Raid
Ground & Space
GBO2

Gundam Barbatos Lupus in GBO2

The Gundam Barbatos Lupus is a cost-700 raid built around one idea: enter, stagger, and remove a support before the enemy line can reset. Its two melee main weapons and the A-Vijnana System (Release Limiter) reward pilots who bank melee damage first and spend the burst when the fight actually opens.

Series
Iron-Blooded Orphans
Cost
700
Data status
Partial
Screenshot pendingThe image is added after the screenshot is approved

Stats and Weapons

Barbatos Lupus is one of the few cost-700 records with a complete stat line, so the tables below are filled rather than marked TBA. Read HP and resistances together: the suit survives by reducing incoming damage while boosting, not by raw bulk.

Base stats
HP27000
Ranged resistance24
Melee resistance30
Speed145
Thruster75

Stats and weapons verified; build notes and counters are still being expanded

Weapons
WeaponTypePowerRangeCooldown
200mm Arm CannonRanged10003001
200mm Arm Cannon x2Ranged700350TBA
200mm Arm Cannon x2 [Limiter Released]Ranged4502500.5
Arm Rocket CannonRanged28002503.5
Arm Rocket Cannon x2Ranged15002007
Arm Rocket Cannon x2 [Limiter Released]Ranged21003502.5
Sword MaceMelee3500TBA3
Twin MaceMelee2900TBA2
BlowMelee2400TBA2.5

Stats and weapons verified; build notes and counters are still being expanded

Skills

Skill levels below match the LV1 unit. Effects are summarized from the archive; open the in-game skill description before relying on a specific threshold in a match.

Assault Booster LV4

Jump charge time -70%, thruster cost -50%, jump speed +60%. Reduces ranged reaction and stagger buildup while jumping or falling. Ground only.

High-Spec AMBAC LV2

In space, transitions from high-speed movement into cruise movement without decelerating. Turning +3.

Maneuver Armor LV5

While boosting, reduces ranged reaction, reduces damage taken by 40%, and calculates stagger buildup at 50%.

Melee Composite System LV3

Cancels landing recovery into a melee attack or tackle, allows up to 3 consecutive melee hits with damage decay, and reduces ranged reaction during melee.

Aerial Melee System LV2

Enables a downswing in midair and increases its power by 30%.

High-Performance Thruster Control System LV2

Cancels landing recovery after a boost into another boost, enables air boosts and extra actions, and reduces initial thruster cost by 50%.

Heavy Attack LV2

Charged melee attack that ignores special buffers and damages the body through shields. Damage taken -30% while attacking, and melee priority rises above Strong.

Power Accelerator LV2

Allows boost-cancel recovery after clashes and parries.

Emergency Evasion System LV3

Double-tap evade consumes 75% of the total thruster gauge.

Anti-Blast Stabilizer LV1

Nullifies stagger caused by MS explosions.

Aux. Power LV1

At HP 1000 or higher, survives a lethal hit with 500 HP, takes 95% less damage for 10 seconds, and nullifies reactions at activation. Once per sortie.

Pursuit Melee Aux. Program LV2

Melee damage +20% against staggered, heavily staggered, or downed enemies.

High-Performance Counter Program LV2

At HP 50% or lower, a successful counter deals 4500 power.

Nanolaminate Armor LV2

While HP is 50% or higher, ranged hits of 2000 damage or less are reduced by 30% and their stagger buildup is calculated at 80%.

Ahab Waves LV1

Within 100m, lowers enemy radar visibility, extends psycommu lock-on time by 150%, and disables ASL, High-Performance Radar, Personnel Radar, Fake Beacon, and Observational Data Link. Has no effect on enemies with Anti-Jamming.

A-Vijnana System (Release Limiter) LV1

The gauge fills with melee damage dealt; at 6000 cumulative damage it can be activated once for 90 seconds. Restores all part HP, adds +20 ranged and melee correction, raises the HSM cap by 5, HSM by 20 and turning by 30, cuts initial thruster cost by 80% and leg load by 80%, halves reload for compatible weapons, nullifies ranged reaction during melee, and grants Tactical Boost LV1.

Recommended Build

The Barbatos Lupus wants parts that keep it alive long enough to reach melee, then convert that first touch into a knockdown. With 20 close-range, 20 mid-range and 12 long-range slots, the natural spread is close-range armor and melee boosters, mid-range balancing parts, and a small long-range package for HP. Do not stack ranged damage: the suit's 20 shooting correction and its lack of instant-stun ranged weapons mean shooting parts are wasted compared with melee and survivability.

