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** [[HadesProjectZeorymer Zeorymer of the Heavens]]. SuperRobot defenses and a barrier, ''plus'' an evasion ability that kicks in at 130 Will, powerful attacks in both the melee and range slots, the deadliest being its MAP variant of the [[SphereOfDestruction Mei-Oh]]. If you refrain from using it for a great portion of the game (except where required), [[spoiler:you get its MidSeasonUpgrade "Great Zeorymer" at the end of its Judgment storyline]]. It's even ''harder'' for enemies to down this, since it can use the strongest attacks from its series' bosses. Unfortunately, the requirements to get it are so strict, it pretty much bars every other SecretCharacter to become unobtainable, though most players will agree [[spoiler:Great Zeorymer]] is worth it.

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** [[HadesProjectZeorymer Zeorymer of the Heavens]]. SuperRobot defenses and a barrier, ''plus'' an evasion ability that kicks in at 130 Will, powerful attacks in both the melee and range slots, the deadliest being its MAP variant of the [[SphereOfDestruction Mei-Oh]].Mei-Oh attack]]. If you refrain from using it for a great portion of the game (except where required), [[spoiler:you get its MidSeasonUpgrade "Great Zeorymer" at the end of its Judgment storyline]]. It's even ''harder'' for enemies to down this, stand a chance against it, since it can use the strongest attacks from it's armed with all of its series' bosses.bosses' finishing attacks and, unlike Zeorymer, can use the all-powerful Mei-Oh attack ''after moving''. Unfortunately, the requirements to get it are so strict, it pretty much bars every other SecretCharacter to become unobtainable, though most players will agree [[spoiler:Great Zeorymer]] is worth it.
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** [[{{Iczer}} Iczer-1]], whose SS size makes her a [[LightningBruiser beast at dodging while she can also tank]] relatively well, and has a high damage output ([[SuperRobotWarsJudgement yes]], [[SuperRobotWarsW yet]] [[TekkamanBlade again]]). Considering her innate Double Image-like ability, some fans have started to call her a "[[{{Zeorymer}} mini-Zeorymer]]"

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** You'd think they'd have [[TekkamanBlade learned their lesson]] back in ''W'', but ''L'' brings us [[{{Iczer}} Iczer-1]], whose SS size makes her a [[LightningBruiser beast at dodging while she can also tank]] relatively well, and has a high damage output ([[SuperRobotWarsJudgement yes]], [[SuperRobotWarsW yet]] [[TekkamanBlade again]]). Considering her innate Double Image-like ability, some fans have started to call her a "[[{{Zeorymer}} mini-Zeorymer]]"
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*** The thing that makes them complete breakers is that unlike in ''J'', the size difference mechanic that otherwise reduces the effectiveness of small units attacking larger ones doesn't work, meaning that Tekkamen hit every bit as hard as a Mobile Suit.
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*** The Gundam DX is also pretty broken in Alpha Gaiden, due to a glitch where instead of 8 rounds, its stronger than usual beam rifle has somewhere around 30 shots, which is fixed if you get Tifa and the G-Bits. BUT, you can also break the game after the bug is fixed, due to the G-Falcon's parts work while the mechs are combined, giveing the DX 2 part slots while boosting its stats. Put a Haro on the DX and the previously mentioned EN regen on the Falcon after the G-Bits are obtained for an unstoppable unit with infinite G-bits.
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** In almost any game where the ZetaGundam plot is important (and sometimes not), the Zeta WILL be the most broken Gundam in the entire game, with Kamille Bidan having the highest stats of all Gundam pilots, as well as the Zeta earning excellent stats of its own, usually even stronger than suits like the [[CharsCounterattack Nu Gundam]] (especially jarring and hilarious when the Nu and V2 in Universal Century timeline are similarly gamebreaking). If you obtain the biosensor attacks late in the game, expect them to be ridiculously overpowered (Waverider Crash can deal more damage than the [[TurnAGundam Moonlight Butterfly]]). ''SuperRobotWarsZ'' takes this up a notch with a biosensor-mode Zeta, once the pilot's Will gets high enough, which makes it MORE unstoppable.

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** In almost any game where the with ZetaGundam plot is important (and sometimes not), the Zeta WILL be the most broken Gundam and one of the most overpowered units in the entire game, with Kamille Bidan having the highest stats of all Gundam pilots, as well as the Zeta earning haveing excellent stats of its own, usually even stronger than suits like the [[CharsCounterattack Nu Gundam]] (especially jarring and hilarious when the Nu and V2 in Universal Century timeline are similarly gamebreaking). If you obtain the biosensor attacks late in the game, expect them to be ridiculously overpowered (Waverider Crash can deal more damage than the [[TurnAGundam Moonlight Butterfly]]). ''SuperRobotWarsZ'' takes this up a notch with a biosensor-mode Zeta, once the pilot's Will gets high enough, which makes it MORE unstoppable.
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*** Sound Force in Aplpha 3 are even more broken. Their MAP songs basically enable you to buff the entire team severely, and Power to the Dream - Restore some SP; My Friends - Restore some SP. That means that you can set up an infinite turns, infinite SP loop, enabling you to destroy just about anything in 1 round.
** ''Alpha Gaiden'' has {{Daitarn 3}}, which has almost as much health as a battleship and EXTREMELY strong attacks. {{Raideen}} has some of the best stats of any SuperRobot (including high evasion, which supers aren't supposed to have) and the highest attack power. For {{Real Robot}}s, there's the [[GundamX Gundam X Divider]] and ZetaGundam: the former has high mobility and evasion and its energy consumption for its powerful Harmonica Cannon is low and has long range. As for the latter, you only have to max the machine's EN. All it really needs is a Biosensor or Pyschoframe and a Booster, then watch as Kamille Bidan's crazy evasion stat does the rest. Haro parts, as usual, are extrememly broken equipabble enhancements but another game breaking part is the one that makes you regain 30% of a unit's max EN once a turn. Oh, and remember that nigh useless [[GundamWing Wing Gundam Zero Custom]] and slightly awesome [[{{Gundam 0083}} GP-03 Dendrobium Stamen]] that eats energy like an 18-wheeler? Well...
** One unit that is generally declared useless along with the rest of the originals in Alpha Gaiden is Ryusei Date and his R-1 Custom. It's actually a major case of MagikarpPower. Of course he sucks completely unless you bother to level him up to where his psychic ability reaches above LV6. This gives him an invisible evasion and hit stat boost that makes him nigh untouchable to even the final bosses when combined with his Guts ability, which boosts all stats at critical health. R-1 has 3 part slots, but Ryusei really needs one psychoframe to do this, something even Kamille and the Zeta can't match. The only real downside is R-1's damage is pitiful.

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*** Sound Force in Aplpha Alpha 3 are even more broken. Their MAP songs basically enable you to buff the entire team severely, and Power to the Dream - Restore some SP; My Friends - Restore some SP. That means that you can set up an infinite turns, infinite SP loop, enabling you to destroy just about anything in 1 round.
** ''Alpha Gaiden'' has {{Daitarn 3}}, which has almost as much health as a battleship and EXTREMELY strong attacks. {{Raideen}} has some of the best stats of any SuperRobot (including high evasion, which supers aren't supposed to have) and the highest attack power. For {{Real Robot}}s, there's the [[GundamX Gundam X Divider]] and ZetaGundam: ZetaGundam, the former has high mobility and evasion and its energy consumption for its powerful Harmonica Cannon is low and has long range. As for the latter, you only have to max the machine's EN. All it really needs is a Biosensor or Pyschoframe and a Booster, then watch as Kamille Bidan's crazy evasion stat does the rest. In a game where money is so scarce, these two machines need few upgrades compared to others. Haro parts, as usual, are extrememly broken equipabble enhancements but another game breaking part is the one that makes you regain 30% of a unit's max EN once a turn. Oh, and remember that nigh useless [[GundamWing Wing Gundam Zero Custom]] and slightly awesome [[{{Gundam 0083}} GP-03 Dendrobium Stamen]] that eats energy like an 18-wheeler? Well...
** *** One unit that is generally declared useless along with the rest of the originals in Alpha Gaiden is Ryusei Date and his R-1 Custom. It's actually a major case of MagikarpPower. Of course he sucks completely unless you bother to level him up to where his psychic ability reaches above LV6. This gives him an invisible evasion and hit stat boost that makes him nigh untouchable to even the final bosses when combined with his Guts ability, which boosts all stats at critical health. R-1 has 3 part slots, but Ryusei really needs one psychoframe to do this, something even Kamille and the Zeta can't match. The only real downside ownside is R-1's damage is pitiful.pitiful,but in this NintendoHard game that isn't as much of an issue as long as it can survive.



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** In almost any game where the ZetaGundam plot is important (and sometimes not), the Zeta WILL be the most broken Gundam in the entire game, with Kamille Bidan having the highest stats of all Gundam pilots, as well as the Zeta earning excellent stats of its own, usually even stronger than suits like the [[CharsCounterattack Nu Gundam]] (especially jarring when the Nu and V2 in Universal Century timeline are similarly gamebreaking). If you obtain the biosensor attacks late in the game, expect them to be ridiculously overpowered (Waverider Crash can deal more damage than the [[TurnAGundam Moonlight Butterfly]]). ''SuperRobotWarsZ'' takes this up a notch with a biosensor-mode Zeta, once the pilot's Will gets high enough, which makes it MORE unstoppable.

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** In almost any game where the ZetaGundam plot is important (and sometimes not), the Zeta WILL be the most broken Gundam in the entire game, with Kamille Bidan having the highest stats of all Gundam pilots, as well as the Zeta earning excellent stats of its own, usually even stronger than suits like the [[CharsCounterattack Nu Gundam]] (especially jarring and hilarious when the Nu and V2 in Universal Century timeline are similarly gamebreaking). If you obtain the biosensor attacks late in the game, expect them to be ridiculously overpowered (Waverider Crash can deal more damage than the [[TurnAGundam Moonlight Butterfly]]). ''SuperRobotWarsZ'' takes this up a notch with a biosensor-mode Zeta, once the pilot's Will gets high enough, which makes it MORE unstoppable.
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** Nu is quite gamebreaking in Z as well, since it's obtained midway into the game, also has a hypermode, and Amuro knows attack again naturally and has the skill level to use it. In all the squad based games Nu and Hi-Nu can blast entire squads from 9 squares away with little effort.

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** *** Nu is quite gamebreaking in Z as well, since it's obtained midway into the game, also has a hypermode, and Amuro knows attack again naturally and has the skill level to use it. In all the squad based games Nu and Hi-Nu can blast entire squads from 9 squares away with little effort.
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** One unit that is generally declared useless along with the rest of the originals in Alpha Gaiden is Ryusei Date and his R-1 Custom. It's actually a major case of MagikarpPower. Of course he sucks completely unless you bother to level him up to where his psychic ability reaches above LV6. This gives him an invisible evasion and hit stat boost that makes him nigh untouchable to even the final bosses when combined with his Guts ability, which boosts all stats at critical health. R-1 has 3 part slots, but Ryusei really needs one psychoframe to do this, something even Kamille and the Zeta can't match. The only real downside is R-1's damage is pitiful.
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** In almost any game where the ZetaGundam plot is important (and sometimes not), the Zeta WILL be the most broken Gundam in the entire game, with Kamille Bidan having the highest stats of all Gundam pilots, as well as the Zeta earning excellent stats of its own, usually even stronger than suits like the [[CharsCounterattack Nu Gundam]] (especially jarring when the Nu in Universal Century timeline is similarly gamebreaking). If you obtain the biosensor attacks late in the game, expect them to be ridiculously overpowered (Waverider Crash can deal more damage than the [[TurnAGundam Moonlight Butterfly]]). ''SuperRobotWarsZ'' takes this up a notch with a biosensor-mode Zeta, once the pilot's Will gets high enough, which makes it MORE unstoppable.

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** In almost any game where the ZetaGundam plot is important (and sometimes not), the Zeta WILL be the most broken Gundam in the entire game, with Kamille Bidan having the highest stats of all Gundam pilots, as well as the Zeta earning excellent stats of its own, usually even stronger than suits like the [[CharsCounterattack Nu Gundam]] (especially jarring when the Nu and V2 in Universal Century timeline is are similarly gamebreaking). If you obtain the biosensor attacks late in the game, expect them to be ridiculously overpowered (Waverider Crash can deal more damage than the [[TurnAGundam Moonlight Butterfly]]). ''SuperRobotWarsZ'' takes this up a notch with a biosensor-mode Zeta, once the pilot's Will gets high enough, which makes it MORE unstoppable.
** Nu is quite gamebreaking in Z as well, since it's obtained midway into the game, also has a hypermode, and Amuro knows attack again naturally and has the skill level to use it. In all the squad based games Nu and Hi-Nu can blast entire squads from 9 squares away with little effort.
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*** Sound Force in Aplpha 3 are even more broken. Their MAP songs basically enable you to buff the entire team severely, and Power to the Dream - Restore some SP; My Friends - Restore some SP. That means that you can set up an infinite turns, infinite SP loop, enabling you to destroy just about anything in 1 round.
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This is all conversation in the page and needs to be trimmed. Incidentally Iron Wall/Guard is the one that cuts all damage by 75% for a round while Invincible makes the next attack do 10 damage, unless you have a barrier which will reduce it to 0.


