Nothing has shaken the game since the Cybernetic release quite like the releases in the past few months. With new meta shifts released in Mobile Strike every few months, we are all learning and changing quickly. These quick guides are here to help you see what’s best for your base build at a quick glance. Gear, Augments, Mods, Insignias, Vehicles, and Serums are all listed here for you to in the Defense Quick Guide!
Which Stat to Choose?
In the Cyber realm, you can choose to focus on defense stats or attack stats. Defense saves more of your troops, while attack stats kill more of the enemy’s troops. We recommend choosing defense stats first and foremost. When talking explicitly about defending, we will always default to defense and the number one priority. We then defer to health and attack as the supporting stats. There are always different scenarios for individuals to choose attack over defense, but for the purpose of this guide, defense will always come first because this guide is for those who simply want to save as many troops from dying as possible.
From Trap Busters to Specialist
In the past few months, we have seen dramatic meta shifts in the game. From one release to another the game changes dramatically, therefore forcing players to continue to change their idea of what defending means. With Trap Busters we saw traps become almost useless and type stats take priority. Now with that those pesky TB are gone for good, and Specialist and Medical Specialist in rallies, we are making a turn back to using traps again and trap stats.
Gear
With the release of the new Vengeful Gear, we are now starting to make the rounds of gear again. However, this is different from previous gear releases. Instead of the usual six verticals to choose from, there are only three this release. Also noticeable is that there are no regular or Elite versions of each gear set.
The Defense set has attack, health, and defense, with defense being the highest among the sets. It also has the three base defender stats, as well as attack debuff. Rounding off the defense gear are deployment and rally size increases for troops, Titans, and traps.
Remember that there are two roads to go down when choosing stats for defending. Attack stats help you kill more of the incoming deployment, and defense stats help you save more of your troops from dying. For gear, we emphasize saving troops first, and we always recommend using defense gear.
- Vengeful Parrying Gear with the remaining (Elite) Demolisher Gear defense pieces
- (Elite) Demolisher Gear
- (Elite) Demolisher Gear solo attack
- (Elite) Defender Devastator Gear
Some of the biggest changes you will need to do in your base to account for the Trap Busters will be changing your mods. The change completely flips our priority in the new mods. Whereas the Type Defense did not help, and now it does, it changes the importance of mod sets.
One set now can combine the Defense and Type Defense to surpass the Base Defender Defense percentage of the other mod set. It’s no little difference either, as it comes to a 40k percent difference!
- Spec Ops (194k Combined Defense)
- Raiding Gear Mod (138.6k Combined Defense)
- Amphibious Assault (110k Base Defender Defense)
- Potent Mod Set (92.4k Combined Defense)
- Vigor Mod Set (65.6k Combined Defense)
- Troop Rush Mod Set (52.5k Defender Defense)
- Electronic Warfare (50.4k Combined Defense)
Mods
Some of the biggest changes you will need to do in your base to account for the changes in game will be changing your mods. The changes from Trap Busters to no Trap Busters completely flips our priority in the new mods. Type Defense only helps when there are no traps in front of your troops or Titans. If you use traps, then you do not want to use type defense. If you have no traps then type defense is your friend.
One set now can combine the Defense and Type Defense to surpass the Base Defender Defense percentage of the other mod set. It’s no little difference either, as it comes to an 84k percent difference! In the list below, where you see combined defense in parentheses, those include type defense and should only be used by those with NO TRAPS. Base defender defense is best for those WITH TRAPS.
- Spec Ops (194k combined defense)
- Raiding Gear Mod (138.6k Combined Defense)
- Amphibious Assault (110k Base Defender defense)
- Potent Mod Set (92.4k combined defense)
- Vigor Mod Set (65.6k combined defense)
- Troop Rush Mod Set (52.5k Defender Defense)
- Electronic Warfare (50.4k combined defense)
Insignia
The insignia Building was just updated to give us some new features! First, you can now favorite your insignias so that the ones you use will be at the top. In addition, you can have a fifth slot for a special insignia when you max the building at 1240. For insignias, we are going to place our priorities on overall stats, Type Stats, and any base defender stats. Since traps are no longer effective in defending, you want to make your troops and titans as strong as possible.
