Combat Codex

Mech Guide

Locals, Dino mechs, transmitter economy, comps & boss counters

What Is the Mech Event?

The flagship recurring PvE event. You fight mech bosses for gems, equipment, and progression materials — strong mech teams are the foundation of long-term account growth. Your 6 fighters face 4 minions + 1 main mech boss. Practically 6v1 since minions are fragile and cleared early.

5 days
Duration
20
Gems / local kill
30% flat
Boss spawn rate
10 rounds
Round limit
9000%
Damage cap
6
Max board mechs

How It Works

Mechs are giant Dino bosses surrounded by four copies of the same fighter — and the mech uses that fighter's abilities. For example, the Kotaro mech is a giant Kodiak Dino flanked by four Kotaros; all five use Kotaro's kit.

Dino mechDino mech
+
Kotaro cloneKotaro cloneKotaro cloneKotaro clone
4 × Kotaro

A mech is a giant Dino plus four copies of one fighter — all five share that fighter's kit (here, Kotaro's).

The event splits into two parts: local mechs and Dino (boss) mechs. You spend transmitters to fight — silver for locals, gold for Dino mechs. Spend 1 transmitter to launch a fight; if you don't kill the mech it keeps its remaining HP and you can return to finish it later.

×5 option: you can spend 3 transmitters on a single fight to multiply your damage by 5 — the efficient way to burst a high-HP mech.

Daily Transmitters & Shop

Each day you get 15 silver and 15 gold transmitters for free. You can buy more in the daily shop:

  • Daily deal: 25 silver transmitters for 500 gems, or 25 gold transmitters for 500 gems.
  • Unlimited: 3 silver transmitters for 100 gems, or 3 gold transmitters for 100 gems (no cap beyond your gem stock).
Silver transmitter
Silver transmitter
Spent on Local mechs
Gold transmitter
Gold transmitter
Spent on Dino (boss) mechs

Recommended daily buy: both 25-transmitter daily deals (500 gems each). At 20 gems per transmitter they're far more efficient than the unlimited 3-for-100 (≈33 gems each) — buy those only when you need to burst a mech.

1 — Local Mechs

First you grind local mechs — random “super” character mechs. Each kill gives Silver Dojo Coins (SDC) and 20 gems, and has a 30% chance to pop a boss (Dino) mech. Many locals apply crowd control, so a dedicated CC-resistant “local” team helps you push further.

Milestone rewards run from 5 up to 600 locals killed and reset every event. The 600 milestone is 15 orbs — a very strong reward worth chasing.

Local milestone rewards
Gems
400 Gems
5 kills
Silver transmitters
10 Silver transmitters
10 kills
5 Lootomatic tokens
15 kills
3 Capsules (green)
20 kills
Gems
600 Gems
25 kills
Silver transmitters
15 Silver transmitters
30 kills
10 Lootomatic tokens
35 kills
5 Capsules (green)
40 kills
Gems
1,000 Gems
60 kills
Silver transmitters
20 Silver transmitters
80 kills
15 Lootomatic tokens
100 kills
10 Capsules (green)
120 kills
Gems
2,000 Gems
150 kills
Silver transmitters
30 Silver transmitters
200 kills
25 Lootomatic tokens
250 kills
15 Capsules (green)
300 kills
Gems
3,000 Gems
350 kills
Silver transmitters
50 Silver transmitters
400 kills
50 Lootomatic tokens
500 kills
Orbs
15 Orbs
600 kills

Mech Level by Local Count

  • Locals 115-300 can spawn lv180 mechs
  • GM mechs start after 350 locals
  • Stop spawning lv240 at 500 locals
  • Ascended mechs start after 600 locals
  • Stop spawning GM mechs at 800; ascended only

Local Mech Roster (“Super” characters)

Locals are random “Super” versions of fighters. A sample of who shows up, by faction:

MechFactionRole
PixieKodiakFinisher
KenshiKodiakBrawler
LeeKodiakFinisher
ZeddKodiakMage
HadoMantisBrawler
TroyMantisBrawler
GenoMantisTank
HiroshiMantisTank
ZenHowlerSupport
AshHowlerBrawler
RashHowlerTank
JahcoHowlerFinisher
AliceCraneSupport
BookerCraneTank
GuerraCraneTank
EveCraneFinisher

2 — Dino Mechs

If you're lucky, killing a local pops a Dino mech onto your club's board (your pop chance scales with your local score). Up to 6 boss mechs can be on the board at once. Everyone in the club can hit mechs on the board; you wait 2 minutes between your own tries. Your first hit on a mech is free — after that you choose ×1 or ×5 for 1 or 3 gold transmitters.

Gentleman's rule: most clubs let the finder hit their own mech first. Check your club's rules before sniping a fresh pop.

