Mech Arena: Robot Showdown Complete Upgrading / Progression Guide

2021-08-26 Submit Sponsored Content

Mech Arena: Robot Showdown has an intuitive progression curve that can be grinded by playing the game, getting achievements, and winning matches, or purchasing the rewards outright. In any case, while you might be keen on picking up every weapon, you definitely shouldn’t do so. As such, here’s a complete guide that helps you understand what weapons you should be upgrading in the game. If you haven't already, you can download Mech Arena: Robot Showdown for free on LDPlayer.

 

Content:

 

 

Overview:

 

mech arena robot showdown quests

 

We all know the progression path, and we've used it. We're shown very early in the game, and it is important for how we unlock and use everything in the game. It's huge, and it can sometimes be confusing if you don't know what's good, what to unlock and what to invest in.

 

There are two core reasons as to why the progress path is important to consider:

 

Upgrades & Purchases Affect Matchmaking:

 

Now, this is not something that you hear a lot. But, at certain times, you'll feel like the difficulty of a match is higher or lower. Upgrading and purchasing affecting this metric a lot. At the same time, we can't pinpoint why, but your Bay Number that you have associated with yourself is just what's in your Bay. That's all it is, and that's all you will see. No matter how you change your Bay around, it will not affect the enemies that come against you. Abuse a low setting like this, and you'll be against enemies that are higher ranked.

 

robot arena mech showdown progression path 1

 

Well, your difficulty is exactly tied to your inventory, not to your current Bay. What you have purchased and upgraded seems to affect what enemies you are going to face. Now, this is crucial for the progress path because if you unlock certain things or purchase certain items, which may be a small upgrade and shelve or even just purchase an item don't use it, it's going to affect your match making. This is a huge deal that most players deal with regularly. You might be wondering why there might be certain jumps at different times. While this is not the only metric considered, it does affect your matchmaking by a margin.

 

So, it's something you should factor into when looking at your progress path.

 

Purchased Items Affect Challenges:

 

Whatever you purchase or unlock will show up in challenges. If you look at your challenges, you'll see challenges for different Mechs and Weapons, which are dependent on what you own or have purchased. If you've unlocked everything, it might sound like an accomplishment. But, it can also be troubling. Some things that you do not use at all will still show up as your challenges. When you are at a higher level fighting higher enemies, completing most of those challenges is hard if you don’t use those weapons

 

So, you should pick out those weapons that you use regularly and want to use in the future to do your challenges quicker because that directly affects how many resources you can get and your XP drop rate.

 

Purchases:

 

It is important to realize how much everything costs before we get into what you should purchase for each Mech. Here's a complete guide updated for 2021 that helps you realize just that.

 

We're going to start with all the weapons in the game:

 

Autocannon:

 

  • Energy: 2
  • In-Game Cost: 825 credits
  • Discount: N/A
  • Upgrade Pass: N/A

 

RPG:

 

  • Energy: 2
  • In-Game Cost: 825 credits
  • Discount: N/A
  • Upgrade Pass: N/A

 

Autocannon:

 

  • Energy: 4
  • In-Game Cost: Free
  • Discount: N/A
  • Upgrade Pass: N/A

 

RPG:

 

  • Energy: 4
  • In-Game Cost: 1675 credits
  • Discount: N/A
  • Upgrade Pass: N/A

 

Thermal Lance:

 

  • Energy: 4
  • In-Game Cost: 600 credits
  • Discount: N/A
  • Upgrade Pass: N/A

 

RPG:

 

  • Energy: 6
  • In-Game Cost: 2500 credits
  • Discount: N/A
  • Upgrade Pass: N/A

 

Thermal Lance:

 

  • Energy:  6
  • In-Game Cost: 2500 credits
  • Discount: N/A
  • Upgrade Pass: N/A

 

Shotgun:

 

  • Energy:  2
  • In-Game Cost: 4000 credits
  • Instant Access: $4 USD
  • Discount: $1 USD
  • Upgrade Pass: $6 USD

 

Plasma Cannon:

 

  • Energy:  2
  • In-Game Cost: 125 A-coins
  • Instant Access: $4 USD
  • Discount: $1 USD
  • Upgrade Pass: $6 USD

 

Shotgun:

 

  • Energy:  4
  • In-Game Cost: 150 A-coins
  • Instant Access: $4 USD
  • Discount: $1 USD
  • Upgrade Pass: $6 USD

 

Plasma Cannon:

 

  • Energy:  4
  • In-Game Cost: 5,000 credits
  • Instant Access: $4 USD
  • Discount: $1 USD
  • Upgrade Pass: $6 USD

 

Plasma Cannon:

 

