SD GUNDAM G GENERATION CROSS RAYS

SD GUNDAM G GENERATION CROSS RAYS

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Character/Unit Performance and Damage/EXP Formula Guide
By ✨Nutkun7993✨
Introduction to character/unit stats in detail including Custom Character. Information on all available abilities and skills up to latest version. This guide includes damage and EXP Formula. Everything about game mechanic up to expansion patch is included.
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Introduction
SD Gundam G Generation Cross Rays is a great game. It is not too overly complicated nor that it's too simple. The game can be completed even without knowing how it truly works. Although there's quite a few things aren't clearly explained in game, not to mention some of them are not correctly translated which mislead the actual effect entirely. The incorrect translation is only on English so a responsibility is on those who localized this game.

The foundation of this game is different compare to older installation. The noticeable larger customization on pilot side, with their stats now have a much bigger effect on gameplay. Each characters now possess all kind of stats and make it possible for them to play in any role whatever a pilot or warship crew. So it's possible to take whoever you want to pilot any suit you desire. Arguably the best when it comes to freedom of choice.

This guide aims to serve those who're interesting in game mechanic and to know how it actually work, and allow people to further build their own setup on their character/unit to make the most of them and create the best dream team has ever existed in Gundam AU.

If you're new to a game. You should take a moment to read the stats section of characters and unit. You don't need to remember how these % are coming from. You only need to know how each stats work and how it affects your gameplay. It will help you a ton because the in-game description will not tell you everything and may leave you in dark. In addition, due to some description of abilities are not correctly translated, you may take a moment to read the section for an abilities you're interesting in to make sure they actually work as intent.

I used information from several places as reference such as japanese communities, and from my own research/reverse engineering and experiment, which was confirmed both by them and myself through testing so the information may be more or less close to original game mechanic. Feel free to correct or share if you happen to have a piece of information yourself. I am also not english speaker so grammar can be wrong, feel free to address me that too.
Character Performance: Stats

Characters will be your the most important assets to a team regardless of whatever it's early game or late game. Their performance play a major role on damage/accuracy formula and even exp gain have something to do with their stats total. They're also easiest to build to how you see fit as long as you have spare capital regardless of level (You can up to 999 stats with capital).

There're two kind of stats; From the character data screen; on the left is Pilot stats, on the right is Crew stats. At first each stats are capped at 999 but once Limit Break a character can increase them pass 999 hard cap. See Limit Break Section for information.

Pilot Stats

Pilot stats will be used on all kind of unit, including warship which uses Warship Captain's stat as a correction.

Command
  • Increase Control Area size. Starts with 1 and will increase every 100~150 points by 1
    • Max control area by Command stat is 10 at 999 stat.
    • For a Raid Group; use sum average of entire team's Command stat.
    • Master Pilot Slot and Warship Captain Slot gain +1 control area. Raid Group gains +1 for entire team.
  • Increase Warship Link-up Damage (Captain only)
Ranged
  • Increase Base Damage for Ranged type Weapon
  • Increase Accuracy for Ranged type Weapon
  • Increase Raid Link-up Damage
Melee
  • Increase Base Damage for Melee type Weapon
  • Increase Accuracy for Melee type Weapon
  • Increase Raid Link-up Damage
Defense
  • Reduce Enemy's Ranged/Melee stat value on Damage Side
Reaction
  • Reduce Enemy's Ranged/Melee stat value on Accuracy Side
Awaken
  • Increase Weapon Power with "Awaken" Weapon Effect by following:
    • 0~250: Every 25 points increases Power by 50
    • 251~500: Every 50 points increases Power by 100
    • 501~999: Every 100 points increases Power by 200
  • Further enhance accuracy of "Awaken" Weapon (Max +20%)
    • Accuracy increases regardless of enemy's reaction/mobility
    • Still subjected to abilities that increase evasion
  • Increase range of Weapon with "Awaken" by 1 at 76, 201, 351, 601 and 901 (Max 5)

Crew Stats

Crew stats work quite a bit different. In short, they exist to leverage pilot stats value of Warship Captain and provide benefit to the Warship. With an exception of Charisma which also can be used outside of Warship team. Character in Warship Captain slot will get heavy penalty on all pilot stats by default in which cause all of their stats except Command to have only half the effect. Warship Captain alone will hinder Warship performance so much it has negative effect on battle. Therefore by register all the warship slots with characters matching a role, Warship will then function just like MS/MA.

Auxiliary
  • Further enhance all Warship Captain's stats value (Executive Office: XO only)
  • Increase Warship HP/EN (Min/Max HP 500/10000: Min/Max EN 5/100) (Executive Office: XO only)
  • Increase Warship Link-up Damage (Executive Office: XO only)
Communication
  • Further enhance Warship Captain's Melee/Ranged stats value
    (Communicator Only)
  • Increase Warship Link-up Damage (Communicator Only)
Navigation
  • Further enhance Warship Captain's Reaction stats value (Navigator Only)
  • Increase Warship Link-up Damage (Navigator Only)
Maintenance
  • Further enhance Warship Captain's Defense stats value (Mechanic Only)
  • Increase HP recovery rate for Unit standing by in the Warship at the start of own force turn (Max 100%) (Mechanic Only)
  • Increase Warship Link-up Damage (Mechanic Only)
Charisma
  • Increase Exp Multiplier
    - Warship Team will use Guest's Charisma as correction
    - Raid Team will use individual's Charisma as correction
    In case of Raid Link-up. Use Charisma of Pilot who execute the command
    - Maximum Exp Multiplier is 100% at 999 stat
    - Exp Multiplier is (Charisma/1000)*100
  • Increase Warship Link-up Damage (Guest Only)
  • Increase Damage Multiplier of Raid Link-up Attack by following: (Pilot who execute Raid-Link only)

    Charisma
    Bonus Raid Link-up Damage Dealt
    0~100
    0%
    101~200
    20%
    201~300
    50%
    301~400
    80%
    401~500
    120%
    501~600
    160%
    601~700
    200%
    701~800
    250%
    801~900
    300%
    901~999
    400%

Actual Pilot Stats Value of Warship Captain
can be calculated by following formula:

Name
Formula
Ranged/Melee
[(Captain's Melee/Ranged stat + Communicator's Communication stat) / 2] + [(XO's Auxiliary stat) / 5]
Defense
[(Captain's Defense stat + Mechanic's Maintenance stat) / 2] + [(XO's Auxiliary stat) / 5]
Reaction
[(Captain's Reaction stat + Navigator's Navigation stat) / 2] + [(XO's Auxiliary stat) / 5]

An actual value of each stats can be as high as 1200 according to formula but they're capped at 999. Each stats value will be used on damage/accuracy formula or reduce enemy's stat value in the same fashion of pilot on MS/MA.

Warship Link-up Damage
By combining all stats of Captain's Command, XO's Auxiliary, Mechanic's Maintenance, Navigator's Navigation and Guest's Charisma, you will get the total sum stats value for Warship-Link Attack Damage multiplier.

The table below are a possible multipliers:

Sum Totals of Crew Stats
Bonus Warship Link-up Damage Dealt
600
50%
1200
100%
3600
300%
6000
500%
Character Performance: Morale Point
Also called Tension. For Cross Rays, morale system has unfortunately been nerfed compare to previous installation, as it no longer has any effect on damage directly and must/require critical attack and/or ability in order to make usage of it instead. One of rare ability called "Intimidate" re-enable morale advantage, increase damage according to morale difference.

The blue bar indicate low morale, while red bar indicate high. All character will have maximum morale at 400 while the size of blue/red bar will be differed by character's personality. An ability that can cause a personality change will alter these blue/red bar.

Tension goes up when: Attacks hit the enemy, destroy the enemy, evade enemy attacks.

Tension goes down when: Miss shot, getting hit, use a weapon attack that costs MP.

Tension will not change if character uses defend during combat.

Depending on tension level; It will have effect on critical damage dealt and critical chance:

Tension Level
Critical Damage
Critical Chance
Timid
10%
0%
Normal
20%
0%
High
30%
0%
Super High
30%
100%
Super Charged
40%
100%

Note: Character enters Dazed state if MP hit 0 and cannot attack.

In addition, tension level will be required for an activation condition in some abilities.

There're quite a few personalities type in game. These table below show each of personality and its MP bar.


From top to below:

  • Standard
  • Determined
  • Weak or Coward
  • Calm
  • Passion
  • Abnormal (Character with this personality undergo harsh environment and horribly affected by it like the Boosted or Extended from SEED)
  • Tranquil (Character with this personality mostly just AI or robot)
  • Madness
  • ZERO
  • Strong Belief (Character with this personality truly believe on something even the whole world turn against them like Setsuna)
Character Performance: Skill

Character Skill

Character will start with 1 skill at Lv 1 and will learn new skill at 3, 8, 15, 25, 35, 50, 65 and 80. There're 15 possible skill compositions in this game in which each character will possess one of them. The easiest way to tell which composition your character have is to look at their Skill 1.

The type of team will determine how the skill can be used;

Team
How to use
Benefit
Warship
Skill has to be set in the group forming screen and can only be used by Master and Warship Captain. Can only set one skill from each of character/crew.
Skill that benefit own force will affect all ally units in the control area except skill that can only apply on one unit. Some skills allow to select allies from other group including Guest Force.
Raid
Character can use any of the skill they currently have but it will only affect themselves regardless of control area
Each character will have their own skill stock which independent to everyone else and skill can be executed by any ally unit

Skill Compositions are listed below. Useful for anyone who want to create custom character.

Skill 1 (Lv1)
Skill 2 (Lv3)
Skill 3 (Lv8)
Skill 4 (Lv15)
Skill 5 (Lv25)
Skill 6 (Lv35)
Skill 7 (Lv50)
Skill 8 (Lv65)
Skill 9 (Lv80)
Defense Assist 1
EN Charge 2
Quick Motion 1
Mind Save 2
Attack Burst γ2
Return 2
Double Boost 3
Double Repair EX
Ability Delete
Attack Burst γ1
Force Guard γ1
MP UP 1
Double Repair 1
Return 1
Quick Motion 3
High Speed β
Double Boost 2
Advantage
HP Repair 1
Lock On 1
Sway 1
EN Charge 2
Damage Control β
Mind Save 2
EXP Boost β3
Ability Delete
MP Up EX
Quick Motion 1
Force Guard α1
Attack Burst α2
EXP Boost α1
Defense Assist 2
High Speed α
MP Up 2
Return 3
Active Weapon
Attack Burst α1
EN Charge 1
MP Up 1
Lock On 2
High Speed α
Attack Burst β3
EXP Boost β2
Sway EX
Ability Delete
Attack Burst β1
Lock On 1
EN Charge 2
EXP Boost β2
Sway 3
Attack Burst γ3
High Speed α
MP Up EX
Active Weapon
Attack Burst γ1
EN Charge 1
Sway 2
Mind Save 1
Damage Control β
Damage Control α
Attack Burst α3
Lock On EX
Advantage
Force Guard α1
EN Charge 1
Defense Assist 1
HP Repair 2
Attack Burst γ2
Force Guard γ3
Lock On 3
High Speed β
Auto-Revive
Force Guard β1
Attack Burst α1
HP Repair 2
Lock On 1
EXP Boost α2
Force Guard α3
Damage Control α
HP Repair EX
Sway EX
Force Guard γ1
Lock On 1
Attack Burst β1
EXP Boost α2
HP Repair 2
Return 2
Force Guard β3
MP Up EX
Double Repair EX
Double Repair 1
EXP Boost α1
Attack Burst α1
Force Guard α2
Return 2
Double Boost 1
Defense Assist 3
Auto-Revive
EN Charge EX
EXP Boost β1
Quick Motion 1
Force Guard α1
Attack Burst α2
Damage Control β
HP Repair 3
EN Charge 3
Salvage
HP Repair EX
EXP Boost α1
Force Guard α1
Lock On1
Quick Motion 2
Double Repair 2
Attack Burst α3
EXP Boost α3
Salvage
Double Boost 3
HP Repair 2
Lock On 1
Defense Assist 1
Return 1
Mind Save 3
Force Guard β2
Return 3
Double Repair EX
Auto-Revive
Mind Save 1
Return 1
Sway 1
Attack Burst β2
Double Repair 3
Force Guard γ2
High Speed β
Advantage
MP Up EX

*Note: MP Up EX is changed to MP Up 3 in English version. Its effect remains the same.
Character Performance: Skill Effect List
Effect of skills are listed below:

Note: Higher effect takes priority over others and does not stack with similar effect.

Name
Effect
Target
Note
HP Repair 1/2/3
Recover HP by 15/25/35% for units within the control area
Own Force (Group only)
HP Repair EX
Recover HP by 100% for selected unit within the control area
Own/Guest Force
EN Charge 1/2/3
Recover EN by 15/25/35% for units within the control area
Own Force (Group only)
EN Charge EX
Recover EN by 100% for selected unit within the control area
Own/Guest Force
Double Repair 1/2/3
Recover HP/EN by 10/15/20% for units within the control area
Own Force (Group only)
Double Repair EX
Recover HP/EN by 50% for selected unit within the control area
Own/Guest Force
Lock On 1/2/3
Accuracy +10/20/30% for units within the control area (Lasts 1 turn)
Own Force (Group only)
Accuracy added this way is not subjected by any evasion ability or evade command
Lock On EX
Accuracy +100% for selected unit within the control area (Single use)
Own/Guest Force
Accuracy added this way is not subjected by any evasion ability or evade command
Sway 1/2/3
Evasion +10/20/30% for units within the control area (Lasts 1 turn)
Own Force (Group only)
Evasion added this way is not subjected by any accuracy ability
Sway EX
Evasion +100% for selected unit within the control area (Single use)
Own/Guest Force
Evasion added this way is not subjected by any accuracy ability
Quick Motion 1/2/3
Accuracy/Evasion +5/10/15% for units within the control area (Lasts 1 turn)
Own Force (Group only)
Accuracy/Evasion added this way is not subjected by any accuracy/evasion ability or evade command
Attack Burst α 1/2/3
Damage Dealt +10/15/25% for units within the control area (Lasts 1 turn)
Own Force (Group only)
Effect applied after damage calculation
Attack Burst β 1/2/3
Damage Dealt +20/35/50% for selected unit within the control area (Lasts 1 turn)
Own/Guest Force
Effect applied after damage calculation
Attack Burst γ 1/2/3
Next attack damage dealt +50/100/200% for selected unit within the control area (Single use)
Own/Guest Force
Effect applied after damage calculation
Damage Control α
Enemy will survive the attack with 10HP if attacked by ally units within control area (Each ally gains single use)
Own Force (Group only)
Enemy doesn't need to be within ally control area to have effect. Ally units needed to be within control area when skill is activating to gain its effect.
Damage Control β
Enemy will survive the attack with 10HP if attacked by selected unit within control area (Single use)
Own/Guest Force
Enemy doesn't need to be within ally control area to have effect. Ally units needed to be within control area when skill is activating to gain its effect.
Force Guard α 1/2/3
Damage taken -10/15/25% for units within control area (Lasts 1 turn)
Own Force (Group only)
Effect applied after damage calculation
Force Guard β 1/2/3
Damage taken -15/20/30% for selected unit within control area (Lasts 1 turn)
Own/Guest Force
Effect applied after damage calculation
Force Guard γ 1/2/3
Damage taken -30/40/50% for selected unit within control area (SIngle use)
Own/Guest Force
Effect applied after damage calculation
Defense Assist 1/2/3
Damage taken -50/60/70% for unit within control area (Lasts 1 turn)
Own Force (Group only)
Effect applied after damage calculation
High Speed α
Movement +1 selected unit within control area (Lasts 1 turn)
Own/Guest Force
High Speed β
Movement +2 selected unit within control area (Single use)
Own/Guest Force
MP Up 1/2
Increase Morale Points by 50/100 for selected character within control area
Own Force
Does not change from Super High to Super Charged
MP Up EX
Increase Morale Points by one level for selected character within control area
Own Force
Does not change from Super High to Super Charged
Mind Save 1/2/3
MP Consumption -25/50/75% for units within control area (Lasts 1 turn)
Own Force (Group only)
EXP Boost α 1/2/3
EXP gain +10/20/30% for units within control area (Lasts 1 turn)
Own Force (Group only)
EXP Boost β 1/2/3
EXP gain +25/50/100% for selected unit within control area (Single use)
Own Force (Group only)
Double Boost 1/2/3
EXP/Score gain +20/30/50% for selected unit within control area (Single use)
Own Force (Group only)
Return 1/2/3
Selected up to 1/2/3 units and return them to warship
Own Force (Group only)
If skill user is selected and is first to return to warship, effects on the rest of selected units will be cancelled
Active Weapon
MAP weapon is usable even after a selected unit within control area moves (Single use)
Own Force (Group only)
Unit only need to be within control area to receive effect. Effect last even when they move out of control area
Advantage
Unit receives step chance after using up turn (Single use)
Own Force (Group only)
Does not exceed Max Step Chance
Salvage
Capture all flag units regardless of distance
All
Ability Delete
Cancel all enemy abilities that attacking a selected ally unit within control area (Single use)
Own Force (Group only)
Auto-Revive
When HP reaches 0, selected unit revive with 1 HP (Single use)
Own Force (Group only)
Unit only need to be within control area to receive effect. Effect last even when they move out of control area
Character Performance: Ability

Character Ability

Another important part of characters is their ability. Ability can be trained to any character with a cost of capital. This is the main reason why any character can be good since abilities also play the biggest role and biggest difference alongside their stats. At start you can only train up to 5 abilities. Once you've completed final stage, it will unlock a 6th slot make it possible for pilot to have up to trainable 6 abilities prior to Limit Break

Learned ability that increases damage will be applied at the end of battle, showing them as +blue number damage on the screen after the attack. Exception for that if however the damage bonus ability is already inherited in a character by default, in which this case the damage bonus will not show but a game does already apply and add the bonus damage into white number shown on screen.

