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    Technique FAQ by TheGreatMon

    Version: 1.1 | Updated: 10/23/09 | Search Guide | Bookmark Guide

    ------------------------------Digimon World-----------------------------
    ---------------------Digimon Techniques Learned FAQ---------------------
    -------------------------------Version 1.1------------------------------
    ----------------------------Table of Contents---------------------------
    0 - Table of Contents
    1 - Introduction
    2 - List of techniques learned; by digimon
    3 - List of techniques learned; by technique
    4 - List of techniques
    5 - Opinions
    6 - FAQ version history
    7 - Thanks
    8 - Contact Information
    9 - Legal Information
    This FAQ, rather late in creation for a game that was released in the
    year 2000 in the US, is a product of there being a lack of this list, at
    least that I was able to find, around the internet.  I was trying to
    fill out my technique chart and as such I was trying to guide my
    digivolution towards digimon that could learn techniques that I had not
    learned yet.  While some techniques, like Dynamite Kick, are fairly
    ubiquitous and you have more trouble finding a digimon that CAN'T learn
    the technique rather than one that can, some others, like Infinity Burn
    are only learned by a few digimon total.  Add in that some moves can
    only be learned from bosses or by brains training, and you can have 
    some trouble finishing up that tech chart!Thus was born my desire to
    create the list myself, for the general use of everyone.
    So, what's the deal with techniques?
    There are a total of 7 different technique types in the game.  These
    are Fire, Battle, Air, Earth, Ice, Mech, and Filth in order.  Each 
    digimon that you raise has access to 1, 2, or even 3 different types
    of techniques, and frequently not even the whole row of 8 techniques
    in each type.  As one of the many goals in this game is to fill out
    the entire technique chart, which starts empty and must be filled in
    by learning the techniques, you are forced to raise many digimon to
    fill out the chart in its entirety.This guide will help in that
    task by avoiding the guessing game if the digimon you are aiming for
    will be able to learn the technique that you want it to.  This FAQ 
    does not include a digivolution guide but that is generally easy 
    enough to find on the internet.
    Techniques can be learned in two ways.  The main way to learn techs
    is to witness the tech being used in battle.You have to be able
    to use the technique with the digimon you are using and even then it
    isn't guaranteed that you will learn the technique after the battle.
    There are two ways that you can improve the chance of learning the
    technique in this way.  First of all, the more an enemy uses the 
    tech in question, the greater your chance of learning it.  Secondly,
    your digimon's brains stat generally improves the chance, with a 
    higher score giving you a better chance.  The other way to learn
    techniques is directly by brains training, either through the black
    board in the green gym or by Cherrymon's lessons. However, you only
    have a chance to learn a new, lernable technique when you pass a
    multiple of 50 in brains, and this way of learning isn't guaranteed
    either.  In general, if you are training brains from 0 to 950 you
    will only learn a technique or two, and you will take a good deal
    of your digimon's life to do it.You may not even learn a single
    one!There is also a third way to learn techniques, directly from
    NPCs as a gift of sorts, but this way is only available late in the
    game and only a few ice techniques and a single earth technique are
    available this way, so it isn't really worth discussing.
    This FAQ has two main components.  First of all is a list of techs
    learned sorted by the digimon that learns them.  It is sorted first
    by level, Rookie, Champion, or Ultimate, and secondly alphabetically
    within the digimon level.  This first list is useful if you are
    curious about what a specific digimon you may want to digivolve to
    learns.  For example, you may want to raise a Ninjamon because for
    some reason you find him cool, consult this list, and realize that
    he doesn't really learn a single strong move.  This information may
    change your mind.  Perhaps you like digimon with a specific type of
    technique, or even a specific technique that you find really useful.
    The second main component lists the techniques out sorted by 
    technique and listing every digimon that can learn that respective
    tech.  This is a great help if you are towards the end of your tech
    chart filling escapades and random digimon simply aren't getting you
    anything new.  Some techniques are quite rare to see and you need to
    plan to have a digimon that can learn them from a specific boss, or
    simply know which digimon to aim for so you can brains train the
    living daylights out of it.
    Finally, a secondary component is a list of all of the techniques
    and their pertinent information.  The reason this is secondary is
    simply because everything can be found in the game by highlighting
    the respective technique, and more in-depth technique FAQs are 
    also widely available, with additional information like where they
    can be learned, which, as of this version, I have chosen not to
    -----------------List of techniques learned; by digimon-----------------
    In this list I have used a shorthand for the techniques learned.  For 
    example, Agumon is listed as follows:
    Fire 1,3,4,5,6
    Battle 2,4
    This means that he can learn the techniques in the first, third, 
    fourth, fifth, and sixth spots in the fire techniques row, as well as 
    the ones in the second and fourth spots in the battle tech row.  This
    isn't particularly useful information unless you can see the chart and
    know what moves are in those spots, so in the list of techniques I have
    included a search term to help you find them better.  Simply hit ctrl+F
    and enter "Fire1" or "Battle4" and it will take you to that section and 
    to the technique in question, so that you can see the first fire tech 
    is Fire Tower and the fourth battle tech is Sonic Jab.
