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Super Robot Wars/OGG/Shuffle Battler: Difference between revisions
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''Support Attack'': sub-unit executes normal attack after the main unit. <br> | ''Support Attack'': sub-unit executes normal attack after the main unit. <br> | ||
'' | ''Emergency Repair'': restore 50% of main unit`s HP.<br> | ||
''Combo Attack'': sub-unit executes normal attack on enemy main unit, then attacks as many enemy sub-units as the number of its attack dices, every next attack is weaker than the previous.<br> | ''Combo Attack'': sub-unit executes normal attack on enemy main unit, then attacks as many enemy sub-units as the number of its attack dices, every next attack is weaker than the previous.<br> | ||
Revision as of 13:42, 28 September 2015
General Info
Attributes: Star / Shoot>Melee>Aim>Evasion>Spark>Defense>Shoot
Stats:
SPD: Priority and dodge chance.
DEF: Amount of damage negated when taking damage.
B.M: Battle Meter Gauge Depletion (B.M's amount is 100).
CRT: Critical rate.
MOV: Movement range in VS Maps.
- Chance Attacks: Rare chances of activating rock/paper/scissors for instant kills.
- Combo Attacks: Certain pairs will activate combo attacks when calling the other with the sub-unit command:
Ex: Rampage Ghost (Kyousuke+Excellen), Beat Octopus (Katina+Russel)
- You cannot put two units with the same named pilot into the same deck. You cannot put the same card into the same
deck twice.
- Damage order is the same as sortie order for Combo attacks and MAPW.
- Sub-Units are randomly drawn. You can have more than one Sub-Unit ability active at the same time.
- Tournament Prizes: Starts at 1000 Clearpoints. Increases by 500 per win. Resets to only 1000 after winning at 4500, though
after a few more wins, the prize increases to 5000 again for ? wins. Also gives up to 3 random Command Cards. If you already own one that it will give, then it gives one less.
- Damage Calculation [needs confirmation]: ((ATK*Hissatsu*Critical*(Hot Blood or Spirit)+Shurashin)(Barrier Reduction))-DEF
Sub-Unit Abilities: (I put the names i couldn`t translate correctly in brackets)
Support Defense: lasts 2 turns, sub-unit takes damage instead of main unit, damage is halved.
Support Attack: sub-unit executes normal attack after the main unit.
Emergency Repair: restore 50% of main unit`s HP.
Combo Attack: sub-unit executes normal attack on enemy main unit, then attacks as many enemy sub-units as the number of its attack dices, every next attack is weaker than the previous.
Direct Attack: sub-unit executes 2 normal attacks targeting 2 random enemy sub-units.
Pinpoint Shot: sub-unit executes normal attack on enemy unit that has lowest HP.
MAPW: sub-unit executes normal attack on enemy main unit; if the attack connects, it attacks all enemy sub-units dealing little amount of damage (it is the same for all enemy sub-units).
Critical Support: sub-unit executes a critical attack after the main unit.
(Teamwork): during enemy phase sub-unit takes normal damage instead of main unit, if sub-unit wasn`t destroyed, your main unit gains +50% hit on the next turn.
Stun Shock: sub-unit executes normal attack after the main unit, if it connects, enemy unit skips its next turn.
Suicide Attack: sub-unit executes slightly boosted attack on enemy main unit; if the attack connects, it attacks all enemy sub-units dealing normal damage; after the attack sub-unit is destroyed.
Spirit Attack: lasts 3 turns; you can choose to force the enemy to reroll his attack dices once for every attack he makes.