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Mobile suits have many different components that you should definitely look into when deciding which ones to field with your team. Read on to learn what you should be looking for in mobile suits and pilots.
With over 180 mobile suits in the game and more coming in multiple times a month, it can get quite overwhelming to know which mobile suits are actually worth using on your team, which are worth investing resources to, and which ones will actually help you win your battles more.
To answer the question of whether or not a mobile suit is good, you must first look at the different aspects of the mobile suit, analyze whether each one is good or not, and then see if the pros outweigh the cons. Below are the things that you should look for in a mobile suit to determine whether they're worth a spot on your team or not.
What Should You Look For in a Mobile Suit and Pilot? |
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Some EX skills are undoubtedly more powerful than others. Some take forever to charge up while some can be cast every 3 seconds. Because of the game's design, an MS' EX skill is one of the determiners of how good a mobile suit is.
When judging an EX skill to be good or bad, there are a number of things to look for specifically.
First, you'll want to check if there are any useful effects tied to the EX skill. For example, some deal bonus damage when a target is inflicted with a specific debuff, or if the target falls under a certain category/type/unit category, some heal, and some grant buffs to either itself or its allies. Inversely, some are rather straightforward, and while that's not necessarily a bad thing, it can be if the sole effect isn't even good.
Next, you'll want to look at the values of either the damage or the effects. A low damage multiplier is pretty self-explanatory and indicates that the EX skill won't do much damage while some EX skills' damage can go as high as past 2000% of the MS' ATK, like the Gundam GP02A's EX skill. Naturally, the higher it is, the better.
Finally, there's the rate of the EX skill meaning how fast a mobile suit can fire it off. A good example is the Zeta Gundam, whose standing as one of the best mobile suits in the game can mostly be attributed to how it spams its EX skill at an absurdly rapid rate. On the other hand, there's the Qubeley Mass Production Type (Rey), whose healing EX skill takes a very long time of around 17 seconds to fire off, which significantly lowers its value.
The way to gauge how good a mobile suit's skills are is pretty much the same process as you would with EX skills. You'll want to check if there are any unique or useful effects and how good the values are, as skills are also one of the most important things to analyze in mobile suits.
For example, Char's Z'Gok is one of the best support mobile suits in the game because its skills force its allies to target Gundam-Type Unit Category enemies while also dealing big damage to them, potentially focusing fire on whichever Gundam-Type carries the opponent has on their team. Another good example is the Yellow Sazabi, who's overloaded with a bunch of different useful features like the Bullseye status effect, lifesteal, and a bunch of beam damage buffs. Compare these two to mobile suits like the Kampfer, whose skills grant just a little bit of projectile damage and some movement speed. The latter is quite evidently less useful than the prior two we've discussed.
Weapons are your mobile suits' main way of dealing damage, with most MSs typically dealing much more weapon damage than EX skill damage in a match. Hence, the quality and details of their weapons are one of the things you want to pay attention to when analyzing mobile suits.
One thing you want to check out is the weapon's range. Most MS weapons are for mid-range combat, some are melee, and a few can strike from long range. Far-range weapons are great given how they can be used to snipe unprotected targets from a safe distance, while melee weapons are powerful because they charge the EX gauge faster and tend to hit harder.
As a general rule of thumb, if you want to use a mobile suit as primarily a melee fighter, you have to make sure it has 2 or more melee weapons. Mobile suits with just 1 melee weapon will only use their weapon once, and then they'll back away to use their ranged weapons wasting time instead of just continuing to deal damage in close range.
One more thing to factor in is the power of their weapons, with SSS+ being the strongest and D- being the weakest. The higher the rating, the more powerful the attacks.
Finally, there's hit count. Weapons with high hit counts charge EX gauge faster, fulfill on-hit conditions for skills fast, and potentially deal bigger damage, especially when each attack hits the damage cap. However, high hit count weapons also charge the target's EX gauge fast as well, so low power high hit count weapons might end up doing you more harm than good.
This one is a little bit more situational since some mobile suits don't need any defense anyway. Generally speaking, front or midline units often need some sort of defense to be able to stay in the battle, be it healing, resistances, evasion, guard rate, etc.
Armored mobile suits generally need more defenses than most, given their primary role as the team's tank and defensive anchor. A big part of why the Penelope, FATB, and The-O are at the top of the Armored meta is because they're so hard to take down. On the other hand, mobile suits like Gato's Rick Dom and the Over.On are a few tiers below because they aren't on the same level defensively.
Raid and Close Combat units also typically need defense given how they often see combat in the frontlines alongside Armored units while Support, Sniper, and Bombardment mobile suits can get away with not having any, given how they like to fight from a safe distance anyway.
Especially in the early game when you don't have the resources to upgrade your MSs yet, you have to know if your mobile suits are decent even at low investment, and which Transcendent Lv. you have to get them to make them usable. For example, Char's Zaku II is a capable melee fighter with 2 melee weapons, but the stronger melee weapon is only unlocked when you Transcend the unit once. Without Transcendent Lv. 1, it's not a very good mobile suit at all but it becomes quite good once you get it there.
Some mobile suits are decent with minimal investments, some are only good once you reach a specific Transcendent Lv., and some are only really good once you get them fully Transcended.
Terrain Capability refers to how well a mobile suit is able to navigate a certain map type. A 〇 rating means an MS will comfortably battle in the map type, a △ will grant a noticeable debuff, and an ✖ will grant an even bigger debuff.
The three map types are Land, Space, and Underwater. Space is the most common since this is where Arena battles, among many other PvE stages, take place. Land is also fairly common, while Underwater currently isn't common at all.
If a mobile suit has an ✖ rating for Space, it probably isn't very good for PvP, especially if it's a damage-oriented unit since it'll deal way less damage up there. However, if it's something like the Gundam Pixy (Early Development Type) whose kit doesn't revolve around damage, you could get away with using it in Space despite the ✖ rating since you're using it for the utility anyway, and the damage debuff won't matter as much.
What you need from pilots depends on which mobile suit you need a pilot for. It's on a case-by-case basis of course, but generally speaking, you want resistances and HP for Armored units, evasion and melee sense for Raid units, evasion and ranged sense for Generic units, ranged sense and accuracy for Bombardment and Sniper units, and EX gauge recovery for Support units.
What Should You Look For in a Mobile Suit and Pilot?
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