There are literally hundreds of usable mobile suits and ships in SD Gundam G Generation Cross Rays. Many of them aren’t worth using, but it can be hard to prioritize good units, especially if you aren’t intimately familiar with each series. Without any further ado, here’s the best units and warships in SD Gundam G Gen Cross Rays.
We’ll be separating units by timeline, but warships will go in their own section since there are comparatively fewer. If you don’t see a unit and you feel strongly about making its case, feel free to hit me up on social media or the discord and make your case. If you want to use your favorite units instead of the ones I recommend, then go for it.
Table of Contents
What about Warships?
The best one is the Ptolemaios 2 Kai. It’s easy to unlock (max out the Get Gauge on Awakening of the Trailblazer maps), and has the best stats. You can use other warships, but there’s no reason to.
Pre-battle preparations
Technically you can use any unit in this game, some are just clearly better than others. The upgrade system (and the fact that you can level to 999) makes it so that you can pump any unit’s stats into the thousands if you’re so inclined. It might not be cost or time efficient, but the game does give you that option (This also goes for pilots, incidentally).
There are several units that require certain pilot abilities to really shine. Examples include Barbatos and 00 Raiser, who need the Alana Vijnaya and True Innovator skills respectively. You can obtain these abilities through post-game grinding if you’re really dead set on it. This is largely unnecessary, as there is a huge selection of good suits.
Understanding Movement and Terrain
Each suit will have terrain capabilities. You can use optional parts or SFS (sub-flight systems) to improve a suit’s terrains. Equipping an SFS can boost the movement and terrain capability of units.
Most units are going to have a movement of 6 or 7, so you aren’t losing anything by equipping one. Unlike earlier titles in the series, your units automatically deploy on an SFS.
If you do use an SFS, use the Traiter, which is unlocked by registering 100 units to the production list. It has a move of 7 and an A rank in Space and Atmospheric.
Most units will have A or B in their terrains. S Ranks are pretty rare. Here’s a summary of the terrain bonuses/maluses.
Rank | Damage | Evasion Bonus | Move |
S | 10% | 10% | – |
A | 5% | 5% | – |
B | 0 | 0 | -1 |
C | -15% | -10% | -2 |
D | -30% | -20% | -4 |
Realistically, B rank will be the lower end of the terrain ranks you use, and as you can tell from the modifiers, it’s pretty much a baseline. My rule of thumb is to stick any generally any unit on an SFS if it can benefit from it.
Cosmic Era Suits – Seed, Destiny, Astray
The issue with a lot of these units is that there’s so much progress within the CE timeline – units from Seed just get totally eclipsed by their Destiny counterparts. Many of the units in this timeline have surprisingly low stats despite being neat units that I’d otherwise want to use. It’s a real shame, because some units like Hyperion, Stargazer, or the Astray frames are very cool thematically, but can’t step to the higher tier units.
Destiny Gundam is available from the start of the game if you build the orange Heine Westenfluss version. It’s a fantastic unit, and the only downside is its reliance on beam weaponry.
Infinite Justice has stats that are comparable to Destiny, but slightly worse weapons and terrain ratings.
Strike Freedom is in the same boat as Infinite Justice, except that it does benefit from having a newtype weapon. It also has a ranged physical piercing weapon with a base 4000 power.
Gundam Astray Red Frame Red Dragon has decent stats and weapons, and is inexpensive. However, it also doesn’t have any kind of abilities. It does get credit for that incredible 3-7 range on Caletvwhich, though.
Lord Astray and Gold Frame Amaterasu are technically DLC units but are from this timeline. They’re good but won’t knock your socks off. Lord Astray can be a scrappy melee bruiser if you stick it on an SFS to shore up its terrain capabilities, and is essentially Barbatos or Epyon without funky ability requirements. Gold Frame Amaterasu has a wide range (2-6 and 3-6) on two of its weapons. These units are also inexpensive.
