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History GameBreaker / SuperRobotWars

25th May '16 12:58:29 PM advent_child
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* The Wild Wurger L is really a red Wild Wurger that can't perform the "[[CombinationAttack Twin Bird Strike]]" with the Wild Falken, but it comes with the unique weapon "Stun Shot". Any enemy hit with it is unable to move or attack (let alone, ''counterattack'') for both the player and enemy turn. By pairing off the unit with any character having the "Fury" Spirit Command ([[Characters/SuperRobotWarsOriginalGeneration Ratsel Feinschmecker]], [[Characters/SuperRobotWarsAlpha Raidiese F. Branstein and Leona Garstein]]), bosses are effectively helpless, despite most late-game bosses having barriers negating damage from status effect-inflicting weapons. Although "Stun Shot" runs out after one volley, there are about four ways to replenish it on the battlefield at any given moment; for greater results, combine it with a level 3 "Armor Breaker" equippable weapon[[note]]Decrease enemy armor by 30% if the attack is successful[[/note]] to trivialize every major boss past Scenario 27.
* Lamia is an excellent pilot and her super robot Angelg's one of the better long-ranged mecha. However, complete certain requirements with her to unlock the Vaisaga, while pumping up her melee stat instead of ranged (which goes against the Angelg's style). Not only does this machine deal insane melee damage, it dodges like crazy thanks to "Mirror Image", with its "Full Upgrade Bonus" increasing the activation rate of "Mirror Image" by 20%, making it nigh untouchable at ''70%''. The drawback is only Lamia can pilot it, making the Angelg another good unit collecting dust in the hangar (unlike the other secret unit, the Ash Saver, which can be used by anyone), though some players think it's better this way, as the Vaisaga is statistically better. [[spoiler:When Lamia returns to the party in ''Original Generation Gaiden'', the Vaisaga is available ''right away'']].

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* The Wild Wurger L is really a [[PaletteSwap red Wild Wurger Wurger]] that can't perform the "[[CombinationAttack Twin Bird Strike]]" with the Wild Falken, but it comes with the unique weapon "Stun Shot". Any enemy hit with it is unable to move or attack (let alone, ''counterattack'') for both the player and enemy turn. By pairing off the unit with any character having the "Fury" Spirit Command ([[Characters/SuperRobotWarsOriginalGeneration Ratsel Feinschmecker]], [[Characters/SuperRobotWarsAlpha Raidiese F. Branstein and Leona Garstein]]), bosses are effectively helpless, despite most late-game bosses having barriers negating damage from status effect-inflicting weapons. Although "Stun Shot" runs out after one volley, there are about four ways to replenish it on the battlefield at any given moment; for greater results, combine it with a level 3 "Armor Breaker" equippable weapon[[note]]Decrease enemy armor by 30% if the attack is successful[[/note]] to trivialize every major boss past Scenario 27.
* Lamia is an excellent pilot and her super robot Angelg's one of the better long-ranged mecha. However, complete certain requirements with her to unlock the Vaisaga, while pumping up her melee stat instead of ranged (which goes against the [[ArcherArchetype Angelg's style).style]]). Not only does this machine deal insane melee damage, it dodges like crazy thanks to "Mirror Image", with its "Full Upgrade Bonus" increasing the activation rate of "Mirror Image" by 20%, making it nigh untouchable at ''70%''. The drawback is only Lamia can pilot it, making the Angelg another good unit collecting dust in the hangar (unlike the other secret unit, the Ash Saver, which can be used by anyone), though some players think it's better this way, as the Vaisaga is statistically better. [[spoiler:When Lamia returns to the party in ''Original Generation Gaiden'', the Vaisaga is available ''right away'']].



** It gets better than that: for quite a long time in the game, players have Eureka as the main pilot of the Nirvash before Renton takes over. Unfortunately, most of Eureka's pilot skills (save "SP Up"[[note]]Increases maximum SP by 5 up to a maximum of level 9[[/note]] and SP Regen) won't be beneficial when she becomes the sub-pilot; however, whatever Eureka's pilot points are gets transferred when Renton becomes the main pilot. By deploying Eureka a lot, players can then gain a lot of pilot points before the transfer happens and Renton becomes the main pilot. Most players recommend that Eureka gets as many SP Ups as possible so that her Zeal can be used right away.
* The [[Anime/GenesisOfAquarion Aquarion]] in the hands of a player who knows what they're doing. This mecha has the unique ability "Element System", which gives the primary pilot the highest stat among the three pilots in every stat category if his/her Will reaches 130; not a difficult task. This may not seem much, but if one takes each of the three pilots and pump a specific stat, an "Element System"-powered Apollo can hit like a tank, dodge like a Franchise/{{Gundam}} and have a high enough skill stat to activate "Attack Again", allowing him to double-hit everything using his insanely powerful weapons that have amazing range, which can be further improved with parts.

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** It gets better than that: Additionally, for quite a long time in most of the game, players have Eureka as {{Anime/Eureka|Seven}} is the main pilot of the Nirvash before Renton takes over. Unfortunately, Nirvash; unfortunately, most of Eureka's her pilot skills (save "SP Up"[[note]]Increases Up"[[note]]Increase maximum SP Spirit Points by 5 up upwards to a maximum of level 9[[/note]] and SP Regen) won't be "SP Regeneration") aren't beneficial when until she becomes the sub-pilot; however, whatever Eureka's pilot points sub-pilot. However, any Pilot Points earned by Eureka are gets transferred when to [[Anime/EurekaSeven Renton Thurston]] when he becomes the main Nirvash's primary pilot. By So long as players keep deploying Eureka a lot, players can then gain a lot of pilot points before the transfer happens and earning Pilot Points with her, they'll wind up giving all those Points onto Renton when he becomes available, inevitably maximizing Renton in the main pilot. Most players recommend that Eureka gets Nirvash Spec-2; furthermore, purchase as many SP Ups as possible "SP Up" pilot skills for Eureka so that her Zeal she can be used use "Zeal" right away.
away when she become the sub-pilot for Renton.
* The [[Anime/GenesisOfAquarion Aquarion]] in the hands of a player who knows what they're doing. This doing: this mecha has the unique ability "Element System", which gives the primary pilot the highest stat among the unit's three pilots in every stat category if his/her Will reaches 130; not a difficult task. This may not seem much, but if one takes each of the three pilots and pump a specific stat, an "Element System"-powered Apollo can hit like a tank, dodge like a Franchise/{{Gundam}} and have a high enough skill stat to activate "Attack Again", allowing him to double-hit everything using his insanely its powerful weapons that have amazing range, which can be further improved with parts.



* The Gundam Double X and its renovated "Twin Satellite Cannon", thanks to the system being RescuedFromTheScrappyHeap: prior to the ''Z'' series, none of the games bothered to mention whether the moon appears in a scenario, since it determines if the weapon can be used or not, and in Z1 and Z2 it required a number of turns to load from the start of the scenario; this game allows its use so long as Garrod reaches the minimum Will requirement, and the weapon comes preloaded from the start of any scenario. Finally, the time it takes for the weapon to be used again is overhauled: one turn if the moon is out, two if it isn't. After Scenario 33, the Twin Satellite Cannon can be used ''every turn''. Oh, and they added Tifa back as a sub-pilot for Garrod.

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* The Gundam Double X and its renovated "Twin Satellite Cannon", thanks to the system being RescuedFromTheScrappyHeap: prior to the ''Z'' series, none of the games bothered to mention whether the moon appears in a scenario, since it determines if the weapon can be used or not, not. Furthermore, in ''Z'' and in Z1 and Z2 it required the ''Second Z'', a number of turns are required to load pass in order for the weapon to become available for use from the start of the scenario; this game ''Tengoku-hen'' allows its use so long as Garrod reaches the minimum Will requirement, and the weapon comes preloaded ''pre-loaded'' from the start of any scenario. Finally, the time it takes for the weapon to be used again is overhauled: one turn if the moon is out, two if it isn't. After Scenario Post-Scenario 33, the Twin Satellite Cannon can be used ''every turn''. Oh, and they added Tifa back as a sub-pilot for Garrod.
4th May '16 3:58:04 PM TheOneWhoTropes
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* In the case for the GurrenLagann, despite [[spoiler:losing [[Anime/TengenToppaGurrenLagann Kamina]]]], players will likely have stored enough pilot points to give [[Anime/TengenToppaGurrenLagann Simon]] "Continuous Action" and "EN Save". Note while Simon is a half-decent pilot, admittedly with one of the best [[LightningBruiser blitz machines]] in ''Hakai-hen'', he's more useful once he aqcuires his "Ace Bonus", granting him ''150 Will at the beginning of each sortie''.

