===============================================================================
MEGA MAN BATTLE CHIP CHALLENGE
===============================================================================
Version 0.3
By Magenta Galaxy - andoryuu (at) gmail (dot) com
MMassey - getyourvashon (at) aol (dot) com
===============================================================================
INTRODUCTION
===============================================================================
Welcome, welcome, to this little FAQ of ours, designed to help you with the
woes that you may face in Mega Man Battle Chip Challenge. Some battles are
easy, some are hard, and some are just darn annoying, but we are here to help
you through all of them. This FAQ is designed to cover the English (US) version
of the game. Any differences between any other versions are not our problem.
This guide SHOULD cover the other English versions, but we are not responsible
for any changes that Capcom Europe / Australia / Whatever may make.
However, we do not claim to be perfect. If you have any questions, corrections,
further explanations or simple comments on our work; feel free to contact us at
the addresses above. Contrary to popular belief us FAQ writers are generally
nice friendly people. Don't be afraid to e-mail us for any further help.
Additional contact info is in the outro.
And now, the legal junk. This FAQ is Copyright 2004 Andrew Hill (aka Magenta
Galaxy) and Matt Massey (MMassey). The information in this FAQ, unless
otherwise stated, belongs to us. Copying, editing, selling, reposting of this
FAQ is STRICTLY prohibited by international copyright law. You copy, we sue.
Break this copyright, and under Title 17 Chapter 5 Section 506(d) of US
Copyright Law you can be fined for up to $2,500.
This FAQ may only be posted on the following sites:
GameFAQs (www.gamefaqs.com)
Battle Network Nebula (www.battlenetworknebula.com)
Disaster Labs (www.disasterlabs.com/Matt/)
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TABLE OF CONTENTS
===============================================================================
USING SEARCH CODES:
Search Codes are ingenious little devices that enable you to jump straight
to whichever part of the guide you're looking for. Simply look in the Table of
Contents for the section you want, copy the little 5-character code and open up
the FIND function on your browser. Punch in the code and search for it and with
a few clicks you should be right where you want to be.
A) Gameplay & Controls Search Code: XAGPC
1) Controls Search Code: XA1CT
2) Battle System Search Code: XA2BS
3) Program Grid Search Code: XA3PG
4) Battle Chip Effects Search Code: XA4CE
5) Elements Search Code: XA5EL
6) Game Locations & Menus Search Code: XA6LM
7) Grand Prix Mode Search Code: XA7GP
8) Park Tournament Search Code: XA8PT
9) Open Battle Search Code: XA9OB
10) Shopping Search Code: XA10S
B) Walkthrough: Chaud Search Code: XBWCH
1) Class-E Search Code: XB1CE
2) Class-D Search Code: XB2CD
3) Class-C Search Code: XB3CC
4) Class-B Search Code: XB4CB
5) Class-A Search Code: XB5CA
6) Class-S Search Code: XB6CS
7) Class-X Search Code: XB7CX
8) Class-Y Search Code: XB8CY
9) Class-Z Search Code: XB9CZ
C) Walkthrough: Lan Search Code: XCWLA
1) Class-E Search Code: XC1CE
2) Class-D Search Code: XC2CD
3) Class-C Search Code: XC3CC
4) Class-B Search Code: XC4CB
5) Class-A Search Code: XC5CA
6) Class-S Search Code: XC6CS
7) Class-X Search Code: XC7CX
8) Class-Y Search Code: XC8CY
9) Class-Z Search Code: XC9CZ
D) Walkthrough: Mayl Search Code: XDWMA
1) Class-E Search Code: XD1CE
2) Class-D Search Code: XD2CD
3) Class-C Search Code: XD3CC
4) Class-B Search Code: XD4CB
5) Class-A Search Code: XD5CA
6) Class-S Search Code: XD6CS
7) Class-X Search Code: XD7CX
8) Class-Y Search Code: XD8CY
9) Class-Z Search Code: XD9CZ
E) Walkthrough: Dex Search Code: XEWDX
1) Class-E Search Code: XE1CE
2) Class-D Search Code: XE2CD
3) Class-C Search Code: XE3CC
4) Class-B Search Code: XE4CB
5) Class-A Search Code: XE5CA
6) Class-S Search Code: XE6CS
7) Class-X Search Code: XE7CX
8) Class-Y Search Code: XE8CY
9) Class-Z Search Code: XE9CZ
F) Walkthrough: Kai Search Code: XFWKA
1) Class-E Search Code: XF1CE
2) Class-D Search Code: XF2CD
3) Class-C Search Code: XF3CC
4) Class-B Search Code: XF4CB
5) Class-A Search Code: XF5CA
6) Class-S Search Code: XF6CS
7) Class-X Search Code: XF7CX
8) Class-Y Search Code: XF8CY
9) Class-Z Search Code: XF9CZ
G) Walkthrough: Mary Search Code: XGWMA
1) Class-E Search Code: XG1CE
2) Class-D Search Code: XG2CD
3) Class-C Search Code: XG3CC
4) Class-B Search Code: XG4CB
5) Class-A Search Code: XG5CA
6) Class-S Search Code: XG6CS
7) Class-X Search Code: XG7CX
8) Class-Y Search Code: XG8CY
9) Class-Z Search Code: XG9CZ
H) Secrets Search Code: XHSCT
I) Open Battle: DenCity Search Code: XIOBD
1) Battle Set 1 Search Code: XI1BA
2) Battle Set 2 Search Code: XI2BB
3) Preset Battles Search Code: XI3PB
J) Open Battle: Yumland Search Code: XJOBY
K) Open Battle: Netopia Search Code: XKOBN
L) Open Battle: Hacker's Net Search Code: XLOBH
M) Battle Chip Index Search Code: XMBCI
1) Battle Chips Search Code: XM1BC
2) Navi Cores Search Code: XM2NC
N) Game Algorythms and Coding Search Code: XNGAC
O) Navi Codes Search Code: XONVC
P) Frequently Asked Questions Search Code: XPFAQ
Q) Glossary Search Code: XQGLS
R) Credits & Thanks Search Code: XRCRD
S) Outro & Version History Search Code: XSOUT
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GAMEPLAY & CONTROLS XAGPC
===============================================================================
Obviously, if you want to play the game you need to know what you're doing. The
manual explains a lot of the game's mechanics, but there's a lot of things that
simply aren't explained very well... if at all. Here's some enlightenment on
all the wonderous things it misses out on.
-------------------------------------------------------------------------------
Controls XA1CT
-------------------------------------------------------------------------------
OUT OF BATTLE CONTROLS
D-Pad = Highlight options / Highlight items
A Button = Confirm option / Select items / Move text forward
B Button = Go back / Cancel
Start = Battle Options (on pre-battle Program grid screen)
Select = Show chip info when chip is highlighted
L Button = Page up
R Button = Page down
IN BATTLE CONTROLS
D-Pad = No function.
A Button = Confirm Program Grid / Advance Text
B Button = Speed up battle (text moves on automatically) / Slow down battle
Start = Show Options (Retry / Give Up / View Program Grid)
Select = No function
L Button = Slot in "L" interrupt chip / Reselect Program Grid (with R)
R Button = Slot in "R" interrupt chip / Reselect Program Grid (with L)
-------------------------------------------------------------------------------
Battle System XA2BS
-------------------------------------------------------------------------------
|-----| [_][_][_] |-----------| [_][_][_] |-----|
| ### | PROGRAM | # TURN | PROGRAM | ### |
|-----| |-----------| |-----|
|---------|---------|---------|---------|---------|---------|
| | | | | | |
| | | | | | |
|---------|---------|---------|---------|---------|---------|
|-------PROGRAM DECK-------| |-------PROGRAM DECK-------|
|R[_] --[6] | | [6]-- [_]R|
| --[3]-| | | |-[3]-- |
| --[1]-| --[7] | | [7]-- |-[1]-- |
| [N]-| --[4]-| | | |-[4]-- |-[N] |
| --[2]-| --[8] | | [8]-- |-[2]-- |
| --[5]-| | | |-[5]-- |
|L[_] --[9] | | [9]-- [_]L|
_|__________________________|_|__________________________|_
|_|_________________|# # #%|>>>>>|# # #%|_________________|_|
Ah, more inane ASCII art again. The battle is divided into two distinct phases,
chip selection, and attack tradeoff. In the first phase of the battle, the game
will make a path down the Program Grid, grabbing up to three chips. For example
it could go to [1], then to [4] and then to [7]. That's just an example, but a
possible one. If a chip slot is unoccupied, then it can still be selected and
that can cost you the match. So try to fill your grid where possible.
One note of interest at this point is that the grid and "program" indicators
are reversed for the opponent. So the left-most column of your opponent's row
is the third, not the first, and hence the corresponding Program indicator
marks the third chip.
Speaking of program indicators, they're the three little boxes at the top,
next to the turn indicator. They're there to basically inform you of the
status of the chip you have in that slot. If a chip is blue, it's at full HP,
or is a very high proportion of max HP. If it's yellow, the chip has dropped
quite heavily from it's maximum, but is not in any immediate danger. If it's
red, the chip has suffered severe damage and isn't going to last much longer.
If it's black, either the slot was empty, or the chip in it has been destroyed.
The bar at the bottom of the screen indicates each navi's slot-in gauge. For
every action that is taken (i.e. a chip is used, an empty chip slot is passed
over, a buster shot is used or a slot-in chip is used) the bar rises by 5%.
This percentage essentially indicates two things. Firstly, the chance of a
slot-in chip succeeding is the same as this percentage. When you press L or R,
it's calculated by the random number generator, and your gauge is reduced to
zero. If it was a success, the chip is then used, if it wasn't, it's not. Your
gauge drops to zero regardless.
The other very useful use is that if you get a poor draw on your program grid,
you can re-draw it. Whilst still on the program grid draw, providing your
gauge is at at least 50%, you may press L+R together to redraw your grid. Doing
so immediately drops your gauge to 0. The only other thing of note here is the
HP displays at the top-left and top-right, and the turn indicator at the top.
With all the functions of the battle screen out of the way, the final thing is
the flow of the battle. After, as mentioned above, up to 3 chips are drawn,
the computer uses them in a particular order. Each chip has an invisible value
called chip speed. Essentially, each player's first column chip is compared.
The one with the higher speed is used first, then the other's. This repeats for
the second and third column. Then, the navi's buster with the highest speed
(another hidden value) is used, followed by the other navi's buster. Then the
program grid is redrawn and the process repeats until an opponent's HP reaches
0.
-------------------------------------------------------------------------------
Program Grid XA3PG
-------------------------------------------------------------------------------
|----------| |---------------------------------------|
|BATTLECHIP| | P R O G R A M / S L O T ##|
|---------------| | D E C K / M A X MB|
|C h i p N a m e| |---------------------------------------|
|---------------| | R [_] ---[6] |
| | | ---[3]---| |
| | |--| /-\ ---[1]---| ---[7] |
| [PICTURE] | |OK| | N |---| ---[4]---| |
| | |--| \_/ ---[2]---| ---[8] |
| | | ---[5]---| |
|---------------| | L [_] ---[9] |
|Effect Dmg| >-------------------------------------<
|---------------| | | N A M E O F N A V I |
|PARAMETER| | | |
|-----------------| | [PICTURE] | N A V I ' S B U S T E R |
|HP ### AP ## | | | |
|MB ### ELEMENT | | | C U R R E N T M B U S E |
|-----------------| |---------------------------------------|
The program grid is your main weapon in the fight against evil in this game,
and as such you should get used to it fairly quickly. The grid is aligned in
a sideways pyramid shape, allowing slots for 9 chips, a navi core, and 2 slotin
chips, each having certain restrictions which are put in place.
The most important thing on the grid is the navi core (marked as an octagon "N"
on the above ASCII). This basically is your current navi. By inserting new navi
cores into the Navi Core slot, you change your navi - this affects your HP, MB
and navi's buster attack power. You can view the exact specifics by hovering
over it and looking at the chip view on the left. Below the program grid also
shows the navi's name, the name of it's buster (which tells you very little)
and your current MB usage.
The next priority on the program grid is the chip pyramid, shown on the ASCII
above as the 9 [ ] slots coming off the navi core. This is where you insert the
battle chips you wish to use during battle. Before each battle (although you
have the opportunity to do it before entering a battle series anyway) you are
asked to set up your program grid.
The basics of the system are that at the beginning of the turn, the game will
randomly move across the pyramid, grabbing up to three chips as it goes. As
such, the chips to the LEFT of the grid have a higher chance of being grabbed
than the ones to the right. The game will then proceed to use the chips, first
using both players' first chip, then both players' second, then both players'
third until all chips have been used for that turn. Buster attacks are then
used, before the game redraws another set of chips. Chips in the pyramid remain
there unless destroyed by the opponents' chips.
Next, the interrupt slots (marked on the ASCII as [_] L and [_] R). Essentially
as the battle progresses your slot-in bar fills up. At any time, you may press
L or R to use the chip you have placed in that slot. The more full the bar, the
higher your chance of success. You may only get one use each per battle for the
slot-in chips, so try and make it count.
The final thing of note here is the info grid on the left. By highlighting over
a chip, you will see it's name and picture. Underneath that is it's damage, and
effect (if it has one). Below that shows the chip's HP (when it is attacked by
opponents' chips, this reduces. If destroyed, it cannot be used again that
battle) it's attack power, and the MB it uses. It also shows the chip's element
There are two main restrictions on the program grid. Firstly, there is a limit
on the interrupt slots. At the top of the program grid screen is a number
marked "Slot MAX". If a chip exceeds the MB count marked here, it may not be
placed into the interrupt slot. The other restriction is that of your navi's
MB. The key rule here for the program grid is this:
=================================================================
= THE TOTAL MB OF ALL NINE CHIPS PLACED IN THE CHIP PYRAMID MAY =
= NOT EXCEED THE MB OF THE NAVI CORE YOU ARE CURRENTLY USING. =
=================================================================
This is the golden rule of the Program Grid. If you can fill up your grid
effectively, whilst following the MB limit yet still filling up as many slots
as you can, you're on the path to victory.
-------------------------------------------------------------------------------
Battle Chip Effects XA4CE
-------------------------------------------------------------------------------
The game uses abbreviations in places for some of these effects, such as, for
example, using "REC", "RECO" and "RECOV" in different situations. They all do
the exact same thing, so the extra letters that sometimes aren't used have been
placed in brackets.
ADD: Left-most chip opponent currently has drawn takes damage equal to
attacking chip's AP
ALL ADD: All opponent's currently drawn chips take damage equal to attacking
chip's AP
ALL ADD T: Hits three times, each dealing damage to all the enemy's chips.
ALL ADD X: Deals damage equal to 10 * number rolled to all the enemy's chips.
ALL BREAK: Destroy enemy's active defense chip, and deal damage to all their
chips, assuming the attack hits.
ALLCNT: Counter the opponent's next move. All opponent's chips take damage
equal to attacking chip's AP
ADD T: Hits three times, each hitting the last enemy chip loaded as well as
the opponent.
AURA: User is invincible until damage is done to them that exceeds the aura
power marked on the chip.
BARRIER: Chip will totally block the next attack that would hit the user of a
"BARRIER"-type chip.
BARRIER+: Opponents' barriers are nullified. The stats of both players are
affected.
BREAK: Opponent's current active defensive chip is totally destroyed if attack
hits.
CNT: Counter the opponent's next move.
DATA: Chip description (highlight it and press Select) contains a Numberman
machine code for MegaMan Battle Network 4.
DEFENSE: Any attack aimed at the user is instead taken by the "DEFENSE" chip.
DELETE: Automatically deletes one random chip the opponent has loaded.
DOUBLE: Chip hits twice.
FLOAT: Whilst a "FLOAT"-type chip is active, ignore the effects of holes.
GAUGE: Own custom gauge is increased by the specified amount.
GAUGE[0]: Enemy's custom gauge is decreased by the specified amount.
HIT: Enemy evasion is lowered, and your accuracy is increased by the specified
amount. The exact value is "hidden", so you can't assess exactly how much
this helps you. :/
INVIS: User is invincible until the "INVIS"-type chip is destroyed, or the end
of the turn.
LOWRATAK: An attack that would kill you will instead lower you to 10 HP. Does
not work if you are at 10 HP.
LUCKY: Busting level is increased by 2 at the end of battle if this chip is
somewhere on your Program Grid.
METEO: Chip hits a random number of times.
MIND: The enemy is forced to draw the same "draw" of chips next turn as they
did this turn.
NAVPOW: Power of next buster attack rises by the AP of the chip with the
"NAVPOW" ability. If buster attack is multi-hit, all hits rise by that
amount.
NORM(AL): Chip has no special effect.
PANLCHNG: Chip changes the current terrain to the one shown on the image.
PIERC(E): Chip with "Pierce" ability can go through opponent's defensive chips
without destroying them.
POWER: Power of next chip attack rises by the AP of the chip with the "POWER"
ability. If next attack if multi-hit, all hits rise by that amount.
PRISM: Chips targetted at the user of a chip with "PRISM" will hit the Prism
instead. Any damage done to the Prism is reflected upon the original
attacker at the end of the turn.
QUAD / QUADRA: Chip hits four times.
RANDOM: Random chip opponent has currently drawn takes damage equal to
attacking chip's AP
RCNT: The chip counters the opponent's next attack, with the effects of the
"Random" effect.
REC(OV): User regains HP equal to the chip's AP. Opponent is not attacked.
REFLEC: Any attack that hits this chip sends an automatic counterattack doing
damage equal to the chip with "REFLEC"s AP.
RNDMT: Chip hits three times, doing damage to the opponent and a random chip.
SMASH: Enemy's slot-in chips are deleted.
STORE: Any attack that hits a chip with "Store" has the damage taken added to
it's AP. Stored damage is removed at the end of the turn.
STUN: Opponent's buster is disabled on the turn they are hit by "stun" attack.
STNBOM: Opponent is given "STUN" status, all opponent's currently drawn chips
take damage equal to attacking chip's AP
TRAP: Enemy is hit for the specified damage amount when they trigger the trap.
Different "TRAP"-type chips have different triggers.
TRIPLE: Chip hits three times.
TURNROCK: All hits dealt against you this turn will deal 10 damage.
"X": A chip with a damage value of "X" is not set, but calculated by a formula.
"?": A chip with a damage value which is generated randomly or by a background
formula.
"???": Only applies to Poltergeist. Chip does damage equal to the number of
defensive chips in play * 150.
"+": Indicates the chip has additional affects that cannot fit in the box.
-------------------------------------------------------------------------------
Elements XA5EL
-------------------------------------------------------------------------------
Using elements is one of the key ways to win in this game, and as anyone who
has a familiarity with the series (or most other RPGs, for that matter) will
know, using elements can increase your damage incredibly.
There are four elements - Heat, Aqua, Elec and Wood. They work in a circle -
Heat beats Wood, Wood beats Elec, Elec beats Aqua, Aqua beats Heat. It's like
Paper-Rock-Scissors, except with four elements instead of three. As such, if
you know you're going to be fighting opponents of a certain element, you can
set up your program deck to take maximum advantage of this.
How, I hear you ask? Well, there are three ways to increase damage using the
elemental system. Firstly, if a battle chip you use has the same element as
your navi, it deals increased damage (the amount varies depending on the chip.)
Secondly, if the opponent's navi is of an element weak to an attack you use,
it deals increased damage. Thirdly, elemental stages can vary the damage you
deal...
ELEC deals increased damage on Metal/Aluminium and Ice Stages.
HEAT deals increased damage on Grass Stage.
By using these three points, you can exponentially increase the damage you do.
Take note of how the elemental system works and you can get through the earlier
parts of the game quite easily.
-------------------------------------------------------------------------------
Game Locations & Menus XA6LM
-------------------------------------------------------------------------------
PET: Your main configuration home where you do most of the preparation tasks of
| the game.
|
|_____PROGRAM DECK: Customise your program deck with navi cores and chips from
| your folder. See "The Program Grid" section.
|
|__CHIP FOLDER: Comprise folders of up to 30 chips from which you can build
| your program deck. Always carry a full folder in case you
| need to change your grid on the fly.
|
|__DATA LIBRARY: View stats for every chip and navi core you've collected
| during the game.
|
|__NETNAVI: View your game stats, including name, navi, chip collection
| and your Navi Code (used for entering your navi into other
| peoples' cartridges) as well as your win record.
|
|__E-MAIL: Read e-mails sent to you throughout the course of the game.
|
|__SAVE: Save your game in order to resume later.
|
|__TRANSMIT: Link up to battle, trade chips and enter navicodes!
SHOP: Your main source of new chips, the SHOPS located throughout the game
enable you to buy new chips. The higher the price, the better the chips
you get!
BATTLECHIP GP: The main tournament mode of the game. Here you can partake in
various tournaments in order to progress through the game. For
more details, consult the "Grand Prix Mode Information" section
as well as the Tournaments section for your character.
OPEN BATTLE: Here you can partake in an elimination series of battles. The
objective is to beat as many navis as you can without dying. You
may continue if you die, but your prizes are reduced.
PARK: Here you may input navi codes for use in the Generation Tournament, as
well as partake in a Generation Tournament using up to 127 navicodes.
-------------------------------------------------------------------------------
Grand Prix Mode XA7GP
-------------------------------------------------------------------------------
The Grand Prix Mode is the main mode of play of the game. This is the only mode
in which the storyline of the game can be advanced, and is generally the mode
in which you will spend the most time throughout the main part of the game
(that means until you completely beat it, basically).
In the Grand Prix Mode, you are pitted into tournaments, in which you must
defeat a series of battles without being able to save. You are allowed to edit
your program grid before each battle, but only with chips from the currently
active folder (which can hold up to 30 chips.). You're also given 15 retries IN
TOTAL throughout each tournament, which means that if you lose against an
opponent, you can face them without going through it all again. But only 15
times - after that, you'll have to start from the beginning of the tournament
again.
By beating tournaments, you get to move up through "classes". Each class is
made up of a group of tournaments. By completing all the tournaments in a class
you may move up to the next, and hence have access to a new set of tournaments.
Eventually, you'll reach Class-S and hence, the final tournament of the "main"
storyline.
Tournaments also force you to manage your money wisely. Each tournament has an
entry fee you must stump up to enter, though you'll almost always win at least
twice what you payed to get in for winning. Class-E's Novice Tournament is the
only one that's "free", but you can always accumulate money through Open Battle
as well.
As for rewards, tournaments aren't lacking in them. Each opponent in a tourney
will give you a small prize after winning, usually a small amount of zenny (500
or less) and occasionally a chip. Winning a tournament gives you a large amount
of prize money, as well as the navi core of the final opponent of the tourney.
Finally, clearing each class will normally give you a boost in navi stats
and/or a new location, as well as access to a new class.
In other words, you get to waste a lot of time here.
-------------------------------------------------------------------------------
Park Tournament XA8PT
-------------------------------------------------------------------------------
The Park Tournament is one of this game's best new features; enabling you to
essentially custom-build your own tournament. A Park Tournament is a "knockout"
style tournament in which opponents fight, the loser is eliminated and then
winners continue to face off until only one remain; in other words the enemies
faced each time will vary even with the exact same lineup.
So, exactly how does one set up a Park Tournament? Well, the first thing you'll
need to do is reach at least Class D where you'll unlock the ACDC Park locale;
this is where you can partake in Park Tournaments. There are two options here
for you to choose; inputting "navi codes" and then actually making a tournament
itself.
Navi Codes are interesting little devices. If you check your navi's "status" in
your PET, you'll see a 24-digit code: Your navi code. What this code does is
essentially say what navi you're using, your name, and the exact program deck
you currently have active. If you give your navi code AND four-letter name to a
friend, they can input that code into their game, and that exact information
about you and your deck is then stored in the game for entry in the tournament.
There are four levels of Park Tournament: 16, 32, 64 and 128. This, as you may
guess, indicates the number of entrants in their tournament. You'll need that
number of navi codes minus one (as you need to enter too) in order to enter
that tournament. Luckily the game gives you 15 to start off with, but none of
them are pushovers.
So, essentially, a Park Tournament is a customised tournament that lets you
face off against opponents created by other players that you enter into your
game. Winning a Park Tournament gains you some nice prizes, and like normal
fights you can win a chip off the program grid; some people create program
grids especially so that they can give them to friends who need a particular
chip! By using Park Tournaments you can battle against people all across the
world with the utmost ease and utterly no travel costs. The joy of friendship!
-------------------------------------------------------------------------------
Open Battle XA9OB
-------------------------------------------------------------------------------
Open Battle serves up the other half of the game's main battles, providing a
distinctively random heap of battles. Whereas with the tournaments which are
the same every time, Open Battle is semi-random, in the sense that it has a
pool from which it draws opponents, so as that the opponents themselves aren't
random, but who and in which order you fight them is.
The actual battles themselves work the same as normal. You're given an
opportunity before every battle to change your program grid if needs be, but it
should be advised that in the Open Battle you do fight a lot more opponents
than in the normal tournaments, plus the randomness aspect makes it much harder
to make a deck that will handle everything you come across.
However, there are certain things that you can use to beat the randomness. The
game divides up the opponents in each Open Battle into "sets". For each battle
in the Open Battle, it picks a random opponent in the appropriate "set" for you
to face. The most key thing, however, is that each navi has a little phrase it
says before battle. This phrase is unique to that opponent! As such, from that
phrase you can tell exactly what your opponent's navi will be, and what program
grid it will have!
However, there are some logic patterns used to help determine what you're going
to face. Each "round" of sorts is either pre-determined or drawn from a "set".
Generally, every 5th battle is pre-determined (5, 10, 15, etc.) whilst the rest
are drawn from sets. What this means is that there are a pre-determined load of
battles and the game simply picks one randomly. It's sort of like the lottery,
only it brings you doom and catastrophe rather than wealth and riches.
With this information in hand, it's much easier to know exactly what you're up
against in Open Battle. Read through your opponents carefully before the match,
and make a grid perfect for defeating them!
-------------------------------------------------------------------------------
Shopping XA10S
-------------------------------------------------------------------------------
Shopping barely deserves a section but I thought I may as well include one just
in case for those who are confused about how the whole thing works.
As you play through the game you unlock a variety of shops; first Higsby's
basic shops, then the "Sunset", and a few more as you progress. Each shop has
increasingly higher prices for it's products: and each time the base product is
the same: you can purchase a random chip, or 10 random chips for 10x the price.
As one can presume, buying in bulk has advantages: for the exact same price as
10 individual ones you get 10, but they're generally slightly rarer. Of course,
as it is essentially a lucky dip you may get a bad draw, but that's the way the
ballgame works.
As you unlock new shops, you get access to more expensive lucky dips. Once more
the advantage here is that by making your purchases at the more expensive shops
you generally get different chips; not necessarily rarer but the "pool" from
which what you can get is different. For example, you'll almost never see a
"Stage" chip at Higsby's original shop; but Sunset will toss one out every now
and again.
As one can imagine, the very best chips are obtained from the bulk buy option
on the most expensive store. By using the different options on shops you can
amass a very well-rounded arsenal of chips for use in your battles. Shop well,
Shop frequent, Shop Higsbys. Or some other cliche advert.
===============================================================================
WALKTHROUGH: CHAUD XBWCH
===============================================================================
The game kicks off with our favourite bishie protagonist getting an e-mail from
the hosters of the latest tournament, the Battle Chip GP (that's Grand Prix for
those of poor acronymic knowledge). It calls all Netbattlers to partake in the
tournament, for the winner will get a very rare chip. Wow, I can barely contain
my indifference. (Un)fortunately, however, that's the entire point of this game
so get used to it. In an amusing turn of events, it says that you're going to
be using a Program Grid in this tournament, a new type of battle system that
has absolutely nothing to do with that of the normal Battle Network games.
Chaud is called to the SciLab, where he is informed of a threat. A threatening
e-mail, seemingly sent by the WWW, announces that they will "delete the winning
navi in the BattleChipGP." And that's it. The most bland threat I have ever
seen in my entire life. Chaud says that the WWW was disbanded, but the boss
says it's too risky to not check out. He wants to send you in as an undercover
operative in order to save the world from doom, destruction, and raining bagels
Of course, being the good protagonist you are, you're forced to do it. Even if
you don't want to. So tough luck. On the way back to his home, Protoman asks if
he really thinks the WWW is behind all this. Chaud doesn't know, (too much hair
dye in his brain if you ask me) but says that if they win, then the enemy will
have to delete them (oh great idea.) and hence they can defeat them.
Chaud jacks in Protoman, who goes to sign the pair up for the GP. You're then
asked to input a 4-letter name. This name has no real effect on the gameplay,
but this game has a unique battling system where you can input your name
and a special code into another person's game so they can fight you without
linking. So make it something uniquey to you. You're then given your Program
Deck which you install. There is then a tutorial to the Program Grid and battle
system which you really should view. If you wanna skip it, though, I'd advise
reading the Gameplay section of this guide if you haven't already.
Back in the studio, Ribitta announces that she'll be annoyingly flying around
in a helicopter stalking the GP contestants. Or covering the action, whatever
sounds best. You're then shown yourself and another one of the possible player
choices. Essentially, you get to fight the one that's not you at the end of the
game. In this case, it's Lan. At this point, you're asked to go onto the PET
menu to set up your Program Grid. Fill it up with all the spare chips from your
folder, and get off the menu.
You then get a mail from Higsby announcing that his shop is open. It may well
be worth going and buying a few before jumping into a tournament, after all,
the first one has no entry fee. When you're happy with your setup, head over to
the Battle Chip GP building for some tournament fun.
-------------------------------------------------------------------------------
Class-E XB1CE
-------------------------------------------------------------------------------
TOURNAMENT ENTRY FEE WINNING PRIZE NAVI CORE PRIZE
Novice Tournament Free 1000Z NormNav2
Guts Tournament 300Z 1500Z Gutsman
Healing Tournament 300Z 1500Z Roll
Well, what can I say. Three quite easy tournaments here, to be honest. Proto is
an incredibly good navi with a strong buster (that also damages a chip), good
MB and also good HP. A very strong, well-rounded navi. Providing you top up
your folder with chips wherever possible, you shouldn't have a problem here.
The recommended order here is a basic Novice, Guts, then Healing. Healing pits
you up against Ring and Roll, both of whom have excellent evasion rates and
hence can run rings around you (pun not intended, I promise). It would also be
worth running the Open Battle area you unlock after winning Novice a few times
so as to 'stock up' on some navi cores. You can win the Numberman navi core off
the Open Battle so it's well worth doing. With that said, let's get on with the
show.
For the record, it may be worth running through the Novice Tournament and, when
you unlock it, the DenCity Open Battle a few times. It's well advised to grab
a Guard or two and at least one elemental Balloon chip.
|-------------------------------------|
| NOVICE TOURNAMENT |
|-------------------------------------|
| Location: ACDC School |
| Special Rules: None |
| |
|Opponents: |
|1) Kenji [NormNav1] |
|2) Higsby [NumberMan] |
|3) Ms. Mari [NormNav2] |
\-------------------------------------/
The most simple of the tournaments and a quick way to pick up a few thousand
zenny if you need it, the Novice tournament gently eases you into the game with
some pathetically easy battles. The game starts you off with quite a few spare
chips in your folder, so attach those to your grid before kicking off here and
you should blaze through it.
---------------
Kenji
Kenji will almost certainly be your first opponent in this game, and he's not
a particularly difficult one. Armed with but a few Cannons and some recovery
chips, which are placed in inanely stupid locations, Kenji asks if you know how
to use your Program Deck. Perhaps he should be asking himself that.
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon
Stage: Normal Panels
Program Deck:
Recov50 None (R)
None
Cannon None
Cannon NormNav1
Cannon None
None
Recov50 None (L)
Battle Strategy: Well, um, wow. This guy can string off about 110 damage a turn
maximum, which to be honest is going to take a good 5 turns to delete you. As
your buster alone does 60, providing you fill up your program grid with all the
chips from your starting folder (and preferably some from Higsby's) then you
should cleave him into many pieces.
---------------
Higsby
Ah, Higsby. With a change in the battle system, Higsby hopes for a change in
his luck. Unfortunately for him, he's rather new to it and manages to leave
half his program deck behind at the shop. Unfortunately for you, that means you
have to face it later.
NumberMan
Hit Points: 400
Attack Power: 10*D (He rolls a dice, D = number rolled)
Buster Notes: Damages chips.
Element: Normal
Primary Chip: Prism
Stage: Normal Panels
Program Deck:
None None (R)
None
None None
Cannon NumberMan
None None
None
None None (L)
Battle Strategy: Well, what can I say. He has the immense attack power of a
Cannon. If you can destroy said Cannon, you've basically auto-won. You have
more health, your buster does an automatic 60, and his buster can do 60 max.
But to be honest, that probably won't be necessary, you'll almost certainly
beat him up before it comes close to a war of attrition.
---------------
Ms. Mari
Win and she might give you lines. No, just joking, your teacher shouldn't put
up too much of a fight here. Providing you've filled up your program deck
nicely, your teacher will be the one getting schooled. :O
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None.
Element: Normal
Primary Chip: Hi-Cannon
Stage: Normal Panels
Program Deck:
None None (R)
Cannon
None None
Cannon NormNav2
None None
Cannon
None Cannon (L)
Battle Strategy: What can I say. Whilst her V2 normal navi has slightly more HP
than the normal version, she's stuck with a maximum of one Cannon chip per turn
which, to be honest, isn't that intimidating. With a maximum of 70 damage per
turn from your opponent, you should blaze through this one fairly quickly.
---------------
Tournament Prize:
1000 Zenny
Navi Core: NormNav2
Unlock Area: Open Battle
Open Battle: DenCity
After that refreshingly easy start, I'd suggest playing through this tournament
a few times (and perhaps also going through the DenCity Open Battle too) to
pick up some zenny. You can get the Numberman navi core off the Open Battle,
but as you found out in that tournament it's really nothing particularly
special. Out of your next two tournament choices, you've basically got a choice
of heavy attacking, slow navis who can take quite a beating, or some evaders
who will simply not take a beating. Which order you do it in is up to you, but
I'd recommend doing the Guts Tournament first.
|-------------------------------------|
| GUTS TOURNAMENT |
|-------------------------------------|
| Location: Yai's House |
| Special Rules: None |
| |
|Opponents: |
|1) Koetsu [NormNav1] |
|2) Kai [Turboman] |
|3) Dex [Gutsman] |
\-------------------------------------/
This tournament essentially teaches you what you're going to be fighting
against - endurance. You'll get a cannon fodder warm up as usual, but Kai will
be the great annoyance in this tournament with his attacks more focused against
your chips than you. Dex, on the other hand, has got high HP and high damage
but dodges like a slug. Luckily, Proto has quite high evasion and this can make
up for it quite nicely.
//GOOD IDEAS
Guard
It's lean, it's mean, it's a reflecting machine. Guard can reflect any
non-elemental attack thrown at it, so it's very useful for both
offense and defense. An almost-must.
HeatBall
Kai has the clever idea of using elemental chips. Unfortunately for him,
they're all fire element. HeatBall absorbs them. Catch the drift?
Yo-Yo Series
This tournament is all about raw damage, and the Yo-Yo series can provide
it, in a convenient multi-hit form. Perfect for use against these strong
navis.
Cannon Series
Probably more economic MB-wise for damage than Yo-Yos, the Cannon series
can send out insane damage in a single blast. Well worth it.
Recoveries
Recovery 50, Recovery 80, stuff like that. 80s are good for slot-ins if
you need to heal up. Do so.
Catcher
A catcher in a slot-in slot can work wonders here for your chip getting.
TurboMan has Burner, Gutsman has GutsPunch and M-Cannon. Both are really
worth getting. You can use Catcher to do so.
Sword Series
Quite nice damage (70 for 10MB!) that also damages chips. Useful for
removing your opponent's arsenal.
//BAD IDEAS
RockCube
Gutsman punch cube. Cube go bye-bye.
---------------
Koetsu
Apparently, this burly chap is a "grade schooler", and hence Chaud, being
younger, should not underestimate him. Yeah, what great logic. In essence, this
guy is as stupid as he looks. Don't expect miraculous wonders here.
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon
Stage: Normal Panels
Program Deck:
None Cannon (R)
Recov50
MiniBomb Cannon
None NormNav1
MiniBomb Cannon
Recov50
None None (L)
Battle Strategy: Our friend Koetsu here made the big mistake of not bringing
anything that can get past a simple Guard or Elemental Balloon. Show him what a
fool he is by using defensive chips to your advantage. Try to keep some
defensive chips near the 'front' of your program deck, then line up your attack
chips behind to pummel your opponent quickly.
---------------
Kai
You'll come to hate this kid as time progresses. Not only is his inane overuse
of the word "Vroom" incredibly annoying, but so is his navi, capable of dealing
immense damage to your chips every single turn.
Turboman
Hit Points: 550
Attack Power: 20
Buster Notes: Heat-Element, Damages All Chips
Element: Neutral
Primary Chip: Burner
Stage: Normal Panels
Program Deck:
None Shotgun (R)
None
None MiniBomb
Burner TurboMan
None MiniBomb
None
None None (L)
Battle Strategy: WARG! He's an arsenal of chip-burning power. With a potential
70-damage per turn to you and all your chips - you need to kill him QUICKLY.
His chips all have ridiculously high HP, so attacking them will probably not
do you much good. However, if you want to try it, by all means do. Turboman's
buster is also damaging to your chips. However, the total damage done to you
by Turboman isn't that high, so by all means feel free to whip out the HiCannon
(and MegaCannon if you have it) chips, and blast the side of his face off.
---------------
Dex
Dex and Gutsman, ah yes. Right now you'll hate him, but he becomes much easier
as time goes on. Why? Because they gave him some pretty nice chips at this
moment which are pretty powerful and can wear you down. Good luck!
Gutsman
Hit Points: 600
Attack Power: 70
Buster Notes: Pierces through and breaks active defences.
Element: Neutral
Primary Chip: GutsPunch
Stage: Normal Panels
Program Deck:
Recov50 GutsPnch (R)
Cannon
None M-Cannon
MiniBomb GutsMan
None Cannon
HiCannon
Recov50 Cannon (L)
Battle Strategy: You're going to want to play defensive at this stage. I would
heavily recommend a Wind chip at this point, this increases your evasion and
lowers his accuracy, hence making it much harder for him to hit you. Note,
however, that his buster can destroy defences, so it can only buy you a turn or
so. But that's enough - just try and match his offense where possible and you
should win this even if it is a close match.
---------------
Tournament Prize:
1500 Zenny
Navi Core: Gutsman
If you did the Healing Tournament first you can now jump downwards towards the
world that is Class-D.
If you didn't, now would be a good time to check out the "Select" button on the
folder view. This shows you the accuracy rating of your chips, amongst other
details. For this next tournament, you want to keep your accuracy as high as
possible, because the opponents you'll be facing can dodge like the wind.
|-------------------------------------|
| HEALING TOURNAMENT |
|-------------------------------------|
| Location: Seaside Cafe |
| Special Rules: None |
| |
|Opponents: |
|1) Anna [NormNav1] |
|2) Mary [Ring] |
|3) Mayl [Roll] |
\-------------------------------------/
The complete opposite of the Guts Tournament in many a sense, your opponents
here in the Healing Tournament are focused on just that - healing. With high
evasion and focus on staying alive, you want one of two strategies - high
accuracy, high-damage attacks that'll pulverise them, or chip destruction. I'm
going to go for the latter here.
One thing of note here is that by going into the Folder View or Library and
pressing Select over a chip, you can find out info about it - including it's
accuracy. This can be useful for planning a strategy against your opponent.
//GOOD IDEAS
Shotgun Series
That, by the way, is Shotgun/V-Gun/CrossGun/Spreader. Pretty nice chip
destruction, and chip destruction is the best way to win here.
HeatShot Series
If you don't have enough Shotguns, HeatShot can provide chip destruction
with a higher MB cost.
Bubbler Series
If you don't have enough Shotguns, Bubbler can provide chip destruction
with a higher MB cost.
TimeBomb Series
Perfect for a slot-in. Slot it in right after your opponent's buster and
watch their chips go bye.
Ratton Series
Chip destruction, nice damage, high accuracy.
Fan
Accuracy increases, evasion decreases. As such, they can't dodge as well
and you can do more damage.
Sword Series
Not wonderful accuracy, but nice damage and chip destruction. You know
what you is doing.
Quake Series
Poor accuracy, very nice chip damage. Give it a shot.
---------------
Anna
The waitress at the local cafe, Miss Anna comes in with a veritable flurry of
healing chips and Cannons - but in this tournament, the one getting served will
be your opponent.
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon
Stage: Normal Panels
Program Deck:
Cannon Recov50 (R)
Cannon
None Recov50
HiCannon NormNav1
None Recov50
Recov50
Cannon None (L)
Battle Strategy: A brief insight into the way this tournament works, Anna comes
equipped with some basic Cannons and Recov50s. Not particularly strong stuff,
but in combination can be rather nasty. The one major fault in Anna's grid is
that if she draws the HiCannon, she won't draw another chip after it. In any
case, this battle should not be particularly difficult if you use Defense chips
wisely.
---------------
Mary
Mary, like Kai, is one of the few people you'll come across who'll actually
RECOGNIZE you. Even though she's NEVER MET YOU BEFORE. Yes, Mary is a stalker.
She watches you whilst you sleep. She knows what you did last summer.
Ring
Hit Points: 450
Attack Power: 20
Buster Notes: Hits Twice, Damages One Chip
Element: Neutral
Primary Chip: Jealousy
Stage: Normal Panels
Program Deck:
Recov50 Recov50 (R)
Cannon
Recov50 MiniBomb
HiCannon Ring
Recov50 Cannon
Recov50
Recov50 Jealousy (L)
Battle Strategy: Healing. Healing, healing, healing. Ring comes equipped with
a full deck of Recovery50s and attack chips. However, armed with only a
MiniBomb that can attack your chips, you can delete hers then beat her up. Do
so.
---------------
Mayl
Mayl, the love interest of the MMBN games. She pops up at various points in the
game to annoy you with her high evasion, awesome healing power and all around
girl power.
Roll
Hit Points: 400
Attack Power: 50
Buster Notes: Heals for 50 damage, even if it misses.
Element: Neutral
Primary Chip: Recov30
Stage: Normal Panels
Program Deck:
Cannon Recov50 (R)
Sword
Recov10 Recov30
LilBomb Roll
Recov10 Recov30
Sword
Cannon Recov30 (L)
Battle Strategy: This woman is EVIL. Whilst equipped with what can only be
described as a luck-luster grid, Roll's accuracy and evasion can be fatal. That
combined with her awesome buster means that the easiest way to win this is by,
you guessed it, chip destruction. The grid I used was as follows:
(R) Catcher Cannon This grid focuses primarily on
Heat-V chip destruction, whilst yet
CrossGun Shotgun allowing some quite high damage
Protoman V-Gun each turn. With this setup, you
CrossGun Shotgun can take out Roll's chips fairly
Heat-V quickly, as most of her chips
(L) HiCannon Cannon have very low HP.
---------------
Tournament Prize:
1500 Zenny
Navi Core: Roll
If for some reason you did this tournament before the Guts Tournament, it may
be worth using Roll for the Guts Tournament in this case, as Roll has good
evasion and an automatic HP boost. I'd still recommend Proto, however, as he
has the awesome bishie skills.
However, if you did do these tournaments in the "default" order, you will now
have access to Class D as well as all the other benefits. You'll now be thrust
into another short story sequence, so jump downwards.
-------------------------------------------------------------------------------
Class-D XB2CD
-------------------------------------------------------------------------------
TOURNAMENT ENTRY FEE WINNING PRIZE NAVI CORE PRIZE
Match Tournament 500Z 3000Z Fireman
Sapling Tournament 500Z 3000Z Woodman
Droplet Tournament 500Z 3000Z Iceman
Battery Tournament 500Z 3000Z Elecman
After winning your final tournament, you get an e-mail from the Battle Chip GP
staff. As well as unlocking the Class D tournaments, you also get an extra 20MB
to use towards your Program Grid, which will allow you some better chips to use
in your grid! Chaud notices an article attached to the e-mail, which Protoman
informs you is from a magazine. It's about creating your own tournament. You
can register your own tournament with the BattleChip GP and be given rare chips
to use as prizes. How it works is that you insert entry names and navi codes
from other people's games to fight in the tournament!
(For more information on this, check out the Park Tournament section, and for
navi codes, try the Navi Codes sections in this FAQ, and the Fodder Navi Codes
FAQ by PhQ and Kuru Seed)
Meanwhile, back at the studio, Ribitta spouts off about how you've moved onto
the next round.
Next up, elemental-themed tournaments... and these are the easy ones! You'll
need to start taking note of elements quickly. There's four, and each tourney
corresponds to one of them. You'll want to replay the Class E tournaments for
some cash and (hopefully) a good amount of elemental chips. Protoman's
advantage here is his balanced stats - good evasion and accuracy, high HP, a
very useful buster and quite decent MB.
A recap of the elements. Heat beats Wood, Wood beats Elec, Elec beats Aqua, and
Aqua beats Heat. In case you didn't figure it out, the Match tourney is Heat,
the Sapling tourney is Wood, the Droplet tourney is Aqua, and the Battery
tourney is Elec. Once again, start looking into elemental and guard chips. My
main recommendation is the elemental balloon series (Heat/Aqua/ElecBall). These
chips are very useful for both offense and attack and are well worth looking
into.
One other fact which can cause you quite a bother is that elemental chips used
by a navi of the same element increase in power. Your opponents throughout
these tournaments make good use of this, so be warned.
My recommended order of proceedings is Droplet-->Match-->Sapling-->Battery.
A decent elec folder is quite easy to compose, plus with the advantage of stun
chips makes it quite easy to win Droplet. From there, you can use the cores
and chips you win from the previous tournament to use in the next one.
|-------------------------------------|
| MATCH TOURNAMENT |
|-------------------------------------|
| Location: Okuden Park |
| Special Rules: Lava Stage |
| |
|Opponents: |
|1) Yoshiro [NormNav1] |
|2) Haru [Navi-F] |
|3) Mary [Ring] |
|4) Mr.Match (MMBN1) [FireMan] |
\-------------------------------------/
Advisably the second tournament you should do, the Match Tournament is one of
the harder ones, but made a lot easier by beating the Droplet Tournament (the
easiest of the four tournaments) and as such should be tackled straight after
it. Playing through the droplet tournament a few times will net you a decent
load of Aqua element chips you can use here in the Match Tournament.
As for navi core choices, I'd advise sticking with Protoman. Sure, Iceman has
an elemental advantage but at the cost of 30 MB, which you could use to replace
a Bubbler with an AquaBlade or other such things. One other advantage of using
a primarily Aqua-based deck is that it enables you to easily coolen the lava
stage, preventing you from taking the 50 damage each turn that you normally
would from the lava, the big advantage that the fire-type navis have is not
taking that damage.
//GOOD IDEAS
Bubbler Series
Aqua has an advantage against heat, and it hurts the opponent's chips.
A perfect combination.
HeatBall
HeatBall absorbs any fire damage it takes and adds it to it's damage, but
doesn't take any. Perfect for guarding against those pesky fire attacks.
AquaSword / Aqua Blade
INSANELY high damage for it's MB against fire navis, PLUS you get a good
chance of some chip destruction. Recommended.
Cloud Series
Aqua-type, pretty nice damage to all chips, increased by opponent's fire
element. In summary, win.
PanelGrab
It uses 0MB. Useful for filling your deck, and it also has high HP to
absorb chip damage. Good for the back row.
Recov Series
Recov10/30 also use 0 MB, and are good for filling up too. Recov120 (or
above) is useful for a slot-in.
Catcher
You're going to want some nice lovely fire chips for tackling the Sapling
Tournament (Woodman is EVIL.) so bring this along to boost your busting
level.
Iceman
Boost for aqua-elemental chips, elemental advantage with your buster, but
at the cost of some MB. And MB is good. Bring him along, and try him out
if you have difficulty.
//BAD IDEAS
Woodman
Woodman, if you have him before doing this (which would be rather silly,
IMO) is of no use here. Big no.
---------------
Yoshiro
Yoshiro is your first opponent here and advises you about how to use the four
elemental types. Like Micchan in the Droplet Tournament, Yoshiro makes a deck
supporting the HeatShot series and it's chip destructive powers.
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon
Stage: LavaStage
Program Deck:
MiniBomb HeatShot (R)
V-Gun
None Cannon
HeatShot NormNav1
None Cannon
V-Gun
MiniBomb None (L)
Battle Strategy: A fairly simple introductory fight. Yoshiro goes for a chip
destruction strategy, with little actual attack power. A full out offense with
some reasonably high-HP chips should lay him into the ground quite quickly.
---------------
Haru
Haru the housewife is your first fire-type opponent so far, and comes rushing
in with a blazing onslaught of fire chips, designed to balance damage and chip
destruction in a burning twister of fire! And other lame fire-based puns!
Navi-F
Hit Points: 550
Attack Power: 70
Buster Notes: Pierces defense.
Element: Heat
Primary Chip: HeatCros
Stage: LavaStage
Program Deck:
Recov50 HeatCros (R)
None
HiCannon Heat-V
HeatCros Navi-F
HiCannon HeatShot
None
Recov50 None (L)
Battle Strategy: The general rule here is to go in with a good aqua-based deck.
Her fire-based attacks can be blocked with a HeatBall - but her charged buster
can pierce defenses, so you can't rely on it. Rushing in with a Aqua-based high
damage attacks like AquaBlade and AquaSword is a good strategy, supported by
chip destroyers like the Bubbler series.
---------------
Mary
Your stalker is back. Returning from her ashes into fire, like the Phoenix,
Mary and Ring return to torment your life more with their high evasion and
insane chip destruction.
Ring
Hit Points: 450
Attack Power: 20
Buster Notes: Hits Twice, Damages One Chip
Element: Neutral
Primary Chip: Jealousy
Stage: LavaStage
Program Deck:
AquaSwrd ZapRing1 (R)
MiniBomb
Heat-V Heat-V
Heat-V Ring
V-Gun V-Gun
MiniBomb
None Jealousy (L)
Battle Strategy: Ring comes rushing in here with chip destruction abound, and
also taking advantage of the elements using an AquaSword to fight off any Heat
users she may run into (mainly because Heat navis don't take the terrain damage
like other elements). The best thing to do here is go for an all-out attack
with some reasonably high-HP chips like the Cannon series, Sword/Blade series
and anything else that takes your fancy.
---------------
Mr. Match
The sword of flame (yay, Japanese name pun) arrives to face you in a crimson
flash (yay, Japanese anime pun) with Fireman (and hence, his MMBN1 costume).
Poor deck management here on Match's part is more than balanced out by his
power, taking out your chips with ease!
Fireman
Hit Points: 500
Attack Power: 60
Buster Notes: Pierces defense
Element: Heat
Primary Chip: FireSword
Stage: LavaStage
Program Deck:
Recov50 HeatShot (R)
None
HeatShot FireSwrd
Heat-V Fireman
HeatShot FireSwrd
None
Recov50 FireBlad (L)
Battle Strategy: Well, really, all I can say is hope you brought two HeatBall
chips. One of the few defenses that can actively BLOCK all he throws at you
and live to tell about it, HeatBall is heavily advised. Behind it, put your
best Aqua chips, like AquaSword/Blade, the Bubbler series and the Cloud series.
With all that combined, you should take him down.
---------------
Tournament Prize:
3000 Zenny
Navi Core: Fireman
|-------------------------------------|
| SAPLING TOURNAMENT |
|-------------------------------------|
| Location: Okuden Gate |
| Special Rules: Grass Stage |
| |
|Opponents: |
|1) Haruka [NormNav2] |
|2) Tetsu [Navi-W] |
|3) Dex [Gutsman] |
|4) Sal [WoodMan] |
\-------------------------------------/
Welcome to the what is (if you followed my advice, anyways) probably the third
of the elemental tournaments you'll face. The Sapling Tournament, as you have
probably guessed by now, places you against some Wood-element navis on a grass
field using mostly wood-element chips. This is made harder by the lack of a
WoodBall chip which would just utterly be awesome, but unfortunately that's not
happening for a bit.
Well, if you want a hope of winning this, you want fire chips, and lots of
them. Wood navis get a boost on grass of 50 HP each turn, so you want to burn
that away fast. Plus, the final enemy you'll face here has more HP than is
generally sane, and is overpowered. So, in the words of the opening theme to
Digimon Frontier, GET A FIRE POWER! Or something.
//GOOD IDEAS
HeatShot Series
Pretty nice damage and chip destruction for some of these pesky wood navis
you'll meet. Guaranteed chip damage is always a plus.
FireSword / FireBlade
Quite high damage, random chip destruction, and it has that fire element
we all know and love. Use it to tear holes in your enemies.
Burner
What's better than elemental advantage to chip damage? Elemental advantage
to multi-chip damage. Make use of that with Burner's add-all effect.
Meteo Series
Multi-hitting, high damage fire attacks are always good, and the Meteo
series is particularly deadly if used on a wood navi by a fire navi. ^.^
HeatBall
Unfortunately there's no Woodball, so this will have to do. Absorb the
opponent's attacks and send them back with increased damage.
PanelGrab
Uses 0MB, so fills up holes quite nicely. Worth bringing along.
Recov Series
Do I really need to explain? Useful for bringing your HP up in a pinch and
a recommended slot-in.
Catcher
Recommended for your other slot-in, Catcher can boost up your busting rank
quite nicely to secure some lovely tree bombs.
Fireman
Fire attacks do increased damage when used by a fire navi. Make full use
of that when burning your enemies.
//BAD IDEAS
Elecman
The opponents like TreeBombs too much for their own good. You'll find that
you'll be out of chips and out of HP before you can say "Oh...".
---------------
Haruka
And, for the first time in an MMBN game, we find out the name of Lan's mom.
And, for all us EXE purists out there, we're very happy they left it as Haruka.
And, after beating her, us EXE purists scream in joy that they left Yuuichiro
reasonably intact, admittedly at the loss of a "u". Japanese names > you.
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None.
Element: Normal
Primary Chip: Hi-Cannon
Stage: GrassStage
Program Deck:
HiCannon TreeBom1 (R)
HiCannon
None HiCannon
None NormNav2
None Recov50
Recov50
Recov50 None (L)
Battle Strategy: POOR GRID CONSTRUCTION = HALF THE TIME SHE'LL ONLY GET ONE
CHIP = WIN. Just stuff your grid full of some nice high-damage chips and watch
her fall down dead. She shouldn't even get to use her slot-in.
---------------
Tetsu
Running in with his Navi-W and a deck with the most evil chip series in the
entire universe (That's TreeBomb, folks) is Tetsu. Apart from his TreeBombs,
though, this is a rather lackluster opponent.
Navi-W
Hit Points: 550
Attack Power: 30
Buster Notes: Hits one random chip
Element: Wood
Primary Chip: TreeBom2
Stage: GrassStage
Program Deck:
Recov50 Cannon (R)
Cannon
Recov50 TreeBom1
TreeBom2 Navi-W
Recov50 LilBomb
Cannon
Recov50 HiCannon (L)
Battle Strategy: Fire. Fire is incredibly good. Fire burns grass. Fire burns
opponent. *ahem*. This battle can be made rather difficult if he gets both
TreeBombs, which combined will do 90 damage to you and ALL your chips (and
that's assuming you burn the grass off.) and are generally fast chips. In this
case, your best bet is to just fill your deck with fire chips like the Meteo
series and preferably FireSword/Blade.
---------------
Dex
Dex is back, threatening that you "caught him off-guard" last time and he won't
lose. He does have the actions to back up those claims in the form of TreeBombs
which, as previously mentioned, are geniunely evil buggers if you're not using
them. Do him a favour and cleanse him of that evil by knocking his HP to 0.
Gutsman
Hit Points: 600
Attack Power: 70
Buster Notes: Pierces through and breaks active defences.
Element: Neutral
Primary Chip: GutsPunch
Stage: GrassStage
Program Deck:
GutsPnch HiCannon (R)
TreeBom1
None LilBomb
WideSwrd GutsMan
None LilBomb
TreeBom1
GutsPnch None (L)
Battle Strategy: Guard chips are your friends here, but you need some luck.
There's a 50% chance of him drawing a TreeBomb, and annoyingly, Elemental chips
can and will break Guards. However, the rest of Gutsies attacks will ping right
off. Your main priority, however, should be killing him with some nice, high
damage attacks.
---------------
Sal
Sal, laughing in an annoying "Teehee" voice every few seconds, comes in with
her Woodman. Woodman has too much HP, a strong buster attack, and favours
TreeBombs. In other words, this match could be very difficult.
Woodman
Hit Points: 600
Attack Power: 80
Buster Notes: Pierces defense
Element: Wood
Primary Chip: TreeBomb3
Stage: GrassStage
Program Deck:
DblNdl Recov80 (R)
MiniBomb
TreeBom1 TreeBom3
Shotgun Woodman
TreeBom1 Cannon
TreeBom2
Recov50 Bubble-V (L)
Battle Strategy: I'm just going to go straight off and say one thing, that
thing is I hope you brought the fire chips. TreeBombs have high HP, but your
best chance of winning is eliminating them, whilst still doing some high
damage. Your best bet is to stuff in some fire chips that combine the two (if
possible) to try and beat him. He should fall with some relentless fire thrown
at him. I personally used the following grid to take him down in 3 turns:
(R) Catcher None
Recov30
FireSwrd Meteo3
Protoman Burner
Meteo3 FireBlad
PanlGrab
(L) Recov120 None
---------------
Tournament Prize:
3000 Zenny
Navi Core: Woodman
|-------------------------------------|
| DROPLET TOURNAMENT |
|-------------------------------------|
| Location: Waterworks |
| Special Rules: Ice Stage |
| |
|Opponents: |
|1) Micchan [NormNav1] |
|2) Mayl [Roll] |
|3) Junko [Navi-A] |
|4) Froid [IceMan] |
\-------------------------------------/
Quite possibly the easiest of the four tournaments and the one I recommend
taking on first, the Droplet Tournament pits you up against Aqua element navis
with Aqua-element chips on an Aqua-element field. Oh joy. As such, an elec
based folder is recommended, an example one constructed above. One interesting
note I should mention here is that if an elemental balloon chip is hit with an
attack of it's own element, it takes no damage but it's attack power does go up
which is why I'm bringing one here.
With a good elec-based deck, though this should be a fairly simple matter. As
Yai will point out, though, evasion is increased on ice (even more so for Aqua
type navis) so you'd better watch out.
//GOOD IDEAS
Satelite Series
Low HP, but quite low MB and also adds on chip damage. Think of it like
the elec version of the Shotgun series. As such, it's effectiveness on
aqua-type opponents is quite useful. Bring it along.
ElecSword / ElecBlade
Quite high damage with a nice chance of chip damage, at the cost of low
accuracy. And ice navis on ice panels have high evasion. A risky move, but
if you hit the sheer damage will pay off.
MagBomb Series
Damages all the opponent's chips, paralyzes them and does some pretty nice
damage on aqua opponents (especially in the hands of an elec-element navi)
so it's well worth using.
ZapRing Series
The ZapRing series is unique in that all three have the same MB, but as
they increase in damage, their HP goes flying down. Use whichever ones you
wish but be warned that ZapRing3 won't last five seconds if hit by some
strong chip damagers.
AquaBall
AquaBall absorbs aqua attacks, takes no damage, but does add them to it's
damage. Free damage is always a good thing, so take advantage of it.
PanelGrab
Let's face it, sometimes you make an excellent deck and are struck down by
little holes in your grid because you run out of MB. PanelGrab uses 0. You
know what you doing.
Recov Series
Health is good. Recovery chips give you health. Bring them.
Catcher
Catcher boosts your busting rank by 2. Higher busting rank means more
chips, and you're going to want lots of aqua chips for the Match tourney.
Elecman
If you didn't follow my suggested plan of action (You horrible person!)
then you may have Elecman when tackling this tournament. If so, feel free
to use him.
//BAD IDEAS
Fireman
Water extinguishes fire. Don't bring Fireman unless you particularly enjoy
getting soaked.
---------------
Micchan
Micchan is your first opponent in this tournament, and a fairly easy one. As
a non-elemental navi the boost her navi gets from the ice is minimal, and with
a proper defense you really don't have to worry about taking too much damage.
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon
Stage: IceStage
Program Deck:
Cannon MiniBomb (R)
Bubbler
Sword Bubbler
Cannon NormNav1
Sword Bubbler
Bubbler
Cannon Cannon (L)
Battle Strategy: A fairly easy fight, to be honest. Micchan's navi is normal
element meaning she gets only a slight boost in evasion, so this shouldn't be
too difficult. With the use of an AquaBall (preferably in the first slot) and
some strong electric elemental chips, this should be a breeze.
---------------
Mayl
Mayl returns again after her defeat in Class-E to torment you here. Whilst the
evasion boost gained from the ice is slight, Roll's evasion is so naturally
high anyways that it can make this battle rather difficult.
Roll
Hit Points: 400
Attack Power: 50
Buster Notes: Heals for 50 damage, even if it misses.
Element: Neutral
Primary Chip: Recov30
Stage: IceStage
Program Deck:
Recov10 Shotgun (R)
Recov50
MiniBomb Bubbler
Recov120 Roll
MiniBomb HiCannon
Recov50
Recov10 None (L)
Battle Strategy: Attack, attack, attack~~ Roll's attack here is based entirely
around survival. Apart from her HiCannon, her attacks here are weak. Either by
going for a strong, elec-based offense or simply destroying her chips is a good
way to easily win this battle.
---------------
Junko
At last things start warming (wetting?) up, as you meet your first aqua-type
opponent so far in the tournament. Junko comes waltzing in here with a ballade
of chip-annihilating aquatics, so be on your guard!
Navi-A
Hit Points: 550
Attack Power: 40
Buster Notes: Hits a random currently active chip.
Element: Aqua
Primary Chip: BubCross
Stage: IceStage
Program Deck:
Shotgun Recov50 (R)
Bubbler
Shotgun BubCross
V-Gun Navi-A
Shotgun CrossGun
Bubbler
Shotgun None (L)
Battle Strategy: Wow, this gal is actually rather tough. Making use of the
Bubble series' chip destruction abilities, combined with the elemental boost it
gets from being an Aqua-type navi means that you could be in for a rather
unpleasant surprise. At this point in time you're going to want some powerful,
high-HP electric attack chips. A personal recomemndation is ElecBlade - which
will deal 200 damage if it connects!
---------------
Froid
Returning with a boom from MMBN1, it's Froid and Iceman, everyone's favourite
menial task workers. With his small size, aqua element and ice stage Iceman is
going to play games with you in this match with his nimble speed.
Iceman
Hit Points: 500
Attack Power: 60
Buster Notes: Pierces defense
Element: Aqua
Primary Chip: AquaSword
Stage: IceStage
Program Deck:
None AquaBlad (R)
AquaSwrd
MiniBomb LilCloud
Sword Iceman
MiniBomb LilCloud
AquaSwrd
None None (L)
Battle Strategy: You have two basic strategies here. Either go for an all-out
offensive and hope stuff hits, or rely on S-accuracy chips like the ones I
suggested for the healing tournament. I personally went for the former, and
10-ranked him using ZapRing3 and ElecBlade.
---------------
Tournament Prize:
3000 Zenny
Navi Core: Iceman
|-------------------------------------|
| BATTERY TOURNAMENT |
|-------------------------------------|
| Location: Power Plant |
| Special Rules: Metal Stage |
| |
|Opponents: |
|1) Taka [NormNav2] |
|2) Michael [Navi-E] |
|3) Gen [NormNav3] |
|4) CountZap [ElecMan] |
\-------------------------------------/
If you've been following my advice this is where you'll end up last, the home
of electric navis and electric chips. This is where your knowledge of all that
is shocking is put to the test, and like the other tournaments will give you
the full elec experience in chips, stage and enemies. Metalstage doesn't really
do much, so feel free to bring along some stage-changing chips if you wish.
So, what's on the agenda? Wood chips. Wood chips, if you can get a decent grid,
will make mincemeat out of your opponents. TreeBombs, Spice, anything. And, of
course, ElecBalls will absorb electric attacks and add them to it's damage.
Yummy. If you wish, bring along Woodman. You lose 30 MB, but you do gain some
very nice elemental damage.
//GOOD IDEAS
TreeBomb Series
TreeBombs here are your FRIENDS. If you want a good chance at this tourney
it is HEAVILY recommended you bring two for your first column. Nice chip
damage to all chips, boosted against elec opponents and in the hands of
Woodman (who you should have) is DEADLY. It also changes the Metal stage
to grass, enabling you to use...
Spice Series
Spice is a powerful chip dealing grass damage to your opponent and all
chips - in that respect it is very like the TreeBomb series. It also has
lower MB, for equal or greater damage. So what's the catch? It requires a
grass stage. If you have TreeBombs, they'll change the metal stage into
grass anyways making these a good bet. Spices are also DEADLY accurate.
GrassStage
Don't have TreeBombs? You may be able to get this from Higsby's if you're
REALLY REALLY REALLY lucky, and it'd be a godsend if you don't have any
TreeBombs. However, the chance of getting one of these is substantially
less than getting about 5 TreeBombs.
ElecBall
The defense chip of choice if you're having troubles, ElecBall absorbs
elec attacks and reflects them back. Pretty useful.
PanelGrab
Let's face it, TreeBombs eat MB. As such, you're probably going to have
some quite nice gaps in your grid and not enough MB to do much about it.
PanelGrabs use 0 MB, and increase your accuracy and evasion. Fun.
Recov Series
If you bring Woodman, you'll have too much HP to go around (especially
with a grass stage) but your opponents like to make holes in it. Bring
these just in case. Recov30 is also a useful gap-filler.
Catcher
Catcher enables you to get more chips. Elec chips are useful, as a lot of
them stop buster usage. Hence, you want these. A lot.
Woodman
Woodman has higher HP and buster damage (it pierces!) than Protoman, but
at the cost of lower MB. The elemental damage you'll get if you use wood
chips more than makes up for it. Do it.
//BAD IDEAS
Iceman
Water conducts electricity. Guess what that means? Use Iceman and you'll
get frazzled. Like those bacon-flavour crisps. Ya know, Frazzles. Mmm,
bacon.
---------------
Taka
Taka is your first opponent here, and seems to enjoy "Battlechip Combos". Shame
that there aren't any in his deck. This opponent shouldn't be much of a
challenge.
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None.
Element: Normal
Primary Chip: Hi-Cannon
Stage: MetalStage
Program Deck:
Cannon ZapRing1 (R)
Cannon
LilBomb ZapRing1
HiCannon NormNav2
LilBomb SonicWav
Cannon
Cannon None (L)
Battle Strategy: Did you bring along some TreeBombs? Use them out here. Watch
their awesomeness at chip destruction, despite their low damage. TreeBombs,
and Spice if you have it, should make a nice dent in your opponent's health
and chips. Take his chips out, steal the win.
---------------
Michael
Michael is your first electric opponent here, and he comes equipped with a deck
designed for chip destruction. Unfortunately for him, a load of his chips have
rather low HP. Give him some of his own medicine.
Navi-E
Hit Points: 550
Attack Power: 30
Buster Notes: Stunning
Element: Elec
Primary Chip: Satelit2
Stage: MetalStage
Program Deck:
MiniBomb MagBomb1 (R)
WideSwrd
WideSwrd Satelit2
Sword Navi-E
WideSwrd Satelit2
WideSwrd
MiniBomb Cannon (L)
Battle Strategy: Michael's deck is revolving around chip destruction. It is a
great shame for him, therefore, that his deck is lacking in HP. Do you have a
few TreeBombs? Stuff a pair in the first two slots and watch all his swords die
just like that. With that done and happy, you should fill up the rest of your
deck with some good chip destruction (but without using up so much MB you leave
gaping holes). With that done and out the way, you can fill up the holes with
Recov30s or PanelGrabs (or better, if you have some spare MB). His Satelites
would normally take quite a beating before dying, but his elec element means
that they'll take increased damage from your TreeBombs, and even more so if
you're using Woodman. That's a good thing. As for his minibombs, the damage
that they'll induce is so minimal it's barely worth bothering. With a pair of
TreeBombs in the front he should fall fairly quickly, but if you don't just
focus on SOMETHING that'll get rid of his swords on the first turn so he can't
get a chance to use them.
---------------
Gen
Your first NormNav3 opponent, Gen is here with chip destruction for everyone.
Armed with a variety of bombs, he proposes to destroy your chips. He fails to
realise, however, that you (hopefully) have TreeBombs.
NormNav3
Hit Points: 600
Attack Power: 20
Buster Notes: None
Element: Normal
Primary Chip: CrossBom
Stage: MetalStage
Program Deck:
Recov50 Yo-Yo2 (R)
LilBomb
None MagBomb2
CrossBom NormNav3
None MagBomb2
LilBomb
Recov50 HiCannon (L)
Battle Strategy: Use TreeBombs. Destroy chips. Destroy him because he has no
chips. TreeBombs have too much HP for their own good. >:)
---------------
Count Zap
Count Zap is here with his lightbulbs to warn you about his several thousand
volts. Unfortunately for him, he's Electric-type. In a tournament that tells
everyone entering it's Electric-type. Which means you have wood chips. Oh noes.
Elecman
Hit Points: 450
Attack Power: 20
Buster Notes: Stunning
Element: Elec
Primary Chip: ElecSword
Stage: Normal Panels
Program Deck:
None MagBomb2 (R)
ElecSwrd
ZapRing1 DblNdl
MagBomb2 Elecman
ZapRing1 DblNdl
ElecSwrd
None AreaGrab (L)
Battle Strategy: Do I really need to say it? He uses an inanely useless DblNdl
chip which gives you a nice opportunity to use, yes, TREEBOMBS. Do so. TreeBomb
all his chips, and him, to hell.
---------------
Tournament Prize:
3000 Zenny
Navi Core: Elecman
===============================================================================
WALKTHROUGH: LAN XCWLA
===============================================================================
Ah, Lan. He's been dreaming of what would've been his glory days as the winner
of the N1 Grand Prix, were it not for the WWW's meddling! Then he spouts off
to his little blue wonder how bored he is. Depending on your patience and love
for strategy games (if any), you may agree with him about what's coming up.
If so, what the hell were you thinking?! Lan, natch, gets invited into the
BCGP tourney to mop the floor with everyone again, since he's the main
character and all.
Megaman's pretty good as far as starting navis go. Admittedly, Protoman is a
little stronger save for the fact that Megaman's got the highest MB capacity
of the starting navis. His Buster isn't too bad either, which'll delete a fair
share of chips early on. Your main strategy with Megaman in the early parts is
just to cram him full of decent chips much like the actual MMBN games, making
some parts infinitely easier with him than with others - a very solid pick for
a novice's first playthrough. That's assuming you want to do more than one.
Be prepared for a very dull story; it's what you trade in exchange for a strong
starting navi that makes the early goings very easy. The game gives you an
opportunity to play as the other background losers... why don't you? They
put Lan in a very interesting light, I'll tell you. Oh, I'm also assuming that
if you're playing Lan, you've also played the past MMBN games (1, 2, 3). This
means there may be game spoilers here, so be wary.
-------------------------------------------------------------------------------
Class-E XC1CE
-------------------------------------------------------------------------------
TOURNAMENT ENTRY FEE WINNING PRIZE NAVI CORE PRIZE
Novice Tournament Free 1000Z NormNav2
Guts Tournament 300Z 1500Z Gutsman
Healing Tournament 300Z 1500Z Roll
The first few tournaments are just hands-on tutorials. That is, provided you
actually checked your program deck and filled it out. The Novice tournament is
going to be a fairly common play for you when you're in the running for quick
cash, so learn to love it if you want a quick 1750z or so with every win.
Hit Higsby's store and buy three chips - abuse Megaman's high MB capacity by
sticking whatever you get where appropriate. It's this versatility that makes
him *very* strong early on.
Megaman can probably hold his own against the Guts and Healing tournaments
almost right off if you play the cards right, but I prefer to take on the
Healing tournament first for added security - Roll counters Gutsman
beautifully, and you'll probably want a couple of the healing chips along for
the ride.
Shall we? Remember to check your program dick and assign all the chips you have
in your folder! Buy three chips from Higsby's and put them in your folder too,
and toss them in! They aren't 100% needed at the beginning, but since Megaman's
strength is in his MB count, you'll want to make the most of it. What you've
got will suffice if you want to pinch pennies, but why?
|-------------------------------------|
| NOVICE TOURNAMENT |
|-------------------------------------|
| Location: ACDC School |
| Special Rules: None |
| |
|Opponents: |
|1) Kenji [NormNav1] |
|2) Higsby [NumberMan] |
|3) Ms. Mari [NormNav2] |
\-------------------------------------/
Disoriented with the fact that you don't have to wander around? Lan sure is. He
shares your pain. Really, he does. Good thing Yai's there to remedy this.
Back on topic, this is where you'll be going for quick and easy money or a
place to feed your bruised ego. MAKE SURE YOU CHECKED YOUR PROGRAM GRID!! If
so, this one's in the bag. If not, it's going to be humiliating to say the
least. Megaman's more than capable of handling this with ease if you did the
requisite preparations.
//GOOD IDEAS
Doesn't matter, just keep it full.
//BAD IDEAS
An empty Program Deck.
---------------
Kenji
Magenta Galaxy says that those who hate this game have no sense of strategy
whatsoever. Unfortunately, it appears some who LIKE the game have no sense of
strategy whatsoever themselves. Poor Kenji is the latter, and the easiest mark.
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon
Stage: Normal Panels
Program Deck:
Recov50 Empty (R)
Empty
Cannon Empty
Cannon NormNav1
Cannon Empty
Empty
Recov50 Empty (L)
Battle Strategy: This guy shouldn't be any trouble, even if he can do up to 120
damage per turn. Swords and shotguns are good if you're afraid of his deck for
some reason, but you might want to put the cannons up front for the damage.
If you've got a chip in every slot, this one's an easy win. Easy, right? If
it's not, you forgot to do your deck. Go fix that before the next round.
---------------
Higsby
He knows that Lan can kick his butt. He thinks he can get Lan to go easy on him
if he says he left a certain chip back at the store. No dice. He was telling
a partial truth in that he forgot to even manage a program deck, but
Numberman's buster almost makes the difference. Almost.
NumberMan
Hit Points: 400
Attack Power: 10*D (He rolls a dice, D = number rolled)
Buster Notes: Damages chips.
Element: Normal
Primary Chip: Prism (I don't see it! It should be his one Cannon.)
Stage: Normal Panels
Program Deck:
Empty Empty (R)
Empty
Empty Empty
Cannon NumberMan
Empty Empty
Empty
Empty Empty (L)
Battle Strategy: Delete that cannon with swords or shotguns; place them up
front or in the center. Without the Cannon, all Numberman has to fight you
with is his dice bombs. Now, if he rolls high, there's a good chance you'll
find yourself three chips down. Don't worry; Numberman's HP is low, and
Megaman's buster consistently strikes for 50 damage - Numberman can only roll
that high or higher 33% of the time, or one out of three uses. He'll go down as
easily as he did in BN1.
---------------
Ms. Mari
Lan's teach is ready to give an impromptu quiz in virus busting. The catch? You
fight her navi instead. She almost puts up a fight, but in truth she's still a
little weak. This *is* the Novice tournament, after all!
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None.
Element: Normal
Primary Chip: Hi-Cannon
Stage: Normal Panels
Program Deck:
Empty Empty (R)
Cannon
Empty Empty
HiCannon NormNav2
Empty Empty
Cannon
Empty Cannon (L)
Battle Strategy: Get your chip breakers in the center of your grid. Cannons in
front, whatever else in back. Aside from the Cannon slot-in, Ms. Mari can only
have one chip max per turn, where you should be able to pull at least two. This
will take her 50 HP advantage down fast. You'll probably find Megaman's Buster
cleaning out her chips if the shotguns/swords don't. An all-out offense is key
here, but at this stage of the game it's no big worry as long as you draw more
than one offensive chip per turn.
---------------
Tournament Prize:
1000 Zenny
Navi Core: NormNav2
Unlock Area: Open Battle
Open Battle: DenCity
Three battles later, you've got yourself some cash and a big chip on your
shoulder. Wait! You may want to keep playing until you can afford the ten chip
pack from Higsby's. Even though you just owned him, he won't rip you off in
anger, honest. Work your new chips into your folder and make your next move.
Don't complain about fundraising being boring; MG and I are playing the game
through three times each! Just quiet up and do it, you won't regret it at all.
I went for the Healing Tournament before the Guts Tournament. It's your call;
Megaman can probably take the Guts tournament right now if you wanted, but I
don't feel you should be pressing your luck yet; Roll can handle Gutsie better.
NormNav2 is nothing special, just a poor man's Megaman with decent HP and a
good MB capacity, but a crap buster and low dodge rate. Expect to find a ton of
them stockpiled in your pack. Sigh... the things we'd give for a chip trader!
|-------------------------------------|
| GUTS TOURNAMENT |
|-------------------------------------|
| Location: Yai's House |
| Special Rules: None |
| |
|Opponents: |
|1) Koetsu [NormNav1] |
|2) Kaz [NormNav2] |
|3) Dex [Gutsman] |
\-------------------------------------/
Ah, the Guts Tournament. This is supposed to be the tournament where everyone
has a brute force approach, but only Dex really does it well. I highly
suggest you either come here after you clear the Healing tournament (and thus
have Roll's navi core, put her in your folder!), or after you've bought some
good, strong damage-dealing chips. Or plenty of Recoveries. Either will do.
//GOOD IDEAS
Recoveries
A very good idea for obvious reasons. 80s are recommended for slot-in,
but 50s can do OK.
Sword series
Iffy accuracy, but it doesn't matter much since these enemies don't dodge
all that often. Normal swords break easily but do very good damage for
only 10 MB while deleting chips efficiently.
Cannon series
Nothing wrong with quick and dirty damage, but swords are a bit better
for this one.
Yo-Yo series
Stronger and more accurate than Cannons to an extent. MB isn't a very
big issue with Megaman, so use them if you've got them.
Panelgrabs/Recov10s/Recov30s
If you run out of MB space for whatever reason, bring them anyway. Every
hit generally counts and the main point of a 0MB chip is to fill in space
to protect your deck from Shotgun-series chips, so I usually go with
Panelgrabs; they come from Higsby's fairly often.
Catcher
Free chips and a little extra money. Put it in your slot-in space!
Roll
Just my personal suggestion, I find she has it easier against Gutsman
than the other starting navis. I suggest you go to the Healing tournament
and clear that first.
//BAD IDEAS
Most Defense Chips
It doesn't matter for Koetsu, but Kaz can frag Guards with frightening
ease thanks to his MiniBombs up front, while Gutsie will punch through
almost everything that isn't a Guard - the one thing he really does do
right.
---------------
Koetsu
Yoka's finest! ...NOT!! Well, actually, he has an okay deck setup, but it's
nothing you're going to have trouble over if you've got a good chip in every
slot. Nothing he has, save the minibombs in the back, can damage your chips.
Even then, he'll probably be defeated before he can actually delete any. How'd
he get into N1 back then, anyawy?
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon
Stage: Normal Panels
Program Deck:
Empty Cannon (R)
Recov50
MiniBomb Cannon
Empty NormNav1
MiniBomb Cannon
Recov50
Empty Empty (L)
Battle Strategy: You can easily outdamage this guy from the get-go. I say go
all offense; you can get away with it easily this early in the game. Stick
swords or shotguns in the front and center, with cannons flanking whatever
you put in the center. What you put in the back is up to you. He won't hang
around for long. The Cannon slot-in won't really do him much good if you're
playing smart. You can get away with a Guard chip here as long as it is NOT
placed in the back.
---------------
Kaz
The kid tells you his strategy from the start - your chips are going DOWN. This
would be a case for worry if he didn't have such a messed up deck that renders
him almost harmless. Kai does it better. FAR better. You'll see how that kid
does it in due time. For now, let's wash this scrub up.
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: HiCannon
Stage: Normal Panels
Program Deck:
HiCannon Shotgun (R)
Empty
Empty MiniBomb
Sword NormNav2
Empty Minibomb
HiCannon
Empty Recov50 (L)
Battle Strategy: First, don't bring any Guard chips in here. He has Minibombs
up front, and they'll destroy them before you can put one up at all. Period.
Maybe as slot-in if you must. Past that, nothing you haven't seen before. I say
you stick swords/shotguns in the front to try and kill off his own sword so his
ability to really hurt your chips is limited to just his MiniBombs. This leaves
him with the ability to do up to 120 damage per turn max, and even that's no
guarantee given his poorly done deck. Place cannons and the like wherever you
want otherwise, just fill your deck. Don't get too cocky; the next one's a
doozy.
---------------
Dex
This guy's served as Lan's scratching post throughout the series. This time
around he's got a good idea of what you're capable of - at this point you'll be
used to simply bashing your way through everything, but for this one you'll
need to put some careful thought into it. His HP is higher than yours, and
he's packing a handful of damaging chips for his pleasure to see to it that his
dear Gutsie's HP advantage stays.
Gutsman
Hit Points: 600
Attack Power: 70
Buster Notes: Pierces through and breaks active defences.
Element: Neutral
Primary Chip: GutPunch
Stage: Normal Panels
Program Deck:
Recov50 GutPunch (R)
Cannon
Empty M-Cannon
MiniBomb GutsMan
Empty Cannon
HiCannon
Recov50 Cannon (L)
Battle Strategy: Let Roll handle this, if you have her chip. Once you do that,
put Recovs in front (50/80, he's not adept at breaking chips). It's pointless
for the first round, but it'll dull the pain of the M-Cannon if it hits later
on. Dex's main weapons are in his M-Cannon and GutPunch slot-in. Roll's high
dodge rate takes a little edge out of his M-Cannon in that it will likely miss,
plus her normal attack is great. Only the MiniBomb can damage your chips, but
don't let it stop you from trying to do some chip deleting of your own. Make
the rest of your deck as offensive as possible; two Cannons on seperate rows is
better than one HiCannon on a single row with nothing behind it. Remember that,
as Roll's MB count is fairly limiting. If you can afford WideSwords MB-wise,
stick 'em in. Normal swords are OK, but I've seen Gutsie dodge them once or
twice. If you run out of MB, just put in Panelgrabs or Recov10/30s so you have
SOMETHING for the empty slots. Gutsman is pretty good at blindly bruteforcing
his way through, but Roll's far better at it if you do it right. Have a Recov80
slot-in or two ready if you can, just in case; she has low HP and sometimes she
may very well just sit there and get hit.
---------------
Tournament Prize:
1500 Zenny
Navi Core: Gutsman
If you took on this Tourney last (i.e., cleared the Novice and Healing
tournaments before this), you'll get +20 MB for the program grid, access to
ACDC Park, and move up to the Class D tournaments. You'll want to replay the
tournament to get your hands on Gutsie's M-Cannons and GutPunches, too. Both
are useful in their own right, but it's far easier to stock up on the latter
than it is the former since the GutPunch is called his strong chip.
Gutsman's core will be useful in an upcoming tournament, but for now don't
bother with him. He hits hard and his HP is good, yes, but you've been spoiled
by Megaman's high MB capacity to the point you'd find him nearly unplayable
for now. Pity the Dex players (me). He rocks against guard-entric decks,
though.
|-------------------------------------|
| HEALING TOURNAMENT |
|-------------------------------------|
| Location: Seaside Cafe |
| Special Rules: None |
| |
|Opponents: |
|1) Anna [NormNav1] |
|2) Mary [Ring] |
|3) Mayl [Roll] |
\-------------------------------------/
These femme fatales (oh, come on, I wanted to say that at LEAST once here) are
all packing Recovs. If you have some, you may want to put one or two somewhere
in case their healing gets out of hand. Megaman's buster has very good
accuracy and will often put a big dent in one of their chips, hopefully their
Recovs. Accurate chips that rock at killing chips are in high demand vs. Mary
and Mayl, so keep that in mind.
//GOOD IDEAS
Recoveries
You don't want to get too far behind in HPs if they manage to keep
dodging. Bring a 50 or 80 as slot-in, or stick one in your grid
somewhere.
Shotgun Series
Does OK damage, VERY accurate, but usually fragile. Consists of
Shotgun/V-Gun/CrossGun/Spreader. A staple for killing chips in the back
and slowly working your way inward to the main chips of your opponent's
strategies.
Ratton Series
Stronger and more durable than Shotguns, and they serve the same purpose
for the same amount of MB (low!). If you get them, use them! They rock.
Fan
Lowers their evasion but increases their accuracy. Enemy accuracy is not
what you should be worried about. Lower evasion = good.
ZapRing / MagBomb Series
It depends. ZapRings take up a lot of MB, and MagBombs have some accuracy
issues (not to say ZapRings are all that much better). MB isn't that big
a problem for Megaman, heh. This is for fighting Roll, but there's an
easier method as you'll see in the next entry.
Guard
Got two? Bring them both. They'll own Roll for free.
Panelgrabs/Recov10s/Recov30s
If your planned deck caps your capacity, these are mandatory. Panelgrabs
are best because your two worst enemies here are very evasive and very
slippery. Take that away from them.
//BAD IDEAS
HeatShot / Bubbler Series
Equal MB for a little less damage than the Shotgun series, with an
elemental punch. At this stage of the game, I suggest you not bother with
them, but they'll be of help VERY soon. Just not here. They can fill your
deck OK if you've no other options, though.
Swords
Great for chip deletion, but normal swords have very low accuracy and will
run into problems against Ring and Roll. Use WideSwrds in their place if
you can.
Cannon Series
Nothing wrong with raw damage, but they're inaccurate and do nothing to
enemy chips.
---------------
Anna
It's her first time, she says. Make it the most memorable time and beat her
puny Navi to a pulp. Her deck isn't bad, but you've hopefully got better.
(Hello! Minibombs, shotguns, rattons, swords, are you guys there?!). Play it
right and she'll be out of the game in no time.
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon (Hey! I spy a HiCannon.)
Stage: Normal Panels
Program Deck:
Cannon Recov50 (R)
Cannon
Empty Recov50
HiCannon NormNav1
Empty Recov50
Recov50
Cannon Empty (L)
Battle Strategy: Hmm, two Recov50s in front and one on the side in the middle?
This could be annoying. I suggest putting your swords up front, as they hit
harder than 50 HP can recover, and will probably delete them if they hit. If
not, it'll probably take out a cannon and that's not too bad. Her firepower
is unremarkable, and if she draws the HiCannon, there'll be nothing behind it.
Put a recovery in there somewhere if you must. You should be able to blow your
way through easily if you made chip-breaking attacks your priority. I was
half-expecting Anna to say with a sigh, "You were wonderful!" Put two Guards
up front if you have them and she can't touch you at all, but you'll still
want to do something with the Recovs (swords/shotguns/rattons).
---------------
Mary
She seems plenty afraid of Lan. It should be the other way around if a good
deal of your strategy hinges on what you have to Slot-In with - Ring's
Jealousy chip will destroy them, so make the best use of it! Ring herself is
also annoying simply for her dodge rate and her operator's half-decent folder
construction skills... and her hatred for Slot-In chips.
Ring
Hit Points: 450
Attack Power: 20
Buster Notes: Hits Twice, Damages One Chip
Element: Neutral
Primary Chip: Jealousy
Stage: Normal Panels
Program Deck:
Recov50 Recov50 (R)
Cannon
Recov50 MiniBomb
HiCannon Ring
Recov50 Cannon
Recov50
Recov50 Jealousy (L)
Battle Strategy: She's filled every slot of the deck, and she'll be getting
back at least 50 HP a turn if you don't delete the chips! Fortunately,
Megaman's buster attack won't miss all that often, meaning you're guaranteed
to break even in most cases. I like putting shotguns/rattons in the front and
center with swords in the back. HiCannons, if you have any, are OK too. They
don't kill chips, but both swords and cannons will miss every now and then; you
may want to put HiCannons towards the back to soak Ring's normal attack, as
they do it better than most of your other chips. Minibombs can work that way
too if you don't mind giving up some firepower. A Recov50/80 in one place or
another will work for an emergency. Ring's HP count is low, but she's not going
to give up that easily. Use Slot-Ins as you're confident in them working, or
else you'll lose them. Pass up on using a Guard too, since that Minibomb in
front will frag it; there's a 50% chance she'll draw it, and it's a chance not
worth taking.
---------------
Mayl
It's come to a point where Mayl has finally made Roll a combatant just to get
Lan to notice her. You'll notice her, all right - you'll notice how slippery
Roll is and how difficult it is to really keep her down, what with Mayl's
obsession over recovery chips, not to mention Roll hits harder than you think.
Roll
Hit Points: 400
Attack Power: 50
Buster Notes: Heals for 50 damage, even if it misses.
Element: Neutral
Primary Chip: Recov30
Stage: Normal Panels
Program Deck:
Cannon Recov50 (R)
Sword
Recov10 Recov30
LilBomb Roll
Recov10 Recov30
Sword
Cannon Recov30 (L)
Battle Strategy: Want a slow but easy win? Put two Guards up front, and
dedicate the rest of your deck to damaging chips; shotguns and rattons do it
best. Roll won't be able to do ANYTHING to you. Don't have Guards? Bear with
me, then, and read the humongous paragraph below this.
Roll has healing in the front and back, plus her center slot is dedicated to
deleting everything you've got. Ugh. I recommend shotguns or rattons over
swords here due to their accuracy, but don't ignore swords entirely; if you've
got Wideswords, use them! They miss a little less and hit a bit harder than
normal swords. Cannons and bombs will miss a lot, but at least Megaman's buster
shot won't. Thing is, Roll's attack takes 50 of your HP and gives herself 50 HP
back - even if the attack part misses, she'll STILL gain 50 HP. Put a Recov50
or 80 in your deck somewhere, just in case. Alternately, if you have a ZapRing,
put it in the center of the middle column so you can often stop her from using
her normal attack. MagBombs work too, maybe even better since their HP is
higher and can take more punishment for less MB than a ZapRing of any sort, but
they're weak and miss more often; since they cost less MB (especially if you
use MagBomb1), put at least one in the center and back column for up to two
chances to stun her. She's not quite as hard for Megaman as I've put it, but
she's not entirely easy either unless you have two Guards ready.
---------------
Tournament Prize:
1500 Zenny
Navi Core: Roll
Unlocked: D-Class
+20 MB for Program Grid
Unlocked: ACDC Park
If you took on this tournament last, you're going on to the D-Class! I didn't
in this playthrough with Lan. Go up to the Guts Tournament if you haven't
cleared it yet; with Roll's navi core, Gutsman is almost a cinch.
Roll's core is pretty good all-around. The MB and HP are low, but I say she has
one of the best Buster attacks in the game. Not only that, she dodges very
frequently. You may want to stick a Candle chip somewhere if you're going to
take her to battle against Elec navis or those with stunning attacks, as that's
what counters her greatest strength.
-------------------------------------------------------------------------------
Class-D XC2CD
-------------------------------------------------------------------------------
TOURNAMENT ENTRY FEE WINNING PRIZE NAVI CORE PRIZE
Match Tournament 500Z 3000Z Fireman
Sapling Tournament 500Z 3000Z Woodman
Droplet Tournament 500Z 3000Z Iceman
Battery Tournament 500Z 3000Z Elecman
Lan and Megaman head back to their seeeeekret(tm) base to discuss how they're
doing, and running tournaments themselves so they can snatch up the prizes...
but you need friends for that. Namely, navi codes. ACDC Park exists for this
alone - check it out when you want to register or play in tournaments. Unless
you're consulting PhQ's Fodder Navi Code FAQ (I'm not goign to for these
walkthroughs), be careful about who you enter. Unlike most computer opponents,
humans are devious critters that'll throw in some really, really sick stuff
you'll want to be wary of. Wait on this 'till later, if you can. You can get
some pretty neat chips out of this, but even the pre-made generics are a
handful.
Next up, elemental-themed tournaments... and these are the easy ones! You'll
need to start taking note of elements quickly. There's four, and each tourney
corresponds to one of them. You'll want to replay the Class E tournaments for
some cash and (hopefully) a good amount of elemental chips. Megaman's big
advantage here is, again, his high MB capacity. Once you have the chips, he'll
pass with fair ease. Start loading up on defense chips too, they're almost a
requirement from here on out.
Need a refresh on what element owns what?
AQUA defeats HEAT
HEAT could take WOOD
WOOD erects trouble for ELEC
ELEC hates rhymeing and destroys AQUA
And if you didn't figure it out...
Match - Heat
Sapling - Wood
Droplet - Aqua
Battery - Elec
Once again, start looking into elemental and guard chips. Don't even think of
going anywhere until you've got at least one Aqua/Heat/ElecBall. WoodBalls
would be great... if they actually existed.