Take the Arm Rocket Cannon when the enemy team has a support that must be dislodged; the 2800-power single shot and its stagger are the cleanest way to open a route. The 200mm Arm Cannon is the alternative when you expect long, slow standoffs and want the faster reload cycle, but remember that it builds stagger instead of forcing an immediate reaction. For melee, Sword Mace is the default because it forces a down and gives the team a free follow-up; switch to Twin Mace only when you are confident in three-hit routes and Heavy Attack timing.

Skills decide the rest. Maneuver Armor LV5 and Melee Composite System LV3 let you survive the approach and cancel landing recovery into a swing. Nanolaminate Armor LV2 only matters above half HP, so treat it as entry protection rather than a mid-fight buffer. Save the A-Vijnana release until the legs are damaged or the support is exposed; the full part restore and reload cut are worth more than an early damage spike.

Counters

No counter entry has cleared review for this unit yet. The raid's actual prey is the enemy support, so the useful comparison is reach and stun tools rather than a list of duel wins.

This raid has no reviewed counter links on either side yet. The slots fill only after the partner units pass the same data check, and a link is added only when the matchup note is written from verified behavior.

Countered by

Generals with instant stuns and supports that track a jumping target are the natural checks. Neither has a published page here, so use the empty state as a reminder to scout the enemy composition before committing.

This raid has no reviewed counter links on either side yet. The slots fill only after the partner units pass the same data check, and a link is added only when the matchup note is written from verified behavior.

How to Obtain

The Gundam Barbatos Lupus LV1 was added on March 5, 2026 through a four-star supply drop. A guaranteed STEP UP banner ran during the same week, so the reliable route at release was to save tokens for the guaranteed step rather than rely on normal drop rates. The official announcement lists no DP or recycle-ticket price, which means the unit was not directly purchasable at release. Check the current supply-drop and exchange lineups in-game before spending, because reprints and shop entries rotate; this archive does not claim a permanent acquisition route yet.

FAQ

QWhat is the Gundam Barbatos Lupus supposed to do in a cost-700 team?

Its job is to break the enemy support line, not to brawl with generals. The kit has no instant-stun ranged option, so the practical entry is an Arm Rocket Cannon stagger, an ally stun, or a boost route that reaches melee without spending the whole gauge. Once it is in, the Sword Mace forces a down and the team gets a free follow-up. A Barbatos Lupus that trades shots at range is using none of its advantages.

QShould I take the Sword Mace or the Twin Mace?

Take the Sword Mace when the team needs a reliable knockdown and a wide swing that catches targets trying to step around cover. It cannot combo, but it forces a down regardless of direction. Take the Twin Mace when you expect to fight generals in close quarters and want the three-hit route plus Heavy Attack. The Twin Mace demands more commitment, so it is the riskier choice when the enemy team still has a stun available.

QHow does the A-Vijnana System (Release Limiter) actually charge?

The gauge fills from melee damage you deal, and it becomes usable at 6000 cumulative melee damage. Activation lasts 90 seconds, restores all part HP, raises ranged and melee correction, adds mobility, cuts initial thruster cost, halves reload for compatible weapons, and nullifies ranged reactions during melee. It is single-use per sortie, so the timing matters more than the raw buff: saving it until the legs are damaged turns a losing trade into a second life.

Related by cost

  • Same-cost page pending

    The 700-cost band is crowded, but no other unit at 700 has finished review. Until one does, this slot is a placeholder rather than a suggestion, and the archive will not link a page that could contradict the stat tables.

  • Same-cost page pending

    The 700-cost band is crowded, but no other unit at 700 has finished review. Until one does, this slot is a placeholder rather than a suggestion, and the archive will not link a page that could contradict the stat tables.

  • Same-cost page pending

    The 700-cost band is crowded, but no other unit at 700 has finished review. Until one does, this slot is a placeholder rather than a suggestion, and the archive will not link a page that could contradict the stat tables.

Related by type

  • Same-type page pending

    Other raids are being reviewed at their own cost bands, and each will appear here only when its page is complete. Raid mirrors are useful, but a placeholder is better than a half-checked comparison.

  • Same-type page pending

    Other raids are being reviewed at their own cost bands, and each will appear here only when its page is complete. Raid mirrors are useful, but a placeholder is better than a half-checked comparison.

  • Same-type page pending

    Other raids are being reviewed at their own cost bands, and each will appear here only when its page is complete. Raid mirrors are useful, but a placeholder is better than a half-checked comparison.

Last updated Stats and weapons verified; build notes and counters are still being expanded