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* In the case for the GurrenLagann, [[Anime/TengenToppaGurrenLagann Gurren Lagann]], despite [[spoiler:losing [[Anime/TengenToppaGurrenLagann Kamina]]]], players will likely have stored enough pilot points to give [[Anime/TengenToppaGurrenLagann Simon]] "Continuous Action" and "EN Save". Note while Simon is a half-decent pilot, admittedly with one of the best [[LightningBruiser blitz machines]] in ''Hakai-hen'', he's more useful once he aqcuires his "Ace Bonus", granting him ''150 Will at the beginning of each sortie''.
21st Apr '16 1:15:23 PM Berrenta
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* [[Anime/SuperDimensionCenturyOrguss Kei Katsuragi and his Orguss]]. This pilot is one of the best in ''Z'', if not ''the'' flat-out best: he comes with an amazing pilot skill set (containing the much sought-out "Attack Again" and "Counter"[[note]]Gain a chance of attacking first before the enemy strikes first[[/note]]), a high enough skill stat to activate both, high evasion/ranged stats, and a very dodgy mecha that has no business doing as much damage as it does. Just slap him with the "Bullet Save" to get more hits and "Ignore Size Modifier" since the Orguss is a size "S", spend a couple thousand credits on Orguss' weaponry and mobility and laugh as he evades everything thrown at him and hammers {{Mook}}s to death with a MacrossMissileMassacre, easily doing damage above 10000 when fully upgraded.
** ItGetsBetter: later in the game, players gain [[spoiler:[[Anime/SuperDimensionCenturyOrguss Olson D. Verne]]]] with an identical Orguss II, giving both access to the very cost-effective and powerful "[[CombinationAttack Orguss Combination]]" that makes them even more broken. Keep in mind that Kei's stats are as good as (if not even better) than Universal Century aces Amuro and Char.

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* [[Anime/SuperDimensionCenturyOrguss Kei Katsuragi and his Orguss]]. This pilot is one of the best in ''Z'', if not ''the'' flat-out best: he comes with an amazing pilot skill set (containing the much sought-out "Attack Again" and "Counter"[[note]]Gain a chance of attacking first before the enemy strikes first[[/note]]), a high enough skill stat to activate both, high evasion/ranged stats, and a very dodgy mecha that has no business doing as much damage as it does. Just slap him with the "Bullet Save" to get more hits and "Ignore Size Modifier" since the Orguss is a size "S", spend a couple thousand credits on Orguss' weaponry and mobility and laugh as he evades everything thrown at him and hammers {{Mook}}s to death with a MacrossMissileMassacre, easily doing damage above 10000 when fully upgraded.
** ItGetsBetter: later
upgraded. Later in the game, players gain [[spoiler:[[Anime/SuperDimensionCenturyOrguss Olson D. Verne]]]] with an identical Orguss II, giving both access to the very cost-effective and powerful "[[CombinationAttack Orguss Combination]]" that makes them even more broken. Keep in mind that Kei's stats are as good as (if not even better) than Universal Century aces Amuro and Char.
13th Apr '16 8:36:03 AM WearSystem
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* Although it was barely advertised, ''VideoGame/SuperRobotWarsBX'' features the "Inspire System", which grants stat boosts to units based on their proximity to other units. In practice, if players bunch allied units up together adjacently, they will gain incredibly high accuracy/evasion rates, to the extent where even the Boss Borot has a 0% chance of getting hit. Sound familiar? The "Inspire System" is essentially the ''GC'' version of the "Friendship System" (see above).

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* Although it was barely advertised, ''VideoGame/SuperRobotWarsBX'' features the "Inspire System", which grants stat boosts to units based on their proximity to other units. In practice, if players bunch allied units up together adjacently, they will gain incredibly high accuracy/evasion rates, to the extent where even the Boss Borot has a 0% chance of getting hit. Sound familiar? The "Inspire System" is essentially the ''GC'' version of the "Friendship System" (see above).that section for more information).
13th Apr '16 8:34:23 AM WearSystem
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[[folder: Super Robot Wars BX]]
* Although it was barely advertised, ''VideoGame/SuperRobotWarsBX'' features the "Inspire System", which grants stat boosts to units based on their proximity to other units. In practice, if players bunch allied units up together adjacently, they will gain incredibly high accuracy/evasion rates, to the extent where even the Boss Borot has a 0% chance of getting hit. Sound familiar? The "Inspire System" is essentially the ''GC'' version of the "Friendship System" (see above).
* The Glitter Falsaber has become a close challenger to the Valzacard as one of the most broken OriginalGeneration mecha to date. While its "component units" are decent on their own, the Glitter Falsaber takes the best of partner bonuses[[note]]Increase critical hit rate +10/+15/+20/+30, armor rating +100/+125/+150/+200, accuracy +5/+10/+20/+30 and mobility +5/+10/+20/+30 at bonus level 1/2/3/4[[/note]]. However, the unit barely scratches the surface when it has the exclusive "All Treasures" unit ability during Scenario 37: any time the player's turn begins, all four pilots of the Glitter Falsaber recover 10 Spirit Points and the unit regenerates 10% maximum EN, and at 130 Will, increase damage dealt by 10%. If the Falsaber ever takes damage, it auto-regenerates {{Hit Points}}s roughly equal to ''25% of its maximum HP'', effectively {{No Sell}}ing attacks. Finally, it stacks with any other unit abilities given to it that has the same effect. This means the Glitter Falsaber is self-sufficient enough to be a OneManArmy. Did we also mention the machine's two strongest attacks automatically bypasses barriers, with the strongest also having a built-in "Ignore Size Modifier"? The only downside is prior to triggering an event in the final scenario for the game (both the normal and "true" routes), the Glitter Falsaber is unavailable.
* After a eight year hiatus, ''Nadesico'' returns, and with it the eponymous battleship. A large portion of allied and enemy units in ''BX'' are at best an "M" size; the Nadesico at "2L" size means greater damage and defensive capabilities than it should ([[JokeCharacter unless]] it's the [[Anime/MobileSuitGundamUnicorn Grancieres]]), backed by main pilot [[Anime/MartianSuccessorNadesico Yurika Misumaru]] and her "IFS" pilot skill[[note]]Increase all pilot stats as Will increases[[/note]]. Although the ship's "[[WaveMotionGun Gravity Blast]]" attack has a pricy EN cost, the ship now carries EN regeneration (which only the [[MechaExpansionPack Y-Unit]] had in ''Judgment'') and has a partner bonus that boosts EN by 50 at level 2 (75 at level 3, 100 at max level). Unlike its previous incarnations, the Nadesico lacks a MAP version of "Gravity Blast", but it regains it once the Y-Unit is unlocked in Scenario 29, alongside the stronger "Phase Transition Cannon" attack and its MAP version. To cap it off, the battleship is available as early as Scenario 5 with sub-pilots [[Anime/MartianSuccessorNadesico Ruri Hoshino, Minato Haruka and Megumi Reinard]] to help with Spirit Commands.
* While the Nadesico Y-Unit's "Phase Transition Cannon" is a very powerful MAP weapon, it's only the second best in the game. In Scenario 41, the [[Anime/MobileSuitGundamAGE AGE-1 Gransa]] is unlocked, but isn't a particularly amazing unit due to high EN costs for its weaponry. However, this scenario also unlocks the "Triple Generation" CombinationAttack with the [[Anime/MobileSuitGundamAGE Gundam AGE-FX and Gundam AGE-2 Dark Hound]], one of the strongest attacks in ''BX'', and the Gransa's "[[NukeEm Plasma Diver Missile]]", bar none ''the'' most powerful attack in the game at a whopping base damage of '''9999'''[[note]]Like the Ideon Gun from ''Alpha 3'', actual base damage is much higher than the game states[[/note]], both as a normal attack and a wide-ranged MAP weapon. Finally, the Gransa's pilot [[Anime/MobileSuitGundamAge Flit Asuno]] gets the "Soul" Spirit Command, which, despite its {{Nerf}} from the ''Third Super Robot Wars Z''[[note]]"Soul" is now standardized to deal 2.2 times the damage rather than 2.5 times[[/note]], makes it one of the best boss and {{Mook}} killers in ''BX''. Although "Plasma Diver Missile" is a single-round use weapon applied to both normal and MAP versions, this can be easily remedied via a resupply-based unit or allied Spirit Commands. To put this into perspective, the MAP version of "Plasma Diver Missile" is the second-strongest MAP weapon in the franchise next to the ''Alpha 3'' "Ideon Gun" since the latter has infinite range.
* [[Anime/GaoGaiGar King J-Der]] has had a bad rap throughout its [=SRW=] appearances, always joining late in a playthrough, making its immense power difficult to use. Not so in ''BX'', where it's available a little over halfway into the game in Scenario 28. Despite ''[=GaoGaiGar=] Final'' not being around to give the unit its fourth pilot or the "J-Phoenix" attack, and certain weapons being cut from previous games, the unit still a long-range, 20-round attack that can OneHitKill most {{Mook}}s in the game at five ranks of weapon upgrades (even a decent chunk from mini-bosses). It's much dodgier than one might expect thanks to the return of the "Brave" pilot skill[[note]]Increase accuracy, armor, critical hit and evasion ratings; this effect increases at higher levels[[/note]] for [[Anime/{{GaoGaiGar}} Soldat J]] and, like most super robots, is a tanker, where only bosses are the ones able to break past its "Generating Armor" unit ability[[note]]Reduces all damage by 1500 points; costs 10 EN to activate[[/note]]; plus, [[Anime/{{GaoGaiGar}} Ikumi "Arma" Kaidou and Tomoro 0117]] serve as J's usual sub-pilots. The problem is King J-Der permanently leaves the party in Scenario 45 when there are a few levels left in the game, unless players ensured J defeats the [[Anime/{{GaoGaiGar}} Arm Primeval]] in Scenario 42 and surpasses a specific combined kill count with Gai Shishioh by Scenario 45.
* ''SD Gundam Gaiden'' reminds us that ''[[VideoGame/SuperRobotWarsJudgment Super Robot Wars]]'' [[VideoGame/SuperRobotWarsW always had]] [[VideoGame/SuperRobotWarsL a problem with]] [[VideoGame/SuperRobotWarsUX balancing "SS" sized units]]. Most were untouchable by enemies, exceptionally EN efficient and tends to hit really hard despite their size, yet a well-placed attack is more than enough to put their {{Hit Point}}s into the red. Fighter ZZ in ''BX'' is notable for being one of the best [[MightyGlacier tankers in the game]], while Wizard Nu is a long-ranged fighter with some strong attacks and a partner bonus[[note]]A max level partner bonus from the Nu increases accuracy by 30, EN +150, +2 weapon range and base damage for all ranged-weapons up by 300[[/note]] that compliments the myriad of other long-ranged fighters in ''BX'' (AGE-1 Gransa comes to mind), though is held back because it joins late in Scenario 41. Meanwhile, Knight Gundam earns the "Full Armor Knight Gundam" attack in Scenario 26 only to lose it a few stages later when it upgrades into the Vassal Knight Gundam, of which its "Knight Superior Dragon" attack is locked until Scenario 44. Fortunately, the change into Vassal Knight comes with a permanent +5 boost to all of its pilot stats, making it statistically one of the best pilots in ''BX''; additionally, by completing certain requirements, a SecretCharacter can be unlocked as a useful sub-pilot for the Vassal Knight in the late-game.
** Unfortunately, these Gundams fall prey to a GoodBadBug: much like VisualNovel/{{Demonbane}} in ''UX'', their EN gauge is replaced with MagicPoints, which increases its maximum upon level up. Because of the bug, they lose maximum MP earned post-level 50 due to the in-game formula changing, only gaining it more slowly afterwards. Luckily, the SD Gundam attacks aren't energy guzzlers and they carry MP regeneration.
* On the subject of unit abilities, while ''BX'' does not have "Nerve Crack", "[[Anime/MobileSuitGundam00 Quantum Burst]]"[[note]]At 150+ Will, for 80 EN, lower enemy stats by 30 and increase allied stats by 30 for one turn; this effect can be stacked[[/note]] and "[[Anime/MacrossFrontier Dance of Wings]]"[[note]]At 130+ Will, for 80 EN, enemies in the affected area cannot perform any action for one turn[[/note]] are still available and as overpowered from ''UX''. This time around, the game introduces new abilities such as the [=GaoGaiGar=]'s "[[Anime/{{GaoGaiGar}} Dividing Driver]]"[[note]]For 50 EN, allied terrain ratings become S ranks and enemy terrain ratings decrease by one rank for one turn; this effect does not apply to weapon terrain ratings[[/note]] and "[[Anime/{{GaoGaiGar}} Gatling Driver]]"[[note]]For 60 EN, enemies in the affected area cannot move for one turn[[/note]], [[Anime/{{GaoGaiGar}} Mike Sounders the 13th's "Disk-P"]][[note]]For 30 EN, allied units in the affected area gain +10 Will[[/note]] and Knight Alex's "Lavium"[[note]]At 130+ Will, for 50 MP, restore all {{Hit Point}}s to all allied units[[/note]].
[[/folder]]



