
Effective date
Effective from the end of maintenance on October 25th
Unit Adjustment
Overall
- The following changes will be made to the granting of armor.
・Before the change: Armor on a unit will be reduced immediately after it is granted, and the amount of reduction will increase according to the amount of armor granted.
・After the change: Armor on units will be reduced after a certain period of time (3 seconds), and will be reduced by a certain amount regardless of the amount of armor granted.
Asshimar
The unit's HP will be increased as it tends to be hit by bullets continuously and the win rate is low, since the previous balance adjustment.
In addition, the damage of napalm bullets, which can attack with fewer hits, will also be adjusted.
Even with this adjustment, the turnover rate of "Punch" will remain unchanged, and the amount of points required to activate the G-Maneuver will be increased.
Unit ↑HP: 900 → 1000 |
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Napalm projectile ↑Damage: 19 → 20 |
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Punch ↓Amount of points required to trigger : 7800 → 8200 |
DOM Trooper
The area of effect of "Screaming Nimbus" will be widened to make it easier to target friendly units, and the armor it grants will be adjusted so that it does not decrease over time.
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Screaming Nimbus ↑Effect range: 1000 → 1800 |
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Armor Gun ↑Its durability value will start to decrease, 3 seconds after the armor gun is applied. |
Methuss
To increase the unit's contribution to the team through its signature recovery skills, the amount of HP recovered after recovery by the "Repair Cable" will be increased.
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Repair Cable ↑The amount of HP recovered when recovering a unit that has been disabled: 800→1000 |
GM
"Detonator Bombs" are sometimes placed in places unintended by the player, so we will make adjustments to make them easier to place in the intended location and harder to destroy by reducing the size of their colllision.
"Shield Bash" will have its movement distance increased when used, temporarily enhancing mobility. The cooldown time will be increased instead.
The amount of recovery of the "Repair Grenade" will be reduced due to the high durability during the use of its active skill.
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Detonator Bomb ↑Hit detection: 32 → 5 |
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Shield Bash ↑Increased travel distance: 1,200 → 1,400 |
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Repair Grenade ↓Recovery: 400 → 360 |
Gundam Exia
The damage of "GN Beam Dagger" will be increased to increase the number of units that cannot be defeated due to the change in the specifications for granting armor.
In order to keep the turnover rate of "TRANS-AM" unchanged, the amount of points required to activate the G-Maneuver will be adjusted.
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GN Beam Dagger ↑Damage: 100 → 105 |
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TRANS-AM ↓Amount of points required to activate: 6,600 → 7,000 |
Guntank
In order to increase the contribution to the team by the unit's characteristic recovery skills, the amount of HP recovered after "High Speed Recovery" will be increased.
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High Speed Recovery ↑Recovery amount when recovering a disabled unit: 800→1000 |
Zaku II [Ranged]
Adjustment will be made to the amount of damage the "Cracker" deals as there are fewer opportunities to defeat enemy units with it.
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Cracker ↑Minimum damage: 150 → 200 |
Zaku II [Melee]
Since the number of "Survive" activations increased in Season 5 and the win rate was higher than expected, the damage of "Large Heat Hawk (Slash)" and the amount of armor given when "Survive" is activated will be adjusted.
In addition, the amount of points required to activate the G maneuver of the "Large Heat Hawk (Rotating Slash)" will be reduced because the G-Maneuver has a lower activation frequency than other units.
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Large Heat Hawk (Slash) ↓Slash Damage: 100 → 90 |
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Survive ↓Armor inflicted: 600 → 400 |
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Large heat hawk (Rotating Slash) ↑Amount of points required to activate ↑: 8,500 → 8,000 |
Sazabi
Both win rate and usage rate are low in the Platinum and below rate range. The cooldown time of "Homing Boost" will be shortened to make it easier to deal with close combat type units.
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Homing Boost ↑Cooldown: 10 → 8 |
Nu Gundam
The damage of "Fin Funnel" is a little higher than expected, so the cooldown time will be increased to lessen the frequency in which it could be used.
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Fin Funnel ↓Cooldown: 9 → 10 |
Unicorn Gundam
The cooldown time will be extended for the "Psycho-Field (Armor)" because the performance of it will be greatly improved with this adjustment of the armor grant.
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Psycho-Field (Armor) ↓Cooldown: 13 → 15 |
Hyperion Gundam
Since the damage of the "Beam Submachine Gun" is lower than expected, the distance attenuation of the damage will be adjusted upward with the aim of enhancing mid-range firefighting.
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Beam Submachine Gun ↑Minimum distance decay: 1,700 → 2,000 |
GM Sniper II
The reticle behavior when hit by a shotgun attack, when using the "Sniper Rifle" scope, has been removed.
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Sniper Rifle ↑Reticle behavior when hit by shotgun type attacks is removed. |
Mahiroo
Due to the increased utilization of units on various maps, the detection range of enemy units as a condition for detonation of "REN-DO Grenades" will be adjusted.
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REN-DO Grenade ↓Detection range of enemy units that are subject to detonation: 160 → 150 |
Gundam Heavyarms Custom [EW]
Since the win rate is extremely low in the Diamond or higher rate range, the "Double Gatling Gun" and "Moonsault" will be adjusted to make them easier to use.
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Double Gatling Gun ↑Heat value reduced on cooldown of ↑heat gauge (per second): 0.3 → 0.4 |
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Moonsault ↑Cooldown: 10 → 8 |
Gundam Dynames
The reticle behavior when hit by a shotgun attack, when using the "GN Sniper Rifle" scope, has been removed.
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GN Sniper Rifle ↑Reticle behavior when hit by a shotgun type attack is removed. |
Susanowo
Since it is still a unit with a high win rate and usage rate, and furthermore, its performance will be greatly improved by this adjustment of the armor grant, "I Fight to Live!" and the maximum amount of armor granted will be reduced.
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I Fight to Live! ↓Amount of armor granted: 300 → 200 |
Zeta Gundam
Due to its low performance compared to other units using the same type of main weapon, the number of magazine rounds is increased with the aim of strengthening its continuous combat ability.
However, the damage of the "Hyper Mega Launcher" is one of the highest among all skills, so the damage and cooldown time will be adjusted.
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Beam Rifle ↑Number of rounds in magazine: 8 → 9 |
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Hyper Mega Launcher ↓Cooldown: 9 → 10 |
Matchmaking/Rating Adjustments
- Adjustments to the logic of combat evaluation that affects rate increase and decrease.
・The evaluation accuracy of some units will be improved.