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1!!General/Multiple Games
2* Any method of passively increasing the number of chips the player can select from per turn increases their power far more than any other stat, such as Custom Style in ''2'' and ''3'' or the Custom+ Navi Customizer parts from ''3'' onward. You get a wider selection of chips each turn, giving you the capacity to set up combos or even devastating Program Advances with ease. There's a reason why Number Soul, which gives you a full 10 chip selection, is one of the most popular Soul Unisons in the series; the Number Open program in ''6'' which does the same is counterbalanced by being a colossal 5x5 program, but players are willing to give up every other Navicust program for this perk.
3* In general, there are three chips that are agreed to be the most game-changing chips in the series:
4** The first is Area Grab, which steals an entire row from your opponent, giving you more space and restricting enemy movement. It also lets you make better use of short-range attacks. Such is its utility that Area Grab * is perceived as one of the best chips in the entire series.\
5\
6If you Grab enough of the opponent's area, you can reduce their movement to a single panel, which gives you all the freedom to set up a deadly but limited-range attack, and even make the most of chips that normally hit random enemy panels as all their hits will focus onto the one panel the opponent is stuck on. These strategies were at their most potent in ''2'' and ''3''; from ''4'' onwards you can never grab the final enemy column, ensuring the opponent always has a bit of room to move.
7** Full Custom instantly fills the Custom Gauge, letting you immediately access new chips after expending what you've loaded. It always comes in *-code so it goes into any folder. In multiplayer, it forces an opponent with unexpended chips to consider discarding them for a new hand.
8** Fast Gauge doubles the speed at which the Custom Gauge fills. You can reload your chips faster, cut down on the wait time after discarding unneeded chips, and generally get better deletion times and ranks. Fast Gauge * is a ubiquitous default chip that late-game S-ranks hinge on.
9* Anti-damage. There are several chips of this type, but each are specific counters to types of chips (Anti-fire, anti-wood, even Anti-navi and Anti-recover), but as the name implies, Anti-damage will counter ANY source of damage. By which we mean it negates the attack and fires back with a near instantaneous barrage of nigh-undodgeable shurikens. In ''2'' and ''3'', this chip fired off three shurikens for 100 damage each, and these chips were UNLIMITED. It was nerfed in later games to only throw one, and made so some attacks could bypass it, but still a respectable chip in its own right.
10* Prism. Any non-breaking attack that hits it will be reflected to all spaces around it. This made it easier to aim attacks as you just had to hit a stationary object if you managed to land the prism in the middle of the opponent's field. Problem is, it also turned attacks that hit a wide area into multi-hit attacks that have all the hits register at the same exact time. The way it worked is if you hit the opponent but the attack also hit the prism, the opponent would take damage from the hit AND the damage from the splash damage reflected on to them. This effectively doubled damage and was used well with [=LifeSword=], [=DoubleHero=] (which turned a GameBreaker into a Game Destroyer) and was the basis for Disco-Inferno, a chip combo that utilized the normally average Heat Spread Program Advance.\
11\
12The idea was, as a spreading attack, it would hit the opponent for 300 damage, with another 300 from the prism. Couple that with Grass Stage and you instead deal 600 damage with 600 reflected back, leading to ''1200'' damage instantly. If the opponent is weak to fire, then the first hit is doubled, having 1200 damage with 600 reflected back, leading to ''1800'' damage. If you're playing multiplayer, very rarely will you find someone who has more than this, and if you do, there's a high chance they won't be much trouble anyway.\
13\
14After being the basis of many a devastating combo, there's little wonder why, from the fourth game onward, it's been replaced by the [=VDoll=] chip, which only replicates the damage of the next hit it takes, making it less effective with multi-hit attacks and needing a little more skill or strategizing to use to its fullest.
15* Multi-hitting attacks can get quite powerful because any Atk-boosts apply to every individual hit -- more hits will multiply the overall damage boost. When it comes to chips that do many weak hits, stacking boosts on them will result in damage that can shred bosses. This only got emphasized with the introduction of Color/Double Point[[note]]Sacrifices your front row's panels for +10 or +20 Atk per panel to the next chip[[/note]] and Full Synchro to amplify any multi-hit chip. The following are notable examples across many games, but most chip-based {{Game Breaker}}s detailed further below are this in one form or another.