[[/folder]]

[[folder: Super Robot Wars BX]]
* Although it was barely advertised, ''VideoGame/SuperRobotWarsBX'' features the "Inspire System", which grants stat boosts to units based on their proximity to other units. In practice, if players bunch allied units up together adjacently, they will gain incredibly high accuracy/evasion rates, to the extent where even the Boss Borot has a 0% chance of getting hit. Sound familiar? The "Inspire System" is essentially the ''GC'' version of the "Friendship System" (see above).
* The Glitter Falsaber has become a close challenger to the Valzacard as one of the most broken OriginalGeneration mecha to date. While its "component units" are decent on their own, the Glitter Falsaber takes the best of partner bonuses[[note]]Increase critical hit rate +10/+15/+20/+30, armor rating +100/+125/+150/+200, accuracy +5/+10/+20/+30 and mobility +5/+10/+20/+30 at bonus level 1/2/3/4[[/note]]. However, the unit barely scratches the surface when it has the exclusive "All Treasures" unit ability during Scenario 37: any time the player's turn begins, all four pilots of the Glitter Falsaber recover 10 Spirit Points and the unit regenerates 10% maximum EN, and at 130 Will, increase damage dealt by 10%. If the Falsaber ever takes damage, it auto-regenerates {{Hit Points}}s roughly equal to ''25% of its maximum HP'', effectively {{No Sell}}ing attacks. Finally, it stacks with any other unit abilities given to it that has the same effect. This means the Glitter Falsaber is self-sufficient enough to be a OneManArmy. Did we also mention the machine's two strongest attacks automatically bypasses barriers, with the strongest also having a built-in "Ignore Size Modifier"? The only downside is prior to triggering an event in the final scenario for the game (both the normal and "true" routes), the Glitter Falsaber is unavailable.
* After a eight year hiatus, ''Nadesico'' returns, and with it the eponymous battleship. A large portion of allied and enemy units in ''BX'' are at best an "M" size; the Nadesico at "2L" size means greater damage and defensive capabilities than it should ([[JokeCharacter unless]] it's the [[Anime/MobileSuitGundamUnicorn Grancieres]]), backed by main pilot [[Anime/MartianSuccessorNadesico Yurika Misumaru]] and her "IFS" pilot skill[[note]]Increase all pilot stats as Will increases[[/note]]. Although the ship's "[[WaveMotionGun Gravity Blast]]" attack has a pricy EN cost, the ship now carries EN regeneration (which only the [[MechaExpansionPack Y-Unit]] had in ''Judgment'') and has a partner bonus that boosts EN by 50 at level 2 (75 at level 3, 100 at max level). Unlike its previous incarnations, the Nadesico lacks a MAP version of "Gravity Blast", but it regains it once the Y-Unit is unlocked in Scenario 29, alongside the stronger "Phase Transition Cannon" attack and its MAP version. To cap it off, the battleship is available as early as Scenario 5 with sub-pilots [[Anime/MartianSuccessorNadesico Ruri Hoshino, Minato Haruka and Megumi Reinard]] to help with Spirit Commands.
* While the Nadesico Y-Unit's "Phase Transition Cannon" is a very powerful MAP weapon, it's only the second best in the game. In Scenario 41, the [[Anime/MobileSuitGundamAGE AGE-1 Gransa]] is unlocked, but isn't a particularly amazing unit due to high EN costs for its weaponry. However, this scenario also unlocks the "Triple Generation" CombinationAttack with the [[Anime/MobileSuitGundamAGE Gundam AGE-FX and Gundam AGE-2 Dark Hound]], one of the strongest attacks in ''BX'', and the Gransa's "[[NukeEm Plasma Diver Missile]]", bar none ''the'' most powerful attack in the game at a whopping base damage of '''9999'''[[note]]Like the Ideon Gun from ''Alpha 3'', actual base damage is much higher than the game states[[/note]], both as a normal attack and a wide-ranged MAP weapon. Finally, the Gransa's pilot [[Anime/MobileSuitGundamAge Flit Asuno]] gets the "Soul" Spirit Command, which, despite its {{Nerf}} from the ''Third Super Robot Wars Z''[[note]]"Soul" is now standardized to deal 2.2 times the damage rather than 2.5 times[[/note]], makes it one of the best boss and {{Mook}} killers in ''BX''. Although "Plasma Diver Missile" is a single-round use weapon applied to both normal and MAP versions, this can be easily remedied via a resupply-based unit or allied Spirit Commands. To put this into perspective, the MAP version of "Plasma Diver Missile" is the second-strongest MAP weapon in the franchise next to the ''Alpha 3'' "Ideon Gun" since the latter has infinite range.
* [[Anime/GaoGaiGar King J-Der]] has had a bad rap throughout its [=SRW=] appearances, always joining late in a playthrough, making its immense power difficult to use. Not so in ''BX'', where it's available a little over halfway into the game in Scenario 28. Despite ''[=GaoGaiGar=] Final'' not being around to give the unit its fourth pilot or the "J-Phoenix" attack, and certain weapons being cut from previous games, the unit still a long-range, 20-round attack that can OneHitKill most {{Mook}}s in the game at five ranks of weapon upgrades (even a decent chunk from mini-bosses). It's much dodgier than one might expect thanks to the return of the "Brave" pilot skill[[note]]Increase accuracy, armor, critical hit and evasion ratings; this effect increases at higher levels[[/note]] for [[Anime/{{GaoGaiGar}} Soldat J]] and, like most super robots, is a tanker, where only bosses are the ones able to break past its "Generating Armor" unit ability[[note]]Reduces all damage by 1500 points; costs 10 EN to activate[[/note]]; plus, [[Anime/{{GaoGaiGar}} Ikumi "Arma" Kaidou and Tomoro 0117]] serve as J's usual sub-pilots. The problem is King J-Der permanently leaves the party in Scenario 45 when there are a few levels left in the game, unless players ensured J defeats the [[Anime/{{GaoGaiGar}} Arm Primeval]] in Scenario 42 and surpasses a specific combined kill count with Gai Shishioh by Scenario 45.
* ''SD Gundam Gaiden'' reminds us that ''[[VideoGame/SuperRobotWarsJudgment Super Robot Wars]]'' [[VideoGame/SuperRobotWarsW always had]] [[VideoGame/SuperRobotWarsL a problem with]] [[VideoGame/SuperRobotWarsUX balancing "SS" sized units]]. Most were untouchable by enemies, exceptionally EN efficient and tends to hit really hard despite their size, yet a well-placed attack is more than enough to put their {{Hit Point}}s into the red. Fighter ZZ in ''BX'' is notable for being one of the best [[MightyGlacier tankers in the game]], while Wizard Nu is a long-ranged fighter with some strong attacks and a partner bonus[[note]]A max level partner bonus from the Nu increases accuracy by 30, EN +150, +2 weapon range and base damage for all ranged-weapons up by 300[[/note]] that compliments the myriad of other long-ranged fighters in ''BX'' (AGE-1 Gransa comes to mind), though is held back because it joins late in Scenario 41. Meanwhile, Knight Gundam earns the "Full Armor Knight Gundam" attack in Scenario 26 only to lose it a few stages later when it upgrades into the Vassal Knight Gundam, of which its "Knight Superior Dragon" attack is locked until Scenario 44. Fortunately, the change into Vassal Knight comes with a permanent +5 boost to all of its pilot stats, making it statistically one of the best pilots in ''BX''; additionally, by completing certain requirements, a SecretCharacter can be unlocked as a useful sub-pilot for the Vassal Knight in the late-game.
** Unfortunately, these Gundams fall prey to a GoodBadBug: much like VisualNovel/{{Demonbane}} in ''UX'', their EN gauge is replaced with MagicPoints, which increases its maximum upon level up. Because of the bug, they lose maximum MP earned post-level 50 due to the in-game formula changing, only gaining it more slowly afterwards. Luckily, the SD Gundam attacks aren't energy guzzlers and they carry MP regeneration.
* On the subject of unit abilities, while ''BX'' does not have "Nerve Crack", "[[Anime/MobileSuitGundam00 Quantum Burst]]"[[note]]At 150+ Will, for 80 EN, lower enemy stats by 30 and increase allied stats by 30 for one turn; this effect can be stacked[[/note]] and "[[Anime/MacrossFrontier Dance of Wings]]"[[note]]At 130+ Will, for 80 EN, enemies in the affected area cannot perform any action for one turn[[/note]] are still available and as overpowered from ''UX''. This time around, the game introduces new abilities such as the [=GaoGaiGar=]'s "[[Anime/{{GaoGaiGar}} Dividing Driver]]"[[note]]For 50 EN, allied terrain ratings become S ranks and enemy terrain ratings decrease by one rank for one turn; this effect does not apply to weapon terrain ratings[[/note]] and "[[Anime/{{GaoGaiGar}} Gatling Driver]]"[[note]]For 60 EN, enemies in the affected area cannot move for one turn[[/note]], [[Anime/{{GaoGaiGar}} Mike Sounders the 13th's "Disk-P"]][[note]]For 30 EN, allied units in the affected area gain +10 Will[[/note]] and Knight Alex's "Lavium"[[note]]At 130+ Will, for 50 MP, restore all {{Hit Point}}s to all allied units[[/note]].
22nd Mar '16 9:58:00 PM advent_child
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* Of all playable units in the game, the Granzon is horribly overpowered as its presence makes every other unit obsolete. At 140 Will, it's able to use the "Black Hole Cluster" attack which ''pulls in'' every enemy unit no matter how far it is on the map and can take out groups of enemies with ease while allied units will likely only target one enemy. Normally, Shu and the Granzon is the last SecretCharacter players can unlock in "Mission Mode", but this can be circumvented very early in the game [[DiskOneNuke by playing a certain character on the hardest difficulty in "Arcade Mode"]]. Finally, if players fully upgrade the Granzon, its recharge time for "Black Hole Cluster" and "Graviton Cannon" is so fast, enemies will be dropping left and right.

