Kazuki TakemuraStarting Mech: Zenislev
Bonus damage: Melee
HP - 1604
L/R Arm - 894
Legs - 1171
Def-C - 20%
Evasion - 47%
Acc+ - 25%
Move: 5
Kazuki has an Item backpack (he starts with this), and the backpack originally starts with 2 Repair Items. The backpack has 4 slots and can hold other items:
Items (assuming you allow them):
- Repair/Max: Restores 50% - 100% respectively to any one part. Consumes 1-2 slots.
- Restore Lo/Medium/High: Restores a broken part. Lo restores 25%, 50% for medium and 100% for high. Slots: 2,3,4 respectively
Skill set up:
Tackle I x6 - Usable only at melee range. Adds equipped weight along with damage dealt from melee weapon to determine damage. "Equipped" being weapons, backpack and body weight. Damage varies on set up. 415, 841, 711, 841 damage respectively. Uses 1 Slot.
OR
Dbl Assault x3 - Requires user to be at melee range. Attacks with left and right weapon. If either weapon is lost, this skill cannot trigger. Uses 2 Slots. Deals 964 under set up 1, 1582 under setup 2 and 1082 under setup 3
Setup 1: (Item Backpack)
Mk9 Baton - 292 x 1 Impact Damage
Chongdu 2 Shotgun - 56 x 12 (672) Impact Damage
Setup 2:
Fatal Buster - 649 x 1 Impact Damage
Desoto M300 Shotgun - 74 x 12 (888) Impact Damage
Setup 3: (Item Backpack)
Fatal Buster - 578 x 1 Impact Damage
Odin M98 - Shotgun, deals 42 x 12 (504) impact damage
Setup 4:
Fatal Buster - 693 x 1 impact damage SN107G - Reduces damage received by 90%. Damage is transferred to equip arm and can be used 4 times or until arm is destroyed
With 6 TackleIs, Kazuki has a 27.67% chance of triggering one TackleI (841), 12.59% for a two combo (1682), 4.81% for a three combo (2523), 1.45% for a four combo (3364), 0.31% for a five combo (4205)and 0.03% for a six combo (5046). He deals an average of
996 per round.
With 3 Dbl Assaults, 21.95% chance for one Dbl Assault to trigger (1537), 4.63% for two (3074), and 0.51% for all three to combo (4611). 72.9% chance of just attacking regularly for 888 damage. He deals an average of 1151 per round here.
Note that while Kazuki deals more damage via Double Assault and the Desoto M300, his accuracy is rather poor with it (see post below). As such, its likely he might want to go pure Melee instead unless he absolutely needs the range.
Ryogo KusamaBonus damage: Burst (M.Gun, Shotguns and Flamethrowers). He initially starts with a M.Gun
Starting Mech: Kyojun Mk107
Body - 1071
L/R Arm - 667
Legs - 730
Def-C: 40%
Evasion - 47%
Acc+ - 105%
Move: 3
Ryogo also starts with an Item Backpack that holds 2 Repair items. Item list...see Kazuki. He can hold the same number of items. If Ryogo uses this backpack, he will have to downgrade his weapon (which will drop his damage).
Skill set up:
ROFUPI x6: Ups amount of burst shots fired by 1.2x (so 12 for him). With set up, deals 840 damage when activated. Uses 1 slot
Setup 1:
Arc Barrel 4 - M.Gun, consumes 5 AP. Deals 70 x 10 damage (700) SN107G - Reduces damage received by 90%. Damage is transferred to equip arm and can be used 4 times or until arm is destroyed. 2AP
Setup 2: (Item Backpack) Weight is at 0
Mingda 2 - M.Gun, consumes 5 AP. Deals 50 x 10 damage
Buckler: - Reduces damage received by 70%. Damage is transferred to equip arm and can be used 4 times or until arm is destroyed. 2AP
Ryogo deals a total of 700 damage normally. He has a 27.64% chance to activate a skill once (840), 18.09 chance for a two combo (1680), 10.17% chance for a three combo (2520), 4.62% chance for a four combo (3360), 1.51% chance for a five combo (4200) and a 0.27% chance for a six combo (5040). On average, he deals
1288 damage a turn. 62% chance of something happening.
Ryogo can also equip ZoomI to boost accuracy by 120% or BraceI to reduce his own attack priority to 0 but receive 50% less damage. Both skills also only cost 1 slot.
