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Battlechip Guide

by IceQueenZer0

-------------------------------------------------------------------------------
-------------[ 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: 40
Damage: 120
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: Knocks 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: Knocks 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: Knocks 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 sync mode.

------------------
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 column 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: AntiWatr
------------------
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 amount of HP that they
would've recovered.

------------------
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 flinch 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 flinch 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 flinch 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 flinch 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 flinch 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: up to 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: up to 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. Buster 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.

===============================================================================

Assortment by Power
~ = up to this amount
+ = HP you gain

S = Standard
M = Mega
G = Giga
SC = Secret
D = Dark

M014: Muramasa      (MaxHP - current HP)
S130: VDoll         (Damage done to it)
S174: AntiNavi      (Strenghth of Navi Attack)
S175: AntiRecv      (Amount of Recovery)
S176: CopyDmg       (Damage done to other enemy)
M015: Anubis        (~500)
D001: DrkSword      (400)
D002: DarkTorn      (400)
D010: DrkLance      (400)
M050: CosmoManSP    (~390)
M051: CosmoManDS    (~390)
M035: KnightManSP   (~320) - Colonel
M036: KnightManDS   (~320) - Colonel
S119: Mine          (300)
D003: DarkCirc      (300)
D012: Darkwide      (300)
M023: ColonelSP     (~300) - Colonel
M024: ColonelDS     (~300) - Colonel
M032: TomahawkManSP (~280) - Colonel
M033: TomahawkManDS (~280) - Colonel
G004: OmegaRkt      (270) - Colonel
M053: LarkManSP     (~270)
M054: LarkManDS     (~270)
S056: CustSwrd      (~256/0 if bar is full)
M023: ProtomanSP    (~250) - Protoman/Blues
M024: ProtomanDS    (~250) - Protoman/Blues
M032: NapalmManSP   (~250) - Protoman/Blues
M033: NapalmManDS   (~250) - Protoman/Blues
M056: GridmanSP     (~250)
M057: GridmanDS     (~250)
M059: DjangoSP      (~250)
M060: DjangoDS      (~250)
S058: Slasher       (240)
M002: NeoVari       (240)
M017: JustcOne      (240)
G002: BigHook       (240) - Protoman/Blues
S029: GunDelS3      (~240)
M044: ShadmanSP     (~240)
M045: ShadmanDS     (~240)
SC02: GunDelEX      (~240)
S118: BoyBomb3      (230)
G001: DeltaRay      (220 per hit) - Protoman/Blues
G001: CrossDiv      (220) - Colonel
M038: ToadManSP     (~220) - Colonel
M039: ToadManDS     (~220) - Colonel
S045: BlkBomb       (210)
M026: ShadowManSP   (~210) - Colonel
M027: ShadowManDS   (~210) - Colonel
M049: CosmoMan      (~210)
S042: Quake3        (200)
S046: Geyser        (200/10 if lands on enemy)
S115: TimeBom3      (200)
S168: AntiFire      (200)
S169: AntiWatr      (200)
S170: AntiElec      (200)
S171: AntiWood      (200)
M005: Guardian      (200)
G005: BugCharg      (200) - Colonel
