A melee boss needs a way to reach the enemy and stay in weapon range. Start with two melee weapons for Buzzkill, use a suitable pursuit Brain, and choose mobility or displacement support to reduce time spent chasing.
Build for contact time
Two melee weapons activate Buzzkill for a 15% melee damage increase. A dual-saw plan emphasizes repeated pressure, while a hammer introduces a slower committed hit and knockback. Neither plan benefits while the target stays outside reach.
Hunter is a sensible first preset to investigate for pursuit. Watch actual movement after equipping it: carrying weight, chassis speed, damaged mobility and enemy control effects still influence whether your boss can close the gap.
Choose support around the failure
Thruster increases movement, while Magnet or Grapple can help draw an opponent closer within their respective operating ranges. Hammer with Magnet or Grapple activates Wrecking Ball, shortening the hammer wind-up. These support parts occupy space and weight that could otherwise go toward a different plan.
For a slower durable approach, Treads or Spider Legs with Armor activates Juggernaut. This adds core health, but a durable machine that never reaches its opponent can still lose to the Campaign clock.
Use Dash as an opening
Dash changes sides and can create rear exposure. Time it when the enemy has committed to an attack or when repositioning lets your weapons resume pressure. It does not grant blanket invulnerability.
After a loss, distinguish three cases: you never reached the target, you reached it but lost the damage exchange, or you lost a key attachment. Adjust speed or control for the first, weapon/support balance for the second, and durability or timing for the third. Repeating the same build with more levels gives less information.
