Ranking the Mechanical attackers is a bit different. I'll explain further down.

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Here are all the Mechanical monsters ranked from strongest AoE attack damage to weakest:

  • Exo Skeel
  • Super Dan
  • General Holter
  • Megapolaris
  • Terroriser
  • Arcade
  • Stinger S1
  • DAD Unit
  • Ultrabot
  • Dr. Hazard
  • Master Skeel
  • Mechamancer
  • Annihilator R2
  • ML-1 YAMATO
  • R.O.F.L
  • C.Y.M.O.
  • M-2 WYVERN
  • Toy Master
  • Monster D. Vice
  • Mr. Scratch
  • The Sentinel
  • Timerion (deals no damage)

Here they are ranked from strongest single target attack damage to weakest:

  • M-2 WYVERN
  • Super Dan
  • Terroriser
  • Arcade
  • Annihilator R2
  • General Holter
  • Megapolaris
  • Stinger S1
  • ML-1 YAMATO
  • R.O.F.L
  • Exo Skeel
  • Ultrabot
  • DAD Unit
  • Master Skeel
  • C.Y.M.O.
  • The Sentinel
  • Monster D. Vice
  • Dr. Hazard
  • Mechamancer
  • Toy Master
  • Mr. Scratch
  • Timerion (deals no damage)

The reason the Mechanical attackers are different is that almost every one of them has an ability to increase their damage output: damage boost, double damage, and/or magnetize (but be careful with magnetize! You don't want it to wear off before you can get your attack in). All of them, just about, require using a skill to give themselves the boost, then on the next turn unleashing their strongest attack. With applicable boosts factored in, the rankings shift somewhat.

Tier 1:
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Terroriser possesses the abilities to double his damage AND magnetize the enemy. Just factoring in his double damage boost, puts Terroriser WAY at the top of the list for strongest single target attack. He's also immune to magnetizing, a not entirely useless trait in a Mechanical war, where just about every monster can magnetize. In addition to brute strength, he can also give himself precision and make an enemy bleed.

0_1501202957816_General_Holter_3.jpg
When General Holter activates his own double damage, his single target damage isn't quite as strong as Terroriser's but he just edges him out in AoE damage. Naturally, he can magnetize enemies and he can burn single targets. As a general, his Tough trait is one of the best. There's really not an astronomical difference between these two, although General Holter is slightly faster.

0_1501203798367_Super_Dan_3.jpg
Super Dan gives himself a damage boost and then can unleash a massive single target attack: 75 metal damage! He can also deal 45 unresisted special damage to all enemies, a rarity. If you can pair him with a monster who can grant him double damage, he flies to the top of this list. But without that, he will do less damage than General Holter and Terroriser.

Tier 2:
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I was sad when they nerfed Arcade's power. Anyway, his increased damage comes in the form of magnetizing the enemies and then following it up with strong metal-based AoE and single attacks. Also, he's immune to being magnetized. In addition, Arcade can stun a single enemy (with two separate skills) and drain an enemy's energy while refilling his own. It's always nice to have some denial skills tucked away.

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Megapolaris is neck and neck with Arcade as far as damage output. He too magnetizes all enemies (and is immune to magnetizing himself) followed up with strong metal-based attacks. He can also give a shield and damage return to an ally.

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Stinger S1 isn't far behind Arcade and Megapolaris in damage output. Like them, he magnetizes all enemies and then hits hard with metal-based attacks. But he also burn, poison, and blind single targets. And he's immune to possession which is helpful if you're facing off against magic and dark monsters.

Tier 3:
0_1501260127048_DAD_Unit_3.jpg
We're starting to deal less and less damage with D.A.D. Unit. He magnetizes all enemies, can give shields to allies, and can stun a single enemy (with a zero turn cooldown). His Hardened trait is decent, but he just lacks something to really rank him higher.

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Annihilator R2 doesn't deal much less damage to single targets than D.A.D. Unit, but deals much less AoE damage. He also magnetizes all enemies and can stun a single target. In addition, he can burn all enemies for some DoT. Like D.A.D. Unit, he is also Hardened.

Tier 4/Honorable Mention:
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There is a good argument to made that I should rank Exo Skeel higher. His base AoE damage is way stronger than any other Mechanical monster. He was also a cheap staple in the Team War Shop, meaning many folks will have a ranked up version. The reason I've put him here though is because he's not guaranteed to be in the Team War Shop anymore and he cannot boost his own damage. If you can pair him with someone who can double his damage, Exo Skeel can possibly eliminate the entire enemy team in one go. He can also stun single targets. If not paired correctly, Exo Skeel isn't the best.

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The Sentinel? But look at where he is in the ranking! I know, right? Run the following skills (in this order in battle): first, Execution Overload. This will give himself THREE extra turns with double damage for each of those turns. Of course, the drawback, he'll die after the 3rd. After this, run System Override; this will magnetize all enemies (so now you're dealing +150% damage!). Then run Invasion Drones (from skills group 1). This deals low base metal damage of 25 to all enemies. This still leaves you with one more turn to attack. Unfortunately, this setup is really only good against much weaker opponents (with weaker runes) or later on in a battle after the enemy has already taken some damage. It's a good finisher (especially if you can finish them off without using that last fatal turn). He's also Hardened making it less likely to be hit with negative effects before he can attack. Lastly, another must-have skill reboots all enemies.

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Honorable mention to M-2 Wyvern who blows everyone else out of the water with the highest (by far) single target attack (80 special damage), although he doesn't impress with his base AoE attack. While he can burn enemies, stun a single target and drain 50% stamina from all enemies, he can't increase his own damage output. You'll have to pair him with a supportive monster who can increase his damage if you want him to be of any use.

Others:
0_1501261803932_Ultrabot_3.jpg0_1501261815698_ML-1_YAMATO_3.jpg0_1501261825115_CYMO_3.jpg0_1501261833880_ROFL_3.jpg0_1501261843002_Dr_Hazard_3.jpg
Ultrabot and ML-1 YAMATO are attackers, just not very good ones. C.Y.M.O. and R.O.F.L. are denier/supporters. Dr. Hazard is an interesting supportive monster (making enemies weak to just about every element).

0_1501261973640_Mechamancer_3.jpg0_1501261979639_Master_Skeel_3.jpg0_1501261989221_Monster_DVice_3.jpg0_1501261995721_Mr_Scratch_3.jpg0_1501262004514_Toy_Master_3.jpg0_1501262010503_Timerion_3.jpg
Mechamancer, Master Skeel, Monster D. Vice, Mr. Scratch, Toy Master, and Timerion are all deniers.

Like I said, the Mechanical attackers are different from other attackers. What do you think? Am I looking at them wrong?