MOBILE SUIT GUNDAM BATTLE OPERATION 2

MOBILE SUIT GUNDAM BATTLE OPERATION 2

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Mobile Suit Overview (Generals)
От С Г エ χ
This is a quick overview of the general units currently in the game. It's meant to serve as a fast introduction to what they can do and if they're any good or not.
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100 Cost
Zaku II
That's right, it's THE Zaku II. The original grunt. Just like in the show, it's not good. Sorry.
Upleveled: Hey actually this suit is better at 250 and 300 than how it was at 200 cost. It still has pretty huge glaring weaknesses, like being incredibly slow and lacking a dodge roll; but with the stronger grenades, overtune parts, lv4 enhancements, and a higher level MMP80 mg, it's actually not just something you can ignore.

GM
Don't get cocky GM fans, the base model is also terrible. Even if the beam spray gun is arguably better than the MMP80, having garbage tier vulcans isn't an improvement over the grenade.
Upleveled: Because it has a shield, the HP it gets at higher levels isn't as good as the Zaku, and while the range increase on the beam spray gun is useful, the vulcans are not. Don't bother

GM Trainer
Essentially the early 'meta' 200 cost pick, GM Trainer has the very basic building blocks of what you need to succeed as a "blu-zook". A stun, melee combo, and a dodge roll. The perfect suit for beginners at 200.
150 Cost
Zaku II FS
With skills more befitting a raid (Power Accel, Maneuver Armor, Priority 3) this Zaku has some of the strongest melee damage at 200 cost. If you want to practice using MA on general, this is a decent pick for 200.
Upscaled: While the axe still scales well compared to other generals, it's not getting any faster, and its ranged options are pathetic.

Ground Type GM
Another seemingly generic blue zook, this GM actually lacks a second melee swing, and makes up for it by having tackling buffing skills, able to do more total damage compared to something like GM trainer. Fairly high shooting stat, it's sometimes taken as a machine gun unit.
Upscaled: Because a lot of Ground Type GM's damage is from tackling, it actually scales quite well in that regard. You're still a slow unit with a limited weaponset, however.
200 Cost
GM Camouf
Greetings fellow GMs, have you seen any Zeeks around here, haha? Warcrime GM is a special unit with no defensive skills, instead getting false beacon, which makes it show up as a friendly unit on enemy radar within 300m. Slow, terrible defensive stats, GM Camouf does get a trio of three mostly unique main weapons to choose from, and even gets a backup sturmfaust. Its unique machinegun has a nearly unheard of 350m range, but most people just go for the anti-ship rifle (for a good reason).
Upscaled: It's fine, maybe, at 250. Unfortunately people sometimes will take it at higher levels. Just play a support, please.


Zaku Recon Type
A ranged focused general, Recon Zaku doesn’t have a melee weapon at all, forced to brawl it out with fists (but does get flipper’s two-hit downswing). Befitting its recon moniker, it has a special camera gun that can take lewd upskirts of enemy mobile suits, marking them on allies’ HUDS with a minor damage bonus. It also gets a chaff grenade, but the main selling point is having access to the Long-mg, normally a weapon made for a 300 cost support. This gun alone can easily carry the entire suit, able to repeatedly stun the slower units it will typically fight.
Upscaled: Works fine at 250, is great for countering Agguguys. At 300 suits are faster, and the MG’s performance against faster moving targets is not ideal at all, and most recon players just end up annoying supports rather than doing any real damage.


Zaku Desert Type
If you think low cost generals are all way too boring, this Zaku bucks the low cost trend and has a full set of ranged weapons, even if they aren’t all amazing. While it lacks a second melee hit, you still have a dodge roll and you get Anti-stealth lv1. A solid pick.
Upscaled: Anti stealth at 250 is useful vs Agguguy, but this suit simply doesn’t offer enough to be useful at 300. When it hits 350 it gets level 2 enhancements, and can still be viable with overtune parts, but keep in mind it’s way slower than other 350 generals and lacks multiple stuns.


Zaku Minelayer
A very funny space only zaku that can lay out a trail of explosive treats from its backpack. More of a gimmick unit than something meta defining, with enough practice it’s possible to quickturn and lay mines after scoring a knockdown. It’s also very easy to get mine hits by spitting them out in the direction of the enemy after rolling away from a stun.


Zaku IIS
The Commander type zaku II. An interesting all-rounder suit, this zaku has both manuever armor AND dodge roll, mostly underheard of for a low cost general. It pays for this by having pretty low HP however. It can also take one of the grenade equipped machine guns, and has an above average heat hawk (single swing). Not entirely popular, and is only available with Recycle Tickets.
Upscaled: I rarely see them, and they still have low HP for the cost.


GM Kai
A terrible suit that you're only ever going to use if you want to beam low cost dudes with the Double Beam Gun(DBG).
Upscaled: It's a funny gimmick, not very good though.


GM Nighseeker
For the most part it can be seen as an upgrade to GM Trainer, but is sometimes taken to be used as a machine gun suit. Not a lot to say, has some gimmick skills like glide and anti-stealth that rarely come up.
Upscaled: If you want to be useless
250 Cost
Zaku Marine-Type
Part of the aqua revolution, this unit singlehandedly changed the 250-300 meta from one of blue-zooking to being more neutral based. A unit with a strong MA breaking main weapon, and what feels like nearly infinite shoulder missiles. Getting knocked down while in sight of a team of these equated to instant death. Has good HP and above average defenses, and despite being a ranged powerhouse still gets a boosted (1400pwr) unarmed weapon, better combo poration, and increased downswing power. Very good.
Upscaled: This unit gets incredible HP scaling to get along with it's already decent defense stats. While usually slower than equal cost generals, it's still very good at 300, falls off more at 350.

Zaku II Kai
A ranged focused frontliner; The only reason this suit ever saw widespread play is because it used to be given out for free to new players. Has a grenade and can take the MP80[GN]. Not particularly good.
Upscaled: Poor weapons, no real focus. Isn’t good at all.

GM (Cold Districts Type)
One of the first dedicated MG units that isn’t mediocre, this GM gets a unique MG with short range that will absolutely tear units apart if they’re getting hit. It even has a grenade launcher so it can still get stuns off. Is balanced by the fact that it has MA instead of a roll, and only a single saber swing. It does however have abnormally high boost speed for a low cost general.
Upscaled: Partly because of a strong weapon, and partly because of having already high boost speed, this GM is easily useable at higher levels.

GM Command
Former meta general, the changing of the times have not been kind to GM Command. Although its HP nerf was reverted (and even increased), GM Command simply doesn’t offer anything other than a strong saber and a bazooka. While the beam gun was buffed it’s normally used by a different suit. Ok for beginners.
Upscaled: don’t do this

GM Command Space Type
Better than its ground counterpart, mostly because there’s not a lot of choices in space, even less with space compatibility. Has higher ranged mod, but loses any real stuns if using the beam gun.
Upscaled: It’s fine I suppose at level 2, simply because there aren’t a lot of choices, even for a basic general.

Armored GM
Kind of a generic name, Armor GM is the earliest you can get a suit with hover movement. With hover suits you have more momentum in your movement, which greatly changes how you approach melee combat. While you might have heard the advice to always take a bazooka over a machine gun, that does not apply to this suit. Low HP, basic saber, and a pathetic melee mod, there’s no reason to take a bazooka here. Instead you can use either the modified 100mm or the GM command beam gun. With the buffed Beam gun, the suit can often do considerable damage to the low beam defense units you will normally be running into, however you it’s pretty much impossible to stun anyone on your own. While the 100mm mg is normally derided, at least the modified version is quite accurate, even up to its maximum range and will be able to stun units; this is even easier if you open up with a grenade hit first.
Upscaled: The level 2 version is the one I’ve played the most. It’s still quite viable at 300, but lack of weapons and awful HP scaling (500 a level? Wtf) prevent it from being competitive anywhere else.


Dra-C Custom
The general answer to the raid Dra-c. You get an upgraded sturmfaust, the same saber (to include the dashing downswing) and a greatly upgraded chaingun. In exchange, durability and mobility have been sacrificed, though you still have both a roll and MA. The gattling is accurate, with an above average range, great DPS, and high stun per shot. Dra-c Custom can deal with all sorts of situations; but obviously the low HP and melee defense can lead you to quickly dying when mistakes are made. Turning speed is actually quite low for a fast general.
Upscaled: Still plays extremely well at every level, even at level 3. Good HP scaling to make up for its low base.
300 Cost
Aqua GM
The meta defining general of 300. Armed with a Harpoon gun that puts most beam rifles to shame, and a heavy stagger whip to follow up stuns; this general is effective at multiple ranges. Even has shoulder missiles similar to Marine Zaku for grounded follow ups or long range pokes. Easily the best all-purpose general at 300. Can also equip a multipurpose Torpedo launcher instead of the harpoon gun.
Upscaled: Works fine at 350, though is a bit slow. Way too slow for 400.

Gouf (VD)
The previous meta king of 300, this gouf is similar in that it stuns into a whip -> downslash. Unlike Aqua GM however, you have no real other ranged weapons, but do have several advantages such as: double rolls, good saber with strong sweeping downswing, a shield, and higher mobility. Is still a very good suit, but is forced into close combat, unlike Aqua GM.
Upscaled: Still fairly popular (and good) at level 2, hard sell at 400

Efreet
The third most popular general, Efreet is a dedicated close combat general; armed only with a shotgun, sword, vulcans, and a smoke launcher. Picked for its ability to easily destroy general legs and raids alike, Efreet is good at what it does, and absolutely useless at everything else. If zoned out this suit can do nothing but attempt to flank. Below average HP with no shield.
Upleveled: Much better durability at level 2, though it’s difficult to play higher to due a lack of tools.

Gouf Heavy Arms Type
Previous clan/event suit, this is short/medium ranged focused Gouf. Great defensive stats and HP, unarmed melee, a unique shotgun like attack; this Gouf is a strong frontliner against generals and raids both. While the bazooka is popular, the machine gun hands are very strong (if poor stunning weapons), and you already have two other instant stun sub-weapons. Very strong pick for maps like impact and jungle with the hand MG.

Zaku II R-1A (High Mobility Type)
An old gen, but has managed to age gracefully, this Zaku II is almost entirely ranged focused. Armed with the “boombox” missile launcher, you’re able to shoot 4 large sized rockets at once, each with the ability to stun, or multiple can break MA. Combined with above average grenades and a decent sub-mg, Hi-mob zaku can easily punish other generals and raids from a favorable position. You even have quite good boost speed for a low cost general and one of the first to get forced injectors. All this does come with a price: low turning speed, 1 hit melee only, slightly low HP, and oversized leg thrusters make your legs particularly easy to hit. While the sub mg isn’t a great source of dps by any means, a range of 250 means that you’re often able to stay out of harms way and punish other suits who are out in the open, combined with a very large magazine and pretty good stun build per shot. Do not attempt to trade vs supports. Overall a very good unit if you want a ranged focused general.
Upscaled: I’ve played this suit far more at 350 and 400 than 300. It’s quite good at every level it is available at, though obviously at higher costs there’s a lot more generals who can shoot at you. Gets a speed and turning buff at 400.

Zaku Half Cannon (MB)
One of the noisy fairy units, this Zaku is essentially a blue support. You’ll be taking a back or second-line role and provide fire support for your team. Unlike supports however, you’ll be able to do serious damage to any raid who thinks they can just use maneuver armor to close the distance. Like the standard half cannon, nearly all of your weapons are stationary, meaning if you position or trade poorly: you’re going to have a very bad time. Just like a support, you have no defense stun resist skills. You do have a few advantages over the support version, a small shield, an actual heat hawk instead of being unarmed, special sonar skill that can provide stealth detection to allies, and to top it all off: the AA zaku mg. This is a HUGE improvement over the garbage zaku mg that the support is forced to use, giving you some real poke potential and another source of easy MA break. An effective blue support, as long as you’re paying attention to your own team comp, and not taking it to maps where It has absolutely no role being, like ruined city.

