- For the Alternate Universe, see Super Galaxy.
Super-Mech[]
- The Super-Mech has a passive effects and an active ability.
- Passive - Cleave: The Super-Mech's attacks cleave the area in front of him, dealing 80% damage to secondary targets.
- Active - Mecha Justice: The Super-Mech calls down a devastating blast at his target's location, dealing 650 − 5000 (based on combined Star levels) magic damage to his target and 350 − 5000 (based on combined Star levels) magic damage to all other nearby enemies.
- Super-Mech does not benefit from Innate of , so it cannot leap at the start of combat.
Strategy[]
- Having a maximum of three items spread across the Mech-Pilot units guarantees the Super-Mech receiving said three items.
- Having four or more items among the units could prove to be risky since RNG could cause the Super-Mech to choose a sub-optimal combination.
Gameplay[]
- The Super-Mech is a big, buffy front-line unit that generally serves as a distraction, is Mech's core item, as it gradually increases the damage of his ability Justice with granting it defensive stats. is obligatory in later stages of the game as enemys may have access to .
- It has a peculiar interaction with , as Mech has an AoE Cleave with his massive sword rather that a normal auto attack, it allows to gain Titan's stacks more quickly.
- Other options such as , , are situationally strong depending on enemy compositions.
Counters[]
- and are useful in shredding through the Super-Mech's colossal health pool.
- banishing the Super-Mech can buy your units enough time to kill the other units or get their abilities ready.
Media[]
Trivia[]
- The animation for the Mech-Pilot units merging into the Super-Mech is borrowed from League of Legends mechanic. , a
- The Super-Mech uses the model, art and animations of .
- Its passive ability, Cleave resembles the passive of .
- Its active ability, Mecha Justice is based on League of Legends ability .
Super-Mech[]
- The Super-Mech has a passive effects and an active ability.
- Passive - Cleave: The Super-Mech's attacks cleave the area in front of him.
- Active - Mecha Justice: The Super-Mech calls down a devastating blast at his target's location, dealing 400 − 5000 (based on combined Star levels) magic damage to his target and 200 − 5000 (based on combined Star levels) magic damage to all other nearby enemies.
- Super-Mech does not benefit from Innate of , so it cannot leap at the start of combat.
Strategy[]
- Having a maximum of three items spread across the Mech-Pilot units guarantees the Super-Mech receiving said three items.
- Having four or more items among the units could prove to be risky since RNG could cause the Super-Mech to choose a sub-optimal combination.
Gameplay[]
- The Super-Mech is a big, buffy front-line unit that generally serves as a distraction, is Mech's core item, as it gradually increases the damage of his ability Justice with granting it defensive stats. is obligatory in later stages of the game as enemys may have access to zhepyr.
- It has a peculiar interaction with , as Mech has an AoE Cleave with his massive sword rather that a normal auto attack, it allows to gain Titan's stacks more quickly.
- Other options such as , , are situationally strong depending on enemy compositions.
Counters[]
- and are useful in shredding through the Super-Mech's colossal health pool.
- banishing the Super-Mech can buy your units enough time to kill the other units or get their abilities ready.
Media[]
Trivia[]
- The animation for the Mech-Pilot units merging into the Super-Mech is borrowed from League of Legends mechanic. , a
- The Super-Mech uses the model, art and animations of .
- Its passive ability, Cleave resembles the passive of .
- Its active ability, Mecha Justice is based on League of Legends ability .
Patch History[]
- V10.19 - Disabled
- Disabled due to Set 4.
- Bug Fix: Fixed an issue where pilots would eject early if the Super Mech had and was killed by .
- V10.17 - August 20th Hotfix
- Super-Mech base health reduced to 1500 from 2200.
- Super-Mech health increased to 65% from 50%.
- Super-Mech base attack damage reduced to 100 from 160.
- Super-Mech attack damage scaling increased to 65% from 50%.
- Super-Mech ability damage reduced to 650 − 5000 (based on combined Star levels) from 700 − 5000 (based on combined Star levels).
- V10.15 - July 23rd Hotfix
- Bug Fix: Fixed a bug where the Mech and would turn invulnerable and find themselves on the wrong board.
- V10.12 - Returning
- New Effect: Pilots are now ejected at 35% maximum health if the Super-Mech dies.
- Super-Mech base health increased to 2200 from 1500.
- Super-Mech health ratio increased to 50% from 45%.
- Super-Mech base attack damage increased to 160 from 80.
- Super-Mech attack damage scaling increased to 50% from 45%.
- Super-Mech attack speed increased to 0.85 from 0.75.
- Super-Mech cleave damage reduced to 80% from 100%.
- Super-Mech base armor increased to 70 from 30.
- Super-Mech base magic resistance increased to 70 from 20.
- Super-Mech maximum mana reduced to 200 from 225.
- Super-Mech ability damage increased to 700 − 5000 (based on combined Star levels) from 400 − 5000 (based on combined Star levels).
- Super-Mech ability splash damage increased to 350 − 5000 (based on combined Star levels) from 200 − 5000 (based on combined Star levels).
- Bug Fix: Super Mech's spell should no longer fizzle if the primary target dies.
- Super-Mech attack damage scaling reduced to 45% from 100%.
- Super-Mech base attack damage increased to 80 from 0.
- Super-Mech base health reduced to 1500 from 1800.
- Super-Mech health ratio reduced to 45% from 50%.
- Removed: No longer grants pilots 25 mana on eject.
- Super-Mech health changed to 1800 + 50% of pilot's health from 100% of pilot's health.
- Super-Mech ability damage reduced to 400 − 5000 (based on combined Star levels) from 400 − 5000 (based on combined Star levels).
- Super-Mech ability splash damage reduced to 200 − 5000 (based on combined Star levels) from 200 − 5000 (based on combined Star levels).
- Bug Fix: Fixed a bug where selling a Mech-Pilot while the trait was active would give you 0 gold.
- Bug Fix: Fixed a bug where the Super-Mech wasn't benefiting from or trait bonuses when on an away board.
- Known Bug: The Super-Mech still doesn't benefit from team wide trait bonuses like when on an away board.
- V10.6 - Added
- Synergy: While at least 3 Mech-Pilots are in play, at the start of combat, three random Mech-Pilots are merged into a Super Mech until it dies. The Super Mech has the combined health, attack damage, and Traits of its Pilots, as well as 3 random items from among them. When the Super Mech dies the Pilots are ejected, granted 25 mana, and continue to fight.
- Super-Mech stats:
- Health: Health combined of the Super-Mech's Pilots.
- Attack damage: AD combined of the Super-Mech's Pilots.
- Attack speed: 0.8.
- Attack range: 1.
- Armor: 30.
- Magic resistance: 20.
- Super-Mech abilities: The Super-Mech has a passive effects and an active ability. It has 0 starting mana and 225 maximum mana.
- Passive - Cleave: The Super-Mech's attacks cleave the area in front of him.
- Active - Mecha Justice: The Super-Mech calls down a devastating blast at his target's location, dealing 400 − 5000 (based on combined Star levels) magic damage to his target and 200 − 5000 (based on combined Star levels) magic damage to all other nearby enemies.
- Super-Mech stats:
- Champions: , , .