Overview
This is a wargear guide to the Last Stand mode for DOW2 Retribution, covering all the wargear for every character, and some suggested builds for each of them. In this part, the Ork Mekboy will be covered.
Introduction
Welcome to the Wargear and Build guide for the Mekboy.
The Mekboy is a very orkish hero to play as (surprise surprise), who focuses on big guns and explosions. With a nice selection of guns, he can deal death from afar while supporting his allies, mowing down ‘umies, bugz and eldar panzies.
He can also jump right into the thick of things, blowing everything (including himself) up and then finishing the survivors off with his trusty Choppa.
Finally, these are my own opinions of the Mekboy, and what I think works best. I am quite happy to adjust and change this guide to include other builds and ideas, so if you think you have a gosu/ninja/juggernaut build that i have ignored, please let me know and I may add it.
And before we move on, I would like to thank Chibi Assassin for giving me the idea for these guides, and the snazzy looking layout that comes with it.
So lets get stuck into it, and have a look at the gear avaliable to the Mekboy, and what you should do with it.
Wargear of the Mek (Pt1)
Starting Equipment – Two-handed ranged weapon, 44.0 dps
The best gun the Mekboy has, not only does it have a very high dps, but the range on it is great also. While the accuracy isn’t the best, you fire so many bullets it doesn’t matter. You want dakka? You use this gun.
Starting Equipment – Two-handed ranged weapon, 6.0 dps
Grants Traits: Area of Effect (The Burna deals damage in a large radius), Ignore Cover (Enemies targeted with the Burna gain no advantage from being in cover)
Another good ranged weapon, this allows to to cook unarmoured enemies with ease, no matter where they are standing. Just don’t try this on carnifexes, for obvious reasons.
Starting Equipment – Armor Rating: 22
Grants Ability: Teleporta (7 energy: Teleport to the chosen location)
A great armour for the mekboy, this allows him to teleport around the map for the low cost of 7 energy. Great for moving/attacking/running away, the only downside is the very low armour rating.
Starting Equipment – Grants Ability: Booby Traps (25 energy: Scatter booby traps in an area. Enemies who trigger these traps suffer significantly reduced movement speed and accuracy)
A handy accessory for slwoing down your foes, wich leaves you more time to shoot at them, and more time to run away if you feel so inclined.
Starting Equipment – Grants Ability: ‘Ave A Taste (30 energy: Give Energy to a friendly unit and restore their Health)
An ok accessory, for a significant cost to energy you can restore the health and energy of an ally. Would be a great item, if the ork had any sort of energy regen ability.
Unlockes Level 2 – Grants Ability: Mega-Rumblah (35 energy: Knock down enemy infantry in a large radius around the Mekboy for the duration of the ability)
Great for crowd control, this won’t damage enemies, but will render them completely useless for about 8 seconds. While you can’t attack or use abilities while this is active, your allies will be able to safely pick them off.
Unlocked Level 3 – Armor Rating: 180, +75 Health
Is exactly what it says, a nice ‘suit’ of armour for your Mek, with some extra health thrown in. While you can’t jump around anymore, this allows you to survive a lot longer than the tinfoil teleporta armour will.
Unlocked Level 4 – +25 Energy
Quite simple, this increases your energy pool. Good for when you want to use some high-costing abilities.
Unlocked Level 5 – Commander Item. Grants Trait: Fearsome Aura (Reduces nearby enemy damage by 35%. Additional Fearsome Auras reduce the damage by an additional 15%)
This is a great piece of wargear, which cuts down the damage output of all nearby enemies by over a third. With the aura being quite large in size, there is no reason not to use this.
Unlocked Level 6 – One-handed melee weapon, 16.0 dps, +2.0 Health Regeneration
Grants Trait: Invigorating (Regain 5 Energy when killing an enemy with a melee strike)]
A choppa that is bigger than your other one. What more reason do you need to use it? But just in case you do, it also gives you an extra 2 health regen, and every time you club someone to death with it, you get energy!
Unlocked Level 7 – +66 Armour Rating
More armour. Just what you need when using any weaker armour, it will enable you to survive a few hits instead of going down in 2.
Unlocked Level 8 – Grants Trait: Unshakable (Makes the wearer immune to knockback)
Must use. Always. I don’t care what build you use, what wargear you use, as soon as you unlock this, get it on and never remove it. This is the only way the mek gets unshakable, so use it.
