History GameBreaker / SuperRobotWars

7th Apr '17 4:46:16 PM MightyMatilda
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* The first game has the Anime/{{Dancougar}}, which not only has high offensive power at its disposal, but also has four pilots, all of whom carry "Valor". To make it even better, its main pilot, Shinobu Fujiwara, has a skill that increases Dancougar's damage by 25% at 130 Will. Finally, if the player decides to spend credits upgrading the "[[CoolSword Dankuuken]]" attack, the "[[{{BFS}} Dankuukougaken]]" attack is unlocked; by that time, there's basically no boss the Dancougar can't perform a OneHitKO on.

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* The first game has the Anime/{{Dancougar}}, which not only has high offensive power at its disposal, but also has four pilots, all of whom carry "Valor". To make it even better, all of its main pilot, Shinobu Fujiwara, has pilots have a skill that increases Dancougar's damage by 25% at 130 Will. Finally, if the player decides to spend credits upgrading the "[[CoolSword Dankuuken]]" attack, the "[[{{BFS}} Dankuukougaken]]" attack is unlocked; by that time, there's basically no boss the Dancougar can't perform a OneHitKO on.
6th Apr '17 10:50:58 AM MightyMatilda
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* The first game has the Anime/{{Dancougar}}, which not only has high offensive power at its disposal, but also has four pilots, all of whom carry "Valor". To make it even better, its SuperMode increases attack power by 50%, higher than "Mazinpower". Finally, if the player decides to spend credits upgrading the "[[CoolSword Dankuuken]]" attack, the "[[{{BFS}} Dankuukougaken]]" attack is unlocked; by that time, there's basically no boss the Dancougar can't perform a OneHitKO on.

to:

* The first game has the Anime/{{Dancougar}}, which not only has high offensive power at its disposal, but also has four pilots, all of whom carry "Valor". To make it even better, its SuperMode main pilot, Shinobu Fujiwara, has a skill that increases attack power Dancougar's damage by 50%, higher than "Mazinpower".25% at 130 Will. Finally, if the player decides to spend credits upgrading the "[[CoolSword Dankuuken]]" attack, the "[[{{BFS}} Dankuukougaken]]" attack is unlocked; by that time, there's basically no boss the Dancougar can't perform a OneHitKO on.
29th Mar '17 8:39:25 AM Gesperitia
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** You want to break the Yamato even further? Give it the [=ExC=] Laser, which doubles [=ExC=] gain (Yamato's Custom Upgrade Bonus accommodates an extra Part). With its weapons, it can gain at least 2 [=ExC=] per enemy kill, and then either kill again using Multi Action, or power up surrounding units.

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** You want to break the Yamato even further? Give it the [=ExC=] Laser, which doubles [=ExC=] gain (Yamato's Custom Upgrade Bonus accommodates an extra Part).suits this just nicely). With its weapons, it can gain at least 2 [=ExC=] per enemy kill, and then either kill again using Multi Action, or power up surrounding units.
29th Mar '17 8:36:57 AM Gesperitia
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** You want to break the Yamato even further? Give it the [=ExC=] Laser, which doubles [=ExC=] gain. With its weapons, it can gain at least 2 [=ExC=] per enemy kill, and then either kill again using Multi Action, or power up surrounding units.

to:

** You want to break the Yamato even further? Give it the [=ExC=] Laser, which doubles [=ExC=] gain.gain (Yamato's Custom Upgrade Bonus accommodates an extra Part). With its weapons, it can gain at least 2 [=ExC=] per enemy kill, and then either kill again using Multi Action, or power up surrounding units.
29th Mar '17 8:19:51 AM Gesperitia
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* The [=TacP=] Customization 'High Spirits' grants all units 1 [=ExC=] upon sortie. This doesn't seem like much, but it has a fiendish utility for battleships: You can use Emergency Recovery to grab any units closeby that have not made their move yet (especially ones that don't have Accel), and then have them move ''from'' the battleship, slingshotting slow and/or powerful units ahead into battle for a few fast kills.

