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* Forget about the Shin Getter: regular old Getter Robo is already a strong candidate for the best unit in the game. It has amazing, powerful attacks, coupled with primary pilot Ryouma Nagare having access to the "Drive" Spirit Command for the same cost as "Spirit/Yell", alongside the Getter's "Full Upgrade Bonus" of being able to change forms post-movement, which means Getter-2, with Hayato Jin knowing "Dash" and casting "Accelerate", can move ''11 spaces'' across the map, then switching to Getter-1 or Getter-3 to dish out the hurt. Combine this with "Support Attack" or "Enable" on Musashi Tomoei for added utility and players have a unit that can easily handle {{Mook}} clearing, support attacking and boss killing all-in-one.

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* Forget about the Shin Getter: regular old Getter Robo is already a strong candidate for the best unit in the game. It has amazing, powerful attacks, coupled with primary pilot Ryouma Nagare the Getter-3's pilot, Musashi Tomoe, having access to the "Drive" Spirit Command (via his Ace Bonus) for the same cost as "Spirit/Yell", alongside the Getter's "Full Upgrade Bonus" of being able to change forms post-movement, which means Getter-2, with Hayato Jin knowing "Dash" and casting "Accelerate", can move ''11 spaces'' across the map, then switching to Getter-1 or Getter-3 to dish out the hurt. Combine this with "Support Attack" or "Enable" on Musashi Tomoei for added utility and players have a unit that can easily handle {{Mook}} clearing, support attacking and boss killing all-in-one.
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** What breaks the Jeegs is their insane damage potential. Unlike other super robot pilots, [[Anime/KotetsuJeeg Hiroshi Shiba and Kenji Mitsurugi]] have access to "Soul", while Kenji gets the "Fury" Spirit Command[[note]]In ''K'', "Fury" grants auto-critical on the next successful attack[[/note]]. Since {{Combination Attack}}s ignore barriers and size differences, combined with max weapon upgrades and damage being augmented by "Bronze Bell" and Spirit Commands, its possible for either of them to easily deal '''six digits of damage''' (via the "[[TitleDrop Kotetsushin Jeeg]]" combination). Oh, and regarding Hiroshi's Jeeg? When he becomes playable, his Jeeg inherits any upgrades from Kenji's Jeeg, meaning two supers for the price of one.

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** What breaks the Jeegs is their insane damage potential. Unlike other super robot pilots, [[Anime/KotetsuJeeg Hiroshi Shiba and Kenji Mitsurugi]] Kusanagi]] have access to "Soul", while Kenji gets the "Fury" Spirit Command[[note]]In ''K'', "Fury" grants auto-critical on the next successful attack[[/note]]. Since {{Combination Attack}}s ignore barriers and size differences, combined with max weapon upgrades and damage being augmented by "Bronze Bell" and Spirit Commands, its possible for either of them to easily deal '''six digits of damage''' (via the "[[TitleDrop Kotetsushin Jeeg]]" combination). Oh, and regarding Hiroshi's Jeeg? When he becomes playable, his Jeeg inherits any upgrades from Kenji's Jeeg, meaning two supers for the price of one.
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Trope was cut/disambiguated due to cleanup


** ''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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** ''VideoGame/SuperRobotWarsW'': Anime/GaoGaiGarFinal's second outing fixes one thing about its ultimate move: [[DropTheHammer the Goldion Hammer/Crusher]]: 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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* In a complete contrast to its previous appearance, [[VideoGame/SuperRobotWarsJudgment the Bellzelute]] stands out as the better unit compared to the Granteed. It packs very strong MAP and ALL attacks supplemented by [[Characters/SuperRobotWarsJudgment Calvina's]] Ace Bonus of +10% damage against Fury Enemies, along with evasive stats on par with, if not surpassing the [=EX-EXbein=]]] to evade enemy hits and dish out noteworthy damage in return. Calvina herself also comes with Hit and Away to aid in getting [=SR=] points and get herself in advantageous positions. She also gets an availability advantage by joining in the first proper stage in the game (if the Space Route is chosen), so she can effectively run roughshod across the entire game, cementing her and the Bellzelute as one of the best units in the game.

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* In a complete contrast to its previous appearance, [[VideoGame/SuperRobotWarsJudgment the Bellzelute]] stands out as the better unit compared to the Granteed. It packs very strong MAP and ALL attacks supplemented by [[Characters/SuperRobotWarsJudgment Calvina's]] Ace Bonus of +10% damage against Fury Enemies, along with evasive stats on par with, if not surpassing the [=EX-EXbein=]]] [=EX-EXbein=] to evade enemy hits and dish out noteworthy damage in return. Calvina herself also comes with Hit and Away to aid in getting [=SR=] points and get herself in advantageous positions. She also gets an availability advantage by joining in the first proper stage in the game (if the Space Route is chosen), so she can effectively run roughshod across the entire game, cementing her and the Bellzelute as one of the best units in the game.
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* In a complete contrast to its previous appearance, [[VideoGame/SuperRobotWarsJudgement the Bellzelute]] stands out as the better unit compared to the Granteed. It packs very strong MAP and ALL attacks supplemented by [[Characters/SuperRobotWarsJudgement Calvina's]] Ace Bonus of +10% damage against Fury Enemies, along with evasive stats on par with, if not surpassing the [=EX-EXbein=]]] to evade enemy hits and dish out noteworthy damage in return. Calvina herself also comes with Hit and Away to aid in getting [=SR=] points and get herself in advantageous positions. She also gets an availability advantage by joining in the first proper stage in the game (if the Space Route is chosen), so she can effectively run roughshod across the entire game, cementing her and the Bellzelute as one of the best units in the game.

