(Moved from the old boards)
It's about time the drought of stat topics for REAL Super Robot War games ended.
If nothing else, some stats for Boss Borot are required in case it ever gets back into NR.
StatisticsPilots and Robots have their own sets of statistics, as you may or may not know. Weapons do too!
Pilot StatisticsAtk - Attack. Higher attack means more damage! It's a used as a percentage so 100 means they're just as good with weapons as the weapons were intended.
Acc - Accuracy. It's accuracy! Used in hit calculations and nothing else.
Eva - Evasion. See accuracy!
Int - Intuition. The Red Mage of stats! Affects accuracy, evasion, and doubleacting, and I believe it also is required for Mercy (but since Mercy is irrelevant to duelling I have not bothered checking this). Doubleacting kicks in after a pilot gets 130 Intuition.
CSP/MSP - Current/Maximum Spirit Points. Mana! You know how it works.
Will - How 'into' a battle a character is, for lack of a better description! A character's Will starts off at 100 at the start of each episode. They get 1 for hitting an enemy, 1 for being hit... 5 for killing an enemy, but they don't get the 1 or 2 for hitting/being hit if they do... and 1 if one of their buddies dies. Caps at 200. Affects attacking and defencive power.
Robot StatisticsCHP/MHP - Current/Maximum Hitpoints. If you don't know what a hitpoint is you're probably at the wrong site!
CEN/MEN - Current/Maximum Energy. Bots need power to run! Some robots only eat up energy while moving, some require it to power various weapons. They regen 5 energy a phase naturally. Use up 1 per square moved, even ground-based ones, but I don't see this being a concern in a duel...
Arm - Armour. How many millimetres thick a robot's plating is! Decreases damage subtractively, so it really doesn't make that much of a difference unless you have a massive amount of it... especially considering Will.
Lim - Limit. How agile the robot is, basically! Regardless of how good the pilot is, it can't move the robot faster than the robot can move. Thus Limit! And just like all SRW games (that I have played) no robot worth using has a Limit that ever comes into effect. A Gun-EZ's base Limit is 200! Only a handful of pilots manage to get a stat over 150! Anyway, Limit imposes a cap on the robot's pilot's evasion and accuracy stats equal to itself.
Mov - Movement. How quickly the robot can move! Fortunately the movement stat also directly translates to the amount of squares of clear ground the robot can traverse a phase as in every other SRPG ever, otherwise things would be more complicated than they should be.
MTy - Movement Type. Ground, Air, Water! Grounded robots get hit by decreased movement in difficult terrain, but also receive terrain benefits (and deficits). Airy robots get no increase in movement cost on any passable terrain, but miss out on said terrain benefits and deficits. Water ones can move in water for no extra cost or something, it never comes up! Just like FE Berserkers' waterwalking! It won't be relevant to a duel anyway.
Weapon StatisticsAtk - Attack. Don't confuse it with the pilot's attack stat! A weapon's attack is a flagrantly high number that supposedly represents the damage it does, but as in everything this gets affected by various stuff. Just can't make things simple, can they...
Acc - Accuracy. Actually an accuracy adjustment. Comes in various small amounts, in both positive and negative styles!
Rng - Range. Finally a stat that the weapons didn't plagiarise off the pilots! Maximum number of squares away a weapon can attack. SRW2G weapons have no minimum range, ignoring the absurdity of negative ranges. This extends to the repairing 'weapons'! If you don't get what this means, it will be spelt out later. Also, weapons with a range higher than one can't be used after moving, unless they're labelled with the holy 'P'!
CAm/MAm - Current/Maximum Ammunition. Some weapons have a limited amount of ordnance! Also no easy way to refill it unlike EN, assuming you call sitting around getting 5-EN-Regen 'easy'.
REN - Required Energy. This is the amount of energy a robot uses up to use this weapon. As one may expect, if they don't have enough energy they can't use the weapon that requires it!
RWill - Required Will. Some attacks just don't work unless you're sufficiently
pumped, as that guy says. Ryouma is going to cry.
Terrain Rankings - Some weapons just weren't designed for certain terrains! Rankings range from A to C, A being the best. There's also the dash or, to make it easier to see, X, ranking, which means the weapon doesn't work against that terrain full stop. Rankings affect the amount of damage the weapon is going to do, negatively or not at all. More on that in the formulae segment!
Which is right now.
FormulaeDamage((Weapon's Attack x Attacker's Attack% x Attacker's Will% x Weapon's Terrain Rank Effect) - (Defender's Defence x Defender's Will%)) x (100% - Terrain Defence Boost%) = Damage
Note how the Terrain Defence Boost doesn't boost defence so much as cut damage to shreds! Fortunately we're not likely to deal with terrain here so we can through that segment out.
(Weapon x Attack% x Will% x Terrain Rank) - (Defence x Will%)= DamageNice and concise.
Terrain Rank is as follows:
A - 100%
B - 70%
C - 40%
AccuracyAnd the full accuracy is relatively simple.
(85 + Attacker's Accuracy + Attacker's Intuition + Weapon's Accuracy - Defender's Evasion - Defender's Intuition) x (100% - Terrain Accuracy 'Boost'%) = Accuracy.
I didn't even notice that SRW Terrain (at least, SRW2G terrain) decreased evasion until I was doing this stuff. In any case Terrain is not required for this anyway. So.
85 + (Accuracy + Intuition + Weapon) - (Evade + Intuition) = AccuracyNone of this changing-accuracy-depending-on-the-range and so forth.