Stacking Rule
  • Abilities with same name but different Lv are stackable
  • Abilities with different name but have similar or same adding Stats/Power effect regardless of
    activation requirement are stackable .
  • Abilities with different name but have similar or same %Damage buff/%Damage reduction regardless of activation requirement are stackable.
  • Abilities with different name but have similar or same %Accuracy/%Evasion regardless of activation requirement are stackable.
  • Abilities with different name but have similar or same %Critical chance/%Critical damage regardless of activation requirement are stackable.
  • Abilities with different name but have similar or same area of effect is not stackable.
Character Performance: Ability List 1
Some of abilities aren't explained clearly or the translation is not correct in game so I will note them with a list below: Use Ctrl+F to find a desired ability.

Note1: Where to obtain listed here is prior to Hell difficulty. Otherwise I will mark with Hell only.

Note2: Ability you get from secret enemy is chosen randomly from a pool. Each stage along with difficulty will have different abilities and level in the pool. Which mean there's chance you can get a top tier ability prior to hell difficulty this way for example you might get Sense lv 6 even before you reach secret stage.

Note3: If ability from the holder is random. It's pre-determined since the start of stage so you can't save scum to change it even when they appear as reinforcement later or as a secret enemy.

Note4: Free DLC Dispatch (G Gen BGM Dispatch) which includes some abilities are listed here.

Obtainable Ability part 1 (Main game)
Name
Effect
Obtain (Mission)
Note
Status Quo
Block Pilot EXP gain
Defend the Neutral Zone
Dispatch has chance to drop
Marksmanship 1/2/3/4/5/6/7
Increase Ranged
by 30/60/90/120/150/180/210
  • SEED 1 (Lv 2/3/4)
  • Destiny 5 (Lv 5)
  • Secret Stage (Lv6)
  • Hell Secret Enemy only (Lv7)
Melee Combat 1/2/3/4/5/6/7
Increase Melee
by 30/60/90/120/150/180/210
  • SEED 1 (Lv 2/3/4)
  • Wing 7 (Lv 3/4/5)
  • Secret Stage (Lv6)
  • Hell Secret Enemy only (Lv7)
Endurance 1/2/3/4/5/6/7
Increase Defense
by 30/60/90/120/150/180/210
  • Wing 3 (Lv 1/2/3)
  • Wing 8 (Lv 3/4/5)
  • 00 13 (Lv6)
  • Hell Secret Enemy only (Lv7)
Reflexes 1/2/3/4/5/6/7
Increase Reaction
by 30/60/90/120/150/180/210
  • SEED 1 (Lv 2/3/4)
  • IBO 5 (Lv 3/4/5)
  • Secret Stage (Lv6)
  • Hell Secret Enemy only (Lv7)
Sense 1/2/3/4/5/6/7
Increase Awaken
by 30/60/90/120/150/180/210
  • G-Unit 4 (Lv 2/3)
  • Wing 5 (Lv 3/4/5)
  • Secret Stage (Lv6)
  • Hell Secret Enemy only (Lv7)
Leader 1/2/3/4/5/6/7
Increase Command by 30/60/90/120/150/180/210
  • Wing 5 (Lv 1/2)
  • G-Unit 1 (Lv 2/3/4)
  • IBO Gekko 4 (Lv5)
  • Hell Gekko 4 (Lv6)
  • Hell Secret Enemy only (Lv7)
Strategist 1/2/3/4/5/6/7
Increase Auxiliary
by 30/60/90/120/150/180/210
  • Wing 2 (Lv 1/2/3)
  • SEED 8 (Lv 3/4/5)
  • Hell SEED 8 (Lv6)
  • Hell Secret Enemy only (Lv7)
Analyst 1/2/3/4/5/6/7
Increase Communication
by 30/60/90/120/150/180/210
  • Wing 3 (Lv 1/2/3)
  • 00 10 (Lv 3/4/5)
  • SEED 9 (Lv 3/4/5)
  • Hell 00 10 (Lv6)
  • Hell Secret Enemy only (Lv7)
Steering 1/2/3/4/5/6/7
Increase Navigation
by 30/60/90/120/150/180/210
  • SEED 3 (Lv 1/2/3)
  • Astray 5 (Lv 2/3/4)
  • Destiny 6 (Lv 2/3/4)
  • IBO 10 (Lv 2/3/4/5)
  • Hell IBO 10 (Lv6)
  • Hell Secret Enemy only (Lv7)
Mechanic 1/2/3/4/5/6/7
Increase Maintenance
by 30/60/90/120/150/180/210
  • Astray 4 (Lv 1/2/3)
  • Wing 7 (Lv 2/3/4)
  • Astray 5 (Lv 2/3/4)
  • Hell Astray 5 (Lv5)
  • Hell Secret Enemy (Lv 6/7)
Mechanic is one of crew stats ability
that doesn't have fixed Lv 6 enemy holder in game
Charisma 1/2/3/4/5/6/7
Increase Charisma
by 30/60/90/120/150/180/210
  • IBO 2 (Lv 1/2/3)
  • SEED 6 (Lv 2/3/4)
  • Destiny 4 (Lv 2/3/4)
  • 00 13 (Lv 4/5)
  • Hell Destiny 4 (Lv5)
  • Hell Secret Enemy only (Lv 6/7)
Charisma is one of crew stats ability
that doesn't have fixed Lv 6 enemy holder in game
Ranged Knowledge 1/2
Increase range of Ranged Weapons by 1
*Lv2 also increase Ranged weapon critical by 15%
  • Wing 7 (Lv 1)
  • 00F 5 (Lv 1)
  • IBO 11 (Lv 1/2)
  • SEED 9 (Lv 1/2)
In game translation is incorrect.
It doesn't increase critical damage.
Max range is capped at +2
Melee Knowledge 1/2
Increase range of Melee Weapons by 1
*Lv2 also increase Melee weapon critical by 15%
  • Astray 4 (Lv 1)
  • Wing 8 (Lv 1/2)
  • IBO 12 (Lv 1/2)
  • Stargazer 2 (Lv 1/2)
In game translation is incorrect.
It doesn't increase critical damage.
Max range is capped at +2
Beam Knowledge 1/2
Increase range of Beam Weapons by 1
*Lv2 also increase Beam weapon critical by 15%
  • 00 5 (Lv 1)
  • Wing 7 (Lv 1/2)
  • IBO 9 (Lv 1/2)

In game translation is incorrect.
It doesn't increase critical damage.
Max range is capped at +2
Physical Knowledge 1/2
Increase range of Physical Weapons by 1
*Lv2 also increase Physical weapon critical by 15%
  • X Astray 3 (Lv 1)
  • Astray 5 (Lv 1/2)
  • IBO 11 (Lv 1/2)

In game translation is incorrect.
It doesn't increase critical damage.
Max range is capped at +2
Ranged Handling 1/2/3
Increase power of Ranged Weapons by
500/1000/1500
  • Wing 8 (Lv 1/2)
  • Astray 5 (Lv 1/2)
  • IBO 11 (Lv 1/2)
  • Hell Secret Stage secret enemy only(Lv3)
Melee Handling 1/2/3
Increase power of Melee Weapons by
500/1000/1500
  • Wing 3 (Lv 1)
  • SEED 2 (Lv 1)
  • Secret enemy only (Lv 2)
  • Hell Secret Stage secret enemy only(Lv3)
Unlike Ranged Handling, fixed enemy
holder of Melee Handling Lv 2
or above is locked behind Hell mode
Character Performance: Ability List 2
Obtainable Ability part 2 (Main game)
Name
Effect
Obtain (Mission)
Note
Beam Handling 1/2/3
Increase power of Beam Weapons
by 500/1000/1500
  • Wing 8 (Lv 1)
  • Destiny 8 (Lv 1/2)
  • Hell Secret Stage (Lv3)
Physical Handling 1/2/3
Increase power of Physical Weapons
by 500/1000/1500
  • SEED 4 (Lv 1)
  • Astray 3 (Lv 1)
  • IBO 12 (Lv 1/2)
  • Hell Secret Stage (Lv3)
MAP Handling 1/2
Increase power of MAP Weapons
by 500/1000
  • Secret Enemy (Lv 1)
  • Hell Secret Enemy (Lv 2)
- Handling version of MAP
can only be obtained by secret enemy.
- "Stop Wing Gundam ZERO"
Dispatch has chance to drop Lv 1
Leadership 1/2/3
Increase power of Warship Link
by 500/1000/1500
  • SEED 1 (Lv 1/2)
  • Destiny 4 (Lv 1)
  • Wing 6 (Lv 1)
  • Hell Secret Stage (Lv 3)
Communication 1/2/3
Increase power of Raid Link
by 500/1000/1500
  • Wing 5 (Lv 1)
  • 00 13 (Lv 1/2)
  • IBO 2 (Lv 1)
  • Hell Secret Stage (Lv 3)
Ranged Weapons Efficiency 1/2/3
Reduce EN consumption by 3/5/7%
for Ranged Weapons
  • Wing 4 (Lv 1)
  • Wing 7 (Lv 1/2)
  • Destiny 7 (Lv 1/2)
  • 00 13 (Lv 1/2/3)
Melee Weapons Efficiency 1/2/3
Reduce EN consumption by 3/5/7%
for Melee Weapons
  • Wing 4 (Lv 1/2)
  • X Astray 2 (Lv 1/2)
  • Destiny 7 (Lv 1/2)
  • 00 8 (Lv 2/3)
Beam Weapons Efficiency 1/2/3
Reduce EN consumption by 3/5/7%
for Beam Weapons
  • Wing 7 (Lv 1/2)
  • SEED 2 (Lv 1/2)
  • G-Unit 2 (Lv 2)
  • Hell G-Unit 2 (Lv 3)
Physical Weapons Efficiency 1/2/3
Reduce EN consumption by 3/5/7%
for Physical Weapons
  • G-Unit 2 (Lv 1/2)
  • SEED 3 (Lv 1/2)
  • 00F 4 (Lv 1/2)
  • Destiny 7 (Lv 1/2)
  • Hell Destiny 7 (Lv 3)
  • Hell 00F 4 (Lv 3)
MAP Weapons Efficiency 1/2/3
Reduce EN consumption by 3/5/7%
for MAP Weapons
  • G-Unit 4 (Lv 1/2/3)
  • 00 6 (Lv 1/2/3)
Control 1/2/3
Increase Control Area by 1/2/3
  • Wing 2 (Lv 2)
  • G-Unit 2 (Lv 2/3)
  • Destiny 7 (Lv 1/2/3)
Opportunity 1/2
Max Step Chance +1/2
  • Hell Destiny 5 (Lv 1)
  • Hell 00 11 (Lv 1)
  • Hell Secret stage secret enemy (Lv 2)
Does not work on Warship Captain
Limiter OFF 1/2/3
Max Step Chance -1, gain ATK/DEF/MOB +50
*Lv 2 Max Step Chance -2, gain ATK/DEF/MOB +100
*Lv 3 Max Step Chance -2, gain ATK/DEF/MOB +200. EN consumption +100%
  • Wing 6 (Lv 1)
  • SEED 5 (Lv 1)
  • Hell Wing 6 (Lv 2)
  • Hell SEED 5 (Lv 2)
  • Secret Enemy (Lv 2)
  • Hell Secret stage (Lv 3)
Does not work on Warship Captain.
SpendThrift
EN consumption +30%.
Damage dealt +30%
  • Hell SEED 7
  • Hell Destiny 8
  • Hell Stargazer 2
-This ability is locked behind Hell.
-Does not work on MAP weapon
Super SpendThrift
EN consumption +50%.
Damage dealt +50%
  • Hell IBO 9 Secret Enemy
  • Hell Secret Enemy
-This ability is locked behind Hell Secret enemy.
-Does not work on MAP weapon
Thrifty
EN consumption -30%.
Damage dealt -30%
  • Hell Secret Enemy
-Does not work on MAP weapon.
-A-LAWS Underwater Diversion Dispatch
has chance to drop
Super Thrifty
EN consumption -50%.
Damage dealt -50%
  • Hell Secret Enemy
-Does not work on MAP weapon.
-Protect the Sanc's Kingdom Capital
Dispatch has chance to drop
Tranquility
MP changes are halved.
  • Hell G-Unit 2
  • Hell Destiny 7
Emotionless
MP changes are 0.
  • Hell Secret Enemy
-"Stop Wing Gundam ZERO"
Dispatch has chance to drop
Passionate
MP changes are doubled.
  • Hell G-Unit 4
  • Hell SEED 3
-"Earth Orbit Assault Reconnaissance"
Dispatch has chance to drop
Tenacious
Immune to Dazed. Activation requirement
of some abilities change,
and personality cannot be changed.
  • Hell Wing 8

-ZERO System activation requirement changes
from "Super High" to "High"
and no longer change personality to "ZERO" type.
-Disrupt Operation Fallen Angels has
chance to drop
Repair Skill 1/2/3
Restore 10/15/20% HP to allies
within control area at the start of own force turn.
  • Wing 1 (Lv 1)
  • Destiny 9 (Lv 1/2)
  • Hell Secret enemy (Lv 3)
Higher effect take priority over others
and doesn't stack with similar effect.
Resupply Skill 1/2/3
Restore 10/15/20% EN to allies
within control area at the start of own force turn.
  • IBO 8 (Lv 1/2)
  • Astray 5 (Lv 1)
  • Hell Secret enemy (Lv 3)
Higher effect take priority over others
and doesn't stack with similar effect.
Affection 1/2/3
Restore 3/9/15% HP/EN to allies
within control area at the start of own force turn.
  • Hell Destiny 9 (Lv 1)
  • Hell IBO 3 (Lv 1)
  • Secret enemy (lv 1/2)
  • Hell Secret enemy (Lv 2/3)
Higher effect take priority over others
and doesn't stack with similar effect.
Character Performance: Ability List 3
Obtainable Ability part 3 (Main game)
Name
Effect
Obtain (Mission)
Note
Reconnaissance Skill 1/2/3
Accuracy +5/10/15% to allies
within control area.
  • Wing 6 (Lv 1)
  • Hell Wing 6 (Lv 2)
  • Secret enemy (Lv 1/2)
  • Hell Secret enemy (Lv 2/3)
-Higher effect take priority over others
and doesn't stack with similar effect.
-Protect Avalanche 5 Dispatch
has chance to drop Lv2
Crisis Management 1/2/3
Evasion +5/10/15% to allies
within control area.
  • SEED 2 (Lv 1)
  • Hell SEED 2 (Lv 2)
  • Secret enemy (Lv 1/2)
  • Hell Secret enemy (Lv 2/3)
-Higher effect take priority over others
and doesn't stack with similar effect.
-Protect the skies of Kaguya Dispatch
has chance to drop Lv2
Dauntless Courage 1/2/3
Damage dealt +10/20/30% and damage
taken -10/15/20% in one-on-one battle.
  • G-Unit 4 (Lv 1/2)
  • SEED 4 (Lv 1/2)
  • Secret enemy (Lv 1/2)
  • Hell Secret stage secret enemy (Lv 3)
A-LAWS Underwater Diversion Dispatch has
chance to drop lv1
Cooperation 1/2/3
Damage dealt +10/20/30% for support attack
and support counter.
  • SEED 1 (Lv 1)
  • Hell SEED 1 (Lv 2)
  • Hell Secret enemy (Lv 2/3)

