Annihilation

Battlechips Ahoy!

There are 200 Standard Chips. They'll make up the bulk of your arsenal since all other chips have limitations. They're not the strongest on their own, but put together in the right way, even the weakest looking standard chips can make powerful strategies.
The chips in this guide are grouped by family. Chips that are similar tend to share a description. The second column shows the attack power, recovery power, or possible attack power of a chip. Colors indicate the elements, Red=Fire, Blue=Aqua, Yellow=Elec, Green=Wood, and the pink numbers indicate recovery. Wherever there's a multiplication sign (x), that means the chip deals multiple hits, and wherever there's a dash (-), that means the power or number of hits varies depending on conditions, that's usually explained in the descripttion of the chip family. The third column is the chip's rarity level, indicated by the number of stars (1-5) in the Library. The fourth column is the minimum amount of Regular Memory needed to set the chip as a regular chip in your folder.

Chips Main
Walkthrough Main

BattleChips Index Power Stars MB Desription of Chip Family
1.Cannon
2.HiCannon
3.M-Cannon
(40)
(60)
(80)
1
2
3
12
24
36
Cannons are nice, straight-forward, direct attacks. Just press A and you'll deliver a powerful shot to the first enemy or object in your row. Just keep in mind there's about a quarter-second charge time you have to deal with. Cannons are one of the best chips to have early in the game, but M-Cannons just aren't enough of an improvement to be useful when you approach the end of the game.
4.AirShot1
5.AirShot2
6.AirShot3
(20)
(30)
(40)
1
2
3
4
12
18
Airshots are very weak, but they have a useful side-effect of pushing enemies and objects forward a panel. Hitting a RockCube can shoot it right to the far end of the field and damage an enemy if it collides with one. Airshots also have the flinching effect, so you can hit some navis, stun them, and easily hit them with a follow-up attack. If you're going to use these, you might as well pack some RockCubes too. They make for a good strategic implement, but aren't as useful on their own.
7.LavaCan1
8.LavaCan2
9.LavaCan3
10.Volcano
(90)
(120)
(150)
(150-320)
1
2
3
4
34
42
60
75
Lava Cannons are beefed-up, fire-elemental Cannons. With more power comes more charge time though, about half a second more. Another downside is you can't Advance with LCs like you can with Cannons. The Volcano Cannon has a 3-row range, it'll hit the first thing in its path in Megaman's row, the row above him, and the row below him. It can also be powered up by Lava. During the charge-time, every Lava Panel on Megaman's side of the field turns normal and the Cannon gets 10 extra points of damage for each of those panels. Volcano is a great chip to have if you've got a HeatStyle, lots of AreaGrab chips, and LavaStage or SetLava.
11.Shotgun
12.V-Gun
13.SideGun
14.Spreader
15.Bubbler
16.Bub-V
17.BubSide
18.HeatShot
19.Heat-V
20.HeatSide
(30)
(30)
(30)
(30)
(60)
(60)
(60)
(40)
(40)
(40)
1
1
1
2
1
2
3
1
2
3
8
8
8
16
14
22
30
16
24
32
The Gun Chip fires an instant, weak, direct buster shot that hits the first thing in it's path as well as some of the panels adjacent to the target's panel. Shotgun, Bubbler, and HeatShot just hit the one extra panel behind the target. V-shots hit the diagonally-adjacent panels above and below to the right, and SideShots hit the vertically adjacent panels above and below. The Spreader hits everything in a one-panel radius of the target. The reason the Heat-elemental versions are weaker than the Aqua-elemental versions is because you can use GrassPanels and the HeatShots could actually be stronger than Bubblers, it's supposed to even out. Though not very strong, they're good for hitting many enemies at once, and they're fast and accurate. The elemental guns also yeild great Advances, so these chips can be a good investment even late in the game.
21.MiniBomb
22.SnglBomb
23.DublBomb
24.TrplBomb
25.CannBall
26.IceBall
27.LavaBall
28.BlkBomb1
29.BlkBomb2
30.BlkBomb3
(50)
(50)
(50x2)
(50x3)
(160)
(120)
(140)
(120)
(170)
(220)
1
1
2
3
3
3
3
2
3
4
6
12
24
36
33
18
20
60
70
80
The thing to know when throwing a bomb is that your target is the third panel ahead. Bombs are first example of an indirect attack. You can hit an enemy hiding behind something since the Bomb just goes right over all obstacles to reach its mark. The main problem with bombs is they spend about a second in the air, which is plenty of time for the target to move, so these things aren't very accurate.
