History GameBreaker / SuperRobotWars

22nd Jul '16 10:27:47 AM KamenRiderOokalf
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* Anime/{{Godmars}} is pretty unstoppable in its combined mode, especially since its [[VideoGame/SuperRobotWarsDestiny last appearance]] made it practically useless[[note]]Not only does the armor coding bug in ''Destiny'' give Godmars next-to-no defense in a game where getting [[Anime/Godmars Takeru Myojin]] shot down is an instant game over, but his stats, coupled with him having some not-so-helpful Spirit Commands (to put it short, his set is offensive-based; most super robot pilots come with "Iron Wall" for tanking necessities, something Takeru doesn't do at all), and the risk of forced deployments, alongside having the second most powerful CombinationAttack in ''Destiny'', makes Godmars near pointless[[/note]]. The starting mecha Gaia (which has to reach 130 Will before transforming without its "Full Upgrade Bonus") actually HELPS because it can dodge to a degree and take a few hits as well as having strong attacks. Most importantly, once Gaia changes to Godmars, it's given ''full HP/EN regeneration''. At the same time, Takeru has a set of good stats, with an "Ace Bonus" that grants him the "SP Regeneration" pilot skill.

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* Anime/{{Godmars}} is pretty unstoppable in its combined mode, especially since its [[VideoGame/SuperRobotWarsDestiny last appearance]] made it practically useless[[note]]Not only does the armor coding bug in ''Destiny'' give Godmars next-to-no defense in a game where getting [[Anime/Godmars [[Anime/{{Godmars}} Takeru Myojin]] shot down is an instant game over, but his stats, coupled with him having some not-so-helpful Spirit Commands (to put it short, his set is offensive-based; most super robot pilots come with "Iron Wall" for tanking necessities, something Takeru doesn't do at all), and the risk of forced deployments, alongside having the second most powerful CombinationAttack in ''Destiny'', makes Godmars near pointless[[/note]]. The starting mecha Gaia (which has to reach 130 Will before transforming without its "Full Upgrade Bonus") actually HELPS because it can dodge to a degree and take a few hits as well as having strong attacks. Most importantly, once Gaia changes to Godmars, it's given ''full HP/EN regeneration''. At the same time, Takeru has a set of good stats, with an "Ace Bonus" that grants him the "SP Regeneration" pilot skill.
20th Jul '16 9:35:19 AM salvadorfranz
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** He's even more of a GameBreaker in ''The Moon Dwellers'' where his availability is right from the word go, he still has his innate Continuous Action skill and Violent Assault spirit command (see below for details), and his new ace bonus allows him to be the best dodge tank as he is not affected by the evasion decay mechanic.


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!!The Moon Dwellers
9th Jul '16 9:41:02 PM DoctorTItanX
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* [[Anime/AuraBattlerDunbine Aura Battlers]], particularly those used by series protagonist [[Anime/AuraBattlerDunbine Shou Zama]], are some of the earliest [=SRW=] Game Breakers: evasive, great movement range, and their [[FragileSpeedster pitiful HP and armor]] entices the [[ArtificialStupidity dimwitted AI]] to surround them and fruitlessly attempt to shoot them down. If that isn't enough, Aura Battlers often come equipped with the unit ability "Aura Barrier", which is exceptionally great at reducing beam-type weaponry dealt by [[Franchise/{{Gundam}} certain types of enemies most likely to hit them]], the "Hyper Aura Cutter" attack almost deals super robot levels of damage (even though Aura Battlers are classified as ''reals''), and its pilots usually have a sub-pilot in the form of a [[{{Familiar}} fairy]], adding a second set of Spirit Commands. Banpresto eventually caught on, {{Nerf}}ing Aura Battlers in future reappearances like ''[[VideoGame/SuperRobotWarsCompact2 Super Robot Wars Impact]]'', reducing the effectiveness of Aura Barrier and including systems preventing units from ever becoming as broken as they were in the earliest games.

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* [[Anime/AuraBattlerDunbine Aura Battlers]], particularly those used by series protagonist [[Anime/AuraBattlerDunbine Shou Zama]], are some of the earliest [=SRW=] Game Breakers: evasive, great movement range, and their [[FragileSpeedster pitiful HP and armor]] entices the [[ArtificialStupidity dimwitted AI]] to surround them and fruitlessly attempt to shoot them down. If that isn't enough, Aura Battlers often come equipped with the unit ability "Aura Barrier", which is exceptionally great at reducing beam-type weaponry dealt by [[Franchise/{{Gundam}} certain types of enemies most likely to hit them]], the "Hyper Aura Cutter" attack almost deals super robot levels of damage (even though Aura Battlers are classified as ''reals''), and its pilots usually have a sub-pilot in the form of a [[{{Familiar}} fairy]], adding a second set of Spirit Commands. Banpresto eventually caught on, {{Nerf}}ing Aura Battlers in future reappearances like ''[[VideoGame/SuperRobotWarsCompact2 Super Robot Wars Impact]]'', reducing the effectiveness of Aura Barrier and including systems preventing units from ever becoming as broken powerful as they were in the earliest games.



* 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.

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* The Glitter Falsaber has become a close challenger to the Valzacard as one of the most broken strongest 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.



