Not all chips are included here. This lists mostly chips which were introduced in this game, and even then, only ones which have some applicable commentary. Some of the chips which were already mentioned in the Data Base sections of previous games I do not bother to repeat here, to save space.
This places a plane on the field on the panel in front of you. For several seconds, the plane automatically shoots its gatling gun at the enemies, then it disappears.
This places a statue on the panel in front of you. For as long as the statue lasts, it causes the HP of all enemies to steadily decrease, like a poison. Note that this cannot affect enemies that are immune to normal attacks—for example, Mettaurs will not be harmed while their helmets are down. The Anubis seems to have a time limit, after which it will disappear on its own even if it’s not destroyed by enemy attacks.
Needles fall randomly from the sky at up to three different enemies. This automatically aims on the tiles where the enemies are standing; however, enemies that are moving tend to avoid the damage because the needles do not change their aim once they start falling.
A starfish moves forward, waving up and down on three rows (only two if you are on the upper or lower row). It can encase enemies in bubbles but it also does damage, so it might outright destroy things. Note that this will hit every panel on the enemy’s side, but that only guarantees a hit if the enemy doesn’t move. If the opponent moves, he might be able to dodge it depending on how he moves.
Tosses a bomb three tiles forward. If the bomb lands on an empty tile, it sits there until it is hit with a Fire-based attack, in which case it explodes, damaging all tiles on that side of the field. If it lands on a Fire-based enemy directly (or on a lava tile), it explodes immediately. Otherwise, it simply damages that enemy and disappears. The limitation of the steps required to get this bomb to explode may at first make it seem fairly unusable, but with the Tag Chip system, you can pair it with a Fire-based chip all ready to set it off (or use a Fire-based Cross Change). Note that the explosion itself is also Fire-based damage.
The flight path of this boomerang is the same here as in other games, but it now does more damage. Also, it creates grass panels on the enemy’s side where it touches. (Too bad it doesn’t also create them on your side; you could use them to regenerate health using a Wood-based Cross.)
When you use this chip, you get target cursors that move rapidly around the battle field (even on your side). Press A to stop the cursors and use the chip on the squares that are marked. Note that you can’t hurt yourself with this chip even if you target yourself.
MegaMan holds out his hand and a BombCorn head appears on his arm like a corn cannon. This automatically hits the tiles that the enemies are on, but only on the row in front of you. The panels that are hit turn into grass panels. This can do multiple hits of damage.
This chip sends a brief stream of lightning across the screen. This hits all panels between you and the edge of the screen regardless of where you are positioned on the field.
This shoots sonic waves forward 2 tiles that hits a T-shaped formation. This can stun enemies that it strikes.
I figured the AntiFire
category of chips from the previous game would be toned down for this one. Boy, was I wrong. Instead, they made a chip that is even more powerful. ElemTrap is AntiFire, AntiWood, AntiElec, and AntiWatr all rolled into one chip, plus it adds 40 more total damage on top of that (and it’s not even a Mega-class chip). This thing is almost better than a Guardian
. ElemTrap will trigger off any
elemental attack that your opponent uses, and counterattack by hitting all enemies on the field with an attack of that Element. Fairly universal; just don’t use this on a ScarCrow because it’ll heal him (unless you trigger it off somebody else’s attack instead, of course).
This shoots a 3-tile blast similar to FireMan’s flamethrower. Aside from simply doing damage, it also cracks the three panels that it strikes. This can do multiple hits of damage on enemies if they try to move while they’re in the blast.
This slams a fist on the ground on the first row of the enemy’s area, damaging three tiles in a column: one above the first and one below it (along with the panel the fist hits, of course). It cracks panels and can get through some guards.
This chip sends an Armadill rolling forward. This is a guard-break attack that can get through shielded enemies. A great choice against foes that you are having a hard time hitting because your attacks are bouncing off.
Also Known As: LifeAura
This legacy chip from the LifeVirus negates all damage done to you that is less than 200. This is per hit, not accumulative, so it doesn’t matter how many hits you take that are less than that amount. If you suffer an attack that is over 200, you don’t take the damage from that 200, but the aura falls and it can’t be replaced without using another LifeAura chip (which, given its MB size, you likely won’t have in your Folder). So this chip is a one-shot deal; however, given that most viruses can’t actually muster an attack that is over 200 AT, it does make you near invincible against many things. Just note that the LifeAura appears to have a time limit, so if you’re fighting a very long battle, it might not last forever. It can also be blown away by a Wind attack, like any barrier or aura.
