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BattleChip Library A: The Basics Click to reveal Library A Cannon MB Cost: 5 Element: Null Usage: Takes up one arm,

usable once per turn until swapped out Damage: Fair per shot. Description: The card's user is equipped with a cannon that replaces their forea rm for the duration of its usage. It can fire one fast-moving energy shell that moves forward until it hits the target and explodes upon impact, also knocking b ack by one meter whatever it comes in contact with assuming it is not rooted in the ground. Vulcan MB Cost: 5 Element: None Usage: Takes up one arm, usable once per turn until swapped out Damage: Low per hit, five hits Description:The user is equipped with a three-barreled gatling gun that replaces their forearm for the duration of its usage. It rapidly shoots a stream of five fast-moving bullets at the target, which penetrate whatever they hit and strike anything that is up to one meter behind the point of impact. MiniBomb MB Cost: 5 Element: Null Usage: Fair Damage: Takes up one arm, is used up once fired. Description: The user is granted a single fist-sized bomb to throw at the enemy. Upon impact with anything, be it the enemy, the ground, a bullet fired at it, o r even a sword's blade, the bomb explodes and pelts everything in a one meter sp here with a fiery explosion. GroundWave MB Cost: 5 Element: Null Usage: Takes up one arm, is used up after one attack. Damage: Fair Description: The user strikes the ground, sending a small shockwave speeding tow ards the foe. This shockwave travels along the ground, and cannot pass over hole s. The shockwave zips straight towards the target, and turns to hit it again if it misses on its first pass. Reflector MB Cost: 8 Element: Null Usage: Takes up one arm, is used up after one block. Damage: Fair, blocks up to Very High damage Description: The user is granted a large round shield that he/she can hold betwe en him/herself and a single attack. Upon blocking an attack of Very High or lowe r damage, a fast-moving energy pulse will fire from the shield in the direction that the blocked attack was fired from. Pulsar MB Cost: 12 Element: Null Usage: One hand required, can be used repeatedly until swapped out. Damage: Fair, High when echoed Description: The user is equipped with... an air horn!? Okay, so it's a sonic bl

aster. It LOOKS like an air horn though, complete with aerosol canister. This we apon fires a single pulse of sonic energy at high speed, in a straight line towa rds its intended target to deal Moderate damage. Should the pulse strike any obj ect, the sonic wave will spread outwards from the struck target, dealing High to anything within 2 meters of it. Spreader MB Cost: 7 Element: Null Usage: Takes up one arm, usable once per turn until swapped out. Damage: Moderate Description: The user is equipped with a compressed air gun that replaces their forearm for the duration of its usage. It shoots a blindingly fast ball of air t hat violently explodes on contact with the target, hitting a 3x3 meter area cent ered on the impact point with a wave of pure force! WindRacket MB Cost: 7 Element: Null Usage: Takes up one arm, usable once per turn until swapped out. Damage: Fair Description: The user is equipped with a large paper fan, which can be swung at the enemy. A direct hit deals minor damage, but regardless of whether it hits or not, it creates a gust of wind that sends flying anyone who is standing in fron t of the user! Victims of the gust of wind are flung up to 10 meters away. The u ser may also swing the fan to propel him/herself the same distance. TyphoonDance MB Cost: 5 Element: Null Usage: User cannot use any other attack on the turn this is used. is used up aft er one attack. Damage: Moderate per hit, 3 hits Description: The user spins its body rapidly, striking a 3x3 meter area centered on itself with a whirling typhoon for three hits. This attack blows struck enem ies 3 meters away, and everyone else in the battle is pulled 1 meter closer. Twister MB Cost: 10 Element: Null Usage: Requires one hand, used up upon attacking. Damage: Low per hit, 6 hits Description: The user gains an electric fan that whips up a row of whirling cycl ones 3 meters long. Anything caught in one of these cyclones is struck 6 times b y the buffeting winds. If the cyclone(s) is formed atop special terrain, it gain s the following effect(s): -Lava: Gains Fire element -Deep Water: Gains Aqua element -Grass: Gains Wood element -Magnet: Gains Elec element -Ice: Target's movement is slowed for 1 turn -Sand/Cracked/Metal: Damage is increased to Moderate per hit, due to sand/debris /guitars respectively being flung around by the wind

AirShot MB Cost: 10 Element: Null Usage: Requires one hand to use, can be fired repeatedly until swapped out. Damage: Low, Moderate with Obstacle Description: The user is granted a compressed air cannon that, as one would expe ct, fires a pellet of compressed air straight forward. If it connects, the foe i s launched about 3 meters away. If used to launch an Obstacle, the damage dealt upon the Obstacle hitting the enemy becomes Moderate, except when that Obstacle has existing collision/attack damage, in which case the highest of those values is used instead. Anchor MB Cost: 15 Element: Null Usage: No hands required, used up once activated. Damage: None. Description: When activated, a dark shadow is cast upon every Obstacle on the fi eld. These Obstacles may no longer be moved by any weapon or effect, except for their own, until they are destroyed. Obstacles summoned afterwards are not affec ted. Sword Element: Null MB Cost: 5 Usage: Takes up one arm, usable once per Damage: Fair per hit Description: The user is equipped with a ing at the enemy. The sword is great for each, and is best suited for striking an

turn until swapped out. short-bladed, well-balanced sword to sw close combat, though it has very poor r enemy directly in front.

