[b]Blue Jet[/b] [color=cyan][b]Statistics:[/b] HP: 40, EN: 50, IS: 2, Move: G, Size: S[/color] [color=pink][b]Weapons:[/b] [+] Vulcan- 8 damage, 10 rounds. Jet Mode Only. [H] Tenkuushinken - Tsubame Gaeshi [b](P)[/b]- 12 damage x 2 [+] Blazer Cannon [b](BF)[/b]- 16 damage, 8 rounds [F] Tenkuushinken - Hagane Giri [b](M)[/b]- 30 damage [H] Tenkuushinken - Konoha Otoshi- 50 damage, 1 EN/attack [F] Tenkuushinken Ougi - Kamaitachi [b](X)[/b]- 18 damage/2 EN [b]Combo Attacks:[/b] [F] Tenkuushinken Ougi - Kasane Kamaitachi[Ken] [b](X)[/b]- 25 damage/2 EN [F] Tenkuushinken Ougi - Kasane Kamaitachi[Bai] [b](X)[/b]- 30 damage/2 EN[/color] [color=beige][b]Inherent Abilities:[/b] 1) Usable by Ensigns or higher 2) Countercut: Normal Mode Only 3) Countershoot: Vulcan, Blazer Cannon 4) Dodge Cost -5 5) [b]Jet Mode:[/b] Dodge Cost -7 instead and Move: F only. Only Vulcan and Blazer Cannon are enabled. 6) Tenkuushinken Ougi - Kasane Kamaitachi[Ken]: Target's Dodge Cost +1 per every 3 EN spent. Requires an allied Kenryu to execute. 7) Tenkuushinken Ougi - Kasane Kamaitachi[Bai]: Target's Dodge Cost +1 per every 3 EN spent. Requires an allied Baikanfu to execute.[/color] [color=gold][b]Purchasing Cost:[/b] 450 PCs[/color] Machine Robo Rescue is an organization which uses powerful, AI controled robots known as "Machine Robos" to help people who are in need of rescue. These Machine Robos, powerful enough on their own, also command 4 support robos in an emergency. Should the situation become truely dire, the Machine Robo can go into "Hyper Mode" and combine with their support robos, making a much more powerful machine that can handle any emergency. In addition to this, Machine Robos can create a virtual training area called a "Zone". These areas create spaces seperated from the outside to be used for training, or to seperate parts of a disaster from where they could deal greater damage. A Zone lasts until it is unsummoned, or until a large amount of internal damage is dealt to it. Once a Zone is created, anyone can enter it, but no one can leave until the Zone is unsummoned or destroyed. There are 4 Zone terrains. Zone-1 is a football stadium simulation, and has no distinguishing characteristics. It is used mostly for sporting events between Machine Robos. Zone-2 is a city simulator, with tall buildings used for fire-fighting practice. Zone-3 is a simulation of a deep sea oil rig, used for marine training. Zone-4 is inside of a confined cave, with many platforms along the walls that extend outwards at random intervals. This Zone is used for mock battles and other heavy-duty training. One of these Machine Robos is Jet Robo. Jet Robo is designed for aerial rescue, and quick response to emergencies. Because of it's speed, it's able to reach a disaster area before the rest of the MRR team and provide early aid while the rest of the team arrives. Jet Robo's support robos are called Sky Robos, and are also capable of the same speed as Jet Robo. Jet Robo, while highly maneuverable in atmosphere, cannot perform nearly as well in space. While it is still able to ascend into space unassisted, it's thrusters and systems are not designed for operation in space. Jet Robo does not have much that could be considered "weapons", but it doesn't have to. In Jet Robo mode, he has a variety of punches, kicks, and other melee attacks, in addition to the Finger Flash technique. The Sky Robos also are only capable of basic melee attacks. In Jet mode, Jet Robo and his Sky Robos could also carry a few fire-fighting bombs. In Hyper Jet Robo mode, he has the same attacks as Jet Robo, but also has 3 additional attacks. Jet Puncher shoots off one of the Sky Robo arms towards the target, and can also be fired in double (Double Jet Puncher). Hyper Jet Robo can also have one arm attach to the end of the other arm, and then shoot them both off in a very powerful attack called the Pile Jet Puncher To make up for Jet Robo's deficiency in space, and to expand MRR's capabilities, a space conversion kit was developed. With this kit installed, Jet Robo becomes Shuttle Robo. It also gains new support robos, called Space Robos. With the added thrusters and systems, Shuttle Robo is not only maneuverable in space, but also gains some more mobility in atmosphere, though MRR will use Jet Robo without the conversion kit more often when doing rescues on Earth. Shuttle Robo's offensive capabilities are about equal to Jet Robo's, same with the Space Robos when compared to the Sky Robos. Hyper Shuttle Robo, however, has some different abilities. Shuttle Robo's Shuttle Puncher and Double Shuttle Puncher are more powerful because of the knuckle booster, but because of that the arms can't combine into a pile attack. However, Hyper Shuttle Robo can take a Zone warning tape and use it like a whip, attacking a target or knocking away incoming objects. Machine Robos, in addition to combining with their own support robos, can also swap out support robos with allied Machine Robos when in Hyper Mode, by doing X-Fusion. By doing this, a Machine Robo can expand it's capabilities, allowing it to do something it normally couldn't before. Each Machine Robo provides it's own capability. Hyper Fire Robo gives the ability to fire water or foam using the Hydro Splasher. Hyper Drill Robo gives added strength. Hyper Police Robo gives the ability to shoot fire using Bike Fire. Jet Robo can give flight and the use of the Jet Punchers, as does Shuttle Robo. Gyro Robo also gives flight, and the propeller blades can either be used in melee attacks, or shot at a target vie Gyro Shooter. Submarine Robo gives the ability to encase targets in a bubble using Bubble Splash, and then the bubble can be thrown at objects. The bubbles can also be used to seal underwater leaks. With all these capabilities, Jet Robo is a valued asset to the MRR team. Weapons: Jet Robo: Punch/Kick: Just general punch and kick attacks. Kinda beefy. General Melee: Melee combos and the like. Finger Flash: Jet Robo fires a ball of energy from his hand, which usually takes out the enemy. Finger Flashes are of the type of the unit (Jet is a "Paper" one, a-la Rock, Paper, Scissors), and can be countered by a Finger Flash of the opposite type. Fire Fighting Bombs: Bombs filled with anti-fire chemicals, mounted on Jet's wings. Hyper Jet Robo: Punch/Kick: Same as Jet Robo, but stronger. General Melee: Same as Jet Robo, but stronger. Finger Flash: Same as Jet Robo, but stronger. Jet Puncher: Shoots off one of the Sky Robos making up his arms like a rocket. Double Jet Puncher: Fires both arms off. Pile Jet Puncher: One arm shoots off then attaches to the other. Both is then shot off at the enemy. Shuttle Robo: Punch/Kick: Just general punch and kick attacks. Kinda beefy. General Melee: Melee combos and the like. Finger Flash: Shuttle Robo fires a ball of energy from his hand, which usually takes out the enemy. Finger Flashes are of the type of the unit (Shuttle is a "Paper" one, a-la Rock, Paper, Scissors), and can be countered by a Finger Flash of the opposite type. Hyper Shuttle Robo: Punch/Kick: Same as Shuttle Robo, but stronger. Reinforced by the knuckle boosters. General Melee: Same as Shuttle Robo, but stronger. Finger Flash: Same as Shuttle Robo, but stronger. Field Attack: Whip made of Zone tape. Can CC. Shuttle Puncher: Shoots off one of the Support Robos making up his arms like a rocket. Double Shuttle Puncher: Fires both arms off. X-Gattai weapons: Fire: Hydro Splasher (shoots water or foam at the enemy) Gyro: Blades on the arms, Gyro Shooter (throws the propeller blade) Police: Back Fire (shoots fire at the enemy), Warning Tape Jet: Jet Puncher, Pile Jet Puncher, Move: F Drill: Added strength Shuttle: Shuttle Puncher Submarine: Bubble Splash (Encases the enemy in a bubble, the shoots them off) Stealth: Missiles, Shooting Bolt V Stealth: Move: F/H, Smoke Screen Zones: 1) Stadium 2) City 3) Oil diller 4) Cave [b]Blue Jet[/b] [color=cyan][b]Statistics:[/b] HP: 40, EN: 50, IS: 2, Move: G, Size: S[/color] [color=pink][b]Weapons:[/b] [+] Vulcan- 8 damage, 10 rounds. Jet Mode Only. [H] Tenkuushinken - Tsubame Gaeshi [b](P)[/b]- 12 damage x 2 [+] Blazer Cannon [b](BF)[/b]- 16 damage, 8 rounds [F] Tenkuushinken - Hagane Giri [b](M)[/b]- 30 damage [H] Tenkuushinken - Konoha Otoshi- 50 damage, 1 EN/attack [F] Tenkuushinken Ougi - Kamaitachi [b](X)[/b]- 18 damage/2 EN [b]Combo Attacks:[/b] [F] Tenkuushinken Ougi - Kasane Kamaitachi[Ken] [b](X)[/b]- 25 damage/2 EN [F] Tenkuushinken Ougi - Kasane Kamaitachi[Bai] [b](X)[/b]- 30 damage/2 EN[/color] [color=beige][b]Inherent Abilities:[/b] 1) Usable by Ensigns or higher 2) Countercut: Normal Mode Only 3) Countershoot: Vulcan, Blazer Cannon 4) Dodge Cost -5 5) [b]Jet Mode:[/b] Dodge Cost -7 instead and Move: F only. Only Vulcan and Blazer Cannon are enabled. 6) Tenkuushinken Ougi - Kasane Kamaitachi[Ken]: Target's Dodge Cost +1 per every 3 EN spent. Requires an allied Kenryu to execute. 7) Tenkuushinken Ougi - Kasane Kamaitachi[Bai]: Target's Dodge Cost +1 per every 3 EN spent. Requires an allied Baikanfu to execute.[/color] [color=gold][b]Purchasing Cost:[/b] 450 PCs[/color] Machine Robo Rescue is an organization which uses powerful, AI controled robots known as "Machine Robos" to help people who are in need of rescue. These Machine Robos, powerful enough on their own, also command 4 support robos in an emergency. Should the situation become truely dire, the Machine Robo can go into "Hyper Mode" and combine with their support robos, making a much more powerful machine that can handle any emergency. In addition to this, Machine Robos can create a virtual training area called a "Zone". These areas create spaces seperated from the outside to be used for training, or to seperate parts of a disaster from where they could deal greater damage. A Zone lasts until it is unsummoned, or until a large amount of internal damage is dealt to it. Once a Zone is created, anyone can enter it, but no one can leave until the Zone is unsummoned or destroyed. There are 4 Zone terrains. Zone-1 is a football stadium simulation, and has no distinguishing characteristics. It is used mostly for sporting events between Machine Robos. Zone-2 is a city simulator, with tall buildings used for fire-fighting practice. Zone-3 is a simulation of a deep sea oil rig, used for marine training. Zone-4 is inside of a confined cave, with many platforms along the walls that extend outwards at random intervals. This Zone is used for mock battles and other heavy-duty training. Machine Robos were not first built for rescue, however. The first Machine Robo was built by the army. However, it was far more powerful then was expected, and it was locked away. Some years later, an evil organization called the Disasters found the Machine Robo, named Stealth Robo, and put it to use in their plans to wreck havoc across the world. Like other Machine Robos, Stealth Robo has 4 support robos called Tank Robos, however these robos were locked away in different areas of the world from Stealth itself. Eventually, though, the Disasters managed to find Stealth Robo's K-Boy, and summoned the Tank Robos. Being a military Machine Robo, Stealth Robo was built with combat in mind. In addition to the regular punches and kicks, it also has a twin pair of beam cannons that are capable of firing single shots of high-powered, highly accurate energy, or rapidly firing a spread of shots that pin it's target down, both attacks refered to as "Shooting Bolt". The energy rifles are usable in both normal mode and Jet Mode, and fire in tandem when in Jet Mode. Stealth Robo also has a Finger Flash attack. Stealth Robo alone is a match for most Hyper Mode Machine Robos. Unlike Stealth Robo, the Tank Robos are land-bound. They are equipped with ramming spikes on the front that double as a missile launchers, and 2 large missiles mounted on the sides. When combined into Hyper Stealth Robo, Stealth's power is almost impossibly expanded. The Shooting Bolts are mounted on the right arm, but are more powerful. Hyper Stealth can also fire the missiles which were mounted on the Tank Robos, both the large missiles and the spike missiles. Also, Hyper Stealth has "Burst Tempest," where it fires off all the missiles at once at it's target, an attack so devistating that few could possibly resist it. It also still has a Finger Flash. Unlike Jet Robo, Stealth Robo has no penalities operating in space. In fact, Stealth was designed with space fighting in mind. Also, like it's name suggests, Stealth Robo also has a stealth mode, allowing it to be become invisible to sight and sensors. Like the other Machine Robos, Hyper Stealth can also use X-Gattai. In this mode, Hyper Stealth transfers off his arm Tank Robos, giving the Shooting Bolt attacks, the spike missiles, and 4 of the large missiles. Stealth Robo: Weapons: Punch/Kick General Melee Shooting Bolt: Rapid firing energy gun Hyper Stealth Robo: Weapons: Punch/Kick General Melee Missiles: Fires shoulder mounted missiles [Shooting Bolt]: Twin energy guns on both arms Burst Tempest: All out attack (All Machine Robos and Machine Commander Robo can Zone Tenkai) Fire Robo: Punch/Kick General Melee Finger Flash (Paper) Water gun (x2) Aid Robo: Kick Water gun Fire Hose Whip Hyper Fire Robo: Punch/Kick General Melee Fire Hose Whip Water Cannons (shoulder mounted) Hydro Splasher (shoots water or foam at the