SnglBomb is basically the LilBomb from the previous games, but its upgrades don't hit a larger area like CrosBomb and BigBomb, instead they hit the same 3 vertically adjacent panels multiple times.
Cannball is a powerful bomb that leaves a hole where it lands. IceBall leaves an Ice Panel where it lands and LaveBall leaves a Lava Panel. This time the fire-elemental version is stronger than the aqua one, that's because you can't do double-damage on grass. Apparently the LavaBall changes the panel to lava first, deals damage second, and the extra damage from the lava can come third, so you would get 190 damage from a LavaBall unless the target was flying or fire-elemental.
Black Bombs don't explode if they miss a target, they sit on empty panels until destroyed or hit with fire. If they get hit with fire, then they explode and damage the entire enemy area. If you just hit an enemy, then the enemy will be the only one damaged. If your throw a Black Bomb onto a fire-elemental enemy, then it's the same as hitting it with fire, and you get the wide-spread explosion. These chips are very powerful when used correctly.
All these bombs besides the first four have the breaking effect too.
31.Sword
32.WideSwrd
33.LongSwrd
34.FireSwrd
35.AquaSwrd
36.ElecSwrd
37.BambSwrd
38.CustSwrd
39.VarSwrd
40.AirSwrd
41.StepSwrd
42.StepCros
43.Slasher
(80)
(80)
(80)
(130)
(150)
(130)
(140)
(0-256)
(160)
(100)
(130)
(130x2)
(140)
1
2
3
3
3
3
3
3
4
3
4
4
3
10
16
24
20
25
23
18
21
68
30
43
74
12
Yes, Swords are among the most useful weapons in the game. Overall, their biggest disadvantage is the lack of range, and even that isn't a problem with some swords. They damage an area of panels adjacent to Megaman. If anything, they're reliable.
The first 3 are the basics. Sword hits the panel just in front of you, WideSword hits the column just in front and LongSword hits the two panels ahead. They're weak in the long run, but they can be combined to make the powerful LifeSword Advance.
The Elemental Wideswords are powerful enough, but are only useful at short-range. Custom Sword hits a 2x3 area in front of Mega, which is good range, but you have to time it just right to make the best of it. Damage grows with the Custom Guage, damage is 0 when the Custom Gauge is full, but 256 just before it's full. Variable Sword normally hits just the panel in front, but can be powered-up by certain codes (see Secrets Section)
AirSword is like an ordinary WideSword that also relases a burst of wind that knocks all enemies to the other end of the field even if you didn't hit them. Step Sword makes Megaman teleport 2 panels ahead and do a WideSword attack, so your target is the third column ahead, and you also have to make sure the second panel ahead is empty or the attack fails. StepCross is a very useful upgrade that makes Megaman deliver 2 diagonal slashes, making an X shape. The third panel ahead gets 260 damage and each diagonally adjacent panel gets 130 damage. These two hits are done SO quickly that they count as one, so you can remove a Life Aura if it's in that main target panel. Finally, Slasher is like a trap for invaders. Press and hold A and for about 2 seconds the trap is active. If an enemy is in your area, then they get hit no matter where they are. Slasher is a useful chip for Fishys and Momogras and the like.
44.ShockWav
45.SonicWav
46.DynaWave
47.BigWave
(60)
(80)
(100)
(190)
1
2
3
4
10
26
42
82
The Shockwave attacks send a wave through your row. The stronger versions also send faster waves. BigWave also breaks the panels the wave passes over. The good thing with these attacks is that they pass through all obstacles, and they're exceptionally handy against Fishys, who dash into the wave and get themselves hit multiple times. The big weakness is that they are ground-based attacks, so holes stop them easily.
