GBO2 Char's Gelgoog: Insane melee output!

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  • Опубліковано 18 вер 2024
  • This video is a rated match I had with LV1 Char's Gelgoog on Gundam Battle Operation 2. It is a 450 cost raid with incredibly high melee damage, melee stunlock ability, great durability and good mobility. It has drawbacks for these great strengths including weak stun ability and mediocre midrange ability. I think that this match went pretty well overall, though the enemy Hizack Cannon was really bulky and it was hard to destroy it in one combo even with stunlocking involved. I was basically just looking for chances to land the big damage triple downswing combo on anybody I could, so I hope that you enjoy watching!
    The primary weapon of Char's Gelgoog is a beam rifle with 2000 (2400) power, 4 seconds cooldown, 60% (90%) heat, 13 seconds overheat, 1 second swap, 400m (550m) range, 4.5 seconds focus time and 10% stagger value. This has pretty high damage when looking at single shots but it suffers from high heat on both firing modes, long cooldown, long focus time and poor stagger value. You basically have 8.5 seconds cooldown between shots, and if caught out in the open you have to charge for 4.5 seconds without being interrupted to fight back. This means you will have trouble consistently fighting even supports unless you can approach them with your rifle already charged.
    Its primary melee weapon is an enhanced beam naginata with 2300 power, 2.5 seconds cooldown, 0.5 seconds swap and 100/80/64% combo modifier. This has short range on neutral and side swings which can make it a little awkward to use, but the combo modifier is pretty incredible and it has fast swap time with a quick downswing animation. It is more damage to start combos with your single bladed saber though.
    Its first sub weapon is an enhanced cracker grenade with 1250 power, 3 ammo, 2.5 seconds cooldown, 13 seconds reload, 1 seconds swap and 50% stagger value. These aren't going to be doing a ton of damage and you can't make use of their good stagger value, but they are alright for finishing off weak enemies.
    Its second sub weapon is a single bladed beam naginata with 2600 power, 2 seconds cooldown, 0.5 seconds swap, one swing only and 60%x3 downswing modifier. This shares the same swings as the normal naginata apart from its downswing, which is the same as Gyan. This has very high power along with insane downswing modifier, you can basically do the highest melee damage of any 450 coster if you start and end combos with this weapon. It has slightly longer range than your normal naginata but it is still a little short to be used for raw melee without a stun, so be careful.
    Char's Gelgoog has 18500 HP, 10 ballistic resist, 18 beam resist and 20 melee resist. It has pretty low ballistic resist but the incredibly high 18500 HP means you can take a real beating before going down on your way to the support. This durability is further enhanced by a 15% damage reduction leg buffer. It also has both LV2 Maneuver Armor and LV2 Emergency Evasion for defensive skills, which is incredibly rare for raids to have.
    In terms of mobility it has 135 walking speed, 210 boosting speed, 70 thrust and 69 turning speed. This is pretty good for a 450 cost raid which should make it easy to maneuver around the map to be in the ideal places to use your melee or catch the support. It also has access to both LV2 Forced Injector and LV1 EX Boost for mobility skills. EX Boost is activated via the touchpad and lasts for 6 seconds, while active you have unlimited thrust and gain +10 boosting speed along with +14 turning speed. If you dodge roll while active it will instantly end, once the time expires your thrusters will be overheated for 21 seconds. This is a pretty situational skill but I think it is most useful for a surprise counter tackle if you are caught overheated by the enemy.
    Overall I think Char's Gelgoog is a potentially powerful suit but it is held back by its quite poor primary weapon along with weak sub weapons for shooting/stunning. It is similar to the Gyan in that it has ridiculous melee damage but poor stun ability. You can use it in much the same way with waiting for allies to stun for you, then you can unload your powerful melee. Though you do have a consistent stun with Char's Gelgoog unlike the Gyan, even if it is slow to charge. So you can take out supports without allies hard setting you up. I am not sure if a raid with this playstyle and set of drawbacks is really good for a 450 meta which is dominated by ridiculously overtuned generals along with supports that have incredible self defence ability, but it is pretty fun to play and at least viable. So I think I can recommend it if you enjoy the Gyan or the style of raid which has great melee ability with weak stuns. It was available a while ago as a bonus for buying tokens but is no longer able to be purchased. Thanks for watching and I hope that you enjoyed it!
    Music used:
    Shin Megami Tensei 3: Nocturne, Beezlebub
    Dynasty Warriors Gundam, A Good Thing Is Possible

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