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    Chip Guide by LiteYear

    Version: 1.10 | Updated: 12/17/04 | Printable Version | Search Guide | Bookmark Guide

                  ***************************************************
                  *Megaman Battle Chip Challenge Chip Guide         *
                  *Version 1.10                                     *
                  *Contact: LiteYear at gmail dot com               *
                  ***************************************************
    
    ###############################################################################
                                   Table of Contents
    ###############################################################################
    
    Version History
    Frequently Asked Questions
    Battle Chip List
    Navi Chip List
    Chip Priority Chart
    Chip Locations
    Chip Codes
    Credits
    Contact Information
    Copyright Information
    
    ###############################################################################
                                    Version History
    ###############################################################################
    
    Version 1.00
    Released: July 14th, 2004
    - First Public Release
    - All chips recorded
    - Rare chip locations recorded
    - Navi codes for difficult to acquire chips recorded
    
    Version 1.01
    Released: Oct. 4th, 2004
    - Anticipated Final Release
    - Added a few more chip codes
    - Fixed some minor errors
    
    Version 1.10
    Released: Dec. 17th, 2004
    - Added Chip Prorities
    - Added Chip Prority Chart
    - Some minor corrections
    
    ###############################################################################
                              Frequently Asked Questions
    ###############################################################################
    
    -------------------------
    What are Data Chips for?
    -------------------------
    
    Data chips contain codes for the NumberMan machine in MMBN 4.  Press select
    on the chips in your library or pack listing to see the codes.
    
    -----------------------------------
    How do I get chip #229 - HubStyle?
    -----------------------------------
    
    Enter this navi code, and you will automatically be given the HubStyle chip:
    
    Name: LAN
    Code: 5(star)4H-B81R-(star)KKZ-P15X-ZS5B-(club)XK0
    
    -------------------------
    How do I get past Invis?
    -------------------------
    
    Well, there are a few ways. First, the best way would be to destroy them
    before they even get used. Invis chips are slow on the priority scale, and
    they have low HP, so if you have a powerful Add All chip as your first attack
    (like Treebom3 or Burner), only a Pop-up chip will be able to survive that
    attack.
    
    If your opponent does get an Invis chip off, you still have a few options.
    The best option would be to use a Poltrgst chip, which will remove his Invis
    and deal 150 damage to him.  But you probably won't have that chip unless you
    use Navi Codes.  So, you can either remove the Invis chip with a Wind or Fan
    chip (great if you only want to spend a minimal amount of MB), you can use one
    of the 4 attack chips that ignore any chip in the box (which are Spice1,
    Spice2, Spice3, and Anubis), or you can set up a guard of your own, and if it
    can counter-attack (like CrsShld chips), it can hit your opponent even if he
    has an Invis chip up.
    
    -----------------------
    What is chip priority?
    -----------------------
    
    Chip priority is a hidden variable in the game, and it determines which of the
    two chips or Navi's will attack first.  Recently, though, it became known that
    the Brady Games' guide did have a listing of chip priorities, and I thank
    Cap'n Ascii for providing these values from the guide.
    
    --------------------------------------
    How much will elemental weakness add?
    --------------------------------------
    
    In this game, there are three potential modifiers that can increase your damage.
    They are:
    
    - Your navi's elemental affinity is the same as the element of the chip you use
    
    - You attack an elemental navi with a chip whose element is strong against it.
    
    - You attack with a chip whose element gets a boost from the stage.
    
    A stage boost can only be received by Fire and Elec chips.  Fire chips will
    gain this modifier on a Grass Stage (however, remember that a Grass Stage
    reverts back to normal panels as soon as that Fire chip is used), and Elec
    chips can gain a stage boost on either an Ice Stage, or an Aluminum Stage.
    
    Each modifier will increase that chip's attack power by 60%.  So, if you had all
    three modifiers active, you'd get a 180% attack bonus (almost triple damage).
    Even better, if you increased the chip's damage with a damage booster (like an
    Atk+10 chip), that will be added to the damage before it gets multiplied.
    The value will be then rounded up to the nearest 10, and if you have a chip
    that deals multiple hits, that damage will be dealt over each one.  Below is
    the summarized formula:
    
    ([Base Damage]+[Damage Boosts])*(1+(0.6*[Elemental Modifiers])*[number of hits]
    
    -------------------------------------------------------------------------------
    
    ###############################################################################
                                   Battle Chip List
    ###############################################################################
    
    This section is a list of every battle chip (i.e. any non-navi chip) in the
    game.  They are listed in the order that the library lists them in.  Below is
    an explanation of what each field of the chip listing means.
    
    ***Attack***: This lists the damage a chip does, the element this chips' attack
    is, what chips this attack damages, and any other notes about this attack.
    Here is a description of the different types of attacks a chip can have:
    
    - Normal: This type of attack only damages the navi; it'll do no damage to its
    chips.
    - Add: This type of attack damages the navi, and then does an equal amount of
    damage to the last battle chip that the navi has selected.  If you're using
    this attack, then it'll hit the opponents left-most battle chip.  If the enemy
    is using this attack, then it'll hit your right-most battle chip.
    - All Add: This type of attack damages the navi, then does an equal amount of
    damage to every battle chip that navi has drawn this turn.
    - Random: This type of attack damages the navi, and then does an equal amount
    of damage to one of the chip slots of your opponent, determined randomly.  This
    type of attack can hit empty slots, and if it does, then no chip will take
    damage.
    - Piercing: This type of attack damages the enemy navi, and if the opponent has
    a guard-type chip in its box that doesn't totally block this attack (a
    guard-type chip being any chip that tries to block damage to the navi), then
    this chip will do an equal amount of damage to it.
    - Breaking: This type of attack damages the enemy navi, and if the opponent has
    a guard-type chip that doesn't totally block this attack, then that guard-type
    chip will be completely destroyed.
    - Stun: This type of attack damages the navi, and then it will "stun" the navi,
    preventing it from using its navi attack for this turn.
    - Delete: This type of attack damages the enemy navi, and then randomly selects
    a slot, and if it has a chip in it, it is deleted outright.
    - Meteo: This type of attack deals damage, but it randomly determines the 
    number of hits.  I believe this type of attack ignores enemy dodge, and 
    determines hits at 50% accuracy (i.e. the only way the enemy will dodge this
    attack is that if this chip draws 0 hits).
    - Multiple Hits: This attack will deal its damage multiple times to the enemy.
    If you use an add attack chip (like Atk+10), it will essentially be multiplied
    by the number of hits this chip will do.  However, except for Meteo chips, the
    whole attack is grouped into one; you either land every hit, or the attack is
    dodged completely.
    - Close Range Attack: This attack must be preformed at close range; it cannot
    be preformed over a hole field unless you have AirShoes in your chip box.
    - Ground Attack: This attack travels along the ground, and thus a hole field
    will prevent this attack from working.
    - Counter Attack: A chip with this listing will not attack when you first use
    it, but instead be put into your box.  When your opponent uses a type of attack
    this chip doesn't like, then this chip will attack.  See the corresponding
    Special section to see exactly what each chip will counter against.
    - Guard Chip: This type of chip will not attack (unless otherwise listed), and
    will instead go into your box.  This chip will then attempt to block every
    attack your opponent will fire at you.  If a chip "blocks" an attack, it'll
    take the damage instead of you.  If a chip "totally negates" an attack, it'll
    take no damage, and any effects from that attack will not happen.  Unless
    otherwise specified, all Guard Chips will attempt to block any attack.
    
    ***Accuracy***: Accuracy denotes how often this chip will hit your opponent.
    There are 6 grades of accuracy: S, A, B, C, D, and E.  S accuracy attacks are
    the highest, and will always hit if no navi's accuracy has been changed by
    chips or an Ice Field.  Other than that, I believe an attack will always hit
    so long as the accuracy value is one grade higher than the opponents' dodge
    rating (again, under normal conditions).  Likewise, an attack may miss if 
    the accuracy of the chip is the same grade or lower than the opponents dodge
    rating.  Your navi's accuracy has no effect on the accuracy of the chips it
    uses.
    
    ***Hit Points***: This is the damage a chip can take before being destroyed
    and thus unusable for the remainder of the battle.  There is no way to heal a
    battle chip, nor any way to recover a chip after its been destroyed.
    
    ***Memory Use***: This is the amount of memory the chip uses.  If your navi
    does not have enough remaining memory, you cannot put this chip in its program
    deck.
    
    ***Priority***: This is the priority rating of the chip, on a scale of 0-11.
    The chip with the higher priority will execute first.  If both chips are of the
    same priority, then the chip going first will be random.
    
    Note: Elemental chips will always execute first over non-elemental chips.
    Therefore, no non-elemental chip has a priority over 5, and conversely, no
    elemental chip has a priority lower than 6.
    
    Exception: If one player is using an element chip, and the other player is
    using the element chip it is strong to, player one's chip will execute first no
    matter what the priority rating is (i.e.  If one player uses a Wood chip while
    his opponent uses an elec chip, the Wood chip will execute first even if its
    priority is lower than the Elec chips').
    
    ***Special***: If a chip has an additional effect other than explained in the
    attack part, then they'll be listed here.
    
    ----------------
    #001 - Cannon
    ----------------
    
    Attack: Normal 60 / None
    Accuracy: C
    Hit Points:  60
    Memory Use:  10
    Priority: 3
    Special: None
    
    ----------------
    #002 - HiCannon
    ----------------
    
    Attack: Normal 80 / None
    Accuracy: C
    Hit Points:  90
    Memory Use:  20
    Priority: 3
    Special: None
    
    ----------------
    #003 - M-Cannon
    ----------------
    
    Attack: Normal 120 / None
    Accuracy: D
    Hit Points: 150
    Memory Use:  40
    Priority: 3
    Special: None
    
    ----------------
    #004 - ShotGun
    ----------------
    
    Attack: Add 30 / None
    Accuracy: S
    Hit Points:  40
    Memory Use:  10
    Priority: 4
    Special: None
    
    ----------------
    #005 - V-Gun
    ----------------
    
    Attack: Add 50 / None
    Accuracy: S
    Hit Points:  70
    Memory Use:  20
    Priority: 2
    Special: None
    
    ----------------
    #006 - CrossGun
    ----------------
    
    Attack: Add 60 / None
    Accuracy: S
    Hit Points:  90
    Memory Use:  30
    Priority: 2
    Special: None
    
    ----------------
    #007 - Spreader
    ----------------
    
    Attack: Add 70 / None
    Accuracy: S
    Hit Points: 150
    Memory Use:  40
    Priority: 2
    Special: None
    
    ----------------
    #008 - Bubbler
    ----------------
    
    Attack: Add 20 / Aqua
    Accuracy: S
    Hit Points:  40
    Memory Use:  10
    Priority: 10
    Special: None
    
    ----------------
    #009 - Bub-V
    ----------------
    
    Attack: Add 30 / Aqua
    Accuracy: S
    Hit Points:  60
    Memory Use:  20
    Priority: 8
    Special: None
    
    ----------------
    #010 - BubCross
    ----------------
    
    Attack: Add 40 / Aqua
    Accuracy: S
    Hit Points:  90
    Memory Use:  30
    Priority: 8
    Special: None
    
    ----------------
    #011 - BubSprd
    ----------------
    
    Attack: Add 50 / Aqua
    Accuracy: S
    Hit Points: 130
    Memory Use:  40
    Priority: 7
    Special: None
    
