Chroma Squad

Chroma Squad

42 ratings
A Handbook to Every TV Superhero Chapter 2: The Mecha
By Xgpmcnp and 1 collaborators
Well, hello again! I see that thanks to our chapter one, you managed to beat Cardboard Boxer and Fat Alien with no trouble! Now you're against the Transitmancer, and you guys are having a Mecha fight over the city. I'm sure you can defeat him, but do you think you are enough of a hero to beat other great dangers that lurks in the shadows?

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Introduction to Chapter 2
Welcome to Chapter 2: The Mecha. Contained in here is an overview of the Mecha, its various parts and the skills given by equipping them. It also has comments from the authors on each set of parts. Furthermore, we will be giving our recommendations for which parts fit what situation.

Without further ado, let's begin!
The Basics: Mecha Controls and Kaiju Fighting
It's great to have a Mecha, but you might be wondering how to control it and what it's able to do. First things first, this section will explain you everything you need to know about basic controls and stats to a Mecha, and will overview all the abilities a Mecha can learn.

Mecha Stats

Health: Quite simply, how much damage your Mecha can take before it explodes. The Mecha has a base 38000 Health. Any bonuses take a percentage of 38000 and add that much Health. Example: Something adding 30% Health adds 11400 Mecha Health. Bonuses are always based on 38000. Exact increases to Health will be listed in parentheses next to the bonus percentage.

Attack: Simply put, how hard you hit your opponent. The Mecha has a base 3600 attack. Like Health, any bonuses are based on 3600, not the Mecha's current attack. Exact increases will be listed in parentheses.

Defense: Basically, this much damage is negated whenever the enemy attacks. With good timing, you may negate even more damage. The Mecha has a base defense of 600. Exact increases will be listed in parentheses.

Accuracy: When using the default punch, Accuracy determines how often you hit the Kaiju. If your accuracy is 100% or more, it will hit. However, you can miss at even a 99% hit chance. The Mecha has a base accuracy of 90%.

Combo/Combo Multiplier: Every time you hit an enemy, your Combo increases by 1 and it adds great visual effects. It's not for the show though! Each time your Combo goes up by 1, your Accuracy goes down by 10% and your Combo Multiplier goes up. It alternates between going up by 0.3 and 0.2. Thus, every two hits it will go up by 0.5. As it is a multiplier, anything that uses it is multiplied by its current value.

Basic Attack and Defend

Attack
Deal 0.9x-1.1x damage, multiplied by your combo bonus.


Whenever you swing your punch at the enemy, it will hit for 90%-110% of your Mecha's attack stat. it will then multiply it by the Combo Multiplier. Be careful though, as this is affected by accuracy and can miss.

Example: If Attack is 6000. It can deal between 5400 (90% of 6000) and 6600 (110% of 6000) on the first attack. It will raise the Combo by 1 and increase the Combo Multiplier if it hits.

Defense
Gain extra 1.7x defense proportional to your combo counter. Ends turn.


Whenever you wish to end your turn since you don't want to risk missing, you can use Defense, which multiplies the given defense by the Combo Multiplier. The exact formula will be listed later.

Basic Kaiju Fighting

You know the basics of how to use the Mecha, but what about the Kaiju themselves? They have a few tricks up their sleeves as well!

Whether you use a Final Strike, miss, or use some other ability that ends the turn, it will be the Kaiju's turn. Usually speaking, they will attack you three times. However, they may perform a Special Attack instead. During your turn, if a Kaiju is going to perform a Special Attack during its next turn, the Kaiju's sprites and animation will change, and a text notification will appear onscreen. A Special Attack only hits once, hits harder and frequently inflicts a negative status on the Mecha.