Emir "Emma" Klamsky Bonus Damage: Artillery (Missile/Grenades)
Starting Mech: Drake M2C
Body - 762
L/R Arm - 480
Legs - 626
Def-C - 60%
Evasion - 32%
Acc+ - 126%
Move: 2
Emma also has access to an Item backpack. She has a Missile reload and a single Repair Item. Namely, she cares about the missiles (fully restores missile ammo, uses 2 slots).
Skill set up:
Pilot DMG Ix6: The damage it deals is dependent on weapon type. With her basic missile launcher and hardblow, she can deal either 4 damage through missiles or 5 through hardblow. But hardblow basically sucks ass for damage. Either way, it kills in 4 hits at best when activated and is probably too risky to be considered. Still deals damage otherwise, but no boost. Consumes 1 Slot
Setup 1:
Hardblow - Unarmed melee. Consumes 1 AP. Sucks for damage, around 70-80 damage? Very unlikely you'll get a S class melee from just hardblow.
SN107G - Reduces damage received by 90%. Damage is transferred to equip arm and can be used 4 times or until arm is destroyed. 2AP
Bjariger - Missile Launcher. 10 AP. Can not be countered except with shields. Cannot be used to counter. Deals roughly 518 damage x 1.Emma deals a total of 518 damage normally. She has a 27.64% chance to activate a skill once (518), 18.09% chance for a two combo (1036), 10.17% chance for a three combo (1554), 4.62% chance for a four combo (2072), 1.51% chance for a five combo (2590) and a 0.27% chance for a six combo (3108). On average, she deals
827 damage a turn. 62% chance of something happening.
It should be noted, that Pilot damage is a gimmicky in-game move. It deals damage to non-boss characters just fine. But the skill doesn't even activate against boss characters. How you want to determine this is up to you. PCs ARE vulernable to Pilot damage though (as can been seen from enemies with Pilot Damage). Further note that in-game, after 5 pilot damage from missiles, the combo will automatically end since the wanzer would've put out of commission from the pilot being killed. Personally? I say just ignore the pilot damage aspect and treat it as a normal damage move (but fails to trigger against bosses).
There is an option for Emma to equip the Faust GGR to do 448 x1 damage to all parts. However, she largely won't want to do this, as she loses her comboability with PilotDMGI (and thus decreasing her average damage). If she does so, she has to forgo the item back pack.
Dennis Vicarth Bonus Damage: Snipers
Starting Mech: Rekson M4F
Body: 720
L/R Arm: 448
Legs: 595
Def-C: 60%
Acc+: +147%
Eva: 35%
Move: 3
Skill set up:
Zoom II x3 - Raises Accuracy by 150%. Uses 2 slots
Set up 1:
Mk11 Sniper - Rifle type, deals 440 damage. Consumes 4 AP. Unlimited ammo. SN107G - Reduces damage received by 90%. Damage is transferred to equip arm and can be used 4 times or until arm is destroyed. 2AP.
Dennis deals 440 damage from a normal attack. He has a 27.88% chance to activate ZoomII during an attack (440), a 9.1% chance to perform a two combo (880) and 1.61% to perform a three combo (1320). On average, he deals
494 damage a round. 40% chance of something happening. Dennis' two additional battle skills are BckupMelee (requires an ally, hence DL useless) and ESkillDown1, which slightly reduces the damage he receives from an attack (not by much though).
Yun Li Fa
Bonus damage: Bursts. She starts with a Shotgun
Starting Mech - Prov PAW 2. Yun's legs are of Hover type. Hence, she does not get a booster like the others and cannot jump.
Body: 950
L/R Arm: 718
Legs: 783
Def-C: 60%
Acc+: 94%
Eva: 47%
Move: 4
Skill set up:
Dbl Shot I x3 - If two weapons are equipped in each hand and they are of the same type, this allows the user to fire both weapons at only one weapon's AP cost. (So 2 Shotgun attacks in one battle for 3 AP only). Uses 2 Slots
Setup 1:
Desoto M300 - Shotgun type, deals 74 x 12 damage (888). 3 AP Chongta 3 - Shotgun type, deals 63 x 12 damage (756). 3 AP
Yun deals 888 damage from a normal attack. She has a 27.88% chance to activate her Dbl Shot I skill during an attack (1664). She then has a 9.1% chance to perform a two combo (3288) and 1.61% to performa three combo (4932). On average, she deals
1388 damage a round. 40% chance of something happening. Yun has two additional battle skills: One recovers from Stun and the other protects damage from hitting the body. For the most part, both skills are DL useless.
Jose AstradaBonus damage: Snipers
Starting mech: Para PAW 1
Body: 720
L/R Arm: 448
Legs: 718
Def-C: 40%
Acc+: 103%
Eva: 35%
Move: 3
Skill setup:
ToppleShot x 6 - If attack connects, target is knocked to the floor and cannot counter for that battle. His AP further drops to 1/2 of what he had currently. Uses 1 Slot.
