Battle Chips

#1 [Cannon.dll]
ChipSpeed: 0
Element: Null
Damage: 40
RAM Cost: 1
Codes: ABCDE
Description: Single-shot cannon. Target a single enemy.

#2 [HiCannon.dll]
ChipSpeed: 0
Element: Breaking, Null
Damage: 80
RAM Cost: 2
Codes: FGHIJ
Description: Single-shot cannon, modified to punch through even the toughest of armors.

#3 [MegaCannon.dll]
ChipSpeed: -1
Element: Null
Damage: 120
RAM Cost: 3
Codes: KLMNO
Description: Top-end single-shot cannon, specifically designed to tell the enemy to shove it.

#4 [Spreader.dll]
ChipSpeed:0, +1
Element: Null
Damage: 30
RAM Cost: 1
Codes: HIJKL
Description: If the shot connects with the target, the bullet discharges after dealing damage, spreading out to adjacent and diagonal panels, at +1 ChipSpeed.

#5 [Bubbler.dll]
ChipSpeed:0, +1
Element: Water
Damage: 50
RAM Cost: 2
Codes: AKLPS
Description: Blasts a jet of acidic bubbles at an enemy and the panel behind the enemy. If someone is standing behind the target, they are also to dodge or receive damage, but at +1 ChipSpeed instead.

#6 [HeatShot.dll]
ChipSpeed:0, +1
Element: Fire
Damage: 70
RAM Cost: 3
Codes: CFGKO
Description: Blasts a jet of fire at an enemy and the panel behind the enemy. If someone is standing behind the target, they are also to dodge or receive damage, but at +1 ChipSpeed instead.

#7 [MiniBomb.dll]
ChipSpeed:0, +1
Element: Null
Damage: 50, 20
RAM Cost: 1
Codes: CEJLP
Description: Throws a bomb that blows up a 3x3 panels large area. Enemies caught in the splash treat the ChipSpeed as +1 and the damage as 20. Can be thrown as far as Power*3 panels away.

#8 [LilBomb.dll]
ChipSpeed:0, +1
Element: Null
Damage: 50
RAM Cost: 2
Codes: BDGOT
Description: Throws a bomb that blows up the panel it hits, along with the 8 panels around it. The explosion cracks the panel in the middle of the blast. Enemies caught in the splash treat the ChipSpeed as +1. Can be thrown as far as Power*2 panels away.

#9 [CrossBomb.dll]
ChipSpeed:0, +1
Element: Null
Damage: 70
RAM Cost: 3
Codes: BDHJL
Description: Throws a bomb that blows up the panel it hits, along with the 8 panels around it. The explosion cracks panels to form an X pattern. Enemies caught in the splash treat the ChipSpeed as +1. Can be thrown as far as Power*2 panels away.

#10 [BigBomb.dll]
ChipSpeed:0, +1
Element: Null
Damage: 90
RAM Cost: 4
Codes: BGOST
Description: Throws a bomb that blows up the panel it hits, along with all panels in a radius of two panels. The explosion cracks the inner 9 panels. Enemies caught in the outer splash treat the ChipSpeed as +1. Can be thrown as far as Power*2 panels away.

#11 [Sword.dll]
ChipSpeed:0
Element: Sword
Damage: 80
RAM Cost: 1
Codes: BKLPS
Description: It's a sword. You can slash at people with it at a panel in a 1-panel radius around you.

#12 [WideSword.dll]
ChipSpeed:0
Element: Sword, Null
Damage: 80
RAM Cost: 1
Codes: CKMNS
Description: It's a sword, but this one's made for wide, swinging blows. you can slash in a 1x3 panel pattern in a 1-panel radius around you.

#13 [LongSword.dll]
ChipSpeed:0
Element: Sword, Null
Damage: 80
RAM Cost: 1
Codes: DENOS
Description: It's a large sword, capable of slashing at people up to 2 panels away from you.

#14 [FighterSword.dll]
ChipSpeed:-1
Element: Sword, Null
Damage: 100
RAM Cost: 2
Codes: BKLPS
Description: A sword, coveted by many, can slash at people up to 3 panels away from you.

#15 [KnightsSword.dll]
ChipSpeed:-2
Element: Sword, Null
Damage: 150
RAM Cost: 3
Codes: BKEGH
Description: A sword only spoken of in hushed tones, can slash at people up to 3 panels away from you.

#16 [HeroSword.dll]
ChipSpeed:-3
Element: Sword, Null
Damage: 200
RAM Cost: 4
Codes: BDFIG
Description: A sword only few has wielded, it contains terrible powers. Can slash at people up to 3 panels away from you.

