Styles come in two categories, which are then mixed-and-matched for the final style. Rather than list each style combination, I list the categories that can be combined.
Mastered by fighting while bugged (via the Navi Customizer). This one causes random effects during battle, some of which mirror the bugs you can get using the Customizer, and some of which are actually beneficial. Your HP might decrease, might decrease only when the Custom Screen is open, you might get all 10 chip slots open from the start of the battle, MegaMan might snap in a certain direction, or you might get a shield or your buster might increase in power. There are lots of different effects you could end up with, so using this Style is really a gamble.
This increases MegaMan’s Power rating, thus allowing his shots to do more damage. Also you get a rapid-fire feature with this style, where if you mash the buster button quickly, MegaMan will eventually begin doing an auto-fire attack for a few seconds. Note that your feet are nailed to the ground when he is firing, so be cautious in using this. Mastered by using the MegaBuster a lot.
You get a shield with this one which will block the first hit that you take during battle, regardless of the amount of damage it would have done. Mastered by using defensive chips a lot.
When you are equipped with this style, you can place more Navi chips into your Folder. Mastered by using Navi chips a lot.
MegaMan gains an Aqua-based attack and is weak against Electric with this style.
MegaMan’s charged attacks turn into ZapRings. These will paralyze enemies they hit. MegaMan is weak against Wood with this style.
MegaMan’s charged attacks turn into a three-column flamethrower. This can take multiple hits, but comes out slowly. MegaMan is weak against Aqua with this style.
MegaMan’s charged attacks turn into little tornados. MegaMan is weak against Fire with this style.
Here is a list of a few of the NaviCust parts you can pick up and use. Find others!
Use this to see the little Alpha puddles in the floor during certain stages.
Raises your shot power by 1. Since these also affect the power of your charged shots, they are quite recommended. Raising your Power rating enough can allow you to quicky eliminate enemies with just your Buster.
You have a higher chance of being attacked by Electric-type viruses. Has no effect in areas where Elec-types never attack you to begin with.
Required for part of the plot, to get bad Navis to talk to you (and to scare the heck out of certain good Navis).
This is the shield from the previous game that never really worked very well. Press B + Left on the control pad while getting hit to reduce the damage you take.
Some objects (such as shields) can only be damaged by using punch-style attacks. With this, you can damage them with just super-shots.
If you have this on the grid, you can bug as many parts as you want, and you won’t introduce any problems (MegaMan will still say he feels “great” even if you didn’t follow the rules). Note that this does not stop the random bugs that occur from using the Bug Style.
Raises your charge rating by 1. This shortens the time required to charge.
When you have this equipped, you are virtually guaranteed to obtain a Battle Chip after battle, no matter what your Busting Level happened to be. Note though that enemies which do not give chips will result in you getting “No Data” (literally) so this prevents you from earning Zenny from battles.
Required to consume chips to create fire or water.
You have a higher chance of being attacked by Aqua-type viruses. Has no effect in areas where Aqua-types never attack you to begin with.
Raises your maximum HP by 100. When you equip this, your actual HP value will not rise, so you will be left with less than max. When you take this off, your HP is clipped to fit in the new maximum if necessary. You can stack multiple HP-raising parts to give your Navi an insane HP level.
Equip this and return to the overworld and press L. Only works while you are playing as Lan.
You have a higher chance of being attacked by Wood-type viruses. Has no effect in areas where Wood-types never attack you to begin with.
You have a higher chance of being attacked by Fire-type viruses. Has no effect in areas where Fire-types never attack you to begin with.
Allows you to navigate narrow areas. Required for a lot of places. You may want to just leave this equipped.
This is like a permanent version of the SubChip item by the same name. It doesn’t affect the more powerful viruses however.
Raises your rapid-fire speed by 1. This can help you to get more shots off quickly, but is only really useful when coupled with increases to your Power rating. (Pecking away at enemies for 1 HP each shot isn’t going to be terribly useful, but rapid-firing for 5 HP per hit can very quickly make a dent.)
