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Unit Review thread
Very strong unit, but yeah Taiki Wing Zero has no problem dealing with Shinji since its twice as fast, the double seishin its very interesting, but i'm not sold on the counter since it can mostly miss, don't give Shinji a core and knowing that he will counter you will attack with him with a solid taiki shooter after all.

however Shinji DOES counter Quan't and that's good
There's no heart without you
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Shinkiro (Shooter Taiki)

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Max Stats at Limit Break
HP  13060
ATK 10050
DEF 6020
AGI 10280

Druid System
- (Normal/Conquest Mode) Costs 2 Cores; 3x3 Range; Greatly reduces ATK and DEF
- (Arena Mode) Costs 3 Cores; 3x3 Range; 100% Accuracy; Ignores Bunshin; For 3 turns, reduce targets' ATK by 10%, DEF by 100%, Evasion by 40%, and Action Gauge by 30%.

Diffusion Structure Phase Transition Cannon
- (Normal/Conquest Mode) Costs 3 Cores; Covers entire field; Large Damage
- (Arena Mode) Costs 5 Cores; 3x3 Range; 150% Damage; Ignores Bunshin; Reduce Action Gauge by 50%.

Seishins (will use terms from SRW V)

Impossible Faith (揺るがぬ信念|Yuruganu Shinnen)
- (Normal/Conquest) Boost ATK and DEF
- (Arena) 70% chance of Guard

Absolute Defense System Lv 2
- (Normal/Conquest) Greatly reduces damage
- (Arena) If HP is above 1/2, erects a Barrier that reduces damage by 100%.

A Rebellious Individual (反逆する者|Hangyaku Suru Mono)
- (Normal/Conquest) While HP is above 50%, raise ATK and DEF
- (Arena) For every turn, increase allies' ATK by 5%, DEF by 10%.

Highest Tactical Command (最高戦術指揮|Saiko Senjutsu Shiki)
- (Normal/Conquest) Raise ATK and Critical Hit Rate to all allies.
- (Arena) Raise allies's ATK and Evasion by 30%, Action Gauge Speed by 300.

EX Ability
- For each use of Hissatsu, 60% chance of producing Rainbow Cores.

I guess if we are to find a unit that's closest to having the damn Orgon Cloud, Taiki Shooter Le-douche's has it. His Barrier is designed to virtually nullify an attack completely unless the enemy's attack pierces Barriers. And even then, there's that Guard of his that greatly reduces damage. So if you want to take Le-douche down, you need units that ignores both Barrier and Guard.

Fortunately, there are a number of units that can do that, such as Shin Getter (his Normal Attacks ignore both and DEF) and Daimos's Reppu Seikentsuki. Those with the Fury Seishin such as Athrun's pilot part can do the work as well. The Shinkiro's also susceptible to status effects, so give Le-douche hell with Burning, Darkness, Stun, and Slow.

What I would do with Le-douche is put him in front alongside two tankers (preferably the Granzon and Kisaragi), an All-Unit Healer like Iris's Koubu, and either a Blaster or a Fighter unit to farm Rainbow Cores. Le-douche and Iris would spam nerfs on the enemy party while the rest just attack. Because Le-douche's 3rd Ability boost the party's ATK and DEF, the longer the fight goes, the harder it is for my team to be taken out. Defensively it keeps the attacking party at bay until the Guardian is ready to dish out some major damage.

Le-douche's high DEF makes him crucial in Conquest Mode and in Advent Events where you are surrounded by a horde of enemies. Not to mention he gives a power boost to your party.
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You expected another review but Madoka its 3 times faster, on this section of reviews we will continue on the Rinne no Lagrange unis and after it we will go to the Astray units

This Lagrange units cannot be acquired any longer, however all the players should have one of the Vox units, since they're all Taikis its important to give a write up on all of them.

Vox Aura (MARUUUUUUUUUUUuuuuuuuuuuuuu)
Pilot:Madoka Kyo
Cost: 17 (regular)
Size: Medium
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Vox Aura its draw as a normal unit and turns into a Taiki once you reach level 70, the game encourages you to use SSR limit break crysals on these types of units.

Maru at level 80
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to level up your Madoka follow the same steps to level up your woof

Madoka its the main character of the show and this is not her first participation on SRW games,  was on one of the action games that the series had, i forgot the name now, but it was a PSP game, its a very old game and probably very hard to find now, fact its that the series was remembered, despite the poor event we got some nice units.

regarding status Vox Aura has regular base staus for a taiki unit, nothing extraordinary happening with her, the numbers are comparable to those of  Taiki Freedom, and that's not very nice to look at, Vox Aura falls short to older units like Taiki Kallen and Infinity Justice due to the ridiculous high speed of those two units.

