★ New Events:Crossover UCE Axis II (Spiraling Fates) Event ,2nd Anniversary Celebration Campaign
★ New MS and Pilot: Gottrlatan (Bombardment) and Katejina Loos
★ Answer our survey for Gundam UCE or try our gacha simulators!

Cooperative Battles are midgame content where players across the server team up to defeat powerful enemies. Learn about what Cooperative Battles entail and what rewards you can earn for participating.
List of Contents

Cooperative Battles are midgame PvE content separated by difficulties and types of opponents. These stages drop modules that you can equip on your mobile suits to raise their stats. These stages are also quite difficult, and you'll have the option to send out SOS signals to get other players' assistance.

Cooperative Battles can be accessed once you reach Player Rank 20. Although every stage doesn't visibly demand large amounts of Combat Power, it can be very difficult to clear a raid on your own, especially at the early stages of the game. This is where the cooperative aspect of the game mode comes in, as you can call on other players to assist you, or you can answer their calls and help finish a fight that other players have started.
The option to send out an SOS Signal and to whom you send that signal can be decided at the start of the raid's first run. But first, you must decide on a lineup to use against the enemy ace. Because you can control the enemy's type when you're the one initiating the raid, you're free to select one that you can easily deal with.
For example, if your team is occupied predominantly by Blue-types like the [M0239] S Gundam and the [M0040] Hi-Nu Gundam, you can initiate fights against Red-type enemies so your Blue-types can deal more damage.

Your reward is based on how well you do in the battle. The better you do, the higher your chances of getting good-quality modules. Bonus modules are also granted to whoever starts the Co-op Battle and whoever deals the most damage.
These battles come in different difficulties, with Cooperative Quest I granting certain types of modules (Blue, Red, Green, Yellow, Purple), and Cooperative Quest II granting certain kinds of modules. Below is a table on which Cooperative Quests reward you with certain modules.
| Cooperative Quest | Reward |
|---|---|
| Cooperative Quest I (Red) | Red Type Modules of all rarities and base skills |
| Cooperative Quest I (Blue) | Blue Type Modules of all rarities and base skills |
| Cooperative Quest I (Green) | Green Type Modules of all rarities and base skills |
| Cooperative Quest I (Yellow) | Yellow Type Modules of all rarities and base skills |
| Cooperative Quest I (Purple) | Purple Type Modules of all rarities and base skills |
| Cooperative Quest II (Red) | Evasion Regulator Modules of all types and rarities |
| Cooperative Quest II (Blue) | AD-ASL-A Modules of all types and rarities |
| Cooperative Quest II (Green) | Augmentation Frame Modules of all types and rarities |
| Cooperative Quest II (Yellow) | Beam and Projectile Enhancement Program Modules of all types and rarities |
| Cooperative Quest II (Purple) | EX Damage Enhancement Program Modules of all types and rarities |

Cooperative Battle bosses target the highest HP unit on your team. That said, you can skip adding Gyan to your lineup and make your intended tank the highest HP unit on your team through modules and Unit Enhancement.
Once you're strong enough, Cooperative Battles I and II can be completed with 0 Armored units. Instead, you can use high DPS mobile suits with sustain like the Yellow Sazabi or the Unicorn Gundam Perfectibility NT-D, or one with Perfect Guard or Absolute Evade as your tank instead. That way, you'll deal even more damage to the boss, while still having a defensive unit to protect the rest of your team.

The more difficult the Coop Quest, the more and better rewards you'll earn. More modules are awarded in higher-difficulty Coop Quests, and more modules is always a good thing, especially since unused modules can be traded in for Unit Enhancement Pts., which is a very valuable resource in the game. While it hasn't been confirmed, it seems as if the drop rates for SR-rarity modules are higher in Coop Quest II and III than it is in Coop I, since players have reported winning higher quality modules from the higher tiers of Coop Quests.

