Game Breaker/Video Games/Turn-Based Strategy/Super Robot Wars: Difference between revisions

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* Any game with [[Getter Robo]] that gives it the "Open Get" ability, which grants a 50% chance of evading any attack (upon meeting certain Will requirements), coupled with [[Fragile Speedster|Getter-2]], which has an ''additional'' 50% chance of evasion at the same Will requirement. In short, max out the machine's handling, get its pilots' Will high enough, send it off into a crowd and watch as it tears ''everything to pieces''.
* Any game with [[Getter Robo]] that gives it the "Open Get" ability, which grants a 50% chance of evading any attack (upon meeting certain Will requirements), coupled with [[Fragile Speedster|Getter-2]], which has an ''additional'' 50% chance of evasion at the same Will requirement. In short, max out the machine's handling, get its pilots' Will high enough, send it off into a crowd and watch as it tears ''everything to pieces''.
* MAP weapons in games with a squad-based system (that is, ''[[Super Robot Wars Alpha|Super Robot Wars Alpha 2]]'', ''[[Super Robot Wars Alpha|Super Robot Wars Alpha 3]]'' and ''[[Super Robot Wars Z]]''). MAP weapons do full damage to all units in the squad (in contrast to ALL attacks, which have significant damage reduction the more enemies there are in a squad), can hit multiple squads AND the squad mechanics allows for abusing the "Move Again" Spirit Command. Taken to obscene heights with the SRX Altered Banpreios and AS Alegrias from ''Alpha 3'', who have powerful, ''post-movement'' MAP weapons (though with a relatively small range). However, it's the post-movement element that turns them into walking death machines, especially when one of the co-pilots in either mecha have the "Resupply" Spirit Command (refill all ammo-based weapons to max).
* MAP weapons in games with a squad-based system (that is, ''[[Super Robot Wars Alpha|Super Robot Wars Alpha 2]]'', ''[[Super Robot Wars Alpha|Super Robot Wars Alpha 3]]'' and ''[[Super Robot Wars Z]]''). MAP weapons do full damage to all units in the squad (in contrast to ALL attacks, which have significant damage reduction the more enemies there are in a squad), can hit multiple squads AND the squad mechanics allows for abusing the "Move Again" Spirit Command. Taken to obscene heights with the SRX Altered Banpreios and AS Alegrias from ''Alpha 3'', who have powerful, ''post-movement'' MAP weapons (though with a relatively small range). However, it's the post-movement element that turns them into walking death machines, especially when one of the co-pilots in either mecha have the "Resupply" Spirit Command (refill all ammo-based weapons to max).
* For some post-''Alpha'' [[Zeta Gundam]] incarnations, the Zeta WILL be the most broken [[Gundam]] and one of the most overpowered [[Real Robot Genre|real robots]] in the entire game, with [[Zeta Gundam|Kamille Bidan]] having the highest stats of all Gundam pilots, as well as the Zeta having excellent stats of its own, usually even stronger than suits like the [[Chars Counterattack|Nu Gundam]] (especially jarring and hilarious when the Nu and [[Mobile Suit Victory Gundam|V2 Gundam]] in Universal Century canon are similarly gamebreaking). If you obtain the Biosensor attacks late in the game, expect them to be ridiculously overpowered ([[Ramming Always Works|Waverider Crash]] has higher damage potential than the [[Turn a Gundam (Anime)|Moonlight Butterfly]] in ''[[Super Robot Wars Alpha|Super Robot Wars Alpha Gaiden]]''; ''Z'' lowered the damage but gave Kamille even higher stats). ''Z'' takes this up a notch with a Biosensor-mode Zeta, once the pilot's Will gets high enough, which makes it MORE unstoppable. Even with the Waverider Crash removed in the ''[[Super Robot Wars Z|Second Super Robot Wars Z: Hakai-Hen]]'' along with other returning units, it's still one of the better machines in the game.
