KAMEK THE REF'S BATTLE CHIPS
INTRODUCTION:
WHAT IS A NETNAVI? WHAT ARE BATTLE CHIPS?
PART 1:
LAYOUT
PART 2:
THE STANDARD CHIPS
PART 3:
THE NAVI CHIPS
PART 4: THE DARK CHIPS
PART 5:
GENERAL CHIP RULES
v2.0.3, last updated 2/26/09
RECENT UPDATES:
2/26/09: Got rid
of
Full Synchro, reduced non-primary Program Folders to three chips, and
thus changed the note on non-Navi chip users again. I actually made
this update last July but I forgot to upload it. :|
5/8/07: Added
bracketed chip values to clarify what can and can't be modified.
10/3/06: With the
addition of Full Synchro, the note on non-NetNavi chip users had to be
changed.
9/1/06: Redid this
for the new system. Most of the chips have been nerfed somewhat due to
the addition of the Cross/Beast system, and I also added some MMBN5
chips. Part 5, in particular, had to be rewritten
completely.
INTRODUCTION:
WHAT
IS A NETNAVI? WHAT ARE BATTLE CHIPS?
If you know me, you know
that one of my favorite game series is Capcom's MegaMan Battle Network,
which eventually inspired me to add a NetNavi
job class. For those who don't know, MegaMan Battle Network
(Rockman
EXE in Japan) is a six-game series which revolves around
elementary-school
student Lan Hikari
(Netto
in Japan) and his NetNavi, MegaMan.EXE (Rockman.EXE in Japan). So what
is a NetNavi? Well, it's sort of a partner in cyberspace. A NetNavi
runs
through the Internet, goes from site to site, delivers messages,
deletes
viruses, interacts with other Navis, and so on. Some Navis are bred for
battle, some Navis are more like friends to their operators, and some
Navis
are used for evil purposes. Often, a Navi is similar to its operator.
So what are the battle chips? Fights in MegaMan Battle Network are carried out on a 6x3 grid. Half is MegaMan's territory, half is the enemies' territory. At the start of battle, MegaMan can select chips from a folder; he'll usually start with 5 chips to choose from. A chip is, essentially, a special attack that does more damage than just shooting enemies with the MegaBuster. Chips come in many varieties: attack chips, recovery chips, shielding chips, chips that make you invisible or stone-bodied, chips that can summon other Navis into battle to attack... there are 175 different chips in the first game alone.
MegaMan Battle Network
works
on a different HP scale than BOTVGH Arena, and BOTVGH Arena does not
function
on a grid, so most chips had to be modified or just plain excluded.
(Though I did get some inspiration from the turn-based Battle Chip
Challenge, which does not use the grid system and is not real time.)
Just
because you know what a chip does in the GameBoy Advance game, don't
expect
it to do the same thing in the Arena!
PART 1: LAYOUT
I'll use a basic layout to describe the chips. It'll look like this:
CHIP ###. CHIP'S
NAME (Picture, if applicable)
CHIP CODE: This will
usually
be left blank, which indicates the chip's letter code can be anything
from
A to Z. If there's something here, the chip can only appear with that
letter
code. For more on letter codes, see Part 5.
EFFECT: The damage count
or status effect, and the number of targets. A number that appears
normally is absolute and will always do that amount of damage no matter
what; a number that appears in brackets can be modified. That is, its
damage can be increased by use of Attack+10 and the like, as well as
appropriate Crosses or Beast Out. A note
about elements:
many of these chips use fire, water, wood, and electricity, the same
elements seen in the Mega Man Battle Network series. Note that certain
chips can be
used with specific elemental chips and such. (For instance, a FireRat
will not work unless it's used with a fire chip, and Wood+40 is
specifically meant for wood chips.) Chips' names will
appear in different colors if they have elemental properties. Fire, aqua, elec, and wood.
SUCCESS RATE: Many chips
do not have a 100% success rate. This will tell you what your odds are.
If it's not stated otherwise, the success rate is 100%. If a chip hits
multiple enemies, roll ONCE to hit all enemies unless it's otherwise
stated.
NOTES: General place for
my blathering. Comparisons to the in-game chip, explanations, and so on
and so forth.
Simple, right? Now, on
with
the chips!
(All images are from Sprites Inc.)
PART 2: THE
STANDARD
CHIPS (in no particular order)
001. CANNON
[40] damage to one
selected
enemy.
SUCCESS RATE: 90%
002. HI-CANNON
[60] damage to one
selected
enemy.
SUCCESS RATE: 85%
003. M-CANNON
(MEGA-CANNON)
[80] damage to one
selected
enemy.
SUCCESS RATE: 80%
004. TANK CANNON 1
Blasts one target with a big gun for [50] damage. If it misses, the
explosion hits a
different random enemy instead (cannot be the enemy that was targeted).
SUCCESS RATE: 70%
005. TANK CANNON 2
Blasts one target with a big gun for [65] damage. If it misses, the
explosion hits a
different random enemy instead (cannot be the enemy that was targeted).
SUCCESS RATE: 70%
006. TANK CANNON 3
Blasts one target with a big gun for [80] damage. If it misses, the
explosion hits a
different random enemy instead (cannot be the enemy that was targeted).
SUCCESS RATE: 70%
007. SPREADER
[30] damage to all enemies.
SUCCESS RATE: 80%
NOTES: I wanted to include Shotgun, V-Gun, and CrossGun, but I just
couldn't think of a way to do it that hadn't already been done with a
different chip series.
008. BUBBLER
[25] water damage to all
enemies.
SUCCESS RATE: 80%
009. HEATER
[25] fire damage to all
enemies.
SUCCESS RATE: 80%
010. VULCAN 1
A rapid-fire machine gun. Deals [10] damage, 3 times, to one target.
SUCCESS RATE: 80% per hit
011. VULCAN 2
A rapid-fire machine gun. Deals [10] damage, 5 times, to one target.
SUCCESS RATE: 80% per hit
012. VULCAN 3
A rapid-fire machine gun. Deals [10] damage, 7 times, to one target.
SUCCESS RATE: 80% per hit
013. SUPER VULCAN
A rapid-fire machine gun. Deals [10] damage, 10 times, to one target.
SUCCESS RATE: 80% per hit
014. AIR SHOT 1
Deals [15] HP damage to the enemy, and drops CT by 30.
SUCCESS RATE: 90%
015. AIR SHOT 2
Deals [15] HP damage to the enemy, and drops CT by 40.
SUCCESS RATE: 90%
016. AIR SHOT 3
Deals [15] HP damage to the enemy, and drops CT by 50.
SUCCESS RATE: 90%
NOTES: From
August '04 through February '06, these chips did different amounts of
damage but had the same CT penalty of 40 (as in the games). But the
draw of Air Shot is the CT effect, so I kept the damage low and
upgraded the CT drops.
017. PULSAR 1
Attacks one enemy for [30] damage. If there are any items on the floor,
damage spreads to all enemies.
SUCCESS RATE: 80%
018. PULSAR 2
Attacks one enemy for [45] damage. If there are any items on the floor,
damage spreads to all enemies.
SUCCESS RATE: 80%
019. PULSAR 3
Attacks one enemy for [60] damage. If there are any items on the floor,
damage spreads to all enemies.
SUCCESS RATE: 80%
020. MINI BOMB
[45] damage to one random
enemy.
SUCCESS RATE: 90%
021. LI'L BOMB
[45] damage to two random
enemies, no repeats.
