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

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==== '''Lucky''' ====
==== '''Lucky''' ====
Lucky does not stack with the ''Valor'' and ''Soul'' [[Super_Robot_Wars/OGs/Spirit_Commands|Spirit Commands]], it overrides the ''Flash'' [[Super_Robot_Wars/OGs/Spirit_Commands|Spirit Command]], and it can activate even if the ''Valor'' and ''Soul'' [[Super_Robot_Wars/OGs/Spirit_Commands|Spirit Commands]] are active (in which case it will override them). The formula for its activation rate is as follows:
Lucky does not stack with the ''[[Super_Robot_Wars/OGs/Spirit_Commands|Valor and Soul]]'' Spirit Commands but can activate even if they are active (in which case it will override them) and it overrides the ''[[Super_Robot_Wars/OGs/Spirit_Commands|Flash]]'' Spirit Command. The formula for its activation rate is as follows:
  = (Lucky level/64)
  = (Lucky level/64)



Revision as of 20:34, 22 September 2021

Pilot Points

Whenever one of your pilots shoots down an enemy unit, they are awarded a specific amount of Pilot Points (PP). The amount of PP is determined by the type of unit that is shot down and can also modified depending on whether your pilot is the sub unit of a Twin, a co-pilot of the main or sub unit, a sub-pilot of the main or sub unit, a non-deployed pilot who is providing Support Attack to your battleships, or using a MAP Weapon.


Co-Pilots and Sub-Pilots

A co-pilot is a pilot who can swap positions with the current main pilot (in the case of a unit which transforms) or can act as an independent pilot in their own unit (in the case of multiple units which can combine into one unit and separate back into multiple units):

  • Rai (SRX)
  • Aya (SRX)
  • Grungust Type 3
  • Bullet (RyuKoOh)
  • Kusuha (KoRyuOh)


Sub-pilots are considered to be a crew member of a unit rather than an actual pilot. They cannot be a main pilot, they don't have a Twin Spirit Command, and they have a very shortened Pilot Skill list that they can learn from:

  • Tetsuya (Hagane)
  • Eita (Hagane)
  • Sean (Hiryu Custom)
  • Tsugumi (Astelion AX)


Pilot Point Modifiers

When calculating PP, the game truncates any decimals instead of rounding them up or down to the nearest whole number. As a result of this, the minimum number of PP that an enemy unit will award is 1 PP.


Main unit

  • Main unit (solo or in a Twin unit): 100% PP
  • Co-pilot of the main unit: 100% PP
  • Sub-pilot of the main unit: 50% PP


Twin unit

  • Same values as above for the main unit
  • Sub unit: 75% PP (100% with the Learner Pilot Skill)
  • Co-pilot of the sub unit: 75% PP (100% with Learner)
  • Sub-pilot of the sub unit: 37.5% PP (50% with Leaner)


Non-Deployed Support Attack

  • Main unit: 50% PP
  • Co-pilot: 50% PP
  • Sub-pilot: 25% PP

Note: see the Non-Deployed Support Attack section on the Game Mechanics page for more information.


MAP Weapons

  • Main unit: 50% PP
  • Co-pilot of the main unit: 50% PP
  • Sub-pilot of the main unit: 25% PP
  • Sub unit: 37.5% PP (50% with the Learner)
  • Co-pilot of the sub unit: 37.5% PP (50% with Learner)
  • Sub-pilot of the sub unit: 18.75% PP (37.5% with Leaner)

Note: MAP Weapons further reduce the amount of PP that your pilot is awarded by 50%. See the MAP Weapons page for more information.


Pilot Training

You can spend your pilots' PP to either increase their stats, improve their terrain ratings, or learn Pilot Skills.


Stats

Increase Cost
+1 10 PP

Note: all stats have a cap of 400.


Terrain Ratings

Improvement Cost
C → B 40 PP
B → A 50 PP
A → S 60 PP

Note: see the Terrain Rating Modifiers table for more information on how a pilot's final terrain rating is calculated.


Purchasable Skills

Hover over the PP cost to see its scaling.

