123456789012345678901234567890123456789012345678901234567890123456789012345678

Bomberman Max 2: Red and Blue Advance Charabom FAQ
By Luigifan18 (a.k.a. Matthew Bradley)
Version 1.02
E-Mail: luigifan@verizon.net

==============================================================================

Table of Contents

1: Introduction
2: Version History
3: Controls
4: Charabom Basics
5: Charabom List
6: Credits

==============================================================================

1: Introduction

Hello, and welcome to my Bomberman Max 2 Charabom Guide!!!  I absolutely adore
this game, but I don't quite have the energy to make a full-fledged 
walkthrough for it (maybe I will later.)  However, I have both the Blue and 
Red versions, complete with all the Charaboms, and I'm more than willing to
crank out a quick guide to tell you about the Charaboms and how to use them.

What are Charaboms?  They are little critters who help Bomberman on his 
journeys.  The very first Charabom was the now-familiar Pommy, from Bomberman
64: The Second Attack (and quite a few Bomberman games since then.)  The
Charaboms as a large, Pokemon-esque group didn't show up until the original 
Bomberman Max, for the Game Boy Color, which was good, but a bit tough since 
you didn't always have powers when you needed them.  (That, and you needed the
GBC's psuedo-wireless infared port to engage in the Battle Game, Merge Game,
Pitch Area, and even the bonus games... namely, you needed a TV remote to get
into those... yeah... good times...)  That has changed in Bomberman Max 2, in
which the various power-ups are properties of the Charaboms themselves (with 
the exception of the Heart and Remote Bomb, which are pick-ups as usual.)  The
concept of Charaboms having special powers was first visited in Bomberman 
Tournament (which called them Karabons for some reason - maybe they forgot to
translate that out of Japanese,) followed by Bomberman Generation, then this 
game, then Bomberman Jetters.  But this guide will focus on the Charabom 
supporting cast of Bomberman Max 2.

As for the plot?  Mujoe, the evil leader (NOT - he's really the second-in-
command) of the Hige Hige Bandits, shrunk Bomberman and Max with some sort of
Mini-Mini Device, forcing our heroes to adventure through the Bomber Base to
deactivate the darn thing.  (Seriously, I'd love to get to fight Bagular 
again... after all, Bagular is the REAL head honcho of the Hige Hige Bandits!)
But, as usual, I talk too much.  Enough of the banter!  Let's get underway!

==============================================================================

2: Version History

Version 0.714: Basic controls and goals of the game are outlined, as are
basics of Charabom battling and merging and entries for Charaboms # 1 - 20.

Version 0.75: Version Number is corrected, Version History is added, and
numbers in Table of Contents are moved down.  Also, added the entry for
Charabom # 21.

Version 1.00: Added Charaboms # 22 - 28, therefore completing the guide.  Also
did the Credits.

Version 1.01: Grammar check.

Version 1.02: Added my e-mail address for reader suggestions.

==============================================================================

3:  Controls

Obviously, knowing what the Charaboms do is moot if you don't know how to play
the game!!!  Here are the basics:

Control Pad: Moves.
A: Lays bombs.
B: Activates Remote Bombs and certain Charabom powers.
L and R: Goes to the Charabom selection screen.
Select: Goes to the Save screen.
Start: Basic, no-frills pause.

Your goal? To meet the objective of each level, then use a portal to go to
another, hopping from level to level until you've cleared all 100.  However,
you can't even play 20 of the levels unless you have the other version "pitch"
them to you.  However, "get Charabom" Areas, "destroy all soft block" Areas,
Areas with bonus flags, "Get all Charabom Food" areas, and boss Areas are 
never exclusive to one version or the other (with a few exceptions among the
Areas where you have to gather Charabom food, such as 1-8 and 1-9.)  Also, 
some Areas where you have to destroy soft blocks also have bonus flags.  And
Area 2-8 is a dead end in the Red version...  But I'm getting sidetracked...
That's all I have to say for this guide.  On to the Charaboms!!