SUCCESS RATE: 90%
NOTES: If there's only one enemy, he does NOT take the damage twice.
The same is true of all chips that damage "multiple enemies, no
repeats".
022. CROSS BOMB
[45] damage to three
random
enemies, no repeats.
SUCCESS RATE: 90%
023. BIG BOMB
[45] damage to four random
enemies, no repeats.
SUCCESS RATE: 90%
024. ENERGY BOMB
[20] damage to two random enemies (no repeats). Hits three times.
SUCCESS RATE: 90%
025. MEGA ENERGY BOMB
[25] damage to two random enemies (no repeats). Hits three times.
SUCCESS RATE: 90%
026. TREE BOMB 1
[35] wood damage to two
random enemies, no repeats.
SUCCESS RATE: 90%
027. TREE BOMB 2
[45] wood damage to two
random enemies, no repeats.
SUCCESS RATE: 90%
028. TREE BOMB 3
[55] wood damage to two
random enemies, no repeats.
SUCCESS RATE: 90%
029. PARALYZE BOMB
[50] damage and paralysis to two random enemies, no repeats.
SUCCESS RATE: 90%
030. RESET BOMB
[50] damage to two random enemies, no repeats; whoever is hit loses all
their status boosts.
SUCCESS RATE: 90%
031. BUG BOMB
Deals 1d3 random status ailments each to four random enemies, no
repeats.
SUCCESS RATE: 90%
032. SWORD
[50] damage to one enemy.
SUCCESS RATE: 75%
033. WIDE SWORD
[30] damage to one enemy.
SUCCESS RATE: 90%
034. LONG SWORD
[70] damage to one enemy.
SUCCESS RATE: 60%
NOTES: The Wide Sword sacrifices power for accuracy,
the Long Sword does it the other way around.
035. FIRE SWORD
[30] fire damage to one
enemy.
SUCCESS RATE: 90%
036. AQUA SWORD
[30] water damage to one
enemy.
SUCCESS RATE: 90%
037. ELEC SWORD
[30] electric damage to
one
enemy.
SUCCESS RATE: 90%
038. BAMBOO SWORD
[30] wood damage to one
enemy.
SUCCESS RATE: 90%
039. FIRE BLADE
[70] fire damage to one
enemy.
SUCCESS RATE: 60%
040. AQUA BLADE
[70] water damage to one
enemy.
SUCCESS RATE: 60%
041. ELEC BLADE
[70] electric damage to
one
enemy.
SUCCESS RATE: 60%
042. CUSTOM SWORD
[???] damage to one
fighter. Deals more damage if you
hold onto it longer. Damage increases by 4 with each tick, but it loses
ALL power if it goes beyond 150.
SUCCESS RATE: 75%
NOTES: Originally it increased by 1 every tick, but I discovered that
was way too slow. (It
was then 3 damage per tick with a max of 100, then 6 damage per tick
with a max of 200, and now it's in between.) To keep it from charging
too high, there's a
status indicator that tracks Custom Sword's damage.
043. HAZARD SWORD
[???] damage to one
fighter. Deals
damage equal to the
current level of the hazard gauge. Targets one enemy.
SUCCESS RATE: 75%
NOTE: Of
course, this one
wasn't actually from any of the games, but after the Custom Sword, it
seemed
like a natural addition.
044. VARIABLE SWORD
[50] damage to one enemy.
Has a 1-in-3 chance of launching three attacks.
SUCCESS RATE: 75% per hit
045. NEO VARIABLE
SWORD
[60] damage to one enemy.
Has a 1-in-3 chance of launching three attacks.
SUCCESS RATE: 75% per hit
046. AIR SWORD
[30] damage to one enemy,
and drop the target's CT by 30.
SUCCESS RATE: 90%
047. STEP SWORD
[50] damage to one enemy,
ignore status modifiers.
SUCCESS RATE: 75%
048. STEP CROSS
[50] damage to each enemy,
ignore status modifiers.
SUCCESS RATE: 75% per enemy
049. KUNAI 1
Hits one enemy 1d3 times.
[15] damage per hit.
SUCCESS RATE: 75%
050. KUNAI 2
Hits one enemy 1d5 times.
[15] damage per hit.
SUCCESS RATE: 75%
051. KUNAI 3
Hits one enemy 1d7 times.
[15] damage per hit.
SUCCESS RATE: 75%
052. KATANA 1
Slashes twice for [20] damage. You can target two different enemies, or
hit the same enemy twice.
SUCCESS RATE: 75% per hit
053. KATANA 2
Slashes twice for [25] damage. You can target two different enemies, or
hit the same enemy twice.
SUCCESS RATE: 75% per hit
054. KATANA 3
Slashes twice for [30] damage. You can target two different enemies, or
hit the same enemy twice.
SUCCESS RATE: 75% per hit
055. MURAMASA
[???] damage to one
fighter. Damages depending on how much HP you're missing. The weaker
you are, the
stronger this chip becomes!
SUCCESS RATE: 75%
056. SLASHER
Deals [120] damage to the
next person who attempts to attack you physically.
057. ELEMENT RAGE
Deals [55] damage to all enemies. Element depends on the Cross
currently
equipped (if no Cross, non-Elemental).
SUCCESS RATE: 75% per enemy
NOTES: This is the only chip with a variable element.
058. SHOCK WAVE
[35] damage to one enemy,
ignoring auras.
SUCCESS RATE: 80%
059. SONIC WAVE
[50] damage to one enemy,
ignoring auras.
SUCCESS RATE: 80%
060. DYNA WAVE
[65] damage to one enemy,
ignoring auras.
SUCCESS RATE: 80%
061. FIRE TOWER
[70] fire damage to one
enemy.
SUCCESS RATE: 85%
062. AQUA TOWER
[70] water damage to one
enemy.
SUCCESS RATE: 85%
063. WOOD TOWER
[70] wood damage to one
enemy.
SUCCESS RATE: 85%
064. QUAKE 1
Deals [60] damage to one
enemy, and resets his CT to 0.
SUCCESS RATE: 60%
NOTES: The CT reset can be a lifesaver... but just like in-game, it's
pretty hard to hit with the Quake series, so be wary. :P
065. QUAKE 2
Deals [75] damage to one
enemy, and resets his CT to 0.
SUCCESS RATE: 60%
066. QUAKE 3
Deals [90] damage to one
enemy, and resets his CT to 0.
SUCCESS RATE: 60%
067. GUTS PUNCH
Deals [150] damage to one
enemy.
SUCCESS RATE: 20%
NOTES: I needed a low-accuracy, high-power chip... in MMBN, the "punch"
chips aren't much less accurate or much more powerful than the swords,
but they always seemed a bit unwieldy to me. Guts Punch seemed to fit
the mold as well as anything. The other low-accuracy punch chips didn't
come along until I revamped the chip set.
068. GUTS STRAIGHT
Deals [180] damage to one
enemy.
SUCCESS RATE: 15%
069. GUTS IMPACT
Deals [210] damage to one
enemy.
SUCCESS RATE: 10%
070. COLD PUNCH
Deals [150] water damage
to
one enemy.
SUCCESS RATE: 20%
071. DASH ATTACK
Deals 2x physical damage to one
enemy.
SUCCESS RATE: (Roll Acc/Evade)
NOTES: The Dash series are the only chips that use the NetNavi's
Accuracy and Attack stats.
072. BURNER
Deals 2x physical
damage to one enemy. Damage is fire-elemental in nature.
