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* Sub-Orders have become this in ''T'' as the game allows players who have deployed units in previous stages to be able to participate in the Sub-Orders menu. This allows players to earn ace bonuses and great ace bonuses much faster than intended to. And around two-thirds of the way through the game, the sub-orders are enhanced to obtain more money, [=TacP=], kills, and levels to bring even more characters up to speed.

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* Sub-Orders have become this in ''T'' as the game allows players removes the restriction of only letting pilots who have weren't deployed units in the previous stages scenario to be able used and allows anyone to participate in the Sub-Orders menu. be picked. This allows players to earn ace Ace bonuses and great ace Great Ace bonuses much faster than intended to. And to, which is further helped by the fact that Sub-Orders are available from the very beginning of the game instead of having to wait 10+ missions before they can be used. Finally, around two-thirds of the way through the game, the sub-orders are enhanced to obtain more money, [=TacP=], kills, and levels to bring even more characters up to speed.speed, as well as unlocking an additional 2 slots of each category.
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* Even though Shin Getter Dragon got nerfed compared to ''T'', it's still one of the most powerful machines in the game due to Ryoma's ace bonus. However, Ryoma gets a new ability later in the game called "Unleash Getter Rays"[[note]]At 150 morale, +30 to Ryoma's SKL, DEF, EVD, and ACC. After taking up to 2,000 damage and surviving, restores 150% of the damage taken in HP.[[/note]], boosting his stats by ''30'' ''and'' regenerates his health after he gets hit. Put up "Wall" and Ryoma's high Potential level and only bosses can take out Shin Getter Dragon albeit with a lot of difficulty (and only if the player got too reckless). Also, putting "Second Attack" on Ryoma doesn't seem like a bad idea with this skill in place.

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* Even though Shin Getter Dragon got nerfed compared to ''T'', it's still one of the most powerful machines in the game due to Ryoma's ace bonus. However, Ryoma gets a new ability later in the game called "Unleash Getter Rays"[[note]]At 150 morale, +30 to Ryoma's SKL, DEF, EVD, and ACC. After taking up to 2,000 damage and surviving, restores 150% of the damage taken in HP.[[/note]], boosting his stats by ''30'' ''and'' regenerates his health after he gets hit. Put up "Wall" and Ryoma's high Potential level and only bosses can take out Shin Getter Dragon albeit with a lot of difficulty (and only if the player got too reckless). Also, putting "Second Attack" on Ryoma doesn't seem like a bad idea with this skill in place. To put this into perspective, if Ryoma and Amuro are at the same level, Ryoma with Unleash Getter Rays active has a higher skill stat than Amuro, who normally has one of the highest skill stat in the games, ''with his ace bonus''.
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* [[Anime/CodeGeassLelouchOfTheResurrection Suzaku Kururugi]] becomes one of the most powerful tanks of the game due to a GoodBadBug where his "Curse of Geass"[[note]][[note]]At 120 Morale, gain a max level "Potential" and deal an additional 10% damage[[/note]] pilot skill ''stacks'' with the "Potential" pilot skill itself (normally, the two don't stack as shown in the ''Z'' saga and ''X''). He also has the rare "Supreme" pilot skill that gives him even more survivability at 130 morale. Give Suzaku the maximum levels of "Potential" and suddenly, he becomes an unkillable machine, dishing out critical hits at low hit points ''and'' can just take any kind of punishment in return. Not only that, he can also be recruited very early on in the game via fulfilling a secret condition in the first Code Geass stage, making it easier for him to be a LightningBruiser.

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* [[Anime/CodeGeassLelouchOfTheResurrection Suzaku Kururugi]] becomes one of the most powerful tanks of the game due to a GoodBadBug where his "Curse of Geass"[[note]][[note]]At Geass"[[note]]At 120 Morale, gain a max level "Potential" and deal an additional 10% damage[[/note]] pilot skill ''stacks'' with the "Potential" pilot skill itself (normally, the two don't stack as shown in the ''Z'' saga and ''X''). He also has the rare "Supreme" pilot skill that gives him even more survivability at 130 morale. Give Suzaku the maximum levels of "Potential" and suddenly, he becomes an unkillable machine, dishing out critical hits at low hit points ''and'' can just take any kind of punishment in return. Not only that, he can also be recruited very early on in the game via fulfilling a secret condition in the first Code Geass stage, making it easier for him to be a LightningBruiser.
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* The [[NewGamePlus New Game+]] in ''30'' is stands as one of the most broken implementations of the mechanic in the franchise, rivalling the likes of the Part Shop from ''W'' and the Special Mode from ''Original Generations'' and ''Z'' series. It runs on a points system based on 10% of total [=MxP=], both spent and unspent, which can be farmed at leisure on the postgame. It features the standard "carry over a percentage of resources" like in other games, this time allowing for the carrying-over of 100% after the first playthrough instead of requiring multiple. What makes this broken is that the 100% carryover can also apply to ''power parts'' as well, only limited by the amount of points on hand [[note]] The caveat being parts are carried over individually, their price being determined by rarity [[/note]] which is especially broken here due to the increased quantity and variety of parts. The cherry on top is the fact that it also features the bonus of doubling Credit,PP,and EXP gains along with ''yet another power part slot'', allowing some units to reach [[UpToEleven five]] slots with both this bonus and the AOS upgrade which does the same thing. This gives the player the ability to effectively shred all challenge from higher difficulties, even with minimal upgrades.

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* The [[NewGamePlus New Game+]] in ''30'' is stands as one of the most broken implementations of the mechanic in the franchise, rivalling the likes of the Part Shop from ''W'' and the Special Mode from ''Original Generations'' and ''Z'' series. It runs on a points system based on 10% of total [=MxP=], both spent and unspent, which can be farmed at leisure on the postgame. It features the standard "carry over a percentage of resources" like in other games, this time allowing for the carrying-over of 100% after the first playthrough instead of requiring multiple. What makes this broken is that the 100% carryover can also apply to ''power parts'' as well, only limited by the amount of points on hand [[note]] The caveat being parts are carried over individually, their price being determined by rarity [[/note]] which is especially broken here due to the increased quantity and variety of parts. The cherry on top is the fact that it also features the bonus of doubling Credit,PP,and EXP gains along with ''yet another power part slot'', allowing some units to reach [[UpToEleven five]] five slots with both this bonus and the AOS upgrade which does the same thing. This gives the player the ability to effectively shred all challenge from higher difficulties, even with minimal upgrades.



** By themselves, the [[Anime/GaoGaiGar Ryu]] robots are decent, if not breathtaking, units with a solid set of attacks that can often cause StatusEffects on the enemy. But to streamline their various combinations (they can form both their normal combinations and their combinations fuelled by [[color:orange:THE POWER]]), all four share upgrades and levels. Basically, players can get four fairly decent units for the price of one, and eight different pools of "Spirit Commands" (4 from the Ryu robots, 4 more from each of their combined forms, with 2 of them being easy-to-unlock {{Secret Character}}s). Oh, and the upgrades spent on the male Ryus get carried over to the female Ryus, who also share character levels with each other, meaning two ''more'' fairly decent support units(and a ''third'' combined unit) for the price of one. Thanks to how CombiningMecha are handled in ''W'', players are equipping up to three units with an equippable part for every part given to each of the Ryu robots. To take this UpToEleven, they also share pilot skills (give one "Will Limit Break", all four/two gets the effect), meaning this squad of [[CaptainErsatz ersatz]] [[WesternAnimation/TheTransformers Autobots]] are, by far, the most resource-efficient units in [=SRW=] history.

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** By themselves, the [[Anime/GaoGaiGar Ryu]] robots are decent, if not breathtaking, units with a solid set of attacks that can often cause StatusEffects on the enemy. But to streamline their various combinations (they can form both their normal combinations and their combinations fuelled by [[color:orange:THE POWER]]), all four share upgrades and levels. Basically, players can get four fairly decent units for the price of one, and eight different pools of "Spirit Commands" (4 from the Ryu robots, 4 more from each of their combined forms, with 2 of them being easy-to-unlock {{Secret Character}}s). Oh, and the upgrades spent on the male Ryus get carried over to the female Ryus, who also share character levels with each other, meaning two ''more'' fairly decent support units(and a ''third'' combined unit) for the price of one. Thanks to how CombiningMecha are handled in ''W'', players are equipping up to three units with an equippable part for every part given to each of the Ryu robots. To take this UpToEleven, up to eleven, they also share pilot skills (give one "Will Limit Break", all four/two gets the effect), meaning this squad of [[CaptainErsatz ersatz]] [[WesternAnimation/TheTransformers Autobots]] are, by far, the most resource-efficient units in [=SRW=] history.