==============================================================================

4:  Charabom Basics

Before I tell you about the specific Charaboms themselves, I'm going to share
some basic know-how about them.  First off; Unlike in Bomberman Generation, 
you can switch Charaboms without altering the playing field, allowing you to
use some Charabom powers in conjunction (like making Dangerous Bombs with 
Stegodon and then throwing them with Big Ox.)  The stats for Charabom battles
are Attack, Defense, Special, and Agility, and Level is determined by the 
first three of those (namely, how close they are to their maximum values.)
Level determines how many HP (hit points) your Charabom has.  Your Charabom's
max HP will be equal to its level * 10, and a Charabom's level increases by 1
after a total increase of about 10 to all of its stats (excluding Agility.)
Thus, all Charaboms with a particular number of types will have equivalent
total stats.  If your Charabom's HP run out in a Charabom battle, you lose 
(and if you're battling another person, your Charabom is transferred to your
opponent, which is the only way to get Charaboms nonnative to your version.)
Attack determines how much damage your Charabom can do with its physical 
ramming attack.  Defense determines how much damage is ignored when your
Charabom defends.  Special determines how much damage is dealt with the 
attribute-based special attack, which does double damage to a Charabom of an
attribute weak to yours (and, for single-type charaboms, no damage to the type
strong against yours, which is REALLY cheap if you ask me.)  For dual-type and
triple-type Charaboms, keep in mind that damage can only be doubled ONCE.
(For example, Pommy Dragon won't do quadruple damage to Rhinaus, and vice 
versa.)  Fire is strong against Earth, which is strong against Electricity, 
which is strong against Water, which is strong against Fire.  

For the Dual-type and Triple-type Charaboms, I'll note which Charaboms' 
abilities form the basis of the powers of the Charabom in question, but you 
can merge any two Charaboms of the requesite types in order to get them.  
You can't merge any particular Charabom more than once, and you can only have
one of each Charabom, so if you try to form a Charabom that you already have, 
the fusion will fail (though you won't waste the "fusion potential" of the 
Charaboms that you used in the process.)  Unlike in the original Bomberman Max
game, you won't lose the Charaboms you use in fusion, but those Charaboms 
cannot be fused again.  No Charabom can be used in fusion more than once.
Also, any Charabom can be fused; there is no "fusion capacity" which some
Charaboms have and some don't, only the "fusion potential" that is used up 
once a Charabom is used in fusion.  Finally, you have the option to merge 
Charaboms using only a single Game Pak; linking with another player isn't 
necessary to merge Charaboms anymore.  If you merge Charaboms on a single Pak,
you must use two Charaboms, and both Charaboms will lose their "fusion 
potential"; therefore, it is much better to get a partner.  With a single Pak,
you can only get 4 of the 6 dual-type Charaboms in a single file.  If you link
up with another Bomberman Max 2 owner to merge Charaboms, each of you only 
needs to contribute one Charabom to the merge, and only that Charabom's 
"fusion potential" is lost - in fact, if you already have the Charabom that is
being produced from the fusion, your input Charabom will not lose its "fusion
potential" (your game will tell you that the merge failed, but your merging
partner will get their dual-type Charabom.)

==============================================================================

5:  Charabom List

Here we are, the Charaboms!!!  I will list each Charabom's name, ability, 
attribute, statistics, and my notes and strategies for it... as well as where
you get it, too.  The 28 Charaboms in this game are: Dorako, Ceedrun, 
TwinDrag, Pteradon, Stegodon, Siballoon, Sharkun, Kai-Man, Seapony, Andlar,
Pommy, Pommy Claw, Pommy Animal, Pommy Hen, Pommy Beast, Elephan, Rhinon,
Youno, ToughGuy, Big Ox, Shargon, Pommy Dragon, Pommy Fangs, Sparkun, Rhinaus,
Elefandon, KameKing, and Thunder Liger.  To get to a Charabom's detailed 
entry, please use Ctrl+F.  Well, I won't keep you waiting any longer...  It's
time to roll out the Charaboms!!!!

Charabom # 1: Dorako
Type: Fire
Ability: Fire +1 (Makes your bomb explosions extend 1 space farther, but not
beyond 4 spaces.)
Max Stats: Level 60, Attack 256, Defense 204, Special 200, Agility 70
Location: Red version, Area 1-1
Notes: Dorako is to Max (the hero of the Red Version) as Pommy is to 
Bomberman (who is the playable character of the Blue Version.)  Max has a 
noted preference for Fire and Earth Charaboms, while Bomberman gets more Water
and Electric charaboms.  The Fire-type Charaboms are basically Dinosaurs and
Dragons.  They specialize in physical attacks and have a knack for enhancing 
your bombs.  As for Dorako itself, it basically is one of the game's 
"power-up" Charaboms, enhancing one of your basic abilities - in Dorako's 
case, firepower.  However, unlike its counterparts Pommy and Elifan (who this
game calls Elephan for some reason,) Dorako only increases its assigned 
ability by 1.  I have no idea why.  Honestly, when you've maxed out your 
firepower, Dorako's a mere novelty.  But you can still feed him!  And, oh 
yeah, your firepower, bombs, and speed reset whenever you reload your game.  
So the enhancement Charaboms are still useful!!!!  Use them after you run out 
of lives and have to continue, or when you're picking the game back up after 
having played something else for a while, or after getting back to the game 
after an excursion to the main menu.

