ElBrownStreak's Unabridged Zaku Analysis

(Posted with permission from Reddit. Source link)

This is going to be a look at every Zaku type mobile suit currently in the game. I'll organize it by type and cost. This isn't a tier list as each suit has it's strengths and weaknesses. Also I don't count the GM Camouf as a Zaku, so it isn't here.

* Raid Zakus
	+ Zaku I (100-300)
		- The Zaku 1 is one of the starting suits that new players will have from the beginning. It has a good HP pool, but poor resistances. It is one of two raids in the game that lacks maneuver armor which can make getting up close to opponents dangerous. The bazooka can be an appetizing choice as it is one of the few low cost raids to get an instant stun weapon. If you're confident about your ability to close the gap and go buck wild with melee, then it's the weapon of choice. The machine gun, which all players will have, is for doing solid chip damage. It takes away your ability to instantly stun your opponent, but it's a better choice if the enemy line won't budge as it gives you more mid ranged damage. Like most raids, the Zaku 1 has it's part slots focused on close range.
	+ Zaku II FS (SM) (300-400)
		- The Zaku II FS (SM), which will be referred to from here on as the SM, is a suit that was available for a limited time for free by completing challenges and is now seen from time to time in the RT shop. It has an unusually high HP pool for a raid, but suffers from the same poor ranged resistances that most raids suffer from. The gimmick of this suit is the special heat hawk it has access to that causes heavy stun upon hit. At these point costs, it has the highest per melee hit damage in the game. However it cannot swing in quick succession and lacks an instant ranged stun option. This combined with how competitive the raid slot is at this cost, makes the SM an unfavorable choice by most players. It does have something going for it that is often overlooked however: being hit with a heavy stun weapon is worse than being knocked down as there is no invincibility period afterwards. A big mistake with this suit is to downswing on opponents when you have allies nearby. If you have a team member who is setting up stuns for you (Generals and supports playing with an SM really should be doing this as it kills quick), you should be using your neutral swing to make the stun last much longer. While the opponent is in the heavy stun, your ally can come in and combo with their melee and end with a knockdown. If this doesn't outright kill the target, your heat hawk will be ready to swing again by now and you can downswing the enemy to finish the job. The SM has the choice of the MMP80 and Zaku MG. Use the Zaku MG for longer ranged chip damage, or the MMP80 for higher DPS at the cost of range. This suit has been reported to do much better in space despite lacking AMBAC, however I don't have much experience in space so I won't comment on it.
	+ Act Zaku Commander Type (400-450)
		- The Act Zaku Commander Type is a suit that follows somewhat in the footsteps of the SM Zaku, but with some extra bells and whistles. Currently only available in the RT shop and lottery, this suit has one particular gimmick: Over Boost. Over Boost allows for 10 seconds of infinite boost after you red line the gauge, but once it's over the thruster overheat gauge will take substantially longer to cool down. The double heat hawks are capable of doing spectacular damage, however the downswing has a long windup so landing it can be tricky. Stick with neutral-side-neutral unless the oppenent doesn't have a dodge roll to use. The Act Zaku MG isn't a bad weapon on other suits, but it is on this one. Use either the Zaku Bazooka or Act Zaku Beam Rifle. I recommend the beam rifle, but it's personal preference at that point. This suit performs better in space than on ground, not only due to it's space affinity, but because melee hits are easier to land there.
	+ Psycommu System Zaku (400-450)
		- The Psycommu System Zaku is one of three suits to have wire guided weapons, and one of two Zakus to have them. Despite most raids being melee oriented, this is one of the exceptions. Your high speed combined with the fact that psycommu weapons don't need LOS after they lock on makes you great for harassing supports and generals at a distance. In a rare instance, it isn't a bad idea to mod one of these with ASL parts as it'll increase the lock-on range of the psycommu weapons. Keep in mind that you can't fight back if you send out your hands so be smart with when you use them. The finger beams can be fired when attached to the body of a suit and will stun with successive hits. This suit is only usable in space.
