Last Stand - Mekboy

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The Mekboy is the Ork hero for Last Stand.

Overview

The Mekboy's big role is dakka, but that's not his only tool for winning. Besides that, he's the first hero to get a teleport ability amongst the list (Not counting the Tau Commander), and one of the only ones besides the Sorcerer who can exploit it for damage.

Armor

  • Orky Armor - Default
    • Armor: 22
      • Naff Armor. Don't bother.
  • Teleporta - Level 1
    • Armor: 22
    • Ability: Teleporta (7 Energy, teleports the Mekboy to a targeted location)
    • This is your bread and butter. This is how you compensate for your heavy guns and your weapon when using the Juiced-Up Tellyporta.
  • 'Eavy Armor - Level 3
    • Armor: 180
    • +75 Health
    • This armor has you give up teleporting, but it instead gives you some serious armor and health. The problem is that you'll often be running up against swarms who'll run you down the same, but that is less of a problem for weapons like the Burna or the Dakka Deffgun.
  • Mad Teleporta Pack - Level 9
    • Armor: 86
    • Traits: Reactive Escape (When Mekboy is hit in melee, there's a 15% chance for him to teleport to a random location. After teleporting, he will be tempoerarily phased out, reducing his likelyhood of getting hit.), Reactive Teleport (When Mekboy is a hit in melee, there's a 50% chance for the enemy to be teleported to a random location)
      • Combine with Sturdy Bitz, the Zzap Knife, and a Juiced Up Teleporta to become a crazy quantum 'splosionmancer. Just stay away from your teammates, and maybe invest in Cybork Bitz too, for extra armor, though that's all your accessories right there. Otherwise, not great.
  • Electric Armor - Level 14
    • Armor: 32
    • Traits: Damage Aura (Enemies near the Mekboy will take damage)
      • When using the Burna or the choppas, weapons with short range, this is a good insurance policy to protect yourself from dying too soon, but it's only slightly better than the Teleporta, so don't expect to be tanking with the best of 'em.
  • Kustom force Field - Level 19
    • Armor: 44
    • Ability: Kustom Force Field (15 Energy, makes the Mekboy temporarily invulnerable)
      • While it works like the Lord General's Refractor Field, it doesn't give any protection to any nearby allies, nor is it triggered like the Hive Tyrant's Warp Field.
  • Leaky Armor - Achievement Unlock: Kill 2,500 enemies as the Mekboy
    • Armor: 145
    • Trait: Leaky Armor (When hit, there's a 25% chance to drop two mines)

Weapons

  • Slugga - Default
    • One-handed Ranged Weapon
    • 1.1 DPS
      • Similar to the Sorcerer (with the exception of DLC), the Mekboy has no way to replace his default gun, and he suffers like no other for it. Unlike the Sorcerer, however, he isn't stuck with it for a lot of his playstyles.
  • Choppa - Default
    • One-handed Melee Weapon
    • 8.2 DPS
      • Naff Choppa. Don't bother.
  • Big Shoota' - Level 1
    • Two-handed Ranged Weapon
    • 44.0 DPS
      • Don't be fooled by its ludicrously high DPS; the Big Shoota achieves that mostly through volume of fire, and neither has terribly great accuracy nor particularly high individual-shot damage, which means its potential drops off extremely quickly against armored targets. On the other hand, it's one of the Mekboy's longest-ranged weapons, is extremely reliable when fired from cover or a building, and can be fired on the move, all of which are good things for any Mek.
  • Burna - Level 1
    • Two-handed Ranged Weapon
    • 6.0 DPS
    • Traits: Ignore Cover (Enemies cannot take cover to avoid damage from this weapon), Area of Effect (Damages enemies in an area around where this weapon fires), Armor Piercing (Attacks with the Flamer ignore up to 20 Armor)
      • The best weapon for early Mekboys, as the cover-ignoring damage coupled with the Teleporta gives you a major advantage over the Lord General's flamer before he gets Guardsmen to use it with him. Like many Flamers, it has a built-in hidden armor piercing trait, but only a minor one.
  • Big Choppa - Level 6
    • One-handed Melee Weapon
    • 16.0 DPS
    • +2.0 Health Regeneration
    • Traits: Invigorating (When an enemy is killed in melee, Mekboy gains 5 Energy)
      • More than just a good close-combat weapon; it's a great weapon for any Mekboy using high-energy toys like Roks or Mines, since every kill scored with it (and it's good at splattering lighter mooks) will give you a little bit of energy. In addition, it also makes you a bit more survivable via you having better Health regen, which is invariably a great thing.
  • Rokkit Launcha - Level 12
    • Two-handed Melee Weapon
    • 4.6 DPS
    • Traits: Knockdown (Knocks down enemies), Armor Piercing (Attacks with Rokkit Launcha ignore up to 140 Armor), Salvo (Mekboy fires 3 rokkits at once)
      • Another weapon whose stats don't show its real potential. This thing is slow, but does great damage against armored targets and still has the ability to utterly wreck lighter targets via its high damage and knockdown trait. If you manage its long cooldown time between shots well, it's easily one of the Mekboy's most destructive and least-appreciated options; it's another of those weapons radically improved by the Mekboy's other gear.
  • Dakka Deffgun - Level 16
    • Two-handed Ranged Weapon
    • 26.0 DPS
    • Traits: Suppressive (Can suppress enemies attacked by this weapon), Heavy (Requires time for setup and teardown before firing)
      • An amazing weapon whose drawbacks often cover up its potential. Not as potent DPS-wise as the Big Shoota, but does its damage in much bigger chunks and has suppressive capability. Two options turn this weapon into an absolute death machine: The Teleporta Pack or the Bouncy Shield. Either option gives you a way to get into and out of trouble as needed, and helps with the setup time the Dakkagun has. It also makes a damned fine gun to fire from a building.
  • Zzap Knife - Achievement Unlock: Achieve 350 Kills as the Mekboy
    • One-handed Melee Weapon
    • 45.0 DPS
    • +2.0 Health Regen
    • Traits: Proactive Teleport (When attacked in melee, the Mekboy can teleport the enemy to a random location), Proactive Escape (When in melee, the Mekboy can teleport to a random location)
      • Vicious. Odds are good that it'll have more of an effect bouncing you and the enemy around than it will doing damage (though its damage is quite high), but when paired with the Juiced-Up Tellyporta, it can create tons of explosions and result in relentless hilarity (make sure you have sturdy bitz if you're gonna use this). It has the same delicious health buff as the Big Choppa, too, so all in all, a good (and fun) weapon.
  • Pokkit Rokkit Launcha - DLC
    • One-handed Ranged Weapon
    • 5.2 DPS
    • Traits: Knockdown, Armor Piercing (This weapon can ignore up to 140 Armor)
      • This isn't a great weapon on its own, being somewhat-comparable to the Plasma Pistol of the Space Marine Captain, but it's an unbelievably useful boon to any Mekboy who's using a Choppa, since it's the only alternative he has to a basic Slugga. The knockback capability can help keep threats away, whilst the armor-piercing trait gives you a bit of punch against the errant tougher foe.

