Actions in Medarot 9
<----- Medarot 8 Attack / Action Lists Medarot S ----->
Stub, translated by using machine translation for reference, so needs to be revised. Japanese word credit to someone who make wiki of Medarot 9 on wicurio.
Translation notes:
CG = Charge gauge. When reaching 100% you can use it for doing an Medaforce attack or Medachange.
Charge or filling = Maneuver from Command Line (start point) to Active Line (middle point) for doing an act.
Charge (充填) = Parts value. Charge (チャージ) = Medaforce's Charge Gauge (CG).
Cooldown or cooling = Maneuver from Active Line to Command Line after doing an act.
"Berserk/Reckless" damage is now affect all part of target opponent.
"Aimshot/Snipe", you can select opponent part as target.
Only 1 type of plant or trap is can be stacking, different type will overwrite the plant or trap installed.
You can install trap and plant at the same time, because your plant is installed in your own area, the trap is on your opponent's area, vice versa.
You can avoid opponent attack when in charge phase when use arm Shoot part, but can only defend attack after act in cooldown phase.
You can avoid or defend opponent attack when in charge or cooldown phase when use Fight part, except in Berserk mode, you can't avoid or defend.
Avoid an opponent attack percentage is based on leg maneuver values.
Fight / かくとう[edit]
# | Name | Japanese | Effects |
---|---|---|---|
1 | MF Seal | MFシール | if hit successfully, disables target opponent's Medaforce and Medachange actions. |
2 | Assassin | アサッシン | Guaranteed to hit + critical. If the targeted part isn't destroyed, the user's part self destructs after the attack. |
3 | Anti CG | アンチCG | Adds twice the opponent's Charge Gauge value to Power + Pierce. |
4 | Virus | ウィルス | if hit successfully, the action being charged by the target will fail. |
5 | Wave | ウェーブ | if hit successfully, slows down the target and makes them unable to defend. |
6 | Effect Clear | エフェクトクリア | Clear target positive status or buff. Damage increases based on target's buff(s). |
7 | Countdown | カウントダウン | if hit successfully, target will stop functioning when count reaches 0. |
8 | Canceller | キャンセラー | if hit successfully, makes one of the target'a parts unusable, interrupts the action if hit while charging. |
9 | Claw | クロー | Cooling +10 if Charge is 40 or higher. Has continuous attack. |
10 | Ghost | ゴースト | Adds 1/2 of Charge Gauge % to Power + Damage is not reduced even if blocked + pierce. |
11 | Sacrifice | サクリファイス | Adds 1/2 of remaining Armor value to Power. Self-destructs after attacking. |
12 | Thunder | サンダー | Effect: Stop + Unavoidable. |
13 | Sword | ソード | Penetration effect if success values is 40 or more. |
14 | Time Attack | タイムアタック | . |
15 | Charge Drain | チャージドレイン | . |
16 | Charge Blade | チャージブレード | . |
17 | Destroy | デストロイ | Completely destroy part opponent in use, otherwise normal damage applied. |
18 | Death Lock | デスロック | Wave + Hold. |
19 | Pile | パイル | Damage does not reduced even the target opponent defend the attack + Penetration. |
20 | Bug | バグ | . |
21 | Hammer | ハンマー | Damage does not reduced even the target opponent defend the attack. |
22 | Beam Sword | ビームソード | . |
23 | Fire | ファイヤ | 10% damage to opponent each parts armor values, each time target act. |
24 | Flash | フラッシュ | Defenseless + Unavoidable until opponent target Cooldown phase end. |
25 | Freeze | フリーズ | Stop + Unavoidable + Defenseless + Guaranteed critical hit if attacked when targed freeze. |
26 | Break Hammer | ブレイクハンマー | . |
27 | Provoke | プロヴォーク | Makes the opponent target the attacker. |
28 | Hold | ホールド | if hit successfully, Increase target opponent Charge/Cooldown by 1.5 times + Unavoidable + maneuver -25% if hit target leg part. |
29 | Melt | メルト | 20% damage to opponent each parts armor values, each time target act. |
30 | Recharge | リチャージ | Reduce target opponent CG values by damage done. |
31 | Level Drain | レベルドレイン | Steal 5 Levels of opponent target medal. |
Shooting / しゃげき[edit]
I'll edit this later.