* For some post-''Alpha'' [[Zeta Gundam]] incarnations, the Zeta WILL be the most broken [[Gundam]] and one of the most overpowered [[Real Robot Genre|real robots]] in the entire game, with [[Zeta Gundam|Kamille Bidan]] having the highest stats of all Gundam pilots, as well as the Zeta having excellent stats of its own, usually even stronger than suits like the [[Chars Counterattack|Nu Gundam]] (especially jarring and hilarious when the Nu and [[Mobile Suit Victory Gundam|V2 Gundam]] in Universal Century canon are similarly gamebreaking). If you obtain the Biosensor attacks late in the game, expect them to be ridiculously overpowered ([[Ramming Always Works|Waverider Crash]] has higher damage potential than the [[Turn A Gundam (Anime)|Moonlight Butterfly]] in ''[[Super Robot Wars Alpha|Super Robot Wars Alpha Gaiden]]''; ''Z'' lowered the damage but gave Kamille even higher stats). ''Z'' takes this up a notch with a Biosensor-mode Zeta, once the pilot's Will gets high enough, which makes it MORE unstoppable. Even with the Waverider Crash removed in the ''[[Super Robot Wars Z|Second Super Robot Wars Z: Hakai-Hen]]'' along with other returning units, it's still one of the better machines in the game.
* Likewise, the Nu Gundam potentially is quite gamebreaking: in ''Z'', though it's obtained midway into the game, it also comes equipped with the Psycho Frame [[Super Mode]] and [[Mobile Suit Gundam|Amuro Ray]] knows the pilot skill "Attack Again" ([[Exactly What It Says on the Tin|attack a second time]] on the same turn) naturally and has the adequate skill stat to trigger it. In nearly all the squad-based SRWs, the Nu and [[Mid-Season Upgrade|Hi-Nu Gundam]] can blast entire squads away with little effort at long distances.
* Likewise, the Nu Gundam potentially is quite gamebreaking: in ''Z'', though it's obtained midway into the game, it also comes equipped with the Psycho Frame [[Super Mode]] and [[Mobile Suit Gundam|Amuro Ray]] knows the pilot skill "Attack Again" ([[Exactly What It Says on the Tin|attack a second time]] on the same turn) naturally and has the adequate skill stat to trigger it. In nearly all the squad-based SRWs, the Nu and [[Mid-Season Upgrade|Hi-Nu Gundam]] can blast entire squads away with little effort at long distances.
** The Nu in ''Hakai-Hen'', [[Memetic Mutation|along with blowing the animation budget]], got a serious buff. It now could be better than the Zeta.
** The Nu in ''Hakai-Hen'', [[Memetic Mutation|along with blowing the animation budget]], got a serious buff. It now could be better than the Zeta.
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== Super Robot Wars Advance ==
== Super Robot Wars Advance ==
* The "parts" mechanic made some of the earliest units some of the deadliest, such as the original [[Mobile Suit Gundam|RX-78-2 Gundam]] and [[Mazinger Z|Boss Borot]]. On the first playthrough, these units are the only ones you can upgrade all the way to max, and when coupled with the obscenely rare "W-Up" part that raises stats in accordance to how many item slots a unit has, early/"weaker" units, often having all four slots, get tremendous stat boosts.
* The "parts" mechanic made some of the earliest units some of the deadliest, such as the original [[Mobile Suit Gundam|RX-78-2 Gundam]] and [[Mazinger Z|Boss Borot]]. On the first playthrough, these units are the only ones you can upgrade all the way to max, and when coupled with the obscenely rare "W-Up" part that raises stats in accordance to how many item slots a unit has, early/"weaker" units, often having all four slots, get tremendous stat boosts.
* For a battleship, which is supposed to be an unwieldy support ship, the Nadesico from the original [[Game Boy Advance]] version (not the [[Play Station Portable]] [[Video Game Remake]]) is a game breaker with the appropriate upgrades. With a fully upgraded [[Wave Motion Gun|Gravity Blast]], it's capable of dealing over 10000 points of damage per shot with almost 100% accuracy at maxed out Will, firing at ranges that will make super robots turn green with envy (with appropriate upgrades, the range can extend to 11 (!)). Coupled with a barrier that halves the damage of any attack it takes, it can take out the [[Final Boss]] in two turns (using Support Attacks to get in extra shots). Later games probably took note of this and forced the player to upgrade all weapons simultaneously, making game breakers such as this much more difficult.
* For a battleship, which is supposed to be an unwieldy support ship, the Nadesico from the original [[Game Boy Advance]] version (not the [[PlayStation Portable]] [[Video Game Remake]]) is a game breaker with the appropriate upgrades. With a fully upgraded [[Wave Motion Gun|Gravity Blast]], it's capable of dealing over 10000 points of damage per shot with almost 100% accuracy at maxed out Will, firing at ranges that will make super robots turn green with envy (with appropriate upgrades, the range can extend to 11 (!)). Coupled with a barrier that halves the damage of any attack it takes, it can take out the [[Final Boss]] in two turns (using Support Attacks to get in extra shots). Later games probably took note of this and forced the player to upgrade all weapons simultaneously, making game breakers such as this much more difficult.