WideSword MB Cost: 6 Element: Null Usage: Takes up one arm, usable once per turn until swapped out. Damage: Fair per hit Description: The user is equipped with a broad, thick-bladed sword to swing at t he enemy. It is best suited for wide sweeping cuts using its sharp edges, though its weight makes it unwieldy when trying to reach forward to hit a far-away tar get. It is famed for its ability to swing across a 3-meter wide swath with ease. LongSword MB Cost: 6 Element: Null Usage: Takes up one arm, usable once per turn until swapped out. Damage: Fair per hit Description: The user is equipped with a thin, long-bladed sword to swing at the enemy. The blade is sharpest at its tip, and when fully stretched forward, can strike up to 2 meters away! It is best suited for jabbing and thrusting, since i ts thin blade is rather inadequate for wide swings. FireSword MB Cost: 8 Element: Fire Usage: Requires one hand, usable multiple times until swapped out. Damage: High Description: The user is granted a long flaming sword which is identical to a Wi deSword in all respects except for also possessing the Fire element. FireBlade

MB Cost: 8 Element: Fire Usage: Requires one hand, usable multiple times until swapped out. Damage: High Description: The user is granted a long flaming sword which is identical to a Lo ngSword in all respects except for also possessing the Fire element. IceSword MB Cost: 8 Element: Aqua Usage: Requires one hand, usable multiple times until swapped out. Damage: High Description: The user is granted a long frozen sword which is identical to a Wid eSword in all respects except for also possessing the Aqua element. IceBlade MB Cost: 8 Element: Aqua Usage: Requires one hand, usable multiple times until swapped out. Damage: High Description: The user is granted a long frozen sword which is identical to a Lon gSword in all respects except for also possessing the Aqua element. BambooSword MB Cost: 8 Element: Wood Usage: Requires one hand, usable multiple times until swapped out. Damage: High Description: The user is granted a long wooden sword which is identical to a Wid eSword in all respects except for also possessing the Wood element. BambooBlade MB Cost: 8 Element: Wood Usage: Requires one hand, usable multiple times until swapped out. Damage: High Description: The user is granted a long wooden sword which is identical to a Lon gSword in all respects except for also possessing the Wood element. ElecSword MB Cost: 8 Element: Elec Usage: Requires one hand, usable multiple times until swapped out. Damage: High Description: The user is granted a long electrical sword which is identical to a WideSword in all respects except for also possessing the Elec element. ElecBlade MB Cost: 8 Element: Elec Usage: Requires one hand, usable multiple times until swapped out. Damage: High Description: The user is granted a long electrical sword which is identical to a LongSword in all respects except for also possessing the Elec element. BreakSaber MB Cost: 18 Element: Breaking Usage: Requires one hand, can be used multiple times until switched out. Damage: High

Description: The user is granted a thick-bladed rapier that resembles a mining d rill. The weapon is short for Sword standards, but has Breaking properties, and can thus penetrate guards easily. GutsPunch MB Cost: 18 Element: Breaking Usage: Requires one hand, used up upon a successful strike Damage: High Description: The user swings a huge armored fist at the enemy, dealing damage an d sending the foe flying! YoYo MB Cost: 7 Element: Null Usage: Requires one hand, used up once fired. Damage: Low per hit, five hits Description: The used flings a bladed spinning wheel at the enemy, up to 10 mete rs away. The whirling blades strike any foe in its path up to five times, depend ing on the directness of the hit and how swift the foe is to react. After passin g the enemy, the wheel reverses direction and rolls backwards, towards the user, before vanishing. TankCannon MB Cost: 20 Element: Breaking Usage: Requires both hands, used up once fired. Damage: Very High Description: The user is granted a massive cannon, which shoots an explosive art illery shell at the enemy. The shell travels until it either hits the enemy or p asses alongside it, then explodes and sends a wave of fire 2 meters to either si de of it. DrillArm MB Cost: 10 Element: Breaking Usage: Takes up one arm, is used up upon a successful strike. Damage: Moderate per hit, 4 hits Description: The user is granted a two meter long, pointed drill tip that can be used to jab the enemy. The drill spins as it hits, pulling a struck foe closer to the user and striking that enemy 4 times. The drill disappears after one succ essful hit. CondorDash MB Cost: 12 Element: Breaking Usage: User cannot use any other attack on the turn this is used. is used up aft er one attack. Damage: High Description: The user dashes forward up to 10 meters like a rocket, damaging any thing in its way. The user is completely invulnerable to ranged attacks while da shing. AreaGrab MB Cost: 15 Element: None Usage: No hands required, used up once activated, MUST be used alongside a Melee BattleChip. Damage: Same as Chip. Description: In order to activate this BattleChip, the user must first select on

e unused melee attack BattleChip in his/her current Custom. When used, the user warps from his/her current position, reappearing directly in front of a selected enemy and attacking using the selected Chip. Afterwards, the selected Chip is t reated as used up, even if it was a Multi-Use Chip. If the teleport is used to d odge an attack, the user cannot move after reaching his/her warp destination, un til the start of the next turn. RockCube MB Cost: 10 Element: Obstacle Usage: No hands required, used up once activated. Damage: Cannot deal damage; Very High health Description: The user summons a large cube-shaped rock onto the field. It can be placed anywhere on the field, so long as it is touching the ground and do not o verlap with anything. BattleChip Library B: Playing With Elements Click to reveal Library B IceTower MB Cost: 18 Element: Aqua Usage: Both hands required, used up once activated, must be activated while grou nded. Damage: High Description: The user slams both hands into the ground, causing a row of 4-meter tall icy spikes to jut up from the ground at 1-meter intervals. This spike row stretches up to 20 meters away; as each spike rises, the one behind it shatters and turns the ground beneath it into Ice. WoodTower MB Cost: 18 Element: Wood Usage: Both hands required, used up once activated, must be activated while grou nded. Damage: High Description: The user slams both hands into the ground, causing a row of 4-meter tall pointed tree trunks to sprout from the earth at 1-meter intervals. This sp ike row stretches up to 20 meters away; as each spike rises, the one behind it s plinters and sinks into the ground, leaving a patch of Grass and flowers in its wake. FireTower MB Cost: 18 Element: Fire Usage: Both hands required, used up once activated, must be activated while grou nded. Damage: High Description: The user slams both hands into the ground, causing a row of 4-meter tall pillars of roaring fire to burst from the ground at 1-meter intervals. Thi s inferno stretches up to 20 meters away; as each pillar explodes forth, the one behind it extinguishes, revealing that the ground it rose from has melted into Lava. ElecTower MB Cost: 18 Element: Elec Usage: Both hands required, used up once activated. Damage: High Description: The user raises both hands to the sky, causing a row of storm cloud

