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    Pilots 
Voiced by: Type A: Jeannie Tirado, Type B: Amber Lee Connors, Type C: Brittney Karbowski, Type D: Dani Chambers, Type E: Madeleine Morris, Type F: Morgan Berry, Type G: Howard Wang, Type H: Ricco Fajardo, Type I: Stephen Fu, Type J: Clifford Chapin, Type K: Sean Schemmel, Type L: Aaron Dismuke

The various pilots who pilot the Mobile Suits.


  • The Faceless: Has no appearance outside of the voicework.
  • Large Ham: A few voices are far more boisterous in their speech.

Mobile Suits

    RX-78-2 Gundam 
https://static.tvtropes.org/pmwiki/pub/images/ge_gundam.png
Source: Mobile Suit Gundam
Trailing the Principality of Zeon in Mobile Suit development, the Federation developed this machine as part of Operation V to turn the tide. Boasts remarkable performance. Piloted by Amuro Ray.

The original Gundam.
The Gundam is a mid-range sniper dedicated to performing adequate damage while attacking or defending. It attacks with its trusty Beam Rifle, able to aim down its shots for better accuracy at the risk of lower movement speed. Its Skill 1, Gundam Shield, can protect itself with a large shield, defending allies behind itself too. Skill 2 is the Hyper Hammer, swinging a flail that launches itself at the enemy dealing damage, knockback, and breaking enemy shields that are up.

Its G-Manuever is the Super Napalm Grenade, a projectile that explodes on countdown, dealing large amounts of damage over time in a huge radius.


  • Alternate Company Equivalent: In terms of gameplay, it combines aspects of Ashe and Brigitte while having D.Va's Ultimate.
  • Epic Flail: Uses the Hyper Hammer as a weapon. It is capable of disabling enemy shields if it hits.
  • Laser Blade: Uses a beam saber in its surprise MVP animation on Sazabi, although it does not use one in gameplay.
  • Luckily, My Shield Will Protect Me: Carries a shield to protect itself. Unlike the Sazabi and GM it can't attack while it's shield is out, it only lasts for a time and has a cooldown. On the plus side, it doesn't slow the suit down, prevent dashing, or impede boost gauge recovery. This makes it specifically useful to get out of trouble or to cover allies.
  • Mighty Glacier: Going in ADS gives the Gundam huge potential damage rate, but cuts its speed in half. It can also protect itself with a shield, but unlike the other shield users can still dash while keeping it up.
  • Nerf: At launch, Gundam's shield had just as much health as the unit itself, which along with the lack of movement penalty made it incredibly hard to kill before it could grab a health pack. Eventually, its durability was reduced to less than half of what it was.
  • Powerful, but Inaccurate: The shots from the Beam Rifle are pretty powerful, but sustained fire is inaccurate without ADS.
  • Simple, yet Awesome: Gundam's greatest asset is the statistical qualities of its Beam Rifle: high damage rate (especially with headshots), large magazine, manageable reload time, and perfect accuracy in ADS.
  • Shooting At Your Own Projectiles: It throws its Super Napalm Grenade and then shoots it with its Beam Rifle for it to detonate later.
  • Trick Bomb: Its Super Napalm Grenade causes a huge conflagration where it detonates.

    MS-06 Zaku II [Shooting Equipment]​ 
https://static.tvtropes.org/pmwiki/pub/images/ge_zaku_ii.png
Source: Mobile Suit Gundam
A mass-produced mobile suit developed by the Principality of Zeon. After overwhelming the Federation during the early days of the One Year War, the Zaku's versatile design spawned numerous variations. This model has an anti-mobile-suit Zaku Machine Gun as its main weapon.

The original Gundam Mook.
The Zaku attacks using a powerful short-range machine gun. Its Skill 1 is the Smoke Discharger, allowing it to evade all incoming damage, making it a powerful escape tool or excellent defense for approaching. Its Skill 2, Cracker Grenade, is an explosive that deals damage, knockbacks enemies, and stuns them.

Its G-Manuever, Heat Hawk Slash, is a forward dash that slices through enemies, dealing damage and also stunning them.


  • Camera Abuse: Its "The End" MVP animation has it riddling the screen with bullet holes before stepping on it.
  • Close-Range Combatant: Its Zaku Machine Gun has lower effective range than it can throw the Cracker Grenade, but any MS caught inside that range will be quickly shredded by a hail of bullets.
  • Difficult, but Awesome: It's very fragile and it needs to be in close range to be effective, making it very difficult to keep alive. Effective usage of it's triple dash, Smoke Discharger to get in and out of combat and both it's stunning Cracker Grenade and Heat Hawk makes it a terror that can quickly pick off enemies while quickly moving in and out of danger.
  • Fragile Speedster: Has only 800 HP and struggles to deal damage beyond short range, but also has three Dash bars. Rather fitting for a unit once piloted by the Red Comet himself
  • Hit-and-Run Tactics: The Zaku II [Ranged] is best used in this way, swooping in to a lone target, bursting it down with machine gun fire, then retreating before the enemy team can react. Otherwise, it will not last long in a protracted slugfest.
  • Law of Chromatic Superiority: Yes, you can unlock Char Aznable's custom red version of it as a skin. Fitting to the trope, it's a Legendary skin.
  • Red Ones Go Faster: Averted. The Char Custom Legendary skin does not, in fact, make it go faster for gameplay balancing reasons.
  • Smoke Out: Its Smoke Discharger creates a cloud of smoke to render it temporarily immune to damage.
  • Throw Down the Bomblet: Carries a Cracker Grenade to damage, knockback, and stun to all units in a small area.

