Battlechips


Cannon
Type: None; Codes: ABCDE*
Priority 3, damage 40. Fires along one row.
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Hi-Cannon
Type: None; Codes: CDEFG*
Priority 3, damage 60. Fires along one row.
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M-Cannon
Type: None; Codes: EFGHI*
Priority 3, damage 80. Fires along one row.
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[X][X][X]|[X][M][_]
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Shotgun
Type: None; Codes: BFHJN*
Priority 7, damage 30. Fires along one row, then hits the panel behind whatever it hits.
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V-gun
Type: None; Codes: AFGLP*
Priority 7, damage 30. Fires along one row, then hits the panel behind and to either side of whatever it hits.
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Crossgun
Type: None; Codes: HJMQS*
Priority 7, damage 30. Fires along one row, then hits the panels in an X-shape around whatever it hits.
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Spreader
Type: None; Codes: MNOPQ*
Priority 7, damage 30. Fires along one row, then hits all the panels surrounding whatever it hits.
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Bubbler
Type: Aqua; Codes: BGHPR*
Priority 6, damage 50. Fires along one row, then hits the panel behind whatever it hits.
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[X][X][<]|[<][M][_]
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Bub-V
Type: Aqua; Codes: CDJNS*
Priority 6, damage 40. Fires along one row, then hits the panel behind and to either side of whatever it hits.
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Bubcross
Type: Aqua; Codes: KOPTV*
Priority 6, damage 40. Fires along one row, then hits the panels in an X-shape around whatever it hits.
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BubSpread
Type: Aqua; Codes: EFLIM*
Priority 6, damage 40. Fires along one row, then hits all the panels surrounding whatever it hits.
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HeatShot
Type: Fire; Codes: BGHPR*
Priority 4, damage 50. Fires along one row, then hits the panel behind whatever it hits.
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Heat-V
Type: Fire; Codes: CDJNS*
Priority 4, damage 50. Fires along one row, then hits the panel behind and to either side of whatever it hits.
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Heatcros
Type: Fire; Codes: KOPTV*
Priority 4, damage 50. Fires along one row, then hits the panels in an X-shape around whatever it hits.
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HeatSprd
Type: Fire; Codes: EFILM*
Priority 4, damage 50. Fires along one row, then hits all the panels surrounding whatever it hits.
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Minibomb
Type: None; Codes: BEGLO*
Priority 4, damage 50. Throws a bomb three panels ahead.
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Lilbomb
Type: None; Codes: FJOQT*
Priority 4, damage 50. Throws a bomb three panels ahead that explodes on the entire row.
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Crosbomb
Type: None; Codes: DJOQT*
Priority 4, damage 60. Throws a bomb three panels ahead that explodes in an X-pattern.
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Bigbomb
Type: None; Codes: OQTVY*
Priority 4, damage 70. Throws a bomb three panels ahead that explodes the area surrounding it.
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TreeBom1
Type: Wood; Codes: BGHPR*
Priority 4, damage 100. Throws a seed three panels ahead that stays on the field. Two rounds after the seed was thrown, or whenever the seed is hit with an aqua-type attack, wood towers will sprout from it, tracking the opponent and moving one panel per priority.
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TreeBom2
Type: Wood; Codes: CDJNS*
Priority 4, damage 120. Throws a seed three panels ahead that stays on the field. Two rounds after the seed was thrown, or whenever the seed is hit with an aqua-type attack, wood towers will sprout from it, tracking the opponent and moving one panel per priority.
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TreeBom3
Type: Wood; Codes: KOPTV*
Priority 4, damage 150. Throws a seed three panels ahead that stays on the field. Two rounds after the seed was thrown, or whenever the seed is hit with an aqua-type attack, wood towers will sprout from it, tracking the opponent and moving one panel per priority.
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Sword
Type: None; Codes: AKLSY*
Priority 8, damage 80. Swings a sword directly one panel ahead.
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WideSwrd
Type: None; Codes: ACLQY*
Priority 8, damage 80. Swings a sword across the row one panel ahead.
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LongSwrd
Type: None; Codes: AILOY*
Priority 8, damage 80. Swings a sword directly two panels ahead.
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FireSwrd
Type: Fire; Codes: FHNRU*
Priority 7, damage 100. Swings a sword across the row one panel ahead.
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AquaSwrd
Type: Aqua; Codes: AHNRW*
Priority 7, damage 100. Swings a sword across the row one panel ahead.
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ElecSwrd
Type: Elec; Codes: EHNRV*
Priority 7, damage 100. Swings a sword across the row one panel ahead.
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FireBlde
Type: Fire; Codes: FHPRZ*
Priority 7, damage 90. Swings a sword directly two panels ahead.
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AquaBlde
Type: Aqua; Codes: AFJRZ*
Priority 7, damage 90. Swings a sword directly two panels ahead.
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ElecBlde
Type: Elec; Codes: EFMNR*
Priority 7, damage 90. Swings a sword directly two panels ahead.
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StepSwrd
Type: None; Codes: DHMQU*
Priority 6, damage 150. Moves two panels ahead, then uses a widesword. User is then returned to his starting panel.
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Shockwav
Type: None; Codes: HJLRU*
Priority 8, damage 40. A shockwave is fired along the row, moving one panel per priority. This attack can go through objects like rocks and navis, but is stopped by empty panels and holes.
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[<][<][<]|[<][M][_]
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Sonicwav
Type: None; Codes: EIMSW*
Priority 8, damage 60. A shockwave is fired along the row, moving one panel per priority. This attack can go through objects like rocks and navis, but is stopped by empty panels and holes.
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[<][<][<]|[<][M][_]
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Dynawave
Type: None; Codes: GNQTV*
Priority 8, damage 90. A shockwave is fired along the row, moving one panel per priority. This attack can go through objects like rocks and navis, but is stopped by empty panels and holes.
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[<][<][<]|[<][M][_]
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Quake1
Type: None; Codes: AMPQW*
Priority 2, damage 90. Throws a bomb three panels ahead. Panels hit by this bomb become cracked. Cracked panels will turn into empty panels when whatever is occupying them moves off. Empty panels cannot be moved onto.
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Quake2
Type: None; Codes: BGNQW*
Priority 2, damage 110. Throws a bomb three panels ahead that explodes the entire row. Panels hit by this bomb become cracked. Cracked panels will turn into empty panels when whatever is occupying them moves off. Empty panels cannot be moved onto.
