Not all weapons are listed here, but this is a start.
Decent attack and charge speed, and as a bonus, this one also blinds enemies. This doesn’t have a huge effect, but blinded enemies tend to not attack and sometimes will even wander randomly.
This is a deceptively useful weapon. Why do you need to worry about charging up when you can just rapid-fire enemies to death?
When you hit something with a charged shot, there is a slight chance of the enemy being encased in a bubble.
This one pretty much replaces the StarHoop completely.
This weapon guarantees winning a Battle Card from every virus battle, regardless of your Busting Level. Its stats aren’t all that great, but when you have this weapon equipped, your performance doesn’t matter anyway.
This one doesn’t have very high attack power, but its charged shots have a chance at poisoning your target. This causes their HP to gradually drop, like when standing on poison panels. This can add up to a lot of damage over time, and is particularly useful against enemies that are hard to damage (though in that case, actually poisoning them in the first place might be a challenge too).
This weapon has a slight chance of confusing an enemy when you hit it with a charged shot. Thus it has a relatively high Charge rating, so that you can charge more rapidly.
One of the best weapons in the game for pure attack power. It has no special effects, however.
A charged shot may freeze foes or encase them in a bubble. This has what seems to be a near fifty percent chance at activating, but considering how late in the game you get it, plus its substandard stats, and most importantly the fact that you can’t get its special effect while using a Tribe On form...means its usefulness is limited.
This weapon has a chance at paralyzing an enemy when you hit it with a charged shot. It has a low charge speed, however.
Standard weapon that you begin the game with.
A pretty decent weapon as long as you don’t need your charged shots. With the high Rapid and even a slight boost to Attack power, you will be able to rapid-fire enemies to death.
Perfectly balanced stats make this weapon useful early in the game, until you start finding weapons with higher values.
One of the highest attack powers available. Despite the in-game description, this weapon is not melee only, but is just a plain buster that can also hit ranged enemies.
This one has balanced stats and also has a chance at freezing an enemy that you strike with a charged shot. Note that these secondary effects don’t seem to occur if you are using a Tribe On form or other transformation that alters your charged shots.
Win only Zenny after battles. The stats aren’t all that bad either. Still, since you tend to win Zenny anyway, and because Battle Cards are usually a better prize to begin with, this one’s value is limited to those times when you only care about gathering lots of Zenny fast.
You charge up really fast with this. It has a slight boost to attack power as well. If you want to use charged shots, this weapon is for you.
Not all cards are included here. This lists mostly cards which have some applicable commentary. Also, I list only one variation of cards with sequential numbers. (For more Battle Card listings, see the previous game
as some of those cards reappear here.)
This lays a mine somewhere on the enemy’s side of the field. (This can be anywhere, including the row directly in front of you.) If an enemy later moves onto the tile that the mine is on, the mine blows up, damaging the entire field. Since this hits all enemies, it’s a pretty good deal, though it can be tough to get enemies to trigger it depending on where the mine gets placed.
The hat moves along the right side of the battle field, across the back row, and then down the left side. Thus, this card hits all of the panels on the field except for the center tiles. This can be a useful indirect attack, particularly if you can bait the enemies into standing where they will be struck by the hat.
Similar to the ProtoMan
chip from way back in the Battle Network
days, this one causes MegaMan to blip rapidly in front of up to three enemies on the field and slash at them. (If there aren’t three different enemies that he can reach, he’ll hit some enemies multiple times.) MegaMan always makes three slashes and then returns to his previous spot. This card is helpful but sometimes dangerous to use because as with any such attack, MegaMan has a habit of flinging himself straight into enemy attacks. (Try coupling this with an Invisible card.)
Despite its name, this is a simple flamethrower attack forward. It hits three panels, which means it will not strike the rear row of the battle field by default. You would have to lock on first in order to hit the back row. Later versions of this do branch out a little, making them more useful.
This card immediately deletes any virus that has 250 or less HP, or a boss that has 500 or less HP. A useful card since most viruses don’t have 250 HP to begin with; you can wipe out an entire field of viruses right at the start of the battle with this. For bosses, leave the card in your Custom Screen until you get the boss down to 500 HP or below, then finish it off with this.
