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* EleventhHourSuperpower: Subverted; [[spoiler:during the cutscene after Mega Man successfully defeats Nebula Grey, it regenerates and then tries to take over Mega Man's body. All hopes seem lost... when suddenly Mega Man turns into his full Hub form and wards off Nebula Grey with little effort. The subversion comes when he turns back to his normal form - and Nebula Grey goes back to strike him ''yet again''. Fortunately there's Colonel (and others) to help him defeat Nebula Grey with a final, supercharged Mega Buster.]]

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* EleventhHourSuperpower: Subverted; [[spoiler:during the cutscene after Mega Man successfully defeats Nebula Grey, it regenerates and then tries to take over Mega Man's body. All hopes seem lost... when suddenly Mega Man turns into his full Hub form and wards off Nebula Grey with little effort. The subversion comes when he turns back to his normal form - and Nebula Grey goes back to strike him ''yet again''. Fortunately there's Colonel (and others) to help him defeat Nebula Grey with a final, supercharged Mega Buster.]]



** TheCaptain: [=ProtoMan=]/Colonel\\
NumberTwo: [=MegaMan=] (TheHero of the story)\\
The Marine: [=NapalmMan=]/[=TomahawkMan=]\\
MrFixit: [=SearchMan=]/[=NumberMan=]\\
Security Officer: two for each team: [=GyroMan=]/[=ShadowMan=] (for scouting areas) and [=MagnetMan=]/[=KnightMan=] (for defense)\\
TheMedic: Meddy/[=ToadMan=]

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** TheCaptain: [=ProtoMan=]/Colonel\\
[=ProtoMan=]/Colonel
**
NumberTwo: [=MegaMan=] (TheHero of the story)\\
story)
**
The Marine: [=NapalmMan=]/[=TomahawkMan=]\\
[=NapalmMan=]/[=TomahawkMan=]
**
MrFixit: [=SearchMan=]/[=NumberMan=]\\
[=SearchMan=]/[=NumberMan=]
**
Security Officer: two for each team: [=GyroMan=]/[=ShadowMan=] (for scouting areas) and [=MagnetMan=]/[=KnightMan=] (for defense)\\
defense)
**
TheMedic: Meddy/[=ToadMan=]



* NotCompletelyUseless: The Slow Gauge chip slows down the rate in which the Custom Gauge is filled. Outside of [=NetBattles=] with other players (who are also affected by the slower gauge), this chip is completely useless... [[ThisLooksLikeAJobForAquaman except in the Liberation Missions]], where slowing the gauge extends the three-turn time limit you are given to beat the viruses. Of course, this is the one game where Slow Gauge has a massively inflated MB cost to prevent you from setting it as the Regular chip.

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* NotCompletelyUseless: The Slow Gauge chip slows down the rate in which the Custom Gauge is filled. Outside of [=NetBattles=] with other players (who are also affected by the slower gauge), this chip is completely useless... [[ThisLooksLikeAJobForAquaman except in the Liberation Missions]], where slowing the gauge extends the three-turn time limit you are given to beat the viruses. Of course, this is the one game where Slow Gauge has a massively inflated MB cost to prevent you from setting it as the Regular chip.
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* AwesomeButImpractical: Meddy's "Double Liberation" ability targets a panel for liberation, then if another Navi liberates the panel on the far end of the row, all panels between the two are liberated. Odds are if you're using this ability, the panel at the other end is a single empty tile surrounded by dark panels, so the only Navi who can get there is [=GyroMan=], a FragileSpeedster who is terrible at fighting enemies when surrounded and is rarely deployed in the same missions as Meddy. Plus, due just to how the maps tend to be laid out, you don't often get a chance to use Double Liberation in circumstances where it could be useful.

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* AwesomeButImpractical: Meddy's "Double Liberation" Twin Liberation ability targets a panel for liberation, then if another Navi liberates the panel on the far end of the row, all panels between the two are liberated. Odds are if you're using this ability, the panel at the other end is a single empty tile surrounded by dark panels, so the only Navi who can get there is [=GyroMan=], a FragileSpeedster who is terrible at fighting enemies when surrounded and is rarely deployed in the same missions as Meddy. Plus, due just to how the maps tend to be laid out, you don't often get a chance to use Double Twin Liberation in circumstances where it could be useful.

