Game Breaker / Mega Man Battle Network

General/Multiple Games

  • In general, there are 2 chips that are the single most game changing chips in the entire series starting from the second game, First is Area Grab, which is a simple chip that takes one row from the opponent's field. Second, is Full Custom, which as the name imply instantly fills the custom gauge. The former allows you to control the field, and essentially increases your winning chance by having more space to move, and how easy it is to score your attacks. The latter is a simple, yet deadly tool for increasing your folder speed.
    • Full Custom was an even bigger problem in its debut game as the player could put FIVE of them in their folder. It always comes in *-code so it fits in anywhere, allowing the player to demolish bosses by unloading Program Advances in quick succession. That, and its MB requirement was low, allowing anyone to easily set it as a regular chip. Later games rebalanced it by both increasing the MB requirement and allowing the player to only run 1 copy of it in any folder.
  • 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. BN3's Anti-damage 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 it's own right.
  • Prism. Any non-breaker attack that hit 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 Game Breaker into a Game Destroyer) and was the basis for Disco-Inferno, a chip combo that utilized the normally average Heat Spread Program Advance. The 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.
  • Multi-hitting attacks can get ridiculously powerful because Atk-boosting chips boost every single 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 Pointnote  and Full Synchro to amplify any multi-hit chip. The following are notable examples across many games, but most chip-based Game Breakers detailed further below are this in one form or another.
    • Tornado (2nd game and beyond) is a humble standard chip that does 8 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.
      • 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.
    • 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 (3 10 damage shots) this isn't so bad... but later in the game you can obtain a Mega Chip known as the Super Vulcan (12 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 Color Point, that's approximately 70 damage per shot, which is 840 damage with two chips.
      • For best results, use Metal Soul, which can get double damage (and Break effect) just by charging up — no need to count on Full Sync kicking in. Is it any wonder Break-type souls were nerfed after this game to stop affecting neutral chips?
      • Or in BN5, Gyro Soul. Using any non-dimming wind Chip (even the humble Air Shot) gets its propeller spinning, doubling the strength of the next wind or neutral chip. This lets it boost both the Tornado and Silver Bullet combos without needing to time a Counter Hit.
    • 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, despite it hitting an impressive 24 times, cannot be boosted this way due to the chip selection rules.
  • The moment the Number Lotto becomes available from the 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 powerups way before the game expects you to have them. This comes to a peak in Double Team DS where one of the chips obtainable in this fasion is a secret Giga chip that hits the entire enemy area for 500 damage - enough to one-shot every virus encounter.note 

Battle Network

  • 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.
    • 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.
  • Guts Shoot. Its 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...

Battle Network 2

  • Certain attacks are considered game-breaking and thus frowned upon in one-on-one NetBattles. The legendary example is Gater, a Program Advance in Battle Network 2 that deals 900 damage (before boosting), freezes time, and hits everywhere. Once you gain free reign to explore and jack in at Netopia, you can find a merchant who sells 2 parts of that Program Advance in *-code, and the *-code for the last chip can be easily obtained from the Super Chip Trader, also in Netopia.
    • Battle Network 2 had several other powerful Program Advances. Life Sword 3 had its components all easily obtainable in *-code so it can be used anywhere (although these only appear in the Bonus Dungeon). Bodyguard dealt 18 100-damage hits (before boosting), allowing it to singlehandedly destroy most bosses at once.
    • And eventually someone decided that PA were too damn good (one can argue rightfully so since almost everyone with a brain had a folder that whored them before the BN5 games) so after the 4th game the PA system was changed to *USE ONE COPY OF A PA PER BATTLE* (instead of being able to form what was first 5 then 4 copies). The effect this had on the competitive scene was a near abandoning of the series after the BN4 games.
    • Battle Network 2 is notorious for the Darkness (DarkMessiah in Japan) PA (Bass V3 X + AntiNavi X + Any Gospel chip X), where Gospel appears and uses his dark breath on the front and middle columns of the enemy's side of the field. If anything survived the initial onslaught, Bass would attack the back column. The kicker? Both attacks did 3000 damage each. The first attack alone is enough to kill the final boss himself in one hit— and it pierces shields, so you don't even have to wait for him to open his mouth! However this was actually balanced out by the fact the Gospel chips were hidden, event-only chips that never saw official release outside of Japan, and so this PA was unobtainable without hacking... until the virtual console release of Battle Network 2, which made available the event chips (plus the secret chips obtained through netbattles) by just accessing the Network option in the game, in compensation for the lack of connectivity between cartidges, so have fun with that.
  • The ToadMan navi chip from the second game. Back then, you could have up to 5 of the same Navi chips, as long as you only have, at most 5 (or 8 with Team Style) Navi chips in your folder. The ToadMan chip stuns and tracks the target. Basically, you can spam them over and over again, and put in some combo extending chip in the middle of ToadMan spam. Oh, and one of the chips from T code (ToadMan's code) is Tornado variants.
  • SnakeMan from the second game. Easy to set up (some Area Grabbing, Geddon for holes), massive damage especially after boost, and it doesn't give Mercy Invincibility upon hitting. It is, alongside Gater considered the easiest and cheapest folder to pick up and kill bosses.
  • The Japanese version of EXE2 also had a game-breaking glitch: Throwing a ForestBomb on a Prism would result in neither object disappearing after the hit; instead, the ForestBomb would repeatedly hit the Prism, which would then deflect the hit onto the surrounding 8 panels. This worked especially well on bosses.
    • A similar glitch exists with Prism and VarSword. Basically, in 2, 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.
  • Hub Style in Battle Network 2 combined the abilities of every single Style, and then some. The drawback to this, however, is that the player's maximum HP is halved (not that it's an issue with a good enough folder), and the player needed to S-Rank every boss in the game to acquire it on their next Style Change. Naturally, this required being able to access all of the Bonus Dungeon, which in turn has its own set of requirements. By the time you get it you only have one last undefeated enemy worth using it on, otherwise it crosses into Bragging Rights Reward territory.