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* After it's impressive but not-so-game-breaking debut in ''Alpha'' series, ''Anime/GaoGaiGar'' and its derivatives ([=GaoFighGar=], [=GaoGaiGo=], Genesic [=GaoGaiGar=], Final [=GaoGaiGar=]) have always been one of the most broken units the series has ever produced. The basic git is that the [=GaoGaiGar=] and its derivatives are meant to be a Super Robot built for defense and attack, but in practice, it's a LightningBruiser that dodges like a Real Robot and highly accurate. Additionally, it usually comes with "Protect Shade"/"Protect Wall"[[note]]At 100 Will, negate all damage below a certain threshold of damage, respectively[[/note]] to defend against small damage attacks and Guy Shishioh usually comes with "Persist" Spirit command, so in addition of its crazy dodge rates, the enemy will have to waste one hit to a miniscule damage while [=GaoGaiGar=] is free to counter and wreck them with massive firepower. It's a God of Destruction trying to break the game indeed. How they broke the game tends to vary depending on the game:
** ''VideoGame/SuperRobotWarsW'': The '[=GaoGaiGar=] being broken' streak starts here, and it also fixes one thing about its ultimate move: [[DropTheHammer the Goldion Hammer/Crusher]]: It used to be a CombinationAttack with Goldymarg, who was otherwise a lackluster unit to waste a slot on, and in ''Alpha 3'', Goldion Crusher can only be used once per map. Ever since then, Goldymarg is DemotedToExtra and the Goldion Crusher can be used indefinitely as long as Genesic [=GaoGaiGar=] has enough EN. Therefore, enjoy hammering down bad guys with sun-destroying hammer with impunity.

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* After it's impressive but not-so-game-breaking debut in ''Alpha'' series, ''Alpha 2'', ''Anime/GaoGaiGar'' and its derivatives ([=GaoFighGar=], [=GaoGaiGo=], Genesic [=GaoGaiGar=], Final [=GaoGaiGar=]) have always been one of the most broken units the series has ever produced. The basic git is that the [=GaoGaiGar=] and its derivatives are meant to be a Super Robot built for defense and attack, but in practice, it's a LightningBruiser that dodges like a Real Robot and highly accurate. Additionally, it usually comes with "Protect Shade"/"Protect Wall"[[note]]At 100 Will, negate all damage below a certain threshold of damage, respectively[[/note]] to defend against small damage attacks and Guy Shishioh usually comes with "Persist" Spirit command, so in addition of its crazy dodge rates, the enemy will have to waste one hit to a miniscule damage while [=GaoGaiGar=] is free to counter and wreck them with massive firepower. It's a God of Destruction trying to break the game indeed. How they broke the game tends to vary depending on the game:
** ''VideoGame/SuperRobotWarsW'': ''VideoGame/SuperRobotWarsAlpha'': The '[=GaoGaiGar=] being broken' streak starts here, in ''Alpha 3'', going from a very solid unit to a remarkable Super Robot with the above qualities being overtuned with the introduction of Genesic [=GaoGaiGar=]. Its Goldion Crusher attack sports the highest attack stat of any attack in the game, and while it also can only be used once per scenario, its second strongest attack, Genesic Hell and Heaven, is still on par with the old Goldion Hammer of its predecessor, enabling it to keep up the offensive when backed by its monstrous stats, solidifying its place among the game's ace supers with the likes of Mazinkaiser, Gunbuster, and Shin Getter.
** ''VideoGame/SuperRobotWarsW'': Anime/GaoGaiGarFinal's second outing
fixes one thing about its ultimate move: [[DropTheHammer the Goldion Hammer/Crusher]]: It used to be a CombinationAttack with Goldymarg, who was otherwise a lackluster unit to waste a slot on, and in ''Alpha 3'', Goldion Crusher can only be used once per map. Ever since then, Goldymarg is DemotedToExtra and the Goldion Crusher can be used indefinitely as long as Genesic [=GaoGaiGar=] has enough EN. Therefore, enjoy hammering down bad guys with sun-destroying hammer with impunity.
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* Despite the nerfs the machine got compared to its last outing in the ''Z Saga'', the [[Anime/MobileSuitGundamWingEndlessWaltz Wing Gundam Zero]] is still one of the best machines in the game due to its post-movement MAP attack, "Rolling Buster Rifle" which can easily kill at least a few enemies. Furthermore, the "Zero System" will improve the pilot's stats when the pilot's morale goes higher. Give Heero "B Save" and the Rolling Buster Rifle MAP attack will increase its MAP ammo from three to five and with the [=ExC=] Laser equipped, Heero can position and fire his MAP attack ''indefinitely''.
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** The handling of pilot skills in ''W'': unlike modern [=SRWs=] that require pilot points to purchase skills with a limited amount of space per pilot, ''W'' doesn't use points nor have such restrictions. Pilot skills come in the form of "skill parts" akin to equippable parts (once used, however, they are permanent). With the right skill parts, a pilot can inflate their maximum Spirit Points to staggering levels, reduce Spirit Command costs by 30%, boost starting Will by 15, increase the Will limit beyond 150 and so forth, and all of these can be used on a sub-pilot, too. In other words, every pilot can potentially become a OneManArmy.

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** The handling of pilot skills in ''W'': unlike modern [=SRWs=] that require pilot points to purchase skills with a limited amount of space per pilot, ''W'' doesn't use points nor have such restrictions. Pilot skills come in the form of "skill parts" akin to equippable parts (once used, however, they are permanent). With the right skill parts, a pilot can inflate their maximum Spirit Points to staggering levels, reduce Spirit Command costs by 30%, boost starting Will by 15, 10, increase the Will limit beyond 150 and so forth, and all of these can be used on a sub-pilot, too. In other words, every pilot can potentially become a OneManArmy.
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** ''VideoGame/SuperRobotWars30'': The culmination of all of the above would be what could top the Genesic [=GaoGaiGar=]: [[Literature/KingOfKingsGaoGaiGarVSBetterman The Final GaoGaiGar]]. The mech retains the aspects that made it broken in the previous games, being a LightningBruiser with the ability to use the MAP attack post-movement and the similarly broken boss-killing Goldion Finger at the same time. All those traits of [=GaoGaiGar=] make it a top-tier Super Robot, being limited by Guy only having 1 spirit command pool. That is fixed by giving this mech... ''six subpilots'' (Mamoru, Kaidou, Mikoto, Renais, [[Anime/{{Betterman}} Keita, Hinoki]]), and some of them already had Real Robot-ish Spirit commands (between Mamoru and Kaidou who once piloted [=GaoGaiGo=]). Not to mention, the Auxiliary GS Ride equippable part patches up any EN issues Final Gaogaigar may have, allowing Guy to wreak havoc with his strongest attacks. This makes the Final [=GaoGaiGar=] almost a match with heavy-hitting multi pilot machines like the Anime/TengenToppaGurrenLagann, more than ready to thwack the game balance to oblivion with Goldion Finger. [[ButWaitTheresMore Even better,]] five of those six sub pilots can get "Great Ace" status[[note]]Starting in ''V'', pilots who accumulate 80 kills start off with an additional 25% SP and +1 [=ExC=] gauge upon deployment[[/note]] which means even more SP to cast spirit commands to help out Guy rack even more kills; and all of them come with Bravery (Mikoto and Hinoka trade it with Love), except Keita who has Soul instead (and Guy's Ace Bonus had him cast Soul in case of casting Bravery), while also being one of the few pilots to possess Daunt if you want to drain a boss' Morale. Nonstop boosted damage possible with the Final [=GaoGaiGar=].

