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Mechabellum Counters — Quick Reference (Patch 1.9.1.1)

Target patch: 1.9.1.1 (live)
Last updated: 2026-02-08
Primary mode: Standard (1v1/ladder) — Rift has overrides (see Appendix)

Season 6 added Rift Anomalies, new unit Techs, Magnetic Barricade wall variant, and made Dominion Core available in all modes. Many “counters” are now tech-dependent.


QUICK REFERENCE (use this in-match)

1) If you see Dominion Core

Your win condition becomes “protect/assassinate the core carrier.”

  • If you have it: screen + spacing + deny flanks, avoid suicidal carriers.
  • If enemy has it: commit to a core kill line (burst/range/flank), value trades don’t matter if core dies.

2) Season 6 techs that flip matchups (remember these)

  • Fang → Grenade Launcher: ground-only AoE, can’t hit air, +15 range.
  • Arclight → Shockwave: viable AoE now (range penalty small; charged shot cheaper).
  • Wraith → Land Cruiser: becomes ground, no AA; treat as different unit.
  • Sabertooth → Entrenchment: trench turret (HP+50%, Range+20, faster fire).
  • Mustang → Culling Rounds: executes low-HP targets (but ATK -50%).

3) Wall rule that changes lane plans

  • Magnetic Barricade: untargetable slow wall that self-destructs after ~5s → play timing/pathing, not “shoot the wall.”

4) Enhancement Module (updated)

Now: +25% ATK / +25% HP + 100 upgrade supply discount
→ best on expensive carries you’ll keep leveling; not “infinite stonks.”


COUNTER MATRIX (fast scan)

Legend: ✅ Hard = primary answer | ~ Soft = situational | ⛔ Avoid = common trap
Format: Enemy → ✅ Hard | ~ Soft | ⛔ Avoid | Notes (1 line)

Swarms / light ground

  • Crawler → ✅ Vulcan, Fire Badger, Arclight(Shockwave) | ~ Typhoon, Sledge | ⛔ naked artillery
    AoE clears swarms before contact; don’t let them overrun slow DPS.
  • Fang → ✅ Vulcan, Stormcaller, Typhoon | ~ Mustang, Tarantula | ⛔ slow single-target fronts
    If enemy has Grenade Launcher, punish with air (they lose AA).
  • Hound → ✅ Fire Badger, Rhino, Raiden | ~ Scorpion, Vulcan | ⛔ no-AoE turtle
    Chamber Compression changes burst windows—don’t rely on “barely survives.”

Midline / mediums

  • Arclight → ✅ Stormcaller, Marksman, Rhino | ~ War Factory, Phoenix | ⛔ shallow screens
    Shockwave can flip fights; spread and flank instead of front-brawling.
  • Marksman → ✅ Crawler, Stormcaller, Overlord | ~ Steel Ball, Melting | ⛔ open LOS value wars
    Break LOS and force retargets; don’t let them farm a Dominion carrier.
  • Sabertooth → ✅ Melting, Fortress, Overlord | ~ Phoenix, Rhino | ⛔ medium brawl into trench
    Entrenchment = turret: dislodge with range/flanks or make it rotate.
  • Scorpion → ✅ Phoenix, Overlord, Marksman | ~ Stormcaller | ⛔ low-AA comps
    Protect backline angles; trap paths with walls/chaff.

Missiles / control / tech units

  • Stormcaller → ✅ War Factory, Overlord, Phoenix | ~ Crawler, Sledge | ⛔ missile spam into interception
    Anti-missile & split formations; don’t feed full intercept lanes.
  • Hacker → ✅ Overlord, Stormcaller, Crawler | ~ Fortress, War Factory | ⛔ clumped carry cores
    Spread key units; Dominion carrier must be hack-safe.
  • Void Eye → ✅ Mustang, Phoenix, Farseer | ~ Fang, Typhoon | ⛔ medium clumps
    Aerial mode range is worse now; expect less “safe hovering poke.”
  • Farseer → ✅ Fortress, Sandworm, War Factory | ~ Rhino, Scorpion | ⛔ relying only on missiles
    Bring divers/beams; don’t stack missiles in one lane.

Air

  • Wasp → ✅ Wraith, Mustang, Fortress | ~ Typhoon, Tarantula | ⛔ slow heavies with no AA
    Split AA pockets to catch jumps; don’t give one clean angle.
  • Phoenix → ✅ Marksman, Wasp(AA), Mustang | ~ Fang, Fortress | ⛔ ignoring AA towers
    Angle AA to catch flight paths; Phoenix is still anti-giant glue.
  • Phantom Ray → ✅ Marksman, Phoenix, Overlord | ~ Farseer, Raiden | ⛔ early low-AA greed
    Ground Range Increase is a different tradeoff now (-20% ATK, cost 200).
  • Raiden → ✅ Marksman, Phoenix, Overlord | ~ Farseer, Melting | ⛔ no-AA lanes
    Prevent long kite lanes; cover side angles.