48.GutPunch
49.GutStrgt
50.GutImpct
(80)
(100)
(160)
1
2
3
14
30
50
Megaman Punches the panel directly in front of him with these attacks. Guts Straight has an additional panel of range, but it's still a direct attack, so you only hit the first enemy in the path. Things hit with the fist can get pushed back one panel, and RockCubes can be launched right to the other end of the field and turned into weapons. These punches have also inherited the power-up properties of the Fist chips in BN2. (See Secrets)
51.DashAtk
52.Burner
53.Condor
54.Burning
(90)
(130)
(180)
(150)
1
3
4
4
11
15
44
42
These chips aren't as similar as they look. Dash and Condor have a short delay and then launch Megaman quickly down his row right through enemies, kinda like a Shockwave, except objects stop you and holes don't. Condor is a much faster dash but has longer charge time. Body Burner and Burning Cross are more short-range and defensive. Burner ignites Megaman and the panels adjacent to him in a + shape. Burning moves that pattern one panel to the right. Thanks to all the enemies in this game that like to attack from behind, Burner is significantly more useful than in previous games.
55.ZapRing1
56.ZapRing2
57.ZapRing3
(20)
(40)
(60)
1
2
3
8
18
28
Megaman shoots a single ring straight down the row, hitting the first thing in its path. These things are obviously weak. The main incentive with them is that they paralyze the target, allowing for an easy follow-up attack.
58.IceWave1
59.IceWave2
60.IceWave3
(80)
(100)
(140)
1
2
3
14
22
30
Megaman shoots a snowflake that oscillates through two rows, hitting the first enemy in its path. If you stand in the top row, it waves through the top two rows, if you stand in the bottom row, it goes through the bottom two rows. If you stand in the middle row, then it seems to be random which two rows are used. A fairly good aqua attack, but the flight pattern isn't exactly useful for any situation.
61.Yo-Yo1
62.Yo-Yo2
63.Yo-Yo3
(40x2/3)
(50x2/3)
(60x2/3)
1
2
3
14
22
30
Megaman launches a Yo-Yo that goes forward 3 panels, spins in place momentarily, then returns the way it came. This Yo-Yo follows Dash principles, so it'll go through enemies, but not objects. The two panels ahead of you get two hits and the third panel ahead gets 3 quick ones. The hits have the fliching effect, so unless the enemy has SuperArmor, you can guarantee the multiple hits. Yo-Yos also count as swords, so they can break through Shadow Defense. As with any multiple-hit attack, Yo-Yos are pretty useful in the long run.
64.AirStrm1
65.AirStrm2
66.AirStrm3
(50)
(60)
(70)
1
2
3
26
35
44
Megaman's arm turns into a Blowy virus and for about 2 seconds the Fan effect sucks enemies to the left. After that, a tornado appears in each leftmost panel in the enemy area, delivering a single hit. These chips are accuracy oriented, and they don't do a good job of it. Megaman is vulnerable while the whole thing is in effect, and there's enough delay after the Fan effect stops for most enemies to move out of the way.
67.Arrow1
68.Arrow2
69.Arrow3
(100)
(130)
(160)
1
2
3
40
60
80
Megaman shoots a bee straight forward. When the bee reaches the enemy area, it shoots diagonally towards the nearest enemy. These are good Elec chips, though they can be hard to aim. The homing thing would work better if it wasn't limited to just going diagonally up or down.
70.Ratton1
71.Ratton2
72.Ratton3
73.FireRatn
(80)
(100)
(120)
(230)
1
2
3
3
14
24
34
35
A Ratton travels straight down the row along the ground and makes a vertical turn toward the enemy when it gets in the same column as that enemy. It explodes on contact. Because of their homing capabilty, Rattons can be useful, but they're not very strong in the long run. Fire Ratton is a little different. Megaman sets the FireRat in the panel in front of him and it just sits there until hit with fire or destroyed. When fire touches it, it becomes a very fast and very powerful Ratton.
74.Wave
75.RedWave
76.MudWave
(80)
(90)
(100)
3
3
3
60
72
84
These things are back from BN1, though a bit weaker. When used, a wave appears in each row and slowly makes its way forward. The advantage is that this attack is unavoidable as long as the field is clear and unless the enemy can teleport anywhere it wants. The disadvantage is the wave in each row can easily be stopped by both holes and objects.
77.Tornado (20x8)
2
18 Creates a tornado two panels ahead that delivers 8 very fast hits to anything there. Unfortunately, there are no elemental versions in this game (except the wood style's charged shot, but you cant add Wood+30 chips to that.) But the plain Tornado works just fine, especially when combined with lots of Attack+10 chips and maybe even an Attack+30.
78.Spice1
79.Spice2
80.Spice3
(80)
(110)
(140)
1
2
3
22
34
46
A burst of spice occurs on every Grass Panel. A wave starts from the farthest left Grass Panels to the farthest right. You can pretty much guarantee a hit with this if you use GrassStage or SetGreen. Highly recommended for WoodStyle.