Unlocked Level 9 – Armor Rating: 86. Grants Traits: Reactive Escape (15% chance, when the Mekboy is hit by a melee attack, to teleport the Mekboy to a random location. If teleported, the Mekboy is briefly phased out, greatly reducing the enemy’s chance to hit him), Reactive Teleport (50% chance, when the Mekboy is hit by a melee attack, to teleport the attacker to a random nearby location)
A very funny armour, makes you and anything you hit in melee to be teleported around the map. Unless used with the DLC wargear, this isn’t that helpful, as if you or your enemies are being moved around, you can’t hit them to kill them.
Unlocked Level 10 – Commander Item. Grants Ability: Roks (50 energy: Order a massive Rok strike on a targeted position)
The Mekboys massive aoe (area of effect) ability. With a bit of luck, this can devestate anything and everything in an area, including the ground beneath it. A really awesome ability, just make sure you have enough energy to use it.
Wargear of the Mek (Pt2)
Unlocked Level 11 – Grants Trait: Boom Time! (Powerful explosives detonate when the Mekboy is incapacitated)
Not the best accessory, as this only applies when you die, and you kinda don’t want to be doing that. The whole point of Last Stand is to survive, so using wargear that only works when you die seems to be a bit counter-intuitive. BUT, the explosion is massive, so that counts for something.
Unlocked Level 12 – Two-handed ranged weapon, 4.6 dps
Grants Traits: Knockdown (Passive Rokkit Launcha fire knocks down smaller units), Salvo (The Rokkit Launcha fires 3 missiles at once), Armor Piercing (Attacks from the Rokkit Launcha ignore up to 140 Armor Value)
A horribly inaccurate weapon, this really isn’t worth your time. It misses so much you will barely do any damage, and the only real use for it is knocking down clusters of enemies. But there are much better weapons for crowd control.
Unlocked Level 13 – Grants Trait: Reactive Zeal (Chance when hit to heal self and all nearby allies for 10 health)
A good accessory to have, this allows you to heal yourself and allies while you get attacked. The chance is pretty good (but not good enough to rely on), and it applies to ranged attacks as well, so its a nice support item.
Unlocked Level 14 – Armor Rating: 32
Grants Trait: Damage Aura (Causes damage to all nearby enemies)
A quite shocking armour, this is pretty useless to use. The aura is very small, the damage is also very small, and you lose your mobility for not that much more armour rating. Can’t recommend.
Unlocked Level 15 – Grants Ability: Bouncy Shield (20 energy: Activate a force field that knocks away any enemy infantry who get close to the Mekboy)
Another hilarious piece of wargear, when used anything that gets near the user will be launched back, unable to attack or move for a few seconds. Very useful against banshee packs and warriors.
Two-handed ranged weapon, 24.7 dps
Grants Traits: Suppressive (The Dakka Deffgun suppresses enemy units under fire, slowing their movement and attack speed), Heavy (The Dakka Deffgun requires a short setup period before firing and, once setup, a teardown period before moving again)
A very good crowd control weapon, it can supress most enemies while doing a modest amount of damage. The set up and teardown period can get annoying, so you either want to find one spot and stay there, or use the teleporta to jump around, not having to reset each time.
Unlocked Level 17 – Grants Ability: Proximity Mines (25 energy: Mines can be scattered in a target area. When triggered by an enemy they cause knockdown damage in a large radius)
Acts exactly like the Booby Traps, except they knock everything down and cause damage instead of just slowing.
Unlocked Level 18 – Grants Ability: ‘Uge Kaboom (35 energy: Placed on the ground these explosives can be triggered for a ‘Uge Kaboom)
Because the Mekboy doesn’t already have enough explosives, you get these beauties. With a short set up time, you can place these around the map and then remotely blow them up. With enough force to wipe out an unarmoured squad or two, these can be very useful.
Unlocked Level 19 – Armor Rating: 44
Grants Ability: Kustom Force Field (15 energy: Can make the Mekboy invulnerable, for a while)
Another weak piece of armour, this one can make you invincible for about 10 seconds. However, the cooldown is 15 seconds, so you can’t be permernently invincible. And again, losing the mobility of the teleporta isn’t worth it, so another armour that I can’t suggest using.
Unlocked Level 20 – Commander Item. Grants Traits: Resilient Leadership (+100 health bonus for all nearby allies), Fearless Leadership (All nearby allies are immune to supression)
The final piece of wargear, and what a piece it is. It gives you and all allies near you more health and supression immunity, and the aura is quite large as well. Just be careful using this on Bloodied Colosseum, as it will make your dopplegangers much tougher.
As with every hero, there are 2 pieces of wargear you can unlock for your Mekboy, just so you can kill your enemies in more interesting ways.
