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Super Robot Wars/T/Pilot Skills: Difference between revisions

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! Skill Name JP !! Skill Name EN !! TacP !! Max Lv !! Effect  
! Skill Name JP !! Skill Name EN !! TacP !! Max Lv !! Effect  
|-
|-
| 底力 || Potential || 100 || 9 || Increases accuracy, evasion, critical rate, and Armor as HP decreases. More effective at higher skill levels.
| 底力 || Potential || 100 || 9 || Increases accuracy, evasion, critical rate, and Armor as HP decreases. More effective at higher skill levels. (see [[#Potential|Skill Details]]).
|-class=even
|-class=even
| サイズ差補正無視 || Ignore Size || 100 || 4 || Reduces the damage penalty incurred when attacking larger units. Each skill level removes one rank from the size penalty. For instance, an M-sized unit with Ignore Size L1 will deal normal damage to an L-sized target. The maximum skill level that can be obtained depends on the size of the pilot's unit.
| サイズ差補正無視 || Ignore Size || 100 || 4 || Reduces the damage penalty incurred when attacking larger units. Each skill level removes one rank from the size penalty. For instance, an M-sized unit with Ignore Size L1 will deal normal damage to an L-sized target. The maximum skill level that can be obtained depends on the size of the pilot's unit.
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| サポートアタック || Enhance Attack || 300 || 1 || Guarantees critical hits on Support Attack. Does not apply to the Second Attack skill.  
| サポートアタック || Enhance Attack || 300 || 1 || Guarantees critical hits on Support Attack. Does not apply to the Second Attack skill.  
|-
|-
| Eセーブ || Save E || 150 || 2 || Reduces the EN consumption of weapons. L1: -10% / L2: -20%
| Eセーブ || Save E || 150 || 2 || Reduces the EN consumption of weapons. L1: -10% / L2: -20% / EX: -30%
|-class=even
|-class=even
| Bセーブ || Save B || 150 || 2 || Ammo is increased for all weapons. L1: +20% / L2: +50%; Rounds up on values of 0.5 or higher.
| Bセーブ || Save B || 150 || 2 || Ammo is increased for all weapons (rounded up). L1: +20% / L2: +50% / EX: +100%
|-
|-
| 再攻撃 || Second Attack || 350 || 1 || If the pilot's SKL is at least 30 higher than the target's, they can perform another attack after the opponent's counterattack. Second Attack deals 50% of the normal damage.
| 再攻撃 || Second Attack || 350 || 1 || If the pilot's SKL is at least 30 higher than the target's, they can perform another attack after the opponent's counterattack. Second Attack deals 50% of the normal damage.
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| 援護防御 || Support Defend || 250 || 4 || Allows the unit to Support Defend for adjacent allied units once per skill level each turn. Damage taken by the defender is equivalent to guarding (60%) or guarding with a shield (40%), if applicable.
| 援護防御 || Support Defend || 250 || 4 || Allows the unit to Support Defend for adjacent allied units once per skill level each turn. Damage taken by the defender is equivalent to guarding (60%) or guarding with a shield (40%), if applicable.
|-
|-
| 見切り || Instinct || 100 || 3 || Activates at 130 Morale. Increases final accuracy and evasion. L1: +5% / L2: +10% / L3: +15%. In addition, damage taken from attacks with less than 30% accuracy will be halved.
| 見切り || Instinct || 100 || 3 || Activates at 130 Morale. Increases final accuracy and evasion. L1: +5% / L2: +10% / L3: +15% / EX: +25%. In addition, damage taken from attacks with less than 30% accuracy will be halved.
|-class=even
|-class=even
| ガード || Guard || 100 || 3 || Activates at 130 Morale. Reduces damage taken. L1: 10% / L2: 15% / L3: 20%
| ガード || Guard || 100 || 3 || Activates at 130 Morale. Reduces damage taken. L1: 10% / L2: 15% / L3: 20% / EX: 30%
|-
|-
| ヒット&アウェイ || Hit & Run || 300 || 1 || If the unit attacks before moving, they will be able to move after attacking.
| ヒット&アウェイ || Hit & Run || 300 || 1 || If the unit attacks before moving, they will be able to move after attacking.
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| 精神耐性 || Spirit Endurance || 200 || 1 || Prevents special effects such as Status Down, Immobile, Morale Down, and SP Down. Also prevents Daunt when Morale is 100 or lower.
| 精神耐性 || Spirit Endurance || 200 || 1 || Prevents special effects such as Status Down, Immobile, Morale Down, and SP Down. Also prevents Daunt when Morale is 100 or lower.
|-class=even
|-class=even
| 闘爭心 || Fighter's Spirit || 100 || 3 || Increases starting Morale. L1: +2 / L2: +5 / L3: +10  
| 闘爭心 || Fighter's Spirit || 100 || 3 || Increases starting Morale. L1: +2 / L2: +5 / L3: +10 / EX: +20
|-
|-
| 気力+ATK || Morale+ (ATK) || 250 || 1 || The pilot gains 1 extra Morale when attacking, counterattacking, or providing a Support Attack.
