Annihilation

Mega Dangers require Mega Chips!

There are 85 MegaChips plus one. You're normally allowed to have just five of these in your folder at a time, and they have to be five different ones, you can't hold more than one of the same chip. Of course, these chips are rare enough you won't get many of each to fill your folder with anyway. These restrictions used to apply only to Navi Chips, but in this game there are others that get the Mega treatment. These chips are meant to be you best bet, your ace in the hole, your secret weapon. Use them wisely.

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.
Also, since Mega Chips only have one code (usually the first initial of the chip's Japanese name), it'll be put after the chip name.

Chips Main
Walkthrough Main

PictureBattleChips IndexCode
Power
Stars MB Desription of Chip Family
1. Muramasa
M
(MM's dmg)
5
74 The damage of this cursed blade is the difference between Megaman's Max HP and his current HP. With all the HP memories and Megaman reduced to 1 health, it can do 999 damage. You can use navicust programs and extra codes to make Megaman have even more HP, I'm not sure how much exactly, but get a lot and lose all but 1 HP and deal a looot of damage. The range of this sword has been upgraded from previous games, it acts like a longsword instead of a regular one, it's probably extra incentive for the upgrade to MegaChip. This baby is also a component of one of the best advances. It can be a hassle hurting yourself so you can use it on its own, but add it with two other chips to rain ninja death onto your enemies.
2. HeroSwrd
P
(180)
4
65 The ol' Paladin's Sword. A longsword-like swipe that takes out the 3 panels in the row in front of you. Powerful and simple but not all that useful for a MegaChip. With the right keycode Varsword can do the same thing with just 20 less in damage. It's still one of the best swords though. Combine it with two other good swords to unleash a great sword Advance.
3. ZeusHamr
Z
(250)
5
90 When this Hammer hits the ground, everything that's on a panel gets big breaking damage. That includes Megaman. You can step on a hole with Airshoes and avoid that damage. This is very powerful for a widespread attack, with the catch being it's a two-sided injury. Be sure to take measures to avoid that catch if you want to use this.
4. StandOut
5. Salamndr
P *
S *
(220)
(300)
3
4
22
50
These chips are exclusive to heat-elemental styles. Use them with any other style and they disappear in a puff of smoke. To utilize these chips, put Megaman in the same row as a hole and any enemies between Megaman and the hole get engulfed in flames.
6. WatrLine
7. Fountain
C *
D *
(180)
(240)
3
3
18
48
These are the Aqua-Style exclusive chips. To use them, position Megaman behind a hole and when you use the chip, a powerful AquaTower will run down the row, drowning any enemies in its path, and also breaking the panels it passes through.
8. Ligtning
9. Bolt
L *
T *
(160)
(210)
3
3
30
52
These are the Elec-Style exclusive chips. When used, any objects in the area will get struck with lightning. Any enemies adjacent to these objects get zapped as well.
10.GaiaSwrd
11.GaiaBlad
G *
G *
(100)
(100)
3
4
28
55
These are the Wood-Style exclusive chips. Gaia Sword acts as a widesword, and Gaia Blade acts as a longsword. What makes them special is that any other chips you select after the sword get absorbed into it as if they were Atk+10 and the like. So for one turn, select a GaiaSword followed by four Mine chips and you've got yourself a sword that does 1300 Wood Damage. As far as I know, that's the best possible combo you can do with these chips, or else swap Mines for NoBeam3s and you get the same result. Theoretically, if you could get four BassGS chips in your folder then you could do 2900 with GaiaSwords, but that's impossible on multiple levels.
12.Meteors
R
(40x30)
4
86 Definitely one of the best chips in the game to be used with an abusive strategy. This chip works like Whole Meteor except with time stopped. Meteors rain down on the field, normally hitting every panel 3-4 times. But use AreaGrab type chips and you can increase the number of hits per panel. If you can steal the enemy's area down to a single panel then you can deliver all 30 hits to the one enemy. Add in some Fire+30s and have it a Wood enemy on a grass panel and you can do up to 9920 damage. Talk about overkill. It's not very convenient trying to reduce the enemy's area that much though.