Taken AgainstEnemies from the second last level include
3 Contios with 450 defence, 267 combined evasion, and 266 combined accuracy (with Beam Cannon)
3 Dais with 550 defence, 237 combined evasion, and 250 combined accuracy (with Missile)
3 Doven Wolves with 580 defence, 286 combined evasion, and 276 combined accuracy (with Incom)
4 Jagd Dogas with 350 defence, 286 combined evasion, and 284 combined accuracy (with Beam Assault Rifle)
3 Zaku III Customs with 980 defence, 282 combined evasion, and 282 combined accuracy (with Beam Cannon)
1 Ghoul (Ashura) with 1000 defence, 232 combined evasion, and 265 combined accuracy (with Magnetic Power Beam)
1 Messara (Sara) with 620 defence, 276 combined evasion, and 270 combined accuracy (with Grenade Launcher)
1 The O (Paptimus) with 720 defence, 313 combined evasion, and 337 combined accuracy (with Beam Sword)
Weapons were chosen as the ones they tried to use if attacked.
This gives off 600 average defence, 270 average combined evasion, 275 average combined accuracy.
Precharacter NotesIt has to be asked, when it comes to robot games... who is the dueller? The robot or the pilot? Either way has its problems and advantages.
If it's the pilot, then multi-pilot units come into trouble. The OG1 thread which appeared to be running with pilots-as-duellers ignored the issue when it came up with the Battleships and allowed the XOs... I'm not sure I agree with that view.
On the other hand, if the robot is the dueller, then their comes a problem of massive formsplit with some mass-produced robots like Gespenst IIs in OG1 or Gun-EZs in this. Interestingly enough all of OG2's playable MP Gespenst IIs are customized, so it doesn't have that problem... but anyway. There is also a problem wherein the robots generally don't have a personality to make things interesting, which is what the duelling is all about.
Site NR has used both styles, as it happens... with Shu as a representative of pilots and Boss Borot as a representative of robots. I'm not entirely sure why... Boss Borot, at the least, can be said to have at least a limited personality, even if it's never readily apparent as to why/how and it doesn't show up in any of the games, only the cartoon. Hm. In any case, I'm going with Pilot-As-Dueller for this thread, since its problems seem the lesser to me.
Especially since the Getters are the only multi-pilot robot here. So they're incredibly easy to balance (if you can call it that... cripple might be a better term. But it happens to so many games...), just peg only the 'main' pilot of each in each version! Good luck to whoever gets to balance the likes of Combattler. Except 3's version which only lets you use the main one's spirits anyway...
Robots can get upgraded! I've taken them as all having full upgrades! Because they get bonuses if they do. Good times. In return for this their weaponry is not upgraded at all. Pity the robots that get Biosensors for their full upgrade bonus - they're all already capped out on limit from the upgrades.
Pilots are at level 40. This seems roughly like the sort of numbers you want in an endgame team, at relative minimum. Also pegs the average Intuition at slightly over 130, which is a Good Thing TM. Also gives the majority of pilots all their spirit commands.
Average damages for each weapon are taken with 100 will and against Ground. Best-3 damages do not include inbattle Will gains.
Terrain rankings are listed as Air / Space / Ground / Water.
CharactersGetter RoboRyouma NagareAtk: 170
Acc: 138
Eva: 117
Int: 125
MSP: 245
Evasion: -18%
Spirits
Vigour (20 SP) - Restores 1/3 MHP
Strike (20 SP) - Attacks becomes immune to evasion until the next turn, although Alert overrides this
Trust (30 SP) - Restores 1/3 MHP of anyone on the same team
Valour (30 SP) - Next attack does double damage
Friendship (80 SP) - Restores 1/2 MHP of everyone on the same team
Love (100 SP) - Restores all HP of everyone on the same team
Claims: Getter 1, Getter Dragon. Getter 1 is inferior so we only care about Getter Dragon.
Getter Dragon
MHP: 6200
EN: 255
Arm: 810
Lim: 250
Mov: 8, Air
Abilities/Equipment:
Transform - Can normally transform into Getter Liger or Getter Poseidon. I consider such ability null and void.
Courage Emblem - Recovers 10 EN per turn instead of 5.
Weapons:
Double Tomahawk - 2300 Attack, 20 Accuracy, 1 Range, A/A/A/A. 98% hitrate, 3310 damage
Double Tomahawk Boomerang - 2300 Attack, 0 Accuracy, 4 Range, 4 Ammo, A/A/B/B. 78% hitrate, 2137 damage
Getter Beam - 3200 Attack, 0 Accuracy, 1 Range, 10 EN, A/A/A/X. 78% hitrate, 4840 damage
Shine Spark - 5000 Attack, 20 Accuracy, 1 Range, 100 EN, 130 Will, A/A/A/C. 98% hitrate, 7900 damage
Best 3: 29040 - Strike & Valour Getter Beam x 3.
The lack of the Spirit spirit means that Ryouma will rarely ever get to see Shine Spark in action. Worse luck for him.
Hayato JinAtk: 164
Acc: 143
Eva: 149
Int: 128
MSP: 245
Evasion: 17%
Spirits
Accel (5 SP) - Increases movement by 3
Alert (10 SP) - Unfailingly dodge next attack
Focus (10 SP) - Increase final Accuracy and Evasion until next phase by 10
Mercy (10 SP) - If next attack would kill, leaves enemy on 10 HP instead
Luck (40 SP) - Doubles money and experience gained from next battle
Friendship (80 SP) - Restores 1/2 MHP of everyone on the same team
Claims: Getter 2, Getter Liger. Getter 2 is inferior so we only care about Getter Liger.
Getter Liger
MHP: 6200
EN: 255
Arm: 770
Lim: 255
Mov: 10, Ground
Abilities/Equipment:
Transform - Can normally transform into Getter Dragon or Getter Poseidon. I consider such ability null and void.
