u/Prozac50mg

[Guide] What I learned after 1,000 Games of R4 Abyss at 1.9k MMR

[Guide] What I learned after 1,000 Games of R4 Abyss at 1.9k MMR

Who am I?

After hitting 2K+ MMR in Season 3, I lost the motivation to keep climbing just by spamming meta strategies. I almost quit the game entirely during Season 4. In Season 5, I decided to play R4-5 Abyss in every single match purely for fun. As a result, my MMR initially tanked to 1400, though I have since climbed back up to 1.9K.

To be clear, playing Abyss is not a troll strategy. A correctly built R4 Abyss in the right circumstances is incredibly strong. I have already defeated at least five of the top 30 players on the global leaderboard using Abyss—and yes, that includes beating their standard and aggro boards (not just R4 factories). I can say with full confidence that this guide represents the absolute best way to play this unit.

I don’t want Abyss to remain an obsolete unit that only exists to counter ground titans. I truly love this game and its community. However, I need to take a break from playing to focus on a very difficult upcoming exam for at least 3 years. I want this Abyss legacy to continue. Trust me, nothing beats the feeling of winning with Abyss—especially when your opponents get salty in the chat.

https://preview.redd.it/ie60d7u8e22h1.png?width=1438&format=png&auto=webp&s=66aa6de99b7c9d7c1e8549c9814ef9e917c1005e

https://preview.redd.it/4v79jacae22h1.png?width=1471&format=png&auto=webp&s=277f551268809e465caf43dac543c0f0fd8401a1

https://preview.redd.it/57q23zvae22h1.png?width=1484&format=png&auto=webp&s=43725c0f88116089bbe221b012f15f24cfed94f1

2. Understanding the Abyss

The Abyss is actually a WEAK titan by itself. Its DPS and HP simply aren't worth the 800-credit cost. The only reason the Abyss is good is Dark Companion tech (spawns Wraith). Because of this tech, you don’t have to build another chaff-clearing unit.

Because Abyss aggro is a hyperscaling-greedy comp, it is better to use it when you have 3000+ HP at round4. You are almost guaranteed to lose rounds 6/7 , break even at round 8, and completely out-scale any comp at round 9 and beyond.

Level 1 abyss is weak, level 2 is a very strong power spike, level 3+ is overlevel better to use gold for other things.

3. Abyss Tech Loadout

S-Tier (I use these 3 techs in 99.99% of my games):

  • Dark Companion: Always upgrade this ASAP as soon as you get your first Abyss. It is very cheap and highly efficient. More than 70% of my game, this is only Abyss tech upgrade.
  • Swarm Missiles: Only upgrade this when you have 3+ Abyss units (level 2 abyss count as 2 abyss), or if the enemy has many Fangs/Mustangs.
  • Range: Range makes the Abyss live longer. Only upgrade this when you have 3+ Abyss units, and make sure to upgrade it after Swarm Missiles if the enemy is using a lot of Fangs/Mustangs.

C-Tier (I almost never used):

  • Disintegration Beam: Only use this against an enemy using 4x Warfactories that have BOTH the Ball and Sledge techs.
  • Vertical Sweeping: This is the BEST tech against production WF, but sucks against any other thing. Abyss will lose 90% of its chaff-clearing power. You will lose if the enemy sells warfactory & pivots to anything. 
  • Wreckage Recycling:  Win-more tech doesn't change anything. Only real use is against cost reduction fortress spam from cost control commander.

F-Tier (Bad/Traps):

  • Photon Coating: You don't need this on the Abyss. Instead, you need Photon Coating from Overlords to protect the spawning Wraiths from EMPs.

4. Other unit Tech Loadout

  • Abyss: dark companion, range, missile
  • Crawler: sub blitz
  • Wraith: range, 8 gun
  • Wasp: shield
  • Overlord: Photon emission
  • Steelball: Range, Mech div, armor, kinetic charge
  • Mustang: Range, AA
  • Fortress: Solid shot, AA (to win against MP)
  • Rhino: Armor, Whirlwind
  • Melting Point: Range, EMP, Crawler spawn (to win against MP)
  • Sandworm: Sandstorm, Mech div
  • Stormcaller: range, luncher overload, EMP (to win against MP)
  • Vulcan: Incendiary bomb
  • Sledge/hound: don't use armor tech for seduce enemy go R3 vulcan

5.Defalt aggro abyss layout

The Abyss is a short-range unit that excels in both aggro and defensive board states. Against a standard or defensive enemy, you want to place the Abyss as close to the enemy tower as possible. You should deploy Crawlers, Shield Wasps, and the Abyss together as a packaged formation next to the frontline. Depend on drop, you can use Emergency shield Vortex/ Fire hound/ EMP void eye instead of Crawler in the front.