| 気力+ATK || Morale+ (ATK) || 250 || 1 || The pilot gains 1 extra Morale when attacking, counterattacking, or providing a Support Attack.
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| 気力+DEF || Morale+ (DEF) || 250 || 1 || The pilot gains 1 extra Morale when taking damage, evading, or nullifying an attack with a barrier or special evasion ability.  
| 気力+DEF || Morale+ (DEF) || 250 || 1 || The pilot gains 1 extra Morale when taking damage, evading, or nullifying an attack with a barrier or special evasion ability.  
|-
|-
| 気力限界突破 || Break Morale Limit || 100 || 3 || Increases the pilot's maximum Morale. L1: +5 / L2: +10 / L3: +20
| 気力限界突破 || Break Morale Limit || 100 || 3 || Increases the pilot's maximum Morale. L1: +5 / L2: +10 / L3: +20 / EX: +30
|-class=even
|-class=even
| パーツ供給 || Supply Parts || 150 || 1 || Allows the use of consumable parts on adjacent allies. Does not apply to parts that can affect multiple units.
| パーツ供給 || Supply Parts || 150 || 1 || Allows the use of consumable parts on adjacent allies. Does not apply to parts that can affect multiple units.
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| エースプラウド || Proud Ace || 200 || 1 || Lowers the kill requirements for Ace and Great Ace to 50 and 70, respectively.  
| エースプラウド || Proud Ace || 200 || 1 || Lowers the kill requirements for Ace and Great Ace to 50 and 70, respectively.  
|-class=even
|-class=even
| ラッキースター || Lucky Star || 350 || 2 || Casts the Fortune spirit on the pilot at the beginning of each mission. L2: Recasts the Fortune spirit on the pilot at the start of every player phase when Morale is 130 or higher.  
| ラッキースター || Lucky Star || 350 || 2 || Casts the Fortune spirit on the pilot at the beginning of each mission. L2: Recasts the Fortune spirit on the pilot at the start of every player phase when Morale is 130 or higher. EX: +3,000 funds with each kill
|}
|}
<br>
<br>
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! Skill Name JP !! Skill Name EN !! TacP !! Effect
! Skill Name JP !! Skill Name EN !! TacP !! Effect
|-
|-
| アタッカー || Attacker || 2500 || Activates at 130 Morale. Increases damage dealt by 20%.
| アタッカー || Attacker || 2500 || Activates at 130 Morale. Increases damage dealt. L1: 20% / EX: +30%
|-class=even
|-class=even
| フルカウンター || Full Counter || 2000 || All counterattacks will trigger Counter, causing the unit to attack first during the enemy phase.
| フルカウンター || Full Counter || 2000 || All counterattacks will trigger Counter, causing the unit to attack first during the enemy phase.
|-
|-
| ダッシュ || Dash || 1500 || Movement +1.
| ダッシュ || Dash || 1500 || L1: Movement +1 / EX: Movement +2
|-class=even
|-class=even
| SP回復 || SP Recovery || 2500 || Restores an additional 10 SP to the main pilot at the beginning of each player phase.
| SP回復 || SP Recovery || 2500 || Restores additional SP to the main pilot at the beginning of each player phase. L1: +10 SP / EX: +20 SP
|-
|-
| ExCボーナス || ExC Bonus || 2000 || Grants +2 Extra Count (ExC) at the beginning of each mission.
| ExCボーナス || ExC Bonus || 2000 || Grants Extra Count (ExC) at the beginning of each mission. L1 : +2 ExC / EX: +3 ExC
|-class=even
|-class=even
| 戦術待機 || Tactical Standby || 2500 || Ending the player phase while the unit can still act will cast the Zeal and Accel spirits on the pilot at the beginning of the next player phase. Restores 5 SP to the main pilot when activated.
| 戦術待機 || Tactical Standby || 2500 || Ending the player phase while the unit can still act will cast the Zeal and Accel spirits on the pilot at the beginning of the next player phase. Restores 5 SP to the main pilot when activated.
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| 防御アップ || DEF Up || 250 || Increases DEF by 5.
| 防御アップ || DEF Up || 250 || Increases DEF by 5.
|-
|-
| 回避アップ || EVN Up || 250 || Increases EVD by 5.
| 回避アップ || EVD Up || 250 || Increases EVD by 5.
|-class=even
|-class=even
| 命中アップ || HIT Up || 250 || Increases HIT by 5.
| 命中アップ || HIT Up || 250 || Increases HIT by 5.
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{|
{|
|-
|-
! Skill Name JP !! Skill Name EN !! Max Lv !! Effect
! Skill Name JP !! Skill Name EN !! Max Lv !! Effect !! Pilots
|-
|-
| 地形利用 || Apply Terrain || 1 || Doubles the defense and evasion bonuses of terrain.
| 地形利用 || Apply Terrain || 1 || Doubles the defense and evasion bonuses of terrain. || Sai Saici, Master Asia
|-class=even
|-class=even
| 指揮官 || Commander || 4 || Increases Final Accuracy and Evasion to allies, based on the distance from the skill holder, but provides no bonus to the skill holder themselves. (see [[#Commander|Skill Details]]).
| 指揮官 || Commander || 4 || Increases Final Accuracy and Evasion to allies, based on the distance from the skill holder, but provides no bonus to the skill holder themselves. (see [[#Commander_Hit.2FEvade_Bonuses|Skill Details]]). || Bright, Ruri
|-
|-
