Party Battle System: Difference between revisions

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===Differences from MMBN5 GBA===
===Differences from MMBN5 GBA===
*You can only swap to 2 Navis per battle, but can now swap them up to set amount of times, instead of just once.
*You can only swap to 2 Navis per battle instead of the whole team, but can now swap them up to set amount of times, instead of just once.
*The Navis can now have the Support part equipped will have additional abilities assisting the active Navi.
*The Navis can now have the Support part equipped will have additional abilities assisting the active Navi.
*The Navis can now swap in the middle of a turn instead of the start of turn.
*The Navis can now swap in the middle of a turn instead of the start of turn.

Revision as of 13:26, 22 February 2023

This section is under construction.
The information may not be complete or 100% accurate.

In Mega Man Battle Network 5: Double Team DS, there is the Party Battle System. An evolution from the Progress Chip Gate's Navi Change system, the Party Battle System is an easier to access version of using Team Navis with additional functions.

Data presented here will be based on the final statistics of the Navis, after all the scenarios have been completed. These stats differ from the Navis used in Liberation Missions and the Progress Chip Gate's Navi Change.

Specifications

Each Party Navi is now available to use outside of Liberation Mission and can go beyond the one turn limit present in the GBA version's Navi Change mode. However, you are maxed to carry up to 2 Navis. Party Navis with the Support part equipped will have additional abilities assisting the active Navi. If MegaMan is Evil, Navi Support will not work.

  • In Lan's HP, there is a Navi Change Machine which is required to swap between the 2 allowed Party Navis. Also, if a Party Navi gets deleted, they can only be restored using it.
  • Navi stats can be modified using the Party Customizer.
  • Each Navi's attack can be boosted beyond 5 Attack, and their B Power Attack will also scale up.
  • Navi Change can occur in the middle of a turn. It will also cancel whatever animation the previous Navi was doing, including sliding on Ice panels.
    • If MegaMan is in a Double Soul or Chaos Unison, he will lose the form when he swaps out.
  • If a Navi is in Full Synchro and performs a Navi Change to a specific Navi, they can do a Double Attack. If it’s a non-compatible Navi, the Full Synchro will just disappear.

Differences from MMBN5 GBA

  • You can only swap to 2 Navis per battle instead of the whole team, but can now swap them up to set amount of times, instead of just once.
  • The Navis can now have the Support part equipped will have additional abilities assisting the active Navi.
  • The Navis can now swap in the middle of a turn instead of the start of turn.
  • Team Navis are not allowed to use Evil chips at all, they will now “poof”.
  • If a Navi gets deleted, they must be restored first instead of restoring after every battle.

Team ProtoMan

ProtoMan
Max HP 700 HP
Party Cust 6 slots
Power Attack WideSword (60 + Buster Attack x10) Sword property.
Special Chip StepSwrd B (100) Sword property.
Abilities
  • B + Left: Reflect. 50 damage is sent down the row.
Support WideSword: At start of turn, ProtoMan Wide Sword slash closest enemy.
MagnetMan
Max HP 800 HP
Party Cust 5 slots
Power Attack MagMissile (40 + Buster Attack x10) Elec attack.
Special Chip NSTackle M (100) Elec attack. Breaking.
Abilities
  • Elec Body, is unaffected by Magnet panels and weak to Wood attacks.
  • Super Armor
  • Air Shoes
  • Float Shoes
  • Charge non-dimming Elec chip: x2 the chip's attack.
Support MagnetBarrier: When the active Navi falls to red health, they are given a Barrier and all enemies are immobilized with Magnet Field.
GyroMan
Max HP 600 HP
Party Cust 8 slots
Power Attack TornadoArm (10 + Buster Attack x5) Wind property. Hits up to three times based on position. Barrier delete, removes barrier on impact.
Special Chip Airforce G (50)
Abilities
  • Air Shoes: When over a hole, he will transform into Gyro Form and his buster becomes an attack that targets all enemies.
  • Float Shoes
Support AirGyro: Temporarily at the beginning of battle, a Fan effect is in effect on the enemy's side.
NapalmMan
Max HP 600 HP
Party Cust 8 slots
Power Attack None, but normal Buster becomes NapalmVulcan (5 + Buster Attack)
Special Chip Napalm N (100) Fire attack.
Abilities
  • FireBody, can stand on Lava Panel and weak to Aqua attacks.
  • Charge non-dimming Fire chip: x2 the chip's attack.
Support NapalmVulcan: At certain times, NapalmMan appears in back column and shoots an enemy 5 times.
SearchMan
Max HP 550 HP
Party Cust 6 slots
Power Attack SnipeGun (10 + Buster Attack x2) Pierces invis. Hits up to five times.
Special Chip Satelity S (80) Pierces invis.
Abilities ---
Support SearchSnipe: At the start of the battle, if the enemy has chip stocked up, the chip is destroyed and they are sniped 5 times. In Network Duel, the first chip your opponent uses is destroyed and they are sniped 5 times.
Meddy
Max HP 500 HP
Party Cust 10 slots
Power Attack CapsuleBomb (80 + Buster Attack x10)
Special Chip MeddyCap M (80) Paralyzes.
Abilities

---

Support HealPulse: When the custom screen is opened, the active Navi's HP is healed 5%.