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* DummiedOut: [=ShipComp and GargComp=] have their respective areas reduced from 4 to 3 in the international releases. The removed areas return in all versions of ''Double Team DS''.

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* DummiedOut: [=ShipComp DummiedOut:
**[=ShipComp
and GargComp=] have their respective areas reduced from 4 to 3 in the international releases. The removed areas return in all versions of ''Double Team DS''.DS''.
** Lan's friends have unique looking homepages in the Japanese versions. They were reduced to palette swaps of Lan's homepage when exported to the west.
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* ThirteenIsUnlucky: If the Chaos Unison's charged shot is unleashed while the charge is green, the attack will fail and Dark Mega will appear on the field to attack the player for thirteen seconds.

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''Mega Man Battle Network 5'' is a video game created by Creator/{{Capcom}} for the UsefulNotes/GameBoyAdvance in 2005. It's the fifth installment in the ''VideoGame/MegaManBattleNetwork'' series. There are two versions: ''Team Colonel'' and ''Team [=ProtoMan=]''.

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''Mega Man Battle Network 5'' is a video game created by Creator/{{Capcom}} for the UsefulNotes/GameBoyAdvance in 2005. It's the fifth installment in the ''VideoGame/MegaManBattleNetwork'' series. There are two versions: ''Team Colonel'' and ''Team [=ProtoMan=]''.
[=ProtoMan=]''. It also recieved a port for the UsefulNotes/NintendoDS in July 21, 2005


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* UpdatedReRelease: "Mega Man Battle Network 5: Double Team DS", which contains both Teams Colonel and [=ProtoMan=]in one Game Card.
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** Vulcan chips. They deal average damage, but the attack's long duration means you might accidentally counter an enemy attack to trigger Full Synchro even though you didn't time things quite right. They also come in codes compatible with many other chips, and the base [=Vulcan1=] even comes in * code. Also, because they deal their damage over multiple weak hits, they work very well with ATK+ chips, which power up each individual hit. If you're playing ''Team Colonel'' where you can acquire Number Soul and Chaos Number Soul, Vulcan chips become {{Game Breaker}}s.

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** Vulcan chips. They deal average damage, but the attack's long duration means you might accidentally counter an enemy attack to trigger Full Synchro even though you didn't time things quite right. They also come in codes compatible with many other chips, and the base [=Vulcan1=] even comes in * code. Also, because they deal their damage over multiple weak hits, they work very well with ATK+ chips, which power up each individual hit. If you're playing ''Team Colonel'' where you can acquire Number Soul and Chaos Number Soul, the chips can deal ludicrous damage, with a powered up Super Vulcan chips become {{Game Breaker}}s.dealing up to 1440 damage provided all hits connect.
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Removing YMMV tropes.


* BlindIdiotTranslation: The ''Shachihoko'' atop End Castle are translated as Gargoyle, even though the shachihoko are quite obviously fish and gargoyles are typically depicted as winged humanoids. This may have been an attempt at a {{Woolseyism}}[[note]]Shachihoko are often placed on the roofs in a manner similar to gargoyles[[/note]] but instead just comes off ridiculous when characters keep using the word gargoyle to refer to fish.

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* BlindIdiotTranslation: The ''Shachihoko'' atop End Castle are translated as Gargoyle, even though the shachihoko are quite obviously fish and gargoyles are typically depicted as winged humanoids. This may have been an attempt at a {{Woolseyism}}[[note]]Shachihoko are often placed on the roofs in a manner similar to gargoyles[[/note]] but instead just comes off ridiculous when characters keep using the word gargoyle to refer to fish.



* PhlebotinumRebel: [=MegaMan=] is captured and infused with a conscious Dark Soul. Unfortunately for Nebula, Lan gets [=MegaMan=] to wake up and take control of himself - which unlocks the [[SuperpoweredEvilSide Chaos]] [[SuperMode Unison]] ability, letting you use the [[GameBreaker Dark Chips]] as much as you want. Be very careful, though, as if you mess up trying to control it, your Dark Soul will hop out and start taking shots at you.