Killing a mech gives personal rewards based on your damage ranking, and awards club points based on the mech's level. The club with the most points wins the event, and you earn end-of-event rewards based on your club's final ranking.

Club Ranking Rewards

Obsidian I1.50M – 2M dmg
2nd
Gems10,20030,000590
3rd
Gems8,90026,400520
4–10
Gems8,10024,000470
10+
Gems6,50019,200380

Gem-Spend Strategy

The mech event hands out tons of gems and Dojo Coins — spending some gems back into it pays off. Buy the grey + gold 25-transmitter daily deal each day, and push silver transmitters toward milestone rewards.

Smaller / newer clubs

A minimum of ~4,000 gems for 120 silver transmitters every event helps you progress toward a global 3,000 mechs and unlocks more rewards. For a very early account (no GM, no real mech team), convert gold transmitters to silver to grind extra locals and don't spend beyond the daily packs.

More advanced accounts

If you hit ~500 locals/event, push extra gems to reach the 600 rewards — worth it up to ~15,000 gems. Don't hesitate to push grey for the 300 / 350 / 500 / 600 milestones.

The Math

Why push to 600 locals

In the daily shop, 15 orbs cost ~12,000 gems (3 × the 4,000-gem 5-orb offer). Pushing 100 more mechs returns at least ~2,000 gems and ~4,500 SDC, and pops ~30 more mechs for your club (which feed back transmitters, SDC, GDC and achievement rewards). Those 15 orbs every two weeks are crucial for upgrading your account.

600 locals ≈ 25,000+ gems

  • Killing locals: 600 × 20 = ~12,000 gems
  • Local milestone rewards: ~7,000 gems
  • Event rewards: ~6,500 gems (Obsidian 1)

Boss-Mecha Milestone Track

Rewards unlock as your club's total boss-mecha kills climb, all the way to 3,000 — Dojo coins, elite shards, relic coins, orbs, and a select cartridge at the top.

Club milestone rewards
600 Silver Dojo coins
20 kills
30 Gold Dojo coins
50 kills
5 Elite shards
100 kills
Relic coins
5 Relic coins
200 kills
1,200 Silver Dojo coins
300 kills
60 Gold Dojo coins
400 kills
10 Elite shards
500 kills
Orbs
5 Orbs
600 kills
2,000 Silver Dojo coins
700 kills
100 Gold Dojo coins
800 kills
15 Elite shards
900 kills
Relic coins
10 Relic coins
1,000 kills
4,000 Silver Dojo coins
1,100 kills
200 Gold Dojo coins
1,200 kills
20 Elite shards
1,400 kills
Orbs
10 Orbs
1,600 kills
6,000 Silver Dojo coins
1,800 kills
400 Gold Dojo coins
2,100 kills
40 Elite hero shards
2,500 kills
1 Select cartridge
3,000 kills

What's a Good Mech Comp?

A strong mech team isn't just top-tier fighters — it's synergy. Roughly, mech characters fall into three groups: DPS, Support, and Energizers.

DPS — Main Damage Dealers

  • Spekkio — the best: huge damage, self-energy, self-heal, and a self crit boost.
  • Chancer — big damage plus an attack buff.
  • Otto — strong damage with a crit buff.
  • Scythe — reliable raw damage.
  • Teepo — a dependable secondary carry.

For the full ranked DPS list, see the mech tier list.

Support — Comp Synergy

Supports grease the wheels: they buff your DPS to the damage cap, heal, and reduce damage taken. The best buffs are ATK buffs — they raise the cap, whereas %-damage buffs only help you reach it. Generally you want supports who grant damage/attack boosts to act before your DPS. Later, pair a multi-target support with a Yamata S3 dragon that acts first — it fills everyone's energy so supports buff and DPS ult on turn 1.

  • Zemus — big CC + damage buff; grants a 2-attack turn for back-line teams.
  • Teryx — raises the damage cap for finishers; reduces enemy hit chance; good turn-1 clearer.
  • Zykan — self energy + attack boost; buffs ally damage and skill damage.
  • Laguna — skill-damage buff, healing, and attack buff from the back line.
  • Lily — enormous attack buff for a specific class; anchors PB teams.
  • Karma — healing, damage reduction, and CC reduction; excellent for CC-heavy teams.
  • Zura — attack buff + healing and ally purify; strong early-mid support.
  • Necro — increases the damage cap.
  • Lucius — damage boost + heals one DPS. A very early pick that scales hard very late with charms.

Energizers — Fuel Your DPS

Energizers feed energy so your DPS (and supports) can ult every turn. You can run teams without one, but most comps slot a single energizer to stabilize the rotation.