Mach Special - When pilot has 130 Will or more, attains a flat 50% chance to dodge in addition to and regardless of the normal chances in battle.
Biosensor - Increases Limit by 15!!!
Weapons:
Drill Arm - 1850 Attack, 20 Accuracy, 1 Range, 8 EN, X/B/A/A. 106% hitrate, 2434 damage
Liger Missile - 2500 Attack, 0 Accuracy, 4 Range, 4 Ammo, B/B/A/B. 86% hitrate, 3500 damage
Chain Attack - 2800 Attack, 20 Accuracy, 1 Range, 5 EN, X/B/A/A. 106% hitrate, 3992 damage
Best 3: 11976 - Chain Attack x 3.
He has no damage-helping skills whatsoever. Which means there is nothing stopping him from using Alert for 24 turns! Except MP draining.
Musashi TomoeAtk: 167
Acc: 135
Eva: 113
Int: 120
MSP: 245
Evasion: -27%
Spirits
Vigour (20 SP) - Restores 1/3 MHP
Guts (40 SP) - Completely restores HP
Spirit (40 SP) - Boosts Will by 15
Friendship (80 SP) - Restores 1/2 MHP of everyone on the same team
Valour (30 SP) - Next attack does double damage
Rage (70 SP) - Does a random amounts of damage from 100 to 1000, in increments of 100, to every enemy on the map.
Claims: Getter 3, Getter Poseidon. Getter 3 is inferior so we only care about Getter Poseidon.
Getter Poseidon
MHP: 6200
EN: 255
Arm: 970
Lim: 250
Mov: 7, Water
Abilities/Equipment:
Transform - Can normally transform into Getter Dragon or Getter Liger. I consider such ability null and void.
Superalloy Z - Increases Armour by 100.
Weapons:
Charge - 2100 Attack, 20 Accuracy, 1 Range, X/A/A/C. 90% hitrate, 2907 damage
Strong Missile - 2500 Attack, 0 Accuracy, 4 Range, 6 Ammo, B/B/B/A. 70% hitrate, 2322 damage
Great Mountain Storm - 3200 Attack, 15 Accuracy, 1 Range, 30 EN, X/A/A/A. 85% hitrate, 4744 damage
Getter Cyclone - 3800 Attack, 20 Accuracy, 1 Range, 25 EN, X/C/B/A. 90% hitrate, 3842 damage
Best 3: 35046 - Spirit x 3 then Valour Great Mountain Storm x 3.
Musashi having better damage than Ryouma is just WRONG. To be fair he'd only connect with all three attacks 60-odd percent of the time against an average speed opponent though.
Jack KingAtk: 157
Acc: 142
Eva: 114
Int: 127
MSP: 255
Evasion: -19%
Spirits
Vigour (20 SP) - Restores 1/3 MHP
Strike (20 SP) - Attacks becomes immune to evasion until the next turn, although Alert overrides this
Accel (5 SP) - Increases movement by 3
Luck (40 SP) - Doubles money and experience gained from next battle
Mercy (10 SP) - If next attack would kill, leaves enemy on 10 HP instead
Valour (30 SP) - Next attack does double damage
Claims: Texas Mack.
Texas Mack
MHP: 4500
EN: 220
Arm: 700
Lim: 230
Mov: 6, Air
Abilities/Equipment:
Superalloy Z - Increases Armour by 100.
Weapons:
Texas Sword - 1500 Attack, 20 Accuracy, 1 Range, A/A/A/A. 104% hitrate, 1755 damage
Mack Revolver - 1800 Attack, 10 Accuracy, 2 Range, 15 Ammo, A/A/A/A. 94% hitrate, 2226 damage
Best 3: 13356 - Strike & Valour Mack Revolver x 3.
Hehehe, Jack getting better damage than Hayato.
Michiru SaotomeAtk: 137
Acc: 124
Eva: 113
Int: 125
MSP: 255
Evasion: -22%
Spirits
Vigour (20 SP) - Restores 1/3 MHP
Guts (40 SP) - Completely restores HP
Strike (20 SP) - Attacks becomes immune to evasion until the next turn, although Alert overrides this
Friendship (80 SP) - Restores 1/2 MHP of everyone on the same team
Love (100 SP) - Restores all HP of everyone on the same team
Alert (10 SP) - Unfailingly dodge next attack
Claims: Getter Q.
Getter Q
MHP: 4500
EN: 230
Arm: 590
Lim: 250
Mov: 5, Ground
Abilities/Equipment:
Bravery Emblem - Regen 100 HP every turn.
Weapons:
Freeze Beam - 1000 Attack, -10 Accuracy, 4 Range, 5 EN, A/A/A/A. 54% hitrate, 770 damage
Getter Beam - 1300 Attack, 15 Accuracy, 1 Range, 10 EN, A/A/A/X. 79% hitrate, 1181 damage
Best 3: 7086 - Strike Getter Beam x 3.
I'm sure her 100 HP regen will keep her alive for such a long time.
Kochou KiAtk: 155
Acc: 137
Eva: 119
Int: 126
MSP: 245
Evasion: -15%
Spirits
Vigour (20 SP) - Restores 1/3 MHP
Luck (40 SP) - Doubles money and experience gained from next battle
Alert (10 SP) - Unfailingly dodge next attack
Spirit (40 SP) - Boosts Will by 15
Love (100 SP) - Restores all HP of everyone on the same team
Renew (60 SP) - Restores all EN and Ammo of anyone on the same team. Also drops their Will by 5
Claims: Mecha Kochou Ki.