Joining an existing Co-op Raid only costs 1 BP, while starting one costs 5 BP. While starting these battles costs more BP, it's almost always better to do so. This is because of how the player who starts the Raid gets a bonus reward module, and so will the player who deals the most damage.
Starting matches yourself will guarantee that you get at least 2 modules, as you'll get both your standard reward and the finder's reward. You can also rejoin these battles for free whenever you lose, so you can keep going at it and accumulate damage that way. That said, your chances of dealing the most damage in the battle are boosted when you start the battle yourself, considering that you control when to send the SOS Signal to invite other players in.

Before you start or join a co-op raid, you'll have the option to select a paired mobile suit and pilot belonging to one of your clanmates to fight with you, taking up the rightmost slot on your team. Unless you've been playing for a long time or you've spent a lot on this game, these units will probably end up carrying your team and doing ridiculous amounts of damage. It might even solo an entire battle for you and hand you the victory in just one attempt.
Because these units will be key to your victory and topping the damage rankings, try to use units that can enhance their damage. For example, if you borrow a powerful Zeong, using a Re-GZ and a Gundam Ez8 alongside it will further amplify its power. After these, look to add your own powerful DPS units.
Use the remaining slots for powerful debuffers or buffers that'll help your team deal even more damage. Some of the best in this role are the Awakened Magna Martell, Phenex, Cima's Gelgoog Marine, Alex, and Char's Z'Gok (situationally).
On the other hand, if you're more of an advanced player who's already capable of soloing Cooperative Battles, you're likely better off running your best DPS units, along with some support units to boost their damage. Use your absolute best units even in stages where they suffer from a type disadvantage. Maximize your damage output and try to analyze your built team. Check the units you think are replaceable, and then see your best options for improving your team's overall damage output.
Best Cooperative Battle & Raid Battle Mobile Suit Tier List (PvE)

When starting battles yourself, you get to decide when to use the SOS feature. You can definitely solo these Cooperative Battles later on when your units are already very powerful, but when you're in the early and mid-game, you probably can't. Even if you can rejoin as many times as you want, it'll take an unreasonable amount of time to solo a boss when you just don't have the firepower to do so.
That said, a good way to ensure that you take home the reward for dealing the most damage is to only call for other players once you've brought the opponent down to below half its health. That way, even if the strongest teams in the world join your Coop Battle, you'll still be able to secure the top rank in terms of damage.

The Reward Boost feature allows you to double or triple the rewards of a Cooperative Battle in exchange for twice or thrice the BP and Coop Tickets if needed. Cooperative Battles can take a while, so using this feature is a foolproof way to save yourself some time.
| 1 |
The Cooperative Battle mode can be selected directly from the home menu. It is located right above Quests and below the Events panel. |
|---|---|
| 2 |
Once you're at the Cooperative Battle window, there will be three relevant tabs for you: Co-op List, Co-op Quests, and Unconfirmed Battles. In this case, you will want to head over to the Co-op Quests tab |
| 3 |
Among the list of Cooperative Quest missions, select the appropriate difficulty and enemy type that you want to face. |
| 4 |
Select the team that you want to fight with. After that, you will be brought to the Unit Deployment screen. |
| 5 |
You will then be given an option whether to release an SOS Signal or not. The window will also let you choose who will receive your SOS Signal. |
| 6 |
Continue the fight as usual. |
| 1 |
The Cooperative Raid mode can be selected directly from the home menu. It is located right above Quests and below the Events panel. |
|---|---|
| 2 |
Once you're at the Cooperative Raid window, there will be three relevant tabs for you: Co-op List, Co-op Quests, and Unconfirmed Battles. In this case, you will want to head over to the Co-op List tab. |
| 3 |
There, you will find a list of ongoing Cooperative battles that you can freely join. This list will include raids that you have been invited to, as well as all public ones. |
| 4 |
If you want to join a certain fight, simply click on the listed item and select your squad |
| 5 |
If you want to spread the SOS Signal to the raid to more people, you can select the appropriate options once you reach the Unit Deployment phase. |
| 1 |
The Cooperative Battle mode can be selected directly from the home menu. It is located right above Quests and below the Events panel. |
|---|---|
| 2 |
Once you're at the Cooperative Battle window, there will be three relevant tabs for you: Co-op List, Co-op Quests, and Unconfirmed Battles. In this case, you will want to head over to the Unconfirmed Battles tab |
| 3 |
Cooperative battles you have participated in will be listed here upon the fight's conclusion. If you want to claim your prize, simply click on any listed item, view the results, and check your rewards. |
| 4 |
Note that if the fight is cleared by you or another participant by the time you finish the stage, you will be directed to this window immediately after. |