16** The key to the strategy are damage plus chips. In earlier games, there exists variation for every element, and Navi Chip adding +20 to +40 damage. The basic Attack Plus chips exist in +10, +20, and +30 variations. Eventually the entire elemental variations of these chips are removed, leaving Attack +10 and +30, Navi +20, and the Colorpoint series. Of these, ATK+30 and Double Point stand out as the GameBreaker due to the sizable boost they offer that can be applied on every chip. Fittingly, they are some of the latest chips that can be acquired in the games, notably being locked to the NewGamePlus for both in ''4'', and Program Advance completion door in the post game for Double Point in ''5''.
17** Tornado (2nd game and beyond) is a humble standard chip that does eight 20-damage hits. The basic strategy of adding boosts applies, but the third game onward introduce terrain that doubles the damage of the Tornado, after applying boosts. This also stacks with Full Synchro.
18** The 6th game adds another element to the combo -- Air Wheel. This sends out a small turbine that hits a relatively wide area but does not hit many times, but hit the turbine with things like a Tornado, and it will deal that many more hits, in addition to the base attack.
19** The Silver Bullet combo involves using attack boosting chips (And optionally a stunning chip) with one of the Vulcan Chips. Now, with your standard Vulcan chip (three 10-damage shots) this isn't so bad... but later in the game you can obtain a Mega Chip known as the Super Vulcan (twelve shots) and they had the Color Point chip mentioned above. And every shot doesn't allow for mercy invincibility, and stuns the victim long enough for the next shot to hit. With Double Point, that's approximately 70 damage per shot, which is 840 damage with two chips. This is commonly augmented with the double damage bonus from Full Synchro.
20*** In [=BN2=] this combo existed in the form of the Program Advance, Arrows [[note]]Double Needle + Triple Needle + Quadruple Needle C or I[[/note]], which fires 10 arrows each doing 100 damage per hit before damage modifications were factored. It is technically the true origin of the silver bullet combo. A notable thing to mention is that [=BN2=] is the only game that allowed you to use more than one [=Atk+30=] chip in their folder (all sequential entries made [=Atk+30=] a Mega chip -- preventing you from having more than one of them in your folder), meaning that two of these added to the [=PA=] increases the individual damage to 160 per arrow, or 1600 total damage. Most bosses in [=BN2=], even most [=V3=] bosses, rarely had more than 2000 health, so getting off two of these effectively ends the fight.[[note]] While [=Atk+30=] was usually limited to 1 per file in [=BN2=] due to being bought from the [=BugFrag=] Trader in [=KotoSquare=], the [[GoodBadBugs Gospel Duplication Glitch]] could be exploited to get multiples as long as the player can consistently beat the FinalBoss.[[/note]]
21*** [=BN3=] has the Bubbleman [=NaviChip=], which had the benefit of doing Aqua damage, benefitting from Navi AND Aqua boosting chips, and to top it all off freezes time, ensuring that all the hits land at once. Many folders have been built around stacking as much damage into a Bubbleman chip, then unleashing it to shred the target's health.
22*** In ''[=BN4=]'', Metal Soul's chip charge ability allows a neutral chip to do double damage and gain the Breaking attribute, which is far easier to exploit without needing to time a Counter Hit. Is it any wonder Break-type souls were nerfed after this game to stop affecting neutral chips?
23*** In ''[=BN5=]'', Gyro Soul's strongest ability allows a non-dimming Wind chip (even the humble Air Shot) to get its propeller spinning, doubling the strength of the next wind or neutral chip used. Not only does this work with the Silver Bullet combo, but it also gets great synergy with folders built around Tornado.
24** Several Program Advances can hit a ridiculous amount of times, which makes them a great candidate for this strategy. Look no further than Deux Hero or 2x Hero, which hit the entire enemy field up to 10 times at 70 damage apiece; Bodyguard, which can hit 10 or 18 times, depending on the source game; or the infamous Gater (detailed further below). Infinite Vulcan is an exception: despite it hitting an impressive ''24'' times, it cannot be boosted this way due to the chip selection rules.
25* The moment the Number Lotto becomes available (third game onwards), you can immediately begin putting in all the number codes that you've jotted down (or learned online) to get several powerful chips or power ups [[DiscOneNuke way before the game expects you to have them]]. This comes to a peak in Double Team DS where one of the chips obtainable this way is a secret Giga chip that hits ''the entire enemy area for 500 damage'' - enough to one-shot every virus encounter.[[note]]The game ''does'' provide the code by itself, but the NPC that does so only appears after you've finished the BonusDungeon.[[/note]]
26* The [[ImmuneToFlinching Super Armor]] [=NaviCust=] program stops Mega Man from flinching, meaning only outright paralysis can stun him. Not only does this stop enemies from interrupting your attacks and allow you to perform under heavy fire, it also prevents you from losing Busting Rank from getting hit, meaning that, unless you get paralyzed, you're given a Busting Rank of 5 at minimum for each battle.
