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* HoistByHisOwnPetard: [=SnakeMan=] has a hole column of permanent holes on his side of the field, meant both to keep [=MegaMan=] at a minimum distance from him and to launch his Snake Arrow attack from. However, they can also be used by {{Summon|Magic}} chips that require holes in the field and turned against [=SnakeMan=]--[[PlayingWithFire Lava Dragon]] is an [[ElementalRockPaperScissors excellent choice]].
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* ArmCannon: The Snake Buster--if [=MegaMan=] stays out of the way for too long, [=SnakeMan=] will turn his arm into a {{Gatling|Good}} and spray some machinegun fire at him.

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* ArmCannon: The Snake Buster--if [=MegaMan=] stays out of the way for too long, [=SnakeMan=] will turn his arm into a {{Gatling|Good}} and spray some machinegun fire at him. The [[SpamAttack number of shots he takes will increase]] with every version.

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* ArmCannon: The Snake Buster--if [=MegaMan=] stays out of the way for too long, [=SnakeMan=] will turn his arm into a {{Gatling|Good}} and spray some machinegun fire at him.



* CorneredRattlesnake: More literal than most, [=SnakeMan=] is mostly content to stay out of the way and take {{Long Range|Fighter}} potshots at you with Snake Buster and Snake Arrow, but once you knock his health down by half, he'll start using his {{Close Range|Combatant}} DesperationAttack Snake Bite to lunge at you.
* DesperationAttack: Snake Bite, in which [=SnakeMan=] moves his pot into range so he can lunge out and take a bite out of [=MegaMan=] himself. He only uses this when he loses half of his HitPoints.



* SecretAIMoves: [[InvertedTrope The Snake battle-chip]] has vastly more potential power than [=SnakeMan=]'s Snake Arrow; because it summons {{Always Accurate|Attack}} snakes from every single hole in the field, the damage the battle-chip can do will increase far beyond the version [=SnakeMan=] himself uses once there are more than three holes on the field.

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* SecretAIMoves: [[InvertedTrope The Snake battle-chip]] has vastly more potential power than SecretAIMoves:
**
[=SnakeMan=]'s navi chip uses [[InvertedTrope a more powerful version]] of Snake Arrow; Arrow than the version of the attack he uses in his boss fight; because it summons {{Always Accurate|Attack}} snakes from every single hole in the field, the damage the battle-chip can do will increase far beyond the version [=SnakeMan=] himself uses once there are more than three holes on individual snakes summoned one at a time in the field.boss battle.
** The Snake battle-chip inherits this trait in later games.
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* TheLastOfTheseIsNotLikeTheOthers: Gospel agents on the whole are almost entirely normal looking human beings only some personal flare, but much less than the WWW agents from the first game. The leader, on the other hand, looks positively ''alien''.

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* TheLastOfTheseIsNotLikeTheOthers: Gospel agents on the whole are almost entirely normal looking human beings with only some personal flare, but much less than the WWW agents from the first game. The leader, on the other hand, looks positively ''alien''.
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* AdaptationRelationshipOverhaul: In his one appearance in ''Anime/MegaManNTWarrior2002'', he and Mr. Famous have nothing to do with each other.
* AdaptationalVillainy: [=GateMan=] appears in ''Anime/MegaManNTWarrior2002'' as a Zoanoroid, one of two invading armies of [=NetNavis=] from AnotherDimension called Beyondard.


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* DarkIsNotEvil: [=GateMan=] is not indicated to be a villain of any sort, but one of his attacks is identified as demonic.
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For the [=CutMan=] brothers, see their entry on the ''Characters/MegaManNTWarrior2002'' character sheet.

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For the [=CutMan=] brothers, Brothers, see their entry on the ''Characters/MegaManNTWarrior2002'' character sheet.
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An autonavi that is [=ShadowMan=]'s Vice Commander. He is mainly responsible for deleting any survivors that somehow escaped [=ShadowMan=]'s attack. In his only anime appearance, he stabbed [=QuickMan=] when he defects from Gospel and fails their mission, only to deleted by [=MegaMan=] shortly after. He has five brothers who seek to avenge him after his deletion.

See the entry for The [=CutMan=] brothers on the ''Characters/MegaManNTWarrior2002'' character sheet.

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An autonavi that is [=ShadowMan=]'s Vice Commander. He is mainly responsible for deleting any survivors that somehow escaped [=ShadowMan=]'s attack. In his only anime appearance, he stabbed [=QuickMan=] when he defects from Gospel and fails their mission, only to deleted by [=MegaMan=] shortly after. He has five brothers who seek to avenge him after his deletion.

See
deletion.\\
\\
For
the entry for The [=CutMan=] brothers brothers, see their entry on the ''Characters/MegaManNTWarrior2002'' character sheet.

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See the entry for The [=CutMan=] brothers on the ''Characters/MegaManNTWarrior2002'' character sheet.



* AlternateSelf:
** [=CutMan=] is the ''Battle Network'' counterpart of the classic Robot Master of the same name from ''VideoGame/MegaMan1''.
** In ''[[Anime/MegaManNTWarrior RockMan.EXE Beast]]'', counterparts of not [=CutMan=] but the [=CutMan=] Brothers are found in Beyondard.

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* AlternateSelf:
**
AlternateSelf: [=CutMan=] is the ''Battle Network'' counterpart of the classic Robot Master of the same name from ''VideoGame/MegaMan1''.
** In ''[[Anime/MegaManNTWarrior RockMan.EXE Beast]]'', counterparts of not [=CutMan=] but the [=CutMan=] Brothers are found in Beyondard.
''VideoGame/MegaMan1''.

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The first of Mr. Famous' many Navis, [=GateMan=] appears as an OptionalBoss in ''Battle Network 2''.

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[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/image_2023_09_26_085416325.png]]
[[caption-width-right:300:[=GateMan=].EXE]]

The first of Mr. Famous' many Navis, navis, [=GateMan=] appears as an OptionalBoss in ''Battle Network 2''.



* FlunkyBoss: [=GateMan=] can deploy miniature troops from his chest.

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* ChestInsignia: [=GateMan=]'s navi mark is two vertical red stripes in the center of a black field, which imitates the design on his CoolGate. Unlike most Navis, it's located on the edge of his shoulders.
* CoolGate: [=GateMan=]'s [[TheGimmick bread and butter]]. Embedded in his chest is a small gate leading to AnotherDimension that he pulls open with both hands to attack with various things. At low health he'll summon an even bigger gate.
* DesperationAttack: Once his HitPoints are reduced by half, he summons the Remote Gate, an enormous copy of the gate in his chest. This gate shields him from incoming damage.
* FlunkyBoss: [=GateMan=] can deploy miniature troops from his chest.chest with the Gate Soldier attack.
* GiantHandsOfDoom: The Devil's Hand attack, in which the Remote Gate opens and an enormous black hand emerges to strike. (Naturally, this can only be used [[DesperationAttack once he summons the Remote Gate]].)




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* RecurringElement: The first of Mr. Famous's in-universe navis to be a ContestWinnerCameo.
* RiddleForTheAges: What's on the other side of [=GateMan=]'s gate?
* SignatureMove:
** Gate Soldier, in which [=GateMan=] deploys a set of miniature troops to run across the field. This attack is used by his navi-chip, with higher versions deploying more soldiers.
** Gate Cannon, in which [=GateMan=] busts out his ChestBlaster. This was used in the secret [=GateMan=] SP chip.
* SpamAttack: Gate Soldier as used in his navi-chip always does the same damage regardless of which navi-chip version is being used, but higher versions release more soldiers. QuadDamage chips can increase its damage exponentially.

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Separating out Punk's entries to the third page.


!!!''Punk voiced by: Eiji Ito''

->Punk, [=KendoMan=] and [=GridMan=] debut in ''3 (Blue)'', ''4'' and ''5'', respectively.

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!!!''Punk voiced by: Eiji Ito''

->Punk, [=KendoMan=]

->[=KendoMan=]
and [=GridMan=] debut in ''3 (Blue)'', ''4'' and ''5'', respectively.



* AchillesHeel: Punk can destroy any obstacles he comes into contact with, and it also applies for the projectile from the Yo-yo Chip. Punk will still take a single hit's worth of damage and be briefly stunned by getting hit The Zeta Yo-yo Program Advance gives you five seconds of unlimited Yo-yos, and permits you to fire again right after the projectile returns to you or if it gets destroyed. This means the Zeta Yo-yo Program Advance can hit him as fast as you can mash the A button within its 5-second duration.



* AlternateSelf: Punk is the ''Battle Network'' counterpart of the Mega Man Killer of the same name from ''VideoGame/MegaManClassic''.



* ConfusionFu: Punk rotates through multiple attack patterns and he moves while attacking in an erratic fashion to throw off the enemy's guard.



* OfficialFanSubmittedContent: Aside from Punk, all of his Navis are winners of character design contests.

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* OfficialFanSubmittedContent: Aside from Punk, all of his in-universe Navis are winners of character design contests.

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!!! Tropes related to [=AirMan=]'s appearance in VideoGame/MegaManBattleChipChallenge

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!!! Tropes related to [=AirMan=]'s appearance in VideoGame/MegaManBattleChipChallenge
''VideoGame/MegaManBattleChipChallenge''



!!! Tropes related to [=QuickMan=]'s appearance in VideoGame/MegaManBattleChipChallenge

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!!! Tropes related to [=QuickMan=]'s appearance in VideoGame/MegaManBattleChipChallenge
''VideoGame/MegaManBattleChipChallenge''



!!! Tropes related to [=KnightMan=]'s appearance in VideoGame/MegaManBattleChipChallenge

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!!! Tropes related to [=KnightMan=]'s appearance in VideoGame/MegaManBattleChipChallenge
''VideoGame/MegaManBattleChipChallenge''



!!! Tropes related to [=MagnetMan=]'s appearance in VideoGame/MegaManBattleChipChallenge

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!!! Tropes related to [=MagnetMan=]'s appearance in VideoGame/MegaManBattleChipChallenge
''VideoGame/MegaManBattleChipChallenge''



!!! Tropes related to [=FreezeMan=]'s appearance in VideoGame/MegaManBattleChipChallenge

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!!! Tropes related to [=FreezeMan=]'s appearance in VideoGame/MegaManBattleChipChallenge
''VideoGame/MegaManBattleChipChallenge''



* EleventhHourRanger: In ''Battle Chip Challenge'', [=GateMan=]'s Navi chip can only be gained by defeating him in the Guardian Tournament, one of the three tournaments of the SecretFinalCampaign.

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* EleventhHourRanger: In ''Battle Chip Challenge'', [=GateMan=]'s Navi chip can only be gained by defeating him in the Guardian Tournament, one of the three tournaments of the SecretFinalCampaign.



