Advance Wars: Dual Strike - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Advance Wars: Dual Strike - Strategy Guide (Page 02).
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#5.3) Sea Units
----------------
B Ship
- Movement Type: Sea
- Movement Points: 5
- Vision Range: 2
- Max Fuel: 99
- Primary Weapon: Cannon
- Max Ammo: 9
- Attack Type: Indirect, 2-6
- Secondary Weapon: None
- Description: B (Battle) ships have a larger attack range than even
rocket units.
- Cost: 28000
Cruiser
- Movement Type: Ships
- Movement Points: 6
- Vision Range: 3
- Max Fuel: 99
- Primary Weapon: Missiles
- Max Ammo: 9
- Attack Type: Direct
- Secondary Weapon: A-Air Gun
- Description: It is strong against subs and air units. It can
load and supply two copter units. ^Rough translation^
- Cost: 18000
Lander
- Movement Type: Trans
- Movement Points: 6
- Vision Range: 1
- Max Fuel: 99
- Primary Weapon: None
- Max Ammo: N/A
- Attack Type: N/A
- Secondary Weapon: None
- Description: Landers can transport two ground units. If the
lander sinks, the units vanish.
- Cost: 12000
Sub
- Movement Type: Ships
- Movement Points: 5
- Vision Range: 5
- Max Fuel: 60
- Primary Weapon: Torps
- Max Ammo: 6
- Attack Type: Direct
- Secondary Weapon: None
- Description: Submerged subs are difficult to find, and only
cruisers and subs can fire on them.
- Cost: 20000
- Special Notes: When a sub hides, only cruisers or subs can fire on
it. Otherwise it can be attacked like a normal sea
unit. Being hidden does not affect damage done to a
sub, only what can hit it. Subs use 5 fuel per turn
while hidden.
B Boat
- Movement Type: Trans
- Movement Points: 7
- Vision Range: 1
- Max Fuel: 60
- Primary Weapon: None
- Max Ammo: N/A
- Attack Type: N/A
- Secondary Weapon: None
- Description: It can load two soldier units. It recovers 1 HP and
supplies to adjacent units. ^Rough translation^
- Cost: 7500
- Special Notes: Black boats can repair any units, but it still costs
money for the repairs (1/10 cost for 1 HP).
Carrier
- Movement Type: Ships
- Movement Points: 5
- Vision Range: 4
- Max Fuel: 99
- Primary Weapon: Anti-Air Missiles
- Max Ammo: 9
- Attack Type: Indirect, 3-8
- Secondary Weapon: None
- Description: It can load two air units and supplies them. Its
indirect attack has a wide range in the sky.
^Rough translation^
- Cost: 30000
- Special Notes: The carrier only supplies units it has loaded, not
adjacent units. It can load Black Bombs.
==============================================================================
#6) Standard Units: Damage Information
------------------------------------------------------------------------------
All damage is in percent, out of 100. It is considered that the attacking
and defending COs have average abilities (Andy vs Andy). Also, the attacker
is at 10 HP and the defender has no defensive stars. Every 10% damage will
reduce HP by 1. A small amount of luck comes into play. Sometimes a 95%
attack will OHKO a unit, other times it will leave it at 1 HP. An empty
square means the unit cannot attack that target.
Each defensive star reduces damage by 10%. Each HP lost will further reduce
damage by 10%. CO abilities and powers can affect this, also.
& - The Hellium attacks by moving onto an enemy unit, not standing next to
and firing like a direct, or from a distance like an indirect. Moving
onto an enemy will OHKO it.
$ - The Black Bomb does 5 damage to all units, enemy and ally, within its
AoE. This damage cannot kill a unit. The Hellium is immune to its
attack.