enemy. Can be used against Stealth, causes counter to reset.) Finger Flash (Paper) Police Robo: Punch/Kick General Melee Finger Flash (Scissors) Bike Robo: Punch/Kick General Melee Hyper Police Robo: Punch/Kick General Melee Field Entangle (throws warning tape to entangle the enemy) Back Fire (flamethrowers in arms) Finger Flash (Scissors) Analyze Drill Robo: Punch/Kick General Melee Finger Flash (Rock) Drill (Mode Change only) Damage reduction Can't be used in whater Dozer Robo: Punch/Kick General Melee Hyper Drill Robo: Punch/Kick General Melee Exploding Drill (drill attack) Damage reduction Can't be used in water Gyro Robo: Punch/Kick General Melee Finger Flash (Scissor) Helicopter Robo: Punch/Kick General Melee Magnet Anchors Hyper Gyro Robo: Punch/Kick General Melee Spinning blades on arms Gyro Shooter (throws blade) Justice Dead Angle Kick Finger Flash (Scissor) Submarine Robo: Punch/Kick General Melee Finger Flash (Rock) Aqua Robo: Punch/Kick General Melee Hyper Submarine Robo: Punch/Kick Pincher hands General Melee Bubble Splash (Encases the enemy in a bubble, the shoots them off) Finger Flash (Rock) V Stealth Robo: Punch/Kick General Melee Burst Tempest (Firefighting bombs) Finger Flash Stealth Hyper V Stealth Robo: Punch/Kick General Melee Burst Tempest Finger Flash Stealth Smoke Discharger Machine Commander: Can dock 3 Machine Robos Main pilot can switch between the Robo Master of any Machine Robo currently docked in Machine Commander Docking stations blue and red have 2 water cannons Docking station yellow has 2 laser cannons Transforms to Machine Commander Robo (Leader Gattai) Machine Commander Robo: Can dock 3 Machine Robos Main pilot can switch between the Robo Master of any Machine Robo currently docked in Machine Commander Punch/Kick General Melee Hyper Extinguisher (water cannons) Laser cannons Zone Release (Smashing attack that also negates Zones) Mighty Flash Transforms to Machine Commander Robo V (V Mode Gattai) Machine Commander Robo V: Punch/Kick General Melee Quencher Gun Laser cannons Dual Tornado Mighty Flash Spin Cross Shield (attack) Spin Cross Shield (Shield+barrier) Gura Gorro: Melee Spin Attack Special weapon Burrow Gura Gorro types: - Dual Claw - Drill - Gatling Gun - Hammer - Scissors (Cut and thrust) - Plug (electric whip, drains energy, has lightining shoot) - Shuriken (Shoot and blade. This form gives bunshin.) - Hairdryer (Freeze/flamethrower) - Beam cannon BL Machine Robos: (Polics, Fire, Drill) Same as regular (rescue weapons replaced with damage ones) Can steal support robos of their opposite number BL Police replaces Back Fire with Exaust Bomber (fires hot exaust) BL Fire replaces water cannons with flamethrowers and Hydro Splasher with Burning Storm BL Drill has no change Kaiser G: Extending Punch Bite Gravity Attack Lightning Attack Mega Fire Breath Mega Blizzard Breath [b]Jet Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 40, EN: 30, IS: 2, Move: F/G, Size: S[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 18 damage x 2 [F] Kick [b](M)[/b]- 30 damage [F] Melee [b](MF)[/b]- 10 damage/2 PCs [H] Finger Flash- 40 damage, 3 EN/attack [b]MAP Attacks:[/b] [+] Firefighting Bombs [b](PT:3)[/b] 30 damage, 2 rounds. Jet Mode only. [+] Freeze Bombs [b](PT:2)[/b]- [b]PARALYZE[/b], 1 round. Jet Mode only. [b]Combo Attacks:[/b] [H] Double Finger Flash- 100 damage, 5 EN/attack[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Useable by Sergeants or Higher 2) Summon: Sky Robo x 4. 3) [b]Zone Tenkai[/b] 4) Dodge Cost -5 in Atmospheric terrains and Dodge Cost +5 in Space terrains. 5) [b]Jet Mode:[/b] Dodge Cost -7 in Atmospheric terrains instead and Move: F only. Only Firefighting Bombs and Freeze Bombs are enabled. 6) [b]Rescue Gattai (Hyper Jet Robo)[/b] [i]Same effects as Gattai[/i] 7) During deployment, choose Firefighting Bombs or Freeze bombs and disable the other for the duration of the battle. 8) Double Finger Flash: Target's Dodge Cost +5. Requires an allied unit with Double Finger Flash to execute.[/color] [color=Gold][b]Purchasing Cost:[/b] 500 PCs[/color] [b]Hyper Jet Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 100, EN: 70, IS: 2, Move: F/G, Size: M[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 20 damage x 2 [F] Kick [b](M)[/b]- 35 damage [F] Melee [b](MF)[/b]- 12 damage/2 PCs [H] Jet Puncher- [b](P)[/b] 40 damage, 1 EN/attack [H] Finger Flash- 50 damage, 3 EN/attack [H] Double Jet Puncher- [b](P)[/b] 40 damage x 2, 3 EN/attack [H] Pile Jet Puncher- 70 damage, 5 EN/attack [b]Combo Attacks:[/b] [H] Double Finger Flash [Hyper]- 120 damage, 5 EN/attack[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Useable by Ensigns or Higher 2) [b]Zone Tenkai[/b] 3) [b]X-Gattai:[/b] Jet Puncher, Double Jet Puncher, Pile Jet Puncher, add Move: F. 4) Dodge Cost -7 in Atmospheric terrains and Dodge Cost +3 in Space terrains. 5) [b]Damage Recieved -15%[/b] 6) [b]Rapid Deployment[/b] 7) Double Finger Flash [Hyper]: Target's Dodge Cost +5. Requires an allied unit with Double Finger Flash [Hyper] to execute.[/color] [color=Gold][b]Acquirement Method:[/b] Perform Rescue Gattai with Jet Robo.[/color] [b]Sky Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 15, EN: 10, IS: 0, Move: F/G, Size: S, Class: Summon[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 10 damage x 2 [F] Kick [b](M)[/b]- 20 damage [F] Melee [b](MF)[/b]- 8 damage/2 PCs [b]MAP Attacks:[/b] [+] Fire Fighting Bombs [b](PT:2)[/b]- 20 damage, 1 round. Jet Mode only. [+] Freeze Bombs [b](PT:2)[/b]- [b]PARALYZE[/b], 1 round. Jet Mode only.[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Dodge Cost is 5 2) Dodge Cost -3 in Atmospheric Terrains and Dodge Cost +5 in Space Terrains. 3) [b]Jet Mode:[/b] Dodge Cost -5 in Atmospheric terrains instead and Move: F only. Only Firefighting Bombs and Freeze Bombs are enabled. 4) Upon summoning, choose Fire Fighting Bombs or Freeze Bombs and disable the other for as long as this unit remains summoned.[/color] [color=Gold][b]Purchasing Cost:[/b] N/A. This is a Summoned Unit.[/color] [b]Shuttle Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 50, EN: 30, IS: 2, Move: F/G, Size: S[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 18 damage x 2 [F] Kick [b](M)[/b]- 30 damage [F] Melee [b](MF)[/b]- 10 damage/2 PCs [H] Finger Flash- 40 damage, 3 EN/attack [b]Combo Attacks:[/b] [H] Double Finger Flash- 100 damage, 5 EN/attack[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Useable by Ensigns or Higher 2) Summon: Space Robo x 4. 3) [b]Zone Tenkai[/b] 4) Dodge Cost -7 5) [b]Shuttle Mode:[/b] Dodge Cost -10 and Move: F only. All weapons disabled. 