Super Robot Wars Wiki
Advertisement

Spirit Commands, also called Seishin (精神), are special commands from the Super Robot Wars series. Spirit Commands resemble magic spells in traditional role-playing games. The primary difference is that unlike the spells exhibited in role-playing games such as Final Fantasy, Spirit Commands are not typically outward manifestations of power; for the most part, they are inward manifestations used to enhance one's own abilities in battle. Within the context of the Super Robot Wars series, Spirit Commands can be thought of as feats of willpower used by exceptionally strong-willed people; hence, they are typically only used by the player's characters and by major boss characters. Spirit Commands are used by expending Spirit Points (SP), which function much like Magic points in role-playing games and can be recovered through the use of certain Spirit Commands, abilities, and items.

The Spirit Commands available and their effects in each Super Robot Wars game varies, usually based on that game's mechanics. For example, 3rd Super Robot Wars Alpha has a Spirit Command devoted to Song Energy, an important plot element of one of the featured series, Macross 7. Additionally, the cost of some Spirit Commands can be variable. While some games in the series feature fixed point costs, others have costs that vary from person to person.

In Super Robot Wars OG Original Generations, a seventh Spirit Command, known as the Twin Command, can only be activated when a pilot is put into a squad with another unit. This Twin Command, unique to each character, takes Spirit Points from both characters in the squad and is generally more powerful than the other Spirit Commands available to them normally. Traditionally, previous Super Robot Wars titles only give playable characters a set of six Spirit Commands. Original Generations is the first game in the franchise to break the six Spirit Command limit.

Spirit Commands are also used in Shin Masou Kishin: Panzer Warfare, a tactical role-playing game that features mecha from the Cybuster anime. Winkysoft's Seireiki Reyblade also features a modified version of Spirit Commands. In addition, some SD Gundam G Generation games feature ID Commands which are based on Spirit Commands.

List of Spirit Commands[]

NOTE: Names are taken from the American releases of the Original Generation games. Spirit Commands that do not appear in these games have unofficial translations, marked with an asterisk (*). Effects may also vary depending of the game.

Offensive Spirit Commands[]

English Japanese Effect First appearance
Morale* 士気 (Shiki)
  • Alpha 3: Causes the user's platoon's attacks to be a guaranteed Critical Hit for the next skirmish. Does not stack with Hot Blood or Soul.
  • Infinite Frontier: Casts Fighting Spirit on all allies, increasing their Critical rate by 20% for 3 turns.
The 3rd Super Robot Wars Alpha: To the End of the Galaxy
Fierce Fight* 激闘 (Gekitou)
  • Alpha: Causes the user's attacks to deal 150% damage for 1 turn.
  • Alpha for DC: Causes the user's attacks to deal 120% damage for 1 turn.
  • OGG: Card in Shuffle Battler. Guarantees the next attack to be a Critical.
  • DD: Causes the user's attacks to deal 140% damage for 1 action.
Super Robot Wars Alpha


Fighting Spirit* (闘志, Toushi)

  • Causes all of the user's attacks to be guaranteed Critical Hits. In Original Generations, this is available only as a Twin Command.
  • Duration: One turn

Sacrifice* (犠牲, Gisei/捨て身, Sutemi, lit. "Risk Life"):

  • Causes the user's next attack to deal 300% damage and makes it a guaranteed Critical Hit. However, the user cannot dodge any attacks for the rest of the turn (except if the user had previously used Alert).
  • Duration: One attack (increased damage) / turn (lowered defense)

Soul (魂, Tamashii):

  • Causes the user's next attack to deal 250% normal damage. In Original Generations, this is available only as a Twin Command (in older games, this spirit command dealt 300% normal damage).
  • Duration: One attack

Valor (熱血, Nekketsu, lit. "Hot Blood"):

  • Causes the user's next attack to deal 200% damage. Hot Blood is an important element of super robot anime, representing the characters' passion to win and succeed no matter what. Despite this, Valor is given to a fair number of characters, both super and real robot pilots.
  • Duration: One attack