81.Shake1
82.Shake2
83.Shake3
(90x2/4)
(110x2/4)
(140x2/4)
1
2
3
34
40
50
Megaman throws a ball of light like a bomb that just deals damage if it lands on an enemy, but if it lands on an empty panel, it turns into a Heavy virus and moves back and forth in the column twice before disappearing. Can hit the middle panel up to four times depending on where you throw it. As bonus, it's got the breaking effect. This is a good weapon against enemies that don't move a lot, otherwise, it can be pretty hard to guarantee every hit.
84.NoBeam1
85.NoBeam2
86.NoBeam3
(200)
(260)
(300)
2
3
4
66
77
88
These only work if there's an object in the panel behind Megaman. With that condition met, Megaman shoots a beam of his own silhouettes down the row through all obstacles and enemies. NoBeam3 is the most powerful normal chip, tying with Mine. The catch is the set-up required, the beams also move a little slowly, so they can be easy to dodge.
87.Hammer (100)
2
16 Megaman whomps the panel just in front of him. Not a very effective weapon, but it has the breaking effect, so it can be good for getting rid of certain objets and hitting guarded enemies. Although there are better breaking attacks you can use.
88.Geyser (200)
4
22 Megaman throws a bomb that just disappears with a puff of smoke if it lands on anything, but if you throw it in a hole, Water bursts out dealing high aqua damage to everything in a one-panel radius. Recommended if you're using Geddon/Airshoes type strategies.
89.Rope1
90.Rope2
91.Rope3
(50+30x2)
(70+30x3)
(90+30x4)
1
2
3
45
55
65
When used, a vine pops up under all enemies and objects adjacent to Megaman. After the initial damage, they get ensared and receive extra damage depending on the strength of the chip. It's a pretty strong attack, but its limited range and slow speed makes it hard to make a hit. Recommended if you use area-stealing strategies.
92.Boomer1
93.Boomer2
94.Boomer3
(60)
(80)
(100)
1
2
3
15
22
33
A Boomerang makes a circle around the field. It appears in the bottom-left panel and heads right, turns up when it reaches the bottom-right corner, then left at the top-right corner and disappears off the top-left corner. It's a useful chip in that you don't have to position Megaman to aim, you just have to make sure the enemy is in the right place. Certain enemies, namely Drillman and Protoman, can get hit twice since they teleport to the back column when hit at certain times.
95.PoisMask
96.PoisFace
(100)
(100)
1
2
30
38
After a second of charge-time, Megaman creates a mask in the panel in front of him. It stays as long as you hold the A Button for a max of 20 seconds, or until Megaman is hit. If an enemy is on the panel in front of you when the mask is launched, then the mask is destroyed and the enemy gets 100 damage. Otherwise, the Mask can stay and act as a shield as it pours out poison over a certain area. Poison Mask poisons the row in front of it, Poison Face poisons the panels adjacent to it. This can be an effective weapon against enemies that can only attack you directly, like Canodumbs and Bunnys, but otherwise you're likely to get hit before you even cause 50 HP of damage. If you like poison, you're better off with Anubis or Poison Pharaoh.
97.RockArm1
98.RockArm2
99.RockArm3
(100)
(150)
(200)
1
2
3
23
35
47
After a short delay, a Quaker virus drops onto the panel in front of Megaman and releases a powerful shockwave while simultaneously immobilizing opponents. They're basically an improvement over the Shockwave chips, with the disadvantage being the delay before the attack. If the Quaker lands on an enemy, there's no shockwave, but the enemy still receives damage, and with breaking effect too.
100.CrsShld1
101.CrsShld2
102.CrsShld3
(160)
(210)
(260)
1
2
3
25
33
41
The Curse Shields are useful for fans of both defense and offense. Press and hold A and Megaman raises a shield that nullifies all non-breaking direct attacks. When hit, the shield shoots straight down the row and bites the first enemy in its path. They make powerful attacks, the catch is you have to time things just right since the shield only stays raised for a fraction of a second.
