Unicorn Gundam

Model Number: RX-0

Pilot: Banagher Links

Cost: 3000 Hp: 680 Transform: X Form Change: O



Produced as part of the Federation’s reorganization plan, the “UC Project”. This suit reacts to the presence of Newtypes with the NT-D (Newtype Destroyer) system, which changes the suit’s outward appearance and its performance.

Unicorn Mode Ability Summary







Beam Magnum



Fast traveling speed. Manually reloads when empty.

Charged Main

Beam Gatling Gun

13 ~ 148

Good tracking


Hyper Bazooka



Standard BZ

Special Shooting

Jegan D Type Assist Summon


23 ~ 112

Summoning 2 Jegan that fire together

Special Melee

NT-D (New Type Destroyer) System


Changes to Destroy mode

Burst Attack

Gundam! Please lend me your strength!

317(S)/284(F & E)

Changes to Destroy mode after the animation



















Nice curve, but bad reach








Bad reach and startup



Same animation as CC8B




Slow movement. Untechable Down.

Cancel Routes:



NT-D Mode Ability Summary







Beam Gatling Gun


15 ~ 120


Main CSA

Beam Magnum


One shot down


Beam Tonfa (Range attack)


Stuns opponent on hit

Sub Melee Derivative

Beam Tonfa Combo



Launches opponent high into the air

Special Shooting

Jegan D Type Assist Summon


23 ~ 112

Same as Unicorn Mode

Special Melee

Psycho Field



Emits an aura which stuns the opponent on hit.
Able to jam funnels, dragoons, funnel missiles and incom

Burst Attack

Gundam! Please lend me your strength!

317(S)/284(F & E)

Recharges NTD gauge








High damage combo




Low priority but the damage is quite high




Fast, with decent damage




Able to cancel to AB, BC, AC




Closes in quickly. Hits the opponent high into the air upon hit.
A good combo starter. 

Cancel Routes:



5B melee 1st~2nd: 8B, 4/6B, 2B

5B melee 3rd~4th hit, 4/6B melee 2nd hit, CC8B: AB

2B: AC, BC, AB


The Unicorn Gundam is an all-rounder unit which relies on two forms (Unicorn & Destroy Mode) to fight. This unit has both firepower and good melee, but is unable to have both at the same time.

While in the Unicorn mode, you possess great ranged capabilities in the form of spamming the Beam Magnum together with the Hyper Bazooka & Jegan D Type Assist for follow ups. Activating Destroy Mode will grant you greater mobility and better melee options. Most of the time you will be in Unicorn mode as you can only maintain Destroy mode for about 24 seconds whenever you activate the NT-D. 

With strong fundamentals of the game and knowing when to go into Destroy mode, you will be able to use the Unicorn Gundam without difficulties in any situation. 

Unicorn Mode Ability Details

Ranged Weapons

Main: Beam Magnum

A high-damage BR with fast traveling speed and good tracking as compared to a normal BR shot. Manual reload when ammo is empty.

The beam magnum has a very unique timing as compared to normal BRs. Make sure you actually see the beam magnum fire out before tapping the boost button as boosting before the animation completes will cancel the shot. (For comparison, Normal BR Zunda: A>A>A and for UC BR Zunda: A…>A…>A)

Charged Main: Beam Gatling Gun

Fires the two beam gatling gun below the shield at the opponent.

This weapon has a good muzzle correction and tracking so it can be used in self defense against incoming melee attacks.

Take note that the shots will disappear after traveling a certain distance. (Travel distance is around 1.5 times of Unicorn’s red lock range)

Sub: Hyper Bazooka

A standard bazooka.Decent damage & causes a small area of explosion.

Best used as a follow up to your magnum shots or as a counter against incoming melee attacks.

Special Shooting: Jegan D Type Assist Summon

Summons 2 Jegan D Types who fire 3 beam rifle shots each, totalling 6 shots in total. Unicorn will auto face the opponent once you summon the Jegan D types. 

As Unicorn is considered as a heavy suit as compared to others in the same cost, this assist is the life line for Unicorn as it is the only move that allows it to do a freefall. Doing the AC~A cancel route will enable Unicorn to land + regain boost faster, allowing it to create chance to punish the opponent.

Special Melee: NT-D (New-Type Destroyer) System

Changes Unicorn to Destroy mode & changes armaments.

While you are in Destroy mode, your mobility & red lock range will be increased. This mode will be active for around 24 seconds upon activation.

Input 2AC instead to cancel the close-up transform animation so that you can still see any incoming attacks during the transformation.

Melee Set

5BBB: Beam Saber Combo

Standard 3 hit. Best to use this melee to follow up after hitting with a beam magnum.

This melee combo is one of the better ones in Unicorn mode.

5B~8BB: Double kick>Heel drop

Higher damage than the Beam Saber Combo but the combo is long, 

8B: Double kick>kicks off

Does 2 kicks and kicks the opponent high into the air.

The startup and priority for this melee is excellent. When you are about to enter a brawl, using this melee combo might be a better option.

4/6BB: Shield Stabbing~Spinning kick

Drills the shield into the opponent and does a spinning kick. As this melee kicks the opponent to the side, it is very hard to do a follow up.

This combo is not recommended as it has terrible priority, takes a long time to complete, and does poor damage. 

4/6B~8B: Shield Stabbing~Upper Cut

Causes an untechable down on hit. Not very recommended but it can be used as an insurance when your 4/6B hit.  

2BBB: Head Butt>Head Butt> Kick down

Does a head butt with its noble pointy horn twice and kicks the opponent down to the ground.

High damage with quick finish time.