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* In a complete contrast to its previous appearance, [[VideoGame/SuperRobotWarsJudgement [[VideoGame/SuperRobotWarsJudgment the Bellzelute]] stands out as the better unit compared to the Granteed. It packs very strong MAP and ALL attacks supplemented by [[Characters/SuperRobotWarsJudgement [[Characters/SuperRobotWarsJudgment Calvina's]] Ace Bonus of +10% damage against Fury Enemies, along with evasive stats on par with, if not surpassing the [=EX-EXbein=]]] to evade enemy hits and dish out noteworthy damage in return. Calvina herself also comes with Hit and Away to aid in getting [=SR=] points and get herself in advantageous positions. She also gets an availability advantage by joining in the first proper stage in the game (if the Space Route is chosen), so she can effectively run roughshod across the entire game, cementing her and the Bellzelute as one of the best units in the game.
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* In a complete contrast to its previous appearance, [[VideoGame/SuperRobotWarsJudgement the Bellzelute]] stands out as the better unit compared to the Granteed. It packs very strong MAP and ALL attacks supplemented by [[Characters/SuperRobotWarsJudgement Calvina's]] Ace Bonus of +10% damage against Fury Enemies, along with evasive stats on par with, if not surpassing the [=EX-EXbein=]]] to evade enemy hits and dish out noteworthy damage in return. Calvina herself also comes with Hit and Away to aid in getting [=SR=] points and get herself in advantageous positions. She also gets an availability advantage by joining in the first proper stage in the game (if the Space Route is chosen), so she can effectively run roughshod across the entire game, cementing her and the Bellzelute as one of the best units in the game.
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* The final DLC gives us [[OriginalGeneration Ultimate Dancouga]], the one mech that could rival or even surpass Final [=GaoGaiGar=] even with only four pilots. For starters, Shinobu has the exclusive pilot skill, "Wild Instinct"[[note]]At 130+ Morale, +20% damage dealt, +20% to final accuracy.[[/note]] which increases Shinobu's attack power in addition to his accuracy. All four pilots have access to the "Spirit" command which allows Shinobu to instantly activate "Wild Instinct" and Ryo later on gets access to "Drive", freeing up the other three pilots to spend their SP on other things (like "Valor" which all four pilots get access to). Shinobu's ace bonus is that activating "Wild Instinct" gives him a free Zeal but that's not game breaking enough. What is game breaking is that Shinobu has access to "Zeal" ''and'' Sara gets access to "Resolve". What this means is that Shinobu can actually afford to save up his SP until the rest of his sub pilots run out of SP before he can start using his own. While Ultimate Dancouga admittedly is an EN guzzler, Sara can use Resolve for the Extra Command "Trick Attack" or Ultimate Dancouga's custom bonus which gives it extra EN and movement which solves most of its issues. As for its GlassCannon status, Ryo gains access to "Wall" which fixes its so-so defense and even without it, it's very easy for Shinobu to solo the entire stage in just one turn because of two pilots who have access to Zeal and Resolve. And just for added insult to injury, Ultimate Dancouga is available [[DiskOneNuke very early in the game]] if players choose the Earth route at the start of the game, finish the first four missions, and play the preview DLC level that includes Ultimate Dancouga.

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* The final DLC gives us [[OriginalGeneration Ultimate Dancouga]], the one mech that could rival or even surpass Final [=GaoGaiGar=] even with only four pilots. For starters, Shinobu has the exclusive pilot skill, "Wild Instinct"[[note]]At 130+ Morale, +20% damage dealt, +20% to final accuracy.[[/note]] which increases Shinobu's attack power in addition to his accuracy. All four pilots have access to the "Spirit" command which allows Shinobu to instantly activate "Wild Instinct" and Ryo later on gets access to "Drive", freeing up the other three pilots to spend their SP on other things (like "Valor" which all four pilots get access to). Shinobu's ace bonus is that activating "Wild Instinct" gives him a free Zeal but that's not game breaking enough. What is game breaking is that Shinobu has access to "Zeal" ''and'' Sara gets access to "Resolve". What this means is that Shinobu can actually afford to save up his SP until the rest of his sub pilots run out of SP before he can start using his own. While Ultimate Dancouga admittedly is an EN guzzler, Sara can use Resolve for the Extra Command "Trick Attack" or Ultimate Dancouga's custom bonus which gives it extra EN and movement which solves most of its issues. As for its GlassCannon status, Ryo gains access to "Wall" which fixes its so-so defense and even without it, it's very easy for Shinobu to solo the entire stage in just one turn because of two pilots who have access to Zeal and Resolve. And just for added insult to injury, Ultimate Dancouga is available [[DiskOneNuke very early in the game]] if players choose the Earth route at the start of the game, finish the first four missions, and play the preview DLC level that includes Ultimate Dancouga.
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* The final DLC gives us [[OriginalGeneration Ultimate Dancouga]], the one mech that could rival or even surpass Final [=GaoGaiGar=] even with only four pilots. For starters, Shinobu has the exclusive pilot skill, "Wild Instinct"[[note]]At 130+ Morale, +20% damage dealt, +20% to final accuracy.[[/note]] which increases Shinobu's attack power in addition to his accuracy. All four pilots have access to the "Spirit" command which allows Shinobu to instantly activate "Wild Instinct" and Ryo later on gets access to "Drive", freeing up the other three pilots to spend their SP on other things (like "Valor" which all four pilots get access to). Shinobu's ace bonus is that activating "Wild Instinct" gives him a free Zeal but that's not game breaking enough. What is game breaking is that Shinobu has access to "Zeal" ''and'' Sara gets access to "Resolve". What this means is that Shinobu can actually afford to save up his SP until the rest of his sub pilots run out of SP before he can start using his own. While Ultimate Dancouga admittedly is an EN guzzler, Sara can use Resolve for the Extra Command "Trick Attack" or Ultimate Dancouga's custom bonus which gives it extra EN and movement which solves most of its issues. As for its GlassCannon status, Ryo gains access to "Wall" which fixes its so-so defense and even without it, it's very easy for Shinobu to solo the entire stage in just one turn because of two pilots who have access to Zeal and Resolve. And just for added insult to injury, Ultimate Dancouga is available [[DiskOneNuke very early in the game]] if players choose the Earth route at the start of the game, finish the first four missions, and play the preview DLC level that includes Ultimate Dancouga.
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** ButWaitTheresMore If you finish Stage 39 with Shinji Aced and shoot down either Angel (or both if he isn't Aced yet) with him, this unlocks a secret stage where you can unlock EVA-13 and Kaworu as his Support, and he brings a lot to the table. While you do lose Awakened EVA-01, you won’t really need it as not only is it a better tank than EVA-01 and is safer without the risk of going berserk, Kaworu also provides a second set of Spirit Commands (especially Zeal, which you can Combo with Soul) and greater SP recovery, and you can choose either unit before starting a stage. In the right hands, Shinji can be an incredibly versatile MasterOfAll with ludicrous damage potential no matter the unit for any situation.

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** ButWaitTheresMore If you finish Stage 39 with Shinji Aced and shoot down either Angel (or both if he isn't Aced yet) with him, this unlocks a secret stage where you can unlock EVA-13 and Kaworu as his Support, and he brings a lot to the table. While you do lose Awakened EVA-01, you won’t really need it as not only is it a better tank than EVA-01 and is safer without the risk of going berserk, Kaworu also provides a second set of Spirit Commands (especially Zeal, which you can Combo with Soul) and greater comes with innate SP recovery, Recovery, and you can choose either unit before starting a stage. In the right hands, Shinji can be an incredibly versatile MasterOfAll with ludicrous damage potential no matter the unit for any situation.
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Added example(s)


* Though not to the degree of ZERO, Shinji has undergone AdaptationalBadass in both story and gameplay. While he initially starts off average and is very risky as he can go berserk if shot down, he is a case of MagikarpPower as he reaps great rewards upon upgrading him, thanks to his Awakened EVA-01, which is also obtained at the stage where you fight ZERO. To reach this state however, Shinji has to have 170 Morale (which itself needs upgrading his Focus Over Limit to Level 3) and 90% Synchro Rate, but that can be easily mitigated by Acing him which will make the prerequisites to reaching Awakened EVA-01 much easier as he starts with 80% Synchro Rate and high enough Morale that only a few Mooks are needed to reach Awakened EVA-01, and with some power parts like Mazin Heart (20 extra Morale on deployment), skills like his innate Drive Skill which grants him an extra 30 Morale, Fighter's Spirit and Rei's Rouse Skill which grants him 130 Morale upon deployment. Once you do however, while he loses most of his attacks for the rest of the stage, he gains HP Recovery M, EN Recovery L and stacks with 10% TAC Bonus Passive, meaning he'll never run out of attack power, and he unlocks his [[RocketPunch Impact Wave]] (both normal and as a MAP Attack to boot), as well as a serious MegatonPunch both that deals damage ''second only to Mazinger ZERO'', turning him into an absolute boss destroyer.