    ----------------
    #012 - HeatShot
    ----------------
    
    Attack: Add 20 / Fire
    Accuracy: S
    Hit Points:  40
    Memory Use:  10
    Priority: 9
    Special: None
    
    ----------------
    #013 - Heat-V
    ----------------
    
    Attack: Add 30 / Fire
    Accuracy: S
    Hit Points:  60
    Memory Use:  20
    Priority: 8
    Special: None
    
    ----------------
    #014 - HeatCros
    ----------------
    
    Attack: Add 40 / Fire
    Accuracy: S
    Hit Points:  90
    Memory Use:  30
    Priority: 7
    Special: None
    
    ----------------
    #015 - HeatSprd
    ----------------
    
    Attack: Add 50 / Fire
    Accuracy: S
    Hit Points: 120
    Memory Use:  40
    Priority: 7
    Special: None
    
    ----------------
    #016 - MiniBomb
    ----------------
    
    Attack: All Add 10 / None
    Accuracy: B
    Hit Points: 120
    Memory Use:  10
    Priority: 1
    Special: None
    
    ----------------
    #017 - LilBomb
    ----------------
    
    Attack: All Add 20 / None
    Accuracy: B
    Hit Points: 220
    Memory Use:  20
    Priority: 1
    Special: None
    
    ----------------
    #018 - CrosBomb
    ----------------
    
    Attack: All Add 30 / None
    Accuracy: B
    Hit Points: 250
    Memory Use:  40
    Priority: 1
    Special: None
    
    ----------------
    #019 - BigBomb
    ----------------
    
    Attack: All Add 40 / None
    Accuracy: B
    Hit Points: 300
    Memory Use:  60
    Priority: 1
    Special: None
    
    ----------------
    #020 - TreeBom1
    ----------------
    
    Attack: All Add 20 / Wood
    Accuracy: A
    Hit Points: 120
    Memory Use:  30
    Priority: 7
    Special: None
    
    ----------------
    #021 - TreeBom2
    ----------------
    
    Attack: All Add 30 / Wood
    Accuracy: A
    Hit Points: 130
    Memory Use:  40
    Priority: 7
    Special: None
    
    ----------------
    #022 - TreeBom3
    ----------------
    
    Attack: All Add 40 / Wood
    Accuracy: A
    Hit Points: 180
    Memory Use:  50
    Priority: 8
    Special: None
    
    ----------------
    #023 - Sword
    ----------------
    
    Attack: Random 70 / None, close range attack
    Accuracy: E
    Hit Points:  40
    Memory Use:  10
    Priority: 2
    Special: None
    
    ----------------
    #024 - WideSwrd
    ----------------
    
    Attack: Random 80 / None, close range attack
    Accuracy: D
    Hit Points:  80
    Memory Use:  20
    Priority: 2
    Special: None
    
    ----------------
    #025 - LongSwrd
    ----------------
    
    Attack: Random 90 / None, close range attack
    Accuracy: D
    Hit Points:  70
    Memory Use:  20
    Priority: 2
    Special: None
    
    ----------------
    #026 - FireSwrd
    ----------------
    
    Attack: Random 80 / Fire, close range attack
    Accuracy: C
    Hit Points: 110
    Memory Use:  30
    Priority: 8
    Special: None
    
    ----------------
    #027 - AquaSwrd
    ----------------
    
    Attack: Random 80 / Aqua, close range attack
    Accuracy: C
    Hit Points: 110
    Memory Use:  30
    Priority: 8
    Special: None
    
    ----------------
    #028 - ElecSwrd
    ----------------
    
    Attack: Random 80 / Elec, close range attack
    Accuracy: C
    Hit Points: 110
    Memory Use:  30
    Priority: 8
    Special: None
    
    ----------------
    #029 - FireBlde
    ----------------
    
    Attack: Random 90 / Fire, close range attack
    Accuracy: D
    Hit Points: 130
    Memory Use:  40
    Priority: 8
    Special: None
    
    ----------------
    #030 - AquaBlde
    ----------------
    
    Attack: Random 90 / Aqua, close range attack
    Accuracy: D
    Hit Points: 130
    Memory Use:  40
    Priority: 8
    Special: None
    
    ----------------
    #031 - ElecBlde
    ----------------
    
    Attack: Random 90 / Elec, close range attack
    Accuracy: D
    Hit Points: 130
    Memory Use:  40
    Priority: 8
    Special: None
    
    ----------------
    #032 - StepSwrd
    ----------------
    
    Attack: Random 70 / None, close range attack, ignores holes
    Accuracy: D
    Hit Points:  80
    Memory Use:  40
    Priority: 3
    Special: None
    
    ----------------
    #033 - Kunai1
    ----------------
    
    Attack: Random 10 / None, 3 hits
    Accuracy: C
    Hit Points:  60
    Memory Use:  10
    Priority: 2
    Special: This can hit more than one slot, as it'll attack the chips 3 times.
    
    ----------------
    #034 - Kunai2
    ----------------
    
    Attack: Random 20 / None, 3 hits
    Accuracy: C
    Hit Points:  70
    Memory Use:  20
    Priority: 2
    Special: This can hit more than one slot, as it'll attack the chips 3 times.
    
    ----------------
    #035 - Kunai3
    ----------------
    
    Attack: Random 30 / None, 3 hits
    Accuracy: C
    Hit Points:  80
    Memory Use:  30
    Priority: 3
    Special: This can hit more than one slot, as it'll attack the chips 3 times.
    
    ----------------
    #036 - CustSwrd
    ----------------
    
    Attack: Random ?? / None, close range attack
    Accuracy: D
    Hit Points: 150
    Memory Use:  40
    Priority: 0
    Special: This chip's attack power will be 30 times the number of turns that
    have elapsed in the battle so far.
    
    ----------------
    #037 - Muramasa
    ----------------
    
    Attack: Random ?? / None, close range attack
    Accuracy: E
    Hit Points:  60
    Memory Use:  70
    Priority: 0
    Special: Does damage equal to the amount of HP you've lost over the battle.
    If you haven't lost any HP, this'll still do 10 damage.
    
    ----------------
    #038 - VarSwrd
    ----------------
    
    Attack: Random ?? / None, close range attack
    Accuracy: D
    Hit Points: 160
    Memory Use:  30
    Priority: 0
    Special: This chip randomly chooses one of four different sword attacks, and
    executes it on the opponent.  It can either be Sword (70 damage), WideSwrd
    (80 damage), LongSwrd (90 damage), or KngtSwrd (180 damage).
    
    ----------------
    #039 - Slasher
    ----------------
    
    Attack: Random 100 / None, counter attack, close range attack
    Accuracy: D
    Hit Points: 180
    Memory Use:  50
    Priority: 4
    Special: If your opponent attempts a close range attack with this in your box,
    that attack will not happen.  Instead, Slasher will attack him.  Once Slasher
    attacks, it will remove itself from your box.
    
    ----------------
    #040 - ShockWav
    ----------------
    
    Attack: Piercing 50 / None, ground attack
    Accuracy: B
    Hit Points: 120
    Memory Use:  10
    Priority: 2
    Special: None
    
    ----------------
    #041 - SonicWav
    ----------------
    
    Attack: Piercing 70 / None, ground attack
    Accuracy: B
    Hit Points: 120
    Memory Use:  20
    Priority: 2
    Special: None
    
    ----------------
    #042 - DynaWave
    ----------------
    
    Attack: Piercing 130 / None, ground attack
    Accuracy: B
    Hit Points: 120
    Memory Use:  40
    Priority: 1
    Special: None
    
    ----------------
    #043 - Quake1
    ----------------
    
    Attack: All Add 30 / None
    Accuracy: C
    Hit Points:  70
    Memory Use:  40
    Priority: 1
    Special: None
    
    ----------------
    #044 - Quake2
    ----------------
    
    Attack: All Add 40 / None
    Accuracy: C
    Hit Points:  80
    Memory Use:  50
    Priority: 1
    Special: None
    
    ----------------
    #045 - Quake3
    ----------------
    
    Attack: All Add 50 / None
    Accuracy: C
    Hit Points:  90
    Memory Use:  60
    Priority: 0
    Special: None
    
    ----------------
    #046 - GutPunch
    ----------------
    
    Attack: Breaking 70 / None, close range attack
    Accuracy: B
    Hit Points: 160
    Memory Use:  30
    Priority: 1
    Special: None
    
    ----------------
    #047 - ColdPnch
    ----------------
    
    Attack: Breaking 70 / Aqua, close range attack
    Accuracy: B
    Hit Points: 110
    Memory Use:  30
    Priority: 7
    Special: None
    
    ----------------
    #048 - DaskAtk
    ----------------
    
    Attack: Piercing 80 / None
    Accuracy: A
    Hit Points:  90
    Memory Use:  40
    Priority: 3
    Special: None
    
    ----------------
    #049 - Wrecker
    ----------------
    
    Attack: Breaking 40 / None
    Accuracy: D
    Hit Points: 120
    Memory Use:  20
    Priority: 0
    Special: None
    
    ----------------
    #050 - CannBall
    ----------------
    
    Attack: Breaking 80 / None
    Accuracy: D
    Hit Points: 160
    Memory Use:  30
    Priority: 0
    Special: None
    
    ----------------
    #051 - DoubNdl
    ----------------
    
    Attack: Normal 20 / None, 2 hits
    Accuracy: B
    Hit Points:  70
    Memory Use:  10
    Priority: 3
    Special: None
    
    ----------------
    #052 - TripNdl
    ----------------
    
    Attack: Normal 20 / None, 3 hits
    Accuracy: B
    Hit Points: 120
    Memory Use:  20
    Priority: 4
    Special: None
    
    ----------------
    #053 - QuadNdl
    ----------------
    
    Attack: Normal 20 / None, 4 hits
    Accuracy: B
    Hit Points: 140
    Memory Use:  30
    Priority: 4
    Special: None
    
    ----------------
    #054 - Trident
    ----------------
    
    Attack: Normal 30 / None, 3 hits
    Accuracy: B
    Hit Points: 170
    Memory Use:  30
    Priority: 4
    Special: None
    
    ----------------
    #055 - Ratton1
    ----------------
    
    Attack: Add 40 / None, ground attack
    Accuracy: S
    Hit Points:  80
    Memory Use:  10
    Priority: 1
    Special: None
    
    ----------------
    #056 - Ratton2
    ----------------
    
    Attack: Add 50 / None, ground attack
    Accuracy: S
    Hit Points: 120
    Memory Use:  20
    Priority: 1
    Special: None
    
    ----------------
    #057 - Ratton3
    ----------------
    
    Attack: Add 60 / None, ground attack
    Accuracy: S
    Hit Points: 160
    Memory Use:  30
    Priority: 2
    Special: None
    
    ----------------
    #058 - FireRatn
    ----------------
    
    Attack: Add 120 / Fire, guard chip, counter attack, ground attack
    Accuracy: S
    Hit Points: 120
    Memory Use:  60
    Priority: 6
    Special: If your opponent uses a fire attack while FireRatn is in your box,
    and you do not dodge the attack, FireRatn will completely negate that attack,
    and then it will attack your opponent. 
    