* {{Foil}}: In ''Battle Chip Challenge'', [=GateMan=] and [=SkullMan=] occupy the same niche in ''Battle Chip Challenge'', being UnskilledButStrong {{Lightning Bruiser}}s, but [=SkullMan=] has a slight edge in hit points, while [=GateMan=] has the edge in SignatureMove damage.
* LightningBruiser: In ''Battle Chip Challenge'', [=GateMan=] has above-average hit points, accuracy, and dodge-rate, and his Gate Cannon does the most damage of any SignatureMove in the game.

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* {{Foil}}: In ''Battle Chip Challenge'', FlunkyBoss: [=GateMan=] and [=SkullMan=] occupy the same niche in ''Battle Chip Challenge'', being UnskilledButStrong {{Lightning Bruiser}}s, but [=SkullMan=] has a slight edge in hit points, while [=GateMan=] has the edge in SignatureMove damage.
* LightningBruiser: In ''Battle Chip Challenge'', [=GateMan=] has above-average hit points, accuracy, and dodge-rate, and
can deploy miniature troops from his Gate Cannon does the most damage of any SignatureMove in the game.chest.




!!! Tropes related to [=GateMan=]'s appearance in ''VideoGame/MegaManBattleChipChallenge''

* EleventhHourRanger: In ''Battle Chip Challenge'', [=GateMan=]'s Navi chip can only be gained by defeating him in the Guardian Tournament, one of the three tournaments of the SecretFinalCampaign.
* AttackAttackAttack: In his Open Battle appearances, [=GateMan=]'s program deck is optimized for sheer damage. His go-to combo is [[SpamAttack Triple]] [[SpikeShooter Needle]] boosted by [[QuadDamage Attack +20]] (though he may swap one Attack +20 with an [[ElementalWeapon Aqua or Elec]] Blade), and his last column will have some combination of Guardian and Mega Cannon.
* {{Foil}}: In ''Battle Chip Challenge'', [=GateMan=] and [=SkullMan=] occupy the same niche in ''Battle Chip Challenge'', being UnskilledButStrong {{Lightning Bruiser}}s, but [=SkullMan=] has a slight edge in hit points, while [=GateMan=] has the edge in SignatureMove damage.
* HealingPotion: [=GateCannon=] uses Candle 2 as a recurring recovery chip.
* LightningBruiser: In ''Battle Chip Challenge'', [=GateMan=] has above-average hit points, accuracy, and dodge-rate, and his Gate Cannon does the most damage of any SignatureMove in the game.
* PreFinalBoss: [=GateMan=] is the last opponent of the penultimate tournament in the SecretFinalCampaign.



* SignatureMove: In ''Battle Chip Challenge'', his strong chip is Guardian.

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* SignatureMove: In ''Battle Chip Challenge'', his [=GateMan=]'s strong chip is Guardian.Guardian, which summons a jizo statue to protect him; if the chip is not destroyed by his enemy's next attack, it will do obscene amounts of damage to their whole battle-chip queue.
* StoneWall: In his Guardian tournament bout, his program-deck has no offensive chips, using Rock Cube, Guardian, and Shadow chips to protect himelf. His other chips are Panel Out (which puts holes in the field that protect his shields from Break damage) and Candle 2 for recovery.



* VaryingTacticsBoss: In his Guardian tournament appearance, he uses only defensive and support chips in his program-deck to keep himself alive while he whales on his enemies with Gate Cannon. In his Open Battle appearances, he uses a program-deck optimized to increase his damage even higher.



!!! Tropes related to [=ToadMan=]'s appearance in VideoGame/MegaManBattleChipChallenge

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!!! Tropes related to [=ToadMan=]'s appearance in VideoGame/MegaManBattleChipChallenge
''VideoGame/MegaManBattleChipChallenge''



!!! Tropes related to [=SnakeMan=]'s appearance in VideoGame/MegaManBattleChipChallenge

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!!! Tropes related to [=SnakeMan=]'s appearance in VideoGame/MegaManBattleChipChallenge
''VideoGame/MegaManBattleChipChallenge''



!!! Tropes related to [=ThunderMan=]'s appearance in VideoGame/MegaManBattleChipChallenge

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!!! Tropes related to [=ThunderMan=]'s appearance in VideoGame/MegaManBattleChipChallenge
''VideoGame/MegaManBattleChipChallenge''



!!! Tropes related to [=HeatMan=]'s appearance in VideoGame/MegaManBattleChipChallenge

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!!! Tropes related to [=HeatMan=]'s appearance in VideoGame/MegaManBattleChipChallenge
''VideoGame/MegaManBattleChipChallenge''
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''[[Characters/MegaManBattleNetwork1 Battle Network 1]]'' | '''''Battle Network 2''''' | ''[[Characters/MegaManBattleNetwork3WhiteAndBlue Battle Network 3]]'' | ''[[Characters/MegaManBattleNetwork4RedSunAndBlueMoon Battle Network 4]]'' | ''[[Characters/MegaManBattleNetwork5TeamColonelAndTeamProtoMan Battle Network 5]]'' | ''[[Characters/MegaManBattleNetwork6CybeastGregarAndCybeastFalzar Battle Network 6]]'' | ''[[Characters/MegaManNetworkTransmission Network Transmission]]'' | ''[[Characters/MegaManBattleChipChallenge Battle Chip Challenge]]'' | ''[[Characters/MegaManBattleNetworkMobileGames Mobile Games]]''-]]]]]

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''[[Characters/MegaManBattleNetwork1 Battle Network 1]]'' | '''''Battle Network 2''''' | ''[[Characters/MegaManBattleNetwork3WhiteAndBlue Battle Network 3]]'' | ''[[Characters/MegaManBattleNetwork4RedSunAndBlueMoon Battle Network 4]]'' | ''[[Characters/MegaManBattleNetwork5TeamColonelAndTeamProtoMan Battle Network 5]]'' | ''[[Characters/MegaManBattleNetwork6CybeastGregarAndCybeastFalzar Battle Network 6]]'' | 6]]''\\
''[[Characters/MegaManNetworkTransmission Network Transmission]]'' | ''[[Characters/MegaManBattleChipChallenge Battle Chip Challenge]]'' | ''[[Characters/MegaManBattleNetworkMobileGames Mobile Games]]''-]]]]]
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! Unaffiliated Civilian Netbattlers

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! Unaffiliated Civilian Netbattlers
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''[[Characters/MegaManBattleNetwork1 Battle Network 1]]'' | '''''Battle Network 2''''' | ''[[Characters/MegaManBattleNetwork3WhiteAndBlue Battle Network 3]]'' | ''[[Characters/MegaManBattleNetwork4RedSunAndBlueMoon Battle Network 4]]'' | ''[[Characters/MegaManBattleNetwork5TeamColonelAndTeamProtoMan Battle Network 5]]'' | ''[[Characters/MegaManBattleNetwork6CybeastGregarAndCybeastFalzar Battle Network 6]]'' | ''[[Characters/MegaManNetworkTransmission Network Transmission]]'' | ''[[Characters/MegaManBattleNetworkMobileGames Mobile Games]]''-]]]]]

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''[[Characters/MegaManBattleNetwork1 Battle Network 1]]'' | '''''Battle Network 2''''' | ''[[Characters/MegaManBattleNetwork3WhiteAndBlue Battle Network 3]]'' | ''[[Characters/MegaManBattleNetwork4RedSunAndBlueMoon Battle Network 4]]'' | ''[[Characters/MegaManBattleNetwork5TeamColonelAndTeamProtoMan Battle Network 5]]'' | ''[[Characters/MegaManBattleNetwork6CybeastGregarAndCybeastFalzar Battle Network 6]]'' | ''[[Characters/MegaManNetworkTransmission Network Transmission]]'' | ''[[Characters/MegaManBattleChipChallenge Battle Chip Challenge]]'' | ''[[Characters/MegaManBattleNetworkMobileGames Mobile Games]]''-]]]]]
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''[[Characters/MegaManBattleNetwork1 Battle Network 1]]'' | '''''Battle Network 2''''' | ''[[Characters/MegaManBattleNetwork3WhiteAndBlue Battle Network 3]]'' | ''[[Characters/MegaManBattleNetwork4RedSunAndBlueMoon Battle Network 4]]'' | ''[[Characters/MegaManBattleNetwork5TeamColonelAndTeamProtoMan Battle Network 5]]'' | ''[[Characters/MegaManBattleNetwork6CybeastGregarAndCybeastFalzar Battle Network 6]]'' | ''[[Characters/MegaManBattleNetworkMobileGames Mobile Games]]''-]]]]]

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''[[Characters/MegaManBattleNetwork1 Battle Network 1]]'' | '''''Battle Network 2''''' | ''[[Characters/MegaManBattleNetwork3WhiteAndBlue Battle Network 3]]'' | ''[[Characters/MegaManBattleNetwork4RedSunAndBlueMoon Battle Network 4]]'' | ''[[Characters/MegaManBattleNetwork5TeamColonelAndTeamProtoMan Battle Network 5]]'' | ''[[Characters/MegaManBattleNetwork6CybeastGregarAndCybeastFalzar Battle Network 6]]'' | ''[[Characters/MegaManNetworkTransmission Network Transmission]]'' | ''[[Characters/MegaManBattleNetworkMobileGames Mobile Games]]''-]]]]]
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See Mr. Match's entry on [[Characters/MegaManBattleNetwork1 the first game's character sheet]].

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See Mr. Match's entry on [[Characters/MegaManBattleNetwork1 [[Characters/MegaManBattleNetwork1WorldThree the first game's World Three character sheet]].