When a Kaiju is attacking, a bar will appear below you. A marker will move across this bar. You can click or push Space to stop the marker. The higher the top of the bar is, the less damage you take. If you click during the red-orange sections, you will miss outright and block very little of the attack. If you stop it in the slightly higher yellow section, you will get a Great, and block more damage. If you land in the higher white are, you get Awesome and block even more damage. If you can hit in the very center of the white section, where it is raised even higher, then you get Perfect, and block the most damage. Here are the numbers:

Failed
25% defense
Great
50% defense
Awesome
100% defense
Perfect
200% defense

Lastly, most Kaiju have 3 health bars. Once you empty a health bar, the Kaiju becomes "knocked down" and has to take its time getting up. This causes you to gain a turn of cooldown on your abilities and allows you to move again. Most of the Mecha's boots will also heal it when the Kaiju is knocked down.
Mecha Special Abilities
While your Mecha's default Attack and Defense moves are great and definitely do the job, they are not the only way to deal with the monster. These are your Mecha's Special abilities. Once you get Transitmancer to his last Health bar, your Lead enables use of Special Abilities. These can help your fight Kaiju in many different ways. They also come in many different varieties.

Offensive Abilities

Offensive abilities come in two varieties: Final Strikes and Special Strikes. Neither one can miss the target, but still drain Accuracy, increase Combo, etc. While Special Strikes don't end the turn, Final Strikes do.

Sword Strike
Deal 2.4x-3.1x damage. Ends Turn. FINAL STRIKE. Cooldown 6.
Comes from: Sword Arm

Sword Strike is a good FInal Strike which does about 2.75x damage on average. If you can take out half of the Kaiju's health bar in one combo, Sword Strike will generally be able to finish off the rest of it. The biggest downside is high Cooldown. You can generally use it once or twice in a Mecha fight, so use wisely!

Chroma Beam
Deal 2.9x-3.3x damage. +2 Cooldown to all skills. Always hits. Ends Turn. FINAL STRIKE. Cooldown 5.
Comes from: Mega Chest

The Chroma Beam is the single strongest attack your Mecha has access to. While the Mega Chest does not provide much defense, it gives you access to this ability. This will always deal more damage than Bazooka, and will often out-damage Sword Strike. While its cooldown isn't as high as Sword Strike, it is ill-advised that you pick Chroma Beam and another Final Strike. As the added cooldown will affect skills that aren't on cooldown, it is advised to use Precision Strike and/or Flurry Strike the turn you fire the Chroma Beam. Despite the increased cooldown, you should be able to use both abilities when you can next use the Chroma Beam. As with the Sword Strike, you can fire this off twice in a battle if you do it right. While it's worth a look, you will have to build around using it.

Bazooka
Deal 2.6x damage. Always hits. Ends Turn. FINAL STRIKE. Cooldown 5.
Comes from: Mega Mecha Arm

Oddly enough, this is the only Final Strike that does a set amount of damage. While it is always weaker than the Chroma Beam, and will, on average, do a bit less damage than Sword Strike, it does not suffer from Chroma Beam's flaw of raising cooldown on other abilities, has a shorter cooldown than Sword Strike, and can be combined with Flurry Strike, whereas Sword Strike has to be paired with Precision Strike. If you don't want Sword Strike and don't want to have to deal with the Chroma Beam's downsides, then Bazooka is worth looking at for a Final Strike.

Precision Strike
Deal 1.2x damage. This attack always hits. Cooldown: 2.
Comes from: True Striker Level 2+

This is not only a guaranteed hit, but it even hits slightly harder than your regular Attack does. The only reason this isn't effectively a boost to accuracy is that you can't use it every turn. It's quite handy if you need guaranteed damage.

Flurry Strike
Three attacks that automatically hit, dealing 0.05x damage each;
Comes from: Aerodynamic Arm

To put that as a percentage, Flurry Strikes deals 3 attacks of 5% damage each. While each one is affected by the Combo Multiplier, it rarely makes it do that much more damage. Flurry Strike's real power comes from being able to raise your combo by 3 and the combo multiplier by either 0.7 or 0.8 depending on when you use it. This allows you to power up your next Final Strike, Precision Strike or Super Shield. The increase to the Combo also boosts the power of healing abilities. While Flurry Strike is incredibly weak on its own, it combos with other abilities very nicely. Unlisted Cooldown is 3.

