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 its own unique Link Force Big Bang that is gained through counter hits. Each Tribe also has its own weakness, and getting hit by it will completely cancel the transformation.

Tribe On
After Omega-Xis swallows the OOPArt matching the version of the game, Geo later gains an Ability Wave that allows him to start battles as his version's Tribe. Otherwise, while he is not using any Tribe, he have an option to Tribe On to the Tribe of the version being played using a Brother Card, regardless of the version that Brother is playing.

While a Brother is being utilized to invoke a Tribe, that card will remain in the Custom Menu and cannot be selected. This will restrict the amount of cards that can be selected while still being able to use the special abilities of the Tribe. Only one Brother Card can be utilized to invoke a Tribe per turn.

Alternatively, a Wave Command code can be input to start battles as any Tribe. However, this will be overwritten by any Tribe's Ability Wave that is equipped, and the Wave Command will only last until the game is restarted.

Thunder Zerker (Thunder Berserk)

 * Element: BC_Element_Elec.png Elec
 * Train Combo: Can charge several non-dimming cards and use all of them consecutively without inducing flinching.
 * Elec cards +20 attack
 * Side Select
 * Charge Shot: Thunder Slash. Create a paralysis-inducing, Elec-element shockwave with Buster Attack x 10 power.
 * Weakness: BC_Element_Wood.png Wood
 * LFB: Thunder Bolt Blade



Fire Saurian (Fire Dinosaur)

 * Element: BC_Element_Heat.png Fire
 * Can charge a non-dimming card for an attack boost (varies depending on card).
 * Fire cards +30 attack
 * Super Armor
 * Charge Shot: Dino Cannon. Fire-element. Hits three panels in a row behind it with the center of the line being directly behind the hit target (Flash Strike from Starforce 3 range)
 * Weakness: BC_Element_Aqua.png Aqua
 * LFB: Genocide Blazer



Wood Ninja (Green Shinobi)

 * Element: BC_Element_Wood.png Wood
 * Body Double: Up + Y allows MegaMan to counter incoming attacks with a body double wood-element sword attack. 30 damage.
 * Can charge a non-dimming card to pierce Invis and gain Auto Lock On.
 * Wood cards +20 attack
 * Charge Shot: Shinobi Shuriken (aka Shinobi Star). Non-elemental. Fire 3 Shinobi Shuriken with Buster Attack x 5 power for each shot. Has Sword attribute.
 * Weakness: BC_Element_Heat.png Fire
 * LFB: Demon Flurry (aka Fuumashippujin)



Double Tribe
While using Tribe On, Tribes from Brothers who are playing the same version cannot be invoked. 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 Link Force Big Bang, 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.

Zerker x Saurian

 * Link Force Big Bang: Vanishing Blazer

Zerker Saurian (Berserk Dinosaur)

 * Element: BC_Element_Heat.png Fire
 * Train Combo: Can charge several non-dimming cards and use all of them consecutively without inducing flinching.
 * Elec cards +20 attack
 * Fire cards +30 attack
 * Side Select
 * Super Armor
 * Charge Shot: Dino Cannon
 * Weakness: BC_Element_Aqua.png Aqua

Saurian Zerker (Dinosaur Berserk)

 * Element: BC_Element_Elec.png Elec
 * Can charge a non-dimming card for an attack boost (varies depending on card).
 * Elec cards +20 attack
 * Fire cards +30 attack
 * Side Select
 * Super Armor
 * Charge Shot: Thunder Slash
 * Weakness: BC_Element_Wood.png Wood

Zerker x Ninja

 * Link Force Big Bang: Elemental Blade

Zerker Ninja (Berserk Shinobi)

 * Element: BC_Element_Wood.png Wood
 * Train Combo: Can charge several non-dimming cards and use all of them consecutively without inducing flinching.
 * Elec cards +20 attack
 * Wood cards +20 attack
 * Side Select
 * Up + Y allows MegaMan to counter incoming attacks with a body double wood-element sword attack.
 * Charge Shot: Shinobi Shuriken (aka Shinobi Star)
 * Weakness: BC_Element_Heat.png Fire