s to form 4 meters above the ground, blasting everything beneath them with light ning! The clouds line up in a 20 meter row; as each bolt strikes, the cloud behi nd it dissipates, and the ground underneath it becomes magnetized by the electri cal build-up. SnakeArrow MB Cost: 14 Element: Wood Usage: Requires one hand to use, used up once activated. Damage: Moderate per hit, see below. Description: The user is armed with a hand-mounted crossbow, which sends forth s ix angry green snakes at the foe. These snakes will dive into any Hole they pass over in their trajectory; if they do, they may re-appear out of any OTHER Hole on the field and continue towards the enemy! BeeGrenade MB Cost: 16 Element: Wood/Obstacle Usage: Requires one hand to use, used up once activated. Damage: Moderate, has Very High health Description: The user throws a round, sturdy beehive onto the field. Every time this beehive is struck by an attack, a swarm of angry bees (surprise, surprise) pours out and attacks anything within a 5-meter spherical area around it. The be es perform one attack of this sort for each hit of an attack that strikes the hi ve, and will also attack anyone who attempts to handle or touch the hive. If the ir nest is destroyed, the bees will perform one final attack as usual before lea ving. BambooAmbush MB Cost: 20 Element: Wood Usage: No hands required, used up once activated, can only be deployed on the gr ound. Damage: Very High, only hits once Description: Two large, leafy bushes pop out from behind, to either side of, or even from ABOVE the foe, each one about 3 meters wide. With no delay between the bushes' appearance and the attack, several sharpened bamboo spikes stab from th e bushes at the foe, adjusting their aim for position or fine movements! The bus hes vanish without a trace after the attack finishes. BiteArm MB Cost: 15 Element: Wood Usage: Requires one hand to use, can be used repeatedly until swapped out Damage: High Description: The user is equipped with a... flowerpot? Yes, it's an arm cannon f ashioned in the shape of a flowerpot, with the head of a KillPlant virus stickin g out the end! This hungry flower extends and retracts at the user's command, st retching up to 10 meters forward and biting the foe! The plant clamps down on a successful hit, dealing damage every turn it remains attached. An enemy caught i n this way cannot move, but can still attack. The user may command the KillPlant to pull the enemy towards him/herself, or to let go when needed. While clamped down, damage dealt to the KillPlant does not harm the user. MopLance MB Cost: 14 Element: Wood Usage: Requires both hands, can be used repeatedly until swapped out. Damage: High Description: The user is granted a 3-meter long wooden spear that can be used to

jab the enemy. CornBomb MB Cost: 10 Element: Wood Usage: Takes up one arm, is used up once fired. Damage: Low, hits 5 times Description: The user throws a grenade fashioned in the shape of a cob of corn. Upon any sort of impact, the kernels of corn on the bomb rapidly explode, peltin g a 3x3-meter area with superheated popped corn! What's worse, the ground beneat h the affected area sprouts Grass instantly! TimeBomb MB Cost: 15 Element: Fire/Obstacle Usage: No hands required, is used up after deployment. Damage: Very High, Very High health Description: A large time bomb with a digital counter is placed on the field, wi th the counter starting at 3. At the end of each of the user's turns, including the turn it is placed, the bomb's counter ticks down by one. Once the timer reac hes 0, the bomb explodes in a 6x6 meter blast and deals monstrous damage. The bo mb has Very High health, and can be destroyed before detonation. FireHook MB Cost: 10 Element: Fire Usage: Takes up one arm, can be used once per turn until swapped out. Damage: High Description: The user swings a flaming fist at the enemy, shooting a spiraling b all of fire straight forward from his/her hand if no enemy is struck by the punc h! FireArm MB Cost: 10 Element: Fire Usage: Takes up one arm, can be used once per turn until swapped out. Damage: High Description: The user is granted a powerful flamethrower that shoots a 3-meter l ong jet of crimson flames with which to scorch the enemy. Alternatively, the use r can sweep the fire over a 3-meter wide, 1-meter long area. Magnum MB Cost: 16 Element: Fire, Breaking Usage: Requires both hands, can be used repeatedly until 3 shells have been fire d. Damage: High, High x3 from midair Description: The user gains a three-barreled bazooka-like cannon, which fires he avy artillery shells at the enemy. One is fired at a time, though the Magnum hol ds 3 shells when first drawn. When fired from mid-air, the weapon will launch al l of its shells at once. Either way, each shell detonates in a 1-meter spherical blast, and Cracks any terrain below the impact point. BlackBomb MB Cost: 20 Element: Fire Usage: Requires one hand, used up once deployed Damage: Incredible, Very High health Description: The user places a massive black bomb on the field that will not exp lode until struck with a Fire or Breaking attack. If struck with either Fire or

Breaking attacks, it will detonate in a 5x5 meter fireball to deal massive damag e. It may be destroyed without detonating it if damaged sufficiently without usi ng Fire or Breaking attacks to do so. HeatBlast MB Cost: 12 Element: Fire Usage: Requires one hand to use, can be used repeatedly until swapped out. Damage: Fair Description: This arm cannon fires a straight-flying fireball at high speed. Upo n impact, the fireball's afterblast spreads in a + shape centered on the target, hitting anything to the sides, front, or back of it. GhostFire MB Cost: 14 Element: Fire Usage: Requires one hand to use, can be used repeatedly until swapped out. Damage: High Description: The user fires a slow-moving bluish fireball that homes in on a set target of the user's choice. While its trajectory is simple, the fireball will pass right through anything it hits, including Obstacles and Navis, while still dealing damage. PhoenixFury MB Cost: 15 Special: CustHack - only one 'CustHack' BattleChip may be uploaded per Custom Element: Fire Usage: No hands required, used up once activated. Only one Chip with 'PhoenixFur y' in its name may be active or present in the user's Custom at a time. Damage: Pitiful per hit, lasts 4 turns Description: The user summons a trio of miniature phoenixes, each about the size of a hummingbird, which flit around the user's head and observe the battle. The y will remain in this position, impossible to hit or affect with attacks, until 8 turns have passed, or until one or more enemies have lasted 3 turns without ta king damage. At this point, they will angrily swarm that foe, automatically stri king him/her three times per turn for Pitiful damage per hit, for 4 turns. Durin g this time, so long as the victim is taking damage from the assault, his/her Cu stom Gauge does not increase during his/her turn. HotBody MB Cost: 20 Element: Fire Usage: No hands required, used up once activated. Damage: Very High Description: The user surrounds him/herself with a 3-meter wide pillar of whirli ng flames, extending about 6 meters into the air. Anything caught in this infern o except for the user is blown to the edge of the affected area, away from the u ser. MeteorStar MB Cost: 25 Element: Fire Usage: No hands required, used up once activated. Damage: Moderate per hit Description: The user calls down a hail of 30 meteors to bombard the field. Thes e meteors rain down in batches of 3 per enemy per turn, lasting until all 30 met eors have landed. WideShot MB Cost: 10

