/////////////////////////////////////// Megaman Battle Network 5: Double Team \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Navi FAQ 2005 by SearchBomber Megaman Battle Network 5 Double Team and all related objects are copyrights of Capcom. ---------- Table of Contents 1. Intro[INT] 2. FAQ Layout[LAY] 3. Boss Behavior[BVR] 4. Team Protoman[PRO] -Protoman -Magnetman -Gyroman -Napalmman -Searchman -Meddy 5. Team Colonel[COL] -Colonel -Knightman -Shadowman -Tomahawkman -Numberman -Toadman 6. Non-Version-Specific Navis[VNN] -Blizzardman -Shademan -Cloudman -Cosmoman -Gridman(Footman) -Larkman(Swallowman) -DarkMega -Bass -NebulaGray 7. FAQs [FAQ] 8. Version Update[VER] 9. Legal and Contact[LEG] 10. Thank-you's [THK] ---------- 1. Intro [INT] Megaman Battle Network 5: Double Team is a port of both Team Protoman and Team Colonel. As such, the boss fights remain pretty much the same as the GBA versions. ---------- 2. FAQ Layout [LAY] Navi Name (V1 HP/V2 HP/V3 HP/SP HP/DS HP) Difficulty: 1-5 Location General Strategy Counter Opportunity Good chip to use against Navi Bad chip to use against Navi Attack1 Name/Effect <Damage> Attack2 Name/Effect <Damage> etc. Useless Fact Diagram Key: M=Megaman First letter in enemy's name=Enemy (E is used if name starts with M) X=Damage area, plus the panel Megaman is on. -About DS Navis- DS Navis' HP and attack strength are determined by your DarkSoul Level (DSLV). The DSLV is 1% of Megaman's base HP (or the first number). The number isn't rounded. Other things to know: <Primary>: A Navi's main attack. <Finisher>: An attack only used when a boss's HP is low. ---------- 3. Boss Behavior [BVR] -Bosses generally move four to five spaces before executing a primary attack. They will usually go through this one or two times, then perform a different attack. They will only use their finisher attack if their HP is below half. -When bosses are confused or blinded, they move much slower and usually miss when attacking. -Once a boss uses their desperation attack, it is rare that they will do it again in the same battle. ---------- 4. Team Protoman [PRO] [[Protoman]] (300/1000/1600/1800/600+(100xDSLV)) Difficulty: 4 Location: Storyline/Liberate Mission 6/Undernet 3/Undernet 3/Nebula 6 If you listen real hard, you can hear the fanboys...*ahem*... Anyways, Protoman starts off surprisingly weak, moving at about a BN1 Navi's speed, but he quickly picks up the pace. Other than the nerfing of DeltaRay, he remains the same as in BN4. -Counter!: Before he slashes with his sword. -Good chip: Slasher -Bad chip: Quake Attacks: -Protoshield: He will occasionally block a projectile attack. -StepSword<Primary>: He invades your personal space by jumping into your side of the field and slashing with a WideSword. Did somebody say...Slasher? [_][X][_][_][_][_] [_][X][P][_][_][_] [_][X][_][_][_][_] <20/120/140/200/20xDSLV> -FighterSword: He jumps into his front panel a does a three-panel LongSword. [_][_][_][_][_][_] [X][X][X][P][_][_] [_][_][_][_][_][_] <20/120/140/200/20xDSLV> -SurpriseSword: He counters one of your attacks, then performs a StepSword behind you. Bad stuff. <NA/NA/140/200/20xDSLV> -ShadowSlash(Dark): SupriseSword, only with MoonBlade. [_][_][X][X][X][_] [_][_][X][P][X][_] [_][_][X][X][X][_] <NA/80/NA/NA/NA> -DarkEdge(Dark)<Finisher>: He speeds up, then slashes twice with LifeSword range. Part 1 [_][X][X][_][_][_] [P][X][X][_][_][_] [_][X][X][_][_][_] Part 2 [_][X][X][_][_][_] [_][X][X][P][_][_] [_][X][X][_][_][_] <NA/120x2/NA/NA/NA> -DeltaRay<Finisher>: His ultimate move, three slashes that will do a total of 300 damage at full power. Stay out of the middle panel if you want to avoid activating it. Part 1 [_][X][P][_][_][_] [_][X][_][_][_][_] [_][_][_][_][_][_] Part 2 [_][X][_][_][_][_] [P][X][_][_][_][_] [_][X][_][_][_][_] Part 3 [_][_][_][_][_][_] [_][X][_][_][_][_] [_][X][P][_][_][_] <NA/NA/70x3/100x3/3x(10xDSLV)> (Useless Fact): Protoman was Megaman's brother in the classic series. In MMBN, he is the only Navi you can battle in