  • Komodo — doesn't give energy directly, but cuts the mech's hit chance; DPS on Kunai + Naga stay energized every turn since the boss must ult each turn.
  • Dax — auto-grants 20 energy and a big +150 speed boost for turn-1 clears.
  • Ruby — +20 energy on crit (needs ~25% crit); +40 speed to the same row, plus crit chance/damage for that row.

Natural Progression

Stage 1 — Baby Comp

Play what you have. Use your campaign team, do your best, stay connected, free-hit mechs, and farm SDC.

Stage 2 — Your First True Mech Team

Dedicate at least one team slot to a mech-oriented comp. Core build: 4 supports + 2 DPS — e.g. Zura, Lucius, Zemus, Laguna, Spekkio + a second DPS.

Stage 3 — Multiple Mech Teams

As you gain VIP levels (up to VIP 8/9) you earn more team slots. Core build: 1 energizer + 3 supports + 2 DPS. Example slots: DPS team, CC team, a second DPS/Shuriken team, plus arena/campaign teams.

Stage 4 — Advanced Mech Team

Komodo block build, Dax / Lily, 3 DPS, and charms tuning.

See the structured front/back-line comps for each stage in the Reference Team Comps section below.

Fighter Priority

1Spekkio
Spekkio

Indispensable, 100% of comps

2Scythe
Scythe

Essential for Kotaro/Karma mechs, works in 3 modes

3
Dax or Ruby

Dax preferred — more complete, 3 modes

4
Zemus, Lily, or Chancer

Zemus first

5
Laguna and Necro

Buffers, pick by resource availability

Reference Team Comps by Stage

Early

Front: Zura/Lucius, Ruby, Zemus
Back: Laguna, Spekkio, Scythe/Otto

Zura or Lucius as primary support

Mid

Front: Zura, Zemus, Ruby
Back: Laguna, Spekkio, Otto (or Scythe)

Mid-Late

Front: Zura/Necro, Komodo, Zemus
Back: Laguna, Spekkio, Scythe

Spekkio block build

Late

Front: Teryx, Komodo, Zemus
Back: Laguna, Spekkio, Scythe

Teryx replaces Necro at 280+. Spekkio block build.

Endgame

Front: Teryx, Dax, Zemus
Back: Laguna, Spekkio, Chancer

Chancer block build (Chancer A1+)

Peak

Front: Lily, Teryx/Dax, Zemus
Back: Chancer, Spekkio, Laguna

Lily must be FASTEST fighter (frontline). GM3+ Dax, GM4/A1+ Lily (werty_99 2026-01-06).

Endgame+Dax

Front: Necro/Zura, Ruby/Dax (GM3+), Zemus
Back: Spekkio, Laguna, Otto/Scythe/Teepo

Dax = consistency (stable 7 skills), Ruby = higher ceiling (8-9 skills). Do NOT pair Dax+Ruby.

Counter Framework

Burst damage

Bosses: Kotaro, Safros, Scythe, Rocco

Counter: Komodo + Necro layered damage reduction

Energy-dependent abilities

Bosses: Fenrus, Dax, Pyra, Safros

Counter: Leene + Pyra energy denial

Karma mech (hardest)

Bosses: Karma

Counter: Karma fighter (240+), Leene + Raja

CC-heavy mechs

Bosses: Spike, Talon, Pyra, Laguna

Counter: Karma (general CC), Ruby (freeze), Pyra (petrify)

DoT-heavy mechs

Bosses: Fenrus, Zemus, Rocco

Counter: Leene + Zura, Remove Khopesh from carries, Yinglong S+ dragon

Local Mech Counters (Level 160)

Which local supers spawn and what shuts them down. Higher levels use the same counters with much more HP.

MechWatch outCounter
RexShuriken Otto
GlacioCan freeze on ultShuriken Spekkio
ToroShuriken Spekkio
PrimmShuriken Scythe
AbeCan stun on ultShuriken Scythe
HawkShuriken Scythe
RosaShuriken Teepo
SnakeShuriken Teepo
Rampage / Natsu / Lilith / ShadowLilith can silence on ultShuriken Zemus

Energy Denial (Pyra + Leene)

PyraPyra
LeeneLeene

Pyra+Leene combo restricts boss to ability on turn 2 and 7 only.

