MS Explanation

The Titans developed the MK-II as the successor to the Gundam, based on its original design concepts and reflecting practical data from its use. One of the key policies for the rebuilding of the Federation Army after the One Year War was the use of MS at every possible level, but after the participation of an external company in the Gundam Development Project led to the leaking sensitive information, the Titans opted to have the MK-II developed entirely within the Federation. It marked the transitional period between the first and second generation MS, hailing from the Federation's North American Augusta Base and of the genealogy of the Alex, a high spec MS tuned specifically to be able to keep up with the reaction speed of Amuro Ray. Among the first MS to use the movable frame, it was easy to maintain while also offering exceptional mobility.

Statistics

LV1 LV2 LV3 LV4 LV5 LV6 LV7 LV8
Cost 500 550 600 650
HP 14000 15000 15250 17000
Ballistic Resistance 16 18 19 22
Beam Resistance 16 18 19 22
Melee Resistance 22 24 25 28
Ranged Boost 25 27 29 31
Melee Boost 30 33 36 39
Movement Speed 130
Top Speed (HSM) 210
Thruster Gauge 65
Turning Speed 66
Respawn Timer (Seconds) 17 19 21 22
Rank Required (DP) - - - -
Rarity ☆☆☆ ☆☆☆ ☆☆☆ ☆☆☆
DP Cost - - - -
Recycle Ticket Cost 395 435 -

Parts Slots

LV1 LV2 LV3 LV4 LV5 LV6 LV7 LV8
Close Range 15 16 17 18
Medium Range 15 17 19 21
Long Range 6 7 8 9

Weaponry

Main Weapon (Ranged)

Main Weapon (Melee)

Secondary Weapon

  • Vulcan Pod System
LV1 LV2 LV3 LV4 LV5 LV6 LV7 LV8
Damage 90 95 100 105
Ammo 90
Range 180m
Cooldown Time 0 sec
Reload 13 sec
  • Knuckles Sealant Launcher
LV1 LV2 LV3 LV4 LV5 LV6 LV7 LV8
Damage 300 315 330 345
Ammo 1
Range 200m
Cooldown Time ---
Relaod 25 sec
  • MK-II Shield
LV1 LV2 LV3 LV4 LV5 LV6 LV7 LV8
Shield HP 3500 3750 4000 4250

Skills

  • Leg Shock Absorber LV3
    • Reduced load on legs when landing. -30% after jumping, -15% after evasive maneuver, and -1% to recovery time from load on legs.
  • Quick Boost LV3
    • -30% to charge time when jumping.
  • Emergency Evasion System LV1
    • Pressing Boost twice causes the MS to perform an evasive move and overheating the thrusters.
  • Flight Control Program LV2
    • Allows the MS to perform additional jumps, or boost actions while in the air, if there is thrust available.
  • Glide Structure LV3
    • Reduces the fall speed of the MS.
  • High-Performance Balancer LV1
    • Allows the MS to cancel landing and thrust recovery animations by using Melee Attacks or Tackles.
  • Melee Combo Controller LV1
    • Allows for a 2-attack melee combo. 2nd attack has reduced damage.
  • Forced Injector LV1
    • Allows the MS to cancel boost recovery animation with additional boosting maneuvers, but at increased thrust cost.

Hangar Upgrades

LV1 +1 Melee Resistance (450) +1 Melee Boost (910) +100 Shield HP (1370) +1 to Parts Slots (1830) +3 sec to Capture MS (3660) -30% Damage from Support Fire (5490)
LV2 +1 Melee Resistance (530) +1 Melee Boost (1070) +100 Shield HP (1600) +1 to Parts Slots (2140) +3 sec to Capture MS (4280) -30% Damage from Support Fire (6420)
LV3 +1 Melee Resistance (600) +1 Melee Boost (1210) +100 Shield HP (1820) +1 to Parts Slots (2430) +3 sec to Capture MS (4860) -30% Damage from Support Fire (7290)
LV4 + Melee Resistance (-) + Melee Boost (-) + Shield HP (-) + to Parts Slots (-) +3 sec to Capture MS (-) -30% Damage from Support Fire (-)
LV5
LV6
LV7
LV8

Notes

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