* Support Zakus
	+ Zaku Cannon (100-300, 400)
		- The Zaku Cannon is a common sight in 100-300 cost rooms. All levels are available in the DP shop and is a good, easily accessible support suit for new players. It has a lowish damage cannon that stuns, but more importantly it has access to the MMP80. The MMP80 has higher DPS, but shorter range than the standard Zaku MG making it a favorite for most players. Combined with a stun from the cannon into the MG of choice makes it a devastating combo against generals. This suit is also equipped with a smoke dispenser, which will render you temporarily invisible to radar. However, this suit is very slow which can make getting out of unfavorable engagements in a pinch difficult. This suit is only usable on the ground.
	+ Zaku II (Heavy Arms) (200-300)
		- The Zaku II (Heavy Arms) is another common sight in low cost rooms. I have yet to see this suit in the RT shop, so currently the only way of getting it is through the lottery. It's a popular choice to run it with the MMP80 in a way similar to the Zaku Cannon, but with a higher speed at the loss of the cannon. The leg missiles do good damage and are capable of stunning with multiple hits. This suit is also capable of equipping the prototype megella top cannon, but it must be acquired from the Zaku 1 Commander Type, dropped from the lottery, or purchased from the RT shop. This suit is only usable on the ground.
	+ Zaku I Commander Type (200-300)
		- Of the three low cost support Zakus, this one is easily the least common. It's an expensive suit in the DP shop and lacks the popular MMP80. However, it is the fastest of the three and has a sturmfaust as a secondary. It also can equip the Zaku Bazooka if you want to be up close with it. While it cannot equip the MMP80, the Zaku MG is still a perfectly serviceable weapon and performs well enough. It also starts with the prototype magella top cannon which is a moderately powerful, but short ranged (for a support) weapon that fires fairly rapidly.
	+ Zaku Cannon (Rabbit Type) (250-300)
		- A variant of the Zaku Cannon that trades HP and even more speed away for firepower, the Rabbit Type is capable of some serious damage. Only available through the lottery; everything with the Zaku Cannon is applicable here, but with the Big Gun (I didn't name it) which fires a burst of four fast rockets. This suit is only usable on the ground.
	+ Zaku I Sniper Type (300-400)
		- The first and only real sniper type Zaku in the game, the Sniper Type is available in the DP shop. Slow, but faster than half of the Support Zakus, it sits in a weird place. It has access to one of the longest ranged weapons in the game with the beam sniper rifle. However it isn't able to take advantage of it's superior range on every map. In these instance, or because you want to be a worse Weapons Rack, you can use the magella top cannon which will cause heavy stun at the cost of range and damage. Add in the sturmfaust and decent head vulcans and you have a suit that can defend itself at close range if need be.
	+ Zaku Tank (Artillery) (300-400)
		- The only Zaku Tank in the game is, like all tank types, an uncommon sight to behold. Tank types are the kings of long range DPS, and the Zaku Tank sits in the middle of the pack. Available in the DP shop; not much needs to be said about the Zaku Tank, or tank types in general. Your primary method of attack is to crouch, zoom in, and fire a HE shell to stun the target. Then unzoom, swap to a cluster shell, zoom in, and fire that. Repeat until the enemy has been pulverized into dust. The Zaku Tank also has dual MMP80s with double the range of the standard model, which are great for firing on the move or finishing off nearly dead opponents. It also has a missile pod that is capable of stunning with multiple hits. Overall you have better options than these for most situations, but they will knock a raid out of maneuver armor. This suit is only usable on the ground.
	+ Bishop (350-400)
		- The other psycommu Zaku available in the game currently and is locked behind the lottery. Like it's raid cousin, it is incapable of defending itself if you are in the middle of using a psycommu attack. The finger beams can be shot while they are attached to the body. Uncharged they act like a shotgun. Charged they stun and pierce through enemies. Because you don't need LOS after you lock on with the psycommu, it can be difficult to pin down a Bishop. This suit is only usable in space.
* General Zakus
	+ Zaku II (100-300)
		- The Zaku II is the most basic model of general Zaku in the game and is available in the DP shop. It's an incredibly barebones suit whose main redeeming quality is the extremely high HP pool it has. Lacking Balancer at all levels except 5 means that it isn't suited for melee combat, and as such the bazooka is a poor choice. The Zaku MG and MMP80 are going to be the better options here as the high HP pool means that as long as you're smart with your spacing, you'll be around for a very long time. Getting caught in a melee is inadvisable as you lack a dodge roll or any other methods of escape.