Defensive Ability

Super Shield
Gain x4 bonus to Armor proportional to your combo counter. Ends Turn. Cooldown: 4.
Comes from: Colored Box of Justice Level 2+

The only other Defensive ability the Mecha has. A slight bit misleading with how much defense it claims to give. More on that later. That said, it is still a very strong guard. With a high enough Combo Multiplier and good timing, you can outright negate Kaiju Special Attacks. Worth considering if only for that.

Healing Abilities

As with Final Strikes, Healing abilities end your turn. They will always heal your health for at least the listed amount. They will also heal equal to the listed amount times combo. To put it as a formula, all of them are as follows: Listed Value x (combo + 1) = Amount Healed.

Reload
All skill cooldowns are reduced by 1 for each combo Count. Recover 1200 HP for each Combo counter. End turn.
Comes from: Electrical Box

While it takes the longest to cooldown and heals the least of the Healing abilities, its value is allowing you to cooldown other abilities. Very useful to reload Final Strikes and Special Strikes. With the right setup, you can potentially the same Final Strike twice within three turns. Unlisted Cooldown is 5.

Repair/Repair II
Remove all negative effects and recover 4000/7000 HP for each Combo Counter. End turn. Cooldown 4.
Comes from: Handyman Legs; Repair II comes from Levels 4&5

Repair is on par with Wonderwall II in terms of healing, and Repair II is the single strongest Healing Ability you have access to. Unfortunately, it is attached to the only pair of boots that doesn't heal you when you knock down the Kaiju. As such, it's either best paired with Reload or used during a very key turn in the fight.

Wonderwall/Wonderwall II
Remove all negative effects and become immune to them for 1 turn for each Combo counter. Recover 1300/4000 HP for each Combo Count. End your turn.
Comes from: Wonder Boots; Wonderwall II comes from Levels 4&5

While Wonderwall generally lags behind Repair in terms of healing, its boots do heal the Mecha when you knock down the enemy Kaiju. It also has the shortest cooldown of all healing abilities. The ability to make the Mecha immune to negative effects just increases its usefulness. Quite handy. Unlisted Cooldown is 3.
Mecha Defense Formulae
For all of the math geeks out there, Xero and I think we found the formula on how defense works.

The basic Defense skill: ([DEF x 0.7] x [1 + TM]) x Combo Multiplier
Super Shield: ([DEF x 3] x [1 + TM]) x Combo Multiplier

DEF is your Mecha's actual defense on the stat screen.
TM is short for Titan Multiplier and only applies if you have the Titan Helmet.
If you do NOT have the Titan Helmet, you may treat TM as 0.

Example w/o Titan: ([900 x 0.7] x [1 + 0]) x 2.5 = 630 x 2.5 = +1575
Example w/ Level 4 Titan: ([900 x 0.7] x [1 + .50]) x 2.5 = (630 x 1.5) x 2.5 = 945 x 2.5 = 2362.5

The tool tips for Defense and the Super Shield state they grant x1.7 defense and x4 defense respectively. While it is true that you will have that much defense if you defend with a x1 combo multiplier, it is not how much defense they actually give, as they simply add on to your existing defense.

Also, when you get attacked, you can defend yourself with correct timing. Here is how it affects your defense (Might be wrong, but it's probably not going to be far from the actual answer):

Failed
25% defense
Great
50% defense
Awesome
100% defense
Perfect
200% defense

This takes into account any bonus defense you have this turn from using either Defense or Super Shield. It should be taken into account that you need to get at least an Awesome rank to use 100% of your defense stat. Anything worse and you will not negate as much damage as your have defense.
Mechatalog: Heads
The Turtle
Looks like a bucket, but we swear it's not.


Level: 1, Common
+10% Mecha Health (+3800)
Level: 2, Uncommon
+20% Mecha Health (+7600)
Level: 3, Rare
+30% Mecha Health (+11400)
Level: 4, Mega
+40% Mecha Health (+15200)
Level: 5, Alien
+50% Mecha Health (+19000)

Ever had your Mecha blown up because you didn't survive that final attack? Ever missed and realized you're going to blow up because you didn't defend and now don't have the defense to block the attacks? With The Turtle, you'll be able to take more damage and survive even without blocking! Send in your order within one month after this ad's publishing and we'll set you a Bucke-I mean a Level 1 Turtle completely free! Order now and become a cosplay master that makes all your friends jealous.

