Charge gauge
The charge gauge (チャージゲージ) is a gameplay mechanic added in Medarot DS and Medarot 7. It replaces the Medaforce gauge from previous games.
Much like before, the gauge can be filled by selecting down in battle to begin "charging". While charging, the Medarot is unable to dodge attacks. One charge fills 25% of the gauge. The gauge also fills automatically when the Medarot is hit by an attack, with the amount depending on the amount of damage taken.
Once the gauge is filled 100%, the Medarot gains a slight boost to its attack power and is able to use Medaforces, which return the gauge back to 0% when used.
In Medarot 7
Medarot 7 made a few changes to the system, giving it a much larger role in battles. Several moves now have added effects when the charge gauge is either above 50% or 100% full. Medachanges also require a full charge gauge and drain some charge with each action (making them similar to the "power" Medachanges in previous games).
The charge gauge can't be used until the player obtains a license for it in the first chapter of the game. This gives access to the Charge command in battle and the added attack effects, but Medaforce and Medachange require their own licenses (available in chapters 5 and 7 respectively) before they can be used.
Attacks with charge-based effects
Attack | Charge | Effect |
---|---|---|
Laser | 50% | Power x1.5 |
100% | Power x2 | |
Beam | 50% | Power x2 |
100% | Power x3 | |
Heavy Rifle | 50% | Pierce effect |
100% | Power x2 | |
Mega Gatling | 50% | Pierce effect |
100% | No change | |
Hyper Beam | 50% | Power x2 |
100% | Power x3 | |
Beam Sword | 50% | Power x2 |
100% | Power x3 |
Attack | Charge | Effect |
---|---|---|
Press | Any % | Adds 1/2 of the charge value to the part's success. (Maximum of 50, increases critical hit rate) |
Break | Any % | Adds 1/2 of the charge value to the part's success. (Maximum of 50, increases critical hit rate) |
Break Hammer | Any % | Adds 1/2 of the charge value to the part's success. (Maximum of 50, increases critical hit rate) |
Ghost | Any % | Adds the charge value directly to the part's power. (Maximum of 100, increases damage) |
Charge Buster | Any % | Adds the charge value directly to the part's power. (Maximum of 100, increases damage) |
Note: The CF versions of Laser, Beam, Break, and Press initially didn't get any effects from charging, but this has been corrected as of the version 1.1 patch.
Actions that affect the charge gauge
- Charge Drain - Causes damage and absorbs some of the target's charge gauge %.
- Recharge - Causes damage and reduces the enemy's charge gauge %.
- Charge Boost - Increases the amount the team charges by 1.5 for a short time.
- Full Charge - Instantly fills the users charge gauge to 100%.
- Charge Plant - A plant that increases the amount the team charges.
- Charge Trap - A trap that causes damage when the enemy tries to charge.