Proms(Sword Mode) (1100%)  3 cores

Madoka hits 3 times but its not all the 3 at 1100% but like 300 + 300 + 500% on the last hit, the hisatsu has no special effects and don't apply any status effect, its a medium damage modifier to hit one enemy, this is very underwhelming for a single target weapon on this game, and its 3 cores meaning that Proms its not a weapon that you will rely a lot, its different from Freedom 2 core beam javelin, this one does nothing just pure damage, the reach its also pretty short just two squares in front of Vox Aura.

as bad as it is on the normal game modes on the Arena it does 70% x 3 for 2 cores, apply burn and ignore defenses and penetrate barriers, meaning that this is a weapon that's pretty valuable on the arena, if you reach gold rank you will see various units that looks like they're immortal, Madoka can help you with that, however...her overall perfomance there its not really optimal despite her hisatsu.


Focus ~ This is a good seishin to have around when you're a dodger, the problem its that his unit can't really dodge..., on the Arena mode however yes its useful and almost everyone uses it

Hot Blood ~ you know, same thing as always you use this because you have no other options, and despite being a bad unit for a single target big dmg, that's what Madoka does, so you better of bring it.

Hope+ ~ this increases dmg for allies near Madoka and also increases defense a little, its a good seishin to use on a emergency when maxed it also restore a litlle HP

as you can see nothing exceptional its happening with Madoka seishins as well nothing really shines despite hope that you should max.


Jersey Club ~ Attack power, armor, hit rate (5%)

Leader of the Jersey Club(Commander skill) ~ Increase critical rate and accuracy of the team (5%)

remember the owner of the commander skill its not affected by it, for example if you deploy Char or Oldrin they will raise the other attackers, attack power of your team by 10%, however they own units will only receive buffs if there's another commander on the field with the same skill.

Clear and Cheerful (Commander Skill) ~ Slow,Burn,Dark resistance to the team

pretty much like Kaworu Madoka also defends her team against status effect when she is on the field, and that's her better ability and pretty much what makes her shine

Lagrange Flowers ~ when vox Aura hp reaches 50%.. Madoka gains a huge evade up and a large critical rate up, so there we have it, that's the secret we have to make Vox Aura fight at 50% hp, when this happens it becomes pretty strong, if you heal Madoka, the ability its set off till she reaches 50% again.

Overall i rank Vox Aura as a regular Taiki attacker, nothing special is happening with it till it reaches low HP, then she becomes a dodge Sakura with a bad weapon for hisatsu, this would not be a problem if we didn't had so many better options do to what Madoka does, however if you plan to use her as a commander she can shine when enemies have a lot of status to hit you

on the arena you best bet its to deploy her and use her skills to enable you other units, and when she crits on the Hisatsu she gains a rainbow core, pretty much like Fail, she is also a pretty fast attacker.

works well with:

- Ange
- Kira
- Lan

if you have more than one Jersey club girl you should give other one priority over Madoka, they're better units.
There's no heart without you
[Image: qZtuz2B.png]

My Quick Review of the new Defender Taiki the Best Girl Fail with her new Unit.

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Stats: They are pretty high armor is low at but that is not a problem.
Special: It's an ok Special.[/font]

Pilot Skills:
Iron-wall: reduce damage
Intuition: Accuracy up and evasion up
(Last) Surprise: She removes her Mask and Shouts, giving her Attack, Movement, Evasion and Accuracy up[/font]

(Last) Suprise is best her skill, every time she uses it this song plays in my head.

Hopes to fill: Defense large up.
The force of Despair: Damage Reduction rate large-up.
Murderous intent: Greatly reduce the damage from a shooter type.
Destruction impulse: Attack and critical rate up, each time you attack.

Her Defence makes me low but with those abilities, you will be tanking everything and shooters won't be attacking you.
Destruction impulse is great on a tank more firepower.

Special: This is what her Special does.
Cost 1 core
Power 10
Hits 6 times
Invalid armour
Invalid defence
Invalid (almost) all the stupid annoying abilities
Attack Power 50% up *Final hit
Action force up by 1000 *Only for 2 turns

Her Power is really low at 10 and can do 0 damage to a tank unit, but it doesn't matter at all, as you gain attack with that last hit.
There is no reason to use a normal attack.

