personal Barrier item).

    • Countered by fast chaff clear (Vulcans, Mustangs).

    • Struggles vs. high burst damage (Phoenix, Stormcallers) that kills hacked units too quickly.

Strategic Timing & Matchups

  • Early Game:

    • Deploy vs. Sledgehammer/Arclight boards to steal key units.

    • Pair with Stormcallers to break enemy barriers quickly.

    • Avoid pairing with single-target DPS (Marksmen)—they’ll kill hacked units prematurely.

  • Mid-Game:

    • Counter Scorpions/Melting Points by hacking their targets.

    • Tech Multihack to steal multiple units if enemy lacks chaff clear.

    • Watch for barrier tech—respond with Stormcallers or EMP.

  • Late Game:

    • Shield Breaker: Add EMP or Anti-Barrier units to bypass Fortress walls.

    • Sacrificial Hacker: Use hacked units as fodder for Vulcan/Melting Point burns.


Countering Hackers: Disrupt & Nullify

  • Early Counters:

    • Chaff Spam: Flood with Crawlers/Fangs to waste Hacker’s targeting.

    • Mustang/Vulcan Rush: Clear hacked units before they cause chaos.

  • Mid-Game Counters:

    • Barrier Tech: Fortress shields or Personal Barrier items block hacking.

    • Phoenix Charged Shots: Snipe Hackers before they hijack key units.

  • Late Counters:

    • Overlord + Ground Cannon: Melt Hackers and their stolen units.

    • EMP + Burst: Lock down Hackers with EMP, then focus-fire with Stormcallers.

    Pro Tips:

    • If Hackers steal your units, deploy Mustangs to clean up distractions.

    • Avoid slow chaff clear (Arclights, Sledges)—they prolong Hacker value.


Hacker Builds: Tech & Synergy

  1. Distraction Overload:

    • Tech: Multihack + Range upgrades.

    • Role: Flood the field with stolen chaff to stall enemy DPS.

    • Synergy: Pair with Stormcallers to break barriers and AoE clear.

  2. Anti-Giant Saboteur:

    • Tech: Shield Breaker Support + EMP.

    • Role: Hijack Melting Points/Steel Balls to turn them against their army.

    • Risk: Requires chaff to absorb counterfire.

  3. Barrier Tank:

    • Tech: Personal Barrier (Hacker) + HP upgrades.

    • Role: Shield frontline while hacking high-value targets.

  4. EMP Enabler:

    • Tech: EMP Launcher + Hacker leveling.

    • Role: Lock down enemy units, then steal them during stun.

Key Philosophy

The Hacker is a reactive unit—deploy it to exploit enemy overcommitment to medium units or slow chaff clear. Prioritize hacking high-value targets (Rhinos, Scorpions) early, but abandon the strategy if the enemy invests in barriers or Vulcan spam. Always pair Hackers with units that cover their weaknesses: Stormcallers for barriers, Mustangs for chaff cleanup, and EMP for late-game disruption. Adapt tech to counter enemy adjustments, and never let them predict your next hack.

Mobility - Ground
Giant - No
Cost - 200
Unlock cost - 100
Units - 1
HP - 3249
Attack - 585
Target - Ground Only
Attack Interval - 0.3s
Splash Damage - No
Burst Damage - 585
Max DPS - 1950
Range - 110m
Speed - 8m/s

Tech Upgrades

Barrier (400)
Generates a large-scale shield that protects all allies within it. Shield HP increases by 16,000 per unit level

Electromagnetic Interference (100)
Causes electromagnetic interference on hit, temporarily disabling the target unit's Tech and reducing its movement speed by 40%

Enhanced Control (300)
Units under Hacker's control will immediately recover their maximum HP

Multiple Control (250)
The range of the hacker is reduced by 25 meters, but it can launch 5 control beams at the same time, and the control efficiency of each beam is 17% of the original

Range Enhancement (300)
Increases attack range by 40m