Charabom # 2: Ceedrun
Type: Fire
Ability: Pierce Bombs (Bomb flames will pierce breakable blocks.)
Max Stats: Level 60, Attack 260, Defense 200, Special 200, Agility 70
Location: Blue version, Area 2-6
Notes: Ceedrun's power is quite useful, as it can get you through levels a lot
faster.  Plowing through soft blocks is a lot less tedious when you ride 
Ceedrun!!!

Charabom # 3: TwinDrag
Type: Fire
Ability: Homing Bombs (Bombs follow enemies until they hit a dead end or
something else that would force them to stop, right up until the moment that
they explode.)
Max Stats: Level 60, Attack 275, Defense 180, Special 205, Agility 70
Location: Red version, Area 3-3
Notes: LAME!!!!!!  Seriously, the Homing Bombs have a knack for sliding right
PAST their targets.  You're best off only bringing TwinDrag out to feed it,
then stowing it away again.  I'm not kidding - the Homing Bombs absolutely
SUCK.

Charabom # 4: Pteradon
Type: Fire
Ability: Landmines (Bombs become landmines that will explode immediately if
stepped on.)
Max Stats: Level 60, Attack 280, Defense 180, Special 200, Agility 70
Location: Blue Version, Area 4-8
Notes: You can step on your own landmines, which will set them off and kill 
you.  Sibaloon will NOT save you from this, so beware!!!!  Also, the landmines
can go off normally (after a short time without Remote Bombs, or when you
press B with them) without being stepped on, so WATCH OUT!!!!  Still, Pteradon
is quite useful for killing foes that would otherwise try to mess with your
bombs, like Books, Snakeys, Eatons, and Handys.

Charabom # 5: Stegodon
Type: Fire
Ability: Dangerous Bombs (Bombs explode in a 5x5 spread.)
Max Stats: Level 60, Attack 290, Defense 180, Special 190, Agility 70
Location: Red Version, Area 5-2
Notes: Stegodon is EXTREMELY helpful, though you will have to exercise caution
to avoid blowing yourself up (especially at the beginning of a level, at which
point you are usually boxed in with soft blocks.)  Killing the final boss, the
Mad Brain, is VERY hard without Stegodon's wide flame boxes.  That's because
in the third phase of the battle, you have to blow up about 15 little blobs in
10 or so seconds or you won't be able to finish it off, and it's NOT as easy
as it sounds!!!!  Stegodon is VERY helpful both for getting rid of lots of
them in one chain blast, AND for catching the last few stragglers.  Just be
careful, because it is very easy to blow yourself up!!!!  They're not called
Dangerous Bombs for nothing!!!!  Fun fact:  Stegodon is one of the three 
Charaboms you can get at the beginning of Bomberman Generation  (The other two
are Andlar and Kai-Man, both of whom are Water-types, so those who start with
Stegodon can consider themselves lucky that Stegodon's at a super-high level
compared to the other two... when you first get them, anyways.)  However, you
get it near the end of this game.

Charabom # 6: Sibaloon
Type: Water
Ability: Bomb Walk (You can pass through bombs that have been set up.)
Max Stats: Level 60, Attack 215, Defense 235, Special 210, Agility 100
Location: Blue Version, Area 1-5
Notes: VERY useful if you accidentally trap yourself!!!  Sibaloon's ability 
can SERIOUSLY save your bacon if you fail to plan ahead.  Just make sure to 
move quickly!!!!  Oh, if you didn't notice, the Water type is composed of Fish
and other Sea Creatures (Siballoon and Kai-Man are actually mollusks.)  The 
Water type specializes in Defense.  Since the Electric type is best with 
special attacks, the emphasis on damage reduction is pretty darn smart!!!
Water-type Charaboms also tend to focus on mobility and safety (with the
possible exception of Seapony.)

Charabom # 7: Sharkun
Type: Water
Ability: Block Walk (Pass through breakable/soft blocks.)
Max Stats: Level 60, Attack 210, Defense 260, Special 190, Agility 100
Location: Red Version, Area 4-7
Notes: Sharkun is another Charabom that can REALLY save your skin if you've
been cornered.  You can slip through soft blocks to get away from pursuers or
bomb blasts.  Just don't expect to survive if you're caught in a soft block
that's being blown up.