Skill Japanese PP Cost Description
Potential 底力 20 (+5) When HP is below certain thresholds, gain a bonus to Accuracy, Evade, Armor, and Critical Hit rates.
Support Attack 援護攻撃 50 (+10) Provide offensive support to an adjacent ally.
Support Defend 援護防御 50 (+10) Provide defensive support to an adjacent ally.
Counter カウンター 20 (+5) Attack first when targeted by the enemy.
In-Fighter インファイト 20 (+5) Increase movement and damage dealt by melee weapons.
Gunfighter ガンファイト 20 (+5) Increase range of, and damage dealt by, ranged weapons.
SP Up SPアップ 30 (+5) Gain +6 Spirit Points per level.
Commander 指揮官 30 (+10) Provide a bonus to nearby allies' Accuracy and Evade stats.
SP Regen SP回復 80 Regain 10 Spirit Points at the start of every player phase.
Concentrate 集中力 80 Reduce the SP cost of Spirit Commands to 80%.
Hit & Run ヒット&アウェイ 70 Enable movement after attacking.
Attacker アタッカー 80 Gain +20% final damage dealt at 130+ Will.
Revenge リベンジ 40 Gain +20% counterattack damage dealt.
Predict 見切り 90 Gain +10 to Final Accuracy and Evade, and Skill at 130+ Will.
E-Save Eセーブ 80 Reduce EN cost of weapons and attacks to 70% (rounded down).
B-Save Bセーブ 80 Increase ammo of weapons by 1.5x.
Learner ラーニング 100 Grants the same amount of EXP and PP as the pilot of the main unit of a Twin unit when the pilot is part of the sub unit.
Resolve 闘争心 50 Gain +5 Will at the start of each scenario.
Morale 戦意高揚 60 Gain +2 Will at the start of every player phase starting on Turn 2.
Will+ (Evade) 気力+(回避) 60 Gain +1 Will when unit evades attack.
Will+ (Accuracy) 気力+(命中) 65 Gain +1 Will when unit hits enemy.
Will+ (Damaged) 気力+(ダメージ) 60 Gain +2 Will when unit is damaged by enemy.
Will+ (Kill) 気力+(撃破) 65 Gain +1 Will when enemy is destroyed.
Assist Attacker 連携攻撃 75 Support Attack deals 100% damage.
Focused Attacker 集束攻撃 75 Deal 85% damage when attacking the sub-unit of a Twin unit as a main unit or vice-versa.
Guard ガード 85 Take 80% damage at 130+ Will.
Break Will Limit 気力限界突破 100 Increase maximum Will to 170.
Mechanic 修理技能 65 Restore 1.2x HP when the Repair command is used.
Resupply 補給技能 70 Enable the Resupply command after moving.
EXP Up EXPアップ 100 Gain 1.2x EXP from battles.
  • The bold lines denote a page break.


Potential

Level Cost Cumulative Cost
1 20 20
2 25 45
3 30 75
4 35 110
5 40 150
6 45 195
7 50 245
8 55 300
9 60 360


Bonus to Accuracy, Evade, and Armor
Level 10% HP 20% HP 30% HP 40% HP 50% HP 60% HP 70% HP 80% HP 90% HP
1 5%
2 10% 5%
3 15% 10% 5%
4 20% 15% 10% 5%
5 25% 20% 15% 10% 5%
6 30% 25% 20% 15% 10% 5%
7 35% 30% 25% 20% 15% 10% 5%
8 40% 35% 30% 25% 20% 15% 10% 5%
9 45% 40% 35% 30% 25% 20% 15% 10% 5%


Bonus to Critical Hit
Level 10% HP 20% HP 30% HP 40% HP 50% HP 60% HP 70% HP 80% HP 90% HP
1 8%
2 16% 8%
3 24% 16% 8%
4 32% 24% 16% 8%
5 40% 32% 24% 16% 8%
6 48% 40% 32% 15% 16% 8%
7 56% 48% 40% 32% 24% 16% 8%
8 64% 56% 48% 40% 32% 24% 16% 8%
9 72% 64% 56% 48% 40% 32% 24% 16% 8%


Support Attack

Support Attack grants one use per turn for each level. These uses recharge each turn. In order to use Support Attack, the pilot providing it must meet the following requirements:

  • They must be next to the attacking unit.
  • They must not have ended their turn.
  • They must have one or more uses left of Support Attack.
  • They must be able to enter the terrain of the attacking unit.
  • They must have a weapon that is within range of the targeted enemy (including terrain restrictions).

Support Attack cannot be used if the attacking unit uses an ALL or W attack. A pilot who provides Support Attack will receive a +20% bonus to their Final Accuracy but will only deal 75% of their normal damage. They will not provide Support Attack if the enemy unit has already been reduced to 0 HP by the main attack.

Level Cost Cumulative Cost
1 50 50
2 60 110
3 70 180
4 80 260


Support Defend

Support Defend grants one use per turn for each level. These uses recharge each turn. In order to use Support Defend, the original target of the attack must fail to the evade the attack and the pilot providing Support Defend must meet the following requirements:

  • They must be next to the unit who is being attacked.
  • They must not have ended their turn.
  • They must have one or more uses left of Support Defend.
  • They must be able to enter the terrain of the unit who is being attacked.

