u/pkmaster99

Let's Change That Suit Day 227
▲ 13 r/GBO2

Let's Change That Suit Day 227

Day 227: GP02 (BB)
Requested by u/ravioletti and this one is maybe C-Tier at best. While it is possible to get some very interesting Burst damage play, it's not that great and is easily stopped. This suit also keeps getting buffs almost every year, non-stop. This and GP01, however, really need a buff that can make it last.

https://preview.redd.it/f09br85o4ekh1.png?width=729&format=png&auto=webp&s=a75d9165eb50b900389059a6a6f4c9fa23a45dba

https://preview.redd.it/tg51u1c97ekh1.png?width=988&format=png&auto=webp&s=dac6a290856b303c0d4925ee482fdd8bcb7e28ee

https://preview.redd.it/3oryyygt5ekh1.png?width=960&format=png&auto=webp&s=410ec9d1f1a29619849e465601f1b1003871f43a

Change
Stats

  • HP: 16000/17000/18000/22000 -> 17000/19000/21000/25000
  • Move: 115 At All Levels -> 120/120/125/125
  • Turn Speed: 54 -> 60
  • Close Range Slots: 18/20/22/24 -> 19/21/23/25
  • Medium Range Slots: 14/15/16/17 -> 15/16/17/18
  • Long Range Slots: 8/9/10/11 -> 10/12/14/16

Weapons

  • GP02A Beam Bazooka: Charge 5s -> 4s
  • GP02A Beam Bazooka (Limiter Release): Total Charge 10s -> 8s
  • High-Output Beam Saber: Interval 2.5s -> 2s, Switch 0.77s -> 0.5s, Downswing 120%x2 -> 130%x2
  • (New!) GP02A Beam Bazooka (Rapid): Heat 20%, Interval 1s (7 Shot OH), Cooldown 16s, Switch 1s, Range 400m, Two Shot Burst w/ ASL & Flinch, Stagger 35%
    • Power: 1150/1300/1450/1600

Skill

  • (New Custom!) Heavy Shield Tackle Lv1:
    • With a shield, tackle damage +150%, reduce tackle distance by 20%, but it heavy staggers
  • (New!) Special Leg Buffer Lv2
  • Melee Combo Controller Lv2 + High-Performance Balancer Lv1 + Offense System Lv1 = Melee Composite System Lv3

Unit Lv2

  • Special Leg Buffer Lv2 -> Lv3

Unit Lv3

  • Thruster Output Increase Lv1 -> Composite H Mobility Combat System Lv1

Unit Lv4

  • Thruster Output Increase Lv2 -> Composite H Mobility Combat System Lv2
  • Special Leg Buffer Lv3 -> Lv4

Comment and Reason
This one could really have more direct combat power. Right now, it's too reliant on burst damage output. Giving it a new weapon with skills that can ensure it can fight better on the frontline will help a lot. I really want it to have Wing Buffer as well, but it is out of skill slots. So this is probably the best it can have right now.

Builds Suggestion
Lv1 F2P: Do Not Use

Lv1 Premium:  Complex Battle

Upper Levels: Do Not Use

This one, while having high level maneuver armor and such is nice on paper at higher levels. Even when considering other bonus skills, not having any leg buffer hurts a lot. It's also not easy to build without utilizing too many of the precious slots that this unit could use to improve the much-needed stats. With how big the leg is, it makes it a high risk raid unit to use. A premium build can at least make this risk more reasonable.

-----------------------------------

Day 226 Re-evaluation on Delta Gundam

It looks like, for the most part, besides the possible transformation mode buff, looks like it's all good.

Re-evaluation

  • None

-----------------------------------

Up Next: Haze'n-thley requested by u/powerpuffpepper

u/pkmaster99 — 17 hours ago
▲ 12 r/GBO2

Let's Change That Suit Day 226

Day 226: Delta Gundam
Requested by u/SkyLoneWolf98 and this one is a high B-Tier. This unit is in an interesting position: it is very strong, but can become way too weak when not built and used correctly.

https://preview.redd.it/wtokvpo2x9kh1.png?width=728&format=png&auto=webp&s=624c5e82c179f2a67ab8fad2355becee10e99af3

https://preview.redd.it/3usuggn3x9kh1.png?width=989&format=png&auto=webp&s=a6d37b5cb575939dfc2c5a8ea1db42ff9e42ab36

https://preview.redd.it/0zhawbu5x9kh1.png?width=964&format=png&auto=webp&s=3cc1085dc07345590c9bbfe925234d3309c7ef16

Change
Stats

  • HP: 17000/20000/23000/26000 -> 18000/21000/25000/29000
  • Move: 120 At All Levels -> 125/125/125/130
  • HSM: 195 -> 205
  • Thruster: 65 At All Levels -> 70/70/75/75
  • Turn Speed: 66 -> 69

Weapons

  • Head Vulcan (Mk Enhanced):
    • Power: 80/84/88/92 -> 80/90/100/110
  • DG Beam Rifle (Rapid):
    • Power: 500/550/600/650 -> 500/600/700/800
  • Shield Beam Gun x2: Heat 80% -> 75%
  • Delta Gundam Shield:
    • HP: 3500/3850/4200/4550 -> 5500/6250/7000/7750

Skill

  • Anti-Beam Coating Lv1 -> Lv2
  • Ram Attack:
    • Power: 1500 +75 Per Additional Lv -> 2000 +100 Per Additional Lv
  • Anti-Beam Coating Lv1 -> Lv2
  • (New!) Shield Break Stance Mastery Lv1 (Transformed Only)

Unit Lv2

  • (New!) Pursuit Ranged Aux. Program Lv1
  • (New!) Damage Control Lv1
  • Forced Injector Lv2 -> Lv3

Unit Lv3

  • (New!) Composite H Mobility Combat System Lv1
  • Melee Combo Controller Lv1 + High-Performance Balancer Lv1 = Melee Composite System Lv1
  • Anti-Beam Coating Lv2 -> Lv3

Unit Lv4

  • Composite H Mobility Combat System Lv1 -> Lv2
  • Pursuit Ranged Aux. Program Lv1 -> Lv2
  • Wings Special Cushioning Lv4 -> Lv5
  • Damage Control Lv1 -> Lv2

Comment and Reason
This unit can do a lot of damage due to extremely high damage strength. But this falls off due to very average weapon scaling. It also lacks stronger damage and defensive power at 700 and 750 cost. Currently, the best cost to use this is 600 and 650 and that's it.

Builds Suggestion
Lv1 F2P: HP

Lv1 Premium:  HP or Alpha

Lv2 Premium: Alpha

Upper Levels: Do Not Use

Due to the limited mobility speed, you need to have some speed bonus. At 600 cost, it's kind of okay, but a little more is nice and you will be able to feel the difference. Luckily, the turn speed is acceptable at 600 cost. While 650 is falling behind in those numbers, the high HP growth makes it okay to use if you got good premium parts.

-----------------------------------

Day 225 Re-evaluation on Engage Zero (Booster Type)

Well, this one could get a bit more improvement, especially for the ranged options.

Re-evaluation

  • Engage Zero Beam Rifle: Heat 80% -> 75%
  • Engage Zero Head Vulcan: Stagger 5% -> 6%
    • Power: 90/100 -> 100/110
    • TTS: 2.67 -> 2.27s

-----------------------------------

Up Next: GP02 (BB) requested by u/ravioletti

u/pkmaster99 — 1 day ago
▲ 42 r/GBO2

Tier List 400 Cost 2026-08

400 Cost has been changing quite a bit as of late, and certain units aren't as good as they used to be. Some units have high damage potential and could be deadly. However, they are also a bit too fragile at times, which results in them not being as high as some would expect.