#17 [FireSword.dll]
ChipSpeed:0
Element: Sword, Fire
Damage: 100
RAM Cost: 3
Codes: BFGNP
Description: Mandatory blade of fire. Acts like a WideSword.dll

#18 [AquaSword.dll]
ChipSpeed:0
Element: Sword, Water
Damage: 150
RAM Cost: 3
Codes: AMNOP
Description: Okay, now that's impressive. Acts like a WideSword.dll

#19 [ElecSword.dll]
ChipSpeed:0
Element: Sword, Electricity
Damage: 120
RAM Cost: 3
Codes: EGLOS
Description: Sword made of pure, crackling, electricity. Acts like a WideSword.dll

#20 [Muramasa.dll]
ChipSpeed: 0,-1,-2
Element: Sword, Null
Damage: Special
RAM Cost: 5
Codes: CEGJK
Description: This sword deals damage equal to the difference between your current and maximum HP. It also gains -1 ChipSpeed when you're at 50% HP, and the bonus is raised to -2 at 25%. Otherwise acts like a Sword.dll

#21 [ShockWave.dll]
ChipSpeed:+1
Element: Null
Damage: 60
RAM Cost: 1
Codes: CKLMP
Description: A slow moving, 1x1 panel wide and long shockwave is sent through the ground ahead of you, but nothing can stop the shockwave. It moves at a speed of 2 Processing per turn.

#22 [SonicWave.dll]
ChipSpeed:0
Element: Null
Damage: 80
RAM Cost: 2
Codes: CDJMS
Description: A 1x1 panel wide and long shockwave is sent through the ground ahead of you, but nothing can stop the shockwave. It moves at a speed of 3 Processing per turn.

#23 [DynamicWave.dll]
ChipSpeed:-1
Element: Null
Damage: 100
RAM Cost: 3
Codes: CEMSR
Description: A fast-moving, 1x1 panel wide and long shockwave is sent through the ground ahead of you, but nothing can stop the shockwave. It moves at a speed of 3 Processing per turn.

#24 [FireTower.dll]
ChipSpeed: 0
Element: Fire
Damage: 100
RAM Cost: 2
Codes: EFLMT
Description: Brings up a 2x2 panels large pillar of fire in front of the Navi, which then thunders towards the target.

#25 [AquaTower.dll]
ChipSpeed: 0
Element: Water
Damage: 120
RAM Cost: 2
Codes: ACGHR
Description: Brings up a 2x2 panels large pillar of water in front of the Navi, which then thunders towards the target.

#26 [WoodTower.dll]
ChipSpeed: 0
Element: Null
Damage: 140
RAM Cost: 2
Codes: BCHKN
Description: Choose a target. A 2x2 panels large wooden spike appears out from beneath the target. The pillar stays throughout and after the fight.

#27 [QuakeV1.dll]
ChipSpeed: +1
Element: Breaking, Null
Damage: 90
RAM Cost: 1
Codes: AEHKQ
Description: Throws a weight as far as (Power*2) panels away. If this weight passes over a target in its flight, it rapidly grows into a 2x2 panels large press and immediately attacks the target. Cracks all panels beneath it.

#28 [QuakeV2.dll]
ChipSpeed: +1
Element: Breaking, Null
Damage: 120
RAM Cost: 2
Codes: BCIKQ
Description: Throws a weight as far as (Power*1) panels away. If this weight passes over a target in its flight, it rapidly grows into a 2x2 panels large press and immediately attacks the target. Cracks all panels beneath it.

#29 [QuakeV3.dll]
ChipSpeed: +1
Element: Breaking, Null
Damage: 150
RAM Cost: 3
Codes: CDHMQ
Description: Throws a weight as far as (Power*1) panels away. If this weight passes over a target in its flight, it rapidly grows into a 2x2 panels large press and immediately attacks the target. Cracks all panels beneath it.

#30 [GutsPunch.dll]
ChipSpeed: -1
Element: Breaking, Null
Damage: 60
RAM Cost: 1
Codes: BHMNT
Description: Reinforces the Navi's fist, making him able to throw a punch strong enough to push an enemy (Power*1) panels backwards. If the enemy is pushed into an obstacle, it deals 10 Null damage extra.

#31 [IcePunch.dll]
ChipSpeed: 0
Element: Water
Damage: 80
RAM Cost: 2
Codes: BHMNT
Description: Throws a punch in a 1x1 panel large area adjacent to you, brimming with cryogenic energy. Slows the target by 1 Processing for 1 turn if the target rolls 9 or 10.