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* Though not to the degree of ZERO, Shinji has undergone AdaptationalBadass in both story and gameplay. While he initially starts off average and is very risky as he can go berserk if shot down, he is a case of MagikarpPower as he reaps great rewards upon upgrading him, thanks to his Awakened EVA-01, which is also obtained at the stage where you fight ZERO. To reach this state however, Shinji has to have 170 Morale (which itself needs upgrading his Focus Over Limit to Level 3) and 90% Synchro Rate, but that can be easily mitigated by Acing him and upgrading EVA-01 with its custom bonus of doubling Synchro Rate gain, which will make the prerequisites to reaching Awakened EVA-01 much easier as he starts with 80% Synchro Rate and high enough Morale that only a few Mooks are needed to reach Awakened EVA-01, and with some power parts like Mazin Heart (20 extra Morale on deployment), skills like his innate Drive Skill which grants him an extra 30 Morale, Fighter's Spirit and Rei's Rouse Skill which grants him 130 Morale upon deployment. Once you do however, while he loses most of his attacks for the rest of the stage, he gains HP Recovery M, EN Recovery L and stacks with 10% TAC Bonus Passive, meaning he'll never run out of attack power, and he unlocks his [[RocketPunch Impact Wave]] (both normal and as a MAP Attack to boot), as well as a serious MegatonPunch both that deals damage ''second only to Mazinger ZERO'', turning him into an absolute boss destroyer.
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* [[Anime/AuraBattlerDunbine Shoh]] might as well be called the [[IncrediblyLamePun Shoh Stopper]] here. Able to hit way outside his weight class, dodgy as hell, plus a barrier that gets better the higher his aura power is and late in the game gets access to a mech that, while not significantly better than the one he uses for most of the game, gives him a 3rd sub-pilot, who has access to Zeal.

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* [[Anime/AuraBattlerDunbine Shoh]] might as well be called the [[IncrediblyLamePun [[{{Pun}} Shoh Stopper]] here. Able to hit way outside his weight class, dodgy as hell, plus a barrier that gets better the higher his aura power is and late in the game gets access to a mech that, while not significantly better than the one he uses for most of the game, gives him a 3rd sub-pilot, who has access to Zeal.
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"Size differences affect damage as intended, but are not figured into accuracy/evasion calculations. The Ignore Size skill (サイズ差無視) doesn't work at all, but weapons that have Ignore Size built-in work properly. The Ignore Size effect from the Direct Hit (直撃) spirit also works as it should." From Akurasu, they hit hard due to other factors (Orgun's attacks pack high power in an attempt to make up its SS size, for instances)


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

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* Though not to the degree of ZERO, Shinji has undergone AdaptationalBadass in both story and gameplay. While he initially starts off average and is very risky as he can go berserk if shot down, he is a case of MagikarpPower as he reaps great rewards upon upgrading him, as he has Drive which grants him an extra 30 Morale, and then there's his Awakened EVA-01, which is also obtained at the stage where you fight ZERO. To reach this state however, Shinji has to have 170 Morale (which itself needs upgrading his Focus Over Limit to Level 3) and 90% Synchro Rate, but that can be easily mitigated by Acing him which will make the prerequisites to reaching Awakened EVA-01 much easier as he starts with 80% Synchro Rate and high enough Morale that only a few Mooks are needed to reach Awakened EVA-01, and with some power parts like Mazin Heart (20 extra Morale on deployment), Fighter's Spirit and Rei's Rouse Skill which grants him 130 Morale upon deployment. Once you do however, while he loses most of his attacks for the rest of the stage, he gains HP Recovery M and EN Recovery L and stacks with 10% TAC Bonus Passive, meaning he'll never run out of attack power, and he unlocks his [[RocketPunch Impact Wave]] (both normal and as a MAP Attack to boot), as well as a serious MegatonPunch both that deals damage ''second only to Mazinger ZERO'', turning him into an absolute boss destroyer.
** ButWaitTheresMore If you finish
Stage 39 with Shinji Aced and shoot down either Angel (or both if he isn't Aced yet) with him, this unlocks a secret stage where you can unlock EVA-13 and Kaworu as his Support, and he brings a lot to the table. While you do lose Awakened EVA-01, you won’t really need it as not only is it a better tank than EVA-01 and is safer without the risk of going berserk, Kaworu also provides a second set of Spirit Commands (especially Zeal, which you can Combo with Soul) and greater SP recovery, and you can choose either unit before starting a stage. In the right hands, Shinji can be an incredibly versatile MasterOfAll with ludicrous damage potential no matter the unit for any situation.

to:

* Though not to the degree of ZERO, Shinji has undergone AdaptationalBadass in both story and gameplay. While he initially starts off average and is very risky as he can go berserk if shot down, he is a case of MagikarpPower as he reaps great rewards upon upgrading him, as he has Drive which grants him an extra 30 Morale, and then there's thanks to his Awakened EVA-01, which is also obtained at the stage where you fight ZERO. To reach this state however, Shinji has to have 170 Morale (which itself needs upgrading his Focus Over Limit to Level 3) and 90% Synchro Rate, but that can be easily mitigated by Acing him which will make the prerequisites to reaching Awakened EVA-01 much easier as he starts with 80% Synchro Rate and high enough Morale that only a few Mooks are needed to reach Awakened EVA-01, and with some power parts like Mazin Heart (20 extra Morale on deployment), skills like his innate Drive Skill which grants him an extra 30 Morale, Fighter's Spirit and Rei's Rouse Skill which grants him 130 Morale upon deployment. Once you do however, while he loses most of his attacks for the rest of the stage, he gains HP Recovery M and M, EN Recovery L and stacks with 10% TAC Bonus Passive, meaning he'll never run out of attack power, and he unlocks his [[RocketPunch Impact Wave]] (both normal and as a MAP Attack to boot), as well as a serious MegatonPunch both that deals damage ''second only to Mazinger ZERO'', turning him into an absolute boss destroyer.
** ButWaitTheresMore If you finish
finish Stage 39 with Shinji Aced and shoot down either Angel (or both if he isn't Aced yet) with him, this unlocks a secret stage where you can unlock EVA-13 and Kaworu as his Support, and he brings a lot to the table. While you do lose Awakened EVA-01, you won’t really need it as not only is it a better tank than EVA-01 and is safer without the risk of going berserk, Kaworu also provides a second set of Spirit Commands (especially Zeal, which you can Combo with Soul) and greater SP recovery, and you can choose either unit before starting a stage. In the right hands, Shinji can be an incredibly versatile MasterOfAll with ludicrous damage potential no matter the unit for any situation.

