Last Stand - Mekboy
The Mekboy is the Ork hero for Last Stand.
Overview
The Mekboy's big role is dakka, but that's not his only tool for winning. Besides that, he's the first hero to get a teleport ability amongst the list (Not counting the Tau Commander), and one of the only ones besides the Sorcerer who can exploit it for damage.
Armor
- Orky Armor - Default
- Armor: 22
- Naff Armor. Don't bother.
- Armor: 22
- Teleporta - Level 1
- Armor: 22
- Ability: Teleporta (7 Energy, teleports the Mekboy to a targeted location)
- This is your bread and butter. This is how you compensate for your heavy guns and your weapon when using the Juiced-Up Tellyporta.
- 'Eavy Armor - Level 3
- Armor: 180
- +75 Health
- This armor has you give up teleporting, but it instead gives you some serious armor and health. The problem is that you'll often be running up against swarms who'll run you down the same, but that is less of a problem for weapons like the Burna or the Dakka Deffgun.
- Mad Teleporta Pack - Level 9
- Armor: 86
- Traits: Reactive Escape (When Mekboy is hit in melee, there's a 15% chance for him to teleport to a random location. After teleporting, he will be tempoerarily phased out, reducing his likelyhood of getting hit.), Reactive Teleport (When Mekboy is a hit in melee, there's a 50% chance for the enemy to be teleported to a random location)
- Electric Armor - Level 14
- Armor: 32
- Traits: Damage Aura (Enemies near the Mekboy will take damage)
- When using the Burna or the choppas, weapons with short range, this is a good insurance policy to protect yourself from dying too soon, but it's only slightly better than the Teleporta, so don't expect to be tanking with the best of 'em.
- Kustom force Field - Level 19
- Armor: 44
- Ability: Kustom Force Field (15 Energy, makes the Mekboy temporarily invulnerable)
- While it works like the Lord General's Refractor Field, it doesn't give any protection to any nearby allies, nor is it triggered like the Hive Tyrant's Warp Field.
- Leaky Armor - Achievement Unlock: Kill 2,500 enemies as the Mekboy
- Armor: 145
- Trait: Leaky Armor (When hit, there's a 25% chance to drop two mines)
Weapons
- Slugga - Default
- One-handed Ranged Weapon
- 1.1 DPS
- Similar to the Sorcerer (with the exception of DLC), the Mekboy has no way to replace his default gun, and he suffers like no other for it. Unlike the Sorcerer, however, he isn't stuck with it for a lot of his playstyles.
- Choppa - Default
- One-handed Melee Weapon
- 8.2 DPS
- Naff Choppa. Don't bother.
- Shoota' - Level 1
- Two-handed Ranged Weapon
- 44.0 DPS
- It's got damage and it can be fired on the move, which is a big help for the Mek.
- Burna - Level 1
- Two-handed Ranged Weapon
- 6.0 DPS
- Traits: Ignore Cover (Enemies cannot take cover to avoid damage from this weapon), Area of Effect (Damages enemies in an area around where this weapon fires)
- The best weapon for early Mekboys, as the cover-ignoring damage coupled with the Teleporta gives you a major advantage over the Lord General's flamer before he gets Guardsmen to use it with him.
- Big Choppa - Level 6
- One-handed Melee Weapon
- 16.0 DPS
- +2.0 Health Regeneration
- Traits: Invigorating (When an enemy is killed in melee, Mekboy gains 5 Energy)
- Rokkit Launcha - Level 12
- Two-handed Melee Weapon
- 4.6 DPS
- Traits: Knockdown (Knocks down enemies), Armor Piercing (Attacks with Rokkit Launcha ignore up to 140 Armor), Salvo (Mekboy fires 3 rokkits at once)
- This weapon is slow, but it's the big middle finger to tanks and superheavies. Just be careful where you are, because you will need time to reload.
- Dakka Deffgun - Level 16
- Two-handed Ranged Weapon
- 26.0 DPS
- Traits: Suppressive (Can suppress enemies attacked by this weapon), Heavy (Requires time for setup and teardown before firing)
- This is a big mama, but it will be a boon unlike many others. However, teleporting can give you a much-needed edge for getting around where you're needed.
- Zzap Knife - Achievement Unlock: Achieve 350 Kills as the Mekboy
- One-handed Melee Weapon
- 45.0 DPS
- +2.0 Health Regen
- Traits: Proactive Teleport (When attacked in melee, the Mekboy can teleport the enemy to a random location), Proactive Escape (When in melee, the Mekboy can teleport to a random location)
- Pokkit Rokkit Launcha - DLC
- One-handed Ranged Weapon
- 5.2 DPS
- Traits: Knockdown, Armor Piercing (This weapon can ignore up to 140 Armor)
- This weapon is a major help for Choppa-wielding Mekboys, as this can help keep people off your back and go in for the kill.
Accessories
- Booby Traps - Level 1
- Ability: Booby Traps (25 Energy, lays down mines that can reduce the accuracy and speed of enemies who run into them)
- It's like the Tau Commander's snare mines, you know what to do.