Charabom # 8: Kai-Man
Type: Water
Ability: Shield (Press B to raise a barrier that blocks some projectiles - but
only if you're facing them.  Also, Remote Bombs will be deactivated as long as
this Charabom is equipped.)
Max Stats: Level 60, Attack 210, Defense 250, Special 200, Agility 100
Location: Blue Version, Area 3-3
Notes: I ought to specify what Kai-Man can block.  He can block any projectile
that can be destroyed by a bomb blast.  That includes Opencan's pellets, 
Teevee's electric sparks, Robo's electric bolts, and Mousar's trackballs. 
I think it also includes the bouncing lasers deployed by the Kombine3 and the
Mad Brain, but I haven't bothered to test this.  Kai-Man will NOT save you if
you make physical contact with an enemy.  It also won't save you from bomb 
blasts (unlike Bomberman DS's shield, which, oddly enough, doesn't protect you
from projectiles...)  And the disabling of remote bombs REALLY stinks.  
Couldn't the shield just stay up as long as Kai-Man is equipped?  Oh, well, at
least you can move around with the shield up, and you can put it up instantly
(unlike the shields in Bomberman Tournament [which is actually Ceedrun's 
ability - Kai-Man lets you go into the ocean in that game] and Bomberman DS.
In both of those games, it takes some time [I think slightly less than a 
second] to raise and lower the shield, and you are COMPLETELY vulnerable 
during that period.)

Charabom # 9: Seapony
Type: Water
Ability: Line Bomb (While standing on top of a bomb [preferably one you've 
just set up,] press A to set up as many more bombs as you possibly can in a
straight line.)
Max Stats: Level 60, Attack 210, Defense 240, Special 210, Agility 100
Location: Red Version, Area 2-6
Notes: Ah, Line Bomb.  It's quite useful, really.  In particular, you could 
use Line Bomb to head a foe off at the "pass", so to speak.  Just be sure not
to trap yourself.  Oh, and you can't "fake" Shargon's ability with Seapony; no
matter what sort of bomb you're on top of, the rest of the bombs in the line 
will be normal bombs.

Charabom # 10: Anglar
Type: Water
Ability: Homing Fire (Bomb flame will follow an opponent up to a fixed 
distance.)
Max Stats: Level 60, Attack 200, Defense 275, Special 185, Agility 100
Location: Blue Version, Area 5-3
Notes: Marginally more useful than Homing Bomb.  Homing Fire can kill enemies
pretty efficiently, but don't try to use it on soft blocks.  Like the 
Dangerous Bomb, Homing Fire isn't affected by your Firepower.

Charabom # 11: Pommy
Type: Electric
Ability: Max Speed (Your movement speed is elevated to its maximum value [5.])
Max Stats: Level 60, Attack 215, Defense 210, Special 235, Agility 90
Location: Blue Version, Area 1-1
Notes: Hey, hey, hey!!! It's Bomberman's classic sidekick!!!  First appearing
in Bomberman 64: The Second Attack, Pommy is truly the precursor to the entire
plethora of Charaboms.  In this game, Pommy is one of the three Charaboms that
can elevate one of your basic abilities, along with Dorako and Elifan/Elephan
(and the only one you get in the Blue Version.)  Pommy is also the only
Electric-type Charabom that doesn't disable your Remote Bombs.  The various
forms of Pommy make up the Electric-type Charaboms.  They specialize in the
Special stat, and their abilities tend to help you get out of harm's way (the
first three,) then deliver punishing counterattacks (the last two.)  Oddly
enough, Pommy has the best Attack stat out of all of them, even though he 
doesn't have any sharp implements than his cousins.  Also, notice that the
Electric types are just a little bit slower than the Water types.  This was
an intentional move on the programmers' part; each type of Charabom is a 
little slower than the type that it's strong against, with the exception of 
Water, which greatly outpaces Fire.  Then again, neither the Water type nor 
the Fire type tends to have a very impressive Special stat (and Water 
Charaboms don't have great Attack scores, either, whereas Fire-types have 
absurdly high Attack ratings.)  It's not quite even, but Fire does have some 
chance of winning against Water.

