Basics (things to keep in mind)
Strategy tips
Specific strategy build example
[Early stage] You can use this until you clear the storySome additions have been made to the mace and fencing saber since the update on October 9, 2024.
[Part] Parts | [Available location] Notes |
[Head]S Gundam | [quest1-5]EX Skill-ALICE is a hypertrance type buff skill that increases the effect of each ability by 1.3 times for a certain period of time. Enjoy the pleasure of accelerating every attack. Another advantage is that the head part is not easily affected by Master Skill Bug 2 (see the details section), which may affect later. |
[Torso]Unicorn Gundam | [story2-7]EX skill NT-D is hypertrance type. It's exactly the same as ALICE above and cannot be duplicated, but it's up to you. |
[Arm] Serpent Custom | [story1-2] OP skill is frontal 16 hit missile. If you equip it on both arms, you can set two, and CT is counted separately, so you can shoot with a hanging weapon |
[Foot] Zaku IIJ triple missile pod equipped | [story1-3]OP skill is frontal 12 hit missile. The parts out rate is also high and it is quite convenient. Unlike Serpent missiles, foot missiles cannot be fired while moving, so do whatever you like |
[BP]Lightning Gundam | [story2-7] A 40-hit missile with a threatening OP skill. However, since it is a vertical type (launched into the sky and has a trajectory that descends rapidly), it is virtually useless in places with low ceilings. However, such places are only about 5% of this work, so it is highly versatile |
[Melee] Heat Rod (Anchor Type) | [story2-8, quest1-1]The only wide range melee weapon. If you set the movement button to neutral and swing it, it has the effect of attracting hit enemies, so you can wipe out many enemies in one place. |
[Melee] Beam saber type | Anything if I can get a ground break. As for the attack itself, a whip is sufficient. |
[Melee] Fencing Saber | [story1-4, quest1-3] Gyan and Gundam Rose's weapons in the saber-type special category. |
[Melee] Super Large Mace | [story3-13, quest2-8] Gundam Barbatos Lupus Rex's weapon in the special category of great swords. |
[Gun] Double Gatling Gun | [story1-2] Serpent custom firearm. You can earn hit combos by equipping both hands and firing continuously first. DPS isn't bad either |
[Shield] Shield (Pallas Athene) | [story2-10, quest1-5] OP skill is frontal 16 hit missile |
[Builder P] Micro missile launcher | [story2-10]Vertical missile. You can fire as many as you have attached at the same time. However, be careful as the CT will also increase accordingly. |
[Builder P] 6-twin missile pod | [quest2-10] Frontal missile. Basically, a vertical type is better, but this one can be used anywhere. It is also possible to equip it in two or three slots and ground break the enemy by removing all its parts. |
[Endgame] Replace the following parts with the above build. Parts intended for skills can be made into master skills and replaced with parts of your choice.
[Part] Parts | |
[Gun]Atomic Bazooka | By adding three types of shooting gauges (especially cost) with parts abilities and cartridges, it becomes unusually easy to use. The problem is that it will blow you away, but you can prevent this by shooting it down from the air. Zako will evaporate in 2 or 3 shots, and PG bosses can also hit all parts, so they can deal high damage. Since it is a physical attribute, it is compatible with missiles.Good. However, you cannot use DPS against HG bosses, so use other weapons to deal with them. |
[Melee] Kenpo | △A moderately powerful continuous attack is possible with 4 attacks. △If you swing it 5 times, it will be blown away, so it is strictly prohibited. It has the advantage of being able to ground break, which the two melee giants cannot do. There are some places where you can go around faster if you have a way to get parts out. A similar weapon, the claw, has a good reputation, but it cannot ground break. |
[EX Skill] Atomic Bazooka | Can be used with GP02's radiator shield (cannot be made into a master skill). The usability is almost the same as that of a gun, so it is easy to use them together. If Mace & Nucleus become the main focus, the reaction value will no longer be important, so you can cut out the Hypertrance system. |
[EX Skill] Funnel type | It will attack automatically for 30 seconds. With the update on October 9, 2024, the frequency of attacks has increased and reached a practical level. Particularly strong are GN Fang, which has a stun effect, Dragoon (Legend), which attacks frequently, and Gambit. |
