This is part of Kamek the Ref's Kode of Battle, and hence applies EXCLUSIVELY for boss battles.
You can e-mail me at hcuz at nycap dot rr dot com. I removed the direct link to cut down on spam.

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.

139. COUNTER 3
Blocks the next incoming attack and returns [110] HP damage... IF you react to the attack within 5 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



PART 5: GENERAL CHIP RULES

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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