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* PhlebotinumRebel: [=MegaMan=] is captured and infused with a conscious Dark Soul. Unfortunately for Nebula, Lan gets [=MegaMan=] to wake up and take control of himself - which unlocks the [[SuperpoweredEvilSide Chaos]] [[SuperMode Chaos Unison]] ability, letting you use the [[GameBreaker powerful Dark Chips]] Chips as much as you want.want without any permanent drawbacks. Be very careful, though, as if you mess up trying to control it, your Dark Soul will hop out and start taking shots at you.
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* TagTeam: ''[[CompilationRerelease Double Team DS]]'' features this, in form of Party Battle System.
** As [=ProtoMan=] or Colonel explains, it's a system that saves a battle data of [=MegaMan=]'s Liberation Team allies for him to use. During virus busting and Navi fights, [=MegaMan=] can switch with the chosen battle data, whether in the Custom Screen or in the middle of battle; you'll then play as the Navi of choice. He can have 2 active battle data with him at any given time. The number of switches are limited, which can be expanded with the right Navicust Program. If you equip a "Support" program to the specialized Party Customizer, you can make them [[AssistCharacter do support for you]], like Meddy healing you in between turns or [=TomahawkMan=] appearing from time to time to attack with Tomahawk Swing. There's also a program like this for [=MegaMan=]'s own Navi Customizer that lets him do support as well. This system is disabled during some scenarios.
** In Liberation Missions, this system happens differently: [=MegaMan=] can't play with the battle data like normal, but he can choose to liberate a panel with a teammate in the same panel as his, and during the liberation you can then switch between the two. This can also be done using Navis other than [=MegaMan=].
** The system also comes with a powerful CombinationAttack that can be performed when your active character gets a Full Synchro, then you switch with another character; the screen will then dim, and the two Navis will do said attack before the switched-in Navi takes over and the Full Synchro is gone. Examples include [=MegaMan=] and [=ProtoMan=]'s Double Hero (like a Program Advance in early games) or [=MagnetMan=] and [=ProtoMan=]'s Magnetic Slash. Not all Navi combinations have one, however.
* UnexpectedGameplayChange: The liberation missions are ''TurnBasedStrategy games''. The heroes get a turn to cut their way into Dark Panel territory, and then villains spend their turn trying to destroy the heroes and deploying their Dark Guardian minions to do the same. Panels are usually liberated one by one to clear paths to special Dark Holes that must be destroyed before the player can attack the boss. Upon beating him you get a reward based on how many rounds it took you to clear the area. To say the premise is a slight change-up from the normal gameplay is an understatement.
** Battles during Liberation Missions are also modified. First, battles are now timed. You have exactly [[RuleOfThree three]] turns to defeat the enemies or the boss - the instant the Custom Gauge is filled, the menu appears, one turn down. If enemies are still left, that [=NetNavi=] ends his turn without having achieved anything except a possible loss of his own HP. (Luckily, the area boss and minibosses will also maintain lost HP after incomplete battles). This is made all the more difficult by the fact that, depending on how you start your battles, territory changes will factor in. You can literally be stuck in the center two columns with enemies on either side, which is even more difficult with enemies that can warp between the opposite columns of their territory.
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* NotQuiteUseless:

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* NotQuiteUseless: NotCompletelyUseless: The Slow Gauge chip slows down the rate in which the Custom Gauge is filled. Outside of [=NetBattles=] with other players (who are also affected by the slower gauge), this chip is completely useless... [[ThisLooksLikeAJobForAquaman except in the Liberation Missions]], where slowing the gauge extends the three-turn time limit you are given to beat the viruses. Of course, this is the one game where Slow Gauge has a massively inflated MB cost to prevent you from setting it as the Regular chip.
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* ConvectionSchmonvection: The central room of Nebula's headquarters is filled with boiling magma. Yet everyone can walk across it with no apparent ill effects.


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* NotQuiteUseless:
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Added an example.

