Who are you? Who am I? We all play our own role within Mobile Strike. One of the first questions we ask when we start playing is, “what do you want to be?”
It reminds me of when we were children and we were asked what we wanted to be when we grew up. We did not really know then because we were still figuring this thing called life out.
Just like figuring out who we are in life takes time and experience so does figuring out who we are in Mobile Strike. One day for whatever reason we download the game and we look at it and have no clue what we are doing.
We have to start building and growing to learn who we are within Mobile Strike and to figure out what play style we desire to ascribe to.
Who Are You?
So who are you and how do these different roles interact with each other? It is important to know this in the game because sometimes we forget the value that different styles of play bring to an Alliance.
In this article, we will take a closer look at each of the roles and then we will look at how they interact with each other.
The trap, for those who do not know, is my favorite playstyle. To me there is nothing better then people looking at me deciding they think I am “burnable” and then hitting me to be surprised by the message of their Commander being captured to flash across their screen.
Let’s be honest my favorite part is the mail I receive when they are trying to get their Commander back. Especially when they tell me how awesome I am, even though I know they are just trying to flatter me in hopes that I will be magnanimous and release their Commander that seems to have wandered off.
The Trap is a common play style and one that involves a lot of strategies and thought. Many traps that are considered at the top of their game are well known in Mobile Strike and looked up to by many players.
The trap is for a player that really does not want to attack or hold Control Points but wants to be attacked. The trap is probably one of the most customizable accounts and we here at Mobile Strike HQ encourage you to not do a cookie-cutter build but to learn the basic principles and be creative in your gameplay.
Traps have evolved a lot over the years Mobile Strike has been out. A trap in the Cybernetic Dimension versus the Mech War Dimension is going to look completely different. As time goes on we hope to put more and more information out for you on trapping in Mobile Strike.
The Lead is another common playstyle. However, the simple fact is that not everyone can be a lead player. This is something that a lot of newer players struggle with. They want to be able to go out and burn people, however, they usually do not have the ability to do so.
The lead is typically a well-respected player within alliances and very necessary to growth. This player is going to typically spend more than your average player.
As a Lead, you are going to want to max stats as much as possible and build for your safety when your Commander is not home. I played a weak lead for a while, however, on occasion, I had fun burning people I usually picked targets I knew could cap me so I could flip to trapping without my Commander.
Most Leads have gained the unfortunate reputation of point and click players. A lot of people underestimate the amount of strategy that a lead player needs to have in order to be successful. The Lead has its own level of strategy when it comes to gameplay. It does take more than a wallet. It takes strategy behind troops and skills and even more.
The Trap considers a strategy with Where to Build Stats and Where to Gain Power so they will appear vulnerable and possible to burn. The Lead player wants to max as much as possible. The strategy for leads looks different in that their strategy is more about how to pick targets, how to skill, and what troops to send. Some of the best Leads I have met were originally traps and understands the strategy behind being a trap and a lead.
The Filler is a bit of a cross between the Trap and the Lead. This is a support player. They build for a few reasons. They want to be able to fill rallies of the Lead and if they happen to get targeted want to know they will not burn and will be safe.
There is some strategy here but it is not as complex as typically this player doesn’t care about power but simply cares that they do not burn. These accounts take less maintenance and are good for players who want to support the other play styles.
Many times you will see that the filler can alternate between roles as well. They can play the role of a smaller attacker or a trap in the right circumstances. As the game updates, this player will be targeted more if they do not keep up as much and as they catch up in the game they can burn smaller targets.
Now You Know
Now that you know what some of the more common roles within Mobile Strike are, what role do you want to play? There is nothing wrong with any of these roles, however, what we see happen a lot is that Alliances prioritize certain players. What is important to note is that within an Alliance every one of these players has their own roles that are important.
If you do not have a well-balanced Alliance you will struggle in being able to be successful and maintain other good players. Every Alliance needs Fillers, a really good Lead, and a really good Trap. These players need to know each other and be able to respond to each other, some of this comes from building relationships within your Alliance.
So, let’s look at what an Alliance should look like and how it should be structured. One of the biggest faults I see is Alliances that are so concerned with having Attack Players and Fillers that the traps get left to the wayside. Alliances openly will not take players below certain powers or players who do not have certain troops.
Below you can see information about how the different roles interact. Note that every role provides something important. Some of my best years of playing were when I played with a Lead who understood what I was doing as a trap and I understood what he was doing as a Lead.
We were able to work off of each other and be more successful because we worked as a team and played to each other’s strengths and weaknesses. My Lead provided the activity I needed to be noticed as a Trap and I provided more targets for him as a Lead. The Run Down
- Your Trap Gets hit and Caps a Commander
- This Provides a target without a commander for your Lead and Fillers are needed
- A rally gets set on your Trap
- Fillers from the opposing team Surround the opposing lead
- This provides targets for your lead and fillers are needed
- Lead Sets a Rally
- Fillers are needed
- The Opposing Alliance goes on Defense
- Your Traps and Fillers get hit
- New Targets are provided for your Lead
- Fillers are needed
The biggest thing I have to say here is the best part of these interactions are rescue missions. Commanders are bound to get capped and players are bound to go on rescue missions to save their Alliance members, Commander. This provides a ton of activity within the game and Alliance and something to do for everyone. So while sometimes we as players become very focused on the attack side, all components are needed to truly be a successful Alliance.
Wrapping it Up
One of the best things about Mobile Strike is the complex interactions that are required in order for players to be successful. An Alliance that does not have a good mixture of players will not be successful.
All types of players are required to be successful. Traps, Leads, and Fillers all bring different types of activity to an Alliance that other players are able to use to be successful. So be sure that when you are building your own Alliance you have a healthy balance.
The roles within the game are more complex and there are other ways they interact. We have just provided some of the basic information and interactions.
What ways have you seen these interactions within your own Alliance? Comment below and let us know!