  • Energy:  6
  • In-Game Cost: 15,000 credits
  • Instant Access: $4 USD
  • Discount: $1 USD
  • Upgrade Pass: $6 USD

 

Longarm:

 

  • Energy:  8
  • In-Game Cost: 15,750 credits
  • Instant Access: $4 USD
  • Discount: $1 USD
  • Upgrade Pass: $6 USD

 

Longarm:

 

  • Energy:  10
  • In-Game Cost: 14,500 credits
  • Instant Access: $4 USD
  • Discount: $1 USD
  • Upgrade Pass: $6 USD

 

Javelin Rack:

 

  • Energy:  4
  • In-Game Cost: 21,000 credits
  • Instant Access: $9 USD
  • Discount: $3 USD
  • Upgrade Pass: N/A

 

Pulse Cannon:

 

  • Energy:  4
  • In-Game Cost: 62,500 credits
  • Instant Access: $9 USD
  • Discount: $3 USD
  • Upgrade Pass: N/A

 

Javelin Rack:

 

  • Energy:  4
  • In-Game Cost: 675 A-coins
  • Instant Access: $9 USD
  • Discount: $3 USD
  • Upgrade Pass: N/A

 

Pulse Cannon:

 

  • Energy:  6
  • In-Game Cost: 67,500 credits
  • Instant Access: $9 USD
  • Discount: $3 USD
  • Upgrade Pass: N/A

 

Pulse Cannon:

 

  • Energy:  4
  • In-Game Cost: 72,500 credits
  • Instant Access: $9 USD
  • Discount: $3 USD
  • Upgrade Pass: N/A

 

Rocket Mortar:

 

  • Energy:  8
  • In-Game Cost: 725 A-Coins
  • Instant Access: $9 USD
  • Discount: $3 USD
  • Upgrade Pass: N/A

 

Rocket Mortar:

 

  • Energy:  10
  • In-Game Cost: 650 A-coins
  • Instant Access: $9 USD
  • Discount: $3 USD
  • Upgrade Pass: N/A

 

Rocket Mortar:

 

  • Energy:  12
  • In-Game Cost: 675 A-coins
  • Instant Access: $9 USD
  • Discount: $3 USD
  • Upgrade Pass: N/A

 

Missile Rack:

 

  • Energy: 6
  • In-Game Cost: 281,250 credits
  • Instant Access: N/A
  • Discount: $15 USD
  • Upgrade Pass: N/A

 

Arc Torrent:

 

  • Energy: 6
  • In-Game Cost: 281,250 credits
  • Instant Access: N/A
  • Discount: N/A
  • Upgrade Pass: N/A

 

Missile Rack:

 

  • Energy: 8
  • In-Game Cost: 310,000 credits
  • Instant Access: N/A
  • Discount: $16 USD
  • Upgrade Pass: N/A

 

Arc Torrent:

 

  • Energy: 10
  • In-Game Cost: 2,675 A-coins
  • Instant Access: N/A
  • Discount: N/A
  • Upgrade Pass: N/A

 

Stasis Beam:

 

  • Energy: 12
  • In-Game Cost: 2,825 A-coins
  • Instant Access: $33 USD
  • Discount: $15 USD
  • Upgrade Pass: N/A

 

Stasis Beam:

 

  • Energy: 16
  • In-Game Cost: 310,000 credits
  • Instant Access: $36
  • Discount: $16 USD
  • Upgrade Pass: $10

 

Carbine:

 

  • Energy: 8
  • In-Game Cost: 8,275 A-coins
  • Instant Access: $100 USD
  • Discount: $50 USD
  • Upgrade Pass: N/A

 

Carbine:

 

  • Energy: 10
  • In-Game Cost: 7,250 A-coins
  • Instant Access: $85 USD
  • Discount: $30 USD
  • Upgrade Pass: N/A

 

Carbine:

 

  • Energy: 12
  • In-Game Cost: 7,250 A-coins
  • Instant Access: $90 USD
  • Discount: $30 USD
  • Upgrade Pass: N/A

 

Railgun:

 

  • Energy: 16
  • In-Game Cost: 8,275 A-coins
  • Instant Access: $100 USD
  • Discount: $35 USD
  • Upgrade Pass: N/A

 

Early Game Progression:

 

Let's start from the early game since it's an integral part of your progression. When you first start the game, you have Paragon with an Autocannon 4, and then you quickly get the Lancer and the RPG 2. Both of these Mechs and weapons are okay for Early Game, but you should not invest in any of them.

 

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.

 

You can star Paragon once, but beyond that, you should move right along. Next, you are going to be taking a look at the Autocannon 2. It is not a great weapon and not one that you need to get. It will show up in challenges, and since the game has already given you the Autocannon 4, it doesn't make sense for you to get it.