Charabom # 12: Pommy Claw
Type: Electric
Ability: Dash (Press B to dash in the direction you're facing until you bump
into a hard block, soft block, wall, bomb, or other impassable object.  Also, 
Remote Bombs will be deactivated as long as this Charabom is equipped.)
Max Stats: Level 60, Attack 210, Defense 210, Special 240, Agility 90
Location: Red Version, Area 2-7
Notes: You can't manually stop dashing, nor can you change direction in the
middle of a dash.  On the other hand, you are COMPLETELY invincible as long as
the dash lasts, meaning that you can dash through enemies, projectiles, 
hazards, and bomb blasts until you crash into a wall.  You will also be immune
to anything that would merely knock items out of you instead of killing you.
So, Pommy Claw can REALLY save you from danger - unless there's also danger in
the space where you'll be stopping.  In THAT case, you're screwed eight ways 
to Sunday.  Sorry.  Also, you can't dash if you're within 1 square of a wall 
or other obstacle (well, actually, you CAN dash against a soft block, but the
dash will end INSTANTLY, so it's pretty worthless.  The sound effect is pretty
fun, though.) Fun fact: Pommy Claw's ability doesn't stem from any of the 
power-ups or items Bomberman's been able to collect throughout his various 
games.  Rather, it is derived from the ability of one of the Dinosaurs and 
Louies/Rooeys you could ride in the various Bomberman games for the "fourth
generation" of video game systems (Super Nintendo, Sega Genesis, Neo Geo, 
etc.)  There was also "Saturn Bomberman" in the "fifth generation", and it was
in THAT game that the dinosaurs showed up.  The Charaboms of the "sixth 
generation" are basically descended from the Louie/Dinosaur system.  
Specifically, the dash was possessed by the green Louie in Super Bomberman 3 
and Super Bomberman 5, and by the green dinosaur in Saturn Bomberman. The dash
as Pommy Claw has it was merely the first level of the dash power.  As your 
dinosaur grew in those games of yore (namely, Saturn Bomberman,) you gained 
the ability to stop manually and to turn while dashing.  If only you could do
that in this game...

Charabom # 13: Pommy Animal
Type: Electric
Ability: Jump (Press B to jump over 1 square and anything that happens to be 
in it - including soft blocks, hard blocks, bombs, bomb explosions, enemies, 
projectiles, and hazards.  Also, Remote Bombs will be deactivated as long as 
this Charabom is equipped.)
Max Stats: Level 60, Attack 210, Defense 200, Special 250, Agility 90
Location: Blue Version, Area 3-3
Notes: Pommy Animal is another very helpful Charabom, and it can get you out 
of tight scrapes that even Pommy Claw would be helpless to save you from.  
That's because Pommy Animal is the only Charabom able to get you past hard 
blocks.  Sure, there's almost always a way AROUND them, but that way can be 
long and grueling, so Pommy Animal is very good for taking shortcuts - 
especially in the later levels, which often have very complex layouts.  Pommy
Animal is also the only way to get past an exit portal without actually 
entering it (and thusly ending the level,) which makes it vital for fully 
exploring some levels on repeat visits.  I've heard that Pommy Animal can jump
over enemies and bomb blasts, but your timing has to be REALLY good - and some
enemies (namely, the "loyal" ones that chase you relentlessly) will just turn
around to continue chasing you, which means that you'll probably land right on
top of them.  (If you were Mario or Sonic, that wouldn't be a problem, but 
since you're not... yeah... you're dead.)  One more thing to keep in mind - 
Pommy Animal can't actually walk through soft blocks or bombs, and you can't 
jump if you'll even MARGINALLY land on something that you can't normally walk
on.  This means that it can sometimes be VERY tricky to properly line up a 
jump - which is annoying when you have plenty of time and no threats, or 
downright scary (and frustrating) if you're running out of time and/or have an
enemy or projectile bearing down on you FAST.  Fun fact: Pommy Animal's 
ability is derived from the same source as Pommy Claw's - Super Bomberman 3, 
4, and 5 plus Saturn Bomberman, I think.  However, the power as Pommy Animal 
expresses it is the second level from that ye olde game.  The jumping 
dinosaur/Rooey/Louie (colored pink) could only jump over soft blocks at first,
and the ability to jump over bombs and hard blocks had to be developed.  
(Well, actually, only the dinosaurs from Saturn Bomberman could be leveled up.
Rooeys had the ability to jump over hard blocks right from the get-go.)

Charabom # 14: Pommy Hen
Type: Electric
Ability: Music Note (Press B to fire a music note in the direction that you 
are facing, which will stun any enemy that it hits.  Also, Remote Bombs will 
be deactivated as long as this Charabom is equipped.)
Max Stats: Level 60, Attack 210, Defense 190, Special 260, Agility 90
Location: Red Version, Area 4-6
Notes: Pommy Hen is where the "defensive" Electric Charaboms end and the
"offensive" Electric Charaboms begin.  You can only have one music note on the
screen at a time, but as soon as the note goes offscreen or hits an enemy, you
can fire another one.  This means that you can get in an enemy's face and 
bombard it with music notes, and it will NEVER BE ABLE TO MOVE as long as you
keep that up.  Alternatively, you can chase after your music notes to keep 
them going for as far as you can follow them.  Pommy Hen's notes also stop 
enemies from using all their special powers (like leaping over/hiding from 
bomb blasts, firing projectiles, and setting bombs,) which means that you can
blast them with impunity.  Sure, you can't use Remote Bombs, but when you can
paralyze your foes, do you really NEED them?  :p  Just keep in mind that the 
music notes have no impact on bosses.  Fun Fact: Pommy Hen's power is derived
from that of the yellow dinosaurs in Saturn Bomberman.  Since Pommy Hen's 
notes travel all the way across the screen, that's equivalent to the maximum 
level of the roar ability from Saturn Bomberman!!!

