List of Double Souls

This is the list of all Double Souls appearing in the games and anime. Note that while all 12 Souls from MegaMan Battle Network 4 appears in the Axess anime, only 1 from MegaMan Battle Network 5 comes out in Stream. Also, in the anime, instead of sacrificing a chip, the Double Soul is used as Navi Chips.

List of Double Souls
Under Construction

Note that Search Soul, Number Soul, and Proto Soul returns in MMBN 5.

MegaMan Battle Network 4


 * Fire Soul: MegaMan performs Double Soul with FireMan.EXE by sacrificing a Fire-elemental chip. By charging a fire-elemental Battle Chip, the chip becomes a FireArm with a damage of 50 + the battle chip's power. Also, some panels are changed to Grass panels and can recover on Lava panels.
 * Charge Shot: Fire Arm (extends in a fire-elemental HeroSword-like range that deals 50 damage and makes the enemy flinch)
 * Weakness: Fire Soul takes 2x damage from Water-elemental Battle Chips.
 * Guts Soul: MegaMan performs Double Soul with GutsMan.EXE by sacrificing a panel-cracking chip. All non-elemental chips gain an ATK+30 bonus, and the Buster can shoot a GutsMachineGun if the B-button is pressed fast enough. MegaMan is invincibe while he is using the GutsMachineGun.
 * Charge Shot: GutsPunch (a 1-by-1 range that deals out a 60 damage of a punch)
 * Weakness: The GutsPunch has a poor range, although the GutsMachineGun compensates for this.
 * Roll Soul: MegaMan performs Double Soul with Roll.EXE by sacrificing a healing chip. Whenever a non-recovery battle chip is used, MegaMan regains 10% of his overall HP. In the anime, Roll Soul can absorb or nullify other's powers and send it right back at the enemy.
 * Charge Shot: Roll Arrow (an arrow of 30 damage which removes any battle chip that the enemy has)
 * Weakness: The Roll Arrow is weak in comparison to others, and the arrow travels a bit slow, although the chip removal compensates for this weakness.
 * Search Soul: MegaMan performs Double Soul with SearchMan.EXE. In MMBN4, an invisiblility-elemental chip is required to be sacrificed, while in MMBN5, a tracking chip (such as CircleGun) is required. The Search Soul can allow you to shuffle your current Battle Chips up to 3 times, which can be useful if you want a Program Advance.
 * Charge Shot: Scope Vulcan (a Vulcan2 that locks on to the nearest panel the enemy is on. Enemies underground and invisible enemies are affected by the Vulcan and in MMBN5, gains a 5 damage power boost for any additional levels to the Buster Power)
 * Weakness: The Scope Vulcan can miss if the enemy is very fast, and MegaMan is immobile while the Scope Vulcan is in effect, allowing the enemy to counterattack.
 * Thunder Soul: MegaMan performs Double Soul with ThunderMan.EXE by sacrificing an Electric-elemental chip. All electric and non-elemental battle chip can paralyze the enemy, which can create fun combos against the opponent. In the anime, Thunder Soul also allowed MegaMan to utilize the Thunderbolt attack, which allowed lightning to strike enemies.
 * Charge Shot: ZapRing (an electric-elemental ring of 20 damage that is shot like a bullet)
 * Weakness: Thunder Soul takes 2x damage from Wood attacks. Also, the ZapRing, similar to Roll Arrow, being weak and traveling slow, but the paralysis makes up for it.
 * Wind Soul: MegaMan performs Double Soul with WindMan.EXE by sacrificing a Wind-elemental chip. After performing the Double Soul, all Barriers and Auras are removed. And while Wind Soul is in effect, the enemy will be attracted to the front row by a Fan-like effect. All wind-elemental chips gain an ATK+10 bonus. MegaMan gains the AirShoes program as well, being unable to crack panels and able to walk on holes and is unaffected by elemental panels. Also, a non-charged MegaBuster is now a 5 damage AirShot, which can flinch the enemy and if used properly, can create great combos.
 * Charge Shot: WindRacket (a racket in a WideSword-like range of 50 damage that knocks the enemy to the back columns)
 * Weakness: The MegaBuster loses its rapid-fire ability, and the AirShot has a slightly long delay time. Also, all strategies of panel-breaking to avoid damage is now useless. And the Fan effect can make some Battle Chips miss, especially ones with locked effect.
 * Aqua Soul: MegaMan performs Double Soul with AquaMan.EXE by sacrificing a Water-elemental chip. Aqua Soul allows MegaMan to not slide on ice panels. By charging a a water-elemental battle chip, the chip power will be doubled. Also, the buster increases charging speed drastically, no matter what program MegaMan has equipped.
 * Charge Shot: Bubbler (a Bubbler that deals 20 water-elemental damage)
 * Weakness: Aqua Soul takes 2x damage from Elec attacks. Also, the Bubbler, like the ZapRing, is pretty weak and unlike other Double Soul charge shot, all the Bubbler does is flinch the enemy.
 * Proto (Blues) Soul: MegaMan performs Double Soul with ProtoMan.EXE by sacrificing a Sword-elemental chip in both MMBN4 and MMBN5. MegaMan now gains the power to perform StepSword by charging a sword chip, although its range will change depending on the sword chip. Also, MegaMan gains the Reflect program, but it overrides all other programs that uses the back+B button.
 * Charge Shot: WideSword (a regular WideSword that deals out 80 damage and in MMBN5, gains a 10 damage power boost for any additional levels to the Buster Power)
 * Weakness: The Proto Soul does not allow Program Advances to be charged, but most of the P.A.'s doesn't need it anyways. Also, the StepSword can leave MegaMan open to a Slasher, and any direct contact while using StepSword on an enemy will leave MegaMan injured.
 * Junk Soul
 * Metal Soul
 * Number Soul
 * Wood Soul

MegaMan Battle Network 5