I took on the tournaments in this order: Droplet, Match, Sapling, Battery.
|-------------------------------------|
| MATCH TOURNAMENT |
|-------------------------------------|
| Location: Okuden Park |
| Special Rules: Lava Stage |
| |
|Opponents: |
|1) Yoshiro [NormNav1] |
|2) Haru [Navi-F] |
|3) Mary [Ring] |
|4) Mr.Match (MMBN1) [FireMan] |
\-------------------------------------/
Now, this tourney may be listed first, but it's suggested you save this for
second. The first one we suggest going to is the third one on the list,
Droplet. If you've been there and conquered it a few times, keep reading.
Now, this one's a step up from the Droplet tourney in that overall deck
construction is slightly more intelligent, plus you'll want the added insurance
that comes with having an aqua navi. When you use chips that are the same
element as the navi you're using (neutral excluded), they gain a damage bonus.
If you hit elemental navis with their weakness, they take more damage. See? On
top of that, this tournament takes place on lava panels - at the end of the
turn, anything that isn't a heat navi will take 50 damage. Using an aqua chip
gets rid of it, so don't fret too much about it as long as you have at least
two aqua chips up front. Iceman is imperative for an almost easy win!
In summary? Bring aqua chips at least to get rid of the lava. Any will do, as
long as it's used!
//GOOD IDEAS
Bubbler Series
Obvious. Heat does not like Aqua. Bubbler series chips are very accurate
and do decent damage if used by an Aqua navi (like, say, Iceman), so use
them!
AquaSwrd / AquaBlde
High, high damage if used by an aqua navi against a heat one. At this
stage of the game I suggest using AquaSwrds, winnable off of Iceman in the
Droplet tourney (you went there first, right?). The only strike against
them is the low accuracy. And the high-ish MB count, if you're using
Iceman like I suggest.
Cloud Series
Good HP, not too demanding on MB, and pretty good damage if, again, used
by an aqua navi against a heat one. Great for the back row for soaking
damage.
PanelGrabs
The best 0 MB chip; good HP (120), free, and necessary to protect your
main offense if you're using Iceman like I suggested. Try and get at least
four, but Recov10s can be OK substitutes. Recov30s won't last long, so I
don't bother with them.
Catcher
You'll want it just to gather more heat-based chips for the Sapling
tourney. Believe us here, just do it! Put it in a slot-in space.
HeatBall
One of your only real chances at wining if you don't have a good aqua
deck, and even then it's still somewhat helpful.
AquaBall
If you want to press more of an offense while putting up something of a
defense; use an Aqua navi with one of these and it'll do INSANE damage at
the end of the turn to a heat navi.
ElecBall
Not entirely obvious, but if you love the Balls, this is the only one that
won't get easily popped by Ring.
Iceman
He's your first obtainable aqua-element navi. Aqua > Heat. Figure it out
for yourself. Low-ish MB, but he's got enough for five BubCross / AquaSwrd
chips and four 0MB chips of your choosing; these should be more than
enough.
//BAD IDEAS
Woodman
Got Woodman before you came here? Good for you. I suggest you don't flaunt
it around these people, as fire is the one silver bullet that takes wood
navis down and out.
---------------
Yoshiro
Lan's dad's co-worker snuck off from work to give lectures to you silly kids
who usually know more than adults do concerning the networked world about how
the four types can work against you and gives a very poor demonstration in the
process. Does he know who he's talking to? Tell him for yourself.
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon (V-Gun? HeatShot?)
Stage: LavaStage
Program Deck:
Minibomb HeatShot (R)
V-Gun
Empty Cannon
HeatShot NormNav1
Empty Cannon
V-Gun
Minibomb Empty (L)
Battle Strategy: The only thing this guy can do to you at all is to do a little
damage to whatever you stuck in the back. I suggest you make sure you've got
nothing fragile back there (swords, shotguns) and put your sturdy chips towards
the back. The navi has no elemental bonus or drawbacks, but you'll still want
to clean away the lava using any aqua-element chip in your folder up front.
Outdamaging the guy isn't a problem, seeing as he's got nothing behind his
HeatShot and if you're using Iceman, the bonus for using aqua chips should make
all the difference in this easy bout.
---------------
Haru
Ah, this one. Didn't we lend someone like her a FireBlde R back in BN2? And
she's not using it?! NOW it's personal! Be wary, she can break more than your
heart here if you're not careful. Then again, if you survived Junko, you should
be able to get through this one without a hitch due to the two empty slots in
her deck.
Navi-F
Hit Points: 550
Attack Power: 60
Buster Notes: None
Element: Heat
Primary Chip: HeatCros
Stage: LavaStage
Program Deck:
Recov50 HeatCros (R)
Empty
HiCannon Heat-V
HeatCros Navi-F
HiCannon HeatShot
Empty
Recov50 Empty (L)
Battle Strategy: The first battle against a heat-based navi, who in turn will
be powering up the heat-hased chips it possesses! Command? Ask me for help? OK.
The first two rows cotain chips that attack the back, so put some tough chips
in the back (in my case, Panelgrabs) and dedicate the front two rows to an
aqua-based offense. If you're using Iceman, this one's going to go down fast.
Since two slots are empty, this means you have an easy chance at out-damaging
her. HeatBalls can work, but AquaBalls will come out faster and block the first
row chips if you don't mind still taking a hit to whatever's in the back, plus
once you launch it it'll do HUGE damage. Whatever the case, remember to use
aqua chips to at least dump the lava off the stage. Not difficult at all,
really. I don't know why I insist on holding your hand to the degree I do here.
---------------
Mary
After learning that Lan plays for keeps from the Healing tourney, Mary's
decided to step up her act too by giving Ring the ability to strike with not
one, not two, but THREE elements. She doesn't spread it out evenly enough to
make it a winning strategy, but it's more than enough to catch you off guard.
Oh, can't forget that aggrivating chip-deleting Jealousy chip.
Ring
Hit Points: 450
Attack Power: 20
Buster Notes: Hits Twice, Damages One Chip
Element: Neutral
Primary Chip: Jealousy
Stage: LavaStage
Program Deck:
AquaBlde ZapRing1 (R)
MiniBomb
Heat-V Heat-V
Heat-V Ring
V-Gun V-Gun
MiniBomb
Empty Jealousy (L)
Battle Strategy: Ring's poised to make you cry if you're using an aqua navi,
plus unless you're packing two ElecBalls, you can't abuse the balloons to save
your butt. Regardless, you can still win even if you're utilizing Iceman (which
I suggest doing anyway). See, HeatBalls will go byebye if she gets the
AquaBlde, and Ring's normal attack automatically deletes AquaBalls. ElecBalls
can at least block Ring's normal attack in full, which isn't a bad deal. Either
way, keep your toughest chips in the back (Panelgrabs for me), and dedicate the
rest to a brutish offense. Her high evasion's a non-issue if most of said
offense consists of BubCross chips, which will do good damage if you're using
Iceman while doing good damage to her chips. Watch your MB; this is why I
highly suggest having 0 MB chips on hand to merely take some hate from your
main offense, which would get whacked if you left slots empty. I don't see any
specific strategy coming out on top otherwise, just remember that Ring's normal
attack is eletric if you use Iceman. You'll want to bring aqua chips regardless
to destroy the lava, anyway. If you bring a Recov for slot-in, use it as soon
as possible (50%-60% range) before Jealousy comes into play and takes it down.
---------------
Mr. Match (MMBN1 remiiiiiiix~)
Ah, Mr. Match. He's come to blow up the grill like older, more innocent times
prior to setting even bigger things on fire, but he's decided to stay to keep
all comers in very, very hot water. This means you, if you've come without a
really good sprinkler system or a strong aqua-centric deck. Since you're
fighting outdoors, I believe that rules one of them out.
Fireman
Hit Points: 500
Attack Power: 60
Buster Notes: Pierces guards.
Element: Heat
Primary Chip: FireSwrd
Stage: LavaStage
Program Deck:
Recov50 HeatShot (R)
Empty
HeatShot FireSwrd
Heat-V FireMan
HeatShot FireSwrd
Empty
Recov50 HeatBlde (L)
Battle Strategy: The big problem here is in his FireSwrds, easily. Iceman may
dodge them, but if they hit, they'll probably take out one of your very strong
chips in the process. I wouldn't recommend relying on Balloon chips for this
alone, although Heat/AquaBalls both have their uses. Instead, match his
offense with Aqua equialents to the best of your ability. Put AquaSwrds up
front, 0 MB chips in the back (handy for the Heat-V and HeatShots), and any
other strong aqua chip you can afford MB-wise in the center (BubCrosses here).
You did bring Iceman, right? If so, sit tight and watch Fireman get a flashback
from a past life about just what Iceman can do to him; aqua chips generally
come out faster than heat ones, plus the bonus for using like-element chips
against those weak against it result in a very quick fight and an equally quick
deletion of chips on Fireman's side of the battle. By this logic, I won't have
to remind you about the lava either. Iceman and Fireman have the same max HP,
but I guarantee you'll see Fireman's HP drop down much faster. Keep a Recov120
for slot-in, just in case Fireman actually does manage to hurt your offense
with a successful FireSwrd swipe; it can happen but usually isn't fatal. The
two empty slots in the center give you enough of an upper hand as-is.
---------------
Tournament Prize:
3000 Zenny
Navi Core: Fireman
Your first hostile rival's been doused once more, and the poor grill has been
saved. Yaaaaay. As this was likely your first chance to ever fully abuse
elemental properties, you probably like what you saw. You may also have a very
good idea of how we'll tackle the remaining two battles for the D-Class. Next
up would be the wood-based Sapling tournament, and wood doesn't like fire. You
may find it prudent to keep reoplaying the tournament for more fire chips to
exploit just that, and there's Heat-based equivalents of your BubCrosses and
AquaSwrds readily available. It's not a huge adjustment.
Fireman, your newly obtained immortal soul for all eternity, will prove to be a
very helpful little menace. Wood-based navis usually have decks based around
very tough chips like TreeBoms and Spices, and the only sure-fire counter to
them is to bring a strong heat deck with the matching elemental navi. Fireman's
dodge rate is lower than Iceman, but he's equal to him in every way otherwise.
This includes his low MB count, but again, just swap out your Bubbler-series
and AquaSwrd/Blde chips for the heat equivalents. See you at the Sapling
tourney~
|-------------------------------------|
| SAPLING TOURNAMENT |
|-------------------------------------|
| Location: Okuden Valley Entrance |
| Special Rules: Grass Stage |
| |
|Opponents: |
|1) Haruka [NormNav2] |
|2) Tetsu [Navi-W] |
|3) Dex [GutsMan] |
|4) Sal [WoodMan] |
\-------------------------------------/
Lan's third mark for domination? The Sapling tournament, right here. If you
didn't clear the Match tournament before coming here, I humbly, annoyingly, and
pervasively suggest that you go back and get Fireman before you continue. Note
that wood navis are weak to heat. That's fine and dandy. Also note that the
tourney takes place on a grass stage, which a) allows Spice chips to ruin your
deck (don't worry, they don't try it here) and b) lets wood navis recover 50 HP
between turns. However, if you use a heat chip/attack, not only will the fire
burn away the grass, it'll do added damage as well! Get the point? This
shouldn't be a new idea to you if you're a vet of the MMBN series, which I'm
assuming you are if you picked Lan.
Need me to say it in a slightly more succinct manner? Bring Fireman and a good
heat-based deck for a very good time in order to make the competition put the
"sap" in "sapling."
//GOOD IDEAS
HeatShot Series
Duuuuuuuh!! S accuracy, heat-elemental, burns grass, does a number on
the last selected chip... everything you need to be rid of these annoying
weed navis.
FireSwrd / FireBlde
Also really good; FireSwrds are better for lower MB count, and can be won
off of Fireman back in the Match tourney. Put these up front with a heat
navi (Fireman) for a chance at really freakin' high damage from the grass.
Even without the grass it'll do nasty damage.
Burner
Great for doing damage to all chips, especially with the element
interaction involved here. The high MB's sort of a drag. You can get these
off of Turboman in the DenCity OB area (first set).
Meteo Series
A favorite chip used by many heat-based decks in the earlier days, they're
still useful for fighting wood navis; its low accuracy can be problematic
though.
HeatBall
No WoodBalls, but that's OK! Let this one rip. If it's still intact at the
end of the round, it'll do a very handy amount of damage.
PanelGrab
Let's face it - if you're going to use most of these good ideas, you're
going to have some blank spots on your deck. Bring these to fill the gaps.
Recov10s are OK too.
Catcher
You want those TreeBoms some people carry. Don't question me. Get them!
This makes it easier while getting a little more cash for the paltry price
of a single slot-in space that you likely won't need if you follow these
strategies to the letter.
Fireman
Heat is the only sure-fire way to delete the trickier wood-based decks.
Fireman gets a pat on the back in the form of extra damage if he knows his
role and shuts everyone else's mouths up with teh fier. He's got enough
MB for five FireSwrds/HeatCros chips and four 0MB chips of your choosing.
//BAD IDEAS
Elecman
Lowish HP is a bad thing already, and his native attack isn't strong
enough to help him after his chips get deleted.
ElecBalls
Balls are great. I like to play with these chips. Wood counters Elec, so
that means ElecBalls will die if someone tosses a seed into it (TreeBoms).
Please use common sense when dealing with the elements.
---------------
Haruka
MOOOOOOM!!! UR RUINING TEH GAEM!!!111 blablablablabla... you know, it'd be
nice if whoever's writing this thing stopped quoting AHTM2, because it's
REALLY getting outta han-- oh, right. Heh, OK. Seriously! It's Lan's mom. Not
only do you know her for being lenient in letting Lan do whatever the hell he
wants, but she's also a space case with her deck. Up for some quality family
time?
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None.
Element: Normal
Primary Chip: Pringles ( OK, fine, Hi-Cannon >:( )
Stage: GrassStage
Program Deck:
HiCannon TreeBom1 (R)
HiCannon
Empty HiCannon
Empty NormNav2
Empty Recov50
Recov50
Recov50 Empty (L)
Battle Strategy: You can tell this is going to be easy simply because the
center slots in the middle and back rows are empty. If she hits the blank in
the center, guess what? She's only got one chip to fight with that round. She
may draw triple HiCannons or Recov50s (both annoying), but really now. Take
advantage of the grass by putting a very strong Fire chip up front (FireSwrd?),
and make sure you've got something in every slot for an easy win. She can't
do anything to your chips at all. She probably should've been in the E-Class.
---------------
Tetsu
He's a lumberjack and he's... not going to be OK if you've brought along a
handful of good heat chips to celebrate your first true encounter with a
wood-based navi. In turn, he'll show you what he thinks of the battlechip-based
society Lan and company lives in. This means to beware what you put in your
deck.
Navi-W
Hit Points: 550
Attack Power: 10*3
Buster Notes: Damages chips.
Element: Wood
Primary Chip: TreeBom2
Stage: GrassStage
Program Deck:
Recov50 Cannon (R)
Cannon
Recov50 TreeBom1
TreeBom2 Navi-W
Recov50 LilBomb
Cannon
Recov50 HiCannon (L)
Battle Strategy: First thing of note. See the TreeBoms? They're going to both
be your favorite and most hated chip in due time. They're wood-elemental, have
good HP, and do very bad things to your chips; since the enemy in question is
of the wood element, they're going to be doing even more damage than normal.
Agh! Still, if you've brought a strong heat-based deck and Fireman like I
suggested, it'll be a one-sided match. Put FireSwrds up front to do huge
damage off the bat and hopefully kill a TreeBom, as well as the grass. The
Recovs are no problem at all, but if he draws both TreeBoms, you're almost
guaranteed to lose everything you drew that turn; for this reason alone I say
you don't bother with any chip that has extremely low HP (Swords, Shotguns,
etc). His buster compounds the problem, but is very inaccurate. Just focus on
fighting flowers with fire and you ought to be OK. Your chips won't be at the
end, but you should be.
---------------
Dex
Dex's character has been faithfully reproduced from the MMBN games in that he
just won't give up trying to beat you. Unlike the games where Gutsman almost
puts up a fight at V3, I say Dex's come back weaker than before, trading a
brute strength approach for a very half-hearted chip deleting deck that's very
easy to counter. Show him that he almost had the right idea and bulldoze him.
Gutsman
Hit Points: 600
Attack Power: 70
Buster Notes: Pierces through and breaks active defences.
Element: Neutral
Primary Chip: GutPunch
Stage: GrassStage
Program Deck:
GutPunch M-Cannon (R)
TreeBom1
Empty LilBomb
WideSwrd Gutsman
Empty LilBomb
TreeBom1
GutPunch Empty (L)
Battle Strategy: Dex's Widesword is easily the center of his strategy this
time around, and it's extremely easy to take care of; put HeatCros chips up
front and you're guaranteed to delete it if he draws it, plus the grass bonus
will add a healthy amount of damage too. I'd normally suggest FireSwrds, but
Gutsie tends to dodge them in my experience; however, they can do a TON of
damage if they're up front to whittle down Gutsie's HP advantage. Your call.
Gutsie is not a wood navi, so those TreeBom1s are significantly less annoying
than with the last fight. GutPunches hurt, but really shouldn't be seen as more
than accurate HiCannons with a lot more HP. He's got an M-Cannon slot-in that
may incite hatred, but respond with a Recov120 for your slot-in to counter it.
Not a difficult fight if you're abusing Fireman's elemental bonus as I suggest.
---------------
Sal
I'm not sure how Sal goes about training Woodman other than stuffing him full
of digital apples, but she's succeeded in making him a wholly deadly foe for
those who've cast aside fire and brimstone for a less exploitave approach to
beating the tournament (read: not using Fireman and his favorite chips). Don't
be like them. Go with the firey flow and, in the words of one Flame Hyenard,
burn to the ground times infinity.
Woodman
Hit Points: 600
Attack Power: 80
Buster Notes: Pierces defense
Element: Wood
Primary Chip: TreeBom3
Stage: GrassStage
Program Deck:
DoubNdl Recov80 (R)
MiniBomb
TreeBom1 TreeBom3
Shotgun Woodman
TreeBom1 Cannon
TreeBom2
Recov50 V-Gun (L)
Battle Strategy: Remember how Tetsu's navi could frag your chips with ease?
That's just what Woodman will do to you unless you do as I say and put your
best heat chips (and Fireman) up front. Make sure you have tough chips in the
back to play it safe against the shotgun if it's drawn a lot (Panelgrabs are
the best bet). Otherwise, it's all about FireSwrds and HeatCros chips to
hopefully destroy Woodman's chips as they're drawn. Woodman is more about
doing bad to your chips than brute-forcing you, and you can get away with doing
the same as long as you utilize heat's strength over wood. As always, keep a
Recov120 on hand if Woodman does succeed in blowing away your main offense.
---------------
Tournament Prize:
3000 Zenny
Navi Core: Woodman
Mr. Match, if he were present, would say that what just happened is the most
beautiful thing he's ever seen. That is, if you won with fire, which you likely
did. Good for you. One last tourney remains for the big D, and that's the
Battery tournament. You'll want to go over this tournament a couple of times in
order to grab some free TreeBom3s from Woodman (put a Catcher in a slot-in
space for a better chance at this). You won't have the MB count to handle it in
full now, but it will prove helpful later. Get some chips from Higsby's too if
you want, but I find he doles out a lot of wood chips and there'll be a new
store opening after you clear D-Class.
As for Woodman, he's going to be your new favorite toy. In short, he's one of
the best navis to abuse in the entire game. His high HP and strong buster is
just icing on the cake. I don't see many wood decks outside of TreeBom/Spice
combos, but fortunately you're about to be able to take it for a spin. His MB
is no lower than Fireman and Iceman either, although there are no WoodShots/
WoodSwrds to play with, you won't mind terribly once you see what a TreeBom
does to an AlumiStage (see the Battery Tournament). Give him a hug. Woodman is
going to be one of your best friend.
|-------------------------------------|
| DROPLET TOURNAMENT |
|-------------------------------------|
| Location: Waterworks |
| Special Rules: Ice Stage |
| |
|Opponents: |
|1) Micchan [NormNav1] |
|2) Mayl [Roll] |
|3) Junko [Navi-A] |
|4) Froid [IceMan] |
\-------------------------------------/
We whole-heartedly suggest you click on the banner ads. Wait, no banner ads?
Never mind. How about this - we whole-heartedly suggest you take on the
Droplet Tournament first. Megaman in particular has it easiest because of his
very useful buster and high MB count; this means you can stick more damaging
electric chips into his deck than the others. How is this important? Let me
picture it for you: your latter two foes are aqua navis, and all the battles
take place on an ice field. On an ice field, things tend to miss a lot more
often. Ice fields also make electric attacks hit harder. As I said above, aqua
navis HATE elec attacks. Get the picture? Double whammy! Learn it and you'll
pass with fair ease.
I really suggest you keep buying 10-packs from Higsby's so that you can get
your hands on a couple of useful chips like, say, what's on the list below.
You won't need them all, they're just ideas.
//GOOD IDEAS
Satelite Series
The closest thing the game has to an elec-element Shotgun series. Lowish
HP, but aqua navis don't like electricity, and ice makes it that much more
a problem... for them. If you get one or two, use them!
Rattons
An extremely good choice. Decent HP and very accurate, plus it does some
chip damage. I'd take them over the Shotgun series chips if you can, since
these are more durable and pack a slightly harder punch (especially if you
use Ratton2s) without being too demanding on MB.
ElecSwrd / ElecBlde
It's unlikely you'll have any, but they work wonders even if you don't
have an electric navi (due to the ice panels and how they amplify electric
attacks). However, low accuracy and the fact aqua navis are harder to hit
on ice makes this something you may want to pass up on for more accurate
chips.
MagBomb Series
Again, inaccuracy. However, the elemental ineraction (elec > aqua) makes
it worthwhile for doing damage to all selected chips while preventing the
enemy from using their buster. MB-wise they're pretty cheap too. MagBomb1s
are really all you need, but MagBomb2s aren't bad if you've got leftover
MB space.
ZapRing Series
The higher the version, the more damage but the less HP; ZapRing3s will
do humongous damage, but will likely die quickly if the enemy uses a
hit-all chip. All are 40 MB, so be forewarned if you bring one.
AquaBall
The focus of the tourney is on aquatic attacks. This'll block them
completely while doing a decent amount of damage at the end of every turn.
ElecBall
Also useful if you want to trade a little defensive security for a chance
at really sick damage at the end of the turn due to elemental differences.
AquaBalls are far safer, though.
PanelGrab
For filling holes in your deck after you max out your MB. Almost necessary
due to one competitor's particularly effective and annoying strategy of
making your last selected chip suffer heavily.
RockCubes
Ditto, although they're 10 MB apiece.
Recoveries
Good for slot-in; if you can get a Recov120, that'd be great.
Catacher
Stick it in a slot-in space for a better busting rank, meaning more money
and more aqua chips for later on. You'll want as many as you can get!
Elecman
Didn't tackle this first? If you beat the Battery tourney before this,
bringing him along makes it all the easier.
//BAD IDEAS
Fireman
Remember waaaaay back in Megaman 1 how Iceman's weapon trumped this guy?
Same story here, for a different reason: Aqua > Fire. Didn't we go over
this in the D-Class synopsis?
FireBall
An exercise in futility, as aqua attacks instantly washes this hot little
defense chip away.
Don't let the large list deter you at all. Pick what you feel is most helpful
for you (and what you can get); at this stage in the game with your lack of an
electric navi, there's a couple of ways you can take these guys on. Megaman's
high MB count makes deck building very flexible here.
---------------
Micchan
You've barely begun, and now you've sunken into picking on little girls! Shame.
Well, aside from the fact she can probably do some things to your chips, her
navi is of the neutral element and thus they won't pack a great punch. Make use
of the ice and test out your nice little electric deck here.
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon (What the blub?)
Stage: IceStage
Program Deck:
Cannon MiniBomb (R)
Bubbler
Sword BubShot
Cannon NormNav1
Sword BubShot
Bubbler
Cannon Cannon (L)
Battle Strategy: Remember your shotguns? These Bubblers and BubShots are aqua
remixes of them. They do less damage, but carry an elemental affinity; this
would mean something if your opponent were an aqua navi, or if yours was a
heat type. Both statements are false, so don't worry too much. If you want to
play it safe, put tough chips in the back to withstand the 50 or so damage
it'll take if she draws both a BubShot and a Bubbler. Don't worry much about
defense; just bulldoze her to the best of your ability. If you have Satelit1s,
you can easily delete the swords if she draws one while doing good damage from
the ice bonus. It's a simple warm-up for what's ahead.
---------------
Mayl
Lan's would-be girlfriend is back for more! Remember how often she evaded your
attacks? We're on an ice field now. She's going to be doing a lot more of that,
making accurate chips a priority more than anything. Putting two guards up
front won't fully save you this time, either.
Roll
Hit Points: 400
Attack Power: 50
Buster Notes: Heals for 50 damage, even if it misses.
Element: Neutral
Primary Chip: Recov30 (I spy... a Recov120.)
Stage: IceStage
Program Deck:
Recov10 Shotgun (R)
Recov50
MiniBomb Bubbler
Recov120 Roll
MiniBomb HiCannon
Recov50
Recov10 None (L)
Battle Strategy: Offense is probably the best way to go, as her focus is on
defense; this'd be easy if she weren't so good at it. Use guards somewhere to
make her normal attack far less devestating; her only truly damaging chip is
the HiCannon, and even that may frequently miss here on this field. At this
stage of the game I was using WideSwords, but Rattons are probably the safest
bet if you have them. Shotguns too, if you must, but don't put them in the
back. MagBombs and ZapRings may both miss, but both can stun with fair ease and
the latter, if you use ZapRing3, can do a ton of damage if it hits. Make sure
that whatever you put in the back isn't easily deleted in case the Bubbler gets
its way through a prolonged battle (it may take 5 or 6 turns, or more, if
you aren't careful). Use Panelgrabs to save some MB while giving you a clearer
shot at Roll if you brought them; they're free! I had a Recov120 on hand in
case things got out of hand, which they almost did.
---------------
Junko
Likely to be your first true challenge, Junko can and will wash your chips up
if you've come unprepared... which you may have, were it not for this here FAQ
and/or trial and error. This is because the strategy she employs is so very,
very sound that she may be the hardest fight in the D-Class, unless a little
luck and a lot of thinking is on your side on combatting your first encounter
with a true Aqua-elemental navi.
Navi-A
Hit Points: 550
Attack Power: 40
Buster Notes: Hits a random currently active chip.
Element: Aqua
Primary Chip: BubCross
Stage: IceStage
Program Deck:
Shotgun Recov50 (R)
Bubbler
Shotgun BubCross
V-Gun Navi-A
Shotgun CrossGun
Bubbler
Shotgun None (L)
Battle Strategy: First things first - look at all those Shotguns/Bubbler chips!
They ALL target what's in the back of your draw for this turn. Even the navi's
buster works the same way. How do you combat this? There's two ways. The best
way, I find, is to get a few RockCubes and put them in the back; RockCubes have
250 HP and will survive at least one round of torture here. Damage-wise this
navi's no slouch; its bonus for using like-element chips makes BubCross do a
lot of damage (70 I believe), and will kill almost anything else you throw back
there. Put your strongest stuff up front and in the center; the lower the HP of
the chip, the further up front it needs to be. Swords, ZapRings, MagBombs, and
Rattons are all helpful, but the lower-accuracy stuff (swords) may miss a lot.
A pretty tough fight even with the right preparations, but if you have a good
electric-based deck, this may go by quickly. If nothing else, just make sure
what you have in the back can take the hate and you'll foil her main strategy.
A Recov120 for slot-in or whatnot is recommended as long as it's not in the
back.
---------------
Froid
Lan's about to find that Froid's not the adorable ball of fatherly love he was
in his first documented misadventure. Iceman himself is far less remorseful
about kicking your butt, and he's well-suited to doing just that with a fairly
effective deck almost guaranteed to do at least 30 damage to your chips each
turn, and a whole lot more if he gets an AquaSwrd. ZapRing3s and Swords, and
Shotguns beware!
Iceman
Hit Points: 500
Attack Power: 60
Buster Notes: Pierces defense
Element: Aqua
Primary Chip: AquaSword
Stage: IceStage
Program Deck:
None AquaBlde (R)
AquaSwrd
MiniBomb LilCloud
Sword Iceman
MiniBomb LilCloud
AquaSwrd
None None (L)
Battle Strategy: As where the last couple of times you were likely offensive,
defense can win you the day here. If you have two AquaBalls, put them up front
for insurance in case he draws an AquaSwrd, and those will *hurt.* Either way,
he's going to do 20 damage to all your drawn chips this turn with LilCloud, so
try not to use fragile chips (ZapRing3s and normal swords spring to mind). If
you have ElecSwrds/Bldes, use them; they may miss somewhat often, but do a ton
of damage. MagBombs will also miss a bit, but help in doing damage to all
his chips while preventing him from using his fairly good buster. Rattons are
good for insurance for their accuracy and HP. Iceman's a real pain either way;
again, the safest way to defeat him is to use two AquaBalls up front and to
dedicate the rest to offense, but as always you'll want at least a Recov
slot-in just in case. Use the 0 MB chips (Panelgrabs, Recov10s/30s) if you
want to stick in fatter chips without leaving slots empty. I use that strategy
very frequently, and I'll be suggesting it many times more in the future.
---------------
Tournament Prize:
3000 Zenny
Navi Core: Iceman
Your first elemental-themed tourney's over with. Great! Did you have fun? No?
You'd rather move about in battles? Bah, go back to playing the main MMBN
games. Either way, Megaman really has it the easiest here, and I'm assuming
you found it relatively easy yourself. You'll want to keep replaying this with
a Catcher chip in a slot-in space so that you can collect a couple more aqua
chips, plus a higher busting level gives you more money to spend on Higsby's
chips. Your next stop is a heat-elemental tourney, so get as many as you can.
BubCross and AquaSwrd chips are what I'm primarily looking at.
Iceman himself is your first true elemental navi, and he's a good one. He's of
the aqua element (obviously), but that's not all - his HP is no worse than
Megaman's, he has a good dodge rate, and his buster does 60 damage; 100 versus
heat navis! What's the downside, you ask? He has a very low MB count, equal to
Gutsman's if you've taken a look at him. I suggest getting at least four 0 MB
chips into your folder if possible, so you can free up space for powerful
chips up front while leaving your back at least capable for taking abuse.
|-------------------------------------|
| BATTERY TOURNAMENT |
|-------------------------------------|
| Location: Power Plant |
| Special Rules: Aluminum Stage |
| |
|Opponents: |
|1) Taka [NormNav2] |
|2) Michael [Navi-E] |
|3) Gen [NormNav3] |
|4) Count Zap [ElecMan] |
\-------------------------------------/
Your final set of victims for this class lie in wait for you in the Battery
tourney. Well, at least in the order I suggested. You *WILL* want Woodman here,
although the game was clever and threw in an opponent that may get the best of
you if you abuse him. This takes place on an Aluminum Stage, where it gives
electric attacks a bonus. Ack. What can you do?! Simple enough... just plant a
TreeBom and it'll turn into grass. This means your wood navi (if you have one)
will regain 50 HP per turn, plus they'll be able to exploit the near-almighty
Spice chip for their entertainment. It's either that, or your opponents will
be doing tons of electric damage to you with their element bonus and stage
bonus while preventing you from striking back with your buster attack. Be
reasonable here.
Are you lost? OK, here's the gist of it: elec hates wood. TreeBoms can turn
AlumiStage into GrassStage. Spice chips require a GrassStage. They will feast
on the unworthy corpses of the electric navis.
//GOOD IDEAS
TreeBomb Series
There aren't many Wood chips out there, but the ones that exist rule.
TreeBombs are neat. They damage all chips, and - get this - they turn
metal stages into grass! Not only does turning the metal stage into grass
take away one damage bonus electric navis get to use, but it enables
another very fun wood chip...
Spice Series
These absolutely rule. High speed, never seems to miss, good HP, and the
MB count isn't too bad. The bad news is that this *only* works on a grass
stage. This isn't a worry; if you have two TreeBom1s up front and fill
your second row with Spices and the rest with 0MB chips, you're good to
go. Higsby's likes to throw lots of these chips at you, it seems.
GrassStg
I've never seen a stage chip come out of Higsby's, ever. But if you manage
to get one through special tourneys you've set up in ACDC Park with navi
codes, by all means carry one if you don't have more than one TreeBom1.
ElecBall
If you don't have Woodman or wood chips in general, carry two. They'll
fully absorb electric attacks, and proceed to do a lot more damage on the
metal panels. Good stuff, here.
PanelGrab
The best possible deck you can use here will leave you with empty spaces.
Have this fill the gaps. Recov10s or 30s may work too, but I find 10s
better for their higher HP count.
Catcher
Just to pick up some electric chips, like, say, ElecSwrds and the like.
Put one in as slot-in - if you set up your deck right, you won't need to
use slot-ins anyway.
Woodman
High HP. Awesome buster that pierces guards in a game without WoodBalls.
Wooden. This guy flattens all inferior electric navis. The MB is low, but
if you've been using the other elemental navis, it's no different.
//BAD IDEAS
Iceman
Electric attacks do a lot more damage to aqua navis. The stage also makes
electric attacks hit harder. It's a double-whammy! Don't whizz on the
electric fence.
AquaBalls
They'll go pop in an instant. No foolin'.
---------------
Taka
You've seen this kid ask you for a handful of chips throughout the MMBN series,
and now he's ready to show you what he's been assembling based on your charity.
It ain't much, heh heh. While he has the right idea, he won't go too far if
you've come prepared with, say, Woodman, TreeBoms, and spices.
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None.
Element: Normal
Primary Chip: Hi-Cannon
Stage: AlumiStage
Program Deck:
Cannon ZapRing1 (R)
Cannon
LilBomb ZapRing1
HiCannon NormNav2
LilBomb Sonicwav
Cannon
Cannon Empty (L)
Battle Strategy: This fight may take awhile if you go with the Woodman strategy
I've been talking about, mostly because of the NormNav2's good HP, the fact
he's not an electric navi, and the possibility of him using his ZapRing1 to
stun you and thus prevent you from using Woodman's powerful buster for that
turn. Past that, don't bother with defensive chips and opt for an all-out
offense if you can muster a good one. If you didn't bring Woodman, using more
electric chips would be a good idea so that you can abuse it where he barely
does. Either way, I feel the best way to go is to abuse Woodman and the
TreeBom/Spice combo; TreeBoms to turn the panels to grass, and Spice chips to
make good use of said grass. Really easy no matter which way you go, as he
can't do much to your chips aside from the LilBombs.
---------------
Michael
What, no Johnson? I was looking forward to fighting him. Nonetheless, this
look-alike (who may or may not have stolen your money back in the day) has
brought a true electric navi and a host of swords to the table. You'll have to
put up a fight if you don't want him to shut you up this early in the game.
Are you thinking what I'm thinking? Oh, Woodman...!
Navi-E
Hit Points: 550
Attack Power: 30
Buster Notes: Stuns opponent.
Element: Elec
Primary Chip: Satelit2
Stage: AlumiStage
Program Deck:
MiniBomb MagBomb1 (R)
Sword
LongSwrd Satelit2
WideSword Navi-E
LongSwrd Satelit2
Sword
MiniBomb Cannon (L)
Battle Strategy: Simply put, if you don't have a very good chip-deleting deck
ready to go, you're in trouble. Woodman can get you out of this fix with great
ease if you use the right deck setup... yes, TreeBom/BadSpice combos. And these
will seriously put on the hurt - not only will they take away his field
advantage, but they do great damage and WILL destroy his swords in short order.
Regardless, he's going to get some hits in with his Satelit2s, so make sure
you have something in the back that can withstand more than 80 HP of damage.
I can't think of a better idea besides this, as I'm very confident you can't
get PanelOuts or AntiSwords this early in the game. Another reason to bring
Woodman is in his buster; it'll beat you to the punch and stun you if you're
using a normal navi, but in Woodman's case, he'll go first and the stun thing
won't be an issue. Recov120 slot-ins are a must if you don't have Woodman. A
very tough fight without the right preparations, no questions asked.
---------------
Gen
This seemingly clumsy oaf brings to the battle your first glimpse of yet
another iteration of a normal navi - v3. This one will prove to be the hardiest
yet, due to its high HP and its users' tendencies to bring chips with high HP.
That, and because it's not electric, it'll be a long fight. Ack. Well, hop to
it.
NormNav3
Hit Points: 600
Attack Power: 20
Buster Notes: None.
Element: Neutral
Primary Chip: CrosBomb
Stage: AlumiStage
Program Deck:
Recov50 Cannon (R)
LilBomb
Empty MagBomb2
CrosBomb NormNav3
Empty MagBomb2
LilBomb
Recov50 Empty (L)
Battle Strategy: The worst thing about him is that he does an OK job of
deleting your chips while hanging in there, as he has MagBomb2s in front that
can and will stun you, preventing you from using your buster. Once again,
Woodman is by far your best choice as far as killing his chips go. By turning
the stage to grass with TreeBoms, you take a little edge off the MagBomb2s
while giving you the ability to, yes, throw Spices everywhere in the middle
column. You'll likely delete his Recov50s in short order if he draws them, and
he has no fire chips (this time) to stop you from automatically getting back
50 HP. If not Woodman, his ability to lock you down with MagBombs will be your
big problem; Candle1s will counteract this if you put them in the back.
They're guaranteed to last for at least two rounds (if you keep drawing the
same one in the back) and let you use your good ol' buster. Both methods will
take a while for NormNav3's good HP and lack of elemental affinity, so be wary
and keep a Recov120 on hand as slot-in.
---------------
Count Zap
The pressing question - he's got a nice, shockingly balanced array of
damage-dealing and disabling chips. You've (hopefully) got wooden things up
the wazoo and a very one-track mind towards offense as well as this guide. The
question? Can YOU handle one hundred thousand volts? Your response? Is he
willing to wager his awesome suit on his answer? We'll see.
Elecman
Hit Points: 450
Attack Power: 20
Buster Notes: Damages chips.
Element: Elec
Primary Chip: ElecSwrd
Stage: AlumiStage
Program Deck:
Empty Recov50 (R)
ElecSwrd
ZapRing1 DoubNdl
MagBomb2 Elecman
ZapRing1 DoubNdl
ElecSwrd
Empty Remobit1 (L) (I'm not 100% sure of this)
Battle Strategy: Once again, Woodman and a TreeBom/Spice deck is the very easy
way out. ElecBalls will work too, as his only non-electric attack would be his
DoubNdls up front. But, I'm going the Woodman route and you ought to as well.
Now, as you recall by now, tossing a TreeBom on an electric stage turns it into
grass. This takes away the damage bonus Elecman would've had otherwise. Follow
it up with Spice chips and boy oh boy, will he be dying fast due to his very
low HP. Unless he pulls the ElecSwrd, your chips aren't in danger of deletion;
besides, they'll likely get deleted first round if you work fast enough. Not
too hard if you use either strategy, but it's a real uphill battle if you
don't. Recov120 as slot-in is very helpful for an emergency.
---------------
Tournament Prize:
3000 Zenny
Navi Core: Elecman
Unlocked: C-Class
Unlock Area: Open Battle
Open Battle: Yumland
Unlocked Shop: Sunset (500z for 1 chip, 5000z for 10, OK chance for rares)
Slot-In Memory +10MB (30MB total)
Having completed all the tourneys by now (if you went by our order, or if you
played the tournaments in the order they were listed), D-Class is out of the
way. Next up, C-Class! Scary? It shouldn't be, with a whole new shop in which
to nab rare chips from for a somewhat steeper price of 500z per chip (5000z for
a ten pack). Things are going to get harder from here on out as the tourneys
become longer. This means that you'll need to start thinking of a central
strategy for each tournament, and sub-strategies for when you encounter an
opponent that can counter it. Feel free to keep playing this tourney for cash
and more electric chips.
As for your new navi, Elecman, you may feel that you should've gotten Count
Zap's suit instead. Nah, Elecman's not too bad. He's got 50 less HP than
Iceman and Fireman for an equal amount of MB, but he's your first full-fledged
electric navi and you'll find him of some use not too long from now. His buster
attacks all chips for weak damage instead of piercing guards, so if you use
him, you may want to work a deck around chip destroying... much like Woodman.
Kick back, save your game, take a break, whatever. Then, when you're ready,
advance to the C class.
-------------------------------------------------------------------------------
Class-C XC3CC
-------------------------------------------------------------------------------
TOURNAMENT ENTRY FEE WINNING PRIZE NAVI CORE PRIZE
Quick Tournament 1000Z 4000Z Quickman
Block Tournament 1000Z 4000Z Skullman
Cliff Tournament 1000Z 4000Z Airman
Quick, Robin, to the Lan Cave so we can state the obvious! For your class
promotion, you'll gain more Slot-In space, a new Open Battle area, and a new
shop of Higsby's called Sunset; it's more expensive, but you have a greater
chance of receiving rare chips for use! If you've overindulged at Higsby's,
there won't be too many new chips otherwise, but it's worth investing in a
couple 10-packs for a chance at the rare chips. Playing the D-Class tourneys
a couple of times will get you enough for maybe two or more ten-packs - get
them! They'll help. I got two AntiDmg chips early on in the same pack. Sweet
stuff.
The main challenge in the C class would be not only the slight tactical
adjustments you'll have to make to your mostly-offensive gameplans from the
past, but to also accomodate the longer tourneys as well. The Quick tourney
has poison panels that'll slowly drain you of you and your chips' health,
the Block tournament is full of navis that would rather do some AWP camping
if this were a game of Counterstrike and thus play with very defensive chips,
and the Cliff tourney locks out all use of close-range attacks (swords, fists,
etc.). The time's come to decide on central strategies for each, as well as
leaving enough room to vary on these strategies in the case an elemental navi
comes up - especially one that counters another you're using. Don't worry,
I'll warn you about that. Things will get tougher from here, so be ready.
My first pick is the Block tourney, mostly because I like Woodman's damage
bonus with TreeBoms, and they're great for taking down any Guard chips on hand
before they can be put up. All the collected elemental navis except Elecman
have piercing buster attacks that'll punch through guard chips, but I pick
Woodman because his buster hits harder and his HP is higher.
I took down the tourneys in this order: Block, Quick, Cliff.
|-------------------------------------|
| QUICK TOURNAMENT |
|-------------------------------------|
| Location: Subway |
| Special Rules: Poison Stage |
| |
|Opponents: |
|1) Takahiro [NormNav2] |
|2) Yoshio [NormNav3] |
|3) Mr. Match (MMBN1)[FireMan] |
|4) Higsby [NumbrMan] |
|5) Kai [TurboMan] |
|6) Dave [QuickMan] |
\------------------------------------/
Your second misadventure will take you to the strangely-named Quick tournament,
although the conditions present will want you to make a deck focused around
speed. Cool your jets, there. Poison panels will do small damage to both navis
and their chips each turn, but it's no big deal as long as your chips hold
enough HP to survive at least two rounds of this and enemy attack. This also
makes chip-deleting decks a bit more effective (Woodman, I'm looking at you).
Skullman from the Block tourney has the highest HP of likely any navi you've
got so far, with a powerful buster and MB capacity that's 20MB lower than
Megaman's, but still high enough to be flexible. Either one will likely be your
main star for this tourney.
Note that Fireman's lurking about here, being the ornery oven-exploding navi he
is - and this time he's a pretty nasty bugger who just may very well finally
get his revenge after all this time. There's also another non-elemental navi
who uses some fire, so counters to both will help.
Yai suggests that counter-type chips (CrsShlds and such) will be a huge help.
I'd have to agree, but they aren't 100% necessary. If you use Megaman, you'll
have enough MB to get away with two CrsShld3s up front, three Ratton2s in the
center, and four panelgrabs in the back; a pretty good setup for most of the
tourney. CrsShld3s can be gotten off of Skullman in the Block tournament; use
a Catcher for a better chance at one.
//GOOD IDEAS
Ratton series
This is where they shine. They're accurate, have enough HP to last
a while in the poison, and do decent damage to the last chip
selected.
MiniBomb series
Also good. Durable, and damages all chips. Pretty nice if you're
hinging on a chip-killing strategy without using Woodman.
MagBomb series
See above, but trade some HP for the ability to stun an opponent and
prevent them from using their buster. Not a bad idea.
Yo-Yo series
If you can spare the MB - a good compromise of damage and accuracy
at the cost of having somewhat iffy HP.
PoisMask
Not bad; does damage to all chips with every hit and protects you
from most forms of damage here.
Curse Shield series
High HP, good counter damage, pretty handy... but watch the MB
count! CrsShld1s are sufficient, but if you can spare the MB, give
any CrsShld3s you may have gotten at the Block tourney a whirl too!
Megaman's high MB capacity allows him to put two CrsShld3s up front
with three Ratton2s in the center and four Panelgrabs in the back with
10 MB left over.
TimeBomb series
Maybe use one for slot-in to amplify the poison. Chances are it
won't last very long due to low-ish HP though.
Panelgrabs
To fill the blanks. You're likely to have blanks. The poison makes
keeping chips alive hard enough already, don't leave your main
offense open!
Recoveries
As slot-ins *only*. Most of the good ones have too little HP to be
of any service, especially due to the poison. A single Recov120 goes
a long way.
Catcher
For slot-in. You know, to pick up some free chips. I don't see any
real noteworthy ones you could want aside from maybe FstGauge in the
finals, though.
Iceman and Aqua Chips of your Choosing
Fireman's *nasty* here. Be nastier and hose him down with aqua chips
and Iceman himself.
Woodman and Lots of TreeBoms
An overall strong choice outside of one or two fights for his
efficiency in deleting chips while maintaining a high HP count and
a strong buster.
Skullman (Block tourney) or Airman (Cliff tourney)
Both are good; Skullman is tough and does a LOT of damage with his
buster while maintaining a good MB capacity. Airman fares less well,
but he has 10 more MB than Woodman and his native attack, while
slightly inaccurate, wrecks chips. Chances are you won't have Airman
at this point if you go with my order, though.
//BAD IDEAS
Any chip with low HP. Examples being: Swords, Shotguns, Guards, etc. You
*need* chips that can last an extra, extra long time and won't die in two
turns flat. There's also one fight that will give Woodman lovers (me) a
very hair-raising experience, so prepare for that too.
---------------
Takahiro
You knew there had to be retribution somewhere along the line for all the free
subway rides you procured throughout the games. Since he's your first opponent
here, fortunately, you're probably more than aware that he'll be a walk in the
park.
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None.
Element: Normal
Primary Chip: Hi-Cannon
Stage: Poison Stage
Program Deck:
Cannon Shockwav (R)
Cannon
HiCannon DoubNdl
DoubNdl NormNav2
HiCannon DoubNdl
Cannon
Cannon Empty (L)
Battle Strategy: His strategy is based on raw damage and little else. He does
it somewhat well, with a max potential damage of 210 per turn. Whoa no! He's
also able of bypassing almost every defensive chip with his Shockwave slot in.
Can you dig it?! Well, yeah, you can. It's not a big deal. I suggest you go at
him with an elemental navi (likely Iceman) and stick stuff like BubCrosses and
AquaSwrds on him; the latter may be preferrable since normnavs can't dodge too
well. It's not as hard as it sounds, but if it getso ut of hand, have a Recov
for slot in (preferrably 120). This is pretty simple stuff, especially if you
manage to delete his HiCannons and maybe a few DoubNdls in the process to
shave off his damage potential; he can't touch your chips in any shape or form.
That's the job of the poison panels, which shouldn't weigh you down that much
if you work fast.
---------------
Yoshio
I can tell this guy's from ACDC Town. Why? He's going off on basic knowledge of
the game to a complete stranger, that's why. It's an ACDC-honored tradition!
Irregardless, he fights a lot like the first battle, only now he might
actually do something to your chips at the cost of overall damage potential.
NormNav3
Hit Points: 600
Attack Power: 20
Buster Notes: None.
Element: Neutral
Primary Chip: CrosBomb
Stage: Poison Stage
Program Deck:
Empty Whirlpl (R)
Atk+20
Cannon DoubNdl
CrosBomb NormNav3
Cannon DoubNdl
Atk+10
Empty CrosBomb (L)
Battle Strategy: He's even easier than the first battle, mostly due to the
empty spaces in the back and the fact his only true way of dealing big damage
is in an Atk+something into a Cannon. Even though this navi's got more HP, you
can use the exact same strategy as before. Once a Cannon is deleted, he's
basically in peril. As for the Atk+20, if it's drawn for two turns, the poison
will take care of it. It's easy to win by simply focusing on raw damage here,
so why not get away with it while you can? Iceman, if you have him (you should)
speeds it up.
---------------
Mr. Match (Episode 1)
Normally, Mr. Match would simply bring in a new navi after his current one gets
its butt kicked. This time around he's decided to give his first born child a
second chance, and he certainly seems more than thankful of it. Go on. Help
him let Mr. Match down.
Fireman
Hit Points: 500
Attack Power: 60
Buster Notes: Pierces guards.
Element: Heat
Primary Chip: FireSwrd
Stage: Poison Stage
Program Deck:
HeatShot Recov50 (R)
Heat-V
HeatShot FireSwrd
HeatCros FireMan
HeatShot FireSwrd
Heat-V
HeatShot FireBlde (L)
Battle Strategy: Fireman is not playing around here. He'll make EXTREMELY
short work of you if you don't come prepared. True to the tourney's namesake,
it's all about speed. Got Iceman? Good going. Skip HeatBalls; the big problem
here, the FireSwrds, will go before them and often will pop the buggers. I
suggest you go all-offense (again) with AquaSwrds, BubCrosses, and PanelGrabs
to fill any gaps in the back (due to the middle and back row being primed for
hitting your last selected chip). Fireman and Iceman have equal HP, but Iceman
dodges more and the element interactions will give him a damage boost. Still,
it's not uncommon for Fireman to get a lucky shot and kill some of your main
offense with the FireSwrd. Bring a Recov (120 I suggest) for backup healing,
since sometimes you're gonna need it! Even if you don't have an Aqua navi,
you'll want aqua chips, period. If you're antsy about AquaSwrds missing, just
go full BubCross for best effect.
---------------
Higsby
Higsby knows Yum-Fu. Yum-Fu's teachings do not seem to include having a clear
mind prior to approaching interesting situations, as Higsby screwed it up
again. Without the Prism, he just has an all-around and unimpressive deck that
balances damage and chip deletion. Don't forget how good his buster is at
doing just that!
NumberMan
Hit Points: 400
Attack Power: 10*D (He rolls a dice, D = number rolled)
Buster Notes: Damages chips.
Element: Normal
Primary Chip: Prism (Still MIA...)
Stage: Poison Stage
Program Deck:
Empty Empty (R)
Bubbler
LilBomb TripNdl
TrplNdl NumbrMan
LilBomb TripNdl
HeatShot
Empty Empty (L)
Battle Strategy: I already mentioned the buster, so let's not bring that back
up; you can counter that using MagBombs or ZapRings if you so choose to, but I
don't see it as necessary. The amount of damage he can do per turn is glancing
(between 150-200 per turn max), but his low HP means that as long as you make
your chips count on the first round, you'll probably wreck him good. In fact,
you could use the same deck as you did versus Fireman and still come out on
top; just don't count on deleting too many of his chips if he keeps getting the
LilBomb at the end, since those have a lot of HP. Happy number crunching! I
mean, sure, you'll likely lose some chips due to the buster and the poison, but
that's really the only problem you'll have here.
---------------
Kai
At long last, a semifinals showdown between Lan and his foremost stalker! The
kid's brought along an annoying but not entirely useful deck that would be far
more appropriate for the D class. Don't let your guard down, for he almost has
a winning strategy here.
Turboman
Hit Points: 550
Attack Power: 20
Buster Notes: Heat-Element, Damages All Chips
Element: Neutral
Primary Chip: Burner
Stage: Poison Stage
Program Deck:
WideSwrd HeatShot (R)
Recov120
Empty Cannon
Burner TurboMan
Empty Cannon
Recov120
WideSwrd Bubbler (L)
Battle Strategy: The guy can't do much damage to you per turn, and he has two
empty spaces behind his best chip-deleting tool, almost guaranteeing all your
chips take 80 damage for the turn (Burner + buster + poison). If he doesn't
select THAT, he's going to recover 120 of his 550 HP instead. What do you do?
Oh, come on, it's simple - if you brought Woodman, put TreeBom1s in your first
two rows and they'll destroy the Recov120s before they can even be pulled. If
not, Iceman's still as good a bet as ever if you focus on doing simple damage
(again). Recov80s aren't a bad call if you can't uphold this strategy; 120s are
too fragile for normal consumption but perfect for slotting-in. The WideSwrds
are negligable at best because of where they're located, as are the slot-ins.
---------------
Dave
Last time you saw him, he stood around and let you unravel his almost clever
plan back at Okuden in MMBN2. Sadly he's gotten some IQ points from his time in
jail and didn't leave his deck as empty as I was expecting him to. Quickman
didn't need anything to make himself any more annoying, and look what happened.
Gah! You'll likely get by on virtue of his half-baked deck as long as you keep
in mind that his evasion rate is sky high - higher than Ring, Roll, and Iceman
before him.
Quickman
Hit Points: 450
Attack Power: 30
Buster Notes: Hits Twice, Damages One Chip
Element: Neutral
Primary Chip: FstGauge
Stage: Poison Stage
Program Deck:
Empty CrosBomb (R)
DoubNdl
DoubNdl TripNdl
FstGauge Quickman
DoubNdl TripNdl
DoubNdl
Empty Yo-Yo1 (L)
Battle Strategy: Accuracy is everything against this guy and his S-rank
accuracy; this means he dodges lots, but not as much as I was anticipating
before. Assuming you have Iceman, load up on BubCross chips; they'll destroy
each DoubNdl in a single hit, and their S-rank accuracy sees to it that it
doesn't miss. Rattons are good in this respect, too, although they don't do
quite as much damage. Put Panelgrabs in the back - while they're intended to
simply take some abuse from the poison and Quickman's pretty good buster,
they also chip at his evade rate a little so that your own buster just may hit.
If Quickman hits his FstGauge, don't worry too much; his slot-ins are nothing
special, although the CrosBomb, coupled with the buster and poison, will
probably destroy the back-most chip (again, Panelgrabs are your best bet).
Aside from that, Quickman can't do much to your chips, so stick a Recov in
there somewhere if you can't abide by this strategy all too well. Counter chips
shine here as well because of it, as does a deck centered around chip deletion.
Have a Recov120 for slot-in and all will be well.
---------------
Tournament Prize:
4000 Zenny
Navi Core: Quickman
While this is likely the easiest of the tourneys to deal with in the C-Class,
I find that Skullman has a higher amount of fandom than Quickman, but both are
pretty awesome. Nonetheless, keep playing the tourney for more cash and free
chips. FstGauge is okay, Burner's pretty decent (although you could've gotten
them earlier off of the DenCity Open Battle). Make sure to have a catcher in
your slot-in space! Once you're ready, gear on up for the grand tour of the
Cliff tournament.
Quickman is almost completely superior to Megaman save for HP and MB capacity.
If you liked Megaman over Skullman, you might opt for Quickman instead - his
buster hits harder (even harder with a Navi+ somewhere), his evade is two
grades higher, and he only has 20 less MB than Megaman, meaning he's pretty
flexible. MG and I are in agreement that Dave is stupid. His navi is not. Abuse
him well.
|-------------------------------------|
| BLOCK TOURNAMENT |
|-------------------------------------|
| Location: Netopia Slums |
| Special Rules: None |
| |
|Opponents: |
|1) Tom [NormNav2] |
|2) Sal [WoodMan] |
|3) Larry [NormNav3] |
|4) Count Zap [ElecMan] |
|5) Mayl [Roll] |
|6) Miyuki [SkullMan] |
\-------------------------------------/
I believe this should be your first stop for the C-Classes. A lot of people
seem to really like Skullman, plus you can win some very useful chips for the
Quick tournament here. So, why not? Anyway, the theme of this tournament is in
defensive chips. Remember what we did with things like RockCubes, Guards, and
Aqua/Heat/ElecBall chips? Yep, now they've picked up on the idea themselves!
While most of them aren't terribly intelligent about it, your deck should
center around things that can destroy things like Guards with fair ease, but
don't let that stop you from trying a defensive strategy of your own. Refer to
the Good Ideas/Bad Ideas list for a general idea of what'll work and what
won't.
Ironically, because of the way Guard chips work, most attacks that would
"pierce" (Shockwaves) or "break" (fists and such) aren't really of much use
in most of the matches, but don't ignore them! ColdPnch is clearly the best
chip for the job here, but there's other workarounds to the chaos-inducing
wonder that is the Guard chip.
Before we move on to the list, an important tip! If the enemy's dedicated their
first two slots to defense, why not play their game and make something that
would block the rest of their deck? There's at least one round here where such
a strategy pays off. This *is* a strategy game, heh.
//GOOD IDEAS
MiniBomb Series
Helpful against those using Guard chips; if they're in the front row,
these *will* come out before Guards, and they demolish them too. They also
damage all chips, which isn't bad. There's better, but this is good in a
pinch.
Shockwave Series
Good damage, good accuracy, and it pierces most defensive chips too! It
can't go over holes, but that's a non-factor... for now.
Fist series / GutPunch / ColdPnch -
Also breaks lots of defensive chips. ColdPunches are most helpful because
of their elemental affinity, meaning Guard chips can't stop them.
Wrecker / CannBall -
Also not bad, but like the above, they'll get stopped by Guards. They
smash a lot of other things, though. Unlike the above two suggestions,
these go over holes. You'll want to remember that for much later.
MagBomb series / ZapRing series -
They stun, and two competitors have some really nasty busters. ZapRings
are a bit more accurate but take a lot of MB without being able to take
much punishment (unless you use ZapRing1). MagBombs may miss, but are
pretty economical and damage all chips. In fact, if you have them, you
should use them over the MiniBomb series for sure.
Guard
Don't ignore these. These can be very helpful by themselves, too! Bring
two! Keep buying stuff at Higsby's or Sunset until you have two.
Panelgrabs
Great gap filler, as always. This has the most HP of the 0 MB chips, and
chances are you'll want to base your deck around the most powerful chips
you can get anyway.
Catcher
Skullman has CrsShld3s. They are fun. Get them! Some extra cash along the
way from an increased Buster level helps, too.
Recoveries
You should at least have a Recov120 ready for slot-in, just in case.
Iceman
A maybe, if you decide to take advantage of ColdPnch's elemental bonus.
Watch out for round 4, though.
Fireman and Heat chips in general -
Woodman's back. 'nuff said.
Woodman and TreeBoms too -
Didn't you see Zap's suit? Elecman's here too! If you're low on deck
space, though, two ElecBalls will suffice in a wood deck's place, but
Woodman's awesome; I'd suggest using him and a TreeBom1/2 deck even if
Elecman weren't here, plus his buster pierces (good), is elemental
(better), and does a LOT of damage (winnah!).
//BAD IDEAS
I can't think of anything that's *really* bad, but beware if your main deck
centers around Iceman or Elecman! Oh, and unless you have a GrassStg, don't
bring Spice chips here either. The same can be said for every other tourney in
the C-Class, actually.
---------------
Tom
Jim, is that you?! ...No? It's not?! Well, take heart, MMBN2 players. Wether or
not he's truly Jim, he at least is using both of the Guard * chips you gave him
way back in the day, in addition to a strong cannon-based offense he probably
got off of Dex.
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None.
Element: Normal
Primary Chip: Hi-Cannon
Stage: Normal Panels
Program Deck:
Empty Barrier (R)
HiCannon
Guard M-Cannon
Empty NormNav2
Guard M-Cannon
HiCannon
Empty HiCannon (L)
Battle Strategy: For a first-round competitor, Tom puts up a good fight. Note
that his guard chips are in the back, meaning they're only in a position to
deflect your buster attack; you can counter this by putting good hit-all chips
up front (MiniBomb series or TreeBom1s should do the trick, as will any of the
Shotgun series and its elemental cousins). This way it gets deleted long before
it can be used, due to its 10 HP. Now, for his cannons, yes, they hurt. Putting
two Guards up front yourself won't stop the M-Cannons, but having a Recov120 in
the center could alleviate this just as well, as he can't attack your chips.
You also get a break in that his center space is empty and that if you followed
my directions, his back row stuff won't do him any good; capitalize on that.
An elemental navi's best for raw damage here; I'm assuming you brought Fireman
and Woodman. Woodman's tougher, but Fireman can do a lot more base damage.
The Barrier slot-in will likely come in too late into play to make any sort of
difference for him, but keep a Recov on hand for that just in case. A simple
but interesting warmup; if you have trouble here, go buy more 10 packs at
Sunset!
---------------
Sal
Sal makes her return by spouting things she's been repeating back in MMBN1.
Woodman throws aside the theme of the tournament to try and get medieval on
your buttocks with a simple and effective chip-busting deck. Got a match? I
sure hope you do.
Woodman
Hit Points: 600
Attack Power: 80
Buster Notes: Pierces defense
Element: Wood
Primary Chip: TreeBom3
Stage: Normal Panels
Program Deck:
Whirlpl LeafShld (R)
TreeBom1
Quake1 LilBomb
TreeBom3 Woodman
Quake1 LilBomb
TreeBom1
Whirlpl TreeBom3 (L)
Battle Strategy: Fireman's who you want to take this guy on. Since he's using
no guard chips, just focus on raw damage above all. FireSwrds and HeatCros
chips will do him in pretty quickly (line up gaps with Panelgrabs to help
ensure your buster hits). Chances are you'll lose a few chips in the battle,
but with some luck you'll do enough damage for it to not really matter in
the end. It's just another case of element disadvantages winning (or losing)
the day.
---------------
Larry
This Netopian dude is the first one to actually get a clue of what the
tournament theme is, and as such he's put up a pretty servicable deck whose
main strategy gets foiled entirely by itself. Doesn't make sense to you? Go
on, read the battle strategy. I won't tell anybody you did.
NormNav3
Hit Points: 600
Attack Power: 20
Buster Notes: None.
Element: Neutral
Primary Chip: CrosBomb
Stage: Normal Panels
Program Deck:
MiniBomb RockCube (R)
Quake2
CrosBomb Guard
Quake2 NormNav3
CrosBomb Guard
Quake2
MiniBomb Empty (L)
Battle Strategy: Guard chips reflect everything that's non-elemental. His whole
deck is non-elemental. See where I'm at? If you put two Guard chips up front
yourself, you're completely invincible to his onslaught. If you don't have
those, then put MiniBombs or MagBombs up front; they'll go before his Guard
chips and delete them. In case they miss, make the rest of your deck elemental;
you'll need elemental chips to bust Guards otherwise. I'm assuming you brought
Woodman and Fireman, so use one of them and like-element chips; I'd suggest
Woodman simply because he has more HP and his buster hurts more while doing
good damage to all chips with TreeBoms, but Fireman's far better at dealing raw
damage. Either way, keep in mind that at most, this guy can do 90 damage to you
if you disable his Guards; it's not too hard to come up with a winning deck off
of that. The RockCube isn't worth much; it soaks a ton of damage, but the
navi's low damage potential can't take advantage of it.
---------------
Count Zap
Larry and Count Zap likely both discussed their plans for the tourney ahead of
time - put two Guard chips up front, kick back, and relax. Little does he know
that with two ElecBalls, you're going to be the one doing just that.
ElecMan
Hit Points: 450
Attack Power: 20
Buster Notes: Damages chips.
Element: Elec
Primary Chip: ElecSwrd
Stage: Normal Panels
Program Deck:
ElecSwrd Guard (R)
Atk+10
ZapRing1 Guard
ZapRing2 Elecman
ZapRing1 Guard
Atk+10
ElecSwrd Recov50 (L)
Battle Strategy: There are two easy ways out. The first one is to use two
ElecBalls up front and make the rest of your deck elemental in some way to
destroy his Guards; since his whole offense is electric and Guards don't attack
when they're first used, you're basically invincible. The other easy way is to
lug around Woodman and lots of TreeBom1s (five of those and four panelgrabs do
the trick). If you can't fulfill either one, you may be in trouble; your
buster will fall victim to his ZapRings, but fortunately his main source of
damage (ElecSwrds) aren't drawn too often. Your only chance here would be to
use high elemental damage of some kind that isn't aqua-based, and even then you
could be in trouble. Otherwise, he's a cinch.
---------------
Mayl
Mayl just won't give up. You'll have noticed how defensive she is, and how good
at it she can be if you aren't offensive enough (swearing doesn't count). Her
offense is so-so, but with two strong recoveries up front and a powerful buster
as always, she's gonna be doing a little role reversal.
Roll
Hit Points: 400
Attack Power: 50
Buster Notes: Heals for 50 damage, even if it misses.
Element: Neutral
Primary Chip: Recov30
Stage: IceStage
Program Deck:
Recov10 Barrier (R)
LilBomb
LilBomb Recov120
ZapRing1 Roll
LilBomb Recov120
WideSwrd
Recov30 Recov50 (L)
Battle Strategy: The best way to get rid of those Recov120s is to have Woodman
and two TreeBom1s up front; they'll do just enough damage to destroy them. In
fact, the same Woodman deck you used before should work here (ElecBalls
included since there's no immediate danger of it popping). Normal Guards won't
work because of her high chance of getting a ZapRing, plus if you put it
anywhere other than up front, her LilBombs may destroy it. If you got a MagBomb
or two, use them to stop her buster if you're worried about it (you should be,
but it's not necessary). Going all-offensive is probably the best overall
battle plan; TreeBoms are a near-necessity even without Woodman. Any of the
S-accuracy chips (Shotguns/Bubblers/Heatshots/Rattons) are peachy, too.
However, what she has in the back and middle is pretty tough to crack, so your
faith is better placed in hit-all chips. Counter chips could work, too.
There's a few ways you can approach this one overall, but few of them are
really all that easy. Wether or not she uses her slot-ins, this fight may go
to five turns or longer. Elemental navis speed this up a bit.
---------------
Miyuki
The creepy antique shop owner from your first misadventure's back for more,
and Skullman's even more pumped up than he was back in the day. The deck
strikes a decent balance of defense, chip killing, and raw damage on Skullman's
end while holding enough HP and decent evasion. You'll just have to do it
better.
SkullMan
Hit Points: 650
Attack Power: 80
Buster Notes: None.
Element: Neutral
Primary Chip: CrsShld3
Stage: Normal Panels
Program Deck:
CrsShld3 Guard (R)
HeatShot
Whirlpl MiniBomb
TreeBom1 SkullMan
Whirlpl MiniBomb
Bubbler
CrsShld3 Empty (L)
Battle Strategy: I highly suggest an elemental navi; Fireman and Woodman are
both in your folder, yes? Skullman does have a chip that counters their
elements, but it's no biggie. Woodman's higher HP allows him to hang in there
with a good chip-deleting deck (TreeBom1s), while Fireman has lower HP but can
do a helluva lot more damage. Either way, make sure your navi of choice has a
buster that can pierce or break guards (the CrsShld3s), which is something both
Fireman and Woodman can do. As for your deck... Guards will do you no good, as
the MiniBomb chips up front will kill them. Recoveries aren't too bad an idea,
but you want to steamroll this guy. If you're using Fireman, do the
FireSwrd/Blde/HeatCros thang and hope for the best (FireSwrds are probably
better in terms of accuracy). For Woodman, TreeBom1s. Use Panelgrabs for both
to fill up gaps. Putting in a MagBomb or ZapRing somewhere can help too, but
the latter eats up MB. Both, hwoever, stun - this stops Skullman's greatest
source of damage, his buster. If you're using Megaman or a non-element navi of
some kind, just remember to have elemental chips of some kind in there in case
the Guard gets slotted in. You're in for a nasty fight nonetheless, but it's
very winnable if you can work around Skullman's generalized but unspecialized
setup... and his really high HP cushion for mistakes.
---------------
Tournament Prize:
4000 Zenny
Navi Core: Skullman
Your first encounter with the C-Class kind is over with. Congrats! Now, if
you haven't before, keep going through here with a Catcher in your deck; you'll
make plenty of cash along the way. You should be able to average 4600-4800z per
play in due time, in addition to snatching fun chips like CrsShld3s or
TreeBom3s. Your next target will be the Quick tournament; the CrsShld3s will be
a pretty good help to your game, so keep playing until you get at least two if
possible.
Skullman's a favorite of a lot of people. Very high HP, good chip capacity,
great buster damage, looks really cool, things like that. As far as non-element
navis go, he's one of the best you can get. People have reported many times
that they cleared a lot of the remaining game using him, so maybe you'll find a
way to with him as well. That's why I suggested you come here first, natch.
Give him a spin at least once.
|-------------------------------------|
| CLIFF TOURNAMENT |
|-------------------------------------|
| Location: NAL Airplane |
| Special Rules: Holes |
| |
|Opponents: |
|1) Miho [NormNav2] |
|2) Mary [Ring] |
|3) Sara [NormNav3] |
|4) Takashi [NormNav4] |
|5) Raoul [ThunMan] |
|6) Arashi [AirMan] |
\-------------------------------------/
Your final scratching post of the hopefully turbulence-free C-Class up to this
point is the Cliff tourney. Why is it called the Cliff tournament? Note the
holes. What doesn't go on holes? You. You can't use melee attacks of ANY kind
with holes present (swords, fists), or any attack that goes along the ground
either (Shockwaves, Rattons). Luckily for you, this is a lot easier than I'm
making it out to be; I'm only suggesting you do it last because I feel the navi
you'll win here isn't as useful as the other two. Any elemental navi you have
is your best bet for the tourney, as are Quickman or Skullman if you got them
before coming here like I suggested, take your pick.
Oh yes, elemental navis? One electric. Lucky for all of us involved, TreeBoms
still work wonders and make lots of decks into blunders. Heh, really now, why
fret over this? There is one opponent who uses a lot of HeatCros chips, so be
careful.
So, what kind of chips should you bring? If it's a projectile of some kind,
it'll work. Yo-Yos, cannons, bombs, shotgun series and the elemental
equivalents, treebombs, things like that. Think you can get away with swords?
Well, yes, you can, if you have a Repair. But let's leave the education to the
first match, shall we?
//GOOD IDEAS
Yo-Yo Series
Goes without saying. Good damage and OK accuracy and HP.
Cannon Series
Not quite as useful, but can fill out a deck in a pinch.
Shotgun Series
Also not the best choice, this one due to lower HP and the fact you
have more damaging available at this point in the game... but it can
do if you must. S accuracy helps.
HeatShot / Bubbler Series
Both are useful if you want to go at it with either Fireman or
Iceman (watch out for Thunderman if you do the latter); you should
have five HeatCros or BubCross shields to go with Panelgrabs by
now.
MiniBomb Series
If you want to do some raw chip deletion while having good HP. Mind
the accuracy.
MagBomb Series
If you want to do some raw chip deletion while disabling the enemy's
buster, at the price of HP. The world is give and take. Also mind
the accuracy.
Panelgrabs
Aside from the fact that they're 0MB, there's one fight where a guy
can consistently do 120 damage to your back-most chip. Panelgrabs
can take up to 120 damage. Play it safe here, not stupid.
HeatBalls
May prove to be useful in that one battle I'm alluding to. Very
useful for it, indeed.
ElecBalls
Have small uses in two battles, so don't ignore them. It's not a
life or death thing in either case, though.
Shadow Series
Just dirty, if you can get your hands on one or two from Sunset.
They can only be hurt by swords. There's holes here preventing them
from happening. Sure, the holes will likely prevent a counterattack,
but it makes you invincible if you can spare the MB.
Recoveries
Again, probably best as a slot-in. Recov120 will do the trick, but
if you've got better, put it in!
Catcher
To pick up some more chips. Again, put it in Slot-In. Airman carries
a couple of fun chips, and there's nothing wrong with getting a bit
more money.
Woodman and TreeBoms
There's one electric navi present. He's no big deal, but Woodman's
usual tricks will work in full here (minus Spices anyway). Watch
out for Round 4's battle, though.
Quickman (Quick tourney) or Skullman (Block tourney)
Both have their uses. Quickman's high evasion rate makes him
frustrating to hit while having decent space for chips and a good
chip-deleting buster (30x2 damage), while Skullman has very high
HP and a pretty strong and accurate buster that can't do anything
to chips, but good MB capacity nonetheless. I think Skullman's a
little better for the 650 HP alone.
//BAD IDEAS
Too many to list. Well, I can sum it up: swords, rattons, shockwaves,
punches, etc... anything that scoots along the ground or requires you to
get up close and personal isn't going to do a thing for you unless you
bring along a Repair chip.
---------------
Miho
This must be some kind of cruel joke... well, not on you, anyway. Rather, this
handy little battle here serves as a simple reminder with a very simple
solution.
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: HiCannon
Stage: Holes
Program Deck:
HiCannon Repair (R)
FireBlde
HiCannon Sword
AquaBlde NormNav2
HiCannon Sword
ElecBlde
HiCannon Empty (L)
Battle Strategy: What's the simple solution? *DON'T USE SWORDS.* Now, if you
were stupid and ignored that prior to coming here, this battle'll show you
what for, as both you and the opponent clumsily report to one another that you
can't cross the gaps and attack with your compensating slicey toys. Otherwise,
this is almost a guaranteed win - yo-yos, cannons, whatever. As long as your
deck is full of stuff that thinks outside of the gap (couldn't resist, sorry),
you're cool. For now. This navi carries a lot of Blade chips, and you're sure
to pick up one of them at the end of the battle. By the time the operator can
use the Repair chip, it'll likely be too late.
---------------
Mary
Phase two of the "get used to not using swords" training exercise pits you
against Mary. Her last deck was almost clever, but here she's reverted back to
an easy setup coupled with Ring's natural slipperyness and Mary's still-going
hatred of all that is slot-in chips.
Ring
Hit Points: 450
Attack Power: 20
Buster Notes: Hits Twice, Damages One Chip
Element: Neutral
Primary Chip: Jealousy
Stage: Holes
Program Deck:
Shotgun Jealousy (R)
MiniBomb
Heat-V HiCannon
LilBomb Ring
Bub-V HiCannon
MiniBomb
Shotgun Guard (L)
Battle Strategy: Not too hard at all, mostly because of the grade of the chips
Ring is using. Her middle row has high-HP chips that are near-impossible to
break, but her back row is just asking for deletion; Shotguns have low HP,
and the Heat-V and Bub-V aren't that much higher. It's extremely easy to
outdamage her otherwise, just remember that if you intend on using a slot-in,
do it around the 50% mark or else Mary will take that option away. Yo-Yos and
Satelit1s are likely your best chips for fighting Ring, but having an elemental
navi that can use powered-up HeatShot/Bubbler series chips can work too; those
chips have S accuracy and thus Ring can't dodge them. You'll want elemental
stuff in case she gets out the Guard chip anyway, so why not? Woodman's a good
call if you brought him for a later match. Still, this battle is easy just for
the weak chips Ring brings, but make sure what you have in the back can take
some punishment, just in case (Panelgrabs are good).
---------------
Sara
Now we're really getting started. This particular participant's got a very
well-balanced deck, elementally speaking. The strategy is obviously focused on
chip deletion. What's your order?
NormNav3
Hit Points: 600
Attack Power: 20
Buster Notes: None.
Element: Neutral
Primary Chip: CrosBomb
Stage: Holes
Program Deck:
CrosBomb Recov50 (R)
TreeBom2
Recov50 BubCross
CrossGun NormNav3
Recov50 BubCross
MagBomb2
CrosBomb Empty (L)
Battle Strategy: Count out any element Balls (all of them have counters here),
and especially count out Fireman because of her BubCross chips up front. Due
to the focus on chip killing, you'll want to keep tough chips in the back; I
suggest Panelgrabs again. Now, since this navi has 600 HP, you've got quite a
bit of work to do. High damage is your best bet. Accuracy practically isn't a
worry since all NormNavs have crap dodge rates, so M-Cannons ahoy! Build your
deck for deletion speed and little else; you may lose some of your chips in
the process, but you'll come out on top with luck. Beware the MagBomb2 and
its ability to disable your buster. It's not too hard at all, just a little
annoying.
---------------
Takashi
The world's laziest airplane pilot (remember MMBN2?) is no slouch when it comes
to netbattling, but he's lazy enough to leave a few spaces blank. As for the
spaces he didn't, hoo boy, are your chips in the back in trouble! With 650 HP,
this one's a toughy to take down.
NormNav4
Hit Points: 650
Attack Power: 20
Buster Notes: None.
Element: Neutral
Primary Chip: TripNdl (Yeah right.)
Stage: Holes
Program Deck:
HeatCros BubCross (R)
HeatCros
HeatCros HeatCros
CrossGun NormNav4
Guard TripNdl
Empty
Empty TripNdl (L)
Battle Strategy: Put panelgrabs in the back, PERIOD. This guy can do a
guaranteed 120 HP damage per turn if you don't have HeatBalls on hand, so you
will want to play it safe! If you didn't bring HeatBalls, I wouldn't suggest
bringing Woodman to this battle either. Now, two of his slots on the bottom are
empty; if he draws one blank, he might draw the other. Unfortunately he may end
up getting the Guard, so have something elemental for it just in case. I
highly suggest going all-offensive if possible (again), since raw damage is
going to be your only true savior here; M-Cannons work great if you have the
space. Recoveries aren't a bad call, but put them either in the center or up
front if you do so they aren't in immediate danger of deletion. Beware the
BubCross slot in if you have HeatBalls, since it'll destroy the. The guy will
last a long time, so you're in for a tough fight. Fortunately, it's the hardest
one you get to deal with here.
---------------
Raoul
Hey, it's Raoul and Thunderman again, and they're rolling initiative on first
sight with the help of his imaginary friends. Unlike the first time from way
back, you don't have to flinch in terror if you brought an aqua navi due to his
frighteningly low damage output outside of a single chip.
ThunMan
Hit Points: 550
Attack Power: 40
Buster Notes: Stuns opponent.
Element: Elec
Primary Chip: Satelit3
Stage: Holes
Program Deck:
LilCloud Recov50 (R)
Remobit1
MiniBomb MiniBomb
Satelit3 ThunMan
MiniBomb MiniBomb
Remobit1
LilCloud Satelit3 (L)
Battle Strategy: Thunderman has the worst chip-deletion deck in the game by
far. He can barely do any damage to you outside of the Satelit3. You can go
the easy way out and have Woodman put him out of his misery with TreeBoms
(have Panelgrabs in the back just in case he *does* draw the Satelit3), or put
two ElecBalls up front and watch him claw at it with much futility. Either
one works. Remobits are annoying because they damage all chips, then sit there
as a defensive chip. Fortunately, Woodman's native attack can traverse holes
and pierce them without a problem. If not, CannBalls or Wreckers will work. You
just may be able to get away with an aqua navi if you're lucky. The damage
output is *that* low, topping out at around 80 or so when he doesn't get the
Satelit3. The stunning buster is nothing to worry about unless your chosen navi
is non-elemental, so worry not. This guy's a walk in the park for the most
part.
---------------
Arashi
He finally makes good on his threats to meet with you again. He'll huff, he'll
puff, and you'll blow him away once again with the right setup. Airman's a
pretty good chip killer, held back by the fact his central chip goes kaput too
easily. It's almost too easy to exploit.
AirMan
Hit Points: 550
Attack Power: 30
Buster Notes: Damages chips.
Element: Neutral
Primary Chip: Tornado
Stage: Holes
Program Deck:
BubCross Twister (R)
Atk+20
Bubbler CrosBomb
Tornado AirMan
HeatCros TreeBom2
Atk+10
HeatShot LongSwrd (L)
Battle Strategy: If you used Woodman before, you'll want to use him again.
Almost all the chips in the back and middle will get fragged by one or two
TreeBoms; sure, he might pull a HeatCros on you and do some glancing damage,
but as long as what you have in the back can soak the hit, you'll be OK. By
having a TreeBom1 in the first two rows (five total) and Panelgrabs in the
next, you're A-OK. AquaBalls are another OK idea for staving off some damage,
but Airman's focus is not on direct damage - it's your chips. His buster is
pretty strong, but it tends to miss. Once you take out the Tornado, he really
can't do too much else to you. The fight will take some time, but chances are
you'll win using one of the above strategies.
---------------
Tournament Prize:
4000 Zenny
Navi Core: Airman
Unlocked: B-Class
+20 MB for Program Grid (+40 MB total)
Extra Folder
With the sound defeat of that blowhard Arashi, the C-Class is over with. That
is, if you did it last like I suggested... right? Didn't you? If so, bam, we're
going on to the B-Class! Keep playing this tourney with a Catcher for slot-in
for more cash and chips. You'll want more of what Sunset has to offer for the
next set of challenges. By now, you should have the idea of "more is better" in
mind.
Airman himself isn't quite as useful as Quickman and Skullman, but he's far
from useless. While his buster's accuracy isn't too hot, it does do pretty
good damage to all chips. His MB count is 10 lower than the other two, which
lowers his flexibility somewhat. He should basically be treated and played as
a non-elemental Woodman in that he is built to kill chips and little else. If
you're a Numberman fan (obtainable from DenCity Open Battle's final match),
you'll like Airman a lot more until you scrape up a few Navi+ chips.
-------------------------------------------------------------------------------
Class-B XC4CB
-------------------------------------------------------------------------------
TOURNAMENT ENTRY FEE WINNING PRIZE NAVI CORE PRIZE
Firework Tournament 1500Z 5000Z Heatman
Verdant Tournament 1500Z 5000Z Plantman
Stream Tournament 1500Z 5000Z Sharkman
Thunder Tournament 1500Z 5000Z Magnetman
Lan and Megaman do the usual boring confirmation of victory and class upgrade.
I almost expected a screen that reads "GET EQUIPPED WITH B-CLASS" and for
Megaman to turn a very strange shade of green, but I digress. In very typical
fashion, you'll be told about your extra grid space and a second folder which I
don't really see the point of bothering with. In any case, if you ever feel the
need for more cash prior to taking these tourneys on (they're not so bad, save
for one or two fights), the C-Class is always prepared to be submissive towards
your ill will.
You should remember Class D and its elemental tourneys with a tear in your eye.
You may also remember Class C's longer tourneys with even more tears streaming
from your eyes. The developers put C and D in a blender and out popped B-Class!
Same number of tournaments as D, same length as C, same difficulty as... well,
OK, it got a little harder. There's two problem fights I've noted throughout my
playthroughs of the game, but I'll be sure to give them ample coverage; one
isn't so bad with the right navi, the other REQUIRES you to get certain chips
in order to win.
I say there's no better place to start your romp against the most sacred
alphanumeric of the Clock Crew than the Thunder Tournament. From what I've
seen and heard, there is no better wood-element navi to use than Woodman. Wood
trumps elec. Woodman makes elec navis walk funny afterwards in tourneys where
there are metal panels (THIS ONE!). A TreeBom/Spice deck is absolutely perfect,
though not failsafe if your luck's in the gutter. If you've forgotten the
element interactions already, hit the showers, sonny! Or the D-Class section.
Whatever you'd like.
I put the "b" in "busted" for B-Class in the following order:
Thunder, Stream, Firework (Really freakin' insane fight here!), Verdant
In any case, you WILL want to scrape up PanelOuts, Invis(es), or Shadows before
you set foot in the Firework tourney. They're very useful chips, but are
practically a necessity for that battle.
|-------------------------------------|
| FIREWORK TOURNAMENT |
|-------------------------------------|
| Location: Hades Island |
| Special Rules: Lava Panels |
| |
|1) Kai [TurboMan] |
|2) Miki [Navi-F] |
|3) Madoi [ColorMan] |
|4) John [NormNav4] |
|5) Tamako [MetalMan] |
|6) Mr.Match (MMBN2) [HeatMan] |
\-------------------------------------/
Let's get this out of the way first - don't even think of coming here until
you have at least two of the following: PanelOuts, Invises, or Shadows. Any of
them will do - you just *need* them. This is because one fight is near
impossible without them, and the latter two chips are swell things you'll want
to become acquainted with very soon, if you haven't already.
With that out of the way, the Firework Tourney is the third stop I recommend
due to the above point. Many enemies here use heat-element attacks, although
only two of them are actual heat-elementals. One of them even has measures
against the common counter-measure (aqua stuff), so you'll want to be prepared
for that too. The lava panels go without saying; bring aqua chips or you'll
feel the burn.
With those above points listed, I feel that this is the hardest of all the
B-Class tourneys. In fact, I'll wager that you came here to look for a way to
win against Tamako. There there, she got the best of me too, once. Let's go
over this one match at a time...
//GOOD IDEAS
*TWO* PanelOuts/Invis/Shadows <---- Very important!!
There's no way you're going to beat Tamako without the help of these
chips. She can do way too much damage in so little time to the point of
little hope of recovery otherwise. Keep shopping at Sunset for them, but
you can get the 50MB Shadow2s from those wielding NormNav4s in the Stream
and Thunder tourneys. Catchers help!
Bubbler Series
These are all very good; they're going to do really good damage given
elemental interactions, even more if you're using an aqua navi! You should
have at least five BubCrosses by now, and those by themselves can usually
win against the weaker opponents (paired with PanlGrabs to cover up holes
of course). Having an "S" accuracy is a huge plus, and you may even have a
BubSprd from Sharkman in the Stream tourney. Well, you ought to.
AquaSwrd / AquaBlde
If you want to go for extreme damage, go with this. Once again, though,
low accuracy is their downfall; be careful about using them against the
more evasive opponents (ColorMan!). Pack them in case you feel the Bubbler
family isn't doing enough for you.
ColdPnch
Not a bad choice. It's 30MB, but hits harder than a BubCross and more
accurately than an AquaSwrd; a nice, happy medium. It's aqua-elemental
too, so indulge if you have one!
LilCloud Series
Pretty good, as far as MB space and HP goes, and the elemental
interactions will turn them into highly efficient chip deleting tools.
I think it's a bit better to focus on direct damage than chip deletion,
but even the LilCloud can soak quite a good amount of damage before
croaking.
HeatBall
Goes without saying, really helpful against thsoe with heat-centric
offenses.
IceMan
Sharkman doesn't even compare! More HP, more MB, just as evasive, and
his buster pierces most any defense. You really can't go wrong with him
as your lead firefighter. If it weren't for the whole Tamako thing, I
likely would have suggested you take this tourney on first.
PanlGrabs
Still useful for filling blanks.
Something electric
ColorMan sometimes draws an AquaBall. A Satelit1 would likely be best as
far as accuracy and MB goes for countering this (his evade rate is an A).
Guards
A maybe; could find some use in a couple of the battles.
Catcher (SLot-In)
Good chips, here. Take 'em! I suggest a Recov120 or better for your other
slot-in, but it's up to you.
//BAD IDEAS
Anything wooden
Got Woodman or Plantman? Fix that.
---------------
Kai
Your eerily willing warmup for this cup is none other than Kai, the playable
fanboy. Turboman's strategy of focusing on making your chips croak is the
same as ever, but the deck construction suggests that Kai's head is still
somewhere around the D-Class.
Turboman
Hit Points: 550
Attack Power: 20
Buster Notes: Heat-Element, Damages All Chips
Element: Neutral
Primary Chip: Burner
Stage: LavaStage
Program Deck:
MiniBomb Guard (R)
Cannon
Burner HeatShot
HiCannon TurboMan
Burner HeatShot
Cannon
MiniBomb Barrier (L)
Battle Strategy: What is this, what is this?! Weak chips in the front, and
two otherwise decent chips in the back. Bah to that, I say! Bring in Iceman
(or Sharkman if you brought him, I guess) and load up on aqua chips of your
choice to clean out the lava and do a number against his fragile deck, outside
of the MiniBombs. The most damage he can do to you per turn hinges around, say,
170, which isn't all that bad. But if you go at him with elemental swords, you
can do so much worse (his dodge rate is a C). If you put HeatBalls up front,
you won't stop the HeatShots, but you'll be able to stave off up to 70 in
heat damage for one or two turns, and that helps a lot. The deck construction
isn't all that bad, but the counters to this should be intuitive to you by now.
Panelgrabs help for covernig your back, although HeatShots in Turboman's hands
don't do all that much in the first place (though the Burners and his buster do
make the threat a bit more viable).
---------------
Miki
She gave you a SpinPrpl for letting her wait for her sales in peace. Now she
wants you to lose so she can get that nice new bag. Actually, if you're dumb,
she may be able to get away with a legitimate win. Let's not give her a win of
any kind, hm?
Navi-F
Hit Points: 550
Attack Power: 60
Buster Notes: None
Element: Heat
Primary Chip: HeatCros
Stage: LavaStage
Program Deck:
Recov50 HiCannon (R)
FireBlde
MiniBomb HeatCros
Heat-V Navi-F
LilBomb HeatCros
FireBlde
Candle2 LavaStg (L)
Battle Strategy: Same principle as Kai, except the order is for direct damage
and the navi in question is more than willing to dish it out. Defensively you
can put up two HeatBalls; they won't stop the HeatCros chips, but they will
absorb everything in the middle row and take only minimal damage from what she
has in the back row. Just make sure what you have in the back can take some
abuse; PanlGrabs are my suggestion. For offense, once again, NormNav anythings
are not good at dodging, so you can get away with AquaSwrds/Bldes for nice
damage. Using Iceman is wholly recommended to pile on the damage quickly and
indiscriminately. w00t to that!
---------------
Madoi
Maddy makes her return inviting Lan to take part in a creepy special game.
ColorMan returns to cry over how little animation he had, given all he ever
did was sway back and forth while some penguin things did all the work for him.
He's become very good at swaying back and forth, and Mayl players will gladly
tell you about this. He's also known for having very strange decks. This is
one of them.
ColorMan
Hit Points: 450
Attack Power: 90
Buster Notes: None.
Element: Neutral
Primary Chip: Yo-Yo3
Stage: LavaStage
Program Deck:
LilBomb Recov120 (R)
AquaBall
MiniBomb Yo-Yo3
ZapRing2 ColorMan
MiniBomb HeatBall
Yo-Yo2
LilBomb Mindbndr (L)
Battle Strategy: Actually, this one's a decent overall deck, especially
against one likely to be relying on an aqua offensive... this is you! Either
way, I suggest using BubCrosses for your main offense because of their S
accuracy, but you will want something to take out that AquaBall; if you can
spare 40MB to put two Satelit1s in the center of the back column, you'll be in
business. This would cut away at your main offense a bit, but it's safest.
Admittedly I didn't do this, but you might opt to. Matching element swords in
Iceman's hands can do a lot, but again, ColorMan dodges very frequently.
Another thing of worry is in how powerful his buster is, as well as the damage
he can do with a Yo-Yo3 and ZapRing2 (especially if you're aquatic).
Fortunately the stuff he has in the back isn't very powerful. Hmm, how can I
spell it out... you can either chance it and go for a full-blown aqua-element
offense which has worked for me countless times, or try to play it safe with
countermeasures and hope you outlast him. Perhaps the most practical thing to
do, in my opinion, is to make your offensive aqua-elemental, but have a Guard
chip somewhere in the center row to ward off the bombs and buster, then make
the back end of your deck electric. If you do that, maybe you ought to use
Megaman instead. It's all up to you. Mindbndr can be annoying, but very little
in his deck can be used to delete your chips.
---------------
John
In addition to being incredibly shy, Johnny boy also seems to be following a
trend started by Osamu and Nancy - his deck is identical to their own, and the
deck will show its versatility to you for the last time. You don't need to be
thankful, as this deck has hardly ever been a threat with the right setup.
NormNav4
Hit Points: 650
Attack Power: 20
Buster Notes: None.
Element: Neutral
Primary Chip: TripNdl
Stage: LavaStage
Program Deck:
DoubNdl Shadow2 (R)
TimeBom1
TripNdl ZapRing2
Atk+10 NormNav4
TripNdl CrsShld1
TimeBom1
DoubNdl Candle2 (L)
Battle Strategy: The ZapRing2's back with a vengence, especially if you're
using an aqua-element navi. However, that's basically it. Just go all-offense
and you should come out OK. As for his defenses, bring ColdPnches to take care
of them and make good on the same-element bonus with Iceman. His buster will
pierce them as well, which isn't bad. You may also want to opt for swords over
BubCrosses and the like, as NormNav4s can't dodge all too well. In fact, it'll
also serve as a handy countermeasure to the Shadow2 if it gets slotted in, and
usually it does. Aside from the 650 HP, this deck isn't so hard and you should
know that by now. Osamu and Nancy failed. He will too.
---------------
Tamako
If Dex and Kai could say anything useful to Lan, it's that Tamako is not to be
underestimated. Dex got to fight her very early on where she wasn't so
dangerous, and Kai got to fight her during the C-Class as the most difficult
battle in the whole class. The same holds true for B-Class. If you don't have
any PanelOuts, Shadows, or Invises, you just aren't going to win.