Added: 686

Changed: 1141

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None


* Though not to the degree of ZERO, Shinji has undergone AdaptationalBadass in both story and gameplay. While he initially starts off average and is very risky as he can go berserk if shot down, he is a case of MagikarpPower as he reaps great rewards upon upgrading him, as he has Drive which grants him an extra 30 Morale, and then there's his Awakened EVA-01, which is also obtained at the stage where you fight ZERO. To reach this state however, Shinji has to have 170 Morale and 90% Synchro Rate, but that can be easily mitigated by upgrading his Focus Over Limit to Level 3, and with some power parts like Mazin Heart (20 extra Morale on deployment), Fighter's Spirit and Rei's Rouse Skill which grants him 130 Morale upon deployment, and Acing Shinji will make the prerequisites to reaching Awakened EVA-01 much easier as he starts with 80% Synchro Rate and high enough Morale that only a few Mooks are needed to reach Awakened EVA-01. Once you do however, while he loses most of his attacks for the rest of the stage, he gains HP Recovery M and EN Reocvery L and stacks with 10% TAC Bonus Passive, meaning he'll never run out of attack power, as well as his AT Field RocketPunch (both normal and as a MAP Attack to boot), as well as a serious MegatonPunch both that deals damage ''on par with Mazinger ZERO'', turning him into an absolute boss destroyer.
** ButWaitTheresMore If you finish said stage with Shinji Aced and shoot down either Angel (or both if he isn't Aced yet) with him, this unlocks a secret stage where you can unlock EVA-13 and Kaworu as his Support, and he brings a lot to the table. While you do lose Awakened EVA-01, you won’t really need it as not only is it a better tank than EVA-01 and is safer without the risk of going berserk, Kaworu also provides a second set of Spirit Commands (especially Zeal, which you can Combo with Soul) and greater SP recovery, and you can choose either unit before starting a stage. In the right hands, Shinji can be an incredibly versatile MasterOfAll with either unit for any situation.

to:

* Though not to the degree of ZERO, Shinji has undergone AdaptationalBadass in both story and gameplay. While he initially starts off average and is very risky as he can go berserk if shot down, he is a case of MagikarpPower as he reaps great rewards upon upgrading him, as he has Drive which grants him an extra 30 Morale, and then there's his Awakened EVA-01, which is also obtained at the stage where you fight ZERO. To reach this state however, Shinji has to have 170 Morale (which itself needs upgrading his Focus Over Limit to Level 3) and 90% Synchro Rate, but that can be easily mitigated by upgrading his Focus Over Limit to Level 3, and with some power parts like Mazin Heart (20 extra Morale on deployment), Fighter's Spirit and Rei's Rouse Skill Acing him which grants him 130 Morale upon deployment, and Acing Shinji will make the prerequisites to reaching Awakened EVA-01 much easier as he starts with 80% Synchro Rate and high enough Morale that only a few Mooks are needed to reach Awakened EVA-01. EVA-01, and with some power parts like Mazin Heart (20 extra Morale on deployment), Fighter's Spirit and Rei's Rouse Skill which grants him 130 Morale upon deployment. Once you do however, while he loses most of his attacks for the rest of the stage, he gains HP Recovery M and EN Reocvery Recovery L and stacks with 10% TAC Bonus Passive, meaning he'll never run out of attack power, as well as and he unlocks his AT Field RocketPunch [[RocketPunch Impact Wave]] (both normal and as a MAP Attack to boot), as well as a serious MegatonPunch both that deals damage ''on par with ''second only to Mazinger ZERO'', turning him into an absolute boss destroyer.
** ButWaitTheresMore If you finish said stage finish
Stage 39
with Shinji Aced and shoot down either Angel (or both if he isn't Aced yet) with him, this unlocks a secret stage where you can unlock EVA-13 and Kaworu as his Support, and he brings a lot to the table. While you do lose Awakened EVA-01, you won’t really need it as not only is it a better tank than EVA-01 and is safer without the risk of going berserk, Kaworu also provides a second set of Spirit Commands (especially Zeal, which you can Combo with Soul) and greater SP recovery, and you can choose either unit before starting a stage. In the right hands, Shinji can be an incredibly versatile MasterOfAll with either ludicrous damage potential no matter the unit for any situation.
Is there an issue? Send a MessageReason:
None


* Though not to the degree of ZERO, Shinji has undergone AdaptationalBadass in both story and gameplay. While he initially starts off average and is very risky as he can go berserk if shot down, he is a case of MagikarpPower as he reaps great rewards upon upgrading him, as he has Drive which grants him an extra 30 Morale, and then there's his Awakened EVA-01, which is also obtained at the stage where you fight ZERO. To reach this state however, Shinji has to have 170 Morale and 90% Synchro Rate, but that can be easily mitigated with some power parts like Mazin Heart (20 extra Morale on deployment), Fighter's Spirit and Rei's Rouse Skill which grants him 130 Morale upon deployment. Once you do however, while he loses most of his attacks for the rest of the stage, he gains his AT Field RocketPunch (and as a MAP Attack to boot), as well as a serious MegatonPunch that deals damage ''on par with Mazinger ZERO'', turning him into an absolute boss destroyer. Thankfully, Acing Shinji will make the prerequisites to reaching Awakened EVA-01 much easier as he starts with 80% Synchro Rate and high enough Morale that only a few enemies are needed to reach Awakened EVA-01.
** ButWaitTheresMore If you finish said stage with Shinji Aced and shoot down either Angel (or both is he isn't Aced yet) with him, this unlocks a secret stage where you can unlock EVA-13 and Kaworu as his Support, and he brings a lot to the table. While you do lose Awakened EVA-01, it will not be too much as Kaworu provides a second set of Spirit Commands (especially Zeal) and greater SP recovery, and you can choose either unit before starting a stage. In the right hands, Shinji can be an incredibly versatile MasterOfAll with either unit for any situation.

to:

