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Super Robot Wars/Z2/Gameplay Strategies
This page has various strategies regarding certain characters, mechs, and how to utilize them most efficiently to win.
Dai Guard
The Dai Guard is not the strongest or most versatile unit you can get your hands on, especially early on, and it suffers from having poor range. However, since it is a forced deployment in many stages, it would be best to pour some funds into upgrading it's HP and Armor to improve it's survivability, and any parts that increase weapon and movement range should be equipped if available.
Lelouch's Tactician Ability
Lelouch is, at best, an average pilot, and while he either pilots very fast units that are hard to hit (such as his custom Burai) or tank like units (the Gawain), he is best utilized by milking his Tactical abilities for all they are worth.
For example, wait until all your other units have moved into the positions you want them before the end of a player phase, then move him near them (in the center of a lot of units that can be affected by his tactical command radius is ideal) and activate the tactical command of your choice. Alternatively, use it at the beginning of a turn if Lelouch is in the middle of a lot of player units, and the bonus granted will last until the end of the turn, and Command auras will stack with the Tactical skill bonus (only once, multiple Command auras do not stack)
Use the Offense Skill if there are a lot of enemies nearby and you want to make sure your units will be better able to hit them (useful in levels where you have to clear the map in a certain number of turns). Use the Defense skill to better increase the survivability of your units, especially if you have many units with poor armor. This is also useful when fighting bosses, as it can extend the survivability of your units, especially if the boss has poor accuracy.
The All Out skill should be used on a group of strong units with high HP and armor (as it decrease Defense and Evasion considerably while boosting Melee and Ranged attack considerably), but can be useful when you really need to finish off several enemies with high HP very quickly.
Optimal Healing Unit Uses
Much like in SRWJ, healing and energy restoration units are best used in those capacities alone, as the game balance of Z2.1 extremely favors leveling up of support units merely by healing or restoring energy to themselves or other units.
For example, the Ptolemios from Gundam 00 spends a good portion of Z2.1 without any weapons, so it is best used as a healing unit, which will allow it to keep pace with the other units in terms of level gaining.
Battleships and how to use them most effectively
Battleships in SRW Z2.1 are not nearly as useful (in the direct attack sense) as they are in SRW J, nor as able to defend themselves and take massive amounts of damage like in SRW L.
Also, enemies will home in on battleships and consider them high priority targets, so unlike SRWJ, where it was possible to leave a moderately enhanced Nadesico on its own against a bunch of regular enemies and have be able to fend for itself, and unlike SRW L, where one could leave the Macross quarter in a defensive posture against a horde of regular attack with only occasional needs for healing, the battleships of SRW Z2.1 are neither as combat suitable nor as durable as they were in other SRW games.
Further, you eventually obtain three main battle ships, with their strengths and weakness noted below (this assumes they have no upgrades)
- Macross Quarter (Macross Frontier)
- Pros: Good defense, powerful attacks, decent accuracy, three pilot characters with decent to above average seishin skills.
- Cons: Slow, low movement range, requires high Will to use best attacks
- Ptolemios (Gundam 00)
- Pros: Healing unit capabilities, decent movement range
- Cons: Weak armor, low HP, no attacks (will eventually acquire attack capabilities, but it's not the best attack unit you can get by a long shot)
- Dai Gurren (Gurren Lagann)
- Pros: Decent attacks, decent armor, has powerful combination attack with the Gurren Lagann.
- Cons: Poor accuracy, poor movement and speed, needs high Will for best attacks