* ''GC'' brings a few new things to the table, most of which can be abused, but none more so than the new "Skill Ace System". In a similar vein to the StatGrinding system used in the ''VideoGame/{{SaGa}}'' series, ''Franchise/TheElderScrolls'' series and ''VideoGame/FinalFantasyII'', a pilot earns stat bonuses the more they perform a specific action: attack 100 times using melee? +10 to melee, +5% to accuracy and +1 to movement. Get hit 100 times? +10 to defense and unit's armor rating increases by 10%. Use Spirit Commands 100 times? Increase Spirit Points by 10 and lower the cost of Spirit Commands by 10%. Additionally, the old Ace system of achieving 50 kills returns in five flavors, depending on the number of kills[[note]]At 50 kills, +5 to Will at the start of a scenario and earn 10% more credits; for every 50 kills afterwards, +5 to Will (+10 beginning at 150 kills) and earn 10% more credits[[/note]]. Through careful manipulation, these bonuses can seriously [[UnstableEquilibrium augment an already good unit into something easily broken]]. The only issue is [[GoodBadBug due to a glitch, sub-pilots cannot take advantage of the "Skill Ace System"]] (this only applies to "actual" sub-pilots; if they have stats, they don't have this glitch). This is fixed in the ''Super Robot Wars XO'' port, making multi-pilot units like the [[Anime/{{Dancougar}} Final Dancougar]], Anime/{{Braiger}}, Baxinger and [[Anime/GalacticWhirlwindSasuraiger Sasuraiger]] more powerful.

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* ''GC'' brings a few new things to the table, most of which can be abused, but none more so than the new "Skill Ace System". In a similar vein to the StatGrinding system used in the ''VideoGame/{{SaGa}}'' series, ''Franchise/TheElderScrolls'' series and ''VideoGame/FinalFantasyII'', a pilot earns stat bonuses the more they perform a specific action: attack 100 times using melee? +10 to melee, +5% to accuracy and +1 to movement. Get hit 100 times? +10 to defense and unit's armor rating increases by 10%. Use Spirit Commands 100 times? Increase Spirit Points by 10 and lower the cost of Spirit Commands by 10%. Additionally, the old Ace system of achieving 50 kills returns in five flavors, depending on the number of kills[[note]]At 50 kills, +5 to Will at the start of a scenario and earn 10% more credits; for every 50 kills afterwards, +5 to Will (+10 beginning at 150 kills) and earn 10% more credits[[/note]]. Through careful manipulation, these bonuses can seriously [[UnstableEquilibrium augment an already good unit into something easily broken]].challenging]]. The only issue is [[GoodBadBug due to a glitch, sub-pilots cannot take advantage of the "Skill Ace System"]] (this only applies to "actual" sub-pilots; if they have stats, they don't have this glitch). This is fixed in the ''Super Robot Wars XO'' port, making multi-pilot units like the [[Anime/{{Dancougar}} Final Dancougar]], Anime/{{Braiger}}, Baxinger and [[Anime/GalacticWhirlwindSasuraiger Sasuraiger]] more powerful.



* It's fitting the first game with Final Dancougar would be broken. The [[Anime/{{Dancougar}} Black Wing]] has the "Resupply" unit ability[[note]]Refill all ammo-based weapons and EN to max for an adjacent ally; ally's Will decrease by 10[[/note]]; by decombining with the Final Dancougar, the Black Wing can resupply the Dancouga, then re-combine back to full EN with a slight Will penalty. Furthermore, the Dancougar has the unit ability "Ferality"[[note]]At 130 Will, +25% to damage[[/note]], which functions like "Mazinpower". Its range is also good, especially with the "[[WaveMotionGun Dancouhou Formation]]" and "Final Dancoukougaken" attacks.

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* It's fitting the first game with Final Dancougar would be broken.formidable. The [[Anime/{{Dancougar}} Black Wing]] has the "Resupply" unit ability[[note]]Refill all ammo-based weapons and EN to max for an adjacent ally; ally's Will decrease by 10[[/note]]; by decombining with the Final Dancougar, the Black Wing can resupply the Dancouga, then re-combine back to full EN with a slight Will penalty. Furthermore, the Dancougar has the unit ability "Ferality"[[note]]At 130 Will, +25% to damage[[/note]], which functions like "Mazinpower". Its range is also good, especially with the "[[WaveMotionGun Dancouhou Formation]]" and "Final Dancoukougaken" attacks.



* Among the OriginalGeneration mecha, the Granteed is this due high armor and ridiculously powerful attacks, on top of the [[SuicidalOverconfidence AI tendency to pick on targets they can hit rather than targets they can destroy, but have a hard time hitting]]. Its MidSeasonUpgrade makes it EVEN more broken by giving it a barrier, teleportation and HP/EN regeneration. Spend some money on armor enough and even the OriginalGeneration bosses will have a hard time killing it. It makes an already easy game even easier.

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* Among the OriginalGeneration mecha, the Granteed is this due high armor and ridiculously powerful attacks, on top of the [[SuicidalOverconfidence AI tendency to pick on targets they can hit rather than targets they can destroy, but have a hard time hitting]]. Its MidSeasonUpgrade makes it EVEN even more broken superior by giving it a barrier, teleportation and HP/EN regeneration. Spend some money on armor enough and even the OriginalGeneration bosses will have a hard time killing it. It makes an already easy game even easier.



* [[Anime/MobileSuitGundamSEEDDestiny Kira Yamato]] is simply horrifying. Sure, he's usually given a handicap (horrific Will gains) to compensate for amazing stats, but in ''K'', Will gains are standardized, meaning Kira's "SEED" pilot skill[[note]]At 130 Will, +10% to accuracy/evasion, +25% to final attack damage[[/note]] and already broken unit become impossible to stop. Hell, placing him in the outdated Aile Strike Gundam doesn't hurt too much. Much of this is the result of the [[Anime/MobileSuitGundamSEEDDestiny Strike Freedom]] with fairly nice mobility and a MAP attack, which is useful in [[ThatOneLevel the corridor stages]], alongside a rating of S in space terrain.

