Net Navis


MegaMan

HP: 500
Type: None

Abilities
Megabuster: Priority 9, damage 5. Can be fired without forfeiting movement. Can be fired twice if MegaMan is moving towards his opponent. Can be fired three times if movement is forfeited.
[_][_][_]|[_][_][_]
[X][X][X]|[X][M][_]
[_][_][_]|[_][_][_]
Charge Shot: Priority 8, damage 50. Must be charged for three rounds before use. Charging forfeits the use of Megabuster or battlechips, but not movement.
[_][_][_]|[_][_][_]
[X][X][X]|[X][M][_]
[_][_][_]|[_][_][_]

AirMan

HP: 300
Type: None

Abilities
Air Shooter: Priority 4, damage 10. Three tornados are fired, one along each row. They start from different positions, one being three panels in front of AirMan, one two panels in front, and one only one in front. They then move one panel forward each round. AirMan cannot move or attack until all three tornados exit the back of the field. This attack can only be used from the backrow of AirMan's field.
[_][<][X]|[_][_][_]
[_][_][_]|[<][X][A]
[_][_][_<]|[X][_][_]
Air Blast: Priority 4, damage 15. Fires a single shot down one row.
[_][_][_]|[_][_][_]
[X][X][X]|[X][A][_]
[_][_][_]|[_][_][_]
Twister Cross: Priority 10, damage 15. This attack is not directly controlled by AirMan. Instead, at the beginning of each 5th round, two spots one the outside edge of the opponent's field are marked. On the next round, tornados will appear on these spots, and move one panel in a straight line from their starting position each round after that until they leave the field.
[_][T][_]|[_][_][_]
[_][_][_]|[_][A][_]
[_][_][T]|[_][_][_]

[_][X][_]|[_][_][_]
[_][V][_]|[_][A][_]
[_][<][X]|[_][_][_]

QuickMan

HP: 400
Type: None

Abilities
Quick Guard: As long as QuickMan takes no action during a round, he can block any attack that would normally hit him and take no damage from it.
Quick Run: This ability must be used before QuickMan can attack. During the round this ability is used, QuickMan moves to three random panels at priorities 8, 5, and 2. If any attacks would hit him during this ability, damage is dealt as normal and QuickMan cannot attack or Quick Run next round.
Quick Boomerang: Priority 8, damage 40. QuickMan fires a boomerang down one row. When QuickMan has less than half his HP, he can use this attack again the round after it is first used, and is allowed to move once before doing so.
[_][_][_]|[_][_][_]
[X][X][X]|[X][Q][_]
[_][_][_]|[_][_][_]

CutMan

HP: 600
Type: None

Abilities
Set Rock: When battle is initiated with CutMan, place two rocks with 400 HP each in the middle of both players' fields. The players each start behind those rocks.
[_][_][_]|[_][_][_]
[M][R][_]|[_][R][C]
[_][_][_]|[_][_][_]
Rolling Cutter: Priority 1, damage 80. A cutter is summoned on the bottom middle panel of the enemy's side of the field, and moves around in a circular pattern, moving one panel every two rounds. Only one of these cutters may exist on the field at a time. This cutter is destroyed if it hits an enemy or other object, after inflicting its damage.
[V][<][<]|[_][_][_]
[V][_][^]|[_][_][_]
[>][X][>]|[_][_][_]
Cut Boomerang: Priority 7, damage 100. CutMan throws a cutter three panels forward, and it then returns to him. It moves one panel each priority step.
[_][_][_]|[_][_][_]
[_][X][X]|[X][C][_]
[_][_][_]|[_][_][_]
Scissor Cut: Priority 4, damage 100. Cutman cuts the panel directly in front of him.
[_][_][_]|[_][_][_]
[_][_][X]|[C][_][_]
[_][_][_]|[_][_][_]