Once again, please note that these can be subjective, and you DO NOT have to agree, and you are welcome to discuss any bad or questionable placement. But there are always exceptions, and the meta between Steam and PlayStation versions does differ a bit. This Tier list is primarily based on the PS version. These units also consider the types of meta builds they could have as well. I will only put native cost here unless there are exceptions where higher-level works well enough to be in at least a strong B-Tier. FYI, they are not arranged in a specific order.

u/pkmaster99 — 2 days ago
▲ 13 r/GBO2

Let's Change That Suit Day 225

Day 225: Engage Zero (Booster Type)
Requested by /scorpionxx0 and this one is low B-Tier. This unit has a decent number of things going for it, but it is just lacking that slight bit to be reliable enough. Now, it's just slowly becoming worse and worse with the power creep.

https://preview.redd.it/znxsrnx731kh1.png?width=727&format=png&auto=webp&s=0f40ad5419b04a6af977c13b5050980cc55e6673

https://preview.redd.it/74fm32e931kh1.png?width=988&format=png&auto=webp&s=739e021a6e9a212728c2af1f19a26a00e7cf7898

https://preview.redd.it/k8y7ebib31kh1.png?width=965&format=png&auto=webp&s=010b53be54b8b12f3f3d4a96fbffb661a3abd871

Change
Stats

  • None

Weapons

  • Engage Zero Beam Rifle: Heat 80% -> 75%
  • EZ (Booster Type) BS: Combo 100/70/49% -> 100/80/64%
    • Power: 2100/2250 -> 2200/2400
  • Engage Zero Head Vulcan: Stagger 5% -> 6%
    • Power: 90/100 -> 100/110
    • TTS: 2.67 -> 2.27s
  • EZ (Addition BST Equipment Type) BS x2: Downswing 90%x2 -> 110%x2
  • Engage Zero Shield:
    • HP: 4000/4400 -> 5000/6000

Skill

  • Flight Control Program Lv2 -> Lv3
  • Aux Thruster Control System Lv2:
    • HSM Required: 1 second -> 0.8 seconds

Unit Lv2

  • Forced Injector Lv2 -> Lv3
  • Aerial Melee System Lv1 -> Lv2

Comment and Reason
This unit just needs better mobility for what it has. It already has a kit that can make things work, but it's hard to maneuver around, get in and do damage, then maneuver to a safer location. But right now, it either needs to play reserved until you can go in, or you go in and hope you survive long enough to go for a second round. Aux Thruster Control System Lv2 already requires time for the flap booster to kick in; it just drains too much thruster as is. While letting this unit still be fragile and be punishable for poor positioning, being able to get around to places with a better chance to do more damage is needed.

Builds Suggestion
Lv1 F2P: Complex Battle

Lv1 Premium: Alpha

Lv2 Premium: Alpha

This unit can still get work done when built correctly. While it'll still suffer from how quickly it could be destroyed, it certainly could be good enough. While not ideal, it certainly can be quite strong when the map, team, and player skill are good enough.

-----------------------------------

Day 224 Re-evaluation on Gundam Delta Kai

I forgot about the funnel being usable while transformed... so we can do that.

Re-evaluation

  • PF Funnels x2 (Flank) (Transformed): Heat 30% (22%), Range 300m, Double Shotx2x2x2, NITRO Double Shotx2x2x3
    • Power: 400/450/500
    • NITRO Power: 425/500/575

-----------------------------------

Up Next: Delta Gundam requested by u/SkyLoneWolf98

u/pkmaster99 — 3 days ago
▲ 13 r/GBO2

Let's Change That Suit Day 224

Day 224: Gundam Delta Kai
Requested by u/SkyLoneWolf98 and this unit is... around low A-Tier. Even after the buff, it still has some issues, but at least it is capable of putting out pretty good damage. It can be seen as high, risk high reward unit.

https://preview.redd.it/9a5049px5vjh1.png?width=727&format=png&auto=webp&s=0e1796cad818d33474d8ac9e752379d9dbe6fe02

https://preview.redd.it/k31n7mrskvjh1.png?width=989&format=png&auto=webp&s=67728f0907be4a6ca70473f0858d9a719cf7e425

https://preview.redd.it/gv09oho29vjh1.png?width=960&format=png&auto=webp&s=70b9350ac91f9fe80cb94f57c9305d7fa56d51eb

Change
Stats

  • HSM: 215 At all levels -> 225 At all levels
  • Ballistic Resist: 20/22/24 -> 24/26/28
  • Beam Resist: 22/24/26 -> 26/28/30
  • Melee Resist: 21/23/25 -> 24/26/28

Weapons

  • Beam Cannon: Uncharged Gain ASL
  • High Mega Cannon: Cooldown 30s -> 25s
  • PF Funnels x2 (Pincer): Range 250m -> 275m
  • (new!) PF Funnels x2 (Flank) (Transformed): Heat 30% (22%), Range 300m, Double Shotx2x2x2, NITRO Double Shotx2x2x3
    • Power: 400/450/500
    • NITRO Power: 425/500/575

Skill

  • (New!) Forced Injector -> High-Performance Thruster Control System Lv1
  • Psycommu Weapon Buffer Lv3 -> Lv4
  • n_i_t_r_o Ability Boost: Gain Thruster Usage -30%

Unit Lv2

  • Quick Boost Lv3 -> Lv4
  • Psycommu Weapon Buffer Lv4 -> Lv5

Unit Lv3

  • High-Performance Thruster Control System Lv1 -> Lv2
  • (New Custom!) n_i_t_r_o Ability Boost Lv1 -> Lv2:
    • Gain Thruster Usage -35%
    • Turn Speed +10 -> +15
    • Ranged Damage Taken -30% -> -40%
    • Stagger Accumulation Taken -40% -> -50%

Comment and Reason
This unit, even with Forced Injector Lv3, still uses thrusters too much due to higher thruster usage as a transforming MS. It needs to go down, and in order to do that in the best way, it could be just giving it the High-Performance Thruster Control System that has reduced thruster usage. This way, quick adjustments don't use that much thruster. The rest are more resistance, since it's currently at 550 cost range. Then just a few minor quality of life changes.

Builds Suggestion
Lv1 F2P: Ranged

Lv1 Premium: Attack

Upper Levels: Similar builds and primarily focus on making sure you have enough thrusters. Then ensure you have sufficient resistance and a good amount of ranged strength.

I cann't recommand going F2P with this suit, it just lacks too much and it can die too easily. As for the premium build, attack is your best friend. This build also ensures that if you do end up using downswing, you can still do good damage. Having Connecting General Type II is also almost required, due to the lack of leg and unit HP, all bonus from it is very nice.

-----------------------------------

Day 223 Re-evaluation on GM Spartan (RG)

I understand there may be a need for a second melee weapon, but the suit just don't have the place to store it. If only the saber isn't fixed...

Re-evaluation

  • None

-----------------------------------

Up Next: Engage Zero (Booster Type) requested by u/scorpionxx0

u/pkmaster99 — 3 days ago
▲ 23 r/GBO2

Let's Change That Suit Day 223

Day 223: GM Spartan (RG)
Requested by u/Hadoooooooooooken and this unit is lower C-Tier. This one is not that great due to terrible damage strength balance. But fixing that isn't enough, and it definitely needs a lot more than that to fix this suit.

https://preview.redd.it/m45t4i925njh1.png?width=729&format=png&auto=webp&s=03206ae9996c01f94de5a5b0ded9da01a694bd8b

https://preview.redd.it/s1v51g845njh1.png?width=991&format=png&auto=webp&s=322807002b19499f06b0eb65c1ec8039cac8a8fc

https://preview.redd.it/vls4lbc75njh1.png?width=966&format=png&auto=webp&s=94a7d8a1a00dd64b64aca476fe5d68d5fa0a7da9

Change
Stats

  • HP: 15000/16500 -> 16000/18000
  • Ranged Strength: 9/11 -> 14/17
  • Thruster: 60 -> 65
  • Turn: 60 -> 63
  • Close Range Slots: 19/21 -> 20/22
  • Medium Range Slots: 8/9 -> 9/10
  • Long Range Slots: 5/6 -> 7/8