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* [[Anime/MobileSuitGundamSEEDDestiny Kira Yamato]] is simply horrifying. Sure, he's usually given a handicap (horrific Will gains) to compensate for amazing stats, but in ''K'', Will gains are standardized, meaning Kira's "SEED" pilot skill[[note]]At 130 Will, +10% to accuracy/evasion, +25% to final attack damage[[/note]] and already broken formdiable unit become impossible to stop. Hell, placing him in the outdated Aile Strike Gundam doesn't hurt too much. Much of this is the result of the [[Anime/MobileSuitGundamSEEDDestiny Strike Freedom]] with fairly nice mobility and a MAP attack, which is useful in [[ThatOneLevel the corridor stages]], alongside a rating of S in space terrain.



* The "Combo Attack" mechanic in ''K'' allows one solo unit not in a partner unit to attack upwards to three units (solo or partner) in its attack radius for full damage ''without any penalties''. This results in the unit gaining kills and Will much faster than other units. However, what makes this extra broken is the way kills work in this game: in addition to boosting starting Will, as most modern [=SRW=]s do, every 100 kills equates to +10 points to all stats (+100 at 999 kills). After enough playthroughs, even units with no upgrades will perform as if they have 5-6 bars worth of upgrades on their units, thanks to their pilots. Unlike the preceding ''W'', the damage cap in ''K'' is much higher.

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* The "Combo Attack" mechanic in ''K'' allows one solo unit not in a partner unit to attack upwards to three units (solo or partner) in its attack radius for full damage ''without any penalties''. This results in the unit gaining kills and Will much faster than other units. However, what makes this extra broken effective is the way kills work in this game: in addition to boosting starting Will, as most modern [=SRW=]s do, every 100 kills equates to +10 points to all stats (+100 at 999 kills). After enough playthroughs, even units with no upgrades will perform as if they have 5-6 bars worth of upgrades on their units, thanks to their pilots. Unlike the preceding ''W'', the damage cap in ''K'' is much higher.



** Their partner bonus is one of the big reasons for their brokenness in ''L'': it's simply an increase in armor and mobility (Mazinkaiser) or accuracy (Great Mazinger). On their own, the units' raw stats make them durable, but partnered up, they become {{Lightning Bruiser}}s.

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** Their partner bonus is one of the big massive reasons for their brokenness superiority in ''L'': it's simply an increase in armor and mobility (Mazinkaiser) or accuracy (Great Mazinger). On their own, the units' raw stats make them durable, but partnered up, they become {{Lightning Bruiser}}s.



* So, just to confirm, we did mention Zeorymer, right? Oh, and players can buy the "SP Regeneration" pilot skill [[note]]Recover 10% Spirit Points per turn[[/note]] in this game for both Masato Akitsu and Miku Himuro. Furthermore, Zeorymer's unit ability "Dimension Coupler System"[[note]]At 130 Will, receive large EN regeneration, small HP regeneration, "Afterimage" (another "Mirror Image" proxy) and "Barrier"[[/note]] is the most broken of all available abilities in ''MX''.

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* So, just to confirm, we did mention Zeorymer, right? Oh, and players can buy the "SP Regeneration" pilot skill [[note]]Recover 10% Spirit Points per turn[[/note]] in this game for both Masato Akitsu and Miku Himuro. Furthermore, Zeorymer's unit ability "Dimension Coupler System"[[note]]At 130 Will, receive large EN regeneration, small HP regeneration, "Afterimage" (another "Mirror Image" proxy) and "Barrier"[[/note]] is the most broken effective of all available abilities in ''MX''.



** Back in ''VideoGame/SuperRobotWarsEX'', players can play Shu's secret scenerio and, with some code input, the Neo Granzon will be in place of the Granzon (which players are supposed to use later in the game due to plot events). It's so horribly broken, the Neo Granzon can plough through the whole game ''alone'' and ''without any upgrades needed''. The guide book even states "it's a shame for life" if players get it destroyed.

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** Back in ''VideoGame/SuperRobotWarsEX'', players can play Shu's secret scenerio and, with some code input, the Neo Granzon will be in place of the Granzon (which players are supposed to use later in the game due to plot events). It's so horribly broken, shockingly effective, the Neo Granzon can plough through the whole game ''alone'' and ''without any upgrades needed''. The guide book even states "it's a shame for life" if players get it destroyed.



* [[Characters/SuperRobotWarsCompact3 Folka Albark and the Ialdabaoth]], an incredibly dodgy super robot that hits very, very hard (its final attack "Kouha Kishin Ken" is only rivalled by certain {{Combination Attack}}s), and this is before it gets its MidSeasonUpgrade, where it gets a massive power and stat boost, ''and'' its mobility is augmented by "Mirror Image", untouchable even by most bosses. Every one of its basic, un-upgraded attacks tear through {{Mook}}s like tissue paper, and with some creative upgrades and parts, Folka can spam the strongest attacks and score critical hits with impunity (provided he unlocks his "Ace Bonus"[[note]]+30% to critical hit rate, +5% melee damage[[/note]]). With very fast Will gains to access the strongest attacks within the first few turns and one of the few characters with "Soul" as a "Twin Command"[[note]]A seventh-exclusive Spirit Command accessed through pairing two allied units together into a "Twin Unit"[[/note]], this makes him a natural choice when pairing up with other heavy hitters like the SRX and Alt Eisen Riese. Considering Folka and the Ialdabaoth are [[{{Expy}} pastiches]] of [[Manga/FistOfTheNorthStar Kenshiro]], it's unquestionable they'll be broken. The catch, however, is even with a game breaker like the Ialdabaoth [[spoiler:and the Vaisaga, when Lamia returns to the party]], they can't win against the FinalBoss alone and unprepared.

