Last Updated: 6-Dec-2014


So the Hellbringer was just released for those who pre-ordered it and I was having enough fun to make a buttload of builds, so I figured what the hell let’s just go the extra thousand words or so and make it into a guide! So without further ado, I present to you, the Hellbringer.



The release of this mech marks a few firsts – first Clan 65-tonner, first ECM heavy mech, first Clan mech with actually pretty cool hardpoint locations, and first patch on a Friday in a long time if ever (wtfpgi rip in peace my schedule, though it was cool of them to do it for the 2.5xp weekend). Overall, it’s already secured a spot as the second best overall Clan heavy (which is impressive when you consider that it’s only losing to the Timber Wolf).


Chassis-Wide Information


  • Really nice hardpoint layout – powerful fully asymmetric builds are available, LT lasers are grouped very closely, head laser is actually above the head, overall it’s just a very solid setup which is rare in a Clan mech.
  • ECM. A lot of people would see this as being more important than hardpoints but, it’s not nearly as big of a deal as it once was. Which isn’t to say that it’s not absolutely bangin’, just not as important as things that make stuff go booms.
  • Favorable physical characteristics help out too. The hitboxes aren’t anything special, but it shares a similar profile with the Summoner (no surprise there, they’ve always looked like twins in every iteration of MechWarrior to me) which when paired with ECM can lend a bit of confusion to the battlefield which is always good. Furthermore, it seems a bit on the small side which can help too – and while the hitboxes aren’t amazing, it doesn’t have Awesome syndrome which is always nice. Unfortunately, the CT does seem to attract a lot of fire, but it’s nothing like the Dragon.
  • Decent enough pod space at standard clan heavy speed. At just-about-maxed armor, we’re looking at 23.5 tons of room for goodies, and 22.5 after adding the almost-mandatory ECM, which still puts it 2 tons ahead of the Summoner.



  • The lack of both endo and ferro really kneecap this mech in terms of what loadouts it can carry. You’re never going to (realistically) fill up the slots but you can fill up on tonnage very quickly. On the other hand, it seems to have enough tonnage for everything you need, just not a whole lot extra. Also, you can pretty much go crazy with heatsinks without slot limitations, making it so that you can fiddle with heat efficiency vs. firepower with a great deal of freedom.
  • The other glaring flaw in the mech is its lack of jumpjets. While it isn’t as huge of a deal these days, that lack of equipment does hold the mech back by more than its ECM makes up for.
  • While it has decently high hardpoints, the cockpit is somewhat unfortunately located. When hill-humping, there’s a good chance the enemy will see you before you can see them, and thus can hit you when you can’t hit them. Still, this situation is no worse than the Jagermech’s, so it’s not that huge of a deal, just rather annoying.
  • Definitely not tanky. The lack of armor from the Summoner can really be felt, and it really does feel like a 65-tonner, defensively. This limits your ability to brawl, which is compounded by the lack of serious missile hardpoints. Not to mention that your CT does seem to soak up more hits than it should.


Generic Tips

  • This mech is pretty effective, but it isn’t nearly as forgiving as the Timber Wolf. Watch your heat and play carefully for best results.
  • Abuse the ECM and high energy mounts as much as possible; poke a couple times and move on to a new spot, try not to be too predictable and you’ll keep them guessing.
  • This is a tip for a lot of mechs, but I feel it applies particularly well to the Hellbringer. You don’t have to be exposed for the full beam duration on laser builds. Obviously it’s optimal if you are, but if you can pull back without taking return fire before your beam is quite up, it might be worth it. It’s a judgment call, but remember that it’s an option.
  • Aside from that, it’s a fairly straightforward mech – just shoot good and don’t die.



For those of you who are not familiar with the general format, here’s how it goes (and it is different from the IS ones). Rather than identifying the variant and then going over different builds for it, we’re going to be identifying build archetypes (generally listed from long range to short) and customizing them to fit the variants, often coming up with a few separate versions of the same type of build which function differently in some way. Some Clan mechs (like the Summoner) share the same CT and so don’t need differentiation based on the variant, but others (like the Timber Wolf) have variants with very different center torsos and so a custom build for each of those variants must be made (if it’s getting a bit confusing, don’t worry it should all become clear momentarily). In general, the builds will be labeled according to their armament, but occasionally I will name a build if it is particularly badass. Also, the consumables I’ve listed are the ones that are best for normal play, but while leveling the mech you may want to swap the less important one out for a UAV, if you can afford to use consumables at all (they aren’t necessary, just nice). Now then, on with it!


This is the most obvious and most appropriate build for the Hellbringer. You’ve got pretty much all the weaponry for long-range engagements that you could ask for, and ECM to boot. I seriously advise against alpha striking, but as long as you stay within your ghost heat limit of 2 at a time, you’ll have nothing to worry about.