Fires multiple rapid-fire shots along the row that has the nearest enemy. If it defeats all enemies on that row, it’ll move on to the next one. Seems to have a limit of 3 rows of range, however, meaning if the enemies have more than three rows to their name, it will only hit the first three.
This chip automatically slashes every enemy that is currently paralyzed, no matter where they are on the field. So you could, say, set off a FlshBom1 and then use this chip, and all of the foes who got hit by the bomb will take damage.
Using this chip produces a Mettaur shield in front of MegaMan for a few brief seconds. If certain shots hit the shield (it won’t work for everything), the shot is blocked and turned into a shockwave which shoots forward. The shockwave can hit multiple enemies if they are all lined up on the same row with you.
This shoots lots of arrows almost end-to-end across the field. I think you get more arrows the farther to the left that you are on the screen when you shoot, but it may be an optical illusion. You can get multiple hits rapidly on enemies with this because of how fast it fires.
Similar to a Guardian, this throws a voodoo doll on the screen 3 panels ahead of you. The tile that the doll lands on (assuming it’s not occupied) becomes a poison panel. If someone destroys the doll, they are hit with a counterattack. This can hit multiple enemies, but the damage depends on the attack that destroyed it, so it’s not as dependable as a Guardian.
This is similar to the ShockWav chips that the Mettaurs used to give. This produces a shockwave that normally travels forward, but it can also go diagonally to head toward an enemy if needed. It favors going forward first, however, if there is an enemy anywhere in that row. The shockwave can hit multiple enemies if they are all in its path, but it doesn’t go out of its way to aim for more than one enemy. Like all shockwaves, this cannot pass over holes.
This adds a property to the chip that you selected before the capsule, similar to using Atk+10 and so forth. For the white version, it adds a paralyze effect to your attack.
Note: All Japanese names are listed given name first, family name last.
This section necessarily contains spoilers. Do not read further if you do not want certain aspects of the game’s plot to be revealed.
Also Known As: Net (Netto) Hikari
Your typical sixth-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. He’s the same age as Lan, but acts quite a bit more mature. MegaMan and Lan get along like brothers—both the good aspects and the bad.
Lan’s new friend in his new school. Mick likes to act tough, so he has a hard time showing his emotions.
Another of Lan’s new classmates; Tab’s family runs the chip shop in Central Town, so he’s often found working in the family store.
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: Barrel, Beryl
Once a commander of a special group of Net Battlers to take on Regal and Nebula. He met Lan during that operation, when the two were allies, but now...
Also Known As: Wily, Mr. Wily
The original leader of the World Three (WWW). A rather insane man who wants nothing more than to delete the entire network.
Cain is both the Cyber City mayor and the principal of Lan’s school. His grandfather created Falzar.
This mysterious girl keeps turning up in Lan’s path, but rarely says much to him.
Also Known As: Enzan Ijuuin, Chaud Blaze
Chaud is an Official Net Battler—a member of an authoritative group that fights Net crime. He takes his job very seriously and gets irritated by any unauthorized interference.
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: 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.
Dex’s Navi matches his enthusiasm for Net Battling. He likes to think he is tough and throws all of his heart into his battles.
Also Known As: Yaito Ayanokouji, Yai Ayano
This rich sixth-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.
This operator loves trains and wants to build a passenger rail line in Cyber City, but he’s faced with competition from the LevBus service already in place.
The wife of Count Zap; she is trying to restore the reputation of the Zap name after her husband was arrested.
This man used to be an animal trainer at the aquarium before he lost his job for being cruel to the animals.
He looks like a she. This is a professional assassin (though the game never uses that word that I know of). He and his Navi are killers for hire who chase down and delete the Navis they have been sent to eliminate.
TomahawkMan’s operator is from the same place as Raoul, and he fights with the same honor-bound ferocity.
Lan’s homeroom teacher at his new school who has a big sense of humor and knows karate.
A teacher at Lan’s school, although you’d never know it from looking at him. He speaks much about being one with the wind.
Also Known As: Kenichi Hino, Hinoken
The man of Fire-based Navis returns. Just too bad he doesn’t have FireMan. He’s in Lan’s school this time, teaching courses on using Fire in battle.
Not a whole lot is known about this construction operator except that his Navi is really good at drilling things.
DustMan’s operator is a recycling geek. He wanted his Navi to become the Expo Operator Navi so that they could tell everyone about recycling.
Lan’s new Home Ec teacher. She was once a chef in YumLand and has decided to become a teacher for a time.