    You can also simply refer to the technique chart in game, where every
    technique is layed out very nicely.But that is neither here nor there
    so, without further pause, the list!
    Fire 1,3,4,5,6
    Battle 2,4
    Air 3,5
    Ice 1,3,4,5,6
    Fire 3,6
    Air 2,3,6,7,8
    Battle 2,5,6
    Air 3,4,5,6
    Fire 1,6
    Battle 1,3,4,5,7
    Air 3,4,5
    Earth 1,3,6,7
    Earth 1,3,5,6
    Ice 5,6,8
    Battle 3,4,5,8
    Air 2,6,7
    Earth 5,6
    Ice 1,3,4,5,6
    Fire 2,3,6
    Air 2,3,4,5,6,7,8
    Battle, 2,5,6
    Air 2,3,4,5,6,7,8
    Air 1,2,3,4,5,6,8
    Ice 1,3,6
    Fire 1,2,3,4,5,6,8
    Air 2,6,8
    Fire 1,2,3,4,5,6,8
    Battle 2,5,6
    Earth 4,6,7
    Ice 1,2,3,4,5,6,8
    Battle 2,3,4,5,6,7
    Air 1,2,3,4
    Ice 1,2
    Battle 1,2,3,4,5,6,7,8
    Earth 5,8
    Battle 2,4
    Ice 1,2,3,4,5,6,7,8
    Fire 1,3,5
    Battle 3,7,8
    Ice 1,2,3,4,6
    Fire 1,2,3,4,5,6,8
    Battle 2,5,6
    Air 2,4
    Fire 2,3,4
    Air 6,8
    Earth 1,3,5,6,7,8
    Battle 1,3,5
    Air 2,3,4,5,6,7,8
    Battle 2,4
    Air 2,6
    Earth 1,3,5,6,7,8
    Battle 1,2,3,4,5,6,7,8
    Air 4,5
    Fire 1,2,3,4,5,6,7
    Battle 3,5,6
    Battle 5,7
    Earth 3,8
    Ice 1,3,4,5,6,7
    Fire 2,3,4,6,8
    Battle 1,6,7
    Earth 3,4,8
    Battle 5,6,7
    Filth 1,2,3,4,5,6,7
    Fire 1,5
    Battle 3,4,5,6
    Earth 1,3,5,7
    Filth 1,2,3,4,5,6,7,8
    Fire 3,4,5
    Battle 1,3,4,5,7,8
    Earth 4,6
    Fire 3,5
    Earth 1,5,7
    Ice 1,3,4,5,6,8
    Earth 1,5
    Ice 1,2,3,4,5,6,7,8
    Filth 1,2,3,4,5,6,7,8
    Fire 2,3,5
    Battle 1,2,3,4,5,7,8
    Battle 3,5,6
    Air 2,3,4,5,6,7,8
    Earth 1,3,5,6,7,8
    Ice 5,6
    Earth 1,5
    Ice 1,2,3,4,5,6,7,8
    Battle 1,6,7,8
    Air 4,5
    Mech 1,2,3,4,5,6,7,8
    Fire 1,2,3,4,5,6,7,8
    Air 1,2,4,7,8
    Ice 6,8
    Battle 1,2,3,4,5,6,7,8
    Air 1,2,4
    Filth 7,8
    Battle 7,8
    Air 1,3,4
    Mech 1,2,3,4,5,6,7,8
    Hercules Kabuterimon
    Fire 2,4
    Battle 2,6,7,8
    Earth 1,2,3,4,5,6,7,8
    Battle 1,2,3,4,5,6,7,8
    Mech 1,3,4,7,8
    Battle 5,7
    Ice 1,2,3
    Mech 1,2,3,4,5,6,7,8
    Air 6,7,8
    Ice 1,2,3,4,5,6,7,8
    Metal Greymon
    Fire 6,7,8
    Battle 1,7,8
    Mech 1,2,3,4,5,6,7,8
    Metal mamemon
    Battle 1,3,4,5,6,7,8
    Mech 2,3,4,5,8
    Battle 1,2,3,4,5,6,7,8
    Air 1,3,4,5,7
    Air 2,6,7,8
    Earth 1,2,3,4,5,6,7,8
    Fire 2,4,5,8
    Air 1,2,3,4,5,6,7,8
    Battle 1,2,3,4,5,6,7,8
    Ice 1,2,3
    Mech 2,4
    Earth 2,5,8
    Mech 1,2,3,4,5,6,7,8
    ----------------List of techniques learned; by technique----------------
    Fire Skill 1 - Fire Tower - Agumon, Gabumon, Birdramon, Centaurumon, 
    Garurumon, Greymon, Meramon, Ninjamon, Digitamamon
    Fire Skill 2 - Prominence Beam - Airdramon, Birdramon, Centaurumon, 
    Greymon, Kabuterimon, Meramon, Monochromon, Tyrannomon, Digitamamon, 
    Hercules Kabuterimon
    Fire Skill 3 - Spit fire - Agumon, Biyomon, Airdramon, Birdramon, 
    Centaurumon, Garurumon, Greymon, Kabuterimon, Monochromon, Ogremon, 
    Seadramon, Tyrannomon, Digitamamon
    Fire Skill 4 - Red Inferno - Agumon, Birdramon, Centaurumon, Greymon, 
    Kabuterimon, Meramon, Monochromon, Ogremon, Digitamamon, Hercules 
    Kabuterimon, Phoenixmon
    Fire Skill 5 - Magma Bomb - Agumon, Birdramon, Centaurumon, Garurumon, 
    Greymon, Meramon, Ninjamon, Ogremon, Seadramon, Tyrannomon, Digitamamon,