Post-Disaster Suits – Iron-Blooded Orphans
Nearly every unit in this timeline has Nanolaminate Armor, which reduces 3500 damage from Beam Weapons. To offset this, the power level is relatively low for many of the units, and many of the high tier IBO suits are pretty much dedicated to certain pilots due to ability synergies. For example, Barbatos Lupus Rex is a great unit, but only Mikazuki can really take full advantage of it. One thing that does increase the efficacy of IBO units is that they all use physical weapons, so you can stack the related skills to give them some more oomph very easily. Resistance to physical weapons is pretty rare in this game, unlike Beam Weapon resistance. I’m going to give you the bad news now: Gundam Gusion Rebake Full City is pretty underwhelming. It’s cheap to produce but I wouldn’t bother.
Barbatos Lupus Rex – Great overall, but you need Mikazuki to bring out the potential of its ability, which grants a whopping 10% bonus to accuracy and evasion at Super morale. It doesn’t have any holes in its range, and can reach a very wide area with its Tail Blade, which costs very little EN (but does require a Newtype pilot). I would definitely recommend prepping two of these for when you unlock Mikazuki.
Destroyed Gundam Barbatos Lupus Rex Alaya-Vijnana Limiter OFF does have high stats and a single weapon with 6000 base power, but I prefer the intact model.
Gundam Bael – This is a good unit if you intend to use McGillis (2nd). Otherwise, pass on it – only McGillis can really utilize it.
Gundam Kimaris Vidar – You would think this was a protagonist unit since it’s so bonkers. Great stats, even better weapons, and the +20% damage boost on Alaya-Vijnana Type E is crazy. Stick Gaelio (2nd) and Vidar in it ASAP.
Gundam Astaroth Origin – This unit has decent stats and is inexpensive. The 6 move isn’t great but that is fixable. Use some skills to increase its range so it can have a respectable range. I wouldn’t stick with this unit, but it’s easy to obtain early on.
Gundam Flauros “Ryusei-Go” – This unit doesn’t have a lot of “wow” factor, but it doesn’t need it. Stick it on an SFS and use it for Support Attacks with the incredible range (4-9) of its Dainsleif.
After Colony – Wing, G-Unit, Endless Waltz
Many of the more developed units in this series have great stats, even grunt units and enemy prototypes. In a pinch, you can consider using units like Mercurius, Scorpio, Virgo, Virgo II, or Mercurius Savant because their Planet Defenser ability is good damage reduction.
Unfortunately, where it falls apart tends to be with the weapons. Protagonist suits without the Zero System like Deathscythe Hell EW and Sandrock Custom EW have awful weapons. While Deathscythe can cut through Leos just fine in Gundam Wing, the numerous ways to mitigate beam weapon damage in Cross Rays make it lackluster.
Gundam Epyon EW – Great stats. It does not have any ranged weapons, so be prepared to sacrifice your ranged stat if you want to use it. Keep in mind that pilots without the Tenacious skill can be negatively affected by the Zero System.
Hydra Gundam – Good stats, but needs a Newtype pilot to really take advantage of its Shoulder Claw weapon. Relatively inexpensive and decent power for all its weapons, though they do trend towards being EN-hungry.
Gundam Griepe – The terrain ratings are a bit of a bummer, and it does need Super High morale for the PX System weapons, but it’s not a bad pick. The morale requirement for PX System isn’t as awful if you stick a pilot with Gundam Meister in the cockpit. It also has Reflect Shield, which is a solid 3000 damage reduction from Beam Weapons. It’s a decent pick but you might have trouble fitting it into your lineup.
Gundam Heavyarms Custom EW – This pick might come as a surprise, but it has good stats all around and a good selection of physical and special ranged weapons, so no getting walled by Nanolaminate Armor and the like. The best part? There are no holes in its range.
Wing Gundam Zero EW – The standout unit from this timeline. Very high stats, but it has two big issues: the only weapon that isn’t a beam weapon is its weak vulcans, and it has the Zero System. Additionally, none of its weapons are piercing. It’s a good unit, but it’s not perfect.