The Dragon
Attack is the best defense.


Level: 2, Uncommon
+10% Attack (+360)
Level: 3, Rare
+15% Attack (+540)
Level: 4, Mega
+20% Attack (+720)
Level: 5, Alien
+25% Attack (+900)

Want to down Kaiju faster? Want to leave a bigger fist mark on their sorry faces as a permanent reminder that it was a bad idea to invade YOUR city? Introducing The Dragon! Why worry about taking damage when you can stop your opponent from hitting you by knocking them down? With the Dragon, you can hit them harder and stop them from attacking you in the first place! Order a Level 3 or better copy, and we'll throw in a free box of Chromatic Candy! Why wait to become the talk of the town? Buy The Dragon now!

The Hunter
You can almost see stuff clearly with this visor.


Level: 3, Rare
+10% Mecha Hit Chance
Level: 4, Mega
+12% Mecha Hit Chance
Level: 5, Alien
+16% Mecha Hit Chance

Even been fighting a Kaiju and the one punch that would finish it off misses on a 99% chance to hit? Are you tired having a pathetically small combo that just barely lets you win? With The Hunter, you no longer have to worry! Even with just a Level 3 version you will never miss your first hit! Why be risky when you can guarantee a punch to the face? But wait! There's more! Order a Level 5 version of The Hunter, and we'll throw in a free pack of chewing gum! Get The Hunter today!

The Titan
Reinforced to withstand wrestling with monsters in rubber suits.


Level: 3, Rare
+50% Improvement to Mecha Defense Skills (0.5 TM)
Level: 4, Mega
+65% Improvement to Mecha Defense Skills (0.65 TM)
Level: 5, Alien
+80% Improvement to Mecha Defense Skills (0.8 TM)

Ever want to eat a Kaiju Special Attack to the face and not get hurt by it? Do I have a deal for you! If you use Defense or Super Shield while equipped with this bad boy, you will gain even more defense based on whatever you would normally gain. With good timing, you can negate even the strongest of blows. Your Mecha will never look more awesome than when it eats 20000 points of damage and walks away without a scratch! Why worry about damage when you can negate it? Get The Titan and we'll even throw in a free corkboard! What are you waiting for? Get The Titan now! Shippingandhandlingfeesapplyasnormal.
Mechatalog: Left Arms
Sword Arm
With special articulation for optimal sword wielding.
Enables Sword Strike ability.

Level: 1, Common
Nothing (Grants access to ability)
Level: 2, Uncommon
+10% Attack (+360)
Level: 3, Rare
+20% Attack (+720)
Level: 4, Mega
+30% Attack (+1080)
Level: 5, Alien
+40% Attack (+1440)

Are Kaiju terrorizing the city? Do your punches just not hit hard enough to take them out? Introducing the Sword Arm! It comes equipped with special articulation for optimal sword wielding. Swings this bad boy and watch your enemies fall! It slices! It dices! It makes julienne fries! But wait, order higher Levels of the Sword Arm and it'll even punch harder! Call now, and get your Level 1 Sword Arm for Free! What are you waiting for? Get your Sword Arm today!

Punch Arm
Made to last through long sequences of monster punching.
"Combo Damage" is an increase to the Combo Multiplier.

Level: 2, Uncommon
+20% Mecha Combo Damage (+0.2 CM)
Level: 3, Rare
+30% Mecha Combo Damage (+0.3 CM)
Level: 4, Mega
+40% Mecha Combo Damage (+0.4 CM)
Level: 5, Alien
+50% Mecha Combo Damage (+0.5 CM)

Have your arms ever gotten tired when punching Kaiju? Do you wish you had an arm that not only boosts your attack, but even defends better when you use defensive abilities? Have I got the arm for you! Made from a Space-Age Polymer Plastic, the Punch Arm is durable enough to last through decades of Kaiju punching--takes care of stubborn stains, no problem. Order now and get a free Bahamas Post Card! Act now.

