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Super Robot Wars/Z3/Spirits: Difference between revisions

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| Assault || 突撃 || Self || All weapons except MAPWs become post-move for the next attack.
| Assault || 突撃 || Self || All weapons except MAPWs become post-move for the next attack.
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|-
| Recon || 偵察 || One Enemy Team || Allows you to view one enemy team's status menu. Used on targets that haven't been engaged yet.
| Scan || 偵察 || One Enemy Team || Allows you to view one enemy team's status menu. Used on targets that haven't been engaged yet.
|-
|-
| Daunt || 脱力 || One Enemy Team || Reduces one enemy team's morale by 10.
| Daunt || 脱力 || One Enemy Team || Reduces one enemy team's morale by 10.

Revision as of 02:39, 27 February 2024

Spirit Commands

Spirit commands marked with a plus (+) in the menu will affect both units in a squad when cast. Otherwise they have the same effects as the normal version.

English Japanese Target Description
Valor 熱血 Self Deals 2x damage on the next attack. If Soul is also active, Soul will take precedence.
Soul Self Deals 2.2x damage on the next attack. If Hot Blood is also active, Soul will take precedence.
Fury 闘志 Self (Team) The next attack is guaranteed to be a critical hit.
Alert 閃き Self The next attack on the unit is guaranteed to miss.
Wall 不屈 Self The next time damage is taken, it will be reduced to 1/8.
Guard 鉄壁 Self For one turn, all damage taken is reduced to 1/4.
Focus 集中 Self For one turn, final evasion and accuracy rates are increased by 30%.
Strike 必中 Self For one turn, the unit will have 100% accuracy. Does not override the Flash spirit.
Attune 感応 One Ally Grants the effects of Sure Hit to a single unit.
Sense 直感 Self Grants the effects of Flash and Sure Hit.
Accel 加速 Self (Team) Increases movement range by 3. The effect isn't used up until the unit moves.
Zeal 覚醒 Self (Team) Gives the unit(s) an additional turn. Can't be stacked.
Vigor 根性 Self Restores 30% of the unit's maximum HP.
Guts ド根性 Self Restores all of the unit's HP.
Trust 信頼 One Ally Restores 3000 HP to one unit.
Faith 友情 One Allied Team Restores 2500 HP to both units in a team.
Bonds All Allies Restores 5000 HP to all allies on the map.
Renew 補給 One Ally Fully restores one unit's EN and ammo. No morale is lost.
Spirit 気合 Self Increases morale by 10.
Drive 気迫 Self Increases morale by 30.
Rouse 激励 One Allied Team Increases the morale of both units in a team by 5.
Mercy てかげん Self The next attack will leave the target with 10 HP remaining if it would have destroyed the unit. The user's Skill stat must be higher than the target's for Mercy to work.
Snipe 狙撃 Self Increases weapon range by 2 for the next attack. Applies to all weapons except MAPWs. Remains active on sub units, even after attacking, due to a bug.
Break 直撃 Self (Team) Ignores damage penalties on ALL attacks and from size differences. Also disables the target's defensive and reaction abilities, such as barriers, Slash Away, Shield Defense, Bunshin, Counter and Support Defense.
Assault 突撃 Self All weapons except MAPWs become post-move for the next attack.
Scan 偵察 One Enemy Team Allows you to view one enemy team's status menu. Used on targets that haven't been engaged yet.
Daunt 脱力 One Enemy Team Reduces one enemy team's morale by 10.
Confuse かく乱 All Enemies Halves all enemies' final accuracy ratings for one turn.
Love Self Grants the effects of Accelerate, Sure Hit, Flash, Hot Blood, Yell, Effort and Luck.
Courage 勇気 Self Grants the effects of Accelerate, Sure Hit, Fortitude, Yell, Direct Hit and Hot Blood.
Luck 幸運 Self (Team) Doubles the amount of cash gained the next time an enemy is shot down. Contrary to most of the previous games, the effect is not wasted if the enemy survives.
Bless 祝福 One Allied Team Grants the effect of Luck to one allied team.
Gain 努力 Self (Team) Doubles the amount of EXP gained if an enemy is damaged or shot down in the next battle encounter.
Cheer 応援 One Allied Team Grants the effect of Gain to one allied team.
Analyze 分析 One Enemy Team For one turn, the targeted enemy team will take 10% more damage and deal 10% less damage.