#32 [Dash.dll]
ChipSpeed: -1
Element: Null
Damage: 50
RAM Cost: 1
Codes: BDGLO
Description: Supercharges the body of the Navi, causing him to charge at subsonic speeds in a straight line ahead of him for (Processing*2) panels. Enemies hit by Dash are pushed to the sides of the Navi.

#33 [Howitzer.dll]
ChipSpeed: +2, -1
Element: Breaking, Null
Damage: 150, 75
RAM Cost: 4
Codes: ACGHO
Description: A large single-shot cannon. If the shot is missed, an explosion engulfs a 3x3 panels large area, originating from the panel where the shot was missed at, targeting all in the area, including the one who just dodged, with -1 ChipSpeed and 75 Damage as stats for the explosion. Cracks all panels in the area if it misses.

#34 [TripleArrow.dll]
ChipSpeed: 0
Element: Null
Damage: 40
RAM Cost: 1
Codes: ABCDE
Description: Turns your buster arm into a crossbow-like contraption, which then shoots three arrows at one or more targets. If aiming multiple times at one person, if the target fails to dodge once, the rest hits.

#35 [TripleSpear.dll]
ChipSpeed: -1
Element: Null
Damage: 50
RAM Cost: 2
Codes: FGHIJ
Description: Turns your buster arm into a crossbow-like contraption, which then shoots three spears at one or more targets. If aiming multiple times at one person, the person can try to dodge all three projectiles.

#36 [TripleLance.dll]
ChipSpeed: -2
Element: Null
Damage: 60
RAM Cost: 3
Codes: KLMNO
Description: Turns your buster arm into a crossbow-like contraption, which then shoots three spears at one or more targets. If aiming multiple times at one person, the person can try to dodge all three projectiles.

#37 [RattonV1.dll]
ChipSpeed: +1
Element: Null
Damage: 80
RAM Cost: 1
Codes: ABCDE
Description: Shoots out an exploding, mechanical mouse, which then scuttles straight ahead of the Navi, at a speed of 3 Processing per turn. If it can (eventually) run into an enemy by turning left or right, it will immediately do so. Can only turn once. It explodes into a 1x1 panels large explosion upon entering the enemy panel.

#38 [RattonV2.dll]
ChipSpeed: 0
Element: Null
Damage: 100
RAM Cost: 2
Codes: FGHIJ
Description: Shoots out an exploding, mechanical mouse, which then scuttles straight ahead of the Navi, at a speed of 3 Processing per turn. If it can (eventually) run into an enemy by turning left or right, it will immediately do so. Can only turn twice. It explodes into a 1x1 panels large explosion upon entering the enemy panel.

#39 [RattonV3.dll]
ChipSpeed: 0
Element: Null
Damage: 120
RAM Cost: 3
Codes: KLMNO
Description: Shoots out an exploding, mechanical mouse, which then scuttles straight ahead of the Navi, at a speed of 3 Processing per turn. If it can (eventually) run into an enemy by turning left or right, it will immediately do so. Can only turn thrice. It explodes into a 2x2 panels large explosion upon entering the enemy panel.

#40 [Wave.dll]
ChipSpeed: 0, -1
Element: Water
Damage: 80
RAM Cost: 3
Codes: ADILM
Description: Summons a 1x3 panels large wall of water in front of the Navi, which then proceeds to crash down on the 2x3 panels large area on the other side of the wall of water. Targets caught in the middle of the wave roll with -1 ChipSpeed instead of 0.

#41 [RedWave.dll]
ChipSpeed: 0, -1
Element: Fire
Damage: 100
RAM Cost: 4
Codes: BEJNP
Description: Summons a 1x3 panels large wall of lava in front of the Navi, which then proceeds to engulf the 3x3 panels large area on the other side of the lava wall. Targets caught in the middle of the wave roll with -1 ChipSpeed instead of 0.

#42 [BigKahuna.dll]
ChipSpeed: 0, -1
Element: Water
Damage: 160
RAM Cost: 5
Codes: CHKLQ
Description: Summons a 2x3 panels large wall of water in front of the Navi, which then proceeds to crash down on the 4x3 panels large area on the other side of the wall of water. Targets caught in the middle of the wave roll with -1 ChipSpeed instead of 0.

#43 [GaiaV1.dll]
ChipSpeed: 0
Element: Null
Damage: 100
RAM Cost: 3
Codes: CDLOT
Description: Mark a panel you have line of sight to. A 3x3 explosion forms from the panel you marked.

#44 [GaiaV2.dll]
ChipSpeed: 0
Element: Null
Damage: 130
RAM Cost: 4
Codes: CFKPS
Description: Mark a panel you have line of sight to. A 3x3 explosion forms from the panel you marked.