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* {{Foil}}: In ''Battle Chip Challenge'', [=AirMan=] and [=KingMan=] are both NonElemental [[StoneWall Add]] [[DamageOverTime All]] type attackers with above average MB, but [=AirMan=]'s higher damage output makes him a MagicKnight while [=KingMan=]'s greater MB and lower damage makes him a SquishyWizard.
* JackOfAllStats: In ''Battle Chip Challenge'', Add All-type attackers are {{Stone Wall}}s as a rule, with either decent HitPoints and a mediocre dodge rate ''or'' [[ArmoredButFrail low hit points and an above-average dodge rate]], supplemented by the strategies afforded their ElementalPowers. As a NonElemental, however, [=AirMan=] can't benefit from ElementalRockPaperScissors or any FieldPowerEffect, so he compensates with both decent hit points and an above-average dodge rate on the one hand and a stronger than average Add All attack on the other.
* MageKiller: In ''Battle Chip Challenge'', [=AirMan=]'s SignatureMove Air Shot attacks both the opponent and all their battle chips, whittling down their battle chips until they can't be used any more.
* MagicKnight: In ''Battle Chip Challenge'', most Add All-type attackers tend to be {{Magically Inept Fighter}}s, but as a NonElemental [=AirMan=] can't benefit from ElementalRockPaperScissors or FieldPowerEffect, so he compensates with higher [[{{Mana}} MB]] to give him more program deck capacity and his Navi attack does slightly more damage than the average Add All-type attack.
* NonElemental: [=AirMan=] has no element in ''Battle Network 2'' or ''Battle Chip Challenge''.

to:

* {{Foil}}: In ''Battle Chip Challenge'', [=AirMan=] and [=KingMan=] are both NonElemental [[StoneWall Add]] [[DamageOverTime All]] type attackers with above average MB, but [=AirMan=]'s higher damage output makes him a MagicKnight while [=KingMan=]'s greater MB and lower damage makes him a SquishyWizard.
* JackOfAllStats: In ''Battle Chip Challenge'', Add All-type attackers are {{Stone Wall}}s as a rule, with either decent HitPoints and a mediocre dodge rate ''or'' [[ArmoredButFrail low hit points and an above-average dodge rate]], supplemented by the strategies afforded their ElementalPowers. As a NonElemental, however, [=AirMan=] can't benefit from ElementalRockPaperScissors or any FieldPowerEffect, so he compensates with both decent hit points and an above-average dodge rate on the one hand and a stronger than average Add All attack on the other.
* MageKiller: In ''Battle Chip Challenge'', [=AirMan=]'s SignatureMove Air Shot attacks both the opponent and all their battle chips, whittling down their battle chips until they can't be used any more.
* MagicKnight: In ''Battle Chip Challenge'', most Add All-type attackers tend to be {{Magically Inept Fighter}}s, but as a NonElemental [=AirMan=] can't benefit from ElementalRockPaperScissors or FieldPowerEffect, so he compensates with higher [[{{Mana}} MB]] to give him more program deck capacity and his Navi attack does slightly more damage than the average Add All-type attack.
* NonElemental: [=AirMan=] has no element in ''Battle Network 2'' or ''Battle Chip Challenge''.element.



* WakeUpCallBoss: [=AirMan=] is the final opponent in the Cliff Tournament of ''Battle Chip Challenge'', which in general punishes players who might be over-relying on the heavy-hitting CrutchCharacter [=GutsMan=], who can't cross holes.




!!! Tropes related to [=AirMan=]'s appearance in VideoGame/MegaManBattleChipChallenge

* FieldPowerEffect:
** [=AirMan=] almost always appears on a Hole field, and when he doesn't he carries a Panel Out chip as a [[LimitBreak Slot-In]] to force the field to change to it.
** He occasionally appears on an Aluminum field which will boost the power of his Zap Ring chip.
* {{Foil}}: [=AirMan=] and [=KingMan=] are both NonElemental [[StoneWall Add]] [[DamageOverTime All]] type attackers with above average MB, but [=AirMan=]'s higher damage output makes him a MagicKnight while [=KingMan=]'s greater MB and lower damage makes him a SquishyWizard.
* JackOfAllStats: Add All-type attackers are {{Stone Wall}}s as a rule, with either decent HitPoints and a mediocre dodge rate ''or'' [[ArmoredButFrail low hit points and an above-average dodge rate]], supplemented by the strategies afforded their ElementalPowers. As a NonElemental, however, [=AirMan=] can't benefit from ElementalRockPaperScissors or any FieldPowerEffect, so he compensates with both decent hit points and an above-average dodge rate on the one hand and a stronger than average Add All attack on the other.
* MageKiller: [=AirMan=]'s SignatureMove Air Shot attacks both the opponent and all their battle chips, whittling down their battle chips until they can't be used any more. He also uses lots of Add and Add All battle chips.
* MagicKnight: Most Add All-type attackers tend to be {{Magically Inept Fighter}}s, but as a NonElemental [=AirMan=] can't benefit from ElementalRockPaperScissors or FieldPowerEffect, so he compensates with higher [[{{Mana}} MB]] to give him more program deck capacity and his Navi attack does slightly more damage than the average Add All-type attack.
* QuadDamage: In his [=HackersNet=] appearance, he uses Attack +20 to fuel the damage done by Tornado and Blower.
* SignatureMove: Tornado is his [[SignatureMove strong-chip]], and he also uses its {{Elemental|Powers}} variants Blower and Twister.
* SpamAttack:
** He frequently uses Tornado and Blower, which do multi-hit Add All damage.
** He'll often use multiple Tornados spread across several columns of his program decks so that he can use the same attack multiple times in a row.
* StatusInflictionAttack: [=AirMan=] often uses Zap Ring 2 at the start of his program decks to stun the enemy and prevent their retaliation.
* WakeUpCallBoss: [=AirMan=] is the final opponent in the Cliff Tournament, which in general punishes players who might be over-relying on the heavy-hitting CrutchCharacter [=GutsMan=], who can't cross holes.



* ArmoredButFrail: In ''Battle Chip Challenge'', [=QuickMan=] has the third-lowest tier of HitPoints, but also [[FragileSpeedster the highest-possible dodge rate]].
* AlwaysAccurateAttack: In ''Battle Chip Challenge'', [=QuickMan=]'s accuracy rate is [[DownplayedTrope in the second-highest tier]].



** In ''Battle Network 2'', [=QuickMan=]'s jumpy TeleportSpam is designed to rattle the player and keep them on their toes, and since he's invincible while standing still, it can be hard to figure out how to damage him.

to:

** In ''Battle Network 2'', [=QuickMan=]'s jumpy TeleportSpam is designed to rattle the player and keep them on their toes, and since he's invincible while standing still, [[PuzzleBoss it can be hard to figure out how to damage him.him]].



* {{Foil}}: In ''Battle Chip Challenge'', [=QuickMan=]'s strong chip is Fast Gauge, while [=FreezeMan=]'s strong chip is Slow Gauge.
* FragileSpeedster:
** [=QuickMan=] is really fast, but has low HP and few attacks.
** In ''Battle Chip Challenge'', [=QuickMan=] has the third-lowest tier of HitPoints, but the highest-possible dodge rate and the highest-possible [[ActionInitiative attack priority]].
* MageKiller: In ''Battle Chip Challenge'', [=QuickMan=] does [[ManaBurn Add damage to the last battle-chip in the opponent's queue]] with Quick Boomerang. When boosted by QuadDamage, it can take a huge bite out of the target chip.
* MagikarpPower: In ''Battle Chip Challenge'', Quick Boomerang does only mild damage in its own right, but as a [[SpamAttack multi-hit attack]], it benefits exponentially from QuadDamage battle-chips; only one or two such chips will turn [=QuickMan=] from a FragileSpeedster into a LightningBruiser.

to:

* {{Foil}}: In ''Battle Chip Challenge'', [=QuickMan=]'s strong chip is Fast Gauge, while [=FreezeMan=]'s strong chip is Slow Gauge.
* FragileSpeedster:
**
FragileSpeedster: [=QuickMan=] is really fast, but has low HP and few attacks.
** In ''Battle Chip Challenge'', [=QuickMan=] has the third-lowest tier of HitPoints, but the highest-possible dodge rate and the highest-possible [[ActionInitiative attack priority]].
* MageKiller: In ''Battle Chip Challenge'', [=QuickMan=] does [[ManaBurn Add damage to the last battle-chip in the opponent's queue]] with Quick Boomerang. When boosted by QuadDamage, it can take a huge bite out of the target chip.
* MagikarpPower: In ''Battle Chip Challenge'', Quick Boomerang does only mild damage in its own right, but as a [[SpamAttack multi-hit attack]], it benefits exponentially from QuadDamage battle-chips; only one or two such chips will turn [=QuickMan=] from a FragileSpeedster into a LightningBruiser.
attacks.



* SignatureMove:
** The [[BattleBoomerang Quick Boomerang]]--[=QuickMan=] hurls a boomerang down the row and back. He has multiple versions of it, including the Double Boomerang (two Quick Boomerangs back to back) and a figure-eight variation.
** In ''Battle Chip Challenge'', [=QuickMan=]'s {{NPC}} strong chip is Fast Gauge, which boosts his custom gauge by half, making [[LimitBreak Slot-In]] chips likelier to succeed.
* SpamAttack:
** The Quick Boomerang hits twice in ''Battle Chip Challenge''.
** His first program deck in the same game is filled with needle chips that also do multi-hit damage.

to:

* SignatureMove:
**
SignatureMove: The [[BattleBoomerang Quick Boomerang]]--[=QuickMan=] hurls a boomerang down the row and back. He has multiple versions of it, including the Double Boomerang (two Quick Boomerangs back to back) and a figure-eight variation.
** In ''Battle Chip Challenge'', [=QuickMan=]'s {{NPC}} strong chip is Fast Gauge, which boosts his custom gauge by half, making [[LimitBreak Slot-In]] chips likelier to succeed.
* SpamAttack:
** The Quick Boomerang hits twice in ''Battle Chip Challenge''.
** His first program deck in the same game is filled with needle chips that also do multi-hit damage.
variation.



* WeakButSkilled: In ''Battle Chip Challenge'', [=QuickMan=] has few HitPoints and his Quick Boomerang does only mild damage, but [=QuickMan=] has incredible speed and priority, [[MagikarpPower benefits greatly]] from QuadDamage, and has the highest tier of MB among Navis that aren't {{Player Character}}s, Normal-Navis, or the TrueFinalBoss.

to:


!!! Tropes related to [=QuickMan=]'s appearance in VideoGame/MegaManBattleChipChallenge

* WeakButSkilled: ArmoredButFrail: [=QuickMan=] has the third-lowest tier of HitPoints, but also [[FragileSpeedster the highest-possible dodge rate]].
* AlwaysAccurateAttack:[=QuickMan=]'s accuracy rate is [[DownplayedTrope in the second-highest tier]].
* {{Foil}}: [=QuickMan=]'s strong chip is Fast Gauge, while [=FreezeMan=]'s strong chip is Slow Gauge.
* FragileSpeedster:
In ''Battle Chip Challenge'', [=QuickMan=] has the third-lowest tier of HitPoints, but the highest-possible dodge rate and the highest-possible [[ActionInitiative attack priority]].
* MageKiller: In ''Battle Chip Challenge'', [=QuickMan=] does [[ManaBurn Add damage to the last battle-chip in the opponent's queue]] with Quick Boomerang. When boosted by QuadDamage, it can take a huge bite out of the target chip.
* MagikarpPower: In ''Battle Chip Challenge'', Quick Boomerang does only mild damage in its own right, but as a [[SpamAttack multi-hit attack]], it benefits exponentially from QuadDamage battle-chips; only one or two such chips will turn [=QuickMan=] from a FragileSpeedster into a LightningBruiser.
* SignatureMove: In ''Battle Chip Challenge'', [=QuickMan=]'s {{NPC}} strong chip is Fast Gauge, which boosts his custom gauge by half, making [[LimitBreak Slot-In]] chips likelier to succeed.
* SpamAttack:
** His navi-attack Quick Boomerang hits twice.
** [=QuickMan=] is a regular user of battle-chips with that do multiple hits, including chips from the Double Needle series, Yo-Yo series, and even the Meteor series.
** The program deck used in his BossBattle is nothing but Triple Needle and Double Needle chips, leading him to [[UpToEleven spam his spam attacks]].
* VaryingTacticsBoss: [=QuickMan=] has very different tactics in each new tournament of ''Battle Chip Challenge'', using QuadDamage and defensive chips in one program deck, a mix of damage and [[StatusInflictionAttack stun]] in another, or {{Critical Hit}} and {{Armor Piercing}} tactics in yet another.
* WeakButSkilled:
[=QuickMan=] has few HitPoints and his Quick Boomerang does only mild damage, but [=QuickMan=] has incredible speed and priority, [[MagikarpPower benefits greatly]] from QuadDamage, and has the highest tier of MB among Navis that aren't {{Player Character}}s, Normal-Navis, or the TrueFinalBoss.TrueFinalBoss.



