Team Navis: Difference between revisions
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==Trivia== | ==Trivia== | ||
*None of the Navis’ abilities to perform A Button PowerAttacks are | *None of the Navis’ abilities to perform A Button PowerAttacks are stated in-game nor the manual. | ||
*When Navi Changing during an flashing status caused by Color Bug, the next Navi will inherit the flashing status instead. | *When Navi Changing during an flashing status caused by Color Bug, the next Navi will inherit the flashing status instead. | ||
*When using Tomahawk Soul, Navi Changing will result in Grass Stage being used each time you swap navis. This will still activate even if the Navi you swapped is deleted during the turn. | *When using Tomahawk Soul, Navi Changing will result in Grass Stage being used each time you swap navis. This will still activate even if the Navi you swapped is deleted during the turn. |
Revision as of 22:08, 22 February 2023
This section is under construction. |
The information may not be complete or 100% accurate. |
Here are the playable Navis other than MegaMan present in Mega Man Battle Network 5 for use in Liberation Missions and the Navi Change feature.
In MMBN5DS, these Navis also utilize the Party Battle System, can be boosted with the Party Customizer, and can support MegaMan when brought to the same battle with him.
Each Navi's attack can be boosted beyond 5 Attack, and their B Button PowerAttack will also scale up.
In MMBN5GBA, Team Navis can use Evil chips without having low karma. In MMBN5DS however, they are not allowed to use Evil chips at all, they will now “poof”.
Team ProtoMan
ProtoMan | |
---|---|
HP | 200-600 HP |
Element | None |
B Button PowerAttack | WideSword (80 AP) Sword property. |
Special Chip | StepSwrd B (80-120 AP) Sword property. |
Abilities |
|
Missions | ACDC Area 3 Oran Area 3 SciLab 3 End Area 2 End Area 5 Nebula Area 1 Nebula Area 5 |
MagnetMan | |
---|---|
HP | 400-700 HP |
Element | Elec |
B Button PowerAttack | MagMissile (40-60 AP) Elec attack. |
Special Chip | NSTackle M (80-120 AP) Elec attack. Breaking. |
Abilities |
|
Missions | Oran Area 3 SciLab 3 End Area 2 End Area 5 Nebula Area 1 Nebula Area 5 |
GyroMan | |
---|---|
HP | 250-600 HP |
Element | None |
B Button PowerAttack | TornadoArm (20-30 AP) Wind property. Hits up to three times based on position. Barrier delete, removes barrier on impact. |
Special Chip | Airforce G (50-70 AP) |
Abilities |
|
Missions | SciLab 3 End Area 2 Undernet 4 Nebula Area 3 Nebula Area 5 |
NapalmMan | |
---|---|
HP | 300-500 HP |
Element | Fire |
B Button | Napalm Vulcan (5 + Buster Attack) B button can be held down for continuous firing. |
B Button PowerAttack | N/A |
Special Chip | Napalm N (100-120 AP) Fire attack. |
Abilities |
|
Missions | End Area 2 End Area 5 Undernet 4 Nebula Area 1 Nebula Area 3 |
SearchMan | |
---|---|
HP | 300-450 HP |
Element | None |
B Button PowerAttack | SnipeGun (10-15 AP) Pierces invis. Hits up to five times. |
Special Chip | Satelity S (100 AP) Pierces invis. |
Abilities | --- |
Missions | End Area 5 Undernet 4 Nebula Area 1 Nebula Area 3 |
Meddy | |
---|---|
HP | 300-500 HP |
Element | None |
B Button PowerAttack | CapsuleBomb (80-100 AP) |
Special Chip | MeddyCap M (80-100 AP) Paralyzes. |
Abilities |
--- |
Missions | Undernet 4 Nebula Area 3 Nebula Area 5 |
Team Colonel
Colonel | |
---|---|
HP | 200-600 HP |
Element | None |
B Button PowerAttack | ScreenDivide (50-70 AP) Sword property. |
Special Chip | C-Cannon C (80-120 AP) Knocks back all the way down the row. |
Abilities | --- |
Missions | ACDC Area 3 Oran Area 3 SciLab 3 End Area 2 End Area 5 Nebula Area 1 Nebula Area 5 |
KnightMan | |
---|---|
HP | 400-700 HP |
Element | None |
B Button PowerAttack | RoyalWreckingBall (50-120 AP) Breaking. |
Special Chip | KCrusher K (80-120 AP) Breaking. |
Abilities |
|
Missions | Oran Area 3 SciLab 3 End Area 2 End Area 5 Nebula Area 1 Nebula Area 5 |
ShadowMan | |
---|---|
HP | 250-600 HP |
Element | None |
B Button PowerAttack | NinjaStar (60-100 AP) Sword property. |
Special Chip | SplitUp S (80-100 AP) Sword property. |
Abilities |
|
Missions | SciLab 3 End Area 2 Undernet 4 Nebula Area 3 Nebula Area 5 |
TomahawkMan | |
---|---|
HP | 300-500 HP |
Element | Wood |
B Button PowerAttack | TomahawkAirRaid (60-80 AP) Sword property. |
Special Chip | T-Swing T (100-120 AP) Wood attack. Sword property. |
Abilities |
|
Missions | End Area 2 End Area 5 Undernet 4 Nebula Area 1 Nebula Area 3 |
NumberMan | |
---|---|
HP | 300-450 HP |
Element | None |
B Button PowerAttack | DieBomb (10-20 AP) Then multiplied by the number on the die. |
Special Chip | NumTrap N (120-140 AP) |
Abilities | --- |
Missions | End Area 5 Undernet 4 Nebula Area 1 Nebula Area 3 |
ToadMan | |
---|---|
HP | 300-500 HP |
Element | Aqua |
B Button PowerAttack | Frog Smack! (100 AP) Aqua attack. |
Special Chip | S-Melody T (80 AP) Elec attack. Paralyzes. |
Abilities |
|
Missions | Undernet 4 Nebula Area 3 Nebula Area 5 |
Navi Change is a mechanic when the Progress Chip Gate is attached on the GBA version of MMBN5. This will allow you to (somewhat) use Team Navis outside of Liberation Missions and the story. It is also in MMBN5DS as the Party Battle System, but it works vastly differently.