Metalman
Hit Points: 650
Attack Power: 80
Buster Notes: Pierces through and breaks active defences.
Element: Neutral
Pirmary Chip: GoldFist
Stage: LavaStage
Program Deck:
Repair BrakHamr (R)
SilvFist
ColdPnch Guard
GoldFist MetalMan
Wrecker M-Cannon
ColdPnch
Repair Repair (L)
Battle Strategy: She can do way too much damage in too little time. Plus,
with the chance that Metalman will pull the Guard, you've no choice but to go
elemental. Nothing Metalman has will damage your chips, but the lava will. This
means going aquatic for your offense is almost mandatory. Now, for the
important part... PUT INVIS, SHADOW, OR PANELOUTS UP FRONT! You won't block the
M-Cannon, but just about everything else will miss. If you go with PanelOuts,
use BubCrosses to ice out the Repairs if they're drawn. The Wrecker will still
connect, but it's only 40 damage. Note that Tamako does have a Repair slot-in,
and there isn't much at this point you can use against it as far as I know. If
you have Invis or Shadow, though, nothing's going to touch you outside of the
M-Cannon. If you're using Iceman, it will probably miss. I can't really give
you any special suggestions otherwise; a Guard of your own could work, yes,
but there's that ColdPnch. So, that's not going to do unless you're lucky.
---------------
Mr. Match (From that one game where he didn't cause trouble in front of you)
With Tamako destroyed, Mr. Match goes on and on about his own world domination
plan that only Tamako could've stopped... or not. Aside from one interesting
twist for those trying to play defensively, he's easy enough to deal with. The
navi is awesome, but all elemental navis have their great weaknesses. Time to
douse this creepy zippo lighter.
HeatMan
Hit Points: 650
Attack Power: 70
Buster Notes: Pierces guards.
Element: Heat
Primary Chip: HeatSprd
Stage: LavaStage
Program Deck:
FireBlde Meteor4 (R)
HeatShot
Wrecker HeatSprd
Heat-V HeatMan
Wrecker HeatSprd
HeatShot
Cannon LavaStg (L)
Battle Strategy: Feel free to keep your Invis chips up front if you have them,
but you'll want the rest of your deck to be able to pull at least one aqua
element chip per turn to get rid of the lava. Don't use HeatBalls; the
Wrecker chips will destroy them if they hit. Make sure Iceman is your navi as
well, as every hit from him is going to count against Heatman's 650 HP. Make
sure what you have in the back can take some damage as well; PanlGrabs are
still nominal. Now, for offense... I preferred swords, although Heatman is
capable of dodging them from time to time. They do a lot of damage, and said
damage adds up pretty quickly. If you can somehow break inside his deck
(perhaps by deleting the Cannon if he draws it), you can really take quite a
few chunks out of his offense - especially if you decide to go all-offense
yourself. If you do, pack a Recov for slot-in. You'll likely need it. If the
fight drags out, be wary of your center-row chips getting deleted as well. It
really shouldn't, though.
---------------
Tournament Prize:
5000 Zenny
Navi Core: HeatMan
Wasn't this tourney just a barrel of fun? The worst of it's over with, so you
can rest easy for a while. If you've followed my order, you've just got one
more tournament to go until you can hit the A-Class! Thankfully it's fairly
easy, but you'll want to raid this tourney for some good chips with a Catcher
if you haven't already; Yo-Yo3s, Shadow2s, GoldFists, and HeatSprds are what
I'm talking about, and three of those are only obtainable from the opponents
who make them their trademark chip. Feel free to stock up on them ASAP, as
they'll be helpful later on. There's also the matter of cash generation,
although it's much easier to do that in the Thunder tourney where everyone
sucks before Woodman.
Get equipped with HeatMan's navi chip. It's very good. If you liked Fireman,
you're going to like this guy even more. 150 more HP, slightly better dodging,
a stronger buster... his only downside is that he has 10 less MB space than
Fireman, but otherwise he's a leg up on him in every way and one of my favorite
overall navis in the game for all he does right. Give him a hug. You'll want to
get friendly with him for the Verdant tourney, anyway.
|-------------------------------------|
| VERDANT TOURNAMENT |
|-------------------------------------|
| Location: Beach Hospital Basement |
| Special Rules: Grass Panels |
| |
|1) Millions [SnakeMan] |
|2) Trainee [NormNav3] |
|3) Sal [WoodMan] |
|4) Yukiko [Navi-W] |
|5) Dave [QuickMan] |
|6) Anetta [PlantMan] |
\-------------------------------------/
This ought to be your final stop for the B-Class tourney. Well, truthfully I
don't think this tourney is all too difficult, but it becomes much easier once
you're all buddy-buddy with Heatman's navi chip. In addition, one must also
keep in mind that the near-universal wood navi strategy is to delete every
chip, so killing navis fast is the order of the day. Fireman does have 10 more
MB, but Heatman hits harder and dodges a bit better. This description is far
more appropriate for the good/bad idea list, though.
None of the opponents really stand out as a great threat. Four of them are
wood-element, and at least one of them has a remarkable dodging rate. Since
grass is present in all of the battles, you can enjoy a one-shot damage bonus
by using heat chips.
Bah, what else is there to say? They've got the cocktial if you've got the
molotov. Whatever that means.
//GOOD IDEAS
HeatShot Series
HECK YEAH. If you have a HeatSprd, bring one. Bring a couple of HeatCroses
too, if possible. S-accuracy and killer damage (at least for one go) in
the hands of a heat navi. Keep in mind that the HP counts of these chips
aren't exactly stellar, and in a tourney where competent wood navis are
out to try and frag your chips, this can be an issue.
FireSwrd / FireBlde
The damage these things can do are ridiculous! As far as I'm aware, none
of the navis present save for QuickMan are frequent dodgers. This means
that you can get away with abusing these without much reprecussions. If
you can fit in a FireBlde, do so in the front row and watch that pretty
green grass burn those pretty green navis into a prettier black mark on
the floor.
Blower
Your mileage will really vary here, but I'd recommend against it. 40MB
and 20 HP for something that isn't all that devestating outside of
Atk+ chips? Well, with those, yes, this is very devestating. It still
hurts given who'll be using it and what it'll be used against, but chances
are it'll croak on the turn it's drawn. Beware, but consider. Its accuracy
is bunk, too.
Burner
50MB this time, but it has a lot more HP than Blower and hits a bit more
often. By "a lot more HP" I mean 90, meaning it has 110 HP and its
survival will vary. Thing is, this is made for chip deletion and a lot
of wood chips have decent HP couns, so it'd be an uphill battle. It can
still be quite useful, though, but if you opt for it you may want to use
Fireman and his extra 10MB.
Meteor Series
These things hurt, but are really inaccurate. The weakest of them,
Meteor3, is relatively fragile at 30B for 70 HP. If you must use them,
put them up front to take advantage of the grass and hope for the best.
I'm of the belief a FireSwrd is better, but Meteor decks are very popular
among those who like heat navis. As of writing, I'm not one of them.
HeatBall
A maybe. There's no WoodBall, but the type disadvantage against wood navis
still applies. This can work against a few of the competitors, but don't
count on it. I never used it here, but you might.
WoodAura
A *huge* help, but it's very rare and eats up 50MB. If you have it, put
it up front with a smile. Only two enemies have countermeasures against
this.
PanelOuts / Invises
There's one enemy who is pretty tricky, though beatable, without these.
With these, he's very easy pickings. I'm certain you at least have these
on hand, if you've already been to and beaten the Firework tournament.
Shadows, while they serve a similar function, are MB-heavy and aren't
really foolproof against him.
HeatMan
Fireman could feasibly work, but Heatman brings you so much for a cost of
10MB that I wouldn't think twice about using him. +150 HP is the clincher
if it boils down to a war of attrition with everyone's chips blown to
pieces, and his buster hurts... and pierces.
PanlGrabs
If you go with MB-heavy chips, you'll need them to fill in the holes.
Plus, they're a help against Quickman too. Why not?
PanelOut/Invis
Both are helpful against Quickman, because his deck is really well done
and these are the cleanest counters against it. You should have some from
the Firework tourney escapades, if you know what I'm talking about.
Catcher
As always, there's some good and unique chips you can grab. Don't pass up
the opportunity! Make it a slot-in!
//BAD IDEAS
Electric stuff
Oh come on, don't you remember the massacre at the Thunder tourney? The
one with all that cyberblood on your hands? (Hey, I always wanted to say
cyber-anything with a straight face.) Seriously, the hippies of the wood
element know how to handle the likes of Elecman and Flashman. Don't push
them. You won't like them when they push back with love, peace, and
TreeBoms in every known cavity found on your body.
---------------
Millions
She's watched your naughty battles with Woodman and has it down-pat, except
she'd rather use GrassStg chips to return the grass once it's been burned. If
you get rid of the grass, the snake'll have nowhere to hide in it and the
condiments of doom shall not give you a karmic reminder of what you've done
with Sal's coded baby.
SnakeMan
Hit Points: 450
Attack Power: 30
Buster Notes: Stuns opponent.
Element: Wood
Primary Chip: Spice3
Stage: GrassStage
Program Deck:
Ratton2 Yo-Yo2 (R)
Spice1
Spice2 GrassStg
Spice3 SnakeMan
Spice2 GrassStg
Spice1
Ratton2 GrassStg (L)
Battle Strategy: The synopsis says all. Burn the grass, burn it again, keep
burning it. It's very possible that you may even kill Snakeman on the first
turn if you put FireBldes up front and whatever other decent heat chips in the
middle (put PanlGrabs in the back to cover the blanks). You could use Blower to
destroy Snakeman's chance at recovering the grass, but I've found that any of
the heat chips I've used here (the heat-element swords and HeatCroses) end
up going before the spices. If there's no grass, spices don't work. The buster
stuns, but again, with an elemental navi it's a non-issue. Teh fier = snakeman
be ez.
---------------
Trainee
Mr. Famous' hopeless gossip, known to us who have played BN3 White and laughed
in the faces of those who played BN3 Blue. hur hur hur. Anyway, forgive my
propaganda. S/he's got a shot at ruffling your feathers if you don't carefully
look at her deck, but as a whole s/he is very easy.
NormNav3
Hit Points: 600
Attack Power: 20
Buster Notes: None.
Element: Neutral
Primary Chip: CrosBomb
Stage: GrassStage
Program Deck:
MiniBomb Fan (R)
BubCross
CrosBomb ZapRing2
CrossGun NormNav3
CrosBomb Mine
HeatCros
MiniBomb RockCube (L)
Battle Strategy: The worst thing about this enemy is the Mine. If you use a
melee attack, such as the swords or a Burner, you'll get hurt. Don't use them.
Instead, stick to the HeatShot family ships; nothing in this navi's arsenal is
capable of doing all that much damage outside of the BubCross. This is assuming
you're using a heat-element navi. Anyway, if you fill your deck with HeatCros
for the first two columns and make the back the proud home of four PanlGrabs,
you'll win with ease. You have more HP, you hit harder with perfect accuracy,
and there's very little this navi will be able to do about it. The RockCube can
be annoying if it makes it onto the field and the ZapRing2 can slow you down a
bit via stunning, but this one's still easy. Just make sure you manipulate the
grass before s/he does.
---------------
Sal
Sal has not seen the things you have done with her preciou Woodman. You are a
far worthier operator of Woodman than she is, and you're about to drive this
point home.
Woodman
Hit Points: 600
Attack Power: 80
Buster Notes: Pierces defense
Element: Wood
Primary Chip: TreeBom3
Stage: GrassStage
Program Deck:
Ratton2 LeafShld (R)
MiniBomb
Recov80 LeafShld
Sonicwav WoodMan
Recov80 TreeBom3
MiniBomb
Ratton2 TreeBomb3 (L)
Battle Strategy: The TreeBom3 is the only good chip-deleting thing she has,
Sonicwav will punch through defenses you probably aren't bothering with, and
really, the only half-decent chip she has are Ratton2s behind MiniBombs that
are only worth something if you're using Blowers as your main offense. OK,
now... just go on ahead and go crazy with flaming swords, or any other
fiery-type offense you have in mind. The type disadvantages will make very
short work of Woodman. LeafShld is annoying, yeah, but fire nukes it nicely.
What else is there to say?! This time, Woodman sucks!
---------------
Yukiko
Compared to Sal, this nurse gal has done her homework. While not quite as
annoying as what you've been churning out over at the Thunder tourney, her
chip-busting deck can put you in a spot if you're careless. She's got some
decent defenses to assist her as well, so... need help? Got ya covered.
Navi-W
Hit Points: 550
Attack Power: 10*3
Buster Notes: Damages chips.
Element: Wood
Primary Chip: TreeBom2
Stage: GrassStage
Program Deck:
Recov50 HiCannon (R)
CrsShld1
MiniBomb TreeBom2
TreeBom1 Navi-W
LilBomb TreeBom2
CrsShld1
Candle2 GrassStg (L)
Battle Strategy: Direct damage is not this navi's forte. It's chip damage.
Don't bring chips with weak HP; a wood navi-powered TreeBom2 followed by a
TreeBom1 generally makes all your chips look unhappy, so go for speed. Bring
swords. If you're lucky, you can bring the navi down to around 100 HP on the
first turn (put PanlGrabs in the back). As for the CrsShlds, you can pray that
your swords will delete them, but it's not that big a worry if they don't;
again, the navi is more about chip damage than "you" damage. In the case that
your stuff gets deleted, you'll at least have his HP down to the point that
he won't easily recover. If anything, just make sure you have fire on hand to
kill the grass and it's all good.
---------------
Dave
The world's dumbest netcriminal has picked up on a smart idea against you after
all this time - if you're going to use fire, he'll have a strong aqua chip
ready. If you're afraid of bringing swords because Quickman will avoid them,
he'll have something for that too! I never thought he'd be clever enough to
think of that. Well, he did. He deserves his semifinalist spot.
Quickman
Hit Points: 450
Attack Power: 30
Buster Notes: Hits Twice, Damages One Chip
Element: Neutral
Primary Chip: FstGauge
Stage: GrassStage
Program Deck:
FstGauge M-Cannon (R)
Shadow1
Spreader Yo-Yo2
FireBlde QuickMan
Spreader Atk+20
AquaBlde
HiCannon Repair (L)
Battle Strategy: This guy's a mess because his deck is very well constructed.
His "S" dodge rate is very intimidating too, but somehow he feels easier to tag
than Beastman. There are ways to fight this: one, you can put AquaBalls up
front in the case he does bring out the Atk+20'd AquaBlde against you, because
what he has behind it followed by his buster will at least protect you from it
in full for that one turn. Despite his dodge rate, I did have success by going
all-offense with him using HeatCroses and Heatman anyway. On the other hand,
you *can* use Invis or PanelOut to prevent him from using those blades or
counterattack with his Shadow1 chip and fill your center row with your main
offense. If you've just come from a successful raid of the Firework tourney,
there's a very good chance that you have those chips! Don't bother with
Shadows yourself, though, due to the blades. A very respectable attempt, this
enemy.
---------------
Anetta
Following that fierce reunion with Speedy Dave is one with the ever-malicious
hippie lapdog of Wily, Anetta. Plantman's given up his poetic way of speech to
make way for a wholly ineffective deck - has anybody learned anything from your
abuse of Woodman around here?
Plantman
Hit Points: 550
Attack Power: 20
Buster Notes: Wood-element, hits all chips
Element: Wood
Primary Chip: Trident
Stage: GrassStage
Program Deck:
DoubNdl LeafShld (R)
Guard
Recov80 Trident
WideSwrd PlantMan
Recov80 Trident
Guard
DoubNdl GrassStg (L)
Battle Strategy: The Guards can be circumvented by sticking to elemental
attacks in the first place, and make it heat-elemental! Heatman, if armed
with matching element swords, will make very short work of this guy. The
Recov80s may prolong Plantman's life and the Tridents may sting, but everything
else is really weak for a finalist in the B-Class. Open up with FireBldes in
front if possible for best effect. I'm sorry to taper off into ranting that
doesn't teach you much of anything, but with a deck this simple I'd think you'd
know how to effortlessly take out someone like this by now. In case things get
out of hand, it's not too bad an idea to have a Recov-whatever for slot-in...
but keep a Catcher for a chacne at a Trident! They're somewhat helpful.
---------------
Tournament Prize:
5000 Zenny
Navi Core: PlantMan
And so, the attempt to revive the great forest out of the ashes of the Sapling
tournament have all been in vain, thanks to your pyromaniacal tendencies. If
you've followed my walkthrough order as I suggested, then you'll also be
unlocking A-Class and receive the ability to use chips of up to 40 MB in size
as slot-in. If not, uh, go nail the rest. You will want to replay this tourney
for a couple of the chips with a Catcher, and you'll still get 5300z profit for
a perfect S-rank run. The notable chips this time around are Spice3s, Mines
(although those do pop up in stores), TreeBom3s (obtainable at the Sapling
tourney but still welcome), and Tridents.
Plantman didn't really get on my sunny side at a quick glance. He's a lot like
Elecman from way back in that he's based more on chip deletion than anything,
but he also has the worst MB capacity in the game along with Flashman and
Flameman. Really, Woodman is *much* better at what you're supposed to be doing
with any Wood-type navi in the first place. This is one navi chip that's fallen
from grace as opposed to how it was in BN3.
|-------------------------------------|
| STREAM TOURNAMENT |
|-------------------------------------|
| Location: Yoka Inn Hot Springs |
| Special Rules: Ice Stage |
| |
|1) Froid [IceMan] |
|2) Kimie [Navi-A] |
|3) Takeo (Inukai) [BeastMan] |
|4) Miyuki [SkullMan] |
|5) Nancy [NormNav4] |
|6) Masa [SharkMan] |
\-------------------------------------/
What're all these ladies doing in the mens' hot springs?! Well, that's of no
real concern. What is of concern is that if you're trying this without having
conquered the Stream tourney first. These enemies are *EXTREMELY* slippery and
tough to hit, and the only navi you'll have easy access to at this point of
the game that can help remedy this is Flashman, from the Thunder tournament.
His buster is accurate and it stuns, both of which are very helpful. He's an
electric elemental too, so that's good as well. Trust me, go pick him up there
first.
Now that I'm positive you have him, you must know that the enemies you're
facing aren't only evasive save for one of them (NormNav4), but most of them
are also packing powerful busters... save for one of them (NormNav4 again).
Busters alone don't win battles, but the fact that Flashman has one that goes
before theirs, is accurate, and does decent enough damage on an ice field gives
you a decent advantage right then and there. The fact that a good number of
them are aqua-elemental makes it all the sweeter.
Chips are the biggie, and what a biggie indeed. Your chip selection for this
tourney in the B-Class is very broad since none of them fully cover the biggest
base you need to have, well, covered - accuracy. None of them pass the rating
of "B," sadly, unless you have one of the endgame chips from abusing navi
codes at ACDC Park. What you choose from the list is up to you.
//GOOD IDEAS
ZapRing Series
I don't like this series much at this point of the game, especially with
the recommended navi in question. MagBombs serve its purpose far better
at the cost of some damage and accuracy, but they cost less MB. Still, a
lucky ZapRing3 can be devestating. I'm leaving this under "good ideas"
since I'm sure some of you like them.
Satelit Series
The most accurate electric chip you'll have, unless you've been abusing
ACDC Park for one of the ten endgame chips (don't worry, you'll be filled
in about this later). The unimpressive damage removes the "un" prefix
when you factor in element types and the ice fields themselves, but its
HP count is very laughable.
MagBomb Series
Inaccurate, but with decent HP and a good, low MB count plus chip damage
AND stunning, it's an OK all-around chip. Accuracy and damage are its low
points.
Remobit Series
Very MB-heavy, and if you're going to use Flashman, you're not going to
have a lot of MB to spare. Remobit1 will still do a decent number at 30
MB, but the final call is yours.
ElecSwrd / ElecBlde
You can do some *SICK* damage with an electric navi using one of these,
but their crap accuracy against normally highly evasive aqua-elemental
navis on a field that lowers non-aqua navis' accuracy and evasion is a
problem. Their HP counts aren't too forgiving either.
AquaBalls
If you want to stave off your doom and pray for hits from there due to
the fact there is no Elec-element chip with an accuracy higher than B,
bring this along. It has an accuracy of C though, so beware.
AquaAura
MB-heavy, but may be useful if you decide to use a navi with a really good
MB count. As Lan, you've got Megaman for just that.
FlashMan
Aside from the elemental interactions, he's got the second-most accurate
buster of all elec-elemental navis (a plus) and it stuns (also a plus).
You're playing on ice fields too, and... those are a plus as far as damage
goes. His very low MB count is going to be your worst enemy, but you'll
hopefully pull through!
PanlGrabs
You knew I was going to say it. Well, these are a legitimate help for
accuracy and filling in blanks. This time around you may want to put them
up front, although I kept them in the back.
Breaking chips of some kind
ColdPnches, GutPunches, Brnz/Silv/GoldFists, Wreckers, etc. Some enemies
do erect barriers, so having some of these might be handy. I prefer
GutPunch. You can go without these just fine, though, and some of them are
MB-heavy.
Recov/Repair/AlumiStg Slot-In
As I always dedicate a slot-in to Catcher, this leaves one slot up for
debate. Personally I try to use the field to my advantage for damage and
opt for the best Recov I can put in as slot-in (Recov120 at this time in
the game), but you may beg to differ.
//BAD IDEAS
ElecMan
Low-ish HP, and having an accurate buster with the ability to stun is a
lot more important than overall chip damage here. He can't really work the
field as well, although he does have more MB to spare than Flashman does.
Anything Heat-Elemental
...Duh.
---------------
Froid
I'm not too sure what Froid's yapping about since the "field" is no different
from the Droplet tourney, but I can tell you from experience that Iceman's
graduated from spraying people he doesn't like with a tame garden hose to
stabbity death. Thankfully, aside from what nastiness he has in his first
column, he's not terribly difficult to deal with.
Iceman
Hit Points: 500
Attack Power: 60
Buster Notes: Pierces defense
Element: Aqua
Primary Chip: AquaSword
Stage: IceStage
Program Deck:
Bubbler Quake1 (R)
ColdPnch
Bub-V AquaBlde
CrosBomb IceMan
Bub-V AquaSwrd
ColdPnch
Bubbler RockCube (L)
Battle Strategy: The worst thing about him, again, is that he's got some very
powerful chips up front. If he hits you with one of the frozen phalluses, one
of your chips are going to die (unless one of them is a Remobit, then maybe
it'll stay alive long enough to soak one last hit). Iceman's evade rate is A,
so I decided not to take chances and go at him with mostly a Satelit/PanlGrab
deck under Flashman. Bubblers and Bub-Vs are fragile by nature, and if he
does't draw the CrosBomb, you'll likely take out the ColdPnch and maybe even
one of the swords in a couple of turns... if you or he are alive by then,
anyway. I suggest packing a Recov120 or slightly better if you can, because at
times the little guy will get the best of you. Having two AquaBalls up front
is also a help, but the swords tend to go first and there's a random chance
that they'll end up popping it too. With those facts presented to you, draw
your own conclusions and take it from there. Flashman's buster is a huge plus
in making the difference between winning or losing, as it does decent damage to
him and prevents the use of his own decent buster against you, and chances are
it'll hit if you use PanlGrabs.
---------------
Kimie
The inn owner knows her water, all right. Thankfully she is far more merciful
than Froid is, which means she's also far easier to deal with - especially if
you choose to go it defensively.
Navi-A
Hit Points: 550
Attack Power: 40
Buster Notes: Hits a random currently active chip.
Element: Aqua
Primary Chip: BubCross
Stage: IceStage
Program Deck:
Recov50 HiCannon (R)
AquaBlde
MiniBomb BubCross
Bub-V Navi-A
LilBomb BubCross
AquaBlde
Candle2 IceStg (L)
Battle Strategy: BubCross is going to do 70 damage to your last selected chip;
make it a PanlGrab. As far as I recall, Navi-As (normal navis of any kind,
actually) have iffy dodge rates. The ice won't help it much. If you want to
play it safe, put two AquaBalls up front. It won't stop the BubCrosses, but
they will absorb the AquaBlde/Bub-V in the center. The Mini/LilBombs don't do
enough damage to make you fret over it popping, at least not for a few rounds.
From there, I suggest going at her with PanlGrabs in the back (to soak the 70
damage BubCrosses hand you) and ElecSwrds in the center row to pile on the
damage. With Flashman, an AquaBall won't do as much damage because chances are
he'll keep the Navi-A from using its buster, but it's no biggie. This one's
very easy with common sense.
---------------
Takeo (Inukai)
This guy is one of the troublesome fights as far as this tourney is concerned.
BeastMan's got good HP for his evade rate (S!), and a strong buster. As these
are his main weapons, using Flashman will take that away from him most of
the time. From there, it's dealing with the rest of his reliable all-around
deck and his operator's nauseating aroma.
BeastMan
Hit Points: 500
Attack Power: 90
Buster Notes: None.
Element: Neutral
Primary Chip: Kunai3
Stage: IceStage
Program Deck:
Bub-V Repair (R)
Ratton1
DashAtk Kunai3
AquaBlde BeastMan
DashAtk Kunai3
Ratton1
Bub-V Repair (L)
Battle Strategy: This one is pretty tricky. As stated before, Flashman is your
best navi for this. Sometimes it'll miss, but you can save yourself from 90
damage if you manage to stun him. Since his evade rate is so high, I don't
recommend going at him with swords or MagBombs; do Satelit2s or maybe 3s. Make
sure you have PanlGrabs in the back to ensure that your buster hits! Kunai3 is
your biggest problem, as while its three hits target random chips, I found that
it had a penchant for homing in on the weakest chips I had. It becomes slightly
easier to deal with Beastman's evasion when his operator brings in a Repair,
but you want to make good on the ice panels while they last; bring a Recov in
case things get out of hand. With a little luck of the draw, you'll slay this
guy and live to win the tourney. You may luck out with swords, and I certainly
did, but the odds are somewhat against you in that scenario. Remobit1s could
possibly serve you well, too.
---------------
Miyuki
Miyuki's back... on ice! I had a way to convey that joke, but eh... anyway,
if Beastman gave you chills, Skullman will bring your pulse to absolute zero
with his all-around nice deck and penchant for making offense and defense very
difficult. See? Punny.
SkullMan
Hit Points: 650
Attack Power: 80
Buster Notes: None.
Element: Neutral
Primary Chip: CrsShld3
Stage: IceStage
Program Deck:
Satelit1 WhirlPl (R)
PoisFace
DoubNdl M-Cannon
CrsShld3 SkullMan
DoubNdl CannBall
PoisFace
Satelit1 CrsShld3 (L)
Battle Strategy: Hmm. Well, you may want to bring breaking chips of any kind
(see the list) and put them in the back to smash open whatever defense SkullMan
puts up. If you do, make sure to put PanlGrabs up front to ensure the rest of
your deck hit; I suggest Satelits, but Elec-element swords/blades should do
nicely since Skullman's evade isn't as high as some of your previous enemies.
You want to work the field, and the only thing he has to really do that with
is the Satelit1. The M-Cannon is extremely likely to miss, given its low
accuracy and the field in question, but pack a Recov for slot-in if at all
possible. Earlier on I had luck going at him with just swords and panlgrabs,
but I cut it very close. As always, Flashman is recommended; if you can get rid
of the shields with breaking chips, you'll stop him from hitting with his
powerful buster every time. 650 HP's really a lot to take down, but you should
be able to make it.
---------------
Nancy
She's made it to the semi-finals, and one must wonder how. If the deck looks
familiar to you, it should - it's Osamu's deck, except now you're on an icy
field! Now you'll see why this deck is so versatile.
NormNav4
Hit Points: 650
Attack Power: 20
Buster Notes: None.
Element: Neutral
Primary Chip: TripNdl
Stage: IceStage
Program Deck:
DoubNdl Shadow2 (R)
TimeBom1
TripNdl ZapRing2
Atk+10 NormNav4
TripNdl CrsShld2
TimeBom1
DoubNdl Candle2 (L)
Battle Strategy: Fortunately for you, the ZapRing2 is all that really takes
advantage of the ice, and NormNav4's dodge rates are crap. Disregard accuracy
entirely against it, although I've seen a MagBomb3 miss once out of about ten
plays against this guy. 650 HP's a lot, but with any electric navi and swords,
you'll be doing so much more than what this navi can do. By using swords, the
Shadow2 is of no worry at all. The other guarding-type chips will likely fall
to the damage you'll be doing as well, so go nuts. This one's a cinch, but
having a Recov for slot-in will help. If you're worried about the TripNdl
powered by Atk+10, bring Satelits instead and that won't be an option for Nancy
any more (but the Shadow2 will remain unchecked on the turn it's played). Just
make sure you're using an electric navi and electric chips, and all will be
well.
---------------
Masa
The grumpy fisherman from MMBN1 hasn't gotten any practice in for his navi, and
it shows through its crap stats. He, however, has at least found a way to
intelligently arrange a deck that almost closes the gap if you get
overconfident... or not. Have you been following my directions up to this
point? If so, I say there's very little to worry about.
SharkMan
Hit Points: 400
Attack Power: 40
Buster Notes: Damages last used chip.
Element: Aqua
Primary Chip: BubSprd
Stage: IceStage
Program Deck:
AquaBlde Sonicwav (R)
BubCross
Shockwav Atk+20
BubSprd SharkMan
Shockwav Atk+20
BubCross
AquaBlde IceStage (L)
Battle Strategy: You can get snarky and put up two AquaBalls, but the Shockwavs
will bypass them. It won't pop them, so it's not that huge a concern as long as
you're packing a decent electric offense in the first place. In fact, that's
what I suggest. Sharkman has an A evade rate much like Iceman, but 100 less HP.
Missing is slightly less fatal against him, although an Atk+20 BubSprd really
hurts and never ever misses. What I did was put AquaBalls up front and
Satelit chips in the middle, with PanlGrabs in the back to ensure that
Flashman (really, you should have him here) would tag him with his buster.
If you decide to go in swinging with blades and such, Sharkman will probably
die within the first round if you're lucky. It's happened to me before, but I
think it's better to play it safe. The navi itself is weak, but the deck is
competently constructed at least.
---------------
Tournament Prize:
5000 Zenny
Navi Core: SharkMan
With this tourney out of the way, you should have two of the four tourneys in
B-Class under your belt by now. Before you continue further, listen to me
carefully: YOU ARE GOING TO NEED INVIS, SHADOW, OR PANELOUT CHIPS FOR THE
FIREWORK TOURNEY! There is one opponent in there who is nearly impossible
without them. You can win Shadow2s off of Nancy (this tourney) and Osamu
(Thunder tourney), but they're MB-heavy. Fortunately, Megaman has a lot of MB
to spare, so you may opt to take that difficult battle with him. You may want
to replay this tourney for a couple of good chips, like Kunai3s and BubSprds.
You may even get some AquaBldes, too. Make sure you have a Catcher for your
next run!
Sharkman should be left in your pack. The best way to sum him up is a Megaman
wannabe who can hit the back of the enemy's deck with his buster (which is
kind of rare outside of the starter navis), with a slightly better evade but
100 less HP and MB. He even has 10 less MB than Iceman! Frankly, I see no
reason to use him compared to the parka-clad midget unless you're a big fan of
Masa. Admittedly, I fall under that category, and I didn't bother.
|-------------------------------------|
| THUNDER TOURNAMENT |
|-------------------------------------|
| Location: Yoka Zoo Enterance |
| Special Rules: Aluminum Stage |
| |
|1) Arashi [AirMan} |
|2) Osamu [NormNav4] |
|3) Raoul [ThunMan] |
|4) Minako [Navi-E] |
|5) Gauss [MagnetMn] |
|6) Ray (Not Rei?) [FlashMan] |
\-------------------------------------/
While this is the last listed tournament, this should be the first one you
conquer. There's no real way to improve on the deck you used in the Battery
tournament back in D-Class, but fortunately it'll likely work just great
here. As you've likely already got the tools you need, what can really hold
you back? Woodman rules, and you should know it by now. If you don't think he
rules, you probably don't have the necessary chips. Keep hitting up Higsby's
and/or Sunset until you have plenty of TreeBoms/Spices at your disposal.
A few opponents do carry the ability to burn away the grass you'll inevitably
create with this strategy, but in all my multiple playthroughs, my Woodman beat
their pants off well before they could draw them. I've plenty of reason to
believe that'll be the case for you as well. You're going to come to love
this as a means of getting quick cash, let me tell you. Let's get it ON!
//GOOD IDEAS
Quite frankly, if it worked for the Battery tournament, it's going to work here
without a hitch. I'm assuming you have been using a Woodman/TreeBom/Spice
strategy, of course. If you aren't and it works for you, cool. I'm still
suggesting you use it and acting as if you are. Panelgrabs are nice for
filling in blanks, and bring ElecBalls if you're really not sure. A GrassStg
slot-in (if you have the chip anyway) may help a lot, as some enemies can get
rid of the grass. However, in my many plays of this tournament, it never
surfaced.
//BAD IDEAS
Really, anything aqua-element. Again, common sense here.
---------------
Arashi
Fine, Arashi, Airman sucks less than he did in BN2. I'll admit it. But he's
honestly not so scary with a very strong chip-deleting deck to counter his own,
and that can be found in the form of a Woodman/TreeBom/Spice deck. Not even
that big gust of hot air that is the Blower chip can deviate it if you program
your deck correctly. AND YOU WILL!!
AirMan
Hit Points: 550
Attack Power: 30
Buster Notes: Damages chips.
Element: Neutral
Primary Chip: Tornado
Stage: AlumiStage
Program Deck:
V-Gun Spreader (R)
Blower
LilCloud ZapRing2
Tornado AirMan
LilCloud Wind
Torando
V-Gun PanelOut (L)
Battle Strategy: The only chip that makes use of the metal panels is ZapRing2.
It's annoying, but it'll likely be rid of during the turn he draws it. Now,
make sure you have TreeBom2s up front to turn the stage to grass and kill off
the Blower if he draws it. Follow them up with a Spice in every slot for the
middle row, and PanlGrabs to fill the blanks. I promise you that you'll not
only be doing more damage to his chips than he will, but you'll be outdamaging
him too (plus the 50 HP regen between turns for you helps). This is really the
best strategy to use against Airman, and I can't think of a really simple one
otherwise. You may as well use this one because it'll likely be what you use
against the others. Don't worry about the PanelOut slot-in, as he always opts
to use the Spreader first; by the time he does get to use it, it'll be too
late. If you have a GrassStg, bring it as slot-in... just in case. If you
delete the chips faster than he can, you'll win. If you can't, you will lose
and Arashi will laugh.
---------------
Osamu
The creepy bug guy from BN2's airplane scenario makes his grand return, just in
time to have his surprisingly versatile under the jurisdiction of the giant
flyswatter that is our FAQ. Anybody want a glass of bug juice to go with it? :>
NormNav4
Hit Points: 650
Attack Power: 20
Buster Notes: None.
Element: Neutral
Primary Chip: TripNdl
Stage: AlumiStage
Program Deck:
TripNdl Shadow2 (R)
TimeBom1
TripNdl ZapRing2
Atk+10 NormNav4
TripNdl CrsShld2
TimeBom1
TripNdl Candle2 (L)
Battle Strategy: Let's see... like Airman, the only chip that uses the stage's
bonus to electric attacks is the ZapRing2, and that one's easily gotten rid of.
The CrsShld2, TimeBom1s, and souped-up TripNdls can be annoying, but never
fear! Where do you go for efficient chip deletion? Yup, Woodman and his
TreeBom + Spice combo! You may as well change the field to your favor, plus the
Spices will bypass whatever he has in his chip box (Shadow2 most notably if he
slots it in). I'm not doing this to be anoying, I'm doing this because it's the
absolute best counter to it. The enemy has a ton of HP, but between your grass
stage and strong chip-deleting deck, you'll be OK. Having two Guards is a
nominal idea as well, but between this and the fact the typical Woodman deck
just does so much for so little, you likely won't have to resort to it.
---------------
Raoul
Is it the finals already? ...No?! I bet Raoul's steamed about that. Too bad
he won't be a finalist, since he's facing off with you now. With the right
preparations, once again his deck will be reduced to little more than flicking
rubber bands at the opposition during all-out nuclear war, as opposed to nerf
balls like before.
ThunMan
Hit Points: 550
Attack Power: 40
Buster Notes: Stuns opponent.
Element: Elec
Primary Chip: Satelit3
Stage: AlumiStage
Program Deck:
LilBomb ZapRing2 (R)
Satelit3
ElecBlde LilCloud
Atk+10 ThunMan
LilCloud LilCloud
Satelit3
Remobit1 Remobit1 (L)
Battle Strategy: The non-Woodman strategy? Two ElecBalls up front, call it a
day. The Woodman strategy? You already know (if you don't, read the last two
strategies). The LilClouds are stubborn about deletion, but they won't be able
to really do much of anything to whatever chips you tote along (unless they
have tiny amounts of HP). The only three things he can damage you with are his
Satelit3s and ElecBlde pumped up with an Atk+10. At the very least, you will
want to change the field to grass with a TreeBom to lower the damage those will
do. With Woodman, you'll kill him quick. With ElecBalls, he'll die very slowly.
Both will work very well. Whatever you do, don't use a non-elemental navi.
Otherwise, the stun effect of his buster will work (if it hits) and you'll be
cheated out of a buster attack where most elemental navis' busters go before
his.
---------------
Minako
I'm pretty sure Raoul's feeling bad, but he's gonna be feeling worse when he
sees that a much weaker navi managed to get ahead of him! You're gonna feel an
ego blow if you lose to this one in turn. Run on home to your local
representation of Mother Nature (Woodman!!) and bring it here to lay down the
law.
Navi-E
Hit Points: 550
Attack Power: 30
Buster Notes: Stuns opponent.
Element: Elec
Primary Chip: Satelit2
Stage: AlumiStage
Program Deck:
Recov50 HiCannon (R)
LongSwrd
MiniBomb Satelit2
ZapRing2 Navi-E
LilBomb Satelit2
LongSwrd
Candle2 AlumiStg (L)
Battle Strategy: It's D-Class level chips arranged with a degree of skill. Even
with a good Woodman deck, she's going to get off a Satelit2 to start and do
some damage to your last selected chip (for me, PanlGrabs). Past that, it's all
downhill; all the chips save for the Bombs are fragile, so going with a
strategy centered around chip deletion is best. Hint, hint, Woodman. The only
true wood-based strategy is just that, and you'll score a type weakness too.
TreeBoms turn metal to grass, again, so that's a bonus too. Your other option
is to bring in an electric navi (ElecMan?) and use much stronger electric chips
than this one does, but Woodman's way is far more practical. Once again, try
not to use a non-elemental navi so you can render the stun effect of the enemy
buster useless... well, assuming the ZapRing2 doesn't strike first, but that
tends to go away the same turn it gets drawn.
---------------
Gauss
Gauss learned from watching Airman, Osamu, and Minako in preparation for his
friendly rematch with you. That or he's making sure he doesn't give Osamu a
reason to break his brittle old man hip again by talking nice and letting all
the nasty be curteousy of Magnetman. Truthfully, he can be nasty, but he still
falls for the same old tricks.
MagnetMn
Hit Points: 600
Attack Power: 60
Buster Notes: None.
Element: Elec
Primary Chip: MagBomb3
Stage: AlumiStage
Program Deck:
MagBomb3 Heat-V (R)
Satelit1
CrossGun BrnzFist
CrsShld2 MagnetMn
GrossGun BrnzFist
Satelit1
MagBomb3 AlumiStg (L)
Battle Strategy: Woodman, Woodman, Woodman! You'll want TreeBoms to take out
the metal panels anyway (otherwise you'll be taking a lot more damage than is
fair), plus Spices will bypass his CrsShld2 if he erects it. Playing defensive
is kind of silly because his BrnzFists will pop them if they go first (I'm
speaking of ElecBalls; I'm pretty sure they do go before BrnzFists given the
preference for elements in what goes first). Instead, go all-offense. Wood is
the guy's weakness anyway, so why wouldn't you? Spices do an excellent job of
getting rid of whatever nastiness he draws, and you'll be refunded 50 HP per
turn. The only worry is if he survives long enough to burn away the stage, but
usually by that time he won't have the proper chips to get a leg up on you
and/or he'll be at very low HP. The most annoying things about him are his
MagBomb3s and unavoidable powerful buster, but you'll want to play this tourney
over and over to snatch the former up.
---------------
Ray
Arashi and Ray (or Rei) were wussies in their original games. So was Mr. Match,
but I like him. That's irrelevant. Much like Arashi, Ray's navi has found a way
to redeem itself by being one of the most annoying opponents in the late game.
As where Arashi is up for tearing down your chips, Ray decides it's best to
balance that tactic with a respectable defense. Remember how you could buy a
BambSwrd to nearly kill Flashman in one hit? Woodman's here for ya.
FlashMan
Hit Points: 550
Attack Power: 30
Buster Notes: Stuns opponent.
Element: Elec
Primary Chip: Remobit3
Stage: AlumiStage
Program Deck:
Recov80 MagBomb2 (R)
Shockwav
LilBomb ElecBall
ZapRing2 FlashMan
MiniBomb Remobit3
Shockwav
ElecBlde CrsShld1 (L)
Battle Strategy: First things first. Flashman wants to combine chip deletion
with a strong defense. The ElecBall will get popped by TreeBoms and/or Spices
with ease (the former turns the stage to grass as well, so do it). Remobit3
does a big number against all your chips and puts up a good defense, but Spices
and Woodman's buster will punch it to pieces. The reason you don't want to play
defense is that he simply does it better and normally is the one who gets the
actual hits in first, so just go in swinging with the Woodman/TreeBom/Spice
combo for an extremely easy win. I'm not sure what else could work, to be
honest.
---------------
Tournament Prize:
5000 Zenny
Navi Core: FreshMan (...OK, OK, FlashMan!)
Unlocked: A-Class
Slot-In Memory +10MB (40MB total)
How was it? This was your first stop, right? If it was, the above info about
A-Class and such nonsense doesn't apply. If it was you rlast, it sure does.
This is really the easiest of the B-Class tourneys, so this is the one I also
recommend you fall back on for emergency funds for the immediate future; if you
S-Rank everyone (use a Catcher for slot-in), you'll get 5300z in profits. This
is enough for a 10-pack at Sunset, plus there's quite a few good electric chips
to be had. Too bad Woodman's no longer going to be a clean and easy solution
from here on out.
Flashman is fundamentally blah, but he'll prove handy in the next tourney I'd
like for you to go to (Stream) because his buster is both a) accurate and
b) stuns. This is a HUGE thing for a couple of battles there. On the other
hand, you have to deal with his abysmal deck capacity (tied with Flameman and
Plantman for worst MB space in the game). Tote him into the last hurrah of the
aqua-element tourneys, and you won't regret it.
===============================================================================
WALKTHROUGH: MAYL XDWMA
===============================================================================
Our story begins at school in DenCity. Kids are chatting, teachers are fretting
and young Mayl stands around talking to her friends. Dex and Lan are arguing
about something, and Mayl says she has a piano lesson, and the boys ignore her.
She storms off, and Roll informs her about the Battle Chip GP. Roll then reads
you the e-mail they recieved about it. It calls all Netbattlers to partake in
the tournament, for the winner will get a very rare chip. Wow, I can barely
contain my indifference. Mayl then leaves.
As she walks outside, she realises she forgot her umbrella. Lan gives her his
umbrella (Awwww.) and leaves, after Mayl apologizes for storming off earlier.
Mayl and Roll are pacing around in their room, and Roll mentions how nice Lan
was earlier (Mayl: GET OFF MY MAN.). Roll says that perhaps they should sign up
as today is the last day (and she also mentions how they always lose.) Mayl
then plugs in Roll.
Roll meets a program, who goes to sign the pair up for the GP. You're then
asked to input a 4-letter name. This name has no real effect on the gameplay,
but this game has a unique battling system where you can input your name
and a special code into another person's game so they can fight you without
linking. So make it something uniquey to you. You're then given your Program
Deck which you install. There is then a tutorial to the Program Grid and battle
system which you really should view. If you wanna skip it, though, I'd advise
reading the Gameplay section of this guide if you haven't already.
You're then asked to check out your PET. Do so, and go into the Program Grid
and fill it with the chips from your folder, and save if you wish. When you're
happy with it, feel free to leave the menu when Mayl gets ready to head off to
the tournament. You then head off, ready to surprise Lan. However, then you get
a mail from Higsby announcing that his shop is open. It may well be worth going
and buying a few chips before jumping into a tournament, after all, the first
one has no entry fee. When you're happy with your setup, head over to the
Battle Chip GP building for some tournament fun.
-------------------------------------------------------------------------------
Class-E XD1CE
-------------------------------------------------------------------------------
TOURNAMENT ENTRY FEE WINNING PRIZE NAVI CORE PRIZE
Novice Tournament Free 1000Z NormNav2
Guts Tournament 300Z 1500Z Gutsman
Healing Tournament 300Z 1500Z Colourman
Welcome to the exciting world of the Battle Chip GP. These are the easiest
tournaments around, so use these for practice. The Novice tournament is the
obvious starting point, useful for grabbing a few thousand zenny when you need
it and just warming up on some cannon fodder. Roll is unfortunately rather low
on MB, so you're going to have to rely on your buster quite a bit throughout
the early stages.
As for the tournament order, obviously I'm going to suggest Novice first. You
can breeze through the Healing Tournament thanks to Roll's high evasion, so
tackle that second and you can pick up the Colourman navi core there. Finally,
the Guts Tournament should be your last stop. It's recommended that after you
do the Novice tournament to practice with the Open Battle area you unlock. Try
and beat that (don't worry about losing, you get 15 retries.) to get some good
money and chips.
If you didn't do it earlier, now is the time to go fill up your deck with some
chips. With the 7 you started with and 3 from Higsby you can fill up the main
deck and have a slot-in to spare.
|-------------------------------------|
| NOVICE TOURNAMENT |
|-------------------------------------|
| Location: ACDC School |
| Special Rules: None |
| |
|Opponents: |
|1) Kenji [NormNav1] |
|2) Higsby [NumberMan] |
|3) Ms. Mari [NormNav2] |
\-------------------------------------/
First stop, Novice Tournament. Useful for racking up the prize money to enter
some tournies if you go broke, the novice tournament offers little challenge as
it's entrants have no clue how to assemble a program deck. Hopefully, if you've
watched the in-game tutorial and/or read the Gameplay section of this guide
through, you do.
You start off with 7 chips in your folder, and it's advised you buy three chips
from Higsby to begin with to bring it up to 10. From there, depending on MB,
you should fill up at LEAST the central 5 slots of your Program Grid (the
middle two slots of the front row, the middle slot of the middle row, and the
middle two slots of the back row). From there, fill out the rest as you like,
but try and get as many slots filled as possible.
Armed with all that, you shouldn't have too much of a problem getting through
the tournament. It's fairly easy, and you can get through with what you start
with without many problems at all.
---------------
Kenji
Kenji is your first opponent here, armed with a bare-bones Program Deck which
was probably constructed by a dead monkey. As such, do him a favour and put him
out of his misery.
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon
Stage: Normal Panels
Program Deck:
Recov50 None (R)
None
Cannon None
Cannon NormNav1
Cannon None
None
Recov50 None (L)
Battle Strategy: Well, um, wow. This guy can string off about 150 damage a turn
maximum, which to be honest is going to take a good 4 turns to delete you
with your buster, (you're gaining 50 a turn back with it.) That gives you
a severe advantage here, and providing you've filled up your program deck well
this shouldn't be a problem.
---------------
Higsby
Higsby announces that he left a chip back at the shop. By the looks of his grid
it seems he left virtually his entire deck back at the shop. Silly Higsby.
NumberMan
Hit Points: 400
Attack Power: 10*D (He rolls a dice, D = number rolled)
Buster Notes: Damages chips.
Element: Normal
Primary Chip: Prism
Stage: Normal Panels
Program Deck:
None None (R)
None
None None
Cannon NumberMan
None None
None
None None (L)
Battle Strategy: Well, what can I say. He has the immense attack power of a
Cannon. If you can destroy said Cannon, you've basically auto-won. You have
more health, your buster does an automatic 50, and you heal 50 a turn. That
means he has to do 60 to even scrape you.
---------------
Ms. Mari
Your teacher is here to educate you in the ways of the battle. Unfortunately,
she seems to be a little bit confused as she's aligned her program grid in a
way that she can only get one chip a turn. Silly Mari.
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None.
Element: Normal
Primary Chip: Hi-Cannon
Stage: Normal Panels
Program Deck:
None None (R)
Cannon
None None
HiCannon NormNav2
None None
Cannon
None Cannon (L)
Battle Strategy: Whilst her V2 normal navi has slightly more HP than the normal
version, she's stuck with a maximum of one Cannon chip per turn which, to be
honest, isn't that intimidating. With a maximum of 110 damage per turn from
your opponent (of which 50 will be auto-nullified) this should not be much of a
challenge.
---------------
Tournament Prize:
1000 Zenny
Navi Core: NormNav2
Unlock Area: Open Battle
Open Battle: DenCity
After the tourney ends, you're informed by Yai in a short story sequence that
Lan apparently never signed up for the tournament. That is a very bad thing.
With that tourney done, go and have a go at the DenCity Open Battle. Try and do
the first five stages if you can, just to get a feel for the battle system a
bit more. Try arranging your deck to form strategies for quicker wins, like
focusing certain columns on certain things (I find defense for the first, high
offense for the second and mid-damage chips with chip destruction (like the
sword series) for the third works incredibly well.)
With that, try and buy a couple of 10-chip packs from Higsby, then try out the
Healing Tournament. If you dare.
|-------------------------------------|
| GUTS TOURNAMENT |
|-------------------------------------|
| Location: Yai's House |
| Special Rules: None |
| |
|Opponents: |
|1) Koetsu [NormNav1] |
|2) Kai [TurboMan] |
|3) Dex [Gutsman] |
\-------------------------------------/
The Guts Tournament is the sheer embodiment of power in the early stages. The
navis have some very powerful chips in there, both in terms of chip destruction
and raw damage. The first opponent should be a breeze, but the other two could
be troublesome. As such, you want a balance of defence and offense to make sure
your opponent's don't hurt you too badly. This may also be your first taste of
elemental chips, but as you don't have any elemental navi cores (yet) that's
not something to worry about.
//GOOD IDEAS
Guard
Guard is one of my favourite chips in the early stages. It can block a lot
of chips used in Class E, but I warn you that two of your opponents here
have the means of destroying them. Only one of those opponents draws it
consistently, however. It's up to you to decide whether you want to take
the risk for the other, but I say it's worth it.
Yo-Yo Series
Yo-Yo offers high damage for high MB. It's big draw is that it's a multi
hitting chip, and hence if you add modifiers to it, all it's hits get a
boost. Don't worry about that now, you just want it because it offers high
damage. With Roll, I wouldn't recommend higher than a Yo-Yo1, but if
Recovery Series
Roll is all about staying alive and slowly wearing your opponent down. In
essence, Recoveries are good as they keep you alive. Bring them.
PanelGrab / AreaGrab
And to follow on from Recoveries, the other good way of staying alive is
to avoid your opponent's attacks. Roll has good evasion anyways, but these
chips boost that further. Bring it along.
Cannon Series
"Cannon?" I hear you say, "That chip is weak!". Well, it's fairly nice
damage for it's MB and is well worth having. HiCannons in particular are
fairly nice to have, and one of your opponents here has an _M-Cannon_. Try
to match that power if you're going with a NormNav2.
Catcher
Don't worry if you don't have Catcher, it's very rare to get at this stage
(though I managed to get one quite early from Higsby's by luck). Catcher
boosts your busting level, enabling you to get some quite rare and
high-damage chips from your opponents here.
Colourman
Roll has very low MB. As such, you have two main choices at this stage of
the game, you can go for an evasion strategy, or you can simply try and
overwhelm your enemies. If you want to go for the latter, Colourman's
high MB may be a good choice, letting you use more high-power chips.
NormNav2
Don't have Colourman? NormNav2 is an ideal replacement if for some insane
reason you went for the Guts Tournament before the Healing Tournament.
//BAD IDEAS
RockCube
GUTSMAN SMASH. Cube go bye-bye.
---------------
Koetsu
Koetsu asks you not to underestimate him because he's a grade schooler. It
seems he can't notice that you're also a grade schooler. Some people are stupid
but Koetsu here just takes the biscuit.
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon
Stage: Normal Panels
Program Deck:
None Cannon (R)
Recov50
MiniBomb Cannon
None NormNav1
MiniBomb Cannon
Recov50
None None (L)
Battle Strategy: To be honest, this battle should not be particularly difficult
at all. If you're going for a Roll-based strategy, put some defense in the
first two slots and fill the rest up with offensive stuff. If you're going with
Colourman, well, just fill the whole thing up with offensive stuff. This
battle doesn't really require a particularly complex strategy, especially with
your opponent's poor deck management.
---------------
Kai
Consider yourself incredibly lucky right now, because Kai's Turboman has been
heavily weakened compared to most of the other characters. Probably Kai's being
so kind and "heroic" to a "damsel in distress."
Turboman
Hit Points: 550
Attack Power: 20
Buster Notes: Heat-element, damages all chips.
Element: Neutral
Primary Chip: Burner
Stage: Normal Panels
Program Deck:
None Burner (R)
None
None MiniBomb
Sword Turboman
None Minibomb
None
None None (L)
Battle Strategy: I recommend Roll for this battle, and to be honest it is
incredibly easy. First of all, if you had Guards in the first slot for the
previous battle, (or Guards AT ALL, actually) remove them now. His MiniBombs
WILL go before your Guard, and as Guard only has 10 HP it WILL be broken if
they hit (which will be rather often.) He has a damage capacity of 100 a turn,
and you can essentially "break even" with your buster alone, as you heal 50 and
deal 50 back. Fill up your deck with some cheap offensive chips (10/20MB, but
preferably with high-ish HP) and watch him fall down dead quite quickly. His
only main threat is his Burner, but as it's on a slot-in (He had the MB to put
it in his main deck, why didn't he? o_O;) he can only use it once. He should be
put to rest fairly quickly (though it may take longer if he destroys some of
your chips) and then you can watch him run off complaining about not being a
true hero or somesuch.
---------------
Dex
Dex is after Mayl's heart, and tries to get it this time by being strong rather
than weakening himself to try and appeal to her. Unfortunately, unlike with Kai
before, Dex isn't weakened compared to the others. Urk.
Gutsman
Hit Points: 600
Attack Power: 70
Buster Notes: Pierces through and breaks active defences.
Element: Neutral
Primary Chip: GutPunch
Stage: Normal Panels
Program Deck:
Recov50 GutPunch (R)
Cannon
None M-Cannon
MiniBomb GutsMan
None Cannon
HiCannon
Recov50 Cannon (L)
Battle Strategy: Dex is HARD. Very. Goddamn. Hard. To be honest, this fight is
a LOT harder using Roll, so switch over to ColourMan. Put a pair of Guards up
front if you have them, as that'll cut out all but his initial M-Cannon or
Cannon chip. Behind that, you want, and I'll keep this simple - THE HIGHEST
DAMAGE CHIPS POSSIBLE WHILST STILL FILLING UP AS MANY SLOTS AS YOU POSSIBLY CAN
DO. Leave those empty or fill them up with crap like PanelGrabs and Recov30.
With that, you should take him down (eventually). Do not worry about chip
destruction, or anything like that. Just two Guards and a load of offensive
chips, and you should pull through eventually. I was unlucky enough at the time
to only have one Guard, so I'll show you my awesomely awesome grid that got me
the win on the second try (and yes, I did stupidly do this before the Healing
Tournament.)
(R) Atk+10 PanlGrab
HiCannon
Yo-Yo2 Sword
NormNav2 BrnzFist
Guard SonicWav
Yo-Yo1
(L) Recov50 Cannon
---------------
Tournament Prize:
1500 Zenny
Navi Core: Gutsman
If you did this tournament last (which I hope you did) you'll also get access
to the Class D tournaments, ACDC Park and will recieve an extra 20 MB for your
program grid!
If you didn't, feel upset that you went through all that without Colourman, for
Colourman is awesome. Now's the time to head over to the Healing Tournament and
grab the Colourman core, for it is awesomely awesome and generally is the
embodiment of all that is awesome.
|-------------------------------------|
| HEALING TOURNAMENT |
|-------------------------------------|
| Location: Seaside Cafe |
| Special Rules: None |
| |
|Opponents: |
|1) Anna [NormNav1] |
|2) Mary [Ring] |
|3) Madoi [Colourman] |
\-------------------------------------/
Welcome to the Healing tournament, your recommended second stop on this ride of
fun and adventure known as Battle Chip Challenge. Here, as the name suggests,
the opponents all enjoy (ab)using healing chips, in order to stay alive longer
than is recommended for your health.
So, what does that mean for you? You basically need to stop them healing, and
for that you need chip destruction, and plenty of it. Some defense is important
but a combination of some swords (and other high-damage chip destroyers) with
some all out auto-chip hitters will serve you well. It's also worth bringing
some high accuracy chips along too, just in case.
"How do I check accuracy?" I hear you ask. Simple, highlight a chip in the grid
folder or library, and press select. Up pops a load of info including "Acc",the
accuracy rating. S is the best, then A, B, C, D, E and so on. Simple.
//GOOD IDEAS
Guard
Well, it's Guard. It reflects all normal attacks, sending 40 damage to the
enemy whilst making sure you take none. I love it.
ElecBall
One of your opponents has an elemental attack that will cut a path right
through your Guard chip. ElecBall happens to be the same element, and will
hence absorb it. Yum.
Shotgun Series
As far as chip destruction goes, the Shotgun series is your base, the most
simple way of doing it. It guarantees damage, and it's generally awesome
to boot. If you have a Spreader, you're in business.
Sword Series
It has high damage, but the cost of that is that the chip damage is random
and if their grid isn't fully loaded, you may hit an empty slot. However,
you need some good offense here and this provides it.
Ratton Series
Rattons are sort of like Shotguns, except they're not projectile. That
means that holes stop them flat. Luckily, you won't be running into any
holes here, so bring them along, as they're more economic MB-wise than the
Shotguns.
Burner
Ah, Burner, how I love thee. Burner is a fairly accurate chip, but uses a
whopping 50 MB. Why's it so good then, I hear you ask? Well, it has a fire
element (but that's of no use here) but it also does an amazing 40 damage
to ALL your opponent's chips. Nifty.
TimeBomb Series
TimeBomb eats MB. Horribly. It does, however, offer a 40 damage to all the
enemy's chips like Burner, but for lower MB. The catch? It's an obstacle,
but an obstacle that has 90 HP. That means it can suffer some damage from
your opponent's chips (and their buster) before unleashing it's payload at
the end of the turn.
Recov Series
The enemies are focusing on recoveries, so you should carry a few yourself
just in case your HP gets low. You never know, you may need it.
PanelGrab
PanelGrab uses 0 MB, and it is thus very useful for filling up holes in
your program grid. It also has high HP so it can eat chip damage up. Stuff
it in the last column of your grid and let it be a damage sponge.
Catcher
Catcher, if you can get one, increases your busting rank by 2, which means
you can get chips off your enemies a lot easier than usual. Your final
opponent here carries the Yo-Yo series of chips, which are very useful in
the next tournament. If you have problems, use this to grab a few.
NormNav2
Roll, as you've probably realised by now, has utterly horrid MB. Utterly
HORRID. NormNav2 gets rid of that problem. Yum.
//BAD IDEAS
Chips with low accuracy
Whilst I appreciate that Sword and it's brethren have low accuracy, as a
general rule your opponents here will be trying to stay alive as long as
possible and are hence fairly good at dodging. You want to limit
low-accuracy chips as much as possible.
---------------
Anna
Anna is your first opponent here, a waitress who's skiving off work to take
part in the tournament, the horrible woman. Your job here is to beat her so
that she can return to work before she gets caught.
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon
Stage: Normal Panels
Program Deck:
Cannon Recov50 (R)
Cannon
None Recov50
HiCannon NormNav1
None Recov50
Recov50
Cannon Empty (L)
Battle Strategy: Anna, for the first opponent here, actually has a pretty good
deck. It's filled with Cannons and Recovs, fairly standard affair to be honest.
Unluckily for her, both her front two slots are support chips! That means two
Guards placed in your first two slots means, yes, she'll never be able to hit
you. If you don't have them, lay into her with Spreaders, Burners, anything
like that that just plain old destroys chips and she should fall in no time.
---------------
Mary
Mary, one of the few other people in the game with a female navi. She operates
Ring, and as you probably noticed when starting off is one of the game's six
playable characters. Prepare to taste the power of her navi.
Ring
Hit Points: 450
Attack Power: 20
Buster Notes: Elec Element, Hits Twice, Damages One Chip
Element: Neutral
Primary Chip: Jealousy
Stage: Normal Panels
Program Deck:
Recov50 Recov50 (R)
None
Recov50 MiniBomb
HiCannon Ring
Recov50 Cannon
None
Recov50 Jealousy (L)
Battle Strategy: Luckily for you, Ring's been rather truncated from the other
player's games, but only by a single chip. Ring's major attack here is her
Jealousy, which deals minimal damage but makes both your slot-ins explode. When
you see her go to slot it in, slot in your chip and try and get it out first,
as if you press the button before she uses the chip you can get it in first as
a "counter".
As far as actual battle strategy goes, you're going to almost certainly want to
put an ElecBall or two (if you have them) in the front slots. If you don't, a
Guard will do but be warned that a MiniBomb can destroy it before it goes up,
as can Ring's buster. Behind it, you want the best chip destroyers you have.
Burner, Spreader, stuff like that that will clear out the chips she has and
hopefully kill her before she kills you.
---------------
Madoi
Your final opponent, and one I'm pleased to see got her original Japanese name
back is Iroya Madoi, the operator of Colourman.EXE (and for those complaining
about my spelling, in English English it's spelt colour, with a u) and all
around meanie.
Colourman
Hit Points: 450
Attack Power: 80
Buster Notes: None
Element: Neutral
Primary Chip: Yo-Yo3
Stage: Normal Panels
Program Deck:
Recov50 Yo-Yo3 (R)
Sword
None None
LilBomb Colourman
None None
Sword
Recov50 None (L)
Battle Strategy: Ah, Colourman. Bearer of little brain, little HP but quite a
strong buster. Unfortunately for Colourman here, he left his first two slots
blank. That means if there's two Guards in the first slots of your deck, he
will NEVER BE ABLE TO HIT YOU. Chip destruction hence becomes redundant, if you
have any high damage chips just lay them up and slice him down, if not, just
use your most powerful chip damagers to do damage. If you don't have Guards,
then you will need to destroy chips. Your best bet is a Burner somewhere in
there, along with the Shotgun series to clear out the rest of his chips. In
essence, you want to hit as many chips as possible at once, because the Shotgun
series targets his last chip and hence draws attention away from his Swords,
which are his biggest threat. Destroying the LilBomb isn't a priority but if
he draws it, he can't draw anything else, so all your chips will focus on that
anyway. He should die fairly quickly, let's put it that way.
---------------
Tournament Prize:
1500 Zenny
Navi Core: Colourman
-------------------------------------------------------------------------------
Class-D XD2CD
-------------------------------------------------------------------------------
TOURNAMENT ENTRY FEE WINNING PRIZE NAVI CORE PRIZE
Match Tournament 500Z 3000Z Fireman
Sapling Tournament 500Z 3000Z Woodman
Droplet Tournament 500Z 3000Z Iceman
Battery Tournament 500Z 3000Z Elecman
Having won all of Class E, you can proceed to celebrate for a bit. Yay! It's
interrupted, however, when you get an e-mail from the BCGP staff, praising you
on reaching the next class. As a bonus for reaching Class D, you receive an
increase of 20 MB for your program grid! Which is good, as Roll's MB is fairly
low and this enables you to pull off some much better grids (this upgrade does
apply to ALL your navi cores, though, so that's a good bonus.)
Mayl then informs you about an article from a magazine about creating your own
tournament. Essentially, you can punch in the navicodes from other people's
games (along with their entry name) so you can fight their navi in a tournament
without having to link up! Finally, you can fight people on the other side of
the world!
(For more information on this, check out the Park Tournament section, and for
navi codes, try the Navi Codes sections in this FAQ, and the Fodder Navi Codes
FAQ by PhQ and Kuru Seed)
Next up on the battle scene, elemental-themed tournaments. That means that the
opponents in the tournament will be using chips of the element it's based upon,
and fighting on a stage of the same element. (2 opponents in each tourney are
also of that element, one "generic" and one non-generic). Just a quick recap
on the elements:
FIRE --> WOOD --> ELEC --> AQUA --> FIRE
As such, it's best to start on the easiest tournament for a non-elemental, and
then use the navi and chips you obtain from it to take on the element that's
weak to it. As such, I happen to believe that the easiest tournament is the
Droplet Tournament (that's the aqua-elemental one.) So, my recommendation is to
take that on first, THEN the Match Tournament, THEN the Sapling Tournament, and
then finally the Battery Tournament.
However, for simplicity's sake and those who choose to do things differently,
I'll be covering the tournaments in the order the game lists them (and if you
scroll up, you can see them up there.
When you enter your first Class D tournament, you get a small scene with Yai,
Dex, Chisao and Mayl at Okuden Park. Dex starts commenting on how nice Okuden
is, whilst Yaito spouts off about what we've just mentioned about the elemental
tournies. Yai asks Mayl if she's talked to Lan yet, and says that he can't join
at this late stage so he'll just have to watch from a distance. Mayl said that
she mailed Lan but got no response... then points out to Dex that Chisao is
calling for him. Chisao runs off to the river. Dex then tells Mayl that if Lan
can't be here, they've got to try harder in his place - Mayl comments that that
is obvious. Mayl then runs off, and Yai berates Dex for what he said... even
though in my opinion he said nothing wrong. o_o; Cue the usual soppy romance
monologue here, then you'll be thrust into whatever tourney you entered.
|-------------------------------------|
| MATCH TOURNAMENT |
|-------------------------------------|
| Location: Okuden Park |
| Special Rules: Lava Stage |
| |
|Opponents: |
|1) Yoshiro [NormNav1] |
|2) Haru [Navi-F] |
|3) Mary [Ring] |
|4) Mr.Match (MMBN1) [Fireman] |
\-------------------------------------/
The Match Tournament is your recommended second port of call (you should do the
Droplet Tournament first - it's easiest and gives you lots of nice Aqua chips
to use here), and is home to fire-type opponents. Decent Aqua chips generally
aren't that abundant - but that's the point of doing the Droplet tournament
first, as it serves as an easy horde of aqua chips to win. Go through it a few
times and rack up some chips - Catcher will help, and the prize money can go
towards getting some 10-packs from Higsby's to help get some more (hopefully).
So, what'll you be facing? Heat-element navis, using heat-element attacks, on
a lava stage. Lava stage deals 50 damage a turn to anything standing on it...
except heat-type navis, that puts you at an immediate disadvantage (although
luckily two of the fights are against non-elemental opponents) and this is
where the aqua chips you racked in come in handy - if a player is hit by an
aqua chip, it will remove the lava stage. Did I mention they did extra damage
to heat-element opponents? No? Well, you know now, so make sure you make use
of them.
//GOOD IDEAS
Bubbler series
The Bubbler series is a fairly weak series compared to the one it's based
off (Shotgun) but has the advantage of being aqua-element. That not only
gives it the ability to remove this lava, but it also does extra damage to
heat-element enemies like the one's you'll be fighting. They also have
S-grade accuracy, giving them excellent accuracy.
AquaSword/AquaBlade
As far as raw damage goes, AquaSword/Blade is probably your best bet. It's
got very high AP (which is increased further by elemental damage) and also
has the side-effect of chip damage which makes it very useful. It's
accuracy isn't worth writing home about, but most of the opponents you'll
be fighting can't dodge that well anyways.
Cloud series
The Cloud series is an interesting one, doing rather pathetic damage to
the enemy and all their chips. But there is a light, for elemental damage
will increase this damage quite considerably. And you won't turn down free
damage to FOUR different targets, would you? I thought not. ^_^
ColdPunch
It is VERY unlikely you'll have this chip, but it does quite nice damage
and also breaks enemy defenses. The damage is increased further thanks to
elements. Don't you love elemental weakness?
AquaBall
In a choice between this and Heatball, you'd ideally want to take HeatBall
but occasionally you'll find the extra damage AquaBall does is worth a
slight lack in defense.
HeatBall
If you've been following our plan of advice you'll have seen how well
elemental balls work against attacks of the same element - taking no
damage from them, but still increasing in attack power from them. Use this
to your advantage - as your opponents will be abusing heat-element attacks
until they die.
PanelGrab
PanelGrab uses 0 MB. It also has high HP, allowing it to take a lot of
hits from enemy chips. Most enemy chips that do chip damage hit the last
chip loaded. The last chips loaded are the least commonly drawn. Catch my
drift? Use PanelGrabs to fill in spaces in your deck when you run out of
MB.
Repair
If you're going to be using Aqua chips like a nice sane person, then the
Lava Stage is going to be disappearing before it can hurt you anyways. If
for some reason you choose NOT to abuse aqua chips in this tournament,
Repair can remove the Lava Stage for you.
Recov series
Let's face it, even with the world's greatest defence, you're going to get
hit eventually. Annoyingly for you, most of the opponents you'll be facing
in this tournament will hit HARD. Stuff a Recovery in one of your slot-in
slots, it'll help lighten any blows you take.
Catcher
Catcher is a funny little chip. It increases the busting level of your
battle by 2 - making it much easier to win chips from battle. What's even
better is you don't have to USE the chip to get this effect, it just needs
to be on the deck at the end of the battle - so if it's destroyed, the
effect won't work. Put it in one of your slot-in spots if you can afford
to give one up, the heat-element chips you win will be helpful in the
Sapling Tournament.
Iceman
Iceman is the recommended navi to bring for this tournament, for the
simple reason that navis using attacks of the same element as themselves
does extra damage. If you're going to be using aqua attacks, that means
you'll get an extra boost over the top of the elemental weakness your
opponents will have. You may get lower MB as a consequence, but it's worth
it for the extra damage.
Colourman
If you haven't gotten Iceman yet (which you should have done if you took
our advice) then Colourman is a good navi to bring - he has 30 extra MB
over Roll, better HP and a powerful buster. Roll evades better, so if you
feel uncomfortable with Colourman, you can always switch back.
//BAD IDEAS
Woodman
Wood is weak to heat. You're facing heat-element enemies using heat
element attacks. Do not. Use. Woodman.
---------------
Yoshiro
Yoshiro is your first opponent in this tournament, aiming to show you how great
elements are... by barely using them. Wonderful. Feel free to teach him how
great the elemental system really is.
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon
Stage: LavaStage
Program Deck:
MiniBomb HeatShot (R)
CrossGun
None Cannon
HeatShot NormNav1
None Cannon
CrossGun
MiniBomb None (L)
Battle Strategy: Stuff some defense in the front two rows. Preferably something
like Heatball - though that won't stop the CrossGun and MiniBombs from working
their chip destruction. Fill up some of the rest of the slots with some aqua
element weapons, you want to get rid of the lava as quickly as possible to
prevent taking un-neccessary damage. Providing your slots are filled up with
some semi-powerful weapons (and if you're using an elemental balloon, semi
powerful defense) and this shouldn't be too difficult. Use slot-ins if you need
to, but you probably won't.
---------------
Haru
Haru the housewife is your first heat-type opponent here, so make this your
test of just how effective aqua abuse can be. Unfortunately for her she has an
absolutely awful program deck. Make use of that.
Navi-F
Hit Points: 550
Attack Power: 60
Buster Notes: None
Element: Heat
Primary Chip: HeatCros
Stage: LavaStage
Program Deck:
Recov50 HeatCros (R)
None
Cannon Heat-V
HeatCros Navi-F
Cannon HeatShot
None
Recov50 None (L)
Battle Strategy: A nice deck in theory, but fails in execution. Stuff a pair of
HeatBalls up front and she'll barely be able to damage you. Fill the rest up
with some powerful Aqua-element chips, if you're using Iceman these can do even
more damage to her heat-elemental navi. The only things you really need to
watch out for with this strategy is her Cannons - they'll still damage the
HeatBall. If you DON'T have heatballs, just fill up your deck with your most
powerful aqua chips, you'll do more damage than she will anyway with any luck.
Gotta love elemental damage. Not a particularly hard fight with the right
chips.
---------------
Mary
Mary is the wrench in the mechanism here, making not only use of heat element,
but also elec element (to beat those intelligent enough to use aqua element to
face heat element) and aqua element (to beat heat element.) Luckily, the only
elec-element attacks she has are her buster and a slot-in, and she'll rarely
draw her AquaBlade.
Ring
Hit Points: 450
Attack Power: 20
Buster Notes: Hits Twice, Damages One Chip
Element: Neutral
Primary Chip: Jealousy
Stage: LavaStage
Program Deck:
AquaBlad Zapring1 (R)
MiniBomb
Heat-V Heat-V
Heat-V Ring
V-Gun V-Gun
MiniBomb
None Jealousy (L)
Battle Strategy: Same as usual here, stuff your HeatBalls or other defense in
at the front. If she draws her AquaBlade, you want to PRAY your chips can take
it out before it hits the HeatBall, or it'll pop in one attack. Most of her
attacks do so pathetic damage that the HeatBall is not in any immediate danger,
anyway. Fill up the rest of your deck with strong attack chips - using the
aqua element isn't so important so blast away with whatever chips have the best
balance of accuracy and damage - Ring has quite good evasion so remember to
factor that in when planning your deck. Not particularly difficult, though.
---------------
Mr. Match (MMBN1 style, homie)
Mr. Match is your final opponent here, and one that should be fairly familiar
to those who have played the series. Armed with a deck designed to slice things
up with flamey might, Fireman should prove a nice challenge for you.
Fireman
Hit Points: 500
Attack Power: 60
Buster Notes: Pierces defenses.
Element: Heat
Primary Chip: FireSwrd
Stage: LavaStage
Program Deck:
Recov50 HeatShot (R)
None
HeatShot FireSwrd
Heat-V Fireman
HeatShot FireSwrd
None
Recov50 FireBlad (L)
Battle Strategy: First of all, if you don't have Iceman or HeatBalls, start
praying. If you don't have one of the two, you need to be very patient. In an
ideal world this fight is very simple - Iceman as your navi core, two HeatBalls
up front, and fill the rest with powerful aqua chips. With any luck his Fire
Swords will hit things that won't die in one shot, and you'll be free to quite
literally rain on his parade. That's the easy way, and will work fairly well
without difficulty. If not, stick whatever defense you have up front, his heat
element attacks are fairly powerful and his element-matching boosts them even
further. You want to be hit as little as possible, but what you REALLY don't
want to be hit by is his FireSwrd and FireBlade attacks. Fill up the rest of
your deck with powerful aqua chips - if necessary put low MB chips in the
corner slots which only have about a 10% chance of being drawn from, and use
the MB you free up to put better chips in the slots which do get drawn more
often. This fight probably will take a few tries, but with perserverance you
should get through it eventually.
---------------
Tournament Prize:
3000 Zenny
Navi Core: Fireman
|-------------------------------------|
| SAPLING TOURNAMENT |
|-------------------------------------|
| Location: Okuden Valley |
| Special Rules: Grass Stage |
| |
|Opponents: |
|1) Ms. Mari [NormNav2] |
|2) Tetsu [Navi-W] |
|3) Dex [Gutsman] |
|4) Sal [Woodman] |
\-------------------------------------/
The Sapling Tournament is your recommended third stop in Class D, recommended
to be done after Droplet and Match (in that order). The opponents in the Match
Tournament have some VERY good heat-type chips: Such as FireSword, FireBlade,
and the HeatShot series. It's worth playing it through a few times before
attempting this tournament - and you can use the money to pick up some 10 chip
batches from Higsby's.
The drill for this tournament is wood - enemies will be using wood-type attacks
and the terrain will be grass - though if you're using heat-element attacks
(which you should be) those will burn the grass away - preventing the effect it
has of healing wood-based enemies (of which two of your opponents are) 50 HP
every turn. The attack that burns off the grass will also deal increased damage
to prove your skills. The plan? Bring Fireman if you have him, and give things
a good roasting with the best fire-element chips you have. Bring new meaning to
the term "forest fire" whilst you're at it.
//GOOD IDEAS
HeatShot series
Don't you love the smell of burning wood? HeatShot has a lower attack
value than the Shotgun series for one good reason - it does more damage
than them against wood-type opponents. And what do you know, you're facing
wood element opponents in this tournament. High damage, guaranteed chip
damage, you can't really go wrong with this. It's also got grass-burning
capabilities, which makes HeatShot a nice chip for the back rows where
chips are less likely to be drawn from, just to burn off the grass if the
attacks before it didn't.
FireSword/FireBlade
FireSword and FireBlade will most likely be your most powerful attacks in
this tournament, as they have very high base damage. This, combined with
elemental weakness and same-type strengthening (if you're using Fireman,
which you SHOULD BE, DAMN IT) makes it a rather powerful chip. That, and
it has quite nice chip destruction which, when combined with the above two
factors, means it should almost always destroy a chip if it hits one.
Burner
Burner is a very interesting chip. It's heat element, has fairly low
damage and uses a lot of MB. So what's so good about it? It hits ALL the
opponent's chips. Now when you combine that with elemental weakness, that
means you're getting a lot of bang for your buck. It's up to you really,
it's a very nice chip if you're into chip destruction but if you just want
plain-out opponent-killing ow, FireSword/Blade is probably a better bet.
Meteo series
Meteo is a rather weird yet potentially devastating chip series. Heat
element (why else would I be recommending it? =P) with fairly average
damage, and, as always, quite high MB. What's interesting is that it's
number of hits is semi-randomised - it's always around the number in the
chip name, but the damage is rather variable. A weird chip, but thanks to
elemental weakness (and same-type strengthening, if you're using Fireman)
you can bump up each hit by a fair amount. Especially useful against the
rather cheap Woodman. If you have them, BRING THEM. No excuses.
HeatBall
It's a real shame there's no WoodBall, the Wood element tends to get the
bad end of the stick in most MMBN games. Still, Heatball is a good way to
lay on the hurt - preventing you from getting hurt and turning their
attacks back on them, whilst increasing the damage in the process. Do note
that it won't block chip damage - so it can take more damage than it ends
up returning. And the wood element is famous for powerful All Add-types.
Be aware that your defenses may not even survive the first turn.
"Total" defense chips
This basically means things like barriers and auras that block damage to
your chips as well as damage to you. They can come in handy in this
tournament - there aren't many wood chips at all, but the ones there are
tend to have an annoying habit of hitting ALL your chips. Did I mention
that they get boosted when used by the wood-element navis you'll be up
against in this tournament? You really want about three of these if you
can, and if they can take a hit of 70 damage or so and still be intact,
that's even better.
PanelGrab
PanelGrab is an interesting little chip - it uses 0 MB, and increases your
accuracy and evasion by a tiny amount. It also has pretty nice HP, useful
for blocking chips like Shotgun that target the last chip loaded. Combine
this with the fact that the further down the chip "Pyramid" a chip is, the
less likely it is to be drawn, and you have an effective way of protecting
your chips for no cost. It's a nice filler chip - useful if you're low on
MB or just want to use the MB you have for a few hard-hitters.
Repair
Let's say for one second you were an insane nutcase who decided not to use
a fire-based strategy in this tournament. In that situation, wood-type
enemies would be regaining 50 HP each turn from the grass. Repair removes
all "special" panels and returns them to normal. No more grass. Yay for
you, or somesuch.
Recov series
I think this should be fairly obvious. The enemies you're facing will not
be hitting you terribly hard - they will however be hitting your chips
rather hard. As such, I wouldn't recommend putting these in your main
program deck, you may want to put one on a slotin, perhaps two. However,
that only gives you one use - it's up to you to decide whether you think
it's going to serve you better where it's vulnerable.
Catcher
Catcher is a rather useful chip, increasing your busting level by 2,
providing it's on the grid at the end of the battle. Place it in a slot-in
slot and leave it there (you don't have to use it) and rack up some good
wood-type chips, they'll
Colourman
Fireman is the recommended navi for this tournament, and one you should
have if you've been following our recommended plan of action. However,
Colourman has much higher MB, and if for some strange reason you're not
going to be using heat-based chips, Colourman is probably a better navi to
bring. If you have both, bring them anyway, you may find that some extra
MB is worth a drop in damage.
Fireman
If you have Fireman, it would be insane not to bring him. Fireman deals
extra damage when using heat-based attacks, and as pointed out several
times above, using heat-element attacks on wood-based enemies deals more
damage anyways. This double boost is WELL worth the small drop in MB, so
it'd be madness not to make use of it if you're going for a heat-based
strategy (which you should be!)
//BAD IDEAS
Elecman
Wood beats Elec. That means your enemies will do increased damage to you
if you use Elecman in this tourney. The simple solution? Don't.
---------------
Ms. Mari
Ms. Mari is your first opponent in this tournament, advocating about how to be
as sportsman (sportswoman?)-like as possible. Sure, trying hard is all well and
good, but that's not why you're here. Shove a few flames her way.
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None.
Element: Normal
Primary Chip: HiCannon
Stage: GrassStage
Program Deck:
None Recov50 (R)
Cannon
MiniBomb Atk+20
HiCannon NormNav2
MiniBomb None
Cannon
None HiCannon (L)
Battle Strategy: Do you have any Meteor chips on you? If so, stuff them in the
front row and watch the fireworks - I dealt 270 damage with my first chip here.
This isn't a very difficult fight by any means, if your deck is full, and has
some semi-decent heat-based offense (which will do extra damage if you're using
Fireman, and the first hit will burn the grass) you shouldn't find this too
difficult. It's a bog-standard offensive deck that shouldn't be too hard to
beat if you yourself overpower it. Alternatively, you can go for the tried and
tested strategy of a pair of defensive chips in the first turn, though this is
so easy you shouldn't really need them.
---------------
Tetsu
Tetsu will be your first wood-based opponent in this tournament, and proof of
how wonderful Meteo chips are if you have them. Notice how everyone here seems
so nice and happy about losing? Make him nice and happy.
Navi-W
Hit Points: 550
Attack Power: 10*3
Buster Notes: Damages chips.
Element: Wood
Primary Chip: TreeBom2
Stage: GrassStage
Program Deck:
Recov50 Cannon (R)
Cannon
Recov50 TreeBom1
TreeBom2 Navi-W
Recov50 LilBomb
Cannon
Recov50 HiCannon (L)
Battle Strategy: If you have some Meteo chips, this fight is essentially over
before it's begun. Shove em all up near the front and center, that way you'll
have a higher chance of drawing them. After all, who'd be insane enough to turn
down a chip that can exceed 250 damage without support? In any case, Tetsu's
deck is centered around destroying your chips, so you really do want high-power
chips like Meteo up front - you want to use them before they get destroyed. He
generally can and will knock out your entire draw if he pulls those TreeBombs,
but it doesn't matter too much as your heat-based offense will probably take
off more than half his health in the first turn (I got him down to 110 myself.)
Besides, if you're using Fireman your buster will do 100 damage anyways, so
that alone is a rather powerful attack. With a good heat offense, he should
fall quickly. If for some reason you're NOT using Heat, try and find some
defense that can block chip damage - Barriers are good for this, but can only
take one shot. Pray he draws a Cannon. Behind that defense, stuff all your best
offense. With any luck he shouldn't draw the TreeBom2 that often and you should
be able to beat him, given a few tries.
---------------
Dex
Ah, Dex. Back again with Gutsman, he can actually pose a serious threat to you,
as he's armed with some quite powerful chip destruction and some quite powerful
chips. As usual, you have two choices - defense, or pure overpowerment. Maybe
the latter will stop him flirting with you. Hopefully.
Gutsman
Hit Points: 600
Attack Power: 70
Buster Notes: Pierces through and breaks active defences.
Element: Neutral
Primary Chip: GutPunch
Stage: GrassStage
Program Deck:
GutsPnch HiCannon (R)
TreeBom1
None LilBomb
WideSwrd Gutsman
None LilBomb
TreeBom1
GutsPnch None (L)
Battle Strategy: As mentioned above, you have two basic strategies. The first
one is probably the more reliable, whereas the second one works wonders... when
it works. The first is using defense well. This is rather hard to accomplish,
though, as you need a "total defense" chip slower than a LilBomb, or one faster
than a TreeBomb. Total defense includes things like barriers and auras, as
opposed to things like RockCube and elemental balloons which only block damage
to your navi - not your chips. In any case, place it where it will block the
TreeBombs / WideSword, the LilBomb honestly isn't worth bothering with. Neither
is the GutsPunch, really, the damage you take isn't too important, it's about
making sure your chips don't get the crap beaten out of them. With defense
chips in place (don't worry about losing once or twice just to test speeds) you
can fill up the rest of the grid with your best offense, in whatever rows you
don't have defense in. Hopefully he'll fall dead. The other, much simpler way
of dealing with things is to just shove all your best offensive chips into your
grid - remember that the further left they are in your deck, and the closer to
the "center" they are, the more chance you have of drawing them - so place your
most powerful ones nearer the centre. Then pray you do not only more damage
than Gutsy, but that your chips don't get devastated by his bombs. This could
be a battle that uses up quite a few of your allotted retries, but don't worry
about that, it's not like the first two fights were that hard anyway.
---------------
Sal
Woodman is evil. That is the best way to describe this fight - pure hellish
evil. Armed with more chip destruction than a hungry man, this may well be one
of the hardest fights you've fought so far.
Woodman
Hit Points: 600
Attack Power: 80
Buster Notes: Pierces defense
Element: Wood
Primary Chip: TreeBom3
Stage: GrassStage
Program Deck:
DblArrow Recov80 (R)
MiniBomb
TreeBom1 TreeBom3
Shotgun Woodman
TreeBom1 Cannon
TreeBom2
Recov50 Heat-V (L)
Battle Strategy: This match is just... well, difficult. If you're using Fireman
and a good heat strategy, you can probably come out of this with a win on your
first try, though admittedly you probably won't have much health left at the
end. You have two choices here, really, play defensive, using a chip like
Heatball to prevent damage to your health (though don't expect it to protect
your chips too) and then use your best fire chips to blast away at him (Meteo
works especially well here, as does FireSword), or just... blast away at him.
I personally went for the former, using a program grid comprised of Meteo3 and
FireSword in the front row, two Swords (at the edges) and a Meteo3 in the
middle, then in the final row, two Heat-Vs sandwiched between two PanelGrabs.
This, combined with Fireman, got me a win on my first go - though only due to a
miraculously well-timed Recov120 slot-in. In any case, Fireman is your best bet
for winning this fight, so use him in combination with heat-type chips to
maximise your damage. If you DON'T have Fireman, good luck - I'd suggest using
Colourman combined with Yo-Yos, Cannon-series and anything else high-powered
you wish to bring, though be wary that anything with low health won't stay
alive too long.
---------------
Tournament Prize:
3000 Zenny
Navi Core: Woodman
|-------------------------------------|
| DROPLET TOURNAMENT |
|-------------------------------------|
| Location: Waterworks |
| Special Rules: Ice Stage |
| |
|Opponents: |
|1) Micchan [NormNav1] |
|2) Mayumi [NormNav2] |
|3) Junko [Navi-A] |
|4) Froid [Iceman] |
\-------------------------------------/
The Droplet Tournament is your recommended first port of call here, mainly due
to the fact that the few electric chips you can get hold of are generally very
good. ZapRing3, for example, is fairly easy to obtain from Higsby, and will do
220 damage to an aqua-based opponent on Ice Stage. That, dear sirs, is a lot of
damage. Just an example, but most of the electric chips you can get access to
at this time will be quite powerful.
As for what you'll be up against, the opponents you face in the tournaments
will be primarily focusing on using aqua-type chips against you. As such, if
you've done the tournaments in the game's order, don't bring Fireman. The Ice
Stage here will increase the evasion of both you and your opponent, and as such
it will be harder to hit. Aqua-type opponents get an even more increased evade
boost on ice, and it's just your luck that two of your opponents are aqua-type.
Fun. This means that electric chips will do extra damage to them, and even MORE
extra damage thanks to the ice.
The drill? Electric is god. It's good, as well, but that's besides the point.
//GOOD IDEAS
ZapRing series
Need I say more? ZapRings do extra damage to aqua-element navis, and get
an even larger boost when used on an IceStage. As an extra special boost
it does even MORE damage if used by an elec-type navi. (though if you've
been following our advice you won't have one just yet)
Satelit series
Satellite chips are like electric Shotguns. Except they use too much MB to
be classed as sane and are generally pretty inaccurate thanks to IceStage
and it's evasion boosting. Still, if they hit they should do a fair bit of
damage and almost certainly take a chip with them into the brink of death.
ElecSwrd/ElecBlade
ElecSword and ElecBlade both have very good attack values and high HP,
which make them very good against aqua navis. ElecSword gives you a good
accuracy boost and costs 10 MB less, at the cost of 10 damage. 10 damage
is a very acceptable loss to increase your chances of hitting the high
evasion opponents you'll be fighting, so use ElecSword where possible.
MagBomb series
Ah, MagBombs. 10 MB gives you 10 damage to your opponent and all their
chips, as well as stunning them. And that's not counting all the lovely
elemental boosts you get. Bring the highest level you can, after all, it's
10 MB for 10 damage to your opponent AND all their chips, and you can't
say fairer than that.
AquaBall
"AquaBall?" I hear you ask. "Why AquaBall?". The simple reason is that
whilst ElecBall would do more damage, AquaBall doesn't TAKE any damage
from aqua-type attacks but DOES still increase in damage. That makes it a
very good damage buffer.
ElecBall
Sometimes defense just isn't good enough. In those circumstances, you need
raw damage. Allow ElecBall to provide it for you if AquaBall isn't pulling
it's weight.
Repair
Most of the strategies we'll be providing will be designed to make the
most of the disadvantage you have thanks to the Ice stage. If you have it,
however, Repair does allow you to return the stage to normal. However,
this will lower the damage done by your electric chips, so be careful.
Fan
Fan increases accuracy and lowers evasion. That means you'll get hit a bit
more, but that doesn't really matter that much because you will be getting
hit a lot anyways. Your opponents, however, will get nice evasion boosts
from the Ice Stage. Use this to knock them back into place.
PanelGrab
PanelGrab uses 0 MB, making it an excellent filler chip for those gaps in
your program grid. It also increases your accuracy and evasion, helping to
even the gap between you and your opponent.
Recov series
Recov chip heal your HP. Do I really need to explain why that's good?
Your enemies will be hitting you more often than you'll be hitting them,
so making sure they don't do too much damage in the long run is very
important to your health.
Catcher
If you're doing this tournament before the Match tournament (which you
should be if you followed our advice) then you'll find that extra aqua
chips will help you in your quest of domination. Catcher increases your
busting level and helps you get those elusive rarer chips. So refined~
Elecman
Electric chips do extra damage if used by an electric navi. Aqua navis are
weak to electric-element attacks. I shouldn't need to explain that dealing
extra damage is a good thing, so if you did do the Battery tournament
before this one (which you probably didn't if you followed our advice),
using Elecman may be a good idea.
Colourman
If you're doing this scenario first, as I advised, then you'll find that
Roll's MB simply doesn't cut it against most of the opponent's you'll
face. Colourman gives you 30 extra MB, and 50 extra HP to face the aquatic
onslaught you'll be put up against.
//BAD IDEAS
Fireman
Fire is weak to Aqua. Enough said.
---------------
Micchan
Micchan is your first opponent here, designed as a simple introduction to the
way the tournament works. Armed with some aqua-type chips, this battle hopes to
get you used to what you're going to be facing here.
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon
Stage: IceStage
Program Deck:
None MiniBomb (R)
Bubbler
Sword Bubbler
Cannon NormNav1
Sword Bubbler
Bubbler
None Cannon (L)
Battle Strategy: Don't you love AquaBalls? Yes? Put a few at the front - they
will soak up the damage her Aqua-type chips do. If you've got some electric
element chips, place them near the front - they'll do extra damage on the
ice stage so you want to draw them as much as possible. Most electric-type
chips also do chip damage - a Satelit1 WILL take out whatever chip of hers it
hits - so if you have those, keep them handy and use them to erode her offense.
You shouldn't take too much damage with AquaBalls or some other form of defense
ready - but be warned that her Bubbler chips are FAST and they will get past
the AquaBalls. If you're using Roll that won't be a worry, as you'll heal up
the damage you take fairly quickly. However, it may be worth using Colourman in
this fight for the extra MB, or Elecman for some extra damage. In any case, if
you use electric chips well this fight shouldn't be too hard.