Mecha Kochou Ki
MHP: 5400
EN: 250
Arm: 610
Lim: 255
Mov: 8, Air
Abilities/Equipment:
Beam Barrier Generator - Nullifies Beam (B-type) attacks.
Weapons:
Butterfly Dance - 1400 Attack, 25 Accuracy, 1 Range, A/A/A/X. 103% hitrate, 1570 damage
Boomerang - 1650 Attack, 20 Accuracy, 4 Range, 5 Ammo, A/B/A/A. 98% hitrate, 1957 damage
Best 3: 12777 - Spirit x 6 then Boomerang x 3.
This is utterly draining on her SP, though, and doesn't allow her to use anything else. Using Spirit only the 5 times, she has enough SP left over to hit Alert on all three turns, for a decrease of 1152 damage.
Mazinger & associatesKouji KabutoAtk: 165
Acc: 127
Eva: 121
Int: 122
MSP: 255
Evasion: -17%
Spirits
Vigour (20 SP) - Restores 1/3 MHP
Guts (40 SP) - Completely restores HP
Strike (20 SP) - Attacks becomes immune to evasion until the next turn, although Alert overrides this
Focus (10 SP) - Increase final Accuracy and Evasion until next phase by 10
Valour (30 SP) - Next attack does double damage
Alert (10 SP) - Unfailingly dodge next attack
Claims: Mazinger Z. Jet Scrander version also.
Mazinger Z w/ Jet Scrander
MHP: 6600
EN: 255
Arm: 900
Lim: 240
Mov: 9, Air
Abilities/Equipment:
Booster - Increases movement by 2.
Weapons:
Rocket Punch - 1350 Attack, 25 Accuracy, 3 Range, P-Type, A/A/A/A. 89% hitrate, 1627 damage
Photon Power Beam - 1900 Attack, 10 Accuracy, 1 Range, 5 EN, B-Type, A/A/A/C. 74% hitrate, 2535 damage
Rust Hurricane - 2500 Attack, 20 Accuracy, 1 Range, 15 EN, X/X/A/X. 84% hitrate, 3525 damage
Breast Fire - 3400 Attack, 25 Accuracy, 1 Range, 50 EN, A/A/A/C. 89% hitrate, 5010 damage
Best 3: 30060 - Strike & Valour Breast Fire x 3.
Can also throw Alert in on each phase and still be left over with 75 SP.
Rocket Punch there is the first of two non-Map P-type attacks in the game. No points for guessing the other!
Tetsuya TsurugiAtk: 160
Acc: 124
Eva: 123
Int: 119
MSP: 255
Evasion: -18%
Spirits
Guts (40 SP) - Completely restores HP
Accel (5 SP) - Increases movement by 3
Strike (20 SP) - Attacks becomes immune to evasion until the next turn, although Alert overrides this
Focus (10 SP) - Increase final Accuracy and Evasion until next phase by 10
Spirit (40 SP) - Boosts Will by 15
Valour (30 SP) - Next attack does double damage
Claims: Great Mazinger.
Great Mazinger
MHP: 7700
EN: 255
Arm: 950
Lim: 250
Mov: 9, Air
Abilities/Equipment:
Booster - Increases movement by 2.
Weapons:
Mazinger Blade - 1200 Attack, 20 Accuracy, 1 Range, A/A/A/A. 78% hitrate, 1320 damage
Drill Pressure Punch - 1450 Attack, -5 Accuracy, 3 Range, 4 Ammo, A/A/A/C. 53% hitrate, 1720 damage
Breast Burn - 3500 Attack, 25 Accuracy, 1 Range, 50 EN, A/A/A/C. 83% hitrate, 5000 damage
Thunder Break - 4000 Attack, 10 Accuracy, 1 Range, 80 EN, A/A/A/X. 68% hitrate, 5800 damage
Best 3: 46320 - Spirit x 2 then Strike & Valour Thunder Break x 3.
This leaves him with 25 SP, which isn't enough to do a whole lot... but it also leaves him with only 25 EN, which is enough to do even less! So I see no problem with that. Maybe if Thunder Break wasn't so inaccurate he could dump the Strikes, but it isn't.
Duke FleedAtk: 162
Acc: 126
Eva: 111
Int: 126
MSP: 245
Evasion: -23%
Spirits
Friendship (80 SP) - Restores 1/2 MHP of everyone on the same team
Focus (10 SP) - Increase final Accuracy and Evasion until next phase by 10
Strike (20 SP) - Attacks becomes immune to evasion until the next turn, although Alert overrides this
Valour (30 SP) - Next attack does double damage
Mercy (10 SP) - If next attack would kill, leaves enemy on 10 HP instead
Love (100 SP) - Restores all HP of everyone on the same team
Claims: Grendizer, Double Spazer, Drill Spazer, Marine Spazer
Grendizer
MHP: 7600
EN: 255
Arm: 1050
Lim: 250
Mov: 5, Ground
Abilities/Equipment:
Transform - Grendizer can transform into Double Spazer-, Drill Spazer-, and Marine Spazer- combined Grendizers. None of this wasting team space and pilots lugging them around.
Superalloy Z - Increases Armour by 100.
Weapons:
Shoulder Boomerang - 1350 Attack, 0 Accuracy, 3 Range, A/A/A/B. 67% hitrate, 1587 damage
Screw Crusher Punch - 1500 Attack, -5 Accuracy, 3 Range, 4 Ammo, A/A/A/A. 62% hitrate, 1830 damage
Antigravity Storm - 2200 Attack, 25 Accuracy, 1 Range, 10 EN, A/A/A/A. 92% hitrate, 2964 damage
Space Thunder - 3800 Attack, 10 Accuracy, 1 Range, 80 EN, A/A/A/X. 77% hitrate, 5556 damage
Double Spazer
MHP: 7600
EN: 255
Arm: 950
Lim: 250
Mov: 7, Air
Abilities/Equipment:
Transform - Double Spazer can transform into Grendizer or the other two Spazer combinations.