SUCCESS RATE: (Roll Acc/Evade)
073. CONDOR DASH
Deals 4x physical damage to one
enemy, but requires one
charge.
SUCCESS RATE: (Roll Acc/Evade)
NOTES: I hated the charge time on this chip in MMBN3. Really hated it.
074. BURNING
Deals 4x physical
damage to one enemy, but requires one charge. Damage is fire-elemental
in nature.
SUCCESS RATE: (Roll
Acc/Evade)
075. WRECKER
Deals [40] damage to one enemy,
ignoring everything, even the
critical rule.
SUCCESS RATE: 90%
076. CANNON BALL
Deals [55] damage to one enemy,
ignoring everything, even the
critical rule.
SUCCESS RATE: 90%
077. HOWITZER
Deals [70] damage to one enemy,
ignoring everything, even the
critical rule.
SUCCESS RATE: 90%
NOTES: I know that Howitzer was just another name for Cannon Ball, but
I needed a third-level Wrecker and MMBN2/3 didn't have one. :P
078. ICE BALL
Deals [55] water damage to one enemy, ignoring everything, even
the critical rule.
SUCCESS RATE: 90%
079. LAVA BALL
Deals [55] fire damage to one enemy, ignoring everything, even
the
critical rule.
SUCCESS RATE: 90%
080. DRILL ARM 1
Deals [30] damage to the target, and reduces CT by 40. If the target's
CT
is already below 40, CT drops to 0 and each excess 10 CT adds 15 to the
damage count.
SUCCESS RATE: 80%
081. DRILL ARM 2
Deals [45] damage to the target, and reduces CT by 40. If the target's
CT
is already below 40, CT drops to 0 and each excess 10 CT adds 20 to the
damage count.
SUCCESS RATE: 80%
082. DRILL ARM 3
Deals [60] damage to the target, and reduces CT by 40. If the target's
CT
is already below 40, CT drops to 0 and each excess 10 CT adds 25 to the
damage count.
SUCCESS RATE: 80%
083. DOUBLE NEEDLE
Deals [30] damage per needle. One
target, up to two hits.
SUCCESS RATE: 50% per needle
084. TRIPLE NEEDLE
Deals [30] damage per needle. One
target, up to three hits.
SUCCESS RATE: 50% per needle
085. QUADRA NEEDLE
Deals [30] damage per needle. One
target, up to four hits.
SUCCESS RATE: 50% per needle
086. TRIDENT
Deals [45] damage per trident. One
target, up to three hits.
SUCCESS RATE: 50% per trident
087. RATTON 1
Deals [30] damage to one enemy. Is
highly accurate.
088. RATTON 2
Deals [45] damage to one enemy. Is
highly accurate.
089. RATTON 3
Deals [60] damage to one enemy. Is
highly accurate.
090. FIRE
RATTON
CHIP CODE: *
Must be used with another fire chip; that chip's damage will be tripled.
091. CACTUS
BALL 1
Attacks one enemy 1d5 times. Does [12] HP wood damage per hit.
SUCCESS RATE: 85%
092. CACTUS
BALL 2
Attacks one enemy 1d5 times. Does [16] HP wood damage per hit.
SUCCESS RATE: 85%
093. CACTUS
BALL 3
Attacks one enemy 1d5 times. Does [20] HP wood damage per hit.
SUCCESS RATE: 85%
094. WAVE
Deals [40] water damage to all enemies.
SUCCESS RATE: 80% per enemy
095. RED
WAVE
Deals [45] fire damage to all enemies.
SUCCESS RATE: 80% per enemy
096. MUD
WAVE
Deals [50] wood damage to all enemies.
SUCCESS RATE: 80% per enemy
097. BIG WAVE
Deals [60] water damage to all enemies.
SUCCESS RATE: 80% per enemy
098. GAIA
Deals [65] damage to all enemies on
the ground. This attack also
ignores metal status.
SUCCESS RATE: 90% per enemy
NOTES: The
initial hammer
swing in MMBN1 ignored iron-clad enemies' defenses, so I applied an
ignore-metal
flag to the chip here.
099. THUNDER 1
Deals [20] electric damage to one enemy, and causes a seizure.
SUCCESS RATE: 65%
NOTES: Why Seizure? Well, when MegaMan got hit with this in MMBN1, he'd
lose a lot of HP very quickly when he tried to move around.
100. THUNDER 2
Deals [30] electric damage to one enemy, and causes a seizure.
SUCCESS RATE: 65%
101. THUNDER 3
Deals [40] electric damage to one enemy, and causes a seizure.
SUCCESS RATE: 65%
102. TORNADO
Damages one target, [10] HP per hit.
The attack hits 1d8 times.
SUCCESS RATE: 80%
103. TWISTER
Damages one target, [10] HP per hit. The attack is
wood-elemental,
and hits 1d8 times.
SUCCESS RATE: 80%
104. BLOWER
Damages one target, [10] HP per hit. The attack is
fire-elemental,
and hits 1d8 times.
SUCCESS RATE: 80%
105. STATIC
Damages
one target, [10] HP per hit. The attack hits 1d8 times. For each status
ailment you have, add [10] damage per hit.
SUCCESS
RATE: 80%
106. SNAKE EGG
Summons a Snake to assist you with
70 HP, 12 Speed, and 100
Attack.
NOTES: I
don't use Snake Egg chips
much, so when I first added this I didn't know they explode on impact
in the
game...
but this chip is used often and I'm too lazy to change it.
107. DRAIN 1
Drains [20] HP from one enemy.
SUCCESS RATE: 75%
NOTES: Even
if you don't
hit for 20 HP (due to critical rule or what-have-you), you still
recover 20. Why? Because that's how it worked
in the game.
108. DRAIN 2
Drains [30] HP from one enemy.
SUCCESS RATE: 75%
109. DRAIN 3
Drains [40] HP from one enemy.
SUCCESS RATE: 75%
110. SKULLY 1
Deals [35] damage to one
enemy, and adds Confusion.
SUCCESS RATE: 75%
111. SKULLY 2
Deals [45] damage to one
enemy, and adds Confusion.
SUCCESS RATE: 75%
112. SKULLY 3
Deals [55] damage to one
enemy, and adds Confusion.
SUCCESS RATE: 75%
113. ZAP-RING 1
Deals [15] electric damage to one enemy, and adds paralysis.
SUCCESS RATE: 90%
NOTES: I would have loved the Zap-Ring chips, if they weren't so damn
weak.
114. ZAP-RING 2
Deals [20] electric damage to one enemy, and adds paralysis.
SUCCESS RATE: 90%
115. ZAP-RING 3
Deals [25] electric damage to one enemy, and adds paralysis.
SUCCESS RATE: 90%
116. SPICE
1
Deals [50] wood damage to any enemies who have status boosts
(innate ones count). Ignore auras and metal status.
117. SPICE
2
Deals [60] wood damage to any enemies who have status boosts
(innate ones count). Ignore auras and metal status.
118. SPICE
3
Deals [70] wood damage to any enemies who have status boosts
(innate ones count). Ignore auras and metal status.
119. MAGNET BOMB 1
Deals [40] electric damage to two random enemies (no repeats),
and
adds paralysis.
SUCCESS RATE: 80%
120. MAGNET BOMB 2
Deals [40] electric damage to three random enemies (no repeats),
and adds paralysis.
SUCCESS RATE: 80%
121. MAGNET BOMB 3
Deals [40] electric damage to four random enemies (no repeats),
and adds paralysis.