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** ''VideoGame/SuperRobotWars30'': The culmination of all of the above would be what could top the Genesic [=GaoGaiGar=]: [[Literature/KingOfKingsGaoGaiGarVSBetterman The Final GaoGaiGar]]. The mech retains the aspects that made it broken in the previous games, being a LightningBruiser with the ability to use the MAP attack post-movement and the similarly broken boss-killing Goldion Finger at the same time. All those traits of [=GaoGaiGar=] make it a top-tier Super Robot, being limited by Guy only having 1 spirit command pool. That is fixed by giving this mech... ''six subpilots'' (Mamoru, Kaidou, Mikoto, Renais, [[Anime/{{Betterman}} Keita, Hinoki]]), and some of them already had Real Robot-ish Spirit commands (between Mamoru and Kaidou who once piloted [=GaoGaiGo=]). Not to mention, the Auxiliary GS Ride equippable part patches up any EN issues Final Gaogaigar may have, allowing Guy to wreak havoc with his strongest attacks. This makes the Final [=GaoGaiGar=] almost a match with heavy-hitting multi pilot machines like the Anime/TengenToppaGurrenLagann, more than ready to thwack the game balance to oblivion with Goldion Finger. [[ButWaitTheresMore Even better,]] five of those six sub pilots can get "Great Ace" status[[note]]Starting in ''V'', pilots who accumulate 80 kills start off with an additional 25% SP and +1 [=ExC=] gauge upon deployment[[/note]] which means even more SP to cast spirit commands to help out Guy rack even more kills; and all of them come with Bravery (Mikoto and Hinoka Hinoki trade it with Love), except Keita who has Soul instead (and Guy's Ace Bonus had him cast Soul in case of casting Bravery), while also being one of the few pilots to possess Daunt if you want to drain a boss' Morale. Nonstop boosted damage possible with the Final [=GaoGaiGar=].
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** ''VideoGame/SuperRobotWars30'': The culmination of all of the above would be what could top the Genesic [=GaoGaiGar=]: [[Literature/KingOfKingsGaoGaiGarVSBetterman The Final GaoGaiGar]]. The mech retains the aspects that made it broken in the previous games, being a LightningBruiser with the ability to use the MAP attack post-movement and the similarly broken boss-killing Goldion Finger at the same time. All those traits of [=GaoGaiGar=] make it a top-tier Super Robot, being limited by Guy only having 1 spirit command pool. That is fixed by giving this mech... ''six subpilots'' (Mamoru, Kaidou, Mikoto, Renais, [[Anime/{{Betterman}} Keita, Hinoki]]), and some of them already had Real Robot-ish Spirit commands (between Mamoru and Kaidou who once piloted [=GaoGaiGo=]). Not to mention, the Auxiliary GS Ride equippable part patches up any EN issues Final Gaogaigar may have, allowing Guy to wreak havoc with his strongest attacks. This makes the Final [=GaoGaiGar=] almost a match with heavy-hitting multi pilot machines like the Anime/TengenToppaGurrenLagann, more than ready to thwack the game balance to oblivion with Goldion Finger. [[ButWaitTheresMore Even better,]] five of those six sub pilots can get "Great Ace" status[[note]]Starting in ''V'', pilots who accumulate 80 kills start off with an additional 25% SP and +1 [=ExC=] gauge upon deployment[[/note]] which means even more SP to cast spirit commands to help out Guy rack even more kills; and all of them come with Bravery (Mikoto trades it with Love), except Keita who has Soul instead (and Guy's Ace Bonus had him cast Soul in case of casting Bravery), while also being one of the few pilots to possess Daunt if you want to drain a boss' Morale. Nonstop boosted damage possible with the Final [=GaoGaiGar=].

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** ''VideoGame/SuperRobotWars30'': The culmination of all of the above would be what could top the Genesic [=GaoGaiGar=]: [[Literature/KingOfKingsGaoGaiGarVSBetterman The Final GaoGaiGar]]. The mech retains the aspects that made it broken in the previous games, being a LightningBruiser with the ability to use the MAP attack post-movement and the similarly broken boss-killing Goldion Finger at the same time. All those traits of [=GaoGaiGar=] make it a top-tier Super Robot, being limited by Guy only having 1 spirit command pool. That is fixed by giving this mech... ''six subpilots'' (Mamoru, Kaidou, Mikoto, Renais, [[Anime/{{Betterman}} Keita, Hinoki]]), and some of them already had Real Robot-ish Spirit commands (between Mamoru and Kaidou who once piloted [=GaoGaiGo=]). Not to mention, the Auxiliary GS Ride equippable part patches up any EN issues Final Gaogaigar may have, allowing Guy to wreak havoc with his strongest attacks. This makes the Final [=GaoGaiGar=] almost a match with heavy-hitting multi pilot machines like the Anime/TengenToppaGurrenLagann, more than ready to thwack the game balance to oblivion with Goldion Finger. [[ButWaitTheresMore Even better,]] five of those six sub pilots can get "Great Ace" status[[note]]Starting in ''V'', pilots who accumulate 80 kills start off with an additional 25% SP and +1 [=ExC=] gauge upon deployment[[/note]] which means even more SP to cast spirit commands to help out Guy rack even more kills; and all of them come with Bravery (Mikoto trades and Hinoka trade it with Love), except Keita who has Soul instead (and Guy's Ace Bonus had him cast Soul in case of casting Bravery), while also being one of the few pilots to possess Daunt if you want to drain a boss' Morale. Nonstop boosted damage possible with the Final [=GaoGaiGar=].
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** ''VideoGame/SuperRobotWars30'': The culmination of all of the above would be what could top the Genesic [=GaoGaiGar=]: [[Literature/KingOfKingsGaoGaiGarVSBetterman The Final GaoGaiGar]]. The mech retains the aspects that made it broken in the previous games, being a LightningBruiser with the ability to use the MAP attack post-movement and the similarly broken boss-killing Goldion Finger at the same time. All those traits of [=GaoGaiGar=] make it a top-tier Super Robot, being limited by Guy only having 1 spirit command pool. That is fixed by giving this mech... ''six subpilots'' (Mamoru, Kaidou, Mikoto, Renais, [[Anime/{{Betterman}} Keita, Hinoki]]), and some of them already had Real Robot-ish Spirit commands (between Mamoru and Kaidou who once piloted [=GaoGaiGo=]). Not to mention, the Auxiliary GS Ride equippable part patches up any EN issues Final Gaogaigar may have, allowing Gai to wreak havoc with his strongest attacks. This makes the Final [=GaoGaiGar=] almost a match with heavy-hitting multi pilot machines like the Anime/TengenToppaGurrenLagann, more than ready to thwack the game balance to oblivion with Goldion Finger. [[ButWaitTheresMore Even better,]] five of those six sub pilots can get "Great Ace" status[[note]]Starting in ''V'', pilots who accumulate 80 kills start off with an additional 25% SP and +1 [=ExC=] gauge upon deployment[[/note]] which means even more SP to cast spirit commands to help out Gai rack even more kills.

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** ''VideoGame/SuperRobotWars30'': The culmination of all of the above would be what could top the Genesic [=GaoGaiGar=]: [[Literature/KingOfKingsGaoGaiGarVSBetterman The Final GaoGaiGar]]. The mech retains the aspects that made it broken in the previous games, being a LightningBruiser with the ability to use the MAP attack post-movement and the similarly broken boss-killing Goldion Finger at the same time. All those traits of [=GaoGaiGar=] make it a top-tier Super Robot, being limited by Guy only having 1 spirit command pool. That is fixed by giving this mech... ''six subpilots'' (Mamoru, Kaidou, Mikoto, Renais, [[Anime/{{Betterman}} Keita, Hinoki]]), and some of them already had Real Robot-ish Spirit commands (between Mamoru and Kaidou who once piloted [=GaoGaiGo=]). Not to mention, the Auxiliary GS Ride equippable part patches up any EN issues Final Gaogaigar may have, allowing Gai Guy to wreak havoc with his strongest attacks. This makes the Final [=GaoGaiGar=] almost a match with heavy-hitting multi pilot machines like the Anime/TengenToppaGurrenLagann, more than ready to thwack the game balance to oblivion with Goldion Finger. [[ButWaitTheresMore Even better,]] five of those six sub pilots can get "Great Ace" status[[note]]Starting in ''V'', pilots who accumulate 80 kills start off with an additional 25% SP and +1 [=ExC=] gauge upon deployment[[/note]] which means even more SP to cast spirit commands to help out Gai Guy rack even more kills.kills; and all of them come with Bravery (Mikoto trades it with Love), except Keita who has Soul instead (and Guy's Ace Bonus had him cast Soul in case of casting Bravery), while also being one of the few pilots to possess Daunt if you want to drain a boss' Morale. Nonstop boosted damage possible with the Final [=GaoGaiGar=].