=================================
#6.1) Damage Table vs Land Units
---------------------------------
___________________________________________________________________
Defender| I | M | R | T | M | N | M | A | A | R | A | M | P | H |
| n | e | e | a | d | e | e | P | r | o | - | i | i | e |
| f | c | c | n | | o | g | C | t | c | A | s | p | l |
| a | h | o | k | T | t | a | | l | k | i | s | e | l |
| n | | n | | a | a | t | | r | e | r | i | r | i |
| t | | | | n | n | a | | y | t | | l | u | u |
| r | | | | k | k | n | | | s | | e | n | m |
| y | | | | | | k | | | | | s | n | |
| | | | | | | | | | | | | e | |
| | | | | | | | | | | | | r | |
| | | | | | | | | | | | | | |
Attacker | | | | | | | | | | | | | | |
==========|===|===|===|===|===|===|===|===|===|===|===|===|===|===|
Infantry | 55| 45| 12| 5| 1| 1| 1| 14| 15| 25| 5| 25| 5| 20|
----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mech | 65| 55| 85| 55| 15| 15| 5| 75| 70| 85| 65| 85| 55| 30|
----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Recon | 70| 65| 35| 6| 1| 1| 1| 45| 45| 55| 4| 28| 6| 20|
----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Tank | 75| 70| 85| 55| 15| 15| 10| 75| 70| 85| 65| 85| 55| 20|
----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Md Tank |105| 95|105| 85| 55| 45| 25|105|105|105|105|105| 85| 30|
----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Neotank |125|115|125|105| 75| 55| 35|125|115|125|115|125|105| 35|
----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Megatank |135|125|195|180|125|115| 65|195|195|195|195|195|180| 45|
----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
APC | | | | | | | | | | | | | | |
----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Artlry | 90| 85| 80| 70| 45| 40| 15| 70| 75| 80| 75| 80| 70| 5|
----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Rockets | 95| 90| 90| 80| 55| 50| 25| 80| 80| 85| 85| 90| 80| 15|
----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
A-Air |105|105| 60| 25| 10| 5| 1| 50| 50| 55| 45| 55| 25| 30|
----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Missiles | | | | | | | | | | | | | | |
----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Piperunner| 95| 90| 90| 80| 55| 50| 25| 80| 80| 85| 85| 90| 80| 15|
----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hellium | & | & | & | & | & | & | & | & | & | & | & | & | & | & |
----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fighter | | | | | | | | | | | | | | |
----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Bomber |110|110|105|105| 95| 90| 35|105|105|105| 95|105|105| 35|
----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
B Copter | 75| 75| 55| 55| 25| 20| 10| 60| 65| 65| 25| 65| 55| 25|
----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
T Copter | | | | | | | | | | | | | | |
----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Stealth | 90| 90| 85| 75| 70| 60| 15| 85| 75| 85| 50| 85| 80| 30|
----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Black Bomb| $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | |
----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
B Ship | 95| 90| 90| 80| 55| 50| 25| 80| 80| 85| 85| 90| 80| 20|
----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Cruiser | | | | | | | | | | | | | | |
----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Lander | | | | | | | | | | | | | | |
----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sub | | | | | | | | | | | | | | |
----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
B Boat | | | | | | | | | | | | | | |
----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Carrier | | | | | | | | | | | | | | |
==========|===|===|===|===|===|===|===|===|===|===|===|===|===|===|
Attacker | I | M | R | T | M | N | M | A | A | R | A | M | P | H |
| n | e | e | a | d | e | e | P | r | o | - | i | i | e |
| f | c | c | n | | o | g | C | t | c | A | s | p | l |
| a | h | o | k | T | t | a | | l | k | i | s | e | l |
| n | | n | | a | a | t | | r | e | r | i | r | i |
| t | | | | n | n | a | | y | t | | l | u | u |
| r | | | | k | k | n | | | s | | e | n | m |
| y | | | | | | k | | | | | s | n | |
| | | | | | | | | | | | | e | |
Defender| | | | | | | | | | | | | r | |
__________|___|___|___|___|___|___|___|___|___|___|___|___|___|___|
========================================
#6.2) Damage Table vs Air and Sea Units
----------------------------------------