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Quake3
Type: None; Codes: CEOQW*
Priority 2, damage 130. Throws a bomb three panels ahead that explodes in an X-pattern. Panels hit by this bomb become cracked. Cracked panels will turn into empty panels when whatever is occupying them moves off. Empty panels cannot be moved onto.
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GutPunch
Type: None; Codes: BDHKN*
Priority 4, damage 70. Punches one panel ahead. Opponents hit by this punch are pushed back one panel.
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ColdPnch
Type: Aqua; Codes: BDLPS*
Priority 4, damage 70. Punches one panel ahead. Opponents hit by this punch are pushed back one panel.
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DashAtk
Type: None; Codes: BDGJL*
Priority 7, damage 90. Sends the user flying across the row, moving at one panel per priority. The user is returned to the panel he initiated this attack from afterward. This attack is stopped by objects other than navis without dealing damage to the object.
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[<][<][<]|[<][M][_]
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Wrecker
Type: None; Codes: OQSUW*
Priority 2, damage 80. Throws a wrecking ball three panels ahead. Panels hit by this ball are broken and become holes, or become cracked if a navi was standing on them.
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CannBall
Type: None; Codes: OPQRS*
Priority 2, damage 150. Throws a wrecking ball three panels ahead. Panels hit by this ball are broken and become holes, or become cracked if a navi was standing on them.
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DoubNdl
Type: None; Codes: ACFIJ*
Priority 8, damage 50 each. Fires two needles along one row, one at priority 6 and one at 4.
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TripNdl
Type: None; Codes: ACFIJ*
Priority 8, damage 50 each. Fires three needles along one row, one at priority 6, one at 4, and one at 2.
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QuadNdl
Type: None; Codes: CHIPU*
Priority 8, damage 50 each. Fires four needles along one row, one at priority 6, one at 4, one at 2, and one at 1.
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Ratton1
Type: None; Codes: HIJKL*
Priority 7, damage 70. Fires a rat along the row, moving at one panel per priority. If the rat is one panel above or below the opponent, it will move down or up (respectively) on the next priority, and then move in the same direction again the next priority.
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Ratton2
Type: None; Codes: JKLMN*
Priority 7, damage 80. Fires a rat along the row, moving at one panel per priority. If the rat is one panel above or below the opponent, it will move down or up (respectively) on the next priority, and then move in the same direction again the next priority.
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Ratton3
Type: None; Codes: LMNOP*
Priority 7, damage 90. Fires a rat along the row, moving at one panel per priority. If the rat is one panel above or below the opponent, it will move down or up (respectively) on the next priority, and then move in the same direction again the next priority.
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FireRat
Type: None; Codes: BFGHR*
Priority 7, damage 200. Places a rat one panel ahead of the user. When this rat is hit by a fire-type attack, it moves along the row, moving at one panel per priority. If the rat is one panel above or below the opponent, it will move down or up (respectively) on the next priority, and then move in the same direction again the next priority.
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Tornado
Type: None; Codes: EJLMQ*
Priority 8, damage 20 each. Hits two panels ahead of the user eight times, one at each priority.
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Twister
Type: Wood; Codes: NOTUY*
Priority 8, damage 20 each. Hits two panels ahead of the user eight times, one at each priority.
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Blower
Type: Fire; Codes: PRTWZ*
Priority 8, damage 20 each. Hits two panels ahead of the user eight times, one at each priority.
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Burner
Type: Fire; Codes: ABFLS*
Priority 4, damage 150. Surrounds the user in a cross-shape of flames.
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ZapRing1
Type: Elec; Codes: AMPQW*
Priority 9, damage 20. Fires a zap ring along the row that paralyzes when it hits. Paralyzed navis cannot take actions for the next three rounds, or until they are hit by another attack.
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[X][X][X]|[X][M][_]
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ZapRing2
Type: Elec; Codes: BGNRS*
Priority 9, damage 30. Fires a zap ring along the row that paralyzes when it hits. Paralyzed navis cannot take actions for the next three rounds, or until they are hit by another attack.
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[X][X][X]|[X][M][_]
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ZapRing3
Type: Elec; Codes: CEOTZ*
Priority 9, damage 40. Fires a zap ring along the row that paralyzes when it hits. Paralyzed navis cannot take actions for the next three rounds, or until they are hit by another attack.
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Hammer
Type: None; Codes: RTUVZ*
Priority 3, damage 100. Smashes the panel ahead with a hammer.
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Lance
Type: Wood; Codes: OPTVY*
Priority 6, damage 90. Hits the enemy's back row.
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BrnzFist
Type: None; Codes: BNORS*
Priority 4, damage 100. Punches one panel ahead. Opponents hit by this punch are pushed back one panel.
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SilvFist
Type: None; Codes: EILSV*
Priority 4, damage 140. Punches one panel ahead. Opponents hit by this punch are pushed back one panel.
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GoldFist
Type: None; Codes: DGLOZ*
Priority 4, damage 180. Punches one panel ahead. Opponents hit by this punch are pushed back one panel.
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Meteor9
Type: Fire; Codes: CELSV*
Priority 6, damage 60. Sets a staff on the panel ahead of the user. For nine rounds after this staff is set, a random panel on the enemy's side of the field is hit by a meteor once each round. The staff has 100 HP and, if destroyed, the meteors will immediately stop falling.
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Meteor12
Type: Fire; Codes: ACFJW*
Priority 6, damage 80. Sets a staff on the panel ahead of the user. For twelve rounds after this staff is set, a random panel on the enemy's side of the field is hit by a meteor once each round. The staff has 100 HP and, if destroyed, the meteors will immediately stop falling.
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Meteor15
Type: Fire; Codes: DGHRZ*
Priority 6, damage 100. Sets a staff on the panel ahead of the user. For fifteen rounds after this staff is set, a random panel on the enemy's side of the field is hit by a meteor once each round. The staff has 100 HP and, if destroyed, the meteors will immediately stop falling.
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Meteor18
Type: Fire; Codes: BGIKO*
Priority 6, damage 150. Sets a staff on the panel ahead of the user. For eighteen rounds after this staff is set, a random panel on the enemy's side of the field is hit by a meteor once each round. The staff has 100 HP and, if destroyed, the meteors will immediately stop falling.
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Recov10
Type: None; Codes: ACEGL*
Priority 10. Heals 10 of the user's HP.

