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Annihilation

Battlechips

This section puts all the chips featured in all the Battle Network games together into one big library. This page looks at battechips from an abstract perspective, taking out all the game mechanics and giving an explanation on how the chips would be used in an actual scenario, such as the chronicles and any other roleplay we're into.

The Effect box is just a sum up of the chip's power, element, and/or support ability. Rarity/capacity is a value based on the amount of stars it has (1-5) and the amount of MB the chip has, the higher the numbers, the more valuable and more expensive the chip. Origin is usually the virus the chip is extracted from, if the chip is man-made, "custom" takes place of the virus name. Everything else is covered in the Comments box.

Back to Database

Index _ Effect Stars/MB Origin Comments
0.DataChip Blank slate designed to hold data and become a battlechip. varies Custom Chips derived from virus data need DataChips to be stored permanently. DataChips can hold any amount of data under 100 MB, and are sometimes used to store other data as well as attacks/techniques for battle. Netbattlers buy DataChips in bulk a lot cheaper than real battlechips so they can collect the data themselves from viruses and opponents.
1.Cannon
2.HighCannon
3.MegaCannon
Powerful direct attack 1/11.5
2/21
3/35
Cannodumb Highly preferred basic weapons among netbattlers. They provide high power and accuracy. The downside is the recoil and lack of special effects. The reliability and availability of Cannon chips make them a staple in any beginner's folder.
4.AirShot1
5.Airshot2
6.Airshot3
Strong, concentrated wind burst with weak damage. 1/4
2/12
3/18
Custom Scilabs have just recently started to develop the complexities of the artificial atmosphere in the cyberworld. Part of this includes designing battlechips to harness the power of wind. One of the more recent innovations is the Air Shot, which can propel heavy objects with a single buster shot. Not very valuable for their attack power, but they are useful launching enemies and objects for strategic purposes.
7.LavaCannon1
8.LavaCannon2
9.LavaCannon3
10.VolcanoCannon
Powerful fire/lava-based direct attack. 1/34
2/42
3/60
4/75
Volcano For the most part, they're just fire elemental cannons with more recoil and charge time. The rare Volcano Cannon can actually absorb energy from surrounding lava and releases a very wide explosive attack.
11.Vulcan1
12.Vulcan2
13.Vulcan3
14.SuperVulcan
Fully automatic machinegun with piercing, explosive bullets. Fires between 3 and 12 rounds. ??
??
??
??
Custom The relatively new Vulcan series of chips turn the Shotgun chip into a multiple-hitter. This is very useful since the fire can be spread accross more targets and get more effect from upgrades. Great chips for gun lovers. Super Vulcan is a very rare "MegaChip" version.
15.Shotgun
16.V-Gun
17.SideGun
18.CrossGun
19.Spreader
Exlposive direct attack. 1/7.5
1/10
1/8
2/15
2/22
Custom Custom Buster weapons that do reasonable damage, but are most valuable for their wide effect range and great accuracy. The chips hit in different explosive patterns, and are known to damage battlechips the target may be holding.
20.BubbleShot
21.Bubble-V
22.BubbleSide
23.BubbleCross
24.BubbleSpread
Aqua elemental explosive direct attack. 1/11
1/16.5
2/30
2/21.5
3/31
Shrimpy, Puffy Aqua elemental, viral derived versions of the above spread gun chips. A concentrated bubble-like bullet bursts into a froth of strong, smaller bubbles on contact.
25.HeatShot
26.Heat-V
27.HeatSide
28.HeatCross
29.HeatSpread
Fire elemental explosive direct attack. 1/13
1/18
2/32
2/24
3/33
Spiky, Puffy Likewise, Fire elemental, viral derived versions of the Spread Gun series. Utilizes a Fireball-like bullet that creates a firey blast on impact.
30.MiniBomb
31.LittleBomb
32.CrossBomb
33.BigBomb
34.SingleBomb
35.DoubleBomb
36.TripleBomb
37.EnergyBomb
38.MegaEnergyBomb
39.BugBomb
Thrown explosives. Detonate on impact. BugBomb may delay before detonation. 1/8
1/16
2/25.3
3.5/38.6
1/12
2/24
3/36
??
??
??
Custom, Beetanks(largebombs), Beetles(MultiBombs), Bugs(BugBomb) Bombs are popular weapons for raw damage. The explosions can cover wide areas and even damage battlechips. The evolved versions use quantity over quality to produce several weaker bombs instead of a single powerful one. Energy Bombs explode with an energy field that can cause continuous damage. The mysterious BugBomb explodes with a burst of bugged chaos that merely confuses everyone caught in the blast rather than damage them, and like other Bug chips(listed later), only work for navis with dark affiliation. Bombs aren't the most accurate chips, but the size of the explosion often makes up for that.
40.TreeBomb1
41.TreeBomb2
42.TreeBomb3
Thrown seed, eventually sprouts into a Wood Tower. 1/21.3
2/27.6
3/34
Killer Plants TreeBombs are very powerful and very common Wood elemental chips. Because of the long growth period, it can be next to impossible to make an accurate hit with the Wood Tower, but with a little moisture and sunlight, they get a good boost in speed and power.
43.Wrecker
44.CannonBall
45.HammerBall
46.IceBall
47.LavaBall
Dense, Breaking, thrown explosive. Destroys or alters terrain on impact. 2/17.3
3/27.25
4/32
3/18
3/20
Hard Heads, Custom(Wrecker), Hammer Joe(Hammer) Throwing a heavy cannon ball onto an opponent can do a lot of damage, and that's what the Howitzer series accomplishes. Later evolutions of the HardHead virus store viral energy in the projectile that warps the terrain instead of crushing it. As thrown weapons go, they're not very accurate, but they can break through immobile defenses easily.
48.BlackBomb1
49.BlackBomb2
50.BlackBomb3
Large thrown firebomb. Remains inactive until detonated by fire. 2/60
3/70
4/80
Custom These bombs were deemed too dangerous to be used recklessly. The explosions are so powerful and immense, the user has to be far away before they're safe to detonate. Hence the fuse is incorperated to let them be triggered from afar by fire. This also means navis have to be careful setting the bombs anywhere near fire viruses or heat in general.
51.Sword
52.WideSword
53.LongSword
54.WideBlade
55.LongBlade
56.FireSword
57.AquaSword
58.ElecSword
59.BambooSword
60.FireBlade
61.AquaBlade
62.ElecBlade
Energy Sword built into arm allows for one attack. Some are elemental. 1/10
1/17
2/20.5
??
??
3/24.5
3/26.25
3/26.25
3/18
3/32
3/32
3/32
Custom, Swordies(Long, Fire, and AquaSwords) Swords are strong weapons and easily wielded. Their main fault is their lack of range. A navi has to be careful when diving in for close-ranged fighting.
63.FighterSword
64.KnightSword
65.HeroSword
Stronger Energy Swords 4/45
5/57
5/80
Unknown The legendary swords are much sought after by master netbattlers. It can be difficult to avoid the gigantic blade, which remains light as a feather for the wielder. Among the rarest and most powerful swords.
66.Kunai1
67.Kunai2
68.Kunai3
Knives thrown with special technique deliver multiple cuts to an unexpectant target. 1/24.6
2/33.3
3/41.3
Snapper Ninja These unique sword class chips don't do much damage, but the fact they can be thrown and hit opponents indirectly make them very useful. They are specialized for certain obscure ninja techniques.
69.StepSword
70.StepCross
Sowrd attack combined with sudden intense burst of speed. 4/45.6
4/74
Custom The greatest disadvantage to swords is the lack of range, and these chips solve that problem. With the speed burst allowing the wielder to pass any terrain to get to the target, these chips are indispensible to sword specialists. The timing has to be just right, because the speed burst only lasts a fraction of a second.
71.CustomSword
72.VariableSword
73.NeoVariable
74.Slasher
75.AirSword
76.FuujinRacket
Specialized sword techniques. 4/40.25
4/42.5
??
4/29.5
3/30
??