If you’re equipped with this, you can’t be pushed around by wind and stuff.
If you’re struck with a fatal blow, you are left with 1 HP instead, unless you were already at 1 HP, in which case you die.
I was going to list every Battle Chip in the game. However believe it or not the load time for this listing became astronomical because the page size was so large. So instead of listing every chip, I list only the chips which have some particularly interesting commentary. So common chips such as Cannons are not listed. You can figure those out on your own. Also I tend to list only the first version of sequential chips, if the more powerful variations are identical except for an increase of damage.
This is like a cannon, but it is weaker and pushes the target back one tile when it hits.
Like a WideSwrd, but this one will push backward any target that it hits who isn’t invulnerable to being pushed.
You have to activate this by using it during battle. Once it is active, the next hit that MegaMan takes will trigger the chip. MegaMan will toss down a dummy of himself to take the blow while leaping into the air and chucking three throwing stars. The stars are randomly aimed at any enemy on the field and each star does 100 damage. More than one star might hit a single enemy for multiple damage to that target. Not only does this chip auto-aim and do great damage, but it also saves you from that hit. Note that the stars might miss enemies that move extremely quickly.
A boomerang flies out from your side, crosses the enemy side, then returns to your side. This hits the top and bottom rows, and the last tile of the middle row on the enemy’s sides. So basically there are only two tiles on the field which are not affected.
This chip is pretty straight-forward, and I mean that literally. It should be noted though that this is another multiple-hit chip, so don’t be fooled by the low AT rating. BubbleMan does a number of hits which can add up to decent damage.
When used, this chip shoots straight forward and places a red circle on the first thing it hits. This circle acts like a targeting cursor. When you damage another enemy, the one with the target circle also takes damage. Note that this can be used to multiply damage onto that enemy. If, for example, you use an area attack that hits two enemies at once, you will get double the damage on the targeted enemy, once from the direct hit, and once from the reflected damage. The target circle only lasts for a couple of seconds, so you have to be very fast.
The higher your custom gauge, the more damage this does. However, once your custom gauge reaches full, the damage rating of the sword appears to plummet.
Places a trumpet on the block in front of MegaMan. For as long as the trumpet survives, it will play intermittently. While it is playing, MegaMan glows green and cannot be harmed. Placing this in the enemy’s side of the field can sometimes be helpful to raise its life expectancy. You can only have one “helper” active on the field at a time, so using another chip which places something on the field will destroy your trumpet. (This is true for all such chips.) The Trumpy will also disappear on its own after a set amount of time, but it lasts a good while.
Similar to the FireMan chip, but not as nice. This still hits an entire row, but since FlamMan fires onto the ground, it will not cross broken tiles (holes).
GutsMan drops down and slams the ground, sending out a shockwave that covers the entire enemy field and cracks all of the tiles it hits. This cannot cross broken tiles.
An undulating snowflake travels along two rows. This hits every block in the two rows that it covers.
A knight jumps across the field in a row. Falls down holes.
Characteristics: Wood, Auto-Aim
This one hits the rightmost column on the enemy’s side of the field. Comes out fast. Good for enemies which hide in the back to stay out of the range of your swords.
This one’s like a Cannon, but comes out slower and is Fire-based.
When you activate this one, the action pauses and target cursors begin rapidly moving across the enemy’s side of the battle field. Press A again to select a column. This is sort of like a slot machine.
NapalmMan shoots a bomb forward that explodes when it lands. What might throw you off is the bomb travels four tiles forward, not three.
Places a pawn on the field. When you press the A button, the pawn swings a sword.
Characteristics: Wood, Auto-Aim
PlantMan winds every vulnerable enemy on the field with vines. The affected enemies immediately suffer three hits of 20 damage each. When PlantMan disappears, the enemies are left tangled for several more seconds, during which they take another two hits of 20 damage, plus they are immobile and vulnerable to your own shots.
ProtoMan blips across the field, appearing on each column in front of every enemy on the field, or at least those not blocked by an object or a hole. He swings a WideSwrd at each foe, which means he can thus do damage to enemies on either side of each target as well. Each swing does 160 damage.