every game, other than Bass. [[Magnetman]] (500/800/1800/2000/800+(100xDSLV)) Difficulty: 3 Location: Storyline/Oran 1/ACDC 1/ACDC 1/Nebula 6 Magnetman is back and nearly the same as in BN2, except that instead of starting with MagnetLine, he uses MagnetStage, which turns the panels into Repel panels. He's an Elec-type, so ground him out with some Wood-type chips. He also has SuperArmor, meaning no flinching. -Counter!: Before he fires the MagnetMissle. -Good chip: CactusBall -Bad chip: Vulcan (including SuperVulcan) Attacks: -MagnetStage: He transforms the corner panels to Magnet panels. [P][_][P][P][_][P] P=Panel [_][_][_][_][_][E] [P][_][P][P][_][P] -MagMissle<Primary>: He fires a magnet missle that turns in a L-shape to try and home in on you. [_][X][X][X][X][E] [_][X][_][_][_][_] [_][M][_][_][_][_] <20/60/120/200/20xDSLV> -MagBall: Magnetman fires a slow-moving ball that will home in and paralyze you. I suggest moving to the bottom-middle panel until the ball gets close, then move to the left. Hold up when you hit the first Magnet panel, hold right when you hit the second, and soon you should be home free. <20/60/120/200/20xDSLV> -MagnetFreeze: He holds his hand out and you get stuck on your panel, sort of like the side effect of BN2's MagBombs. -North-South Tackle<Finisher>: Magnetman gets ready for a Mega-Squash, dashing from both sides of the field. Move up and down to avoid it, or major ouchies will be in your future. [_][_][_][_][_][_] [E][>][M][<][E][_] [_][_][_][_][_][_] <40/80/200/300/30xDSLV> (Useless Fact): Magnetman first appeared in MMBN2, under the operation of Gauss Magnus. All of his attacks from BN2 has been preserved. [[Gyroman]] (600/800/1400/1800/600+(100xDSLV)) Difficulty: 2 Location: Storyline/SciLab 2/Oran 1/Oran 1/Nebula 6 Gyroman is fairly quick, but is pretty bad when it comes to combat. When he goes into Gyro Mode, he's invunerable, so don't try to hit him. -Counter!: Before firing GyroCutter. -Good chip: MarkCannon -Bad chip: TimeBomb Attacks: -TornadoArm: He fires a 3-panel tornado at you. It does more damage the farther you are away. [_][_][_][_][_][_] [G][_][_] [_][_][_][_][_][_] <Number of hits x 10/20/40/60/5xDSLV> -GyroCutter: He fires a propeller at you. It will bend towards you when it has enough spaces to turn and hit. Kinda like a diagonal MagMissle. [_][_][_][X][X][G] [_][_][X][_][_][_] [_][M][_][_][_][_] <30/60/120/200/20xDSLV> -GyroCounter: Goes into Gyro Mode and fires at you three times if you abuse the Megabuster. If you can dodge Searchman's ScopeGun, you can dodge this. <Number of hits x 5/10/30/50/5xDSLV> -Gyro Airforce<Finisher>: Gyroman goes into Gyro Mode and flies down the row, bombing random panels on your side. Dance! <60/80/200/300/30xDSLV> (Useless Fact): N/A [[Napalmman]] (800/1000/1600/2000/700+(100xDSLV)) Difficulty: 4 Location: Storyline/End 1/SciLab 4/SciLab 4/Nebula 6 It's really hard to hit Napalmman, since his NapalmGuns not only block off shot-type attacks, but they prevent full AreaGrabs, as well. He's Fire-type, so use that to your advantage. His attacks also do above-average damage, so watch out. He's much harder than in BN2. -Counter!: Before firing off a bomb. -Good chip: RainyDay (w/SeaSeed) -Bad chip: Swords (except CustomSword or LifeSword) Attacks: -VulcanArm<Primary>: A gun randomly appears on his side, targets you, and fires. Capcom changed it to a Vulcan-type attack, striking thrice. More defensive than offensive, and extremely annoying. <Number of hits x 10/20/30/50/5xDSLV> -Firebomb: Fires 2 bombs at you. They now explode in a +-shape, with a delay between the middle explosion and the ones surrounding it. Later versions crack the target panel, so watch out. Part 1 [_][_][_][_][_][_] [_][X][_][_][N][_] [_][_][_][_][_][_] Part 2 [_][X][_][_][_][_] [X][_][X][_][N][_] [_][X][_][_][_][_] <40/70/180/240/25xDSLV> -NapalmBomb<Finisher>: Remember this one? A giant reticule scans the area until it finds you, then Napalmman fires a 3x3 bomb. Stay OUT of the middle panel, unless you're