recursal/Fanatic-Fandom huggingface dataset:
Matchmaking

As you enter one of the Battle Modes you will be matched with opponents (both human players as well as AI controlled placeholder "players" known as bots) to fill the spots for teammates and opponents. The game will attempt to match you with human players of comparable hanger, skill and connection latency. Like all PVP games, there are inherent constraints that limit the game's ability to match you quickly with human players of perfectly matched hanger and skill level. In order to match you with human players the game must allow some margin of difference in hanger composition and skill level. This margin of difference can be abused to create unfair advantage called SP Dropping.

## Matchmaking Variables

While the exact nature of the logic used by the Matchmaking Algorithm is closely guarded, the following variables have either been tested or described by official sources as having an impact on matchmaking:

* **Total Squad Power ("SP").** In a balanced hanger you should expect to be matched with players of similar SP (within a range of roughly 1k-2k SP). This metric is easy to observe but it appears that matchmaking is more driven by:
* **Power of the hangers' most powerful mech / highest rank.** While a balanced hanger where all mechs/weapons/pilots have similar power and ranks should be matched consistently with the overall SP, it appears that the power of the most powerful mech or the highest ranking gear has an oversized impact on matchmaking. As a general rule of thumb you can expect to be matched with bots/players of power that correspond to the highest ranking piece of gear in your hanger.
* **Powerful Pilots.** High ranking legendary pilots can increase the power of mechs to the point where they might be comparable to a higher ranking mech, and be matched with likewise more powerful opponents
* **Skill Level.** If you consistently win against powerful opponents you will be matched against powerful opponents. There appears to be an increased challenge when players are in a winning streak
* **Blatant SP manipulation.** The matchmaking logic treats unarmed mechs (mechs without weapons) and empty mech slots (a hanger slot that was previously unlocked but left unoccupied) as an attempt to "cheat" the SP level and matches you as if those slots were populated with the most powerful combination available in your inventory

As a result of these variables, when new players complain about frustratingly overpowered opponents the recommended steps are usually:

1. Balance the hanger around similar rank level
2. Don't unlock additional hanger slots if you can't fill them with builds that match your overall hanger power
3. Don't leave mechs unarmed or empty hanger slots
4. If all else fails remove powerful pilots

Note that changes in hanger composition might not immediately change matchmaking - sometimes it takes several battles for matchmaking to adjust to the new hanger composition. This flaw can be abused - see SP Dropping.
EM rifles

* EM rifle 16
* EM rifle 12
* EM rifle 10
* EM rifle 8s
* EM rifle 6s

EM rifles are legendary weapons in the sniper category. They fire green projectiles with incredibly high damage in each shot. The weapon can deal double damage and is pretty consistent in doing so at higher ranks. Upon tapping the fire button, a laser will show exactly where you're aiming at, and after 0.7s, the projectile is shot. The rankups increase double damage chance by 10%, until it reaches a decent 55% at max. The 12 and 16 variants are notorious for being able to 1 tap most of the mechs in the game, due to its extremely high double damage chance. Like the Railguns and Longarms,it does not have aim assist.

## Perks:

**Power Shot:** This weapon is capable of double damage shots.

**Laser sight:** Line up precise shots before unleashing a devastating attack.

**Shot Delay:** There is a delay between pressing the trigger and shot firing.
Battle Modes

Free-For-All mode is only available in Tournaments currently. You against 9 other players - no teams. Players regenerate 30% of their HP on kill (Stalker regenerates 50% if predator drive is active). Your hanger must have 5 mechs in order to participate in a Free-For-All Tournament and if all of your mechs die your hanger will refresh allowing you to spawn all your mechs repeatedly. Every match lasts 3 minutes for only one round. 3 unique maps are available for this mode.
Bastion

Description

* Statistics

## Information

Bastion is a legendary Tank in Mech Arena. It has a ring shaped shield which protects it from all sides except top and bottom. This means that Cheetah's Mines,Javelin Racks,Rocket Mortars,Nade Launchers and especially the new Helix Racks will damage it even when the shield is active. When destroyed, the shield releases an EMP which stuns all opponents in a 25meter radius. The shield also deals damage to enemies when broken, with the same radius as the EMP. The shield also has the highest health in the game being 40000, capable of withstanding a maxed railgun16 shot with implants and still having some left. All of these traits, along with having the highest health in the game, makes Bastion THE best tank in the game AND the Best mech in FFA.

## Upsides

Bastion has extremely high hp and great shield. He is the only mech in the game which can survive a dual EM rifle 16 shot(116k each). Due to this, it is incredibly hard to kill a bastion. His shield also has EMP, directly countering assassinating mechs like Shadow,Surge or Killshot. Weak mechs who try to kill you will most likely die if they break your shield. Because of the shield and the high health, you can basically charge into a battlefield with minimal consequences.

## Downsides

Bastion is a tank, and is quite slow. This means that the despised Rocket Mortar will make quick work of you if you are in an open area. You are also vulnerable when the shield is on cooldown, because it take quite a while to get it back. Also, at lower stars, the EMP is only 1 second,and increases with Rankups until it stays for a total of 4seconds at max. This means that at lower stars a Surge or similar mech can still sneak up on you and deal good damage if you're not aware. Status effects penetrates shields.

## Using

Bastion is paired extremely well with close quarters weapons, like an Arc Torrent or Shotgun(Particularly the 8s) for optimal use of the shield. Try to stay in tight spaces and avoid long sightlines,as the EM rifles will destroy you quickly. Try to get an ability cooldown implant(preferably epic or legendary) and be cautious when your shield is on cooldown. DO stay away from Guardian since its ability basically removes your party trick. This is also a mech which gets better with upgrades,so this should be one of the mechs you should spend resources with.

