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Home Strategy Guides Player Expertise Beginner

The Complete Idiot’s Guide to Trapping in the Mech Dimension 2

A Closer Look at Buildings and Recommendations for Traps

Cinder by Cinder
October 30, 2020
in Beginner, Buildings, Defense, Mech
Reading Time: 7 mins read
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Contents

  1. A Quick Recap
  2. The Building of a Trap
    1. Buildings
      1. Headquarters
      2. Training Grounds, Hospitals, and Banks
      3. Wall and Assault Vehicle Hangar
      4. Master Supply Depot 
      5. Nuclear Forge
      6. Biotech Lab
      7. Combat Lab
  3. Research, Gear, and More, oh my
  4. To Be Continued…

In our last article, we began the process of walking you through a step by step guide on trap building in the Mech Dimension. We want to continue on that process with you so that you are able to build up strong in the Mech Dimension as a Trap even if you are new to the game or just returning after a long absence. Here you have Part 2 to our hand-holding guide for wanna be traps. 

A Quick Recap

When we say a quick recap we really mean quick. We do not want to spend too much time recapping because there is lots more info to cover for our trapping community. We took a quick look at different things you just need to be aware of as a trap including:

  1. Hidden Stats versus Visible Stats
  2. Base Quests
  3. Power
  4. Testing
  5. To Burn or Not to Burn
  6. Capping

We also began to take a quick look at the building of a trap by diving a little into Troop counts, troop composition, and other important troop factoids. It was some great information to kick us off and if you really want to know more please go back and read part 1, because for now, we are moving on to new information with lots to cover. 

The Complete Idiot’s Guide to Trapping in the Mech Dimension

The Building of a Trap

We are going to continue to look at the things you need to do when building a trap. We are taking you on a step by step process of building. While we covered troops first it is only because it is one of our most frequently asked questions. In Part 2 we are going to move on to the things you need to do before you even worry about having the troops to take a hit. 

Buildings

Your buildings play a huge role in Mobile Strike. From buildings with stats to buildings with special abilities, it is important to know what to do with what buildings and where to level to. There are multiple factors to consider and we are going to cover each of these factors and give you our recommendations on how to proceed. 

Headquarters

When we are looking at Headquarters levels it is a coin flip on whether to level high or stay low. We cover some of the debates in our Coin Flip image. 

Headquarters Level

Here are the Headquarters levels we really want to highlight:

  • Headquarters 40 opens all Research except Regular T5 Research in your Combat Tree
  • At Headquarters 50 All research will be open to you and this is a common level for traps now
  • Headquarters 80 will give you the Mech Armor break boost which may help with capping, however, it will decrease hits. 
  • New Headquarters levels have great stats associated with them for defenders however, once again, this will decrease the number of hits you are getting. 

Current Recommendation for Traps: 

As the game progresses our recommendations for Base level do too. Since this article was written initially we have seen two instant catch-up items. One that instantly leveled our bases up to 70 and one that leveled our bases instantly up to 90. 

Currently, accounts that run below level 90 run the risk of looking like a “dead account” or an obvious trap. While the factors above still come into play, it is important to consider this as well. Most traps are moving up to HQ 90 and above and for ease this is

Training Grounds, Hospitals, and Banks

This is the next question we want to cover when it comes to buildings. In this section, we really want to dispel some falsehoods that have been circulating around the community. 

  1. Training Grounds are nice but the only thing they do for you is help with your ability to train more troops at once. However, you can get more stats for your Training Queue from other places. 
  2. Banks do provide Troop Defense, however, if you look at current debuffs the amount of defense given is inconsequential for traps.  
  3. Hospitals do not provide Health, however, the higher-level hospitals you have the more beds you have when you get hit. This can be quite significant during points events and to just save troops. 

Our current Recommendation: Build Hospitals. They are much more beneficial to traps than Training Grounds or Banks. 