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* Repair/Resupply leveling abuse are not particularly rare in SRW games, but in 30 the designated repair abuse character is none other than Koji Kabuto who joins immediately on the Earth route. One of the earlier scenarios is a boss fight against Baron Ashura who is programmed to always attack Koji, making it trivially easy to self repair to high levels. Koji himself is quite a fantastic pilot, having a standard spirit set up of a Super with spirits such as Wall and Bravery. Mazinger Z arrives right after the aforementioned boss fight against Baron Ashura, retaining the upgrades from Ichinana, and Koji's Ace bonus gives him 3 [=ExC=] from the get go, letting him use the Multi Action Extra Command early without requiring extra support.

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* Repair/Resupply leveling abuse are not particularly rare in SRW games, but in 30 ''30'' the designated repair abuse character is none other than Koji Kabuto who joins immediately on the Earth route. One of the earlier scenarios is a boss fight against Baron Ashura who is programmed to always attack Koji, making it trivially easy to self repair to high levels. Koji himself is quite a fantastic pilot, having a standard spirit set up of a Super with spirits such as Wall and Bravery. Mazinger Z arrives right after the aforementioned boss fight against Baron Ashura, retaining the upgrades from Ichinana, and Koji's Ace bonus gives him 3 [=ExC=] from the get go, letting him use the Multi Action Extra Command early without requiring extra support.



* [[Anime/CodeGeassLelouchOfTheResurrection Suzaku Kururugi]] becomes one of the most powerful tanks of the game due to a GoodBadBug where his "Curse of Geass"[[note]][[note]]At 120 Morale, gain a max level "Potential" and deal an additional 10% damage[[/note]] pilot skill ''stacks'' with the "Potential" pilot skill itself (normally, the two don't stack as shown in the ''Z'' saga and ''X''). Give Suzaku the maximum levels of "Potential" and suddenly, he becomes an unkillable machine, dishing out critical hits at low hit points ''and'' can just take any kind of punishment in return. Not only that, he can also be recruited very early on in the game via fulfilling a secret condition in the first Code Geass stage, making it easier for him to be a LightningBruiser.

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* [[Anime/CodeGeassLelouchOfTheResurrection Suzaku Kururugi]] becomes one of the most powerful tanks of the game due to a GoodBadBug where his "Curse of Geass"[[note]][[note]]At 120 Morale, gain a max level "Potential" and deal an additional 10% damage[[/note]] pilot skill ''stacks'' with the "Potential" pilot skill itself (normally, the two don't stack as shown in the ''Z'' saga and ''X''). He also has the rare "Supreme" pilot skill that gives him even more survivability at 130 morale. Give Suzaku the maximum levels of "Potential" and suddenly, he becomes an unkillable machine, dishing out critical hits at low hit points ''and'' can just take any kind of punishment in return. Not only that, he can also be recruited very early on in the game via fulfilling a secret condition in the first Code Geass stage, making it easier for him to be a LightningBruiser.


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* Among the DLC 2 units, [[Anime/MobileSuitGundamIronBloodedOrphans McGillis Fareed and his Gundam Bael]] is considered to be one of the best secondary units in the game on par with main character units. Just how good is he? For starters, his first spirit command is ''"Resolve"'' which already allows him to go to places. He also has access to the "Supreme" pilot skill, the "Alaya-Vijnana System"[[note]]When piloting a unit with the Alaya-Vijnana System, +20 to all stats[[/note]] making him a perfect candidate for Second Attack, and his ace bonus is that using the "Accel" spirit command also activates the "Snipe" spirit command (by default, [=McGillis=] doesn't have "Snipe") and that his "Valor" spirit command becomes the "Soul" spirit command. Meanwhile, the Gundam Bael has access to the "Nanolaminate Armor"[[note]]For 10 EN, reduces all ranged beam attacks by 3,000 and all other damage by 1,000[[/note]], allowing him to surprisingly tank in the front lines. He's so ridiculous that players already consider him the "pay-to-win" unit and character and that he's perfect for SelfImposedChallenge runs on [[HarderThanHard Super Expert]] difficulty.
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The hi-nu gundam information is inaccurate, as it requires Amuro to have the Nu beforehand.


** ButWaitTheresMore. If players bought the DLC, due to how [=DLCs=] work, Amuro can actually obtain the Hi-Nu Gundam ''way before'' the MP Nu Gundam and the Nu Gundam which also comes with a MAP attack. While it no longer has a post-movement finisher with the [[{{BFG}} Hyper Mega Bazooka Launcher]] being its designated finisher, the Fin Funnels become a post-movement at 130 morale. Meanwhile, Beltorchika will join Chan and improve her Supporter skill, going from restoring 40 SP to the pilot to restoring ''the entire SP'' of the main pilot. It's only downside is that its attacks are very expensive which, due to Amuro's high skill stat with him activating "Second Attack", its EN reserves gets drained very quickly compared to his other Gundams where all but one of their attacks use ammo instead.

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** ButWaitTheresMore. If players bought the DLC, due to how [=DLCs=] work, Amuro can actually obtain the Hi-Nu Gundam ''way before'' as yet another upgrade after the MP Nu Gundam Nu, and the Nu Gundam which also it comes with a MAP attack. While it no longer has a post-movement finisher with the [[{{BFG}} Hyper Mega Bazooka Launcher]] being its designated finisher, the Fin Funnels become a post-movement at 130 morale. Meanwhile, Beltorchika will join Chan and improve her Supporter skill, going from restoring 40 SP to the pilot to restoring ''the entire SP'' of the main pilot. It's only downside is that its attacks are very expensive which, due to Amuro's high skill stat with him activating "Second Attack", its EN reserves gets drained very quickly compared to his other Gundams where all but one of their attacks use ammo instead.
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* [[KnightsAndMagic Ernie]] is pretty much tailor-made to easily be one of the game's foremost Aces. He and the Ikaruga have a wealth of passives that greatly complement his GlassCannon playstyle, giving him bonuses to all his relevant stats like evasion, crit and hit rate, 30% EN regeneration with a damage reduction against ranged attacks, and a 10% damage increase (20% with Ace Bonus) to all enemies with lower SKL than Ernie(who has SKL as his highest stat making him a great candidate for Second Attack due to his self-sufficiency). The Ikaruga also has a good long- range weapon and one of the best MAP attacks in Sworded Cannon Max Output, with easy access to it thanks to spirits and yet another passive that gives him 3 morale per turn. Finally, the mission to unlock his strongest attack, which is post-movement, also unlocks...

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* [[KnightsAndMagic [[LightNovel/KnightsAndMagic Ernie]] is pretty much tailor-made to easily be one of the game's foremost Aces. He and the Ikaruga have a wealth of passives that greatly complement his GlassCannon playstyle, giving him bonuses to all his relevant stats like evasion, crit and hit rate, 30% EN regeneration with a damage reduction against ranged attacks, and a 10% damage increase (20% with Ace Bonus) to all enemies with lower SKL than Ernie(who has SKL as his highest stat making him a great candidate for Second Attack due to his self-sufficiency). The Ikaruga also has a good long- range weapon and one of the best MAP attacks in Sworded Cannon Max Output, with easy access to it thanks to spirits and yet another passive that gives him 3 morale per turn. Finally, the mission to unlock his strongest attack, which is post-movement, also unlocks...

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* One of the most powerful parts of the game is the humble "Mecha Geek's Spirit". The description of the item only says "+100 SP". A player might think that it adds +100 starting SP to a pilot which is correct. What it doesn't say is that it also affects ''all of the sub pilots'' as well. Give the part to Combattler V, Final [=GaoGaiGar=], or Shin Dragon and the sub pilots will be able to cast more spirit commands than they should be able to per level.