6) [b]Rescue Gattai (Hyper Shuttle Robo)[/b] [i]Same effects as Gattai[/i] 7) Double Finger Flash: Target's Dodge Cost +5. Requires an allied unit with Double Finger Flash to execute.[/color] [color=gold][b]Purchasing Costs:[/b] Not Applicable. To acquire this unit, purchase the Shuttle Frame and install it onto Jet Robo.[/color] [b]Hyper Shuttle Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 110, EN: 70, IS: 2, Move: F/G, Size: M[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 20 damage x 2 [F] Kick [b](M)[/b]- 35 damage [F] Melee [b](MF)[/b]- 12 damage/2 PCs [F] Field Attack [b](MSX)[/b]- 25 damage/2 EN [H] Shuttle Puncher [b](P)[/b]- 50 damage, 1 EN/attack [H] Finger Flash- 50 damage, 3 EN/attack [H] Double Shuttle Puncher [b](P)[/b]- 50 damage x 2, 3 EN/attack [b]Combo Attacks:[/b] [H] Double Finger Flash [Hyper]- 120 damage, 5 EN/attack[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Useable by Lieutenants or Higher 2) Countercut 3) [b]Zone Tenkai[/b] 4) [b]X-Gattai:[/b] Shuttle Puncher, Double Shuttle Puncher, add Move: F. 5) Dodge Cost -10 6) [b]Shuttle Booster Mode[/b]: Dodge Cost -15 instead. All weapons disabled. 7) [b]Damage Recieved -20%[/b] 8) [b]Rapid Deployment[/b] 9) Double Finger Flash [Hyper]: Target's Dodge Cost +5. Requires an allied unit with Double Finger Flash [Hyper] to execute.[/color] [color=Gold][b]Acquirement Method:[/b] Perform Rescue Gattai with Shuttle Robo.[/color] [b]Space Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 15, EN: 10, IS: 0, Move: F/G, Size: S, Class: Summon[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 10 damage x 2 [F] Kick [b](M)[/b]- 20 damage [F] Melee [b](MF)[/b]- 8 damage/2 PCs[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Dodge Cost is 5 2) Dodge Cost -5 3) [b]Jet Mode:[/b] Dodge Cost -7 instead and Move: F only. Disable all weapons.[/color] [color=Gold][b]Purchasing Cost:[/b] N/A. This is a Summoned Unit.[/color] [b]Fire Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 40, EN: 30, IS: 2, Move: G, Size: S[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 18 damage x 2 [F] Kick [b](M)[/b]- 30 damage [F] Melee [b](MF)[/b]- 10 damage/2 PCs [+] Water Cannon [b](SV)[/b]- 5 damage/EN [H] Finger Flash- 40 damage, 3 EN/attack [b]Combo Attacks:[/b] [H] Double Finger Flash- 100 damage, 5 EN/attack[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Useable by Sergeants or Higher 2) Summon: Aid Robo x 4. 3) [b]Zone Tenkai[/b] 4) [b]Firetruck Mode:[/b] Dodge Cost -3. Only Water Cannon is enabled. Cannot be performed in space or water terrains. 5) [b]Rescue Gattai (Hyper Fire Robo)[/b] [i]Same effects as Gattai[/i] 6) Double Finger Flash: Target's Dodge Cost +5. Requires an allied unit with Double Finger Flash to execute.[/color] [color=Gold][b]Purchasing Cost:[/b] 500 PCs[/color] [b]Hyper Fire Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 100, EN: 70, IS: 2, Move: G, Size: M[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 20 damage x 2 [F] Kick [b](M)[/b]- 35 damage [F] Melee [b](MF)[/b]- 12 damage/2 PCs [F] Fire Hose Whip [b](MSX)[/b]- 10 damage/EN [F] Fire Host Whip [b](M)[/b]- PARALYZE, 2 EN/attack [+] Water Cannons [b](SV)[/b]- 10 damage/EN [H] Finger Flash- 50 damage, 3 EN/attack [H] Hydro Splasher [b](S)[/b]- 70 damage, 5 EN/attack [b]Combo Attacks:[/b] [H] Double Finger Flash [Hyper]- 120 damage, 5 EN/attack[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Useable by Ensigns or Higher 2) [b]Zone Tenkai[/b] 3) [b]X-Gattai:[/b] Hydro Splasher 4) [b]Damage Recieved -15%[/b] 5) [b]Rapid Deployment[/b] 6) Hydro Splasher: Negates target's Stealth abilities. If hit, target's Stealth's counter resets to 0 and is disabled for 5 turns. 7) Double Finger Flash [Hyper]: Target's Dodge Cost +5. Requires an allied unit with Double Finger Flash [Hyper] to execute.[/color] [color=Gold][b]Acquirement Method:[/b] Perform Rescue Gattai with Fire Robo.[/color] [b]Aid Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 15, EN: 10, IS: 0, Move: G, Size: S, Class: Summon[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 10 damage x 2 [F] Kick [b](M)[/b]- 20 damage [F] Melee [b](MF)[/b]- 8 damage/2 PCs [F] Fire Hose Whip [b](MSX)[/b]- 5 damage/EN [+] Fire Hose [b](SV)[/b]- 5 damage/EN[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Dodge Cost is 5 2) [b]Ambulance Mode:[/b] Dodge Cost -3. Disable all weapons. Cannot be performed in space or water terrains.[/color] [color=Gold][b]Purchasing Cost:[/b] N/A. This is a Summoned Unit.[/color] [b]Police Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 40, EN: 30, IS: 2, Move: G, Size: S[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 18 damage x 2 [F] Kick [b](M)[/b]- 30 damage [F] Melee [b](MF)[/b]- 10 damage/2 PCs [H] Finger Flash- 40 damage, 3 EN/attack [b]Combo Attacks:[/b] [H] Double Finger Flash- 100 damage, 5 EN/attack[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Useable by Sergeants or Higher 2) Summon: Bike Robo x 4. 3) [b]Zone Tenkai[/b] 4) [b]Police Car Mode:[/b] Dodge Cost -3. Disable all weapons. Cannot be performed in space or water terrains. 5) [b]Rescue Gattai (Hyper Police Robo)[/b] [i]Same effects as Gattai[/i] 6) Double Finger Flash: Target's Dodge Cost +5. Requires an allied unit with Double Finger Flash to execute.[/color] [color=Gold][b]Purchasing Cost:[/b] 500 PCs[/color] [b]Hyper Police Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 100, EN: 70, IS: 2, Move: G, Size: M[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 20 damage x 2 [F] Kick [b](M)[/b]- 35 damage [F] Melee [b](MF)[/b]- 12 damage/2 PCs [+] Field Entangle- [b]PARALYZE[/b], 5 EN/attack [+] Back Fire [b](SV)[/b]- 12 damage/EN [H] Finger Flash- 50 damage, 3 EN/attack [b]Combo Attacks:[/b] [H] Double Finger Flash [Hyper]- 120 damage, 5 EN/attack[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Useable by Ensigns or Higher 2) [b]Zone Tenkai[/b] 3) [b]X-Gattai:[/b] Field Entangle, Back Fire 4) [b]Damage Recieved -15%[/b] 5) [b]Analyze[/b] 6) [b]Rapid Deployment[/b] 7) Double Finger Flash [Hyper]: Target's Dodge Cost +5. Requires an allied unit with Double Finger Flash [Hyper] to execute.[/color] [color=Gold][b]Acquirement Method:[/b] Perform Rescue Gattai with Police Robo.[/color] [b]Bike Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 15, EN: 10, IS: 0, Move: G, Size: S, Class: Summon[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 10 damage x 2 [F] Kick [b](M)[/b]- 20 damage [F] Melee [b](MF)[/b]- 8 damage/2 PCs[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Dodge Cost is 5 2) [b]Bike Mode:[/b] Dodge Cost -5. Disable all weapons. Cannot be performed in space or water terrains.[/color] [color=Gold][b]Purchasing Cost:[/b] N/A. This is a Summoned Unit.