A comprehensive list of part abilities and their relative power levels in Gundam Breaker 4, with some advice on optimizing your builds
Published
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 |
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%).
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. |
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. |
8 abilities per mastered part.
Head
Body
Right/Left Arm
Legs
Backpack
Shield
Long-Range Weapon
Close-Range Weapon
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!