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Fleed Arsus

Pilot Build Thread

90 posts in this topic

I figured that since we had dressup and MechDev critique threads in v2 (the latter of which is already here), we might as well have a pilot critique thread as well. This is pretty much for people to go "How do you think this will work?" or for just showing off your weirdly-skilled pilots you don't have the money or PP to build yet.

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but is there really stuff you can do with character creation?

I mean comparing to mech dev, it seems like you have more freedom in that than in characters, b/c most off the things are outlined..

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Myself, I'm going to do a combination of the two, because I've got some fairly weird choices for pilot class-skill combinations. All are from various projects of mine, hence the canon and favored units thing.


Name: Rai Maeda

Age: 22

Gender: Female

Pilot Class: Supertech (Yuusha)

Canon Origin: Grand Robo Blacktion

Favored Units: GRS-003 Variable Knight Altorius

Maximum SP: 100

Maximum SP Cap: 200

Class-Inherent Skills

- Dodge Cost: +0%

- Countercut Cost: 4 AP

- Countershoot Cost: 6 AP

- Super Robot Spirit (Passive(Main))

Damage Received -15% (.85x), Weapon Damage +15% (1.15x)

- Tech Mastery (Passive(Main))

Gain bonuses when HP is low. Bonus varies depending on level of remaining HP:

50% HP and below: Damage Received -10% (.9x); Weapon Damage +30% (1.3x)

40% HP and below: Damage Received -20% (.8x); Weapon Damage +65% (1.65x)

30% HP and below: Damage Received -30% (.7x); Weapon Damage +100% (2x)

20% HP and below: Damage Received -30% (.7x); Weapon Damage +100% (2x); +1

- Overdrive (Passive(Main))

Ranges between 0 and 10. Gain 1 Drive counter each turn during your Regen Phase. Courage counters can be expended to give different effects. Courage abilities are activated during the Spirit Command Phase.

- Defense Pierce: Costs 3 Drive counters. The last hit of your next attack phase gains Barrier Pierce and Armor Pierce.

- Ultimate Victory: Costs 5 Drive counters. The last hit of your next attack phase gains Weapon Damage +100% (2x) and Target's Dodge Cost +25% (1.25x.

- Quick Deploy: Pay 1.5x resource cost to activate a combo attack without the partner unit present. You must pay 1 Drive counter for every additional unit required for a combo attack not present in battle. The required partner units must be in your AM to use this ability. This ability cannot be used if the combo requires an ally of a specific class or class ability (such as Unlock Potential, Super/Hyper Mode, etc.), other than Yuusha.

- Damage Reroute: Costs 10 Drive counters. Negate up to 10000 damage from the first attack you receive this turn (resolved before any other pilot abilities). Only usable in Brave units.

Seishin

- Concentrate

- Greater Perseverance

- Direct Attack

- Trust

- Confusion

- Shiver

Pilot Skills

- Guts L1 L2 L3

- E-Save L1 L2 L3

- Engineer L1 L2 L3

- Logistic Support L1 L2 L3

I pretty much have this one as a supplement to my already-existing class, capable of doing both attack and support roles, as well as be somewhat dodgy when needed, as her favored unit I'm going to attempt to make extremely agile when I submit it for MechDev. I'm not quite sure if I should keep Shiver or give her Resupply in its place, though.


Name: Charles Nobel

Age: 31

Gender: Male

Pilot Class: Earth Federation Test Type Ace (Skilled Pilot)

Canon Origin: Sold Out

Favored Units: EF535-00 Puma

Maximum SP: 100

Maximum SP Cap: 200

Class-Inherent Skills

- Dodge Cost: -10%

- Countercut Cost: 4 AP

- Countershoot Cost: 4 AP

- Gunsight Eyes (Passive(Main))

Target's Dodge Cost +15% (1.15x)

- Savant (Passive(Sub))

1.5x PP bonus at the end of a fight.

- Ace Skills (Passive(Main))

Has 6 Pilot Skill slots available.

Seishin

- Boost

- Confusion

- Sure Hit

- Vanishing Body

- Direct Attack

- Morale

Pilot Skills

- Guts L1 L2 L3

- Improved Countershoot L1 L2 L3

- Counter L1 L2 L3

- Recognition

- Gunfight L1 L2 L3

- B-Save L1 L2 L3

My Char Clone. By the time I finished I noticed how badly this class wanted to be a Newtype without actually being a Newtype; like Rai, Nobel's favorted unit would be extremely dodgy, and he'd almost exclusively pilot Reals anyway. This guy started a big Direct Attack trend, though...