[/color] [b]Drill Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 50, EN: 30, IS: 2, Move: G, Size: S[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 20 damage x 2 [F] Kick [b](M)[/b]- 40 damage [F] Melee [b](MF)[/b]- 15 damage/2 PCs [F] Drill [b](V)[/b]- 15 damage/EN [H] Finger Flash- 50 damage, 3 EN/attack [b]Combo Attacks:[/b] [H] Double Finger Flash- 100 damage, 5 EN/attack[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Useable by Sergeants or Higher 2) Summon: Dozer Robo x 4. 3) [b]Damage Received -15%[/b] 4) [b]Zone Tenkai[/b] 5) [b]Drill Mode:[/b] [b]Damage Received -25%[/b] instead. Only Drill is enabled. Cannot be performed in space terrains. 6) [b]Rescue Gattai (Hyper Drill Robo)[/b] [i]Same effects as Gattai[/i] 7) Double Finger Flash: Target's Dodge Cost +5. Requires an allied unit with Double Finger Flash to execute. 8) Drill Robo can't be used in water terrains.[/color] [color=Gold][b]Purchasing Cost:[/b] 500 PCs[/color] [b]Hyper Drill Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 150, EN: 70, IS: 2, Move: G, Size: M[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 30 damage x 2 [F] Kick [b](M)[/b]- 55 damage [F] Melee [b](MF)[/b]- 18 damage/2 PCs [F] Exploding Drill [b](V)[/b]- 20 damage/EN [H] Finger Flash- 70 damage, 3 EN/attack [b]Combo Attacks:[/b] [H] Double Finger Flash [Hyper]- 120 damage, 5 EN/attack[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Useable by Ensigns or Higher 2) [b]Zone Tenkai[/b] 3) [b]X-Gattai:[/b] All [F] weapon damage +25%. 4) [b]Damage Recieved -40%[/b] 5) [b]Rapid Deployment[/b] 6) Double Finger Flash [Hyper]: Target's Dodge Cost +5. Requires an allied unit with Double Finger Flash [Hyper] to execute. 7) Hyper Drill Robo cannot be used in water terrains.[/color] [color=Gold][b]Acquirement Method:[/b] Perform Rescue Gattai with Drill Robo.[/color] [b]Dozer Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 25, EN: 10, IS: 0, Move: G, Size: S, Class: Summon[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 10 damage x 2 [F] Kick [b](M)[/b]- 20 damage [F] Melee [b](MF)[/b]- 8 damage/2 PCs[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Dodge Cost is 10 2) [b]Damage Received -15%[/b] 2) [b]Dozer Mode:[/b] [b]Damage Received -25%[/b] instead. Disable all weapons. Cannot be performed in space or water terrains.[/color] [color=Gold][b]Purchasing Cost:[/b] N/A. This is a Summoned Unit.[/color] [b]Gyro Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 40, EN: 30, IS: 2, Move: F/G, Size: S[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 18 damage x 2 [F] Kick [b](M)[/b]- 30 damage [F] Melee [b](MF)[/b]- 10 damage/2 PCs [H] Finger Flash- 40 damage, 3 EN/attack [b]Combo Attacks:[/b] [H] Double Finger Flash- 100 damage, 5 EN/attack[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Useable by Sergeants or Higher 2) Summon: Helicopter Robo x 4. 3) Dodge Cost -3 4) [b]Zone Tenkai[/b] 5) [b]Helicopter Mode:[/b] Dodge Cost -5 instead. Disable all weapons. Cannot be performed in space or water terrains. 6) [b]Rescue Gattai (Hyper Gyro Robo)[/b] [i]Same effects as Gattai[/i] 7) Double Finger Flash: Target's Dodge Cost +5. Requires an allied unit with Double Finger Flash to execute.[/color] [color=Gold][b]Purchasing Cost:[/b] 500 PCs[/color] [b]Hyper Gyro Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 100, EN: 70, IS: 2, Move: G, Size: M[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 20 damage x 2 [F] Kick [b](M)[/b]- 35 damage [F] Melee [b](MF)[/b]- 12 damage/2 PCs [+] Blade Attack [b](V)[/b]- 10 damage/EN [H] Gyro Shooter- 20 damage, 1 EN/attack [H] Finger Flash- 50 damage, 3 EN/attack [F] Justice Dead Angle Kick- 80 damage, 5 EN/attack [b]Combo Attacks:[/b] [H] Double Finger Flash [Hyper]- 120 damage, 5 EN/attack[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Useable by Ensigns or Higher 2) [b]Zone Tenkai[/b] 3) [b]X-Gattai:[/b] Gyro Shooter, Blade Attack 4) Dodge Cost -5 5) [b]Damage Recieved -15%[/b] 6) [b]Rapid Deployment[/b] 7) Double Finger Flash [Hyper]: Target's Dodge Cost +5. Requires an allied unit with Double Finger Flash [Hyper] to execute.[/color] [color=Gold][b]Acquirement Method:[/b] Perform Rescue Gattai with Gyro Robo.[/color] [b]Helicopter Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 15, EN: 10, IS: 0, Move: F/G, Size: S, Class: Summon[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 10 damage x 2 [F] Kick [b](M)[/b]- 20 damage [F] Melee [b](MF)[/b]- 8 damage/2 PCs[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Dodge Cost is 5 2) [b]Helicopter Mode:[/b] Dodge Cost -5. Disable all weapons. Cannot be performed in space or water terrains.[/color] [color=Gold][b]Purchasing Cost:[/b] N/A. This is a Summoned Unit.[/color] [b]Submarine Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 40, EN: 30, IS: 2, Move: G/W, Size: S[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 18 damage x 2 [F] Kick [b](M)[/b]- 30 damage [F] Melee [b](MF)[/b]- 10 damage/2 PCs [H] Finger Flash- 40 damage, 3 EN/attack [b]Combo Attacks:[/b] [H] Double Finger Flash- 100 damage, 5 EN/attack[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Useable by Sergeants or Higher 2) Summon: Aqua Robo x 4. 3) Dodge Cost is 5 in water terrains. 4) [b]Zone Tenkai[/b] 5) [b]Submarine Mode:[/b] Dodge Cost -5. Disable all weapons. Can only be performed in water terrains. Cannot be performed in space terrains. 6) [b]Rescue Gattai (Hyper Submarine Robo)[/b] [i]Same effects as Gattai[/i] 7) Double Finger Flash: Target's Dodge Cost +5. Requires an allied unit with Double Finger Flash to execute.[/color] [color=Gold][b]Purchasing Cost:[/b] 500 PCs[/color] [b]Hyper Submarine Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 100, EN: 70, IS: 2, Move: G/W, Size: M[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 20 damage x 2 [F] Kick [b](M)[/b]- 35 damage [F] Melee [b](MF)[/b]- 12 damage/2 PCs [H] Bubble Splash- [b]PARALYZE[/b] + [b](V)[/b]- 10 damage/EN [H] Finger Flash- 50 damage, 3 EN/attack [b]Combo Attacks:[/b] [H] Double Finger Flash [Hyper]- 120 damage, 5 EN/attack[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Useable by Ensigns or Higher 2) [b]Zone Tenkai[/b] 3) [b]X-Gattai:[/b] Bubble Splash 4) Dodge Cost is 5 in water terrains. 5) [b]Damage Recieved -15%[/b] 6) [b]Rapid Deployment[/b] 7) Bubble Splash: If the [b]PARALYZE[/b] is dodged, the damage is automatically negated. 8) Double Finger Flash [Hyper]: Target's Dodge Cost +5. Requires an allied unit with Double Finger Flash [Hyper] to execute.[/color] [color=Gold][b]Acquirement Method:[/b] Perform Rescue Gattai with Submarine Robo.