Ninja Zerker (Shinobi Berserk)

 * Element: BC_Element_Elec.png Elec
 * Body Double: Up + Y allows MegaMan to counter incoming attacks with a body double wood-element sword attack.
 * Can charge a non-dimming card to pierce Invis and gain Auto Lock On.
 * Elec cards +20 attack
 * Wood cards +20 attack
 * Side Select
 * Charge Shot: Thunder Slash
 * Weakness: BC_Element_Wood.png Wood

Saurian x Ninja

 * LFB: Enma Gale Garrison (aka Enmareppujin)

Saurian Ninja (Dinosaur Shinobi)

 * Element: BC_Element_Wood.png Wood
 * Body Double: Up + Y allows MegaMan to counter incoming attacks with a body double wood-element sword attack.
 * Can charge a non-dimming card for an attack boost (varies depending on card)
 * Fire cards +30 attack
 * Wood cards +20 attack
 * Super Armor
 * Charge Shot: Shinobi Shuriken (aka Shinobi Star)
 * Weakness: BC_Element_Heat.png Fire

Ninja Saurian (Shinobi Dinosaur)

 * Element: BC_Element_Heat.png Fire
 * Body Double: Up + Y allows MegaMan to counter incoming attacks with a body double wood-element sword attack.
 * Can charge a non-dimming card to pierce Invis and gain Auto Lock On.
 * Fire cards +30 attack
 * Wood cards +20 attack
 * Super Armor
 * Charge Shot:Dino Cannon
 * Weakness: BC_Element_Aqua.png Aqua

Tribe King
While in a Double Tribe, the third Tribe can be invoked to transform into the Tribe King. Tribe King still retain the card charge ability of the version's Tribe, but gains the innate abilities of all 3 Tribes and a unique Charge Shot and Link Force Big Bang. Tribe King has no weakness, and it vastly increases the power of cards' attack power. It will expire after 3 turns, however.

Tribe King

 * Element: BC_Element_Null.png Null
 * Body Double: Up + Y allows MegaMan to counter incoming attacks with a body double wood-element sword attack.
 * All cards x2 attack (applied before any bonuses are added)
 * Elec cards +20 attack
 * Fire cards +30 attack
 * Wood cards +20 attack
 * Card charge ability (depends on game version)
 * Side Select
 * Super Armor
 * Charge Shot: Over Slash
 * LFB: Czar Delta Breaker (Kaiser Delta Breaker)

Note: Tribe King only lasts for 3 turns, after which MegaMan will revert to his normal state.



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.

Rogue Zerker (Burai Berserk) Rogue Saurian (Burai Dinosaur)
 * Element: BC_Element_Null.png Null
 * Train Combo: Can charge several non-dimming cards and use all of them consecutively without inducing flinching.
 * Sword +50
 * Mu Barrier: A protective barrier that regenerates once per turn.
 * Side Select
 * Charge Shot: Thunder Slash
 * Element: BC_Element_Null.png Null
 * Card Boost: Can charge a non-dimming card for an attack boost (varies depending on card).
 * Sword +50
 * Mu Barrier: A protective barrier that regenerates once per turn.
 * Super Armor: Prevents flinching
 * Charge Shot: Dino Cannon

Rogue Ninja (Burai Shinobi)
 * BC_Element_Null.png Null
 * Body Double: Up + Y allows MegaMan to counter incoming attacks with a body double wood-element sword attack.
 * Card Pierce: Can charge a non-dimming card to pierce Invis and gain Auto Lock On.
 * Sword +50
 * Mu Barrier: A protective barrier that regenerates once per turn.
 * Charge Shot: Shinobi Shuriken (aka Shinobi Star)