Accessories

  • Booby Traps - Level 1
    • Ability: Booby Traps (25 Energy, lays down mines that can reduce the accuracy and speed of enemies who run into them)
      • It's like the Tau Commander's snare mines only with smaller radiuses, shorter duration, and the ability to lay down 3-4 at once. In general, it's superior due to the fact that you can lay down like an entire field of the things for the same energy it would take a Tau Commander to fire off like 3.
  • Battery Pack - Level 1
    • Ability: 'Ave a Taste! (30 Energy, heals a nearby ally)
      • It's a useful thing for assist-focused Mekboy, as it will give a good bit of health, but it won't heal you.
  • Mega Rumblah - Level 2
    • Ability: Mega Rumblah (35 Energy, knocks down enemy infantry in a large radius around the Mekboy)
      • It sounds good on paper, but the setup time is a major problem, as that time could have been better spent lighting those Banshees up or teleporting to somewhere safer. Staying rooted somewhere will spell your doom.
  • Speshul Tools - Level 4
    • +25 energy
      • Gives you one more use of Booby Traps or another chance for the Battery Pack. Has it's uses.
  • Cybork Parts - Level 7
    • +66 Armor
      • Teleporta-centric builds and Electric Armor users will definitely benefit from this, as the armor is naturally pretty flimsy.
  • Sturdy Bitz - Level 8
    • Traits: Unshakable (Immune to knockback)
      • This is an auto-include if you ever plan on using the Juiced-up Tellyporta, as it gives you the ability to actually walk while exploding. This is an absolute boon.
  • Boom Time! - Level 11
    • Traits: Boom Time (Powerful explosives detonate when the Mekboy is incapacitated)
      • This is a big middle finger for any horde wave you may encounter. Just make sure you have someone who can revive you to actually make the best use of this.
  • Dok's Tools - Level 13
    • Traits: Reactive Zeal (When hit, there's a chance that the Mekboy can heal all nearby allies for 10 Health)
  • Bouncy Shield - Level 15
    • Ability: Bouncy Shield (20 Energy, builds a force field that bounces back any nearby infantry)
      • This is something of an alternative to the Kustom Force Field, as this pushes enemies so that you can actually shoot them to death, and that is something that is always helpful to a shooty Mekboy.
  • Proximity Mines - Level 17
    • Ability: Proximity Mines (25 Energy, throws mines in an area. Enemies that step on them get knocked back in a large radius)
      • Not sure how he looted these from Cyrus, but it's an alternative to the Booby Traps, though not as big a help.
  • 'Uge Bombz - Level 19
    • Ability: 'Uge Kaboom! (35 Energy, places a huge bomb at the targeted location. Click to explode.)
  • Juiced-Up Tellyporta - DLC
    • Traits: Ported!! (When an enemy or the Mekboy get teleported, they will explode, dealing area of effect damage and knockback)
      • This may sound nice when you start out, but this is a trap, as the knockback applies to you as well, and that will make. you. RAGE. Stack this with Sturdy Bitz at the soonest opportunity to maximize your teleporting-shenanigans potential.