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* The [=TacP=] Customization 'High Spirits' grants all units 1 [=ExC=] upon sortie. This doesn't seem like much, but it has a fiendish utility for battleships: You can use Emergency Recovery in the first turn to grab any units closeby that have not made their move yet (especially ones that don't have Accel), and then have them move ''from'' the battleship, and then have the unit ''launch from the battleship'', slingshotting slow and/or powerful units ahead into battle for a few fast early kills.
29th Mar '17 8:17:28 AM Gesperitia
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* As per usual, the Shin Getter Robo (and its partner in crime, the Shin Dragon) is slightly weaker than the Mazinger ZERO, but compensates by having 3 pilots with synergistic Spirits and a 50% boost in damage if Ryoma has his ace bonus, acquires Attacker, and hits 170 Focus (which is easier than you think, thanks to Benkei and his Drive spirit). You also obtain the Shin Getter much earlier than the ZERO, and it comes with complementary combination attack for even more boss-wasting.

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* As per usual, the Shin Getter Robo (and its partner in crime, the Shin Dragon) is slightly weaker than the Mazinger ZERO, but compensates by having 3 pilots with synergistic Spirits and a 50% boost in damage if Ryoma has his ace bonus, acquires Attacker, and hits 170 Focus (which is easier than you think, thanks to Benkei and his Drive spirit). You also obtain the Shin Getter much earlier than the ZERO, and it comes with complementary a combination attack for even more boss-wasting.with the Shin Dragon to annihilate bosses in one hit.



* The TacP Customization 'High Spirits' grants all units 1 [=ExC=] upon sortie. This doesn't seem like much, but it has a fiendish utility for battleships: You can use Emergency Recovery to grab any units closeby that have not made their move yet (especially ones that don't have Accel), and then have them move ''from'' the battleship, slingshotting slow and/or powerful units ahead into battle for a few fast kills.

to:

* The TacP [=TacP=] Customization 'High Spirits' grants all units 1 [=ExC=] upon sortie. This doesn't seem like much, but it has a fiendish utility for battleships: You can use Emergency Recovery to grab any units closeby that have not made their move yet (especially ones that don't have Accel), and then have them move ''from'' the battleship, slingshotting slow and/or powerful units ahead into battle for a few fast kills.
29th Mar '17 8:15:50 AM Gesperitia
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** You want to break the Yamato even further? Give it the ExC Laser, which doubles ExC gain. With its weapons, it can gain at least 2 ExC per enemy kill, and then either kill again using Multi Action, or power up surrounding units.

to:

** You want to break the Yamato even further? Give it the ExC [=ExC=] Laser, which doubles ExC [=ExC=] gain. With its weapons, it can gain at least 2 ExC [=ExC=] per enemy kill, and then either kill again using Multi Action, or power up surrounding units.



* The TacP Customization 'High Spirits' grants all units 1 ExC upon sortie. This doesn't seem like much, but it has a fiendish utility for battleships: You can use Emergency Recovery to grab any units closeby that have not made their move yet (especially ones that don't have Accel), and then have them move ''from'' the battleship, slingshotting slow and/or powerful units ahead into battle for a few fast kills.

to:

* The TacP Customization 'High Spirits' grants all units 1 ExC [=ExC=] upon sortie. This doesn't seem like much, but it has a fiendish utility for battleships: You can use Emergency Recovery to grab any units closeby that have not made their move yet (especially ones that don't have Accel), and then have them move ''from'' the battleship, slingshotting slow and/or powerful units ahead into battle for a few fast kills.
29th Mar '17 8:14:43 AM Gesperitia
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** You want to break the Yamato even further? Give it the ExC Laser, which doubles ExC gain. With its weapons, it can gain at least 2 ExC per enemy kill, and then either kill again using Multi Action, or power up surrounding units.




to:

* As per usual, the Shin Getter Robo (and its partner in crime, the Shin Dragon) is slightly weaker than the Mazinger ZERO, but compensates by having 3 pilots with synergistic Spirits and a 50% boost in damage if Ryoma has his ace bonus, acquires Attacker, and hits 170 Focus (which is easier than you think, thanks to Benkei and his Drive spirit). You also obtain the Shin Getter much earlier than the ZERO, and it comes with complementary combination attack for even more boss-wasting.