| 艦隊指揮 || Captain's Order || 1 || Increases the accuracy and evasion bonuses of the Commander skill by 10%. All units within the effective range gain the maximum bonus.
| 艦隊指揮 || Captain's Order || 1 || Increases the accuracy and evasion bonuses of the Commander skill by 10%. All units within the effective range gain the maximum bonus. || Bright
|-class=even
|-class=even
| 強運 || Strong Luck || 1 || Funds gained from shooting down enemy units are increased by 20%.
| 強運 || Strong Luck || 1 || Funds gained from shooting down enemy units are increased by 20%. || Judau
|-
|-
| 反骨心 || Defiance || 1 || If the opponent's SKL is higher, damage dealt increases by 10%, damage taken is reduced by 10%, and final accuracy and evasion are increased by 10%.
| 反骨心 || Defiance || 1 || If the opponent's SKL is higher, damage dealt increases by 10%, damage taken is reduced by 10%, and final accuracy and evasion are increased by 10%. || Watta, Gyunei
|-class=even
|-class=even
| 極 || Supreme || 1 || Activates at 130 Morale. Increases final accuracy, evasion, and critical rates by 30%.
| 極 || Supreme || 1 || Activates at 130 Morale. Increases final accuracy, evasion, and critical rates by 30%. || Lantis, Master Asia
|-
|-
| プレッシャー || Pressure || 4 || Increases damage dealt to and reduces damage taken from opponents within range whose SKL stats are lower. Effective range is twice the skill level. More effective at higher skill levels.
| プレッシャー || Pressure || 4 || Increases damage dealt to and reduces damage taken from opponents within range whose SKL stats are lower. Effective range is twice the skill level. More effective at higher skill levels. (see [[#Pressure_Damage_Bonuses|Skill Details]]). || Master Asia
|-class=even
|-class=even
| CEO || CEO || 1 || Awards 50 TacP when clearing a map. Multiple instances of this skill will stack.
| CEO || CEO || 1 || Awards 50 TacP when clearing a map. Multiple instances of this skill will stack. || Watta, Maito
|-
|-
| 勇者 || Brave || 9 || Increases accuracy, evasion, critical rate, and Armor. More effective at higher skill levels.
| 勇者 || Brave || 9 || Increases accuracy, evasion, critical rate, and Armor. More effective at higher skill levels. (see [[#Brave.2FHero_Stat_Bonuses|Skill Details]]). || Guy, ChoRyuJin, GekiRyuJin, Big Volfogg, J
|--class=even
|--class=even
| ヒーロー || Hero || 9 || Increases accuracy, evasion, critical rate, and Armor. More effective at higher skill levels.
| ヒーロー || Hero || 9 || Increases accuracy, evasion, critical rate, and Armor. More effective at higher skill levels. (see [[#Brave.2FHero_Stat_Bonuses|Skill Details]]). || Maito, Battle Bomber, Guard Diver, Black Mightgaine
|-
|-
| 聖戦士 || Battler || 1 || Increases the pilot's Morale by 3 each turn. At 150 Morale and higher, damage dealt is increased by 10%.
| 聖戦士 || Battler || 1 || Increases the pilot's Morale by 3 each turn. At 150 Morale and higher, damage dealt is increased by 10%. || Show, Shion, Marvel, Tod
|-class=even
|-class=even
| オーラ力 || Aura Power || 9 || Increases evasion, attack power for weapons requiring Aura Power, and Aura Barrier output. More effective at higher skill levels.
| オーラ力 || Aura Power || 9 || Increases evasion, attack power for weapons requiring Aura Power, and Aura Barrier output. More effective at higher skill levels. (see [[#Aura_Power_Bonuses|Skill Details]]). || Show, Shion, Marvel, Tod
|-
|-
| 魔法騎士 || Magic Knight || 1 || Increases final accuracy and damage dealt, and reduces damage taken as Morale increases. Enables Fuu's Magic command.
| 魔法騎士 || Magic Knight || 1 || Increases final accuracy and damage dealt, and reduces damage taken as Morale increases. (see [[#Magic_Knight_Bonuses|Skill Details]]). || Hikaru, Umi, Fuu
|-class=even
|-class=even
| ニュータイプ || Newtype || 9 || Enables the use of Newtype weaponry. Increases accuracy, evasion, and the range of Newtype weaponry. More effective at higher skill levels.
| ニュータイプ || Newtype || 9 || Enables the use of Newtype weaponry. Increases accuracy, evasion, and the range of Newtype weaponry. More effective at higher skill levels. (see [[#Newtype.2FArtificial_Newtype_Stat_Bonuses|Skill Details]]). || Kamille, Fa, Judau, Roux, Beecha, Elle, Iino, Mondo, Haman, Ple, Amuro, Char, Quess, Kincade, Tobia
|-
|-
| 強化人間 || Artificial Newtype || 9 || Enables the use of Newtype weaponry. Increases accuracy, evasion, and the range of Newtype weaponry. More effective at higher skill levels.
| 強化人間 || Artificial Newtype || 9 || Enables the use of Newtype weaponry. Increases accuracy, evasion, and the range of Newtype weaponry. More effective at higher skill levels. (see [[#Newtype.2FArtificial_Newtype_Stat_Bonuses|Skill Details]]). || Ple Two, Mashymre, Gyunei
|-class=even
|-class=even
| 明鏡止水 || Meikyou-Shisui || 1 || Activates at 140 Morale. All counterattacks will trigger Counter. CQB, HIT, and SKL increase by 10. Restores an additional 5 SP at the beginning of each player phase.