# | Name | Japanese | Effects |
---|---|---|---|
1 | Gatling | ガトリング | . |
2 | Evasion Seal | かいひシール | . |
3 | Count Attack | カウントアタック | . |
4 | Ghost Shot | ゴーストショット | . |
5 | Sacrifice | サクリファイス | . |
6 | Thunder Shot | サンダーショット | . |
7 | Static | スタティック | Reduce target opponent part to 1/4. |
8 | Slip | スリップ | Cancel opponent act if hit the leg part. |
9 | Charge Buster | チャージバスター | . |
10 | Destroy | デストロイ | Completely destroy part opponent in use, otherwise normal damage applied. |
11 | Tornado | トルネード | . |
12 | Napalm | ナパーム | . |
13 | Hyper Beam | ハイパービーム | . |
14 | Power Rifle | パワーライフル | . |
15 | Beam | ビーム | . |
16 | Fire Shot | ファイアショット | 10% damage to opponent each parts armor values, each time target act. |
17 | Freeze Shot | フリーズショット | . |
18 | Break | ブレイク | . |
19 | Defense Seal | ぼうぎょシール | . |
20 | Microwave | マイクロウェーブ | . |
21 | Missile | ミサイル | . |
22 | Mega Gatling | メガガトリング | . |
23 | Rifle | ライフル | Penetration effect if power values is 40 or more. |
24 | Laser | レーサー | Optical if CG 50% power damage 1.5x, 100% power 2x + Penetration . |
Support / たすける[edit]
# | Name | Japanese | Effects |
---|---|---|---|
1 | Guard Boost | ガードブースト | Increase defending time, stacked. |
2 | Cooler | クーラー | Improve cooldown time, stacked. |
3 | Commander | コマンダー | Radar Sight allies + Stealth self. |
4 | Conceal | コンソール | Prevent Reckless and Snipe enemies actions, increase allies evasion. |
5 | Cyber Core | サイバーコア | Radar Sight + Conceal, cancel enemies Conceal and Stealth effects. |
6 | Stealth | ステルス | Attack bypassing Protect action(s), can't selected as target by enemies. |
7 | Snipe | スナイプ | Adds Snipe effect to target ally or self of Shooting action, increase hit rate value during action. |
8 | Multi Position Control | たいちせいぎょ | Improve Terrain Compatibility , increase Heavy Limit of leg. |
9 | Desperate | デスパレート | Increase power of part, but with recoil damage. |
10 | Hypercept | ハイパーセプト | Gives 2 random support effects. |
11 | Heater | ヒーター | Improve allies Charge time, stacked. |
12 | Fight Boost | ファイトブースト | Improve allies leg Fight values, stacked. |
13 | Mobile Boost | モビルブースト | Improve allies maneuver values, stacked. |
14 | Radar Sight | レーダーサイト | Increase success values allies, cancel opponents Stealth and Conceal status. |
15 | Reckless | レックレス | Add Reckless effect to target ally or self of Fight action, increase maneuver values during action. |
16 | Power Link | パワーリンク | Transfer Charge/Cooldown used part to 1 ally same part, effect end after target ally use an action. |
17 | Shoot Boost | シュートブースト | Improve allies leg Shooting values, stacked. |
Repair / なおす[edit]
# | Name | Japanese | Effects |
---|---|---|---|
1 | All Repair | オールリペア | Recover 1 damaged part of allies by small amount. |
2 | All Restore | オールレストア | Revive 1 destroyed part of allies. |
3 | Count Repair | カウントリペア | Recover 1 damaged part of 1 ally, increase value by Robattle elapsed time. |
4 | Super Repair | スーパーリペア | Recover each damaged parts of 1 ally by small amount. |
5 | Charge Repair | チャージリペア | Recover 1 damaged part of ally, recovery amount increased by CG value. |
6 | Trap Clear | トラップクリア | Remove trap set by opponent. |
7 | Field Repair | フィールドリペア | Recover each damaged parts of 1 ally, values vary based on leg compatibility with terrain. |
8 | Full Repair | フルリペア | Full recover 1 damaged part of 1 ally. |
9 | Disturbance Clear | ぼうがいクリア | Clear negative status of ally once. |
10 | Repair | リペア | Recover 1 damaged part of 1 ally. |
11 | Rebirth | リバース | Resurrect 1 defunctioned ally except leader. |
12 | Revive | リバイブ | Revive each destroyed parts of 1 ally. |
13 | Restore | レストア | Revive 1 destroyed part of 1 ally. |
Protect / まもる[edit]
# | Name | Japanese | Effects |
---|---|---|---|
1 | Guard | ガード | Protect allies from attack, until the Protect action is end or the part is destroyed. |
2 | Guard 100 | ガード100 | Protect allies from attack by nullifying it if opponents power below 100. |
