Super Robot Wars/X-Omega/Seishins (Arena)
Seishins skills in the arena are used similarly as on the battlefield. However, there is one major differences: Seishin abilities in the arena can now be used more than once, but their usage is still restricted through cooldowns. Some seishin abilities have been changed and tweaked specifically for the arena. Choosing the right Seishin ability is crucial as not only will the Seishin determine what kind of role or utility the unit will fulfill, but it may decide victory or defeat based on the type of formations and units the player will face.
Unlocking and Upgrading Seishin Abilities
Like with regular gameplay, Seishin abilities besides the one assigned by default must be unlocked by leveling the unit and usage of the Omega form of the seishin skill must be earned by Seishin points as well. This will require players to use the units outside of arena mode as arena mode does not grant any experience or Seishin points. While upgrading Seishin skills does not improve the potency of the skill, upgrading them shortens the length of the cooldown period after casting the skill. This makes the more powerful Seishin skills that have long cooldowns more viable as an option as players may have more opportunities to use them again since the amount of turns they will have to defeat their opponent is usually very limited.
Seishin Abilities
This table has the current list of all Seishin abilities that currently exist in the game. As previously mentioned, the description for both Seishin skills and their Omega variants are exactly the same. Some Seishin skills can target multiple allies or even all allies on the player's field, but skills that affect surrounding allies requires them to stand in an non-diagonally adjacent square.
NOTE: Clicking on the column headings will allow you to sort through the tables by their criteria (min/max values or alphabetical). Unfortunately, there is no arrow indicator that will show whether the information is ascending or descending due to outputting issues.
Name (Japanese) | Name (English) | Description | Cooldown | Ω Cooldown |
---|---|---|---|---|
加速 | Accelerate | For 2 turns, actions are increased | 6 | 5 |
覚醒 | Awaken | For 1 turn, actions are greatly increased | 6 | 5 |
絆 | Bond | Clear the unit and its non-diagonally adjacent allies of all status effects | 4 | 3 |
勇気 | Courage | Deal 30% more damage for 1 turn and acquire a core of the casting unit's attribute color | 7 | 6 |
脱力☆ | Daunt | Even after 10 years, it's still a rookie robot... | (2)? | 1 |
減速☆ | Decelerate* | Waah! I'm sorry! | (2)? | 1 |
直撃 | Direct Hit | For 1 turn, the target of the unit's attack will be unable to defend or activate any barriers and afterimage effects. (May not always work...) | 4 | 3 |
夢 | Dream | For 1 turn, all allied units will generate rainbow cores instead of their usual attribute colored cores | 4 | 3 |
激励 | Encouragement | For 1 turn, the unit and its non-diagonally adjacent allies deal 25% more damage | 6 | 5 |
闘志 | Fighting Spirit | For two turns, critical hit rates are increased by 100% | 4 | 3 |
閃き | Flash | Completely avoid the next incoming attack. (For multi-hit finishing skills, only the first hit is avoided) | 4 | 3 |
閃き+ | Flash+ | For 1 turn, increase the evasion rates of the unit and its non-diagonally adjacent allies by 50% | 5 | 4 |
集中 | Focus | For 2 turns, hit and evasion rates are increased by 30% | 4 | 3 |
不屈 | Fortitude | Reduce the damage of the next incoming hit by 90%. (For multi-hit finishing skills, only the damage from the first hit is reduced) | 4 | 3 |
根性 | Guts | Recover 30% of the unit's HP | 5 | 4 |
根性☆ | Guts* | Alright, I'm gonna do my best! | (2)? | 1 |
希望 | Hope | For 2 turns, increase the actions of the unit and its non-diagonally adjacent allies | 6 | 5 |
熱血 | Hot Blood | For 1 turn, the unit deals 40% more damage | 6 | 5 |
感応 | Inspire | For 1 turn, increase the hit rates of the unit and its non-diagonally adjacent allies by 50% | 5 | 4 |
直感 | Instinct | For 1 turn, hit and evasion rates are increased by 100% | 5 | 4 |
鉄壁 | Iron Wall | For 2 turns, all damage taken by the unit is halved | 4 | 3 |
愛 | Love | Clear the unit and its non-diagonally adjacent allies of all status effects and recover 20% of their HP | 5 | 4 |
奇跡 | Miracle | For 1 turn, hit, evasion, and critical hit rates are increased by 100% and the target of the unit will be unable to activate barriers | 9 | 8 |
挑発 | Provoke | For 1 turn, enemies in the row in front of the unit will be forced to target this unit | 5 | 4 |
憤怒 | Rage | For 1 turn, the unit deals 45% more damage | 7 | 6 |
奇襲 | Raid | For 1 turn, all allied units attacks cannot be defended against | 6 | 5 |
信念 | Resolve | Clear the unit of all status effects and give it resistance to all status effects for 1 turn | 4 | 3 |
咆哮 | Roar | For 1 turn, enemies in the row in front of the unit will be forced to target this unit | 5 | 4 |
魂 | Soul | For 1 turn, the unit deals 45% more damage | 7 | 6 |
補給 | Supply | Gain a core that is the same color attribute of the casting unit | 4 | 3 |
必中 | Sure Hit | For 1 turn, increase the hit rates by 100% | 4 | 3 |
ド根性 | Super Guts | Recover 50% of the unit's HP | 7 | 6 |
信頼 | Trust | Recover the HP of the ally with the least HP by 30% | 4 | 3 |
信頼+ | Trust+ | Recover the HP of the unit and its non-diagonally adjacent allies by 25% | 4 | 3 |