13.Guardian
O
(200)
5
82 Megaman sets a Guardian statue in the panel in front of him. If this statue is hit by an enemy attack, then all enemies get struck with lightning and the statue disappears. Careful, the statue will punish YOU if you hit it. Just make sure the enemy is the one to incur the statue's wrath and you'll be fine. This is a great offensive/defensive kind of chip.
14.Anubis
A
(poison)
5
90 Megaman summons an Anubis statue in the panel in front of him. As long as it stands, all enemies will steadily lose HP at about 10HP/sec. This is a lot better than Poison Mask/Face. You can move while poisoning, there's no charge time, no specific area of effect, and there's no time limit. The only problem is with the Masks you could use them as a shield, but for Anubis you have to shield the statue yourself, unless you can get some other objects to do that...
15.GodStone
16.OldWood
S
W
(150x3)
(100-440)
4
4
66
72
These guys are basically creepy-looking bastardizations of Stoneman and Woodman from BN1. To use them, stand behind a hole and when you summon them they'll attack from inside that hole. GodStone also needs a panel above or below the hole he's in so he can pound them and create his quakes. GodStone pounds the ground 3 times, causing 3-5 breaking stones to fall on random panels each time. Use AreaGrab type chips to increase the chances of a hit. OldWood just skewers each enemy panel once with a Wood Tower. OldWood can be powered up by 20 points for every grass panel on the stage. Technically, it can reach an attack power of 460 (18 panels x20 + 100) but since you need a hole to summon him, that's one less possible Grass Panel. It's still pretty powerful for a single-hit wide-spread attack.
17.Jealousy
J
(100x0-5)
3
64 Jealousy strikes your opponent once for every chip in his hand. If your friend likes making folders filled with chips of the same code to ensure a full hand every turn, this can be a good way to use his strength against him. This is one chip tailor-made for Link-Battles, but there ARE a few enemies in the game that carry chips. Gutsman, for example, carries a few AreaGrab chips. Jealousy can hurt him.
18.Poltrgst
G
(150x?)
5
58 Poltergeist causes all objects on the field to float up in the air and get thrown at the opponent. This can be a very powerful attack, not to mention a spooky one.
19.LifeAura
D
(N/A)
4
77 This is the upgrade of the regular Aura Standard Chip. It's still not the strongest Aura either, there's still a Giga Chip version. Anyway, bear this Aura and you'll be immune to any attacks that do under 200 damage.
20.FullCust
*
(N/A)
3
10 Use this chip and the Custom Gauge will be instantly filled. The * code makes it a handy way to unleash a series of combos. Make sure to save it for turns where you can use it right away though. I don't know how many times I picked it after an attack I had to wait the entire turn to use because I needed the enemy to be in a certain position.
21.Atk+30
22.Navi+40
*
*
(+30)
(+40)
3
3
50
60
Upgrades on the Standard Chips Atk+10 and Navi+20. These chips are not as convenient as the were in BN2 since you can only have one in your folder at a time, but I guess that's the idea. I wouldn't bother with these unless you're using a TeamStyle or just have some MegaChip space to spare. Otherwise, their spots are better reserved for more powerful MegaChips. Enhancement chips are better used in large amounts.

Navi Chips. These tend to be what you think of when you think of MegaChips. Whenever you use a navi chip, time will stop, Megaman will disappear, the navi will appear in his place, perform his or her attack, then leave. Keep in mind that all navis need an empty panel to teleport into. A navi attack can be aborted if you try summoning one just before a Dominerd attacks. It's not too often enemies will end up right on top of you, but there are certainly more instances than in previous games, so watch out for that.