#45 [GaiaV3.dll]
ChipSpeed: 0
Element: Null
Damage: 160
RAM Cost: 5
Codes: CGMNT
Description: Mark a panel you have line of sight to. A 3x3 explosion forms from the panel you marked.

#46 [ThunderV1.dll]
ChipSpeed: +2
Element: Electricity
Damage: 90
RAM Cost: 3
Codes: AEGHS
Description: Unleashes a 1x1 panels large ball of lightning out in front of the Navi, which continues to move at the closest hostile target at a speed of 1 Processing. Will continue to exist until it has hit a target or combat is resolved.

#47 [ThunderV2.dll]
ChipSpeed: +1
Element: Electricity
Damage: 120
RAM Cost: 4
Codes: BCFIL
Description: Unleashes a 1x1 panels large ball of lightning out in front of the Navi, which continues to move at the closest hostile target at a speed of 2 Processing. Will continue to exist until it has hit a target or combat is resolved.

#48 [ThunderV3.dll]
ChipSpeed: +2
Element: Electricity
Damage: 150
RAM Cost: 5
Codes: DFGKN
Description: Unleashes a 2x2 panels large ball of lightning out in front of the Navi, which continues to move at the closest hostile target at a speed of 1 Processing. Will continue to exist until it has hit a target or combat is resolved.

#49 [ElectricBoogalooV1.dll]
ChipSpeed: -1
Element: Electricity
Damage: 100
RAM Cost: 3
Codes: GHMNP
Description: A single electrical orb begins to orbit you. This orb can absorb a single direct-fire shot, halving the damage of it, before disappearing. Alternatively, if you are hit by a melee attack, like Sword, the opponent must roll to dodge the electrical orb or be damaged by it. This also consumes the orb. The orb dissipates when combat has been resolved.

#50 [ElectricBoogalooV2.dll]
ChipSpeed: -2, -1
Element: Electricity
Damage: 100
RAM Cost: 4
Codes: CEGJL
Description: Two electrical orbs begins to orbit you. These orbs can absorb a single direct-fire shot each, halving the damage of it, before disappearing. Alternatively, if you are hit by a melee attack, like Sword, the opponent must roll to dodge an electrical orb or be damaged by it. This also consumes an orb. The amount of orbs determine how difficult it is to dodge. The orbs dissipate when combat has been resolved.

#51 [ElectricBoogalooV3.dll]
ChipSpeed: -3, -2, -1
Element: Electricity
Damage: 100
RAM Cost: 5
Codes: ABORT
Description: Three electrical orbs begins to orbit you. These orbs can absorb a single direct-fire shot each, halving the damage of it, before disappearing. Alternatively, if you are hit by a melee attack, like Sword, the opponent must roll to dodge an electrical orb or be damaged by it. This also consumes an orb. The amount of orbs determine how difficult it is to dodge. The orbs dissipate when combat has been resolved.

#52 [Typhoon.dll]
ChipSpeed: 0
Element: Null
Damage: 30
RAM Cost: 3
Codes: ABDEG
Description: Forms a large hurricane around the Navi. Attacks 3 times in a 3x3 panels large area around the Navi. If the target misses the first-seventh hit, the rest of the attacks hit as well.

#53 [Hurricane.dll]
ChipSpeed: 0
Element: Null
Damage: 30
RAM Cost: 4
Codes: GIJKL
Description: Forms a large hurricane around the Navi. Attacks 5 times in a 3x3 panels large area around the Navi. If the target misses the first-seventh hit, the rest of the attacks hit as well.

#54 [Cyclone.dll]
ChipSpeed: 0
Element: Null
Damage: 30
RAM Cost: 5
Codes: EFGHI
Description: Forms a large hurricane around the Navi. Attacks 8 times in a 3x3 panels large area around the Navi. If the target misses the first-seventh hit, the rest of the attacks hit as well.

#55 [SnakeggWOODVER.dll]
ChipSpeed: +1
Element: Wood
Damage: 130
RAM Cost: 3
Codes: BEGMN
Description: Target an opponent. The buster arm shoots out a 1x1 panels large snake that relentlessly chases after the one the Navi targeted, at a speed of 1 Processing. The snake has 10 HP.

#56 [SnakeggELECVER.dll]
ChipSpeed: +1
Element: Electricity
Damage: 140
RAM Cost: 3
Codes: CEHNP
Description: Target an opponent. The buster arm shoots out a 1x1 panels large snake that relentlessly chases after the one the Navi targeted, at a speed of 2 Processing. The snake has 10 HP.

