In simple terms, the fresh Player versus Player (PvP) game mode called “Master League” has been launched, and it’s set to run for a week, ending on May 31st, 2025.
Season Specifics
In this scenario, Mobile Suits labeled as either the Protagonist or Rival will receive a 20% boost in all their stats. Essentially, nearly every Ultimate Rare (UR) unit we possess falls under these categories. This upcoming season is set against the backdrop of Space terrain.
Ranks and Rewards
Rewards are given to players as they progress through the ranks, and also for their final position at the end of the season. After advancing a rank, there’s no going back, and neither gains nor losses occur when your defense is attacked, whether it results in a win or loss.
If a higher rank isn’t achievable for you this season, aim to achieve the highest score in your current rank instead. The end-of-season rewards aren’t solely based on your league, but also your performance or score within that specific league.
Matching
For every level, you’ll face a group of five competitors. You can engage each competitor up to five times per day, and the system will record your highest Combat Score from all battles. To progress to the next level, ensure that your total score from all five fights surpasses the minimum requirement for that specific level (as listed above).
Furthermore, you get three opportunities for re-fights, or re-rolls, every day. If you choose to re-fight an opponent, you will forfeit the points you’ve accumulated in that slot, but you’ll be allowed to engage them in battle up to 5 times. Consequently, even if you believe you won’t get a high score from someone, it’s always wise to face them five times before opting for a re-roll.
As a gamer, I’ve noticed that the toughest foe, when it comes to Combat Power, typically lands in the central red slot. Foes in the orange slot offer a moderate challenge, while those in the yellow slot are the least challenging.
Formation and Positioning
In setting up your formation, here’s the arrangement for your team members: The first one takes the leftmost spot, while the fifth occupies the rightmost slot, this is where your Military Squad (MS) will line up.
Combat
In this battle scenario, artificial intelligence (AI) manages the action of all units on both sides. The initiative for each Mobile Suit (MS) is based on its MOB stat, with suits having a higher MOB stat taking their turns first. This rule implies that if both teams have Support Ships working alongside their MS, the team with a higher Limit Break Support Ship usually has an advantage. Not only does this team boast superior combat statistics, but they also get to act before others due to their high-tier support ship.
The primary challenge with Master League lies in navigating the poor artificial intelligence, which often focuses on attacking units believed to be vulnerable in a given attack but fails to consider potential interceptions by Support Defense. At times, it might go after the unit perceived as weakest or the one with the lowest Movement Offense Bonus (MOB), rather than strategically assessing the situation.
Moreover, its behavior is rather simplistic as it tends to select the least expensive Energy (EN) weapon that can potentially secure a target elimination. However, it fails to take into account an important factor: if the targeted enemy decides to Defend, which grants a certain level of Damage Reduction (DR), ranging from 20% to 40%, depending on whether Shield Defense is in play. This means that even though a higher EN cost, more powerful weapon could have bypassed the Defense and resulted in a kill, it now will not.
Regardless of whether you face the same team again or not, and regardless of any changes you make to your strategy, the AI might choose an entirely new sequence of actions, making it feel like repeatedly hitting your head against a brick wall.
Scoring
To calculate the points for every fight, there are four areas where you earn points: Destruction, Amount of Damage Inflicted, Number of Rounds Played, and Winning the Battle.
It seems that the Destruction Bonus is related to the number of opponents vanquished. In my recent skirmish, I had three surviving mechs on the right side and two on the left, but I earned a higher destruction score on the left. I’m unsure if the rarity of enemies defeated or the combat power of the enemy forces is causing this disparity in scores.
The Total Damage Bonus essentially represents the total amount of harm you’ve inflicted upon your opponents. To achieve a higher score, it’s essential to engage in battles against relatively formidable foes. If by chance you encounter an opponent with 5 Defender MS, it offers you an opportunity to minimize your score.
In the bonus round, finishing quicker earns you higher scores. However, despite both games ending on the second turn, it’s unclear why the right game received an S rank instead of an SS.
Victory Bonus is self explanatory, you get bonus points if you won.
Currencies and Rewards
There are two types of currencies currently in Master League, Silver ML Medals and Gold ML Medals.
Silver Multiplayer League (ML) Medals can be earned progressively throughout each season as a result of promotional rewards. Gold ML Medals, however, are awarded at the conclusion of every season, taking into account your league position and final score.
Silver ML Medals primarily have limited use, as they mainly offer Experience Materials for acquisition, yet there’s an option to buy six Weapon Upgrade Parts at a cost of 500 Silver ML Medals per part.
Gold Medal wins offer a variety of premium prizes, which include materials for enhancing both Support Ships and Mobile Suits (MS), Universal SP Conversion Chips, and Ultimate Development Materials in UR grade. The availability of these items in the shop is uncertain as I’m not sure when or if it will be restocked.
Season 0 and General Master League Tips
For the kickoff of our first season, let’s explore subjects relevant to this debut as well as those pertinent to our Master League overall.