D005: DarkThnd      (200)
D004: DarkMetr      (200)
M035: MagnetManSP   (~200) - Protoman/Blues
M036: MagnetManDS   (~200) - Protoman/Blues
M038: MeddySP       (~200) - Protoman/Blues
M039: MeddyDS       (~200) - Protoman/Blues
S107: RedWave       (190)
S136: CrsShld3      (190)
S117: BoyBomb2      (180)
S028: GunDelS2      (~180)
M041: BlizzardManSP (~180)
M042: BlizzardManDS (~180)
S108: MudWave       (170)
M034: KnightMan     (170) - Colonel
S017: TankCan3      (160)
S057: VariSwrd      (160)
S104: WoodNos3      (160)
S106: WavePit       (160)
S135: CrsShld2      (160)
M022: Colonel       (160) - Colonel
G003: BassAnly      (160) - Colonel
S079: AirSpin3      (~160)
S041: Quake2        (150)
S054: WideBlde      (150)
S055: LongBlde      (150)
S085: HotBody3      (150)
S133: Guard3        (150)
S150: MetaGel       (150)
M007: Poltrgst      (150)
G006: DethPhnx      (150) - Protoman/Blues
G006: Phoenix       (150) - Colonel
S091: CusVolt3      (~150)
S044: CannBall      (140)
S073: Skully3       (140)
S083: FireHit3      (140)
S101: Voltz3        (140)
S114: TimeBom2      (140)
M031: TomahawkMan   (140) - Colonel
M052: LarkMan       (140)
M026: GyroManSP     (~140) - Protoman/Blues
M027: GyroManDS     (~140) - Protoman/Blues
S011: MrkCan3       (130)
S062: MoonBld3      (130)
S076: AqWhirl3      (130)
S084: HotBody2      (130)
S088: SideBub3      (130)
S103: WoodNos2      (130)
S105: Lance         (130)
S111: Magnum        (130)
S116: BoyBomb2      (130)
S134: CrsShld1      (130)
M022: Protoman      (130) - Protoman/Blues
S090: CusVolt2      (~130)
S003: M-Cannon      (120)
S016: TankCan2      (120)
S023: ElcReel3      (120)
S072: Skully2       (120)
S100: Voltz2        (120)
S172: AntiDmg       (120)
M025: ShadowMan     (120) - Colonel
M031: NapalmMan     (120) - Protoman/Blues
M043: ShadeMan      (120)
M058: Django        (120)
S027: GunDelS1      (~120)
S078: AirSpin2      (~120)
S014: Pulsar3       (110)
S020: WideSht3      (110)
S061: MoonBld2      (110)
S083: HotBody1      (110)
S087: SideBub2      (110)
S089: CusVolt1      (~110)
M047: CloudManSP    (~110)
M048: CloudManDS    (~110)
S065: Katana1       (100 per hit)
M018: Z Saber       (100 per hit)
G002: MetrKnuk      (100 per hit) - Colonel
D011: DarkDril      (100 per hit)
S010: MrkCan2       (100)
S022: ElcReel2      (100)
S039: ResetBom      (100)
S040: Quake1        (100)
S059: WindRack      (100)
S071: Skully1       (100)
S075: AqWhirl2      (100)
S081: FireHit2      (100)
S098: SpShake3      (100)
S099: Voltz1        (100)
S102: WoodNos1      (100)
S112: CircGun       (100)
S113: TimeBom1      (100)
S132: Guard2        (100)
S173: AntiSwrd      (100)
M040: BlizzardMan   (100)
M055: Gridman       (100)
M004: NumberBl      (~99 per hit) depends on last 2 digits of HP
M034: MagnetMan     (90 per hit) - Protoman/Blues
S013: Pulsar2       (90)
S019: WideSht2      (90)
S030: ElemRage      (90)
S038: ParaBom       (90)
S060: MoonBld1      (90)
S086: SideBub1      (90)
M029: NumberManSP   (~90 x number on die [1-6]) - Colonel
M030: NumberManDS   (~90 x number on die [1-6]) - Colonel
M006: Jealousy      (80 per chip in wait)
S064: Katana2       (80 per hit)
S095: Astroid3      (80 per hit)
M020: RollSP        (80 per hit)
M021: RollDS        (80 per hit)
S002: HiCannon      (80)
S015: TankCan1      (80)
S021: ElcReel1      (80)
S037: CrakBom       (80)
S051: Sword         (80)
S052: WideSwrd      (80)