Name: Sami - Samantha Hargrave

Age: 24

Gender: Female

Pilot Class: Bounty Hunter (Comando)

Canon Origin: Sold Out

Favored Units: EF534-2 Panther; EF534-2 Panther, Samantha Hargrave Custom "Jade Knight"; EF535-00 Kai "Jade Knight R"; EF11 Fanger Kai "Latis"

Maximum SP: 100

Maximum SP Cap: 200

Class-Inherent Skills

- Dodge Cost: -10%

- Countercut Cost: 4 AP

- Countershoot Cost: 2 AP

- Military Training (Passive(Main))

Unaffected by all negative terrain Dodge Cost or Damage modifiers.

- Sniper Training (Passive(Main))

Target's Dodge Cost +15% (1.15x); Damage Dealt +25% (1.25x) for [+]-type attacks.

- Improvisation (Passive(Main))

Ranges between 0 and 10. Gain 1 Skill counter each turn during your Regen Phase. Skill counters can be expended to give different effects. Skill abilities are activated during the Seishin Phase. At 20% DP and below, gain 2 Skill counters per turn instead.

- Brutal Dual: Costs 2 Skill. Combo attack damage this turn +25% (1.25x).

- Breakthrough: Costs 3 Skill. The first hit of your next attack phase gains Barrier Pierce and Armor Pierce.

- Rapid Fire: Costs 5 Skill. Gain 1 additional attack phase this turn. During this attack phase you may only use [+]-type attacks. You may only use this ability once per turn.

- Zoom: Costs 5 Skill. The first [+]-type hit of your next attack phase gains Target's Dodge Cost +50% (1.5x). If the Snipe ability is used for that attack, it also gains +100% (2x) damage dealt.

- Strafe: Costs 6 Skill. Instantly evade the first attack you receive this turn. Damage dealt this turn +25% (1.25x). This is considered an Evasive Secondary Defence.

Seishin

- Concentrate

- Greater Perseverance

- Hot Blood

- Direct Attack

- Raid

- Intuition

Pilot Skills

- Infight L1 L2 L3

- Guts L1 L2 L3

- Potential L1 L2 L3

- Counter L1 L2 L3

Sami is probably going to become one of my favorite pilots if I ever decide to actually make these, because from what I see it seems like she could do very well in both Supers and Reals, rather balanced but at the same entirely not. I could have given her Gunfight, but with Military Training and Improvisation it didn't seem quite necessary. Raid and Intuition together might be a bit weird, though...


Name: Tristain Marxelle von Ashfeld IV

Age: 22

Gender: Male

Pilot Class: Bounty Hunter (Dynamic Pilot)

Canon Origin: Sold Out

Favored Units: 4AN-005 Zeta Falsion; 4AN-00R Maximum Falsion; EF11 Fanger Kai "Latis"

Maximum SP: 100

Maximum SP Cap: 200

Class-Inherent Skills

- Dodge Cost: +0%

- Countercut Cost: 5 AP

- Countershoot Cost: 6 AP

- Super Robot Spirit (Passive(Main))

Damage Received -25% (.75x), Weapon Damage +25% (1.25x)

- All or Nothing (Passive(Main))

Gain bonuses when HP is low. Bonus varies depending on level of remaining HP:

50% HP and below: Damage Received -20% (.8x); Weapon Damage +30% (1.3x)

40% HP and below: Damage Received -30% (.7x); Weapon Damage +70% (1.7x)

30% HP and below: Damage Received -40% (.6x); Weapon Damage +110% (2.1x)

20% HP and below: Damage Received -50% (.5x); Weapon Damage +150% (2.5x)

- Supreme Model Builder (Passive(Sub))

In units with Open Get gain 5 additional Open Get uses

Seishin

- Greater Perseverance

- Direct Attack

- Charge

- Spirit

- Shiver

- Iron Wall

Pilot Skills

- Infight L1 L2 L3

- B-Save L1 L2 L3

- Engineer L1 L2 L3

- Unit Specialization: Super Robot L1 L2 L3

This is one of the pilots I'm not sure about; he could be either extremely good or just terrible. Most of his canon puts him as an engineer, but the later plans I have for him entail quite a bit of Super Robot Pilot to go with it, and neither of his favored units would have Repair or Resupply. Specialization: Super Robot also seems to be something I'm considering ditching, for what I don't know.


Name: Forte Strenzahl

Age: ??