27* Program Advances are essentially a form of a CombinationAttack, converting 3 or more specific chips in a certain order into a very strong attack, whose sum is greater than its parts. For instance, using Sword, Wide Sword, and Long Sword individually would let you deal a total of 240 damage if you get all three chips to connect. Combine them into the Life Sword Program Advance and you instead get a {{BFS}} that covers a large area and deals 400 damage. Some Program Advances are so strong that entire folders get built around them, and most transformations that give attack bonuses also [[ObviousRulePatch explicitly do not augment Program Advances]]. As they got commonly exploited, the 5th and 6th games saw it fit to {{nerf}} them such that a player can only form one copy of a Program Advance per battle.
28* The second half of the series has Patch Cards, enabled with the [[NoExportForYou Japan-exclusive]] the E-Reader accessory, and also made available in the Legacy Collection. This function allows players to further customize [=MegaMan=]'s stats and change his Buster Shot to infinite uses of certain Battlechips. This can be used for some utterly ridiculous techniques like [[https://twitter.com/rfodgbkpte/status/1550035733117009921 locking any boss in place]] with Anubis and a volley of Energy Bombs.
29* With the introduction of the Emotion Window in the second trilogy comes the Humour bug. By bugging the Humour program, Megaman constantly shifts between moods every couple seconds. While tired and normal are the most common, he enters Angry and Full Synchro fairly often, allowing a player to exclusively use chips at double strength if they're patient and have good aligning/spacing for chips that require it.
30%%
31%% Please do not list the Legacy Collection's Buster Max feature.
32%% If a gameplay element is meant to be overpowered, it's not a GameBreaker.
33%%
34
35!!''VideoGame/MegaManBattleNetwork1''
36* The first game has pretty much any chip that deals ≥100 damage, a much lesser example. The reason is that enemies ''rarely'' had health over 250 HP, and bosses capped out at 1000. Not to mention, all the upgrades for your standard chips like Cannon and Shockwave would have 120 and 100 damage respectively - and Dynawave was ''quite'' fast.
37* Fighter/Knight/Hero Sword had a really long range and hit for a good amount of damage, but what also sells it was that in the first game you can put ''10'' copies of any 1 chip into your folder. Throw in Protoman chips and you also get to put together the 2x Hero Program Advance, that hits the entire enemy field for a total of 400 damage. If you've built a folder around those chips and the Program Advance, you've also got a very streamlined B-code folder.
38* The S code is well-stocked with strong chips. Dynawave, Fighter Sword, [=AreaGrab=], [=BigBomb=], and Dynamite 1 all belonged to that code, as well as [=SharkMan=], [=StoneMan=], [=SkullMan=], and [=ShadowMan=]. The abundance of S-named Navis in this game led to the remake, ''Operation Shooting Star'', assign different chip codes to them.
39* Guts Shoot is easy to construct since it uses Guard and Dash Attack alongside Gutsman, all of which are easily obtained early in the game. It does 500 damage to one enemy on the row you are standing on. Consider that bosses max out at 1000 HP...
40* The Interrupt chip is hideously broken in PlayerVersusPlayer. It destroys the opponent's Battle Chip data, which effectively prevents them from doing anything until the next draw. Unless both players agree to not to use the chip so that they can actually play the game, rounds will essentially boil down to "who can mash out their Interrupt faster".
41* The HP drain of this game's version of Anubis is ''extremely'' fast. It's made worse by the first ''Battle Network'''s comparatively-loose rules regarding field objects and field control in general, meaning that it is much easier to lock opponents into situations where they have to choose between losing to Anubis or walking into range of another attack. This game's Anubis is so powerful that ''Battle Network 2'' turns it into the Poison Pharaoh ''Program Advance'', while naturally taking the nerf bat to its own version of Anubis.
42* In ''Operate: Shooting Star'', the ability to play as [[VideoGame/MegaManStarForce Geo Stelar]] replaces the Fire, Aqua, and Wood Armors. While he comes late in the game, only becoming playable after defeating [=ElecMan=], his ability to use both a Shield to negate most hits and the Mega Attack, an ability originally introduced in ''Battle Network 6'' as part of that game's super mode, makes him significantly more attractive of an option than the default [=MegaMan.EXE=] due to making several powerful chips with small range more usable. The only thing that Hub has over Geo is a stronger charged shot, but chips are always more effective for fighting enemies. It says a a lot about how good Mega Man Geo is when [=MagicMan=], a boss notorious in the original game for being [[ThatOneBoss far harder than the game's actual final boss]] due to camping in the very back column while his continuously respawning minions wail on you, is effectively neutered thanks to Geo's unique skills.