103.Magnum1
104.Magnum2
105.Magnum3
(120)
(150)
(180)
1
2
3
35
55
75
The first time you press A time stops and a line of 3 crosshairs starts cycling through the enemy area rapidly. The second time you press A, the line stops and Megaman will blast those 3 panels. If you don't choose a target, it will choose one automatically eventually. If a panel is empty, it gets destroyed, occupied panels don't get cracked though. Magnum1 targets a column, it starts in the leftmost column and goes right, starting over when it reaches the end. Magnum2 takes out a row, starts at the bottom and goes up (area-stealing doesn't affect Magnum2's range, I guess it's because the Magnum Cannon has 3 barrels). Magnum3 takes out a column too, but it starts at the right and goes left. Each Magnum is faster than the last, so timing gets harder as power goes up. If you've got good timing, then Magnum is the chip for you.
106.Plasma1
107.Plasma2
108.Plasma3
(30x2-3)
(60x3-4)
(90x5-6)
1
2
3
14
26
34
Megaman creates a ElecBall Virus in the panel in front of him. Two sparks on opposite sides of the ElecBall circle around it for a few seconds before it disappears. Plasma has a flinching effect, so most navis can be sure to get multiple hits provided they get hit at least once. Plasma3 with Elec+30 hitting Bubbleman Beta on an IcePanel can take him out in just 3 hits. The problem is how easily it can be destroyed, and how hard it can be to get it into position, particularly with Bubbleman.
109.RndmMetr
110.HoleMetr
111.ShotMetr
(100x12)
(100x15)
(100x9)
3
3
3
28
48
38
Megaman sets a Meteor Rod in the panel in front of him and for a few seconds Meteors will fall on certain panels in the enemy area. Random Meteor supposedly makes the meteors fall on random panels, but they have a high tendency to fall on enemies. Whole Meteor hits every enemy panel starting from the upper-right corner and working its way down each column to the left. With an unaltered field, it can hit the 2 right columns twice. Shot Meteor concentrates its meteors on a single column. You can change the column that's being attacked by moving Megaman back and forth. If you're one panel behind the rod, then the meteor attacks one column in front of the rod. Take a step back and the meteors take a step forward. The Shot Meteors basically target the column however far away Megaman is from the Rod. Overall, Meteor attacks can be powerful, although unreliable.
112.Needler1
113.Needler2
114.Needler3
(30x8-15)
(40x8-15)
(50x8-15)
1
2
3
32
52
72
Megaman creates a Needler in the panel in front of him that fires needle shots up, down, and to the right. When all 3 needleshots are offscreen, it fires another round, so you can get more hits depending on how close your Needler is to the target. When summoning the Needler, hold A and the Needler shoots forward down the row. Let go before the Needler collides with anything or runs offscreen and it'll stop and start attacking.This is another type of chip good for those confident in their timing skills.
115.Totem1
116.Totem2
117.Totem3
(100)+(120)
(140x2)+(120x2)
(180x3)+(120x3)
1
2
3
29
38
47
Megaman sets a Totem in the panel in front of him and it breathes a stream of fire 3 panels down its row. It then spins around and gives you 120 HP with its happy face. A Totem2 will then do another 180º and repeat the first two steps. Totem3 does the fire and recover thing a whole 3 times before disappearing. Provided you can keep these things from getting destroyed for a while, they can be a good source of both offense and defense.
118.Sensor1
119.Sensor2
120.Sensor3
(100)
(130)
(130)
3
3
3
62
70
72
Megaman sets a Killer Eye Virus in the panel in front of him. The eye looks in a straight line for about 10 seconds and if any viruses happen into that line of sight, the eye shoots a powerful electric laser along that line. Sensor1 can only look straight ahead. Sensor2 looks straight ahead if set in the middle row, diagonally up if set in the bottom row, and diagonally down if set in the top row. Sensor3 is basically Sensor2 except it doesn't disappear after it shoots its laser, and just starts watching again, but still disappears after about 15 seconds regardless of how many times it attacks.
121.MetaGel1
122.MetaGel2
123.MetaGel3
(90)
(130)
(170)
1
2
3
18
28
38
Three Slimey viruses fall into the leftmost enemy column, stealing the panels or dealing nice aqua damage to the enemy. Definitely one of the best chips when you put several in one folder. As an added bonus, they make a very good Advance. These are THE weapon to use against Flameman.