## Countering

Use EM rifles, don't get too close. Javs if you're poor.

## Builds

Dual Arc 12/Arc 10: Pairs extremely well with the ability.

Shotgun 8s: Pairs extremely well with the shield

EM rifles: If you're weaker long range, why not use the best weapon in the game?

Graviton Beam: Tough mech so you can use this. Basically the 100m version of Arc Torrents
Time To Kill

Time to kill refers to the time required to destroy a mech on continuous shooting. This factor COMPLETELY excludes the EM rifles series, since they ONE SHOT kill mechs, meaning the Time to kill is 0seconds. Since the Mech HPs are not constant, we will be taking Guardian (139k with legendary pilot)as average hp and Bastion (200k without shield) as high HP. TTK is calculated by (Mech HP/MAX possible damage\*2) into 100. This percentage is multiplied by the amount of time a weapon can fire conitinuously. Weapons whose max possible damage is above mech hp is only taken into account here. The first time shows TTK a guardian and the second shows TTK a Bastion.Double damage chances are directly added as a percentage to total damage( Example: Railguns get a 15% dmg increase when counting damage). DO NOTE THAT THESE ARE APPROXIMATE VALUES.

## The TTKs of some fast killing weapons are given here so you can compare them:

Arc Torrent 12: 3.7s/5.3s

Minigun 16: 3.2s/4.6s( yes,the minigun kills faster)

Javelin Rack 16: 1sec/ 1sec-9sec( Varies greatly,8 side shots out of 20 will destroy a bastion in one salvo)

Longarm 12: 3s/4s( at 75m, overheat not applied as it doesnt change TTK much)

Graviton Beam 16: 3s/6s ( Basically a long range Arc Torrent)

Railgun 16: 2s/3s( Then wait 30seconds to kill your next enemy)

Missile Rack 16 : 1.6s/8.6s( One salvo or nothing)

Disc Launcher 16: 8.7s/8.7s( 3 back shots)
Battle Awards

Awards are displayed during a Battle right away once you get them. You can also check them in the Battle results window once the Battle finishes.

During the Battle, you can receive the following Awards in different categories:

## Slayer category (**Multiple Kills**)

Obtain killstreaks by killing mutiple mechs without dying (for a single Mech):

* 3 kills: Killing Spree
* 5 kills: Dominating
* 7 kills: Unstoppable
* 9 kills: Rampage
* 10 kills: Godlike

## Hunter category (**Same Player Elimination**)

Kill mutiple mechs of ONE player:

* 2 kills: Humilation
* 3 kills: Smackdown
* 4 kills: Nemesis

## Berserker category (**Chain Kill**)

Kill 2 or more enemy mechs in fast succession (5 seconds or less):

* 2 kills: Double Kills
* 3 kills: Multi Kills
* 4 Kills: Monster Kills

## Controller category (**Control Point Clash**)

Capture mutiple control points without dying:

* 2 Captures: Smooth Operator
* 4 Captures: Under the Radar
* 6 Captures: Control Freak
* 8 Captures: Total Domination
* 10 Captures: Master Controller

## Sneaky Assassin category (**Stealth Kill**)

Kill enemy mech from behind

* 2 kills: Ghost
* 4 kills: Ninja Master
* 6 kills: Silent but Deadly
* 8 kills: Bogeyman
* 10 kills: Phantom

## Collaborator category (**Assist**)

* 3 Assists: Comrade
* 5 Assists: Wingman
* 7 Assists: Fire-Support
* 9 Assists: Shot Caller
* 10 Assists: Hammer's Anvil

## Other Awards

* Cold Warrior category (**Mutual Kill**) - two players destroy each other simultaneously: Double KOs
* **First Blood** - First kill of the match: First Blood
* **Revenge** - your Mech successfully avenged: Revenge
Assault Weapons

Assault is one of the weapon types in the game these weapons have a quick burst of fire, a little low amount of damage and high ammo. Assault weapons are the most in the game.

## **Strategy**

When you have assault weapons on a mech you cannot hit and run on the enemy you can put them on tanks and they are the most durable out of all mechs as they cannot perform the hit and run strategy and can also do many rounds of reloading without moving from their place.

## Uses

These weapons are used in mid-range as they cannot do much damage in long ranges. So your best bet will be to use them in 2v2 deathmatches and mostly in 5v5's too.
Pulse Cannon

The **Pulse Cannon** are a series of weapon in the Assault category.

## Versions

* Pulse Cannon 4
* Pulse Cannon 6
* Pulse Cannon 8

## Perk & Traits

* **High Ammo**: A large magazine means this weapon is always nearly ready for action.
* **High Fire Rate**: Pulls out rounds extremely fast.
* **Low Accuracy**: Each shot may impact far from the center of the aiming's crosshair.
Capítulo 72

**El príncipe de la Nanoputiense** es el septuagésimo segundo capítulo del manga 100 Kanojo.

## Resumen

Todos se encuentran comiendo, cuando Nano se atraganta al no masticar, dándole Kusuri una bebida, dándole por error una droga para empequeñecer, preocupando a todos cuando desaparece y viéndola adorable en su forma pequeña, pidiendo a Kusuri usar su droga anuladora, diciendo que es imposible pues deben esperar a que pase el efecto o sino morirá, preocupándose entonces por la ropa, dándole Meme ropa de sus peluches, diciendo Nano que es demasiado para un humano. Shizuka le dice que es adorable que ahora ella es más alta que Nano, dándole luego Hakari una flor, diciendo Nano que una flor es ineficiente de paraguas, todas se emocionan excepto Yamame quien se preocupa de pisarla, Kusuri dice poder ganarla en sumo regañandola Karane, quejándose Nano por el ruido, luego comienza a comer su comida para que Chiyo no le regañe, mientras Kurumi e Iku fantasean con cosas gigantes, en ese momento Hahari cae sobre Nano, quedando este atrapada en los pechos de Hahari, estando todas deseosas de disfrutar de Nano pequeña. Cuando termina el recreo decide volver a clase pero Rentarou la ayuda llevándola en su bolsillo y haciéndole un pequeño boli para que apunte, luego Rentarou decide llevarsela a casa despidiéndose de las demás.

