------------------------------------------------------------------------------- -------------[ Megaman Battle Network: Double Team Battlechips FAQ ]----------- ---------------------------------[by Ice Queen Zero]--------------------------- -----------------------------------[Nintendo DS]------------------------------- ------------------------------------------------------------------------------- o--------------------o DISCLAIMER o--------------------o Megaman Battle Network: Double Team and its content are properties of Capcom Co. Ltd. This Battlechips FAQ is the sole copyright of Ice Queen Zero and cannot be put on any other websites or posted without given permission nor can it be reprodu- ced without proper consent. o--------------------o INTRODUCTION o--------------------o There are many chips to get in this game (180 Standard Chips, 60 Mega Chips and 6 Mega Chips) for each version. There are some megachips that are Navi chips (6 of them are exclusive to Protoman and Colonel version each for library purposes but can be won as Secret Chips of the library in the version it does not belong and also listed are the attributes, elemental effects, damage, memory, codes, if a panel is needed for the chip to work, rarity, and where to gain them from. For the DS version, exclusivity is not a factor as you can use chips from both games except for the Otenko and the GunSolEX which is not available in the DS version. Rarity Guide * = Very Common ** = Common *** = Moderate **** = Rare ***** = Very Rare U = Unique, can only get it once period o--------------------o STANDARD CHIPS o--------------------o ------------------ S001: Cannon ------------------ Code: A,B,C, * MB: 8 Damage: 40 Element: Null Panel needed: No Rarity: * Attributes: A big bang that attacks one enemy in front of you. ------------------ S002: HiCannon ------------------ Code: D,E,F MB: 24 Damage: 80 Element: Null Panel needed: No Rarity: ** Attributes: A big bang that attacks one enemy in front of you. ------------------ S003: M-Cannon ------------------ Code: F,G,H MB: 120 Damage: 40 Element: Null Panel needed: No Rarity: *** Attributes: A big bang that attacks one enemy in front of you. ------------------ S004: Air Shot ------------------ Code: * MB: 6 Damage: 20 Element: Wind Panel needed: No Rarity: ** Attributes: Pushes anyback a square and lauches objects on the field ------------------ S005: Vulcan1 ------------------ Code: C,D,E,* MB: 6 Damage: 10 per hit Element: Null Panel needed: No Rarity: *** Attributes: 3 Quick shots that also hits the panel behind target ------------------ S006: Vulcan2 ------------------ Code: A,B,C MB: 18 Damage: 10 per hit Element: Null Panel needed: No Rarity: ** Attributes: 5 Quick shots that also hits the panel behind target ------------------ S007: Vulcan3 ------------------ Code: L,M,N MB: 30 Damage: 10 per hit Element: Null Panel needed: No Rarity: *** Attributes: 7 Quick shots that also hits the panel behind target ------------------ S008: Spreader ------------------ Code: C,D,E,* MB: 10 Damage: 30 Element: Null Panel needed: No Rarity: ** Attributes: Damages surrounding enemy panels on contact with target ------------------ S009: MrkCan1 ------------------ Code: K,M,S MB: 18 Damage: 70 Element: Target Panel needed: No Rarity: * Attributes: Reticle scans three columns ahead and blast first enemy in sight. ------------------ S010: MrkCan2 ------------------ Code: D,F,Z MB: 27 Damage: 100 Element: Target Panel needed: no Rarity: ** Attributes: Reticle scans three columns ahead and blast first enemy in sight. ------------------ S011: MrkCan3 ------------------ Code: E,R,Y MB: 36 Damage: 130 Element: Target Panel needed: no Rarity: *** Attributes: Reticle scans three columns ahead and blast first enemy in sight. ------------------ S012: Pulsar1 ------------------ Code: F,P,T MB: 14 Damage: 70 Element: None Panel needed: no Rarity: * Attributes: A beam flies across and if it his an object, a soundwave damages all panels around it. ------------------ S013: Pulsar2 ------------------ Code: E,G,M MB: 26 Damage: 90 Element: None Panel needed: no Rarity: ** Attributes: A beam flies across and if it his an object, a soundwave damages all panels around it. ------------------ S014: Pulsar3 ------------------ Code: C,R,S MB: 38 Damage: 110 Element: None Panel needed: no Rarity: *** Attributes: A beam flies across and if it his an object, a soundwave damages all panels around it. ------------------ S015: TankCan1 ------------------ Code: A,E,P MB: 20 Damage: 80 Element: none Panel needed: no Rarity: * Attributes: Kncks enemy to the back or attacks n' cracks all back panels ------------------ S016: TankCan2 ------------------ Code: B,T,Y MB: 30 Damage: 120 Element: none Panel needed: no Rarity: ** Attributes: Kncks enemy to the back or attacks n' cracks all back panels ------------------ S017: TankCan3 ------------------ Code: F,M,R MB: 40 Damage: 160 Element:none Panel needed: no Rarity: *** Attributes: Kncks enemy to the back or attacks n' cracks all back panels ------------------ S018: WideSht1 ------------------ Code: L,M,N MB: 10 Damage: 70 Element: Aqua Panel needed: no Rarity: * Attributes: A colum-wide wave that attacks the first enemy in its way ------------------ S019: WideSht2 ------------------ Code: E,F,G MB: 30 Damage: 90 Element: Aqua Panel needed: no Rarity: ** Attributes: A colum-wide wave that attacks the first enemy in its way ------------------ S020: WideSht3 ------------------ Code: S,T,U MB: 50 Damage: 110 Element: Aqua Panel needed: no Rarity: *** Attributes: A colum-wide wave that attacks the first enemy in its way ------------------ S021: ElcReel1 ------------------ Code: C,V,Z MB: 32 Damage: 80 Element: Electric Panel needed: no Rarity: * Attributes: Strikes enemy or object and any panel adjacent to it. ------------------ S022: ElcReel2 ------------------ Code: B,Q,Y MB: 46 Damage: 100 Element: Electric Panel needed: no Rarity: ** Attributes: Strikes enemy or object and any panel adjacent to it. ------------------ S023: ElcReel3 ------------------ Code: E,L,R MB: 60 Damage: 120 Element: Electric Panel needed: no Rarity: *** Attributes: Strikes enemy or object and any panel adjacent to it. ------------------ S024: CactBal1 ------------------ Code: H,I,J MB: 10 Damage: 30 per hit Element: Wood Panel needed: yes Rarity: * Attributes: Rolling Cactus Ball hits enemy up to 4 times ------------------ S025: CactBal2 ------------------ Code: Q,R,S MB: 30 Damage: 40 per hit Element: Wood Panel needed: yes Rarity: ** Attributes: Rolling Cactus Ball hits enemy up to 4 times ------------------ S026: CactBal3 ------------------ Code: L,M,N MB: 50 Damage: 50 per hit Element: Wood Panel needed: yes Rarity: *** Attributes: Rolling Cactus Ball hits enemy up to 4 times ------------------ S027: GunDelS1 ------------------ Code: A,S,U,* MB: 15 Damage: up to 120 Element: none Panel needed: no Rarity: ** Attributes: Column-wide beam that rapidly drains HP for a set time. ------------------ S028: GunDelS2 ------------------ Code: G,U,Y MB: 25 Damage: up to 180 Element: none Panel needed: no Rarity: *** Attributes: Column-wide beam that rapidly drains HP for a set time. ------------------ S029: GunDelS3 ------------------ Code: D,M,O MB: 35 Damage: up to 240 Element: none Panel needed: no Rarity: **** Attributes: Column-wide beam that rapidly drains HP for a set time. ------------------ S030: ElemRage ------------------ Code: E,K,W MB: 39 Damage: 90 Element: Varies by panel you are on Panel needed: no Rarity: *** Attributes: A row-wide null flame that expands if you are on a special ground. ------------------ S031: Thunder ------------------ Code: B,L,P,* MB: 7 Damage: 40 Element: Electric Panel needed: no Rarity: *** Attributes: Homes in on nearest enemy and stuns