Aid the UN Base Armed intervention
Dispatch has chance to drop Lv2
Bodyguard 1/2/3
Damage taken -5/10/15% for support defend.
  • SEED 3 (Lv 1)
  • Hell SEED 3 (Lv 2)
  • Hell Secret enemy (Lv 2/3)

Protect Arbaru's Residential Dispatch
has chance to drop Lv2
Counterattack 1/2/3
Damage dealt +10/20/30% for counter.
  • Destiny 2 (Lv 1)
  • Hell Destiny 2 (Lv 2)
  • IBO 7 (Lv1/2)
  • Hell Secret enemy (Lv 2/3)
Do not work on support counter
Precious 1/2/3
Damage dealt +10/20/30% for pinpoint attack.
  • G-Unit 3 (Lv 1)
  • IBO 12 (Lv 1/2)
  • Hell Secret enemy (Lv 2/3)
Escort 2 Raid Ship Dispatch
has chance to drop Lv2
Iron Wall
Further reduce damage taken when defend.
  • Hell SEED 8
  • 00 13
  • Hell Secret enemy
-Damage taken reduced by 10%
and stacks with "Shield Defend"
-Hinder Project G Dispatch has chance to drop
Flawless
Ranged/Melee/Defense/Reaction +80 if HP is 100%.
  • Destiny 7

Mariemaria Army Welcome Party
Dispatch has chance to drop
Adversity
Damage dealt increases as HP decreases.
  • Hell X Astray 1
  • Hell 00 13
-Stacks multiplicatively with weapon effect "Potential".
-Each 1% missing HP adds 0.2% bonus damage dealt.
Intimidate
If enemy's MP is lower, enemy receives more damage.
  • Hell G-Unit 4
-This ability make your attack ignore proportion of enemy's DEF according to difference amount in MP (Max 200 difference)
-Effect Scaling is greatly reduced in Inferno Difficulty unless the difference is more than 180, max effect is the same.
  • (MP - Enemy's MP) : Def bypass starts at 10 difference by 18%
    and max ~40% increased in damage dealt at 200 difference.
    Increase 1~2% for every 10 difference.
  • 999ATK with 200MP against enemy with 190 MP and 390 DEF
    net ~14.69% damage dealt
  • 999ATK with 240MP against enemy with 190 MP and 390 DEF
    net ~18.82% damage dealt
  • 999ATK and 400MP against enemy with 190 MP and 390 DEF
    net ~36.84% damage dealt
  • 999ATK and 400MP against enemy with 200 MP and 390 DEF
    net ~36.84% damage dealt
  • 999ATK and 400MP against enemy with 200 MP and 465 DEF
    net ~39.86% damage dealt
-No effect if MP is equal or lower than enemy.
-No effect if use on weapon with "Ignore DEF" effect
Scramble
Bonus +1 base movement when launching
a unit from Warship
  • SEED 6
  • Destiny 7
Avalanche 5 Dispatch has chance to drop
Size S Operator
Damage dealt increases by 20% and Evasion +5%
if piloting S-size unit
  • Hell Astray 1
  • Hell IBO 7
Protect Arbaru's Residential
Dispatch has chance to drop
Size L Operator
Damage dealt increases by 20% and Accuracy +5%
if piloting XL-size unit or larger
  • 00 13
  • Hell IBO 7
Second Defense of Jachin Due
Dispatch has chance to drop
Combat Operator
Damage dealt increases by 20% and Evasion +5%
if piloting Fighter unit
  • Destiny 5
-Escort 2 Raid Ship Dispatch
has chance to drop.
-Many of MA jet form also counts.
Tank Operator
Damage dealt increases by 20% and Accuracy +5%
if piloting Tank unit
  • IBO 7
-Request for Joint Military Exercise Dispatch
has chance to drop.
-Many of MA tank form also counts.
Ground Tactics
ATK and MOB +50
if piloting Ground unit
  • Wing 4
  • SEED 4
-Many Ground unit doesn't have Space Capability
-Only Reginlaze Julia Ground Type is good for this ability.
Space Tactics
ATK and MOB +50
if piloting Space unit
  • G-Unit 2
  • Destiny 2
-Does not work on Space Warship.
-Stargazer and Reginlaze Julia work with this ability.
-Disrupt Operation Fallen Angels Dispatch has chance to drop
Underwater Tactics
ATK and MOB +50
if piloting Underwater unit
  • SEED 5
  • Destiny 4
Ground Handling
Unit gains +1 movement
if piloting Ground unit
  • Hell Wing 4
Space Handling
Unit gains +1 movement
if piloting Space unit
  • Hell 00 6
Character Performance: Ability List 4
Obtainable Ability part 4 (Main game)
Name
Effect
Obtain (Mission)
Note
Underwater Handling
Unit gains +1 movement
if piloting Underwater unit
  • SEED 5
In game translation is incorrect.
They try to refer to Ground/Water
or "Amphibious" type unit like Superbia GN-X
Ground Adaptability
Unit gains +5% Accuracy/Evasion
when fighting on ground battle
  • Hell Destiny 4
Space Adaptability
Unit gains +5% Accuracy/Evasion
when fighting on Space battle
  • Hell SEED 8
Atmospheric Adaptability
Unit gains +5% Accuracy/Evasion
when fighting on Atmospheric battle
  • Hell Wing 1
Underwater Adaptability
Unit gains +5% Accuracy/Evasion
when fighting on Surface/Underwater battle
  • Hell SEED 5
Alaya-Vijnana Lv.1
Weapon Critical +10%
If piloting a unit with Alaya-Vijnana system
  • Hell IBO 4
Alaya-Vijnana Lv.2
Weapon Critical +15%
If piloting a unit with Alaya-Vijnana system
Singularity Dive Dispatch
has chance to drop
Alaya-Vijnana Lv.3
Weapon Critical +15%.
If piloting a unit with Alaya-Vijnana system.
Also Weapon Critical +30% if Morale is High or higher
-Singularity Dive Dispatch
has chance to drop
-Require Alaya-Vijnana system for both effects to work.
Alaya-Vijnana (Bio-Unit)
Weapon Critical +20%.
If piloting a unit with Alaya-Vijnana system.
Also change personality
  • Hell IBO 7
Change personality to "Madness"
(All MP bar is red) if Alaya-Vijnana system exists.
Alaya-Vijnana Type-E
Weapon Critical +20%.
If piloting a unit with Alaya-Vijnana Type-E system.
Also +50 Ranged/Melee/Reaction when
Morale is Super High or higher
  • Hell IBO 12
-Require Alaya-Vijnana Type-E system for both effects to work.
Alaya-Vijnana Original
Weapon Critical +25%
If piloting a unit with Alaya-Vijnana system
Free DLC Dispatch has chance to drop
Perfect Soldier
Ranged/Melee/Defense/Reaction +30
Singularity Dive Dispatch
has chance to drop
Grim Reaper
Critical rate +10% when fighting
in one-on-one battle
Eve Wars Intervention Dispatch
has chance to drop
He who senses the Heart of Space
Awaken +60
Free DLC Dispatch has chance to drop
Battlefield Pierrot
Accuracy/Evasion +5%
Free DLC Dispatch has chance to drop
Operation Meteor
Damage dealt +10% and damage taken -10%
when fighting in one-on-one battle.
Singularity Dive Dispatch
has chance to drop
Total Pacifism
Inflict -10 MP on enemies within control area
at the start of own force turn.
-Doesn't stack with similar effect.
-Junius Seven Drop Disaster Dispatch
has chance to drop
Lightning Count
If Unit has more than 250 MOB
unit gains +1 movement
  • Hell Wing 8
Also works on Warship
Elegant
Morale never go below "Timid"
  • Hell Wing 8
PX System Compatible
Awaken +60
  • Hell G-Unit 2
3 Stardust Knights
If Morale is High or higher ATK +40
  • Hell G-Unit 1
  • Hell G-Unit 2
Dark General of Destruction
If Morale is High or higher ATK +80
  • Hell G-Unit 4

Preventer
Control area +1
Singularity Dive Dispatch
has chance to drop
SEED
If Morale is Super High or higher
Reaction/Awaken +60
  • Hell SEED 5

Singularity Dive Dispatch
has chance to drop
Coordinator
Defense/Reaction/Awaken +30
  • Hell SEED 1
  • Hell SEED 3
  • Hell SEED 5
Super Coordinator
Defense/Reaction/Awaken +35
Abilities that alter pilot stats will have 50% more effect
Free DLC Dispatch has chance to drop
Combat Coordinator
Ranged/Melee/Defense/Reaction/Awaken +35
  • Hell Astray 2
Spatial Awareness
Awaken +60
  • Hell Destiny 1
  • Hell Destiny 9
Desert Tiger
Accuracy/Evasion/Weapon Critical +5%
if fighting on Ground battle
  • Hell SEED 4

Songstress
Charisma +50. MP+13 for allies within
control area at the start own force turn
-Higher effect take priority over others
and doesn't stack with similar effect.
-Junius Seven Drop Disaster Dispatch
has chance to drop
Angry Eyes
When HP is lower than 50%
Weapon Critical +30%
  • Hell Destiny 7

Boosted
If Morale is High or higher
Defense/Reaction/Awaken +50.
If Morale is Timid or lower
Defense/Reaction/Awaken -30.
  • Hell SEED 9

Character Performance: Ability List 5
Obtainable Ability part 5 (Main game)
Name
Effect
Obtain (Mission)
Note
Extended
Reaction/Awaken +50.
  • Hell Destiny 4
  • Hell Destiny 5

Phantom Pain
Ranged/Melee/Reaction/Awaken +30.
  • Hell Destiny 2
  • Hell Stargazer 2

Junk Guild
EN consumption -10% for all weapon
exclude MAP weapon
Junius Seven Drop Disaster Dispatch
has chance to drop
Bad Luck
Once per stage if being attacked and HP goes to 0.
Survive the battle with 1HP
Aid Tekkadan's HQ Escape Dispatch
has chance to drop
Shadow God of War
Damage dealt +30% for support attack/support counter
-Free DLC Dispatch has chance to drop
-Does not work on counter
-Stacks with Cooperation ability
Master Swordman
Melee Weapon +500 Power
-Vestige of the Calamity War
Dispatch has chance to drop
-Stacks with Melee Handling ability
Informant
Communication +60
-Assist Works on Abandoned Colony
Dispatch has chance to drop
-Stacks with Analyst ability
Martian
Immune to negative status effect
-Aid Tekkadan's HQ Escape Dispatch
has chance to drop
Failed Super Coordinator
Defense/Reaction/Awaken +30
Abilities that alter pilot stats will have 30% more effect
  • Hell X Astray 1
Gundam Meister
Start battle with "High" Morale
when piloting Gundam
  • Hell 00 13
Start with MP according to personality as following:
  • Standard; 340
  • Determined, Passion, Belief and ZERO; 320
  • Weak, Calm; 360
  • Abnormal; 310
  • Tranquil; 300 but does not change morale to High
  • Madness; 200
Innovade
Defense/Reaction/Awaken +25
  • Hell 00 10
Innovator
Defense/Reaction/Awaken +35
Singularity Dive Dispatch
has chance to drop
False Innovator
Defense/Reaction/Awaken +40.
MP -5 per turn
  • Hell 00 13
Conversationalist
Morale of enemy faced become Normal after battle
-Protect Humanity's Absolute Defense
Line Dispatch has chance to drop
-Does not active on support attack/support counter
Shooter
Ranged Weapon + 500 Power
-Stacks with Handling abilities
-Protect Humanity's Absolute Defense
Line Dispatch has chance to drop
Super Soldier
Reaction/Awaken +50
  • Hell 00 8
Team Trinity
Damage dealt +50% when use support attack/counter
for characters with Team Trinity
-Singularity Dive Dispatch
has chance to drop
-As long as both attacking/attacked
unit and support unit have this ability
effect will apply even there're other
support unit without it.
Tactical Analyst
Command +60
Hinder Project G Dispatch
has chance to drop
CB Agent
Restore 6% HP/EN to allies
within control area at the start of own force turn.
-Singularity Dive Dispatch
has chance to drop
-Higher effect take priority over others
and doesn't stack with similar effect.
Observer
EXP/Score +30% for defeating enemy
  • Hell 00 6
This effect is not stackable unless it's from Unit's AGE System
Graham Special
Evasion +10% when piloting unit
with "Transform" ability
  • Hell 00 6
One Man Army
Damage dealt +20% and
damage taken -15% in one-on-one battle
  • Hell 00 11
Stacks with Dauntless Courage
Flag Fighter
Ranged/Melee/Defense/Reaction +80
when piloting "Flag" series units
  • Hell 00 4
  • Hell 00 6
Mercenary
All Weapon +500 Power
Exclude MAP weapon
  • Hell 00F 1
  • Hell 00 13
Stacks with Handling abilities
Wild Bear of Russia
Command +60
  • Hell 00 6
Never Say Die
Movement +1 for allies within control area
-Higher effect take priority over others
and doesn't stack with similar effect.
-Aid Tekkadan's HQ Escape Dispatch
has chance to drop
-Orga Itsuka's famous line
Electronic Warfare
Maintenance/Communication +30
Assist Works on Abandoned Colony
Dispatch has chance to drop
Brother
Damage dealt +30% support attack
and support counter
  • Hell IBO 3
Stacks with Cooperation
Illuminated by the Burning Sun
Charisma +60
  • Hell IBO 3
Firm and Resolute
Final Damage +30% for Warship-Raid-Link Attack
  • Hell IBO 6
Effect applies after damage calculation
Next Female Knight
Charisma +30. Damage dealt +20% in one-on-one
  • Hell IBO 12
Character Performance: Ability List 6
Obtainable Ability part 6 (Main game)
Name
Effect
Obtain (Mission)
Note
Rookie
Accuracy/Evasion +10% when Lv is below 30
OZ Base Subversive Activities
Dispatch has chance to drop
Decorated Veteran
All Stats + 50 when Lv is above 30
  • Hell IBO 1
Attack Space Fortress
Messiah Dispatch has chance to drop
Mood Maker
MP+8 per turn for allies within control area
Request for Joint Military Exercise
Dispatch has chance to drop
Vengeance
Damage dealt +20% for Counter
  • Hell Wing 5
-Operation Ragnarok
Dispatch has chance to drop
-Doesn't work on Support Counter
Hero
Charisma +60
-Eve Wars Intervention Dispatch
has chance to drop
True Innovator
Defense/Reaction/Awaken +35.
Ability that alter stats has 50% more effect
Free DLC Dispatch
has chance to drop
Demon of Tekkadan
Reduce enemy MP within ally control area by 10 per turn
Free DLC Dispatch
has chance to drop
Isolated King
Evasion +10% and Damage dealt +20%
when fighting in one-on-one battle
Free DLC Dispatch
has chance to drop
Character Performance: DLC Ability
Obtainable Ability (DLC)
Name
Effect
Obtain (Dispatch)
Note
Gundam Fighter
Leverage stats value if unit has ability
Mobile Trace System
The Ruthless's fight! Schwarz's last match
This ability exists to only remove the penalty of Mobile Trace System
when pilot stats are still lower than 275. It has no benefit beyond 275.
Mei Kyo Shisui
Morale does not drop below "Timid"
The new school of Master Asia Aura of Royalty
The School Of Master Asia
EN Consumption for Melee Weapon -10%
The new school of Master Asia Aura of Royalty
Military Style Martial Art
Melee +60
The new school of Master Asia Aura of Royalty
Support Crew
Crew Stats +20%
The Ruthless's fight! Schwarz's last match
German's Style Ninjutsu
Evasion +10%
The Ruthless's fight! Schwarz's last match
Blazing Mobile Suit Pilot
MP increases more easily
The Dream I once saw
MP gains +10
The New Type's Lost Power
Reaction +30
Awaken 500 or more, Max chance step +1
The Light of Hope will never be extinguished
Vulture
EN consumption -10% for All Weapons
With you, if it's with you
Category F
Melee, Ranged and Reaction +20.
Damage dealt +30 if pilot from support attack also has this ability.
For the coming Generation
Cyber Newtype
Reaction and Awaken +30
Morale changes more easily
The Light of Hope will never be extinguished
Double MP changes
Fighting Instinct
MP +10 when battle ends
The Return of Dark History
War God
Weapon Critical Chance +30% when morale is High or higher
The Return of Dark History
Captain of Dianna's Royal Guard
Final Power +1500 for Warship/Raid Link Attack
Unstoppable Wind
Gundam Killer
Damage dealt +30% when fighting Gundam
Unstoppable Wind
X-Rounder
Reaction and Awaken +30
Morale changes more easily
Kio's Decision. Together with Gundam
Double MP changes
Determine to be a Savior
Damage dealt +20 for support attack/support counter.
Damage taken -10% for support defend
Stand Up
Doesn't work on Counter
Super Pilot
Damage dealt increase to the number of kills
Memory of Eden
Deal additional damage based on number of total kill.
  • Number of kills * 5
  • Additional damage bonus is capped at 50000
  • Effect applied after damage calculation
Strive for Eden
Damage dealt +20% and damage taken +15%
when fighting in one-on-one battle
Memory of Eden
Yearn for Peace
Morale of enemy units faced become Normal after battle
Kio's Decision. Together with Gundam
Does not active on support attack/support counter
Space Pirate
Unit's ATK and MOB +50
Bellri's War and Aida's Desicion
Kuntala
Damage dealt +20%. Damage taken +10%
Rising on Earth
Pride of an Ex-Human Debris
Damage dealt +20%. Damage taken +10%
Overcome all Karma
Handmade Amulet
Damage taken -5%
Always Beginning -On to the Next-
This version is different from Cagalli Yula Athha's inherited ability
Character Performance: Inferno Ability 1
Obtainable Ability (Inferno Exclusive)