Weapons

  • Short Beam Rifle: Cooldown 17s -> 13s, Range 250m -> 275m
  • Fixed Twin Beam Saber: Interval 2.5s -> 2s, Combo 100/50% -> 100/70%, Downswing 130% -> 150%
    • Power: 2300/2415 -> 2350/2500
  • Hand Beam Gun x2: Heat 20% -> 16% (6 Shots OH -> 8 Shots)
    • Power: 500/525 -> 500/600
  • Wamm: Switch 1.3s -> 0.77s, Stagger 10%x2 -> 30%x2, Stiffness after fire reduced
    • Power: 1000/1050 -> 1100/1200
  • Hand Grenade E [Enhanced] -> GM Spartan Grenade (Incendiary): Move & Shoot -> Move/HSM & Shoot, Gain Burn 500x5 damage over 5 seconds

Skill

  • (New!) Special Leg Buffer Lv1
  • (New!) Forced Injector Lv1
  • (New!) Offense System Lv1
  • Emergency Evasion System Lv1 -> Lv2
  • Leg Shock Absorber Lv2 -> Lv3
  • Quick Boost Lv2 -> Lv3

Unit Lv2

  • (New!) Pursuit Melee Aux. Program Lv1
  • Special Leg Buffer Lv1 -> Lv2

Comment and Reason
This unit, for some random reason, is meant to be more melee-focused, but without the melee skills and modifiers. Meanwhile, the ranged weapons are loaded and have relatively good numbers, especially the Beam Hand Gun. However, the unit is also lacking in stats. Regardless, I'm letting this unit remain mostly fragile, but with an easier time getting damage out and surviving a bit more. It really needs just more quality-of-life improvements. After a downswing, you can fire 4 or 5 shots, then follow up with a neutral.

Builds Suggestion
Lv1 F2P: Complex Battle

Lv1 Premium: Complex Battle

Lv2 Premium: Attack

As it is, try to stick with 450 cost. This unit really needs a little extra ranged strength to have a stable damage output. This one currently is a bit too much of a high-risk, medium-reward. But when you do well and are not being focused, it is possible to get the job done.

-----------------------------------

Day 222 Re-evaluation on Ga-Zowmn [Gunner Type]

Well, doesn't really look like there is anything else to cover for this suit.

Re-evaluation

  • None

-----------------------------------

Up Next: Gundam Delta Kai requested by u/SkyLoneWolf98

u/pkmaster99 — 4 days ago
▲ 13 r/GBO2

Let's Change That Suit Day 222

Day 222: Ga-Zowmn [Gunner Type]
Requested by u/Herahk and this one is a lower A-Tier after the buff. It's strong enough to be quite strong, but it's not quite a strong meta. This unit can do just enough to be one of the most annoying units to use against the enemy team.

https://preview.redd.it/kvz645jxrejh1.png?width=729&format=png&auto=webp&s=25f21e58892e55449faf28d6a8ffcb193940f701

https://preview.redd.it/aas152dgrejh1.png?width=989&format=png&auto=webp&s=8e3329e88e1364e44cb67e098f8f985babb9f015

https://preview.redd.it/4tgkiaujrejh1.png?width=965&format=png&auto=webp&s=0169f8bf279544221c9b5b09f86ca9ab17bdd023

Change
Stats

  • None

Weapons

  • None

Skill

  • Scouting Parallel Processing Device Lv1 -> Lv2
  • (New!) Damage Control Lv1 (Flight Only)

Unit Lv2

  • (New!) Pursuit Ranged Aux. Program Lv1

Unit Lv3

  • (New!) Anti-Air Ranged Aux. Program Lv1

Unit Lv4

  • Pursuit Ranged Aux. Program Lv1 -> Lv2
  • Back Binder Special Cushioning Lv3 -> Lv4

Comment and Reason
This unit right now has good enough scaling overall and the part slot needed to do well. The skills are also just... good enough for what 450 cost needs. However, that really only applies to the level 1 unit. Beyond that, it's already starting to show a few minor issues. While the buff result almost 2 months ago did well enough, it's not enough now that there are level 3 and level 4 versions. The level 2 shows that the damage output isn't keeping up well, and it's even worse at higher levels, where it escalates fast. I almost want it to have leg buffers as well, but it is a sniper unit.

Builds Suggestion
Lv1 F2P: Ranged

Lv1 Premium: Ranged

Upper Levels: Similar Build, Damage first, then durability with some mobility and/or weapon cooldown.

As it is, try to stick with just level 1, maybe level 2 on a good sniping map. Since it has no melee resistance, even generals can destroy this unit with ease. Something like the grandpa Gundam can easily nuke this thing as well, not to mention raids like Striker Custom and such. Stick to the back, transform and move when you are falling behind, then just snipe from a safe distance. Having good positioning is vital for this support

-----------------------------------

Day 221 Re-evaluation on Bolinoak Sammahn

Well, this one could use a buff to the Beam Gun a bit more. However, the old one is an idea, but I say we can just greatly reduce the charge time and improve the damage a bit.

Re-evaluation

  • B Sammahn Beam Gun: Cooldown 15s -> 12s, (New!) Charge: 2.5s -> 1.5s
    • Uncharged: Heat 50% -> 45%, Stagger 20% -> 30%
      • Power: 700/735/770/805x5 -> 775/850/925/1000x2
    • Charged: Heat 90% -> 80%, Stagger 30% -> 35%
      • Power: 1000/1050/1100/1150x5 -> 1050/1200/1350/1500x2

-----------------------------------

Up Next: GM Spartan (RG) requested by u/Hadoooooooooooken

u/pkmaster99 — 6 days ago
▲ 13 r/GBO2

Let's Change That Suit Day 221

Day 221: Bolinoak Sammahn
Requested by u/diseasicon and this one is D-Tier. This may come as a surprise, but it's just really, really hard to use. There is almost no room for mistakes, but it does have high damage potential. However, that's it; it only has potential with no skill to back it up.

https://preview.redd.it/joz6pcpn06jh1.png?width=728&format=png&auto=webp&s=d5aa6ac18b74f6f1a36cd903c4b416eb74dc5a34

https://preview.redd.it/wqkqe70l16jh1.png?width=988&format=png&auto=webp&s=341268567063d44a25e7d38be012c98c5cd4c1c0

https://preview.redd.it/yegz893s06jh1.png?width=964&format=png&auto=webp&s=d6fbf5e1c1d4938a02088e89380b90b00786c5f7

Change
Stats

  • None

Weapons

  • B Sammahn Beam Gun: Cooldown 15s -> 12s
    • Uncharged: Heat 50% -> 45%, Stagger 20% -> 30%
    • Charged: Heat 90% -> 80%, Stagger 30% -> 35%
  • B Sammahn B Tomahawk x2: Interval 2.5s -> 2s
    • Power: 2400/2520/2640/2760 -> 2400/2600/2800/3000
  • Shoulder Grenade Launcher: Tighter Firing Angle
    • Power: 150/157/165/172 -> 180/220/260/300
  • Double Beam Sabers: Switch 0.77s -> 0.5s, Downswing 130% -> 150%, Improve Hit Range Detection
    • Power: 1800/1890/1980/2070 -> 2200/2400/2600/2800
  • Sensor Unit (Area): Cooldown 28s -> 20s

Skill

  • (New!) Flight Control Program Lv2
  • High-performance balancer Lv1 + Melee Combo Controller Lv2 + (New!) Offense System Lv1 = Melee Composite System Lv3
  • Assault Booster Lv2 -> Lv3
  • Stealth Lv1 -> Lv2
  • Precision Analysis System Lv1 -> Lv2

Unit Lv2

  • (New!) Pursuit Melee Aux. Program Lv1
  • Assault Booster Lv3 -> Lv4

Unit Lv3

  • (New!) Composite H Mobility Combat System Lv1
  • Forced Injector Lv2 -> Lv3
  • Precision Analysis System Lv2 -> Lv3

Unit Lv4

  • Pursuit Melee Aux. Program Lv1 -> Lv2
  • Composite H Mobility Combat System Lv1 -> Lv2
  • Special Back Add-On Buffer Lv3 -> Lv4
  • Special L-Arm Equipment Buffer Lv3 -> Lv4

Comment and Reason
This unit is just bad all around, and the only thing it has worth mentioning is the high base stat and DC3. Well, maybe the good Tomahawk downswing modifier with good base power. The Beam Sabers are also completely underpowered. While the grenade launcher does have good power, it's not a ranged suit at all. It's only helpful in unloading damage when you are too far from a fallen/countered enemy. Right now, the biggest problem is dealing with enemies on high ground. Assault Booster is only Lv2 and has no Flight Control, so there is no room to get up. You'll have to hope that your DC3 buys you enough time to get up. Everything else is just a bit short in the power scale and needs an update.