| 明鏡止水 || Meikyou-Shisui || 1 || Activates at 140 Morale. All counterattacks will trigger Counter. CQB, HIT, and SKL increase by 10. Restores an additional 5 SP at the beginning of each player phase. || Domon
|-
|-
| 宇宙海賊 || Space Pirate || 1 || Funds and TacP gained from shooting down enemy units are increased by 20%. Increases damage dealt by 20% against targets with higher HP.
| 宇宙海賊 || Space Pirate || 1 || Funds and TacP gained from shooting down enemy units are increased by 20%. Increases damage dealt by 20% against targets with higher HP. || Captain Harlock
|-class=even
|-class=even
| ガッツ || Gutsy || 1 || CQB, RNG, SKL, DEF, EVD, and HIT are increased by [(Morale - 100) ÷ 5], up to a maximum bonus of +10 at 150 Morale.
| ガッツ || Gutsy || 1 || CQB, RNG, SKL, DEF, EVD, and HIT are increased by one for every 5 Morale above 100, up to a maximum bonus of +10 at 150 Morale. || Noriko
|-
|-
| スーパーガッツ || Super Gutsy || 1 || CQB, RNG, SKL, DEF, EVD, and HIT are increased by [(Morale - 100) ÷ 5], up to a maximum bonus of +10 at 150 Morale. In addition, the effect of the Morale+ Bonus skill is granted to the pilot.
| スーパーガッツ || Super Gutsy || 1 || CQB, RNG, SKL, DEF, EVD, and HIT are increased by one for every 5 Morale above 100, up to a maximum bonus of +10 at 150 Morale. In addition, the effect of the Morale+ Bonus skill is granted to the pilot. || Noriko
|-class=even
|-class=even
| カウボーイ || Cowboy || 1 || Funds gained from shooting down enemy units are increased as Morale increases. 100~119: +20% / 120~149: +30% / 150+: +40% <br> In addition, Morale is increased by 3 when gaining more than 5000 funds from shooting down an enemy.
| カウボーイ || Cowboy || 1 || Funds gained from shooting down enemy units are increased as Morale increases. 100~119: +20% / 120~149: +30% / 150+: +40% <br> In addition, Morale is increased by 3 when gaining more than 5000 funds from shooting down an enemy. || Spike
|-
|-
| カウボーイ || Cowboy (Ace) || 1 || Funds gained from shooting down enemy units are increased as Morale increases. 100~109: +30% / 110~119: +40% / 120+: +50% <br> In addition, Morale is increased by 5 when gaining more than 5000 funds from shooting down an enemy.
| カウボーイ || Cowboy (Ace) || 1 || Funds gained from shooting down enemy units are increased as Morale increases. 100~109: +30% / 110~119: +40% / 120+: +50% <br> In addition, Morale is increased by 5 when gaining more than 5000 funds from shooting down an enemy. || Spike
|-class=even
|-class=even
| アクロバット || Acrobat || 1 || Increases the unit's Mobility and Sight as Morale increases. 110~129: +10 / 130~149: +15 / 150+: +20
| アクロバット || Acrobat || 1 || Increases the unit's Mobility and Sight as Morale increases. 110~129: +10 / 130~149: +15 / 150+: +20 || Spike
|-
|-
| YII || YII (1) || 1 || CQB, RNG, SKL, DEF, EVD, and HIT are increased as Morale increases.
| YII || YII (1) || 1 || CQB, RNG, SKL, DEF, EVD, and HIT are increased as Morale increases. (see [[#YII_Stat_Bonuses|Skill Details]]). || Van
|-class=even
|-class=even
| YII || YII (2) || 1 || CQB, RNG, SKL, DEF, EVD, and HIT are increased as Morale increases. In addition, damage dealt is increased by 10% when Morale is 130 or higher.
| YII || YII (2) || 1 || CQB, RNG, SKL, DEF, EVD, and HIT are increased as Morale increases. In addition, damage dealt is increased by 10% when Morale is 130 or higher. (see [[#YII_Stat_Bonuses|Skill Details]]). || Van
|-
|-
| オーバーフロウ || Overflow || 1 || Activates at 150 Morale. Damage dealt is increased by 10% and damage taken is reduced by 20%.
| オーバーフロウ || Overflow || 1 || Activates at 150 Morale. Damage dealt is increased by 10% and damage taken is reduced by 20%. || Van
|-class=even
|-class=even
| 異能生存体 || Superhuman Abilities || 1 || Increases CQB, RNG, SKL, DEF, EVD, and HIT by 20 when HP is less than 10%.
| 異能生存体 || Superhuman Abilities || 1 || Increases CQB, RNG, SKL, DEF, EVD, and HIT by 20 when HP is less than 10%. || Chirico
|-
|-
| 精密攻撃 || Precision Attack || 1 || Critical hits deal 50% more damage rather than the usual 25% more.
| 精密攻撃 || Precision Attack || 1 || Critical hits deal 50% more damage rather than the usual 25% more. || Chirico
|-class=even
|-class=even
| 電子の妖精 || Electron Fairy || 1 || Increases CQB, RNG, SKL, DEF, EVD, and HIT by 5 for all allied units within 3 spaces.
| 電子の妖精 || Electron Fairy || 1 || Increases CQB, RNG, SKL, DEF, EVD, and HIT by 5 for all allied units within 3 spaces. || Ruri
|-
| IFS || IFS || 1 || HIT, EVD, and SKL are increased as Morale increases.
|-
|-
| IFS || IFS || 1 || HIT, EVD, and SKL are increased as Morale increases. (see [[#IFS_Stat_Bonuses|Skill Details]]). || Akito, Ruri, Saburouta, Ryoko
|}
|}
<br>
<br>
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<br>
<br>