Defensive Spirit Commands[]

Guard or Wall (鉄壁, Teppeki, lit. "Iron Wall"):

  • All damage taken by the user is reduced by 75% (in Super Robot Wars Impact and all games preceding it, this command instead doubled the user's armor rating). Usually given to super robot pilots.
  • Applies before barrier.
  • Duration: One turn

Persist (不屈, Fukutsu, lit. "Unyielding"):

  • The next successful attack against the user will do no more than 10 damage. Typically given to super robot pilots.
  • In later series: All damage taken by the user is reduced by 87.5% in one combat. Applies after barrier; if the attack was ineffective against barrier, this spirit will not be used.
  • Duration: Next successful enemy attack against user. Powerful on evasive robots.

Invisible* (隠れ身 Kakuremi):

  • The user cannot be attacked or counterattacked.
  • Duration: One turn

Substitute* (置換 Chikan):

  • The user targets one ally with this command. If any enemies attack the ally, all damage is diverted to the caster instead. This damage cannot be avoided in any way, including the use of other commands, like Alert.
  • Duration: One turn

Accuracy/Evasion Spirit Commands[]

Alert or Flash (ひらめき(10), Hirameki, lit. "Flash"):

  • The next enemy attack that would normally hit the user is automatically avoided. Typically given to real robot pilots, Alert's animation cue is the visual and auditory effect used for Newtype sensations in the Mobile Suit Gundam franchise, even in the Original Generations games, which do not feature any Gundam characters or mecha.
  • Duration: One enemy attack, including support attacks the enemy might receive.

Attune (感応, Kannou, lit. "Sympathy"):

  • Gives one ally the effects of the Strike command.
  • Duration: Instantaneous

Disrupt (かく乱, Kakuran):

  • Lowers the accuracy of all enemy units by 50%. However, the Strike command negates this Spirit Command. In Original Generations, this is available only as a Twin Command.
  • Duration: One turn

Focus (集中, Shuuchuu):

  • The user gains a 30% bonus to accuracy and evasion for the next turn. This command is considered a staple of real robot pilots.
  • Duration: One turn

Sense or Intuition (直感, Chokkan, lit. "Intuition" / 見切り, Mikiri, lit. "See All"):

  • The user gains the effects of both the Strike and Alert commands.
  • Duration: One enemy attack (Alert component) / turn (Strike component)

Strike or Bullseye (必中, Hichuu, lit. "Sure Hit"):

  • The user's next attack has a 100% chance of hitting the enemy, ignoring evasion and enemy unit abilities, but not ignoring the Alert command and the Lucky special ability (as well as the Dummy special ability in Super Robot Wars 64).
  • Duration: One turn

Will Spirit Commands[]

Daunt (脱力, Datsuryoku, lit. "Exhaust"):

Drive (気迫, Kihaku, lit. "Vigor"):

  • Gives the user +30 to his/her Will.
  • Duration: Instantaneous

Great Rouse* (大激励, Daigekirei):

  • Gives all allies +10 to their Will. In Original Generations, this is available only as a Twin Command, and gives +5 to allies' Will instead.
  • Duration: Instantaneous

Inspiration (感興, Kankyou/鼓舞, Kobu):

  • Gives all allies +5 to their Will.
  • Duration: Instantaneous

Rouse (激励, Gekirei, lit. "Encourage", also called Rally):

  • Gives one ally or all allies adjacent to the character +10 to his/her/their Will, depending on the game (in Alpha 2 and Alpha 3, this command instead gives +5 Will to all the characters in the user's squad).
  • Duration: Instantaneous

Shudder* (戦慄, Senritsu):

  • In the PlayStation version of Super Robot Wars Alpha, this command gives all enemies -10 Will. In the Dreamcast adaptation of the same game, Super Robot Wars Alpha Gaiden, and Original Generations, this was lowered to -5 Will because its use was considered too abusive. In Original Generations, this is available only as a Twin Command.
  • Duration: Instantaneous

