Mastering the Phoenix: Mechabellum’s Aerial Sniper
The Phoenix is a versatile airborne unit that blends precision damage with unmatched mobility. Whether harassing flanks or anchoring a backline, its ability to reposition and punish key targets makes it a threat in all phases of the game—but its fragility demands careful tech and positioning.


Deployment & Core Value
Harassment Flanker: Exploit weak anti-air positions with Jump Drive to snipe towers or key units (e.g., Stormcallers, Hackers).
Backline Sniper: Melt high-value targets (Melting Points, Overlords) from safety with charged shots.
Economy Efficiency: Two units per pack save supply costs compared to Marksmen.
Reactive Counter: Reposition mid-fight to delete summoned units (Overlords, Fortress spawns).
Weaknesses:
Fragile—vulnerable to anti-air (Fortress Barrage, Aerial-spec Wasps).
Struggles vs. chaff walls (Fangs, Crawlers) blocking line of sight.
Predictable flanks are countered by Sentry Missiles or War Factories.
Strategic Timing & Matchups
Early Game:
Flank Harass: Deploy 1 pack with Jump Drive to pressure undefended towers.
Counter Summons: Use mobility to delete early Overlords or Fortress spawns.
Mid-Game:
Tech Transition: Add Charged Shots for burst damage or Range to outpace anti-air.
Chaff Clear Support: Pair with Vulcans or Mustangs to maintain line of sight.
Late Game:
Anti-Giant Focus: Prioritize Melting Points or Steel Balls with charged shots.
Shield Tech: Survive Fortress Barrage with shield upgrades or Photon Coating.
Countering Phoenix: Ground & Disrupt
Early Counters:
Fang/Mustang Walls: Block line of sight and chip Phoenixes down.
Marksmen Snipes: Outrange and oneshot untethered Phoenixes.
Mid-Game Counters:
Fortress + Anti-Air Barrage: Tank frontline pressure while melting Phoenixes.
Aerial-spec Wasps: Swarm and shred Phoenixes with air-focused DPS.
Late Counters:
EMP + Stormcallers: Lock Phoenixes in place, then bombard with AoE.
Rhino Flanks: Bypass frontline and dive Phoenix backline.
Pro Tips:
If Phoenixes are shielded, counter with Anti-Barrier Tech (Stormcallers) or EMP.
Deploy War Factories on flanks to block Jump Drive angles.
Phoenix Builds: Tech & Synergy
Harassment Focus:
Tech: Jump Drive + Charged Shots.
Role: Delete key units (Hackers, Stormcallers) and pressure towers.
Synergy: Pair with Crawlers to distract anti-air.
Sniper Backline:
Tech: Charged Shots + Range + Shield.
Role: Melt giants (Melting Points, Fortresses) from safety.
Risk: Requires Mustangs/Vulcans to clear chaff.
Bait & Switch:
Tech: Mobile Beacon + Photon Coating.
Role: Fake flanks to lure enemy anti-air, then pivot to snipe backline.
Key Philosophy
The Phoenix is a scalpel, not a sledgehammer. Use its mobility to exploit positioning mistakes, but never overcommit—anti-air counters can invalidate it instantly. Prioritize Charged Shots to burst high-value targets, and always pair with chaff to maintain vision. Adapt tech to counter enemy adjustments: Shields vs. Fortress Barrage, Jump Drive vs. static defenses. Abandon Phoenixes if the enemy hard-techs anti-air, and repurpose them as bait for EMP traps or flank distractions.
Mobility - Air
Giant - No
Cost - 200
Unlock cost - 50
Units - 2
HP - 1464
Attack - 3073
Target - Air & Ground
Attack Interval - 3.2s
Splash Damage - No
Burst Damage - 6146
Max DPS - 1921
Range - 120m
Speed - 16m/s


Tech Upgrades


Charged Shot (200)
Phoenix's damage increased by 175%, while the range decreased by 25m




Electromagnetic Shot (200)
Causes electromagnetic interference on hit, temporarily disabling the target unit's Tech and reducing its movement speed by 40%
Elite Marksman (400)
The effect increases with unit level, increasing range by 5m and ATK by 25% per level
Energy Shield (200)
Obtain an energy shield that absorbs damage equal to your HP and can block at least one instance of damage
Range Enhancement (300)
Increases attack range by 40m


Jump Drive (50)
Increases Phoenix' movement speed by 5m/s and allows Phoenix to be freely repositioned during the deployment phase of every round


Launcher Overload (250)
Phoenix's attack interval is reduced by 50%, while the range decreased by 25m


Quantum Reassembly (300)
The cockpit of a destroyed Phoenix will follow behind the nearest allied Phoenix and will be fully restored in 15s. This effect can only be triggered one time per battle


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