S053: LongSwrd      (80)
S069: DrilArm3      (80)
S097: SpShake2      (80)
M025: GyroMan       (80) - Protoman/Blues
M037: Meddy         (80) - Protoman/Blues
M037: ToadMan       (80) - Colonel
S077: Airspin       (~80)
M029: SerchManSP    (~75 per hit)
M030: SerchManDS    (~75 per hit)
S094: Astroid2      (70 per hit)
S009: MrkCan1       (70)
S012: Pulsar1       (70)
S018: WideSht1      (70)
S068: DrilArm2      (70)
S074: AqWhirl1      (70)
S036: MegEnBom      (60 per hit)
S063: Katana1       (60 per hit)
S093: Astroid1      (60 per hit)
G003: Bass          (60 per hit) - Protoman/Blues
S067: DrilArm1      (60)
S080: FireHit1      (60)
S092: Boomer        (60)
S096: SpShake1      (60)
G004: HolyDrem      (50 + 50 x # of Holy Panels on the field) - Protoman/Blues
S026: CactBal3      (50 per hit)
S066: Yoyo          (50 per hit)
S034: MiniBomb      (50)
S131: Guard1        (50)
M046: Cloudman      (50)
S109: RainyDay      (40 + 40 x # of Sea panels on your field)
S025: CactBal2      (40 per hit)
S035: EnergBom      (40 per hit)
S070: AirHock       (40 per hit)
M003: Meteors       (40 per hit)
S152: GrabRvng      (40 per panel stolen)
S001: Cannon        (40)
S031: Thunder       (40)
S024: CactBal1      (30 per hit)
S110: Snake         (30 per hole)
M028: NumberMan     (30 x number on die [1-6]) - Colonel
S008: Spreader      (30)
S032: Tornado       (20 per hit)
S033: Static        (20 per hit)
M016: BlakWing      (20 per hit)
M019: Roll          (20 per hit)
M028: SerchMan      (20 per hit) - Protoman/Blues
S151: GeabBnsh      (20 per panel stolen)
S004: Air Shot      (20)
S005: Vulcan1       (10 per hit)
S006: Vulcan2       (10 per hit)
S007: Vulcan3       (10 per hit)
M001: SuprVulc      (10 per hit)
S120: RockCube      (0/HP left on it if hit with Air Shot)
S047: LavaSeed      (0/10 if it lands on enemy)
S048: SeaSeed       (0/10 if it lands on enemy)
S049: IceSeed       (0/10 if it lands on enemy)
S050: GrasSeed      (0/10 if it lands on enemy)
S148: PanlGrab      (0/10 if it lands on enemy)
S149: AreaGrab      (0/10 if it lands on enemy)
S043: BugBomb       (0)
S121: Wind          (0)
S122: Fan           (0)
S123: Fanfare       (0)
S124: Discord       (0)
S125: Timpani       (0)
S126: Silence       (0)
S128: RedFrut2      (0)
S129: RedFrut3      (0)
S137: CrakOut       (0)
S138: DublCrak      (0)
S139: TripCrak      (0)
S153: PnlRetrn      (0)
S154: Geddon1       (0)
S155: Geddon2       (0)
S156: Geddon3       (0)
S157: SloGauge      (0)
S158: FstGauge      (0)
S159: BusterUp      (0)
S160: Blinder       (0)
S161: NrthWind      (0)
S162: HolyPanl      (0)
S163: Invisibl      (0)
S164: Barrier       (0)
S165: Barr100       (0)
S166: Barr200       (0)
S167: BblWrap       (0)
S177: LifeSync      (0)
S178: Attck+10      (0)
S179: Navi+20       (0)
S180: ColorPnt      (0)
M008: BugFix        (0)
M009: FullCust      (0)
M010: LifeAura      (0)
M011: Snctuary      (0)
M012: Attck+30      (0)
M013: DblPoint      (0)
G005: BugCurse      (0) - Protoman/Blues
SC01: Otenko        (0)
D007: DrkSonic      (0)
D008: DarkInvs      (0)
D009: DarkPlus      (0)
S140: Recov10       (+10)
S141: Recov30       (+30)
S142: Recov50       (+50)
S143: Recov80       (+80)
D006: DrkRecov      (+100)
S144: Recov120      (+120)
S145: Recov150      (+150)
S146: Recov200      (+200)
S127: RedFrut1      (+300)
S148: Recov300      (+300)

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