    ----------------
    #059 - Tornado
    ----------------
    
    Attack: All Add 10 / None, 3 hits
    Accuracy: D
    Hit Points:  50
    Memory Use:  40
    Priority: 0
    Special: None
    
    ----------------
    #060 - Twister
    ----------------
    
    Attack: All Add 10 / Wood, 3 hits
    Accuracy: D
    Hit Points:  30
    Memory Use:  40
    Priority: 6
    Special: None
    
    ----------------
    #061 - Blower
    ----------------
    
    Attack: All Add 10 / Fire, 3 hits
    Accuracy: D
    Hit Points:  20
    Memory Use:  40
    Priority: 6
    Special: None
    
    ----------------
    #062 - Burner
    ----------------
    
    Attack: All Add 40 / Fire
    Accuracy: B
    Hit Points: 110
    Memory Use:  50
    Priority: 8
    Special: None
    
    ----------------
    #063 - ZapRing1
    ----------------
    
    Attack: Stun 10 / Elec
    Accuracy: C
    Hit Points: 120
    Memory Use:  40
    Priority: 8
    Special: None
    
    ----------------
    #064 - ZapRing2
    ----------------
    
    Attack: Stun 50 / Elec
    Accuracy: C
    Hit Points:  60
    Memory Use:  40
    Priority: 9
    Special: None
    
    ----------------
    #065 - ZapRing3
    ----------------
    
    Attack: Stun 100 / Elec
    Accuracy: C
    Hit Points:  30
    Memory Use:  40
    Priority: 11
    Special: None
    
    ----------------
    #066 - Satelit1
    ----------------
    
    Attack: Add 40 / Elec
    Accuracy: B
    Hit Points:  50
    Memory Use:  20
    Priority: 8
    Special: None
    
    ----------------
    #067 - Satelit2
    ----------------
    
    Attack: Add 50 / Elec
    Accuracy: B
    Hit Points:  80
    Memory Use:  30
    Priority: 8
    Special: None
    
    ----------------
    #068 - Satelit3
    ----------------
    
    Attack: Add 60 / Elec
    Accuracy: B
    Hit Points: 120
    Memory Use:  40
    Priority: 8
    Special: None
    
    ----------------
    #069 - Spice1
    ----------------
    
    Attack: All Add 30 / Wood
    Accuracy: S
    Hit Points: 200
    Memory Use:  20
    Priority: 7
    Special: This attack ignores any chip in the opponent's box (even Invis chips)
    but this chip will only attack if the panels are Grass.
    
    ----------------
    #070 - Spice2
    ----------------
    
    Attack: All Add 50 / Wood
    Accuracy: S
    Hit Points: 240
    Memory Use:  30
    Priority: 7
    Special: This attack ignores any chip in the opponent's box (even Invis chips)
    but this chip will only attack if the panels are Grass.
    
    ----------------
    #071 - Spice3
    ----------------
    
    Attack: All Add 70 / Wood
    Accuracy: S
    Hit Points: 300
    Memory Use:  40
    Priority: 7
    Special: This attack ignores any chip in the opponent's box (even Invis chips)
    but this chip will only attack if the panels are Grass.
    
    ----------------
    #072 - MagBomb1
    ----------------
    
    Attack: All Add and Stun 10 / Elec
    Accuracy: D
    Hit Points:  90
    Memory Use:  10
    Priority: 8
    Special: None
    
    ----------------
    #073 - MagBomb2
    ----------------
    
    Attack: All Add and Stun 20 / Elec
    Accuracy: D
    Hit Points: 110
    Memory Use:  20
    Priority: 8
    Special: None
    
    ----------------
    #074 - MagBomb3
    ----------------
    
    Attack: All Add and Stun 30 / Elec
    Accuracy: D
    Hit Points: 130
    Memory Use:  30
    Priority: 8
    Special: None
    
    ----------------
    #075 - Yo-Yo1
    ----------------
    
    Attack: Normal 30 / None, 3 hits
    Accuracy: C
    Hit Points:  60
    Memory Use:  30
    Priority: 1
    Special: None
    
    ----------------
    #076 - Yo-Yo2
    ----------------
    
    Attack: Normal 40 / None, 3 hits
    Accuracy: C
    Hit Points:  80
    Memory Use:  40
    Priority: 1
    Special: None
    
    ----------------
    #077 - Yo-Yo3
    ----------------
    
    Attack: Normal 50 / None, 3 hits
    Accuracy: C
    Hit Points: 120
    Memory Use:  50
    Priority: 1
    Special: None
    
    ----------------
    #078 - CrsShld1
    ----------------
    
    Attack: Normal 50 / None, guard chip, counter attack
    Accuracy: A
    Hit Points: 180
    Memory Use:  40
    Priority: 0
    Special: Counters any attack if it survives
    
    ----------------
    #079 - CrsShld2
    ----------------
    
    Attack: Normal 60 / None, guard chip, counter attack
    Accuracy: A
    Hit Points: 250
    Memory Use:  50
    Priority: 0
    Special: Counters any attack if it survives
    
    ----------------
    #080 - CrsShld3
    ----------------
    
    Attack: Normal 70 / None, guard chip, counter attack
    Accuracy: A
    Hit Points: 300
    Memory Use:  60
    Priority: 0
    Special: Counters any attack if it survives
    
    ----------------
    #081 - BrakHamr
    ----------------
    
    Attack: All Add and Breaking 30 / None, close range attack
    Accuracy: C
    Hit Points:  40
    Memory Use:  40
    Priority: 0
    Special: None
    
    ----------------
    #082 - ZeusHamr
    ----------------
    
    Attack: All Add and Breaking 50 / None, close range attack
    Accuracy: C
    Hit Points:  40
    Memory Use:  60
    Priority: 0
    Special: None
    
    ----------------
    #083 - SloGauge
    ----------------
    
    Attack: None
    Accuracy: Always Hits
    Hit Points: 120
    Memory Use:  20
    Priority: 5
    Special: This chip reduces the enemy's slot-in gauge by 50 points.
    
    ----------------
    #084 - BrnzFist
    ----------------
    
    Attack: Breaking 90 / None, close range attack
    Accuracy: C
    Hit Points: 110
    Memory Use:  30
    Priority: 0
    Special: None
    
    ----------------
    #085 - SilvFist
    ----------------
    
    Attack: Breaking 120 / None, close range attack
    Accuracy: C
    Hit Points: 100
    Memory Use:  40
    Priority: 0
    Special: None
    
    ----------------
    #086 - GoldFist
    ----------------
    
    Attack: Breaking 150 / None, close range attack
    Accuracy: C
    Hit Points:  90
    Memory Use:  50
    Priority: 0
    Special: None
    
    ----------------
    #087 - PoisMask
    ----------------
    
    Attack: All Add 20 / None, guard chip, counter attack
    Accuracy: A
    Hit Points: 140
    Memory Use:  30
    Priority: 4
    Special: Counters any attack if it survives
    
    ----------------
    #088 - PoisFace
    ----------------
    
    Attack: All Add 30 / None, guard chip, counter attack
    Accuracy: A
    Hit Points: 180
    Memory Use:  50
    Priority: 4
    Special: Counters any attack if it survives
    
    ----------------
    #089 - Whirlpl
    ----------------
    
    Attack: Delete 10 / None
    Accuracy: D
    Hit Points:  80
    Memory Use:  30
    Priority: 4
    Special: None
    
    ----------------
    #090 - BlckHole
    ----------------
    
    Attack: Delete 10 / None
    Accuracy: B
    Hit Points: 250
    Memory Use:  50
    Priority: 4
    Special: None
    
    ----------------
    #091 - Meteor3
    ----------------
    
    Attack: Meteo 40 / Fire, up to 3 hits
    Accuracy: N/A
    Hit Points:  70
    Memory Use:  30
    Priority: 9
    Special: None
    
    ----------------
    #092 - Meteor4
    ----------------
    
    Attack: Meteo 40 / Fire, up to 4 hits
    Accuracy: N/A
    Hit Points:  90
    Memory Use:  40
    Priority: 9
    Special: None
    
    ----------------
    #093 - Meteor5
    ----------------
    
    Attack: Meteo 40 / Fire, up to 5 hits
    Accuracy: N/A
    Hit Points: 100
    Memory Use:  50
    Priority: 9
    Special: None
    
    ----------------
    #094 - Meteor6
    ----------------
    
    Attack: Meteo 40 / Fire, up to 6 hits
    Accuracy: N/A
    Hit Points: 120
    Memory Use:  60
    Priority: 8
    Special: None
    
    ----------------
    #095 - TimeBom1
    ----------------
    
    Attack: All Add 40 / None, guard chip
    Accuracy: S
    Hit Points:  90
    Memory Use:  30
    Priority: 5
    Special: Attacks only at the end of the turn.
    
    ----------------
    #096 - TimeBom2
    ----------------
    
    Attack: All Add 40 / None, guard chip
    Accuracy: S
    Hit Points: 180
    Memory Use:  50
    Priority: 5
    Special: Attacks only at the end of the turn.
    
    ----------------
    #097 - TimeBom3
    ----------------
    
    Attack: All Add 40 / None, guard chip
    Accuracy: S
    Hit Points: 260
    Memory Use:  60
    Priority: 5
    Special: Attacks only at the end of the turn.
    
    ----------------
    #098 - LilCloud
    ----------------
    
    Attack: All Add 10 / Aqua
    Accuracy: B
    Hit Points: 180
    Memory Use:  20
    Priority: 9
    Special: None
    
    ----------------
    #099 - MedCloud
    ----------------
    
    Attack: All Add 20 / Aqua
    Accuracy: B
    Hit Points: 150
    Memory Use:  30
    Priority: 9
    Special: None
    
    ----------------
    #100 - BigCloud
    ----------------
    
    Attack: All Add 30 / Aqua
    Accuracy: B
    Hit Points: 120
    Memory Use:  40
    Priority: 10
    Special: None
    
    ----------------
    #101 - Mine
    ----------------
    
    Attack: All Add 50 / None, counter attack
    Accuracy: S
    Hit Points: 100
    Memory Use:  30
    Priority: 0
    Special: If your opponent attempts a close range attack, and it would work 
    (i.e. you're not on a Hole Field), that attack will not happen, and instead
    Mine will attack.  After Mine attacks, it will remove itself from your box.
    
    ----------------
    #102 - FrntSnsr
    ----------------
    
    Attack: All Add 40 / None, guard chip, counter attack
    Accuracy: S
    Hit Points: 300
    Memory Use:  50
    Priority: 0
    Special: This will counter any attack (if it survives), but then this chip
    will delete itself entirely.
    
    ----------------
    #103 - DblSnsr
    ----------------
    
    Attack: All Add 70 / None, guard chip, counter attack
    Accuracy: S
    Hit Points: 140
    Memory Use:  50
    Priority: 0
    Special: This will counter any attack (if it survives), but then this chip
    will delete itself entirely.
    
    ----------------
    #104 - Remobit1
    ----------------
    
    Attack: All Add 10 / Elec, guard chip
    Accuracy: B
    Hit Points: 150
    Memory Use:  30
    Priority: 9
    Special: This chip will attack, and then it will guard you.
    
    ----------------
    #105 - Remobit2
    ----------------
    
    Attack: All Add 20 / Elec, guard chip
    Accuracy: B
    Hit Points: 210
    Memory Use:  40
    Priority: 9
    Special: This chip will attack, and then it will guard you.
    