3 | Guard 60 | ガード60 | Protect allies from attack by nullifying it if opponents power below 60. |
4 | Counterattack | はんげき | Protect allies from Fight attack(s) by bounce it back to opponent(s) attacking part(s) if the defensive part ia not destroyed by opponent(s) attack. |
5 | Fight Guard | かくとうガード | Protect allies from Fight attack(s) by nullifying it. |
6 | Explosive Guard | かやくガード | Protect allies from Missile and Napalm attacks by nullifying it. |
7 | Perfect Guard | かんぜんガード | Protect allies from 1 attack by nullifying it, once only. |
8 | Optical Guard | こうがくガード | Protect allies from Laser, Beam, and Beam Sword attacks by nullifying it. |
9 | Shoot Guard | しゃげきガード | Protect allies from Shooting attack(s) by nullifying it. |
10 | Gravity Guard | じゅう力ガード | Protect allies from Press, Break, Break Hammer attacks by nullifying it. |
11 | Mirror Guard | ミラーガード | Protect allies from Shooting attack(s) by bounce it back to opponent(s) attacking part(s). |
Any Protect parts can't stand against Destroy.
Set up / しかける[edit]
# | Name | Japanese | Effects |
---|---|---|---|
1 | Head Trap | あたまトラップ | Set up a trap that deals damage to an opponent's Head part(s) if it's being used in act. |
2 | Guard Plant | ガードプラント | Set up Protect decoy device. |
3 | Fight Trap | かくとうトラップ | Set up a trap that deals damage to an opponent's Fight part(s) if it's being used in act. |
4 | Leg Trap | きゃくぶトラップ | Set up a trap that deals damage to an opponent's Leg part(s) if opponent attacks. |
5 | Cooler Plant | クーラープラント | Set up device that improves allies cooldown time. |
6 | Set up Trap | しかけるトラップ | Set up a trap that deals damage to an opponent's Set up part(s) if it's being used in act. |
7 | Shoot Trap | しゃげきトラップ | Set up a trap that deals damage to an opponent's Shooting part(s) if it's being used in act. |
8 | Shoot Drone | シュートドローン | Drone that deals cooperation damage after allies do a Shooting act. It has same result as your Medarots attack, hit or miss even avoided. |
9 | Support Trap | たすけるトラップ | Set up a trap that deals damage to an opponent's Support part(s) if it's being used in act. |
10 | Charge Trap | チャージトラップ | Set up a trap that deals damage to an opponent's part(s) if it's being used in charging gauge (CG) act. |
11 | Charge Plant | チャージプラント | Set up device that increases allies CG. |
12 | Disturbance | ディスターバンス | Set up a trap that makes opponent action fails, except for attack act. |
13 | Repair Trap | なおすトラップ | Set up a trap that deals damage to an opponent's Repair part(s) if it's being used in act. |
14 | Heater Plant | ヒータープラント | Set up device that improves allies charge time. |
15 | First Aid | ファーストエイド | Set up device that revive 1 part of ally when doing act. |
16 | Fight Drone | ファイトドローン | Drone that deals cooperation damage after allies do Fight act. It has same result as your Medarots attack, hit or miss even avoided. |
17 | Protect Trap | まもるトラップ | Set up a trap that deals damage to an opponent's Protect part(s) if it's being used in act. |
18 | Repair Plant | リペアプラント | Set up device that recover each parts of allies after cooldown. |
Special / とくしゅ[edit]
# | Name | Japanese | Effects |
---|---|---|---|
1 | Arm Change | アームチェンジ | Randomly self change arm part in use. |
2 | Double Drive L | ダブルドライブL | Using Left arm -> Right arm continously. |
3 | Double Drive R | ダブルドライブR | Using Right arm -> Left arm continuously. |
4 | Change | チェンジ | Randomly self change each parts other than head, destroyed part unaffected. |
5 | Trap Up | トラップアップ | Maximize trap values installed in opponent area. |
6 | Plant Up | プラントアップ | Maximize plant values installed in own area. |
7 | Full Charge | フルチャージ | Increases medabot CG to 100%, reduce armor values equivalent to CG needed for increase CG to 100% |
Leg Effect[edit]
Name | Japanese | Effects |
---|---|---|
CF Charge | CFチャージ | Charge gauge increases while waiting for Cross Fire. |