124.Pawn
125.Knight
126.Rook
(90x1-12)
(150x1-4)
(N/A)
3
3
3
44
64
30
It's Kingman's chess pieces! They work a little differently than the way King uses them, but they're useful nonetheless. Each of these are armored, so only breaking attacks can destroy them, this makes them much more useful than most of the other object summoning chips. You can also have two of these on the field at a time rather than the stander one. Pawns stay where you set them and attack with a longsword every time you press A, although there's a bit of delay before and after the attack, you can get off about 12 hits in the 30 seconds the Pawns are active. Knights hop forward column by column and will always hop into your current row, so you can control where it lands. The Knights also break panels then land on. A Rook just sits there, but it can act a good shield with it's nigh-unbreakableness. It can also screw up certain navis attack patterns, Punk in particular can be warded off easily by two well placed Rooks. Rooks don't block your own shots either, so you just have to worry about your own movement.
127.Team1
128.Team2
(10x7)
(500)
2
2
16
20
Megaman sets a Twin virus in the panel in front of him and it helps him out somehow. A Team1 shoots balls of energy down the enemy rows and apparently "powers up when ally is hit", though I have yet to witness this powering up thing. Team2 gives you 500 HP if you get hit and you end up in critical (25%) health. If you're in critical health when you summon it then it won't heal you until you get hit again. These guys aren't quite as helpful as they're supposed to be, but at least they're part of a real kickass Advance.
129.TimeBomb (150)
3
32 A Timebomb is set somewhere in the leftmost enemy column. If it survives for 3 seconds, it explodes and takes the whole enemy area with it. Careful, it can be punched or airshot back onto your side and end up exploding on YOU.
130.Mine (300)
3
16 A mine is buried under a random empty enemy panel. The first thing to step on it gets a whopping 300 damage. That ties with NoBeam3 for strongest single-hit regular chip. If you have a quick eye, you'll be able to see where the mine is set. Panel breaking attacks can destroy the mine.
131.Lance (130)
3
46 Bamboo shoots shoot (heh) through the far-right column, dealing a quick surprise attack to anything hiding there. Lance has the punch effect, so enemies also get pushed to the left.
132.Snake (40x0-16)
3
20 If there are any holes on your side of the field, a little Search Snake will pop out of it and fly at the nearest enemy. Use a whole lot of area stealing chips, then a Geddon2, then use the Snake to get the best results.
133.Guard (40)
1
5 Press and hold A and Megaman will guard himself with a MetGuard for up to 3 seconds. If a non-breaking attack comes in contact with the shield, not only will you be saved from the damage, but you may also deal some of your own as the shield releases a shockwave that deals 40 damage, which isn't bad for a low-level defensive chip.
134.PanlOut1
135.PanlOut3
(10)
(10)
1
1
4
7
Megaman uses his pick to remove the panel in front of him. PanelOut3 also removes the panels above and below that panel, basically a column provided you just stand in the middle. If there's an enemy or object in one of theose panels, the panel won't even be cracked, but the enemy gets a tiny, insignificant amount of damage.
136.PanlGrab
137.AreaGrab
138.GrabBack
139.GrabRvng
(10)
(10)
(40x0-8)
(80x0-8)
1
2
3
4
10
15
10
30
The area stealing chips are always handy. PanelGrab takes the leftmost enemy panel in your row. AreaGrab takes the leftmost enemy column. GrabBack/Revenge attacks all enemies multiple times depending on how many of your area's panels are stolen. A lot of strategies center around the constraining abilities of these chips, so don't take them for granted.
140.RockCube
141.Prism
(200)
(100)
1
3
9
60
These are the basic field objects for support purposes. RockCube is set in the panel in front of Megaman and would normally serve as a worthless rock on the field, but if you hit it with an Airshot or Punch, it shoots to the other end of the field and causes 200 damage if it collides with an enemy. Prism is thrown like a bomb, and can crush an enemy for 100 damage, or if it lands on an empty panel, you can hit it with other attacks and the damage gets spread over a one-panel radius. Though they don't look like much on their own, these rocks can help you deliver a ton of damage.
142.Wind
143.Fan
(50x0-17)
(50x0-17)
1
1
14
14
Megaman sets a Windbox in the panel in front of him. Wind shoots air gusts down the enemy rows, blowing enemies to the right side of the field. Fan does this in the opposite direction, pulling enemies to the left. If there are any sand panels on the enemy's side of the field, they can get picked up by the gusts and turned into 50dmg projectiles, SandStage and then Wind/Fan can be a good way to get rid of viruses, though it doesn't work so well against navis.