Gender: Male

Pilot Class: Gundam Fighter

Canon Origin: Mobile Fighter G Gundam 19th

Favored Units: GF19-007NG Cursed Gundam

Maximum SP: 100

Maximum SP Cap: 200

Class-Inherent Skills

- Dodge Cost: -10%

- Countercut Cost: 2 AP

- Countershoot Cost: 6 AP

- Meikyo Shisui (Passive(Main))

Once activated gain Weapon Damage +25%, Damage Received -25%, and Dodge Cost -5%. (M)-type attacks gain Target's Countercut Cost x1.25.

Activation cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3; 10 AP; Turn 4 and thereafter: Free.

Meikyo Shisui is automatically activated when HP drops below 50%.

- Martial Arts Mastery (Passive(Main))

Gain Countercut in any unit that requires Martial Arts Mastery to Countercut. [F]-type Weapon Damage +25%

Seishin

- Hot Blood

- Direct Attack

- Raid

- Greater Perseverance

- Shiver

- Rage

Pilot Skills

- Infight L1 L2 L3

- Attacker

- Potential L1 L2 L3

- Unit Specialization: Mobile Fighter L1 L2 L3

One of my characters from an old G Gundam RP, remade for Shoji's G Gundam campaign here, I designed Forte entirely for attack power, with Shiver as intimidation factor. I'm also considering Resentment: Mobile Fighter in place of Potential (in fact it was my original choice), but it just seems weird when he has Unit Specialization in the same thing.

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but is there really stuff you can do with character creation?

I mean comparing to mech dev, it seems like you have more freedom in that than in characters, b/c most off the things are outlined..

MechDev critique is more for how well it's written. This is pretty much for in-mechanics stuff, as a badly-built pilot could give you a major disadvantage before fights even start, and you'd have wasted your PP.

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I guess....

I been trying to think of a way to fill in the seats for Raijin-oh or God Raijin-oh

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My soon to be Anti-Newtype Class:

Name: Minerva Valkyra

Psychodriver

Starting Max SP: 100

Maximum SP: 100

Maximum SP Cap: 200

Skills & Abilities:

- Dodge Cost -10%

- Countercut Cost: 4 AP

- Countershoot Cost: 4 AP

- Telekinesis:

Class: Passive (Main)

Target's Dodge Cost +15%

- Savant:

Class: Passive (Sub)

This class gets a x 1.5 bonus to PP awards at the end of a fight.

- Adaptation:

Class: Variable

This class has 6 Pilot Skill slots available to gain pilot skills with PP.

Seishins:

1. Intuition (直感 Chokkan)

SP Cost: 35

Casts Sure Hit and Flash on yourself.

2. Greater Duty (ド任 Donin)

SP Cost: 50

User recovers all DP.

3. Boost (ブースト Buusuto)

SP Cost: 40

Gain Dodge Cost -40% for this turn.

4. Hot Blood (熱血 Nekketsu)

SP Cost: 40

All Weapon Damage x2 for your next attack phase taken this turn.

5. Awaken (覚醒 Kakusei)

SP Cost: 60

You gain 1 additional turn after the turn Awaken is cast (Regeneration and Defense Phases does not apply in the extra turn granted by this Spirit Command.)

6. Miracle (奇跡 Kiseki)

SP Cost: 100

Casts Accelerate, Charge, Sure Hit, Flash, Spirit, Great Effort and Lucky on yourself.

Skills:

1. Psychic Energy

Able to execute weapons/abilities requiring Psychic Energy.

2. Personal Trooper Mastery

Gain Damage dealt +30%, Dodge cost -10%, Target's Dodge cost +20% in Personal Troopers.

3. Resentment: Mobile Suits

Gain Damage Dealt +30%, Target's Dodge Cost +30% against Mobile Suits.

4. Concentration

Spirit Command Cost -20%

5. Recognition

Dodge Cost -10% and Target's Dodge Cost +10%. Cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3: 10 AP; Turn 4 and thereafter: Free.

6. SP Boost Lv. 3

Maximum SP +60

So basically, Concentration and SP Boost allows me to use a LOT of seishins. And Resentment: Mobile Suits is always good cause of the amount of MSs available.

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I was thinking of getting either Resentment: Newtypes or Resentment: Mobile Suits. And decided that Mobile Suits would be better. I dunno. I'm still deciding on which skill to get.