___________________________________________________________
Defender| F | B | B | T | S | B | B | C | L | S | B | C |
| i | o | | | t | l | | r | a | u | | a |
| g | m | C | C | e | a | S | u | n | b | B | r |
| h | b | o | o | a | c | h | i | d | | o | r |
| t | e | p | p | l | k | i | s | e | | a | i |
| e | r | t | t | t | | p | e | r | | t | e |
| r | | e | e | h | B | | r | | | | r |
| | | r | r | | o | | | | | | |
| | | | | | m | | | | | | |
| | | | | | b | | | | | | |
Attacker | | | | | | | | | | | | |
==========|===|===|===|===|===|===|===|===|===|===|===|===|
Infantry | | | 7| 30| | | | | | | | |
----------|---|---|---|---|---|---|---|---|---|---|---|---|
Mech | | | 9| 35| | | | | | | | |
----------|---|---|---|---|---|---|---|---|---|---|---|---|
Recon | | | 10| 35| | | | | | | | |
----------|---|---|---|---|---|---|---|---|---|---|---|---|
Tank | | | 10| 40| | | 1| 5| 10| 1| 10| 1|
----------|---|---|---|---|---|---|---|---|---|---|---|---|
Md Tank | | | 12| 45| | | 10| 30| 35| 10| 35| 10|
----------|---|---|---|---|---|---|---|---|---|---|---|---|
Neotank | | | 22| 55| | | 15| 30| 40| 15| 40| 15|
----------|---|---|---|---|---|---|---|---|---|---|---|---|
Megatank | | | 22| 55| | | 45| 65| 75| 45|105| 45|
----------|---|---|---|---|---|---|---|---|---|---|---|---|
APC | | | | | | | | | | | | |
----------|---|---|---|---|---|---|---|---|---|---|---|---|
Artlry | | | | | | | 40| 50| 55| 60| 55| 45|
----------|---|---|---|---|---|---|---|---|---|---|---|---|
Rockets | | | | | | | 55| 60| 60| 85| 60| 60|
----------|---|---|---|---|---|---|---|---|---|---|---|---|
A-Air | 65| 75|105|105| 75|120| | | | | | |
----------|---|---|---|---|---|---|---|---|---|---|---|---|
Missiles |100|100|115|115|100|120| | | | | | |
----------|---|---|---|---|---|---|---|---|---|---|---|---|
Piperunner| 65| 75|105|105| 75|120| 55| 60| 60| 85| 60| 60|
----------|---|---|---|---|---|---|---|---|---|---|---|---|
Hellium | & | & | & | & | & | & | & | & | & | & | & | & |
----------|---|---|---|---|---|---|---|---|---|---|---|---|
Fighter | 55|100|120|120| 85|120| | | | | | |
----------|---|---|---|---|---|---|---|---|---|---|---|---|
Bomber | | | | | | | 75| 50| 95| 95| 75|105|
----------|---|---|---|---|---|---|---|---|---|---|---|---|
B Copter | | | 65| 95| | | 25| 25| 25| 25| 25| 25|
----------|---|---|---|---|---|---|---|---|---|---|---|---|
T Copter | | | | | | | | | | | | |
----------|---|---|---|---|---|---|---|---|---|---|---|---|
Stealth | 45| 70| 85| 95| 55|120| 45| 35| 65| 55| 65| 45|
----------|---|---|---|---|---|---|---|---|---|---|---|---|
Black Bomb| $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ |
----------|---|---|---|---|---|---|---|---|---|---|---|---|
B Ship | | | | | | | 50| 95| 95| 95| 95| 60|
----------|---|---|---|---|---|---|---|---|---|---|---|---|
Cruiser | 85|100|105|105|100|120| 5| 25| 25| 90| 25| 5|
----------|---|---|---|---|---|---|---|---|---|---|---|---|
Lander | | | | | | | | | | | | |
----------|---|---|---|---|---|---|---|---|---|---|---|---|
Sub | | | | | | | 65| 25| 95| 55| 95| 75|
----------|---|---|---|---|---|---|---|---|---|---|---|---|
B Boat | | | | | | | | | | | | |
----------|---|---|---|---|---|---|---|---|---|---|---|---|
Carrier |100|100|115|115|100|120| | | | | | |
==========|===|===|===|===|===|===|===|===|===|===|===|===|
Attacker | F | B | B | T | S | B | B | C | L | S | B | C |
| i | o | | | t | l | | r | a | u | | a |
| g | m | C | C | e | a | S | u | n | b | B | r |
| h | b | o | o | a | c | h | i | d | | o | r |
| t | e | p | p | l | k | i | s | e | | a | i |
| e | r | t | t | t | | p | e | r | | t | e |
| r | | e | e | h | B | | r | | | | r |
| | | r | r | | o | | | | | | |
| | | | | | m | | | | | | |
Defender| | | | | | b | | | | | | |
__________|___|___|___|___|___|___|___|___|___|___|___|___|
==============================================================================
#7) Standard Units: Terrain Effects
------------------------------------------------------------------------------
About Movement Costs
--------------------
If a terrain under given conditions has x movement cost, it will take x
movement points to pass through it. If a unit does not have enough movement
points to pay the movement cost, then it cannot move. Every movement point
used requires a unit of fuel except when it is snowing. Then the fuel cost
is doubled. If a unit does not have enough fuel, then it cannot move.