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* [[Characters/SuperRobotWarsCompact3 Folka Albark and the Ialdabaoth]], an incredibly dodgy super robot that hits very, very hard (its final attack "Kouha Kishin Ken" is only rivalled by certain {{Combination Attack}}s), and this is before it gets its MidSeasonUpgrade, where it gets a massive power and stat boost, ''and'' its mobility is augmented by "Mirror Image", untouchable even by most bosses. Every one of its basic, un-upgraded attacks tear through {{Mook}}s like tissue paper, and with some creative upgrades and parts, Folka can spam the strongest attacks and score critical hits with impunity (provided he unlocks his "Ace Bonus"[[note]]+30% to critical hit rate, +5% melee damage[[/note]]). With very fast Will gains to access the strongest attacks within the first few turns and one of the few characters with "Soul" as a "Twin Command"[[note]]A seventh-exclusive Spirit Command accessed through pairing two allied units together into a "Twin Unit"[[/note]], this makes him a natural choice when pairing up with other heavy hitters like the SRX and Alt Eisen Riese. Considering Folka and the Ialdabaoth are [[{{Expy}} pastiches]] of [[Manga/FistOfTheNorthStar Kenshiro]], it's unquestionable they'll be broken.formidable. The catch, however, is even with a game breaker like the Ialdabaoth [[spoiler:and the Vaisaga, when Lamia returns to the party]], they can't win against the FinalBoss alone and unprepared.



** Until the release of DownloadableContent ''Dark Prison'', where Shu is more broken thanks to being able to initiate "Maximum Break" and the Granzon's "[[CoolSword Granworm Sword]]" carrying an innate level 2 "Armor Breaker" status effect[[note]]Decrease enemy armor by 20% if the attack is successful[[/note]]. All this is ''before'' discussing the ''mandatory'' Neo Granzon for Shu to use in at least two scenarios. While it is {{Nerf}}ed, it still retains "Warp Field", "S" ranks for all terrain, EN regeneration and "Beam Absorb". Its stats? 2400 points of armor ''at stock'' (surpassing the [[spoiler:G Bankaran]] below) and the "Shukutaihou" still has the 9000 base attack damage, only this time it comes with auto-barrier penetration. Just like ''EX'', ''Dark Prison'' allows players to input a secret code to use the Neo Granzon after the first playthrough. Let's face it: Shu ''deserves'' to be the EleventhHourRanger as having him at hour one will have the game give up and let players win...

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** Until the release of DownloadableContent ''Dark Prison'', where Shu is more broken better thanks to being able to initiate "Maximum Break" and the Granzon's "[[CoolSword Granworm Sword]]" carrying an innate level 2 "Armor Breaker" status effect[[note]]Decrease enemy armor by 20% if the attack is successful[[/note]]. All this is ''before'' discussing the ''mandatory'' Neo Granzon for Shu to use in at least two scenarios. While it is {{Nerf}}ed, it still retains "Warp Field", "S" ranks for all terrain, EN regeneration and "Beam Absorb". Its stats? 2400 points of armor ''at stock'' (surpassing the [[spoiler:G Bankaran]] below) and the "Shukutaihou" still has the 9000 base attack damage, only this time it comes with auto-barrier penetration. Just like ''EX'', ''Dark Prison'' allows players to input a secret code to use the Neo Granzon after the first playthrough. Let's face it: Shu ''deserves'' to be the EleventhHourRanger as having him at hour one will have the game give up and let players win...



** Oddly, for a game that has a glut of broken units, the Black Serena in ''W'' is decent at best: the programmers forgot to give it "Boson Jump"...

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** Oddly, for a game that has a glut of broken great units, the Black Serena in ''W'' is decent at best: the programmers forgot to give it "Boson Jump"...



** 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" from allies).

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** To give players an idea of how broken terrific 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" from allies).



** Great Mazinger, despite being Mazinkaiser-lite, is pretty broken. It has the same statistical layout as the Mazinkaiser, but with weaker weaponry, which won't be a problem when since Kouji and Tetsuya share four extremely overwhelming {{Combination Attack}}s. As an extra, both units join the party early in a playthrough, making them reliable {{Disc One Nuke}}s with their mobility as their only weakness.

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** Great Mazinger, despite being Mazinkaiser-lite, is pretty broken.great. It has the same statistical layout as the Mazinkaiser, but with weaker weaponry, which won't be a problem when since Kouji and Tetsuya share four extremely overwhelming {{Combination Attack}}s. As an extra, both units join the party early in a playthrough, making them reliable {{Disc One Nuke}}s with their mobility as their only weakness.



** The reason why Orgun and the Tekkamen are gamebreakers is unlike the preceding game ''Judgment'' (where Blade was already broken), the size difference mechanic that otherwise reduces the effectiveness of small units attacking larger ones has no effect in the game[[note]]At the same time, it renders the "Ignore Size Modifier" pilot skill useless[[/note]], meaning they can hit every bit as hard as a Mobile Suit, yet their damage output is comparable to high-end supers or even higher.