#57 [SnakeggFIREVER.dll]
ChipSpeed: +1
Element: Fire
Damage: 150
RAM Cost: 3
Codes: ACFLS
Description: Target an opponent. The buster arm shoots out a 1x1 panels large snake that relentlessly chases after the one the Navi targeted, at a speed of 1 Processing. The snake has 30 HP.

#58 [Drain.dll]
ChipSpeed: 0
Element: Null
Damage: 50
RAM Cost: 1
Codes: ABDKO
Description: Punches an adjacent enemy in a 1x1 panels large area. At the beginning of the next turn, if the enemy you punched is still active, you regain as much HP as you did damage to the enemy.

#59 [Siphon.dll]
ChipSpeed: 0
Element: Null
Damage: 70
RAM Cost: 2
Codes: ACHNT
Description: Punches an adjacent enemy in a 1x1 panels large area. At the beginning of the next turn, if the enemy you punched is still active, you regain as much HP as you did damage to the enemy.

#60 [Leech.dll]
ChipSpeed: 0
Element: Null
Damage: 90
RAM Cost: 3
Codes: AEFLQ
Description: Punches an adjacent enemy in a 1x1 panels large area. At the beginning of the next turn, if the enemy you punched is still active, you regain as much HP as you did damage to the enemy.

#61 [BodyBurn.dll]
ChipSpeed: -3
Element: Fire
Damage: 100
RAM Cost: 3
Codes: EFKMN
Description: A veil of fire surrounds the body of the Navi for 2 turns, attacking anyone that hits you with melee weapons.

#62 [X-PanelV1.dll]
ChipSpeed: —
Element: Null
Damage: —
RAM Cost: 1
Codes: BDGLS
Description: Cracks a 2x2 panels large area at a panel maximally 15 panels away.

#63 [X-PanelV2.dll]
ChipSpeed: —
Element: Null
Damage: —
RAM Cost: 2
Codes: BDGLS
Description: Cracks a 3x3 panels large area at a panel maximally 18 panels away.

#64 [X-PanelV3.dll]
ChipSpeed: —
Element: Null
Damage: —
RAM Cost: 3
Codes: BDGLS
Description: Cracks a 4x4 panels large area at a panel maximally 20 panels away.

#65 [HammerZeit.dll]
ChipSpeed: 0
Element: Null
Damage: 150
RAM Cost: 3
Codes: AFIMQ
Description: Swings a 1x1 panels large hammer down into a panel adjacent to you. If an enemy is hit, move the enemy one panel backward and remove the panel you hit. If you just hit the panel, remove a 2x3 panels large area. Enemies in the area are pushed away into an existing, unoccupied, adjacent panel.

#66 [MetGuard.dll]
ChipSpeed: —
Element: Null
Damage: —
RAM Cost: 1
Codes: ACEGL
Description: A 1x3 panels large shield is placed adjacent to the Navi who downloaded the chip for one turn. Can be set at other Navis if they have the Medic quality. Neither ally nor enemy can shoot through the shield.

#67 [IronShield.dll]
ChipSpeed: —
Element: Null
Damage: —
RAM Cost: 2
Codes: ABORT
Description: A 1x3 panels large shield is placed adjacent to the Navi who downloaded the chip. Can be set at other Navis if they have the Medic quality. Neither ally nor enemy can shoot through the shield. This shield lasts until you or an ally gets to a Custom Reload.

#68 [Recovery10.dll]
ChipSpeed: —
Element: Null
Damage: —
RAM Cost: 1
Codes: ACEGL
Description: Heals 10 HP. This chip can only be applied on other Navis if the Navi who downloaded it has the Medic Quality.

#69 [Recovery30.dll]
ChipSpeed: —
Element: Null
Damage: —
RAM Cost: 1
Codes: ACEGL
Description: Heals 30 HP. This chip can only be applied on other Navis if the Navi who downloaded it has the Medic Quality.

#70 [Recovery50.dll]
ChipSpeed: —
Element: Null
Damage: —
RAM Cost: 1
Codes: ACEGL
Description: Heals 50 HP upon use. This chip can only be applied on other Navis if the Navi who downloaded it has the Medic Quality.

#71 [Recovery80.dll]
ChipSpeed: —
Element: Null
Damage: —
RAM Cost: 2
Codes: ACEGL
Description: Heals 80 HP upon use. This chip can only be applied on other Navis if the Navi who downloaded it has the Medic Quality.

#72 [Recovery120.dll]
ChipSpeed: —
Element: Null
Damage: —
RAM Cost: 2
Codes: ACEGL
Description: Heals 120 HP upon use. This chip can only be applied on other Navis if the Navi who downloaded it has the Medic Quality.