F Charger | Fチャージャー | Adds 1/10 of CG% to leg's Fight performance. |
G Control | Gコントロール | Terrain compatibility +6 when CG is 50% or higher. |
M Charger | Mチャージャー | Adds 1/10 of CG% to leg's Mobility performance. |
S Charger | Sチャージャー | Adds 1/10 of CG% to leg's Shooting performance. |
Artillery | アーティラリー | While charging, you will not be able to defend or evade, but +10 to the Power and Success of Shooting attacks. |
Outrange | アウトレンジ | If the opponent's Shooting performance is lower than your own, level up temporarily. |
Accel | アクセル | When a MF Charge command is completed, the user gains Mobile Boost. |
Acrobatics | アクロバティクス | If one of the user's arm is functional, Mobility +10. +20 if both arms are functional. |
Assault | アサルト | When using a Reckless type attack, Mobility +15 while charging to attack. |
Assail | アセイル | When a MF Charge command is completed, the user gains Shoot Boost. |
Adapter | アダプター | Improves compatibility with all terrains. |
Abscond | アブスコンド | Mobility +15 while cooling. |
Illusion | イリュージョン | At the moment the CG reaches 100%, user gains Stealth. |
Intercept | インターセプト | If you are targeted while waiting for CF, launch a preemptive attack. |
Vigilance | ヴィジランス | If the opponent's Mobility is lower than your own, no critical hits occur when hit. |
Wayley | ウェイレイ | Fight and Shooting performance from legs increase according to 1/20 of the durability from installed Traps/Plants. |
Weapon Master | ウェポンマスター | Adds 1/2 of the Fight performance of the legs to the Shooting performance when using a Shoot attack, and 1/2 from the Shooting performance to the Fight performance when using a Fight attack. |
Explorer | エクスプローラー | Better compatibility with hole terrain. |
Emergency | エマージェンシー | Each time a part from the ally team is destroyed, the Mobility from the legs +4 (up to +20). |
Endurance | エンデュランス | If damaged while charging the MF Gauge, CG increases by 1/5 of the damage received. |
Auto Guard | オートガード | If the user has Explosive Guard, Optical Guard, or Gravity Guard, their effects will be always active for the user. |
Auto Charge | オートチャージ | Charge Gauge +5% after each action from parts. |
Auto Repair | オートリペア | When the Charge Gauge increases, Armor from all parts is restored by the increased value. |
All Rounder | オールラウンダー | If all parts have different skill types, Charge/Cooling of all parts +10. |
Hidden Ball Trick | かくしだま | Adds the unused portion of the leg's Heavy Limit tolerance to the head's number of uses. |
Adversity | ぎゃっきょう | Mobility/Fight/Shooting performance +5 for each negative status effect. |
Captor | キャプター | Charge +5 if the target is unable to evade, and Charge +5 if target is unable to defend. |
Carrier | キャリアー | When attacking, apply one random negative status effect to yourself (invalid if the attack misses) |
Quick Attack | クイックアタック | Adds the continuous attack trait to Fight parts with Power 40 or less. |
Quick Fire | クイックファイア | Adds the continuous attack trait to Shooting parts with Power 40 or less. |
Climber | クライマー | Improves compatibility with rocky terrain. |
Crit Up | クリットアップ | Adds 1/3 of the difference in Mobility with the opponent to the critical rate. |
Clairvoyance | クレアボイアンス | When a MF Charge command is completed, the user gains Radar Sight. |
Cross Combat | クロスコンバット | If the opponent's Fight performance is lower than your own, level up temporarily. |
Barrier | ケッカイ | When a MF Charge command is completed, the user gains Guard Boost. |
Continual P | コンテニュアルP | After each part's action, Charge and Cooling +2 (up to +20). |
Saboteur | サボチュア | When attacking targets that are not Medarots, Success, Power, Charge and Cooling +10. |
Shape Memory | シェイプメモリー | When a MF Charge command is completed, the Armor values from all parts will be redistributed equally (destroyed parts may be restored). |
Generator | ジェネレーター | When a MF Charge command is completed, the user gains Heater. |
Set up Plus | しかけるプラス | Charge +10 when performing a Set up action. |