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* *[[KnightsAndMagic Ernie]] is pretty much tailor-made to easily be one of the game's foremost Aces. He and the Ikaruga have a wealth of passives that greatly complement his GlassCannon playstyle, giving him bonuses to all his relevant stats like evasion, crit and hit rate, 30% EN regeneration with a damage reduction against ranged attacks, and a 10% damage increase (20% with Ace Bonus) to all enemies with lower SKL than Ernie(who has SKL as his highest stat making him a great candidate for Second Attack due to his self-sufficiency). The Ikaruga also has a good long- range weapon and one of the best MAP attacks in Sworded Cannon Max Output, with easy access to it thanks to spirits and yet another passive that gives him 3 morale per turn. Finally, the mission to unlock his strongest attack, which is post-movement, also unlocks...
**
One of the most powerful parts of the game is the humble "Mecha Geek's Spirit". The description of the item only says "+100 SP". A player might think that it adds +100 starting SP to a pilot which is correct. What it doesn't say is that it also affects ''all of the sub pilots'' as well. Give the part to Combattler V, Final [=GaoGaiGar=], or Shin Dragon and the sub pilots will be able to cast more spirit commands than they should be able to per level.
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* [[Anime/SSSSGridman Gridman]] is considered as one of the top contenders of the game due to a lot of its attacks being compared to endgame levels of damage. Even better, all of its powerful attacks use ammo instead of EN which means that players can just waste EN on the weaker {{Mooks}} while using its many ammo attacks on bosses. Gridman's special pilot skill, "Hyper Agent"[[note]]After defeating 5 units on map, +10% damage dealt and +10% Accuracy[[/note]] makes it more powerful the more enemies it defeats, which gets enhanced post-ace. Later on, it is able to transform into Full Powered Gridman which strengthens its attacks even further and refills its EN. Finally at the climax of its plot, Gridman has access to the "Grid Fixer Beam" special ability which makes it the best supporting character by refilling all of one unit's HP, EN, Ammo, and SP ''and'' removes status debuffs at the low cost of using up all of Gridman's EN (and yes, this also affects sub pilots as well). One "Resupply" spirit command or a resupply unit later and it can get right back into action which Gridman can easily do as Gridman has access to both the "Resolve"[[note]]Gain +5 [=ExC=] levels.[[/note]] ''and'' "Zeal" commands. Even better, after defeating the final boss of its plot, the player gets access to the "Battle Code: SSSS" part[[note]]Grants S ranks in all unit and weapon terrain adaptivities. Grants +400 weapon attack and +400 armor when equipped to Gridman. Non-MAP, non-range-1 weapons +2 range.[[/note]] which enhances even further if the part is equipped to Gridman.

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* [[Anime/SSSSGridman Gridman]] is considered as one of the top contenders of the game due to a lot of its attacks being compared to endgame levels of damage.damage and unlockable early in the game through a mission chain that is unlocked through giving Gridman kills, without needing to progress the story. Even better, all of its powerful attacks use ammo instead of EN which means that players can just waste EN on the weaker {{Mooks}} while using its many ammo attacks on bosses. Gridman's special pilot skill, "Hyper Agent"[[note]]After defeating 5 units on map, +10% damage dealt and +10% Accuracy[[/note]] makes it more powerful the more enemies it defeats, which gets enhanced post-ace. Later on, it is able to transform into Full Powered Gridman which strengthens its attacks even further and refills its EN. Finally at the climax of its plot, Gridman has access to the "Grid Fixer Beam" special ability which makes it the best supporting character by refilling all of one unit's HP, EN, Ammo, and SP ''and'' removes status debuffs at the low cost of using up all of Gridman's EN (and yes, this also affects sub pilots as well). One "Resupply" spirit command or a resupply unit later and it can get right back into action which Gridman can easily do as Gridman has access to both the "Resolve"[[note]]Gain +5 [=ExC=] levels.[[/note]] ''and'' "Zeal" commands. Even better, after defeating the final boss of its plot, the player gets access to the "Battle Code: SSSS" part[[note]]Grants S ranks in all unit and weapon terrain adaptivities. Grants +400 weapon attack and +400 armor when equipped to Gridman. Non-MAP, non-range-1 weapons +2 range.[[/note]] which enhances even further if the part is equipped to Gridman.



* [[Anime/CodeGeassLelouchOfTheResurrection Suzaku Kururugi]] becomes one of the most powerful tanks of the game due to a GoodBadBug where his "Curse of Geass"[[note]][[note]]At 120 Morale, gain a max level "Potential" and deal an additional 10% damage[[/note]] pilot skill ''stacks'' with the "Potential" pilot skill itself (normally, the two don't stack as shown in the ''Z'' saga and ''X''). Give Suzaku the maximum levels of "Potential" and suddenly, he becomes an unkillable machine, dishing out critical hits at low hit points ''and'' can just take any kind of punishment in return.

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* [[Anime/CodeGeassLelouchOfTheResurrection Suzaku Kururugi]] becomes one of the most powerful tanks of the game due to a GoodBadBug where his "Curse of Geass"[[note]][[note]]At 120 Morale, gain a max level "Potential" and deal an additional 10% damage[[/note]] pilot skill ''stacks'' with the "Potential" pilot skill itself (normally, the two don't stack as shown in the ''Z'' saga and ''X''). Give Suzaku the maximum levels of "Potential" and suddenly, he becomes an unkillable machine, dishing out critical hits at low hit points ''and'' can just take any kind of punishment in return. Not only that, he can also be recruited very early on in the game via fulfilling a secret condition in the first Code Geass stage, making it easier for him to be a LightningBruiser.
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* The [[NewGamePlus New Game+]] in ''30'' is stands as one of the most broken implementations of the mechanic in the franchise, rivalling the likes of the Part Shop from ''W'' and the Special Mode from ''Original Generations'' and ''Z'' series. It runs on a points system based on 10% of total [=MxP=], both spent and unspent, which can be farmed at leisure on the postgame. It features the standard "carry over a percentage of resources" like in other games, albeit allowing for the carrying-over of 100% after the first playthrough instead of requiring multiple. What makes this broken is that the 100% carryover can also apply to ''power parts'' as well, only limited by the amount of points on hand [[note]] Carrying over parts comes with different prices depending on the quality of an individual part [[/note]] which is especially broken here due to the increased quantity and variety of parts. The cherry on top is the fact that it also features the bonus of doubling Credit,PP,and EXP gains along with ''yet another power part slot'', allowing some units to reach [[UpToEleven five]] slots with both this bonus and the AOS upgrade which does the same thing. This gives the player the ability to effectively shred all challenge from higher difficulties, even with minimal upgrades.

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* The [[NewGamePlus New Game+]] in ''30'' is stands as one of the most broken implementations of the mechanic in the franchise, rivalling the likes of the Part Shop from ''W'' and the Special Mode from ''Original Generations'' and ''Z'' series. It runs on a points system based on 10% of total [=MxP=], both spent and unspent, which can be farmed at leisure on the postgame. It features the standard "carry over a percentage of resources" like in other games, albeit this time allowing for the carrying-over of 100% after the first playthrough instead of requiring multiple. What makes this broken is that the 100% carryover can also apply to ''power parts'' as well, only limited by the amount of points on hand [[note]] Carrying over The caveat being parts comes with different prices depending on the quality of an individual part are carried over individually, their price being determined by rarity [[/note]] which is especially broken here due to the increased quantity and variety of parts. The cherry on top is the fact that it also features the bonus of doubling Credit,PP,and EXP gains along with ''yet another power part slot'', allowing some units to reach [[UpToEleven five]] slots with both this bonus and the AOS upgrade which does the same thing. This gives the player the ability to effectively shred all challenge from higher difficulties, even with minimal upgrades.
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** ButWaitTheresMore. If players bought the DLC, due to how [=DLCs=] work, Amuro can actually obtain the Hi-Nu Gundam ''way before'' the MP Nu Gundam and the Nu Gundam which also comes with a MAP attack. While it no longer has a post-movement finisher with the [[{{BFG}} Hyper Mega Bazooka Launcher]] being its designated finisher, the Fin Funnels become a post-movement at 130 morale. Meanwhile, Beltorchika will join Chan and improve her Supporter skill, going from restoring 40 SP to the pilot to restoring ''the entire SP'' of the main pilot. It's only downside is that its attacks are very expensive which, due to Amuro's high skill stat with him activating "Second Attack", its EN reserves gets drained very quickly compared to his other Gundams where all but one of their attacks use ammo instead.
Is there an issue? Send a MessageReason:
None


* Part that modifies the attack number of your strongest attack to a certain value such as the Extra Arms series are rather abusable, since every strongest attack on various unit are not balanced equally and the numbers are obscenely high. The most basic extra arms offers 6,500, a value that a lot of characters struggled to reach even at 10 weapon upgrades, even for some Supers and thats the most basic one. With this part equipped, some of the most basic unit such as the Methuss become one of the strongest units in the game due to their efficient weapons that hit like a Super, with the cost of a basic move.

