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Super Robot Wars/64/Mech Abilities: Difference between revisions

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Reformating
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*'''Magnetic Coating:''' Reduces damage from beam weapons by 1000 points.
{| class="oddeven"
*'''I Field / Planetary Defender:''' Reduces damage from beam weapons by 2000 points.
|-
*'''Aura Barrier:''' Nullifies any damage from beam weapons below 3000 points. Any damage higher than that will bypass the barrier.
! Item !! JPN !! Description !! Units
*'''After Image / Mach Special / God Shadow / Hyper Jammer:''' 50% chance to avoid any incoming attacks once the unit reaches 130 morale.
|-
*'''HP Recovery:''' Recovers 10% or 20% of the unit's HP every player's phase.
| Anti-Beam Coating ||  || Reduces damage from beam weapons by 1000 points. ||
*'''V-Max:''' Once the unit reaches 130 morale, it gains +1 move, +20 dodge, +100 attack and it unlocks certain moves.
|-
| I-Field<br>Planetary Defender ||  || Reduces damage from beam weapons by 2000 points. ||
|-
| Aura Barrier ||  || Nullifies any damage from beam weapons below 3000 points. Any damage higher than that will bypass the barrier. ||
|-
| After Image<br>Mach Special<br>God Shadow<br>Hyper Jammer ||  || 50% chance to avoid any incoming attacks once the unit reaches 130 morale. ||
|-
| HP Recovery ||  || Recovers 10% or 20% of the unit's HP every player's phase. ||
|-
| V-Max ||  || Once the unit reaches 130 morale, it gains +1 move, +20 dodge, +100 attack and it unlocks certain moves. ||
|}
<br>
<br>
*'''Dummy System (Enemy Only):''' Some enemy bosses and mid-bosses will have a set number of dummies, inflatable decoys, that will take hits for them until they run out of them. The number of dummies depends on the enemy and the stage, and it can go from 2 to 7. The enemies will not recover any dummies between turns, but to my knowledge there's not any visual counter of how many they have left. Note that the enemy needs to get hit in order for a dummy to be destroyed, they can still dodge attacks and use skills to avoid getting hit, such as sword cut.
'''Dummy System (Enemy Only):''' Some enemy bosses and mid-bosses will have a set number of dummies, inflatable decoys, that will take hits for them until they run out of them. The number of dummies depends on the enemy and the stage, and it can go from 2 to 7. The enemies will not recover any dummies between turns, but to my knowledge there's not any visual counter of how many they have left. Note that the enemy needs to get hit in order for a dummy to be destroyed, they can still dodge attacks and use skills to avoid getting hit, such as sword cut.

Revision as of 04:49, 22 September 2020

Item JPN Description Units
Anti-Beam Coating Reduces damage from beam weapons by 1000 points.
I-Field
Planetary Defender
Reduces damage from beam weapons by 2000 points.
Aura Barrier Nullifies any damage from beam weapons below 3000 points. Any damage higher than that will bypass the barrier.
After Image
Mach Special
God Shadow
Hyper Jammer
50% chance to avoid any incoming attacks once the unit reaches 130 morale.
HP Recovery Recovers 10% or 20% of the unit's HP every player's phase.
V-Max Once the unit reaches 130 morale, it gains +1 move, +20 dodge, +100 attack and it unlocks certain moves.


Dummy System (Enemy Only): Some enemy bosses and mid-bosses will have a set number of dummies, inflatable decoys, that will take hits for them until they run out of them. The number of dummies depends on the enemy and the stage, and it can go from 2 to 7. The enemies will not recover any dummies between turns, but to my knowledge there's not any visual counter of how many they have left. Note that the enemy needs to get hit in order for a dummy to be destroyed, they can still dodge attacks and use skills to avoid getting hit, such as sword cut.