Battle Network 3

  • Folder Return is Battle Network 3's resident Bad Idea. It returns every single 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. Your opponent also gets the intermission screen, but they're not the ones with a totally fresh deck. And it's got the * code, which means it goes in everything.
    • Don't forget Recycle — it, too, can, in the right hands, become a Game Breaker. How so? It will recycle ANY Navi chip that was used last. That includes fellow Giga Chip Bass (which deals a truckload of damage and normally requires a special panel to exist for it to work), even if the Dark Hole that's needed to use the actual chip is nowhere to be found. Let's also not forget that it can also recycle any of the OTHER Navi chips, essentially letting you use the same Navi chip TWICE (which is especially bad for your opponent if you happen to use a multi-hitter that they're weak to — like BubbleMan or PlantMan). Even better, it keeps any bonuses you had when you used the first chip - e.g. Atk+30s.
    • Don't forget most of the Navi chips. Entire folders have been built around FlashMan, PlantMan and BubbleMan. The first ignores Mercy Invincibility and stuns, the second pierces guards (Looking at you DrillMan), hits multiple times, and immobilizes the enemies, and the last hits an insane number of times (the final one hits 10 times), with each hit possibly doing over 120 damage depending on how many Aqua +30s you attached.
  • P code, E code, and F codes in this game, mainly due to the strong chips and Program Advances at their disposal:
    • P code has access to Plantman note  and the components of Evil Cutnote  and Element Swordnote .
    • F code has Flashmannote  and the powerful Hyper Ratton Program Advance.
    • E code has Sanctuarynote , Sensor 3, Variable Sword, the Barrier 500 PA, Bubble Spread, Life Sword and Lance, along with several area-stealing chips to support the strategy.
  • It gets better. In Battle Network 3, thanks to Compression Codes for Navi Customizer programs, it was possible to use the HubBatch program, which gives you All Your Powers Combined - every Style Change from Battle Network 2's signature abilities are given to you and then some, at the cost of a bug that cuts your maximum Hit Points in half while it's set. This includes:
    • Move over any type of panel hazard without ill effect, save one type (poison).
    • Not flinch when hit.
    • Call up a shield that nulls non-piercing damage.
    • Put an extra Mega Chip in your folder.
    • Start the battle with one more Chip in the Custom Menu.
    • Have both your normal and charged attack pierce shields and armor.
    • Be able to survive an otherwise lethal hit and instead be reduced to 1HP.
      • Hub.BAT is a Game Breaker with or without Bug Stop. You're still at least as ridiculously powerful just by putting it in next to the rest of your favorite programs, even with 500 HP instead of 1000. Of course, it's also an Infinity+1 Sword of the highest order - merely getting it requires you to make it to the last stage of Secret Area (which itself requires several kinds of 100% Completion), fight your way through a handicapped Random Encounters run, and then survive through a twenty-round chain battle featuring some of the toughest and most annoying viruses in the game. And then you have to know the key input to shrink it and the enabler code unique to your Style. At least you can still use it on the Bonus Bosses.
      • The enabler code also prevents you from using EX codes, which normally can give you +350 HP for no cost. 350 HP is still nothing compared to the benefits of Hub.BAT / Saito Batch, though.
  • Wood Style, which heals the user while standing on Grass panels, the Undershirt program, which turns a lethal hit while above 1HP into just enough damage to leave you at 1HP, and SetGreen, which made the battle stage start off as Grass panels. Against non-fire enemies and enemies who could not crack floor panels - which included the non-secret final boss - this was unbeatable and simple. (A perfect example of a trick that breaks the game itself into tiny pieces but will utterly destroy you in multiplayer, by the way.)
  • Incidentally, if you get Bug Style (not hard, with the program itself equipped), you can get a part that lets you ignore all bugs, as which the half-HP counts. This dovetails well, shape-wise, with another program that kicks all three buster stats up to the maximum of 5, but also has a bug, this time forcing you to use all loaded chips in quick succession.
