This video has two recent matches I had with the LV1-2 Zee Zulu on Gundam Battle Operation 2. It is a 550-600 cost raid with outstanding melee damage, instant knockdown claws, high mobility and practically constant Maneuver Armour while holding a melee weapon. Its only real weaknesses is that it doesn't have a good shooting game or anything, but even its beam machine gun is pretty decent for that. This first match was a 600 quick match and went really well other than two deaths early on, I do regret being a bit toxic by shuffling on people though. The second match was a 550 jungle Clan Match where I was playing with my clan OmF. I would like to say GGs to everybody in OmF that participated, along with all the clans we played against today! I hope that you enjoy watching!
The primary ranged weapon of the Zee Zulu is a beam machine gun with 550x5 (2000) power, 20 ammo, 1 second cooldown, 13 seconds reload, 0.77 seconds swap, 300m range, 2 seconds focus time and 25%x5 (80%) stagger value. This practically works like an ammo based version of the Gerbera Tetra beam rifle, but with higher damage and a fast focus time charge shot. It is easy to stagger the enemy with uncharged bursts to go straight into melee, or to restagger with your grenade launcher while getting closer to do the same thing. It has solid ranged damage if your aim is good as well.
The primary melee weapon of the Zee Zulu is a pair of heat claws with 2650 power, 2.5 seconds cooldown, 0.33 seconds swap, 90% side swing modifier and 150% down swing modifier. These share the same down swing motion as Pixy but with a blazingly fast swap time. This is extremely easy to start combos with or to hit and run with, since there is almost no recovery time after a down swing. Neutral and side swings instantly knock down, so try to abuse your high priority and almost attempt to frontline where possible by knocking down many enemies.
Its first sub weapon is a pair of heat knives with 2100 power, 2.5 seconds cooldown, 0.33 seconds swap time, 80/64% combo modifier and 65%x2 down swing modifier. These suffer from pretty short range, but share the same amazing swap time as your heat claws. They have amazing combo modifier just like the lower cost Z'Goks, so you can start combos with these for even more damage output if you are confident enough.
Its second sub weapon is a machine gun attached grenade launcher with 1600 power, 1 ammo, 12 seconds reload, 0.77 seconds swap, 300m range and 50% stagger value. This only has one ammo, sort of long reload time and low damage. It has large splash radius like a bazooka though, so it is easy to use before entering into your powerful melee combos.
The LV1 Zee Zulu has 19000 HP and 22 in every resistance. This is rather durable for 550 cost, especially considering your 15% resistance buffer for the claw containers on the arms. The LV1 Zee Zulu is unable to reach more than 35 beam or ballistic resistance due to slot layout, but this is not an issue for the LV2. You lack a dodge roll or Maneuver Armor which is highly unusual for a raid, instead you get LV1 Close Combat System. This acts in the same way as Maneuver Armor where it blocks ranged instant staggers and downgrades heavy stagger to normal stagger, but takes affect while holding a melee weapon rather than when boosting. This means that you can resist stuns without even consuming thrust by boosting around like other raids have to, it also means that you cannot be stunlocked by ranged weapons. It means you lack any sort of stun resist while holding a shooting weapon, but your fast swap time melee means this isn't an issue at all if you have proper awareness. It also grants a mobility buff with +5 walk speed, +10 boost speed, +5 turning speed and 100% strafing speed in every direction. Zee Zulu also has LV1 Damage Control which makes stun accumulation to stop it take longer.
Zee Zulu has 130 walk speed, 210 boost speed, 70 thrust and 78 turning speed. This doesn't seem too special at first, but your Close Combat System boosts this up quite a bit which makes Zee quite nimble overall. You also have LV2 Forced Injector to dodge around cover or incoming fire.
Overall I think that Zee Zulu is quite frankly, overpowered. Its stun resistance while holding melee makes it tough for even generals to stop it consistently, unless they are a dedicated raid hunter general like Kapool or Efreet Schneid. Me and my clan ran two of them during this clan match for good reason, they can absolutely tear through any suit in the game regardless of their class. I find it ridiculous that Schuzrum Galluss was nerfed but this was left untouched, I think that it is stronger than the Galluss ever was. The majority of generals at this cost are straight up not properly equipped to handle it, so Zee should be nerfed. Thanks for watching, and I hope that you enjoyed it!
Music used:
Shin Megami Tensei III, The Final Battle
Dynasty Warriors Gundam 2, A Good Thing Is Possible
29 сен 2024