Durante el camino hay mucho viento, lo que provoca que una bolsa ahogue a Rentarou quien buscando proteger a Nano no puede quitársela, por lo que Nano trata de ayudarle pero sale volando, diciendo Rentarou que se deje caer pero el viento la aleja, sin esperanzas llega Hahari y Mei en coche, haciendo que Rentarou se impulse con el coche y salve a Nano. Una vez en casa comen juntos y él la ayuda a bañarse, cuando llega la noche él se queda dormido, y ella decide dormir con él, despertando a la mañana siguiente con su tamaño normal, Rentarou se preocupa al verla desnuda, dándole ella un beso al no poder aguantar más.

## Personajes

* Aijou Rentarou
* Inda Karane
* Yoshimoto Shizuka
* Hanazono Hakari
* Utsukushisugi Mimimi
* Eiai Nano
* Yakuzen Kusuri
* Iin Chiyo
* Hanazono Hahari
* Kakure Meme
* Yamato Nadeshiko
* Momi Momiji
* Haraga Kurumi
* Sutou Iku
* Meido Mei
* Yasashiki Yamame
* Mariposas

## Notas del capítulo

* Nano se empequeñece y muestra determinación en querer seguir haciendo su vida a pesar de ello.
* Vemos una clase de Nadi, las cuales son extrañas.
* El título del capítulo es una referencia a Los viajes de Gulliver, específicamente a la primera parte.
* Se nombra a Doraemon y a Ant-Man.
Implants

Implants allow the customization of pilot skills. Pilots have innate skills (that add a certain % to mech HP, damage, and damage of a specific weapon type) as well as a few open slots for implants where pilot skills can be changed and customized. Like pilots themselves, implants are available in Rare, Epic, and Legendary variants.

Implants can be acquired in the pilot section of the shop, where up to 6 implants are offered for sale. The selection changes daily and is limited to a subset of implants (which can be seen by pressing the (i) button). This subset doesn't include some of the more powerful implants in the game. Those can only be obtained randomly from an Implant Crate (the store offers a basic implant crate for free twice per day), or as an award for events or flash sales.

Implants can be categorized as

* **Weapon Implants** - These boost aspect of specific weapons such as range, reload speed, magazine size, damage and accuracy. Unlike blueprints, the same weapon implant apply to all energy variants of a that weapon, and Cryo Javelin uses the same implants as normal javelins.
* **Mech Ability Implants** - These provide a generic boost that can apply to many different mechs (such as ability cooldown reduction) or an ability of a specific mech (such as Killshot dash distance)

All implant descriptions have a yellow text in them (such as "mech" or "weapon") that if pressed will display a list of specific mechs or weapons affected by that implant.

You cannot place duplicate implants on a pilot (e.g. Mech Ability Damage and Slingshot Dash Damage, or two identical weapon implants).

## Implant Level

Once slotted, implants provide their pilot a bonus as a level 1 implant. They can be upgraded by investing Implant Parts up to a level equal to the pilot's rank. Increasing levels get expensive very quickly.

Since pilots and implants were launched there has been an ongoing controversy surrounding the implant part cost to remove implants from pilots, which is considered to be "stealing from players" by many in the community. The implant removal fee has been removed and returned a couple of times so far and it remains to be seen how this controversy be resolved in the long run.
Modifiers

**Modifiers** are a feature that temporarily adjusts predefined game parameters. Modifiers were introduced to the game in September 2023 update. Modifiers can be categorized as follows:

* **Weapon-Specific Modifiers** boost a specific weapon's damage by a given %. These often coincide with another modifier that increases the chance of obtaining blueprints for this weapon and a sale of that weapon in the in-app store.
* **Mech-Specific Modifiers** boost a specific mech's ability.
* **Ability Cooldown Reduction** reduce the ability cooldown for all mechs by 50%
	+ 9.21.2023
	+ 11.28.2023
* **Legendary Implant Drop Modifier** increase the chance of obtaining legendary implants from implant crates.
	+ 9.14.2023 (x2)
	+ 10.23.2023 (x2)
* **Legendary Blueprints Drop Modifier** increase the chance of rolling a legendary blueprint (at the expense of the chance to receive a common blueprint)
	+ 9.29.2023 (x3 chance)
	+ 11.24.2023 (x5 chance)
Noah Relic

Thanks to Sangled for these pictures!

### Description

Noah is one of the main protagonists of LMRP and is closely associated with the MNA, attending Salem Magic Academy with them. Noah, while in his vessel, is usually depicted as having dark auburn hair which goes to his shoulders. He is relatively tall, standing around 6'1" (~185 cm), and doesn't have great posture. Noah usually wears hoodies and jeans when he's out, since he doesn't put in that much time getting ready.