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* Of all playable units in the game, [[https://www.youtube.com/watch?v=8l-eZ1FwQuY the Granzon is horribly overpowered overpowered]] as its presence makes every other unit obsolete. At 140 Will, it's able to use the "Black Hole Cluster" attack which ''pulls in'' every enemy unit no matter how far it is on the map and can take out groups of enemies with ease while allied units will likely only target one enemy. Normally, Shu and the Granzon is the last SecretCharacter players can unlock in "Mission Mode", but this can be circumvented very early in the game [[DiskOneNuke by playing a certain character on the hardest difficulty in "Arcade Mode"]]. Finally, if players fully upgrade the Granzon, its recharge time for "Black Hole Cluster" and "Graviton Cannon" is so blazingly fast, enemies will be dropping left and right.



* The five ''Masou Kishin'' units, thanks to the ability to transform into their "[[SuperMode Full Possession Mode]]", replenishing the units to full HP and MG[[note]]''Masou Kishin'' equivalent of EN[[/note]] when their pilots reach 130 Will.

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* The five ''Masou Kishin'' Elemental Lord units, thanks to the new ability to transform where upon transforming into their "[[SuperMode Full Possession Mode]]", replenishing the units to full Mode]]" replenishes HP and MG[[note]]''Masou Kishin'' equivalent of EN[[/note]] ''to full'' when their pilots reach 130 Will.



* The Valzacard of the [[Characters/SuperRobotWarsW Ardygun family]] is a battleship-sized super robot that dodges like a real robot with nearly 30,000 HP. Technically, it's really its attacks that make it so powerful in the game; to top it off, it has six pilots, meaning access to one of the largest sets of Spirit Commands for a single unit, giving it tons of buffs each turn. The best part? It's the ''mandatory'' final MidSeasonUpgrade for the protagonist. Also, if players are willing to glitch a bit, it [[GoodBadBug can have infinite turns due to the "Infinite Spirit Points Glitch"]] (see below), and that's not through setting up the protagonist to do it. Whatever minor flaws it has (if any), it can be covered with its four parts slots. In a game full of gamebreakers, this is the most gamebreaking of them all.
** To give players an idea of how broken the Valzacard is, even without unit or weapon upgrades, the Valzacard equipped with an EN-based equippable part and Spirit Point restoration consumable part, alongside support through its six pilots' Spirit Commands can take down roughly ''80% of the FinalBoss HP by itself'' (excluding "Support Attack").
** Its previous form, the Valguard, is no slouch, either: a battleship-sized super robot with five pilots, insane durability and acceptable offensive power. While it doesn't sound too amazing compared to the Valzacard, it has an ammo-based MAP weapon with nice coverage and all of its attacks cost little EN, but deal incredible damage. The early parts of the second half of ''W'' can be trivialized by spamming its MAP weapon after giving [[Characters/SuperRobotWarsW Kazuma Ardygun]] "Hit & Away". Even though the Valguard won't be as powerful as many of the returning first-half units, the Valzacard will be available a few scenarios later.
* Anime/DetonatorOrgun and the Tekkamen...ALL seven of them ([[SecretCharacter eight]], if players achieve requirements). Five of them have two HP bars (and a second set of Spirit Commands), six of them have long-ranged {{Wave Motion Gun}}s with a MAP variant, and can attack enemies in a row with their base attacks via the "Chain Attack System". Of particular note is [[Anime/TekkamanBlade Yumi "Tekkaman Hiver" Francois]], whose "Voltekka" MAP attack is FriendlyFireproof and has the widest area of effect. Augmented further because Yumi gains access to the "Love" Spirit Command. Oh, and most of them (bar Orgun) have cheap, extremely powerful {{Combination Attack}}s with each other.
** [[Anime/TekkamanBlade Aki Kisaragi]] takes BoringButPractical to a new level. Unlike her Tekkaman peers, she doesn't have a "Voltekka" attack, but her post-movement "[[CombinationAttack Double Lancer Combination]]" with Tekkaman Blade is ridiculously strong, despite the short range of 3, yet the requirements are 30 EN and 110 Will. Combine this with her natural stats (touted as one of the best in ''W'') and great movement that comes from being a Tekkaman, players have a monster who can dish out punishment extremely quick.
* To say nothing about Anime/GaoGaiGar and its derivatives is a crime. This super robot is built for defense, yet dodges like a real robot with its only downside being its high EN costs for its strongest attacks and pitiful attack range. However, its "Protect Shade"/"Protect Wall" unit abilities[[note]]At 100 Will, negate all damage below 1400 and 1600, respectively[[/note]] buff defense against small damages (pilot [[Anime/GaoGaiGar Gai Shishioh]] has the "Invincible" Spirit Command[[note]]Reduce all damage received from the next attack to 10[[/note]], which when used in conjunction with "Protect Shade"/"Protect Wall", means ''no'' damage from the next hit). Also, unlike its ''Alpha 3'' counterpart, [[Anime/GaoGaiGar Goldymarg]] isn't a separate unit, so the [=GaoGaiGar=] can use the "[[CombinationAttack Goldion]] [[DropTheHammer Hammer]]" as many times as possible. Once the plot brings in the Genesic [=GaoGaiGar=] and "Goldion Crusher", it can use that ''infinitely'' to the player's content. Talk about a "[[RedBaron God of Destruction]]"... breaking the game.

