Mega Man Battle Network 5

MegaMan Battle Network 5 Team Colonel.

Souls: Knight Soul: The first soul in the game, Knight Soul combines brute power with front-line defense. You sync with break type chips, and its charged buster is a mace, not unlike moon blade. If you use a battle chip in your front row, you gain invulnerability for about .5 seconds. Break chips can be charged for double damage also.

Shadow Soul: A subtle and evasive soul, Shadow Soul is perfect for those who enjoy sneak attacks. The charge attack is a long sword for 70 damage, and you can charge sword chips to attack from behind. The panel ability is omni shoes, which prevents all panel effects, good or bad.

Tomahawk Soul: This Soul, combined with the UnderSht (US) program, makes you nearly invincible, because US lets you stay alive on a fatal hit, with 1 HP. Tomahawk soul heals on grass panels, and it turns all panels to grass upon unison. Therefore, when an enemy attacks you down to 1 HP, the grass panels heal you to 2, and you can take another hit. The charged buster does 100 damage, and has a 2x3 range. On grass panels grass chips are double damage, but they dissipate the grass.

Number Soul: Not too good in the beginning, but with a couple of Atk+1 programs and some buster ups, the power really adds up. The charged buster is a die that is rolled into their area. The power is equivalent to the number on the die x10, but with a buster up, its x20, two bu's x30, and so on. You get 10 chips in the custom window, and +10 attack for normal element chips. No panel ability.

Toad Soul: A handy soul for paralysis, considering the charged buster is homing, fast, and paralyzing. You can hide on water panels, and can charge water chips for double damage.

Colonel Soul: This is the Final soul you get and is extremely helpful in battles where time bombs and whatnot aren't useable. The charge attack is a sideways V-slash that hits the row in font of you and changes range according to the enemy. However, at the custom screen you can change your charged buster to any normal element chip. Also, any obstacles in front or to the side of an enemy turn into soldiers and attack. If they are behind the obstacle, it attacks with a gun, a sword if to the side.

Characters

Darkloids: Darkloids have no operators and guard areas for liberation.

BlizzardMan: Based on Ice, BlizzardMan is the first real enemy you face, or at least the only one that doesn't drift over to your side. His attacks are very simple to dodge. His first attack is he rolls... Snowballs. Two snowballs. They're very easy to dodge, and nothing happens to do more damage. His second attack is where he rolls himself up in snow and rolls down your row, then snow drifts fall on your area, blocking you from moving, and doing damage if they land on you. In later versions, BlizzardMan rolls twice or three times down your row. His last attack only activates when you are in the front row, and he uses "BlizBreath" to do damage and freeze the two panels into ice. When you are near his panels out of battle, he drops a snowball on you for 40 damage.

ShadeMan: ShadeMan played a vital role in Battle Network 4, but has only minorly reappeard in Battle Network (BN) 5, serving as a Darkloid. His attacks are: 1 He sends bats at you, which can turn once. In Ω and ß versions. He sends two or three bats. 2 He makes a sonic boom in a side ways T shape, with the wider part facing you. Invisible chips don't affect this, and the attack will either paralyze or confuse you. 3 ShadeMan appears in front or behind you and does a claw swipe with Wide-Sword range. 4 ShadeMan's final attack, he uses this only when his HP is low. ShadeMan appears behind you and sucks hit points from you, which also heals him. US has no effect on this attack. ShadeMan can do 40 damage to you anywhere on the field, so long as it's close to dark panels.

CloudMan: CloudMan is a Smart-Aleck Darkloid who hides behind his Thunderclouds. His attacks are: 1 One of CloudMan's Thunderclouds fires a bolt with the same properties as a Thunder chip, only it travels in a straight line. 2 CloudMan summons a gray cloud that emitts a plus shaped attack, usually after his Thunderbolt paralyzes you. 3 His final attack, CloudMan hides in a cloud, and a huge Thunder cloud terrorizes your area. CloudMan's out-of-battle ability does 60 dmage and paralyzes that unfortunate navi.

DarkMega: This makes for a short paragraph, because the only permanent attack DarkMega has is a 10 damage vulcan buster. Otherwise he uses any chip you have ever used. His out of battle ability is Megabuster, which does 80 damage to anything within a 3x3 grid around him.

CosmoMan: CosmoMan considers himself the all mighty ruler of the universe, and comes close to being one. In battle, he has three attacks. 1 CosmoMan throws a ring that covers a 2x2 area, and the ring spins. 2 CosmoMan makes a 1x3 planet, and you can destroy the outer edges to make it only 1x1. 3 CosmoMan fades into a black mass and throws planets in rapid succesion. Hit the gray planets to stop him.

DarkColonel: DarkColonel is the final Darkloid, and has 4 attacks. 1 DarkColonel makes 2 slashes in either a diagonal line, or a sideways v, with the point facing you. 2 DarkColonel fires a Tank Cannon at you, but it does not crack the back panels. 3 DarkColonel throws his cape at you, and if it hits, you are stuck to the spot and DarkColonel does a 4 stab 1 slash combo that does a ton of damage. 4 DarkColonel drops 2 rock cubes on your area. If you go in front of it turns into a soldier and slashes you. If you go behind it the Cube turns into a soldier and shoots you.

Navis:

Team Colonel: This next section is the navis you have to fight and then play as.

MegaMan: The hero of the Battle Network series, MegaMan is your character you almost always play as. His Charged buster is a powerful version of the normal, and does 10-50 damage, depending on the programing.

