Mech Arena Robot Showdown – Arachnos Complete Load Out Guide

2021-08-25

Arachnos is one of the newer Mechs added to Mech Arena: Robot Showdown, and he's an absolute monster when it comes to supporting his teammates and ensuring they're always protected. Moreover, Mech is known for his outstanding performance in CPC (Control Point Capture.) If you haven't already, you can download Mech Arena: Robot Showdown for free on LDPlayer.

 

Table Of Contents:

 

 

Overview:

 

arachnos overview

 

Arachnos is a new mech, and we've tried everything out for the Mech on the advanced server. Arachnos is more of a defensive Mech. He is more about area denial with his spider turret. It is nice for zone control. It is primarily a CPC-based mech where you'll be capturing and defending objectives. Of course, there’ll be certain instances where this Mech is great in TDM and FFA. However, we feel like CPC (Control Point Capture) will be the best option for this particular Mech.

 

As you look at the builds mentioned below, you'll see something that is common in almost all of them: survivability. Arachnos is extremely fragile and is perhaps one of the weakest Mechs according to his energy capacity in the game. This does not make him a Mech that’s going to pumping out tons of DPS. Instead, you are more of a backline Mech who is focused on helping your team as much as possible.

 

With a turret to your name, you can easily defend objectives and also play more aggressively. In terms of mobility, it is considerably below average, but it doesn't matter a lot since your playstyle is more sedimentary anyways.

 

Early Game:

 

Starting with the Early Game, when you first get Arachnos, you will have 16 energy which is pretty solid. This is usually the starting point for any mech to be useful. The first option would be a Dual Longarm 8 acting as a long-range support sniper. This is primarily a CPC mech which means that you will have three different objectives that you want to capture. Two of them will be considered the home beacons, which are easy for you to cap, and the second, or the middle, the highly contested that you and the other team are fighting over.

 

dual pulse cannon build

 

So, this is more of a long-range sniper damage support style build that you will do for those home beacons. You won't need to use it in countering your enemy that is directly in the center. Try not to be close; the Longarm 8 are not a close-up threat. Typically, what we do is put our turret down near where the heavy beacon is where you'll be defending. Then we either back up or find some cover or go to the side so that when the enemy gets close, we can then use our turret to get in their face while we stand further away or put some distance between us and get those long-range shots in. Otherwise, you will try and look down sights to get as much support damage and as many kills as you can from a long distance. Ultimately, this is less about encounters and more about long-range damage.

 

Now, we’re going to do one that gets more depth into contesting for the Sniper beacon, and this is a build that we often recommend for Arachnos. This is more of a suppression fire build or support style build. IT is one where you don’t want to want to be in combat directly. Still, you can get a safer distance from behind cover to provide good support fire for your teammates, and that's usually best in this case when contesting the area where your other teammates are going to be upfront. You will not be the focus so that you can get that long-range damage.

 

Of course, you can use the Carbines here instead of the Dual Pulse Cannon 8 or some other support suppression build, But we pick the Pulse Cannons here largely because of the excellent optimal range it has and the fact that it does not hinder your progress path. You should not be trying to directly engage mechs as Arachnos is quite squishy and slow as well. So, try to stay behind cover to try and provide support fire for your team and then drop your turret to protect your teammates in the best spots possible.

 

If you haven’t already, take a look at our tips and tricks guide for Mech Arena: Robot Showdown for more information about the game.

 

Next up, we have another build that will be more about getting into the center or the contested beacon. This is perhaps the best build for the Mech at this stage with a Dual Missile Rack 8. Now obviously, with a Missile Rack 8, we'll be doing a lot of burst damage and will be playing a lot of peak-ab-boo. What’s nice about this build is that just by how burst damage works, you'll be able to get out, do a lot of damage and deploy your turret while keeping your Mech safe. What you should do for this typically is to pop out, drop your spider turret, drop some damage and then get behind cover when the opportunity warrants it.

 

heavy alpha strike

 

Sometimes, there are going to be instances where you may need to pop out longer to re-secure the center beacon or the contested beacon if you need to. But obviously, you should do that when there’s not much action going on because this Mech can’t take much. So, ultimately, you’ll want to pop out, deal all your damage, set your turret and then get behind cover to be the most effective you can be.

 

Going Long Ranged:

 

Shifting more to a home beacon-based build that is more long-ranged. This is the Long Range Rocket Support Style build and is going to be extremely comfortable with Arachnos. This is the Rocket Mortar 12 with the Javelin 4. Now again, this is 16 energy, so this is the most put on him at this game stage. There is a lot of variation here you can use here, like Rocket Mortar 10s with the Javelin 6s or Dual Javelin 6s, or you can do Dual Rocket Mortar 8s.

 

But, this is one that we think tends to fare the best in terms of covering multiple ranges, especially if something gets too close you can do a little bit of damage with those Javelins and one that works better when lots of people focus on you. So, we think this will be the best build in terms of long-term spending as you get further down as your progress paves on further with him.

 

Ultimately, what you should do is try and find situations where you can drop your turret at the forward or the closest of where you are and then back up to the two safer positions where you can rain down on the enemy and provide that rocket support for your team. It is a Pretty safe build to do and one where you can get good range and sightlines on all your enemies and keep you and your teammates safe. This is one where you can drop your turret down easily as the enemy comes down closed quarters. These types of setups are what you should go for.

 

Mid Game:

 

The Mid Game classified for Arachnos is 20-24 energy since we’ve had the Energy Change Update. Starting, we’re going to do a variation of the Early Sniper Build that we had with a Dual Longarm 10 build. What's nice about this is that the Longarm 10s do a little bit more damage close up. So, instead of being a backline or just a home beacon sniper, you can be a roaming sniper here, which is a little more flexible.