43
44!!''VideoGame/MegaManBattleNetwork2''
45* Battle Network 2 is home to some very strong Program Advances.
46** Gater is a Program Advance that freezes time and flings nine 100-damage homing projectiles. It mows down viruses that aren't guarded or aren't hiding behind obstacles, and severely damages (or instantly deletes) most bosses. Tack on some [=Atk+=] chips and you can dole out a lot more damage! Two components of the PA (Wind and Fan) can be obtained in the * code from a merchant in Netopia; while the final piece (any of the [=GateMan's=] Navi Chips) can be acquired by battling Mr. Famous. Essentially, you can first assemble this shortly after defeating [=ThunderMan=], and this can make mincemeat of almost everything up till the endgame once you draw the right chips. It's so strong it's considered unsportsmanlike to use this Program Advance in PVP.
47** Bodyguard distributes eighteen 100-damage hits, which can single-handedly destroy most bosses. However, the components are not easy to assemble, as one of the pieces is a notoriously rare [=DropDown=] chip, and the other needs you to trade all three versions of [=ShadowMan=] chips.
48** The [=LifeSword=] Program Advance has three variations, the third doing 600 damage. The component chips [=(FireBlade, AquaBlade, and ElecBlade)=] are all obtained from merchants scattered across the net, removing the need to grind off viruses, but what really sells this is that they can be obtained in *-code from the BonusDungeon [=GMDs=].
49** The [=UltraBomb=] Program Advance inflicts 400 damage to a 3x3 area and pierces guards, nabbing swift S-ranks on armored GoddamnedBats like Hardheads and Dominerds.
50* The [=ToadMan=] navi chips track and stun the target. They can be spammed one after the other to stunlock the opponent while dealing massive damage. They also come in the T code, offering great synergy with Tornado chips.
51* [=SnakeMan=] is easy to set up (some Area Grabbing, Geddon for holes), deals massive damage especially after boosting (works well with [=Wood+40=]), and doesn't give MercyInvincibility upon hitting. It is, alongside Gater, considered the easiest and cheapest folder to pick up and kill bosses.
52* This game was where [=FullCust=] made its debut and it was at its most potent. You can pack up to five copies of this chip into your folder, and with a very low MB requirement, you can set it as your default chip without a lot of effort. This lets you get record-time deletes by unloading Program Advances in quick succession. You first find it in the [=UnderNet=] 1 merchant who sells it for 5000 Zenny a pop. The subsequent games in the series rebalanced it by both increasing the MB requirement and allowing the player to only run 1 copy of it in any folder.
53* The Prism chip can produce two highly damaging combos thanks to a glitch:
54** In the Japanese version, throwing a [=ForestBomb=] on a Prism results in neither object disappearing after the hit; instead, the [=ForestBomb=] repeatedly hits the Prism, which then deflects the damage onto the surrounding 8 panels. This worked especially well on bosses, and this glitch would be [[AscendedGlitch preserved]] in the Legacy Collection (but will not work in multiplayer).
55** [=VarSword=]'s shockwave is multiplied 5 times when it hits the Prism. With some area locking, and timing, you can basically throw the prism, unleash the [=VarSword=] shockwave, and win against the boss without much effort.
56* There are fifteen extremely powerful chips whose strength is normally balanced out by their rarity. Most can only be obtained randomly by S-Ranking [=PvP=] battles against opponents of a certain power level, while the remaining few were only available through limited-time events in Japan. Since the Wii U Virtual Console release does not support [=PvP=] battles and the events for the remaining chips have long been over, this particular version of the game decides to just outright ''hand'' these chips to you for doing nothing more than accessing the Network menu. You can get them the moment you take control of Lan for the first time, and they far outclass just about anything you'll find up until the ''postgame''. The Gospel Breath chips in particular outright trivialize almost every common virus encounter and even some ''bosses'' under the right circumstances, basically turning the game into "Press A to Win" as soon as they come up in your chip selection. The ''Legacy Collection'' rerelease makes the majority of the secret chips require [=PvP=] battles once more, but still provides immediate access to the Gospel Breath chips.