Commander Items

  • Trophy Rack - Level 5
    • Traits: Fearsome Aura (Nearby enemies deal 35% less damage, stacking Fearsome Auras add only 15% more to this)
      • If you have a Tyrant with Psychic Scream on your side, team up with them, pull the scream, and laugh at Banshees that cannot kill. This can also help out a party with multiple Mekboys, as your Fearsome Auras can stack and give you extra coverage.
  • Roks - Level 10
    • Ability: Roks (50 Energy, Orders a massive Rok strike on targeted area)
      • This is your Eldritch Storm, your Orbital Bombardment. Sucks up all your energy, but it'll blow the ever-loving shit out of anyone in the area, including allies.
  • Boss Pole - Level 20
    • Traits: Resilient Leadership (+100 Health to nearby allies), Fearless Leadership (All nearby allies are immune to suppression)
      • Bosspoles are a big deal on the tabletop, and they'll be a big deal here too. The extra health saves more flimsy heroes like the Farseer, and the Fearless can be just the thing a Captain needs to break in and blow up a heavy weapon. Just beware how your team is set up, as this will also apply to your doppelgangers, and a Dakka Deffgun that cannot suppress will be a very horrible thing to see.

Tactics & Strategy

  • On Achievements:
    • Can't Touch Dis (Which unlocks the Leaky Armor) is another easy achievement. Kill 2,500 enemies with the Mekboy.
    • The Sharpest Wrench (Which unlocks the Zzap Knife) is one that really focuses upon the player's preferences. Since you have to kill 350 enemies in a single match, it becomes a priority that you take a weapon that's best suited for weeding out weak mobs while also able to stay alive long enough to actually accomplish this. Teleport spam with the Juiced-Up Tellyporta and the Sturdy Bitz is a very helpful tool to grab when possible, as it can also help knock enemies off their feet long enough to wipe them out.

Builds

BUILD 1 - Lulzplosions

Gear you need: Pokkit Rockit, Zap Knife, Mad Teleporta pack, (recommended-Sturdy bits),Roks, Juiced Up tellyporta.

Explanation: With this build, lulz ensue as enemies that hit you, enemies you hit, and yourself, are randomly teleported around and explode, often killing them instantly. This can effectively deal with the "spamshee" wave (wave 9 on BC), as the sheer amount of victims causes humongous groups of explosions (friendly fire is dealt by these explosions-Stay away from allies), this also means you have one ability, Roks, which will recharge thankfully fast allowing you to deal with enemies from the non melee waves. It is heavily recommended that you have a captain who can instantly revive you.

Reviews From Users:

BUILD 2 - Terminator Mekboy

Gear you need: 'Eavy Armor, Cybork Parts, Bouncy Shield, and Trophy Rack. A ranged weapon of your choice. Personally, I took the Big Shoota for the on the move tank. Sturdy Bitz recommended, but unnecessary if you feel like taking something else. Dok's Tools might come in handy as you'll probably heal more than you lose, creating infinite health.

Explanation: With this build, sit in a corner with super armor, a damage debuff, and heavy cover, never die. It's been a bit since I've ran this build, but I vaguely recall something like 80%-86% damage reduction, can't be sure. Melee enemies? Bouncy Shield. That's really all there is to it. You're a heavy weapons Ork that makes melee units cry. Doesn't work on melee walkers, avoid the walkers. You're the party tank, you're good at it yet nothing else. Don't expect to get anywhere quick. But, you can basically ignore enemies as you walk around as a tank medic, so that might be useful. And if you're interested in a bit of dickery; use Bouncy Shield on a melee oriented ally. Captain? Hive Tyrant? --> Charge! Push. Charge! Push. Lulz ensue.

Reviews From Users:

BUILD 3 - DA BOMBA

Gear you need: Pokkit Rockit, Zzap Knife, Teleporta, Juiced-up Tellyporta, Sturdy Bitz, Cybork Parts, Boss Pole.

Explanation: Very much like the first build, with more personal control with a slice of support on the side. Trades of some armor and the randomness of Mad Teleporta Pack for the ability to aim your teleports. Just arm your teleporta, aim and boom. Wherever you hop to, you'll be leaving loads of dead bodies behind yourself. With Boss Pole you buff your allies health by a good 100 points if you're close enough to them, which in some cases is a godsend and also grant them immunity to suppression. Just be careful on wave 16, since your clone will be making your clones tougher as well. Cybork Parts adds some survivability, but can be exchanged by your own preferences. Same goes for the Pokkit Rockit and Zzap Knife. Go, try it, experiment and make shit explode. Just be careful with the friendly fire.

Reviews From Users:

The heroes of Last Stand
Space Marine Captain - Chaos Sorcerer - Eldar Farseer - Hive Tyrant
Lord General - Ork Mekboy - Tau Commander - Necron Overlord