    • Also, Bug Style itself can be a Game Breaker— occasionally, the negative effects of the style (Forced movement, HP loss, being unable to stand on middle tiles, and your buster glitching up) don't appear and instead you only get the positive effects (Buster Max, a Barrier at the start of battle, or having ten chips selectable at once). At most, and if you're lucky, you can get one of the negative effects but all of the bonuses at the same time. Nice.
  • Imagine a magic user being able to cast one specific spell whenever he likes, so long as said spell is on the second page of his spellbook and he's wearing three magic rings on one hand. That's the essence of the 11th Chip Glitch. Initially, players are allowed to select from five chips per round. By earning or trading certain programs, players can boost this up to ten. With duplicates, players can boost their chip selection up to or past eleven. As the game only has 10 spaces, this results in a glitch which gives players unrestricted access to whatever chip happens to be in the second slot of their unshuffled folder.
  • In Battle Network 3, Variable Sword was an even bigger Game Breaker than its future counterpart. It only did 160 damage, but with the right button combo, this could be turned into four attacks, 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. And unlike Neo Variable Sword (detailed further below), this version was just a standard chip, meaning that you could have up to four copies of it in your folder.
    • Variable Sword is considered the second most broken standard chip in BN3. The most broken goes to Sensor. What did it do? It puts a Killer Eye in front of you that checks in a straight line had it been put on the middle line (diagonal otherwise). If it hits, it does damage that pierces Mercy Invincibility and stuns the victim, and the eye is active for a long time. It doesn't deal as much damage as Variable Sword did, but it forces you to stand on ONE row and being open to attack, or move and open to attack and with proper timing, it can even stunlock. It's even deadlier if you supplement this chip with Icestage, which doubles electric attacks on ice. With this combo, most of the bosses can be taken down quickly and you can easily obtain the V4 chips.
  • Ever wonder why area locking was nerfed after 3note ? There were quite a few chips that deal more damage depending on how little space the opponent has. Like Meteor, which deals 40 per hit, and normally has 30 hits spaced out over 9 tiles, meaning a single target (which takes up only one) will get hit 3 (or 4) times, for 120 to 160 damage. Not so bad, right? Arealock the target to one square, and you have a single target being hit 30 times. That's 1200 damage. Oh, and it's multi-hit, which means you can stack attack-boosting chips, and due to the incredible number of hits this card makes, the damage reaches ludicrous levels capable of instantly killing Bonus Bosses.
    • This strategy is actually offered by one of the Extra Folders you can obtain in-game, allowing its otherwise horribly inaccurate chips to connect. Not only does it create holes to corner the opponent, but it also features Snake - a slightly watered down (but still pretty powerful) counterpart to Snakeman from the second game. After area-locking the opponent, you create holes in your entire area, then unleash a series of boosted Snake chips to pepper the opponent to oblivion. They don't cause Mercy Invincibility, so you can chain multiples of them in quick succession. Said Extra Folder is recommended by many for tackling the Time Trials, but you can also adapt its strategy and build your own Snake folder with more efficient chips...
  • Speaking of Blocking or Reflecting, they were also subject to a much needed nerf after 3. Why? With a little practice and some rhythm, you can keep the shield/reflector up basically whenever you're not moving or attacking, leaving precious little opportunity to attack. Reflect was worse, as not only did it block attacks, it reflected ALL damage back to the entire row the reflector was on, meaning if you're trying to attack while the opponent is spamming the shield, you better not be directly in front of them in the very likely chance the attack will simply bounce off. This is why Navi Chips like Flashman were so good as they went through the reflection. This was nerfed later 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, getting their own type in "Breaker".