While you're on the Net, mugshots of 6 Navis will appear on the top right of the screen. Those are the Navis of that version you can swap into.
During battle, Navi Data Chips are allowed to be slot in and perform Navi Change. In order to change Navis, the correct chip must be slot in. The Navi will only stay in battle for one turn. Only one of each Navi Chip can be slot in per battle. The strength of the Navi is set and will become stronger as the story progress. If MegaMan is in a Soul while the swap occurs, he will retain the Soul when he returns to battle.
There are a few restrictions to this mode:
- You cannot use this function in Liberation Missions.
- You cannot slot in a Navi Data Chip of the boss you are fighting. (e.g. MagnetMan Data Chip in a fight against MagnetMan boss)
- During the scenarios where you play as other Navi, this function is totally disabled.
Each Team Navis's attack can be boosted with Buster (excluding NapalmMan) but their PowerAttacks do not.
- Stats are set and cannot be increased in anyway other than progressing through the story. You obtain usage of them before the Liberation Mission that you use them.
- Charge and Speed stat are always at 1.
Team Protoman
ProtoMan | ||||
---|---|---|---|---|
Version | HP | B PwrAtk | Attack | Special Chip |
Base | 100 | 60 | 1 | 80 |
Liberation 1 | 180 | 70 | 1 | 100 |
Liberation 2 | 180 | 70 | 1 | 100 |
Liberation 4 | 230 | 80 | 1 | 120 |
Liberation 5 | 250 | 80 | 1 | 120 |
Liberation 6 | 300 | 80 | 1 | 120 |
MagnetMan | ||||
---|---|---|---|---|
Version | HP | B PwrAtk | Attack | Special Chip |
Base | 200 | 40 | 1 | 80 |
Liberation 2 | 250 | 40 | 1 | 80 |
Liberation 4 | 300 | 50 | 1 | 100 |
Liberation 5 | 330 | 60 | 1 | 120 |
Liberation 6 | 450 | 60 | 1 | 120 |
GyroMan | ||||
---|---|---|---|---|
Version | HP | B PwrAtk | Attack | Special Chip |
Base | 130 | 20 | 1 | 50 |
Liberation 4 | 180 | 30 | 1 | 70 |
Liberation 5 | 200 | 30 | 1 | 70 |
Liberation 6 | 250 | 30 | 1 | 70 |
NapalmMan | ||||
---|---|---|---|---|
Version | HP | B PwrAtk | Attack | Special Chip |
Base | 180 | N/A | 5 | 100 |
Liberation 5 | 200 | N/A | 7 | 120 |
Liberation 6 | 250 | N/A | 7 | 120 |
SearchMan | ||||
---|---|---|---|---|
Version | HP | B PwrAtk | Attack | Special Chip |
Base | 150 | 10 | 1 | 100 |
Liberation 5 | 180 | 10 | 1 | 100 |
Liberation 6 | 230 | 15 | 1 | 100 |
Meddy | ||||
---|---|---|---|---|
Version | HP | B PwrAtk | Attack | Special Chip |
Base | 150 | 100 | 1 | 80 |
Liberation 6 | 200 | 100 | 1 | 100 |
Team Colonel
Colonel | ||||
---|---|---|---|---|
Version | HP | B PwrAtk | Attack | Special Chip |
Base | 100 | 50 | 1 | 80 |
Liberation 1 | 150 | 50 | 1 | 80 |
Liberation 2 | 180 | 60 | 1 | 100 |
Liberation 4 | 230 | 70 | 1 | 120 |
Liberation 5 | 250 | 70 | 1 | 120 |
Liberation 6 | 300 | 70 | 1 | 120 |
KnightMan | ||||
---|---|---|---|---|
Version | HP | B PwrAtk | Attack | Special Chip |
Base | 200 | 80 | 1 | 80 |
Liberation 2 | 250 | 80 | 1 | 80 |
Liberation 4 | 300 | 100 | 1 | 100 |
Liberation 5 | 330 | 120 | 1 | 120 |
Liberation 6 | 450 | 120 | 1 | 120 |
ShadowMan | ||||
---|---|---|---|---|
Version | HP | B PwrAtk | Attack | Special Chip |
Base | 130 | 60 | 1 | 80 |
Liberation 4 | 180 | 80 | 1 | 80 |
Liberation 5 | 200 | 100 | 1 | 100 |
Liberation 6 | 250 | 100 | 1 | 120 |
TomahawkMan | ||||
---|---|---|---|---|
Version | HP | B PwrAtk | Attack | Special Chip |
Base | 180 | 60 | 3 | 100 |
Liberation 5 | 200 | 80 | 3 | 120 |
Liberation 6 | 250 | 80 | 3 | 120 |
NumberMan | ||||
---|---|---|---|---|
Version | HP | B PwrAtk | Attack | Special Chip |
Base | 180 | 10 | 1 | 120 |