Builds Suggestion
Lv1 F2P: Do Not Use

Lv1 Premium: Alpha (Alternative) or Complex Battle

Upper Levels: Do Not Use

This unit is just so bad that the only way is to take advantage of the high mobility speed as much as possible. Even then, it's hard to justify the damage balance it has. This is possibly the 2nd worst raid in 500 cost, with the absolute worst possibly being the Hazel II. If you want to play this, please, for the love of everyone's sanity, including yourself, do it in QM on a very good map for it.

-----------------------------------

Day 220 Re-evaluation on Ga-Zowmn

Looks like this unit could have gotten a new weapon, but it could be a bit too much. However, depends on how it stacks up, I guess...

Re-evaluation

  • (New!) 9-Tube MP x2 (Chain Explosion): Ammo 18, Interval 4s, Reload 15s, Range 300m, Double Shot x3 w/ Flinch, on impact chain explodes 3 times over 1.5s, Stagger 15%x2x3x3
    • Power: 180/220x2

-----------------------------------

Up Next: Ga-Zowmn [Gunner Type] requested by u/Herahk

u/pkmaster99 — 7 days ago
▲ 4 r/GBO2

Let's Change That Suit Day 220

Day 220: Ga-Zowmn
Requested by u/Herahk and this one is B-Tier. It got interesting gimmick that makes it worthwhile, but it makes it a high skill ceiling unit.

https://preview.redd.it/olpzcp5kd2jh1.png?width=728&format=png&auto=webp&s=73e2f6b5b1c4d8611e13e658c054574f189d8197

https://preview.redd.it/h3n899jhl2jh1.png?width=989&format=png&auto=webp&s=9e4166e41860b70500519eedfd38ff178edbf6e4

https://preview.redd.it/tzq28g1rk2jh1.png?width=965&format=png&auto=webp&s=c37d149eec56d977ec52a57d4139c2c91d6726df

Change
Stats

  • None

Weapons

  • Ga-Zowmn Beam Saber: Downswing 130% -> 150%
  • Hyper Knuckle Buster: Reload 15s -> 12s
    • Power: 1900/2100 -> 2100/2300
  • Beam Gun
    • Power: 325/350 -> 350/400
  • 9-Tube Missile Pod x2
    • Power: 250/262 -> 275/325

Skill

  • (New!) Damage Control Lv1 (Flight Mode)
  • (New!) Special Leg Buffer Lv1

Unit Lv2

  • (New!) Pursuit Ranged Aux. Program Lv1
  • Flight Control Program Lv2 -> Lv3

Comment and Reason
This unit has very high damage potential overall while transformed and using the 9-Tube Missile Pod, but due to the number of shots, speed, and how it is fired, it makes it extremely hard to use. As a result, in MS mode, besides the missile, it can feel somewhat underwhelming. It's not terrible, but just not great by any means. The current damage spread also isn't ideal for this unit either, even though the total is very high.

Builds Suggestion
Lv1 F2P: Attack

Lv1 Premium: Attack

Upper Levels: Similar build pattern that is ranged focused, but with some resistance if possible.

Currently, as it is, this unit does best as a quick bombardment unit. Your goal is to just unload missiles all day, as often as possible. Thanks to its relatively low reload time, you can do it often enough if you cycle your weapon in a reasonable time. If you can play it as a hit-and-run, sneak-attack unit well, you can definitely get a good result.

-----------------------------------

Day 219 Re-evaluation on Hyaku Shiki Kai

I don't think I got that many other suggestions for now, so I'll leave it be.

Re-evaluation

  • None

-----------------------------------

Up Next: Bolinoak Sammahn requested by u/diseasicon

u/pkmaster99 — 7 days ago
▲ 20 r/GBO2

Let's Change That Suit Day 219

Day 219: Hyaku Shiki Kai
Requested by u/Ash-Talshok and this one is low C-Tier. I'm pretty sure there are questions about this, but this unit does have great weapon options and damage overall. But you really have to play this like a discount Himo Gelgoog UL at 600 cost, or else you'll suffer a lot.

https://preview.redd.it/zwoz7dcwcuih1.png?width=728&format=png&auto=webp&s=dcdceb25a0d04e543dc367122dc5eaa96b6acf96

https://preview.redd.it/qk7dc3bxcuih1.png?width=990&format=png&auto=webp&s=be2aeefe5b8eeabe92e8292bbe7ee156db35baef

https://preview.redd.it/9p6z0c8zcuih1.png?width=966&format=png&auto=webp&s=0823aa6e5db967ace2aa360b16a621db4856176b

Change
Stats

  • HP: 20500/22500/24500/26500 -> 23000/25000/28000/30000
  • Move: 130/130/135/135 -> 135/135/140/140
  • HSM: 210 -> 220
  • Thruster: 75 At All Levels -> 75/75/80/80

Weapons

  • Hyaku Shiki Kai Beam Saber: Switch 0.77s -> 0.5s, Downswing: 140% -> 160%
    • Power: 2400/2520/2640/2760 -> 2500/2700/2900/3100
  • Arm Grenade Launcher: Reload 10s -> 8s, Stagger 50% -> 80%
    • Power: 1000/1300/1600/1900 -> 1400/1600/1800/2000
  • Arm Grenade Launcher (Incendiary): Reload 15s -> 12s, Stagger 5% -> 30%
    • Power: 200/225/250/275 -> 800/1000/1200/1400
  • Hyaku Shiki Kai Clay Bazooka: Interval 6s -> 5s, Switch 1.75s -> 1s

Skill

  • (New!) Maneuver Armor Lv1
  • (New!) Bullet Feeder Lv1
  • Leg Shock Absorber Lv2 -> Lv3
  • Special Back Add-On Buffer Lv1 -> Lv3
  • Special Shoulder Buffer Lv1 -> Lv3
  • Forced Injector Lv2 -> Lv3

Unit Lv2

  • (New!) Pursuit Ranged Aux. Program Lv1
  • Flight Control Program Lv2 -> Lv3

Unit Lv3

  • (New!) Damage Control Lv1
  • Special Back Add-On Buffer Lv3 -> Lv4
  • Special Shoulder Buffer Lv3 -> Lv4

Unit Lv4

  • Forced Injector Lv3 -> Lv4
  • EX Boost Lv2 -> Lv3
  • Pursuit Ranged Aux. Program Lv1 -> Lv2

Comment and Reason
This unit is almost unusable, if not for the extremely high ranged damage potential. Luckily, this unit has a good number of part slots. However, that's about it for this unit. It has low HP, and low level has effectively no buffer or any essential defensive skills or something to reinforce the ranged gameplay. To fix this, I'm giving it the maneuver armor so it can actually move around, and a bullet feeder for a more optimized reload time when possible. But either way, both Grenade Launchers do need a faster reload and power increase. The melee weapon could be a bit better as well, along with the custom Clay Bazooka. They work well, but just have broken synergy with the skills. This causes even the weapon with the unit's greatest DPS, the pulse laser, to be almost useless as well.