Aerodynamic Arm
Hits really, really fast!
Enables Flurry Strike ability.

Level: 3, Rare
+20% Attack (+720)
Level: 4, Mega
+30% Attack (+1080)
Level: 5, Alien
+40% Attack (+1440)

Are you punches sluggish? Does the boxy design just make it feel like it takes forever to actually hit them? With the Aerodynamic Arm, you will never have to worry about slow punches ever again! With a design derived from hundreds of airplanes and thousands of cars, the Aerodynamic Arm will cut through air like it wasn't even there! The Kaiju won't even see your punches coming. The Aerodynamic Arm!

Titan Arm
When talking about damage, "more" is more.


Level: 3, Rare
+35% Attack (+1260)
Level: 4, Mega
+50% Attack (+1800)
Level: 5, Alien
+65% Attack (+2340)

Will the Kaiju just not fall over? Do you throw everything you have at them but they just refuse to move? With the Titan Arm, you will never have to worry about that again! The Titan arm goes above and beyond your usual cardboard. Infused with wood or even titanium, the Titan is able to hit hard, remain light and most importantly, leave a punch mark so deep into the Kaiju's gut that it'll fall over from the pain of the first punch! Order now while supplies last!
Mechatalog: Right Arms
True Striker
Solid design that strikes true.
Levels 2+ enable Precision Strike ability.

Introducing the True Striker! It punches, it chops, it has five different paint jobs! Get Level 2 or better True Striker and it will come with the Precision Strike! The Precision Strike is magnetized to aim right for the Kaiju's electric field and punch it in the core. Order while supplies last and we'll throw in a Level 1 True Striker absolutely free! What are you waiting for? Get your True Striker now!

Level: 1, Common
+2% Mecha Hit Chance
Level: 2, Uncommon
+2% Mecha Hit Chance (Enables ability)
Level: 3, Rare
+4% Mecha Hit Chance
Level: 4, Mega
+6% Mecha Hit Chance
Level: 5, Alien
+8% Mecha Hit Chance

Precise Puncher
A designer friend of yours helped you out with this.


Level: 2, Uncommon
+5% Mecha Hit Chance
Level: 3, Rare
+8% Mecha Hit Chance
Level: 4, Mega
+12% Mecha Hit Chance
Level: 5, Alien
+15% Mecha Hit Chance

Has this ever happened to you before: You're fighting the Kaiju, and you just barely missing because your arm is just too clunky to hit right? We've managed to solve this by inventing the Precise Puncher! Trademark Pending. With the added flexibility of the Precise Puncher, you will never have to worry about your clunky arm getting in the way of caving in that Kaiju's face. But wait, there's more! Order a DIY set and get it 60% off! Get your Precise Puncher today!

Mega Mecha Arm
Mega Arm for Mega Punches.
Enables Bazooka ability.

Level: 3, Rare
+4% Mecha Hit Chance
Level: 4, Mega
+6% Mecha Hit Chance
Level: 5, Alien
+8% Mecha Hit Chance

Is defeating your opponent with a sword just too boring for you? Have you ever wanted to point your arm at your opponent and yell out "DANCE SUCKER!"? With the Mega Mecha Arm, you can! Affectionately known as the Dubstep Cannon, the Mega Mecha Arm fires a Sonic Dubstep Wub that will have your opponent dancing for dear life! The longer you wait to charge up this Sonic Dubstep Wub, the stronger the beating gets. Make your opponents Dance to the Beating with the Dubsteap Cannon!

Super Drill Arm
You found this old drill at an abandoned construction site.
Extra damage is dealt when Kaiju is preparing for a special attack.

Level: 3, Rare
+4% Mecha Hit Chance
+50% Extra Damage to Mecha Special Attacks
Level: 4, Mega
+6% Mecha Hit Chance
+70% Extra Damage to Mecha Special Attacks
Level: 5, Alien
+6% Mecha Hit Chance
+100% Extra Damage to Mecha Special Attacks

Meet the Drill Arm! Are you tired of having the Kaiju pull a Special Attack with barely any health left? Are you constantly annoyed because you knew with a bit of random luck being placed in your favor; you could have knocked it down? No more! With the Drill Arm, if the Kaiju is preparing a Special Attack, you can hit it for extra damage! Stop Kaiju from performing Special Attacks with the Drill Arm. You can even put batteries in it to make the Drill Spin! Act now. Batteriessoldseparately.
Mechatalog: Bodies
Colored Box of Justice
It's square and it's durable.
Levels 2+ enable Super Shield Ability.