SUCCESS RATE: 80%
122. WOOD
NOSE 1
If it hits the target directly, it deals 5 wood damage. Otherwise, it
spears all enemies for [35] wood damage.
SUCCESS RATE: 20%
NOTES: Unlike most chips, the idea here is that you want it to miss.
123. WOOD
NOSE 2
If it hits the target directly, it deals 5 wood damage. Otherwise, it
spears all enemies for [50] wood damage.
SUCCESS RATE: 20%
124. WOOD
NOSE 3
If it hits the target directly, it deals 5 wood damage. Otherwise, it
spears all enemies for [65] wood damage.
SUCCESS RATE: 20%
125. VOLTZ
1
Zaps all enemies for [40]
electric damage.
SUCCESS RATE: 60% per enemy
NOTES: This chip series was so horribly overpowering in MMBN5, I loved
it to death (especially in conjunction with Magnet Soul). I wanted to
use it for the arena, but I had to nerf it, hence the low accuracy.
126. VOLTZ
2
Zaps all enemies for [60]
electric damage.
SUCCESS RATE: 60% per enemy
127. VOLTZ
3
Zaps all enemies for [80]
electric damage.
SUCCESS RATE: 60% per enemy
128. YO-YO 1
[15] damage, one enemy, three hits.
SUCCESS RATE: 80%
NOTES: "So what's the difference between this and a straight-up
45-damage chip?" One answer lies in Attack+20 and the like; the other
lies in auras and aura-breaking damage.
129. YO-YO 2
[20] damage, one enemy, three hits.
SUCCESS RATE: 80%
130. YO-YO 3
[25] damage, one enemy, three hits.
SUCCESS RATE: 80%
131. AIR SPIN 1
Hits all enemies twice,
[20]
damage per hit.
SUCCESS RATE: 80%
132. AIR SPIN 2
Hits all enemies three
times, [20]
damage per hit.
SUCCESS RATE: 80%
133. AIR SPIN 3
Hits all enemies four
times, [20]
damage per hit.
SUCCESS RATE: 80%
134. CURSE SHIELD 1
Blocks the next hit taken, and
returns a counterattack for [60]
damage.
NOTES: One thing I should clarify about "reaction" chips like Curse
Shield and Counter is that it's not enough to merely HOLD a chip; if
you want the benefits of, say, a Curse Shield, you have to use the chip
first.
135. CURSE SHIELD 2
Blocks the next hit taken, and
returns a counterattack for [75]
damage.
136. CURSE SHIELD 3
Blocks the next hit taken, and
returns a counterattack for [90]
damage.
137. COUNTER 1
Blocks the
next incoming attack and returns [70] HP damage... IF you react to the
attack within 15 seconds. Otherwise, the chip is wasted.
NOTES: It took me forever to figure out how to use this chip.
138. COUNTER 2
Blocks the
next incoming attack and returns [90] HP damage... IF you react to the
attack within 10 seconds. Otherwise, the chip is wasted.
140. HAMMER
Deals [120] damage to one enemy,
ignoring metal... alternatively,
you may use it to remove defensive status boosts from one target (this
includes Auras, Metal, Defense and Magic Defense Up, Reflect, and
non-innate Safeguards).
SUCCESS RATE: 50% for the attack, 100% for busting shields
141. ZEUS HAMMER
Causes a massive earthquake, dealing
[180] damage to ALL
COMBATANTS. Ignores metal status. This thing is dangerous...
142. SLOW GAUGE
Slow status, one enemy.
143. FAST GAUGE
Haste status, one ally.
144. FULL CUSTOM [GAUGE]
Raise one ally's CT to 100.
145. CUSTOM
VOLT
[???] damage. Deals more
(electric)
damage if you
hold onto it longer. Damage increases by 2 with each tick, but it loses
ALL power if it goes beyond 75.
SUCCESS RATE: 75%
NOTES: This works just like the Custom Sword, and uses the Custom
Sword's status indicator, but damage is equal to HALF whatever number
is showing. That's why I didn't make Custom Volt 1, 2, and 3 like in
MMBN5.
146. BRONZE FIST
Deals [100] damage to one
enemy.
SUCCESS RATE: 50%
147. SILVER FIST
Deals [120] damage to one
enemy.
SUCCESS RATE: 40%
148. GOLD FIST
Deals [140] damage to one
enemy.
SUCCESS RATE: 30%
149. POISON MASK
Poisons one enemy.
SUCCESS RATE: 70%
150. POISON FACE
Poisons all enemies.
SUCCESS RATE: 70%
151. WHIRLPOOL
Instantly KOs one target.
SUCCESS RATE: 15%
152. METEOR-9
Summons nine meteors which
hit random enemies for [20] fire damage each.
SUCCESS RATE: 25% per meteor
153. METEOR-12
Summons twelve meteors
which hit random enemies for [20] fire damage each.
SUCCESS RATE: 25% per meteor
154. METEOR-15
Summons fifteen meteors
which hit random enemies for [20] fire damage each.
SUCCESS RATE: 25% per meteor
155. METEOR-18
Summons eighteen meteors
which hit random enemies for [20] fire damage each.
SUCCESS RATE: 25% per meteor
156. TIME BOMB 1
Summons a Time Bomb to aid
you with 90 HP and 10 Speed. It charges once, then explodes for 80
damage to all enemies.
157. TIME BOMB 2
Summons a Time Bomb to aid
you with 90 HP and 10 Speed. It charges twice, then explodes for 110
damage to all enemies.
158. TIME BOMB 3
Summons a Time Bomb to aid
you with 90 HP and 10 Speed. It charges three times, then explodes for
140 damage to all enemies.
159. MINE
A random ally, known only
to the ref, is protected by a mine. The next would-be attacker takes
[100]
damage and has his attack aborted. The mine can be set off by hazards.
160. REMO BIT
Summons a Remo Bit to aid
you with 80 HP, 85 Atk, and 8 Speed. Its attacks ignore metal status.
161. HEAT
BALL
Deals [40] fire damage per fire chip held. Hits all enemies.
NOTES: I know that this is not at all how Heat Ball worked in the
games, but I had to tone it down, because it was absurdly powerful in
MMBN2 (and to a lesser extent in Battle Chip Challenge), plus it would
be extremely hard to translate to the arena. The Heat Ball
itself counts as a fire chip, so you'll deal some damage no matter what.
162. AQUA BALL
Deals [40] water damage per water chip held. Hits all enemies.
163. ELEC BALL
Deals [40] electric damage per electric chip held. Hits all
enemies.
164. GUARD
Blocks all incoming attacks during
the next turn. Blocked
physical attacks will also send back shockwaves ([35] damage ignoring
auras).
NOTES: I pondered making Guard1, Guard2 and Guard3 like in Battle
Network 4, but any enemies with half a brain will ignore someone who is
Guarding... so what would be the point?
165. CATCHER
Steals all items from one target.
SUCCESS RATE: 75%
NOTES: Initially this was an EXP-whoring chip (see: Catcher's nature in
Battle Chip Challenge), but I decided to have it steal things instead,
like in MMBN2.
166. MINDBENDER
Confuses one enemy.
SUCCESS RATE: 70%
167. RECOV25
One target recovers 25 HP.
168. RECOV50
One target recovers 50 HP.
169. RECOV75
One target recovers 75 HP.
170. RECOV100
One target recovers 100 HP.
