Tribe On

Tribe On is a transformation used in MegaMan Star Force 2. Similar to MegaMan Star Force, each game version has a unique transformation, with a their own unique Link Force Big Bang (LFB) that is gained through using a counter hit. Each Tribe also has its own weakness, and getting hit by it will cancel the transformation.

Initiating Tribe On
After Omega-Xis swallows your version's OOPArt, you later gain an Ability Wave that allows you to start battles as your version's Tribe. Otherwise, while you are not using any Tribe, you have an option to Tribe On to your version's Tribe using a Brother card, regardless of the version that Brother is playing.

While you have utilized a Brother card to invoke a Tribe, that card will remain in your Custom Menu and cannot be selected. This will restrict the amount of cards you can select for the turn whilst you still can use the special abilities of the Tribe. You can only utilize Brother cards to invoke a Tribe once per turn.

Alternatively, you can input a Wave Command code to start your battles as any Tribe. However, this will be overwritten by the Ability Wave you have equipped.

Double Tribe and Tribe King
While you are using a Tribe, you cannot invoke Tribes from Brothers who are playing the same version as you. However, invoking a Tribe from a Brother playing a different version will combine both Tribes to form a Double Tribe.

Double Tribes retain the card charge ability of the former Tribe, combine the innate abilities from both Tribes, and have their element and Charge Shot matching the latter Tribe. Each Double Tribe has its own LFB, which depends on the combination of elements involved with the Double Tribe. Getting hit by the Double Tribe's weakness will result in the entire Double Tribe being cancelled.

Whilst in a Double Tribe, you can also invoke the third Tribe to transform into Tribe King. You still retain the card charge ability of your version's Tribe, but gain innate abilities of all 3 Tribes and a unique Charge Shot and LFB. Tribe King has no weakness, and so will expire after 3 turns.

Zerker (aka Berserk)

 * Elec element, weak to Wood attacks
 * Elec cards +20 attack
 * Can charge several non-dimming cards and use all charged cards consecutively without inducing flinch
 * Side Select
 * Charge Shot: Thunder Slash
 * LFB: Thunder Bolt Blade

Saurian (aka Dinosaur)

 * Fire element, weak to Aqua attacks
 * Fire cards +30 attack
 * Can charge a non-dimming card for an attack boost (varies depending on card)
 * Super Armour
 * Charge Shot: Dino Cannon
 * LFB: Genocide Blazer

Ninja (aka Shinobi)

 * Wood element, weak to Fire attacks
 * Wood cards +20 attack
 * Can charge a non-dimming card to pierce Invis and gain Auto Lock On
 * Up + Y allows for AntiDmg effect
 * Charge Shot: Shinobi Shuriken (aka Shinobi Star)
 * LFB: Demon Flurry (aka Fuumashippujin)

Zerker Saurian (aka Berserk Dinosaur)

 * Fire element, weak to Aqua attacks
 * Elec cards +20 attack
 * Fire cards +30 attack
 * Can charge several non-dimming cards and use all charged cards consecutively without inducing flinch
 * Side Select
 * Super Armour
 * Charge Shot: Dino Cannon
 * LFB: Vanishing Blazer

Saurian Zerker (aka Dinosaur Berserk)

 * Elec element, weak to Wood attacks
 * Elec cards +20 attack
 * Fire cards +30 attack
 * Can charge a non-dimming card for an attack boost (varies depending on card)
 * Side Select
 * Super Armour
 * Charge Shot: Thunder Slash
 * LFB: Vanishing Blazer

Zerker Ninja (aka Berserk Shinobi)

 * Wood element, weak to Fire attacks
 * Elec cards +20 attack
 * Wood cards +20 attack
 * Can charge several non-dimming cards and use all charged cards consecutively without inducing flinch
 * Side Select
 * Up + Y allows for AntiDmg effect
 * Charge Shot: Shinobi Shuriken (aka Shinobi Star)
 * LFB: Elemental Blade

Ninja Zerker (aka Shinobi Berserk)

 * Elec element, weak to Wood attacks
 * Elec cards +20 attack
 * Wood cards +20 attack
 * Can charge a non-dimming card to pierce Invis and gain Auto Lock On
 * Side Select
 * Up + Y allows for AntiDmg effect
 * Charge Shot: Thunder Slash
 * LFB: Elemental Blade

Saurian Ninja (aka Dinosaur Shinobi)

 * Wood element, weak to Fire attacks
 * Fire cards +30 attack
 * Wood cards +20 attack
 * Can charge a non-dimming card for an attack boost (varies depending on card)
 * Super Armour
 * Up + Y allows for AntiDmg effect
 * Charge Shot: Dino Cannon
 * LFB: Enma Gale Garrison (aka Enmareippujin)

Saurian Ninja (aka Dinosaur Shinobi)

 * Fire element, weak to Aqua attacks
 * Fire cards +30 attack
 * Wood cards +20 attack
 * Can charge a non-dimming card to pierce Invis and gain Auto Lock On
 * Super Armour
 * Up + Y allows for AntiDmg effect
 * Charge Shot: Shinobi Shuriken (aka Shinobi Star)
 * LFB: Enma Gale Garrison (aka Enmareippujin)

Tribe King

 * No element or weakness
 * All cards' base attack is doubled*
 * Elec cards +20 attack
 * Fire cards +30 attack
 * Wood cards +20 attack
 * Card charge ability depends on game version
 * Side Select
 * Super Armour
 * Up + Y allows for AntiDmg effect
 * Charge Shot: Over Slash
 * LFB: Czar Delta Breaker (aka Kaiser Delta Breaker)


 * Card damage is doubled before attack bonuses are added

Note: Tribe King only lasts 3 turns, in which Megaman will revert to normal.

Rogue Tribes
Rogue Tribes (aka Burai Tribes) can only be obtained by inserting all 6 Indie Fragments into your real-life Brother slots. This means that you have to delete all your Brothers to use it. Rogue Tribes have no weakness, meaning you do not lose it once you use it. To invoke the Rogue Tribe, use your only Brother card you have while having all 6 Indie Fragments equipped - you will transform to the Rogue version of your version's Tribe.

Whilst using any Rogue Tribe, you cannot use any Mega Cards. Also, instead of the element boost you would get with a normal Tribe, all your Sword cards gain +50 attack. You also gain a 1HP Mu Rejection barrier that will regenerate every turn. Your Charge Shot and other abilities are otherwise the same as your version's Tribe. In versus battles, your opponent also cannot lock on to you.

Countering whilst in a Rogue Tribe will not net you any LFB. Instead, to invoke the LFB you need to tap your only Brother card (the one used to invoke the Rogue Tribe in the first place) in response to the opponent using a dimming chip in a versus battle. After which, the Tribe will expire. The LFB is the same as your version's Tribe's LFB.

Alternatively, you can use the Rogue Tribe through use of a Wave Command code. If you turn on the Rogue data, you will start the battle as your Rogue Tribe form if you have your Tribe Ability Wave equipped. You will not need to delete your Brothers, but you will not gain any Link Power from them, and cannot use their Brother cards.