    ----------------
    #106 - Remobit3
    ----------------
    
    Attack: All Add 30 / Elec, guard chip
    Accuracy: B
    Hit Points: 300
    Memory Use:  50
    Priority: 10
    Special: This chip will attack, and then it will guard you.
    
    ----------------
    #107 - AquaBall
    ----------------
    
    Attack: Normal ?? / Aqua, guard chip
    Accuracy: C
    Hit Points: 160
    Memory Use:  30
    Priority: 7
    Special: When guarding, any battle damage this chip takes will add to its
    attack power.  It will totally negate any aqua attack (while still absorbing
    the damage).  At the end of the turn, if it survives, it will attack dealing
    10 + whatever damage it absorbed.
    
    ----------------
    #108 - ElecBall
    ----------------
    
    Attack: Normal ?? / Elec, guard chip
    Accuracy: C
    Hit Points: 160
    Memory Use:  30
    Priority: 7
    Special: When guarding, any battle damage this chip takes will add to its
    attack power.  It will totally negate any elec attack (while still absorbing
    the damage).  At the end of the turn, if it survives, it will attack dealing
    10 + whatever damage it absorbed.
    
    
    ----------------
    #109 - HeatBall
    ----------------
    
    Attack: Normal ?? / Fire, guard chip
    Accuracy: C
    Hit Points: 160
    Memory Use:  30
    Priority: 7
    Special: When guarding, any battle damage this chip takes will add to its
    attack power.  It will totally negate any fire attack (while still absorbing
    the damage).  At the end of the turn, if it survives, it will attack dealing
    10 + whatever damage it absorbed.
    
    ----------------
    #110 - Geyser
    ----------------
    
    Attack: All Add 50 / Aqua
    Accuracy: A
    Hit Points:  50
    Memory Use:  40
    Priority: 9
    Special: This attack will only work on a hole stage.
    
    ----------------
    #111 - LavaDrag
    ----------------
    
    Attack: All Add 50 / Fire
    Accuracy: A
    Hit Points:  40
    Memory Use:  50
    Priority: 10
    Special: This attack will only work on a hole stage.
    
    ----------------
    #112 - GodStone
    ----------------
    
    Attack: Meteo 80 / None, up to 3 hits
    Accuracy: N/A
    Hit Points:  60
    Memory Use:  50
    Priority: 4
    Special: This attack will only work on a hole stage.
    
    ----------------
    #113 - OldWood
    ----------------
    
    Attack: All Add 50 / Wood
    Accuracy: A
    Hit Points:  40
    Memory Use:  50
    Priority: 8
    Special: This attack will only work on a hole stage.
    
    ----------------
    #114 - Guard
    ----------------
    
    Attack: Normal 40 / None, guard chip, counter attack, ground attack
    Accuracy: A
    Hit Points:  10
    Memory Use:  20
    Priority: 0
    Special: Any non-elemental attack (including piercing and breaking) will be
    totally negated, and then Guard will counter attack.
    
    ----------------
    #115 - Catcher
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points: 200
    Memory Use:  20
    Priority: 0
    Special: Simply having this chip in your deck will increase your busting level
    by 2 points, regardless if you use it or not.  Multiple Catchers do not stack
    
    ----------------
    #116 - MindBndr
    ----------------
    
    Attack: Normal 10 / None
    Accuracy: S
    Hit Points: 100
    Memory Use:  10
    Priority: 2
    Special: If this hits, your opponent will draw the same chip path he drew for
    this turn.
    
    ----------------
    #117 - Recov10
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points:  80
    Memory Use:   0
    Priority: 4
    Special: Your HP will recover by 10 when you use this.  Your HP cannot go
    above the maximum amount for your Navi.
    
    ----------------
    #118 - Recov30
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points:  40
    Memory Use:   0
    Priority: 4
    Special: Your HP will recover by 30 when you use this.  Your HP cannot go
    above the maximum amount for your Navi.
    
    ----------------
    #119 - Recov50
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points:  80
    Memory Use:  10
    Priority: 3
    Special: Your HP will recover by 50 when you use this.  Your HP cannot go
    above the maximum amount for your Navi.
    
    ----------------
    #120 - Recov80
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points:  80
    Memory Use:  20
    Priority: 3
    Special: Your HP will recover by 80 when you use this.  Your HP cannot go
    above the maximum amount for your Navi.
    
    ----------------
    #121 - Recov120
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points:  40
    Memory Use:  20
    Priority: 2
    Special: Your HP will recover by 120 when you use this.  Your HP cannot go
    above the maximum amount for your Navi.
    
    ----------------
    #122 - Recov150
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points:  60
    Memory Use:  30
    Priority: 2
    Special: Your HP will recover by 150 when you use this.  Your HP cannot go
    above the maximum amount for your Navi.
    
    ----------------
    #123 - Recov200
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points:  90
    Memory Use:  40
    Priority: 1
    Special: Your HP will recover by 200 when you use this.  Your HP cannot go
    above the maximum amount for your Navi.
    
    ----------------
    #124 - Recov300
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points:  20
    Memory Use:  40
    Priority: 1
    Special: Your HP will recover by 300 when you use this.  Your HP cannot go
    above the maximum amount for your Navi.
    
    ----------------
    #125 - AirShoes
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points: 100
    Memory Use:  20
    Priority: 2
    Special: If this chip is in your box, you may perform close range attacks even
    on a Hole field.
    
    ----------------
    #126 - Candle1
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points: 100
    Memory Use:  10
    Priority: 2
    Special: Your HP will recover by 40 when you use this, and you will recover
    from a Stun condition as well.  Your HP cannot go above the maximum amount
    for your Navi.
    
    ----------------
    #127 - Candle2
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points: 100
    Memory Use:  20
    Priority: 2
    Special: Your HP will recover by 70 when you use this, and you will recover
    from a Stun condition as well.  Your HP cannot go above the maximum amount
    for your Navi.
    
    ----------------
    #128 - Candle3
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points: 100
    Memory Use:  40
    Priority: 2
    Special: Your HP will recover by 100 when you use this, and you will recover
    from a Stun condition as well.  Your HP cannot go above the maximum amount
    for your Navi.
    
    ----------------
    #129 - RockCube
    ----------------
    
    Attack: None, guard chip
    Accuracy: N/A
    Hit Points: 250
    Memory Use:  10
    Priority: 0
    Special: None
    
    ----------------
    #130 - Prism
    ----------------
    
    Attack: Normal ?? / None, guard chip
    Accuracy: Always hits
    Hit Points: 150
    Memory Use:  30
    Priority: 2
    Special: When this chip is in your box, any attacks that you do will be added
    to the attack value of this chip.  At the end of your turn, if this chip is
    still in your box, it will do damage equal to the total value of the attacks
    you did when Prism was out.  For example, if you're Megaman and your chip path
    was HiCannon - Prism - Cannon, Prism would deal 110 damage at the end of the
    turn; 60 from the Cannon, and 50 from Megaman's ChgShot (but nothing from the
    HiCannon, since you fired it before the Prism was out).
    
    ----------------
    #131 - Guardian
    ----------------
    
    Attack: All Add 150 / None, guard chip, counter attack
    Accuracy: S
    Hit Points:  70
    Memory Use:  70
    Priority: 0
    Special: If this chip blocks an attack and survives, it will attack.  After it
    attacks, it will delete itself from your deck.
    
    ----------------
    #132 - Wind
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points: 160
    Memory Use:  20
    Priority: 2
    Special: When you use this chip, any chip in the opponent's box will be 
    removed.  Then, either the opponent's or both navi's dodge rate improves,
    but their accuracy falls.  (It's impossible to tell if it affects one or
    both navis)
    
    ----------------
    #133 - Fan
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points: 180
    Memory Use:  20
    Priority: 4
    Special: When you use this chip, any chip in the opponent's box will be 
    discarded.  Then, either the opponent's or both navi's dodge rate falls,
    but their accuracy improves.  (It's impossible to tell if it affects one or
    both navis)
    
    ----------------
    #134 - Anubis
    ----------------
    
    Attack: All Add 30 / None, guard chip
    Accuracy: S
    Hit Points: 230
    Memory Use:  60
    Priority: 2
    Special: This chip will attack, and then guard.  Also, this chips' attack will
    ignore any chip in the opponents box (even Invis chips).
    
    ----------------
    #135 - Invis1
    ----------------
    
    Attack: None, guard chip
    Accuracy: N/A
    Hit Points:  10
    Memory Use:  20
    Priority: 0
    Special: This chip will totally negate nearly any attack.
    
    ----------------
    #136 - Invis2
    ----------------
    
    Attack: None, guard chip
    Accuracy: N/A
    Hit Points:  20
    Memory Use:  30
    Priority: 0
    Special: This chip will totally negate nearly any attack.
    
    ----------------
    #137 - Invis3
    ----------------
    
    Attack: None, guard chip
    Accuracy: N/A
    Hit Points:  40
    Memory Use:  40
    Priority: 0
    Special: This chip will totally negate nearly any attack.
    
    ----------------
    #138 - DropDown
    ----------------
    
    Attack: None, guard chip
    Accuracy: N/A
    Hit Points:  60
    Memory Use:  40
    Priority: 0
    Special: This chip will totally negate nearly any attack.
    
    ----------------
    #139 - Popup
    ----------------
    
    Attack: None, guard chip
    Accuracy: N/A
    Hit Points: 100
    Memory Use:  50
    Priority: 0
    Special: This chip will totally negate nearly any attack.
    
    ----------------
    #140 - StoneBod
    ----------------
    
    Attack: None, guard chip
    Accuracy: N/A
    Hit Points:  80
    Memory Use:  30
    Priority: 0
    Special: This chip will reduce any opponents' attack to 10 damage, and then
    StoneBod will take that damage.
    
    ----------------
    #141 - Shadow1
    ----------------
    
    Attack: Random 30 / None, guard chip, counter attack
    Accuracy: S
    Hit Points:  30
    Memory Use:  40
    Priority: 0
    Special: This chip will totally negate any non-sword attack, and still block
    a sword attack.
    
    ----------------
    #142 - Shadow2
    ----------------
    
    Attack: Random 40 / None, guard chip, counter attack
    Accuracy: S
    Hit Points:  30
    Memory Use:  50
    Priority: 0
    Special: This chip will totally negate any non-sword attack, and still block
    a sword attack.
    
    ----------------
    #143 - Shadow3
    ----------------
    
    Attack: Random 60 / None, guard chip, counter attack
    Accuracy: S
    Hit Points:  30
    Memory Use:  60
    Priority: 0
    Special: This chip will totally negate any non-sword attack, and still block
    a sword attack.
    
    ----------------
    #144 - UnderSht
    ----------------
    
    Attack: None, guard chip
    Accuracy: N/A
    Hit Points: 120
    Memory Use:  20
    Priority: 2
    Special: Any attack that would be fatal to you will instead only do 10 damage
    if this chip is in your box.
    
    ----------------
    #145 - Barrier
    ----------------
    
    Attack: None, guard chip
    Accuracy: N/A
    Hit Points: 120
    Memory Use:  30
    Priority: 5
    Special: This chip totally negates the opponent's next attack, but then it
    will remove itself from your box.  This chip also has high priority.
    