 

The next upgrade, the RPG 4, is a pretty good early game weapon and one that you can upgrade a little bit, maybe star up one time. But, as your Mech gets a little bit better and you get the RPG 6, that's probably the only one that's long-term that you should invest with. So, you should not go beyond 1 star or maybe three stars if you like the weapon a lot.

 

 

Mech Arena: Robot Showdown Complete Upgrading / Progression Guide

 

Next up, you have the Juggernaut. He's going to be forced on you to unlock, but he's good. If you want a Brawler and one you can take to the End Game, he's an optimal Mech. His health is unmatched and is the highest in the game. Combined with his Shield, his effective defensive is higher than Brickhouse and Areas. If you want a brawler, he's not a bad option. At this point, the game might ask you to get a third bay space. That's not a bad idea to do. You want to put Juggernaut in there and get some weapons on him.

 

But soon, you should probably switch out Lancer. He’s not going to be that effective. Be ready to switch out Lancer soon. The Thermal Lance 2 comes next up. It is not a good weapon, and we recommend not unlocking any Thermal Lance or invest in them at all. You don't want them in your challenges. The Plasma Cannon is up next. They're not very good, and they aren't worth unlocking, especially because they are 8 points, and you should save them up for a Mech that will be coming up very soon.

 

The Thermal Lance 4 is. Next, you should pass over this one. Then, the Longarm 8. This is probably the first uncommon weapon or item that you should unlock. The Longarm 8 is great for long-term gain, and it is the traditional quintessential Sniper-style weapon. It is also a weapon that takes a little bit to master and has a learning curve. But, it is worth it because of the energy progress path as the Railgun, which functions very similar to this. So, it is worth getting and worth investing in, and we would recommend it. You probably want to put the weapon on your Paragon or Juggernaut.

 

At this point, Paragon will probably be at an eight while Juggernaut will need to be upgraded. We also recommend starring him at least once at this point. Next, this is a big upgrade at this point, the RPG 6 and Panther both together. Both of these unlock right away next to each other. You should get them as soon as possible, especially Panther. He is eight coins, but it is well worth it. He is probably one of the best Mechs in the game and will take you to the end-game.

 

robot arena mech showdown javelin rack 6

 

 

The RPG 6, on the other hand, is a great weapon too. It is the best RPG weapon in the RPG set. It is probably the only one worth investing into at least a couple of stars. The weapon is great for the early / mid-game. Next, you have the Thermal Lance 6, which you should skip. Then, you get to the Javelin Rack 4. The Javelins are fantastic weapons that are beloved by many. But, the Javelin 4 costs eight coins. Unless you spend some money on the game, you probably won't be able to unlock it.

 

This may not be the most important thing to unlock right now. But it is a good weapon to have later on. The Javelin 6 is better than this, of course. SO, you may want to save your eight coins for that one. The next reward is Killshot. It is a fantastic Mech. The best scout mech for early game. It has a speed boost that no one can match and has a good energy value and good energy set that make it better than all the other 12 energy ones, and because it is fast, it is great for playing more of a hit-and-run type of gameplay.

 

Right now, your Bay will probably have 3-4 Mechs depending on the fact if you purchased Killshot or not. As far as unlocking more spots, you don't need to right now, period. You can unlock more spots in your Bay, but you probably won't use the other ones if you are only using two to three Mechs per match. Most individuals only use two to three Macs. So, you probably don’t even need to unlock more spaces. But, it is an option if you want to go for it.

 

The Shotgun 2 is an awful weapon. Don't unlock it and waste your time. So, we'll move right along to the next weapon, which is the Longarm 10. It is a great weapon, but it's one that you may want to put a can in as it is more useful in the late gamer rather than your current stage. You only have one Mech, the Panther, that can use the gun effectively right now. But, it will leave two energy vacancies unless you have something else that you can put in there.

 

The Shotgun 4 comes up once again, and again you should skip it. Then we get into the Pulse Cannon family. We don't think it's a great weapon, but it is also not the worst. This is the four and lowest in the family and is not worth a lot, so you should pass over this.

 

robot arena mech showdown ares

 

The Plasma Cannon 2is another weapon most should pass over. The M.D. comes up next. He's a decent Mech but is not one you need right now. He's fun to work with and play with, but not for any serious game modes as the Mech has some disadvantages. Then, lastly, for the Early Game, the Rocket Mortar 8. It is a great weapon, but it is generally not used often. There's a lot f controversy over this weapon as some find it too strong and unfair while some disagree. The weapon feels a little ridiculous in some cases but is not generally not used often. Because there's a lot of controversy about this weapon, it would not be surprising if it is nerfed.

