Gundam Breaker 4: Abilities

A comprehensive list of part abilities and their relative power levels in Gundam Breaker 4, with some advice on optimizing your builds

Published

Comparing Gundam Breaker 4 Abilities

Let’s start by laying out just what Abilities are available, through parts and Ability Modules. You know already that there are a lot of Abilities which are only available on specific parts.

The Abilities table below has a couple of notable differences from the Gundam Breaker Miraheze:

The downside of this table is that, because of the different lengths of Ability names, the table’s information density is all over the place, and you will need to scroll horizontally on smaller screens.

Ability 1 AM AM>A Totals Head Body R Arm L Arm Legs Bkpk Shld L-R W C-R W
Attack Power: At Low Health 10 FALSE 40 10 10
Attack Power: Auto Fire Ex 20 10
Attack Power: Beam Blast EX 20 10
Attack Power: Cancel Combo 10 FALSE 20 10
Attack Power: Cancel EX 10 FALSE 40 10 10
Attack Power: Close-Range EX 8 4
Attack Power: Close-Range OP 8 4
Attack Power: Close-Range Weapon 6 3
Attack Power: Flinch Gauge 40 10 10
Attack power: Funnels EX 20 10
Attack Power: Greatsword 20 10
Attack Power: Guard Guage 40 10 10
Attack Power: Guided Missile EX 20 10
Attack power: Guided Missile OP 20 10
Attack Power: Inherent EX 20 10
Attack Power: Injection EX 20 10
Attack Power: Injection OP 20 10
Attack Power: Left Axe 20 10
Attack Power: Left Bazooka 20 10
Attack Power: Left Close-Range Weapon 8 4
Attack Power: Left Gatling 20 10
Attack Power: Left Lance 20 10
Attack Power: Left Long Rifle 20 10
Attack Power: Left Machine Gun 20 10
Attack Power: Left Rifle 20 10
Attack Power: Left Saber 20 10
Attack Power: Left Twinblade 20 10
Attack Power: Left Whip 20 10
Attack Power: Left-Long Range Weapon 8 4
Attack Power: Long-Range EX 8 4
Attack Power: Long-Range OP 8 4
Attack Power: Long-Range Weapon 3 FALSE 6 3
Attack Power: Melee 20 10
Attack Power: Parts Lost 40 10 10
Attack Power: Right Axe 20 10
Attack Power: Right Bazooka 20 10
Attack Power: Right Close-Range weapon 8 4
Attack Power: Right Gatling 20 10
Attack Power: Right Lance 20 10
Attack Power: Right Long Rifle 20 10
Attack Power: Right Long-Range Weapon 8 4
Attack Power: Right Machine Gun 20 10
Attack Power: Right Rifle 20 10
Attack Power: Right Saber 20 10
Attack Power: Right Twinblade 20 10
Attack Power: Right Whip 20 10
Attack Power: Shooting Mode 15 TRUE 0
Attack Power: Special Type OP 20 10
Attack Power: Support OP 20 10
Attack Power: Throw OP 20 10
Attack Power: Trap OP 20 10
Attack Power: Vulcan OP 20 10
Attack Power: Wild Dance EX 20 10
Attack Power: Wild Dance OP 20 10
Awaken Gauge Increase: Hit Number 10 FALSE 15 5 5 5
Awaken Gauge Increase: Over Time 10 FALSE 30 10 10 10
Awaken Gauge Increase: Performance 10 FALSE 10 10
Awaken Gauge Increase: When Damaged 10 FALSE 30 10 10 10
Awaken Gauge Increase: When Enemy is Defeated 10 FALSE 30 10 10 10
Awaken Gauge Increase: When Parts Lost 10 FALSE 30 10 10 10
