Super Robot Wars/Z2/Mech Abilities
From Akurasu Wiki
< Super Robot Wars | Z2
Mech Abilities
| Ability | Japanese | Description |
|---|---|---|
| I Field | Iフィールド | Beam attacks do 1000 less damage. Costs 10 EN per use. |
| I Field Δ | IフィールドΔ | Beam attacks do 1500 less damage. Activates at 110 Will. Costs 10 EN per use. |
| Psycho-Field | サイコフィールド | Cancels Damage below 2000. Activates at 130 Will. Costs 5 EN per use. |
| Photon Mat | フォトンマット | Received damage is reduced by 1000 plus 100 times pilot's Oversense level. Activates at 110 Will, consumes 5 EN per use. |
| GN Field | GNフィールド | Cancels Damage below 2000. Consumes 10 EN on use. ??? |
| Radiation Wave Surger | 輻射波動 | Reduces damage by 1500. Activates at 110 Will, consumes 10 EN per use. |
| VPS Armor | VPS装甲 | Non-beam attacks do 2000 less damage. Consumes 10 EN per use. |
| Repair Equipment | 修理装置 | Can repair some HP to self and adjacent units. (Available after movement) |
| Supply Equipment | 補給装置 | Can fully restore EN to self and adjacent units. (Not available after movement) |
| Sword Equipped | 剣装備 | Chance to negate melee and missile attacks. (requires Blocking skill) |
| Shield Equipped | 盾装備 | Chance to halve damage from attacks. (requires Blocking skill) |
| Transform | 変形 | Transform into alternate form. |
| Super Beast God Combination | 超獣合神 | At 130 Will, permits transformation into Dancougar Nova. |
| Six God Combination | 六神合体 | At 130 Will, permits transformation into Godmars. |
| Afterimage | 分身 | At 130 Will, unit may spontaneously avoid enemy attack. (50% chance) |
| Getter Vision | ゲッタービジョン | At 130 Will, unit may spontaneously avoid enemy attack. (50% chance) |
| Hyper Jammer | ハイパージャマー | At 130 Will, unit may spontaneously avoid enemy attack. (30% chance) |
| Jamming Function | ジャミング機能 | Allied units within 2 squares range will gain Accuracy +10 and Evasion +10. |
| Subspace Rush | 亜空間突入 | At 130 Will, unit disregards terrain when moving and may spontaneously avoid enemy attack. (25% chance) |
| Overskill | オーバースキル | Different for each unit. See Special Systems for a full explanation. |
| Psychoframe | サイコフレーム | +10 Mobility and Accuracy, [Fin Funnel] attack power +300, +1 Range, +10 Hit and +20 Critical. Activates at 130 Will and requires Newtype Lv5 and above. |
| Biosensor | バイオセンサー | +10 Mobility and Accuracy, gains [Psycho Field] ability, [Beam Saber (Hyper)] attack power +200. Activates at 130 Will and requires Newtype Lv5 and above. |
| Unstable Operation | 機関暴走 | After 5 turns, Dancougar Nova will revert to Nova Eagle. Furthermore, transformation to Dancougar Nova will be disabled for the remainder of the scenario. |
| Anti-Proton Bomb | 反陽子爆弾 | Destruction of this unit results in an instant Game Over. |
| Pilot Management | 操縦者交代 | Using the special command option swaps main and sub pilots. |
| Spiral Power Activation | 螺旋力発動 | At 130 Will, unit gains HP Regen (Small) and higher Will increases damage done (See Spiral Power on Pilot Abilities page). |
| Element System | エレメントシステム | At 130 Will, if any of the sub-pilots' stats are higher than the main pilot's, the main pilot will use the sub-pilot's value instead of his or her own. |
| KLF | KLF | Air movement does not consume EN. |
| Spiritual Defense | 対精神攻撃 | P-type (pilot-affecting) status effects are nullified. |
| HP Regen (small, medium, large) | HP回復(小,中,大) | Unit regains 10%, 20%, or 30% of its max HP every turn. |
| EN Regen (small, medium, large) | EN回復(小,中,大) | Unit regains 10%, 20%, or 30% of its max EN every turn. |
