![[Guide] What I learned after 1,000 Games of R4 Abyss at 1.9k MMR](https://preview.redd.it/ie60d7u8e22h1.png?width=140&height=77&auto=webp&s=24dc96b39931097c671b7a86d768f63599c822b8)
[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.
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.
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
- You start with Aerial com with 3 crawler packs. At R4, Opponent has anti-air only under 800 cost(dont’ count fang)
- You expect opponent play warfactory (wait for R5 abyss)
- Opponent pay 200 cost for R3 vulcan
- Against over-commitment phantom ray/fang/void eye (Free win)
- 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.
- 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.