Recov30
Type: None; Codes: BDFHM*
Priority 10. Heals 30 of the user's HP.

Recov50
Type: None; Codes: CEGIN*
Priority 10. Heals 50 of the user's HP.

Recov80
Type: None; Codes: DFHJO*
Priority 10. Heals 80 of the user's HP.

Recov120
Type: None; Codes: OQSUW*
Priority 10. Heals 120 of the user's HP.

Recov150
Type: None; Codes: NPRTV*
Priority 10. Heals 150 of the user's HP.

Recov200
Type: None; Codes: MNUVW*
Priority 10. Heals 200 of the user's HP.

Recov300
Type: None; Codes: ORVWZ*
Priority 10. Heals 300 of the user's HP.

PanlGrab
Type: None; Codes: BHKLP*
Priority 10. Moves the user's boundry forward one panel.
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AreaGrab
Type: None; Codes: ELRSZ*
Priority 10. Moves the user's boundry forward one row.
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RockCube
Type: None; Codes: BDGMV*
Priority 10. Sets a rockcube one panel ahead of the user. This cube has 400 HP.

Attack+10
Type: None; Codes: *
Priority N/A. Adds 10 damage to the chip that was selected before this one.

Attack+20
Type: None; Codes: *
Priority N/A. Adds 20 damage to the chip that was selected before this one.

Attack+30
Type: None; Codes: *
Priority N/A. Adds 30 damage to the chip that was selected before this one.

Fire+40
Type: None; Codes: *
Priority N/A. Adds 40 damage to the fire-type chip that was selected before this one.

Aqua+40
Type: None; Codes: *
Priority N/A. Adds 40 damage to the aqua-type chip that was selected before this one.

Wood+40
Type: None; Codes: *
Priority N/A. Adds 40 damage to the wood-type chip that was selected before this one.

Elec+40
Type: None; Codes: *
Priority N/A. Adds 40 damage to the elec-type chip that was selected before this one.