Custom These are some specialized limited edition blades that came out recently. CustSword gathers power to become extremely powerful until it reaches critical mass and breaks. VarSword takes on different shapes with special techniques performed by the navi. AirSword releases an intense wind gust when it's swung. Fuujin Racket is not actually a sword, though it originates from the AirSword; it is actually a re-design of AirSword that gives it more Wind affinity, but essentially serves the same purpose, just without the sharpness. And Slasher is a sword with a mind of its own that allows the wielder to enter a meditative-like state to sense when and where the opponent leaves itself most open for a counter-attack, and then strikes with perfect speed and timing.
77.SonicBlade
78.Z-Saber
79.Muramasa
Highly Specialized Sword Techniques 4/24
4/48
5/74
Custom These very rare swords were made specially for the sword-specialist navis that used them. Muramasa Blade has managed to enter the mainstream chip trade as of late, but it's still very rare. The others are thought to be completely extinct. Sonic Blade is a massive sword that launches shockwaves on the ground. Z-Sabre allows three powerful slashes with a specialized technique. And Muramasa is a cursed blade that gains power from the wielder's pain.
80.ShockWave
81.SonicWave
82.DynaWave
83.BigWave
Pickaxe weapon creates a straightforward shockwave when it strikes the ground. 1/9.5
2/23
3/39
4/82
Mettools Since Mets are among the most common viruses, these chips are not valued highly. However, the attack is very useful for piercing enemy defenses. The wave will continue to travel until it runs out of ground. The strongest shockwave can even destroy the terrain.
84.FireTower
85.AquaTower
86.WoodTower
Powerful, elemental pillars burst upwards from the ground toward the enemy. 2/22
2/25
2/28
Vorkergear, Poppers(Wood) Tower chips are strong but slow weapons. Many elemental navis have standard attacks based on these chips. These chips are extinct, but their style lives on through other chips and navi attacks.
87.FlameLine1
88.FlameLine2
89.FlameLine3
Wide wall of Fire Towers erupt on targeted ground. ??
??
??
Vorkergear (2nd generation) The Vorkergear virus made a short disappearance and came back with a little mutation in their attack style. In addition to sending a line of Fire Towers, they can now cause Towers to erupt anywhere. The new chips can hit more targets, and activate quicker, but have shorter range.
90.Quake1
91.Quake2
92.Quake3
93.FootStamp
Thrown energy ball, transforms into a massive weight in mid-air. Deals heavy damage to the terrain when it falls. 1/28
2/41
3/62
3/24
Flappies Quakes are inaccurate weapons, but sometimes they're more valuable for the earthquake than the attack. Quakes can combine into a PA called HeavyStamp that transfers the mass altering properties of the Quake chips into the navi itself. The BattleChip FootStomp is a minimalized adaption of that PA.
94.GutsPunch
95.GutsStraight
96.GutsImpact
97.ColdPunch
Navi's fist becomes gigantic, allowing for a strong melee attack. 2/17
2/30
3/50
2/19
Custom The Guts Punch was originally a signature weapon of Guts type navis, but they eventually went into widespread use and techniques have developed to make better use of them. With special moves, the navi can shoot the fist as a Rocket Punch, or pull off a furious multiple-hitting combo attack.
98.BronzeFist
99.SilverFist
100.GoldFist
Enhanced punch attacks with hidden powers. 2/21.3
3/31.3
4/47.3
Unknown The legendary Fist attacks are fairly rare, but enough are in circulation to make them well known. However, few navis that actually have the Fists are able to bring out their full power. Through concentration and special techniques, the Fists can multiply into swarms of Rocket Fists.
101.FireArm
102.RemoPlug
103.IceSlasher
104.QuickBoomerang
105.ColorBall
106.ThunderBeam
107.GravityHold
108.StarArrow
Specialized attacks based on navi default weapons. 4/24
4/16
4/16
4/16
4/16
4/16
4/20
4/32
Custom During the Zero Virus incident, several of the navis involved had "Master Weapon" chips that duplicated their attacks. That's normally redundant, and it's thought to have something to do with the Zero Virus' data copying nature. Colorman didn't have anything to do with Zero, but he was still scanned and copied in the end, so the redundant chip still appeared. None of these chips have been seen since the incident.
109.DashAttack
110.BodyBurner
111.Condor
112.BurningCross
Flying speed burst or spontaneous combustion based on the dash bird viruses. 1/19.75
3/31.25
4/44
4/42
Fishies Dash and Condor turn a navi invincible as it plows through enemies, but these chips are also useful for travel, as they are plentiful and can provide great speed boosts. Burner and Burning have entirely different purposes despite being derived from the same viral strain. The navi becomes temporarily engulfed in flames to attack all nearby enemies. Burning Cross gives the user a little control over the flames.
113.TriArrow
114.TriSpear
115.TriLance
116.DoubleNeedle
117.TripleNeedle
118.QuadraNeedle
119.NeedleCannon
Automatic bow forms on arm and shoots multiple arrows. 1/24
2/27
4/30
1/13.3
2/20
3/26.6
4/20
ArbalBoys(Tridents), ShellGeeks(Needles), Custom(NdlCanon) While the Trident/Needle weapons are relatively week, they fire off multiple rounds, which can do even more damage when each shot is well placed. The different ballistic shapes cause different kinds of damage. While the needles are smaller and weaker, more of them can be fired at a time.
120.Ratton1
121.Ratton2
122.Ratton3
123.RattonRocket
Thrown explosive travels on the ground, homes in on the nearest enemy, and explodes on contact. 1/16.5
2/23.5
3/30.5
4/41.6
Ratties Rattons are valued for their ability to track targets. While not the strongest explosives, a guaranteed weak hit is better than a missed strong one.
124.Wave
125.RedWave
126.MudWave
127.GreatWave
Tidal Wave sweeps across the ground in all directions. 3/60
3/72
3/84
4/96
Jellies Among the most overwhelming of battlechip attacks. These waves of water, lava, or mud cannot be avoided normally. The tsunami has to be blocked if one wants to avoid it. Otherwise they're handy chips for wiping out large groups of viruses.
128.Gaia1
129.Gaia2
130.Gaia3 131.GodHammer
Hammer creates massive shockwave that spreads in all directions when it strikes the ground. A stronger version of the Shockwave chip. Later editions of the chip cause widespread earthquakes that damage the terrain above and below. 3/62
4/74
5/86
??
Gaia Statues These rare chips are extremely powerful and valuable. They combine the inescapable range of the Tsunamis with the piercing persistence of Shockwaves. Later strains of the virus created a more spherical shockwave that doesn't cause damage on its own because it's spread so thin, but the force is still enough to damage the terrain to a large extent. The rare Megachip God Hammer is a viral adaptation of the legendary Zeus Hammer.
132.ThunderBall1
133.ThunderBall2
134.ThunderBall3
Shoots concentrated ball of electricity that slowly homes in on the nearest enemy. Target becomes inflicted with electric poison. 1/21
2/29
3/37
Biri These attacks move too slowly to be effective weapons in battle unless used in mass quantities so the target cannot run. Because of their lasting effect, they can be useful, but only the best timing can land a good hit.
135.RingZap1
136.RingZap2
137.RingZap3
Navi's body becomes surrounded by electromagnetic field that severely damages nearby enemies. Sometimes drains energy from the user. 1/33
2/36
3/39
Infected Programs These cursed chips are seldom seen or used these days since the electric field is known to be hazardous to navi health. Since the chips come from artificial viruses that were meant to be suicidal in the first place, they're not very popular.
138.ZapRing1
139.ZapRing2
140.ZapRing3
Small, weak, electric ring is shot at high speed. Target becomes temporarily paralyzed. 1/18
2/22.5
3/27
Bunnies While among the weakest of weapons, ZapRings paralyze the target, making them wide open for stronger, slower attacks.
141.Satellite1
142.Satellite2
143.Satellite3
Electric explosive is launched and follows parabolic flight path. Has a gravitational driver that causes it to orbit larger objects. 2/20
2/26.6
3/33.3
Sparkies They move pretty slowly, but they cover a wide area with their flight path, and properly aimed at an object can make it difficult for the opponent to move anywhere.