I1 stands for Inferno Lv 1
Exp stands for Expansion Stage

Ability you get from secret enemy is chosen randomly from a pool. Ability Pools for each Inferno level and stage are similar to of those Hell difficulty one but almost always reward maximum level.

Name
Effect
Obtain (Inferno)
Note
[EX] Melee Ability 1
Melee +200.
Melee Weapon range +1
  • Wing 3 I1
[EX] Melee Ability 2
Melee +200.
Physical Weapon Power +300
  • Astray 5 I25
[EX] Melee Ability 3
Melee +200.
Bean Weapon Power +300
  • Wing 8 I25
  • IBO 7 I25
[EX] Melee Ability 4
Melee +270
  • Wing 8 I75
[EX] Shooting Ability 1
Ranged +200.
Ranged Weapon range +1
  • IBO Gekko 3 I1
[EX] Shooting Ability 2
Ranged +200.
Physical Weapon Power +300
  • 00F 5 I1
[EX] Shooting Ability 3
Ranged +200.
Bean Weapon Power +300
  • SEED 7 I25
[EX] Shooting Ability 4
Ranged +270
  • 00 13 I75
  • 00F 5 I75
[EX] Endurance 1
Defense +150. Command +100
  • Astray 4 I1
[EX] Endurance 2
Defense +150. Awaken +100
  • Destiny 5 I1
  • Astray X 2 I50
  • IBO 9 I25
[EX] Endurance 3
Defense +150. Charisma +100
  • Wing 5 I25
[EX] Endurance 4
Defense +240
  • G-Unit 4 I75
[EX] Enhanced Reflexes 1
Reaction +110. Command +100
  • 004 I1
[EX] Enhanced Reflexes 2
Reaction +110. Awaken +100
  • SEED 4 I25
[EX] Enhanced Reflexes 3
Reaction +110. Charisma +100
  • G-Unit 4 I75
[EX] Enhanced Reflexes 4
Reaction +240
  • Wing 8 I75
[EX] Special Enhancement Power
All stats +350 for every Lv.1 Ability equipped
  • Wing 8 I50
  • Destiny 9 I50
    Stats Gain=
  • 350 * Number of Lv.1 Ability
  • Stat increases this way cannot be increased by
    ability that alter stats
[EX] A-Level Ability Enhancer
Three times the effect of an ability
that has a status raising value under +90.
  • WingEW 2 I50
Does not stack with other version of this ability
Only biggest bonus take priority
[EX] B-Level Ability Enhancer
Five times the effect of a ability
that has a status raising value under +50.
  • WingEW 2 I25
Does not stack with other version of this ability
Only biggest bonus take priority
[EX] C-Level Ability Enhancer
Ten times the effect of a ability
that has a status raising value under +30.
  • WingEW 2 I1
Does not stack with other version of this ability
Only biggest bonus take priority
[EX] Shooting Skill Enhancement
Character abilities that increase
Ranged have 70% more effect.
  • 00 13 I50
[EX] Melee Skill Enhancement
Character abilities that increase
Melee have 70% more effect.
  • Destiny 9 I50
[EX] Defense Skill Enhancement
Character abilities that increase
Defense have 70% more effect.
  • G-Unit 4 I50
[EX] Insight
Accuracy/Evasion +15%
  • SEED 9 I50
  • Stargazer 2 I50
The Sixth Gundam Pilot
Damage Dealt +10 and
Damage Taken -10% in one-on-on battle
  • Wing 8 I1
The Rage of Space Habitat
Damage Increase as HP decreases
  • Wing 8 I1
Every 1% missing HP adds 0.2% damage dealt
Z.A.F.T Red
Accuracy/Evasion +5%
  • Destiny 7 I50
Beyond Auspicious Departure
Dispatch has chance to drop
Prepare for a Choice
Abilities that increase stat have 30% more effect
  • Destiny 9 I1
Resolve toward a Choice
Abilities that increase stat have 30% more effect
  • Destiny 9 I25
Character Performance: Inferno Ability 2
Name
Effect
Obtain (Inferno)
Note
The Love for Determination
Critical Rate +30% when HP is below 50%
  • Destiny 9 I50
Friendship
Damage Dealt +30% for Support Attack/Support Counter
  • Destiny 9 I75
First Coodinator
Abilities that increase stat have 30% more effect
Beyond Auspicious Departure
Dispatch has chance to drop
Spirit of Love
MP+20 for allies within 5 spaces each turn
-The Translation is incorrect.
It has nothing to do with damage
-Generation System Dispatch
has chance to drop
Uplifting Morale
Damage Dealt +10% to Gundam unit
  • SEED 9 I1
  • 0013 I1
The Savior's Pride
MP changes is 0
  • 0013 I25
Subject to ability that can alter MP
The Pride of Innovator
Damage Dealt +10% for Support Attack/Support Counter
  • 0013 I25
Indifferent Warrior
Damage Dealt +20% and Evasion +10%
  • 0013 I50
Bloodlust
Reduce Enemy MP by 10 after battle
  • 0013 I25
Sniper
Ranged Weapon range +1
Beyond Revolutionary's Lament
Dispatch has chance to drop
Nataku's Conviction
Power +500 for Melee Weapons
Beyond Orphans' Chance Encounter
Dispatch has chance to drop
Will of the Gold Dragon
MP change is 0
  • Secret Stage I25
Subject to ability that can alter MP
Trial Guide
Enemy's MP becomes normal after battle
  • Secret Stage I50
-Reset enemy MP to 200
-Does not active on support attack/support counter
The One who Carries on the “Spirit of the Algus Knights”
Restores HP/EN of ally units within the selected area every
turn. The higher the crew stats, the greater the effect.
  • Secret Stage I90
Same effect of Warship restores unit's HP/EN with Mechanic
The One who Carries on the “Will of the Golden God”
Restores HP/EN of ally units within the selected area every
turn. The higher the Pilot Stats, the greater the effect.
  • EXP 5 I75
-Same effect of Warship restores unit's HP/EN with Mechanic but bigger
-Takes priority over “Spirit of the Algus Knights” version of this ability
Guidance of the Golden Dragon
Accuracy/Evasion +30% to ally units within 10 spaces
  • EXP 5 I90
Does not stack with similar area of effect ability
Unit Performance: Stats and Terrain Capability

Unit is next thing you need to consider. As for Cross Rays, Unit Performance has been adjusted so their stats aren't affecting damage directly like it used to in older game, their behavior now change based on how strong your weapon move and how high the pilot's stats are so these stats will truly show their potential once you have trained your pilot and upgraded unit enough. Therefore weapon moveset kit and its ability are now especially more important than deciding based on stats alone.

At first each ATK DEF and MOB stats are capped at 999 but once Limit Break a unit can increase them pass 999.

Unit Stats

HP
  • Increase Max HP
EN
  • Increase Max EN
ATK
  • Multiply Base Damage (Max 150%)
  • Main stats for Warship/Raid Link-up Attack
  • Increase Warship/Raid Link-up Damage
DEF
  • Reduce Enemy's % Multiply Base Damage (Cannot reduce below -90%)
  • Reduce Enemy's Warship/Raid Link-up Damage

Min/Max Multiplier you'll get after ATK-DEF correction is -90% to 150%. You can only get 150% bonus by using weapon move that ignore DEF with 999ATK stat. Common Enemy will usually have 150 DEF on Normal and 250 DEF on Extra which means with an average ATK stat of 300-400 of Lv1 high tier Gundam, you will get at least 5~15% bonus stats and will get 45~60% most of time at 999ATK on Extra. You can only get a -90% when your unit has 999DEF and being attacked by enemy unit that has less than 100ATK.

Multiplier will have its effect increased in double when ATK is much greater than enemy's DEF at certain threshold that's why it has such a big jump in % but it's impossible to achieve this without "Piercing" or "Ignore DEF" weapon effect or without character ability "Intimidate". It's even harder to achieve double effect on higher difficulty due to enemy will have high DEF.

DEF will reduce Warship/Raid Link-up damage. You will never get attacked through Link-up attack but enemy's DEF stat will be used as correction when you execute Link-up attack.

ATK - DEF Correction
  • -999 to -990 : -90%
  • -990 to 590 : Every 10 points increase multiplier by 1%
  • 590 to 999 : Every 10 points increase multiplier by 2%
  • 990 to 999 : Max 150%

MOB
  • Leverage Pilot's Accuracy Stats for All Weapon type
  • Leverage Pilot's Reaction Stats against enemy attacks
  • Increase Warship/Raid Link-up Damage
  • Increase Critical Chance for Warship/Raid Link-up Attack by following:

    Sum Totals MOB of Participantion Unit
    Warship/Raid Link-up Critical Chance
    0~189
    0%
    190 or higher
    Increase Critical Chance for every 100 points on MOB by 1%
    9090
    90%

MOB does not increase Accuracy and Evasion directly. They exist to have either benefit or nerf on pilot's respective stats. For example a pilot's Ranged stat at 600 will not perform as if it has 600 stats on Accuracy formula when MOB stat is lower than that Ranged stat, thus will get less benefit from it. Ranged/Melee stats on Accuracy side will perform at full potential only if MOB stat has at least same value. At the same time MOB will give small benefit if it's higher than pilot's respective stats. The same rule also applies to Reaction stat for Evasion.

Accuracy and Evasion are not only calculating from your pilot's stats, they also compare to enemy's stats and their unit's MOB stat when engaging in battle. So the further nerf may occurs if enemy unit has more MOB than yours. However getting nerf this way is a rare case because most enemy you're going to face are mass product units and grunt enemy, so it's not happening very often unless you play on highest difficulty with starter units right away or handicap yourself. Therefore even if you have MOB lower than your pilot stats, you can still gain benefit enough to make up with that lost in battle by having a MOB stat higher than enemy's which is more practicable this way.

MOB is only stat that can increase critical chance on Warship/Raid Link-up Attack. It cannot be increased by other way. What determine whatever a critical is a normal ones or super critical is a pilot that participates in link-up attack has high morale or not, chance further increase a more pilots with high morale in a group and participate in that link-up.

MOV
  • Increase Base Movement

Size
  • Modifier Accuracy by following:

    Defender Unit's Size
    Attacker Accuracy Modifier
    S
    0.9
    M
    1
    L
    1.1
    XL
    1.2
    XXL
    1.3

Note: All Warship size is registered as XXL

Terrain Capability

All unit can be affected by a terrain they're currently position in both as Damage Dealt Modifier and Accuracy Modifier. Terrain Capability can also negatively affect Unit's Movement.

Damage Modifier

Terrain Rating (Attacker)
Attacker Damage Modifier
S
1.1 (10%)
A
1.05 (5%)
B
1.0 (0%)
C
0.85 (-15%)
D
0.7 (-30%)

Accuracy Modifier

Terrain Rating (Defender)
Attacker Accuracy Modifier
S
-10%
A
-5%
B
+0%
C
+10%
D
+20%

Movement

Terrain Rating (All)
Base Movement
S
0
A
0
B
-1
C and D
-2 ~ -4

C and D rating penalty become bigger a more Base Movement unit has.

Sub-Flight System

Sub-Flight System or SFS is a flight plane designed for Mobile Suit to dock it and use as quick transportation. It does not directly modify unit's terrain capability however a game will prioritize SFS's terrain capability as a modifier if exists. It follows the same rule of unit.

Turn used in SFS and units are separated

Upgrade Points

Maximum Upgrade Points you can get varies from unit to unit. They all but one exception secret unit: Knight Superior Dragon will follow the same rule below:
  1. The amount earn is higher the more level unit has. Low-tier unit will gain more upgrade points per level.
  2. At Lv40~60 Some of low-tier stats will catch up with high-end unit in one stat or two, depending where you use your point on.
  3. At Lv99 All unit will have almost exact same stats value except HP if never use point on it.

The easiest way to tell which unit is on higher or lower tier than other is their EXP required for leveling up at Lv 1 or a "Cost" you use to produce said Unit.
Unit Performance: Weapon
Yes this is counted as weapon

Weapon List

Unit available in game will come with at least one weapon. Each come with Base Power, Base Accuracy, Base Critical Chance, EN consumption, MP consumption, Weapon Effect, Capability and Combat Effect.

Type of Weapon

There're three type of Weapon; Ranged, Melee and MAP

Type of Weapon indicates which pilot stat/ability will affect its performance such as Melee type Weapon will use Melee Pilot Stat and vice versa. MAP ignores all rule including all defensive abilities and deal damage equal to its Power.

Sub Type Weapon

Three Sub Type; Beam, Physical and Special.

Sub Type indicates which ability/terrain will affect its performance such as Beam Weapon damage will be reduced if attacking an enemy unit with Nanolaminate Armor, and is further reduced if used in Underwater terrain. Special ignores most of defensive abilities that involved beam and physical and can be used by most terrain unless disabled by Weapon Capability Effect.

Power

A most important stat in weapon is power. It's a base damage of that weapon which will be enhanced by pilot stats, then multiplied by all sort of damage dealt buff. If can't think of anything, add more power.

Accuracy

Base accuracy of weapon. Assuming that you and enemy are equally match the % shown here will be used before being corrected by map positive correction and any source of buff or penalty from abilities.

