Mastering the Vulcan: Mechabellum’s AoE Chaff Incinerator
The Vulcan is a towering inferno of destruction, designed to erase chaff armies and pressure medium units with relentless fire. While fragile for a giant, its low cost and area-of-effect dominance make it a reactive staple—but overcommitment invites hard counters.


Deployment & Core Value
Chaff Annihilator: Melt Crawlers, Fangs, and Mustangs with incendiary AoE.
Anti-Medium Pressure: Pair +125% Attack Tech to burn Sledges, Steel Balls, and mechanical divisions.
Economy Giant: Low cost for a giant unit, ideal for punishing chaff-heavy boards early.
Synergy Anchor: Protect with single-target DPS (Marksmen, Phoenix) to handle high-HP threats.
Weaknesses:
Squishy—vulnerable to giants (Fortress, Melting Point).
Useless vs. air units (Phoenix, Overlords).
Reliant on chaff clustering for maximum value.
Strategic Timing & Matchups
Early Game:
Deploy 1 Vulcan to counter chaff spam (Crawlers/Fangs).
Bait & Cluster: Use forward Fangs to lure enemy chaff into Vulcan’s range.
Mid-Game:
Tech Transition: Add Incendiary Bomb for wider burns or Range Tech to stay safe.
Anti-Medium Mode: Activate +125% Attack Tech to bully Sledges/Steel Balls.
Late Game:
Giant Counter: Pair with Melting Point to burn enemy Fortresses.
Sacrificial Play: Use Vulcan as bait for EMP/Rhino flanks, protecting your backline.
Countering Vulcan: Disrupt & Overpower
Early Counters:
Fortress Drop: Tank burns while melting Vulcan with Anti-Giant Barrage.
Armored Sledges: Stall Vulcan’s AoE while your DPS focuses it.
Mid-Game Counters:
Melting Point Swarms: Prioritize Vulcans with beam focus.
Air Transition (Phoenix/Overlords): Ignore Vulcan and snipe key backline units.
Late Counters:
Steel Ball + Energy Absorption: Outscale with Photon Coating and leveled Balls.
EMP + Stormcallers: Lock Vulcan in place, then bombard with AoE.
Pro Tips:
Spread chaff to minimize Vulcan’s AoE value.
Use Mobile Beacons to misdirect Vulcan’s aggro.
Vulcan Builds: Tech & Synergy
Incendiary Inferno:
Tech: Incendiary Bomb + Range.
Role: Erase chaff armies and pressure clustered medium units.
Synergy: Pair with Marksmen to snipe high-HP threats.
Hybrid Burner:
Tech: +125% Attack Tech + HP Upgrades.
Role: Melt Sledges/Steel Balls while surviving counterfire.
Risk: Requires Overlord support to handle air units.
Speed Demon:
Tech: Haste Module + Damage Amplifiers.
Role: Reposition mid-fight to maximize AoE coverage.
Key Philosophy
The Vulcan is a reactive tool, not a carry. Deploy it to punish chaff-heavy boards or overcommitted medium units, but never mass blindly—giants and air units will nullify it. Use its threat to force enemy pivots, then adapt: pair with anti-air (Phoenix) or giants (Melting Point) to cover its weaknesses. Abandon Vulcan if the enemy hard-techs Fortresses or air, and always prioritize chaff clustering to maximize its incendiary value.
Mobility - Ground
Giant - Yes
Cost - 400
Unlock cost - 100
Units - 1
HP - 36909
Attack - 81
Target - Ground Only
Attack Interval - 0.1s
Splash Damage - 12.0m
Burst Damage - 81
Max DPS - 810
Range - 95m
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




Ignite (200)
Attacks ignite the target unit. Ignited units lose 6% HP per second for 2s
Incendiary Bomb (300)
Launches a barrage of Incendiary Bombs every 16s to ignite the ground beneath the enemy's feet. Incendiary Bombs have a max range of 180m and a minimum range of 40m
Scorching Flames (250)
Increases Vulcan's ATK by 125%
Range Enhancement (300)
Increases attack range by 40m




Best Partner (200)
At the beginning of the combat, summon 1 Marksman at the same level as Vulcan to fight with you


Sticky Oil Bomb (250)
Fire every 16 seconds to launch a sticky bomb with a deceleration effect to distant enemies. Sticky Oil Bombs have a max range of 180m and a minimum range of 40m
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