Obviously, you’re playing the range game with this mech. Stay on the backlines, stay as far away from the enemy as you can without splitting from your team, and just pew pew whenever you can. In general, you’re best off only firing when you have the opportunity to use all of your weapons – remember to stagger by a half second between two groups of two (and better safe than sorry). The heat level at which it’s safe to shoot varies depending on the map, but in general 50% is a safe spot and you can tease out where you’re comfortable. When you’re cooling down, you should be moving to a different, better spot to put fire down, or just staying down out of the enemy line of fire. Try not to ever go on resting heat though – your speed and range mean that you can dash around to positions where you should be able to get in free harass, and that’s what this mech is all about. In general, you want to poke over obstacles to the left of them, so that only your top-left quarter is showing, which is easier than it sounds. It’s not a hard and fast rule, but you should be either side peeking to the left or hill humping, peeking out to the right is just a bad idea.

Mech Modules (In order of importance): Seismic Sensor, Radar Deprivation

Weapon Modules (In order of importance): cERLL Range, cERLL Cooldown

Consumables (In order of importance): Cool Shot 9×9, Improved Air Strike


It’s a LRM boat. Not a great LRM boat, but it does the job and it has some backup firepower. Since the max missile hardpoints you can have is 3, the Hellbringer really isn’t a great candidate for LRM boat, but it’s playable so I figured I’d include it. Firing 3 LRM 10s does produce a bit of ghost heat, but it is really just a bit and you should fire them all together 90% of the time. This is a hot build so it will take some getting used to, but can be deadly nonetheless.

Like I said, it’s not the best option for a pure LRM boat, and so you shouldn’t play it like that. Your 3 cERMLs are just as reliable as your LRMs so you might as well poke with those too, relying on your LRMs when you need to take cover (which might be fairly often). Try to play it as a mid-to-long range support boat, and stay out of the brawl. You’ll be fine, it’s a LRM boat.

Mech Modules (In order of importance): Advanced Target Decay, Radar Deprivation

Weapon Modules (In order of importance): cLRM10 Cooldown, cERML Range

Consumables (In order of importance): Cool Shot 9×9, Improved Air Strike


This is very much a standard laser vomit build, but I think that this is the best build for the Hellbringer laser vomit, and probably the best build for it in open queue too. Would definitely recommend this for leveling. It can get a bit hot without double-basics, but so can everything. The huge advantage to this is that it is 100% left-side mounted, and aside from the arm the mounts are pretty solidly positioned.

This plays like a normal laser vomit mech in almost every single way, with two main exceptions. The first is that you have a fully left-sided loadout, so there’s no need to expose your whole torso just to get a shot off. The second is that you have ECM so you have more freedom in poking. What this means is that, instead of standing in the open and lasering anything that peeks out of cover like a derp, you can actually use skill to get good trades in. It’ll come with practice, but it can be very rewarding to out-trade a Timber Wolf. What follows will be a buttload of alternative builds to fit to different folks.

Mech Modules (In order of importance): Radar Deprivation, Seismic Sensor

Weapon Modules (In order of importance): cERML Range, cLPL Cooldown

Consumables (In order of importance): Cool Shot 9×9, Improved Air Strike

For the guy on the go that just needs to get the biggest alpha out possible, regardless of consequences! It loses two heatsinks for a cERML which I don’t think is a fair deal, but some might.

Weapon Modules (In order of importance): cERML Range, cLPL Cooldown

This basically just swaps out the cLPL for a cERLL and two heatsinks. Very simple conversion, and some people prefer it. I’m not one of those people, but maybe you are.

Weapon Modules (In order of importance): cERML Range, cERLL Cooldown

I think the title is rather descriptive, actually. Just combine the last two concepts of build.

Weapon Modules (In order of importance): cERML Range, cERLL Cooldown

No ghost heat, no limit to your utility. But less devestation than the other builds. Sorry.

Weapon Modules (In order of importance): cERML Range, cERLL Cooldown

The alpha ain’t great, but the heat is low, mate! I don’t know why I did a rhyme…anyways, this build has great sustained DPS cuz it has 29 DHS for just 6 cERML. I still prefer the normal laser vom at the top, but this is popular too.

Weapon Modules (In order of importance): cERML Cooldown, cERML Range


A combination of the Gauss Rifle and laser vomit. It’s fairly standard at this point, using one of the most heat-efficient weapons in the game with one of the least heat-efficient weapons in the game. Gets you a decent alpha, DPS, and cooling efficiency. The Hellbringer isn’t particularly great at it, but it ain’t bad either.

This plays a lot like the laser vomit, but with more front-loaded damage from that Gauss rifle. That generally makes it a bit less risky and easier to manage heat. Stay at medium range and focus on poking whenever possible, and you’ll be fine. It can be annoying to sync up the Gauss charge with the laser beam, but after a while you’ll get used to it.