Weapon Critical

Any ability that affect weapon critical will add to this stat. It's a base critical chance of weapon.

Cost

All weapon cost EN while some might cost MP as well. Character will suffer moderate MP lost if they use the weapon that also cost MP and miss a shot.

Weapon Effect

Some weapons do not only deal damage, they may inflict debuff or has additional benefit if condition met.

Weapon Capability Effect

Some weapons aren't always working in every terrain.

Combat Effect

It contains information about what would affect to weapon when used in certain terrain. Such as -50% when use Beam Weapon against enemy in Underwater terrain.

Defend

A shield icon under unit stats indicates that this particular unit can use "Defend" command. Which will reduce damage taken by 20%. If "Shield Defend" unit ability exists it will reduce damage taken by 40% instead. Iron Wall ability will further reduce damage taken by 10%.

SFS

Sub-Flight System icon under stats indicates whatever this particular unit can use SFS or not
Unit Performance: Weapon Effect
All Weapon Effects are listed below:

Name
Effect
Note
Potential
Increase Damage as HP decrease
Each 1% of missing HP will add 0.5% bonus damage dealt. Max 50% at 1 HP
Link-Up Attack
Damage varies on number of successfully hit. Each Link-Up weapon will have different number of max hit
- Each hit use current displayed accuracy and will be calculated separately
- if not all hit connect; Damage decrease by (number of fail hit / Max possible number of hit) * 100 (%)
- If all hit connect; Damage Dealt +20%
Critical
Damage dealt +20% if critical hit
-Further enhance Critical Damage on top of a bonus from Tension Level by 20%.
-Due to how formula works, these bonus damage stack multiplicatively. The actual damage dealt you get:
  • Timid: 32%
  • Normal: 44%
  • High and Super High: 56%
  • Super Charged: 68%
Piercing
Deal damage as though enemy's DEF is -30%
In game translation say "Defense" which is incorrect
Ignore DEF
Deal damage as though enemy's DEF is 0
In game translation say "Defense" which is incorrect
Explosion
Damage dealt +500
In game translation say "if critical" which is incorrect. Deal additional 500 damage to enemy at the end of damage calculation
Inflict Debuff
Effect varies on weapon
Possible debuff: Def Down, Atk Down, Evasion Down, Accuracy Down, Movement Down
In game translation is incorrect debuff inflict only affect unit stats
MP Up
MP +40 to all allies within weapon range "LOVE!"
Does not change from Super High to Super Charged
MP Damage
Also decrease enemy's MP by 10%(40) if successfully hit
Incorrect translation. It has nothing to do with increase damage dealt
EN Damage
Also decrease enemy unit's EN by 10% if successfully hit
Incorrect translation. It has nothing to do with increase damage dealt
EN/MP Damage
Also decrease enemy unit's EN/MP by 10% if successfully hit
Incorrect translation. It has nothing to do with increase damage dealt
Awaken
Power and Range vary on Awaken Stat
See character performance section
HP&Status Recovery
Fully restore HP and remove all Debuff status
Anti-GN Field
Ignore GN Field Ability
Anti-Air
Deal +30% bonus damage against enemy currently on atmospheric terrain
Will not work on enemy on other terrain even though they have atmospheric terrain. Will not work on space
Anti-Surface
Deal +30% bonus damage against enemy currently on ground terrain
Will not work on enemy on other terrain even though they have ground terrain
Anti-Large
Deal +30% bonus damage against enemy with XL Size or larger
Also deal +30% damage against Warship
Self-Destruct
Self-Destruct the unit and deal damage to enemy
The translation is incorrect. MAP weapon cannot critical
Incapacitate
Enemy hit by this attack cannot operate or use any command for 1 turn
The translation is incorrect. MAP weapon cannot critical
Unit Performance: Ability

Unit Ability

Just like pilots, major of units also possess ability but unlike them, unit cannot be trained. Most of abilities are exclusive to certain units, however they can gain some of abilities by equipping with modification or OP part. Modification can be obtained by completing modifications (Bronze, Sliver and Gold) quest.

Stacking Rule
  • Abilities with different name but have similar or same adding Stats/Power effect regardless of activation requirement are stackable.
  • Abilities with different name but have similar or same Damage Reduction regardless of activation requirement are stackable .
  • Abilities with different name but have similar or same %Damage buff/%Damage reduction regardless of activation requirement are stackable.
  • Abilities with different name but have similar or same %Accuracy/%Evasion regardless of activation requirement are stackable.
  • Abilities with different name but have similar or same %Critical chance/%Critical damage regardless of activation requirement are stackable.
  • Abilities with different name but have similar or same area of effect are not stackable.
  • Abilities with different name but have similar or same Damage Nullifies regardless of whatever activation requirement are not stackable but they're still working.
Unit Performance: Ability List 1
Some of abilities aren't explained clearly or the translation is not correct in game so I will note them.
Ability are listed below: Use ctrl+f to find specific ability.

Name
Effect
OP Part (Quest)
Note
Shield Defend
Further reduce damage taken with defend command
Reduce damage taken by 40% (20% without this ability)
Transform
Switch form between MS and MA
Refit
Outfit the suit with another available equipment to change form
Require station in warship
Purge
Completely change to another form and recover 100% HP/EN
Cannot revert back. Can regain form by station in warship for one turn
Escape
When unit is destroyed: completely change to another form and recover 100% HP/EN
Cannot revert back. Can regain form by station in warship for one turn
Reconnaissance
Ally within 3 spaces gain accuracy +10%
Reconnaissance System (19th Gold rewards)
Jamming
Enemy within 3 spaces lose accuracy -10%
Jamming System (21th Bronze rewards)
Resupply
Ally within 3 spaces recover +5% EN at the start of own force turn
Resupply Equipment (22th Silver rewards)
Stealth
Low chance for enemy to unable to aim at
Stealth System (20th Silver rewards)
-Doesn't stack with other similar effect.
-Will display blurring effect similar to Gundam Deathscythe
Hyper Jamming
Low chance for enemy to unable to aim at
Hyper Jamming (Improved)
Medium chance for enemy to unable to aim at
Active Clock
Reduce 3000 damage taken from Beam Weapons when defend
Gundanium Alloy
DEF +60
The translation is "Defense" which is incorrect
ZERO System
Change pilot's personality to "ZERO" type. Increase Ranged/Melee/Reaction and Awaken by 50 when morale is super high or higher
Register all units with ZERO System
Combine with character ability "Tenacious"; activation
requirement changes from super high to high, and no
longer cause personality changes.
Planet Defenser
Reduce 3000 damage taken from Ranged
Physical/Beam Weapons. Consume 12 EN per usage
PX System
Reaction +60
Reflect Shield
Reduce 3000 damage taken from Beam Weapons when defend
AS Planet Defenser
Reduce 3500 damage taken from All Weapons when defend.
Consume 30 EN per usage
Phase Shift Armor
Reduce 2000 damage taken from Physical Weapons.
Consume 15 EN per turn
Trans Phase Armor
Reduce 2000 damage taken from Physical Weapons.
Consume 5 EN per usage
Variable Phase Armor
Reduce 2000 damage taken from Physical Weapons.
Mirage Colloid System
Medium chance for enemy to unable to aim at
Laminated Armor
Reduce 3000 damage taken from Beam Weapons.
Laminated Armor (MS)
Reduce 1500 damage taken from Beam Weapons.
Geschmedig Panzer
Nullifies damage less than 5000 from
Ranged Beam Weapons when defend. Consume 20 EN per usage
Positron Reflector
Nullifies damage less than 5000 from
Ranged Physical/Beam Weapons. Consume 10 EN per usage
Armure Lumiere
Nullifies damage less than 6000 from
All Weapons when defend. Consume 30 EN per usage
Armure Lumiere (Secret Super Hyperion Gundam Unit)
Nullifies damage less than 6000 from
All Weapons.
Anti-Beam Shield
Reduce 1000 damage from Beam Weapons when defend
Yata Mirror
Reduce 4000 damage from Beam Weapons
Power Extender
EN Consumption -10% for all Weapons
Neutron Jammer Canceler
Restores 10% of Max EN each turn
Deuterion Beam Transmitter
Enable unit to resupply EN to units of the
same group with Deuterion Beam Charge System within 5 spaces
Deuterion Beam Transmitter (23th Bronze rewards)
Deuterion Beam Charge System
Enable unit to receive EN from units of the
same group with Deuterion Beam Transmitter
Deuterion Beam Transmitter (22th Bronze rewards)
Hyper Deuterion System
Restores 10% of Max EN each turn.
Enable unit to receive EN from units of the
same group with Deuterion Beam Transmitter
Micromachinery Technology
Restores 10% of Max HP each turn
GN-Field
Nullifies all damage less than 2500 from all Weapons
GN-Field (GN Sword Bit)
Nullifies all damage less than 4000 from all Weapons
GN Shield Bit
Nullifies all damage less than 3500 from all Weapons when defend
GN Holster Bit
Nullifies all damage less than 4000 from all Weapons when defend
Unit Performance: Ability List 2
Name
Effect
OP Part (Quest)
Note
GN Reflection
Nullifies all damage less than 4000 from Ranged Beam Weapons when defend
GN Drive
Restore 10% of Max EN per turn
GN Drive[T]
Restore 5% of Max EN per turn
GN Drive[T] (Array)
Restore 20% of Max EN per turn.
Also enhance the effect of "GN Field"
GN Field will nullify 1000 more damage
Twin Drive System
Restore 20% of Max EN per turn
Twin Drive System GN Drive[T]
Restore 15% of Max EN per turn
Twin Drive System New GN Drive
Restore 25% of Max EN per turn
GN Particle Condenser
Enhance effect of GN Field
GN Field will nullify 500 more damage
TRANS-AM RAISER
Accuracy/Evasion +15% if pilot has ability "True Innovator"
and Morale is Super High or higher
Marute Mode
Stats from ability "Super Soldier" is increased further by +20 when pilot this unit
Nanolaminate Armor
Reduce 3500 damage from Beam Weapons
Nanolaminate Coat
Reduce 3000 damage from All Weapons
Reactive Armor
Reduce 5000 damage from Physical Weapons.
Change form when receive more than 5000 damage from Physical Weapons
Cannot revert back unless station in warship for 1 turn
Alaya-Vijjnana System
Effect varies on Lv of pilot's Alaya-Vijnana required for effect.
  • Lv1 : Reaction +30
  • Lv2 : Reaction +40
  • Lv3 : Reaction/Awaken +30. Accuracy/Evasion +10%
    when Morale is Super High or higher
  • Lv3(Limiter OFF): Reaction/Awaken +30 and Accuracy/Evasion +10%
  • Original: Reaction +50 and Accuracy/Evasion +5%
  • Bio-Unit: Reaction +50
  • Type-E: Reaction +50.
    Damage dealt +20% when morale is Super High or higher
Register all Gundam Barbatose
-OP part will give "Lv 3" version of Alaya-Vijjnana System.
-Type-E english translation is slightly incorrect, Ranged/Melee +50
only comes from pilot's Type E there's no Ranged/Melee +50 effect from unit,
thus there's only 50 bonus stats total for Ranged/Melee. Reaction will gain
+50 from both effects thus +100 stats bonus in total.
Single Number
MOB +60
Absorb System
Nullifies all damage less than 5000 from Ranged Beam Weapons
Restore 30 EN when activated. Only activate when defend.
Sky Drive Unit
Restore 25% of Max EN per turn
Anti-MD Virus
Disable units piloted by MD System within 10 spaces
Nanoskin
Restore 10% of Max HP per turn
Knight of Light
Increase MP gains after battle.
The higher HP, the more MP gains
MP gains after battle
  • (HP/1000) * 2
Golden Guardragon
Reduce Damage taken. Accuracy/Evasion increase.
Highter DEF/MOB the greater effect.
English translation is incorrect. It's DEF and MOB not ATK.
Maximum effect is 20% at 999 of respective stats
Dimensional Transcendence
There's small chance the unit will not use up turn during chance step activation.
The more MOV stats, slightly increase the chance to activate.
At 10 MOV the effect has exact same chance of Hyper Jammer. Increase MOV more than 10 has no effect.
Unit Performance: DLC Ability
Currently. None of DLC unit ability can be obtained via OP part.

Name
Effect
Note
I-Field
Nullifies damage less than 4000 from Ranged Beam Weapons
Nanoskin (Turn A)
Restores 15% of Max HP each turn
Woozy Armor
Reduce 2000 damage from Physical Weapons
Restores 5% of Max HP when activated
Rare Metal Ω
DEF +60
Mobile Trace System
Damage dealt, Accuracy and Evasion varies based on
Pilot's Melee/Ranged and Reaction
Effect varies based on pilot stats. Stats below 275 will have negative effect.
  • Melee/Ranged at 100 damage dealt is lowered by ~16% and accuracy is lowered by ~10%
  • Melee/Ranged at 250 damage dealt is lowered by ~2.1% and accuracy is lowered by ~1%
  • Reaction at 160 evasion is lowered by 7%
  • These negative effects are completely removed if pilot has "Gundam Fighter" ability

Stats above 275 will have benefit.
  • Melee/Ranged 300 increases damage dealt by ~5.9%
  • Melee/Ranged 500 increases damage dealt by ~36%
  • Melee/Ranged at 999 increases damage dealt by 100%
  • Reaction at 500 increases evasion by 10%
  • Reaction at 999 increases evasion by 20%
This ability works even without "Gundam Fighter"
Energy Field Generator
Movement +1 and MOB +50 when Morale is Super High or higher
DG Cells
Restores 15% of Max HP each turn
Invisibility
High Chance for enemy to unable to aim at
Doesn't stacks with similar effect
AGE System
EXP +30% from defeated enemy
This effect is not stackable unless it's from pilot's Observer
Full Armor
Reduce 1500 damage from Physical Weapons
C-Funnel Barrier
Nullifies all damage less than 4000 from Beam Weapons
FX Burst Mode
ATK/DEF/MOB +50 when Morale is Super High or higher
X Transmitter
Reaction/Awaken +50
Legilis Bit Barrier
Nullifies all damage less than 4000 from Beam Weapons
Reflector Pack
Nullifies all damage less than 5000 from Ranged Beam Weapons when defend
Restore 30 EN when activated.
Rayhunton Code
ATK/DEF/MOB +50 if pilot has ability Descendant of Rayhunton
Unit Performance: Modification

Also known as OP (Option Part). It gives direct benefit to the equipped unit such as stat increase, accuracy/evasion buff, HP/EN regen and a lot more.

Modification can be unlocked through completing quests such as bronze, silver and gold quest, a reward unlocked this way is determined by number of quest completion and given by order. For example completing bronze quest a third time will reward you "Booster Part 1". There's also specific quest that reward unique mod (ie Zero System), and Inferno quest will always reward fixed modification part.

Below is a list of Bronze, Sliver and Gold reward order.

Bronze
Order
Name
Order
Name
Order
Name
1
Birdlime Launcher 1
9
Space Support Pack 1
17
Weapon Container 1
2
Fortified Armor 1
10
Special Antenna 1
18
Solar Panel 1
3
Booster Part 1
11
Enhancer Unit 1
19
Junk Part β
4
Limiter-OFF Unit 1
12
Auto-Repair Device 1
20
Birdlime Launcher 2
5
Surface Support Pack 1
13
Barrier Field Generator
21
Jamming Device
6
Underwater Support Pack 1
14
Shock-Resistant Coating 1
22
Deuterion Beam Transmitter
7
Ground Support Pack 1
15
Beam-Resistant Coating 1
23
Deuterion Beam Charge System
8
Atmospheric Support Pack 1
16
Energy Tank 2

Sliver
Order
Name
Order
Name
Order
Name
1
Add-on Armor 2
9
Ground Support Pack 2
17
Additional Hanger
2
High-Sensitivity Sensor 2
10
Atmospheric Support Pack 2
18
Weapon Container 2
3
Education Computer 2
11
Space Support Pack 2
19
Solar Panel 2
4
Fortified Armor 2
12
Special Antenna 2
20
Stealth System
5
Booster Parts 2
13
Enhancer Unit 2
21
WS Extra Booster 1
6
Limiter-OFF Unit 2
14
Auto-Repair Device 2
22
Resupply Equipment
7
Surface Support Pack 2
15
Shock-Resistant Coating 2
23
Atmospheric Capable Part
8
Underwater Support Pack 2
16
Beam-Resistant Coating 2
24
Space Capable Part

Gold
Order
Name
Order
Name
Order
Name
1
Add-on Armor 3
8
Auto-Repair Device 3
15
WS Extra Booster 2
2
Energy Tank 3
9
Shock-Resistant Coating 3
16
MS Extra Booster 2
3
High-Sensitivity Sensor 3
10
Special Antenna 3
17
Universal Engine
4
Education Computer 3
11
Enhancer Unit 3
18
Terrestrial Engine
5
Fortified Armor 3
12
Solar Panel 3
19
Reconnaissance System
6
Booster Parts 3
13
Weapon Container 3
7
Limiter-OFF Unit 3
14
Beam-Resistant Coating 3
Unit Performance: Inferno Modification
Inferno Modification (also called EX tier) can only be obtained by completing specific quest. The quest name and their rewards are listed below.