 

Late Game:

 

The Javelin Rack 6 is the weapon out of the Javelin 6 is one that we think is the best one to unlock based on how it will work for your Light Mechs in the late game. This weapon is worth unlocking as it works especially well with Killshot. If you upgrade Killshot with this weapon, he'll be great for all mid-tier gaming and probably even too late tier to a certain degree, depending on how much you want to upgrade.

 

Next up is the Missile Rack 8. A solid weapon and one you want to unlock. It is pretty much a late game or end tier the box t. it is super useful for a lot of different strategies and has a very small learning curve. The Guardian is a great purchase, eight credits, but this is a Mech that has great Late Game potential because it maxes out on a High Energy Cap. So, it is one that we think is worth investing in and certainly to get now. And, in this case, your Bay should look much more refined than what it is right now.

You should probably swap out the Juggernaut with the Guardian that has the Missile Rack 8 as it is a great loadout for him and a great mech. This Bay can take you to the End-Game with his particular loadout.

 

Continuing next is the Pulse Cannon 8. Again, we're not huge fans of the Pulse Cannon family. This is the only one that's probably the best, in our opinion, based on its energy cost and how it'll work for later game Mechs. But there are better weapons out there. Rocket Mortar 10 is a singular target weapon, and you get a second copy of it when you max it out.

 

It’s the same case for the Rocket Mortar 10 and 12. Again, use these weapons at your discretion. They are great weapons, but they might have some nerfs down the line.

The next reward is the Missile Rack 6. Again, the Missile Rack family is awesome. The eight is better than the 6, but your six is fantastic for gameplay for hit-and-run style. If you have a maxed-out M.D. or a higher level Shadow, this build could work great on it. It's not something you have to get right away as it is a lot of credits, but it is still a great weapon worth unlocking for sure.

 

Shadow is a decent Mech but one you don't need right now, and it costs eight coins to unlock. So, we would pass over it. The next reward is the Stasis Beam 12. Its damage output is fairly normal. The Ares is a decent Mech and one that people get an offer of early on. But it's one that if you have Juggernaut and you've been using him, both work similarly. So, we don’t think it’s a purchase you need to make at the current instant or for the foreseeable future.

 

The next reward is the Carbine. The Carbine family is great and is top of the line. It deals with one of the highest DPS numbers in the game. It takes a solid chunk of 8 coins to unlock and will affect your power level right away. You should get this weapon whenever you have the coins.

 

Stasis Beam 16 comes up next. Just like the 12, we’d pass over these. Cheetah then arrives. He's not a bad mech but is not one you need and certainly not one that we think is worth the amount of eight coins he is asking for free. He is one that we would pass over for now and maybe get in the future, but we don't find him extremely necessary. There are a lot of other people that do his work similarly and even better in some ways.

 

You can also always look at our Ultimate Weapon’s guide for the game to know what you should pick at every point!

 

After this, you’ll be seeing a lot of crates until you get to the Carbine 10. Out of the Carbine family, the 10 is the one that we use the least. Regardless, it is not a bad weapon to unlock. The next upgrade that you will get is Zephyr. Zephyr is very similar to the Guardian, and their only costs credits to unlock and functions very similar to Guardian.

 

If you haven’t upgraded your Guardian, Zephyr will start with the same energy, and we find his abilities to be a little bit stronger than a Guardian. You can only put one of each in the jack, but as we said, you probably won’t use more than two slots generally. SO, you may not even need to open up that other base slot if people can just swap them out. But both are pretty interchangeable, but the Zephyr is slightly better.

 

Next, you get to the Carbine 12, arguably one of the best end-game weapons in the game. It is very useful, especially once you get the Dual copy of it on a Mech that can handle 24 like Panther or Guardian. Both of them are fantastic candidates for the Carbine 12, especially when you can dual-wield them. It is a super-strong loadout and very effective for certain maps where you have to have a more direct or sustained fire. It has a lot of overhang coverage. It is picked a lot in tournaments and is a great t weapon. We would unlock that one and try to take it to the end tier by investing in it a little.

 

The next reward that you get is the Brickhouse. Brickhouse functions very similar to both Juggernaut and Ares but without the shield. It makes it a little easier, but all of them will max out at eighteen energy. We don't think the Mech needs to be unlocked unless you want to, especially if you want to practice on the Brawler.

 

Lastly, we have the Railgun. The Railgun is insane, and if you've spent the time focusing and using the Longarm, you will love the Railgun. One of our most favorite loadouts, the community has publicly acknowledged it as one of the best setups in the game, and you should definitely go for it marking the end of the progression path!

 

Conclusion:

 

Now that you know what weapons you should be going for, progression in the game should feel much easier and more intuitive. As you level up and get better at the game, you'll also develop an understanding of what weapons make the most sense for your specific playstyle as well.

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