Concentrated Fire: Long-Range Weapon 10 TRUE 0
Cooldown Reduction: Barrage OP -20 -10
Cooldown Reduction: Close-Range OP -20 -10
Cooldown Reduction: Injection OP -20 -10
Cooldown Reduction: Long-Range OP -8 -4
Cooldown Reduction: Pull-In OP -20 -10
Cooldown Reduction: Special Type OP -20 -10
Cooldown Reduction: Support OP -20 -10
Cooldown Reduction: Trap OP -20 -10
Cooldown Reduction: When Enemy is Defeated 10 FALSE 40 10 10
Cooldown Reduction: When Parts Lost 10 FALSE 40 10 10
Damage Reduction on Guard: Beam 10 10
Damage Reduction on Guard: Critical Condition 10 10
Damage Reduction on Guard: Physical 10 10
Damage Reduction on Guard: Physical, Beam 6.6 6.6
Damage Reduction: Critical Condition 10 10
Damage Reduction: For Each Enemy Targeting You 5 5
EX Gauge Increase: When Enemy is Defeated 10 FALSE 40 10 10
EX Gauge Increase: When Enemy is Defeated With EX Skill 10 FALSE 40 10 10
EX Gauge Increase: When Enemy is Defeated with Ground Break 10 FALSE 40 10 10
EX Gauge Increase: When Parts Lost 10 FALSE 40 10 10
Expand Function: Air Dodge YES 0
Expand Function: Breakfall YES 0
Expand Function: Gound Dodge YES 0
Expand Function: Shooting Mode YES 0
Expand Function: Wake Up YES 0
Explosion Area: Left Long-Range Weapon 10 TRUE 0
Extended Activation: Awaken 30 TRUE 10 10
Extended Activation: Hyper Trance EX 10 FALSE 40 10 10
Flinch Damage: Defense 40 10 10 10 10
Flinch Gauge: Capacity 40 10 10 10 10
Flinch Gauge: Recovery Speed 200 50 50 50 50
Guard Gauge: Capacity 10 10
Guard Gauge: Recovery Speed 10 10
Hate: Up 15 TRUE 0
Homing: Long-Range Weapon 10 TRUE 0
HP Recovery: Per Second 10 TRUE 7 1 1 1 1 1 1 1
HP Recovery: When Enemy is Defeated 10 FALSE 70 10 10 10 10 10 10 10
HP Recovery: When Parts Lost 5 FALSE 5.6 0.8 0.8 0.8 0.8 0.8 0.8 0.8
HP: Capacity 300 TRUE 70 10 10 10 10 10 10 10
Invulnerability Time: (Ground/Air) Dodge 30 TRUE 10 10
Invulnerability Time: Step 30 TRUE 10 10
Item Drop: Quality 60 10 10 10 10 10 10
Item Drop: Rate 60 10 10 10 10 10 10
Item Drop: Rate, Quality 50 TRUE 23.4 3.9 3.9 3.9 3.9 3.9 3.9
Long-Range Gauge Capacity: Left Bazooka 20 10
Long-Range Gauge Capacity: Left Gatling 20 10
Long-Range Gauge Capacity: Left Long Rifle 20 10
Long-Range Gauge Capacity: Left Long-Range Weapon 8 4
Long-Range Gauge Capacity: Left Machine Gun 20 10
Long-Range Gauge Capacity: Left Rifle 20 10
Long-Range Gauge Capacity: Long-Range Weapon 30 TRUE 6 3
Long-Range Gauge Capacity: Right Bazooka 20 10
Long-Range Gauge Capacity: Right Gatling 20 10
Long-Range Gauge Capacity: Right Long Rifle 20 10
Long-Range Gauge Capacity: Right Long-Range Weapon 8 4
Long-Range Gauge Capacity: Right Machine Gun 20 10
Long-Range Gauge Capacity: Right Rifle 20 10
Long-Range Gauge Cost: Left Bazooka -20 -10
Long-Range Gauge Cost: Left Gatling -20 -10
Long-Range Gauge Cost: Left Long Rifle -20 -10
Long-Range Gauge Cost: Left Long-Range Weapon -8 -4
Long-Range Gauge Cost: Left Machine Gun -20 -10
Long-Range Gauge Cost: Left Rifle -20 -10
Long-Range Gauge Cost: Long-Range Weapon -30 TRUE -6 -3