Zaku I GS
Fulfilling a similar role to Efreet, this MS has temp stealth, a bazooka, sturmfaust and a crazy strong for cost heat saber (1 swing). While it lacks the zeonic shotgun, having a whole extra stun weapon, better durability to include a shield, and Observation Support skill, make it a viable alternative. Not nearly as good in a dedicated anti-raid role, but effective as an offensive flanker/front liner.
Upscaled: Still good at lv2. Not enough tools for lv3.

Zaku II Kai (Friz Helm)
Powered by German spirit, Fritz Helm swaps Zaku Kai’s range stats for melee ones, and the grenade for a sturmfaust. Its also one of the few low-cost units with a double. Unlike Kai who struggles to have a place in the game, Fritz helm is a beefy front liner with very high melee modifier, lv3 Tackle, and an enhanced counter animation. Boost speed is a little slow for a melee focused unit, however. Definitely a good unit since it’s been buffed.
Upscaled: Still very beefy at lv2, weak base weapons don’t scale well at all. Probably just stick with VD Gouf above 300.

Zaku II F2
A strong all-rounder unit, having three stuns, a strong primary anti-air MG, and a decent melee weapon. Has all the basic general skills like a roll, balancer, 2 hit melee. Below average HP for cost, especially for a unit lacking a shield, weak counter animation. Turning speed is also a bit low for a general, which can lead to difficulty in close range situations. F2 Zaku is a good reflection of your skills, able to adapt to different situations effectively. Overall, even with the introduction of newer units, still good.
Upscaled: If you love to use the AA gun, this suit is still quite effective at lv2. Level 3 is a harder sell, but multiple stuns and good scaling on the AA gun and the ability to stop raids can keep it viable. Lv4 however…. For a shield-less suit the HP isn’t great, defenses are a little below average, both walk speed and boost speed are not good at all, along with the terrible turning speed. Can be fun to play around with, not good for winning unless you’ve overdosed on rare overtune parts and psychoframe.

GM (White Dingo Team)
Unimpressive stats, weak weapons, this GM exists for one purpose. Wielding the over sized Prototype Beam rifle. At level 1 it has a whooping 5600 power, which tends to equal instant leg breaks on raids, and perhaps even generals at times. You do however have to charge it up for 5 seconds and it takes 40 seconds to reload. More of a meme rather that a real suit. Most effective as a dedicated raid hunter.
Upscaled: Maybe passable at lv2.
300 Cost, Pt2
GM II
An incredibly boring blu-zook frontliner, GM II has above average stats in exchange for a weak saber and low total weapons. It is however the lowest cost general that can use an instant stun beam rifle, or it can even take the Aqua GM harpoon gun. Bland, but effective.
Upscaled: Isn’t even competitive at 350.

Dom
An aggressive blu-zook, Dom only has 3 weapons, no shield, a large hitbox and good speed. It’s not the kind of suit that’s easy to play, or to be honest, not very good at all. While the Dom can use the flash beam boosting, it’s easily thwarted by shields, and of course does nothing unless the enemy mobile suit is facing you. If being an OG Dom pilot burns in your heart, this suit is playable, and I’ve seen good players make it work. Such perversion is beyond most, however.
Upscaled: Gets Lv4 enhanced tackle at level 2, and increased speeds at lv3 and 4. It’s even worse upscaled, but if you’re playing this suit you’re either beyond help or on a different level of newtype than most players.

Dom (Tropical Test Type)
Hey, here’s a Dom that’s actually reasonable to use. It has low HP for a suit of its size, average defenses, and unimpressive offensive stats. TTT Dom makes up for this by having an assortment of good weapons, good skills, and impressive mobility stats. It gets one of the best low-cost bazookas, above average grenade, and a subweapon MMP-80 that’s only slightly weaker than the actual main weapon version. The suit’s biggest strength is the massive 230% downswing modifier it has on the sliding thrust (which it also has stun armor on). This suit also gets extra part slots compared to other suits in the same cost. General that is both fun and effective.
Upscaled: HP is still low for 350 but is still effective with good base weapons. Lv3 gets a much larger HP boost but isn’t really played.

Gundam Ground Type
Available through Recycle Tickets only, Ground Gundam is a ranged focused general, able to use the ground gundam charge rifle, like GM[WD]. Pretty good defensive stats, though boosts a bit slow. Has a back-up stun in the form of the flash-flare, like the Dom’s chest beam. Sometimes taken with the bazooka and played with melee parts. Kind of unimpressive overall.
Upscaled: Garbage. Don’t do this.

Zaku IIG High Mobility Ground Type
Possessing neither high mobility nor anything approaching a good weapon set, this Zaku is better left ignored. Although it has a fairly high melee stat, only one mediocre stun option means that this suit is already at a disadvantage over all the other blu-zooks at 300. Hard pass.
Upscaled: lol, lmao

Rick Dom
Dom, but space.
350 Cost
Act Zaku
A similar unit to GM Command, in that both were thin frontliners punished for former meta-crimes. Unlike GM Command, Act Zaku never had its nerfs reverted. It has incredibly low HP, worse than 300 cost units, and its main stun beam rifle was also nerfed. It did receive some melee buffs, however. Very high walkspeed on a thin frame with no strafing/backwards movement penalties. Can take a unique machine gun with very high DPS, but lacks a good stun. Overall, not a great unit, but passable
Upscaled: Has pretty good scaling, but a small loadout doesn’t really offer enough to be viable.


Gatsha
A very unconventional general with a large, wide hitbox. Gatsha has pretty amazing defensive stats and HP, along with decent boost speed, it does walk slow for a general however. Gatsha’s biggest selling point is its powerful and unwieldly hammer gun, a ranged heavy stagger that can be quite awkward to aim and hit with, especially against smaller suits. To back up the hammer gun are missiles pods that happen to be deceptively powerful with a very fast reload time. The travel speed is not that good, but they do have a high stagger value and can be used while boosting. While only having those two ranged weapons it is backed up by absurdly powerful claws (2200 power), something really only seen by generals at 500 and above. While on paper all of these are very good advantages, a few things do need to made clear: You’re a big target without maneuver armor, you lack a standard instant stun, and it can’t be overstressed at how awkward hitting the hammer can sometimes be. If you’re willing to learn this suits peculiarities it’s definitely viable and quite powerful.
Upscaled: This suit isn’t even popular at level 1. Scaling isn’t particularly high, but good base stats already mean that it scales well.


Ez8
The generic blu-zook of 350. Has a strong downswing and strong saber for 350. Bland and for people who are boring.
Upscaled: trash

Gouf (Test Flight type)
The first suit that can take to the skies, this Gouf is a ranged skirmisher who’s main source of damage is following up stuns with a rocket barrage. Plays very unlike normal suits, can be difficult to deal with for suits that don’t have much in the way of ranged weapons. Strong on maps that offer a lot of vertical cover or elevation changes for it to hide and recharge thruster on. Was eventually nerfed for meta crimes. While the machine gun hands have decent stun build, they’re a bit inaccurate at max range, if you want better damage you have to shoot them closer. Still viable on favorable maps.
Upscaled: Has absolute trash stat scaling, though for whatever reason the hand MGs get a 25% power increase. Still not good at lv2.

Gelgoog (Mass Production Model)
A very old general, Gelgoog has good HP values and extra part slots compared to others in the same cost. It even has a strong melee weapon and a powerful beam rifle for cost. On paper this all sounds good, but the beam rifle is good for damage, not stuns, and doesn’t have any other backup stuns and the only other ranged weapon is a mediocre grenade. Used to be a viable pick when Mountain was back in the map rotation. Zaku Stutzer was the final nail in the coffin for ol’ Gelgoog.
Upscaled: nyooooooooo


Waterproof Gundam (aka Aqua Gundam, Underwater Gundam)
Technically a GM, but who cares! Aqua Gundam was part of the trio of newer low-cost aqua suits that significantly affected the meta (Zaku Mariner, Aqua GM+Gundam). It was also the most egregiously broken out of all of them. Eventually nerfed, by slashing its wrist harpoons stun rate by about half. Still incredibly powerful, with well balanced stats. Unlike the Aqua GM, it has 2 hit melee and trades in the slightly awkward shoulder rockets for an easy-to-use volley shot exploding harpoon. It can use the multi-weapon torpedo launcher, or its own unique beam rifle that has positively phenomenal stats for a 350 machine. While its boost speed isn’t amazing for a 350 unit, it’s still much better than the majority of 300 cost units with the bonus of better water performance. It even takes less damage if shot in its back thruster pack. Still retaining the whip claw of Aqua GM, the Aqua Gundam remains a threat at any distance.
Upscaled: The weapon/stat scaling Is average and nothing to write about, but it’s still very much a good unit at 400 due to flexibility and good hangar enhancement bonuses.

Zaku II Stutzer
The other king of overloaded general kits at 350, Zaku II stutzer is another general with plenty of weapons effective at multiple ranges. At least two instant stuns, a charging beam rifle with even higher damage than the gelgoog rifle (with worse heat efficiency), and a heavy stagger whip. Way above average HP and chest damage reduction means that it’s not a fragile suit either. Only real weakness is slow turning speed.
Upscaled: Normal scaling means that this suit is still very good at 400.

GM Intercept Custom (FB)
The standard space meta general of 350. While having poor HP and quite bad offensive stats, it makes up for this with high mobility stats and a varied weapon loadout. Twin zooks for stuns, backed up by missiles, vulcans, and a beam spray for MA break. Lunging type downswing is very useful in space, even if the saber is quite weak for cost. Does not have a dodge roll.
Upscaled: Not really great due to a weak saber and generally low offensive stats, combined with a lot of other viable space generals at 400.

Slave Wraith
Essentially an “upgraded” ground gundam, this suit trades in totally unimportant skills like 2-hit melee and dodge roll for false beacon, anti-stealth, and splash stun resistance. Not really a good suit.

Zogok
If you’ve ever wanted to counter raids by punching them to death, this suit is for you. Above average defenses and HP, includes a head buffer and maneuver armor+roll. Very good walkspeed, even boosts decently fast. Ridiculously strong punch, good power heat saber, enhanced power sturmfaust. All of this sounds too good to be true, but your melee hitboxes aren’t particularly big and the sturmfaust is your only instant stun. The boomerangs do stun fast, but because you’re stationary it’s very hard to chain them into a melee confirm. Despite a low ranged stat, if you’re hitting with the boomerangs they actually can do some decent ranged damage, and do extra leg damage. Zogok isn’t a bad suit by any means, but its unconventional weapons aren’t easy to play.
Upscaled: Great hp per level, normal defense scaling, gets huge melee buffs at lv3, even gets higher boost speeds at level 3 and 4. Is it a good suit at those costs? Well, not really, but man you can do a lot of damage. Boomerang has pretty high scaling too.
350 Cost, Pt2
Dom Tropen
The 350 general representative of the Dom family, unlike previous Doms, Tropen is firmly ranged oriented. Sometimes ranged skirmisher, sometimes aggressive shock unit; Tropen uses it’s decent HP pool, high ballistic defenses and amazing mobility stats to control spacing and outmaneuver slower generals and supports. Being equipped with both maneuver armor and a roll lets it play aggressively if needed. High ranged stats, three stuns and a back-up MG, Tropen played well is a threat to all kinds of units. Your saber isn’t strong, you have no melee scaling, and only one swing; but that doesn’t mean you shouldn’t use it. A good suit.
Upscaled: Good HP scaling, very good scaling on the Raketan bazooka, and high ranged gains per level mean that Dom Tropen can still easily be a threat, but is no longer one of the faster suits around at higher levels. Your size and low beam/melee defense can also end up being quite punishing. Viable, if harder to play at higher costs.

Powered GM
The other blu-zook of 350, Powered GM loses the stronger downswing and priority of ez8 in exchange for much improved mobility stats. It’s the earliest a suit is able to cancel jumps or falling mid air with a boost. Can equip the unreliable GM Rifle, a machine gun with good range and high (paper) dps, but has to be controlled or is incredibly inaccurate.
Upscaled: Not really great, but tends to get a lot of offensive stats per level. Gets Enhanced tackle at lv4. Can do a lot of damage especially with overtune parts, at the cost of having barely any tools. Still not very good.