    Fire Skill 6 - Heat Laser - Agumon, Biyomon, Gabumon, Airdramon, 
    Birdramon, Centarumon, Greymon, Meramon, Monochromon, Digitamamon,
    Metal Greymon
    Fire Skill 7 - Infinity Burn - Meramon, Digitamamon, Metal Greymon
    Fire Skill 8 - Meltdown - Birdramon, Centaurumon, Greymon, Monochromon,
    Digitamamon, Metal Greymon, Phoenixmon
    Battle Skill 1 - Tremar - Gabumon, Drimogemon, Kokatorimon, Leomon, 
    Monochromon, Ogremon, Tyrannomon, Andromon, Etemon, Mamemon, Metal 
    Greymon, Metal Mamemon, Monzaemon, Skullgreymon
    Battle Skill 2 - Muscle Charge - Agumon, Elecmon, Angemon, Centaurumon, 
    Devimon, Drimogemon, Frigimon, Greymon, Kuwagamon, Leomon, Tyrannomon,
    Etemon, Hercules Kabuterimon, Mamemon, Monzaemon, Skull Greymon
    Battle Skill 3 - War Cry - Gabumon, Patamon, Devimon, Drimogemon, 
    Garurumon, Kokatorimon, Leomon, Meramon, Ninjamon, Ogremon, Tyrannomon,
    Unimon, Etemon, Mamemon, Metal Mamemon, Monzaemon, Skull Greymon
    Battle Skill 4 - Sonic Jab - Agumon, Gabumon, Patamon, Devimon, 
    Drimogemon, Frigimon, Kuwagamon, Leomon, Ninjamon, Ogremon, Tyrannomon,
    Etemon, Mamemon, Metal Mamemon, Monzaemon, Skull Greymon
    Battle Skill 5 - Dynamite Kick - Elecmon, Gabumon, Patamon, Angemon, 
    Centaurumon, Devimon, Drimogemon, Greymon, Kokatorimon, Leomon, Meramon,
    Mojyamon, Nanimon, Ninjamon, Ogremon, Tyrannomon, Unimon, Etemon, 
    Mamemon, Megadramon, Metal Mamemon, Monzaemon, Skull Greymon
    Battle Skill 6 - Counter - Elemon, Angemon, Centaurumon, Devimon, 
    Drimogemon, Greymon, Leomon, Meramon, Monochromon, Nanimon, Ninjamon,
    Unimon, Andromon, Etemon, Hercules Kabuterimon, Mamemon, Metal Mamemon,
    Monzaemon, Skull Greymon
    Battle Skill 7 - Megaton Punch - Gabumon, Devimon, Drimogemon, 
    Garurumon, Leomon, Mojyamon, Monochromon, Nanimon, Ogremon, Tyrannomon, 
    Andromon,Etemon, Giromon, Hercules Kabuterimon, Mamemon, Megadramon, 
    Metal Greymon, Metal Mamemon, Monzaemon, Skullgreymon
    Battle Skill 8 - Buster Dive - Patamon, Drimogemon, Garurumon, Leomon,
    Ogremon, Tyrannomon, Andromon, Etemon, Giromon, Hercules Kabuterimon, 
    Mamemon, Metal Greymon, Metal Mamemon, Monzaemon, Skullgreymon
    Air Skill 1 - Thunder Justice - Bakemon, Devimon, Digitamamon, Etemon,
    Giromon, Monzaemon, Phoenixmon
    Air Skill 2 - Spinning Shot - Biyomon, Patamon, Airdramon, Angemon, 
    Bakemon, Birdramon, Devimon, Greymon, Kokatorimon, Kuwagamon, Unimon,
    Digitamamon, Etemon, Piximon, Phoenixmon
    Air Skill 3 - Electric Cloud - Betamon, Biyomon, Elecmon, Kunemon, 
    Airdramon, Angemon, Bakemon, Devimon, Kokatorimon, Unimon, Giromon, 
    Monzaemon, Piximon
    Air Skill 4 - Megalo Spark - Elecmon, Kunemon, Airdramon, Angemon, 
    Bakemon, Devimon, Greymon, Kokatorimon, Leomon, Unimon, Andromon,
    Digitamamon, Etemon, Giromon, Monzaemon, Phoenixmon
    Air Skill 5 - Static Elec - Betamon, Elemon, Kunemon, Airdramon, 
    Angemon, Bakemon, Kokatorimon, Leomon, Unimon, Andromon, Monzaemon, 
    Air Skill 6 - Wind Cutter - Biyomon, Elecmon, Patamon, Airdramon, 
    Angemon, Bakemon, Birdramon, Kabuterimon, Kokatorimon, Kuwagamon, 
    Unimon, Megaseadramon, Piximon, Phoenixmon
    Air Skill 7 - Confused Storm - Biyomon, Patamon, Airdramon, Angemon,
    Kokatorimon, Unimon, Digitamamon, Megaeadramon, Monzaemon, Phoenixmon