About Defense
-------------
In Advance Wars, you will notice that defense is measured by stars. A star
stands for a 10% defense bonus. Thus 1 star means you subtract 10% of the
damage, 2 stars subtracts 20% of the damage, and so on. Air units do not
get the benefit of defensive stars, however. IMPORTANT: If a unit is
injured, it does not receive full benefit from terrain defense. Rather,
a unit receives defense equal to [its HP]/10 * defense. So, a full life
unit will receive 10/10, or all, of the defense from the terrain. A unit
at 5 HP will receive 5/10, or half, of the defense from the terrain.
About Funds
-----------
If you control certain properties, by capturing it with a mech or infantry,
then it will bring you money. All properties that bring funds, will bring
the same amount. The standard is 1000 funds per day per property. However,
in VS mode and Link mode that value can be changed.
About Repair/Supply
-------------------
Certain properties repair certain units. The standard repair is 2 HP dmg.
Also, if the unit is at 95% health, and thus 10 HP, it will max it to 100%
health. This can only be noticed if animations are turned on. Another
effect is that these properties will also resupply units of the given type.
About Description
-----------------
This is just the in game description of the terrain.
About Special Notes
-------------------
Any special information for terrain is put here.
Guideline For Terrain Info
--------------------------
[Terrain Type]
- Movement Costs
- [Type], [Movement Cost] or N/A
- [Type], [Movement Cost] or N/A
- ...
- Defense: [Number of stars]
- Funds: [Yes or No]
- Repair/Supply: [Unit Type: Land, Sea or Air] or No
- Description: [Description]
- Special Notes: [Anything important not covered goes here.]
Airport
- Movement Costs
- Infantry, 1
- Mech, 1
- Slime, 1
- Tires, 1
- Tread, 1
- Air, 1
- Ships, N/A
- Trans, N/A
- Pipeline, N/A
- Defense: 3
- Funds: Yes
- Repair/Supply: Air
- Description: An air base. Allied bases deploy, supply, and restore
HP to air units.
Base
- Movement Costs
- Infantry, 1
- Mech, 1
- Slime, 1
- Tires, 1
- Tread, 1
- Air, 1
- Ships, N/A
- Trans, N/A
- Pipeline, 1
- Defense: 3
- Funds: Yes
- Repair/Supply: Land
- Description: A base. Allied bases deploy, supply, and restore HP to
ground units.
City
- Movement Costs
- Infantry, 1
- Mech, 1
- Slime, 1
- Tires, 1
- Tread, 1
- Air, 1
- Ships, N/A
- Trans, N/A
- Pipeline, N/A
- Defense: 3
- Funds: Yes
- Repair/Supply: Land
- Description: A normal city. Ground units gain supplies and HP in
allied cities.
Forest
- Movement Costs
- Infantry, 1
- Mech, 1
- Slime, 1
- Tires, 3
- Tread, 2
- Air, 1
- Ships, N/A
- Trans, N/A
- Pipeline, N/A
- Defense: 3
- Funds: Yes
- Repair/Supply: Sea
- Description: In Fog of War, units hidden here can only be seen by
adjacent units and air units.
HQ
- Movement Costs
- Infantry, 1
- Mech, 1
- Slime, 1
- Tires, 1
- Tread, 1
- Air, 1
- Ships, N/A
- Trans, N/A
- Pipeline, N/A
- Defense: 4
- Funds: Yes
- Repair/Supply: Land
- Description: A normal city. Ground units gain supplies and HP in
allied cities.
Missle Silo
- Movement Costs
- Infantry, 1
- Mech, 1
- Slime, 1
- Tires, 1
- Tread, 1
- Air, 1
- Ships, N/A
- Trans, N/A
- Pipeline, N/A
- Defense: 3
- Funds: No
- Repair/Supply: No
- Description: A missile sil. Has a huge blast radius & unlimited
range, but it can only fire once.
