Mechabellum Fang Guide

Welcome to our Mechabellum Fang guide. The Fang is a bit like the APUs at the end of Matrix Reloaded. Sure they might look cool, but for the most part, they’re completely useless.

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Ursine Warrior

Mechabellum Fang Guide

Key Takeaways for Mechabellum Fang Guide

  • Fangs are your best cannon fodder unit
  • They should be used in a supporting role as they die too easily
  • Fangs are ok at taking out Single-Entity units designed to take out other Single-Entity units but struggle against pretty much everything else.

Let’s not bash the Fang too much now. After all, no unit is completely useless in Mechabellum. The Fangs are advertised as light all-purpose bots. However, it’s best if you just use them as cannon fodder.

That being said, even if a unit is just cannon fodder, it can still contribute to the fight in some way. And considering the fact that the Fang can attack both ground and air units, there’s a chance that they’ll score a kill or two before their eventual demise. 

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The Fang and its Upgrades

Mechabellum Fang Guide

Fangs should primarily be there in a support role to bolster one of your other units. By themselves, they’re practically useless, so you should never use them as the mainstay of your army. Unless you’re cheesing, that is.

Ignite is the first of the Fang’s possible upgrades. This tech upgrade gives every one of your Fang’s a small chance to ignite the target they’re currently attacking. Ignited enemies slowly take damage over time.

Range Enhancement does as the name implies, it enhances the attack range of all of your Fangs. 

Mechanical Rage increases the movement speed of all of your Fangs while also decreasing the attack interval between each attack. 

Portable Shield is an upgrade that gives all of your Fangs a shield that’s equal to the unit’s base HP. The shield itself always absorbs at least one instance of damage, regardless of the amount of damage in question.

Armor-Piercing Bullets increases the attack damage of all of your Fangs.

The Strength of Fangs and How You Should Use Them

The Strengths of the Fang

“Strength” and “Fang” doesn’t really go in the same sentence but still. Anyways. Fangs should be mainly used against Single-Entity Units and Squad units that are specialized at taking out other Single-Entity Units.

In the unfortunate circumstances that your Fangs come upon a unit that has even the smallest amount of AoE, then they’re basically done for. Fangs operate much in the same way as Crawlers, they’re there to soak up shots and prefer to swarm the enemy.

Unlike Crawlers, however, your Fangs can’t burrow underground, which means that they’re visible throughout the entirety of the match. I.e. they’ll always be targetable. This fact can be interpreted as either a good thing or a bad thing.

It’s good if you’re facing a couple of units of Marksmen who have to take out your Fangs individually, it’s bad if you’re facing a single unit of Stormcallers who tend to wipe out your Fangs the moment they come into range. 

The Weaknesses of Fangs and What You Should Avoid

The Weaknesses of the Fang

Fangs are pretty much weak to everything except units designed to take out individual opponents. That’s one of the main reasons you should never put your Fangs at the forefront of your formation, as that’s usually the area that gets hit with the most ordinance.

You should particularly watch out for Mustangs if you’re running with Fangs, as Mustangs are one of the most cost-effective ways of eliminating groups of Fangs. What’s more, even other mob units like Crawlers and Wasps can get the better of your Fangs pretty easily.

You should especially avoid units like the Stormcaller or the Vulcan. No matter how many Fangs you bring to the fight, the chances of you beating a single Vulcan are practically zero.