Beam Barrier Generator - Nullifies Beam (B-type) attacks.
Weapons:
Missile - 850 Attack, -5 Accuracy, 4 Range, 10 Ammo, A/A/A/B. 62% hitrate, 777 damage
Double Cutter - 1000 Attack, -5 Accuracy, 4 Range, 6 Ammo, A/A/A/A. 62% hitrate, 1020 damage
Cyclone Beam - 1800 Attack, 10 Accuracy, 4 Range, 15 EN, B-Type, A/A/A/C. 77% hitrate, 2316 damage
Drill Spazer
MHP: 7600
EN: 255
Arm: 1050
Lim: 250
Mov: 6, Air
Abilities/Equipment:
Transform - Drill Spazer can transform into Grendizer or the other two Spazer combinations.
Superalloy Z - Increases Armour by 100.
Weapons:
Drill Missile - 1300 Attack, 30 Accuracy, 1 Range, 2 Ammo, A/A/A/A. 97% hitrate, 1506 damage
Drill Attack - 1600 Attack, 5 Accuracy, 1 Range, 5 EN, A/A/A/C. 72% hitrate, 1992 damage
Spark Bomber - 2000 Attack, -10 Accuracy, 4 Range, 20 EN, A/A/A/X. 57% hitrate, 2640 damage
Marine Spazer
MHP: 7600
EN: 255
Arm: 950
Lim: 250
Mov: 6, Air (!?)
Abilities/Equipment:
Transform - Marine Spazer can transform into Grendizer or the other two Spazer combinations.
I Field - Nullifies Beam (B-Type) attacks.
Weapons:
Marine Missile - 950 Attack, -5 Accuracy, 4 Range, 6 Ammo, B/B/B/A. 62% hitrate, 323 damage
Marine Cutter - 1500 Attack, -10 Accuracy, 5 Range, 6 Ammo, A/A/A/A. 57% hitrate, 1830 damage
Best 3: 33336 - Strike & Valour Space Thunder x 3.
SP-draining, but considering he has no other either good or efficient spirits, he doesn't really have much else to spend them on anyway.
I can't really think of a reason for him to ever use one of the Spazers. Double or Marine to avoid attacks that can't hit air, I guess.
Sayaka YumiAtk: 138
Acc: 124
Eva: 114
Int: 127
MSP: 255
Evasion: -19%
Spirits
Strike (20 SP) - Attacks becomes immune to evasion until the next turn, although Alert overrides this
Luck (40 SP) - Doubles money and experience gained from next battle
Alert (10 SP) - Unfailingly dodge next attack
Trust (30 SP) - Restores 1/3 MHP of anyone on the same team
Friendship (80 SP) - Restores 1/2 MHP of everyone on the same team
Renew (60 SP) - Restores all EN and Ammo of anyone on the same team. Also drops their Will by 5
Claims: Aphrodi A
Aphrodi A
MHP: 5100
EN: 200
Arm: 700
Lim: 255
Mov: 7, Ground
Abilities/Equipment:
Booster - Increases movement by 2.
Weapons:
Repair Kit - 1 Range. Healing is 500 + 60 x Level, so 2900 healing.
Aphrodimissile - 1000 Attack, -5 Accuracy, 4 Range, 5 Ammo, A/A/A/A. 61% hitrate, 780 damage
Charge - 1150 Attack, 20 Accuracy, 1 Range, X/A/A/C. 86% hitrate, 987 damage
Photon Power Missile - 2000 Attack, -6 Accuracy, 4 Range, 5 Ammo, A/A/A/A. 60% hitrate, 2160 damage
Best 3: 7480 - Strike Photon Power Missile x 3.
Pathetic damage. As you'd expect from Aphrodi A! Note that she can use her healing on herself.
BossAtk: 158
Acc: 120
Eva: 100
Int: 120
MSP: 255
Evasion: -40%
Spirits (he only gets 5)
Vigour (20 SP) - Restores 1/3 MHP
Guts (40 SP) - Completely restores HP
Spirit (40 SP) - Boosts Will by 15
Rage (70 SP) - Does a random amounts of damage from 100 to 1000, in increments of 100, to every enemy on the map.
Valour (30 SP) - Next attack does double damage
Claims: Boss Borot
Boss Borot
MHP: 4700
EN: 170
Arm: 670
Lim: 195
Mov: 4, Ground
Abilities/Equipment:
Superalloy Z - Increases Armour by 100.
Weapons:
Supply Kit - 1 Range. Restores all EN and Ammo.
Borot Punch - 1500 Attack, -10 Accuracy, 1 Range, 100 Will, X/A/A/A. 45% hitrate, 1770 damage
Super Borot Punch - 2500 Attack, -20 Accuracy, 1 Range, 120 Will, X/A/A/A. 35% hitrate, 3350 damage
Special DX Borot Punch - 4000 Attack, -30 Accuracy, 1 Range, 140 Will, X/A/A/A. 25% hitrate, 5720 damage
...yeah. Boss ain't hittin' too well without Strike, which he don't have. Even Focus would have helped.
Best 3: 57072 - Spirit x 4 then Valour Special DX Borot Punch x 3.
Of course the chance of all three hitting is around 1%...
Alternately, Spirit x 4 then Valour Borot Punch x3 gives off 19152, with a much better chance of 9% that all three will hit >_> I believe I shall go with the latter.