57
58!!''VideoGame/MegaManBattleNetwork3WhiteAndBlue''
59* Folder Back from ''Blue'' returns every chip to your folder, including ''itself''. It also functions as a Full Custom, restoring the turn gauge so you can instantly pick your freshly recycled chips and continue your assault. And it's got the * code, which means it goes in ''everything''. Folder Back becomes available as soon as the player gets free access to Hades Isle, which requires clearing the Desertman scenario, and can be purchased for 200 Bugfrags -- which are easy to farm in this game.
60* Navi Recycle from the ''White'' version replicates whichever Navi chip was used last. This includes Giga Chips like Serenade and Bass, though Navi Recycle comes with the added benefit of not requiring [[UselessUsefulSpell a Hole panel on the field]] in order to be activated. Even better, it keeps any attack bonuses you had when you used the first chip.
61* B, E, F and P codes are very strong in this game, mainly due to the strong chips and Program Advances at their disposal:
62** B code has the multi-hitting [=BubbleMan=] series, which deals massive damage on its own and can be further boosted with chips like Aqua+30 and Navi+20. In addition, there is the Double Hero [=PA=], which hits the entire enemy field for 700 damage total.
63** E code has Sanctuary[[note]]Turns your field into damage-halving Holy Panels[[/note]], Sensor 3, Variable Sword, the Barrier 500 PA, Bubble Spread, Life Sword and Lance, along with several area-stealing chips to support the strategy.
64** F code has [=FlashMan=][[note]]Hits everywhere, pierces guards, paralyzes and bypasses MercyInvincibility[[/note]] and the powerful Hyper Ratton Program Advance.
65** P code has access to [=PlantMan=] [[note]]Multi-hitting, guard-piercing and stuns affected targets for a few seconds[[/note]] and the components of Evil Cut[[note]]Does a total of 600 damage if all hits connect, and its component chips are respectably powerful[[/note]] and Element Sword[[note]]Hits with all 4 elements, doing a total of 750 damage to anyone with an elemental weakness[[/note]].
66* Wood Style heals the user while standing on Grass panels; the Undershirt program bestows a reuseable LastChanceHitPoint; and [=SetGreen=] makes the battle stage start off as Grass panels. Against non-fire enemies and enemies who cannot crack floor panels -- which includes the non-secret final boss -- this is unbeatable and simple.
67* Variable Sword only does 160 damage, but with the right button combo, this can be turned into four shockwaves, one in each element, which meant that if your opponent had any sort of elemental affinity, it would do an easy 800 damage (160 x 5) without boosts. It's also a standard chip, meaning that you could have up to four copies of it in your folder.
68* The Sensor chips summon a Killer Eye that checks all panels in a straight line ahead of you (or diagonally, if the chip is activated in the upper or bottom panels). If it spots an enemy, it fires a beam that pierces MercyInvincibility, stuns the victim and breaks obstacles. Hitting the opponent while they are paralyzed will cause them to flinch, enabling the Killer Eye to fire again and stunlock them. Since the beam is of the Elec element, it can also be supplemented with Ice Stage to double the damage.
69* The Meteor chip causes 30 meteors to rain down the enemy area, dealing 40 damage per hit. If the opponent is locked to a single panel, they will be hit by all 30 meteors, for a total 1200 damage. By stacking attack-boosting chips, Meteor can instantly kill even the {{Superboss}}es.
70* One of the Extra Folders you can obtain in-game has chips that create holes on the field, allowing you to abuse Snake, a watered down (but still pretty powerful) counterpart to [=SnakeMan=] from the second game. Snake deals decent damage and doesn't cause MercyInvincibility, so you can chain multiples of them in quick succession. Said Extra Folder is pretty powerful on its own and is usually recommended for tackling the game's [[ThatOneSidequest Time Trials]].
71* The Shield/Reflector programs can be spammed with a little practice and some rhythm, leaving [=MegaMan=] invulnerable to most attacks. Though Shield only causes attacks to bounce off, Reflect sends all damage back to the entire row if it's hit. This was nerfed in later games as they added a cooldown time to the shield, reduced the power of Reflect, and breaking attacks (which shields couldn't block) became much more common.
72* Geddon 3 makes the entire field poison, Sanctuary turns all of your panels into half-damage safe zones, and Life Aura makes you immune to any damage that's not 200 or more (now 400 thanks to Sanctuary). With this setup, even the extra-powerful secret boss Serenade becomes a simple matter of patience.