* AchillesHeel:
** [=KnightMan=] relies heavily on being shielded from normal damage, but he's helpless against an ArmorPiercingAttack.
** In ''Battle Chip Challenge'', [=KnightMan=] is a CloseRangeCombatant and some of his chips are close-range as well, so a couple of his program decks carry Repair chips to normalize the field and [[DefiedTrope ensure there aren't any holes to trip over]].

to:

* AchillesHeel:
**
AchillesHeel: [=KnightMan=] relies heavily on being shielded from normal damage, but he's helpless against an ArmorPiercingAttack.
** In ''Battle Chip Challenge'', [=KnightMan=] is a CloseRangeCombatant and some of his chips are close-range as well, so a couple of his program decks carry Repair chips to normalize the field and [[DefiedTrope ensure there aren't any holes to trip over]].
ArmorPiercingAttack.



* BonusBoss: In ''Battle Chip Challenge'', [=KnightMan=] doesn't reach the finals of any of the main tournaments, and his navi chip can only be fought for in one of the optional open tournaments.



* CloseRangeCombatant: In ''Battle Chip Challenge'', [=KnightMan=]'s Royal Wrecking Ball does Break-type damage, and like all Break-type attacks must be used from close-up, so it can't be used on a {{Field|Power Effect}} with holes.



* DishingOutDirt: [=KnightMan=] can turn himself to stone and attacks with falling rubble.



* {{Foil}}: To [=MagnetMan=] in ''VideoGame/{{Mega Man Battle Network 5|Team Colonel And Team Protoman}}''. Both Navis used to work for Gospel, joined an anti-Nebula team as their team's defense and are [[MyMasterRightOrWrong loyal to their operators no matter what]]. [=MagnetMan=]'s barrier costs Order Points and has unlimited range while [=KnightMan=]'s shielding doesn't cost any Order Points but has a limited range and can only guard one teammate at a time. [=MagnetMan=] is a reluctant NominalHero who enjoyed working for Gospel and [[TeethClenchedTeamwork has to force himself]] to join Team [=ProtoMan=] out of loyalty to Tesla, while [=KnightMan=] is all too eager to join the side of good after [[AntiVillain reluctantly]] working for Gospel out of his own loyalty to Princess Pride.

to:

* {{Foil}}: To [=MagnetMan=] in ''VideoGame/{{Mega Man Battle Network 5|Team Colonel And Team Protoman}}''. Both Navis used to work for Gospel, joined an anti-Nebula team as their team's defense and are [[MyMasterRightOrWrong loyal to their operators no matter what]]. However...
**
[=MagnetMan=]'s barrier costs Order Points and has unlimited range while [=KnightMan=]'s shielding doesn't cost any Order Points but has a limited range and can only guard one teammate at a time. time.
**
[=MagnetMan=] is a reluctant NominalHero who enjoyed working for Gospel and [[TeethClenchedTeamwork has to force himself]] to join Team [=ProtoMan=] out of loyalty to Tesla, while [=KnightMan=] is all too eager to join the side of good after [[AntiVillain reluctantly]] working for Gospel out of his own loyalty to Princess Pride.



* MageKiller: In ''Battle Chip Challenge'', [=KnightMan=]'s program decks have many chips that do All Add damage, attacking all of the opponent's battle-chips to render them unusable--his strong chip Quake 3 is one of the strongest All Add chips, but his program decks also use Break Hammer and Cross Bomb chips to do the same thing.
* MagicKnight: In ''Battle Chip Challenge'', [=KnightMan=] has solid MightyGlacier stats and higher than average [[{{Mana}} MB]] for a non-PlayerCharacter Navi, giving him more program-deck capacity than average.
* MagicallyIneptFighter: In ''Battle Chip Challenge'', [=KnightMan=] has good physical stats and a decent ArmorPiercingAttack, but has diminished battle-chip capacity.
* MightyGlacier:
** He's ''painfully'' slow, but he's extremely strong and nigh invincible until he attacks.
** In ''Battle Chip Challenge'', [=KnightMan=] is tied for the highest amount of hit points and has a decent ArmorPiercingAttack, but has only a mediocre dodge rate.

to:

* MageKiller: In ''Battle Chip Challenge'', [=KnightMan=]'s program decks have many chips that do All Add damage, attacking all of the opponent's battle-chips to render them unusable--his strong chip Quake 3 is one of the strongest All Add chips, but his program decks also use Break Hammer and Cross Bomb chips to do the same thing.
* MagicKnight: In ''Battle Chip Challenge'', [=KnightMan=] has solid MightyGlacier stats and higher than average [[{{Mana}} MB]] for a non-PlayerCharacter Navi, giving him more program-deck capacity than average.
* MagicallyIneptFighter: In ''Battle Chip Challenge'', [=KnightMan=] has good physical stats and a decent ArmorPiercingAttack, but has diminished battle-chip capacity.
* MightyGlacier:
**
MightyGlacier: He's ''painfully'' slow, but he's extremely strong and nigh invincible until he attacks.
** In ''Battle Chip Challenge'', [=KnightMan=] is tied for the highest amount of hit points and has a decent ArmorPiercingAttack, but has only a mediocre dodge rate.
attacks.



* OptionalBoss: In ''Battle Chip Challenge'', [=KnightMan=] doesn't lead any of the main tournaments; his Navi Chip can only be gained in the optional Netopia tier of the Free Battle.



** [=KnightMan=]'s strong chip in ''Battle Chip Challenge'' is Quake 3, one of the strongest MageKiller battle-chips. Unlike similar chips, Quake 3 has the added benefit of not being a SituationalSword or trap.



* StoneWall:
** His [=StoneBody=] condition makes all damage inflicted to him reduced to 1 (0 in [=BN5=]) unless they're breaking attacks. Like most [=BN2=] Navis he is only vulnerable to attacks when he's attacking (or in his case jumping forward). Worth mentioning that breaking chips are scarce in the first three games, so his defensive qualities held merit. [=KnightMan=] is recruited into Team Colonel for this very reason.
** {{Downplayed}} in ''Battle Chip Challenge'', where he's the most defensively-oriented of the {{Magically Inept|Fighter}} {{Mighty Glacier}}s, being tied for the highest number of hit points in the game, but he has only mediocre dodge ability and damage potential, even with his ArmorPiercingAttack.

to:

* StoneWall:
**
StoneWall: His [=StoneBody=] condition makes all damage inflicted to him reduced to 1 (0 in [=BN5=]) unless they're breaking attacks. Like most [=BN2=] Navis he is only vulnerable to attacks when he's attacking (or in his case jumping forward). Worth mentioning that breaking chips are scarce in the first three games, so his defensive qualities held merit. [=KnightMan=] is recruited into Team Colonel for this very reason.
** {{Downplayed}} in ''Battle Chip Challenge'', where he's the most defensively-oriented of the {{Magically Inept|Fighter}} {{Mighty Glacier}}s, being tied for the highest number of hit points in the game, but he has only mediocre dodge ability and damage potential, even with his ArmorPiercingAttack.
reason.




!!! Tropes related to [=KnightMan=]'s appearance in VideoGame/MegaManBattleChipChallenge

* EleventhHourRanger: [=KnightMan=] does not appear in ''Battle Chip Challenge'' until near the end of the game--he first appears as in the Netopia Open Battle, right before the Master Tournament of Class S.
* AchillesHeel: In ''Battle Chip Challenge'', [=KnightMan=] is a CloseRangeCombatant and some of his chips are close-range as well, so a couple of his program decks carry Repair chips to normalize the field and [[DefiedTrope ensure there aren't any holes to trip over]].
* AchillesHeel: [=KnightMan=] likes Break type attacks, but these are nearly always {{Close Range|Combatant}} attacks that can't cross holes. [[DefiedTrope To get around this]], [=KnightMan=] sometimes carries Repair chips to make sure there aren't any holes on the field to get in his way and also uses Wrecker and Cannon Ball chips that both do Break type damage but aren't limited by holes.
* ArmorPiercingAttack: Many of [=KnightMan=]'s battle-chips, like Break Hammer, Wrecker, Cannon Ball, and his own Royal Wrecking Ball, do Breaking damage.
* CloseRangeCombatant: In ''Battle Chip Challenge'', [=KnightMan=]'s Royal Wrecking Ball does Break-type damage, and like all Break-type attacks must be used from close-up, so it can't be used on a {{Field|Power Effect}} with holes.
* DishingOutDirt: He uses Rock Cube chips in the Master Tournament.
* DropTheHammer: In almost every battle, [=KnightMan=] uses the Break Hammer battle-chip.
* GrenadeSpam: His program decks consistently feature a variety of thrown projectiles: As a ''Battle Chip Challenge'' {{NPC}}, Quake 3, Wrecker, Cannon Ball, and Cross Bomb.
* MageKiller: [=KnightMan=]'s program decks have many chips that do All Add damage, attacking all of the opponent's battle-chips to render them unusable--his strong chip Quake 3 is one of the strongest All Add chips, but his program decks also use Break Hammer and Cross Bomb chips to do the same thing.
* MagicKnight: [=KnightMan=] has solid MightyGlacier stats and higher than average [[{{Mana}} MB]] for a non-PlayerCharacter Navi, giving him more program-deck capacity than average.
* MightyGlacier: [=KnightMan=] is tied for the highest amount of hit points and has a decent ArmorPiercingAttack, but has only a mediocre dodge rate.
* OptionalBoss: [=KnightMan=] doesn't lead any of the main tournaments; his Navi Chip can only be gained in the optional Netopia tier of the Free Battle.
* RedMage: Most of [=KnightMan=]'s battle-chips do either Break type damage or Add All type damage; some even do both.
* SignatureMove: [=KnightMan=]'s strong chip is Quake 3, one of the strongest MageKiller battle-chips. Unlike similar chips, Quake 3 has the added benefit of not being a SituationalSword or trap.
* StoneWall: {{Downplayed}} in ''Battle Chip Challenge'', where he's the most defensively-oriented of the {{Magically Inept|Fighter}} {{Mighty Glacier}}s, being tied for the highest number of hit points in the game, but he has only mediocre dodge ability and damage potential, even with his ArmorPiercingAttack.