Unlocked by achievement “The sharpest wrench” (Achieve 350 kills in a single match as the Ork Mekboy) – One-handed melee weapon, 45.0 dps
Grants Traits: Protective Teleport (50% chance, when the Mekboy hits with a melee attack, to teleport the attacker to a random location), Proactive Escape (15% chance, when the Mekboy hits with a melee attack, to teleport the Mekboy to a random location), +2.0 Health Regeneration
Another bigger Choppa, this does way more damage than the other one. It also still gives you the health regen bonus, and it allows you to randomly teleport yourself and your enemies around the map, like the Mad Teleporta Armour.
Unlocked by achievement “Can’t touch dis” (Kill 2,500 enemies as the Ork Mekboy) – Armor Rating: 145
Grants Traits: Leaky Armor (25% chance when hit to release 2 explosive mines)
So, more explosives for your Mekboy, because you always need more explosions. The mines that are dropped out are the Proximity Mines, but the chance of them dropping is too low to really be useful.
And finally, we come to the DLC wargear for the Mek. If you are going to buy any DLC for DOW2 Retribution, make sure it is this one.
One-handed ranged weapon, 5.2 dps
Grants Traits: Knockdown (Passive Rokkit Launcha fire knocks down smaller units), Armor Piercing (Attacks from the Rokkit Launcha ignore up to 140 armor value)
If you are going use any sort of Choppa, then take this. It is way better then the default slugga, and it doesn’t have that bad of an accuracy either.
Grants Trait: Ported!! (Whenever an enemy or the Mek is teleported they explode dealing area of effect damage and knockback)
This is the reason you should buy the DLC. This beauty attaches to your teleporta, and then when you teleport anywhere, you explode with enough force to kill most unarmoured enemies in one blast. It also affects the Mad Teleporta Pack and the Zaap Knife, which means when you send your enemies off, they also explode. The only downside to this is it does friendly fire, so try to not kill your allies.
Now for all you TL:DR people, here are some builds for the Mekboy that I think work wonderfully.
Mekboy Builds
So now we have been through all the malfunctioning gear the Mek has, time to find out how they all (kinda) ‘work’ together to ensure nothing can stand in the way of the WAAAGH!!!
- Big Shoota OR Dakka Deffgun
- Teleporta Pack
- Cybork Parts
- Sturdy Bitz
- Bouncy Shield
- Trophy Rack OR Boss Pole
The main idea of this build is to shoot everything that you can see, and then teleport away when you are taking damage. Staying in cover and away from melee enemies is key to this build, and used well you can kill anything that comes your way.
- Big Shoota OR Big Choppa/Pokkit Rokkit Launcher
- ‘Eavy Armour
- Cybork Parts
- Sturdy Bitz
- Bouncy Shield OR Dok’s Tools OR Proximity Mines
- Trophy Rack OR Boss Pole
With this build, your Mekboy has crazy damage resistence, meaning he can shrug off most small arms fire and some heavy hits as well. Depending on how you want to play, ranged or melee, either take the bouncy shield to repel melee enemies while you shoot ’em full of holes, or take Dok’s Tools so you can get some free regen while u chop stuff. Or you can take the Proximity Mines and have fun knocking down all your opponents while you shoot/stab them to death.
- Big Shoota
- Teleporta Pack
- Cybork Parts
- Sturdy Bitz OR Boom Time
- ‘Uge Kaboom
- Trophy Rack OR Boss Pole
This kinda stems off the Shootaboy build, but with more explosions. Simply put, you want to place as many bombs as you can around the map, and then be ready to detonate them when enemies get in range. Then you can finish off any survivors with your shoota. You can also take Boom Time if you are that way inclined.
- Big Shoota
- Teleporta Pack
- Cybork Parts
- Sturdy Bitz
- Speshul Tools
- Roks
Roks, Roks and more Roks. This build focuses on calling down roks on everything in sight, and having the energy capacity to do so. Used well, this will eaisly clear whole waves of enemies with ease. Just remember to take a bit more care, as you lose your debuff (Trophy Rack) or buff (Boss Pole) to take the Roks.
- Big Choppa OR Zaap Knife/Pokkit Rokkit Launcher
- Teleporta Pack OR Mad Teleporta Pack
- Cybork Parts
- Sturdy Bitz
- Juiced up Tellyporta
- Trophy Rack OR Boss Pole
The most entertaining build for the Mek. Just go round teleporting into everything, causing you to explode, hit enemies to teleport them, causing them to explode, and just generally disrupt/kill everything on the map. Just try not to include your allies in the ‘everything’.
Conclusion
So there you have it, how to use the Mekboy in all his crazy and unpredictable glory. As I said before, these are just my opinions on what the best builds are, and I will welcome anybody who tells me otherwise.
Now run out there and kill everything, for Gork and Mork, and for the WAAAGH!