  • Crawlers are there to protect your Wasps from missiles.(can use 4 emer shield Vortex instead of 4 crawler if don’t play against saber/scorpion/WF)
  • Wasps are there to protect the Wraith and the Abyss from being instantly locked onto by enemy DPS.

https://preview.redd.it/kkyfmo7lg22h1.png?width=1640&format=png&auto=webp&s=c0fca2d2d3a644cd806c0f3768da5cbe66bc9434

Position tip 

-don’t put any 100 cost unit in abyss position

-when start the game, start with a slightly backward aggro position. don’t put any unit in front 3 tile -> opponent will make wraith

-you need only 2 forward abyss on each tower. Only put backline abyss if opponent go super heavy on flank or heavy on anti-missile

-Backline 1 Crawler+ 1 Wasp + 1 steel ball(or phoenix) on each tower usually defends any unit-spell from the enemy. 

6. Picking commander & starting unit

  • Commander: you need one of these things from commander massive credit/ efficient level/ power spike in early game.
    • SSS-tier: Aerial 
    • B-tier: Elite, Markman, typhoon, rhino, Missile, Quick supply, Giant
    • C-tier: Supply(very good but low com HP), Fortified, Training
    • D-tier: Speed, saber tooth, firebagger (200 credits too little, saber tooth/firebag at turn 3 don’t have much power spike), Cost control(your wasp/crawler can’t tank mustang)
    • FFF-tier: Amplified(you have zero unit to put small amp)
  • Starting unit: Any start unit is ok for abyss if you can have 2 crawler in R1.

7. The best 5 ideal scenario to play early abyss

  1. You start with Aerial com with 3 crawler packs. At R4, Opponent has anti-air only under 800 cost(dont’ count fang)
  2. You expect opponent play warfactory (wait for R5 abyss)
  3. Opponent pay 200 cost for R3 vulcan 
  4. Against over-commitment phantom ray/fang/void eye  (Free win)
  5. You pick Improved wraith while your opponent doesn't. (Improve wraith = Improved Abyss without increasing cost)

8.Turn 1-3 (good early game, preserve health)

  • Rounds 1: 
    • Play Asymmetrical Aggro, don’t put any 100 cost unit in the abyss, position. 
    • Abyss is good in both cross-fire/headbut positions. 
    • Keep balance in chaff/dps/chaff clear. 
    • Sell 1 tower(usually you want to sell something every turn).
  • Round 2&3: 
    • Try to win/preserve hp without using shield/ missile. 
    • If possible don’t upgrade tower level. 
    • Improved wraith is SSS-tier for abyss (Improve wraith = Improved Abyss without increasing cost)
    • pick income /tech cost reduction card
    • shield air drop spell + crawler on enemy backline flank is very annoying
    • (round2) Add 1 backline pheniox/wasp on the strong side for anti air(if don’t start with markman). 
    • (round3) If you get a level up spell, level 2 wraith+range is super strong & can easily win a round.
    • (round3) if cross-fire, vertical level 1 sledge next to weak tower can delay enemy enough time

9.Turn 4/5 Abyss or Pivot

List of Abyss counter: Markman, Wasp, Farseer, Melter, Ionization Raiden, Linked sledge hammer

List of Wasp counter: Wraith, Wasp, Mustang

List of thing don’t counter Abyss:  fang, phoenix, phantom ray, overlord, flying void eye, Quad-tech cost-reduction anti air Fortress from cost control commander.
  • List of bad thing for Abyss comp
    • Enemy is Elite(too easy to pivot strong abyss counter)
    • Enemy don't tech any chaff clear at R4 (they can just pivot to wraith melter)
    • Enemy have improved wraith/ improved wasp
    • Enemy already have wraith, pick any wraith card.
    • Enemy already have more than 800 credit of abyss/wasp counter(don’t count sledge)
    • Enemy have small EMP spell while your hp under 3000 at round 4
    • Enemy already have 3 or more vertical sledge.
  • List of good thing for Abyss
    • You have improve wraith while opponent don’t
    • Enemy take round 2-3 any ground spell
    • Enemy tech to any DPS which don’t counter abyss(esp. saber, void eye, fang, vortex, phantom ray)
    • Enemy pay 200 for R3 vulcan
  • When to wait for round 5 abyss: deploy 3 shield wasp instead of abyss at round 4
    • you play elite.
    • You have a level 2 starting 200 cost unit and 3500 or more HP, when pair with R4 x3 shield wasp = often bait enemy Fortress anti air.
    • you think enemy will go warfactory/moutain
  • Where to deploy abyss
    • (1st abyss) If the opponent plays aggro, you generally want to deploy Abyss headbutt. 
    • (2nd abyss) You want to deploy on the other side, ideally you want to have 2 abyss in the frontline for each tower (total 4 abyss).