* The Soulgain, or really, any of the original mecha due to [[Super Robot Wars Advance|Axel Almer]]/Lamia's naturally high level of Support Attack, a 10 SP Strike Spirit Command, an Ace Bonus that boosts their damage when their Will is high and their naturally high melee and ranged stats. Pump the appropriate stat and the mech's weapons and you'll have a unit that can punch far above its own weight simply by supporting other units. In fact, the change in difficulty between when they are present vs. scenarios where they aren't present is palpable at times.
* The Soulgain, or really, any of the original mecha due to [[Super Robot Wars Advance|Axel Almer]]/Lamia's naturally high level of Support Attack, a 10 SP Strike Spirit Command, an Ace Bonus that boosts their damage when their Will is high and their naturally high melee and ranged stats. Pump the appropriate stat and the mech's weapons and you'll have a unit that can punch far above its own weight simply by supporting other units. In fact, the change in difficulty between when they are present vs. scenarios where they aren't present is palpable at times.


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** [[Macross 7|Sound Force]] in ''Alpha 3'' are even more broken: their MAP songs basically enable you to buff the entire team severely, and songs "Power to the Dream" and "My Friends" enables SP restoration at once. That means you can set up an infinite amount of turns via infinite SP loop, allowing you to destroy just about anything in one round.
** [[Macross 7|Sound Force]] in ''Alpha 3'' are even more broken: their MAP songs basically enable you to buff the entire team severely, and songs "Power to the Dream" and "My Friends" enables SP restoration at once. That means you can set up an infinite amount of turns via infinite SP loop, allowing you to destroy just about anything in one round.
* ''Alpha Gaiden'' has several [[Daitarn 3]], which has almost as much health as a battleship and EXTREMELY strong attacks thanks to Banjo having Soul seishin. [[Raideen]] has some of the best stats of any [[Super Robot]] (including high evasion, which supers aren't supposed to have) and one of the highest attack power, coupled with extremely early acess to Support and its really powerful God Voice. For real robots, there's the [[After War Gundam X|Gundam X Divider]] and [[Zeta Gundam]], the former having high mobility and evasion and its energy consumption for its powerful Harmonica Cannon is low and has long range. As for the latter, you only have to max the machine's EN; all it really needs is a Biosensor or Pyschoframe and a Booster, then watch as Kamille's crazy evasion stat does the rest. In a game where money is so scarce, these two machines need few upgrades compared to others. It helps that later in the game Zeta got an upgrade to its core stats and the Waverider Crash.
* ''Alpha Gaiden'' has several [[Daitarn 3]], which has almost as much health as a battleship and EXTREMELY strong attacks thanks to Banjo having Soul seishin. [[Raideen]] has some of the best stats of any [[Super Robot]] (including high evasion, which supers aren't supposed to have) and one of the highest attack power, coupled with extremely early acess to Support and its really powerful God Voice. For real robots, there's the [[After War Gundam X|Gundam X Divider]] and [[Zeta Gundam]], the former having high mobility and evasion and its energy consumption for its powerful Harmonica Cannon is low and has long range. As for the latter, you only have to max the machine's EN; all it really needs is a Biosensor or Pyschoframe and a Booster, then watch as Kamille's crazy evasion stat does the rest. In a game where money is so scarce, these two machines need few upgrades compared to others. It helps that later in the game Zeta got an upgrade to its core stats and the Waverider Crash.
* Haro parts, as usual, are extrememly broken equippable enhancements but another game breaking part is the one that makes you regain 30% of a unit's max EN once a turn. You can get 3 of these. Put one on [[Getter Robo|Shin getter]] to fuel its Stoner Sunshine, one on [[After War Gundam X|DX G-Falcon]], if you get the G-Bits for its Bits, and the last one pretty much depend on your choice. You can put it on [[Mobile Suit Gundam Wing|Wing Zero]] for its EN problem, [[Mobile Suit Gundam 0083: Stardust Memory|Stardust MemoryGP03 Dendrobinum Orchis]] for its powerful EN weapons. Alternatively, you can put it on [[Mazinkaiser]], to make an already broken mech even more broken by allowing 2 free Fire Blaster each turn.
