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Super Robot Wars/Z2.2/Special Systems: Difference between revisions

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Wing Gundam Zero's Zero System increases the pilot's stats gradually as the pilot's morale/will increases. It activates at 130 morale/will (or 110 with Heero's Ace Bonus). Fully upgrading Wing Zero also improves the effects of Zero System.
Wing Gundam Zero's Zero System increases the pilot's stats gradually as the pilot's morale/will increases. It activates at 130 morale/will (or 110 with Heero's Ace Bonus). Fully upgrading Wing Zero also improves the effects of Zero System.


The following are the maximum stat gains possible at 170 will and with the FUB: (Morale to stat gain ratios are unknown at this point in time)
The following table illustrates the morale to stat ratio (numbers in parenthesis show stat boosts after FUB)


*Melee +16
{|
*Ranged +16
|-
*Skill +40
! Morale/Will !! Melee, Ranged !! Skill !! Defense, Dodge, Hit
*Defense +26
|-
*Dodge +26
| 110 || +2 (+4) || +5 (+10) || +3 (+6)
*Accuracy +26
|-
| 115 || +3 (+5) || +7 (+12) || +5 (+8)
|-
| 120 || +4 (+6) || +10 (+15) || +6 (+9)
|-
| 125 || +5 (+7) || +12 (+17) || +8 (+11)
|-
| 130 || +6 (+8) || +15 (+20) || +10 (+13)
|-
| 135 || +7 (+9) || +17 (+22) || +11 (+14)
|-
| 140 || +8 (+10) || +20 (+25) || +13 (+16)
|-
| 145 || +9 (+11) || +22 (+27) || +15 (+18)
|-
| 150 || +10 (+12) || +25 (+30) || +16 (+19)
|-
| 155 || +11 (+13) || +27 (+32) || +18 (+21)
|-
| 160 || +12 (+14) || +30 (+35) || +20 (+23)
|-
| 165 || +13 (+15) || +32 (+37) || +21 (+24)
|-
| 170 || +14 (+16) || +35 (+40) || +23 (+26)
|-
|}


== Overskill (Overmen) ==
== Overskill (Overmen) ==

Revision as of 17:59, 19 April 2012

Element System (Aquarion)

When the main pilot's morale reaches 130, it aligns the stats of all pilots with the highest values of all amongst them. For example, if Pilot A's Melee stat is lower than Pilot B's, Pilot A's Melee is raised to match Pilot B's, and vice versa.

Basara's Songs

Basara has in lieu of attacks a list of songs that he plays during combat which provides certain buffs/effects to the target(s). Using Hot Blood before singing also doubles the effects of the song.

Enemies are normally unaffected by Basara's songs (i.e. they do no damage) but there are a few enemies that will be affected. Vajras will lose morale when hit by Basara's songs. When their morale falls below 120 they "retreat" but it counts as a kill. Vajras who retreat this way will still give EXP and PP. PP gained this way are 2x the normal amount. DAMONs will be directly damaged by Basara's songs, meaning you CAN kill them with songs.

Songs have an increased effect based on your current Song Energy. All songs will lower the morale of Vajra and anything that can be damaged by Basara, with the value maxing out at -10.

  • Planet Dance: Restores HP. Maxes out at 5500 Healing base.
  • Totsugeki Love Heart: Raises Will. Maxes out at 15 Will base.
  • My Friends: Restores SP. Maxes out at 15 SP base.
  • Try Again: Boosts all stats, with Hit/Evasion/Defense being boosted by double the amount. No turn limit, but does not stack. Maxes out at 15 Melee|Ranged|Skill, and 30 Evasion|Defense|Hit base.
  • Dynamite Explosion: Gives the effect of Cheer and Bless to the target(s). Can also give Accel and Alert based on Song Energy. Also gives Hot Blood if Basara casts it beforehand.

Zero System

Wing Gundam Zero's Zero System increases the pilot's stats gradually as the pilot's morale/will increases. It activates at 130 morale/will (or 110 with Heero's Ace Bonus). Fully upgrading Wing Zero also improves the effects of Zero System.

The following table illustrates the morale to stat ratio (numbers in parenthesis show stat boosts after FUB)

Morale/Will Melee, Ranged Skill Defense, Dodge, Hit
110 +2 (+4) +5 (+10) +3 (+6)
115 +3 (+5) +7 (+12) +5 (+8)
120 +4 (+6) +10 (+15) +6 (+9)
125 +5 (+7) +12 (+17) +8 (+11)
130 +6 (+8) +15 (+20) +10 (+13)
135 +7 (+9) +17 (+22) +11 (+14)
140 +8 (+10) +20 (+25) +13 (+16)
145 +9 (+11) +22 (+27) +15 (+18)
150 +10 (+12) +25 (+30) +16 (+19)
155 +11 (+13) +27 (+32) +18 (+21)
160 +12 (+14) +30 (+35) +20 (+23)
165 +13 (+15) +32 (+37) +21 (+24)
170 +14 (+16) +35 (+40) +23 (+26)

Overskill (Overmen)

When the Overman pilot's morale reaches 130, if the pilot has the Oversense skill at the required level, their Overman's unique Overskill activates.

Unit Name Oversense Lvl Required Effect
King Gainer L4 Unit's Movement range increases by 1, mobility and accuracy are raised by 10 + pilot's Oversense level x2. Additionally, 30% chance of Afterimage effect.
King Gainer L4 Improved version gained when you FUB King Gainer. Movement range increases by 2 & 50% chance of Afterimage effect. The other effect stays the same.
Emperanza L3 Spirit command "Accelerate" used every turn. Additionally, damage reduction of Photon Mat is increased by 200.
Dominator L4 Mobility is raised by 10 + pilot's Oversense level x2. Additionally, 50% chance of Afterimage effect.