Anno Domini – 00, 00F
Here’s where we get a lot of the real stars of this game. Many of the units benefit from their solar reactors and have passive energy regeneration as well as a “super attack” in the form of Trans-Am. Much like Seed, many of the earlier models can be ignored in favor of the final models introduced in Awakening of the Trailblazer.
Reborns Gundam transforms, has a variety of weapons (including funnels for newtype pilots), and isn’t walled by Nanolaminate Armor. It lives up to its status as the main villain’s suit.
00 Raiser is the first of Setsuna’s units that starts getting inordinately expensive and is where you’ll begin to see the requirement for the True Innovator ability. You might think this or the 00 QAN[T] is the best 00 unit. However, not only are there several variants of the 00 Raiser in this game, but they are all eclipsed by the secret unit.
00 QAN[T] (ELS) is the best unit in the game. It’s very expensive and it’s an energy hog, but those are fixable problems. It has 8 move and A ranks in all terrain. It only has two offensive weapons, both of which are special type: a 1-3 range melee, and a 2-6 ranged attack. Trans-Am Raiser also grants +15% Accuracy/Evasion to pilots with True Innovator.
It does not unfortunately count as a Gundam anymore, so that means Setsuna (2nd) has Gundam Meister as a wasted skill. The best ability is its map weapon, Quantum Burst. This attack fully restores health and status to all allies within range, including guests. I recommend building four of these bad boys for each of the pilots with True Innovator (Setsuna 2nd, Setsuna (movie), Setsuna (ELS), and Shaman Descartes). I stick one of those pilots into each of my raid/ship groups so that I can have an AOE heal if necessary. This map weapon makes keeping guest pilots alive much easier. Unfortunately, you can’t upgrade into this unit – you have to pay the colossal 460k to produce it, but it’s worth it.
Gundam Harute Final Battle Type doesn’t seem amazing at first glance. However, it is a reliable unit and has good synergy with Allelujah, who gains an extra 20 Reaction and Awaken when piloting. The Scissor Bits scale with Awakening, so you can expect them to have at least 6-7 range pretty easily. The Scissor Bits are classified as special, so they aren’t walled by any armor, and are priced efficiently in terms of EN. I wouldn’t go wild and develop several of these, but having one is a good investment.
Raphael Gundam can be unlocked easily, is inexpensive, and has passive energy regen. GN Big Cannon has a great 3-7 range, and is piercing, which does help offset the disadvantage of being a beam weapon. This isn’t an endgame unit, but can help you early on.
Gundam Zabanya Final Battle Type is in the same boat as Raphael. Like all the units in this timeline, it has passive energy regeneration, and it also has an ability that blocks incoming damage if it’s less than 4000 when you defend. The weapons are decent and (obviously) have good range. This unit is also inexpensive but ironically isn’t the best choice for its pilot, Lockon, as he is an oldtype and it has funnels.
G Generation Originals and Guest Units
Master Phoenix doesn’t have amazing stats, but does have very high weapon damage and Hyper Nanoskin, which heals for 15% of your max HP each turn. It’s a really good unit for oldtype pilots with a high melee stat, like Julieta Juris.
Gundam Aquarius gets special mention because it’s easy to develop while you’re collecting all the Wing units. I wouldn’t recommend using it long term but it has really high starting stats and the Anti-MD Virus ability can make the later Wing stages easier if you’re having trouble.
Knight Superior Dragon has pitiful stats but good weapons and abilities. It’s a postgame unit and it takes a lot of leveling to get it to shine. This thing costs an arm and a leg, so don’t sortie it willy nilly, as it only comes with 1000 HP!
Psycho Haro is big and and has big numbers in everything but there’s only one XL unit that I use, and it isn’t this one.
Halphas Bose Halberd is my pick for the best XL unit in this game. Just so you know, it doesn’t count as a Gundam for skills like Gundam Meister.