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* SequelHook: This game ends with the revelation that Baryl [[spoiler:has been working for Wily all along]].

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* CantCatchUp: Your Navi teammates in liberation missions. Right up until the midgame, they'll pull their weight just fine. However, they gain no benefits from the Navi Customizer and they can't use Soul Unions or Dark Chips, which makes them struggle in the lategame, and when you go to liberation the post-ending Nebula areas, they'll get brutalized by the higher-level viruses swarming them.



** [=MagnetMan=] and [=KnightMan=] have powerful defenses to defend allies from attacks in the field, and in battle they're {{Mighty Glacier}}s with powerful charged attacks, high HP, and Super Armor; [=MagnetMan=] is better at distant enemies he can safely nail with his missiles, [=KnightMan=] wants enemies up close to whack them with his mace.
** [=GyroMan=] and [=ShadowMan=] can move over dark panels to scout out items and enemies ahead of the team and save time getting there the hard way, but they have low HP, making them {{Fragile Speedster}}s. [=ShadowMan=] can dodge attacks with his charged attack, but he's not good at quickly dealing with enemies, while [=GyroMan=]'s charged attack is quite powerful but leaves him vulnerable.
** [=NapalmMan=] and [=TomahawkMan=] can clear large areas of dark panels with their liberation abilities, and in battle they have powerful attacks, but middling HP and exploitable elemental affinities, making them {{Glass Cannon}}s. [=NapalmMan=] is better at fighting immobile enemies since he can stand in place and rapid-fire at them, while [=TomahawkMan=]'s charged attack hits over a large area at once.

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** [=MagnetMan=] and [=KnightMan=] have powerful defenses to defend allies from attacks in the field, [=MagnetMan=] can give up his turn and in an order point to project a barrier to shield everyone on the field, [=KnightMan=] passively shields Navis around him for free but only if they're right next to him. In battle they're {{Mighty Glacier}}s with powerful charged attacks, high HP, and Super Armor; [=MagnetMan=] is better at distant enemies he can safely nail with his missiles, [=KnightMan=] wants enemies up close to whack them with his mace.
** [=GyroMan=] and [=ShadowMan=] can move over dark panels to scout out items and enemies ahead of the team and save time getting there the hard way, but they have low HP, making them {{Fragile Speedster}}s. and [=GyroMan=] can use his special ability to automatically liberate dark panels while [=ShadowMan=] can damage field enemies. In battle [=ShadowMan=] can dodge attacks with his charged attack, but he's not good at quickly dealing with enemies, while [=GyroMan=]'s charged attack is quite powerful but leaves him vulnerable.
vulnerable, and they're both {{Fragile Speedster}}s with low HP.
** [=NapalmMan=] and [=TomahawkMan=] can clear large areas of dark panels with their liberation abilities, [=NapalmMan=] in a cross-shape ahead of him and [=TomahawkMan=] in a rectangle before him. In battle they have powerful attacks, but middling HP and exploitable elemental affinities, making them {{Glass Cannon}}s. [=NapalmMan=] is better at fighting immobile enemies since he can stand in place and rapid-fire at them, while [=TomahawkMan=]'s charged attack hits over a large area at once.once, but their middling HP and exploitable elemental affinities makes them {{Glass Cannon}}s.
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* GenericDoomsdayVillain: Nebula. While [=ShadeMan=] and [=LaserMan=] had at least ''some'' personality in ''Battle Network 4'', here all four Navis that make up Nebula only appear in a handful of cutscenes outside of liberation missions and have no characterization beyond "mwahahaha DarkIsEvil!"