Noah's personality seems very carefree and apathetic at first, but a lot of what he does is actually influenced by his fear of abandonment. This is seen when he hides his newly discovered identity as a shade from everyone but Grayson Oak and Avonda.

### Story

Noah and Jaz (formerly Jasmine) Relic were born in an earth mirroring pocket dimension of Michigan, and they were raised mostly by their father, a shade, since their human mother passed away relatively early on, when Noah was 6 and Jaz was 4. Their father was somewhat neglectful, and was very lazy in raising them. Noah and Jaz still diligently worked to secure their future, however, and they both received invitations to attend SMA.

  Spoiler  Noah met an untimely demise at the hand of Remira Castell, later revealed to be the incarnation of Gaia, the Earth Goddess. Noah and Alice Goodson discovered Castell's bad intentions before the rest of the MNA, and attempted to launch a strike on her. This turned out to be a mistake, as Castell easily overpowered the two of them and murdered them both.

### Magic Proficiencies

Noah is very skilled with shade magic, various dark magic, and shadow magic. He can travel through shadows alone and with company, create shadefire out of nothing, turn regular earth into voidstone and use it as if he was using geomancy, and use various methods to attack opponents with negative energy.
Shotguns

* Shotgun 8s
* Shotgun 4s
* Shotgun 2s

Shotguns are rather powerful weapons at short range, capable of dealing insane amount of close range at max for shotgun 8(40k damage for full ammo used and 20m under). Shotguns 2 and 4 don't quite nearly pack as much of a punch as shotguns 8. Despite this however, shotgun 4 are great weapons for beginners. Contrary to its category, a 5star shotgun can have a max range upto 51m with rare implants,which is NOT close range.

## Perks:

**Wide Hit Come:** Shots fire in a cone, making them good at hitting fast targets or at short range
**Point Blank:** Deals more damage the closer you get

**Low Fire Rate:** Fires more slowly than other weapons, requiring careful aim or timing.

## Shotgun 8

Shotgun 8 is an uncommon close quarters weapon,capable of dealing massive damage(80k per mag with legendary pilot and implants) which outclass majority of the 10,12 AND some 16 energy weapons in raw damage output(due to its buff). However, in ideal situations, the damage wont be the highest possible because of a rather severe drop off (16k per shot to 10k at 40m),but it still is higher than most weapons. It also shoots pellets,which means you can hit multiple opponents with one shot. It also has THE fastest time to kill in the game, capable of dealing 160k damage in 4seconds,outclassing the arc torrents.

## Shotgun 4

Shotgun 4 is an uncommon close quarters weapon,capable of dealing massive damage for its energy requirement. Like the shotgun 8, with the SG4 ,the damage wont be the highest possible because of a rather severe drop off ,but it still is higher than most weapons in 4 energy range. It also shoots pellets,which means you can hit multiple opponents with one shot.

## Shotgun 2

Shotgun 2 is an uncommon close quarters weapon,essentially being a watered down Shotgun 4. Not worth investing even in early game. Same stats as previous shotguns albeit with lower damage
Redeemer

* Statistics

## Information

Redeemer is an Epic scout mech. It has the health of a Guardian and the speed of a Killshot. Its ability Backtrack allow you to travel back to the place where you were 10 seconds before. This allows Redeemer to get out of sticky situations, and can make some spectacularly clutch moments. Rankups from 5 star onwards REMOVE status effects when Backtracking, and at max, you can do a FULL cleanse and even remove EMP for Zephyr/Surge. This makes redeemer an excellent mech for reckless plays and at max, it even counters stunning. Do not that while you maybe invincible when bactracking, there is a delay between the animation occuring and the tap of the ability button. So, for example ,you may still be stunned, then backtracked, and will remain stunned unless your redeemer is maxed.

## Upsides

Backtrack allows redeemer to make incredibly reckless plays with minimal consequences, especially since Backtrack is so fast. You can rush into a room full of tanks, bring them all down to low HP, and then escape without taking much damage. He is also excellent at capturing OPEN control points, like the central one in Mech Arena. Redeemer can use his ability even when paralized. He can even escape a hunter's mark of an Orion, given the user is aware what's happening. Overall, an extremely versatile mech.

## Downsides

Being incredibly versatile, it has only few downsides. The ability cooldown is long, and you may need to wait a while to escape. Also, the cleansing only starts from 5stars onwards, so till then you can't use redeemer to its fullest potential. Even after that, it does take a few seconds to actually 'Backtrack', meaning that enemys have about 3 seconds to hit you beforehand.

## Strategy

### Using

Redeemer is best used at close range. He is especially good at mid game with Shotgun 8s, because you can rush in, kill a few people, and backtrack to safety. Do remember not to engage too close to Zephyr/Surge unless maxed. However, he is very versatile, so using him shouldn't be an issue.

### Countering

Guardian. You can system crash a redeemer mid-backtrack. It also has a long cooldown time of 14 seconds, so you can easily kill him. Without Guardian however, it is quite difficult to kill such a pesky mech quickly (unless you use Javelin racks *after* backtrack).

## Builds:

EM Rifles: Best mech for a weapon with such low exposure time. You can even backtrack from closer ranges and land somewhere far away to deal more damage

Missile Racks: Excellent option due to Redeemer's run & gun nature.

Arc Torrents (End Game): Similar to Graviton Beams But for Close Range
Achievements

Achievements are special awards given once your mech has done certain things many times. Completed Achievements reward the player with achievement points. Once you have some achievement points with your mech, you will get rewards from the Achievement Path. Rewards get better farther on in the Achievement Path. It can reward you with Credits, Crates, Combat Point Boosters, A-Coins, Fortune Keys, and Skins.