    MSN-04 Sazabi 
https://static.tvtropes.org/pmwiki/pub/images/ge_sazabi.png
Source: Mobile Suit Gundam: Char's Counterattack
A Mobile Suit for Newtype pilots developed by Neo Zeon. Its cutting-edge Psycho-Frame provides unparalleled responsiveness, making the Sazabi the pinnacle of Zeon's Newtype design tech. Piloted by Char Aznable.

The Sazabi is a tanky frontline unit with regenerating shields that let it stay in the fight. Its Beam Shot Rifle excels in close-quarters combat, and its Beam Tomahawk grants it deceivingly tricky mobility when used in conjunction with its Homing Boost, in addition to knocking back enemies when it needs breathing room.

Its G-Maneuver, Funnels, unleashes floating beam turrets that attack any opponents that get to close, making it even more of a menace to enemies forced into its prime range.


  • Dash Attack: Its Homing Boost allows it to charge towards an ally or a thrown Beam Tomahawk, dealing damage and knockback to enemies hit along the way.
  • Difficult, but Awesome: Mastering the Beam Tomahawk is tricky, as it's a rather slow projectile thrown in an arc, but it has the ability to stun an enemy and also enables the Sazabi to boost significant distances. Knowing when to use the tomahawk as crowd control or mobility tool is key in playing the Sazabi well.
  • Drone Deployer: Able to deploy Funnels to attack enemies as its G-Maneuver.
  • Laser Blade: Uses a beam tomahawk.
  • Luckily, My Shield Will Protect Me: Carries a shield to protect itself.
  • Mighty Glacier: It is the largest Mobile Suit in the game by significant margin, boasting the hit points and close-range firepower to match, but it lacks in agility and long-range options.
  • Short-Range Shotgun: Its Beam Shot Rifle functions like this. It even racks the forend like a pump during the reload animation.
  • Throwing Your Sword Always Works: Able to throw its beam tomahawk at enemies. One of its MVP animations has it throwing it at a GM.
  • X-Ray Vision: Its Enemy Search ability will mark enemies in sight of it, making them visible to Sazabi's whole team through obstacles for a short time.

    RGM-79SP GM Sniper II 
https://static.tvtropes.org/pmwiki/pub/images/ge_gm_sniper_ii.png
Source: Mobile Suit Gundam 0080: War in the Pocket
An offshoot of the GM, developed by the Federation Forces during the last days of the One Year War. With specs on par with the RX-78 Gundam and a sophisticated sensor array in its head, the GM Sniper II can use its head visor to snipe targets across staggeringly long distances.

The GM Sniper II is a long-range combat master that can take down enemies from afar with its Sniper Rifle, a critical hit with which may take out most opponents in a single shot. With its Jump Booster skill, it can also easily position itself to do the most damage while staying out of harm's way. Its Repair Gun also gives it support utility, allowing it to repair damaged allies at a safe range. When it comes to close quarters, however, its only option is the Vulcan Pod, which deals decent damage, but suffers from a long cooldown.

Its G-Maneuver, Sensor Visor, highlights the locations of all enemies, and relays this information to allies.


  • Crippling Overspecialization: It has very little in terms of dealing with close up combat, only having its Vulcan Pod, the scope lacking a change in zoom, and the hipfire is nearly nonexistent at hitting a target in front of you without either being on top of them or scoped.
  • Every Bullet is a Tracer: Shots from the GM Sniper leaves a white trail and makes a loud noise to make it easier to know where you're being shot at.
  • Finger Gun: Its Taunt emote has it doing a finger gun pose.
  • Goggles Do Something Unusual: It flips its visor down for its G-Maneuver for X-Ray Vision.
  • Healing Shiv: Carries a Recovery Gun that can revive disabled allies from a distance.
  • Long-Range Fighter: Naturally as a sniper.
  • Luckily, My Shield Will Protect Me: Uses a shield as an elevated firing position for its sniper rifle in one of its MVP animations, but does not use one in gameplay.
  • Ranged Emergency Weapon: What its Vulcan Pod amounts to be. Since the Sniper Rifle is incredibly inaccurate unless scoped, the Vulcan Pod is GM Sniper II's only means to defend itself in close range.
  • Springs, Springs Everywhere: Can deploy a Jump Booster that can boost units into the air.
  • X-Ray Vision: Its G-Manuever enables it to see enemies through walls.