* Haro parts, as usual, are extrememly broken equippable enhancements but another game breaking part is the one that makes you regain 30% of a unit's max EN once a turn. You can get 3 of these. Put one on [[Getter Robo|Shin getter]] to fuel its Stoner Sunshine, one on [[After War Gundam X|DX G-Falcon]], if you get the G-Bits for its Bits, and the last one pretty much depend on your choice. You can put it on [[Mobile Suit Gundam Wing|Wing Zero]] for its EN problem, [[Mobile Suit Gundam 0083: Stardust Memory|Stardust MemoryGP03 Dendrobinum Orchis]] for its powerful EN weapons. Alternatively, you can put it on [[Mazinkaiser]], to make an already broken mech even more broken by allowing 2 free Fire Blaster each turn.
** The Gundam DX is also pretty broken in ''Alpha Gaiden'', due to a glitch where instead of 8 rounds, its stronger than usual beam rifle has somewhere around 30 shots, which is fixed if you get Tifa Adill and the G-Bits. BUT, you can also break the game after the bug is fixed, due to the G-Falcon's parts work while the mechs are combined, giving the DX two part slots while boosting its stats. Put a Haro on the DX and the previously mentioned EN regeneration on the Falcon after the G-Bits are obtained for an unstoppable unit with infinite G-bits.
** The Gundam DX is also pretty broken in ''Alpha Gaiden'', due to a glitch where instead of 8 rounds, its stronger than usual beam rifle has somewhere around 30 shots, which is fixed if you get Tifa Adill and the G-Bits. BUT, you can also break the game after the bug is fixed, due to the G-Falcon's parts work while the mechs are combined, giving the DX two part slots while boosting its stats. Put a Haro on the DX and the previously mentioned EN regeneration on the Falcon after the G-Bits are obtained for an unstoppable unit with infinite G-bits.
** One unit generally declared useless along with the rest of the originals in ''Alpha Gaiden'' (except for [[Eleventh-Hour Superpower|Sanger]] is [[Super Robot Wars Alpha|Ryusei Date]] and his R-1 Custom. It's actually a major case of [[Magikarp Power]]; of course, he sucks completely unless you bother to level him up to where his psychic ability reaches above level 6. This gives him an invisible evasion and accuracy stat boost that makes him nigh untouchable to even the [[Final Boss|Final Bosses]] when combined with his "Guts" pilot skill (all stats are boosted when HP hits critical). R-1 has 3 part slots, but Ryusei really needs one psychoframe to do this, something even Kamille and the Zeta can't match. The only downside is the R-1's damage is pitiful, but in this [[Nintendo Hard]] game, that isn't as much of an issue as long as it can survive.
** One unit generally declared useless along with the rest of the originals in ''Alpha Gaiden'' (except for [[Eleventh-Hour Superpower|Sanger]] is [[Super Robot Wars Alpha|Ryusei Date]] and his R-1 Custom. It's actually a major case of [[Magikarp Power]]; of course, he sucks completely unless you bother to level him up to where his psychic ability reaches above level 6. This gives him an invisible evasion and accuracy stat boost that makes him nigh untouchable to even the [[Final Boss|Final Bosses]] when combined with his "Guts" pilot skill (all stats are boosted when HP hits critical). R-1 has 3 part slots, but Ryusei really needs one psychoframe to do this, something even Kamille and the Zeta can't match. The only downside is the R-1's damage is pitiful, but in this [[Nintendo Hard]] game, that isn't as much of an issue as long as it can survive.
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* You'd think Banpresto would've learned their lesson back in ''W'', but ''L'' brings us [[Iczer|Iczer-1]], whose SS size makes her a [[Lightning Bruiser|beast at dodging while she can also tank]] relatively well, and has a high damage output ([[Super Robot Wars Judgement|yes]], [[Super Robot Wars W|yet]] [[Tekkaman Blade|again]]). Considering her innate "Double Image"-like ability, some fans have started to call her a "mini-Zeorymer".
* You'd think Banpresto would've learned their lesson back in ''W'', but ''L'' brings us [[Iczer|Iczer-1]], whose SS size makes her a [[Lightning Bruiser|beast at dodging while she can also tank]] relatively well, and has a high damage output ([[Super Robot Wars Judgement|yes]], [[Super Robot Wars W|yet]] [[Tekkaman Blade|again]]). Considering her innate "Double Image"-like ability, some fans have started to call her a "mini-Zeorymer".
* Unlike its previous counterpart in ''K'', [[Kotetsu Jeeg]] starts with the Mach Drill and Jeeg Bazooka [[Combination Attack|Combination Attacks]] when you get him. Naturally, Jeeg can only use these attack when it's placed adjacent to the Big Shooter, but the Partner System remedies that easily. The best thing about this Jeeg? Mach Drill and Jeeg Bazooka consums ammo, not EN.