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* GenericDoomsdayVillain: Nebula. While [=ShadeMan=] and [=LaserMan=] had at least ''some'' personality in ''Battle Network 4'', here all four Navis that make up Nebula ([=ShadeMan=] himself included) only appear in a handful of cutscenes outside of liberation missions and have no characterization beyond "mwahahaha DarkIsEvil!"
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* FakeDifficulty: Liberation missions. While the first several are manageable just fine, later missions are completely unfair. You'll have to deal with trapped item panels that can deal damage equal to half a Navi's max HP or stun them for a turn, you need to check every item panel for keys to unlock barriers ([[GuideDangIt unless you have a map to find them]]), and naturally stronger viruses have more HP, deal more damage, and move faster, while your party members stop their stat growth far short of what would be preferable. The terrain also gets very unfriendly, with Navis forced to try to liberate dark panels surrounded by other dark panels. In these cases you'll likely be stuck in two columns in the center of the screen between two pairs of viruses on either side, your columns may have rocks in them to take up space, and it's possible for the enemy to have battlechips like Blinder and Area Grab[[note]]And yes, if they use it, you will be left with ''one column'' to move in, which makes avoiding a lot of attacks flat impossible[[/note]]. Dealing with such opposition, survival becomes a theoretical concept. You'll find yourself either SaveScumming to start battles with the chips for a one-turn deletion, or relying on [=MegaMan=] to do the heavy lifting while everyone else carefully edges into dark territory or passes their turn to recover HP.
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** The prize roulete for the ACDC liberation mission has a chance to reward a Boomer V chip, which hits a wide patch of the enemy area and deals decent damage, enough to KO most viruses or at least leave them rather weak up until the Sci Lab mission. With a little luck on the roulette, you can farm four of them and start deleting most enemies in one turn.

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** The prize roulete for the ACDC liberation mission has a chance to reward a Boomer V chip, which or Tornado D chip; the former hits a wide patch large part of the enemy area and deals decent for good damage, enough the latter deals multiple hits to KO a single panel for high damage. If you have the patience to farm them from the bonus panels, they will be of great use against most viruses or at least leave them rather weak up until enemies. In ''Team Protoman'', Tornado chips can see usage into the Sci Lab mission. With a little luck on the roulette, you can farm four of them end game thanks to Gyro Soul, and start deleting most enemies in one turn.D is a very good code to work with.
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** Vulcan chips. They deal only average damage, but they have a lot period of time over which they hit, which makes it easier to time counterattacks and trigger a Full Synchro. They also come in usable codes compatible with many other chips, and the base [=Vulcan1=] even comes in * code. Also, because they deal their damage over multiple weak hits, they work very well with ATK+ chips; the basic ATK+10 boosts the power of Vulcan chips, and stronger boosts just raise it higher. If you're playing ''Team Colonel'' where you can acquire Number Soul and Chaos Number Soul, Vulcan chips become {{Game Breaker}}s.

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** Vulcan chips. They deal only average damage, but they have a lot period of time over which they hit, which makes it easier the attack's long duration means you might accidentally counter an enemy attack to time counterattacks and trigger a Full Synchro. Synchro even though you didn't time things quite right. They also come in usable codes compatible with many other chips, and the base [=Vulcan1=] even comes in * code. Also, because they deal their damage over multiple weak hits, they work very well with ATK+ chips; the basic ATK+10 boosts the power of Vulcan chips, and stronger boosts just raise it higher.which power up each individual hit. If you're playing ''Team Colonel'' where you can acquire Number Soul and Chaos Number Soul, Vulcan chips become {{Game Breaker}}s.

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* BoringButPractical: The Buster Up chip boosts Attack by 1, but its * code, low memory cost, and attack boost will be helpful for much of the game. This is especially true in liberation missions where most Navis deal only 1 damage with their normal attacks; Buster Up effectively doubles their firepower.

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* BoringButPractical: BoringButPractical:
**
The Buster Up chip boosts Attack by 1, but its * code, low memory cost, and attack boost will be helpful for much of the game. This is especially true in liberation missions where most Navis deal only 1 damage with their normal attacks; Buster Up effectively doubles their firepower.firepower.
** Vulcan chips. They deal only average damage, but they have a lot period of time over which they hit, which makes it easier to time counterattacks and trigger a Full Synchro. They also come in usable codes compatible with many other chips, and the base [=Vulcan1=] even comes in * code. Also, because they deal their damage over multiple weak hits, they work very well with ATK+ chips; the basic ATK+10 boosts the power of Vulcan chips, and stronger boosts just raise it higher. If you're playing ''Team Colonel'' where you can acquire Number Soul and Chaos Number Soul, Vulcan chips become {{Game Breaker}}s.
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* ExcusePlot: Regal directly admits that Nebula took over the internet just to buy him time to find a {{Macguffin}} he needs for his ''real'' plan.
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* GenericDoomsdayVillain: Nebula. While [=ShadeMan=] and [=LaserMan-] had at least ''some'' personality in ''Battle Network 4'', here all four Navis that make up Nebula only appear in a handful of cutscenes outside of liberation missions and have no characterization beyond "mwahahaha DarkIsEvil!"