The man who was the principal creator of the JudgeTree. He once loved justice, but at some point has decided that true justice is unobtainable.
A woman Lan knows from the past who has taken a job as a student teacher in Lan’s new school.
A WWW lackey who seems loyal to Baryl, but plots on the side to overturn his boss.
Not much is known about this woman who has the distinction of being the operator of CircusMan, the Navi who installed a stolen program and absorbed a Cybeast.
This section describes how the Navis operate when you are operating them. If you want to know how to fight against them, see the Net Navis
His special chip tosses magma on a group of panels near the enemies. His charged attack causes him to charge forward all the way off the screen (or until he hits an obstacle), doing multiple hits of damage on that row. Both of these are Fire-based.
His chip is DustBrk. It sucks an enemy in, then he slams the enemy. (Make sure you’re standing on the far right panel on your side first or he’ll miss because the enemy can’t enter your area.) He charges fairly slowly; his charged attack sends garbage flying forward; when it reaches either the enemy, or the last panel on the edge of the field, it slams the ground and cracks the panel.
His special chip is basically an Electric-based StepSwrd. His charged shots take a while to charge, but seem to hit anywhere on the screen. However, enemies that move can avoid the attack. The panel below the lightning flashes first, then it hits a moment later. ElecMan’s charged shots crack panels.
His charged shot hits two rows in front of him; it won’t strike things directly in front of him. It also comes out slowly. But it seems to have basically WideSwrd width. His special chip shoots a laser of rotating circles forward. It only does 50 damage but it paralyzes targets for its duration (but really it’s better if they move so they can get hit multiple times...).
His special chip is where he charges forward with his drills extended for about 3 panels. He charges up his buster slowly, but when you shoot, he fires three drills (actually, he shoots his head and arms), one down the center, and one on the row above him and the row below. I believe the drills are guard-break attacks.
His charged shot is in a rotated T-shape, similar to ShadeMan’s chip, which means he can’t hit the back row. (Kind of makes me wish I had FireMan instead.)
His special chip causes him to spin like a top and move in a square shape two tiles forward, then up and back. His charged shot causes him to toss three daggers forward on the three rows surrounding him. It comes out slowly and does low damage; however, each dagger can do multiple hits while it’s spinning, before it shoots forward.
His special chip is named DripShwr and causes SpoutMan to blip three tiles forward, then spin around tossing water. (This chip is wasted if he can’t move because his destination tile is blocked.) His charged shot tosses a bubble forward; it hits two tiles in front of SpoutMan, bursting into bubbles that hit two tiles, and cracks the first panel it hits (the one it strikes directly). SpoutMan can walk on ice panels without sliding.
His special chip during battle is FTornado. It produces tornadoes on all enemies automatically and does some damage to him. TenguMan’s charged attack is—believe it or not—his nose, which extends out about 3 tiles ahead of him. TenguMan can move freely on the battle field, even over holes.
He’s a Wood type, of course, so he regenerates on grass panels and is weak against Fire. He charges very slowly, but his charged attack has the range of a LifeSword and does good damage. His special chip is a ETomahwk which turns all of the panels in a line in front of TomahawkMan into holes.
Note: Most hidden bosses are not yet listed here.
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’s main attacks are a rapid-fire cannon that hits seemingly random tiles, and two purple wheels which start on the upper and lower rows, but will merge together onto the middle row if you are standing there. However, Bass can also use various Battle Chips as well as a LifeSword type attack. The easiest way to take out Bass is to wait until he is about to attack, then immediately interrupt him (either with a Battle Chip, or a strong enough charged shot, such as from one of your Cross Changes).
This battle is always fought with some blocks on the field; this is because he uses that same ember attack that he used on the overworld, and like before, you avoid it by hiding behind the blocks. (You can also simply knock him out of the attack.) Aside from that, he can also send a burst of flame along the ground which is also stopped by the blocks. Furthermore, he can produce a horizontal spiral of flames that shoots forward. He “charges up” (with flames) before most of his attacks, and you can knock him out of them with a good enough blow.
He charges forward down the middle row with two objects on the other two rows. You can interrupt him while he’s doing this. Sometimes he charges by and tosses magma as he goes. Since he tends to charge on your row, it’s pretty easy to defeat him if you can charge up your buster fast enough to keep interrupting him over and over.