##### Guaranteed Achievements

All mechs include Battlemaster (for winning battles) and Best in Show (for being one of the three MVPs).
Capítulo 9

**Amantes de los balnearios** es el noveno capítulo del manga 100 Kanojo.

## Resumen

El capítulo empieza con la confrontación entre los chicos y Hakari y Nano donde Nano les dice que ella saldrá con ellos, gesto que hace para proteger a Hakari, ya que piensa que Rentarou la quiere más a ella, pero Hakari dice que Rentarou las quiere a todas y defiende a Nano, en ese momento llega Rentarou quien se pone entre los chicos y sus novias diciendo que él saldrá con ellos, los chicos le dicen que se vaya con su novia, diciéndoles que ambas son sus novias, besando a ambas para probarlo, esto hace que los chicos piensen que están locas y se vayan. En ese momento llega Karane, mientras preguntan a Rentarou como llego, entonces nos cuentan que Karane las vio desde lejos a ambas en peligro analizo la situación y busco a Rentarou quien se despertó al saber que Hakari y Nano estaban en peligro, en el presente Rentarou le dice a Nano que agradece que ayudara a Hakari, pero que no podía hacer cosas tan peligrosas, tras esto nota que Shizuka no esta y preocupado por lo peor corre a buscarla. Shizuka pide ayude pero su móvil se queda sin batería, en ese momento Rentarou pasa cerca, ella sin más opciones decide usar su voz para pedir ayuda, a pesar de ser muy baja, sin embargo Rentarou la consigue oír salvándola y besándola, volviendo luego con el grupo. Las chicas van a bañarse quedándose Rentarou y Karane hablando, este le dice que la ve fijándose demasiado en los pechos de Hakari y Nano y que no debería compararse con ellas, ella replica y dice tener frío, pero él la contradice, diciendo que ella y Shizuka tienen pechos normales, ella dice que Shizuka es linda, pero ella carece de feminidad, Rentarou decide quitarlo la manta a la fuerza, Karane reacciona con violencia, sin embargo Rentarou se queda maravillado él la abraza y le dice que la ama, pues ella es especial besándose y yéndose con él resto a disfrutar de la cita en la piscina interior.

## Personajes

* Eiai Nano
* Hanazono Hakari
* Aijou Rentarou
* Inda Karane
* Yoshimoto Shizuka
* Delincuentes
Hemlock

**Stub/Missing Information**
***This page is currently not yet completed and is in need of completion by adding pictures, data, and information.***

## Addtional Information

### Price

Free

*Hemlock is a Support mech with decent hp, medium energy capacity and a movement speed of 22 km/ph. The ability is called ECM shot, which causes the enemy to enter a daze like state where it cannot move, activate weapons untill shot. When shot, EMP effect will be applied for a few seconds.*
Crates

Crates are a box that will drop Credits, A-Coins and Blueprints that are required to upgrade Weapons and Mechs. To check out the items a crate can drop from a Crate, tap on it. Also, to find out more about the drop chances, tap the "i" button. It opens the Crate Details window which outlines your chances of getting different items.

## Chance of getting items:

* Credits
* A-Coins
	+ Steel Crate: 1 of 10% chance
	+ Silver Crate: 0-3 of 20% chance
	+ Gold Crate: 0-9 of 50% chance
* Blueprints: 3 to 729, depends on crate
	+ Common: 46.4%
	+ Uncommon: 30.16%
	+ Rare: 17.79%
	+ Epic: 5.03%
	+ Legendary: 0.62%
Mech Arena: Robot Showdown Wiki

**Welcome to the Mech Arena Wiki**

**Mech Arena** is a 5v5 multiplayer robot shooter strategy game with fast and intense gameplay made by Plarium Global Ltd. Play now on iOS, Android, and PC. This game is released on the 12th of August, 2021 and is free to play (with optional in-game purchases)

In this game you can battle in real-time multiplayer (5v5) battles using powerful Mechs in multiple Battle Modes. Customize your Mech's skins/colors and loadouts according to your choice with lots of Weapons combinations.

 Drop in a battle and become the **king of the arena** now!

This is a wiki that is not affiliated with the company. Anyone is free to edit to help out the Mech Arena community.

Feel free to check out the database made by **Scape211**, which includes mechs and weapons purchase and upgrade costs, weapon damage stats, and weapon ranges, and so on.

We currently have **2,360** edits to **85 articles**, **303 images** and **3 active users** on this wiki.

**Disclaimer**

We are currently in need of a lot of editing, coding, and designing for the wiki.
If you have any information to submit (that includes pictures of mechs/weapons you obtained that isnt common, skins, etc.) please contact this wiki's Staff.

 All images and information belong to Mech Arena Games / Plarium Games Ltd. They are displayed on the wiki only for informational purposes.

**Featured Video**

**Official Twitter**

Twitter

Other Social Medias:

- Official Facebook

- Official SubReddit

- Official Instagram

Wiki Manager: navy | Wiki Moderators: [N/A]
Aegis

## **Description**

Aegis is classified as a tank with a Juggernaut's health and a Panther's speed. It has medium energy capacity, which allows decent weapons to be placed on it.

## **Ability**

It's special ability, The Dome Shield, provides the Aegis and its teammates a cover from enemy fire and artillery. The Aegis makes a large Dome Shield (Duh, obviously) That protects a certain area for 10 seconds, making control point captures a piece of cake. Though the shield can protect you, it also does not allow you or your teammates to fire in or out of it. This means that one has to leave the dome to fire. Although Zephyr and Redox have no effect on you with their abilities, Guardians, Surges and Killshots still can make impact. Surge and Killshot can dash through the dome, and System Crash will bring the dome down.

