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.
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 mechA 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).
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.
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:
| Mech | Faction | Role |
|---|---|---|
| Pixie | Kodiak | Finisher |
| Kenshi | Kodiak | Brawler |
| Lee | Kodiak | Finisher |
| Zedd | Kodiak | Mage |
| Hado | Mantis | Brawler |
| Troy | Mantis | Brawler |
| Geno | Mantis | Tank |
| Hiroshi | Mantis | Tank |
| Zen | Howler | Support |
| Ash | Howler | Brawler |
| Rash | Howler | Tank |
| Jahco | Howler | Finisher |
| Alice | Crane | Support |
| Booker | Crane | Tank |
| Guerra | Crane | Tank |
| Eve | Crane | Finisher |
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
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.
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 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.
See the structured front/back-line comps for each stage in the Reference Team Comps section below.
Fighter Priority
Indispensable, 100% of comps
Essential for Kotaro/Karma mechs, works in 3 modes
Dax preferred — more complete, 3 modes
Zemus first
Buffers, pick by resource availability
Reference Team Comps by Stage
Early
Zura or Lucius as primary support
Mid
Mid-Late
Spekkio block build
Late
Teryx replaces Necro at 280+. Spekkio block build.
Endgame
Chancer block build (Chancer A1+)
Peak
Lily must be FASTEST fighter (frontline). GM3+ Dax, GM4/A1+ Lily (werty_99 2026-01-06).
Endgame+Dax
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.
Energy Denial (Pyra + Leene)
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
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
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
Threat: Stun + Shielding minions
Counter: Tomahawk on 2nd damage dealer
- Lucius minions shield each other — sometimes don't die turn 1
Nova
Threat: Stun + Low damage output
- Very low damage output against Nova mechs — difficult fight
Fenrus
Threat: Poison + Energy-dependent
Counter: Okami (260 with Mingshe+Toronbo), Komodo
- Okami counters via attack reduction — no weapons needed
Zemus
Threat: Curse
Counter: Okami (260 with Mingshe+Toronbo), Komodo
- Same counters as Fenrus mech
Rocco
Threat: Burning + Burst
Counter: Okami, Karma
- Not as bad as Karma mech
Scythe
Threat: Curse + Burst
Safros
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
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
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
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
Threat: Silence + Freeze
Vex
Threat: Silence + Tanky
- Can silence fighters occasionally
- Damage output similar to Teepo mech — not as hard as initially thought
Magus
Threat: Threatening basic attack
Counter: Dax
- Dax counter recommended
Spike
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
Threat: Petrification
Pyra
Threat: Petrification
Laguna
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