Rick Dom II
Able to be taken on both space and ground maps, Rick Dom II is closer to the standard Dom in how it plays compared to Tropen. Despite having access to three instant stuns, being a large suit without maneuver armor and slow turn speed means it was never popular on the ground. Much better in space where it gets the terrain bonus.
Upscaled: Not popular, lower boost speeds and thruster compared to other suits you could play.

Hygogg
Hygogg is one of the larger suits in the game, although not tall is very wide. Very tough, with a ton of HP and defenses to include damage buffers on the shoulders. Has double roll, priority 3, MA, Damage control lv2. Hygogg is instantly recognizable and a tempting target wherever he goes. Has a good selection of weapons, two instant stuns with the torpedo weapons, Beam Cannon that can quickly break MA, and two weapons that can still be used while boosting. Although its melee weapon is underpowered for the cost, it makes up for this by having a whopping 260% multiplier on the downswing. Its melee animations are also quite good and can hit farther than you might expect. Overall, Hygogg is a suit with a lot going for it but is not easy to play because of its size, slightly unorthodox weapons and firing locations.
Upscaled: really starts to feel slow at higher levels, and the damage of its weapons can’t quite keep up, however is still incredibly tough and can frontline for teams and stop raids very well if played effectively.

Pale Rider Cavalry
A not-quite frontliner ranged focused general. Pale Rider Cavalry is one of the few generals with a machine-gun primary weapon. The gatling is quite strong and accurate, and has good vulcans (for a low cost suit, anyway). It has a backup missile launcher for breaking MA, but its only instant stun is a beam cannon with very high heat rate that makes you stationary and has a noticeable delay in firing. Due to its ranged weapon that require you to stay out of cover and lower HP pool it can become an easy and tempting target for support players, so being aware of the enemy support is very important when playing. At least if your legs break you will be able to fix them by activating HADES. Despite being ranged focused it still comes with a very powerful beam javelin, but the hitboxes on this weapon are not very good. Side swipes have a deadzone near the suit, and the downward stab needs very good spacing to not accidently miss a downed suit. While this mobile suit is good, it can struggle against teams playing defensively.
Upscaled: Works fine at lv2, more of a fun pick anywhere else.
400 Cost
Gaza-C
Funny flying beam man, Gaza-C only has 2 weapons in mobile suit mode. It’s beam rifle overheats on charge and doesn’t even have balancer. Gaza-c wants to fly in MA mode and beam people with nose guns. Can absolutely delete raids on a successful attack run. Not easy to play due to its unforgiving nature and lack of flexibility.

Galbaldy Alpha
One of the faster suits available at 400, Galbaldy Alpha is a front liner general. Priority three melee, a unique thrust that doesn’t need to be canceled out of, good walk speed and a selection of three different main weapons. Its backup sturmfaust is also quite powerful at 2400 base damage. Galbaldy Alpha is still good but has generally fallen off in favor of other suits who can either do more melee damage or are more ranged focused.
Upscaled: While it can’t compete with Galbaldy Beta as a melee focused machine, it can still play as a mixed frontliner at lv2 with the Gelgoog Beam rifle (Or Act Zaku MG if you’re perverted). Doesn’t offer enough at higher levels.

Guncannon Heavy Type-D
Tired of being a support, Guncannon has switched over to being a general. Still packing the large splash radius cannons of the support type, backed up with a primary zook and grenades. An all ballistic general with exceptional defenses and good HP, Guncannon pays for this by not having a roll and slow walk speed. Due to the nature of its weapons, it’s very much confined to either short/mid ranged shooting, or an elevated position to make use of grenades and back cannon. While good at dealing with raids in a team setting, it can suffer against them in a 1v1 situation, due to your larger hitbox and lack of a dodge roll. Still has balancer and 2 hit melee, surprisingly enough.

RX-78-2 Gundam
The Gundam, of the battle operation 2. Able to choose between three different primary weapons, Gundam is kind of underwhelming. He’s managed to stay relevant with the Hyper Hammer, a rocket assisted flail that is unable to be countered with high damage potential. Will do heavy stagger on neutral and side hits, learning the hitboxes for each of the swings is the real challenge.
Upscaled: Can be a threat when played defensively with the hyper hammer, but grandpa’s other weak weapons and low boost speed will start to show.

Gyan Eos
A bit thicker than your normal GM frame, Gyan Eos is manages to stand out from your average blu-zook with its large beam lance. Able to hit neutral melee from a good distance away, the lance also has a strong twirling downswing. This downswing has a decent start up time, which can make It hard to land, and its wide AoE also makes it unfortunate for any allies that also happen to be in the area. It also only has a single stun (outside of hitting the beam gun 4 times), which can lead to difficult situations with multiple enemies. Good mobility stats, and even has a small shield. A fun suit, if a little powercrept.
Upscaled: Has really good defensive scaling, and very good scaling on both the melee and beam gun, but its issues remain the same. Not really a good pick for rated.

Gouf (Flight Unit) {TB}
A Melee focused flying unit. Despite being a flight type unit, Gouf doesn’t seem to pay for it at all. Equipped with good HP, a shield, normal set of skills, very strong melee weapon for a 400 general. In addition to the standard gouf heat rod and giant bazooka, it has two machine gun type weapons for close range shooting (wrist gun) and longer range poking and stuns (zaku mg). Takes a little bit getting used to hitting the heat whip from mid-air. Strong unit.

Zaku II R-2 (High Mobility Late Type)
The ‘upgraded’ High Mobility Zaku, R-2 possesses a boost speed bordering on excessive, able to match or beat out machines even at 700 cost. It also has very powerful grenades and has gained two hit melee. It does lose the zaku MG subweapon compared to R-1 however. With space terrain compatibility, its movement options are nothing short of absurd, even able to put raids to shame. Despite overwhelming mobility, it’s never been a popular (or good, really…) suit. Grenades are ill-suited for space combat, and on land even if the MS can boost fast, it still walks slow and only has two ranged weapons and a very weak axe.
Personal Bias: I’d much rather play lv3 R-1 over R-2, at least on the ground. Even if you only have 1 swing your axe has 180 power over the lv1, you’ve got a stronger primary and access to the sub mg. You’re losing out on grenade damage and boost speed, but have better walk speed and an extra 2k HP. Late-type is also missing a couple of skills you may take for granted, like quick boost and leg shock absorbers
Upscaled: You get a big HP buff and better walk speed each level, but I can’t remember the time I’ve ever seen someone use this.

Zaku Diver
A previous clan/rated match reward and interesting amphibious front-liner, Zaku Diver feels a lot like an upgraded Zaku Marine Type with some federation influences. Decent vulcans, a new subrock gun, and wrist harpoons (that don’t explode like aqua gundam). As a suit that relies almost entirely on build stun, has different ways of stopping raids. Also borrows a stun whip from the federation series of aqua suits. Although it is still not armed with a melee weapon, its unarmed power has been buffed and has a very strong multi-hit downswing. A fairly unique suit.

GM Custom
Hey, it’s the generic Blu-zook of 400, yep they’re still making them. Has good walkspeed and acceptable boost speed, along with ground compatibility and double roll. Has low strafing/backwards movement penalties, which makes for good footsies, and less damage proration on the second melee hit. Decent stats all around, but you can really do better for a 400 cost suit. If for whatever reason you want to play around with the GM rifle the GM Powered still does a better job.
Upscaled: lol

GM Sniper II [White Dingo]
Incredibly popular ranged general, this gm has high combined offensive stats, but slightly lower HP and mediocre boost speed. With it’s unique beam rifle its able to stun people uncharged at only 50% heat, up to 500m. It can be incredibly oppressive to fight against at times, especially if you aren’t able to shoot back if you’re being chain stunned. While the rifle can be charged its generally better off not to, unless you need the extra range (probably shouldn’t be that far back) or extra build stun. Has ok vulcans and grenades to back up the rifle. Don’t’ get too cocky against supports, as even if you may be able to chain stun them, if they have the distance they can just go prone and out-trade you. Difficult to make aggressive plays with, and not good at poking at closer distances.
Upscaled: Strong weapon scaling on the beam rifle keeps this suit viable, though will its lower hp and speed is more noticeable.
400 Cost, Pt2
Nemo
While at first glance you might mistake this to be a generic blu-zooker, it’s actually another backline general like WD Sniper when you take its unique 170mm cannon. Better mobility, a very large shield that’s placed in front of the entire suit, and access to a splash stun make Nemo better at close encounters. Melee defense is very low however, but the total defensive stat total is very good for the cost. The cannon has a slightly slower firing time compared to WD’s rifle, but has better damage, stun build, and can fire for longer before having to reload/cooldown. Unfortunately Nemo doesn’t have a grenade, and its vulcans are weak (they do have an incredibly large ammo pool). It should be noted that Nemo can be a bit tricky to play, as it holds the 170mm very close to the ground compared to the standard weapon. This makes it susceptible to hitting small objects or even the ground in front of you, if you aren’t careful.
Upscaled: While the cannon doesn’t scale as fast as the WD rifle, it’s still stronger uncharged at every level. Has even better HP and stat scaling too, to make up for the lack of subweapons. Still viable at 450.

GM III
Federation Workhouse, this GM is a multipurpose frontliner, able to defend itself and keep the pressure on with multiple ranged weapons. Good HP for a shield toting GM, and total offensive stats are quite high. Mobility isn’t too bad either, sitting at about average for 400. Beam rifle has good damage, though it has terrible uptime/heat management. Vulcans are mediocre, and while its shoulder missiles have a decent dps potential, they travel way too slowly to for the most part. Has unique slow firing arching missiles that stun. Incredibly underpowered saber for cost. GMIII is a very middle of the road unit, while it has more ranged options than most 400 frontliners, it still isn’t the kind of unit that can put out a lot of stuns willy-nilly. Can’t deal with maneuver armor effectively.
Upscaled: Was perfectly viable for 450 when it first came out. Not so much anymore. Can’t really deal with modern raids or meta 450 frontliners.

GM Dominance
A unique frontliner/skirmisher, this general GM is a bit of a rarity in that it two melee weapons. It’s able to easily stun loop units out of position, especially if they don’t have a dodge roll. Its backup weapons aren’t too bad either, a decent sub MG and a weak grenade. It’s able to equip either the standard feddie zook, or a unique beam rifle. It doesn’t have instant stun, but instead will deal about 50% stun a hit. It’s a suit that’s quite dangerous to raids. The suit does have some glaring weaknesses: low hp, and poor defenses. It has no instant stun with the beam rifle and is forced into close combat with the bazooka (not necessarily a bad thing, depending on the map). To make up for its generally unimpressive weapon damage numbers and low defensive stats, the suit has more part slots than usual, around 7 extra compared to most 400 cost units, letting you build this suit much more personalized.
Upscaled: Two melee weapons on a gen is almost always good, especially when you aren’t something with a bunch of awkward weapons like Zogok. Good stat scaling keeps it viable at 450.

G-Line (Standard Armor)
An older general that’s fallen off in popularity, G-Line standard has well balanced and average stats all around. Has a unique instant stun beam rifle with short range, with some of the lowest heat rate you’ll see on a moveable stun rifle. Its shoulder mounted weapons are stationary gatlings: They’re quite accurate and have decent range and damage. Unfortunately that’s just all about going for the suit, and has no quick way of dealing with maneuver armor. A unit forced into a frontliner role without the durability or good poking weapons. I think this suit is still a strong choice for maps like Impact site, and perhaps jungle.
Upscaled: Has pretty good scaling on both the beam rifle and gatlings, but unfortunately a frontliner that can’t deal with maneuver armor is a detriment.

Pre-Production Gelgoog
Grossly power crept general that has nothing to justify its size or cost. Having priority 3 does not make up for all the other shortcomings of this suit. Do not use.


