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As for the robots, so far, Gridman and Shin Getter Dragon have been the biggest damage dealers for me.
Combattler V, amazing Spirit list due to 5 pilots with full lists each, amazing kill power, and a good well balanced variety of cost/range/power moves, this is the best Combattler V has ever been tbh, even without Voltes around
Guy Shishioh and the GaoFighGar and its successors(the GaoGaiGo is decent but Kaidoh and/or Mamoru are desperately in need of Potential to function as a chonky tank)
Ryoma Nagare and the Shin Getter Dragon, its a bit unassuming at first, but it gets significantly stronger once Ryoma gets his battle buds back in the seats
Koji Kabuto and the Mazins, Tetsuya is also really good, and Shiro's actually not a terrible Pilot, so feel free to move him to Z or Great if you like him
Amuro, Kamille, Quattro, Uso: All high grade Gundam Pilots, take your pick, put em in your favorite mobile suit and Skill em up, for MS that are good, Zeta, Nu, Hyaku Shiki Kai(they gave this thing a lot of love), the V2 Gundam(Uso's one, you get a second that doesn't get the V2's upgrade), and when Jona isn't demanding its seat, the Narrative isn't bad either
Their role is largely to be mobile units with decent range, capable of anything from landing kills, to cleaning up or setting up, depending on how good your pilot/unit combo are, and how you want to use them, approach decisions with them knowing they will often be forced back to their most recent upgrade for force deploys, but otherwise you have a toolbox of combinations to work with
Ernie and the Ikaruga, the machine is a bit testy to manage at first due to its ability to rapidly redline its energy reserves, but is disgustingly mobile and deadly, and if you can improve its EN efficiency through Save E, or parts that improve EN Regen or EN Cap, it can clean up anything, its MAPW is also very useful for many Relic missions
Hikaru and the Rune God Rayearth, the other Magic Knights are good, but Hikaru's the star, they get some upgrades over the course of the games, and the Rune Gods have passive HP and EN regen, helping them stay in the fight over longer battles
Suzaku and the Lancelot, Suzaku is incredibly lethal and hard to kill once he gets his Morale up, and the Lancelot is really just a vehicle for his power, with no real flaws but nothing standout tbh
Lelouch and the Gekkoei Sui, Lelouch is a bit clunky to manage due to how Tactical Command works, but if you can have him in the right place and time, he can amplify your biggest moments significantly
Gridman, dude's the only character in the series, so he gets some juice, the biggest thing to watch is that he's a touch squishy, and that his first form is ammo based, but second form is EN based, so consider how you want to use resources to manage those
Uhhhh, Rabbits Team, its hard to really point any one of them other then Izuru out, but like the Gundams, they mainly work as grease in the joints, picking off kills or softening targets while being mobile, Purple is a bit of an oddity, she exists for her Spirit Pool, Custom Bonus, and unique button, but is pretty limp in combat
All OG machines- SRX, Cybaster, even the Huck 30.
All Newtypes and their unique mechs.
Koji and Tetsuya from Mazinger.
Ryoma from the Getter Team.
Ernie from K&M. Ikaruga's blistering speed (with its unique custom bonus and a +2 movement part) makes it a good candidate for one of the items that boosts resources per square moved. You'll be sacrificing power for resource gain but it may be worthwhile. And even without parts that boost attack power, it's pretty good.
Tzendolg and Addy make for a great support unit. I slap all SP boosting items on her and give her Spirit Recovery. With the AOS upgrade that increases SP gain per round to +8, she can gain up to 28 SP per round (+10 from Spirit Recovery, +10 from Military Academic ID 30, +8 from AOS upgrade), allowing her to use Bless with some frequency. Of course, you need DLC bonuses to pull this off in the early game.
Izuru from MJP. Kei is pretty great as support due to 5-square radius that gives +20 to hit and evade (custom upgrade bonus). She is slow, though, and could benefit from Dash and mobility boosting parts. Tamaki, with her high movement speed, is great for parts like Credit Gain Meter or MxP Converter.
Kallen and Suzaku from Code Geass. Lelouch, while not the most powerful pilot, typically offers significant advantages through his tactical genius (at least in previous games). I always deployed him, in the Z2 series, and in X. CC was also an always-deploy because of ability to case Bless and Wish. Not sure how she is in this game. Hopefully, they kept her Spirit set.