*** Sorry, but Invincible doesn't work like that. If you're taking zero damage, it's because the next attack was too weak.
*** Note the "in conjunction with Protect Shade/Wall": Invincible reduces damage to 10, and alongside a barrier that '''NEGATES ALL DAMAGE UNDER 1500''', that means zero damage received.
*** Isn't that Iron Wall which reduces the next attack to 10 damage? Which is the one which reduces the damage taken for the whole turn by 75%? BTW, difference between taking 10 damage and 0 damage isn't much at all in this game!
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**** Isn't that Iron Wall which reduces the next attack to 10 damage? Which is the one which reduces the damage taken for the whole turn by 75%? BTW, difference between taking 10 damage and 0 damage isn't much at all in this game!

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**** *** Isn't that Iron Wall which reduces the next attack to 10 damage? Which is the one which reduces the damage taken for the whole turn by 75%? BTW, difference between taking 10 damage and 0 damage isn't much at all in this game!
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**** Isn't that Iron Wall which reduces the next attack to 10 damage? Which is the one which reduces the damage taken for the whole turn by 75%? BTW, difference between taking 10 damage and 0 damage isn't much at all in this game!
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** The [[OriginalGeneration Ardygun family's Valzacard]] is a battleship-sized SuperRobot that dodges like a RealRobot 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 the unit has access to a vast Spirit Command base, giving it tons of bonuses each turn. The best part? It's the ''required'' final MidSeasonUpgrade to the protagonist. Also, if you're willing to glitch a bit, it [[GameBreakingBug can have infinite turns due to the "Courage" Spirit Command]], and that's not even with setting up the protagonist to do it.
** Detonator Orgun and the [[TekkamanBlade Tekkamen]]...ALL seven of them ([[SecretCharacter eight]], if you play your cards right). Five of them have two HP bars (and a second set of Spirit Commands), six of them have long-range {{Wave Motion Gun}}s with a MAP variant, and on top of that, are small (size SS: human-sized in a battlefield full of 30-foot plus HumongousMecha) and hard to hit, and can hit several enemies in a row with their base attacks, especially Yumi (Tekkaman Hiver), whose Wave Motion Gun's MAP attack is FriendlyFireproof (did we mention she gets the "[[ThePowerOfLove Love]]" Spirit Command, which gives her perfect accuracy and evasion, deal twice the damage, and doubles the cash and experience earned from her victims?). Oh, and most of them have {{Combination Attack}}s with each other.

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** The [[OriginalGeneration Ardygun family's Valzacard]] is a battleship-sized SuperRobot that dodges like a RealRobot 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 the unit has access to a vast Spirit Command base, base (even moreso if you add a [[DetonatorOrgun P.A.S.F.U.]] unit to regenerate SP), giving it tons of bonuses each turn. The best part? It's the ''required'' final MidSeasonUpgrade to the protagonist. Also, if you're willing to glitch a bit, it [[GameBreakingBug can have infinite turns due to the "Courage" Spirit Command]], and that's not even with setting up the protagonist to do it.
** Detonator Orgun DetonatorOrgun and the [[TekkamanBlade Tekkamen]]...ALL seven of them ([[SecretCharacter eight]], if you play your cards right). Five of them have two HP bars (and a second set of Spirit Commands), six of them have long-range {{Wave Motion Gun}}s with a MAP variant, and on top of that, are small (size SS: human-sized in a battlefield full of 30-foot plus HumongousMecha) and hard to hit, and can hit several enemies in a row with their base attacks, especially Yumi (Tekkaman Hiver), whose Wave Motion Gun's MAP attack is FriendlyFireproof (did we mention she gets the "[[ThePowerOfLove Love]]" Spirit Command, which gives her perfect accuracy and evasion, deal deals twice the damage, and doubles the cash and experience earned from her victims?). Oh, and most of them have {{Combination Attack}}s with each other.



** On a NewGamePlus, you can ''buy External GS-Rides''. Go ahead: pick an EN-consuming attack and go wild.

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** On a NewGamePlus, you can ''buy External GS-Rides''.GS-Rides'', which regenerate damage each turn. Go ahead: pick an EN-consuming attack and go wild.
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*SuperRobotWarsL
** [[{{Iczer}} Iczer-1]], whose SS size makes her a [[LightningBruiser beast at dodging while she can also tank]] relatively well, and has a high damage output ([[SuperRobotWarsJudgement yes]], [[SuperRobotWarsW yet]] [[TekkamanBlade again]]). Considering her innate Double Image-like ability, some fans have started to call her a "[[{{Zeorymer}} mini-Zeorymer]]"
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** Any game in that gives GetterRobo the ''Open Get'' ability, which gives a 50% chance of evading attacks with high Will, coupled with [[FragileSpeedster Getter-2]], which has an ''additional'' 50% evasion of any attack when at the same Will level. In short, max out the machine's handling, get its pilots' Will high enough, send it off into a crowd, and watch as it tears ''everything to pieces''.

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** Any game in with GetterRobo that gives GetterRobo it the ''Open Get'' ability, which gives grants a 50% chance of evading attacks with high Will, coupled with [[FragileSpeedster Getter-2]], which has an ''additional'' 50% evasion of any attack when at the same Will level.requirement. In short, max out the machine's handling, get its pilots' Will high enough, send it off into a crowd, and watch as it tears ''everything to pieces''.



** In almost any game where the ZetaGundam plot is important, (and sometimes not) the Zeta WILL be the most broken Gundam in the entire game, with Kamille having the highest stats of the Gundam pilots, as well the Zeta has excellent stats of it's own, usually even stronger than suits like Nu. ESPECIALLY if you obtain the biosensor attacks late in the game, then they will be ridiculously overpowered.(Waverider Crash does more damage than Moonlight Butterfly.) Z takes this up a notch with a powered up mode the Zeta enters when the pilot's will gets high enough, which makes it MORE unstoppable.

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** In almost any game where the ZetaGundam plot is important, important (and sometimes not) not), the Zeta WILL be the most broken Gundam in the entire game, with Kamille Bidan having the highest stats of the all Gundam pilots, as well as the Zeta has earning excellent stats of it's its own, usually even stronger than suits like Nu. ESPECIALLY if the [[CharsCounterattack Nu Gundam]] (especially jarring when the Nu in Universal Century timeline is similarly gamebreaking). If you obtain the biosensor attacks late in the game, then they will expect them to be ridiculously overpowered.overpowered (Waverider Crash does can deal more damage than the [[TurnAGundam Moonlight Butterfly.) Z Butterfly]]). ''SuperRobotWarsZ'' takes this up a notch with a powered up mode the Zeta enters when biosensor-mode Zeta, once the pilot's will Will gets high enough, which makes it MORE unstoppable.



** The Wild Wurger L in ''Original Generation 2'' is definantly this: it's just like the regular Wild Wurger, but comes with a unique weapon called "Stun Shock". Any enemy hit with it is unable to move or attack (let alone, ''counterattack'') for both the player and enemy turn. Couple this with any character with the "Fury" Spirit Command (notably, anyone whose last name contains "stein", for example), which bypasses ALL enemy barriers, something most late-game bosses have and said character having good dodging capabilities (the same people), bosses are effectively helpless. Though Stun Shock only has two rounds, there are about four ways to replenish it on the battlefield at any given moment.
** In the same game, [[SuperRobotWarsAdvance Lamia Loveless]] is an excellent pilot and her SuperRobot Angelg's also one of the better mecha. But if you complete certain requirements with her, and pump up her melee stat instead of ranged (which goes against the [[TheArcher Angelg's style]]), then you get the Vysaga. Where do we start? Not only does it do crazy damage, it dodges like crazy, almost ''always'' activates "Mirror Image" (50% chance of evading ALL enemy attacks), and Lamia's ace bonus increases the chance to do Mirror Image even ''further'', making it nigh untouchable. The drawback is only Lamia can pilot it, making the Angelg another good mecha collecting dust in the hangar (unlike the other secret, the Ash Saver, which can be piloted by anyone), though some players think it's better this way. [[spoiler:When you get her back in ''Original Generation Gaiden'', you basically get the Vysaga ''for free'']].
** Likewise in ''Original Generation Gaiden'', you get [[SuperRobotWarsCompact3 Folka Albark and the Ialdabaoth]], a very dodgy SuperRobot that hits very hard...and this is before it gets its MidSeasonUpgrade (even ''more'' broken). It helps that Folka's Twin Spirit Command is "Soul", which multiplies damage by 2.5 times, practically a better version of "Valor" (deal 2 times the damage). Considering both Folka and the Ialdabaoth are [[{{Expy}} pastiches]] of [[FistOfTheNorthStar Kenshiro]], it's almost unquestionable they'll be broken. The catch, however, even with a game breaker like the Ialdabaoth [[spoiler:and the Vysaga, when you get Lamia back]], they can't win against the FinalBoss alone and unprepared.

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** The Wild Wurger L in ''Original Generation 2'' is definantly definately this: it's just like the regular Wild Wurger, but comes with a unique weapon called "Stun Shock". Any enemy hit with it is unable to move or attack (let alone, ''counterattack'') for both the player and enemy turn. Couple this with any character with the "Fury" Spirit Command (notably, anyone whose last name contains "stein", for example), which bypasses ALL enemy barriers, something most late-game bosses have and said character having good dodging capabilities (the same people), bosses are effectively helpless. Though Stun Shock only has two rounds, there are about four ways to replenish it on the battlefield at any given moment.
** In the same game, [[SuperRobotWarsAdvance Lamia Loveless]] is an excellent pilot and her SuperRobot Angelg's also one of the better mecha. But if you complete certain requirements with her, and pump up her melee stat instead of ranged (which goes against the [[TheArcher Angelg's style]]), then you get the Vysaga.Vaisaga. Where do we start? Not only does it do crazy damage, it dodges like crazy, almost ''always'' activates "Mirror Image" (50% chance of evading ALL enemy attacks), and Lamia's ace bonus increases the chance to do Mirror Image even ''further'', making it nigh untouchable. The drawback is only Lamia can pilot it, making the Angelg another good mecha collecting dust in the hangar (unlike the other secret, secret unit, the Ash Saver, which can be piloted by anyone), though some players think it's better this way. [[spoiler:When you get her back in ''Original Generation Gaiden'', you basically get the Vysaga Vaisaga ''for free'']].
** Likewise in ''Original Generation Gaiden'', you get [[SuperRobotWarsCompact3 Folka Albark and the Ialdabaoth]], a very dodgy SuperRobot that hits very hard...and this is before it gets its MidSeasonUpgrade (even ''more'' broken). It helps that Folka's Twin Spirit Command is "Soul", which multiplies damage by 2.5 times, practically a better version of "Valor" (deal 2 times the damage). Considering both Folka and the Ialdabaoth are [[{{Expy}} pastiches]] of [[FistOfTheNorthStar Kenshiro]], it's almost unquestionable they'll be broken. The catch, however, even with a game breaker like the Ialdabaoth [[spoiler:and the Vysaga, Vaisaga, when you get Lamia back]], they can't win against the FinalBoss alone and unprepared.



*** Incidentally, in order to make things simple for combining the supporting Ryu robots (because you can form both their normal combinations and their combinations fuelled by [[color:orange:THE POWER]]), all four of them share upgrades and levels. You can get four fairly decent robots for the price of one.

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*** Incidentally, in order to make things simple for combining the supporting Ryu robots (because you can form both their normal combinations and their combinations fuelled by [[color:orange:THE POWER]]), all four of them share upgrades and levels. You Basically, you can get four fairly decent robots for the price of one.



** Want another one? Take everyone's favorite ladies man, [[SuperDimensionCenturyOrguss Kei Katsuragi]]. When you first look at his Orguss, you might think to yourself "God, no: not another [[{{Megazone 23}} Garland]]", until you notice a few things about this beast: Kei's one of the best pilots in the game, bar none with his insane skill stat, which he's designed to make use of since he comes pre-packaged with the "Attack Again" and "Counter" pilot skills. Just give him the "B (Bullet) Save" pilot skill to get more hits and "Ignore Size Modifier" since his unit is size S, spend a couple thousand credits on Orguss' weaponry and mobility and LAUGH as he evades everything thrown at him and nukes {{Eldritch Abomination}}s to death with a MacrossMissileMassacre, easily doing above 10000 damage when fully upgraded. The icing on the cake? You get yet ANOTHER Orguss unit the end stages of the game, which is JUST as good (its pilot isn't as broken as Kei, but who is anyway?) and allows the Orguss to perform a CombinationAttack which is even more powerful. Keep in mind that Kei's stats are as good as (if not even better) than even the Universal Century aces [[MobileSuitGundam Amuro Ray and Char Aznable]].

