Mastering the Scorpion: Mechabellum’s Anti-Medicum Executioner
The Scorpion is a durable, high-damage specialist designed to dismantle medium units and barriers while punishing overcommitted strategies. Its ability to melt Steel Balls, Sledgehammers, and War Factories makes it a reactive powerhouse, but its reliance on chaff support and vulnerability to swarms demand careful deployment.


Deployment & Core Value
Anti-Medium Annihilator: Delete Steel Balls and Sledgehammers with high single-target DPS.
Barrier Breaker: Shred shields/barriers (Fortress walls, Personal Barrier items) with armor-piercing attacks.
War Factory Counter: Obliterate turret summons and melt the Factory itself with Acid Tech.
Economy Punisher: Force opponents to abandon early Sledge/Ball strategies or pay a heavy price.
Weaknesses:
Useless vs. chaff floods (Crawlers) without backup AoE.
Struggles against giants (Fortresses, Melting Point swarms).
Predictable deployment invites Overlord counters.
Strategic Timing & Matchups
Early Game:
Deploy 1 Scorpion (no tech) to counter early Steel Balls or Sledgehammers.
Pair with Mustangs/Vulcans to clear chaff and protect the Scorpion.
Mid-Game:
Tech Transition: Add Range + Acid to melt barriers and punish clustered units.
War Factory Killer: Target summon-heavy builds (Hackers, Fortress spawns).
Late Game:
Mass Scorpion Push: Build 3+ with Damage Amplifiers to pressure giants.
Bait & Switch: Use Scorpions to lure Overlord investments, then pivot to Phoenix/Vulcans.
Countering Scorpion: Swarm & Adapt
Early Counters:
Crawler Flood: Overwhelm Scorpions with bodies while your DPS focuses them.
Overlord Rush: Ignore Scorpions and crush their backline with aerial dominance.
Mid-Game Counters:
Fortress Walls: Tank Scorpion damage while Melting Points burn through them.
EMP + Stormcallers: Lock Scorpions in place, then bombard with AoE.
Late Counters:
Melting Point Swarms: Prioritize Scorpions with beam focus.
Air Transition (Phoenix/Wasps): Bypass Scorpions entirely to snipe key units.
Pro Tips:
If Scorpions have Acid Tech, counter with Barrier Refresh (Fortress) or Photon Coating.
Deploy Mobile Beacons to misdirect Scorpion aggro.
Scorpion Builds: Tech & Synergy
Anti-Barrier Specialist:
Tech: Acid Ammo + Range.
Role: Melt shields and War Factories while pressuring medium units.
Synergy: Pair with Vulcans to clear chaff and amplify burn damage.
Steel Ball Executioner:
Tech: Damage Amplifiers + Armor-Piercing Rounds.
Role: Hard-counter Ball-heavy comps.
Risk: Useless vs. Crawlers—always pair with Mustangs.
Economy Disruptor:
Tech: None (early) → sell later if countered.
Role: Force enemy pivots, then reinvest funds into giants or air.
Key Philosophy
The Scorpion is a scalpel, not a sledgehammer. Deploy it reactively to punish medium-unit overcommitment, but never mass blindly—giants and swarms will outscale it. Use its threat to destabilize enemy economies, then pivot to air or AoE if they adapt. Always pair with chaff clear (Vulcans, Mustangs) to maximize its anti-medic focus, and abandon it if the enemy hard-techs Overlords or Melting Points. Adaptability is key: let the Scorpion create openings, but never let it become your core.
Mobility - Ground
Giant - No
Cost - 300
Unlock cost - 100
Units - 1
HP - 19625
Attack - 10821
Target - Ground
Attack Interval - 4.5s
Splash Damage - 15m
Burst Damage - 10821
Max DPS - 2405
Range - 110m
Speed - 7m/s


Tech Upgrades


Acid Attack (300)
The unit's attack will create an acid area with a radius of 15m at the hit point. The acid area lasts for 40 seconds. Units within the acid loose 3% (max.) HP per second and will suffer 250% damage




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
Doubleshot (300)
Each attack fires 2 shells in succession but increases reload time by 12%
Field Maintenance (200)
Increases HP by 30%, automatically restores 4.5% Max HP per second upon taking damage
Range Enhancement (300)
Increases attack range by 40m




Siege Mode (300)
The unit enters siege mode, increase range by 70m but decrease damage by 40% and it can not attack units within 75m around it
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