Now, if you order a full set of Level 1 Mecha Parts, you'll get the Level 1 Colored Box of Justice absolutely free! Do you want defense, but can't afford to cushion your Mecha? A Level 2 Colored Box of Justice comes equipped with a miniature dynamo that converts your movement into power. The more you move around the punch those Kaiju in the face, the more power it charges! With enough stored power you can use the Super Shield and just negate damage outright! Remember, if you order a full set of Level 1 Mecha Parts, you'll get the Level 1 Colored Box of Justice absolutely free! Buy them all!

Level: 1, Common
+25% Defense (+150)
Level: 2, Uncommon
+25% Defense (+150) (Enables ability)
Level: 3, Rare
+40% Defense (+240)
Level: 4, Mega
+50% Defense (+300)
Level: 5, Alien
+60% Defense (+360)

Mega Chest
It has neat foldable parts.
Enables Chroma Beam ability.

Level: 2, Uncommon
+10% Defense (+60)
Level: 3, Rare
+20% Defense (+120)
Level: 4, Mega
+30% Defense (+180)
Level: 5, Alien
+40% Defense (+240)

Is the Bazooka just too weak? Does the Sword Strike fail you and hit for even less? Introducing the Mega Chest! The Mega Chest comes equipped with the Chroma Beam. It hits harder than the Bazooka could ever dream to. It has neat foldable parts! A folded Mega Chest fits into any tackle box. Make your enemies see rainbows with the Mega Chest Chroma Beam!

Electrical Box
Even has a USB port.
Enables Reload ability.

Level: 3, Rare
+30% Defense (+180)
Level: 4, Mega
+50% Defense (+300)
Level: 5, Alien
+70% Defense (+420)

Is your Mecha running low on power? Do you wish you could just Reload them without having to move around to recharge them? Introducing the Electrical Box! It takes your movement can create enough power to supply the rest of your Mecha's parts! But that's not all! It has several other ports to charge your home appliances! Plug in your phone! Plug in your laptop! It even has a USB port. Get your Electrical Box today!

Shield Shell
Powered by sun panels on the back.


Level: 3, Rare
+70% Defense (+420)
Level: 4, Mega
+90% Defense (+540)
Level: 5, Alien
+110% Defense (+660)

Are you tired of waiting for the Super Shield to recharge? Do you want more Defense, even if you miss? Do you want your defense NOW? Introducing the Shield Shell! Powered solar panel that absorb the sun rays, it can use the power of the sun to fuel small airbags that are strategically placed to absorb maximum punishment! With this, even if you fail to hit the Kaiju in the face you'll be able to take more punishment without draining your health. You hit Defense? You will absorb their attacks with little effect. Order your Shell Shield now and we'll even throw in a ♥♥♥♥♥♥♥♥♥ of Bubble Wrap! Get your Shell Shield now!
Mechatalog: Legs
Boxed Boots
Durable footwear for your mecha.


Level: 1, Common
+8000 Repair Mecha after enemy knock down
Level: 2, Uncommon
+20% Mecha Health (+7600)
+16000 Repair Mecha after enemy knock down
Level: 3, Rare
+40% Mecha Health (+15200)
+24000 Repair Mecha after enemy knock down
Level: 4, Mega
+60% Mecha Health (+22800)
+32000 Repair Mecha after enemy knock down
Level: 5, Alien
+80% Mecha Health (+30400)
+40000 Repair Mecha after enemy knock down)

Do you want durability with that Mecha? Do you want the best healing when you knock the enemy Kaiju to the ground? With the Boxed Boots, you not only get the second best boost to your Mecha's health, but they repair absurd amounts of health when you knock down the Kaiju! We're so nice that if you call now, you can get a pair of Level 1 Boxed Boots for FREE! Call now! Shippingandhandlingfeesapplyasnormal.