He jumps around and attacks after most jumps. One attack is two hands on your side that slap together, covering three panels in a column (move sideways to avoid it). Another is a ring of fire that appears in front of you, shoots a fiery animal, then moves to your new location (if you’ve moved) so that it’s lined up with you again, and shoots again. (Move up or down to dodge this.) He can also appear on your side of the field, but just dodge him and nothing will happen. (He’ll trap you in a cage if you don’t dodge in time.) Like most Navis, you can knock CircusMan out of attacks if you hit him well enough.
He spends a lot of time “underwater” while missiles shoot down two rows, leaving you only one row to dodge. Occasionally he comes up for air so to speak, and that’s when you can hit him. Sometimes he forms a big wave that covers about 6 panels; you can see the panels flash first so you know where it will hit. And he can toss a spiked bomb that arcs and hits your panel.
He blips around, and his charged attack (though he doesn’t have to really charge for it here) is pretty much the same as when you use him. He can also toss out a lot of blocks rapidly forward, so don’t stay lined up with him when he does this. And he can do his special chip attack, sucking you in and then slamming you if you don’t move. A lot of panels get cracked during this battle, so AirShoes would help. He’s weak against Cursor-type chips.
He slides from panel to panel, and can use his StepSwrd-style sword slash. He can also form two spark plugs on your side of the field. Later he can activate them by shooting at them, which causes the plugs to also shoot straight up and down. You can destroy the plugs by shooting them. When ElecMan uses his lightning attack, it first shows you the pattern of panels that it will hit, then he attacks. (Or you can interrupt him before his attack even goes off...)
His primary attack are two tornados that basically follow the Boomer
path, meaning you are safe standing on the two tiles on the right side of the row in the middle of the field. However, ElementMan also changes colors, and based on his current color, he changes his attacks and weakness. For example, green is Wood, weak against Fire, and he uses a WoodTwr style attack. Orange-red is Fire, weak against Aqua, and he uses meteors that track your location. And so forth. He moves around a lot, so try to hit him when he pauses to attack. Note: ElementMan is not strong against the Elements he switches to. So you can use ElemTraps on him. They won’t trigger on his tornados (which are Wind-based), but they will trigger on most everything else he does, and damage him.
Also Known As: KillerMan.EXE
He sends smokey ghosts down each of the three rows, but slowly enough that you can move up or down to avoid them. He can also slash, of course. You can interrupt the slash, but not the ghosts; they seem to come no matter what’s happening to EraseMan. But you can destroy the ghosts. He slashes from two rows away so that he hits you (since he has the same restriction as when you use him).
He blips around, and then disappears and drills up on the panel under your feet (so move). Once he does this, the panel turns into a hole. He can also send two drills forward across your side. And he can charge up for an attack where, once he hits the far side of the field, boulders will drop from above. He seems to attempt to not stay lined up with you.
One of his attacks is an Electric-based whip of light that extends about 3 tiles. Also, he can create two books (with teeth) on two rows that move toward you. Finally, he can form a giant book on the left side of his area. It moves up and down slowly and uses various virus attacks based on the image that you see on the pages.
Also Known As: Blues.EXE
He blips around more freely in this game, not favoring the back row anymore. Among his selection of swords are a 3-panel LongSwrd, a WideSwrd, and a plus-shaped swing. He can also use a dashing attack that strikes an X-shaped diagonal path; this is signaled by a “ting” sound and graphic effect that you can watch out for.
He sort of fazes from panel to panel. When he suddenly starts moving quickly, he’s about to do his top-spin attack or a slash attack (similar to a StepSwrd). Or he might throw daggers, but it seems he only throws them on two rows at a time. You can destroy the daggers with an attack of enough damage.
Also Known As: AquaMan.EXE
He uses the same Bubbler style charged shot as when you operate him, except it doesn’t crack panels. He can also attack using a hose, of all things. Watch out for his spin attack; circle around him to dodge it.
He blips around from tile to tile, and uses his nose attack. He can also form three tornados on your side of the field; they will appear, pause, then move up or down across the field and disappear. Seriously, the easiest way to get rid of this guy is to fill your Folder with swords and AreaGrabs, then form a LifeSword Program Advance and whack him with it.
He has a bird totem behind him. Sometimes the bird flies forward (it marks the tiles first so you get warning). TomahawkMan himself moves by blipping from tile to tile, and he can use his LifeSword-sized axe swing. He can also throw his axe and hit three tiles in a column. His axe swings are considered Wood-based attacks, just like when you use him.
I’m listing only one variation of each enemy, unless I have specific commentary on another version. (Most variations simply increase the HP and attack power of the enemy in question, although some have significantly different effects.) Also, not all viruses are covered here.