Long-Range Gauge Cost: Right Bazooka -20 -10
Long-Range Gauge Cost: Right Gatling -20 -10
Long-Range Gauge Cost: Right Long Rifle -20 -10
Long-Range Gauge Cost: Right Long-Range Weapon -8 -4
Long-Range Gauge Cost: Right Machine Gun -20 -10
Long-Range Gauge Cost: Right Rifle -20 -10
Long-Range Gauge Recovery Speed; Right Long-Range Weapon 8 4
Long-Range Gauge Recovery Speed: Left Bazooka 20 10
Long-Range Gauge Recovery Speed: Left Gatling 20 10
Long-Range Gauge Recovery Speed: Left Long Rifle 20 10
Long-Range Gauge Recovery Speed: Left Long-Range Weapon 8 4
Long-Range Gauge Recovery Speed: Left Machine Gun 20 10
Long-Range Gauge Recovery Speed: Left Rifle 20 10
Long-Range Gauge Recovery Speed: Long-Range Weapon 30 TRUE 6 3
Long-Range Gauge Recovery Speed: Long-Range Weapon 6 3
Long-Range Gauge Recovery Speed: Right Bazooka 20 10
Long-Range Gauge Recovery Speed: Right Gatling 20 10
Long-Range Gauge Recovery Speed: Right Long Rifle 20 10
Long-Range Gauge Recovery Speed: Right Machine Gun 20 10
Long-Range Gauge Recovery Speed: Right Rifle 20 10
Max Duration: Break Combo 50 TRUE 30 5 5 5 5 5 5
Max Duration: Hit Combo 50 TRUE 30 5 5 5 5 5 5
Movement Speed: Air Dodge 10 10
Movement Speed: Boost 10 10
Movement Speed: Ground Dodge 10 10
Movement Speed: Run 10 10
Movement Speed: Step 10 10
Near Death: Remaining HP% 170 34 34 34 34 34
Parts Lost: Defense 40 10 10 10 10
Projectile Speed: Long-Range Weapon 10 TRUE 0
Reaction Speed: Performance 20 TRUE 10 10
Recirculate: Reduced Damage 15 5 5 5
Recirculate: Reduced EX Gauge Consumption 10 5
Recirculate: Reduced Gauge Consumption During Awaken 10 5 5
Recirculate: Reduced Long-Range Gauge Consumption 10 5
Recirculate: Reduced Thruster Gauge Consumption 10 5 5
Recover HP on Attack Hit 1 FALSE 3 0.5 0.5 0.5 0.5 0.5 0.5
Recovery Speed: Rescue 11.5 10 0.5 0.5 0.5
Reuse: Gain EX Gauge & Reduce OP Cooldown on Close-Range Weapon Pickup 10 5
Reuse: Gain EX Gauge & Reduce OP Cooldown on Shield Pickup 5 5
Reuse: Recover HP on Head Pickup 5 5
Reuse: Recover HP on Left Arm Pickup 5 5
Reuse: Recover HP on Leg Pickup 5 5
Reuse: Recover HP on Right Arm Pickup 5 5
Reuse: Recover Long-Range Gauge on Long-Range Weapon Pickup 10 5
Reuse: Recover Thruster Gauge on Backpack Pickup 5 5
Reuse: Recover Thruster Gauge on Body Pickup 5 5
Skill Cooldown Reduction: OP -30 TRUE -12 -3 -3
Thruster Gauge Consumption: Air Dodge -10 -10
Thruster Gauge Consumption: Boost -20 -10 -10
Thruster Gauge Consumption: Ground Dodge -10 -10
Thruster Gauge Consumption: Step -10 -10
Thruster Gauge Economy: Performance -30 TRUE 0
Thruster Gauge: Capacity 30 TRUE 10 10
Thruster Gauge: Recovery Speed 30 TRUE 10 10
Time Reduction: Charge -60 -10 -10 -10 -10 -10 -10
Unlock Function: Auto Guard YES 0
Unlock Function: Evade Instant Death YES 0
Unlock Function: Perfect Guard YES 0
Unlock Function: Shield Bash YES 0
Unlock Functions: Defense YES 0
Unlock Functions: Evasion YES 0
Unlock Functions: Guard YES 0
Unlocked Function: Flinch Guard when Critical YES 0