144.Fanfare
145.Discord
146.Timpani
(N/A)
(N/A)
(N/A)
3
3
3
32
38
42
Megaman sets a Trumpy Virus in the panel in front of him. It stays for a loong time, almost 2 minutes. It alternates between playing its mystifying tune for three seconds then resting for three seconds. Fanfare makes you invincible while it plays, Dischord confuses enemies and Timpani immobilizes them. Unless you're netbattling a friend, Timpani is basically the same as Dischord since computer opponents just sit still and attack when confused. As long as you can keep these instruments standing, they can be great supporters.
147.Recov10
148.Recov30
149.Recov50
150.Recov80
151.Recov120
152.Recov150
153.Recov200
154.Recov300
(10)
(30)
(50)
(80)
(120)
(150)
(200)
(300)
1
1
2
2
3
3
4
4
5
8
14
20
35
50
65
80
They're recovery chips. Use them and you instantly recover the amount of HP on the chip. Although they can always be helpful in a pinch, keep in mind when mastering the game you're going to be striving to avoid damage altogether so you can S-Score opponents for the rarer chips, so Recov chips will become irrelevant. Also keep in mind you'll want to take them out of your folder when going for a style-change other than Shield Style. Having any remotely defensive chip at hand can make it a little too easy to get that style.
155.Repair (N/A)
1
8 This chip turns all the panels in your area into normal panels (even Holy Panels, keep that in mind).This is handy against certain opponents, like Gutsman and Alpha Omega. Other field-changing chips can have the same resetting effect plus more beneficial ones, Sanctuary for instance. This is the most simple and easiest to obtain though.
156.SloGauge
157.FstGauge
(N/A)
(N/A)
3
3
20
40
When these chips are used, the Custom Gauge slows down or speeds up for the rest of the battle or until another of these chips are used. I don't know why you'd want to slow the thing down, must be more useful in Netbattles with a friend and you can make more out of a long turn without chips than the opponent. FastGauge is really helpful though, at least until you get the Customizer Program for it.
158.Panic (N/A)
3
14 If you're confused when you activate this chip, all enemies get confused too. Otherwise, nothing happens. Not a very useful chip overall.
159.Geddon1
160.Geddon2
161.Geddon3
(N/A)
(N/A)
(N/A)
3
4
4
10
50
90
Armageddon chips can really turn the battle around. They're basically field chips that make things bad for both sides, unless you plan ahead of course. Geddon1 cracks all panels and removes already cracked ones, Geddon2 removes all panels and Geddon3 turns all panels into a poison swamp. If you combine these chips with other chips or programs, you can avoid the double-edged sword properties of these things. Repair, Sactuary, Airshoes, Floatshoes are all good ways to make the best out of Geddon.
162.CopyDmg (N/A)
3
18 Megaman does what looks like a Buster shot and the first enemy in his row gets a crosshairs on it. The crosshairs remain for about two seconds and for that time all damage that the other enemies receive gets copied on the targeted one. This is a very handy way to get fast multiple deletes on stronger enemies, though it's useless in one-on-one battles.
163.Invis
164.Shadow
165.Mole1
166.Mole2
167.Mole3
(N/A)
(N/A)
(N/A)
(N/A)
(N/A)
3
3
1
2
3
11
60
28
35
42
Invisibility chips. These give you the best defense, although they're pretty inefficient. Invis and Shadow both make you invisible for six seconds, but with Shadow you can get damaged by sword attacks. Mole works like Popup from previous games, you're invisible except when attacking. However you're not actually invisible with Mole, only burrowed, so ground-damaging attacks will still hurt you. Mole1 lasts for 8 seconds, Mole2 lasts 12, and Mole3 lasts 16. You don't get much time with any invisibility, so make the best of it.
168.AirShoes (N/A)
3
26 Activate this chip and for the rest of the battle Megaman will have the ability to walk on holes like regular panels. Can be handy against Dominerds and Gutsman, but there's also a Customizer Program that has the same effect.
169.Barrier
170.Barr100
171.Barr200
172.Aura
173.NrthWind
(N/A)
(N/A)
(N/A)
(N/A)
(N/A)
1
2
3
3
4
7
25
50
55
43
Barrier Chips can provide pretty reliable defense. They last longer than Invisibilty chips, but they have easier limits to surpass. Barrier, Barrier100, and Barrier200 basically cover you with spare HP. These barriers can absorb 10, 100, and 200 points of damage respectively before they disappear. Aura is like the original LifeAura from the previous games. Elemental Auras are a thing of the past, this is just a barrier that won't disappear until it gets hit with a single attack that does 100 damage or more. NorthWind isn't exactly a barrier-type chip, but it's related to them. Northwind removes all barriers and auras on the enemies. It can be an easy way to get rid of those pesky Life/Dark Auras.
