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Iron Rebellion Mech Showcase | Breaker

  • alyssa3124
  • Jan 23
  • 2 min read

Updated: Jan 26

Breaker Overview - Iron Rebellion Starter Mech


A large robot stands in a dystopian junkyard with towering scrap piles and an orange sky, evoking a tense, futuristic atmosphere.

The Breaker is the first mech that pilots gain access to in Iron Rebellion, but just because it’s your starting platform doesn’t mean it’s weak. In fact, it’s one of the most well-rounded and versatile mechs available, capable of adapting to nearly any combat role in the rebellion.



With the proper selection of augments, Breaker becomes a dominating force - whether you’re delivering devastating payloads from long range, engaging in mid-range skirmishes, or handling business up close and personal inside the arena.


Stats (Unaugmented)


  • HP: 200 (4 sectors)

  • Max Walking Speed: 32

  • Max Sprint Speed: 62

  • Sprint Duration: 9s

  • Static Jump Height: 14m

  • Jump Jet Duration: 3s

  • Boost Recovery: 10s

  • Turn Rate: 120 deg/s



Special Abilities


A1 - Breaker

Requirements: 100 mass

Duration: 12 seconds (after a 3-second startup phase)

Perks:

  • Instant acceleration (no change to max speed)

  • Unlimited sprint and jet boost during duration

  • Increased total static jump height (up to 50m)


Futuristic control panel displaying "Mass: 100/100," options "Breaker" and "Airstrike," with buttons labeled A1, A2, and A3. Sci-fi theme.

The Breaker Ability turns your mech into an extremely maneuverable killing machine. For the 12-second duration, you will experience near instant acceleration with unlimited sprint and jet boost. Your max walk and sprint speeds do not increase, but with the increased acceleration, you will cover more distance in the same time and appear faster and harder to hit for your enemies.


Breaker is effective both for closing distances and for quick getaways. You can also use the additional jump height to rain ordinance down on enemies from above.


A2 - Airstrike

Requirements: 100 mass

Important tip: Airstrike is a potent counter to faraway enemies, like ridgeline snipers and flying scouts.


The Airstrike calls in devastating ordinance over a large area. It's delivered quickly and near vertically, giving your enemies little option to avoid it. Targets in the area of effect can take varying amounts of damage depending on how lucky/unlucky they are. If one of the shells is a direct impact, damage can be massive. Even without the direct impact, the explosive blast around it will do plenty.


The Airstrike is deployed on whatever object, location, or mech your targeting reticle is positioned on. You don't need to see the ground or even the units that you are targeting. If you know the enemy is at a certain point, use a structure, tower, or other nearby object that you can target near them. It'll be close enough to do damage.



Augment Notes


All augments work with this mech class. With thoughtful combinations, you can fine-tune your loadout to handle most any situation.



The Iron Rebellion Mech Showcase series was created by community member, GenericBeard. Iron Rebellion works closely with the community to ensure that the game is continuously evolving and meeting the expectations of its playerbase.

 
 
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