---------------
Mayumi
Mayumi is your second opponent here, who seemingly is too incompetent to be
able to adapt to the theme of the tournament. Probably one of the easier rounds
you'll face this tourney, feel free to use this round to reinforce getting the
hang of the elemental system.
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None.
Element: Normal
Primary Chip: HiCannon
Stage: IceStage
Program Deck:
Recov50 Recov50 (R)
None
Recov50 MiniBomb
Cannon NormNav2
Recov50 Cannon
None
Recov50 None (L)
Battle Strategy: Wow. This deck... sucks. In a bad way. She has a 50% chance
of hitting one of the blanks, and the chips she has in the grid are fairly
lame. You're going to have a MAXIMUM of 150 damage coming your way each turn,
less if you're making use of the chip-deleting effects most electric-element
chips have. You'll probably want to use Roll here - the healing effect from
the buster will make sure you don't take too much damage. Fill your deck up
with your most powerful electric-chips (don't worry about AquaBall or ElecBall
chips unless you really want to) and blast away. Fill up any gaps you have with
low MB chips - PanelGrab is especially good for this. A very easy round.
---------------
Junko
Junko is your first aqua-type opponent here, designed to teach you the basics
of the elemental system. First basic: Aqua navis using aqua-element attacks do
extra damage. Crap. Second basic: Electric-element attacks do more damage to
aqua navis. You know what you is doing.
Navi-A
Hit Points: 550
Attack Power: 40
Buster Notes: Hits a random currently active chip.
Element: Aqua
Primary Chip: BubCross
Stage: IceStage
Program Deck:
Shotgun Recov50 (R)
Bubbler
Shotgun BubCross
V-Gun Navi-A
Shotgun CrossGun
Bubbler
Shotgun None (L)
Battle Strategy: Firstly, stuff some kind of defense in your front two slots.
AquaBalls work well, but anything will work - you just want something to take
damage for you. If it can also prevent the chip damage Junko's chips cause,
then that's great. In the BACK row, you want chips with high HP. Things that
can absorb the damage of the Shotgun and Bubbler-type chips without getting
murderinated. In the middle, put all your offensive chips you wish to use. It's
recommended you use Colourman or Elecman this match - Colourman's extra MB is
helpful, and Elecman's boost to electric-type chips will help if you're using
them. If you have one, place a ZapRing3 in the front or middle (if your back
row chips can stand a hit or two) row, it'll do _220_ damage to your opponent
(and even more if you're using Elecman). This is truly a show of what elements
can do if used correctly. Not a hard fight, especially if you're using
AquaBalls which can easily reach 200+ damage on the second turn.
---------------
Froid
Froid, also known as Hikawa depending on your tastes is your final opponent
here. Aiming to "wash you up", as he says, Iceman symbolizes everything you've
fought against so far in this tournament.
Iceman
Hit Points: 500
Attack Power: 60
Buster Notes: Pierces defense
Element: Aqua
Primary Chip: AquaSword
Stage: IceStage
Program Deck:
None AquaBlad (R)
AquaSwrd
MiniBomb LilCloud
Sword Iceman
MiniBomb LilCloud
AquaSwrd
None Shotgun (L)
Battle Strategy: I'm going to pull no punches when I say this fight is HARD.
VERY hard. For starters, make sure you have some kind of defence in your front
slots - AquaBall is advised as it will completely eat the damage of his Aqua
Sword chips. As far as navis go, use Elecman if you have him, but if not use
Colourman to get some extra MB. Once you have some defense set up, fill the
rest of your deck with electric chips - ZapRing2 is advised over ZapRing3 here
because of those LilClouds. ElecSwords, ElecSabres, MagBombs, Satelites, any
electric chip will deal quite high amounts of damage to Iceman and (in most
cases) his chips. If you wish, fill your "corner" slots (at the top and bottom
of the third row) with PanelGrabs or other low MB chips - use the MB you gain
from this to fill up the middle, more commonly drawn slots with better chips.
With a bit of luck, a few tries and some electric doom, he should go down
eventually.
---------------
Tournament Prize:
3000 Zenny
Navi Core: Iceman
|-------------------------------------|
| BATTERY TOURNAMENT |
|-------------------------------------|
| Location: Power Plant Lower Level |
| Special Rules: Metal Stage |
| |
|Opponents: |
|1) Taka [NormNav2] |
|2) Michael [Navi-E] |
|3) Gen [NormNav3] |
|4) Count Zap [Elecman] |
\-------------------------------------/
By logical progression, this should be the final tournament you do (the Droplet
is the easiest, so it's recommended you tackle that, then the Match, then the
Sapling). The reason for this is to accumulate chips which will help you in
this tournament - although admittedly there are very few wood-type chips you
can get at this point in this game. As such, you need to make use of one other
factor - the fact that electric-type chips do more damage on a metal stage.
This can make the tournament rather irritating - as the best strategy you had
for the other three tournaments in this class are essentially stolen off you by
your opponents. As such, you really do have to rely on the wood element if you
want to get through this tournament without a headache. There is one slight
difficulty you may face here - you only really have two wood-type chip series
available to you at the moment. One turns metal stages (like the one you'll be
fighting on) to grass, and the other REQUIRES grass. This essentially nullifies
the boost you're opponents will be getting off the metal stage - which makes
things a little more equal for you.
In any case, what you'll be up against is your main concern. Like the other
three tournaments, it'll be a triple dose of elec, you'll be up against enemies
using elec-element chips on a stage that boosts the damage of the elec element,
and in some cases the enemies you'll be facing are electric element. This
basically means that the opponents will get a DOUBLE boost when using electric
attacks, something that we've recommended you rely on in the previous tournies.
As such, our drill here is simple - abuse TreeBombs. TreeBombs are something we
say are almost ESSENTIAL for this tournament, as they'll change the stage. Take
at least two with you to this tournament.
//GOOD IDEAS
TreeBomb series
TreeBombs are absolutely fantastic chips - and I say that with full
confidence that they will serve you well in this tournament. FIRSTLY, the
electric-element opponents you'll be facing are weak to them. SECONDLY,
they get a boost if you use a Wood-element navi, which you should be.
THIRDLY, they remove the metal stage and hence remove the boost your
opponents get when using electric chips. FINALLY, they damage all your
enemy's chips. Hooked? You should be.
Spice series
Spice is an interesting little chip, in the sense you almost certainly
won't be able to use it without TreeBomb. Spice REQUIRES a Grass stage,
something that you'll only probably be able to create at this stage in the
game with TreeBombs. For doing so, however, you'll get better damage than
TreeBomb gives, at a lower MB cost. Use them together (put two TreeBombs
in your front row, then stack up a Spice or two behind them) for some
devastation.
ElecBall
ElecBall is a fairly lovely little chip, as it has the very nice ability
to completely nullify any damage caused by an electric-type attack (which
includes chip damage) and turn it into attack power. Essentially, if this
chip is active, you cannot be hit by an electric attack. Your enemies will
be primarily using electric attacks. And that means that they'll power it
up even more and make themselves get hurt. Isn't the cycle of karma fun?
Repair
Repair is a funny little chip. As it's very difficult to return the stage
to "normal" here - Repair does just that - returns it to plain old normal.
If you're using TreeBombs, though (which you SHOULD BE), you can use those
to turn the stage to grass, which will make sure your opponents don't get
any benefit off of it. Still, might be worth bringing, it's up to you.
PanelGrab
Ah, PanelGrab. PanelGrab is a nice defender chip - a lot of chips work by
hitting the "last" chip you drew this turn - PanelGrab uses 0 MB and has
quite nice HP for absorbing hits like this. Granted, it doesn't really do
much, but as it uses 0 MB it's nice for filling up holes in the back slots
where chips are very rarely drawn from.
Recov series
This should be quite obvious. In order for the enemies to win, they must
take your HP to 0! (But you knew that!) This gives you more HP! That is
good! (But you knew that!) In any case, bring some along with you, you
don't want to lose just because the enemy pulled off a lucky shot or such.
Catcher
If you've followed our advice and done this tournament last, Catcher isn't
really as important as in the other three, but it's worth bringing anyway.
It increases your busting level and thus increases your chance of getting
a chip after battle - so if you wish, use it to amass a few good electric
chips. You don't even need to use it - it just needs to be on your grid at
the end of the battle (if you use it as a slot-in and slot it in, it'll
still count - so don't worry.)
Woodman
Woodman is the recommended navi here - he's rather slow, can't dodge that
well - but has high HP, a good buster, and recovers 50 HP on Grass - and
if you're using TreeBombs (which you SHOULD BE!) then they'll change the
stage to grass for you. He also makes your wood-type chips do extra damage
which'll help you win even faster.
Colourman
Let's say you did this before the Sapling Tournament for some strange
reason. If so, you won't have Woodman - Colourman is the best replacement
in this case, as he has quite high MB to make up for the loss of health
and same-type damage boost - this allows you to use more powerful chips to
make up for the damage boost you lost. You may even find him better than
Woodman anyway, it depends on you and your way of play. Bring him along,
though, he'll serve you well.
//BAD IDEAS
Iceman
Iceman is aqua-element. Aqua-element is weak to electric element. And as
your science teacher will tell you, electricity and water do not mix well.
---------------
Taka
This kid wants to show you a battlechip combo, even though he doesn't have any,
and then complain about them being useless afterwards. Show him a REAL combo,
bring along your TreeBombs and Spice if you've got them, and let's get this
show on the road.
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None.
Element: Normal
Primary Chip: Hi-Cannon
Stage: MetalStage
Program Deck:
Cannon ZapRing1 (R)
Cannon
LilBomb Zapring1
HiCannon NormNav2
LilBomb SonicWav
Cannon
Cannon None (L)
Battle Strategy: If you're using the strategy we prescribed (Woodman, two
TreeBombs in the front row with a few Spices behind them) then this fight will
be fairly easy - it'll be slow (maybe quite unbearably if you're used to damage
based strategies over chip destruction) but you should win fairly comfortably,
his chips should generally not survive the round, so soon enough you'll be
dealing off more damage than him anyway, and the healing you get off the grass
panels will more than heal his lackluster buster. If you don't have the ability
to pull off that setup - just use as many TreeBombs as you can (and put Spice
if you have them where it is GUARANTEED you'll draw a TreeBomb before it) and
fill the rest up with the best offense you have whilst still keeping the grid
full. Use PanelGrabs if necessary to free up MB.
---------------
Michael
Michael is one of the Netopian punks who apparently cannot speak English that
well despite the fact Netopia is based (partially) on America and Europe. Yet
Electopia is based on Japan. Funny that, eh? In any case, Michael is here to
show off some chip-destructive power by using... yes, low HP chips. Show him
how foolish that is by destroying his chips first.
Navi-E
Hit Points: 550
Attack Power: 30
Buster Notes: Stuns opponent.
Element: Elec
Primary Chip: Satelit2
Stage: MetalStage
Program Deck:
MiniBomb MagBomb1 (R)
Sword
LongSwrd Satelit2
WideSwrd Navi-E
LongSwrd Satelit2
Sword
MiniBomb Cannon (L)
Battle Strategy: Can you say TreeBombs? I thought so - if you draw two, they'll
generally take out his entire draw unless he pulls a MiniBomb (which he won't,
75% of the time). He also takes quite nice damage from them - it's quite easy
to get a 2nd turn victory if you put your mind to it. Not a hard fight by any
means. If you're not going for the TreeBomb (and Spice, if you have it) method,
then just use your best high-HP weaponry - though anything fairly good at
destroying chips (Spreader comes to mind) will work quite nicely here. Whatever
turns you on, it's not a hard fight if you can destroy his chips quickly.
---------------
Gen
Oh lordy lord, it's a NormNav3. Almost certainly the first one you'll have
faced, NormNav3 adds on ANOTHER 50 HP... at the cost of 10 buster damage. He
relies on bombs, so bring along some TreeBombs and join the party - I'm sure
he'll be glad you did.
NormNav3
Hit Points: 600
Attack Power: 20
Buster Notes: None.
Element: Neutral
Primary Chip: CrosBomb
Stage: MetalStage
Program Deck:
Recov50 Yo-Yo2 (R)
LilBomb
None MagBomb2
CrosBomb NormNav3
None MagBomb2
LilBomb
Recov50 HiCannon (L)
Battle Strategy: This battle is quite annoying - the MagBombs have fairly low
HP but the neutral-element ones just don't seem to want to die. Still - he can
only chuck about 70-odd damage your way each turn, which isn't really that much
- Woodman's buster basically equalises it. Bring along some TreeBombs and Spice
and make good use of them - you'll probably take out his MagBomb and Recov (if
he draws one) but the CrossBomb and LittleBombs will take a few turns to get
rid of. Still, not a very difficult fight if you employed that strategy. If
you're lacking, just shove your best high-HP weaponry in your deck - a single
HiCannon shot will do more damage to him than he can do to you in his whole
turn. Not a very frightening opponent.
---------------
Count Zap
Count Zap asks if you can take 100,000 volts. Sure, that may be impressive, but
not as impressive as watching Elecman "retire" after he takes a few TreeBombs.
Show him how wonderful the power of nature is.
Elecman
Hit Points: 450
Attack Power: 20
Buster Notes: Damages chips.
Element: Elec
Primary Chip: ElecSwrd
Stage: MetalStage
Program Deck:
None Recov50 (R)
ElecSwrd
ZapRing1 DblNdl
MagBomb2 Elecman
ZapRing1 DblNdl
ElecSwrd
None Remobit1 (L)
Battle Strategy: First things first, if you have two TreeBombs, shove them in
the front row - they'll change the stage to grass. You do NOT want to take a
hit from an metal-boosted ElecSword - especially as Elecman gets a boost from
using it anyway. The same strategy you've been abusing so far will get you
through this with relative ease - Woodman, TreeBombs, Spice behind them. The
ElecSwords are the only thing of real danger to you, and the TreeBombs will
generally take those out before they pose much danger - so don't worry about
them too much. Besides, the grass created by the TreeBombs will auto heal you
50 a turn anyway, so that's a plus point. In any case, providing you take out
those ElecSwords sharpish, this shouldn't be too difficult.
---------------
Tournament Prize:
3000 Zenny
Navi Core: Elecman
===============================================================================
WALKTHROUGH: DEX XEWDX
===============================================================================
Let's see... Lan plays the part of the bully, Chisao learns a couple of big
words and disses Gutsie, Dex admits he himself sucks, and the visiting
Netopians don't seem to mind Chisao's badgering. Something's gotta be in the
water. Luckily for Dex, he's getting divine intervention - you. Look on the
bright side. Every time Dex actually kicks someone's butt, Red Bull will give
someone wings. It's a heartwarming feeling worthy of a half-baked holiday
special.
Dex's starting navi is probably the weakest, aside from his high HP and 70
damage GutsHamr. This is because he has the lowest MB capacity of the starting
navis, and also because he's made for killing guard chips - something people
don't use early on. He also has a slightly iffy accuracy rate, so early on he's
going to have a few problems against the likes of Ring and Roll. Good thing
you've got us to help you through this difficult choice of character (well,
early on), huh?
If I must say, I've found Dex to be one of the most enjoyable characters to
play as, if only for the fact he says and does some very strange things between
tourneys. See for yourself.
-------------------------------------------------------------------------------
Class-E XE1CE
-------------------------------------------------------------------------------
TOURNAMENT ENTRY FEE WINNING PRIZE NAVI CORE PRIZE
Novice Tournament Free 1000Z NormNav2
Guts Tournament 300Z 1500Z Metalman
Healing Tournament 300Z 1500Z Roll
The first few tournaments are little more than simple warmups. The Novice
tournament is especially an easy mark for quick cash, and I suggest you play
it several times to rake up roughly 1750z or so per play. Dex, unfortunately,
has been gifted with a navi that is arguably one of the worst to start - due to
Gutsie's very low MB capacity, you're not going to have much room for strategy.
I really, really, really, really, REALLY, REALLY suggest you save the Guts
tournament for last. Roll's navi core is a godsend for the match with Metalman.
For consistency's sake, though, I'll list them in the order the game presents
them. That, and so you don't flood MG's and my own mailbox with "w0t?! u g3t it
on r0ng ord3r!!11 j0z h33r!!"
Now shut up and start spoiling yourself. Oh, if you haven't already, check your
program deck and assign all the chips you have in your folder. Hit Higsby's
first for three chips if you really feel you need a few more chips, but what
you have is adequate for now.
|-------------------------------------|
| NOVICE TOURNAMENT |
|-------------------------------------|
| Location: ACDC School |
| Special Rules: None |
| |
|Opponents: |
|1) Kenji [NormNav1] |
|2) Higsby [NumbrMan] |
|3) Ms. Mari [NormNav2] |
\-------------------------------------/
giv zeny plz... OK, wrong game.
Admittedly, that's all this tournament exists for - easy money. As long as you
actually bothered to check your program grid before running off to the
tournament, I don't see any way you can lose. Gutsman shines here for his high
HP and decent native attack in terms of raw damage.
//GOOD IDEAS
Doesn't matter, just keep it full.
//BAD IDEAS
An emtpy Program Deck.
---------------
Kenji
The MMBN universe is home to quite a couple of brain-dead adults. Kenji doesn't
show much promise for the future of NetBattling; the kid has a weak deck and no
slot-in chips to turn the tide of the battle with.
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon
Stage: Normal Panels
Program Deck:
Recov50 Empty (R)
Empty
Cannon Empty
Cannon NormNav1
Cannon Empty
Empty
Recov50 Empty (L)
Battle Strategy: If you're really worried about his setup, put your Shotguns
(or swords, if you have any) in the center or back. Your Cannons should be up
in front. Past that, as long as you have an attack chip in almost every column,
Gutsman will easily outlast him. I shouldn't have had to tell you to do this.
---------------
Higsby
Having learned that you can't really "move" in this game, Higsby smiles and
cackles at this turn of fate. NumberMan shall be laughed at no longer! ...But
what's this? He forgot to manage the Program Deck! All he has is a Cannon!
D'oh! However, he gave NumberMan a very good buster in anticipation for this!
Will it be enough to stop you? ...Nah. Gutsman's got this one!
NumberMan
Hit Points: 400
Attack Power: 10*D (He rolls a dice, D = number rolled)
Buster Notes: Damages chips.
Element: Normal
Primary Chip: Prism (This is a typo. He doesn't even HAVE one here!)
Stage: Normal Panels
Program Deck:
Empty Empty (R)
Empty
Empty Empty
Cannon NumbrMan
Empty Empty
Empty
Empty Empty (L)
Battle Strategy: Got a sword? Stick it in the center row (the one with three
slots). A shotgun will do nicely too. Now, NumberMan's big strength is indeed
in his normal attack. He can do 10 to 60 damage to you and all the chips you
used this turn! However, if you delete his Cannon, that's all he can use
against you. Gutsman can consistently hit higher than Numberman can roll, plus
Gutsie has 200 more HP. In a war of attrition, NumberMan will lose even if he
deletes all your chips. Pretty simple no matter how you arrange your chips, as
long as they're in there. I've only seen Gutsie's normal attack miss once
against him. (Something seems wrong with Numberman even dodging at all, doesn't
it?)
---------------
Ms. Mari
Your teacher's the first one to put up an almost serious fight, likely in
response to the 'tude Dex has been giving her year 'round. Gulp. Honestly,
she's actually not too bad if you follow my advice from earlier. Normal Navis
have crap dodge rates, so Gutsman's powerful normal attack works wonders here.
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None.
Element: Normal
Primary Chip: Hi-Cannon
Stage: Normal Panels
Program Deck:
Empty Empty (R)
Cannon
Empty Empty
HiCannon NormNav2
Empty Empty
Cannon
Empty Cannon (L)
Battle Strategy: Get your swords and shotguns in the front and center of the
grid, like with Higsby. This way you'll be apt at deleting whatever cannon
chip she pulls out. She can slot in a plain cannon chip if the fight drags on,
but it shouldn't be a concern. Put a recovery or two in the front for insurance
if you must, but I find it easier to use an all-out offense. She can really
only draw up one chip per turn at max, while if you coordinate it right you'll
get at least two. Couple this with Gutsman's high HP and decent normal attack
versus NormNav2's crap buster and you'll get the picture.
---------------
Tournament Prize:
1000 Zenny
Navi Core: NormNav2
Unlock Area: Open Battle
Open Battle: DenCity
Yay! You beat the n00b competition. You'd better learn to love it, 'cause
you'll find yourself playing it a lot to make some quick cash early on. I
really recommend you get 3000z for a 10 pack from Higsby. For some reason, good
chips like to pop up when you buy in bulk. You'll want to do this at least
twice or thrice. Slow? Yes. But you'll be thankful you did later. If you have
the patience to accumulate even more wealth for more packs, go for it. Too bad
Gutsie just doesn't have the MB capacity to work in most of what you'll pick
up into a working strategy yet.
NormNav2 isn't great unless you find Gutsie's MB problem in need of a little
digital viagra, but I'd recommend against using it. I wouldn't be surprised if
you ended up having tons of them in your pack by the time you're done playing.
The main problem you'll have with it is that the NormNav busters really suck,
and those make a huge difference at times.
|-------------------------------------|
| GUTS TOURNAMENT |
|-------------------------------------|
| Location: Yai's House |
| Special Rules: None |
| |
|Opponents: |
|1) Koetsu [NormNav1] |
|2) Kai [TurboMan] |
|3) Tamako [MetalMan] |
\-------------------------------------/
If you're fresh off your first win at the Novice Tournament, don't get too
smug. Just because it's named after Gutsie doesn't mean he'll ace this! He'll
meet his match in the final bout. This tourney is all about raw damage and,
well, more raw damage. Go on ahead and load up Gutsie with those kinds of
chips if you're able to, but I say it's a better move to go to the Healing
Tournament so you can snag Roll's navi core; it's a huge help against Metalman.
Did you go and do that? Good. Let's get it ON!!
...Keep your pants on. Admittedly I probably had trouble with Metalman only
because I didn't have a real strategic sense when I first played, and I really
like having a full deck. Maybe there's some merit to using NormNav2 as Dex, but
I stuck with Roll for the final match.
//GOOD IDEAS
Guards
Very good for the final match to save yourself a huge headache while
taking only 80 damage max per turn.
Recoveries
A very good idea for obvious reasons. 80s are recommended for slot-in,
but 50s can do OK.
Sword series
Iffy accuracy, but it doesn't matter much since these enemies don't dodge
all that often (save for Metalman and his B dodge rate). Normal swords
break easily but do very good damage for only 10 MB while deleting chips
efficiently.
Cannon series
Nothing wrong with quick and dirty damage, but swords are a bit better
for this one.
Yo-Yo series
Stronger and more accurate than Cannons to an extent, but this early in
the game I doubt you've the MB to fully work them in.
Panelgrabs/Recov10s/Recov30s
If you run out of MB space for whatever reason, bring them anyway. Every
hit generally counts and the main point of a 0MB chip is to fill in space
to protect your deck from Shotgun-series chips, so I usually go with
Panelgrabs. This is very important for Dex in the early game, since
Gutsie's MB count is low enough to have a challenging limbo game with.
HeatBall
Kai's a closet pyromaniac. Anticipate this. It's not a life-or-death
thing, though.
Catcher
Free chips and a little extra money. Burners from Kai, GoldFists from
Tamako... put one in your slot-in space today!
NormNav2
A maybe. The buster and dodge rate suck, but he's got good HP and a very
good MB capacity to play with if you find Gutsman's biggest handicap too
big a problem.
Roll
Just my personal suggestion, I find she has it easier against Metalman
than Gutsman does for her high dodge rate, strong buster, and 10 more
added MB to play with. I suggest you go to the Healing tournament
and clear that first.
//BAD IDEAS
Most Defense Chips
It doesn't matter for Koetsu, but Kai can frag Guards with frightening
ease thanks to his MiniBombs up front, while Metaljerk will give Gutsie
yet another reason to cry if he uses any defense chip other than a Guard
(which you really ought to bring two of in your folder anyway).
---------------
Koetsu
Remember in BN3 how he was portrayed as a technical expert with a severe case
of stage fright and foreshadowing hunches? He's also still in grade school,
which reflects on his relatively weak but not completely hopeless folder
construction. Technical expert my left foot.
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon
Stage: Normal Panels
Program Deck:
Empty Cannon (R)
Recov50
MiniBomb Cannon
Empty NormNav1
MiniBomb Cannon
Recov50
Empty Empty (L)
Battle Strategy: Your folder might actually look a little bit like his,
except you probably have something in the middle of the second row. Still, as
long as you have a chip on every panel, there's a good chance you'll plainly
out-damage him. If the cannons and minibombs really just don't rub you right,
stick shotguns and swords where (in)appropriate. Nothing to fret over, just
bulldoze this guy so he learns the hard truth about his supposed technical
skill.
---------------
Kai
Magenta Galaxy hates him for his efficiency in deleting your chips. I hate him
because he reminds me of me. That, and the "vroom" thing has been getting on
our nerves. Either way, Kai's got a really good idea of what he wants to do to
you, and that's to leave you chipless. There are small kinks in his plan this
time around that Gutsie can take advantage of (or Roll if you prefer... you DID
go to the Healing Tournament before the Guts one, right?). Now, the only
remaining mystery is to why Kai refers to Gutsman as huge when Turboman plain
towers over him.
Turboman
Hit Points: 550
Attack Power: 20
Buster Notes: Heat-Element, Damages All Chips
Element: Neutral
Primary Chip: Burner
Stage: Normal Panels
Program Deck:
Empty Shotgun (R)
Empty
Empty MiniBomb
Burner TurboMan
Empty MiniBomb
Empty
Empty Empty (L)
Battle Strategy: Like with Numberman back in the Novice massacre, you're going
to be losing a good number of your chips, no doubt about it. Put your strong
stuff up front and make the best of them (swords are your best bet; Turbster
can't dodge well). Guards need to stay out; they WON'T beat the Minibombs to
the punch, and they'll make your shields go 'splody. A FireBall is good in
front if you can spare the MB, which you most likely can't; it's not really
necessary actually. I doubt that you'll even have one right now. The upside
Gutsman has here is that his native attack waaaaay outdamages Turbster if it
boils down to a war of buster attrition. Just go all offensive and you'll win.
Recovs probably won't be necessary as Turbster is focused more on getting rid
of your chips as opposed to doing tons of damage. If you have them, put
Panelgrabs in the back to help ensure that Gutsie's buster hits.
---------------
Tamako
I wouldn't be surprised if Dex wanted to start putting the moves on her. She's
everything he is, but far more marketable for a swimsuit calendar. Oh, and
Metalman is one notch above Gutsman in every conceivable way. Tough cookies.
This was the first real match to get the best of me, and is why I insist that
you go bring Roll to beat Metalman up.
Metalman
Hit Points: 650
Attack Power: 80
Buster Notes: Pierces through and breaks active defences.
Element: Neutral
Pirmary Chip: GoldFist
Stage: Normal Panels
Program Deck:
Recov50 GoldFist (R)
Cannon
Empty HiCannon
LilBomb
Empty Cannon
HiCannon
Recov50 Empty (L)
Battle Strategy: Metalman outclasses Gutsman in everything he can do, so I
wouldn't use him - even if Tamako didn't put anything behind the Littlebomb,
she's still capable of doing up to 220 per turn while healing 50 if Metalman
gets a good draw. Instead, sub in Roll; she can dodge the cannons fairly well,
plus her native attack is better overall by 20 points. Metalman may dodge it
from time to time, so put Panelgrabs where appropriate if you run out of MB
space. The front should be holding Wideswords for primary chip deleting; normal
swords are OK for the center but I think HiCannons are slightly better from
there. Shotguns help, but having Recovs in the back will help her survive
versus Metalman's 250 HP advantage. The other thing you need to be wary of is
the GoldFist slot-in - it hits for 150 damage. Past that, your strategic
finesse in organizing the deck will hopefully win the day.
The easy way out? Two Guards up front. You'll take only 80 damage per turn
maximum, and non-element attacks that pierce or break mean squat against
Guards.
---------------
Tournament Prize:
1500 Zenny
Navi Core: Metalman
Did you by any chance come to be fond of how Gutsman plays? Meet Metalman -
a step up from Gutsman in every way. A small step, but a step nonetheless.
So start using him! He's really not too bad. The only downside compared to
Gutsie is that his head sometimes disappears off the top of the screen. That
is, if you're annoyed by trivial things like that. He also takes up a space on
the folder too, but that's not a huge worry yet. You can also opt to keep
replaying the tournament so you can snatch some Burners from Kai and GoldFists
from Tamako. Put in a Catcher Slot-In for an easier time. I doubt you'll have
the room this early in the game to accomodate for it while maintaining a full,
balanced diet, er, grid though... unless you use your NormNav2s. Your call.
Assuming you tackled this one last like I did, you'll gain +20MB to use for
your grid, access to ACDC Park, and are hereby allowed to compete in the D
Class! Yahoo!
|-------------------------------------|
| HEALING TOURNAMENT |
|-------------------------------------|
| Location: Seaside Cafe |
| Special Rules: None |
| |
|Opponents: |
|1) Anna [NormNav1] |
|2) Mary [Ring] |
|3) Mayl [Roll] |
\-------------------------------------/
Now, Gutsman against Ring and Roll is like those old Tom and Jerry cartoons -
the girls are slippery and will constantly evade Gutsman's wrath. However, I
suggest going here after buying a few ten packs from Higsby just so you can get
your grubby hands on Roll and show Metalman a real good time at the Guts
tournament. You may even get a few free Recovs in the process.
//GOOD IDEAS
Recoveries
You don't want to get too far behind in HPs if they manage to keep
dodging. Bring a 50 or 80 as slot-in, or stick one in your grid
somewhere.
Shotgun Series
Does OK damage, VERY accurate, but usually fragile. Consists of
Shotgun/V-Gun/CrossGun/Spreader. A staple for killing chips in the back
and slowly working your way inward to the main chips of your opponent's
strategies.
Ratton Series
Stronger and more durable than Shotguns, and they serve the same purpose
for the same amount of MB (low!). If you get them, use them! They rock.
Fan
Lowers their evasion but increases their accuracy. Enemy accuracy is not
what you should be worried about. Lower evasion = good, even better in
Gutsie's case because his buster misses a lot.
ZapRing / MagBomb Series
It depends. ZapRings take up a lot of MB, and MagBombs have some accuracy
issues (not to say ZapRings are all that much better). I'd go with the
latter if you're playing Dex, unless you want to use NormNav2. This is if
Roll gives you trouble and you don't have...
Guard
Got two? Bring them both. They'll own Roll for free.
Panelgrabs/Recov10s/Recov30s
If your planned deck caps your capacity, these are mandatory. Panelgrabs
are best because your two worst enemies here are very evasive and very
slippery. Take that away from them. Almost mandatory for an early-game
Gutsman deck to free up what little space he has for good chips.
//BAD IDEAS
HeatShot / Bubbler Series
Equal MB for a little less damage than the Shotgun series, with an
elemental punch. At this stage of the game, I suggest you not bother with
them, but they'll be of help VERY soon. Just not here. They can fill your
deck OK if you've no other options, though, but mind Gutsman's MB cap!
Swords
Great for chip deletion, but normal swords have very low accuracy and will
run into problems against Ring and Roll. Use WideSwrds in their place if
you can.
Cannon Series
Nothing wrong with raw damage, but they're inaccurate and do nothing to
enemy chips.
---------------
Anna
This generic waitress says it's her first time. Brilliant use of innuendo,
Capcom. Well then! She didn't do too bad in programming her deck, but if you've
built up your deck and arranged it smartly (MiniBombs help, as do Shotguns; you
WANT to delete these friggin' recoveries), she won't pose too much trouble.
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon
Stage: Normal Panels
Program Deck:
Cannon Recov50 (R)
Cannon
Empty Recov50
HiCannon NormNav1
Empty Recov50
Recov50
Cannon Empty (L)
Battle Strategy: She's a step up from Ms. Mari's navi, at least in terms of
programming. You want to kill those Recov50s in front, so put swords there -
they outdamage the 50 HP recovery and often delete them, if not take out a
cannon or two. Her offense isn't that troublesome. Still, put a recovery in
there somewhere if you feel you can't win by sheer brute force alone, which you
should be able to. Past that, it's typical NormNav1 fare. At least Anna sounds
like she's having fun. If you have two Guards, putting them up front basically
makes you invincible, but you'll want to back them up with swords to delete the
recoveries.
---------------
Mary
The first rule of fighting Mary and Ring - they want to kill your Slot-In
chips. I hope you aren't too reliant on them, because they'll certainly try to
delete them when an opportunity arises. I also suspect Mary is the kind of
person to insist that there be a no throwing rule in effect when playing
fighting games within arcades, but I digress. Aside from this anti-Slot in
behavior, she's only annoying at best.
Ring
Hit Points: 450
Attack Power: 20
Buster Notes: Hits Twice, Damages One Chip
Element: Neutral
Primary Chip: Jealousy
Stage: Normal Panels
Program Deck:
Recov50 Recov50 (R)
Cannon
Recov50 MiniBomb
HiCannon Ring
Recov50 Cannon
Recov50
Recov50 Jealousy (L)
Battle Strategy: Gutsie's normal attack is going to be missing... a lot. You
can't rely on it unless you put Panelgrabs in the back. Your first job is to
kill the Recov50s in the back if you can; shotguns and mini/lilbombs will help,
but in front you want your really strong attack chips. Put any shotguns or
rattons you have up front. HiCannons aren't bad, but they don't kill chips.
Wideswords, heck, normal swords are more efficient as long as you don't put
them in the back. Cannons and minibombs should be put in the back, as their HP
allows them to hopefully survive Ring's normal attack. A Recov somewhere isn't
a bad call. Ring has iffy HP, but she'll fight to keep the HP she has. As I
said before, if you intend to use Slot-In chips, use them as early as possible
or they're gonna go kablooie. I guarantee it! Don't bring a Guard here; there's
a 50% chance Ring will draw a Minibomb and make it/them into a memory.
Oh, before we continue, have a hearty LOL at Mary's excuse for losing. It
perfectly parodies what most of the less intellectual haters of the game claim
to be its fatal flaw.
---------------
Mayl
The formerly useless female lead is here to draw blood. Gutsman in particular
is going to have it really rough. In addition to having an attack that gives
her an advantage of 100 HP (50 damage to you, 50 healed for Roll), she's also
stacked on the healing chips. It's only going to get worse. Groan. This is
going to be a trial by fire, and the first time I fought Roll I nearly got my
butt whooped. That is, until I learned an obvious but useful trick.
Roll
Hit Points: 400
Attack Power: 50
Buster Notes: Heals for 50 damage, even if it misses.
Element: Neutral
Primary Chip: Recov30
Stage: Normal Panels
Program Deck:
Cannon Recov50 (R)
Sword
Recov10 Recov30
LilBomb Roll
Recov10 Recov30
Sword
Cannon Recov30 (L)
Battle Strategy: I'm going to divide this in half. This first part contains
the easy way to win. What is it, pray tell? If you have two Guard chips, put
them up front and Roll can't do a thing to you. Period. You will want something
to destroy those Recovs though (swords/shotguns/rattons).
Now, the hard way. Roll is Gutsman's counter-character among the starting
navis, without a question. Roll out-muscles Gutsman's normal attack in terms of
function, and she has enough Recoveries strewn about to make the gap even
bigger. Gutsman's 200 HP advantage will get whittled down quickly. I had a
Recov80 to slot in with as well as a Hi-Cannon and I had to use them both.
Anything that damages chips should be your dominant offense; WideSwords and
Shotguns preferred, but Rattons are really good if you have/can use them. Watch
your MB. If you use more than one MagBomb, put them in seperate rows so you
have up to two chances to stun her so that she doesn't use her normal attack.
Feel free to put one in the back not only as a way to do a little damage to her
stuff and stun her, but to serve as a potential damage-soaking decoy if she
uses a sword and it hits. Normal swords will miss fairly often but shouldn't be
completely ignored. A Recov50 of your own somewhere (maybe in the first column)
will help a bit too. If you're out of MB, fill gaps with Panelgrabs or
Recov10s/30s. With a little luck, you can overcome this bad matchup and claim
Roll's navi chip all to yourself.
---------------
Tournament Prize:
1500 Zenny
Navi Core: Roll
Unlocked: D-Class
+20 MB for Program Grid
Unlocked: ACDC Park
Technically, you'll unlock the D-Class, +20 MB for the grid, and ACDC Park if
you took on this tournament last. I didn't in this playthrough with Dex. If you
did, great, head on down to the D-Class touranaments. If not, scroll back up
and check out the Guts tournament. You're going to be glad you have Roll's
chip; put her in your folder ASAP.
Roll's extremely good as far as starting navis go. Don't rush out and restart
your game to play as Mayl, now. Her normal attack is excellent, and her high
dodge rate makes her hell to hit with inaccurate attacks. Her big weakness is
that stunning attacks stop her greatest upside, so try and keep her away from
battles with electric navis or those with stunning attacks. Or invest in
candles.
-------------------------------------------------------------------------------
Class-D XE2CD
-------------------------------------------------------------------------------
TOURNAMENT ENTRY FEE WINNING PRIZE NAVI CORE PRIZE
Match Tournament 500Z 3000Z Fireman
Sapling Tournament 500Z 3000Z Woodman
Droplet Tournament 500Z 3000Z Iceman
Battery Tournament 500Z 3000Z Elecman
Watch Chisao talk about bucking the tourney sponsoring system for your own
meager benefit. Those "friends" Dex and Chisao talk about are referring to your
real life buddies, assuming you have any of the sort. If you really want to
take part in these tournaments, hit the ACDC area when you get your hands on a
sufficient number of navi codes. Be wary - unlike our compy opponents so far,
humans tend to be very devious creatures about what kind of stuff they stick
into their decks. At this stage in the game it's probably not wise to stick in
any codes you've come across on the real 'net. Unless said codes are really
guard-centric (you just got Metalman, one of only three navis that can
instantly destroy used guard chips after all), you probably won't stand a
chance against the majority of them. If you *REALLY* want to break the game, go
see PhQ's Fodder Navi Code FAQ for a painless way to win even the 128 man
tourneys. I'm not going to do that for these walkthrough-generating
playthroughs, but be my guest.
The first set of element tournaments can be pretty tough to deal with, most
notably if you haven't been buying chips. Shame on you! Kai and Mary can
probably shimmy on into the Sapling and Droplet tournaments respectively with
minimal chip libraries and come out on top, but Dex can't. Go buy more chips
already! If you need more cash, just go rape and pillage the Novice tourney a
couple more times. Arrr. I don't care if it's boring, just do it.
As a quick reminder, here's how the element tree goes:
AQUA poons HEAT
HEAT lawls at WOOD
WOOD r0x0rz ELEC
ELEC frags AQUA
And if it isn't already obvious...
Match - Heat
Sapling - Wood
Droplet - Aqua
Battery - Elec
Now's the time to start revising your folder. Most of your tactics for the
E Class will need a bit of updating. You're going to want, no, NEED those
Aqua/Fire/ElecBalls. Once you get one, go for the gold. I got an AquaBall
first, so that affected my tournament-tackling order. Enjoy Chisao's Great
Quest to Annoy The Living Hell Out Of Everybody(tm) halftime show, then press
onward.
I took on the tournaments in this order: Droplet, Match, Sapling, Battery.
|-------------------------------------|
| MATCH TOURNAMENT |
|-------------------------------------|
| Location: Okuden Park |
| Special Rules: Lava Stage |
| |
|Opponents: |
|1) Yoshiro [NormNav1] |
|2) Haru [Navi-F] |
|3) Mary [Ring] |
|4) Mr.Match (MMBN1) [FireMan] |
\-------------------------------------/
Second up, the Match Tournament! You'd think they'd invade Lan's house and do
all the fighting in the stove, but no. An outdoor grill it is. "Why do this
second," you ask? Simple - it's tough, even with good aqua chips. FireMan is
clearly not the weakling in this game he was in the first MMBN, and Ring can
throw an extremely devious curve to those who love elemental balloons. The
Lava stage makes it even worse on you if you don't have water chips to cool it,
too. Iceman's going to be your navi of choice here, so conquer the Droplet
tourney and grab a couple good aqua chips (either from the tourney or from
Higsby's) so you can keep your cool and survive the heatwave.
If anything, remember to keep an Aqua chip or two handy in the front to wash
away the lava. This is of utmost importance.
//GOOD IDEAS
Bubbler Series
Obvious. Heat does not like Aqua. Bubbler series chips are very accurate
and do decent damage if used by an Aqua navi (like, say, Iceman), so use
them!
AquaSwrd / AquaBlde
High, high damage if used by an aqua navi against a heat one. At this
stage of the game I suggest using AquaSwrds, winnable off of Iceman in the
Droplet tourney (you went there first, right?). The only strike against
them is the low accuracy. And the high-ish MB count, if you're using
Iceman like I suggest.
Cloud Series
Good HP, not too demanding on MB, and pretty good damage if, again, used
by an aqua navi against a heat one. Great for the back row for soaking
damage.
PanelGrabs
The best 0 MB chip; good HP (120), free, and necessary to protect your
main offense if you're using Iceman like I suggested. Try and get at least
four, but Recov10s can be OK substitutes. Recov30s won't last long, so I
don't bother with them.
Catcher
You'll want it just to gather more heat-based chips for the Sapling
tourney. Believe us here, just do it! Put it in a slot-in space.
HeatBall
One of your only real chances at wining if you don't have a good aqua
deck, and even then it's still somewhat helpful.
AquaBall
If you want to press more of an offense while putting up something of a
defense; use an Aqua navi with one of these and it'll do INSANE damage at
the end of the turn to a heat navi.
ElecBall
Not entirely obvious, but if you love the Balls, this is the only one that
won't get easily popped by Ring.
Iceman
He's your first obtainable aqua-element navi. Aqua > Heat. Figure it out
for yourself. Low-ish MB (same as Gutsie), but he's got enough for
five BubCross / AquaSwrd chips and four 0MB chips of your choosing; these
should be more than enough.
//BAD IDEAS
Woodman
Got Woodman before you came here? Good for you. I suggest you don't flaunt
it around these people, as fire is the one silver bullet that takes wood
navis down and out.
---------------
Yoshiro
Another NormNav1 wielder, another guy who just has no idea what's coming to
him. He only pretends to by saying how he knows how to make the types work for
and against you. Just big talk. Isn't that Dex's specialty? That's what I
thought.
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon (More like V-Gun and HeatShot!)
Stage: LavaStage
Program Deck:
Minibomb HeatShot (R)
V-Gun
Empty Cannon
HeatShot NormNav1
Empty Cannon
V-Gun
Minibomb Empty (L)
Battle Strategy: His middle row holds chips that may do grevious things to
whatever is in your back. As a precaution, put chips with high HP in the back
(like, say, oh, Panelgrabs, since I'm using Iceman). Don't bother putting
balloons up here if you're accustomed to the idea by now, since going all
offense will yield very good results. Make sure you have an aqua chip in at
least two rows in order to clear away the Lava. If not, then put a Recov up
front or in center to play it safe. He'll draw a blank if he pulls a Heatshot,
meaning he's basically nothing difficult, especially since he has no elemental
affinity to give the HeatShot any real punch.
---------------
Haru
Haru's going to be displaying what Yoshiro should have. Fortunately, you've
carried along Iceman and are primed to put out Haru's seemingly docile battle
spirit, yes? Note the dominant chip - you should know what to do.
Navi-F
Hit Points: 550
Attack Power: 60
Buster Notes: None
Element: Heat
Primary Chip: HeatCros
Stage: LavaStage
Program Deck:
Recov50 HeatCros (R)
Empty
HiCannon Heat-V
HeatCros Navi-F
HiCannon HeatShot
Empty
Recov50 Empty (L)
Battle Strategy: Note - it's a Heat navi using Heat chips. This means those
chips are going to hit harder. Note how the first two rows are the HeatShot
series, which target the back chips. See where I'm at? Right - your hardiest
chips need to go in the back. The damage potential of this one isn't too bad.
Use HeatBalls if you want, but AquaBalls come out faster and will block the
damage to you if you don't mind letting your back chips take a hit (in my case
they were Panelgrabs), but if you're using Iceman you'll also get a damage
bonus on the return. Make sure you use aqua chips, any aqua chips, to destroy
the lava. This pales in comparison to what Junko's Navi-A (Droplet tournament)
can and probably did to you; compared to her, this is *really* easy as long as
you have a strong Aqua-based selection in the center row, as chances are it'll
be the one you're doing most of the attacking with.
---------------
Mary
She and Ring may not have the idea of teamwork down pat given the excuses they
throw about another, but Mary *is* clever. Why? She can attack with THREE
different element types here - mostly Heat, but there's one Aqua chip (rarely
drawn but strong) and Ring's RingRang, which is Elec. Don't forget Mary's love
of killing Slot-Ins, either. Hoo boy.
Ring
Hit Points: 450
Attack Power: 20
Buster Notes: Hits Twice, Damages One Chip
Element: Neutral
Primary Chip: Jealousy
Stage: LavaStage
Program Deck:
AquaBlde ZapRing1 (R) (Heh, so NOW she uses a ring-type chip)
MiniBomb
Heat-V Heat-V
Heat-V Ring
V-Gun V-Gun
MiniBomb
Empty Jealousy (L)
Battle Strategy: This battle serves two purposes: a) to make you sweat for
using an Aqua navi, and b) to foil your recently newfound love for Balloon
chips. Still, I braved it through with Iceman. HeatBalls go pop if she gets to
draw her AquaBlade although they'll absorb the rest of her deck, while
AquaBalls will be destroyed instantly by Ring's normal attack even though they
will come first before whatever she has in the front of her deck, so I used
ElecBalls; it won't go pop, but it won't fully absorb anything from Ring's deck
at all. Your call. You'll still want to keep sturdy chips in the back, but feel
free to try and use BubCross chips to try and kill off the AquaBlde before it
becomes a real problem; just watch your MB. In general aside from having strong
chips in the back, I see no special trick that can easily disable Ring outside
of stocking up on Bubbler series chips. Even if Ring's normal attack is
electric, don't let it deter you from using Iceman; just prepare to lose
whatever's in the back if you're not using a HeatBall or ElecBall. Don't forget
about the lava, now.
---------------
Mr. Match (MMBN1 style, bizzatch)
Wow, it's been, what, almost three years now? I never noticed how silly this
guy's first sprite looked 'till now. Laugh at the sprite all you want, but
Fireman is no laughing matter if you've come unprepared. Make your own
fire-related pun, but read on if you'd rather not have your navi in a digital
jar on top of the equally digital fireplace.
Fireman
Hit Points: 500
Attack Power: 60
Buster Notes: Pierces guards.
Element: Heat
Primary Chip: FireSwrd
Stage: LavaStage
Program Deck:
Recov50 HeatShot (R)
Empty
HeatShot FireSwrd
Heat-V FireMan
HeatShot FireSwrd
Empty
Recov50 HeatBlde (L)
Battle Strategy: The only sure-fire way to avoid the fury of Fireman's twin
flamey bladestuffs is to put AquaBalls in front, but there's no guarantee they
won't pop. They also won't stop the swords from destroying a chip, maybe even
the balloon that blocked it! I suggest you take the hit instead and use
HeatBalls to take in the rest, although if you use Iceman (you should) a
surviving AquaBall will kick his butt. Or, you can just go all-offense: the
chips Match put in the back have very low HP. Arrange your deck right and you
may end up deleting a FireSword in one turn or two. Fireman and Iceman have
equal HP, but Aqua attacks will almost always go first and Aqua > Heat for
damage. Plus, Iceman dodges a lot better. Decisions, decisions... well, keep a
Recov120 or two handy as Slot-Ins to be safe. If you go all-offense, chances
are you may destroy his HeatShots and Heat-V with a minimum of fuss, and then
maybe even a FireSwrd. That, and Balls may miss, but those generically lovable
Shotguns/Bubblers/HeatShots never do from what I see. Take your pick of
strategy and blow him out. I don't need to mention the lava and how to be rid
of it now, do I?
---------------
Tournament Prize:
3000 Zenny
Navi Core: Fireman
OK, show's over for this tourney. As long as you used common sense and packed
a good handful of aqua chips, you shouldn't have had all that much trouble with
this. Keep replaying the tourney for more cash and, by logical extension, more
chips and hopefully lots more fire chips to conquer the Saping tournament. It's
going to be important you do, as there is no such thing as WoodBalls. Yup. No
WoodBalls. We'll save the snide remarks for the Sapling tournament section.
Fireman's base stats are basically worse than Iceman's to an extent in that
Heat attacks are slower than Aqua ones and Fireman dodges less. However you'll
find Wood-based characters to be extremely annoying as time goes on and you'll
be happy to have everything you can get in terms of firepower (heh). His MB
capacity is equal to Iceman's, so it's mostly just swapping out Aqua chips for
their Heat equivalents for the next leg of your journey.
|-------------------------------------|
| SAPLING TOURNAMENT |
|-------------------------------------|
| Location: Okuden Valley Enterance |
| Special Rules: Grass Stage |
| |
|Opponents: |
|1) Haruka [NormNav2] |
|2) Tetsu [Navi-W] |
|3) Sara [NormNav3] |
|4) Sal [WoodMan] |
\-------------------------------------/
Chill, Dex. It's not as hard as it looks. Oh, hi! This is the third stop in the
D Class walkthrough; I suggest you go and have a nice barbecue at the Match
tournament and pick up a couple of heat-based chips before you even think of
setting foot here. Wood navis are extremely annoying in that a lot of the more
infamous decks for the game are good at destroying your deck while being hard
to destroy themselves without a certain setup involving heat-based navis and
attacks. Not only that, they'll gain back 50 HP at the end of every turn
automatically. How do you get rid of grass? SET IT ON FIIIIYAAAAA!!! teh fier.
Using a fire attack will cleanse the board of this stuff, and it adds a boost
to said fire attack's damage too!
The gist of it is to bring a pure fire-based strategy and you'll be A-OK.
Fireman has the same MB count as Iceman (read: low), but it's nothing you
haven't had to deal with before.
//GOOD IDEAS
HeatShot Series
Duuuuuuuh!! S accuracy, heat-elemental, burns grass, does a number on
the last selected chip... everything you need to be rid of these annoying
weed navis.
FireSwrd / FireBlde
Also really good; FireSwrds are better for lower MB count, and can be won
off of Fireman back in the Match tourney. Put these up front with a heat
navi (Fireman) for a chance at really freakin' high damage from the grass.
Even without the grass it'll do nasty damage.
Burner
Great for doing damage to all chips, especially with the element
interaction involved here. The high MB's sort of a drag. You can get these
off of Kai in the Guts Tournament.
Meteo Series
A favorite chip used by many heat-based decks in the earlier days, they're
still useful for fighting wood navis; its low accuracy can be problematic
though.
HeatBall
No WoodBalls, but that's OK! Let this one rip. If it's still intact at the
end of the round, it'll do a very handy amount of damage.
PanelGrab
Let's face it - if you're going to use most of these good ideas, you're
going to have some blank spots on your deck. Bring these to fill the gaps.
Recov10s are OK too.
Catcher
You want those TreeBoms some people carry. Don't question me. Get them!
This makes it easier while getting a little more cash for the paltry price
of a single slot-in space that you likely won't need if you follow these
strategies to the letter.
Fireman
Heat is the only sure-fire way to delete the trickier wood-based decks.
Fireman gets a pat on the back in the form of extra damage if he knows his
role and shuts everyone else's mouths up with teh fier. He's got enough
MB for five FireSwrds/HeatCros chips and four 0MB chips of your choosing.
Nothing wrong with haunting Lan's mom with him, either.
//BAD IDEAS
Elecman
Lowish HP is a bad thing already, and his native attack isn't strong
enough to help him after his chips get deleted.
ElecBalls
Balls are great. I like to play with these chips. Wood counters Elec, so
that means ElecBalls will die if someone tosses a seed into it (TreeBoms).
Please use common sense when dealing with the elements.
---------------
Haruka
What's a mom to do when something's annoyingly popular and you want to dissuade
your kids from having further interest in it? South Park taught parents to
indulge in it themselves, no less! In Haruka's case, she won't be so lucky. Her
deck setup is pretty silly in a bad way.
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None.
Element: Normal
Primary Chip: Hi-Cannon
Stage: GrassStage
Program Deck:
HiCannon TreeBom1 (R)
HiCannon
Empty HiCannon
Empty NormNav2
Empty Recov50
Recov50
Recov50 Empty (L)
Battle Strategy: By having nothing in the center panels at all, it's
relatively unlikely that this poor navi will draw a good hand. Sure, three
straight Recov50s or three straight HiCannons can do some damage, but really
now. At this stage of the game you should have something filling every panel,
not to mention you should have fire chips to abuse the grass, where Haruka
didn't think of it. Like any first match in the D Class, this NormNav is toast.
The TreeBom1 slot-in should pose no threat, as this navi can't do anything to
your chips otherwise.
---------------
Tetsu
This rather confident-looking man has brought along yet another generic navi,
only this one's Wood-elemental. Not only will you be introduced to the giddy
feeling that comes with setting living things on fire, but you'll also get a
vague idea of just how annoying TreeBombs are if you're caught unprepared.
Navi-W
Hit Points: 550
Attack Power: 10*3
Buster Notes: Damages chips.
Element: Wood
Primary Chip: TreeBom2
Stage: GrassStage
Program Deck:
Recov50 Cannon (R)
Cannon
Recov50 TreeBom1
TreeBom2 Navi-W
Recov50 LilBomb
Cannon
Recov50 HiCannon (L)
Battle Strategy: His offense is nothing special at all, and if you've packed
fire chips as I suggested, he won't post much of a threat outside of maybe
deleting a couple chips; TreeBoms in Wood navi hands do a very good job of
deleting stuff, so put all your good (heat) chips up front to make the most of
them. You should already have a head start from burning up the grass as far as
outdamaging him goes, and from there his HP should be dropping far faster than
yours will be, Recov50 or no. It should also be noted that his buster misses
frequently, so it may be a non-issue if you work fast enough. Once again, put
everything you hold dear up front to make the shortest work out of him.
---------------
Sara
This flight attendant's decided to take a break from her job to be more down to
earth with the world around her. Her head surely isn't in the clouds, 'cause
she's clearly thought out her strategy - to get rid of your pesky chips.
NormNav3
Hit Points: 600
Attack Power: 20
Buster Notes: None.
Element: Neutral
Primary Chip: CrosBomb
Stage: GrassStage
Program Deck:
Cannon Recov50 (R)
CrosBomb
Recov50 HeatCros
CrosBomb NormNav3
Recov50 HeatCros
CrosBomb
Cannon Empty (L)
Battle Strategy: If you don't make good of the grass, she may. No worries; if
you're using Fireman and have two FireSwords, put them up front and they'll
beat this navi to the punch for good damage. That's only the first problem.
See, your chips in the back will be getting a lot of hate, so make sure they're
able to take ample amounts of it (I suggest Panelgrabs, as almost always). In
terms of raw damage you'll want to see to it that almost everything you have
has a higher AP score than this navi, although its buster sucks to the point
you could probably make the damage difference there. Keep that in mind and this
one'll be yet another easy victory for Dex's ego.
---------------
Sal
I really don't like what she's implying. You probably won't either, if Navi-W
were any indication. Woodman is considered one of, if not THE best Wood-element
navi in the entire game - boasting high HP and just enough MB to eke out a
half-decent Spice folder from the get-go, Sal will make you regret tossing that
empty Pepsi bottle onto the roadside... unless you got a match. A really,
really big match. Or if you're reading this FAQ, which I'm pretty sure you are
this very instant.
Woodman
Hit Points: 600
Attack Power: 80
Buster Notes: Pierces defense
Element: Wood
Primary Chip: TreeBom3
Stage: GrassStage
Program Deck:
DoubNdl Recov80 (R)
MiniBomb
TreeBom1 TreeBom3
Shotgun Woodman
TreeBom1 Cannon
TreeBom2
Recov50 V-Gun (L)
Battle Strategy: Actually, this time around I'm exaggerating a bit - as long
as you have FireSwrds up front and have Fireman primed and ready to go,
Woodman's going to be another tree that Smokey couldn't save from forest fires.
Otherwise, that TreeBom3, combined with the Shotgun and/or the TreeBom1, will
make your deck implode if you're not careful. Aside from TreeBom3 and his
native attack, Woodman really doesn't pack all that much firepower, so using
FireSwrds in the first place will close that big gap between your HP and his
nicely. That should be all there is to it, but keep a Slot-In handy for a
Recov120 or maybe a Heat-V, just in case.
---------------
Tournament Prize:
3000 Zenny
Navi Core: Woodman
You came to set stuff on fire and chew bubblegum. Now you're all out of
gasoline. Oh well. You may want to replay this a couple more times in order to
get your hands on more TreeBom3s for later when your deck capacity's higher.
I find that Higsby's tends to give out a lot of wood-elemental chips, and at
this stage you may not need to purchase too many more 10-packs from him; a new
shop is on the horizon. Once you're confident in your selection of wood chips
and stick them into your folder, head on to the as-of-yet unconquered Battery
tournament.
Woodman only looks funny, but when his deck is arranged right, he means
business. There are more than a few decks out there revolving around the abuse
of turning AlumiStages into GrassStages with TreeBom chips, followed by Spices
to bypass your guard box and delete lots of chips. This is exactly why it's
annoying to fight against a Wood navi unless you're packing heat. With this guy
now on your side, the final battle for Class D will be a cinch with a capital
"C." Keep in mind that he has the same MB count as the other elemental navis
you've acquired thus far, and adjust your game accordingly.
|-------------------------------------|
| DROPLET TOURNAMENT |
|-------------------------------------|
| Location: Waterworks |
| Special Rules: Ice Stage |
| |
|Opponents: |
|1) Micchan [NormNav1] |
|2) Mayl [Roll] |
|3) Junko [Navi-A] |
|4) Froid [IceMan] |
\-------------------------------------/
MG and I are in agreement that the Droplet Tournament should clearly be your
first stop. You'll be playing on an Ice field (which favors Aqua navis) against
characters wielding Aqua chips (which are stronger when used by Aqua navis)...
and your last two opponents ARE Aqua navis. The other two are just wannabes.
You'll want to bring electric chips for sure. If not those, accurate ones.
An AquaBall is practically mandatory for an easy way out, but you can do fun
things with an ElecBall as well. Your best navi for the moment, Metalman,
doesn't have a very high MB capacity. You'll have to arrange his deck
intelligently to see this one through, but his high HP allows you at least a
little room for mistakes.
Remember, ice stages really make it trickier for people to hit at all, so be
wary!
//GOOD IDEAS
Satelite Series
The closest thing the game has to an elec-element Shotgun series. Lowish
HP, but aqua navis don't like electricity, and ice makes it that much more
a problem... for them. If you get one or two, use them!
Rattons
An extremely good choice. Decent HP and very accurate, plus it does some
chip damage. I'd take them over the Shotgun series chips if you can, since
these are more durable and pack a slightly harder punch (especially if you
use Ratton2s) without being too demanding on MB.
ElecSwrd / ElecBlde
It's unlikely you'll have any, but they work wonders even if you don't
have an electric navi (due to the ice panels and how they amplify electric
attacks). However, low accuracy and the fact aqua navis are harder to hit
on ice makes this something you may want to pass up on for more accurate
chips.
MagBomb Series
Again, inaccuracy. However, the elemental ineraction (elec > aqua) makes
it worthwhile for doing damage to all selected chips while preventing the
enemy from using their buster. MB-wise they're pretty cheap too. MagBomb1s
are really all you need, but MagBomb2s aren't bad if you've got leftover
MB space.
ZapRing Series
The higher the version, the more damage but the less HP; ZapRing3s will
do humongous damage, but will likely die quickly if the enemy uses a
hit-all chip. All are 40 MB, so be forewarned if you bring one.
AquaBall
The focus of the tourney is on aquatic attacks. This'll block them
completely while doing a decent amount of damage at the end of every turn.
ElecBall
Also useful if you want to trade a little defensive security for a chance
at really sick damage at the end of the turn due to elemental differences.
AquaBalls are far safer, though.
PanelGrab
For filling holes in your deck after you max out your MB. Almost necessary
due to one competitor's particularly effective and annoying strategy of
making your last selected chip suffer heavily.
RockCubes
Ditto, although they're 10 MB apiece.
Recoveries
Good for slot-in; if you can get a Recov120, that'd be great.
Catacher
Stick it in a slot-in space for a better busting rank, meaning more money
and more aqua chips for later on. You'll want as many as you can get!
Elecman
Didn't tackle this first? If you beat the Battery tourney before this,
bringing him along makes it all the easier.
//BAD IDEAS
Fireman
Remember waaaaay back in Megaman 1 how Iceman's weapon trumped this guy?
Same story here, for a different reason: Aqua > Fire. Didn't we go over
this in the D-Class synopsis?
FireBall
An exercise in futility, as aqua attacks instantly washes this hot little
defense chip away.
The above list is pretty large since at this stage of the game, I didn't have
Elecman and there's quite a few ways you can approach this one as a result.
After this, it's all about element abuse.
---------------
Micchan
Ah, just a warm-up. She thinks you're big and strong, so you'd better live up
to that! She's merely toting around a NormNav1 that doesn't benefit much from
using aquatic chips, but you can benefit from the ice stage by using a good
electric chip or two.
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon (Why is it always the Cannon? Look at 'em Bubblers!)
Stage: IceStage
Program Deck:
Cannon MiniBomb (R)
Bubbler
Sword BubShot
Cannon NormNav1
Sword BubShot
Bubbler
Cannon Cannon (L)
Battle Strategy: First of all, Bubblers and BubShots are basically aqua-element
versions of shotguns, which target the back. Whatever you put in the back, make
sure it has lots of HP. (In my case, RockCubes; be wary of using that if you
use an AquaBall!) You can probably get away with going all-offensive as long as
what you have in the back can soak damage done by Bubblers and BubShots. I
was playing overly defensively by having guard chips in two rows (stupid I
admit) and managed to win in five turns anyway without much of a threat, and
this was without any prominent electric chips. This is the easy battle, so
don't fret over it.
---------------
Mayl
She's baaaaaack. Remember how often Roll evaded you before? Since we're on an
ice field, she's gonna be dodging even MORE of what you toss at her, even if
ever so slightly. A little more evasion is what makes her infinitely more
annoying and by logical extension more difficult. That, and this time our
clever two Guard trick won't work in full, but it still has some use.
Roll
Hit Points: 400
Attack Power: 50
Buster Notes: Heals for 50 damage, even if it misses.
Element: Neutral
Primary Chip: Recov30 (How 'bout that Recov120?!)
Stage: IceStage
Program Deck:
Recov10 Shotgun (R)
Recov50
MiniBomb Bubbler
Recov120 Roll
MiniBomb HiCannon
Recov50
Recov10 None (L)
Battle Strategy: You'll want to focus on offense, but I find it wise to flank
the top and bottom slots of your middle row with Guards so she gains little
benefit from using her normal attack. Her HiCannon in front and her normal
attack are the only true means of offense she has, so try and outpower her
there if possible; I used WideSwords and ElecBldes, knowing they'd probably
miss relatively often. However, I also backed them up with Ratton1s in the
back row's center for their accuracy with MagBomb1s on the sides for a chance
to cancel out her normal attack entirely (though it goes against using Guards,
heh). Shotguns and normal swords work as filler, but they might get deleted
from two turns of Bubbler damage. Panelgrabs would probably be better pick
while giving you more MB to put better chips up front. It's your call, just
make sure you're primed to steamroll her and that blasted Recov120.
---------------
Junko
She pretends to not care about winning, but she actually has a winning
strategy; her mostly Bubbler'd/Shotgunned-up deck WILL destroy things you put
in the back, so you'd better have stuff that can soak it (literally). Since
she's got an actual Aqua-elemental navi, it's going to get an attack bonus when
using those auqa chips. Ack! Ready for one of those lovable "pro" tips? Read
on.
Navi-A
Hit Points: 550
Attack Power: 40
Buster Notes: Hits a random currently active chip.
Element: Aqua
Primary Chip: BubCross
Stage: IceStage
Program Deck:
Shotgun Recov50 (R)
Bubbler
Shotgun BubCross
V-Gun Navi-A
Shotgun CrossGun
Bubbler
Shotgun None (L)
Battle Strategy: Like I said above, you want things with high HP in the back.
Things like RockCubes. If you use that, though, you'll end up cancelling out
the effects of AquaBall; choose wisely. If you want to use ZapRings (go with
ZapRing3 if you can), put them up front and make sure the chips you put in the
middle have an OK amount of HP as to protect them; I'm thinking wideswords.
They may miss, but they have good HP and very often get rid of a chip if they
hit. Rattons are a good choice too because they won't miss. Cannons can't hit
chips, and shotgun series chips are fragile to the point they won't last long
if in the back. Magbombs help in the center or back in that they do good damage
to all of this navi's chips and stop him from using his buster, but they also
tend to miss. It's going to be a bit rough no matter how you set it up, but as
long as the back chips have high HP, this opponent's base strategy is foiled.
---------------
Froid
Looks like he's dropped the wishy-washy act and read some motivational books
since BN1. Iceman himself has been faithfully reproduced as an annoying little
bugger more than apt at making you bow down to the power of aqua while avoiding
your authori-tah with that blasted ice stage, perhaps even moreso than Roll!
Iceman
Hit Points: 500
Attack Power: 60
Buster Notes: Pierces defense
Element: Aqua
Primary Chip: AquaSword
Stage: IceStage
Program Deck:
None AquaBlde (R)
AquaSwrd
MiniBomb LilCloud
Sword Iceman
MiniBomb LilCloud
AquaSwrd
None None (L)
Battle Strategy: He's going to open every round with 20 damage to all your
chips unless you put up a BublWrap (which won't spare you from the AquaSwords
afterwards, so I don't recommend it). The best way to go about this is to put
two AquaBalls up front and fill the rest with basic swords or cannons, whatever
you can afford MB-wise. ZapRing3s aren't going to last long, so either put them
in front (not recommended defensively) or substitute with ZapRing2s towards the
front. I'd rather take ElecSwords or ElecBlades in place of them to be honest
for the higher HP. MagBombs are a huge help for obvious reasons by now, but
Iceman will likely dodge them every now and then. Really, the only way to
guarantee safety (and probably the win) is to have two AquaBalls in front and
make sure that your other, likely low-grade chips (as two AquaBalls eat up 60
MB) have at least 60 HP. You might be in big trouble after three rounds
depending on the luck of the draw, so cross your fingers! Using the 0 MB chips
(Panelgrabs, Recov10s/30s) may not be a bad idea if you must have higher-grade
chips elsewhere using the twin AquaBall strategy.
---------------
Tournament Prize:
3000 Zenny
Navi Core: Iceman
Did you have it rough? Let me tell you: when writing this section of the
walkthrough I didn't have some of the chips I went on and on about in the
actual strategies (Magbombs and Zaprings to be specific), so don't fret over
it; I managed to come out on top without usnig a Slot-In, and you will too
with some persistence and luck.
You'll want to keep replaying the tournament for some more aqua-type chips to
take on the next stop - the Match tournament. It's pretty tough even if you do
load up on aqua chips, but take heart. We're here to play the game for you.
>_> Thrice. Make sure to spend your winnings on 10 packs at Higsby's; you gain
2500z net zeny from the prize money, but you've likely got at least 500z or
more from the individual battles. If you lose at Round 3 or 4, you should still
make a tiny profit if you had a Catcher in a slot-in space for the previous
rounds.
Iceman himself will be of a lot of use for the next tournament; you're used to
Gutsie's low MB count, so adjusting to Iceman's equally low MB capacity isn't
as big a hurdle as it would be to others. On top of that he dodges frequently
like Roll and Ring, making him all the more useful for any fire-type opponent.
Heck, his decently-powered normal attack even pierces most guard chips (but not
destroy, like Gutsie and Metalman).
|-------------------------------------|
| BATTERY TOURNAMENT |
|-------------------------------------|
| Location: Power Plant |
| Special Rules: Aluminum Stage |
| |
|Opponents: |
|1) Taka [NormNav2] |
|2) Michael [Navi-E] |
|3) Kai [TurboMan] |
|4) Count Zap [ElecMan] |
\-------------------------------------/
There's something wrong about Dex and I just can't put my finger on it. Well,
moving on... this here electric-themed Battery tournament should be your last
stop for the D Class. The stage benefits only electric navis and their equally
electric attacks, and with their elemental bonus (and general ability to
disable your buster), it'll be hard to get an upper hand without a wood-based
navi to sink their hopes. You might be able to go decently with just two
TreeBoms up front to change the stage to a Grass one, but trust me - Woodman
makes it easy. He doesn't make it fast against most. He just makes it easy.
However, in Dex's case you also have Kai to deal with as well. Erk. Bring a
backup plan for him. The rest are your playthings if you handle this right.
//GOOD IDEAS
TreeBomb Series
There aren't many Wood chips out there, but the ones that exist rule.
TreeBombs are neat. They damage all chips, and - get this - they turn
metal stages into grass! Not only does turning the metal stage into grass
take away one damage bonus electric navis get to use, but it enables
another very fun wood chip...
Spice Series
These absolutely rule. High speed, never seems to miss, good HP, and the
MB count isn't too bad. The bad news is that this *only* works on a grass
stage. This isn't a worry; if you have two TreeBom1s up front and fill
your second row with Spices and the rest with 0MB chips, you're good to
go. Higsby's likes to throw lots of these chips at you, it seems.
GrassStg
I've never seen a stage chip come out of Higsby's, ever. But if you manage
to get one through special tourneys you've set up in ACDC Park with navi
codes, by all means carry one if you don't have more than one TreeBom1.
ElecBall
If you don't have Woodman or wood chips in general, carry two. They'll
fully absorb electric attacks, and proceed to do a lot more damage on the
metal panels. Good stuff, here.
PanelGrab
The best possible deck you can use here will leave you with empty spaces.
Have this fill the gaps. Recov10s or 30s may work too, but I find 10s
better for their higher HP count.
Catcher
Just to pick up some electric chips, like, say, ElecSwrds and the like.
Put one in as slot-in - if you set up your deck right, you won't need to
use slot-ins anyway.
Woodman
High HP. Awesome buster that pierces guards in a game without WoodBalls.
Wooden. This guy flattens all inferior electric navis. The MB is low, but
if you've been using the other elemental navis, it's no different.
Any Electric Chips Of Your Own
Kai is present. He likes Burner. Burner is heat-centric. Turbster's
buster is, too. Heat on a grass stage = no grass = no spices = :(. He
doesn't take advantage of the metal stage, so have a backup deck that does
just that; what you used for the Droplet tourney will work just fine.
//BAD IDEAS
Iceman
Electric attacks do a lot more damage to aqua navis. The stage also makes
electric attacks hit harder. It's a double-whammy! Don't whizz on the
electric fence.
AquaBalls
They'll go pop in an instant. No foolin'.
---------------
Taka
I don't believe this kid knows that PAs are non-existant in the Battle Chip
Challenge. Nonetheless, he'd have what I'd call a decent deck if he were
partaking in the E Class tourneys, but as it stands he's not much of a threat
if you play it smart. How many times have I said that by now?
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None.
Element: Normal
Primary Chip: Hi-Cannon
Stage: AlumiStage
Program Deck:
Cannon ZapRing1 (R)
Cannon
LilBomb ZapRing1
HiCannon NormNav2
LilBomb Sonicwav
Cannon
Cannon Empty (L)
Battle Strategy: The ZapRing will disable your normal attack, but otherwise
there isn't much of a threat here. Only the LilBombs can damage your chips,
and the Sonicwav pierces guards (so don't bring any). An all-out offensive
works wonders here in terms of outdamaging him. In my case I used Woodman and
a deck centered around abusing Spices, which isn't very damaging but Woodman's
normal attack and the deck's affinity for chip busting made the difference.
Take it any way you please, but just in case the damage gets out of hand you'll
want to carry a Recov120, maybe as slot-in. It's pretty easy.
---------------
Michael
This suave dude knows you're gonna kick his butt. He's overestimating you if
you don't have any countermeasures in place to disable his electric navi from
doing damage. You know, things like ElecBalls or TreeBoms to turn the stage to
grass. One of the two. Having some wood chips is pretty much mandatory no
matter which route you go.
Navi-E
Hit Points: 550
Attack Power: 30
Buster Notes: Stuns opponent.
Element: Elec
Primary Chip: Satelit2
Stage: AlumiStage
Program Deck:
MiniBomb MagBomb1 (R)
Sword
LongSwrd Satelit2
WideSword Navi-E
LongSwrd Satelit2
Sword
MiniBomb Cannon (L)
Battle Strategy: This guy will break your chips and leave you more than open
for deletion if you're careless! If you're playing Woodman, having a TreeBom1
up front not only turns the panels to grass, but it's also guaranteed to kill
one of his (Long)Swords if he draws them. Note that his Satelit2 likely will
follow after, doing 80 damage to your last selected chip: make sure whatever
you have in the back has enough HP to absorb it. Once you get a dastardly
TreeBom/BadSpice combo going, his other sword chips will get deleted quick, not
to mention the Navi-E itself will be feeling the pain. That's really the only
easy way out of this one, as otherwise you're up a creek without a paddle
unless you somehow have a PanelOut or AntiSwrd chip at this stage in the game.
His stunning buster is pointless unless it's up against a normal navi, so don't
worry about its pitiful damage (unless you're playing an Aqua navi; why would
you?). None of his slot-ins pose a significant threat.
---------------
Kai
Kai's back for his second lap. Remember how much he loves his Burner chip, and
how Turboman's normal attack acts? Remember how I've pushed for you to bring
Woodman, yet hinted that you may want an alternate setup in your folder just in
case? This is why.
Turboman
Hit Points: 550
Attack Power: 20
Buster Notes: Damages chips.
Element: Neutral
Primary Chip: Burner
Stage: AlumiStage
Program Deck:
Recov50 Cannon (R)
LilBomb
Empty HeatCros
Burner Turboman
Empty HeatCros
LilBomb
Recov50 HiCannon (L)
Battle Strategy: I humbly suggest you do nothing to change the panels. If you
do, Kai can and will take advantage of them before you can react, unless you
have and draw a Burner immediately after the TreeBom1, but those are expensive
MB-wise. Either way, the guy doesn't have electric chips, so he won't take
advantage of the stage at all. He also has nothing following his Burner. Once
again he's basically focused more on killing chips than the enemy character,
but you'll want to play it safe if you've been flaunting Woodman up to this
point. Alternately, if you brought electric chips, you can abuse them here
where Kai will not. It's not too hard, just unsettling if you're unprepared.
---------------
Count Zap
Hey, it's Count Zap! I'd say he's a sight for sore eyes, but as it stands he
is pretty sore on the eyes. Elecman's more than ready to knock your lights out
if you've been careless, but assuming you made it up here with Woodman and a
good TreeBom/Spice deck in tow, you should be ready to answer his question
with a resounding "my bark is worse than your byte." ...Well, I thought it was
a good pun. Get it? Bark? Wood? Byte? Computers? Electricity? Go away.
Elecman
Hit Points: 450
Attack Power: 20
Buster Notes: Damages chips.
Element: Elec
Primary Chip: ElecSwrd
Stage: AlumiStage
Program Deck:
Empty Recov50 (R)
ElecSwrd
ZapRing1 DoubNdl
MagBomb2 Elecman
ZapRing1 DoubNdl
ElecSwrd
Empty Remobit1 (L) (I'm not 100% sure of this)
Battle Strategy: This one's a doozy if you don't hurry up and change the panels
to grass with a TreeBom1 in front, so make sure you do at least that. His
ZapRings and MagBomb may stop your normal attack, but assuming his swords don't
do anything to your important chips (the Spices, in specific), you'll be
shorting both him and his chips out in no time. Otherwise, I just don't know
what to tell you. Putting ElecBalls in front is a very good idea too, as the
rest of his deck, aside from the first column, is electric. You're in a lot of
trouble otherwise.
---------------
Tournament Prize:
3000 Zenny
Navi Core: Elecman
Unlocked: C-Class
Unlock Area: Open Battle
Open Battle: Yumland
Unlocked Shop: Sunset (500z for 1 chip, 5000z for 10, OK chance for rares)
Slot-In Memory +10MB (30MB total)
I'm guessing you went about these tourneys in the order I shared. If you did,
great! The full list of prizes applies to you! If not, hurry up and clear
whatever other tourneys you haven't for the D-Class. The C-Class awaits, and
now you'll really have to start thinking about what you put into your folder
prior to signing up for their tournaments, but let's save that for its section.
Keep replaying this tournament if you want more free ElecSwrds and the like
(have a Catcher handy).
Elecman may seem to be the weakest of the four elemental navi cores you've
taken hostage, but in reality he's not so bad. His Buster is configured more
for chip killing than piercing guards like the rest, so if you take him to a
future battle you'll probably want to dedicate a few spaces in your deck
towards that; Satelit series chips are a good idea, but I'll make the
suggestions as they are deemed appropriate.
-------------------------------------------------------------------------------
Class-C XE3CC
-------------------------------------------------------------------------------
TOURNAMENT ENTRY FEE WINNING PRIZE NAVI CORE PRIZE
Quick Tournament 1000Z 4000Z Quickman
Block Tournament 1000Z 4000Z Skullman
Cliff Tournament 1000Z 4000Z Airman
With two tournament tiers humbled, Dex realizes he might actually have a chance
of getting far and reminds Gutsie (who probably hasn't seen any action in a
long time) that he can't get too overconfident. Shouldn't he be telling that to
Dex himself? Watch Chisao throw some half-assed Zen philosophy, then learn of
Higsby's new chip shop in Netopia. w00t! This shop charges 500z a chip, but
you'll find more rares there than you will at Higsby's. I suggest you replay
some of the D-Class tourneys so you can buy two or so packs; if you get a few
new chips, great! If not, well, whatever. I got a FireAura and AntiSwrd on my
first pass; maybe you'll get something cooler.
You've got a couple of interesting challenges headed your way. The Quick
tournament prompts you to act fast because of its poison panels, the Block
tournament is full of navis with defense in mind, and the Cliff tournament
renders all close-range attacks (swords, Gutsie's/Metalman's/several others')
completely useless. Worse yet, each tournament is now six battles long - it's
very hard to make a perfect deck against everyone, and now you have to think of
the whole tournament instead of focusing on a single individual. The tourneys
are only going to get longer from here, so get used to it.
I prefer to rock the Block tourney first, as Gutsie (and Metalman, who you
should be using in his place) is well-equipped for destroying any guard chips
the opponent may put up. The elemental navis you got from D-Class, save
Elecman, all have native piercing attacks and may prove invaluable for their
elemental affinities. Read up more on that in that tourney's section.
I took on the tournaments in this ordrer: Block, Quick, Cliff.
Once you're ready, enjoy Chisao's next inept scouting report and move on to the
appropriate section.
|-------------------------------------|
| QUICK TOURNAMENT |
|-------------------------------------|
| Location: Subway (Eat flesh!) |
| Special Rules: Poison Stage |
| |
|Opponents: |
|1) Takahiro [NormNav2] |
|2) Yoshio [NormNav3] |
|3) Mr. Match (MMBN1)[FireMan] |
|4) Higsby [NumbrMan] |
|5) Kai [TurboMan] |
|6) Dave [QuickMan] |
\-------------------------------------/
Why couldn't they just call this the Poison Tournament? Nonetheless, this is
your second suggested stop. I say second suggested because I wanted to use
Gutsie's (or Metalman's) big talents against the Block Tourney, which turns out
they have very little opportunities to do just that - but SkullMan's a worthy
navi and perfect for taking this on, given his decent MB capacity and strong
buster where high damage truly counts. See, every turn, Poison Panels sap away
20 HP from you and all the chips you used this turn. The 20 HP damage to you is
negligable. The 20 HP damage to your chips may not be if you don't pick your
chips wisely.
As for elemental navis, there's only one to contend with, and it's operated by
Mr. Match. That should be a big enough hint. Bring aqua chips for that. There's
another guy who is quasi-fire, but isn't quite as threatening. Guess who.
Yai suggests bringing counter chips (CrsShlds, TimeBoms, etc), but while
helpful, I don't see them being necessary as long as you've got a strong
offense with some sturdy chips to account for the poison. The only navi chip
Dex can really get at this point of the game that can believably support a
strong CrsShld3 (see the Block tournament) deck is NormNav2.
//GOOD IDEAS
Ratton series
This is where they shine. They're accurate, have enough HP to last
a while in the poison, and do decent damage to the last chip
selected.
MiniBomb series
Also good. Durable, and damages all chips. Pretty nice if you're
hinging on a chip-killing strategy without using Woodman.
MagBomb series
See above, but trade some HP for the ability to stun an opponent and
prevent them from using their buster. Not a bad idea.
Yo-Yo series
If you can spare the MB - a good compromise of damage and accuracy
at the cost of having somewhat iffy HP.
PoisMask
Not bad; does damage to all chips with every hit and protects you
from most forms of damage here.
Curse Shield series
High HP, good counter damage, pretty handy... but watch the MB
count! CrsShld1s are sufficient, but if you can spare the MB, give
any CrsShld3s you may have gotten at the Block tourney a whirl too!
TimeBomb series
Maybe use one for slot-in to amplify the poison. Chances are it
won't last very long due to low-ish HP though.
Panelgrabs
To fill the blanks. You're likely to have blanks. The poison makes
keeping chips alive hard enough already, don't leave your main
offense open!
Recoveries
As slot-ins *only*. Most of the good ones have too little HP to be
of any service, especially due to the poison. A single Recov120 goes
a long way.
Catcher
For slot-in. You know, to pick up some free chips. I don't see any
real noteworthy ones you could want aside from maybe FstGauge in the
finals, though.
Iceman and Aqua Chips of your Choosing
Fireman's *nasty* here. Be nastier and hose him down with aqua chips
and Iceman himself.
NormNav2
If you're going to try a strong CrsShld3-type deck anyway. You don't need
it at all, though. Good HP and great MB capacity, but the buster still
stinks!
Woodman and Lots of TreeBoms
An overall strong choice outside of one or two fights for his
efficiency in deleting chips while maintaining a high HP count and
a strong buster.
Skullman (Block tourney) or Airman (Cliff tourney)
Both are good; Skullman is tough and does a LOT of damage with his
buster while maintaining a good MB capacity. Airman fares less well,
but he has 10 more MB than Woodman and his native attack, while
slightly inaccurate, wrecks chips. Chances are you won't have Airman
at this point if you go with my order, though.
//BAD IDEAS
Any chip with low HP. Examples being: Swords, Shotguns, Guards, etc. You
*need* chips that can last an extra, extra long time and won't die in two
turns flat. There's also one fight that will give Woodman lovers (me) a
very hair-raising experience, so prepare for that too.
---------------
Takahiro
You knew a train-related pun had to be coming your way, being in a subway and
all. Too bad that's all the guy has to show for his brief limelight as an NPC
with a name slapped on, as his deck is full of chips best described as highly
underpowered in this stage of the game.
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None.
Element: Normal
Primary Chip: Hi-Cannon
Stage: Poison Stage
Program Deck:
Cannon Shockwav (R)
Cannon
HiCannon DoubNdl
DoubNdl NormNav2
HiCannon DoubNdl
Cannon
Cannon Empty (L)
Battle Strategy: He's a straight-up damage dealer who can't do a thing to your
chips, but he is capable of doing 210 damage per turn with his best draws.
He has a Shockwav slot-in to bypass any guard chips you put up, but don't worry
about that. I suggest going at this guy with an elemental navi (in my case,
Iceman) and load him up with strong like-element chips to hopefully delete what
he has in the back to take off the brunt of his main damage dealers, the
HiCannons. Elementary stuff by now. Have a Recov for slot-in if it gets out of
hand, which it shouldn't.
---------------
Yoshio
This guy comes in spouting off on things you should've learned from day one.
Just another mundane case of adults talking down on kids who know far more than
they let on about how their world works. Can't blame them, considering the
game's target audience. Nonetheless, he holds a very similar style to your
previous opponent, with a few modifications towards giving your chips a little
smack upside the head.
NormNav3
Hit Points: 600
Attack Power: 20
Buster Notes: None.
Element: Neutral
Primary Chip: CrosBomb
Stage: Poison Stage
Program Deck:
Empty Whirlpl (R)
Atk+20
Cannon DoubNdl
CrosBomb NormNav3
Cannon DoubNdl
Atk+10
Empty CrosBomb (L)
Battle Strategy: Compared to Takahiro, Yoshio trades a little damage potential
for the ability to do some damage to your chips, and even then it's not much
(until he slots-in an extra CrosBomb or Whirlpl). He has a bit more HP, but the
exact same strategy you used before will work on him. On top of that, he has
two empty slots in the back - if he draws one, you've got a good shot at
deleting his Atk+10/20 and then maybe even a DoubNdl in front. Nonetheless, if
he draws the Atk+20 for two turns, it'll be gone from the Poison. 600 HP is
fairly high, but focus on doing just plain damage and you'll come out on top.
with frightening ease. Using an elemental navi is the fastest way.
---------------
Mr. Match (Horrid MMBN1 sprite)
Mr. Match must've been taking some self-confidence lessons from Garland. This
is the first and last Final Fantasy-related joke I will use in this FAQ.
If Iceman's in your pack, Mr. Match won't be making much of a comeback. Not to
say this is going to be the last time you'll see him, oh no.
Fireman
Hit Points: 500
Attack Power: 60
Buster Notes: Pierces guards.
Element: Heat
Primary Chip: FireSwrd
Stage: Poison Stage
Program Deck:
HeatShot Recov50 (R)
Heat-V
HeatShot FireSwrd
HeatCros FireMan
HeatShot FireSwrd
Heat-V
HeatShot FireBlde (L)
Battle Strategy: No doubt about it, Fireman's a full-blown berserker this time
around. Speed's the key more than ever, and the best way to do it is to use
an aqua navi and aqua chips. If not an aqua navi, aqua chips will do. If you
have neither, you're almost SOL. HeatBalls may get popped by the FireSwrds, as
they'll come out before the Ball and may end up striking it down, but it's your
best bet otherwise. Make sure the chips you have in the back aren't fragile,
either. Instead, I suggest you take charge with BubCross chips in front -
they'll destroy the back row of this deck easily, and hopefully the next few
turns they'll make headway into the FireSwrds, provided the fight lasts that
long. Using Panelgrabs to fill space may be risky, but by using an aqua navi
with like-element chips, you'll match him in damage, if not overpower him. Just
blitz him, and keep a Recov for backup - there's a good chance he will disrupt
your main offense, so don't chance it yourself. AquaSwords do great damage, but
missing is very costly here; I implore you use BubCross chips instead for the
best effect.
---------------
Higsby
Uh oh. Did he remember the chip this time? ...Nope, he left it in another
folder. Wah hah hah! Does this mean it'll be an easy fight? Well, this time he
didn't leave his entire deck at his shop, so no. Not that it's hard at all -
it's actually a lot like your battle with Yoshio earlier in the tourney, as
you'll see.
NumberMan
Hit Points: 400
Attack Power: 10*D (He rolls a dice, D = number rolled)
Buster Notes: Damages chips.
Element: Normal
Primary Chip: Prism (Let me guess, in his folder?)
Stage: Poison Stage
Program Deck:
Empty Empty (R)
Bubbler
LilBomb TripNdl
TrplNdl NumbrMan
LilBomb TripNdl
HeatShot
Empty Empty (L)
Battle Strategy: Aside from his killer buster, I see nothing worthy of being
frightened over from Numberman, as he doesn't hold a great source of damage
(140 + 10 to 60 per turn max). However, his awesome buster may end up leaving
your chips ready to die a horrible death - make the most of your arsenal on the
first turn and prime it for damage, damage, and more damage. Numberman has very
little HP and you want to bring it to critical status as soon as possible
(again, an elemental navi helps). If you're lucky, you'll nail him within two
turns. There really isn't much else to it, but use a MagBomb or ZapRing to
disable his buster if you have to.
---------------
Kai
Funny how Kai seems to take Dex seriously when Lan himself doesn't at all. You
shouldn't take him too seriously this time around either, except for two very
simple frustrations that, thankfully, cannot happen on the same turn, and one
of them leaves itself very vulnerable at the end too!
Turboman
Hit Points: 550
Attack Power: 20
Buster Notes: Heat-Element, Damages All Chips
Element: Neutral
Primary Chip: Burner
Stage: Poison Panels
Program Deck:
WideSwrd HeatShot (R)
Recov120
Empty Cannon
Burner TurboMan
Empty Cannon
Recov120
WideSwrd Bubbler (L)
Battle Strategy: Your main annoyances here are his Recov120s and the Burner.
Guess what? The Recov120s have very little HP, and if he draws an empty square,
having an elemental Navi (in my case, Iceman) and a like-element chip that
targets the back chip or all of them for at LEAST 40 damage and it's gone. His
Burner is a little more resilient, but as there's nothing behind it it's not
that much harder to delete. Should he draw the Burner, though, your selected
chips for this turn may be in trouble due to the poison, so make the best of
your deck. The deck would be laughable otherwise, as Turboman himself can't do
all that much direct damage at once like you should be doing to him, although
his Recov120 offsets this. Use Recov80s in your actual deck if your folder
can't accomodate for this strategy; Recov120s are too fragile and will go away
when the turn's over; 20 damage from Turbster and 20 damage from the poison
will kill it, but they're fine for slotting in. Not too tough. It's not really
that hard to scrounge up a decent strategy against him.
---------------
Dave
Quickman is going to be your first showdown against a navi with a dodge rating
of S. "S" does not mean "suck." It means "really good." However, oddly enough,
Quickman (in my experience) doesn't dodge all that often. Even so, he's still
a big threat if you've come to rely on powerful and inaccurate chips, as he's
loaded up on reasonably damaging chips with reasonably good accuracy with an
equally reasonably good and accurate buster. Get my point? Use your head.
You'll love those meeces to pieces. (I'm talking about Rattons, here.)
Quickman
Hit Points: 450
Attack Power: 30
Buster Notes: Hits Twice, Damages One Chip
Element: Neutral
Primary Chip: FstGauge
Stage: Poison Panels
Program Deck:
Empty CrosBomb (R)
DoubNdl
DoubNdl TripNdl
FstGauge Quickman
DoubNdl TripNdl
DoubNdl
Empty Yo-Yo1 (L)
Battle Strategy: No doubt about it, if you used an Iceman-centric deck like you
did with Mr. Match and have plenty of BubCross chips to spare, you'll want them
over the AquaSwrds because of Quickman's dodge rate. BubCross chips are very
accurate, and with Iceman's element bonus, each shot will rub out a DoubNdl,
and every removed one counts. You get something of a break if Quickman gets a
FstGauge, since the slot-ins aren't anything special (save for maybe the damage
of the Yo-Yo1). Don't worry about chip damage aside from the poison and the
CrosBomb slot-in, if your back chip can take 110 damage for one turn without
busting (PANELGRABS!!), it's good. The key here is accuracy, accuracy, and more
accuracy, but counter-type chips will do you good if you can't fully fill that
bill in terms of covering your butt from damage. In fact, this battle is the
only one I can agree with taking Yai's advice on. Nonetheless, a good
chip-busting deck is a help, since the DoubNdls are a little fragile. It's not
nearly as hard as I'm emphasizing it to be, but keep a Recov120 as slot-in.
---------------
Tournament Prize:
4000 Zenny
Navi Core: Quickman
Technically, this is probably the easiest of the C class tourneys to deal
with, but a lot of people like Skullman and thus I adjusted the walkthrough
order accordingly to work this in. Feel free to replay this tourney for more
cash and more chips, but I don't see very many good chips you can take away
here. I have heard some fun things you can do with FstGauge chips, but this
isn't the place to elucidate on it. When you're ready, head for the final
battle for the C class - the Cliff Tournament.
Quickman's a popular Navi for a combination of having a powerful and accurate
buster (60 damage to the last chip = w00t), an "S" dodge rate, OK HP for having
said dodge rate (450), and a relatively good MB capacity, equal to Skullman's.
Both have 10 more MB to use than Metalman, at that. He basically combines the
best qualities of half of the starting navis, Gutsman not included. He's worth
using if you want to have a bit more of a finesse-based deck rather than
abusing Skullman's strong buster and very high HP, but with a Navi+ chip
somewhere on your grid, Quickman's buster completely outshines Skullman's. Your
call.
|-------------------------------------|
| BLOCK TOURNAMENT |
|-------------------------------------|
| Location: Netopia Slums |
| Special Rules: None |
| |
|Opponents: |
|1) Tom [NormNav2] |
|2) Sal [WoodMan] |
|3) Larry [NormNav3] |
|4) Count Zap [ElecMan] |
|5) Mayl [Roll] |
|6) Miyuki [SkullMan] |
\-------------------------------------/
This is going to be your first suggested stop for the C classes. Why? Let's
put it this way - Gutsman has been long denied an opportunity to prove how
much he (sometimes) rocks. How does he rock? Gutsie smashes lots of defensive
chips with his native attack. By now, you've probably used a few of them.