Cooperative Quest I stages are the easiest of the bunch, and do not necessarily need much planning outside of the tips and tricks we've already discussed above. While Cooperative Quest II stages are a little bit harder, it's pretty much the same as Coop I, but with different enemy bosses with better stats. Like with Coop I, Coop II Quests do not need much planning.
Even if you're at a very low level, you could solo Coop Quest I stages by borrowing extremely powerful self-sustaining carries from your Friends and Clanmates. Some of the best units to borrow for this purpose are the Yellow Sazabi, Sinanju, Unicorn Gundam PF (NT-D), and the Awakened Magna Martell. The gap between Coop I and II isn't that big, so if you could do Coop I, you won't have much trouble with Coop II either.

Coop III is a whole new ballpark and is extremely difficult when compared to all the other Coop Quests. The biggest change here is how the battle is held in an Underwater map, which means that plenty of very powerful DPS mobile suits, like the Zeong and the Yellow Sazabi, are rendered useless. You'll want to use mobile suits that thrive Underwater, or at least have a △ rating for the map in question. You could still use mobile suits with the ✖ terrain disadvantage for Underwater maps, just know that their stats will be debuffed.
Another key difference in Coop III is how the Cooperative Battle boss is accompanied by 5 Aqua GMs, so they won't be alone this time. Unlike the Coop Boss,
The final big difference between Coop III and the other Coop Quests is how the stats of the enemy units in Coop III are ridiculously high. You'll need to deal around 220 million damage to win the battle by yourself, which is significantly more than the 52 million you need to clear Coop II. The enemies here also deal plenty of damage, so it's easy to lose your key units.
Gedlav
|
The most effective unit for Coop III is the Gedlav by far. It thrives in Underwater maps, deals good damage, and can actually serve as the team's tank thanks to its 99% damage resistance buff. The key here is to keep the Gedlav above its 90% max HP threshold to keep its offensive and defensive buffs active. Do this with healers such as the V2A Gundam, the Green Nu, the Awakened Yonfavin, or the R-rarity GM-GR. When picking your borrowed unit, try to borrow a clanmate or friend's Gedlav, as this will help your team last longer as well as deal more damage.
As for the rest of your team's core, look to add more firepower with powerful DPS units, ideally those with the 〇 or △ terrain compatibility. Notable picks for this role include the PF NT-D and the Sinanju (Generic).
To round out your team, look to field in a Support, be it a buffer or a debuffer. Notable picks here include the Phenex, the Ez8, and Awakened Magna Martell. At first glance, you'd think Char's Z'Gok would perform well here, since it not only has a 〇 terrain advantage for Underwater maps, but receives further buffs when in these maps. However, these will force your units to ignore the GMs, which in turn, would be left unchecked and deal unnecessary damage to your units. It's much better to just take them down early, so just leave Char's Z'Gok out of your Coop III lineup.
| Icon | Description |
|---|---|
| [Red] Projectile Enhancement Program A (SR) When battle begins: red type mobile suit projectile damage is increased by 9% | |
| [Red] Beam Enhancement Program A (SR) When battle begins: red type mobile suit beam damage is increased by 9% | |
| [Red] AD-ASL-A (SR) When battle begins: red type mobile suit accuracy is increaased by 7% | |
| [Red] Evasion Regulator A (SR) When battle begins: red type mobile suit evasion is increased by 7% | |
| [Red] Augmentation Frame A (SR) When battle begins: red type mobile suit Max HP is increased by 16% | |
| [Red] Projectile Enhancement Program A (R) When battle begins: red type mobile suit projectile damage is increased by 6% | |
| [Red] Beam Enhancement Program A (R) When battle begins: red type mobile suit beam damage is increased by 6% | |
| [Red] AD-ASL-A (R) When battle begins: red type mobile suit accuracy is increased by 4% | |
| [Red] AD-ASL-A (R) When battle begins: red type mobile suit accuracy is increased by 4% | |
| [Red] AD-ASL-A (R) When battle begins: red type mobile suit accuracy is increased by 4% | |
| [Red] AD-ASL-A (R) When battle begins: red type mobile suit accuracy is increased by 4% | |