This and similar chips place a wand in the tile in front of MegaMan. For several seconds or until the wand is destroyed, meteors will fall on the enemy’s side of the field. Each meteor does 100 damage, so you could potentially stack multiple hits onto a single enemy.
Roll pops in, appears in front of an enemy, hits the enemy, then disappears and drops a heart that heals you. This is an auto-aiming attack which makes it useful against enemies that are hard to line up. Note that the damage rating of the chip is per hit; Roll does three hits for a total of 60 damage. Her heart heals for half that.
This is like putting a block on the field. You can hide behind this to protect yourself from certain attacks.
The Sensors produce a KillerEye on the tile in front of MegaMan. This acts almost identically to the virus, except that once its laser is triggered once, it disappears.
This is very similar to the original AntiDmg. Three copies of ShadowMan appear in the back row. They each throw a star. The stars are auto-aimed; if there are three enemies, the ShadowMen seem to always each hit a separate enemy, but otherwise, they will double up and hit an enemy more than once.
There are several chips which produce this same sort of slash along the ground. It’s important to note that this slash cannot cross empty tiles (holes).
Similar to a StepSwrd, but MegaMan slashes in a cross attack instead. I find this less useful than the StepSwrd, but it can be handy in some situations.
MegaMan blips two tiles forward (into enemy territory) then swings a WideSwrd and blips back. This is a good way to hit enemies in the back row with a sword. The tile that MegaMan hits will be the same tile on the enemy’s side as he was standing on your side. For example, if you were standing on the middle column of your side, MegaMan will hit the middle column on the enemy’s side, so this is an easy way to determine how to line yourself up.
If the timer successfully counts down without the bomb being destroyed, this damages all enemies on the enemy’s side of the field.
This interesting chip places a Totem on the tile in front of MegaMan. It fires a three-column flame, then the face turns around and heals you.
You have to do special key presses, such as a fireball motion on the control pad, to get this one to swing. I never bother.
There are several of these which are used primarily by the Jelly viruses. They hit all three rows, but once each section of the wave strikes an object, it disappears. So it will not hit an enemy that is behind another enemy or object.
Fires a disk forward three tiles. The disk then boomerangs back to you. It can hit on the coming and going for multiple hits of damage, but MegaMan cannot move until the attack is complete.
When this hits an enemy, it freezes him in place for several seconds. During this time the enemy is vulnerable to attack. However it doesn’t appear as though you can get a BugFrag by defeating a frozen enemy, even if he was frozen at the right time during his attack phase.
Note: All Japanese names are listed given name first, family name last.
Also Known As: Net (Netto) Hikari
Your typical fifth-grader whose best friend happens to be his Net Navi, MegaMan.EXE. He’s resourceful and isn’t afraid to get in over his head, which is often where he gets MegaMan as well. He is, though, just a little bit dense.
Also Known As: Rockman.EXE, Hub, Site (Saito)
Lan’s Net Navi and a skilled virus buster. Like all Net Navi, he is incapable of leaving cyberspace because he has no physical body, but he communicates with Lan through his PET terminal. MegaMan and Lan get along like brothers—both the good aspects and the bad.
Also Known As: Mail (Meiru) Sakurai, Maylu Sakurai
Probably Lan’s closest friend outside of MegaMan.EXE, although he doesn’t acknowledge this fact. Mayl is a girl in Lan’s class who loves walking with him to school and just plain spending time with him.
Roll is Mayl’s Net Navi and, as a result, rather good friends with MegaMan.EXE. When called upon in battle, she has both offensive and healing capabilities.
Also Known As: Enzan Ijuuin, Chaud Blaze
Chaud is a Net Battler—a member of a group of individuals who have made it their purpose to use their Net Navi to combat Net crime. He takes his job very seriously and gets irritated by any unauthorized interference.
Also Known As: Dekao Oyama, Dex Ogreon
Another of Lan’s classmates and the owner of GutsMan. He takes great pride in his Net Navi but in truth isn’t very good at fighting Net battles.