* Though not to the degree of ZERO, Shinji has undergone AdaptationalBadass in both story and gameplay. While he initially starts off average and is very risky as he can go berserk if shot down, he is a case of MagikarpPower as he reaps great rewards upon upgrading him, as he has Drive which grants him an extra 30 Morale, and then there's his Awakened EVA-01, which is also obtained at the stage where you fight ZERO. To reach this state however, Shinji has to have 170 Morale and 90% Synchro Rate, but that can be easily mitigated by upgrading his Focus Over Limit to Level 3, and with some power parts like Mazin Heart (20 extra Morale on deployment), Fighter's Spirit and Rei's Rouse Skill which grants him 130 Morale upon deployment. Once you do however, while he loses most of his attacks for the rest of the stage, he gains his AT Field RocketPunch (and as a MAP Attack to boot), as well as a serious MegatonPunch that deals damage ''on par with Mazinger ZERO'', turning him into an absolute boss destroyer. Thankfully, deployment, and Acing Shinji will make the prerequisites to reaching Awakened EVA-01 much easier as he starts with 80% Synchro Rate and high enough Morale that only a few enemies Mooks are needed to reach Awakened EVA-01.
EVA-01. Once you do however, while he loses most of his attacks for the rest of the stage, he gains HP Recovery M and EN Reocvery L and stacks with 10% TAC Bonus Passive, meaning he'll never run out of attack power, as well as his AT Field RocketPunch (both normal and as a MAP Attack to boot), as well as a serious MegatonPunch both that deals damage ''on par with Mazinger ZERO'', turning him into an absolute boss destroyer.
** ButWaitTheresMore If you finish said stage with Shinji Aced and shoot down either Angel (or both is if he isn't Aced yet) with him, this unlocks a secret stage where you can unlock EVA-13 and Kaworu as his Support, and he brings a lot to the table. While you do lose Awakened EVA-01, you won’t really need it will as not be too much as only is it a better tank than EVA-01 and is safer without the risk of going berserk, Kaworu also provides a second set of Spirit Commands (especially Zeal) Zeal, which you can Combo with Soul) and greater SP recovery, and you can choose either unit before starting a stage. In the right hands, Shinji can be an incredibly versatile MasterOfAll with either unit for any situation.
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** ButWaitTheresMore If you finish said stage with Shinji Aced and shoot down either Angel (or both is he isn't Aced yet) with him, this unlocks a secret stage where you can unlock EVA-13 and Kaworu as his Support, and he brings a lot to the table. While you do lose Awakened EVA-01, it will not be too much as Kaworu provides a second set of Spirit Commands (especially Zeal) and greater SP recovery, and you can choose either unit before starting a stage. In the right hands, Shinji can be a very versatile pilot with either unit for any situation.

to:

** ButWaitTheresMore If you finish said stage with Shinji Aced and shoot down either Angel (or both is he isn't Aced yet) with him, this unlocks a secret stage where you can unlock EVA-13 and Kaworu as his Support, and he brings a lot to the table. While you do lose Awakened EVA-01, it will not be too much as Kaworu provides a second set of Spirit Commands (especially Zeal) and greater SP recovery, and you can choose either unit before starting a stage. In the right hands, Shinji can be a very an incredibly versatile pilot MasterOfAll with either unit for any situation.
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* Though not to the degree of ZERO, Shinji has undergone AdaptationalBadass in both story and gameplay. While he initially starts off average and is very risky as he can go berserk if shot down, he is a case of MagikarpPower as he reaps great rewards upon upgrading him, as he has Drive which grants him an extra 30 Morale, and then there's his Awakened EVA-01, which is also obtained at the stage where you fight ZERO. To reach this state however, Shinji has to have 170 Morale and 90% Synchro Rate, but that can be easily mitigated with some power parts like Mazin Heart (20 extra Morale on deployment), Fighter's Spirit and Rei's Rouse Skill which grants him 130 Morale upon deployment. Once you do however, while he loses most of his attacks for the rest of the stage, he gains his AT Field RocketPunch (and as a MAP Attack to boot), as well as a serious MegatonPunch that deals damage ''on par with Mazinger ZERO'', turning him into an absolute boss destroyer. Thankfully, Acing Shinji will make the prerequisites to reaching Awakened EVA-01 much easier as he starts with 80% Synchro Rate and Morale.
** ButWaitTheresMore If you finish said stage with Shinji Aced and shoot down either Angel (or both is he isn't Aced yet) with him, this unlocks a secret stage where you can unlock EVA-13 and Kaworu as his Support, and he brings a lot to the table. While you do lose Awakened EVA-01, it will not be too much as Kaworu provides a second set of Spirit Commands and greater SP recovery, and you can switch back to EVA-01 at any time. In the right hands, Shinji can be a very versatile pilot with either unit for any situation.

to:

* Though not to the degree of ZERO, Shinji has undergone AdaptationalBadass in both story and gameplay. While he initially starts off average and is very risky as he can go berserk if shot down, he is a case of MagikarpPower as he reaps great rewards upon upgrading him, as he has Drive which grants him an extra 30 Morale, and then there's his Awakened EVA-01, which is also obtained at the stage where you fight ZERO. To reach this state however, Shinji has to have 170 Morale and 90% Synchro Rate, but that can be easily mitigated with some power parts like Mazin Heart (20 extra Morale on deployment), Fighter's Spirit and Rei's Rouse Skill which grants him 130 Morale upon deployment. Once you do however, while he loses most of his attacks for the rest of the stage, he gains his AT Field RocketPunch (and as a MAP Attack to boot), as well as a serious MegatonPunch that deals damage ''on par with Mazinger ZERO'', turning him into an absolute boss destroyer. Thankfully, Acing Shinji will make the prerequisites to reaching Awakened EVA-01 much easier as he starts with 80% Synchro Rate and Morale.
high enough Morale that only a few enemies are needed to reach Awakened EVA-01.
** ButWaitTheresMore If you finish said stage with Shinji Aced and shoot down either Angel (or both is he isn't Aced yet) with him, this unlocks a secret stage where you can unlock EVA-13 and Kaworu as his Support, and he brings a lot to the table. While you do lose Awakened EVA-01, it will not be too much as Kaworu provides a second set of Spirit Commands (especially Zeal) and greater SP recovery, and you can switch back to EVA-01 at any time.choose either unit before starting a stage. In the right hands, Shinji can be a very versatile pilot with either unit for any situation.
Is there an issue? Send a MessageReason:
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* Though not to the degree of ZERO, Shinji has undergone AdaptationalBadass in both story and gameplay. While he initially starts off average and is very risky as he can go berserk if shot down, he is a case of MagikarpPower as he reaps great rewards upon upgrading him, as he has Drive which grants him an extra 30 Morale, and then there's his Awakened EVA-01, which is also obtained at the stage where you fight ZERO. To reach this state however, Shinji has to have 190 Morale and 90% Synchro Rate, but that can be easily mitigated with some power parts like Mazin Heart(20 Morale on deployment), Fighter's Spirit and Rei's Rouse Skill which grants him 130 Morale upon deployment. Once you do however, while he loses most of his attacks for the rest of the stage, he gains his AT Field RocketPunch (and as a MAP Attack to boot), as well as a serious MegatonPunch that deals damage ''on par with Mazinger ZERO'', turning him into an absolute boss destroyer. Thankfully, Acing Shinji will make the prerequisites to reaching Awakened EVA-01 much easier as he starts with more Morale.

to:

* Though not to the degree of ZERO, Shinji has undergone AdaptationalBadass in both story and gameplay. While he initially starts off average and is very risky as he can go berserk if shot down, he is a case of MagikarpPower as he reaps great rewards upon upgrading him, as he has Drive which grants him an extra 30 Morale, and then there's his Awakened EVA-01, which is also obtained at the stage where you fight ZERO. To reach this state however, Shinji has to have 190 170 Morale and 90% Synchro Rate, but that can be easily mitigated with some power parts like Mazin Heart(20 Heart (20 extra Morale on deployment), Fighter's Spirit and Rei's Rouse Skill which grants him 130 Morale upon deployment. Once you do however, while he loses most of his attacks for the rest of the stage, he gains his AT Field RocketPunch (and as a MAP Attack to boot), as well as a serious MegatonPunch that deals damage ''on par with Mazinger ZERO'', turning him into an absolute boss destroyer. Thankfully, Acing Shinji will make the prerequisites to reaching Awakened EVA-01 much easier as he starts with more 80% Synchro Rate and Morale.
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** ButWaitTheresMore If you finish said stage with Shinji Aced and shoot down either Angel (or both is he isn't Aced yet) with him, this unlocks a secret stage where you can unlock EVA-13 and Kaworu as his Support, and he brings a lot to the table. While you do lose Awakened EVA-01, it will not be too much as Kaworu provides a second set of Spirit Commands and greater SP recovery, and you can switch back to EVA-01 at any time. In the right hands, Shinji can be a very versatile unit for any situation.

to:

** ButWaitTheresMore If you finish said stage with Shinji Aced and shoot down either Angel (or both is he isn't Aced yet) with him, this unlocks a secret stage where you can unlock EVA-13 and Kaworu as his Support, and he brings a lot to the table. While you do lose Awakened EVA-01, it will not be too much as Kaworu provides a second set of Spirit Commands and greater SP recovery, and you can switch back to EVA-01 at any time. In the right hands, Shinji can be a very versatile pilot with either unit for any situation.

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* Though not to the degree of ZERO, Shinji has undergone AdaptationalBadass in both story and gameplay. While he initially starts off average and is very risky as he can go berserk if shot down, he is a case of MagikarpPower as he reaps great rewards upon upgrading him, as he has Drive which grants him an extra 30 Morale, and then there's his Awakened EVA-01, which is also obtained at the stage where you fight ZERO. To reach this state however, Shinji has to have 190 Morale and 90% Synchro Rate, but that can be easily mitigated with some power parts like Mazin Heart(20 Morale on deployment), Fighter's Spirit and Rei's Rouse Skill which grants him 130 Morale upon deployment. Once you do however, ehile he loses most of his attacks for the rest of the stage, he gains his AT Field RocketPunch(and as a MAP Attack to boot), as well as a serious MegatonPunch that deals damage ''on par with Mazinger ZERO'', turning him into an absolute boss destroyer. Thankfully, Acing Shinji will make the prerequisites to reaching Awakened EVA-01 much easier as he starts with more Morale.

to:

* Though not to the degree of ZERO, Shinji has undergone AdaptationalBadass in both story and gameplay. While he initially starts off average and is very risky as he can go berserk if shot down, he is a case of MagikarpPower as he reaps great rewards upon upgrading him, as he has Drive which grants him an extra 30 Morale, and then there's his Awakened EVA-01, which is also obtained at the stage where you fight ZERO. To reach this state however, Shinji has to have 190 Morale and 90% Synchro Rate, but that can be easily mitigated with some power parts like Mazin Heart(20 Morale on deployment), Fighter's Spirit and Rei's Rouse Skill which grants him 130 Morale upon deployment. Once you do however, ehile while he loses most of his attacks for the rest of the stage, he gains his AT Field RocketPunch(and RocketPunch (and as a MAP Attack to boot), as well as a serious MegatonPunch that deals damage ''on par with Mazinger ZERO'', turning him into an absolute boss destroyer. Thankfully, Acing Shinji will make the prerequisites to reaching Awakened EVA-01 much easier as he starts with more Morale.Morale.
** ButWaitTheresMore If you finish said stage with Shinji Aced and shoot down either Angel (or both is he isn't Aced yet) with him, this unlocks a secret stage where you can unlock EVA-13 and Kaworu as his Support, and he brings a lot to the table. While you do lose Awakened EVA-01, it will not be too much as Kaworu provides a second set of Spirit Commands and greater SP recovery, and you can switch back to EVA-01 at any time. In the right hands, Shinji can be a very versatile unit for any situation.
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None


* Though not to the degree of ZERO, Shinji has undergone AdaptationalBadass in both story and gameplay. While he initially starts off average and is very risky as he can go berserk if shot down, he is a case of MagikarpPower as he reaps great rewards upon upgrading him, as he has Drive which grants him an extra 30 Morale, and then there's his Awakened EVA-01, which is also obtained at the stage where you fight ZERO. To reach this state however, Shinji has to have 190 Morale and 90% Synchro Rate, but that can be easily mitigated with some power parts like Mazin Heart(20 Morale on deployment), Fighter's Spirit and Rei's Rouse Skill which grants him 130 Will upon deployment. Once you do however, ehile he loses most of his attacks for the rest of the stage, he gains his AT Field RocketPunch(and as a MAP Attack to boot), as well as a serious MegatonPunch that deals damage ''on par with Mazinger ZERO'', turning him into an absolute boss destroyer.

to:

* Though not to the degree of ZERO, Shinji has undergone AdaptationalBadass in both story and gameplay. While he initially starts off average and is very risky as he can go berserk if shot down, he is a case of MagikarpPower as he reaps great rewards upon upgrading him, as he has Drive which grants him an extra 30 Morale, and then there's his Awakened EVA-01, which is also obtained at the stage where you fight ZERO. To reach this state however, Shinji has to have 190 Morale and 90% Synchro Rate, but that can be easily mitigated with some power parts like Mazin Heart(20 Morale on deployment), Fighter's Spirit and Rei's Rouse Skill which grants him 130 Will Morale upon deployment. Once you do however, ehile he loses most of his attacks for the rest of the stage, he gains his AT Field RocketPunch(and as a MAP Attack to boot), as well as a serious MegatonPunch that deals damage ''on par with Mazinger ZERO'', turning him into an absolute boss destroyer. Thankfully, Acing Shinji will make the prerequisites to reaching Awakened EVA-01 much easier as he starts with more Morale.

