Arachnos

Mech Info
Arachnos is classified as a heavy mech that starts out at Rank 3 with 16 energy. Arachnos has high energy, but is fairly squishy, making it somewhat weak holding the place where it stands in close ranges,but with its ability that spawns small spider turret that attacks enemies in its range Arachnos  can cover an area fairly well. Altough Arachnos sounds very strong, he has a very slow speed, which make its difficult to move from one place to another, making close range fighting somewhat difficult against bots specialized for close ranges. Arachnos ability is Spider Turret, this small and cute spider-looking machine gun turret will help Arachnos holding its ground when it spawns, and go back to Arachnos backpack after 10 seconds attack. Arachnos ability has 22s Cooldown.

How To Get
Arachnos is only available as the main reward of the Standard Derby Event for now, there still no confirmation when it will comes on progress path.

Mech Power Description
Classification: Heavy Mech (Max energy of 32 at Rank 6 Level 7)

Role: Attacker - Attackers are designed to support maximum firepower and can equip a range of heavy weapons.

Ability: Spider Turret - Deploys a small destructible turret. When an enemy approaches it, the turret will activate and attack.

Traits:

Zone Control: High Energy Capacity and powerful Area-Denial Ability allow this mech to easily hold ground.

Low Speed: Low movement speed and poor mobility make it hard to withdraw when out of position.

Strategy
Arachnos is a defensive mech to hold ground and defend areas, when you got the perfect place for Arachnos, you can easily hold the ground. This mech is a good platform for weapons such as longarm, railgun, and rocket mortar due to its high base energy.

Early-Game:
When you first get Arachnos He is with 16 Energy which is good you might want to give him a dual Longarm 8, Because that is what you might have or else if you don't want to then switch is to a dual Rocket Mortar 8 or else a rocket Mortar 8 and a Javelin Rack 4/6.Which is great for beginners only if you have 700 A-Coins to spare. This next one is my choice. A Rocket Mortar 10 with a Thermal Lance 6 It is cool and Budget-friendly.

Mid-Game:
Now that you are in Mid-Game you have 24-26 energy, you might want a nice and strong build able to hold ground, your best bet will be on a dual Missile Rack 8 or a Rocket Mortar 10 and 8. both are very nice builds and will instantly take all the tanks out if stuck together, you can carpet kill them with 13 missiles flying on their heads!

End-Game:
I nor any pro player would recommend Arachnos to be in your mech hangar for the end game but if you do your loadout should be a Railgun 16 and a Statis beam 16 as your max energy is 32 or maybe dual Disk launcher 12 the choice is yours