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  • [sP] 200
  • [Dodge Cost] -10%
  • [Countercut Cost] 4 AP
  • [Countershoot Cost] 5 AP
  • [Willpower] (Passive (Main)): Immune to all negative Status Effects.
  • [Resource Management] (Passive (Main)): EN and AP costs -50%. Does not affect Countercut, Countershoot or unit upkeep.
  • [increased Payload] (Passive (Sub)): Weapon Ammo +50%
  • [strong Luck] (Passive (Main)): Credit rewards +100% if victorious.
  • [Hard Worker] (Passive (Sub)): PP rewards +100% if victorious.
  • [unit Specialization 3: Buster Machine] (Passive (Main)): Weapon Damage +30%, Dodge Cost -10% and Target's Dodge Cost +20% when piloting Buster Machines.
  • [ignore Size Mastery] (Passive (Main)):

    • Opponents larger than you do not receive the damage reduction from size from your attacks. You do not suffer the Countercut Cost Penalties from opponents larger than you.
    • Opponents smaller than you do not receive the Accuracy bonus from size from your attacks.

    [*] [Potential 3] (Passive (Main)): Gain the following bonuses at low HP:


    • 50% HP and below: Damage Recieved -10%, Weapon Damage +10%
    • 35% HP and below: Damage Recieved -20%, Weapon Damage +20%
    • 20% HP and below: Damage Recieved -30%, Weapon Damage +30%

    [*] [Concentration] (Passive (Sub)): Spirit Command cost -20%

    [*] [spirit Commands] Concentrate, Great Effort, Hot Blood, Iron Wall, Inspire, Courage

Edited by Blaine Kodos

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PILOT DOSSIER

Class 001: Newtype (Code NL)

SP: 105 CC: 4 CS: 3 DC: -10% TDC: +15% (M)

Psycho Power!: (S)

Can use Psychic Energy

Pressure: (A)

Disables all attack phases of a single target

Target's DR +25% and DC +10% for one turn.

CT (Charge Time) 4, 2 turn cooldown

Guts: (M)

Gain DC mods based on remaining DP:

>51%: DC -5%; TDC +10%

>41%: DC -10%; TDC +20%

>31%: DC -15%; TDC +30%

>21%: DC -20%; TDC +40%

Seishin:

1) Flash (10)

2) Concentrate (15)

3) Kiai (40)

4) Sure Hit (25)

5) DA (20)

6) Morale (25)

Pilot Skillz

1) Recognition

2) Toukon!

3) Coutnershoot + (L1)

4)

PP Balance: 0

2500 Starting

-100 (Flash)

-150 (Concentrate)

-400 (Charge)

-250 (Sure Hit)

-200 (Direct Attack)

-250 (Morale)

+100 (Seishin MAX Milestone)

-500 (Recog)

-500 (Fighting Spirit)

-200 (Improved CS Level 1)

-50 +5 SP

Main class, going for a cost-effective DC/TDC fiddiling build. Put Fighting Spirit + Charge in to help Pressure charges and as a holdout from EH days.

Class 002: Enhanced Human Hacker (Code YW)

SP: 110 CC 3 CS 3 DC -10%

1337 H4X (S)

From turn 2, activate one ability per turn. 3 abilities max

Armor Recalculation: Damage negated by PS Class Armor +300

What Terrain?: Negate all dodge cost penalties from Terrain.

Overclocking: Unit gains Dodge Cost -10%

Carry the One: Unit gains Weapon Damage +10%.

Aimbot: All of the Unit's weapons gain Acc +10%.

Complete Fixation: (M)

DC +10%, TDC +20%, Weapon Damage +20%.

Activates when HP <21%, Ally HP <31%.

4 turn auto activation

Psycho Power! (S)

Can use Psychic Energy

Seishin

1) Scan (10)

2) DA (25)

3) Snipe Attack (30)

4) Flash (10)

5) Confusion (50)

6) Great Effort (20)

Pilot Skills

1) Faux-NTness

2)

3)

4)

PP Balance: 0

2500 Starting

-100 (Scan)

-200 (Direct Attack)

-300 (Snipe)

-100 (Flash)

-500 (Confusion)

-500 (Great Effort)

+100 (Seishin MAX)

-100 SP +10

-800 (Cyber Newtype)

Straight TDC screwing build, with CO fiddling bringing up the versatility side. Gave Cyber NT because I want to have a good tandem character with my actual NT.

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Testing out this idea I've got:

Jack/Jill of All Trades

Starting Max SP: 100

Maximum SP Cap: 200

Skills & Abilities:

- Dodge Cost -10%

- Countercut Cost: 4 AP

- Countershoot Cost: 4 AP

- Strategist:

Class: Passive (Main)

Unaffected by all negative terrain Dodge Cost or Damage modifiers.

