Guide:Medarot 1 What are Medarot, Medals and Parts?

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What are Medabots

Medabots are highly advanced robots with endless possibilities of customising. The medabots are made up of 3 basic elements: The Tin-Pets, the medals and the parts. The Tin-Pet acts as a skeleton and will be the ones you give a name (in Medarot 1, After Medarot 2 you name the medal instead). The medal is the heart of the medabot and determine its "personality" and its "potential". Finally, the parts dictate the actions and the role that a medabot will have in combat the parts consist of a head, right and left arm and finally the legs.

There are Tin-Pet M(ale) and F(emale). When using a Male tin-pet, you will only be able to use Male parts and vice versa for Female Tin-Pets. You will know if a part is Female part if it has a heart next to your name in the "Parts" section of the "Info" menu.

In Medarot 1 it is possible to get up to 10 Tin-Pet but you can only carry 9. The proportion between the M and the F Tin-Pets can vary according to your choices during the game. 5 of the obtainable Tin-Pets are always Male and 2 are Female. The other 3 can be of the sex that you want. We will be going over where to obtain which Tin-Pet later in this guide. It should be noted that you will only find 7 Tin-Pets during the Main story and the rest you will get in the Post-game.

Lastly, it is not possible to rename your Tin-Pets so be careful with whatever name you choose to give them.


Medals

There are 28 medals in total, of which you can get 14 with a single cartridge and are earned during the events of the main story and postgame events.

On the other hand, there are certain medals that you won't get according to the decisions you make during your playthrough.

First we have the most obvious case being the Kabuto and Kuwagata medals,these will be given yo you according to which version you have chosen. you will also need to choose between the Devil, Dragon, Ninja and Angel medals. We will talk about this later in the guide.

The rest of the medals can only be obtained by “transforming” them in link battles against another player. But for these a mechanic is used that consists of transforming a medal into another according to the version of the game. The medals that make up this group are:

  • Tortoise: You transform the Unicorn medal by battling the KBT version.
  • Snake: You transform the Unicorn medal by battling the KWG version.
  • Jellyfish: You transform the Ghost medal by battling the KBT version.
  • Queen: You transform the Ghost medal by battling the KWG version.
  • Bear: You transform the Knight medal by battling the KBT version.
  • Kraken: You transform the Knight medal by battling the KWG version.
  • Spider: You transform the Mermaid medal by battling the KBT version.
  • Phoenix: You transform the Mermaid medal by battling the KWG version.


Medal Parameters

All medals have various parameters that allow for some degree of customization and open the possibility to adopt many styles of combat.

The parameters are as followed:

Rank - Level: This is the "age" of a medal and is increased by gaining experience defeating enemies in combat. Every time a medal goes up by 6 levels it will raise it’s rank and sometimes modifies its appearance. In total the Rank goes in ascending order from 1 to 9 and then receives an "A" on the top of the medal, this is the maximum a medal can reach in terms of level/rank. The higher this Rank, the more the "Mobility" of the leg part increases.


Attribute: It is the category or main function of the medal. This parameter must match the Attribute of equipped parts to gain a bonus in "Power" this is represented by a medal appearing next to the selected part in the medabot parts selection menu.

In Medarot 1 each medal has a different attribute (except "?" that does not have any), which will match with corresponding parts. For example, the "Bear" medal has a "Gravity" attribute that matches the "Betty Bear" model.


Bonuses: It is the value that represents the increase in "Power" that the part receives if its "Attribute" matches that of the medal. This value is fixed for each medal.


Skill: This is the specific Action categories that a medal has. Using parts repeatedly will increase that skills stats according to the part that is used. For example using a berserk type skill will increase the medals berserk stat.

Some of these will increase faster then others however, so keep this in mind. The various skills are listed below:

  • Strike: Simple physical attack that targets the nearest enemy. You can not block until next command is received.
  • Berserker: Powerful physical attack that targets the closest enemy. The "Power" and "Hit" increase according to the "Speed" of equipped legs. You can not block or dodge until the next command.
  • Shooting: Shot that fixes the target when it receives the order. There is no penalty for its use.
  • Snipe: Shot that sets target when ordered. The "Power" is increases by the "Speed" of the legs, but cannot dodge until receiving

the next order.

  • Support: Increases allies' abilities and interrupts the opponent.
  • Protect: Protect teammates and set traps.
  • Heal: Heals, revives parts and removes negative statuses.
  • Other: Related to the transformation of pieces.


A Medals Nature

This is the personality of the medal and is divided into 3 factors: Attack, Defense and Special and varies according to each medal. The factor values determine the trend in Nature. If one factor is greater than the others, the trend of the Nature of that considers that factor. However if the medal has two equal factors, the Nature will be the different. In the event that all 3 factors are equal, the Nature is determined according nature which is associated with the attribute of the medal. The list of initial Nature is:

+ Medal: +Attribute +Nature:

A) Kuwagata Melee Attack

B) Kabuto Shooting Attack

C) Tortoise Optical Attack

D) Jellyfish Gunpowder Attack

E) Bear Gravity Attack

F) Spider Set-Up Defense

G) Snake Flux Attack

H) Queen Stop Attack

I) Kraken Bind Attack

J) Phoenix Burn Attack

K) Unicorn Cancel Special

L) Ghost Negate Special

M) Knight Defense Defense

N) Mermaid Recovery Special

O) Pinguen Revival Special

P) Bat Anti-Air Defense

Q) Kappa Anti-Sea Defense

R) Wolf Scan Defense

S) Chameleon Conceal Defense

S) Chameleon Conceal Defense

T) Rabbit Time Special

U) Monkey Uses Defense

V) Devil Sacrifice Attack

W) Angel Love Defense

X) Dragon Change Special

Y) Ninja Sneak Special

Z) Alien Transform Defense

AB) Cat Capricious Special

?) ? None

Medal Attribute Nature
Kuwagata Melee Attack
ninja sneak special

For example, if a "Chameleon" medal has Attack 30 but Defense 10 and Special 0, its Nature will be Attack. If an "Alien" medal has Attack and Special of 20, its Nature will be Special. And if a Jellyfish medal has 0 on all its factors its Nature will be Attack as it corresponds to the Attribute Of it’s medal.

