Cannon (Battle Chip)

The Cannon (キャノン) series is among the first obtainable Battle Chips in every game of the Mega Man Battle Network series. A cannon appears in the NetNavi's arm and is fired do damage to the first target lined with the user. The Battle Chips can be obtained from Canodumbs.

Cannon series
Cannon is the most basic form, being Chip #001 in every game and appearing in every starting folder in the series. It always deals 40 damage.

High Cannon (ハイキャノン), shortened to HiCannon, is the second chip. It deals 80 damage in the first, fourth, and fifth games, and in Network Transmission; 60 damage in BN2-3; and 100 damage in BN6.

Mega Cannon (メガキャノン), shortened to M-Cannon, is the third and strongest chip. It deals 120 damage in the first, fourth, and fifth games, and in Network Transmission; 80 damage in BN2-3; and 180 damage in BN6.

Dark Cannon


Dark Cannon (ダークキャノン) is a Dark Chip that appeared in Mega Man Battle Network 4. Its damage dealt is equal to the difference between your current and maximum HP, similar to an unrestricted ranged Muramasa. However, as with all Dark Chips, it causes a bug after being selected, and this one drops all of MegaMan's Buster Stats to 1.

Cannon Mode
Cannon Mode (キャノンモード) is a Battle Chip from Rockman.EXE 4.5 Real Operation that makes the NetNavi use Cannon several times.

Zeta/Omega-Cannon
Zeta Cannon, shortened to Z-Canon, is a family of Program Advances in the first three Mega Man Battle Network games and Mega Man Network Transmission created by combining Cannon chips in three consecutive chip codes out of five. Z-Canon1 is formed with Cannons from the codes of A, B, C, D, and E in all three games. Z-Canon2 is formed with three High Cannons, with code sets of (F, G, H, I, J), (C, D, E, F, G), and (H, I, J, K, L) in game order. Z-Canon3 is formed with Mega-Cannons, with code sets (K, L, M, N, O), (E, F, G, H, I), and (O, P, Q, R, S). The Z-Canon in Mega Man Network Transmission is created by using Cannon, HiCannon, and M-Cannon. The Advances grant five seconds of invisibility and unlimited uses of their component chip during this time.

Omega-Cannon, shortened to O-Canon, is an upgraded version in the first two games that uses all five codes in order. Like other Omega PAs, it lasts for 10 seconds instead of 5.

Powered Cannon
Powered Cannon is formed by combining Shotgun, CrossGun, Spreader, and Mega Cannon in K code, and only appears in the first Mega Man Battle Network. MegaMan summons a massive cannon that hits a 3x3 area on a successful hit.

Giga Cannon
Giga Cannon is the replacement to Zeta Cannon, and a successor of sorts to the Powered Cannon, introduced in Mega Man Battle Network 4. Instead of gaining the ability to shoot multiple Cannons, it does a single hit of massive damage, and in Mega Man Battle Network 6, it spreads to the 8 panels surrounding the point of impact as well. GigaCan1 is formed from Cannons A, B, and C in all games; GigaCan2 from HiCannons with code sets (C, D, E), (D, E, F), and (L, M, N); and GigaCan3 from M-Cannons with code sets (E, F, G), (G, H, I), and (R, S, T).

In other media
In the MegaMan NT Warrior anime, the Cannon Battle Chips can be used in two ways. It can create a cannon in the NetNavi's arm, as in the games, or it can summon a Canodumb that acts like a operator-controlled turret to support the NetNavi.

Trivia

 * Unlike most chips that come from Viruses that disappear in proceeding games (which either become a singular 'black' version of the virus on the chip or gain new artwork unassociated with the virus), the Cannon chips remain unchanged throughout the series, despite the Canodumb virus disappearing in Mega Man Battle Network 4.