An armadillo that moves up and down until he lines up with you, then he rolls forward about 3 panels, and rolls back. (The higher level versions roll further.) They cannot be harmed by most attacks while rolling. This property can sometimes make it a little difficult to hack away at its relatively high HP. Try using chips that don’t require you to line up on the same row as the Armadill, so that you can strike it while it is not rolling. Also, Armadills cannot roll over holes or through other objects, so you can use these to defend yourself. Finally, try using guard-break chips on them.
Kind of like a cross between a mushroom and a cowboy hat. This thing tosses flash bombs onto your side of the field; if the bomb goes off, you’re paralyzed for a few moments. You can destroy the bomb before it blows by shooting it, but you only have a few seconds to do it, so be quick.
This is basically a Shadow. As far as I have been able to determine, this thing can only be hurt by swords. Even piercing attacks like the Guardian won’t touch it. If you are in an area where you know these are likely to turn up, make sure to have some swords in your folder. Once you have that requirement met, these viruses are fairly easy to handle. They tend to stay one column away from you, either in front of you or behind you, and occasionally slash with their swords. You can move around to get them to change position if they are in a bad place.
They move rapidly back and forth horizontally, and occasionally toss two popcorn bombs that hit the panels that flash. (One panel is always where you are standing, and the second is a random panel nearby.) These viruses seem to get stuck if you remove or block one of the panels in their row. Instead of attacking, the BombCorn will just move back and forth in the two tiles that are left, doing nothing.
This is a tank which moves relentlessly forward, one panel at a time. It can even move into your space, turning your panels into enemy panels. When it stops, it will fire a TankCan forward which will knock you back if it hits you, and if it doesn’t, it will blow up on the last row, damaging you if you are standing there.
Champy teleports right in front of you when you line up with its row, then punches. If it can’t go to that tile (because it’s occupied or it’s a hole or something), the Champy won’t move. Also, Champy does nothing as long as you are not lined up with it. So you can decide when to trigger its attack. The easiest way to deal with it is to use a chip that does not require you to be lined up with the Champy. Or, you can line up with it and either whack it just as it appears (before it can hit you), or take a step back and blast it from there.
This virus just sits there for a while, then after a few moments it will slam a fist into the ground on your side, damaging and cracking 3 tiles in a column. A Cragger’s attacks aren’t very deadly, but it has a healthy amount of HP and very high defense which will lower the amount of damage that you do to it. Plus, the more time you spend pecking away at it, the fewer tiles you will have left on your side that aren’t cracked or holes. For best results, knock out the Cragger with a guard-break attack.
It blips around and fires small sparking spheres forward. The spheres head straight, then turn once up or down to track you. The DarkMech’s attacks paralyze you if they hit. If you get paralyzed, the DarkMech will then jump forward and try to slash you with its twin swords. This is where the big damage comes in. Naturally, you can avoid this by avoiding being paralyzed.
There are several variations of this; actually, the earth one is more like a fire one, because it does Fire-based damage and is weak against Aqua. Anyway, this thing will occasionally leave its jar and shoot along the columns on your side of the field. It comes down the column you were standing on, then turns and goes up the next column. Move sideways to avoid it.
These planes move forward across your side of the field, then loop around to their side of the field to do it all over again. The higher level ones will change rows so that they are lined up with you; lower ones will simply stay on the same row all the time. At times one will stop and shoot a gatling gun that hits every tile on your side of the field one by one, down one column and over to the next, from right to left. You can place an object on the row of one of these planes to prevent it from flying into your side of the field.
These stationary cannons wait until you line up with them, then try to target you with their moving target cursor. Once they obtain target-lock, they fire several shots rapidly. Some variations of this hit the entire row; others just strike the specific panel that was targeted. You can avoid taking damage from this thing entirely by simply not lining yourself up with the row that the Gunner is on.
There are several variations of this for the different Elements. These things are protected by an aura (although in this game it doesn’t show a value), but you can knock it off with a strong enough attack or an Electric-based attack. To attack, they position themselves on a row and shoot their heads forward about three panels. While the head is outside the aura, you can damage it normally. So if, for some reason, you can’t take down the aura, this is another option for defeating them.
A candle which sits still for a few moments, then causes fire to appear on your side of the field in a square formation. If you use a Wind attack on this thing, you blow out its flame and it can’t do anything. It is still considered Fire-based, however, even when it’s not burning. Note that this candle is immune to Fire and can’t be harmed by most Fire-based attacks.