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* The Valzacard of the [[Characters/SuperRobotWarsW Ardygun family]] is a battleship-sized super robot that dodges like a real robot with nearly 30,000 HP. Technically, it's really its attacks that make and unit size are what makes it so powerful in the game; to top it off, it has six pilots, meaning access to one of the largest sets of Spirit Commands for a single unit, giving it tons of possible buffs each turn. The best part? It's the ''mandatory'' final MidSeasonUpgrade for the protagonist. Also, if players are willing to glitch a bit, it [[GoodBadBug can have infinite turns due to the "Infinite Spirit Points Glitch"]] (see below), and that's not through setting up the protagonist to do it. Whatever minor flaws it has (if any), it can be covered with its four parts slots. In a game full of gamebreakers, this is the most gamebreaking of them all.
** To give players an idea of how broken the Valzacard is, even without unit or weapon upgrades, the Valzacard equipped with an EN-based equippable part and Spirit Point restoration consumable part, alongside support through its six pilots' Spirit Commands can take down roughly ''80% of the FinalBoss HP by itself'' (excluding "Support Attack").
Attack" from allies).
** Its previous form, the Valguard, is no slouch, either: a another battleship-sized super robot with five pilots, insane durability and acceptable offensive power. While it doesn't sound too amazing compared to the Valzacard, it has an ammo-based MAP weapon with nice coverage and all of its attacks cost little EN, but deal incredible damage. The early parts of the second half of ''W'' can be trivialized by spamming its MAP weapon after giving [[Characters/SuperRobotWarsW Kazuma Ardygun]] "Hit & Away". Even though the Valguard won't be as powerful as many of the returning first-half units, the Valzacard will be available a few scenarios later.
* Anime/DetonatorOrgun and the Tekkamen...ALL seven of them ([[SecretCharacter eight]], if players achieve requirements). Five of them have two HP bars (and (meaning a second set of Spirit Commands), six of them have long-ranged {{Wave Motion Gun}}s with a MAP variant, and can attack enemies in a row with their base attacks via the "Chain Attack System". Of particular note is [[Anime/TekkamanBlade Yumi "Tekkaman Hiver" Francois]], whose "Voltekka" MAP attack is FriendlyFireproof and has the widest area of effect. Augmented effect; augmented further because Yumi gains access to the "Love" Spirit Command. Oh, and most of them (bar Orgun) have cheap, extremely powerful {{Combination Attack}}s with each other.
** [[Anime/TekkamanBlade Aki Kisaragi]] takes BoringButPractical to a new level. Unlike her Tekkaman peers, she doesn't have a "Voltekka" attack, but her post-movement "[[CombinationAttack Double Lancer Combination]]" with Tekkaman Blade is ridiculously strong, despite the short range of 3, yet the requirements are a paltry 30 EN and 110 Will. Combine this with her natural stats (touted as one of the best in ''W'') and great movement range that comes from being a Tekkaman, players have a monster who can dish out punishment extremely quick.
* To say nothing about Anime/GaoGaiGar and its derivatives is a crime. This super robot is built for defense, yet dodges like a real robot with its only downside being its high EN costs for its strongest attacks and pitiful attack range. However, its "Protect Shade"/"Protect Wall" unit abilities[[note]]At 100 Will, negate all damage below 1400 and 1600, respectively[[/note]] buff defense against small damages (pilot [[Anime/GaoGaiGar Gai Shishioh]] has the "Invincible" Spirit Command[[note]]Reduce all damage received from the next attack to 10[[/note]], which when used in conjunction with "Protect Shade"/"Protect Wall", means ''no'' damage from the next hit). Also, unlike its ''Alpha 3'' counterpart, [[Anime/GaoGaiGar Goldymarg]] isn't a separate unit, unit in ''W'', so the [=GaoGaiGar=] can use the "[[CombinationAttack Goldion]] [[DropTheHammer Hammer]]" as many times as possible. Once the plot brings in the Genesic [=GaoGaiGar=] and "Goldion Crusher", it can use that ''infinitely'' to the player's content. Talk about a "[[RedBaron God of Destruction]]"... breaking the game.
22nd Mar '16 4:42:47 AM ChrisX
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* The [[SecretCharacter hidden]] [[VideoGame/SuperRobotWarsDestiny Forte Gigas]] may qualify, as its comes with 4 ranks of upgrades, economic and powerful attacks (its strongest attack "Riot Buster" costs only ''20 EN''), a high armor rating, the incredibly rare "S" ranks for many terrain and its weapons and functions as a two-seater for [[Characters/SuperRobotWarsDestiny Joshua Radcliffe and Cliana Rimskaya]], both with a Spirit Command list befitting of a single unit, thus they can take turns casting buffs without burning too much Spirit Points. The only issue is it takes some real work to acquire it (compared against unlocking the Vaisaga in ''Original Generation 2'') and no upgrades from the [[VideoGame/SuperRobotWarsDestiny Aile Chevalier or Blanche Neige]] carry over. However, unlike its ''Destiny'' counterpart, there's no super robot-hampering GameBreakingBug preventing it from tanking.

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* The [[SecretCharacter hidden]] [[VideoGame/SuperRobotWarsDestiny Forte Gigas]] may qualify, as its comes with 4 ranks of upgrades, economic and powerful attacks (its strongest attack "Riot Buster" costs only ''20 EN''), a high armor rating, the incredibly rare "S" ranks for many terrain and its weapons and functions as a two-seater for [[Characters/SuperRobotWarsDestiny Joshua Radcliffe and Cliana Rimskaya]], both with a Spirit Command list befitting of a single unit, attack-based unit (not support), thus they can take turns casting buffs without burning too much Spirit Points. The only issue is it takes some real work to acquire it (compared against unlocking the Vaisaga in ''Original Generation 2'') and no upgrades from the [[VideoGame/SuperRobotWarsDestiny Aile Chevalier or Blanche Neige]] carry over. However, unlike its ''Destiny'' counterpart, there's no super robot-hampering GameBreakingBug preventing it from tanking.
14th Mar '16 2:35:17 PM Prfnoff
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* As befitting of a HumongousMecha based on the Franchise/CthulhuMythos, the eponymous {{Demonbane}} is ridiculously strong. At size "L" with good base damage and great range for its weapons, it has the most devastating attacks in the game save for a few. Upgrades will provide it with the ability "Magic Circle Wall"[[note]]At 100 Will or higher, negate all damage below 2000[[/note]], a barrier to stop small arms fire, and "Mirror of Nitocris" (another "Mirror Image" proxy), which in combination with its naturally high HP makes it nigh-unkillable. Since the Demonbane uses [[{{Mana}} Magic Points]] rather than energy, it's immune to status effects draining EN, making it terribly effective against the ELS, alongside high MP recovery per turn ([[spoiler:except when Elza becomes the sub-pilot; Al-Azif returns late-game]]). With good abilities and Spirit Commands, it's not difficult to solo the whole game with it (including scenarios requiring mandatory deployment units)[[note]]...except maybe Scenario 48 against the ELS[[/note]] and destroy the FinalBoss in roughly two turns. [[spoiler:Granted, [[{{Demonbane}} Master Therion and the Liber Legis]] are statistically stronger, but they don't count since they're {{Secret Character}}s who join in the final scenario of the game, provided the player has met the GuideDangIt requirements]].

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* As befitting of a HumongousMecha based on the Franchise/CthulhuMythos, the eponymous {{Demonbane}} VisualNovel/{{Demonbane}} is ridiculously strong. At size "L" with good base damage and great range for its weapons, it has the most devastating attacks in the game save for a few. Upgrades will provide it with the ability "Magic Circle Wall"[[note]]At 100 Will or higher, negate all damage below 2000[[/note]], a barrier to stop small arms fire, and "Mirror of Nitocris" (another "Mirror Image" proxy), which in combination with its naturally high HP makes it nigh-unkillable. Since the Demonbane uses [[{{Mana}} Magic Points]] rather than energy, it's immune to status effects draining EN, making it terribly effective against the ELS, alongside high MP recovery per turn ([[spoiler:except when Elza becomes the sub-pilot; Al-Azif returns late-game]]). With good abilities and Spirit Commands, it's not difficult to solo the whole game with it (including scenarios requiring mandatory deployment units)[[note]]...except maybe Scenario 48 against the ELS[[/note]] and destroy the FinalBoss in roughly two turns. [[spoiler:Granted, [[{{Demonbane}} [[VisualNovel/{{Demonbane}} Master Therion and the Liber Legis]] are statistically stronger, but they don't count since they're {{Secret Character}}s who join in the final scenario of the game, provided the player has met the GuideDangIt requirements]].



** Unfortunately, these Gundams fall prey to a GoodBadBug: much like Demonbane in ''UX'', their EN gauge is replaced with MagicPoints, which increases its maximum upon level up. Because of the bug, they lose maximum MP earned post-level 50 due to the in-game formula changing, only gaining it more slowly afterwards. Luckily, the SD Gundam attacks aren't energy guzzlers and they carry MP regeneration.