- Savant:

Class: Passive (Sub)

This class gets a x 1.5 bonus to PP awards at the end of a fight.

Seishins:

1. Concentrate

2. Resist

3. Preserverance

4. Duty

5. Morale

5. Raid

Skills:

1. Attacker

2. Guard

3. Recognition

4. E-Save Lv. 3

5. B-Save Lv.3

6. Lucky

Yeah, so the pilot can do a lot of things, but he/she isn't really good at doing them. XD

Edited by Nimbus Noa

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I like it, actually. With the PP bonus it won't be that hard to get any replacement skills, either...

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My soon to be Anti-Newtype Class:

Name: Minerva Valkyra

Psychodriver

Starting Max SP: 100

Maximum SP: 100

Maximum SP Cap: 200

Skills & Abilities:

- Dodge Cost -10%

- Countercut Cost: 4 AP

- Countershoot Cost: 4 AP

- Telekinesis:

Class: Passive (Main)

Target's Dodge Cost +15%

- Savant:

Class: Passive (Sub)

This class gets a x 1.5 bonus to PP awards at the end of a fight.

- Adaptation:

Class: Variable

This class has 6 Pilot Skill slots available to gain pilot skills with PP.

Seishins:

1. Intuition (直感 Chokkan)

SP Cost: 35

Casts Sure Hit and Flash on yourself.

2. Greater Duty (ド任 Donin)

SP Cost: 50

User recovers all DP.

3. Boost (ブースト Buusuto)

SP Cost: 40

Gain Dodge Cost -40% for this turn.

4. Hot Blood (熱血 Nekketsu)

SP Cost: 40

All Weapon Damage x2 for your next attack phase taken this turn.

5. Awaken (覚醒 Kakusei)

SP Cost: 60

You gain 1 additional turn after the turn Awaken is cast (Regeneration and Defense Phases does not apply in the extra turn granted by this Spirit Command.)

6. Miracle (奇跡 Kiseki)

SP Cost: 100

Casts Accelerate, Charge, Sure Hit, Flash, Spirit, Great Effort and Lucky on yourself.

Skills:

1. Psychic Energy

Able to execute weapons/abilities requiring Psychic Energy.

2. Personal Trooper Mastery

Gain Damage dealt +30%, Dodge cost -10%, Target's Dodge cost +20% in Personal Troopers.

3. Resentment: Mobile Suits

Gain Damage Dealt +30%, Target's Dodge Cost +30% against Mobile Suits.

4. Concentration

Spirit Command Cost -20%

5. Recognition

Dodge Cost -10% and Target's Dodge Cost +10%. Cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3: 10 AP; Turn 4 and thereafter: Free.

6. SP Boost Lv. 3

Maximum SP +60

So basically, Concentration and SP Boost allows me to use a LOT of seishins. And Resentment: Mobile Suits is always good cause of the amount of MSs available.

Ugh, I can't believe im helping someone make this...

Ditch Recognition and go for Potential. If you rely on dodging to be an NT, the NT will outdodge you and just make you dodge for sit. You have to be able to tank, which will make the NT's DC mods useless.

Drop Greater Duty and Boost for sure. Maybe even Intuition. Take Iron Wall, Some form of Perserverance, and something you'd put on a SR pilot.

Also, consider Techniques like Leg Snipe, Steady Shot, and Feint Attack. With a dodger, DP is HP.

Really, if you want to screw over NT and still keep the Psychic Energy, i'd port the entire build over to PD, or (And I can't believe i'm about to speak such blasphemy) take Dynamic and give it Cyber Newtype.

Edited by Avitar

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Yeah, I was thinking of that too. But the buyable potential is kinda crap IMO.

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Here's what I'm planning for my main class when it maxes out:

Name: Kyousuke Sumeragi

Nickname: Kyou, Crimson Tiger

Age: 20

Pilot Class: Gundam Fighter Advent

Series: Advent Chronicle Chapter 0 ~ Advent Chronicle Chapter 5

Skills & Abilities:

- Dodge Cost -10%

- Countercut Cost: 2 AP

- Countershoot Cost: 6 AP

- Advent's Blessing

Class: Passive (Main)

Once activated gain Weapon Damage +25%, Damage Received -25%, and Dodge Cost -5%. (M)-type attacks gain Target's Countercut Cost x1.25.