==Potential Hit/Evade Bonuses==
==Pilot Skill Details==
===Potential===
====Potential Hit/Evade Bonuses====
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<br>


==Potential Armor Bonus==
====Potential Armor Bonus====
{|
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<br>


==Potential Critical Bonus==
====Potential Critical Bonus====
{|
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<br>


==Commander Hit/Evade Bonuses==
===Commander Hit/Evade Bonuses===
{|
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<br>


==Brave/Hero Stat Bonuses==
===Pressure Damage Bonuses===
{|
|-
! LV !! Range !! Damage Dealt !! Damage Taken
|-
| LV1 || 2 || x1.05 || x0.95
|-
| LV2 || 4 || x1.1 || x0.9
|-
| LV3 || 6 || x1.15 || x0.85
|-
| LV4 || 8 || x1.2 || x0.8
|-
|}
<br>
 
===Brave/Hero Stat Bonuses===
{|
{|
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<br>


==Aura Power Bonuses==
===Aura Power Bonuses===
{|
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<br>


==Pressure Damage Bonuses==
===Magic Knight Bonuses===
{|
{|
|-
|-
! LV !! Range !! Damage Dealt !! Damage Taken
! Morale !! Accuracy !! Damage Dealt !! Damage Taken
|-
|-
| LV1 || 2 || x1.05 || x0.95
| 110-119 || +5% (+10%) || x1.05 (x1.1) || x0.95 (x0.9)
|-
|-
| LV2 || 4 || x1.1 || x0.9
| 120-139 || +10% (+15%) || x1.05 (x1.1) || x0.95 (x0.9)
|-
|-
| LV3 || 6 || x1.15 || x0.85
| 140-150 || +10% (+15%) || x1.1 (x1.15) || x0.9 (x0.85)
|-
|-
| LV4 || 8 || x1.2 || x0.8
| 151+ || +15% (+20%) || x1.15 (x1.2) || x0.85 (x0.8)
|-
|-
|}
|}
<br>


==Newtype/Artificial Newtype Stat Bonuses==
===Newtype/Artificial Newtype Stat Bonuses===
{|
{|
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<br>


==YII Stat Bonuses==
===YII Stat Bonuses===
{|
{|
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<br>


==Magic Knight Bonuses==
===IFS Stat Bonuses===
{|
|-
! Morale !! Accuracy !! Damage Dealt !! Damage Taken
|-
| 110-119 || +5% (+10%) || x1.05 (x1.1) || x0.95 (x0.9)
|-
| 120-139 || +10% (+15%) || x1.05 (x1.1) || x0.95 (x0.9)
|-
| 140-150 || +10% (+15%) || x1.1 (x1.15) || x0.9 (x0.85)
|-
| 151+ || +15% (+20%) || x1.15 (x1.2) || x0.85 (x0.8)
|-
|}
 
==IFS Stat Bonuses==
{|
{|
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|-