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** Unfortunately, these Gundams fall prey to a GoodBadBug: much like Demonbane VisualNovel/{{Demonbane}} in ''UX'', their EN gauge is replaced with MagicPoints, which increases its maximum upon level up. Because of the bug, they lose maximum MP earned post-level 50 due to the in-game formula changing, only gaining it more slowly afterwards. Luckily, the SD Gundam attacks aren't energy guzzlers and they carry MP regeneration.
26th Feb '16 11:33:58 AM advent_child
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* Since its debut, [[spoiler:[[CombiningMecha Glitter Falsaber]]]] has become a close challenger to Valzacard (see above) as one of the most broken Original mecha to date. While its "components" are just decent on their own, the "true form" of [[spoiler:Falsaber]] takes the best of their Unit Bonus so that it can both tank like a SuperRobot or dodge like a RealRobot. But that's not the best yet: its internal ability consists of auto health regeneration (which almost equals to ''25% of its maximum health'' at maximum Will so that any attacks under that amount are [[NoSell basically nullified]]), damage bonus after 130 Will and SP Regeneration for its pilots (which has ''four''). A few stages later since its debut it gains the last bit of its ability in the form of '''EN Regeneration''', which means [[spoiler:Glitter Falsaber]] is self-sufficient enough that it's completely capable to wipe the floor with the enemies on its own. The only problem is that, before triggering an event in the last stage (both Normal and True Final stages), it's unavailable to combine.

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* Since its debut, [[spoiler:[[CombiningMecha The Glitter Falsaber]]]] Falsaber has become a close challenger to the Valzacard (see above) as one of the most broken Original OriginalGeneration mecha to date. While its "components" "component units" are just decent on their own, the "true form" of [[spoiler:Falsaber]] Glitter Falsaber takes the best of their Unit Bonus so that it can both tank like a SuperRobot or dodge like a RealRobot. But that's not partner bonuses[[note]]Increase critical hit rate +10/+15/+20/+30, armor rating +100/+125/+150/+200, accuracy +5/+10/+20/+30 and mobility +5/+10/+20/+30 at bonus level 1/2/3/4[[/note]]. However, the best yet: its internal unit barely scratches the surface when it has the exclusive "All Treasures" unit ability consists during Scenario 37: any time the player's turn begins, all four pilots of auto health regeneration (which almost equals the Glitter Falsaber recover 10 Spirit Points and the unit regenerates 10% maximum EN, and at 130 Will, increase damage dealt by 10%. If the Falsaber ever takes damage, it auto-regenerates {{Hit Points}}s roughly equal to ''25% of its maximum health'' at maximum Will so HP'', effectively {{No Sell}}ing attacks. Finally, it stacks with any other unit abilities given to it that any attacks under that amount are [[NoSell basically nullified]]), damage bonus after 130 Will and SP Regeneration for its pilots (which has ''four''). A few stages later since its debut it gains the last bit of its ability in the form of '''EN Regeneration''', which same effect. This means [[spoiler:Glitter Falsaber]] the Glitter Falsaber is self-sufficient enough that it's completely capable to wipe be a OneManArmy. Did we also mention the floor machine's two strongest attacks automatically bypasses barriers, with the enemies on its own. strongest also having a built-in "Ignore Size Modifier"? The only problem downside is that, before prior to triggering an event in the last stage final scenario for the game (both Normal the normal and True Final stages), it's unavailable to combine."true" routes), the Glitter Falsaber is unavailable.



* While the Nadesico Y-Unit's "Phase Transition Cannon" is a very powerful MAP weapon, it's only the second best in the game. In Scenario 41, the [[Anime/MobileSuitGundamAGE AGE-1 Gransa]] is unlocked, but isn't a particularly amazing unit due to high EN costs for its weaponry. However, this scenario also unlocks the "Triple Generation" CombinationAttack with the [[Anime/MobileSuitGundamAGE Gundam AGE-FX and Gundam AGE-2 Dark Hound]], one of the strongest attacks in ''BX'', and the Gransa's "[[NukeEm Plasma Diver Missile]]", bar none ''the'' most powerful attack in the game at a whopping base damage of '''9999'''[[note]]Its actual base damage is way higher than that however[[/note]], both as a normal attack and a wide-ranged MAP weapon. Finally, the Gransa's pilot [[Anime/MobileSuitGundamAge Flit Asuno]] gets the "Soul" Spirit Command, which, despite its {{Nerf}} from the ''Third Super Robot Wars Z''[[note]]"Soul" is now standardized to deal 2.2 times the damage rather than 2.5 times[[/note]], makes it one of the best boss and {{Mook}} killers in ''BX''. Although "Plasma Diver Missile" is a single-round use weapon applied to both normal and MAP versions, this can be easily remedied via a resupply-based unit or allied Spirit Commands. To put the missile's power into perspective, players are comparing it with '''[[Anime/SpaceRunawayIdeon Ideon Gun]]''' in ''Alpha 3'' as the most powerul MAP Weapon in the franchise to date, which says ''a lot''.

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* While the Nadesico Y-Unit's "Phase Transition Cannon" is a very powerful MAP weapon, it's only the second best in the game. In Scenario 41, the [[Anime/MobileSuitGundamAGE AGE-1 Gransa]] is unlocked, but isn't a particularly amazing unit due to high EN costs for its weaponry. However, this scenario also unlocks the "Triple Generation" CombinationAttack with the [[Anime/MobileSuitGundamAGE Gundam AGE-FX and Gundam AGE-2 Dark Hound]], one of the strongest attacks in ''BX'', and the Gransa's "[[NukeEm Plasma Diver Missile]]", bar none ''the'' most powerful attack in the game at a whopping base damage of '''9999'''[[note]]Its '''9999'''[[note]]Like the Ideon Gun from ''Alpha 3'', actual base damage is way much higher than that however[[/note]], the game states[[/note]], both as a normal attack and a wide-ranged MAP weapon. Finally, the Gransa's pilot [[Anime/MobileSuitGundamAge Flit Asuno]] gets the "Soul" Spirit Command, which, despite its {{Nerf}} from the ''Third Super Robot Wars Z''[[note]]"Soul" is now standardized to deal 2.2 times the damage rather than 2.5 times[[/note]], makes it one of the best boss and {{Mook}} killers in ''BX''. Although "Plasma Diver Missile" is a single-round use weapon applied to both normal and MAP versions, this can be easily remedied via a resupply-based unit or allied Spirit Commands. To put the missile's power this into perspective, players are comparing it with '''[[Anime/SpaceRunawayIdeon Ideon Gun]]''' the MAP version of "Plasma Diver Missile" is the second-strongest MAP weapon in the franchise next to the ''Alpha 3'' as "Ideon Gun" since the most powerul MAP Weapon in the franchise to date, which says ''a lot''.latter has infinite range.



[[/folder]]
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<<|GameBreaker|>>

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[[/folder]]
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<<|GameBreaker|>>
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26th Feb '16 10:08:59 AM advent_child
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* For some post-''Alpha'' [[Anime/MobileSuitZetaGundam Zeta Gundam]] incarnations, the Zeta WILL be the most broken Franchise/{{Gundam}} and one of the most overpowered {{real robot|genre}}s in the entire game, with [[Anime/MobileSuitZetaGundam Kamille Bidan]] having the highest stats of all Gundam pilots, as well as the Zeta having excellent stats of its own, usually even stronger than suits like the [[Anime/MobileSuitGundamCharsCounterattack Nu Gundam]] (especially jarring and hilarious when the Nu and [[Anime/MobileSuitVictoryGundam V2 Gundam]] in Universal Century canon are similarly gamebreaking). If the player obtains the Biosensor-powered attacks for the Zeta late in a game, expect them to be ridiculously overpowered ("[[RammingAlwaysWorks Waverider Crash]]" has higher damage potential than the "[[Anime/TurnAGundam Moonlight Butterfly]]" in ''[[VideoGame/SuperRobotWarsAlpha Super Robot Wars Alpha Gaiden]]''; ''Z'' lowered the damage but gave Kamille higher stats). ''Z'' takes this up a notch with a Biosensor SuperMode for the Zeta, once the pilot's Will gets high enough, which makes it MORE unstoppable. Even with "Waverider Crash" removed in the ''[[VideoGame/SuperRobotWarsZ Second Super Robot Wars Z: Hakai-hen]]'', along with other returning units, it's still one of the best machines in the game.