Gelgoog Ground Type (VD)
The real general Gelgoog of 400. Nearly identical stat totals to pre-production gelgoog but has ground typing. Doesn’t have priority 3, instead has a far better unique downswing (170%) and access to double roll and a unique counter animation. While it has melee focused damage stats and access to a decent bazooka, it is better to instead take the beam rifle and use your plentiful long range slots to boost damage. This will leave you with a well balanced suit capable of damage at all ranges, if a tad fragile for your size. The arm gatling stuns quicker than the sub MMP80 but has a longer reload and isn’t as powerful. The arm grenade launcher has very high stagger rate and enough splash to hit closer targets, giving this Gelgoog an actual way to break MA and a backup stun. A good suit if you’re willing to learn how to play Gelgoogs.
Upscaled: Buffs have kept it viable at lv2, even with the addition of newer generals. A bit too slow for higher levels.

Rick Dom Stutzer
A ranged unit focused on area denial, Rick Dom Stutzer keeps both defensive skills like Tropen, and is equipped with a unique mine laying unit, able to used even while boosting. Has the same stutzer whip arm and large missile racks to back up its primary choice of either the RD2 bazooka or Zaku Kai MG. Both are viable weapons are ultimately depends on playstyle and map selection. Very good HP and overall stats.
Upscaled: Not terribly popular, but not a bad unit at all. Mines get a 200 power damage boost!

Zudah F
Another ranged focused gen that isn’t suited to a frontline role, Zudah F plays very similar to the raid Zudah. While the anti-ship rifle has different stats, they functionally work the same and both heavy stagger. Your sturmfaust is much stronger than the raid-type, and you’ve got a sub zaku mg, just like Hi-mob zaku. Unlike both of those units, you do get 2 hit melee. Very good mobility stats, but terrible HP pool. Can be played as a second-line general able to punish other units out of position and fight raids attacking your support, or as a flanking sniper to force the enemy team to split or push out of cover.
Upscaled: Works fine at 450, has good scaling on the faust and rifle. Don’t think I’ve really seen the lv3.

Desert Zaku
A previous clan match reward, Desert Zaku has an interesting mix of weapons, sort of like the lower cost Desert-Type zaku. Forgoing a standard melee weapon, Desert Zaku uses the heat tomahawk, which is a knockdown on any hit with only a single slash and long reload time, but a powerful downswing. Able to choose between two different bazookas or the gelgoog beam rifle. Has a reticule tracking grenade, like the Dwadge and Tropen. Its subweapon machine gun is a bit unorthodox, possessing only modest dps and painfully short (175m) range but good stagger. Its wrist missile pod is also unusually weak, low power for such a cost and slow firing rate. Not your standard kind of general kit but can be very effective.


400 Cost, Pt3
Hizack
The newer model blu-zook. Possesses decent mobility, excellent defensive stats and hp + shield. Can choose between either a standard bazooka or an e-pack stun rifle. Can also use the zaku mg kai, a very good machine gun, but has a very small kit. Can also use a standard saber or a stronger heat hawk. Good frontliner for smaller maps.
Upscaled: Not enough weapons or mobility to be viable.

Blue Destiny Unit-3
Former top meta general of 400, BD3 never quite recovered from the EXAM nerfs, even if it was buffed in other areas. BD-3 has solid base stats, that are even higher when exam kicks in. Its EXAM is also special in that it lasts 30 seconds longer. Unfortunately this suit is let down by its weapons, essentially using the same weapons as BD-1, though its waist missiles are different. They’re a good source of burst damage and stun build and can be used while boosting, but have a punishing reload of 18 seconds. Priority 3 melee combined with less combo damage proration means that BD-3 is primarily a suit that wants to melee to do damage. BD-3 is still quite usable, but the lack of reliable and constant stuns along with reliance on a timed powerup mode has made it fall out of popularity.
Upscaled: Good stat scaling can’t make up for its mediocre weapons.

Pale Rider (Ground Equipment)
The eternal general of 400, Pale Rider has been a popular sighting ever since it’s inception and has stayed relevant due to continual buffs. Pale Rider is a front-liner with access to a timed power up, making it similar to BD-3 in some ways. While it can take the ground gundam beam rifle for better skirmishing options, it can also grab the standard ground type bazooka, giving it a solid instant stun that can easily break MA combined with its back up weapons. Unlike BD-3 it also has decent ranged follow ups with the hip missiles. Probably the biggest selling point is Pale Rider’s huge 3k power cannon, a long ranged heavy stagger with splash. It is important to know that unlike EXAM, HADES decreases defensive stats, making it more of a desperation/low life activation compared to EXAM. While pale rider’s melee weapon is quite underpowered for cost, its melee hitboxes, good mix of ranged weapons, stuns, and above average mobility keep it competitive.
Upscaled: Its primary ranged weapons don’t have particularly great scaling, but the melee does get increased scaling; though being a weak base to begin with still means it’s always going to be WAY below average for cost. It’s also still quite fragile, even at higher levels. Still, its mix of decent weapons and the ever present ranged heavy stagger option means that even if it isn’t optimal, an upleveled Pale Rider can still be a threat.

Pale Rider (Space Equipment)
Trading out the weak ground gundam beam rifle for a very good Hyper Beam Rifle and the folding cannon for a very slightly weaker version of Unit-5’s large gatling gun. Pale Rider Space type has even more firepower than its ground version, combined with a ranged stat focus. It pays for this by having abysmal HP. Overall it’s quite a strong unit, and the gatling gun is very powerful on open space maps for stopping raids (as long as you aren’t getting punished for being stationary).
Upscaled: Its kit and mobility is good, the HP gains for an already low HP unit are not. Still a fine choice for more open space maps.


Pezun Dowage
Taking the ‘Less is More’ approach, this MS only has 3 weapons total: A strong heat saber, strong instant stun beam zook, and a boosting instant stun chest beam. Unlike the earlier Doms the Dowage’s chest weapon is an actual damaging single shot beam, instead of the flash stun stun. It has good HP and amazing mobility for a 400 cost general, to include forced injectors. It’s strength and weaknesses are pretty clear: If you’re able to hit your beams and confirm them, you’re going to do a lot of damage, but it doesn’t have the fire rate to deal with an extended ranged battle, or any way to deal with manuever armor. Unlike other Doms, it doesn’t have leg buffers, but that isn’t a problem in space either. A real nasty unit to have to fight in space.
Upscaled: Has good stat scaling, but lack of options on a larger frame without maneuver armor means it doesn’t see play. Still not too bad for space at lv2.
450 Cost
RX-78NT-1 “Alex”
The famous Alex Gundam, not quite as popular as it was, but still a threat at 450. Alex doesn’t boost particularly fast but has barely any strafing penalties and a high walkspeed on a small frame. This is one of Alex’s strengths. Its other advantage is the collection of strong weapons it possesses: a strong saber, fast firing beam rifle, and strong but short ranged arm gatling. Alex’s main weakness is also quite apparent, an abysmal 13k hp. While double dodge roll can make it difficult to punish in a shooting match, your legs won’t be able to take repeated splash damage from AoE cannons, especially not supports. Difficult to frontline by yourself but makes for a good buddy.
Upscaled: It’s tough, your slower boost speed is apparent, and you’re not really any more durable. Your weapons all scale well though. For Alex fans, mostly.

Efreet Jaeger
A Code Fairy suit, Efreet Jaeger is a powerful shooter, with also some very effective close-range tools. Its weakness is in the middle range, where it can’t reach with the shotgun and using the rifle makes you stationary and vulnerable to counterattack, something that it’s low HP and middling defenses cant deal with. Stealth does help to get you out of difficult situations or finding a good flanking position. It’s long-range rifle is quite strong, and has multiple ways of dealing with raids, and can even spot units with a camera gun or jam them with grenades. Its heat kukri is also one of the strongest general weapons available, though it does have pathetic reach. Overall, a very strong unit if played correctly.


Gaza D
An evolution of the Gaza line, while The D type’s main beam gun has been toned down, it still packs a punch charged. It’s got MUCH better HP than the C type, and improved mobility stats overall. Its offensive stats are slightly adjusted to have some more melee power compared to the C type, but this is also fine since it does have 2 hit melee and balancer. It even has damage control that makes it harder to be knocked out of the sky. Multiple missile weapons and stunning leg beams back up the weapons gaza-c already had to create a very effective ranged focused general that can still take hits. If you like generals with a lot of weapons, Gaza-D might be the right pick for you.
Upscaled: Your main competitor here is the Methuss. Gaza-D gets a huge 3k HP advantage here, but pays for it in mobility, having worse boost speed in both forms. Gaza-D also wins the close-range war here, with an actual melee stat, very strong saber; while Methuss has a weak saber with no balancer or combo. Methuss has much less weapons, but that could also be seen an advantage(not having to juggle as many, making it easier to play), as its charged beam pistols are incredibly powerful. Methuss also gets Damage Control lv2 vs 1. Overall, I think it’s viable and can compete fine at lv2.

Ga-Zown
A multi-purpose general with a mish-mash of a little bit of everything. Ga-Zown has excellent HP, but terrible defense stats. It has a strong saber, but also a narrow hitbox on the downswing. This wouldn’t normally be much of an issue, but hover movement and inertia can easily throw off your aim. Beam rifle has decent power, but a very good refire time. Has a back-up beam gun that’s even stronger in its transformation mode. It’s biggest selling point is probably it’s medium range missiles that have good stun build, decent magazine size, but most importantly track your reticule. It’s not entirely popular due to its size and lack of focus but can shine on maps like Supply Depot and Military Base. Keep in mind its poor ranged defensive stats.
Upscaled: Eh… Its scaling is pretty normal but has to compete with much more focused generals that don’t rely on having to shoot volleys of missiles at people out of cover. Not really great.

Galbaldy Beta
Once king of 450 cost, older pre-zeta suits simply couldn’t compete with this suit in close combat, and it drastically shifted the 450 meta into being very aggressive for a time. Well, those days are over. While Galbeta still has top of the line walk and boost speed, along with an excellent multi-part downswing and quick firing beam rifle, the meta has shifted back towards being more neutral focused. Low HP for a suit of its size, and lack of ranged firepower combined with the fact that it simply can’t stop most raids anymore with its shield missiles (because of MA lv2) has led to galbeta’s plummeting popularity. Galbeta isn’t BAD, but specifically being a frontline melee general who can’t effectively stop raids is a huge liability.
Upscaled: pfft, no.

RX-78-4 Gundam Unit 4
A ranged focused gen, not quite robust enough for the frontline, more of a second-line role. HP is a tad low as expected for a smaller frame and shield equipped unit. Gets the Hyper Beam rifle, a weapon that is quite good at doing damage, though far less impressive in a stunning role. Has garbage vulcans and an arm beam gun like Pale rider’s: shoots faster for less damage and slightly less heat. It still needs 5 hits on most raids to stun, which is not very good. Saber is quite strong for a ranged focused unit, but on to the real selling point of this unit: An unwieldly slow to charge and even slower to refire Mega Beam Launcher, able to basically blow out any unit’s legs, or most of their life on a raid. Attracts the ire of many players when their Unit-4 allies always miss.
Upscaled: You shouldn’t do this.

Gelgoog (Stutzer)
An aggressive frontliner similar to Rick Dom Stutzer. A lot of HP, good defenses, and even has a shield. Walk speed isn’t good but boosts quite fast. Despite having good ranged tools, is more melee focused in base stats. Can equip either Gelgoog Marine Commander’s beam rifle for consistent ranged damage, or Pezun’s Beam Bazooka for a quick instant stun. Has a backup sturmfaust and wrist gun for close range stuns/damage options. Unlike all the other Stutzer units, Gelgoog does not have a rocket-punch winch attack, instead it can drop 4 large mines. Unlike Dom’s which are fire and forget, these need to be manually detonated, making them harder to use in a scramble situation, though it does allow for the mining of chokepoints in order to set up traps. A strong suit, though not as easy to play as other choices.
Upscaled: All your weapons were already strong, and the mines get a pretty significant damage boost. That combined with the fact you already had maneuver armor and a roll, plus good boost speed means that this suit can still compete fine.
450 Cost, pt2
Gelgoog Marine Commander
The original barer of its namesake’s rifle. Primarily a ranged focused suit, but still has a good saber with a slightly stronger downswing than usual. Its beam MG is one of the bettre beam weapons in the game, dealing strong damage both uncharged or charged. It’s able to stun suits in two volleys uncharged. While not nearly as good as Tetra’s beam mg, you do have the bonus of slightly stronger charged damage and better range. While not slow by any means, a suit of this size usually has much better boost speeds, as seen in the hi-mobility gelgoog line. Its wrist MG is quite strong, but has a very limiting range of 130m, even smaller than most vulcans. Speaking of those, it was recently buffed with very large ammo pool vulcans, which allow it to keep up the pressure at close range, but it needs to be noted that these do very poor stun build. Gelgoog Marine Commander is not the kind of suit that can frontline by itself, and will instantly fall apart if outnumbered, due to its size and lack of instant stuns. That being said, it’s still an effective ranged gen that can compete, if harder to play than the most popular gens. Preforms really good in space!
Upscaled: Its subweapons get good scaling, but it’s very much a suit that needs to be a team player, especially at higher costs. Viable at 500 if you’re a fan of the suit, otherwise skip.