| [Red] AD-ASL-A (R) When battle begins: red type mobile suit accuracy is increased by 4% | |
| [Red] AD-ASL-A (R) When battle begins: red type mobile suit accuracy is increased by 4% | |
| [Red] AD-ASL-A (R) When battle begins: red type mobile suit accuracy is increased by 4% | |
| [Red] AD-ASL-A (R) When battle begins: red type mobile suit accuracy is increased by 4% |
| Icon | Description |
|---|---|
| [Blue] Projectile Enhancement Program A (SR) When battle begins: blue type mobile suit projectile damage is increased by 9% | |
| [Blue] Beam Enhancement Program A (SR) When battle begins: blue type mobile suit beam damage is increased by 9% | |
| [Blue] AD-ASL-A (SR) When battle begins: blue type mobile suit accuracy is increaased by 7% | |
| [Blue] Evasion Regulator A (SR) When battle begins: blue type mobile suit evasion is increased by 7% | |
| [Blue] Augmentation Frame A (SR) When battle begins: blue type mobile suit Max HP is increased by 16% | |
| [Blue] Projectile Enhancement Program A (R) When battle begins: blue type mobile suit projectile damage is increased by 6% | |
| [Blue] Beam Enhancement Program A (R) When battle begins: blue type mobile suit beam damage is increased by 6% | |
| [Blue] AD-ASL-A (R) When battle begins: blue type mobile suit accuracy is increased by 4% | |
| [Blue] Evasion Regulator A (R) When battle begins: blue type mobile suit evasion is increased by 4% | |
| [Blue] Augmentation Frame A (R) When battle begins: blue type mobile suit Max HP is increased by 10% | |
| [Blue] Projectile Enhancement Program A (N) When battle begins: blue type mobile suit projectile damage is increased by 3% | |
| [Blue] Beam Enhancement Program A (N) When battle begins: blue type mobile suit beam damage is increased by 3% | |
| [Blue] AD-ASL-A (N) When battle begins: blue type mobile suit accuracy is increased by 1% | |
| [Blue] Evasion Regulator A (N) When battle begins: blue type mobile suit evasion is increased by 1% | |
| [Blue] Augmentation Frame A (N) When battle begins: blue type mobile suit Max HP is increased by 6% |
| Icon | Description |
|---|---|
| [Green] Projectile Enhancement Program A (SR) When battle begins: green type mobile suit projectile damage is increased by 9% | |
| [Green] Beam Enhancement Program A (SR) When battle begins: green type mobile suit beam damage is increased by 9% | |
| [Green] AD-ASL-A (SR) When battle begins: green type mobile suit accuracy is increaased by 7% | |
| [Green] Evasion Regulator A (SR) When battle begins: green type mobile suit evasion is increased by 7% | |
| [Green] Augmentation Frame A (SR) When battle begins: green type mobile suit Max HP is increased by 16% | |
| [Green] Projectile Enhancement Program A (R) When battle begins: green type mobile suit projectile damage is increased by 6% | |
| [Green] Beam Enhancement Program A (R) When battle begins: green type mobile suit beam damage is increased by 6% | |
| [Green] AD-ASL-A (R) When battle begins: green type mobile suit accuracy is increased by 4% | |
| [Green] Evasion Regulator A (R) When battle begins: green type mobile suit evasion is increased by 4% | |
| [Green] Augmentation Frame A (R) When battle begins: green type mobile suit Max HP is increased by 10% | |
| [Green] Projectile Enhancement Program A (N) When battle begins: green type mobile suit projectile damage is increased by 3% | |
| [Green] Beam Enhancement Program A (N) When battle begins: green type mobile suit beam damage is increased by 3% | |
| [Green] AD-ASL-A (N) When battle begins: green type mobile suit accuracy is increased by 1% | |
| [Green] Evasion Regulator A (N) When battle begins: green type mobile suit evasion is increased by 1% | |
| [Green] Augmentation Frame A (N) When battle begins: green type mobile suit Max HP is increased by 6% |
| Icon | Description |
|---|---|
| [Yellow] Projectile Enhancement Program A (SR) When battle begins: yellow type mobile suit projectile damage is increased by 9% | |
| [Yellow] Beam Enhancement Program A (SR) When battle begins: yellow type mobile suit beam damage is increased by 9% | |
| [Yellow] AD-ASL-A (SR) When battle begins: yellow type mobile suit accuracy is increaased by 7 | |
| [Yellow] Evasion Regulator A (SR) When battle begins: yellow type mobile suit evasion is increased by 7% | |
| [Yellow] Augmentation Frame A (SR) When battle begins: yellow type mobile suit Max HP is increased by 16 | |
| [Yellow] Projectile Enhancement Program A (R) When battle begins: yellow type mobile suit projectile damage is increased by 6% | |