Minerva XAtk: 155
Acc: 124
Eva: 121
Int: 111
MSP: 195
Evasion: -28%
Spirits
Not being alive, she has no emotions with which to have spirits. If there had been a 'sadness' spirit she could utilise her awexome crying powars! but there isn't.
Claims: Minerva X
Minerva X
MHP: 6500
EN: 240
Arm: 840
Lim: 220
Mov: 5, Ground
Abilities/Equipment:
Superalloy Z - Increases Armour by 100.
Weapons:
Rocket Punch - 1100 Attack, 25 Accuracy, 3 Range, A/A/A/A. 75% hitrate, 1105 damage
Photon Power Beam - 1800 Attack, 10 Accuracy, 1 Range, 5 EN, B-Type, A/A/A/C. 60% hitrate, 2190 damage
Breast Fire - 3000 Attack, -5 Accuracy, 1 Range, 50 EN, A/A/A/C. 45% hitrate, 4050 damage
Best 3: 12150 - Breast Fire x 3.
Return of the 9%-chance-all-will-hit. Triple Rocket Punch is somewhat failure, tho, only 3315 damage. Serves her for not having any spirits.
Now someone needs to figure out why Minerva's breasts are so much more inaccurate than Kouji's and Tetsuya's.
If you didn't guess Minerva's Rocket Punch for other P-type attack, you get negative points.
Gundam 0079/CCABright NoaAtk: 140
Acc: 127
Eva: 124
Int: 129
MSP: 245
Evasion: -7%
Spirits
Vigour (20 SP) - Restores 1/3 MHP
Accel (5 SP) - Increases movement by 3
Luck (40 SP) - Doubles money and experience gained from next battle
Focus (10 SP) - Increase final Accuracy and Evasion until next phase by 10
Alert (10 SP) - Unfailingly dodge next attack
Guts (40 SP) - Completely restores HP
Claims: White Base, Argama, Ra Cailum, Reinforce Junior. They all get obsoleted by the next one along except, of course, for the Reinforce Junior, which is what he'll be using.
Reinforce Junior
MHP: 9400
EN: 255
Arm: 710
Lim: 255
Mov: 8, Air
Abilities/Equipment:
Beam Shield - When Will is over 130, has a 50% chance to halve damage from attacks taken.
Courage Emblem - Recovers 10 EN per turn instead of 5.
Weapons:
Antiair Guns - 1600 Attack, 25 Accuracy, 1 Range, A/A/A/A. 96% hitrate, 1640 damage
Hyper Mega Particle Cannon - 2400 Attack, 0 Accuracy, 7 Range x 3, 120 EN, M-Type, A/A/A/X. 71% hitrate, 2760 damage
Mega Particle Cannon - 2500 Attack, 10 Accuracy, 7 Range, 25 EN, A/A/A/C. 81% hitrate, 2900 damage
Beam Ram - 3000 Attack, -20 Accuracy, 1 Range, 100 EN, A/A/B/X. 51% hitrate, 2340 damage
Hyper Mega Particle Cannon hits the 7 squares in the direction shown, and 6 squares on each side (leaving off the squares furthest from the ship).
Best 3: 8700 - Mega Particle Cannon x 3.
Beam Ram is horribly expensive in terms of EN and inaccurate. Fortunate (?), then, that it takes a damage hit against grounded targets. And Bright has no offensive spirits, so he's happily able to spam Alert for 24 turns...
Amuro RayAtk: 145
Acc: 140
Eva: 152
Int: 145
MSP: 245
Evasion: 37%
Spirits
Focus (10 SP) - Increase final Accuracy and Evasion until next phase by 10
Valour (30 SP) - Next attack does double damage
Accel (5 SP) - Increases movement by 3
Luck (40 SP) - Doubles money and experience gained from next battle
Mercy (10 SP) - If next attack would kill, leaves enemy on 10 HP instead
Zeal (60 SP) - Allows the character another action this phase
Claims: Gundam, Nu Gundam. Pretty clear which is the better here.
Nu Gundam
MHP: 5500
EN: 255
Arm: 670
Lim: 255
Mov: 8, Ground
Abilities/Equipment:
I Field - Nullifies Beam (B-Type) attacks.
Psychoframe - Increases MHP by 800.
Weapons:
Vulcan - 800 Attack, 25 Accuracy, 1 Range, 10 Ammo, A/A/A/A. 125% hitrate, 560 damage
Beam Saber - 1200 Attack, 20 Accuracy, 1 Range, X/A/A/A. 120% hitrate, 1140 damage
Beam Rifle - 1350 Attack, 0 Accuracy, 5 Range, 10 Ammo, B-Type, A/A/A/C. 100% hitrate, 1357 damage
Fin Funnel - 2300 Attack, 10 Accuracy, 8 Range, 5 Ammo, 100 Will, A/A/A/A. 110% hitrate, 2735 damage
Best 3: 31421 - Valour Fin Funnel x 5 then Zeal Valour Beam Rifle then Beam Rifle
And we reach the start of the double-acters... considering the generally lower power of the best Gundam weapons, they'd be pretty pathetic without it.
This drains nigh-all of Amuro's SP, but it's not like he has much else to spend it on in a duelling situation.
Lalah SuneAtk: 132
Acc: 142
Eva: 142
Int: 145
MSP: 245
Evasion: 27%
Spirits (she only gets 5)
Accel (5 SP) - Increases movement by 3
Luck (40 SP) - Doubles money and experience gained from next battle
Alert (10 SP) - Unfailingly dodge next attack
Mercy (10 SP) - If next attack would kill, leaves enemy on 10 HP instead
Strike (20 SP) - Next attack becomes immune to evasion, although Alert overrides this
Claims: Elmeth
Elmeth
MHP: 4600
EN: 250
Arm: 850
Lim: 255
Mov: 6, Air
Abilities/Equipment:
Psychoframe - Increases MHP by 800.