 

late game builds

 

You don't want to engage people up close as the Mech is squishy, and the Longarm 10, of course, does better at long range, doing more damage. You Want to focus on long-range, but this is a build where you can float between the home beacon and the center if you need to give your team more backup. It is a nice and pretty flexible loadout that you can do at the twenty energy mark.

 

Suppose you are looking for a more flexible build in terms of how you do damage, provide support, and roam around on the map. This is a great build for that. It is the Stasis Beam 12 with a Missile Rack 8. We like to call it the Roaming Support Sniper. It's what you'll be doing as you will be able to move about the map pretty well and be able to engage long to mid-range pretty well.

 

Moreover, it also provides some decent damage. We've done this build with other higher energy Mechs like the Guardian, and in many ways, this Mech has stepped out more. You will do a lot more corner shooting and be a bit more cautious as the Mech is squishy.

 

However, the build can work for him. You also should be trying the flow of battle. If there are too many targets in one area, don't be afraid to back up. And then, when there are fewer targets there, you can push in. You want to follow a particular flow. But like we mentioned earlier, this is a roaming build, so you can go where your team goes as well.

 

This build is going to be a variation of the long-range rocket support. Using the Javelin 6 and the Rocket Mortar 12. It is just an upgrade version of the Early Game build from before. Now, while we're only utilizing 18 energy, these are weapons that players have generally invested in, which makes them a good pick-up. It allows you to have flexibility between closer up targets and further away. So, you will have superior range flexibility between both of these weapons, which is why many players use this with Killshot as well. It will function along the same way as the previous build forward. Again, you should go to cover, move your back and hit players from the back as much as possible as that usually is where this build shines the most. Play it like an assassin of sorts!

 

24 Energy:

 

Moving onto the 24 energy slot. We are still Mid Game, but this is where things get interesting. 24 energy used to be the end game, but energy has been completely reworked due to new changes. The most familiar build in this article, the Longarm 8 and Railgun 16, is the Heavy Roaming Sniper build and works great on the Mech. Now that you have the Railgun with you, it has a really good max range up to 120 meters but also 0 to 1020 meters which is an insanely huge range that allows you more flexibility to get closer to your targets if you need to.

 

Now, if you have to be at home back, you can be there but still spend more time up at the front. So, this gives you a lot of versatility and one where you probably should use your turret a little more forward and then pull back if the situations warrant it. You can again feel the action of the battle and do really with this build. You can also always look at our Ultimate Weapon’s guide for the game to know what you should pick at every point!

 

A fairly familiar build at the 234 energy range would be the Heavy Alpha Strike Build, consisting of a Missile Rack 8 with a Railgun 16. Again, this is where you want to be closer to the Middle or Contested are and one where you should be able to take down damaged targets quicker. It will play very similarly where you'll pop out, put down a turret and then back behind cover as best as you can whenever the situation warrants it.

 

Now, we have a variation on the Roaming Support Spider. This one will feel very familiar. The only difference is that we now have a Stasis Beam 16 with the Missile Rack 8. It is very flexible, allowing you to be at multiple ranges where you can mix and match them up while dealing with the home beacon and contested beacon. The benefit of this one is that it is a little bit more budget-friendly just because the Stasis Bea, 16 is cheaper to get and maintain the Stasis Beam 12. If you skip the other one, this might be one to consider just because the Stasis Beam 16 deals more damage and is cheaper in the current patch.

 

Now, we have a that is considered as one of the better builds for Arachnos. This is the Dual Rocket Mortar 12. Arachnos is at home with the Rocket Mortars. So, this is one that you will feel comfortable with. You can play that line or primarily, or you can play backline and move up a little bit, but you will mostly be playing the backfield. You should try staying within 100 meters or maybe even less between the target when you pre-aim. You can move forward to place down your turret where it might provide you the best intel and information. However, this is one where you are mostly going to stay back.

 

Late Game:

 

Now, when we talk about the Heavy Mechs, we have a new late-game: the 28 to 32 energy. This is a new space for us, and most of the builds here are extremely damaging.

 

The first one that we enjoy has been the Rocket Mortar 12 with the Railgun 16. And we call this the Ultimate Range Build. This means that any range on the map you should be able to handle is extremely powerful. You can get further away with the Rocket Mortars and then up close with the Rail Gun. You can dominate pretty strongly with either of these weapons.

 

roaming sniper

 

So, they both hold really strong values and are also extremely effective. It is nice for Arachnos because he doesn't like to engage for himself, and a Railgun covers those areas where he doesn’t like to engage. So, this build is solid for him and is currently one of the most commonly used in the game.

 

Lastly, at the 28 energy mark, we have a new build that we call the Artic Spider. This is a cool build which is a Stasis Beam 12 and a Stasis Beam 16. Having these heavier weapons together means you'll be taking out stuff quite quickly. What’s useful for this build is that it is nice of ra lot of different ranges. If you are in the contested area especially and run into many enemies, you can freeze them quickly, which means they won't have a lot of time to turn, let alone deal with you.

 

So, it is great for capturing targets, and you can do all these from a safe distance. The build has a lot of nice damage and flexibility with this build. You’ll also find that you get a decent amount of skills even as a support. It is really good t keeping the enemy at bay, especially for the Contesting Beacon, if you can keep the targets in your sight and keep freezing them. The build has a lot of great functions for the team and is extremely enjoyable to play.

 

Conclusion:

 

Arachnos is one of the best support Mechs in the game. With a little bit of practice, you’ll be able to protect your team from all danger while also maintain a lot of damage with your turret.

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