| [Yellow] Beam Enhancement Program A (R) When battle begins: yellow type mobile suit beam damage is increased by 6% | |
| [Yellow] AD-ASL-A (R) When battle begins: yellow type mobile suit accuracy is increased by 4% | |
| [Yellow] Evasion Regulator A (R) When battle begins: yellow type mobile suit evasion is increased by 4% | |
| [Yellow] Augmentation Frame A (R) When battle begins: yellow type mobile suit Max HP is increased by 10% | |
| [Yellow] Projectile Enhancement Program A (N) When battle begins: yellow type mobile suit projectile damage is increased by 3% | |
| [Yellow] Beam Enhancement Program A (N) When battle begins: yellow type mobile suit beam damage is increased by 3% | |
| [Yellow] AD-ASL-A (N) When battle begins: yellow type mobile suit accuracy is increased by 1% | |
| [Yellow] Evasion Regulator A (N) When battle begins: yellow type mobile suit evasion is increased by 1% | |
| [Yellow] Augmentation Frame A (N) When battle begins: yellow type mobile suit Max HP is increased by 6% |
| Icon | Description |
|---|---|
| [Purple] Projectile Enhancement Program A (SR) When battle begins: purple type mobile suit projectile damage is increased by 9% | |
| [Purple] Beam Enhancement Program A (SR) When battle begins: purple type mobile suit beam damage is increased by 9% | |
| [Purple] AD-ASL-A (SR) When battle begins: purple type mobile suit accuracy is increaased by 7% | |
| [Purple] Evasion Regulator A (SR) When battle begins: purple type mobile suit evasion is increased by 7% | |
| [Purple] Augmentation Frame A (SR) When battle begins: purple type mobile suit Max HP is increased by 16% | |
| [Purple] Projectile Enhancement Program A (R) When battle begins: purple type mobile suit projectile damage is increased by 6% | |
| [Purple] Beam Enhancement Program A (R) When battle begins: purple type mobile suit beam damage is increased by 6% | |
| [Purple] AD-ASL-A (R) When battle begins: purple type mobile suit accuracy is increased by 4% | |
| [Purple] Evasion Regulator A (R) When battle begins: purple type mobile suit evasion is increased by 4% | |
| [Purple] Augmentation Frame A (R) When battle begins: purple type mobile suit Max HP is increased by 10% | |
| [Purple] Projectile Enhancement Program A (N) When battle begins: purple type mobile suit projectile damage is increased by 3% | |
| [Purple] Beam Enhancement Program A (N) When battle begins: purple type mobile suit beam damage is increased by 3% | |
| [Purple] AD-ASL-A (N) When battle begins: purple type mobile suit accuracy is increased by 1% | |
| [Purple] Evasion Regulator A (N) When battle begins: purple type mobile suit evasion is increased by 1% | |
| [Purple] Augmentation Frame A (N) When battle begins: purple type mobile suit Max HP is increased by 6% |
| Icon | Description |
|---|---|
|
|
[Red] Evasion Regulator A (SR) When battle begins: red type mobile suit evasion is increased by 7% |
|
|
[Red] Evasion Regulator A (R) When battle begins: red type mobile suit evasion is increased by 4% |
|
|
[Red] Evasion Regulator A (N) When battle begins: red type mobile suit evasion is increased by 1% |
|
|
[Blue] Evasion Regulator A (SR) When battle begins: blue type mobile suit evasion is increased by 7% |
|
|
[Blue] Evasion Regulator A (R) When battle begins: blue type mobile suit evasion is increased by 4% |
|
|
[Blue] Evasion Regulator A (N) When battle begins: blue type mobile suit evasion is increased by 1% |
|
|
[Green] Evasion Regulator A (SR) When battle begins: green type mobile suit evasion is increased by 7% |
|
|
[Green] Evasion Regulator A (R) When battle begins: green type mobile suit evasion is increased by 4% |
|
|
[Green] Evasion Regulator A (N) When battle begins: green type mobile suit evasion is increased by 1% |
|
|
[Yellow] Evasion Regulator A (SR) When battle begins: yellow type mobile suit evasion is increased by 7% |
|
|
[Yellow] Evasion Regulator A (R) When battle begins: yellow type mobile suit evasion is increased by 4% |
|
|
[Yellow] Evasion Regulator A (N) When battle begins: yellow type mobile suit evasion is increased by 1% |
|
|
[Purple] Evasion Regulator A (SR) When battle begins: purple type mobile suit evasion is increased by 7% |
|
|
[Purple] Evasion Regulator A (R) When battle begins: purple type mobile suit evasion is increased by 4% |
|
|
[Purple] Evasion Regulator A (N) When battle begins: purple type mobile suit evasion is increased by 1% |