EXP stands for Expansion Stage

Name
Condition
OP Part
Wings Aim for "Freedom"
Clear Destiny 9 on any Inferno Level
[EX] Fortified Armor I
  • DEF +200, Accuracy +13%
Sign of "Revolution"
Clear 00 13 on any Inferno Level
[EX] Fortified Armor II
  • DEF +250, Movement +1
To a New Home
Clear IBO Gekko 6 on 50 or higher Inferno Level
[EX] Fortified Armor III
  • DEF +350
Hope and Despair
Clear EXP 1 on any Inferno Level
[EX] Prototype Educational Computer
  • Evasion +10%, DEF +100
Freedom and Creation
Clear EXP 2 on any Inferno Level
[EX] Prototype Fortified Armor
  • DEF +175
Destruction and Dialogue
Clear EXP 3 on any Inferno Level
[EX] Prototype High Sensitivity Sensor
  • Accuracy +10%, DEF +100
Evil and Ferociousness
Clear EXP 4 on any Inferno Level
[EX] Prototype Limiter Removal Unit
  • ATK +175
Twinkling "Shooting Star
Clear Wing 8 on any Inferno Level
[EX] Booster Mechanism I
  • MOB +200, All weapon power +500 exclude MAP weapon
Breath of Evil
Clear IBO 9 on any Inferno Level
[EX] Booster Mechanism II
  • MOB +250, MAP weapon power +500
The Difficult Path
Clear Astray 5 on 50 or higher Inferno Level
[EX] Booster Mechanism III
  • MOB +350
Will of "Reform"
Clear 00 Movie 3 on 75 or higher Inferno Level
[EX] Enhancer Unit I
  • ATK/DEF/MOB +200, Accuracy +3%
Key to the Gate
Clear SEED 9 on any Inferno Level
[EX] Enhancer Unit II
  • ATK/DEF/MOB +200, Evasion +3%
Sealed History
Clear G-Unit 4 on 50 or higher Inferno Level
[EX] Enhancer Unit III
  • ATK/DEF/MOB +200, Accuracy/Evasion +2%
Limited Entrance
Clear Any Stage on any Inferno Level
[EX] Special Accelerator Device SERIAL
  • Movement +3 when there're OP parts with I, II and III equipped
Limited Challenge I
Clear Any Stage on 10 or higher Inferno Level
[EX] Additional Hanger and Booster
  • Max Team +1, Movement +1
Limited Challenge II
Clear Any Stage on 20 or higher Inferno Level
[EX] Special Additional Hanger
  • Max Team +1, Copy Space terrain capability to Atmospheric
Limited Challenge III
Clear Any Stage on 30 or higher Inferno Level
[EX] Special Enhancement Coating I
  • Reduce Damage taken by 500. Exclude MAP Damage
Limited Challenge IV
Clear Any Stage on 40 or higher Inferno Level
[EX] Special Accelerator Device MULTIPLE
  • Movement +1 by every OP parts with III equipped
Limited Challenge V
Clear Any Stage on 50 or higher Inferno Level
[EX] Battleship Educational Computer
  • Evasion +30%, All Weapon Power +3000. Exclude MAP weapon
Limited Challenge VI
Clear Any Stage on 60 or higher Inferno Level
[EX] Battleship Special Fortified Sensor
  • Accuracy +30%, HP +30000
Limited Challenge VII
Clear Any Stage on 70 or higher Inferno Level
[EX] Battleship Special Fortified Armor
  • HP +30000, DEF +300
Beyond the Extreme of Strength
Clear All EXP on 50 or higher Inferno Level
[EX] Battleship Special Fortified Coating
  • Reduce damage taken by 5000. Exclude MAP Damage
Will of "F+reedom"
Clear Destiny 9 on 75 or higher Inferno Level
[EX] Special Enhancement Device ATK
  • Increase ATK from OP part by 1.5 times
Will of "Shooting Stars"
Clear Wing 8 on 75 or higher Inferno Level
[EX] Special Enhancement Device DEF
  • Increase DEF from OP part by 1.5 times
Will of "Reform"
Clear 00Movie 3 on 75 or higher Inferno Level
[EX] Special Enhancement Device MOB
  • Increase MOB from OP part by 1.5 times
Will of "Wild"
Clear IBO 9 on 75 or higher Inferno Level
[EX] Special Enhancement Device Under 60
  • 4 times the effect of any OP part with status raising value under +60
Stargazer
Clear Stargazer 2 on 50 or higher Inferno Level
[EX] Special Enhancement Coating II
  • Reduce Damage taken by 1000. Exclude MAP Damage
A New Course
Clear EXP 5 on any Inferno Level
[EX] Special High Sensitivity Sensor I
  • Accuracy +10%. Increase Range of Ranged Weapon by 1
For One Who Has the True Power
Clear Secret Stage on 50 or higher Inferno Level
[EX] Special High Sensitivity Sensor II
  • Accuracy +10%. Increase Range of Melee Weapon by 1
Soul of "Gold"
Clear Secret Stage on 75 or higher Inferno Level
[EX] Special High Sensitivity Sensor III
  • Accuracy +15%. MAP Weapon Power +500
Strength to Unleash the "Wild"
Clear IBO 12 on any Inferno Level
[EX] Limiter Removal Unit I
  • ATK+200. Accuracy +5%
Sound of the Waltz
Clear Wing Waltz 2 on any Inferno Level
[EX] Limiter Removal Unit II
  • ATK+250. Movement +1
Revolution's Interval
Clear 00F 5 on 50 or higher Inferno Level
[EX] Limiter Removal Unit III
  • ATK+350
Final Training
Clear EXP 5 on 90 or higher Inferno Level
[EX] Soul Borne by the Knight of Light
  • Give unit ability "Knight of Light"
Final Training: ZERO
Clear EXP 5 on 90 or higher Inferno Level and complete the Secret Condition
[EX] Shield Carried by the Golden Guardragon
  • Give unit ability "Golden Guardragon"
Final Training: F
Clear EXP 5 on 90 or higher Inferno Level while defeating all enemies.
Must also defeat all secret units
[EX] Wings Acceding Dimensional Transcendence
  • Give unit ability "Dimensional Transcendence"
Unit Performance: Permanent Death
The system that get included in the series is a permanent death of your unit. If unit's HP has reached Zero by any mean, they're destroyed and gone forever. It's advised to save often before engaging in battle especially early-game because losing unit is a big set back where everything you have grinded for has become nothing.

However there's no permanent death for your character so they're least of concern but without a unit they're useless otherwise. If a character is defeated in the battle, they're refrained from joining for the rest of current battle and you have to reassign the new unit for that character after.

This is a main factor where new players to consider whatever they have to give survivability to unit/character such as increase their evasion stats first so reloading the save become less annoying or choose to pick for power (which also increase accuracy) and carefully managing the position in battle and kill the enemy when you have chance while secure with the support defend from another friendly unit to reduce damage taken then take advantage of HP regen from raid team or station the unit in warship after the initial fight. While SD Gundam is known for an easy game meant for a fan of casual in some, the game has to start somewhere before it reaches such conclusion all the same.

Custom Character Performance: Stats 1

Custom Character is one of great feature. It's not required to complete a game but imagine having your OC piloting a powerful dream MS/MA alongside famous heroes like Kira, Setsuna, Heero etc can be fun.

Starter Stats

Character will have "Standard" Personality no matter what.

The Lv 1 stats are determined by adding up month of birthday and day of birthday. The last digit number of result is your character's start stat.

For example 29 Jun is 29+6 = 35; 5 is the type of character.

Note: Names below are made by me. Not official.

Pilot Stats:

Last Digit
Name
Command
Ranged
Melee
Defense
Reaction
Awaken
0
All Rounder
110
110
110
110
110
110
1
Pilot
110
120
120
120
120
110
2
Crew
110
100
100
100
100
110
3
Shooter
110
130
90
120
100
110
4
Close Combatant
110
90
130
100
120
110
5
Defender
110
120
100
130
90
110
6
Quick
110
100
120
90
130
110
7
Special
90
100
100
120
120
130
8
Leader
130
120
120
100
100
90
9
Normie
125
120
120
120
120
0

Crew Stats:

Last Digit
Name
Auxiliary
Communitcation
Navigation
Maintenance
Charisma
0
All Rounder
110
110
110
110
110
1
Pilot
100
100
100
100
110
2
Crew
120
120
120
120
110
3
Shooter
120
100
110
110
110
4
Close Combatant
100
120
110
110
110
5
Defender
110
110
120
100
110
6
Quick
110
110
100
120
110
7
Special
100
100
120
120
110
8
Leader
120
120
100
100
110
9
Normie
120
120
120
120
125

Stat Growth

Birthday and Blood type will affect stat growth. There're possible 17 stats growth your character can get. The growth may random but eventually they will reach at designated stats. Stats shown on the table below are the stats your character will gain from leveling up to Lv 50 and Lv 99, add up to your starter stats to get the final stats.

Example the 29 Jun (5 type) with B Blood type will get 120+354 = 474 Ranged at Lv 99

Again, names are totally thought by mine.

  • All Rounder Pilot (+All Pilot Stats)
"0", "3", "6", "9" with A and O Blood type
"2", "5", "8" with B Blood type
"1", "4", "7" with AB Blood type
"0", "1", "4", "7" with Unknown Blood type

Lv
Command
Ranged
Melee
Defense
Reaction
Awaken
50
120
139
144
150
147
148
99
309
354
354
376
376
359

Lv
Auxiliary
Communitcation
Navigation
Maintenance
Charisma
50
116
108
111
112
124
99
292
288
292
288
309

  • Shooter Commander (+Command, +Ranged)
"7" with B Blood type
"3" with Unknown Blood type

Lv
Command
Ranged
Melee
Defense
Reaction
Awaken
50
333
310
155
179
185
207
99
531
438
260
282
288
298

Lv
Auxiliary
Communitcation
Navigation
Maintenance
Charisma
50
192
187
187
188
206
99
293
289
289
290
311

  • Protective Commander (+Command, +Defense)
"0" with AB Blood type
"6" with Unknown Blood type

Lv
Command
Ranged
Melee
Defense
Reaction
Awaken
50
333
192
192
326
149
207
99
531
300
297
449
252
298

Lv
Auxiliary
Communitcation
Navigation
Maintenance
Charisma
50
192
172
172
188
206
99
293
274
274
290
311
  • Quick Commander (+Command, +Reaction)
"3" with AB Blood type
"9" with Unknown Blood type

Lv
Command
Ranged
Melee
Defense
Reaction
Awaken
50
333
192
192
148
327
207
99
531
300
297
251
450
298

Lv
Auxiliary
Communitcation
Navigation
Maintenance
Charisma
50
192
187
187
188
206
99
293
274
274
290
311
Custom Character Performance: Stats 2
Steam character limit suck bad

  • Shooter (+Ranged)
"6" with B Blood type
"2" with Unknown Blood type

Lv
Command
Ranged
Melee
Defense
Reaction
Awaken
50
145
257
166
173
180
170
99
270
461
296
313
321
308

Lv
Auxiliary
Communitcation
Navigation
Maintenance
Charisma
50
138
141
139
142
142
99
253
258
262
259
266

  • Late Bloomer Shooter (+Ranged, Slow Growth Rate)
"9" with B Blood type
"5" with Unknown Blood type

Lv
Command
Ranged
Melee
Defense
Reaction
Awaken
50
123
196
133
140
149
142
99
280
469
307
319
345
314

Lv
Auxiliary
Communitcation
Navigation
Maintenance
Charisma
50
122
121
123
119
128
99
273
272
273
269
278

  • Close Combatant (+Melee)
"2" with AB Blood type
"8" with Unknown Blood type

Lv
Command
Ranged
Melee
Defense
Reaction
Awaken
50
145
160
260
173
180
170
99
270
294
463
313
321
308

Lv
Auxiliary
Communitcation
Navigation
Maintenance
Charisma
50
139
141
140
142
143
99
253
258
262
259
266

  • Late Bloomer Close Combatant (+Melee, Slow Growth Rate)
"1" with A Blood type
"5" with AB Blood type

Lv
Command
Ranged
Melee
Defense
Reaction
Awaken
50
125
136
192
151
138
142
99
284
310
465
347
317
314

Lv
Auxiliary
Communitcation
Navigation
Maintenance
Charisma
50
121
120
123
120
128
99
271
271
273
269
278

  • Protector (+Defense)
"4" with A Blood type
"8" with AB Blood type

Lv
Command
Ranged
Melee
Defense
Reaction
Awaken
50
173
158
194
231
166
177
99
315
299
338
438
304
327

Lv
Auxiliary
Communitcation
Navigation
Maintenance
Charisma
50
145
148
146
145
154
99
271
273
268
268
287

  • Nimble (+Reaction)
"7" with A Blood type
"1" with O Blood type

Lv
Command
Ranged
Melee
Defense
Reaction
Awaken
50
171
183
182
166
231
177
99
311
339
324
300
442
327

Lv
Auxiliary
Communitcation
Navigation
Maintenance
Charisma
50
151
142
141
139
154
99
280
261
258
258
288

  • Main Protagonist who undergo harsh experiment of evil organization (+Awaken)
"0" with B Blood type
"4" with O Blood type

Lv
Command
Ranged
Melee
Defense
Reaction
Awaken
50
149
171
188
181
182
223
99
283
311
357
346
345
411

Lv
Auxiliary
Communitcation
Navigation
Maintenance
Charisma
50
155
150
149
150
150
99
287
278
278
278
280

  • Main Protagonist who undergo harsh experiment of evil organization
    and also develop PTSD (+Awaken, Slow Growth Rate)
"3" with B Blood type
"7" with O Blood type

Lv
Command
Ranged
Melee
Defense
Reaction
Awaken
50
47
70
70
56
56
127
99
278
305
287
303
303
554

Lv
Auxiliary
Communitcation
Navigation
Maintenance
Charisma
50
71
71
71
71
71
99
305
305
305
305
305
Custom Character Performance: Stats 3
  • Deputy Chief (+Auxiliary)
"2" with A Blood type
"6" with AB Blood type

Lv
Command
Ranged
Melee
Defense
Reaction
Awaken
50
194
164
164
167
167
190
99
310
263
263
278
278
300

Lv
Auxiliary
Communitcation
Navigation
Maintenance
Charisma
50
379
201
199
199
191
99
592
312
306
306
292

  • Communicator (+Communication)
"5" with A Blood type
"9" with AB Blood type

Lv
Command
Ranged
Melee
Defense
Reaction
Awaken
50
194
187
180
194
195
195
99
310
301
284
309
310
310

Lv
Auxiliary
Communitcation
Navigation
Maintenance
Charisma
50
189
379
166
167
172
99
300
592
256
256
272

  • Wheelsman (+Navigation)
"8" with A Blood type
"2" with O Blood type

Lv
Command
Ranged
Melee
Defense
Reaction
Awaken
50
176
179
175
166
187
200
99
280
283
284
256
300
324

Lv
Auxiliary
Communitcation
Navigation
Maintenance
Charisma
50
191
179
379
201
182
99
302
284
592
313
282

  • Mechanic (+Maintenance)
"1" with B Blood type
"5" with O Blood type

Lv
Command
Ranged
Melee
Defense
Reaction
Awaken
50
196
184
186
176
177
195
99
303
289
301
279
280
310

Lv
Auxiliary
Communitcation
Navigation
Maintenance
Charisma
50
176
172
171
379
203
99
277
276
274
592
319

  • Popular (+Charisma)
"4" with B Blood type
"8" with O Blood type

Lv
Command
Ranged
Melee
Defense
Reaction
Awaken
50
187
184
182
183
178
175
99
293
293
282
293
283
310

Lv
Auxiliary
Communitcation
Navigation
Maintenance
Charisma
50
190
177
187
173
379
99
292
280
301
281
592
Custom Character Performance: Skill

Custom character will get one of 15 possible skill compositions when created using birthday and blood type. Good thing it shows you a first skill your character will get so it's easily to know which composition you have by comparing the skill table below.