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* GenericDoomsdayVillain: Nebula. While [=ShadeMan=] and [=LaserMan-] [=LaserMan=] had at least ''some'' personality in ''Battle Network 4'', here all four Navis that make up Nebula only appear in a handful of cutscenes outside of liberation missions and have no characterization beyond "mwahahaha DarkIsEvil!"
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* GenericDoomsdayVillain: Nebula. While [=ShadeMan=] and [=LaserMan-] had at least ''some'' personality in ''Battle Network 4'', here all four Navis that make up Nebula only appear in a handful of cutscenes outside of liberation missions and have no characterization beyond "mwahahaha DarkIsEvil!"
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* BlindIdiotTranslation: The ''Shachihoko'' atop End Castle are translated as Gargoyle, even though the shachihoko are quite obviously fish and gargoyles are typically depicted as winged humanoids. This may have been an attempt at a GeniusBonus[[note]]Shachihoko are often placed on the rooves of structures in a manner similar to Gargoyles[[/note]] but instead just comes off ridiculous when characters keep using the word gargoyle to refer to fish.

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* BlindIdiotTranslation: The ''Shachihoko'' atop End Castle are translated as Gargoyle, even though the shachihoko are quite obviously fish and gargoyles are typically depicted as winged humanoids. This may have been an attempt at a GeniusBonus[[note]]Shachihoko {{Woolseyism}}[[note]]Shachihoko are often placed on the rooves of structures roofs in a manner similar to Gargoyles[[/note]] gargoyles[[/note]] but instead just comes off ridiculous when characters keep using the word gargoyle to refer to fish.
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* BlindIdiotTranslation: The ''Shachihoko'' atop End Castle are translated as Gargoyle, even though the shachihoko are quite obviously fish and gargoyles are typically depicted as winged humanoids. This may have been an attempt at a GeniusBonus[[note]]Shachihoko are often placed on the rooves of structures in a manner similar to Gargoyles[[/note]] but instead just comes off ridiculous when characters keep using the word gargoyle to refer to fish.
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* AwesomeButImpractical: Meddy's "Double Liberation" ability targets a panel for liberation, then if another Navi liberates the panel on the far end of the row, all panels between the two are liberated. Odds are if you're using this ability, the panel at the other end is a single empty tile surrounded by dark panels, so the only Navi who can get there is [=GyroMan=], a FragileSpeedster who is terrible at fighting enemies when surrounded. Plus, due just to how the maps tend to be laid out, you don't often get a chance to use Double Liberation in circumstances where it could be useful.

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* AwesomeButImpractical: Meddy's "Double Liberation" ability targets a panel for liberation, then if another Navi liberates the panel on the far end of the row, all panels between the two are liberated. Odds are if you're using this ability, the panel at the other end is a single empty tile surrounded by dark panels, so the only Navi who can get there is [=GyroMan=], a FragileSpeedster who is terrible at fighting enemies when surrounded.surrounded and is rarely deployed in the same missions as Meddy. Plus, due just to how the maps tend to be laid out, you don't often get a chance to use Double Liberation in circumstances where it could be useful.
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** When you first get to Oran Area shortly after your first liberation mission, you can find a vendor selling the Guardian chip. If you feel like grinding out the Zenny to get it, the Guardian chip deals 200 damage to all enemies on-screen if one of them attacks it, piercing guards and MercyInvincibility. It'll be in your folder for the rest of the game most likely.
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* AwesomeButImpractical: Meddy's "Double Liberation" ability targets a panel for liberation, then if another Navi liberates the panel on the far end of the row, all panels between the two are liberated. Odds are if you're using this ability, the panel at the other end is a single empty tile surrounded by dark panels, so the only Navi who can get there is [=GyroMan=], a FragileSpeedster who is terrible at fighting enemies when surrounded. Plus, due just to how the maps tend to be laid out, you don't often get a chance to use Double Liberation in circumstances where it could be useful.


