To clear South Tower Floors 10 and 11 in SD Gundam G Generation ETERNAL without premium gacha units, deploy fully upgraded development mobile suits with at least B-rank coastal and water adaptation. Position your team just outside the enemy threat boundary on Turn 1 to draw their forward units in, eliminate high-threat minions first, and focus your stored EX skills on each floor's boss.

Squad Composition and Tactical Setup

Mid-tower checkpoints do not require limited UR units if you invest in farmable development mobile suits. Build a balanced four-unit squad:

  • One Frontline Tank: Absorbs counterattacks and anchors the defensive line. Equip defensive pilot passives to reduce incoming critical hit risks.
  • Two Mid-Range Generalists: Balance beam and physical damage to bypass enemy defensive traits while providing support attacks.
  • One Long-Range Artillery or Sniper: Chips away at targets from outside retaliation range and initiates attacks on boss targets.

Both floors feature coastal layouts that impose movement and accuracy penalties on units with low amphibious ratings. Ensure all deployed machines carry B-rank or higher water/coastal adaptation, or equip parts that eliminate terrain drag.

Tactical ElementRecommended SetupTactical Purpose
Terrain RatingCoastal / Water B or ANegates movement restrictions and evasion penalties
Turn 1 BoundaryOuter perimeter of enemy reachBaits forward vanguards without taking first-turn damage
Damage Type2 Physical / 2 Beam splitPrevents stall against specialized barriers or armors
EX Skill TimingStaggered for bossesConserves high-cost energy and ammo during minion waves

Clearing South Tower 10F

Floor 10 features a central commander supported by advancing skirmishers. Execute the clear in three phases:

  1. Bait and Clear Flankers (Turns 1–2): Hold your squad in a tight wedge just outside the enemy attack range. When the enemy vanguard moves forward without striking, counter with standard attacks and low-cost secondary weapons to conserve EN.
  2. Control the Mid-Board: Advance into the center while keeping units in reciprocal support attack range. Weaken the advancing commander with long-range fire and defense debuffs while mopping up remaining escorts.
  3. Execute the Commander: Isolate the boss and attack with your longest-range unit first to confirm counterattack damage. Once safe, commit your short-range brawlers and discharge your stored EX skills in a single coordinated turn.

Clearing South Tower 11F

Floor 11 introduces long-range enemy snipers alongside an armored boss. Adjust your target priority immediately:

  1. Eliminate Ranged Snipers: Identify backline artillery units on Turn 1. Send high-mobility flankers to neutralize them before they chip down your frontline brawlers from outside retaliatory range. Use defensive pilot skills if your units must cross fire zones.
  2. Surround the Boss Diagonally: Once the snipers fall, position your squad around the central boss using diagonal and orthogonal angles. This spacing prevents multi-unit cleave damage.
  3. Cycle Counterattacks: Let units with remaining barriers or higher evasion absorb boss counterattacks. Finish the encounter by unleashing full-power EX skills before the floor's turn limit expires.

Development Investment Considerations

Using development units preserves premium gacha currency for future banners, but it requires substantial development materials, weapon level upgrades, and pilot training manuals. Baseline development suits lack the raw stats to survive Floors 10 and 11 without leveled primary weapons and upgraded frame stats. If your roster lacks aquatic-compatible frames, weigh the AP cost of grinding development trees against your current account progression before committing resources.

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James Brown

James Brown

James focuses on Android gaming on PC, emulator setup, controls, performance tuning, and practical troubleshooting for longer play sessions.