Element: Aqua Usage: Takes up one arm, can be used once per turn until swapped out. Damage: Moderate Description: The user fires a crescent-like wave of water at the enemy at high s peed. This wave is 3 meters wide, and is well suited to engaging enemies who are cornered on the ground. StickyRain MB Cost: 12 Element: Aqua Usage: No hands required, used up once activated Damage: Low per hit, 4 hits per enemy Description: Freezing rain showers down upon each enemy from above, hitting 4 ti mes. Airborne enemies struck by the rain are rendered incapable of disengaging f rom the ground for 2 turns. BubbleBurst MB Cost: 12 Element: Aqua Usage: Requires one hand to use, can be used repeatedly until swapped out. Damage: Fair Description: This arm cannon fires a straight-flying ball of compressed water at high speed. Upon impact, the ball explodes in a spray of pressurized bubbles in a + shape centered on the target, hitting anything to the sides, front, or back of it. IceCutter MB Cost: 15 Element: Aqua Usage: Requires one hand to use, used up once activated. Damage: Moderate, three shots Description: The user throws a trio of sharp-edged icy discuses modeled to resem ble large snowflakes. These blades can be thrown in virtually any pattern the us er desires, though all three must be thrown at once. WhirlWave MB Cost: 20 Element: Aqua Usage: No hands required, used up once activated. Damage: Very High Description: The user surrounds him/herself with a 3-meter wide storm of whirlin g water, extending about 6 meters into the air. Anything caught in this torrent except for the user is pulled towards the center of the storm. BatSpike MB Cost: 13 Element: Aqua Usage: No hands required, used up once activated. Damage: Low per hit. Description: The user sends forth eight bats sculpted from ice. These bats flutt er above the foe, folding their wings and turning into pointed icicles before pl ummeting onto the enemy to deal damage. Upon impact, be it with the enemy or the ground, a 1-meter wide circle surrounding the bat's impact point turns into Ice . PlasmaGun MB Cost: 10 Element: Elec Usage: Takes up one arm, is used up after one shot Damage: Moderate, inflicts Paralyze

Description: The user is equipped with an electrified coil that replaces their f orearm for the duration of its usage. It shoots an extremely fast orb of electri city in a straight line, which inflicts Paralyze status upon the enemy for 1 tur n on contact and strikes any adjacent targets within one meter of the impact zon e with an arc of lightning (which also paralyzes on contact). Foes afflicted wit h Paralyze status cannot move or attack for the duration. Paralyzed enemies cann ot be afflicted with an additional Paralysis effect while paralyzed. The electri c coil disappears after one shot. FlickerKick MB Cost: 12 Element: Elec Usage: User cannot use any other attack on the turn this is used, can be used re peatedly until swapped out. Damage: Moderate per hit, 3 hits, inflicts Blind Description: The user rapidly kicks the enemy 3 times in succession. The third k ick unleashes a flash of light that Blinds the foe for 2 turns; Blind targets ca nnot see, and cannot use targeting or homing attacks. ThunderBall MB Cost: 10 Element: Elec Usage: Requires one hand, can be used repeatedly until swapped out. Shots last 3 turns each. Damage: Fair, inflicts Paralyze; Homing Description: The user is able to send forth a swift-moving ball of electricity t hat follows the enemy until it connects. Struck enemies are Paralyzed for 1 turn ; a Paralyzed enemy cannot move or attack, and further Paralysis attempts will f ail against the victim so long as the effect is still in play. ThunderBalls will chase an enemy for 3 turns before flickering out. ThunderHead MB Cost: 15 Element: Elec, Breaking Usage: No hands required, used up once deployed. Damage: Very High, High health Description: A tall electric dragon virus is summoned onto the field, and remain s there for 1 turn. On the second turn after being summoned, it will cause a sin gle spot on the field (of the user's choice) to be struck with a powerful bolt o f lighting. The lightning bolt spreads outwards after impact, striking a 3x3 met er area around the spot where it strikes. The ground where it hits is broken, tr ansformed into a Hole. After the lightning strikes, the dragon vanishes. MagBolt MB Cost: 14 Element: Elec Usage: Requires one hand, can be used repeatedly until swapped out. Damage: Fair Description: The user is equipped with a large U-shaped magnet. By pointing this magnet forward, the user can draw in any object or enemy directly in front of h im/her, regardless of vertical orientation, at a rate of 10 meters per turn. If the target cannot be pulled for whatever reason, the user is drawn towards it in stead. Touching the magnet will result in being zapped with a quick jolt of elec tricity! ZapArrow MB Cost: 17 Element: Elec Usage: No hands required, used up once activated. Damage: Moderate per hit