#73 [Recovery150.dll]
ChipSpeed: —
Element: Null
Damage: —
RAM Cost: 3
Codes: ACEGL
Description: Heals 150 HP upon use. This chip can only be applied on other Navis if the Navi who downloaded it has the Medic Quality.

#74 [Recovery200.dll]
ChipSpeed: —
Element: Null
Damage: —
RAM Cost: 3
Codes: ACEGL
Description: Heals 200 HP upon use. This chip can only be applied on other Navis if the Navi who downloaded it has the Medic Quality.

#75 [Recovery300.dll]
ChipSpeed: —
Element: Null
Damage: —
RAM Cost: 4
Codes: ACEGL
Description: Heals 300 HP upon use. This chip can only be applied on other Navis if the Navi who downloaded it has the Medic Quality.

#76 [AreaSteal.dll]
ChipSpeed: —
Element: Null
Damage: —
RAM Cost: 2
Codes: AELPS
Description: Mark a target. You are now adjacent to that target. This counts as a Movement instead of an Attack.

#77 [SinkHole.dll]
ChipSpeed: —
Element: Null
Damage: —
RAM Cost: 3
Codes: FHJLN
Description: Mark a target you have line of sight to. A 5x5 panels large area around the target is now cracked.

#78 [EscapePod.dll]
ChipSpeed: —
Element: Null
Damage: —
RAM Cost: 3
Codes: FHJLN
Description: Logs out a Navi, despite hindering conditions.

#79 [Interrupt.dll]
ChipSpeed: —
Element: Null
Damage: —
RAM Cost: 3
Codes: FHJLN
Description: Mark a target, that target cannot use any chips until its next Custom Reload.

#80 [Repair.dll]
ChipSpeed: —
Element: Null
Damage: —
RAM Cost: 3
Codes: AGHKS
Description: Restores all cracked and removed panels in the field to normal.

#81 [TimeBomb.dll]
ChipSpeed: 0
Element: Null
Damage: 80
RAM Cost: 1
Codes: EGJLQ
Description: A timed bomb appears adjacent to the Navi, with three turns on the timer. Can be picked up and thrown Power*2 panels away. When the three turns are up (This includes ally and enemy turns), the bomb detonates in a 3x3 panels large explosion, originating from the panel the bomb was when the timer ticked to zero.

#82 [TimedExplosives.dll]
ChipSpeed: 0
Element: Null
Damage: 120
RAM Cost: 2
Codes: CFJLS
Description: A timed bomb appears adjacent to the Navi, with three turns on the timer. Can be picked up and thrown Power*2 panels away. When the three turns are up (This includes ally and enemy turns), the bomb detonates in a 3x3 panels large explosion, originating from the panel the bomb was when the timer ticked to zero.

#83 [TimedC4.dll]
ChipSpeed: 0
Element: Null
Damage: 160
RAM Cost: 3
Codes: ABGOP
Description: A timed bomb appears adjacent to the Navi, with three turns on the timer. Can be picked up and thrown Power*2 panels away. When the three turns are up (This includes ally and enemy turns), the bomb detonates in a 3x3 panels large explosion, originating from the panel the bomb was when the timer ticked to zero.

#84 [NormalBritishWeather.dll]
ChipSpeed: +1
Element: Water
Damage: 30
RAM Cost: 1
Codes: BGHOR
Description: A 1x1 panels large, grey, cloud appears above the Navi, and begins to rain as soon as the Navi who summoned it is not under the cloud. It remains in effect during the entire fight, but disappears when combat has been resolved. The Navi controls the cloud, with a speed of 2 Processing. This cloud automatically attacks when a target is right under it.

#85 [BucketsOfRain.dll]
ChipSpeed: +1
Element: Water
Damage: 50
RAM Cost: 2
Codes: ADIMP
Description: A 2x2 panels large, grey, cloud appears above the Navi, and begins to rain as soon as the Navi who summoned it is not under the cloud. It remains in effect during the entire fight, but disappears when combat has been resolved. The Navi controls the cloud, with a speed of 2 Processing. This cloud automatically attacks when a target is right under it.

#86 [Monsoon.dll]
ChipSpeed: 0
Element: Water
Damage: 100
RAM Cost: 3
Codes: CFJKO
Description: A 3x3 panels large, grey, cloud appears above the Navi, and begins to rain as soon as the Navi who summoned it is not under the cloud. It remains in effect during the entire fight, but disappears when combat has been resolved. The Navi controls the cloud, with a speed of 2 Processing. This cloud automatically attacks when a target is right under it.

