Mastering the Sandworm: Mechabellum’s Subterranean Menace

The Sandworm is a burrowing behemoth that disrupts enemy formations with unpredictable dives and devastating melee strikes. Its ability to evade damage underground and synergize with aerial units makes it a versatile late-game threat, but reliance on burrow cycles demands careful positioning and tech timing.

Deployment & Core Value

  • Aerial Protector: Use Sandstorm Tech to shield Wasps from anti-air (Mustangs, Fortress Barrage).

  • Backline Assassin: Burrow to bypass chaff and delete key units (Stormcallers, Vulcans, Marksmen).

  • Replicate Spam: Mass worms in one lane with Replicate Tech to overwhelm defenses through sheer numbers.

  • Zone Disruptor: Force enemies to split resources between surface threats and subterranean dives.

    • Weaknesses:

      • Vulnerable to War Factories and Fortress Launcher Overload during surface phases.

      • Burrow cycles are disrupted by constant chaff drip (Crawlers/Fangs).

      • Struggles vs. Overlord Ground Cannons or Phoenix Charged Shots during emergence.

Strategic Timing & Matchups

  • Early Game:

    • Deploy 1 Sandworm to counter Mustang-heavy boards or protect early Wasps.

    • Use Mobile Beacon to reposition and avoid early Melting Point focus.

  • Mid-Game:

    • Tech Transition: Add Sandstorm to protect air units or Replicate for lane pressure.

    • Backline Dive: Burrow to assassinate Stormcallers/Vulcans, then retreat underground.

  • Late Game:

    • Mass Worm Push: Cluster 3+ Sandworms with Replicate + Burrow Speed Tech for unstoppable waves.

    • EMP Synergy: Pair with EMP units to lock enemies in place during emergence.


Countering Sandworm: Disrupt & Bury

  • Early Counters:

    • Chaff Flood: Drip-feed Crawlers/Fangs to stall burrow cycles.

    • War Factory Turrets: Melt Sandworms during surface phases with AoE.

  • Mid-Game Counters:

    • Fortress + Launcher Overload: Bombard emergence points with unstoppable missiles.

    • Phoenix Charged Shots: Snipe Sandworms as they surface.

  • Late Counters:

    • Overlord Ground Cannons: Focus-fire Sandworms during brief surface windows.

    • Scorpion Acid: Apply lingering damage that persists through burrows.

  • Pro Tips:

    • Deploy Mobile Beacons to bait Sandworms into EMP traps.

    • Use Steel Balls with Energy Absorption to tank strikes and outheal damage.


Sandworm Builds: Tech & Synergy

  1. Sandstorm Guardian:

    • Tech: Sandstorm + Burrow Speed.

    • Role: Protect Wasps/Overlords while diving priority targets.

    • Synergy: Pair with Phoenix to snipe distracted anti-air.

  2. Replicate Swarm:

    • Tech: Replicate + HP Upgrades.

    • Role: Flood a single lane with burrowing waves.

    • Risk: Requires Stormcallers to clear enemy chaff blocking emergence points.

  3. Backline Assassin:

    • Tech: Burrow Speed + Damage Amplifiers.

    • Role: Delete Vulcans/Stormcallers before they scale.

    • Synergy: Combine with Hackers to steal chaff and ensure clean dives.

Key Philosophy

The Sandworm is a psychological weapon—its burrows force enemies to play reactively. Use it to punish static backlines or protect air armies, but never overcommit without Replicate Tech. Prioritize disrupting enemy anti-burrow tools (War Factories, Fortresses), and abandon the strategy if they hard-counter with Phoenixes or Overlords. Adaptability is key: let the Sandworm’s unpredictability create openings, but always have a backup plan when the enemy digs deeper.

Mobility - Ground
Giant - Yes
Cost - 400
Unlock cost - 200
Units - 1
HP - 48645
Attack - 8324
Target - Ground
Attack Interval - 2.5s
Splash Damage - 12.0m
Burst Damage - 8324
Max DPS - 3330
Range - Melee
Speed - 16m/s

Tech Upgrades

Armor Enhancement (350)
HP is increased by 50% and blocks 60 damage when attacked. The damage-blocking effect increases by 60 with each level

Mechanical Division (350)
Destroyed Sandworm creates 4 level 1 Larvae to continue fighting

Mechanical Rage (200)
Increases the movement speed of units by 4m/s and reduces attack interval by 0.8s

Anti Air (100)
Enables the Sandworm to attack aerial targets

Replicate (200)
Each time the Sandworm emerges from the ground, it creates 1 Larva

Sandstorm (350)
When the Sandworm burrows out of the ground, it creates a sandstorm with a 120-meter radius that lasts for 10 seconds. Units within the sandstorm have their attack range reduced by 50%, and damage taken from ranged attacks is reduced by 30%

Underground Maintenance (250)
While burrowed, the Sandworm restores 15% of its max HP per second