Spirit (気合, Kiai, lit. "Yell"):

  • Gives the user +10 to his/her Will.
  • Duration: Instantaneous

Healing Spirit Commands[]

Belief* (信念, Shinnen):

  • User will be unaffected by status ailments.
  • Duration: One turn

Bonds (絆, Kizuna):

  • Restores all allies' Hit Points (HP) by 50%. In Original Generations, this is available only as a Twin Command.
  • Duration: Instantaneous

Devotion (献身, Kenshin, also called Sacrifice):

  • Restores 10 Spirit Points (SP) to all pilots of a single ally unit.
  • Duration: Instantaneous

Faith (友情, Yuujou, lit. "Friendship"):

  • Completely restores one ally's Hit Points. In Alpha and Alpha Gaiden, this command had the same effect as Bonds. In Alpha 2 and Alpha 3, this command affects all ally units in a single squad.
  • Duration: Instantaneous

Guts (ド根性, Dokonjou):

  • Completely restores the user's hit points.
  • Duration: Instantaneous

Hope or Prospect (期待, Kitai, lit. "Counting on"):

  • Restores 50 Spirit Points to one ally. In Original Generations, this is available only as a Twin Command.
  • Duration: Instantaneous

Passion* (情熱, Jounetsu):

  • Gives the user +10000 Song Energy.
  • Duration: Instantaneous

Prayer* (祈り, Inori):

  • Frees selected unit of status ailments. In Original Generations, this is available only as a Twin Command.
  • Duration: Instantaneous

Renew or "Resupply" (補給, Hokyuu, lit. "Resupply"):

  • Completely restores one ally's Energy Points (EN) and ammunition. In some games, this command reduces the ally's Will.
  • Duration: Instantaneous

Revival* (復活, Fukkatsu):

  • One ally unit that has been destroyed is placed in a square adjacent to the user. It is treated as if it had just been deployed (ie. full Hit Points, Energy Points, ammunition, and Spirit Points).
  • Duration: Instantaneous

Trust (信頼, Shinrai):

  • Restores 2000 Hit Points to one ally (in older games, this command restored 30% of one ally's maximum Hit Points).
  • In SRW30, restores 3000.
  • Duration: Instantaneous

Vigor (根性, Konjou, lit. "Mettle"):

  • Restores the user's Hit Points by 30% of their maximum.
  • Duration: Instantaneous

Miscellaneous Spirit Commands[]

Accelerate (shortened to Accel, due to space limitations) (加速, Kasoku):

  • Increases the user's movement range by 3. In Alpha 2 and Alpha 3, this command affects all units in the user's squad; in older games, this command increased the user's movement range by 5.
  • Duration: One turn

Assail or Charge (突撃, Totsugeki, lit. "Charge Attack"):

  • The user can use any attack (provided that the attack has met certain requirements) with thr exception of MAP weapons after moving, even if it would not normally be able to do so.
  • Duration: One turn

Bless (祝福, Shukufuku):

  • Doubles the money received by one ally for the next attack. The enemy targeted must be destroyed for this Spirit Command to take effect.
  • Duration: One attack

Cheer (応援, Ouen):

  • Doubles the amount of experience points received by one ally for the next attack. In Alpha 2 and Alpha 3, this command affects all the units in the affected character's squad.
  • Duration: One attack

Coercion* (威圧, Iatsu):

  • Prevents one enemy from using the Support Attack or Support Defense abilities.
  • Duration: One turn

Continuous Attack* (連撃, Rengeki, lit. "Strike again"):

  • If the user's next attack destroys the enemy it hits, the user gains an extra turn. In Original Generations, this is available only as a Twin Command.
  • Duration: One turn.