Now, knowing Nature is important because the dominant factor provides a special ability that activates during certain circumstances in combat:

  • If the Attack stat is higher: Increases the team's "Hit" as long as they use

actions of the associated "Attribute".

  • If the Defense stat dominates: Aim at targets with less "Armor" or with fewer parts active.
  • If the Special stat is higher: Varies performance depending on the situation. If the allies are wounded, increases the amount of healing. It also slightly increases the "Hit" of the actions used. The longer the battle takes, it increases the “Hit” stat of the team even more.

On the other hand, the values of the stats, and therefore the Nature, can be modified at will. To modify a factor, parts must be equipped with a Related Attribute (according to the list above). values are changed when you win a robattle and followed these rules:

  • If the 4 parts of a medabot are from "Attributes" that share the same

associated factor, it increases by 1.

  • If there is a factor that is not represented in an equipped part, it is reduced

by 1.

  • If the above rules are not met, nothing happens.

For example, if a medabot has "Optical" Attribute parts equipped, "Shooting", "Burn" and "Flux", at the end of the robot the Attack factor will increase by 1 and the Defense and Special factors will decrease by 1 as well.


Medaparts

There are 4 types of parts: Head, Right Arm, Left Arm and Legs. Only the arms and head can perform Actions, but the legs are important for mobility, because when they are destroyed the medabot speed will decrease and you will have a hard time dodging.

The Medabot models are made up of a set of 4 different parts and are identifies with a proper name and a code of three letters followed by a number (LLL-#). However, each part also has a particular name and It will be the one you will see the most during the game.

The parts also have a code that would be the same as the model but adding a number at the end and that changes depending on the type of part: -1 for the head, -2 for the right arm, -3 for the left and -4 for the legs.

At the playable level, each part has certain numerical parameters and categories that determine their performance in combat. Some of these parameters work the same in several types of parts and others are exclusive. I present the parameters as a glossary:

Sex: Determines if the part can be equipped on a Tin-Pet F or M. If it has a heart next to the name in the "Parts" window under "Info" if it is considered a F part

Attribute: General category of all parts. It is located just below part name in the details window. If it matches the Attribute of the medal it will have an increase of "Power" equal to the "Bonus" of the medal.

Skill: Action category of the head and arm parts. It's found below the "Attribute" on the details screen. The "Skill" of the part must match a high value of the medal's "Skill" so it can receive an increase of "Hit".

Armor: They are the "Health Points" of all parts. If it is reduced to 0 in combat the part will be disabled. This stat is automatically refilled after each Robattle.

Hit: Value only available in the head and arms. This stat determines the success rate. It also slightly increases damage and chance to cause a negative status. This value can be increased and be actively and passively reduced.

Power: Magnitude of a part's effect whether offensive or defensive. Also determines the magnitude of a negative status. It represents the minimum amount of damage a part can cause in battle.

Uses: Exclusive to head parts. It's the ammunition that this part has available in a fight. If it reaches 0 the action will fail if used during the Robattle. It refills after each fight.

Charge: Exclusive to the arms. It is the time it takes for a medabot to use an action after receiving the command. The larger the amount, the longer it will take to perform the action.

Cooldown: Exclusive to the arms. It is the time it takes for a medabot to return to the starting line after executing an order. The higher this stat is, the more time it will take.

Speed: Exclusive to the legs. It slightly increases "Charge" and "Cooldown" speed. Also increases the "Power" of actions with the "Berserk" and "Snipe" skills.

Mobility: Exclusive to the legs. Determines the "Evasion Rate" and also slightly improves the "Hit" of actions with the "Berserk" skill.


Fight: Exclusive to the legs. Represents a slight increase the "Hit" stat for "Strike" and "Berserk" skills. If this value is "0" the "Defend" actions will always fail.

Shoot: Exclusive to the legs. Slightly increases the "Hit" Stat of "Shoot" and "Snipe" skills.

Scan: Exclusive to the legs. A "Hit" bonus is applied to "Strike", "Berserk", "Shoot" and "Snipe" skill when using the “Scan” skill.

Conceal: Exclusive hidden value to the legs. A bonus applies to "Conceal" skills or any skills related to planting traps.

Leg Type There are 7 types of legs and they increase the "Speed" according to the terrain in which a robattle takes place. Also determine the medabot's battle sprite and provide other specific bonuses. The different leg types are as followed:

Flying Leg Type: Advantage in "Desert" terrains. Pieces with high "Mobility" and "Speed" but take extra damage from Actions with "Anti-Air" attribute.

Hover Leg Type: Unaffected by Terrain and has Balanced stats.

Multileg Leg Type: Advantage in "Mountain" Terrain. Improves melee attacks.

Bipedal Leg Type: Advantage in "Woods" Terrain. Balanced performance.

Wheeled Leg Type: Advantage in "City" Terrain. Improve actions with "Berserk" and "Snipe" Skills.

Tank Leg Type: Has high armor but is very slow on any terrain.

Aquatic Leg Type: Advantage in "Beach" Terrain. Has high "Mobility" and "Speed" but take extra damage from Actions with the "Anti-Sea" attribute.

This covers most of the important elements of a medabot. hopefully this has been helpfull in deciding how to build your own powerfull medabot.