2021-08-25
Killshot is one of the best Mechs in the game as he is known for his high DPS and mobility. The fact that he is easy to unlock, versatile, and is fun to play makes him quite a popular pick. As such, we've compiled a list of the best builds for the Mech that should help you get to the next level. If you haven't already, you can download Mech Arena: Robot Showdown for free on LDPlayer.
Killshot is another extremely good Mech, which you can get an early game. He is one that you want to have in the Early / Mid and Late Game because of his insane power spikes and the fact that he can dish out massive damage. He also has great mobility for a Mech with a relatively high Energy Capacity.
Plus, after you've gotten the hang of the Mech, you can easily use his ability to bait opponents and even be more vicious and aggressive. He can use most of the weapons in the game with ease which means that Killshot works well for free-to-play players or those that have not yet invested in tons of weapons.
After you've kitted him out with the builds we've mentioned down below, you should be able to 1v1 almost any Mech in the game, even ones that have higher HP than you due to your high DPS output and ability. He's a great opener since he can be extremely annoying for the enemy team to play against.
When you first unlock Kill Shot, probably one of the earliest builds you can do with him would be the RPG 4, dual-wielding it. It is a solid build useful in a lot of situations. It is good up close and is good for up to mid-range for 100 meters. In a lot of those instances, it allows you to use your melee dash as ll. It makes him formidable up close and pretty strong mid-range too. So, It suffers a little bit for long-range. But because Killshot is so fast, he can usually fill that gap or protect himself os it is just a sturdy build.
Secondary to that would be the Longarm 8. A single Longarm. Now, this is not something that you would do commonly in the Early game. But, if you have RPG 6s unlocked but you don't have enough of them right now. You may have a good Longarm that might do better damage than two RPG 4s. SO, it is not a bad idea to use this. It means you can shoot long range, and up close, you can use your melee dash. Of course, however, you will be a little vulnerable mid-range because Longarm won't do a lot of damage there. But, it is still quite a viable build that can be useful for the early game.
Two builds we would not recommend are RPG 4 and Thermal Lance 4. In theory, the Thermal Lance would overheat someone, and then your Melee Dash and RPG 4 would deal most of the damage. But, the main issue is the fact that you won't be using Thermal Lance in the late game but will still be upgrading RPGs regardless. So, it is not a worthwhile investment, and neither is the damage you deal that good.
The other build that probably isn’t the best use of resources early on would be Dual Javelins 4. While this is a fine loadout, you probably should be saving your coins for the Javelin 6s. They’re just a much better weapon and will be very useful for you later on. Unlocking the Javelin 5s is not a priority and is a weapon you can skip altogether.
In Mid-Game, you'd be three stars. This is probably the pinpoint of where Killshot starts being a really good Mech. At twelve energy, three stars, one of the first builds you will probably have with him would be Dual Wielding RPG 6s. It works just like the previous build but does more damage. However, at this point, you probably have your Panther unlocked. Usually, a good build for Panther is to use the RPG 6s. So, we told you to save those Javelin 6s because you can then use them on Killshot.
Dual Wielding Javelin 6s on Killshot is amazing. It extends to the late game as well. He handles so well at this point and can play hit and run better than anyone else. You can dash away from enemies and be able to use those Javelins to freely do damage while taking next to nothing from your opponents. Now, the problem is that you'll be a little vulnerable on certain maps like the Tower map. Those maps, because there is so much overhang and overhead structures, you’ll suffer there. But, otherwise, it is very good.
The other build often discussed when you are 12 energy would be dual-wielding Missile Rack 6. This is a very good build, but mid-game, you probably don't have access to the Missile Rack 6. Maybe you have unlocked it but haven’t purchased it. But, even though it is one of those good weapons, you probably are better off purchasing its older brother, the Missile Rack 8.
If you haven’t already, take a look at our tips and tricks guide for Mech Arena: Robot Showdown for more information about the game.
The Late game is where you can pile on the damage with Killshot. The first build that we would put up at 16 Energy is a Dual Missile Rack 8. This is a really strong build. It's very damaging and works in almost every game mode. It is extremely threatening, especially once you get a little more comfortable with the weapon.
The next build would be a Dual Wield Carbine 8. Carbine 8s are pretty strong, and if you are in a situation where your Missile Racks 8 are on a different Mech, you cannot use your Javelins or can't use something like that, Carbine 8 becomes a great sustain damage style weapon. They get stronger up close, which is where you use your melee dash as well. So, up close with this kind of build, Killshot is a really serious threat. Even into the mid-range and sometimes longer than that, with the accuracy that you get out of the Carbines, you can get pretty good damage against your opponents. Not as damaging as the Missile Racks 8; it is still quite damaging.
Lastly, for the 16 energy, arguably one of the best builds in the game is the Railgun 16. Now, this is one that once you get good with the aim and you are comfortable with it, there's a lot of different ranges where it is good at. It will reach up to 100 meters and deal flat damage no matter what distance they are within an optimal range. So, you can hit enemies far away, and if they get closer to you, you can use your melee dash. The only difficulty you might have with these weapons is against enemies with shields. You will need to waste your shots with the Railgun to take down their Shields.
Focus on the right targets on this weapon, especially those you can easily kill with the Railgun. It's a really strong build and is great for an opener Mech.
With 18 Energy, it is the maximum amount of energy where you can get your Killshot at. The first build we will be talking about for this End-Game lineup is the Carbine 8 and Carbine 10. You'll mostly be seeing the AI using this, but I tit is a very strong and damaging build. You can always take a look at our Ultimate Weapon’s guide for the game to know what you should pick at every single point!
Lastly, a less common build that you would see would be the Rocket Mortar 12 and a Javelin 6. While this may seem like an odd pairing, it is quite flexible and tactical. A lot of people use the Long Range of the Rocket Mortars to handle that distance.
When they're in the mid-range, you can use your weapon. Plus, when they are up close, you can use your melee weapon. However, we feel like you won't be getting many kills with the Rocket Mortar, and the single Javelin 6 can feel weak at times. None of these weapons are extremely damaging at any range. SO, it’s a very all-encompassing build but is not one that does a lot of damage unless you are higher power than your opponents.
With these loadouts in the bag, you’ll be dishing out some serious damage with Killshot in no time. A beast from the mid to the late game, his power is unsurmountable, and with a little bit of practice, you'll be top-scoring in the leaderboards in absolutely no time!