To clear the AC Submerged Era Hard stage in Mecharashi with three pilots or fewer, deploy high-mobility mechs with high burst damage, prioritize breaking enemy weapon modules, and align skill cooldowns with vulnerability phases. Restricting squad size increases individual action point value and keeps squad units out of overlapping area-of-effect zones, but it eliminates safety margins for mispositioned units.
Squad Roles and Target Priority
A low-deployment squad must destroy vital enemy components quickly to neutralize boss offensives before taking heavy sustained counterattacks.
- Damage Anchor: Build around a pilot specializing in armor-piercing or part-break capabilities. This unit lands the primary damage on structural components.
- Support & Secondary Fire: Use the remaining two pilots to apply offensive buffs, clear minor targets, or land follow-up damage on targeted components.
- Targeting Priority: Focus initial attacks on the boss’s primary weapon arms and utility modules. Disabling these components removes high-damage actions and counterattacks early in the turn rotation.
| Role | Priority Function | Primary Target |
|---|---|---|
| Part-Break Anchor | Heavy single-target burst & armor piercing | Boss weapon limbs / main armaments |
| Utility / Support | Defensive baiting, offensive buff alignment | Secondary weapons & utility modules |
| Secondary DPS | Clean up adds & assist component destruction | Exposed core / disabled limbs |
Movement and Action Management
With fewer units on the map, bad positioning leads to rapid unit loss. Use hit-and-reposition tactics to manipulate enemy movement while preserving action economy:
- Exploit Blind Spots: Position units along angles that prevent the boss from hitting multiple mechs with direct or area attacks.
- Bait AI Movement: Use mobile units to draw predictable boss targeting, opening clean lines of attack for your heavier damage dealers.
- Conserve Movement Points: Move only when changing attack angles or stepping outside telegraphed hazard zones to avoid wasting turn efficiency.
- Synchronize Skill Windows: Hold high-cost abilities until buff effects overlap or when the boss enters a staggered state.
Equipment Thresholds and Risk Factors
Running a three-pilot setup imposes steep stat checks on your squad. Ensure your mechs meet the following conditions before entering the stage:
- Damage-per-Turn (DPT) Checks: Your three mechs must output enough total damage per turn to break parts before enemy regeneration or defensive shields trigger.
- Armor Requirements: Units must survive single-target counterattacks without losing critical limbs, as losing a single mech reduces total squad output by one-third.
- Zero Redundancy: Because no backup units exist to absorb hits, a single misplaced unit can fail the run. Retreat and restart if a pilot loses key functionality early in the encounter.
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The tips are practical and easy to follow.
I wish I had read this before upgrading the wrong thing.
Can you add more details about strategy in a future update?
This helped me understand strategy much better.