MegaMan rolls a green carpet forward that leaves grass panels behind wherever it touches. This is a two-column attack; as such, your best bet is to use it from one of the sides so that you can completely control which of the two columns are hit. (There are, of course, other variations of this, such as carpets that leave behind ice or poison panels instead of grass.)
A toned-down version of the card from the Battle Network era. This places a Murian statue on the stage. By default the statue appears right in front of you, though it seems you can press buttons on the control pad while the screen fades to control where it gets placed. In theory, an enemy who hits this statue will trigger a counterattack which strikes most enemies on the screen with a paralyzing attack. However, sadly too many enemies will just flat-out destroy the Guardian without triggering its retaliation to make this card overly useful.
This hits the panel directly in front of you. Relatively limited in usefulness because of its short range; you can improve this a bit with the lock-on maneuver. If you hit someone with this, you may knock him backward.
This is kind of a risky card to use, because it sends MegaMan shooting straight forward down his row all the way to the end of the battle field. Because this is a bodily attack, you may take damage along the way. On the other hand, this attack is piercing and can damage enemies that would otherwise block your attack. Also, as a side effect, this card turns to ice all panels that MegaMan travels over.
This is the BlkBomb from previous games. When you use this card, MegaMan tosses a bomb onto the field. Any Fire-based attack that hits it will set off the bomb, which explodes impressively to hit all of the enemies around it. Note that if you throw this directly onto a normal enemy, it will simply damage him and go away, but if the bomb lands on a Fire-based enemy, it will damage that enemy and set off the bomb, for quite pleasing results.
This is a five-shot rapid-fire gun. Each hit does damage separately, so you actually need to multiply the AT by five. Weapons like this are useful when coupled with anything that increases damage, such as an Attack+10, because the damage increase is per hit.
This card hits all of the panels in the two rows in front of you with needles. Because of its limited range, you may need to lock-on to make any use of this one.
This one dims the screen and piranhas attack all enemies on the screen. Generally about three or four piranhas will hit each enemy; however, it seems to exact number depends on how many enemies there are. Fewer enemies seem to be hit overall with more piranhas.
Three little spiny balls drop down onto the second row ahead of you, then bounce away from you. This, therefore, misses the row that is immediately adjacent to you. Once each spiny hits something, it disappears, so this won’t strike something that is behind something else.
This one moves forward two panels, and then spins rapidly, hitting all enemies in the tiles around it for up to four hits. If the scythe strikes an enemy before it reaches its destination panel, it does one hit of damage to that enemy and simply vanishes. You cannot lock-on with this card (it appears to be working, but the scythe still goes to the same spot as always) which means this weapon cannot hit the back row of the battle field.
MegaMan rolls a snowball forward. This dims the screen and pauses all action, so once you line up for the shot, you can guarantee you’ll hit whoever happens to be in the way at that moment. The snowball is not stopped when it strikes something, but keeps rolling until it goes off the end of the battle field.
Obtained From: AirSquirm
This is a fun one. It picks up every ice panel on the battle field and flings it at the enemies. This can hit foes regardless of where they are on the field and does its stated damage per ice panel on the field. Obviously, couple this one with cards that change panels to ice in order to make the best use of it.
This one automatically seeks out the enemy with the highest HP, and blasts him with a three-shot twin laser. Enemies that move around rapidly might avoid some or all of the damage from this card.
This pauses the screen and a three-panel target cursor begins moving along each row of the battle field. When the target cursor reaches the end of the field, it starts again at the row immediately in front of you. Press
to stop the cursor and zap the highlighted row. This does multiple hits and can be good for hitting an enemy without being lined up with him.
Note: All Japanese names are listed given name first, family name last.
Also Known As: Subaru Hoshikawa
An elementary school boy who lost his father in the Peace space station incident. For years afterward he refused to make friends, afraid of being hurt again. That experience has taught him the value of friendship. He can fuse with Omega-Xis to become MegaMan.
Also Known As: War-Rock
An AM-ian who fled to Earth and encountered Geo. Omega-Xis, nicknamed “Mega,” enjoys fighting, but is gradually learning how to cooperate with Geo to fight for the right reasons.
Also Known As: Luna Shirogane
One of Geo’s classmates, and the class president (nicknamed “Prez”). A natural leader, she acts brash to hide her insecurity, and she has a crush on “MegaMan” even though she knows that MegaMan is really Geo.