Pilot Skills:
Iron-wall: Reduce damage for 2 turns (4 turns to re-use)
Intuition: hit rate and avoid 100% for 1 turn (5 turns to re-use) 
(Last) Surprise: She removes her Mask and Shouts, granting her and adjacent allies with disabling defense for 1 turn. (6 turns to re-use)

Once again (Last) Surprise is her best skill.

Hopes to fill: Counter at 80%
The force of Despair: Critical Rate 50%, Hit rate 80% up, Action force 500.
Murderous intent: HP25% recovery up at start of turn
Destruction impulse: When the deadly skills of critical, recover HP5%, and 1 Rainbow Core at 70% chance.

EX Ability:
Barrier reduces the damage by 4800.

Remember that low powered Special well....
Critical Rate 50 is up my 50% and each Critical you land you get 1 core at 70% chance.
You have 6 hits, that 1 core can give you 5 cores back and recover your HP.
Cores there is no such thing as her speed you will be using Special Attacks every single turn.

Her Defence is really low, but her EX Ability is a barrier of 4800 damage and she can Counter.

The only way Fail is going down is a one-shot from some Attacker unit.
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X-Omega: 117807236
MazinKaiser (Defender Taiki)
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Max Stats at Limit Break
HP  19560
ATK 13260
DEF 15510
AGI 5690

Fire Blaster
- (Normal/Conquest Mode) Costs 3 Cores; 2x3 Square Range; Large Damage + Burning Effect
- (Arena/VS Mode) Costs 4 Cores; Targets All Enemies; Increase Accuracy by 50%; 160% Damage; Ignores Bunshin; 70% Chance of Burning Effect 3 times for 3 turns.

Final Kaiser Blade
- (Normal/Conquest Mode) Costs 3 Cores; 3 Square Horizontal Range; Large Damage + Burning Effect
- (Arena/VS Mode) Costs 3 Cores; 3 Square Horizontal Range; 200% Damage; Ignores Barrier; Reduce target's Action Gauge by 80%; 80% Chance of nullifying Healing effects for 3 turns.

Seishins (will use terms from SRW V)
Iron Wall

Strongest Mazinger
- (Normal/Conquest) If HP is less than 50%, greatly increase ATK and Critical Hit Rate (void if Battle ends)
- (Arena/VS) If HP is less than 2/3rds, increase ATK and Accuracy by 50%, DEF by 100% and AGS by 800.

Ultimate Mazin
- (Normal/Conquest) Immune to all Status Effects
- (Arena/VS) Immune to Burning, Darkness, and Action Gauge effects.

Chogokin Nu Z Alpha
- (Normal/Conquest) Successful Guard greatly reduces damage
- (Arena/VS) If HP is less than 2/3rds, reduce all damage by 80%.

Destructive Power (恐るべき破壊力 | Osorubeki Hakairyoku) (Requires Lvl 70 to Unlock)
- (Normal/Conquest) Increase effects of Hissatsu
- (Arena/VS) Boost Accuracy by 50%, DEF by 100%, AGS by 500. 90% Guard Rate. Each successful Guard reduces damage by 40%.

EX Ability
- Add 12000 HP at the start of the battle.

Imagine this scenario in Arena Mode. You somehow managed to reduce the MazinKaiser's HP to less than 2/3 (it's total HP when maxed out and all upgrades is 31560, so 2/3 of it would be 10415). Here's what you just did:

You boosted Kaiser's DEF to a whopping 200% and reduce all damage against it by 80%. This does not include its Guard that reduces damage by 40% (a 120% total reduction to damage). So to finish off Kaiser at this point, not only must your team completely ignore Guard, but must deal damage of at least 5000 or more to make up for the 80% reduction. It's also immune to Burning effects and you can't alter its AGS. This basically makes Kaiser perhaps the ultimate tank unit, surpassing the Granzon.

I guess I'm a bit glad the Fire Blaster is 160% in damage, which makes it the same as Attacker Wing Zero's Long Beam rifle, but not as powerful as the Shine Spark. Otherwise, this unit would've been totally broken and you should avoid the player using it at all costs.

Basically to defeat Kaiser, you need to reduce it's HP to just close to above 2/3rds or 10415 HP (if fully limit-breaked and upgraded). Then use an Attacker whose Hissatsu ignores Guard AND DEF and deals 10,500 damage.

Nothing needs to be said what it can do in Normal game. As Char puts it, the MazinKaiser " a monster".

A must-have unit indeed - if you're EXTREMELY lucky as the gacha only gives a 3% chance of dropping one. I tried getting him and spent most of my Omega Crystals getting nothing but Rs and SRs.
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