I hear Gridman is good but haven't been able to upgrade him much yet, so he is benched for now.
GaoGaiGar is great in any game. I'm guessing the same holds true here.
Combattler V- never my favorite but 5 pilots offers a good amount of utility.
Rose 2 imo is very good and easy to set up. Give her the part that recharges EN by moving, use the Accel spirit every turn if you can and just zoom around the battlefield. She only has two attacks for most of the game but I've found that they are enough to knock off at least 60% of the enemy's HP. I also gave her the part that gives you extra MxP based on how many spaces you moved and was always finishing each mission with an extra 500 MxP that quickly added up. Your mileage may vary if playing on higher difficulties, I haven't tried her yet in those.
GaoGaiGar units are disgustingly powerful, but don't sleep on King J-Der. He might need some help with his movement, but he packs an obscene punch.
I have a sinking feeling that the Sazabi is not in this game. I didn't see it mentioned in Akurasu and don't see any SRW 30 Youtube videos that include it.
Fully Armored Hyaku Shiki Kai is great and all- haven't seen it since Alpha Gaiden. But Sazabi is such a recurring classic- up there with Nu Gundam- even in games where Char goes by Quattro.
How for the love of Axis could it be omitted?
Well to me l-gaim with add some part and skill up the rng
Become best sniper
The Mk2 is actually really good yeah, and lul the range on the MAPW version of Buster Launcher, for when you just need to drill a hole
Look, as long as the unit doesn't come in a Gunblaster or a Methuss, its probably half decent, and even the Gunblaster pilots are okay
Of course its possible they're also saving it as a possible DLC later XD.
Story wise, the lack of Sazabi makes a degree of sense as Quattro is actively trying to distance himself from anything that could be associated with 'Char'. And the Sazabi was Char's signature mobile suit in the last major conflict he was involved in.
-Ernie's unique skills are obscene and combined give him more evasion than a Newtype and a higher damage bonus than Ryoma. I don't think any character in the game has higher unique bonuses for either, aside from some ace bonuses only active during the enemy phase.
-Ikaruga's map attack has solid power even before factoring in those abilities, and its coverage is only (slightly) beaten by Gekkoei Sui's and sometimes L-Gaim Mk. 2's if the enemies are feeling nice.
-Its final attack is well above average for a real robot despite having that other stuff, so it hits bosses like a super after you're done wiping out the chaff with map attacks.
-The upgrade that includes its final attack is available *early*. Like 2-3 key missions after recruiting it, while nearly everyone else has to wait all game just to get less broken stuff.
-Its only real weakness is high EN use... but it has the largest base EN pool in the game and an innate 30% regen.
It's just overtuned to hell and back. I did some testing after the Final GaoGaiGar mission and the damage difference between both of their biggest attacks was pretty negligible with equivalent skills/stats/etc on both. Something like 156k vs 149k damage in GaoGaiGar's favor, with a larger difference against small/medium targets. But those usually have low enough HP that Ikaruga's still killing them three times over anyway. The map attack backed by a huge damage bonus is the biggest thing though.
Also tangentially related to that last point, the AOS upgrade that says it restores 20% HP/EN per turn to adjacent units is mistranslated and actually affects everything in the command zone (The description for the earlier 10% HP/EN upgrade is accurate though), so EN use isn't really a problem on anything once you pick that up. A good thing to prioritize after some of the MxP/Credits/PP/free stat parts stuff.
On the support side of things, Umi and Fuu have the cheapest Cheer (Umi)/Bless (Fuu) in the game AFAIK. 20 SP for both (Once Fuu is aced). They also get +25% starting SP from the Selece/Windam custom bonus, so they'll also have more SP to work with on top of the spirits being cheap. Selece is also great with the MxP/Credit/PP Gain parts, since it gets extra movement from both the custom bonus and Umi's ace bonus.
He is a tad bit fragile, but his damage is amazing.
Koji I use as well, Kallen and Suzaku are great, I quite like Kallen and her mech a bit more. but both are great.
I can already see the OG Victory and Gun Blasters in that list.