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* BoringButPractical: The Buster Up chip boosts Attack by 1, but its * code, low memory cost, and attack boost will be helpful for much of the game. This is especially true in liberation missions where most Navis deal only 1 damage with their normal attacks; Buster Up effectively doubles their firepower.


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* CompetitiveBalance: Each Navi has a specialty in battle and in liberation missions that tends to be why they are sought out. Besides that they tend to fight rather differently, even being opposites between versions.
** [=ProtoMan=] and Colonel have their Widesword to liberate a row of panels in front of them, and in battle [=ProtoMan=] is a melee fighter who relies on his shield to hit at range, while Colonel can do well at range but not close-up because of his slow charge shot.
** [=MagnetMan=] and [=KnightMan=] have powerful defenses to defend allies from attacks in the field, and in battle they're {{Mighty Glacier}}s with powerful charged attacks, high HP, and Super Armor; [=MagnetMan=] is better at distant enemies he can safely nail with his missiles, [=KnightMan=] wants enemies up close to whack them with his mace.
** [=GyroMan=] and [=ShadowMan=] can move over dark panels to scout out items and enemies ahead of the team and save time getting there the hard way, but they have low HP, making them {{Fragile Speedster}}s. [=ShadowMan=] can dodge attacks with his charged attack, but he's not good at quickly dealing with enemies, while [=GyroMan=]'s charged attack is quite powerful but leaves him vulnerable.
** [=NapalmMan=] and [=TomahawkMan=] can clear large areas of dark panels with their liberation abilities, and in battle they have powerful attacks, but middling HP and exploitable elemental affinities, making them {{Glass Cannon}}s. [=NapalmMan=] is better at fighting immobile enemies since he can stand in place and rapid-fire at them, while [=TomahawkMan=]'s charged attack hits over a large area at once.
** [=SearchMan=]/[=NumberMan=] are {{Support Party Member}}s who specialize in retrieving items from dark panels, but [=SearchMan=] searches for items in a line and actually has to fight and liberate the item panels, while [=NumberMan=] searches in a grid formation and gets the items without a fight, but doesn't liberate the panels. In battle, [=NumberMan=] throws bombs that deal random damage over a large area but whif if they hit an enemy directly, while [=SearchMan=] stands in place and rapid-fires a single target.
** Meddy and [=ToadMan=] are {{Support Party Member}}s who can set up allies to liberate large areas with their abilities, but Meddy needs to work with an ally to make it happen while [=ToadMan=] gives up his turn to make an ally more powerful. In battle both are {{Squishy Wizard}}s with good charge shots and unique chips, but poor HP.


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* DiscOneNuke:
** The prize roulete for the ACDC liberation mission has a chance to reward a Boomer V chip, which hits a wide patch of the enemy area and deals decent damage, enough to KO most viruses or at least leave them rather weak up until the Sci Lab mission. With a little luck on the roulette, you can farm four of them and start deleting most enemies in one turn.
** In the drill computers before the Oran liberation mission, you'll find a Longsword S, which gives you the tools for what is probably your first Program Advance, Lifesword.
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* DevelopersForesight: Given that the Liberation Missions present in ''Battle Network 5'' revolve around clearing out sets of viruses within three turns, [=SlowGauge=] sees [[{{Nerf}} a massive spike in its MB rating]] to prevent players from setting it as their Regular Chip.

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* BeachEpisode: Lan, Mayl, Dex, and Yai took a vacation at the Oran Island's beach near the beginning of the game.



* StockVideoGamePuzzle: The weighted switch variety appears in each of the factory computers.