Activation cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3; 10 AP; Turn 4 and thereafter: Free.

Advent's Blessing is automatically activated when your HP drops below 50%.

- Kensei Mastery

Class: Passive (Main)

Gain the Countercut ability in any unit that requires Martial Arts Mastery to countercut. [F]-type Weapon Damage +25%

Starting Max SP: 100 + 60

Current Max SP: 200 + 60

Maximum SP Cap: 200 + 60

Seishin:

1. Concentrate (12 SP)

2. Direct Attack (20 SP)

3. Duty (20 SP)

4. Intuition (28 SP)

5. Iron Wall (32 SP)

6. Courage (64 SP)

Pilot Skills:

1. SP Boost Lvl 3

2. Concentration

3. Ignore Size Mastery

4. Infight Lvl 3

Pilot Technique:

1. Reflect Slash

2. Mega Smash

3. Hyper Charge

This is Kyousuke Sumeragi, the main character of my Advent Chronicle story. He starts off in the story as an ordinary grunt pilot with hidden Herald powers who inspires to be an ace pilot, yet behind he still has alot to learn. As they story progresses, he grows into a better person, becomes a Kensei, and skilled pilot, where he uses his Kensei skills and some Herald powers to use in his main unit.

I decided to choose Gundam Fighter as my new main pilot class because it is the closest that I can find that almost reflects Kyousuke Sumeragi in the story. He mostly specializes in close range combat, hence the Gundam Fighter class, Infight Lvl 3 and melee-based pilot techniques. SP Boost Lvl 3, Concentration and Ignore Size Mastery has ties in with being Kensei. Because to what I know, being skilled with a sword means that in melee combat, you need to have a concentration, enough mental strength and can easily strike thru anything smaller or larger than you with perfect precision.

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That's pretty good, but Reflect Slash without Beam Countercut is kinda crappy IMO. Cause you can only reflect (P) attacks that way.

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Yeah that's true... Problem is that if I'm getting Beam CC and Improved CC, I'd have to sacrificed Concentration and Infight skill so I can utilize reflect slash fully. But then again, am still playing around on it yet.

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Here's what I came up with for my dynamic.

Class: Mazinger Pilot

- Dodge Cost +0%.

- Countercut Cost: 5 AP

- Countershoot Cost: 6 AP

- Super Robot Spirit

Class: Passive (Main)

Damage Received -25%, Weapon Damage +25%

- Potential

Class: Passive (Main)

Gain bonuses when HP is low. Bonus varies depending on level of remaining HP:

50% HP and below: Damage Received -20%; Weapon Damage +30%

40% HP and below: Damage Received -30%; Weapon Damage +70% instead

30% HP and below: Damage Received -40%; Weapon Damage +110% instead

20% HP and below: Damage Received -50%; Weapon Damage +150% instead

- Open Get Specialty

Class: Passive (Sub)

In units with Open Get gain 5 additional Open Get uses.

Spirit Points (SP): 200

Spirit Commands

  • Greater Perserverence
  • Iron Wall
  • Belief
  • Raid
  • Resupply
  • Awaken

Pilot Skills

  • Unit Specialization L3: Mazinger
  • Infight L3
  • E-Save L3
  • Concentration

Pilot Techniques

  • Double Attack
  • Ultimate Attack
  • Shield Crush

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Brute

Starting Max SP: 100

Maximum SP Cap: 200

Current SP: 200

Spells:

- Greater Perserverance

- Spirit

- Rage

- Direct Attack

- Sure Hit

- Charge

Skills & Abilities:

- Dodge Cost +0%.

- Countercut Cost: 5 AP

- Countershoot Cost: 6 AP

- Super Robot Spirit

Class: Passive (Main)

Damage Received -25%, Weapon Damage +25%

- Potential

Class: Passive (Main)

Gain bonuses when HP is low. Bonus varies depending on level of remaining HP:

50% HP and below: Damage Received -20%; Weapon Damage +30%

40% HP and below: Damage Received -30%; Weapon Damage +70% instead

30% HP and below: Damage Received -40%; Weapon Damage +110% instead

20% HP and below: Damage Received -50%; Weapon Damage +150% instead

- Open Get Specialty

Class: Passive (Sub)

In units with Open Get gain 5 additional Open Get uses.

- Infight

Class: Passive (Main)

Pilots can receive special training in melee fighting, making them better swordsmen, brawlers, and frontline fighters.

Level 3: [F]-type Weapon Damage +30%, Dodge Cost -10%

Special: Damage bonus does not stack with Gunfight for [H]-type attacks.