Kämpfer
A close-range skirmisher that relies on speed and power to deal with the enemy. ] Kämpfer has good base thrusters and maneuver armor along with three instant stuns and a solid beam saber. Just like in the show, Kämpfer can’t take much of a beating, low hp combined with ranged defenses you’d see on something at 200 cost. Its burst damage is impressive, and can easily stop raids with the shotgun, allowing you to fill an anti-raid role if needed. Its counter is the chain mine, which has a very high bonus damage compared to another counter animations. A niche suit that skill to be played effectively. Try to take at least beam and ballistic defense lv1, some leg armor isn’t bad either.
Upscaled: Gets slightly less defense per level, but HP gains are ok, as is weapon scaling. Still difficult to play, especially against higher cost suits.

High-Mobility Gelgoog
Previously an unpopular and mostly bad general, Hi-mob Gelgoog has been blessed with multiple buffs over time, turning it into a viable, if still unpopular 450. It has excellent mobility, mostly unmatched by any other general at cost, along with both maneuver armor and double roll. It doesn’t pay for it in durability either, having good HP along with a shield. Strong melee stats and gets extra damage on downswings. Well, it must pay for all of this somewhere, and it does by having underwhelming ranged options. While it can take the standard gelgoog beam rifle, this is generally not a good idea as you lack any other quick stuns. The special High-mobility bazooka, while underwhelming in pure damage, has a good refire time, fast travel speed, and larger than normal splash radius, making it an excellent weapon to confirm melee attacks. Backing up the main is a sub mmp80 and a 1100pwr grenade. Nothing amazing, but enough ranged weapons to at least skirmish with at closer range. Would probably a lot more popular if GMIIIp didn’t exist.
Upscaled: As an aggressive general, it can still preform its role well enough, but other suits at 500+ tend to have access to more stuns, or stronger melee weapons.

High-Mobility Geloog (Uma Lightning)
Did not quite receive the same kind of buffs standard Hi-mob Gelgoog did. Has nearly identical mobility stats, only walking a tad slower. Unfortunately it does not have double roll or maneuver armor. Has less HP than the standard model and less offensive stats, but higher defensive ones. Instead of being able to equip the Hi-mob bazooka, Uma Goog gets access to the Simplified Missile Launcher, of Hi-mobility Zaku fame. While its raw damage isn’t nearly as impressive 150 points up, it’s still an effective stun weapon that can break MA. Instead of a MG and grenade, Uma is backed up by a fast-firing wrist rocket, which has decent power and stagger value, and a very short reload. The project is small though, so careful aiming is needed on moving targets. This isn’t enough to make the suit good, so it also has a multipart 210% downswing. The hitbox is a bit tricky at times, so practice is needed. Not an easy suit to play, due to its size and often aggressive nature needed to play effectively. The downswing, and this unit overall can perform quite good in space. Not optimal but can use the gelgoog beam rifle better than the standard model, due to having an effective back-up stun/follow up with the wrist rockets.
Upscaled: Sounds crazy, but I like this suit much more at lv2 or 3. Gets a big HP increase, which helps a lot with its already above average defensive stats. Still difficult to play, especially when you’re against generals with more weapons.

High Mobility Gelgoog R Type (Vincent Gleissner)
The last Gelgoog of 450, still has the same good mobility and the same HP and defensive totals as UL Gelgoog, but unfortunately has the lowest total offensive stats. Ranged focused, unlike the other two previous models. Has very lop-sided defensive stats, with a ton of beam resistance, but much less melee and ballistic resistance. Has access to three instant stuns, two of which are long ranged. Despite low melee power, still has the standard Gelgoog naginata. Very good unit, if you can aim, but has no way of dealing with MA Lv2. Unlike the previous Gelgoogs, this unit does NOT have leg buffers; support cannons, grenades, and missiles will quickly remove your ability to maneuver if you aren’t careful. Doesn’t have to deal with pesky leg damage in space.
Upscaled: Gets a much larger than normal increase to offensive stats, but still isn’t popular at 500 due to size and lack of leg buffers. Unfortunately, the Gelgoog R’s grenade equipped rifle isn’t as strong as the standard model, so doesn’t scale as much. Can still be played, but poor MA break options can easily mean your death to the type you’re supposed to counter. Better for larger maps.

Jeda
The ♥♥♥♥♥♥ moon proto-Jegan that’s much better than the actual production Jegan despite being at a lower cost. The most broken general released at 450 since galbeta turned the cost on its head. Gets a strong instant stun beam rifle that’s far too good for cost, gets a beam saber that’s just as good if not better than most generals at cost, gets ridiculously broken vulcans that just have the statline of something closer Hygogg’s machine cannons (but better, of course), has waist missiles with insane burst damage for punishing KDs or stun follow ups, has wrist grenades for ANOTHER easy ma break tool and more damage. Gets a massive 5k hp shield. Has the very helpful lunging downswing like GM intercept. Has a TON of useful quality of life skills, injectors, Air dashes, jump armor, anti stealth, and even a damage buffer around the waist. It was nerfed, but it’s still the absolute king of 450 generals, barring one other unit….
In short, it’s the broken meta pick.
Upscaled: A bunch of ridiculously good weapons with just about standard scaling means that Jeda is still really good, if not better at 500.
450 Cost, Pt3
GM III Powered
The other general that ruins 450. Instead of being overpowered in the traditional sense of Jeda and being overloaded with multiple good tools and stats, GMIIIP is a general built around dealing damage with tackles. This isn’t a new gimmick, but instead this suit gets two tackles before running out of boost. In addition to that it has far too much HP for a shielded small frame unit, ridiculously high defensive totals, Damage control 1 and still gets a roll. Is a roadblock in every sense of the word, discouraging aggression from both generals and raids alike. Incredibly obnoxious to fight, can still deal a ton of melee focused damage despite also being tanky and having decent ranged weapons. Its value skyrockets in brawl situations where it can often keep tackling and tackling and getting counters and you have no idea how much boost it has or how many overheat recovery parts it’s running, also a death sentence at close range when you’re outnumbered, as it will be freely able to tackle you without punishment. Despite ALL of this, it’s surprisingly not that effective at stopping raids from any reasonable distance away, they often skimp on standard thruster parts, and the machine gun is limited in range. Become an hero if you play this, honestly.
Upscaled: at least at higher costs its easy to chainstun the suit, but it’s still incredibly obnoxious at lv2 and tackles get 500 power a level so haha it’s still good

GM Spartan (funny gundam face)
The other Code Fairy general. Very similar to the Raid type, but is generally weaker because it’s a general and that’s just how things are (raid bias). HP for a shield-less unit is a little low but does get Maneuver Armor. Has the strong dual beam pistols, stealth smoke, and Reticule Guided Missiles of the raid. Gets G-line’s short beam rifle and a fixed wrist saber instead of the raid’s ground gundam beam rifle and heat knife, overall, an improvement. Focused almost entirely short-range shooting and melee damage. Can be tricky to play effectively, due to slightly low durability and being forced into short range as a general.

Dowas Custom
A previous clan/event reward. Armed with a beam bazooka with less heat rate and range than Pezun’s. A large general with good hp and average mobility to include maneuver armor and lv2 leg buffers. Has a good saber for cost with a good lunging downswing. Combined with manuever armor and a special boostable chest gun that fires a beam spread that can break MA, it can play aggressive against raids. Has unique AoE field generating jamming grenades that have decent stun build. Its vulcans are also quite good compared to most, though they still have a short range and about double the reload time of standard ones. Not a popular unit, though I find its ability to easily confirm downswings on raids to be quite strong. Has a tough time in a prolonged shooting match, however.
Upscaled: It exists? Very rare as I think it was only given out as a ranking reward. Good weapon and hp scaling at least.

Dwadge Custom
Not to be confused with Dwadge or Dowas Custom, Dwadge custom is an absolute mass of stats, having a whopping base 20k HP with great defenses and good mobility. Well, sort of good. It’s got above average speeds and decent base thrusters but for a large high speed unit is completely missing forced injectors or maneuver armor, making it much less forgiving or aggressive at it might seem. It’s offensive stats, are also unfortunately low. Has the same heat saber as a Dom, making it weak for cost, but does have the standard Dwadge’s flash beam and a nearly identical heat tomahawk, to include the powerful downswing or heavy stagger neutral. Its main weapon is also quite different, a medium ranged Beam Bazooka that can quickly charge to fire off a heavy stagger attack, which does however overheat the gun. The gun also penetrates suits when charged, possibly leading to multiple hits. The base overheat time of 17 seconds is not very forgiving, either. It’s vulcans are much better than the raid-type at least (slow reload). A tough unit to play, its large size makes it easy to spot and stun and can easily be interrupted by enemies because of no armor. No forced injectors also means that you can’t correct any errors in approach, something that can easily happen when trying to land the saber or axe. Due to the suits already high defensive stats, it’s possible to spend a lot of your slots on stacking beam overheat parts, an effective strategy that not only boosts how often you can use the beam cannon, but your flash beam too.
Upscaled: More of the same, basically. Still has a useful niche but is difficult to play, if not more so due to the increase of general firepower.

Nero
An unfortunate event unit that never had any time to shine, do to being instantly out shadowed by Nero Trainer. A melee focused general, armed with a weak sturmfaust and a flash grenade. While both subweapons are instant stuns, they are not particularly great, though the flash grenade animation can be started before boosting and finished while moving. Its primary beam rifle is good with surprisingly low heat (75%) and decent power fully charged. It even has strong beam sabers and a double roll. Not particularly fast boosting compared to other generals, and has quite long leg hitboxes, though it does possess high HP. Can struggle a little bit vs MA2, needs to either overheat with rifle with a charged -> uncharged shot/3 uncharged shots, or sturmfaust into beam rifle. Due to being so heavily melee focused for damage but lacking fast instant stuns, it never took off in popularity. Simply having a downgraded copy of a kit of the raid nero has also shut off most from playing the suit in any serious matter. It’s difficult to say that the suit is bad, but it doesn’t really seem like the suit is good, either.

Barzam
A mass production version of the Mk-2, Barzam is heavily ranged focused instead of melee focused. Can equip the same weapons, to include the mk2 beam rifle or Flak Bazooka, but also has access to a strong unique heat-based beam rifle that’s also quite good. Still gets Mk2’s 900DPS extended range vulcans as well. Average mobility, good HP and defenses, very high ranged modifer. Don’t expect mk2’s saber though, it has a below average 1900 power one. Generally speaking a simple suit to play, able to use whatever primary weapon you feel best with. Not very popular anymore, due it its increased size and low total of weapons and stuns, especially compared to Jeda.

450 Cost, Pt4
Full Armor Gundam, Ground type
A dedicated 2nd/backline general, F.A.G ground has access to both longer ranged splash stuns and very consistent sustained damage. Similar to the lower cost Guncannon D as both have arching splash cannons and maneuver armor but no roll. F.A.G ground isn’t nearly as durable as Guncannon D is but makes up for it with good direct fire weapons and better melee combat. Better is relative however, F.A.G ground still has a very poor melee stat and the basic saber you would find on a 200 cost unit. Able to break maneuver armor easy enough with a combination of cannon and wrist beam and has a long-ranged missile pod with very short reload and high dps. It is a stationary weapon, and has poor stun build, so keep that in mind. ♥♥♥ Ground is not a replacement for a support; it is more reliant on the high ground and has less instant stuns and even melee damage compared to WD Sniper II, but is still an excellent buddy to keep your own support out of danger or force enemies from camping corners.
Upleveled: Backline generals aren’t popular at higher costs. Pretty underwhelming HP scaling and average weapon scaling doesn’t help much either. The wrist beams do get a decent increase.