Builds Suggestion
Lv1 F2P: Do Not Use

Lv1 Premium: Complex Battle

Upper Levels: Do Not Use

This is probably one of the more optimized builds. Since no weapon really got bonus damage to legs, you just have to somehow provide raw damage. But with how fragile it is right now, that's very hard. But either way, since you don't have maneuver armor, you have to play mid-ranged. Luckily, 250m range is doable, and you'll always have something to shoot. This build does forgo mobility completely, but without maneuver armor, you want to hug walls as much as you can.

-----------------------------------

Day 218 Re-evaluation on Gouf Flight Type

Well, as much as we all would like to see it do better, we just have to wait. As for now, I think what I covered is good enough.

Re-evaluation

  • None

-----------------------------------

Up Next: Ga-Zowmn requested by u/Herahk

u/pkmaster99 — 9 days ago
▲ 15 r/GBO2

Tier List 350 Cost

I'm just going to move up the cost slowly. I'm actually having a hard time deciding on a few suits where it belongs a bit. So once again, if you think something is definitely wrong, please mention it.

Also, please note that these can be objective, and you DO NOT have to agree. There are always exceptions, and the meta between Steam and PlayStation versions does differ a bit. This Tier list is primarily based on the PS version that I am more familiar with. These units also consider the types of meta builds it could have as well. I will only put native cost here unless there are exceptions that higher-level works well enough to be in at least very strong B-Tier. FYI, they are not arranged in specific order.

2026-08 350 Cost List

https://preview.redd.it/aci7i3yhqvih1.png?width=1140&format=png&auto=webp&s=d1a465818ee4d7dca3827fa5e5abcd4a837ece71

Special Notes

  • Nothing really to note here, since most level 2 and higher are just strong suit staying or dropping a tier or so. Nothing that just works particularly well in a specific situation either. Except maybe Zaku II Stutzer in space could be treated as high A-Tier.
reddit.com
u/pkmaster99 — 9 days ago
▲ 15 r/GBO2

Let's Change That Suit Day 218

Day 218: Gouf Flight Type
Requested by u/ravioletti and this one is... D-Tier or so, but it's weird. It can perform almost at C-Tier, but it's also really bad that it can fall into F-Tier. Developers seem to want this unit to engage at close range, but it kind of neglects the ranged power of this thing. So it ends up being a bit weird to use and almost not enough thruster to work with.

https://preview.redd.it/841093v3alih1.png?width=728&format=png&auto=webp&s=c394c42af10659a8a1b408d8e1ebf813d888af06

https://preview.redd.it/zolwduj5alih1.png?width=989&format=png&auto=webp&s=75ca34e59ead5c1282edcc40431094f6311af918

https://preview.redd.it/77llre48alih1.png?width=965&format=png&auto=webp&s=506de30621d0d84fd69f31943bc1b4700959a919

Change
Stats

  • HP: 14000/15000/16000/17000 -> 15000/17000/19000/22000
  • Close Range Slots: 10/14/17/20 -> 12/15/18/21
  • Medium Range Slots: 10/15/19/22 -> 12/16/20/24
  • Long Range Slots: 8/12/15/18 -> 11/14/17/20

Weapons

  • Gatling Shield: Fire Rate 450/min -> 514/min, Range 250m -> 300m, TTS 2.67s -> 2.34s, DPS 900 -> 1028
    • Power: 120/126/132/138 -> 120/130/140/150
  • 3-Barrel Gatling Cannon: Range 150m -> 175m
  • Gatling Shield:
    • HP: 2500/2750/3000/3250 -> 3500/4500/5500/6500

Skill

  • (New!) Damage Control Lv1
  • (New!) Offense System Lv1
  • Flight Control Program Lv2 -> Lv3

Unit Lv2

  • (New!) Pursuit Ranged Aux. Program Lv1
  • (New!) Composite H Mobility Combat System Lv1

Unit Lv3

  • Assault Booster Lv3 -> Lv4
  • Pursuit Melee Aux. Program Lv1 -> Lv2
  • Damage Control Lv1 -> Lv2

Unit Lv4

  • Flight Control Program Lv3 -> Lv4
  • Composite H Mobility Combat System Lv1 -> Lv2
  • Pursuit Ranged Aux. Program Lv1 -> Lv2

Comment and Reason
This unit at level 1 is kind of usable if you play more on the ground instead of using the flight. It becomes a unit that you just Sturm Faust into melee like most units. Together with Close Combat Program, it is possible to still get some decent damage in. Together with Pursuit Melee, it can do its job in hunting down supports in most locations and quickly destroy them. The melee damage and stagger with Sturm Faust is there and good enough for a burst-damage kill. However, that's it. The Gatling is lacking a bit, and the 3-Barrel is more of a ranged backup weapon. So unless you can keep the melee going, it's really not that good. Currently, it just gets destroyed almost too easily due to low HP and basically no Shield HP either. Besides the ranged engagement fix this unit can get, a few skill improvements.

While the main Gatling Shield is shared between the Gouf Custom, and luckily that's it. I wanted it to have 350m range, but that may be a bit much of a buff with the fire rate increase for the Gouf Custom. 300m should still be a much more reasonable range for a flight unit.

Builds Suggestion
Lv1 F2P: Do Not Use

Lv1 Premium: HP

Upper Levels: Do Not Use

This unit fortunately has a decent build when using the Expansion Skill HP. Thanks to this unit having Shield Break Stance Mastery, it works out decently well. Achieving 5000 Shield HP and having 19100 Unit HP is quite decent. Together with the above-average damage strength, the melee power isn't lacking due to having a very good combo modifier. However, this build only has 79 thrusters, so do not be too aggressive with the flight system. You can still fight on the ground just fine like most units.

Upper levels, like most units, are just lacking too many skills and scaling for it.

-----------------------------------

Day 217 Re-evaluation on Palace Athene

Well, I did hope the stuff I want it to have would be enough, but the suggestions are great. I do feel like it could be too much, and I'm not sure if they'll make the shield an actual shield. These developers aren't likely to make such a big change. A better flight pattern of the missile could help too, but I think having reticle tracking will already help a lot, but there is one change for sure at least.

Re-evaluation

  • Mega Beam Cannon: Stagger 25% -> 30%

-----------------------------------

Up Next: Hyaku Shiki Kai requested by u/Ash-Talshok

u/pkmaster99 — 10 days ago
▲ 6 r/GBO2

Let's Change That Suit Day 216

Day 216: Rozen Zulu
Requested by u/Ok-Storage3439 and this unit is a high B-Tier right now after the buff, maybe even A-Tier. The most recent changes make it much more playable, and it gains reasonable damage and stopping power. However, that's about it; nothing too special about it unless fighting against a Unicorn-Type enemy.

https://preview.redd.it/ajooyzt9d9ih1.png?width=750&format=png&auto=webp&s=9bd1d08901ac6211b5aaf4670dab67d901ec565c

https://preview.redd.it/2a8bitdgk8ih1.png?width=728&format=png&auto=webp&s=3d70100206c5e03ba34d016b7dd21fd9ab815c3b

https://preview.redd.it/lh9ap4eok8ih1.png?width=990&format=png&auto=webp&s=66a731d876a864c2e13b86584ddf6b578ac78f0f

https://preview.redd.it/x9qovd6rk8ih1.png?width=965&format=png&auto=webp&s=e423330c6c0c2cfa0da3c6b8737c2e3ffb342bee

Change
Stats

  • None

Weapons

  • R-Arm 3-Barrel Mega Particle Cannon: Cooldown 20s -> 15s
  • 3-Barrel Mega Particle Cannon:
    • Uncharged: Heat 75% -> 70%
    • Charged: Reduce Spread and Increase Projectile Speed
  • Incom Unit (Claw): Power 2500 -> 2700
  • Incom Unit x2 (Pincer): Power 500 -> 550

Skill

  • Psycho-Jammer Control System Lv1:
    • Damage Dealt with advantage -10% -> -15%
    • Damage Taken from disadvantage +10% -> +15%
    • Move/HSM: -5/-5 -> -10/-20
    • Target with NT-D activated takes 200 damage per second -> 300/sec

Comment and Reason
This unit is in a good position, but you do have to be careful with your weapon usage. Also, the Beam Cannon charged is practically useless as is. It is a good idea of a weapon, but it just isn't practical. The cooldown reduction on the Psycho Jammer from this newest buff makes it usable, but it is still lacking a bit. It's currently usable, but not useful unless you are targeting a Unicorn-type enemy.

