Super Robot Wars/Z3.2/Special Systems

From Akurasu Wiki
Jump to navigationJump to search

NOTE: Some of this information requires further confirmation.


Continuous Targeting Penalty

When a unit is continuously attacked by enemy units on their phase, its dodge rate will decay at a rate of 5% per encounter. This penalty caps out at 200% and resets at the end of the phase or when the unit gets hit. This penalty applies to both enemy and allied units (i.e. on your phase, continuously targeting the same enemy will make their dodge rate decay, while on the enemy's phase, continuous attacks on the same unit by the enemy will cause that unit's dodge rate to decay). Only Tetsujin #28 is immune to this penalty.

Placement Bonus/Penalty

When a unit is surrounded on 2 sides by enemies, it will receive a 5% increase in damage taken. When surrounded on all 4 sides, it will receive a 10% increase in damage taken. This modifier applies to both enemy and allied units. Only Tetsujin #28 is immune to this penalty. The Positioning skill will increase the placement bonus by 5%, to a maximum of 15%.

Song System (Nekki Basara)

In lieu of attacks, Basara has a list of songs that he plays during combat which provides certain buffs/effects to the target(s). The strength of the effect is based on Basara's current Song Energy. Casting Hot Blood before using a song will double the normal benefits of the song, as will Ozma Lee's Ace Bonus for both himself and his current tag partner. Casting Hot Blood and then using a song on someone partnered with Ozma will result in quadruple the normal bonus.

  • Planet Dance: Restores HP. Maxes out at 5500 Healing base.
  • Totsugeki Love Heart: Raises morale. Maxes out at 15 morale base.
  • My Friends: Restores SP. Maxes out at 15 SP base.
  • Try Again: Boosts all stats, with Hit/Evasion/Defense being boosted by double the amount. Lasts for the entire duration of the map, but multiple applications do not stack (a stronger Try Again will always override the weaker one). Maxes out at 15 Melee|Range|Skill, and 30 Evade|Defense|Hit base.
  • Power to the Dream: Boosts the morale limit, stacking with items and other effects that increase morale limits. Lasts for the entire duration of the map, but multiple applications do not stack. Maxes out at 10 points base.
  • Dynamite Explosion: Gives the effect of Cheer and Bless to the target(s). Also gives Accel and Alert at higher Song Energy levels. Also gives Hot Blood if Basara casts it beforehand.

While normally useless against most enemies, Basara's songs do have effects against the Vajra in particular. When used on any Vajra, Basara's songs will lower morale, with a cap of -10 morale or -20 if Basara has cast Hot Blood beforehand. When a Vajra unit's morale falls below 120 in this manner, they will retreat regardless of their current HP total. This retreat counts as a kill, and provides double the PP gains of a normal kill. Against certain other enemies, most notably DAMONs and the Cherubims from Aquarion EVOL, Basara's songs will cause damage as if used as a normal attack.

Satellite System (Gundam Double X)

Unlike in previous SRWs, the Twin Satellite Cannon is usable on any stage regardless of whether the moon is visible or not, and comes with one charge loaded at the start of the map. After using the charge on either the normal Twin Satellite Cannon attack or on the MAP version, the Double X will not be able to use either attack again until the next turn if the stage has the moon visible. On stages where the moon is not visible, the Double X must wait an extra turn. From stage 33 onward, the Double X may use the Twin Satellite Cannon once per turn regardless of whether the moon is visible or not.

Element System (Aquarion, Aquarion EVOL)

When the main pilot's morale reaches 130, it aligns the stats of all pilots with the highest values of all amongst them. For example, if Pilot A's Melee stat is lower than Pilot B's, Pilot A's Melee is raised to match Pilot B's, and vice versa. The shared stats will not be used as the base for boosts such as Try Again or Zero's Commands, as they will only modify the base stats of the current pilot.

In addition, the main pilot will also gain the Elemental ability of the other subpilots. Which abilities are in use can be changed by using the Element Change ability to switch pilots.

Once activated, the Element System will continue to modify the stats and Elemental abilities of the main pilot, even if you change into a main pilot that is below 130 morale.

Element Change (Aquarion EVOL)

Aquarion Spada and Gepard have multiple pilots which may be switched between at any time by using the Element Change feature. Switching pilots causes the new pilot's stats to be factored into the Element System and changes the abilities granted to Aquarion. All pilots of Spada share one SP pool with each other, as do all pilots of Gepard, and the pilots of these forms may not purchase SP Up (though Amata may, as he is the only pilot of Aquarion Evol).

For the list of abilities granted by each Element, see the Pilot Abilities section.

Zero System (Wing Zero)

Wing Gundam Zero's Zero System increases the pilot's stats gradually as the pilot's morale/will increases. It activates at 130 morale/will (or 110 with Heero's Ace Bonus). Fully upgrading Wing Zero also improves the effects of Zero System.

The following table illustrates the morale to stat gain ratio (numbers in parenthesis show stat boosts after FUB)

Morale/Will Melee, Ranged, Evasion, Hit Skill, Defense
110 +2 (+4) +5 (+10)
115 +3 (+5) +7 (+12)
120 +4 (+6) +10 (+15)
125 +5 (+7) +12 (+17)
130 +6 (+8) +15 (+20)
135 +7 (+9) +17 (+22)
140 +8 (+10) +20 (+25)
145 +9 (+11) +22 (+27)
150 +10 (+12) +25 (+30)
155 +11 (+13) +27 (+32)
160 +12 (+14) +30 (+35)
165 +13 (+15) +32 (+37)
170 +14 (+16) +35 (+40)
175 +15 (+17) +37 (+42)
180 +16 (+18) +40 (+45)
185 +17 (+19) +42 (+47)
190 +18 (+20) +45 (+50)
195 +19 (+21) +47 (+52)
200+ +20 (+22) +50 (+55)

At morale counts above 200, no further benefits are gained.

Sphere Act (Banpresto Originals)

When each of the four Sphere Reactors (Setsuko, Rand, Crowe, Hibiki) reach 150 morale after achieving status as Third Stage Sphere Reactors, their Sphere Act ability will cause all allied pilots on the map to gain +10 to a specific stat. This bonus stacks with all other bonuses such as Try Again. In the case of Hibiki, Genion must first transform all the way upward to Geminion Ray in order to activate the ability. The pilots gain this ability instead of the debuffing Sphere Acts appropriate to their Spheres. Those abilities are instead demonstrated by the enemy Neo Reactors on the final stage.

Pilot Name Stat Raised Stage Learned
Rand Defense 29
Crowe Hit 30
Setsuko Evasion 31
Hibiki Skill 32

D-Commands (Solarian)

The Solarian gains a set of special commands called D-Commands based on the current growth of the player's Z-Crystal. Each command may be used once per map, and does not take up the Solarian's turn to use, but the Solarian may only use one D-Command per turn. D-Commands must be used prior to moving.

D-Command Effect Grade Required
Upper Field Raise the morale of the Solarian and all allied units within 3 squares by 5. 1
Tension MAX Immediately fills the Tag Tension gauge of one selected ally team to full. 1
Keep Combo For one turn, the Combo Gauge does not decrease. 2
Dimension Call Transports one allied team anywhere on the map to any square within 4 squares of the Solarian. 3
Revive Chance Resets the turn of one allied team. Extra actions granted by the Platinum Emblem are reset as well. 4
Full Miracle Casts Love, Courage, Soul, Fighting Spirit, Awaken/Zeal, Snipe, Assault/Assail, Iron Wall, and Focus on the selected team. Can be used on the Solarian itself. 5