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Скачать или смотреть GBO2 Red Gundam: It's a 500 cost raid with funnels!

  • Avenger1_ GBO2
  • 2025-04-24
  • 18648
GBO2 Red Gundam: It's a 500 cost raid with funnels!
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Описание к видео GBO2 Red Gundam: It's a 500 cost raid with funnels!

This video contains four matches I had with the recently released Red Gundam on Gundam Battle Operation 2. It is a 500 cost raid with absolutely amazing melee damage, a very fast beam saber double neutral swing, access to an improved Gundam hyper hammer as a sub weapon, a high power beam rifle charge shot, two funnel (bits) sub weapons alongside the ability to fire the beam rifle while boosting as long as the bits are already attacking an enemy. Its weaknesses include having low thrust, no Flight Control skill, long recovery time on all the hyper hammer swings, unreliable irradiation bits alongside short range for the rush bits. I didn't feel like I was playing my absolute best in these matches, but I still had a lot of fun. It is especially cool to see decent lock on weapons for a 500 coster other than Engage Zero INCOM Type, as well as having the hyper hammer be available on something else than the original Gundam. I hope that you enjoy watching!

Its primary weapon is a beam rifle with 1700 (1700x2) power, 80% (35%x2) heat, 4 seconds cooldown, 15 seconds overheat, 0.77 seconds swap time, 300m (400m?) range, 2 seconds focus time and 10% (50%x2) stagger value. The uncharged mode is pretty basic, it instant staggers, but doesn't deal that much damage. The charged shot is a straight upgrade in every respect, it can break MA on its own, it does twice as much damage and it consumes less heat. This can be fired while boosting if either of your bit lock on attacks are deployed.
Its primary melee weapon is a pair of beam sabers with 2000 power, 2.5 seconds cooldown, 0.5 seconds swap time, 100%x2 neutral swing modifier and 50%x2 side swing modifier. This has mediocre base power, but its neutral swings can deal really high damage because of their high swing modifier. The regular downswing doesn't deal that much damage, but it travels far and is easy to connect with.
Its first sub weapon is a head vulcan with 80 power, 520 RPM, 10 seconds reload, 0.5 seconds swap time, 175m range, 6% stagger value and 690 DPS. This has just alright DPS, but it can stagger enemies in about 1.9 seconds. It pairs well with the bits.
Its second sub weapon is a hyper hammer with 2900 power, 4.5 seconds cooldown, 0.3 seconds swap time, 70% combo modifier, 120% side swing modifier and 200% downswing modifier. This works exactly the same way as the original Gundam's hyper hammer, except that it can combo swings together. It is really tricky to use at first, but neutral and side swings will heavy stagger the enemy. The downswing does incredible damage, but it has an awkward hitbox.
Its third sub weapon is a pair of rush bits with 300x10 power, 100% heat, 12 seconds overheat, 0.5 seconds swap time, 250m range and 12%x10 stagger value. These have short range, but pretty good stagger value and damage, alongside the ability to be locked and fired when boosting. They aren't completely reliable as a stun unless you use your vulcans too.
Its fourth sub weapon is a pair of irradiation bits with 500x2x5 power, 100% heat, 15 seconds overheat, 0.5 seconds swap time, 300m range and 25%x2x5 stagger value. These have ridiculous damage and stagger power on paper, but they are only good at hitting stationary targets for the most part. With good timing they can be used to safely follow up on allies knockdowns, but most of the time they are only good for countering Xamel.

The LV1 Red Gundam has 18000 HP, 13 ballistic resist, 15 beam resist and 17 melee resist. Its resistances are nothing special, but it has relatively high HP for its size. It has a 30% damage reduction buffer for the bits, LV2 Maneuver Armor and LV2 Emergency Evasion for defensive skills.
In terms of mobility it has 130 walking speed, 210 boosting speed, 65 thrust and 66 turning speed. This is nothing special either, it is slower than the average 500 cost raid, and has less thrust than most too. It lacks Flight Control, but has LV2 Forced Injector and LV2 EX Boost for mobility boosting skills.
It also has access to a new skill called LV1 Link Shot. This allows you to use your primary weapon while boosting as long as a psycommu weapon is already deployed.

In conclusion, I think that the Red Gundam is pretty strong. It isn't nearly as good as the Proto Zeta Gundam X1 when it comes to shooting, and it struggles when fighting OP raid killer generals like Efreet J and Gundam Unit 4, but it has higher overall damage potential under the ideal conditions. Its melee damage is absolutely juiced, and it has a great toolkit for forcing its way through to the support. I think it has really high potential if you get good with using the irradiation bits at the right time, as well as knowing how to use the hyper hammer in general, but don't force yourself to roll for it if you already have X1, only if you think it looks fun to play. Thanks for watching, and I hope that you enjoyed it!

Music used:

Racingroovy VS, Rainbow Sky

Dynasty Warriors Gundam 2, A Good Thing is Possible

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