Super Robot Wars/X-Omega/Unit Breakdown

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There are plenty of enemies and allies in Super Robot Wars and X-Omega gives them type attributes to classify what kind of unit they are in the game. However, there are other attributes and skills that give these units another degree of complexity and this Unit Breakdown will give starting players an idea of how to make the most out of any unit they will come across in the game.


Primary Type Attributes

Units in Super Robot Wars X-Omega will belong in one of the 4 categories: Attackers, Shooters, Defenders, and the other miscellaneous category that doesn't apply to the previous 3. The game utilizes a rock/paper/scissors system to create clear weaknesses and advantages between the 3 main types of battle units:

  • Attackers are strong against Defenders, but are weak against Shooters
  • Shooters are strong against Attackers, but are weak against Defenders
  • Defenders are strong against Shooters, but are weak against Attackers


For a more condensed representation, Attackers > Defenders > Shooters > Attackers.
While there are clear weaknesses and strengths, units may overcome their faults through leveling, upgrading, and proper planning from the player.

As of version 2.00 there were 2 more additional unit types introduced. Blaster types and Fighter types. These 2 unit types do not have a bonus to damage to the original 3 unit types and are only effective against each other. As with the previous example, Blaster > Fighter > Blaster.

Attackers

Attackers are the staple building blocks to any teams. They are able to deal with Defenders and other Attackers that approach them through melee attacks. Attackers create a front line enemies must pass through in order to reach the player's back line and battleship. Attackers are designated by the Red fist core symbol.

Attacker Pros

  • Can deal with almost any unit, even Shooters they are usually weak against
  • Does the most damage per second out of the 3 main unit types due to high attack speed
  • Has fast movement speed
  • Easily wipes Defenders off the map

Attacker Cons

  • Take extra damage and flinches from Shooter attacks
    • Some Shooter enemies have the ability to knock back attacker units and render them useless individually
  • Being a front line unit makes them extremely prone to being afflicted with status effects
  • Effectiveness is dependent on high movement speed and decent terrain ratings

Shooters

Shooters are the last line of defense for your team. Standing in the rear, they are able to use ranged attacks to take down enemies as they mindlessly attempt to charge forward. They are extremely effect against killing grunts with their distance and finishing skills. Shooters are designated by the Yellow cross-hair core symbol.

Shooter Pros

  • All auto-attacks and finishing skills are ranged, making them the safest unit unless the entire team is full of Shooters.
  • Attacks deal more damage against Attackers
  • Attacks can flinch and sometimes knock back units
  • Often come with area of effect finishing skills
  • Presence ensures an entire row is protected from enemies trying to rush the battleship
  • Does not need to move around much to be effective
  • Will almost always stay on the player's side of the field, which means they will always have the Battleship's skill buff on at all times.

Shooter Cons

  • Is generally the weakest of the 3 main unit types in terms of raw stats and damage per second
  • Damage is pitiful against Defenders
    • Some enemy defenders have the ability to knock back shooters until they are forced to board the battleship
  • Effectiveness is extremely dependent on the front line's ability to survive (if there is a front line)

Defenders

Defenders also play a role in maintaining the front line. They are defensive units focused on taking hits and dealing with pesky Shooters that poke your units while they are busy attacking other units. This doesn't mean they lack offense because they still pack a punch! Defenders are designated by the Blue shield core symbol.

Defender Pros

  • Completely immune to any flinching and knockback. This can be from Shooters, Defenders, Attackers, or even battleship type bosses that can knock you back. Powerful Defenders can make it completely impossible for bosses like the Alvatore to damage your battleship, since they cannot get close.
  • Deals great damage to Shooters without taking much damage back
  • Seishin skills and defensive stats allow for Defenders to stay on the battlefield for a long duration of time

Defender Cons

  • Majority of enemy front lines and bosses are typically Attackers in the early game, making Defenders hard to properly use since they will take too much damage from them
  • Attack and movement speed are generally slower compared to Attackers
  • Has to deal with enemy front line before reaching the enemy's Shooters

Blaster

Fighter

Other Units

There will be other units players will encounter that will have impact on the game. Not all of these units are usable by the player in battle, but nevertheless, knowledge of these units will be required to progress through the game.

Battleships

These units are the core of the player's team that lead the other units into battle. Battleships give players a home field advantage by utilizing their battleship skill to buff units that stand on the player's side of the field. Battleships are also where reserve units will stay until they are swapped out by units that come in for repairs. Enemy battleships contain large reserves that constantly spawn more units. If one side loses their battleship, the immediate result with either be victory or defeat for the player.

Mega Units

These monstrous sized units take up multiple lanes. They may not always have specific attributes such as Attacker or Defender, but they typically come as bosses with tons of HP and skills that give them status resistances, making them formidable enemies that get in the way of finishing a stage. Overcome these mighty obstacles with the combined strength of your forces and Omega Cross combos!

Explosive/Debris

These enemy units will use their finishing skill upon encountering a player's unit within their range. After the enemy finishing skill countdown indicator reaches 0, the unit detonates and deals its current HP to all units in range as damage. Successfully killing the unit before the countdown finishes prevents any unit from taking damage.