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** Want another one? Take everyone's favorite ladies man, [[SuperDimensionCenturyOrguss Kei Katsuragi]]. When you first look at his Orguss, you might think to yourself "God, no: not another [[{{Megazone 23}} Garland]]", until you notice a few things about this beast: Kei's one of the best pilots in the game, bar none with his insane skill stat, which he's designed to make use of since he comes pre-packaged with the "Attack Again" and "Counter" pilot skills. Just give him the "B (Bullet) Save" pilot skill to get more hits and "Ignore Size Modifier" since his unit is size S, spend a couple thousand credits on Orguss' weaponry and mobility and LAUGH as he evades everything thrown at him and nukes {{Eldritch Abomination}}s to death with a MacrossMissileMassacre, easily doing above 10000 damage when fully upgraded. The icing on the cake? You get yet ANOTHER Orguss unit at the end stages of the game, which is JUST as good (its pilot isn't as broken as Kei, but who is anyway?) and allows the Orguss to perform a CombinationAttack which is even more powerful. Keep in mind that Kei's stats are as good as (if not even better) than even the Universal Century aces [[MobileSuitGundam Amuro Ray and Char Aznable]].



** Even a unit which usually fall under MagikarpPower such as the TurnAGundam can be a complete beast if you replace Loran Cehack, who is so-so at best unless you LevelGrind him, with Amuro or Char or even [[TurnAGundam Harry Ord]] (though most players pick Char, since he isn't relegated to the [[CharsCounterattack Sazabi]] and is stuck in the [[ZetaGundam Hyaku Shiki]] while Amuro has the Nu Gundam, giving him a good unit to pilot...plus, Ord has his Gold Sumo), set up the right skills and watch as the Turn A Moonlight Butterflies its way through everything while decreasing their armor as an added bonus of the attack.

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** Even a unit which usually fall falls under MagikarpPower such as the TurnAGundam can be a complete beast if you replace Loran Cehack, who is so-so at best unless you LevelGrind him, with Amuro or Char or even [[TurnAGundam Harry Ord]] (though most players pick Char, since he isn't relegated to the [[CharsCounterattack Sazabi]] and is stuck in the [[ZetaGundam Hyaku Shiki]] while Amuro has the Nu Gundam, giving him a good unit to pilot...plus, Ord has his Gold Sumo), set up the right skills and watch as the Turn A Moonlight Butterflies its way through everything while decreasing their armor as an added bonus of the attack.



** The Soulgain, or really, any of the original mechs due to Axel/Lamia's naturally high level of attack support, a 10 SP Strike, an Ace Bonus that boosts their damage when their will is high and their naturally high melee and shooting stats. Pump the appropriate stat and the mech's weapons and you'll have a unit that can punch far above its own weight simply by supporting other units. In fact, the change in difficulty between when they are present vs. stages where they aren't present is palpable at times.

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** The Soulgain, or really, any of the original mechs mecha due to Axel/Lamia's Axel Almer/Lamia's naturally high level of attack support, a 10 SP Strike, Strike Spirit Command, an Ace Bonus that boosts their damage when their will Will is high and their naturally high melee and shooting ranged stats. Pump the appropriate stat and the mech's weapons and you'll have a unit that can punch far above its own weight simply by supporting other units. In fact, the change in difficulty between when they are present vs. stages where they aren't present is palpable at times.



** So, just to confirm, we did mention [[HadesProjectZeorymer Zeorymer]] right? Oh, and you can buy SP Regen for both Masato and Miku except that instead of recovering 10 SP per turn, it recovers 10% of your SP per turn. Consider this for a second.
** [[MetalArmorDragonar Kaine and Meio]] have a combination attack together. It's fairly standard for Dragonar's appearances in ''Super Robot Wars''. In this game, though, it has low will requirements, costs all of 10 energy to use and, with the right upgrades and spirits, can do in excess of 40,000 damage.

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** So, just to confirm, we did mention [[HadesProjectZeorymer Zeorymer]] right? Oh, and you can buy SP Regen for both Masato and Miku Miku, except that instead of recovering 10 SP per turn, it recovers 10% ''10% of your Max SP per turn.turn''. Consider this for a second.
** [[MetalArmorDragonar Kaine and Meio]] have a combination attack CombinationAttack together. It's fairly standard for Dragonar's appearances in ''Super Robot Wars''. In this game, though, ''SuperRobotWars'' but in MX, it has low will Will requirements, costs all of only 10 energy to use and, with the right upgrades and spirits, Spirit Commands, can do in excess of 40,000 damage.
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** In almost any game where the ZetaGundam plot is important, (and sometimes not) the Zeta WILL be the most broken Gundam in the entire game, with Kamille haveing the highest stats of the Gundam pilots, as well the Zeta has excellent stats of it's own, usually even stronger than suits like Nu. ESPCIALLY if you obtain the biosensor attacks late in the game, then they will be rediculously overpowered.(Waverider Crash does more damage than Moonlight Butterfly.) Z takes this up a notch with a powered up mode the Zeta enters when the pilot's will gets high enough, which makes it MORE unstoppable.

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** In almost any game where the ZetaGundam plot is important, (and sometimes not) the Zeta WILL be the most broken Gundam in the entire game, with Kamille haveing having the highest stats of the Gundam pilots, as well the Zeta has excellent stats of it's own, usually even stronger than suits like Nu. ESPCIALLY ESPECIALLY if you obtain the biosensor attacks late in the game, then they will be rediculously ridiculously overpowered.(Waverider Crash does more damage than Moonlight Butterfly.) Z takes this up a notch with a powered up mode the Zeta enters when the pilot's will gets high enough, which makes it MORE unstoppable.
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** The Soulgain, or really, any of the original mechs due to Axel/Lamia's naturally high level of attack support, a 10 SP Strike and their naturally high melee and shooting stats. Pump the appropriate stat and the mech's weapons and you'll have a unit that can punch far above its own weight simply by supporting other units. In fact, the change in difficulty between when they are present vs. stages where they aren't present is palpable at times.

to:

** The Soulgain, or really, any of the original mechs due to Axel/Lamia's naturally high level of attack support, a 10 SP Strike Strike, an Ace Bonus that boosts their damage when their will is high and their naturally high melee and shooting stats. Pump the appropriate stat and the mech's weapons and you'll have a unit that can punch far above its own weight simply by supporting other units. In fact, the change in difficulty between when they are present vs. stages where they aren't present is palpable at times.
Is there an issue? Send a MessageReason:
None



to:

** The Soulgain, or really, any of the original mechs due to Axel/Lamia's naturally high level of attack support, a 10 SP Strike and their naturally high melee and shooting stats. Pump the appropriate stat and the mech's weapons and you'll have a unit that can punch far above its own weight simply by supporting other units. In fact, the change in difficulty between when they are present vs. stages where they aren't present is palpable at times.
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* SuperRobotWarsMX
** So, just to confirm, we did mention [[HadesProjectZeorymer Zeorymer]] right? Oh, and you can buy SP Regen for both Masato and Miku except that instead of recovering 10 SP per turn, it recovers 10% of your SP per turn. Consider this for a second.
** [[MetalArmorDragonar Kaine and Meio]] have a combination attack together. It's fairly standard for Dragonar's appearances in ''Super Robot Wars''. In this game, though, it has low will requirements, costs all of 10 energy to use and, with the right upgrades and spirits, can do in excess of 40,000 damage.
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*** Incidentally, in order to make things simple for combining the supporting Ryu robots (because you can form both their normal combinations and their combinations fuelled by [[color:orange:THE POWER]]), all four of them share upgrades and levels. You can get four fairly decent robots for the price of one.
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** In almost any game where the ZetaGundam plot is important, (and sometimes not) the Zeta WILL be the most broken Gundam in the entire game, with Kamille haveing the highest stats of and Gundam pilot, as well the Zeta has excellent stats of it's own, usually even stronger than suits like Nu. ESPCIALLY if you obtain the biosensor attacks late in the game, then they will be rediculously overpowered.(Waverider Crash does more damage than Moonlight Butterfly.) Z takes this up a notch with a powered up mode the Zeta enters when the pilot's will gets high enough, which makes it MORE unstoppable.

to:

** In almost any game where the ZetaGundam plot is important, (and sometimes not) the Zeta WILL be the most broken Gundam in the entire game, with Kamille haveing the highest stats of and the Gundam pilot, pilots, as well the Zeta has excellent stats of it's own, usually even stronger than suits like Nu. ESPCIALLY if you obtain the biosensor attacks late in the game, then they will be rediculously overpowered.(Waverider Crash does more damage than Moonlight Butterfly.) Z takes this up a notch with a powered up mode the Zeta enters when the pilot's will gets high enough, which makes it MORE unstoppable.
Is there an issue? Send a MessageReason:
None


* In almost any game where the ZetaGundam plot is important, (and sometimes not) the Zeta WILL be the most broken Gundam in the entire game, with Kamille haveing the highest stats of and Gundam pilot, as well the Zeta has excellent stats of it's own, usually even stronger than suits like Nu. ESPCIALLY if you obtain the biosensor attacks late in the game, then they will be rediculously overpowered.(Waverider Crash does more damage than Moonlight Butterfly.) Z takes this up a notch with a powered up mode the Zeta enters when the pilot's will gets high enough, which makes it MORE unstoppable.

to:

* ** In almost any game where the ZetaGundam plot is important, (and sometimes not) the Zeta WILL be the most broken Gundam in the entire game, with Kamille haveing the highest stats of and Gundam pilot, as well the Zeta has excellent stats of it's own, usually even stronger than suits like Nu. ESPCIALLY if you obtain the biosensor attacks late in the game, then they will be rediculously overpowered.(Waverider Crash does more damage than Moonlight Butterfly.) Z takes this up a notch with a powered up mode the Zeta enters when the pilot's will gets high enough, which makes it MORE unstoppable.
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** The Wild Wurger L in ''Original Generation 2'' is arguably this: it's just like the regular Wild Wurger, but comes with a unique weapon called "Stun Shock". Any enemy hit with it is unable to move or attack (let alone, ''counterattack'') for both the player and enemy turn. Couple this with any character with the "Fury" Spirit Command (notably, anyone whose last name contains "stein", for example), which bypasses ALL enemy barriers, something most late-game bosses have and said character having good dodging capabilities (the same people), bosses are effectively helpless. Though Stun Shock only has two rounds, there are about four ways to replenish it on the battlefield at any given moment.

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** The Wild Wurger L in ''Original Generation 2'' is arguably definantly this: it's just like the regular Wild Wurger, but comes with a unique weapon called "Stun Shock". Any enemy hit with it is unable to move or attack (let alone, ''counterattack'') for both the player and enemy turn. Couple this with any character with the "Fury" Spirit Command (notably, anyone whose last name contains "stein", for example), which bypasses ALL enemy barriers, something most late-game bosses have and said character having good dodging capabilities (the same people), bosses are effectively helpless. Though Stun Shock only has two rounds, there are about four ways to replenish it on the battlefield at any given moment.
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to:

* In almost any game where the ZetaGundam plot is important, (and sometimes not) the Zeta WILL be the most broken Gundam in the entire game, with Kamille haveing the highest stats of and Gundam pilot, as well the Zeta has excellent stats of it's own, usually even stronger than suits like Nu. ESPCIALLY if you obtain the biosensor attacks late in the game, then they will be rediculously overpowered.(Waverider Crash does more damage than Moonlight Butterfly.) Z takes this up a notch with a powered up mode the Zeta enters when the pilot's will gets high enough, which makes it MORE unstoppable.
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* MAP Weapons in games with a squad system (that is, ''Alpha'' and ''Z''). MAP weapons do full damage to all units in the squad (contrast ALL, which have significant damage reduction the more enemies there are), can hit multiple squads AND the squad system allows for abusing the "Move Again" Spirit command. Taken to obscene heights with the Banpreios and AS Alegrias, which have a powerful, ''post-movement'' MAP weapon with a range of 3. The post-movement element turns them into walking death machines, especially with the Resupply spirit command.

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* ** MAP Weapons weapons in games with a squad system (that is, ''Alpha'' ''[[SuperRobotWarsAlpha Super Robot Wars Alpha 2]]'', ''[[SuperRobotWarsAlpha Super Robot Wars Alpha 3]]'' and ''Z''). ''SuperRobotWarsZ''). MAP weapons do full damage to all units in the squad (contrast ALL, (in contrast to ALL attacks, which have significant damage reduction the more enemies there are), are in a squad), can hit multiple squads AND the squad system mechanics allows for abusing the "Move Again" Spirit command. Command. Taken to obscene heights with the SRX Altered Banpreios and AS Alegrias, which Alegrias from ''Alpha 3'', who have a powerful, ''post-movement'' MAP weapon weapons (though with a relatively small range of 3. The 3). However, it's the post-movement element that turns them into walking death machines, especially with when one of the Resupply spirit command.
co-pilots in either mecha have the "Resupply" Spirit Command (all ammo-based weapons are refilled to max).