    Air Skill 8 - Hurricane - Airdramon, Angemon, Bakemon, Birdramon, 
    Kabuterimon, Kokatorimon, Unimon, Digitamamon, Megaseadramon, 
    Piximon, Phoenixmon
    Earth Skill 1 - Poison Powder - Kunemon, Palmon, Coelamon, Kabuterimon, 
    Kuwagamon, Ninjamon, Seadramon, Shellmon, Vegiemon, Whamon, Hercules
    Kabuterimon, Piximon
    Earth Skill 2 - Bug - Hercules Kabuterimon, Piximon, Vademon
    Earth Skill 3 - Mass Morph - Kunemon, Palmon, Kabuterimon, Kuwagamon, 
    Mojyamon, Monochromon, Ninjamon, Vegiemon, Hercules Kabuterimon,
    Earth Skill 4 - Insect Plague - Coelamon, Monochromon, Ogremon, Hercules
    Kabuterimon, Piximon
    Earth Skill 5 - Charm Perfume - Palmon, Penguinmon, Drimogemon, 
    Kabuterimon, Kuwagamon, Ninjamon, Seadramon, Shellmon, Vegiemon, Whamon,
    Hercules Kabuterimon, Piximon, Vademon
    Earth Skill 6 - Poison Claw - Kunemon, Palmon, Penguinmon, Coelamon, 
    Kabuterimon, Kuwagamon, Ogremon, Vegiemon, Hercules Kabuterimon, 
    Earth Skill 7 - Danger Sting - Kunemon, Coelamon, Kabuterimon, Kuwagamon
    Ninjamon, Seadramon, Vegiemon, Hercules Kabuterimon, Piximon
    Earth Skill 8 - Green Trap - Drimogemon, Kabuterimon, Kuwagamon, 
    Mojyamon, Monochromon, Vegiemon, Hercules Kabuterimon, Piximon, Vademon
    Ice Skill 1 - Giga Freeze - Betamon, Penguinmon, Bakemon, Coelamon, 
    Devimon, Frigimon, Garurumon, Mojyamon, Searamon, Shellmon, Whamon,
    Megadramon, Megaseadramon, Skullgreyon
    Ice Skill 2 - Ice Statue - Coelamon, Devimon, Frigimon, Garurumon,
    Shellmon, Whamon, Megadramon, Megaseadramon, Skullgreymon
    Ice Skill 3 - Winter Blast - Betamon, Penguinmon, Bakemon, Coelamon,
    Frigimon, Garurumon, Mojyamon, Seadramon, Shellmon, Whamon, Megadramon,
    Megaseadramon, Skullgreymon
    Ice Skill 4 - Ice Needle - Betamon, Penguinmon, Coelamon, Frigimon, 
    Garurumon, Mojyamon, Seadramon, Shellmon, Whamon, Megaseadramon
    Ice Skill 5 - Water Blitz - Betamon, Palmon, Penguinmon, Coelamon, 
    Frigimon, Mojyamon, Seadramon, Shellmon, Vegiemon, Whamon,
    Ice SKill 6 - Aqua Magic - Betamon, Palmon, Penguinmon, Coelamon,
    Frigimon, Garurumon, Mojyamon, Seadramon, Shellmon, Vegiemon, Whamon,
    Digitamamon, Megaseadramon
    Ice Skill 7 - Aurora Freeze - Frigimon, Mojyamon, Shellmon, Whamon,
    Ice Skill 8 - Teardrop - Palmon, Coelamon, Frigimon, Seadramon, 
    Shellmon, Whamon, Megaseadramon
    Mech skill 1 - Power Crane - Andromon, Giromon, Mamemon, Megadramon, 
    Metal Greymon, Vademon
    Mech Skill 2 - All Range Beam - Andromon, Giromon, Megadramon, Metal
    Greymon, Metal Mamemon, Skullgreymon, Vademon
    Mech Skill 3 - Metal Sprinter - Andromon, Giromon, Mamemon, Megadramon,
    Metal Greymon, Metal Mamemon, Vademon
    Mech Skill 4 - Pulse Laser - Andromon, Giromon, Mamemon, Megadramon,
    Metal Greymon, Metal Mamemon, Skullgreymon, Vademon
    Mech Skill 5 - Delete Program - Andromon, Giromon, Megadramon, Metal 
    Greymon, Metal Mamemon, Vademon
    Mech Skill 6 - DG Dimension - Andromon, Giromon, Megadramon, Metal
    Greymon, Vademon
    Mech Skill 7 - Full Potential - Andromon, Giromon, Mamemon, Megadramon,
    Metal Greymon, Vademon
    Mech Skill 8 - Reverse Program - Andromon, Giromon, Mamemon, Megadramon,
    Metal Greymon, Metal Mamemon, Vademon
    Filth Skill 1 - Odor Spray - Nanimon, Numemon, Sukamon