These viruses remain still and don’t attack until they take damage; then they send bees after you. The bees damage you without making your Navi flinch, which can be both good and bad. They won’t knock you out of attacks, but because you don’t recoil, you can take multiple hits of damage very rapidly. It’s best to delete the HonyBmbr in one hit; try a Fire chip.
This is a weird one. For its attack, it moves to your side of the field and damages the eight tiles immediately surrounding it. But that’s the normal part. Its HP is measured in degrees Celsius. It starts at 0° and as you damage it, the temperature goes up. But it is constantly cooling at a rate faster even than a Wood virus standing on grass panels. So the best way to take care of it is to hit it with a strong chip attack or a Fire-based attack. When you get its HP around 100, it will overheat and boil over. Note that its dying gasp is also an attack, so stay away from it when you blow it up. (On the other hand, it can damage other enemies around it when it blows, which can be a nice bonus.)
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. The direction of the line changes whenever it attacks, and occasionally at other times as well.
These classic enemies attempt to line themselves up with MegaMan, then they attack with a shockwave. Their attack cannot cross holes; also, if they are blocked and cannot line themselves up with you, they simply attack where they are. The higher level versions of the Mettaur virus will hide under their helmets and cannot be harmed by most attacks while their helmets are down. Having said that, they raise their helmets to attack. If there are multiple Mettaurs on the battle field, they will attack one at a time rather than simultaneously. However, a lone Mettaur will attack constantly and therefore is always vulnerable.
These guys move slowly in circles and blow streams of fire 3 panels in front of them. The more powerful variations will also crack the tiles that they hit, just like the chip.
Fish that move up and down in their column, sending out target cursors. If any one Piranha’s cursor locks onto you, then all of the Piranhas on the field will fire. This is something to watch out for. Otherwise, Piranhas are not that deadly because you merely have to avoid being targeted, and they will not attack. Piranhas shoot arrows straight forward when they get a target lock.
This fish remains stationary and lobs spikes at you. With every hit that it takes, it puffs up more and shoots faster, up to a maximum size after about three hits where it shoots needles almost constantly. It’s best to avoid damaging these things until you are ready to delete them, and then go all out and delete them quickly.
Nasty critters. PulsBulbs can only be hurt by most attacks when they are themselves attacking (try a guard-break attack on them otherwise). When they line up with you, they spout a “!” mark and quickly move forward to the panel that’s just in front of you. Then they attack with a sonic blast in a T-shape formation that is similar to what ShadeMan uses. Some versions of this paralyze you if you are hit by their beams; others blind you, and so forth.
Looks like a round prison escapee. It jumps around, trying to line up with you, and when it lands it produces a shockwave like the Mettaur attacks. Some versions of this shake the ground slightly when they land, which can prevent you from dodging in time, so be careful.
This one’s funny. It sits still for a few moments, then it’ll actually hit itself with a lightning bolt (the tile underneath it will flash beforehand and everything). The lightning heals it instead of damaging it because this enemy absorbs Electric. (Note that this applies to anything you throw at it as well, so don’t use Electric attacks on this thing.) After striking itself with the bolt, it then sends a stream of electricity across the field horizontally. ScarCrows are fairly easy to avoid, but once you commit to attacking one, delete it quickly or it will simply regain all of its health back.
These strange viruses like to hide behind objects like rocks, and they get stressed out if there is nothing on the field for them to duck behind. When they attack, they attempt to move to your row, and then they toss a log that rolls across your area. The logs can’t go over holes.
At first this looks like a puddle on the ground. It is basically a sand snake and it moves around the enemy field, “swimming” in arcs from one panel to the next. Eventually it will move to your side of the field as well, attempting to bodily hit you.
Alone, this enemy is not very bothersome, but when it is paired with other viruses, it can be deadly. This guy just sits there and shoots bubbles. The bubbles move straight forward, then turn once and go up or down off the screen. If you get caught in a bubble, you cannot move until you break free, plus you become weak against Electric attacks. Being caught at the wrong time is where this virus will kill you. Try to avoid it.
This classic enemy moves slowly forward as far as it can go, then it moves up and down trying to line up with you. If it reaches either LongSwrd or WideSwrd range, it will swing. Sometimes this virus comes with an AreaGrab chip; when you have only two columns to your side, there is no safe place to stand and you will have to actively dodge. Otherwise, you can avoid a Swordy’s attacks by merely being in the farthest column to the left on your side of the field.
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. WindBoxes can blow away your barriers and auras, so don’t bother using them when a WindBox is on the field.