- Attacker

Class: Active

Making sure that one's enemy is quickly incapacitated is a key element in any form of combat. Pilots who wish to learn the Attacker ability receive special aggression training as well as the skill of perceiving an enemy's weak points, increasing the damage they deal.

Level 1: Damage dealt +20%. Cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3; 10 AP; Turn 4 and thereafter: Free.

- Revenge

Class: Passive (Main)

The ability to remember your grudges and exact lovely revenge on those you hate.

Level 1: Damage dealt +20% against all units that attacked you this turn.

- Unit Specializtion (Super Robot)

Class: Passive (Main)

Pilots can specializie in piloting a specific type of unit, becoming more adept at piloting those machines.

Choose a unit type (such as Mobile Suit, Aura Battler, Yuusha, or Orbital Frame). Gain bonuses in units of that type.

Level 3: Damage dealt +30%, Dodge cost -10%, Target's Dodge cost +20%.

Special: You may take this skill multiple times. Each time you take it, it applies to a different unit type. Should a single unit have multiple types, the effects of this still do not stack.

Techniques:

- Mega Smash

You can deliver a single, especially powerful blow.

Requirement: One [F]-type weapon, chosen at deployment. This attack's stats are based off the chosen weapon.

Attack: * Mega Smash- * damage, * EN/attack [+*%]

[F] or [H]?: Same as base attack.

Damage: Damage is equal to the base attack +25%.

EN Cost: EN cost is equal to the base attack +50%. If it has no EN cost, EN cost +10 instead.

Accuracy: Accuracy is equal to the base attack +5%.

Other: This attack gains all non-(X) tags that the base attack has. This attack also consumes 1 round of the base attack, if rounded. If this attack is a round-based (V) or (F), the variable cost is paid using rounds of the base attack. This attack gains Target's Countercut Cost x 1.25 if it is an (M)-type attack.

For example, with [F] Gundam Hammer- 3600 damage, 8 rounds [+10%] gain:

- [F] Mega Smash- 4500 damage, 10 EN [+15%]

- X) Mega Smash: Uses 1 Gundam Hammer round.

- Ultimate Weapon

You have devised a special combination attack using all of the weapons on your unit.

Requirement: Unit must have 5 or more weapons that you are able to use. Choose one non-MAP weapon at deployment. This attack's stats are based off the chosen weapon.

Attack: * Ultimate Weapon- * damage, Barrier Pierce, * rounds [+30%]

[+], [F] or [H]?: If only non-[F] weapons are applied to this attack, then it is [+]. If only non-[+] weapons are applied to this attack, then it is [F]. Otherwise it is [H].

Damage: Damage is equal to base weapon's damage plus 10% for each additional usable non-combo weapon that you choose to apply (up to +60% damage maximum, regardless of how many weapons are applied). If the base weapon is a variable weapon, calculate base damage for a full use of the weapon.

Rounds: Rank 1-12: 1 round. Rank 13+: 2 rounds. Rounds may not exceed those of the base attack. If total EN cost of the base attack is 50% or more of the unit's base EN, rounds are capped at 1.

Other: This attack gains all requirements of all weapons applied to the attack. If the base attack is Rounds Locked, then so is this attack. MAP weapons may increase damage for this attack, but MAP versions of non-MAP attacks do not count toward the requirement for this technique and are not applicable to increase damage.

For example, with on PTX-001 Gespenst Rapid Type (9 weapons total, including both [F] and [+] types) with [+] Neutron Beam (B)- 3600 damage, Barrier Pierce, 10 rounds [+20%], it may apply all other attacks on the unit to gain:

- [H] Ultimate Weapon- 5760 damage, Barrier Pierce, 1 round [+30%]

- Charge Up

You may delay focus your actions to improve your offensive capabilities.

Ability: Charge Up: Sacrifice your attack phase. Next turn, gain Damage Dealt +15% and Target's Dodge Cost +10%.

Series of Origin: Bruits: The Brutilizer

In Giganscude Duro, it gets

[H] RAEP- 11520 damage, Barrier Pierce, 1 round [+30%]

With perfect class synergy and all elemets working together, that becomes...

[H] RAEP- 148205 damage, Barrier Pierce, Sure Hit, Direct Attack, 1 round [+80%]

which is about a %1286.5 increase in damage from the base attack.

Edited by Avitar

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Sniper

Current SP: 200

Skills & Abilities:

- Dodge Cost -10%.

