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Guide to Robo's techs in Chrono Trigger

Everybody's favorite robot and a stalwart ally in the battle against Lavos, Robo enters in 2300 AD and provides staunch support for the rest of the game. True to his nature, he's a physical force to be reckoned with - though his bulky nature also hides a few surprises as well.

Robo is a powerhouse. He can hit quite hard with his strongest weapons (especially in the DS version of Chrono Trigger) and has more HP than most other characters, thus allowing him to survive a great deal more hits. The only real statistical problem with the lug is his speed, which consistently drags him down into third place when Crono and the rest are preparing for battle.

In general, however, Robo's techs are worth waiting for. They're not ALL amazing, mind you, but the majority are quite good and will even remain as such for much of the game. This may come as something of a surprise given that Robo never learns any magic, given his staus as an artificial being; however several of his attacks have an elemental tint, and when used in the right situations can be quite potent.

Rocket Punch: The first move of Robo's, Rocket Punch is basically an upgraded regular attack. It's nothing special, though it works into some earlier combos.

Cure Beam: A good starting tech that allows Robo to heal a small amount of HP to one character. It generally heals more than the starting moves of other characters, so it's worth using consistently.

Laser Spin: An all-encompassing attack that hits every enemy for minor shadow damage. Not terribly amazing, though it's good for crowd control and can come in handy when fighting Magus as nobody else on your team possesses a shadow attack to stop his barrier changes.

Robo Tackle: A good physical move that hits one enemy for decent damage. Again, good for some combo attacks.

Heal Beam: A nice curative that heals everybody for a small amount of HP. It also does more than some cure-alls like Frog's Heal.

Rapid-fire Fist: A great physical move that hits one enemy for a lot of damage. Save your MP for bosses on this one.

Proximity Bomb: A zone move that hits enemies close to Robo with plenty of fire damage. Good for close quarter combat with lots of smaller enemies (and hopefully ones that don't absorb fire).

Electrocute: An awesome light-based move similar to Luminaire (but not quite as powerful) that hits every enemy on the screen. Robo has no better room-clearing move than this, and when combined with Crono's Lightning II to create Megavolt it hurts bosses rather badly.

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Guide to Robo's techs in Chrono Trigger

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    by Matt Bird

    Everybody's favorite robot and a stalwart ally in the battle against Lavos, Robo enters in 2300 AD and provides staunch support

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