[Ability] Recirculate | A special ability attached to Gundam (Recirculation Color). The effect of the gun is to cut the shooting cost by 5%, so I definitely want to add it |
[Ability] Reduce cooldown time: Remove parts | CT will be shortened if parts are removed. Even if it is a first-time full micro missile (CT 160 seconds), the CT will disappear immediately after launch. However, please note that it is not valid for enemies and PG bosses whose parts have already been removed. |
[Builder P] Micro missile launcher | Aim for 336 hits with 8 equipment and get hit combo bonus Lv9 from the first move. If you attach the above-mentioned CT shortening ability, the CT will immediately become zero, so you can shoot frequently and it is good for DPS. |
[Ability C] Durability value | At Newtype difficulty or in the latter half of Survival, you may be defeated by one punch, but if you add +200% or more and have a durability of 800,000 or more, you will not be defeated. |
[Ability C] 3 types of shooting gauge | Necessary to fire nuclear weapons repeatedly. In particular, the world will change if you cut the shooting gauge cost by about 90%, which is considered to be the upper limit. |
Other recommended parts
As for EX skills, by equipping all of the abilities "Melee EX, Shooting EX, Dance EX, Unique EX, Cancel Combo, Cancel EX", it is possible to produce DPS comparable to Mace.[Part] Parts | |
[Builder P] Amazing Rev | The Crimson Comet is a hypertrance type. Use it when you want to secure the freedom of the main parts in the early stages when you cannot master them |
[Builder P] Mercury Rev A Shotgun | Suitable for gaining number of hits. Although it is inferior to micro missiles in many ways, this one hits quickly and can be used anywhere |
[Builder P] M68 Pardus (abbreviated) | Parts out rate is very high with OP skill guided missile. |
[Builder P]Azzam Leader | Incapacitates enemies in medium range. It also eliminates knockback, so it is recommended for those who mainly attack with short-range weapons. You can use as many parts as you like as separate CTs, so you can wear two. Among the skills with the same effect, this one has the longest effect time |
[Torso] Full Armor Gundam Thunderbolt version | OP skill shoulder 7 missiles is useful for the same reason as above. |
[Torso] Mobile couple | When the OP Skill Missile Launcher is held down, it can reach an amazing 100 hits (the number of shots increases depending on the reaction value). You can shoot while moving and the parts out rate is high, but the DPS is low |
[Arm] Serpent custom (equipped with double gatling gun) | Two types of OP skills are useful. If you wear it on both arms, you will be able to use the 4 skills to shoot missiles and fire. Gatling in particular is easy to get hits. |
[Arm] Beginning Gundam 30 | EX space- An attack where ifs units mowing horizontally at a cost of 2. It has high total damage and has a similar trajectory to a whip, making it compatible. Melee/Beam/Unique EX |
[Arm] Full Armor Gundam Thunderbolt version | EX skill is a vertical slash version of ↑, and it is easier to make a full hit against tall PG bosses. Melee/beam/unique EX treatment |
[Foot] Buster Gundam | The short press version of the EX skill is highly powerful and has a defensive debuff effect. The drawback is that it is not suitable for PG boss battles because it is for single targets (it has not been verified whether debuffing one area will make all areas softer) |
[Foot] Build Burning Gundam | EX Skill - Dimension Haoh Style Holy Spear Kick costs 2, is wide horizontally, and is highly powerful both on the ground and in the air. The flaw is that it doesn't hit fully unless it's in close contact, and it blows away, but it's extremely easy to use. Unique EX |
[BP]Rosen Zuhl | Stops the movement of a small area of the enemy locked by the EX skill. Upward compatible with EX version of Azzam Leader |
[BP]Strike Freedom Gundam | EX Skill - Hyper Dragoon activates Hyper Trance and Funnel at the same time when EX gauge is 4. Please note that other BP skills cannot be used due to the master skill bug. |
[Shield] Gatling Shield | Gatling with a CT of 5 seconds is useful for number of hits. Cannot be made into a master skill. |
[Melee] Kenpo | Treated as a two-handed weapon. △ If you stop after 4 attacks, you won't be blown away and it will be easier to attack endlessly. Unlike the two giants, it is capable of ground breaking, so if you are prepared to take out all parts, the HG boss can be defeated in the fastest class. |