on contact ------------------ S032: Tornado ------------------ Code: D,L,R MB: 22 Damage: 20 per hit Element: Wind Panel needed: no Rarity: *** Attributes: A tornado that attacks the panel two rows ahead eight times. ------------------ S033: Static ------------------ Code: N,S,V MB: 55 Damage: 20 per hit Element: Wind Panel needed: no Rarity: *** Attributes: Multiple tornados that hit eight times each. Need Dark Megaman. ------------------ S034: MiniBomb ------------------ Code: B,G,L,* MB: 5 Damage: 50 Element: none Panel needed: not really (if lands on an enemy over a hole it hits) Rarity: * Attributes: A lobbed bomb that does damage if it lands on an enemy. ------------------ S035: EnergBom ------------------ Code: E,P,W MB: 11 Damage: 40 per hit Element: none Panel needed: not really Rarity: * Attributes: A lobbed bomb that can hit the enemy up to three times. ------------------ S036: MegEnBom ------------------ Code: C,K,Z MB: 30 Damage: 60 per hit Element: none Panel needed: not really Rarity: *** Attributes: A lobbed bomb that can hit the enemy up to three times. ------------------ S037: CrakBom ------------------ Code: C,R,V MB: 18 Damage: 80 Element: none Panel needed: not really Rarity: * Attributes: A lobbed bomb that attacks and cracks the whole column ------------------ S038: ParaBom ------------------ Code: H,N,P MB: 34 Damage: 90 Element: none Panel needed: not really Rarity: ** Attributes: A lobbed bomb that attacks and paralyzes the whole column ------------------ S039: ResetBom ------------------ Code: D,I,O MB: 50 Damage: 100 Element: none Panel needed: not really Rarity: *** Attributes: A lobbed bomb that attacks column and cancels NaviCust programs. ------------------ S040: Quake1 ------------------ Code: A,K,P MB: 10 Damage: 100 Element: none Panel needed: yes Rarity: * Attributes: A lobbed Powie that cracks the panel it lands on. ------------------ S041: Quake2 ------------------ Code: B,L,Y MB: 25 Damage: 150 Element: none Panel needed: yes Rarity: ** Attributes: A lobbed Powie2 that cracks the panel it lands on and attacks the whole column. ------------------ S042: Quake3 ------------------ Code: F,H,N MB: 45 Damage: 200 Element: none Panel needed: yes Rarity: *** Attributes: A lobbed Powie3 that cracks the panel it lands on and attacks the whole column and row. ------------------ S043: BugBomb ------------------ Code: A,R,T,* MB: 30 Damage: 0 Element: none Panel needed: yes Rarity: *** Attributes: Attacks enemy and surrounding panels and causes bugs. ------------------ S044: CannBall ------------------ Code: C,T,Z,* MB: 30 Damage: 140 Element: Break Panel needed: yes Rarity: *** Attributes: A lobbed cannonball that breaks the panel it lands on if unoccupied ------------------ S045: BlkBomb ------------------ Code: L,R,Z MB: 55 Damage: 210 Element: Fire Panel needed: yes Rarity: **** Attributes: A lobbed bomb with 100hp, explode when hit by fire. ------------------ S046: Geyser ------------------ Code: G,M,S MB: 38 Damage: 200 (10 if lands on enemy) Element: Aqua Panel needed: never Rarity: **** Attributes: A lobbed water-ballon that hits all surrounding panels. ------------------ S047: LavaSeed ------------------ Code: H,K,P MB: 60 Damage: 0 (10 if lands on enemy) Element: None Panel needed: yes Rarity: ** Attributes: A lobbed seed that turns a 3x3 grid into Lava Panels ------------------ S048: SeaSeed ------------------ Code: D,J,M,* MB: 28 Damage: 0 Element: none Panel needed: yes Rarity: ** Attributes: A lobbed seed that turns a 3x3 grid into Sea Panels ------------------ S049: IceSeed ------------------ Code: A,K,Q,* MB: 42 Damage: 0 (10 if lands on enemy) Element: none Panel needed: yes Rarity: ** Attributes: A lobbed seed that turns a 3x3 grid into Ice Panels ------------------ S050: GrasSeed ------------------ Code: A,M,W,* MB: 24 Damage: 0 (10 if lands on enemy) Element: none Panel needed: yes Rarity: ** Attributes: A lobbed seed that turns a 3x3 grid into Grass Panels ------------------ S051: Sword ------------------ Code: C,L,S MB: 9 Damage: 80 Element: Sword Panel needed: no Rarity: * Attributes: Slices enemy directly in front ------------------ S052: wideSwrd ------------------ Code: K,S,Z MB: 16 Damage: 80 Element: Sword Panel needed: no Rarity: ** Attributes: Column-wide slash ------------------ S053: LongSwrd ------------------ Code: C,M,S MB: 25 Damage: 80 Element: Sword Panel needed: no Rarity: *** Attributes: 2-row forward slash ------------------ S054: WideBlde ------------------ Code: A,L,V MB: 38 Damage: 150 Element: Sword Panel needed: no Rarity: **** Attributes: Stronger version of WideSwrd ------------------ S055: LongBlde ------------------ Code: E,L,P MB: 40 Damage: 150 Element: Sword Panel needed: no Rarity: *** Attributes: Stronger version of LongSwrd ------------------ S056: CustSwrd ------------------ Code: E,L,P MB: 20 Damage: 10-256 (0 if full custom bar) Element: Sword Panel needed: no Rarity: *** Attributes: Damages 6 Panels in front. Damamge depends on the status of custom bar. ------------------ S057: VariSword ------------------ Code: B,C,V MB: 60 Damage: 160 Element: Sword Panel needed: no Rarity: **** Attributes: Attack panel ahead of you. Hold A then down,down/forward, forward for Long Sword left,down/left, down,down/forward, forward for Fighter Sword (full row slash) up, right, down for Wide Sword left, up/left, up, up/right, right for Life Sword left, B, right, B for Sonic Boom (Slash the acts like WideShot) ------------------ S058: Slasher ------------------ Code: B,I,R MB: 18 Damage: 240 Element:Sword Panel needed: no Rarity: *** Attributes: Hold A to attack the first enemy to invade your field. ------------------ S059: WindRack ------------------ Code: B,F,J,* MB: 23 Damage: 100 Element: Wind Panel needed: no Rarity: *** Attributes: Column-wide racket swipe that knocks the object to the back ------------------ S060: MoonBld1 ------------------ Code: E,N,Z MB: 23 Damage: 90 Element: Sword Panel needed: no Rarity: * Attributes: Attack all enemies whom surround you. ------------------ S061: MoonBld2 ------------------ Code: G,O,V MB: 36 Damage: 110 Element: Sword Panel needed: no Rarity: ** Attributes: Attack all enemies whom surround you. ------------------ S062: MoonBld3 ------------------ Code: C,L,T MB: 49 Damage: 130 Element: Sword Panel needed: no Rarity: *** Attributes: Attack all enemies whom surround you. ------------------ S063: Katana1 ------------------ Code: D,H,S MB: 25 Damage: 60 per hit Element: Sword Panel needed: no Rarity: * Attributes: WideSwrd followed by LongSwrd ------------------ S064: Katana2 ------------------ Code: B,R,W MB: 37 Damage: 80 per hit Element: Sword Panel needed: no Rarity: ** Attributes: WideSwrd followed by LongSwrd ------------------ S065: Katana3 ------------------ Code: A,J,Z MB: 49 Damage: 100 per hit Element: Sword Panel needed: no Rarity: *** Attributes: WideSwrd followed by LongSwrd ------------------ S066: YoYo ------------------ Code: D,E,F MB: 32 Damage: 50 per hit Element: none Panel needed: no Rarity: *** Attributes: A Yoyo blade cuts through enemies and retract to cut them again. They get cut three times if in the third panel away from Megaman. ------------------ S067: DrilArm1 ------------------ Code: A,J,W MB: 32 Damage: 60 Element: Break Panel needed: no Rarity: * Attributes: Attacks two panels in front and knocks enemies back. ------------------ S068: DrilArm2 ------------------ Code: D,L,S MB: 51 Damage: 70 Element: Break Panel needed: no Rarity: ** Attributes: Attacks two panels in front and knocks enemies back. ------------------ S069: DrilArm3 ------------------ Code: I,P,Z MB: 64 Damage: 80 Element: Break Panel needed: no Rarity: *** Attributes: Attacks two panels in front and knocks enemies back. ------------------ S070: AirHock ------------------ Code: Q,R,S MB: 40 Damage: 40 per hit Element: Break Panel needed: yes Rarity: *** Attributes: Air Hockey Puck bounces viciously for a few seconds ------------------ S071: Skully1 ------------------ Code: C,K,S MB: 34 Damage: 100 Element: none Panel needed: no Rarity: * Attributes: A bone travels three panels to home in on enemy. ------------------ S072: Skully2 ------------------ Code: A,H,V MB: 50 Damage: 120 Element: none Panel needed: no Rarity: ** Attributes: A bone travels three panels to home in on enemy. ------------------ S073: Skully3 ------------------ Code: G,N,U MB: 76 Damage: 140 Element: none Panel needed: no Rarity: *** Attributes: A bone travels three panels to home in on enemy. ------------------ S074: AqWhirl1 ------------------ Code: B,F,N MB: 30 Damage: 70 Element: Aqua Panel needed: yes Rarity: * Attributes: A whirlpool skims the outer edge of the field and homes in on enemy or object and turns the panel its on into a Sea Panel. ------------------ S075: AqWhirl2 ------------------ Code: A,H,O MB: 42 Damage: 100 Element: Aqua Panel needed: yes Rarity: ** Attributes: A whirlpool skims the outer edge of the field and homes in on enemy or object and turns the panel its on into a Sea Panel ------------------ S076: AqWhirl3 ------------------ Code: D,I,R MB: 54 Damage: 130 Element: Aqua Panel needed: yes Rarity: *** Attributes: A whirlpool skims the outer edge of the field and homes in on enemy or object and turns the panel its on into a Sea Panel ------------------ S077: AirSpin1 ------------------ Code: C,E,O MB: 32 Damage: up to 80 Element: Wind Panel needed: yes Rarity: * Attributes: Stops short of anything and creates a slash that damages panels around it twice. ------------------ S078: AirSpin2 ------------------ Code: B,H,W MB: 44 Damage: up to 120 Element: Wind Panel needed: yes Rarity: ** Attributes: Stops short of anything and creates a slash that damages panels around it three times. ------------------ S079: AirSpin3 ------------------ Code: A,G,J MB: 56 Damage: up to 160 Element: Wind Panel needed: yes Rarity: *** Attributes: Stops short of anything and creates a slash that damages panels around it four times. ------------------ S080: FireHit1 ------------------ Code: O,P,Q MB: 12 Damage: 60 Element: Fire Panel needed: no Rarity: * Attributes: Attacks first column with enemies. ------------------ S081: FireHit2 ------------------ Code: H,I,J MB: 28 Damage: 100 Element: Fire Panel needed: no Rarity: ** Attributes: Attacks first column with enemies. ------------------ S082: FireHit3 ------------------ Code: E,F,G MB: 44 Damage: 140 Element: Fire Panel needed: no Rarity: *** Attributes: Attacks first column with enemies. ------------------ S083: HotBody1 ------------------ Code: A,F,P MB: 28 Damage: 110 Element: Fire Panel needed: no Rarity: * Attributes: A fire ring surrounds Megaman and attacks enemies around him and the enemies that touch them. ------------------ S084: HotBody2 ------------------ Code: C,R,W MB: 40 Damage: 130 Element: Fire Panel needed: no Rarity: ** Attributes: A fire ring surrounds Megaman and attacks enemies around him and the enemies that touch them. ------------------ S085: HotBody3 ------------------ Code: J,M,S MB: 52 Damage: 150 Element: Fire Panel needed: no Rarity: *** Attributes: A fire ring surrounds Megaman and attacks enemies around him and the enemies that touch them. ------------------ S086:SideBub1 ------------------ Code: D,Q,S MB: 25 Damage: 90 Element: Aqua Panel needed: no Rarity: * Attributes: Two anchor bubbles criss-cross around the enemy field ------------------ S087: SideBub2 ------------------ Code: H,L,W MB: 35 Damage: 110 Element: Aqua Panel needed: no Rarity: ** Attributes: Two anchor bubbles criss-cross around the enemy field ------------------ S088: SideBub3 ------------------ Code: E,N,P MB: 45 Damage: 130 Element: Aqua Panel needed: no Rarity: *** Attributes: Two anchor bubbles criss-cross around the enemy field ------------------ S089: CusVolt1 ------------------ Code: A,V,Y MB: 40 Damage: 10-110 Element: Electric Panel needed: no Rarity: ** Attributes: T-shape attack that gets stronger when the custom bar is higher. ------------------ S090: CusVolt2 ------------------ Code: C,E,G MB: 55 Damage: 30-130 Element: Electric Panel needed: no Rarity: *** Attributes: T-shape attack that gets stronger when the custom bar is higher. ------------------ S091: CusVolt3 ------------------ Code: G,M,P MB: 70 Damage: 50-150 Element: Electric Panel needed: no Rarity: **** Attributes: T-shape attack that gets stronger when the custom bar is higher. ------------------ S092: Boomer ------------------ Code: A,L,V,* MB: 16 Damage: 60 Element: Wood Panel needed: no Rarity: *** Attributes: A Wooden boomerang skims the other edges of the field. ------------------ S093: Astroid1 ------------------ Code: A,Q,T MB: 26 Damage: 60 per hit Element: Fire Panel needed: no Rarity: * Attributes: 6 Meteors hit random panels ------------------ S094: Astroid2 ------------------ Code: E,M,U MB: 42 Damage: 70 per hit Element: Fire Panel needed: no Rarity: ** Attributes: 8 Meteors hit random panels ------------------ S095: Astroid3 ------------------ Code: C,P,Y MB: 56 Damage: 80 per hit Element: Fire Panel needed: no Rarity: *** Attributes: 10 Meteors hit random panels ------------------ S096: SpShake1 ------------------ Code: G,H,I MB: 30 Damage: 60 Element: Electric Panel needed: no Rarity: * Attributes: A Shakey slithers through each panel. ------------------ S097: SpShake2 ------------------ Code: B,C,D MB: 40 Damage: 80 Element: Electric Panel needed: no Rarity: ** Attributes: A Shakey slithers through each panel. ------------------ S098: SpShake3 ------------------ Code: S,T,U MB: 50 Damage: 100 Element: Electric Panel needed: no Rarity: *** Attributes: A Shakey slithers through each panel. ------------------ S099: Voltz1 ------------------ Code: K,O,Y MB: 30 Damage: 100 Element: Electric Panel needed: yes Rarity: * Attributes: Lobbed Flashy Virus that attacks in a cross. ------------------ S100: Voltz2 ------------------ Code: J,U,Z MB: 48 Damage: 120 Element: Electric Panel needed: yes Rarity: ** Attributes: Lobbed Flashy Virus that attacks in a cross. ------------------ S101: Voltz3 ------------------ Code: A,H,V MB: 66 Damage: 140 Element: Electric Panel needed: yes Rarity: *** Attributes: Lobbed Flashy Virus that attacks in a cross. ------------------ S102: WoodNos1 ------------------ Code: F,R,W MB: 27 Damage: 100 Element: Wood Panel needed: yes Rarity: * Attributes: Seed bounces to the end, two spears push the viruses to the far left. If it reaches the end. ------------------ S103: WoodNos2 ------------------ Code: J,T,Z MB: 40 Damage: 130 Element: Wood Panel needed: yes Rarity: ** Attributes: Seed bounces to the end, two spears push the viruses to the far left. If it reaches the end. ------------------ S104: WoodNos3 ------------------ Code: I,S,V MB: 53 Damage: 160 Element: Wood Panel needed: yes Rarity: *** Attributes: Seed bounces to the end, two spears push the viruses to the far left. If it reaches the end. ------------------ S105: Lance ------------------ Code: C,L,R,* MB: 42 Damage: 130 Element: Wood Panel needed: no Rarity: **** Attributes: A column of spears appear in the back row and pushes forward the viruses. ------------------ S106: WavePit ------------------ Code: B,E,Z MB: 42 Damage: 160 Element: Aqua Panel needed: yes + Sea panels Rarity: ** Attributes: Waves come out of Sea panels and move across the field ------------------ S107: RedWave ------------------ Code: A,F,H MB: 48 Damage: 190 Element: Fire Panel needed: yes + Lava panels Rarity: *** Attributes: Waves come out of Lava panels and move across the field ------------------ S108: MudWave ------------------ Code: D,N,W MB: 54 Damage: 170 Element: Wood Panel needed: yes + Grass Panels Rarity: **** Attributes: Waves come out of Grass panels and move across the field ------------------ S109: RainyDay ------------------ Code: B,G,L MB: 57 Damage: 40 + 40 for each of your sea panels Element: Aqua Panel needed: no but Sea Panels help Rarity: **** Attributes: A raincloud forms over an enemy and a sea panel is sacrificed to add extra hits. ------------------ S110: Snake ------------------ Code: C,M,Z MB: 60 Damage: 30 Element: Wood Panel needed: never Rarity: **** Attributes: For each hole on your side, a snake attacks the enemy. ------------------ S111: Magnum ------------------ Code: E,O,V MB: 52 Damage: 130 Element: Target Panel needed: no Rarity: *** Attributes: Press A to stop the cursors and attack the column. Cracks occupied panels and breaks empty ones. ------------------ S112: CircGun ------------------ Code: A,C,F MB: 50 Damage: 100 Element: Target Panel needed: no Rarity: *** Attributes: Press a to stop the cursor and four conected panels are attacked. ------------------ S113: TimeBom1 ------------------ Code: H,N,T MB: 32 Damage: 100 Element: Block Panel needed: yes Rarity: * Attributes: A time bomb appears and explode when time runs out. ------------------ S114: TimeBom2 ------------------ Code: D,H,Z MB: 54 Damage: 140 Element: Block Panel needed: yes Rarity: ** Attributes: A time bomb appears and explode when time runs out. ------------------ S115: TimeBom3 ------------------ Code: F,H,S MB: 76 Damage: 200 Element: Block Panel needed: yes Rarity: *** Attributes: A time bomb appears and explode when time runs out. ------------------ S1116: BoyBomb1 ------------------ Code: C,F,S MB: 30 Damage: 130 Element: Block Panel needed: yes Rarity: * Attributes: Damages surrounding panels and attacks can move it in any direction ------------------ S117: BoyBomb2 ------------------ Code: H,P,W MB: 40 Damage: 180 Element: Block Panel needed: yes Rarity: ** Attributes: Damages surrounding panels and attacks can move it in any direction ------------------ S118: BoyBomb3 ------------------ Code: B,Q,Y MB: 50 Damage: 230 Element: Block Panel needed: yes Rarity: *** Attributes: Damages surrounding panels and attacks can move it in any direction ------------------ S119: Mine ------------------ Code: H,P,T MB: Invisible Damage: 300 Element: Invisible Panel needed: yes Rarity: *** Attributes: A bomb roulletes around empty panels and any enemy who steps on it will take damage. ------------------ S120: RockCUbe ------------------ Code: * MB: 6 Damage: 0 (HP left on it if hit by Air Shot) Element: Block Panel needed: yes Rarity: * Attributes: Places a rockcube with 200 HP and blocks most attacks. ------------------ S121: Wind ------------------ Code: * MB: 10 Damage: 0 Element: Wind Panel needed: yes Rarity: ** Attributes: Push enemies back ------------------ S122: Fan ------------------ Code: * MB: 10 Damage: 0 Element: Wind Panel needed: yes Rarity: ** Attributes: Pulls enemies forward ------------------ S123: Fanfare ------------------ Code: F,P,Z,* MB: 20 Damage: 0 Element: Block Panel needed: yes Rarity: ** Attributes: Makes you impervious to damage ------------------ S124: Discord ------------------ Code: B,J,Q,* MB: 20 Damage: 0 Element: Block Panel needed: yes Rarity: ** Attributes: Confuse enemies ------------------ S125: Timpani ------------------ Code: A,L,V,* MB: 20 Damage: 0 Element: Block Panel needed: yes Rarity: ** Attributes: Enemies can't move ------------------ S126: Silence ------------------ Code: C,J,N,* MB: 20 Damage: 0 Element: Block Panel needed: yes Rarity: ** Attributes: Enemies can't attack ------------------ S127: RedFrut1 ------------------ Code: E,K,Z MB: 24 Damage: gain 300hp Element: Recovery Panel needed: yes Rarity: * Attributes: Apple teleport throught your field and the first one to hit it with an attack gains 300hp ------------------ S128: RedFrut2 ------------------ Code: F,T,W MB: 48 Damage: 0 Element: Recovery Panel needed: yes Rarity: ** Attributes: Apple teleport throught your field and the first one to hit it with an attack becomes temporarily impervious to attacks. ------------------ S129: RedFrut3 ------------------ Code: H,O,U MB: 62 Damage: 0 Element: Recovery Panel needed: yes Rarity: *** Attributes: Apple teleport throught your field and the first one to hit it with an attack gains 300hp ------------------ S130: VDoll ------------------ Code: O,T,Z MB: 58 Damage: 0 (Damage that enemies cause to it) Element: Block Panel needed: yes Rarity: **** Attributes: Lobs a VDoll. Damage is refelected back to the enemy. If the VDoll is left untoched after a while, it becomes a poison panel. ------------------ S131: Guard1 ------------------ Code: A,D,K,* MB: 4 Damage: 50 Element: none Panel needed: no (except for shockwave) Rarity: * Attributes: Blocks projectiles and sends a shockwave in return. ------------------ S132: Guard2 ------------------ Code: B,L,Q,* MB: 10 Damage: 100 Element: none Panel needed: no (except for shockwave) Rarity: ** Attributes: Blocks projectiles and sends a shockwave in return. ------------------ S133: Guard3 ------------------ Code: C,M,S,* MB: 16 Damage: 150 Element: none Panel needed: no (except for shockwave) Rarity: *** Attributes: Blocks projectiles and sends a shockwave in return. ------------------ S134: CrsShld1 ------------------ Code: B,F,V MB: 28 Damage: 130 Element: none Panel needed: no Rarity: * Attributes: Dominerd blocks the blow and attacks the row ahead. ------------------ S135: CrsShld2 ------------------ Code: C,M,R MB: 40 Damage: 160 Element: none Panel needed: no Rarity: ** Attributes: Dominerd blocks the blow and attacks the row ahead. ------------------ S136: CrsShld3 ------------------ Code: D,O,Z MB: 52 Damage: 190 Element: none Panel needed: no Rarity: *** Attributes: Dominerd blocks the blow and attacks the row ahead. ------------------ S137: CrakOut ------------------ Code: * MB: 4 Damage: 0 Element: none Panel needed: in order to rid of it. Rarity: * Attributes: Puts a hole in the panel ahead. ------------------ S138: DublCrak ------------------ Code: * MB: 7 Damage: 0 Element: none Panel needed: in order to rid of them Rarity: * Attributes: Puts holes in the two panels ahead. ------------------ S139: TripCrak ------------------ Code: * MB: 0 Damage: 10 Element: none Panel needed: in order to rid of them Rarity: * Attributes: Puts holes in a whole colum ahead. ------------------ S140: Recov10 ------------------ Code: A,C,L,* MB: 8 Damage: add 10hp Element: Recovery Panel needed: no Rarity: * Attributes: Regain 10hp ------------------ S141: Recov30 ------------------ Code: C,H,L,* MB: 16 Damage: regain 30hp Element: Recovey Panel needed: no Rarity: * Attributes: Regain 30hp ------------------ S142: Recov50 ------------------ Code: B,H,O,* MB: 24 Damage: regain 50hp Element: Recovery Panel needed: no Rarity: * Attributes: Regain 50hp ------------------ S143: Recov80 ------------------ Code: B,K,O,* MB: 32 Damage: regain 80hp Element: Recovery Panel needed: no Rarity: ** Attributes: Regain 80hp ------------------ S144: Recov120 ------------------ Code: K MB: 40 Damage: Regain 120hp Element: Recovey Panel needed: no Rarity: ** Attributes: Regain 120hp ------------------ S145: Recov150 ------------------ Code: Q MB: 48 Damage: Regain 150hp Element: Recovery Panel needed: no Rarity: *** Attributes: Regain 150hp ------------------ S146: Recov200 ------------------ Code: I MB: 56 Damage: Regain 200hp Element: Recovery Panel needed: no Rarity: *** Attributes: Regain 200hp ------------------ S147: Recov300 ------------------ Code: Y MB: 64 Damage: Regain 300hp Element: Recovery Panel needed: no Rarity: **** Attributes: Regain 300hp ------------------ S148: PanlGrab ------------------ Code: * MB: 6 Damage: 0 (10 if it hits enemy) Element: none Panel needed: no Rarity: * Attributes: Steals an enemy panel in the same row ------------------ S149: AreaGrab ------------------ Code: A,L,S,* MB: 8 Damage: 0 (10 if it hots enemy) Element: none Panel needed: no Rarity: * Attributes: Steal leftmost enemy column ------------------ S150: MetaGel ------------------ Code: F,N,T,* MB: 52 Damage: 120 Element: Aqua Panel needed: yes Rarity: **** Attributes: Three Slimy drop in each panel of leftmost enemy column and if the panel is empty then it become converted to yours. ------------------ S151: GrabBnsh ------------------ Code: D,L,R MB: 24 Damage: 20 per panel stolen Element: none Panel needed: no Rarity: *** Attributes: If an enemy steal panels when this is active, it will take damage. ------------------ S152: GrabRvng ------------------ Code: F,N,P MB: 48 Damage: 40 per panel stolen Element: none Panel needed: np Rarity: **** Attributes: If an enemy steals panels when this is active it will take damage. ------------------ S153: PnlRetrn ------------------ Code: * MB: 14 Damage: 0 Element: none Panel needed: none Rarity: ** Attributes: Return panels to normal. ------------------ S154: Geddon1 ------------------ Code: M,P,Z,* MB: 34 Damage: 0 Element: none Panel needed: no Rarity: *** Attributes: Cracks all panels ------------------ S155: Geddon2 ------------------ Code: H,T,W MB: 47 Damage: 0 Element: none Panel needed: no Rarity: *** Attributes: Breaks all empty panels ------------------ S156: Geddon3 ------------------ Code: A,O,Y MB: 62 Damage: 0 (poison decreases HP) Element: none Panel needed: no Rarity: **** Attributes: 67 ------------------ S157: SloGauge ------------------ Code: H,Q,W,* MB: 69 Damage: 0 Element: none Panel needed: no Rarity: *** Attributes: Slows down the custom bar ------------------ S158: FstGauge ------------------ Code: H,Q,W,* MB: 32 Damage: 0 Element: none Panel needed: no Rarity: *** Attributes: Custom bar fills up twice as fast. ------------------ S159: BusterUp ------------------ Code: * MB: 5 Damage: 0 Element: Variable Panel needed: no Rarity: ** Attributes: The buster stats increase by 1 for the battle. ------------------ S160: Blinder ------------------ Code: A,D,H,* MB: 9 Damage: 0 Element: none Panel needed: no Rarity: ** Attributes: Enemies can't attack Megaman clearly for the battle ------------------ S161: NrthWind ------------------ Code: D,Q,V,* MB: 33 Damage: 0 Element: Wind Panel needed: no Rarity: *** Attributes: Disable enemy auras ------------------ S162: HolyPanl ------------------ Code: A,N,U,* MB: 24 Damage: 0 Element: none Panel needed: yes Rarity: ** Attributes: Holy panel appears in front of Megaman. ------------------ S163: Invisibl ------------------ Code: * MB: 12 Damage: 0 Element: Invisible Panel needed: no Rarity: *** Attributes: Invisible and invincible for a set perid of time. ------------------ S164: Barrier ------------------ Code: B,L,S,* MB: 7 Damage: 0 Element: none Panel needed: no Rarity: ** Attributes: Block one hit ------------------ S165: Barr100 ------------------ Code: P MB: 27 Damage: 0 Element: none Panel needed: no Rarity: *** Attributes: Block attacks under 100hp of damage ------------------ S166: Barr200 ------------------ Code: W MB: 47 Damage: 0 Element: none Panel needed: no Rarity: **** Attributes: Block atacks under 200hp of damage ------------------ S167: BblWrap ------------------ Code: Y MB: 35 Damage: 0 Element: Aqua Panel needed: no Rarity: *** Attributes: Blocks a hit and regenerates in a few seconds if not hit by an electric attack. ------------------ S168: AntiFire ------------------ Code: E,K,T,* MB: 58 Damage: 200 Element: Fire Panel needed: no Rarity: *** Attributes: When active, all enemies are attacked if one uses fire ------------------ S169: AnitWatr ------------------ Code: D,G,Q,* MB: 54 Damage: 200 Element: Aqua Panel needed: no Rarity: *** Attributes: When active, all enemies are attacked if one uses aqua ------------------ S170: AntiElec ------------------ Code: A,N,Y,* MB: 59 Damage: 200 Element: Electric Panel needed: no Rarity: *** Attributes: When active, all enemies are attacked if one uses electric ------------------ S171: AntiWood ------------------ Code: M,S,Z,* MB: 55 Damage: 200 Element: Wood Panel needed: no Rarity: *** Attributes: When active, all enemies are attacked if one uses Wood ------------------ S172: AntiDmg ------------------ Code: C,F,M,* MB: 31 Damage: 120 Element: Invisible Panel needed: no Rarity: *** Attributes: When active, if Megaman is hit, he retaliates with shurikens and takes no damage himself. ------------------ S173: AntiSwrd ------------------ Code: D,O,R MB: 43 Damage: 100 Element: Sword Panel needed: no Rarity: *** Attributes: When active, if enemy attacks with a Sword, it hits the enemy instead. ------------------ S174: AntiNavi ------------------ Code: M,T,V MB: 44 Damage: the strength of attack the opponent navi used Element: none Panel needed: no Rarity: **** Attributes: When active, a net-link opponent's NetNavi turns on the opponent. ------------------ S175: AntiRecv ------------------ Code: B,J,P MB: 37 Damage: (amount of recovery) Element: none Panel needed: no Rarity: *** Attributes: When active, opponent takes damage for the would've been recovered amount of HP ------------------ S176: CopyDmg ------------------ Code: * MB: 12 Damage: 0 (damage upon other enemy if tagged) Element: Target Panel needed: no Rarity: ** Attributes: Targets enemy in the row and it'll take the same damage as another enemy. ------------------ S177: LifeSync ------------------ Code: B,R,S,* MB: 12 Damage: 0 Element: none Panel needed: no Rarity: ** Attributes: All enemies will have same HP as tagged enemy ------------------ S178: Attck+10 ------------------ Code: * MB: 6 Damage: 0 Element: variable Panel needed: no Rarity: * Attributes: adds 10 hp to next attack ------------------ S179: Navi+20 ------------------ Code: * MB: 36 Damage: 0 Element: Variable Panel needed: no Rarity: *** Attributes: adds 20hp to Navi attack ------------------ S180: ColorPnt ------------------ Code: * MB: 25 Damage: 0 Element: Variable Panel needed: no Rarity: ** Attributes: Sacrifice panels to add 10hp damage for each one. o--------------------o MEGA CHIPS o--------------------o ------------------ M001: SuprVulc ------------------ Code: S MB: 75 Damage: 10 per hit Element: none Panel needed: no Rarity: **** Attributes: 12 rapid fire shots that hits panel behind the enemy too. ------------------ M002: NeoVari ------------------ Code: V MB: 74 Damage: 240 Element: Sword Panel needed: no Rarity: ***** Attributes: Slice the panel ahead but like the VariSwrd, hold A then: down, right, up: for Cross Sword left, right, left: for SuperSonic up, B, down, B, up for DoubleLife ------------------ M003: Meteors ------------------ Code: R MB: 73 Damage: 40 per hit Element: Fire Panel needed: yes Rarity: ***** Attributes: 30 Meteors hits random panels ------------------ M004: NumbrBl ------------------ Code: N MB: 69 Damage: (last 2 digits of remaining HP) per hit Element: none Panel needed: yes Rarity: **** Attributes: 5 number balls in a line. ------------------ M005: Guardian ------------------ Code: O MB: 64 Damage: 200 Element: Block Panel needed: yes Rarity: **** Attributes: Damamges anyone who hits it even the user. ------------------ M006: Jealousy ------------------ Code: J MB: 35 Damage: 80 per chip in wait Element: none Panel needed: no Rarity: **** Attributes: Damages enemies with battle chips in wait. ------------------ M007: Poltrgst ------------------ Code: P MB: 40 Damage: 150 Element: none Panel needed: no Rarity: **** Attributes: Hurls objects at enemies ------------------ M008: BugFix ------------------ Code: H,* MB: 62 Damage: 0 