  • Only give energy dragon to Laguna (not other supports)
  • Pyra MUST be faster than Spekkio (apply energy reduction before Spekkio gives boss energy)
  • Leene MUST be slower than Spekkio (steal energy after Spekkio attacks)
  • Leene MUST stay below level 270 (otherwise steals too much energy, uses own ability instead)
  • Do NOT use Ruby with this combo (extra Spekkio abilities = boss fires more abilities)
  • Does NOT work against Kotaro (always fires ability turn 1)
  • Alternative: Pyra+Pocky works as decent Kotaro counter

Boss Database (19 bosses)

Kotaro

Kotaro

BleedingBurning

Threat: Burst + Bleeding + Burning

Counter: Komodo, Spike, Pyra+Pocky

  • Always uses ability turn 1
  • Gains crit chance every time your team heals — Komodo alone not enough at 315
  • Okami NOT effective (Kotaro gains ATK from skills, counteracting reduction)
  • Face (50% hit chance reduction) is viable Komodo alternative — 200-500M → ~2B consistent
  • Swap Pyra→Necro for this boss
Karma

Karma

StunBurning

Threat: Stun + Burning + Healing

Counter: Karma (fighter), Leene + Raja

  • HARDEST mech boss in the game
  • Karma fighter needs 240+ for counter role (200 not enough)
Lucius

Lucius

Stun

Threat: Stun + Shielding minions

Counter: Tomahawk on 2nd damage dealer

  • Lucius minions shield each other — sometimes don't die turn 1
Nova

Nova

Stun

Threat: Stun + Low damage output

  • Very low damage output against Nova mechs — difficult fight
Fenrus

Fenrus

Poison

Threat: Poison + Energy-dependent

Counter: Okami (260 with Mingshe+Toronbo), Komodo

  • Okami counters via attack reduction — no weapons needed
Zemus

Zemus

Curse

Threat: Curse

Counter: Okami (260 with Mingshe+Toronbo), Komodo

  • Same counters as Fenrus mech
Rocco

Rocco

Burning

Threat: Burning + Burst

Counter: Okami, Karma

  • Not as bad as Karma mech
Scythe

Scythe

Curse

Threat: Curse + Burst

Safros

Safros

SilencePetrification

Threat: Silence + Petrification

Counter: No Ruby or Dax, Remove energy dragons

  • Remove energy dragons to prevent Safros using ability turn 1
  • Keep both damage dealers using ability on same turn — Safros only silences when they're already using skills
  • Use Komodo instead of Ruby
  • Don't use Pyra (messes up energy)
Dax

Dax

Threat: Energy disruption

Counter: Zemus attacks first (no energy dragon), Pyra second, Energy reduction

  • Kill all mini Dax → boss gets half energy
  • Then rely on Short Circuit RNG
Hana

Hana

Sleep

Threat: Sleep

Counter: Prevent boss full energy round 1

  • Small Hana death gives big Hana purple shield — hitting shield puts fighters to sleep
  • Wake-up mechanic inconsistent — sometimes boss hit doesn't wake up
  • Strategy: prevent boss from getting full energy round 1 so Scythe can buff control resist round 2
  • Tomahawk does NOT counter sleep
Mogu

Mogu

Threat: Removes ALL stat buffs

Counter: Necro debuff, Zura torment

  • Active skill removes buffs every 2 rounds
  • Laguna ATK buff NOT removed (doesn't show as visible buff icon)
  • Laguna SD buff IS removed
  • Pyra+Leene energy reduction not worth it against Mogu specifically
  • Necro debuff works (debuffs enemy, not ally buff), Zura torment works
Xeno

Xeno

SilenceFreeze

Threat: Silence + Freeze

Vex

Vex

Silence

Threat: Silence + Tanky

  • Can silence fighters occasionally
  • Damage output similar to Teepo mech — not as hard as initially thought
Magus

Magus

Threat: Threatening basic attack

Counter: Dax

  • Dax counter recommended
Spike

Spike

Petrification

Threat: Petrification

Counter: Spike+Matsu on Spekkio for control resist

  • Not losing much damage with 3 skills vs 5 skills with control resist build
Talon

Talon

Petrification

Threat: Petrification

Pyra

Pyra

Petrification

Threat: Petrification

Laguna

Laguna

Various CC

Threat: Random CC

  • All CC effects applied randomly

Minions

Petrify: Zedd, Zen

Stun: Guerra, Kenshi, Troy

Mech Status Immunities

Works: Poisoned, Cursed

Immune: Bleeding, Frozen, Petrified

  • Mechs immune to Bleeding (therealgandhi69 2024-03)
  • Mechs immune to Frozen and Petrified (cannot be CC'd)
  • Burning applies as debuff (armor reduction) but exact DoT behavior unclear
  • Exception: Cyborg mech is immune to Poison (__doby 2023-10-28)

Key Mechanics

Damage Cap: 9000% vs mech bosses (normal: 4000%)

Round Limit: 10 rounds per fight

Starting Energy: 50

Key Principle: Keep all 6 fighters alive — Katar buff, Spekkio hit count, and many support abilities depend on full team survival.

Positioning: 2 rows of 3 fighters (front row + back row)

Front: Positions 1-3: Zura (ALWAYS pos 1 with block build) + 2 supports/counters

Back: Positions 4-6: Laguna + Spekkio + Otto/Scythe

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