Setup 1:
Mk11 Sniper - Rifle type, deals 440 damage. 4 AP SN107G - Reduces damage received by 90%. Damage is transferred to equip arm and can be used 4 times or until arm is destroyed. 2AP
Jose can opt to use his other other two skills to reduce enemy accuracy by 1 level or raise his own evade by 1 level. Neither of these have very significant effects so chances are, he won't want to use them. He deals
440 damage a round on average, with a 62% chance for Toppleshot to kick in.
Xian Mei Li Bonus damage: Bursts. Li starts with a M. Gun
Starting Mech: Getty. Li's mech is 4-legged.
Body: 887
L/R Arm: 667
Legs: 882
Def-C: 40%
Acc+: 105%
Eva: 24%
Move: 3
Skill set up:
Revenge IIIx2 - Activates on counters. Deals 2x as much damage for the current attack. Uses 3 slots.
Setup 1:
Arc Barrel 4 - M.Gun type, deals 70 x 10 damage. 5 AP SN107G - Reduces damage received by 90%. Damage is transferred to equip arm and can be used 4 times or until arm is destroyed. 2AP
Li has a 72.25% chance of dealing 700 damage, 23.59% chance to deal 1400 damage and 4.16% chance to deal 2800 damage. On average, he will deal
952 damage; but only through counter attacks. If he attacks normally, he will deal 700 damage a turn. His other two skills are largely DL useless (FiringSquad and EskillDown2)
Marcus Armstrong Bonus damage: Melee
Starting Mech: Grapple M1
Body: 1211
L/R Arm: 919
Legs: 1002
Def-C: 20%
Acc+: 37%
Eva: 47%
Move: 6
Setup 1:
Dbl Punch I x3 - Attacks with weapon in left and right hand. Both must be melee and of the same type. Uses 2 Slots. Deals 1362 damage when triggered.
Set up 1:
Fatal Buster - Fist type, melee. Deals 681 damage. Consumes 1 AP. Fatal Buster - Fist type, melee. Deals 681 damage. Consumes 1 AP.
Marcus has a 21.95% chance for one Dbl PunchI to trigger (1362), 4.63% for two (2724), and 0.51% for all three to combo (4086). 72.9% chance of just attacking regularly for 681 damage. He deals an average of 939 damage per round. Marcus also has Skill+2 as well as MeleeIII in his repetoire. However, DblPunchI beats both out in terms of damage. So there's rarely a chance he would want to equip those.
Linny BarlierBonus damage: Artillery
Starting Mech: Foura M12A
Body: 762
L/R Arm: 653
Legs: 852
Def-C: 40%
Acc+: 60%
Eva: 24%
Move: 2
Skill set up:
Arm Smash - ITE. Breaks the enemies primary weapon arm. Can be blocked if shields are used. Uses 4 slots.
Escape x2 - If any part of the wanzer will be destroyed in battle, the battle automatically ends (neither side exchanges damage). Uses 1 slot.
Setup 1:
Hardblow - Unarmed melee. Consumes 1 AP. Sucks for damage, around 70-80 damage? Very unlikely you'll get a S class melee from just hardblow.
SN107G - Reduces damage received by 90%. Damage is transferred to equip arm and can be used 4 times or until arm is destroyed
Bjariger - Missile Launcher. 10 AP. Can not be countered except with shields. Cannot be used to counter. Deals roughly 518 damage x 1. Has only 6 charges.
Linny HAS the option of using the Faust GRR to do 448 damage to all parts instead. In fact, because he has no item back pack, he might prefer you taking this view too. The reason why this actually matters to him is because he doesn't start with an item backpack. Don't give that to him and he runs out of damage after 6 shots. Otherwise, he deals
518 damage a turn
15% chance for Arm Smash to kick in. 27.75% chance for at least one of the Escapes to kick in.
Alisa Takemura Bonus damage: Artillery
Starting Mech: Meledyne M1
Body - 762
L/R Arm - 480
Legs - 626
Def-C - 60%
Acc+ - 126%
Evasion - 32%
Move: 2
Alisa has access to an Item backpack as well. She starts with one Repair item and a Missile item. If you allow items, see Kazuki's list. She mainly cares for the missiles.
Skill set up:
Panic Shotx6 - Adds confusion to attack if it hits. Uses 1 slot.