an idiot. [X][X][X][_][_][_] [X][X][X][_][N][_] [X][X][X][_][_][_] <60/80/240/300/30xDSLV> (Useless Fact): Napalmman first appeared in the extra area in MMBN2. He had no operator. [[Searchman]] (800/1000/1700/2000/700+(100xDSLV)) Difficulty: 2 Location: Storyline/End 5/End 3/End 3/Nebula 6 I'm a Searchman fanboy, ph34r me! Anyway, it seems that he's lost the rocks this time, and PopUp. He still is pretty weak, though, and he still makes those who don't pay attention look like idiots. None of his moves stand out of the crowd damage-wise. -Counter!: When preparing to roll a SearchGrenade. -Good chip: MarkCannon -Bad chip: Twister Attacks: -SearchGrenade<Primary>: His old grenade attack, slightly tweaked. He no longer uses them in PopUp, but makes up for it by rolling the bombs, which explode in an X-shape. [X][_][X][_][_][_] [_][X][_][_][_][S] [X][_][X][_][_][_] <40/60/120/200/20xDSLV> -Invisible: Instead of PopUp, Searchman now uses the Invisibl chip! Don't stress out too much, though. He can still be hit. -ScopeGun: Searchman's signature attack. A crosshair locks on Mega, and then you get hit 3 times. Might want to play the game with the volume up to hear the "ding!" before the attack executes. <Number of hits x 10/20/40/60/5xDSLV> -SatelliteRay<Finisher>: Yep, it's back. He targets you, then fires a +-shaped laser. The targeted panel is cracked. [_][X][_][_][_][_] C=Cracked Panel [X][C][X][_][S][_] [_][X][_][_][_][_] <40/60/120/200/20xDSLV> (Useless Fact): Searchman first appeared in MMBN4. In the classic series, he has two heads. Very strange. [[Meddy]] (900/1100/1500/1800/700+(100xDSLV)) Difficulty: 1 Location: Storyline/Undernet 3/End 4/End 4/Nebula 6 Meddy relies on freaking you out with the status effects tied to her capsules, but it's really nothing to worry about. She can't toss capsules into any columns that you've stolen, and she can't destroy any obsticles you place into her side of the field. Her attacks all do below-average damage as well. Overall evaluation...weaksauce! -Counter!: Before tossing a MeddyCapsule. -Good chip: TimeBomb -Bad chip: ColorPoint Attacks: -MeddyCapsule<Primary>: Tosses two capsules. One explodes horizontally, one explodes vertically. They have status effects tied to them, so beware. (Imagine the message kids are getting from this mess.) <20/30/60/100/10xDSLV> -ChemicalFlash: Create two capsules that slowly move toward each other. If they connect, you're out of luck. Try to destroy the moving capsule. <60/80/180/240/25xDSLV> -HealingBall<Finisher>: A ball that homes in on you and steals your HP to give to Meddy. Totally, pathetically easy to dodge. <40/60/80/100/10xDSLV> (Useless Fact): Meddy is only the second female that you can battle in the regular MMBN games. (The English versions, anyway, since Serenade is a girl in Japan) ---------- 5. Team Colonel [COL] [[Colonel]] (400/1200/1800/2000/600+(100xDSLV)) Difficulty: 3 Location: Storyline/Liberabe Mission 6/Undernet 3/Undernet 3/Nebula 6 Colonel has more HP than Protoman, but tends to be easier to hit since he doesn't leap into your field like Protoman. He also drops Rockcubes into your field, which can be flung back at him using Poltergeist. -Counter!: Before he slashes with Screen Divide. -Good chip: Poltergeist -Bad chip: AirShot (triggers Colonel Army before you can use it) Attacks: -Screen Divide<Primary>: He slashes at the air. This lights up one of two sets of panels in your area. Screen Divide Diagonal [_][_][/][_][_][_] [_][/][_][_][_][C] [/][_][_][_][_][_] Screen Divide V [_][_][<][_][_][_] [_][<][_][_][_][C] [_][_][<][_][_][_] <20/120/140/200/20xDSLV> -Colonel Cannon: Pulls out a TankCannon. Causes splash damage on the back row if it doesn't hit your Navi. [X][_][_][_][_][_] [X][X][X][X][X][C] [X][_][_][_][_][_] <20/160/180/240/24xDSLV> -Colonel Army: Colonel might drop a RockCube in your field. If he does, DO NOT go into the same row as it. It will transform into a soldier and attack you. Colonel Army Rifle [M][_][R][_][_][_] R=Rockcube [_][_][_][_][_][_] [_][_][_][_][_][_] <No. of hits (up to 3)x NA/30/40/50/5xDSLV> Colonel Army Sword [_][_][_][_][_][_] [R][X][M][_][_][_] [_][_][_][_][_][_] <NA/90/120/150> -Blind Rain Shower<Finisher>: Colonel throws his cape at you. If it catches you, he comes and goes postal on your Navi. <4x NA/40/60/75/7xDSLV> (Useless Fact): Colonel was taken from Megaman X4 [[Knightman]] (600/900/1600/1800/600+(100xDSLV)) Difficulty: 2 Location: Storyline/Oran 1/Oran 2/Oran 2/Nebula 6 Knightman is sloooooow, but gets around that by using StoneBody to block ANY non-draining, non-breaking damage until he's ready to attack. Everytime he DOES move forward, though, panels on your side crack, which shouldn't be too much of a problem. If he reaches your side of the field, he'll use a PanlGrab to get further. -Counter!: Before he uses Kingdom Crusher -Good chip: DrillArm (w/AreaGrab) -Bad chip: Nearly everything during StoneBody. Attacks: -KindomCrusher<Primary>: He shoots his mace straight ahead. <20/60/120/200/20xDSLV> -Block 'n' Wall: He fires his mace in the air, bringing down rocks. Watch the panels for shadows. <20/60/120/200/20xDSLV> -RoyalWreckingBall<Finisher>: If Knightman is in the row next to yours, he'll swing his mace around himself. Heavy damage. <40/80/200/300/30xDSLV> (Useless Fact): Knightman first appeared in MMBN2. His operator, Princess Pride, joined Gospel in order to protect her kingdom of Creamland. [[Shadowman]] (500/700/1200/1600/500+(100xDSLV)) Difficulty: 3 Location: Storyline/SciLab 2/Oran 1/Oran 1/Nebula 6 Shadowman's main gimmick is his clone(s), the Bunshin. Remember to take out the one with the HP number under their feet. Combat-wise, he's pretty weak, with most of his attacks only covering one panel and no one move doing more damage than the other. -Counter!: Before he slashes. -Good chip: MarkCannon, or any other lock-on/wide range chip. -Bad chip: Roll (as far as I know, it'll target a clone). Attacks: -Kawarimi Shuriken (AntiDamage): Like GyroCounter, Shadowman can counter the MegaBuster, except he throws a shuriken at Mega. Easy to dodge. <30/60/120/200/20xDSLV> -Bakuen: Shadowman and his Bunshin get on different rows, firing off Fire shockwaves. <30/60/120/200/20xDSLV> -Bunshinkiri: Shadowman sends his clones after you, who take a slash. Fortunately, it's only a standard Sword strike. <30/60/120/200/20xDSLV> -Yamiuchi: Shadowman appears behind you to slash you. Like Bunshinkiri, it's only a standard Sword. <30/60/120/200/20xDSLV> (Useless Fact): Shadowman was a secret boss in MMBN1, and a storyline boss in MMBN2. [[Tomahawkman]] (700/900/1400/1800/600+(100xDSLV)) Difficulty: 3 Location: Storyline/End 1/SciLab 4/SciLab 4/Nebula 6 He certainly is an interesting one to fight. Tomahawkman has a totem pole on his rightmost-middle column that has different effects depending on which face is showing (Flameman, anyone?). Anyway, he's a Wood-type, so smoke him with Fire-type attacks, but watch out; he has SuperArmor, meaning no flinching. -Counter!: During the horrible delay in Tomahawk Swing. -Good chip: Meteors (if he's pinned back) -Bad chip: ColorPoint Attacks: -Totem: Tomahawk's totem has several different effects. --White Totem: Heals Tomahawkman. --Green Totem: Temporarily makes Tomahawkman invincible. --Red Totem: Signals Totem Meteor -Totem Meteor: Basically an Asteroid chip. Strike the totem to end the attack. <20/40/80/150/15xDSLV> -Tomahawk Air Raid: A boomerang that targets your row. [_][X][X][X][X][T] [_][M][_][_][_][_] [_][X][X][X][X][X] <30/60/120/200/20xDSLV> -Tomahawk Swing: Probably his most famous attack. Tomahawkman raises his tomahawk then, after a delay, slashes with LifeSword range. Run to the back column FAST. Although it's not his finisher, it does above-average damage. [_][X][X][_][_][_] [_][X][X][T][_][_] [_][X][X][_][_][_] <40/70/160/240/24xDSLV> -Rolling Tomahawk<Finisher>: Tomahawkman jumps onto his totem, then does his impression of Sonic the Hedgehog. Move UP or DOWN, as he does splash damage, as