- Special Notes: An infantry or a mech can use this property once to
launch a missile. It does 3 HP dmg but will not finish
off a target. It has an AoE of radius 2. It will hurt
enemies and allies alike. See below for a diagram of
its AoE.
x
xxx
xxxxx
xxx
x
Mountain
- Movement Costs
- Infantry, 2
- Mech, 1
- Slime, 1
- Tires, N/A
- Tread, N/A
- Air, 1
- Ships, N/A
- Trans, N/A
- Pipeline, N/A
- Defense: 4
- Funds: No
- Repair/Supply: No
- Description: A steep mountain. Infantry units add 3 to their vision
range from here.
Pipe
- Movement Costs
- Infantry, N/A
- Mech, N/A
- Slime, N/A
- Tires, N/A
- Tread, N/A
- Air, N/A
- Ships, N/A
- Trans, N/A
- Pipeline, 1
- Defense: ^ Will add soon ^
- Funds: No
- Repair/Supply: No
- Description: A Black Hole pipeline. Thick armor renders it
indestructible. No units can pass it.
Pipe Seam
- Movement Costs
- Infantry, N/A
- Mech, N/A
- Slime, N/A
- Tires, N/A
- Tread, N/A
- Air, N/A
- Ships, N/A
- Trans, N/A
- Pipeline, 1
- Defense: ^ Will add soon ^
- Funds: No
- Repair/Supply: No
- Description: A Black Hole pipeline. The armor is weaker here than on
other sections of the pipe.
- Special Notes: These can be destroyed. They have 99 HP and are
targetable by all units that can reach them. Needless
to say, Megatanks are more effective than infantry.
Plain
- Movement Costs
- Infantry, 1
- Mech, 1
- Slime, 1
- Tires, 2
- Tread, 1
- Air, 1
- Ships, N/A
- Trans, N/A
- Pipeline, N/A
- Defense: 1
- Funds: No
- Repair/Supply: No
- Description: A rich, green plain. Easy to traverse, but offers
little defensive cover.
Port
- Movement Costs
- Infantry, 1
- Mech, 1
- Slime, 1
- Tires, 1
- Tread, 1
- Air, 1
- Ships, 1
- Trans, 1
- Pipeline, N/A
- Defense: 3
- Funds: Yes
- Repair/Supply: Sea
- Description: A naval base. Allied bases deploy, supply and restore
HP to naval units.
Reef
- Movement Costs
- Infantry, N/A
- Mech, N/A
- Slime, N/A
- Tires, N/A
- Tread, N/A
- Air, 1
- Ships, 2
- Trans, 2
- Pipeline, N/A
- Defense: 1
- Funds: No
- Repair/Supply: No
- Description: In Fog of War, units hidden here can only be seen by
adjacent units and air units.
River
- Movement Costs
- Infantry, 2
- Mech, 1
- Slime, 1
- Tires, N/A
- Tread, N/A
- Air, 1
- Ships, N/A
- Trans, N/A
- Pipeline, N/A
- Defense: 0
- Funds: No
- Repair/Supply: No
- Description: A gentle flowing river. Only infantry units can ford
rivers.
Road
- Movement Costs
- Infantry, 1
- Mech, 1
- Slime, 1
- Tires, 1
- Tread, 1
- Air, 1
- Ships, N/A
- Trans, N/A
- Pipeline, N/A
- Defense: 0
- Funds: No
- Repair/Supply: No
- Description: A paved road. Easy to traverse, but offers little
protection.
Sea
- Movement Costs
- Infantry, N/A
- Mech, N/A
- Slime, N/A
- Tires, N/A
- Tread, N/A
- Air, 1
- Ships, 1
- Trans, 1
- Pipeline, N/A
- Defense: 0
- Funds: No
- Repair/Supply: No
- Description: A body of water. Only naval and air units can traverse
seas.
Shoal
- Movement Costs
- Infantry, 1
- Mech, 1
- Slime, 1
- Tires, 1
- Tread, 1
- Air, 1
- Ships, N/A
- Trans, 1
- Pipeline, N/A
- Defense: 0
- Funds: No
- Repair/Supply: No
- Description: A sandy shoal. Lander units load and unload units here.
Tower
- Movement Costs
- Infantry, 1
- Mech, 1
- Slime, 1
- Tires, 1
- Tread, 1
- Air, 1
- Ships, N/A
- Trans, N/A
- Pipeline, N/A
- Defense: 3
- Funds: Yes
- Repair/Supply: No
- Description: ^ Need to translate ^
- Special Notes: Controlling a tower will grant all units you control
+10% to attack.