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** The reason why Orgun and the Tekkamen are gamebreakers is unlike the preceding game ''Judgment'' (where Blade was already broken), challenging), the size difference mechanic that otherwise reduces the effectiveness of small units attacking larger ones has no effect in the game[[note]]At the same time, it renders the "Ignore Size Modifier" pilot skill useless[[/note]], meaning they can hit every bit as hard as a Mobile Suit, yet their damage output is comparable to high-end supers or even higher.



** For extra brokenness, give Apollo the "EN Save"[[note]]EN attacks cost 20% less EN[[/note]] and "Hit & Away" pilot skills and use the 14-ranged (!) "Mugen Punch" as much as possible.

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** For extra brokenness, power, give Apollo the "EN Save"[[note]]EN attacks cost 20% less EN[[/note]] and "Hit & Away" pilot skills and use the 14-ranged (!) "Mugen Punch" as much as possible.



* [[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. 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. 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.deadlier. Keep in mind that Kei's stats are as good as (if not even better) than Universal Century aces Amuro and Char.



* ''Tengoku-hen'' introduces the "Z-Crystal" system, essentially replacing the "Team Enhancement Systems" of the D-Trader in ''Jigoku-hen'' in favor of [[SkillScoresAndPerks permanent tier-based perks]] via upgrading the Z-Crystal using Z-Chips to higher grades. While the effects of each grade aren't necessarily broken, if players start a new game with link bonuses from ''Jigoku-hen'' and ''[[{{Interquel}} Rengoku-hen]]'' save data, they can unlock all 5 grades of the Z-Crystal by selling a "Repair Kit" equippable part through the D-Trader...'''after the first scenario'''.

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* ''Tengoku-hen'' introduces the "Z-Crystal" system, essentially replacing the "Team Enhancement Systems" of the D-Trader in ''Jigoku-hen'' in favor of [[SkillScoresAndPerks permanent tier-based perks]] via upgrading the Z-Crystal using Z-Chips to higher grades. While the effects of each grade aren't necessarily broken, deadly, if players start a new game with link bonuses from ''Jigoku-hen'' and ''[[{{Interquel}} Rengoku-hen]]'' save data, they can unlock all 5 grades of the Z-Crystal by selling a "Repair Kit" equippable part through the D-Trader...'''after the first scenario'''.
9th Jul '16 9:35:34 PM DoctorTItanX
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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]] 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 effective Franchise/{{Gundam}} and one of the most overpowered formidable {{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]] 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 very powerful ("[[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.



* In most of its appearances, the Anime/{{Daitarn 3}} is a size "2L" (the same as most battleships). On top of its already large HP pool, the Daitarn's size means the unit can deal and tank damage from the majority of small enemy units. What puts it as broken is pilot [[Anime/{{Daitarn 3}} Banjo Haran]] almost always has access to the rare "Soul" Spirit Command [[note]]Deal 2.5 times the damage for the next attack[[/note]]. Its ability to move faster in scenarios by [[TransformingMecha changing into the "Dai-Fighter" configuration]] is also nice. Additionally, beginning with ''VideoGame/SuperRobotWars64'', the Daitarn can use the powerful "[[YinYangBomb Space Combination Attack]]" with the titular unit from its brother series ''Anime/{{Zambot 3}}''. While this CombinationAttack is removed in the ''Second Z'', the Daitarn gains two new combinations with Zambot 3 and Trider G7.

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* In most of its appearances, the Anime/{{Daitarn 3}} is a size "2L" (the same as most battleships). On top of its already large HP pool, the Daitarn's size means the unit can deal and tank damage from the majority of small enemy units. What puts it as broken great is pilot [[Anime/{{Daitarn 3}} Banjo Haran]] almost always has access to the rare "Soul" Spirit Command [[note]]Deal 2.5 times the damage for the next attack[[/note]]. Its ability to move faster in scenarios by [[TransformingMecha changing into the "Dai-Fighter" configuration]] is also nice. Additionally, beginning with ''VideoGame/SuperRobotWars64'', the Daitarn can use the powerful "[[YinYangBomb Space Combination Attack]]" with the titular unit from its brother series ''Anime/{{Zambot 3}}''. While this CombinationAttack is removed in the ''Second Z'', the Daitarn gains two new combinations with Zambot 3 and Trider G7.



* Provided players have patience, they can resort to LevelGrinding in the games by [[ViolationOfCommonSense having allied units with MAP weapons hit allies]], then use pilots in units with the "Repair" command to heal damaged allied units, since ExperiencePoints are also earned; to help speed up the process, some installments offer the "Repair Skill"[[note]]Increase the "Repair" command's effect by 50% and its range by 1[[/note]] for pilot skill purchasing. While this is hardly broken, most titles allow players to transfer characters from their default machine into these repair-based units without any restrictions, such as swapping Kamille out of the Zeta Gundam into the [[Anime/MobileSuitZetaGundam Methuss]], which almost always comes equipped with the "Repair Device/Equipment/Module" unit ability that allows the "Repair" command. Slightly {{Nerf}}ed beginning with the ''[[VideoGame/SuperRobotWarsZ Third Super Robot Wars Z: Tengoku-hen]]'' where MAP weapons are rendered unusable unless there's an enemy within range of the MAP weapon.