Also Known As: Gonta Ushijima
One of Luna’s sidekicks who loves to eat and depends mostly on his strength to solve problems.
Also Known As: Kizamaro Saishoin
Luna’s other sidekick. He is the smallest of the three and is very self-conscious of his height. What he lacks in physical strength, he makes up for with his love of knowledge.
Also Known As: Misora Hibiki
This girl became a famous singer at a young age. She is friends with Geo and can fuse with Lyra to become Harp Note.
Also Known As: Daigo Hoshikawa
Geo’s father helped developed the original Transers. However, something happened to the space station he was on, and he subsequently vanished.
Also Known As: Akane Hoshikawa
Geo’s mother is rarely seen around the house because she must work in her husband’s absence.
Also Known As: Mamoru Amachi
A friend and former coworker of Geo’s father who now works at AMAKEN. He still holds hope that Kelvin will someday return alive.
The scientist who invented Matter Waves, she disappeared after a time and then finally reappeared during her attempted conquest of the world.
This Matter Wave being is Vega’s closest and most trusted confidant. He would die to protect her.
This man loves a stage and seems to consider all of life to be a script. He works loyally for Vega.
The last known descendant of the ancient Mu civilization. He can Wave Change without the help of an EM body, and he calls his wave form “Rogue.”
Also Known As: Heiji Goyoda
This detective of the Satella Police force investigates various “incidents” in which EM waves are involved.
A television reporter who is so focused on the ratings for his World Mysteries show that he’ll do just about anything to increase them.
More commonly called Richie, this guy thinks that “hostile takeover” is a valid way of expanding a business.
The leader of the Whazzap people who wants to see his tiny country grow and prosper—regardless of the cost.
Note: All HP and AT levels are for the first time you encounter the boss and may not apply to subsequent battles.
He moves around sending bubbles down each row. You can shoot the bubbles to destroy them but they block your shots from hitting the boss himself. Also, some bubbles have crabs in them which dart toward you when released; you can blast these as well. Sometimes CancerBubble sends his two claws at you; these hit two rows on one side, then on the other side, one after the other. Easiest way to deal with his claws is to knock him out of the attack (counter-hit him). And he can send a wave of water that hits your entire side and you have to block.
He doesn’t seem to like being lined up with you, which makes it hard to hit him with direct-attack cards. Try cards that auto-aim or otherwise hit him indirectly.
He disappears and reappears to move around. At times he will appear on the tile right in front of you and slash once or twice, disappearing and reappearing again between each slash. He can also open his cape and send what looks like a metal hand down the row toward you. He seems to favor disappearing right when you try to attack, annoyingly enough. One way to get around this is to shoot him after he performs an attack. Don’t forget to blast him with your buster whenever you don’t have any cards handy to use.
Later versions of this guy gain a black tornado that hit all of the blocks on your side; block or knock him out of it to avoid taking damage.
She blips around and can form speaker blocks on her side. Her basic attack involves her notes which fly forward from her speakers. Easy to dodge, but this stuns you if it hits. She can also snag you with a string that looks like a musical staff, and damage you for multiple hits. And she has another attack that can strike all three slots on your side, which means you either have to defend against it or knock her out of it. This attack confuses.
Hollow begins the battle with two rows of special panels. These panels summon various viruses to perform their attacks at you. The easiest way to deal with this is to use any card that changes panels to erase the special panels (I suggest GNullStage because that will also negate Hollow’s ability to shield himself—nice!). The special panels will regenerate after time, but this takes a while and you will be left in peace during that time.
Hollow himself occasionally gets a shield around himself which can block attacks, and he can fire lasers of various colors. Also, he can call lightning bolts down to hit random panels, some of them in your row, so watch for the flashing panels to dodge between them (or block). If you are using a Tribe On form, be careful what hits you here, because this battle can strike you with all sorts of different elements.
Kung Foo Kid
He moves around pretty quickly and then comes to your row and attacks with a punch or kick. He can also do a flying kick from one tile away into your row; this can hit diagonals. And he can duplicate himself so that three of him are standing in each of the three tiles in front of you, though only one is real, but all of them take turns attacking. Hit the real one (or just hit them all) with a strong enough attack to put a stop to this. (“Baa!”)