==============================================================================
#8) COs
------------------------------------------------------------------------------
About Abilities
---------------
Most COs have certain abilities that offset them from the standard. The
standard is determined by Andy, who is considered to have 100% attack and
defense for all units, with no movement, range or any other type of
penalties or benefits. These abilities may range from bonuses to direct
damage, to movement or sight range bonuses. However, most COs with bonuses
will have some kind of penalty as a counter. This may be more expensive
units or weaker sea type. While this makes it so that each CO is considered
equal because of benefits and penalties, some COs will be better in
situations that maximize the use of their benefits and minimize their
penalties.
About CO Gauge
--------------
The gauge will have the form xxXXXX or some other combination of lower and
upper case 'x's. Each x corresponds to the "stars" that need to be filled
in order to use a CO or SCO power. The lower case stars, or 'x's show what
needs to be filled in order to use a CO power. The full gauge, including
the large stars, or 'x's, show what needs to be filled to use a SCO power.
These stars are different from defensive stars. They represent, in a sense,
money. Each star initially represents 9000 money. However, whenever a
power is used, the amount required to fll a star goes up 1800. To fill up
the gauge you either need to kill enemy units or have your own units killed.
For every HP lost to a unit you control, you gain 1/10 of its total cost to
your CO gauge. For every HP of damage you do to an enemy unit, you gain
half of 1/10 of its total cost to your CO gauge.
^I heard that cost of units does not relate to CO Gauge anymore. Rather,
there is a set amount that units fill up the gauge that is independent of
cost. How does this work exactly? ^
About CO Power
--------------
The CO power is the first tier special ability of a CO. It requires all
of the small stars of the CO power gauge to be full. Unless explicitly
stated otherwise, CO Powers grant all units at least +10% to attack and
defense. If stated that specific units receive more, then those units
receive the higher bonus and the rest still receive the +10%. When a CO
Power gives a +X%, that X% is in addition to any inherent bonuses the CO
receives, not in place of, unless explicitly stated otherwise.
About SCO Power
---------------
The SCO power is the second tier special ability of a CO. It requires all
of the stars of the CO power gauge, small and large, to be full to use it.
Unless explicitly stated otherwise, SCO Powers grant all units at least +10%
to attack and defense. If stated that specific units receive more, then
those units receive the higher bonus and the rest still receive the +10%.
When a SCO Power gives a +X%, that X% is in addition to any inherent bonuses
the CO receives, not in place of, unless explicitly stated otherwise.
About Tag Affinity
------------------
For every star of a tag affinity, the COs get +10% to attack while using
their Tag Break. Thus, a 2 stars gives +20% to attack during Tag Break.
About Description
-----------------
This is just the in game description of the CO. Hit and miss are likes and
dislikes.
About Special Notes
-------------------
Any special information for COs is put here.
Guideline For CO Info
---------------------
[US Name], ([JPN Name])
- Abilities:
- [List abilities]
- CO Gauge: [xxxXXX]
- CO Power: [Name]
- [Description]
- SCO Power: [Name]
- [Description]
- Tag Affinity:
- [Tagable CO]: [X], [Name]
- Description:
- [Description]
- Hit: [Hit]
- Miss: [Miss]
NOTE: All Romaji spellings of their Japanese names are taken directly
from Nintendo's website. When I noted a possible spelling mistake, this
is due to the text being obstructed by another image. Other than that,
these spellings are 100% official. Check the website yourself.
==============================================
#8.1) Orange Star (Known as Red Star in Japan)
----------------------------------------------
Andy, (Ryo)
- Abilities:
- No inherent weaknesses or strengths. All units have 100% stats.
- CO Gauge: xxxXXX
- CO Power: Hyper Repair
- All units recover 2 HP of damage.
- SCO Power: Hyper Upgrade
- All units recover 5 HP of damage.
- All units get +1 movement points.
- All units get +30% to attack.
- Tag Affinity:
- Max: X,
- Eagle: XX,
- Description:
- Hit:
- Miss:
Max, (Max)
- Abilities:
- All direct units do 120% damage.
- Indirects have -1 maximum range.
- CO Gauge: xxxXXX
- CO Power: Max Force
- Directs get a further +40% to attack.
- SCO Power: Max Blast
- Directs get a further +70% to attack.
- Tag Affinity:
- Andy: X,
- Grit: XX,
- Description:
- Hit:
- Miss:
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