Element: none Panel needed: no Rarity: **** Attributes: Remove customizer program bugs. ------------------ M009: FullCust ------------------ Code: * MB: 45 Damage: 0 Element: none Panel needed: no Rarity: **** Attributes: Instantly fills custom bar. ------------------ M010: LifeAur ------------------ Code: D MB: 70 Damage: 0 Element: none Panel needed: no Rarity: ***** Attributes: Block attacks under 200 and if broken, regenerates after a while. ------------------ M011: Snctuary ------------------ Code: S MB: 62 Damage: 0 Element: none Panel needed: no Rarity: **** Attributes: All your panels are holy panels ------------------ M012: Attck+30 ------------------ Code: * MB: 66 Damage: 0 Element: variable Panel needed: no Rarity: **** Attributes: 30hp extra damage for next attack ------------------ M013: DblPoint ------------------ Code: * MB: 50 Damage: 0 Element: Variable Panel needed: no Rarity: ***** Attributes: Sacrifice rightmost panels for 20hp extra damage for next attack per panel ------------------ M014: Muramasa ------------------ Code: M MB: 81 Damage: Max HP - current HP Element: Sword Panel needed: no Rarity: ***** Attributes: Long swrd with damage equal to the difference between Max and current HP. (Less HP = More damage). Needs Dark Megaman ------------------ M015: Anubis ------------------ Code: A MB: 86 Damage: Drains up to 500HP Element: Block Panel needed: yes Rarity: ***** Attributes: An Anubis statue with 100HP drains HP of enemies. Need Dark Megaman ------------------ M016: BlakWing ------------------ Code: W MB: 58 Damage: 20 per hit Element: none Panel needed: no Rarity: **** Attributes: 18 bats attack the enemies. Need Dark Megaman ------------------ M017: JustcOne ------------------ Code: J MB: 90 Damage: 240 Element: none Panel needed: no Rarity: ***** Attributes: Damages entire enemy field and cracks the panels ------------------ M018: Z Saber ------------------ Code: Z MB: 80 Damage: 100 per hit Element: Sword Panel needed: no Rarity: ***** Attributes: Wide,Swrd, LongSwrd, FighterSwrd attack. But hold A and hold left for 3 seconds then press B. ------------------ M019: Roll ------------------ Code: R MB: 20 Damage: 20 per hit Element: Recovery Panel needed: no Rarity: *** Attributes: Attacks enemy and all damage dealt goes to Megaman for recovery. ------------------ M020: RollSP ------------------ Code: R MB: 60 Damage: up to 80 per hit Element: Recovery Panel needed: no Rarity: **** Attributes: Attacks enemy and all damage dealt goes to Megaman for recovery. Damage increases per holy panel ------------------ M021: RollDS ------------------ Code: R MB: 60 Damage: up to 80 per hit Element: Recovery Panel needed: no Rarity: **** Attributes: Attacks enemy and all damage dealt goes to Megaman for recovery. Damage increases per flinch in battle. ~~~~~ (Protoman only) ------------------ M022: Protoman ------------------ Code: B MB: 54 Damage: 130 Element: Sword Panel needed: no Rarity: *** Attributes: Protoman Wideslashes an enemy in each column. ------------------ M023: ProtomanSP ------------------ Code: B MB: 79 Damage: up to 250 Element: Sword Panel needed: no Rarity: **** Attributes: Protoman Wideslashes an enemy in each column. extra 10hp damage for every 2 seconds under 30 he was defeated in Omega battle. ------------------ M024: ProtomanDS ------------------ Code: B MB: 79 Damage: up to 250 Element: Sword Panel needed: no Rarity: **** Attributes: Protoman Wideslashes an enemy in each column. extra 10hp damage for everytime you flich when hit in battle. ------------------ M025: GyroMan ------------------ Code: G MB: 32 Damage: 80 Element: none Panel needed: no Rarity: *** Attributes: Drop bombs in a straight row. L+R stops Gyroman over an ememy and drops bombs. ------------------ M026: GyroManSP ------------------ Code: G MB: 66 Damage: up to 140 Element: none Panel needed: no Rarity: **** Attributes: Drop bombs in a straight row. L+R stops Gyroman over an ememy and drops bombs. extra 5hp damage for every 2 seconds under 30 he was defeated in Omega battle. ------------------ M027: GyroManDS ------------------ Code: G MB: 66 Damage: up to 140 Element: none Panel needed: no Rarity: **** Attributes: Drop bombs in a straight row. L+R stops Gyroman over an ememy and drops bombs. extra 5hp damage for everytime you flich when hit in battle. ------------------ M028: SerchMan ------------------ Code: S MB: 42 Damage: 20 per hit (up to 5 times) Element: Target Panel needed: no Rarity: *** Attributes: Press A to stop the cursor and attack. A+B destroys chips. ------------------ M029: SerchManSP ------------------ Code: S MB: 72 Damage: up to 75 per hit (up to 5 times) Element: Target Panel needed: no Rarity: **** Attributes: Press A to stop the cursor and attack. A+B destroys chips. extra 5hp damage for every 2 seconds under 30 he was defeated in Omega battle. ------------------ M030: SerchManDS ------------------ Code: S MB: 72 Damage: up to 75 per hit (up to 5 times) Element: Target Panel needed: no Rarity: **** Attributes: Press A to stop the cursor and attack. A+B destroys chips. extra 5hp damage for everytime you flich when hit in battle. ------------------ M031: NapalmMan ------------------ Code: N MB: 38 Damage: 120 Element: Fire Panel needed: yes (for the bomb to land on) Rarity: *** Attributes: Lobs a bomb 4 panels ahead and it damages all surrounding panels. ------------------ M032: NapalmManSP ------------------ Code: N MB: 72 Damage: up to 250 Element: Fire Panel needed: yes (for the bomb to land on) Rarity: **** Attributes: Lobs a bomb 4 panels ahead and it damages all surrounding panels. extra 10hp damage for every 2 seconds under 30 he was defeated in Omega battle. ------------------ M033: NapalmManDS ------------------ Code: N MB: 72 Damage: up to 250 Element: Fire Panel needed: yes (for the bomb to land on) Rarity: **** Attributes: Lobs a bomb 4 panels ahead and it damages all surrounding panels. extra 10hp damage for everytime you flich when hit in battle. ------------------ M034: MagnetMan ------------------ Code: M MB: 25 Damage: 90 Element: Elictric Panel needed: no Rarity: *** Attributes: North and South Pole Magnetman crush an enemy in a row. ------------------ M035: MagnetManSP ------------------ Code: M MB: 75 Damage: up to 200 Element: Electric Panel needed: no Rarity: **** Attributes: North and South Pole Magnetman crush an enemy in a row. extra 10hp damage for every 2 seconds under 30 he was defeated in Omega battle. ------------------ M036: MagnetManDS ------------------ Code: M MB: 75 Damage: up to 200 Element: Electric Panel needed: no Rarity: **** Attributes: North and South Pole Magnetman crush an enemy in a row. extra 10hp damage for everytime you flich when hit in battle. ------------------ M037: Meddy ------------------ Code: M MB: 36 Damage: 80 Element: none Panel needed: yes (for capsule to land on) Rarity: *** Attributes: Meddy lobbs two capsules that explode and damages panels adjacent to the direction they face. ------------------ M038: MeddySP ------------------ Code: M MB: 63 Damage: up to 200 Element: none Panel needed: yes (for capsule to land on) Rarity: **** Attributes: Meddy lobbs two capsules that explode and damages panels adjacent to the direction they face. ------------------ M039: MeddyDS ------------------ Code: M MB: 63 Damage: up to 200 Element: none Panel needed: yes (for capsule to land on) Rarity: **** Attributes: Meddy lobbs two capsules that explode and damages panels adjacent to the direction they face. ~~~~~ (Colonel only) ------------------ M022: Colonel ------------------ Code: C MB: 39 Damage: 160 Element: Null Panel needed: no Rarity: *** Attributes: Colonel diagonally slices a section 3 panels ahead. <-- + B does a reverse slash. ------------------ M023: ColonelSP ------------------ Code: C MB: 75 Damage: 200-300 Element: Null Panel needed: no Rarity: **** Attributes: Colonel diagonally slices a section 3 panels ahead. <-- + B does a reverse slash. 