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* Part Parts that modifies modify the attack number of your strongest attack to a certain value such as the Extra Arms series are rather abusable, abusable since every strongest attack on various unit units are not balanced equally and the numbers are obscenely high. The most basic extra arms offers 6,500, a value that a lot of characters struggled to reach even at 10 weapon upgrades, even for some Supers Supers, and thats that's the most basic one. With this part equipped, some of the most basic unit units such as the Methuss become one of the strongest units in the game due to their efficient weapons that hit like a Super, Super with the cost of a basic move.



* Repair/Resupply leveling abuse are not particularly rare in SRW games, but in 30 the designated repair abuse character is none other than Koji Kabuto who joined immediately on the Earth route. One of the earlier scenario is a boss fight against Baron Ashura who is programmed to always attack Koji, making it trivially easy to self repair to high levels. Koji himself is quite a fantastic pilot, having a standard spirit set up of a Super with spirits such as Wall and Bravery. Mazinger Z arrives right after the aforementioned boss fight against Baron Ashura, retaining the upgrades from Ichinana, and Koji's Ace bonus gave him 3 [=ExC=] from the get go, letting him to use the Multi Action Extra Command early without requiring extra support.

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* Repair/Resupply leveling abuse are not particularly rare in SRW games, but in 30 the designated repair abuse character is none other than Koji Kabuto who joined joins immediately on the Earth route. One of the earlier scenario scenarios is a boss fight against Baron Ashura who is programmed to always attack Koji, making it trivially easy to self repair to high levels. Koji himself is quite a fantastic pilot, having a standard spirit set up of a Super with spirits such as Wall and Bravery. Mazinger Z arrives right after the aforementioned boss fight against Baron Ashura, retaining the upgrades from Ichinana, and Koji's Ace bonus gave gives him 3 [=ExC=] from the get go, letting him to use the Multi Action Extra Command early without requiring extra support.
Is there an issue? Send a MessageReason:
None


* Repair/Ressuply leveling abuse are not particularly rare in SRW games, but in 30 the designated repair abuse character is none other than Koji Kabuto who joined immediately on the Earth route. One of the earlier scenario is a boss fight against Baron Ashura who is programmed to always attack Koji, making it trivially easy to self repair to high levels. Koji himself is quite a fantastic pilot, having a standard spirit set up of a Super with spirits such as Wall and Bravery. Mazinger Z arrives right after the aforementioned boss fight against Baron Ashura, retaining the upgrades from Ichinana, and Koji's Ace bonus gave him 3 [=ExC=] from the get go, letting him to use the Multi Action Extra Command early without requiring extra support.

to:

* Repair/Ressuply Repair/Resupply leveling abuse are not particularly rare in SRW games, but in 30 the designated repair abuse character is none other than Koji Kabuto who joined immediately on the Earth route. One of the earlier scenario is a boss fight against Baron Ashura who is programmed to always attack Koji, making it trivially easy to self repair to high levels. Koji himself is quite a fantastic pilot, having a standard spirit set up of a Super with spirits such as Wall and Bravery. Mazinger Z arrives right after the aforementioned boss fight against Baron Ashura, retaining the upgrades from Ichinana, and Koji's Ace bonus gave him 3 [=ExC=] from the get go, letting him to use the Multi Action Extra Command early without requiring extra support.
Is there an issue? Send a MessageReason:
None


* Repair/Ressuply leveling abuse are not particularly rare in SRW games, but in 30 the designated repair abuse character is none other than Koji Kabuto who joined immediately on the Earth route. One of the earlier scenario is a boss fight against Baron Ashura who is programmed to always attack Koji, making it trivially easy to self repair to high levels. Koji himself is quite a fantastic pilot, having a standard spirit set up of a Super with spirits such as Wall and Bravery. Mazinger Z arrives right after the aforementioned boss fight against Baron Ashura, retaining the upgrades from Ichinana, and Koji's Ace bonus gave him 3 ExC from the get go, letting him to use the Multi Action Extra Command early without requiring extra support.
* Amuro Ray is one of the most optimized pilot in the game, in terms of character and mecha progression. Being the Real counterpart to Koji, using up your credit for Amuro can be very efficient since each of his primary mecha would pass their current upgrade level to their upgrades. While his starting RX-78 are not particularly good or suited to his abilities, he can pilot better units such as the Hyaku Shiki, and Amuro only need a few kill score before he can upgrade into Mass Produced Nu Gundam. Story progression would later give Amuro the Nu Gundam which happened relatively early into the game. Amuro is the only pilot with "Second Attack" as a base skill before it become alvailable midway through the game, and his Ace Bonus increases his skill by 20 and the attack range of Newtype weapons by 1 essentially giving him a much higher individual damage range to score one shot. On top of this Amuro also have ''Charge'' as a Spirit Command and ''Hit and Run'' from his base skillset from the get go. Combined, this allows Amuro to use his Fin Funnel attack to snipe from 8-10 panels away, and reposition to get into better position when post movement attack aren't required. Later in the game Amuro would gain ''Zeal'' and with the ExC mechanic allows Amuro to do it multiple times in a turn. Amuro is extremely efficient to use, and everything in his skillset lines up perfectly to create a mass killing machine.

to:

* Repair/Ressuply leveling abuse are not particularly rare in SRW games, but in 30 the designated repair abuse character is none other than Koji Kabuto who joined immediately on the Earth route. One of the earlier scenario is a boss fight against Baron Ashura who is programmed to always attack Koji, making it trivially easy to self repair to high levels. Koji himself is quite a fantastic pilot, having a standard spirit set up of a Super with spirits such as Wall and Bravery. Mazinger Z arrives right after the aforementioned boss fight against Baron Ashura, retaining the upgrades from Ichinana, and Koji's Ace bonus gave him 3 ExC [=ExC=] from the get go, letting him to use the Multi Action Extra Command early without requiring extra support.
* Amuro Ray is one of the most optimized pilot pilots in the game, in terms of character and mecha progression. Being the Real counterpart to Koji, using up your credit for Amuro can be very efficient since each of his primary mecha would pass their current upgrade level to their upgrades. While his starting RX-78 are is not particularly good or suited to his abilities, he can pilot better units such as the Hyaku Shiki, and Amuro only need needs a few kill score before he can upgrade into the Mass Produced Nu Gundam. Story progression would later give Amuro the Nu Gundam which happened happens relatively early into the game. Amuro is the only pilot with "Second Attack" as a base skill before it become alvailable available midway through the game, and his Ace Bonus increases his skill by 20 and the attack range of Newtype weapons by 1 essentially giving him a much higher individual damage range to score one shot. shot kills. On top of this this, Amuro also have has ''Charge'' as a Spirit Command and ''Hit and Run'' from his base skillset from the get go. Combined, this allows Amuro to use his Fin Funnel attack to snipe from 8-10 panels away, and reposition to get into better position when post movement attack attacks aren't required. Later in the game Amuro would gain gains ''Zeal'' and with the ExC [=ExC=] mechanic allows Amuro to do it multiple times in a turn. Amuro is extremely efficient to use, and everything in his skillset lines up perfectly to create a mass killing machine.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Part that modifies the attack number of your strongest attack to a certain value such as the Extra Arms series are rather abusable, since every strongest attack on various unit are not balanced equally and the numbers are obscenely high. The most basic extra arms offers 6,500, a value that a lot of characters struggled to reach even at 10 weapon upgrades, even for some Supers and thats the most basic one. With this part equipped, some of the most basic unit such as the Methuss become one of the strongest units in the game due to their efficient weapons that hit like a Super, with the cost of a basic move.