* TakenForGranite: Weaponized. [=KnightMan=]'s {{signature|move}} DefenseCommand, Stone Body, [[ExactlyWhatItSaysOnTheTin turns him to stone]], which doesn't neutralize ''all'' damage like more temporary shields, but does reduce each hit he takes to one pont of damage (unless you hit him with an ArmorPiercingAttack).



** Mentions his brother Jack (Count Zap) got adopted into a rich family, while he had to dig himself out of poverty the hard way, and he's rather bitter about it.

to:

** Mentions his brother Jack (Count Zap) ([[AllThereInTheManual i.e., Count Zap from the first game]]) got adopted into a rich family, while he had to dig himself out of poverty the hard way, and he's rather bitter about it.



* EleventhHourRanger:
** [=MagnetMan=] is the second-to-last Gospel Navi to appear in the game, so his Navi chip cannot be obtained except in rematches during the penultimate scenario at the earliest.
** In ''Battle Chip Challenge'', [=MagnetMan=]'s Navi Chip can only be gained in the Netopia tier of the Free Battle, which becomes available only when the final Master Tournament in Class S does.

to:

* EleventhHourRanger:
**
EleventhHourRanger: [=MagnetMan=] is the second-to-last Gospel Navi to appear in the game, so his Navi chip cannot be obtained except in rematches during the penultimate scenario at the earliest.
** In ''Battle Chip Challenge'', [=MagnetMan=]'s Navi Chip can only be gained in the Netopia tier of the Free Battle, which becomes available only when the final Master Tournament in Class S does.
earliest.



* AlwaysAccurateAttack: In ''Battle Chip Challenge'', [=MagnetMan=] has the highest possible accuracy rate.
* ArmorPiercingAttack: In ''Battle Chip Challenge'', his SignatureMove Magnet Missile pierces enemy defenses.



* {{Foil}}: To [=KnightMan=] in ''VideoGame/{{Mega Man Battle Network 5|Team Colonel And Team Protoman}}''. Both Navis used to work for Gospel, joined an anti-Nebula team as the team's defense and are [[MyMasterRightOrWrong loyal to their operators no matter what]]. [=KnightMan=]'s shielding doesn't cost any Order Points but has a limited range and can only guard one teammate at a time while [=MagnetMan=]'s barrier costs Order Points and has unlimited range. However, while [=KnightMan=] and Princess Pride have had a legitimate HeelFaceTurn, [=MagnetMan=] is more of a NominalHero, he's still as unpleasant as ever and only joins Team [=ProtoMan=] because Tesla, his new operator, [[MyMasterRightOrWrong wants him to]].

to:

* {{Foil}}: To [=KnightMan=] in ''VideoGame/{{Mega Man Battle Network 5|Team Colonel And Team Protoman}}''. Both Navis used to work for Gospel, joined an anti-Nebula team as the team's defense and are [[MyMasterRightOrWrong loyal to their operators no matter what]]. However...
**
[=KnightMan=]'s shielding doesn't cost any Order Points but has a limited range and can only guard one teammate at a time while [=MagnetMan=]'s barrier costs Order Points and has unlimited range. However, while range.
** While
[=KnightMan=] and Princess Pride have had a legitimate HeelFaceTurn, [=MagnetMan=] is more of a NominalHero, he's still as unpleasant as ever and only joins Team [=ProtoMan=] because Tesla, his new operator, [[MyMasterRightOrWrong wants him to]].



* ImmuneToFlinching: One of his properties.
* MagicallyIneptFighter: In ''Battle Chip Challenge'', [=MagnetMan=] has a very low [[{{Mana}} MB]] quantity.
* MightyGlacier: In ''Battle Chip Challenge'', [=MagnetMan=] has a mediocre dodge rate, but he has a large pool of hit points and his SignatureMove is a good ArmorPiercingAttack.

to:

* ImmuneToFlinching: One of his properties.
* MagicallyIneptFighter: In ''Battle Chip Challenge'',
[=MagnetMan=] has a very low [[{{Mana}} MB]] quantity.
* MightyGlacier: In ''Battle Chip Challenge'', [=MagnetMan=] has a mediocre dodge rate, but he has a large pool of hit points and his SignatureMove is a good ArmorPiercingAttack.
the Super Armor ability.



* OptionalBoss: In ''Battle Chip Challenge'', [=MagnetMan=] doesn't lead any of the main tournaments; his Navi Chip can only be gained in the optional Netopia Free Battle.



* SignatureMove: In ''Battle Chip Challenge'', his strong chip is Mag Bomb 3.


Added DiffLines:


!!! Tropes related to [=MagnetMan=]'s appearance in VideoGame/MegaManBattleChipChallenge

* EleventhHourRanger: [=MagnetMan=]'s Navi Chip can only be gained in the Netopia tier of the Free Battle, which becomes available only when the final Master Tournament in Class S does.
* AchillesHeel: Wood type attacks; not only do they do extra damage to ShockAndAwe enemies like him, they will disrupt his Aluminum stage and change it to Grass panels, costing him his QuadDamage bonus, too.
* AlwaysAccurateAttack: In ''Battle Chip Challenge'', [=MagnetMan=] has the highest possible accuracy rate.
* ArmorPiercingAttack: In ''Battle Chip Challenge'', his SignatureMove Magnet Missile pierces enemy defenses.
* FieldPowerEffect: [=MagnetMan=] always appears on an Aluminum stage, which means his ShockAndAwe chips [[QuadDamage hit even harder]].
* GrenadeSpam: During the SecretFinalCampaign, [=MagnetMan=]'s program deck will use multiples of the Mag Bomb series, so he can throw two or three in a row.
* MageKiller: [=MagnetMan=] specializes in ShockAndAwe battle-chips, many of which [[ManaBurn damage battle-chips]]. Outside of hi GrenadeSpam in the SecretFinalCampaign, he tends to have [[VaryingTacticsBoss widely varied program-decks]].
* MagicallyIneptFighter: [=MagnetMan=] has a very low [[{{Mana}} MB]] quantity.
* MightyGlacier: [=MagnetMan=] has a mediocre dodge rate, but he has a large pool of hit points and his SignatureMove is a good ArmorPiercingAttack.
* OptionalBoss: [=MagnetMan=] doesn't lead any of the main tournaments; his Navi Chip can only be gained in the optional Netopia Free Battle.
* SignatureMove: His strong chip is Mag Bomb 3.
* ThrowDownTheBomblet: His [[SignatureMove strong chip]] is Mag Bomb 3.


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* AchillesHeel: In ''Battle Chip Challenge'', [=ToadMan=]'s Melody attack stuns the enemy and prevents them from retaliating--this can be somewhat useless against [=NormalNavis=], whose onboard weapon is already so pitiful its utility was already negligible.



* AlwaysAccurateAttack: In ''Battle Chip Challenge'', [=ToadMan=] has the highest possible accuracy rating.
* AnimalThemedSuperbeing: [=ToadMan=] is a fightin' frog.
* ArmoredButFrail: In ''Battle Chip Challenge'', [=ToadMan=] has the second-lowest possible number of HitPoints, but the highest possible dodge rate.



* FieldPowerEffect: In ''Battle Chip Challenge'', [=ToadMan=] has the natural Aqua-type immunity to having his accuracy lowered on an ice stage, and thanks to his Elec-type attack, [=ToadMan=] benefits not just defensively from ice panels like other Aqua Navis) but offensively as well.



* HoistByHisOwnPetard:
** Because he uses [[ShockAndAwe Elec-type]] attacks, [=ToadMan=] is susceptible to his own [=NaviChip=].
** In ''Battle Chip Challenge'', while his Elec type SignatureMove benefits on both ice and aluminum fields, he's an Aqua type, so he's even more susceptible to Elec type attacks used against him on such environments.
* {{Knockback}}: In ''Battle Chip Challenge'', [=ToadMan=]'s SignatureMove Melody does Stun damage, which will cost the opponent a turn if they go after him.

to:

* HoistByHisOwnPetard:
**
HoistByHisOwnPetard: Because he uses [[ShockAndAwe Elec-type]] attacks, [=ToadMan=] is susceptible to his own [=NaviChip=].
** In ''Battle Chip Challenge'', while his Elec type SignatureMove benefits on both ice and aluminum fields, he's an Aqua type, so he's even more susceptible to Elec type attacks used against him on such environments.
* {{Knockback}}: In ''Battle Chip Challenge'', [=ToadMan=]'s SignatureMove Melody does Stun damage, which will cost the opponent a turn if they go after him.
[=NaviChip=].



* MagicallyIneptFighter: In ''Battle Chip Challenge'', [=ToadMan=] has very low [[{{Mana}} MB]], so he has little program-deck versatility.



* OptionalBoss: In ''Battle Chip Challenge'', [=ToadMan=] doesn't lead any of the main tournaments; he can only be fought for his battle chip in the [[BonusDungeon Yumland]] tier of the [[MarathonLevel Free Battle]].



* SignatureMove: In ''Battle Chip Challenge'', [=ToadMan=]'s strong chip is Big Cloud.
* StoneWall: In ''Battle Chip Challenge'', [=ToadMan=]'s stat layout optimizes him for this strategy, [[ArmoredButFrail relying on his phenomenal dodge rate to avoid damage]] while using his low-powered Melody attack to stun enemies and prevent them from using their own specialized attacks.
* SupportPartyMember: Their role in Team Colonel. Aside from [=ToadMan=]'s anti-Nebula singing powers, it can also used in Liberation Missions to boost a teammate so that they can liberate more panels.

to:

* SupportPartyMember: His role on Team Colonel. Aside from [=ToadMan=]'s anti-Nebula singing powers, it can also used in Liberation Missions to boost a teammate so that they can liberate more panels.