** The Wild Wurger L in ''Original Generation 2'' is arguably this: it's just like the regular Wild Wurger, but comes a unique weapon called "Stun Shock". Any enemy hit with it is unable to move or attack (let alone, counterattack) for both the player and enemy turn. Couple this with any character with the "Fury" Spirit Command (notably, anyone whose last name contains "stein", for example), which bypasses ALL enemy barriers, something most of the late-game bosses have and said character having good dodging capabilities (the same people), bosses are effectively helpless. Though Stun Shock only has two rounds, but there are about four ways to replenish it on the battlefield at any given moment.
** In the same game, [[SuperRobotWarsAdvance Lamia Loveless]] is an excellent pilot and her SuperRobot Angelg's also one of the better mecha. But if you complete certain requirements with her, and pump up her melee stat instead of ranged (which goes against the Angelg's style), then you get the Vysaga. Where do we start? Not only does it do crazy damage, it dodges like crazy, almost ''always'' activates Mirror Image (50% chance of evading ALL enemy attacks), and Lamia's ace bonus increases the chance to do Mirror Image even ''further'', making it nigh untouchable. The drawback is it can only be piloted by Lamia, making the Angelg another good mecha collecting dust in the hangar (unlike the other secret, the Ash Saver, which can be piloted by anyone), though some players think it's better this way. [[spoiler:When you get her back in ''Original Generation Gaiden'', you basically get the Vysaga ''for free'']].
** Likewise in ''Original Generation Gaiden'', you get [[SuperRobotWarsCompact3 Folka Albark and the Ialdabaoth]], a very dodgy SuperRobot that hits very hard...and this is before it gets its MidSeasonUpgrade (even ''more'' broken). It helps that Folka's Twin Spirit Command is "Soul", which multiplies damage by 2.5 times, practically a better version of "Hot Blood"/"Valor". Considering both Folka and the Ialdabaoth are [[{{Expy}} pastiches]] of [[FistOfTheNorthStar Kenshiro]], it's almost unquestionable they'll be broken. The catch, however, even with a GameBreaker like the Ialdabaoth [[spoiler:and the Vysaga, when you get Lamia back]], they can't win against the FinalBoss alone and unprepared.

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** The Wild Wurger L in ''Original Generation 2'' is arguably this: it's just like the regular Wild Wurger, but comes with a unique weapon called "Stun Shock". Any enemy hit with it is unable to move or attack (let alone, counterattack) ''counterattack'') for both the player and enemy turn. Couple this with any character with the "Fury" Spirit Command (notably, anyone whose last name contains "stein", for example), which bypasses ALL enemy barriers, something most of the late-game bosses have and said character having good dodging capabilities (the same people), bosses are effectively helpless. Though Stun Shock only has two rounds, but there are about four ways to replenish it on the battlefield at any given moment.
** In the same game, [[SuperRobotWarsAdvance Lamia Loveless]] is an excellent pilot and her SuperRobot Angelg's also one of the better mecha. But if you complete certain requirements with her, and pump up her melee stat instead of ranged (which goes against the [[TheArcher Angelg's style), style]]), then you get the Vysaga. Where do we start? Not only does it do crazy damage, it dodges like crazy, almost ''always'' activates Mirror Image "Mirror Image" (50% chance of evading ALL enemy attacks), and Lamia's ace bonus increases the chance to do Mirror Image even ''further'', making it nigh untouchable. The drawback is it can only be piloted by Lamia, Lamia can pilot it, making the Angelg another good mecha collecting dust in the hangar (unlike the other secret, the Ash Saver, which can be piloted by anyone), though some players think it's better this way. [[spoiler:When you get her back in ''Original Generation Gaiden'', you basically get the Vysaga ''for free'']].
** Likewise in ''Original Generation Gaiden'', you get [[SuperRobotWarsCompact3 Folka Albark and the Ialdabaoth]], a very dodgy SuperRobot that hits very hard...and this is before it gets its MidSeasonUpgrade (even ''more'' broken). It helps that Folka's Twin Spirit Command is "Soul", which multiplies damage by 2.5 times, practically a better version of "Hot Blood"/"Valor"."Valor" (deal 2 times the damage). Considering both Folka and the Ialdabaoth are [[{{Expy}} pastiches]] of [[FistOfTheNorthStar Kenshiro]], it's almost unquestionable they'll be broken. The catch, however, even with a GameBreaker game breaker like the Ialdabaoth [[spoiler:and the Vysaga, when you get Lamia back]], they can't win against the FinalBoss alone and unprepared.



** Detonator Orgun and the [[TekkamanBlade Tekkamen]]...ALL seven of them ([[SecretCharacter eight]], if you play your cards right). Five of them have two life meters (and a second set of Spirit Commands), six of them have long-range {{Wave Motion Gun}}s with a [=MAP=] Attack (i.e. hit everything in a certain area) variant, and on top of that, are small (size SS: human-sized in a battlefield full of 30-foot+ HumongousMecha) and hard to hit, and can hit several enemies in a row with their base attacks, especially Yumi (Tekkaman Hiver), whose Wave Motion Gun's MAP attack is FriendlyFireproof (did we mention she gets the "[[ThePowerOfLove Love]]" Spirit Command, which gives her perfect accuracy and evasion, deal twice the damage, and doubles cash and experience earned from her victims?). Oh, and most of them have {{Combination Attack}}s with each other.
** ...To say nothing about {{GaoGaiGar}} and its derivatives is a crime. Basically, GaoGaiGar's a SuperRobot with excellent defense, [[LightningBruiser yet dodges like crazy]]. On top of that, its Protect Shade/Wall defensive skill buffs up its defense against small damages (pilot Gai Shishioh has the "Muteki" (Invincible) Spirit Command, which when used in conjunction with Protect Shade/Wall, means he takes ''no'' damage from the next hit). Also, unlike its ''[[SuperRobotWarsAlpha Super Robot Wars Alpha 3]]'' counterpart, Goldymarg's no longer a separate unit, so it can use the [[DropTheHammer Goldion Hammer]] attack as many times as possible. Once the story brings in the Genesic GaoGaiGar, it can use the Goldion Crusher ''infinitely''. Wow, talk about one God of Destruction... breaking the game.

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** Detonator Orgun and the [[TekkamanBlade Tekkamen]]...ALL seven of them ([[SecretCharacter eight]], if you play your cards right). Five of them have two life meters HP bars (and a second set of Spirit Commands), six of them have long-range {{Wave Motion Gun}}s with a [=MAP=] Attack (i.e. hit everything in a certain area) MAP variant, and on top of that, are small (size SS: human-sized in a battlefield full of 30-foot+ 30-foot plus HumongousMecha) and hard to hit, and can hit several enemies in a row with their base attacks, especially Yumi (Tekkaman Hiver), whose Wave Motion Gun's MAP attack is FriendlyFireproof (did we mention she gets the "[[ThePowerOfLove Love]]" Spirit Command, which gives her perfect accuracy and evasion, deal twice the damage, and doubles the cash and experience earned from her victims?). Oh, and most of them have {{Combination Attack}}s with each other.
** ...** To say nothing about {{GaoGaiGar}} and its derivatives is a crime. Basically, GaoGaiGar's a SuperRobot with excellent defense, [[LightningBruiser yet dodges like crazy]]. On top of that, its Protect Shade/Wall defensive skill buffs up its defense against small damages (pilot Gai Shishioh has the "Muteki" (Invincible) Spirit Command, which when used in conjunction with Protect Shade/Wall, means he takes ''no'' damage from the next hit). Also, unlike its ''[[SuperRobotWarsAlpha Super Robot Wars Alpha 3]]'' ''Alpha 3'' counterpart, Goldymarg's no longer a separate unit, so it can use the [[DropTheHammer Goldion Hammer]] attack as many times as possible. Once the story brings in the Genesic GaoGaiGar, it can use the Goldion Crusher ''infinitely''. Wow, talk about one God of Destruction... breaking the game.



** [[HadesProjectZeorymer Zeorymer of the Heavens]]. SuperRobot defenses and a barrier, ''plus'' an evasion ability that kicks in at 130 Will, powerful attacks in both the melee and range slots, the deadliest being its [=MAP=] variant of the Mei-Oh. If you refrain from using it for a great portion of the game (except where required), [[spoiler:its you get its MidSeasonUpgrade "Great Zeorymer" at the end of its Judgment storyline. It's even ''harder'' for enemies to down the [[spoiler:Great Zeorymer]], since it can use the strongest attacks from its series' bosses.

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** [[HadesProjectZeorymer Zeorymer of the Heavens]]. SuperRobot defenses and a barrier, ''plus'' an evasion ability that kicks in at 130 Will, powerful attacks in both the melee and range slots, the deadliest being its [=MAP=] MAP variant of the Mei-Oh. [[SphereOfDestruction Mei-Oh]]. If you refrain from using it for a great portion of the game (except where required), [[spoiler:its you [[spoiler:you get its MidSeasonUpgrade "Great Zeorymer" at the end of its Judgment storyline. storyline]]. It's even ''harder'' for enemies to down the [[spoiler:Great Zeorymer]], this, since it can use the strongest attacks from its series' bosses.
bosses. Unfortunately, the requirements to get it are so strict, it pretty much bars every other SecretCharacter to become unobtainable, though most players will agree [[spoiler:Great Zeorymer]] is worth it.



** Z in general has plenty of "minor" gamebreakers; it being a not-very-difficult-game is one of the reasons, but one major GameBreaker is the [[EurekaSeven Nirvash Spec-2]]: this beast has top-class evasion and accuracy and comes with its own one-shot [=MAP=] weapon "Seven Swell", which has a range of 6 squares surrounding it and does OBSCENE damage. Players are divided into two groups after getting the Spec-2: those who avoid using it to ruin the game and the ones who nuke everything with Seven Swell by using the "reload" spell and Eureka's "move again" spell to set it up.
** Here's another one; Baldios. Basically a "Zeorymer-lite" without a [=MAP=] weapon and EN regeneration, but beats it by being size LL (Zeorymer is an L; keep in mind that the larger the size, the higher the damage and defence bonus) AND having a goddamned A in every terrain in a game that rarely gives out a unit with anything better than three A's and a B.
** Want another one? Take everyone's favorite ladies man, Kei Katsuragi from Orguss. When you first look at his Orguss unit, you might think to yourself "god no, not another [[{{Megazone 23}} Garland]]" but then you notice a few things about this beast: Kei is one of the best pilots in the game, bar none with his insane skill stat, which he is designed to make use of since he comes pre-packaged with the "attack again" and "counter attack" skills. just give him the "bullet save" skill to get more hits and "size correction ignore" since his unit is size S, spend a couple thousand bucks on his weapons and mobility and LAUGH as the Orguss evades everything thrown at it and nukes [[EldritchAbomination EldritchAbominations]] to death with a MacrossMissileMassacre , easily doing above 10000 damage when fully upgraded. The icing on the cake? you get yet ANOTHER Orguss unit in stage 40-something, which is JUST as good (its pilot isn't as broken as Kei, but who is anyway?) and allows the Orguss to perform a combination attack which is even more powerful. Keep in mind that Kei's stats are as good as (if not even better) than UC Gundam aces Amuro and Char.
*** One of the things that make Kei insanely powerful is his Squad Leader Bonus, that gives +20% damage against male enemies, and -20% damage against females. Since 90% of the enemies in the game are male, this is probably the best Squad Leader Bonus in the game.
** Even a unit which usually fall under MagikarpPower such as the TurnAGundam can be complete beast if you replace Loran, who is so-so at best unless you grind him, with Amuro or Char or even [[TurnAGundam HarryOrd]] (most likely Char since he doesn't have the [[CharsCounterattack Sazabi]] and is stuck in the [[ZetaGundam Hyakushiki]] while Amuro has the Nu Gundam, giving him a good unit to pilot and Ord has his Gold Sumo), set up the right skills and watch as the TurnA Moonlight-Butterflies its way through everything while decreasing their armor as an added bonus of the attack.
** Rand's Gunleon can be made into one of these if you set it up as a StoneWall or MightyGlacier unit and give it a squad with two other units that have the "repair" equipment (the TFO comes in mind) giving it a 30% HP recovery each turn. Add this to Rand's possession of the skill "Potential Lv.9" and the Gunleon's high armor and size of L and you have a virtually un-killable wrench-wielding GaoGaiGar Expy of doom that can survive wave after wave of attacks. There's a good reason people avoid Rand when you have to fight him.
** [[OvermanKingGainer King Gainer]] is a potential gamebreaker if you realize that if Gainer gets 100 kills before a certain stage, he gets a skill that increases his "skill" stat by 30 whenever he hits 130 Morale, give him "attack again" and "ignore size correction" and "energy save" to get in more mileage out of his overskill attacks, upgrade his weapons and enjoy the sparks flying as he tears through enemies.