    ZGMF-XX09T DOM Trooper 
https://static.tvtropes.org/pmwiki/pub/images/ge_dom_trooper.png
Source: Mobile Suit Gundam SEED Destiny
Although the DOM Trooper was originally intended to serve as ZAFT's next-generation machine, the Clyne Faction actually completed its design and deployed it in battle. The DOM Trooper's large, leg-mounted hovering units provide swift ground movement across all manner of terrain.

The DOM Trooper is a mid-ranged fighter that leverages its Gigalauncher against enemies, blasting enemies with rockets or cutting them down with a laser beam while also locking down areas with its Suction Sensor Mines. While only having one Dash gauge, it's sturdy enough to stay in the fight, and can also provide support to allies with temporary HP, curtesy of its Armor Gun.

Its G-Maneuver, Screaming Nimbus, sends it hurtling forward, bowling over enemies in its path. The energy trail it leaves behind also provides allies with a speed boost and temporary HP.


  • Dash Attack: Its G-Maneuver allows it to charge forward and significantly damage enemies in its path. It also leaves a trail that will buff allies standing on it.
  • Energy Weapon: Its launcher has a beam cannon attached to it. As it's a Hitscan weapon with no damage falloff, the beam is good at countering distant targets that would otherwise dodge the bazooka's shells.
  • Grenade Spam: Or "Mine Spam" to be precise. Suction Sensor Mines aren't very powerful, but a DOM Trooper can have three deployed, three stored up, and stocks a new one every four seconds. You can't push forward with them because they're only thrown a short distance, but they make chasing after a DOM a very risky move.
  • Hover Skates: As with all Dom variants, the DOM Trooper utilizes its leg-mounted thermonuclear jets rather than running/hovering like other MS, giving it a distinct movement pattern.
  • Land Mine Goes "Click!": The DOM Trooper can deploy up to three mines at the same time. These don't do too much damage nor do they have a huge blast radius, but they are hard to spot in a hectic fight and can be attached anywhere, even ceilings.
  • Laser Blade: Uses a beam saber in one of its MVP animations as well as its surprise MVP animation on Turn A Gundam, although it does not use one in gameplay.
  • Luckily, My Shield Will Protect Me: Deploys an beam shield when using its G-Maneuver.
  • Status Buff: Its G-Maneuver grants temporary bonus HP and increased movement speed to allies. It also has an Armor Gun that provides temporary armor to a single ally.
  • Invulnerable Attack: Screaming Nimbus deflects any projectiles that hit DOM from the front as it charges forward.

    RX-75 Guntank 
https://static.tvtropes.org/pmwiki/pub/images/ge_guntank.png
Source: Mobile Suit Gundam
The first mobile suit successfully developed by the Earth Federation Forces as part of Operation V. Its tank-like design reveals a disparity between Federation and Zeon tech. It can launch the transforming Core Fighter stored inside its body.
A companion tank for the original Gundam.The Guntank primarily fires using the Bop Missile, firing at anything that's within its range. It can also focus fire, increasing the target range and dealing more damage. its Skill 1, Rush, allows it do dash around, dealing damage to enemies and deflect shots from the front. It can also end the charge early with a mighty swing, dealing more damage and knockback. Its Skill 2, Cannon, fires a midrange projectile that deals damage in a small area where it lands. High Speed Recovery, its passive skill, allows the Guntank to revive downed allies faster than normal.

Its G-Manuever is Launch Core Fighter, firing the Core Fighter from the center of the Guntank, it can fly around before detonating dealing heavy damage in a small area.


  • Always Accurate Attack: Its primary fire automatically aims at enemies within range.
  • Area of Effect: Its cannons can hit up to three units within a short range.
  • Arm Cannon: Its primary fire is done through its arms.
  • Combat Resuscitation: It can revive disabled allies faster than others.
  • Dash Attack: Can charge at enemies as an attack.
  • Death by a Thousand Cuts: Guntank's cannons do very minimal damage and are best designed to support other mobile suits to focus down enemies. It best functions by either doing slow damage to multiple units within a short range, or by focusing slightly faster damage to whichever unit is closest to it when it focuses by holding down right mouse.
  • Gatling Good: Its primary fire is from a pair of four-barrel cannon hands.
  • Gameplay and Story Segregation: Its G-Maneuver is a rather baffling inversion of the Core Fighter's usual function, changing from an ejectable cockpit to an explosive that can be launched and detonated without impeding the main suit's function.
  • Invulnerable Attack: Rush deflects projectiles from the front as Guntank charges.
  • Overheating: In exchange for Bottomless Magazines, its primary fire can overheat if used over a certain amount of time and needs to cool down. Notably, both fire modes build heat up at the same rate.
  • Player-Guided Missile: Its G-Maneuver launches its Core Fighter that can detonate to damage enemies.
  • Shoulder Cannon: Can uses its cannons for mid-range attacks. Despite their visual prominence, their long cooldown and relatively low damage makes them fairly negligible.

    RX-80PR Pale Rider 
https://static.tvtropes.org/pmwiki/pub/images/ge_pale_rider.png
Source: Mobile Suit Gundam Side Story: Missing Link
A prototype mobile suit developed by the Earth Federation Forces. Its unique HADES operating system grants superior combat performance, but puts an increased strain on the pilot and has limited operation time.