well. [X][X][_][_][_][_] [X][X][T][_][_][_] [X][X][_][_][_][_] <60/80/200/300/30xDSLV> [[Numberman]] (600/900/1300/1600/500+(100xDSLV)) Difficulty: 3 Location: Storyline/End 4/End 3/End 3/Nebula 6 Numberman made an impact in BN4, as his fighting style was largely improved on. In 5, he loses the Number Ruler and replaces it with Number Trap, which I think is a downgrade. Still, his Number Ball is still very annoying, and he kept his speed. Raise your MegaBuster Attack/Charge ratings. -Counter!: Before tossing his Dice Bomb. -Good chip: AreaGrab. Seriously. -Bad chip: Anything that takes time to use. Attacks: -Number Ball<Primary>: Creates a ball on each row that has a number on it. That number represents its HP. Blast away at the lowest one. <40/60/120/200/20xDSLV> -NumberTrap: Creates a mine that triggers different effects if stepped on. --AreaGrab: Same as chip. --Time Bomb: Same as chip, only weakened. <30/50/80/100/10xDSLV> --Eraser: He drops...an eraser on you. [_][_][_][_][_][_] [_][X][X][_][_][_] [_][X][X][_][_][_] <30/50/80/100/10xDSLV> -Dice Bomb<Finisher>: Numberman tosses his dice at you. It has the potenial of either being the lowest damage you take from a finisher, or the highest non-Bass damage you take from a finisher. It explodes in a 3x3, but since he never tosses it in the center, you should be able to dodge it. <Number on Dice x20/30/50/60/6xDSLV> (Useless Fact): Numberman first appeared in MMBN1, where his operator, Mr. Higsby, worked for World 3 (the WWW). [[Toadman]] (700/900/1200/1500/600+(100xDSLV)) Location: Storyline/Undernet 3/End 4/End 4/Nebula 6 Difficulty: 4 Why are the toads so annoying? First the Battletoads, then Slippy the Toad, and now Toadman. Toadman remains essentially the same from BN2; he can only move on his two self-traveling lily pads (at the top and bottom row), and drawing level with him causes him to quickly jump from one lilypad to the other. He's an Aqua-type, so try hitting him with a couple of Elec NaviChips. -Counter!: Before he gets ready to sing. Don't count on hitting this one. -Good chip: CloudmanSP -Bad chip: Swords Attacks: -Shocking Melody<Primary>: Toadman fires a melody that chases you down QUICK. If, for some reason, you were considering using Toadman himself or ToadSoul, don't, since this is, suprisingly, Electric-type. <30/50/100/200/20xDSLV> -KeroKero Frog: Toadman tosses a frog at you that causes pesky Sea Panels where it lands. Although the panels are annoying, they're setup for... <40/60/160/240/24xDSLV> -Frog Punch: Frog Punch is back, but now requires Sea Panels to work. Just stay away from any Sea Panels that KeroKero Frog causes, and remember it's only a one-panel attack. <60/80/200/300/30xDSLV> ---------- 6. Non-Version-Specific Navis [VNN] [[Blizzardman]] (400/1200/1600/2000) Difficulty: 2 Location: Liberate Mission 1/Storyline/ACDC 3/ACDC 3 Blizzardman, the first Darkloid. If you're paying attention, fighting him shouldn't be too hard, even with two columns. He's Aqua-type, so zap his later versions. -Counter!: As soon as he kicks a Snowball at you (Snow Rolling). -Good chip: CloudmanSP -Bad chip: Bomb-type Chips Attacks: -SnowRolling<Primary>: He kicks two snowballs at you. Easy to dodge. <400/1200/1600/2000> -BlizzardBreath: If you're on the front row, he'll jump up and breathe on you. [_][_][_][_][_][_] [_][X][X][B][_][_] [_][_][_][_][_][_] <20/100/160/200> -RollingSlider: Blizzardman rolls down the row until he hits the back of the field. Several snow drifts will fall, blocking access to those panels. Later versions roll twice before dropping the snow drifts. <30/120/240/300> (Useless Fact): N/A [[Shademan]] (600/1000/1200/1500) Difficulty: 3 Location: Liberate Mission 2/Storyline/Oran 3/Oran 3 Straight from the reccuring villain generator, it's Shademan. He doesn't have the DarkPower or the bat tranforming thingy, so he's a whole lot easier than in BN4. He also loves to jump in your field a lot, so watch out for that. -Counter!:When he raises his wings for NoiseCrush. -Good chip: Slasher -Bad chip: TankCannon Attacks: -RedWing<Primary>: He summons a few bats that home in on you in a sort of an L-shape. Easy to dodge. [_][X][X][X][S][_] [_][X][_][_][_][_] [_][M][_][_][_][_] <40/80/120/200> -NoiseCrush: The same T-shaped attack from BN4. It should be noted that the delay between the attack striking the panel in front of him and it attacking the three panels beyond that has been eleminated. Causes paralysis or confusion if it connects, pierces Invis. [_][X][_][_][_][_] [_][X][X][S][_][_] [_][X][_][_][_][_] <40/80/120/200> -BlackClaw: The attack he uses during Liberation Missions. He flies up next to you and slashes in a WideSword range. Move back a panel to avoid it. This is his strongest attack. [_][X][_][_][_][_] [_][X][S][_][_][_] [_][X][_][_][_][_] <80/100/200/300> -ShadeDrain<Finisher>: A rare move, only uses when he's in danger of deletion. He jumps in front of you, then bites you. Time freezes as some of your HP is absorbed into him. It's hard to see coming, but there is a fatal flaw: it doesn't interrupt attacks, meaning that if your Navi was in the animation for LifeSwrd and he does ShadeDrain, LifeSword would execute and connect when he finishes. <Number of times HP is deducted (up to 6) x 10/20/30/40> (Useless Fact): Shademan first appeared in MMBN4, where he played a big part in the story. [[Cloudman]] (700/900/1300/1500) Difficulty: 4 Location: Liberate Mission 3/Storyline/SciLab 3/SciLab 3 Cloudman, aka "Grrrrraaaaagh!". He is the single most annoying Navi in all of BN5, due to the fact that he uses clouds to make it neigh impossible to hit him, and his ultimate attack uses up one whole turn. Your best bet is to go with target chips such as MarkCannon during early battles, and go with wood chips, even DarkLance, for later encounters. You'd better get the whole three columns during the Liberation Mission, too, since AreaGrabbing is often blocked by one of those stupid clouds. -No Counter -Good chip: DarkLance (ChaosTomahawk OWNS) -Bad chip: Swords of ANY kind Attacks: -GoroThunder<Primary>: Fires a Thunder ball straight towards you. Stuns upon contact. <40/60/120/140> -CrossSpark: He creates a cloud that shocks in a +-shape, like BN2 Thunderman. [_][X][_][_][_][_] C=Cloud [X][C][X][_][_][_] [_][X][_][_][_][_] <60/80/160/200> -ElecStorm: He turns into a giant stormcloud that roams your side of the field. Cannot be damaged. If you simply shoot all of the clouds with the MegaBuster, he will reappear. <60/80/160/200> (Useless Fact): N/A [[Cosmoman]] (1000/1200/1500/1800) Difficulty: 3 Location: Liberate Mission 5/Storyline/Undernet 4/Undernet 4 Cosmoman isn't all that hard. Don't try dropping obsticles, though. He tends to keep the screen flooded with meteors, and most of his attacks block yours. His attacks all do above-average damage. -Counter!: Before firing the CosmoRing. -Good chip: ...not sure. -Bad chip: TimeBomb Attacks: -CosmoRing: Fires a ring at you, 2x2 damage area. [X][X][_][_][_][_] [X][X][_][_][_][_] [_][_][_][_][_][_] <80/100/200/220> -CosmoBuster: Fires 3 satellites forward. Shoot the middle to destroy the ring around it. Before HP is depleted: [_][_][X][_][_][_] [_][_][X][_][_][_] [_][_][X][_][_][_] After: [_][_][_][_][_][_] [_][_][X][_][_][_] [_][_][_][_][_][_] <80/100/200/220> -CosmoGate: Blocks a Megabuster shot, then fires a meteor that hits in a +-shape. [_][X][_][_][_][_] [X][X][X][_][_][_] [_][X][_][_][_][_] <80/100/200/220> -CosmoPlanet<Finisher>: Fires many meteors at you. Somewhere between Junkman's (BN4) attack and old Bass's Explosion. <50/100/200/220> (Useless Fact): Cosmoman was selected in a Create-A-Navi contest. [[Gridman]] (700/1000/1600/2000) Difficulty: 3 Location: Mr. Famous/Mr. Famous/Mr. Famous/Oran 2 Set, hike! Gridman isn't all that hard, but he does try to have a lot of stuff going on at one time to try to confuse you. You're gonna have to get past his clones, too, if you wanna score a quarterback sack. -Counter!: Before he leaves his panel when he uses HellTackle. -Good chip: MarkCannon -Bad chip: Asteroid Attacks: -BoundThrow: He spikes the ball, it bounces around on random panels. Dance, monkey! <40/80/120/200> -HellTackle<Primary>: Gridman, or his clones, will charge if you line up with them. Most people compare this to the Moloko(BN4), but I actually see more resemblance to the Fishy(BN1-3). [_][_][_][_][_][_] [X][X][X][X][G][_] [_][_][_][_][_][_] <40/80/120/200> -MagnumKick: Gridman kicks a ball into the air, and it will soon come down, striking a 2x2 area. The exact same as Duo's(BN4) JusticeFist. [X][X][_][_][_][_] [X][X][_][_][_][_] [_][_][_][_][_][_] <60/100/160/240> -DeathTouchdown<Finisher>: A goalpost appears, and Gridman begins to run in a zig-zag motion. If he is allowed to touch the goalpost, he'll blow up your area. [_][_][_][X][_][_] [X][_][X][_][G][_] [_][X][_][_][_][_] <80/120/200/300> (Useless Fact): Gridman was selected from the Create-A-Navi contest. [[Larkman]] (900/1200/1500/1900) Difficulty: 3 Location: Undernet 1(via End 1)/Undernet 1/Undernet 1/Undernet 2 "Annoying bird! I am the great..." Nevermind... Anyway, Larkman is pretty quick, but nothing that you shouldn't be able to handle. Try to keep him still; you can't attack while he's moving. -Counter!: Before firing a LarkCutter. -Good chip: MarkCannon -Bad chip: TimeBomb Attacks: -LarkCutter<Primary>: He tosses a bird at you. Works sort of like a better Boomerang. <80/100/140/200> -LarkDrive: Most of the field lights up, and then Larkman flies at all of the panels with superspeed. To avoid, check the panels that light up. Speed is key. <120/140/180/240> -AirDive<Finisher>: Larkman swoops down on your row. This is supposed to break chips, but I've honestly never been hit by it. [_][_][_][_][_][_] [X][X][X][X][X][X] [_][_][_][_][_][_] <80/100/140/200> (Useless Fact): Larkman was created for the Create-A-Navi contest. [[DarkMega]] (800/2000) Difficulty: Depends Location: Liberate Mission 4/King of Chaos (2 minutes or less) Rah, the return of MegamanDS! As usual, he's all speed and no execution. Your success depends on what chips you've used in the past. For example, if you have used a LifeAura, he can use it, too. (I found this out the hard way.) -Counter!: Before using Cannon, and the usual counter times on other chips. -Good chip: Depends -Bad chip: Depends Attacks: -Megabuster: Fires the Megabuster at you. Fires fast, and in multiples. It doesn't do hardly any damage, though. <1/Your Attack rating> -Cannon: Same as chip. <40/100> -Quake: Same as chip. <80/200> -DarkSword: Same as chip. <NA/400> -FolderMemory: Any and all chips you have used in the past can be used against you. The more the chip was used, the higher the chance that he'll use it. (Useless Fact): DarkMega was first introduced in MMBN4 as Megaman Dark Soul. MegamanDS shared your HP and NaviCust programs. [[Bass]] (3000/3500) Difficulty: 5 Location: King of Chaos(2:01-4:00)/Nebula 6 Bass is pretty much the same, neigh impossible boss as he was in BN4. Only extreme luck can save you from his attacks, but you can counterattack only when he performs a move. Other than that, you're toast. -Counter!: Right before he uses Shooting Buster. -Good chip: Invis (and even that won't help you much) -Bad chip: TankCannon, MarkCannon, and most non-precise chips. Attacks: -ShootingBuster: He fires on random panels. <200/250> -DarkArmBlade: He slashes at you. Sometimes he will follow up with two more slashes. Part 1 [_][X][_][_][_][_] [_][M][B][_][_][_] [_][X][_][_][_][_] Part 2 [_][_][_][_][_][_] [B][M][X][_][_][_] [_][_][_][_][_][_] Part 3 [_][X][_][_][_][_] [_][M][B][_][_][_] [_][X][_][_][_][_] <200/250> -Hells Rolling: He fires two wheels at you that attempt to home in on your position. Obsticles or holes stop them. <300/400> -DarknessOverload: He leaps to the third column and fires a huge 2x3 blast. Super-piercing, cracks panels. [X][X][_][_][_][_] [X][X][B][_][_][_] [X][X][_][_][_][_] <500/600> -ChaosNightmare<Finisher>: He leaps in the air, charges a Darkness Overload, and then tosses it at you. Super-piercing, cracks