Battlechip List

This list contains every legal battlechip to be possibly used in the game. Certain chips must meet a require to be used (will be listed). Elements will be listed after list is complete, with the elemental circle and special effects that pertain to each element.

Chips will be updated each game. Ex./ Muramasa in the earlier games had no minimum, but now, can only have 500 damage.

The Key
Standard
Mega
Giga
Navi
Evil Chip (requires dark status, or a bug navi I suppose)

A

  • AirHockey - 60 damage; hits 11 panels (it will typically hit 2-3 times) [break]
  • AirShot - 20 damage ; Knocks enemy back one panel. [wind]
  • AquaGospel - 500 damage [aqua]
  • AquaSword - 150 damage, cuts column in front. range=1 [aqua]
  • AquaTowr - 120 damage; water tower can move up or down [aqua]
  • AuraHead1 - 130 damage; +50 if you have barrier or aura [break]
  • AuraHead2 - 150 damage; " [break]
  • AuraHead3 - 170 damage; " [break]

B

  • BigBomb - 90 damage; throw a bomb 3 panels ahead
  • BigTank1 - 120 damage; if goes off screen, hits last column
  • BigTank2 - 160 damage; "
  • BigTank3 - 200 damage: "
  • Bubbler - 50 damage [aqua]
  • BubbleStar1 - 60 damage; traps enemy in bubble, enemy takes x2 from elec [aqua]
  • BubbleStar2 - 80 damage; " [aqua]
  • BubbleStar3 - 100 damage; " [aqua]

C

  • Cannon - 40 damage
  • MegaCannon - 100 damage *?*
  • GigaCannon - 140 damage *?*
  • CornShot1 - 50 x2 damage; hits 3 panels behind target, creates grass panels [wood]
  • CornShot2 - 60 x2 damage; " [wood]
  • CornShot3 - 70 x2 damage; " [wood]
  • CrossBomb - 70 damage; throw a bomb 3 panels ahead
  • CrossGun - 30 damage, 4 panel diagonal blast

D

  • DollThunder1 - 120 damage [elec]
  • DollThunder2 - 150 damage [elec]
  • DollThunder3 - 180 damage [elec]
  • DrillArm - 70 damage; hits x2 if enemy is backed up, x4 hits if enemy is close. pushes back 1 panel. [break]
  • DynaWave - 100 damage; piercing ground wave goes down entire row

E

  • ElecGospel - 500 Damage [elec]
  • ElecPulse1 - 100 damage; invis piercing, paralyzes [elec]
  • ElecPulse2 - 120 damage; invis piercing, pulls enemy forward, [elec]
  • ElecPulse3 - 140 damage; invis piercing, HP bug [elec]
  • ElecSword - 120 damage; cuts column in front. range=1 [elec]

F

  • FireGospel - 500 damage [fire]
  • FireTowr - 100 damage; fire that can move up or down. [fire]
  • FireSword - 100 damage, cuts column in front. range=1 [fire]
  • FtrSword - 100 damage; cuts 3 panels ahead. range=3

G

  • GunSol1 - hits two columns ahead, solar piercing
  • GunSol2 - "
  • GunSol3 - "

H

  • Heater - 70 damage [fire]
  • HellBurner1 - 70 damage [fire]
  • HellBurner2 - 110 damage [fire]
  • HellBurner3 - 150 damage [fire]
  • HeroSword - 200 damage, cuts ahead 3 panels. range=3
  • HiCannon - 100 damage

I

  • IronShell1 - 70 damage, if enemy is furthest away, can hit twice. [break]
  • IronShell2 - 100 damage, " [break]
  • IronShell3 - 130 damage, " [break]

J

K

  • KngtSword - 150 damage, cuts ahead 3 panels. range=3

L

  • LilBomb - 50 damage; throw a bomb 3 panels ahead
  • LongBlade - 120 damage; same as LongSword
  • LongSword - 80 damage; cut two panels ahead. Range=2 forward

M

  • MachineGun1 - 30 damage; hits up to 9 panels. [cursor]
  • MachineGun2 - 50 damage; " [cursor]
  • MachineGun3 - 70 damage; " [cursor]
  • MegaCannon - 180 damage
  • MiniBomb - 50 damage; throw a bomb 3 panels ahead
  • Muramasa - Damage depends on how much HP has been lost in battle(500 Damage MAX)

N

  • NoiseStorm - 20 x8 damage; 1 bug gives 4 panels, 2 or more gives 6 panel area. [wind]

O

P

Q

  • Quake1 - 90 damage, cracks a panel
  • Quake2 - 120 " "
  • Quake3 - 150 " "

R

  • RiskyHoney1 - 10 x5 damage; if hit, honeycomb negates damage and second swarm attacks enemy. Homes in. [wood]
  • RiskyHoney2 - 15 x5 damage; " [wood]
  • RiskyHoney3 - 20 x5 damage; " [wood]
  • RollingLog1 - 50 x2 damage; goes down two rows, 2 logs. [wood]
  • RollingLog2 - 70 x2 damage; " [wood]
  • RollingLog3 - 90 x2 damage; " [wood]

S

  • Shotgun - 30 damage, hits enemy and panel behind
  • ShockWave - 60 damage; piercing ground wave goes down entire row.
  • SonicWave - 80 damage; piercing ground wave goes down entire row.
  • Spreader1 - 30 damage, hits enemy and spreads out damage to 3x3 panel area
  • Spreader2 - 60 damage; "
  • Spreader3 - 90 damage; "
  • SuperVulcan - 20 x10, damages panel behind target hit
  • Sword - 80 damage; range=1

T

  • Thunder - 40 damage; tracks enemy, paralyzes [elec]
  • Tornado - 20 x8 damage [wind]
  • TrainArrow1 - 30(y+1) damage; [aqua] (y is every panel after megaman and before the target)
  • TrainArrow2 - 40(y+1) damage; " [aqua]
  • TrainArrow3 - 50(y+1) damage; " [aqua]

U

V

  • Vulcan1 - 10 x3, pierces panel behind target
  • Vulcan2 - 15 x4, "
  • Vulcan3 - 20 x5. "
  • SuperVulcan - 20*12

W

  • WideShot - 100 damage [aqua]
  • WideSword - 80 damage; cut wide column in front of you. range=1 forward
  • WideBlade - 120 damage; same as WideSword
  • WoodGospel - 500 Damage
  • WoodTowr - 140 damage, wood tower can move up or down.

X

Y

  • Yoyo - 50 damage; throws ahead 3 panels. The enemy on the third panel in the range receives three hits; anything else takes 2 hits if it doesn't move.
  • Yoyo2 - 70 damage, same as Yoyo
  • Yoyo3 -90 damage, same as Yoyo

Z

  • ZapRing - 20 damage, paralyze.
  • ZapRing2 - 40 damage, paralyze.
  • ZapRing3 - 60 damage, paralyze.
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