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.
[_][_][_]|[_][_][_]
[_][_]|[_][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]