Handyman Legs
Include space for extra duct tape and glue... for emergencies.
Enables Repair ability.
Levels 4&5 enable Repair II ability.
Level: 2, Uncommon
+12% Mecha Health (+4560)
Level: 3, Rare
+28% Mecha Health (+10640)
Level: 4, Mega
+50% Mecha Health (+19000)
Level: 5, Alien
+65% Mecha Health (+24700)

Does your Mecha get trashed? Does knocking the Kaiju down just not do enough damage to keep you going? With the Handyman Legs, that problem will go away! The Handyman Legs may not be capable of healing when you knock the Kaiju down, but you can use Repair to duct-tape them right back together, healing 4000 health for every Combo! That's not all! If you order a Level 4 or 5 pair of Handyman Legs, you'll get Repair II, which heals for 7000 instead of 4000. But wait! There's more! Order within the next 20 minutes and we'll throw in three rolls of duct tape and a tube of glue COMPLETELY FREE! Order now!

Note:HandymanLegsneedtobeorderedbefore4:00PMorelseyourfreerollsofducttapeandtubeofglueareinvalidandmustbepurchasedseparatelyfreeshippingandhandlingnotincluded.

Armored Legs
Extra durability for those long shooting sessions



Level: 3, Rare
+50% Mecha Health (+19000)
+10000 Repair Mecha after enemy knock down
Remove Mecha Debuffs after enemy knock down
Level: 4, Mega
+70% Mecha Health (+26600)
+16000 Repair Mecha after enemy knock down
Remove Mecha Debuffs after enemy knock down
Level: 5, Alien
+100% Mecha Health (+38000)
+22000 Repair Mecha after enemy knock down
Remove Mecha Debuffs after enemy knock down

Do you want health? Do you WANT health? With these Armored Legs, your Mecha could have the most health possible! Even if they don't heal as much health as other boots, who needs healing when you can take four more hits? And that's not all! Order a Level 3 or better pair of Armored Legs, and they'll remove those pesky negative status effects upon knocking the Kaiju down! But wait, there's more! Order now and get a free cardboard tube! Get your Armored Legs today!

Wonder Boots
Wonderful looking EVA boots.
Enables Wonderwall ability.
Levels 4&5 enable Wonderwall II ability.
Level: 3, Rare
+27% Mecha Health (+10260)
+9000 Repair Mecha after enemy knock down
Level: 4, Mega
+50% Mecha Health (+19000)
+15000 Repair Mecha after enemy knock down
Level: 5, Alien
+65% Mecha Health (+24700)
+21000 Repair Mecha after enemy knock down

Ever been hit by the Kaiju's Special Attack and now you miss more often? Ever wanted to have a healing ability on a pair of boots that also heal you when you knock the Kaiju Down? Do I have a deal for you! Meet the Wonder boots! Trademark pending. With these puppies on your legs, you not only heal when you knock them over, but you can also use the Wonderwall to heal for 1300 HP times your combo, but wait, there's more! If you get a Level 4 or 5 pair of Wonder Boots, you get Wonderwall II which heals for 4000 HP instead of the regular 1300! Get your pair of EVA Bo--I mean Wonder Boots, today!
Conclusion to Chapter 2
Well, I think you can now qualify yourself a master of Mechas if you read all of this! Though, your trusty Mecha won't always be here for you... What if you miss a Squad Member? You can't have a Mecha without 5 parts! I'm sure you'll be fine though. Don't worry; I'm sure you'll make great things! Especially if you follow the tips on the next exciting episode of.. Dragon Bal-- Copyright'd

Also, this guide used to be "normal" until Xero had the great idea to write the descriptions for the Mecha Parts as an ad, which quickly because hilarious. We really had a lot of fun writing those, but if you do not like that format or wish to improve it, leave a comment below and it'll be a pleasure to answer it! Xgpmcnp seems to love answering comments and was disappointed at the low amount of comments on Chapter 1...