#87 [ExplosiveMine.dll]
ChipSpeed: -3
Element: Null
Damage: 160
Codes: GHMNP
Description: The Navi hides a mine in a single panel, at most 5 panels away from him. As soon as a target enters the panel with the mine, the mine explodes in a 1x1 panels large blast. The mine reveals itself when the panel it's on becomes cracked while it's buried there. If the panel is removed, move the mine to a panel adjacent to it, revealed.

#88 [FragMine.dll]
ChipSpeed: -3
Element: Null
Damage: 180
Codes: CEGJL
Description: The Navi hides a mine in a single panel, at most 5 panels away from him. As soon as a target enters the panel with the mine, the mine explodes in a 1x1 panels large blast. The mine reveals itself when the panel it's on becomes cracked while it's buried there. If the panel is removed, move the mine to a panel adjacent to it, revealed.

#89 [ACMEMine.dll]
ChipSpeed: -3
Element: Null
Damage: 200
Codes: ABORT
Description: The Navi hides a mine in a single panel, at most 5 panels away from him. As soon as a target enters the panel with the mine, the mine explodes in a 1x1 panels large blast. The mine reveals itself when the panel it's on becomes cracked while it's buried there. If the panel is removed, move the mine to a panel adjacent to it, revealed.

#90 [RCBotV1.dll]
ChipSpeed: +2
Element: Electricity
Damage: 80
Codes: ACFNO
Description: Summons a stationary robot, who targets the closest targets and shoots a single shot per turn. The robot has 50 HP.

#91 [RCBotV2.dll]
ChipSpeed: +1
Element: Electricity
Damage: 100
Codes: BDEHI
Description: Summons a stationary robot, who targets the closest targets and shoots a single shot per turn. The robot has 70 HP.

#92 [RCBotV3.dll]
ChipSpeed: 0
Element: Electricity
Damage: 120
Codes: GJKPQ
Description: Summons a stationary robot adjacent to the Navi, who targets the closest enemy and shoots a single shot per turn. The robot has 90 HP. Its initiative counts as the Navi's, except it attacks after the Navi's turn is done.

#93 [SentryLv1.dll]
ChipSpeed: +1
Element: Null
Damage: 15
Codes: CDHIL
Description: Deploys a stationary turret adjacent to the Navi, who targets the closest enemy and shoots three times per turn. The turret has 60 HP. Its initiative counts as the Navi's, except it attacks after the Navi's turn is done.

#94 [SentryLv2.dll]
ChipSpeed: 0
Element: Null
Damage: 20
Codes: BEGHM
Description: Deploys a stationary turret adjacent to the Navi, who targets the closest enemy and shoots three times per turn. The turret has 80 HP. Its initiative counts as the Navi's, except it attacks after the Navi's turn is done.

#95 [SentryLv3.dll]
ChipSpeed: -1
Element: Null
Damage: 25
Codes: ADKNO
Description: Deploys a stationary turret adjacent to the Navi, who targets the closest enemy and shoots three times per turn. The turret has 100 HP. Its initiative counts as the Navi's, except it attacks after the Navi's turn is done.

#96 [LemonScentedCandle.dll]
ChipSpeed: —
Element: Null
Damage: —
Codes: CFIPS
Description: The Navi sets down a 1x1 panels large candle adjacent to him, which heals every Navi and Virus alike for 10 HP after every turn in a 4x4 panels large area around it, excluding the turn it was set down on. The candle has 20 HP, and cannot heal itself or other candles.

#97 [LavenderScentedCandle.dll]
ChipSpeed: —
Element: Null
Damage: —
Codes: BEGJL
Description: The Navi sets down a 1x1 panels large candle adjacent to him, which heals every Navi and Virus alike for 20 HP after every turn in a 4x4 panels large area around it, excluding the turn it was set down on. The candle has 30 HP, and cannot heal itself or other candles.

#98 [StrawberryScentedCandle.dll]
ChipSpeed: —
Element: Null
Damage: —
Codes: ADHKM
Description: The Navi sets down a 1x1 panels large candle adjacent to him, which heals every Navi and Virus alike for 30 HP after every turn in a 4x4 panels large area around it, excluding the turn it was set down on. The candle has 40 HP, and cannot heal itself or other candles.

#99 [Anubite.dll]
ChipSpeed: -2
Element: Null
Damage: —
Codes: CLMQT
Description: Deploys a statue of the god Anubis adjacent to the Navi, which once a turn shoots a pinkish beam at an enemy of your choice. If the beam connects, the enemy that got hit has now got a HPBug attached to it. HPBugs inflicted this way are cumulative.

