Robo Kondo

Robo Kondo is an ÜberCorp International monster of the Collaborators agenda. Robo Kondo was released in Series 5: Big in Japan.

Proportions:
 * Height:59 Meters
 * Weight:53,000 Tons

Alpha

 * Blue High Impact makes Alpha Robo Kondo a decent Unit general.

Ultra

 * Chain Attack allows Ultra Robo Kondo to brawl a building for power dice which can immediately be spent on the power attack. He can attack the enemy Monster with his Brawl instead and inflict a point of damage before the Power Attack, if he has the dice.
 * Hit and Run on Power Attacks allows Robo Kondo to make power attacks with less fear of reprisal.
 * Hit and Run on Power Attacks can also be used to extend the movement of Robo Kondo through use of the Swat power attack. When combined with an advance this tactic can cross 12 spaces (with three diagonals) for as little as 2 A-dice.
 * Super Strength occasionally lets you Smash or Throw your opponent farther than otherwise possible, as well as giving you two possible places for their Smash to stop (enabling you to avoid crushing your own unit or the like). Combined with Robo Kondo's Hit and Run (power), this can enable you to shove your opponent with a short, inexpensive Smash or Throw, then follow them to their new position and threaten to do it again.
 * Ultra Robo Kondo will seldom benefit from the Explosion trigger himself, due to his weak blast attack stat, but this trigger can generally be used to great effect by adjacent Collaborator units.

Mega

 * Power Sink and Power Cycle combined allow Mega Robo Kondo to extend his Power Pool further by possibly gathering dice on his opponent's turn while possibly recovering a P-Die from his own attacks.
 * The biggest difference between Ultra Robo Kondo and Mega Robo Kondo is the reversal of the order of which the Power Attack and Brawl on the same turn. Mega Robo Kondo can brawl after a successful Power Attack. This is usually less useful. The opponent will only remain adjacent to Mega Robo Kondo if the power attack was a Body Slam, a Head Butt, or a very short Throw.  However, Mega Robo Kondo's 4 boost dice on Power Attacks makes the initial power attack more likely to hit than Ultra Robo Kondo's initial brawl.
 * Consider Swatting units to trigger Follow Through. Though it will only give you one extra Brawl attack (since Follow Through is limited to once per turn) you can use that attack to hit the enemy monster, kill another unit or brawl a building for Power Dice.

Other Media

 * "Make or Break: Robo Kondo" (podcast)