Mastering the Melting Point: Mechabellum’s Precision Giant Slayer

The Melting Point is a towering beam-focused giant designed to obliterate high-HP threats, from enemy giants to armored medium units. Its unparalleled single-target damage and late-game versatility make it a reactive cornerstone—but its reliance on targeting precision demands strategic support and adaptation.

Deployment & Core Value

  • Giant Executioner: Delete Fortresses, Vulcans, and War Factories with sustained beam focus.

  • Anti-Armor Specialist: Melt high-level Sledges, Wraiths, or Overlords with armor-piercing damage.

  • Late-Game Flex: Scale with Crawler Summoning for distractions or EMP Barrage to disrupt shields/giants.

  • Synergy Anchor: Pair with chaff clear (Vulcans, Mustangs) to prevent beam obstruction.

    • Weaknesses:

      • Vulnerable to distractions (Hackers, Crawlers) retargeting its beam.

      • Struggles vs. Steel Balls with Energy Absorption or Photon Coating.

      • Slow movement makes it prone to Rhino flanks or air unit dives.

Strategic Timing & Matchups

  • Early Game:

    • Deploy reactively to counter enemy giants (Fortress/Vulcan) or War Factories.

    • Protect with chaff clear to maintain beam uptime.

  • Mid-Game:

    • Tech Transition: Add EMP Barrage to disable shields or Crawler Summoning for frontline fodder.

    • Anti-Air Pivot: Use EMP to stall Overlords/Phoenixes while your DPS cleans up.

  • Late Game:

    • Summoner Mode: Spam Crawlers to overwhelm enemy targeting.

    • EMP Support: Disable Fortress shields or Melting Point duels for your giants.

Countering Melting Point: Distract & Outlast

  • Early Counters:

    • Steel Ball Walls: Tank beams with Energy Absorption to outheal damage.

    • Sledgehammer Spam: Obstruct line of sight while your giants counterfire.

  • Mid-Game Counters:

    • Hacker Distraction: Steal chaff to force constant beam retargeting.

    • Phoenix Charged Shots: Snipe Melting Points from safe distances.

  • Late Counters:

    • Fortress + Photon Coating: Reflect beam damage while melting their backline.

    • Rhino Flank: Dive Melting Points with Haste Module to bypass frontline.

  • Pro Tips:

    • Use Mobile Beacons to bait beams away from key units.

    • If Melting Points have EMP, counter with Photon Coating or spread formations.


Melting Point Builds: Tech & Synergy

  1. Giant Slayer:

    • Tech: Beam Focus + Damage Amplifiers.

    • Role: Prioritize enemy giants and high-HP units.

    • Synergy: Pair with Stormcallers to clear chaff and amplify beam uptime.

  2. Summoner Overload:

    • Tech: Crawler Summoning + HP Upgrades.

    • Role: Create distractions while melting priority targets.

    • Risk: Requires Vulcan support to prevent chaff floods.

  3. EMP Disruptor:

    • Tech: EMP Barrage + Range.

    • Role: Disable shields/giants for your army to exploit.

    • Synergy: Combine with Marksmen to snipe stunned targets.

Key Philosophy

The Melting Point is a surgical instrument—deploy it to dismantle high-value threats, but never leave it unprotected. Use chaff clear to ensure beam focus, and adapt tech (EMP/Summoning) to counter enemy adjustments. Prioritize positioning to avoid flanks, and abandon it if the enemy hard-counters with Steel Balls or air swarms. Its strength lies in forcing opponents to play your game; make them fear every beam charge.

Mobility - Ground
Giant - Yes
Cost - 400
Unlock cost - 200
Units - 1
HP - 41102
Attack - 1-6721
Target - Air & Ground
Attack Interval - 0.2s
Splash Damage - 3.0m
Burst Damage - Minimal
Max DPS - 33605
Range - 115m
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

Crawler Summoning (300)
Produces 10 Crawlers to join the combat every 32s

Electromagnetic Barrage (300)
Launches 16 electromagnetic shots at the enemy every 13s. Each electromagnetic shot deals 4,000 damage to shields, slows all hit units, and disables their Tech for 13s. Electromagnetic shots have a range of 180m

Energy Diffraction (250)
Melting range reduced by 30m, but can fire 5 rays for 17% damage each

Range Enhancement (300)
Increases attack range by 40m

Energy Absorption (300)
Increases HP by 40% and converts dmage dealt to HP