#100 [IceCube.dll]
ChipSpeed: —
Element: Water
Damage: —
Codes: ACILM
Description: A 1x1 panels large block of ice manifests adjacent to the Navi. The block has 150 HP, and recieves double damage from Fire attacks.

#101 [RockCubes.dll]
ChipSpeed: —
Element: Null
Damage: —
Codes: BEGMO
Description: Three 1x1 panels large blocks of rock manifests in three seperate panels of the Navis choosing in a 5x5 panels large area. Each block has 150 HP.

#102 [BusterGuard.dll]
ChipSpeed: —
Element: Null
Damage: —
Codes: AGKNR
Description: Your Buster Weapon becomes MetGuard.dll for 3 turns.

#103 [BusterBomb.dll]
ChipSpeed: —
Element: Null
Damage: —
Codes: DHJOT
Description: Your Buster Weapon becomes MiniBomb.dll for 3 turns

#104 [BusterSword.dll]
ChipSpeed: —
Element: Null
Damage: —
Codes: BELPS
Description: Your Buster Weapon becomes Sword.dll for 3 turns

#105 [BusterPunch.dll]
ChipSpeed: —
Element: Null
Damage: —
Codes: CFIMQ
Description: Your Buster Weapon becomes GutsPunch.dll for 3 turns

#106 [DiskFragging.dll]
ChipSpeed: —
Element: Null
Damage: —
Codes: HKNOQ
Description: For one Custom Reload, your Custom take +1 turn to reach Custom Reload again.

#107 [DiskDefrag.dll]
ChipSpeed: —
Element: Null
Damage: —
Codes: ACELN
Description: For one Custom Reload, your Custom take -1 turn to reach Custom Reload again.

#108 [DiamondBody.dll]
ChipSpeed: —
Element: Null
Damage: —
Codes: CDLQR
Description: For the next 3 turns, halve all incoming damage.

#109 [BarrierPROTOTYPE.dll]
ChipSpeed: —
Element: Null
Damage: —
Codes: DFMRS
Description: A bubble of protection surrounds the Navi. The next attack that hits the Navi is nullified totally, then the barrier dissipates.

#110 [BubbleWrapV1.dll]
ChipSpeed: —
Element: Water
Damage: —
Codes: CEGIM
Description: A (real) bubble surrounds the Navi. The next attack that hits the Navi is nullified totally, then the bubble dissipates. It returns after three turns. It can return once.

#111 [BubbleWrapV2.dll]
ChipSpeed: —
Element: Water
Damage: —
Codes: DFHKN
Description: A (real) bubble surrounds the Navi. The next attack that hits the Navi is nullified totally, then the bubble dissipates. It returns after three turns. It can return twice.

#112 [BubbleWrapV3.dll]
ChipSpeed: —
Element: Water
Damage: —
Codes: ABLQR
Description: A (real) bubble surrounds the Navi. The next attack that hits the Navi is nullified totally, then the bubble dissipates. It returns after three turns. It can return thrice.

#113 [PhotoSynthesis.dll]
ChipSpeed: —
Element: Wood
Damage: —
Codes: CDFKQ
Description: A barrier of leaves surrounds the Navi. The next attack that hits the Navi heals the amount the attack should have damaged.

#114 [MegaBarrierWATER.dll]
ChipSpeed: —
Element: Water
Damage: —
Codes: DELRS
Description: A special barrier surrounds the Navi, which negates all attacks that deal below 25 damage. If the attack deals 25 or more damage, the barrier shatters and the Navi is damaged as if there wasn't a barrier. Electricity attacks count as double damage against the barrier, it's normal damage against the Navi.

#115 [MegaBarrierFIRE.dll]
ChipSpeed: —
Element: Fire
Damage: —
Codes: BGINT
Description: A special barrier surrounds the Navi, which negates all attacks that deal below 50 damage. If the attack deals 50 or more damage, the barrier shatters and the Navi is damaged as if there wasn't a barrier. Water attacks count as double damage against the barrier, it's normal damage against the Navi.

#116 [MegaBarrierWOOD.dll]
ChipSpeed: —
Element: Wood
Damage: —
Codes: CFJOQ
Description: A special barrier surrounds the Navi, which negates all attacks that deal below 75 damage. If the attack deals 75 or more damage, the barrier shatters and the Navi is damaged as if there wasn't a barrier. Fire attacks count as double damage against the barrier, it's normal damage against the Navi.

#117 [MegaBarrierSUPREME.dll]
ChipSpeed: —
Element: Null
Damage: —
Codes: AHKMP
Description: A special barrier surrounds the Navi, which negates all attacks that deal below 100 damage. If the attack deals 100 or more damage, the barrier shatters and the Navi is damaged as if there wasn't a barrier.