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** Z in general has plenty of "minor" gamebreakers; game breakers; it being a not-very-difficult-game is one of the reasons, but one major GameBreaker game breaker is the [[EurekaSeven Nirvash Spec-2]]: this beast has top-class evasion and accuracy and comes with its own one-shot [=MAP=] MAP weapon "Seven Swell", which has a range of 6 squares surrounding it and does OBSCENE damage. Players are divided into two groups after getting the Spec-2: those who avoid using it to ruin the game and the ones who nuke everything with Seven Swell by using the "reload" spell and Eureka's "move again" spell to set it up.
** Here's another one; Baldios. Basically a "Zeorymer-lite" without a [=MAP=] weapon MAP and EN regeneration, but beats it by being size LL (Zeorymer is (Zeorymer's an L; keep in mind that the larger the size, unit, the higher the damage and defence bonus) AND having a goddamned A in every terrain in a game that rarely gives out a unit with anything better than three A's and a B.
** Want another one? Take everyone's favorite ladies man, [[SuperDimensionCenturyOrguss Kei Katsuragi from Orguss. Katsuragi]]. When you first look at his Orguss unit, Orguss, you might think to yourself "god no, "God, no: not another [[{{Megazone 23}} Garland]]" but then Garland]]", until you notice a few things about this beast: Kei is Kei's one of the best pilots in the game, bar none with his insane skill stat, which he is he's designed to make use of since he comes pre-packaged with the "attack again" "Attack Again" and "counter attack" "Counter" pilot skills. just Just give him the "bullet save" "B (Bullet) Save" pilot skill to get more hits and "size correction ignore" "Ignore Size Modifier" since his unit is size S, spend a couple thousand bucks credits on his weapons Orguss' weaponry and mobility and LAUGH as the Orguss he evades everything thrown at it him and nukes [[EldritchAbomination EldritchAbominations]] {{Eldritch Abomination}}s to death with a MacrossMissileMassacre , MacrossMissileMassacre, easily doing above 10000 damage when fully upgraded. The icing on the cake? you You get yet ANOTHER Orguss unit in stage 40-something, the end stages of the game, which is JUST as good (its pilot isn't as broken as Kei, but who is anyway?) and allows the Orguss to perform a combination attack CombinationAttack which is even more powerful. Keep in mind that Kei's stats are as good as (if not even better) than UC Gundam even the Universal Century aces [[MobileSuitGundam Amuro Ray and Char.
Char Aznable]].
*** One of the things that make Kei insanely powerful is his Squad Leader Bonus, that gives Bonus: +20% damage against male enemies, and -20% damage against females. Since 90% of the enemies in the game are male, this is probably the best Squad Leader Bonus in the game.
** Even a unit which usually fall under MagikarpPower such as the TurnAGundam can be a complete beast if you replace Loran, Loran Cehack, who is so-so at best unless you grind LevelGrind him, with Amuro or Char or even [[TurnAGundam HarryOrd]] (most likely Char Harry Ord]] (though most players pick Char, since he doesn't have isn't relegated to the [[CharsCounterattack Sazabi]] and is stuck in the [[ZetaGundam Hyakushiki]] Hyaku Shiki]] while Amuro has the Nu Gundam, giving him a good unit to pilot and pilot...plus, Ord has his Gold Sumo), set up the right skills and watch as the TurnA Moonlight-Butterflies Turn A Moonlight Butterflies its way through everything while decreasing their armor as an added bonus of the attack.
** Rand's Gunleon [[OriginalGeneration Rand Travis' Gunleon]] can be made into one of these if you set it up as a StoneWall or MightyGlacier unit and give it a squad with two other units that have the "repair" "Repair" equipment (the TFO comes in mind) giving it a 30% HP recovery each turn. Add this to Rand's possession of the pilot skill "Potential Lv.9" "Potential" (the lower the HP, the higher the stats) and the Gunleon's high armor and size of L and rating, you have a virtually un-killable un-killable, wrench-wielding GaoGaiGar Expy {{GaoGaiGar}} {{Expy}} of doom that can survive wave after wave of attacks. There's a good reason people avoid Rand when you have to fight him.
** [[OvermanKingGainer King Gainer]] is Gainer's]] a potential gamebreaker game breaker if you realize that if Gainer gets 100 kills before a certain stage, he gets a pilot skill that increases his "skill" skill stat by 30 whenever he hits 130 Morale, give Will. Give him "attack again" "Attack Again" and "ignore size correction" "Ignore Size Modifier" and "energy save" "EN Save" to get in more mileage out of his overskill Overskill attacks, upgrade his weapons and enjoy the sparks flying as he tears through enemies.



** The "parts" mechanic made some of the earliest units some of the most deadly, such as the original [[MobileSuitGundam Gundam]] and [[MazingerZ Boss Borot]]. On the first playthrough, these early units are the only ones you can upgrade all the way to max, and when coupled with the obscenely rare "W-Up", an item that raises stats in accordance to how many item slots a unit has, early/"weaker" units, often having all four slots, get tremendous stat boosts.
** For a Battleship, which is supposed to be a unwieldy support ship, the Nadesico (original GBA version, not the remake) is a game breaker with the appropriate upgrades. With a fully upgraded Gravity Blast, it is capable of dealing over 10,000 points of damage per shot with almost 100% accuracy with fully maxed out morale, at ranges that will make super robots turn green with envy (3-8 tiles, or even 11 tiles with appropriate upgrades). Coupled with a shield that halves the damage of any attack it takes, it can take out the final boss (65000HP) in two turns (using support attacks to get in extra shots). Later games probably took note of this and forced the player to upgrade all weapons at once, making game breakers such as this much more difficult.

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** The "parts" mechanic made some of the earliest units some of the most deadly, deadliest, such as the original [[MobileSuitGundam RX-78-2 Gundam]] and [[MazingerZ Boss Borot]]. On the first playthrough, these early units are the only ones you can upgrade all the way to max, and when coupled with the obscenely rare "W-Up", an item "W-Up" part that raises stats in accordance to how many item slots a unit has, early/"weaker" units, often having all four slots, get tremendous stat boosts.
** For a Battleship, battleship, which is supposed to be a an unwieldy support ship, the Nadesico (original GBA version, not [[MartianSuccessorNadesico Nadesico]] from the remake) original GameBoyAdvance version (not the PlaystationPortable VideoGameRemake) is a game breaker with the appropriate upgrades. With a fully upgraded [[WaveMotionGun Gravity Blast, it is Blast]], it's capable of dealing over 10,000 10000 points of damage per shot with almost 100% accuracy with fully maxed out morale, Will, at ranges that will make super robots {{Super Robot}}s turn green with envy (3-8 tiles, or even 11 tiles with (with appropriate upgrades). upgrades, the range can extend to 11 (!)). Coupled with a shield barrier that halves the damage of any attack it takes, it can take out the final boss (65000HP) FinalBoss in two turns (using support attacks Support Attacks to get in extra shots). Later games probably took note of this and forced the player to upgrade all weapons at once, making game breakers such as this much more difficult.



** ''Bucket loads'' of gamebreakers, especially in the SuperRobot department thanks to the [[KotetsuJeeg Jeegs]]. They're small, and thus have a higher dodge rate, have quite a few attacks that cost zero energy but dish out as much damage as the best moves on some of the other units, and lets not even get started on Gaiking...
** King Gainer (yes, him ''again'') with any of the parts that gives experience or money for each panel moved. King Gainer's natural movement, its Accelerate Overskill, and Game Champ/Gamer King, well...

to:

** ''Bucket loads'' of gamebreakers, game breakers, especially in the SuperRobot department department, thanks to the [[KotetsuJeeg Jeegs]]. They're small, and thus have a higher dodge rate, have quite a few attacks that cost zero energy but dish out as much damage as the best moves on some of the other units, larger {{Super Robot}}s, and lets not even get started on Gaiking...
** King Gainer (yes, him ''again'') with any of the parts that gives experience or money for each panel square moved. King Gainer's natural movement, its Accelerate Overskill, and Game Champ/Gamer King, well...



** Ideon in ''Alpha 3''. Banpresto removed the whole "Berserk" system from it, making it ''insanely'' easier to use. This troper has personally managed to clear off ''a whole map'' (except the boss) in a single shot of the MAP Ideon Gun purely by abusing spirit commands and AI stupidity.
** ''Alpha Gaiden'' has Daitarn 3, which has almost as much health as a battleship and EXTREMELY strong attacks. Raideen has some of the best stats of any super robot(Includeing high evade, which supers arn't supposed to have) and the highiest attack power. Also, the HP Gas Engine part can only be bought at one Bazzar on hard(I think) and you get a few normally. For real types, we have the Gundam X Divider and Zeta Gundam. The GX Diveder has high move and evade and it's energy consumption for its powerful divider attack is low and it has long range. You only have to max the energy for Zeta! All it needs is a Biosensor or Pyschoframe and a booster and Kamille's crazy evade stat does the rest. Haros as usual are extrememly broken equipabble enhancements but another game breaking part is the one that makes you regain 30% of a unit's max energy once a turn. Remember that nigh useless Wing Zero Custom and slightly awsome GP-03 that eat energy like a 18 wheeler? Well.....

* EndlessFrontier
** The first game gives us [[NamcoXCapcom Reiji Arisu]], who is one of the strongest attackers in the game, and gives him both a Skill that doubles his strength ''and'' one that ensures he goes first in the next round. He's succeeded by Haken later in the game, who combines a more modest 50% increase with the single strongest attack in the game.

to:

** Ideon [[SpaceRunawayIdeon Ideon]] in ''Alpha 3''. Banpresto removed the whole "Berserk" system from it, it (unlike its ''[[SuperRobotWars4 Super Robot Wars F]]'' [[ScrappyMechanic counterpart]]), making it ''insanely'' easier to use. This troper has personally managed to clear off ''a whole map'' (except Simply slap on the boss) in a single shot of "Iron Wall" Spirit Command (take 25% damage from all enemy attacks for one turn) and watch the Ide Gauge rise to max, unlocking infinite EN and the MAP weapons to the [[{{BFS}} Ideon Gun purely by abusing spirit commands Sword]] and AI stupidity.
[[{{BFG}} Ideon Gun]], both whose ranges stretch ''to infinity'', with the latter able to cover the entire map.
** ''Alpha Gaiden'' has Daitarn 3, {{Daitarn 3}}, which has almost as much health as a battleship and EXTREMELY strong attacks. Raideen {{Raideen}} has some of the best stats of any super robot(Includeing SuperRobot (including high evade, evasion, which supers arn't aren't supposed to have) and the highiest highest attack power. Also, For {{Real Robot}}s, there's the HP Gas Engine part can only be bought at one Bazzar on hard(I think) and you get a few normally. For real types, we have the [[GundamX Gundam X Divider Divider]] and Zeta Gundam. The GX Diveder ZetaGundam: the former has high move mobility and evade evasion and it's its energy consumption for its powerful divider attack Harmonica Cannon is low and it has long range. You As for the latter, you only have to max the energy for Zeta! machine's EN. All it really needs is a Biosensor or Pyschoframe and a booster and Kamille's Booster, then watch as Kamille Bidan's crazy evade evasion stat does the rest. Haros Haro parts, as usual usual, are extrememly broken equipabble enhancements but another game breaking part is the one that makes you regain 30% of a unit's max energy EN once a turn. Remember Oh, and remember that nigh useless [[GundamWing Wing Gundam Zero Custom Custom]] and slightly awsome awesome [[{{Gundam 0083}} GP-03 Dendrobium Stamen]] that eat eats energy like a 18 wheeler? Well.....

an 18-wheeler? Well...

* EndlessFrontier
[[EndlessFrontier Super Robot Wars OG Saga: Endless Frontier]]
** The first game gives us [[NamcoXCapcom Reiji Arisu]], who is one of the party's strongest attackers in attacker, and carries the game, "Soul" Spirit Command (deal twice the damage for the next turn) and gives him both a Skill another Spirit Command that doubles his strength ''and'' one that ensures ''ensures'' he goes first in the next round. He's succeeded preceded by [[OriginalGeneration Haken Browning]] later in the game, who combines a more modest "Valor" Spirit Command (deal 50% increase more damage for the next turn) with the single strongest attack in the game.
his unique skill "Rampage Spectre". No {{Mooks}} can survive it, while end-game bosses will get a significant portion of their HP chipped away because of it.
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* ''Bucket loads'' of gamebreakers, especially in the SuperRobot department thanks to the [[KotetsuJeeg Jeegs]]. They're small, and thus have a higher dodge rate, have quite a few attacks that cost zero energy but dish out as much damage as the best moves on some of the other units, and lets not even get started on Gaiking...

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* ** ''Bucket loads'' of gamebreakers, especially in the SuperRobot department thanks to the [[KotetsuJeeg Jeegs]]. They're small, and thus have a higher dodge rate, have quite a few attacks that cost zero energy but dish out as much damage as the best moves on some of the other units, and lets not even get started on Gaiking...

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{{Game Breaker}}s in the ''Super Robot Wars'' games. This is what happens when Banpresto forgets to nerf BeyondTheImpossible HumongousMecha.

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{{Game Breaker}}s are more prevalent in the ''Super Robot Wars'' games.''SuperRobotWars'' games than you think. This is what happens when Banpresto forgets to nerf BeyondTheImpossible HumongousMecha.