Weren't they fun? Now your competitors have figured this out, and you need to
formulate strategies against their defensive behaviors. Too bad Gutsman gets
screwed over again - Guard chips, the most common kind used here, reflect all
non-elemental damage. Gutsie's native attack is non-elemental. It's pretty
saddening that he'd be denied at something he would've ruled otherwise...
Going all-offense won't fully cut it unless you've got chips that really can
press one. Relax. We understand j00 and your desire to just throw in M-Cannons
and (element)Blades and hope for the best. We can't say the same for Yai.
Now, it would be a good idea to put in anything that says "pierce" or "break,"
but because of the nature of Guard chips, the only one that stands out as being
really worthwhile to me would be ColdPnches because they're elemental. You
will want something that can take care of two of the present elemental navis,
so prepare by dragging in Fireman and Woodman.
Here's one last very nice additional little tip - if an opponent has nothing
but defense chips in the first row, don't let that stop you from doing the same
to protect against his weakened offense in full. See? Dex + Brain = teh win.
//GOOD IDEAS
MiniBomb Series
Helpful against those using Guard chips; if they're in the front row,
these *will* come out before Guards, and they demolish them too. They also
damage all chips, which isn't bad. There's better, but this is good in a
pinch.
Shockwave Series
Good damage, good accuracy, and it pierces most defensive chips too! It
can't go over holes, but that's a non-factor... for now.
Fist series / GutPunch / ColdPnch -
Also breaks lots of defensive chips. ColdPunches are most helpful because
of their elemental affinity, meaning Guard chips can't stop them. I'm not
aware of a good and easy source of GutPunches if you're playing Dex.
Wrecker / CannBall -
Also not bad, but like the above, they'll get stopped by Guards. They
smash a lot of other things, though. Unlike the above two suggestions,
these go over holes. You'll want to remember that for much later.
MagBomb series / ZapRing series -
They stun, and two competitors have some really nasty busters. ZapRings
are a bit more accurate but take a lot of MB without being able to take
much punishment (unless you use ZapRing1). MagBombs may miss, but are
pretty economical and damage all chips. In fact, if you have them, you
should use them over the MiniBomb series for sure.
Guard
Don't ignore these. These can be very helpful by themselves, too! Bring
two! Keep buying stuff at Higsby's or Sunset until you have two.
Panelgrabs
Great gap filler, as always. This has the most HP of the 0 MB chips, and
chances are you'll want to base your deck around the most powerful chips
you can get anyway.
Catcher
Skullman has CrsShld3s. They are fun. Get them! Some extra cash along the
way from an increased Buster level helps, too.
Recoveries
You should at least have a Recov120 ready for slot-in, just in case.
Metalman
If you're foregoing element abuse, he's the best you've got!
Iceman
A maybe, if you decide to take advantage of ColdPnch's elemental bonus.
Watch out for round 4, though.
Fireman and Heat chips in general -
Woodman's back. 'nuff said.
Woodman and TreeBoms too -
Didn't you see Zap's suit? Elecman's here too! If you're low on deck
space, though, two ElecBalls will suffice in a wood deck's place, but
Woodman's awesome; I'd suggest using him and a TreeBom1/2 deck even if
Elecman weren't here, plus his buster pierces (good), is elemental
(better), and does a LOT of damage (winnah!).
//BAD IDEAS
I can't think of anything that's *really* bad, but beware if your main deck
centers around Iceman or Elecman! Oh, and unless you have a GrassStg, don't
bring Spice chips here either. The same can be said for every other tourney in
the C-Class, actually.
---------------
Tom
Uh... does Dex know this guy? At all? Anybody? Well, he'll be a forgotten
footnote of your NetBattling career history if you've at least followed the
basic preparations for this six-round tourney. Did you? Huh? Hey! I'm talking
to you here!
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None.
Element: Normal
Primary Chip: Hi-Cannon
Stage: Normal Panels
Program Deck:
Empty Barrier (R)
HiCannon
Guard M-Cannon
Empty NormNav2
Guard M-Cannon
HiCannon
Empty HiCannon (L)
Battle Strategy: First things first. His guard chips in the back, given their
speed, will only make it that your Navi's native attack gets blocked. Sadly,
Gutsie's and Metalman's native attacks do not bypass the Guard chip. What to
do? It's not really a big deal, just put MiniBombs (or whatever else in the
series) up front - if the guy draws it at all and it hits, the Guard will be
deleted. Same goes for Shotguns/Bubblers/HeatShots/Rattons. Or any elemental
attack. Problem solved. Now, he's also packing good firepower despite having
his center slot empty; best I can suggest if you can't match his firepower is
to bring some Recovs, as he can't do anything to your chips at all. Use an
elemental navi if you need an upper hand in damage. You likely brought Woodman
and/or Fireman; Woodman can soak more damage, where Fireman can do a lot more
damage easily in this scenario. You pick. His Barrier slot-in can be annoying,
but it only stops one hit. Not really difficult if you use common sense and
high-damaging chips to go with the ones you use to remove the guard chips
(Shotguns/Bubblers/Heatshots/Rattons series are great).
---------------
Sal
She's back! Or is it he's back? I don't know if I should be more afraid of her
or the navi. If you brought Fireman like I suggested and some chips to
complenent his elemental affinity to microwaving, it'll be as easy as it was
last time. Just be perpared to lose a couple chips, like always.
Woodman
Hit Points: 600
Attack Power: 80
Buster Notes: Pierces defense
Element: Wood
Primary Chip: TreeBom3
Stage: Normal Panels
Program Deck:
Whirlpl LeafShld (R)
TreeBom1
Quake1 LilBomb
TreeBom3 Woodman
Quake1 LilBomb
TreeBom1
Whirlpl TreeBom3 (L)
Battle Strategy: Woodman doesn't follow the tourney theme too closely, so don't
worry about bringing guard-breaking chips - just bring some liquid napalm for
this guy. As expected, Woodman's more focused on killing your chips than you
yourself. Your response? Bring strong fire chips (FireBlde, HeatCros) and make
them count, because you likely will lose some chips if Woodman hits a Whirlpl,
coupled with the bonus he gets for using TreeBoms. There's no special tricks
here, just kill the guy as fast as possible.
---------------
Larry
This guy, as you can probably guess, is a pretty street smart fellow. This guy,
as you probably may not guess until it's too late, is carrying two Guard chips
up front and a respectable chip-killing deck to fill out the rest. Your
strategy, as you have hopefully figured out for yourself, should be more than
obvious. Does anybody find the similar clothing scheme of Dex and this guy
somewhat eerie?
NormNav3
Hit Points: 600
Attack Power: 20
Buster Notes: None.
Element: Neutral
Primary Chip: CrosBomb
Stage: Normal Panels
Program Deck:
MiniBomb RockCube (R)
Quake2
CrosBomb Guard
Quake2 NormNav3
CrosBomb Guard
Quake2
MiniBomb Empty (L)
Battle Strategy: My suggestion for the Guard chips up front? Pack minibombs up
front, use elemental chips in the second row to pierce them and put them to
rest, or stick two Guard chips up front yourself and watch his whole arsenal
bounce off of you. I went with a combination of #2 and #3 for this playthrough,
bringing Fireman, two Guard chips for the front, and the best heat chips I
could cram into him with panelgrabs covering the gaps. As long as you've got
the two Guards up front, he can't touch you at all. If you don't have the Guard
chips, you've no choice but to rely on elementals to break the Guards and do
some actual damage while hoping that you can outdamage him (600 HP is fairly
high, see). Fortunately, he can only do up to 90 damage per turn max if you
get rid of the Guard chips, so it shouldn't be too difficult from there. I've
found that this guy tends to try and slot-in a RockCube at the start of a turn,
which isn't that much of a problem; it may take a lot of punishment, but it
won't reflect any of it back at you.
---------------
Count Zap
He's baaaaaack, and this time without those pesky metal panels for you to
turn to grass and kick his... spleen with. Got Woodman? Got ElecBalls? ...That
really is all I have to say there.
Elecman
Hit Points: 450
Attack Power: 20
Buster Notes: Damages chips.
Element: Elec
Primary Chip: ElecSwrd
Stage: Normal Panels
Program Deck:
ElecSwrd Guard (R)
Atk+10
ZapRing1 Guard
ZapRing2 Elecman
ZapRing1 Guard
Atk+10
ElecSwrd Recov50 (L)
Battle Strategy: You've two easy ways to deal with this - bring Woodman and
TreeBoms (five TreeBom1s and four Panelgrabs are a nice combo), or two
ElecBalls. The first method will destroy the Guards and do a little number on
his chips, while the second method will make you completely invincible to any
of his onslaught. Have neither? You're in trouble. Don't count on you buster,
because chances are the ZapRings will disable it. His only huge source of
damage would be in his ElecSwrds, but they aren't in a position to be drawn
too frequently (mind the Atk+10s). If you can't do Woodman or ElecBalls, you'll
have to focus solely on high elemental damage of some kind (one to kill the
Guards and others to do the damage in place of your buster), or else you're
going to slowly but surely be taken out of the fight. With the strategies I
mentioned in the first few sentences, though, he's very easy.
---------------
Mayl
If you've played in the DenCity Open Battle a couple of times, you'll have
likely seen that Roll is very defensive. She's still adept at sidestepping
your almost every move, and this time she's got fragile but effective Recov120s
up front. Fragile, I say? Hmm. Do we know anybody good at breaking chips?
Roll
Hit Points: 400
Attack Power: 50
Buster Notes: Heals for 50 damage, even if it misses.
Element: Neutral
Primary Chip: Recov30
Stage: IceStage
Program Deck:
Recov10 Barrier (R)
LilBomb
LilBomb Recov120
ZapRing1 Roll
LilBomb Recov120
WideSwrd
Recov30 Recov50 (L)
Battle Strategy: Forget putting two Guards up front, the ZapRing will frag
them. Instead, bring out Woodman (if you brought him, I sure hope you did)
and the TreeBoms. In fact, use the exact same deck you did for Elecman. Woodie
has high HP, plus once you get rid of the Recov120s, Roll can't really do all
that much except abuse her buster. If you brought a MagBomb1, you can halt that
too, but it's not needed. You need to go all-offense if you can, with a focus
on being able to do at least 40 damage to all her chips each per turn, mostly
just to put the Recov120s away. Her offense is none too great aside from that.
No Woodman? Bring TreeBoms anyway! No TreeBoms? You may be in a spot. There's
little wrong with Shotguns/Bubblers/Heatshots/Rattons series chips, but what
you want to frag is up front and the stuff she has in the back and middle can
take some damage before going down. Maybe PoisMasks can be of service to you in
this case, but Roll will still be a pain in the butt either way for her ability
to simply just hang in there. The Barrier slot-in may be angstworthy, yes, but
at least it only blocks one hit. It's not uncommon for this fight to last five
turns or longer.
---------------
Miyuki
The kind of woman schoolchildren would spread ghastly rumors about, Miyuki,
would very likely live up to them once you see SkullMan in action. While it
doesn't show here, this guy's no bonehead - he knows how to effectively put the
hate on your chips AND your navi itself, and he lives up to his zombie-like
appearance in that he just keeps going and going and going. Luckily for you,
you've got me by your side. Until I'm in mortal danger myself, natch.
SkullMan
Hit Points: 650
Attack Power: 80
Buster Notes: None.
Element: Neutral
Primary Chip: CrsShld3
Stage: Normal Panels
Program Deck:
CrsShld3 Guard (R)
HeatShot
Whirlpl MiniBomb
TreeBom1 SkullMan
Whirlpl MiniBomb
Bubbler
CrsShld3 Empty (L)
Battle Strategy: You likely have both Fireman and Woodman in your folder. Note
that Skullo's got something to counter both, but it's not much. Just don't let
it faze you. Woodman or Metalman are your best bets, but Gutsman may do OK by
himself, as all three have high HP and that's a real virtue against Skullman's
650. Fireman is the best damage dealer you have, if you've brought him and
FireSwords/Blades and HeatCrosses, take your pick. Make sure your navi has a
a native attack that pierces or breaks, like any of the four I mentioned above.
Now, your deck. Forget Guards, the MiniBombs will frag them. Recoveries aren't
a bad idea, but you want to make your focus on a strong offense, as none of his
chips, save for maybe the CrsShld3, are big damage dealers; that's for Skullman
to do. If you've got Fireman, put FireSwrds/Bldes/HeatCroses and Panelgrabs
where appropriate and hope for the best in cutting his HP down to size. With
Woodman, your best bet is to fill the deck with as many TreeBom1s as you can
and use Panelgrabs to cover the gaps so you can hopefully be rid of his
annoying Whirlpl chips. For Gutsie and Metalman, anything damaging you can
get away with, but put elemental chips up front in case the Guard gets slotted
into to the battle. MagBomb1s and ZapRing1s aren't a bad idea to cut off
Skullman's main source of damage, but the latter eats up MB. Either way, you're
in for a pretty big fight.
---------------
Tournament Prize:
4000 Zenny
Navi Core: Skullman
You're officially done with the Blockhead tournament! Great goin'! ...I miss
Gutsie's calls of "yeeeeeehaw!" Well, anyway, a base prize of 4000z is pretty
good, but if you've S-Ranked everyone or come close to it, you'll gain about
5600-5800z per play, and that's not a bad sum. Not a great sum, but not a bad
one. I suggest coming through with a Catcher in your slot-in space a few more
times to get more free chips off of people, as CrsShld3s and TreeBom3s are a
delicacy of the inedible kind. Get ready to ship out to the Quick tournament
next; in fact, if you bring a NormNav2 to it, you could feasibly get away with
having two CrsShld3s up front and OK-ish 20 MB chips in the center, with the
back dedicated to panelgrabs. It's an idea.
Skullman's not as domineering as you'd think, but still very highly playable.
In some cases, he's even moreso than Metalman; equal HP, stronger buster that
seems to have no trouble with gaps but can't do anything about chips, 10 more
MB space, and I suppose he looks pretty cool. People have gotten far with him
alone, so that justifies coming here first for him, no?
|-------------------------------------|
| CLIFF TOURNAMENT |
|-------------------------------------|
| Location: NAL Airplane |
| Special Rules: Holes |
| |
|Opponents: |
|1) Miho [NormNav2] |
|2) Mary [Ring] |
|3) Sara [NormNav3] |
|4) Takashi [NormNav4] |
|5) Raoul [ThunMan] |
|6) Arashi [AirMan] |
\-------------------------------------/
This tournament's gimmick is in the holes. The holes, and nothing but the
holes. This means no more swords, no more fists, no more melee native attacks
unless someone's got a Repair chip. Even then, it's all about distance attacks.
I suggest this to be your final stop for the C Class tourney, mostly because I
feel the navi core offered as the prize is the least helpful to you (but still
nifty in its own way). Gutsman and Metalman are simply not going to cut it
here, as their native attacks will be stopped by the holes. Any elemental navi
you have will do fine in their place, as will the navis you can get from the
Quick and Block tournaments.
There's one electric navi present, so heads up there. Good news, everyone!
TreeBoms still work! There's no need to fear that at all, so rock on. Or, wood
on. Just beware of one opponent who uses HeatCroses. Really unpleasant stuff.
What kind of distance chips am I suggesting? Cannons can be useful here, as
are Shotgun/Bubbler/HeatShot series, Yo-Yos, Bombs, Wreckers/CannBalls...
there's plenty more to life than phallic objects that would normally kill
people.
//GOOD IDEAS
Yo-Yo Series
Goes without saying. Good damage and OK accuracy and HP.
Cannon Series
Not quite as useful, but can fill out a deck in a pinch.
Shotgun Series
Also not the best choice, this one due to lower HP and the fact you
have more damaging available at this point in the game... but it can
do if you must. S accuracy helps.
HeatShot / Bubbler Series
Both are useful if you want to go at it with either Fireman or
Iceman (watch out for Thunderman if you do the latter); you should
have five HeatCros or BubCross shields to go with Panelgrabs by
now.
MiniBomb Series
If you want to do some raw chip deletion while having good HP. Mind
the accuracy.
MagBomb Series
If you want to do some raw chip deletion while disabling the enemy's
buster, at the price of HP. The world is give and take. Also mind
the accuracy.
Panelgrabs
Aside from the fact that they're 0MB, there's one fight where a guy
can consistently do 120 damage to your back-most chip. Panelgrabs
can take up to 120 damage. Play it safe here, not stupid.
HeatBalls
May prove to be useful in that one battle I'm alluding to. Very
useful for it, indeed.
ElecBalls
Have small uses in two battles, so don't ignore them. It's not a
life or death thing in either case, though.
Shadow Series
Just dirty, if you can get your hands on one or two from Sunset.
They can only be hurt by swords. There's holes here preventing them
from happening. Sure, the holes will likely prevent a counterattack,
but it makes you invincible if you can spare the MB.
Recoveries
Again, probably best as a slot-in. Recov120 will do the trick, but
if you've got better, put it in!
Catcher
To pick up some more chips. Again, put it in Slot-In. Airman carries
a couple of fun chips, and there's nothing wrong with getting a bit
more money.
Woodman and TreeBoms
There's one electric navi present. He's no big deal, but Woodman's
usual tricks will work in full here (minus Spices anyway). Watch
out for Round 4's battle, though.
Quickman (Quick tourney) or Skullman (Block tourney)
Both have their uses. Quickman's high evasion rate makes him
frustrating to hit while having decent space for chips and a good
chip-deleting buster (30x2 damage), while Skullman has very high
HP and a pretty strong and accurate buster that can't do anything
to chips, but good MB capacity nonetheless. I think Skullman's a
little better for the 650 HP alone.
//BAD IDEAS
Too many to list. Well, I can sum it up: swords, rattons, shockwaves,
punches, etc... anything that scoots along the ground or requires you to
get up close and personal isn't going to do a thing for you unless you
bring along a Repair chip.
---------------
Miho
Despite what would normally sound like the words of an intelligent individual,
you'll find that this first opponent is not too bright. I won't spoil the
surprise here... just see the deck for yourself.
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: HiCannon
Stage: Holes
Program Deck:
HiCannon Repair (R)
FireBlde
HiCannon Sword
AquaBlde NormNav2
HiCannon Sword
ElecBlde
HiCannon Empty (L)
Battle Strategy: This battle serves merely as a reminder of what you can't do
when holes are present, and as such is extremely easy if you figured that out
ahead of time. I'm going to take it easy and tell you that as long as you're
using no swords, fists, or melee busters, you're going to win. No questions
asked. After two turns, however, she'll slot in a Repair and things may get a
whole lot less peachy. By that time you should be well ahead to the point it
won't matter, though. Have fun! This navi's a great source of Blade chips, if
you want a nice way to get lots of them.
---------------
Mary
Mary's back for more trouble. Or is that Ring who happens to be the big
troublemaker in question? Her deck is mostly composed of simple chips, but it's
Ring's dodging finesse that can make this battle aggrivating... at best.
Ring
Hit Points: 450
Attack Power: 20
Buster Notes: Hits Twice, Damages One Chip
Element: Neutral
Primary Chip: Jealousy
Stage: Holes
Program Deck:
Shotgun Jealousy (R)
MiniBomb
Heat-V HiCannon
LilBomb Ring
Bub-V HiCannon
MiniBomb
Shotgun Guard (L)
Battle Strategy: Not too bad a deck on Mary's end, but she's clearly been shook
up by the restrictions. Ring's more fixated on doing your chips in, and she's
still got that Jealousy thang going (which means around 55-60%, Mary's going to
try and get rid of them). I suggest Yo-Yos and Satelit1s mostly, but packing a
Navi whose element matches Bubbler/HeatShot series of chips is a pretty good
bet in itself if you want to get rid of the back chips with ease while
guaranteeing a steady supply of damage to Ring. You will want something
elemental for her Guard chip if it gets brought into play in the first place,
but this isn't a hard deck to counter at all due to the fact she uses very
basic chips you likely have moved on from a long time ago.
---------------
Sara
This flight attendant brings to your table some airline food that may have have
a questionable taste, but is well-balanced in chip-deleting minerals and
self-preserving vitamins and is perfect for a hot summer day. Can't make out
these horridly worded allusions to your suggested approach to this? Proceed to
the Battle Strategy.
NormNav3
Hit Points: 600
Attack Power: 20
Buster Notes: None.
Element: Neutral
Primary Chip: CrosBomb
Stage: Holes
Program Deck:
CrosBomb Recov50 (R)
TreeBom2
Recov50 BubCross
CrossGun NormNav3
Recov50 BubCross
MagBomb2
CrosBomb Empty (L)
Battle Strategy: The BubCross provides you with some trouble if you're fond of
Fireman, so if you have him, keep him in your overhead compartment. This navi
is apt at deleting your chips (keep tough chips in the back, panelgrabs are
ideal); the Recov50s will go down with abuse, but the CrosBombs are resilient.
Hence, try and focus fully on the navi with a very strong offense of M-Cannons
(NormNav3s and beyond suck at dodging) and whatever else strong chips you have
and can throw into your program deck. Make the most of what you have, because
some of your chips WILL get deleted in the process if you don't have something
sturdy in the back (panelgrabs anyone?), and 600 HP is a lot to whittle down.
An elemental navi with like-element chips will do the trick, but be wary of the
MagBomb2 if you decide to use Iceman here. Not that hard a fight, with some
careful thought and a "damage damage DAMAGE" mindset.
---------------
Takashi
Looks like Sara just called her burly boyfriend on you. Gulp. Well, maybe not,
but it's fun to imagine. Still, his manly NormNav4 distinguishes itself with
its very high HP count and equally high MB capacity, the latter of which is
irrelevant for the time being. What isn't irrelevant is that this guy has yet
to discover how usfeul Panelgrabs can be, but that doesn't mean he's a
completely lost cause when you see the slots he did manage to fill in.
NormNav4
Hit Points: 650
Attack Power: 20
Buster Notes: None.
Element: Neutral
Primary Chip: TripNdl (More like HeatCros abuse!)
Stage: Holes
Program Deck:
HeatCros BubCross (R)
HeatCros
HeatCros HeatCros
CrossGun NormNav4
Guard TripNdl
Empty
Empty TripNdl (L)
Battle Strategy: Now, while he has HeatCros chips, he's a neutral element and
thus they won't do a lot of damage. However, there's a very good chance he'll
draw three in one turn and thus do a guaranteed 120 damage onto your last
selected chip. What do you do? Make sure whatever's back there can take the
punishment, that's what! Panelgrabs are ideal, being able to hold out just long
enough to take all three. At the same time, two of his slots on the bottom row
are strangely empty, meaning you may luck out. However, there's a chance he'll
draw the Guard if he does, so bring an elemental chip to destroy it. What's a
guy to do from here? Well, for one, two HeatBalls aren't a bad idea, since most
of his offense is heat-centric. I prefer to go the all-offense route here with
powerful Yo-Yo2s and M-Cannons, but it's your call. He has a lot of HP though,
so you may want to stick a Recov in your actual deck to offset this somewhat.
Don't count on his arsenal missing, so don't take chances there. Accuracy is
not as important here as is outright damage, due to this navi's poor dodge
rate. A surprisingly tough fight, but not too tough.
---------------
Raoul
Instead of lording over his slums, he's decided to broaden his horizons by
going overseas... except the plane's not going anywhere. D'oh!! He's riled up
enough to call on his bloodline to kick your booh-tay, so you'll have to do it
even harder than he does. Not that it's that hard with the right idea, heh heh.
ThunMan
Hit Points: 550
Attack Power: 40
Buster Notes: Stuns opponent.
Element: Elec
Primary Chip: Satelit3
Stage: Holes
Program Deck:
LilCloud Recov50 (R)
Remobit1
MiniBomb MiniBomb
Satelit3 ThunMan
MiniBomb MiniBomb
Remobit1
LilCloud Satelit3 (L)
Battle Strategy: Thunderman does not carry any chip that is a good source of
damage outside of his Satelit3s (both in the deck and for slot-in). The only
good Wood chips you can really use here, TreeBoms, don't do a lot of damage
(50 tops with Woodman), but will put a dent into his chips, at least better
than he can. Remobits are annoying because they damage all your chips when
first called, then proceed to protect the wielder against your attacks. If you
use Woodman, though, his attack will still work in holes and go past the stupid
thing... so use him! If not, use CannBalls or Wreckers to bust Remobit1s open,
but it's no big deal. You could get by easily even with an Aqua navi by using
high-damage chips, even if he does draw the Satelit3 (but be careful anyway).
As for the Satelit3, you can avoid its wrath entirely by cleverly placing two
ElecBall chips up front, as nothing else in the deck pose an immediate threat
of deleting them. Nonetheless, his damage output overall is so low that you can
get away with just using high damage chips that aren't swords. As for his
stunning buster, it's pointless if you're an elemental navi, as your buster
will then likely go before it.
---------------
Arashi
The man's always looked angry. Now he's actually acting it, and he's going to
take it out on your chips, like a lot of people do. Big deal, right? Well, he's
pretty good at it! You'll have to be better than him at that if you're to win.
Didn't you just TreeBom poor ThunderMan out of the tourney? Hmm. I think I have
an idea...
AirMan
Hit Points: 550
Attack Power: 30
Buster Notes: Damages chips.
Element: Neutral
Primary Chip: Tornado
Stage: Holes
Program Deck:
BubCross Twister (R)
Atk+20
Bubbler CrosBomb
Tornado AirMan
HeatCros TreeBom2
Atk+10
HeatShot LongSwrd (L)
Battle Strategy: The best strategy I can suggest? TreeBom1s, as many as you
have, and Woodman. Why? If you have a TreeBom1 in every slot in the front and
middle, you're (almost) guaranteed to do 80 damage to all chips used this turn,
thus often killing what he has in the back (and often middle) row, and usually
giving you far less of a headache in the long run. AquaBalls are your
second-best bet, as the other Balls have coutners in this deck that can destroy
them, and they may not last all that long. You can try and go high damage since
Airman isn't built around direct damage, but he's likely to blow your chips
down within a turn or two otherwise. His buster can do some damage, but it
misses every now and then. I can't think of any particular variant to these
strategies otherwise that can cleanly counter this glorified windmill. Expect
the fight to last a while, regardless.
---------------
Tournament Prize:
4000 Zenny
Navi Core: Airman
Unlocked: B-Class
+20 MB for Program Grid (+40 MB total)
Extra Folder
Did you push the competiton off the Cliff tourney last? See ya, C-Class! If
not? You should know where to look, bunkus. (GIMME A HOTDOG! ...Don't expect
to get this joke, it ain't even mine.) I feel the Cliff tourney has a decent
overall assortment of chips to take away, so go through it again with a
Catcher if you haven't before to reap the rewards of what everyone else spent
so much cash at Sunset's to get. The next class of tournaments can be a doozy,
so you'll want as many good chips as you can grab!
As for Airman, I think he's... OK overall. He has OK HP and a decent buster
that hits for 30 against all chips, plus he has an equal MB count to Metalman.
If you have Numberman from the DenCity Open Battle area and you like him, you
may like Airman more unless you manage to snatch up a Navi+ chip along the
line, as Airman outclasses him in every way. I don't feel he's all that
important to your game, but you may beg to differ.
-------------------------------------------------------------------------------
Class-B XE4CB
-------------------------------------------------------------------------------
TOURNAMENT ENTRY FEE WINNING PRIZE NAVI CORE PRIZE
Firework Tournament 1500Z 5000Z Heatman
Verdant Tournament 1500Z 5000Z Plantman
Stream Tournament 1500Z 5000Z Sharkman
Thunder Tournament 1500Z 5000Z Flashman
Chisao comes to admit that Gutsman doesn't totally suck, even though you likely
never bothered using him outside of the E class tourneys. He also shows off his
aptitude at very basic math operations in addition to his use of more big
words, leading me to believe that there is clearly something going on with
that kid. He even gets Chaud to realize his own weakness. Poor Dex. However, he
has plenty to be happy about! 20 more MB for his grid! An extra folder whose
use I'm not particularly clear on! Don't get too carried away, now. Use this
extra space for your deck for evil and bully some people in the Class-C
tourneys for some extra cash and chips at Sunset. You *will* need some of the
rare chips it gives you.
Now, Class B is like a mix of Class D's element themes and Class C's longer
tourneys, as well as a couple of nasty curveballs that may wreck you if your
folder construction is very careless. This will not be as easy as the D Class
was, but with careful prep it won't exactly be all that much harder. Just a
bit more thought-provoking. I'm hoping you've come to accept this by now.
Since Woodman is universally agreed upon to be awesome, I took him to the
Thunder tournament for starters, as the navi you win there is wholly awesome
in turn for the Stream tourney, although what you win there isn't impressive.
Meh. Follow my lead if you want. I'd suggest it for an easier time. If you need
a recap of what element does what, go look at the D-Class section. The icons in
the tournament selection screen should clue you into what each element theme
the tourneys use.
I took down this set of tournaments in the following order:
Thunder, Stream, Firework (warning: actually challenging fight ahead), Verdant
Whatever you do, make sure you get at least one or two of the following chips
in some form or another before hitting the Firework tourney: PanelOuts,
Invis(es?), or Shadows. They're good chips, so you'll want to seek them out
anyway.
|-------------------------------------|
| FIREWORK TOURNAMENT |
|-------------------------------------|
| Location: Hades Island |
| Special Rules: Lava Panels |
| |
|Opponents: |
|1) Kai [TurboMan] |
|2) Miki [Navi-F] |
|3) Madoi [ColorMan] |
|4) John [NormNav4] |
|5) Tamako [MetalMan] |
|6) Mr.Match (MMBN2) [HeatMan] |
\-------------------------------------/
Don't be eager to jump here first! In fact, don't even come here at all
unless you've got PanelOuts, Invises, or Shadows! Any of them will work, but
there's one very powerful opponent here that is incredibly tough without them.
That, and the chips in question are really good and you'll want to start using
for the future classes in the first place. Dex is wholly frightened here for a
reason.
Now... the Firework tourney is third in line because of the aforementioned
opponent. Many enemies use heat-type attacks here, as is expected. Even so,
only two are actual heat-elemental navis. One of your opponents has
countermeasures against the typical strategy, and there's also those lava
panels that everyone outside of heat-element navis hate. You'll need aqua chips
to get rid of them in the first place.
Thanks to the big trouble battle here, I'm of the belief that this is the
hardest tourney in the entire B-Class. I wouldn't be all that surprised if you
guys came to this walkthrough just for the solution to it. Well, your days of
worry are completely over! Mostly. Maybe. It depends. Just read.
//GOOD IDEAS
*TWO* PanelOuts/Invis/Shadows <---- Very important!!
There's no way you're going to beat Tamako without the help of these
chips. She can do way too much damage in so little time to the point of
little hope of recovery otherwise. Keep shopping at Sunset for them, but
you can get the 50MB Shadow2s from those wielding NormNav4s in the Stream
and Thunder tourneys. Catchers help!
Bubbler Series
These are all very good; they're going to do really good damage given
elemental interactions, even more if you're using an aqua navi! You should
have at least five BubCrosses by now, and those by themselves can usually
win against the weaker opponents (paired with PanlGrabs to cover up holes
of course). Having an "S" accuracy is a huge plus, and you may even have a
BubSprd from Sharkman in the Stream tourney. Well, you ought to.
AquaSwrd / AquaBlde
If you want to go for extreme damage, go with this. Once again, though,
low accuracy is their downfall; be careful about using them against the
more evasive opponents (ColorMan!). Pack them in case you feel the Bubbler
family isn't doing enough for you.
ColdPnch
Not a bad choice. It's 30MB, but hits harder than a BubCross and more
accurately than an AquaSwrd; a nice, happy medium. It's aqua-elemental
too, so indulge if you have one!
LilCloud Series
Pretty good, as far as MB space and HP goes, and the elemental
interactions will turn them into highly efficient chip deleting tools.
I think it's a bit better to focus on direct damage than chip deletion,
but even the LilCloud can soak quite a good amount of damage before
croaking.
HeatBall
Goes without saying, really helpful against those with heat-centric
offenses.
IceMan
Sharkman doesn't even compare! More HP, more MB, just as evasive, and
his buster pierces most any defense. You really can't go wrong with him
as your lead firefighter. If it weren't for the whole Tamako thing, I
likely would have suggested you take this tourney on first.
PanlGrabs
Still useful for filling blanks.
Something electric
ColorMan sometimes draws an AquaBall. A Satelit1 would likely be best as
far as accuracy and MB goes for countering this (his evade rate is an A).
Guards
A maybe; could find some use in a couple of the battles.
Catcher (SLot-In)
Good chips, here. Take 'em! I suggest a Recov120 or better for your other
slot-in, but it's up to you.
//BAD IDEAS
Anything wooden
Got Woodman or Plantman? Fix that.
---------------
Kai
Has this kid gotten on your bad side yet? If he hasn't, this won't change your
mind. In fact, a warmup of this calibur is almost an insult to you, given how
far you've gotten. Simplistic chips arranged half-decenty do not make a good
deck at this point.
Turboman
Hit Points: 550
Attack Power: 20
Buster Notes: Heat-Element, Damages All Chips
Element: Neutral
Primary Chip: Burner
Stage: LavaStage
Program Deck:
MiniBomb Guard (R)
Cannon
Burner HeatShot
HiCannon TurboMan
Burner HeatShot
Cannon
MiniBomb Barrier (L)
Battle Strategy: Hmm. 20 damage heat-element stuff, soemwhat threatening chips
in the back... if you bruoght an elemental navi, preferrably aqua-element, use
them. Load up on like-element chips, hopefully aqua, to get rid of the lava.
I suggest swords, since his dodge rate isn't so great and you'll likely take
out a Burner if you're lucky; that's his main damaging chip, with the HiCannon
a close second. He can do a bit of damage to you per turn, yes, but his chips
are so fragile that it's very easy to deconstruct this with a couple of hits.
You can even be nastier by putting two HeatBalls up front; it won't stop the
HeatShots, but it'll absorb Turbster's buster and the Burners. Use PanelGrabs
to cover up any gaps, and you're in the clear. The deck isn't that bad, but it
should be very easy to come up with a counter of your own by now. Just rememebr
that the Burners are very nasty in the hands of a fire-element navi, which
Turbster isn't; be thankful of this.
---------------
Miki
Some join the tournament looking for glory, money, or vengence. Miki is here
for a new bag. That new bag is where this match may not be, given that she at
least has a good idea of what's really hot this season. Rain on her parade.
Navi-F
Hit Points: 550
Attack Power: 60
Buster Notes: None
Element: Heat
Primary Chip: HeatCros
Stage: LavaStage
Program Deck:
Recov50 HiCannon (R)
FireBlde
MiniBomb HeatCros
Heat-V Navi-F
LilBomb HeatCros
FireBlde
Candle2 LavaStg (L)
Battle Strategy: If you remember Kimie from the Stream tourney, this is the
exact same deck except that all aqua-element stuff has been replaced with
heat equivalents! Treat it the same way; put two HeatBalls up front and those
nasty FireBldes won't touch you, not to mention the MiniBombs and LilBombs pose
little threat against them. The HeatCros chips will hit, yes, but if you have
something sturdy in the back (PANLGRAB), you're OK. Iceman is the prime pick,
of course; make sure you have a decent aqua-based offense, perhaps AquaSwrds,
and you'll probably take care of this one very quickly. I'd be all for an
all-offensive approach given that Iceman's dodge rate is good enough to avoid
the FireBldes, but it's much better to simply play it slow and steady to
prevent the enemy from destroying your offense by accident.
---------------
Madoi
I'm hoping that's not the way she addresses all the kids that come her way.
Even so, ColorMan loves to play, and play he will with your patience with his
oddball yet effective decks. Going multi-element was his quirk in the past, and
it's still his thing now. That AquaBall is his biggest threat, although his
powerful buster and very good evasion aren't to be disregarded.
ColorMan
Hit Points: 450
Attack Power: 90
Buster Notes: None.
Element: Neutral
Primary Chip: Yo-Yo3
Stage: LavaStage
Program Deck:
LilBomb Recov120 (R)
AquaBall
MiniBomb Yo-Yo3
ZapRing2 ColorMan
MiniBomb HeatBall
Yo-Yo2
LilBomb Mindbndr (L)
Battle Strategy: Bring Iceman again. Your offense should probably just consist
of BubCrosses for accuracy reasons and for washing away the lava. However,
there is the matter of that AquaBall to attend to; you may want to bring some
Satelit1s (20MB each) to counteract this potential threat and make your first
row chips whatever aqua-based chip you want. That's not all you have to worry
about, though - the ZapRing2 will really sting, and the Yo-Yos can be very
annoying themselves. The stuff he has in the back isn't powerful, but it is
tough; if you go with BubCrosses for accuracy, you won't be making any dents
into the rest of his deck at all. PanlGrabs help in actually hitting him in
the first place. As for his buster, there isn't much you can do about it
outside of stunning him, but the most economical choice (MagBombs) are very
inaccurate. In short... you can try and chance it with a full-blown aquatic
offense which has worked for me using swords/blades, or play it safe with the
countermeasures I suggested and hope you outlast him. Perhaps the best
suggestion is to have a Guard chip somewhere in the center row to take out the
bomb and buster threat, then make the back end of your deck electric. If you
do that, you may want to use NormNav2 instead. Mindbndr isn't much of a factor
since very little in the deck is capable of destroying your chips, but have a
Recov-something for slot-in just in case; Madoi tends to use the Mindbndr first
and the Recov later, for the record. You are gonna want something for the
lava, so just make sure at least one chip is aqua-element.
---------------
John
This loverboy comes in swinging with a deck tested by several others. Did that
deck ever win a tourney? Nope. It sure isn't stopping him from trying, but why
wouldn't he? It does a couple of things right and shows just how versatile
electric-element stuff can be. Well, at least the one electric chip he has.
NormNav4
Hit Points: 650
Attack Power: 20
Buster Notes: None.
Element: Neutral
Primary Chip: TripNdl
Stage: LavaStage
Program Deck:
DoubNdl Shadow2 (R)
TimeBom1
TripNdl ZapRing2
Atk+10 NormNav4
TripNdl CrsShld1
TimeBom1
DoubNdl Candle2 (L)
Battle Strategy: It was annoying on metal, a real gas on ice, and now it's even
more threatening because you might be using an aqua-element navi. Just a sec,
there. NormNav4s have almost zero evasion, so there's nothing wrong with going
all-offense. I suggest putting ColdPnches, if any, in the back to ward off any
of his defenses. The center should probably have some AquaSwrds to take out the
Shadow2 if he draws it. If I'm not mistaken, you'll be out of MB with this
setup, so fill any blanks with PanlGrabs. Don't worry, nothing he has can
damage your chips outside of the TimeBom1s. Iceman's good not only for the same
element bonus, but his buster will pierce the CrsShld and TimeBoms too. This
leaves the navi with just its high HP, and those should be going down fast with
luck; his main weapon is the TripNdl+10, but with a combination of powered-up
AquaSwrds and ColdPnches, he should go down quick while taking care of the
lava problem.
---------------
Tamako
The Guts tourney finalist is back, and she's pretty miffed about her earlier
loss. So miffed, she's not pulling any punches... pun intended. *THIS* is the
fight where you're going to need Invis, Shadow, or PanelOut or else you'll be
very sorry at the results.
Metalman
Hit Points: 650
Attack Power: 80
Buster Notes: Pierces through and breaks active defences.
Element: Neutral
Pirmary Chip: GoldFist
Stage: LavaStage
Program Deck:
Repair BrakHamr (R)
SilvFist
ColdPnch Guard
GoldFist MetalMan
Wrecker M-Cannon
ColdPnch
Repair Repair (L)
Battle Strategy: Where to start... well, put either Invis, Shadow, or PanelOut
up front. Make sure both of those slots have at least one of them! Invis1 and
PanelOut are of a decent size, where Shadows are MB-heavy. Keep that in mind.
As for the rest of your deck, I suggest going with Iceman and BubCrosses or
lesser (depending on remaining MB), and PanlGrabs in the back. You will want
something elemental due to the Guard up front anyway, and with BubCrosses
you'll guarantee that the last selected chip will eat it - preferrably one of
the two Repairs. A Guard of your own won't work because of the possibility of
the ColdPnch destroying it. You'll want something to wash away the lava as
well so that your defenses won't be destroyed. See why this is so tricky yet?
In short... PanelOut/Invis/Shadow in front, middle row all aquatic, back row
PanlGrabs, use Iceman. A simple solution for a very difficult deck, but sadly
those chips aren't too easy to get. That's why I had you take out the Stream
and Thunder tourneys first, for extra cash and a chance at getting them! With
luck, this nightmare should pass. With PanelOuts the Wrecker will still hit,
but it's only 40 damage.
---------------
Mr. Match (MMBN2: Return of the First Great Jerkwad)
Now that Tamako's out of the way, you're probably feeling good about yourself.
You probably feel alive, burning with confidence and a spiritual resolve that
nothing will stop you from winning now! Mr. Match won't have any of that, so
douse him with that water pistol and laugh with this final strategy.
HeatMan
Hit Points: 650
Attack Power: 70
Buster Notes: Pierces guards.
Element: Heat
Primary Chip: HeatSprd
Stage: LavaStage
Program Deck:
FireBlde Meteor4 (R)
HeatShot
Wrecker HeatSprd
Heat-V HeatMan
Wrecker HeatSprd
HeatShot
Cannon LavaStg (L)
Battle Strategy: First of all, HeatBalls are OUT because the Wreckers will
delete them with a single hit. Now, use Iceman. There's no real way to avoid
the HeatSprd, sadly. However, if you still have Invis chips (NOT SHADOW, due
to the FireBlde), keep them up front and it'll all be OK. Otherwise, you have
no choice but to go all-offense anyway; make it with swords, as the damage
will pile up quickly. Heatman's 650 HP is a problem, but having a Recov for
slot-in will remedy this. Also, none of Heatman's chips can tolerate a direct
hit from an AquaSwrd/Blde, meaning at least one chip will be going down per
hit. Have PanlGrabs in the back, as they have the most HP of the 0MB chips and
Heatman's first two rows will be hitting the back very hard. Beware of your
offense getting chewed up if you end up drawing that same PanlGrab again, but
usually by that time it'll be too late for Heatman to really recover.
---------------
Tournament Prize:
5000 Zenny
Navi Core: HeatMan
Tamako's down once again, Mr. Match is still wondering what's wrong with his
navis, and you've gone home with the gold... one last tourney remains, the
Verdant tourney! The worst of the B-class is over with, so rejoice. Even so,
you will want to come back here with a Catcher (if you haven't) and scoop up
some Yo-Yo3s, Shadow2s, GoldFists, and HeatSprds. All of them are useful chips
in their own right. As with the other B-Class tourneys, you can make a profit
of up to 5300z if you S-rank everyone.
HeatMan is my favorite of the heat navis up to this point, not that there's
many to begin with. He just exceeds Fireman in every possible way save for
having 10 less MB to work with; he has 150 more HP, a stronger buster, and a
slightly better dodge rate. He's popular with a lot of heat-element lovers, as
far as I've heard and seen. There's a good reason why that is. If you need to
be convinced any further, come to the Verdant tourney with him.
|-------------------------------------|
| VERDANT TOURNAMENT |
|-------------------------------------|
| Location: Beach Hospital Basement |
| Special Rules: Grass Panels |
| |
|Opponents: |
|1) Millions [SnakeMan] |
|2) Trainee [NormNav3] |
|3) Sal [WoodMan] |
|4) Yukiko [Navi-W] |
|5) Dave [QuickMan] |
|6) Anetta [PlantMan] |
\-------------------------------------/
//GOOD IDEAS
HeatShot Series
HECK YEAH. If you have a HeatSprd, bring one. Bring a couple of HeatCroses
too, if possible. S-accuracy and killer damage (at least for one go) in
the hands of a heat navi. Keep in mind that the HP counts of these chips
aren't exactly stellar, and in a tourney where competent wood navis are
out to try and frag your chips, this can be an issue.
FireSwrd / FireBlde
The damage these things can do are ridiculous! As far as I'm aware, none
of the navis present save for QuickMan are frequent dodgers. This means
that you can get away with abusing these without much reprecussions. If
you can fit in a FireBlde, do so in the front row and watch that pretty
green grass burn those pretty green navis into a prettier black mark on
the floor.
Blower
Your mileage will really vary here, but I'd recommend against it. 40MB
and 20 HP for something that isn't all that devestating outside of
Atk+ chips? Well, with those, yes, this is very devestating. It still
hurts given who'll be using it and what it'll be used against, but chances
are it'll croak on the turn it's drawn. Beware, but consider. Its accuracy
is bunk, too.
Burner
50MB this time, but it has a lot more HP than Blower and hits a bit more
often. By "a lot more HP" I mean 90, meaning it has 110 HP and its
survival will vary. Thing is, this is made for chip deletion and a lot
of wood chips have decent HP couns, so it'd be an uphill battle. It can
still be quite useful, though, but if you opt for it you may want to use
Fireman and his extra 10MB.
Meteor Series
These things hurt, but are really inaccurate. The weakest of them,
Meteor3, is relatively fragile at 30B for 70 HP. If you must use them,
put them up front to take advantage of the grass and hope for the best.
I'm of the belief a FireSwrd is better, but Meteor decks are very popular
among those who like heat navis. As of writing, I'm not one of them.
HeatBall
A maybe. There's no WoodBall, but the type disadvantage against wood navis
still applies. This can work against a few of the competitors, but don't
count on it. I never used it here, but you might.
WoodAura
A *huge* help, but it's very rare and eats up 50MB. If you have it, put
it up front with a smile. Only two enemies have countermeasures against
this.
PanelOuts / Invises
There's one enemy who is pretty tricky, though beatable, without these.
With these, he's very easy pickings. I'm certain you at least have these
on hand, if you've already been to and beaten the Firework tournament.
Shadows, while they serve a similar function, are MB-heavy and aren't
really foolproof against him.
HeatMan
Fireman could feasibly work, but Heatman brings you so much for a cost of
10MB that I wouldn't think twice about using him. +150 HP is the clincher
if it boils down to a war of attrition with everyone's chips blown to
pieces, and his buster hurts... and pierces.
PanlGrabs
If you go with MB-heavy chips, you'll need them to fill in the holes.
Plus, they're a help against Quickman too. Why not?
PanelOut/Invis
Both are helpful against Quickman, because his deck is really well done
and these are the cleanest counters against it. You should have some from
the Firework tourney escapades, if you know what I'm talking about.
Catcher
As always, there's some good and unique chips you can grab. Don't pass up
the opportunity! Make it a slot-in!
//BAD IDEAS
Electric stuff
Oh come on, don't you remember the massacre at the Thunder tourney? The
one with all that cyberblood on your hands? (Hey, I always wanted to say
cyber-anything with a straight face.) Seriously, the hippies of the wood
element know how to handle the likes of Elecman and Flashman. Don't push
them. You won't like them when they push back with love, peace, and
TreeBoms in every known cavity found on your body.
---------------
Millions
I bet she's shaking in her boots from the fact she has to deal with this
uncooth youth from ACDC thinking he could stand even within fifty feet of her.
Nothing wrong with offering her a light, is there? Sure there isn't... heh
heh. She'll trade you for some spices. Bad spices. That enough of a hint for
you?
SnakeMan
Hit Points: 450
Attack Power: 30
Buster Notes: Stuns opponent.
Element: Wood
Primary Chip: Spice3
Stage: GrassStage
Program Deck:
Ratton2 Yo-Yo2 (R)
Spice1
Spice2 GrassStg
Spice3 SnakeMan
Spice2 GrassStg
Spice1
Ratton2 GrassStg (L)
Battle Strategy: It's possible to kill this enemy in one turn if you go with a
HeatSwrd/HeatBlde deck with Heatman. I don't see why you'd try anything else,
as you'll want to burn the grass to render all but two spots in her deck
useless. She might call the grass back up again, but heat attacks almost always
go before wood ones, so you'll burn it again before the spice comes knockin' if
you have heat-element chips in the front and middle. Fill in any holes with
PanlGrabs, since Ratton2s are annoying and can put a decent hole in your chips
if you don't. This one's a cinch, and you'll want to keep playing this tourney
for more of those Spice3s she's got.
---------------
Trainee
Mr. Famous' yappy lackey makes her BCC debut with a half-intelligent deck to
scare you into not using the fastest way to win the bout. Once you circumvent
this, though, it all goes downhill from there.
NormNav3
Hit Points: 600
Attack Power: 20
Buster Notes: None.
Element: Neutral
Primary Chip: CrosBomb
Stage: GrassStage
Program Deck:
MiniBomb Fan (R)
BubCross
CrosBomb ZapRing2
CrossGun NormNav3
CrosBomb Mine
HeatCros
MiniBomb RockCube (L)
Battle Strategy: See that Mine? If you use a melee attack, it'll go off. Don't
use swords or Burner. Stick to HeatCros chips for this one, and use Heatman.
The BubCross will hurt if drawn, yes, but the navi is non-elemental, so it's no
big deal. You'll want fire in the front row so you can take advantage of the
grass before the enemy can, anyway. The ZapRing2 is annoying, but it's also
no big deal at this stage of the game. Since you have the type and HP advantage
as well as sturdy chips in the back I'm hoping (PanlGrabs!!!), this should
play itself out without a worry. The RockCube can only delay the inevitable.
---------------
Sal
I've told you plenty about what Woodman's good for. One wonders why Sal hasn't
picked up on any of this herself. She's here for revenge using a wholly
laughable deck not fitting for the large lumber wonder. Put him out of his
misery and creamate the remains.
Woodman
Hit Points: 600
Attack Power: 80
Buster Notes: Pierces defense
Element: Wood
Primary Chip: TreeBom3
Stage: GrassStage
Program Deck:
Ratton2 LeafShld (R)
MiniBomb
Recov80 LeafShld
Sonicwav WoodMan
Recov80 TreeBom3
MiniBomb
Ratton2 TreeBomb3 (L)
Battle Strategy: The only threatening chip AT ALL is the TreeBom3 up in front,
and the one available for slot-in. The Sonicwav's point is moot because there's
no point in trying to play defensively. What're you supposed to do? That's
right, burn it all. Go sword-happy with Heatman; Woodman's dodge rate isn't
great, and it does a ton of damage to him. Your chips aren't in immediate
danger for deletion unless you're using a Blower. I can't really say much of
anything else. It's just so simple and stupid that, well, I won't go on any
further. You don't need much of any help here.
---------------
Yukiko
Before this match, Sal must've been asking her what went wrong. Yukiko's
response? "Just watch, this is how he did it before. ^_^" She has the right
idea of what a wood navi is destined to do, but thankfully she doesn't drive
the point home as far as you have. The best counter to this is the same as
before.
Navi-W
Hit Points: 550
Attack Power: 10*3
Buster Notes: Damages chips.
Element: Wood
Primary Chip: TreeBom2
Stage: GrassStage
Program Deck:
Recov50 HiCannon (R)
CrsShld1
MiniBomb TreeBom2
TreeBom1 Navi-W
LilBomb TreeBom2
CrsShld1
Candle2 GrassStg (L)
Battle Strategy: This one's based on chip damage, and it's competently done;
the same-type bonus will really put a huge dent into your chips if the enemy
gets a TreeBom2 followed by a TreeBom1! There's also the two CrsShlds which
are annoying. What're you to do?! ...Well, I'd suggest the same as before -
burn it all. Go with swords with confidence; if you have FireBldes up front
and if you're lucky, you'll end up deleting one of those TreeBoms. Even so,
there's a great chance you'll lose a good number of chips each turn. Make the
ones you pick count - even if the swords and whatever else go down, type
disadvantages will give you the upper hand. You do have 100 more HP than the
enemy if you use Heatman. Feel free to put PanlGrabs in the back to better
ensure that your buster will hit, but it's no big deal here. Blitz it, blitz
it good. Just make sure you burn the grass.
---------------
Dave
At least someone has been learning from how you play. Like swords? His navi
is intristically good at avoiding them. Like fire? He has a killer combo that
will really put a cramp into that plan. Want to shy away from both? He can
take advantage of it where you can't. See? He's pretty smart, this Dave.
Quickman
Hit Points: 450
Attack Power: 30
Buster Notes: Hits Twice, Damages One Chip
Element: Neutral
Primary Chip: FstGauge
Stage: GrassStage
Program Deck:
FstGauge M-Cannon (R)
Shadow1
Spreader Yo-Yo2
FireBlde QuickMan
Spreader Atk+20
AquaBlde
HiCannon Repair (L)
Battle Strategy: Another tough fight, depending on the luck of the draw. Even
though he's evasive, you will want swords as a means of fighting against his
Shadow1. I suggest a HeatCros offense otherwise as far as consistent hitting
goes. If you bring PanlOuts, you'll want to stick with HeatCros/HeatSprd for
the rest of your offense. If you bring Invis, feel free to go at him with
swords. Either one should work. I have gotten away with just HeatCros and/or
HeatSwrds, but the above methods are a bit more practical. Just don't bother
with Shadows of your own because of those blades, and you should win. Another
way to stave off doom by AquaBlde is to put an AquaBall or two up front, but I
don't think they'll last.
---------------
Anetta
Anetta's gotta have a problem of some kind. After all you've been through for
this tourney, you'd think the final fight would be much harder. That's not the
case. In fact, Plantman tries to deny his innate wood-elemental destiny to try
and come at you with a half-hearted direct damage deck. Oh, please.
Plantman
Hit Points: 550
Attack Power: 20
Buster Notes: Wood-element, hits all chips
Element: Wood
Primary Chip: Trident
Stage: GrassStage
Program Deck:
DoubNdl LeafShld (R)
Guard
Recov80 Trident
WideSwrd PlantMan
Recov80 Trident
Guard
DoubNdl GrassStg (L)
Battle Strategy: Set him on fire with Heatman and lots of FireSwrds/Bldes.
I'm serious, that's all it'll take. The Guards will need some elemental
interception anyway, and the rest of the deck is just lame. The Recov80s won't
stave off doom for very long, the DoubNdls won't add up to much, the WideSwrd
is likely to croak before Plantman can do anything with it... what can I tell
you? HeatSwrds in front and center, PanlGrabs in the back. This will be a very
short fight. Only the WideSwrd and Plantman's buster can damage your chips, and
even then it won't be crippling. A sad enemy.
---------------
Tournament Prize:
5000 Zenny
Navi Core: PlantMan
How's it feel to finish the last B-Class tourney in my suggested order? If you
did, say hello to A-Class and the ability to slot in chips up to 40MB in size!
If you didn't, you know what you're supposed to be doing. Still, this tourney
is a good source of cash like the others; bring a Catcher for a shot at
Spice3s, Mines, TreeBom3s, and Tridents as well as the ability to get a profit
of up to 5300z! You're going to need all the chips you can get your hands on
for the next class.
Plantman's also a relatively weak navi in my opinion, especially compared to
Woodman. He has 550 HP, which is less than Woodman. His buster does 20 damage
to you and all your chips, which Elecman could do too. Admittedly it lends
itself better to the universal wood navi strategy of deleting chips, but he
has less MB than Woodman does... 20MB less! That just won't do. Stick to Woody.
|-------------------------------------|
| STREAM TOURNAMENT |
|-------------------------------------|
| Location: Yoka Inn Hot Springs |
| Special Rules: Ice Stage |
| |
|Opponents: |
|1) Froid [IceMan] |
|2) Kimie [Navi-A] |
|3 Takeo (Inukai) [BeastMan] |
|4) Miyuki [SkullMan] |
|5) Nancy [NormNav4] |
|6) Masa [SharkMan] |
\-------------------------------------/
Your second stop, following the Thunder Tournament. Please do take care of it
before you tackle this one, as there are quite a few fights I found somewhat
difficult to deal with until I had Flashman by my side. Many of the navis here
boast decent evasion on a field that highly favors aqua-element navis who,
again, tend to be very evasive. Compounding the matter even further is that
among the electric chips you can collect at this point, NONE of them have an
accuracy higher than B. Flashman's buster stuns navis and has an accuracy
rating of A, making him invaluable. So go get him!!
Got him (already)? Good. Almost all your opponents are aqua-elemental and/or
have very powerful/annoying busters. The stunning quality of Flashman's buster,
provided it hits, will take that advantage away from all of them.
As for chips, there's really a lot of ways to approach this one as opposed to,
say, the Thunder tourney from before. You've got a lot of electric-type chips
to choose from, but none of them have sure-fire accuracy rates like the
HeatShot and Bubbler series. Thus, much like in the Droplet tourney, you have
a lot of flexibility in how you want to approach this. Dex's own approach is
contradictory, but I can fill you in on what he means to say. :D
//GOOD IDEAS
ZapRing Series
I don't like this series much at this point of the game, especially with
the recommended navi in question. MagBombs serve its purpose far better
at the cost of some damage and accuracy, but they cost less MB. Still, a
lucky ZapRing3 can be devestating. I'm leaving this under "good ideas"
since I'm sure some of you like them.
Satelit Series
The most accurate electric chip you'll have, unless you've been abusing
ACDC Park for one of the ten endgame chips (don't worry, you'll be filled
in about this later). The unimpressive damage removes the "un" prefix
when you factor in element types and the ice fields themselves, but its
HP count is very laughable.
MagBomb Series
Inaccurate, but with decent HP and a good, low MB count plus chip damage
AND stunning, it's an OK all-around chip. Accuracy and damage are its low
points.
Remobit Series
Very MB-heavy, and if you're going to use Flashman, you're not going to
have a lot of MB to spare. Remobit1 will still do a decent number at 30
MB, but the final call is yours.
ElecSwrd / ElecBlde
You can do some *SICK* damage with an electric navi using one of these,
but their crap accuracy against normally highly evasive aqua-elemental
navis on a field that lowers non-aqua navis' accuracy and evasion is a
problem. Their HP counts aren't too forgiving either.
AquaBalls
If you want to stave off your doom and pray for hits from there due to
the fact there is no Elec-element chip with an accuracy higher than B,
bring this along. It has an accuracy of C though, so beware.
AquaAura
MB-heavy, but may be useful if you decide to use a navi with a really good
MB count. Dex doesn't have this luxury with his default navi, so you may
almost want to bring NormNav2 along if you plan to use this.
FlashMan
Aside from the elemental interactions, he's got the second-most accurate
buster of all elec-elemental navis (a plus) and it stuns (also a plus).
You're playing on ice fields too, and... those are a plus as far as damage
goes. His very low MB count is going to be your worst enemy, but you'll
hopefully pull through!
PanlGrabs / AreaGrabs
You knew I was going to say it. Well, these are a legitimate help for
accuracy and filling in blanks. This time around you may want to put them
up front, although I kept them in the back. If you're not using Flashman,
you may want to pack AreaGrabs to drive up your chances of hitting even
further.
Breaking chips of some kind
ColdPnches, GutPunches, Brnz/Silv/GoldFists, Wreckers, etc. Some enemies
do erect barriers, so having some of these might be handy. I prefer
GutPunch. In Dex's case GutPunches only pop up at stores, so beware. You
can go without these just fine, though, and some of them are MB-heavy.
Recov/Repair/AlumiStg Slot-In
As I always dedicate a slot-in to Catcher, this leaves one slot up for
debate. Personally I try to use the field to my advantage for damage and
opt for the best Recov I can put in as slot-in (Recov120 at this time in
the game), but you may beg to differ.
//BAD IDEAS
ElecMan
Low-ish HP, and having an accurate buster with the ability to stun is a
lot more important than overall chip damage here. He can't really work the
field as well, although he does have more MB to spare than Flashman does.
Anything Heat-Elemental
...Duh.
---------------
Froid
That reasoning is almost as lame as Dex's there, Froid. Ah, well. At least he's
used plenty of said reasoning in reconstructing Iceman's approach this time.
Iceman
Hit Points: 500
Attack Power: 60
Buster Notes: Pierces defense
Element: Aqua
Primary Chip: AquaSword
Stage: IceStage
Program Deck:
Bubbler Quake1 (R)
ColdPnch
Bub-V AquaBlde
CrosBomb Iceman
Bub-V AquaSwrd
ColdPnch
Bubbler RockCube (L)
Battle Strategy: He opens up his offense with some very powerful, but
inaccurate chips. I'm assuming you'll be using Flashman here, because he's the
best one to use for this. Since there's a somewhat decent chance you'll get hit
by one of those blades to start with, there's a good chance one of your chips
will be fried, not to mention Iceman's evade rate is an A. With this in mind,
I suggest going for accuracy in your deck; in my case, a Satelit/PanlGrab deck.
Each one should hit for 100 or so damage per successful hit, and the stuff he
has in the back is easily destroyed. If the fight drags out, there's a good
chance you'll take out most of his offense. AquaBalls up front can work, but
the swords go before it and there's always the chance that they'll end up
popping the thing before it's even out. Make sure you have a Recov120 or better
for slot-in, as it's not uncommon for Iceman to totally disrupt your offense
from tiem to time. Even so, the gap can and probably will slowly get closed in
the form of Flashman's stunning buster; if I'm not mistaken it does around 60
damage to Iceman and prevents him from hitting you with his buster back if it
hits (and it should if you're using PanlGrabs). Oh, if you do get an AquaBall
up, don't worry about the ColdPnches; they'll get absorbed.
---------------
Kimie
In her mind, there's nothing wrong with encouraging young children to enjoy the
wonderful world of hot springs. Perhaps she's using a very easily overcome deck
as to not scare the future customers off? Eh, it sounded funnier in my head
than on paper, I'll admit. Let's just get on with it and chase her out of the
mens' room.
Navi-A
Hit Points: 550
Attack Power: 40
Buster Notes: Hits a random currently active chip.
Element: Aqua
Primary Chip: BubCross
Stage: IceStage
Program Deck:
Recov50 HiCannon (R)
AquaBlde
MiniBomb BubCross
Bub-V Navi-A
LilBomb BubCross
AquaBlde
Candle2 IceStg (L)
Battle Strategy: There's next to no way to stop this navi from opening with a
BubCross that'll do 70 damage to your last selected chip.... PanlGrabs are
perfect sacrificial goats. Navi-As are supposed to have so-so dodging, so you
could probably get away with a sword-based offense and come out ahead. Due to
the AquaBldes, though, I think it'd be far better to put two AquaBalls up front
and watch it all play out from there; the MiniBomb and LilBomb can't do enough
to entertain the idea of popping it. Blocking an AquaBlde with an AquaBall
gives it a *lot* of oomph while protecting yourself, so why not? Again,
Flashman is best here. The one thing he can do that may not be to your liking
is to stun Navi-A with his buster and prevent it from powering up your AquaBall
even further, but eh, whatever. A very easy battle.
---------------
Takeo (Inukai)
The jerk who indirectly did some mean things to Dex's little brother back in
BN3 has finally decided to show his face. I'm pretty sure Chisao by his
lonesome would get him on his knees to apologize in fear of what that creepy
kid would do to him. Nonetheless, as Dex or anybody else for that matter, this
guy is one of the toughest fights in the B-Class. Revenge is never easy.
BeastMan
Hit Points: 500
Attack Power: 90
Buster Notes: None.
Element: Neutral
Primary Chip: Kunai3
Stage: IceStage
Program Deck:
Bub-V Repair (R)
Ratton1
DashAtk Kunai3
AquaBlde BeastMan
DashAtk Kunai3
Ratton1
Bub-V Repair (L)
Battle Strategy: He has decent HP, his evasion rate is rated an "S," and his
buster hurts. How are you supposed to be able to compete?! This is the main
reason why I brought Flashman; his buster is a very clean counter to this guy
if it hits (use PanlGrabs to ensure this). The damage is boosted by the ice,
and it'll prevent Beastman from getting off one of his strongest weapons. Now,
for the rest of the deck... hm, I'd forego swords because of the evasion issue.
Satelit series chips are best, but their low HP makes them almost a liability
against his Kunai3s up front, and there's the matter of his AquaBlde in the
center too. Eventually a Repair will be slotted in and Beastman'll be slightly
easier to hit, but you want to take advantage of the ice while it's there. I
feel PanlGrabs in the back are a necessity to at least keep his buster in
check with Flashman. As for an actual deck suggestion, hmm... Remobits could be
useful, and I lucked out with a sword setup. It's hard for me to suggest a
very clean counter to this one, as it really feels just like luck here. Putting
in a Recov for slot-in will help even the odds a bit.
---------------
Miyuki
Hmm, fountains. You don't think she was here to make out with some razors, do
you? Well, that's not entirely funny. Nonetheless, Skullman's back with a
well-balanced deck; decent damage output, lots of HP, and very solid defenses
are his order of the day. Are you prepared to counter each and every one of
his strengths?
SkullMan
Hit Points: 650
Attack Power: 80
Buster Notes: None.
Element: Neutral
Primary Chip: CrsShld3
Stage: IceStage
Program Deck:
Satelit1 WhirlPl (R)
PoisFace
DoubNdl M-Cannon
CrsShld3 SkullMan
DoubNdl CannBall
PoisFace
Satelit1 CrsShld3 (L)
Battle Strategy: This is one fight where you'll probably want some breaking
chips. If you bring any, put them in the back to destroy any of his center-row
defenses. As for the rest of your deck (I'm still suggesting Flashman), it'll
be stretched a bit thin MB-wise given what breaking chips are available, but
I suggest Satelits or maybe even an ElecSwrd/Blde if you can spare it, since
Skullman doesn't evade them all too frequently. The M-Cannon hurts, but the
field and the innate inaccuracy of the chip almost makes it a non-factor. Since
his HP is so high, you'll want a Recov somewhere (maybe slot-in) to keep
everything running smoothly. If you have a deck set up to at least kill the
defenses, Flashman's buster will make Skullman's buster a non-issue. He's a
very stubborn foe as always, but he'll go down in due time. You can try and
chance it with a straight-up ElecSwrd/PanelGrab folder like I did, and I barely
won. It was mostly luck, though.
---------------
Nancy
This semifinalist may have years of experience in her old line of work, but it
seems as though she hasn't the foggiest idea of what to use outside of what she
saw some other NormNav4 wielder arrange (hint: Osamu). This fight's the exact
same as that fight in the Thunder tourney, only now you're playing on ice.
NormNav4
Hit Points: 650
Attack Power: 20
Buster Notes: None.
Element: Neutral
Primary Chip: TripNdl
Stage: IceStage
Program Deck:
DoubNdl Shadow2 (R)
TimeBom1
TripNdl ZapRing2
Atk+10 NormNav4
TripNdl CrsShld2
TimeBom1
DoubNdl Candle2 (L)
Battle Strategy: And boy, won't YOU be enjoying the ice! The only thing the
navi has in its deck that takes advantage of the ice is the ZapRing2, and it
has four different defense chips. Nonetheless, I suggest toughing it out with
a Sword/PanlGrab folder; with an electric navi, you'll be doing insane damage
with like-element chips, and NormNav4s have one of the worst dodge rates in the
entire game. It has 650 HP to soak it with, but you'll be hitting for far
harder than it can, plus by having swords in the first place you'll have a
counter to the Shadow2 when it's slotted in. Its main source of damage is in
the Atk+10 TripNdl, but one successful whack with an ElecSwrd should take at
least one of those out per turn; Satelits are better if you want to guarantee
you'll chomp up the back, but it'll be harder to counter the Shadow2. Don't
worry about chips that break guards; the damage you'll likely be doing will
take them out with ease. Just keep it all elec-element and you're safe.
---------------
Masa
Considering all the fearsome opponents you've just deep sixed, the intimidating
Masa has brought a very unimpressive foe to your dinner plate. Sharkman's not
under the panel to look sneaky and cool. He's ashamed of himself because he
sucks. Masa, however, knows what he's doing and has a pretty competent
offensive that unfortunately has a braindead counter you should easily see.
SharkMan
Hit Points: 400
Attack Power: 40
Buster Notes: Damages last used chip.
Element: Aqua
Primary Chip: BubSprd
Stage: IceStage
Program Deck:
AquaBlde Sonicwav (R)
BubCross
Shockwav Atk+20
BubSprd SharkMan
Shockwav Atk+20
BubCross
AquaBlde IceStage (L)
Battle Strategy: Atk+20s don't do any actual attacking. That's the perfect
opportunity to set up an easy defense, like, say, two AquaBalls. The Shockwavs
will bypass them and hurt you, yes, but they won't do enough to pop them for
at least one round. Your offense, or whatever you can squeeze of it in, should
be mostly electric (once again, I used Flashman). Satelits are the best for
their accuracy, as Sharkman will dodge stuff frequently. By having two
AquaBalls up front, though, you'll take a huge edge out of his deck if he draws
a souped-up BubCross followed by an AquaBlde; the return damage by the Balloon,
should it hit, will almost be guaranteed to take away half his 400 HP. Have
PanlGrabs in the back to ensure that your buster will hit. It may be tempting
to go at him blade-first for the raw damage it does, but you'd just be rolling
the dice against your favor... even though I did that. Your choice; he'll soon
be hung over your fireplace either way.
---------------
Tournament Prize:
5000 Zenny
Navi Core: SuckMan (...OK, SharkMan)
Having successfully overturned adult swim for today, that should be two
tourneys down and two to go, assuming you're following my suggested order. Now,
what I'm about to say next is important: DO NOT PROCEED TO THE FIREWORK TOURNEY
UNTIL YOU HAVE TWO OF ANY OF THE FOLLOWING: INVIS, SHADOW, OR PANELOUT CHIPS!
There is one enemy who borders on impossibility without them. You can win
Shadow2s off of Nancy (this tourney) and Osamu (Thunder tourney), but they're
very MB-heavy. If you decide to go with them, you might want to bring that
NormNav2 from the Novice tourney along for the ride; Gutsman's MB count sucks
too much. You'll probably want to replay the tourney for Kunai3s, BubSprds, and
a few AquaBldes; make sure you have a Catcher in your deck for that! BubSprds
in particular are pretty good.
Sharkman is... let's not kid ourselves. He sucks. The only thing going for him
is that he's one of the few navis whose buster will always target the last
chip selected. His evasion is equal to Iceman's, but he has 100 less HP and
10 less MB! Based on this, I could've sent you off to the Firework tourney
first, but I figured it'd be better to build up funds off of this tourney for
a chance to buy the required chips. Too bad Sharkman's a load of crap; Masa's
one of my favorite characters.
|-------------------------------------|
| THUNDER TOURNAMENT |
|-------------------------------------|
| Location: Yoka Zoo Enterance |
| Special Rules: Aluminum Stage |
| |
|Opponents: |
|1) Arashi [AirMan] |
|2) Osamu [NormNav4] |
|3) Raoul [ThunMan] |
|4) Minako [Navi-E] |
|5) Gauss [NormNav2] |
|6) Ray (Not Rei?) [FlashMan] |
\-------------------------------------/
The first tourney you ought to crash for the B class is here, the Thunder
tournament. Why? You can't really improve on your best strategy against the
electric types all that much, and that's with wood chips. There aren't many
wood chips out there other than TreeBoms and Spices, and the latter has no real
"oomph" unless you're up against an AlumiStage where you can use the former to
turn the stage to grass. Really, this should be basic knowledge by now. The
game still thinks you're stupid. Prove otherwise.
Honestly, I can't get into specifics when I already have before. If you don't
have a healthy amount of TreeBoms or Spices by now, go get them in D-Class'
Sapling tourney, or keep buying chips from Higsby's or Sunset. After you clear
this tourney, you'll probably be clearing this many times over for the easy,
easy money. That, and you'll want this tourney's prize navi for the Stream
tournament, because one particular match there is a doozy without it.
Oh, by the by, this intro scene is PRICELESS. Something got lost in the
translation...
//GOOD IDEAS
Quite frankly, if it worked for the Battery tournament, it's going to work here
without a hitch. I'm assuming you have been using a Woodman/TreeBom/Spice
strategy, of course. If you aren't and it works for you, cool. I'm still
suggesting you use it and acting as if you are. Panelgrabs are nice for
filling in blanks, and bring ElecBalls if you're really not sure. A GrassStg
slot-in (if you have the chip anyway) may help a lot, as some enemies can get
rid of the grass. However, in my many plays of this tournament, it never
surfaced.
//BAD IDEAS
Really, anything aqua-element. Again, common sense here.
---------------
Arashi
Right after you put him in his place back in the C-Class, he's back with a
rather underwhelming verbal threat and a half-viable chip threat. But, if you
read what I said above, you've really got nothing to worry about *AS LONG AS*
you have relatively powerful and accurate hit-all chips up front; I humbly
suggest TreeBoms. He *can* disrupt your use of Spice chips even if you do
this, but by the time he'll have the opportunity to, it won't amount to much.
AirMan
Hit Points: 550
Attack Power: 30
Buster Notes: Damages chips.
Element: Neutral
Primary Chip: Tornado
Stage: AlumiStage
Program Deck:
V-Gun Spreader (R)
Blower
LilCloud ZapRing2
Tornado AirMan
LilCloud Wind
Tornado
V-Gun PanelOut (L)
Battle Strategy: Psh. Do the TreeBom/Spice thing and you'll show him who the
real king of chip damage is. However, he has a Blower present in his deck, and
that's a heat-element attack, which means it burns grass. :( But if you have
two TreeBoms up front (preferrably TreeBom2s), more often than not they'll
delete it before it can do anything. His "L" slot in, the PanelOut, can be
somewhat annoying but he seems to always use his Spreader first. Thus, by the
time he does draw it, it won't be crippling. His ZapRing2 is the only thing
that actually takes advantage of the stage, and it's not really that big a
threat. A single TreeBom2 in Woodman's hands will kill off a Tornado if he
draws one. If you're not using Woodman, I'm not sure what to tell you other
than to hit fast and hard - maybe even with an electric deck. Unless you have
a strategy based on chip destruction first and foremost, your own deck's going
to go down quick.
---------------
Osamu
Rocky this guy ain't. Funny-looking this guy is. Dangerous, he may or may
not be. His tactics are more geared towards preserving himself and his 650
precious HPs. His precious, precious HPs. Squash those cute little numbers and
make him squirm.
NormNav4
Hit Points: 650
Attack Power: 20
Buster Notes: None.
Element: Neutral
Primary Chip: TripNdl
Stage: AlumiStage
Program Deck:
TripNdl Shadow2 (R)
TimeBom1
TripNdl ZapRing2
Atk+10 NormNav4
TripNdl CrsShld2
TimeBom1
TripNdl Candle2 (L)
Battle Strategy: An interesting deck, akin to something you'd probably see in
the Block tourney. It doesn't look it, but a Spice-centric deck is the best
way to go. Why? Spices bypass whatever's in the chip box, which helps plenty
against guard-centric foes. Not only can you turn this stage into grass with
TreeBoms so that it'll WORK, but you'll regen some HP per turn to help you last
against that aforementioend 650 HP count. His main source of damage is in his
souped-up Atk+10 TripNdls, but don't fret over it too much; there's a good
chance you'll delete it with ease. Not only that, if you use Woodman, his
attack pierces and will do some damage (save for maybe against that Shadow2
chip), so do that Woodman thang with confidence. Really, again, it's the
cleanest counter you can have against a deck like this. Fist chips could work
well here too. As for the Shadow, if you're really worried about that, bring a
sword of some kind. I'm pretty certain the Spices will bypass that, though.
Finally, two Guards up front will protect you from everything except the
initial ZapRing2 strike; you should be OK from there.
---------------
Raoul
The tournament's named after his navi, and he's not the boss? It hardly
seems right! Well, last time his deck certainly wasn't "right" either, so I'm
not gonna get too preachy about it. There's plenty of that for his dull little
deck in the battle strategy blurb.
ThunMan
Hit Points: 550
Attack Power: 40
Buster Notes: Stuns opponent.
Element: Elec
Primary Chip: Satelit3
Stage: AlumiStage
Program Deck:
LilBomb ZapRing2 (R)
Satelit3
ElecBlde LilCloud
Atk+10 ThunMan
LilCloud LilCloud
Satelit3
Remobit1 Remobit1 (L)
Battle Strategy: A far more respectable attempt than back at the Cliff
tourney, especially because the field far better suits his abilities than it
did before. You do, however, have an ace up your sleeve (or should) in the form
of having a wood-based offense that'll trample him and his chipset really
quickly. If not, go with ElecBalls and it'll play itself out. None of his
non-electric chips can really do any significant damage to the Ball, so what's
there to fret over? Nothing, that's what. TreeBom/Spice or ElecBall punking is
kid-tested, abusive-foster-parent unapproved. But I approve of it, so... yeah.
Just keep in mind that if you use a non-elemental navi, the "stunning" effect
of Thunderman's buster will actually work. So, don't.
---------------
Minako
Given that the strong chip is one mark down from Thundydude's, you'd think that
this battle would be a whole lot easier than the last one (which was pretty
easy, by the by). This would be one of those rare cases where silly assumptions
are actually true.
Navi-E
Hit Points: 550
Attack Power: 30
Buster Notes: Stuns opponent.
Element: Elec
Primary Chip: Satelit2
Stage: AlumiStage
Program Deck:
Recov50 HiCannon (R)
LongSwrd
MiniBomb Satelit2
ZapRing2 Navi-E
LilBomb Satelit2
LongSwrd
Candle2 AlumiStg (L)
Battle Strategy: ...D-Class, is that you? Now, there's a good chance this navi
will get the first type- and stage-juiced Satelit2 in for good damage, but if
you've got a TreeBom/Spice deck, that's the only advantage this navi has. It
can also change the stage back to metal, but as long as your TreeBoms remain
undeleted (relax, chances are it will) you can turn it back to grass with ease.
The chips are basic, but at least they do work somewhat well together. It's
still nothing special, though. Like with Thunderman, try to use an elemental
navi of any kind other than an aqua one (obviously) to shrug off the "stun"
effect of the navi's buster.
---------------
Gauss
*This* is where you may run into trouble. This old codger knows what he's
doing, having given Magnetman some measures against what would be effective
against him while combining damage with chip deleting power and a very
reliable although not outstanding buster. OK, I'm done making him look good.
Now, I'll make you look even better.
MagnetMn
Hit Points: 600
Attack Power: 60
Buster Notes: None.
Element: Elec
Primary Chip: MagBomb3
Stage: AlumiStage
Program Deck:
MagBomb3 Heat-V (R)
Satelit1
CrossGun BrnzFist
CrsShld2 MagnetMn
GrossGun BrnzFist
Satelit1
MagBomb3 AlumiStg (L)
Battle Strategy: Despite the threat of the Heat-V slot-in disrupting it, you
want to focus on a TreeBon/Spice deck, because a) he's electric and weak to it
anyway, and b) it does a very nice job of cleaning out his stuff, including
his CrsShld2. And by the time he pulls it out, if ever, it'll be too late for
him to recover. Above all else, get rid of the metal panels in one way or
another so his stuff hurts less (600 HP is a lot to deal with and you want to
see to it that the gap doesn't get too big). If you can't, follow his example
in reverse by placing sturdy guard-breaking chips (GutPunch is good) in the
back to bust open his CrsShld, but keep TreeBoms along for the sole purpose of
changing the stage to grass. Otherwise, well, he just might be a handful.
MagBomb3s are fun, by the by, and you'll want to get as many as you can through
repeated trips with a Catcher in a slot-in space.
---------------
Ray
His strategy? Controlling you. Right. I don't see a Mindbndr in there, so
what's he getting on? A toilet? (Hey, some select enemies in Pesona 2: Eternal
Punishment think it's funny.) Really though, this guy lords over one of the
most annoying chips in the game. This should make you want it even more.
FlashMan
Hit Points: 550
Attack Power: 30
Buster Notes: Stuns opponent.
Element: Elec
Primary Chip: Remobit3
Stage: AlumiStage
Program Deck:
Recov80 MagBomb2 (R)
Shockwav
LilBomb ElecBall
ZapRing2 FlashMan
MiniBomb Remobit3
Shockwav
ElecBlde CrsShld1 (L)
Battle Strategy: He has two annoying defensive chips up front (you should know,
you've used one of them I'm sure), and most of his center column can bypass
whatever defense you put up, so... go all offense with a TreeBom/Spice combo.
That'll kill the ElecBall with ease. The Remobit3 may be stubborn about it, but
it'll go down by the end of the turn. First things first, TreeBoms are a must
in order to get rid of the metal stage while doing a little damage to whatever
Flashman picked this turn. You also want to make sure that whatever chips you
bring can take a beating, because if you don't take care of that Remobit3
ASAP, you will be dead IMO. Go on ahead and LOL at the ROFLable "stun" effect
of Flashman's buster on your elemental non-aqua navi. You did bring one, say,
Woodman, right? If not, uh, stop laughing. This can be a tricky fight, but
once the Remobit3 is down, it's more or less smooth sailing. He doesn't draw
that ElecBlde nearly enough to be a concern.
---------------
Tournament Prize:
5000 Zenny
Navi Core: Flashman
Unlocked: A-Class
Slot-In Memory +10MB (40MB total)
I'm *VERY* certain you didn't save this one for last, since it's so easy to
construct a viable elec-anything counter even early in the game. If you did,
you get everything you see here, plus an added witty comment to tell you to
go clear the other B class tourneys if you haven't already! Order now!
Seriously though, this is by far the easiest tourney in the B-Class and if you
didn't set your foot in the door with this one, well, power to you. Go away.
Chances are you'll be replaying the tourney plenty for a max profit of around
6800z, easily obtainable with a Catcher on hand and a good Woodman deck.
MagBomb3s are especially nice.
Flashamn himself is kind of a bore. 550 HP isn't bad, but he has the lowest
MB capacity in the entire game, tied with Flameman and Plantman! His buster
isn't really anything special outside of its accuracy... just 30 damage and it
stuns. Ho hum. Don't disregard him; he's extremely helpful for dealing with a
certain potential problem match in the Stream tournament. Said opponent is
non-elemental. Do the math and you'll see why he'll be valued at least for
that particular fight, so bring him along.
===============================================================================
WALKTHROUGH: KAI XFWKA
===============================================================================
You'd think that with all the crazy stuff Lan does to foil equally crazy and
often not very well thought-out schemes by various netcrime groups, he'd have a
lot more fans. Now you get to play as who would be his most devout same-sex
stalker! (Gasp!) ...Maybe it's not at that level yet, but I'd know what it's
like to have a couple of friends far younger than you that look up to you, and
little Kai wants to be just like his hero Lan! Even Turboman seems disturbed by
this. Funny how he mentions Lan's like a video game hero, huh? Then they get
invited to the Battle Chip Challenge competition for some reason.
Turboman, your starting navi, is a fun one to use. He's great at deleting chips
because his attack hits all of the enemy's own, and he's got decent MB capacity
to boot! On top of that, it's a fire element attack that can wreak havoc on
grass-loving tree-hugging Wood-elemental navi hippies. His main downsides would
be his blah dodging rate and that his individual attack power with his native
attack is weak - 20 damage on all the used chips on that turn is great. 20
damage to the enemy navi itself is not. This tends to make fights drag out for
longer than with the other starters. I'd tell you to do the math, but we wrote
this guide to do it for you.
Just a quick and funny manual error note - in the NA manual he's called
"Kaito." I think he would've made a better "Kite," after defenestrating
Japanese pronounciations of course.
-------------------------------------------------------------------------------
Class-E XF1CE
-------------------------------------------------------------------------------
TOURNAMENT ENTRY FEE WINNING PRIZE NAVI CORE PRIZE
Novice Tournament Free 1000Z NormNav2
Guts Tournament 300Z 1500Z Metalman
Healing Tournament 300Z 1500Z Roll
The first step to being like Lan? Lay devestation to all newcomers and their
inferior navis. The Class E tournaments are a breeze as long as you manage
your program deck wisely. It's slightly more important with Turboman because of
the low damage of his native attack, but his MB capacity allows him to make up
for it. Either way, get used to playing the Novice tournament as a quick way to
rake in around 1750z per play. It's free to enter, so why not?
I really think Turboman ought to try and conquer the Healing Tournament before
the Guts Tournament; his native attack lends very well to destroying enemy
chips, and I say Roll's a far better bet for taking on Gutsman at this stage
in the game anyway.
Now! Go to Higsby's and buy three chips, and MAKE SURE YOU FREAKING PUT THEM IN
YOUR FOLDER *AND* CHECK YOUR PROGRAM DECK. Some starting navis may be able to
slip by the Novice tournament without checking their deck by accident, but
Turboman is not one of them. Please check it for little Kai's sake. Not even
Lan is that stupid. Usually.
|-------------------------------------|
| NOVICE TOURNAMENT |
|-------------------------------------|
| Location: ACDC School |
| Special Rules: None |
| |
|Opponents: |
|1) Kenji [NormNav1] |
|2) Higsby [NumberMan] |
|3) Ms. Mari [NormNav2] |
\-------------------------------------/
Just like Lan, Kai doesn't seem to be used to the idea that you don't have to
wander around to find stuff in this game. Good thing Yai's here to detour you
to the correct tournament site, eh? If you survive the bad racing puns, you're
good to go.
As for the actual tournament, it's easy pickings. I've found that the matches
do take a little longer with Turboman because of the low AP of his normal
attack, but he can go the mile if you've got a Recov in there. (You should,
since your starting folder has one!) You might be playing here a lot to get
the cash needed to buy good chips, moreso than some others. Don't complain;
the more chips you have, the more strategies you can use and thus the more fun
you'll have. Shut up and play.
//GOOD IDEAS
Doesn't matter, just keep it full.
//BAD IDEAS
An emtpy Program Deck.
---------------
Kenji
I can only see this guy posing a small problem if you forgot to do your deck,
but even then I don't know if it's possible to lose to this guy. Fill the
slots and hold the B button; the ride won't be that bumpy.
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon
Stage: Normal Panels
Program Deck:
Recov50 Empty (R)
Empty
Cannon Empty
Cannon NormNav1
Cannon Empty
Empty
Recov50 Empty (L)
Battle Strategy: Put your cannons, sword, and shotguns in the first two rows.
Put everything else in the back. You could screw around with your deck if you
wanted, but this is probably the most efficient way to go about it. He can do
up to 150 damage per turn if he gets a lucky draw, but in a turn or two he
probably won't have them. I would give the more succinct analysis "he's easy,
don't worry" if it weren't for Turboman's 20 AP dragging the fight on for five
turns, but it doesn't make him any harder.
---------------
Higsby
Having had some time to start training Numberman again, Higsby sees this as
a perfect opportunity to test out a strategy on an unsuspecting kid... except
he left it at the shops. Crap. For him, that is. This guy could've been little
trouble for Turboman otherwise due to Numberman's buster, but that's if it had
its way. It won't, this time.
NumberMan
Hit Points: 400
Attack Power: 10*D (He rolls a dice, D = number rolled)
Buster Notes: Damages chips.
Element: Normal
Primary Chip: Prism (Missing in action. Jacked?)
Stage: Normal Panels
Program Deck:
Empty Empty (R)
Empty
Empty Empty
Cannon NumberMan
Empty Empty
Empty
Empty Empty (L)
Battle Strategy: Before I played Kai's game, I thought Turboman would have a
lot of trouble. My fears were greatly exaggerated; it's still easy! In fact you
could use the exact same setup you did before and still come out on top. I had
a CrsShld1 countering his dice bombs, but even without it Numberman would've
fallen in three or four turns. Numberman may delete your chips, but at least
he won't do it until they've had at least one use; this'll make all the
difference with your 150 HP advantage and the fact he has only one chip (a
Cannon) at his disposal. He'll probably lose that Cannon in the process, too.
Just rev it up and let 'er rip, it's not a problem at all.
---------------
Ms. Mari
Kai's going to have her as a teacher in a year or two. She thinks the fourth
grade class knows nothing about proper virus busting. She's about to learn the
hard way about picking on people with unique sprites.
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None.
Element: Normal
Primary Chip: Hi-Cannon
Stage: Normal Panels
Program Deck:
Empty Empty (R)
Cannon
Empty Empty
HiCannon NormNav2
Empty Empty
Cannon
Empty Cannon (L)
Battle Strategy: Make sure you have at least one chip-breaking chip in every
row to take out Ms. Mari's only real offense; put your shotguns up front and
your sword in the center of the middle row. Even then, she can't do much damage
as she can only use one cannon per turn. You won't quite make quick work of
her, but it's a guaranteed win for the most part. Pitch in a recovery if you're
*that* unsure, like that Recov50 you start with.
---------------
Tournament Prize:
1000 Zenny
Navi Core: NormNav2
Unlock Area: Open Battle
Open Battle: DenCity
Wasn't so bad, was it? Do it again and again and again if you want more easy
cash. I believe Turboman's fights are the slowest (ironically), but it's not to
the point it's crippling. You'll just want to keep that in mind against navis
packing serious firepower that has lots of HP to spare (both navi AND the
chips) in the future. When you're comfortable and ready, I suggest hitting the
Healing Tournament. The Guts Tournament can wait 'till after Roll's in your
hands.
As for your shiny new NormNav2, leave it in your pack. I don't forsee any real
use for it; its MB count isn't that much better than Turbster's, and its buster
would be worth consideration if its AP weren't almost as bad as Turbster's, and
it doesn't even sock chips!
|-------------------------------------|
| GUTS TOURNAMENT |
|-------------------------------------|
| Location: Yai's House |
| Special Rules: None |
| |
|Opponents: |
|1) Koetsu [NormNav1] |
|2) Kaz [NormNav2] |
|3) Dex [Gutsman] |
\-------------------------------------/
The Guts tournament is advertised as to attract the "strongest" navis around.
Turbster does look pretty big, doesn't he? Don't let it fool you, he's not
equipped to take on what Dex has planned for you at the end, due to having
both a low dodge rate and a native attack with no real punch behind it.
You'll want to scoop up Roll from the Healing Tournament before you come here,
although it's perfectly possible to win it with Turbster as it stands; it just
requires that you have the patience to buy lots and lots of chips to make up
for his low buster damage and take advantage of his good MB capacity.
//GOOD IDEAS
Recoveries
A very good idea for obvious reasons. 80s are recommended for slot-in,
but 50s can do OK.
Sword series
Iffy accuracy, but it doesn't matter much since these enemies don't dodge
all that often. Normal swords break easily but do very good damage for
only 10 MB while deleting chips efficiently.
Cannon series
Nothing wrong with quick and dirty damage, but swords are a bit better
for this one.
Yo-Yo series
Stronger and more accurate than Cannons to an extent, but this early in
the game the MB may cause a little concern; in Turboman's case it's not
a really big concern. Yet.
Panelgrabs/Recov10s/Recov30s
If you run out of MB space for whatever reason, bring them anyway. Every
hit generally counts and the main point of a 0MB chip is to fill in space
to protect your deck from Shotgun-series chips, so I usually go with
Panelgrabs.
Catcher
Free chips and a little extra money. Put it in your slot-in space!
Roll
Just my personal suggestion, I find she has it easier against Gutsman
than the other starting navis. I suggest you go to the Healing tournament
and clear that first.
//BAD IDEAS
Most Defense Chips
It doesn't matter for Koetsu, but Kaz can frag Guards with frightening
ease thanks to his Minibombs up front, while Gutsie will punch through
almost everything that isn't a Guard - the one thing he really does do
right.
---------------
Koetsu
Ah, Koetsu. Long have you held dear his message board posts in BN3 as a means
to learn the intricate secrets of the game. *Snicker* In real life, as far as
this game goes, he's pretty wussy. As long as a chip fills every slot, he's
easy pickings.
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon
Stage: Normal Panels
Program Deck:
Empty Cannon (R)
Recov50
MiniBomb Cannon
Empty NormNav1
MiniBomb Cannon
Recov50
Empty Empty (L)
Battle Strategy: I don't think there's much to this guy other than simply
outdamaging him. The most he can do per turn at all is 100 damage and recover
50 health. You should be able to do more than that if you balance your
cannons, swords, and shotguns across the grid. I say put swords or shotguns up
front, and have cannons flank whatever you put in the middle. The back is up
to you. Never mind his slot-in, this one's a one-sided match. Maybe long, but
still one-sided if you've done your deck right. He can't do much of anything
to your chips outside of the minibombs at all, so no worries there. You can
even put a Guard chip up front and get away with it, but it's not important.
---------------
Kaz
What did one computer-played chip-destroying specialist say to the other guy
who is a chip-destroying specialist when played by the computer? "I'll win by
destroying your deck!" ...Bad joke, I know. However, you likely don't have the
one chip that makes Kai evil when fought early on by someone else - Burner.
D'oh! Fortunately for you, Kaz's deck makeup is so sloppy that he's not going
to live up to his claims.