Marasai
A front line general with average mobility and good durability. When played stock is pretty much just a VD Gouf. When played with The Feyedeen rifle, becomes a bit trickier. The prototype rifle is strong, both uncharged and charged, and can even chain stun with uncharged->uncharged->charged. Overheat time isn’t too bad either. Taking the long rifle also give it access to what it essentially a beam spear, giving it another strong melee weapon a long, fast neutral, or strong downswing. The tricky part is this, the long rifle is a stationary weapon, as it the charge, making it unwieldy at closer distances. At very close range you’ll have to rely on raw spear neutrals to deal with other units. Can be effective but isn’t easy to play with the Feyedeen Rifle.
Upscaled: The long rifle gets abnormally high scaling, and the suit has good stat scaling as well, but man doing this sort of thing is probably asking for a bad time.

Pale Rider (Vincent Gleissner)
The last member, of the 450 crew – huh! Essentially the pale rider with a bunch of Zeon weapons stuck on. Gets more HP than the base pale rider, because it doesn’t have a shield anymore. Defenses still aren’t great, and even boosts a little bit slower than the standard ground model. It has a real melee weapon, however. Dual Wielding naginatas gives it a unique spinning downswing that has pretty short start up time, which makes confirming stuns easy. Missile pods are slightly different but are used for the same purpose. Instead of the ground gundam rifle, typically uses the far superior Jaeger beam mg. While this isn’t the best weapon for instant stuns, its primary burst fire synergizes well with the vastly improved beam spot gun it has been equipped with. With 20% stun a hit and just about 12 shots before they overheat means that attempting to simply boost at this suit and hope maneuver armor will hold is NOT an option. Due to it’s better balanced stats compared to Lv2 Pale rider, very easy MA break with the spot guns and real melee damage with a 160% downswing lends it to being a decently popular pick at 450. Unfortunate Note: gets really awful DP unlocked enhancements
Upscaled: Should work fine? Melee weapon even gets a 200 power buff!
500 Cost
Gundam Mk-2
I think it’s important to start off with this general, as it essentially broke the game at 500 and set the tone for what would become the standard for this cost. While not the first base 500 cost general it came 3 weeks after Rick Dias and debuted right before 500 ranked matches on Ruined City. Probably not a coincidence releasing the new incredibly broken 500 melee machine on a short-ranged map during a ranking season. It was easily much stronger than the 550 GP-01 at the time. While by today’s standards this suit is considered quaint at most; during release nothing could contest its raw stat bloat. While the HP was low, mobility was very good, low strafing penalties, had a strong beam rifle, 900 dps vulcans, backup sticky stun combined with an absurd 2500 power saber at priority 3. It was hit with a minor melee damage nerf (after the ranked season of course). Nowadays MK-2 is barely seen. It has no MA break tools, low ranged damage, low durability, and generally outperformed by more flexible MS.
Upleveled: Paid for meta crimes by having almost nonexistent stat increases at level 3, not that you should play this uplevel at all anwyay.

Rick Dias
The first native 500 cost general, rick dias has very high walk speed, good boost speed, good HP to include maneuver armor. A ranged focused skirmisher, armed with a very power bazooka and decent saber. Has long ranged vulcans with decent stun build, and dual beam pistols with surpringly good range, damage and stun-build. It can even double tackle as well, but this doesn’t come up much due to the mobile nature of this unit boosting around. Also has a birdlime launcher, a shorter ranged stun that gives a speed debuff on hit. Has always been a competitive unit, but was often outshined by Mk-2, and later methuss. Not popular nowadays but is a good counter towards modern raids that can be difficult for other units to MA break and keep their distance from.
Upleveled: Maybe? You can? A lot of newer 550 generals can have some really gross kits.

Methuss
After releasing the meta defining Mk2, they decided to release the meta defining ranged general of 500. Fairly durable, with extra good ranged defenses, the first unit with a MA transformation mode, and has damage control 2, making it incredibly hard for most units to shoot this out of the sky. On release it was simply able to delete most raids, and even some generals with its incredibly strong beam pistols. At the time where weren’t many 500 base raids, and even less ranged generals or supports that could contest with the unit. While it was nerfed the next month, the damage was still done. Nowadays the Methuss is still able to put out great ranged damage but is no longer able to be played as braindead as before. Its weaknesses are also easier to exploit nowadays. It’s quite a large frame untransformed and can’t poke around corners effectively, as its weapons are all center line.
Upleveled: Sure, works fine at level 2.

Gaz-R
The nearly identical general counterpart to Gaz-L. Does not get a heavy attack with the lance, making taking the twin sabers more of a viable choice, even if their damage is disappointing. Overall, a boring and straightforward general with a good stun beam rifle and high DPS MA break back cannons. Gets double roll!
Upleveled: Why

Kapool
Finally, a higher cost aquatic general. Kapool is a tough machine, with good HP, maneuever armor, and high non-beam defenses. It also has quite strong melee directional modifiers and a strong base weapon, to include priority 3. It does lack traditional instant stun weapons, like many other aquatic suits. Has fast firing strong missiles that can even be used while boosting, only taking 3 out of 8 to stun an enemy. Also has a back up shorter ranged head beam gun, able to stun in 4 hits out of 11 hits. It also has a unique gerobi-type laser or “piss beam” named after where it is mounted. Only taking 1.5 seconds to charge, it can penetrate enemy suits for a good chunk of damage, but is short ranged, and has to be stationary to charge. Overall, a very aggressive melee focused general that can still do a decent chunk of ranged damage if it’s still hitting the missiles. Can be a difficult suit to deal with 1v1 and possess enough power to really hurt raids. On the other claw, its low base beam defense, short-ranged weapons, and noticeably rotund model makes it an easy shooting target on open maps.
Upscaled: Works basically the same at lv2. While at lv3 it has a ton of bulk, I’m not sure you want to play it there.

Gallus-J
A well armored melee focused bruiser, Gallus-J doesn’t neglect its ranged weapons either but pays the cost of being quite the chunky sized suit. Slightly below average boost speed, but equipped with maneuver armor and a roll. In addition to a standard saber has an piston punch, with a high downswing modifier. It can also be used as a neutral or sideswing for a heavy stagger but has a VERY short range if used that way. Has an E-cap beam rifle with decent damage and fast refire time but low range and ammo count. Gets two back up missile weapons that can break MA, a shorter ranged movable one, and a longer ranged stronger missile attack that keeps you stationary. Also has a hand MG with ok range and good dps too. Was very popular when it came out but fell off after a time. Is starting to regain popularity, due to its anti-raid potential. A good unit.
Upscaled: A little too slow for that. Your mileage may vary.

Galbaldy Beta (FS)
A ranged focused general that can still protect itself on the frontline, FS Galbeta has stolen GP-04s long rifle, and since it isn’t on a support anymore, it’s stronger. Able to stun both charged and uncharged, letting it power up also increases its stun build to better deal with maneuver armor users. Has an average saber with only one swing, but gets a downswing that’s like the reverse of the standard Galbeta, with the same high modifier. Backing up the long rifle is a weak sturmfaust and a sub rapid firing beam rifle with a decently fast reload and high stun build per shot. While the durability of the suit isn’t the greatest, being able to fight at different ranges effectively means this is a popular suit for multiple maps.
Upscaled: Still works good, but most would just play MP Shiki if given a choice.

Gundam Unit 4 Bst
The unit 4, equipped with a larger booster backpack. Better mobility but lost its shield in the confusion of being put at a cost where it struggles to 1v1 anything effectively. Can equip the twin hyper bazookas like G-3; Not great weapons, but still better for stuns than the HBR. This unit exists solely for the Mega Beam Launcher. Unlike its lower cost self, the beam has turned into a gerobi, able to be slightly moved while firing. Its overheat recovery is also less than half of what it used to be, a ‘mere’ 40 seconds base. Fragile, and prone to being deleted by melee focused units unless you passed over beam overheat reduction for melee defense. A gimmick unit you can still sometimes find.
Upscaled: nyooooooooooooooo

Geara Doga
Another large framed frontliner bruiser like Galluss-J. While it lacks the multiple MA break missiles, it has multiple strong melee weapons and a very fast heavy stagger whip. Has less HP than Gallus-J and worse shooting stat, but does come with temp stealth and powerful, fast readying dual fausts. Was buffed with the release of the Geara Doga Commander rifle, a much better option than the base rifle. Strong unit, but can be at a disadvantage if it isn't able to force a close confrontation with the enemy.
Upscaled: A little rough to play at higher costs because of slower speed, but has decent scaling.
500 Cost, Pt2
Psycho Zaku Mk2
A space only general packed to the brim with ranged weapons and stuns, to include a huge shooting stat. Has abysmal HP and melee defense, even for a small framed unit (which it is not by any means)
Upscaled: Big guns good

Jegan
The ♥♥♥♥♥♥ garbage mass production suit EFSF of mid/late UC. Has performance in game just as bad as it's on screen showings. Above average mobility with decent offensive stats, but low hp. Weapons are all generally underwhelming, but does have 2000 power grenades. Unfortunately unlike other grenades, has a very slow throwing animation, low refire time, and poor reload. While a flexible unit, its performance is underwhelming for cost.
Upscaled: no

Jegan Type-D
A jegan with a better stat spread, more biased towards melee damage. Unlike the standard Jegan, has access to a bazooka with far superior damage and stun build, but worse fire rate and reload compared to the rifle. It also exchanges the slightly awkward grenades for rack of 3 hip missiles that are very quick to switch to and empty for burst damage. Has good synergy with a reload build compared to standard Kegan as the waist grenades fire very quickly compared zto the slow tossing grenades. Having an all ballistic load-out also hard counters several raids and most builds at 500 in general, since beam defense is generally chosen over ballistic.

Byarlant
The evolution of the flight Gouf types, Byarlant is a bit bigger than those, but makes up for it with powerful melee combos and decent ranged power, It's also very fast, and even has maneuver armor on the ground. Not particularly durable though, so it can be difficult to use if your team is being passive. A strong suit with a steep learning curve.
Upscaled: Works just about the same since there's no direct competitors.

Barzam Custom
A solid all-rounder front-liner, Barzam custom has a more traditionally Mk2 sized frame, but with better defensive stats and access to a unique beam rifle that comes with its own grenade launcher. While neither its ranged or melee damage is fantastic, it still does a much better job of being a flexible front-liner compared to the base Jegan.

Hazel Custom
The most popular 500 cost general, because it's brain dead and simple to play. Above average beam saber with good combo proration and bonus downswing damage. Good HP, very good defensive stats. As long as this suit still has its shield, it gets vastly increased mobility stats and maneuver armor. Without the shield bonus, it's quite underwhelming. Beam rifle can be charged for a very high damage bonus, but does not increase the middling range at all. Safe pick for most maps, but needs to use both its ranged weapons to deal with maneuver armor
Upscaled: Still a popular pick.

Regelgu
A Gelgoog who just stumbled out of world of warcaft. Has a strong beam lance and three instant stuns, two of which also have over 2k power. Great mobility, but its fashion crimes are great and only has average defenses and HP for such a large suit. Does not have maneuver armor, and can struggle on the front-line Can also use the Geara Doga commander rifle for better use against MA, but isn't really worth giving up the standard rifle and grenade launcher.
Upscaled: There are better generals who's niche is multi-stun, so doesn't get played.