* The Wild Wurger L in ''SuperRobotWars Original Generation 2'' is arguably this. It's just like the regular Wild Wurger, but comes with a weapon that leaves its target unable to move or attack (or counterattack) for both the player and enemy turn. Couple this with a character with the ability to nullify defenses like the Special Weapon Block most of the late-game bosses have that's supposed to ''prevent'' this kind of thing from happening (anyone whose last name contains "stein", for example), and good dodging abilities (the same people), bosses are effectively helpless. It only has two shots, but you can have about four ways to replenish it on the battlefield at any given moment.
** In the same game, Lamia Loveless is an excellent pilot and her Angelg is also one of the better mechs. But if complete certain requirements with her, and put up melee points instead of ranged (which goes against the Angelg's style), then you get the Vysaga. Where do we start? Not only does it do crazy damage, it dodges like crazy, almost ''always'' activates Mirror Image (50% chance of evading all enemy attacks), and Lamia's ace bonus increases the chance to do Mirror Image even ''further'', making it nigh untouchable. The drawback is, it can only be piloted by Lamia, making the Angelg another good mecha collecting dust in the hangar (unlike the other secret, the Ash Saver, which can be piloted by anyone), though some players think it's better that way. [[spoiler:When you get her back in OG Gaiden, you basically get the Vysaga ''for free'']].
** Likewise, in her absence in ''OG Gaiden'', you get Folka Albark and the Ialdabaoth, a very dodgy SuperRobot that hits very hard...and this is before it gets the DeadlyUpgrade (even ''more'' broken). It helps that Folka's Twin Spirit Command is "Soul", which multiplies damage by 2.5 times, practically a better version of "Hot Blood"/"Valor". Considering both Folka and the Ialdabaoth are [[{{Expy}} pastiches]] of [[FistOfTheNorthStar Kenshiro]], it's almost unquestionable they'll be broken. The catch, however, even with a GameBreaker like the Ialdabaoth [[spoiler:and the Vysaga, when you get Lamia back]], they can't win against the Dark Brain alone and unprepared.
*Valzacard of ''SuperRobotWarsW''. This massive, powerful machine dodges well and has nearly 30,000 HP. Its attacks are some of the most powerful in the game; to top it off, it has six pilots, which gives it a vast SP base, giving tons of bonuses each turn. The best part? It's the ''required'' final upgrade to the protagonist's mech. Also, if you're willing to glitch a bit, it can have infinite turns starring the "Courage" Spirit Command, and that's not even with setting up the main character to do it.
** See also: Detonator Orgun and the [[TekkamanBlade Tekkamen]]...seven of them (eight if you play your cards right). Five of them have two life meters (and a second SP base), six of them have long-range {{Wave Motion Gun}}s, which have a [=MAP=] Attack (i.e. hit everything in a certain area) variant, and on top of that, are small (Size SS: Human-sized in a battlefield full of 30-foot+ HumongousMecha) and hard to hit, and can hit several enemies in a row with their base attacks, especially Yumi (Tekkaman Hiver), whose Wave Motion Gun's MAP attack is FriendlyFireproof (did we mention she gets the "[[ThePowerOfLove Love]]" Spirit Command, which gives her perfect accuracy, doubles her damage, gives her a free dodge, doubles cash and experience earned from her victims?). Oh, and most of them have {{Combination Attack}}s with each other.
** ...To say nothing about {{GaoGaiGar}} and its derivatives is a crime. So basically, {{GaoGaiGar}} is a SuperRobot with excellent defense, [[LightningBruiser yet dodges like crazy]]. On top of that, its Protect Shade/Wall will buff up its defense against small damages (And Gai has the "Muteki" (Invincible) skill, which when combined with Protect Shade/Wall means he takes ''no'' damage from the next hit). Also, unlike its Alpha 3 incarnation, Goldymarg is no longer a separate unit, so it can use the [[DropTheHammer Goldion Hammer]] attack at will. And when upgraded into Genesic GaoGaiGar, it can use the Goldion Crusher ''infinitely''. Wow, talk about one God of Destruction... breaking the game.
*** Sorry, but Invincible doesn't work like that - if you're taking zero damage, it's because the next attack was too weak.
*** Note the part "in conjunction with Protect Shade/Wall." Reduce damage TO 10 + barrier that reduces all damage BY at least 1500 = 0 damage received.
** On a NewGamePlus, you can ''buy External GS-Rides''. Pick an EN attack. Go wild.
* From ''[[SuperRobotWarsJudgment SRW Judgement]]'', Zeorymer of the Heavens. SuperRobot defenses and a barrier, ''plus'' an evasion ability that kicks in at 130 Will, powerful attacks in both the melee and range slots. If you refrain from using it for a great portion of the game (except where required), it upgrades into the Great Zeorymer at the end of the ''HadesProjectZeorymer'' storyline. It's even ''harder'' to kill the Great Zeorymer, and can use attacks from its series bosses.
** ''[[SuperRobotWarsReversal SRW Reversal]]'' and a few other games give us the Black Serena from ''MartianSuccessorNadesico: The Prince of Darkness''. Two or three complete life bars (depending on whether you get the "High Mobility" upgrade), ridiculous dodge rates, a 50% outright evasion chance from the "Boson Jump" ability on top of that, and powerful attacks. Its only weakness is burning through energy like no tomorrow, which is meant to force the player to sacrifice life bars to refill it, but there are ways around that like Solar Panels, Generators, and the aforementioned reload methods. [[spoiler:That, and Akito can't use Double Gekigan Flare unless its down to its last life bar ;_;]]...
*** Oddly, for a game that has a glut of amazing units (starting with the Valzacard and many of the ''{{GaoGaiGar}}'' units), ''SuperRobotWars W'' has a Black Serena that's decent at best: the programmers forgot to give it Boson Jump...
* Any game in ''SuperRobotWars'' that gives GetterRobo the ''Open Get'' ability, which gives a 50% chance of evading attacks with high Will, coupled with [[FragileSpeedster Getter 2]], which has an ''additional'' 50% evasion of any attack when at the same Will level. In short, max out the machine's handling, get its pilots' Will high enough, send it off into a crowd, and watch as it tears ''everything to pieces''.
* ''SRW Z'' gives us the [[GenesisOfAquarion Aquarion]], with its special ability to merge all three pilots' highest stats once it hits 130 Will. So pump up melee, range and evade in three different pilots and you can have them maxed out in 1/3 of the time it should take. Not to mention the Mugen Punch's range of 14! For extra brokenness, give Apollo EN Save and Hit & Away.
** Want an even MORE broken Aquarion? Pump up Meele, Defense and Skill and give Apollo the skill "Attack again", which works only if your skill start is higher than the opponent's by 20 and does ExactlyWhatItSaysOnTheTin, do the math.
** SRW Z in general has plenty of "minor" Game Breakers, being a not-very-difficult-game except for several specific stages. But the major GameBreaker here is the [[EurekaSeven Nirvash Spec 2]]; this beast has top-class evasion and accuracy and comes with its own one-shot map weapon which has a range of 6 squares surrounding it and does OBSCENE damage. Players are divided into two groups after getting it; the ones who avoid using it to ruin the game and the ones who nuke everything with Seven Swell spam by using the "reload" spell and Eureka's "move again" spell to set it up.
** Here's another one; Baldios. Baldios is basically a Zeorymer of The Heavens without its MAP weapon and EN regen, and beats it by being size LL (Zeorymer was L, keep in mind that the larger the size, the higher the damage and defence bonus) AND having a goddamned A in every terrain in a game that rarely gives out a unit with anything better than three A's and a B.
** Want another one? Take everyone's favorite ladies man, Kei Katsuragi from Orguss. When you first look at his Orguss unit, you might think to yourself "god no, not another [[{{Megazone 23}} Garland]]" but then you notice a few things about this beast: Kei is one of the best pilots in the game, bar none with his insane skill stat, which he is designed to make use of since he comes pre-packaged with the "attack again" and "counter attack" skills. just give him the "bullet save" skill to get more hits and "size correction ignore" since his unit is size S, spend a couple thousand bucks on his weapons and mobility and LAUGH as the Orguss evades everything thrown at it and nukes [[EldritchAbomination EldritchAbominations]] to death with a MacrossMissileMassacre , easily doing above 10000 damage when fully upgraded. The icing on the cake? you get yet ANOTHER Orguss unit in stage 40-something, which is JUST as good (its pilot isn't as broken as Kei, but who is anyway?) and allows the Orguss to perform a combination attack which is even more powerful. Keep in mind that Kei's stats are as good as (if not even better) than UC Gundam aces Amuro and Char.
*** One of the things that make Kei insanely powerful is his Squad Leader Bonus, that gives +20% damage against male enemies, and -20% damage against females. Since 90% of the enemies in the game are male, this is probably the best Squad Leader Bonus in the game.
** Even a unit which usually fall under MagikarpPower such as the TurnAGundam can be complete beast if you replace Loran, who is so-so at best unless you grind him, with Amuro or Char or even [[TurnAGundam HarryOrd]] (most likely Char since he doesn't have the [[CharsCounterattack Sazabi]] and is stuck in the [[ZetaGundam Hyakushiki]] while Amuro has the Nu Gundam, giving him a good unit to pilot and Ord has his Gold Sumo), set up the right skills and watch as the TurnA Moonlight-Butterflies its way through everything while decreasing their armor as an added bonus of the attack.
** Rand's Gunleon can be made into one of these if you set it up as a StoneWall or MightyGlacier unit and give it a squad with two other units that have the "repair" equipment (the TFO comes in mind) giving it a 30% HP recovery each turn. Add this to Rand's possession of the skill "Potential Lv.9" and the Gunleon's high armor and size of L and you have a virtually un-killable wrench-wielding GaoGaiGar Expy of doom that can survive wave after wave of attacks. There's a good reason people avoid Rand when you have to fight him.
** [[OvermanKingGainer King Gainer]] is a potential gamebreaker if you realize that if Gainer gets 100 kills before a certain stage, he gets a skill that increases his "skill" stat by 30 whenever he hits 130 Morale, give him "attack again" and "ignore size correction" and "energy save" to get in more mileage out of his overskill attacks, upgrade his weapons and enjoy the sparks flying as he tears through enemies.
* The "parts" mechanic in ''SuperRobotWarsAdvance'' made some of the earliest units some of the most deadly, such as the original [[MobileSuitGundam Gundam]] and [[MazingerZ Boss Borot]]. On the first playthrough, these early units are the only ones you can upgrade all the way to max, and when coupled with the obscenely rare "W-Up", an item that raises stats in accordance to how many item slots a unit has, early/"weaker" units, often having all four slots, get tremendous stat boosts.
** For a Battleship, which is supposed to be a unwieldy support ship, the Nadesico (original GBA version, not the remake) is a game breaker with the appropriate upgrades. With a fully upgraded Gravity Blast, it is capable of dealing over 10,000 points of damage per shot with almost 100% accuracy with fully maxed out morale, at ranges that will make super robots turn green with envy (3-8 tiles, or even 11 tiles with appropriate upgrades). Coupled with a shield that halves the damage of any attack it takes, it can take out the final boss (65000HP) in two turns (using support attacks to get in extra shots). Later games probably took note of this and forced the player to upgrade all weapons at once, making game breakers such as this much more difficult.
* ''[[SuperRobotWarsK SRW K]]'' Gave us ''bucket loads'' of gamebreakers, especially in the SuperRobot department thanks to the [[KotetsuJeeg Jeegs]]. They're small, and thus have a higher dodge rate, have quite a few attacks that cost zero energy but dish out as much damage as the best moves on some of the other units, and lets not even get started on Gaiking...
** King Gainer (yes, him ''again'') with any of the parts that gives experience or money for each panel moved. King Gainer's natural movement, its Accelerate Overskill, and Game Champ/Gamer King, well...

to:

* The Wild Wurger L in ''SuperRobotWars Original Generation 2'' is arguably this. It's just like the regular Wild Wurger, but comes with a weapon that leaves its target unable to move or attack (or counterattack) for both the player and enemy turn. Couple this with a character with the ability to nullify defenses like the Special Weapon Block most of the late-game bosses have that's supposed to ''prevent'' this kind of thing from happening (anyone whose last name contains "stein", for example), and good dodging abilities (the same people), bosses are effectively helpless. It only has two shots, but you can have about four ways to replenish it on the battlefield at any given moment.

