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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''.
* 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
* 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
** 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 [[Macross 7|Sound Force]] in all their appearances. Their simple ability to restore Spirit Points, increase Will and grant status buffs to pilots individually or groups alike is far more dangerous than it seems to be at first.
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* [[Space Runaway Ideon|Ideon]] in ''Alpha 3''. Banpresto removed the whole "Berserk" system from it (unlike its ''[[Super Robot Wars 4|Super Robot Wars F]]'' [[Scrappy Mechanic|counterpart]]), making it ''insanely'' easier to use. Simply slap on the "Iron Wall" Spirit Command (take 25% damage from all enemy attacks for one turn), send it towards [[Mooks]] and have it defend rather than attack. Everytime the Ideon is hit, the invisible Ide Gauge will rise; once it hits max, it unlocks infinite EN and the MAP weapons to the [[BFS|Ideon Sword]] and [[BFG|Ideon Gun]], both whose ranges stretch ''to infinity'', with the latter able to cover the entire map.
** [[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
* 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
** 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.
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== Super Robot Wars OG Saga: Endless Frontier ==
* The first game gives us [[Namco X Capcom
== Super Robot Wars Judgment ==
* [[Hades Project Zeorymer|Zeorymer of the Heavens]]: size L super robot with good defenses and a barrier, ''plus'' an evasion ability that kicks in at 130 Will and powerful attacks in melee and range slots, the deadliest being its MAP variant of the [[Sphere of Destruction|Mei-Oh]]. If you refrain from using it for a great portion of the game (except where required), {{spoiler|you get its [[Mid-Season Upgrade]] "Great Zeorymer" at the end of its ''Judgment'' storyline}}. It's even ''harder'' for enemies to stand a chance against it, since it's armed with all of its series' bosses' finishing attacks, and its Mei-Oh attack has +1 range. Unfortunately, the requirements to get it are so strict, it bars every other [[Secret Character]] excluding {{spoiler|[[Tekkaman Blade
** Due to two glitches, it's advisable not to get {{spoiler|Great Zeorymer}} on the first playthrough because they affect it: the first glitch occurs if you don't recruit {{spoiler|Julia}} you get {{spoiler|[[Blue Comet SPT Layzner|Gale]]}}, while the second is a [[Good Bad Bug]] that gives {{spoiler|[[Martian Successor Nadesico|Gai Daigouji]]}} TWICE the pilot points he's supposed to get when he rejoins the party, turning him into a gamebreaker in his own right because of super high stats from the extra PP and the high damage spammable [[Combination Attack|Combination Attacks]]. Also, if you get {{spoiler|Great Zeorymer}} you miss out on the [[Crowning Moment of Awesome|most single awesome scene]] in the entire game {{spoiler|where Gai pulls his [[Big Damn Heroes]] moment}}.
* The [[Full Metal Panic|Arbalest]] after you can activiate the Lambda Driver is a good tie with the Zeorymer. It might actually be ''better'' due to its ECS ability (another Mirror Image proxy), can nullify damage with the Lambda Driver barrier as you reach 120 Will (damage rate also increases by 20% - 50%), ammo dependant attacks that have a lot of shots (the only attack that eats energy is its [[Combination Attack]] with the M9s) and Sousuke Sagara's high stats. Oh, and it's a size S unit.
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== Super Robot Wars L ==
* 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
* 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.
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== Super Robot Wars W ==
** The [[Original Generation|Ardygun family's Valzacard]] is a battleship-sized super robot that dodges like a [[Real Robot Genre]] with nearly 30,000 HP. Technically, it's really its attacks that make it so powerful in the game; to top it off, it has six pilots, meaning the unit has access to a vast Spirit Command base (moreso if you add a [[Detonator Orgun|P.A.S.F.U.]] unit to regenerate Spirit Points), giving it tons of bonuses each turn. The best part? It's the ''mandatory'' final [[Mid-Season Upgrade]] for the protagonist. Also, if you're willing to glitch a bit, it [[Game Breaking Bug|can have infinite turns due to the "Courage" Spirit Command]], and that's not even with setting up the protagonist to do it.