PictureBattleChips
Index
Code
Power
Stars MB Desription of Chip Family
23.Roll
24.Roll
25.Roll
R
(20x3+30)
(30x3+50)
(40x3+80)
3
4
5
10
22
34
Roll teleports in front of the nearest enemy, slaps him silly, then disappears while recovering a bit of your HP. Roll is a lot more useful than in previous game because now you can abuse her multiple hits with some Navi+20/40s and make her do significant more damage.
26.GutsMan
27.GutsMan
28.GutsMan
29.GutsMan
G
(50)
(70)
(90)
(100)
3
4
5
5
15
41
57
63
Gutsman pounds the ground with his hammer, sending a panel-cracking shockwave down each row. This is a ground-based attack, so a hole can stop one of the shockwaves. If the panel right in front of you is a hole, none of the shockwave will occur. Keep in mind Guts will break your own panels unless you stand at the far right of the field, although breaking your own panels can be an advantage when combined with certain strategies.
30.ProtoMan
31.ProtoMn
32.ProtoMn
33.ProtoMn
B
(160x1-3)
(180x1-3)
(200x1-3)
(220x1-3)
3
4
5
5
68
76
82
90
Protoman teleports in front of each enemy and delivers a powerful widesword slash. Proto requires an open panel in front of the enemy to stand on, or else he just skips that enemy. Apparently he's not smart enough to stand above or below the hole/object/other enemy that's in his way and still hit the target since he's using a WideSword. Anyway, Protoman works best when there are three enemies all in the same column, because of the WideSword he can hit the middle one 3 times and the other two twice.
34.FlashMan
35.FlashMn
36.FlashMn
37.FlashMn
F
(50)
(70)
(90)
(120)
3
4
5
5
39
59
69
79
Time Stopper! Flashman may not be the strongest navi, but he's definitely one of the most useful. He releases a blinding flash that damages all enemies on the field, regardless of their shielding, AND paralyzes them. The higher the version, the longer the paralysis. This is definitely a good chip if you don't lke aiming and like getting through enemy defenses. It's also great for follow-up attacks. Also keep in mind elec attacks can be quadrupled in power on an aqua enemy on an IcePanel. It's like this chip was tailor-made for fighting BubbleMan.
38.BeastMan
39.BeastMn
40.BeastMn
41.BeastMn
B
(40x3-6)
(50x3-6)
(60x3-6)
(70x3-6)
3
4
5
5
38
60
68
76
Beastman separates into three parts and dashes through the field from separate directions. One paw goes diagonally from lower-left to upper-right, the other paw goes upper-left to lower-right, and the head goes straight from left to right. The three lines converge on the third panel ahead of where you were standing, so that's your target, recieving three hits, and any enemies horizontally or diagonally in line with that target will get a hit as well. The limiting factor here is that Beastman has Dash properties, so any objects on the field can halt one of his body portions. Beast can even be powered up. By pressing A just before a body-portion hits, hit can hit twice. I find that just rapidly tapping A as soon as Beastman appears has satisfying results in that department.
42.BubblMan
43.BubblMn
44.BubblMn
45.BubblMn
B
(20x6)
(20x7)
(20x8)
(20x9)
3
4
5
5
50
62
74
80
Bubbleman fires his semi-automatic harpoon gun down the row multiple times depending on the level of the chip. With so many hits, this is the kind of chip to power-up with Aqua+30/Navi+40. The fact that it's also the only Aqua Navi Chip makes it a valuable elemental weapon too.
46.DesrtMan
47.DesrtMn
48.DesrtMn
49.DesrtMn
D
(120)
(140)
(160)
(180)
3
4
5
5
38
52
64
72
Desertman sends his hands in the form of Lions down the row above and below him. The panels his hands pass over get turned to sand panels too. Make sure the panels to the upper-right and lower-right of Megaman are not holes or the hands can't be formed there, but oddly enough, the hands can pass right over holes as they're traveling, the holes don't get turned to Sand Panels though. It's apparently possible to change the direction of the hands by pressing down, right, A or up, right, A. However I've never been able to get that to work for myself.
