This is a Mecha Break Panther Guide for those Panther pilot light wannabes who desire to thrust the heavens with their lances . Or who wants to beat the pesky shield users and put off master .

So , you wanna run Panther huh ? Feeling like you ’ll solo carry the squad or kidnap lonely mechs and beat them up in a dark box ?

Ever since the Nerfs were done to Panther since the last OBT , his strong-growing playstyle is n’t as salient but the nerf is deserve . He wo n’t be the massive air pressure on the opposition squad any longer , but the one who breaks them up one by one . In Marvel Rivals terms , he ’s like a mix of both Venom and Wolverine .

Mecha Break Panther Guide Build

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You are slightly tanky , but bad plays wo n’t be forgiven so easily , as muscularity is your life line . Your EN recharge acquirement is your Saviour . Just do n’t run out of it .

So countenance ’s see the basics of Panther .

by Dragonil [ Lance Ablaze ]

Mecha Break Panther Guide – Build, Abilities, Counter

Basic armament guide :

Two battle royal weapons and two shields . One EN recharge acquirement . Your shield leaf blade permit you to chase , while your gig is your sea wolf . Melee flair is connected to the first baseball swing of the shield blade and it is quick enough to chase fast fliers , but it run through vigour very quickly . Melee damage is on-key scathe to HP . Nuff enjoin .

As for shield , when activated , outside shield will take damage first before the hand-held shield . On the other mitt , the hand-held shield has more HP compared to extraneous shields . However , only the external shield will get recharged by the attainment . It is n’t recommend to keep both shields up so you may regen one or the other . Additionally , external shields are your melee counter . It will shrug off any melee lurch if a blade hits you . Just verify it ’s on whenever you ’re engaging a melee drug user sharply .

The handheld carapace has a parry window which is also demonstrate by the gleaming around it . If the glow is still up it mean you’re able to still parry . If it ’s gone , you ca n’t parry anymore . Parry guarantees at least half or 3/4 lancet kick fall out up . Just do n’t get too cheeseparing to full charge or else the enemy will crash away .

EN recharge skill regens push and energy shields . You have three uses and they regenerate albeit fairly slowly . Iirc each charge has a CD of 12 sec . Just be careful on using them in quick succession since you may not be able to withdraw when needed .

introductory engagement / energy guide :

For Panther , movement is key in engaging and disengaging . But most importantly , vigor is your most important imagination . You are a battle royal mech . Melee uses energy , sprint use push , move in and out uses energy . So much of what you do habituate energy . That is why you treat your energy as your lifeline , your ammunition , your protection .

Melee sprint is dear for getting in and out speedily , but it also uses a lot of Energy Department while trip . It is good to apply a melee dash when within 150 m of the target so you do n’t ware so much energy chase them . But if no prey is in sight , just lurk around the field for a chance to pounce on a social unit that is :

Panther is essentially a solo dueler and want to keep it that way . If other units come to help oneself , you could still wrangle a chip longer to get the putting to death or disengage to go back to your team . During the betrothal , you may apply at most 1 - 2 recharge accomplishment to keep up both your external shell and energy when need . The last recharge is when you need to disengage or use it for emergency . But as much as possible , always have 1 ready for use since having 0 is asking your Panther to off itself when you need to break loose .

In the sheath of fair game antecedency , below are the mechs you need to conduct with found on risk :

Just do n’t bother with Tricera unless he ’s either braindead , or you are not alone .

Against unit with a shield , verify if they notice you or not . you may execute the guaranteed jazz band against them if they do n’t notice you . But if they do notice you , and they have the shell up , use the plunge attack against them . launch attack break parry window and guarantees that they wo n’t be able to block the follow ups after that . However , plunge onset have a maximum horizontal range of 100 m so do n’t surpass that . Vertical orbit does not count .

The minimal requirement to do it is having interlace on and energy to pull it off . As well as minor air travel clock time and vertical advantage . you could do it almost now after pressing space , look slimly down , and right click when you are equal acme against the enemy .

Additionally , another strat is using the side dashes that melee dash have to sample to short-circuit the shield . only put , when almost close enough to dispatch the foe you’re able to input a side direction to either dodge or get to their side and then input the scrimmage again to dash and hit them . in person , I forget to do this .

Another thing . If the foeman melee mech observe you trying to plunge plan of attack , they may hit you first instead to interrupt . If possible , you could tantalise the smash by just jumping and holding up your cuticle or else . This agency , they get parried alternatively of clashing with you .

Basic combo usher :

carapace blade ( SB ) to lance ( warrant against literal pilots)Lance to SB 2x ( when you feel like the lancet will relate / the whole is gloomy HP)Plunge attack to lance ( guaranteed against real archetype , but uses more energy)SB 2x ( guaranteed melee combo for shield blade)SB to lance to SB 3x ( when against the corner and body freeze the mech from escape )

Tips for Panther :

You are not a tank . You are just a really hard to kill social unit that disengages quickly and has a bunch of shields .

You have decent harm opposition to all types . So do n’t be afraid of going in . If potential , take the jeopardy in focusing on an foeman that you could take and kill quickly . Afterwards you could dip and scoot .

Do not engage enemies that have a buckler frontally . You are basically necessitate for a counterpunch . If one on one however , abuse the plunge attack if you’re able to .

Think of your EN recharge acquirement as your ammunition , and your lifesaver . Do n’t employ it willy nilly . Make certain to break your resources before engaging in any kind of combat .

Disrupting the backline , or kidnapping the frontline is your line of work . In Marvel Rivals terms , you could be like a hybrid of Venom and Wolverine . Always aim for the support / snipers .

If a duo or trio with melee mechs , verify to ordinate who to down . Alys or Panther can flake an enemy while Welkin traps the overextended unit . Wombo combo ensues .

you could chase a flier , but only for a scant moment . Do n’t waste all your resource chasing , since you may overextend yourself .

Again . Energy is your lifeblood , your top executive , and your conclusion maker . Always keep an eye on your energy , and where you’re able to last out to recharge Department of Energy for liberal .

Welkin ’s twisting is interrupted by a plunge fire . Welkin flash can be blocked by parry timing . Just do n’t panic when fighting against Welkin

Tricera is vulnerable on the top to dagger hits . But only if you could bear on him and he does n’t move

Falcon can be one - shoot by the guarantee combo . Narukami , I am not sure , but in my experience it dies from 2 SB hits to lance .

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