Also Known As: Yaito Ayanokouji, Yai Ayano
This rich fifth grader has a lot of knowledge of PETs, or at least likes to think she does. She helps out Lan mostly by giving advice.
Yai’s Net Navi is programmed to be calm and polite.
Also Known As: Dr. Yuuichirou Hikari
Dr. Yuichiro Hikari
Lan’s father and an expert in PETs (Personal Exploration Terminals, or sometimes just PEsonal Terminals). He is, technically speaking, the creator of MegaMan.EXE.
Lan’s mother, who is generally oblivious to what Lan is up to (or pretends to be).
Also Known As: Dr. Wily, Mr. Wily
The leader of the World Three (WWW). A rather insane man who wants nothing more than to delete the entire network.
Dr. Tadashi Hikari
Dr. Hikari’s father, and Lan’s grandfather. This man was responsible for creating the Internet.
An environmentalist wacko who is conned by Wily into believing that the ’Net is destroying nature.
This boy is suffering from the same ailment that killed Hub (MegaMan). His father created the Undernet.
Also Known As: Meijin Eguchi
He’s from the previous game, although you’d never guess it if you haven’t played it.
Also Known As: Yamitaro Higure
Higsby loves rare chips; in fact he’ll go to almost any ends to obtain them. However after spending some time operating outside of the law, he finally reforms and opens a chip shop instead.
Also Known As: Kenichi Hino, Hinoken
He’s turned away from his old days at the WWW...or has he?
Also Known As: Saiko Rei
This man likes to use hypnosis to get his way. His Navi, naturally, uses the same tactics.
Also Known As: Shun
He once created the Net Mafia Gospel, but has reformed from his old ways largely because of Lan.
Also Known As: Sunayama Noboru
The host of the N1 Grand Prix. He works for the TV station and is very concerned about its ratings...almost to a fault.
Also Known As: Takeo Inukai
Not much is known about this man except that he loves animals and wildlife.
Also Known As: Tamako Shiraizumi
She runs a shop outside the Yoka inn and also enters the N1 Grand Prix.
Also Known As: Torakichi Aragoma
A boy much like Lan who loves to Net Battle.
Note: Hidden bosses are not yet listed here.
I will get to them later. Also note that HP and AT levels are generally for the first time you encounter the Navi and may not apply to subsequent battles.
Also Known As: Forte
Bass has three main attacks. One is a simple sphere which shoots straight forward. Another hits all rows on your side; knock Bass out of this attack with a strong hit to put a stop to it, or dodge until it finishes. The third attack involves Bass striking the ground with his fist; he cracks and damages the tiles around the one he hits.
Also Known As: SavageMan.EXE
Blips around, jumping often to your side to swipe at you. He could also dash diagonally. His chip attack involves a number of arms which fly across the screen, followed by his head.
He throws bowling pins at you. No joke. Also sometimes he will place pins on your side, then toss bowling balls along a row. The pins can be destroyed but result in shrapnel when they are, so be careful.
Moves up and down in the rear column. The hole in the floor sends out bubbles, some of which are filled with various water creatures which will fly toward you in specific patterns when the bubbles are broken. There is a lot of stuff flying around during this battle, and the bubbles leave BubbleMan well protected. BubbleMan himself will occasionally toss spears at you.
DesertMan likes to hide behind things. He tends to form two rock heads and he hides behind one of them and hangs out there while rock hands attack you (they shoot forward like the Fishy virus). Also sometimes a block will fall on your side, hitting in a “+” pattern. You can destroy the rock heads to get at DesertMan, but the first blow you inflict on the Navi will cause him to dive under the sand and come up somewhere else, usually reforming the heads in the process. So make it a good hit.