50.PlantMan
51.PlantMn
52.PlantMn
53.PlantMn
P
(20x3+30x2)
(30x3+30x3)
(40x3+30x4)
(50x3+30x4)
3
4
5
5
60
65
70
75
Another multiple-hit attack, so you know it's good. It's also the only Wood-elemental navi attack, that's another good thing. Plantman makes vines sprout beneath every enemy and object in the enemy area. The vines have breaking properties, so nothing is safe. Objects get destroyed and enemies get ensnared, receiving extra hits while confined after the attack is already finished. Like Flashman, this is another good attack for bypassing defenses and doesn't require aiming, except Flashman can hit enemies in your area while Plantman only affects the enemy area. Power it up with Wood+30/Navi+40 for best effects, however only the first stage of attacks get enhanced, the extra normal damage after time restarts is fixed.
54.FlameMan
55.FlameMn
56.FlameMn
57.FlameMn
F
(120)
(150)
(180)
(210)
3
4
5
5
32
52
62
72
Flameman blasts a Flame Tower down the row. You can control the direction of the tower with the directional buttons. Hold the B button and use diagonal directions to expand the area of the flame while shortening its range. This is another technique I haven't mastered myself, but apparently the best command is up, right, down, right, up, all while holding B. Basically sweep back and forth a half-circle on the control pad as fast as you can before Flame starts the attack. This makes a full triangular flame blast up to four columns ahead, that can incinerate the entire enemy area if you stand in the middle panel of your own area.
58.DrillMan
59.DrillMn
60.DrillMn
61.DrillMn
D
( 70 x1-3)
( 90 x1-3)
(110x1-3)
(130x1-3)
3
4
5
5
66
70
74
78
Drillman performs a 3-stage attack. First, a hole forms in each panel of the left-most column and a Drill Missile flies out of each, plowing through the whole area with breaking damage. Second, Drill Missiles burst out from under three random panels in the enemy area, destroying the panels as well as delivering some more breaking damage. Third, Rubble falls from above on three more random enemy panels, but they aren't breaking. If there's an enemy or object in any of the leftmost panels, then Drillman won't be able to form a hole there and that's one less Drill for the first stage attack, but all 3 drills and all 3 rocks will still show up in the other two stages. Assuming the leftmost column is open, you're guaranteed at least one hit to all enemies, and you can use areagrab-type chips to increase your chances of a hit with the other attacks. A pretty handy and versatile chip, not to mention my personal favourite, natch.
62.MetalMan
63.MetalMn
64.MetalMn
65.MetalMn
M
(100)
(130)
(160)
(190)
3
4
5
5
40
60
70
80
Metalman crushes the panel in front of him with his powerful fist. He deals heavy, breaking damage, and destroys the panel. Hold A and use the control pad and you can move a yellow square around the srea representing which panel Metal will teleport to. You have about one second to get the yellow square behind the enemy you want to attack.
66.KingMan
67.KingMan
68.KingMan
69.KingMan
K
(140)
(170)
(200)
(240)
3
4
5
5
36
48
60
72
Kingman leaps onto the third panel ahead. The impact causes an explosion on the four panels on each side of Kingman. For a more wide-spread attack, it's even stronger than Metalman. The catch is this attack requires some careful aiming. There can't be any enemy, object, or hole in the panel Kingman lands on or the entire attack is cancelled. Just fire him at an open panel horizontally/vertically adjacent to your target to make it work. If you can get a setup where you can hit several enemies then you'll really be in luck.
70.MistMan
71.MistMan
72.MistMan
73.MistMan
M
( 90 x1-2)
(110x1-2)
(130x1-2)
(150x1-2)
3
4
5
5
68
71
74
77
Mistman's lamp appears and creates mist in the enemy area for Mistman to pop out of and punch the targets. Mistman can hit enemies from in front and/or behind. He can only pop up in the enemy area though, so on an unaltered field Mistman can hit any enemies standing in the middle column twice. Chances are he can hit any enemy at least once.