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* For some post-''Alpha'' [[Anime/MobileSuitZetaGundam Zeta Gundam]] incarnations, the Zeta WILL be the most broken Franchise/{{Gundam}} and one of the most overpowered {{real robot|genre}}s in the entire game, with [[Anime/MobileSuitZetaGundam Kamille Bidan]] having the highest stats of all Gundam pilots, as well as the Zeta having excellent stats of its own, usually even stronger than suits like the [[Anime/MobileSuitGundamCharsCounterattack Nu Gundam]] (especially jarring and hilarious when the Nu and [[Anime/MobileSuitVictoryGundam V2 Gundam]] in [[Franchise/{{Gundam}} Universal Century Century]] canon are similarly gamebreaking). If the player obtains the Biosensor-powered attacks for the Zeta late in a game, expect them to be ridiculously overpowered ("[[RammingAlwaysWorks Waverider Crash]]" has higher damage potential than the "[[Anime/TurnAGundam Moonlight Butterfly]]" in ''[[VideoGame/SuperRobotWarsAlpha Super Robot Wars Alpha Gaiden]]''; ''Z'' lowered the damage but gave Kamille higher stats). ''Z'' takes this up a notch with a Biosensor SuperMode for the Zeta, once the pilot's Will gets high enough, which makes it MORE unstoppable. Even with "Waverider Crash" removed in the ''[[VideoGame/SuperRobotWarsZ Second Super Robot Wars Z: Hakai-hen]]'', along with other returning units, it's still one of the best machines in the game.




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** In fact, this method makes the character roster in the first ''Z'' avert MagikarpPower, provided [[Characters/SuperRobotWarsZ Setsuko Ohara]] is the protagonist of the game. It's not uncommon to see players exploit this and reach the level 99 {{Cap}} for pilots after a scenario or two following their appearance; additionally, it makes Setsuko's route much easier by the time the "[[UltimateShowdownOfUltimateDestiny ZEUTH vs. ZEUTH]]" scenario happens, as her party can easily pull a CurbStompBattle against the opposition. Furthermore, ''Anime/TurnAGundam'' characters appear in Setsuko's route earlier and they're able to use the Methuss without any restrictions like their Universal Century characters.



* Since movement in all [=SRW=] games expends EN (1 square movement = 1 EN), due to a case of GoodBadBug in ''Alpha 2'', if all units in a squad can fly, they can regain EN simply by moving to a designated spot on the map, then immediately cancel the movement before the squad reaches its destination[[note]]For example, the squad can move a maximum of 10 squares. The player selects the 10th square to move into, but cancels the movement just as the squad reaches the 9th square. All units in the squad regain 9 EN[[/note]]. In other words, EN is rejuvenated for the movement "travelled". Adding to this, the same bug isn't fixed in ''Alpha 3''.

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* Since movement in all [=SRW=] games expends EN (1 square panel of movement = 1 EN), due to a case of GoodBadBug in ''Alpha 2'', if all units in a squad can fly, they can regain EN simply by moving to a designated spot on the map, then immediately cancel the movement before the squad reaches its destination[[note]]For example, the squad can move a maximum of 10 squares. panels. The player selects the 10th square panel to move into, but cancels the movement just as the squad reaches the 9th square.panel. All units in the squad regain 9 EN[[/note]]. In other words, EN is rejuvenated for the movement "travelled". Adding to this, the same bug isn't fixed in ''Alpha 3''.



* The [[LightNovel/FullMetalPanic Arbalest]] after activating the "Lambda Driver" is a good tie with the Zeorymer. It might actually be ''better'' due to its "ECS" unit ability (a "Mirror Image" proxy[[note]]At 130 Will, gain 50% chance to dodge any attack[[/note]]), can nullify damage with the "Lambda Driver" barrier upon reaching 120 Will (damage rate also increases by 20-50%), ammo dependant attacks that have a lot of rounds (the only attack that uses energy is its CombinationAttack with the [[LightNovel/FullMetalPanic M9 Gernsback]]) and pilot [[LightNovel/FullMetalPanic Sousuke Sagara's]] high stats. Oh, and it's a size "S" unit[[note]]The smaller the unit, the harder it is for larger units to hit it[[/note]].

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* The [[LightNovel/FullMetalPanic ARX-7 Arbalest]] after activating the its "Lambda Driver" unit ability[[note]]At 120 Will, increase defensive and offensive power of the unit as the pilot's Will increases[[/note]] is a good tie with the Zeorymer. It might actually be ''better'' due to its "ECS" unit ability (a "Mirror Image" proxy[[note]]At 130 Will, gain 50% chance to dodge any attack[[/note]]), can nullify damage with the "Lambda Driver" barrier upon reaching 120 Will (damage rate also increases by 20-50%), ammo dependant attacks that have a lot of rounds (the only attack that uses energy is its CombinationAttack with the [[LightNovel/FullMetalPanic M9 Gernsback]]) and pilot [[LightNovel/FullMetalPanic Sousuke Sagara's]] high stats. Oh, and it's a size "S" unit[[note]]The smaller the unit, the harder it is for larger units to hit it[[/note]].



* With enough money spent on upgrading it, the [[Anime/MobileFighterGGundam God/Burning Gundam]] can easily become this. It's a LightningBruiser with an absurdly high dodge rate and decent weapons, including [[CombinationAttack Combination Attacks]] and a MAP attack.

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* With Provided enough money credits are spent on upgrading it, the [[Anime/MobileFighterGGundam God/Burning God Gundam]] can easily become this. It's will avert its status as a LightningBruiser with an absurdly high dodge rate GlassCannon and decent weapons, including [[CombinationAttack Combination Attacks]] turn into a LightningBruiser, powered by its "Clear Mirror Still Water/Meikyou Shisui" unit ability[[note]]At 120 Will, +10 to all pilot stats and shift the God Gundam into its "Hyper Mode"[[/note]], vast weapon set, '''four''' {{Combination Attack}}s and a MAP attack. MAP-based "Sekiha Tenkyoken".



* The titular machine from ''Anime/OvermanKingGainer'' with the "Pink Haro" equippable part[[note]]Earn 100 credits for each square this unit moves on the map[[/note]]. King Gainer's natural movement, its "Acceleration"/"Super Acceleration" Overskill[[note]]At 130 Will, increase accuracy and evasion, +1 movement and gain "Mirror Image"; +2 movement for "Super Acceleration"[[/note]], combined with pilot Gainer Sanga and his "Game Champ"/"Game King" pilot skill[[note]]At 130 Will, +20 to skill stat; +30 to skill stat for "Game King"[[/note]], and players can spend an entire scenario grinding for credits easily.

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* The titular machine from ''Anime/OvermanKingGainer'' with the "Pink Haro" equippable part[[note]]Earn 100 credits for each square panel this unit moves on the map[[/note]]. King Gainer's natural movement, its "Acceleration"/"Super Acceleration" Overskill[[note]]At 130 Will, increase accuracy and evasion, +1 movement and gain "Mirror Image"; +2 movement for "Super Acceleration"[[/note]], combined with pilot Gainer Sanga and his "Game Champ"/"Game King" pilot skill[[note]]At 130 Will, +20 to skill stat; +30 to skill stat for "Game King"[[/note]], and players can spend an entire scenario grinding for credits easily.



* Setsuko's entire character roster is this via MagikarpPower as a lot of characters in her route can easily get to [[{{Cap}} level 99]] via the repair grinding method mentioned above. Just transfer them into the repair mechs for a stage or two, have either Bright or Talia MAP those allies and repair, and they can get more experience from doing this than killing enemies. It makes her entire route a lot easier that by the time the [[UltimateShowdownOfUltimateDestiny ZEUTH VS ZEUTH]] happens, her characters can easily curb stomp the other side. It also fixes Loran's MagikarpPower problems as Turn A Gundam characters are also able to use the Methuss.



* The Turn A Gundam especially when it unlocks its Moonlight Butterfly attack halfway through the game. Let Amuro or Char pilot it thanks to the both of them having access to Zeal and they'll slaughter enemies with ease.



** One notorious part in the D-Trader, "Chimera Membership Card", breaks the game due to its effects in conjunction with certain pilots, specifically those with the "Will Limit Break" pilot skill. The part increases Will limit by 30, allowing those with "Will Limit Break" to reach ''200''; unfortunately, it doesn't stack with certain pilot and unit abilities that cap at 170 Will, such as "Spiral Power" and "Lambda Driver" for the [[LightNovel/FullMetalPanic ARX-7 Arbalest]]. However, the Zero System is excluded from this cap; in other words, expect one of the largest stat and damage increases for the Wing Zero's pilot when they reach 200 Will.

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** One notorious part in the D-Trader, "Chimera Membership Card", breaks the game due to its effects in conjunction with certain pilots, specifically those with the "Will Limit Break" pilot skill. The part increases Will limit by 30, allowing those with "Will Limit Break" to reach ''200''; unfortunately, it doesn't stack with certain pilot and unit abilities that cap at 170 Will, such as "Spiral Power" and "Lambda Driver" for the [[LightNovel/FullMetalPanic ARX-7 Arbalest]].Arbalest. However, the Zero System is excluded from this cap; in other words, expect one of the largest stat and damage increases for the Wing Zero's pilot when they reach 200 Will.



* As with the previous game, the Wing Zero Custom once again can clear maps with its post-movement MAP attack "Rolling Buster Rifle", making it the easiest way of acquiring the "Bronze Emblem". Combined with the "Tag Tension System" and being able to perform an additional action once the "Tag Tension Gauge" reaches maximum, it becomes more of a SelfImposedChallenge ''not'' to use the "Rolling Buster Rifle". Best of all, giving Heero the "B Save" skill increases the "Rolling Buster Rifle's" ammo count from 3 to 5, almost double the amount of times it can be used before having to be resupplied.