144.IceWave1
145.IceWave2
146.IceWave3
Shoots a razor-sharp snowflake that floats forward in a wave pattern. 1/14
2/22
3/30
Pengi Like Satellites, Icewaves cover a lot of ground. They can move deceptively quickly too, making them decent, aqua elemental, long-ranged attacks.
147.WideShot1
148.WideShot2
149.WideShot3
Aqua Elemental Crescent shaped projectile. Stretches wide left and right. ??
??
??
Gaylarks Great chips for accuracy. In a wide open area, these attacks will rarely miss. However, the wave is usually fragile, and can be dispersed easily on impact so obstacles can be a problem. The waves can be much stronger when advanced though.
150.GunDelSol1
151.GunDelSol2
152.GunDelSol3
153.GunDelSolEX
Solar powered gun creates a powerful, widespread light wave that gradually weakens anything it touches. ??
??
??
??
Unknown These rare and powerful firearms appeared only recently and supposedly come from another dimension. They are very useful as they can cause continuous damage at a remarkably fast rate. One problem is targets may be unfazed while their life is drained away, so they can still fight effectively and even evade the light. Another problem is the reliance on sunlight; these chips lose power in the shade. These chips uniquely harness the power of light, making them extra effective against the dark dwellers.
154.Blizzard
155.HeatBreath
156.ElecShock
157.WoodyPowder
Short ranged, elemental breath attack with viral energy that changes the terrain it touches. ??
??
??
??
Weathers Not the most effective attacks, but with the added effects on the terrain, one can make long-term use of these chips. The navi has to be careful where to aim these attacks, because more than just attacking the enemy has to be taken into consideration. Blizzard is an freezing blast that coats the ground in ice. HeatBreath shoots flames and melts the panels into lava. WoodyPowder grows grass while attacking with bad spice. And ElecShock is an electric wave that cracks the field.
158.SandRing Small, quick projectile ring packed with viral energy. Creates quicksand beneath the target. ?? Custom Essentially, this the same as a ZapRing, though entirely different. The Sandring does no damage, but ZapRings weren't intended for damage anyway. Instead of paralysis, the SandRing uses concentrated terrain virus to make a whirlpool of quicksand underneath the opponent, immobilizing them for several seconds. Sand is also useful when combined with wind, so Sandrings are essential in combo with Tornado chips to improve both accuracy and damage.
159.TwinFang1
160.TwinFang2
161.TwinFang3
Two fangs are simultaneously shot diagonally forward in different directions. ??
??
??
Walras Good long range chips for attacking multiple targets at different angles. While they don't always have practical use for their special effect, they have pretty good attack power, making them useful weapons just for pure damage.
162.3-Way Three bullets are simultaneously fired forward in different directions. 1/16 Custom The 3-Way buster precedes TwinFang, but is essentially the next step. It fires straight forward in addition to the diagonal shots. A good chip for fighting several viruses at once.
163.ElementFlare
164.ElementIce
165.ElementLeaf
166.ElementSand
167.ElementDark
Direct Flame-Thrower attack with elements derived from terrain types. ??
??
??
??
??
Elemperors The elements of the Element chips don't refer to the conventional four elements, but rather the viral elements that warp internet terrain. Flare corresponds to Lava, Ice to Ice, Leaf to Grass, Sand to Sand, and Dark to Swamp. While the Lamp viruses need to be on the corresponding panels, the chips can be used anywhere. They can gain a power boost from the right terrain though.
168.Typhoon
169.Huricane
170.Cyclone
171.LeafTwister
172.FlameBlower
173.NoiseStorm
Mechanical Fan forms on arm and creates a concentrated tornado that delivers continuous damage to anything caught in it. 1/16
2/22
3/28
3/24
3/24
??
Fankers, Custom(Elementals), bugs(NoiseStorm) Tornado chips are always useful for fans of enhancement chips. The continuous damage lets just a little power boost go a long way. A small dust devil can turn into a perfect strorm with the right combo. Noise Storm is a cursed chip that draws power from the navi's glitches to make a much larger, more devastating strom of chaotic soundwaves.
174.AirStorm1
175.AirStorm2
176.AirStorm3
Snowy virus-shaped arm cannon forms on arm. Strong Fan effect sucks enemies in close and then blows out a widespread tornado attack. 1/26
2/35
3/44
Snowblows Among the few chips with two-stage attacks. With the ability to pull enemies right into their attack range, they're good chips for accuracy. Fast navis can easily avoid the wind, however.
177.MagBolt1
178.MagBolt2
179.MagBolt3
Magnet forms on arm, pulling anything it points at towards it. Electric damage to whatever it touches. ??
??
??
Magtects These chips are similar to AirStorms, though elec elemental. The magnetic field is a lot more focused than the AirStorm's wind, so it can only pull in a single target, but the force is a lot stronger, so properly aimed there's no escape from the attack.
180.BounceNote1
181.BounceNote2
182.BounceNote3
Summons a Pelmelo to bounce toward enemies, crushing them. ??
??
??
Pulmelo Not the most conventional type of attack. These bouncing tadpole-like viruses can be more dangerous than they look. At high speeds they can make a good impact and can jump up and down on the target several times. At the very least these chips can be used to distract the opponent while other combos are in the works.
183.SnakeEgg1
184.SnakeEgg2
185.SnakeEgg3
186.SnakeArrow
Summons a snake egg that hatches and releases a small snake that crawls around randomly and bites an enemy if it gets too close. Snake Arrow summons a flying snake from a hole to attack instantly. 1/18
2/20
3/25
3/20
Daijan The reproductive ability of snake viruses is a weapon in itself. Sending snakes after an opponent is a useful distraction tactic, and if the snake bites, it can do pretty good elemental damage. Snakes are generally wood elemental, but versions 2 and 3 are elec and fire types respectively, and can spread elemental damage as they slither along. Snake Arrow can be a lot more powerful, since more and more snakes can be summoned depending on how many holes there are they can crawl out of. Snake viruses are not seen often since they dwell underground, SnakeArrow draws them out of hiding.
187.Drain1
188.Drain2
189.Drain3
Mosquito forms on arm and launches navi forward in a dash attack that absorbs energy from every enemy pierced through. 2/31
2/37
3/43
Mosquitos These chips are essentially Dash chips crossed with Recover chips. It's a useful combination. It never hurts to refill on energy, and it njust sweetens the deal when that energy comes from the opponent.
190.Spice1
191.Spice2
192.Spice3
Deadly, halucinegenic powder released from the navi's body spreads in a wave through grass. 1/18
2/29
3/40
ChaMushies These chips can be used at short range to damage and confuse enemies that try to touch the navi, but they're best use in grassy areas. The spice activates spores in the grass that release more spice that activates more spores further down the line. The effect is an inescapable wave of poisonous powder that can only be stopped by getting rid of the grass.
193.MagBomb1
194.MagBomb2
195.MagBomb3
Thrown explosive detonates on impact and releases a magnetic field that immobilizes and electrifies anything caught in it. 1/12
2/18
3/24
Magneakers they work like ordinary bombs, only they have the power of magnetism. The raw damage combined with magnetic paralysis is one of the best ways to leave the opponent completely helpless.
196.YoYo1
197.YoYo2
198.YoYo3
Sawblade-like projectile is launched straight forward and automatically returns to its launcher after going a certain distance. 1/27.3
2/33.3
3/39.3
Yo-Yorts While the concept of Yo-Yos as weapons may seem ridiculous at first, there's no denying the deadliness of these chips. The spinning blades deliver several deep cuts to any enemy unfortunate enough to be caught it their path. Yo-Yos spin a little bit longer at their peak distance before returning, so a skilled navi tries to be just that far away from the intended target.
199.BeeArrow1
200.BeeArrow2
201.BeeArrow3
EleBee is launched straight ahead and automatically flies toward the first enemy it sees. 1/40
2/60
/3/80
EleBees Among the strongest electric attacks, and with speed and accuracy as well. Despite their homing ability, the Arrows often miss their target because they head in a bee-line and may fly right by accidentily even if the opponent doesn't dodge. A good hit requires careful timing.