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* Provided players have patience, they can resort to LevelGrinding in the games by [[ViolationOfCommonSense having allied units with MAP weapons hit allies]], then use pilots in units with the "Repair" command to heal damaged allied units, since ExperiencePoints are also earned; to help speed up the process, some installments offer the "Repair Skill"[[note]]Increase the "Repair" command's effect by 50% and its range by 1[[/note]] for pilot skill purchasing. While this is hardly broken, superb, most titles allow players to transfer characters from their default machine into these repair-based units without any restrictions, such as swapping Kamille out of the Zeta Gundam into the [[Anime/MobileSuitZetaGundam Methuss]], which almost always comes equipped with the "Repair Device/Equipment/Module" unit ability that allows the "Repair" command. Slightly {{Nerf}}ed beginning with the ''[[VideoGame/SuperRobotWarsZ Third Super Robot Wars Z: Tengoku-hen]]'' where MAP weapons are rendered unusable unless there's an enemy within range of the MAP weapon.



* "Haro" parts, as usual[[note]]In ''Alpha Gaiden'', "Haro" parts grant +2 movement, +25 mobility, +35 unit accuracy and +35% weapon accuracy[[/note]], but a notable gamebreaker part in ''Alpha Gaiden'' is the "HPHGCP"[[note]]Recover 30% of a unit's max EN at the start of a turn[[/note]]; in fact, you can get three of these. Put one on the Shin Getter to fuel its "[[SphereOfDestruction Stoner Sunshine]]" attack, one for the [[Anime/AfterWarGundamX Gundam Double X + G-Falcon]] (provided the player unlocks the [[Anime/AfterWarGundamX G-Bits]]), and the last one depending on player preference, such as the [[Anime/MobileSuitGundamWing Wing Gundam Zero]] to solve its EN problem, the [[Anime/MobileSuitGundam0083StardustMemory GP03 Dendrobinum Orchis]] for its powerful EN weaponry or the Mazinkaiser, to make an already broken unit more broken by allowing two free "[[ChestBlaster Fire Blasters]]" per turn.

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* "Haro" parts, as usual[[note]]In ''Alpha Gaiden'', "Haro" parts grant +2 movement, +25 mobility, +35 unit accuracy and +35% weapon accuracy[[/note]], but a notable gamebreaker part in ''Alpha Gaiden'' is the "HPHGCP"[[note]]Recover 30% of a unit's max EN at the start of a turn[[/note]]; in fact, you can get three of these. Put one on the Shin Getter to fuel its "[[SphereOfDestruction Stoner Sunshine]]" attack, one for the [[Anime/AfterWarGundamX Gundam Double X + G-Falcon]] (provided the player unlocks the [[Anime/AfterWarGundamX G-Bits]]), and the last one depending on player preference, such as the [[Anime/MobileSuitGundamWing Wing Gundam Zero]] to solve its EN problem, the [[Anime/MobileSuitGundam0083StardustMemory GP03 Dendrobinum Orchis]] for its powerful EN weaponry or the Mazinkaiser, to make an already broken powerful unit more broken effective by allowing two free "[[ChestBlaster Fire Blasters]]" per turn.



* 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]].

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* 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 overpowering 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]].



* Of all playable units in the game, [[https://www.youtube.com/watch?v=8l-eZ1FwQuY 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 blazingly 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]] overpowering]] 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.



** Great Mazinger, despite being Mazinkaiser-lite, is pretty broken. It has the same statistical layout as the Mazinkaiser, but with weaker weaponry, which won't be a problem when since Kouji and Tetsuya share four extremely overpowered {{Combination Attack}}s. As an extra, both units join the party early in a playthrough, making them reliable {{Disc One Nuke}}s with their mobility as their only weakness.

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** Great Mazinger, despite being Mazinkaiser-lite, is pretty broken. It has the same statistical layout as the Mazinkaiser, but with weaker weaponry, which won't be a problem when since Kouji and Tetsuya share four extremely overpowered overwhelming {{Combination Attack}}s. As an extra, both units join the party early in a playthrough, making them reliable {{Disc One Nuke}}s with their mobility as their only weakness.



* The [[Anime/EurekaSeven Nirvash TypeZERO]] doesn't start out as much until players advance in the game and get its "Spec-2" MidSeasonUpgrade with top-class accuracy/evasion rates with a hideously overpowered, 6-ranged "Seven Swell" MAP weapon that can be recharged and abused using the appropriate skills. [[BaseBreaker Most players are divided into two groups]] after getting the Spec-2: those who avoid using it to ruin the game and the ones who MAP nuke everything with "Seven Swell" by using the "Resupply" and "Enable" Spirit Commands to set it up, hence where the "Nirvash/[[Anime/MobileSuitZetaGundam Haman Karn]]/Amuro/Resupply" combo comes from.

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* The [[Anime/EurekaSeven Nirvash TypeZERO]] doesn't start out as much until players advance in the game and get its "Spec-2" MidSeasonUpgrade with top-class accuracy/evasion rates with a hideously overpowered, overpowering, 6-ranged "Seven Swell" MAP weapon that can be recharged and abused using the appropriate skills. [[BaseBreaker Most players are divided into two groups]] after getting the Spec-2: those who avoid using it to ruin the game and the ones who MAP nuke everything with "Seven Swell" by using the "Resupply" and "Enable" Spirit Commands to set it up, hence where the "Nirvash/[[Anime/MobileSuitZetaGundam Haman Karn]]/Amuro/Resupply" combo comes from.



* Even before the Tengen Toppa Gurren Lagann appears, the preceding [[Anime/TengenToppaGurrenLagann Super Galaxy Gurren Lagann]] is overpowered by proxy of its "3L" size, granting it a large boost to damage and defense against every {{Mook}} in the game until the last scenario. Naturally, the mandatory upgrade to the Gurren Lagann is its Tengen Toppa-incarnation, backed by boatloads of HP, Simon's new "Spirit Power Infinity" pilot skill[[note]]Gain the effects of a maximum level "Spiral Power" pilot skill (increase accuracy and reduce damage dealt; the effect rises with the skill's level). At 130 Will, increase Pilot Points earned by 20%[[/note]], high movement rate and tons of sub-pilots for a Spirit Command pool. Finally, the Tengan Toppa Gurren Lagann's strongest attack is more powerful than any other in the game by over 1000 points, all for a very reasonable amount of energy.