DrillMan’s HP is relatively low because he is invulnerable most of the time. He has two main attack patterns. One consists of three holes which open randomly, one on each row, and drills come out of two, with DrillMan emerging from the third. While you can hit DrillMan in this state, it can be difficult because the drill on his head protects him from a frontal attack, so you must use a WideSwrd or something and hit him as he goes by. The second attack involves three holes which remain open for a time and repeatedly toss out drills. In this case you can damage one of the three holes (it’s random which one) to do damage to DrillMan himself. DrillMan will also drill out of the ground on your side, dropping rocks onto three tiles.
Also Known As: FlameMan.EXE
FlamMan fights with two candles behind him. The candles themselves are invulnerable, but you can shoot them to snuff out their flames. The flame regenerates after a few seconds. The color of the flame determines its effect: green makes FlamMan invulnerable, red causes FlamMan to regenerate HP, and orange produces fire heads that circle your side of the field. FlamMan attacks along a row, and sometimes his flames hit all three rows in front of him. (An AreaGrab can help you dodge this if you hide in the tiles on FlamMan’s side of the field. This also works against the flame heads that circle your side.) Sometimes it’s helpful to leave one of the candles burning if its effect does not hinder you too much. That way you don’t have to keep putting it out, and can focus more of your shots on FlamMan. A few MetaGel chips are useful for this battle.
Blips from square to square. One attack hits the tile in front of FlashMan and the tiles on either side. Another is like a ShockWav. FlashMan can place electrodes on your side of the field which will paralyze you if you don’t destroy them before they go off.
GutsMan can crack the blocks on your side, but this can be to your advantage if you use it carefully. Break a block to the very right of your side of the playing field and stand on the block just behind it, and GutsMan’s main attack will be unable to hit you (but you can still shoot at him when he is across from you). Just watch out for his rocket fist.
KingMan fights using chess pieces. The knight moves around on your side and causes ShockWavs; the pawns swing LongSwrds at you, and the rooks block your shots. The knight falls down holes so breaking tiles is one way to get rid of it. The others can be destroyed with punches or with the BrakChrg. Destroying chess pieces is not permanent but is still useful.
Also Known As: VineMan.EXE
Primarily he fires needles forward. However he also might use a Viney-like vine, or drop some flowers on your side. The flowers can be destroyed; periodically, they will open and put pollen on the tiles in a “+” pattern around them (meaning the tiles above, below, and to the sides). If you get hit by the pollen then you will be dizzied (pink) or stunned (orange).
Also Known As: Blues.EXE
ProtoMan moves around more in this game, and blocks a lot less, so you can damage him more easily. He has a lot of various sword swipes, some of which are projectiles, and sometimes he even appears behind you to slash at your backside. The key here is to keep moving—a stationary target is a dead target.
Fades from square to square. To attack he spins into a ball and circles your side. He can’t cross broken tiles so one strategy is to break them all on purpose.
I’m missing some virsues, but here is a list of most of the foes you face during random battles. (For Net Navi see the separate section
These move randomly around the battle field. When they attack, they toss their upper halves toward the square that you are standing on. If they hit you, they latch on and drain HP.
Looks like a three-cannon missile launcher. Shoots a column and breaks all three tiles.
This is basically a Beetank except with new graphics and a slightly different behavior. This one will move forward and backward to adjust for your current location. Beetles always try to position themselves such that their bombs will hit while at the same time avoiding being lined up with you (where you can shoot them).
This moves up and down and then throws its boomerang when it is on either the top or the bottom row. The boomerang loops around the last column on your side, then back across the top/bottom row. If you stand in the first two columns of the middle row, you can’t be hit. Boomer is only vulnerable while firing (its boomerang acts as a shield).
Another version of the Quaker.
Despite its name this is not a Navi. It’s a paintbrush that randomly changes the type of tiles. Generally it places holy panels on the enemies’ side of the field, and various “bad” tiles on your side. Note that it is affected by the tiles it creates while it is creating them, so say for example it lays down poison, it will lose health while doing so.
This deceiving cute little thing will try to line up with you by moving anywhere in the enemy battle field, then when it has a good shot, it’ll fling a ring at you. The ring is fast and paralyzes you if it hits.
These things can’t move. They only fire straight forward. Although their shot is fast, it is easy to avoid because the cannons cannot fire rapidly.
