Mastering the Marksman: Mechabellum’s Precision Sniper

The Marksman reigns as Mechabellum’s premier long-range assassin, excelling at deleting high-value targets with surgical precision. While fragile, its cost efficiency and scaling potential make it a cornerstone of disciplined, range-focused strategies.

Deployment & Core Value

  • Sniper Role: Deploy Marksmen to eliminate priority targets (Wraiths, Phoenix, Stormcallers) before they impact the battle.

  • Early Game Dominance: Thrives in passive starts where range dictates tempo. 4-5 Marksmen are sufficient late-game—focus on clearing chaff to let them fire freely.

  • Aerial Specialist Tech: Hard-counters midgame Wraiths with anti-air upgrades.

  • Leveling Advantage: Cheap to level early, allowing sustained pressure without sacrificing unit slots.

Strategic Timing & Matchups

  • Early Game:

    • Deploy 2-3 Marksmen to punish passive openings and secure early level leads.

    • Pair with Crawlers/Fangs to block enemy chaff from closing in.

  • Mid-Game:

    • Prioritize Aerial Specialist vs Wraiths or Phoenix.

    • Protect Marksmen with Steel Balls or Shielded Fangs.

  • Late Game:

    • Avoid transitioning into Marksmen—opt for Phoenix instead (2 units/deployment).

    • Replace if overwhelmed by swarms or Rhino flanks.

Countering Marksmen: Overwhelm or Outflank

  • Early Counters:

    • Stormcallers: Bombard Marksmen clusters before they scale.

    • Crawler/Fang Swarms: Bury them under chaff to block line of sight.

  • Mid-Game Counters:

    • Rhino Flanks: Bypass frontline and crush unprotected Marksmen.

    • Wasps: Harass with aerial units if anti-air tech is missing.

  • Late Counters:

    • Fortress: Tank shots while advancing.

    • Scorpion: Disable Marksmen with EMP or direct strikes.


Pro Tip: If the enemy invests in Assault Marksmen (aggressive push tech), counter with Fortress summoning or Scorpion lockdown—not unreliable EMP units.

Marksman Builds: Sharpshooter Synergy

  1. Sniper Nest:

    • Positioning: Backline, shielded by chaff or tanks.

    • Tech: Aerial Specialist (vs air) or Armor-Piercing Rounds (vs Fortresses).

    • Synergy: Pair with Stormcallers to clear chaff.

  2. Assault Marksmen:

    • Tech: Assault Protocol (movement speed + damage boost).

    • Risk: Exposes Marksmen to flankers—only use with heavy frontline support.

  3. Anti-Wraith Specialist:

    • Tech: Aerial Specialist + Enhanced Optics (range boost).

    • Role: Shut down Wraith snowballs before they spiral.

Key Philosophy

The Marksman is a scalpel, not a hammer. Success hinges on target prioritization, chaff management, and timing. Deploy early to exploit passive play, but never overcommit—4-5 leveled Marksmen can decide battles, while 10+ become liability. Adapt tech to counter enemy carries, and always protect your snipers from aggression.

Mobility - Ground
Giant - No
Cost - 100
Unlock cost - 0
Units - 1
HP - 1622
Attack - 2329
Target - Air & Ground
Attack Interval - 3.1s
Splash Damage - No
Burst Damage - 2329
Max DPS - 751
Range - 140m
Speed - 8m/s

Aerial Specialization (250)
ATK increases by 75% to aerial units, increases range by 30 when attacking aerial units

Tech Upgrades

Doubleshot (250)
Each attack fires 2 bullets in succession but increases reload time by 15%

Quick Reload (300)
Multiplies Marksman's attack speed at the cost of lower damage

Elite Marksman (400)
The effect increases with unit level, increasing range by 5m and ATK by 17% per level increased

Electromagnetic Shot (250)
Causes electromagnetic interference on hit, temporarily disabling the target unit's Tech and reducing its movement speed by 40%

Range Enhancement (300)
Increases attack range by 40m

Shooting Squad (300)
At the beginning of the combat, summon 5 Fangs at the same level as Marksman to fight with you.

Assault Mode (150)
Marksman's HP is increased by 500%, movement speed is increased by 3, ATK is increased by 30%, and attack has a area damage of 9 meters, but range is reduced by 70.