!!! Tropes related to [=ToadMan=]'s appearance in VideoGame/MegaManBattleChipChallenge

* AlwaysAccurateAttack: [=ToadMan=] has the highest possible accuracy rating.
* AnimalThemedSuperbeing: [=ToadMan=] is a fightin' frog.
* ArmoredButFrail: [=ToadMan=] has the second-lowest possible number of HitPoints, but the highest possible dodge rate.
* ArtificialBrilliance: [=ToadMan=]'s use of his main defensive chips is quite tricky--because he's on an Ice stage, the natural choice for a player facing him would be a fellow Aqua navi, so Aqua Ball would be the natural choice to absorb any incoming Aqua damage. The natural solution to this is to bring Elec chips to bypass the Aqua Ball, prompting him to respond as he does with Elec Ball battle-chips that will absorb Elec damage in turn.
* ElementalWeapon: In SecretFinalCampaign appearances, he'll use Aqua Blade and Elec Blade, which as Random type attacks will do {{Critical Hit}}s to the battle-chip queue.
* FieldPowerEffect: [=ToadMan=] always uses Ice panels; he has the natural Aqua-type immunity to having his accuracy lowered on an ice stage, and thanks to his Elec-type attack, [=ToadMan=] benefits not just defensively from ice panels like other Aqua Navis) but offensively as well.
* FloatingInABubble: In a couple of Open Battle bouts, [=ToadMan=] will use Bubble Wrap as a possible defense, which will neutralize almost any attack, except the Elec attacks he's already weak to.
* HoistByHisOwnPetard: While his Elec type SignatureMove benefits on both ice and aluminum fields, he's an Aqua type, so he's even more susceptible to Elec type attacks used against him on such environments.
* {{Knockback}}: [=ToadMan=]'s SignatureMove Melody does Stun damage, which will cost the opponent a turn if they go after him.
* LuckilyMyShieldWillProtectMe: [=ToadMan=] always has either Aqua Ball or Elec Ball battle-chips in his program deck to absorb incoming damage and turn it back on his enemies.
* MageKiller: [=ToadMan=] does mostly battle-chip damage, often with Add All attacks like his [[SignatureMove strong chip]] Big Cloud, but also with Add or Random chips splashed in depending on the battle.
* MagicallyIneptFighter: [=ToadMan=] has very low [[{{Mana}} MB]], so he has little program-deck versatility.
* OptionalBoss: [=ToadMan=] is a denizen of the Open Battle {{Bonus Dungeon}}s and doesn't appear in any of the main tournaments until the SecretFinalCampaign; he can only be fought for his battle chip in the [[BonusDungeon Yumland]] tier of the [[MarathonLevel Free Battle]].
* SignatureMove: In ''Battle Chip Challenge'', [=ToadMan=]'s strong chip is Big Cloud.
* StoneWall: In ''Battle Chip Challenge'', [=ToadMan=]'s stat layout optimizes him for this strategy, [[ArmoredButFrail relying on his phenomenal dodge rate to avoid damage]] while using his low-powered Melody attack to stun enemies and prevent them from using their own specialized attacks.
* SupportPartyMember: Their role SpamAttack: The sequence of Zap Ring 3 chips he uses in Team Colonel. Aside from [=ToadMan=]'s anti-Nebula singing powers, it can also used the SecretFinalCampaign reinforce the stunning effect of his SignatureMove--if he gets both Zap Rings he'll hit enemies with three stunning attacks in Liberation Missions to boost a teammate so that they can liberate more panels.row.
* RedMage: [=ToadMan=] will attack with both Aqua and Elec chips in each of his program-decks.

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* AchillesHeel:
** Aqua and Wood style [[ChargedAttack Charge Shots]] are faster on the draw than [=SnakeMan=] is at hiding in his pot, so simply stepping in and out of his row and nailing him before he can hide will rack up damage very quickly. The Wood style Twister will do more damage to [=SnakeMan=], but the Aqua Shot does SplashDamage, so it can attack any Snake Arrow in front of [=SnakeMan=] and still damage him, too.
** In ''VideoGame/MegaManBattleChipChallenge'', [=SnakeMan=]'s strategy requires the use of Grass Stage, which both enables his [[SituationalSword Spice battle-chips]] and heals a portion of his health every turn. At the same time, Grass panels multiply any and all incoming Heat element damage, which the FragileSpeedster [=SnakeMan=] is already weak to. In the face of powerful Heat attacks, [=SnakeMan=]'s SignatureMove might as well be a DeathOrGloryAttack.

to:

* AchillesHeel:
**
AchillesHeel: Aqua and Wood style [[ChargedAttack Charge Shots]] are faster on the draw than [=SnakeMan=] is at hiding in his pot, so simply stepping in and out of his row and nailing him before he can hide will rack up damage very quickly. The Wood style Twister will do more damage to [=SnakeMan=], but the Aqua Shot does SplashDamage, so it can attack any Snake Arrow in front of [=SnakeMan=] and still damage him, too.
** In ''VideoGame/MegaManBattleChipChallenge'', [=SnakeMan=]'s strategy requires the use of Grass Stage, which both enables his [[SituationalSword Spice battle-chips]] and heals a portion of his health every turn. At the same time, Grass panels multiply any and all incoming Heat element damage, which the FragileSpeedster [=SnakeMan=] is already weak to. In the face of powerful Heat attacks, [=SnakeMan=]'s SignatureMove might as well be a DeathOrGloryAttack.
too.



* ArmoredButFrail: In ''Battle Chip Challenge'', [[FragileSpeedster SnakeMan has the third-lowest quantity of hit points but a high dodge rate]]; his ability to avoid damage is augmented by his [[ActionInitiative high-priority]] [[{{Knockback}} stun]]-type attack.
* ArtificialBrilliance: In ''Battle Chip Challenge'', [=SnakeMan=] starts accounting for his strategy's AttackBackfire by using Heat Balls as shielding to absorb incoming Fire damage.



* DeathOrGloryAttack: In ''Battle Chip Challenge'', [=SnakeMan=]'s Grass Stage & Spice combo needs to rip the opponent apart quickly, because [[AttackBackfire leaving Grass Stage on the field sets SnakeMan up]] to take exponentially more damage from [[ElementalRockPaperScissors incoming Fire attacks]], which will also destroy the Grass Stage.



* FragileSpeedster: In ''Battle Chip Challenge'', [=SnakeMan=] has few HitPoints but a high dodge rate; his SignatureMove is also in a higher priority level than the vast majority of the game's Navis, so he can stun most of the competition without trouble.



* ImAHumanitarian: When encountering [=SnakeMan=] in the Open Battle of ''Battle Chip Challenge'', he describes the PlayerCharacter navis as "tasty-looking".
* MageKiller: In ''Battle Chip Challenge'', [=SnakeMan=] specializes in using Spice battle-chips, which do powerful All Add damage that attacks an opponent and all their battle-chips. The Spice chips are among the most powerful All Add chips, so he could very well wipe out an enemy's entire program deck before they can use anything.
* MagicallyIneptFighter: In ''Battle Chip Challenge'', [=SnakeMan=] has very low [[{{Mana}} MB]] and relies on his Navi-attack to do [[ActionInitiative priority]] [[{{Knockback}} stun]] damage.
* MyRulesAreNotYourRules: In ''Battle Network 2'', [=SnakeMan=] has three permanent holes in his field that constantly shoot Snake Arrows across each row.
* OptionalBoss: In ''Battle Chip Challenge'', [=SnakeMan=] doesn't head up any of the main tournaments, but he can be challenged for his Navi Chip in the Yumland Open Battle.

to:

* ImAHumanitarian: When encountering [=SnakeMan=] in the Open Battle of ''Battle Chip Challenge'', he describes the PlayerCharacter navis as "tasty-looking".
* MageKiller: In ''Battle Chip Challenge'', [=SnakeMan=] specializes in using Spice battle-chips, which do powerful All Add damage that attacks an opponent and all their battle-chips. The Spice chips are among the most powerful All Add chips, so he could very well wipe out an enemy's entire program deck before they can use anything.
* MagicallyIneptFighter: In ''Battle Chip Challenge'', [=SnakeMan=] has very low [[{{Mana}} MB]] and relies on his Navi-attack to do [[ActionInitiative priority]] [[{{Knockback}} stun]] damage.
* MyRulesAreNotYourRules: In ''Battle Network 2'', While most holes in the field are automatically restored with time, [=SnakeMan=] has three permanent holes in his field that constantly shoot Snake Arrows across each row.
* OptionalBoss: In ''Battle Chip Challenge'', [=SnakeMan=] doesn't head up any of the main tournaments, but he can be challenged for his Navi Chip in the Yumland Open Battle.
row.



* SignatureMove:
** Snake Arrow--Snakes continuously emerge from the three holes in [=SnakeMan=]'s area and dart forward.
** In ''Battle Chip Challenge'', he's a regular use of the Spice battle-chips, and his strong chip in particular is Spice 3.
* SituationalSword: In ''Battle Chip Challenge'', [=SnakeMan=] specializes in Spice battle-chips, powerful attacks that require a Grass Stage to be in effect.
* StatusInflictionAttack: In ''Battle Chip Challenge'', [=SnakeMan=]'s SignatureMove Snake Arrow stuns foes and prevents them from retaliating with their own navi attacks.

