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Each Sentinel model sports a variety of weaponry and armaments that allow them to fight off the Deimos. While the 1st-generation Sentinels do not have the most versatile toolkits, they still have a variety of armaments that have their own use in battle. Here are the best armaments to equip on the 1st-generation Sentinels.
10 Tackle
Tackle is a very basic attack that sends the Sentinel charging forward, knocking away any kaiju in their path. It allows the Sentinel to move while also dealing damage to any enemies. It is a simple, straightforward move that doesn’t cost very much.
For the most part, Tackle is a very minor move in the G1 Sentinels’ repertoire, and it lacks both damage and utility. Still, it’s fairly good for taking care of a few small enemies as cheaply as possible or clearing away enemies on the way to another larger kaiju.
9 Hurricane Rush
A move unique to Ei Sekigahara, Hurricane Rush is an area-of-effect attack that hits all enemies surrounding the user. Hurricane Rush is a great move to use in an emergency if the user is being swarmed from all sides by kaiju.
Hurricane Rush is fairly cheap and deals a fair amount of damage. While it isn’t a move that will be used to take out larger boss kaiju, it’s still good to fight off lesser kaiju that are getting too close to the user or the terminal.
8 Anti-Ground Multi-Lock Missiles
While G1 Sentinels are primarily fierce close-range combatants, they do have a number of ranged attacks that they can use while in a pinch. The Anti-Ground Multi-Lock Missiles are one such option, firing missiles in a cone that hit random targets.
Because of the randomness of the missiles, it is hard to use this armament to attack a specific target, so it is better to use this against groups of smaller kaiju. While it may be more efficient to use other armaments, the Anti-Ground Multi-Lock missiles can still be occasionally useful.
7 Anti-Air Defensive Flares
G1 Sentinels are most well-known for their offensive capability, but they also have some defensive armaments as well. Anti-Air Defensive Flares shoot out a number of purple zones that will destroy any missile that enters it, as well as damage aerial kaiju that attempt to pass through.
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Anti-Air Defensive Flares aren’t necessarily used to protect the user, but to protect the terminal from long-ranged missile attacks. In missions where kaiju are seemingly infinite and are firing missiles from far away, this armament is almost vital to success.
6 Leap Attack
This is another long-range tactic that also moves the user a fair distance. Leap Attack sends the target up in the air and damages enemies on landing. It is a great move for getting G1 Sentinels into the heat of battle as soon as possible.
Leap Attack can be risky, as players can end up overextending their G1 Sentinels into kaiju swarms, leaving them vulnerable to their attacks. However, it is still a good move for jumping into the fray, and it has a very large range.
5 Limiter Removal
Limiter Removal is a unique ability that only the G1 Sentinels are able to use. It uses a lot of EP in return for drastically increasing the user’s attack and speed, in exchange for lowering defense. The boost is immense, turning even basic attacks into powerful slashes.
This move is extremely risky as the user could end up taking huge amounts of damage. However, the return is extremely valuable and can trivialize missions if used well. While it’s not recommended for the early game when EP is low, it can turn the tides in endgame missions.
4 Anti-Air Demolisher Blade
A move unique to Takatoshi Hijiyama, the Anti-Air Demolisher Blade is an anti-air version of the Demolisher Blade. It is just as strong as the original Demolisher Blade but geared to aim at flying enemies. Since the Demolisher Blade does not hit aerial kaiju, this makes the Anti-Air Demolisher Blade great for killing large flying kaiju.
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While the Anti-Air Demolisher Blade is a useful tool, it’s not exactly necessary. EMP armaments can be used to ground aerial kaiju so they can be hit by a normal Demolisher Blade. Still, the Anti-Air Demolisher Blade remains a powerful attack and can be used if there’s no time to set up an EMP.
3 EMP Attractor
EMP armaments do little damage, but ground aerial kaiju and stun them momentarily. This makes them vital for G1 Sentinels, as most of their moves do not hit flying enemies. The EMP Attractor is the basic EMP armament for G1 Sentinels, hitting kaiju in a cone.
The EMP Attractor is a vital move for G1 Sentinels, for reasons already mentioned. Without it, G1 Sentinels will have to rely on other Sentinels to use their EMP armaments, which can be hard since G1s often move on their own.
2 EMP Surrounding
EMP Surrounding is the second of two EMP armaments that G1 Sentinels have access to. Unlike EMP Attractor, EMP Surrounding affects an area around the Sentinel. Since G1 Sentinels tend to wade into the middle of kaiju armies, this makes it the more useful choice between the two.
EMP Surrounding has a large range, but there is a dead zone around the Sentinel, so kaiju that are too close may be unaffected by the EMP. Nevertheless, EMP Surrounding is easily the better option overall, although Nenji is not able to use this particular version.
1 Demolisher Blade
Armor Piercing moves are nearly required in the endgame, as many boss kaiju will be armored. In order to defeat these enemies quickly, it’s important to use an armor-piercing move that will do massive amounts of damage at once.
The G1’s main armor piercing move is the Demolisher Blade, and it is one of the most powerful moves in the game. The Demolisher Blade can easily shave away at even the hardiest boss kaiju, and it is a huge help in the endgame missions.
13 Sentinels: Aegis Rim is currently available on PS4 and Switch.
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