Added DiffLines:

* Repair/Ressuply leveling abuse are not particularly rare in SRW games, but in 30 the designated repair abuse character is none other than Koji Kabuto who joined immediately on the Earth route. One of the earlier scenario is a boss fight against Baron Ashura who is programmed to always attack Koji, making it trivially easy to self repair to high levels. Koji himself is quite a fantastic pilot, having a standard spirit set up of a Super with spirits such as Wall and Bravery. Mazinger Z arrives right after the aforementioned boss fight against Baron Ashura, retaining the upgrades from Ichinana, and Koji's Ace bonus gave him 3 ExC from the get go, letting him to use the Multi Action Extra Command early without requiring extra support.
* Amuro Ray is one of the most optimized pilot in the game, in terms of character and mecha progression. Being the Real counterpart to Koji, using up your credit for Amuro can be very efficient since each of his primary mecha would pass their current upgrade level to their upgrades. While his starting RX-78 are not particularly good or suited to his abilities, he can pilot better units such as the Hyaku Shiki, and Amuro only need a few kill score before he can upgrade into Mass Produced Nu Gundam. Story progression would later give Amuro the Nu Gundam which happened relatively early into the game. Amuro is the only pilot with "Second Attack" as a base skill before it become alvailable midway through the game, and his Ace Bonus increases his skill by 20 and the attack range of Newtype weapons by 1 essentially giving him a much higher individual damage range to score one shot. On top of this Amuro also have ''Charge'' as a Spirit Command and ''Hit and Run'' from his base skillset from the get go. Combined, this allows Amuro to use his Fin Funnel attack to snipe from 8-10 panels away, and reposition to get into better position when post movement attack aren't required. Later in the game Amuro would gain ''Zeal'' and with the ExC mechanic allows Amuro to do it multiple times in a turn. Amuro is extremely efficient to use, and everything in his skillset lines up perfectly to create a mass killing machine.
Is there an issue? Send a MessageReason:
None


* The [[NewGamePlus New Game+]] in ''30'' is stands as one of the most broken implementations in the franchise, rivalling the likes of the Part Shop from ''W'' and the Special Mode from ''Original Generations'' and ''Z'' series. It runs on a points system based on 10% of total [=MxP=], both spent and unspent, which can be farmed at leisure on the postgame. It features the standard "carry over a percentage of resources" like in other games, albeit allowing for the carrying-over of 100% after the first playthrough instead of requiring multiple. What makes this broken is that the 100% carryover can also apply to ''power parts'' as well, only limited by the amount of points on hand [[note]] Carrying over parts comes with different prices depending on the quality of an individual part [[/note]] which is especially broken here due to the increased quantity and variety of parts. The cherry on top is the fact that it also features the bonus of doubling Credit,PP,and EXP gains along with ''yet another power part slot'', allowing some units to reach [[UpToEleven five]] slots with both this bonus and the AOS upgrade which does the same thing. This gives the player the ability to effectively shred all challenge from higher difficulties, even with minimal upgrades.

to:

* The [[NewGamePlus New Game+]] in ''30'' is stands as one of the most broken implementations of the mechanic in the franchise, rivalling the likes of the Part Shop from ''W'' and the Special Mode from ''Original Generations'' and ''Z'' series. It runs on a points system based on 10% of total [=MxP=], both spent and unspent, which can be farmed at leisure on the postgame. It features the standard "carry over a percentage of resources" like in other games, albeit allowing for the carrying-over of 100% after the first playthrough instead of requiring multiple. What makes this broken is that the 100% carryover can also apply to ''power parts'' as well, only limited by the amount of points on hand [[note]] Carrying over parts comes with different prices depending on the quality of an individual part [[/note]] which is especially broken here due to the increased quantity and variety of parts. The cherry on top is the fact that it also features the bonus of doubling Credit,PP,and EXP gains along with ''yet another power part slot'', allowing some units to reach [[UpToEleven five]] slots with both this bonus and the AOS upgrade which does the same thing. This gives the player the ability to effectively shred all challenge from higher difficulties, even with minimal upgrades.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The [[NewGamePlus New Game+]] in ''30'' is stands as one of the most broken implementations in the franchise, rivalling the likes of the Part Shop from ''W'' and the Special Mode from ''Original Generations'' and ''Z'' series. It runs on a points system based on 10% of total [=MxP=], both spent and unspent, which can be farmed at leisure on the postgame. It features the standard "carry over a percentage of resources" like in other games, albeit allowing for the carrying-over of 100% after the first playthrough instead of requiring multiple. What makes this broken is that the 100% carryover can also apply to ''power parts'' as well, only limited by the amount of points on hand [[note]] Carrying over parts comes with different prices depending on the quality of an individual part [[/note]] which is especially broken here due to the increased quantity and variety of parts. The cherry on top is the fact that it also features the bonus of doubling Credit,PP,and EXP gains along with ''yet another power part slot'', allowing some units to reach [[UpToEleven five]] slots with both this bonus and the AOS upgrade which does the same thing. This gives the player the ability to effectively shred all challenge from higher difficulties, even with minimal upgrades.
Is there an issue? Send a MessageReason:
None


* Even though Shin Getter Dragon got nerfed compared to ''T'', it's still one of the most powerful machines in the game due to Ryoma's ace bonus. However, Ryoma gets a new ability later in the game called "Unleash Getter Rays"[[note]]At 150 morale, +30 to Ryoma's SKL, DEF, EVD, and ACC. After taking up to 2,000 damage and surviving, restores 150% of the damage taken in HP.[[/note]], boosting his stats by ''30'' ''and'' regenerates his health after he gets hit. Put up "Wall" and Ryoma's high Potential level and only bosses can take out Shin Getter Dragon. Also, putting "Second Attack" on Ryoma doesn't seem like a bad idea with this skill in place.

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* Even though Shin Getter Dragon got nerfed compared to ''T'', it's still one of the most powerful machines in the game due to Ryoma's ace bonus. However, Ryoma gets a new ability later in the game called "Unleash Getter Rays"[[note]]At 150 morale, +30 to Ryoma's SKL, DEF, EVD, and ACC. After taking up to 2,000 damage and surviving, restores 150% of the damage taken in HP.[[/note]], boosting his stats by ''30'' ''and'' regenerates his health after he gets hit. Put up "Wall" and Ryoma's high Potential level and only bosses can take out Shin Getter Dragon.Dragon albeit with a lot of difficulty (and only if the player got too reckless). Also, putting "Second Attack" on Ryoma doesn't seem like a bad idea with this skill in place.
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* Even though Shin Getter Dragon got nerfed compared to ''T'', it's still one of the most powerful machines in the game due to Ryoma's ace bonus. However, Ryoma gets a new ability later in the game called "Unleash Getter Rays"[[note]]At 150 morale, +30 to Ryoma's SKL, DEF, EVD, and ACC. After taking up to 2,000 damage and surviving, restores 150% of the damage taken in HP.[[/note]], boosting his stats by ''30'' ''and'' regenerates his health after he gets hit. Put up "Wall" and Ryoma's high Potential level and only bosses can take out Shin Getter Dragon. Also, putting "Second Attack" on Ryoma doesn't seem like a bad idea with this skill in place.
* The AOS System has potential to be this with enough investment. It gives BoringButPractical effects like reduced costs for upgrading mechs, increasing gain rates of resources, powers up pilots' attack stats by giving a CQB or RNG up skill program at the end of a mission, bumps up initial usable SP and SSP by a great amount, and last but not least, the addition of a ''power part slot'', without having to get the Full Upgrade Bonus like in the VTX Trilogy [[note]] The additional Power Part slot is no longer a selectable option for the full upgrade bonus. [[/note]] It also transforms the CoolShip Dreisstrager from a rather mid-tier battleship to one that eclipses even the [[Anime/NadiaTheSecretOfBlueWater New Nautilus]] from ''X'' in terms of support buffs, including, but not limited to, a command aura that buffs various stats a good amount while providing healing and EN regeneration [[note]] This is not limited to adjacent units, the description under Supply Facilities Level 6 is a typo. [[/note]] without falling off at longer distances, the ability to fully heal units onboard at the start of the player phase ''without'' losing morale, and range boosts to Mitsuba's EX Orders (recall that she has the Resolve spirit command). And that's before mentioning the various PurposelyOverpowered Power Parts available for sale upon maxing out various systems that can be bought '''infinitely''' as long as you have MxP to spare.

