Mastering the Wasp: Mechabellum’s Agile Airborne Menace

The Wasp is a versatile airborne unit capable of harassment, flanking, and late-game dominance. Its ability to adapt roles through tech upgrades—from early-game disruptor to high-damage carry—makes it a persistent threat, but its fragility demands careful positioning and synergy.

Deployment & Core Value

  • Harassment Flanker: Use Jump Drive and Mobile Beacon to exploit gaps in enemy defenses early.
    Meat Shield: Tank high-damage abilities (e.g., Sentry Missiles, Marksmen shots) by clumping Wasps to absorb splash.

  • Damage Carry: Scale into late game with Ground/Aerial Specialization and Range Tech, protected by a frontline (Rhinos, Steel Balls).

  • Flank Defender: Rapidly respond to enemy pushes with aerial mobility, countering air units via Aerial Spec.
    Anti-Overlord/Wraith: Shred mass air armies late-game with leveled, teched Wasps.

  • Weaknesses:

    • Squishy—vulnerable to burst (Mustangs, Fortress Anti-Air Barrage).

    • Requires constant frontline support or tech investment to survive.

    • Predictable flanks are countered by AoE or air-spec units.

Strategic Timing & Matchups

  • Early Game:

    • Harassment: Deploy 1-2 packs with Jump Drive to pressure undefended towers.

    • Sentry Missile Bait: Cluster Wasps to tank missile splash and protect ground units.

    Mid-Game:

    • Tech Transition: Add Shields for survivability or Ground Spec to farm enemy chaff for levels.

    • Counter Wraiths: Deploy Aerial Spec Wasps + Stormcallers to clear Degenerate Beam chaff.

    Late Game:

    • Carry Mode: Prioritize Range + Aerial Spec to melt Overlords/Wraiths from safe distances.

    • Shield Synergy: Pair with Fortresses or Hackers to divert aggro from Wasps.

Countering Wasps: Disrupt & Ground

  • Early Counters:

    • Mustang Spam: Overwhelm Wasps with rapid-fire AoE.

    • Wraiths: Clear Wasps while handling their Crawler support.

    Mid-Game Counters:

    • Fortress + Anti-Air Barrage: Tank frontline pressure while annihilating Wasps.

    • Phoenix Charged Shots: Snipe Wasps before they scale.

    Late Counters:

    • Aerial-Spec Marksmen: Outrange and oneshot teched Wasps.

    • Melting Point Focus Fire: Burn through Wasp swarms with beam prioritization.

    Anti-Flank Tactics:

    • Fangs + Range Tech: Clear Wasp harassment without diverting Mustangs.

    • War Factory (360° Turret): Shut down Mobile Beacon flanks.

    Pro Tip: If Wasps are shielded, counter with EMP or Stormcaller incendiary traps.

Wasp Builds: Tech & Synergy

  1. Aerial Annihilator:

    • Tech: Aerial Specialization + Range + Shield.

    • Role: Delete Overlords/Wraiths while surviving burst.

    • Synergy: Fortress frontline + Stormcallers for chaff clear.

  2. Ground Farmer:

    • Tech: Ground Specialization + Jump Drive.

    • Role: Farm XP from enemy sledges/arcs early, then transition to carry.

  3. Mobile Harasser:

    • Tech: Jump Drive + Mobile Beacon.

    • Role: Bypass defenses and snipe towers. Pair with Rhino flanks for chaos.

  4. Meat Shield Wall:

    • Tech: Shield + HP upgrades.

    • Role: Protect Marksmen/Phoenix backline from counterfire.

Key Philosophy

The Wasp is a shape-shifting threat—adapt its role to exploit enemy weaknesses. Early-game harassment creates tempo; late-game scaling demands tech precision. Always pair with units that draw aggro (Rhinos, Fortresses) or clear chaff (Stormcallers, Vulcans). Abandon Wasp strategies if the enemy hard-commits to Fortress Anti-Air or aerial-spec Marksmen, and never let them predict your next flight path.

Mobility - Air
Giant - No
Cost - 200
Unlock cost - 50
Units - 12
HP - 302
Attack - 202
Target - Air & Ground
Attack Interval - 1.4s
Splash Damage - No
Burst Damage - 2424
Max DPS - 1731
Range - 50m
Speed - 16m/s

Aerial Specialization (200)
Attack against air units is increased by 75%, and the range when attacking air units is increased by 30m

Tech Upgrades

Armor-Piercing Bullets (200)
Increases ATK by 50%

Elite Marksman (300)
The effect increases with unit level, increasing range by 5m and ATK by 25% per level increased

Electromagnetic Shot (200)
Causes electromagnetic interference on hit, temporarily disabling the target unit's Tech and reducing its movement speed by 40%

Energy Shield (300)
Obtain an energy shield that absorbs damage equal to your HP and can block at least one instance of damage

Ground Specialization (200)
ATK increases by 200% to ground units

High-Explosive Ammo (150)
Increases splash damage range by 7m, but reduces ATK by 40%

Ignite (200)
Attacks have a chance to ignite the target unit. Ignited units lose 6% HP per second for 2s

Jump Drive (50)
Increases Wasp's movement speed by 5m/s and allows Wasp's to be freely repositioned during the deployment phase of every round

Range Enhancement (300)
Increases attack range by 40m