	+ Zaku II Type FS (150-400)
		- The FS is built almost exclusively for melee combat and is available in the DP shop. It's a good suit for newer players to practice raid play as it has maneuver armor, lacks dodge roll, and plays exactly like a raid. The FS has the highest melee damage output of all general type Zakus. Throw the Zaku Bazooka on and stun into your melee hits. This power does come at a cost to your speed: you're slow for a melee suit at higher levels. You also will lack effective mid ranged damage beyond grenades and vulcans, neither of which will do an impressive amount of damage. This suit is only usable on the ground.
	+ Recon Type Zaku (200-300)
		- A reward for the last ranked event, the Recon Type Zaku is an interesting beast. It has a camera gun that will mark enemies upon hit and grenades that temporarily disable enemy radar. The camera gun is best if you are playing with friends who you can talk with, otherwise it's just a gimmick. The exceptionally high ranged stat makes this baby ideal for the mid range. Capable of using the Zaku MG for regular MG play, or the long barreled Zaku MG for quasi support play, the Recon Zaku will hit hard with both. The Zaku Bazooka is also an option, but without a good melee weapon or stats suited tailored for bazookas it remains a poor choice. It does have a unique downswing (coded "slam jam" by my group) which is fun to use.
	+ Zaku Minelayer (200-300)
		- A suit only available through the lottery, the Zaku Minelayer is a fairly popular choice. A slow suit, it is capable of using the Zaku MG and Zaku Bazooka. The Bazooka is the more popular option as after a hit, if you are close, you can dump your payload of mines on the target for massive damage. Chasing a Zaku Minelayer is also inadvisable as the mines deploy behind it and will be attracted to enemy targets. This suit is only usable in space.
	+ Zaku Desert Type (200-350)
		- A bit of an oddball, the Zaku Desert Type is a suit that requires dedication in order to use well. Stat wise it wants to be a melee suit. Equipment wise it wants to be a mid ranged harasser. Zaku Bazooka into missiles is the combo of choice for this suit, although it can follow with a heat hawk if it's close. Keep in mind that this is a slow and frail suit so make sure you have another body between you and the enemy. This suit is only usable on the ground and is available in all 3 shops/lotteries.
	+ Zaku II Type S (200-350)
		- The Zaku II Type is in the competition of being one of the strongest low cost generals in the game. This is due to having the rare combination of maneuver armor and a dodge roll, which is a powerful defensive combination. It comes default with a Zaku Bazooka and while it can run it well, especially at 200-250, there are better Zakus overall for dedicated melee duties. The MMP80GN is a flexible weapon; perfect for a flexible suit. It is capable of dealing instant stun with a fast ready up time for when you need to be in a melee as well as having the base MMP80 for when you need to keep distance and harass the enemy.
	+ Zaku II Kai (250-400)
		- The Zaku II Kai is another starting suit for new players, with all levels readily available in the DP shop. A reliable general, it does everything expected of the type. It comes equipped by default with the MMP80GN and it should stick with it. It's completely outclassed in melee by the Zaku II type S at low levels. Stun with the grenade launcher when you need to go into melee, and shoot with the MG when you don't. It'll treat you right if you treat it right.
	+ Zaku II FZ (Fritz Helmet) (300-400)
		- The Zaku II FZ is a reward from the first ranked matches a year ago and the lvl 1 is available in the DP shop, which the rest being available in the RT shop. It's one of the big three melee oriented Zakus (The other two being the FS and High Mobility Ground Zaku) and is the most flexible of the three, but hits the weakest in melee. It comes equipped with a sturmfaust be default and can use either the Zaku Bazooka or MMP80GN. Regardless of which one you choose, you will always have two stun options available. Take the MMP80GN if you want to have a better mid game, or the Zaku Bazooka if you want to dedicate yourself to melee.