Latest revision as of 09:24, 6 February 2025

Buyable Skills

Normal Skills

Skill Name JP Skill Name EN TacP Max Lv Effect
底力 Potential 100 9 Increases accuracy, evasion, critical rate, and Armor as HP decreases. More effective at higher skill levels. (see Skill Details).
サイズ差補正無視 Ignore Size 100 4 Reduces the damage penalty incurred when attacking larger units. Each skill level removes one rank from the size penalty. For instance, an M-sized unit with Ignore Size L1 will deal normal damage to an L-sized target. The maximum skill level that can be obtained depends on the size of the pilot's unit.
援護攻撃 Support Attack 250 4 Allows the unit to support attack for adjacent allied units once per skill level each turn. Support Attack deals 50% of the normal damage.
サポートアタック Enhance Attack 300 1 Guarantees critical hits on Support Attack. Does not apply to the Second Attack skill.
Eセーブ Save E 150 2 Reduces the EN consumption of weapons. L1: -10% / L2: -20% / EX: -30%
Bセーブ Save B 150 2 Ammo is increased for all weapons (rounded up). L1: +20% / L2: +50% / EX: +100%
再攻撃 Second Attack 350 1 If the pilot's SKL is at least 30 higher than the target's, they can perform another attack after the opponent's counterattack. Second Attack deals 50% of the normal damage.
援護防御 Support Defend 250 4 Allows the unit to Support Defend for adjacent allied units once per skill level each turn. Damage taken by the defender is equivalent to guarding (60%) or guarding with a shield (40%), if applicable.
見切り Instinct 100 3 Activates at 130 Morale. Increases final accuracy and evasion. L1: +5% / L2: +10% / L3: +15% / EX: +25%. In addition, damage taken from attacks with less than 30% accuracy will be halved.
ガード Guard 100 3 Activates at 130 Morale. Reduces damage taken. L1: 10% / L2: 15% / L3: 20% / EX: 30%
ヒット&アウェイ Hit & Run 300 1 If the unit attacks before moving, they will be able to move after attacking.
先制攻撃 Preemptive Strike 300 1 Casts the Persist and Accel spirits on the pilot at the beginning of each mission.
精神耐性 Spirit Endurance 200 1 Prevents special effects such as Status Down, Immobile, Morale Down, and SP Down. Also prevents Daunt when Morale is 100 or lower.
闘爭心 Fighter's Spirit 100 3 Increases starting Morale. L1: +2 / L2: +5 / L3: +10 / EX: +20
気力+ATK Morale+ (ATK) 250 1 The pilot gains 1 extra Morale when attacking, counterattacking, or providing a Support Attack.
気力+DEF Morale+ (DEF) 250 1 The pilot gains 1 extra Morale when taking damage, evading, or nullifying an attack with a barrier or special evasion ability.
気力限界突破 Break Morale Limit 100 3 Increases the pilot's maximum Morale. L1: +5 / L2: +10 / L3: +20 / EX: +30
パーツ供給 Supply Parts 150 1 Allows the use of consumable parts on adjacent allies. Does not apply to parts that can affect multiple units.
SPアップ SP Up 100 9 Increases the pilot's maximum Spirit Points by 5 per skill level.
レスキュー技能 Maintenance Skill 300 1 Increases the Repair command's range by 1, and increases the amount of HP it restores by 50%. Allows the Resupply command to be used after moving.
エースプラウド Proud Ace 200 1 Lowers the kill requirements for Ace and Great Ace to 50 and 70, respectively.
ラッキースター Lucky Star 350 2 Casts the Fortune spirit on the pilot at the beginning of each mission. L2: Recasts the Fortune spirit on the pilot at the start of every player phase when Morale is 130 or higher. EX: +3,000 funds with each kill


Special Skills

In order to purchase these skills, they must first be obtained during combat by shooting down certain bosses while Tyranado is deployed.

Skill Name JP Skill Name EN TacP Effect
アタッカー Attacker 2500 Activates at 130 Morale. Increases damage dealt. L1: 20% / EX: +30%
フルカウンター Full Counter 2000 All counterattacks will trigger Counter, causing the unit to attack first during the enemy phase.
ダッシュ Dash 1500 L1: Movement +1 / EX: Movement +2
SP回復 SP Recovery 2500 Restores additional SP to the main pilot at the beginning of each player phase. L1: +10 SP / EX: +20 SP
ExCボーナス ExC Bonus 2000 Grants Extra Count (ExC) at the beginning of each mission. L1 : +2 ExC / EX: +3 ExC
戦術待機 Tactical Standby 2500 Ending the player phase while the unit can still act will cast the Zeal and Accel spirits on the pilot at the beginning of the next player phase. Restores 5 SP to the main pilot when activated.


Parameter Skills

Skill Name JP Skill Name EN TacP Effect
格闘アップ CQB Up 250 Increases CQB by 5.
射撃アップ RNG Up 250 Increases RNG by 5.
技量アップ SKL Up 250 Increases SKL by 5.
防御アップ DEF Up 250 Increases DEF by 5.
回避アップ EVD Up 250 Increases EVD by 5.
命中アップ HIT Up 250 Increases HIT by 5.
地形適応アップ-空 Terrain Handling Up - Air 250 Increases the pilot's Air rank by 1.
地形適応アップ-陸 Terrain Handling Up - Grd 250 Increases the pilot's Ground rank by 1.
地形適応アップ-海 Terrain Handling Up - Wtr 250 Increases the pilot's Water rank by 1.
地形適応アップ-宇 Terrain Handling Up - Spc 250 Increases the pilot's Space rank by 1.


Non-Buyable Skills

Unique Skills

These skills are exclusive to certain pilots, and some will level up in accordance to the pilots' level.