* Unlike its previous counterpart in ''K'', [[Kotetsu Jeeg]] starts with the Mach Drill and Jeeg Bazooka [[Combination Attack|Combination Attacks]] when you get him. Naturally, Jeeg can only use these attack when it's placed adjacent to the Big Shooter, but the Partner System remedies that easily. The best thing about this Jeeg? Mach Drill and Jeeg Bazooka consums ammo, not EN.
* [[Mazinkaiser]] and [[Great Mazinger]], yes them again. Both have insanely powerful set of weapons that covers good range, which become even stronger with [[Super Mode|Mazinpower]] which also increased their defenses in this game. They also has the highest armor value in the game and an acceptable evasion rating. Put Bullet save on both so they can spam their [[Rocket Punch]] and give 5 bars of upgrade on their stats, and they can basically Tank everything the game thrown at them while dealing massive damage. Not to mention they arrived with 4 bars on each stats.
* [[Mazinkaiser]] and [[Great Mazinger]], yes them again. Both have insanely powerful set of weapons that covers good range, which become even stronger with [[Super Mode|Mazinpower]] which also increased their defenses in this game. They also has the highest armor value in the game and an acceptable evasion rating. Put Bullet save on both so they can spam their [[Rocket Punch]] and give 5 bars of upgrade on their stats, and they can basically Tank everything the game thrown at them while dealing massive damage. Not to mention they arrived with 4 bars on each stats.
* [[Gaiking]] or a least after Gaiking the Grea is unlocked. An L size [[Lightning Bruiser]] [[Super Robot Genre]] with powerful attacks and pilot with an ability that increases Evasion, Armor, Critical and Accuracy that is useful for Supers, and unlike in K, its EN usage is way lower in this game. While it needs a combinaion of 3 units, its easilly solved by the partner system and well worth the one less unit slot to deploy it.
* [[Gaiking]] or a least after Gaiking the Grea is unlocked. An L size [[Lightning Bruiser]] [[Super Robot Genre]] with powerful attacks and pilot with an ability that increases Evasion, Armor, Critical and Accuracy that is useful for Supers, and unlike in K, its EN usage is way lower in this game. While it needs a combinaion of 3 units, its easilly solved by the partner system and well worth the one less unit slot to deploy it.


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** Want another one? Take everyone's favorite ladies man, [[Super Dimension Century Orguss|Kei Katsuragi]]. When you first look at his Orguss, you might think to yourself "God, no: not another [[Megazone 23|Garland]]", until you notice a few things about this beast: Kei's one of the best pilots in the game, bar none with his insane skill stat, which he's designed to make use of since he comes pre-packaged with the "Attack Again" and "Counter" (attack before the enemy attacks first) pilot skills. Just give him the "Bullet Save" pilot skill (50% more rounds for ammo-based weapons) to get more hits and "Ignore Size Modifier" (bypass enemy size when dealing damage) since his unit is size S, spend a couple thousand credits on Orguss' weaponry and mobility and LAUGH as he evades everything thrown at him and nukes [[Eldritch Abomination|Eldritch Abominations]] to death with a [[Macross Missile Massacre]], easily doing above 10000 damage when fully upgraded. The icing on the cake? You get yet ANOTHER Orguss unit at the end stages of the game, which is JUST as good (its pilot isn't as broken as Kei, but who is anyway?) and allows the Orguss to perform a [[Combination Attack]] which is even more powerful. Keep in mind that Kei's stats are as good as (if not even better) than even the Universal Century aces [[Mobile Suit Gundam|Amuro and Char Aznable]].
** Want another one? Take everyone's favorite ladies man, [[Super Dimension Century Orguss|Kei Katsuragi]]. When you first look at his Orguss, you might think to yourself "God, no: not another [[Megazone 23|Garland]]", until you notice a few things about this beast: Kei's one of the best pilots in the game, bar none with his insane skill stat, which he's designed to make use of since he comes pre-packaged with the "Attack Again" and "Counter" (attack before the enemy attacks first) pilot skills. Just give him the "Bullet Save" pilot skill (50% more rounds for ammo-based weapons) to get more hits and "Ignore Size Modifier" (bypass enemy size when dealing damage) since his unit is size S, spend a couple thousand credits on Orguss' weaponry and mobility and LAUGH as he evades everything thrown at him and nukes [[Eldritch Abomination|Eldritch Abominations]] to death with a [[Macross Missile Massacre]], easily doing above 10000 damage when fully upgraded. The icing on the cake? You get yet ANOTHER Orguss unit at the end stages of the game, which is JUST as good (its pilot isn't as broken as Kei, but who is anyway?) and allows the Orguss to perform a [[Combination Attack]] which is even more powerful. Keep in mind that Kei's stats are as good as (if not even better) than even the Universal Century aces [[Mobile Suit Gundam|Amuro and Char Aznable]].