Its primary fire is the Bullpup Machine Gun, a rapid-fire machine gun. Its Skill 1, EMP Grenade, tosses out a small grenade that slows down any enemy that passes through it for a small period of time. Its Skill 2, Hand Grenade, tosses a grenade to deal explosive damage in a small area. Its Skill 3, Repair Pod, drops a small device that restores health in a small area to all allies.

Its G-Manuever, HADES, increase movement speed, damage, and reload speed for a short period of time.


  • Combat Medic: Is able to deploy a Repair Pod to heal itself and allies in the vicinity.
  • Dual Wielding: Uses two beam sabers in one of its MVP animations and its Surprise MVP animation.
  • Jack of All Stats: A very balanced character with some support and healing, fittingly you play the tutorial as them.
  • Laser Blade: Uses beam sabers in its "Clean Cut" MVP on a Zaku and Surprise MVP on Exia, although it does not use them in gameplay.
  • Status Buff: Its G-Maneuver is activating HADES to increase movement speed and primary weapon performance for a short time.
  • Throw Down the Bomblet: Carries a Hand Grenade and an EMP Grenade.

    ASW-G-08 Gundam Barbatos 
https://static.tvtropes.org/pmwiki/pub/images/ge_barbatos.png
Source: Mobile Suit Gundam: Iron-Blooded Orphans
One of the 72 Gundam Frames developed during the Calamity War. First unearthed on Mars, it eventually became Tekkadan's dominant battlefield weapon. Piloted by Mikazuki Augus.

The Gundam Barbatos has no options for ranged attacks, but compensates for this with devastating melee attacks and exceptional mobility befitting a unit with a specialty in ambushes and burst damage. Its Mace can be swung in wide arcs or slammed into the ground to stun enemies. Its Boost Jump allows it to leap high across the battlefield, while its Long Sword not only stuns enemies, but can destroy them if it reduces their HP to below zero, precluding the possibility for allies to repair them on the field.

Its G-Maneuver, the Alaya-Vijnana System, restricts its mobility, but allows it to perform up to three charged slashing attacks with its Long Sword while also destroying enemies outright if it reduces their HP to below zero.


  • Camera Abuse: One of its Deploy Animations has it throwing its mace at the screen to fracture it.
  • Carry a Big Stick: Carries a mace as its primary weapon.
  • Charged Attack: Barbatos' overhead mace slam stuns if it connects but has to be charged before being unleashed. It can hold a charge in reserve indefinitely and do most actions but attacking in the meantime; the main disadvantage is that it's very loud.
  • Dash Attack: Its G-Maneuver enables it to perform charging slash attacks.
  • Difficult, but Awesome: Barbatos has zero ranged attacks, meaning that enemies that can stay out of your range have little to worry about. Mastery of knowing your cooldowns, keeping out of sight of midrange fighters, and proper usage of the Boost Jump is key to the character.
  • Hit-and-Run Tactics: Barbatos is specially equipped to ambush, quickly destroy a few enemy units, and flee. It can immediately use its jump again after any kill and one of its regular abilities prevents disabled units from recovering.
  • In a Single Bound: Has the Boost Jump ability to perform massive leaps.
  • No Saving Throw: Units incapacitated by Long Sword or Alaya-Vijnana slashes are destroyed instantly instead of being disabled.
  • Sword Plant: Is capable of impaling enemies from above with its sword. Notably this ability will always destroy a suit rather then disable it.

    MSA-005 Methuss 
https://static.tvtropes.org/pmwiki/pub/images/ge_methuss.png
Source: Mobile Suit Zeta Gundam
The Methuss is the first transforming attack mobile suit developed by the AEUG. Easy to handle thanks to its simple transformation mechanism, it can also play support thanks to its energy supply cable.

The Methuss specializes in support and mobility. As a transforming mobile suit, it is capable of traversing the battlefield with speed and ease, allowing it to hone in on allies and provide healing with its Repair Cable, which can also repair disabled allies at a safe range. It can also hold its own in a fight with its Twin Beam Guns, which can fire a short-ranged Twin Shot; and deploy Gun Turrets to harass enemies.

Its G-Maneuver, Energy Cable, powers up its Repair Cable to provide an ally with increased damage output.
  • Charged Attack: Its Twin Shot charges both of its Arm Beam Guns to fire long range beams to damage enemies in a small area.
  • Combat Medic: Has a healing cable that it can deploy on a teammate, freeing you to attack and heal at the same time as long as you have line-of-sight.
  • Combat Resuscitation: Its cable can revive downed allies, leaving it free to perform other actions. It however takes a second longer than reviving normally.
  • Cool, but Inefficient: Methuss can fire its gun while transformed, but can only shoot in the direction it's flying or at a fixed 45 degree angle off, so you're unlikely to have anyone in your sights. If you want to attack from the air, it's better to gain altitude while transformed, change back, and then shoot while hovering.
  • Flying Firepower: Methuss has a pair of guns and can briefly transform to fly. While every unit can hover, it is one of the few that's still accurate enough to hit anything in midair.
  • Guns Akimbo: Holds beam guns in both hands.
  • Laser Blade: Uses a beam saber in one of its MVP animations but does not use one in gameplay.
  • Status Buff: Its G-Maneuver is capable of granting this to a single ally, causing them to deal more damage and take less damage.
  • Transforming Mecha: Is capable of transforming for temporary flight.
  • Weak Turret Gun: The Methuss' turret has an astonishingly low DPS and health, so it barely registers as a threat on its own.

