...The skill "Luck" doubles the money you get when an enemy unit is defeated. Therefore, use this before beating tough units that give a lot of money such as bosses...
In SRW3/SRW4 the spell Luck
doubles your Money and XP
! This skill was borderline overpowered, which probably explains why it got nerfed in later games. In Original Generation 1-2 (Game Boy Advance) the original Luck is now separated into 2 spells: Luck (doubles money) and Cheer (doubles xp),
This is especially useful in SRW 4: at creation time you can customize the main character Spells depending on his Birthday and his Bloodtype. So giving your main character "Luck" as a Seishin (=Spell) in a no-brainer. It will make your playthrough of SRW4 a much less painfull experience ^^,
The basic guideline for upgrading units:Real Robots
: putting your first points into Response
. This skill increases your evade. I noticed that upgrading this Stat at least 3 times makes a big difference for the Gundam units early game.
Reals cannot take hits so your top priority is to upgrade their Response so they can evade attacks. Then when you get better units you can afford to put a few points into HP and Armor just as a safety net and nothing more. Super Robots
: upgrade HP
evenly to make you Super Robots more durable. Don’t put all your points into one Stat only, because it is cost ineffective. Then upgrade their Energy for their Final Attack,
Any characters reaching 130 Response
can act "twice per turn". Characters can reach that point depending on their Level: around levels 30s/40s/50s or more. The first to have a 130 Response are Amuro and Camille (they move twice at LV 36). Morale (Kiryoku)
is essential in the SRW games: to unlock their Final Attack, characters need to reach a certain threshold. Generally you need around "130 Morale" to unlock the Final Attack of your Super Robots. The main way to increase your morale in SRW is to kill units
! This is why Beginners often wonder why they can't use their Final Attack: it will stay Red until you gather the required Morale!
In SRW3 my favorite units are:Getter Robot 1
: can transform into Getter 2/3. Getter 1 will be your workhorse. Not only it can fly (unlike Getter 2/3) but it also stands as a legendary Boss Killer thanks to its famed "Red Finger of Doom" ^^ (the Getta Beam). Having 3 pilots also means you have plenty of Spells to dab into, Daitarn 3
: First because it is transformable. The Daifighter is a flying unit that has incredible range. If Banjou Haran - the pilot- had the spell "Accelerate" it would have been even more nuts (sadly he doesn’t). The Daitank, as the name implies, is a great unit to tank. It can take some hits when swarmed. Finally there’s Daitarn 3 with his godly Sun Attack
. Daitarn is a very flexible unit. A pity Banjou Haran learns his spells slower than others, but the trade-off is totally worth it: Banjou’s unit hits insanely hard. The "Sun Attack" can be your Boss Killer if needed, The Argamma
: you might ditch Bright because he runs a Battleship but the Argamma has a MAP weapon
. I cannot stress enough on this point: MAP Weapons dominate the battlefield in SRW3 and SRW 4. If you plan your strike carefully -by weakening the enemies in front of the Argamma with your allies- you can easily wipe 8+ monsters in one fell swoop.
Finally a general problem with characters having MAP weapons: if you’re not careful enough they can become XP-guzzlers and leave your other units underleveled,
A note for beginners : you can dock your units into the Battleship sot they will regen all their ammo in one turn, though the HP/Energy regen will take more time.Cyblaster
: is a beast in this game. It has crazy dodge and if you upgrade its Response it could possibly hold off swarms of enemy units for a whole turn. The attack "High Familiar" has great range and will save your hide many times. Then it can transforms into a flying unit to get even more mobility and dodge. Icing on the cake: Cybaster has a MAP weapon (Cyflash)! Like I said insane unit,Gundam Z
: awesome unit. Transformable too, in flight mode it can cover a lot of ground and Camille has the spell "Accelerate" to move even further! The attack "Highmega Launcher" is invaluable. Upgrade this unit Energy (and Response) ASAP then go to town with your ""Highmega Launcher" as long as you can, Amuro
: any units he gets is totally worth it, except the first one. From the moment you upgrade his unit's Response he becomes like Camille: Untouchable!
note: the Turn Count
needed to unlock the special final scenario is 419 (or lower) for the Super Famicom. For the PlayStation version it is 350 (or lower).