73* The gambling Navis in the Scilab Vending Comp, DNN Door Panel Comp and Hospital Vending Comp become this in the Virtual Console version, as said version contains what amounts to a Savestate system, enabling SaveScumming. As long as the player avoids cleaning out said Navis entirely, they can get ''64,000 Zenny'' per repetition from the Hospital Vending Comp Navi.
74
75!!''VideoGame/MegaManBattleNetwork4RedSunAndBlueMoon''
76* The "light path perk" in ''Battle Network 4'' is commonly considered to be the most broken passive effect in the entire series. Full Synchro, normally a status effect that is achieved through counter hits, doubles the attack power of your next chip. Only in this game can it eventually be achieved by hitting enemies normally, and the light path (simply playing well without using Dark Chips) significantly raises the starting value of the hidden "mood" variable that determines this. Chained multi-hit battle chips can then be used to quickly trigger Full Synchro anytime and almost immediately destroy any boss that is not immune to being stunned. So broken that Full Synchro was restricted to counter hits for the rest of the series, leaving the light path with no passive bonuses.
77* The Air Hockey series of battle chips is a multi-hitting chip that is most effective with just one Area Grab, with the third variant getting a lot of travel time before expiring. As a non-dimming chip with a non-dimming Program Advance, it's also highly likely to trigger random Full Synchros. [[https://www.youtube.com/watch?v=a965t3iHCvE You know it's broken when even the superboss easily falls to this]]. That's 3000+ damage in under 11 seconds with no Program Advance in sight. Even [=BassXX=] (the STRONGEST form of Bass, only accessible via e-reader, hacking or playing the Wii U re-release which allows you to bring him out without any of the previous 2 methods) [[https://www.youtube.com/watch?v=vsU4qvb4mU8 can be defeated in less than 10 seconds with this trick, all with just 4 Air Hockey chips and Area Grab.]] Little wonder why the Air Hockey chip got watered down a little when it returned in the fifth and sixth games.
78* Roll Soul. Megaman's Charge Shot becomes Roll Arrow, a weak projectile that, on hit, destroys any battle chips the opponent has stocked. While this ability is already pretty good on NewGamePlus when you start fighting viruses with Battle Chips, it's really a gamebreaker in PVP because the ability to erase an entire hand of attacks from your Charge Shot greatly tips the fight in your favor. The other very powerful perk about Roll Soul is that every Battle Chip Megaman uses heals 10% of his max health, allowing him MUCH more staying power in any fight, both single-player and multi-player. Roll Soul is so problematic that many tournaments banned it outright, and the next Healing-based transformation introduced in ''Battle Network 5'' took a significantly different approach that was harder to abuse.
79* Guts Soul is quite a doozy for a soul that is guaranteed as the very first soul in the Red Sun version. It requires panel breaking chip which is pretty easy to include in a folder due to the Crack series being commonly available even in Asterisk code. During the duration of Guts Soul, it gives you Guts Style's Buster Machine Gun that renders you invincible and a 60 damage Guts Punch as a charge shot. What makes the soul ridiculous is its battle chip damage bonus, as it give +30 damage for every non-elemental chip. Already ridiculously sizable in its own right with the Vulcan series of chips, the boost affects dimming chips such as Navi and even Giga chips. In particular, Videoman, Kendoman, Numberball, Holy Dream, and Bass are all dimming multi hitting chips. This passive effect is so powerful, that for the remainder of the series, passive damage boost no longer affects dimming chip outside of Numberman's Soul which boosts damage by 10, and when its reintroduced in Battle Network 6, it become a part of the PurposefullyOverpowered Beast Out, and no longer boosts dimming chips.
80* Number Ball stands out as one of the most ridiculous Secret Chip from the free tournament. It’s a dimming chip that sends out Numberball in a straight line, doing damage to the first enemy it hit equal to the last 2 digits of Megaman's HP, and since you can simply take damage to control the amount of damage it does, its fairly simple to do 90 damage per hit and in some cases you can reach 95 or 99 on the last 2 digits. Version 1 does 3 hits, version 2 does 4 hits, and version 3 does 5 hits for a chip that does 270 damage to 450 damage. While the chip existed in Battle Network 5 and 6 and is still quite good, it’s ridiculous in ''4'' due to being a Standard class chip allowing you to run 4 copies of it in a single folder instead of Mega in ''5'' and single copy restricted in ''6''. The only weakness of the chip was its reliant of HP count can potentially be annoying with your HP memory acquirance and taking hits during the fight, but outside of tournament scenarios that force you to be at Max HP, you can simply control your HP count for a ridiculously overpowered damage output.