- Countercut Cost: 6 AP

- Countershoot Cost: 2 AP

- Eagle Eye

Class: Passive (Main)

Target's Dodge Cost +15%. [+]-type Weapon Damage +25%.

- Zoom

Class: Passive (Main)

Target's Dodge Cost +10% and Weapon Damage +25% when using Snipe or Snipe Attack with any [+] weapon. This bonus stacks with Snipe Attack but does not stack with itself.

- Sniper Sight

Class: Passive (Main)

Once activated gain Target's Dodge Cost +20%, Dodge Cost -20% and Weapon Damage +10%.

Activation cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3; 10 AP; Turn 4 and thereafter: Free.

Sniper Sight is automatically activated when your DP drops below 60%.

Seishins:

1) Sure Hit (250)

2) Snipe Attack (300)

3) Direct Attack (200)

4) Flash (100)

5) Great Effort (500)

6)

Pilot Skills:

1) Gunfight Lvl.3 (1200)

2) Critical Lvl.3 (900)

3) Lucky (1000)

4) Concentration (1200)

Pilot Techniques:

1) Steady Shot (800)

2) Snipe Assist (400)

3) Feint Attack [+] (600)

How does this look, i was thinking Courage or Awaken as the last seishin...what do you guys think?

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From my topic:

Initial Pilot Name: Deiser (Age 24)

Pilot Class: Personal Trooper Pilot

Credits: 250 (-250 for mecha)

Skills & Abilities:

- Dodge Cost -10%.

- Countercut Cost: 4 AP

- Countershoot Cost: 3 AP

- Ace Attacker

Class: Passive (Main)

Weapon Damage +25%

- Overload

Class: Active

Gain additional Attack Phases during your turn. You may only gain up to two additional attack phases per turn. 10 uses.

- Defensive Support:

Class: Passive (Main)

When Support Defending gain Damage Received -10%. You may support defend an additional ally each turn.

- Offensive Support:

Class: Passive (Main)

Weapon Damage +20% provided that you attack the same target(s) as any ally who has already taken their turn (This ability can not affect summons) or Combo Attack Damage +20%

SP: 100

Seishin:

Duty (20 SP)

-

-

-

Pilot Skills:

Guts

-

-

-

PP Gains/Losses:

+500 PP Newbie bonus

-500 PP for Duty and Guts

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I think this is for complete builds, though you don't have to have acquired the PP to finish them to post. In any case, the 'build' for my latest character is:

- Dodge Cost -10%.

- Countercut Cost: 3 AP

- Countershoot Cost: 3 AP

- Tactical Efficiency

Class: Passive (Sub)

Starting from turn 2, activate one ability per turn to a maximum of 3 abilities. All abilities are treated as unit abilities.

PS Reinforcement: Damage negated by Phase Shift Armor, Variable Phase Shift Armor, or Trans-Phase Armor +300

Terrain Adaptation: Negate all dodge cost penalties from Terrain.

Thruster Modification: Unit gains Dodge Cost -10%

Weapons Tuning: Unit gains Weapon Damage +10%.

Sensor Adjustment: All of the Unit's weapons gain Acc +10%.

- SEED Mode

Class: Passive (Main)

Gain Dodge Cost -10%, Target's Dodge Cost +20%, Weapon Damage +20% Activates when your unit's HP drops to 20% or below, any ally's HP drops to 30% or below, or activates automatically after 4 turns.

Spirit Points (SP): 200

Spirit Commands

  • * Duty (25SP)
    * ???
    * ???
    * ???

Pilot Skills

  • * Recognition: Dodge Cost -10% and Target's Dodge Cost +10%. Activation costs 40 AP on turn 1, 20 on 2, 10 on 3 and 0 on 4
    * Guts 3: Dodge Cost -5% and Target's Dodge Cost +10% at 60% or less DP, -10% and +20% at 45%, -15% and +30% at 30%
    * Infight 3: [F]-type Weapon Damage +30%, Dodge Cost -10%
    * Gunfight 3: [+]-type Weapon Damage +30%, Target's Dodge Cost +10%

(Gunfight may get replaced with something else. Not sure yet. Also no clue what her other spirit commands would be.)

Edited by Alicia

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It would be better if you ditch recognition IMO. Cause with Infight and Gunfight you get a recognition that's always active. And because there's a limit in total DC mod. Which is like 50%.

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I'd be more likely to ditch Gunfight, TBH.. but only +50% TDC maximum? That's going to make Guts a lot less useful...

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