Description: The user sends forth a pair of Elebee viruses, which dart at the fo e stinger-first at high speed from an angle of the user's choice. A successful h it will Paralyze the victim for 1 turn; while paralyzed, the victim cannot move or attack. If a second attack would deal Paralysis while the victim is already p aralyzed, the new Paralysis effect is ignored. DollThunder MB Cost: 15 Element: Elec Usage: Requires one hand to use, can be used repeatedly until swapped out. Damage: Fair Description: The user wields a lightning rod tipped with a glowing yellow ball. The rod can be used to directly strike the foe, or to fire a linear blast of lig htning forward from its tip. While holding the lightning rod, the user may block an opponent's Elec-type projectile attack with it, and regain Fair health. Doin g so destroys the rod, however. KillZap MB Cost: 18 Element: Elec/Obstacle Usage: No hands required, used up once activated. Damage: High, has Fair health Description: The user summons... a KillerEye virus! This cycloptic adversary flo ats a foot off of the ground, and is immune to all terrain effects. It levitates slowly around the field to move, though it is very fast at turning on either ax is. To attack, it fires a lethal electric ray that passes through any object it hits, dealing High damage and Paralyzing any damageable target that is unlucky e nough to be hit for 1 turn! While paralyzed, the victim cannot move or attack, a nd effects that would inflict further Paralysis are ignored for the duration. Th e KillerEye cannot move and fire its beam at the same time. BattleChip Library C: Advanced Tactics Click to reveal Library C EvilBoost MB Cost: 20 Special: CustHack - only one 'CustHack' BattleChip may be uploaded per Custom Element: Null Usage: No hands required, used up once slotted in. Damage: N/A Description: This Chip is immediately used up once slotted in; the MB Costs of a ll 'Evil Chips' in the same Custom are reduced by 10. MemoryCrush MB Cost: 20 Special: CustHack - only one 'CustHack' BattleChip may be uploaded per Custom Element: Null Usage: No hands required, used up once slotted in. Damage: N/A Description: This Chip is immediately used up once slotted in; the enemy's Uploa d Memory (MB) becomes 40 during his/her next Custom. Bombalizer MB Cost: 20 Special: MB Cost increases by 5 per each Obstacle-type BattleChip present in the same Custom. Element: Fire, Breaking Usage: User cannot use any other attack on the turn this is used, is used up aft er one attack. Damage: Very High per blast

Description: Once used, every Obstacle on the field detonates, producing one 3x3 meter explosion each and dealing damage to anything caught within the blast(s). DivideLine MB Cost: 5 Element: Null Usage: No hands required, used up once activated Damage: None Description: A 7-meter wide, 1 meter long chasm opens in front of the user. This chasm is treated as if it were composed of 7 Holes side by side. PanelFormat MB Cost: 10 Element: Null Usage: No hands required, used up once activated Damage: None Description: The entire field reverts to Normal Ground, regardless of any other terrain types existing in play. GrassStage MB Cost: 12 Element: Wood Usage: No hands required, used up once activated Damage: None Description: Upon activation of this chip, a 20-meter wide circle around the use r is transformed into Grass. IceStage MB Cost: 12 Element: Aqua Usage: No hands required, used up once activated Damage: None Description: Upon activation of this chip, a 20-meter wide circle around the use r is transformed into Ice. Geddon MB Cost: 12 Element: Breaking Usage: No hands required, used up once activated Damage: None Description: Upon activation of this chip, a 20-meter wide circle around the use r is transformed into Cracked ground. MagnetStage MB Cost: 12 Element: Elec Usage: No hands required, used up once activated Damage: None Description: Upon activation of this chip, a 20-meter wide circle around the use r is transformed into Magnetic terrain. LavaStage MB Cost: 12 Element: Fire Usage: No hands required, used up once activated Damage: Same as Panels Description: Upon activation of this chip, a 20-meter wide circle around the use r is transformed into molten Lava. MetalStage

MB Cost: 15 Element: None Usage: No hands required, used up once activated Damage: None Description: Upon activation of this chip, a 20-meter wide circle around the use r is transformed into solid Metal flooring. HolyPanel MB Cost: 15 Element: Null Usage: No hands required, used up once activated Damage: None Description: Upon activation of this chip, the ground beneath the user is transf ormed into a single Holy Panel; while standing atop the HolyPanel, the subject t akes 1 damage level less from attacks, but also deals 1 level less with its own attacks. MiniRecover MB Cost: 5 Element: Null Usage: No hands required, used up once activated Damage: Heals Moderate Description: The user or a selected target instantly recovers from Moderate dama ge. Only one Battle Card with 'Recover' in its name can be used per turn. Recover MB Cost: 6 Element: Null Usage: No hands required, used up once activated Damage: Heals Fair Description: The user or a selected target instantly recovers from Fair damage. Only one Battle Card with 'Recover' in its name can be used per turn. PlusRecover MB Cost: 8 Element: Null Usage: No hands required, used up once activated Damage: Heals High Description: The user or a selected target instantly recovers from High damage. Only one Battle Card with 'Recover' in its name can be used per turn. SuperRecover MB Cost: 14 Element: Null Usage: No hands required, used up once activated Damage: Heals Very High Description: The user or a selected target instantly recovers from Very High dam age. Only one Battle Card with 'Recover' in its name can be used per turn. MegaRecover MB Cost: 20 Element: Null Usage: No hands required, used up once activated Damage: Heals Incredible Description: The user or a selected target instantly recovers from Incredible da mage. Only one Battle Card with 'Recover' in its name can be used per turn. DreamRecover MB Cost: 25 Element: Null