    NRX-044 Asshimar 
https://static.tvtropes.org/pmwiki/pub/images/ge_asshimar.png
Source: Mobile Suit Zeta Gundam
The first transforming mobile armor capable of self-sustaining flight within the Earth's atmosphere, the Asshimar's lifting body structure allows it to alter its aerodynamics by transforming its upper body into a disc shape.

The Asshimar is a transforming mobile suit similar to the Methuss, but with an emphasis on attack rather than support. Its Large Beam Rifle lets it fight at mid-ranged, but has deceptive range that makes it capable of dealing damage from afar as needed. It can also unleash a Charged Shot that can cripple enemies. Along with its transforming ability that lets it fly over the battlefield, it can also toss Napalm Grenades to burn away enemies with damage over time.

Its G-Maneuver, Asshimar Punch, is an invincible super punch that can plow through, knockback, and stun enemies in its path.


  • Charged Attack: Its Charged Shot charges the beam for a short time before firing a powerful long-range burst.
  • Dash Attack: Its G-Maneuver enables it to charge forward for a short time, deflecting attacks from the front for the duration. Deals damage, knockback, and stun to all enemies passed through.
  • Cool, but Inefficient: Asshimar can fire its gun while transformed, but can only shoot in the direction it's flying or at a fixed 45 degree angle off, so you're unlikely to have anyone in your sights. If you want to attack from the air, it's better to gain altitude while transformed, change back, and then shoot while hovering.
  • Flying Firepower: Asshimar has a gun, grenades, and can briefly transform to fly. While every unit can hover, it is one of the few that's still accurate enough to hit anything in midair.
  • Throw Down the Bomblet: Carries a Napalm Grenade that deals damage over time to all units in a medium area.
  • Transforming Mecha: Is capable of transforming for temporary flight.

    WD-M01 ∀ Gundam 
https://static.tvtropes.org/pmwiki/pub/images/ge_3f_gundam.png
Source: ∀ Gundam
A mysterious mobile suit found within a statue known as the White Doll. It was built with extraordinary technology, and legend speaks of it laying waste to Earth's civilization in a climactic battle long ago. Piloted by Loran Cehack.

The ∀ Gundam excels at mid-to-long range combat, its Beam Rifle being quick and accurate when fired from the hip, or charged to fire slower, but stronger shots that can pierce through enemies. While it struggles in close quarters, it can use Overhead Throw to get more breathing room, and Nanoskin to self-recover.

Its G-Maneuver, Moonbeam Butterfly, sprouts luminescent wings that allow it to take flight, raining energy particles in a trail below to damage enemies.


  • Charged Attack: Its Beam Rifle can be charged for a stronger but slower shot. At max charge, it is capable of One-Hit Polykill.
  • Heal Thyself: Its Nanoskin skill allows it to heal itself.
  • Laser Blade: Uses a beam saber in one of its MVP animations, but does not use one in gameplay.
  • Losing Your Head: One of its MVP animations has it fumbling its head in the air before screwing it back on its body.
  • Power Gives You Wings: Its G-Maneuver is its signature Moonlight Butterfly, giving it wings.
  • Throw-Away Guns: Instead of reloading its primary weapon, it simply throws the gun away and pulls out another Beam Rifle.
  • Wrestler in All of Us: Its Overhead Throw skill grapples enemies to throw them in the air to damage and stun them when they land.

    RGM-79 GM 
https://static.tvtropes.org/pmwiki/pub/images/ge_gm.png
Source: Mobile Suit Gundam
The main mobile suit of the Federation Forces. A low-cost version of the RX-78, GMs were mass produced and frequently deployed in combat alongside Ball combat pods.

The GM is a close-ranged frontline unit with a wide range of abilities that lets it adapt to different situations as necessity dictates. Its Beam Spray Gun provides reliable damage in close quarters, and it can fire from behind the cover of its Shield, which can also be used for a surprise attack with the Shield Bash ability. Its Detonator Bomb lets it plant a remotely-detonated charge, while its Repair Grenade allows it to heal itself or allies at range.

Its G-Maneuver, Homing Mines, plants floating mines that hone in on nearby enemies, letting it lock areas down.