Cannons that have more hit points and do more damage. They also drop different chips.
Cannons that have more hit points and do more damage. They also drop different chips.
An ice-based HardHead. The main difference is that the cannonballs that it throws ice the panels they hit. You must be using the “Fish” NaviCust for this to show up.
A Beetle with a slightly different bomb. Bombs from these hit three tiles in a column.
A red KillerEye.
This is invisible until it is hit with an attack, in which case it usually retaliates by attacking you back. When it attacks, it moves to your tile and whacks at you. If you change tiles just as it moves, you won’t get hit; the best way to move is backward so that you can hit it with an attack of your own. Dominerds are mostly invulnerable unless they are attacking.
Doesn’t seem to turn invisible like its cousin.
Floats around the field, both your side and the enemy’s side. Circles itself with electric spheres when it gets close to you.
Similar to Fishys, only in reverse. These can dash left or right.
A more powerful version of the Eleball.
A black Jelly weak against Fire.
These move up and down in a column, then when they are lined up with you, they shoot forward. They go all the way across the screen (across your area as well), then when they vanish off the left side of the screen, they float back down on their side where they had left. A Fishy’s dash will get interrupted if it hits an object or another virus, so you can stop one by positioning yourself behind something else.
These leave a fire trail behind them when they dash. If there is more than one you can get penned in before the previous trails dissipate. Try not to line up with them, because they won’t dash until they get an opening.
Very fast, but at least they don’t leave trails. These dash three times per attack.
A green Boomer. This one uses PanlGrabs to take out the center row, in an attempt to trap you on the sides where you can be hit by its boomerang.
A cloud with a mask. It is generally only vulnerable while it is attacking. To attack, it places its mask forward one tile and then surrounds itself with poison that slowly drains your HP. As the mask is still in front of it, you need to use attacks which can either bypass or go through the mask. Hitting the mask with a punch-type attack will abort the Goofball’s attack but it won’t permanently destroy the mask.
Cannons that look like Pac-Man. They are invulnerable to most attacks while sitting motionless. However right before they attack, they turn red and then open their mouths. At this point they can be hit. These viruses toss cannonballs at the tile you were standing upon when they fired (so move) which will destroy the panel on which they land.
A red Fire-based Jelly.
A rolling pin which moves up and down a column on its side for a little while, then jumps over to your side and does the same thing.
A jellyfish. Bobs up and down for a little while, then flops to the ground and creates a three-row wave that will cover your entire side of the battle field unless there is a hole or something in the way. Your best bet is to destroy these things before they can use their attack, or hide behind a hole.
It’s an eye with lightning bolts. Sends out a line of dots; if anything crosses the line, it shoots a fiery beam across the field.
A purple SnowBlow.
An orange bunny.
This is basically the MettFire from the previous game. It moves around a bit, then drops down and sends meteors onto your side. When a panel flashes under your feet, move.
A blue Metrid. (A lot of these names differ only by a single letter...)
The classic Met enemy of the Mega Man property. These little guys are armed with pickaxes; when they slash, they produce a shockwave that travels forward.
Faster versions of their Mettaur cousins. These are invulnerable to most attacks while they have their helmets down. Having said that, they expose themselves when they attack.
These variations are fast and blue.
Moles in holes in the ground. They pop out from time to time, appearing on your side of the field, directly behind you, and swing. If you are standing in the far left column, they won’t attack. Momogras cannot be hit while they are in their holes except by attacks that hit the ground (such as MetaGel).
A yellow Momogra.
A purple Momogra. It should be noted that chips which aim themselves (such as Roll) can hit these things while they are out of their holes, but only if you position yourself behind them before firing off the chip.
A mushroom that creates damaging powder around it. It regains health on grass tiles.
A very weird one that creates duplicates of itself down a row. If it manages to hit you, it paralyzes you. These things regenerate health like crazy.
Looks like a machine. Shoots needles forward and to the sides in a steady stream. It may also charge forward.
