“…A mobile robot created for sudden attacks. Its average durability is outweighed by its ability…” – in-game description
The Mercury has a unique ability, a hybrid of the Descend and Overload known as Helldive. Upon activation, the robot will trigger stealth and jump into the air, similar to the Inquisitor. After 1 second, you will be given an option to terminate crash down into the ground by pressing the ability button again. After landing its stealth lasts 3 more seconds, and then the ability enters an 18 second cooldown phase.
Upon landing, it deals a fixed amount of damage (see table), depending on the level of the robot. The damage radius is 50 meters, and hits all enemy robots and shields equally. This unique ability may be used to also jump out of dangerous situations.
Mercury is a fairly nimble robot, so it is good at rushing for beacons. Its ability proves fatal as it jumps with stealth and lands dealing area damage around the landing spot, with 3 seconds of stealth after landing. The robot would be able to unload huge damage onto its enemies without taking in much damage if used properly. However, picking your fights (and timing) is vital, due to the relatively low health pool of the Mercury.
These are the recommended setups for the Mercury:
Note: When "Opt." is next to a slot type, it refers to one of the multiple options that can be used in combination with the other weapon(s) slot type(s).
Each slot type is filled with only one particular weapon. For example, if a robot has 3 lights all three of those slots are filled with Pinatas, as mixing weapons of the different ammunition types is not recommended.
Close Range (350m or less)
|Slot Types →||Light Slot|
(Opt. 1) ↓
(Opt. 2) ↓
(Opt. 3) ↓
|Heavy Slot ↓|
|#Slots →||x2||x2||x2||x1||Name (If Applicable) ↓|
|Setup 1 →||Shotgun (Opt. 1)|
|Setup 2 →|
|Setup 3 →||Mini-Plasma Death Button|
|Setup 4 →||Mini-Death Button|
|Setup 5 →||Mini-Leadhose|
|Setup 6 →||Mini-Nuke|
|Setup 7 →|
|Slot Types →||Light Slot (Opt. 1) ↓||Light Slot (Opt. 2) ↓||Heavy Slot (Opt. 1) ↓||Heavy Slot (Opt. 2) ↓|
|Setup 1 →|
This robot is geared for close range combat, which allows it to make use of its ability. Using Gusts for the light hardpoints is an excellent choice, especially when paired with a Thunder or an Avenger, giving the Mercury impressive sustained burst damage potential. Using an Ember with Magnums allows the Mercury to pressure robots with energy shields, or by swapping out the Magnums for Pinatas allows it to perform well against physical shielding. Using the aforementioned Pinatas with an Exodus instead of an Ember can allow for more burst potential against robots with or without a physical shield.
The Mercury can also make for a solid mid-range unit, using its ability mainly for evasion. Using the Dragoon or Zeus, with Sparks or Gekkos can prove effective. Using Sparks in the light slots allows for superior close to mid-range damage, as the Gekkos do just the opposite, giving up damage for more range.
- The use of long range weaponry, as they don’t fit the Mercury's role very well as a support and ambush unit.
|Health||Ability Damage||Speed (km/h)|
|Total||170,700,000||+74,000||+29,000||+10||58 days 17 hours|
|Level||Cost||Health||Ability Damage||Speed (km/h)|
|Total||170,700,000||+88,800||+34,800||+10||58 days 17 hours|
|4.0||Economy Changes (July 5):|
|Value (USD): $300⟶$75|
|Total Upgrade Cost: 76,810,000 Ag⟶170,700,000 Ag|
|Total Upgrade Time: 30 days 15 hours 30 minutes⟶58 days 17 hours|
|New skin: Celestial (Star Invasion)|
|3.7.0||Robot was added to the game|
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- Mercury is named after the closet planet to the sun, also the name of a Roman god.
- Mercury’s pilot does not have to activate the dive ability after the jump to do damage in the area that the Mercury jumped. The Mercury will automatically trigger its explosion upon landing.
- Mercury’s Helldive ability resembles that of a hellburner explosion
- Mercury's explosion will automatically trigger after two seconds if the jump fails.
- A Mercury with Thermite and Aphids can be considered as a "double nuke" due to the fact that the missiles and the Helldive, if used properly, can deal catastrophic damage to a target.