Mastering the Tarantula: Mechabellum’s Armored Chaff Crusher
The Tarantula excels as a durable frontline brawler, dominating early-game chaff and pressuring medium units like Sledgehammers and Arclights. While its late-game potential is limited without tech, spider mines and armor upgrades let it adapt to specific threats.


Deployment & Core Value
Chaff Annihilator: Obliterate Crawlers and Fangs with rapid-fire autocannons. Ideal against early chaff-heavy boards.
Anti-Medium Bulwark: Melt Sledgehammers and Arclights efficiently while tanking their damage.
Tanky Frontliner: Deploy upfront to absorb hits and protect fragile backline units (e.g., Stormcallers, Marksmen).
Mine Layer (Tech): Spider Mines distract enemy DPS, buying time for your army. Prioritize this tech for late-game utility.
Cheap Armor Synergy: Counter Mustang spam with armor upgrades for sustained survivability.
Weaknesses:
Useless vs. air (Phoenix, Wasps).
Struggles against high-HP giants (Fortress, Melting Point).
Spider Mines can be countered by AoE or fast units.
Strategic Timing & Matchups
Early Game:
Deploy 1-2 Tarantulas to crush chaff and pressure sledges/arcs.
Avoid overcommitting—use as a temporary frontline until stronger units come online.
Mid-Game:
Tech Spider Mines to disrupt enemy DPS (e.g., Marksmen, Stormcallers).
Add Armor if facing Mustang spam.
Transition to higher-cost units if the enemy invests in air or Fortresses.
Late Game:
Tarantula Push: Surround the enemy base with leveled Tarantulas and mines (niche but viable with proper tech).
Pair with anti-air (Phoenix, Wasps) to cover its weakness.
Countering Tarantulas: Disrupt & Overwhelm
Early Counters:
Phoenix/Wasp Swarms: Air units ignore Tarantulas’ frontline and melt them.
Fortress Drop: Tarantulas lack DPS to break its armor.
Mid-Game Counters:
Hackers + Multihack: Steal Tarantulas and turn their tankiness against them.
Vulcan + Air: Burn through Tarantulas while air units handle mines.
Late Counters:
Stormcaller Traps: Bombard Tarantula clusters with incendiary rounds.
Melting Point Focus Fire: Overwhelm their HP with high-damage beams.
Spider Mine Solutions:
Deploy Sledges with Range Tech to clear mines quickly.
Use Marksmen to snipe mines before they reach your backline.
Tarantulas Builds: Synergy & Scaling
Spider Mine Distraction:
Tech: Spider Mines + Armor.
Role: Tank frontline while mines disrupt enemy DPS.
Synergy: Pair with Stormcallers for AoE or Hackers to punish overinvestment.
2. Anti-Mustang Armor Wall:
Tech: Armor Upgrade + Damage Amplifiers.
Role: Shut down Mustang-heavy comps while shielding backline.
3. Base-Surround Push (Niche):
Tech: Double Mine Layers + Leveling.
Risk: Exposes you to air—always pair with SAMs or Phoenix.
Key Philosophy
The Tarantula is an early-game stabilizer—durable enough to bully chaff and medium units but falls off without tech. Use it reactively to counter sledges/arcs or Mustang spam, but never overcommit. Spider Mines add late-game value by splitting enemy focus, while armor tech extends its relevance. Abandon Tarantulas if the enemy pivots to air, Fortresses, or Hackers.
Mobility - Ground
Giant - No
Cost - 200
Unlock cost - 0
Units - 1
HP - 15631
Attack - 534
Target - Ground
Attack Interval - 0.6s
Splash Damage - 5.0m
Burst Damage - 534
Max DPS - 890
Range - 80m
Speed - 8m/s


Tech Upgrades


Anti-Aircraft Ammunition (150)
Can be used against aerial units






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
Armor-Piercing Bullets (150)
Increases ATK by 50%
Field Maintenance (300)
Increases HP by 30%, automatically restores 4.5% Max HP per second upon taking damage. [Does not stack with the Nano-Repair Kit equipment]


High-Explosive Ammo (200)
Increases splash damage range by 7m, but decreases ATK by 40%
Mechanical Rage (400)
Increases the movement speed of units by 4m/s and reduces attack interval by 0.2s




Range Enhancement (300)
Increases attack range by 40m
Spider Mines (300)
Fires 2 Spider Mines with 750 HP every 15 seconds. The Spider Mines will charge at the enemy and self-destruct, dealing 4,500 damage to all units within 9 meters. The Spider Mine's HP increases by 750 and its damage increases by 4,500 per unit rank increased.
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