    Filth Skill 2 - Poop Speed Toss - Nanimon, Numemon, Sukamon
    Filth Skill 3 - Big Poop Toss - Nanimon, Numemon, Sukamon
    Filth Skill 4 - Big Random Toss - Nanimon, Numemon, Sukamon
    Filth Skill 5 - Poop Random Toss - Nanimon, Numemon, Sukamon
    Filth Skill 6 - Random Speed Toss - Nanimon, Numemon, Sukamon
    Filth Skill 7 - Horizontal Kick - Nanimon, Numemon, Sukamon, Etemon
    Filth Skill 8 - Ultimate Poop Hell - Numemon, Sukamon, Etemon
    ----------------------------List of Techniques--------------------------
    Fire1: Fire Tower
    Power: 155
    MP: 81
    Range: Long
    Special: Stun
    Fire2: Prominence Beam
    Power: 444
    MP: 183
    Range: Long
    Special: Flat
    Fire3: Spit Fire
    Power: 66
    MP: 30
    Range: Long
    Special: None
    Fire4: Red Inferno
    Power: 210
    MP: 171
    Range: Wide
    Special: None
    Fire5: Magma Bomb
    Power: 279
    MP: 132
    Range: Long
    Special: Confuse
    Fire6: Heat Laser
    Power: 84
    MP: 105
    Range: Wide
    Special: Flat
    Frie7: Infinity Burn
    Power: 488
    MP: 264
    Range: Wide
    Special: Stun
    Fire8: Meltdown
    Power: 400
    MP: 318
    Range: Wide
    Special: Stun
    Battle1: Tremar
    Power: 178
    MP: 168
    Range: Wide
    Special: None
    Battle2: Muscle Charge
    Power: 0
    MP: 66
    Range: Self
    Special: Boosts ATK 30%
    Battle3: War Cry
    Power: 0
    MP: 42
    Range: Self
    Special: Boosts ATK 10%, DEF 5%, and SPD 10%
    Battle4: Sonic Jab
    Power: 52
    MP: 18
    Range: Short
    Special: None
    Battle5: Dynamite Kick
    Power: 193
    MP: 99
    Range: Short
    Special: Stun
    Battle6: Counter
    Power: 285
    MP: 165
    Range: Short
    Special: Confuse
    Battle7: Megaton Punch
    Power: 320
    MP: 186
    Range: Short
    Special: Stun
    Battle8: Buster Dive
    Power: 500
    MP: 258
    Range: Long
    Special: Confuse
    Air1: Thunder Justice
    Power: 586
    MP: 330
    Range: Long
    Special: Stun
    Air2: Spinning Shot
    Power: 389
    MP: 150
    Range: Long
    Special: None
    Air3: Electric Cloud
    Power: 120
    MP: 69
    Range: Long
    Special: Stun
    Air4: Megalo Spark
    Power: 382
    MP: 174
    Range: Long
    Special: Stun
    Air5: Static Elect
    Power: 85
    MP: 45
    Range: Short
    Special: Stun
    Air6: Wind Cutter
    Power: 178
    MP: 93
    Range: Long
    Special: None
    Air7: Confused Storm
    Power: 225
    MP: 216
    Range: Wide
    Special: Confuse
    Air8: Hurricane
    Power: 366
    MP: 255
    Range: Wide
    Special: Confuse
    Earth1: Poison Powder
    Power: 117
    MP: 171
    Range: Wide
    Special: Poison
    Name: Bug
    Power: 500
    MP: 354
    Range: Long
    Special: Flat
    Earth3: Mass Morph
    Power: 0
    MP Cost: 30
    Range: Self
    Special: Boosts DEF 20%, and SPD 10%
    Earth4: Insect Plague
    Power: 58
    MP: 96
    Range: Long
    Special: Poison
    Earth5: Charm Perfume
    Power: 180
    MP: 210
    Range: Wide
    Special: Confuse
    Earth6: Poison Claw
    Power: 62
    MP: 51
    Range: Short
    Special: Poison
    Earth7: Danger Sting
    Power: 157
    MP Cost: 102
    Range: Short
    Special: Flat
    Earth8: Green Trap
    Power: 310
    MP: 147
    Range: Long
    Special: Stun
    Ice1: Giga Freeze
    Power: 264
    MP: 120
    Range: Long
    Special: Stun