Charabom # 15: Pommy Beast
Type: Electric
Ability: Radio Bombs (Press and hold A while standing on top of a bomb to
transfer control from yourself to your bomb.  As long as the A button is held,
you can move your bomb freely.  The bomb will explode when the A Button is 
released.  Also, Remote Bombs will be deactivated as long as this Charabom is
equipped.)
Max Stats: Level 60, Attack 200, Defense 185, Special 275, Agility 90
Location: Blue Version, Area 5-2
Notes: YES, you WILL blow yourself up if you press the A Button and then
immediately release it.  ALWAYS try to position the bomb someplace where it
won't hurt you.  However, once you get the hang of using Pommy Beast's power,
it can be even MORE helpful than the Remote Bombs.  Just keep in mind that
you're a sitting duck while radio-controlling a bomb.

Charabom # 16: Elephan
Type: Earth
Ability: Max Bombs (You can set up the maximum number of bombs [4].)
Max Stats: Level 60, Attack 225, Defense 210, Special 225, Agility 80
Location: Red Version, Area 1-5
Notes: Elephan (more commonly called Eliphan) is the third of the ability-
enhancing Charaboms, as well as the Charabom whose ability is represented in 
ALL 3 of the dual-type Charaboms with the Earth attribute.  (That's a shame, 
because there are some really neat abilities to be found among the Earth-type
Charaboms.)  The Earth-type Charaboms are all Beasts.  They are well-rounded
in their statistics, and their abilities tend to help you move stuff around
(Elephan is the major exception.)  Oddly enough, none of the Earth-type
Charaboms are COMPLETELY balanced, though I can definitely see what statistics
would get that title (Attack 220, Defense 220, Special 220.)

Charabom # 17: Rhinon
Type: Earth
Ability: Bomb Kick (Walk into a bomb and you will kick it away, causing it to
roll in that direction until it hits a wall, enemy, soft block, or item, or it
explodes.)
Max Stats: Level 60, Attack 230, Defense 210, Special 220, Agility 80
Location: Blue Version, Area 2-7
Notes: Unlike in many Bomberman games, there is no way to manually stop kicked
bombs.  Nevertheless, a well-timed Bomb Kick is a great way to catch an enemy
by surprise, and Bomb Kicks also work well for giving yourself some breathing
room if you trap yourself.

Charabom # 18: Youno
Type: Earth
Ability: Block Kick (Press B while facing an adjacent soft block and it will
travel in that direction until it hits a wall, another soft block, a bomb, an
item, or an enemy.  Also, Remote Bombs will be deactivated while this Charabom
is equipped.)
Max Stats: Level 60, Attack 220, Defense 210, Special 230, Agility 80
Location: Red Version, Area 5-3
Notes: If you kick a block into another block, the first block will stop and
the second block will start moving.  You can't kick a block that is up against
a block.  Oh, and you can't kick hard blocks.  Despite those limitations,
using Youni is pretty fun.  Oh, and did I mention that his power is also
taken from Super Bomberman 3-5 and Saturn Bomberman?  Fun Fact:  Hudson Soft
just can't make up their minds on what to call this Charabom.  In Bomberman
Tournament, it had a brown, wingless, female counterpart named Youno, and the
green, winged, male one was called Youni.  It is Bomberman Tournament's
"Youni" which is called "Youno" in Bomberman Max 2.  The original "Youno" is
nowhere to be found in this game.  However, it showed up sans Youno - I mean,
Youni - in Bomberman Generation, where it was called Unicornos (and it was
also called that in the original Bomberman Max.)  In Bomberman Jetters, Youno
- the female one - showed up with the name "Youno", again sans her mate,
Youni.  ...Argh, ENOUGH WITH THE CONFUSION, HUDSON!!!!!!!

Charabom # 19: ToughGuy
Type: Earth
Ability: Bomb Punch (Press B while facing an adjacent bomb to knock it 1
square away.  Also, Remote Bombs are deactivated while this Charabom is
equipped.)
Max Stats: Level 60, Attack 220, Defense 200, Special 240, Agility 80
Location: Blue Version, Area 4-2
Notes: Sure, the distance is weak, but ToughGuy is still useful for getting
bombs away from you, as well as over walls - assuming that you can line up the
punch.  If the bomb would land on top of a wall, hard block, or soft block, it
will bounce off and continue bouncing in the direction that you punched it
until it gets to a square that it can occupy, wrapping around the edge of the
map if it needs to.