202.CurseShield1
203.CurseShield2
204.CurseShield3
Creates Dominerd shield that intercepts a direct attack and flies off to bite the attacker. 1/27.6
2/35.6
3/44.3
Dominerd CurseShields are good combinations of attack and defense. These may be better than the average shield because of the powerful bite attack, but a navi has to have pefect timing because the shield only materializes for a split second, and that needs to be the instant when it gets hit by the enemy. These chips are great ways to surprise opponents.
205.HeavyShake1
206.HeavyShake2
207.HeavyShake3
Thrown energy ball, transforms into Heavy virus that shakes back and forth in the air, dealing multiple armour breaking hits to anything in its path. 1/34
2/40
3/50
Heavies The Heavy virus is though to be an evolution of the Flappy virus with its ability to drastically change its mass at will. The Shake chips are useful for their massive power, they may be inaccurate, but they can cause great damage to any heavily armoured immobile target. Being hit by one of these barbells is like being hit by a truck.
208.N.O.Beam1
209.N.O.Beam2
210.N.O.Beam3
Navi's shadow is inverted into a powerful laser that is fired in the direction perpendicular to the plane the shadow is on. 2/66
3/77
4/88
N.O. NOBeams are among the strongest standard battlechips. They do immense damage, pierce through anything, and even paralyze the target with the light. The trick is making sure the navis shadow is facing the opponent. In the cyberworld, light mostly comes from above, so a poorly aimed NObeam would shoot harmlessly into the sky. A skilled NetBattler uses objects like cubes for the navi to cast his shadow on.
211.BreakHammer Large handheld hammer weapon. Strong material shatters armour. 3/26.6 Custom A standard weapon for heavy-duty battling. The short range and unwieldly nature makes it an ineffective weapon in the long run, but as far as breaking chips go, this one is cheap and plentiful.
212.ZeusHammer Handheld Hammer releases a powerful, instant shockwave across the ground. 4/73.3 Unknown The Legendary ZeusHammer is one of the strongest MegaChips, but its power comes at a price. When it strikes the ground, the entire area feels the violent shock of energy, that includes the wielder of the hammer. The only way to avoid the attack is to be airborne. As long as the navi is protected, the ZeusHammer is the best way to take out a horde of viruses instantly for those record busting levels.
213.Rope1
214.Rope2
215.Rope3
Spiked vines sprout from the ground all around the navi's body. Nearby enemies become entwined and gradually crushed. 1/45
2/55
3/65
Vineys These have very short range, and while the vines grow quickly, they're still relatively slow and easy to avoid. But if enemies are caught by the vines, they get trapped and subjected to several seconds of crushing and suffocating. Among the most effective wood elemental attacks.
216.Boomerang1
217.Boomerang2
218.Boomerang3
Fast Boomerang is summoned and sweeps across the area on a curved path. Cuts through almost anything. 1/15
2/22
3/30
Boomers With their speed and range, Boomerangs are good, accurate chips. Not very strong, but several of them at once can overwhelm the opponent.
219.Bamboo1
220.Bamboo2
221.Bamboo3
222.BambooLance
Opens portal on walls from which a Bushman virus thrusts a Bamboo chute to stab and knock back enemies near the wall. ??
??
??
??
Killboo These chips come from some of the most ellusive viruses ever known, and their attacks reflect this. The spears can attack from anywhere. An opponent is only safe if standing in the middle of a wide-open area. The Lances are great weapons to strike unexpectedly and drive opponents out of hiding.
223.PoisonMask
224.PoisonFace
225.Anubis
Navi creates a large demon mask in front itself that acts like a shield and releases a poisonous gas that gradually drains away the lifeforce of anything it touches. Anubis is a summoned statue that spreads poisons everywhere but does not affect the summoner. 2/28
3/39.3
5/76
Poofies, Unknown(Anubis) The poison chips contain dark power that can attack enemies from within. The Masks have limits to their power that make them ineffective, the masks break after a few seconds and the poison is only spread throughout a certain area. The stance the navi must take to wear the masks and bring out their power makes him vulnerable to all but direct attacks the masks can block. Anubis however, is a legendary chip derived from the mysterious Pharaohman that has no limitations. The Anubis idol stands until it is destroyed and poisons enemies until they fall. There is an evil curse attributed to Pharaohman and his Anubis. One must have evil affiliation to use poison effectively.
226.RockArm1
227.RockArm2
228.RockArm3
Summons a Quaker virus to fall from the sky, creating a mild earthquake on landing while releasing a shockwave attack. 1/23
2/35
3/47
Quakers The earthquakes caused by RockArms can cause an opponent to lose its footing and momentarily leave it open for attack. Essentially these are two-stage attacks that trip the enemy up and then strike with the shockwaves. The quake effect is not the most effect way to immobilize an opponent, but since most paralyzing attacks have poor attack power, Rockarms are the chips to use for the whole package.
229.WhirlPool
230.BlackHole
Thrown energy ball creates a vortex of nullification in the terrain on landing. Anything that steps in the hole may be deleted instantly. 2/25
3/40
Null&Void The Null Viruses have mysterious properties, they basically embody pure deletion. The whirlpools these chips create only last a few seconds and are easy to avoid by smart opponents, but predictable viruses may walk right into the trap and sink into oblivion.
231.AirHockey1
232.AirHockey2
233.AirHockey3
Launches frictionless puck that bounces off all walls, pierces objects and continues sliding at high speed until it falls off an edge. ??
??
??
Dharma In the proper environment, AirHockeys are ideal weapons. By ricocheting off walls, they can deliver multiple armour breaking hits to several opponents in a closed area. For a navi to make proper use of AirHockey, some good aiming and knowledge of geometry is required.
234.Counter1
235.Counter2
236.Counter3
Causes an opponent's attack to backfire so he damages himself. ??
??
??
Custom Counters are powerful attack that require no aiming and are guaranteed to throw an opponent off balance if successful. The problem is Counters do not work unless the enemy is just about to attack, so poorly timed activation of these chips could easily mean wasted attacks as well as damage from the attack that was not cancelled. These chips are intended for navis who are well synchronized.
237.Web1
238.Web2
239.Web3
Spreads an array of webs across the ground and walls to cause wood elemental damage to anything that is cought in them or steps into them. ??
??
??
Spidies Webs make good traps to restrict an opponents movement, but with good timing, webs can even be spun directly beneath the enemy. Foolish opponents receive continuous damage walking into several layers of webbing.
240.MokoRush1
241.MokoRush2
242.MokoRush3
Summons a herd of sheep to rush through the area, trampling enemies. ??
??
??
Malmoko Certainly unconventional attacks, but SheepRushes can take out several weak enemies at once provided the terrain is even enough to stampede straight across. For some navis, there's nothing scarier than a wall of sheep heading towards them at 10 panels/sec.
243.CircleGun1
244.CircleGun2
245.CircleGun3
Rapidly circling target system determines area of attack. High-powered machine-gun attacks in semi-circle pattern pointed out by the targeting system. ??
??
??
Cirkillers Like the Magnums, CircleGuns are difficult to aim, but in the proper conditions, they can mow down whole lines of enemies, but the navi needs good timing as well as strategic knowledge to get all the targets in range.
246.Magnum1
247.Magnum2
248.Magnum3
Three cannons fire powerful piercing fire blasts. Each bullet is capable of destroying the terrain and leaving wide holes. Uses a difficult targeting system. 1/35
2/55
3/75
Bashers Magnum Cannons are powerful weapons that can hit several targets. The problem is the targeting system is hard to focus, and with poor timing, the shots could miss their mark entirely. The navi has to have good reflexes to trigger the attack when the targets are locked in place, which is only for a split second as long as the crosshairs keep searching.