Liberation 5 | 180 | 20 | 1 | 140 |
Liberation 6 | 230 | 20 | 1 | 140 |
ToadMan | ||||
---|---|---|---|---|
Version | HP | B PwrAtk | Attack | Special Chip |
Base | 150 | 100 | 1 | 80 |
Liberation 6 | 200 | 100 | 1 | 80 |
Party Battle System
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 are 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.
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 | PartyCust | B PwrAtk | Special Chip |
700 | 6 slots | (60 + Buster Attack x10) | 100 |
Support | WideSword: At start of turn, ProtoMan Wide Sword slashes closest enemy. |
MagnetMan | |||
---|---|---|---|
Max HP | PartyCust | B PwrAtk | Special Chip |
800 | 5 slots | (40 + Buster Attack x10) | 100 |
Support | MagnetBarrier: When the active Navi falls to red HP, they are given a Barrier and all enemies are immobilized with Magnet Field. |
GyroMan | |||
---|---|---|---|
Max HP | PartyCust | B PwrAtk | Special Chip |
600 | 8 slots | (10 + Buster Attack x5) | 50 |
Support | AirGyro: Temporarily at the beginning of battle, a Fan effect is in effect on the enemy's side. |
NapalmMan | |||
---|---|---|---|
Max HP | PartyCust | B Button | Special Chip |
600 | 8 slots | (5 + Buster Attack) | 100 |
Support | NapalmVulcan: At certain times, NapalmMan appears in your back column and shoots an enemy 5 times. |
SearchMan | |||
---|---|---|---|
Max HP | PartyCust | B Button | Special Chip |
550 | 6 slots | (10 + Buster Attack x2) | 80 |
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 | PartyCust | B Button | Special Chip |
500 | 10 slots | (80 + Buster Attack x10) | 80 |
Support | HealPulse: When the custom screen is opened, the active Navi's HP is healed 5%. |
Team Colonel
Colonel | |||
---|---|---|---|
Max HP | PartyCust | B PwrAtk | Special Chip |
800 | 8 slots | (50 + Buster Attack x10) | 100 |
Support | ColonelCannon: At start of turn, Colonel shoots his Colonel Cannon at closest enemy. |
KnightMan | |||
---|---|---|---|
Max HP | PartyCust | B PwrAtk | Special Chip |
800 | 5 slots | (100 + Buster Attack x10) | 100 |
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 | PartyCust | B PwrAtk | Special Chip |
600 | 6 slots | (80 + Buster Attack x10) | 80 |
Support | SmokeBomb: When the active Navi falls to red HP, ShadowMan inflicts status effects on all enemies on the field. |
TomahawkMan | |||
---|---|---|---|
Max HP | PartyCust | B PwrAtk | Special Chip |
600 | 6 slots | (40 + Buster Attack x10) | 150 |
Support | TomahawkSwing: At certain times, TomahawkMan appears at rightmost panel on your side and Tomahawk Swings. |
NumberMan | |||
---|---|---|---|
Max HP | PartyCust | B PwrAtk | Special Chip |
550 | 10 slots | (5 + Buster Attack x5) | 120 |
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 | PartyCust | B PwrAtk | Special Chip |
500 | 8 slots | (80 + Buster Attack x10) | 100 |
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 |
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
- Satelity Command Code error
- Navi Change Unite glitch (with BassCross MegaMan)
- KnightMan Support glitch
Trivia
- None of the Navis’ abilities to perform A Button PowerAttacks are stated in-game nor the manual.
- When Navi Changing during an flashing status caused by Color Bug, the next Navi will inherit the flashing status instead.
- When using Tomahawk Soul, Navi Changing will result in Grass Stage being used each time you swap navis. This will still activate even if the Navi you swapped is deleted during the turn.
- When using Search Soul, Navi Changing will result in the Unison effect of removing invisible from enemies to be used again.