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: HiCannon
Stage: Normal Panels
Program Deck:
HiCannon Shotgun (R)
Empty
Empty MiniBomb
Sword NormNav2
Empty Minibomb
HiCannon
Empty Recov50 (L)
Battle Strategy: Put all your swords in the front or center as a means of
getting rid of his sword - the only means he has of effectively fragging your
chips. Given that Turbster drags fights out, the minibombs may end up taking
out your swords and/or shotguns by turn 4. Still no biggie; aside from setting
swords in strategic locations, put cannons wherever you find them reasonable to
blow this generic into itty bitty bugfrags. Just go all offense is what I'm
saying. If you bring Guards, you're wasting slots; he has minibombs in front
and they will, without question, destroy them before you can erect them.
---------------
Dex
Time for little Kai to take on the big bad bully Dex. I can't tell if Dex is
being sarcastic or not to the little feller. I really hope you hit the Healing
Tournament first and put Roll's chip into your folder, because she's the best
for manhandling Gutsie and his huge bent towards powerful but inaccurate
attacks that may just ruin your day if you play carelessly.
Gutsman
Hit Points: 600
Attack Power: 70
Buster Notes: Pierces through and breaks active defences.
Element: Neutral
Primary Chip: GutPunch
Stage: Normal Panels
Program Deck:
Recov50 GutPunch (R)
Cannon
Empty M-Cannon
MiniBomb GutsMan
Empty Cannon
HiCannon
Recov50 Cannon (L)
Battle Strategy: Roll ought to be your navi of choice. Her MB count is lower
than Turbster's by 20 and her HP 150 points lower, but it's worth it. Dex's
main weapons will be the M-Cannon and his slot-in GutPunch, but Roll should be
able to dodge away from the M-Cannon most of the time, and her normal attack
is better than Gutsie's by 30 points (50 damage, 50 healing). His only means of
damaging chips is his minibomb. Make your deck as offensive as you can, and
make it efficient for both chip deleting and raw damage. Swords (WideSwords
preferred) should go in front, with a HiCannon in the center and something that
also deletes chips on the side (normal swords?). Remember to watch Roll's MB;
fill the rest with generic Cannons or, better yet, maybe MagBombs to stop
Gutsie from using his normal attack. Panelgrabs/Recov10s/30s are OK, just put
SOMETHING in. With this setup, as long as Roll dodges the M-Cannon at least
once, you'll beat out Gutsie in raw brute force. Prepare a Recov80 or two for
slotting in if you can, or maybe even on the deck itself to be safe. You'll
very likely cut it close (maybe TOO close), but I find it to be the best way of
dealing with him.
---------------
Tournament Prize:
1500 Zenny
Navi Core: Gutsman
Congrats! This one's the hardest for Turboman to deal with by far in the E
Class, but if you've paid attention and followed some of the advice above,
you're in the pink for the rest of it. That is, assuming you didn't do this one
last like I did. If you did, take your prize of +20 MB to the grid, access to
ACDC Park, and the right to turn Class D into your stomping grounds. Keep
replaying this tourney if you want Gutsie's M-Cannons and GutPunches; throw a
Catcher into a slot-in space for easiness' sake, but you're going to find more
GutPunches than M-Cannons.
Gutsman's core may find some use somewhere in Class C, or if you really want to
concentrate your navi's power towards its native attack at a cost of having
little room to program your deck with. It's up to you; it's more useful for
Kai than it is for most others to have as an option. He r0x0rz t3h kyubz0rz,
but has 30 less MB capacity than Turbster.
|-------------------------------------|
| HEALING TOURNAMENT |
|-------------------------------------|
| Location: Seaside Cafe |
| Special Rules: None |
| |
|Opponents: |
|1) Anna [NormNav1] |
|2) Mary [Ring] |
|3) Mayl [Roll] |
\-------------------------------------/
Next up, the Healing Tournament. It's funny how Kai thinks about winning
through brute force when his Navi is a lot more of a technical chip killer, but
nonetheless this can be a little rough. Because of how Turbster works, fights
tend take time. This isn't really a good thing, but most of the players here
are focused more on defense than offense. You want to be the opposite, and you
have the MB capacity for it. Just install a Recov or two in case the fights go
much longer than expected.
//GOOD IDEAS
Recoveries
You don't want to get too far behind in HPs if they manage to keep
dodging. Bring a 50 or 80 as slot-in, or stick one in your grid
somewhere.
Shotgun Series
Does OK damage, VERY accurate, but usually fragile. Consists of
Shotgun/V-Gun/CrossGun/Spreader. A staple for killing chips in the back
and slowly working your way inward to the main chips of your opponent's
strategies.
Ratton Series
Stronger and more durable than Shotguns, and they serve the same purpose
for the same amount of MB (low!). If you get them, use them! They rock.
Fan
Lowers their evasion but increases their accuracy. Enemy accuracy is not
what you should be worried about. Lower evasion = good.
ZapRing / MagBomb Series
It depends. ZapRings take up a lot of MB, and MagBombs have some accuracy
issues (not to say ZapRings are all that much better). This is for
fighting against Roll.
Guard
Got two? Bring them both. They'll own Roll for free.
Panelgrabs/Recov10s/Recov30s
If your planned deck caps your capacity, these are mandatory. Panelgrabs
are best because your two worst enemies here are very evasive and very
slippery. Take that away from them.
//BAD IDEAS
HeatShot / Bubbler Series
Equal MB for a little less damage than the Shotgun series, with an
elemental punch. At this stage of the game, I suggest you not bother with
them, but they'll be of help VERY soon. Just not here. They can fill your
deck OK if you've no other options, though.
Swords
Great for chip deletion, but normal swords have very low accuracy and will
run into problems against Ring and Roll. Use WideSwrds in their place if
you can.
Cannon Series
Nothing wrong with raw damage, but they're inaccurate and do nothing to
enemy chips.
---------------
Anna
I've gotta wonder what she was thinking, taking part in a tournament if this
is her first time playing period? Nonetheless, she has a better balanced deck
than anybody from the Novice tournament. Her big chip has nothing behind it,
but she's guaranteed to recover at least 50 HP per turn if you don't watch it.
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon (But she has a HiCannon in there?)
Stage: Normal Panels
Program Deck:
Cannon Recov50 (R)
Cannon
Empty Recov50
HiCannon NormNav1
Empty Recov50
Recov50
Cannon Empty (L)
Battle Strategy: Put your swords up front, first of all. Those Recovs are
annoying (they're going to continue to be for a long time). Once again, it's
Turboman's AP that ends up dragging the fight out. If she pulls a HiCannon,
there will be nothing behind it, so take note of that. In case her healing gets
out of hand, stick a Recov somewhere either in the front or the middle. You
may not need it. I had a CrsShld1 located in the back of my deck to help with
Turbster's low damage while protecting him fron the dinky 30 damage NormNav1
buster. Before long I'm gonna be moving that thing closer to the front. A
normal Guard is fine, since nothing here will bust your chips. You'll just want
to bust hers ASAP; shotguns help if you can delete the cannons at the end,
since they target the last selected chip.
---------------
Mary
"Don't be too hard on me," she says. I think our friend Kai's a little too
absorbed in Lan to be fazed by her feminine wiles, so she's going to resort to
plan B: deleting your Slot-In chips and making sure Ring stays alive long
enough to tell the tale.
Ring
Hit Points: 450
Attack Power: 20
Buster Notes: Hits Twice, Damages One Chip
Element: Neutral
Primary Chip: Jealousy
Stage: Normal Panels
Program Deck:
Recov50 Recov50 (R)
Cannon
Recov50 MiniBomb
HiCannon Ring
Recov50 Cannon
Recov50
Recov50 Jealousy (L)
Battle Strategy: The annoying thing about Ring is that she's agile, she has a
decent chip-deleting buster, and she's got recovery panels in the back to free
her front row up with some passable firepower. See where I'm going at? Swords
may miss, so I let shotguns/rattons take up the front. Swords and other stuff
can go in the center, while the back should hold a couple of defensive chips -
just in case. Minibombs and Magbombs can work for their high HP, meaning they
can take a hit from Ring's RingRang and not get deleted immediately as long as
they're in the back. Turbster's normal attack is at least accurate and will
likely kill a few chips, but this may take a while. Remember to use your
Slot-Ins as early as possible, or else Mary can and likely will take them away.
My aforementioned CrsShld1 stopped this, but it makes little difference. Don't
use normal Guards, though; 50% of the time she'll get the Minibomb and destroy
it before it's enacted; Guard chips have very low priority.
---------------
Mayl
"No handicaps! Not even for little tykes!" She's not trying to sound tough.
She *is* tough. There's a very big difference between the two. That's assuming
you didn't bring two Guard chips like I suggested. If you don't watch it,
Roll's going to be recovering far more than you're going to be damaging her if
you screw this one up.
Roll
Hit Points: 400
Attack Power: 50
Buster Notes: Heals for 50 damage, even if it misses.
Element: Neutral
Primary Chip: Recov30
Stage: Normal Panels
Program Deck:
Cannon Recov50 (R)
Sword
Recov10 Recov30
LilBomb Roll
Recov10 Recov30
Sword
Cannon Recov30 (L)
Battle Strategy: I told you the easy way out of it already in the synposis -
two Guard chips up front and Roll will be fighting a lost cause. You'll want
to make sure you have chip-deleting stuff backing it up, as otherwise she may
just heal more than you can hit for. Don't have Guard chips? Read on.
See her setup? The front's for recovery, the second's for chip deleting, and
the last row is for slight healing or a small boost of firepower. A very
well-balanced deck, indeed. If you have two Guards, put them up front, fill the
rest with powerful attacks, then sit back and watch. (Isn't it all you CAN do
aside from slot-in?) If not, keep reading. Your big worry is her normal attack.
For Turbster, dedicate the front to defense (barriers or counters of some kind,
a good Recov works fine too), the middle to offense (swords, but they can/will
miss), and the rest to pure offense with decent accuracy (shotguns and the
like). I suggest putting a Recov slot in too, 50 should be OK but 80's better.
A HiCannon too, if she manages to delete your offense. With this strategy it'll
take rougly 5 turns to win if all goes well, so hang in there.
---------------
Tournament Prize:
1500 Zenny
Navi Core: Roll
Unlocked: D-Class
+20 MB for Program Grid
Unlocked: ACDC Park
Congratulations, Kai! You just beat the D-Class! ...Oh wait, if you followed
what I said, you probably came here first. Did you? If you did, clear the Guts
Tournament! Roll's navi core is perfect for defeating Gutsman, as I feel he is
a very bad matchup for Turbster.
Roll's core is basically great against brute-forcing types, mostly because
she's good at it herself. Her high dodge rate makes low-accuracy chips miss
often, and while her MB capacity is low and her HP sucks, her normal attack
gives her a 100 point advantage (50 damage, then 50 healing, the latter ALWAYS
works). She loses her shine a bit against electric navis, but as it stands
she's great for the Guts tournament. Remember to put her in your folder!
-------------------------------------------------------------------------------
Class-D XF2CD
-------------------------------------------------------------------------------
TOURNAMENT ENTRY FEE WINNING PRIZE NAVI CORE PRIZE
Match Tournament 500Z 3000Z Fireman
Sapling Tournament 500Z 3000Z Woodman
Droplet Tournament 500Z 3000Z Iceman
Battery Tournament 500Z 3000Z Elecman
Kai seems excited that now he'll be able to chase after Lan in person... but
wait! Now that they have 20MB more room for chips, they ought to start staging
tournaments so they can snatch away the rare chips offered to its winner! So,
who wants to play? Your friends, if they have the game and are willing to give
you their navi codes. Any stranger's on the internet (read: GameFAQs) will do
just as well. Heck, abuse PhQ's Fodder Navi Codes if you want to roof the game.
Note that humans can do some craaaazy things with their navi setups, so you may
want to wait until towards the end of the game to start seriously competing.
The pre-made guest codes can stir trouble too, so don't get any ideas. I won't
be using PhQ's fodder codes in this playthrough.
Now, here's something Turbster will like - elemental-themed tourneys! He's a
neutral Navi with a fire attack; while he won't get a bonus for using fire
chips, he'll still do A-OK versus wood navis without holding a weakness to
aqua. For insurance, you'll want to replay the Class E tournaments for cash and
a good array of elemental chips. At the very least, get an elemental balloon
(Aqua/Heat/ElecBalls). Start hoarding guard chips if possible, as soon enough
they'll be mandatory. Like, right now. Lan feels the same way about getting a
restraining order, too. Gotta love how he leads the little guy on, that Lan.
Forgot what elements lord over each other?
AQUA moderates HEAT
HEAT flames WOOD
WOOD kickbans ELEC
ELEC deletes AQUA (not instantly, just keeping in theme here)
Assuming you just couldn't make sense of the names and the icons...
Match - Heat
Sapling - Wood
Droplet - Aqua
Battery - Elec
As I said before, scrounge up elemental chips. To be consistent with the order
MG and I chose throughout the FAQ, I'm opting to go the normal route of
conquering the Droplet tourney first. Again, Aqua/Heat/ElecBalls are a big, big
help.
I took on the tournaments in this order: Droplet, Match, Sapling, Battery.
|-------------------------------------|
| MATCH TOURNAMENT |
|-------------------------------------|
| Location: Okuden Park |
| Special Rules: Lava Stage |
| |
|Opponents: |
|1) Micchan [NormNav1] |
|2) Mary [Ring] |
|3) Haru [Navi-F] |
|4) Mr.Match (MMBN1) [FireMan] |
\-------------------------------------/
Round two in the order MG and I suggest, the Match Tournament! Why make this
second? You won't win by taking Turboman and stuffing him full of Aqua chips,
oh no no no. (I tried that on my game with Lan and that certainly didn't work,
heh heh.) Fireman is tricky if you don't build for speed, and Ring can be very
annoying in that she has three elements at her disposal, which means you need
to be wary of which balloons you carry into battle. You also get to contend
with lava panels, which will do sizable damage to anybody who isn't a
heat-elemental navi... but! Use an aqua chip and it goes away! If you have
Iceman from the Droplet tourney, use him! Make sure to grab a couple chips of
the same element as he, and you'll stand a snowball's chance in, well, room
temperature.
The most important thing to remember: if you're not a heat-based navi, the lava
must go! Any aqua chip will do the trick as long as it's used, so make sure
to place any you have up front!
//GOOD IDEAS
Bubbler Series
Obvious. Heat does not like Aqua. Bubbler series chips are very accurate
and do decent damage if used by an Aqua navi (like, say, Iceman), so use
them!
AquaSwrd / AquaBlde
High, high damage if used by an aqua navi against a heat one. At this
stage of the game I suggest using AquaSwrds, winnable off of Iceman in the
Droplet tourney (you went there first, right?). The only strike against
them is the low accuracy. And the high-ish MB count, if you're using
Iceman like I suggest.
Cloud Series
Good HP, not too demanding on MB, and pretty good damage if, again, used
by an aqua navi against a heat one. Great for the back row for soaking
damage.
PanelGrabs
The best 0 MB chip; good HP (120), free, and necessary to protect your
main offense if you're using Iceman like I suggested. Try and get at least
four, but Recov10s can be OK substitutes. Recov30s won't last long, so I
don't bother with them.
Catcher
You'll want it just to gather more heat-based chips for the Sapling
tourney. Believe us here, just do it! Put it in a slot-in space.
HeatBall
One of your only real chances at wining if you don't have a good aqua
deck, and even then it's still somewhat helpful.
AquaBall
If you want to press more of an offense while putting up something of a
defense; use an Aqua navi with one of these and it'll do INSANE damage at
the end of the turn to a heat navi.
ElecBall
Not entirely obvious, but if you love the Balls, this is the only one that
won't get easily popped by Ring.
Iceman
He's your first obtainable aqua-element navi. Aqua > Heat. Figure it out
for yourself. Low-ish MB, but he's got enough for five BubCross / AquaSwrd
chips and four 0MB chips of your choosing; these should be more than
enough.
//BAD IDEAS
Woodman
Got Woodman before you came here? Good for you. I suggest you don't flaunt
it around these people, as fire is the one silver bullet that takes wood
navis down and out.
---------------
Yoshiro
This scientist is up to giving you a little pop quiz by showing you how using
a type works against you, but how?! I don't know, just kick his butt. Like
every other first entrant in the D Class tourney, he won't put up too big a
fight at all.
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon (More like V-Gun and HeatShot!)
Stage: LavaStage
Program Deck:
Minibomb HeatShot (R)
V-Gun
Empty Cannon
HeatShot NormNav1
Empty Cannon
V-Gun
Minibomb Empty (L)
Battle Strategy: The only semblance of a strategy I can see is in his middle
row, which will sock anything in the back. Easy solution? Put sturdy chips in
the back row (LilClouds are a good call, but generally you want things with an
actual MB count in front, with the back full of 0 MB chips). Since he has
nothing behind his HeatShot, there's a good chance he'll do only a piddly 110
or so HP damage, where you should be able to crank out 150+ using Iceman. Note
the lava, and take care of it accordingly with an aqua chip. This shouldn't
make you break a sweat by now, really.
---------------
Haru
This female chef's got a spicy dish in mind for a hungry boy like yourself -
hot flaming death to all your chips. Fortunately, unlike Junko, she doesn't
do it all too well due to the empty slots in the center row. The rest is
very elementary, my dear reader.
Navi-F
Hit Points: 550
Attack Power: 60
Buster Notes: None
Element: Heat
Primary Chip: HeatCros
Stage: LavaStage
Program Deck:
Recov50 HeatCros (R)
Empty
HiCannon Heat-V
HeatCros Navi-F
HiCannon HeatShot
Empty
Recov50 Empty (L)
Battle Strategy: Your first instance of a heat navi using heat chips. This also
means that your array of aqua chips will do a whole lot more harm to him, but
his own heat chips will put on some hurt too. Note that all three of this
navi's Heat chips aim at the last chip you've selected, so play it smart and
put something durable in the back. The buster does good damage, but only does
just that. No chip damage at all! HiCannons in the back give him decent power
if he hits the HeatCros, but given the type disadvantage he has, you should be
able to floor this one with relative ease. Remember to get rid of the lava,
since otherwise this navi'll get an extra 50 damage on you and your chips
every turn.
---------------
Mary
The game's other playable scrub is no complete laughing matter this time
around. With a small dash of aqua power and Ring's native electric attack
complimenting her array of heat chips, you'll be hard-pressed to put up a good
defense against it... but isn't it what Mary just wants you to try? Oh, she's
still got Jealousy too. Beware!
Ring
Hit Points: 450
Attack Power: 20
Buster Notes: Hits Twice, Damages One Chip
Element: Neutral
Primary Chip: Jealousy
Stage: LavaStage
Program Deck:
AquaBlde ZapRing1 (R)
MiniBomb
Heat-V Heat-V
Heat-V Ring
V-Gun V-Gun
MiniBomb
Empty Jealousy (L)
Battle Strategy: As you're probably using an aqua navi AND reliant on balloons,
you may be thinking, "OMG!! What do I do?!" Well, don't throw away Iceman
entirely. Ring doesn't get a damage bonus on her chips. Iceman does. Iceman
also has a bit more HP than Ring, plus Ring's deck is based more on chip
damage than navi damage, save for that AquaBlde tucked into the corner. For
defense, which Ball to use? AquaBalls will be broken by Ring's native attack,
where HeatBalls are toast if she pulls the AquaBlde, though it'll absorb the
rest of her deck. I think ElecBalls are best because while it won't absorb
anything (save her native attack), it won't instantly go pop from anything.
You'll still want to keep sturdy chips in the back, as her chips and native
attack seem to focus almost exclusively on it. You may want to focus on
BubCross chips (if you have them) to KO her AquaBlde in the back if it gets
picked, but watch your MB. Iceman may have a slight type disadvantage, but
don't worry. If you're not using a Balloon other than AquaBall, you'rel ikely
to just lose what's in the back at worst. Oh, yes! Mind the lava.
---------------
Mr. Match (MMBN1 Grooooooooove)
Turbster only thinks he's hot stuff. He hasn't met a REAL heat navi before
this guy, and boy, he's pretty good at it! Don't fight fire with fire here.
Fight fire with a garden house. Without that, Fireman will succeed in making
himself look far less pathetic than he really is. Or rather, was. Read on for
the seeeekret strategy. (Nothing about drinking your Ovaltine, I promise!)
Fireman
Hit Points: 500
Attack Power: 60
Buster Notes: Pierces guards.
Element: Heat
Primary Chip: FireSwrd
Stage: LavaStage
Program Deck:
Recov50 HeatShot (R)
Empty
HeatShot FireSwrd
Heat-V FireMan
HeatShot FireSwrd
Empty
Recov50 HeatBlde (L)
Battle Strategy: You may be used to playing somewhat defensively, because them
balloons are so awesome. The only way to really avoid the fury of Fireman's
FireSwrds in the front is to pull up an AquaBall - it's not a bad idea, but
the chip damage it'll do may end up popping it. If survives (not likely), it'll
do big damage. HeatBalls come up too slowly and won't block in time. I've had
the most luck out of just brute-forcing it though - give Iceman the strongest
aqua chips you can up front (you ought to anyway for the lava), while sticking
any 0 MB chips you have in the back. If you play it right, you may destroy one
or even both of the FireSwrds, as two middle slots are empty and thus they are
susceptible to it. If not, you'll get rid of his bothersome HeatShot series
chips. Iceman's a hard bugger to catch and Aqua > Heat, so do it right and it's
not too hard to formulate the rest from there. Keep a Recov120 on hand as a
Slot-In, just in case. Wether you go all-offense or play it safe, keep the
water flowing and you should come out on top with Iceman.
---------------
Tournament Prize:
3000 Zenny
Navi Core: Fireman
Looks like a rainstorm just cancelled the backyard grill. Today, you've
conquered the flames. It wasn't too bad with a little careful planning and
abuse of your aqua chip library, hm? I suggest that you keep replaying the
tourney for more heat-based chips, since they'll be EXTREMELY helpful for the
next battle at the Sapling tournament, if not compulsory. When you're ready,
head on down to the section below this.
Fireman doesn't look like much compared to Iceman in terms of base accuracy
and evasion stats, plus heat attacks are generally slower than aqua ones.
On the other hand, fire is what counters wood attacks, and certain wood decks
will give you a TON of frustration otherwise. Turbster's native attack is OK,
but you'll want a pure heat-elemental navi to really ensure your chances of
success. His MB count is just as low as Iceman's, but you can use the same
tactics as Iceman did to make the most of it. Just replace the aqua chips with
their heat-based equivalents and you're good to go.
|-------------------------------------|
| SAPLING TOURNAMENT |
|-------------------------------------|
| Location: Okuden Valley Enterance |
| Special Rules: Turfbuilder Stage |
| (...Okay, Grass Stage) |
|Opponents: |
|1) Haruka [NormNav2] |
|2) Tetsu [Navi-W] |
|3) Dex [Gutsman] |
|4) Sal [WoodMan] |
\-------------------------------------/
"Let's fight hard, Turboman!" ...How many times have we heard him say that by
now? Well, moving on. This should be third on your to-do list. Sure, Turboman's
native attack is heat-elemental, but you'll want the damage bonus that comes
with actually USING a true heat navi like Fireman. I'm going to say this many
times throughout the guide - Wood navis are a pain in the pancreas for their
efficiency in doing tons of chip damage and thuroughly kicking your ass with
the right deck and setup, and you'll almost always want to bring some flaming
hot insurance to match it. On top of that, if you don't burn away the grass,
they'll regain 50 HP per turn IN ADDITION to the ability to abuse Spice chips.
When in doubt, smoke it out. Grass turns to normal panels when someone uses a
fire attack, plus it powers up the actual attack nicely.
Need a shorter summary? Fire good. Very good. Bring fire lots. Fireman may have
low MB capacity, but it's equal to Iceman's and thus it's not that tough to
adjust to.
//GOOD IDEAS
HeatShot Series
Duuuuuuuh!! S accuracy, heat-elemental, burns grass, does a number on
the last selected chip... everything you need to be rid of these annoying
weed navis.
FireSwrd / FireBlde
Also really good; FireSwrds are better for lower MB count, and can be won
off of Fireman back in the Match tourney. Put these up front with a heat
navi (Fireman) for a chance at really freakin' high damage from the grass.
Even without the grass it'll do nasty damage.
Burner
Great for doing damage to all chips, especially with the element
interaction involved here. The high MB's sort of a drag. I can't think of
a place where Kai can get these outside of Higsby's, though.
Meteo Series
A favorite chip used by many heat-based decks in the earlier days, they're
still useful for fighting wood navis; its low accuracy can be problematic
though.
HeatBall
No WoodBalls, but that's OK! Let this one rip. If it's still intact at the
end of the round, it'll do a very handy amount of damage.
PanelGrab
Let's face it - if you're going to use most of these good ideas, you're
going to have some blank spots on your deck. Bring these to fill the gaps.
Recov10s are OK too.
Catcher
You want those TreeBoms some people carry. Don't question me. Get them!
This makes it easier while getting a little more cash for the paltry price
of a single slot-in space that you likely won't need if you follow these
strategies to the letter.
Fireman
Heat is the only sure-fire way to delete the trickier wood-based decks.
Fireman gets a pat on the back in the form of extra damage if he knows his
role and shuts everyone else's mouths up with teh fier. He's got enough
MB for five FireSwrds/HeatCros chips and four 0MB chips of your choosing.
//BAD IDEAS
Elecman
Lowish HP is a bad thing already, and his native attack isn't strong
enough to help him after his chips get deleted.
ElecBalls
Balls are great. I like to play with these chips. Wood counters Elec, so
that means ElecBalls will die if someone tosses a seed into it (TreeBoms).
Please use common sense when dealing with the elements.
---------------
Haruka
Hey, it's Lan's mom! Too bad Kai won't be given an opportunity to tell her
just how great he sees him. Nonetheless, she's nowhere near as good as her
son due to a very strange deck setup that really isn't effective at all.
Probability works against it by far.
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None.
Element: Normal
Primary Chip: Hi-Cannon (I'm going to stop asking questions...)
Stage: GrassStage
Program Deck:
HiCannon TreeBom1 (R)
HiCannon
Empty HiCannon
Empty NormNav2
Empty Recov50
Recov50
Recov50 Empty (L)
Battle Strategy: Notice she has nothing in the center panels. It's very
unlikely she'll draw three straight HiCannons or Recov50s; those are annoying,
but it's a worst case scenario that won't pop up too often. She can't do
anything to your chips either, so just have whatever you want fill every slot.
Since she's not going to set the grass on fire, be her guest and put your
strongest fire chips up front. Really now, I say Haruka's the easiest match in
the entire D Class by far. Unless you're using Guard chips, TreeBom1 can't do
a thing to derail your gameplan.
---------------
Tetsu
This woodsman's pride and joy here would be his equally woodsman-quality navi.
It's wood-elemental. This means that this'll be your first fight against
someone who really doesn't like fire, in addition to giving you a glimpse as to
just what they can do if you're careless.
Navi-W
Hit Points: 550
Attack Power: 10*3
Buster Notes: Damages chips.
Element: Wood
Primary Chip: TreeBom2
Stage: GrassStage
Program Deck:
Recov50 Cannon (R)
Cannon
Recov50 TreeBom1
TreeBom2 Navi-W
Recov50 LilBomb
Cannon
Recov50 HiCannon (L)
Battle Strategy: This somewhat resmbles your fight with Ring back in the
Healing tournament. If you're stacked full of fire chips, you're basically good
to go as long as you use common sense; I suggest putting your strongest fire
chip up front to take advantage of the one-time chance at doing unthinkable
damage to this guy while burning the grass. His Recov50s won't save him as long
as your deck is centered around his type disadvantage, but mind the TreeBoms;
if he draws both in one turn, you may lose a few chips. It may be too late for
him to save his bacon if he does, though. His buster wrecks chips fairly well
too, but it misses a whole lot. An all-out offense is basically the way to go,
through and through.
---------------
Dex
Yeah, he underestimated the kid before. Now he's here to moider youse for the
Guts Tournament upset. Luckily for you, he's even easier to deal with this
time around; there's nothing wrong with his ability to kill chips, but as he's
got less of a bent on doing big damage to you, it's very easy to simply
out-muscle the guy.
Gutsman
Hit Points: 600
Attack Power: 70
Buster Notes: Pierces through and breaks active defences.
Element: Neutral
Primary Chip: GutPunch
Stage: GrassStage
Program Deck:
GutPunch M-Cannon (R)
TreeBom1
Empty LilBomb
WideSwrd Gutsman
Empty LilBomb
TreeBom1
GutPunch Empty (L)
Battle Strategy: You could feasibly use the exact same deck setup as before and
get away with it. Dex's WideSwrd in the center is his strongest chip, but he's
put nothing behind it. This makes deleting it very easy. He doesn't have
anything to play with the grass, either! Put FireBldes up front for an easy
shot at doing 200 damage to him right off the bat. From that point on he'll be
hard pressed to catch up with you. Since Gutsie's not a wood navi, TreeBom1s
won't do all that much to your chips. GutPunches hurt, but aren't anything
special otherwise. Just blitz the guy with Fireman's bonus using strong fire
chips and you'll be all right. Include a Recov120 as slot-in just in case.
---------------
Sal
You know why she's being all "hee hee" on you? She thinks you're too stupid to
even think of bringing fire to this match. If you've followed my advice and
common sense up to this point, then you'll be the one doing the laughing. This
time. Woodman is incredibly deadly in the right hands; Sal's isn't yet, but
with high HP, a great buster, and a penchant for destroying your chips with
TreeBoms with his Wood elemental bonus... yeah. Phrr, Kai, phrr.
Woodman
Hit Points: 600
Attack Power: 80
Buster Notes: Pierces defense
Element: Wood
Primary Chip: TreeBom3
Stage: GrassStage
Program Deck:
DoubNdl Recov80 (R)
MiniBomb
TreeBom1 TreeBom3
Shotgun Woodman
TreeBom1 Cannon
TreeBom2
Recov50 V-Gun (L)
Battle Strategy: Put your strongest fire chips up front. PERIOD. As long as you
have FireSwrds/Bldes up front and utilize Fireman, Woodman Allen (heh) is going
to have a tough time getting under your skin. Almost everything in Woodman's
deck is dedicated to destroying your chips, especially with that shotgun in
the center; put Panelgrabs or Recov10s in the back if you're paranoid about it
being frequently drawn. Woodman's focus is more on your chips than actual
damage, thankfully, so as long as your deck is configured to beat the snot out
of him from the get-go, you'll come out OK; the type disadvantage will take
away his HP advantage quickly. Use a Recov120 for slot-in for insurance.
---------------
Tournament Prize:
3000 Zenny
Navi Core: Woodman
Now that you've given the digital finger to the game's first set of people
stuck in the wrong decade, reap the rewards and prepare to move on to your
final stop for D-Class... the Battery tournament. I suggest you replay this
tournament a few times before so you can stock up on TreeBom3s from Woodman
(good, but you won't have the MB space for it yet) and more cash to get some
chips from Higsby's, if you feel so inclined. A new shop will be opening soon,
so don't overdo it. Make some preps for the Battery tourney, then go on ahead
and ring its doorbell.
Do I see an evil grin creeping on your face, now that Woodman's yours? Well, I
should see one! He rules. Of all the Wood navis in the game save one, he's
considered the best for his combination of high HP and a good buster. On top of
that, later on he'll have just enough MB to make a killer Spice-based folder
with, so he's invaluable for taking on elec-element foes and their AlumiStages.
He has the same MB count as the other element navis you've collected thus far,
as a note. Expect the last tournament, and quite a couple of battles after it,
to be a cakewalk with Woodman on your side.
|-------------------------------------|
| DROPLET TOURNAMENT |
|-------------------------------------|
| Location: Waterworks |
| Special Rules: Ice Stage |
| |
|Opponents: |
|1) Micchan [NormNav1] |
|2) Mayl [Roll] |
|3) Junko [Navi-A] |
|4) Froid [IceMan] |
\-------------------------------------/
Kai's first target for the D class is...!! v
Keep holding the B button! v
Check out how oddly v
spaced the dialogue is! v
OK, seriously, your first stop is here, the Droplet Tournament. You'll be
playing on an ice field, which makes everything slippery and thus way harder
to hit others with. However, electric attacks do double damage on an ice
stage. Hint, hint! This means you better bring electric chips! If you can't
spare those, get accurate ones. AquaBalls are pretty handy, as are ElecBalls.
Turbster has a pretty good MB cap to work with, so you can work in a lot more
things than, say, Gutsie. Still, this may be a bit rough if you're careless.
Don't be surprised if you lose once or twice before you clear this one.
Accuracy is going to be your biggest key, here. While Turbster's native attack
is weak, it's pretty accurate and thus he won't exactly be a burden.
//GOOD IDEAS
Satelite Series
The closest thing the game has to an elec-element Shotgun series. Lowish
HP, but aqua navis don't like electricity, and ice makes it that much more
a problem... for them. If you get one or two, use them!
Rattons
An extremely good choice. Decent HP and very accurate, plus it does some
chip damage. I'd take them over the Shotgun series chips if you can, since
these are more durable and pack a slightly harder punch (especially if you
use Ratton2s) without being too demanding on MB.
ElecSwrd / ElecBlde
It's unlikely you'll have any, but they work wonders even if you don't
have an electric navi (due to the ice panels and how they amplify electric
attacks). However, low accuracy and the fact aqua navis are harder to hit
on ice makes this something you may want to pass up on for more accurate
chips.
MagBomb Series
Again, inaccuracy. However, the elemental ineraction (elec > aqua) makes
it worthwhile for doing damage to all selected chips while preventing the
enemy from using their buster. MB-wise they're pretty cheap too. MagBomb1s
are really all you need, but MagBomb2s aren't bad if you've got leftover
MB space.
ZapRing Series
The higher the version, the more damage but the less HP; ZapRing3s will
do humongous damage, but will likely die quickly if the enemy uses a
hit-all chip. All are 40 MB, so be forewarned if you bring one.
AquaBall
The focus of the tourney is on aquatic attacks. This'll block them
completely while doing a decent amount of damage at the end of every turn.
ElecBall
Also useful if you want to trade a little defensive security for a chance
at really sick damage at the end of the turn due to elemental differences.
AquaBalls are far safer, though.
PanelGrab
For filling holes in your deck after you max out your MB. Almost necessary
due to one competitor's particularly effective and annoying strategy of
making your last selected chip suffer heavily.
RockCubes
Ditto, although they're 10 MB apiece.
Recoveries
Good for slot-in; if you can get a Recov120, that'd be great.
Catacher
Stick it in a slot-in space for a better busting rank, meaning more money
and more aqua chips for later on. You'll want as many as you can get!
Elecman
Didn't tackle this first? If you beat the Battery tourney before this,
bringing him along makes it all the easier.
//BAD IDEAS
Fireman
Remember waaaaay back in Megaman 1 how Iceman's weapon trumped this guy?
Same story here, for a different reason: Aqua > Fire. Didn't we go over
this in the D-Class synopsis?
FireBall
An exercise in futility, as aqua attacks instantly washes this hot little
defense chip away.
That list may seem intimidating, but as you likely don't have an elec-elemental
navi at this point, there's quite a few ways you can approach this. Mastering
the elements and their effects is integral from here on out.
---------------
Micchan
This little girl can't decide if she's scared of or in admiration of your navi.
I can't decide if she made her deck herself or not, as it actually looks pretty
good for a girl of her age. Nothing you can't handle if you're careful, natch.
Her navi doesn't really benefit in full from the ice, nor does she take
advantage of it like you're about to.
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon (What the blub?)
Stage: IceStage
Program Deck:
Cannon MiniBomb (R)
Bubbler
Sword BubShot
Cannon NormNav1
Sword BubShot
Bubbler
Cannon Cannon (L)
Battle Strategy: Notice the bubblers and bubshots. Those things are basically
aqua-aligned shotguns, and hit stuff in the back. Make sure the things you put
in the back can take a beating. Going all-offensive is likely going to be your
strategy, and that's perfectly OK - just be wary of what's in the back. You'll
want to be wary of what's there in the future, because it gets crazy. For now,
it's just a warm-up, so don't get too worked up over it. If you've got stuff
like shotguns ready, you may be able to kill the swords before she can use
them.
---------------
Mayl
Last time, she treated you like a kid. No biggie, she's a kid too. So how am I
supposed to say that she's geared up to manhandle you if you didn't take the
focus on accuracy to heart? If you thought Roll's dodging was insane, you ain't
seen nothing yet. The dual front Guard strat from before isn't going to cut it
this time, but it's not a complete waste if used correctly.
Roll
Hit Points: 400
Attack Power: 50
Buster Notes: Heals for 50 damage, even if it misses.
Element: Neutral
Primary Chip: Recov30 (I spy... a Recov120.)
Stage: IceStage
Program Deck:
Recov10 Shotgun (R)
Recov50
MiniBomb Bubbler
Recov120 Roll
MiniBomb HiCannon
Recov50
Recov10 None (L)
Battle Strategy: BLITZKRIEG!!! Literally. Go all-offense, and try to do it with
electric stuff. I've found it useful to flank the top and bottom slots of the
middle row with Guard chips to ward off her good buster. That one HiCannon and
the normal attack are the only true semblances of offense Roll has, so you need
to out-muscle her the best you can. In this game, most of my offense consisted
of Satelit1s, an ElecBlde, and a ZapRing; I put my big hitters up front, my
support chips that had a better chance of hitting in the center, and all the
miscellaneous stuff in the back; you may want to go with Panelgrabs if you can
scrounge them up - they're free MB-wise, give you a better chance at hitting
Roll with your normal attack, and have 120 HP (not bad). Shotguns and normal
swords may do OK, but they have such low HP that two turns of Bubbler abuse may
do them in. As long as you can just plain pile on the damage, you're fine. It
may take a while, but you'll do fine.
---------------
Junko
And now for something completely different - as where Mayl was about keeping
Roll alive, Junko's all about destroying your chips. At this stage in the game,
I gotta say that she's very adept at it if you don't pack something sturdy in
the back; I heartily recommend RockCubes in their entirety to do the damage
soaking in the back. Her navi will be using aqua chips powered by the fact an
aqua navi's using them, so brace yourself!
Navi-A
Hit Points: 550
Attack Power: 40
Buster Notes: Hits a random currently active chip.
Element: Aqua
Primary Chip: BubCross
Stage: IceStage
Program Deck:
Shotgun Recov50 (R)
Bubbler
Shotgun BubCross
V-Gun Navi-A
Shotgun CrossGun
Bubbler
Shotgun None (L)
Battle Strategy: This is of utmost importance - THE CHIPS WITH THE HIGHEST HP
GO IN THE BACK. If you use RockCubes, be forewarned that you'll cancel out the
effects of Balloons (if you're using them). Aside from the little protection in
the back, you need to go as offensive as possible. If you have a ZapRing3 or
two, put them up front; they're incredibly fragile but a huge asset. Make sure
the center row chips have good HP themselves, just in case; swords of almost
any kind will do. Other chips I can suggest are Rattons (can't miss, damages
chips, nice HP) and Magbombs (hits all chips used that turn AND stuns, but may
miss). Cannons can't hit chips, and shotguns are too fragile to be of any
service. Tuck a Recov in there somewhere if you want, but I say it's better if
you dedicate a Recov to Slot-In. This is going to be a very difficult battle
if you're not careful, but by working around the enemy's strategy, you'll do
fine.
---------------
Froid
The final match of the tournament pits you up against this duo, and Froid knows
what he's doing! Iceman, no matter how cute he looks, is not child's play.
Iceman's folder is apt at both doing great damage (due to his aqua affinity
and aqua-based selection) AND taking out your chips. Oh, he dodges. Very well.
Iceman
Hit Points: 500
Attack Power: 60
Buster Notes: Pierces defense
Element: Aqua
Primary Chip: AquaSword
Stage: IceStage
Program Deck:
None AquaBlde (R)
AquaSwrd
MiniBomb LilCloud
Sword Iceman
MiniBomb LilCloud
AquaSwrd
None None (L)
Battle Strategy: My best advice is to put two AquaBalls up front and hope for
the best while filling the rest with any form of offense you can spare. Your
chips will lose 20 HP per turn regardless from his LilCloud unless Turbster
dodges it, which is very unlikely. ZapRing3s will die quickly, so either sub in
ZapRing2s or put them in the front row (not recommended defensively). I think
ElecSwords/Blades will probably be your main weapon, where MagBombs can be used
to prevent Iceman from tossing a 60 HP damage weapon while doing a small number
on his chips; it's doubtful that you'll delete any of them outside of the Sword
though. Iceman's going to be doing a lot of dodging due to his naturally high
score and the field, so prepare for a long one. I highly suggest using the 0 MB
chips to free up space for better chips while at least placing something in the
back slot to absorb some damage from a Sword/AquaSword if you're lucky. The
only guaranteed way to win is to abuse AquaBalls, I say.
---------------
Tournament Prize:
3000 Zenny
Navi Core: Iceman
Whew! One way or another, you made it through! The prize payout is so very good
that if you managed to come off with an S-Rank on everyone, you'll have won a
net amount of 3700z - enough to buy a Higsby 10-pack AND afford another go at
the tourney! Keep replaying for not only the cash, but more aqua-element chips
too. As I said earlier, you're going to wnat to start harnessing the power of
them to make the goings easier. Use a Catcher in a slot-in space to rack in
cash a bit more easily.
Iceman's a very, very good navi in my eyes. He dodges well enough and has a
decent buster, but his MB count is 30MB lower than Turbster's! 30MB! That's
quite a sum! Using the 0 MB chips in the back, however, you can construct a
simple but still powerful aqua-based deck bound to put phrr in the hearts of
heat-based navis. The buster pierces guarding chips, for the record.
|-------------------------------------|
| BATTERY TOURNAMENT |
|-------------------------------------|
| Location: Power Plant |
| Special Rules: Aluminum Stage |
| |
|Opponents: |
|1) Taka [NormNav2] |
|2) Michael [Navi-E] |
|3) Gen [NormNav3} |
|4) Count Zap [ElecMan] |
\-------------------------------------/
The Battery tournament is the last one on your list of things to do in the land
of the D. At least, on OUR list of things to do in. If you've followed ours,
this will be your last and you'll be more than well-equipped to take it down.
The Aluminum stage (why couldn't they call it Metal Stage?!) benefits electric
chips by increasing their attacks' power. Not only that, you'll be dealing with
electric navis who ALSO add some punch to like-element attacks. One way to
ruin their plans is to toss a TreeBom to turn the stage to Grass. Who does this
benefit? Why, you! If you're a wood navi, that is. Elec navis hate wood. Got
Woodman? They're dead. Don't have Woodman? You're going to cry.
The bottom line? If anything, bring TreeBoms to destroy the AlumiStages to take
out one of the competitors' advantages.
//GOOD IDEAS
TreeBomb Series
There aren't many Wood chips out there, but the ones that exist rule.
TreeBombs are neat. They damage all chips, and - get this - they turn
metal stages into grass! Not only does turning the metal stage into grass
take away one damage bonus electric navis get to use, but it enables
another very fun wood chip...
Spice Series
These absolutely rule. High speed, never seems to miss, good HP, and the
MB count isn't too bad. The bad news is that this *only* works on a grass
stage. This isn't a worry; if you have two TreeBom1s up front and fill
your second row with Spices and the rest with 0MB chips, you're good to
go. Higsby's likes to throw lots of these chips at you, it seems.
GrassStg
I've never seen a stage chip come out of Higsby's, ever. But if you manage
to get one through special tourneys you've set up in ACDC Park with navi
codes, by all means carry one if you don't have more than one TreeBom1.
ElecBall
If you don't have Woodman or wood chips in general, carry two. They'll
fully absorb electric attacks, and proceed to do a lot more damage on the
metal panels. Good stuff, here.
PanelGrab
The best possible deck you can use here will leave you with empty spaces.
Have this fill the gaps. Recov10s or 30s may work too, but I find 10s
better for their higher HP count.
Catcher
Just to pick up some electric chips, like, say, ElecSwrds and the like.
Put one in as slot-in - if you set up your deck right, you won't need to
use slot-ins anyway.
Woodman
High HP. Awesome buster that pierces guards in a game without WoodBalls.
Wooden. This guy flattens all inferior electric navis. The MB is low, but
if you've been using the other elemental navis, it's no different.
Any Electric Chips Of Your Own
There's one match (Gen and his NormNav3 to be specific) where doing the
TreeBom stage conversion thing isn't going to be a good idea. Abuse the
metal stage instead for best effect, using the same chips you did for the
Droplet tourney.
//BAD IDEAS
Iceman
Electric attacks do a lot more damage to aqua navis. The stage also makes
electric attacks hit harder. It's a double-whammy! Don't whizz on the
electric fence.
AquaBalls
They'll go pop in an instant. No foolin'.
---------------
Taka
A true battlechip combo? Should you be afraid? Well... no. His deck isn't all
that bad at this stage in the game, but it still shouldn't cause any trouble
after all you've done before this. I'd say he's the strongest of the first
round players in D Class, but that doesn't amount to much.
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None.
Element: Normal
Primary Chip: Hi-Cannon
Stage: AlumiStage
Program Deck:
Cannon ZapRing1 (R)
Cannon
LilBomb ZapRing1
HiCannon NormNav2
LilBomb Sonicwav
Cannon
Cannon Empty (L)
Battle Strategy: Aside from the ZapRing1 disabling your normal attack and doing
a little more damage if you don't alter the stage, this one's easy. LilBombs
are the only thing the guy has to damage your chips, and Sonicwav will pierce
any special defenses; pass them up. While he doesn't take advantage of the
stage much, you should. Bring Woodman, or at least two TreeBoms. Put them up
front to turn the metal panels into grass, then abuse Spice chips in the
center. Both TreeBoms and Spices do a wonderful job of deleting chips, and
even better if you use Woodman. It's simple stuff by now, but hold a Recov120
for slot-in if you're unsure.
---------------
Michael
The man has seen what silly kids like you can do in a world where almost all
adults are completely inept at netbattling. He's playing it safe by filling his
deck full of inaccurate but strong chip-killing swords while not completely
ignoring the fact his navi is electrical. Solution? Give him a woody,
ElecBalls, or a prayer. The third I don't suggest. Read on to find out what I
do.
Navi-E
Hit Points: 550
Attack Power: 30
Buster Notes: Stuns opponent.
Element: Elec
Primary Chip: Satelit2
Stage: AlumiStage
Program Deck:
MiniBomb MagBomb1 (R)
Sword
LongSwrd Satelit2
WideSword Navi-E
LongSwrd Satelit2
Sword
MiniBomb Cannon (L)
Battle Strategy: A good combination of damage and chip deleting is what you're
facing. The only true way you can overcome this is in full is to behold the
power of cheese. Well, cheesy things you can do with Wood anyway. Have two
TreeBoms up front to destroy the metal panel bonus and to delete a (long)sword
if he obtains one (and put a dent into everything else). His Satelit2 chip
*will* likely strike, so make sure what you have in the back can take at least
80 HP damage. The easy key to winning is to have a TreeBom/Spice deck to do
lots of damage to him while killing his chips. If you don't have that, you're
in trouble; I don't think you can get PanelOuts or AntiSwrds in this stage of
the game! His buster's stun effect is pointless unless you're using a normal
navi (or if you're using an Aqua one). Recov120 slot-ins will help in a pinch,
as his slot-ins are weak. MagBomb1 will disable your normal buster if it hits
though, which takes away one of Woodman's biggest advantages for that turn.
Still, despite this long BS section (heh), it's not too hard with the right
preps.
---------------
Gen
Another unsuspecting newbie to this whole BCGP thing, Gen's actually got
beginner's luck going for him in terms of programming, and in fact he's ready
to do some very mean things to you if you attempt the Alumi->Grass trick
without fail. Maybe he's only just pretending to be clumsy?
NormNav3
Hit Points: 600
Attack Power: 20
Buster Notes: None.
Element: Neutral
Primary Chip: CrosBomb
Stage: AlumiStage
Program Deck:
Cannon Recov50 (R)
CrosBomb
Recov50 HeatCros
CrosBomb NormNav3
Recov50 HeatCros
CrosBomb
Cannon Empty (L)
Battle Strategy: I say he's the hardest one to deal with in this tournament, if
you're relying on a wood-based strategy. I also say you don't do anything to
change the channels so you don't give him something to work with. This means
you may want to leave Woodman out and bring Turbster (or anyone else) back in.
In Turbster's case, I just stuffed him full of the best non-element chips I
was carrying (CrossGun, Yo-Yo1, M-Cannons) to focus on damage instead of
chipkilling. You'll want tough chips in the back (Panelgrabs suggested) since
his stuff will likely cause some trouble otherwise. With all these safeguards
in place, you should be OK. Your chips may not be at the end, but it's not like
they'll revolt for it. As long as he doesn't have an opportunity to punish you
for turning the stage to grass, you'll make it out OK.
---------------
Count Zap
The last thing I'd ask someone I'd like to meet is how many volts they can
withstand. First impressions aside, you shouldn't be too scared of this guy if
you've got Woodman on your side. Otherwise, Elecman's going to kiss you
goodnight; he has a fairly good deck that takes advantage of the stage AND
can leave you stunned.
Elecman
Hit Points: 450
Attack Power: 20
Buster Notes: Damages chips.
Element: Elec
Primary Chip: ElecSwrd
Stage: AlumiStage
Program Deck:
Empty Recov50 (R)
ElecSwrd
ZapRing1 DoubNdl
MagBomb2 Elecman
ZapRing1 DoubNdl
ElecSwrd
Empty Remobit1 (L) (I'm not 100% sure of this)
Battle Strategy: NOW bring back out Woodman (if you have him) and watch Zap
cry as you turn the stage to grass with TreeBoms and sprinkle some Spice onto
his already bad day. You *did* do that with almost everyone else before, right?
If not, your only hope is to throw ElecBalls in front and pray it all works out
since only his front row is non-electric. Your chips are relatively safe from
deletion aside from the ElecSwrds, but otherwise you may find him too much to
take down. There'll be no shocking surprises here if you've used your head (or
have read what I've taken out of mine and put into this here FAQ).
---------------
Tournament Prize:
3000 Zenny
Navi Core: Elecman
Unlocked: C-Class
Unlock Area: Open Battle
Open Battle: Yumland
Unlocked Shop: Sunset (500z for 1 chip, 5000z for 10, OK chance for rares)
Slot-In Memory +10MB (30MB total)
If you went with our suggested order, you're done with D-Class! Rock on. Take
your spoils and run along to C-Class if you want. If that's not the case, uh,
go back and deface the tournaments you haven't yet. The difficulty's going to
take a decent step forward from here on out; tournaments are going to be
longer, and now you need to think harder about what all goes into your folder.
I suggest playing through this tournament a couple more times for cash and
some more electric chips. Bring a Catcher for that; ElecSwrds are nice to pick
up from Elecman.
Speaking of Elecman, after playing with the other three, he may appear to be
weak. Actually, he's pretty similar to Turbster; he may give up 100 HP and
30 MB for a full electric alignment, but he dodges a bit better at the cost of
a small hit to accuracy. Meh. He's the first fully elec-aligned navi you'll
get, and as such you should be grateful. He's also the only D-Class navi prize
whose normal attack is focused more on chip deletion than piercing guards, so
in future instances where he's used, build a deck around that. I'll give you a
heads up whenever that may be of use.
-------------------------------------------------------------------------------
Class-C XF3CC
-------------------------------------------------------------------------------
TOURNAMENT ENTRY FEE WINNING PRIZE NAVI CORE PRIZE
Quick Tournament 1000Z 4000Z Quickman
Block Tournament 1000Z 4000Z Skullman
Cliff Tournament 1000Z 4000Z Airman
Kai's not doing half-bad! As the smoke clears and D-Class becomes the past,
you'll learn that not only can you start invading the C-Class, but that you've
also got more Slot-In space (30MB) and that Higsby's opened up a new store in
Netopia that costs more per chip, but has a better chance at dealing out rares!
If you've spent a lot at Higsby's, you won't find too many new chips otherwise
though, but don't ignore this. Play a couple of D-Class tourneys over to get
enough for one or two 10-packs from Sunset, and prepare for the next great
misadventure. I got an AntiDmg on my first splurge here. You'll probably get
some fun stuff too.
While not completely difficult (save for ONE battle), the next few tournaments
require a little bit more thought than before. The Quick tournament suggests
you think that way as your navis battle it out on poison panels, the Block
tournament is gearted towards navis that believe defense is the best offense,
and the Cliff tourney will force you to utilize long-range options to fight
(no swords or fists). These tourneys are also now six rounds apiece, making it
tougher to create a deck tailored to foiling everybody - you'll need to figure
out the general strategy and make your main deck centered around this, while
throwing in some insurance for any curveballs tossed your way. The tourneys
will get longer after this, so be prepared.
I went with the Block tourney to start, since Woodman's damage bonus with
TreeBoms are handy for taking out guards before they can be erected. If not
him, all the elemental navis you've collected from D-Class, Elecman aside,
have piercing buster attacks that'll prove to be a help. Find out more in the
individual tourney sections if you need that much help in turning Kai into a
Super Ultra Sexy Hero.
I stomped on the tournaments in this order: Block, Cliff, Quick
REALLY IMPORTANT NOTE: I don't care how tiresome it is, you want to pick up *AT
LEAST* one or more PanelOut chips at Sunset in one way or another. It is
ultimately vital for what's a very evil, EVIL fight in the Quick tournament.
Almost unfair, even, at this stage of the game. This is why I suggest you save
it for last while sinking as much cash as possible into Sunset 10 packs. Who
would've thought that Kai would get the short end of the stick here, huh? Two
PanelOuts are most ideal, but combining just one with a Guard chip should see
you through OK for the most part.
|-------------------------------------|
| QUICK TOURNAMENT |
|-------------------------------------|
| Location: Subway |
| Special Rules: Poison Stage |
| |
|Opponents: |
|1) Takahiro [NormNav2] |
|2) Yoshio [NormNav3] |
|3) Mr. Match (MMBN1)[FireMan] |
|4) Higsby [NumbrMan] |
|5) Tamako [MetalMan] |
|6) Dave [QuickMan] |
\-------------------------------------/
The strangely-named Quick Tournament should be the LAST tourney you tackle, due
in part to both the prize of the Block tourney and how time-consuming it may be
to procure the perfect counter to this bad matchup fron Sunset: PanelOuts. The
only sure-fire way at this stage of the game of countering Tamako's Metalman
and his deck of fist-based doom. It's that scary. Believe it or not, with the
right setup, Turbster is a very good navi to take to most of the rest of this
tourney on. His accruate native attack compounds the poison panels' effects on
chips; at the end of each turn, it does 20 to you and to all your chips. 20 on
a navi is weak, but 20 to all chips can be trouble if you're packing things
with very, very low HP. It seems like a couple of people didn't take that into
mind, making this all the easier for you aside from that one match.
For the elemental navi watch, I forecast a heat-based navi in round 3 that's
been awaiting a couple of inches of rain for a long time. Oblige with an
aqua navi and like-element chips.
Yai brings up the idea that counter-type chips are best here. You can go
without them just fine if MB's a problem, as all the good ones (I'm thinking
CrsShld3s) cost a lot of MB; Turbster can handle them if you bring at least
four 0 MB chips and a few 20MB ones to help press an offense. Otherwise, the
likes of TimeBombs and such aren't really that important, but they help as
the poison constantly drains your data away. However, keep in mind that
Metalman can and will kick your butt for this unless you use Guards, and THOSE
won't last long due to the poison unless you have two or three chips that can
change the stage.
//GOOD IDEAS
*TWO* PanelOuts/Invis/Shadows <---- Very important!!
Kai gets one of the hardest fights early on, and that's against
Metalman and his fist deck of doom. The only sure-fire way to combat him,
thanks to the poison and fists killing most any other option, is to get
two PanelOuts from Sunset. See Tamako's section here for more details.
Ratton series
This is where they shine. They're accurate, have enough HP to last
a while in the poison, and do decent damage to the last chip
selected. Beware: they can't cross gaps, if you plan to fight Tamako's
Metalman with these in tow.
MiniBomb series
Also good. Durable, and damages all chips. Pretty nice if you're
hinging on a chip-killing strategy without using Woodman.
MagBomb series
See above, but trade some HP for the ability to stun an opponent and
prevent them from using their buster. Not a bad idea.
Yo-Yo series
If you can spare the MB - a good compromise of damage and accuracy
at the cost of having somewhat iffy HP.
PoisMask
Not bad; does damage to all chips with every hit and protects you
from most forms of damage here.
Curse Shield series
High HP, good counter damage, pretty handy... but watch the MB
count! CrsShld1s are sufficient, but if you can spare the MB, give
any CrsShld3s you may have gotten at the Block tourney a whirl too!
Turbster can compete in most of the rounds with two CrsShld3s up front,
three Ratton2s in the center, and Panelgrabs all in the back.
TimeBomb series
Maybe use one for slot-in to amplify the poison. Chances are it
won't last very long due to low-ish HP though.
Panelgrabs
To fill the blanks. You're likely to have blanks. The poison makes
keeping chips alive hard enough already, don't leave your main
offense open!
Recoveries
As slot-ins *only*. Most of the good ones have too little HP to be
of any service, especially due to the poison. A single Recov120 goes
a long way.
Catcher
For slot-in. You know, to pick up some free chips. I don't see any
real noteworthy ones you could want aside from maybe FstGauge in the
finals, though.
Iceman and Aqua Chips of your Choosing
Fireman's *nasty* here. Be nastier and hose him down with aqua chips
and Iceman himself.
Woodman and Lots of TreeBoms
An overall strong choice outside of one or two fights for his
efficiency in deleting chips while maintaining a high HP count and
a strong buster.
Skullman (Block tourney)
Skullman is tough and does a LOT of damage with his buster while
maintaining a good MB capacity (10 less than Turbster). Airman isn't
quite as useful for Kai, since he operates similarly to Turboman to the
point it's not really worthwhile to dedicate a folder slot to him.
//BAD IDEAS
Any chip with low HP. Examples being: Swords, Shotguns, Guards, etc. You
*need* chips that can last an extra, extra long time and won't die in two
turns flat. There's also one fight that will give Woodman lovers (me) a
very hair-raising experience, so prepare for that too.
---------------
Takahiro
I dub this the battle of the bad transportation puns - Kai's racetrack lingo
versus this guy's penchant for allusions to trains. Nevermind that, he's got
a very basic deck for you to bust open while sampling the unique flavor that
is the purple wine of poisonous panels.
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None.
Element: Normal
Primary Chip: Hi-Cannon
Stage: Poison Stage
Program Deck:
Cannon Shockwav (R)
Cannon
HiCannon DoubNdl
DoubNdl NormNav2
HiCannon DoubNdl
Cannon
Cannon Empty (L)
Battle Strategy: Only thing you need to be wary about is his Shockwav slot-in,
which will bypass what's in your chip box if you're using any counter chips
like as is suggested. Past that, he has a very simple deck that can do up to
210 damage per turn if he draws the right stuff. I think an elemental navi with
matching chips is your best bet if you want to take him down with raw damage.
Luckily for you, his biggest damage dealers are all in the back, and thus the
easiest to break if you use something like a BubCross with Iceman or some such
tactic. Have a Recov ready if you don't feel you can match his offense, which
you should be able to stampede over at this stage in the game.
---------------
Yoshio
...Are we back in the E class again? What, no? Shut up. What's this guy
thinking, telling you things that you have drilled into your head by now?
Oh well. He's not really all that different from the first bout, but that's no
reason for any of us to slack off on writing or reading this thing, depending
on who you are. Are you MG? You patriot. (injoke)
NormNav3
Hit Points: 600
Attack Power: 20
Buster Notes: None.
Element: Neutral
Primary Chip: CrosBomb
Stage: Poison Stage
Program Deck:
Empty Whirlpl (R)
Atk+20
Cannon DoubNdl
CrosBomb NormNav3
Cannon DoubNdl
Atk120
Empty CrosBomb (L)
Battle Strategy: Almost exactly like the first fight, except the focus is a
little less on direct damage, and a bit more on your chips. Thankfully he
doesn't do the latter too well, despite having two sometimes useful slot-ins
to press that kind of offense. The same strategy you used before will work on
him, if not a little better due to the two blanks in his deck. If he draws one,
it makes it that much easier to be rid of his Atk+ chips, taking a bite out of
his cannons (which'll be gone in two turns tops anyway). Even his Atk+20's
days are numbered if he draws it at least twice. Really easy overall, but more
notably so if you use an elemental navi and like-minded deck. Go for the blitz,
in short.
---------------
Mr. Match (Gagworthy MMBN1 sprite)
Mr. Match believes that Turboman really didn't get it the first time that he's
no heat navi. He's right. Get out your garden hose to shoo him off again with
a bevy of nasty aqua chips and hopefully Iceman. Otherwise, things will be
getting a little too hot to be shown on this FAQ.
Fireman
Hit Points: 500
Attack Power: 60
Buster Notes: Pierces guards.
Element: Heat
Primary Chip: FireSwrd
Stage: Poison Stage
Program Deck:
HeatShot Recov50 (R)
Heat-V
HeatShot FireSwrd
HeatCros FireMan
HeatShot FireSwrd
Heat-V
HeatShot FireBlde (L)
Battle Strategy: Fireman is pulling no punches or waste disposal units here.
This round, he's got a very solid deck that combines great damage and pure
unadultred hatred for your chips in the back, which, in turn, is unprotected
against a deck filled with chips that target the back, since they're so
fragile. What you really need to do here is to get Iceman and plenty of aqua
chips, pronto. HeatBalls aren't bad, but the FireSwrds will go first and may
delete them. Make sure what's in the back isn't going to go pop easily itself
(panelgrabs are ideal as almost always). The only safe strategy I can suggest
is that you do absolutely, positively stick to using aqua chips on the guy.
You may not be able to afford a chip in every slot like he does, but by abusing
his elemental weakness, you can at least match it. Having a Recov for slot-in
is mandatory, as at times he may destroy your main offense. With a little luck,
he won't, but it does happen. If you're afraid of AquaSwrds missing, go with
as many BubCross chips as possible to make up for it; they won't miss.
---------------
Higsby
Hey, lookit, it's Higsby in a tournament based on speed. Somehow, he manages
to prove once again that he's very slow on the uptake. It's an improvement in
that this time he hasn't left his entire deck in an inopportune place, but now
he demonstrates proper mismanagement (heh) of using more than one folder. He's
still easy, just not a guaranteed win.
NumberMan
Hit Points: 400
Attack Power: 10*D (He rolls a dice, D = number rolled)
Buster Notes: Damages chips.
Element: Normal
Primary Chip: Prism (SHOW ME THE PRISM!!!)
Stage: Poison Stage
Program Deck:
Empty Empty (R)
Bubbler
LilBomb TripNdl
TrplNdl NumbrMan
LilBomb TripNdl
HeatShot
Empty Empty (L)
Battle Strategy: Numberman does have one thing on you - if he gets to use his
buster, your chips will suffer up to 80 damage this turn, even more if he
connects with the LilBomb and Bubbler/Heatshot (which doesn't hit all chips,
fortunately). That's really about it, as at most he can only do between 150-200
damage a turn where you can probably do a lot more if you focus on complete
offense with, say, an elemental navi of some kind to put his 400 HP down to a
very low sum ASAP. Once again, he's meant for those of you just wanting to
stick damaging chips in your deck and nothing else, but you'll likely lose a
couple chips along the line regardless. MagBombs and ZapRings are for those
who want to play it very safe against his buster, and aren't needed.
---------------
Tamako
Being as young as Kai is, he may have a couple of childish chauvanistic things
to say about a girl trying to fight. Tamako's about to bruise that little
pride of his if you don't watch it. Even worse, in a tournament that encourages
you to play it safe and defensively, Metalman is absolutely primed to do some
very nasty things to you for it. Even worse, the most obvious counter to most
players, putting two Guard chips up front (fists don't pierce this save for
ColdPnch) is futile because of the poison panels. **PANELOUTS/SHADOWS/INVIS
CHIPS ARE A COMPLETE NECESSITY!! ABANDON ALL YE HOPE OTHERWISE!!**
Metalman
Hit Points: 650
Attack Power: 80
Buster Notes: Pierces through and breaks active defences.
Element: Neutral
Pirmary Chip: GoldFist
Stage: Poison Panels
Program Deck:
BrnzFist Repair (R)
SilvFist
BrnzFist GoldFist
SilvFist MetalMan
BrnzFist GoldFist
SilvFist
BrnzFist Recov120 (L)
Battle Strategy: Unless you've read up the list of good and bad ideas, you are
SCREWED! Metalman can do 400+ a turn if you're extraordinarily careless. Here's
what I did, exactly (built for those who were impatient and wanted to move on
after getting just one PanelOut/Invis/Shadow):
Recov120 (R) PanlGrab If you hit the PanelOut, good for you,
BubCross Metalman cannot do a thing to you. If you
PanelOut Recov50 have only one, put a Guard in the other
IceMan BubCross front slot to stave off his offense for
Guard Recov50 one turn and hope you draw a PanelOut on
BubCross the next. Use Iceman for the element bonus
Guard (L) PanlGrab and his "A" rank dodge, just in case.
Having two PanelOuts is best. Beware of
the Repair slot-in, and hope for the best.
---------------
Dave
After that hair-raising encounter with almost certain doom by a sadistic
capitalist wench, this guy hardly poses a problem outside of his navi's
stubbornly high dodge rate made to frustrate those who worship the swords and
not the accuracy ratings. If you've got a couple of Ratton1s, Ratton2s and
BubCrosses to spare (chances are you're using Iceman from Mr. Match and Tamako
anyway), he's a joke.
Quickman
Hit Points: 450
Attack Power: 30
Buster Notes: Hits Twice, Damages One Chip
Element: Neutral
Primary Chip: FstGauge
Stage: Poison Panels
Program Deck:
Empty CrosBomb (R)
DoubNdl
DoubNdl TripNdl
FstGauge Quickman
DoubNdl TripNdl
DoubNdl
Empty Yo-Yo1 (L)
Battle Strategy: I'm pretty sure you've got Iceman here. Use him! Use the
BubCrosses and Rattons like I just said, and put tough chips in the back
(Panelgrabs in my case) to soak his buster and the poison. Pass up on swords
entirely, as Quickman's dodge rate can be a scare tactic in itself. Granted,
he doesn't seem to dodge as much as he should even when I did try to sword him
to death. Still, with Iceman's element bonus and the fact that BubCross chips
have an "S" accuracy, you'll erase his strong point entirely. With each
successful BubCross, you'll likely rub out a DoubNdl. Quickman relies on the
slot-ins for offense, and they're not even really that good otherwise; aside
from the CrosBomb and buster (AND the poison), he won't bust open a chip on
the first turn if you've got Panelgrabs lining the back. Use counter chips if
you can't follow this strategy exactly (CrsShld1s aren't a bad call, since
Turbster can handle two CrsShld3s), and have a Recov120 for slot-in just in
case. Not as hard as I may be making it out to be, if you're using common sense
and S-rank accuracy chips.
---------------
Tournament Prize:
4000 Zenny
Navi Core: Quickman
If you followed my order (which you probably did without even reading this
guide thanks to Tamako's brutality), then this is the last tournament you'll
clear for the C-Class; you'll gain access to the B-Class, gain 20 more MB for
your program grid (40 MB total), and an extra folder for devising alternate
strategies or whatever. If you lucked out and got a PanelOut early on, I
suggest that you play through this tourney a couple more times to try and
pick up Repairs/Fists from Tamako and other assorted fun chips, as well as
cash. A Catcher does wonders for that.
Quickman himself receives a lot of love, and it's easy to see why. His evade
rate ("S") makes him slippery to catch, his HP isn't *that* low at 450, and
his buster rules: it's accurate, does good damage (even more with a Navi+!),
and puts a serious hurt on the last chip selected by the opponent. Not only
that, his MB capacity is flexible compared to most - a real winner, being only
10 MB less than Turboman. He rocks, simply put, just like Skullman.
|-------------------------------------|
| BLOCK TOURNAMENT |
|-------------------------------------|
| Location: Netopia Slums |
| Special Rules: None |
| |
|Opponents: |
|1) Tom [NormNav2] |
|2) Sal [WoodMan] |
|3) Larry [NormNav3] |
|4) Count Zap [ElecMan] |
|5) Mayl [Roll] |
|6) Miyu [SkullMan] |
\-------------------------------------/
I say you take this on first. Why? Well, aside from Woodman having the highest
damage of the navis with piercing/breaking busters in your grasp so far, a lot
of people really like Skullman, whose navi core you can get in this tourney.
Nonetheless, you've likely used a couple of defensive chips in the past and
liked what you saw. They didn't, but now they "get it" and are starting to use
them against you. What's a kid like you to do? Carry chips that break or pierce
defenses. Unfortunately a lot of what you have there is non-elemental, and the
most common defensive chip used, Guard, deflects anything that's non-elemental.
Grr. ColdPnches are truly your best overall bet because of this, but that's if
you don't use certain elemental navi strategies that can help overcome them
anyway.
Once again, things like the Fists and Shockwave series would crush turtling
players in their shells if they weren't almost all using Guards! Bad analody,
but they'd have been a whole lot more useful otherwise. There are two elemental
navis behaving badly present, and by bringing counters to them both, you'll
likely have covered the bases for punching through Guards anyway (since element
attacks break them). One's wooden, one's electric. You know the counters, yes?
Also, a tip everyone needs to know - if the enemy's dedicated their first two
slots to defense, it is suggested you should use your first two spaces to
countering the rest of their deck, sometimes even using the exact same chips
they're defending with. There's a good example of this in one of the rounds.
//GOOD IDEAS
MiniBomb Series
Helpful against those using Guard chips; if they're in the front row,
these *will* come out before Guards, and they demolish them too. They also
damage all chips, which isn't bad. There's better, but this is good in a
pinch.
Shockwave Series
Good damage, good accuracy, and it pierces most defensive chips too! It
can't go over holes, but that's a non-factor... for now.
Fist series / GutPunch / ColdPnch -
Also breaks lots of defensive chips. ColdPunches are most helpful because
of their elemental affinity, meaning Guard chips can't stop them.
Wrecker / CannBall -
Also not bad, but like the above, they'll get stopped by Guards. They
smash a lot of other things, though. Unlike the above two suggestions,
these go over holes. You'll want to remember that for much later.
MagBomb series / ZapRing series -
They stun, and two competitors have some really nasty busters. ZapRings
are a bit more accurate but take a lot of MB without being able to take
much punishment (unless you use ZapRing1). MagBombs may miss, but are
pretty economical and damage all chips. In fact, if you have them, you
should use them over the MiniBomb series for sure.
Guard
Don't ignore these. These can be very helpful by themselves, too! Bring
two! Keep buying stuff at Higsby's or Sunset until you have two.
Panelgrabs
Great gap filler, as always. This has the most HP of the 0 MB chips, and
chances are you'll want to base your deck around the most powerful chips
you can get anyway.
Catcher
Skullman has CrsShld3s. They are fun. Get them! Some extra cash along the
way from an increased Buster level helps, too.
Recoveries
You should at least have a Recov120 ready for slot-in, just in case.
Iceman
A maybe, if you decide to take advantage of ColdPnch's elemental bonus.
Watch out for round 4, though.
Fireman and Heat chips in general -
Woodman's back. 'nuff said.
Woodman and TreeBoms too -
Didn't you see Zap's suit? Elecman's here too! If you're low on deck
space, though, two ElecBalls will suffice in a wood deck's place, but
Woodman's awesome; I'd suggest using him and a TreeBom1/2 deck even if
Elecman weren't here, plus his buster pierces (good), is elemental
(better), and does a LOT of damage (winnah!).
//BAD IDEAS
I can't think of anything that's *really* bad, but beware if your main deck
centers around Iceman or Elecman! Oh, and unless you have a GrassStg, don't
bring Spice chips here either. The same can be said for every other tourney in
the C-Class, actually.
---------------
Tom
This kid's presumably younger than Kai, and he means business. Let's use this
battle as a demonstration of how easy it is to destroy a deck that places
its key chips in all the wrong places.
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None.
Element: Normal
Primary Chip: Hi-Cannon
Stage: Normal Panels
Program Deck:
Empty Barrier (R)
HiCannon
Guard M-Cannon
Empty NormNav2
Guard M-Cannon
HiCannon
Empty HiCannon (L)
Battle Strategy: See those Guard chips in the back? If you care to use your
buster against this guy at all, you'll want to get rid of them. Any elemental
attack will do the trick, and even if you go with just Turbster, his native
attack will knock it down with ease. You can also put MiniBombs and the like up
front, or any chip that targets the last chip drawn (that would include the
following: Shotguns/Bubblers/Heatshots/Rattons). Now, dealing with his decent
cannon arsenal is another story entirely, as he's guaranteed to open with an
M-Cannon, and they HURT (if they hit). The empty center slot makes it easier
to deal with, and he can't do anything to your chips. If you can't match his
full damage potential of 230 (+40 if he has a Guard up and deflects your
buster), bring Recovs. Period. I'm guessing you have Woodman and Fireman in
your deck; Woodman can take more damage, but Fireman is capable of doing more
damage. Either one can help close the damage gap, it's your call. Not too hard
if you play it right, and his barrier slot-in is only good for one hit anyway.
---------------
Sal
She's come to spread sunshine to a dreary corner of Netopia. Go her. Oh wait,
she's also here to lambast you for setting Woodman on fire from last time. Boo!
The same tactics from the Sapling finals will work perfectly in full here, if
you did what I suggested and packed some heat chips with Fireman, just for this
occasion.
Woodman
Hit Points: 600
Attack Power: 80
Buster Notes: Pierces defense
Element: Wood
Primary Chip: TreeBom3
Stage: Normal Panels
Program Deck:
WhirlPl LeafShld (R)
TreeBom1
Quake1 LilBomb
TreeBom3 Woodman
Quake1 LilBomb
TreeBom1
WhirlPl TreeBom3 (L)
Battle Strategy: Woodman doesn't play defensively. Instead, he goes for a
fairly strong chip-deleting deck. Respond in turn by utilizing heat-based chips
to capitalize on the elemental disadvantage. Turbster may do OK by himself, but
it's for the best if you do it with Fireman. You're likely to lose a few chips
if he draws a LilBomb-TreeBom3-Quake1 string, so be careful there. FireSwrds
and HeatCrosses with PanlGrabs lining up your back is perfectly OK, but any
variant thereof will suffice. Whirlpls are annoying, but won't cripple you if
you make good with your strongest chips on the first turn.
---------------
Larry
This guy doesn't play around. He's the first one to really embrace the
philosophy behind the Block tourney, by actually putting two Guard chips up
front. Remember what I said earlier about people who put their defense chips
up front? That means you get ample room to set up a counter to the rest of his
deck. In fact, doing the same thing he does with his Guard chips guarantees a
win.
NormNav3
Hit Points: 600
Attack Power: 20
Buster Notes: None.
Element: Neutral
Primary Chip: CrosBomb
Stage: Normal Panels
Program Deck:
MiniBomb RockCube (R)
Quake2
CrosBomb Guard
Quake2 NormNav3
CrosBomb Guard
Quake2
MiniBomb Empty (L)
Battle Strategy: If you've read my synopsis, then I've already told you the
best strategy - two Guards up front and he can't do any sort of damage to you.
As for HIS Guards? Elemental chips. If you don't have the Guards, you're going
to need to do that anyway; piercing/breaking chips with a neutral element WILL
BE STOPPED BY GUARDS. Turbster's native attack at the end of the turn will
destroy them if you didn't bring an elemental navi, so don't fret there. The
navi can only do 90 damage to you per turn max, and outdamaging him and his
600 HPs isn't hard as long as you get rid of the Guards. He may pull the
RockCube, but worry not; if you brought a piercing/breaking attack, it'll
shatter it. Fireman is likely the best navi for the job due to his elemental
bonus; you could feasibly use the same strategy you did with Woodman last
match to take this guy down. Basically, your overall focus is on high elemental
damage and little else here.
---------------
Count Zap
Last thing I'd want to do is wear a suit like his around these parts, but
he's grinning for a good reason if you think the "put two Guards in front"
strategy from last match is the bee's knees. He's gonna use it and there's
nothing you can do about it! ...Just kidding.
Elecman
Hit Points: 450
Attack Power: 20
Buster Notes: Damages chips.
Element: Elec
Primary Chip: ElecSwrd
Stage: Normal Panels
Program Deck:
ElecSwrd Guard (R)
Atk+10
ZapRing1 Guard
ZapRing2 Elecman
ZapRing1 Guard
Atk+10
ElecSwrd Recov50 (L)
Battle Strategy: Once again, since he's using two Guards up front, the best
way to counter them is to, if going offensively, put bomb chips or TreeBoms
up front... or, put ElecBalls up front to render yourself immune to his
offense. Using the latter, you can go at him A-OK without Woodman's help, but
he makes it so much more fun if you pair up the ElecBalls with a few TreeBoms
and Panelgrabs to deal 130 damage with his buster. As there's no metal panels
around, you can't turn them to grass. Thanks to the Guard chips in front,
though, you won't need to worry about him getting an early hit in while you
put up your own defenses. Too easy, if you're following my lead to the letter.
---------------
Mayl
It's Mayl time, again. You know how much she loooooooves to keep you cursing
while Roll recovers from all the damage you deal to her while weaving through
your attacks, right? She's pumped it up by putting Recov120s up front, making
it that much harder to keep her down if coupled with her always-annoying
buster. Grimace for a bit, then let's get going.
Roll
Hit Points: 400
Attack Power: 50
Buster Notes: Heals for 50 damage, even if it misses.
Element: Neutral
Primary Chip: Recov30
Stage: IceStage
Program Deck:
Recov10 Barrier (R)
LilBomb
LilBomb Recov120
ZapRing1 Roll
LilBomb Recov120
WideSwrd
Recov30 Recov50 (L)
Battle Strategy: Your greatest hope here is to build a deck dedicated to
destroying chips. Namely, the Recov120s. The WideSwrd can be annoying too, but
the Recov120s paired with Roll's buster means that she can effectively change
the tide of the fight by at least 220 points each turn if you don't do
something about the Recov120s! Don't play defensively here; two Guards will
likely get taken down by the ZapRing1 (which will disable your buster, be wary
of that), but would work otherwise. MagBomb1s are a help in stunning her and
slightly damaging her chips, but aren't needed. Woodman is the best navi to
have here, along with a healthy dose of TreeBom1s to almost guarantee that
you'll destroy a Recov120 during the turn. Even without Woodman, they're
practically a necessity. Without them, I can't think of a way off the top of my
head to fully counter her except with AntiRecv from Sunset.
Shotguns/Bubblers/Heatshots/Rattons series chips may fill the gap, as can maybe
counter chips of some kind (PoisMasks, TimeBoms). Roll's going to be keeping in
the fight for quite a few turns, and chances are you'll see the Barrier slot-in
pop up - it can only survive one hit, so just pray that you can keep up a
strong offense for the win. It may take over five turns!
---------------
Miyuki
Now, to face down Skullman, who looks like and probably should've been an
antagonist. Eh, he'll do for Kai's little pretend hero adventure. He's at
least menacing enough; his deck is efficient at destroying your chips, his
buster hurts, and he has enough HP to keep doing it until you give up. You're
going to need to cover most, if not all of the general tactical bases to
overcome him.
SkullMan
Hit Points: 650
Attack Power: 80
Buster Notes: None.
Element: Neutral
Primary Chip: CrsShld3
Stage: Normal Panels
Program Deck:
CrsShld3 Guard (R)
HeatShot
Whirlpl MiniBomb
TreeBom1 SkullMan
Whirlpl MiniBomb
Bubbler
CrsShld3 Empty (L)
Battle Strategy: You've three good choices for Navis here: Turbster (high MB
count but no elemental damage bonus), Fireman (I'm hoping you brought him,
he's fragile but has the highest damage output here), and Woodman (best HP
count of the navis you have so far and great at destroying chips). Whichever
one you choose, build your deck around them; a well-rounded assortment of
sturdy chips with some healing for Turboman, nothing but damage for Fireman,
and plenty of TreeBoms for Woodman. Panelgrabs are for filling up any leftover
spaces. Don't use Guards, as the MiniBombs up front will put them out. Fireman
and Woodman also have piercing busters, meaning they can do some damage to
both Skullman and his CrsShld3s if he draws them. Elementals are encouraged in
case the Guard gets tossed into play, anyway. MagBomb1s and ZapRing1s are a
good call if you want to take out Skullman's big source of damage, but watch
the MB count. Recovs are mandatory to keep up with Skullman's high HP. Balance
these out however you see fit, because it's just as tricky as I make it out to
be if his Whirlpls manage to take out your main offense; good thing they're in
the back and thus most vulnerable to things like HeatShots/Bubblers/Shotguns,
eh?
---------------
Tournament Prize:
4000 Zenny
Navi Core: Skullman
Now that you've left the Block tournament in the dust, you're one step closer
to the next level of fun... or frustration. One of the two. You can snag a
couple of good chips here if you keep replaying it with a Catcher as your
Slot-In. S-Ranking almost every opponent here will get you about 4600-4800z,
which is almost enough to purchase you a 10 chip set from Sunset. Really
though, try and collect some CrsShld3s and TreeBom3s for later, as both are
pretty useful later on. The former can especially cause some damage at the
Quick Tournament if you decide to follow Yai's suggested counter to it.
Skullman is a favorite of a lot of players for a combination of his very high
HP, good MB count (10 less than Turboman, that's not bad), and a very strong
plus accurate buster that unfortunately does nothing to the enemy's chips.
Some claim they beat most of the rest of the game with him, so that's a
testament to his usefulness. He's not dominating, but still worth a go or two.
|-------------------------------------|
| QUICK TOURNAMENT |
|-------------------------------------|
| Location: NAL Airplane |
| Special Rules: Holes |
| |
|Opponents: |
|1) Miho [NormNav2] |
|2) Mary [Ring] |
|3) Sara [NormNav3] |
|4) Takashi [NormNav4] |
|5) Raoul [ThunMan] |
|6) Arashi [AirMan] |
\-------------------------------------/
Your second stop in the C-Class, this tournament will likely mark your first go
against an annoying but sometimes life-saving stage type of... holes. Holes
dictate that no melee attacks can be used, which means you can't use swords,
fists, or anything else that requires you to leap up to your enemy to strike
them. Unless you've got a Repair or any other kind of stage-changing chip,
don't bring those here. You want distance attacks, and there's no short supply
of them. One opponent does carry a Repair chip, and you're going to want to
treasure the thought of maybe getting one - they will be invaluable for the
Quick tourney later on due to a single, nearly unfair battle within. I suggest
bringing an elemental navi to boost your damage potential with select chips
(be it Bubbler series, Heatshot series, TreeBoms, or Satelite chips).
Speaking of elemental navis, there is one electric navi present. Yes, even
though the animation depicts them landing on top of a hole, they still work
wonders. Sow him what you're made of. (Hee hee.)
Now, what other chips should you bring otherwise? Cannons work, as do the
Shotgun/Bubbler/HeatShot series, Yo-Yos, Bombs, Wreckers/CannBalls... you've
got a lot to choose from here. You won't miss the swords and fists, I promise.
They'll write you back.
//GOOD IDEAS
Yo-Yo Series
Goes without saying. Good damage and OK accuracy and HP.
Cannon Series
Not quite as useful, but can fill out a deck in a pinch.
Shotgun Series
Also not the best choice, this one due to lower HP and the fact you
have more damaging available at this point in the game... but it can
do if you must. S accuracy helps.
HeatShot / Bubbler Series
Both are useful if you want to go at it with either Fireman or
Iceman (watch out for Thunderman if you do the latter); you should
have five HeatCros or BubCross shields to go with Panelgrabs by
now.
MiniBomb Series
If you want to do some raw chip deletion while having good HP. Mind
the accuracy.
MagBomb Series
If you want to do some raw chip deletion while disabling the enemy's
buster, at the price of HP. The world is give and take. Also mind
the accuracy.
Panelgrabs
Aside from the fact that they're 0MB, there's one fight where a guy
can consistently do 120 damage to your back-most chip. Panelgrabs
can take up to 120 damage. Play it safe here, not stupid.
HeatBalls
May prove to be useful in that one battle I'm alluding to. Very
useful for it, indeed.
ElecBalls
Have small uses in two battles, so don't ignore them. It's not a
life or death thing in either case, though.
Shadow Series
Just dirty, if you can get your hands on one or two from Sunset.
They can only be hurt by swords. There's holes here preventing them
from happening. Sure, the holes will likely prevent a counterattack,
but it makes you invincible if you can spare the MB.
Recoveries
Again, probably best as a slot-in. Recov120 will do the trick, but
if you've got better, put it in!
Catcher
To pick up some more chips. Again, put it in Slot-In. Airman carries
a couple of fun chips, and there's nothing wrong with getting a bit
more money.
Woodman and TreeBoms
There's one electric navi present. He's no big deal, but Woodman's
usual tricks will work in full here (minus Spices anyway). Watch
out for Round 4's battle, though.
Quickman (Quick tourney) or Skullman (Block tourney)
Both have their uses. Quickman's high evasion rate makes him
frustrating to hit while having decent space for chips and a good
chip-deleting buster (30x2 damage), while Skullman has very high
HP and a pretty strong and accurate buster that can't do anything
to chips, but good MB capacity nonetheless. I think Skullman's a
little better for the 650 HP alone.
//BAD IDEAS
Too many to list. Well, I can sum it up: swords, rattons, shockwaves,
punches, etc... anything that scoots along the ground or requires you to
get up close and personal isn't going to do a thing for you unless you
bring along a Repair chip.
---------------
Miho
Oooh, she's been practicing, or so it sounds. She must've put a lot of thought
into her deck. Being the first opponent of the tourney, it's safe to assume
the complete opposite. However, you will value this fight because she possesses
a chip you will find vital very soon, if only there were an easy way to
guarantee that you win it... >_<
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: HiCannon
Stage: Holes
Program Deck:
HiCannon Repair (R)
FireBlde
HiCannon Sword
AquaBlde NormNav2
HiCannon Sword
ElecBlde
HiCannon Empty (L)
Battle Strategy: Not much to say here. For roughly two turns, the max amount of
damage the navi can do to you is 110, thanks to the holes stopping the enemy's
sword attacks. Let this serve as a warning for you if you thought you could get
away with melee attacks here. Build your deck around a speedy, damage-centric
offense so that when the Repair chip comes into play, it'll be too late for the
navi to recover. Pretty easy. Expect to get a lot of Blde chips in place of
the Repair at the end, unfortunately.
---------------
Mary
That bloody Mary's back to annoy you and strike fear into your slot-in chips.
"So, what should I do," you ask me? Don't fret too much; her deck looks like
something more appropriate for the D-Class, which you should capitalize on.
Don't forget about Ring's dodge rate and you'll be OK.
Ring
Hit Points: 450
Attack Power: 20
Buster Notes: Hits Twice, Damages One Chip
Element: Neutral
Primary Chip: Jealousy
Stage: Holes
Program Deck:
Shotgun Jealousy (R)
MiniBomb
Heat-V HiCannon
LilBomb Ring
Bub-V HiCannon
MiniBomb
Shotgun Guard (L)
Battle Strategy: A well-rounded deck, but not a particularly damaging one to
you, and not all THAT bad to your chips either. To play it safe, make sure the
chips you have in the back can take the punishment. If you're going to use your
slot-ins, try them at 50% or else Mary will destroy them moments after. Your
main offense will do well with chips like Yo-Yos and Satelit1s, but an
elemental navi with matching S-accuracy chips (Fireman or Iceman come to mind)
will do the trick nicely too, if you feel Ring's evasion is a problem. Even if
you're not using an elemental navi, HeatShots/Bubblers/Shotgun series chips
aren't bad for killing what's in the back to destroy a good deal of her base
strategy. Having an elemental-themed deck isn't that bad an idea in case the
Guard gets to come into play either. Still, this battle is easy on the virtue
that Ring's chips are mostly outdated by now.
---------------
Sara
Ring was just a warm-up. THIS opponent's got what I can call a half-decent
chip-deleting deck, but thankfully the navi's evade rate is far lower and you
can use things like M-Cannons with far more confidence than you normally would.
What're you waiting for? Read on for the insider info.
NormNav3
Hit Points: 600
Attack Power: 20
Buster Notes: None.
Element: Neutral
Primary Chip: CrosBomb
Stage: Holes
Program Deck:
CrosBomb Recov50 (R)
TreeBom2
Recov50 BubCross
CrossGun NormNav3
Recov50 BubCross
MagBomb2
CrosBomb Empty (L)
Battle Strategy: Fireman ought to stay out because of the BubCross chips, if
you're using him. No big loss. Now, this navi is focused far more on your chips
than you yourself, and make sure the chips in the back can take it. You should
focus your damage on the navi - you may luck out and make plenty of headway
into the navi's offense if you delete the Recov50s, but it's far easier to just
focus on damage to bring that 600 HP count down; if she hits a CrosBomb, you're
barely going to go anywhere with a chip-killing strategy anyway. M-Cannons are
ideal if you have the MB space (use Turbster or maybe even a NormNav2), but
Yo-Yos will suffice as well. Elemental navis aren't a bad idea, but that
MagBomb2 can do some damage if you're playnig Iceman. Not much else to say
here, just that accuracy is no big issue and thus raw damage prevails.
---------------
Takashi
Taking the last two fights yet ANOTHER step further, this seemingly smooth
operator's brought along a heat-centric strategy that's guaranteed to do at
least 120 damage to you and your back chips while taking a heck of a beating
himself... while leaving an uncharacteristically easy opening for you to
exploit, if you're lucky.
NormNav4
Hit Points: 650
Attack Power: 20
Buster Notes: None.
Element: Neutral
Primary Chip: TripNdl (Yeah right.)
Stage: Holes
Program Deck:
HeatCros BubCross (R)
HeatCros
HeatCros HeatCros
CrossGun NormNav4
Guard TripNdl
Empty
Empty TripNdl (L)
Battle Strategy: A strange and effective deck; effective because chances are
he'll do AT LEAST 120 damage to whatever you have in the back (more if you use
a wood navi, don't), and strange because of the empty spaces at the bottom. How
does one counter this? HeatBalls aren't a bad idea at all. Whatever you have in
the back will likely die in one turn anyway, but play it safe and use
panelgrabs if you have them; Recov10s may suffice. Recov30s will not. You may
want to use an elemental navi anyway to take care of his Guard in the back, but
this can be remedied by using attacks that hit all chips used on that turn. In
my case, I went with a full-blown offense to counter the issue of his high HP.
Once again, Yo-Yo2s and M-Cannons can do a lot if you can spare the space.
Using Turbster here may be a good idea since his native attack is of the heat
element, and he has a good MB capacity. Still, most of this guy's arsenal is
founded on accuracy, so don't get too cocky; bring Recovs just in case!
Accuracy is nowhere near as important for you since, again, NormNav dodge rates
are very low. No matter what, the guy will at least put up a fight.
---------------
Raoul
Raoul's a bigger softy than he looks, having to call on his buddies prior to
the battle to help win the match for him. Trust me here - this time around,
he's got a very good reason to if you use some common sense and knock on wood.
Literally.
ThunMan
Hit Points: 550
Attack Power: 40
Buster Notes: Stuns opponent.
Element: Elec
Primary Chip: Satelit3
Stage: Holes
Program Deck:
LilCloud Recov50 (R)
Remobit1
MiniBomb MiniBomb
Satelit3 ThunMan
MiniBomb MiniBomb
Remobit1
LilCloud Satelit3 (L)
Battle Strategy: The only great source of damage the man has is in his
Satelit3(s). If he doesn't draw one, the most damage he can do to you per
turn is roughly 80! That's the lowest per-turn damage output of any enemy in
the game up to this point (except maybe Numberman back in the Novice tourney).
The Remobit1s can be annoying in that they work as barriers, but this can be
easily rectified by having a Wrecker/CannBall or two in your middle row. Aside
from putting something tough in the back (panelgrabs!) to account for the times
he does get a Satelit3, make high damage your priority. You can also use two
ElecBalls, as it'd be in no danger of popping any time soon otherwise. You can
also go down the traditional Woodman TreeBom route. You can get away with
goofing off around this guy if you want, just don't lower your guard too much.
As long as your navi attack isn't a normal elemental, the stun capabilities of
his buster are usually a non-factor. Very easy.
---------------
Arashi
Along with Count Zap, Arashi must be a card-carrying member of the Blonde Dudes
Who Tend To Be Really Scary People Club(tm). In Arashi's case, his shock value
comes not in the form of electric chips, but things that make your chips go
'splody. In fact, Airman operates very similar to Turboman in terms of basic
strategy. With that little bit of knowledge in tow, you likely now know what to
expect even without reading the battle strategy, but I implore you to do it
anyway.
AirMan
Hit Points: 550
Attack Power: 30
Buster Notes: Damages chips.