    Ice2: Ice Statue
    Power: 424
    MP: 186
    Range: Long
    Special: Stun
    Ice3: Winter Blast
    Power: 120
    MP Cost: 169
    Range: Wide
    Special: Stun
    Ice4: Ice Needle
    Power: 126
    MP: 78
    Range: Long
    Special: Stun
    Ice5: Water Blitz
    Power: 211
    MP: 102
    Range: Long
    Special: None
    Ice6: Aqua Magic
    Power: 0
    MP: 36
    Range: Self
    Special: Boosts ATK 7%, DEF 7%, and SPD 7%
    Ice7: Aurora Freeze
    Power: 430
    MP: 258
    Range: Wide
    Special: Flat
    Ice8: Tear Drop
    Power: 60
    MP: 42
    Range: Long
    Special: Flat
    Mech1: Power Crane
    Power: 226
    MP: 126
    Range: Long
    Special: None
    Mech2: All Range Beam
    Power: 573
    MP: 330
    Range: Wide
    Special: None
    Mech3: Metal Sprinter
    Power: 150
    MP: 165
    Range: Wide
    Special: None
    Mech4: Pulse Laser
    Power: 389
    MP: 168
    Range: Long
    Special: None
    Mech5: Delete Program
    Power: 430
    MP: 219
    Range: Long
    Special: Flat
    Mech6: DG Dimension
    Power: 722
    MP: 420
    Range: Wide
    Special: None
    Mech7: Full potential
    Power: 0
    MP: 99
    Range: Self
    Special: Boosts ATK 25%, DEF 15%, and SPD 15%
    Mech8: Reverse Prog
    Power: 256
    MP: 297
    Range: Long
    Special: Flat
    Filth1: Odor Spray
    Power: 88
    MP: 75
    Range: Long
    Special: Stun
    Filth2: Poop Speed Toss
    Power: 122
    MP: 96
    Range: Long
    Special: Poison
    Filth3: Big Poop Toss
    Power: 211
    MP: 192
    Range: Long
    Special: Confuse
    Filth4: Big Random Toss
    Power: 211
    MP: 282
    Range: Wide
    Special: Confuse
    Filth5: Poop Random Toss
    Power: 75
    MP: 120
    Range: Wide
    Special: Poison
    Filth6: Random Speed Toss
    Power: 122
    MP: 216
    Range: Wide
    Special: Poison
    Filth7: Horizontal Kick
    Power: 53
    MP: 24
    Range: Short
    Special: None
    Filth8: Ultimate Poop Hell
    Power: 333
    MP: 333
    Range: Wide
    Special: Flat
    Here is a section where I wax on the power of the moves.
    First of all, since each digimon has 3 move slots at any given time to
    use in battle, you need to diversify.  One mistake that a lot of people
    make is simply to load up on the most powerful moves.  This really does
    nothing since the moves are used in similar circumstances.  You end up
    just wasting a move slot or two on a move that is rarely used, and when
    it is, it is probably redundant to the other moves.
    There are actually five main things to consider when picking your moves.
    The first four, power, MP, range, and any special effects it may have
    are stated simply on the move listing, but the fifth, startup time, you
    generally need to figure out for yourself.  Some moves, like the stat 
    raising moves and moves like All Range Beam have no startup time at all
    and impossible to interrupt once started.  Some, like Meltdown and 
    Buster Dive take FOREVER to startup and you may never get to use them
    at all if the opponent digimon is fast enough.  Remember that startup
    time isn't the same as animation, and some start fast with a long 
    animation and some have a long startup with almost no animation.  
    Startup time becomes INCREASINGLY important as the speed of opponent
    digimon goes up through the game.