249.Plasma1
250.Plasma2
251.Plasma3
Summons an EleBall virus attack with RingZap. 1/14
2/26
3/34
EleBalls The harmful effects of the RingZap chips are solved through these devices. The floating drones produce the electric field so the navi doesn't have to.The problem is they're small and easily destroyed, but if the opponent is being electrocuted constantly, there's not much he can do about it.
252.Meteor9
253.Meteor12
254.Meteor15
255.Meteor18
256.RandoMeteor
257.WholeMeteor
258.ShootMeteor
259.MeteorShower
Summons a wand that causes meteors to rain down across the area for a certain amount of time. MeteorShower summons a swarm of meteors instantly without a wand. 1/21
2/32
3/49
4/60
3/28
3/48
3/38
5/78
MeteorFires(Metr#), MeteorMages, Custom(Metrshwr) Several flaming rocks falling from the sky certainly makes a frightening attack. The first five Meteor chips merely hit random areas, but can still do a lot of damage with luck. WholeMeteor and MeteorShower sweep their hits throughout the area in a programmed pattern, leaving nothing safe. ShotMeteor gives the wielder of the wand control over the meteors, allowing the navi to aim the heavenly destruction directly at the opponent.
260.Needler1
261.Needler2
262.Needler3
Summons Needler Machine to shoot Needles in multiple directions or launch towards the enemy and explode. 1/32
2/52
3/72
NeedleCasters Needler Machines make for good support, but their pattern can be a litle too predictable and the enemy may find the bullets easy to avoid. That's why the machine has two functions. The navi can command the machine to charge forward and self-destruct to catch the enemy off-guard.
263.Totem1
264.Totem2
265.Totem3
Summons Totem Virus to alternate between using its angry face to breathe a stream of fire straight forward and using its calm face to heal its summoner. 1/29
2/38
3/47
Totems Among the best chips that combine attack and defense. The totem can cause continuous damage to the enemy while simultaneously healing its owner. Viruses are easily taken in by the tactic, but intelligent opponents can target the Totem and destroy it rather easily before it can do too much damage and un-damage.
266.Sensor1
267.Sensor2
268.Sensor3
Summons Killer Eye to scan for enemies. If an enemy is caught in its line of sight, it shoots an electric laser down that line. 3/62
3/70
3/72
Killer Eyes Perfect weapons to stop enemies in their tracks. If the enemy avoids the trip beam, then his movement is restricted. If he trips the beam, then the eye paralyzes him. With high electric power, the Killer Eyes can easily live up to their names as well.
269.MetaGel1
270.MetaGel2
271.MetaGel3
Summons a wall of slimeys to fall from the sky, pushing the enemy away while doing high aqua damage. 1/18
2/28
3/38
Slimeys Metagels are basically stronger versions of the AreaGrab support chip. With their combination of attack and support, Metagels make very useful additions to a folder.
272.Pawn
273.Knight
274.Rook
Summons chess piece to perform strategic function. 3/44
3/64
3/30
Custom The chess piece chips are extensively used by Kingman, but any navi can make use of them with the right strategy. The Pawn is an extra warrior that can attack with its sword, although slowly. The Knight leaps forward on a programmed course in an attempt to crush the enemy, and the Rook is an armoured defensive piece that can block almost any attack. Multiples of each chip can be summoned at a time, and the main intent is to allow the navi to stay behind on the defensive while the chess pieces handle the offensive, but they also make good distractions to help set up combos.
275.Team1
276.Team2
Twins virus appears and performs altruistic function. 2/16
2/20
Twins The team chips react to the damage taken by their owner. Team1 spreads an attack towards the eneies and if the navi is hurt, it attacks harder and faster. Team2 saves its owner from deletion by healing or reviving.
277.TimeBomb1
278.TimeBomb2
279.TimeBomb3
Summons powerful bomb that explodes after three seconds. 2/31
3/49
4/62
Handies Timebombs make such large explosions, they work on a timer to give their owners time to escape the blast range. The timer may give the enemy a chance to escape as well, or even destroy the bombs before they get a chance to detonate.
280.LittleCloud
281.MediumCloud
282.BigCloud
Creates raincloud that sweeps the area doing continuous aqua damage. 1/18
2/27
3/36
Cloudies Raindrops don't do much damage, but they're hard to avoid, and fire enemies can get drenched to deletion quickly in the shower. While the clouds are small, they move relatively quickly and can soak an entire area.
283.Mine1
284.Mine2
285.Mine3
Hides an explosive mine underground. The first thing that steps on the spot where the mine is detonates it and receives heavy damage. 2/16
3/28
4/40
Jira Mines make good traps for pursuing enemies. Intelligent opponents will notice the mine-laying taking place, but since they can't see where it's set, they can only be careful where they step. Dumber viruses may walk right onto the mine into certain deletion. Minees have some of the highest attack powers of any standard chips, so if the enemy is predictable enough to trip them, they're extremely valuable.
286.FrontSensor
287.DoubleSensor
288.TripleSensor
Places Trip-Mine that points motion sensors in various directions. Explodes in the direction of the sensors if one of the lasers is tripped. 3/20
4/35
4/50
Poittons Predecessors to the Killer Eye Sensors, these chips provide several sensors for the enemy to be caught by. The blast is a chain of smaller explosions and it takes a while to travel very far, so the attack is easier to outrun than with the KillerEyes, but the explosive force can do more damage and the multiple sensors are more restrictive.
289.RemoBit1
290.RemoBit2
291.RemoBit3
Summons Twisty virus which controls a Remobit in the sky. The Twisty sweeps the bit across the area, striking the ground with powerful lightning that destroys the terrain. 1/19
2/28
3/41
Twisties and Remobits Remobits are unreachable by most enemies, but if the controllers are destroyed, the bits are useless. Remobits don't have to be active long to do serious damage to the enemy's terrain. Different versions follow different flight paths, and can restrict enemies in different ways.
292.Lockon1
293.Lockon2
294.Lockon3
Summons Solara virus which scans for the enemy and if the target is acquired, it shoots several machine gun rounds at the target regardless of where it moves. 1/22
2/30
3/42
Satellas The gunfire of the Satellites can be outrun by quick navis, but it's best to try and avoid the sensor. Of all the support object BattleChips, Satellites are among the most helpful in one-on-one battles. There is little an enemy can do with the Lockon targeting system seeking them out. They are not as useful when several enemies are involved though, since they can only focus on one target at a time.
295.BoyBomb1
296.BoyBomb2
297.BoyBomb3
Large, durable, box-shaped explosive is summoned. The bomb can be pushed into place before it explodes with a large area and strong force. ??
??
??
BombBoys These dangerous substitutes for Timebombs provide cover while its counting down. They can be very hazardous since they need to be pushed into position before exploding, but quick navis can get in and out with no problem.
298.HeatBalloon
299.AquaBalloon
300.ElecBalloon
Inflates small elemental balloon that intercepts and absorbs all direct attacks and transforms the damage into attack power. Balloon bursts and explodes with collected elemental power when it collides with something, is hit by a breaking attack, or is hit by the stronger element. 3/25
3/25
3/25
Octons Balloons can really throw off an opponent at first. One's first instinct is to destroy the balloon simply by shooting at it, and many do not know what to do when that just makes it stronger. Balloons have nigh-infinite capacity for power, and can make the largest and strongest explosions possible in the cyberworld. Because of this they are also very hazardous. The user has to be careful the balloon doesn't burst until he is well out of range. If the enemy throws an unexpected breaking or stronger-elemental attack, then these chips can really backfire.
301.Geyser Thrown ball draws surge of water power from underground if it lands in a hole. 4/34 Custom One of the strongest Aqua attacks. High power and wide range. The trick is it can only be used on damaged terrain. If the ball lands above ground it's worthless. The most pure elemental energy of the cyberworld runs below the surface, and it takes rare chips like this one to draw the energy out and use it as a weapon.