	+ High Mobility Zaku Ground Type (300-400)
		- The final of the big three melee Zakus is the High Mobility Zaku Ground Type, all levels of which are available in the DP shop. Of the three, the Himo Ground is the most balanced. It hits harder than the FZ, but lacks it's flexibility. It is faster and has a dodge roll over the FS, but lacks it's damage output. It runs like most bazooka into melee suits so it's not particularly special in that regard. What is does have the is the best kind of grenade in the game, shared with the late model himo Zaku. These grenades have extremely high damage, higher than the giant bazooka that the himo ground uses. This suit is only usable on the ground.
	+ High Mobility Zaku (300-400)
		- Available in the DP shop, the himo Zaku is the first of the hit and run playstyle suits. Lacking in melee damage and HP, this suit isn't meant to be on the frontline. Instead it plays like a quasi support suit with the Zaku or Giant Bazookas, or better yet, the Simplified Missile Launcher (Boombox) once you get a hold of it. The Boombox is what keeps this suit relevant. It has a payload of four missiles that it shoots in rapid succession; dealing moderate damage per missile, or massive damage with multiple hits. Reload time is short considering how much damage it can do. It also has a 100 round Zaku MG that does vulcan damage. Not the best, but it'll allow you to deal minor damage while waiting for the boombox to reload.
	+ Zaku II F2 (300-400)
		- A suit in the DP shop, the F2 Zaku is a fairly basic suit by most accounts. It has balancer, two melee swings, and a good melee stat so it can play like most generals with the Zaku Bazooka. However where this suit really shines is with the MMP78GN (Anti-Air). A high damage MG with a very low fire rate and magazine, this weapon is capable of stunning targets with two hits. The weapon has a grenade launcher on the bottom for quick instant stun needs, as well as a sturmfaust. Combined, you have two instant stun weapons with an extremely potent ranged weapon that readily stuns everything (including Goggs). Keep in mind that the projectile travel speed for the AA gun is slower than a conventional MG so leading a target may be required.
	+ Zaku I (GS) (300-400)
		- A suit from a long ago event, the Zaku I GS is found in the RT shop. It's a complicated suit that doesn't have a lot going for it. It's slow and frail by 300 cost standards, and is still slow by 200 cost standards. It has the best Zeon bazooka in the game, but you either need to pull it out of the lottery or buy a Dom Tropen. It has a smoke dispenser for stealth shenanigans and a sturmfaust. It's noteworthy that it has the extremely potent Gouf heatsword, but only one swing. If it's a suit that interests you for either being form Zeonic Front or a different reason, it can work but it won't be making your life any easier. This suit is only usable on the ground.
	+ Act Zaku (350-450)
		- An impressive suit at 350 even after the nerf, the Act Zaku is available at lvl 1 in the DP shop and the rest in the either the lottery or RT shop. The Act Zaku has two big things going for it: an instant stun beam rifle and a very high base speed that doesn't slow down when strafing. The beam rifle (or Zaku Bazooka if you don't have one or prefer bazookas) allows for normal stun into melee play that most generals do. The MG is of particular note as it has a larger magazine and higher damage than the MMP80, making this suit a solid choice for players looking for alternative strategies. This works well as the high speed of the Act Zaku makes it difficult to catch up with.
	+ High Mobility Zaku (Late Model) (400-450)
		- A direct upgrade in every way except HP, the Late Model Himo is available in the DP shop. It is capable of using all the weapons of the standard Himo as well as the MMP78GN if you want to go that route. Play style is exactly the same as the Himo with one exception: the grenades. The Late Model Himo has the same grenades as the Himo Ground Type, except this bad boy has a ranged stat. Those grenades will do roughly 3000 to a raid. The downside of this suit when compared to the Himo Zaku is that it loses the 100 round Zaku MG.
	+ Psycho Zaku (TB) (500-550)
		- With the lvl 1 available in the DP shop and the lvl 2 in the lottery, the Psycho Zaku is an uncommon sight on the battlefield. Its large size and low HP pool make it an easy target despite it's speed. This is exacerbated by the beam bazooka needing to stop to fire or charge. Combine all this with low secondary bazooka and MG damage, and you get a really sad story of power creep. Even with 500 cost rooms now being a thing, it still has a hard time competing despite having the ability to stun lock someone for the next year. This suit is only usable in space.