Skill 1 (Lv1)
Skill 2 (Lv3)
Skill 3 (Lv8)
Skill 4 (Lv15)
Skill 5 (Lv25)
Skill 6 (Lv35)
Skill 7 (Lv50)
Skill 8 (Lv65)
Skill 9 (Lv80)
Defense Assist 1
EN Charge 2
Quick Motion 1
Mind Save 2
Attack Burst γ2
Return 2
Double Boost 3
Double Repair EX
Ability Delete
Attack Burst γ1
Force Guard γ1
MP UP 1
Double Repair 1
Return 1
Quick Motion 3
High Speed β
Double Boost 2
Advantage
HP Repair 1
Lock On 1
Sway 1
EN Charge 2
Damage Control β
Mind Save 2
EXP Boost β3
Ability Delete
MP Up EX
Quick Motion 1
Force Guard α1
Attack Burst α2
EXP Boost α1
Defense Assist 2
High Speed α
MP Up 2
Return 3
Active Weapon
Attack Burst α1
EN Charge 1
MP Up 1
Lock On 2
High Speed α
Attack Burst β3
EXP Boost β2
Sway EX
Ability Delete
Attack Burst β1
Lock On 1
EN Charge 2
EXP Boost β2
Sway 3
Attack Burst γ3
High Speed α
MP Up EX
Active Weapon
Attack Burst γ1
EN Charge 1
Sway 2
Mind Save 1
Damage Control β
Damage Control α
Attack Burst α3
Lock On EX
Advantage
Force Guard α1
EN Charge 1
Defense Assist 1
HP Repair 2
Attack Burst γ2
Force Guard γ3
Lock On 3
High Speed β
Auto-Revive
Force Guard β1
Attack Burst α1
HP Repair 2
Lock On 1
EXP Boost α2
Force Guard α3
Damage Control α
HP Repair EX
Sway EX
Force Guard γ1
Lock On 1
Attack Burst β1
EXP Boost α2
HP Repair 2
Return 2
Force Guard β3
MP Up EX
Double Repair EX
Double Repair 1
EXP Boost α1
Attack Burst α1
Force Guard α2
Return 2
Double Boost 1
Defense Assist 3
Auto-Revive
EN Charge EX
EXP Boost β1
Quick Motion 1
Force Guard α1
Attack Burst α2
Damage Control β
HP Repair 3
EN Charge 3
Salvage
HP Repair EX
EXP Boost α1
Force Guard α1
Lock On1
Quick Motion 2
Double Repair 2
Attack Burst α3
EXP Boost α3
Salvage
Double Boost 3
HP Repair 2
Lock On 1
Defense Assist 1
Return 1
Mind Save 3
Force Guard β2
Return 3
Double Repair EX
Auto-Revive
Mind Save 1
Return 1
Sway 1
Attack Burst β2
Double Repair 3
Force Guard γ2
High Speed β
Advantage
MP Up EX

Selection Rule

For people who want to know how it actually works. Combine the day and month to get the last digit of the sum number. The number of digit will indicate order from 0 to 9.

Each Blood type has own start point (0) and end point (9) of loop.

For example take a skill table above as reference, B Blood type has "Attack Burst β1" skill registered as start point (0) and "Mind Save 1" as an end point (9). Order always goes from top to below.

  • 0 : Attack Burst β1
  • 1 : Attack Burst γ1
  • 2 : Force Guard α1
  • 3 : Force Guard β1
  • 4 : Force Guard γ1
  • 5 : Double Repair 1
  • 6 : EXP Boost β1
  • 7 : EXP Boost α1
  • 8 : HP Repair 2
  • 9 : Mind Save 1
After order 9 return back to 0 and loop continue.

So if you take 29 Jun B Blood Type : That would mean a character will get order 5 from B Blood order which you will get "Double Repair 1".

The table below will show start point and end point loop of each blood type:

Blood Type
Start Point (0)
End Point (9)
A
Double Repair 1
Attack Burst α1
B
Attack Burst β1
Mind Save 1
AB
Defense Assist 1
Force Guard γ1
O
Double Repair 1
Attack Burst α1
Unknown
Defense Assist 1
Force Guard γ1
Limit Break

Introduced in newly 1.6.0 patch is limit break system.

By using capital they can be limit broken and have their stat cap increased to even greater high. This allows character/unit to become even more powerful through leveling up, and open up new option to further strengthen them.

There's no difference between limit break before or after capping their initial stats. Any natural growth stats that should have been gained via leveling up will be added back in case you capped any stats before limit break your characters.

What happen when you limit break character:
  • Lv cap increases to 999
  • Stats hard cap increases to 9999
  • All Character gain a same stat growth at Lv 100 (+4 all)
    • Except character with 0 awaken growth rate will stay at 0
  • Character can purchase limit break using breakthrough point to further increase stats
  • Many character can purchase ability slot with breakthrough point
  • Max possible breakthrough points is 240

What happen when you limit break unit:
  • Lv cap increases to 999
  • Stats hard cap for ATK/DEF/MOB increases to 9999
  • All Unit gain a same amount of upgrade points once level up pass Lv 100
    • +171 between 100-170
    • +128 between 171-199
    • +85 between 200-659
    • +77 between 660-999
    • Upon lv 999 you get 4275 points
  • Unit gains 1 more OP or Modification slot

Each time a limit break characters with Lv 99 or more level up, they may gain breakthrough point which can be used to purchase a direct upgrade to character in similar fashion to buying stats with capital. However just like paying capital, there's limit amount you can purchase. As it shows in the picture below.


These are possible upgrade you can purchase

  • Increase Command by 40
  • Increase Ranged and Melee by 30
  • Increase Defense by 27
  • Increase Reaction by 20
  • Increase Awaken by 35
  • Increase Character Ability slot by 1 (Cost 10 BP)(Character with 2 or lower inherited ability)
  • Increase Character Ability slot by 1 (Cost 7 BP) (Character with no inherited ability)

Each stats can be purchased for total of 100 times for 1 BP each. Number of character ability which can be bought are different for each character. A character with no ability at all will get 2 possible expansion. While a character that already come with at least 3 abilities will not be able to purchase more slot.
Group Composition System
In order to deploy your unit into battle, you must first form a group. There're two type of groups in game which will have unique features and different team built lineup.

Warship Group

Warship will be center of this team as well as additional slot to use one unit and one character as a "Master" of the group. Warship's team size is depending on what kind of Warship you use, max team is 2. Smaller Warship usually come with 1 team but can be increased by using certain modification or OP part.

Benefit

  • Warship provides core benefit for survivability in both short-game and prolonged battle. As Warship itself is very strong in defend phase due to large HP and usually because AI was scripted to attack Warship above all else most of time due to being easy target, they can be used to tank and carry your first early game units. In additional to that Warship with mechanic in the group will regen HP/EN over time.

  • Warship also provides a place to station your unit for safety and recover most of their HP and regen EN at the end of turn.

  • Warship team can set specific character skill to be used in battle as desired, at a cost of only Warship and Master can execute the skill. However skill will affect everyone within control area of executor, some skill can be used on ally unit outside their group such as Guest Force. Make it a best team to complete the quest and secret condition challenge.

In addition to above certain slots also gain benefit buff:

Master Slot

  • Master slot unit will get +1 Control Area as well as ability to regen HP/EN at the end of turn similar to a Warship.
  • Master gains an ability to request Support Attack from all ally units within its control area, including Guest Unit, and able to request support attack from Warship. The max possible number request is 9

Leader Slots

  • Leader Slots unit will get an ability to request Support Attack and Support Defend from within the same team.

Raid Group

In Cross Rays, an alternate "Raid" group has been introduced to the game, this group allows you to launch a units into battle without Warship, and gains benefit and features unique to the group.

Without Warship, Raid team can be deployed with just a unit, with the downside of having limited number of deploy units by stage rule. There're quite a few benefit raid team gets that does not present in Warship Group.

Benefit

  • Raid Group allows an aggressive playstyle by providing Support Attack regardless of Control Area size, limited by only weapon range. Anyone can request Support Attack and Support Defend.

  • Raid provides some survivability by giving out HP/EN regen per turn. Unit will receive 30% EN per turn while units are not adjacent to ally unit within same team. Will gain 20%HP and 10%EN regen per turn if is adjacent to 1 ally unit within same team, 40%HP and 5%EN with 2 allies, 60%HP with 3 allies and 80%HP with 4 allies.

  • All units within raid group will have own control area, allow anyone to use ability with AoE effect. This also apply to raid group link-up attack range which further establishing aggressive playstyle

  • Any unit within raid group can initiate a Link-up attack.

  • Every unit will has it own skill stocks, and skill can be executed by any unit but will only affect themselves reagardless of control area
Stat Value Correction
Normally this section does not require to enjoy a game. However with limit break system introduced, SVC section could explain some of behavior caused by stat that goes above 1000

Stats Value Correction is a game mechanic that transfer raw stats into benefit of things depending on the rule rank from a basic "How much Awaken do you need to get certain weapon power boost and range" to a more complex one like "how much in each respective stats do you need to maximize the damage boost of Link-up Attack" and so on. They have maximum value of 999 for each stats used in formula.

For example a 999 Charisma that give 400% damage bonus on Raid Link-Up Attack is actually calculated through Stat Value Correction with rule set specifically for it.

Mobile Trace System that gives up 100% damage bonus once Ranged/Melee has reached 999 is also calculated under the rule set specifically for them. Even a basic unit's ATK - DEF correction is one of them. Awaken stat value correction for Weapon with Awaken weapon effect. Control Area size etc. The formulas behind these are done through stat value correction with respective formula attached to.

Basic Stat Value Correction Rule:
  • 1) Maximum SVC is always 999. It didn't worth mentioning it at first because prior to 1.6.0 patch, the hard cap of stat is 999 so it's common sense the SVC cap was also 999. Now even with 9999 stat cap, SVC stays 999
  • 2) Minimum of SVC is never below 0.1
  • 3) It always involve in one of character or unit stat, maybe two and maybe even more

Due to SVC cannot exceed 999. Some of benefit from above examples such as Awaken weapon or control area size remain unchange even with stats more than 1000.

Example of formula that uses SVC rule.

Sum Totals of Crew Stats
Bonus Warship Link-up Damage Dealt
600
50%
1200
100%
3600
300%
6000
500%

The % I show above are actually the result of several stats calculated under SVC with a basic rule and specific formula below:

SVC of Warship Link-up Damage Bonus
  • ((Command + Auxiliary + Communication + Navigation + Maintenance + Charisma)) /1200) * 100 (%)

Due to basic rule of SVC, Command over 1000+ will only contribute 999 values to this formula. Auxiliary and other also fall under this rule. That mean the maximum you can get from this is still (5994 / 1200) *100 = 499.5% or 500%

However you may notice the increase in overall damage. That's because some Pilot stat such as Melee/Ranged are added directly into formula without a SVC. So if I say 1 point in melee worth 5 weapon power. 999 would worth 4995, and 9999 would be 49995. So you can deal more damage the more these stats are. Link-up attack that uses ATK and MOB stat as their base damage also adds directly into formula without SVC.

List of Exception:
  • Ranged/Melee and Defense in case of calculating Base Damage for usual battle and Raid Link-Up Damage
  • ATK and MOB in case of calculating Warship/Raid's offensive stats only
Inferno Difficulty Special Rule
Inferno Difficulty is a new mode introduced by DLC expansion pack. It comes with a special rules that have direct impact to character/unit performance;

1) Stat Value Correction Scaling is lowered by 90% or only have 1/10 effective compare to Hell difficulty and lower. That means you start with stat identical to how you start a game first time, a 999 stats would only give out like playing on Hell difficulty and lower with 99 stats. Assuming that new stat cap is 9999, stat value in formula hard cap would come back to be 999 once you cap your stat again.

List of stats that affected by this change:
  • Pilot Stats
  • Crew Stats
  • Unit's Stats

2) Effect Scaling is also lowered due to stat value scaling being lowered. Noticeable Control Area will be affected due to decrease of stat value in Command. Several abilities such as Mobile Trace System will also be affected by this change. If you take this guide as reference, in other to gain a full effect (aka prior known and 999 stat value correction) you have to max out stat again which is 9999 to regain the full potential of said ability like it used to in lower difficulty.

For example to regain a full Link-up Damage bonus of 500% in Warship. You have to max out respective crew stats in new hard cap (9999). Or to regain a full Awaken Weapon effect, you have to max out 9999 on awaken again.

3) Warship/Raid Link-up Attack is further reduced in damage due to increase in penalty.

4) Units that participant as Support Attack will deal less damage.
  • Damage Reduced by = Number of Support attack units * 10

5) Weapon effect "HP & Status Recovery" cannot be used.

6) Map Positive Correction is removed. All terrain now has 0%
EXP Gain Formula

Pilot and Unit gain EXP by defeating enemy. The stronger the enemy unit, the more exp you will acquire.

However as you're continuing you will notice you actually gain less EXP eventhough you play on the higher difficulty.

It's because your character/unit stat value is higher than enemy's, fighting weaker opponent yield less EXP than you should have. SD Gundam G Generation and Cross Rays included has established an EXP system very similar to the MMORPG despite it's single player sandbox game yeah...

As for Inferno standard, you have to divide each stat except HP and EN by 10 first before adding to each formula.

The basic formula is:


Name
Formula
EXP Gain
(Unit Score + Pilot Score) * Guest Correction * Stats Value * Ability * Skill * Others
Warship-Link
(Warship EXP)
EXP Gain after Warship's Stats Value Correction * (1 + 0.1 * number of participant units)
Warship-Link
(Units EXP)
( EXP Gain after Warship's Stats Value Correction * 0.5 ) / number of participant units
Raid-Link
(Executor Unit)
EXP Gain after Executor Unit's Stats Value Correction * (1 + 0.1 * number of participant units)
Raid-Link
(Other Units EXP)
( EXP Gain after each individual's Stats Value Correction * 0.5 ) / number of participant units

EXP Gain

Exp you gain by defeating enemy is calculated by adding score of enemy's unit and pilot together Scores are based on enemy pilot/unit stats so stronger mean more score. The number you get will be both Pilot exp and Unit exp.

Guest Correction

In some case. Your Master can asks guest or story unit to join in the support battle. In this case you will gain exp bonus based on guest's charisma. If your guest unit is actually part of guest's warship group, use Warship Guest's Charisma as correction.

"So rely on Guest Force more often!" is a tip from a game itself. There're quite a few stages come with Guest character with literally high Charisma as Warship Guest, have you been wondering what the point? You've gotten the answer now. You should and will be always relying on guest force even when you want to leveling up late game unit/pilot.

Note : If there're more than one Guest Unit on battle, use the ones with highest value.

Stats Value Correction

This is very important. I will explain in a nutshell. You gain less exp if your pilot and unit are way stronger than defeated enemy. And a way to tell you that is a difference amount in stats value between enemy and you.