Weapons:
Bit - 1500 Attack, 20 Accuracy, 7 Range, 5 Ammo, 100 Will, A/A/A/A. 122% hitrate, 1380 damage
Mega Particle Cannon - 1600 Attack, -5 Accuracy, 4 Range, 5 EN, A/A/A/C. 97% hitrate, 1512 damage
Best 3: 9072 - Mega Particle Cannon x 6
Not really many options for her. Alert & MPC spam.
Zeta GundamCamille BidanAtk: 143
Acc: 142
Eva: 150
Int: 145
MSP: 245
Evasion: 35%
Spirits
Focus (10 SP) - Increase final Accuracy and Evasion until next phase by 10
Valour (30 SP) - Next attack does double damage
Accel (5 SP) - Increases movement by 3
Mercy (10 SP) - If next attack would kill, leaves enemy on 10 HP instead
Zeal (60 SP) - Allows the character another action this phase
Friendship (80 SP) - Restores 1/2 MHP of everyone on the same team
Claims: Zeta Gundam.
Zeta Gundam
MHP: 4400
EN: 250
Arm: 650
Lim: 255
Mov: 8, Ground
Abilities/Equipment:
Transform - Zeta Gundam can transform into the Waverider.
Biosensor - Increases Limit by 15!!!
Weapons:
Vulcan - 750 Attack, 25 Accuracy, 1 Range, 10 Ammo, A/A/A/A. 127% hitrate, 472 damage
Beam Saber - 1100 Attack, 20 Accuracy, 1 Range, X/A/A/A. 122% hitrate, 973 damage
Beam Rifle - 1250 Attack, 0 Accuracy, 5 Range, 10 Ammo, B-Type, A/A/A/C. 102% hitrate, 1187 damage
High Mega Launcher - 2600 Attack, -5 Accuracy, 6 Range, 5 Ammo, A/A/A/C. 97% hitrate, 3118 damage
Waverider
MHP: 4400
EN: 250
Arm: 630
Lim: 255
Mov: 10, Air
Abilities/Equipment:
Transform - The Waverider can transform into Zeta Gundam.
Biosensor - Increases Limit by 15!!!
Weapons:
Beamgun - 1250 Attack, 0 Accuracy, 6 Range, 20 Ammo, B-Type, A/A/A/C. 102% hitrate, 1187 damage
High Mega Launcher - 2600 Attack, -5 Accuracy, 6 Range, 5 Ammo, A/A/A/C. 97% hitrate, 3118 damage
Best 3: 34741 - Valour High Mega Launcher x 5 then Zeal Valour Beam Rifle then Beam Rifle
Hm, now where have I seen a layout like that before...
Fa YuiriAtk: 131
Acc: 129
Eva: 156
Int: 136
MSP: 255
Evasion: 32%
Spirits
Trust (30 SP) - Restores 1/3 MHP of anyone on the same team
Alert (10 SP) - Unfailingly dodge next attack
Luck (40 SP) - Doubles money and experience gained from next battle
Focus (10 SP) - Increase final Accuracy and Evasion until next phase by 10
Renew (60 SP) - Restores all EN and Ammo of anyone on the same team. Also drops their Will by 5
Love (100 SP) - Restores all HP of everyone on the same team
Claims: Methuss
Methuss
MHP: 4100
EN: 230
Arm: 750
Lim: 255
Mov: 6, Ground
Abilities/Equipment:
Transform - The Methuss can transform into the Methuss. In MA mode.
Superalloy Z - Increases Armour by 100.
Weapons:
Repair Kit - 1 Range. Healing is 500 + 60 x Level, so 2900 healing.
Beam Saber - 1100 Attack, 20 Accuracy, 1 Range, X/A/A/A. 100% hitrate, 841 damage
Arm Beam Cannon - 1200 Attack, 0 Accuracy, 5 Range, 10 Ammo, B-Type, A/A/A/C. 80% hitrate, 972 damage
Methuss MA
MHP: 4100
EN: 230
Arm: 750
Lim: 255
Mov: 8, Air
Abilities/Equipment:
Transform - Methuss MA can transform into the Methuss.
Superalloy Z - Increases Armour by 100.
Weapons:
Repair Kit - 1 Range. Healing is 500 + 60 x Level, so 2900 healing.
Arm Beam Cannon - 1200 Attack, 0 Accuracy, 5 Range, 10 Ammo, B-Type, A/A/A/C. 80% hitrate, 972 damage
Best 3: 5832 - Arm Beam Cannon x 6
And 25 shots of Alert.
Four MurasameAtk: 139
Acc: 135
Eva: 144
Int: 140
MSP: 245
Evasion: 24%
Spirits
Alert (10 SP) - Unfailingly dodge next attack
Focus (10 SP) - Increase final Accuracy and Evasion until next phase by 10
Love (100 SP) - Restores all HP of everyone on the same team
Trust (30 SP) - Restores 1/3 MHP of anyone on the same team
Valour (30 SP) - Next attack does double damage
Zeal (60 SP) - Allows the character another action this phase
Claims: NOTHING. And no, she's not having the Psyco Gundam.