    When designing your moveset, there are generally two strategies you can
    use.  The first is to pick one strong move, one area move, and one stat
    boosting move.  The second, similar, is only different in that you 
    replace the area move with a quick move instead.  The general idea is
    that you always want to use your strong move when possible, but there
    are other situations out there when playing the game.  When there are
    multiple opponents, often times your area move is the strongest one
    you can use.  And the stat booster should be used as many times as
    possible early on, unless you simply outclass the opponent by a large
    margin.  You may want to replace the area move with a very quick move,
    as sometimes you may encounter a digimon that has much higher speed, or,
    even worse, about the exact same speed as you.  This causes the digimon
    to attack at the same time as you and may end up interrupting your
    move constantly, even if the startup time on your power move isn't very
    long.  In these cases, a very very quick move that is only medium power
    may be the best choice.  You can also use this in reverse and use the
    very quick move to constantly interrupt the opponent so that they can
    never do anything!  Moves like Ice Needle and Wind Cutter won't kill
    fast but they do wonders at dominating the fight.  Early in the game
    there is perhaps a fourth type of move you want to use, a cheap move,
    but this overlaps with quick moves a lot of the time, and as soon as 
    you can afford to spam MP recoveries of various sizes it doesn't matter
    as much.  Some of the best moves in the game can fufill multiple roles.
    Ice Statue is both quick and very powerful, and All Range Beam is
    quick, powerful, AND area.  All Range Beam and Full Potential covers
    all your bases in two moves, if your digimon can learn them!
    One thing you may be tempted to do, if you are an avid RPG fan, is to
    design your moveset with different technique types in mind, like
    including both fire and ice moves if your digimon learn both.  There
    is no reason to do this in this game!  Digimon have no "type" resists
    whatsoever, and you may be hurting yourself for a silly reason.  If
    all the moves you feel are best are a single type, don't be afraid
    to use them all.  This may sound silly, but I found it really ingrained
    in myself to use different types to be "diverse" and it took willpower
    to resist it.
    The status effects range from meh to basically detrimental to yourself!
    You can and should use moves with stun as often as you can, as stun not
    only shuts down the enemies offense, but, more importantly, lets you get
    off your own attacks unimpeded for a time.  This is especially useful
    when trying to use your finishing move, which if hit out of, won't be
    back for sometime.  Poison can be useful in boss fights, but usually
    doesn't do much damage in normal enemy fights.  It's main use is 
    actually defensive in nature.  It will slow down the enemy to a walk
    speed, and combined with the Distance tactic, you can avoid close
    moves pretty much indefinitely.  Defense is never as good as offense
    since you can spam recoveries if needed, but early on when this is
    expensive, and in fights with digimon that are much stronger than you,
    this slow can save your ass.  Flat is generally annoying.  You may stop
    them from doing any real damage while they are so affected, but you hurt
    your own offense too.  First of all, while they are changing and 
    changing back, they are immune to all damage, and the animation really 
    does take some time. You will generally miss one, or if unlucky, two 
    attacks thanks to turning them flat.  This wastes MP and can throw off 
    your timing.  Secondly, while flat their attack can't be interrupted!  
    You may end up wasting a TON of moves simply because their pixel 
    interrupts you. Do yourself a favor and try to avoid using flat moves 
    if possible.  Finally there is confuse.  God help you if your move can
    confuse the opponent digimon.  They will run around like crazy and fire
    moves at random.  The problem is that if your move is close your digimon
    will have a hell of a time trying to close with them, and then most 
    likely missing as they keep running, and if it is long and doesn't track
    then they will most likely dodge it and even wide area moves can miss as
    they run out of range!  And if their moves are tracking they will STILL
    hit you!  Confuse just plain sucks.
    Here are, in my opinion, the best moves, listed by what role they suit:
    Power - 
    Prominence Beam: A bit slow to start, but one of the best MP/Power
                     ratios in the entire game.  It can miss if they are
                     running around, and worse yet, it can flatten the
                     enemy, but if it is your only choice for power, it
                     isn't horrible
    Infinity Burn: Suffers from the statup time from hell, but has two
                   main advantages some of these other power moves don't:
                   first of all, it is wide and can hit multiple digimon,
                   and secondly, and better yet, it can stun.  If you use
                   this, you may end up "stun locking" the enemy into
                   submission.  The downside?  Only 3 digimon learn it.
    Thunder Justice: The second most powerful move in the game and can stun.
                     Need I say more?  Ok, how about it is one of the
                     coolest looking moves in the game!  The only downside
                     is that if the opponent is running around, it very
                     easily misses.  Unlike moves like prominence beam that
                     fly out towards them and thus can be ran into, Thunder
                     Justice comes from the top of the screen, meaning they
                     almost need to stand still.  Still, this move hits and
                     hits HARD.