Charabom # 20: Big Ox
Type: Earth
Ability: Bomb Throw (Press and hold A while on top of a bomb to pick up the
bomb and carry it around.  Release A to throw the bomb 3 squares in the 
direction you are facing.)
Max Stats: Level 60, Attack 230, Defense 200, Special 230, Agility 80
Location: Red Version, Area 3-2
Notes: You can have Big Ox throw any type of bombs other than landmines by
using the requisite Charabom set that bomb type, then switching to Big Ox and
picking it up, then throwing it.  (You can do a similar trick with ToughGuy.)
Also, if the bomb would land on top of a wall, hard block, or soft block, it
will bounce off and continue bouncing in the direction that you threw it until
it gets to a square that it can occupy, wrapping around the edge of the map if
it needs to.

Charabom # 21: Shargon
Type: Fire/Water
Ability: Line Bomb + Pierce Bomb (Press A while standing on top of a bomb to
set up as many more bombs as you can in a straight line.  Also, flames from
all bombs that you set up will pierce breakable blocks and items.)
Effectively the Fusion of: Ceedrun and Seapony.
Max Stats: Level 70, Attack 250, Defense 220, Special 190, Agility 60
Location: Merge a Fire-type Charabom with a Water-type Charabom
Notes: Yes, dual-type Charaboms can grow for 10 more levels than their single-
type counterparts.  Needless to say, that puts them at a big advantage.  This
advantage is offset by making them slow as hell.  There's nothing new in terms
of abilities from here on out, but some of the combinations are rather
interesting.  For instance, Shargon can absolutely SLAUGHTER soft blocks.  You
won't have many problems punching through lines of soft blocks with Shargon on
your side!!!!!

Charabom # 22: Pommy Dragon
Type: Fire/Electric
Ability: Dangerous Bomb + Radio Bomb (This Charabom lets you set up Dangerous
Bombs.  Press and hold A while standing on top of a bomb to transfer control
from yourself to your bomb.  As long as the A button is held, you can move 
your bomb freely.  The bomb will explode when the A Button is released.  Also,
Remote Bombs will be deactivated as long as this Charabom is equipped.)
Effectively the Fusion of: Stegodon and Pommy Beast.
Max Stats: Level 70, Attack 235, Defense 185, Special 240, Agility 60
Location: Merge a Fire-type Charabom with an Electric-type Charabom
Notes: Pommy Dragon is a very useful Charabom, as you can shove around
Dangerous Bombs quickly without having to constantly switch between Stegodon
and Pommy Beast.  For those of you who own the Blue Version, but not the Red
version (and are stuck without Stegodon,) yet don't have Pommy Beast yet; or
those of you who have the Red Version without the Blue Version (as I did for
several years) can still radio-control other types of bombs by switching to
another Charabom and setting up the type of bomb that you want.

Charabom # 23: Pommy Fangs
Type: Electric/Earth
Ability: Jump + Max Bombs (Press B to jump over 1 square and anything that 
happens to be in it - including soft blocks, hard blocks, bombs, bomb 
explosions, enemies, projectiles, and hazards.  Furthermore, you can set up
the maximum number of bombs [4].  Also, Remote Bombs will be deactivated as
long as this Charabom is equipped.)
Effectively the Fusion of: Pommy Animal and Elephan.
Max Stats: Level 70, Attack 190, Defense 185, Special 285, Agility 60
Location: Merge an Electric-type Charabom with an Earth-type Charabom
Notes: This guy saved my life several times before I got the Blue Version.
The max bombs shtick can be found in all the other dual-type Charaboms with
the Earth attribute, and it's far more sensible for Rhinaus and Elefandon.
Jumping's where it's at!  Boing!  Boing!!  BOING!!!

Charabom # 24: Sparkun
Type: Electric/Water
Ability: Pass-through Block + Max Speed (You can move through soft blocks at
maximum speed [5].)
Effectively the Fusion of: Sharkun and Pommy.
Max Stats: Level 70, Attack 155, Defense 225, Special 280, Agility 60
Location: Merge an Electric-type Charabom with a Water-type Charabom.
Notes: SQUEEEE!!!!  Awwwww, this little guy's almost as cute as Pommy Sea from
Bomberman Tournament!!!  *giggles*  Awwww!!  Who's a cute boy?  Yes you are!!!
...Ahem.  Sparkun is a very useful Charabom, especially for getting out of
danger quickly.