CC8B: Shield Tackle

Grabs the opponent & rushes forward while dealing damage.

Able to link from Main so it is best used as a last resort if no ammo is left in main, sub or striker to follow up. 

Burst Attack

Gundam! Please lend me your strength!

Form change into Destroy mode -> consecutive ranged attacks with the beam gatling gun and hyper bazooka -> shield flies to the opponent, causing guard break-> fires one beam magnum shot and triggers an explosion. During the animation before the one beam magnum shot, all incoming ranged attacks will have their tracking cut while Unicorn is moving. If the opponent were to block this attack, their guard will be broken by the shield attack, causing them to still take the one shot beam magnum at the end.

You will form change into Destroy mode upon activation and will continue to be in Destroy mode even after the burst attack animation. Your gauge will start from 100 and you will be left with around 80 after the whole animation.

NT-D Mode Ability Details

Ranged Weapons

Main: Beam Gatling Gun

Able to fire from 1 – 10 shot per input and staggers the opponent after 3 shots. Recommended to fire around 5 shots per boost movement to conserve ammo while chasing your opponent unless you are confident of hitting the opponent. 

Recommended to follow up with CC8B after staggering the opponent. 

Charged Main: Beam Magnum 

Fires a BR shot similar to the Unicorn Mode main.

Fast traveling speed and causes an instant knockdown. 

Sub: Beam Tonfa (Range attack)

Launches a spinning beam saber and stuns the opponent upon hit.

The tracking is weak & does not travel a long distance but the speed is fast.

Take note that this weapon is able to stun the Crossbone Gundams even with their ABC Mantle on.

You are also able to use this weapon after hitting with 2B,CC8B, 2nd hit of the 4B combo or 3rd/4th hit of the 5B combo to perform a flashy combo.

Special Shooting: Jegan D Type Assist Summon

Same as Unicorn mode.

As mentioned before, this is the lifeline of Unicorn gundam. But the usage of this assist is different from Unicorn Mode.

Instead of using it as a self defense tool, you will be using it offensively by doing CC8B to close into the opponent, and rainbow step to the side & do AC~A to either recover of boost or punish the opponent.

Special Melee: Psycho Field

Emits an aura which stuns opponents on hit. Able to jam most funnels or dragoon in the game. Can be rainbow cancelled. 

Recommended to use against incoming melee and cancel into melee combos or  AC~A to follow up.

Melee Set

5BBBBB: Slash>Slash>Slash>Slashes Up>X Slash

Multiple slashes with the beam Tonfa. While it is a combo with long duration, it comes with very high damage.

While you are doing this melee combo, it would be best to change your camera to the other target so as to be able to see incoming fire.

During the 1st to 2nd slash, you are able to link to 2B,8BBB,4BB. 

From the 3rd to 4th slash onward, you can link to AB to stun the opponent and hang him/her in the air. Recommended to do this move if your aim is to buy more time and help your partner.

8BBB: Triple Stab

Stabs the opponent 3 times with the Beam Tonfa. Low priority but the damage is quite high.

4/6BB: Inverse X Slash>X Slash>Slash Up

Does an inverse X slash and another X slash with the Beam Tonfa before slashing the opponent high in the air.

You will be using this melee the most as it has decent priority and a good hitbox.

You are able to link to AC after hitting with the X slash.

2B: Slash Up

Just a normal upper slash with the right hand Beam Tonfa.

CC8B: Slash Through

A very fast slash-through that hits the opponent high in the air spinning, also untechable.

This melee can be said to be the Unicorn Gundam Destroy Mode’s best melee as it has a very fast close in speed, and travels a decent distance. This makes it a good tool to start up your melee combo or if you just want to juggle the opponent high in the air to buy some time. 


Stuns the opponent with the Beam Tonfa, stabs & extend the Beam Tonfa sending the opponent up to the air and explode.

To be honest, this melee combo isn’t worth performing as the duration is too long, while only doing mediocre damage. However, this combo’s coolness is 10/10 and sends the opponent a strong message, so if you find the opportunity to do it, just do it without regrets.

Burst Attack

Gundam! Please lend me your strength!

Consecutive range attack with beam gatling gun and hyper bazooka -> shield flies to the opponent, causing guard break-> fires one beam magnum shot and triggers an explosion. Same as the Unicorn mode burst attack. Upon activation, your gauge will recover to 100 no matter what amount you were left with before the burst attack.


  • While in Unicorn Mode, your melee is average and mobility is low as compared to other 3000 or even 2500 cost units. Your main makes up for this however, as it has the highest damage per shot in game and it is reloadable. So it is best to play at mid/long range to keep spamming your main and bazooka / AC~A cancel route  while staying close to your partner. Look at the mini map at times to see the positions of both you and your partner for better coordination. Keep spamming all range weapons at mid/far range until Destroy Mode is ready.
  • During Destroy Mode, the mobility & melee performance of Unicorn will be greatly increased. While you are in this form, you can start to play at mid/close range. But don’t rush in mindlessly and take damage just because you have better unit performance in this form. Instead, you should run around the field at close range by boosting here and there
    making both your opponents focus their attention on you. While both opponents are looking at you, you will create an opportunity for your partner to deal damage while they are distracted by you. Always take note of how much time you have left in your Destroy Mode.
  • Once the timer hits 0, you will revert back to Unicorn Mode with a short animation, making you vulnerable to incoming attacks. Best advice would be when the timer goes below 20, you should start to retreat to the back line and prepare to revert back to Unicorn Mode. Doing so will reduce the risk of getting hit while reverting back to Unicorn Mode.