Full Armor Striker Custom
An annoying general to deal with, has a long ranged splash cannon that it can chain stun into its hand beams. Also has two missile weapons, though one of them isn't very good. Has THREE different melee weapons for extra long combos. Is a pain to deal with as a general, but due to lack of any good MA stopping tools, not that impressive against raids. Relys on its timed powerup for good mobility and a dodge roll, much like the raid version. Great HP and defenses.
Upscaled: Dunno, probably fine? Scaling is mostly average, but gets good gains on the leg pods, cannon and large physical sword.
550 Cost
Asshimar
The flying Pumpkin, or flying donut, depending on how you feel. Very durable, and hard to stop in both MS and MA mode due to damage control and MA. Does boost slow for a high cost general in MS mode, and doesn't have any boost-able weapons or forced injectors, so your breaking animation can be punished easily. Focused mainly on it's beam rifle, which has great rapid fire preformance, and can stun in two hits uncharged. Has burst fire when used uncharged in doughnut mode. While "unarmed" in melee, its neutral animation is quite good, a far reaching fast kick, and it's downswing an extra powerful 200% slam with a generous hitbox. Not an easy suit to play, as it can be difficult aiming shots while on a hover unit or in MA mode.
Side Note: Needs Beam defense Lv4 to function, as it was practically made in mind for that part and has no other real use for its massive amount of medium range slots.
Upscaled: The scaling is good but... 600 is a place, to be sure.

Efreet Schneid
Because high cost needed an Efreet. Does not have stealth of any kind, unlike most of the other Efreets. Defense value is heavily slanted towards melee defense, which can be an issue on larger maps. Strong downswing, priority 3, and access to the Zeonic shotgun means that this Efreet isn't too much different from the lower cost ones. It even has jamming darts, very similar to Nacht. Unique to this suit is a spread of 8 heat darts. They cause instant stun and can do quite a lot of damage if many hit, but aren't really effective against maneuver armor. Very popular pick on ruined city.

Gundam GP-01
An unfortunate unit. Relevant for about a week until until the very next week came out with GP-03. Laughable weapon kit, melee damage for a melee focused general was not good either. Was eventually overhauled with multiple buffs. Still not a very threatening unit, but no longer an absolute laughing stock of 550 cost. Very small kit, but all its weapons are better now. Kind of slow boosting for such a high cost frontline general, and the beam saber base power isn't great either.

Gundam GP-01 (Aqua Equipment)
A range focused general. Has the same saber as GP-01 but with a Galbeta (FS) two part downswing. Gets what is essentially upgraded versions of Aqua GM's hand torpedo and shoulder missiles. Also gets a weaker version of GP-01's rifle, and ok vulcans. While the defensive stats aren't too impressive, gets a shield on each arm. Also has a unique skill that boosts the power and stagger value of the main weapon (and only the main weapon, unfortunately) underwater. Fun suit, but lacks the explosive power of some other 550 choices.

Gundam GP-01Fb
The man of destiny, a space only general with a woeful HP total, but the only unit with access to both overboost and a dodge roll. Priority 3, with a unique twirling dash downswing so you can pretend you're playing EXVS. Can either take the buffed GP-01 rifle or a prototype long rifle. The long rifle isn't very good for instant stuns, but has better fire rate for stun build with the buffed vulcans. A fun suit.

Gundam GP-03
Was the primary of front-liner of 550 for a long time, not so much because it was broken, but because there was nothing better. Has received buffs over time that has kept it competitive. Has excellent mobility, to include double roll and a lunging downswing that makes confirming stuns easy. Has a decent bazooka and back up build stun rifle for dealing with a enemies on the frontline. HP and defenses are a little low for a suit of its size and its waist thrusters make an easy spot to aim at and hit. Personally I don't think the suit is any good anymore, but it still sees use.

Gundam Mk-3
A suit unsure of it's purpose, has far too little HP (14k base is something we would see at 400) to frontline, but doesn't have the sustained damage to be dedicated second-line either. Has a very strong 2600 power saber, but terrible base melee power. Only one stun. At least it can walk and boost quite fast, and has a decent shield. Both its ranged weapons (all two of them) penetrate mobile suits, which is nice. Maybe it will get another buff, until then, you probably shouldn't play this.

Geara Zulu
One of the better frontliners at 550. Small kit, but not horrifically unarmed like the GP series. Easy to play and quite effective. Sturmfaust acts more like a quick-switch bazooka rather than a low-cost one. One thing to note is that it pays a price for the strong beam axe, your second melee hit only does 30% damage. Better to use single downswings on knock downed enemies. Good list of quality of life skills.

Zaku III
Like most Neo-zeon suits, is quite armed to the teeth. R-Jarja's beam rifle, to inclcude the second melee, an instant stun waist beam, and boostable head beam that stuns in 3/7 hits (probably more if a boosting raid or damage control). Manuever armor and high defenses allow you to play aggressively if needed. Can struggle on maps like deserted city where its large frame and hover movement doesn't lend it well to corner peaking. Takes a bit of practice to play well, since a lot of its power is around melee combos.

Jegan (ECOAS Type)
A close combat general. Pretty average in most aspects, and doesn't have the explosive melee damage some other general frontliners do. Has solid defenses for a small frame, but only has one instant stun. Gets a unique sticky grenade with a lot of power and fairly short reload for such a weapon, in addition to jegan's 2k nades. Also has false beacon, which can help a lot on arctic and ruined city. Probably wants some reload parts.

Zeong
The highest cost OYW unit, a space only mini-mobile armor with a ton of HP and defenses. Decent speed too, despite its size. Very easy to overheat its beam weapons, and has very poor melee attacks. Was incredibly strong at release, not as popular anymore.

Stark Jegan
The most popular general of 550. Has access to two instant stuns and high-stun value reticule tracking missiles. Also gets EX-BOOST, which allows to restore thruster once per life. Vulcans are weak for cost. Its flak bazooka can break MA and also do high damage if most of the pellets connect. Good when able to play aggressively, but lack of MA and larger hitbox can lead you to getting pelted by supports if not careful.

Xeku Eins (Type 3 Weaponry)
One of the more durable general of 550. High walk speed, a high powered saber, strong bazooka, and a high DPS machine gun. Unfortunately the machine gun has a long reload and low stagger value, so it is not suited to normal shoot outs. Larger frame and manuever armor, combined with shorter range weapons tends to force aggressive approaches when using the suit. Lacks a beam rifle or fast traveling stun, so can be difficult to play especially against smaller suits. Similar to role as the Dreissen, but has better ranged power and less melee.

Dreissen
The neo-zeon evolution of the Dom. Plays quite similar to lower cost doms like the Hi-mobility type. Instead of a chest beam gets Tri-blades, boostable guided weapons that stun. Tomahawk knocks down on every melee hit, and gets a 200% multipart downsing. Bazooka is very good for stuns, but the suit can't deal with manuever armor easily as needs to combine a bazooka hit with the wrist beam. Was incredibly popular, but the introduction of more units to 550 has led Dreissen to become a bit of a rarity, as it's forced into melee to do any damage.
550 Cost, Pt2
Dijeh
Joining the previous generals as another thick durable frontliner general, Dijeh has the least HP out of all of them, but makes up for it by not having hover movement. Has shotgun-like flak zook for stopping raids. Easy to play, but isn't focused around doing a lot of damage. Also can't compete in larger maps due to lack of weapons. Popular unit because of its ease of use and high mobility. Still gets anti-blast , which a lot of higher cost generals tend to be missing.

Zero Shiki
Zero Shiki skimps out on a lot of things: HP, durability, real backup weapons, mobility. It trades all that in for a beam rifle with heat so low and fire rate so high it puts the beamspray to shame. While not a stun machine the amount of damage a zero shiki can put out with good aim is extremely high. Also gets the normal Hyaku shiki's stronger downswing, to make up for its weaker stats. While it's never dominated the 550 scene it's always been around.

Despada
Sister unit to the Sisqueide, this monoeye gundam jam packs a bunch of weapons its its oversized arms. Low HP for the size, but has large damage reduction and stun resistance when hit on its arm weapon racks. Has a good selection of medium range shooting options, to include reticle guided missiles and a special psycommu stun rod. Not easy to play, due to its size and large selection of weapons. Not suited for wide open maps like Military Base or Supply Depot, either. High damage potential.

Hazel Oswla
A hit-and-run skirmishing general. Oswla is built around using its smoke projectors for temporary stealth, before going in and knocking over enemies with it's very large heat blade, and either following up with a basic saber, or charging away with boostable missile pods. Has a pretty strong beam rifle, and even has a quick charging gerobi that can move while be charged, but you should not be fooled into thinking this is a primarily shooting unit, as it doesn't have the rate of fire to contribute much. Incredibly high mobility as long as the shield holds, but does not have a dodge roll.

MP Hyaku Shiki Kai
The new poster child of 550 gens, despite being an event unit it has ended up being incredibly good and popular, partly due to its easy of use. Can easily chain stun from its twin zooks into a beam rifle. Can also confirm stuns easy due it also having GP-03's lunging downswing. Has beam vulcans that are ok at breaking maneuver armor. Also has a stationary beam gatling with good range, stun value is not great and the DPS isn't as high as you might expect. Do not try and damage trade with the gatling gun. Twin zooks have a short cooldown time, and even have a bonus 1250 flat damage fire DoT, punishing support players, mostly.

EWACs Jegan
The only general with permanent lv2 stealth, EWACs jegan has three different camera tools, and only 2 damaging ranged weapons. Radar Dome weapon pings 4 times in a shorter area. Weapons are all underpowered for cost, but gets a 200% lunging downswing. Can be very annoying to deal with at times, but does not have a dodge roll.

Full Armor Gundam MK-2
The first unit introduced with the active guard mechanic. Very high defensive stats, but lack of a traditional defensive skill like MA or dodge roll limits effectiveness. Has weapons with strong damage potential, is not particularly great at stuns, and is poor at breaking MA. Generally speaking, not a good unit, very hard to use effectively.

Zeta Zaku
Zeta gundam, where its head was temporarily replaced with a zaku. Essentially the Zeta Gundam at 550 cost, but without biosensor or an MA mode. Is just as much a dumb monkey unga bunga suit as zeta is, if not more. Downswing on the long beam has been changed to a include an incredibly long and fast lunge on the second part. It's very easy to underestimate just how long it will go. Gets maneuver armor, unlike standard zeta.

Geara Doga Kai
Essentially an "upgraded" Geara Doga. Has more balanced ranged stats and a unique beam MG with solid dps and build stun, but loses some of the explosive melee power the standard has. Changes out manuever armor for anti-stealth and lv3! active guard, making it a bit harder to play at times. Also gets power accel lv2, very useful in matchups against other generals. Also the first active guard suit with a roll. Makes FA Mk2 completely obsolete.
600 Cost
Atlas Gundam
An all ballistic flying general at a cost where everyone else just has beams. Railgun has fast travel speed, long range, high damage, quick refire time, low ammo. Very high DPS machine gun, two backup stuns, priority 3 melee with good damage. Gets dodge roll lv3, maneuver armor, and buffers on certain body parts to make up for low base HP. Very strong unit.

Gabthley
A Multipurpose transforming general, equipped with the strong feyedeen rifle. Is backed up with an instant stun beam cannons and a high stagger vulcan. Boosts very slow for a high cost general untransformed, but still gets maneuver armor. Uses a different set of weapons in MA mode that don't share cooldowns with the MS mode, giving it a surpring amount of firepower if able to effectively use both modes. Requires a wide skill set to play effectively.

Gelgoog Vertex Kyranos
The general vertex. Has all of the ranged weapons of the Regelg with additions of waist vulcans and an upgraded Eos beam lance. Has all of the advantages of the longer lance with all of the disadvantages of its long unwieldly downswing. Should have been a very viable general, but for a suit of this size to not have manuever armor is unacceptable. Vulcans can't even be used while boosting. Not a good mobile suit.

Jesta
The second general with active guard, Jesta is MUCH easier to use as it has been equipped with maneuv armor. Unfortunately jesta was given a nonsensical stat distribution, with low overall offensive stats and absolutely miserable ranged mod. Still a viable unit, plays a bit similar to lower cost raids. Interesting beam rifle that stuns uncharged, or can fire a burst charged (where all shots also stun). Grenade has incredibly high stagger build of 80%, easy to combine with vulcans on the move for a melee confirm.