*In General
** In the same game, Lamia Loveless is an excellent pilot and her Angelg is also one of the better mechs. But if complete certain requirements with her, and put up melee points instead of ranged (which goes against the Angelg's style), then you get the Vysaga. Where do we start? Not only does it do crazy damage, it dodges like crazy, almost ''always'' activates Mirror Image (50% chance of evading all enemy attacks), and Lamia's ace bonus increases the chance to do Mirror Image even ''further'', making it nigh untouchable. The drawback is, it can only be piloted by Lamia, making the Angelg another good mecha collecting dust in the hangar (unlike the other secret, the Ash Saver, which can be piloted by anyone), though some players think it's better that way. [[spoiler:When you get her back in OG Gaiden, you basically get the Vysaga ''for free'']].
** Likewise, in her absence in ''OG Gaiden'', you get Folka Albark and the Ialdabaoth, a very dodgy SuperRobot that hits very hard...and this is before it gets the DeadlyUpgrade (even ''more'' broken). It helps that Folka's Twin Spirit Command is "Soul", which multiplies damage by 2.5 times, practically a better version of "Hot Blood"/"Valor". Considering both Folka and the Ialdabaoth are [[{{Expy}} pastiches]] of [[FistOfTheNorthStar Kenshiro]], it's almost unquestionable they'll be broken. The catch, however, even with a GameBreaker like the Ialdabaoth [[spoiler:and the Vysaga, when you get Lamia back]], they can't win against the Dark Brain alone and unprepared.
*Valzacard of ''SuperRobotWarsW''. This massive, powerful machine dodges well and has nearly 30,000 HP. Its attacks are some of the most powerful in the game; to top it off, it has six pilots, which gives it a vast SP base, giving tons of bonuses each turn. The best part? It's the ''required'' final upgrade to the protagonist's mech. Also, if you're willing to glitch a bit, it can have infinite turns starring the "Courage" Spirit Command, and that's not even with setting up the main character to do it.
** See also: Detonator Orgun and the [[TekkamanBlade Tekkamen]]...seven of them (eight if you play your cards right). Five of them have two life meters (and a second SP base), six of them have long-range {{Wave Motion Gun}}s, which have a [=MAP=] Attack (i.e. hit everything in a certain area) variant, and on top of that, are small (Size SS: Human-sized in a battlefield full of 30-foot+ HumongousMecha) and hard to hit, and can hit several enemies in a row with their base attacks, especially Yumi (Tekkaman Hiver), whose Wave Motion Gun's MAP attack is FriendlyFireproof (did we mention she gets the "[[ThePowerOfLove Love]]" Spirit Command, which gives her perfect accuracy, doubles her damage, gives her a free dodge, doubles cash and experience earned from her victims?). Oh, and most of them have {{Combination Attack}}s with each other.
** ...To say nothing about {{GaoGaiGar}} and its derivatives is a crime. So basically, {{GaoGaiGar}} is a SuperRobot with excellent defense, [[LightningBruiser yet dodges like crazy]]. On top of that, its Protect Shade/Wall will buff up its defense against small damages (And Gai has the "Muteki" (Invincible) skill, which when combined with Protect Shade/Wall means he takes ''no'' damage from the next hit). Also, unlike its Alpha 3 incarnation, Goldymarg is no longer a separate unit, so it can use the [[DropTheHammer Goldion Hammer]] attack at will. And when upgraded into Genesic GaoGaiGar, it can use the Goldion Crusher ''infinitely''. Wow, talk about one God of Destruction... breaking the game.
*** Sorry, but Invincible doesn't work like that - if you're taking zero damage, it's because the next attack was too weak.
*** Note the part "in conjunction with Protect Shade/Wall." Reduce damage TO 10 + barrier that reduces all damage BY at least 1500 = 0 damage received.
** On a NewGamePlus, you can ''buy External GS-Rides''. Pick an EN attack. Go wild.
* From ''[[SuperRobotWarsJudgment SRW Judgement]]'', Zeorymer of the Heavens. SuperRobot defenses and a barrier, ''plus'' an evasion ability that kicks in at 130 Will, powerful attacks in both the melee and range slots. If you refrain from using it for a great portion of the game (except where required), it upgrades into the Great Zeorymer at the end of the ''HadesProjectZeorymer'' storyline. It's even ''harder'' to kill the Great Zeorymer, and can use attacks from its series bosses.
** ''[[SuperRobotWarsReversal SRW Reversal]]'' and a few other games give us the Black Serena from ''MartianSuccessorNadesico: The Prince of Darkness''. Two or three complete life bars (depending on whether you get the "High Mobility" upgrade), ridiculous dodge rates, a 50% outright evasion chance from the "Boson Jump" ability on top of that, and powerful attacks. Its only weakness is burning through energy like no tomorrow, which is meant to force the player to sacrifice life bars to refill it, but there are ways around that like Solar Panels, Generators, and the aforementioned reload methods. [[spoiler:That, and Akito can't use Double Gekigan Flare unless its down to its last life bar ;_;]]...
*** Oddly, for a game that has a glut of amazing units (starting with the Valzacard and many of the ''{{GaoGaiGar}}'' units), ''SuperRobotWars W'' has a Black Serena that's decent at best: the programmers forgot to give it Boson Jump...
*
Any game in ''SuperRobotWars'' that gives GetterRobo the ''Open Get'' ability, which gives a 50% chance of evading attacks with high Will, coupled with [[FragileSpeedster Getter 2]], Getter-2]], which has an ''additional'' 50% evasion of any attack when at the same Will level. In short, max out the machine's handling, get its pilots' Will high enough, send it off into a crowd, and watch as it tears ''everything to pieces''.
* ''SRW Z'' gives us the [[GenesisOfAquarion Aquarion]], with its special ability to merge all three pilots' highest stats once it hits 130 Will. So pump up melee, range and evade in three different pilots and you can have them maxed out in 1/3 of the time it should take. Not to mention the Mugen Punch's range of 14! For extra brokenness, give Apollo EN Save and Hit & Away.
** Want an even MORE broken Aquarion? Pump up Meele, Defense and Skill and give Apollo the skill "Attack again", which works only if your skill start is higher than the opponent's by 20 and does ExactlyWhatItSaysOnTheTin, do the math.
** SRW Z in general has plenty of "minor" Game Breakers, being a not-very-difficult-game except for several specific stages. But the major GameBreaker here is the [[EurekaSeven Nirvash Spec 2]]; this beast has top-class evasion and accuracy and comes with its own one-shot map weapon which has a range of 6 squares surrounding it and does OBSCENE damage. Players are divided into two groups after getting it; the ones who avoid using it to ruin the game and the ones who nuke everything with Seven Swell spam by using the "reload" spell and Eureka's "move again" spell to set it up.
** Here's another one; Baldios. Baldios is basically a Zeorymer of The Heavens without its MAP weapon and EN regen, and beats it by being size LL (Zeorymer was L, keep in mind that the larger the size, the higher the damage and defence bonus) AND having a goddamned A in every terrain in a game that rarely gives out a unit with anything better than three A's and a B.
** Want another one? Take everyone's favorite ladies man, Kei Katsuragi from Orguss. When you first look at his Orguss unit, you might think to yourself "god no, not another [[{{Megazone 23}} Garland]]" but then you notice a few things about this beast: Kei is one of the best pilots in the game, bar none with his insane skill stat, which he is designed to make use of since he comes pre-packaged with the "attack again" and "counter attack" skills. just give him the "bullet save" skill to get more hits and "size correction ignore" since his unit is size S, spend a couple thousand bucks on his weapons and mobility and LAUGH as the Orguss evades everything thrown at it and nukes [[EldritchAbomination EldritchAbominations]] to death with a MacrossMissileMassacre , easily doing above 10000 damage when fully upgraded. The icing on the cake? you get yet ANOTHER Orguss unit in stage 40-something, which is JUST as good (its pilot isn't as broken as Kei, but who is anyway?) and allows the Orguss to perform a combination attack which is even more powerful. Keep in mind that Kei's stats are as good as (if not even better) than UC Gundam aces Amuro and Char.
*** One of the things that make Kei insanely powerful is his Squad Leader Bonus, that gives +20% damage against male enemies, and -20% damage against females. Since 90% of the enemies in the game are male, this is probably the best Squad Leader Bonus in the game.
** Even a unit which usually fall under MagikarpPower such as the TurnAGundam can be complete beast if you replace Loran, who is so-so at best unless you grind him, with Amuro or Char or even [[TurnAGundam HarryOrd]] (most likely Char since he doesn't have the [[CharsCounterattack Sazabi]] and is stuck in the [[ZetaGundam Hyakushiki]] while Amuro has the Nu Gundam, giving him a good unit to pilot and Ord has his Gold Sumo), set up the right skills and watch as the TurnA Moonlight-Butterflies its way through everything while decreasing their armor as an added bonus of the attack.
** Rand's Gunleon can be made into one of these if you set it up as a StoneWall or MightyGlacier unit and give it a squad with two other units that have the "repair" equipment (the TFO comes in mind) giving it a 30% HP recovery each turn. Add this to Rand's possession of the skill "Potential Lv.9" and the Gunleon's high armor and size of L and you have a virtually un-killable wrench-wielding GaoGaiGar Expy of doom that can survive wave after wave of attacks. There's a good reason people avoid Rand when you have to fight him.
** [[OvermanKingGainer King Gainer]] is a potential gamebreaker if you realize that if Gainer gets 100 kills before a certain stage, he gets a skill that increases his "skill" stat by 30 whenever he hits 130 Morale, give him "attack again" and "ignore size correction" and "energy save" to get in more mileage out of his overskill attacks, upgrade his weapons and enjoy the sparks flying as he tears through enemies.
* The "parts" mechanic in ''SuperRobotWarsAdvance'' made some of the earliest units some of the most deadly, such as the original [[MobileSuitGundam Gundam]] and [[MazingerZ Boss Borot]]. On the first playthrough, these early units are the only ones you can upgrade all the way to max, and when coupled with the obscenely rare "W-Up", an item that raises stats in accordance to how many item slots a unit has, early/"weaker" units, often having all four slots, get tremendous stat boosts.
** For a Battleship, which is supposed to be a unwieldy support ship, the Nadesico (original GBA version, not the remake) is a game breaker with the appropriate upgrades. With a fully upgraded Gravity Blast, it is capable of dealing over 10,000 points of damage per shot with almost 100% accuracy with fully maxed out morale, at ranges that will make super robots turn green with envy (3-8 tiles, or even 11 tiles with appropriate upgrades). Coupled with a shield that halves the damage of any attack it takes, it can take out the final boss (65000HP) in two turns (using support attacks to get in extra shots). Later games probably took note of this and forced the player to upgrade all weapons at once, making game breakers such as this much more difficult.
* ''[[SuperRobotWarsK SRW K]]'' Gave us ''bucket loads'' of gamebreakers, especially in the SuperRobot department thanks to the [[KotetsuJeeg Jeegs]]. They're small, and thus have a higher dodge rate, have quite a few attacks that cost zero energy but dish out as much damage as the best moves on some of the other units, and lets not even get started on Gaiking...
** King Gainer (yes, him ''again'') with any of the parts that gives experience or money for each panel moved. King Gainer's natural movement, its Accelerate Overskill, and Game Champ/Gamer King, well...
pieces''.



* Ideon in ''Alpha''. Banpresto removed the whole "Berserk" system from it, making it ''insanely'' easier to use. This troper has personally managed to clear off ''a whole map'' (except the boss) in a single shot of the MAP Ideon Gun purely by abusing spirit commands and AI stupidity.
* ''EndlessFrontier'' gives us [[NamcoXCapcom Reiji Arisu]], who is one of the strongest attackers in the game, and gives him both a Skill that doubles his strength ''and'' one that ensures he goes first in the next round. He's succeeded by Haken later in the game, who combines a more modest 50% increase with the single strongest attack in the game.
* Alpha Gaiden has Daitarn 3, which has almost as much health as a battleship and EXTREMELY strong attacks. Raideen has some of the best stats of any super robot(Includeing high evade, which supers arn't supposed to have) and the highiest attack power. Also, the HP Gas Engine part can only be bought at one Bazzar on hard(I think) and you get a few normally. For real types, we have the Gundam X Divider and Zeta Gundam. The GX Diveder has high move and evade and it's energy consumption for its powerful divider attack is low and it has long range. You only have to max the energy for Zeta! All it needs is a Biosensor or Pyschoframe and a booster and Kamille's crazy evade stat does the rest. Haros as usual are extrememly broken equipabble enhancements but another game breaking part is the one that makes you regain 30% of a unit's max energy once a turn. Remember that nigh useless Wing Zero Custom and slightly awsome GP-03 that eat energy like a 18 wheeler? Well.....

to:


*SuperRobotWarsOriginalGeneration
** The Wild Wurger L in ''Original Generation 2'' is arguably this: it's just like the regular Wild Wurger, but comes a unique weapon called "Stun Shock". Any enemy hit with it is unable to move or attack (let alone, counterattack) for both the player and enemy turn. Couple this with any character with the "Fury" Spirit Command (notably, anyone whose last name contains "stein", for example), which bypasses ALL enemy barriers, something most of the late-game bosses have and said character having good dodging capabilities (the same people), bosses are effectively helpless. Though Stun Shock only has two rounds, but there are about four ways to replenish it on the battlefield at any given moment.
** In the same game, [[SuperRobotWarsAdvance Lamia Loveless]] is an excellent pilot and her SuperRobot Angelg's also one of the better mecha. But if you complete certain requirements with her, and pump up her melee stat instead of ranged (which goes against the Angelg's style), then you get the Vysaga. Where do we start? Not only does it do crazy damage, it dodges like crazy, almost ''always'' activates Mirror Image (50% chance of evading ALL enemy attacks), and Lamia's ace bonus increases the chance to do Mirror Image even ''further'', making it nigh untouchable. The drawback is it can only be piloted by Lamia, making the Angelg another good mecha collecting dust in the hangar (unlike the other secret, the Ash Saver, which can be piloted by anyone), though some players think it's better this way. [[spoiler:When you get her back in ''Original Generation Gaiden'', you basically get the Vysaga ''for free'']].
** Likewise in ''Original Generation Gaiden'', you get [[SuperRobotWarsCompact3 Folka Albark and the Ialdabaoth]], a very dodgy SuperRobot that hits very hard...and this is before it gets its MidSeasonUpgrade (even ''more'' broken). It helps that Folka's Twin Spirit Command is "Soul", which multiplies damage by 2.5 times, practically a better version of "Hot Blood"/"Valor". Considering both Folka and the Ialdabaoth are [[{{Expy}} pastiches]] of [[FistOfTheNorthStar Kenshiro]], it's almost unquestionable they'll be broken. The catch, however, even with a GameBreaker like the Ialdabaoth [[spoiler:and the Vysaga, when you get Lamia back]], they can't win against the FinalBoss alone and unprepared.