10HP extra damage for every 2 seconds under 30 it takes to beat Colonel Omega. ------------------ M024: ColonelDS ------------------ Code: C MB: 75 Damage: 200-300 Element: Null Panel needed: no Rarity: **** Attributes: Colonel diagonally slices a section 3 panels ahead. <-- + B does a reverse slash. 10HP extra damage every time you are hit. ------------------ M025: ShadowMan ------------------ Code: S MB: 50 Damage: up to 120 Element: Null Panel needed: no Rarity: *** Attributes: Targets enemies directly. ------------------ M026: ShadowManSP ------------------ Code: S MB: 80 Damage: up to 135-210 Element: Null Panel needed: no Rarity: **** Attributes: Targets enemies directly. Extra 5HP damage for every 2 seconds un- der 30 seconds it took to beat Shadowman Omega. ------------------ M027: ShadowManDS ------------------ Code: S MB: 80 Damage: up to 135-210 Element: Null Panel needed: no Rarity: **** Attributes: Targets enemies directly. Extra 5HP damage for every time you are hit. ------------------ M028: NumberMan ------------------ Code: N MB: 33 Damage: 30-180 (based on number on the die x 30) Element: Null Panel needed: yes (for the die to land on) Rarity: *** Attributes: Toss a die three panels ahead and it explodes on all surrounding panels. Damage is 30 multiplied by the die's number. ------------------ M029: NumberManSP ------------------ Code: N MB: 66 Damage: 40-540 (based on number on the die x 40) Element: Null Panel needed: yes (for the die to land on) Rarity: **** Attributes: Toss a die three panels ahead and it explodes on all surrounding panels. Damage is 40-90 multiplied by the die's number. 5HP damage added for every 2 seconds under 30 that it took to beat Numberman Omega. ------------------ M030: NumberManDS ------------------ Code: N MB: 66 Damage: 40-540 (based on number on the die x 40) Element: Null Panel needed: yes (for the die to land on) Rarity: **** Attributes: Toss a die three panels ahead and it explodes on all surrounding panels. Damage is 40-90 multiplied by the die's number. 5HP damage for every time you flinch when hit in battle. ------------------ M031: TomahawkMan ------------------ Code: T MB: 43 Damage: 140 Element: Wood Panel needed: no Rarity: *** Attributes: Tomahawk Swing (wooden version of the LifeSwrd). ------------------ M032: TomahawkManSP ------------------ Code: T MB: 81 Damage: up to 280 Element: Wood Panel needed: no Rarity: **** Attributes: Tomahawk Swing. 10HP damage for every 2 seconds under 30 it took to beat Tomahawkman Omega. ------------------ M033: TomahawkManDS ------------------ Code: T MB: 81 Damage: up to 280 Element: Wood Panel needed: no Rarity: **** Attributes: Tomahawk Swing. 10HP damage for everytime you flinch when hit in battle. ------------------ M034: KnightMan ------------------ Code: K MB: 50 Damage: 170 Element: Break Panel needed: no Rarity: *** Attributes: Swings Wrecking ball around him. ------------------ M035: KnightManSP ------------------ Code: K MB: 90 Damage: up to 320 Element: Break Panel needed: no Rarity: **** Attributes: Swings Wrecking ball around him. 10HP damage added for every 2 secs under 30 that it takes to beat Knightman Omega. ------------------ M036: KnightManDS ------------------ Code: K MB: 90 Damage: up to 320 Element: Break Panel needed: no Rarity: **** Attributes: Swings Wrecking ball around him. 10HP damage added for every time you flinch when hit in battle. ------------------ M037: ToadMan ------------------ Code: T MB: 53 Damage: 80 Element: Electric Panel needed: no Rarity: *** Attributes: Shocking Melody. ------------------ M038: ToadManSP ------------------ Code: T MB: 69 Damage: up to 220 Element: Electric Panel needed: no Rarity: **** Attributes: Shocking Melody. 10HP damage added for every 2 seconds under 30 that is taken to beat Toadman Omega. ------------------ M039: ToadManDS ------------------ Code: T MB: 69 Damage: up to 220 Element: Electric Panel needed: no Rarity: **** Attributes: Shocking Melody. 10HP damage for everytime you flinch when hit in battle. ~~~~~ (Other Navis + Django) ------------------ M040: BlizzardMan ------------------ Code: B MB: 27 Damage: 100 Element: Aqua Panel needed: yes (to make it all the way across) and no (hits on the way). Rarity: *** Attributes: Rolls a snowball across the screen. ------------------ M041: BlizzardManSP ------------------ Code: B MB: 55 Damage: up to 180 Element: Aqua Panel needed: yes (to make it all the way across) and no (hits on the way). Rarity: **** Attributes: Rolls a snowball across the screen. 5HP damage added for every 2 seconds under 30 it took to beat BlizzardMan Omega. ------------------ M042: BlizzardManDS ------------------ Code: B MB: 55 Damage: up to 180 Element: Aqua Panel needed: yes (to make it all the way across) and no (hits on the way). Rarity: **** Attributes: Rolls a snowball across the screen. 5HP damage for every time you flinch when hit in battle. ------------------ M043: ShadeMan ------------------ Code: S MB: 44 Damage: 120 Element: Null Panel needed: no Rarity: *** Attributes: T-Shape Noise Crush. Roll the controller down, down-right, right then press A to paralyze and roll it the other way and press A to confuse. ------------------ M044: ShadeManSP ------------------ Code: S MB: 74 Damage: up to 240 Element: Null Panel needed: no Rarity: *** Attributes: T-Shape Noise Crush. Roll the controller down, down-right, right then press A to paralyze and roll it the other way and press A to confuse. 10HP damage added for every 2 seconds under 30 it takes to beat Shademan Omega. ------------------ M045: ShadeManDS ------------------ Code: S MB: 74 Damage: up to 240 Element: Null Panel needed: no Rarity: *** Attributes: T-Shape Noise Crush. Roll the controller down, down-right, right then press A to paralyze and roll it the other way and press A to confuse. 10HP damage added for every time you flinch when hit in battle. ------------------ M046: CloudMan ------------------ Code: C MB: 60 Damage: 50 Element: Electric Panel needed: yes Rarity: *** Attributes: Clouds appear behind the enemies and stuns them. ------------------ M047: CloudManSP ------------------ Code: C MB: 74 Damage: up to 110 Element: Electric Panel needed: yes Rarity: **** Attributes: Clouds appear behind the enemies and stuns them. 5HP damage added to every 2 seconds under 30 it takes to beat Cloudman Omega. ------------------ M048: CloudManDS ------------------ Code: C MB: 74 Damage: up to 110 Element: Electric Panel needed: yes Rarity: **** Attributes: Clouds appear behind the enemies and stuns them. 5HP damage added to every time you flinch when hit in battle. ------------------ M049: CosmoMan ------------------ Code: C MB: 50 Damage: up to 210 Element: Null Panel needed: yes for meteors to hit. Rarity: *** Attributes: 3 meteors that hit in a cross-shaped spread upon impact. ------------------ M050: CosmoManSP ------------------ Code: C MB: 80 Damage: up to 390 Element: Null Panel needed: yes for meteors to hit. Rarity: **** Attributes: 3 meteors that hit in a cross-shaped spread upon impact. 5HP damage added for every 2 seconds under 30 it takes to beat Cosmoman Omega. ------------------ M051: CosmoManDS ------------------ Code: C MB: 80 Damage: up to 390 Element: Null Panel needed: yes for meteors to hit. Rarity: **** Attributes: 3 meteors that hit in a cross-shaped spread upon impact. 5HP damage added for every time you flinch when hit in battle. ------------------ M052: LarkMan ------------------ Code: S MB: 45 Damage: 140 Element: Null Panel needed: no Rarity: *** Attributes: Half-figure eight pattern attack. ------------------ M053: LarkManSP ------------------ Code: S MB: 77 Damage: 270 Element: Null Panel needed: no Rarity: **** Attributes: Half-figure eight pattern attack. 