171. RECOV200
One target recovers 200 HP.
172. ESCAPE
Allows you to flee without the EXP
penalty.
173. INTERRUPT
Silences one enemy.
SUCCESS RATE: 70%
174. CANDLE
Adds Regen status to all allies for
21 ticks.
175. ROCK CUBE
Protects the heroes, absorbing all
single-target damage until
it's deleted. (120 HP)
176. PRISM
The next single-target magic spell
that is cast will be
converted to a multi-target spell.
NOTES: This is obviously very handy with something like Flare, Timber!,
or Restore. Note that it doesn't specify WHO has to cast the spell,
so make use
of it before your enemies do!
177. VOODOO DOLL
Generates a Voodoo Doll. When an
ally hits the Voodoo Doll (30
Def, 50 MDef), that damage will be dealt to all enemies, then the Doll
will disappear. This chip also
creates a Black Hole in the arena...
NOTES: This is similar to the Prism, except only allies can use it, it
works with both physical and magic damage, it has its own Defense
and Magic Defense, and it can only be used for damage-dealing attacks.
Plus there's the whole "Black Hole" thing, which is
explained further on...
178. WIND
Accuracy Down, one enemy.
179. FAN
Evade Down, one enemy.
NOTES: I never liked Wind and Fan, except to use in Program Advances.
180. ANUBIS
Gives all enemies Seizure status.
181. INVIS 1
Vanish status, one ally, 21 ticks.
182. INVIS 2
Vanish status, one ally, 31 ticks.
183. INVIS 3
Vanish status, one ally, 41 ticks.
184. DROP DOWN
Vanish status, one ally, until s/he
takes damage.
NOTES: Most of the time, this won't last very long, but against certain
enemies...
185. IRON BODY
Metal status plus Slow, both for 31
ticks. One target.
NOTES: Originally,
it was
just Metal status... then I discovered that in the game, MegaMan can't
move while using IronBody. I was going to make it Stop status for the
arena,
but MegaMan can still SHOOT while iron, he just can't MOVE. So as a
compromise,
I went with Slow status.
186. SHADOW 1
Shadow status, one ally, 11 ticks.
187. SHADOW 2
Shadow status, one ally, 21 ticks.
188. SHADOW 3
Shadow status, one ally, 31 ticks.
189. BARRIER
Absorbs one attack (treat as 1-HP
Aura). One ally.
190. BARRIER 90
One ally gets a 90-HP aura, but
unlike a normal aura, this one
takes consistent damage.
191. BARRIER 120
One
ally gets a 120-HP aura, but unlike a normal aura, this one takes
consistent damage.
192. BARRIER 150
One
ally gets a 150-HP aura, but unlike a normal aura, this one takes
consistent damage.
193. LEAF SHIELD
One-shot
defense for one ally. The next hit taken will be absorbed as excess HP.
194. BUBBLE WRAP
Absorbs
one attack (treat as 1-HP Aura). One ally. It regenerates each time its
user gets a turn, and it can regenerate up to three times.
195. AQUA AURA
One
ally gets a 30-HP aura. It can be broken instantly by electric chips.
NOTES: Note that it says electric CHIPS, not electric ATTACKS. Unless
the opposing side has a Navi, the auras' elemental properties are
irrelevant.
196. FIRE
AURA
One
ally gets a 40-HP aura. It can be broken instantly by water chips.
197. WOOD
AURA
One
ally gets a 50-HP aura. It can be broken instantly by fire chips.
198. ELEC AURA
One
ally gets a 60-HP aura. It can be broken instantly by wood chips.
199. LIFE AURA
One
ally gets a 100-HP aura.
200. DARK AURA
One
ally gets a 200-HP aura. This chip cannot be used unless there's a
Black Hole in the arena.
201. JEALOUSY
100
MP
damage, one enemy.
202. ANTI-DAMAGE
One
ally gets one free usage of Ninja Substitution.
203. ANTI-RECOVERY
Undead status, one enemy.
SUCCESS RATE: 70%
204. BUSTER UP
Raises own Atk by 10.
NOTES: I debated adding this, because Navis don't really use their Atk
much. However, it does aid Dash, Burner, Condor Dash and Burning, it's
good if someone is, say, a Fighter
with a Program Folder, and if you choose to Beast Out and use the Beast
Claw, it ups the damage from that, too.
205. ATTACK +10
CHIP
CODE: *
Adds [10] damage points to any chip.
NOTES: This works with any chip that deals set damage, and it's
especially handy with multi-hitting chips.
206. ATTACK +20
CHIP
CODE: *
Adds [20] damage points to any chip.
207. ATTACK +30
CHIP
CODE: *
Adds [30] damage points to any chip.
208. NAVI +20
CHIP
CODE: *
Adds [20] damage points to any Navi chip.
209. NAVI +40
CHIP
CODE: *
Adds [40] damage points to any Navi
chip.
210. FIRE
+40
CHIP
CODE: *
Adds [40] damage points to any fire-elemental chip.
211. AQUA +40
CHIP
CODE: *
Adds [40] damage points to any water-elemental chip.
212. ELEC +40
CHIP
CODE: *
Adds [40] damage points to any electric-elemental chip.
213. WOOD
+40
CHIP
CODE: *
Adds [40] damage points to any wood-elemental chip.
214. COLOR POINT
CHIP CODE: *
Adds [50] damage points to any chip, but you take 25 HP damage. The
recoil damage ignores defensive status and cannot kill.
NOTES: As in MMBN4 and up, the Color Point and Double Point chips can
enable
you to wreak havoc with certain chips (such as Super Vulcan)... if
you're willing to make a little sacrifice. :P
215. DOUBLE POINT
CHIP CODE: *
Adds [75] damage points to any chip, but you take 50 HP damage. The recoil damage ignores
defensive status and cannot kill.
216. POLTERGEIST
Each item on the arena floor is removed, and hurled at a random enemy
by unseen forces. [40] damage per item.
217. ARMAGEDDON
Paralyzes EVERYONE.
218. BUG FIX
Removes status ailments from one target.
219. COPY DAMAGE
Gives one enemy "???" status for 21 ticks. If any OTHER enemies are hit
during this time, the targetted enemy will take equal damage.
SUCCESS RATE: 80% to land the initial "???" status
NOTES: Try this with a multi-target attack for heavy-damage fun. :D
220. LIFE SYNCHRO
All of the target's allies' HP become equal to the target's own HP.
SUCCESS RATE: 60%
NOTES: If
you are facing two
enemies, one with 20 HP left and one with 200 HP, you want to use this
on the one with 20 HP. You can also try using it on your own teammate
for some clever healing. Like Copy Damage, it's mostly useless against
enemies who fight alone... but against large teams, this is a very
handy chip. Major bosses may be immune to this (ref's ruling).
221. PAWN
Summons
a Pawn to aid you with 85 Atk and 12 Speed. It has 1 HP, so it cannot
be defeated normally, but it is vulnerable to one-hit KOs and attacks
that ignore the critical rule. It only lasts 31 ticks.
222. ROPE
The last combatant to move becomes
Paralyzed and Poisoned,
ignoring safeguards.
NOTES: Again, this specifies "the last COMBATANT to move" and not "the
last enemy", so be careful with this chip.
223. BUG CHAIN
Transfers
one ally's status ailments to one selected enemy. Ignores safeguards.
NOTES: With the right status ailments, you can end a battle real fast
with this chip...
224. BLINDER
Blind status, one enemy.