You mostly see the head of this thing, making him look like a snake. He dives down underneath the surface and reappears instead of blipping to move around. He can form blocks on the field which you can take out with cards like the JetSki. Sometimes the blocks move slowly sideways.
One of his attacks involves him shooting a beam of electricity from his mouth in a straight line forward. (This stuns if it hits.) He can also disappear and then two panels under you flash and he bites upward with his head. Finally, he can slap his fins and create a wave that travels forward covering all three rows; block this one. Notice though that the wave can carry along with it any of the boulders sitting on the field, and these will damage you even if you are blocking, so make sure you are standing on a free row.
Do a cross-fusion with Zerker here if you can.
She blips around, and she can send multiple snakes down multiple rows. The snakes can be destroyed but it takes more than a few hits to do it. You can also dodge between them if you are quick, or knock her out of the attack entirely. And she can fire twin lasers straight forward. She also has a slither attack where she moves forward quickly and hits two rows on your side. Stand in the opposite corner to avoid this.
He moves around really fast. Most of his attacks involve purple flame in some way. He can send purple flames along two rows, or come to your side and perform a rapid series of punches and kicks which ends with a flip-kick, or send purple fist-shaped shots rapid-fire down all rows. Most of this battle is just staying ahead of him, and watching out for which panels flash under your feet.
Once he has his sword (which he seems to get at around half health, give or take), he can do a 2x3 ground-slam attack which hits all your rows. He can also do a rapid-slash near the back row and send a WideWave-like slash forward down three columns (though only two columns are hit if he’s standing at the edge of the field).
He blips around as a way of moving. When Taurus hangs out in the back row, he will soon charge forward. He really telegraphs his moves so it’s easy to get out of the way unless you’re caught in the middle of doing an attack. He can also use an inverse T-shaped attack that hits all three panels on your side. Use your shield to get out of this one. He also punches on one panel on your side; dodge this one, don’t try to block it.
Later versions have a flame attack along the floor that is similar to a GrndWave, as well as the ability to slam the ground and strike various panels with flame blasts.
One of the more unusual bosses because he is flying, and thus the battle field is shortened. Having said this, the tiles are still there; you can even hit him with things like GrndWave or put up a TimeBomb and watch the bomb sit there in midair. So you can damage Condor with just about anything provided he is lined up for the shot.
Much of the time he dives off to the side and releases small birds that fly toward you along each row. They keep appearing over and over and shooting toward you like missiles. You can shoot them or dodge between them. Meanwhile Condor will float back up and fly sideways; this is a good time to hit him. After enough of this, Condor flies away again and then reappears back at the normal position, facing you.
He can also fire green lasers down rows; he shoots down the center with his mouth and down either side with his wings. (Note: I think it might be possible to hit his wings during this attack, and damage them.) He can also dive at you, zooming across and bodily hitting you. Then he zooms back from behind you. This hits all panels on two rows, leaving only one place that’s safe.
As he jumps around, large snowballs fall from above like boulders. Watch for the flashing panels so you know where to stand. He can also leap high into the air and slam down near you, doing a sort of foot stomp. You can tell when he’s doing this because two panels light up in front of you. If he starts pounding on his chest, this will cause waves of snow to approach you on all rows. You can shoot the snow but there is a lot of it, so you may want to block or hit him out of the attack with well-placed Battle Card.
For the viruses section, currently I’m listing only one variation of each enemy, unless I have specific commentary on another version. (The “G” versions are identical to their lesser-sized cousins except for HP and AT levels.) Also, not all viruses are catalogued here yet.
They look like ghosts with propellers on their heads. They don’t like being lined up with you, and tend to move away whenever you move onto their row, so quickly that not even a BsrkSwrd can keep up.
These things attack by blowing a tornado straight forward. This has a couple of curious properties. First, they seem to heal whenever they attack. Also, if there are any panels on the field that match the type of attack the AirSquiggle is doing, it will pick up two of those panels and fling them at you along the rows that it doesn’t hit with the tornado. This can seem to come out of nowhere, so you may want to block whenever one of these things attacks, even if you’re not lined up with it.
A cannon which shoots only when you are lined up with it. (Some variations shoot at any time, but they can only hit the row in front of them.) These cannons rapid-fire, which means AT is per hit.