  • Armored But Frail: GM has low health but also a fairly durable shield it can deploy at will, even while firing its primary gun.
  • Healing Shiv: Carries a Repair Grenade that will repair allies where it lands.
  • Homing Projectile: Its G-Maneuver will throw Homing Mines that will fly towards enemies that get too close.
  • Luckily, My Shield Will Protect Me: Carries a shield to protect itself.
  • Non-Indicative Name: GM's primary keeps the name "Beam Spray Gun", even though this game portrays it as more accurate than Gundam's Beam Rifle.
  • The Red Mage: Has some healing, shielding, fire damage, and attack power.
  • Shield Bash: Is capable of using its shield as a weapon this way, damaging and stunning enemy MS in front of it. It also grants Super Armor while doing it, protecting it from stuns and knockback, effecting making it a sort of parry.
  • Squishy Wizard: A mecha version. GM has a somewhat weak primary weapon, low health, and only a single dash, but potent special abilities for both offense and defense.
  • Sniper Pistol: GM's pistol is perfectly accurate except in midair and receives less damage falloff than most weapons (doing at least 70% where most are lowered to 50%).
  • Throw Down the Bomblet: Carries a Detonator Bomb that it can detonate on command to damage enemies in its radius. It can be placed on any surface.

    GN-001 Gundam Exia 
Source: Mobile Suit Gundam 00
One of the four Gundams used by Celestial Being to end war through armed intervention. Developed to excel in melee combat under any conditions. Piloted by Setsuna F. Seiei.

The Gundam Exia is not dissimilar from the Gundam Barbatos in its emphasis on melee combat, but it possesses throwable GN Daggers that allow it to attack from a safe distance as needed. Its GN Sword is used in performing a close-ranged dash attack that can stun enemies, while the Rotating Slash can knock back enemies to allow it to escape when used in conjunction with its Quickstep.

Its G-Maneuver, Trans-Am, reduces the cooldown of its abilities while strengthening its melee attacks.


    RMS-108 Marasai (UC) 
https://static.tvtropes.org/pmwiki/pub/images/ge_marasai_unicorn.png
Source: Mobile Suit Gundam Unicornnote 
Developed by Anaheim Electronics, the Marasai was deployed by the Titans during the Gryps Conflict, and was later used by Neo Zeon Remnants.

The Marasai is a mid-to-long ranged fighter whose Fedayeen Rifle can inflict reliable damage. While close-ranged combat is not its forte, it's not completely helpless when enemies close the gap on it: the Beam Blade on its rifle can slash at enemies in striking distance. It can also pull enemies in with its Sea Snake wired hook, making them a prime target for its Beam Blade.

Its G-Maneuver, Sea Snake (Shock), charges the Sea Snake with electricity to inflict nearby enemies with a long-lasting stun.


  • Boom Stick: Its Fedayeen Rifle is still technically a beam rifle, but has this aesthetic as its barrel lacks a shroud or foregrip of any kind. The Marasai will also twirl it like a quarterstaff in certain animations.
  • Laser Blade: Can emit a Beam Blade from its primary weapon to use as a melee attack. It's meant to be combo-ed with the Sea Snake, as it extends the stun duration of already-stunned units.
  • Lightning Lash: Its Sea Snake weapon is a whip-like weapon that can stun enemies via electricity.
  • You Will Not Evade Me: Can use its Sea Snake to damage, stun, and pull in enemies.

    MS-06 Zaku II [Melee Loadout]​ 
https://static.tvtropes.org/pmwiki/pub/images/ge_dozle_zaku.png
Source: Mobile Suit Gundam MSV
A mass-produced mobile suit developed by the Principality of Zeon, the Zaku's versatile design spawned numerous variations. Vice Admiral Dozle Zabi's personal machine of this model is adorned with engravings and equipped with a large Heat Hawk.

  • Battle Aura: Its Skill 3 consumes its Rage Meter in order to increase its attack skills, signified from its red aura.
  • Bling of War: As the description says, this Zaku II variant is decorated with ornate gold engravings no matter which skin is equipped.
  • Bulletproof Human Shield: Its surprise MVP animation has it knocking down a GM as the latter is holding its shield to block enemy fire and then holding the GM as a shield.
  • Charge Meter: Has a Rage Meter that will fill after attacking or using certain skills.
  • Dash Attack: Can perform a forward tackle attack while guarding. It is capable of disabling enemy shields.
  • Energy Absorption: When using its Survive skill, it strikes a pose and any shots against it will convert into the Rage Meter.
  • Spin Attack: Its G-Maneuver causes it to spin wildly with its Heat Hawk.
  • Status Buff: Once its Rage Meter is filled, it can be activated to temporarily confer Super Armor and boost attack power.
  • Sword Beam: Can create these with its Heat Hawk as a ranged attack.
  • Sword Plant: It plants its axe on the ground when striking a pose for its Survive Skill. It also has its axe embedded on the ground in its MVP animations, whether doing it itself or picking it up.

    G-838 Mahiroo 
https://static.tvtropes.org/pmwiki/pub/images/ge_mahiroo.png
Source: ∀ Gundam
The main mobile suit of the lunar Ghingnham Fleet. With a head full of sensors and an internal structure lined with artificial muscle fibers, the Mahiroo is clearly cut from a different cloth than other mobile suits of its time period.