ShadowMan

HP: 800
Type: None

Abilities
Set Grass: When battle is initiated with ShadowMan, the field is turned to grass panels. Grass panels heal grass-type navis 5 HP per round and double the damage of any fire-type attacks that hit while the target is standing on the grass panel, at the expense of turning the grass panel back to normal.
Shadow Clone: Priority 10. At the start of each round ShadowMan can create two Shadow Clones, each of which have 1 HP and occupy the rows ShadowMan is not in. Only two of these clones may be on the field at once. If ShadowMan chooses to create these clones at the start of a round, he cannot attack during that round, but can move as normal.
Flame Blast: Priority 4, damage 20, fire type. ShadowMan and each of his clones shoot fireballs down one row.
[X][X][X]|[X][S][_]
[X][X][X]|[S][_][_]
[X][X][X]|[X][X][S]
Shadow Blade: Priority 8, damage 10 each. ShadowMan leaps into the air and throws shuriken down at his opponent, one at priorities 8, 7, 6, and 5. While using this attack, ShadowMan cannot be hit by any attacks or abilities. Using this attack removes ShadowMan's clones from the field.
[_][_][_]|[_][_][_]
[_][X][_]|[_][S][_]
[_][_][_]|[_][_][_]
Shadow Ghost: When ShadowMan drops below half health, his normal Shadow Clones are removed from the field and cannot be used for the rest of the battle. Instead, two clones appear on random panels on the enemy's side of the field. These clones are imperveous to all kinds of attacks. Every other round they will either move to another random panel or if their opponent was in front of them at the end of last round, they will swing with a longsword that does 10 damage.
[_][S][_]|[_][_][_]
[_][_][_]|[_][_][_]
[X][X][S]|[_][_][_]

ProtoMan

HP: 800
Type: None

Abilities
Proto Shield: Priority 9. ProtoMan may choose to activate his shield during a round instead of moving or attacking. If he does, any attacks that would hit him that round are blocked.
Step Sword: Priority 8, damage 100. ProtoMan may move onto a panel on the enemy's side of the field and slash with a widesword. When his attack is complete, he will return to the panel he initiated this attack from.
[_][X][_]|[_][_][_]
[_][X][P]|[_][_][_]
[_][X][_]|[_][_][_]
Proto Sword: Priority 8, damage 20. ProtoMan slashes with a three panel long sword.
[_][_][_]|[_][_][_]
[_][X][X]|[X][P][_]
[_][_][_]|[_][_][_]
Sonic Boom: Priority 8, damage 60. ProtoMan fires a three-panel wide sonic boom that moves at one panel per priority. This attack can only be used from the top or bottom panel of ProtoMan's backrow.
[_][_][_]|[<][X][P]
[_][_][_]|[<][X][_]
[_][_][_]|[_][_][_]

KnightMan

HP: 800
Type: None

Abilities
Stonebody: When battle is initiated with KnightMan, he begins at the back middle of his field. During a round that KnightMan chooses to take no action, all damage that would be dealt to him is reduced to 1.
[_][_][_]|[_][_][_]
[_][_][_]|[_][_][K]
[_][_][_]|[_][_][_]
Knight Crush: Priority 3, damage 60. KnightMan fires his mace along the row in front of him. An opponent hit by this attack is pushed back to their backrow.
[_][_][_]|[_][_][_]
[X][X][X]|[X][K][_]
[_][_][_]|[_][_][_]
Cave In: Priority 6, damage 40. KnightMan throws his mace at the ceiling, causing three rocks to fall on random panels of the enemy's field. This repeats for three rounds.
[_][X][_]|[_][_][_]
[X][_][X]|[_][_][K]
[_][_][_]|[_][_][_]
Heavy Stomp: KnightMan jumps forward one panel, cracking all the panels on the field when he lands. Cracked panels will turn into empty panels when whatever is occupying them moves off. Empty panels cannot be moved onto.
[-][-][-]|[-][-][-]
[-][-][-]|[-][K][-]
[-][-][-]|[-][-][-]
Panel Grab: KnightMan pushes the boundry of his field out by one panel. Can only be used if KnightMan has moved to the limit of his area.
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[_][_]|[_][K][_][_]
[_][_][_]|[_][_][_]