SUCCESS
RATE: 70%
225. NORTH WIND
Instantly removes all enemies' auras and other defensive barriers.
226. GUN DEL SOL
When you use
this chip, a 40-tick timer starts. The timer stops the next time you
take damage, or if you decide to use another chip on a later turn. At
that time, all enemies take damage equal to ten times the number of
ticks passed. This attack ignores critical and is completely
indefensible, but also can't be modified by Attack +10 chips and the
like. If the timer runs out, 400 damage.
SUCCESS RATE: 85%
NOTES: I loved this chip... it was hard to convert it to an arena
format without making it either totally underpowered or ungodly cheap.
(Granted, it was the latter in-game, but this isn't the game.)
227. ROLL ARROW
Deals [30] HP damage to one enemy,
and
destroys all his held items.
SUCCESS RATE: 80%
228. LIGHTNING
Damages all enemies for [90] HP electrical damage... IF there's
anything on the
arena floor.
SUCCESS RATE: 90% per enemy
229. NUMBER BALL
[???] damage. Deals damage to one
enemy. Damage is
equal to 3x the ones digit
of
your HP, and the attack hits five times.
230. BUG CURSE
Causes 1d5 status ailments to each
enemy. Completely
indefensible and ignores safeguards.
231. HOLY DREAM
Deals [80] damage. Add another [30] damage for each status boost you
have,
but strip away those status boosts afterward.
232. BLACK HOLE
Creates a dark portal in the arena.
NOTES: With a dark portal open, Navis may use Dark Aura, Bass, and Bass
GS.
233. NAVI RECYCLE
CHIP CODE: *
Must
be used with a Navi (summon) chip. When that Navi is summoned, it will
attack twice.
234. JUSTICE ONE
Smashes all enemies for
[100] damage.
235. Z-SABER
Slashes three times for
[50]
damage. You can target three different enemies, or hit the same enemy
three times, or whatever.
SUCCESS RATE: 80% per swing
236. PHOENIX
Summons
twelve meteors
which hit random enemies for [30] fire damage each, then the user
recovers 100 HP.
SUCCESS RATE: 25% per meteor
PART 3: THE NETNAVI
"SUMMON" CHIPS (Or "Navi chips")
Navi chips are subject to Navi +20, Navi
+40, and Navi Recycle. These chips summon other Navis from throughout
the Battle Network series. Each Navi's chip comes in three "versions";
higher versions are more powerful. Also, unlike other chips, all Navi
chips have fixed letter codes (usually the first letter of the Navi's
name). In general, Navi chips are more powerful than standard chips.
MEGAMAN
(Rockman in Japan)
CHIP
CODE: R
MegaMan's buster hits one enemy, damaging both HP and MP.
237. MEGAMAN ([40] HP and [20]
MP
damage)
238.
MEGAMAN V2 ([55] HP and [35] MP damage)
239.
MEGAMAN V3 ([70] HP and [50] MP damage)
NOTES: Why chip code R? Well, in Japan, MegaMan's name is RockMan... so
if he were to have a chip in the Battle Network series, its chip code
would be R. You'll see the same thing in the ProtoMan/Blues chip
series. Of course, MegaMan never had his own chip in the Battle Network
series (not counting Battle Chip Challenge), so I got a little
creative. :P
ROLL
CHIP
CODE: R
Roll's Heart Flash attacks the enemy with the most HP, then heals you
for half the amount.
240. ROLL ([30] damage, heals
15)
241. ROLL
V2 ([50] damage, heals 25)
242. ROLL
V3 ([70] damage, heals 35)
GUTSMAN
CHIP
CODE: G
GutsMan's shockwave attack damages all enemies, with a 50% chance of
paralysis.
243. GUTSMAN ([40] damage)
244.
GUTSMAN V2 ([55] damage)
245.
GUTSMAN V3 ([70] damage)
PROTOMAN
(Blues in Japan)
CHIP
CODE: B
ProtoMan's sword attack deals heavy damage to each enemy.
246. PROTOMAN ([60] damage)
247.
PROTOMAN V2 ([80] damage)
248.
PROTOMAN V3 ([100] damage)
FIREMAN
CHIP
CODE: F
FireMan's flame jet deals fire damage to all enemies.
249. FIREMAN ([50] damage)
250. FIREMAN V2 ([60] damage)
251. FIREMAN V3 ([70] damage)
SUCCESS RATE: 75% per enemy
ICEMAN
CHIP
CODE: I
IceMan's icy breath deals water damage to all enemies, and paralyzes
one random one.
252. ICEMAN ([25] damage)
253. ICEMAN V2 ([40]
damage)
254. ICEMAN V3 ([55]
damage)
ELECMAN
CHIP
CODE: E
ElecMan's thunderbolt attack deals electric damage to each enemy.
255. ELECMAN ([35] damage)
256. ELECMAN V2 ([50]
damage)
257. ELECMAN V3 ([65]
damage)
WOODMAN
CHIP
CODE: W
WoodMan's tree trunks deal wood damage to all enemies.
258. WOODMAN ([50] damage)
259. WOODMAN V2 ([60] damage)
260. WOODMAN V3 ([70] damage)
SUCCESS RATE: 75% per enemy
NUMBERMAN
CHIP
CODE: N
NumberMan spawns his Dice Bomb. Roll 1d6, apply the multiplier, and
deal damage to all enemies.
261. NUMBERMAN (x[10] damage)
262.
NUMBERMAN V2 (x[15] damage)
263.
NUMBERMAN V3 (x[20] damage)
COLORMAN
CHIP
CODE: C
ColorMan attacks with twin elemental towers. One enemy takes fire
damage, another enemy takes water damage (no repeats).
264. COLORMAN ([35] damage)
265. COLORMAN V2 ([45] damage)
266. COLORMAN V3 ([55] damage)
SUCCESS RATE: 80% per tower
BOMBMAN
CHIP
CODE: B
BombMan tosses out a bomb. Roll 1d(number of enemies), and pick that
many random enemies (no repeats). Those enemies take damage from the
bomb's explosion.
267. BOMBMAN ([60] damage)
268.
BOMBMAN V2 ([70]
damage)
269.
BOMBMAN V3 ([80] damage)
MAGICMAN
CHIP
CODE: M
MagicMan uses his Magic Fire on one target. If it hits, it deals some
damage, and 1d5 is rolled. If 1, the target is KO'd instantly.
270. MAGICMAN ([20] damage)
271.
MAGICMAN V2 ([30] damage)
272.
MAGICMAN V3 ([40] damage)
SUCCESS RATE: 67%
SHARKMAN
CHIP
CODE: S
SharkMan and his decoys use a slicing fin attack, dealing water damage
to all enemies.
273. SHARKMAN ([50] damage)
274. SHARKMAN V2 ([60]
damage)
275. SHARKMAN V3 ([70] damage)
SUCCESS RATE: 75% per enemy
SKULLMAN
CHIP
CODE: S
SkullMan tosses his head into the air. It lands on the enemy with the
most HP, dealing heavy damage.
276. SKULLMAN ([80] damage)
277.
SKULLMAN V2 ([100]
damage)
278.
SKULLMAN V3 ([120] damage)
SHADOWMAN
CHIP
CODE: S
ShadowMan throws three shurikens, which cause damage. The ref
determines distribution, based on the enemies' HP.
279. SHADOWMAN ([20] damage)
280.
SHADOWMAN V2 ([25] damage)
281.