This thing looks like a wacky crazy insane bomb. It usually is found at the back row of the battle field and moves slowly from side to side. After some time passes, it will race forward and cause an explosion on your side of the field, usually hitting all tiles on your side (though it depends on where it blows up).
The quickest and easiest way to take one of these out is to hit it with any Fire-based attack. This will result in the Bom exploding (regardless of its remaining HP) with the side benefit of also damaging any viruses that happen to be nearby. Just don’t use a FireSlash on one of these things, okay?
Ghosts that appear on one side, move sideways, and then fade away as they move. They cannot be harmed when they are faded. To attack, the ghost will appear in a spot in front of you and throw its hat down the row at you. For some versions of this virus this attack hits two rows; the hat flies forward, moves over one tile, and then boomerangs back.
This virus looks like a fireball with fists. It hops around and occasionally comes close to you and tries to uppercut you. Just stay out of its way and it shouldn’t give you too many troubles.
This virus with the flaming fists has two actual functions. First, it can dance, making its allies invulnerable like a Trumpy. The BubbaDance itself does not become invulnerable, so you can aim for it. Also, the BubbaDance can attack you directly using a flamethrower like its card.
This virus likes to not be lined up with you. It also moves around a lot. Because of this, you will need to use indirect attacks or use a piercing attack to strike the reaper through its scythe after it throws it. There is also a very small window of opportunity to hit the reaper right before it throws its scythe. Try counting how many times it moves before it attacks, then shoot immediately as it moves the final time, because it virtually always lines up with you in order to attack.
Reapers throw their scythes forward; a scythe pauses for a moment or two on a panel in front of the virus, then moves forward. Scythes block your shots and follow one of two directions: they can either go straight forward, or they can go diagonally. If you stand in the column that is right next to a scythe, it can’t hit you. You can also “bait” the scythes based on where you are standing while they are paused, right before they move.
A floating round eyeball. It moves around and when it attacks, it puts a targeting cursor on one of the panels on your side and then hits it multiple times. Try standing on a panel that is not lined up with the virus, wait until it targets, and then move away to hit the virus.
Some variations of this virus rotate as they moves around, and you can’t damage one normally when its backside is facing you. In these situations it’s best to wait until it stops to attack before trying to damage it.
A bird-like virus. They blip around quickly (matching their name) and spit little bullets out of their mouths forward. They favor not being lined up with you except when attacking, so try to use indirect attacks against them.
A tanooki with a leaf on its head. It seems to avoid lining up with you, but otherwise doesn’t appear to move much. When it attacks, it turns into MegaMan and uses a Battle Card such as a Sword. This is actually pretty cute. Note: Though they move away from you whenever you line yourself up with them, after they attack they will not move away immediately if you are already lined up with them when they return to their spot. They will move after a couple of seconds but this gives you a chance to get some shots in.
A virus that looks like a manhole cover with a water ghost underneath. It ducks down under its cover and slides around, then pops up and makes it rain on the panel where you were standing when it began its attack (so move). This virus can’t be hit by most attacks while it is ducked down, which means it can only be hurt while it is attacking. Stand on a tile that is away from where you need to be to strike the virus, then when it rains, quickly move over and attack the virus.
This virus looks like a saw blade with four hands, two red and two blue. It moves back and forth to stay lined up with you and doesn’t take damage from normal attacks. Its black hole attack can damage you from wherever you are. It can also throw planets at you (no joke).
You can only hurt this thing with sword-type attacks. You can also kill it with its own weapon, the BlackHole card. Once you have deleted all the other viruses in the battle, just wait for it to start to attack, then quickly move to the side and then block to avoid damage while waiting on an appropriate card to come up. Note: Some Grabity variations are vulnerable to Poison panels despite the fact that they are floating, so you can also hack away at their HP that way.
Rabbits that hop around, then stop when they are lined up with you and ski forward. This is a direct-contact attack and so you can’t block it. You will have to dodge instead.
A Roader, in reference to the classic series. It moves forward and back in its row, heading toward you and then away from you again. Not really difficult to deal with when you keep an eye on its position; however, because it is a direct-body contact attack, you cannot block with your shield, so you have to make sure to dodge out of the HotRoader’s way.