Usage: No hands required, used up once activated Damage: Heals Truly Incredible Description: The user or a selected target instantly recovers from Truly Incredi ble damage. Only one Battle Card with 'Recover' in its name can be used per turn . Barrier MB Cost: 15 Special: Aura - only one 'Aura' BattleChip may be active at a time. Element: Null Usage: No hands required, used up once activated Damage: Blocks 1 hit Description: The user is surrounded by a spherical barrier which absorbs a singl e hit of any damage level before being disrupted. Aura MB Cost: 15 Special: Aura - only one 'Aura' BattleChip may be active at a time. Element: Null Usage: No hands required, used up once activated Damage: Blocks Moderate or weaker attacks Description: The user is surrounded by a wispy veil of energy which prevents any attacks dealing less than Fair damage from having any effect. If an attack equa l to or stronger than Fair connects, the Aura is disrupted and removed. The Aura will be removed by any attack with a 'knockback' effect, and will last 8 turns otherwise. FireAura MB Cost: 18 Special: Aura - only one 'Aura' BattleChip may be active at a time. Element: Fire Usage: No hands required, used up once activated Damage: Blocks Fair or weaker attacks unless hit by Aqua Description: The user is surrounded by a wispy veil of energy which prevents any attacks dealing less than Fair damage from having any effect. If an attack equa l to or stronger than Fair connects, the Aura is disrupted and removed. The Aura will be removed by any Aqua-type attack, and will last 8 turns otherwise. AquaAura MB Cost: 18 Special: Aura - only one 'Aura' BattleChip may be active at a time. Element: Aqua Usage: No hands required, used up once activated Damage: Blocks Fair or weaker attacks unless hit by Elec Description: The user is surrounded by a wispy veil of energy which prevents any attacks dealing less than Fair damage from having any effect. If an attack equa l to or stronger than Fair connects, the Aura is disrupted and removed. The Aura will be removed by any Elec-type attack, and will last 8 turns otherwise. ElecAura MB Cost: 18 Special: Aura - only one 'Aura' BattleChip may be active at a time. Element: Elec Usage: No hands required, used up once activated Damage: Blocks Fair or weaker attacks unless hit by Wood Description: The user is surrounded by a wispy veil of energy which prevents any attacks dealing less than Fair damage from having any effect. If an attack equa l to or stronger than Fair connects, the Aura is disrupted and removed. The Aura will be removed by any Wood-type attack, and will last 8 turns otherwise.

WoodAura MB Cost: 18 Special: Aura - only one 'Aura' BattleChip may be active at a time. Element: Wood Usage: No hands required, used up once activated Damage: Blocks Fair or weaker attacks unless hit by Fire Description: The user is surrounded by a wispy veil of energy which prevents any attacks dealing less than Fair damage from having any effect. If an attack equa l to or stronger than Fair connects, the Aura is disrupted and removed. The Aura will be removed by any Fire-type attack, and will last 8 turns otherwise. Invisible MB Cost: 20 Special: Stealth - only one 'Stealth' BattleChip may be uploaded per Custom. Add itional 'Stealth' BattleChips may not be uploaded if an existing 'Stealth' effec t is still in play. Only 5 Stealth Chips can exist in a Folder at any given time . Element: Null Usage: No hands required, used up once activated, lasts 3 turns. Damage: N/A Description: The user becomes intangible to naked sight, and completely free of substance to the touch. All Melee-oriented attacks will no longer affect the use r while he/she remains in this state. Similarly, ALL Breaking-type attacks targe ting the user will be ineffective, even those that would otherwise connect. Shadow MB Cost: 20 Special: Stealth - only one 'Stealth' BattleChip may be uploaded per Custom. Add itional 'Stealth' BattleChips may not be uploaded if an existing 'Stealth' effec t is still in play. Only 5 Stealth Chips can exist in a Folder at any given time . Element: None Usage: No hands required, used up once activated, lasts 3 turns Damage: N/A Description: The user's body turns pitch-black and completely insubstantial to t he touch. While in this state, the user becomes immune to any non-Melee attacks, as well as any and all Breaking-type attacks. GreenSeed MB Cost: 10 Element: Wood Usage: Requires one hand, used up once fired. Damage: Fair Description: The user is equipped with a green-tinted grenade to be lobbed at th e enemy. Upon contact with any object, the grenade burst explodes in a 3x3 meter blast, and the ground beneath the explosion is transformed into Grass. RedSeed MB Cost: 10 Element: Fire Usage: Requires one hand, used up once fired. Damage: Fair Description: The user is equipped with a red-tinted grenade to be lobbed at the enemy. Upon contact with any object, the grenade burst explodes in a 3x3 meter b last, and the ground beneath the explosion is transformed into Lava. BlueSeed MB Cost: 10 Element: Aqua Usage: Requires one hand, used up once fired.

Damage: Fair Description: The user is equipped with a Blue-tinted grenade to be lobbed at the enemy. Upon contact with any object, the grenade burst explodes in a 3x3 meter blast, and the ground beneath the explosion is transformed into Deep Water. QuickGauge MB Cost: 30 Special: CustHack - only one 'CustHack' BattleChip may be uploaded per Custom Element: Null Usage: No hands required, used up once activated Damage: None Description: The user selects itself or one other player on the field. That targ et's Custom Gauge is sped up, only requiring 6 turns to completely fill as oppos ed to 8. This chip may not be used, in effect or present in the same Custom as a ny Custom-altering chips, including but not limited to NormalGauge, SlowGauge, P hoenixFury or QuickGauge itself. NormalGauge MB Cost: 10 Special: CustHack - only one 'CustHack' BattleChip may be uploaded per Custom Element: Null Usage: No hands required, used up once activated Damage: None Description: The user selects itself or one other player on the field. That targ et's Custom Gauge is set to whatever speed it was set to at the beginning of the battle. SlowGauge MB Cost: 20 Special: CustHack - only one 'CustHack' BattleChip may be uploaded per Custom Element: Null Usage: No hands required, used up once activated Damage: None Description: The user selects itself or one other player on the field. That targ et's Custom Gauge is slowed down, requiring 10 turns to completely fill as oppos ed to 8. AtkPlus MB Cost: 15 Special: CustHack - only one 'CustHack' BattleChip may be uploaded per Custom. Element: Null Usage: No hands required, used up once activated Damage: None Description: When used, the damage of the user's or target's next Single-Hit att ack increases to the next tier (maximum of Incredible). Automatically hits if us ed on the enemy. AtkMinus MB Cost: 15 Special: CustHack - only one 'CustHack' BattleChip may be uploaded per Custom. Element: Null Usage: No hands required, used up once activated Damage: None Description: When used, the damage of the user's or target's next Single-Hit att ack decreases to the next lowest tier (maximum of Pitiful). Automatically hits i f used on the enemy. MettPawn MB Cost: 10 Element: Obstacle