## **Tactics**

### **Using:**

Aegis' ability is great when partnered with offensive abilities such as Zephyr's Shock Pulse. Exiting and entering the Dome Shield to do damage while leaving yourself unharmed is a great tactic when protecting capture points in CPC. **Make sure** you have teammates or a place to fall back, since abilities such as Guardian's System Crash can leave you out in the open defenseless.

#### Ability Strategy:

Ambushing while using the Dome Shield as bait is a good strategy. Leaving your teammates in the Dome Shield while you wait for enemies to launch an assault is a great way to divert fire and kill a few mechs from behind. Luring Killshots or Surges into your Dome Shield can also be a good strategy.

### Against:

As mentioned above, Guardian is a great counter for Aegis' Dome Shield. Guardian will chew through Aegis with the right weapons and can take a beating. Similarly, Zephyr can do even more damage with its EMP when Aegis is immobilized, though it's ability cannot pass through the Dome Shield while it is active. Ares is also a great counter as it's wide shield will take the beating until Aegis' shield goes down, and then with the right weapons destroy it.

## Builds

### Offensive Tank:

#### All Range:

Early/ Missile Rack 6-8

Mid/ Missile Rack 10 | Disc Launcher 12 and 8

Endgame/ Disc Launcher 12

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Weapons

Currently there are 105 weapons in the game. These weapons are classified in 9 categories: Assault, Missile, Beam, Close Quarters, Heavy Duty, Sniper, Guided, Barrage and Artillery. Weapons can be acquired using in-game currency in the Gear Hub or through in-App purchases.

Once you acquire a weapon you can equip up to two copies of it on mechs in your hanger. Weapons of up to 8 energy always have 2 copies available. Weapons of 10 energy or higher must be upgraded to rank 6 before the second copy can be equipped.

## Weapon types overview

* **Assault** weapons fire a stream of projectiles or energy bursts at the enemy, dealing steady damage over time.
* **Missile** weapons fire self-propelled explosives that fly directly to their target, dealing AOE damage.
* **Beam** weapons are designed to deal constant damage to their target and apply effects.
* **Close Quarter** weapons inflict heavy damage to one or more targets at a very short range.
* **Sniper** weapons are designed for long-range precision that takes down a Mech in as few hits as possible.
* **Guided** weapons acquire a target lock on the enemy, then track their target automatically once fired.
* **Artillery** weapons are designed for extreme-range indirect fire that rains chaos down from above, targeting an area instead of an individual.
* **Heavy Duty** weapons pack a serious punch to enemies and often has large magazine.
* **Barrage** weapons rapidly propel small payloads in an arcing trajectory.
Railguns

* Railgun 16
* Railgun 12

Railguns are legendary sniper weapon,being the only weapon in its class having no damage drop off at close ranges. It has a slim double damage chance at 15%. The weapon does not feature aim assist. With the Grade Update, the Railguns have become one of the best weapons in the game, having a good one shot consistency like the EM rifles and having 3 shots in the magazine.

## Perks:

**Punisher:**Every hit from this weapon will devastate even the strongest mech.

**Recharging:** Constantly generates ammo as long as the magazine or power pack is not empty.

**No Aiming Correction:** This weapon does not offer aiming correction.

## Railgun 12

Railgun 12 is a long-range legendary sniper weapon available in Tier VII of the Gear Hub for 7,500 A-Coins. Most rankups increase double damage chance until it reaches 15% at Rank 5 and the Rank 6 upgrade will give you the second copy of the weapon. When the Railgun is bought, there is only one to equip, but once it is upgraded to rank 6, another Railgun will be added to the inventory (equip limit increase). Max damage is 44000,with a damage per shot of 14600 .Railgun 12 starts with 100 ammo, and each shot takes 33 ammo (magazine of 3). Unlike Longarms, Railguns does not lose damage even at close range, despite this however, you might find it hard to hit your enemies at close range.

## Railgun 16

Railgun 16 is a long-range legendary sniper weapon available in Tier VIII of the Gear Hub for 8,275 A-Coins. The Railgun 16 has similar stats to 12, with the only difference being damage. Most rankups increase double damage chance until it reaches 15% at Rank 5 and the Rank 6 upgrade will give you the second copy of the weapon. Like the Railgun 12, there is only one weapon available when bought , but once it is upgraded to rank 6, another Railgun 16 will be added to the inventory (equip limit increase). Base damage per shot and magazine are 19590 and 58770, respectively. Railgun 16 also starts with 100 ammo, and each shot takes 33 ammo (magazine of 3); reload speed is same at 29.4 seconds. Fire rate is 50 rpm, and base power is 103. Railguns do not lose damage even at close range, despite this however, you might find it hard to hit your enemies at close range.

## Pilot Implants

##### **Rare:**

Railgun Reload time decrease by -12%(26.5secs at max) and Railgun Damage increase by 12%(at max).

###### **Epic:**

Railgun Range increase by 7%(234m at max) and Railgun Damage increase by 23%(at max).

###### **Legendary:**

Railgun Reload time decrease by -4%(22.9secs at max) and Railgun Damage increase by 30%(at max)

## Comparisons to other weapons in class

When compared to EM rifle 12s and Long arm 12s, the Railgun16 (12 not taken because it simply cannot compete with them) performs quite poorly(even the 16 energy version).