74.BowlMan
75.BowlMan
76.BowlMan
77.BowlMan
B
(100+50x0-5)
(120+50x0-5)
(140+50x0-5)
(160+50x0-5)
3
4
5
5
80
82
84
86
After Bowlman teleports in, a pin is set in every panel in his row between himself and an enemy/object/hole. He then rolls his bowling ball straight down the row. The ball is a ground-based breaking attack that cuts through all objects an enemies, but will fall right into a hole. Pins that are hit by the ball fly onto random enemies, doing 50 damage each. If you stand at the back of an empty row, you can make 5 pins for 250 damage total, but it would be better to have an enemy at the other end of that row so it's 200 plus the attack of the bowling ball. Keep in mind enhancement chips will only power-up the ball, the pin damage is fixed.
78.DarkMan
79.DarkMan
80.DarkMan
81.DarkMan
D
(30x16)
(30x18)
(30x20)
(30x22)
3
4
5
5
72
76
80
84
Darkman creates a hole above each enemy column. Several bats fly downwards out of each hole. After disappearing, Darkman also leaves a Dark Hole on the field, making him a good navi to use in combo with Bass or Serenade. The amount of bats is fixed and they spread themselves out evenly through each hole. You know what that means. Use AreaGrab-type chips to reduce the area and increase the number of bats per column. With so many multiple hits, this is one of the best chips to power up insanely with enhancement chips.
82.YamatoMn
83.YamtoMn
84.YamtoMn
85.YamtoMn
Y
(40x1-7)
(45x1-7)
(50x1-7)
(55x1-7)
3
4
5
5
82
85
88
91
Yamatoman unleashes a two-stage attack. First he rapidly thrusts his spear three times, hitting the 2nd column ahead (widesword-like area of effect). Then he makes a large Yamato Spear thrust straight down the row three panels down. The resulting area of effect is a "+" shape with the left and right side getting one hit, the top and bottom getting three, and the middle getting four. There's a way to power it up too. Rapidly tap A and B alternatingy and the first stage attack can do twice as many hits. You can get a total of 7 hits to the main target in the second panel ahead. This is another good chip for Navi+20/40 enhancement.
Punk
P
(180-400)
N/A
92 For all intents and purposes, this chip is non-existent. This is one of the obligatory Japanese-Convention-Giveaway ultimate rare chips, so you can't get this chip unless you cheat. Luckily, cheat is what I did, so in case you still want to know about this chip, here's the info on it. This is a rather unique navi summon in that nearly all of the navi's attacks are accessible through it.

1.Rolling Attack 1- This is the chip's default attack that hits the first enemy in Punk's path for 180 damage. Punk tucks into a ball, heads straight, right turns when it gets in the enemy's column, then turns again to head back where he came. It's a ground-based breaking attack.

2.Rolling Attack 2- This is the chip's default attack after getting the wristband. It does 360 damage to all enemies. Punk tucks into a ball and hits all the panels in front of him by rolling over them in a sweeping zig-zag pattern. Once again, a ground-based breaking attack.

3.Screw Crusher- This attack occurs if you press left+B when Punk appears. He hits all enemies in the row for 400 damage. Punk raises one of his shoulders as a shield and shoots his other arm extending off the edge of the screen, it wraps around and hits the enemy from behind. The shield thing is irrelevant since time is stopped, but it has a different defensive property in that targets get confused.

4.Finishing Move- Fully Charge the buster, stand in the middle panel of the leftmost column, and summon. Punk teleports in front of the nearest column with an enemy in it and does a swipe with his two chain-arms with a widesword-like area of effect. It does 400 damage to any enemies in that column.

There may be even be one more attack in a chip like this. If anybody has any other info on this thing, feel free to contact us.

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