[/color] [b]Aqua Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 15, EN: 10, IS: 0, Move: G/W, Size: S, Class: Summon[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 10 damage x 2 [F] Kick [b](M)[/b]- 20 damage [F] Melee [b](MF)[/b]- 8 damage/2 PCs[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Dodge Cost is 5 2) [b]Submarine Mode:[/b] Dodge Cost -5. Disable all weapons. Can only be performed in water terrains. Cannot be performed in space terrains.[/color] [color=Gold][b]Purchasing Cost:[/b] N/A. This is a Summoned Unit.[/color] [b]Stealth Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 60, EN: 40, IS: 2, Move: F/G, Size: S[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 18 damage x 2 [F] Kick [b](M)[/b]- 30 damage [F] Melee [b](MF)[/b]- 10 damage/2 PCs [H] Finger Flash- 40 damage, 3 EN/attack [+] Shooting Bolt- 30 damage, 2 EN/attack [+] Shooting Bolt [Tandem]- 30 damage # 2, 3 EN/attack. Jet Mode only. [+] Shooting Bolt [Rapid Fire] [b](F)[/b]- 15 damage/EN [b]Combo Attacks:[/b] [H] Double Finger Flash- 100 damage, 5 EN/attack[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Useable by Ensigns or Higher 2) Countershoot: Shooting Bolt, Shooting Bolt [Tandem], Shooting Bolt [Rapid Fire] 3) Summon: Tank Robo x 4 4) [b]Zone Tenkai[/b] 5) Dodge Cost -3 6) [b]Jet Mode:[/b] Dodge Cost -7 instead. Only Shooting Bolt, Shooting Bolt [Tandem], and Shooting Bolt [Rapid Fire] are enabled. 7) [b]Stealth (4)[/b] 8) [b]Disaster Gattai (Hyper Stealth Robo)[/b] [i]Same effects as Gattai[/i] 9) Double Finger Flash: Target's Dodge Cost +5. Requires an allied unit with Double Finger Flash to execute.[/color] [color=Gold][b]Purchasing Cost:[/b] 600 PCs[/color] [b]Hyper Stealth Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 130, EN: 70, IS: 2, Move: F/G, Size: M[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 20 damage x 2 [F] Kick [b](M)[/b]- 35 damage [F] Melee [b](MF)[/b]- 12 damage/2 PCs [+] Spike Missiles [b](PGSX)[/b] 8 damage/2 PCs [+] Large Missiles [b](PGS)[/b]- 40 damage, 8 rounds [+] Shooting Bolt- 40 damage, 2 EN/attack [H] Finger Flash- 50 damage, 3 EN/attack [+] Shooting Bolt [Rapid Fire] [b](F)[/b]- 20 damage/EN [+] Burst Tempest- [b]DESTROY:L1[/b], 2 rounds [b]Combo Attacks:[/b] [H] Double Finger Flash [Hyper]- 120 damage, 5 EN/attack[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Useable by Lieutenants or Higher 2) Countershoot: Shooting Bolt, Shooting Bolt [Rapid Fire] 3) [b]Zone Tenkai[/b] 4) Dodge Cost -7 5) [b]Damage Recieved -25%[/b] 6) [b]Stealth (5)[/b] 7) [b]X-Gattai:[/b] Spike Missiles, Large Missiles, Shooting Bolt, Shooting Bolt [Rapid Fire]. 8) Burst Tempest: Target's Dodge Cost +5 9) Double Finger Flash [Hyper]: Target's Dodge Cost +5. Requires an allied unit with Double Finger Flash [Hyper] to execute.[/color] [color=Gold][b]Acquirement Method:[/b] Perform Disaster Gattai with Stealth Robo[/color] [b]Tank Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 20, EN: 10, IS: 0, Move: F/G, Size: S, Class: Summon[/color] [color=Pink][b]Weapons:[/b] [F] Ramming Attack [b](M)[/b]- 15 damage [+] Spike Missiles [b](PGSF)[/b]- 8 damage/2 PCs [+] Large Missiles [b](PGS)[/b]- 40 damage, 2 rounds[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Dodge Cost is 5[/color] [color=Gold][b]Purchasing Cost:[/b] N/A. This is a summoned unit.[/color] [b]V Stealth Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 50, EN: 40, IS: 2, Move: F/G, Size: S[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 18 damage x 2 [F] Kick [b](M)[/b]- 30 damage [F] Melee [b](MF)[/b]- 10 damage/2 PCs [H] Finger Flash- 40 damage, 3 EN/attack [+] Burst Tempest- 100 damage, 2 rounds [b]Combo Attacks:[/b] [H] Double Finger Flash- 100 damage, 5 EN/attack[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Useable by Sergeants or Higher 2) [b]Zone Tenkai[/b] 3) Dodge Cost -3 4) [b]Jet Mode:[/b] Dodge Cost -7 instead. Only Burst Tempest is enabled. 5) [b]Stealth (4)[/b] 6) [b]Rescue Gattai (Hyper V Stealth Robo)[/b] [i]Same effects as Gattai[/i] 7) Double Finger Flash: Target's Dodge Cost +5. Requires an allied unit with Double Finger Flash to execute.[/color] [color=Gold][b]Purchasing Cost:[/b] ?!?[/color] (Frame item? Omake?) [b]Hyper V Stealth Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 120, EN: 70, IS: 2, Move: F/G/H, Size: M[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 20 damage x 2 [F] Kick [b](M)[/b]- 35 damage [F] Melee [b](MF)[/b]- 12 damage/2 PCs [H] Finger Flash- 50 damage, 3 EN/attack [+] Burst Tempest- 150 damage, 2 rounds [b]Combo Attacks:[/b] [H] Double Finger Flash [Hyper]- 120 damage, 5 EN/attack[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Useable by Ensigns or Higher 2) [b]Zone Tenkai[/b] 3) Dodge Cost -7 4) [b]Damage Recieved -25%[/b] 5) [b]Stealth (5)[/b] 6) [b]X-Gattai:[/b] Smoke Discharger, Move: F/H 7) [b]Smoke Discharger[/b]: Next turn, dodge cost -3. Uses Shield formula. 8) Burst Tempest: Target's Dodge Cost +5 9) Double Finger Flash [Hyper]: Target's Dodge Cost +5. Requires an allied unit with Double Finger Flash [Hyper] to execute.[/color] [color=Gold][b]Acquirement Method:[/b] Perform Rescue Gattai with V Stealth Robo[/color] [b]Machine Commander[/b] [color=Cyan][b]Statistics:[/b] HP: 200, EN: 50, IS: 2, Move: F, Size: L[/color] [color=Pink][b]Weapons:[/b] [+] Hyper Extinguishers [b](SV)[/b]- 15 damage/EN [+] Energy Cannons- 30 damage # 2, 2 EN/attack[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Useable by Lieutenants or Higher 2) [b]Damage Recieved -25%[/b] 3) [b]Red Leader[/b]: When deploying, choose between (that you own) Jet Robo and Fire Robo. 4) [b]Blue Leader[/b]: When deploying, choose between (that you own) Police Robo and Gyro Robo. 5) [b]Yellow Leader[/b]: When deploying, choose betwen (that you own) Drill Robo and Submarine Robo. 6) [b]Leader Change[/b]: Switch the current main pilot to any subpilot during the transform phase. May only be used in SAMW matches. 7) [b]Leader Deploy[/b]: Summon Red Leader and/or Blue Leader and/or Yellow Leader. Can only summon 2. SAMW pilot assigned to the remaining unit becomes main pilot. SAMW pilot assigned to summoned units become summon unit's pilot. Cannot be resummoned if destroyed. 8) [b]Leader Gattai (Machine Commander Robo)[/b] [i]Same effects as Gattai. Choices for Red Leader, Blue Leader, and Yellow Leader carry over.[/i][/color] [color=Gold][b]Purchasing Cost:[/b] 1500 PCs[/color] [color=teal][b]Super AM Wars Pilot Slots:[/b] 3 (During deployment in a SAMW battle, assign a character to Red Leader, Blue Leader, and Yellow Leader. Character assigned to Red Leader is main pilot of Machine Commander by default.)