Skill Name JP Skill Name EN Max Lv Effect Pilots
地形利用 Apply Terrain 1 Doubles the defense and evasion bonuses of terrain. Sai Saici, Master Asia
指揮官 Commander 4 Increases Final Accuracy and Evasion to allies, based on the distance from the skill holder, but provides no bonus to the skill holder themselves. (see Skill Details). Bright, Ruri
艦隊指揮 Captain's Order 1 Increases the accuracy and evasion bonuses of the Commander skill by 10%. All units within the effective range gain the maximum bonus. Bright
強運 Strong Luck 1 Funds gained from shooting down enemy units are increased by 20%. Judau
反骨心 Defiance 1 If the opponent's SKL is higher, damage dealt increases by 10%, damage taken is reduced by 10%, and final accuracy and evasion are increased by 10%. Watta, Gyunei
Supreme 1 Activates at 130 Morale. Increases final accuracy, evasion, and critical rates by 30%. Lantis, Master Asia
プレッシャー Pressure 4 Increases damage dealt to and reduces damage taken from opponents within range whose SKL stats are lower. Effective range is twice the skill level. More effective at higher skill levels. (see Skill Details). Master Asia
CEO CEO 1 Awards 50 TacP when clearing a map. Multiple instances of this skill will stack. Watta, Maito
勇者 Brave 9 Increases accuracy, evasion, critical rate, and Armor. More effective at higher skill levels. (see Skill Details). Guy, ChoRyuJin, GekiRyuJin, Big Volfogg, J
ヒーロー Hero 9 Increases accuracy, evasion, critical rate, and Armor. More effective at higher skill levels. (see Skill Details). Maito, Battle Bomber, Guard Diver, Black Mightgaine
聖戦士 Battler 1 Increases the pilot's Morale by 3 each turn. At 150 Morale and higher, damage dealt is increased by 10%. Show, Shion, Marvel, Tod
オーラ力 Aura Power 9 Increases evasion, attack power for weapons requiring Aura Power, and Aura Barrier output. More effective at higher skill levels. (see Skill Details). Show, Shion, Marvel, Tod
魔法騎士 Magic Knight 1 Increases final accuracy and damage dealt, and reduces damage taken as Morale increases. (see Skill Details). Hikaru, Umi, Fuu
ニュータイプ Newtype 9 Enables the use of Newtype weaponry. Increases accuracy, evasion, and the range of Newtype weaponry. More effective at higher skill levels. (see Skill Details). Kamille, Fa, Judau, Roux, Beecha, Elle, Iino, Mondo, Haman, Ple, Amuro, Char, Quess, Kincade, Tobia
強化人間 Artificial Newtype 9 Enables the use of Newtype weaponry. Increases accuracy, evasion, and the range of Newtype weaponry. More effective at higher skill levels. (see Skill Details). Ple Two, Mashymre, Gyunei
明鏡止水 Meikyou-Shisui 1 Activates at 140 Morale. All counterattacks will trigger Counter. CQB, HIT, and SKL increase by 10. Restores an additional 5 SP at the beginning of each player phase. Domon
宇宙海賊 Space Pirate 1 Funds and TacP gained from shooting down enemy units are increased by 20%. Increases damage dealt by 20% against targets with higher HP. Captain Harlock
ガッツ Gutsy 1 CQB, RNG, SKL, DEF, EVD, and HIT are increased by one for every 5 Morale above 100, up to a maximum bonus of +10 at 150 Morale. Noriko
スーパーガッツ Super Gutsy 1 CQB, RNG, SKL, DEF, EVD, and HIT are increased by one for every 5 Morale above 100, up to a maximum bonus of +10 at 150 Morale. In addition, the effect of the Morale+ Bonus skill is granted to the pilot. Noriko
カウボーイ Cowboy 1 Funds gained from shooting down enemy units are increased as Morale increases. 100~119: +20% / 120~149: +30% / 150+: +40%
In addition, Morale is increased by 3 when gaining more than 5000 funds from shooting down an enemy.
Spike
カウボーイ Cowboy (Ace) 1 Funds gained from shooting down enemy units are increased as Morale increases. 100~109: +30% / 110~119: +40% / 120+: +50%
In addition, Morale is increased by 5 when gaining more than 5000 funds from shooting down an enemy.
Spike
アクロバット Acrobat 1 Increases the unit's Mobility and Sight as Morale increases. 110~129: +10 / 130~149: +15 / 150+: +20 Spike
YII YII (1) 1 CQB, RNG, SKL, DEF, EVD, and HIT are increased as Morale increases. (see Skill Details). Van
YII YII (2) 1 CQB, RNG, SKL, DEF, EVD, and HIT are increased as Morale increases. In addition, damage dealt is increased by 10% when Morale is 130 or higher. (see Skill Details). Van
オーバーフロウ Overflow 1 Activates at 150 Morale. Damage dealt is increased by 10% and damage taken is reduced by 20%. Van
異能生存体 Superhuman Abilities 1 Increases CQB, RNG, SKL, DEF, EVD, and HIT by 20 when HP is less than 10%. Chirico
精密攻撃 Precision Attack 1 Critical hits deal 50% more damage rather than the usual 25% more. Chirico
電子の妖精 Electron Fairy 1 Increases CQB, RNG, SKL, DEF, EVD, and HIT by 5 for all allied units within 3 spaces. Ruri
IFS IFS 1 HIT, EVD, and SKL are increased as Morale increases. (see Skill Details). Akito, Ruri, Saburouta, Ryoko