  • BFG: Its shield has an internal Mega Particle Cannon that can explode the ground and stun enemies.
  • Grenade Launcher: Its primary fire launches grenades.
  • Guns Akimbo: Its G-Maneuver allows it to fire grenades from both arms.
  • Shields Are Useless: Its large "Toroidal Shield" isn't used to guard at all, just to house its secondary weapon.
  • Wall Jump: It's able to wall jump off a wall using its Front Somersault Kick, allowing it to climb to higher areas.
  • X-Ray Vision: Its Sensor Dome skill can scan to spot enemies behind obstacles. Unlike the Sazabi and GM Sniper II's versions of this it can't share enemy outlines with allies.

    RX-0 Unicorn Gundam 
https://static.tvtropes.org/pmwiki/pub/images/ge_unicorn.png
Source: Mobile Suit Gundam Unicorn
The Unicorn utilizes the NT-D System, which activates against Newtypes and Cyber-Newtypes. Piloted by Banagher Links, whose psycho-waves resonate with the NT-D to become a supernatural force.

  • Combat Medic: Its Psycho-frame Resonance can repair nearby allies.
  • Death by a Thousand Cuts: The Beam Gatling Gun does very minimal damage per individual shot. It needs to charge up and maintain focused fire to whittle down enemies. It has a large magazine to offset the damage, and the recoil is minimal enough to stay focused on sustained critical hits
  • Drone Deployer: Has 3 shields with beam gatling guns attached to function as drones.
  • Gatling Good: Uses a Beam Gatling Gun as its primary weapon.
  • Status Buff: Can grant armor protection to allies.
  • Wave-Motion Gun: Its G-Maneuver enables it to use its Beam Magnum.
  • X-Ray Vision: Unicorn has a weak version of this.

    RX-93 ν(Nu) Gundam 
Source: Mobile Suit Gundam: Char's Counterattack
The Nu Gundam was designed specifically for Newtypes, whose basic design came from the Federation’s ace Amuro Ray. The Psycho-Frame provides unparalleled responsiveness, and is equipped with Fin Funnels, guided weapons that are deployed to provide beam attacks and shield defenses at the same time.

  • Boring, but Practical:
    • One of the more effective uses of the Fin Funnels is to quickly attack immobilized or downed units to prevent them from reviving, leaving you to focus on their still-able teammates.
    • Nu's Beam Rifle is less powerful than Gundam's, but has no speed penalty, letting it maintain accurate fire (and build stacks for the Fin Funnels) while dodging enemy fire.
  • Deflector Shields: Its G-Maneuver deploys its Fin Funnels to form a pyramid barrier with 3200 HP to protect itself and allies within immediate proximity.
  • Drone Deployer: Carries 6 Fin Funnels it can deploy to attack a selected target. The number that are deployed increases with every other attack that hits the target—even hits done while the fins are in flight.
  • Foil: Gameplay-wise, to the Sazabi:
    • Both mobile suits have 1200 health, one bar of boost, and are noticeably larger than most of the roster.
    • Both Beam Tomahawk and New Hyper Bazooka are damage skills that also double as mobility options.
    • Sazabi's shield is an alternate fire for its main weapon and its funnels are activated through G-Maneuver. Nu Gundam's are the opposite: its primary weapons marks enemies for the Fin Funnels, which is an activated ability, and it deploys the Fin Funnel Barrier as a G-Maneuver instead.
    • Sazabi works best in close-quarters thanks to its Beam Shot Rifle and shield. Nu Gundam, on the other hand, thrives at mid-to-long range; its Beam Rifle works similarly to the RX-78-2, and the Fin Funnel Barrier can be bypassed simply by walking inside.
  • Gathering Steam: Nu Gundam can inflict an enormous amount of damage on a single target, but needs to hit them several times in a row before having the Fin Funnels do most of it.
  • Laser Blade: Uses a beam saber in its surprise MVP animation on Sazabi, although it does not use one in gameplay.
  • Luckily, My Shield Will Protect Me: Has a shield in all of its MVP animations, although it does not use it in gameplay.
  • Powerful, but Inaccurate: The Fin Funnels' raw damage on marked targets is tremendous, but many of them will miss a fast-moving target.
  • Puppet Gun: Hitting an opponent twice with either the New Hyper Bazooka or Beam Shot Rifle marks them for additional attacks from the Fin Funnels. The effect can be doubled on the same target with another two attacks, but dissipates if you go five seconds without landing any hit on them.
  • Unnecessary Combat Roll: New Hyper Bazooka has the Nu Gundam performing a frontflip, backflip, or cartwheel while shooting, depending on the direction pressed. A standing neutral attack will result in a backflip.

    CA T1-X1/ 3 Hyperion Gundam 
Source: Mobile Suit Gundam SEED X Astray
A unit that possesses two defensive arms—a shield and a barrier. While balanced for attack or defense for frontline and area control, its Armure Lumiere Lancer can break through enemy lines.

