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Img ms-zaku2 fs









Level VariationsEdit

Level Bounty

Respawn

Time

HP

Bullet

Resistance

Beam

Resistance

Melee

Resistance

Range

Combat

Power

Melee

Combat

Power

Speed Boosters

Melee

Slots

Balance

Slots

Ranged

Slots

Rank/Level

Requirment

Rarity Development Cost
ADV 50 4500 37 37 20 15 53 185 110 0 0 0 Pre-order gift none none
1 100 5500 37 45 48 15 66 230 110 17 12 3 Rank 1 none
2 125 6000 40 48 76 15 70 230 112 18 13 4
3 150 6500 42 51 104 15 74 230 114 19 14 5
4 175 7000 45 54 132 15 78 230 116 20 15 6
5 200 7500 48 56 160 15 82 230 118 30 20 7 300 yen
6

Main WeaponsEdit

English Name Japanese Name Projectile type Comments
Zaku Machine Gun Bullet Starting Weapon

Sub-WeaponsEdit

English Name Japanese Name Projectile type Comments
Vulcans Bullet
Zaku Heat Hawk Melee

AbilitiiesEdit

English Name Japanese Name Unit level Effects

Tips and StrategiesEdit

  • The Zaku II FS is very likely to be the first new Zeon mobile suit acquired, as well as the first melee type. The Zaku FS is likely going to be a very popular suit early on, due to its increased speed over the standard Zaku II, the moderately powerful 3-hit heat hawk combo, and its vulcans being far more effective at shooting down airbourne infantry and Wappas than the standard Zaku II machinegun. However, the vulcans are not as effective as the standard Zaku IIs cracker grenades when it comes to fighting mobile suits or attacking infantry behind cover.
  • The Zaku II FS suffers from the same weakness as most other melee types, in that it has fairly low armor, and it has to get into very close proximity with the enemy in order to do much damage.
  • Early on, when most Federation players are using standard GMs/Cannons/Light Armors, a player with a Zaku II FS may be able to easily outperform the standard GM equipped with a machine gun or beam spray gun, as well as stand on fairly equal ground with the Light Armors.
  • The Cannons, though, despite the Support class suits weakness against Melee class mobile suits, need to be dealt with carefully, as their cannons are not only very effective for long-range sniping, but they can initiate a stun lock as well, and they can easily take out a Zaku II FS before it can even get close enough to do damage. When other players have access to heavier hitting, stun lock inducing weapons like bazookas and cannons, trying to take on a lone enemy can be very difficult without backup.
  • As an EFF player, if you are dealing with an Zaku II FS, Be aware that they are rather VERY Fragile  until they hit melee range. They also do not have the ability to use bazookas. So take that information in mind and be aware of their movements as most Zaku II FS users will try to spin around you in order to waste time and effortlessly melee you after you try to turn around, so the moment you see an Zaku II FS, Try to tackle them before they can outrun you and melee your back.

Unit VariationEdit

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