- Ability: Booby Traps (25 Energy, lays down mines that can reduce the accuracy and speed of enemies who run into them)
- Battery Pack - Level 1
- Ability: 'Ave a Taste! (30 Energy, heals a nearby ally)
- It's a useful thing for assist-focused Mekboy, as it will give a good bit of health, but it won't heal you.
- Ability: 'Ave a Taste! (30 Energy, heals a nearby ally)
- Mega Rumblah - Level 2
- Ability: Mega Rumblah (35 Energy, knocks down enemy infantry in a large radius around the Mekboy)
- It sounds good on paper, but the setup time is a major problem, as that time could have been better spent lighting those Banshees up or teleporting to somewhere safer. Staying rooted somewhere will spell your doom.
- Ability: Mega Rumblah (35 Energy, knocks down enemy infantry in a large radius around the Mekboy)
- Speshul Tools - Level 4
- +25 energy
- Gives you one more use of Booby Traps or another chance for the Battery Pack. Has it's uses.
- +25 energy
- Cybork Parts - Level 7
- +66 Armor
- Teleporta-centric builds and Electric Armor users will definitely benefit from this, as the armor is naturally pretty flimsy.
- +66 Armor
- Sturdy Bitz - Level 8
- Traits: Unshakable (Immune to knockback)
- This is an auto-include if you ever plan on using the Juiced-up Tellyporta, as it gives you the ability to actually walk while exploding. This is an absolute boon.
- Traits: Unshakable (Immune to knockback)
- Boom Time! - Level 11
- Traits: Boom Time (Powerful explosives detonate when the Mekboy is incapacitated)
- This is a big middle finger for any horde wave you may encounter. Just make sure you have someone who can revive you to actually make the best use of this.
- Traits: Boom Time (Powerful explosives detonate when the Mekboy is incapacitated)
- Dok's Tools - Level 13
- Traits: Reactive Zeal (When hit, there's a chance that the Mekboy can heal all nearby allies for 10 Health)
- Bouncy Shield - Level 15
- Ability: Bouncy Shield (20 Energy, builds a force field that bounces back any nearby infantry)
- This is something of an alternative to the Kustom Force Field, as this pushes enemies so that you can actually shoot them to death, and that is something that is always helpful to a shooty Mekboy.
- Ability: Bouncy Shield (20 Energy, builds a force field that bounces back any nearby infantry)
- Proximity Mines - Level 17
- Ability: Proximity Mines (25 Energy, throws mines in an area. Enemies that step on them get knocked back in a large radius)
- Not sure how he looted these from Cyrus, but it's an alternative to the Booby Traps, though not as big a help.
- Ability: Proximity Mines (25 Energy, throws mines in an area. Enemies that step on them get knocked back in a large radius)
- 'Uge Bombz - Level 19
- Ability: 'Uge Kaboom! (35 Energy, places a huge bomb at the targeted location. Click to explode.)
- Juiced-Up Tellyporta - DLC
- Traits: Ported!! (When an enemy or the Mekboy get teleported, they will explode, dealing area of effect damage and knockback)
- This may sound nice when you start out, but this is a trap, as the knockback applies to you as well, and that will make. you. 'RAGE. Stack this with Sturdy Bitz at the soonest opportunity to maximize your teleporting-shenanigans potential.
- Traits: Ported!! (When an enemy or the Mekboy get teleported, they will explode, dealing area of effect damage and knockback)
Commander Items
- Trophy Rack - Level 5
- Traits: Fearsome Aura (Nearby enemies deal 35% less damage, stacking Fearsome Auras add only 15% more to this)
- If you have a Tyrant with Psychic Scream on your side, team up with them, pull the scream, and laugh at Banshees that cannot kill. This can also help out a party with multiple Mekboys, as your Fearsome Auras can stack and give you extra coverage.
- Traits: Fearsome Aura (Nearby enemies deal 35% less damage, stacking Fearsome Auras add only 15% more to this)
- Roks - Level 10
- Ability: Roks (50 Energy, Orders a massive Rok strike on targeted area)
- This is your Eldritch Storm, your Orbital Bombardment. Sucks up all your energy, but it'll blow the ever-loving shit out of anyone in the area, including allies.
- Ability: Roks (50 Energy, Orders a massive Rok strike on targeted area)
- Boss Pole - Level 20
- Traits: Resilient Leadership (+100 Health to nearby allies), Fearless Leadership (All nearby allies are immune to suppression)
- Bosspoles are a big deal on the tabletop, and they'll be a big deal here too. The extra health saves more flimsy heroes like the Farseer, and the Fearless can be just the thing a Captain needs to break in and blow up a heavy weapon. Just beware how your team is set up, as this will also apply to your doppelgangers, and a Dakka Deffgun that cannot suppress will be a very horrible thing to see.
- Traits: Resilient Leadership (+100 Health to nearby allies), Fearless Leadership (All nearby allies are immune to suppression)