[/color] [b]Machine Commander Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 250, EN: 80, IS: 2, Move: F/G, Size: L[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 35 damage x 2 [F] Kick [b](M)[/b]- 50 damage [F] Melee [b](MF)[/b]- 20 damage/2 PCs [+] Hyper Extinguishers [b](SV)[/b]- 15 damage/EN [+] Energy Cannons- 30 damage # 2, 2 EN/attack [H] Zone Release- 80 damage, 3 EN/attack [H] Mighty Flash- 120 damage, 5 EN/attack[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Useable by Lieutenants or Higher 2) [b]Zone Tenkai[/b] 3) [b]Damage Recieved -25%[/b] 4) [b]Red Leader[/b]: When deploying, choose between (that you own) Jet Robo and Fire Robo. 5) [b]Blue Leader[/b]: When deploying, choose between (that you own) Police Robo and Gyro Robo. 6) [b]Yellow Leader[/b]: When deploying, choose betwen (that you own) Drill Robo and Submarine Robo. 7) [b]Leader Change[/b]: Switch the current main pilot to any subpilot during the transform phase. May only be used in SAMW matches. 8) [b]Leader Deploy[/b]: Summon Red Leader and/or Blue Leader and/or Yellow Leader. Can only summon 2. SAMW pilot assigned to the remaining unit becomes main pilot. SAMW pilot assigned to summoned units become summon unit's pilot. Cannot be resummed if destroyed. 9) [b]Rapid Deployment[/b] 10) [b]V Mode Gattai (Machine Commander Robo V)[/b]: V Stealth Robo [i]Same effects as Gattai. Choices for Red Leader, Blue Leader, and Yellow Leader carry over.[/i] 11) Zone Release: Can only be used while under the effects of Zone Tenkai. Zone is negated after use.[/color] [color=Gold][b]Acquirement Method:[/b] Perform Leader Gattai with Machine Commander[/color] [color=teal][b]Super AM Wars Pilot Slots:[/b] 3 (During deployment in a SAMW battle, assign a character to Red Leader, Blue Leader, and Yellow Leader. Character assigned to Red Leader is main pilot of Machine Commander Robo by default.)[/color] [b]Machine Commander Robo V[/b] [color=Cyan][b]Statistics:[/b] HP: 300, EN: 90, IS: 2, Move: F/G, Size: L, Class: Hi-Tier[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 35 damage [F] Kick [b](M)[/b]- 50 damage [F] Melee [b](MF)[/b]- 20 damage/2 PCs [+] Quencher Guns [b](SV)[/b]- 20 damage/EN [+] Energy Cannons- 30 damage # 2, 2 EN/attack [H] Zone Release- 80 damage, 3 EN/attack [+] Dual Tornado [b](SV)[/b]- 20 damage x 2/EN [H] Spin Cross Shield Throw- 90 damage, 4 EN/attack [H] Mighty Flash- 120 damage, 5 EN/attack[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Useable by Lieutenants or Higher 2) Spin Cross Shield: Spin Cross Shield Throw [i]Same effects as Beam Carry Shield[/i] 3) [b]Zone Tenkai[/b] 4) [b]Damage Recieved -30%[/b] 5) [b]Red Leader[/b]: When deploying, choose between (that you own) Jet Robo and Fire Robo. 6) [b]Blue Leader[/b]: When deploying, choose between (that you own) Police Robo and Gyro Robo. 7) [b]Yellow Leader[/b]: When deploying, choose betwen (that you own) Drill Robo and Submarine Robo. 8) [b]Leader Change[/b]: Switch the current main pilot to any subpilot during the transform phase. May only be used in SAMW matches. 9) [b]Leader Deploy[/b]: Summon Red Leader and/or Blue Leader and/or Yellow Leader. Can only summon 2. SAMW pilot assigned to the remaining unit becomes main pilot. SAMW pilot assigned to summoned units become summon unit's pilot. Cannot be resummoned if destroyed. 10) [b]Rapid Deployment[/b] 11) Zone Release: Can only be used while under the effects of Zone Tenkai. Zone is negated after use.[/color] [color=Gold][b]Acquirement Method:[/b] Perform V Mode Gattai with Machine Commander Robo[/color] [color=teal][b]Super AM Wars Pilot Slots:[/b] 3 (During deployment in a SAMW battle, assign a character to Red Leader, Blue Leader, and Yellow Leader. Character assigned to Red Leader is main pilot of Machine Commander Robo V by default.)[/color] [b]Gura Gorro[/b] [color=Cyan][b]Statistics:[/b] HP: 40, EN: 20, IS: 3, Move: G, Size: M[/color] [color=Pink][b]Weapons:[/b] [F] Melee [b](M)[/b]- 15 damage [F] Spin Attack [b](V)[/b]- 10 damage/EN [F] Dual Claw [b](M)[/b]- 15 damage x 2. Dual Claw mode. [F] Drill [b](V)[/b]- 15 damage/EN. Drill mode. [+] Gatling Gun [b](SV)[/b]- 10 damage/PC. Gatling Gun mode. [F] Hammer- 40 damage, 2 EN/attack. Hammer mode. [F] Scissor [Cut]- 20 damage, 1 EN/attack. Scissor mode. [F] Scissor [Thrust]- 50 damage, 3 EN/attack. Scissor mode. [F] Plug Whip [b](M)[/b]- 30 damage, [b]10% EN Drain[/b]. Plug mode. [H] Lightning Shoot [b](S)[/b]- 100 damage, 10 EN/attack. Plug Mode [H] Gura Gurro Shuriken- 20 damage, 1 EN/attack. Ninja mode. [+] Kunai Shuriken [b](PSF)[/b]- 15 damage/PC. Ninja mode. [+] Hairdryer [Heat] [b](SV)[/b]- 5 damage/EN. Hairdryer mode. [+] Hairdryer [Freeze]- [b]PARALYZE[/b], 5 EN/attack. Hairdryer mode. [+] Beam Cannon [b](B)[/b]- 30 damage # 2, 3 EN/attack. Beam Cannon mode.[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Usable by Sergeants of higher 2) [b]Ball Mode[/b]: Dodge Cost -3. Only Spin Attack is enabled. 3) [b]Bunshin (2/5)[/b]: Ninja mode. 4) [b]Special Weapon Equip[/b]: When deploying, choose one of the following special weapons. Enable all attacks and abilities of the specified special weapon and disable the rest: Dual Claw, Drill, Gatling Gun, Hammer, Scissor, Plug, Ninja, Hairdryer, Beam Cannon[/color] [color=Gold][b]Purchasing Cost:[/b] 300 PCs[/color] [b]BL Fire Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 40, EN: 30, IS: 2, Move: G, Size: S[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 18 damage x 2 [F] Kick [b](M)[/b]- 30 damage [F] Melee [b](MF)[/b]- 10 damage/2 PCs [+] Flamethrower [b](SV)[/b]- 5 damage/EN [H] Finger Flash- 40 damage, 3 EN/attack [b]Combo Attacks:[/b] [H] Double Finger Flash- 100 damage, 5 EN/attack[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Useable by Sergeants or Higher 2) Summon: BL Aid Robo x 4. 3) [b]Zone Tenkai[/b] 4) [b]Firetruck Mode:[/b] Dodge Cost -3. Only Flamethrower is enabled. Cannot be performed in space or water terrains. 5) [b]Support Robo Override:[/b] Pay 5 EN. Target Fire Robo's summons are now under your control. Target cannot resummon until they are destroyed. 6) [b]Disaster Gattai (BL Hyper Fire Robo)[/b] [i]Same effects as Gattai[/i] 7) Double Finger Flash: Target's Dodge Cost +5. Requires an allied unit with Double Finger Flash to execute.[/color] [color=Gold][b]Omake Cost:[/b] 5 (Fire Robo)[/color] [b]BL Hyper Fire Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 100, EN: 70, IS: 2, Move: G, Size: M[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 20 damage x 2 [F] Kick [b](M)[/b]- 35 damage [F] Melee [b](MF)[/b]- 12 damage/2 PCs [F] Fire Hose Whip [b](MSX)[/b]- 10 damage/EN [+] Flamethrower [b](SV)[/b]- 10 damage/EN [H] Finger Flash- 50 damage, 3 EN/attack [H] Burning Storm [b](S)[/b]- 80 damage, 5 EN/attack [b]Combo Attacks:[/b] [H] Double Finger Flash [Hyper]- 120 damage, 5 EN/attack[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Useable by Ensigns or Higher 2) [b]Zone Tenkai[/b] 3) [b]X-Gattai:[/b] Burning Storm 4) [b]Damage Recieved -15%[/b] 5) [b]Rapid Deployment[/b] 6) Double Finger Flash [Hyper]: Target's Dodge Cost +5. Requires an allied unit with Double Finger Flash [Hyper] to execute.