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* Sometime since his last game Judeau Ashta and his ZZ must have joined a gym because he took some serious levels in badass. While a very tanky unit in of itself, it comes equipped with anti-beam coating which will make it virtually impervious to most Gundam series units (And the game is VERY big on Gundams) as well as a significant chunk of the rest of your opposition. Furthermore the biosensor is unlocked fairly early in the game (within the first 1/3rd actually) which ramps up his already good stats to new heights and upgrades your beam coating to a psychic barrier. Once you unlock the full customization bonus you will be able to spam the Hi Mega Cannon early and often thanks to its reduced cost and focus requirements. For added fun, slap a hyper generator to refill your EN at the start of each turn. Oh, did we mention Judeau's ace bonus increases the amount of money and tactical points earned from each kill? Enjoy your lightning bruiser that darts across the battlefield raining down divine wrath with its forehead death beam!

to:

* Though not to the degree of ZERO, Shinji has undergone AdaptationalBadass in both story and gameplay. While he initially starts off average and is very risky as he can go berserk if shot down, he is a case of MagikarpPower as he reaps great rewards upon upgrading him, as he has Drive which grants him an extra 30 Morale, and then there's his Awakened EVA-01, which is also obtained at the stage where you fight ZERO. To reach this state however, Shinji has to have 190 Morale and 90% Synchro Rate, but that can be easily mitigated with some power parts like Mazin Heart(20 Morale on deployment), Fighter's Spirit and Rei's Rouse Skill which grants him 130 Will upon deployment. Once you do however, ehile he loses most of his attacks for the rest of the stage, he gains his AT Field RocketPunch(and as a MAP Attack to boot), as well as a serious MegatonPunch that deals damage ''on par with Mazinger ZERO'', turning him into an absolute boss destroyer.
* Sometime since his last game Judeau Judau Ashta and his ZZ must have joined a gym because he took some serious levels in badass. While a very tanky unit in of itself, it comes equipped with anti-beam coating which will make it virtually impervious to most Gundam series units (And the game is VERY big on Gundams) as well as a significant chunk of the rest of your opposition. Furthermore the biosensor is unlocked fairly early in the game (within the first 1/3rd actually) which ramps up his already good stats to new heights and upgrades your beam coating to a psychic barrier. Once you unlock the full customization bonus you will be able to spam the Hi Mega Cannon early and often thanks to its reduced cost and focus requirements. For added fun, slap a hyper generator to refill your EN at the start of each turn. Oh, did we mention Judeau's ace bonus increases the amount of money and tactical points earned from each kill? Enjoy your lightning bruiser that darts across the battlefield raining down divine wrath with its forehead death beam!
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* The [[LightNovel/FullMetalPanic ARX-7 Arbalest]] after activating its "Lambda Driver" unit ability[[note]]At 120 Will, increase defensive and offensive power of the unit as the pilot's Will increases[[/note]] is a good tie with the Zeorymer. It might actually be ''better'' due to its "ECS" unit ability (a "Mirror Image" proxy[[note]]At 130 Will, gain 50% chance to dodge any attack[[/note]]), can nullify damage with the "Lambda Driver" barrier upon reaching 120 Will (damage rate also increases by 20-50%), ammo dependant attacks that have a lot of rounds (the only attack that uses energy is its CombinationAttack with the [[LightNovel/FullMetalPanic M9 Gernsback]]) and pilot [[LightNovel/FullMetalPanic Sousuke Sagara's]] high stats. Oh, and it's a size "S" unit[[note]]The smaller the unit, the harder it is for larger units to hit it[[/note]].

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



* [[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). Any enemy on a similar level or even higher will be unable to hit him, including bosses (in addition, he has both Focus and Intuition on the off chance he ''could'' get hit). 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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* [[LightNovel/KnightsAndMagic [[Literature/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). Any enemy on a similar level or even higher will be unable to hit him, including bosses (in addition, he has both Focus and Intuition on the off chance he ''could'' get hit). 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...



* [[LightNovel/FullMetalPanic ARX-8 Laevatein]] doesn't disappoint with its debut: despite the change to the "ECS" unit ability[[note]]Begin a scenario with the "Alert", "Fighting Spirit" and "Assail" Spirit Commands in effect[[/note]] in the ''Z'' saga, the Laevatein remains a size "S", while the "Lambda Driver"[[note]]In the ''Z'' saga, at 130 Will, increase unit accuracy, mobility, armor rating and final damage output as the pilot's Will increases[[/note]] gives Sousuke (who has exceptional stats) an additional buff (on top of his "Ace Bonus"[[note]]+10 to all stats[[/note]]), retains its damage-reducing barrier, and the Arbalest's problem of dealing with long-ranged attacks is eased with its "Demolition Gun-Howizter" (which also comes with a MAP version). Once it acquires the mandatory "[[MechaExpansionPack XL-3 Emergency Booster]]", the Laevatein can not only fly, but provides an extra HitPoint bar a la the Black Serena from ''Reversal'', and [[MoreDakka an expanded arsenal]].

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* [[LightNovel/FullMetalPanic [[Literature/FullMetalPanic ARX-8 Laevatein]] doesn't disappoint with its debut: despite the change to the "ECS" unit ability[[note]]Begin a scenario with the "Alert", "Fighting Spirit" and "Assail" Spirit Commands in effect[[/note]] in the ''Z'' saga, the Laevatein remains a size "S", while the "Lambda Driver"[[note]]In the ''Z'' saga, at 130 Will, increase unit accuracy, mobility, armor rating and final damage output as the pilot's Will increases[[/note]] gives Sousuke (who has exceptional stats) an additional buff (on top of his "Ace Bonus"[[note]]+10 to all stats[[/note]]), retains its damage-reducing barrier, and the Arbalest's problem of dealing with long-ranged attacks is eased with its "Demolition Gun-Howizter" (which also comes with a MAP version). Once it acquires the mandatory "[[MechaExpansionPack XL-3 Emergency Booster]]", the Laevatein can not only fly, but provides an extra HitPoint bar a la the Black Serena from ''Reversal'', and [[MoreDakka an expanded arsenal]].

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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 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 rivaling 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 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.upgrades.
* Playing the game on [[HarderThanHard Super Expert]] counts as one due to the level gap between the playable units and enemy units at the start of the game. Sure EarlyGameHell plays a role with upgrades and the level difference but because of said level difference, players can get endgame spirit commands well before players even have access to Front Missions. And thanks to said Front Missions, it's easy to get players up to level 200 if the player so desires. It's why the developers rolled out the [[SerialEscalation Super Expert Plus difficulty]] to prevent players from steamrolling through the game easily without NewGamePlus bonuses.
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* The Cybuster in ''X'' is a great machine on par with, or perhaps surpassing, the Wing Gundam Zero, sporting a Post-Movement MAP and a strong ranged attack. It is only held back by its late availability, barring an exclusive DownloadableContent scenario. ''30'' does away with all of its problems, as the Cybuster is attainable free of charge from an early scenario, becoming one of the biggest benefactors of the game's increased variety of parts by stacking different kinds of buffs, allowing it to be one of the best units in the game by becoming a perpetual motion machine capable of clearing swathes through enemy ranks with a well-placed MAP attack without much loss in EN. It gets buffed even further in the postgame, allowing it to keep momentum.