Setup 1:
Hardblow - Unarmed melee. Consumes 1 AP. Sucks for damage, around 70-80 damage? Very unlikely you'll get a S class melee from just hardblow.
SN107G - Reduces damage received by 90%. Damage is transferred to equip arm and can be used 4 times or until arm is destroyed
Bjariger - Missile Launcher. 10 AP. Can not be countered except with shields. Cannot be used to counter. Deals roughly 518 damage x 1. Has only 6 charges.
Alisa deals a total of 518 damage normally. She has a 27.64% chance to activate a skill once (518), 18.09% chance for a two combo (1036), 10.17% chance for a three combo (1554), 4.62% chance for a four combo (2072), 1.51% chance for a five combo (2590) and a 0.27% chance for a six combo (3108). On average, she deals
827 damage a turn. 62% chance of something happening. She also has access to Skill+1 (boosts weapon level by 1) and EDefCl1 which drops the enemies resistance to her attacks by 10% on average.
I think Panic Shot should be able to combo into each other. If it can't, Alisa can simply afford to not boost her weapon class level to S, but the next highest level (F***) and go from there to get Skill+1x6 to work. Doing so drops her damage slightly to around 822 damage a turn.
Alisa also has the option to equip the Faust GGR to do 448 x1 damage to all parts. Like her sister though, she largely won't want to do this, as she loses her comboability (this time with Panic Shot/Skill+1) Doing so, means she also forgoes the item back pack.
Hei Fong Liu Bonus damage: Snipers
Starting Mech - Shangdi 1
Body - 979
L/R Arm - 610
Legs - 595
Def-C - 20%
Acc+ - 147%
Evasion - 35%
Move: 3
Skill setup:
EAcc-0x2 - Lowers enemy accuracy to 0 upgrades. Very noticable effect for him and allows him to dodge more. Uses 1 Slot.
OR
Dbl Sht IIx3 - User attacks with left and right weapons, but weapons must be different. Useless depending on interp. Uses 2 Slots.
Set up 1:
Mk11 Sniper - Rifle type, deals approx. 440 damage. Consumes 4 AP. Unlimited ammo.
SN107G - Reduces damage received by 90%. Damage is transferred to equip arm and can be used 4 times or until arm is destroyed . 2AP
Set up 2:
Laohu 3 - Rifle type, deals approx. 389 damage. Consumes 4 AP.
Chongta 3 - Shotgun, deals approx. 63 x 12 damage. Consumes 3 AP. Under the first set up, Liu deals a consistent 440 damage. He has a 27.75% chance for EAccNul to trigger, in effect reducing average enemy accuracy modifier to 0.
Under the second set up, Liu deals 756 damage from a normal attack. 27.88% chance to activate Dbl Shot II (1145), 9.1% chance to perform a two combo (2290) and 1.61% to perform a three combo (3435). On average, he deals
1047 damage a round. 40% chance of something happening. His other skill not mentioned is EXPx3.
Miho ShinjoBonus damage: Snipers
Starting Mech: Kyokei MK108
Body - 887
L/R Arm - 667
Legs - 730
Def-C - 40%
Acc+ - 73%
Evasion - 35%
Move: 4
Skill set up:
Melee I x 6 - Raises Melee damage by 1.2x. Uses 1 Slot.
OR
Hit or Miss x6 - Sets attack to have 50% chance of missing or hitting (50% ITE). Uses 1 slot.
Setup 1:
Fatal Buster - Fist type. Melee weapon. Deals 692 damage. 1 AP. SN107G - Reduces damage received by 90%. Damage is transferred to equip arm and can be used 4 times or until arm is destroyed . 2AP
Setup 2:
Fatal Buster - Fist type. Melee weapon. Deals 638 damage. 1 AP
Desoto M300 - Shotgun type. Deals 74 x 12 (888) damage. 3 AP.
Setup 3:
SN107G - Reduces damage received by 90%. Damage is transferred to equip arm and can be used 4 times or until arm is destroyed . 2AP
Mk11 Sniper - Rifle type. Deals approx. 440 damage. Consumes 4 AP
NOTE: Miho is a weird case however. She starts with a melee weapon and a shotgun instead of a rifle. So what weapon she uses will depend on you.
With 6 MeleeIs, Miho has a 27.67% chance of triggering a skill exactly once (830.4), 12.59% for a two combo (1660), 4.81% for a three combo (2521), 1.45% for a four combo (3321), 0.31% for a five combo (4152)and 0.03% for a six combo (4982). She will attack normally for 692 damage. This results in an average of
987 damage per round. Note that while Miho has access to the Venus (a club), she will rarely if ever want to use it as the accuracy doesn't benefit her like other melee fighters.