[/color] [color=Gold][b]Acquirement Method:[/b] Perform Disaster Gattai with BL Fire Robo.[/color] [b]BL Aid Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 15, EN: 10, IS: 0, Move: G, Size: S, Class: Summon[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 10 damage x 2 [F] Kick [b](M)[/b]- 20 damage [F] Melee [b](MF)[/b]- 8 damage/2 PCs [F] Fire Hose Whip [b](MSX)[/b]- 5 damage/EN [+] Fire Thrower [b](SV)[/b]- 5 damage/EN[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Dodge Cost is 5 2) [b]Ambulance Mode:[/b] Dodge Cost -3. Disable all weapons. Cannot be performed in space or water terrains.[/color] [color=Gold][b]Purchasing Cost:[/b] N/A. This is a Summoned Unit.[/color] [b]BL Police Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 40, EN: 30, IS: 2, Move: G, Size: S[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 18 damage x 2 [F] Kick [b](M)[/b]- 30 damage [F] Melee [b](MF)[/b]- 10 damage/2 PCs [H] Finger Flash- 40 damage, 3 EN/attack [b]Combo Attacks:[/b] [H] Double Finger Flash- 100 damage, 5 EN/attack[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Useable by Sergeants or Higher 2) Summon: BL Bike Robo x 4. 3) [b]Zone Tenkai[/b] 4) [b]Police Car Mode:[/b] Dodge Cost -3. Disable all weapons. Cannot be performed in space or water terrains. 5) [b]Support Robo Override:[/b] Pay 5 EN. Target Police Robo's summons are now under your control. Target cannot resummon until they are destroyed. 6) [b]Disaster Gattai (BL Hyper Police Robo)[/b] [i]Same effects as Gattai[/i] 7) Double Finger Flash: Target's Dodge Cost +5. Requires an allied unit with Double Finger Flash to execute.[/color] [color=Gold][b]Omake Cost:[/b] 5 (Police Robo)[/color] [b]BL Hyper Police Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 100, EN: 70, IS: 2, Move: G, Size: M[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 20 damage x 2 [F] Kick [b](M)[/b]- 35 damage [F] Melee [b](MF)[/b]- 12 damage/2 PCs [+] Field Entangle- [b]PARALYZE[/b], 5 EN/attack [+] Exaust Bomber [b](SV)[/b]- 10 damage/EN, [b]Accuracy Break[/b] [H] Finger Flash- 50 damage, 3 EN/attack [b]Combo Attacks:[/b] [H] Double Finger Flash [Hyper]- 120 damage, 5 EN/attack[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Useable by Ensigns or Higher 2) [b]Zone Tenkai[/b] 3) [b]X-Gattai:[/b] Field Entangle, Exaust Bomber 4) [b]Damage Recieved -15%[/b] 5) [b]Analyze[/b] 6) [b]Rapid Deployment[/b] 7) Double Finger Flash [Hyper]: Target's Dodge Cost +5. Requires an allied unit with Double Finger Flash [Hyper] to execute.[/color] [color=Gold][b]Acquirement Method:[/b] Perform Disaster Gattai with BL Police Robo.[/color] [b]BL Bike Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 15, EN: 10, IS: 0, Move: G, Size: S, Class: Summon[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 10 damage x 2 [F] Kick [b](M)[/b]- 20 damage [F] Melee [b](MF)[/b]- 8 damage/2 PCs[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Dodge Cost is 5 2) [b]Bike Mode:[/b] Dodge Cost -5. Disable all weapons. Cannot be performed in space or water terrains.[/color] [color=Gold][b]Purchasing Cost:[/b] N/A. This is a Summoned Unit.[/color] [b]BL Drill Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 50, EN: 30, IS: 2, Move: G, Size: S[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 20 damage x 2 [F] Kick [b](M)[/b]- 40 damage [F] Melee [b](MF)[/b]- 15 damage/2 PCs [F] Drill [b](V)[/b]- 15 damage/EN [H] Finger Flash- 50 damage, 3 EN/attack [b]Combo Attacks:[/b] [H] Double Finger Flash- 100 damage, 5 EN/attack[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Useable by Sergeants or Higher 2) Summon: BL Dozer Robo x 4. 3) [b]Damage Received -15%[/b] 4) [b]Zone Tenkai[/b] 5) [b]Drill Mode:[/b] [b]Damage Received -25%[/b] instead. Only Drill is enabled. Cannot be performed in space terrains. 6) [b]Support Robo Override:[/b] Pay 5 EN. Target Drill Robo's summons are now under your control. Target cannot resummon until they are destroyed. 7) [b]Disaster Gattai (BL Hyper Drill Robo)[/b] [i]Same effects as Gattai[/i] 8) Double Finger Flash: Target's Dodge Cost +5. Requires an allied unit with Double Finger Flash to execute. 9) BL Drill Robo can't be used in water terrains.[/color] [color=Gold][b]Omake Cost:[/b] 5 (Drill Robo)[/color] [b]BL Hyper Drill Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 150, EN: 70, IS: 2, Move: G, Size: M[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 30 damage x 2 [F] Kick [b](M)[/b]- 55 damage [F] Melee [b](MF)[/b]- 18 damage/2 PCs [F] Exploding Drill [b](V)[/b]- 20 damage/EN [H] Finger Flash- 70 damage, 3 EN/attack [b]Combo Attacks:[/b] [H] Double Finger Flash [Hyper]- 120 damage, 5 EN/attack[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Useable by Ensigns or Higher 2) [b]Zone Tenkai[/b] 3) [b]X-Gattai:[/b] All [F] weapon damage +25%. 4) [b]Damage Recieved -40%[/b] 5) [b]Rapid Deployment[/b] 6) Double Finger Flash [Hyper]: Target's Dodge Cost +5. Requires an allied unit with Double Finger Flash [Hyper] to execute. 7) BL Hyper Drill Robo cannot be used in water terrains.[/color] [color=Gold][b]Acquirement Method:[/b] Perform Disaster Gattai with BL Drill Robo.[/color] [b]BL Dozer Robo[/b] [color=Cyan][b]Statistics:[/b] HP: 25, EN: 10, IS: 0, Move: G, Size: S, Class: Summon[/color] [color=Pink][b]Weapons:[/b] [F] Punch Combo [b](M)[/b]- 10 damage x 2 [F] Kick [b](M)[/b]- 20 damage [F] Melee [b](MF)[/b]- 8 damage/2 PCs[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Dodge Cost is 10 2) [b]Damage Received -15%[/b] 2) [b]Dozer Mode:[/b] [b]Damage Received -25%[/b] instead. Disable all weapons. Cannot be performed in space or water terrains.[/color] [color=Gold][b]Purchasing Cost:[/b] N/A. This is a Summoned Unit.[/color] [b]Kaiser G[/b] [color=Cyan][b]Statistics:[/b] HP: 500, EN: 100, IS: 2, Move: F, Size: LL, Class: Final Boss[/color] [color=Pink][b]Weapons:[/b] [H] Extending Punch [b](M)[/b]- 40 damage [F] Bite [b](V)[/b]- 20 damage/EN [H] Gravity Attack [b](SV)[/b]- 15 damage/EN [H] Lightning Attack [b](S)[/b]- 200 damage, 7 EN/attack [+] Fire Breath [b](S)[/b]- 300 damage, 10 EN/attack [+] Blizzard Breath [b](S)[/b]- 250 damage, [b]PARALYZE[/b], 10 EN/attack[/color] [color=Beige][b]Inherent Abilities:[/b] 1) Useable by Lieutenants or Higher 2) [b]Damage Recieved -40%[/b] 3) [b]25% EN Regen[/b][/color] [color=Gold][b]Purchasing Cost:[/b] 3500 PCs[/color]