One interesting way of getting past barriers is poison. Poison type attacks just ignore barriers and auras.
174.Mettool
175.Bunny
176.Spiky
177.Swordy
178.Jelly
179.Mushy
180.Momogra
181.KillrEye
182.Scuttlst
(??)
(??)
(??)
(??)
(??)
(??)
(??)
(??)
(??)
5
5
5
5
5
5
5
5
5
30
32
34
30
46
38
38
50
52
These chips have the highest rarity level among the normal class chips.They're actually not hard to get, they're just part of a different sidequest in the game. Use these chips to summon the virus families you've collected so far. When a chip is used, a virus will appear in the panel in front of you and start flashing different colours and indicate you're supposed to press A to stop this flashing roulette. If you don't press A, then it stops on its own eventually. The virus you choose performs its attack and disappears. The power depends on how much you fed the selected virus. See the breeding section for more on this and the powers of each virus.
183.Hole
184.HolyPanl
185.LavaStge
186.IceStage
187.GrassStg
188.SandStge
189.MetlStge
190.Snctuary
(N/A)
(N/A)
(50x18)
(N/A)
(N/A)
(N/A)
(N/A)
(N/A)
4
2
3
3
3
3
3
4
55
14
22
20
10
18
26
54
Field/Panel changing chips are great strategy tools. DarkHole sets a hole in the panel in front of Megaman. It opens after a few seconds, and then disappears after a few more seconds. You're able to summon Dark Chips while it's open. Holy Panel makes the panel in front of Megaman Holy and Sanctuary makes all panels on your side of the field Holy. The rest of these chips change both sides of the field. See the Misc. Section for more on panel types.
191.AntiDmg
192.AntiSwrd
193.AntiNavi
194.AntiRecv
(100x3)
(100x3)
(Navi)
(Recov)
3
3
4
3
45
68
60
73
Trap chips are sneaky and very useful ways to get the enemy to basically kill itself. Whenever you set a trap, "????" will appear in the upper corner of the screen and disappear once the trap is triggered. Human opponents can see the "????", which can get them sweating and hesitant to use navis, swords, recovery or even damage in general. If you get hit when AntiDamage is set, it gets revealed that the Megaman that took the hit was actually a crude doll. The real Megaman then appears from atop the rafters, says "'twas a hologram", and throws three shurikens one after another at the enemies. AntiSword allows Megaman to parry a sword attack and shoot forth three widesword shaped blade shots in revenge. AntiNavi stops a navi chip used against you and turns it on its own summoner. AntiRecovery is by far the most evil, it cancels an enemy's attempt at recovery and damages him in the amount he would have recovered (doesn't apply to gradual recovery of Wood types on grass panels or Flameman and his Demon Candle). Use trap chips in a netbattle with a friend to really annoy that friend, or use them against stupid computer opponents and pull some easy damage.
195.Atk+10
196.Fire+30
197.Aqua+30
198.Elec+30
199.Wood+30
200.Navi+20
(+10)
(+30)
(+30)
(+30)
(+30)
(+20)
1
2
2
2
2
2
4
20
21
23
26
34
Enhancement Chips. These all have the "*" code, so it's easy to pick them after any other chip and make use of them. Unless you select these chips after the approprite chip, they'll just disappear in a puff of smoke when you use them. If you do it right, then they disappear as soon as you start the turn and the number gets absorbed into the preceding chip's attack power. These work best on chips that deliver multiple hits since the added value basically gets multiplied by the number of hits. You can use multiple enhancers on a single chip. Example-Tornado+10+10+10+10 gets you an attack power of 60 with 8 hits making a total of 480 damage from a chip that normally does 160 damage.

Chips Main
Walkthrough Main

Affiliates

Blyka's Door
E-Can Factory
MMAyla
MM BN Chrono X
MM PC Website
Protodude's RM Corner
Reploid Research Lavatory
RM AMV Station
RM EXE Online
RM EXE Zone
RM:Perfect Memories
Sprites INC