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* Even though Shin Getter Dragon got nerfed compared to ''T'', it's still one of the most powerful machines in the game due to Ryoma's ace bonus. However, Ryoma gets a new ability later in the game called "Unleash Getter Rays"[[note]]At 150 morale, morale, +30 to Ryoma's SKL, DEF, EVD, and ACC. After taking up to 2,000 damage and surviving, restores 150% of the damage taken in HP.[[/note]], boosting his stats by ''30'' ''and'' regenerates his health after he gets hit. Put up "Wall" and Ryoma's high Potential level and only bosses can take out Shin Getter Dragon. Also, putting "Second Attack" on Ryoma doesn't seem like a bad idea with this skill in place.
* The AOS System has potential to be this with enough investment. It gives BoringButPractical effects like reduced costs for upgrading mechs, increasing gain rates of resources, powers up pilots' attack stats by giving a CQB or RNG up skill program at the end of a mission, bumps up initial usable SP and SSP by a great amount, and last but not least, the addition of a ''power part slot'', without having to get the Full Upgrade Bonus like in the VTX Trilogy [[note]] The additional Power Part slot is no longer a selectable option for the full upgrade bonus. [[/note]] It also transforms the CoolShip Dreisstrager from a rather mid-tier battleship to one that eclipses even the [[Anime/NadiaTheSecretOfBlueWater New Nautilus]] from ''X'' in terms of support buffs, including, but not limited to, a command aura that buffs various stats a good amount while providing healing and EN regeneration [[note]] This is not limited to adjacent units, the description under Supply Facilities Level 6 is a typo. [[/note]] without falling off at longer distances, the ability to fully heal units onboard at the start of the player phase ''without'' losing morale, and range boosts to Mitsuba's EX Orders (recall that she has the Resolve spirit command). And that's before mentioning the various PurposelyOverpowered Power Parts available for sale upon maxing out various systems that can be bought '''infinitely''' as long as you have MxP [=MxP=] to spare.
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* The AOS System has potential to be this with enough investment. It gives BoringButPractical effects like reduced costs for upgrading mechs, increasing gain rates of resources, powers up pilots' attack stats by giving a CQB or RNG up skill program, bumps up initial usable SP and SSP by a great amount, and last but not least, the addition of a ''power part slot'', without having to get the Full Upgrade Bonus like in the VTX Trilogy [[note]] The additional Power Part slot is no longer a selectable option for the full upgrade bonus. [[/note]] It also transforms the CoolShip Dreisstrager from a rather mid-tier battleship to one that eclipses even the [[Anime/NadiaTheSecretOfBlueWater New Nautilus]] from ''X'' in terms of support buffs, including, but not limited to, a command aura that buffs various stats a good amount while providing healing and EN regeneration [[note]] This is not limited to adjacent units, the description under Supply Facilities Level 6 is a typo. [[/note]] without falling off at longer distances, the ability to fully heal units onboard at the start of the player phase ''without'' losing morale, and range boosts to Mitsuba's EX Orders (recall that she has the Resolve spirit command). And that's before mentioning the various PurposelyOverpowered Power Parts available for sale upon maxing out various systems that can be bought '''infinitely''' as long as you have MxP to spare.

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* The AOS System has potential to be this with enough investment. It gives BoringButPractical effects like reduced costs for upgrading mechs, increasing gain rates of resources, powers up pilots' attack stats by giving a CQB or RNG up skill program, program at the end of a mission, bumps up initial usable SP and SSP by a great amount, and last but not least, the addition of a ''power part slot'', without having to get the Full Upgrade Bonus like in the VTX Trilogy [[note]] The additional Power Part slot is no longer a selectable option for the full upgrade bonus. [[/note]] It also transforms the CoolShip Dreisstrager from a rather mid-tier battleship to one that eclipses even the [[Anime/NadiaTheSecretOfBlueWater New Nautilus]] from ''X'' in terms of support buffs, including, but not limited to, a command aura that buffs various stats a good amount while providing healing and EN regeneration [[note]] This is not limited to adjacent units, the description under Supply Facilities Level 6 is a typo. [[/note]] without falling off at longer distances, the ability to fully heal units onboard at the start of the player phase ''without'' losing morale, and range boosts to Mitsuba's EX Orders (recall that she has the Resolve spirit command). And that's before mentioning the various PurposelyOverpowered Power Parts available for sale upon maxing out various systems that can be bought '''infinitely''' as long as you have MxP to spare.
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* The AOS System has potential to be this with enough investment. It gives BoringButPractical effects like reduced costs for upgrading mechs, increasing gain rates of resources, powers up pilots' attack stats by giving a CQB or RNG up skill program, bumps up initial usable SP and SSP by a great amount, and last but not least, the addition of a ''power part slot'', without having to get the Full Upgrade Bonus like in the VTX Trilogy [[note]] The additional Power Part slot is no longer a selectable option for the full upgrade bonus. [[/note]] It also transforms the CoolShip Dreisstrager from a rather mid-tier battleship to one that eclipses even the [[Anime/NadiaTheSecretOfBlueWater New Nautilus]] from ''X'' in terms of support buffs, including, but not limited to, a command aura that buffs various stats a good amount while providing healing and EN regeneration [[note]] This is not limited to adjacent units, the description under Supply Facilities Level 6 is a typo. [[/note]] without falling off at longer distances, the ability to fully heal units onboard at the start of the player phase ''without'' losing morale, and range boosts to Mitsuba's EX Orders (recall that she has the Resolve spirit command). And that's before mentioning the various PurposelyOverpowered Power Parts available for sale upon maxing out various systems that can be bought '''infinitely''' as long as you have MxP to spare.
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* Halfway through the game, players gets access to Anosillus the 2nd as a supporter, whose passive ability is gaining one "Special Double Dog"[[note]]Restores 30 SP. Usable twice per map.[[/note]] part after clearing a mission. Now take note that players can grind in ''30'' just by clearing out any mission that says "Front" over and over again, cycling through all of those levels. Outfit the supports and even some main pilots with this item and players will get more SP than they know what to do with especially since the part can refill the sub pilot's SP as well.

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* Halfway through the game, players gets get access to Anosillus the 2nd as a supporter, whose passive ability is gaining one "Special Double Dog"[[note]]Restores 30 SP. Usable twice per map.[[/note]] part after clearing a mission. Now take note that players can grind in ''30'' just by clearing out any mission that says "Front" over and over again, cycling through all of those levels. Outfit the supports and even some main pilots with this item and players will get more SP than they know what to do with especially since the part can refill the sub pilot's SP as well.
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* Halfway through the game, players gets access to Anosillus the 2nd, whose passive ability is gaining one "Special Double Dog"[[note]]Restores 30 SP. Usable twice per map.[[/note]] part after clearing a mission. Now take note that players can grind in ''30'' just by clearing out any mission that says "Front" over and over again, cycling through all of those levels. Outfit the supports and even some main pilots with this item and players will get more SP than they know what to do with especially since the part can refill the sub pilot's SP as well.

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* Halfway through the game, players gets access to Anosillus the 2nd, 2nd as a supporter, whose passive ability is gaining one "Special Double Dog"[[note]]Restores 30 SP. Usable twice per map.[[/note]] part after clearing a mission. Now take note that players can grind in ''30'' just by clearing out any mission that says "Front" over and over again, cycling through all of those levels. Outfit the supports and even some main pilots with this item and players will get more SP than they know what to do with especially since the part can refill the sub pilot's SP as well.
Is there an issue? Send a MessageReason:
None


* Halfway through the game, players gets access to Anosillus the 2nd, whose passive ability is gaining one "Special Double Dog"[[Restores 30 SP. Usable twice per map.[[/note]] part after clearing a mission. Now take note that players can grind in ''30'' just by clearing out any mission that says "Front" over and over again, cycling through all of those levels. Outfit the supports and even some main pilots with this item and players will get more SP than they know what to do with especially since the part can refill the sub pilot's SP as well.

to:

* Halfway through the game, players gets access to Anosillus the 2nd, whose passive ability is gaining one "Special Double Dog"[[Restores Dog"[[note]]Restores 30 SP. Usable twice per map.[[/note]] part after clearing a mission. Now take note that players can grind in ''30'' just by clearing out any mission that says "Front" over and over again, cycling through all of those levels. Outfit the supports and even some main pilots with this item and players will get more SP than they know what to do with especially since the part can refill the sub pilot's SP as well.

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