Charabom # 25: Rhinaus
Type: Water/Earth
Ability: Max Bomb + Line Bomb (Press A while standing on top of a bomb to set
up as many as 4 bombs in a straight line.)
Effectively the Fusion of: Seapony and Elephan.
Max Stats: Level 70, Attack 205, Defense 220, Special 235, Agility 60
Location: Merge a Water-type Charabom with an Earth-type Charabom.
Notes: What?!?  They MUST have messed up on the stats...  Oh, well.  Rhinaus's
ability is a highly logical and effective combination.  Normally, Line Bomb's
effectiveness can be curtailed if you haven't elevated your bombs to 4 yet.
With Rhinaus, you don't need to bother doing so - you can set up the maximum
number of bombs in an instant!!!!  (Now, why does it have Elephan's ability
when it clearly looks like Rhinon with a shell?  Probably because Line Bomb
and Max Bombs is a better combination than Line Bomb and Bomb Kick.)

Charabom # 26: Elefandon
Type: Fire/Earth
Ability: Max Bomb + Full Fire (Set up the maximum number of bombs [4] at
maximum firepower [4].)
Effectively the Fusion of: Dorako and Elephan.
Max Stats: Level 70, Attack 285, Defense 190, Special 195, Agility 60
Location: Merge a Fire-type Charabom with an Earth-type Charabom.
Notes: YEAH!!!!  After the crime of crippling Dorako (only +1 firepower?!?
The shame!!!), Elefandon brings the ability to what it SHOULD be - maximum
level.  And you can set up all your bombs, too!  Sure, it's obsolete when 
you're fully powered, but until then, Elefandon is a simple, yet effective
formula.  Even so, there's something better in the wings...

Charabom # 27: KameKing
Type: Fire/Water/Electric
Ability: Block Walk + Full Fire + Max Speed (Pass through blocks at maximum
speed [5].  Furthermore, your firepower is elevated to its maximum level [4].)
Effectively the Fusion of: Dorako, Sharkun, and Pommy.
Max Stats: Level 85, Attack 320, Defense 310, Special 360, Agility 50
Location: Blue Version, get 100 jumps in Jump The Rope!, OR, merge KameKing
with any other Charabom.
Notes: Yes, the triple-type Charaboms have absolutely GODLY statistics.
The only Charaboms that can POSSIBLY beat them are another triple-type or a
single-type that is NOT weak to its special attacks (that would be an 
Electric-type in Kameking's case, and Pommy Beast is the best candidate.)  The
ONLY reason that a single-type can win is that it will be faster.  Seriously.
But, as for KameKing's ability... come on... Hudson got lazy... KameKing was
the last Charabom I got, and I was NOT exactly impressed.

Charabom # 28: Thunder Liger
Type: Fire/Earth/Electric
Ability: Full Fire + Max Speed + Max Bombs (All abilities are at their
maximum level [4 fire, 5 speed, 4 bombs.])
Effectively the Fusion of: Dorako, Elephan, and Pommy.
Max Stats: Level 85, Attack 355, Defense 275, Special 360, Agility 50
Location: Red Version, get 100 jumps in Jump The Rope!, OR, merge Thunder 
Liger with any other Charabom.
Notes: The merge strategem only works for giving another player your version's
triple-type Charabom, because it is HIGHLY unlikely that they could lose a
battle.  They come at Level 70, so their stats are already ludicrous, and the
maximums are even more so.  Thunder Liger is basically the god of Charaboms.
Its ability is wonderfully effective - the fusion of all three stat-boosting
Charaboms - and it can seriously rip its enemies to SHREDS in battle.  The
only things it fears are Dorako (which isn't weak to its special attacks and
has a good enough Special Attack to take it out in 2 rounds) and another
triple-type.  Triple-types are strong against all but one type, but also weak
to all but one type.  So a battle between triple-types WILL, in all
likelihood, be over very quickly.  On the other hand, Jump The Rope! is an
OBSCENELY difficult mini-game.

==============================================================================

6: Credits

The following deserve credit for making this guide possible:

-HudsonSoft, for making this game and the rest of the Bomberman series.
(PLEASE make Bomberman Max 3 soon!!!!)

-Myself, for writing this thing.

-ThunderMan, for helping make my Bomberman DS guide possible - I used a
similar basic format for the construction of this guide, and I borrowed that
format from him.

-And, last but not least, you, for reading this guide.  I was going to leave
this unfinished for a while, but seeing its popularity inspired me to put my
Bomberman DS guide aside for a little while and finish this up!  You rock!!!

If there is a suggestion, correction, addition, or comment for this guide that
you would like me to include, you can e-mail it to me.  If your suggestion is
good, I'll update my guide to include it and give you credit.  My e-mail
address is:  luigifan@verizon.net

Guide (C) to Luigifan18, a.k.a. Matthew Bradley
Game (C) to HudsonSoft
Characters (C) to HudsonSoft
Scenario (C) to HudsonSoft