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* As with the previous game, the Wing Zero Custom once again can clear maps with its post-movement MAP attack "Rolling Buster Rifle", making it the easiest way of acquiring the "Bronze Emblem". Combined with the "Tag Tension System" and being able to perform an additional action once the "Tag Tension Gauge" reaches maximum, it becomes more of a SelfImposedChallenge ''not'' to use the "Rolling Buster Rifle". Best of all, giving Heero the "B "Bullet Save" skill increases the "Rolling Buster Rifle's" ammo count from 3 to 5, almost double the amount of times it can be used before having to be resupplied.



* Kira Yamato and the Strike Freedom's new MAP attack is this thanks to the range of the attack on par with the [[Anime/EurekaSeven Seven Swell MAP attack]]. Unlike the latter, the MAP attack comes loaded with two ammo (three with B-Save) and Kira has access to Soul. Just give him the "Hit and Away" pilot skill, a Zeal user, and he can solo maps with ease.

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* Kira Yamato and the Strike Freedom's new MAP attack is this thanks due in part because of its range, making it comparable to the range of the attack on par with the [[Anime/EurekaSeven Seven Swell MAP attack]]. "Seven Swell". Unlike the latter, the this MAP attack comes loaded with two ammo (three with B-Save) rounds (three, if Kira is given the "Bullet Save" pilot skill) and Kira has access to Soul. Just give him the "Soul". Finally, purchase "Hit and & Away" for Kira, pair him up with a pilot skill, a Zeal user, that has the "Zeal" Spirit Command and he can it's entirely possible for him to solo maps with ease.an entire scenario.



* Turn A Gundam still has the "Moonlight Butterfly" in this game, and Loran's "Ace Bonus"[[note]]Start with maximum Spirit Points upon deployment (compared to previous games, all pilots in the ''Third Z'' start with half their Spirit Points)[[/note]] allows him build up enough Will to fire off the attack from the start of scenarios. The Turn A also gets a unique unit ability to absorb 300 EN within a 10-square range to recharge its energy once per scenario.
** It can't be stated often enough how ludicrous this ability is. ''10'' squares of range. ''300'' Energy drain on all enemies in that range. '''Doesn't hit allies'''. This one ability can completely gimp certain stages as enemies who rely on EN weapons are totally denied a chance to attack. No bosses are immune to this either, but watch out when using this against OriginalGeneration bosses, as they almost always have an ammo-based MAP weapon that they, having no other choice, will use twice or even ''three'' times in a row when their turn rolls around.
*** If that wasn't enough, the D-Trader item "DEC Charger" [[note]]Recovers all EN at the beginning of every turn[[/note]] will render Turn A's EN consumption issues moot. Spam away!
* [[LightNovel/FullMetalPanic ARX-8 Laevatein]] finally debuts in a SRW title, and boy it doesn't disappoint, at all. While the change in ECS makes it can't simply fight-and-dodge like its preceedor was in handheld SRW titles, ARX-8 remains as a S-Size unit, the Lambda Driver gives Sousuke (who have extremely good stats as a pilot already) a serious stat buff as his Will goes up, retains its damage-reducing barrier, and Arbalest's problem of dealing with long-range attacks is eased with its Demolition Gun-Howizter (which even provides a MAP version of it). Then comes its XL-3 Emergency Booster, which allows Laevatein to fly, provides an extra life should it be destroyed by strong attacks, and [[MoreDakka holds an horrifyingly large arsenal to kill mooks with]]. Pair him up with his in-game best bud [[Characters/SuperRobotWarsZ Hibiki Kamishiro]] and watch the pair tear through anything not a named boss with ease.

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* Turn A Gundam still has the "Moonlight Butterfly" in this game, and Loran's "Ace Bonus"[[note]]Start with maximum Spirit Points upon deployment (compared to previous games, all pilots in the ''Third Z'' start with half their Spirit Points)[[/note]] allows him build up enough Will to fire off the attack from the start of scenarios. The What's new this time is the "Moonlight Butterfly" isn't simply an attack for the Turn A A, but also gets comes as a unique unit ability separate menu command: provided its pilot reaches 130 Will, this command can be used to absorb 300 all enemy EN within a 10-square range to recharge its energy once per scenario.
''10-panel range'' by '''300''', while fully restoring the Turn A's EN pool.
** It can't be stated often enough how ludicrous this ability is. ''10'' squares of range. ''300'' Energy drain on all enemies in that range. '''Doesn't hit allies'''. This one ability can command is: not only is it FriendlyFireproof, it completely gimp gimps certain stages scenarios as enemies {{Mook}}s who rely solely on EN weapons EN-based weaponry are totally denied effectively ''denied a chance to attack. No attack''; not even bosses are immune to this either, but watch out when using this against this. The exception are the OriginalGeneration bosses, bosses as they almost always have access to an ammo-based ammunition-based MAP weapon that they, having at their disposal. Having no other choice, they will use it twice or even ''three'' times in a row when their turn rolls around.
*** ** If that wasn't isn't enough, the D-Trader item "DEC Charger" [[note]]Recovers all EN at the beginning of every turn[[/note]] will can render the Turn A's EN consumption issues moot. Spam away!
moot.
* [[LightNovel/FullMetalPanic ARX-8 Laevatein]] finally debuts in a SRW title, and boy it doesn't disappoint, at all. While disappoint with its debut: despite the change to the "ECS" unit ability[[note]]Begin a scenario with the "Alert", "Fighting Spirit" and "Assail" Spirit Commands in ECS makes it can't simply fight-and-dodge like its preceedor was effect[[/note]] in handheld SRW titles, ARX-8 the ''Z'' saga, the Laevatein remains as a S-Size unit, size "S", while the Lambda Driver "Lambda Driver"[[note]]In the ''Z'' saga, at 130 Will, increase unit accuracy, mobility, armor rating and final damage output as the pilot's Will increases[[/note]] gives Sousuke (who have extremely good stats as a pilot already) a serious stat has exceptional stats) an additional buff as (on top of his Will goes up, "Ace Bonus"[[note]]+10 to all stats[[/note]]), retains its damage-reducing barrier, and the Arbalest's problem of dealing with long-range long-ranged attacks is eased with its Demolition Gun-Howizter "Demolition Gun-Howizter" (which even provides also comes with a MAP version of it). Then comes its version). Once it acquires the mandatory "[[MechaExpansionPack XL-3 Emergency Booster, which allows Booster]]", the Laevatein to can not only fly, but provides an extra life should it be destroyed by strong attacks, HitPoint bar a la the Black Serena from ''Reversal'', and [[MoreDakka holds an horrifyingly large arsenal to kill mooks with]]. Pair him up with his in-game best bud [[Characters/SuperRobotWarsZ Hibiki Kamishiro]] and watch the pair tear through anything not a named boss with ease.expanded arsenal]].



* Thanks to a GoodBadBug, [[Characters/SuperRobotWarsZ Hibiki Kamishiro]] is this as he can use the "Insalaum's Treasure"[[note]] Casts the Love spirit on the user; only usable once per stage. Obtain 10,000 Z-Chips to unlock the part.[[/note]] D-Trader part ''thrice'' in one stage just by using the part as Genion, then immediately transforming into [[SuperMode Genion GAI]] and can use it again. Finally, transforming him into Geminion Ray allows him to use the part ''again'', plus change his size from medium to large, allowing him to deal even more damage towards smaller units. Considering how easy it is to get the D-Trader part, this also becomes a DiskOneNuke. Alternatively, give Hibiki the "Parts Supply"[[note]]Consumable parts can be used on own team or on a member of an adjacent team.[[/note]] pilot skill and he can give the item to characters who are in a good position to use a MAP attack.

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* Thanks to a GoodBadBug, [[Characters/SuperRobotWarsZ Hibiki Kamishiro]] is this as he can use Kamishiro]], no thanks to the "Insalaum's Treasure"[[note]] Casts "Insaraum's Secret Treasure"[[note]]Casts the Love spirit on the user; only usable "Love" Spirit Command once per stage. Obtain 10,000 Z-Chips to unlock the part.[[/note]] scenario[[/note]] D-Trader part. As a result of a GoodBadBug, this consumable part ''thrice'' can be used ''three times'' in one stage just scenario by using it first as the part as Genion, then immediately transforming into the [[SuperMode Genion GAI]] and can use it again. Finally, GAI]], which retains the part; transforming him a second time into the Geminion Ray allows him ''still'' retains it, with the additional effect of a damage increase due to use the Geminion Ray changing from a size "M" to a size "L" unit. Furthermore, Insaraum's Secret Treasure costs a mere 3500 Z-Chips in the D-Trader, with an easy unlock requirement of obtaining 10000 Z-Chips in total, thus doubling the part ''again'', plus change his size from medium to large, allowing him to deal even more damage towards smaller units. Considering how easy it is to get the D-Trader part, this also becomes as a DiskOneNuke. Alternatively, DiscOneNuke. Finally, give Hibiki the "Parts Supply"[[note]]Consumable Supply" pilot skill[[note]]Consumable parts can be used on own team the pilot's teammate or on a member of an adjacent team.[[/note]] pilot skill and he can team[[/note]] to give the item to nearby allied characters who are in a good position to use a MAP attack.attack a boost.
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