[Melee] Claw | It is similar in usage to Kenpo, but the consecutive attacks are stronger here. Ground break is not possible, but it is strong just by repeatedly hitting △ in the air. |
[Gun] Beam Gatling gun (connected) | Full armor unicorn weapon. The usability is the same as Double Gatling, but this one has slightly better attack power. |
[OP] Vertical missile system | BP skills such as Lightning Gundam, ZZ Gundam, Fats, etc. If you master it, you can load it up and fire it with a hanging weapon. The biggest advantage is that you can shoot endlessly if you attach the ability [OP Gauge Recovery Parts Out] |
[EX]Gundam Spark | Electromagnetic spear (melee weapon) skill. High DPS & medium range. This is especially true for PG bosses. Shooting in the air will cause 1.5 times more damage, but since there is no downward attack detection, you will need to keep it to a small jump against HG bosses. Unique EX |
[EX] Dark Cannon | Firearm dark artillery skill. It costs 3 and is heavy, but it has the effect of concentrating enemies. Very convenient for tactics that wipe out weapons mainly with nuclear weapons |
[Awakening] Plasma Diver Missile | Gundam AGE-1 normal body awakening skill. Excellent long distance, bullet speed, and range |
Ability list
Sort by name. Since there are no detailed descriptions of abilities in this game, they are summarized in the table below. (This is based on self-verification, so it may be wrong)Recommended abilities are in purple.
EX gauge increase: Defeat enemy with EX skill | EX gauge increases each time you defeat an enemy with an EX skill. The amount of increase in this category itself is abnormally small, so all items are not recommended. |
EX gauge increase: Defeat enemy with ground break attribute | EX gauge increases each time you defeat an enemy with the ground break attribute. Although it is written as "attribute", it is unclear whether there is anything other than the ground break itself |
EX gauge increase: Defeat enemy | EX gauge increases each time you defeat an enemy. |
EX gauge increase: remove parts | EX gauge increases each time you remove parts from an enemy. Overwhelmingly convenient for EX increase systems |
Item drop: probability | Parts, abilitiesIncreased drop rate of cartridges (plastic seems to be excluded) |
Item Drop: Quality | Improving the rank of plastic drops? (Parts rarity remains unchanged) |
Item drop: probability/quality | Effect of combining the above two types |
Collection performance: Shooting weapon | Scattered bullets like machine guns and shotguns will be easier to concentrate. There is also no big improvement |
passive | Increased invincibility time during passive action performed by pressing the × button while being blown away. There is upward compatibility called "Function release: avoidance system" |
Autoguard | There is upward compatibility called "Function Release: Guard Type" which automatically guards when attacked in a guardable state (neutral state) |
Get up | Increased invincibility time while getting up by pressing the × button when falling |
Guard gauge: recovery speed | Increased recovery speed of guard gauge |
Guard gauge: capacity | Increase the upper limit of guard gauge. If you increase your durability, there is almost no need for the guard itself |
Damage cut when guarding: Beam | Reduced damage taken when guarding only for beams |
Damage cut when guarding: Physical | Reduced damage taken when guarding only for physical damage |
Damage cut when guarding: Physical/Beam | Reduced damage taken when guarding. There is no need to guard because the guard itself is not performed and the guard reduction rate is originally strong |
Recovery Speed: Rescue | The rescue gauge time that occurs when waking up a wingman has been reduced. Unnecessary as there is little need for the wingman itself |
Awakening gauge increase: Time elapsed | Awakening gauge increases over time |
Awakening Gauge Increase: Parts Removal | Awakening gauge increases each time you remove parts from an enemy |
Awakening gauge increase: Damage taken | Awakening gauge increases when receiving damage |
Awakening gauge increase: number of hits | Awakening gauge increases as the number of hits increases. Depending on the build, it may be possible to stay awake all the time |
Awakening Gauge Increase: Performance | Effect of combining the above four types |
Function release: Guard system | 3 types of "Auto Guard, Shield Bash, Just Guard" released |