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* Even before the Tengen Toppa Gurren Lagann appears, the preceding [[Anime/TengenToppaGurrenLagann Super Galaxy Gurren Lagann]] is overpowered overpowering by proxy of its "3L" size, granting it a large boost to damage and defense against every {{Mook}} in the game until the last scenario. Naturally, the mandatory upgrade to the Gurren Lagann is its Tengen Toppa-incarnation, backed by boatloads of HP, Simon's new "Spirit Power Infinity" pilot skill[[note]]Gain the effects of a maximum level "Spiral Power" pilot skill (increase accuracy and reduce damage dealt; the effect rises with the skill's level). At 130 Will, increase Pilot Points earned by 20%[[/note]], high movement rate and tons of sub-pilots for a Spirit Command pool. Finally, the Tengan Toppa Gurren Lagann's strongest attack is more powerful than any other in the game by over 1000 points, all for a very reasonable amount of energy.
6th Jul '16 5:17:52 AM HunterSeeker
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** Until the release of DownloadableContent ''Dark Prison'', where Shu is more broken thanks to being able to initiate "Maximum Break" and the Granzon's "[[CoolSword Granworm Sword]]" carrying an innate level 2 "Armor Breaker" status effect[[note]]Decrease enemy armor by 20% if the attack is successful[[/note]]. All this is ''before'' discussing the ''mandatory'' Neo Granzon for Shu to use in at least two scenarios. While it is {{Nerf}}ed, it still retains "Warp Field", "S" ranks for all terrain, EN regeneration and "Beam Absorb". Its stats? 2400 points of armor ''at stock'' (surpassing the [[spoiler:G Bankaran]] below) and the "Shukutaihou" still has the 9000 base attack damage, only this time it comes with auto-barrier penetration. Just like ''EX'', ''Dark Prison'' allows players to input a secret code to use the Neo Granzon after the first playthrough. Let's face it: Shu ''deserves'' to be the EleventhHourRanger as having him at hour one will have the game give up and let players win.

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** Until the release of DownloadableContent ''Dark Prison'', where Shu is more broken thanks to being able to initiate "Maximum Break" and the Granzon's "[[CoolSword Granworm Sword]]" carrying an innate level 2 "Armor Breaker" status effect[[note]]Decrease enemy armor by 20% if the attack is successful[[/note]]. All this is ''before'' discussing the ''mandatory'' Neo Granzon for Shu to use in at least two scenarios. While it is {{Nerf}}ed, it still retains "Warp Field", "S" ranks for all terrain, EN regeneration and "Beam Absorb". Its stats? 2400 points of armor ''at stock'' (surpassing the [[spoiler:G Bankaran]] below) and the "Shukutaihou" still has the 9000 base attack damage, only this time it comes with auto-barrier penetration. Just like ''EX'', ''Dark Prison'' allows players to input a secret code to use the Neo Granzon after the first playthrough. Let's face it: Shu ''deserves'' to be the EleventhHourRanger as having him at hour one will have the game give up and let players win.win...
** And then he shows up in ''Moon Dwellers'' (usable for about last 10 stages, but still) with '''all''' the aforementioned perks (Neo Granzon included) and only minor nerfs in damage output and terrain adaptations. Go figure.
9th Jun '16 7:30:34 AM SAMAS
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** To say nothing of P.A.S.F.U. units, which recover 10 of the pilot's SP every turn. ''All'' pilots. So yeah, Shin Getter, Golion, and (oh God) ''Valzacard'' become even stronger.



** The reason why Orgun and the Tekkamen are gamebreakers is unlike the preceding game ''Judgment'' (where Blade is already broken), the size difference mechanic that otherwise reduces the effectiveness of small units attacking larger ones has no effect in the game[[note]]At the same time, it renders the "Ignore Size Modifier" pilot skill useless[[/note]], meaning they can hit every bit as hard as a Mobile Suit, yet their damage output is comparable to high-end supers or even higher.
** The "Infinite Spirit Points Glitch", accessed by manipulating Spirit Commands for units with multiple pilots. By selecting two specific Spirit Commands having the same action, with one that grants more (ie. "Spirit/Yell" and "Drive"[[note]]+30 to pilot Will[[/note]] or "Valor" and "Soul") from the primary pilot and a co-pilot, then deselecting both Spirit Commands before actually casting them, the primary pilot will gain extra Spirit Points equal to the cost of the Spirit Command selected, even bypassing that pilot's maximum. In other words, if the primary pilot has the "Zeal" Spirit Command, the unit can move and attack infinitely without any penalties. By default, there are three units that can abuse this bug: King J-Der, Boss Borot and the Valzacard.

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** The reason why Orgun and the Tekkamen are gamebreakers is unlike the preceding game ''Judgment'' (where Blade is was already broken), the size difference mechanic that otherwise reduces the effectiveness of small units attacking larger ones has no effect in the game[[note]]At the same time, it renders the "Ignore Size Modifier" pilot skill useless[[/note]], meaning they can hit every bit as hard as a Mobile Suit, yet their damage output is comparable to high-end supers or even higher.
** The "Infinite Spirit Points Glitch", accessed by manipulating Spirit Commands for units with multiple pilots. By selecting two specific Spirit Commands having the same action, with one that grants more (ie. "Spirit/Yell" and "Drive"[[note]]+30 to pilot Will[[/note]] or "Valor" and "Soul") from the primary pilot and a co-pilot, then deselecting both Spirit Commands before actually casting them, the primary pilot will gain extra Spirit Points equal to the cost of the Spirit Command selected, even bypassing that pilot's maximum. In other words, if the primary pilot has the "Zeal" Spirit Command, the unit can move and attack infinitely without any penalties. By default, there are three units that can abuse this bug: King J-Der, Boss Borot and and, that's right, the Valzacard.