Element: Neutral
Primary Chip: Tornado
Stage: Holes
Program Deck:
BubCross Twister (R)
Atk+20
Bubbler CrosBomb
Tornado AirMan
HeatCros TreeBom2
Atk+10
HeatShot LongSwrd (L)
Battle Strategy: He might be more focused on doing your chips in than outright
killing you, but I suggest you play his game and bring Woodman and plenty of
TreeBoms; several of his key chips are fragile, and Woodman will see to it that
they go away post-haste. If you have five TreeBoms and put them all in your
front and middle rows (make sure Panelgrabs line the back), you're guaranteed
to do 80 damage to all his chips, usually taking out said fragile chips. If
you want to play defensively, use AquaBalls, as the other two have counters in
this deck that instantly destroy them. Blitzing him with high damage can
feasibly work, but you'll likely lose a couple of chips in the process due to
his affinity for destroying them (same goes for his buster, counter with
something that stuns if you so choose). It may take a couple of rounds, but
going with any of the tree above strategies will take care of him.
---------------
Tournament Prize:
4000 Zenny
Navi Core: Airman
Unlocked: B-Class
+20 MB for Program Grid (+40 MB total)
Extra Folder
Now, because of how difficult the semifinals match for the Quick tournament is,
I'm very confident that you didn't do this tournament last. If you did, great,
let's keep going. Bring a Catcher here in future runs to rack up more money
and more potentially useful chips. As for money, you WILL want to keep buying
10 packs at Sunset until you have more than a couple of stage-changing chips to
counter the greatest threat in that one match at the Quick tournament. It may
take a while, but have heart - it's for the best, and you'll get a handful of
very rare chips along the way.
Airman doesn't offer too much overall to Kai, save for having a buster that
does 10 more damage than Turbster which misses more often and has no elemental
attribute. He does have a slightly higher dodge rate, but is that worth having
20 less MB capacity? Well, it's up to you, but you've got a similar navi for
free that doesn't take up any folder space.
-------------------------------------------------------------------------------
Class-B XF4CB
-------------------------------------------------------------------------------
TOURNAMENT ENTRY FEE WINNING PRIZE NAVI CORE PRIZE
Firework Tournament 1500Z 5000Z Heatman
Verdant Tournament 1500Z 5000Z Plantman
Stream Tournament 1500Z 5000Z Sharkman
Thunder Tournament 1500Z 5000Z Flashman
Kai and Turbster decide to celebrate their victory over Tamako's nasty, nasty
deck (and everyone else, I guess) in the slums for some reason. Stupid kid.
Well, let them tell you the obvious: 20 more MB for your grid, and a whole new
folder to play with that I never bothered using. Once again, keep buying 10
packs at Sunset, as you'll find some of the chips you receive to be of a lot
of use in several tournaments to come. Especially when we finally get to see
some kind of a plot unfold... and various ex-WWW member opinions of Yahoot's
affinity for curry. Believe me, it's more than worth trudging through the
relentless assault of racecar puns thus far.
Class B is best summed up as Class D after years of holding a grudge and being
ready to avenge its humiliating defeat by your hands, whose tourneys are the
same length as Class C's. Since the tourneys are elementally themed, it's a bit
easier to think up of effective decks to take them on. Be forewarned, there are
a couple of matches that throw monkey wrenches into this, and while none are
nearly as bad as that Metalman battle in the Quick tourney, expect to take a
loss or two if you get caught unprepared.
Because Woodman is oh-so great and the Thunder tournament once again brings
back the wonder of aluminum panels, you'll be able to get away with yet another
brutal TreeBom/Spice deck for very easy ownage. The navi you win there is
almost essential for a tricky fight in the Stream tourney as well, so why not?
Go on, conform to my ideals. If you forgot what element does what, the D-Class
summary section will re-enlighten you.
I shut out the B-Class in the following order:
Thunder, Stream, Firework (Tamako alert!), Verdant
In the other walkthroughs I've written, I'd have put a note here to tell you to
get PanelOuts, Invis(es), or Shadows prior to hitting the Firework tourney.
However, since you've likely done that prior to the Quick tournament, I'll
spare you. This time. More can't hurt, though.
|-------------------------------------|
| FIREWORK TOURNAMENT |
|-------------------------------------|
| Location: Hades Island |
| Special Rules: Lava Panels |
| |
|1) Gen [NormNav3] |
|2) Miki [Navi-F] |
|3) Madoi [ColorMan] |
|4) John [NormNav4] |
|5) Tamako [MetalMan] |
|6) Mr.Match (MMBN2) [HeatMan] |
\-------------------------------------/
Tamako's back, and with the same almost unfair strategy as before. Fortunately,
the same strategy you had will likely work here. Thus, as Kai, you won't need
to run around buying hundreds of chips in preparation for Tamako, because you
already have back in the C-Class! Now that you know, half of the battle is won
already.
Oh, everyone else? It's a fire-themed tourney, but only two navis are actual
heat-elementals. One of them holds a way of fighting off the common counter
against heat-anythings (aqua), and there's that Tamako issue I've already
addressed. The lava panels are back, and without aqua-anythings in the first
place you might be in trouble. Make sure to bring those, at least.
This is basically the hardest of the B-Class tourneys, but you have it easier
than the other characters. Any further questions should be directed towards the
idea list, coming up... now.
//GOOD IDEAS
*TWO* PanelOuts/Invis/Shadows <---- Very important!!
Assuming you made it this far, you probably already have them as Kai. If
not, uh... wow. Tell me how you did it. Keep shopping at Sunset if you
want more, but there's 50MB Shadow2s obtainable via the NormNav4s in the
Stream and Thunder tourneys; Catchers help!
Bubbler Series
These are all very good; they're going to do really good damage given
elemental interactions, even more if you're using an aqua navi! You should
have at least five BubCrosses by now, and those by themselves can usually
win against the weaker opponents (paired with PanlGrabs to cover up holes
of course). Having an "S" accuracy is a huge plus, and you may even have a
BubSprd from Sharkman in the Stream tourney. Well, you ought to.
AquaSwrd / AquaBlde
If you want to go for extreme damage, go with this. Once again, though,
low accuracy is their downfall; be careful about using them against the
more evasive opponents (ColorMan!). Pack them in case you feel the Bubbler
family isn't doing enough for you.
ColdPnch
Not a bad choice. It's 30MB, but hits harder than a BubCross and more
accurately than an AquaSwrd; a nice, happy medium. It's aqua-elemental
too, so indulge if you have one!
LilCloud Series
Pretty good, as far as MB space and HP goes, and the elemental
interactions will turn them into highly efficient chip deleting tools.
I think it's a bit better to focus on direct damage than chip deletion,
but even the LilCloud can soak quite a good amount of damage before
croaking.
HeatBall
Goes without saying, really helpful against thsoe with heat-centric
offenses.
IceMan
Sharkman doesn't even compare! More HP, more MB, just as evasive, and
his buster pierces most any defense. You really can't go wrong with him
as your lead firefighter. If it weren't for the whole Tamako thing, I
likely would have suggested you take this tourney on first. Actually, as
Kai, you probably could have gotten away with it.
PanlGrabs
Still useful for filling blanks.
Something electric
ColorMan sometimes draws an AquaBall. A Satelit1 would likely be best as
far as accuracy and MB goes for countering this (his evade rate is an A).
Guards
A maybe; could find some use in a couple of the battles.
Catcher (Slot-In)
Good chips, here. Take 'em! I suggest a Recov120 or better for your other
slot-in, but it's up to you.
//BAD IDEAS
Anything wooden
Got Woodman or Plantman? Fix that.
---------------
Gen
He calls it a strong Program Deck. Well, glad he told me so I wouldn't have to
tell you... or do I, anyway? I paid this guy five bucks to tell it as it is so
I wouldn't have to! Grrr.
NormNav3
Hit Points: 600
Attack Power: 20
Buster Notes: None.
Element: Neutral
Primary Chip: CrosBomb
Stage: Lava Stage
Program Deck:
M-Cannon CrosBomb (R)
CrosBomb
Recov50 HeatCros
CrosBomb NormNav3
Recov50 HeatCros
CrosBomb
M-Cannon Shadow2 (L)
Battle Strategy: Bring Iceman. This guy has a decent balance between chip and
navi damage... not bad for such simplistic chips. Don't go for chip deletion.
Go for fast navi deletion. Come in swinging with five AquaSwrds/Bldes and some
PanlGrabs in the back to protect from the HeatCros attacks. HeatBalls are
pointless since they won't come out before the chips are used. Guards, however,
can be wonderful as long as you have aqua chips in the center row to get rid of
the lava. You probably will want swords in your deck to take care of that
Shadow2 if he slots it in, though. The M-Cannons can be annoying, but Iceman
tends to dodge them more often than not. Pretty easy.
---------------
Miki
I've a feeling she and Kimie are sisters, given how similar their decks are.
Take Kimie and warp her mind with "hawt" fashions and mainstream ideas. This
is what you'd get. This "hawt" stuff also meets defeat the exact same way, if
you've got the stuff to do it with.
Navi-F
Hit Points: 550
Attack Power: 60
Buster Notes: None
Element: Heat
Primary Chip: HeatCros
Stage: LavaStage
Program Deck:
Recov50 HiCannon (R)
FireBlde
MiniBomb HeatCros
Heat-V Navi-F
LilBomb HeatCros
FireBlde
Candle2 LavaStg (L)
Battle Strategy: Put two HeatBalls up front, and you won't have to worry
about anything in the middle row. You'll still get hit by the HeatCros chips
for 70 damage to you and your last selected chip (make it PanlGrabs), but the
bombs are in no position to easily delete the balloons. Make your center row
full of the best aqua chips you can muster, pereferrably AquaSwrds. The navi is
heat-elemental and thus the lava doesn't affect him. NormNav-anythings can't
dodge too well, so that's why you should disregard accuracy rates against this
one. Oh, use Iceman too, if that's not already implied. An easy fight.
---------------
Madoi
You don't think she was the one who pulled that bus BS that Lan saved Kai from,
do you? If she is, it's payback time. Whatever. Well, anyway, Colorman's most
known for having a thing for weird decks that are actually pretty swell in
practice, usually multi-element. Like this one. He has an AquaBall, so beware.
He also has a HeatBall if you decide to go with Turboman, so beware of that.
ColorMan
Hit Points: 450
Attack Power: 90
Buster Notes: None.
Element: Neutral
Primary Chip: Yo-Yo3
Stage: LavaStage
Program Deck:
LilBomb Recov120 (R)
AquaBall
MiniBomb Yo-Yo3
ZapRing2 ColorMan
MiniBomb HeatBall
Yo-Yo2
LilBomb Mindbndr (L)
Battle Strategy: Hmm. He's got three elements up his sleeve, decently-damaging
chips, and sturdy chisp in the back that prevent you from really digging into
them unless you get in a hit with a sword of some kind. Even with that, he's
not good at deleting your chips, so keep that in mind. The best solution I can
think of for this is to use Iceman to get rid of the lava if that ZapRing2
misses (if drawn), then put Guards in the middle row to protect against the
bombs and very powerful buster, and make the back end of your deck electric in
case he drew the AquaBall; use PanlGrabs to fill in the blanks. Cerebral, huh?
If you want to bruteforce it out like I did, though, I have gotten away with
trying to hit it straight on with BubCrosses or AquaSwrds and PanlGrabs in the
back like my usual. The enemy's dodge rate makes using swords a bit
problematic, but very rewarding. As for what he can do, ZapRing2 is your worst
enemy in this deck along with the AquaBall, but he can't draw both at the same
time. The Yo-Yos do hurt, so you may want to pack in some Recov-whatevers for
slot-in regardless. Mindbndr is hardly a threat because it's unlikely he'll
ever actually delete your chips. You will want something aqua-element in there
at the end anyway, unless you want him to suffer from the lava (though his
AquaBall will put it out). Another tricky fight that can be approached several
ways, really.
---------------
John
The last person you want to bring love troubles to is someone who is likely
around ten years younger than yourself. Even so, John's at least gotten deck
construction advice from those at least ten years or older from the other
B-Class tourneys, as this marks the third and final appearance of the
TripNdl and TimeBom1-powered NormNav4 folder. It's not too bad this time,
either.
NormNav4
Hit Points: 650
Attack Power: 20
Buster Notes: None.
Element: Neutral
Primary Chip: TripNdl
Stage: LavaStage
Program Deck:
DoubNdl Shadow2 (R)
TimeBom1
TripNdl ZapRing2
Atk+10 NormNav4
TripNdl CrsShld1
TimeBom1
DoubNdl Candle2 (L)
Battle Strategy: This time it's in a tourney where you're bound to be using an
aqua-elemental navi, and thus the ZapRing2 will do glancing damage. That's
about it, though. Put two ColdPnches in the back if you have them in order to
take care of the TimeBom1s, and put three AquaSwrds in the center to act as
your main damage dealer (dodging's a non-issue against this guy) and to
counter that Shadow2 if it hits the field. Put PanlGrabs at the front and back
edges of the grid, and you're good to go I say. You can also opt to just blitz
your way with five AquaSwrds and four PanlGrabs in the back; you'll be doing
enough damage to stave off the TimeBom1s at least. Either one will do him in
just fine, although he does have a lot of HP. Still, easy enough.
---------------
Tamako
What have I not said about her already? Let's just get this over with. You do
have your PanelOut/Shadow/Invis chips ready, right? Right? RIGHT?!
Metalman
Hit Points: 650
Attack Power: 80
Buster Notes: Pierces through and breaks active defences.
Element: Neutral
Pirmary Chip: GoldFist
Stage: LavaStage
Program Deck:
Repair BrakHamr (R)
SilvFist
ColdPnch Guard
GoldFist MetalMan
Wrecker M-Cannon
ColdPnch
Repair Repair (L)
Battle Strategy: Let's start with a review of her deck. Due to the Guard, you
will want an elemental offense primarily - make it aquatic because the chips
you need are fragile, and you want the lava gone. The M-Cannon should be a
non-issue if you're using Iceman like I suggest. The three fists in the center
smash open a lot of guard chips, but can be stopped by the PanelOut and won't
connect against a Shadow/Invis. The same can be said for what's in the back.
Repairs will turn the field to normal, but since they're at the edges you can't
bank on Metalman getting them on the first turn. brakHamr works the same as the
fists as far as I know. OK, as for your counterattack... put either two
PanlOuts, Invises, or Shadows up front. Mix and match if you must. If you use
PanlOuts, you won't be able to use melee attacks; use BubCrosses instead to get
rid of the Repairs if drawn. You may have to use weaker chips if one of your
front chips are Shadows, since they're so costly. With Invis and/or Shadow,
use whatever you want in the center. Have PanlGrabs fill in the blanks, but
it's no biggie since nothing Metalman has can damage chips. Guards won't work
because of the ColdPnches. Have a Recov-anything for slot-in just in case,
though. From there, it should be elementary.
---------------
Mr. Match (Deux)
You dare tote that imitation heat-based navi around him? Now you got Mr. Match
all riled up and ready to bring out his newest navi, Heatman. Heatman looks
scary because he actually is. Turboman looks scared behind that visor because
he actually is. Mr. Match looks like he's been... no, viagra jokes are a bit
too out there for the target audience.
HeatMan
Hit Points: 650
Attack Power: 70
Buster Notes: Pierces guards.
Element: Heat
Primary Chip: HeatSprd
Stage: LavaStage
Program Deck:
FireBlde Meteor4 (R)
HeatShot
Wrecker HeatSprd
Heat-V HeatMan
Wrecker HeatSprd
HeatShot
Cannon LavaStg (L)
Battle Strategy: You may be tempted to, but HeatBalls are a bad idea due to the
Wrecker chips. So, with that option exhausted, you almost have no choice but to
go all-offense. Note that the first two rows of chips hit the back, so you want
something tough in your back ranks as well... PanlGrabs will work just fine,
once again. Now, go at this guy with the best aqua-element chips you have and
Iceman. AquaSwrds/Bldes do a *ton* of damage, so don't discount them! In fact,
with them there's a good chance you'll end up destroying a lot of Heatman's
offense, but yours may go kaput if the fight somehow drags out. Just make
sure you have something aqua-elemental to get rid of the lava. Have a Recov
for slot-in, too, since his 150 HP advantage over Iceman cannot be taken
lightly. It's a simple fight of who kills who first, and it should be you if
you keep elemental interactions in mind.
---------------
Tournament Prize:
5000 Zenny
Navi Core: HeatMan
Now that you've iced over Hades Island, it's off to the final stop on your
B-Class tour... that is, if you're following my lead. One more six-person
battle 'till the A-Class! It's a walk in the park with the right stuff, and
you'll want to keep replaying this tourney for said right stuff. Try replaying
this tourney with a Catcher on hand if you haven't for a chacne at some nice
chips... such as Yo-Yo3s, Shadow2s, GoldFists, and HeatSprds. The fourth is
most welcome for your next task. Like before, you can get up to 5300z by
replaying this tourney with straight S ranks, too.
Now that you have Heatman, you have a REAL fire navi. Sure, Fireman's nice, but
Heatman trumps him at everything for only 10 less MB space. Having 150 more HP
gives Heatman a lot more room for mistakes, and that's always welcome to me.
That should also be very welcome for you, so get him into your folder ASAP if
you're headed for the Verdant tournament. That *is* your next destination, you
see.
|-------------------------------------|
| VERDANT TOURNAMENT |
|-------------------------------------|
| Location: Beach Hospital Basement |
| Special Rules: Grass Panels |
| |
|1) Millions [SnakeMan] |
|2) Trainee [NormNav3] |
|3) Sal [WoodMan] |
|4) Yukiko [Navi-W] |
|5) Dave [QuickMan] |
|6) Anetta [PlantMan] |
\-------------------------------------/
And now, for B-Class' last hurrah... the Verdant Tourney. By all measures of
difficulty, this isn't a very tough tourney save for one or two battles. With
Heatman, this becomes even easier. The few wood-based chips that exist are
based around mass chip destruction. It's a wonder that the enemies haven't
thought of this by now.
As far as your opponents go, four of them are wood-elemental and only one of
them pay this strategy any mind. One of them does have a funky curveball to
the most common counter against wood-based enemies (heat), but with some
forethought he's actually pretty easy too.
Also, the grass-attuned navis will recover 50 HP per turn if the grass stays
between turns. See to it that it doesn't. If anything, bring a couple of heat
chips just to ensure this.
//GOOD IDEAS
HeatShot Series
HECK YEAH. If you have a HeatSprd, bring one. Bring a couple of HeatCroses
too, if possible. S-accuracy and killer damage (at least for one go) in
the hands of a heat navi. Keep in mind that the HP counts of these chips
aren't exactly stellar, and in a tourney where competent wood navis are
out to try and frag your chips, this can be an issue.
FireSwrd / FireBlde
The damage these things can do are ridiculous! As far as I'm aware, none
of the navis present save for QuickMan are frequent dodgers. This means
that you can get away with abusing these without much reprecussions. If
you can fit in a FireBlde, do so in the front row and watch that pretty
green grass burn those pretty green navis into a prettier black mark on
the floor.
Blower
Your mileage will really vary here, but I'd recommend against it. 40MB
and 20 HP for something that isn't all that devestating outside of
Atk+ chips? Well, with those, yes, this is very devestating. It still
hurts given who'll be using it and what it'll be used against, but chances
are it'll croak on the turn it's drawn. Beware, but consider. Its accuracy
is bunk, too.
Burner
50MB this time, but it has a lot more HP than Blower and hits a bit more
often. By "a lot more HP" I mean 90, meaning it has 110 HP and its
survival will vary. Thing is, this is made for chip deletion and a lot
of wood chips have decent HP couns, so it'd be an uphill battle. It can
still be quite useful, though, but if you opt for it you may want to use
Fireman and his extra 10MB. As Kai, you can only get Burners in stores.
Meteor Series
These things hurt, but are really inaccurate. The weakest of them,
Meteor3, is relatively fragile at 30B for 70 HP. If you must use them,
put them up front to take advantage of the grass and hope for the best.
I'm of the belief a FireSwrd is better, but Meteor decks are very popular
among those who like heat navis. As of writing, I'm not one of them.
HeatBall
A maybe. There's no WoodBall, but the type disadvantage against wood navis
still applies. This can work against a few of the competitors, but don't
count on it. I never used it here, but you might.
WoodAura
A *huge* help, but it's very rare and eats up 50MB. If you have it, put
it up front with a smile. Only two enemies have countermeasures against
this.
PanelOuts / Invises
There's one enemy who is pretty tricky, though beatable, without these.
With these, he's very easy pickings. I'm certain you at least have these
on hand, if you've already been to and beaten the Firework tournament.
Shadows, while they serve a similar function, are MB-heavy and aren't
really foolproof against him.
HeatMan
Fireman could feasibly work, but Heatman brings you so much for a cost of
10MB that I wouldn't think twice about using him. +150 HP is the clincher
if it boils down to a war of attrition with everyone's chips blown to
pieces, and his buster hurts... and pierces.
PanlGrabs
If you go with MB-heavy chips, you'll need them to fill in the holes.
Plus, they're a help against Quickman too. Why not?
PanelOut/Invis
Both are helpful against Quickman, because his deck is really well done
and these are the cleanest counters against it. You should already have
some as Kai. If not, you should for the Firework tourney! You really
shouldn't come here until you have Heatman, either way.
Catcher
As always, there's some good and unique chips you can grab. Don't pass up
the opportunity! Make it a slot-in!
//BAD IDEAS
Electric stuff
Oh come on, don't you remember the massacre at the Thunder tourney? The
one with all that cyberblood on your hands? (Hey, I always wanted to say
cyber-anything with a straight face.) Seriously, the hippies of the wood
element know how to handle the likes of Elecman and Flashman. Don't push
them. You won't like them when they push back with love, peace, and
TreeBoms in every known cavity found on your body.
---------------
Millions
This fancy-shmancy rich lady's out for a good time. Kai's way too young for
what may first come to mind for some, but her navi's just asking to be razed
to ashes with a deck that absolutely relies on there being grass. If there's
grass, burn it down. This is important.
SnakeMan
Hit Points: 450
Attack Power: 30
Buster Notes: Stuns opponent.
Element: Wood
Primary Chip: Spice3
Stage: GrassStage
Program Deck:
Ratton2 Yo-Yo2 (R)
Spice1
Spice2 GrassStg
Spice3 SnakeMan
Spice2 GrassStg
Spice1
Ratton2 GrassStg (L)
Battle Strategy: You used Spice chips before, right? You know how they work. If
there is grass on the field, there will be pain. If there isn't grass, it
won't work. The solution is simple - have strong fire chips in the front and
center rows (four FireSwords and a FireBlde could work), and PanlGrabs all in
the back. Snakeman won't be able to fight back at all outside of the Ratton2s
and the Yo-Yo2 he probably won't get to use. You *can* use Blower to get rid of
the GrassStg chip for certain, but if he calls up the grass again, you'll get
a boost to the next fire attack once more. So, leave that be. Let him. You'll
go first, I promise.
---------------
Trainee
Clearly being in it for the fame, I already fondly remember this generic bit
player for having a clever coutnermeasure against sword abuse. That doesn't
seem to be enough for her. How about you beat this into her head for me? I'll
thank you for it later.
NormNav3
Hit Points: 600
Attack Power: 20
Buster Notes: None.
Element: Neutral
Primary Chip: CrosBomb
Stage: GrassStage
Program Deck:
MiniBomb Fan (R)
BubCross
CrosBomb ZapRing2
CrossGun NormNav3
CrosBomb Mine
HeatCros
MiniBomb RockCube (L)
Battle Strategy: See that Mine? If you step into her territory with a Burner
or swords, it'll go off. Don't do it. Use HeatCrosses and a HeatSprd, backed
up by four PanlGrabs for best effect. If not, at least have heat chips up front
so you can burn the grass before she does. Even if by a freakish chance she
deletes a lot of your offense, your type advantages will put you ahead well
before your chips go bye-bye. The RockCube is just annoying and won't impede
your progress all that much. Even if the fight drags out, you'll win. You
both have a penchant for accurate chips, but you have that type advantage thing
going for you. That should be more than enough.
---------------
Sal
Sal's back for her third tournament appearance, spouting nature nonsense once
again while not realizing what kind of evil her navi is capable of pulling off
while under your care. Let's smack some reality into her.
Woodman
Hit Points: 600
Attack Power: 80
Buster Notes: Pierces defense
Element: Wood
Primary Chip: TreeBom3
Stage: GrassStage
Program Deck:
Ratton2 LeafShld (R)
MiniBomb
Recov80 LeafShld
Sonicwav WoodMan
Recov80 TreeBom3
MiniBomb
Ratton2 TreeBomb3 (L)
Battle Strategy: Wood hates fire, so we're sticking with Heatman (or Fireman
if you decided to use him). The only chips Woodman has that can really hurt
your chips are his one TreeBom3 and two MiniBombs. Sure, the Ratton2s can hurt
as well, but depending on what you use they'll probably be dead before Woodman
can use them. What'll you use to keel him? I say FireSwrds and a FireBlde with
four PanlGrabs in the back, again. You'll be doing *insane* damage with the
bladed toys, usually deleting some chips in the process. Woodman doesn't dodge
all that much, either. LeafShld is annoying and TreeBom3 does hurt, most
notably if another TreeBom3 gets slotted in on the same turn... but that's
really all there is to him. Go all-offense with confidence.
---------------
Yukiko
In sharp contrast to before, Yukiko cuts to the chase and tries to rig the game
by seeing your PET. Nope, that won't do. So she'll have to use an actually
competently-built wood-elemental deck instead. Whoops. Relax! This isn't too
hard either.
Navi-W
Hit Points: 550
Attack Power: 10*3
Buster Notes: Damages chips.
Element: Wood
Primary Chip: TreeBom2
Stage: GrassStage
Program Deck:
Recov50 HiCannon (R)
CrsShld1
MiniBomb TreeBom2
TreeBom1 Navi-W
LilBomb TreeBom2
CrsShld1
Candle2 GrassStg (L)
Battle Strategy: In most cases it shouldn't, but remember that this navi is
focused more on chip damage than damaging you directly. As a result, the chips
you draw one turn may not be with you on the next. Make good one the ones you
have from the get-go and go for yet another flaming poke stick deck - FireSwrds
and PanlGrabs will fill the bill without a problem. The CrsShlds are a pain,
but thanks to elemeental interactions they tend to go away very quickly. It's
also a boon if Navi-W calls back the grass, as you'll be able to get away with
another boosted heat attack. Using Heatman, you'll have 100 more HP than him
from the offset, and this can help make a difference between victory or defeat.
Not too hard by now, just go for the quick kill.
---------------
Dave
Whoa there! Dave's going to have to pull you over for speeding past the other
navis with your brutish love for FireSwrds. Oh, sure, blame that on me, the guy
who's been writing this stuff for you. Seriously now, Dave's got you countered
on more than one level - his navi can avoid swords easily, he has something
nasty if you shy from using swords in teh first place, and he has a nasty way
of dealing with heat-based navis. So... ready for my help?
Quickman
Hit Points: 450
Attack Power: 30
Buster Notes: Hits Twice, Damages One Chip
Element: Neutral
Primary Chip: FstGauge
Stage: GrassStage
Program Deck:
FstGauge M-Cannon (R)
Shadow1
Spreader Yo-Yo2
FireBlde QuickMan
Spreader Atk+20
AquaBlde
HiCannon Repair (L)
Battle Strategy: I hope you took my Quickman-related suggestions on the list
seriously, because they are a huge help! His "S" dodge rate doesn't help
matters either. Those Atk+20-powered Bldes really hurt; FireBlde if you don't
burn the grass before he does, AquaBlde if you're using a heat navi! There's
also the matter of that Shadow... what're you to do?! Hm, well, the two chips
you want are either Invis or PanelOut. Put both of them up front; if you have
PanelOut as one of your chips, though, you'll want to stick to using projectile
chips like HeatCros or HeatSprd as your main offense. If you have and use two
Invis chips, use whatever you want; he can't touch you! In the case of the
latter, you will want swords to counter Shadow1. With PanelOut, you just
prevent him from getting free coutnerattacks. You can use an AquaBall to stave
off one hit of Aqua or FireBlde, but I don't think it's worth it. I have had
success by just using HeatCrosses and PanelGrabs in the back (you probably
will want the latter in the back anyway), but it was always a close match.
Put a Recov in as slot-in just in case. This guy is tricky.
---------------
Anetta
After Dave, this deck just... doesn't measure up. The navi's got a wussy
damage-based deck that is really sub-par for this place in the game, even if
the Tridents are powerful. Let's get this BBQ started.
PlantMan
Hit Points: 550
Attack Power: 20
Buster Notes: Wood-element, hits all chips
Element: Wood
Primary Chip: Trident
Stage: GrassStage
Program Deck:
DoubNdl LeafShld (R)
Guard
Recov80 Trident
WideSwrd PlantMan
Recov80 Trident
Guard
DoubNdl GrassStg (L)
Battle Strategy: Bring out your heat-element navi of choice and hop to it!
I say go with FireSwrds/Bldes to make it fast, since little poses an immediate
threat. The WideSwrd and Plantman's buster are the only true sources of chip
damage, and by going with flaming blades you'll be doing a lot more than
Plantman can. With those Guards, you will want to make your offense elemental
anyway. The Recov80s won't do all that good a job of keeping PlantMan alive,
and DoubNdls are laughable by now. With FireSwrds as your main offense,
Plantman's not going to be alive for long. There's really no special trick to
it I have to go out of my way to mention.
---------------
Tournament Prize:
5000 Zenny
Navi Core: PlantMan
Congratulations, Kai! You have cleared the B-Class! ...If you made this your
last stop like I did. If so, A-Class and 10 more Slot-in MB are headed your
way. If not so, go directly to the rest of the B-Class tourneys. Do not collect
$200.00. Or 20000z for that matter. Go on ahead and replay this tourney for
easy money and more chips. Have a Catcher for slot-in available for a better
shot at getting Spice3s, Mines, TreeBom3s, Tridents, and up to 5300z in profits
by S-ranking everyone.
As for Plantman, he's actually a lot like Turboman except he's a full-blown
wood elemental navi and he has 50 less MB. Please tell me you can figure out
wether or not he's worth it from there. Trust me here, Woodman's a lot better
and will continue to be plenty better in any future instance where you plan to
use and abuse wood-based decks.
|-------------------------------------|
| STREAM TOURNAMENT |
|-------------------------------------|
| Location: Yoka Inn Hot Springs |
| Special Rules: Ice Stage |
| |
|1) Froid [IceMan] |
|2) Kimie [Navi-A] |
|3) Takeo (Inukai) [BeastMan] |
|4) Miyuki [SkullMan] |
|5) Nancy [NormNav4] |
|6) Masa [SharkMan] |
\-------------------------------------/
Following the Thunder tourney (go do that first), this will be your next
target. Unlike last time at the Droplet tourney, these navis put up a nasty
enough fight through the fact that you have little room for mistakes; every
hit counts, and a miss can be devestating where a lot of these navis pack some
strong buster attacks. Your savior here is Flashman, due to his accurate
stunning buster and the whole elemental strength over aqua he has going on.
That and the Thunder tourney is really easy, so you've no excuse if you thought
you could get away with it. You may be able to, but I never had any luck doing
that.
Once you have him, the next big thing is in chip accuracy. Of all the electric
chips you can have at this point in the game, none of them bypass an accuracy
rating of B. This makes hitting with them somewhat frustrating, but the list
will break it down for you.
There's really no one set way you can take this one. Personally I chanced it
with swords/blades and came out on top because one good hit using Flashman and
an ElecBlde against an aqua-element navi took off 230 HP, but most others do at
least 100, and that's still good. It all boils down to a matter of preference.
//GOOD IDEAS
ZapRing Series
I don't like this series much at this point of the game, especially with
the recommended navi in question. MagBombs serve its purpose far better
at the cost of some damage and accuracy, but they cost less MB. Still, a
lucky ZapRing3 can be devestating. I'm leaving this under "good ideas"
since I'm sure some of you like them.
Satelit Series
The most accurate electric chip you'll have, unless you've been abusing
ACDC Park for one of the ten endgame chips (don't worry, you'll be filled
in about this later). The unimpressive damage removes the "un" prefix
when you factor in element types and the ice fields themselves, but its
HP count is very laughable.
MagBomb Series
Inaccurate, but with decent HP and a good, low MB count plus chip damage
AND stunning, it's an OK all-around chip. Accuracy and damage are its low
points.
Remobit Series
Very MB-heavy, and if you're going to use Flashman, you're not going to
have a lot of MB to spare. Remobit1 will still do a decent number at 30
MB, but the final call is yours.
ElecSwrd / ElecBlde
You can do some *SICK* damage with an electric navi using one of these,
but their crap accuracy against normally highly evasive aqua-elemental
navis on a field that lowers non-aqua navis' accuracy and evasion is a
problem. Their HP counts aren't too forgiving either.
AquaBalls
If you want to stave off your doom and pray for hits from there due to
the fact there is no Elec-element chip with an accuracy higher than B,
bring this along. It has an accuracy of C though, so beware.
AquaAura
MB-heavy, but may be useful if you decide to use a navi with a really good
MB count. For Kai, Turboman's got that covered. His buster is a bit on the
problematic side given that you're going to want damage over chip
deletion, but your call.
FlashMan
Aside from the elemental interactions, he's got the second-most accurate
buster of all elec-elemental navis (a plus) and it stuns (also a plus).
You're playing on ice fields too, and... those are a plus as far as damage
goes. His very low MB count is going to be your worst enemy, but you'll
hopefully pull through!
PanlGrabs
You knew I was going to say it. Well, these are a legitimate help for
accuracy and filling in blanks. This time around you may want to put them
up front, although I kept them in the back.
Breaking chips of some kind
ColdPnches, GutPunches, Brnz/Silv/GoldFists, Wreckers, etc. Some enemies
do erect barriers, so having some of these might be handy. I prefer
GutPunch. You can go without these just fine, though, and some of them are
MB-heavy.
Recov/Repair/AlumiStg Slot-In
As I always dedicate a slot-in to Catcher, this leaves one slot up for
debate. Personally I try to use the field to my advantage for damage and
opt for the best Recov I can put in as slot-in (Recov120 at this time in
the game), but you may beg to differ.
//BAD IDEAS
ElecMan
Low-ish HP, and having an accurate buster with the ability to stun is a
lot more important than overall chip damage here. He can't really work the
field as well, although he does have more MB to spare than Flashman does.
Anything Heat-Elemental
...Duh.
---------------
Froid
IceMan
Hit Points: 500
Attack Power: 60
Buster Notes: Pierces defense
Element: Aqua
Primary Chip: AquaSword
Stage: IceStage
Program Deck:
Bubbler Quake1 (R)
ColdPnch
Bub-V AquaBlde
CrosBomb Iceman
Bub-V AquaSwrd
ColdPnch
Bubbler RockCube (L)
Battle Strategy: OK, the problem here is in the AquaSword/Blde up front. The
rest can more or less be staved off with AquaBalls up front, but there's always
a chance that the blades will pop the balloon. Anyway, I'm assuming you'll be
using Flashman here, since he's the best navi for this. Aside from the initial
blade attack, there's the fact that Iceman has a high evade rate. So... go for
accuracy in your deck if you can. I'd suggest Satelits since they still do
decent damage given the field and the navis in question, although they are
fragile. On top of that, the stuff he has in the back is very easily destroyed;
hitting with one guarantees that you'll be rid of a Bub-V or Bubbler. On top
of that, have PanlGrabs in the back in order to ensure that your buster will
hit; the damage is good and it prevents Iceman from tacking on an additional 60
against you. Make sure that you have a good Recov as slot-in, because Iceman
can and sometimes will mess with your offense no matter what you do. If an
AquaBall does survive, don't worry about the ColdPnches, as they're the same
element as the balloon and thus it'll absorb them. That's the best I can
suggest as it stands.
---------------
Kimie
The inn's owner is holding the tourney to promote the fact that she knows her
water. What's there to know about water, you ask? Well, water *does* have high
levels of dihydrogen monoxide. Be careful of that when you drink! Nyuk nyuk.
Back to the game... um, right. It's easier than Iceman was.
Navi-A
Hit Points: 550
Attack Power: 40
Buster Notes: Hits a random currently active chip.
Element: Aqua
Primary Chip: BubCross
Stage: IceStage
Program Deck:
Recov50 HiCannon (R)
AquaBlde
MiniBomb BubCross
Bub-V Navi-A
LilBomb BubCross
AquaBlde
Candle2 IceStg (L)
Battle Strategy: Put two AquaBalls up front to start for the sole purpose of
eliminating the threat of the AquaBldes in the center. The BubCross chips are
very difficult to stop, but they only do 70 damage to your back chip. Make said
back chip PanlGrabs for best effect. Another notable thing about this opponent
is that Navi-A is one of the few aqua-element navis with a crap dodge rate. You
can exploit this by using ElecSwrds for your main offense. They'll do a lot of
damage, and the best part is that the MiniBomb and LilBomb in the back can't
do enough damage to make AquaBalls go pop. It's a win-win thing. However, if
you use Flashman (might as well), his buster does stop the enemy from
contributing to the AquaBall's damage with their own. That's no real concern,
though.
---------------
Takeo (Inukai)
Here comes trouble... and it's singular, but it's trouble nonetheless. This
guy has a nasty navi whom boasts decent HP, a strong buster, and a great evade
rate. It hardly seems fair! Well, it almost isn't. He's why I say you want to
have Flashman present for the tourney, because his stunning buster makes a
great difference.
BeastMan
Hit Points: 500
Attack Power: 90
Buster Notes: None.
Element: Neutral
Primary Chip: Kunai3
Stage: IceStage
Program Deck:
Bub-V Repair (R)
Ratton1
DashAtk Kunai3
AquaBlde BeastMan
DashAtk Kunai3
Ratton1
Bub-V Repair (L)
Battle Strategy: Flashman's important because of his buster. His buster goes
before Beastman's. If Flashman's hits (it likely will with PanlGrabs), Beastman
will get stunned and won't be able to use it. This is just part of the battle.
For the actual deck, hmm... his evade rate is high, so going at him with swords
and/or MagBombs may be asking for trouble. I used Satelit series chips on
some of my plays with some success, but the Kunai3s can sometimes get lucky and
kill them in one go. Once Beastman's op plays a Repair, it becomes easier to
hit him. Given that you'll likely be playing an electric navi, however, you'll
want to make good on the ice while you have it. A Recov for slot-in is a big
help. I can't think of a good failproof strat for this take, but Remobit1s may
work. Expect this strategy to be updated in the future, for as it stands this
one feels like it's up to luck no matter which method you go.
---------------
Miyuki
This is the trouble that makes it double, but I don't think Miyuki nor Takeo
are in cahoots, so... rest easy. Wait, don't. Skullman is still a giant pain in
the butt with good damage, respectable defenses, and plenty of intimidation
factor to go around. You ain't afraid of no ghosts. At least, I hope not.
SkullMan
Hit Points: 650
Attack Power: 80
Buster Notes: None.
Element: Neutral
Primary Chip: CrsShld3
Stage: IceStage
Program Deck:
Satelit1 WhirlPl (R)
PoisFace
DoubNdl M-Cannon
CrsShld3 SkullMan
DoubNdl CannBall
PoisFace
Satelit1 CrsShld3 (L)
Battle Strategy: I believe the most practical way to go about this one is to
use Flashman (stops the buster if you destroy the shields, this helps), put
two breaking chips in the back (maybe ColdPnches because they're the most
accurate), dedicate your middle chips to a strong electric offense, put
PanlGrabs and a Recov where appropriate, and hope for the best. For said
electric offense, elec-element swords/blades are pretty strong and should
actually work, given that Skullman doesn't dodge as much as some of the
previous foes did. The M-Cannon probably won't hit, but beware if it does.
The CannBall means nothing if you forego defense chips of your own, especially
given where it's located on the deck. Have a Recov for slot-in just in case,
because 650 HP is a lot. I have succeeded by going all-offense with ElecSwrds
and PanlGrabs, but the first strategy is a bit better. If the shields can be
destroyed, you'll work this guy over with fair ease.
---------------
Nancy
I can't call this one a nancy boy because this Nancy is clearly a she. She's
got a deck that may look familiar if you've spent a lot of time at the Thunder
tourney, and it should - it's the exact same setup and deck, just on a
different field. It still works fine, but why it made it to the semifinals is
anyone's guess.
NormNav4
Hit Points: 650
Attack Power: 20
Buster Notes: None.
Element: Neutral
Primary Chip: TripNdl
Stage: IceStage
Program Deck:
DoubNdl Shadow2 (R)
TimeBom1
TripNdl ZapRing2
Atk+10 NormNav4
TripNdl CrsShld2
TimeBom1
DoubNdl Candle2 (L)
Battle Strategy: The only thing that uses the field is ZapRing2, and that's it.
Annoying defenses are still present, but you can opt to blitz this one using
Flashman and strong electric chips (swords, most likely). You'll be doing so
much damage to the point that the CrsShld2/TimeBom1 will probably go down in
no time! That, and it gives you a countermeasure to the Shadow2 once it's in
play. Don't worry about missing, since NormNav4s can't dodge all too well. All
that's going for this enemy now would be its 650 HP and the juiced-up TripNdl
barrages, but you should be doing a lot more damage in a shorter amount of
time in the end. If you're more worried about the TripNdl than anything, then
use Satelit2s instead, but that offers no protection against Shadow2s. Your
call, but this one's a cinch with the above suggestions.
---------------
Masa
And so, the final battle for this tournament involves the mighty raceway
pun-slinging Kai versus... Masa and some guppy he got out of a pet store
fishtank. A guppy that knows some tricks, but a guppy nonetheless. This guy's
not all the tournament washed him up to be, although the deck is decent.
SharkMan
Hit Points: 400
Attack Power: 40
Buster Notes: Damages last used chip.
Element: Aqua
Primary Chip: BubSprd
Stage: IceStage
Program Deck:
AquaBlde Sonicwav (R)
BubCross
Shockwav Atk+20
BubSprd SharkMan
Shockwav Atk+20
BubCross
AquaBlde IceStage (L)
Battle Strategy: See those Atk+20s? Those are to make the chips after it hurt.
Well, Atk+20s don't attack by themselves. Set up a defense of your own while he
does it with AquaBalls, and most of his arsenal won't be able to touch you. The
Shockwavs will, yeah, but it's a minor thing. What isn't minor is that the
enemy has an evade rate of A, but only 400 HP to work with as opposed to
Iceman's and Beastman's 500. Even so, an Atk+20 BubSprd in his hands will hurt.
So.... with AquaBalls stationed up front, your middle row should be full of
whatever 30MB electric chips you want. I went with ElecSwrds myself, as they
make serious dents in this guy's tiny HP count when they hit. The navi is very
weak, but the deck would almost be difficult without those AquaBalls.
---------------
Tournament Prize:
5000 Zenny
Navi Core: SharkMan
Now that the Stream tourney opposition has gone belly up, you've only got two
more tourneys to go by my walkthrough. At this point I'd tell people playing
anybody else to not proceed further until you had any one of these three chips:
PanelOuts, Invises, or Shadows. After that Tamako insanity at the Quick tourney
in C-Class, there's a good chance you already have them as Kai. If you want to
save up money to get more, that's fine. Just prepare them in your deck. You'll
want to replay the tourney for a couple of chips anyway; Kunai3s and BubSprds
top the list, and you can get up to 5300z in profits per tourney play. Put in a
Catcher, too!
As for Sharkman, well... for you, he gives you a weak navi chip that works a
lot like Megaman does; he targets the last selected chip with his buster.
That's about all you'd want him for, as he has just way too many downsides at
what he's meant to be, and thus Iceman's going to remain your aqua navi of
choice. I mean, Iceman has 100 more HP, 10 more MB, a slightly more accurate
buster that pierces guards, does more damage, and is a bit more accurate.
Sharkey must be upset at this bastardization of his name. Or maybe he'll be
insulted at the fact I just lumped him with an anthropomorphic shark. I dunno.
Never mind that. Off to the Firework tourney!
|-------------------------------------|
| THUNDER TOURNAMENT |
|-------------------------------------|
| Location: Yoka Zoo Enterance |
| Special Rules: Aluminum Stage |
| |
|1) Arashi [AirMan} |
|2) Osamu [NormNav4] |
|3) Raoul [ThunMan] |
|4) Minako [Navi-E] |
|5) Gauss [MagnetMn] |
|6) Ray (Not Rei?) [FlashMan] |
\-------------------------------------/
This tournament ought to be your first pick, simply because you already have
everything you'll need/want to wreck it. Woodman is far, far, far better than
Plantman in my opinion, and there's no real way to improve on a wood deck
outside of TreeBom/Spice abuse in tourneys where you know the panels will be
metallic... like this one. Do I need to explain myself further?
Seriously though, none of your opponents really amount to anything special
outside of the fact that a few of them are carrying chips that can burn off
grass. As far as the B-Class goes, this is the best one to replay for cash, as
you can get a couple of great electric chips here for minimal risk. If you lack
TreeBoms and/or Spices, buy some from Higsby's or Sunset before continuing.
Let the slaughter begin!
//GOOD IDEAS
Quite frankly, if it worked for the Battery tournament, it's going to work here
without a hitch. I'm assuming you have been using a Woodman/TreeBom/Spice
strategy, of course. If you aren't and it works for you, cool. I'm still
suggesting you use it and acting as if you are. Panelgrabs are nice for
filling in blanks, and bring ElecBalls if you're really not sure. A GrassStg
slot-in (if you have the chip anyway) may help a lot, as some enemies can get
rid of the grass. However, in my many plays of this tournament, it never
surfaced.
//BAD IDEAS
Really, anything aqua-element. Again, common sense here.
---------------
Arashi
Once again, Arashi violates Villiany Comon Sense Rule #159: Do not take out
your anger on young protaganists, especially if they've already sent your bung
flying not too long ago. The thing to keep in mind is that if you're going with
the typical Woodman setup, you'll have to be wary of his two stage-changing
chips (one burns grass, the other turns it to holes). Don't fret over it
too much, though. TreeBom/Spice him with reckless abandon! Actually, this is
more appropriate for the BS section.
AirMan
Hit Points: 550
Attack Power: 30
Buster Notes: Damages chips.
Element: Neutral
Primary Chip: Tornado
Stage: AlumiStage
Program Deck:
V-Gun Spreader (R)
Blower
LilCloud ZapRing2
Tornado AirMan
LilCloud Wind
Torando
V-Gun PanelOut (L)
Battle Strategy: First things first, the only chip that takes advantage of
the field at all is ZapRing2. Throw a TreeBom to turn the stage to grass to
take out some of its edge. As always, Airman's bent on chip destruction, so
you'll want to focus on chip deletion anyawy. Again, Woodman/TreeBom/Spice does
the trick nicely. (OK, Plantman too, but psh, Woodman's better). If your front
row has two TreeBom2s, you're in business 'cause they'll take out the Blower if
he draws it. Same goes for the Tornado. I can't cite a flawless strategy to
use against Airman otherwise, but don't worry about the PanelOut; from my
experiences, Arashi always slotted in a Spreader first, so you'll have plenty
of time to do damage to him before your spices lose their flavor. A GrassStg
slot-in, again, can offset this. Nonetheless, strong chip deletion is really
the only way to beat him into submission.
---------------
Osamu
I don't know what looks funnier; this guy, or the new portrait for the black
guys in green shirts in BN4. Don't mail me with your votes. The bug-lover's got
a well-rounded deck which you'll be seeing plenty of throughout the B-Class.
One strategy fits all.
NormNav4
Hit Points: 650
Attack Power: 20
Buster Notes: None.
Element: Neutral
Primary Chip: TripNdl
Stage: AlumiStage
Program Deck:
TripNdl Shadow2 (R)
TimeBom1
TripNdl ZapRing2
Atk+10 NormNav4
TripNdl CrsShld2
TimeBom1
TripNdl Candle2 (L)
Battle Strategy: Once again, Woodman/TreeBom/Spice is optimal. He can't do
anything to get rid of the grass, plus Spices bypass whatever he puts in his
chip box (TimeBom1, CrsShld2, or Shadow2). However, the ZapRing2 can be
annoying unless you change the field. His 650 HP means that he'll be staying
around for a while, plus his Atk+10 TripNdls can do a bit of hurt. However,
there's a great chance they'll be deleted before they can be used. The only
true trouble spot is the Shadow2, but again, Spices bypass this. By turning the
stage to grass you'll be healing 50 per turn anyway. Hate to be a broken
record here, but the typical Woodman strategy is really the best overall
counter to this. If not, I'm pretty sure you can get away with two Guards up
front; ZapRing, the only thing that could delete your Guard, tends to go
before you can put it up, and everything else will get deflected.
---------------
Raoul
Last time, Raoul's deck was dinky and really had no great source of damage.
This has changed. What hasn't changed is the two big weaknesses you could use
against him from before. Need a refresher? No, it's OK, I won't blow you off
and tell you to read the FAQs even though I clearly answer it here and have
spent many hours along with my buddy writing this stuff up. Jerk. >:( ...Oh,
wait. Heh, sorry.
ThunMan
Hit Points: 550
Attack Power: 40
Buster Notes: Stuns opponent.
Element: Elec
Primary Chip: Satelit3
Stage: AlumiStage
Program Deck:
LilBomb ZapRing2 (R)
Satelit3
ElecBlde LilCloud
Atk+10 ThunMan
LilCloud LilCloud
Satelit3
Remobit1 Remobit1 (L)
Battle Strategy: Note how his non-electric chips do next to no damage. If you
brought two ElecBalls, put them up and watch that head needle of his go limp
with his low self-esteem; he won't be able to do enough damage to pop the
Balls at all. What you can also do is, yes, use Woodman's favorite arsenal to
win the day. The only other thing to keep in mind is that his buster attack's
stun effect seems to only work (as in, it goes before you) if you're a normal
element navi. It may work if you're using an aqua-element navi, but I don't
see why you would be here.
---------------
Minako
There must have been sone switch-up here. How'd she get so far into the
tournament with such a lousy deck? Don't you see that thing? Come on! Tell me
it doesn't suck. I dare you. You dare me, now? Eat my battle strategy, sucka!
Navi-E
Hit Points: 550
Attack Power: 30
Buster Notes: Stuns opponent.
Element: Elec
Primary Chip: Satelit2
Stage: AlumiStage
Program Deck:
Recov50 HiCannon (R)
LongSwrd
MiniBomb Satelit2
ZapRing2 Navi-E
LilBomb Satelit2
LongSwrd
Candle2 AlumiStg (L)
Battle Strategy: OK, the worst she can do is that she has a guaranteed
Satelit2 strike that'll do some damage to your last selected chip (make it a
PanlGrab). Everything else can, and will, fall flat if you get a TreeBom/Spice
deck going with, yes, Woodman. She can turn the stage back to metal, but you
can turn it back to grass again with ease as well. Outside of this, you could
try to out-damage her with lots of electric chips of your own, but jeez. This
is easier. Once again, you can shrug off the stun effect of the buster by not
using a non-elemental navi. A very easy fight. Well, these all are.
---------------
Gauss
Now we're dipping into viable threats. This old ma's been around long enough to
know how to actually wield his navi correctly. It's a well-balanced deck worthy
of the likes of Skullman, if you remember how nutty he was. There is, however,
one strategy that truly drives him coo-coo nutty.
MagnetMn
Hit Points: 600
Attack Power: 60
Buster Notes: None.
Element: Elec
Primary Chip: MagBomb3
Stage: AlumiStage
Program Deck:
MagBomb3 Heat-V (R)
Satelit1
CrossGun BrnzFist
CrsShld2 MagnetMn
GrossGun BrnzFist
Satelit1
MagBomb3 AlumiStg (L)
Battle Strategy: Woodman, Woodman, Woodman. Forget the Heat-V; arrange your
deck correctly (go with stronger Spices and weaker TreeBoms if possible) and
Magnetman will be out of the running before he can pull out his Heat-V. You'll
want to be rid of the panels anyway, since the damage will really add up if you
don't, and 600 HP is a lot. CrsShld2 is annoying, but again, Spices bypass it
if they don't go first, and Woodman's buster pierces it anyway. You can't play
defensively against him because BrnzFists will pop any Balloons you erect,
but you may be able to get away with it in the middle row onward. MagBomb3s are
some of the best chips in the game, so make sure you dedicate a slot-in to
Catcher sometime. Outside of Woodman, eh, good luck? I know I shouldn't
assume everyone will use that strategy, but it's braindead easy to figure out
and just so effective against anybody/anything electric.
---------------
Ray
Look into my eyes. You are getting very arrogant and sure of yourself. You are
getting extremely overconfident. You will use Woodman to back this up. You are
also an avian lifeform that you wouldn't even want to be caught dead imitating.
*Clap.*
FlashMan
Hit Points: 550
Attack Power: 30
Buster Notes: Stuns opponent.
Element: Elec
Primary Chip: Remobit3
Stage: AlumiStage
Program Deck:
Recov80 MagBomb2 (R)
Shockwav
LilBomb ElecBall
ZapRing2 FlashMan
MiniBomb Remobit3
Shockwav
ElecBlde CrsShld1 (L)
Battle Strategy: His big threat, now and forevermore, is in his love for the
Remobit3 chip. Flashman likes to try and play defensively while retaining some
ability to puncture yours here, so face it like a testosterone-induced beast
or Dex (I'm aware this is Kai's walkthrough) and go all-offense. Yes, I'm
talking about Woodman for quite possibly the last time from here on out.
TreeBom/Spice is still the way to go; Woodman's buster will kill the ElecBall
at least if the other chips don't, plus it'll do quite an umber on any of the
chips he'll draw as well. Once again, Remobit3 is the threat; it does good
damage to all your chips and protects Flashman while it's active, but Spices
and Woodman's buster will circumvent this with ease. The stun effect of
Flashman's buster should mean very little to you unless you're using a normal
or aqua-elemental navi.
---------------
Tournament Prize:
5000 Zenny
Navi Core: Flashman
Unlocked: A-Class
Slot-In Memory +10MB (40MB total)
Even though this is the last listed tourney for B-Class, I'm pretty certain
that you made this your first stop under my reccomendation. If you didn't,
that's OK. Go clear the others with my blessings. This tourney is just way
too easy not to make your first stomping ground, an why not? As I've said many
times before, you'll want to replay the tourney for all those special chips
worth getting. MagBomb3s are a personal favorite of mine, as are Remobit3s and
Satelit3s (but you could get those in the Cliff tourney too). If you S-rank
everyone, you'll be gaining a profit of 5300z per trip! That's more than enough
to get a 10-pack at Sunset's. What're you waiting for?!
Flashman seems kind of blah, given his MB capacity is the tiniest in the game
(along with Flameman and Plantman), but his buster is the second-most accurate
of all the electric navis in the game... but the most accurate of those that
actually stun, which is going to be very helpful against some key enemies in
the Stream tournament. The one in particular I'm talking about is
non-elemental, so he'll be privvy to being robbed of his pretty nice buster
attack. Load him into your deck when you're ready to continue, and I'll see
you at the Stream tourney!
===============================================================================
WALKTHROUGH: MARY XGWMA
===============================================================================
One of the two newcomers and presumed one-shot wonders for this particular
spinoff is... Mary. Presumably included for those players who want to play as
a girl but someone other than Mayl, yet nonetheless is just as charming for
those who love to follow the adventures of those who are to be pitied. Not only
do we learn that Mary is too dumb to realize that pharmacies probably aren't
networked to blackboards, but that your main (wo)man for this game, Ring, is
almost scheming enough to fit right in the ranks of the mostly mentally
challenged netcrime groups you've probably become acquainted with in past
games. Well, enough on that; they're invited, yadda yadda, let's get this on.
Your starting navi, the only other present female navi in the series named Ring
(Silk doesn't count), is one you won't regret picking. Her HP is a little low,
but her evasion rate is rather high, plus she has an acceptable starting MB
count (behind Turboman, Protoman, and Megaman) and a relatively decent buster
that becomes awesome under certain circumstances that will be revealed as they
come up. To start, though, she's easily weaker than both Protoman and Megaman,
and has the second-weakest overall buster in terms of raw damage (20x2). Fights
do take some time because of this, but her high evasion gives her some
breathing space.
People have made note of how interesting Ring looks when she uses a cannon. The
same can be said for a lot of the game's navis. I've better to do than whine
about the dev team's laziness; there's a walkthrough to be done!
-------------------------------------------------------------------------------
Class-E XG1CE
-------------------------------------------------------------------------------
TOURNAMENT ENTRY FEE WINNING PRIZE NAVI CORE PRIZE
Novice Tournament Free 1000Z NormNav2
Guts Tournament 300Z 1500Z Gutsman
Healing Tournament 300Z 1500Z Roll
Mary's ego is in some dire need of jazzercising. What better to handle that
than to take on this class of the hopelessly inept for easy cash, prizes, and
Higsby 10 packs? Seriously, as long as you made sure to check your deck before
you set foot into the Novice tournament, there's no way you can lose it at all!
You'll want to, since for now Ring's buster won't help make much of a
difference if you forget. Her MB capacity is around the middle range (150 MB)
for the starters, so you won't have to fret too much over it.
I suggest taking down the Healing tourney before the Guts one not only to get
some free healing chips, but because I believe Roll's a better navi for
fighting Gutsman than Ring is. Ring may dodge a lot, yes, but Roll dodges just
as well and her buster is tons better in that it damages and heals for a net
total of 100 damage compared to your 40.
Before you continue, purchase three chips at Higsby's. You can easily win with
your starting folder, but you've got a lot of remaining space on your navi, and
you'll want to fill the last two gaps anyway. Just please, please, please
remember to make sure you *have* a deck in the first place before you continue.
|-------------------------------------|
| NOVICE TOURNAMENT |
|-------------------------------------|
| Location: ACDC School |
| Special Rules: None |
| |
|Opponents: |
|1) Kenji [NormNav1] |
|2) Higsby [NumberMan] |
|3) Ms. Mari [NormNav2] |
\-------------------------------------/
Mary, meet canon characters. Canon characters, meet Mary. Cannon fodder
characters, phrr Mary. That's about the gist of it. Since you're signed up,
it's about time to put your season pass to a game's worth of butt kicking to
ambiguously good use.
This tournament could really just be filed under "fill your deck and forget
about it," since it's so easy. Ring won't finish off fights any faster than
the others due to the weak buster, but it's 20 up from the weakest starter in
terms of attack power (Turboman), so be thankful. In fact, said buster will be
very handy later on... just not now. You'll want to replay this tourney over
and over for the easy cash. This tournament is free to enter, and stress free
to beat for at least the first fifteen times.
//GOOD IDEAS
Doesn't matter, just keep it full.
//BAD IDEAS
An empty Program Deck.
---------------
Kenji
If you've read all the walkthrough sections before Mary's, you'll have come
to notice that we've run out of ways to make fun of him and his pathetic deck.
The only way you could do worse is to not fill the deck at all.
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon
Stage: Normal Panels
Program Deck:
Recov50 Empty (R)
Empty
Cannon Empty
Cannon NormNav1
Cannon Empty
Empty
Recov50 Empty (L)
Battle Strategy: He can't do a thing to your chips, but he can do up to 150
damage per turn if he's lucky and draws his center chip. Put your hard-hitting
stuff (swords, cannons) up front and whatever else wherever you want to
hopefully make short work of this guy in three or so turns. I can't think of
anything really in-depth here, so what're you reading this for? Keep the deck
full and you can't lose.
---------------
Higsby
Mary's met the hero and his often useless friends. Now she gets to meet the
series' token creepy nerd guy whose navi appears to have fled from a wholly
bad 90's edutainment game and can almost get away with having nothing in his
deck this early in the game. If you didn't fill your deck beforehand, this is
you. Minus the awesome buster.
NumberMan
Hit Points: 400
Attack Power: 10*D (He rolls a dice, D = number rolled)
Buster Notes: Damages chips.
Element: Normal
Primary Chip: Prism (I call his bluff.)
Stage: Normal Panels
Program Deck:
Empty Empty (R)
Empty
Empty Empty
Cannon NumberMan
Empty Empty
Empty
Empty Empty (L)
Battle Strategy: He only has a cannon in his deck, which you'll probably delete
on the same turn he draws it. The problem here is in his buster, which can do
anywhere from 10 to 60 damage to all your chips. In this stage of the game, the
only two chips that won't be immediately busted by a 60 is the Recov50 and
MiniBomb. This fight may be soemwhat troublesome if your deck is empty
beforehand, but you'll at least get to use your chips once each before he
destroys them - since he only has 400 HP, he'll be at a disadvantage even if he
does wreck every chip in your deck (unlikely but possible).
---------------
Ms. Mari
The teach plans to rip you a new one in ways the Netopian education system
dares not to due to its inept, bureaucracy-choked structure. Vague politically
incorrect statements aside, her deck is just as dumb as the previous two. Your
victory should just be as stupidly easy.
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None.
Element: Normal
Primary Chip: Hi-Cannon
Stage: Normal Panels
Program Deck:
Empty Empty (R)
Cannon
Empty Empty
HiCannon NormNav2
Empty Empty
Cannon
Empty Cannon (L)
Battle Strategy: HiCannon packs a decent punch at 80 damage, but because
there's only ONE row with any chips at all, the most this enemy can do is
about 110 damage. The above-average HP gives it some staying power, but never
fear. Place shotguns and your sword up front and in the center to more or less
guarantee that whatever she draws won't make it to the next turn. Like Kenji's
navi, Ms. Mari can't do a thing to your chip setup at all. As long as you're
consistently hitting her twice per turn with chips, you'll likely win. Put the
Recov50 closer to the front if you're paranoid, but it's unneeded.
---------------
Tournament Prize:
1000 Zenny
Navi Core: NormNav2
Unlock Area: Open Battle
Open Battle: DenCity
Yay for Mary, yay for Ring, yay for roughly 1500z and an early pat on the back.
Keep going through this tourney for more cash so you can buy 10 packs from
Higsby. You'll want a couple of new chips to broaden your folder selection and
increase your chances at taking out the rest of the newbie tourneys with fair
ease. I say do the Healing tourney before the Guts one, since the navi you'll
win in the Healing tournament is better geared for fighting Gutsman than Ring
is (although Ring does stand a decent chance as-is).
The NormNav2 you just won and all the subsequent NormNav2s you'll likely
collect should be left alone. The buster is crap and it can't dodge, although
it has a higher MB count and 100 more HP. The tradeoff isn't really worth it,
but what can you expect for a prize from the easiest tourney in the game? Bass?
Psh.
|-------------------------------------|
| GUTS TOURNAMENT |
|-------------------------------------|
| Location: Yai's House |
| Special Rules: None |
| |
|Opponents: |
|1) Koetsu [NormNav1] |
|2) Kai [Turboman] |
|3) Dex [Gutsman] |
\-------------------------------------/
The Guts tourney... home to the navis who want to pretend they're big, bad, and
scary. They can be, if you're not careful. Well, anything can be if you aren't.
The first two rounds are a breeze, but the finals against Dex can prove to be
a handful unless you make a couple of preparations.
I prefer to get Roll from the Healing Tournament first before I take this
tourney on, since her powerful (and self-recovering) buster and high dodge rate
make her ideal for taking out Dex's otherwise cuddly program of mass mockery.
When in doubt, get a new ten pack from Higsby's and see if anything useful
pops up.
//GOOD IDEAS
Recoveries
A very good idea for obvious reasons. 80s are recommended for slot-in,
but 50s can do OK.
Sword series
Iffy accuracy, but it doesn't matter much since these enemies don't dodge
all that often. Normal swords break easily but do very good damage for
only 10 MB while deleting chips efficiently.
Cannon series
Nothing wrong with quick and dirty damage, but swords are a bit better
for this one.
Yo-Yo series
Stronger and more accurate than Cannons to an extent, but this early in
the game the MB may cause a little concern. Use discretion.
Panelgrabs/Recov10s/Recov30s
If you run out of MB space for whatever reason, bring them anyway. Every
hit generally counts and the main point of a 0MB chip is to fill in space
to protect your deck from Shotgun-series chips, so I usually go with
Panelgrabs.
Catcher
Free chips and a little extra money. Put it in your slot-in space!
Guards
While not the case in several other characters' games, in Mary's, none of
the opponents have minibombs up front to kill them from the get go. Kai,
however, will destroy them if he draws a Burner, so don't use them in
Round 2. Anywhere else is peachy!
Roll
Just my personal suggestion, I find she has it easier against Gutsman
than the other starting navis. I suggest you go to the Healing tournament
and clear that first.
//BAD IDEAS
Most Defense Chips
Gutsie will punch through almost everything that isn't a Guard. That's the
only thing the guy ever does right, and he does it very well.
---------------
Koetsu
Following up the crack I made with Ms. Mari, it appears Electopia's got its own
share of educational disasters. This guy, a grade schooler? Huh. Well, to give
him some credit, he picks up where Kenji left off and has an almost respectable
deck. Or maybe not.
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon
Stage: Normal Panels
Program Deck:
Empty Cannon (R)
Recov50
MiniBomb Cannon
Empty NormNav1
MiniBomb Cannon
Recov50
Empty Empty (L)
Battle Strategy: The easy way out is to put two Guards up front, as then he
won't be able to damage you outside of the cannons up front while doing 80 for
deflecting the minibomb and his buster. Really, the main way to defeat this guy
is to plainly out-damage him. Go all-offense. If you've got a chip in every
panel, the recovery'll mean little if he draws it, and his navi's buster is
crap. The Minibombs do absorb decent punishment as to protect his Recov50s, so
that's more of a reason to just focus on HP damage. Easy stuff.
---------------
Kai
The other newcomer, Kai, is here to show you what you've been missing by not
picking him: a quest to stalk Lan. To make up for this, he also offers to
disintegrate your deck like a Numberman back from North Carolina. Unlike most
other characters, though, Kai seems to focus more on HP damage than chip damage
against Mary. This actually makes him a little bit tougher to deal with.
Turboman
Hit Points: 550
Attack Power: 20
Buster Notes: Heat-Element, Damages All Chips
Element: Neutral
Primary Chip: Burner
Stage: Normal Panels
Program Deck:
Empty Shotgun (R)
Empty
Empty HiCannon
Burner TurboMan
Empty HiCannon
Empty
Empty Empty (L)
Battle Strategy: If Turboman hits the Burner, he will do 60 damage to all your
selected chips this turn. Otherwise, the best damage he can do per turn maxes
out at 140, so you'll want to make every chip in your folder count by putting
strong ones up front (try swords if you'd like, Turboman's dodge rate is low)
to chip away at his 100 HP advantage. If you're lucky with the swords or
shotguns, you'll likely take out a HiCannon or maybe even the Burner. Once any
of those are out, things become much easier. If you're using Roll, things
become even easier because she does more damage and recovers herself in the
process. Not too tough unless you've got a lot of weak hitting chips and
nothing like a good cannon or sword in an opportune place.
---------------
Dex
As where Dex planned on holding back against Mayl, he's decided to go all-out
on Mary... or so he says. Wether or not he's holding back, he does pack a
decent punch provided he doesn't draw the Minibomb in the center. This'd be
where the guide comes in.
Gutsman
Hit Points: 600
Attack Power: 70
Buster Notes: Pierces through and breaks active defences.
Element: Neutral
Primary Chip: GutPunch
Stage: Normal Panels
Program Deck:
Recov50 GutPunch (R)
Cannon
Empty M-Cannon
MiniBomb GutsMan
Empty Cannon
HiCannon
Recov50 Cannon (L)
Battle Strategy: I feel this is easiest with Roll; she only has 10 MB less
deck space than Ring, but generally exceeds her in every way otherwise
(except for maybe fighting on ice or metal panels). Dex has a 50 percent
chance of drawing the M-Cannon. Luckily, Roll will usually avoid it. As for
your deck setup, keep in mind that his only way to damage chips is through his
minibomb in the center. Swords and the like du wonders, but even Gutsman will
dodge them every now and then. Two Guard chips up front will disable the rest
of his arsenal (yes, Guards stop his breaking buster because it stops all
neutral element attacks) outside of what he has up front. Swords up front is
probably best, with cannons in the middle and whatever else in the back.
MagBombs can work if you have them in order to stop Gutsie from tacking on 70
damage at the end of each turn. Have a Recov-anything or two ready just in
case to play it safe. This may be hard to follow, but keep the overall picture
in mind and you should be OK.
---------------
Tournament Prize:
1500 Zenny
Navi Core: Gutsman
I did this tourney last, so I got all the prizes for clearing E Class here. If
you didn't, go beat down the Healing tourney then. Anyway, Gutsman isn't all
that great. His MB capacity sucks, although he has high HP and a powerful but
inaccurate buster attack that destroys a lot of defensive chips that can't
cross gaps. See where I'm at? Stick with Ring, although he may have some use in
a later tourney. It won't be a big use, but it's a use nonetheless. You may
want to replay the tourney for some of Kai's Burners and Dex's GutPunches, as
they aren't too bad.
As I said earlier, if you did this last like I did, you'll have 20 more MB for
your grid, the ability to hold navi code tourneys at ACDC Park, and gain
permission to do very mean things to people in the D class. If not, well, I'll
repeat myself: clear the Healing tourney!
|-------------------------------------|
| HEALING TOURNAMENT |
|-------------------------------------|
| Location: Seaside Cafe |
| Special Rules: None |
| |
|Opponents: |
|1) Anna [NormNav1] |
|2) Mayumi [NormNav2] |
|3) Mayl [Roll] |
\-------------------------------------/
//GOOD IDEAS
Recoveries
You don't want to get too far behind in HPs if they manage to keep
dodging. Bring a 50 or 80 as slot-in, or stick one in your grid
somewhere.
Shotgun Series
Does OK damage, VERY accurate, but usually fragile. Consists of
Shotgun/V-Gun/CrossGun/Spreader. A staple for killing chips in the back
and slowly working your way inward to the main chips of your opponent's
strategies.
Ratton Series
Stronger and more durable than Shotguns, and they serve the same purpose
for the same amount of MB (low!). If you get them, use them! They rock.
Fan
Lowers their evasion but increases their accuracy. Enemy accuracy is not
what you should be worried about unless you're up against Roll, but lower
evasion is still a boon.
ZapRing / MagBomb Series
It depends. ZapRings take up a lot of MB, and MagBombs have some accuracy
issues (not to say ZapRings are all that much better). I'd go with the
latter as Ring. This is if Roll gives you trouble and you don't have...
Guard
Got two? Bring them both. They'll own Roll for free.
Panelgrabs/Recov10s/Recov30s
If your planned deck caps your capacity, these are mandatory. Panelgrabs
are best because your worst enemy here happens to be very evasive and very
slippery. Take that away from her.
//BAD IDEAS
HeatShot / Bubbler Series
Equal MB for a little less damage than the Shotgun series, with an
elemental punch. At this stage of the game, I suggest you not bother with
them, but they'll be of help VERY soon. Just not here. They can fill your
deck OK if you've no other options, though.
Swords
Great for chip deletion, but normal swords have very low accuracy and will
run into problems against Roll. Use WideSwrds in their place if you can.
Cannon Series
Nothing wrong with raw damage, but they're inaccurate and do nothing to
enemy chips.
---------------
Anna
Anna tries to play the "I'm new" card when she fails to realize that Mary is
too. With those psychological advantages nullified between one another, it's
all about who has the better deck. What she has isn't bad, but I'm pretty sure
you've got better if you can find a way around the 50 HP recovery per turn.
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon
Stage: Normal Panels
Program Deck:
Cannon Recov50 (R)
Cannon
Empty Recov50
HiCannon NormNav1
Empty Recov50
Cannon
Cannon Empty (L)
Battle Strategy: The big weakness here is that if she draws the HiCannon,
there'll be nothing behind it. The strength of this deck is that until you can
bust open any of the center row cannons or get lucky with a sword, she's going
to get back 50 HP per turn. If you brought two Guards, put them up front and
she won't be able to do any damage to you. Otherwise, you'll have to simply
find a way to outdamage her - since NormNav1s don't dodge well, you could get
away with a sword-based offense for the most part. Like Koetsu, make sure you
have a decent chip in every slot and it'll probably unfold in your favor. It's
a very basic battle.
---------------
Mayumi
Did she get lost on the way to the Guts tourney, or what? Unlike the others
in this tournament, Mayumi doesn't follow the healing theme at all. It's a very
poor attempt at a brute force deck... perhaps she's been taking some advice
from Dex?
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None.
Element: Normal
Primary Chip: Hi-Cannon
Stage: Normal Panels
Program Deck:
HiCannon Shotgun (R)
Empty
Empty MiniBomb
Sword NormNav2
Empty MiniBomb
Empty
HiCannon Empty (L)
Battle Strategy: The one thing she does right is that you can't cheese her by
putting Guards up front, since the Minibombs will wipe them out. The Sword is
very easily deleted if you have two Ratton1s up front, since if she draws the
sword there'll be nothing behind it. And if you don't hit it with your chips,
Ring's buster will kill it, guaranteed. Her main offense is just too easy to
delete, and Minibombs only do 10 damage. This is the kind of thing more
appropriate for the Novice tournament; you could feasibly use the exact same
deck as with Anna and call it half a day. The other half? Read on...
---------------
Mayl
Roll's made the transition from a relatively handy early-game navi chip in the
main games to a very annoying early-game foe. Good news for you Ring players,
Ring's very capable of playing at her level and actually winning without too
many special preparations. The main thing you have to deal with is her love for
recovery chips and the fact her buster will always give her back 50 HP. With
those hurdles revealed, how do you overcome them? Leave it to Ring to peek into
this guide and see.
Roll
Hit Points: 400
Attack Power: 50
Buster Notes: Heals for 50 damage, even if it misses.
Element: Neutral
Primary Chip: Recov30
Stage: Normal Panels
Program Deck:
Cannon Recov50 (R)
Sword
Recov10 Recov30
LilBomb Roll
Recov10 Recov30
Sword
Cannon Recov30 (L)
Battle Strategy: Like with Anna, putting two Guards up front will be the end
of Roll without much of a sweat. Even without them, you'll likely still do OK.
Ring's dodge rate is just as high as Roll's, and her attack will hit a bit more
often against Roll as opposed to vice-versa. Ring also has 50 more HP, which is
quite a help. Now... put ACCURATE chip-busting stuff up front (shotguns or
rattons) to chip away at whatever she picks in the back. Once you open up a
hole and delete a Sword, it becomes very easy to cut off her healing. The
swords aren't too much of a worry because they'll usually miss, but they'll
go down soon enough even if they do hit once or twice. If you have a WideSword,
use it - they do decent damage (though accuracy is still iffy) and can take
some punishment compared to normal swords. MagBombs are also a help in that
they disable her buster and chip away at her fragile front and middle row
(save for the LilBomb, which can take a licking). Having a Recov somewhere can
help in case your deck is full of iffy-accuracy chips to make sure that Roll
doesn't get too carried away with her free heals between turns. Panelgrabs are
a godsend if all else fails and you fill your deck to full, as they'll also
lower Roll's high dodge rate. Ring has it a lot easier than most of the
starters against Roll because of how their stats match up, so have fun!
---------------
Tournament Prize:
1500 Zenny
Navi Core: Roll
Unlocked: D-Class
+20 MB for Program Grid
Unlocked: ACDC Park
If this was your last tournament for the class, you'll be privy to a banquet
of bonuses in the form of access to the D-Class, +20 MB for your program grid,
and ACDC Park for navicode tournaments. This wasn't my last tournament, as I
prefer to have Roll before taking on Gutsie in his stomping grounds. Scroll up
for that tournament if you need help there. Roll simply rocks, so get her in
your folder and scoot on over to the Guts tourney if you haven't.
As I said, Roll rules. Her HP and MB are low points, but she has a very high
dodge rate and can recover 50 HP per turn while also dealing 50 to the
opponent - I treat this as being a 100-damage attack. While its accuracy is
iffy, it greatly outclasses most every other buster among the starting
navis. The main way to deal with her is to use stunning attacks and chips with
high accuracy, so try and keep her out of reach of electric navis. Candles can
help overcome this, but in due time you'll have the perfect counter to anything
electric. I'll let you know when to start grinning evilly.
-------------------------------------------------------------------------------
Class-D XG2CD
-------------------------------------------------------------------------------
TOURNAMENT ENTRY FEE WINNING PRIZE NAVI CORE PRIZE
Match Tournament 500Z 3000Z Fireman
Sapling Tournament 500Z 3000Z Woodman
Droplet Tournament 500Z 3000Z Iceman
Battery Tournament 500Z 3000Z Elecman
At wherever you last were, you get an e-mail from the BattleChipGP staff. (If
you're sadistic - try playing a game and doing the Novice tournament last.) In
any case, as you've completed Class E, and hence obtain an extra 20 MB for use
in your program grid - so feel free to put some better chips in your grid. Mary
and Ring then talk about how they must work harder and all that rubbish. The
usual "teach moral values to the kids" stuff. They then have a chat about a
magazine article which mentioned creating your own tournament.
As such, you now unlock the ACDC Park area - this is where you get to make said
tournaments. To do so, however, you need navicodes - to get navicodes you can
either use your second file, ask your friends for them (they're on the status
screen on the "PET" menu) or just find them lying around places on the net (the
REAL net, mind, not the game). There's enough to make a tournament already in
the game for you to make a small tournament, but for larger ones you'll need to
go code-hunting. There's some in this FAQ, and there's a "Fodder Navi Codes"
FAQ by PhQ and Kuru Seed full of navi codes with utterly useless opponents to
fight for easy wins.
In any case, this set of tournaments should be pleasantly fun - and leaving it
to Ring will not be a good way to win here. In order to effectively stomp your
way through these tournaments, you'll need to use effective management of navi
cores and elements. You will almost certainly not have been effectively using
elements in Class E, so read up on them in the "Gameplay" section of this very
guide. The basics are that elemental attacks do more damage when a) attacking
an enemy who is weak to their element and b) used by a navi of the same
element.
But anyway, the four tournaments in this round are each based around one of
the four elements: Heat, Wood, Aqua and Elec respectively. Your opponents will
be using this element, the terrain will be of this element, and they'll be
using attacks of this element. Essentially, you want to bring along attacks
that work effectively to maximise your opponent's weaknesses, as well as
exploiting the terrain - and in the case of where they oppose each other, using
the one that works best.
You'll probably be lacking the precious elemental navi cores until you beat
one of these tournaments. The recommended drill here is to go to the Droplet
tournament first - Ring's elec buster works very nicely against these aqua
navis, especially as it's boosted by the ice stage too. From there, you can use
what you gain to easily beat the Match tournament, use what's gained there to
beat Sapling, and then finally Battery. More detail on each tournament will be
provided in their respective sections - so get to work! We'll list out the
tournaments in the order the game does, for simplicity's sake, but we do
recommend you start with Droplet!
When you enter your first tournament, you'll see a little scene involving Mary,
Lan... and Chaud - you just know this is going to be fun. Mary asks who Lan's
talking to, and Lan completely ignores her. Lan says he'll be glad to settle
things up with Chaud - and Chaud says he's here for a reason, not just to play
around. Megaman finally notices Mary, and Lan tells her about Chaud - Megaman
too seems anxious to beat the living daylights out of Protoman. Mary goes on
another "I want friends" ramble, and then it cuts over to whichever tournament
you entered.
|-------------------------------------|
| MATCH TOURNAMENT |
|-------------------------------------|
| Location: Okuden Park |
| Special Rules: Lava Stage |
| |
|Opponents: |
|1) Yoshiro [NormNav1] |
|2) Haru [Navi-F] |
|3) Madoi [ColourMan] |
|4) Mr.Match (MMBN1) [FireMan] |
\-------------------------------------/
The Match Tournament is your recommended second stop; after taking on the quite
easy Droplet tournament a few times you should have a quite respectable supply
of water chips to use here. If you haven't done Droplet, it's recommended that
you do it first - some of the opponents here are quite challenging without a
nice supply of aqua chips. Anything will do, but my personal favourites are the
Bubbler series and AquaSword. They'll quickly extinguish anything that may get
in the way of your campaigns for world domination.
So, what to expect here? Well, if you've done any of the other tournaments the
drill should be fairly guessable; the enemies use heat-type attacks, on a lava
stage and a few of them are heat-element themself. The lava doesn't really give
them any direct advantage; but it does give you a disadvantage: any non-heat
element enemy will take 50 damage a turn from the lava. Of course as half your
opponents here are heat-element then that's more in their favour than yours.
This can be easily remedied however: lava stage vanishes if an aqua attack is
used! With a good aqua attack you can breeze through this tournament... and on
that note...
//GOOD IDEAS
AquaSwrd / AquaBlad
AquaSword is one of my favourite chips for this tournament: for 30 MB the
damage it deals to heat-based opponents is simply insane. Sure, it's not
the most accurate chip on the block, but for the MB it's really nice. If
you can use AquaSword over AquaBlade as the 10 damage extra it deals is
definitely not worth the extra 10 MB.
Bubbler series
Bubbler is essentially a staple here: it's a nice cheap damage dealer with
an added guaranteed chip-biting effect. And being aqua it gets that lovely
boost against heat-type opponents: so bringing a few of each Bubble-series
chip along with you would be a good idea.
ColdPunch
ColdPunch is a quite nice chip; it packs less of a punch than AquaSwrd but
more than makes up for it with higher accuracy and the ability to knock
down most defensive chips you run into. Very nice chip for fire opponents
and a nice bring if you can get one.
Cloud series
Clouds are the aqua equivalent of the Bomb-series of chips. They hit all
your opponents chips (and them) for what is fairly low damage and quite a
sharp amount of MB. Still, if you want to play the chip destructiong game
then by all means use them as they can be very nice if used correctly.
PanelGrabs
It's lean, it's mean, it's a surviving machine. PanelGrab generally isn't
really good for that much in terms of actual usage; but it DOES make a
very nice deck filler: with high HP and a total MB usage of 0, it's very
useful for filling in the back row so you can put some more powerful chips
up front; and their nice HP will stop HeatShots and the like dead for a
bit. Stuff a couple in.
Guard
Yes, yes, Guard fails against elemental attacks. But there's one fight in
this tournament where it can be very useful and you'll want it for that
match or you'll get your arse kicked. o_O;
Catcher
Catcher is really self-explanatory by now, stuff it in a slot-in slot and
let your prizes rack up. You need as many fire chips as you can for the
Sapling Tournament as to be honest the enemies there will rip you a new
hole if you don't have a nice flamey present for them.
Recov series
This should be fairly obvious. Some of the opponents here are quite quick
in laying on the damage with some rather hard-hitting attacks. You'll want
to keep a few recovery chips on hand; and if nothing else Recov10/30 make
nice gap-fillers for your deck.
HeatBall
If you've had experience with using elemental balls against their own
element you'll know how awesome they are: they completely absorb the enemy
attack (assuming it's the same element), take no damage, AND add it to
their own damage. A very nice bring and very reliable.
AquaBall
AquaBall is a slightly less viable option than HeatBall; after all, it can
and will take damage from heat attacks. However, if it DOES survive then
the damage boost it does to heat-element opponents is very nice. Bring it
along if you wish, but I'd suggest HeatBall over this.
Iceman
He's ice, he's nice, he's.. umm... dice. In any case, aqua-based chips are
powered up when used by an aqua-type navi like Iceman, so if you're using
an Aqua-based strategy (which you should be) then you should use him over
Ring. Yeah, you lose 20 MB, but the power boost is more than worth it and
the buster alone will get a nice damage boost on the heat-type opponents
in this tournament.
//BAD IDEAS
Woodman
This should be fairly self-explanatory. If by some minor miracle you do
actually have Woodman before you tackle this tournament, then do not bring
him here or he will be burnt to cinders.
---------------
Yoshiro
Yoshiro is your first opponent in this tournament and a rather simple one. He
doesn't make use of any elements at all; which puts him at risk from the lava
just as much as you. A very simple beginning round to get you into the swing of
things.
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon
Stage: LavaStage
Program Deck:
MiniBomb HeatShot (R)
V-Gun
Empty Cannon
HeatShot NormNav1
Empty Cannon
V-Gun
MiniBomb Empty (L)
Battle Strategy: To be honest one wonders if a strategy is really necessary or
useful here. A very simple round. His arsenal is limited to about 130 damage
each turn which isn't anything spectacular, and my deck was literally filled
with chips that did chip destruction. That combined with Iceman basically meant
that most of his chips went down in one shot. Still, stuff some defense up
front, if nothing else you can brunt most of his offensive capabilities in that
way. With your other two rows; do what you like, but I'd advice using some chip
damagers: I personally found the Bubbler series combined with Iceman very nice
for making short work of him (he was dead on the second turn). Still, a very
simple and easy battle.
---------------
Haru
Haru is your second opponent here and one that's pathetically easy with an
aqua setup; I was rather disappointed that her Navi-F lasted until the second
turn. Still, this is your first taste here of the heat-element. Ready to douse
that flame?
Navi-F
Hit Points: 550
Attack Power: 60
Buster Notes: None
Element: Heat
Primary Chip: HeatCros
Stage: LavaStage
Program Deck:
Recov50 HeatCros (R)
Empty
HiCannon Heat-V
HeatCros Navi-F
HiCannon HeatShot
Empty
Recov50 Empty (L)
Battle Strategy: Aqua makes the world go round. I honestly thought this was
pathetically easy; I wasn't even scratched and took her out on the first attack
of the second turn. Still, I did get a bit lucky but it's really nothing that
hard. What makes this easy is using the elements well. The damage of a chip can
be HEAVILY increased by elements; and Iceman using an aqua-type chip on a heat
element navi is... wow. AquaSword alone clocked up 180 damage here and Iceman's
buster got a respectable 100. Build your deck around Aqua - two HeatBalls up
front (or good aqua-type offensive chips if you lack them) followed by your
best chips; I'll let you choose whether you go all-out offense or for chip
destruction; but I went for the latter and STILL beat the living daylights out
of this Navi. Pretty simple, really.
---------------
Madoi
Trust Madoi to throw a wrench into the works. She should be throwing herself
into my embracing arms, the sexy wench. Madoi comes at you here with a deck
designed to kill off virtually any strategy; with a ZapRing, an AquaBall AND
a HeatBall... there's very little elementally you CAN do. A tough fight awaits!
Colourman
Hit Points: 450
Attack Power: 80
Buster Notes: None
Element: Neutral
Primary Chip: Yo-Yo3
Stage: LavaStage
Program Deck:
MiniBomb Recov120 (R)
AquaBall
Empty Yo-Yo3
ZapRing2 Colorman
Empty HeatBall
Yo-Yo2
Minibomb MindBndr (L)
Battle Strategy: Ugh, I hate this match. Madoi brought along a really good deck
here which makes use of a lot of strategies: you can't use Aqua that much due
to the AquaBall and ZapRing2, and the HeatBall prevents heat. I would suggest
using Ring here with whatever offense takes your fancy, as it is your navi's
element that affects chip damage rather than the element of the chip itself. In
any case you'll want a good defense: here's my suggested plan. Use Ring, as her
elec attack can pierce the AquaBall. Use a mostly aqua-based deck, as that can
pierce the HeatBall. And up front, put two Guards as defense and PRAY that the
ZapRing2 isn't drawn (or you may get lucky like me and hit the darn thing with
an AquaSword before it ever got used). With any luck you should come out at
least relatively unscathed, but this may need a few retries to secure you a
victory against this clever opponent.
---------------
Mr. Match
Mr. Match is the final opponent in this tournament, armed with a fire-based
program deck that would make even the most experienced pyromaniac jealous. Poor
placement means that he leaves some gaps in his strategy, however.
Fireman
Hit Points: 500
Attack Power: 60
Buster Notes: Pierces defense
Element: Heat
Primary Chip: FireSword
Stage: LavaStage
Program Deck:
Recov50 HeatShot (R)
Empty
HeatShot FireSwrd
Heat-V Fireman
HeatShot FireSwrd
Empty
Recov50 FireBlad (L)
Battle Strategy: Once again, with a decent aqua strategy this fight is rather
easy. I personally would suggest putting two HeatBalls up front, which leaves
his FireSwrds as the only things that can actually hurt you - but at 130 damage
they do rather pack a punch. I'd suggest the usual here, fill up the rest of
the deck with your best aqua chips (Bubbler/Bub-V/BubCross and AquaSword are
tried and tested greats) and those should rack the pressure on: the only things
that will really survive a good aquatic blasting are those FireSwrds. Still,
you should consistently be dealing more damage than him that way, and he should
fall within a few turns. If you're rather lacking in HeatBalls or Aqua, then
I'd suggest... well, praying. Your deck won't last that long unless you either
delete his first (which is hard without aqua) or defend (which is once again
very hard without HeatBall). If you don't have them, I'd suggest getting them,
but if you simply can't then put some sort of fast defensive chip up front to
take the FireSwrd and fill the rest of your deck with your best chip-destroyers
and you should come out victorious given enough retries.
---------------
Tournament Prize:
3000 Zenny
Navi Core: Fireman
|-------------------------------------|
| SAPLING TOURNAMENT |
|-------------------------------------|
| Location: Okuden Valley Gate |
| Special Rules: Grass Stage |
| |
|Opponents: |
|1) Haruka [NormNav2] |
|2) Tetsu [Navi-W] |
|3) Dex [GutsMan] |
|4) Sal [WoodMan] |
\-------------------------------------/
The Sapling Tournament is our recommended third stop on the whirlwind adventure
that is Class D, as it bears some quite difficult opponents that a few trips to
the Match Tournament might be necessary for. The Sapling Tournament, as it's
name suggests, is all about wood: and hence by using the heat element to your
advantage you can vastly help your goal for conquest here: this is quite
possibly the hardest tournament but the reason I don't recommend doing it last
is so that you can test out your prize from this tournament, Woodman, out on
the Battery Tournament. It is a sight that is truly magnificent and excellent.
So, what are you up against here. It's the standard: The enemies will use Wood
attacks (so using Elec is out of the question) and the stage is grass: two of
the opponents here are also wood-element. Grass itself is sort of a worry, as
Wood-element navis will heal 50 HP each turn whilst grass is in play: and also
certain chips like Spice can only work on Grass. It does offer one disadvantage
however: if a heat attack is used then the attack is boosted and the grass
disappears. This means that the first heat attack you use should be your best.
Burner, Meteo, FireBlade, whatever: just make the most of that initial boost.
With that said, here's our top tips for chips to bring.
//GOOD IDEAS
Heatshot series
HeatShot is, as one may guess, the heat-elemental version of Shotgun, it's
a very accurate very reliable chip destroyer. It will damage the last chip
the enemy drew (that's still alive, anyway) and with it's S-grade accuracy
it'll do that darn well. What makes it even better is that it gets a power
boost when used on wood-type enemies, and even more of one when used by a
heat-element navi like Fireman; and Fireman is most certainly the best
navi you have at this stage for this tournament. An almost-essential chip.
FireSwrd/FireBlad
FireSword is a lifesaver here - the enemies know their chip destruction
like the back of their hand and if you can get a few FireSwords in the
first two slots then power to you: the damage it'll do is almost insane
especially on the grass stage. A very wise bring in any case. FireBlade is
basically listed if you don't have FireSword - FireSword is far superior
to FireBlade as for 10 MB extra you only get a piddly 10 extra damage. May
as well use the MB on something more worthwhile.
Burner
Burner is Heat's trademark AddAll-type, consuming a rather large amount of
MB to do damage to your opponent and all their chips. I should not need to
tell you how utterly devastating the damage of this chip is if you draw it
and use it on a wood-element navi on a grass stage when using Fireman. It
is absolutely INSANE and if you have some, bring them. They'll really be
useful against the opponents here as their chips are good at destroying
chips but I'll eat my hat if they survive a few Burners.
Meteo series
Meteo is a rather funny little chip, hitting multiple times for some quite
nice damage each shot. As such, the boost it gets from elements and stages
is boosted up even further for each hit, making this a really nice chip in
the right hands. An almost must-bring if you have it as the damage it can
do is simply extraordinary.
HeatBall
HeatBall is the recommended form of defense here; unfortunately the game
lacks a WoodBall chip so this is the best you can really do. Still, whilst
it does take hits directly rather than absorbing them, it does do a quite
nice amount of damage when it eventually hits it's mark at the end of the
turn (assuming it survives, of course).
Catcher
Catcher should be a self-explanatory bring by now. It boosts your busting
rank by 2 giving you more money and more (or better) chips for use in
future battles. That is a very good thing, especially as you can make a
nice sweet 4200Z from a straight-S victory.
PanelGrab
PanelGrab is a very nice little chip as you've probably got sick of us
ranting about by now - 0 MB, making it perfect for filling holes in your
program deck, and 120 HP making it a nice damage absorber. This is nice
for putting in those spaces of your deck in which things don't get drawn
from very often; allowing you to use more MB for those slots which do get
pulled more often but still making sure all the holes get filled.