MagnetMan

HP: 1000
Type: Elec (takes x2 damage from Wood-type attacks)

Abilities
Set Magnet: When battle is initiated with MagnetMan, the middle row of the field is turned into magnet panels. Magnet panels pull non-Elec type Navis onto them if they are standing above or below the panel at priority 1. MagnetMan can only move up or down, and starts the battle out on the back middle of his field.
[_][_][_]|[_][_][_]
[+][+][+]|[+][+][M]
[_][_][_]|[_][_][_]
Magnet Missle: Priority 8, damage 50, elec type. MagnetMan shoots his magnet missles along the top or bottom row, and the missles move at one panel per priority. If the missles are one panel above or below the opponent, they will move down or up (respectively) on the next priority, and then move in the same direction again the next priority.
[_][^][_]|[_][_][_]
[_][^][_]|[_][_][_]
[_][<][<]|[<][X][_]
Magnet Sphere: Priority 4, damage 50, elec type. MagnetMan fires a sphere of magnetic energy that moves one panel each round, and will move up or down to match the row the target ended the last round on.
[_][_][<]|[_][_][_]
[_][<][_]|[<][X][_]
[<][_][_]|[_][_][_]
North-South Tackle: Priority 6, damage 70 each elec type. MagnetMan and charges as the opponent from the front while a clone of MagnetMan charges from behind. Both MagnetMen stop moving when they hit the line separating the two fields, meaning that the target will take damage from both of them only if he is hit while on his front row.
[_][_][_]|[_][_][_]
[M][>][>]|[<][<][M]
[_][_][_]|[_][_][_]

FreezeMan

HP: 1000
Type: Aqua (takes x2 damage from elec)

Abilities
Set Ice: When battle is initiated with FreezeMan, all the panels of the field are changed to ice panels. When a non-aqua navi moves on an ice panel, he will slide all the way to the opposite edge of the field rather than moving on panel. In addition, the top left and bottom right corners of the field become empty panels. Empty panels cannot be moved onto. FreezeMan begins battle on the middle of his backrow, and cannot move.
[ ][//][//]|[//][//][//]
[//][//][//]|[//][//][F]
[//][//][//]|[//][//][ ]
Freeze Over: During the first round of battle, FreezeMan creates a shield of ice around himself, which has 100 HP. When this shield is destroyed, the opponent is blown back to the back of his field.
Ice Rain: Priority 4, damage 50, aqua type. FreezeMan summons three icicles that land on random panels on his opponent's side of the field.
[ ][X][//]|[//][//][//]
[X][//][//]|[//][//][F]
[//][//][X]|[//][//][ ]
Freeze Tower: Priority 8, damage 100, aqua type. FreezeMan fires an ice tower that attacks along the row his opponent is in. The tower moves one panel for each priority. This attack is always used three rounds in a row.
[ ][//][//]|[//][//][//]
[<][<][<]|[<][X][F]
[//][//][//]|[//][//][ ]

Bass

HP: 1000
Type: None

Abilities
Bass Buster: Priority 6, damage 50. Bass fires a shot along one row.
[_][_][_]|[_][_][_]
[X][X][X]|[X][B][_]
[_][_][_]|[_][_][_]
Bass Buster Blitz: Priority 8, damage 50 each. Bass must charge up for two rounds before using this ability. Charging forfeits his use of his other attacks and movements for the round, and must be done from the back row. For the next three rounds after this attack is used, Bass fires three shots along random rows, one at priority 8, 5, and 2.
[X][X][X]|[X][X][X]
[_][_][_]|[_][_][_]
[_][_][_]|[_][_][B]