- Blockade insignia
- Landmine
- Marksmanship
- Minefield
- One’s Cyber Militant (attack and health debuff)
- Judicator
- Gas Attack
The fifth slot special banner will be the Prototype Armor Special Insignia that has 250k Defense. In contrast, if you prefer more attack to kill the incoming march, you can use the Prototype Jet Special Insignia that adds on 200k Attack. Also, prototype bombardment with 250k AD.
Augments
Augments have started to add some real customization to our bases. Some have incredible amounts of defense. However, other augments have defense and attack to save troops and kill incoming troops as well. Here we always default to the highest defense in order to save the most troops, but once you get to the point of not burning there are a ton of augments to play with.
The newest augments have a really solid mix of stats for defenders. They have all three base defender stats, troop defense, and attack debuff.
- Raptor Railgun
- Drymarchon MG
- Topaz Invasion Augments
- Scorpion Strike
Serum
Right now, serums should be built with a few things in mind. First, if you are using traps in front of your troops, then the type stats will NOT apply until the traps are gone. Secondly, we all know trap busters are gone, so as rally leads use them, they can not replace them. This will affect how you build your city, thus affecting your serums. So everyone will need to keep this in mind as you construct serums. Below I have two versions of defense serums for you, one if you use traps and one for those who don’t.
With Traps
- Exultant Defense Vial
- Cerulean Leaf 94,500 Defense
- Beryl Kiwi 70,000 Defense
- Cerulean Seaweed 81,000 Attack
- Blush Medicines 74,300 Health
- Cerulean Grass 87,800 Attack Debuff
- Cerulean Branch 87,800 Health Debuff
Without Traps
- Exultant Defense Vial
- Cerulean Leaf 94,500 Defense
- Blush Rose 94,900 Type Defense
- Blush Medicines 74,300 Health
- Blush Starfish 77,600 Type Health
- Cerulean Seaweed 81,000 Attack
- Cerulean Grass 87,800 Attack Debuff
Other Ingredients –
- Beryl Flower 60k Attack
- Rofous Spice 72.5k Type Defense
- Rofous Root 55k Health
- Rofous Pepper 57.5k Type Health
- Marigold Rock 56,875 Attack Debuff
- Amber Crystals 35,000 Attack
- Emerald Green Squid 33,750 Base Defender Attack
- Lilac Jellyfish 43.750k attack
- Lilac Fruit 43,750k defense
- Lilac Shale 45,938k health
- Amber Artichoke 36,750 Troop Health
- Amber Flower 35,000 Defense
Vehicles
Defending Vehicles are added to the wall to help protect your base. Now that we can combine the Defense and Type Defense, there are vehicles that become very significant. But, do not forget that the Assault Vehicle Hanger itself gives some stats that could help defend. Also, the Hangar went through a super cool upgrade recently as well. You can now also choose your favorite vehicles so that they are always at the top of the list for you to find fast. In addition to that new feature, you can also send a second deployment with a vehicle when you reach Hangar 1240. It’s a no commander deployment, but it can have an AV.
- STR-1KR
- Colossus
- RIP-3R
- Gol3m
- Atlas
- Avalanche
- Cybernetic Predator
Conclusion
In the Cyber realm, you can choose to focus on defense stats or attack stats. Defense saves more of your troops, while attack stats kill more of the enemy’s troops. We recommend choosing defense stats first and foremost. When talking explicitly about defending, we will always default to defense and the number one priority. We then defer to health and attack as the supporting stats. There are always different scenarios for individuals to choose attack over defense, but for the purpose of this guide, defense will always come first because this guide is for those who simply want to save as many troops from dying as possible. Defense saves troops, attack kills more of the incoming enemy army, and health makes your troops more resilient.
Where to Look Next
The most important part of battles is your Commander. So, get the scoop about the skills, and skill priorities, for the Control Point in our Cyber Commander Guide.
This is not our only Quick Guide! The Defense Quick Guide gives players an all in one spot for all the ‘best’ when it comes to setting up your base. Also, The CP Quick Guide helps all players with the basic control point set up.
Research is the foundation of all great accounts! To make sure that you have your research covered, make sure you check out the Cyber research Guide.
Finally, if you are having trouble finding those places to gain extra stats, take a look at our article on How to find stats. In the end, we have a handy checklist for all players to go through.
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