302.LavaDragon
303.GodStone
304.OldWood
Summons powerful virus from the underworld. Requires a hole in the ground for the power to be drawn from. 5/55
5/58.6
5/60.6
MagmaDragon(LavaDrag), Unknown(GS,OW) More rare chips that draw out the pure elemental power from beneath the surface of the cyberworld. LavaDragon summons a Dragon from the hole to breathe intense flames at all enemies. GodStone summons a mysterious stone idol to shake pound the earth, making viloent earthquakes that cause heavy boulders to fall from above. OldWood summons a Tree Spirit that skewers the entire area with Wood Towers and draws power from grassy terrain.
305.MetGuard1
306.MetGuard2
307.MetGuard3
308.ShieldGuard
309.HighGuard
310.IronShield
Navi creates a strong shield to block any non-breaking attack for a couple seconds. The shield may reflect the attack back in the opposite direction in the form of a shockwave. IronShield launches itself forward after intercepting the attack. ??
??
??
2/16
3/16
2/26
Mettools(MetGuards), ShieldAttackers(ShldGrd), SniperJoe(HiGrd), FullShell(IronShld) Shield chips are standard defense, but later evolutions of the viruses yield shields with reflective abilities, so they can be handy for offense too. The shields are usually only materialized for an instant though, so that navi needs good timing to properly intercept an attack. The guards are easily pierced by heavy attacks though, and the MetGuard is even known to be weak against elemental attacks.
311.PanelOut
312.PanelOut3
313.LineOut
314.CrackOut
315.DoubleCrack
316.TripleCrack
PanelOuts open holes and fissures in the terrain with Pickaxes, Lineout cuts a chasm straight forward with a firey virus attack, and CrackOuts open holes with a pulse of viral energy. 1/4
2/7.5
2/24
??
??
??
Custom, Flameys(Lineout) The panel removers are cheap, plentiful, effective ways to open holes in the terrain to dirupt enemy movement, block certain attacks, and use certain chips. The chips merely delete the ground, making holes of various sizes. The Cyberworld terrain automatically repairs itself however, so if a NetBattler needs to open the ground for a certain strategy, they have to put it into action quickly.
317.PanelGrab
318.AreaGrab
319.GrabBack
320.GrabRevenge
Emits mild force wave that attempts to push enemies away, allowing the user to gain ground. GrabCounters absorb the force and sends it back to the AreaGrab user in focused energy form to inflict damage. 1/4.6
2/11
3/17
4/30
Custom In almost any battle, the amount of ground a fighter has to maneuver in is crucial. On a small battlefield especially, if an AreaGrab wave pushes one contender back against an edge or a wall, there's not much he can do. The Grabber's attacks have better chances of hitting, and widespread attacks can be more focused. Many warriors will specialize in cornering an opponent with a wall of Grab Waves, that's what the Revenge chips are for. For every Grab wave absorbed, the Grabber can get paid back tenfold.
321.Escape
322.Interrupt
323.Jealousy
324.MindBender
325.DoubleJump
326.AirShoes
327.UnderShirt
328.PanicMood
329.Blind
330.CopyDamage
331.NorthWind
Various support chips with unique abilities. 3/64
3/50
4/48.6
4/24
3/24
3/29.3
4/19
3/14
??
3/18
4/43
Custom This is an assortment of miscellaneous support chips. Escape initiates a short range teleport that takes the navi back to a previous spot. This chip was eventually discontinued as the function was made a default feature in new PETs. Interrupt temporarily disrupts the connection between an opponent navi and its PET, preventing it from getting battlechips. Jealousy emit a feedback pulse that cause an opponent's downloaded chips to backfire and self-destruct, damaging the navi. MindBender is a command that dirupts the opponent's sensory imput, making it temporarily confused. DoubleJump lets a navi jump while in the air with a small burst of levitation powers, and AirShoes gives the navi full levitation ability for several seconds. UnderShirt is an extra layer of armour that protects a navi from lethal attacks as long as it holds out. PanicMood sets a counter to confusion status by sending confusion right back at the opponent. Blind temporarily blinds the opponent. CopyDamage shoots a target sensor at an opponent, the sensor duplicates any damage caused by the user onto the target as long as the damage is to other targets. Finally, SuperNorthWind summons a cold blast of air that instantly nullifies enemy barriers and auras.
332.Catcher Shoots a UFO to paralyze the target and abduct any chips it has downloaded. 2/16 RedUFO Catcher is essentially a viral equivalent to Interrupt. When the UFO captures the chips, it just flies away. Later, the chip was modified to actually bring chips to the NetBattler.
333.Recover10
334.Recover30
335.Recover50
336.Recover80
337.Recover120
338.Recover150
339.Recover200
340.Recover300
Navi instantly regenerates lost energy and repairs minor damage. 1/3
1/5
2/10
2/18
3/30
3/37
4/55
4/58
Custom These chips are the simplest way to restore one's navi. There are other methods of healing, but Recovs are plentiful and simple to use. Every NetBattler is familiar with Recovs at one point or another.
341.Candle1
342.Candle2
343.Candle3
Summons Candle that gradually heals the navi while the flame burns. 2/25.3
3/34.6
4/47.3
CandleDevils Like the opposite of the Poison Chips, the candles can provide continuous healing. If a navi finds a quiet place to rest after a battle, then a candle is the best way to recover. Given time, a single Candle1 could do the job of five Recov300s. The problem is keeping the flame alive. Candles are easily destroyed in battle, but if the navi can find a way to protect the candle for a while, then full restoration is guaranteed.
344.StoneCube
345.IceCube
Summons large cube of stone or ice onto the field. 1/14.75
2/24
Custom(Stone), ColdBears(Ice) They're just big chunks of matter, they don't look very useful, but they have some very helpful applications in combos. For one thing, the cubes have a low friction connection to the ground, so with a strong push they can be launched at high speed towards the enemy, flattening him. Cubes are also useful for protection from direct attacks and completely screw up an opponent trying to use physical attacks. Cubes are also valuable for making NOBeam work correctly. IceCube also has the hidden ability to encase an enemy in itself if that enemy is in the spot where the IceCube is formed. Most fire types are instantly deleted this way.
346.Prism Giant prism crystal is thrown onto the field and sits for a few seconds before shattering. The prism can refract light and energy. Any energy attack that passes through the prism is spread in all directions. 3/38 Custom The Prism has a lot of potential in NetBattling strategies. By targeting it with a very powerful attack that normally has focused range, one can spread a great amount damage. Another possibility is to target it with an attack that spreads on its own, that way an opponent can receive twice the damage from being hit by both the regular spread and the prism spread. Placement and timing is key when using the Prism to enhance a battling strategy.
347.Guardian
348.VoodooDoll
Summons a figure that automatically responds to attacks with punishment. 4/68.6
??
Unknown These are the most dangerous and fearsome Object class chips. The Guardian is a stone idol depicting Ojizou, the protector of children. When the statue receives the slightest amount of damage, it punishes the attacker with an incredibly powerful lightning bolt. The user of the Guardian chip must be careful not to attack it himself, since it does not differentiate between friend or foe. The Straw Puppet does target the enemy though. It can receive damage from friend or foe, and the first hit it takes transfers the damage straight to the opponent. The evil voodoo doll reeks of dark power, and opens a dark hole on the ground where it sits.
349.Wind
350.Fan
Summons Storm Box that produces a constant wind in the direction it's facing. Wind blows things away, Fan sucks them in. 1/14.6
1/14.6
StormBoxes The strong wind produced by these boxes can easily turn the tide of battle in one's favour, it depends what one's after. By blowing the enemy away, the user can avoid being attacked, and by pulling the enemy in, it won't be able to run away. Using the wind to move enemies in either direction can disrupt carefully laid-out formations and lines them up to be hit easily by certain attacks. If there's sand in the vicinity, then the wind can pick it up and turn it into a weapon by blowing it into the opponents' faces.
351.Fanfare
352.Dischord
353.Timpani
354.Silence
Summons Trumpy virus to play its music, creating various support effects. Trumpies can only play a few seconds before needing to rest for a moment, but they can play several times before they disappear. 3/32
3/38
3/42
??
