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GBO2 TR-6 Woundwort: The king of melee supports?!

Автор: Avenger1_ GBO2

Загружено: 2023-08-31

Просмотров: 18768

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This video contains two matches I had with the recently released LV1 Woundwort on Gundam Battle Operation 2. It is a 450 cost support with great mobility, incredible melee damage, high ranged damage, long reaching melee, a short reload time wired claw which serves as a ranged melee attack along with an i-field which can block instant staggers. Its weaknesses would be that it has 0 ballistic resistance and that it has short range for its best damaging tools. I didn't expect this suit to come out as a 450 cost, I expected 550 at least. Though the loadout and general feel makes it handle like a higher cost suit, just with the damage tuned down a bit. It feels out of place for 450 cost. I hope that you enjoy watching!

Its primary weapon is a heat blade rifle with 1800 (2800) power, 80% (90%) heat, 3.5 seconds cooldown, 15 seconds overheat, 0.77 seconds swap time, 450m (?m) range, 3.5 seconds focus time and 20% (40%) stagger value. This is an all round great weapon, with it having decent heat and power uncharged with the charge shot having massive power, long range and piercing. Both modes instant stagger.
Its primary melee weapon is the suits bare hands with 1000 power, 2.5 seconds cooldown, 0.5 seconds swap time, 100% side swing modifier and 180% downswing modifier. This seems like a joke of a primary weapon at first but the downswing power means that it still does decent damage. The downswing is very long reaching and has a lingering hitbox, making it great to knock over enemies with.
Its first sub weapon is a head vulcan gun with 80 power, 40 ammo, 510 RPM, 6 seconds reload, 0.5 seconds swap time, 200m range, 680 DPS and 5% stagger value. This is pretty ok as far as vulcans go, it has decent DPS and can stagger in 2.3 seconds.
Its second sub weapon is a heat blade with 2000 power, 3 seconds cooldown, 0.77 seconds swap time, 100% side swing modifier and 150% downswing modifier. This has gigantic range with its neutral and down swings which makes it easy to initiate with, it also has high damage on downswings.
Its third sub weapon is a wired claw with 2200 power, 1 ammo, 7 seconds reload, 0.77 seconds swap time and 150m (180m effectively) range. This works like the Gatsha hammer gun in terms of usage, but is a normal staggering melee attack. This is a pretty broken tool for both offensive and defensive purposes, since it breaks Maneuver Armor no matter what. You can use it after stuns for more damage or as a tool to get closer to unleash more melee attacks.
While transformed it also has a variant of the heat blade rifle with 700x3 power, 20%x3 heat, 0.5 seconds cooldown, 15 seconds overheat, 400m range and 35%x3 stagger value. This can only be used while transformed but it has great power and stagger value. This makes it a very damaging but also risky combo option for long range damage confirms, since you can stun with the MS mode beam rifle then immediately transform to start firing this one.

The LV1 Woundwort has 18000 HP, 0 ballistic resist, 24 beam resist and 18 melee resist. 0 ballistic resist stands out as a major weakness and while it definitely is a downside, the very high HP makes up for it. It has a composite shield booster i-field skill which blocks all forms of beam stagger and reduces beam damage taken by 70%, though it consumes thrust for each attack that it absorbs. This is a really good skill but it's not completely reliable, since enemies can just aim around the shield booster.
It also has 130 (180) hover speed, 190 (225) boost speed, 70 thrust and 66 (54) turning speed. Its mobility is incredible for a 450 cost support, basically being on par with generals apart from it having 10-20 less boost speed than them. The transformed mobility is also quite good. Furthermore, it has LV2 Forced Injectors which gives it an extra advantage in terms of mobility.

Overall I feel like the Woundwort is going to be a great option at 450 cost. It doesn't play like a standard support, but more like a combination between support and raid if that makes sense. You have the tools to beat or at least knock over anybody in CQC with your melee, even raids can find it very difficult to approach you. A support with borderline overpowered self defence in a cost where generals are already way too good at screening raids means that the Woundwort is pretty much safe from them. This suit needs you to be adept at both support positioning along with raid melee skills, so I don't think that it is for everyone. But I can highly recommend it if you can play like that. Thanks for watching, and I hope that you enjoyed it!



Music used:

Zone of the Enders: Second Runner, Anubis Battle

Dynasty Warriors Gundam 2, Mirage

GBO2 TR-6 Woundwort: The king of melee supports?!

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