Mechabellum: Complete Guide

A strategy guide to Mechabellum, the round-based autobattler with RTS roots. It covers how rounds, supply, positioning, techs, Specialists, and Reinforcements work, the core counter relationships, and what changed with Update 2.0 (Star Expedition, the Centurion, and the new Free Edition).

Researched September 2026 — current as of Update 2.0 (Sept 21, 2026) and Update 2.0.0.1 (Sept 23, 2026). Live games change; check the linked sources if something differs.

Quick Start

  1. You don't control units in battle. Each round you buy, place, upgrade, and rotate units. Then the fight plays out on its own. Winning is about predicting the enemy.
  2. Surviving units damage the enemy commander. Everyone starts with 4,000 base HP, adjusted by the Specialist and starting pack you pick. Units left alive at the end of a round deal damage roughly in line with their supply cost.
  3. You see the enemy's last deployment. Their army stays on the board between rounds. Counter what they have and what they're likely to add.
  4. The first choice of the game is a Specialist plus a unit pack. You get four options and 25 seconds. The HP modifier tells you how strong the combo is thought to be: strong combos cost HP, weak ones grant it.
  5. Reinforcements start in round 2. Every round you pick one of four random cards (spells, unit drops, items, unit variants) or skip for supply. Both players see the same four.
  6. Chaff wins early fights. Cheap swarm units (Crawler, Fang) soak shots so your expensive units survive. Almost every army needs some.
  7. Unlocking a unit type costs extra the first time. Don't spread across six unit types early. Commit to a few and upgrade them.
  8. New players can start in the Free Edition (added in 2.0) and try the new solo/co-op Star Expedition mode before touching Ranked.

Editions: Free vs. Full Game (Update 2.0)

Update 2.0 added Mechabellum Free Edition. Update 2.0.0.1 (Sept 23, 2026) lists these Full Game benefits over it:

Full Game benefit Free Edition limit
Account leveling speed +300% (tech points unlock faster) Normal leveling speed
Full Standard Battle Contract rewards 50% of rewards locked
No credit cap Capped at 40,000 credits
Extra Depot capacity (+5) Base capacity
No public chat cooldown Chat cooldown
Exclusive avatar, frame, Mountain skin, loading screen None

If you enjoy the Free Edition, the faster account leveling is the upgrade that actually affects gameplay, because it unlocks tech options sooner.

How a Match Works

Round flow

  1. Deploy phase:
  2. Battle phase: both armies fight automatically.
  3. Damage: each surviving unit deals damage to the losing commander. A 100-supply pack deals about 100 damage and a 500-supply unit about 400, with exceptions. Crawlers, for example, deal 4 damage each.
  4. Repeat until one commander hits 0 HP. Tournament games are capped at 13 rounds.

Supply decisions each round

Spend on When
New unit type (unlock plus purchase) When you need a counter you don't have
More of an existing unit When your composition works and just needs mass
Tech upgrades When a unit is core to your army. Techs change how a unit plays.
Unit levels On units that will stay alive and relevant. Levels multiply stats.
Reinforcement cards Free each round, or skip for supply

Specialists

You pick one Specialist at the start. The wiki lists these (numbers may be out of date after 2.0):

Specialist Effect (summary)
Aerial Cheaper air unlocks, air units get more ATK/HP
Amplify Free Small Amplifying Cores on round 1
Cost Control Extra supply every round, but all units have less ATK/HP
Elite Extra round-1 supply, recruit units at Rank 2
Fire Badger Cheaper Fire Badger techs plus a free Fire Badger
Fortified +HP to all units
Giant Cheaper Giant/Titan unlocks
Marksman A free Rank 3 Marksman in round 2
Missile Free Missile Strikes in round 2 (the 2.0 test server changed this to one free Heavy Missile in round 3; check in game)
Quick Supply Big round-1 supply boost
Rhino A free Rank 2 Rhino in round 4
Sabertooth Cheaper Sabertooth techs plus a free Sabertooth
Speed +movement speed for all units
Supply Extra supply every round
Training Extra round-1 supply plus a free Intensive Training
Typhoon A free Typhoon in round 4

The 2.0 test server added more Specialists, and they're still being tuned. For example, one grants a piece of random Small Equipment every round. Check the in-game list.

Beginner-friendly picks: economy Specialists (Supply, Quick Supply) and plain stat Specialists (Fortified) are forgiving. Unit-specific ones (Marksman, Rhino, Typhoon) push you toward a plan, which is good once you know that unit.

Units and Counters

Units come in supply tiers: 100, 200, 300, 400, 500, and larger giants. Roughly, there are chaff swarms, mid-size ground units, air units, and giants.

Unit (examples) Role Good against Weak against
Crawler, Fang Chaff swarm Absorbing fire from big single-target units Splash and anti-swarm units (Arclight, Fire Badger, Vulcan)
Arclight Chain-lightning splash Chaff Long-range and heavy units
Marksman Long-range single-target Giants and big mechs Chaff and fast divers
Steel Ball Close-range beam Heavy units Chaff, long range
Wasp, Phoenix Air Ground-only armies Dedicated anti-air (Mustang, anti-air techs)
Mustang Anti-air / anti-small Air and swarms Heavy armor
Sledgehammer, Rhino, Fortress Frontline tanks and bruisers Holding the line, charging backlines Focused anti-heavy (Steel Ball, Marksman)
Stormcaller Long-range rockets Slow clumped ground armies Fast units and air
Vulcan, Fire Badger Flamethrowers Chaff and small units Long range
Overlord, Melting Point, and other giants Late-game power Whatever they're teched for Mass anti-heavy
Centurion (new in 2.0) Versatile mech that fires at range, then switches to melee after enough attacks (20 on the final test build), fully healing when it switches Flexible frontline and damage Being focused down before it switches

The Centurion in 2.0.0.1: it was buffed shortly after release (ATK 1401 to 1500, and one tech's cost lowered from 200 to 100). The developers said early data showed it slightly underperforming. Expect further tuning.

Counter-play principles

Positioning Fundamentals

Game Modes

Mode Notes
Standard Versus (1v1) Ranked and casual. The core competitive mode, with weekly in-game tournaments.
2v2 Team play
Brawl / free-for-all Chaotic multiplayer
Survival (solo/co-op) Waves of AI enemies
Rift Mode Rotating rule modifiers
Star Expedition (new in 2.0) Rogue-lite run through 9 planets, solo or 2-player co-op

Star Expedition (Update 2.0)

Beginner Game Plan (1v1)

  1. Pick a Specialist and pack you understand. Balanced starts (100-cost chaff plus 200-cost frontline) are easiest.
  2. Rounds 1–3:
  3. Rounds 4–6:
  4. Mid game: level units that consistently survive, and decide whether to go for a giant.
  5. Late game:

Common Mistakes to Avoid

Advanced Tips

FAQ

Is Mechabellum free now? Update 2.0 (September 2026) added a Free Edition. The Full Game adds faster account leveling, full contract rewards, no credit cap, and cosmetics.

What's Star Expedition? A rogue-lite mode added in 2.0. You fight across 9 planets against mirrored real-player builds, solo or in 2-player co-op.

What's the newest unit? The Centurion, added in 2.0: a mech that fights at range and switches to melee.

How much HP do I start with? 4,000 base, adjusted up or down by your Specialist and starting pack.

Is it pay-to-win? No. Units and techs aren't sold. Purchases are the Full Game upgrade and cosmetics.

Who publishes it now? Game River develops it, and the Steam store now lists Dreamhaven as publisher. Paradox Interactive published it at its early-access launch.

Sources