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* The TacP Customization 'High Spirits' grants all units 1 ExC upon sortie. This doesn't seem like much, but it has a fiendish utility for battleships: You can use Emergency Recovery to grab any units closeby that have not made their move yet (especially ones that don't have Accel), and then have them move ''from'' the battleship, slingshotting slow and/or powerful units ahead into battle for a few fast kills.
20th Mar '17 12:45:39 PM CouchAlmark
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* The [[Anime/{{Megazone23}} Garland]] thanks to the [[GameBreakingBug armor bug]] which it can abuse rather well, especially with its high evasion rate and small size. As a bonus, it's the cheapest unit to upgrade in the game and has four parts slots. The same applies to [[Anime/{{Megazone23}} Zarme]] [[SecretCharacter Sow]], but to a much lesser extent (the Garland doesn't use energy; the Zarme Sow does).
* Every Universal Century Gundam. In a game where reals are relatively better than supers (due to the bug), ''Destiny'' has multitudes of useful reals. However, Amuro, [[Anime/MobileSuitGundamZZ Judau Ashta]], [[Anime/MobileSuitVictoryGundam Usso Evin]], and Kamille stand above the rest.

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* The [[Anime/{{Megazone23}} Garland]] thanks to the [[GameBreakingBug armor bug]] which it can abuse rather well, especially with its sports a high evasion rate and small size.size in a game that greatly favors having both. As a bonus, it's the cheapest unit to upgrade in the game and has four parts slots. The same applies to [[Anime/{{Megazone23}} Zarme]] [[SecretCharacter Sow]], but to a much lesser extent (the Garland doesn't use energy; the Zarme Sow does).
* Every Universal Century Gundam. In a game where reals are relatively better than supers (due to the bug), Not only is ''Destiny'' balanced to favor reals over supers, in stark contrast to most entries of the franchise, it also has a series roster that provide multitudes of useful reals. However, Amuro, [[Anime/MobileSuitGundamZZ Judau Ashta]], [[Anime/MobileSuitVictoryGundam Usso Evin]], and Kamille stand above the rest.
16th Mar '17 8:07:30 PM Athaway13
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* As expected, Mazinger ZERO is devilishly powerful. It's an incredible tank, with the highest armor stat in the game thanks to its custom bonus granting +300 armor (in addition to +50 EN). ZERO's attacks are simply unmatched in power by anything in the game save Yamato's Wave Motion gun, which costs 2.5x the EN of ZERO's Final Breast Nova finisher. As if this weren't enough, pilot Koji Kabuto's amazing Ace Bonus multiplying final damage by 1.2 above 130 Focus is back in full force, which notably stacks with the new Attacker skill providing yet another 1.2x damage multiplier, With a bit of smart part and skill allocation, ZERO charges into combat one-shotting battleships with its weaker attacks, taking scratch damage from everything including bosses, and recovering most of its EN each turn. Good luck losing with this monster on the battlefield.

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* As expected, Mazinger ZERO is devilishly powerful. It's an incredible tank, with the highest armor stat in the game thanks to its custom bonus granting +300 armor (in addition to +50 EN). ZERO's attacks are simply unmatched in power by anything in the game save Yamato's Wave Motion gun, which costs 2.5x the EN of ZERO's Final Breast Nova finisher. As if this weren't enough, pilot Koji Kabuto's amazing Ace Bonus multiplying multiplies final damage by 1.2 2x above 130 Focus is back in full force, Focus, which notably stacks with the new Attacker skill providing yet another 1.2x skill, giving ZERO a whopping 40% extra damage multiplier, per attack. With a bit of smart part and skill allocation, ZERO charges can charge into combat maps one-shotting battleships with its weaker attacks, taking scratch damage from everything including bosses, and recovering most of its EN each turn. Good luck losing with this monster on the battlefield.
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