Lancer

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## Lancer

* Default
* Description

* Statistics

## Addtional Information

### Price

8,250

*Lancer is a Scout mech. It is the second mech of a new player obtains after the Paragon and currently the icon of the franchise.*

## Information

Lancer is classified as a Light mech with the role of "Scout". It starts at Rank 1 with 4 Energy limit and maxes out at 16 Energy at Rank 6, Level 7. It is quite possibly the most flexible mech out there: being able to jump over walls, on roofs, and even dodge slow-moving projectiles with its jetpack jump ability. This can, in the right hands, result in extremely complex and lethal gameplay. Its jump makes it able to access parts of maps no other mech could hope to reach.

## Advantages

Lancer not only has decent HP and high speed, but it also has an extremely flexible ability. It can parkour to rooftops, after which it can rain down Javelins or any other weapon while being virtually untouchable. Its high maneuverability can also be used to ambush enemy mechs and dealing massive back damage before your opponent even realizes what is happening. Its jump also enables you to dodge incoming Missiles, Javelins (4 & 6 can only be partially dodged, Javelin Rack 8 completely due to the number of projectiles), and Mortars, if timed right.

## Disadvantages

While potentially extremely effective, Lancer suffers from a few major drawbacks. First off, Lancer is extremely map-dependent. If there are no rooftops accessible, Lancer's value drops by a lot. This leads to the second issue, Lancer is an easy target on the ground, where it can be dispatched without much of a problem. Another major problem Lancer faces is its very low Energy capacity, making its offensive potential quite limited, especially when grounded.It can be easily killed by snipers. And lastly, it takes a lot of time to master Lancer, combined with the fact you get it at such a low rank-where light mechs are the weakest-almost everybody tends to swap Lancer out of their hangar. Once you get to division 9 and below this mech becomes much less valuable so please swap it out asap.

## Strategies

### Using:

While using Lancer the best strategy is to parkour up high, then trying to get sneaky back damage or raining down with Javelin Racks. When elevation is not an option it is ill-advised to even spawn Lancer, but if you choose to do so, or are forced to do so, stick to another mech. When you encounter an enemy mech, let your companion take the fire and jump over the enemy for back damage.

### Countering:

There is very little you can do when a Lancer has the high ground. Using Javelin Racks and the damage radius from Disc Launchers is most likely your best bet. When a Lancer is grounded however beating it is quite easy, because of its poor offensive potential. Don't let it jump over you. while it's up high you can also try to snipe it with long arms 8 and over although these weapons are quite hard to get and use in the divisions were uou see lancer.

Interesting interaction: Killshot can dash a jumping Lancer in midair.

## Builds

These are the most optimal builds for Lancer:

* Javelin Racks: Lancer actually works very well with Javelins, since when you jump and fire your load at the apex, the rockets will deal guaranteed back damage and they can pass over Ares's shields and Panther's Stasis Barrier.
* Shotguns: Simple, yet effective. It's a viable build at every stage of the game.
* Arc Torrents: Basically a variant of the Shotgun build. You could also combine Arc Torrent and shotgun.
* Missile Racks: A little expensive, but hit like a truck. If you want to prove that Lancer is a good mech, you should pair Lancer with at least one missile rack 8. Get to somewhere high, and nothing will stop you.