Builds Suggestion
Lv1 F2P: Complex Battle

Lv1 Premium: Attack or Complex Battle

Personally, I prefer skill expansion attack for this unit. More thruster, more overall attack strength, and almost just as tanky if you utilize Defense Mode properly and know when to eat the damage with it. By utilizing Complex Battle, you are just straight out tankier, but lose out on damage with the INCOM Claw and melee. While unlikely to be used, having 200% downswing strength is good. F2P is more of a mixture of the two premium builds, but it is still quite a solid option to go with. Since the weapons got a buff and became easier to use, it's barely good now.

-----------------------------------

Day 215 Re-evaluation on Efreet Schneid

Well, it looks like there are concerns, and very valid. At the current state of things, this suit is just hard to play and connect well. The mention of giving it smoke is a great idea, but I think if it gets that on top of giving the dart throw a melee attack would definitely be too much.

Re-evaluation

  • None

Or

  • Shoulder Heat DART: Revert damage type
  • (New!) ES Smoke Discharge: Ammo 1, Reload 20s, Switch 0.5s, Gain stealth Lv1 for 8 seconds

-----------------------------------

Up Next: Palace Athene requested by u/Fedespur11

reddit.com
u/pkmaster99 — 12 days ago
▲ 12 r/GBO2

Let's Change That Suit Day 215

Day 215: Efreet Schneid
Requested by u/Ash-Talshok and u/IloveChahan25, and this unit is B-Tier for sure. While it did have a buff a year ago, it's already been a year as well. Many things changed, and the meta has shifted since then. It is no longer that good of a suit.

https://preview.redd.it/u262iqyor0ih1.png?width=728&format=png&auto=webp&s=80e8de3dffef4be5c0a3390c139d02f58c835edd

https://preview.redd.it/79gdahjqr0ih1.png?width=989&format=png&auto=webp&s=dcbdb33116901e59b7a5cdb8b510a76a7a7c6f71

https://preview.redd.it/b7ubqritr0ih1.png?width=966&format=png&auto=webp&s=f8add6f2ffa556530c1987272b0b6fbd5ce9bcb8

Change
Stats

  • HP: 19500/21500/23500/25500 -> 21000/23000/25000/28000
  • Thruster: 65/65/70/70 -> 70/70/75/75

Weapons

  • Heat Dart x2: Downswing 90%x2 -> 110%x2
    • Other: Downswing Hit Detection Increase
  • (New Alternative Main Melee!) ES Heat Sword: Interval 2.5s, Switch 0.5s
    • Power: 2700/2900/3100/3300
    • Combo: 100/60%
    • Swing: 100/75/180%
  • Shoulder Heat DART: Type Ballistic -> Melee, Range 200m -> 250m, projectile size increases slightly
    • Power: 1600/1800/2000/2200 -> 1900/2200/2500/2800
  • Heat Dart (Discharge): Stagger 10%x8 -> 20%x8
    • Power: 650/700/870/1020 -> 700/850/1000/1150

Skill

  • (New Custom!) Pursuit Prevention ATK Program Lv1
  • (New Custom!) Special Leg Buffer Lv1
  • (New Custom!) Power Accelerator Lv2
  • Quick Boost Lv2 -> Lv3

Unit Lv2

  • (New!) Pursuit Melee Aux. Program Lv1
  • Special Leg Buffer Lv1 -> Lv2

Unit Lv3

  • (New!) Damage Control Lv1
  • Leg Shock Absorber Lv3 -> Lv4
  • Quick Boost Lv3 -> Lv4

Unit Lv4

  • Pursuit Melee Aux. Program Lv1 -> Lv2
  • Power Accelerator Lv2 -> Lv3

Comment and Reason
These changes should be enough for this unit to be much stronger in practice. Also, by giving a new optional melee weapon and letting the throwing dart become a melee weapon, it'll have much higher damage output and reach. While I am a bit reluctant to want the throwing dart to be a melee weapon, it kind of needs it due to poor damage strength spread. Meanwhile, the Heat Dart melee with this change will yield even higher damage output, that is only if all downswing hits with the bit lengthy animation. By introducing a new Heat Sword that utilizes the default Efreet animation, it could be much easier to use. Then the rest are more or less just skills to ensure that it can maintain a good frontline combat condition.

Builds Suggestion
Lv1 F2P: Complex Battle

Lv1 Premium: Complex Battle (Alternative)

Lv2 & 4 Unit: Do Not Use

Lv3 Premium: Attack

For this unit, I can only suggest one play at Lv1 and Lv3 only. Level 3 at 650 luckily, has some decent enough scaling to keep up with some numbers. Especially with the discharge weapon power. Having nearly 7k base power every 12s seconds is quite strong if you use it correctly with the right build. While focusing on damage and thruster, the defenses of this unit could be increased slightly. At the very least, the part slots for premium parts have a few ways to make it work. It's unfortunate that level 2 and level 4 just don't have any decent enough improvement that could make it worthwhile to use, even with the very strong discharge scaling.

-----------------------------------

Day 214 Re-evaluation on Kshatriya

I may have been a little reserved again for this one. It'll help, but it may not be enough. So I'm beefing this one up a bit more. These should make it much stronger in both damage and stopping power.

Re-evaluation

  • Chest Mega Particle Cannon x4:
    • Charged: Gain Ignore 30% Beam Resistance
  • Funnels x4 (Discharge): Gain Flinch
  • Funnels x6 (Pursue): Stagger 8%x6 -> 9%x6

-----------------------------------

Up Next: Rozen Zulu requested by u/Ok-Storage3439

u/pkmaster99 — 13 days ago
▲ 22 r/GBO2

Let's Change That Suit Day 214

Day 214: Kshatriya
Requested by u/Ok-Storage3439 and this support can still get some work done, but it is holding on as a B-Tier. It needs quite a few changes, but it's mostly quality-of-life adjustments.

https://preview.redd.it/39seoupz6vhh1.png?width=729&format=png&auto=webp&s=06d5dd67eff6b85c1eb383b0e21644906eb0c1e0

https://preview.redd.it/10dnlrj17vhh1.png?width=989&format=png&auto=webp&s=aa6e3bcc321dd821dbb81f5927cd9bb8372b5779

https://preview.redd.it/wq826xe47vhh1.png?width=965&format=png&auto=webp&s=c4d06ad00f2d96752c9f3b1d1bf5dbddcb1b489c

Change
Stats

  • Turn: 66 -> 72
  • Close Range Slots: 12/13 -> 13/14
  • Medium Range Slots: 24/26 -> 25/27
  • Long Range Slots: 16/17 -> 17/18

Weapons

  • Kshatriya Beam Gun: Heat 75% -> 70%
    • Power: 2300/2450 -> 2500/2700
  • Chest Machine Cannon x2:
    • Power: 50/52 -> 65/75
  • Chest Mega Particle Cannon x4: Overheat 23s -> 15s
    • Uncharged: Heat 75% -> 50%, Interval 1.5s -> 1s, Stagger 13%x4 -> 18%x4
  • Funnels x6 (Pursue): Heat 40% -> 30%, Cooldown 18s -> 15s

Skill

  • Resist Move Lv1 -> Lv2
  • Special Leg Buffer Lv2 -> Lv3
  • Defense Mode Lv2 -> Lv3

Unit Lv2

  • (New Custom!) Defense Mode Lv3 -> Lv4: Thruster On Use 20 -> 15, Damage Reduction 60% -> 70%
  • High-Performance Counter Program Lv2: Counter Power 3500 -> 4000
  • Special Leg Buffer Lv3 -> Lv4

Comment and Reason
This unit is technically tanky already, but that's about it. But at the current state of things, that's not enough. The weapons are also severely underperforming. It needs not only a little more power, but the cooldowns on them also need to be greatly reduced. Then just a bit of a quality of life improvement to turn speed and generic part slot improvements.

