Mastering the War Factory: Mechabellum’s Late-Game Swiss Army Knife

The War Factory is a high-cost, high-utility giant that thrives as a reactive late-game tool. Whether intercepting missiles, summoning units, or tanking frontline damage, its versatility shines in prolonged matches—but its steep upkeep demands flawless economy management and anticipation of enemy counters.

Deployment & Core Value

  • Missile Interceptor: Neutralize Stormcaller volleys, Fortress Anti-Air Barrage, and Overlord missiles with Anti-Missile Tech (doesn’t degrade over time).

  • Summoner Station: Spawn leveled chaff/medium units (Sledges, Steel Balls) matching the Factory’s level.

  • Anti-Flank Anchor: Deploy with Mobile Beacon to reposition and block Rhino dives or chaff floods.

  • Economy Gatekeeper: 200 upkeep per round—deploy only post-Round 5 to avoid early-game vulnerability.

    • Weaknesses:

      • Hard-countered by Acid Scorpions and Melting Points.

      • Summoning strategies drain economy if not protected.

      • Cannot equip items; reliant on tech and positioning.

Strategic Timing & Matchups

  • Early Game (Pre-Round 5):

    • Avoid deployment—focus on economy and chaff control.

    • Prepare for late-game by teching units the Factory can later summon (e.g., Steel Balls).

  • Mid-Game (Rounds 5-8):

    • Anti-Missile Mode: Counter Stormcaller/Fortress-heavy boards.

    • Summoner Flex: Spawn pre-teched units (e.g., Siege Steel Balls) if enemy lacks AoE.

  • Late Game (Rounds 9+):

    • Tech Adaptation: Add Range Tech to snipe Melting Points or Shielded Summons to stall Acid Scorpions.

    • Bait & Switch: Use Factory to draw EMP/Rhino aggro, protecting key units like Overlords.

Countering War Factory: Disrupt & Burn

  • Early Counters:

    • Rush Economy: Pressure pre-Round 5 to delay Factory deployment.

    • Chaff Flood: Overwhelm with Crawlers/Fangs to waste summon value.

  • Mid-Game Counters:

    • Acid Scorpion: Melt Factory HP through Armor-Piercing Acid Tech.

    • Melting Point Focus: Burn Factory before summons scale.

  • Late Counters:

    • Vulcan Ignite: Clear summons while burning Factory with AoE.

    • Fortress + Summon Ignite: Pair Fortress Anti-Air with incendiary Fangs.

  • Anti-Missile Tactics:

    • Avoid Overlord/Stormcaller spam—switch to Phoenix or Marksmen.

    • Use Launcher Overload (Overlords) to overwhelm interception.

War Factory Builds: Tech & Synergy

  1. Interceptor Sentinel:

    • Tech: Anti-Missile + Range.

    • Role: Shut down projectile-heavy comps (Stormcallers, Fortresses).

    • Synergy: Pair with Shielded Fangs to bait enemy volleys.

  2. Summoner Economy:

    • Tech: Summoning + Unit Leveling.

    • Role: Spawn pre-teched Sledges/Balls to overwhelm.

    • Risk: Requires Vulcan support to counter chaff floods.

  3. Anti-Flank Bulwark:

    • Tech: Mobile Beacon + HP Upgrades.

    • Role: Block Rhino flanks and absorb aggro.

Key Philosophy

The War Factory is a reactive luxury—deploy it only when the enemy’s strategy justifies its cost. Prioritize Anti-Missile Tech to neutralize projectile spam, or Summoning if you’ve pre-invested in unit tech. Never force it early; let the mid-game dictate its role. Protect it from Acid Scorpions with Mobile Beacons or Range Tech, and abandon summon strategies if the enemy hard-counters with AoE. Its true power lies in forcing opponents to play around your late-game adaptability.

Mobility - Ground
Giant - Yes
Cost - 800
Upkeep - 150
Unlock cost - 200
Units - 1
HP - 166798
Attack - 6843 × 4
Target - Ground Only
Attack Interval - 1.8s
Splash Damage - 4.5m
Burst Damage - 27372
Max DPS - 15207
Range - 110m
Speed - 6m/s

Tech Upgrades

Armor Enhancement (200)
HP is increased by 50% and 60 damage is blocked when attacked. The damage blocking effect increases by 60 with each level.

Missile Intercept (250)
Try to intercept enemy missiles within 150 meters (Battlefield powers can't be intercepted), continuous interception for a long time will lead to a decline in interception efficiency. Interception efficiency is independent of the War Factory's attack and level.
Intercepts missiles from Stormcaller and Overlord, Tech from Fortress, Vulcan, and Melting Point as well as Sentry missiles

Photon Coating (200)
Covers the unit with a photon coating, reducing damage received by 30% for the first 25s of battle and grants immunity to electromagnetic, ignited, acid, and degeneration beam effects

Sledgehammer Production (250)
Produces 1 Sledgehammer to join the battle every 4.6s for 12 times

High-Explosive Ammo (150)
Increases the splash damage range of the main guns by 5m, but decreases ATK by 40%

Phoenix Production (350)
Produces 1 Phoenix to join the battle every 13s for 5 times

Steel Ball Production (300)
Produces 1 Steel Ball to join the battle every 6.5s for 9 times

Range Enhancement (300)
Increases attack range by 40m

Launcher Overload (200)
Decreases War Factory's attack interval by 50%, reduces range by 20m

Efficient Maintenance (50)
The upkeep cost of War Factory is reduced by 100 (to 100 instead of 200 per turn