    Megalo Spark: One of the weaker power moves at only 382 power, it still
                  offers enough advantages that it makes a great move to
                  use without hesitation.  It flies out fast, hits from far,
                  can stun, and the projectile is fairly large so not 
                  tracking isn't as large a problem as it can be with some
                  other techs.
    Bug: Oh god, this move is probably the best move in the ENTIRE game! It
         literally only has a SINGLE downside in that it may flatten the
         enemy, but hell, maybe you like flat for it's defensive effects.
         What makes it so good?  Well, it is incredibly powerful, long
         range, tracking, and better yet it has MULTIPLE projectiles! This
         makes it one of the few moves in the game that can be used safely
         when the enemy is invulnerable, either due to flat or hit recovery
         as the chips you launch out have a delay where they attach to the
         enemy and before they explode.  And because there is more than one
         you can hit twice with one move, as well as damage them when they
         block the first part.  Again, however, only 3 digimon learn it.
    Ice Statue: As mentioned above, Ice Statue is both powerful and quick.
                as a quick move, this is really hard to interrupt.  And it
                tracks!  And it stuns!  Simply put, if you can, use this
    All Range Beam: Ok, this certainly gives Bug a run for it's money.
                    One of the few literally un-interruptible moves in the
                    game, if the MP gets used, it goes off, at least that
                    I have seen.  It's wide area, and oh, it's the third
                    most powerful move in the game.  This move will serve
                    you well.
    DG Dimension: The strongest move in the game, and by quite a bit.  It
                  also hits all enemies on the entire screen with no miss
                  chance (but can be blocked) and has an invulnerability
                  phase in the animation when rising up and coming down
                  that may save you sometimes from a hit.  On the downside
                  it also has the longest charg eup time out of all these
                  power moves, and if the opponent has a quick move you
                  will NEVER pull this move off.  Usable, but I would
                  pair this with a quick move just in case.
    Area - 
    Meltdown: Ok, it has a long startup time that can REALLY make it
              frustrating to pull off, especially in the environment that it
              was designed to be used in, namely against multiple digimon, 
              but it does have some advantages.  It's very powerful for one,
              and secondly it can stun.  I guess it depends on how 
              frustrated you get by wasted MP and time due to interruptions
              as to if you want to use this.  Or if it is your only option.
              Can suffice as a power move in a pinch too, but awfully 
              expensive for the power since it is area.
    Confused Storm/Hurricane: Two moves that I list here as one simply
                              because they are so similar.  Both are wide
                              and cause confuse, but Hurricane is the more
                              powerful one and confused storm has a better
                              startup time.  Both are viable as your area
                              move, just chose which you prefer, power or
                              startup time.
    Winter Blast: Very weak, I only list it here because it has an instant 
                  startup time and it causes stun.  Oh, and it also hits
                  all digimon on the screen and can't miss (although, again
                  it can be blocked).  Won't kill fast, but being able to
                  stun multiple digimon with no startup time definitely has
                  it's uses.
    Aurora Storm: OK, again, this suffers from startup.  One of the worse
                  startup times, you are almost looking at DG dimension
                  here.  The only reason it gets mentioned is it IS quite
                  powerful and it hits all digimon on the screen. It is on
                  the low end of area moves though.
    All Range Beam: See above
    DG Dimension: See above
    Quick - 
    Fire Tower: Actually a bit slow for a quick move, though fast compared
                to a lot of other moves, the only downside is I can barely
                classify this as a long move, as your digimon needs to get
                fairly close overall.  No travel time helps though.
    Dynamite Kick: Quick to come out, but suffers from being a melee type
                   short move.  Great on digimon that don't move though,
                   and will still end up interrupting a lot of enemy moves.
    Megalo Spark: See above
    Wind Cutter: This really embodies the quick move.  Low to medium power,
                 low MP cost, almost impossible to interrupt, and quick
                 travel time for the projectile.  A great move to use if
                 your goal is to interrupt enemy techs.
    Ice Statue: See above.
    Winter Blast: See above, and note that while you won't get interrupted
                  using this move, it won't be very useful in interrupting
                  enemies either, as it has a LONG animation before it hits
    Ice Needle: Like Wind Cutter but even cheaper and even weaker.  It
                borders on being too weak to be used, but it still works
                as an interrupt.  Can also stun which is cool.
    Power Crane: Another of the slower speedy moves, it is also actually
                 the most powerful one.  It semi-tracks and will arc
                 towards the enemy if they are moving, but isn't guaranteed
                 to hit and will be dodged now and then.
    All Range Beam: See above.
    ---------------------------FAQ version history--------------------------
    Version 1.0 - First version!
    Version 1.1 - Fixed a few spelling errors, format errors, and added
    some information.
    THANKS GO TO - behemothzero, SwordofSephiroth, your name here, and 
    ----------------------------Contact Information-------------------------
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