In Part 1 of this series, we had the opportunity to lay the foundation for stats and discuss what different stats do and what is important for different types of players. This week we will continue our series with Traps and Fillers and a discussion of how to prioritize stats for these different players.
If you did miss the first article though be sure you step back and read that first so the Foundation is laid out well for you.
How to Build Your Stats in the Mech Dimension
Mech War Dimension Stats Dictionary
Just as a reminder and reference we will include our table of terms and definitions here as well.
Stat Focus
For Traps and Fillers, we talked about different stats that you will want to focus in on. These included the following:
- Base Defender Attack
- Base Defender Defense
- Base Defender Health
- Type Stats
- Combat Shielding
For Fillers, we will also add in deployment size due to the fact that they will be filling rallies and reining wonders and bigger deployments will help them do so more effectively. However, recall that in order to fill you must first ensure your safety when doing so. Therefore, knowing how to set up safely is a huge priority for these players as well.
Stat Priorities
When we are looking at building a trap there are three stats that we want to prioritize Attack, Health, and Defense. Each of these stats has its own function and is important in building a strong trap account. Knowing how to prioritize these stats and when to add more different stats is very important.
In this article, we are going to take a closer look at how these stats work. However, in our next article, we will really dive into where to find these stats and how to prioritize them. We did some tests to show you how these stats work. While the tests are older they still do a great job of showing you how the stats work.
Attack
The first stat we will start with is Attack. To many, this may seem counter-intuitive. As traps, our first thought is defense, however, in order to be able to kill off your attackers’ deployment, you need a certain amount of attack. Attack is the stat that allows some players to kill off deployments with much lower troop counts than other players.
When looking at a report a player that is not able to kill off all of their attackers’ deployment whether they win or not needs more attack. This can be addressed through stats or troops. However, addressing it through stats allows you to maintain a smaller build versus having to continually add troops and large amounts of power.
Attack Versus Defense
We ran some tests to take a closer look at Attack versus defense. While these tests are older they still do a good job showing you how the stats work. Below we took a closer look at Attack versus Defense. In the table, we can see that the first hit the defender was unable to kill off the deployment of the lead player. However, for the next hit, the defender swapped out a piece of Sentinel Gear for a piece of Arbiter Gear.
This allowed the defender to cap the attacker with only a slight increase in losses by simply adjusting their stats.
Higher Defense for Defender | Higher Attack for Defender | |
Defender Loss | 31,672 | 33,506 |
Attacker Loss | 44,037 | 45,000 |
Attacker Remaining | 963 | 0 |
**No Mechs were harmed in the testing of these stats
Defense
Next up is Defense. Defense acts as a shield to our troops. This stat allows you to decrease the losses that you are taking so that you protect your troops and are not losing more then your attacker is. If you are burning then whether or not you kill off your Attacker’s deployment you will not cap (if capping was a thing).
This is one of the reasons that traps need such a balance of stats. Too much of one and not enough of another can be detrimental. If you are killing your Attacker’s deployment off but still losing then you want to look at adding more Health or Defense into your build. We will go more in-depth on Health later.
Defense Versus Attack
Here is an example of where the defender was able to kill off the Attacker’s deployment but was unable to cap. However, in the second report by switching from a mixed gear set to full Sentinel’s Gear (adding more defense) the defender was able to still kill off the deployment and cap the Attacker.
Lower Defense for Defender | Higher Defense for Defender | |
Defender Loss | 48,135 | 44,513 |
Attacker Loss | 47,500 | 47,500 |
**No Mechs were harmed in the testing of these stats
Health
Health is a concept that many players struggle with. For a long time, Health was discounted due to the massive debuffs, however, in the Mech Dimension Health has taken on a new life. This stat is very important for traps and one I actually prioritize over Defense in my own build. Essentially Health is going to help take your troops from spaghetti armed weaklings to the muscled Hercules. It makes your troops stronger and able to be more efficient.
Health Vs. Defense
For this, we hit an account that was using mods for Defense and Health first to see what a hit with the two stats combined looked like. Next, we removed the Health mods and maintained the Defense mods to see what that would look like. Finally, we removed the Defense mods and added back in the Health mods (all of these mods were level 6).
Health + Defense | Defense | Health | |
Defender Loss | 30,423 | 34,595 | 31,811 |
Attacker Loss | 46,000 | 46,000 | 46,000 |
**No Mechs were harmed in the testing of these stats
You can see by the table above that Health was by far more effective in helping with the troops lost. While Defense did help the Health gave the troops the extra edge they needed.
Now that we know how the stats work it’s important that we talk about how to prioritize them. We will move on to do that in the next guide, How to Build Your Stats as a Trap in the Mech Dimension Part 2. Keep coming back for more information and to continue building a stronger account and make sure you join our community for the latest updates.
Line: Add thatcinder and request an invite to the Mobile Strike HQ room (please specify Mech, Cyber or both)
Discord: click here
Facebook: click here
Comments 1