Mechabellum Melting Point Guide

Welcome to our Mechabellum Melting Point guide. If you need to delete a single unit from existence, then get yourself a Melting Point.

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Ursine Warrior

Mechabellum Melting Point Guide

Key Takeaways for Mechabellum Melting Point Guide

  • Melting Point has one goal and one goal only – take out large Single-Entity Units
  • Never use your Melting Points as frontline units, instead, use them as supporting units from the back
  • The Electromagnetic Barrage ability turns your Melting Points into walking debuff dispensers

Melting Point is in my opinion one of the weirdest units in Mechabellum. It’s exceedingly overpowered, but also notoriously underpowered at the same time. It has one role and it fulfills that role with ruthless efficiency.

Compared to some of the other Single-Entity units of its tier, Melting Point has quite a few weaknesses. Some can be easily amended with the right tech upgrades. Others, not so much. Which is why you need a lot of supporting units in conjunction with Melting Point if you want to get the most out of the unit.

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Melting Point and its Upgrades

Mechabellum Melting Point Guide

Melting Points should be primarily used for taking out Single-Entity units that have a lot of health and shields. That is their one and only purpose in life. If you put your MPs up against mob units, they’re just going to end up destroyed. 

Energy Absorption is the first tech upgrade available to Melting Point. It increases the unit’s maximum Health Points while also giving it a “lifesteal” effect. That is, any damage they do onto an enemy unit is absorbed as health.

Range Enhancement does as the name implies. It enhances the maximum attack range of the unit.

Energy Diffraction changes the in which your Melting Points attack other units. Instead of firing a single energy beam that gets progressively stronger, it will not fire 5 weaker beams that deal a portion of the damage. Its maximum range will also be reduced by 30 meters. 

Electromagnetic Barrage gives your Melting Points the ability to launch a barrage of electromagnetic missiles every 13 seconds. Not only do these missiles do a lot of damage but they also greatly debuff the enemy’s stats for a few seconds. 

CRAWLER Summoning does as the name implies. Every 30 seconds, your Melting Points spawn a group of 10 Crawlers at their location.

Armor Enhancement is the final upgrade available to your Melting Points. It increases the maximum Health Points of your MPs as well as giving them a shield that blocks 60 points of damage. Each level-up adds an additional 60 points to your shield.

The Strengths of Melting Point and How You Should Use Them

The Strengths of Melting Point

As we mentioned before, Melting Point has one purpose and one purpose only – to melt Single-Entity Units. It doesn’t matter how much HP or defense the opponent has, nothing can stop Melting Points’ beam.

Another situation that Melting Point is really useful in is if the enemy is spamming Squad Units. Now, in its unupgraded state, your Melting Points won’t really be doing anything significant to the enemy’s squads.

However, if you get the Energy Diffraction upgrade, suddenly, you’ll be firing your beam in 5 different directions. This upgrade will practically guarantee that you’ll eat through any Steel Balls, Sledgehammers, or Pheonixes that the enemy sends your way.

You can also use your Melting Points as general support units. By getting their Electromagnetic Barrage upgrade, you’re practically turning your MPs into walking debuff dispensers. And that’s a desirable trait to have, regardless of the situation you’re in. 

The Weaknesses of Melting Points and What You Should Avoid

The Weaknesses of Melting Point

Funnily enough, the biggest weakness of Melting Point is just like the story about the elephant and the mouse. The biggest weakness for your Melting Points is the tiny old Crawler. Even if you get the Energy Diffraction or Electromagnetic Barrage upgrades, you’ll still be at a disadvantage when going up against Crawlers.

That is why you should never leave your Melting Points undefended, as they weren’t designed to be a frontline fighting force. Their role is to be a supporting unit behind your front lines. 

Melting Points are also great on the defensive. Say your opponent places down a few Fortresses on your flanks, what do you do in that situation? Well, you put down Melting Points right next to them, and it’s bye-bye for those poor Fortresses.