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* SignatureMove:
**
SignatureMove: Snake Arrow--Snakes continuously emerge from the three holes in [=SnakeMan=]'s area and dart forward.
** In ''Battle Chip Challenge'', he's a regular use of the Spice battle-chips, and his strong chip in particular is Spice 3.
* SituationalSword: In ''Battle Chip Challenge'', [=SnakeMan=] specializes in Spice battle-chips, powerful attacks that require a Grass Stage to be in effect.
* StatusInflictionAttack: In ''Battle Chip Challenge'', [=SnakeMan=]'s SignatureMove Snake Arrow stuns foes and prevents them from retaliating with their own navi attacks.
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!!! Tropes related to [=SnakeMan=]'s appearance in VideoGame/MegaManBattleChipChallenge

* AchillesHeel: [=SnakeMan=]'s strategy requires the use of Grass Stage, which both enables his [[SituationalSword Spice battle-chips]] and heals a portion of his health every turn. At the same time, Grass panels multiply any and all incoming Heat element damage, which the FragileSpeedster [=SnakeMan=] is already weak to. In the face of powerful Heat attacks, [=SnakeMan=]'s SignatureMove might as well be a DeathOrGloryAttack.
* ArmoredButFrail: [[FragileSpeedster SnakeMan has the third-lowest quantity of hit points but a high dodge rate]]; his ability to avoid damage is augmented by his [[ActionInitiative high-priority]] [[{{Knockback}} stun]]-type attack.
* ArtificialBrilliance: [=SnakeMan=] starts accounting for his strategy's AttackBackfire by using Heat Balls as shielding to absorb incoming Fire damage.
* DeathOrGloryAttack: [=SnakeMan=]'s Grass Stage & Spice combo needs to rip the opponent apart quickly, because [[AttackBackfire leaving Grass Stage on the field sets SnakeMan up]] to take exponentially more damage from [[ElementalRockPaperScissors incoming Fire attacks]], which will also destroy the Grass Stage.
* FieldPowerEffect: [=SnakeMan=] fights on a Grass field, which heals him every turn and is necessary to his use of Spice battle-chips. He often goes out of his way to include extra Grass Stage chips in his deck, [[ArtificialBrilliance anticipating enemies burning his Grass stage away]].
* FragileSpeedster: [=SnakeMan=] has few HitPoints but a high dodge rate; his SignatureMove is also in a higher priority level than the vast majority of the game's Navis, so he can stun most of the competition without trouble.
* GrenadeSpam: In his East Tournament appearance, [=SnakeMan=] has two whole columns of Tree Bomb chips.
* ImAHumanitarian: When encountering [=SnakeMan=] in the Open Battle, he describes the PlayerCharacter navis as "tasty-looking".
* LuckilyMyShieldWillProtectMe: As [[GreenThumb a Wood enemy on a Grass field]], [=SnakeMan=]is a big fat Fire magnet, so he starts using Heat Ball in the SecretFinalCampaign tournaments to catch any incoming Fire damage.
* MageKiller: [=SnakeMan=] specializes in the Spice battle-chip series, a SituationalSword which does enormous [[ManaBurn damage to enemy battle-chips]], and will often supplement it with other chips that do Add or Add All damage. The Spice chips are among the most powerful All Add chips, so he could very well wipe out an enemy's entire program deck before they can use anything.
* MagicallyIneptFighter: [=SnakeMan=] has very low [[{{Mana}} MB]] and relies on his Navi-attack to do [[ActionInitiative priority]] [[{{Knockback}} stun]] damage.
* OptionalBoss: [=SnakeMan=] doesn't head up any of the main tournaments, but he can be challenged for his Navi Chip in the Yumland Open Battle.
* SignatureMove: In ''Battle Chip Challenge'', he's a regular use of the Spice battle-chips, and his strong chip in particular is Spice 3.
* SituationalSword: [=SnakeMan=] specializes in Spice battle-chips, powerful attacks that require a Grass Stage to be in effect.
* StatusInflictionAttack: [=SnakeMan=]'s SignatureMove Snake Arrow stuns foes and prevents them from retaliating with their own navi attacks.



* EleventhHourRanger: In ''VideoGame/MegaManBattleChipChallenge'', [=ThunderMan=]'s Navi Chip can only be gained in the optional Netopia tier of the Free Battle, the last Free Battle before the Master Tournament is completed.



* TheLastOfTheseIsNotLikeTheOthers: In ''Battle Chip Challenge'', Navis that do Stun-type damage tend to be {{Armored But|Frail}} {{Fragile Speedster}}s with a good dodge rate or higher than average [[ActionInitiative priority]]; [=ThunderMan=], however, is a MightyGlacier.
* MightyGlacier: In ''Battle Chip Challenge'', [=ThunderMan=] has the highest-tier of HitPoints for any Navi that does Stun-type damage and does more damage than any other Navi with that type of attack, but his dodge rate is mediocre.
* MagicallyIneptFighter: [=ThunderMan=] has very low [[{{Mana}} MB]] in ''Battle Chip Challenge'', limiting his program-deck capacity and versatility.
* OptionalBoss: In ''Battle Chip Challenge'', [=ThunderMan=] doesn't lead any of the main tournaments; his Navi Chip can only be gained in the optional Netopia tier of the Free Battle.



* SignatureMove: In ''Battle Chip Challenge'', his strong chip is Satellite 3.
* StatusInflictionAttack: In ''Battle Chip Challenge'', [=ThunderMan=]'s SignatureMove Thunderbolt will stun its target, preventing them from using their own SignatureMove.
* ThisLooksLikeAJobForAquaMan: In ''Battle Chip Challenge'', [=ThunderMan=]'s SignatureMove Thunderbolt will stun its target, but [=ThunderMan=] has no [[ActionInitiative priority advantage]] to speak of--the only way his attack's effect will be useful is against Aqua-type Navis, against whom Elec-type Navis like [=ThunderMan=] [[ElementalRockPaperScissors have special priority]].


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!!! Tropes related to [=ThunderMan=]'s appearance in VideoGame/MegaManBattleChipChallenge

* DeflectorShield: In his Open Battle appearances, he uses an Elec Aura.
* FieldPowerEffect: Almost always encountered on an Aluminum field, which enhances the damage of his Elec battle-chips and personal attack, and several of his program-decks have Aluminum Stage to keep the field in that state.
* TheLastOfTheseIsNotLikeTheOthers: Navis that do Stun-type damage tend to be {{Armored But|Frail}} {{Fragile Speedster}}s with a good dodge rate or higher than average [[ActionInitiative priority]]; [=ThunderMan=], however, is a MightyGlacier.
* MightyGlacier: [=ThunderMan=] has the highest-tier of HitPoints for any Navi that does Stun-type damage and does more damage than any other Navi with that type of attack, but his dodge rate is mediocre.
* MageKiller: His strong chip Satellite 3 does [[ManaBurn Add damage]], but he also uses lots of [[DamageOverTime Add All]] chips from the Remobit, Lil Cloud, and Mag Bomb series, and occasionally [[CriticalHit Random]] damage from Elec Blade.
* MagicallyIneptFighter: [=ThunderMan=] has very low [[{{Mana}} MB]], limiting his program-deck capacity and versatility.
* OptionalBoss: [=ThunderMan=] doesn't lead any of the main tournaments; his Navi Chip can only be gained in the Yumland Open Battle.
* SignatureMove: [=ThunderMan=]'s strong chip is Satellite 3.
* StatusInflictionAttack:
** His navi-attack Thunderbolt will stun its target, preventing them from using their own SignatureMove.
** He uses Zap Ring and Mag Bomb chips in program-decks to stun enemies and prevent them from using their SignatureMove; since these are Elec attacks, their damage is enhanced by the Aluminum field he's usually on.
* ThisLooksLikeAJobForAquaMan: [=ThunderMan=]'s SignatureMove Thunderbolt will stun its target, but [=ThunderMan=] has no [[ActionInitiative priority advantage]] to speak of--the only way his attack's effect will be useful is against Aqua-type Navis, against whom Elec-type Navis like [=ThunderMan=] [[ElementalRockPaperScissors have special priority]].
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** Aqua and Wood style [[ChargedAttack Charge Shots]] are faster on the draw than [=SnakeMan=] is at hiding in his pot, so simply stepping in and out of his row and nailing him with the charge shot will rack up damage against him very quickly. (Wood styles will need an Area Steal to get in range, though).

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** Aqua and Wood style [[ChargedAttack Charge Shots]] are faster on the draw than [=SnakeMan=] is at hiding in his pot, so simply stepping in and out of his row and nailing him with the charge shot before he can hide will rack up damage against him very quickly. (Wood styles The Wood style Twister will need an Area Steal do more damage to get [=SnakeMan=], but the Aqua Shot does SplashDamage, so it can attack any Snake Arrow in range, though).front of [=SnakeMan=] and still damage him, too.

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* AchillesHeel: In ''VideoGame/MegaManBattleChipChallenge'', [=SnakeMan=]'s strategy requires the use of Grass Stage, which both enables his [[SituationalSword Spice battle-chips]] and heals a portion of his health every turn. At the same time, Grass panels multiply any and all incoming Heat element damage, which the FragileSpeedster [=SnakeMan=] is already weak to. In the face of powerful Heat attacks, [=SnakeMan=]'s SignatureMove might as well be a DeathOrGloryAttack.

to:

* AchillesHeel: AchillesHeel:
** Aqua and Wood style [[ChargedAttack Charge Shots]] are faster on the draw than [=SnakeMan=] is at hiding in his pot, so simply stepping in and out of his row and nailing him with the charge shot will rack up damage against him very quickly. (Wood styles will need an Area Steal to get in range, though).
**
In ''VideoGame/MegaManBattleChipChallenge'', [=SnakeMan=]'s strategy requires the use of Grass Stage, which both enables his [[SituationalSword Spice battle-chips]] and heals a portion of his health every turn. At the same time, Grass panels multiply any and all incoming Heat element damage, which the FragileSpeedster [=SnakeMan=] is already weak to. In the face of powerful Heat attacks, [=SnakeMan=]'s SignatureMove might as well be a DeathOrGloryAttack.
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* SecretAIMove: [[InvertedTrope The Snake battle-chip]] has vastly more potential power than [=SnakeMan=]'s Snake Arrow; because it summons {{Always Accurate|Attack}} snakes from every single hole in the field, the damage the battle-chip can do will increase far beyond the version [=SnakeMan=] himself uses once there are more than three holes on the field.

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* SecretAIMove: SecretAIMoves: [[InvertedTrope The Snake battle-chip]] has vastly more potential power than [=SnakeMan=]'s Snake Arrow; because it summons {{Always Accurate|Attack}} snakes from every single hole in the field, the damage the battle-chip can do will increase far beyond the version [=SnakeMan=] himself uses once there are more than three holes on the field.
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* SecretAIMove: [[InvertedTrope The Snake battle-chip]] has vastly more potential power than [=SnakeMan=]'s Snake Arrow; because it summons {{Always Accurate|Attack}} snakes from every single hole in the field, the damage the battle-chip can do will increase far beyond the version [=SnakeMan=] himself uses once there are more than three holes on the field.

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* CoresAndTurretsBoss: [=SnakeMan=] himself is the core and the holes in the field are his turrets, constantly spawning little snake-projectiles that will dart across each row. Occasionally, [=SnakeMan=] himself will bust out his machinegun and take some shots at you himself.



* DirtyCoward: [=SnakeMan=] is a precursor to the infamous [=BubbleMan=] from 3. His gimmick consists of attacking with his snakes from the back column while obstructed by holes in front. Oh, and he also hides inside his jar most of the time, only coming out when [=MegaMan=] is not in the same row as his or is about to attack.

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* DirtyCoward: [=SnakeMan=] is a precursor to the infamous [=BubbleMan=] from 3. His gimmick consists of attacking with his snakes from the back column while obstructed by holes in front. Oh, and he also hides inside his jar most of the time, only coming out when [=MegaMan=] is not in the same row as his or is about to attack.