Optimizing Abilities for Skills

In general: the more-specifc the Ability, the more powerful it is. The more general it is, the weaker it is:

You could get a max of 15% on “Attack Power: Long-Range Weapon” from 5 Ability Modules, but why do that when you could pull the following combo?

That caps out to 90% Attack Power, before you start adding weapon-specific modifiers.

As for weapons, so too for OP SKills and EX Skills. The Attack Power and Cooldown Reduction abilities for the general type are weaker (4% per part) than the sub-type (10%).

OP Skill Types
Type Sub-Type Notes
Close-Range Special Type Close-Range signature skills that don't fall into other categories. Grabs, claws and flamethrowers fall under this.
Wild Dance Close-Range multi-hit combo skills with a wide variety of weapon types.
Long-Range Barrage Skills that can be held down, either to continue firing or to fire a burst of projectiles at once.
Guided Missile Launched projectiles that home in on enemies. Mostly missiles, rockets, and tri-blades.
Injection Mostly skills that fire railguns or explosive shells. Some can be held down, but are not Barrage.
Support Skills that primarily disable enemies. Mostly flashbangs or tasers.
Throw Any thrown projectile. Mostly grenades and boomerangs.
Trap Skills that create floating explosives for enemies to be lured into. Self Destruct skills also fall under this.
Vulcan Skills that fire streams of bullets, such as head vulcans. Gatling and machinegun type skills are also included.
Other Buff Skills that provide a bonus to your stats. Includes fields, flags, and shields. Some activate automatically when hit.
Movement Skills that cause the user to fly or charge towards enemies, usually damaging them on contact.
Pull-In Grappling hook-like skills that either pull enemies towards you or vice-versa.
OP Skills in Gundam Breaker 4 by type and sub-type, sourced from the OP Skills table on Gundam Breaker 4 Miraheze.
EX Skill Types
Type Sub-Type Notes
Close-Range Inherent Martial Art-like Skills (see Burning Gundam, Build Burning Gundam, and Master Gundam)
Wild Dance Close-Range multi-hit combo skills with a wide variety of weapon types.
Long-Range Auto-Fire Automatically fire at Enemies, like a more-powerful version of the Vulcan OP Skill. Can perform other actions while Skill is active. (Don't confuse this with Funnels.)
Beam Blast Generally powerful Beam attacks, where more parts from the same Gunpla means a more-powerful attack.
Funnels Unleashes Funnels/Bits/etc. to periodically attack enemies. Can move freely while they're active.
Guided Missile Launched projectiles that home in on enemies. Mostly missiles, rockets, and tri-blades.
Injection Mostly skills that fire railguns or explosive shells. Some can be held down, but are not Barrage.
Other Buff Skills that provide a bonus to your stats. Includes fields, flags, and shields. Some activate automatically when hit.
Cancel EX Skills that can be performed while in the middle of other Attacks. Covers a wide variety of Skills and deal additional damage if performed correctly.
Pull-In Grappling hook-like skills that either pull enemies towards you or vice-versa.
EX Skills in Gundam Breaker 4 by type and sub-type, based on the EX Skills table on Gundam Breaker 4 Miraheze.