Builds
Lv1 F2P: Ranged or Thruster (Same build, both Expansion works)

Lv1 Premium: Complex Battle or Thruster (Same build, both Expansion works) Or Ranged

Lv2 Unit: Do Not Use

This unit really needs more defense, and you will need to stack a lot of melee resist. Right now, this can be achieved well, but with some restraint. If your build doesn't utilize expansion thruster, then you are forced to be a lot more reserved. But due to how most weapons are, you still need to watch out for your weapon cycle carefully.

-----------------------------------

Day 213 Re-evaluation on Pale Rider DII

Well, maybe it could get more, but I'll adjust a few things there. But for current stats, I don't think there is anything else that needs to be touched except for priority.

Re-evaluation

  • Melee Priority Low -> Medium

-----------------------------------

Up Next: Efreet Schneid requested by u/Ash-Talshok and u/IloveChahan25

u/pkmaster99 — 13 days ago
▲ 9 r/GBO2

Let's Change That Suit Day 213

Day 213: Pale Rider DII
Requested by u/Cpt_Jack_Irons and this one is a pretty solid high B-Tier. It can hit strong enough for it to matter, and it is also flexible enough for it to be in almost any position it needs. However, it has very limited thruster, and it often struggles to survive.

https://preview.redd.it/s7duxbctqohh1.png?width=728&format=png&auto=webp&s=c2b62dbdc18032bdcb3c5eebf7b465170fd95a37

https://preview.redd.it/yesq2o3hqohh1.png?width=972&format=png&auto=webp&s=17f9e55a7956764b7feff9615bd30d71396b8e74

https://preview.redd.it/1wtm6sd6rohh1.png?width=965&format=png&auto=webp&s=11e4fc441ce91946a585561e77d4c5708dbaf873

Change
Stats

  • HP: 14500/16000 -> 16000/18000
  • Thruster: 55 -> 60
  • Melee Priority: Low -> Medium
  • Close Range Slots: 10/11 -> 11/12
  • Medium Range Slots: 13/14 -> 14/15
  • Long Range Slots: 9/11 -> 11/13

Weapons

  • Head-Mounted Vulcan (Enhanced) -> PR DII Head Vulcan: Range 150m -> 175m, Stagger 2% -> 6%
    • Power: 80/84 -> 90/100
  • DII Shekinah (Mega Beam): Switch 1.5s -> 2s, Must Charge 1s -> Optional Charge 3s
    • Charged (New!): Heat 100%, Gerobi 3 hits, Penetrate, stagger 50%x3
      • Power: 850/1000
  • Slide Shield:
    • HP: 3500/3850 -> 4500/5500

Skill

  • (New!) Optimized Cooling Efficiency Lv1
  • High-performance Aerospace Gimbal Lv1 -> Lv2

Unit Lv2

  • (New!) Pursuit Ranged Aux. Program Lv1

Comment and Reason
Technically, just the stat change is enough. However, if we want this one to be in the S-Tier, then the weapon needs an update and a slight skill update to keep up the aggressive mid to front-line playstyle. At the very least, the shield definitely needs more HP.

Builds
Lv1 F2P: Ranged

Lv1 Premium: Attack

Lv2 Premium: Attack

The premium build can be a bit different and become relatively reliable. The premium build also gives it all the mobility it needs while maintaining a somewhat okay health with very high damage strength. Ideally, focus on damage first, then mobility. If you have room to improve durability, or while at it, do so.

At level 2, it's very similar in concept. The extra HP and overall durability should be treated as a bonus and just focus mostly on damage and mobility.

-----------------------------------

Day 212 Re-evaluation on G-Cannon Magna

Well, that one got a lot of attraction. Doesn't seem like it'll really need anything, if at all, just a few minor quality-of-life improvements that would be nice to have.

Re-evaluation

  • None

-----------------------------------

Up Next: Kshatriya requested by u/Ok-Storage3439

u/pkmaster99 — 14 days ago
▲ 18 r/GBO2

Tier List 300 Cost

Since it is requested and a suggestion to start with a 300 cost, here it is. Please note that these can be objective, and you DO NOT have to agree. There are always exceptions, and the meta between Steam and PlayStation versions does differ a bit. This Tier list is primarily based on the PS version that I am more familiar with. These units also consider the types of meta builds it could have as well. I will only put native cost here unless there are exceptions that higher-level works well enough to be in at least very strong B-Tier. FYI, they are not arranged in specific order.

2026-08 300 Cost List

https://preview.redd.it/oyf5cx8gykhh1.png?width=1140&format=png&auto=webp&s=38f71b607eea2ccde4beb05cf80f42483308f605

Special Notes

  • GM II: A-Tier in Space Only
  • GM Command LA: A-Tier in Space Only
  • Zaku I Lv4: In a more melee-oriented map, easily A-Tier
  • Dra-C Lv3: Due to most units' HP at this cost, Sturm Faust into melee can still work relatively well.
  • Zaku II FS (SM): Ground high A-Tier, space 1 tier down.

I'll probably do these once a week or something... We'll see how it goes.

reddit.com
u/pkmaster99 — 15 days ago
▲ 32 r/GBO2

Let's Change That Suit Day 212

Day 212: G-Cannon Magna
Requested by u/Ok-Storage3439 with this high A-Tier Unit. The only issue is the long reload/overheat. But good heat management makes it somewhat negligible. However, it is definitely one of the stronger contenders for a reliable 650 support.

On a side note, I've been requested and asked about a tier list by a few people. I don't mind doing it, but let me know what cost you guys would like to see first.

https://preview.redd.it/im3du6d9dfhh1.png?width=727&format=png&auto=webp&s=a9f75e777a9cfbc4ec210069d983fc9e65302a11

https://preview.redd.it/g68fa7n2efhh1.png?width=971&format=png&auto=webp&s=44fb8786136385dc4df0eed277193f4bae92801d

https://preview.redd.it/2su8yibfefhh1.png?width=965&format=png&auto=webp&s=0497c837e5e3b3850ffe038a91c3d7c74388c6ab

Change
Stats (All Optional)

  • HP: 22000 -> 23000

Weapons (All Optional)

  • G-Cannon Beam Rifle: Reload 18s -> 15s
  • Double Beam Gun x2: Overheat 18s -> 15s
  • Beam Cannon x2: Overheat 20s -> 16s

Skill

  • (New!) Immobile Fire System Lv1
  • (New!) Pursuit Prevention ATK Program Lv1 (Optional)
  • Resist Move Lv1 -> Lv2

Comment and Reason
The only two things I think that would make this truly a very strong meta once again are having Immobile Fire System and Resist Move Lv2. However, the multiple stagger options and great weapon cycle with good damage output are still very nice. Unless you don't have a frontline and/or you have very bad positioning, this unit should do well at the very least. Right now, the skills are just good enough to make it work, and with a player with good situational awareness, it can get away with quite a decent bit.

Builds
Lv1 F2P: Ranged

Lv1 Premium: Ranged (High Risk Alternative)

The premium ranged build is probably the best build you can get for this one. While you do have limited mobility, you have so much stagger and potential stopping power that it really doesn't matter as much. Is a raid coming at you? Use the Beam Gun x2. If you had BR or maybe even the Gerobi charged, even better. Then the amount of instant stagger weapon options makes it a bit stupid. With good positioning and cover, it can be one of the most annoying supports. The saving grace is that the only hard-hitting weapon is the charged BR and the beam cannon. Limiter Release is up there as well, but you are stationary with no immobile fire, so it is vulnerable unless you are attacking with a good number advantage.