    ----------------
    #146 - BblWrap
    ----------------
    
    Attack: None, guard chip
    Accuracy: N/A
    Hit Points:  90
    Memory Use:  30
    Priority: 11
    Special: This chip totally negates the opponent next attack if it isn't elec.
    An elec attack will break this chip.  This chip also has a high priority.
    
    ----------------
    #147 - LeafShld
    ----------------
    
    Attack: None, guard chip
    Accuracy: N/A
    Hit Points:  90
    Memory Use:  30
    Priority: 11
    Special: This chip totally negates the opponent next attack if it isn't fire.
    An fire attack will break this chip.  This chip also has a high priority.
    
    ----------------
    #148 - AquaAura
    ----------------
    
    Attack: None, guard chip
    Accuracy: N/A
    Hit Points:  60
    Memory Use:  50
    Priority: 10
    Special: This chip totally negates the opponent next attack if it's attack
    power is 80 or below, and still block an attack 90 and above.  However, an
    elec attack will break this chip.
    
    ----------------
    #149 - FireAura
    ----------------
    
    Attack: None, guard chip
    Accuracy: N/A
    Hit Points:  60
    Memory Use:  50
    Priority: 10
    Special: This chip totally negates the opponent next attack if it's attack
    power is 80 or below, and still block an attack 90 and above.  However, an
    aqua attack will break this chip.
    
    ----------------
    #150 - WoodAura
    ----------------
    
    Attack: None, guard chip
    Accuracy: N/A
    Hit Points:  60
    Memory Use:  50
    Priority: 10
    Special: This chip totally negates the opponent next attack if it's attack
    power is 80 or below, and still block an attack 90 and above.  However, a
    fire attack will break this chip.
    
    ----------------
    #151 - ElecAura
    ----------------
    
    Attack: None, guard chip
    Accuracy: N/A
    Hit Points:  60
    Memory Use:  50
    Priority: 10
    Special: This chip totally negates the opponent next attack if it's attack
    power is 80 or below, and still block an attack 90 and above.  However, a
    wood attack will break this chip.
    
    ----------------
    #152 - LifeAur1
    ----------------
    
    Attack: None, guard chip
    Accuracy: N/A
    Hit Points:  40
    Memory Use:  40
    Priority: 4
    Special: This chip totally negates the opponent next attack if it's attack
    power is 100 or below, and still blocks an attack 110 and above.
    
    ----------------
    #153 - LifeAur2
    ----------------
    
    Attack: None, guard chip
    Accuracy: N/A
    Hit Points:  40
    Memory Use:  50
    Priority: 3
    Special: This chip totally negates the opponent next attack if it's attack
    power is 120 or below, and still blocks an attack 130 and above.
    
    ----------------
    #154 - LifeAur3
    ----------------
    
    Attack: None, guard chip
    Accuracy: N/A
    Hit Points:  40
    Memory Use:  60
    Priority: 3
    Special: This chip totally negates the opponent next attack if it's attack
    power is 150 or below, and still blocks an attack 160 and above.
    
    ----------------
    #155 - Jealousy
    ----------------
    
    Attack: Normal 10 / None
    Accuracy: S
    Hit Points:  10
    Memory Use:  60
    Priority: 5
    Special: If this chip hits the opponent, both of his slot-in chips are
    destroyed.
    
    ----------------
    #156 - AntiFire
    ----------------
    
    Attack: All Add 40 / Fire, counter attack
    Accuracy: S
    Hit Points: 120
    Memory Use:  50
    Priority: 8
    Special: If your opponent uses a fire attack, it won't happen, and AntiFire
    will attack.  After attacking, AntiFire will remove itself from your box.
    
    ----------------
    #157 - AntiWatr
    ----------------
    
    Attack: All Add 40 / Aqua, counter attack
    Accuracy: S
    Hit Points: 120
    Memory Use:  50
    Priority: 8
    Special: If your opponent uses an aqua attack, it won't happen, and AntiWatr
    will attack.  After attacking, AntiWatr will remove itself from your box.
    
    ----------------
    #158 - AntiElec
    ----------------
    
    Attack: All Add 40 / Elec, counter attack
    Accuracy: S
    Hit Points: 120
    Memory Use:  50
    Priority: 8
    Special: If your opponent uses an Elec attack, it won't happen, and AntiElec
    will attack.  After attacking, AntiElec will remove itself from your box.
    
    ----------------
    #159 - AntiDmg
    ----------------
    
    Attack: Random 80 / None, guard chip, counter attack
    Accuracy: C
    Hit Points:  70
    Memory Use:  50
    Priority: 5
    Special: AntiDmg will totally negate any elemental attack, and block any 
    non-elemental attack.  If AntiDmg survives, it'll counter attack.
    
    ----------------
    #160 - AntiSwrd
    ----------------
    
    Attack: Random 100 / None, counter attack
    Accuracy: S
    Hit Points:  60
    Memory Use:  40
    Priority: 5
    Special: If your opponent tries to use a sword attack, it won't happen, and
    AntiSwrd will attack.  After AntiSwrd attacks, it'll remove itself from your
    chip box.
    
    ----------------
    #161 - FstGauge
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points: 200
    Memory Use:  20
    Priority: 2
    Special: Your slot-in gauge will increase by 50 points.
    
    ----------------
    #162 - AntiRecv
    ----------------
    
    Attack: Normal ?? / None, counter attack
    Accuracy: S
    Hit Points: 100
    Memory Use:  40
    Priority: 5
    Special: If your opponent tries to use a recover chip, it won't happen, and
    instead, AntiRecv will counter attack.  AntiRecv will do damage equal to the
    amount the opponent was supposed to recover.  After attacking, AntiRecv will 
    remove itself from your box.  I am unsure whether AntiRecv will work on other
    chips besides the Recover series.
    
    ----------------
    #163 - Atk+10
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points: 160
    Memory Use:  10
    Priority: 4
    Special: If the next battle chip is an attack chip, then its damage will
    increase by 10 points.
    
    ----------------
    #164 - Atk+20
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points:  80
    Memory Use:  10
    Priority: 4
    Special: If the next battle chip is an attack chip, then its damage will
    increase by 20 points.
    
    ----------------
    #165 - Atk+30
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points:  80
    Memory Use:  20
    Priority: 4
    Special: If the next battle chip is an attack chip, then its damage will
    increase by 30 points.
    
    ----------------
    #166 - Fire+40
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points:  60
    Memory Use:  20
    Priority: 9
    Special: If the next battle chip is a fire attack chip, then its damage will
    increase by 40 points.
    
    ----------------
    #167 - Aqua+40
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points:  60
    Memory Use:  20
    Priority: 9
    Special: If the next battle chip is an aqua attack chip, then its damage will
    increase by 40 points.
    
    ----------------
    #168 - Wood+40
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points:  60
    Memory Use:  20
    Priority: 9
    Special: If the next battle chip is a wood attack chip, then its damage will
    increase by 40 points.
    
    ----------------
    #169 - Elec+40
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points:  60
    Memory Use:  20
    Priority: 9
    Special: If the next battle chip is an elec attack chip, then its damage will
    increase by 40 points.
    
    ----------------
    #170 - Navi+20
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points:  60
    Memory Use:  10
    Priority: 2
    Special: Your navi's attack will increase by 20 points for this turn.
    
    ----------------
    #171 - Navi+40
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points:  40
    Memory Use:  20
    Priority: 2
    Special: Your navi's attack will increase by 40 points for this turn.
    
    ----------------
    #172 - BgRedWav
    ----------------
    
    Attack: All Add and Piercing 90 / Fire, ground attack
    Accuracy: A
    Hit Points:  10
    Memory Use:  80
    Priority: 6
    Special: None
    
    ----------------
    #173 - FreezBom
    ----------------
    
    Attack: All Add 40 / Aqua
    Accuracy: B
    Hit Points: 250
    Memory Use:  40
    Priority: 9
    Special: None
    
    ----------------
    #174 - Sparker
    ----------------
    
    Attack: All Add 50 / Elec, guard chip
    Accuracy: C
    Hit Points: 300
    Memory Use:  70
    Priority: 9
    Special: This will attack first, and then guard you.
    
    ----------------
    #175 - GaiaSwrd
    ----------------
    
    Attack: Random ?? / Wood, close range attack
    Accuracy: C
    Hit Points:  90
    Memory Use:  70
    Priority: 7
    Special: This chip will do damage equal to 100 plus the attack power of all
    the chips behind it.  Unlike MMBN 2 / 3, the chips used to power up GaiaSwrd
    will still execute.
    
    ----------------
    #176 - BlkBomb
    ----------------
    
    Attack: All Add 60 / Fire, guard chip, counter attack
    Accuracy: A
    Hit Points: 300
    Memory Use:  50
    Priority: 8
    Special: If your opponent uses a Fire attack when BlkBomb is in your box, it
    will not happen, and instead BlkBomb will counter attack.  After countering, 
    BlkBomb will remove itself from your box.
    
    ----------------
    #177 - FtrSword
    ----------------
    
    Attack: Random 150 / None, close range attack
    Accuracy: C
    Hit Points: 150
    Memory Use:  40
    Priority: 3
    Special: None
    
    ----------------
    #178 - KngtSwrd
    ----------------
    
    Attack: Random 180 / None, close range attack
    Accuracy: C
    Hit Points: 130
    Memory Use:  50
    Priority: 3
    Special: None
    
    ----------------
    #179 - HeroSwrd
    ----------------
    
    Attack: Random 250 / None, close range attack
    Accuracy: C
    Hit Points: 110
    Memory Use:  70
    Priority: 4
    Special: None
    
    ----------------
    #180 - Meteors
    ----------------
    
    Attack: Meteo 60 / Fire, up to 6 hits
    Accuracy: N/A
    Hit Points:  70
    Memory Use:  80
    Priority: 8
    Special: None
    
    ----------------
    #181 - Poltrgst
    ----------------
    
    Attack: Normal ?? / None
    Accuracy: A
    Hit Points: 160
    Memory Use:  50
    Priority: 3
    Special: This chip will do damage based on if you and/or your opponent have
    anything in your chip boxes.  If neither of you have a chip in your box, then
    Poltrgst will do 0 damage.  If one of you has a chip in your boxes, Poltrgst
    will do 150 damage.  If both of you have a chip in your boxes, Poltrgst will
    do 300 damage.  By attacking this way, any chip in the chip box will be 
    removed before Poltrgst attacks.
    
    ----------------
    #182 - PanlGrab
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points: 120
    Memory Use:   0
    Priority: 4
    Special: Decreases the enemy navi's ability to dodge.  I don't know exactly
    by how much, but it's probably not a lot.
    
    ----------------
    #183 - AreaGrab
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points: 120
    Memory Use:  10
    Priority: 4
    Special: Decreases the enemy navi's ability to dodge.  I don't know exactly
    by how much, but more than PanlGrab.
    
    ----------------
    #184 - LavaStge
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points:  10
    Memory Use:  20
    Priority: 1
    Special: This chip changes the stage to lava panels.  Lava panels will deal
    50 damage to any non-fire navi at the end of the turn (will not kill, though).
    
    ----------------
    #185 - IceStage
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points:  10
    Memory Use:  20
    Priority: 1
    Special: This chip changes the stage to ice panels.  Ice panels increase damage
    from Elec attacks and lower any non-aqua navi's accuracy.
    