Dijeh SE-R
A strange, dodge-less general. Has access to overboost, which gives it infinite boost during a short period of time. Gets the same primary selection as Dijeh or Hyaku shiki, and is backed up by an instant stun beam rifle and decent vulcans. Also has access to an extra strong downswing. Unfortunately has very poor offesnive stats and melee power for cost. Gets damage control lv2 to make up for its very wide hitbox. Still not very good, huge size makes holding the frontline difficult, forced into aggressive plays where being stunned equals death.

Tristan
An awkward high-cost modification of the Alex. Tristan's wrist MG has been tuned for extra range and accuracy, making it very effective at stunning units. Tristan's beam rifle is powerful on paper, but incredibly high heat rate and medicore ranged stats limit its effectiveness. Tristan's instant stuns are not great either, relying either on a charged beam rifle or underpowered sturmfaust. This leads to issues considering that Tristan is supposed to get it's damage in melee, a suit with a terrible neutral swing, and a slow overhead downswing. Another issue is Tristan's abysmal ranged defenses and terrible HP, making it incredibly risky to engage in any melee in a team setting. An unfortunate general that has somehow managed to dodge any buffs, yet is consistently rated as one of the worst 600 generals.

Messala
Another ill-thought out general, Messala is about the size of 2 or more suits put together, yet was not given manuever armor. Wants to get into melee combat for damage but obviously has a very hard time of that. Decent selection of weapons, however its missiles in MA mode are kind of a joke. Expect to be a punching bag for most of the game.

Doven Wolf
A large ranged focused general, and the only one to have shock dampeners unconditionally, making it immune to all instant stuns. Has a good selection of powerful ranged weapons, but they must be used carefully as they all have very high heat rate. Good ranged defenses, but very low HP, around the HP of something at 450. Good awareness and suit knowledge is needed to use effectively, knowing when to play aggressively or defensively. Is buffed with damage control at lv2, making it harder to stun.

Byarlant Isolde
Barely any different from the base general Byarlant. Weapons are slightly different, and has a gimmicky range boosting skill when it fires in the air immobile (??????). Ultimately plays just about the same as the lower cost unit.

Haze'n-thley
One of the many mistakes from Advance of Zeta. A strong multi-purpose fast general with manuever armor and two melee weapons. Has the strong hazel BR, along with another instant stun rifle that can be charged into a gerobi. Is not reliant on a shield booster, and its shield can actually block beam attacks at the cost of thruster gauge. Very strong.

Hyaku Shiki Kai
At a cost where every suit seems to be overloaded with gimmicks, Hyaku Shiki kai is instead a well rounded general, having good mobility and good ranged weapons. Melee is standard, nothing noteworthy. Just about the only thing that could be considered a gimmick on this suit is the inclusion of arm mounted fire DoT grenades. Head laser vulcans also have good dps and decent stun, like the MP version.

ReGz Custom
The obnoxious do everything general of 600. Gets a good saber, 5 ranged weapons in MS mode with multiple stuns. Gets a fly mode with even more weapons, stuns and shares no weapons between them. A general with unparalleled sustained firepower. Even comes with a biosensor ability, significantly boosting all performance at low HP and can randomly eat a stun/knockdown on activation. One of the best generals at 600. Has a bit less burst damage than some other suits at the cost but can easily make it up through multiple weapons.

Rezel
With a weapon set very similar to Zeta Gundam, but more ranged focused. A very good unit after receiving multiple unwarranted buffs. Compared to zeta Gundam it loses biosensor, can only swing the long saber a single time, and unfortunately has hover movement. As for advantages, the Rezel beam rifle is much better, gets access to the shield beam in MS mode and a different shield weapon in MA mode.

Mass Production Double Zeta
Simply put, MP ZZ is the newest, and one of the most most popular 600 generals. Equipped with a variety of useful weapons, to include a moving charge gerobi and boostable beam spread gun. MP ZZ is effective at stunning repeatedly and dealing with a variety of situations, and even has both a dodge roll and MA + DC1. Individually, MPZZ’s weapons aren’t impressive, but as a whole package it can be quite difficult to deal with. While it has less firepower than say, ReGZ custom, it doesn’t rely on an MA flight mode and has weapons like trackable missiles and maneuver armor breaking beam spray that other suits wish they could have. Gets a unique ranged damage bonus against downed enemies and stronger downswing to make up for lower weapon power.

Zeta Gundam
The earliest 600 cost general. While it was fine on release, its incredibly disappointing ranged capabilities have hindered it greatly. Only has a single instant stun, and its back-up MA breaking stun is also its only real ranged follow-up. Playing it successfully mostly involves scamming people with your beam spear. Doesn’t even have maneuver armor. Doesn’t even have a good boost speed for a melee focused gen, neither is the actual melee damage it can put out worth the effort. Backup beam guns in flight mode are ok at least.
600 Cost, Pt2
Z II
Released before Rezel, and it shows. A ranged focused general with 2 strong ranged weapons. And only those two weapons. This is NOT ok for 600 cost, even if they are strong. Has a beam rifle that will only stun charged, and even has high heat uncharged. Its primary is also unique, equipped with twin flak zooks that can optimally deal very high damage to the larger hitbox units often found at 600, who also tend to skimp on ballistic defense. Has awful boost speed for a 600 cost general, and underwhelming hp. Does NOT get any new weapons in flight mode. ZII is not suited for duels, and can struggle to defend itself when pressured, especially by smaller units that can’t be stunned as easily with the flak zooks. Probably better than Tristan, but not by much.
650 Cost
650 sucks, by the way.

Delta Gundam Kai
A strange general focused around flying around in its Mobile Armor mode. MS Mode is much weaker by comparison, until it hits 50% HP and it’s “NITRO” ability activates, greatly shortening beam focus times, cooldown times, and increasing the effectiveness of psychommu weapons. Only takes 50% build stun when flying around, woosh~

Quebley
Was the first 650 general. Is not good. Too big, no maneuver armor. Can start funnel locks while boosting when psychommu activates at least.

Gustav Karl
Should this oversized grunt be at 650 along with all these protagonist Gundams? No, not really. Very similar to Jesta, with laughable offensive stats and very straightforward ranged weapons. Gets active guard Lv3, which can be canceled from boost, unlike earlier versions.

Silver Bullet
A federation edit of a Zeonic design that was just a stolen federation design. Has lost both dodge roll or Shock dampeners in the confusion. Still gets maneuver armor and offense system, and temp stealth. Gets two psychommu weapons, to include a remote saber. Needs to switch between very passive play and incredibly aggression to preform well.

The O
The dedicated melee monster general of 650. Large and ridiculously fast at 235 boost speed. Can still do ok damage shooting, though rate of fire is obviously limited. When at low HP, gets lock-on resistance to psychommu weapons.

Xeku Zwei
More of a mobile armor than a mobile suit, about the same size of the Xamel, if not bigger. Does not have shock dampeners or a roll. Gets Reticule aiming macross missile spam and pseudo flight with the inclusion of flap boosters. Huge burst damage with quad sturmfausts, incredibly high DPS machine gun and missiles. Can activate overfeed to reload all ballistic weapons and get temporarily stun resistance. Even gets a smart beam as seen on the support Xeku. Still has real melee damage, with different saber weapons. Plays far differently than most units but can be quite strong.

Todesritter
One of the earlier 650 generals. Has a mixture of short/medium ranged weapons. Stun potential is not as high as newer units, due to odd mixture of psychommu weapons, and slightly underwhelming primary gun. Still has HADES, just like the lower cost pale rider units.

Narrative Gundam
Cringe gundam that puts people into the slowing purple prism or something who cares this suit blows

Rebawoo
The king of 650 generals. Gets two instant stuns that have short switch times. Beam Vulcans stun so fast they might as well be instant. Two melee weapons for easy and high damage buffers on wings and legs, roll and maneuver armor. Both incredibly easy to play and very effective. Doesn’t rely on gimmick psychommu weapons.

EX-S Gundam
The ranged focused general of 650. Multiple beam weapons to include funny reflector incom. Awful melee power and melee defense. Beam weapons all have high heat rates, so good heat management is needed. Gets two new weapons in MA mode. ALICE auto-buffs mobility at low hp. Can sometimes struggle to do impressive damage when everyone is rocking 50 beam res.

ZZ gundam
Needed multiple buffs to not be a joke. Has a long, powerful beam saber and a powerful beam rifle. Backup weapons are not so good, aside from the beam cannons. Joke Vulcans, weak missiles, gerobi that can’t be adjusted at all when firing. Was also recently buffed with a flying MA mode which gives it much better ranged pursuit options. Does NOT have damage control, despite large size. Gets Biosensor like Zeta gundam. It’s ok nowadays.
700 Cost
700 cost isn’t real, nothing matters it’s just a stupid stunfest


Sazabi
It’s not the best, but people who say this suit is bad are out of their minds. Has a huge beam saber that makes it incredibly easy to scam other suits. Normal primary is very effective at dealing with maneuver armor, something very relevant considering basically everything has it at this cost. Has basically no weapons past 300m, unless using the moon gundam beam rifle

Sinanju
Straightforward weapons. Goes fast, changes directions a lot, can activate a skill that lets it fire the beam rifle while boosting. Three melee weapons.

Phenex
Stupid gold unicorn. Normal, boring moveset before transformation. After transformation basically looses all melee power but gains funny shield funnel attacks. Heals heals nearby allies at activation. Can stun people when ramming into them when boosting while transformed and you aren’t using your shield funnels. Disables enemy psychommu weapons like unicorn.

Unicorn
Normal unicorn. Less ranged focused than phoenix, more of an all-rounder with double melee weapons. Gets to transform twice, disabling enemy psychommu weapons for 15 seconds. Shield is I-fielded and reduces beam damage by a lot. Loses attack power when in awakened mode Soredemo.

Moon Gundam
Actually a proto-sazabi with a Gundam face and magical space plates. Can use plates to either absorb damage or deal a lot of damage if they hit. Whatever, moon gundam is a stupid manga.

Nu Gundam
Isn’t just for show. Needs to juggle around a lot of shorter/mid ranged weapons like Sazabi. Does not have maneuver armor but gets longer ranger weapons over Sazabi. Can use funnels defensively like Moon and Phenex, but they won’t protect against melee.

Hi-Nu
A more melee focused version of Nu gundam, with funny special skills like lv2 psychoframe, lv2 flap booster, and a skill that boosts your melee damage on suits your funnel attacks are also hitting. Still has defensive funnels like Nu, gets a funny flip bazooka when equipped with it. Can put support funnels on allies. Pretty good suit overall.
Комментариев: 17
A Person 25 ноя. 2023 г. в 6:53 
I don't think the support guide is coming bro
Ignatius 11 окт. 2023 г. в 22:06 
agreed moon gundam is stupid manga:steamsad:
Blast666 22 авг. 2023 г. в 20:39 
My experience with narrative is yeah it has the purple prism but its more melee than ranged especially with the fencing down swing as i built it more melee focus also i agree that it is cringe as it denied me twice of the phenex
Bill 31 июл. 2023 г. в 16:24 
Overall an excellent guide, though a reasonable number of hot takes imho but I'll chalk that up to individual play styles & certain aspects being more important at higher tiered ranked play.
ZakuMeister 19 июл. 2023 г. в 19:10 
When is the Support guide coming?
Balm 5 июл. 2023 г. в 0:30 
Crix you are too skilled and entertaining a content creator to be stuck on this S H I T T Y game.
Ninja 3 июл. 2023 г. в 13:02 
Tanx, very usefull.
Blunette 27 июн. 2023 г. в 18:59 
Looking forward to the Support Guide. This has been actually quite helpful for trying to learn the 400/450 bracket, it feels very heavy in regards to options on that range.
Realzameer 27 июн. 2023 г. в 9:09 
Thanks for the detailed guide!
[☆] flyboy179 27 июн. 2023 г. в 3:34 
Actually to reiterate so i'm not spamming the comments. Its my only suit that i'm good at that isnt the Hazel ll for 500 points. been really unlucky with pull so I only have a Hygog and dom both at LV4. That said at the B- level i'm managining to do well so long as i have space to dump damage. If i had native suit i'd use it but i'm terrible at raid so i just stick with what i know.