The Sisquiede has pretty pitiful stats but gets on this list because it’s cheap, has an I-Field that blocks 4k damage or less from ranged beam weapons, and has a high range on its I-Field Launcher,. Early on when you’re stuck with weaker units, this is one to consider.
DLC and Post-game Units
Burning Gundam (God Gundam) – The Dispatch mission for this unit is a bit of a pain, but this is a fantastic melee unit. I leave Master Asia in his Gundam, for the voice lines, but you can’t go wrong using this suit for melee-focused pilots.
Master Gundam – This unit is incredible. It’s better than Burning and has passive health regen.
G-Self Perfect Pack – I’m not a G-Reco fan, but there’s no denying the power of this suit. Stick Bellri and Aida in it to take advantage of Rayhunton Code, which gives a massive +50 boost to ATK, DEF, and MOB. Photon Torpedo costs 55 EN but has the very rare Ignore Defense attribute.
Gundam AGE-FX – If you’re at a loss for which unit to use for any newtype pilot, then look no farther. It even has some interesting abilities:
- FX Burst Mode (+50 ATK/DEF/MOB at Super Morale)
- AGE System (+30% EXP)
- C-Funnel Barrier (Nullifies all damage less than 4000 from Ranged Beam Weapons)
Gundam Double X – I love the series, the Gundam itself has some issues. This is mostly due to the Super High morale requirement for the Twin Satellite Cannon. I ended up sticking Lockon Stratos in the DX to get more mileage out of it. Make sure to have some morale increasing auras so that you can start firing off Twin Satellite Cannons ASAP.
Turn A and Turn X – Both are solid choices. Turn X costs a lot less than Turn A, but has better weapons and stats. Incidentally, Turn X does not count as a Gundam for abilities like Gundam Meister. Turn X also has the benefit of Bloody Siege, which scales with Awakening, while Turn A’s weapon ranges are quite meager until you get Super High morale and can whip out the Moonlight Butterfly.
Gundam Fenice Rinascita is inexpensive and has good stats but pales in comparison to Wing Gundam Zero EW.
Star Build Strike Gundam is a unit that I wish I’d been able to play with throughout the campaign. It’s unfortunately a postgame unit, but it boasts great stats and good weapons. The Absorb System is especially interesting and is a nice nod to the suit’s ability in the show – it nullifies ranged beam weapon attacks under 5000 damage and restores 30 energy. You might recall the Build Knuckle being its go-to weapon in Build Fighters, but that’s gated behind a Super High morale requirement in this game, so this suit is fundamentally a ranged attacker.
Galbaldy Rebake has high stats and costs less than most grunt units but you can ultimately pass on it.
00 Gundam Sky has good terrain ratings and stats, a huge 25% energy regen per turn, and good weapons. Much like Star Build Strike, it’s a good unit, but you won’t be able to use it until the postgame.
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Was Persona 5 Strikers Worth It?
Clearly you didn’t pay attention to a few quirks in this game, the best example being the Epyon Endless Waltz it doesn’t need a gun if it’s melee attacks aren’t single square attacks and can hit from VERY far away and it’s gets ridiculous in range when you account for skills…there’s a reason it has been the best melee choice in every single Gundam Game if you want a pure melee Gundam to use, unlike basically every other Gundam with a melee focus it can hit you from far away thanks in part to having the Heat Rod but even its beam sword helps since it can actually hit from even further away, the only real issue it has is 2/3 weapons are beam type which messes you up in IBO stages. Which hurts mostly since again…the beam sword has a bigger range then even the heatrod does which knowing how the Epyon was designed…makes sense since it’s Beam Sword is meant to be able to extend and there are not many cases of suits with that in all of Gundam as a franchise. ^^;
The W units in general have a lot of competition from newer series with power creep. Epyon is worth using, which is more than I can say for other units from its timeline that got shafted in this game, like Deathscythe.