[Read Chapter 3 Here]
14 Comments
JSlayerXero  [author] 17 Sep, 2015 @ 10:35am 
You listed the Bazooka Build as having the Precise Puncher and the Boring but Tough build as having the Mega Mecha Arm. I think you mixed those two.

If I had to give recommendations, I would first say to use the Wonderboots. They have some of the better healing in my opinion. It heals well and can give immunity to statuses for several turns. The Amored Boots just remove the status. The Handyman Legs are the most difficult to use. The Boxed Boots and Armored Legs are equip and forget.

As for the rest, I say pick one idea and stick to it. Want accuracy? Focus on accuracy. Want defense? Focus on defense. Compromise little towards the way of defense or power if those aren't your focus. Compromise a little for accuracy, but don't worry too much if it isn't your focus. It's up to you to figure out what you want. Just make sure you know what you want.

My thoughts.
Xgpmcnp  [author] 16 Sep, 2015 @ 3:57pm 
Hmm, this guide doesn't have a "recommended builds" section because I don't want to influence those who reads this guide into taking a special set. Altough those sounds like pretty accurate Mechas, I won't add a section for it. I do appreciate the thought though, thanks :heartoful:
Bonzai101 16 Sep, 2015 @ 2:45pm 
Hi Xgpmcnp,

Just wondering if you were going to add in a recommended builds section, I've had 2 different ones that work well.

Build 1 - (Boring but Tough)

Head - The Hunter
L Arm - Punch Arm
R Arm - Mega Mecha Arm
Torso - Shield Shell
Legs - Armored Legs

Build 2 - (Bazooka build)

Head - The Hunter
L Arm - Aerodynamic Arm
R Arm - Precise Puncher
Torso - Electrical Box
Legs - Armored Legs

Just about to start play through number 3 and am trying to work out what is going to be the best build.
JSlayerXero  [author] 3 Jun, 2015 @ 7:24pm 
After doing some testing, I have realized that the Mecha uses 100% of its defense when it perform a guard with at least an "Awesome" rating. This means that if an attack does 1000 damage, and you have 1000 defense, then obtaining "Awesome" or "PERFECT" will negate the attack while "Great" or missing will cause your Mecha to take damage despite your high defense. I've modified the guide to reflect this.
Xgpmcnp  [author] 1 Jun, 2015 @ 2:15pm 
Thanks for the feedback, DaetherX! I'm relieved to know the advertisements pleased you, I was worried some peoples would find it to be out of context or to ruin the informativity of the guide.
Xgpmcnp  [author] 1 Jun, 2015 @ 1:50pm 
Thanks a lot for the typo check! It's more helpful than annoying. We passed it under a typo checker though, so seems we'll need to find new methods.. This message will auto-destruct at the same time as yours ;D
DaetherX 1 Jun, 2015 @ 1:08pm 
Great guide! The "advertisements" were fun and enjoyable.
I paired Flurry Strike with Repair since I didn't know what knocking down the enemies meant before and I figured a moderate anytime heal was better than a situational big heal. I think I made the right choice now that I do know. I may get the Precise Strike arm to enhance my emergency Repair capability if I can do all 3 in a row and never need to risk landing a regular hit. You helped me realize I'll need the Titan helm to go with my selection of the Chroma Beam chest.
Xgpmcnp  [author] 24 May, 2015 @ 8:31pm 
Thanks! The next chapter is going to be under work tomorrow, should be out maximum Friday if we're extremely sluggish but I doubt anything after Wednesday.
Angelnickl 24 May, 2015 @ 7:05pm 
I see, good to know. I look forward to the future chapters. Keep up the good work.
JSlayerXero  [author] 24 May, 2015 @ 11:24am 
At one point I was going to add a mention of The Pointer while talking about Accuracy--in the Basics section. However, as it's only supposed to cover the Basics, I left it out. I was also considering making note of the different things that affected the Mecha, like the studio upgrades the boost health, the Pointer, and some of the different marketing firms that alter the Mecha's performance in one way or another. Curiously enough, one or two of the random marketing bonuses do affect the Mecha. Will likely look to adding that in during a revision.