Enemy-only Skills

Skill Name JP Skill Name EN Effect
戦闘プログラム Combat Program Increases final accuracy, evasion, and critical rates by 15%.
気力+ボーナス Morale+ Bonus The pilot gains 1 extra Morale when landing an attack, evading, taking damage, or when an allied unit is shot down. Stacks with the Morale+ (ATK) and Morale+ (DEF) skills.
2回行動 Double Action Allows the unit to take two turns per phase.
3回行動 Triple Action Allows the unit to take three turns per phase.


Pilot Skill Details

Potential

Potential Hit/Evade Bonuses

HP
Potential LV
1 2 3 4 5 6 7 8 9
90%
-
+5%
80%
-
+5% +10%
70%
-
+5% +10% +15%
60%
-
+5% +10% +15% +20%
50%
-
+5% +10% +15% +20% +25%
40%
-
+5% +10% +15% +20% +25% +30%
30%
-
+5% +10% +15% +20% +25% +30% +35%
20% - +5% +10% +15% +20% +25% +30% +35% +40%
10% +5% +10% +15% +20% +25% +30% +35% +40% +45%


Potential Armor Bonus

HP
Potential LV
1 2 3 4 5 6 7 8 9
90%
-
+10%
80%
-
+10% +20%
70%
-
+10% +20% +30%
60%
-
+10% +20% +30% +40%
50%
-
+10% +20% +30% +40% +50%
40%
-
+10% +20% +30% +40% +50% +60%
30%
-
+10% +20% +30% +40% +50% +60% +70%
20% - +10% +20% +30% +40% +50% +60% +70% +80%
10% +10% +20% +30% +40% +50% +60% +70% +80% +90%


Potential Critical Bonus

HP
Potential LV
1 2 3 4 5 6 7 8 9
90%
-
+8%
80%
-
+8% +16%
70%
-
+8% +16% +24%
60%
-
+8% +16% +24% +32%
50%
-
+8% +16% +24% +32% +40%
40%
-
+8% +16% +24% +32% +40% +48%
30%
-
+8% +16% +24% +32% +40% +48% +56%
20% - +8% +16% +24% +32% +40% +48% +56% +64%
10% +8% +16% +24% +32% +40% +48% +56% +64% +72%


Commander Hit/Evade Bonuses

Skill Range
1 2 3 4 5
LV1 +10% +8% - - -
LV2 +15% +12% +8% - -
LV3 +20% +16% +12% +8% -
LV4 +25% +20% +15% +10% +5%


Pressure Damage Bonuses

LV Range Damage Dealt Damage Taken
LV1 2 x1.05 x0.95
LV2 4 x1.1 x0.9
LV3 6 x1.15 x0.85
LV4 8 x1.2 x0.8


Brave/Hero Stat Bonuses

LV Hit/Evade Critical Armor
LV1 - - -
LV2 +2% +1% -
LV3 +4% +3% +100
LV4 +6% +5% +100
LV5 +8% +7% +100
LV6 +10% +9% +200
LV7 +12% +11% +200
LV8 +14% +13% +200
LV9 +16% +15% +300


Aura Power Bonuses

LV Evade Weapon Power Aura Barrier
LV1 +5% +100 +100
LV2 +8% +150 +200
LV3 +10% +200 +300
LV4 +13% +250 +400
LV5 +15% +300 +500
LV6 +18% +350 +600
LV7 +20% +400 +700
LV8 +23% +450 +800
LV9 +25% +500 +900


Magic Knight Bonuses

Morale Accuracy Damage Dealt Damage Taken
110-119 +5% (+10%) x1.05 (x1.1) x0.95 (x0.9)
120-139 +10% (+15%) x1.05 (x1.1) x0.95 (x0.9)
140-150 +10% (+15%) x1.1 (x1.15) x0.9 (x0.85)
151+ +15% (+20%) x1.15 (x1.2) x0.85 (x0.8)


Newtype/Artificial Newtype Stat Bonuses

Newtype Artificial Newtype
LV Hit/Evade Newtype Weap Range Hit/Evade Newtype Weap Range
LV1 - - - -
LV2 +5% - +4% -
LV3 +10% - +8% -
LV4 +15% - +12% -
LV5 +20% - +16% -
LV6 +25% - +20% -
LV7 +25% +1 +20% +1
LV8 +30% +1 +24% +1
LV9 +30% +2 +24% +1


YII Stat Bonuses

Morale All Stats
110-119 +2
120-129 +4
130-139 +6
140-149 +8
150-159 +10
160-169 +12
170+ +15


IFS Stat Bonuses

Morale SKL HIT/EVD
110-119 +2 +2
120-129 +4 +5
130-139 +6 +8
140-149 +8 +11
150-159 +10 +14
160-169 +12 +17
170+ +14 +20