Wall and Assault Vehicle Hangar

We are pairing these two buildings together because they are a match made in heaven. Your Assault Vehicle Hangar is where you are able to level your Assault Vehicles that you can then put in your wall. Assault Vehicles in your wall are in fact worth the unlock (do not forget you have to unlock your wall slots and these unlocks can be found in some packs). If you would like to see the Assault Vehicle in the wall testing we did make sure you go back and read, Even More, Cookie Cutter Trapping for Noobs. 

However, we know that what you really want are recommendations on what Assault Vehicles to put in your wall. 

Assault Vehicles who should live in your Wall: 

We have created a table of Defensive vehicles and their max stats. With having a max of five slots always consider what vehicles you have, their levels, and their stats before equipping them to your wall.

MS Assault Vehicles

Overall your Colossus should be your top priority. The following two Assault Vehicles can be put in the other slots but will mainly help you on the attack side. Alternatively, if you want to get creative and toss it out you can also play with some of the Assault Vehicles that have Debuffs. 

Master Supply Depot 

The Master Supply Depot has a lot of stats. However, when we are looking at it from a trapping perspective there are a limited number of stats that are helpful to us. The most helpful is the Base Defender Attack. So while this is a great place to get that stat it is not the end all be all for traps and this building while a good one to level up as you can it does not need to be top priority. The other perks about this building include the fact that it does not add power. 

Nuclear Forge

Nuclear Forge is another place to get extra stats for your account. Originally we would have told you to really question whether or not you want to level up the Nuclear Forge due to the power gains. However, at this point in the game, the power is minimal. In addition, while there is some gear that gives great set bonuses the stats that most traps are really focused on increasing are not as prevalent right now. 

For a closer look at the Nuclear Forge check out A Mech Dimension Gear Guide Part 3. However, for now, our recommendation is to level up and work on getting the set bonuses from Siegebreaker, Winter Guardian and Sparrow as these have the highly sought after Base Defender stats. 

Biotech Lab

The Biotech Lab is the next place we want to look at. This building is used for manufacturing your Serums. The higher the level of the building the longer your Serum lasts and the more ingredients you can use. Making this building a good one to level up. Serums are one of the hidden boosts we love because there is no way to tell if you are running a Serum or what that Serum looks like. 

Biotech Lab Recommendation: Level up and Get to brewing those Serums with Base Defender Stats

For more information on how to build your Serum check out 8 Things to Remember in the Mech Dimension. 

Combat Lab

Initially, this building was not very useful in the Mech Dimension, however, with the introduction of Set Gear Leveling and Enchantments to the Mech Dimension, we have seen this change. Gear Level ups have the potential to add a lot of stats however, we have to keep in mind that these are also very visible stats. The positive side is it is easy to level up and enchant gear using items you get from challenges making these “cheap” stats. However, you are unable to enchant gear unless your Combat Lab is level 6 and needs a special unlock for set-gear leveling. 

MSHQ Current Recommendation: Gear enchantment and leveling are not top priority but they are easy stats to get and do not seem to detract attackers at this time. Making our current recommendation go ahead and level up and just watch if you start to notice that you may be getting fewer hits and re-evaluate at this point. 

Pro-tip: Some players like to swap in one piece of gear to hide set-gear leveling or swap gear to attract hits if they are worried about their gear causing them to be an undesirable target. 

Research, Gear, and More, oh my

We have so much more information to bring you on traps currently in the Mech Dimension. We will be back with more recommendations in our next Complete Idiot’s Guide to Trapping in the Dimension. 

To Be Continued…

In the meantime, while you wait for more MSHQ and Recommendations make sure you join our MSHQ community so you are not missing the chance to ask your questions now! 

Line: Add thatcinder and request an invite to the Mobile Strike HQ room (please specify Mech, Cyber or both)

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Cinder

Cinder

Cinder rocks the Mech side. She has a wealth of experience in mobile strategy games and is excited to bring that attention to detail to Mobile Strike HQ. Her favorite events to play are Kill Events. Cinder is a member of !SS!.

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