Pengs from the original series
! Anyway, these slide around randomly, and they are invincible whenever they are sitting on ice panels. So shoot them when they’re not, or destroy the ice panels out from underneath them. Pengis shoot snowflakes that travel in a two-row wave. The snowflakes hit every tile in both rows, so to dodge you need to stand in the one row that is not hit.
A green Goofball. Remember that if you stand far enough from the mask, you won’t be damaged by its poison.
Looks like a round prison escapee. It jumps around, and when it lands it produces a shockwave like the Mettaur attacks.
They randomly blink around the enemy side of the battle field, then stop and fire their little mice. The mice change directions once (up or down) trying to get at you. Rattys tend to get faster the lower they get in HP.
A more powerful Ratty.
Faster and more dangerous than their predecessors.
A faster version of the Quaker. When this lands it may cause you to be stunned momentarily.
This moves up and down trying to line up with you, then fires off a bubble which bounces across the field then explodes like a Bubbler when it strikes something. The easiest way to deal with it is to not stay across from it for too long. You can also try breaking panels in front of you, because their bubbles can’t cross holes.
A green Shrimpy with a slightly different chip.
A yellow Shrimpy.
A slime which just jumps around. The catch is, Slimer can jump into your side, and every tile it jumps onto gets turned into a tile for the enemy, like an Area Steal. Destroy these quickly before they pen you in. Note: If one tries to jump onto the tile you are occupying, you take damage, but the tile doesn’t get stolen and the Slimer bounces back to the previous tile.
Looks and acts like a Slimer, only it’s pink.
Looks like an evergreen tree with a beard. This blows you toward it for a few seconds, then spits out three tornados. The tornadoes appear on the flashing square, then move up or down to your row and then across to the left and off the screen.
Four-legged beasts. These can move freely around their battle area; when they stop animating for a moment, they’re about to fire, so get out of the way. Their shot is extremely fast and thus hard to dodge. Spikeys do Fire-based damage.
A faster Spikey with a shot which splits into a V-shape when it hits something.
Even though it doesn’t look it, this guy is still fire-based.
A more powerful WindBox. Pushes you back.
These pesky enemies will pull out Area Steal chips to get at you, which can really be a problem when you’re hit with multiple ones at a time. Try to finish them quickly, and don’t stay lined up with them. They tend to only Steal if they miss with a swing, so don’t give them a chance to swing.
This is a fire-based Swordy that is weak against water. This also means they drop FireSwrds when they die.
Blue Swordys that are fast and vicious. These particular ones are Aqua-based and weak against Electric.
Another version of the Totem.
This stationary virus alternates between spewing out a three-column flame, and healing, based on which face is showing. You can usually flip the face by hitting it.
This Trumpy causes earthquakes.
While this plays, all enemies are granted invincibility. A Trumpy cannot affect itself, so you can destroy the Trumpy even while it is playing.
A Trumpy, but instead of protecting the enemies, this one makes you confused (birdies over MegaMan’s head). This causes you to move erratically.
A blue bunny. Very cute. Not.
I’ve only seen these come in pairs. One has a white gem, the other yellow. These send an attack horizontally or vertically off the field. Twinners resurrect when you destroy them. I’m not sure yet what exactly is the key to getting rid of them permanently; I finally took them down with a LifeSwrd. (Defeating them simultaneously might be the solution, but I had to do that three times before they finally stayed dead, so...)
Like WindBoxes, these things will blow you around.
Creates vines on your side that track your location; if they hit you they will grab on and take multiple hits. Damage the Viney by shooting its vines. You can also hurt it directly with Fire-based attacks.
Little volcanos that shoots a meteor which lands on a square and burns for a few seconds. Has a bad habit of recovering health.
This produces wind which will push you backward or forward no matter where you stand on the battle field. Alone, a WindBox is harmless, but it can interfere when you are fighting other enemies.
A little spaceship. These attempt to line up with you, then toss out a spike-edged disc which extends for three squares and returns. These discs can do multiple hits of damage both coming and going, so they can really chew you up if you get yourself in the way.
Another version of the Yort.