Mission Units and Mission Unit Cost is a mechanic that allows you to power-up your team, especially weaker ones. When you assemble a Deck, you will have a total MU Cost dependent on the Mobile Suits you picked. By spending Unit Parts that fit onto your total MU Cost, once per match, you can grant yourself significant buffs.
They can be obtained in multiple ways: through events, GP gashacon, battle rewards and also through GP purchases, from 5000 to 7000 GP, depending on the level of the part purchased.
However, it is not recommended to buy them, because as long as you grind an event that gives you Unit Parts (usually gashacon events) once or twice, you’ll have more Unit Parts than you know what to do with.
Every unit in the game has a M-Cost assigned to it. This number varies according to the unit’s Cost, according to this chart:
This number is then used to generate your MU Cost (you can think of this as your total M-Cost), which will determine which Unit Parts you can use to buff yourself.
We only put one unit in, but our MU Cost is a lot higher! What gives?
This is because this mechanic has an extra function called bonuses. By fulfilling specific conditions, your MU Cost goes way up! Let’s understand the bonuses in effect here.
The first bonus we’ll talk about is the Set Bonus: This is the bonus that will make the biggest difference, and it is calculated like this: M-Cost + (375 - Unit Cost)*. This means that just by putting in our 200 Cost Early Type GM in the Deck, we get 40 + (375 - 200), totalling a total of 215 MU Cost. As you can tell, that hasn’t reached 235 yet, this is because there’s smaller bonuses in effect.
(* If the result would be under 0, it gets converted into 0.)
Here's a reference chart:
The second bonus we’ll talk about is the Cost Bonus: Every unit in your Deck with a different Cost grants you +10 MU Cost. Because our GM Early Type is the only 200 Cost unit in our Deck, we get this bonus activated once. This means that with four units with different Costs, you’ll get a total of +40 MU Cost. This pushes us to 225 MU Cost.
The third and final bonus is the Unit Name Bonus. Every unit in your Deck with a different name grants you +10 MU Cost. Just like the second bonus, because our GM Early Type is the only GM Early Type in the Deck, we get +10 MU Cost. This pushes us to the displayed result, 235 MU Cost.
Let’s see what happens once we add more units in the Deck.
Adding a second GM Early Type gave us a total of 430 MU Cost. Because the GM Early Types aren’t unique by name or by Cost anymore, we miss out on a total of 40 MU Cost from the Cost and Unit Name bonuses (Each bonus would give us +10 per unit if fulfilled. Two bonuses, two units, total of 40).
Here’s an example of a completed Deck.
(Early Type GM: Set Bonus + MU Cost = 215 + 10 from Unit Name Bonus + 10 from Cost Bonus = 235)
(Nemo: Set Bonus + MU Cost = 175 + 20 from other bonuses = 195)
(Gundam: Set Bonus + MU Cost = 55 + 20 from other bonuses = 75)
(GM Sniper: Set Bonus + MU Cost = 195 + 20 from other bonuses = 215)
(235 + 195 + 75 + 215 = Total MU Cost of 720!)
A Deck can bring only two Mission Units. You can find the available slots directly above your Deck. Click the セット (Set) button to select a Mission Unit to equip.
You will be brought to this screen. These four tabs are the Mission Unit categories. From left to right, they are Attack, Defense, Mobility and Special. On the end of this guide, there will be a translated chart for every Mission Unit. The right side of the screen shows how much this Mission Unit will consume of your MU Cost, which of the two slots you’re currently setting up, the Mission Unit’s name, description, Cost and the Unit Parts consumed.
From left to right, the buttons are Set, Remove, Save and Cancel. Set will attempt to equip the MU. You can equip a MU even if you don’t have the required Unit Parts. Press Save to save your selection.
This CAUTION warning is because the conditions for the MU to activate are not fulfilled. This is due to the lack of Unit Parts.
The mission button will also notify you of this.
If you try to set a MU you don’t have the materials (Unit Parts) for, you’ll receive this pop-up. It’s offering for you to buy the Unit Parts with GP. Left is yes, right is no. If you press no, you can still save, but the MU won’t have any effect in-game.
Saving a MU you don’t have the materials for still has a use. If you do that, it’ll activate automatically once you get the required Unit Parts from somewhere, without you needing to fiddle through the menus again, but you might prefer selecting a different combination of MUs you have materials for so you don’t deploy buff-less. Your MU preferences can also be saved in your Unit Sets.
(This is what it looks like if you don’t have enough MU Cost.)
Another important thing to keep in mind is that you can only equip MUs of different categories! You cannot bring two attack MUs for example (You won’t even be allowed to save).
Level 1 MUs do not require any Unit Parts to be used. Unit Parts are also divided by category, instead of per buff.
For example, the level 1 armour unit does not require any unit parts.
Pictured above is a LV4 Attack Unit Part. This means it is used for any LV4 Attack MU. They’re color-coded per category, and the small letter on the top left of the icon also tells you which category it’s for. Red is Attack, blue is Defense, green is Mobility and purple is Special.
Finally, Level 4 Units do not apply to 380+ cost MS.
If you mouse-over the information balloon, it’ll tell you how much you’re getting from bonuses. From top to bottom, Set (+640), Cost (+40) and Unit Name (+40) bonuses.
Use this mechanic to the fullest to power-up your Deck! It’s easier to fit in stronger MUs if your team has a lower overall Cost.