Battle Network 4

  • Dark Chips from Battle Network 4 made the game a joke. If you used them enough when you got the option, you'd eventually get the option of starting out the battle with them. Of course, they removed 1 HP permanently every time you used them (it stops at 499 uses, so you'll end with 501 HP if you collected every HP Memory) and caused glitches during battle, but it was a relatively small price to pay for being able to curbstomp everything in the game in one or two turns flat. Also, once per battle, being deleted while having low karma triggers DarkInvis instead, causing MegaMan to become completely invincible for a while and attack randomly with any attack used through the game, including Program Advances.
    • Unfortunately, it comes with three major drawbacks.
      • First: You can not use Dark Chips against the final boss, so good luck fighting him with reduced HP.
      • Second: It prevents you from using Full Synchro, Double Soul and "Light" chips like GunDelSol, Sanctuary or Navi chips other than those from villains. While this is supposed to balance out the fact that you can now use "Evil" chips like Muramasa, Anubis and DS Navi chips it ends up failing hard, as the Light chips are vastly superior.
      • Third: You'll get wrecked in multiplayer.
    • Of course, to compensate for the permanent reduction of HP you can easily place a pair of HP+500 programs in your Navi Customizer, as customized HP can't be permanently lost from Dark Chip usage.
  • 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. The light path perk gives you a rather high chance to enter Full Synchro with any successful attack, counter hit or not. This, when used along with chained multi-hit battle chips, can almost immediately destroy any boss that is not immune to being stunned. So broken that the perk was completely removed in the fifth game.
  • Neo Variable Sword. A mega class chip that dealt 240 damage one square ahead of you, unless you input a special button combo ala most fighting games. Input the right one, and it became 2 hits of 240 to the two rows directly in front of you. Area Steal leaves your opponent with only 2 rows. Proto Soul lets you charge up any sword chip for 2x damage. Combined, you can instantly kill any player in only 2 chips, both undodgable.
    • Supposedly, the guy who created this combo was kicked out of a tournament because he killed his opponent so quickly nobody would believe he hadn't cheated.

Battle Network 5 and Double Team DS

  • In Battle Network 5, you could combine Dark Chips with Soul Unison to produce "Chaos Unison". It gave you the Dark Chip as a free charge attack. It's at least as buh-roken as it sounds. Proto Chaos and Toad Chaos are popular for getting perfect S-ranks on Random Encounters - a 400 damage BFS or a 300 damage BFG that wipes the entire field. They only lasted for a turn, but that's if somehow you need to enter the Custom Screen again.
    The way it works is that the charge cycles between purple and green (the timing changes with each successful use). Releasing the charge when it is purple uses the Dark Chip with no ill consequences, but missing the timing and releasing the charge when it is green again disables the ability and releases an invincible DarkMega on you. While Chaos Unison was supposed to have a 50/50 chance of backfiring, the timing for attacking isn't too hard to get right at least twice and you can also abuse the pause button to stop the cycling. If it is purple, you can safely release the B button and resume, for it will successfully fire every time.
    • Shadow Chaos. Its Dark Chip, DarkInvis, makes you invulnerable to ANY attack for a long period and causes Mega to go berserk. Although you can order him to use other equipped battlechips, he teleports around and doesn't respond to other controls... while able to use ANY chip or Program Advance you've used previously. It's a random ability so sometimes Mega Man might waste it on normal Buster shots, but there no downside whatsoever to playing with it.
    • Search Chaos, especially when the enemy is area-locked. The target will instantly eat somewhere in the realm of 800-1200 damage as a result. The attack also completely cancels out the two most common forms of defense, Invis and Anti Damage! The only thing that will completely prevent taking damage from this is a Life Aura + Sanctuary combo, and everyone knows how hard that is to set up.
    • Number Chaos. Charge it up and your next attack is now 50 points stronger. This makes some multi-hit attacks extremely powerful without the aid of other chips; for instance, the Super Vulcan mega chip now deals 720 damage, and the Infinite Vulcan Program Advancenote  can do 1680.
  • Also in regards to Battle Network 5, the S code is notorious for being rich in practical chips with respectable power. With the Life Sword, Big Noise and Wild Bird Program Advances available, along with Air Hockey and Super Vulcan easily obtainable in that code, it allows one to at least have a easy time playing the game to the end.
  • Double Team DS includes several bonuses if you happen to own 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 right near the beginning of the game.

Battle Network 6

  • 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.
  • Judgeman and Eraseman are Navi chips with a reasonable range and damage, but most importantly, bypass Mercy Invincibility while also paralyzing their targets. Number codes and side quests allow a player to obtain them in *-code regardless of version. These two Mega Chips quickly became competitive staples.
  • 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.
    • Number Open is a Customizer part that lets you begin each battle with a full 10 chips to select from, just like Number Soul in the previous 2 games. With a good folder, you get to easily deploy combos that will destroy the opposition, despite the program taking up a whopping 5x5 space and leaving you with little to no room for other utility programs.
  • The Beast Out transformation stands out among all the transformations between the latter 3 games of the series, mainly because the player can still enter Full Synchro while under this transformation, in addition to all the upsides it grants. The Silver Bullet combo, detailed all the way at the top of this page, shines even stronger due to the transformation's innate +30 attack to neutral chips and auto-targeting reducing the need to aim.


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