    ----------------
    #186 - GrassStg
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points:  10
    Memory Use:  20
    Priority: 1
    Special: This chip changes the stage to grass panels.  Grass panels heal any
    wood navi by 50 HP at the end of turn, and will increase damage from any fire
    attack (although after a Fire attack, grass panels return to normal panels)
    
    ----------------
    #187 - AlumiStg
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points:  10
    Memory Use:  20
    Priority: 1
    Special: This chip changes the stage to aluminum panels.  Aluminum panels will
    increase the damage of an Elec attack.
    
    ----------------
    #188 - Geddon
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points:  10
    Memory Use:  20
    Priority: 1
    Special: This chip changes the stage to poison panels.  Poison panels will deal
    20 damage to both navis and also 20 to all their chips at the end of the turn.
    
    ----------------
    #189 - PanlOut
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points:  10
    Memory Use:  20
    Priority: 1
    Special: This chip changes the stage to hole panels.  Close range and ground
    attacks will not work on hole panels.
    
    ----------------
    #190 - Repair
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points:  10
    Memory Use:  20
    Priority: 1
    Special: This chip changes the stage to normal panels.  Normal panels do not
    influence combat in any way.
    
    ----------------
    #191 - DataChp1
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points:   0
    Memory Use:   0
    Priority: N/A
    Special: This chip cannot be equipped.  It gives you a code for MMBN 4.
    
    ----------------
    #192 - DataChp2
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points:   0
    Memory Use:   0
    Priority: N/A
    Special: This chip cannot be equipped.  It gives you a code for MMBN 4.
    
    ----------------
    #193 - DataChp3
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points:   0
    Memory Use:   0
    Priority: N/A
    Special: This chip cannot be equipped.  It gives you a code for MMBN 4.
    
    ----------------
    #194 - DataChp4
    ----------------
    
    Attack: None
    Accuracy: N/A
    Hit Points:   0
    Memory Use:   0
    Priority: N/A
    Special: This chip cannot be equipped.  It gives you a code for MMBN 4.
    
    -------------------------------------------------------------------------------
    
    ###############################################################################
                                    Navi Chip List
    ###############################################################################
    
    This section lists all of the Navi Chips in the game, in the order that the
    library list them in.  Below is an explanation on how I've represented them.
    
    ***HP***: This is the amount of HP that Navi Chip has.  If the Navi Chip loses
    all of its HP, then that person loses the battle.
    
    ***Elemental Affinity***: This is the affinity of the Navi.  If a Navi has no
    affinity, that means any chip damages him equally.  If the Navi does have an
    affinity, then any chips that are the same element as the navi will do more
    damage, while any damage taken from a chip that the navi's element is weak to
    will do more damage.
    
    ***Attack***: This is the attack that your Navi will preform after it has used
    all of its chips for the turn.  Attack types (like Normal, Add, etc) here are
    the same as they are on battle chips, with the following exceptions:
    
    - Recover: Roll's Navi attack.  This type of attack will do the damage stated,
    and then will heal Roll for 50HP.  roll will heal even if the attack missed,
    or is blocked, but will not heal if she does not get the attack off (i.e. she
    was stunned)
    - Delete: MagicMan's Navi attack.  This type of attack will deal the damage
    stated, and then it will choose a slot, and it will have a 50% chance of
    deleting the chip in that slot (if one is there).
    
    ***Accuracy***: This is the accuracy of the Navi attack.  However, your navi's
    accuracy does not affect the accuracy of battle chips it uses.
    
    ***Dodge***: This is the dodge rate of your Navi.  A navi with a higher dodge
    can avoid more attacks than a navi with low dodge.  I believe you have a 
    change to dodge any attack that has the same, or lower rating accuracy rating
    than your dodge rating (except S-accuracy attacks; they'll always hit)
    
    ***Priority***: This determines which Navi will use their attack first.  If
    there is a tie in priority, then the navi will be chosen at random.  Note that
    this applies to only their Navi attacks; the Navi's priority has no effect
    on the priority of the chips it uses.
    
    ***Base MB Capacity***: This is the base MB capacity of the Navi you're using.
    The total MB of all your battle chips cannot exceed the Navi's capacity.  By
    winning certain tournaments, you can increase your Navi's MB capacity, up to
    a maximum increase of 160 MB.
    
    ---------------
    #195 - MegaMan
    ---------------
    
    HP: 500
    Elemental Affinity: None
    Damage: Add 50 / None
    Accuracy: A
    Dodging: B
    Priority: 0
    Base MB Capacity: 170
    
    ------------
    #196 - Roll
    ------------
    
    HP: 400
    Elemental Affinity: None
    Damage: Recover 50 / None
    Accuracy: C
    Dodging: A
    Priority: 0
    Base MB Capacity: 140
    
    ---------------
    #197 - GutsMan
    ---------------
    
    HP: 600
    Elemental Affinity: None
    Damage: Breaking 70 / None, close range attack
    Accuracy: C
    Dodging: C
    Priority: 0
    Base MB Capacity: 130
    
    ----------------
    #198 - ProtoMan
    ----------------
    
    HP: 550
    Elemental Affinity: None
    Damage: Random 60 / None
    Accuracy: B
    Dodging: B
    Priority: 1
    Base MB Capacity: 160
    
    ----------------
    #199 - TurboMan
    ----------------
    
    HP: 550
    Elemental Affinity: None
    Damage: All Add 20 / Fire
    Accuracy: A
    Dodging: C
    Priority: 6
    Base MB Capacity: 160
    
    ------------
    #200 - Ring
    ------------
    
    HP: 450
    Elemental Affinity: None
    Damage: Add 20 / Elec, 2 hits
    Accuracy: B
    Dodging: A
    Priority: 6
    Base MB Capacity: 150
    
    --------------
    #201 - BassGS
    --------------
    
    HP: 800
    Elemental Affinity: None
    Damage: All Add 40 / Fire
    Accuracy: B
    Dodging: B
    Priority: 6
    Base MB Capacity: 170
    
    ------------
    #202 - Bass
    ------------
    
    HP: 700
    Elemental Affinity: None
    Damage: Add 20 / None, 3 hits
    Accuracy: A
    Dodging: B
    Priority: 1
    Base MB Capacity: 140
    
    --------------
    #203 - IceMan
    --------------
    
    HP: 500
    Elemental Affinity: Aqua
    Damage: Piercing 60 / Aqua
    Accuracy: B
    Dodging: A
    Priority: 6
    Base MB Capacity: 130
    
    ---------------
    #204 - FireMan
    ---------------
    
    HP: 500
    Elemental Affinity: Fire
    Damage: Piercing 60 / Fire
    Accuracy: B
    Dodging: C
    Priority: 7
    Base MB Capacity: 130
    
    ---------------
    #205 - ElecMan
    ---------------
    
    HP: 450
    Elemental Affinity: Elec
    Damage: All Add 20 / Elec
    Accuracy: B
    Dodging: B
    Priority: 10
    Base MB Capacity: 130
    
    ---------------
    #206 - WoodMan
    ---------------
    
    HP: 600
    Elemental Affinity: Wood
    Damage: Piercing 80 / Wood
    Accuracy: B
    Dodging: C
    Priority: 6
    Base MB Capacity: 130
    
    ----------------
    #207 - SkullMan
    ----------------
    
    HP: 650
    Elemental Affinity: None
    Damage: Normal 90 / None
    Accuracy: B
    Dodging: B
    Priority: 2
    Base MB Capacity: 150
    
    -----------------
    #208 - NumberMan
    -----------------
    
    HP: 400
    Elemental Affinity: None
    Damage: All Add 10 / None, 1-6 hits (randomly determined)
    Accuracy: B
    Dodging: C
    Priority: 0 
    Base MB Capacity: 120
    
    --------------
    #209 - AirMan
    --------------
    
    HP: 550
    Elemental Affinity: None
    Damage: All Add 30 / None
    Accuracy: C
    Dodging: B
    Priority: 0
    Base MB Capacity: 140
    
    ----------------
    #210 - QuickMan
    ----------------
    
    HP: 450
    Elemental Affinity: None
    Damage: Add 30 / None, 2 hits
    Accuracy: A
    Dodging: S
    Priority: 5
    Base MB Capacity: 150
    
    ------------------
    #211 - ThunderMan
    ------------------
    
    HP: 550
    Elemental Affinity: Elec
    Damage: Stun 40 / Elec
    Accuracy: C
    Dodging: C
    Priority: 6
    Base MB Capacity: 120
    
    ---------------
    #212 - GateMan
    ---------------
    
    HP: 600
    Elemental Affinity: None
    Damage: Normal 100 / None
    Accuracy: B
    Dodging: B
    Priority: 0
    Base MB Capacity: 130
    
    ----------------
    #213 - SharkMan
    ----------------
    
    HP: 400
    Elemental Affinity: Aqua
    Damage: Add 40 / Aqua
    Accuracy: C
    Dodging: A
    Priority: 6
    Base MB Capacity: 120
    
    -----------------
    #214 - ShadowMan
    -----------------
    
    HP: 450
    Elemental Affinity: None
    Damage: Normal 20 / None, 3 hits
    Accuracy: S
    Dodging: S
    Priority: 1
    Base MB Capacity: 130
    
    -----------------
    #215 - KnightMan
    -----------------
    
    HP: 700
    Elemental Affinity: None
    Damage: Breaking 50 / None, close range attack
    Accuracy: B
    Dodging: C
    Priority: 0
    Base MB Capacity: 140
    
    -----------------
    #216 - MagnetMan
    -----------------
    
    HP: 600
    Elemental Affinity: Elec
    Damage: Piercing 60 / Elec
    Accuracy: S
    Dodging: C
    Priority: 6
    Base MB Capacity: 120
    
    -----------------
    #217 - FreezeMan
    -----------------
    
    HP: 500
    Elemental Affinity: Aqua
    Damage: All Add 30 / Aqua
    Accuracy: A
    Dodging: B
    Priority: 6
    Base MB Capacity: 120
    
    ----------------
    #218 - SnakeMan
    ----------------
    
    HP: 450
    Elemental Affinity: Wood
    Damage: Stun 30 / Wood
    Accuracy: B
    Dodging: A
    Priority: 7
    Base MB Capacity: 120
    
    ---------------
    #219 - ToadMan
    ---------------
    
    HP: 400
    Elemental Affinity: Aqua
    Damage: Stun 30 / Elec
    Accuracy: S
    Dodging: S
    Priority: 6
    Base MB Capacity: 130
    
    ---------------
    #220 - HeatMan
    ---------------
    
    HP: 650
    Elemental Affinity: Fire
    Damage: Piercing 70 / Fire
    Accuracy: B
    Dodging: B
    Priority: 6
    Base MB Capacity: 120
    
    ----------------
    #221 - ColorMan
    ----------------
    
    HP: 450
    Elemental Affinity: None
    Damage: Normal 80 / None
    Accuracy: A
    Dodging: A
    Priority: 0
    Base MB Capacity: 170
    
    ----------------
    #222 - MagicMan
    ----------------
    
    HP: 350
    Elemental Affinity: Fire
    Damage: Delete 10 / Fire
    Accuracy: A
    Dodging: A
    Priority: 6
    Base MB Capacity: 180
    