Usage: No hands required, used up once activated Damage: Moderate, has Fair health Description: The user summons... a Mettaur virus? This diminutive (1 foot tall) fellow has a circular insignia on the front of his helmet, as opposed to the sta ndard "+", denoting his rank. Once summoned, the Mettaur Pawn can move around on its short legs freely, and perform one of two actions each turn: -The Mettaur Pawn attacks with a small pickaxe, sending a small shockwave along the ground directly in front of it. A hit from either deals Moderate damage. -The Mettaur Pawn ducks under its helmet! While it remains underneath, all High or weaker attacks that hit it deal no damage, save for Breaking-type attacks, or anything that would hit it from underneath. It also sends forth a retaliatory s hockwave along the ground in a 3-meter circle around itself when struck, dealing Moderate damage to its surroundings. Please note that neither of these abilities may be utilized if the Mettaur Pawn is removed from the ground. MettRook MB Cost: 15 Special: MB Cost becomes 10 if MettPawn is in the same Custom Element: Obstacle Usage: No hands required, used up once activated Damage: High, has High health Description: The user summons... a Mettaur virus? This 1-foot tall guardian wear s a flat-topped helmet resembling the parapet of a castle tower, denoting its ra nk. Once summoned, the Mettaur Rook can move around on its short legs freely, an d perform one of two actions each turn: -The Mettaur Rook charges straight forward at high speed, ramming the enemy with its helmet for High damage! -The Mettaur Rook ducks under its helmet! While it remains underneath, all attac ks that hit it deal no damage, save for Breaking-type attacks, or anything that would hit it from underneath. While doing so, the Mettaur Rook can 'castle' - th at is to say, instantly switch places with any other Obstacle controlled by the user. Please note that neither of these abilities may be utilized if the Mettaur Rook is removed from the ground. MettKnight MB Cost: 15 Special: MB Cost becomes 10 if MettPawn is in the same Custom Element: Obstacle Usage: No hands required, used up once activated Damage: Fair, has Fair health Description: The user summons... a Mettaur virus? This chivalrous runt wears a m etal knight's helmet, complete with face guard and a horse-shaped decorative cre st atop it. Once summoned, the Mettaur Knight can move around on its short legs freely, and perform one of two actions each turn: -The Mettaur Knight leaps into the air and attempts to fall upon the foe, striki ng with a pickaxe from on-high for Fair damage! It can jump up to 6 meters from its starting position, and can even turn in mid-air! -The Mettaur Knight hides within its helmet, slamming down the face guard for go od measure! While it remains underneath, all High or weaker attacks that hit it deal no damage, save for Breaking-type attacks, or anything that would hit it fr

om underneath. The Mettaur Knight is still able to see through the front of its helmet, however, and so can see what the enemy is doing while it hides. Please note that neither of these abilities may be utilized if the Mettaur Knigh t is removed from the ground. MettBishop MB Cost: 15 Special: MB Cost becomes 10 if MettPawn is in the same Custom Element: Obstacle Usage: No hands required, used up once activated Damage: Moderate, High upon impact, has Fair health Description: The user summons... a Mettaur virus? This pious fellow wears an ovo id helmet with a pointed top, denoting its rank. Once summoned, the Mettaur Bish op can move around on its short legs freely, and perform one of two actions each turn: -The Mettaur Bishop shoots a trio of energy pellets from its mouth, in a 90-degr ee arc so as to cover the front and two diagonal directions. Each pellet deals M oderate damage. -The Mettaur Bishop hides beneath its helmet! While concealed in this way, the v irus takes no damage from non-Breaking attacks dealing High or less... including those that would hit it from underneath. In addition, if it blocks an attack in this manner, the Mettaur Bishop will TELEPORT on its next turn, warping directl y behind whoever launched the attack, and will fire a volley of SIX energy pelle ts, dealing Moderate damage each! Please note that neither of these abilities may be utilized if the Mettaur Bisho p is removed from the ground. MettQueen MB Cost: 30 Special: The MB Costs of all other "Mett" Chips in the same Custom are reduced b y 5 Element: Obstacle Usage: No hands required, used up once activated. Damage: High, has Very High health Description: The user summons... a Mettaur Virus! This Mettaur sports a tall, re gal-looking crown in place of its usual helmet, and is also noticeably female... well, at least to other Mettaurs. Despite its short stature and stubby feet, th e Queen is incredibly agile, able to run and jump like an average NetNavi. Once per turn, it may perform one of the following actions: -The Mettaur Queen strikes with a jarring... kick!? Either jumping to perform it , or just giving a mean shot to the shin, the Queen is capable of dealing High d amage with its feet. Beware! -The Mettaur Queen hides beneath its crown, sheltering itself from harm. While i t remains underneath, all Very High or weaker attacks that hit it deal no damage , save for Breaking-type attacks, or anything that would hit it from underneath. If an attack is taken in this way without destroying it, the Mettaur Queen reta liates by stomping the ground, causing a glowing 4-meter tall pillar of energy t o erupt from directly underneath the foe, dealing High damage. -The Mettaur Queen calls all other Mettaur Viruses controlled by the user to its elf! By doing so, all Mettaurs called in this way are healed of any injuries sus tained, and become impervious to Breaking-type attacks on the turn the call is g iven.