** [[Detonator Orgun]] and the [[Tekkaman Blade
*** The thing that makes them complete game breakers is unlike its preceeding game ''[[Super Robot Wars Judgment]]''(where Blade is already broken), the size difference mechanic that otherwise reduces the effectiveness of small units attacking larger ones doesn't exist, meaning Orgun and a Tekkaman can hit every bit as hard as a [[Gundam|Mobile Suit]], yet their damage output is comparable to high end supers or even higher. Notably, ''W'' lacks the AI of ''Judgment'' that focuses on hitting slower units.
** To say nothing about [[
*** Incidentally, in order to make things simple for combining the supporting [[
*** [[
** [[Mazinkaiser]] is no slouch either, at least after getting its Kaiser Scrander, which makes it a more offensive-based [[
** On [[New Game+]], you can ''buy External GS-Rides'', which gives you 150 EN and regenerates 10% of max EN each turn. Go ahead: pick an EN-consuming attack and go wild.
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== Super Robot Wars Z ==
** The [[Genesis of Aquarion|Aquarion]], with its special "Element System" ability to merge all three pilots' highest stats once it hits 130 Will. Basically, pump up the melee, range and evasion stats in three different pilots and you can have them maxed out in 1/3 of the time it should take. Not to mention its Mugen Punch has a range of 14! For extra brokenness, give Apollo "EN Save" (EN attacks cost 20% less EN) and "Hit & Away" (attack first without moving, then move after attacking) pilot skills.
*** Want an even MORE broken Aquarion? Do the above, but also pump Apollo's skill stat and give him the "Attack Again" pilot skill, which triggers if his skill stat is higher than the defending enemy's by 20. Every time he uses Mugen Punch, he'll do [[Exactly What It Says
** ''Z'' in general has plenty of "minor" game breakers; it being a not-very-difficult-game is one of the reasons, but one major game breaker is the [[Eureka Seven|Nirvash Spec-2]]: this beast has top-class evasion and accuracy and comes with its own one-shot MAP weapon "Seven Swell", which has a range of 6 squares surrounding it and does OBSCENE damage. Players are divided into two groups after getting the Spec-2: those who avoid using it to ruin the game and the ones who nuke everything with Seven Swell by using the "Resupply" and "Move Again" Spirit Commands to set it up.
** Here's another one; Baldios. Basically a "Zeorymer-lite" without a MAP and EN regeneration, but beats it by being size LL (Zeorymer's an L; keep in mind that the larger the unit, the higher the damage and defence bonus) AND having a goddamned A in every terrain in a game that rarely gives out a unit with anything better than three A's and a B.
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*** 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.
** [[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 [[
** [[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.
*** Certain pilot skills, like Predict, Dash, and Guard, and certain parts (particularly the Hyper Jammer, and the D Extractor types in ''Saisei-hen'') can be used to push his already useful [[Lightning Bruiser|Overskill bonus]] to even greater heights.
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** Yep, Basara is at it again. He now has the entire Sound Force tagging along invisibly, and the MAP versions are even crazier. Planet Dance is basically a MAP version of the Trust seishin; Totsugeki Love Heart is a MAP-wide Encourage/Rouse; My Friends (which Mylenes uses) still restores SP; Try Again still boosts stats, but now it's capped out at +15 for offensive-based stats and +30 for defensive stats; and he has a new song: DYNAMITE EXPLOSION, which pretty much blows everything else out of the water. He gives Cheer and Bless to everyone it hits, and as his Song Energy climbs, he'll add Accel and Alert. But when HE casts Hot Blood before belting out this tune, EVERYONE AFFECTED GETS HOT BLOOD CAST ON THEM FOR FREE. Truly the [[Theme Music Power-Up]] exemplified.
*** Did I mention that those [[Demonic Spiders|annoying-as-hell Dimensional Beasts and DAMONs]] actually take damage from all of his songs, and [[Macross Frontier|Vajras]] lose morale when hit, and will run away if their morale dips below 120, giving him TWICE the PP and EXP than someone would otherwise get?
** An [[In
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