*** One of the things that make Kei insanely powerful is his Squad Leader Bonus: +20% damage against male enemies, -20% damage against females. Since 90% of the enemies in the game are male, this is probably the best Squad Leader Bonus in the game.
*** One of the things that make Kei insanely powerful is his Squad Leader Bonus: +20% damage against male enemies, -20% damage against females. Since 90% of the enemies in the game are male, this is probably the best Squad Leader Bonus in the game.
** Even a unit which usually falls under [[Magikarp Power]] such as the [[Turn a Gundam (Anime)|Turn a Gundam]] can be a complete beast if you replace Loran Cehack, who is so-so at best unless you [[Level Grind]] him, with Amuro or Char or even [[Turn a Gundam (Anime)|Harry Ord]] (though most players pick Char, since he isn't relegated to the [[Chars Counterattack|Sazabi]] and is stuck in the [[Zeta Gundam|Hyaku Shiki]] while Amuro has the Nu Gundam, giving him a good unit to pilot...plus, Ord has his Gold Sumo), set up the right skills and watch as the Turn A Moonlight Butterflies its way through everything while decreasing their armor as an added bonus of the attack.
** Even a unit which usually falls under [[Magikarp Power]] such as the [[Turn A Gundam (Anime)|Turn a Gundam]] can be a complete beast if you replace Loran Cehack, who is so-so at best unless you [[Level Grind]] him, with Amuro or Char or even [[Turn A Gundam (Anime)|Harry Ord]] (though most players pick Char, since he isn't relegated to the [[Chars Counterattack|Sazabi]] and is stuck in the [[Zeta Gundam|Hyaku Shiki]] while Amuro has the Nu Gundam, giving him a good unit to pilot...plus, Ord has his Gold Sumo), set up the right skills and watch as the Turn A Moonlight Butterflies its way through everything while decreasing their armor as an added bonus of the attack.
** [[Original Generation|Rand Travis' Gunleon]] can be made into one of these if you set it up as a [[Stone Wall]] or [[Mighty Glacier]] unit and give it a squad with two other units that have the "Repair" equipment (the [[Eureka Seven|TFO]] comes in mind) giving it a 30% HP recovery each turn. Add this to Rand's possession of the pilot skill "Prevail" (the lower the HP, the higher the stats) and the Gunleon's high armor and size L rating, you have a virtually un-killable, wrench-wielding [[GaoGaiGar]] [[Expy]] of doom that can survive wave after wave of attacks. There's a good reason people avoid Rand when the plot forces you to fight him.
** [[Original Generation|Rand Travis' Gunleon]] can be made into one of these if you set it up as a [[Stone Wall]] or [[Mighty Glacier]] unit and give it a squad with two other units that have the "Repair" equipment (the [[Eureka Seven|TFO]] comes in mind) giving it a 30% HP recovery each turn. Add this to Rand's possession of the pilot skill "Prevail" (the lower the HP, the higher the stats) and the Gunleon's high armor and size L rating, you have a virtually un-killable, wrench-wielding [[GaoGaiGar]] [[Expy]] of doom that can survive wave after wave of attacks. There's a good reason people avoid Rand when the plot forces you to fight him.
** [[Overman King Gainer|King Gainer's]] a potential game breaker if you realize that if Gainer gets 100 kills before a certain scenario (or just reaches Ace status in ''Z2''), he gets "Game Champ", an exclusive pilot skill that increases his skill stat by 30 whenever he hits 130 Will. Give him "Attack Again", "Ignore Size Modifier" and "EN Save" to get in more mileage out of his Overskill attacks, upgrade his weapons and enjoy the sparks flying as he tears through enemies.
** [[Overman King Gainer|King Gainer's]] a potential game breaker if you realize that if Gainer gets 100 kills before a certain scenario (or just reaches Ace status in ''Z2''), he gets "Game Champ", an exclusive pilot skill that increases his skill stat by 30 whenever he hits 130 Will. Give him "Attack Again", "Ignore Size Modifier" and "EN Save" to get in more mileage out of his Overskill attacks, upgrade his weapons and enjoy the sparks flying as he tears through enemies.