81** Numberball is particularly ridiculous in Wii U version since the communication option let you get a single copy of every secret chip in every code from the get go. That means 3 copies of Numberball 3, 2, and 1 right from the start of the game. With the Chip Order system, you can streamline them into 4 copies of a single code.
82
83!!''VideoGame/MegaManBattleNetwork5TeamColonelAndTeamProtoMan'' (including ''Double Team DS'')
84* The Django SP chip, available via a chip trader code as soon as the Numberman Trader is available. Drops a coffin on the first enemy in front of Mega Man's row, then zaps them and all eight squares around them for 150 damage that pierces guards, breaks rocks, ignores in-battle [=GMDs=], and against Darkloid bosses inflicts a permanent HP drain for the rest of the battle. Presuming you can set it up to hit all enemies, which is often easy, Django will end most random battles in one shot until you get to the final dungeon.
85* [=MegaMan=] can enter Chaos Unison by sacrificing Dark Chips for a [[ThePowerOfFriendship Soul Unison]]. The transformation causes [=MegaMan=]'s Charge Shot to rapidly cycle between purple and green states. Releasing the charge when it's green cancels the Chaos Unison and spawns an invincible [=DarkMega=] on the opponent's side of the field, but releasing the charge while it's purple activates the Dark Chip's effect with no ill consequences. Though this mechanic is meant to encourage high-risk/high-reward gameplay, the beneficial outcome can be reliably achieved through PauseScumming.
86** Proto Chaos and Toad Chaos fire a 400 damage {{BFS}} and a 300 damage {{BFG}} that wipes the entire field, respectively. Both make it extremely easy to S rank most random encounters.
87** Shadow Chaos's Charge attack, [=DarkInvis=], causes Mega to go berserk, turning him invincible and enabling him to use any chip or [[LimitBreak Program Advance]] that has been activated in that save file. It's generally regarded as the cheapest attack in the franchise, and banned from tournament play as a result.
88** Search Chaos uses Dark Circle, which hits seven panels for 300 damage. With a single Area Grab, Search Chaos's charge shot is unavoidable. In addition, if timed correctly, can hit an enemy twice. If two Area Grabs are used and the middle panel is targeted with an enemy on it, it will hit them a whopping FOUR times.
89** Number Chaos has Dark Plus, which makes the next chip attack deal 50 extra damage. This makes multi-hit attacks extremely powerful: The Super Vulcan mega chip now deals ''720'' damage, and the Infinite Vulcan Program Advance[[note]]Which normally cannot be boosted due to how the PA is formed[[/note]] can do ''1680''.
90* The S code is notorious for being rich in practical chips with respectable power, such as the components of the Life Sword, Big Noise and Wild Bird Program Advances, along with Air Hockey and Super Vulcan chips.
91* The [=GyroMan=] line of chips normally bombs every enemy panel on the same row, but by holding L + R buttons, it will instead focus all the bombs it would drop across the row onto the closest enemy in that row. Normally this results in three hits, but if you activate it on a row with more enemy panels, this combo will deal more hits on a single enemy. This behavior synergizes perfectly with Color/Double Point as the panels you've given up also make [=GyroMan=] land more hits, each of them boosted. A maxed-out [=GyroMan=] SP has a base damage of 140, and if you combine it with Double Point, [=Atk+30=], and [=Navi+20=] he'll hit four times for 250 damage each. Under the effects of Full Synchro or any other damage-doubling effect, that totals 2000 damage which is enough to take out most bosses in one go!
92* [=ProtoSoul=] in ''Team [=ProtoMan=]'' is ridiculous. Its main assets (reflecting shield, charge swords for double strength) have not changed from ''Battle Network 4'', but its power comes from a collection of Sword chips that can maximize its potential. Area Grab, Wide Blade, Long Blade, and Moonblade 3 all share a common code (L), so it's easy to make a folder based around slipping on [=ProtoSoul=], area-locking enemies, and slicing them to ribbons.
93* Double Team DS includes several bonuses if you happen to own [[OldSaveBonus previous Battle Network games]] and slot them into the DS' second slot. The biggest bonus applies if you have a GBA version of Battle Network 5 inserted - you get to use the GBA game's active folder as your Extra Folder. This not only makes Library completion much quicker, but you can potentially use an endgame folder ''[[DiscOneNuke right near the beginning of the game]]''.