Giants / beams / late-game anchors

  • Fortress → ✅ Melting, Steel Ball, Marksman | ~ Phoenix | ⛔ light spam into shields
    Solid Shot can shift it long-range; bring beam/AP, not chip.
  • Melting Point → ✅ Steel Ball, Marksman, Phoenix | ~ Crawler, Stormcaller, Hacker | ⛔ big solo giants in open LOS
    Break LOS and swarm when its screen is weak; protect Dominion carrier from locks.
  • Overlord → ✅ Marksman, Phoenix, Melting | ~ Mustang, Fortress | ⛔ no-AA comps
    Angle AA around towers; don’t let drones surround one clump.
  • War Factory → ✅ Melting, Scorpion | ~ Marksman | ⛔ front missile wars
    Flank/dive beats “missile vs intercept” stalemates.

Titans

  • Abyss → ✅ Phoenix, Wasp(AA), Sledge | ~ Melting, Marksman, Overlord | ⛔ Mustangs/ground AA as sole answer
    Missiles can’t hit air: wide AA + constant ground chaff wins.
  • Mountain → ✅ Melting, Phoenix, Sandworm | ~ Marksman(EMP), Void Eye(EMP), Hound/Rhino flanks | ⛔ flimsy artillery mirrors
    Smoke/Photon support is stronger now—use beam/EMP/flank, not poke wars.

APPENDIX A — Rift Anomaly Overrides (when counters “depend”)

Use these as a rule layer on top of the matrix:

  • Dominion Core (Anomaly): protect/assassinate is everything.
  • Count to Three: you cap at 3 squads/unit → diversify answers (can’t “just add more”).
  • Giant Hunt: giants cheaper + bounty for killing → plan anti-giant earlier.
  • Barren Land: no buildings + shallow deploy → flanks/spacing matter more.
  • Godless: no random cards + +50 supply/round → deterministic comps, earlier commitments.
  • Deployable Defenses: you can buy/place defenses; walls persist (die twice) → buildings become economy.

APPENDIX B — Season 6 tech list (high-impact only)

  • Steel Ball: Kinetic Charge (range scales w/ movement; buffed, cap +100)
  • Rhino: Combat Evolvement (scales in combat; retuned)
  • Fang: Grenade Launcher (AoE ground-only; +15 range)
  • Arclight: Shockwave (AoE, small range penalty; charged shot cheaper)
  • Phantom Ray: Ground Range Increase (-20% ATK; cost 200)
  • Fortress: Solid Shot (more range, slower, smaller splash)
  • Hound: Chamber Compression (ramping burst pattern)
  • Wraith: Land Cruiser (becomes ground, no AA)
  • Sabertooth: Field Entrenchment (trench turret)
  • Mustang: Culling Rounds (exec low HP; ATK -50%)

APPENDIX C — Research methodology + metadata

Metadata

  • Target patch: 1.9.1.1 (live)
  • Last updated: 2026-02-08
  • Scope: “in-match heuristics” for Standard + Rift overrides (not a full guide)

Sources (ranked)

  1. Official Steam patch notes / announcements for all mechanics, values, and rules
  2. Secondary references only when official text is vague (used as heuristic, not truth)

Process

  1. Diff patch notes from 1.9.0 → 1.9.1.1 to identify counter-flipping changes (new techs, anomalies, buildings, equipment).
  2. Tag role-changing techs and surface them in Quick Reference.
  3. Keep the counter matrix minimal and stable; add only the 1-line rule that explains the recommendation.
  4. Add Rift anomaly overrides as a separate layer (so Standard matrix stays readable).

Limitations

  • No automated winrate scraping; entries are heuristic.
  • Tech choices + anomalies can override any single “hard counter.”
  • Dominion Core creates nonstandard win conditions (core kill beats value trades).

Update checklist (future patches)

  • Re-check any tech price/effect changes that alter tempo (especially AoE and range breakpoints).
  • Re-check Dominion Core availability/rules each patch.
  • Re-check Rift anomaly pool and any new anomaly-specific structures.
@raddue
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raddue commented Oct 28, 2025

Update, baybeeee!

@BryceEWatson
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Updated!

@raddue
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raddue commented Dec 8, 2025

I don't see Void Eyes on your latest?

@BryceEWatson
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Updated

@raddue
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raddue commented Dec 9, 2025

Hell yeah.

@BryceEWatson
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Updated 👯‍♂️

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