Stats Value
((HP/100 + EN + ATK + DEF + MOB + Ranged + Melee + Reaction + Defense) / 9

All units, including warship, stats value can be calculated with formula above.
Once you have done the calculation of both your unit and enemy's. They will be used in correction below.

Stats Value Correction
Enemy's Stats Value - Your Stats Value
  • -351 or lower : -90% exp bonus
  • -350 to -251 : every 50 points increase exp bonus by 10%
  • -250 to -11 : every 40 points increase exp bonus by 10%
  • Same or 0 : 0%
  • -10 to 290 : every 20 points increase exp bonus by 20%
  • 291 to 340 : every 10 points increase exp bonus by 20%
  • 340 or more : max 400% exp bonus

For example if your character stats value is 300 and enemy is 150. The correction is -150 that means you will be received exp penalty of roughly -45%

Rules :

  • One-on-one battle uses the stats value correction between you and enemy
  • Warship-Link will use Warship's stats value as correction. Participants don't matter.
  • Raid-Link will use individual's stats value as correction.

    If there're more than one enemies you defeat in one battle as in case of Link Attack, you have to calculate each enemy stats value correction separately then you will get individual exp gain from each of defeated enemies then you sum all of them to get total exp gain from that battle.

Ability and Skill

Ability and Skill can increase the incoming EXP gain but there're some rule regarding on how to use them.

  • Ability and Skill will only apply to the pilot who execute an attack (Link-up Attack included)
  • Ability and Skill will not apply to pilot who're part of support attack and Link-up Participants.
  • Ability and Skill will not work on pilot in support attack/counter/defend/Link-up Participants even when they have EXP buff applied individually on them.

Others

Some other minor rule

  • Enemy defeated by MAP weapon only give 0.5 EXP
  • White Flag Enemy defeated only give 0.3 EXP
  • Battle with Support Attack/Support Counter will use (EXP / Number of Participants Units) as exp gain. Each participants also use individual stat value correction for example:

    A unit attacks an enemy B with C unit as support attack

    EXP gain for A will be; A stats value correction EXP / 2
    C will be; C stats value correction EXP / 2

    So basically you calculate each unit exp gain separately with exp gain formula then divide it by number of participant units. Guest unit does not count toward this penalty for example if above example also have D Guest unit, the game will count only A and C as participant units.

  • Own Force Charisma Correction

    Warship Group use Charisma of Guest
    Raid Group use individual Charisma

MVP Ranking

MVP EXP bonus applies at the end of stage using total exp that character has gained all throughout the stage.

MVP Rank
EXP
1st Place
Total Exp gain * 20%
2nd Place
Total Exp gain * 10%
3rd Place
Total Exp gain * 5%
Damage Formula

This section may not require to enjoy the game but it can explain a flow of damage and easier to tell which stats do in respective formula, thus it helps you decide which thing better be invested first given that you only have limit capital and time.

As for Inferno standard, you have to divide each stat except HP and EN by 10 first before adding to each formula.

Compare to Super Robot Wars, SD Gundam series may uses a more complicated formula to calculate final damage output. However unlike in case of former where enemy may improve its stats as number of stage goes, the latter stays the same, as result the damage could go overboard and make the rest of standard game trivial.

Formula

Damage
(Base Damage * Weapon Effect * Combat Effect * Terrain Capability * Critical Damage * Skill Buff * Ability * Defend Command) - Damage Nullifies - Damage Reduction + Additional Damage
Base Damage
((Weapon Power + Pilot Correction + OP Part + Ability) + Awaken Correction) * Unit Correction
Base Damage (Warship Link-up Attack)
(((Warship's Offensive+ OP Part + Ability) + Participant Unit Correction) * Crew Correction * Lock-on Correction) - Difficulty Correction (Warship)
Base Damage (Raid Link-up Attack)
(((Raid's Offensive + OP Part + Ability) + Participant Unit Correction + Participant Pilot Correction) * Charisma Correction * Lock-on Correction) * Difficulty Correction (Raid)

Base Damage Explanation

Name
Explanation
Base Damage
Your actual damage before all the correction with %damage buff/reduction out there. it's made up of your Weapon Power, Pilot Stats then multiplied by Unit's ATK. Any abilities or OP parts that increase weapon power will be added directly to base damage.
Pilot Correction
Your "Ranged" and "Melee" stats are put into play here.
  • Melee Specialty Weapon: (Melee - Enemy's Defense) * 5
  • Ranged Specialty Weapon: (Ranged - Enemy's Defense) * 5
If result is less than 100, take 100
Any abilities which increase pilot stats are added to this correction
Awaken Correction
Awaken will increase Weapon Power with "Awaken" effect, luckily the game has already done adding a bonus to your weapon as it shows on unit screen.
Unit Correction
Unit's ATK is put into play here. Simply ATK - Enemy's DEF then use correction below.
  • -999 to -990 : -90% or 0.1
  • -990 to 590 : Every 10 points increase multiplier by 1% or 0.01
  • 590 to 999 : Every 10 points increase multiplier by 2% or 0.02
  • 990 to 999 : Max 150% or 2.5

Conclusion :
  • Pilot stats are most important. 1 point equal to 5 Weapon Power. A 999 stats is equal to 4995 weapon power, simply turn any weapon into finisher attack. Let also not forget that pilot stat also increase accuracy, majorly. If you want a more offensive team, it's killing two birds with one stone.
  • Weapon Power is as important. Minus by only lack of accuracy boost.
  • Unit's ATK will show effect on late game once both weapon power and pilot stats are certain high.
  • Due to how formula works. Bonus damage dealt from abilities will stack additively while they stack multiplicatively with other source of bonus such as Weapon Effect, Terrain Capability, Critical Damage and etc. Which can result in massive damage dealt if all bonuses from each source are presented.

Warship Link-up Base Damage Explanation

Name
Explanation
Warship's Offensive
Warship's both ATK and MOB are added to this correction.
  • (ATK + MOB) * 20
If result is less than 100, take 100.

Any OP part and ability add to Warship's ATK/MOB are counted here.
Participant Unit Correction
All the participant except Warship's ATK and MOB are used here.
  • (Total ATK - Total Enemy's DEF) * (1+ (Average MOB / 1000))
Units that already end turn only contribute 0.9 *ATK to Total ATK
Units that have 0 EN only contribute 0.7 * ATK to Total ATK
Crew Correction
Your entire Crewmates helps you here.
  • 1 + (Captain's Command + XO's Auxiliary + Communicator's Communication + Mechanic's Maintenance + Navigator's Navigation + Guest's Charisma) / 1200

Max is 6 times or 500%
Lock-on Correction
Number of Lock-on affect your warship power as show in the game.
Lock on 1 unit get a 0.9 modifier and decrease 0.1 for every more number of lock on
Difficulty Correction (Warship)
Difficulty will further reduce your Warship Link-up Damage.
Normal : 0 Hard : -5000 Extra/Hell : - 10000 Inferno : -25000

Conclusion :
  • Crew's Stats are very important if you want a high damage output for Warship Link-Up Attack.They can multiply up to 500%
  • Warship's ATK is more important than Unit's ATK. It plays 20 times more effect and doesn't care about enemy's DEF.
  • MOB is actually important. It can make your Unit's ATK-DEF correction worth 2 times more with 999 MOB. Add damage directly alongside ATK in case of Warship. Also MOB is only stat that increase critical chance for Link-up Attack (refer to unit stat section).

Raid Link-up Base Damage Explanation

Name
Explanation
Raid's Offensive
Entire team's ATK is used here.

  • (Average of ATK in the group) * 25

If result is less than 100, take 100.

Any OP part and ability add to Raid Group's ATK are counted here.
Participant Unit Correction
One more time the entire team's ATK is used here.
  • (Total ATK - Total Enemy's DEF) * (1+ (Average MOB / 1000))
Units that already end turn only contribute 0.9 *ATK to Total ATK
Units that have 0 EN only contribute 0.7 * ATK to Total ATK
Participant Pilot Correction
Your entire teammates help you here.
  • (Sum total of Ranged + Sum total of Melee) - Sum total of Enemy's Defense
Charisma Correction
Charisma of Pilot who execute Link-up Attack will be used (Max 5 times or 400%)(refer to character stat section)
Lock-on Correction
Number of Lock-on affect your Raid Link-up power as show in the game.
Lock on 1 unit get a 0.9 modifier and decrease 0.1 for every more number of lock on
Difficulty Correction (Raid)
Difficulty will further reduce your Raid Link-up Damage.
Normal : 1 Hard : 0.8 Extra/Hell : 0.6 Inferno : 0.5

Conclusion :
  • Pilot's Stats are very important if you want a high damage output for Raid-Link Attack. Especially Charisma for Executor Pilot, can multiply damage up to 400%. Both Ranged and Melee are used resulting in potential damage being ridiculously high especially in late game.
  • Unit's ATK is important, require entire team to have high ATK.
  • Raid's team get balanced with difficulty penalty due to how formula work in favor of pilot stats.
  • MOB is actually useful. It can make your Unit's ATK-DEF correction worth 2 times more with 999 MOB. Also MOB is only stat that increase critical chance for Link-up Attack (refer to unit stat section).
Accuracy Formula
This section may not require to enjoy the game and the formula itself is incomplete and not accurate. Take it with grain of sand.

However it can serve as a more explanation on how it works overall.

First, we use Accuracy and Evasion in normal discussion because it's simply easier to understand this way plus even the game uses these terms themselves. But in a face of formula, only Accuracy exists, there's no such thing as Evasion. The only reason they use the terms "Evasion" is because it's more suitable terms in the game than saying "Inflict -%Accuracy to the enemy". Therefore from now on, formula will be known as "Accuracy Formula"

Again, as for Inferno Standard. Ranged&Melee, Reaction and MOB will be divided by 10.

Final Accuracy
Accuracy + Skill(*)

If a result is less than 0; take 0
If a result is more than 100; take 100
Accuracy
(Basic Accuracy + OP Part + Ability) * Evade Command

If a result is less than 0; take 0
If a result is more than 100; take 100
If Target use Evade: * 0.8
Basic Accuracy
Weapon Accuracy + [((Ranged&Melee + MOB) /2) - (((Enemy's MOB+Reaction)/2)/4) + Terrain Capability] * Size * Map Positive Correction

If it's Awaken Weapon; + (Attacker's Awaken / 50) at the end of Basic Accuracy

(*)The value of Accuracy in Final Accuracy Formula before being adjusted by Skill can only be the number between 0 to 100. For example Accuracy calculated from previous formula is 120, the game will change a value and use 100 for a chance to hit in Final Accuracy instead. So Sway EX will completely delete all the chance to hit despite that the result of Accuracy from formula was 120.

Basic Accuracy

Accuracy is calculated through Ranged and Melee stats on Attacker side then minus by Reaction of an enemy. Awaken Weapon will gain additional accuracy based on awaken stats, and unaffected by enemy's Reaction and MOB. Reaction has much small effect than Ranged and Melee, it means that it requires large among of Reaction and respectable MOB stats in order to stay at 0-5% chance to get hit than Ranged and Melee in order to do 100% chance to hit.

Map Positive Correction can be found by observing map grid and bring up information. It has effect to your accuracy according to the number shown in there. Inferno Difficulty has changed all value to 0% mean they have no effect on that difficulty.

Since MOB has several threshold effect in levels, there's actually no way of knowing how many MOB truly added into formula. MOB will be compared to both you and enemy before the actual number is determined, and will only benefit one side, either you or enemy. Once it's determined which side is benefit from, certain number of MOB will be added to you or enemy if you have more MOB than the enemy and vice versa. MOB then will further interact with the Ranged/Melee, either nerf them or give them a boost. Due to this. It's easier to rely on accuracy/evasion boost from various of abilities and buff from Pilot&MS.

The complicated of the MOB stats come from that unlike on Damage side, both ATK and DEF have a clear role on formula. ATK for attacker DEF for defender, they're used in specific role in formula that would easily figure the change in value and and easily separate the variance from the formula, then figure out the rest using it. And unlike a case of Reaction which it has Ranged&Melee on Accuracy side to go for. MOB on the other hand having roles in both attacker and defender, either acting as boost/nerf to accuracy to both side. Both your and enemy's MOB in battle are actually a single same MOB stats which came from being compared to each other then given out an unknown determined number based on amount of difference instead of usual final result of ATK-DEF, MOB then give the final determined number to the one that should be benefit from, thus boost the accuracy of the winner and nerf the accuracy of the goner.

Once the basic accuracy is determined, it will then be added directly with the OP part and ability Accuracy bonus (or minused in case of enemy's evasion ability). If enemy uses evade command, it will reduce accuracy by 0.8.

Skill is acting as post formula in this regard which mean a skill like Lock-on and Sway will have highest priority over other thus far. EX skill will completely obstacle everything that has been calculated up to this point.

Terrain Capability and Size will have direct effect on attacker's accuracy

Accuracy Modifier

Terrain Rating (Defender)
Attacker Accuracy Modifier
S
-10
A
-5
B
0
C
10
D
20

Defender Unit's Size
Attacker Accuracy Modifier
S
-10% (0.9)
M
0 (1)
L
10% (1.1)
XL
20% (1.2)
XXL
30% (1.3)
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81 Comments
✨Nutkun7993✨  [author] Nov 9 @ 7:52pm 
@Loucifirst That dispatch mission is exclusive to Expansion Pack, unfortunately
Loucifirst Nov 6 @ 10:53am 
Hello does anyone know where I can find the dispatch mission "Always beginning onto the next" I would like to mention that I have the switch version and I've been searching for any info on it. I've downloaded all the dlc but the expansion. So any help would be great and sorry to bother all.
Ghost42 Oct 5 @ 2:17pm 
Hey there, I appreciate this guide and it helped me out when I was new to the game and learning mechanics. Though there are a couple of things I'd like to mention.

First off the skill MP up 1 affects all owned units within the control area (though not guests), not just a single unit. +50 MP to all units in 2 warship groups with a single skill point can be potent.

Second is when a Warship earns MVP the crew all gain a significant portion of the experience (I'm not sure of what the formula is atm, and intend to do more testing). Here the MVP bonus was 37k and Biscuit gained around 18k to 19k exp (MVP bonus +2 kills to end the match that aren't shown and should be insignificant but being mentioned because it'll add some discrepancy if not known):
https://steamcommunity.com/sharedfiles/filedetails/?id=2871688903
https://steamcommunity.com/sharedfiles/filedetails/?id=2871688915
https://steamcommunity.com/sharedfiles/filedetails/?id=2871688924
AtelierGod Oct 2 @ 4:29pm 
Is there any Dispatch that drops the Mercenary skill? And is the [EX] A-C level Ability enhancers incorrect since the game says 2.5/3/5 multiplier rather than your 3/5/10 multipliers?
✨Nutkun7993✨  [author] Jul 30 @ 10:07pm 
@Sazoce In DLC expansion pack dispatch called "Overcome all Karma" (22 hrs) there's chance you can get Pride of an ex-human debris there.
Sazoce Jul 30 @ 9:30am 
Do you happen to know where to get the ability "Pride of an ex-human debris"?
jlc8060 Jul 20 @ 7:44pm 
Yeah, I tried it earlier and the Guest's Charisma was only 10 higher than the one on the Warship that the Master unit was from. I've just started so I will see how it works in future missions.
✨Nutkun7993✨  [author] Jul 20 @ 7:28pm 
@Jlc8060 It's also depending Guest's Charisma stat, if you involve Guest force in a support attack the amount gain will be based on their guest stats. If your Master has Warship's Guest crew that already have good amount of charisma, then it's possible that attack individually has better exp outcome. Guess correction mostly there when you're training new pilot or new crew.
jlc8060 Jul 20 @ 7:24pm 
I see, does this apply when EXP gaining skills are in effect? I tried doing this with my Master and he seemed to gain more doing the attack individually than with the guest unit together. Also, I assume this is only doable with Masters who can call on supporting units.
✨Nutkun7993✨  [author] Jul 20 @ 7:14pm 
@Jic8060 Guess unit from story doesn't gain exp. The amount that the unit would have gained then are allocated to somebody else