Shura | シュラ | If one of the user's arm is broken, Power +10. +20 if both arms are broken. |
Shooter | シューター | When using a Snipe type attack, Hit Rate +10% for each part. |
Super Armor | スーパーアーマー | Immune to the effects from Thunder, Freeze and Tornado. |
Standby | スタンバイ | While waiting for CF, if someone has the Unavoidable state, attacks immediately with guaranteed critical hit. |
Snow Type | スノータイプ | Improves compatibility with snowy terrain. |
Supremacy | スプレマシー | Damage taken -30% if the attacker has the same leg type. |
Boss | たいしょうくび | Power and Success +10 when attacking the opponent leader. |
Support Plus | たすけるプラス | Charge +10 when performing a Support action. |
Charge Shot | チャージショット | While CG is 100%, +5 to the Power of Shooting parts and Shooting performance from legs. |
Charge Fight | チャージファイト | While CG is 100%, +5 to the Power of Fight parts and Fight performance from legs. |
Charm | チャーム | Reduces attack damage from opposite-sex Medarots by 20%. |
Additional Ammo | ついかだんそう | Increases the number of uses of head parts by 1. |
Desert Type | デザートタイプ | Improves compatibility with sandy terrain. |
Dead or Alive | デッドオアライブ | Whenever a Fight attack is a critical hit, the leg's Fight performance +2 (up to +10) |
Pillbox | トーチカ | Reduces damage received by 20% while waiting for cooperation. |
Torturer | トーチャラー | Success/Power +3 for each negative status effect of the opponent. |
Trap Buster | トラップバスター | Destroys traps set by the opponent when activated. |
Trigger Happy | トリガーハッピー | Whenever a Shooting attack is a critical hit, the leg's Shooting performance +2 (up to +10) |
Repair Plus | なおすプラス | Charge +10 when performing a Repair action. |
Nest | ネスト | When a MF Charge command is completed, Armor +20 for Traps/Plants in friendly areas. |
No Guard | ノーガード | User cannot defend while charging, but Fight attacks Charge and Success +10. |
Righteous | ハジャ | When a MF Charge command is completed, the user gains Disturbance Clear. |
Battle Dance | バトルダンス | Mobility +2 for each successful evasion (Up to +20) |
Pinhole S | ピンホールS | When using a Snipe type attack, there is a 50% chance that there will be no interrupt guard. |
Pupa | プーパ | Reduces damage received by 20% as long as CG is 50% or higher. |
Fair Recharge | フェアリチャージ | After each action, CG increases by 1/20 of the Armor values from installed Traps/Plants. |
Fortress | フォートレス | Reduce damage taken when defending by 10%. |
Forester | フォレスター | Improves compatibility with the forest terrain. |
Ruffian | ブライ | When a MF Charge command is completed, the user gains Desperate. |
Blood Stain | ブラッドステイン | Power +3 every time you destroy an opponent's part (up to +15) |
Flanking | フランキング | During a Fight attack, if the Mobility is more than twice that of the opponent who is guarding, you will not be interrupted by the guard. |
Brilliance | ブリリアンス | At the moment the CG reaches 100%, Super Repair is applied on the user. |
Breakneck | ブレイクネック | Mobility performance +10 while charging and acting. |
Blow Beat | ブロウビート | Fight/Shooting performance -10 for opponent Medarot targeted by an attack. |
Heavy Arm | ヘヴィアーム | Leg's Mobility, Fight, and Shooting +3 for each heavy part equipped. |
Holy Grace | ホーリーグレイス | Mobility, Fight, and Shooting +3 for each positive status effect. |
Hoplite | ホプライト | Fight and Shooting performance +5 for each Protect part equipped. |
Mascot | マスコット | When targeted by an opponent, reduce the opponent's Fight/Shooting performance by 15. |
Protect Plus | まもるプラス | Charge +10 when performing a Protect action. |
Mariner | マリナー | Improves compatibility with aquatic terrain. |
Mirage | ミラージュ | When a MF Charge command is completed, the user gains Conceal. |
Radiator | ラシーエター | When a MF Charge command is completed, the user gains Cooler. |
Land Cruiser | ランドクルーザー | Improves compatibility with flat terrain. |
Rumbling | ランブリング | When a MF Charge command is completed, the user gains Fight Boost. |