-----------------------------------

Day 211 Re-evaluation on ReGelgu

Not much to say here, but I expected a few more attention here. It's just one of the suits that lacks the essential skills and numbers to do well.

Re-evaluation

  • None

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Up Next: Pale Rider DII requested by u/Cpt_Jack_Irons

u/pkmaster99 — 16 days ago
▲ 7 r/GBO2

Let's Change That Suit Day 211

Day 211: ReGelgu
Requested by u/J-Eichel with this unit is C-Tier. The only reason why it is not D-Tier or F-Tier is due to the fact that it does have multiple weapon options and it can still land multiple staggers. However, the numbers ain't that great overall, and it is a relatively easy picking by the enemy.

https://preview.redd.it/qunltxuql9hh1.png?width=729&format=png&auto=webp&s=54c8c5dc2e1c6b69a9d02e32592012ce042eaa06

https://preview.redd.it/chr2fpzrl9hh1.png?width=972&format=png&auto=webp&s=3ed462da49c084e1bede660904a8ae81687e9c05

https://preview.redd.it/cvbw2m9ul9hh1.png?width=965&format=png&auto=webp&s=24eadcf63263dde758637813f7cf9cb737e9b0e9

Change
Stats

  • HP: 16000/17000/18000/19000 -> 18000/20500/23000/25500
  • Close Range Slots: 12/14/16/18 -> 13/15/17/19
  • Medium Range Slots: 12/14/16/18 -> 13/15/17/19
  • Long Range Slots: 12/12/12/12 -> 13/14/15/16

Weapons

  • ReGelgu Beam Rifle (GN): Interval 6s -> 5s, Switch 1.25s -> 0.77s
    • Power: 2100/2205/2310/2415 -> 2200/2400/2600/2800
  • Attached Grenade: Stagger 20% -> 50%
    • Power: 1300/1365/1430/1495 -> 1400/1600/1800/2000
  • ReGelgu Beam Spear: Combo 100/50%- > 100/60%, Swing 100/75/130% -> 100/100/150%
    • Power: 2400/2520/2640/2760 -> 2500/2700/2900/3100
  • Backpack Missile Pod: Gain Reticle Tracking
  • Arm Grenade Launcher: Switch 2.5s -> 1.5s, Stagger -> Heavy Stagger, Projectile Speed Increase
    • Power: 2200/2310/2420/2530 -> 2400/2600/2800/3000

Skill

  • (New!) Quick Turn Lv2
  • (New!) Maneuver Armor Lv1
  • (New!) Power Accelerator Lv1
  • Special Shoulder Buffer Lv3 -> Lv4

Unit Lv2

  • (New!) Pursuit Ranged Aux. Program Lv1
  • Special Leg Buffer Lv2 -> Lv3

Unit Lv3

  • (New!) Composite H Mobility Combat System Lv1
  • Emergency Evasion System Lv2 -> Lv3
  • Damage Control Lv1 -> Lv2

Unit Lv4

  • Composite H Mobility Combat System Lv1 -> Lv2
  • Special Shoulder Buffer Lv4 -> Lv5
  • Special Leg Buffer Lv4 -> Lv4
  • Pursuit Ranged Aux. Program Lv1 -> Lv2
  • Forced Injector Lv2 -> Lv3

Comment and Reason
This unit is in a difficult position. It's a relatively decent ranged unit, but it still has good melee strength. However, the modifier was bad, and it doesn't really give this unit what it needs up close. However, the good redeeming feature is the missile pod. It has very good burst damage and with the right build, it can offer good burst damage on a downed target. It also reloads relatively fast. The biggest issue is the skills that can enable this unit to unload and play to its strength.

Builds
Lv1 F2P: Do Not Use

Lv1 Premium: Ranged (Alternative)

Upper Levels: Do Not Use

You want to stack as much ranged strength as possible and try to make it as durable as possible while at it. Since it has good mobility, you don't really need much, if any, on it. So the best you can do is to be a stagger machine while trying to output as much DPS as possible. Luckily, the missile pod can still have good stopping power, so it can be a unit that protects support while doing good damage. The biggest flaw is really that it has no way to resist stagger.

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Day 210 Re-evaluation on G-Cannon

Well, not sure how much and how little this one really needs. As of now, it doesn't seem like it'll need too much. Maybe we can also just increase the ammo count for the Gatling a bit instead, but we'll see. Since it shows up in situation battle, it could get a buff soon.

Re-evaluation

  • None

-----------------------------------

Up Next: G-Cannon Magna requested by u/Ok-Storage3439

u/pkmaster99 — 16 days ago
▲ 33 r/GBO2

Let's Change That Suit Day 210

Day 210: G-Cannon
Requested by u/Ok-Storage3439 with this unit in B-Tier at best. It has damage and options, but it just falls short in several areas to keep up with the current 600 Cost.

https://preview.redd.it/gfsvflc2i2hh1.png?width=728&format=png&auto=webp&s=3043cd8a6363533d00198106215cd6dbc3e52305

https://preview.redd.it/id60wo1lj2hh1.png?width=971&format=png&auto=webp&s=2f7d979145a222cb6baf12f3a6cc10b460ecb471

https://preview.redd.it/5x2vg5c6i2hh1.png?width=965&format=png&auto=webp&s=73d5215ebbc700e6eec8275c3004c0d097e658a8

Change
Stats

  • HP: 19000/21000 -> 23000/25000

Weapons

  • G-Cannon Beam Rifle: Reload 18s -> 13s, Charge 3s -> 2.5s, Stagger 10% (35%x3) -> 30% (50%x3)
  • Double Beam Gun: Cooldown 17s -> 13s, Gain Large ASL, Stagger 10%x2x2 -> 20%x2x2
    • Power: 500/600 -> 600/700
  • 4-Barrel Machine Cannon x2: Reload 20s -> 14s, Stagger 1%x2 -> 3%x2
  • 4-Barrel Machine Cannon x2 (Limiter Release): Fire Rate 600/min -> 720/min, Reload 20s -> 18s, Stagger 1%x2 -> 4%x2
  • G-Cannon Shield:
    • HP 4500/5000 -> 6000/7000

Skill

  • (New!) Immobile Fire System Lv1
  • (New!) Damage Control Lv1
  • Flight Control Program Lv2 -> Lv3

Unit Lv2

  • (New!) Pursuit Ranged Aux. Program Lv1
  • (New!) Composite H Mobility Combat System Lv1

Comment and Reason
This unit has damage potential, but it's too vulnerable and hard to position well. It really needs Flight Control Lv3 for the reduced 50% thruster usage at Lv1. At level 2, a tiny bit of extra push can make wonders for this unit. The weapon also has too long of a reload and cooldown, so that needs to be improved greatly on top of some quality of life stuff. I do feel the buff I want with limiter release could be too much, but that's a risk I think it's worth.

Builds
Lv1 F2P: Ranged

Lv1 Premium: Ranged

Upper Levels: Do Not Use

You really need a few premium parts to make this unit work. While it's possible to play with F2P, it is lacking a bit much. Although it does fix the thruster issue a bit better, it loses out on a lot of damage. Focus should be mainly damage, then thruster. If you can get your HP and resistance up while at it, that would be a big bonus. But ultimately, you want to stay at a safe position and unload as much damage as you can.

-----------------------------------

Day 209 Re-evaluation on Rezel

This one also got some attention, but it is probably one of the more fan favorite as well. Looking at the reaction and comments, doesn't seem like we need further changes for now.

Re-evaluation

  • None

-----------------------------------

Up Next: ReGelgu requested by u/J-Eichel

u/pkmaster99 — 17 days ago