Trumpies Fanfare is a short, uplifting tune that makes the user invincible while it's playing. Dischord is a horribly out ouf tune piece that makes enemies confused. Timpani is a strong, low register, percussion beat that shakes the ground and immobilizes the enemies. No one can stand the sound of Silence, which blinds every enemy while it plays. The instrumental chips provide very powerful support effects, and the enemy barely gets a chance to destroy these objects while they're playing. The rest period is the time to strike, for those few seconds it's a level playing field. The opponent has to be fast destroying these objects if it wants a chance of winning.
355.ObjectRepair Instantly repairs all object class battlechips summoned to the field. ?? Custom Many Object type chips don't last too long, one or two hits from the enemy deletes them. Other, more durable objects like Cubes may last a few seconds. With the help of this chip, all objects can last twice as long. This is particularly helpful with the strongest and deadliest objects like the Advanced Object Posion Pharaoh; it's hard enough for the enemy to crush that life-draining statue, and to repair it at the last moment is just plain cruel.
356.BusterGuard
357.BusterBomb
358.BusterSword
359.BusterPunch
Modifies navi's default weapon. 3/30
4/40
4/40
4/40
Custom Why have just five of a certain chip when one can have unlimited use of the chip until the next download? The Weapon Modifying chips have a few faults, naturally, the chip space could only support the weakest types of attacks. The chip works by diverting energy from the navi's default weapon into the chip to give it a permanent lifespan, so use of the original weapon is disabled until the effect wears off. In any case, the temporary modification comes in handy in certain situations.
360.SlowGauge
361.FastGauge
362.FullCustom
Affects area bandwidth, changing battlechip download speeds for all PETs in the area. 3/16.6
3/23.3
3/10
Custom These chips have incredibly useful effects, and have unusually low Capacity for handling such a seemingly large job. Tweaking an area's bandwidth is actually a simple task with these chips. FastGauge doubles transfer speed, letting Operators send more battlechips, while SlowGauge causes things to lag and the navi that can last the longest with the battlechips he has gets the advantage. FullCustom forces an instant download regardless of speed, it's very useful when Slotting-In is required.
363.Invis1
364.Invis2
365.Invis3
366.DropDown
367.PopUp
Navi turns invisible for a short period of time. DropDown hides a navi in a dimensional hole in the sky, and it has to leave it to attack. PopUp hides the navi in a dimensional hole in the ground, and it can return to the hole after attacking. 1/14.6
2/26
3/41.3
4/56
5/66
Ghostlers, Popper(Dropdown), Rush(PopUp) Invisibility is the ultimate form of defense next to invincibility. There are few navis or viruses that can see through invisibility and even fewer attacks that can penetrate it. DropDown and PopUp don't exactly turn one invisible, and actually hide the navi in a subspace of the cyberworld. The portal to the subspace can move wherever the navi wants and it can only be penetrated by the attacks that penetrate invisibility.
368.Shadow1
369.Shadow2
370.Shadow3
Navi turns into a shadow and can only be harmed by sword-type attacks. A navi in Shadow Armament also gains the ShadowSword attack, which allows the navi to travel in shadows to appear next to enemies and cut them. 2/36
3/49
4/62
DarkShadows Shadows are not quite as safe as Invisibility, but their ShadowSword ability lets one attack when and where the enemy least expects it. For navis more affiliated with darkness, Shadow is the optimal defensive technique.
371.Mole1
372.Mole2
373.Mole3
Navi travels underground, and is untouchable by most attacks. Navi has to pop up out of the hole to attack. Mole defense is penetrable by underground and ground-breaking attacks. 1/28
2/35
3/42
Momograns Like Shadow, Mole is a defensive technique with weaknesses, but it's not easy for an opponent to account for every weakness of every defensive method, so it never hurts to consider all of them. Moles are a lot like PopUp, the hole of PopUp doesn't actually lead underground, so it's safe from attacks like Vines and CannonBalls. These chips may be technically inferior to PopUp, but that's why they're less rare and have lower capacity.
374.StoneBody
375.IronBody
376.MetalBody
Navi's body becomes hard and strong. Defense is increased dramatically while movement becomes extremely difficult. 2/18
2/22
3/36
Gaias, Gabyols, Custom When these defenses are used, the navi becomes nearly indestructible, but is immobilized. IronBody and MetalBody allow the navi to move a little bit, but slowly. Attacks are also difficult in these forms, most navis can only manage a few of their standard weapon attacks. While not much is possible under these defenses, they can at least buy an operator time to download some better chips or give the navi time to heal.
377.Barrier
378.Barrier100
379.Barrier200
380.BubbleWrap1
381.BubbleWrap2
382.BubbleWrap3
383.LeafShield
384.BlackBarrier
Navi is surrounded by a spherical barrier and is defended from all attacks until the barrier is destroyed. BubbleWraps and BlackBarrier eventually repair themselves, and LeafShield turns the damage it absorbs into life energy for the navi. 2/15.25
2/25
3/50
2/25
3/35
4/45
3/28
??
Custom, Ammonicules(BblWrap), Popper(LeafShld), Unknown(Black) Barriers are great temporary defenses. They're not quite completely invulnerable like Invisibility, but at least the navi is safe while the barrier takes a beating. BubbleWraps are destroyed faster than other barriers, but the re-appear quickly to make up for it, although electricity can cut right through the bubbles and destroy them permanently. LeafShield can heal a navi with the amount of energy it was supposed to lose, but fire can burn through that effect and damage the navi normally. BlackBarrier is a powerful GigaChip that is nearly impossible to destroy permanently, but it can only be used by those with dark affiliation.
385.Aura
386.AquaAura
387.FireAura
388.WoodAura
389.ElecAura
390.LifeAura1
391.LifeAura2
392.LifeAura3
393.DarkAura
Navi is surrounded by spherical barrier that can only be broken by the stronger element or an attack that is stronger than the aura's damage threshold. 3/35
3/37.3
3/39.3
4/41.3
4/43.3
4/44
4/50.6
5/62.25
5/65
Megalians(Elem), Scuttles(Life), Custom(others) While a Barrier can be destroyed after prolonged punishment from weak hits that gradually wear down its HP, an Aura can only be destroyed with a single hit that takes out all its HP at once. Auras are considered the strongest defenses in the cyberworld, but like any defense, they have weaknesses. The Auras come from the strongest viruses known on the net, they're all very rare and valuable.
394.HolyPanel
395.DarkHole
396.DarkLine
397.MagLine
398.LavaLine
399.IceLine
400.GrassLine
401.LavaStage
402.IceStage
403.GrassStage
404.SandStage
405.MetalStage
406.AluminumStage
407.Sanctuary
408.Geddon1
409.Geddon2
410.Geddon3
411.Repair
Releases viral effect that changes the face of the terrain over a certain area. 2/18
4/55
??
3/24
3/24
3/24
3/24
3/35.3
3/34.6
3/31.3
3/18
3/26
2/20
5/76.5
3/13
4/41
4/52.6
2/11
Custom, Brushmen By changing the entire battlefield, terrain chips can have a critical effect on the course of the battle. Holy Panels release protective light that halves damage to anything within it. DarkHoles are portals that release Dark Energy, empowering and enabling chips and navis that use dark power. Magnetic Panels attract navis and viruses towards them. Lava burns navis and viruses that aren't fire-elemental, but water cools it. Ice is slippery and difficult to move on unless one is Aqua elemental, the watery surface also conducts and increases elec damage. Grass releases the earth's energy and gradually heals wood elementals, but it burns easily and fire power is increased. Sand is difficult to move in, so navis and viruses are slowed down, heavy impacts are absorbed harmlessly, and wind attacks pick up the sand and increase damage. Metal is stronger then normal panels and resists breaking. Aluminum isn't as strong as metal, but it conducts electricity more, it also contains minerals that can grow grass if it comes in contact with the wood element. Geddon1 shatters the terrain, Geddon2 completely destroys the terrain, and Geddon3 poisons the terrain, turning everything to a deadly swamp. Repair is the only stage chip that restores an area to its intended status, with harmless, generic cyberworld panels.