Cooperative Battle Guide

Genshin Impact Walkthrough & Guides Wiki

Umamusume: Pretty Derby Walkthrough & Guides Wiki

Where Winds Meet Walkthrough & Guides Wiki
Honkai: Star Rail Walkthrough & Guides Wiki

Digimon Story: Time Stranger Walkthrough & Guides Wiki

Wuthering Waves Walkthrough & Guides Wiki

Chaos Zero Nightmare Walkthrough & Guides Wiki
Pokemon TCG Pocket (PTCGP) Strategies & Guides Wiki
Pokemon Legends: Z-A Walkthrough & Guides Wiki

Elden Ring Nightreign Walkthrough & Guides Wiki
Yu-Gi-Oh! Master Duel Walkthrough & Guides Wiki

Fire Emblem Heroes (FEH) Walkthrough & Guides Wiki

Diablo 4: Vessel of Hatred Walkthrough & Guides Wiki

Elden Ring Shadow of the Erdtree Walkthrough & Guides Wiki
Super Smash Bros. Ultimate Walkthrough & Guides Wiki

Monster Hunter World Walkthrough & Guides Wiki

Pokemon Brilliant Diamond and Shining Pearl (BDSP) Walkthrough & Guides Wiki
The Legend of Zelda: Tears of the Kingdom Walkthrough & Guides Wiki

Persona 3 Reload Walkthrough & Guides Wiki
Cyberpunk 2077: Ultimate Edition Walkthrough & Guides Wiki
Game Copyright© SOTSU・SUNRISE All rights reserved.
The content we provide on this site were created personally by members of the Game8 editorial department.
We refuse the right to reuse or repost content taken without our permission such as data or images to other sites.
© SOTSU・SUNRISE (Provider)