Mechabellum 1.11.0.1 Patch Notes (17th June 2026)
Balance adjustments hit several meta units as the devs continue monitoring Typhoon's dominance.

1.11.0.1 is primarily a balance and bugfix pass, with the Experimental Death Knell taking the heaviest hit. Its shield tech line was overtuned last week, so the devs have nerfed shield values across the board while buffing weaker tech options to compensate. The reboot time also increased from 20s to 25s, which matters more than it sounds, that's a full rotation of cooldown in a drawn-out fight.
Typhoon continues to draw attention. The explosion range dropped from 15 to 12 and damage fell from 125 to 115, while its cost jumped 250 to 300. The devs are still monitoring Typhoon tactics closely, and this feels like a measured tap on the brakes rather than a full reversal. Meanwhile, Hacker gets a 5% ATK bump to stay relevant against high-HP units, and Vortex receives the same treatment to hold its own against Sabertooth. Phoenix and Sabertooth both take 5% ATK nerfs after their usage rates spiked with the Vortex rework.
War Factory techs see production adjustments to balance their usage rates across different match formats, while Arclight drops 50 cost and gains 5% ATK after a bug fix weakened it unintentionally. Several targeting and paralysis effect bugs also get addressed here.
Full Patch Notes
▲ Buff▼ Nerf✓ FixThis update mainly focuses on bug fixes and addressing the balance issues of the Experimental Death Knell. We plan to release more balance adjustments in the near future.
Balance Adjustments
Experimental Death Knell
- Attack Range modifier -10 → 0
- Attack Range modifier -30 → -25
- Missile launch interval reduced by 5s → 6s
- Missile count per launch increased by 10 → 15
- Shield value per Rank 30000 → 25000
- Shield value increased per Rank by 50000 → 25000
- Shield regenerates HP per second 4000 → 2000
- Reboot time 20s → 25s
Developer's Note: The shield Tech line of the Experimental Death Knell has been too strong in the past week, so we have nerfed its shield Tech line while buffing other weaker Techs.
Typhoon
- Explosion range 15 → 12, damage 125 → 115
- Cost 250 → 300
Developer's Note: Currently, we are closely monitoring the evolution of Typhoon-related tactics. What is relatively clear at this point is that some Typhoon Techs are a bit too strong, so a minor nerf is needed.
Hacker
- ATK 585 → 615 (+5%)
Developer's Note: After changes to its Attack Pattern, Hacker has become a bit too weak. This minor adjustment will help Hacker more effectively counter High HP Units while still maintaining its weakness against Light Units.
Vortex
- HP 7071 → 7425 (+5%)
- ATK 1246 → 1309 (+5%)
Developer's Note: When making Vortex a starting unit, we made some nerfs to it, and it seems these nerfs might be a bit excessive. In particular, Vortex appears extremely weak against Sabertooth, and this adjustment will make Vortex perform slightly better when facing the Sabertooth.
Phoenix
- ATK 3219 → 3058(-5%)
Developer's Note: With the addition of Vortex as a starting unit and the complete rework of the Typhoon, both the win rate and usage rate of the Phoenix have increased a lot. Therefore, we need to make a minor nerf to it.
Sabertooth
- ATK 7243 → 6881 (-5%)
Developer's Note: With the addition of Vortex as a starting unit and the complete rework of the Typhoon, both the win rate and usage rate of the Sabertooth have increased a lot. Therefore, we need to make a minor nerf to it.
Arclight
- Cost 150 → 100
- ATK 347 → 365 (+5%)
Developer's Note: While Arclight is already slightly weaker compared to other chaff-clear units, we fixed a bug related to Arclight's in this patch, which makes Arclight slightly weaker than before. So we decided to make a minor buff to it.
Scorpion
- Attack Range modifier +20 → +30
Developer's Note: The initial stats of Scorpion's new Tech are a bit too conservative, which resulted in a lower win rate for this Tech. Therefore, we need to slightly buff it.
War Factory
- Production interval 15.6s →17.2s, Maximum production count 7 → 6
- Production interval 8.8s → 9.7s, Maximum production count 11 → 10
- Production interval 6s → 6.6s, Maximum production count 17 → 14
- Cost 400 → 350
- Cost 300 → 250
- Cost 350 → 300
Developer's Note: This adjustment aims to balance the usage rates of different Techs of War Factory. We slightly nerfed the production-related Tech, and at the same time, slightly buffed other Techs. The reduction of the maximum count of production will mainly affect 2v2 and 4-Player Brawl matches, and it will have very little impact on 1v1 battles.
Bugfixes
- Fixed a Typhoon display issue on certain Mac devices
- Fixed several issues related to Experimental Death Knell
- Fixed the issue where Typhoon's was not affected by the paralysis effect when the core buildings were destroyed.
- Fixed the issue where Arclight's was not affected by the paralysis effect when the core buildings were destroyed.
- Fixed a targeting issue related to Sandworm and Vortex
- Fixed an issue related to Mustang's
- Fixed a targeting issue related to Raiden
- Fixed a data error issue related to shields
Feedback & Bug Reports
Feel free to submit feedback, suggestions, or report bugs for this update via the following channels.
- Mechabellum Discord: https://discord.gg/mechabellum
- Mechabellum Reddit: https://www.reddit.com/r/Mechabellum/
- Mechabellum Steam Discussions: https://steamcommunity.com/app/669330/discussions/
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Written by
Nathan LeesGaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.
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