Enable (再動, Saidou, lit. "Move Again"):

  • Gives one ally an extra turn.
  • Duration: Instantaneous

Explosion* (誘爆, Yuubaku):

  • If the user is destroyed while this command is active, damage equal to half its maximum Hit Points is dealt to all units surrounding it.
  • Duration: One turn

Fury (直撃, Chokugeki, lit. "Direct Attack"):

  • The user's next attack ignores all special defenses as well as the Support Defense ability.
  • Duration: One attack

Gain (努力, Doryoku, lit. "Effort" or "Perseverance"):

  • Doubles the amount of experience points received for the user's next attack. In Alpha 2 and Alpha 3, this command affected all units in the user's squad.
  • Duration: One attack

Luck (幸運, Kouun):

  • Doubles the amount of money received after the user's next attack. If the targeted enemy is not destroyed, the user gains no money and the spirit effect is still expended.
  • Duration: One attack

Mercy (てかげん, Tekagen):

  • If the user's next attack would normally destroy the enemy it hits, and the user's level is higher than the enemy's, that enemy is instead reduced to 10 Hit Points. This Spirit Command is primarily used for special events where the player is not allowed to destroy an enemy outright (for example, the enemy might possess nuclear warheads and their destruction would set the warheads off), though it can also be used to ensure that a certain character scores the finishing blow.
  • Duration: One attack

Scan (偵察, Teisatsu, lit. "Reconnaissance"):

  • Allows the player to examine one enemy's stats, abilities, and attacks without having the player attacking the enemy first in order to see them. In Super Robot Wars Judgement and Super Robot Wars W, this command also lowers the affected enemy's evasion by 10% for the next turn.
  • Duration: Instantaneous

Self-Destruct* (自爆, Jibaku):

  • The user is instantly destroyed, and however many Hit Points he/she had is dealt in damage to all the units immediately surrounding it (in Judgement, this command is removed and some units, notably Boss Borot of Mazinkaiser, have a very strong self-destruct attack instead).
  • Duration: Instantaneous

Snipe (狙撃, Sogeki):

  • All of the user's attacks have their range increased by 2 with the exception of MAP weapons and attacks with a range of 1.
  • Duration: One turn

Synchronize*:

  • Both pilots in a squad share the same stats. In Original Generations, this is available only as a Twin Command.
  • Duration: One turn

Taunt* (挑発, Chouhatsu):

  • Forces one enemy to target the user specifically for attack.
  • Duration: One turn

Training*:

  • Doubles the amount of Pilot Points received for the user's next attack. In Original Generations, this is available only as a Twin Command.
  • Duration: One turn

Zeal (覚醒, Kakusei, lit. "Awakening"):

  • The user gets an extra turn immediately after the current one ends. In Alpha 2 and Alpha 3, this command affected all units in the user's squad.
  • Duration: Instantaneous

Special Spirit Commands[]

Bravery (勇気, Yuuki):

  • The user gains the effects of the Accelerate, Strike, Invincible, Valor, Spirit, and Fury commands.
  • Duration: Instantaneous

Dream* (夢, Yume):

  • Allows the user to replicate any Spirit Command possessed by any ally but at double the normal Spirit Point cost (Dream itself costs nothing).
  • Duration: Instantaneous

Love (愛, Ai):

  • The user gains the effects of the Accelerate, Strike, Alert, Valor, Spirit, Effort, and Lucky commands. In older games, this command would fully restore all allies' Hit Points.
  • Duration: Instantaneous

Miracle* (奇跡, Kiseki):

  • The user gains +30 Will and the effects of the Guts, Accelerate, Strike, Lucky, Alert, and Vigor commands.
  • Duration: Instantaneous

Rage:

  • A small amount of damage is dealt to all enemies on the map.
  • Duration: Instantaneous

Raid* (奇襲, Kishuu):

  • The user gains the effects of the Accelerate, Strike, Alert, Valor commands.
  • Duration: Instantaneous

Search*:

  • The location of a random hidden item is revealed briefly.
  • Duration: Instantaneous
Advertisement