Colonel: Colonel is the first navi you fight When you fight him he has the same attacks as DarkColonel, so that section isn't needed. In battle on your side his charged buster is screen divide, a V slash with the point facing them. The attack automaticly adjusts range, but you need to be in the same row as the enemy for it to do that. Otherwise the attack hits 3 panels forward. His special chip is C-Cannon, which is a tank cannon that doesn't break panels. His liberation special command liberates 3 panels next to each other like a wide sword.

KnightMan: KnightMan first joins your side when you save him from the effects of MagnoMetal, which drives him insane. That's why he fights you. KnightMan has a starnge way of battling, to where he is only vulnerable when he is about to attack. His attacks are as follows: 1 KnightMan shoots his mace along the center row. 2 KnightMan fires his mace into the air and rubble rains on your area, 3 at a time. 3 KnightMan swings his mace around him. 4 KnightMan uses pan1grab on the center panel and jumps forward 1, cracking some of your panels. While playing as him, his charged buster is his mace swing all around him. His special chip is Kingdom Crusher, which shoots his mace down the row he's on.

ShadowMan: ShadowMan joins your side after he tests MegaMan in speed and agility. During the fight against him, he makes a clone of himself which can be destroyed by 1 buster shot. His attacks are: 1 ShadowMan and his clone make sonic waves down 2 rows, these are fire elemental. In Ω and ß versions, he has an extra clone. 2 ShadowMan throws a shuriken at you from above. In Ω and ß versions, he throws 2 or 3. 3 One of ShadowMan's clones or him appears in front or behind of you and uses a Long-Sword. While playing as him ShadowMan's charged buster is where he jumps in the air and throws a shuriken at the nearest virus. He is not effected by panels, and his special chip is Split-Up, where ShadowMan makes a clone and it long-swords a virus. His out of battle ability is Sneak Attack, which does damage to an enemy two panels away, from a normal panel.

TomahawkMan: TomahawkMan joins your side when you prove that you can do good on it. While fighting him there is a totem pole behind him that changes colors for different effects. When it's red, meteors drop slowly on your area. When it's green, TomahawkMan is invincible. When it's yellow, TomahawkMan heals constantly. TomahawkMan's attacks are: 1 TomahawkMan throws his ax like a whirly viruse's attack. 2 TomahawkMan swings his ax trough the first two rows of your area. You have to be in the back row to dodge that. 3 TomahawkMan jumps in the air and slams down, creating shockwaves in front of him, slamming all the columns in front of him. While playing as him, he can't flinch, so charging his buster isn't a problem, and his charge is the same as his first attack. His special chip is T-Swing, which does a 3x2 range swing. His out of battle ability is also T-Swing, and it liberates a 3x2 area.

NumberMan: NumberMan begs Baryl to join your side, and is only helpful for opening complicated doors. While fighting him, his atttacks are: 1 NumberMan throws a die bomb, which has power equal to the number on the die x10. It explodes in a 3x3 area. 2 NumberMan creates three numberballs, and you have to do the damage indicated on the ball before it hits you. 3 NumberMan places a mine in your area, and if you step on it one of these happens: A time bomb is placed, areagrab is used, or a 4x4 weight drops on you. While playing as him, NumberMan's charged buster is his first attack, and his special chip puts a mine 2 spaces in front of him, and if an enemy steps on it, a 4x4 weight drops on them.

ToadMan: ToadMan is unconditionally joined to your team when he constantly asks. He is needed to open the flaming purple doors in the Undernet. Fighting against him, he is on two revolving lilypads that circle his area, and his attacks are: 1 ToadMan throws a frog that hops after you, forward 1 row each time. The frog creates sea panels where it hops. 2 ToadMan sings a song that chases you and paralyzes. 3 ToadMan pops out of a sea panel in front of you and slaps you.

Net Ops:

Nebula:

Regal: The mastermind of the whole operation, Regal is in charge of creating DarkChips, which corrupt a navi's soul into evil.

Lacky: Lackys only have ordinary Heel Navis, which can only attack with viruses. Their traditional garb is a single-tube gas mask uniform which needs a key to take off.

Team Colonel

Lan: A somewhat headstrong net op, Lan is the operator of MegaMan and the hero of the series. Lan is tested by Baryl and Colonel to see if he was fit for the team. Lan lives in DenTech city and is the only person out of their group of friends who did not lose his PET. Lan operates all of the navis during liberation missions.

Baryl: Baryl is an official netbattler, who formed Colonel's Anti-Nebula Corps. Baryl operates Colonel and is always doing his duty before emotion. Baryl's history before Battle Network 5 is unknown.

Princess Pride: Pride operates KnightMan and is harvesting MagnoMetal when you first meet her. Pride also wishes Lan no harm, but KnightMan is driven crazy by the MagnoMetal she is taking.

Dusk: Dusk is the operator of ShadowMan. Dusk joins at the request of Baryl and is a mercenary for hire. Dusk wishes to test Lan vigoraslly before agreeing to Baryl's request. These tests include a search, a game of tag and a battle.

Dingo: Dingo is descended from natives of the land, and is the operator of TomahawkMan. Dingo steals the Booster System, and was going to destroy it, when Lan convinces him that he needs to do good for Electopia.

Higsby: Higsby is the owner of the most succesful chip shop in Electopia. NumberMan is Higsby's NetNavi, and he is begging to join so he can prove he is a "man".

Ribitta: Ribbita is a frog-based news reporter, and tries to convince Lan to let her join Team Colonel, with a battle being the only way Lan succumbs to her persuading.