Looks like a cross between an alien spaceship and a light bulb. They blip around, and have two types of attacks. If a Lampis goes to a corner, it will shine the screen and blind you briefly. (A barrier of any sort will negate this.) If it moves right in front of you, it is about to kick at you directly.
This virus looks like a sheik riding a magic carpet. It blips around, then rolls a rug at you that is two rows wide, leaving you one panel upon which to avoid the attack. The rug leaves behind grass panels wherever it rolls. MatJinns don’t like being lined up with you, so you will have to attack them indirectly for best results.
A little guy with two swords. It bounces around, then comes forward and slashes two or three times in a row. The McCleaver can move in-between slashes to realign itself with you if you move to dodge, so you have to keep moving to avoid it. Another way to avoid damage is to have an object, such as a block, in the tile directly in front of you, so that the McCleaver cannot reach you to attack.
The classic Met enemy of the Mega Man property. These little guys are armed with pickaxes; they first try to get lined up with you, then they slash, which produces a shockwave that travels forward. Some variations of the Mettenna can only be damaged while they are attacking because they hide under their helmets otherwise. When there are more than one Mettenna on the field at once, only one will move and attack at a time.
A round statue with a face. This rolls toward you, moving on diagonals as needed in order to head toward you. You can strike its base while it is rolling, but this does not appear to damage it. Aim for the head instead.
This looks like a statue with a sword. It is invulnerable to most attacks while gray; however, direct-body attacks such as a JetSki will damage them. When they turn colored, they are about to attack. They attack by shooting forward and slashing. During this time, it can be damaged normally.
These things come in all four of the elements, as well as a purple one which has no element at all. Their attack patterns are all basically the same, however. They can block with their shields, but they only put up their shields when you attack, so if you are quick you can get some hits in. You can also blast them right before or after they attack. But the easiest way to damage them is to use indirect attacks that won’t trigger their shields. To attack, they either fire a laser beam or get close and swing their swords.
A tiny little red fish that spends most of its time submerged with just its fish head visible. It will stay still for a second or two, then dives under the surface as a precursor to attacking. Two panels will flash on your side; a moment later the Piran leaps above the surface at you on those marked panels.
Pirans are invulnerable while they are under the surface, but they can be hit while diving. (Though generally not while attacking.)
A bush that stands there looking around. When you line yourself up with it, it jumps upward briefly as if startled, then charges forward and pokes at you with its spear. Some variations of this will poison you (HP bug) if you get hit. You can coax multiple ones into the range of a single WideSword-type card with the proper timing.
Puffy clouds. They move sideways, back and forth. When they turn “angry” they are about to attack; this attack drops spiny balls forward.
When you strike a Puff with any attack, it turns into whiffs of clouds and then it can’t be harmed. It will reform a few seconds later. For this reason, multi-hit attacks such as the MadVulcn are not very useful against Puffs—only the first hit does damage.
A cannonball with four reddish metal-like crab-like legs. It crawls around, even to the front row in front of you. When it reaches one of the panels on that row in front of you, it slams down a hammer; this hits all of the panels around it. To avoid getting slammed, stand in a corner until the Raid is about to attack, then quickly move to the opposite corner.
Sparking mummies that are crumpled on the ground. They heal gradually over time. When they attack, they send their hands up through the floor underneath you, emerging from a panel on your side of the field. Getting hit can stun or confuse you.
They constantly roll around, moving sideways until they are lined up with you, then forward. When they roll off the field they bounce back on the field somewhere randomly and do it all over again. You have to hit them first to get them to unroll, then hit them again to damage them. Once hit, they say unrolled until they go off the field. For best results, hit them with a buster shot, then use a Battle Card.
A virus that looks like a blue-purple stealth plane. It can vanish entirely, then appears and shoots down its row with twin guns. You have only a small window of opportunity to hit it after it shoots and before it disappears—unless you use attacks that don’t have to be lined up with it. Note though that you can still damage a Stealth even while it’s invisible; if you lose track of where it is, your auto-aim cards will detect it and seek it out for you.
A green tornado with a little guy inside. To attack, it sends its tornado straight forward, leaving the little guy behind. This virus is nearly invulnerable when protected by the tornado, but it becomes vulnerable when it shoots the tornado away. Lesson here? Dodge the tornado and then blast the virus.