Attackers: Gacha URs are King
In addition to the noticeable stat discrepancies, it’s worth noting that certain Standard Rarity (SR) and Superior Super Rarity (SSR) characters like FAZZ, Aerial Rebuild, Freedom Gundam, etc., have a significant drawback: only Ultra Rare Attackers and Supporters can utilize EX Skills. This rule even affects Casval’s Gundam, which is capable of becoming an Ultra Rare unit through Ultimate Development, but still lacks the ability to use EX Skills.
To compete effectively against stronger teams with superior stats, you can rely on Defender Mobile Suits (MS). However, when the enemy’s MS has Extra Skills (EX), it nullifies any tactical advantage or decision in selecting the appropriate Defender, as EX Skills bypass passive abilities like Beam Damage Reduction.
If an opponent with a high Combat Power is equipped with SSR units, such as S Gundam, it suggests that you can effectively neutralize their Mobile Suit (MS) using the appropriate tank. In the case of S Gundam, the Super Hyperion or Zeta III would be ideal choices for this task.
Instead of URs, what you’re essentially favoring in a Defender is that it should possess Shield Defense, along with the highest Health Points (HP) and Defense (DEF) possible.
It’s crucial to have an Absolute Hit when facing opponents with stronger MS and Support Ships, especially when their ships are boosted by Leadership Boosts (LBs). The combined boost from their LBs and a higher LB ship can cause your non-EX attacks to miss due to the significant gap in Movement/Reaction. EX Attacks, however, bypass this issue entirely, ensuring you can still hit targets that significantly outclass you statistically.
Defenders: Mandatory to Closing Combat Power Gaps
To overcome adversaries with greater combat strength than yours, strategically deploy defenders to safeguard your primary attackers. Opt for defenders with Shield Defense, boasting the highest Health Points (HP) and Defense (DEF). In case you’re facing Super Rares (SSRs), select defenders that possess the appropriate Damage Type Resistance Skills corresponding to those attackers.
If you’ve played both U.C. and Alternative EXTREME Eternal Roads, you’ll find that the strategy of having one or two high-damage DPS units along with multiple tanky blockers is just as effective in the Master League as it is in those games.
Healing Supporter Ships take Priority over EN Recovery
In simpler terms, Healing Support is a better choice compared to Energy Recovery because battles end quickly, and thus the AI seldom employs Energy Recovery skills. However, the AI actively uses healing skills when multiple units are injured.
Weapon Range is SUPER Important
In the early stages of combat, opponents will strike from their weapon’s farthest reach. This implies that characters with limited range, like Striker Custom and Crossbone X1, might not be ideal choices since they won’t counterattack enemies with a 4-5 range. Given that engaging in battles beyond your own fighting capacity can lead to retaliation, it is essential to focus on an attacker who excels in long-range combat instead.
Always Attack 5x before Rematching (Rerolling)
In many cases, the AI may unexpectedly perform distinct actions on either side without any changes, giving you the advantage of repeated attempts. This flexibility enables you to experiment with various strategies and initial arrangements. Altering your starting position can genuinely impact the outcome, particularly in tight battles where it might determine whether you win or lose.
Season 0 Strategies
In typical teams, you’re likely to encounter ones centered around Lacus Clyne and the One-Shot Killer tag. Lacus is currently the top Support Ship for Master League due to her exceptional abilities. The One-Shot Killer, on the other hand, boasts the best coverage and offers a higher base stat percentage boost (30% compared to 25%) and superior maximum stat percentage boost as a Limited Supporter.
Among all tags this season, One-Shot Killer stands out as the most powerful. You’ve got access to heavy hitters like Strike Freedom and Sazabi, two top-tier attackers for this season. Additionally, you’ve got Justice Gundam and Super Hyperion in your team. Unlike other tags, One-Shot Killer can simultaneously bolster both relevant defenders and attackers. If you fancy using supporters as well, Aerial and Freedom are viable options. Essentially, One-Shot Killer is the only tag that effectively enhances a well-rounded, balanced team setup.
As a frugal gamer, I’ve found that one of my strongest team compositions is the One-Shot Killer setup, especially for budget or free-to-play teams. This team boasts some heavy hitters like Aerial Rebuild, S Gundam, Red Warrior, Zeta III, Aquarius, and Super Hyperion.
In simpler terms, the Season Bonus for characters is quite universal, allowing you to apply it to any Ultimate Rare cards, thereby gaining a 20% enhancement in their stats, whether they are Protagonists or Rivals.
In the game, Strike Freedom will serve as a key Damage Per Second (DPS) unit, particularly if it comes equipped with MLB Lacus. This is because Strike Freedom is uniquely labeled as SEED Destiny at present, a tag that’s exclusive to it. Consequently, Super Hyperion’s conditional passive does not apply to Strike Freedom. In terms of raw power, Zeta Gundam (EX) might be stronger than Strike Freedom; however, it can’t utilize a limited ship and the units that complement Zeta (EX), namely Lighting Fast and Psycommu, have poor coverage.
Teams composed of five Attackers and Supporters, with a maximum Limit Break Lacus, can appear formidable, but they’re surprisingly manageable if you have two well-trained Attackers and three Defenders on your side, regardless of whether your Supporter Ship is a LB0 UR.
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2025-05-24 14:08