    ----------------
    #223 - FlashMan
    ----------------
    
    HP: 550
    Elemental Affinity: Elec
    Damage: Stun 30 / Elec
    Accuracy: A
    Dodging: B
    Priority: 6
    Base MB Capacity: 110
    
    ----------------
    #224 - BeastMan
    ----------------
    
    HP: 500
    Elemental Affinity: None
    Damage: Normal 30 / None, 3 hits
    Accuracy: B
    Dodging: S
    Priority: 0
    Base MB Capacity: 130
    
    ----------------
    #225 - PlantMan
    ----------------
    
    HP: 550
    Elemental Affinity: Wood
    Damage: All Add 20 / Wood
    Accuracy: A
    Dodging: C
    Priority: 6
    Base MB Capacity: 110
    
    ----------------
    #226 - FlameMan
    ----------------
    
    HP: 600
    Elemental Affinity: Fire
    Damage: All Add 30 / Fire
    Accuracy: B
    Dodging: C
    Priority: 6
    Base MB Capacity: 110
    
    ----------------
    #227 - MetalMan
    ----------------
    
    HP: 650
    Elemental Affinity: None
    Damage: Breaking 80 / None
    Accuracy: B
    Dodging: B
    Priority: 0
    Base MB Capacity: 140
    
    ---------------
    #228 - KingMan 
    ---------------
    
    HP: 500
    Elemental Affinity: None
    Damage: All Add 20 / None
    Accuracy: A
    Dodging: C
    Priority: 0
    Base MB Capacity: 130
    
    ----------------
    #229 - HubStyle
    ----------------
    
    HP: 200
    Elemental Affinity: None
    Damage: Add 20 / None, 5 hits
    Accuracy: A
    Dodging: B
    Priority: 0
    Base MB Capacity: 350
    
    ----------------
    #230 - HeatGuts
    ----------------
    
    HP: 400
    Elemental Affinity: Fire
    Damage: Normal 70 / Fire
    Accuracy: C
    Dodging: B
    Priority: 6
    Base MB Capacity: 150
    
    ----------------
    #231 - ElecTeam
    ----------------
    
    HP: 400
    Elemental Affinity: Elec
    Damage: Stun 30 / Elec
    Accuracy: B
    Dodging: B
    Priority: 6
    Base MB Capacity: 150
    
    ----------------
    #232 - WoodShld
    ----------------
    
    HP: 400
    Elemental Affinity: Wood
    Damage: All Add 10 / Wood, 3 hits
    Accuracy: E
    Dodging: B
    Priority: 6
    Base MB Capacity: 150
    
    ----------------
    #233 - AquaCust
    ----------------
    
    HP: 400
    Elemental Affinity: Aqua
    Damage: Add 50 / Aqua
    Accuracy: S
    Dodging: C
    Priority: 6
    Base MB Capacity: 150
    
    -------------------
    #234 - Normal Navi
    -------------------
    
    HP: 500
    Elemental Affinity: None
    Damage: Normal 30 / None
    Accuracy: D
    Dodging: C
    Priority: 0
    Base MB Capacity: 170 
    
    ----------------------
    #235 - Normal Navi v2
    ----------------------
    
    HP: 550
    Elemental Affinity: None
    Damage: Normal 30 / None
    Accuracy: D
    Dodging: C
    Priority: 0
    Base MB Capacity: 180
    
    ----------------------
    #236 - Normal Navi v3
    ----------------------
    
    HP: 600
    Elemental Affinity: None
    Damage: Normal 20 / None
    Accuracy: D
    Dodging: D
    Priority: 0
    Base MB Capacity: 190
    
    ----------------------
    #237 - Normal Navi v4
    ----------------------
    
    HP: 650
    Elemental Affinity: None
    Damage: Normal 20 / None
    Accuracy: D
    Dodging: D
    Priority: 0
    Base MB Capacity: 200
    
    ----------------------
    #238 - Normal Navi v5
    ----------------------
    
    HP: 700
    Elemental Affinity: None
    Damage: Normal 10 / None
    Accuracy: D
    Dodging: D
    Priority: 0
    Base MB Capacity: 220
    
    -----------------
    #239 - Navi-Fire
    -----------------
    
    HP: 550
    Elemental Affinity: Fire
    Damage: Normal 70 / Fire
    Accuracy: C
    Dodging: C
    Priority: 6
    Base MB Capacity: 160
    
    -----------------
    #240 - Navi-Aqua
    -----------------
    
    HP: 550
    Elemental Affinity: Aqua
    Damage: Add 40 / Aqua
    Accuracy: S
    Dodging: C
    Priority: 6
    Base MB Capacity: 160
    
    -----------------
    #241 - Navi-Wood
    -----------------
    
    HP: 550
    Elemental Affinity: Wood
    Damage: All Add 10 / Wood, 3 hits
    Accuracy: E
    Dodging: C
    Priority: 6
    Base MB Capacity: 160
    
    -----------------
    #242 - Navi-Elec
    -----------------
    
    HP: 550
    Elemental Affinity: Elec
    Damage: Stun 30 / Elec
    Accuracy: B
    Dodging: C
    Priority: 6
    Base MB Capacity: 160
    
    ---------------------
    #243 - Normal Navi X
    ---------------------
    
    HP: 700
    Elemental Affinity: None
    Damage: Add 30 / None
    Accuracy: A
    Dodging: E
    Priority: 0
    Base MB Capacity: 210
    
    -------------------------------------------------------------------------------
    
    ###############################################################################
                                 Chip Priority Chart
    ###############################################################################
    
    This section is a listing of chip priority in desending order.  I have included
    this because I believe chip priority is just as an important consideration as
    damage or type of chip, and that you cannot order chips by priority in the game
    
    Priority 11
    -----------
    
    ZapRing3
    BblWrap
    LeafShld
    
    Priority 10
    -----------
    
    Bubbler
    BigCloud
    Remobit3
    LavaDrag
    AquaAura
    FireAura
    WoodAura
    ElecAura
    ElecMan
    
    Priority 9
    ----------
    
    HeatShot
    ZapRing2
    Meteor3
    Meteor4
    Meteor5
    LilCloud
    MedCloud
    Remobit1
    Remobit2
    Geyser
    Fire+40
    Aqua+40
    Wood+40
    Elec+40
    FreezBom
    Sparker
    
    Priority 8
    ----------
    
    Bub-V
    BubCross
    Heat-V
    TreeBom3
    FireSwrd
    AquaSwrd
    ElecSwrd
    FireBlde
    AquaBlde
    ElecBlde
    Burner
    ZapRing1
    Satelit1
    Satelit2
    Satelit3
    MagBomb1
    MagBomb2
    MagBomb3
    Meteor6
    OldWood
    AntiFire
    AntiWatr
    AntiElec
    BlkBomb
    Meteors
    
    Priority 7
    ----------
    
    BubSprd
    HeatCros
    HeatSprd
    TreeBom1
    TreeBom2
    ColdPnch
    Spice1
    Spice2
    Spice3
    AquaBall
    ElecBall
    HeatBall
    GaiaSwrd
    FireMan
    SnakeMan
    
    Priority 6
    ----------
    
    FireRatn
    Twister
    Blower
    BgRedWav
    Any Navi with an elemental attack besides ElecMan, FireMan, and SnakeMan.
    
    Priority 5
    ----------
    
    SloGuage
    TimeBom1
    TimeBom2
    TimeBom3
    Barrier
    Jealousy
    AntiDmg
    AntiSwrd
    AntiRecv
    QuickMan
    
    Priority 4
    ----------
    
    ShotGun
    Slasher
    TripNdl
    QuadNdl
    Trident
    PoisMask
    PoisFace
    WhirlPl
    BlckHole
    GodStone
    Recov10
    Recov30
    Fan
    LifeAur1
    Atk+10
    Atk+20
    Atk+30
    HeroSwrd
    PanlGrab
    AreaGrab
    
    Priority 3
    ----------
    
    Cannon
    HiCannon
    M-Cannon
    StepSwrd
    Kunai3
    DashAtk
    DoubNdl
    Recov50
    Recov80
    LifeAur2
    LifeAur3
    FtrSword
    KngtSwrd
    PoltrGst
    
    Priority 2
    ----------
    
    V-Gun
    CrossGun
    Spreader
    Sword
    WideSwrd
    LongSwrd
    Kunai1
    Kunai2
    ShockWav
    SonicWav
    Ratton3
    MindBndr
    Recov120
    Recov150
    AirShoes
    Candle1
    Candle2
    Candle3
    Prism
    Wind
    Anubis
    UnderSht
    FstGuage
    Navi+20
    Navi+40
    SkullMan
    
    Priority 1
    ----------
    
    MiniBomb
    LilBomb
    CrosBomb
    BigBomb
    DynaWave
    Quake1
    Quake2
    GutPunch
    Ratton1
    Ratton2
    Yo-Yo1
    Yo-Yo2
    Yo-Yo3
    Recov200
    Recov300
    LavaStge
    IceStage
    GrassStg
    AlumiStg
    Geddon
    PanlOut
    Repair
    ProtoMan
    Bass
    ShadoMan
    
    Priority 0
    ----------
    
    CustSwrd
    Muramasa
    VarSwrd
    Quake3
    Wrecker
    CannBall
    Tornado
    CrsShld1
    CrsShld2
    CrsShld3
    BrakHamr
    ZeusHamr
    BrnzFist
    SilvFist
    GoldFist
    Mine
    FrntSnsr
    DblSnsr
    Guard
    Catcher
    RockCube
    Guardian
    Invis1
    Invis2
    Invis3
    DropDown
    PopUp
    StoneBod
    Shadow1
    Shadow2
    Shadow3
    Any other Navi not listed to this point.
    
    ###############################################################################
                                    Chip Locations
    ###############################################################################
    
    This section is a list of locations in which you can get the rarer chips in
    the game.  The more common ones usually can be found easily when shopping for
    chips in any of the stores.  This list is separated into sections grouped by
    similar conditions.
    
    ------------------------------------
    S Tournament Reward (Chips 172-181)
    ------------------------------------
    
    Unfortunately, you can only gain one of these chips per normal play through.
    The chip you ultimately do get from this set is randomly determined.  The rest
    must be acquired through Navi Codes.
    
    ---------------------
    Hub Style (Chip 229)
    ---------------------
    
    You need to enter a special Navi code to get the HubStyle chip:
    
    Name: LAN
    Code: 5(star)4H-B81R-(star)KKZ-P15X-ZS5B-(club)XK0
    
    Just by entering this code, the HubStyle chip will be given to you.  This
    code also has several of the S Tournament Reward chips as well, which you can
    try to acquire when battling it.
    
    --------------------------
    DataChips (Chips 191-194)
    --------------------------
    
    There are 4 datachips in this game.  Datachips cannot be used in this game;
    you'll be given an error if you try to move them into a folder.  However, if
    you press select on them, their description will give you a NumberMan trader
    code than can be used in MMBN 4.
    
    Datachp1: Talk to Higsby 20 times in this chip shop.
    Datachp2: Finish the YumLand Open Battle.
    Datachp3: Complete GP Class S.
    Datachp4: Win the 128 Navi Tournament (Park Battle).
    
    --------------------------
    Enemy Navi "Strong Chips"
    --------------------------
    
    Most of the rarer chips in this game are each navi's strong chip.  With the
    exception of NumberMan in the Novice tournament, all navis will carry their
    strong chip, making finding these chips easy.  However, if you find that they
    will not give you their chip, you can attempt to get most of them from the Chip
    Lab under the 10 chip setting.
    