412.AntiFire
413.AntiElec
414.AntiWater
415.AntiWood
416.AntiDamage
417.AntiSword
418.AntiNavi
419.AntiRecover
Sets invisible viral trap in the area that reacts to the first occurence of its trigger from the enemy. Traps are not triggered by their users. 4/41
4/41
4/41
4/41
3/42.3
3/46.6
4/46
4/48.3
Custom Trap chips have powerful effects and they automatically defend the user from the trigger. They would be optimal combinations of attack and defense if they weren't so specific. The elemental traps merely counter the attack of their element with an immense explosion of that element. Anti-Sword lets the navi grab a sword attack and instantly counter with a triple Sonic Boom Attack. If an opponent uses a NaviChip with AntiNavi set, the navichip backfires and attacks its user instead. AntiRecov causes the enemy's recover chip backfire and damage him with the amount of energy he was supposed to regain. AntiDamage is the least specific trap, derived from ninja arts, it allows the navi to evade any attack and counter with a trio of Shurikens from above.
420.Attack+10
421.Attack+20
422.Attack+30
423.Fire+30
424.Fire+40
425.Aqua+30
426.Aqua+40
427.Wood+30
428.Wood+40
429.Elec+30
430.Elec+40
431.Navi+20
432.Navi+40
433.ColorPoint
434.DoublePoint
Chips that target chips. The attack power of the selected chip increases by the amount of the enhancement chip. 1/6
2/10
1/36
2/20
3/35
2/21
3/35
2/26
3/35
2/23
3/35
2/22
4/40.6
??
??
Custom Enhancement chips are indispensible for many strategies. The power boosts may be minimal, but they're plenty enough for the right job. Several of these chips can add up to a much larger boost for a single attack. Some attacks need only a small boost to do what they need to like take out an aura or take out an opponent instantly. The most useful application is with chips that do multiple attacks. Most multi-hit chips have very low attack power because the hits add up to the level of an average single-hit attack. The enhancement chips are tacked onto the base attack power so their damage is multiplied with each hit too. The trick is in enhancing the enhancers, another way to do that is with elementals. Any enhancement chip added onto an elemental attack gets the same elemental bonuses against weaker elements and on certain terrains.
435.LifeSynch Equalizes the HP of every enemy in range. ?? Custom Useful for when going up against an opponent that fights with several weaker viruses as backup. The equalized lifeforce also makes spread attacks more efficient; if one out of three enemies survives a spread attack and the other two were deleted with more damage than was needed, then use LifeSynch and they all get deleted with just thge right amount of damage.
436.BigRedWave
437.Prominence
438.Salamander
439.FreezeBomb
440.WaterLine
441.Fountain
442.Sparker
443.Lightning
444.ThunderBolt
445.GaiaSword
446.GaiaBlade
Powerful MegaChips allow strong elemental attack. Navi must be the same element as the chip to use it. 5/80
3/22
4/50
5/48
3/18
3/48
5/59
3/30
3/52
4/56.6
4/55
Custom Some of the rarest and most powerful AND most exclusive MegaChips. BigRedWave is a super-powered version of the standard RedWave chip. Prominence and Salamander send a large stream of fire underground if there are any holes nearby for the flame to be absorbed into. Freezebomb is an explosive that freezes everything in its blast range. Waterline and Fountain draw water from underground with a hole and shoot the geyser forward, ripping apart the ground as it travels.Sparker is a super-charged version of the RingZap chips, and feeds off the navi's own lifeforce for power. Lightning and Bolt call down thunder from the sky to strike the tallest objects and electrify aything around them. The Gaia blades use the vines growing on them to absorb the other downloaded chips to greatly increase their strength.
447.Meteorain
448.AquaUpper 449.ThunderStrike
450.GreenWood
451.RollArrow
452.ProtoSword
453.GutsFist
454.MetalGear
455.SearchGrenade
456.NumberBall
457.PropellerBomb
458.PanelShoot
Specialized attacks based on attacks of various navis. ??
??
??
??
??
??
??
??
??
??
??
??
Custom These limited edition chips were made for some of the top contenders of the recent RedSun and BlueMoon tournaments. As with the earlier listed "Master Weapon" chips, they're redundant for the navis they're based on, but these were made intentionally as a promotion for the free tournaments that followed so opponents could win the Weapon chips from each other.
459.Poltergeist Telekinesis picks up all objects in the vicinity and throws them at the opponents. 5/52.6 Unknown This mysterious and extremely powerful MegaChip is highly sought for its fearsome power. It's useless on an empty battlefield, but just one cube or rock can do immense damage, and there's nothing the opponent can do to defend against the other-worldly assault.
460.BlackWing Summons several Murkland Bats from Dark Holes in the sky. Each bat flies into the enemy to attack. ?? Unknown Another dark-powered chip. The BlackWing attack was originally associated with the Assassin Darkman. Since the bats attack from above, many opponents are unprepared to dodge or defend.
461.BugChain
462.BugCharge
463.BugCurse
464.BugStopper
Various Bug-based Mega and Giga class attacks and effects. ??
??
??
??
Bugs It is difficult to make Bug-based battlechips since bugs are inherently chaotic and unstable. There are other bug-derived chips listed earlier, such as BugBomb. BugChain tranfers all of the navi's bugs onto the opponent, a useful crippling tactic. BugCharge uses the power of Gospel to attack enemies multiple times, with the number of hits depending on the amount of battlechip transfers that have taken place, the longer the battle the stronger the charge. Bug Curse calls upon a swarm of bugs to randomly glitch the opponent. As with all Bug Chips, one must have dark affiliation to harness their chaotic power. BugStopper is actually an anti-bug chip that clears glitches caused by programming errors from the navi for a short time.
465.NaviRecycle
466.FolderReturn
467.Balance
468.SignalRed
Various supporting GigaChips. 5/50
5/99
5/60
??
Custom NaviRecycle has two purposes; it can revive a navi that was just deleted provided its data hasn't left the system yet, or it can bring back the last navi chip that was used by any NetBattler in the vicinity and use it again against the opponent. FolderBack instantly recharges all the drained chips in the NetBattler's folder and forces an instant download to boot. Balance immediately halves the lifeforce of every navi and virus in the vicinity. SignalRed is an Object class chip and like the Trumpy Instruments has two settings, but both of them are useful; while the light is red the navi's battlechips are locked, and while green the navi's blinded. These are definitely the strongest Support chips available.
469.MeteoRedSun
470.BlueMoonRay
471.HolyDream
Powerful GigaChip attacks with powers that can be increased by the navi's merit and skill. ??
??
??
Custom As GigaChips, these comprise some of the strongest attacks in NetBattling. MeteoRS summons the Red Sun emblem to shoot several devastating meteors at the ground, damaging the terrain. BMRay summons the Blue Moon emblem to strike a single opponent with a powerful laser that nullifies defenses and abilities. HolyDream is a cannon that gathers sacred light and fires a wide blast straight forward. The Meteors and Ray are strengthened by a navi's confidence and experience. HolyDream absorbs power from HolyPanels and a navi's goodness and virtue.
472.DarkCannon
473.DarkVulcan
474.DarkSpread
475.DarkBomb
476.DarkSword
477.DarkLance
478.DarkRecover
479.DarkStage
Overwhelmingly powerful versions of simple battlechips that cause Bugs in the navi's system and darkens its soul. Can only be used when the navi is in a dark mood. ??
??
??
??
??
??
??
Unknown Dark Chips belong in a class of their own. They can't be used or stored like normal chips, and no other chips have such effects on a navi's very being. DarkChips are more than just power, by darkening a navi's soul, its lifeforce is lost and mind altered. One use of a DarkChip can change a navi forever. One must be very careful if these are encountered.
Navi Chips Summons a navi ghost to use its signature attack once and leave. varies Navis Navi data can be stored onto chips as well, but because navis are much more complex than the average virus, they have much higher capacity than most chips and have other restrictions like MegaChips. There can be as many navi chips as there are navis, and they can be among the strongest weapons in a folder. Having five navi chips on hand is like having 5 allies ready to back you up.

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