This video contains two matches that I had with the recently buffed Rozen Zulu on Gundam Battle Operation 2. It is a 700 cost support with incredible DPS, multiple instant staggers that can chain into one another, mobility on par with or surpassing that of 700 cost generals, a lock on ranged melee attack, great durability, access to LV3 Defence Mode, access to Psycho Jammers which can disable NT-D/psycommu weapons alongside having very powerful melee. Its weaknesses would be that it only has one instant stun if you don't take the lock on INCOMs into account, it also needs to be within 300m range to use the INCOMs. This suit was recently buffed with +1500 HP, +5 thrust, LV3 Left Arm Option Buffer, LV3 Back Buffer, a larger ASL area for the arm beam gun, a larger ASL area for the beam INCOMs, 4 seconds cooldown for the shield beam cannon and 15 seconds overheat for the shield beam cannon. I hope that you enjoy watching!
Its primary weapon is a claw megaparticle cannon with 500x3x2 damage, 0.8 seconds cooldown, 28%x2 heat, 20 seconds overheat, 0.5 seconds swap time, 450m range and 13%x3x2 stagger value. This has long range, high DPS and pretty good stagger value. It is a great tool to break generals maneuver armor with or as a way to push damage.
Its primary weapon is a large claw with 3000 power, 2 seconds cooldown, 0.5 seconds swap time, 70% combo modifier, 100% side swing modifier and 90%x2 downswing modifier. This has short reach but otherwise has absolutely incredible damage.
Its first sub weapon is a shield beam cannon with 1100x3 (1300x9) power, 80% (95%) heat, 4 seconds cooldown, 15 seconds overheat, 0.5 seconds swap time, 400m (600m) range, 5 seconds focus time and 10%x3 (25%x9) stagger value. Uncharged shots instant stagger with high damage. The charged shot fires 9 instant staggering piercing beams that spiral outward.
Its second sub weapon is a claw INCOM with 2500 power, 1 ammo, 13 seconds reload, 0.33 seconds swap time, 300m range and 35% stagger value. This works very similarly to the tri-blades found on the Todesritter, it locks on very fast and fires an instant staggering projectile. What makes this unique though is that it counts as melee damage, meaning that it can break the enemies Maneuver Armor no matter what.
Its third sub weapon is a beam INCOM with 500x3x2 power, 90% heat, 2 seconds cooldown, 13 seconds overheat, 0.5 seconds swap time, 300m range and 10%x3x2 stagger value. This needs to lock on but it fires an instant staggering piercing beam from both claws, very similar to the Hamma Hamma.
Its fourth sub weapon is a set of psycho jammers with 0 power, 100% heat, 25 seconds overheat, 0.77 seconds swap time and 150m range. This has very short range, but once locked and fired they will stick onto the target for 10 seconds. During this time they will have -5 boosting speed, they cannot use psycommu weapons, they cannot activate NT-D, they lose -200 HP per second if already in NT-D, they take +10% damage from the class that they have disadvantage against and they deal -10% damage to the class that they have advantage against. These can be locked on while boosting, but they cannot be used against opponents with active skills that prevent psycommu jack.
The Rozen Zulu has 27000 HP, 24 ballistic resist, 30 beam resist and 24 melee resist. This is really great durability, it has no weak point. It even has the parts slots to build for max melee resist if you really wanted to. It gets a 30% damage reduction buffer for the shield and backpack, alongside LV3 Defence Mode and LV1 Damage Control. LV3 Defence Mode is activated via the touchpad and blocks every form of stun/knockdown, it also reduces damage taken by 60%. You cannot exit the skill while being shot at, but you can activate it while landing from a boost.
In terms of mobility it has 145 hover speed, 220 boosting speed, 75 thrust and 75 turning speed. This mobility is basically on par with generals at this cost like Nu Gundam or Moon Gundam, actually even greater since it has access to LV3 Forced Injectors. It also has LV2 Flight Control.
In conclusion, I feel like the Rozen Zulu is gonna be an absolute monster after these buffs. It was already a strong suit in my opinion, with good durability and incredible stunlocking potential, and now these two aspects have been enhanced even further. If you are willing to overheat the shield beam cannon, it becomes possible to one combo or nearly one combo generals, which IMO is really ridiculous for a suit to be able to do from midrange. My only real complaint is that like the Kshatriya, they didn't make the INCOMs/funnels work like they did in the anime, which is a little disappointing. Maybe they could have gave it another INCOM subweapon to replicate how it worked in the anime instead of these buffs. Thanks for watching, and I hope that you enjoyed it!
Music used:
Shin Megami Tensei III, Last Boss Battle
Dynasty Warriors Gundam 2, A Good Thing is Possible
10 июн 2024