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Mecha Breakhas some serious rock-paper-scissors energy with its roster of Strikers, which is the name of the giant mechs you pilot in this fast-paced hero shooter. You gain access to 12 mechsfor freewith an extrathree mechsavailable for purchase using Mission Tokens.
Each mech is unique in terms of its abilities, but mechs generally fall into one of these categories: Attacker, Support, Brawler, and Defender. Not all mechs are built the same, and there are some pretty obvious balancing issues in the game currently. Let’s dive into the best mechs in the game.
S-Tier
Alysnes - Medium Attack
Alysnes is the first mech the game starts you with, and although the kit needs practice - mostlybalancing ranged and melee attacksandgetting used to the shield- it’s theimmediate regen upon deaththat just makes this mech completely broken.
You’ll immediately feel the pain while playing against a decent Alysnes player. You can do so much damage to them, think “Yes, I’ve got them!” and then they just return to full HP and armor and melee you to death.
This mech was a problem during the beta, and it still hasn’t been balanced for the full release.
Tricera - Heavy Defender
Tricera is a powerful Defender mech which is just as frustrating to play against. Tricera has acess todrones that replenish its HPand ahuge shield that turns the mech into basically a fortified sentry gun.
Mobility might be lacking, but with the HP regen, massive firepower of two huge Gatling Guns, and a huge Howitzer to deal stagger damage, Tricera is an absolute monster.
I’ve watched anentireteam struggle to take down Tricera. It really needs good communication and teamwork, with melees getting up close and personal with ranged support from afar.
Stego - Ultra-Heavy Attacker
The game lists Stego as an Ultra-Heavy Attacker, but you could also put this mech into the Defender category because of itsmassive shield.
Stego excels from range with some heavy firepower provided by its hugeRocket Podsthat fire multiple missiles, as well as itsMicro Missilewhich launches a barrage of missiles on to a locked-on enemy.
The idea is to just put down a tonne of damage while protecting yourself with theTurret Form shield, and if the enemy gets too close, disengage with theJamming Haze Diffuser- it’ll even replenish your armor as you attempt to escape.
Welkin - Heavy Brawler
Welkin is all about spinning to win. This heavy brawler specializes in melee damage and is really fun to play, and just as frustrating to play against. Welkin will get in your facerepeatedlyand is very difficult to shake off.
Using the boost attack from melee, Welkin is great at charging enemies down, then using itsHeavy Battleaxeto inflict damage that pierces through shields.
The mech also has plenty of shields and stagger abilities that will slow your enemies down.
Like other melee mechs, managing your energy is paramount. If you run out of energy you’re usually a sitting duck.
A-Tier
Aquila - Heavy Sniper
Aquila is a powerful mech with the ability to hover in place while sniping you from range. The sniper deals massive damage and Aquila comes with a lot more defensive capabilities than the squishier sniper counterpart, Narukami.
Both sniper mechs are great for climbing through the ranks in Mecha Break, especially as you start to master positioning (and hitting your shots.)
Aquila’sMultilock Radaris a bit tricky to get used to, but once you learn how to maximize the damage output by hittingsix players at once, it’s probably the best feeling in the game.
Pinaka - Heavy Support
Pinaka is a great balance between support and damage, being able to both heal your allies and basically use them as vehicles to deal more damage. When you attach your drones to an enemy, you may activateSplitterto fire an extrashotgun-typeattack fromon topof your ally.
Pinaka is all about timing and patience. Hang around your brawlers and try to stay alive for as long as you may. The longeryouare alive, the longer your allies will stay alive. You want to play around the cooldown of theEmergency Support Drone.
By the way, we think Pinaka is probably the coolest-looking mech in the game.
Narukami - Light Sniper
Narukami is just afun mechto use. This playstyle is all about stealth, making use of Narukami’s decoy drones to deceive the enemy, its grappling hook to quickly vanish and hide in a corner, or on the ceiling, while your opponent looks around confused as to where you’ve just gone.
Compared to Aquila, Narukami is a bit more fast-paced, and, as a result, definitely more squishy. In a one-versus-one Narukami and Aquila, Aquila will win on pure damage output, but there’smore opportunity for interesting outplays with Narukami. The skill ceiling is higher, basically.
B-Tier
Luminae - Light Support
Luminae is perfectly serviceable, but lacks the survivability of Pinaka and is generally a bit harder to use. Gameplay revolves around managing your drones, setting them betweenHealing modeto repair your allies andCorruption modeto damage your opponents.
Gameplay is just a little bit one-dimensional on Luminae, as the only two operational ‘weapons’ the mech has are its drones, on both RMB and LMB. You do a get a little bit of survivability withSupport Jetwingpreventing the doomed melee stun-lock spam, but overall we’d take Pinaka almost every time as a support mech.
Your mileage may vary.
Panther - Medium Brawler
Panther is a really tanky brawler, not in terms of raw HP and defense like Welkin, but in terms of themultiple shieldsthat you can employ. Panther has a Complex Shield that can also be transformed into a shield-sword, as well as an Advanced Complex Shield.
You’ll need all these shields because Panther has no ranged capability. You willneedto jump onto enemy mechs and make short work of them, otherwise you’ll get ripped to shreds even through your multiple shields.
We’ve tried and tried again with Panther, but often find ourselves struggling to take down targets before they get us. Yourlance is very fun to use, but often we’d find ourselves a bit stuck, out of energy, and out of shields.
C-Tier
Hurricane - Heavy Defender
We’ve got no idea where it all went wrong for Hurricane. In theory, this Heavy Defender should be one of the best mechs in the game due to the mobility, damage, and defensive versatility of its drones and weaponry.
Instead, we get a mech that pales in comparison toTricerawhere it probably makes sense to take the latter in pretty much every situation. Hurricane runs out of energy quickly, is big and lumbering when it does, and then becomes a sitting duck for both snipers and brawler mechs.
His kit, like theTurret DroneandFocused Emitter, also feel like they just don’t do very much damage.
Skyraider - Medium Attacker
Skyraider was an excellent mech during the closed beta tests, and rather than bring the balance of the mech into line with some of the others, it’s been rendered pretty useless by the severe nerfs toEnergyfor the full launch of the game.
Skyraider relies on navigating by using energy to traverse the skies, dodging, ducking, and weaving around enemy attacks. The idea is to be able to outplay a stationary turret target likeTriceraorStego, but unfortunately, Skyraider justdoesn’t have the damageto be able to effectively deal with either of these mechs.
You’ll be an annoyance to them for sure, as you circle them and drop bombs on them, but you won’t be able to defeat them. Then you’ll run out of energy and die.
Falcon - Light Attacker
Poor old Falcon has been absolutely gutted by some pretty severe nerfs toEnergywhich sadlyimpact everyone’s favorite aerial mech. Falcon was a lot of fun during the beta tests with a very versatile and fast-paced gameplay style that put a lot of focus on mobility and skill.
In the full launch, Falcon has unfortunately been hit with the nerf-hammer, and now all those flashy moves you could once pull off with its dives, dodges, and spirals, are much more restricted.
Now you’ve got a very mobile mech that is still fun to play, butwithout the mobility necessaryto avoid getting blitzed out of the air by Tricera or Stego, or hunted down by Alsynes.