  • Arbitrary Minimum Range: Armure Lumiere covers a wide area, but doesn't protect Hyperion from attacks made inside. Your teammates outside will still be covered, as the shield blocks enemy fire in either direction.
  • Backpack Cannon: Its Active Skill Forfanterie fires a beam that pierces enemy units.
  • Beehive Barrier: Its Active Skill Armure Lumiere deploys a barrier around the unit for a set time and blocks certain attacks.
  • Dash Attack: Its G-Maneuver makes it charge forward for a set time and pins all enemies hit. Pinned enemies continue to take damage and are stunned.
  • Deflector Shields: Is able to project shields on generators located on its arm or backpack.
  • Luckily, My Shield Will Protect Me: Can generate a beam shield on its left arm.

    XXXG- 01 H 2 Gundam Heavyarms Custom 
The Heavyarms Custom is a heavy-hitting mid-range tank that leverages its Double Gatling Gun to rain bullets at high speed on enemies. Similar to the Guntank's main weapon, it doesn't need reloading, but continuous fire will cause it to overheat and become unusuable for several seconds. The Double Gatling Gun can be dual-wielded, increasing damage output while decreasing movement and potentially overheating more quickly. It can also fire a shoulder-mounted Missile Pod to ignite enemies and inflict damage over time. While it only has one dash, it can supplement its mobility with the Moonsault, a high-flying jumping flip.

Its G-Maneuver, Hatch Full Open, unleashes a hellish barrage of bullets and missiles in a wide range ahead. While it is usually completely immobile while in use, it can also be comboed into from Moonsault to rain death from above.
  • Chest Blaster: It has chest gatling guns.
  • Cool Mask: Wears half clown mask on its head.
  • Gatling Good: Its primary fire uses its aptly-named Double Gatling Guns. Its also has gatling guns in its chest.
  • Guns Akimbo: Carries a pair of Double Gatling Guns.
  • Leg Cannon: Can fire missiles from its leg-mounted missile pods.
  • Macross Missile Massacre: Can fire missiles as an Active Skill and its G-Maneuver.
  • Overheating: Like Guntank, in exchange for Bottomless Magazines, its Double Gatling Guns can overheat when firing for too long.
  • Shoulder Cannon: Can fire missiles from its shoulders.
  • Spent Shells Shower: Its debut trailer has a few scenes focusing on ejected bullet casings when it is firing its gatling guns.
  • Unnecessary Combat Roll: Its Active Skill Moonsault has it flipping in the air. It also does the same for an emote and an MVP animation.

    GN-002 Gundam Dynames 
Source: Mobile Suit Gundam 00
Wielding its two main weapons, the GN Sniper Rifle and the GN Beam Pistol, this mobile suit can take on enemies at any range.

    GNX-Y901TW Susanowo 
Source: Mobile Suit Gundam 00
A Mobile Suit developed by the autonomous peacekeeping force A-Laws. Boasts increased mobility and firepower compared to its base, the Masurao, which was built exclusively for Mr Bushido. Comes integrated with TRANS-AM, a system that dramatically boosts performance by releasing condensed quasi-GN particles when activated.

  • Charged Attack: It can launch its Beam Chakram after charging it to the maximum.
  • Dash Attack: Its High-Speed Melee Attack skill damages and knockbacks enemies in its path.
  • Double Weapon: It can combine its sabers to form a double-edged weapon called "Souten".
  • Dual Wielding: It wields a pair of Enhanced Sabers called "Shiranui and Unryu".
  • Knockback: Its primary attack and skills can knockback enemies within range.
  • One-Hit Polykill: Its Tri-Punisher skill is capable of going through multiple enemies.
  • Precision-Guided Boomerang: Its Beam Chakram flies a set distance before returning, which can slow enemies that are hit twice by it.
  • Rings of Death: Capable of creating a Beam Chakram as an attack.
  • Status Buff: Its I Fight to Live! skill will grant it armor after it gets a kill or an assist.
  • Super Mode: Its G-Maneuver is Trans-Am, which powers up its skills along with reducing their cooldown.

    MSZ-006 Zeta Gundam 
Source: Mobile Suit Zeta Gundam
A Transformable Mobile Suit produced as an experiment by AEUG's Z Plan. It can re-enter the atmosphere by transforming into the Waverider and possesses great mobility even in its MS form. It is also equipped with a Biosensor, which lets it wield formidable power when piloted by a Newtype.

    MS-18E Kampfer 
Source: Mobile Suit Gundam 0080: War in the Pocket
An assault-oriented mobile suit developed by the Principality of Zeon towards the end of the One Year War. Its construction contains improvements born out of the United Maintenance Plan. The unit features high-output thrusters and live ammunition weaponry, making it well suited for hit-and-run maneuvers. .

  • Area of Effect:
    • The twin bazookas act similar to the Dom's weapon, in that the explosive round deals area damage around it.
    • The Chain Mine unleashes a massive explosion comparable to Gundam's Napalm.
  • Guns Akimbo: Is able to switch from its Shotgun to two Giant Bazookas.
  • Land Mine Goes "Click!": If its G-Maneuver hits the wall or floor, its Chain Mine will split into multiple mines that will detonate after a certain period of time. If it hits an enemy, there's no way to survive.
  • Throw-Away Guns: Much like a certain shotgun-wielding terrorist, Kampfer throws away its shotgun and pulls out another to reload.

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