Team Colonel

Colonel
Max HP 700 HP
Party Cust 8 slots
Power Attack ScreenDivide (50 + Buster Attack x10) Sword property.
Special Chip C-Cannon C (100) Knocks back all the way down the row.
Abilities ---
Support ColonelCannon: At start of turn, Colonel shoots his Colonel Cannon at closest enemy.
KnightMan
Max HP 800 HP
Party Cust 5 slots
Power Attack RoyalWreckingBall (100 + Buster Attack x10) Breaking.
Special Chip KCrusher K (100) Breaking.
Abilities
  • KnightMan has a longer cool-down period before being allowed to move between panels.
  • Super Armor
Support KnightGuard: When the current Navi is on the front-most column and would receive a hit, KnightMan appears and take it instead. If the Navi is damaged due to a dimming attack, they would receive no damage during the dimming and KnightMan will appear after the dimming to receive damage. This ceases function when KnightMan has only 1 HP.
ShadowMan
Max HP 600 HP
Party Cust 6 slots
Power Attack NinjaStar (80 + Buster Attack x10) Sword property.
Special Chip SplitUp S (80) Sword property.
Abilities
  • B + Left: AntiMagic.
  • Float Shoes
Support SmokeBomb: When the active Navi falls to red HP, ShadowMan inflicts status condition on all enemies on the field.
TomahawkMan
Max HP 600 HP
Party Cust 6 slots
Power Attack TomahawkAirRaid (40 + Buster Attack x10) Sword property.
Special Chip T-Swing T (150) Wood attack. Sword property.
Abilities
  • WoodBody, so he slowly recovers over grass and weak to Fire.
  • Starts with 3 Attack
  • Status Guard
  • Super Armor
  • Under Shirt
  • Charge non-dimming Wood chip: x2 the chip's attack.
Support TomahawkSwing: At certain times, TomahawkMan appears at rightmost panel on your side and Tomahawk Swings.
NumberMan
Max HP 550 HP
Party Cust 10 slots
Power Attack DieBomb (5 + Buster Attack x5) Then multiplied by the number on the die.
Special Chip NumTrap N (120)
Abilities ---
Support DiceBonus: Randomly for your next chip, NumberMan throws 2 dice and your next chip is boosted by the number on the die times 10.
ToadMan
Max HP 500 HP
Party Cust 8 slots
Power Attack FrogSmack (80 + Buster Attack x10) Aqua attack.
Special Chip S-Melody T (100) Elec attack. Paralyzes.
Abilities
  • AquaBody, so does not slip over Ice Panels and weak to Elec.
  • Over Water Panels, ToadMan dives in and cannot be hit unless by an Elec attack or an attack that hits underground.
  • Charge non-dimming Aqua chip: x2 the chip's attack.
Support HPRecovery: Once per battle, if the current Navi is deleted, ToadMan revives them with a fraction of their HP.

Double Attack

When you switch to another Navi while they are in Full Synchro, a special combination Double Attack can be executed.

Navi Combo Attack Name
MegaMan + ProtoMan D-HERO
ダブルヒーロー Double Hero
MegaMan + NapalmMan D-VALCAN
ダブルバルカン Double Vulcan
MegaMan + SearchMan C-SCOPE
クロススコープ Cross Scope
ProtoMan + MagnetMan M-ZAN
マグネットザン Magnet Cut
MagnetMan + GyroMan M-AIR
マグエアレイド Mag Air Raid
NapalmMan + Meddy C-BOMB
ケミカルボム Chemical Bomb
MegaMan + Colonel BR-RUSH
ブラインドレインラッシュ Blind Rain Rush
MegaMan + KnightMan B-SHOOT
ブロークンシュート Broken Shoot
MegaMan + NumberMan K-BOMB
コクバンケシボム Blackboard Eraser Bomb
Colonel + ShadowMan E-SAPPO
エンゲツサッポウ Full Moon Cut
KnightMan + TomahawkMan K-THROW
ナイトスロー Knight Throw
ShadowMan + ToadMan G-OTOSHI
ガマオトシ Toad Drop

Attack Power

The attack power of the Double Attacks are dependent on the player’s progress of the game.

Tier Requirement
1 Start of Chapter 1
2 Start of Chapter 2
3 Start of Chapter 3
4 Start of Chapter 4
5 Start of Chapter 5
6 Start of Chapter 6
7 Start of Chapter 7
8 After Liberation Mission 7
9 After Liberation Mission 8

Glitches