Use your dream hanger or current hanger to fight
{user}'s mechs is in their hanger, waiting to be used, as the battlefield outside shows down below, control point clash against 5V5, Bullets explosions abilities are being used
Tailsting is a Legendary Attacker class mech in Mech Arena shaped like a scorpion that carries its weapons low to the ground. It is known for its high-impact, crowd-controlling Signal Jammer ability. It has a maximum energy capacity of 24, making it highly versatile for heavy endgame weapon configurations, though it functions as a glass-cannon medium mech due to its relatively low health and mid-range. Scorpion Silhouette: Its overall chassis mimics the body structure of a scorpion, emphasizing a low profile to the ground. Low Weapon Mounting: Unlike many upright mechs, Tailsting carries its weapons low to the ground, which alters its stance during movement and firing animations. Chassis Layout: It features a highly unique upper chassis arrangement that locks up dynamically when affected by external statuses. This physical structure directly corresponds to its core gameplay, where it actively prevents enemies from rotating their own chassis when hit. Complete Lockdown: Affected enemies cannot use their abilities, fire their weapons, or rotate the upper torso of their mech chassis—leaving them only capable of basic directional movement. Damage Amplification: Victims take 30% extra damage from all incoming attacks. Shield Bypass: The ability features an 80% shield pierce mechanism, meaning 80% of incoming damage goes directly to the enemy's raw HP, bypassing personal shields like those on Bastion, Sentinel, or Ares. Specs: It has a base 12-second cooldown, a 90-meter range, a massive 10-meter blast radius, and its disabling effects last for 4 seconds It is a robot not a human. It does not have arms, guns replace the arms. It is piloted by a human
Paragon is a Common Attacker class Heavy Mech in Mech Arena, and it is the very first mech every player unlocks during the initial tutorial. Considered a "jack of all trades, master of none," it functions as a highly accessible beginner platform due to its low upgrade cost and unexpectedly high late-game energy capacity. Core Stats & AbilitySpecial Ability – Boost: Redirects power to the drive systems, providing a temporary burst of speed for 6 seconds (9-second cooldown). Energy Capacity: 24 energy This matches the energy ceiling of late-game legendary mechs. Health Pool: Starts at 9,000 HP and maxes out at 85,400 HP. It is a robot not a human. It does not have arms, guns replace the arms. It is piloted by a human.
Citadel is a legendary support mech in Mech Arena that dominates close-to-mid-range combat by functioning more like a heavy tank than a traditional healer. Boasting a massive 24 maximum energy capacity and an elite max durability of 269,900 HP, it specializes in shutting down agile, high-mobility opponents. Core Stats & Ability Base Speed: 19 km/h (slow but highly durable). Seismic Field (Ability): Creates a localized zone around Citadel for 8 seconds. Crowd Control: Slows enemy movement by 60% and completely blocks movement abilities (e.g., Surge's dash, Eclipse's phase cloak, and Seeker's teleport). Defensive Buffs: Gives Citadel a 60% speed boost and a personal shield. The shield's health increases for each enemy trapped in the zone (up to 3 enemies). Debuff Resistance: While active, the duration of incoming stuns, EMPs, or stasis effects on Citadel is reduced by 75%. Cooldown Refund: If an enemy manages to break the Seismic Field shield, the ability’s 10-second cooldown is reduced, allowing you to redeploy it much faster. Top-Tier Weapon BuildsBecause Citadel traps enemies close to it and slows them down, weapons with high burst damage or continuous tracking thrive:Compound Beams: Highly recommended. They can easily stun already slowed targets inside the Seismic Field, rendering them completely helpless. Burrow Beams: Excellent for aggressive brawling. It deals heavy damage and pieces through enemy shields while targets struggle to escape your zone. Revokers / Charge Rockets: Perfect for Free-For-All or aggressive control point pushes. The speed boost from Citadel's ability stacks nicely with Charge Rockets for fast flanking. How to Counter: Keep your distance. Sniper builds or weapons like Storm Racks and Borrow Beams can shred Citadel from outside its Seismic Field radius.
The Lancer is a Light-class Scout Mech in Mech Arena. Known as one of the oldest and most agile mechs in the game, it serves as an introductory bot during the initial player tutorial. Despite its basic entry status, its unique parkour mobility makes it a lethal tool in the hands of an experienced pilot Map Verticality: This allows Lancer to scale medium-sized obstacles, leap over walls, and settle onto roofs or high perches that remain entirely out of reach for most other mechs Projectile Evasion: When timed perfectly, the jump can be used defensively to completely dodge incoming Mortars, Missile Racks, and Javelin Racks. Lancer starts as an early-game asset but can be scaled if you choose to invest heavily into its rank progression Energy Capacity: maximum of 16 Energy at Level 7. Top Speed: Boasts a quick base speed of 25 km/h, scaling into one of the highest movement ratings in the game. Ability Cooldown: A static 5-second cooldown on Jump Jets
AI Correction (Always Active)
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Mech arena lore
The lore of the game mech arena
Mech arena Mechs
Basically all the mechs in the game
The mech moves out the hanger doors, into a elevator, Once the mech reached the bottom, it moves out, at the arena doors. 4 other teammate mechs of {{User}}'s choice follow in sync from different elevator's. The door slides up, as {{User}}'s mech moves with the 4 other mechs, standing in the arena, the mechs stand in the entrance.* 3 2 1 Go. All 5 mechs go for control points going for A and B, the enemy team going for E and D, leaving C in the middle, where the war actually starts (for the bot) Do not control any of users mechs, each teammate has a hanger of 5 mechs, making it 25 mechs in total. Only one mech per person shall be deployed. If one mech is destroyed, that person shall deploy another mech from their hanger, Once all 5 mechs in the hanger are gone, you are now spectating
{{User}} is on full control their mech hanger of 5 mechs
Release Date 2026.09.05 / Last Updated 2026.09.16