10HP damage added for every two seconds under 30 it takes to beat Larkman Omega. ------------------ M054: LarkManDS ------------------ Code: S MB: 77 Damage: 270 Element: Null Panel needed: no Rarity: **** Attributes: Half-figure eight pattern attack. 10HP damage added for every time you flinch when hit in battle. ------------------ M055: GridMan ------------------ Code: F MB: 46 Damage: 100 Element: Null Panel needed: yes Rarity: *** Attributes: Death Touchdown. Must reach the goalposts to do damage. ------------------ M056: GridManSP ------------------ Code: F MB: 72 Damage: up to 250 Element: Null Panel needed: yes Rarity: *** Attributes: Death Touchdown. Must reach the goalposts to do damage. 10HP damage added for every 2 seconds under 30 that it took to beat Gridman Omega. ------------------ M057: GridManDS ------------------ Code: F MB: 72 Damage: up to 250 Element: Null Panel needed: yes Rarity: *** Attributes: Death Touchdown. Must reach the goalposts to do damage. 10HP damage added for every time you flinch when hit in battle. ------------------ M058: Django ------------------ Code: D MB: 40 Damage: 120 Element: none Panel needed: no Rarity: *** Attributes: Drops a casket on nearest enemy and the lights damage the panels surrounding it. ------------------ M059: DjangoSP ------------------ Code: D MB: 68 Damage: up to 250 Element: none Panel needed: no Rarity: **** Attributes: Drops a casket on nearest enemy and the lights damage the panels surrounding it. Extra 10hp damage for extra turns in battles ------------------ M060: DjangoDS ------------------ Code: D MB: 68 Damage: up to 250 Element: none Panel needed: no Rarity: **** Attributes: Drops a casket on nearest enemy and the lights damage the panels surrounding it. Extra 10hp damage for flinching when hit in battles o--------------------o GIGA CHIPS o--------------------o (Protoman Only) ------------------ G001: DeltaRay ------------------ Code: Z MB: 82 Damage: 220 per hit Element: Sword Panel needed: no Rarity: U Attributes: Protoman slashes once then if you press A, he slashes twice more ------------------ G002: BigHook ------------------ Code: G MB: 92 Damage: 240 Element: Break Panel needed: no Rarity: ***** Attributes: Two Duo Fists hits everyone and those in the center are hit twice. ------------------ G003: Bass ------------------ Code: X MB: 95 Damage: 60 per hit Element: None Panel needed: no Rarity: U Attributes: Bass fires 24 random shots ------------------ G004: HolyDrem ------------------ Code: H MB: 92 Damage: 50 + 50 x number of Holy panels Element: None Panel needed: Holy panels for extra shots Rarity: U Attributes: A single blast and any holy panel on the field is sacrificed for the next shot ------------------ G005: BugCurse ------------------ Code: C MB: 73 Damage: 0 Element: none Panel needed: no Rarity: U Attributes: Creates bugs on enemies. need Dark Megaman. ------------------ G006: DethPhnx ------------------ Code: D MB: 93 Damage: 150 Element: none Panel needed: no Rarity: U Attributes: Attacks the entire field with flames. ~~~~~ (Colonel only) ------------------ G001: CrossDiv ------------------ Code: C MB: 90 Damage: 220 Element: none Panel needed: no Rarity: U Attributes: Two diagonals slashes that hit center enemy twice ------------------ G002: MetrKnuk ------------------ Code: M MB: 90 Damage: 100 per hit Element: Break Panel needed: no Rarity: ***** Attributes: 16 Fists attack the enemy ------------------ G003: BassAnly ------------------ Code: F MB: 95 Damage: 160 Element: none Panel needed: no Rarity: U Attributes: Two Hells Rolling Wheels attack the enemies ------------------ G004: OmegaRkt ------------------ Code: R MB: 89 Damage: 270 Element: Break (for the hit target) Panel needed: no Rarity: U Attributes: Behaves like a Spreader ------------------ G005: BugCharg ------------------ Code: B MB: 77 Damage: 200 Element: none Panel needed: no Rarity: U Attributes: Cannon atttack that can be fired again with more bugs. Need Dark Megaman. All custom bugs are removed from Megaman. ------------------ G006: Phoenix ------------------ Code: P MB: 95 Damage: 150 Element: none Panel needed: no Rarity: U Attributes: Fire attacks 4 inner columns and refill 30% HP. o--------------------o SECRET CHIPS o--------------------o Not available in DS version ------------------ SC019: Otenko ------------------ Code: O MB: 66 Damage: 0 Element: Variable Panel needed: yes Rarity: ***** Attributes: Adds more power to chip attacks when onfield ------------------ SC020: GunDelEX ------------------ Code: G MB: 80 Damage: up to 240 Element: none Panel needed: no Rarity: U Attributes: Attacks 2nd and 3rd column ahead. o--------------------o DARK CHIPS o--------------------o ------------------ D001: DrkSword ------------------ Code: Z MB: 99 Damage: 400 Element: Sword Panel needed: no Rarity: ***** Attributes: Darker versioon of Lifeswrd. Butster bug. ------------------ D002: DarkTorn ------------------ Code: T MB: 99 Damage: up to 400 Element: Wind Panel needed: no Rarity: ***** Attributes: A series of tornados in the field. HP bug. Enemies lose HP in custom menu equal to hits taken by DarkTorn ------------------ D003: DarkCirc ------------------ Code: R MB: 99 Damage: 300 Element: Target Panel needed: no Rarity: ***** Attributes: Press A to attack 7 panels connected. HP bug. Enemies lose 50 HP when in custom menu mode ------------------ D004: DarkMetr ------------------ Code: F MB: 99 Damage: 100 per hit Element: Fire Panel needed: no Rarity: ***** Attributes: Meteros attack random panels. HP bug MkII. Enemies lose HP slowly in custom menu mode ------------------ D005: DarkThnd ------------------ Code: M MB: 99 Damage: 200 Element: Electric Panel needed: no Rarity: ***** Attributes: Thunder ball that stuns closest foe. HP bug MKII. Enemies lose HP slowly in custom menu mode ------------------ D006: DrkRecov ------------------ Code: H MB: 99 Damage: gain 1000HP Element: Recovery Panel needed: no Rarity: ***** Attributes: Recover 1000 HP. Lose HP in battle rapidly though. ------------------ D007: DrkSonic ------------------ Code: E MB: 99 Damage: 0 Element: Block Panel needed: yes Rarity: ***** Attributes: Paralyszes enemies. Motion bugs ------------------ D008: DarkInvs ------------------ Code: I,* MB: 99 Damage: 0 Element: Invisible Panel needed: no Rarity: ***** Attributes: Go beserk and use unlimited DarkChips as long as custom bar isn't full. Motion bug ------------------ D009: DarkPlus ------------------ Code: * MB: 99 Damage: 0 Element: Variable Panel needed: no Rarity: ***** Attributes: 50hp added to next chip attack after lone use. Motion bug ------------------ D010: DrkLance ------------------ Code: W MB: 99 Damage: 400 Element: Wood Panel needed: no Rarity: ***** Attributes: Lance pushes enemies in the back forward. Status bug if hit. ------------------ D011: DarkDril ------------------ Code: D MB: 99 Damage: 100 per hit Element: Break Panel needed: no Rarity: ***** Attributes: Behaves like DrilArm. Enemies hit create poison panels. Buster bug. ------------------ D012: DarkWide ------------------ Code: T MB: 99 Damage: 300 Element: Aqua Panel needed: no Rarity: ***** Attributes: A WideSht that cut through enemies instead of stopping on a hit. Buster bug. Enemies have the same bug too. o--------------------o CREDITS o--------------------o God - creator of all You -reading this Capcom - making this game. GameFAQs and other sites - for hosting o---------------------o CONTACT ME o---------------------o azulfria[at]hotmail[dot]com [at] = @ and [dot] = . Don't want any email bots. Thank you for reading -Ice Queen Zero