94
95!!''VideoGame/MegaManBattleNetwork6CybeastGregarAndCybeastFalzar''
96* Three of the [[BoringButPractical most basic and common chips]] in the game and a couple of attack enhancers are pretty much all you need to steamroll through it: Reflector blocks most attacks while instantly hitting the entire row with a beam (and can deliver some easy counter hits). Mach Gun sets a crosshair that moves up and down from the bottom of the column with the nearest enemy and hits viruses 3 or more times, which tends to outclass Vulcan chips in performance. Train Arrow creates a line of arrows between you and the enemy. Its power can be doubled by Spout/[[DitchingTheDubNames Aqua]] Cross. Both their first and second versions share a code, maintaining their relevance by the end of the game. Even the third version of each can be set together, though it is unfortunately a lot more tricky to collect those. Even in [=PvP=], Reflector and Mach Gun are considered viable chips respectively for avoiding damage + counterattacking, and removing any Anti- chip effects the opponent might have + forcing a Falzar player out of Ground Cross or Dust Cross.
97* The game is all too happy to hand the player *-coded chips if they know where to look. The first commonly observed instance of this behaviour? Finding the components to Life Sword * by the ''second dungeon''.
98* The normally pitiful Guard chips have been upgraded to Reflector chips in this game. They still have to block an attack, but instead of releasing a slow shockwave that gets stopped by holes, Reflector now releases an almost-instantaneous energy blast that hits everyone down the row, which is fantastic for grabbing Counter Hits for Full Synchro. Reflector chips are significantly stronger than their predecessors -- the first version does 60 damage, the second 120, the third 200. To top it off, if you know where to look, you can get them in * code!
99* Three Navi chips in this series became quick competitive staples, mainly because the player can obtain them in *-code to throw them into any folder they desire.
100** [=JudgeMan's=] whip bypasses MercyInvincibility and paralyzes its targets. If the player has less than their default 9 movement squares, [=JudgeMan=] also summons books for each missing panel, doing more damage and restoring lost space, thus serving as a counter to the ever-ubiquitous Area Grab.
101** [=EraseMan=] has much longer range than [=JudgeMan's=] whip, and it also bypasses MercyInvincibility and paralyzes its targets. If it connects, it also destroys the opponent's "Anti-" chip if they have one active.
102** [=ElementMan=] instead has sheer utility. It has four different attacks, one for each of the "classic" elements, each one having a different effect. Fire launches a meteorite at the opponent which is guaranteed to hit, making it always reliable damage. Wood turns all the panels into grass, great for clearing up poison panels and holes on your side of the field, or for getting rid of your opponent's holy panels. And Aqua freezes the opponent if it makes contact, giving you an opportunity to catch your breath and set up a combo, especially with Breaking chips that deal double damage to frozen opponents. Elec usually doesn't see much use due to the difficulty in aiming it, though even that has a bit of utility in its ability to destroy panels. But because you have access to four different elements in a single chip, you can essentially hit the weaknesses of (and cancel) half the game's available Crosses with the right positioning and timing.
103* The J code is a popular choice in this game as you get a lot of attacks that pierce MercyInvincibility and inflict ailments. You have the [=ElecPulse=] chips, the [=DestroyPulse=] Program Advance from those chips, the whole [=JudgeMan=] line, and Sensor 1. For utility you also get Recover 300 to get out of the red, and [=HubBatch=] in ''Falzar''.
104* While ''Falzar'' is generally seen as having a stronger set of [=GigaChips=], ''Gregar'' makes up for it by having quite possibly the single best (non-promotional) chip in the game with [=ColonelForce=]. The chip spawns, column-by-column for every open panel the player has, a Colonel soldier that shoots forward with 3x30-damage, nearly-instant ''paralyzing'' shots. The chip effectively covers the entire field, locks the opponent into eating the rest of the attack as soon as a single shot hits, and most of the damage-boosting strategies for multi-hitting chips work here. But perhaps the most shocking aspect of [=ColonelForce=] is that it is ''not'' a time-freezing chip, meaning that Beast Out not only adds its usual +30 attack but can gleefully pelt the opponent with the rapid-firing Gregar Buster (or, even better, the code-compatible [=GunDelSol3=]) while the chip plays out. It is so oppressive that it almost single-handedly forces an emphasis on field control against Gregar players to mitigate its damage.
105* What the game doesn't directly tell you is that you can now place Navi Customizer parts ''outside'' the main area of the Navicust. The condition is that you need at least one square of the program still in the main area, and it will cause bugs (a problem easily remedied with Bug Stop), but proper planning lets you work with nearly ''double'' the space of previous fully-expanded Navi Customizers.

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