Function release: Avoidance system | 3 types of abilities: "ground evasion, aerial evasion, passive" released |
Function release: Defense system | An effect that has all of the following: passive, ground evasion, air evasion, just guard, shield bash, auto guard, flinching immunity when dying, and instant death evasion. Virtually includes everything except shooting mode and getting up |
Aerial avoidance | You can now step in the air. There is upward compatibility called "Function release: avoidance system" |
Cool time reduction: 〇〇 series OP | Reduced cooldown time of 〇〇 series OP skills |
Cool time reduction: OP | Reduced cooldown time of all OP skills. It seems that the cut rate upper limit is 90% internally, so it is impossible to shoot as much as you want |
Cooldown time reduction: Defeat the enemy | The cooldown time of OP skills decreases each time you defeat an enemy |
Cool time reduction: parts removal | The cooldown time of OP skills decreases each time you remove parts from an enemy. The conditions are easy and you can shoot unlimited skills except for PG boss battles |
Attack power:〇〇 | The attack power of 〇〇 weapon types has increased. It is relatively easy to understand as it is also reflected in the numbers on the assembly screen |
Attack power: Guard gauge | Easier to break enemy's guard. It is unnecessary as the enemy rarely performs guarding |
Attack power: Cancel combo | Improved power of cancel combo (skill attack performed immediately after normal attack) |
Attack power: Cancel EX | Cancel EX (performed immediately after normal attack)The power of EX skills) has been improved. Duplicate with the above cancel combo |
Attack power: Unique EX | Increased damage dealt by unique EX. Required if you use it a lot. (It is not possible to tell at a glance which one is the unique EX, so please verify) |
Attack power: Parts out | Easier to make enemies take out parts |
Attack power: Left arm〇〇 | The attack power of left hand equipment 〇〇 increases. Does not apply to two-handed weapons such as maces or grappling |
Attack power: Right arm〇〇 | The attack power of 〇〇 equipped on the right hand increases. Does not apply to two-handed weapons such as maces or grappling |
Attack power: flinch gauge | Easier to scare the enemy |
Attack power: Near death | Attack power increases when on the verge of death. Not only is it troublesome to maintain the dying state, but there is no point in increasing the attack power by doing so, so it is unnecessary |
Shield Bash | R1+R2 allows shield charging attack |
Time extension: Awakening | Extends the duration of the awakened state |
Time extension: Hyper Trance EX | Extend hypertrance state maintenance time |
Shot gauge recovery speed: Shooting weapon | The amount of shooting gauge recovered over time is increased |
Shooting Gauge Cost: Shooting Weapon | Reduces gauge consumption when firing ranged weapons. It is possible to increase it to over 100%, but internally the upper limit seems to be 90%. You can't shoot as much as you want at 100% |
Shooting Gauge Capacity: Shooting Weapon | The upper limit of the shooting gauge has increased |
Just Guard | When guarding just before the enemy's attack hits, the damage cut rate becomes 100%, and the effect is to knock the enemy back without consuming the gauge. |
Shooting mode | A shooting attack performed with L1+L2 while standing still. Increases power |
Thruster Gauge: Recovery Speed | Increased recovery speed of thruster gauge |
Thruster gauge: capacity | The upper limit of the thruster gauge has been increased. Enough for body parts |
Thruster gauge consumption: step | Reducing thruster gauge consumption by stepping |
Thruster gauge consumption: Boost | Reducing thruster gauge consumption by boost |
Thruster gauge consumption: Aerial avoidance | Reducing thruster gauge consumption by aerial evasion (air evasion is an aerial step made possible by ability cartridges) |
Thruster gauge consumption: Performance | All effects of the above "Thruster Gauge Consumption" ability |
Thruster gauge consumption: Ground avoidance | Reducing thruster gauge consumption due to ground avoidance (ground avoidance = step) |
Avoid instant death | When receiving lethal damage, remain standing with 1% durability remaining. However, it does not activate when you are on the verge of death, and if you are hit repeatedly, you will be destroyed, so it is less effective |