EM rifle 12: 76k PER shot(75% double damage applied)

Railgun 16: 39180( 15% double damage too miniscule to apply)

Longarm12: 36485(30% overheat applied)
Longarms

* Longarm 12
* Longarm 10
* Longarm 8

Longarms are uncommon weapons, nevertheless dealing a ton of damage, especially at long range. They are available early in the game and retain their power well into the mid and late games. However, their large damage output is heavily compensated for by the lack of aim assist and the falloff of power at close ranges, as well as the low magazine and high reload time. Longarms have a chance to inflict Overheat on the target they hit, which provides a 50% damage bonus. Longarms are very good at what they were designed for: Sniping enemies, and so they fall off heavily in any other situation. It is especially hard to hit fast or stealth targets as there is no aim assist on a Longarm, meaning shots have to be dead on the target to hit.

## Perks:

**Deadeye:** Shots deal more damage the farther the target is, as much as triple the amount.

**Precision:** A highly accurate weapon, allowing for carefully aimed and timed shots.

**No Aiming Correction:** Longarms have no aim assist, requiring every shot to be purely manually aimed.

## Longarm 12

Longarm 12 is the most powerful of its class, dealing 95,720 damage per magazine (19,144 damage per shot) at maximum, enough to take down practically any mech when it is dual wielded (with implants). It also has an overheat chance of 30% at max, meaning that a magazine from it will usually overheat the enemy midway through, raising the effective damage per magazine to 130,000 or more. It can absolutely devastate most mechs if used correctly, however it is very hard to get as it is not on the progress path and only sporadically shows up in paid offers.

## Longarm 10

Longarm 10 is the less powerful cousin of the Longarm 12; Albeit having 2 less energy it is still extremely powerful with 79,770 max damage per magazine, effectively over 100,000 considering the overheat chance. Like the others, it shares the magazine of 5 rounds and the 12 second reload time. Unlike the 12, the 10 is available quite early on the progress path, before M.D. and Ares, and after the Longarm 8s.

## Longarm 8

The weakest of the Longarms, the Longarm 8 is nevertheless a versatile early-to-mid game weapon with its decent max damage of 63,810 (around 80,000 considering overheat). It is an early progress path item, and its damage when it is unlocked is very high, higher than any other weapon unlockable at that time. It is a common weapon among early to mid game loadouts, and death from it and its family of weapons is quite common.
Main (disambiguation)

Redirect to:

* Panther

Panther is a attack type heavy mech that is the next mech to unlock after Juggernaut. Panther is unlocked fairly early in the game and will take you all the way to late game. It has a ability that is unlike any other. He can project out a fence like stasis barrier that you and your teammates can shoot through, but the enemies cannot. The stasis slows an opponent down if they touch it. This can be an extremely useful tool in any pilot's toolbelt.

Classification: Heavy Mech (max energy of 24)

Role: Attacker - Attackers are designed to support maximum firepower and can equip a range of heavy weapons.

Ability: Stasis Barrier - Deploys an energy barrier that slows Mechs and block bullets.

Traits:

- Area Denial - High weapon capacity combines well with stasis wall ability. Significant battlefield control in long, confined spaces.

- Low Armor - Relies on stasis and allies to control incoming fire due to its light armor. Vulnerable to attacks from above.
Octavia

Octavia is a female cat with accessories suitable for humans and human characteristics. This includes a dress and a hair followed by a crown. She also has characteristics from her cat anatomy.

The player can play as her whenever the player wants to. Keep in mind when switching characters, the player will reset back to the start.

## Tips

* Use the Cat Climb Passive to skip parts of a level.
Bots

Not all participants in mech battles are controlled by human players. If the 15 seconds (for Control Point Clash) or 30 seconds (for other Battle Modes) matchmaking window runs out and the matchmaking algorithm couldn't fill all player spots with human players, the remaining spots are filled with AI controlled placeholder "players" known as *bots*. While this game is designed as "Player Versus Player", It is commonly observed that most battles contain more bots than humans players. Matchmaking strives to balance human players between the teams, and the resulting balance is colloquially referred as "1v1" (when there is one human player in each team), "1v2" (when one team has one human player and the other team has two) and so on. Bots spawn predictable builds and act in a predictable manner so experienced players know how to counter normal bots and are more concerned about the unpredictable human players.

To new players it is hard to distinguish between human players and bots. The game does not indicate which participants in a battle are human or bots. After the battle is over, all human players appear in the "Recommended" section of the friends menu (unless these human players already have a pending incoming/outgoing invitation or are already on your friends list). But during the battle the following clues can help distinguish between human players and bots:

* Only humans can belong in Clans (the clan code appears in yellow font in square brackets before players' names in the battle roster)
* Bots have a defined pool of names (such as AFoolishNoob, baaadpunnns, beesbees etc) that experienced players learn to recognize. If a name seems very familiar and after battle that name does not appear in your "Recommended" list it is a bot name worth remembering for next time. Some human players pick names similar to bot names in order to "camouflage" as bots and circumvent initial scrutiny from opposing human players.
* At a given rank/power level bots have a defined pool of builds that experienced players recognize as typical bot builds. Bots never mix-and-match weapons and always have a pilot that correspond with the weapon they're wielding.
* Bots have distinctive behavior driven by their AI that experienced players can recognize (pacing in circles on control points, beelining towards identified targets)

As your hanger increases in power bots become more powerful and their AI improves. Beginner bots often have bad aim, are slow to react and waste their time idly, walk slowly out in the open and make bad decisions. High rank bots have the best legendary pilots/implants, react quickly with perfect aim and use cover better. Throughout the ranks bots can easily be tricked into wasting their ammo by corner peaking or standing in plain sight behind a Panther/Aegis barrier.

