To clear Generation Tower South 15F in two turns in SD Gundam G Generation ETERNAL, bypass the boss's defensive escorts entirely by pushing high-mobility units into attack range on Turn 1, baiting enemy phase counterattacks, and focusing all single-target burst damage onto the main boss on Turn 2. Because stage victory triggers as soon as the primary boss is defeated, you do not need to clear perimeter escorts or sustain a long defensive engagement.
Squad Roles and Setup
A rapid two-turn clear eliminates the need for dedicated healers or defensive sustain units. Every squad slot must contribute directly to gap closing, defense reduction, or burst damage.
| Unit Role | Key Focus | Stage Objective |
|---|---|---|
| Primary Burst DPS | High Attack stat, single-target EX skills | Execute the finishing attack combo against the boss on Turn 2. |
| Vanguard Initiator | High Movement, high HP and armor | Push forward on Turn 1, absorb enemy hits, and trigger counterattack chip damage. |
| Support Linker | Long weapon range, defense-down debuffs | Position adjacent to main attackers to initiate linked Support Attacks. |
Ensure your primary attackers are paired with pilots who accelerate Morale gains. Reaching High Tension or Super High Tension increases critical hit damage and enhances EX skill scaling. Confirm before entering the stage that your primary units have sufficient maximum Energy (EN) to fire their highest-cost attacks across consecutive rounds.
Turn 1: Advance and Bait Counterattacks
Generation Tower South 15F spawns your team outside immediate melee strike range of the boss. Delaying your push allows enemy escorts to form defensive walls, making an immediate forward advance mandatory.
- Advance the Vanguard Initiator: Move your most durable unit to the forward edge of the enemy escort threat zone and launch an initial ranged attack at a front-row guard.
- Move Support Linkers: Position your support units two to three tiles behind the vanguard to establish formation spacing for linked attacks during both the enemy phase and the following turn.
- Stage Primary Burst DPS: Place your main damage dealer just outside the enemy's primary crossfire zone, positioned to dash directly into range of the boss on Turn 2.
- Resolve the Enemy Phase: Ensure counterattacks remain enabled. Hostile escorts and the boss will target your forward vanguard, allowing you to retaliate and chip down enemy hit points before your second turn begins.
Turn 2: Focus Fire and Boss Elimination
With the boss within range and softened by Turn 1 counterattacks, commit all offensive actions directly to the boss target. Ignore remaining peripheral escorts.
- Apply Defense Debuffs: Move your support unit into weapon range and inflict defense-down or armor-shredding debuffs on the boss before activating main attack skills.
- Form Support Clusters: Maneuver secondary units into adjacent grid tiles surrounding the boss to ready linked Support Attacks.
- Launch the Primary EX Skill: Attack the boss with your primary burst unit's signature EX skill. Adjacent allies will automatically join the chain with Support Attacks, dealing substantial burst damage without spending their independent actions early.
- Finish Remaining HP: Cycle through your remaining squad members' highest-damage attacks to deplete the boss's remaining health and trigger the victory screen before Turn 3 begins.
Pre-Deployment Verification
If your squad fails to defeat the boss by the end of Turn 2, your units will be grouped together and low on Energy, leaving them vulnerable to counterattacks on Turn 3. Check these requirements before deploying:
- Accuracy Ratings: Verify that your damage dealers have reliable hit rates against the boss, as a single missed EX skill or Support Attack can break the damage threshold.
- Energy Capacity: Confirm that your primary damage dealer and support units retain enough EN to fire their signature attacks on Turn 2.
- Vanguard Survivability: Make sure your lead initiator has enough baseline HP and armor to survive multiple incoming attacks during the Turn 1 enemy phase.
- Movement Values: Calculate grid distances to ensure terrain costs do not leave your support units one tile short of triggering linked attacks on Turn 2.
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I wish I had read this before upgrading the wrong thing.
This guide answered the exact question I had.
The tips are practical and easy to follow.
Can you add more details about strategy in a future update?