SHADOWMAN V3 ([30] damage)
QUICKMAN
CHIP
CODE: Q
QuickMan throws a boomerang at a random enemy, damaging it. If that
enemy attacked on its last turn, the boomerang hits twice.
282. QUICKMAN ([40] damage)
283.
QUICKMAN V2 ([50] damage)
284.
QUICKMAN V3 ([60] damage)
TOADMAN
CHIP
CODE: T
ToadMan uses his melodic attack, dealing electric damage and paralysis
to a random enemy.
285. TOADMAN ([45] damage)
286. TOADMAN V2 ([55]
damage)
287. TOADMAN V3 ([65]
damage)
PLANETMAN
CHIP
CODE: P
PlanetMan summons 2d2 elemental orbs to crash into one selected enemy.
Each orb deals wood damage.
288. PLANETMAN ([15] damage)
289. PLANETMAN V2 ([25]
damage)
290. PLANETMAN V3 ([35]
damage)
FLASHMAN
CHIP
CODE: F
FlashMan's electric flash deals electric damage to each enemy, ignoring
Metal status, as well as Paralysis for 21 ticks.
291. FLASHMAN ([40] damage)
292. FLASHMAN V2 ([50]
damage)
293. FLASHMAN V3 ([60]
damage)
PLANTMAN
CHIP
CODE: P
PlantMan ensnares all enemies in life-draining vines. Paralysis and
Poison, ignoring safeguards.
294. PLANTMAN (21 ticks)
295.
PLANTMAN V2 (31 ticks)
296.
PLANTMAN V3 (41 ticks)
BOWLMAN
CHIP
CODE: B
BowlMan throws a bowling ball at one selected enemy; it deals damage.
He also creates 2d3 bowling pins, which are knocked into random enemies
at 10 damage apiece.
297. BOWLMAN ([70] damage)
298.
BOWLMAN V2 ([85] damage)
299.
BOWLMAN V3 ([100] damage)
SUCCESS RATE: 50% (bowling ball), 100% (pins)
BUBBLEMAN
CHIP
CODE: B
BubbleMan shoots a number of torpedoes at one enemy. The torpedoes deal
[10] water damage each.
300. BUBBLEMAN (3d3
torpedoes)
301. BUBBLEMAN V2 (4d3
torpedoes)
302. BUBBLEMAN V3 (5d3
torpedoes)
AIRMAN
CHIP
CODE: A
AirMan's tornado attack hits one enemy multiple times. [20] damage per
hit.
303. AIRMAN (3 hits)
304.
AIRMAN V2 (4 hits)
305.
AIRMAN V3 (5 hits)
SUCCESS RATE: 70%
METALMAN
CHIP
CODE: M
MetalMan's punch attack damages one enemy, and ignores everything (even
the critical rule).
306. METALMAN ([75] damage)
307.
METALMAN V2 ([90] damage)
308.
METALMAN V3 ([105] damage)
SUCCESS RATE: 60%
SNAKEMAN
CHIP
CODE: S
SnakeMan summons a snake to attack the enemy, dealing wood damage. For
each status boost the target has, add another snake (for more wood
damage). Also, 50% chance of paralyzing the target.
309. SNAKEMAN ([20] damage)
310. SNAKEMAN V2 ([35]
damage)
311. SNAKEMAN V3 ([50] damage)
TOPMAN
CHIP
CODE: T
TopMan leaps into the air and crashes down on top of a single enemy. He
also creates smaller tops which attack from multiple directions. The
resulting attack deals 3d2 hits.
312. TOPMAN ([10] damage)
313.
TOPMAN V2 ([15] damage)
314.
TOPMAN V3 ([20]
damage)
SUCCESS RATE: 85%
SPARKMAN
CHIP
CODE: S
SparkMan fills the arena with electricity. Not only does the electric
attack deal damage to all enemies, it also Blinds its targets!
315. SPARKMAN ([35] damage)
316. SPARKMAN V2 ([45]
damage)
317. SPARKMAN V3 ([55]
damage)
KENDOMAN
CHIP
CODE: K
KendoMan attacks one enemy with his wooden stick, hitting them 1d3
times.
318. KENDOMAN ([40] damage)
319.
KENDOMAN V2 ([50] damage)
320.
KENDOMAN V3 ([60] damage)
SUCCESS RATE: 80%
GRIDMAN
(FootMan in Japan)
CHIP
CODE: F
GridMan dashes through the enemies! 1d5 is rolled for each enemy as
well as each object on the arena floor. If any of the rolls is 1, the
attack fails. Otherwise, GridMan scores a touchdown and an explosion
rocks all enemies.
321. GRIDMAN ([50] damage)
322.
GRIDMAN V2 ([65] damage)
323.
GRIDMAN V3 ([80] damage)
BLIZZARDMAN
CHIP
CODE: B
BlizzardMan rolls a snowball at the targeted enemy for water damage.
The snowball rolls up all items on the arena floor, removing those
items; each item adds 10 to the damage count.
324. BLIZZARDMAN ([60]
damage)
325. BLIZZARDMAN V2 ([75]
damage)
326. BLIZZARDMAN V3 ([90]
damage)
SUCCESS RATE: 75%
SHADEMAN
CHIP
CODE: S
ShadeMan attacks one enemy with Crush Noise. It deals damage, and a
coin is flipped; on heads, it adds confusion, on tails, it adds
paralysis.
327. SHADEMAN ([45] damage)
328.
SHADEMAN V2 ([60] damage)
329.
SHADEMAN V3 ([75] damage)
SUCCESS RATE: 90%
NAPALMMAN
CHIP
CODE: N
NapalmMan throws five bombs. Each bomb that hits, causes fire damage to
a random enemy.
330. NAPALMMAN ([60] damage)
331. NAPALMMAN V2 ([75]
damage)
332. NAPALMMAN V3 ([90] damage)
SUCCESS RATE: 40% per bomb
TOMAHAWKMAN
CHIP
CODE: T
TomahawkMan takes a huge swipe with his tomahawk, dealing wood damage
to each enemy.
333. TOMAHAWKMAN ([80]
damage)
334. TOMAHAWKMAN V2 ([100]
damage)
335. TOMAHAWKMAN V3 ([120]
damage)
SUCCESS RATE: 60% per enemy
DJANGO
CHIP
CODE: D
Django attacks all enemies with a giant Gun Del Sol. Damages all
enemies, completely indefensible, cannot be modified by Attack +10 and
the like.
336. DJANGO (50 damage)
337.
DJANGO V2 (70 damage)
338.
DJANGO V3 (90 damage)
SUCCESS RATE: 80%
339. BASS
(Forte in Japan)
CHIP
CODE: X
Bass's air burst attack works like Meteo from the old system; five
hits, random enemies
(repeats allowed), each hit deals 50-80 damage. You cannot summon Bass
unless there's a Black Hole in the arena.
NOTES: Why Bass X, and not Bass F? In Battle Network 2, Bass V3 carried
a chip code of X, and in Battle Network 3, Bass's chip again had a chip
code of X.
340. BASS
GS (Forte in Japan)
CHIP
CODE: X
Bass and Gospel's breath attack works like a massive
Flare from the old system; each enemy
takes 100-200 damage. You cannot summon Bass GS unless there's a black
hole
in the arena.