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* The "V-Up"/"W-Up" equippable parts work by increasing a unit's statistics or weapon strength based on the number of parts slots a unit has, the idea being that support units, who often have three or four slots and a less-than-average pilot, will be able to keep up with their peers and their robots, who usually have two slots. In nearly every game with these items, there is at least one unit that has more parts slots than it needs that is part of a [[Anime/MobileSuitGundam fra]][[Anime/AuraBattlerDunbine nch]][[Anime/HeavyMetalLGaim ise]] where their unimpressive default pilot can be swapped with a statistically better pilot (usually the series' protagonist). The [[Anime/MobileSuitGundam RX-78-2 Gundam]] and [[Anime/MazingerZ Boss Borot]] in ''VideoGame/SuperRobotWarsAdvance'' are two such examples, since not only can they be upgraded to max (both are available at the start of the game), but they gain tremendous stat and weapon boosts with these parts. Naturally, it didn't take very many games for Banpresto to rectify this by getting rid of them entirely.
** In fairness, Banpresto ''did'' anticipate how exploitable the V-Up part could be in the ''VideoGame/SuperRobotWarsCompact'' games and attempted to balance them by giving likely candidates "worthless" pre-upgrades. For example, the [[Anime/MobileSuitGundam0080WarInThePocket Gundam NT-1 Alex]] starts with slightly lower stats than the Zeta Gundam, and also only has six ranks of unit upgrades rather than the usual ten. This would be a good deterrent in more modern [=SRWs=], but not in the ''Compact'' games, which are both shorter than the average [=SRW=] and (with the exception of ''Compact 3'') have [[EarlyInstallmentWeirdness individually]]-[[ScrappyMechanic upgradable]] weapons that make it difficult to take advantage of the extra upgrade slots. If you're willing to sacrifice an item slot or two (with just two V-Ups, the NT-01's Gatling Gun is comparable in power to ''[[Anime/Daitarn3 Sun]] [[FinishingMove Attack]]''), you can even use mobility items to cover the slightly downgraded stats.

to:

* The "V-Up"/"W-Up" equippable parts work by increasing a unit's statistics or weapon strength based on the number of parts slots a unit has, the idea being that support units, who often have three or four slots and a less-than-average pilot, will be able to keep up with their peers and their robots, who usually have two slots. In nearly every game with these items, there is at least one unit that has more parts slots than it needs that is part of a [[Anime/MobileSuitGundam fra]][[Anime/AuraBattlerDunbine nch]][[Anime/HeavyMetalLGaim ise]] where their unimpressive default pilot can be swapped with a statistically better pilot (usually the series' protagonist). The [[Anime/MobileSuitGundam RX-78-2 Gundam]] and [[Anime/MazingerZ Boss Borot]] in ''VideoGame/SuperRobotWarsAdvance'' are two such examples, since not only can they be upgraded to max (both are available at the start of the game), but they gain tremendous stat and weapon boosts with these parts. Naturally, it didn't take very many games for Banpresto to rectify this by getting rid of them entirely.
** In fairness, Banpresto ''did'' anticipate how exploitable the V-Up part could be in the
The ''VideoGame/SuperRobotWarsCompact'' games and attempted attempt to balance them this by giving likely candidates "worthless" pre-upgrades. For example, pre-upgrades, but it doesn't matter since the [[Anime/MobileSuitGundam0080WarInThePocket Gundam NT-1 Alex]] starts usage of individually-upgradable weapons combined with slightly lower stats than the Zeta Gundam, and also only has six ranks of unit upgrades rather than the usual ten. This would be each game's shorter-than-average length means that it's not a good deterrent in more modern [=SRWs=], but not idea to fully upgrade units in the ''Compact'' games, which are both shorter than first place. There's a reason why the average [=SRW=] and (with the exception of items never returned after ''Compact 3'') have [[EarlyInstallmentWeirdness individually]]-[[ScrappyMechanic upgradable]] weapons that make it difficult to take advantage of the extra upgrade slots. If you're willing to sacrifice an item slot or two (with just two V-Ups, the NT-01's Gatling Gun is comparable in power to ''[[Anime/Daitarn3 Sun]] [[FinishingMove Attack]]''), you can even use mobility items to cover the slightly downgraded stats.3''.
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* [[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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* [[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). Any enemy on a similar level or even higher will be unable to hit him, including bosses (in addition, he has both Focus and Intuition on the off chance he ''could'' get hit). 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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* From DLC 1, there's the "Dubious Health Drink" part that restores 100 SP to the main pilot and catapults their morale to the ''maximum amount possible.'' This allows characters who rely on their morale to use their pilot and mech skills right away. It can be obtained [[DiskOneNuke very early]] just by recruiting Kusuha and Bullet in their [=RyuKoOh=][=/=][=KoRyuOh=] who are just as good in their games.


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** From the same DLC, there's Orga's support where his passive ability allows all units to gain Accel at the start of the first turn of the player phase. While decent enough, his active ability allows ''all characters'' to gain the "Charge" spirit command. This includes battleships, who usually don't have any post-movement attacks. This allows them to get a potshot in and potentially catapult a slower unit via "Emergency Retrieval" to get them to the front lines far easier.
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Uh, exactly where does any of this info come from? Not only can Calvina not pilot any other mech than the unlockable Coustwell in MD, Bellzelute or its upgrade can't equip any optional weapons either despite it technically qualifying as a real.


* [[Characters/SuperRobotWarsJudgment Calvina Coulange]] partnered with [[Characters/SuperRobotWarsJudgment Melua Melna Meia]] can be this [[ViolationOfCommonSense for the wrong reasons]] (see General for more details): Melua has the "Mercy" Spirit Command and the Bellzelute has a straight-lined MAP attack, coupled with Calvina's innate "Hit and Away" pilot skill. Since the Bellzelute is a real, it can use any of the equippable weapons and modules, thus players can {{Level Grind|ing}} her to desired levels. Since ''Original Generation'' has plenty of characters who can switch between real robots, patient players can easily reach the maximum level 99 with the Bellzelute, the plus side being this machine can be used by nearly everyone on the roster.
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* Similar to above, Captain Harlock is another massive damage-dealing unit. In order to compensate for the lack of a MAP attack unlike the other three battleship-type units, Arcadia instead has very strong attacks that are usable after movement. His unique skill is called "Space Pirate" that allows him to deal 20% more damage on enemies with higher HP. He also has a unique command called Pirate Strategy, which gives every unit in the map increased hit and evasion, as well as being granted with the SP command Charge. This goes well with his Ace bonus - dealing additional 20% damage while under the effects of Charge. In short, he is great for demolishing heavy HP enemies rather than swarms of mooks. He also has access of Soul to further boost his damage, and is backed with both Tochiro, who provides an attacker-support hybrid Spirit Command pool (including both Valor and Bravery), and La Mime, who provides various useful support-based Spirit Command pool.

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* Similar to above, Captain Harlock is another massive damage-dealing unit. In order to compensate for the lack of a MAP attack unlike the other three battleship-type units, Arcadia instead has very strong attacks that are usable after movement. His unique skill is called "Space Pirate" that allows him to deal 20% more damage on enemies with higher HP. He also has a unique command called Pirate Strategy, which gives every unit in the map increased hit and evasion, as well as being granted with the SP command Charge. This goes well with his Ace bonus - dealing additional 20% 30% damage while under the effects of Charge. In short, he is great for demolishing heavy HP enemies rather than swarms of mooks. He also has access of Soul to further boost his damage, and is backed with both Tochiro, who provides an attacker-support hybrid Spirit Command pool (including both Valor and Bravery), and La Mime, who provides various useful support-based Spirit Command pool.

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