*SuperRobotWarsW
** The [[OriginalGeneration Ardygun family's Valzacard]] is a battleship-sized SuperRobot that dodges like a RealRobot 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 the unit has access to a vast Spirit Command base, giving it tons of bonuses each turn. The best part? It's the ''required'' final MidSeasonUpgrade to the protagonist. Also, if you're willing to glitch a bit, it [[GameBreakingBug can have infinite turns due to the "Courage" Spirit Command]], and that's not even with setting up the protagonist to do it.
** Detonator Orgun and the [[TekkamanBlade Tekkamen]]...ALL seven of them ([[SecretCharacter eight]], if you play your cards right). Five of them have two life meters (and a second set of Spirit Commands), six of them have long-range {{Wave Motion Gun}}s with a [=MAP=] Attack (i.e. hit everything in a certain area) variant, and on top of that, are small (size SS: human-sized in a battlefield full of 30-foot+ HumongousMecha) and hard to hit, and can hit several enemies in a row with their base attacks, especially Yumi (Tekkaman Hiver), whose Wave Motion Gun's MAP attack is FriendlyFireproof (did we mention she gets the "[[ThePowerOfLove Love]]" Spirit Command, which gives her perfect accuracy and evasion, deal twice the damage, and doubles cash and experience earned from her victims?). Oh, and most of them have {{Combination Attack}}s with each other.
** ...To say nothing about {{GaoGaiGar}} and its derivatives is a crime. Basically, GaoGaiGar's a SuperRobot with excellent defense, [[LightningBruiser yet dodges like crazy]]. On top of that, its Protect Shade/Wall defensive skill buffs up its defense against small damages (pilot Gai Shishioh has the "Muteki" (Invincible) Spirit Command, which when used in conjunction with Protect Shade/Wall, means he takes ''no'' damage from the next hit). Also, unlike its ''[[SuperRobotWarsAlpha Super Robot Wars Alpha 3]]'' counterpart, Goldymarg's no longer a separate unit, so it can use the [[DropTheHammer Goldion Hammer]] attack as many times as possible. Once the story brings in the Genesic GaoGaiGar, it can use the Goldion Crusher ''infinitely''. Wow, talk about one God of Destruction... breaking the game.
*** Sorry, but Invincible doesn't work like that. If you're taking zero damage, it's because the next attack was too weak.
*** Note the "in conjunction with Protect Shade/Wall": Invincible reduces damage to 10, and alongside a barrier that '''NEGATES ALL DAMAGE UNDER 1500''', that means zero damage received.
** On a NewGamePlus, you can ''buy External GS-Rides''. Go ahead: pick an EN-consuming attack and go wild.

*SuperRobotWarsJudgment
** [[HadesProjectZeorymer Zeorymer of the Heavens]]. SuperRobot defenses and a barrier, ''plus'' an evasion ability that kicks in at 130 Will, powerful attacks in both the melee and range slots, the deadliest being its [=MAP=] variant of the Mei-Oh. If you refrain from using it for a great portion of the game (except where required), [[spoiler:its you get its MidSeasonUpgrade "Great Zeorymer" at the end of its Judgment storyline. It's even ''harder'' for enemies to down the [[spoiler:Great Zeorymer]], since it can use the strongest attacks from its series' bosses.

*SuperRobotWarsReversal
** The Black Serena from [[MartianSuccessorNadesico Martian Successor Nadesico: The Prince of Darkness]]. Two or three complete life bars (depending on whether you get its "High Mobility" upgrade), ridiculous dodge rates, a 50% outright evasion chance from the "Boson Jump" ability on top of that, and powerful attacks. Its only weakness is burning through energy like no tomorrow, which is meant to force the player to sacrifice its life bars to refill it, but there are ways around that like Solar Panels, Generators and other reloading methods. [[spoiler:That, and Akito can't use the [[CombinationAttack Double Gekigan Flare]] unless its down to its last life bar]]...
*** Oddly, for a game that has a glut of broken units, the Black Serena in W's decent at best: the programmers forgot to give it Boson Jump...

*SuperRobotWarsZ
** The [[GenesisOfAquarion Aquarion]], with its special "Element System" ability to merge all three pilots' highest stats once it hits 130 Will. Basically, pump up the melee, range and evasion stats in three different pilots and you can have them maxed out in 1/3 of the time it should take. Not to mention its Mugen Punch has a range of 14! For extra brokenness, give Apollo "EN Save" and "Hit & Away" pilot skills.
*** Want an even MORE broken Aquarion? Do the above, but also pump the skill stat and give Apollo the "Attack Again" pilot skill, which triggers if his skill stat is higher than the defending enemy's by 20. Every time he uses Mugen Punch, he'll do ExactlyWhatItSaysOnTheTin.
** Z in general has plenty of "minor" gamebreakers; it being a not-very-difficult-game is one of the reasons, but one major GameBreaker is the [[EurekaSeven Nirvash Spec-2]]: this beast has top-class evasion and accuracy and comes with its own one-shot [=MAP=] weapon "Seven Swell", which has a range of 6 squares surrounding it and does OBSCENE damage. Players are divided into two groups after getting the Spec-2: those who avoid using it to ruin the game and the ones who nuke everything with Seven Swell by using the "reload" spell and Eureka's "move again" spell to set it up.
** Here's another one; Baldios. Basically a "Zeorymer-lite" without a [=MAP=] weapon and EN regeneration, but beats it by being size LL (Zeorymer is an L; keep in mind that the larger the size, the higher the damage and defence bonus) AND having a goddamned A in every terrain in a game that rarely gives out a unit with anything better than three A's and a B.
** Want another one? Take everyone's favorite ladies man, Kei Katsuragi from Orguss. When you first look at his Orguss unit, you might think to yourself "god no, not another [[{{Megazone 23}} Garland]]" but then you notice a few things about this beast: Kei is one of the best pilots in the game, bar none with his insane skill stat, which he is designed to make use of since he comes pre-packaged with the "attack again" and "counter attack" skills. just give him the "bullet save" skill to get more hits and "size correction ignore" since his unit is size S, spend a couple thousand bucks on his weapons and mobility and LAUGH as the Orguss evades everything thrown at it and nukes [[EldritchAbomination EldritchAbominations]] to death with a MacrossMissileMassacre , easily doing above 10000 damage when fully upgraded. The icing on the cake? you get yet ANOTHER Orguss unit in stage 40-something, which is JUST as good (its pilot isn't as broken as Kei, but who is anyway?) and allows the Orguss to perform a combination attack which is even more powerful. Keep in mind that Kei's stats are as good as (if not even better) than UC Gundam aces Amuro and Char.
*** One of the things that make Kei insanely powerful is his Squad Leader Bonus, that gives +20% damage against male enemies, and -20% damage against females. Since 90% of the enemies in the game are male, this is probably the best Squad Leader Bonus in the game.
** Even a unit which usually fall under MagikarpPower such as the TurnAGundam can be complete beast if you replace Loran, who is so-so at best unless you grind him, with Amuro or Char or even [[TurnAGundam HarryOrd]] (most likely Char since he doesn't have the [[CharsCounterattack Sazabi]] and is stuck in the [[ZetaGundam Hyakushiki]] while Amuro has the Nu Gundam, giving him a good unit to pilot and Ord has his Gold Sumo), set up the right skills and watch as the TurnA Moonlight-Butterflies its way through everything while decreasing their armor as an added bonus of the attack.
** Rand's Gunleon can be made into one of these if you set it up as a StoneWall or MightyGlacier unit and give it a squad with two other units that have the "repair" equipment (the TFO comes in mind) giving it a 30% HP recovery each turn. Add this to Rand's possession of the skill "Potential Lv.9" and the Gunleon's high armor and size of L and you have a virtually un-killable wrench-wielding GaoGaiGar Expy of doom that can survive wave after wave of attacks. There's a good reason people avoid Rand when you have to fight him.
** [[OvermanKingGainer King Gainer]] is a potential gamebreaker if you realize that if Gainer gets 100 kills before a certain stage, he gets a skill that increases his "skill" stat by 30 whenever he hits 130 Morale, give him "attack again" and "ignore size correction" and "energy save" to get in more mileage out of his overskill attacks, upgrade his weapons and enjoy the sparks flying as he tears through enemies.

*SuperRobotWarsAdvance
** The "parts" mechanic made some of the earliest units some of the most deadly, such as the original [[MobileSuitGundam Gundam]] and [[MazingerZ Boss Borot]]. On the first playthrough, these early units are the only ones you can upgrade all the way to max, and when coupled with the obscenely rare "W-Up", an item that raises stats in accordance to how many item slots a unit has, early/"weaker" units, often having all four slots, get tremendous stat boosts.
** For a Battleship, which is supposed to be a unwieldy support ship, the Nadesico (original GBA version, not the remake) is a game breaker with the appropriate upgrades. With a fully upgraded Gravity Blast, it is capable of dealing over 10,000 points of damage per shot with almost 100% accuracy with fully maxed out morale, at ranges that will make super robots turn green with envy (3-8 tiles, or even 11 tiles with appropriate upgrades). Coupled with a shield that halves the damage of any attack it takes, it can take out the final boss (65000HP) in two turns (using support attacks to get in extra shots). Later games probably took note of this and forced the player to upgrade all weapons at once, making game breakers such as this much more difficult.

*SuperRobotWarsK
* ''Bucket loads'' of gamebreakers, especially in the SuperRobot department thanks to the [[KotetsuJeeg Jeegs]]. They're small, and thus have a higher dodge rate, have quite a few attacks that cost zero energy but dish out as much damage as the best moves on some of the other units, and lets not even get started on Gaiking...
** King Gainer (yes, him ''again'') with any of the parts that gives experience or money for each panel moved. King Gainer's natural movement, its Accelerate Overskill, and Game Champ/Gamer King, well...

*SuperRobotWarsAlpha
**
Ideon in ''Alpha''.''Alpha 3''. Banpresto removed the whole "Berserk" system from it, making it ''insanely'' easier to use. This troper has personally managed to clear off ''a whole map'' (except the boss) in a single shot of the MAP Ideon Gun purely by abusing spirit commands and AI stupidity.
* ''EndlessFrontier'' gives us [[NamcoXCapcom Reiji Arisu]], who is one of the strongest attackers in the game, and gives him both a Skill that doubles his strength ''and'' one that ensures he goes first in the next round. He's succeeded by Haken later in the game, who combines a more modest 50% increase with the single strongest attack in the game.
* Alpha Gaiden
** ''Alpha Gaiden'' has Daitarn 3, which has almost as much health as a battleship and EXTREMELY strong attacks. Raideen has some of the best stats of any super robot(Includeing high evade, which supers arn't supposed to have) and the highiest attack power. Also, the HP Gas Engine part can only be bought at one Bazzar on hard(I think) and you get a few normally. For real types, we have the Gundam X Divider and Zeta Gundam. The GX Diveder has high move and evade and it's energy consumption for its powerful divider attack is low and it has long range. You only have to max the energy for Zeta! All it needs is a Biosensor or Pyschoframe and a booster and Kamille's crazy evade stat does the rest. Haros as usual are extrememly broken equipabble enhancements but another game breaking part is the one that makes you regain 30% of a unit's max energy once a turn. Remember that nigh useless Wing Zero Custom and slightly awsome GP-03 that eat energy like a 18 wheeler? Well.....Well.....

*EndlessFrontier
** The first game gives us [[NamcoXCapcom Reiji Arisu]], who is one of the strongest attackers in the game, and gives him both a Skill that doubles his strength ''and'' one that ensures he goes first in the next round. He's succeeded by Haken later in the game, who combines a more modest 50% increase with the single strongest attack in the game.
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** On a NewGamePlus, you can ''buy External GS-Rides''. Pick an EN attack. Go wild.

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