PART 4: THE DARK
CHIPS
Dark Chips are infused
with evil power. They are far stronger than normal chips, but using
them has consequences. Dark Chips will only appear when a Navi is in
trouble: if a Navi's HP is critical (or a non-Navi has Dark Chip
equipped as his reaction skill), a sixth chip (the Dark Chip) will
mysteriously appear in his hand. Dark Chips will reduce your EXP by 1
when used. Also, whenever you use a Dark Chip, a wild surge will go
off. Dark Chips do not carry chip codes, and they may not be used
alongside normal chips. Rumor has it that if you use a lot of Dark
Chips, a "Dark Soul" will grow within you...
D1. DARK CANNON
250 damage to one selected
enemy. Causes a wild surge.
SUCCESS RATE: 90%
D2. DARK SWORD
300 damage to one selected
enemy. Causes a wild surge.
SUCCESS RATE: 75%
D3. DARK DASH
Deals 30x physical damage
to one enemy. Causes a wild surge.
SUCCESS RATE: (Roll Acc/Evade)
D4. DARK BALL
200 damage to one selected
enemy, ignoring everything (even the critical rule). Causes a wild
surge.
SUCCESS RATE: 90%
NOTES: Based on the Wrecker series.
D5. DARK RECOVERY
Fully restores the
target's HP, MP, and status. Causes a wild surge.
D6. DARK BOMB
220 damage to four random
enemies (no repeats). Causes a wild surge.
SUCCESS RATE: 90%
D7. DARK SPREAD
180 damage to all enemies.
Causes a wild surge.
SUCCESS RATE: 80%
D8. DARK BARRIER
One
ally gets a 500-HP aura, but unlike a normal aura, this one takes
consistent damage. Causes a wild surge.
D9. DARK VULCAN
A rapid-fire machine gun.
Deals 50 damage, 5 times, to one target. Causes a wild surge.
SUCCESS RATE: 80% per hit
USING CHIPS
It's pretty simple. Of the
chips you hold, you pick one to use, select a target if it's
necessary,
and bam. The chip does its thing. NetNavis,
and those with Program Folder support, always hold a set number of
NetNavi chips (five for actual NetNavis, three for anyone else),
so for these people, the chip will immediately be replaced by a
different random chip. For the most part, you may only use one chip per
turn.
THE CHIP CODES
Each chip you get has a
letter code. If at any point in a battle, you hold more than one chip
with
the same letter code, you can use them on the same turn. For instance,
if you hold a Cannon B and a Hi-Cannon B, you can use them both (for
100
damage total) and receive two new chips to replace them. If you have
the "Program Advance C" ability, you may combine two like-coded chips
into a single attack called a Program Advance. (The Cannon B and
Hi-Cannon
B might form into a hyper cannon worth 125 damage.) Such an attack will
usually -- but not always -- be more effective than using the two chips
separately. If a chip has a *
code,
it is a wild card and it can be used with any other chip. (And often,
that's
the only way they'll do any good.)
PROGRAM ADVANCES
In the games, uploading
specific chip sequences would get you a super attack worth loads of
damage.
For instance, in Megaman Battle Network 2, uploading Drop Down S, Anti
Damage S, and ShadowMan S would give you a program advance called
"BodyGuard"
which tossed 18 shurikens worth 100 damage each. For balance reasons,
Program
Advances have been toned down in the arena. The standard three-chip or
four-chip combos you may know aren't worth anything. In arena terms, a
Program Advance refers to two of the skills in the NetNavi's
skillset (Program Advance E and Program Advance C), in which they can
combine
two chips into a single powerful attack. To combine two chips, the
chips must either have the same letter code (Program Advance C), or be
the same element (Program Advance E).
You may not combine three chips, even if they all have the same letter
code. (You may combine two and use the third on the same turn,
however.) If
by some miracle you get like-coded chips in a series (Drain1 C, Drain2
C, and Drain3 C) I might allow a classic-style Program Advance, but the
odds of that are terribly slim.
So how effective are
program advances? Well, as a rule, code-based advances are stronger
than element-based advances. Since element-based advances come up more
often, and you don't have the option to use both chips separately, you
shouldn't expect a lot of devastation from these attacks. The strongest
possible advances are chips with the same letter code AND element (that
are not Navi-summoning chips). Aside from that...
Two
bombs would go together nicely, as would two swords. Offensive chips
and defensive chips generally don't mix, though, and trying to make
such an advance could backfire. To determine what an
advance will do, you should look at the special properties (if any) of
the chips being combined... do they hit multiple times? Are there
status ailments involved? Does it have a drain effect or collateral
damage? These are the questions that can help you determine if it's
worth "advancing" two chips or using them separately.
CROSSES AND BEAST OUT
A new addition to this system is the ability for NetNavis, or
anyone using the NetNavi skillset, to enter Crosses or Beast Out. Both
concepts come from MMBN6 (which, as of this writing, I've played a
little but not very far), and can be used to enhance your chips. There
are four
Crosses, one for each element; each Cross doubles the power of
associated chips, but leaves you weak against another element. (For
instance, Fire Cross doubles the power of all fire-elemental chips, but
you take double damage from water.) In addition, entering a Cross
changes your charged physical attack into a chip attack; Fire Cross
gets Fire Tower (chip #061), Aqua Cross gets Bubbler (chip #008), Elec
Cross gets Zap-Ring 3 (chip #115), and Wood Cross gets Twister (chip
#103). It's best to enter a Cross that takes advantage of the chips you
have; if you have a lot of elec chips, for instance, Elec Cross is the
way to go.
As for Beast Out, this
is a special mode that only lasts 3 turns, after which you cannot use
it again. Unlike Crosses, it provides a few benefits that are even
useful if you don't use chips. However, it is best if you do have
chips, because one of the benefits is a +30 bonus to all non-elemental
chips. Also, you get irremovable Defense Up and Magic Defense Up for
the duration of your Beast Out, and your Fight command becomes a Beast
Claw. This attacks all enemies once, then swipes one enemy a second
time. Damage is equal to your Atk value. Once you've entered Beast Out
mode, you cannot cancel it, so be wary. Do note that you can use a
Cross and Beast Out at the same time. However, unlike in MMBN6, doing
so does not confer any special benefits.
DRAWING CHIPS
All chips are drawn
RANDOMLY
from the script, and chip codes are also generated randomly. You don't
get a folder of 30 like you do in the games. It all boils down to luck.
If you don't like the chips you have, you can redraw and hope for some
better ones, or you can use Add Chips to keep the chips you have and
add up to three more (maximum 10) in hopes of a good Program Advance or
whatnot.
ON NON-NAVI CHIP USERS...
First off, remember that if you use Program Folder outside of
its primary job, you only get three chips instead of five, though if
you have Execute! (the NetNavi skillset) you can get more via Add Chips
or Draw Chips. If you pick Execute! (the NetNavi skillset) as a
secondary, but
don't take Program Folder, you will still have
access
to Navi
chips. However, you will not start out with any chips; you will have to
draw some as a turn action. In addition, when you use the chips, they
will not auto-restock, but on the other hand using Draw Chips does get
you five of them (as opposed to Program Folder's three). If you
use Program Folder support, but not
Execute! secondary, you'll always have the three chips, but you won't
be able
to do a whole lot with them. You'll
be able to use them, and if you
have like-coded chips you can use them in the same action, but you
can't advance them, use Crosses and Beast Out, add to your chip stock,
or even redraw if you don't like your chips. On a final note, remember
that Dark Chip is a reaction skill, so if you want access to those and
you're not a Navi, you have to equip that in your reaction/support
slot, thus forfeiting Program Folder.
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