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* GetBackHereBoss: [=SnakeMan=] will hide in his pot whenever [=MegaMan=] is in the same row, only emerging when the row is safe.
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* AlternateSelf: [=HeatMan=] is the ''Battle Network'' counterpart of the classic Robot Master of the same name from ''VideoGame/MegaMan2''.
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!!! Tropes related to [=FreezeMan=]'s appearance in VideoGame/MegaManBattleChipChallenge

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!!! Tropes related to [=FreezeMan=]'s [=HeatMan=]'s appearance in VideoGame/MegaManBattleChipChallenge

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Separating out Battle Chip Challenge tropes for HeatMan.


!! Tropes related to [=FreezeMan=]'s appearance in VideoGame/MegaManBattleChipChallenge

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!! !!! Tropes related to [=FreezeMan=]'s appearance in VideoGame/MegaManBattleChipChallenge



* ArmorPiercingAttack: In ''Battle Chip Challenge'', [=HeatMan=]'s Flame Tower pierces guards, damaging both the battle-chip and the Navi using it.



* BossBattle: In ''Battle Chip Challenge'', [=HeatMan=] is the final boss of the Firework Tournament of Class D.



* LightningBruiser: In ''Battle Chip Challenge'', [=HeatMan=]'s HitPoints and {{Armor Piercing|Attack}} Navi-attack damage are both well above the average, complemented by an above-average dodge rate.
* MagicallyIneptFighter: In ''Battle Chip Challenge'', [=HeatMan=] is a LightningBruiser but has very low [[{{Mana}} MB]], limiting his program-deck capacity.



* SignatureMove: In ''Battle Chip Challenge'', [=HeatMan=]'s {{NPC}} strong chip is Heat Spread.


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!!! Tropes related to [=FreezeMan=]'s appearance in VideoGame/MegaManBattleChipChallenge

* AchillesHeel: When he appears in the Guardian tournament of the SecretFinalCampaign, he'll be packing an [[ElementalWeapon Elec Blade]] to punish any Aqua type navis he ends up facing.
* ArmorPiercingAttack: [=HeatMan=]'s Flame Tower pierces guards, damaging both the battle-chip and the Navi using it.
* BossBattle: [=HeatMan=] is the final boss of the Firework Tournament of Class D.
* FieldPowerEffect:
** [=HeatMan=] always appears on a Lava field, which does DamageOverTime every turn to all non-Fire navis.
** In the Guardian Tournament, he {{Spam|Attack}}s Grass Stage to ensure his Heat Spread and his navi-attack always get QuadDamage from being used on Grass panels.
* LightningBruiser: [=HeatMan=]'s HitPoints and {{Armor Piercing|Attack}} Navi-attack damage are both well above the average, complemented by an above-average dodge rate.
* MagicallyIneptFighter: [=HeatMan=] is a LightningBruiser but has very low [[{{Mana}} MB]], limiting his program-deck capacity.
* RedMage: While [=HeatMan=] himself is a {{Magically Inept|Fighter}} LightningBruiser, he makes up for this by using battle-chips that do [[ManaBurn battle-chip damage]].
* SignatureMove: [=HeatMan=]'s strong-chip is Heat Spread, which does PlayingWithFire Add damage that [[ManaBurn targets the last battle-chip in the enemy's queue]].
* SpamAttack:
** In his Open Battle RandomEncounters, the first two columns of his program-decks are filled with battle-chips from the Heat Shot series.
** In his West Tournament appearance, [=HeatMan=] has a copy of Heat Shot and Heat Spread in each column; twenty-five percent of the time he'll get three Heat Shots or three Heat Spreads in a row.

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* EleventhHourRanger:
** In ''VideoGame/MegaManBattleNetwork2'', [=FreezeMan=] is the final Gospel Navi to be fought and defeated before the VeryDefinitelyFinalDungeon. His Navi chip can't be acquired until the final scenario of the game.
** In ''Battle Chip Challenge'', [=FreezeMan=]'s Navi Chip is only acquired as the prize for the East Tournament of Class A, one of the two penultimate tournaments before the final tourney in [[RankInflation Class S]].

to:

* EleventhHourRanger:
**
EleventhHourRanger: In ''VideoGame/MegaManBattleNetwork2'', [=FreezeMan=] is the final Gospel Navi to be fought and defeated before the VeryDefinitelyFinalDungeon. His Navi chip can't be acquired until the final scenario of the game.
** In ''Battle Chip Challenge'', [=FreezeMan=]'s Navi Chip is only acquired as the prize for the East Tournament of Class A, one of the two penultimate tournaments before the final tourney in [[RankInflation Class S]].
game.



* AdaptationalRelationshipOverhaul: In ''Battle Network 2'', [=FreezeMan=] was seen to be acting independently; not so in ''Battle Chip Challenge'', [[spoiler:where he appears as Shun Obihiro's Navi]].



* ArmoredButFrail: Among the Navis that do All Add-type damage, [=FreezeMan=] has HitPoints [[FragileSpeedster below the median but an above-average dodge rate]], and as an Aqua Navi he can use [[FieldPowerEffect Ice Stage]] to lower enemy accuracy and make himself harder to hit without repurcussion.



* FireWaterJuxtaposition: In ''Battle Chip Challenge'', the Fire type [=MagicMan=] is the BossBattle at the end of the West Tournament in Class A, while the Aqua type [=FreezeMan=] is the boss of the East Tournament. (Both happen to be TheDragon of their game of origin).
* {{Foil}}: In ''Battle Chip Challenge'', [=IceMan=] specializes in attacking the opponent directly, where [=FreezeMan=] specializes in attacking enemy battle-chips.



* HoistByHisOwnPetard: [=FreezeMan=]'s insistence on fighting on an stage of ice-panels may give him a movement advantage over [=MegaMan=] ([[BossArenaIdiocy in theory]]) but being an Aqua-element Navi on an Ice Stage means that [=FreezeMan=] takes four times the damage from an Elec-element attack.

to:

* HoistByHisOwnPetard: HoistByHisOwnPetard:
**
[=FreezeMan=]'s insistence on fighting on an ice stage of ice-panels may give him a movement advantage over [=MegaMan=] ([[BossArenaIdiocy in theory]]) but being an Aqua-element Navi on an Ice Stage means that [=FreezeMan=] takes four times the damage from an Elec-element attack.attack.
** There are permanent holes in [=FreezeMan=]'s battlefield, which is an open invitation to use the {{Summon|Magic}} chips that require them.



* {{Irony}}: In ''Battle Chip Challenge'', [=IceMan=]'s SignatureMove is Freeze Tower, while [=FreezeMan=]'s is Ice Tower.



* MageKiller: In ''Battle Chip Challenge'', [=FreezeMan=]'s [[SignatureMove Navi-attack]] Ice Tower is an Add All type attack, which does DamageOverTime to [[ManaBurn every battle-chip in the opponent's queue]].
* MagicallyIneptFighter: In ''Battle Chip Challenge'', [=FreezeMan=] has very low MB.
* MakingASplash: : [[IceMagicIsWater FreezeMan]] is an Aqua type navi.
* SignatureMove: In ''Battle Chip Challenge'', Slow Gauge, which deplenishes the enemy's Custom Gauge, thereby making their [[LimitBreak Slot-In]] chips less reliable.

to:

* MageKiller: In ''Battle Chip Challenge'', [=FreezeMan=]'s [[SignatureMove Navi-attack]] Ice Tower is an Add All type attack, which does DamageOverTime to [[ManaBurn every battle-chip in the opponent's queue]].
* MagicallyIneptFighter: In ''Battle Chip Challenge'', [=FreezeMan=] has very low MB.
* MakingASplash: : [[IceMagicIsWater FreezeMan]] is an Aqua type navi.
* SignatureMove: In ''Battle Chip Challenge'', Slow Gauge, which deplenishes the enemy's Custom Gauge, thereby making their [[LimitBreak Slot-In]] chips less reliable.
navi.


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!! Tropes related to [=FreezeMan=]'s appearance in VideoGame/MegaManBattleChipChallenge
* EleventhHourRanger: [=FreezeMan=]'s Navi Chip is only acquired as the prize for the East Tournament of Class A, one of the two penultimate tournaments before the final tourney in [[RankInflation Class S]].
* AdaptationalRelationshipOverhaul: In ''Battle Network 2'', [=FreezeMan=] was seen to be acting independently; not so in ''Battle Chip Challenge'', [[spoiler:where he appears as Shun Obihiro's Navi]].
* ArmoredButFrail: Among the Navis that do All Add-type damage, [=FreezeMan=] has HitPoints [[FragileSpeedster below the median but an above-average dodge rate]], and as an Aqua Navi he can use [[FieldPowerEffect Ice Stage]] to lower enemy accuracy and make himself harder to hit without repurcussion.
* FireIceLightning: As an {{NPC}}, he has the [[ElementalWeapon Fire, Aqua, and Elec Blade]] set in his East Tournament program-deck.
* FireWaterJuxtaposition: In ''Battle Chip Challenge'', the Fire type [=MagicMan=] is the BossBattle at the end of the West Tournament in Class A, while the Aqua type [=FreezeMan=] is the boss of the East Tournament. (Both happen to be TheDragon of their game of origin).
* {{Foil}}: [=IceMan=] specializes in attacking the opponent directly, where [=FreezeMan=] specializes in attacking enemy battle-chips.
* {{Irony}}: In ''Battle Chip Challenge'', [=IceMan=]'s SignatureMove is Freeze Tower, while [=FreezeMan=]'s is Ice Tower.
* LuckilyMyShieldWillProtectMe: Many of his program-decks have defensive chips such as Curse Shield, Mine, Aqua Aura, Aqua Ball, or Bubble Wrap.
* MageKiller: [=FreezeMan=]'s [[SignatureMove Navi-attack]] Ice Tower is an Add All type attack, which does DamageOverTime to [[ManaBurn every battle-chip in the opponent's queue]].
* MagicallyIneptFighter: [=FreezeMan=] has very low MB.
* SignatureMove: His strong chip is Slow Gauge, which deplenishes the enemy's Custom Gauge, thereby making their [[LimitBreak Slot-In]] chips less reliable.
* VaryingTacticsBoss: His East Tournament BossBattle, his RandomEncounters in the Open Battle, and his Master Tournament and non-random [=HackersNet=] appearances all use differing strategies.
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* HoistByHisOwnPetard: The permanent holes in his battlefield are an open invitation to use the {{Summon|Magic}} chips that require them--the [[PlayingWithFire Lava Dragon]] chip [[ElementalRockPaperScissors is an excellent choice]].


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* PunnyName: "Planet" is a synonym for "World"--as in "World Three" and, by extension, the [[https://en.wikipedia.org/wiki/World_Wide_Web World Wide Web]].
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* TheGimmick: A living planet who attacks with his own moons.

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