Notes on optimizing builds

“When Parts Lost” and “When Enemy Defeated”
I stay away from these Abilities, because those don’t work well in Boss Battles.
“Time Reduction: Charge”
Only useful if your weapon has a charging attribute; rapid-fire weapons like machine guns and gatling guns generally do not.
“Skill Cooldown Reduction: OP” and specific “Cooldown Reduction”
Get your per-skill reduction over 100% to enable endless spam of missiles or close-range attacks
“Awaken Gauge Increase: Hit Number”
The fastest way to keep your Awaken Gauge filled.
“Gatling”-type long-range weapons, “Vulcan” OP skills, or “Micro Missile” attacks from the Zeta backpacks or the Builder Parts pair well with this
“Flinch Gauge”, “Guard Gauge”, “Rescue Gauge”, dodges, invulnerability time
I don’t mess with these; I don’t really use these skills because I’ve got a 293% HP Capacity Ability Module and I’m fast on the Breakfall button.
“Hate: Up”
Pairs well with “Awaken Gauge Increase: When Damaged”
“Recirculate: *”
Some of these skills are useful.
Always 5%.
Purchase the “Gundam (Recirculate)” from the Shop. Then buy a few more. Synthesize these skills into your builds.
“Reuse: * on * Pickup”
It’s a neat gimmick, but requires a dedication to the “breaking” mechanic, which may not suit your playstyle. Useless in boss fights.
“Explosion Area: Left Long-Range Weapon”
This 10% boost from an Ability Module is only available on the left arm. If you have a Long-Range Weapon with “High Explosive” or “Mini HE”, put it on the left.
“Hyper Trance EX”
Trans-Am and Super Mode are cool, but they’re just a speed boost. Put your points into Awaken instead, for both speed and damage increases, and reduced gauge consumption.
“Long-Range Gauge Cost”, “Long Range Gauge Capacity”, “Long Range Gauge Recovery Speed”
If your gun takes longer to reload than it takes to fire off one whole OP Skill palette, you might want to consider investing in these as Ability Modules.
OP Skills
A 100% reduction in cooldown is better than a 10% increase in attack power, becase it lets you put twice the damage downrange per unit time.
Shooting Mode
Useless in half the maps due to terrain.
If you have time to set up a sniping position, you and your teammates aren’t firing enough Guided Missile OP attacks.

An optimized build

8 abilities per mastered part.

Head

  1. HP Capacity
  2. HP Recovery: Per Second
  3. Near Death: Remaining HP%
  4. Awaken Gauge Increase: Performance
  5. Extended Activation: Awaken
  6. Recirculate: Reduced Gauge Consumption During Awaken
  7. 2 option slots:

Body

  1. HP Capacity
  2. HP Recovery: Per Second
  3. Near Death: Remaining HP%
  4. Max Duration: Hit Combo
  5. Item Drop: Quality
  6. Recover HP on Attack Hit
  7. Thruster Gauge Consumption: Boost
  8. Time Reduction: Charge

Right/Left Arm

  1. HP Capacity
  2. HP Recovery: Per Second
  3. Near Death: Remaining HP%
  4. Awaken Gauge Increase: Hit Number
  5. Awaken Gauge Increase: Over Time
  6. Awaken Gauge Increase: When Damaged
  7. 2 option slots:

Legs

  1. HP Capacity
  2. HP Recovery: Per Second
  3. Near Death: Remaining HP%
  4. Awaken Gauge Increase: Hit Number
  5. Awaken Gauge Increase: Over Time
  6. Awaken Gauge Increase: When Damaged
  7. 2 option slots:

Backpack

  1. HP Capacity
  2. HP Recovery: Per Second
  3. Movement Speed: Boost
  4. Recirculate: Reduced Thruster Gauge Consumption
  5. 4 option slots:

Shield

  1. HP Recovery: Per Second
  2. HP Capacity
  3. Damage Reduction: Critical Condition
  4. Damage Reduction: For Each Enemy Targeting You
  5. Recirculate: Reduced Gauge Consumption During Awaken
  6. 3 option slots:

Long-Range Weapon

  1. Attack Power: (this specific weapon)
  2. Attack Power: At Low Health
  3. Attack Power: Funnels EX/whatever your big EX Skill is
  4. Cooldown Reduction: (long-range OP Skill)
  5. Cooldown Reduction: When Parts Lost
  6. EX Gauge Increase: When Parts Lost
  7. 2 option slots:

Close-Range Weapon

  1. Attack Power: (this specific weapon)
  2. Attack Power: At Low Health
  3. Cooldown Reduction: When Parts Lost
  4. EX Gauge Increase: When Parts Lost
  5. Recirculate: Reduced EX Gauge Consumption
  6. 2 option slots:

Add to that some Ability Modules:

My builds tend towards the funnel/missile type: 4 EX skills all funnel types, 4 Guided Missile OP Skills. With high OP Cooldown Reduction and a pair of machine guns or gatling guns, my EX and Awaken Gauges stay full, and I rarely need to switch to the second OP Skill palette.

💬 Show me what your Gunpla can do!