MettKing MB Cost: 40 Special: CustHack - only one 'CustHack' BattleChip may be uploaded per Custom. Element: Obstacle Usage: No hands required, used up once activated. Damage: Very High x2, has Truly Incredible health Description: The user summons a gigantic Mettaur Virus, the King of all Mettaurs ! Standing at 3 meters tall, sporting a bushy white mustache and beard, and crow ned with a bull-horned helmet with a cross-shaped crest poking from the top, thi s imposing Virus easily makes his presence known upon the battlefield. It is rat her heavy, and so moves at a lumbering gait upon its massive boots. Once per tur n, it may perform one of the following actions: -The Mettaur King produces a pair of gigantic silver hammers, and slams them int o the earth! Each one is a mighty enough weapon in its own right, but upon strik ing the ground, each will send forth a mighty shockwave that causes the ground t o erupt and roll forward like a wave, dealing damage equal to that of the hammer 's strike! -The Mettaur King shields itself beneath its mighty helmet! Only Very High or st ronger attacks can penetrate it; Breaking attacks will merely ignore the defense , their Obstacle-destroying properties completely negated against this mightiest of Viruses. TwinGuard MB Cost: 20 Element: Obstacle Usage: No hands required, used up once activated. Damage: None, has Very High health Description: The user summons... a Twin Virus. Just one? Well, without a partner on the field, the Twin will select an Obstacle controlled by the user to substi tute. Once bonded with an Obstacle, the Twin will automatically restore it to th e field if it is destroyed by an enemy's attack, and will continue to do so unti l it is destroyed itself. If two Twins are in play, regardless of who activated them, they will instantly bond to each other, undoing any existing bonds. Once this happens, the two becom e immune to ANY non-damaging effects save for their own, and must be destroyed s imultaneously in order to remove them from the field. SolGunWitch MB Cost: 18 Element: Breaking Usage: Requires both hands to use, can be used repeatedly until swapped out. Damage: Fair x3 Description: The user is equipped with the legendary Solar Gun Witch, a rocket l auncher which fires three homing missiles charged with solar energy. These solar missiles pass through any target they strike, continuing until they peter out a fter traveling 20 meters. SolGunNinja MB Cost: 18 Element: Breaking Usage: Requires both hands to use, can be used repeatedly until swapped out. Damage: Pitiful x10 Description: The user is equipped with the legendary Solar Gun Ninja, a pair of rapid-fire pistols which fire a rapid spray of 12 solar shots to pepper the enem y. These solar shots pass through any target they strike, continuing until they peter out after traveling 10 meters.

SolGunBomber MB Cost: 18 Element: Breaking Usage: Requires both hands to use, can be used repeatedly until swapped out. Damage: Very High Description: The user is equipped with the legendary Solar Gun Bomber, a grenade launcher which fires a large bomb that explodes in a 5-meter sphere of solar ra diance. NoiseWing MB Cost: 15 Special: Evil Chip Element: Null Usage: One hand required, can be used repeatedly until swapped out. Damage: High Description: The user is granted a pitch-black cape with purple lining, which wr aps around the wearer's shoulders. He/she can swing this cape open with one hand , causing a powerful sonic pulse to shoot forth from the opening! This pulse is nearly 5 meters wide, and upon damaging a foe, will disable that foe's ability t o hear for 2 turns. DemonWing MB Cost: 18 Special: Evil Chip Element: Fire Usage: One hand required, can be used repeatedly until swapped out. Damage: Fair x3 Description: The user is granted a pitch-black cape with crimson lining, which w raps around the wearer's shoulders. He/she can swing this cape open with one han d, causing a trio of deadly fireballs to shoot forth from the opening! These fir eballs start in a tight cluster: they have limited homing capacity, spiraling ar ound each other while adjusting to aim towards the foe. BlackWing MB Cost: 25 Special: Evil Chip Element: Obstacle Usage: One hand required, can be used once per turn until swapped out. Damage: Low x 15, ??? health each Description: The user is granted a pitch-black cape with equally dark lining, wh ich wraps around the wearer's shoulders. He/she can swing this cape open with on e hand, shooting forth a flock of angry black bats which swarm and attack the en emy! These bats work together to surround and attack, spreading out and convergi ng around the target. The bats may be arranged in any formation(s) by the user w hen launched; depending on how they are split up, clusters of bats have varying health: 1 Bat - Pitiful 2-3 Bats - Low 4-5 Bats - Moderate 6-7 Bats - Fair 8-9 Bats - High 10-12 Bats - Very High RevengeArrow MB Cost: 15 Special: Evil Chip Element: Null Usage: Requires both hands to use, used up once fired. Damage: Moderate x 1-40 (!)

Description: This Chip generates a bat-winged crossbow that mounts onto the user 's arm. Firing it releases a volley of black arrows with yellow-glowing tips, ei ther shooting them in a straightforward barrage or in a parabola rain of death. The number of arrows fired is equal to the number of total shots/strikes attempt ed by a single enemy's attacks on his/her previous turn, up to a maximum of fort y. Muramasa MB Cost: 25 Special: Evil Chip; base damage increases by 1 level when 'EvilBoost' is used Element: Null Usage: Requires one hand to use, can be used repeatedly until swapped out. Damage: See Below Description: The user is granted a 2-meter long katana that pulses with bloodlus t and the desire to kill. This weapon's blade deals damage equal to that of the strongest single hit the user has taken over the course of the battle, dealing n o damage if the user has not yet taken damage. If the user activates a Chip or a bility that restores his/her health, the Muramasa's damage is reset to 0. PoisonAnubis MB Cost: 25 Special: Evil Chip; damage and health increase by 1 level when 'EvilBoost' is us ed Element: Obstacle Usage: No hands required, used up once activated. Damage: See below, has Very High health Description: This ancient statue, set atop a thin pedestal, holds a deadly secre t. Once placed upon the field, the Poison Anubis sprays forth a poisonous gas th at fills up a 20-meter wide sphere around it. Anything that comes into contact w ith the miasma will be afflicted with a quick-working venom that deals Low damag e every turn, lasting for 4 turns. Coming into contact with the gas while still afflicted will reset the duration. The damage dealt by this miasma cannot be inc reased or decreased by any means (barring an EvilBoost, which works normally), t hough using a Recovery-type BattleChip or attack will set the venom's duration t o 1 turn. Destroying the Poison Anubis will disperse the miasma, and end its eff ect on any victims. Finally, attacks involving wind are capable of dispelling th e miasma for a turn. LifeAura MB Cost: 25 Special: Aura - only one 'Aura' BattleChip may be active at a time. Element: Null Usage: No hands required, used up once activated. Damage: Blocks Very High or weaker attacks Description: The user is surrounded by a wispy veil of shimmering energy. This v eil will prevent any attacks dealing less than Very High damage from having any effect. If an attack equal to or stronger than Very High connects, the Aura is d isrupted and removed. The Aura will be removed by any attack with a 'knockback' effect, and will last 8 turns otherwise.

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