Recov series
Once again a fairly self-explanatory bring. Probably not as useful here as
elsewhere as your opponents are more concerned with removing your chips
than your HP so by the time Recovs will actually be of some use they'll
probably also be non-existant. Excluding that minor problem, however, they
are worth bringing if you can keep them safe, and if you can't, I'm sure
that putting one in a slot-in slot would not hurt your campaign of justice
in the slightest.
Fireman
Fireman is quite probably the navi of choice for this tournament, and if
you've been using Iceman then you should know what to expect as the MB
levels are the same. What makes Fireman special is his heat element: when
he uses a heat-elemental chip the damage is increased. And, of course, the
damage increase is even further boosted by the grass stage and the fact
that some of your enemies are wood-element. A bit lacking in MB but hey,
the extra damage is worth it.
//BAD IDEAS
Elecman
Should be self-explanatory. Electric element is weak to wood and wood is
the common element here. But hey, if you're a masochist...
Guard
Guard chips, as you should probably know by now, die incredibly quickly
when they are hit by any sort of elemental attack. As such, bringing them
to a tournament specializing in elemental attacks is (normally) a rather
foolish thing to do. The solution? Don't bring it.
---------------
Haruka
Oh look, it's Lan's mom. Seemingly she's avoiding the curfew and leaving her
son alone to starve at home and get caught in embarassing yaoi fanfics whilst
she goes off and battles in netbattle tournaments. Unfortunately she doesn't
seem to have gotten the idea of netbattling or this tournament, as her deck not
only is rather woodless but also incredibly crap. Time to score one point in
revenge against embarrasing mothers.
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None.
Element: Normal
Primary Chip: Hi-Cannon
Stage: GrassStage
Program Grid:
HiCannon TreeBom1 (R)
HiCannon
Empty HiCannon
Empty NormNav2
Empty Recov50
Recov50
Recov50 Empty (L)
Battle Strategy: This really is pathetically easy. And I don't mean slightly
easy, I mean, "she'll probably only draw one chip a turn" easy. If you have any
nice chip destroyers, now's the time to use them. Burner, HeatShot, whatever.
Anything that'll lay some pain into those chips of hers as, to be honest, if
you can break down those front two chips of hers then she'll be left incredibly
vulnerable and will be utterly easy. This barely even deserves a strategy, to
be honest. Just fill up your deck with your best offense and you should quite
easily either overpower her or destroy her arsenal. Whatever works, she should
fall incredibly quickly.
---------------
Tetsu
Tetsu is your first opponent here who truly uses wood to his advantage - and
does it using a particularly nasty chip series called TreeBomb. The same series
that caused a glitch that did infinite damage in the original series returns
here in what some might call an even nastier incarnation. Got fire? Good. Let's
burn some stuff down.
Navi-W
Hit Points: 550
Attack Power: 10*3
Buster Notes: Damages chips.
Element: Wood
Primary Chip: TreeBom2
Stage: GrassStage
Program Deck:
Recov50 Cannon (R)
Cannon
Recov50 TreeBom1
TreeBom2 Navi-W
Recov50 LilBomb
Cannon
Recov50 HiCannon (L)
Battle Strategy: This isn't particularly difficult by any means, but it can be
annoying if you let those TreeBombs get the best of you. The TreeBombs aren't
particularly powerful but they do damage ALL your chips, and as even the "1"
version can do considerable damage... it's not a nice thing to get hit with.
Still, if you have a good heat-based arsenal this shouldn't be too hard. I
was personally rather annoyed as I could have killed him in one turn if not for
that Recov50 of his. I'd recommend the usual here: your best heat-type chips
up front and then fill the rest out in priority of how often you'll draw from
it. To be honest, I set my deck up so I had a very good chance of drawing at
least 2 FireSword or Meteo chips which seriously made a dent in his HP. Just
use your best heat offense and he'll fall quickly.
---------------
Dex
Dex is here to greet you with his deck; designed around chip destruction. Yes,
Dex is actually trying to use some strategy here but unfortunately for him most
of it... isn't wonderfully useful. Still, not like one should complain about
good fortune.
Gutsman
Hit Points: 600
Attack Power: 70
Buster Notes: Pierces through and breaks active defences.
Element: Neutral
Primary Chip: GutsPunch
Stage: GrassStage
Program Deck:
GutsPnch HiCannon (R)
TreeBom1
Empty LilBomb
WideSwrd Gutsman
Empty LilBomb
TreeBom1
GutsPnch Empty (L)
Battle Strategy: Gutsy has TreeBombs too. Yay for Gutsy. Well, the good news is
that they're weaker than when used by a wood-type navi, but still pack a punch.
He'll also draw them slightly less often, which is good, and he can't draw two
in one turn. Fire is, as usual, the best bet here even if your opponent is
non-elemental, as you can make use of the grass and if you followed our advice
then your deck is almost entirely heat-elemental anyway. Chip destruction is
once again probably your best bet, as those GutsPunches can make a rather large
dent in one's HP and the WideSword can be painful (thank god for it's low HP!)
TreeBombs will probably fall in a few hits too (thankfully) and that leaves the
LilBombs which to be honest you'd be lucky to make even a dent in. In any case,
you should take out most of his arsenal within a few turns and leave him mostly
vulnerable. At this point it's really a case of slicing him down a bit until
he falls.
---------------
Sal
Sal's back from EXE1. She's improved quite a bit in her absense, making use of
one of the most powerful tactics in this game - a wood navi combined with the
ever-annoying TreeBombs. You can just visualise the sheer pain dealt to your
chips from miles off. Only you can start forest fires. Let's get to work.
Woodman
Hit Points: 600
Attack Power: 80
Buster Notes: Pierces defense
Element: Wood
Primary Chip: TreeBomb3
Stage: Normal Panels
Program Deck:
DblNdl Recov80 (R)
MiniBomb
TreeBom1 TreeBom3
Shotgun Woodman
TreeBom1 Cannon
TreeBom2
Recov50 Bubble-V (L)
Battle Strategy: Chip destruction is this time not a real worry. To be honest,
leave him to play that game whilst you do some real damage. A single FireSword
used on him, by Fireman... 180 damage. Need I say more? Load up with your most
damage-dealing chips and don't be too worried about your chips getting hurt,
if they die, they die. The important thing here is doing damage QUICKLY before
he destroys your chips, so you want your really best chips up front to do some
good damage (and if you can use things like FireSwords that may kill a TreeBomb
in the process, then more power to you). Feel free to use cheap or 0 MB chips
to plug up the slots that aren't drawn very often, and put your real offense
in those important often-drawn slots. He should fall surprisingly quickly -
especially when you consider that a single Meteo chip can do more than 300
damage to this towering behemoth! Burning this tree to the ground should be a
fairly simple (if slightly annoying) matter.
---------------
Tournament Prize:
3000 Zenny
Navi Core: Woodman
|-------------------------------------|
| DROPLET TOURNAMENT |
|-------------------------------------|
| Location: Waterworks |
| Special Rules: Ice Stage |
| |
|Opponents: |
|1) Micchan [NormNav1] |
|2) Mayl [Roll] |
|3) Junko [Navi-A] |
|4) Froid [Iceman] |
\-------------------------------------/
The Droplet Tournament is your recommended first port of call for two reasons -
the first being that you have no elemental navi cores which you can use to get
a same-type boost anyway - so you may as well make use of what you do have, and
Ring has an electric-type buster. The Ice Stage you'll be fighting on boosts
elec damage, and some of your opponents are aqua-element - making them even
more vulnerable to electric. As such, you want to fill your deck up with the
best electric-chips you have - if you can nab a ZapRing3 from Higsby's shop,
that will do 220 damage to an aqua-element enemy on an ice stage. It's fairly
safe to say that almost all the electric chips you've got are excellent in some
way or form.
So, as far as your enemies go, they'll be using a triple dose of aqua - they'll
be using aqua-type chips, on an ice stage, and some of them will actually be
aqua element. Ice Stage boosts evasion, which means attacks will hit less often
- and aqua-type enemies get an even LARGER boost on this ice stage. As such,
you want to bring your most accurate chips - anything over B grade accuracy is
worth bringing - but make exceptions for good electric chips, they'll work
wonders... if they hit. Still, if you miss yourself to death you have enough
retries to make it all work out anyway.
//GOOD IDEAS
ElecSwrd / ElecBlad
These chips are fairly low accuracy, but they are utterly worth it. High
damage, and also has the added boost of chip destruction - and while you
can't guarantee it'll hit a chip, whatever it DOES hit will probably take
quite a beating thanks to the IceStage. I'd suggest using ElecSword over
ElecBlade - you lose 10 damage, but it costs 10 MB less and it's more
accurate to boot.
Satelit series
Satelit is what happens when the Shotgun series has a lovechild with the
Electric element - it essentially works the exact same way.. except it's
quite a bit more powerful. On ice and against aqua opponents, the damage
it does to them and their chips is good, and it also has fairly good
accuracy. Worth bringing, if you have them.
ZapRing series
ZapRing is an interesting little chip series - all of it's incarnations
cost 40 MB, and the HP and damage varies between them - so you essentially
have to make a choice between how long they last and how much damage they
do. They're all useful - as they prevent your opponent using their buster,
so bring whichever one you feel most confident with - though the boosts
you get from element are larger the more damage the chip does, so ZapRing3
may well be worth using over the others if you don't mind taking a risk.
MagBomb series
MagBomb is a strange little chip - it has fairly low accuracy, but deals
damage to your opponent and all their chips, AND prevents them using their
buster - providing it hits, of course. The damage is fairly low but as it
gets a boost from the ice stage and, in the case of the aqua enemies,
elemental weakness these chips can actually do some quite nice damage.
Remobit series
Remobits are a funny little thing - they're a dual-purpose chip. Upon
activation, they do the listed damage to your opponent and all their chips
(the elec element here makes sure it'll do more on the ice stage). It then
becomes a guard chip for the rest of the turn, but like RockCube will not
block damage to your chips. So it's an essential combination of the bomb
series and a RockCube, and probably quite worth it for the MB. Bring a few
along if you wish, though considering how much MB they use it may be worth
simply using an ElecSword instead.
AquaBall
AquaBall is a funny little defense chip - it acts like a standard obstacle
chip against most attacks (blocking direct damage but not chip damage),
losing HP, and adding whatever damage it takes to it's own. It also pops
instantly when hit by an elec attack - though you won't be seeing any of
those here. It really shines against aqua attacks though, as it takes no
damage whatsoever, you and your chips take no damage whatsoever, and it
STILL gets it's attack power pumped up - which is launched at the enemy at
the end of the turn. Against these aqua-loving opponents this is an almost
must-have chip.
ElecBall
ElecBall works similarly to AquaBall - popping instantly if hit by a wood
attack, and absorbing all elec attacks. It does, unlike AquaBall, actually
take damage from aqua attacks. The only reason you'd want to bring this
over AquaBall is for the extra damage - against an Aqua opponent on an Ice
stage you could be looking at about TWICE normal damage. Though bare in
mind that this chip's HP will cap the base damage at about 140, so be wary
of it popping.
Catcher
One of the reasons we recommended playing these tournaments in the order
we did is so you can rack up elemental chips from the tournaments - which
you can then use to your advantage in the other tournaments. Bring along a
Catcher - providing it's alive in your grid at the end of the battle your
busting rank will go up by 2 - this will make it easier to grab more chips
and the aqua-element chips you gain will be useful to extinguish the heat
element opponents in the Match Tournament.
PanelGrab
PanelGrab is, in all honesty, a fairly useless chip in application - it's
effect basically gives you a minimal increase in your chance at hitting
the enemy. Where it really shines is that it uses 0 MB (making it perfect
for filling up gaps in your chip grid) and that it also has quite high
HP - making it a nice soakup chip for the corners of the back row - as a
lot of attacks that target chips generally hit the one in the back row.
Recov series
This should be fairly self-explanatory - shoving a Recov120 in a slot-in
is a very good idea, and Recov10/30 also use 0 MB making them nice for
filling in gaps in your grid. In any case, the enemies you'll be facing
are more annoying than powerful, but bring these along anyway.
Elecman
If you've followed our recommended order, you won't have Elecman - but
there'll always be one tournament you don't have the advantage core for,
and Ring has a slight advantage over Elec anyway. However, if you did do
it some other way and thus have Elecman, bring him along - the boost you
get from him when using electric chips is more than worth the drop in MB.
//BAD IDEAS
Fireman
Heat is weak to water. Will Young may have asked you to light his fire,
but your aquatic opponents will quickly put an end to any plan you may
have of doing so.
---------------
Micchan
Micchan is quite right in questioning whether she can beat you - her deck has
quite good basis and could be quite powerful, but you should have come prepared
for dealing with aquatic opponents so allow this to be practice!
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon
Stage: IceStage
Program Deck:
Empty MiniBomb (R)
Bubbler
Sword Bubbler
Cannon NormNav1
Sword Bubbler
Bubbler
Empty Cannon (L)
Battle Strategy: This is a fairly simple fight to get you into the swing of
things. First of all, if you have two AquaBall chips, shove them up front. You
really don't want to be taking too much damage from the Bubblers and their chip
destruction of catastrophic proportions. The Sword chips are also worth a bit
of worry - try and use some electric chips like MagBomb and Satelit in order
to wipe them off the map as quickly as possible. It's really a very simple
fight providing you keep yourself protected and have a continuous electric
barrage. The IceStage will more than ensure you do the damage needed to wittle
away her weapons and her health before she does any serious damage.
---------------
Mayl
She's back, she's more agile than ever thanks to the ice and she's got enough
healing power to revive a small continent. Yes, Roll is here to attempt to lay
the smackdown upon you and probably fail miserably. Her low HP means that a
nice bit of electricity will shock her back to reality.
Roll
Hit Points: 400
Attack Power: 50
Buster Notes: Heals for 50 damage, even if it misses.
Element: Neutral
Primary Chip: Recov30
Stage: IceStage
Program Deck:
Recov10 Shotgun (R)
Recov50
MiniBomb Bubbler
Recov120 Roll
MiniBomb HiCannon
Recov50
Recov30 Empty (L)
Battle Strategy: Roll is evil. I will say this now, Roll's deck is designed to
keep her alive and annoy you as much as possible. She can recover about 170HP a
turn in the most ideal situation for her, and as such she can be quite a threat
to you. First of all, stick some defense in your first two slots. I'd suggest
AquaBalls but to be honest anything works as she only uses one Aqua-type chip -
Guards are not advised however as elemental chips blast straight through them.
From there you want to make use of elec as much as possible - MagBomb and
the ZapRing series are excellent for damaging her and also preventing her from
using her buster. ElecSword and Satelit are also nice high-damage chips for
wittling away at her and her chips. This fight's difficulty really depends on
how well prepared you are - if you're well-prepared it's more of a case of when
she dies rather than if she dies.
---------------
Junko
Junko and her Navi-Aqua will be your first aqua-type opponents here, and will
be utter proof of how devastating usage of elements can be - both against you
and for you. Hope you packed a load of elec chips because they'll be very handy
in this and the following battle.
Navi-A
Hit Points: 550
Attack Power: 40
Buster Notes: Hits a random currently active chip.
Element: Aqua
Primary Chip: BubCross
Stage: IceStage
Program Deck:
Shotgun Recov50 (R)
Bubbler
Shotgun BubCross
V-Gun Navi-A
Shotgun CrossGun
Bubbler
Shotgun Empty (L)
Battle Strategy: This really is fairly simple if you brought along a load of
decent electric chips. Her deck is essentially designed for chip destruction
and you probably don't have anything which will be able to negate all of it...
so I'd suggest the tried and tested two AquaBalls in the front row. Try and
keep your higher HP offensive chips in the back row too - don't make the same
mistake I did of putting a ZapRing3 back there. >_< Basically try and keep your
strongest best attack in the middle row, then some nice high-HP stuff in the
back - and perhaps some PanelGrabs to fill in the two corner slots that aren't
drawn very often to give you some more MB for filling up the rest of your grid.
Of course you should try to keep some recov chip in your slotin, and perhaps a
Catcher or a good electric attack chip. It's really not too difficult a battle,
and it's a lot more simple than trying to write a strategy for a primarily
luck-based game. >_>
---------------
Froid
Froid is your final opponent here and he and Iceman basically embody all that
this tournament represents. This fight can be very annoying and can be very
easy - but most losses you face will most likely be due to the sheer randomness
aspect of the game rather than anything else. Pack in a load of elec and let's
get down to business.
Iceman
Hit Points: 500
Attack Power: 60
Buster Notes: Pierces defense
Element: Aqua
Primary Chip: AquaSword
Stage: IceStage
Program Deck:
Empty AquaBlad (R)
AquaSwrd
MiniBomb LilCloud
Sword Iceman
MiniBomb LilCloud
AquaSwrd
Empty Shotgun (L)
Battle Strategy: Iceman is annoying. He's not particularly worrysome or hard,
but he can dodge like hell and it's really a case of luck and hoping you hit a
lot of the time. His LilClouds and MiniBombs are of little worry and his main
problem are his Sword and AquaSword chips. First rule of business is to stuff
the usual two defense chips up front and, as you've probably predicted, I
advise a pair of AquaBalls. ElecBalls work though if you simply want to
lay on the damage but they'll crumble if hit by an AquaSword. Be careful with
them. As far as offense goes, you really want something that's going to start
beating away at his deck. I personally like MagBomb chips for this task as the
single-hit factor most other elec chips have won't do it quickly enough. Of
course, as far as raw damage goes, you can't beat ElecSword for value for money
at this point in the game. ZapRing series chips are also nice for preventing
him from using his buster - though if you're using AquaBalls you may actually
want to get hit with it to bump up the damage. It really is up to you how you
go about it and that's one of the nice things about this game. Keep the ball
rolling by maintaining a balance between damage and chip destruction and you
should win this within the first few tries, assuming luck is on your side.
---------------
Tournament Prize:
3000 Zenny
Navi Core: Iceman
|-------------------------------------|
| BATTERY TOURNAMENT |
|-------------------------------------|
| Location: Power Plant |
| Special Rules: Metal Stage |
| |
|Opponents: |
|1) Taka [NormNav2] |
|2) Michael [Navi-E] |
|3) Kai [Turboman] |
|4) Count Zap [ElecMan] |
\-------------------------------------/
Welcome to the Troun... err, Battery Tournament, your final and most likely
quite pathetic stop in Class D if you followed our advice. Before coming here,
go over to the Sapling Tournament and grab as many TreeBombs as you can. Spam
Higsby's a bit in hope of more TreeBombs and possibly some lovely lovely Spice
chips. This tournament is a breeze with the right strategy and your opponents
will crumple over dead. Hopefully with virtually no chips left, too, by the
end of it.
So, what's the cannon fodder using against you in this tournament? It's the
standard, really, electric attacks, on a metal stage. Some of them may even
make themselves even more of a target and be electric element. Metal Stage is
once again another godsend to electric as it powers up electric attacks (yes,
electric is powered up on TWO different stages. Bias, anyone?). It has one
small little fault, though, and that is that if a TreeBomb is used, it turns to
grass. Which restores the HP of wood-type navis. Which allows the usage of
Spice. See the obvious strategy? I thought so.
Woodman as your navi, two TreeBombs up front and behind it all the Spice you
can muster (and, failing that, more TreeBombs.) It's time to live the high life
so get ready for what should be a pathetically easy ride... if you've done
things the way we suggested, of course. And if you haven't, shame on you.
//GOOD IDEAS
TreeBomb
As mentioned above, and as you should know if you've been through the
Sapling Tournament, TreeBombs will utterly trounce whatever gets in the
way here. They'll do damage to your opponent AND all their chips, and they
get a nice boost when used against electric-type opponents, AND when used
by wood-type navis, and they also render that metal stage of theirs rather
useless indeed by turning it into a Grass Stage. It also allows the use of
another chip series...
Spice series
...and that series is Spice. Spice can only be used when there's a Grass
stage active, and it's essentially a more awesome version of TreeBomb. It
has higher HP, reasonably the same damage, lower MB, and it also pierces a
lot of defenses. Needless to say, once you've got a nice grass stage up
with a TreeBomb, having a few Spices there and ready to use afterwards is
a very good idea, especially as they've got much better value-for-MB than
TreeBombs.
Non-Wood Attack Chips
It doesn't really matter WHAT non-wood attack chips they are at all, but
bring whatever you like most. Cannons, Yo-Yos, Swords, whatever. There's
just one opponent here who is HEAVILY reliant on the heat-element, so you
need some non-wood attacks. Just bring what you like most.
LeafShield
LeafShield is a nice little chip, taking the full brunt of any attack that
is thrown your way. It's also the best and probably only wood-type defense
you have at this point, so you may want to throw it in just for the sake
of it. You're probably better off with ElecBall, though, as that can block
as many electric attacks as you like.
ElecBall
ElecBall is the defense of whatever heavenly being you choose to believe
in here. If you've had experience with the other balls then you should
know how useful they are, taking the damage of enemy attacks and adding
them to it's damage. Of course, it usually takes damage from these attacks
but if hit with a electric attack, not only is it completely unaffected,
but any side-effects of the attack are negated (and, of course, the damage
it does is still added to that of the ElecBall). Essentially, you convert
your enemy attacks into yours. Neat, eh?
HeatBall
I'm not insane. Just BRING a few of them, and you'll thank me later.
Catcher
Catcher is probably less useful than usual if you're doing this as your
last tournament in Class-D (which you should be if you followed our tips),
as you don't really need specific elemental chips for conquering another
elemental tournament... yet. I add the yet because you will later, which
is why you may as well save yourself some trouble now and use it to stock
up. Same effects as ever, +2 to busting rank, which increases your chance
of getting (better) chips and more money. Stuff it in a slot-in slot and
watch it work it's magic. You don't even need to USE it, as long as it's
on the grid.
PanelGrab
My co-writer fantasizes over this chip. It's scary. He loves it like he
does a sister or a lover. He covets it. And it's not too hard to see why,
for a chip that uses 0 MB it's a very nice support chip. It has nice HP,
making it perfect for eating chip damage, and it's effect whilst not the
best in the world isn't exactly bad. And for 0 MB, it's perfect for those
chip slots you really don't have the MB to put some other chips into.
Recov series
Self-explanatory. If your health hits 0, you're deleted. Duh. Bring them
along in a slot-in slot just in case you need them, but with all the
insanity you should be creating if you brought along Woodman, it really
shouldn't be necessary. Still, better safe than sorry.
Woodman
Woodman boosts the damage of wood chips when he uses them. He also has a
rather nice powerful buster and has more HP than a computer store. Sure,
his MB isn't the most wonderful in the world, but his super-awesome powers
more than make up for it.
//BAD IDEAS
Iceman
Electric deals extra super awesomely cool damage to water-type navis. Go
into this tournament with Iceman and you'll find out why you shouldn't
pour water over an electrical appliance.
Guard
Using Guard in a tournament where a single hit will pierce it and make it
die horribly is not a good idea. Don't bring it.
---------------
Taka
Taka is your first opponent here, and he claims he'll show you the power of a
battlechip combo. Now, you see, that plan would work really well if he actually
HAD a battlechip combo. Now, you see, if you have Woodman, and TreeBombs, and
Spice, THAT'S a battlechip combo. It's also an incredibly easy way to win.
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None.
Element: Normal
Primary Chip: Hi-Cannon
Stage: MetalStage
Program Deck:
Cannon Zapring1 (R)
Cannon
LilBomb ZapRing1
M-Cannon NormNav2
LilBomb Sonicwav
Cannon
Cannon Empty (L)
Battle Strategy: This really is ridiculously easy if you can fill up with some
yummy yummy TreeBombs. I find that 5 TreeBom1s with PanelGrabs or Recov10/30
filling in the gaps works well. If you have any Spice chips, they're actually
even BETTER, so you can replace a TreeBom with one to free up some MB. Just
make sure your first two slots have TreeBombs in or the Spice will be totally
useless. It will be a slow victory, but it should be quite easy - I can quite
honestly say that I never ended a turn on less than full health (thanks to the
yummy healing on grass panels; thank the TreeBombs!) although it did take quite
a while. Still, speed isn't everything, and winning is what's important after
all. If you don't have some nice wood-based offense, it's still rather easy.
You can simply overpower him if you wish, simply use your strongest offensive
chips possible to blast a hole in him. If you can turn the stage into something
other than metal, then that'd be a great help. The main annoyance here is that
ZapRing of his; if it wasn't for that then I'd simply suggest two Guards up
front and you could win fairly easily, but it's high-ish HP and tendancy to
pierce Guard makes that difficult. Go wood, or go all-out offense. That's the
best advice I can give.
---------------
Michael
SWORD, WIDESWORD, LONGSWORD! PROGRAM ADVAN... okay, maybe not. Michael is your
second opponent here and one who actually has what I would say is a very good
deck; well-balanced with good offense and some quite nasty offense. The counter
to this however is that his chip's HP are rather low compared to the damage
your TreeBombs (you DO have them, right?) can do. Let's do this thang.
Navi-E
Hit Points: 550
Attack Power: 30
Buster Notes: Stuns opponent.
Element: Elec
Primary Chip: Satelit2
Stage: MetalStage
Program Deck:
MiniBomb MagBomb1 (R)
Sword
LongSwrd Satelit2
WideSwrd Navi-E
LongSwrd Satelit2
Sword
MiniBomb Cannon (L)
Battle Strategy: If it wasn't for that darn electric ZapRing buster of his then
you could use Guard here and get off reasonably safe from most of his attacks.
Unfortunately, aforementioned buster will pierce Guard, so that's not a viable
option here. What is a viable option is making his chips die off before yours
do. To be honest, a few good Wood attacks used by Woodman will take out most of
what he draws just like that - the only things that can really survive a few
TreeBombs (or indeed a Spice once the stage has changed) is those MiniBombs,
and to be honest they're as much as a threat to you as Iraq was to America -
almost no threat whatsoever (I do love stirring things up, don't you?). With
most of his deck gone and a hopefully wood stage to preserve your life this is
really a case of him dealing less damage each turn than you can heal and hence
it's in your hands. Just a case of playing the waiting game until he eventually
croaks. Without wood... urk. You're really going to need to get rid of most of
his deck anyway - so if you have any elemental swords or anything else that can
take out a chip in a single hit, then those are definitely worth using. Our
strategies really do rely on those TreeBombs though, and trying to get through
this without them is really like trying to navigate the streets of New York at
it's most congested times whilst maintaing a constant speed of 150km/h.
---------------
Kai
Kai is here to kick the arse of anyone who decided to use Wood. If you followed
our advice, you're probably loaded up with Wood chips. Luckily, however, if you
followed our advice you also have a pair of HeatBalls and some neutral-element
attack chips. Aren't we nice?
Turboman
Hit Points: 550
Attack Power: 20
Buster Notes: Heat-Element, Damages All Chips
Element: Neutral
Primary Chip: Burner
Stage: MetalStage
Program Deck:
Recov50 Cannon (R)
LilBomb
Empty Burner
Meteo3 Turboman
Empty Burner
LilBomb
Recov50 M-Cannon (L)
Battle Strategy: First rule of business, switch back to Ring for this fight. No
Woodman. Also, remember I said to bring two HeatBalls? Stuff em up front, and
put all your best NON-WOOD attack chips (which I also said to bring) behind the
two HeatBalls. Whilst you CAN win this using wood, it's not a very good idea,
it's not a very safe idea, and unless your timing with slot-ins is good then
it'll almost certainly get you killed. With the two HeatBalls up front, all of
his really decent offense will simply get eaten up, and if by some miracle the
Meteo3 chip actually manages to hit (and hence be absorbed by) the HeatBall,
then, well... he's sealed his fate. With the rest of your lovely attack chips
I told you to bring, you can kill him off nicely. Not particularly difficult,
and one fight that's really up to you on how you win.
---------------
Count Zap
Count Zap is your final opponent here, and he and Elecman are here in order to
stun and electrocute you. Unfortunately for him you have that lovely elemental
advantage. Unfortunately for you, he's got some rather powerful and useful
chips. Ready to finish this off?
Elecman
Hit Points: 450
Attack Power: 20
Buster Notes: Stunning
Element: Elec
Primary Chip: ElecSword
Stage: MetalStage
Program Deck:
Empty Recov50 (R)
ElecSwrd
ZapRing1 DblNdl
MagBomb2 Elecman
ZapRing1 DblNdl
ElecSwrd
Empty Remobit1 (L)
Battle Strategy: Your attacks here should be really divided into two halves;
your Program Deck should revolve around the now-standard TreeBomb/Spice and
Woodman setup (perhaps with a few ElecBalls in place if you really feel the
need to keep yourself safe), whilst your buster should be doing most of the
damage to his actual HP. If you do have a few ElecBalls up front to block off
his elec attacks then that's fairly simple, as he cannot stun you (and hence
you'll be lashing at him with that 130 damage every single turn). If you don't,
you basically need to hope your TreeBombs and the like will destroy his stun
inducing chips before they hit you (if indeed he does draw them). Hence, it may
well take a few turns before you actually get to use your buster, but given
enough time you'll wear out his offense and be able to smack him with a woody
tower or two. As you have the ability to regenerate on grass and he doesn't
have much way of regeneration, in a war of attrition you'll eventually kick his
arse. Win, for everlasting peace!
---------------
Tournament Prize:
3000 Zenny
Navi Core: Elecman
===============================================================================
OPEN BATTLE: DENCITY XIOBD
===============================================================================
The first Open Battle you'll come across, DenCity is a fairly simple matter
with a total of ten battles in each play. Of those battles, eight are random
(drawn from groups of 19 possible combatants) and two are set. None of the
opponents in the first 5 battles will be too much of a problem (as those are
all drawn from NormNav1s and starting navis - though if you're playing as a
starting navi there'll be a replacement), and should be used to amass chips
if you get stuck later on. In the second half, you'll be thrown up against more
strategic navis including NormNav2s, elemental navis and Numberman.
So, what's it worth bringing along? Well, a pair of Guard chips are almost
essential if you're going to tackle this early in the game (and this little
segment is totally assuming that you are.) As well as that, you should bring
along some GutsPunch chips (which you can nab from the Guts Tournament, as long
as you aren't playing as Dex) and preferably at least one of each elemental
balloon chip, preferably 2. Essentially, 2 of each of those should fill up 10
slots in your folder.
As far as support goes, you may wanna bring along a Catcher chip to increase
your busting level. Some recovery chips are also advised. If you have them, it
may well be worth bringing along some chips that use 0 MB, Recov30 and PanlGrab
spring to mind, just to fill up the grid. As far as offense goes, you'll want
a few elemental chips to take care of the elemental navis (and probably a few
more Fire ones for Woodman) as well as some nice, high-damage offense chips.
HiCannon and M-Cannon spring to mind, as well as the Yo-Yo series. To round off
any spare slots, bring along some chip destruction chips. Burner's a nice one,
along with CrossGun.
---------------
BATTLE PATTERN:
Battle 001: Set 01 Battle 006: Set 02
Battle 002: Set 01 Battle 007: Set 02
Battle 003: Set 01 Battle 008: Set 02
Battle 004: Set 01 Battle 009: Set 02
Battle 005: Predetermined Battle 010: Predetermined
---------------
SET LAYOUT:
Set 1: Yoshiro (NormNav1) Mayumi (NormNav1) Kenji (NormNav1)
Koetsu (NormNav1) Kai (Turboman) Mary (Ring)
Mayl (Roll) Dex (Gutsman) Madd (Colourman)
Tamako (Metalman) Miho (NormNav2)
Set 2: Yasuo (NormNav2) Kaz (NormNav2) Takahiro (NormNav2)
Ms.Mari (NormNav2) Mr.Match (Fireman) Froid (Iceman)
CountZap (Elecman) Sal (Woodman)
Predetermined:
Battle #5 - Anna (NormNav1) Battle #10 - Higsby (Numberman)
-------------------------------------------------------------------------------
Battle Set 1 XI1BA
-------------------------------------------------------------------------------
Yoshiro
Before battle: "Oh! Hello again! I won't lose this time! Good luck."
After battle: "Wow! You really are strong! You win again."
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon
Stage: Normal
Program Deck:
Cannon Cannon (R)
M-Cannon
LilBomb M-Cannon
None NormNav1
Cannon None
None
None Recov50 (L)
Battle Strategy: A fairly simple battle. Yoshiro leaves a lot of key spots in
his program deck empty, and hence his damage capacity is low. You shouldn't
have too many problems here, a sheer full-offense strategy should render him
useless.
---------------
Mayumi
Before battle: "Nothing can stop me from winning this fight"
After battle: "C'mon, let me win! At least once!"
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon
Stage: Normal Panels
Program Deck:
Cannon MiniBomb (R)
Recov50
None Shotgun
V-Gun NormNav1
None Shotgun
Cannon
Cannon Cannon (L)
Battle Strategy: Guard chips. Two guard chips, both in the first slot of your
program deck will almost give you an auto-win. Using defense wisely to avoid
the chip destruction, you should be able to block most of your opponent's
attacks. From there, a few simple offensive chips should seal a win.
---------------
Kenji
Before battle: "May we have a good match."
After battle: "It was an honor. I hope to fight again."
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon
Stage: Normal Panels
Program Deck:
Cannon Cannon (R)
Recov50
None Cannon
HiCannon NormNav1
None Cannon
None
Cannon None (L)
Battle Strategy: Kenji is pretty easy as well here. If he gets his HiCannon,
he can't get his Cannons at the end, so in any case he's restricted in damage.
A fairly simple win no matter what strategy you employ, though those sadists
among us should use chip destruction. =P
---------------
Koetsu
Before battle: "How are you doing? Very well, let's begin."
After battle: "Very good indeed!"
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon
Stage: Normal Panels
Program Deck:
None Cannon (R)
Recov50
Cannon MiniBomb
LilBomb NormNav1
Cannon MiniBomb
None
None None (L)
Battle Strategy: Koetsu is back (though not asking you to patronise him because
he's a grade schooler this time) and comes in with a feast of chip destruction.
Guard chips are not advised here, for the simple reason that if a guard chip is
chip damaged by one, it DIES. Just like THAT. And his MiniBomb will go before
your Guard. As such, my other recommendation happens to be elemental balloons,
with some nice high HP offensive chips behind them.
---------------
Dex (VARIABLE REACTION)
Before battle: "Behold, the power of Gutsman!" (as Enzan)
"I will show my power to Roll!!" (as Mayl)
After battle: "I didn't have the guts to win..." (as Enzan)
"I... I can't believe it..." (as Mayl)
Gutsman
Hit Points: 600
Attack Power: 70
Buster Notes: Pierces through and breaks active defences.
Element: Neutral
Primary Chip: GutsPunch
Stage: Normal Panels
Program Deck:
Cannon M-Cannon (R)
ShockWav
HiCannon GutsPnch
SoniWave GutsMan
HiCannon M-Cannon
ShockWav
Cannon Repair (L)
Battle Strategy: Dex's strategy here could leave you reeling if you rely on
defense, as a lot of his offensive strategy relies on chip breaking. Whilst a
(guess what?) Guard chip can nullify most of it, if it's struck by a GutsPunch
it falls. However, that's a 50% chance of it coming up (and lesser chance
because of dodge rates) so it may be worth putting a pair in the front row
anyways. From there, you should either rely on some powerful chip destruction
or just all-out offense. Either works.
---------------
Kai (SET 1)
Before battle: "Vrooom! I'm going pedal to the metal!"
After battle: "I got lapped!"
Turboman
Hit Points: 550
Attack Power: 20
Buster Notes: Heat-Element, Damages All Chips
Element: Neutral
Primary Chip: Burner
Stage: Normal Panels
Program Deck:
MiniBomb Guard (R)
Cannon
Burner Heat-V
HiCannon TurboMan
Burner Heat-V
Cannon
MiniBomb Barrier (L)
Battle Strategy: Mmmm, the aroma of home-fried chips. Turboman's attacks aren't
particularly powerful, but with two, count em two Burner chips in his grid,
your chips won't last that long. My recommendation? HeatBalloon chips, for the
simple reason that Burner can break Guard. With (hopefully) two of those with
a load of offensive chips stuck behind them, you should grab the win.
---------------
Mayl (SET 1)
Before battle: "Don't be soft on me just because I'm a girl."
After battle: "I lost, but it was fun. Let's have a NetBattle again sometime!"
Roll
Hit Points: 400
Attack Power: 50
Buster Notes: Heals for 50 damage, even if it misses.
Element: Neutral
Primary Chip: Recov30
Stage: Normal Panels
Program Deck:
Recov10 TripNdl (R)
Shotgun
Recov30 Satelit3
CrossGun Roll
Recov30 RockCube
Shotgun
Recov10 Guard (L)
Battle Strategy: Mayl's prepared for this battle, as you can see from her grid.
Some good defense, chip destruction, recovery, and offense means that this
could be quite tough. Still, it's not really enough. Meiru can, at most, heal
80 HP a round. An all-out offense can deal 200, possibly 300 damage each turn.
You know what you doing.
---------------
Mary (SET 1)
Before battle: "My ring power will spin you like crazy!"
After battle: "Mary! Do your job!"
Ring
Hit Points: 450
Attack Power: 20
Buster Notes: Hits Twice, Damages One Chip
Element: Neutral
Primary Chip: Jealousy
Stage: Normal Panels
Program Deck:
Jealousy TimeBom1 (R)
Ratton1
Yo-Yo1 LongSwrd
Quake1 Ring
Yo-Yo1 WideSwrd
Ratton1
Recov50 Recov80 (L)
Battle Strategy: Ring here employs a nicely well-rounded deck, bringing in both
offense, chip destruction and the occasional breaking of guards - however, she
has utterly no defense. Make use of this by pummeling her into the dirt with an
all-out offensive strategy. She won't mind too much.
---------------
Madoi (ONLY APPEARS IF PLAYING AS MAYL)
Before battle: "Heehee! ColorMan here!"
After battle: "Great fun, great fun! Let's play again!"
Colourman
Hit Points: 450
Attack Power: 80
Buster Notes: None
Element: Neutral
Primary Chip: Yo-Yo3
Stage: Normal Panels
Program Deck:
Yo-Yo3 Recov120 (R)
None
None Yo-Yo1
Meteo3 Colourman
None Yo-Yo1
None
Yo-Yo3 Anubis (L)
Battle Strategy: Well, "Bloody hell." is all I can say here. Colourman suffers
from poor deck construction, but has Yo-Yo3s. Luckily, he won't draw them most
of the time, but the sheer strength of this deck is impressive. I'd suggest a
defensive, using Guards to block most of her attacks.
---------------
Tamako (ONLY APPEARS IF PLAYING AS DEX)
Before battle: "Well, you look tough."
After battle: "I hope to fight again sometime."
Metalman
Hit Points: 650
Attack Power: 80
Buster Notes: Pierces through and breaks active defences.
Element: Neutral
Primary Chip: GoldFist
Stage: Normal Panels
Program Grid:
Recov50 GoldFist (R)
Cannon
Empty GoldFist
MiniBomb Metalman
Empty Cannon
HiCannon
Recov50 Empty (L)
Battle Strategy: For the most part, a fairly lackluster grid, except for...
the Goldfist. Insane damage, and guard-piercing. As such, trying to block it
would be rather futile - but luckily it's quite a bit faster than Guard chips.
Shove a couple in the first column, and fill the rest up with some nice high
damage offense.
---------------
Miho (ONLY APPEARS IF PLAYING AS MARY OR KAI)
Before battle: "I'll show you my true power."
After battle: "I should've known you'd be good."
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None.
Element: Normal
Primary Chip: Hi-Cannon
Stage: Normal Panels
Program Deck:
HiCannon Repair (R)
HeatBlad
WideSwrd Sword
AquaBlad NormNav2
WideSwrd Sword
ElecBlad
HiCannon None (L)
Battle Strategy:
-------------------------------------------------------------------------------
Battle Set 2 XI2BB
-------------------------------------------------------------------------------
Yasuo
Before battle: "Don't worry, I'll give you a handicap."
After battle: "Wait.... you mean I needed the handicap?!"
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None.
Element: Normal
Primary Chip: Hi-Cannon
Stage: Normal Panels
Program Deck:
HiCannon HiCannon (R)
Recov50
LilBomb WideSwrd
Recov80 NormNav2
LilBomb WideSwrd
Recov50
HiCannon HiCannon (L)
Battle Strategy: Yasuo appears here with his NormNav2 and a fairly solid
Program Deck. I'd advise a defensive/chip destructive strategy, using the ever
awesome Guard chip backed up with V-Guns, CrossGuns and if you have it, Burner.
---------------
Kaz
Before battle: "I'll show you my true power."
After battle: "Guess my true power wasn't much..."
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None
Element: Normal
Primary Chip: Hi-Cannon
Stage: Normal Panels
Program Deck:
Recov50 Recov50 (R)
CrossGun
None BubCross
HiCannon NormNav2
None HeatCros
CrossGun
Recov50 HiCannon (L)
Battle Strategy: Good old high HP chips in the back row nullifies most of Kaz's
chip destruction. Tally that up with some guards in the front row to nullify
most of the damage, and some offensive chips in the middle row should lead to
a fairly easy victory.
---------------
Takahiro
Before battle: "What's this?! I get to fight you next?!"
After battle: "I should've known you'd be good."
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None.
Element: Normal
Primary Chip: Hi-Cannon
Stage: Normal Panels
Program Deck:
HiCannon None (R)
HiCannon
Cannon Guard
Guard NormNav2
Guard HiCannon
None
None HiCannon (L)
Battle Strategy: Takahiro employs a defensive strategy here, using three Guards
to nullify damage. Unfortunately, three guards is rather redundant, as anyone
knows the Guard chip reflects most anything. The best strategy here is Punch
chips, which are one of the few things that go straight through a Guard. With a
few of those (preferably in the back row so as you can catch the last one) and
a few offensive chips (preferably the Shockwave series), you should tear him
up fairly quickly.
---------------
Ms. Mari
Before battle: "Shoot, I'm too tired to fight!"
After battle: "See?! We Navis need a vacation!"
NormNav2
Hit Points: 550
Attack Power: 30
Buster Notes: None
Element: Normal
Primary Chip: Hi-Cannon
Stage: Normal Panels
Program Deck:
None Cannon (R)
Cannon
HiCannon AquaBlad
Cannon NormNav2
HiCannon FireBlad
Cannon
None HiCannon (L)
Battle Strategy: Ms. Mari's navi's only real danger is in it's elemental blade
chips. Guard chips will utterly MUTILATE her, providing that they don't get
struck down by the elemental blade chips. However, the chance of that is low,
so take the opportunity to use them for a free damage reflection each turn.
Backed up with good offensive chips should net you an easy win.
---------------
Mr.Match
Before battle: "I'll burn you to a crisp!"
After battle: "I fizzled out before you even ignited."
Fireman
Hit Points: 500
Attack Power: 60
Buster Notes: Pierces defense
Element: Heat
Primary Chip: FireSword
Stage: Normal Panels
Program Deck:
Recov50 HeatShot (R)
None
HeatShot FireSwrd
Heat-V Ring
HeatShot FireSwrd
None
Recov50 FireBlad (L)
Battle Strategy: A simple battle if you employ one of my favourite chip series,
the Elemental Balloons. They absorb all the damage of his fire-type chips, and
increase in damage without losing any HP. Combine that with some offensive
chips lined up behind it, and you're in business.
---------------
Froid
Before battle: "Behold, the power of Iceman!"
After battle: "I lost!"
Iceman
Hit Points: 500
Attack Power: 60
Buster Notes: Pierces defense
Element: Aqua
Primary Chip: AquaSword
Stage: Normal Panels
Program Deck:
Bubbler Quake1 (R)
ColdFist
Bubble-V AquaBlad
CrossBom Iceman
Bubble-V AquaSwrd
ColdFist
Bubbler RockCube (L)
Battle Strategy: Iceman's main problem here is his utter reliance on Aqua-type
chips. As such, there's one simple chip here I'd recommend: AquaBalloon. This
will absorb all his Aqua chips yet still increase it's damage. As such, it's a
very simple way to get a win. With two AquaBalloons combined with some good
offensive chips lined up behind them, this win shouldn't be too hard.
---------------
Count Zap
Before battle: "Electricity is the ultimate weapon."
After battle: "I'm out of juice."
Elecman
Hit Points: 450
Attack Power: 20
Buster Notes: Stunning
Element: Elec
Primary Chip: ElecSword
Stage: Normal Panels
Program Deck:
ElecSwrd MagBomb2 (R)
ZapRing1
Satelit2 HiCannon
ZapRing2 Elecman
Satelit1 HiCannon
ZapRing1
ElecSwrd AreaGrab (L)
Battle Strategy: Not the easiest of fights. Elecman's strategy is basically to
prevent you attacking. ZapRings will nullify your buster, ElecSwords will
destroy your chips, Satelites will break your guard and HiCannon... That just
makes you go ow. A defensive strategy here won't last you too long. so you
basically have two choices. You can either pull out a wood-based strategy using
any Wood-based chips available (which probably won't be many) or you can just
go for an all-out assault. The latter is harder, but probably simpler to
construct. Not a nice battle due to the well-roundedness of Elecman's deck.
---------------
Sal
Before battle: "The vastness of nature will engulf you!"
After battle: "I smell the aroma of the healing forest."
Woodman
Hit Points: 600
Attack Power: 80
Buster Notes: Pierces defense
Element: Wood
Primary Chip: TreeBomb3
Stage: Normal Panels
Program Deck:
Ratton2 Leafshld (R)
MiniBomb
Recov80 LeafShld
SoniWave Woodman
Recov80 TreeBom3
MiniBomb
Ratton2 TreeBom3 (L)
Battle Strategy: FIRE. I am going to say that there is virtually no hope of you
winning this in the early-game without a powerful fire deck. Nab some Meteor
chips from Higsby if you can, though they are rather high-MB for the early game
and try and burninate him to death. It is honestly the best and only early-game
strategy I can recommend.
-------------------------------------------------------------------------------
Preset Battles XI3PB
-------------------------------------------------------------------------------
Anna (BATTLE #5)
Before battle: "I'm gonna win, I just know it!"
After battle: "Blast, I lost!"
NormNav1
Hit Points: 500
Attack Power: 30
Buster Notes: None
Element: Neutral
Primary Chip: Cannon
Stage: Normal Panels
Program Deck:
Cannon M-Cannon (R)
WideSwrd
SoniWave Bubble-V
LongSwrd NormNav1
SoniWave Heat-V
WideSwrd
Cannon Recov80 (L)
Battle Strategy: Don't you just love the Guard chip? Placing a few high HP
chips in the back rows (like RockCubes) nullifies the threat of her -V chips,
and then you can block almost everything else with the awesomeness that is
Guard. So essentially, Guard/Defensive chips in the front row, offensive in the
second, high HP in the third.
Battle Prize:
500 Zenny
Navi Core: NormNav1
---------------
Higsby (BATTLE #10)
Before battle: "I must have taken a wrong turn."
After battle: "I've got to go back to the shop."
NumberMan
Hit Points: 400
Attack Power: 10*D (He rolls a dice, D = number rolled)
Buster Notes: Damages chips.
Element: Normal
Primary Chip: Prism
Stage: Normal Panels
Program Deck:
Bubbler TimeBom1 (R)
HiCannon
HiCannon Prism
M-Cannon NumberMan
Cannon Panelout
Barrier
Recov50 CrsShld1 (L)
Battle Strategy: Higsby comes here wielding a quite neat all-round strategy,
combining Panelout and Prism to create an effective defense. The key here,
therefore, is long-range all out offense. Cannon series, Yo-Yo series, anything
that doesn't rely to forward movement should be shoved in, and you should pull
through. Shoving in a few defensive chips may help you if that doesn't work.
Battle Prize:
1000 Zenny
Navi Core: Numberman
===============================================================================
BATTLE CHIP INDEX XMBCI
===============================================================================
There are two types of battle chips in the game - actual Battle Chips, and navi
cores. Both are called battle chips, which can cause some confusion. To reduce
confusion, we'll use battle chips as the general catch-all, and capitalised
Battle Chips to refer to the offensive weapons.
Battle Chips, as you know, are the stable attack weapons in the Battle Network
games, literally comprising almost everything you can do in the game. With them
you can attack, heal, defend and even create objects to help you in the game.
Without them you're left defenseless and with virtually no offensive power.
Navi Cores are even more important, however, as these comprise exactly who your
navi fights as - their element, health, power and attack are all determined by
the navi core. Deep down within they are the same navi, but their appearance
and abilities are modified by the cores to mimic that of another.
Both Battle Chips and Navi Cores are essential in your battles throughout the
game - using them in combination to support each other is essential in order to
win battles. All of them have varying effects and some can be really complex.
As such, this sections aims to provide a definitive list of all of them and
their exact effects.
For each Battle Chip, the following information will be given:
Chip Number: Which "number" the chip is in the library.
Chip Name: The exact game name of the chip.
Rarity: The game's rarity value for the chip.
Hit Points: The amount of damage the chip can take before being destroyed.
Damage: The raw damage the chip does. This does not include multiple hits.
Element: The element of the chip, which affects damage dealt to enemies.
MB Cost: How much MB the chip uses, which affects what chips you can load in.
Accuracy: The accuracy of the chip. "S" is the best, then A, B, C, D, E.
Effect: Any special effect the chip has like chip damage or multiple hits.
Description: Our description of how useful the chip is and when to use it.
For each Navi Core, the following information will be given:
Core Number: Which "number" the core is in the library.
Core Name: The exact game name of the core.
Hit Points: The navi's health: how much damage it can take before deletion.
Damage: The base damage of the navi's buster shot. This excludes effects.
Element: The element of the navi, which affects chip damage and damage taken.
MB Cost: How much MB the navi has; and as such how many chips you can load.
Accuracy: The accuracy of the navi's attacks. "S" is the best, then A, B, etc.
Evasion: How well the navi dodges. "S" is the best, then A, B, C, etc.
Effect: Any special effect the navi's buster has like multiple hits or element.
Description: Our description of how useful the core is and when to use it.
-------------------------------------------------------------------------------
Battle Chips XM1BC
-------------------------------------------------------------------------------
#001: Cannon Rarity: 1*
Hit Points: 60 Damage/Element: 60 (Neutral)
MB Cost: 10 Accuracy: C
Effect: Attacks enemy navi. No chip damage or special effect.
Description: A fairly standard weapon with no real special effect. Simple
projectile weapon, skips holes, doesn't affect enemy chips.
A plain simple pure-damage weapon.
#002: HiCannon Rarity: 2*
Hit Points: 90 Damage/Element: 80 (Neutral)
MB Cost: 20 Accuracy: C
Effect: Attacks enemy navi. No chip damage or special effect.
Description: It's the same as Cannon, basically, except it's stats are up
and hence does more damage, can take more damage but at the
cost of 10 extra MB.
#003: M-Cannon Rarity: 3*
Hit Points: 150 Damage/Element: 120 (Neutral)
MB Cost: 40 Accuracy: D
Effect: Attacks enemy navi. No chip damage or special effect.
Description: M-Cannon is where the Cannon series takes a different turn -
it still maintains the same "level" of increase (30 HP and
20 damage per extra 10 MB) but it's accuracy drops down to D
grade. HiCannon may well be a better move against agile
opponents, but for those who can't dodge a pedestrian, M-
Cannon may well be a better move.
#004: Shotgun Rarity: 1*
Hit Points: 40 Damage/Element: 30 (Neutral)
MB Cost: 10 Accuracy: S
Effect: Hits the last chip the enemy loaded, in addition to their HP
Description: Shotgun is a very nice chip series - it has the maximum
accuracy possible, is quite cheap and does quite nice damage
to the enemy's chips. Two Shotgun blows and an enemy Cannon
chip is out of the running. Not a good chip for all-out
offense, but it's high accuracy makes it good against high
evasion enemies. Also has low HP, so make sure it's not
targettable by the enemy's chips.
#005: V-Gun Rarity: 2*
Hit Points: 70 Damage/Element: 50 (Neutral)
MB Cost: 20 Accuracy: S
Effect: Hits the last chip the enemy loaded, in addition to their HP
Description: V-Gun is essentially an upgraded Shotgun. More damage, fixes
it's low HP problem, but at the cost of an extra 10 MB. As
far as damage-MB ratio goes Shotgun is better, but V-Gun's
HP upgrade makes it a better chip - in my humble opinion at
least. =P
#006: CrossGun Rarity: 2*
Hit Points: 90 Damage/Element: 60 (Neutral)
MB Cost: 30 Accuracy: S
Effect: Hits the last chip the enemy loaded, in addition to their HP
Description: Nothing really special, just another level up of V-Gun. More
HP, more damage, 10 more MB. You're getting a smaller boost
from V-Gun to CrossGun than you did from Shotgun to V-Gun -
but still for an extra 10 MB, so V-Gun may well be a better
choice. But if you've got MB to waste, stuff it in instead.
#007: Spreader Rarity: 3*
Hit Points: 150 Damage/Element: 70 (Neutral)
MB Cost: 40 Accuracy: S
Effect: Hits the last chip the enemy loaded, in addition to their HP
Description: Spreader is a semi-godsend. Any HP problem it once had is
not going to be troubling you now, has fairly nice damage
and maintains it's S-grade accuracy. As far as total damage
(to both chips and the enemy) goes it's more efficient than
M-Cannon, so give it a twirl if the enemy has a chip you
really want to see the back of.
#008: Bubbler Rarity: 1*
Hit Points: 40 Damage/Element: 20 (Aqua)
MB Cost: 10 Accuracy: S
Effect: Hits the last chip the enemy loaded, in addition to their HP
Description: This is just like Shotgun in every single way, except it's
aqua element. Essentially, Shotgun is better normally, but
Bubbler is better against heat-element opponents. In your
average situation you'd probably want to bring the Shotgun
series, but in the Heat-specialist tournaments, Bubbler is a
good bring.
#009: Bub-V Rarity: 2*
Hit Points: 60 Damage/Element: 30 (Aqua)
MB Cost: 20 Accuracy: S
Effect: Hits the last chip the enemy loaded, in addition to their HP
Description: An upgrade of Bubbler. Usually inferior to V-Gun, but good
against heat-type opponents. Nothing really special about it
as V-Gun will be better in most situations.
#010: BubCross Rarity: 3*
Hit Points: 90 Damage/Element: 40 (Aqua)
MB Cost: 30 Accuracy: S
Effect: Hits the last chip the enemy loaded, in addition to their HP
Description: It's an upgrade of Bub-V. Gets the HP upgrade it deserves,
but as before is generally inferior to CrossGun. Not worth
bringing unless you're facing a gauntlet of heat-type
opponents.
#011: BubSprd Rarity: 4*
Hit Points: 130 Damage/Element: 50 (Aqua)
MB Cost: 40 Accuracy: S
Effect: Hits the last chip the enemy loaded, in addition to their HP
Description: I shouldn't need to explain this. Upgrade of BubCross, toned
down version of Spreader, except with an Aqua element that
makes it useful against heat-type opponents. Spreader should
be used non-heat element enemies.
#012: HeatShot Rarity: 1*
Hit Points: 40 Damage/Element: 20 (Heat)
MB Cost: 10 Accuracy: S
Effect: Hits the last chip the enemy loaded, in addition to their HP
Description: And so Capcom fills out the chip list by adding in more
useless elemental varients. HeatShot, and the rest of the
chips in the series, are watered-down version of the Shotgun
series. They do less damage and have less HP, but use the
same amount of MB. The advantage is that they're Heat
element and hence do MORE damage than Shotgun against wood
element enemies. However, that makes them inferior MOST of
the time, so bring them along when you know you're going to
be facing a lot of wood enemies.
#013: Heat-V Rarity: 2*
Hit Points: 60 Damage/Element: 30 (Heat)
MB Cost: 20 Accuracy: S
Effect: Hits the last chip the enemy loaded, in addition to their HP
Description: HeatShot meets V-Gun. It does less damage than V-Gun but has
that occasionally useful heat element. Bring them along when
some wood needs burning.
#014: HeatCros Rarity: 3*
Hit Points: 90 Damage/Element: 40 (Heat)
MB Cost: 30 Accuracy: S
Effect: Hits the last chip the enemy loaded, in addition to their HP
Description: The third in the series, HeatCros is a weakened, heat
element CrossGun. Only recommended when you're facing wood
element enemies.
#015: HeatSprd Rarity: 4*
Hit Points: 120 Damage/Element: 50 (Heat)
MB Cost: 40 Accuracy: S
Effect: Hits the last chip the enemy loaded, in addition to their HP
Description: This is getting predictable, huh? HeatSprd is slightly weird
as it has 10 HP less than BubSprd, for seemingly no reason.
Perhaps because of the cheapness of the wood element in this
game. In any case, bring Spreader along instead of this
unless you know there's gonna be some wood element enemies.
#016: MiniBomb Rarity: 1*
Hit Points: 120 Damage/Element: 10 (Neutral)
MB Cost: 10 Accuracy: B
Effect: Hits ALL chips the enemy loaded, in addition to their HP
Description: The bomb series is an interesting little series. It's quite
cheap, with high HP, average accuracy, but low attack. This
probably sounds rather average, but it has two interesting
effects. First, it hits ALL your enemies chips. That brings
it up to 40 damage in total. It's also a very "fast" chip
- in the sense that when you and your opponent are trading
chip attacks, this will almost always go first. It's hence
very useful for removing low HP chips like Guard.
#017: LilBomb Rarity: 2*
Hit Points: 220 Damage/Element: 20 (Neutral)
MB Cost: 20 Accuracy: B
Effect: Hits ALL chips the enemy loaded, in addition to their HP
Description: An upgrade of MiniBomb. Gains 10 extra "base" damage (which
in actuality adds 40 total damage) and also 100 extra HP at
the cost of 10 MB. An absolute steal, and well worth the MB.
Very difficult to destroy and very useful for taking out low
HP chips.
#018: CrosBomb Rarity: 3*
Hit Points: 250 Damage/Element: 30 (Neutral)
MB Cost: 30 Accuracy: B
Effect: Hits ALL chips the enemy loaded, in addition to their HP
Description: Upgrade of LilBomb. Gains 30 extra HP and 10 base damage for
10 MB. Not as large a gain as before, but if you have MB to
waste anyway you might as well use it for the extra damage
this does.
#019: BigBomb Rarity: 4*
Hit Points: 300 Damage/Element: 40 (Neutral)
MB Cost: 40 Accuracy: B
Effect: Hits ALL chips the enemy loaded, in addition to their HP
Description: Upgrade of CrosBomb and the final chip in the series. It
gains a further 50 HP and 10 base damage over CrossBomb. 40
seems to be a magic HP number for quite a lot of early level
chips, which makes BigBomb a very nice destroyer. If you
have some MB to waste, shove it in your folder.
#020: TreeBom1 Rarity: 1*
Hit Points: 120 Damage/Element: 20 (Wood)
MB Cost: 30 Accuracy: A
Effect: Hits ALL chips the enemy loaded, in addition to their HP.
Can also change metal stage to grass stage.
Description: Wow. TreeBomb is generally regarded as one of the best chip
series in the game, and if you can think out of the box you
will soon see why. Dealing 20 damage to all your opponent's
chips, with wood element and very high accuracy, it is a
very potent series. Especially useful against electric-type
opponents who use metal stage to boost their attacks, as the
grass stage is the perfect setup for a Spice chip or any
good heat-element chip.
#021: TreeBom2 Rarity: 2*
Hit Points: 130 Damage/Element: 30 (Wood)
MB Cost: 40 Accuracy: A
Effect: Hits ALL chips the enemy loaded, in addition to their HP.
Can also change metal stage to grass stage.
Description: Basically an increased version of TreeBom1. In normal
circumstances it's probably not worth using this over the
first of the series, but if you're using a wood navi or are
facing an electric opponent, the additional boost it gives
may be worth the MB.
#022: TreeBom3 Rarity: 4*
Hit Points: 180 Damage/Element: 40 (Wood)
MB Cost: 50 Accuracy: A
Effect: Hits ALL chips the enemy loaded, in addition to their HP.
Can also change metal stage to grass stage.
Description: Upgraded version of TreeBom2. A nice HP boost and a smallish
damage boost make this quite a nice chip. Perfect for
setting up something like Spice3 or a heat-element chip. No
major differences from the previous versions, though.
#023: Sword Rarity: 1*
Hit Points: 40 Damage/Element: 70 (Neutral)
MB Cost: 10 Accuracy: E
Effect: Hits a random enemy chip slot, in addition to their HP
Description: Sword is one of the best chips in the early game, and a very
nice chip damager. It's low MB also makes it perfect for
filling up empty spaces in your deck. Sword is very nice for
it's MB as it hits not only the enemy, but a random chip
SLOT. That means, unlike targetted damaging chips, it can
hit a "blank" spot. Don't rely on it to do chip damage! It's
destructive properties are made slightly less reliable by
terrible accuracy, but in the early game (when you'll be
using Sword a lot), enemies can't dodge that well anyway.
The main problem is it's low HP, so place it somewhere where
it won't get hit easily.
#024: WideSwrd Rarity: 2*
Hit Points: 80 Damage/Element: 80 (Neutral)
MB Cost: 20 Accuracy: D
Effect: Hits a random enemy chip slot, in addition to their HP
Description: WideSword is a vast improvement over Sword - it's got the HP
boost it needed, an accuracy boost, and 10 extra damage. You
would probably want to choose this over Sword if you were
having problems with it dying, but if you just want a power
boost, LongSword might be a better bet.
#025: LongSwrd Rarity: 2*
Hit Points: 70 Damage/Element: 90 (Neutral)
MB Cost: 20 Accuracy: D
Effect: Hits a random enemy chip slot, in addition to their HP
Description: LongSword is basically an alternate version of WideSwrd - it
has the same MB and accuracy, but it loses 10 HP in favour
of 10 extra attack power. Probably more useful than WideSwrd
in most situations, as the extra damage damages one of the
enemy's chips as well.
#026: FireSwrd Rarity: 4*
Hit Points: 80 Damage/Element: 80 (Heat)
MB Cost: 30 Accuracy: C
Effect: Hits a random enemy chip slot, in addition to their HP
Description: FireSword is essentially a heat-elemental WideSword, except
with a C-grade in accuracy. And it costs 10 more MB. It's
really not worth bringing unless you're facing a wood-type
opponent - the accuracy boost is negligable.
#027: AquaSwrd Rarity: 4*
Hit Points: 80 Damage/Element: 80 (Aqua)
MB Cost: 30 Accuracy: C
Effect: Hits a random enemy chip slot, in addition to their HP
Description: Capcom are good at filling out the chip list with lame
elemental chips, eh. Aqua version of WideSword. 10 MB gets
you an aqua element and a small accuracy boost. Don't
bring it unless you're going to be facing some heat-type
enemies.
#028: ElecSwrd Rarity: 4*
Hit Points: 80 Damage/Element: 80 (Elec)
MB Cost: 30 Accuracy: C
Effect: Hits a random enemy chip slot, in addition to their HP
Description: ElecSword is an elec-elemental version of WideSword, which
gives you a small accuracy boost in exchange for 10 MB. Only
bring it if you're facing aqua-type opponents, the extra
damage you'll deal is well worth the MB.
#029: FireBlde Rarity: 3*
Hit Points: 90 Damage/Element: 90 (Heat)
MB Cost: 40 Accuracy: D
Effect: Hits a random enemy chip slot, in addition to their HP
Description: The blade series is, in general, a waste of your MB. It's
LESS accurate than the elemental swords, and that is NOT
worth the 10 extra damage - especially as you're paying 10
MB for it. Bring FireSword instead.
#030: AquaBlde Rarity: 3*
Hit Points: 90 Damage/Element: 90 (Aqua)
MB Cost: 40 Accuracy: D
Effect: Hits a random enemy chip slot, in addition to their HP
Description: More lame elemental filler chips. You pay 10 MB for 10 more
damage than AquaSword, and the accuracy DROPS. Take AquaSwrd
along with you instead of this where possible.
#031: ElecBlde Rarity: 3*
Hit Points: 90 Damage/Element: 90 (Elec)
MB Cost: 40 Accuracy: D
Effect: Hits a random enemy chip slot, in addition to their HP
Description: Final lame filler chip for a bit. =P. Costs 10 more MB than
ElecSword, and in exchange you get 10 extra damage and lower
accuracy. Bring ElecSword over this where possible.
#032: StepSwrd Rarity: 4*
Hit Points: 80 Damage/Element: 70 (Neutral)
MB Cost: 40 Accuracy: D
Effect: Hits a random enemy chip slot, in addition to their HP. If
the stage is "Hole"-type, the attack will still function.
Description: You know what's really lame about most of the sword chips?
The fact that they do NOTHING on a hole stage, and that
means that against an opponent with PanelOut, they'll do
absolutely nothing. StepSword is the solution! It completely
IGNORES holes, so you can use it as normal on them. It's
everything you love about swords in one helpful chip... but
it costs 20 MB more than WideSword, and has the exact same
HP and damage. Only bring it if you know you'll be fighting
on a "hole"-type stage.
#033: Kunai1 Rarity: 2*
Hit Points: 60 Damage/Element: 10 (Neutral)
MB Cost: 10 Accuracy: C
Effect: Hits the enemy three times. Each time hitting a random enemy
chip spot for 10 damage. The damage is RANDOMLY distributed.
Description: Kunai is... a fairly weird series, but one that gets
exponentially better as it goes on. The basic concept is
that it hits the enemy three times, each for fairly pathetic
damage. However, each hit also targets a random enemy chip
slot - very similar to how the sword chips work, except for
much less damage and... three times. The fact that you're
essentially getting 6 hits out of it makes it VERY good when
coupled with Attack+ chips, though.
#034: Kunai2 Rarity: 3*
Hit Points: 70 Damage/Element: 20 (Neutral)
MB Cost: 20 Accuracy: C
Effect: Hits the enemy three times. Each time hitting a random enemy
chip spot for 10 damage. The damage is RANDOMLY distributed.
Description: Kunai2 is an upgrade of Kunai1. For 10 MB, you get an extra
60 TOTAL damage (though only 30 to the actual enemy navi)
and 10 HP. Use it wisely with Attack+ chips for maximum
effect.
#035: Kunai3 Rarity: 4*
Hit Points: 80 Damage/Element: 30 (Neutral)
MB Cost: 30 Accuracy: C
Effect: Hits the enemy three times. Each time hitting a random enemy
chip spot for 10 damage. The damage is RANDOMLY distributed.
Description: The final Kunai-series chip, Kunai3 gives you a further 60
"total" damage and another 10 HP for 10 MB. Yum. Use it with
Attack+ for plenty of extra damage.
#036: CustSwrd Rarity: 4*
Hit Points: 150 Damage/Element: Variable (Neutral)
MB Cost: 40 Accuracy: D
Effect: Hits a random enemy chip slot, in addition to their HP. The
damage of this chip is calculated by taking the number of
the turn the batle is on, and multiplying it by 30.
Description: Custom Sword is one of those weird chips that is absolutely
deadly if used correctly, but rather difficult to do so. As
you can see, CustSword starts off VERY weak, dealing only 30
damage, which isn't worth the 40 MB. However, if used on the
tenth and final turn, that 30 becomes 300 - and hence one of
the most powerful chips in the game and will almost always
wipe out whatever chip it hits. Using this skillfully relies
on playing a waiting game, stalling with your best defensive
chips (like Auras to prevent chip damage) and slowly taking
down your opponents health with CustSwrd. Of course, as the
turns go by it will get faster and faster - having dealt
enough damage to take out a 500 HP opponent by turn 6. Even
the highest health navi in the game cannot withstand more
than 7 turns of it. A very powerful chip for a strategist.
#037: Muramasa Rarity: 4*
Hit Points: 60 Damage/Element: Variable (Neutral)
MB Cost: 70 Accuracy: E
Effect: Hits a random enemy chip slot, in addition to their HP. The
damage of this chip is calculated by taking your current HP
away from your maximum HP.
Description: Long-time fans of the series should remember Muramasa well -
it's a last-ditch style attack that's meant to be used when
you know you can't take another hit. The reason for this is
simple - the damage it does is equal to the HP you have lost
in the battle. So, the higher your maximum HP is, and the
lower your current HP is, the better. This makes it great
for navis like Woodman with high HP, as it may even be able
to take out an opponent who is at full health if their max
HP is lower. One thing to worry about though is it's low HP
and accuracy - it's not going to take many hits, and it may
not even hit, so don't rely on it. Probably not worth using
until you have the slot-in MB required to place it in a L/R
slot. Very useful if it hits, though - try using chips like
AreaGrab to make it more reliable.
#038: VarSwrd Rarity: 4*
Hit Points: 160 Damage/Element: Variable (Neutral)
MB Cost: 30 Accuracy: D
Effect: Hits a random enemy chip slot, in addition to their HP. The
damage this chip deals is either 70, 80, 90 or 180.
Description: Well, bloody hell. This is one very weird chip - the 70-90
damage + chip destruction certainly isn't BAD for it's MB,
but by no means is it excellent - LongSword can do the same
thing for 10 MB less (admittedly with about half the HP.)
What really makes this chip great is that VERY occasionally,
it will do 180 damage instead. It's about a 15% chance, but
when it does spring up it generally makes chips die, and
will make a quite considerable dent in your opponent as well
- so if you're the sort of person who likes betting on tough
odds, this is the chip for you.
#039: Slasher Rarity: 4*
Hit Points: 180 Damage/Element: 100 (Neutral)
MB Cost: 50 Accuracy: D
Effect: The next time your opponent uses a "close-range" attack like
a sword or a fist, negate the damage. They are then hit for
100 damage in a random chip slot, in addition to their HP.
Description: This is essentially a guard chip gone horribly wrong. Think
of it like the "Guard" chip except a lot more specific. If
you KNOW your opponent will be using a load of close-range
attacks then Slasher is an excellent idea: it's quite high
damage and it negates their attack - sure, it's not really
that accurate, but it's powerful if it hits and the negation
is very useful. A rather specific chip but this game is nice
with making things quite specific.
#040: Shockwav Rarity: 1*
Hit Points: 120 Damage/Element: 50 (Neutral)
MB Cost: 10 Accuracy: B
Effect: Sends a ground-based attack (negated by holes) along the
ground, damaging your opponent. Pierces any type of physical
shield that is not immune to neutral-element attacks.
Description: Shockwave is a fairly useful little chip, not due to it's
fairly average damage - but because it pierces most defense
chips; this basically excludes Guard and the "evasive"-type
chips like the Invis series. As such it's a fairly useful
little thing to keep in your folder; and it's nice HP makes
it fairly good at taking hits. It's damage is also by no
means bad - it's 10 less than Cannon but makes up for this
with higher accuracy. Of course it is completely negated by
holes, but all in all it's not a bad chip.
#041: Sonicwav Rarity: 2*
Hit Points: 120 Damage/Element: 70 (Neutral)
MB Cost: 20 Accuracy: B
Effect: Sends a ground-based attack (negated by holes) along the
ground, damaging your opponent. Pierces any type of physical
shield that is not immune to neutral-element attacks.
Description: Don't you love upgrades? Sonicwav is an upgrade of Shockwav,
same HP, more MB cost, more damage but the same old defense
piercing attribute we've all come to know and love. Once
again, 10 damage less than it's HiCannon partner in crime,
but the accuracy boost more than makes up for it. Don't use
it when there's a possibility of holes. Holes + Wave = Fail.
#042: Dynawave Rarity: 3*
Hit Points: 120 Damage/Element: 130 (Neutral)
MB Cost: 40 Accuracy: B
Effect: Sends a ground-based attack (negated by holes) along the
ground, damaging your opponent. Pierces any type of physical
shield that is not immune to neutral-element attacks.
Description: The typical final incarnation in the Shockwave series. A
step up from Sonicwave - this time actually getting a really
decent damage boost for the MB cost - it actually not only
matches but BEATS MegaCannon for the same MB, with higher
accuracy, slightly lower HP and the powerful defense-ruining
power we've all come to know and love. Just avoid holes. =P
#043: Quake1 Rarity: 2*
Hit Points: 70 Damage/Element: 30 (Neutral)
MB Cost: 40 Accuracy: C
Effect: Hits ALL chips the enemy loaded, in addition to their HP.
Can pierce a few of the weaker defenses.
Description: I dislike the Quake series - it's basically a rather nerfed
BigBomb chip with the ability to pierce a few of the less
sturdy defenses. Unfortunately such defenses are generally
the ones that just die anyway if you hit them enough rather
than things like Invis and Guard that you need special means
of dealing with. Of course; if you know your opponent will
be using such a thing then by all means bring it; but if you
merely want to fling it into your deck for the sake of it,
you're honestly better off with the bomb series.
#044: Quake2 Rarity: 3*
Hit Points: 80 Damage/Element: 40 (Neutral)
MB Cost: 50 Accuracy: C
Effect: Hits ALL chips the enemy loaded, in addition to their HP.
Can pierce a few of the weaker defenses.
Description: Quake2 is the next logical step up from Quake1, same effect
only with the typical slight stat boosts for your MB. Quake
finally matches to catch up to BigBomb in terms of damage
here; shame about the MB cost being 10 higher, it being less
accurate and making the gap in health look like the
difference between the land surface of England and America.
Still, like all chips it shines when used in the right place
at the right time. Not something for general use, though.
#045: Quake3 Rarity: 4*
Hit Points: 90 Damage/Element: 50 (Neutral)
MB Cost: 60 Accuracy: C
Effect: Hits ALL chips the enemy loaded, in addition to their HP.
Can pierce a few of the weaker defenses.
Description: The logical step up. The damage is by no means bad, but it's
SIXTY MB. Once again, it's inaccurate, and it's overpriced
for what it does; which is being a chip that only really
works well in particular situations. Not a great chip but
I'm sure someone out there gets their kicks from it.
===============================================================================
NAVI CODES XONVC
===============================================================================
"Navi Codes", I hear you ask, "What are navi codes?". Navi Codes are one of the
best new features of this game, which allow you to input a player's entry name
and a special 24-digit code to fight against their navi (and program deck, to
boot.) from anywhere in the world, without linking. So that means you could
fight anyone all over the country, without the bother of long-distance travel.
So how do Navi Codes work? Well, unfortunately, it's not as simple as entering
them in order to fight them. At ACDC Park, you can input the entry name and
navi codes of the opponent you want to fight. There are 15 already in there for
you to fight against (aren't you lucky? =P) and the game can store a maximum of
127. If you look at those numbers carefully you may be able to work out what's
coming next.
A tournament. You pay a small entry fee, and you get entered into an
elimination tournament. From there, you have to hopefully meet up with your
opponent in the tournament before they get eliminated. It's worth noting that
the more people entered in the tournament, the better your prizes, and the
better the chips your opponent will drop are.
So, here are some navi codes that we've made, and have been submitted to us.
If you wish to submit a navi code, then please post it in either the topic on
the GameFAQs message board, or contact us at one of the mediums in the "Contact
Us" section. There are a few little rules, though.
1) If your submission does not include your entry name, navi code and program
deck, it will be rejected. We simply don't have the time to sift through them
all to note their program decks. If you can also note which operator you're
using, that would be great, but it's not necessary.
2) No hacked navis. Hacked navis means anything not usually possible, which
includes program decks which go over the navi's normal MB limit, or use the
HubStyle chip. We will be checking for hacked codes.
3) We'll be accepting the best three navi codes for each navi. Which three are
the "best" is up to us. Our decision is final. Continue sending in navi codes
if there's more than three there, but be warned it might not get up. You should
also be aware that for that reason your navi code could be removed without
notice. =P
That's it. Enjoy the navi codes!
_______________________________________________________________________________
Entry Name: TJ22
Navi Code: 60YQ MV5H 27Bd s2N3 RKQ1 SC71
Operator: ????
AquaCust
Hit Points: 400
Attack Power: 50
Buster Notes: Damages last chip
Element: Aqua
Program Deck:
Recov30 FghtSwrd (R)
FrzBomb
None Aqua+40
BubSprd AquaCust
None Aqua+40
FrzBomb
Recov30 Recov300 (L)
---------------
Entry Name: CARD
Navi Code: Z9FW 8SdL 1hdY 45RD TH80 c450
Operator: Kai
Bass
Hit Points: 700
Attack Power: 20
Buster Notes: Hits three times, damages chips
Element: Normal
Program Deck:
Recov30 BgRedWav (R)
MagBomb2
DynaWave GaiaSwrd
HeroSwrd Bass
HiCannon DropDown
Recov120
Recov120 Repair (L)
---------------
Entry Name: ZIDA
Navi Code: 39SS JC8L 6s3X XRFW FBNd QM01
Operator: Chaud
Bass
Hit Points: 700
Attack Power: 20
Buster Notes: Hits three times, damages chips
Element: Normal
Program Deck:
Anubis HeroSwrd (R)
Navi+20
HeatCros Meteors
FstGauge Bass
AquaSprd TreeBom3
Navi+20
PanlGrab GoldFist (L)
---------------
Entry Name: ZIDA
Navi Code: LLG7 GB9C sRLF hNsT 0DZC 80*0
Operator: Chaud
BassGS
Hit Points: 800
Attack Power: 40
Buster Notes: Damages all chips
Element: Normal
Program Deck:
Anubis HeroSwrd (R)
Navi+20
ElecBlad Meteors
FstGauge BassGS
FireBlad TreeBom3
Navi+20
PanlGrab GoldFist (L)
---------------
Entry Name: LZR0
Navi Code: 2QBF 7THZ Mc2V WLQS YFcL GNh0
Operator: Lan
BassGS
Hit Points: 800
Attack Power: 40
Buster Notes: Damages all chips
Element: Normal
Program Deck:
StepSwrd Muramasa (R)
ZapRing3
Navi+40 Invis2
HeroSwrd BassGS
Navi+40 DropDown
ZapRing3
StepSwrd Recov300 (L)
---------------
Entry Name: ANT
Navi Code: 44Wd cZBT KQQC 8MM6 DCGJ PT41
Operator: Lan
BassGS
Hit Points: 800
Attack Power: 40
Buster Notes: Damages all chips
Element: Normal
Program Deck:
ZapRing3 HeroSwrd (R)
FstGauge
GoldFist DropDown
HeroSwrd BassGS
Navi+20 DropDown
FstGauge
ZapRing3 Muramasa (L)
---------------
Entry Name: ZIDA
Navi Code: sWBC *77F M0G5 dT6s D0JQ Z502
Operator: Chaud
Flashman
Hit Points: 550
Attack Power: 30
Buster Notes: Paralyzing
Element: Elec
Program Deck:
Anubis HeroSwrd (R)
Navi+20
Satelit3 ElecBlad
FstGauge Flashman
MagBomb3 ZapRing3
Navi+20
PanlGrab GoldFist (L)
---------------
Entry Name: TJ22
Navi Code: sd97 BM8V H0LL N4BJ 4N8X sR31
Operator: ????
HeatGuts
Hit Points: 400
Attack Power: 10
Buster Notes: Stunning
Element: Heat
Program Deck:
Recov30 FghtSwrd (R)
Meteo6
None Fire+40
Blower HeatGuts
None Fire+40
HeatSprd
Recov30 Recov300 (L)
---------------
Entry Name: ZIDA
Navi Code: QK2s WCPd R5XK V74B sPMd S6*0
Operator: Chaud
Heatman
Hit Points: 650
Attack Power: 70
Buster Notes: None.
Element: Heat
Program Deck:
Anubis HeroSwrd (R)
Navi+20
FireSwrd Meteors
FstGauge Heatman
HeatCros FireBlad
Navi+20
PanlGrab GoldFist (L)
---------------
Entry Name: ZIDA
Navi Code: sWBC *77F M0G5 dT6s D0JQ Z502
Operator: Chaud
Iceman
Hit Points: 500
Attack Power: 60
Buster Notes: Pierces active defenses.
Element: Aqua
Program Deck:
Anubis HeroSwrd (R)
Navi+20
BubSprd AquaSwrd
FstGauge Iceman
BubSprd AquaBlad
Navi+20
PanlGrab GoldFist (L)
---------------
Entry Name: XENO
Navi Code: S2DL 4L7R 4KhH QZVS CXdL F8L1
Operator: ????
Magicman
Hit Points: 350
Attack Power: 10
Buster Notes: Insta-kills random chip, fire element
Element: None
Program Deck:
PanlGrab Catcher (R)
Satelit2
Mindbend Invis1
Satelit2 Magicman
HeatSprd Invis1
Spreader
HeatSprd Recov150 (L)
---------------
Entry Name: R001
Navi Code: MDX3 QB3T XW0L 8LS9 Y30F L5d0
Operator: Mayl
Magicman
Hit Points: 350
Attack Power: 10
Buster Notes: Insta-kills random chip, fire element
Element: None
Program Deck:
None AntiDmg (R)
AntiDmg
AntiSwrd LeafShld
Invis1 Magicman
Shadow2 BublWrap
Guard
None Recov150 (L)
---------------
Entry Name: ZIDA
Navi Code: Fcc9 DNNF 9RPZ 4S3P Ch01 FX51
Operator: Chaud
Magnetman
Hit Points: 600
Attack Power: 60
Buster Notes: Breaks active defenses.
Element: Elec
Program Deck:
Satelit3 ElecAura (R)
Remobit3
MagBomb3 Elec+40
Satelit3 Magnetman
MagBomb3 Elec+40
ZapRing3
PanlGrab ZapRing3 (L)
---------------
Entry Name: TJ22
Navi Code: 4LHd 4M6Z 1sH9 7934 B0hN ZCB1
Operator: ????
Megaman
Hit Points: 500
Attack Power: 50
Buster Notes: Damages random chip.
Element: None
Program Deck:
Recov30 FghtSwrd (R)
Twister
None MagBomb3
FrzBomb Megaman
None MagBomb3
Twister
Recov30 Recov300 (L)
---------------
Entry Name: BLUE
Navi Code: ZLVJ 9SZ6 S1c3 BcQQ CGT2 X4Q1
Operator: Chaud
Navi-F
Hit Points: 550
Attack Power: 70
Buster Notes: None.
Element: Heat
Program Deck:
FireBlad Meteors (R)
Fire+40
Blower BrnzFist
Meteo6 Navi-F
Blower BrnzFist
Fire+40
FireBlad Meteors (L)
---------------
Entry Name: ZIDA
Navi Code: sMdQ LQZD TYdQ 3TRX D5Z0 FX51
Operator: Chaud
Navi-E
Hit Points: 550
Attack Power: 30
Buster Notes: Stunning
Element: Elec
Program Deck:
ElecBlad HeroSwrd (R)
Remobit3
Satelit3 Elec+40
ZapRing3 Navi-E
Satelit3 Elec+40
Remobit3
Navi+20 ZapRing3 (L)
---------------
Entry Name: BLUE
Navi Code: P7RH FN6L SKG2 KhFW ch4R FBQ1
Operator: Chaud
Navi-W
Hit Points: 550
Attack Power: 10*3
Buster Notes: Damages chips.
Element: Wood
Program Deck:
Navi+40 GrasStag (R)
Atk+20
M-Cannon GaiaSwrd
KngtSwrd Navi-W
M-Cannon GaiaSwrd
Atk+20
Navi+20 Muramasa (L)
---------------
Entry Name: NITE
Navi Code: Lc6M CK2N RG7S 5TDM B1JQ 44G0
Operator: Chaud
Protoman
Hit Points: 550
Attack Power: 60
Buster Notes: Damages a random chip.
Element: None
Program Deck:
None KngtSwrd (R)
Trident
None Guardian
KngtSwrd Protoman
None Shadow
VarSwrd
None PopUp (L)
---------------
Entry Name: ZIDA
Navi Code: 15MZ 9Gc* 6D45 3B6h PNY0 BDQ1
Operator: Chaud
Woodman
Hit Points: 600
Attack Power: 80
Buster Notes: Pierces active defenses.
Element: Wood
Program Deck:
Anubis HeroSwrd (R)
Navi+20
TreeBom3 Twister
FstGauge Woodman
Spice3 TreeBom3
Navi+20
PanlGrab GoldFist (L)
---------------
Entry Name: ZIDA
Navi Code: 2sHJ H7Q6 CQ4D PRGC Y0VG RZJ1
Operator: Chaud
Woodman
Hit Points: 600
Attack Power: 80
Buster Notes: Pierces active defenses.
Element: Wood
Program Deck:
CannBall Spice3 (R)
TreeBom3
Spice2 GrassStg
FstGauge Woodman
Spice3 GrassStg
TreeBom3
CannBall WoodAura (L)
---------------
Entry Name: TJ22
Navi Code: 65Ms Y433 ND13 60ZN Dh86 9Ys1
Operator: ????
WoodShld
Hit Points: 400
Attack Power: 10
Buster Notes: Hits three times, damages all chips
Element: Wood
Program Deck:
Recov30 FghtSwrd (R)
TreeBom1
None Wood+40
GaiaSwrd WoodShld
None Wood+40
TreeBom1
Recov30 Recov300 (L)
===============================================================================
FREQUENTLY ASKED QUESTIONS XPFAQ
===============================================================================
It's called an FAQ/Walkthrough for a reason. Here are the most frequently
asked questions on the message boards, we've gotten on e-mail, and generally
stuff that's asked too often for it to be sane. Rapid-fire questions, go.
Q1) How do you use data chips?
A1) Highlight them and press Select. You'll get an 8-digit number pop up which
you can use in the Numberman machine in Battle Network 4 when it comes out.
Q2) How do you get HubStyle?
A2) In Battle Network 4, there are navi codes you can find by examining objects
dotted around the place, and one of them contains a navi code that, if
inputted, will automatically give you the HubStyle navi core.
Q3) Can you get NormNav Zero?
A3) No.
Q4) How come NormNav5 is so easy to get? I heard it was a secret.
A4) It was in the Japanese version, but one of the things required to get it
was never released in English, so it was changed to make it normally
obtainable.
Q5) Is there a chip trader where I can get rid of some of my un-needed chips?
A5) No.
Q6) Which character should I pick?
A6) To be honest, there is no real best character as such - mainly because each
character can use every single navi. As far as starting navis go, Megaman
and Protoman are the well-rounded navis with good stats all round, and are
generally very useful. Roll is a defensive navi centered on healing and
evasion, whereas Ring is designed to evade and attack with a barrage of
attacks and chip destruction. Gutsman is designed for pure power, and to be
able to take a lot of hits. Turboman is there, in truth, to make the
opponent's chips get broken in as many ways as possible. Pick whichever you
like the sound of best.
Q7) How do you use Poltergeist?
A7) It's quite simple, for each guard chip in play (each player can have one,
so only two maximum, I'm afraid) 150 damage is dealt to your opponent. All
guard chips are then removed. Very useful against defensive opponents.
Q8) Do Japanese version navi codes work on the English version?
A8) So long as the name is in English characters, yes.
Q9) What's the best navi?
A9) There is no real "best" navi, however in terms of sheer fear factor, it's
probably BassGS - high HP, high MB, and a nice strong chip-damaging buster.
However, it is generally accepted that by using the strengths of other
navis, some VERY fearsome decks can be created. Woodman in particular can
be used to create a very powerful, fluid chip destroying deck, and a well
boosted Numberman (with lots of Navi+40 chips) can mutilate the enemy's
deck.
Q10)128-person tournament? How the hell do you get that many codes?
A10)Fodder Navi Codes FAQ. Now.
Q11)Where does this game fit in, storyline-wise?
A11)After Battle Network 3, before Battle Network 4.
Q12)How many battles are there in Hackers Open? It seems to go forever!
A12)100 battles. You should charge up your SP / put in some new batteries
before starting it.
Q13)Are there program advances in this game?
A13)No.
===============================================================================
GLOSSARY XQGLS
===============================================================================
Operator: The owner and controller of a Navi. Operators control their Navis,
upgrade them and create their program grids.
Navi (NetNAVI / InterNet Navigator): An executable super-AI program designed to
assist an operator as best as possible. A NetNavi battles for their operator,
sets up schedules and reminders and the like. Most operators are great friends
with their NetNavis.
EXE: A computer file extension given to executable programs, such as a
NetNavi program, or any program for that matter.
PET (PErsonal Terminal): A small device which clips onto the waist, and
contains the NetNavi AI program. Can be held in hand with a small handle on
the side. Contains ports for plugging in and slotting in chips.
Synchronization Rate: A measurement of the synchronization between operator
and Navi. Higher synchronization allows for flexibility of battle chips whilst
lower synchronization allows for more powerful base attacks.
Deletion: When a program is hit by a blow so powerful it disrupts the data of
the program to the point where it cannot restabilise. The data floats away,
deleted.
LogOut: When a powerful blow hits the navi and it's data becomes unstable, it
is pulled back to the PET to give it a chance to recouperate. This process is
a LogOut.
Server: A terminal used to store information about the internet, it's areas
and features. NetNavi information is stored on the server whilst they are
plugged in.
Jack-In: The act of connecting the PET to a terminal in order to send the Navi
data into the server.
Transmission: The sending of any form of data from a real world source into the
main server.
Custom Gauge: A gauge indicating the Navi's stability to cope with extra
uploaded data. The higher it fills, the more likely the Navi will be able to
use the data. If the data cannot be used, the chip must be recharged before
it's next use.
Navi Core: A small batch file that can be placed into the program grid to edit
your Navi's battle data. The batch changes data stability (HP), attack power
(AP) and memory capacity (MB)
"Slot-In": When a chip is manually slotted into the PET by the operator rather
than being automatically activated by the Navi. This method allows for more
precise timing of usage, but has a good chance of failure.
Battle Chip - A battle chip is a small microchip containing the data of a
weapon. By slotting the chip in, or attaching it to the Program Grid, your Navi
can use the weapon in battle.
Program Grid: The program grid is a small pyramid in which an operator can
place battle chips. These Navi chips will be available to use in battle by the
Navi.
WWW / World Three: An evil NetCrime organization run by Professor Wily, their
aim is and always has been the destruction of Net society.
Gospel: A NetCrime organization run by Sean (also known in Japan as "Obihiro
Shun"), a young child manipulated by Wily to do his bidding.
Official NetBattler: An operator / Navi combination working for the Sci Labs,
to preserve the peace of the networks.
Sci Lab: The technologicial home of the country, home to the top research labs
(Hikari Labs) and the Mother Computer, the computer that controls the entire
country's internet.
Higsby's: A small local chip shop run by Higsby. One of the very few real world
sources for chips.
===============================================================================
CREDITS & THANKS XRCRD
===============================================================================
CJayC: For hosting GameFAQs in it's infinite glory, for hosting this FAQ and
for the message boards. We salute you, sir.
mmx2k2 / Erik: You host Battle Network Nebula. Battle Network Nebula very
awesome. Awesome is good.
Lifevirus7: For correcting an error on the use of the "start" button in-game.
gundamtotoro: For kindly allowing me to use his FAQ format; it is quite simply
superb and the most simple and effective I've seen. Also for
putting up with my sheer laziness with regards to SRW MX.
===============================================================================
OUTRO & VERSION HISTORY XSOUT
===============================================================================
Version 0.3 (28th June 2004)
We are still lazy little buggers. In this update, quite a few
characters (the ones Todoh did, in fact) are up to Class B, the Chip
Library's had some work done to it, Magenta's been a lazy git, a few
small errors have been fixed, Magenta's been a lazy git, and some
general mishmash of things, and also Magenta has been a lazy git.
Version 0.2 (14th May 2004)
We are lazy little buggers. In this update, all characters are done
up to Class D (some to Class C), and some work has been made on
various sections such as Gameplay, Battle Chips and Navi Codes. We
also added a Frequently Asked Questions section to address some of
the more common gameplay questions.
Version 0.1 (19th March 2004)
First submission of the FAQ. The basic required sections are
complete. Glossary, Grand Prix Mode info, Open Battle mode info and
Open Battle: DenCity are hopefully complete, baring any errors. Made
some slight dents into the tournaments for Chaud, Mayl, Lan, Dex and
Kai. Huzzah.
With that all said and done, we hope you've enjoyed this little FAQ. If you
have any problems, questions, corrections or additions; please contact us using
the following mediums:
Magenta Galaxy:
AIM: Arkweist
MSN: andoryuu at gmail dot com
E-mail: andoryuu at gmail dot com
MMassey:
AIM: Todoh is GOD
E-mail: getyourvashon at aol dot com
This FAQ is Copyright 2004 Andrew Hill (aka Magenta Galaxy) and Matt Massey
(MMassey). The information in this FAQ, unless otherwise stated, belongs to us.
Copying, editing, selling, reposting of this FAQ is STRICTLY prohibited by
international copyright law. You copy, we sue. Break this copyright, and under
Title 17 Chapter 5 Section 506(d) of US Copyright Law you can be fined for up
to $2,500.
This FAQ may only be posted on the following sites:
GameFAQs (www.gamefaqs.com)
Battle Network Nebula (www.battlenetworknebula.com)
Disaster Labs (www.disasterlabs.com/Matt/)