Link to Reddit list of common Bot names
Patterson Station

The Winter Map.

Patterson Station is an elevated, snowy based map in Mech Arena.

This map has an elevated control point (C) with a lot of terrain from the ice edges that you can use to strategize while taking cover and protecting this control point.

Suggestions:

- Mechs that can jump such as Lancer, Tengu to find good ambush spots in these four spots down below.

- Javelin Racks, Longarms, or Missle Racks (if it works for you)

Counter:

- Weakness to these spots is that there are a few spots you can go to that will reveal the hidden mech and attack from below

- Guided weapons such as Disc Launchers would work.
Volumen 10

* Portada
* Contraportada

El décimo volumen del manga **Las 100 novias que te quieren mucho mucho mucho mucho mucho** (君のことが大大大大大好きな100人の彼女, *Kimi no koto ga daidaidaidaidai suki na 100-nin no Kanojo*?) salió el 17 de junio de 2022.

## Ilustración

En la portada se muestran a Kishika y a Yaku, estando Yaku cogida por Kishika, teniendo Kishika su típica actitud noble, mientras Yaku se muestra con una actitud coqueta. Acompañadas de un fondo blanco y el título de la obra.

La contraportada presenta a un Rentarou quien alegre le da la mano a Yaku y acaricia a Kishika quienes se han confesado, con un resumen del volumen.

## Resumen

Se nos presenta una nueva novia, la caballero Kishika, quien cuenta con un infantil deseo, ser mimada. También Hakari enseña a Yamame las artes de seducción, habrá varias citas, volverá el Dios del Amor y tendremos pocky hasta vomitar.

Cada capítulo tiene un extra, el septuagésimo octavo extra muestra a Mei felicitando a la ardilla por sus fotos.
En el septuagésimo noveno extra se revela que Yaku ganó el torneo de menko.
En el octogésimo extra se revela que con su coqueteo acabaron invocando a un espíritu de la montaña.
En el octogésimo primer extra Kishika le pregunta a Rentarou que si no es su papá, si es su mamá, diciendo él que es su novio.
En el octogésimo segundo extra se muestra como la idea del final fue aceptada sin muchos conflictos.
En el octogésimo tercero extra se muestran a la dueña ir a por el postre.
En el octogésimo cuarto extra Nano trata de darle la droga anuladora a Shizuka.
En el octogésimo quinto extra el Dios del Amor se pone nervioso al pensar que todos los rechazos anteriores fueron también su culpa.
En el octogésimo sexto extra Rentarou acaba casi muerto luego de comer tanto pocky.
En un extra final se muestra a el shiritori de Shizuka, mostrándose esta como un queso y a Momiji como un crustáceo, quien ya sabe que hacer con sus brazos alargados.

## Capítulos

* Capítulo 78: Mufufu, pues
* Capítulo 79: Todo el mundo llegó a ser de preparatoria
* Capítulo 80: La cita de senderismo de la familia Rentarou
* Capítulo 81: La caballera del club de kendo
* Capítulo 82: La prueba para unirse de la caballera que más o menos se parece a la pelea final de Kimetsu
* Capítulo 83: La familia Rentarou vs. El desafío de ramen
* Capítulo 84: Todo mundo fue bebé en cierto punto regresa
* Capítulo 85: Un día con Rentarou
* Capítulo 86: Juego de pocky royal
* Extra: Su primer babeo
Thermal Lances

* Thermal Lance 6
* Thermal Lance 4
* Thermal Lance 2

Thermal Lances are common weapons, which do very little damage; Indeed the Thermal Lance 2 has the lowest damage of any weapon. However, they are actually very useful because they apply an Overheat effect on the target once they fire for long enough on it, increasing the damage the target takes by 50% for the duration of the effect. And not only from you, from EVERY source, including your teammates. This is a support weapon; Do not expect to rack up kills with it. However you can use it with another weapon to effectively increase its damage by 50%; Keep in mind however its damage boost is not as much as the 2x boost from using another copy of the weapon, so only use it when you only have only one copy or not enough energy to mount two. Also beware of the slow ammo recharge; Using up all of it will leave you with an unfilled magazine for a long time.

## Perks:

**Scorcher:** Applies an overheat effect on the enemy, making them take more damage.

**Recharging:** The charge gradually reloads over time, at four and four ninths units per second (default).

**Gradual Damage:** Thermal lances deal their damage over a long time, and not all at once.

## Thermal Lance 6

Thermal Lance 6 is the most powerful and overall best of the Thermal Lances; It can be paired with other weapons to increase their damage, or be used standalone on light mechs as a support weapon. Beware the low damage of 15,225 per magazine at max (about 22,000 with overheat), and the long reload time. However, as a support weapon the Thermal Lance 6 is good, as its time to apply Overheat is only 1.07 seconds at max (0.53 seconds if you dual wield it), providing a large damage bonus to your teammates or your other weapon.

## Thermal Lance 4

Thermal Lance 4 is essentially a nerfed Thermal Lance 6. They do only 10,875 damage per magazine (15,000 after overheat), and their time to apply overheat is 2.14 seconds (1.07 if double wielded). It is used in much the same way to the 6, just on lighter mechs and builds. You can also wield it with another weapon, but essentially a nerfed 6.

## Thermal Lance 2

A 2-energy weapon that is practically useless, as its max damage is only 5,850 and its long overheat apply time of 3.21 s (1.6 double wielded). It, like its family, are available very early in the progress path, before pilots. Even though it is unlocked so early, its stats are so low that almost nobody uses it.