Double Zeta GundamJudou AshitaAtk: 142
Acc: 138
Eva: 148
Int: 145
MSP: 245
Evasion: 33%
Spirits
Vigour (20 SP) - Restores 1/3 MHP
Focus (10 SP) - Increase final Accuracy and Evasion until next phase by 10
Alert (10 SP) - Unfailingly dodge next attack
Valour (30 SP) - Next attack does double damage
Mercy (10 SP) - If next attack would kill, leaves enemy on 10 HP instead
Friendship (80 SP) - Restores 1/2 MHP of everyone on the same team
Claims: Double Zeta Gundam
Double Zeta Gundam
MHP: 5400
EN: 250
Arm: 720
Lim: 255
Mov: 7, Ground
Abilities/Equipment:
Transform - Double Zeta Gundam can transform into the G-Fortress.
Biosensor - Increases Limit by 15!!!
Weapons:
Double Vulcan - 880 Attack, 25 Accuracy, 1 Range, 10 Ammo, A/A/A/A. 123% hitrate, 649 damage
Hyper Beam Saber - 1350 Attack, 20 Accuracy, 1 Range, X/A/A/A. 118% hitrate, 1317 damage
Double Beam Rifle - 1550 Attack, 0 Accuracy, 6 Range, 10 Ammo, B-Type, A/A/A/C. 98% hitrate, 1601 damage
High Mega Cannon - 2300 Attack, -10 Accuracy, 6 Range, 100 EN, 100 Will, M-Type, A/A/A/C. 88% hitrate, 2666 damage
High Mega Cannon's area of effect is shaped somewhat like a raindrop with the thin end at ZZ Gundam. Kinda hard to delimit in a short manner anyway.
G-Fortress
MHP: 5400
EN: 250
Arm: 700
Lim: 255
Mov: 9, Air
Abilities/Equipment:
Transform - The G-Fortress can transform into Double Zeta Gundam.
Biosensor - Increases Limit by 15!!!
Weapons:
Missile - 850 Attack, -5 Accuracy, 4 Range, 10 Ammo, A/A/A/A. 93% hitrate, 607 damage
Double Cannon - 1000 Attack, 25 Accuracy, 1 Range, 6 Ammo, A/A/A/A. 123% hitrate, 820 damage
Double Beam Rifle - 1550 Attack, 0 Accuracy, 6 Range, 10 Ammo, B-Type, A/A/A/C. 98% hitrate, 1601 damage
Best 3: 23472 - Valour High Mega Cannon x 2 then Valour Double Beam Rifle x 4
Which leaves him with SP for Alert, unlike Amuro/Camille. That they don't have it surely doesn't enter into this.
Elpeo PleAtk: 137
Acc: 130
Eva: 152
Int: 139
MSP: 245
Evasion: 31%
Spirits
Vigour (20 SP) - Restores 1/3 MHP
Luck (40 SP) - Doubles money and experience gained from next battle
Valour (30 SP) - Next attack does double damage
Mercy (10 SP) - If next attack would kill, leaves enemy on 10 HP instead
Love (100 SP) - Restores all HP of everyone on the same team
AlsoRage (70 SP) - Does a random amounts of damage from 100 to 1000, in increments of 100, to every enemy on the map.
at level 43Claims: Qubeley Mk II
Qubeley Mk II
MHP: 4400
EN: 250
Arm: 700
Lim: 255
Mov: 10, Ground
Abilities/Equipment:
Booster - Increases movement by 2.
Weapons:
Beam Saber - 1200 Attack, 20 Accuracy, 1 Range, X/A/A/A. 104% hitrate, 1044 damage
Beamgun - 1450 Attack, -5 Accuracy, 6 Range, 20 Ammo, B-Type, A/A/A/C. 79% hitrate, 1386 damage
Funnel - 2000 Attack, 25 Accuracy, 7 Range, 5 Ammo, 95 Will, A/A/A/A. 109% hitrate, 2140 damage
Best 3: 24172 - Valour Funnel x 5 then Valour Beamgun
Another familiar attack sequence.
Gundam F91Seabook ArnoAtk: 141
Acc: 137
Eva: 140
Int: 138
MSP: 245
Evasion: 18%
Spirits
Vigour (20 SP) - Restores 1/3 MHP
Spirit (40 SP) - Boosts Will by 15
Valour (30 SP) - Next attack does double damage
Friendship (80 SP) - Restores 1/2 MHP of everyone on the same team
Trust (30 SP) - Restores 1/3 MHP of anyone on the same team
Zeal (60 SP) - Allows the character another action this phase
Claims: Gundam F-91
Gundam F-91
MHP: 4400
EN: 250
Arm: 870
Lim: 255
Mov: 9, Ground
Abilities/Equipment:
Doubleimage - When pilot has 130 Will or more, attains a flat 50% chance to dodge in addition to and regardless of the normal chances in battle.
Beam Shield - When Will is over 130, has a 50% chance to halve damage from attacks taken.
Superalloy Z - Increases Armour by 100.
Weapons:
Beam Saber - 1200 Attack, 20 Accuracy, 1 Range, X/A/A/A. 110% hitrate, 1092 damage
Beam Rifle - 1450 Attack, 0 Accuracy, 5 Range, 10 Ammo, B-Type, A/A/A/C. 90% hitrate, 1444 damage
Beam Launcher - 2000 Attack, 0 Accuracy, 5 Range, 15 EN, B-Type, A/A/A/C. 90% hitrate, 2220 damage
VSBR - 3000 Attack, -5 Accuracy, 7 Range, 30 EN, A/A/A/C. 85% hitrate, 3630 damage
Best 3: 58788 - Spirit x 2 then Valour VSBR x 5 then VSBR
2x Spirit not only ends up doing more damage than using Zeal and an extra Valour, it also activates F-91's Doubleimage and Beam Shield. Good trade.