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* StockVideoGamePuzzle: The weighted switch variety appears in each of the final dungeon's factory computers.
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* EleventhHourSuperpower: Subverted; [[spoiler:during the cutscene after Mega Man successfully defeats Nebula Grey, it regenerates and then tries to take over Mega Man's body. All hopes seem lost... when suddenly Mega Man turns into his full Hub form and wards off Nebula Grey with little effort. The subversion comes when he turns back to his normal form - and Nebula Grey goes back to strike him ''yet again''. Fortunately there's Colonel (and others) to help him defeat Nebula Grey with a final, supercharged Mega Buster.]]


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* AntiFrustrationFeatures: Whenever it is compulsory to go to the deepest areas of the Oran Isle mines, you will be brought back to the entrance after completing said compulsory task. Really handy since the mines are not known for their simple layout.
* CommandRoster:
** TheCaptain: [=ProtoMan=]/Colonel\\
NumberTwo: [=MegaMan=] (TheHero of the story)\\
The Marine: [=NapalmMan=]/[=TomahawkMan=]\\
MrFixit: [=SearchMan=]/[=NumberMan=]\\
Security Officer: two for each team: [=GyroMan=]/[=ShadowMan=] (for scouting areas) and [=MagnetMan=]/[=KnightMan=] (for defense)\\
TheMedic: Meddy/[=ToadMan=]
* DarkReprise: The Undernet theme, "Depth", is a solemn remix of "Network Space", the regular net's theme.
* DoWellButNotPerfect: The boss you face at the end of Nebula Area is different depending on how fast the Dark Soul Navis were defeated. Beat them too fast or too slow and you get Megaman's Dark Soul or Nebula Grey respectively, neither of which drop any rewards. Do it in just the right amount of time and you face Bass, who drops a Giga Chip necessary for HundredPercentCompletion.
* DummiedOut: [=ShipComp and GargComp=] have their respective areas reduced from 4 to 3 in the international releases. The removed areas return in all versions of ''Double Team DS''.


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* OldSaveBonus: The DS version allows you to plug any of the previous GBA games in the series (including the GBA versions of this game) into the system's second slot for various bonuses, including a special form (Bass Cross) that was previously restricted to the Japanese games.


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* StockVideoGamePuzzle: The weighted switch variety appears in each of the factory computers.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mmbn5gba.jpg]]

''Mega Man Battle Network 5'' is a video game created by Creator/{{Capcom}} for the UsefulNotes/GameBoyAdvance in 2005. It's the fifth installment in the ''VideoGame/MegaManBattleNetwork'' series. There are two versions: ''Team Colonel'' and ''Team [=ProtoMan=]''.

A new crime syndicate working for Dr. Regal called Nebula has taken over the internet and stolen everyone's Navis. Lan and [=MegaMan.EXE=] must work together to stop these new enemies.
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!!This game provides examples of:
* AllInARow: In ''Double Team DS'', your chosen battle data of your Navi ally will follow you around the net as semi-transparent running sprites. [=ProtoMan=]/Colonel call them "ghosts".
* LaserGuidedAmnesia: At the end, [[spoiler:Wily erases the memories of his own son Regal so the latter's vendetta against the world will be over]].
* LoopholeAbuse: Using Dark Chips for Soul Unison doesn't count as using it, relieving players from the permanent HP reduction after every single Dark Chip usage.
* OrderVersusChaos: The theme of this game. Nebula's goal is to introduce global anarchy and destruction, while the Liberation Team, naturally, opposes this. It helps that the special orbs of light that endow the team to use their special abilities are called ''Order Points''.
* PhlebotinumRebel: [=MegaMan=] is captured and infused with a conscious Dark Soul. Unfortunately for Nebula, Lan gets [=MegaMan=] to wake up and take control of himself - which unlocks the [[SuperpoweredEvilSide Chaos]] [[SuperMode Unison]] ability, letting you use the [[GameBreaker Dark Chips]] as much as you want. Be very careful, though, as if you mess up trying to control it, your Dark Soul will hop out and start taking shots at you.
* VampireRefugee: [=MegaMan=] himself. [[spoiler: After subjugating Dark Mega,]] Mega gains access to the powers of [[SuperpoweredEvilSide Chaos Unison]], though every use runs the risk of backfiring.
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