Mech Modules (In order of importance): Radar Deprivation, Seismic Sensor

Weapon Modules (In order of importance): Gauss Rifle Cooldown, cERML Range

Consumables (In order of importance): Cool Shot 9×9, Improved Air Strike


While this isn’t (in my opinion) on the same level as many other builds, it can certainly put out some hurt. Taking a similar approach to the Gauss build but it trades concentrated firepower and low heat for higher DPS, this can be a real threat on the battlefield if the pilot is capable. The heat is an issue, but when the lights start to flash, you can stop firing your lasers and stick to the UAC/5s while you cool down.

The playstyle of this build is similar to the Gauss vomit, but a little more aggressive. You want to be using a firing line to your advantage so that you can spam the shit out of your autocannons without any break in your DPS, and only back off if you’re getting focused by the enemy team (which will let you cool down so that you can go back to using your lasers, too). It syncs up well with the Dire Wolf as well, so you can use them as a distraction or as straight-up cover. Just be careful about your heat, and try to distribute damage as much as possible.

Mech Modules (In order of importance): Radar Deprivation, Seismic Sensor

Weapon Modules (In order of importance): cUAC5 Cooldown, cERML Range

Consumables (In order of importance): Cool Shot 9×9, Improved Air Strike


I’ve been rather enjoying this build. The 22 DHS are enough for the 6 cERMLs which make up the vast majority of your firepower, and anyone who gets too close gets 24 damage to the…wherever RNG-sus feels like sending it. Plus you don’t have to dedicate tonnage to BAP because you’ve already got ECM anyways!

Spend most of your time poking with your lasers, using the missiles as a backup weapon for curious lights and scary bigs. You really don’t lose that much mid-range firepower, and it plays a lot like the regular laser vomit build(s). If nothing else, those streaks should help keep lights scared enough of you to think twice before jumping on you, and if they do you can leg them pretty damn fast.

Mech Modules (In order of importance): Radar Deprivation, Seismic Sensor

Weapon Modules (In order of importance): cERML Range, cERML Cooldown

Consumables (In order of importance): Cool Shot 9×9, Improved Air Strike

Same concept, but with regular SRMs instead of streaks. So you’re less scary to light mechs, but more scary to big ones! A more traditional hybrid build, and still very effective.


Man, if these lasers weren’t so short-ranged I’d think this build was a perfect fit for the Hellbringer. As is, you still get a great combination of firepower, DPS, and sustainability. The low beam duration means poking is less risky, and this mech could really use some of that. You do have to get closer than with a normal laser vomit build, but that can pay off big time when it comes to getting your damage all in one spot.

You still want to focus on left-sided poking, but you’ll be doing it more frequently and at a shorter range. This means that you’re more likely to get shot, sure, but the reduced beam duration mitigates that risk a bit. Only pick on one mech at a time (try not to draw agro) and go straight for their juicy bits – most mechs should only take a few alphas to core out through the CT.

Mech Modules (In order of importance): Radar Deprivation, Seismic Sensor

Weapon Modules (In order of importance): cMPL Range, cMPL Cooldown

Consumables (In order of importance): Cool Shot 9×9, Improved Air Strike


I love the Small Pulse laser. When it comes to close range fighting, it can be just amazing; its DPS to heat ratio is incredible for Clan tech. Like I noted earlier, the lack of serious missile hardpoints and its mediocre hitboxes and armor make the Hellbringer poorly suited for brawling, but sometimes that’s just all you wanna do. And it’s got the hardware, at any rate. You’ll stay fairly cool in the heat of the battle, and you’ve got the DPS to back up your sweet alpha strike.

Always be twisting, try to shield with that right side as much as possible – your missiles are cool but the beams are what your build relies on. Try to disengage when you get focused so that somebody else takes the heat, but never stop shooting if you have a choice. You’ve just gotta be patient and content with supplying your team with an ECM bubble for the first part of the match, and save your fury for when everyone’s already engaged.

Mech Modules (In order of importance): Seismic Sensor, Radar Deprivation

Weapon Modules (In order of importance): cSPL Range, cSRM6 Cooldown

Consumables (In order of importance): Cool Shot 9×9, Improved Air Strike

This is the same exact playstyle, but forgoes the ECM and energy weapons for a more traditional ballistic & missile build. I don’t think it’s as good as the SPL version, but it’s worth a go.

Weapon Modules (In order of importance): cLB20X Cooldown, cSRM6 Cooldown


Pilot Skills

I’ve figured that this is the best skill order for pretty much any mech, and so I’m just going to customize it for mechs that have to emphasize unusual pilot skills.

Basics: Cool Run – Heat Containment – Hard Brake – Kinetic Burst – Twist Speed – Twist X – Anchor Turn – Arm Reflex

Elites: Speed Tweak – Fast Fire – Quick Ignition – Pinpoint

Then just master it. I only plan on keeping one, but you might want to keep more in case of community warfare or to keep multiple builds going at a time. It’s up to you, but none of the CT’s are unique.


And that’s that. I hope you enjoy your mech, let me know if you have any questions, and as always glhf

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