Alternatively, she can use 6 Hit or Miss, giving her 27.64% chance to activate a skill once (888), 18.09 chance for a two combo (1776), 10.17% chance for a three combo (2664), 4.62% chance for a four combo (3552), 1.51% chance for a five combo (4440) and a 0.27% chance for a six combo (5328). All of these would then have a 50% chance of actually hitting the targetting. Factoring in her normal attack of 888 damage, she would deal 876 damage a round. Yes, this is the only person who is somewhat hindered by equipping a skill.
If you force her to use rifles, none of her skills will combo with it. In which case, she will average 440 damage a turn.
Pham LuisBonus damage: Melee weapons. Pham starts with a club.
Starting Mech: Zeros
Body - 1211
L/R Arm - 919
Legs - 1209
Def-C - 40%
Acc+ - 25%
Evasion - 24%
Move: 6
Skills setup:
ShldAtk I x6 - Requires a shield. Deals roughly 950 damage. Note that this damage is dealt through a shield, and not by actually selecting the shield and attacking an enemy. Uses 1 slot.
Set up:
Fatal Buster - Fist type. Melee. Deals 692 damage. Consumes 1 AP SN107G - Reduces damage received by 90%. Damage is transferred to equip arm and can be used 4 times or until arm is destroyed. 2AP.
Pham has a 27.67% chance of triggering a skill exactly once (950), 12.59% for a two combo (1900), 4.81% for a three combo (2850), 1.45% for a four combo (3800), 0.31% for a five combo (4750)and 0.03% for a six combo (5700). She will attack normally for 692 damage. Accounting for her regular attack of 692 damage normally, this results in an average of
1072 damage per round. Pham can also swap to the Venus for more accuracy, but her damage will drop as will ShieldAtkIs damage.
Pham also has Initiative II as well as EEva-1. The later is not very useful since the effect isn't all that significant. Intiative II will let her go first, but she will receive 1.2x the damage from the resulting counterattack.
Xiao Hua LanBonus Damage: Bursts. Lan starts with a Flamer
Starting Mech: Tieqi 4
Body - 1107
L/R Arm - 617
Legs - 806
Def-C - 60%
Acc+ - 88%
Evasion - 24%
Move: 5
Skill set up:
AimLeg x1 - ITE attack. Causes all attacks to hit enemy legs. Brutal if she sets it 11 Blasts and opponent does not resist fire. Uses 3 slots.
BraceII x1 - Goes second for current battle, but user takes 80% less damage. Uses 2 slots.
Weapons:
SN107G - Reduces damage received by 90%. Damage is transferred to equip arm and can be used 4 times or until arm is destroyed. 2AP.
Hot Gazel - Flame Thrower. Deals 110 damage x 4, 7 or 11 charges. Adjustable as needed. AP consumed for the round is equivalent to the number of charges used. 440, 770 or 1210 damage dealt respectively Lan has a 27.75% chance of at least one of her battle skills to activate. 15% for AimLeg to trigger during an attack. 4.16% for both of them happening at once. On average, she would do
1210 damage a turn. Because she burns through so much AP using 11 blasts, Lan will not be able to counterattack effectively with the flamer. If the enemy heavily resists Fire, she can opt to equip EDefCl2 to reduce an enemy's resistance by 20% on average (uses 2 slots).
Mayer EdwardsBonus damage: Artillery
Starting Mech: Enyo Mk109
Body - 762
L/R Arm - 480
Legs - 756
Def-C - 20%
Acc+ - 126%
Evasion - 47%
Move: 2
Skill set up:
Leg Smashx1 - ITE attack that destroys enemies legs in a hit. Uses 4 slots. Can be blocked with a shield.
Prvnt Loss x2 - If a part if about to be destroyed, it will remain at 1HP if this skill is activated (like VP1 Guts almost). Uses 1 slot.
Weapons:
Hardblow - Unarmed melee. Consumes 1 AP. Sucks for damage, around 70-80 damage? Very unlikely you'll get a S class melee from just hardblow.
SN107G - Reduces damage received by 90%. Damage is transferred to equip arm and can be used 4 times or until arm is destroyed. 2AP
Bjariger - Missile Launcher. 10 AP. Can not be countered except with shields. Cannot be used to counter. Deals roughly 518 damage x 1.Like Linny, she has the option of using the Faust GRR to do 448 damage to all parts instead for similar reasons. Otherwise, she deals
518 damage a turn.
15% for Leg Smash to kick in. 27.75% chance for Prvnt Loss to kick in otherwise.