Durability: Capacity | Increased the upper limit of durability. You can easily increase it by about 250% with a cartridge. However, please note that the upper limit of the durability value itself is 1,080,000. |
Durability recovery: When attack hits | Recovers durability as the number of hits increases. It is the easiest to achieve and the most effective among durability recovery methods |
Durability recovery: When enemy is defeated | Recover durability upon defeating enemy |
Durability value recovery: When parts are out | Recovers durability when enemy parts are removed |
Durability recovery: every second | Durability value recovers over time. The conditions are mild, but the amount of recovery is small |
Damage cut: For each enemy that targets you | Reduces damage taken for each enemy that targets you. The more people you fight, the more damage reduction you receive. The effect itself is powerful, but it is not necessary if you have high durability |
Damage cut: Near death | Reduces damage received when dying by a percentage |
Bullet speed: Shooting weapon | The speed of the bullet increases |
Ground avoidance | Increased invincibility time during step |
Tracking performance: Shooting weapon | The bullet's tracking performance improves, making it easier to hit. It's not necessary because it's normal to hit in the first place |
Parts Out: Defense | It seems like it will be harder to remove parts |
Explosive range: Shooting weapon | The range of explosions generated by bazooka etc. expands |
Reaction speed: performance | Reaction rate value increases. The effect is great because all attack motions become faster and DPS increases as a result. Please note that the upper limit of the reaction value itself is 200% |
Finch Gauge: Recovery Speed | Finch gauge recovery speed increased |
Finch Gauge: Defense | Reducing the amount of flinch gauge reduction when guarding? |
Hinch gauge: capacity | Increase the capacity of the flinch gauge (mask data). Flinch refers to the phenomenon of being unable to move due to an enemy's rotating blade or extremely thick beam, but it is not very effective. |
Disables flinching when dying | Becomes super armored when near death |
Dying condition: remaining durability value rate | The original dying condition of 30% durability increases by the percentage of this ability. However, the upper limit of the dying condition rate seems to be 40%. In other words, the value required for this Abi is 34%. |
Hate: Up | You will be more likely to be targeted by enemies |
Recirculate (proximity) | EX gauge consumption reduced by 5% |
Recirculate (gun) | Shot gauge consumption reduced by 5% |
Recirculate (head) | Awakening gauge consumption reduced by 5% |
Recirculate (torso/BP) | Reduce thruster gauge consumption by 5% |
Recirculate (arms/legs) | 5% damage reduction |
Reuse (BP) | Recovers 5% thruster gauge when obtaining backpack |
Reuse (right arm) | 5% HP recovery when obtaining light arm |
Reuse (proximity) | When acquiring melee weapons, EX gauge +5%, OP cool time reduced by 5% |
Reuse (top left) | 5% HP recovery when obtaining left arm |
Reuse (gun) | Recovers 5% shooting gauge when acquiring a shooting weapon |
Reuse (foot) | 5% HP recovery when obtaining leg |
Reuse (head) | 5% HP recovery when getting head |
Reuse (body) | Recovers 5% thruster gauge when obtaining body |
Movement speed: step | Increased step movement speed |
Movement speed: boost | Boost speed increase when moving |
Movement speed: air avoidance | Increased movement speed for air evasion (air evasion is an air step made possible by ability cartridges) |
Moving speed: Running | Increased movement speed when not boosted |
Movement speed: Ground avoidance | Increased movement speed of steps (movement speed: overlaps with step, but it is unclear whether they overlap or are really the same) |
Movement speed: performance | Effects of all movement speed abilities listed above. However, be careful as the upper limit of movement speed is 1440 and the upper limit of boost speed is 2450. |
Maximum duration: Hit combo | The gauge that maintains the hit combo bonus decreases more slowly |
Maximum duration: Break combo | The gauge that maintains the break combo bonus decreases more slowly |
Time reduction: Charge | Attack charge time reduced |
Invincibility time: Step | Step invincibility time extension |
Invincibility time: Ground/air avoidance | Extension of invincibility time during step/passive? It is unclear whether this overlaps with the above. In any case, there is no change only at the error level |