 

10.Turn 6+ (How to play against each counter)

  • Rules
    • At round 6+ always pick any spells that help you win/preserve HP, you will completely outscale enemy at round 9.
    • At round 7+, it is ok to buy a loan and bonus range every round. You will completely outscale enemy at round 9. 
    • Always have at least1 crawler + 1 wasp to protect your backline for each tower.
    • Vertical level 1 Sledge next to weak tower is mandatory against full aggro ground enemy with bonus speed card.
    • Ideally don’t upgrade any tower level, except necessary.
    • If you are healthy, a discount overlord card is good for round 8 overlord photon coating .
  • Any Close range fight
    • Wraith need range + 8 gun
    • Abyss usually need only dark companion tech
    • Photon from overlord is mandatory after having 4 Abyss or enemy have any air emp at round 8.
  • Any Long range fight
    • Wraith only need range
    • Go 3 tech Abyss (dark companion, missile, range)
    • Photon from overlord may need if enemy have air emp at round 8
  • Close range Mustang-Melter (Hard matchup)
    • Sub bliz crawler is mandatory
    • Wasp level is important.
    • If you melter in drop after you show abyss, always pick Melter and try to win the Melter war. (Make opponent can't go multi-melter)
    • If you survive round 8 = you will out scale with 2 tech abyss (dark companion, missile) + 3 tech Melter (Range + EMP+Crawler spawn)

     

  • long range Mustang-Melter (Hard matchup)
    • Sub bliz crawler is mandatory
    • Wasp level is important.
    • This match up is heavily dependent on luck at R8. If a big EMP spell appears at round 8 = you always lose. It is too expensive for photon coating + x2 overlord + range tech on abyss in 1 turn. Enemy can just go big EMP spell + range/lifesteal/multimelter + x4 missile at every front chaff = you will take at least 2000 damage
    • If you survive round 8 = you will out scale with 3 tech abyss (dark companion, missile, range) + 3 Tech steel ball (Range, armor, Kinetic charge)
  • vs Carry wasp
    • Close range wasp die from your wraith with bonus range+speed from tower.
    • Long rang carry wasp need to deal with Anti-air Fortress behind each abyss. If enemy go melter after your Fortress-> Anti-air + Solid shot win against MP
  • Close range wraith melter (Hardest matchup)
    • If the opponent shows wraith as main chaff-clear before round 4 you shouldn’t go abyss at first place.
    • Pick ALL emp spell   
    • If you melter in drop after you show abyss, always pick Melter and try to win the Melter war. (Make opponent can't go multi-melter)
    • Overlord Photon ASAP after the opponent tech degen aura.
  • long range wraith melter (Hardest matchup)
    • If the opponent shows wraith as main chaff-clear before round 4 you shouldn’t go abyss at first place.
    • Pick ALL emp spell   
    • make more backline wasp
  • Close range mustang-Farseer
    • Use Abyss as wraith spawner/ tank unit. Steelball is your real carry
    • If you survive round 8 = you will out scale with 2 tech abyss (dark companion, missile) + 3 Tech steel ball (Range, armor, mech div)
  • Long range mustang-Farseer
    • if farseer don’t have anti missile tech = easy match up
    • If you survive round 8 = you will out scale with 3 tech abyss (dark companion, missile, range) + 3 Tech steel ball (Range, armor, kinetic charge)
  • Close range mustang markmans
    • If you survive round 8 = you will out scale with 2 tech abyss (dark companion, missile) + Spam 1 tech Sandworm (Mech div)
  • Long range mustang markmans
    • This is only match up I make more than 4 abyss (6-8 abyss for Missile)
    • If you survive round 8 = you will out scale 3 tech abyss (dark companion, missile)
  • High level sledge hammer free card
    • If you don’t have melter, making x2 level 1-2 steelball with range put close to back of abyss is save move.

  

  1. 5 common scenario when i can't go abyss

1.Both of me and opponent pick improved wraith: Depend on drop

\-Wraith x Markman (if opponent wraith don't have ground tech)

\-Wraith x Melter(My Melter have spawn crawler tech instead of multimelter = Always win melter war) 

2.Opponent make wraith or discount wraith: Depend on drop

\-Long range wasp carry with Arclight + tank unit from drop

\-Fire bagger x Overlord

\-Wraith x Markman/ Wraith x Melter

3.Under 2000 health at round 4: Depend on drop, try to counter opponent

4.Under 2500 health and Enemy already have 2+ air spell at round 4 (don't count missile strike): Depend on drop

\-I love to go Carry Fortress (shield/solid shot/elite): shield is good against spell, solid shod + elite win against melter

5.Under 3000 health at round 4, opponent already tech range mustang + strong item/level : Depend on drop

\-Carry Vulcan 

\-Production WF 

\-Aggro ball-wraith in all direction

\-Carry arclight if play elite com (range/ chargeshot/ elite/ shockwave)

12.Special tip

  • If you start with standard board, be a very nice guy in chat
    • try to compliment opponent anything: “nice pheniox flank” “best value spider” “high precision missile strike”
    • No one expect positive talkative guy who play standard board play standard at start, making abyss at R4
  • If you rematch with the enemy who just lost to your abyss. Better to use full aggro steelball-wraith in next
    • R4 Abyss is a unique strategy, enemy will 100% remember you. Your opponent will be paranoid & tech mustang for no reason especially when you use wraith.
    • Or become psycho like me, win with turn 4 abyss against the 1.8k mmr guy 3 games in a row. (mute opponent chat for good mental health)

     

  • Good luck have fun
    • Thanks for reading my guide. I genuinely love Mechabellum and this community. I hope to see even more players joining the game.

 

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u/Prozac50mg — 3 days ago