Support Defend cannot be used if the attacking unit uses an ALL or W attack. A pilot who provides Support Defend will take 50% of the normal damage. The Afterimage and Jammer Mech Abilities can still activate on the unit who is providing Support Defend which allows it to dodge the attack that it is intended to absorb.

Level Cost Cumulative Cost
1 50 50
2 60 110
3 70 180
4 80 260


Counter

Counter works with Revenge, unlike OG1 and OG2 on GBA. The formula for its activation rate is as follows:

= [(Pilot Skill - Enemy Skill)/10 + Counter Level]/16
Level Cost Cumulative Cost
1 20 20
2 25 45
3 30 75
4 35 110
5 40 150
6 45 195
7 50 245
8 55 300
9 60 360


In-Fighter

In-Fighter increases the Attack Power (AP) of melee weapons by +50 per level. At level 4 and 7, In-Fighter increases the movement of the unit by +1 instead of increasing the damage of melee weapons.

Level Movement Bonus AP Bonus Cost Cumulative Cost
1 +50 20 20
2 +100 25 45
3 +150 30 75
4 +1 +150 35 110
5 +200 40 150
6 +250 45 195
7 +2 +250 50 245
8 +300 55 300
9 +350 60 360


Gunfighter

Gunfighter increases the Attack Power (AP) of ranged weapons by +50 per level. At level 4 and 7, Gunfighter increases the range of ranged weapons by +1 instead of increasing the damage. The range bonus also applies to Special Weapons but not MAP Weapons.

Level Range Bonus AP Bonus Cost Cumulative Cost
1 +50 20 20
2 +100 25 45
3 +150 30 75
4 +1 +150 35 110
5 +200 40 150
6 +250 45 195
7 +2 +250 50 245
8 +300 55 300
9 +350 60 360


SP Up

SP Up grants +6 Spirit Points per level.

Level SP Cost Cumulative Cost
1 +6 30 30
2 +12 35 65
3 +18 40 105
4 +24 45 150
5 +36 50 200
6 +42 55 255
7 +48 60 315
8 +54 65 380
9 +60 70 450


Commander

Level Cost Cumulative Cost
1 30 30
2 40 70
3 50 120
4 60 180


Commander's aura does not affect the pilot who is providing the bonus to others unless another pilot also has Commander and provides the aura to another pilot with it. If there are multiple pilots with Commander whose auras overlap, only the highest level is applied to each square.

Bonus to Accuracy and Evade
Level Twin Range 1 Range 2 Range 3 Range 4 Range 5
1 12% 10% 8%
2 18% 15% 12% 9%
3 24% 20% 16% 12% 8%
4 30% 25% 20% 15% 10% 5%


Concentrate

Concentrate does not stack with Ace Bonuses that also reduce SP costs.


Revenge

Revenge works with Counter unlike OG1 and OG2 on GBA. It does not work if an enemy uses Counter against you during a player phase.


E-Save

E-Save rounds down. For Combination Attacks, only the pilot with E-Save will benefit from reduced EN consumption. Other pilots participating in the combination attack will consume the normal amount of EN unless they also have E-Save.


B-Save

B-Save rounds down meaning that it does not increase the amount of ammo for weapons which have one ammo.


Unique Skills

Unique Skills are only available to certain pilots and cannot be learned by other pilots.

Skill Japanese Description
Telekinesis 念動力 Level-dependent bonus to Accuracy and Evade rate.
Genius 天才 +20% to Accuracy, Evade, and Critical Hit rate.
Lucky ラッキー On activation, Accuracy, Evade, and Critical Hit rate become 100%.
Fortunate 強運 Receive 20% more money when destroying enemy units.
Precognition 予知 At 130+ Will, +30 to Final Evade during enemy phase.


Telekinesis

Level Accuracy and Evade Bonus Telekinesis Field Damage Block
1 0% 200
2 3% 400
3 6% 600
4 9% 800
5 12% 1000
6 15% 1200
7 18% 1400
8 21% 1600
9 24% 1800


Lucky

Lucky does not stack with the Valor and Soul Spirit Commands but can activate even if they are active (in which case it will override them) and it overrides the Flash Spirit Command. The formula for its activation rate is as follows:

= (Lucky level/64)


Fortunate

Fortunate stacks with "Ace Pilot" status (50+ kills) and Ace Bonuses that provide extra money but does not stack with the Luck or Bless Spirit Commands. See the Money Modifiers section on the Game Mechanics page for more information.