panels. [X][X][X][_][_][_] [X][M][X][_][B][_] [X][X][X][_][_][_] <500/600> (Useless Fact): Bass has been in every major MMBN game. In classic series, he played the role of a rival to Megaman. [[NebulaGray]] (2000/2500/3000/4000) Difficulty: 5 Location: Final Boss/King of Chaos (1st time)/King of Chaos (over 4:00)/Final Boss with the 7 marks. NebulaGray is, of course, the final boss. Like Duo, you're on a 4-column field. Unlike Duo, though, that 4th column is un-Grabable. Say goodbye to most of your Sword chips. Its body cannot be attacked, only the blue spirit. That spirit slowly rotates around. His spirit is off the normal field dimensions most of the time, so chips that target certain panels (like Lance) are hard to hit with. Chips that REQUIRE panels (like CircleGun) do absolutely squat. There IS good news, though. He usually only does Black Prominence until his spirit returns to its position in front of him, when he uses one of his other 7 attacks. Also, he has no double-damage signature move like most Navis, so that's good. AirShoes are suggested, since Hellflame Serpent will eat up most of your field. And if you mess up a Chaos Unison, DarkMega will NOT appear. -No counter -Good chip: Anything that stuns -Bad chip: CircleGun/DarkCircle, Swords, multi-hitters Attacks: -Black Prominence<Primary>: A DarkHole appears beside Mega, firing a flame at Megaman's panel. Is stopped by holes. [_][_][_][_] NG NG H=Hole [H][X][_][_] NG NG [_][_][_][_] NG NG <80/100/150> -GraveFire: Spits a fireball that always targets Megaman's panel. <100/200/300> -DarkChip: Summons DarkMega, who uses a DarkChip. DarkSword [_][X][X][_] NG NG D=DarkMega [_][X][X][D] NG NG [_][X][X][_] NG NG <100/200/300> DarkThunder <80/100/150> DarkMeteor <100/150/200> DarkLance [X][_][_][_] NG NG [X][_][_][D] NG NG [X][_][_][_] NG NG <100/200/300> -Hellflame Serpent: Possibly his most dangerous move, he turns into a snake, targets Mega, and jumps at him, striking all panels around him. Struck panels are cracked. [X][X][X][_] NG NG T=Targeted Panel [X][T][X][_] NG NG [X][X][X][_] NG NG <100/200/300> -Thousand Death Hand<Finisher>: Nebula Gray's desperation attack. Gray floods the field with his hands, and if one grabs Mega, it drains his HP and gives it to NG. Shake like mad to get the hand off, since it causes paralysis and will do multiple hits if left alone. <90/180/270> (Useless Fact): NebulaGray is the first final boss in Megaman history that you battle without first dealing with a sub-boss. ---------- 7. FAQs [FAQ] Q. Why do I only get 2 columns when fighting Darkloids in Liberate Missions? A. If you have ANY panels beside you, you'll only get two columns. An easy way to avoid this is to have Protoman WideSword the panel in front of the Darkloid first, then attack next turn. Q. Can you switch Navis during Boss Battles using the Party Battle System? A. Yes ---------- 8. Version Update [VER] Version 1.1 (9/27/05): A few minor changes. Version 1 (9/21/05): First Version ---------- 9. Legal and Contact [LEG] This FAQ is copyright 2005 SearchBomber. I don't care if you message boards or whatnot use it, but the only major sites I want this on is GameFAQs and Neoseeker. I don't care if you take this and say that you made it; may your own guilt destroy you. If you can help me with ANYTHING, email me at firstname.lastname@example.org, or call for me on the following boards: -MMBN5: Double Team (NDS) -Bomberman Max: Blue/Red (GBC) (Believe it or not, I visit this deserted board often.) You will get my eternal gratitude. (Not to mention your name in this FAQ) ---------- 10. Thank-you's [THK] -CJayC, cause without you and your site, I wouldn't be the MMBN NetBattler I am today. -Nintendo, you're my heroes!!! -Capcom, for keeping out of dangerous places, like outside. -Bradygames' Strategy Guide, for the DSLV and attack names. -The anonymous guy that E-mailed me tips. I put 'em in. -http://s6.invisionfree.com/MMBNMaxOperation, for making me step up my writing skills. It's a Megaman RPG, GO NOW!!!