    MegaMan: CustSwrd
    Roll: Recov30
    GutsMan: GutPunch
    ProtoMan: Slasher
    TurboMan: Burner
    Ring: Jealousy
    BassGS: LifeAur3
    Bass: LifeAur1
    IceMan: AquaSwrd
    FireMan: FireSwrd
    ElecMan: ElecSwrd
    WoodMan: TreeBom3
    SkullMan: CrsShld3
    NumberMan: Prism
    AirMan: Tornado
    QuickMan: FstGauge
    ThunderMan: Satelit3
    GateMan: Guardian
    SharkMan: BubSprd
    ShadowMan: Muramasa
    KnightMan: Quake3
    MagnetMan: MagBomb3
    FreezeMan: SloGauge
    SnakeMan: Spice3
    ToadMan: BigCloud
    HeatMan: HeatSprd
    ColorMan: Yo-Yo3
    MagicMan: Meteor5
    FlashMan: Remobit3
    BeastMan: Kunai3
    PlantMan: Trident
    FlameMan: Candle3
    MetalMan: GoldFist
    KingMan: ZeusHamr
    Normal Navi: Cannon
    Normal Navi v2: HiCannon
    Normal Navi v3: CrosBomb
    Normal Navi v4: TripNdl
    Normal Navi v5: TripNdl
    Navi-F: HeatCros
    Navi-A: BubCross
    Navi-W: TreeBom2
    Navi-E: Satelit2
    Normal Navi X: LifeAur2
    
    --------------------------
    Enemy Navi Core Locations
    --------------------------
    
    - GP Class E
      -  Novice Tournament: Normal Navi v2
      -  Guts Tournament: GutsMan (MetalMan if you are playing as Dex)
      -  Healing Tournament: Roll (ColorMan if you are playing as Mayl)
    - GP Class D
      -  Match Tournament: FireMan
      -  Sapling Tournament: WoodMan
      -  Droplet Tournament: IceMan
      -  Battery Tournament: ElecMan
    - GP Class C
      -  Quick Tournament: QuickMan
      -  Block Tournament: SkullMan
      -  Cliff Tournament: AirMan
    - GP Class B
      -  Firework Tournament: HeatMan
      -  Verdant Tournament: PlantMan
      -  Stream Tournament: SharkMan
      -  Thunder Tournament: FlashMan
    - GP Class A
      -  East Tournament: FreezeMan
      -  West Tournament: MagicMan
    - GP Class S
      -  Master Tournament: MegaMan or ProtoMan (depending on your character)
    - GP Class X
      -  Shadow Tournament: ShadowMan
    - GP Class Y
      -  Guardian Tournament: GateMan
    - GP Class Z
      -  Chaos Tournament: Bass
    
    - Dencity
      -  Battle  #5: Normal Navi
      -  Battle #10: NumberMan
    - Yumland
      -  Battle  #5: ThunderMan
      -  Battle #10: SnakeMan
      -  Battle #15: ToadMan
      -  Battle #20: KingMan
    - Netopia
      -  Battle  #5: Normal Navi v3
      -  Battle #10: Normal Navi v4
      -  Battle #15: MagnetMan
      -  Battle #20: BeastMan
      -  Battle #25: KnightMan
      -  Battle #30: Normal Navi X
    - Hackers Net
      -  Battle  #5: Normal Navi v5
      -  Battle #10, #20, #30, and #40: The 4 of these navis that you are missing:
        - ProtoMan, MetalMan, ColorMan, MegaMan, TurboMan, Ring
      - Battle #50: FlameMan
      - Battle #60: Navi-F
      - Battle #70: Navi-W
      - Battle #80: Navi-E
      - Battle #90: Navi-A
      - Battle 100: Bass GS
    
    -----------------------------
    Navi Code Tournament Rewards
    -----------------------------
    
    There are chips in the game that can be acquired through the park battle
    option (where you use Navi Codes).  While some of these chips can be found in
    the Chip Lab, most can only be acquired through this format.
    ***Note***: You must have enough Navi Codes entered in the game in order to
    actually play the tournaments.  The game only comes with 26 Navi Codes, so
    thus you can only play the Tournament-16 option until you enter more.
    
    Tournament 16 Prizes
    --------------------
    
    BigBomb
    FireRatn
    TimeBom3
    FrntSnsr
    DblSnsr
    Recov200
    Anubis
    UnderSht
    
    Tournament 32 Prizes
    --------------------
    
    Geyser
    LavaDrag
    GodStone
    OldWood
    DropDown
    AntiFire
    AntiWatr
    AntiElec
    
    Tournament 64 Prizes
    --------------------
    
    Meteor6
    Shadow3
    Atk+30
    Fire+40
    Aqua+40
    Wood+40
    Elec+40
    Navi+40
    
    Tournament 128 Prizes
    ---------------------
    
    BlckHole
    Pop-Up
    HeatGuts
    AquaCust
    ElecTeam
    WoodShld
    
    -----------------
    Other Rare Chips
    -----------------
    
    There are some chips that don't fall into any of these categories.  For any 
    Navi, VarSword and QuadNdl are two very difficult chips to acquire.  The Sunset
    Chip shop (not the lab) has VarSwords and you can get them through the 10-chip
    option.  Protoman will also have a VarSword in this program deck in a few of
    his encounters as well. QuadNdl can be found from the Lab chip shop ONLY,
    through the 10-chip option. Also, the Navi you are playing as "Strong Chip" can
    only be found through a chip trader as well (usually the lab one).
    
    -------------------------------------------------------------------------------
    
    ###############################################################################
                                  Navi Codes for Chips
    ###############################################################################
    
    This section will list Navi codes.  Each navi codes will only have one type in
    their main deck, filling the 2nd and 3rd columns.  Some Navis will also have a 
    few slot-ins to make sure they can use their chips. (I.e. sword decks will 
    have Repairs as their slot-ins).  To defeat most of these navis, all you'll
    need is an Invis chip in your first column, and they shouldn't be able to harm
    you at all (the exception would be the Poltrgst folder; don't use any type of
    guard chip against it).  So far, the only codes listed here will be for chips
    that are extremely difficult or impossible to find through a good play
    through, but if demand is high, I may include more codes.
    
    ***Note***: Navi chips cannot be acquired in this way.
    
    ***Guilt Warning***: There is no mechanism in place to stop you from gaining
    any chip you want here after opening the park battle (beat GP Class E).
    Therefore, you can use these codes to get very powerful chips way earlier than
    you will be offered them by the game.  However, as my own little method of
    abuse protection, what I've done is I've made all the navi's the same name, so
    thus you can only have one of these codes active at a time.  Still, please
    only use this to get chips you otherwise cannot get, and not to build
    uber-powerful decks to waste D-Class opponents. 
    
    All navis are named "ACC0", and all opponents are Normal Navi X.
    c = club, d = diamond, h = heart, s = spade, * = star 
    
    #036 - CustSwrd: FPHT dhFd J*XM W4JZ 93Td 6FY1
    #038 - VarSword: 7N6c JYKY 5HY0 X76F H2Zc Y5F1
    #039 - Slasher:  NZC9 QKdS LsV6 GRZ4 3227 CJ51
    #046 - GutPunch: KFRP c*9d HQ*s Q7Vs sKCd QGF1
    #053 - QuadNdl:  LQhG 4GZX cQGB XLR3 2JPY 16*1
    #062 - Burner:   sGLY 6SSM V78R 38HJ *KLZ 5Vc1
    #117 - Recov10:  HXL3 LQ5T Q7LP PP9s 2W36 QRL1
    #118 - Recov30:  PV3G 7*QR 1MLW 7930 *V6Y 35C1
    #152 - LifeAur1: Y1LT 8VHX WCs* R6VY 478W RK11
    #153 - LifeAur2: h1S1 BD23 8RsV 9Q** Q6B* 5YR0
    #154 - LifeAur3: QZ9c XsN1 J5B2 S9hc C6cG JBh0
    #155 - Jealousy: Y135 LWTS W3TP BTB4 Y5H8 X*80
    #172 - BgRedWav: *sJJ 1NSB QRW0 S2CY WH64 Mh32
    #173 - FreezBom: S13s 4PV5 NNBG DhYT sXT2 2VT1
    #174 - Sparker:  00LM QMG4 Y1CN V1SJ WWWd F8K1
    #175 - GaiaSwrd: S5S* DTK4 3sDT 8*S3 QGFG RMs1
    #176 - BlkBomb:  HZ9h JGH8 FM4S Q7cK 4QCR T201
    #177 - FtrSword: D8QW dRJJ Rs7c TRCW hYGQ 5HQ0
    #178 - KngtSwrd: L689 HP4h 2P7L BB6M 4YJh JdG0
    #179 - HeroSwrd: 56FH J7PN D38S TdZB QXMs X770
    #180 - Meteors:  H35Z YK5X DH4G FZ1H sGM0 BL22
    #181 - PoltrGst: LhHC Rd56 FVLQ 6LXc BR3F *YS1
    
    -------------------------------------------------------------------------------
    
    ###############################################################################
                                         Credits
    ###############################################################################
    
    In this section, I'd like to acnowledge the people who provided me information
    to make this guide even more complete.
    
    Brady Games - For finding out and listing the chip priorities.
    
    Cap'n Ascii - For providing the values from the Brady Games' guide.
    
    ###############################################################################
                                    Contact Information
    ###############################################################################
    
    Before you contact me, please read the following guidelines:
    
    - Make sure that I can tell from the subject line of your E-Mail that it is
    about this guide.  I have received a lot of junk mail in the past, and even a
    subject line of "Hello" will probably get junked.
    - I will only comment on questions pertaining to this guide's subject.  In this
    case, that would be about chip locations only.
    - As a special note, please do not E-Mail me if the priority values seem wrong.
    All values were taken from the Brady Games guide, and because it is hidden in
    the game, I cannot confirm the accuracy of these values.
    - Also, make sure that the question is not already answered in this guide.
    - Conversely, while I appreciate the time writing to me, any questions about
    other subjects of this game (like, how do I beat this boss) will be ignored.
    - Both positive and negative feedback is welcome.  However, anyone openly
    insulting me will be permanently blocked.
    - Suggestions and/or additional information are also welcome.
    - I have already used my G-Mail invitations.  I do not have any more, and if
    you ask for one, you will be permanently blocked.
    - Finally, I don't check my E-Mail too often.  If you have a question that can
    be answered by somebody else, it's probably better that you ask them than me,
    as my replies are not prompt (unless you get lucky).
    
    So, you may contact me at: LiteYear at gmail dot com
    
    -------------------------------------------------------------------------------
    
    ###############################################################################
                                    Copyright Information
    ###############################################################################
    
    Davin Shirley (aka LiteYear on GameFAQs) wrote this guide in its entirety.  All
    information in this guide was gathered from the game alone, or from users that
    offered their information to be used in this guide.  Currently, this guide may
    only be hosted on the web sites below, but however, I am receptive to requests
    from other web sites wishing to host this guide.
    
    - www.gamefaqs.com
    - www.ign.com
    
    If you see this guide on any other website not listed above, please let me
    know.
    
    This file is copyright Davin Shirley, 2004.
    
                                     ---End of File--