Buildouts to Compliment Your Pilots

By Jacob Naasz

After the last few posts discussing combos in Servo I thought I’d take some time to look at the Pilots and discuss my thoughts on what kinds of build outs compliment their pilot powers. For those that don’t know, each pilot in Servo has a unique pilot power they can use to alter the tide of battle, these can range from Reece’s damage dealing Orbital Strike to Blink’s gap closing Teleport. Each of these powers are great in their own right when it comes to wrecking your opponents, but when paired with particular builds they can be even deadlier.

Reece - Orbital Strike
Reece’s Orbital Strike is a great all around power that deals more damage with each SCon rank you invest in. If you give him a rifle and a few rocket pods he can be great for bombarding your opponent’s base. With a build like this, I would save Reece as your second or third drop so your opponent gets a nice surprise when you Orbital Strike them into the a million pieces.

Alternatively, if you equip some fists or an EMP sword on him he can deal lots of damage and then do a stun-Orbital Strike combo to finish off an opponent. A melee build also means you can use Orbital Strike to take out a running Servo or to blast a group or pesky drones in your way. This build definitely wants to be dropped in second or third unless you equip some speed boosting parts so you can run down an opponent who tries to keep their distance.

Blink - Teleport
Blink’s Teleport can be used both offensively and defensively to great effect. I feel like Blink really wants two swords (or better yet two drills) so she can teleport in on the opponent’s dropship and start dealing the hurt. Even better though, if she has some back up or someone to take the heat she can run in, deal the pain, the gtfo with her ability before she’s toast.

My favorite Blink build however, is the piston Juggernaut. Normally the Juggernaut is too slow for my taste, but with Blink in one your opponent can go from nice and peaceful to full on Juggernaut carnage in just a few moments. Better yet, if you pop an Unstable Core on you can wreck even more stuff by activating that when you’re about dead and go out with a boom, because let’s face it, you don’t plan on getting out of there in one piece.

In either of these cases I usually send in Blink as my second Servo drop, especially if I can get it so that I drop in on my opponent while we’re duking it out with our lead Servos. Doing so can really turn a fight in your favor and help you get a nice push in early on.

Hauk - Pet
Hauk’s pet ability is super useful whether it’s nabbing a creep away from a Bloom Well so you can claim it or just having some extra damage early on in a fight. Hauk’s pet power is also really cool because he can have two pets once you reach SCon 3 making for some interesting combos.

Due to Hauk’s pets being AI controlled I tend to give him melee weapons so that the pet gets into the action when Hauk does. Otherwise, you can be blasting away at something with a rifle or some pistols while your Kraxx buddy is picking his nose (boring). If you do go this route think about some of the ways you could compliment your new pet. The Shield Fist is a great way to give them a nice (rechargeable!) life boost, and an Overlord Fist can make them an even bigger threat to your opponents. With a build like this I would think about dropping Hauk first, especially if you can equip some speed boost parts on him.

An alternative build to consider, however, is Hauk in a Juggernaut with miniguns or beam cannons. Why you ask? Well, since the Juggernaut cannot attack enemies at it’s feet with these weapons your pets can act as bodyguards, removing any unwanted pests nipping at your heels while you continue to deal out the damage with your Juggernaut. If you want to sport this build Hauk should really be a second or third drop choice, but it also could be a really surprising opener if someone isn’t expecting it especially if you run some Turret Rush software with him.

Do you have any builds you like to run with particular pilots? If so we’d love to hear about them!

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Reply #1 Top

Reese:
Since gaining orb strike I have used him as a rifle user with 15 second stun grenades. Even the starter crate stun grenade lasts long enough to orb them before they wake up. Rifles, nades and orb strike all have similar range too so it dances alright. Used to use burning rifle now use assassin rifle, carries ranger ruckus modules in software slots (jr ones, because i only have 2 of the priceless ones). He uses armour torsos, sharp legs and cyclopic eye

He's mech 3 lately in PVP.

In CoOp I put the good ranger ruckus modules on him, ranger ruckus rifle, a level 5 volley pod and a nanobot life leech volley pod (it heals for quite a lot!) in the shoulder slots, and make him leader. Tons of anti building/creep ranged aoe damage

 

Blink:

My fave pilot, used to be my first when she was the only one with drop zone, built as a tanky rifle user with frag grenades. These days she is running a tank setup with dual trample drills. In PVP I use the founders bling parts, 2x armour plates, 2x soldier firmware 2.0, gets me move speed, 900hp and 50 armour + trample and crit damage galore in addition to buffing up soldiers. Her job is to walk in first, always escorted by ranged, because she is vulnerable to roots like stasis fist and paragon drones (soon supply drones). She soaks up as much of the drone and tower damage, and attacks servos and buildings, once low I teleport back out, and try to get up a beacon behind the front before or during the fight to help her recover.I pick her second usually now, so I have cheaper soldier drones in s.con 1

In CoOp I ditch the bling parts and put in the highest armour pieces I can find, this usually gets me above 90 armour, it is very hard for drones and defenses to damage this mech, it offers some serious mitigation to creeps too, though not so much that you can be careless tanking them, but what really makes her shine in CoOp are my trample/crit drills, which eat single targets very fast, even armoured ones.

 

Hauk:

My least used pilot, I sometimes take him. Similar arrangement to my Reese but with frag grenades and wideshot rifle. If I get a second gutpunch pistol might make him use that, My 3rd mech in CoOp and occassionally PVP.

 

Jugg:

Strip mine owns. This pilot leads now because I don't need Blink to provide an anchor for my other mechs. In PVP I am currently using Reese's CoOp setup but with an assassin rifle instead of ranger ruckus rifle. Wears EA Racer parts and a cyclopic eye. Has a lot of damage potential for if he runs into the enemy lead servo before Blink drops in to help, if not can start harrassing soft targets like wells, if you can get some time with a well casting strip mine on it can really hurt the enemy

In CoOp he sits in the hangar because I don't use strip mine at all then.

Jugg used to be my melee bot, using dual swords, but I like melee more on Blink now. Reese was my drill bot before the powers were swapped, and I'd take him second.

Reply #2 Top

You had me at "Since gaining orb strike I have used him as a rifle user with 15 second stun grenades...".  Right there with you on that. :)