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** Chain Attacks are done differently in this game. Instead of hitting enemies in a row, all you needed was for them to be ''adjacent'' to each other. It was pretty common to use a resilient unit like the ''Nadesico'', GaoGaiGar or a Guard-ed Golion to get enemies all bunched up together, then rush in your units(and nearly every unit had at least one chain-able attack) and start playing reverse ''Videogame/{{Tetris}}''.
** Pound-for-pound, ''W'' has one of the largest per-unit ratios of {{Wave Motion Gun}}s in the series. And returning units from ''Judgement'' all had their weapons affect a larger portion of the map. They even gave the ''[[Anime/MobileSuitGundamWing Deathscythe Hell]]'' a [=MAP=] attack. With practice, it was a simple matter to lure large amounts of enemies into the area of one, weaken them with chain attacks, then clear out, drop a cash- or experience-doubling Skill, wipe them all out with one blast/stroke, and do this with multiple groups in the same turn. Stages with repeatedly- or infinitely-respawning units (such as the ''Endless Waltz'' climax or Final Boss stage) were ripe for abuse.
9th Jun '16 7:05:59 AM SAMAS
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** Incidentally, in order to make things simple for combining the supporting [[Anime/GaoGaiGar Ryu]] robots (because they can form both their normal combinations and their combinations fuelled by [[color:orange:THE POWER]]), all four share upgrades and levels. Basically, players can get four fairly decent units for the price of one, and eight different pools of "Spirit Commands" (4 from the Ryu robots, 4 more from each of their combined forms, with 2 of them being easy-to-unlock {{Secret Character}}s). Oh, and the upgrades spent on the male Ryus get carried over to the female Ryus, who also share character levels with each other, meaning two ''more'' fairly decent support units for the price of one. Thanks to how CombiningMecha are handled in ''W'', players are equipping up to three units with an equippable part for every part given to each of the Ryu robots. To take this UpToEleven, they also share pilot skills (give one "Will Limit Break", all four/two gets the effect), meaning this squad of [[CaptainErsatz ersatz]] [[WesternAnimation/TheTransformers Autobots]] are, by far, the most resource-efficient units in [=SRW=] history. Whew! What a mouthful!

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** Incidentally, in order to make things simple for combining By themselves, the supporting [[Anime/GaoGaiGar Ryu]] robots (because they are decent, if not breathtaking, units with a solid set of attacks that can often cause StandardStatusEffects on the enemy. But to streamline their various combinations (they can form both their normal combinations and their combinations fuelled by [[color:orange:THE POWER]]), all four share upgrades and levels. Basically, players can get four fairly decent units for the price of one, and eight different pools of "Spirit Commands" (4 from the Ryu robots, 4 more from each of their combined forms, with 2 of them being easy-to-unlock {{Secret Character}}s). Oh, and the upgrades spent on the male Ryus get carried over to the female Ryus, who also share character levels with each other, meaning two ''more'' fairly decent support units units(and a ''third'' combined unit) for the price of one. Thanks to how CombiningMecha are handled in ''W'', players are equipping up to three units with an equippable part for every part given to each of the Ryu robots. To take this UpToEleven, they also share pilot skills (give one "Will Limit Break", all four/two gets the effect), meaning this squad of [[CaptainErsatz ersatz]] [[WesternAnimation/TheTransformers Autobots]] are, by far, the most resource-efficient units in [=SRW=] history. Whew! What a mouthful!
30th May '16 4:52:24 AM WearSystem
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* [[Anime/MobileSuitGundamSEEDDestiny Kira Yamato]] is simply horrifying. Sure, he's usually given a handicap (horrific Will gains) to compensate for amazing stats, but in ''K'', Will gains are standardized, meaning Kira's "SEED" pilot skill[[note]]At 130 Will, +10% to accuracy/evasion, +25% to final attack damage[[/note]] and already broken unit become impossible to stop. Hell, placing him in the outdated Aile Striker doesn't hurt too much. Much of this is the result of the [[Anime/MobileSuitGundamSEEDDestiny Strike Freedom]] with fairly nice mobility and a MAP attack, which is useful in [[ThatOneLevel the corridor stages]], alongside a rating of S in space terrain.

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* [[Anime/MobileSuitGundamSEEDDestiny Kira Yamato]] is simply horrifying. Sure, he's usually given a handicap (horrific Will gains) to compensate for amazing stats, but in ''K'', Will gains are standardized, meaning Kira's "SEED" pilot skill[[note]]At 130 Will, +10% to accuracy/evasion, +25% to final attack damage[[/note]] and already broken unit become impossible to stop. Hell, placing him in the outdated Aile Striker Strike Gundam doesn't hurt too much. Much of this is the result of the [[Anime/MobileSuitGundamSEEDDestiny Strike Freedom]] with fairly nice mobility and a MAP attack, which is useful in [[ThatOneLevel the corridor stages]], alongside a rating of S in space terrain.
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.

to:

** 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.

to:

* 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''.

to:

* 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''.
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