Roll chip series (BN6): Difference between revisions

Chip series (BN6)
m (Text replacement - "Navplate chips" to "Navplate chips 6")
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{{Infobox chip
{{Infobox chip
|gamenumber=6
|gamenumber=6
|internalid=221
|sortorder=221
|name=Roll
|name=Roll
|fullname=Roll
|series=Roll
|description=Attacks enmy,then heals you
|description=Attacks enmy,then heals you
|class=Mega
|class=Mega
|librarysection=Mega
|number=1
|number=1
|element=Null
|element=None
|damage=20
|damage=20
|mb=20
|mb=20
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{{Infobox chip
{{Infobox chip
|gamenumber=6
|gamenumber=6
|internalid=222
|sortorder=222
|name=Roll2
|name=Roll2
|fullname=Roll V2
|series=Roll
|description=Attacks enmy,then heals you
|description=Attacks enmy,then heals you
|class=Mega
|class=Mega
|librarysection=Mega
|number=2
|number=2
|element=Null
|element=None
|damage=40
|damage=40
|mb=40
|mb=40
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{{Infobox chip
{{Infobox chip
|gamenumber=6
|gamenumber=6
|internalid=223
|sortorder=223
|name=Roll3
|name=Roll3
|fullname=Roll V3
|series=Roll
|description=Attacks enmy,then heals you
|description=Attacks enmy,then heals you
|class=Mega
|class=Mega
|librarysection=Mega
|number=3
|number=3
|element=Null
|element=None
|damage=60
|damage=60
|mb=60
|mb=60
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}}
}}


The '''Roll Navi chip series''' are Screen-dimming Mega chips that summons Roll to deal three hits of {{Element|6|None}} element [[Statuses_(BN6)#Flinching|Flinching]] damage, then heals MegaMan for the amount of damage Roll dealt. The user is always healed for the total damage Roll would have dealt even if she did not deal damage or was unable to attack.


Can be used over broken/hole panels.
* {{Chip|6|Roll}} deals 20 damage per hit, totalling 60 damage and healing.
Roll heals equal to how much damage she would’ve dealt, even if she was unable to attack. This is also how much damage would be dealt if she was to be AntiRecovery’d.
* {{Chip|6|Roll V2}} deals 40 damage per hit, totalling 120 damage and healing.
* {{Chip|6|Roll V3}} deals 60 damage per hit, totalling 180 damage and healing.


{{Navplate chips 6}}
===Notes===
* Roll can be used over broken/hole panels.
* Roll cannot attack the enemy if
** they are on/behind the user's column, or
** they are directly behind an object.
* {{Chip|6|Anti Recovery}} cuts the Roll user's HP for the chip's base total damage, regardless of how the user boosts the chip's damage before using it. Example: When the player uses a {{Chip|6|Roll V3}} attached with {{Chip|6|Attack +30}} to trigger the enemy's {{Chip|6|Anti Recovery}}, the user's HP will still be cut by 180.
* If Roll is taken by a player's {{Chip|6|Anti Navi}}, Roll will not trigger the other player's {{Chip|6|Anti Recovery}}, and will proceed to attack (if able) and heal as normal.
* Roll 1 can be added multiple times to the folder because of the low MB value.
 
==Competitive Overview==
The '''Roll Navi chip series''' exchanges a Mega Chip slot(s) for a powerful healing option. While boasting deceptively low damage on paper, {{Chip|6|Roll V3}}'s 360 HP swing at base is nothing to scoff at, and damage boosts will make Roll even more threatening. Roll is often used with [[Emotion_Bug_(BN6)|Emotion Bug]] to take advantage of these game-deciding HP swings.
 
{{Chip|6|Roll V3}} is often used over the two weaker versions due to the competitive Mega Chip slots. It's often easier to use damage boosts on one Roll rather than splitting boosts between multiple Roll chips.
 
Some common {{Chip|6|Roll V3}} damage/heal values to consider:
* {{Chip|6|Roll V3}} at base deals 180 damage (will not break a fresh {{Chip|6|Barrier 200}}).
* {{Chip|6|Roll V3}} + {{Chip|6|Attack +30}} deals 90x3=270 damage.
* {{Chip|6|Roll V3}} + a full value {{Chip|6|Double Point}} deals 120x3=360 damage.
* {{Chip|6|Roll V3}} + {{Chip|6|Attack +30}} + a full value {{Chip|6|Double Point}} deals 150x3=450 damage.
({{Chip|6|Navi +20}} is not mentioned due to its next to no usage in PvP)
 
Notice that when any of these values are doubled by gaining [[Statuses_(BN6)#Full Synchro|Full Synchro]] or [[Statuses_(BN6)#Anger|Anger]] from landing Counter hits or [[Emotion_Bug_(BN6)|Emotion Bug]], the damage/heal values become incredibly high, and some double damage combinations even break {{Chip|6|Life Aura}} on the first hit.
 
Roll is often used in folders that utilize a number of Multi Hitting chips. This allow chips such as {{Chip|6|Attack +30}} and {{Chip|6|Double Point}} to have multiple options. This can be especially effective when combined with both Screen Dimming, and non Screen Dimming chips. Common examples include, {{Chip|6|Risky Honey 2}} or  {{Chip|6|Super Vulcan}}. By having multiple options, this forces the opponent to make a guess if a Dimming or a non Dimming attack is coming. This could allow for openings in their defenses, or creates opportunities for these chips to land.
 
Roll is most commonly used in [[List_of_chips_by_code_(BN6)#R|R-Code]] folders. This allows it to be used alongside other powerful chips that are in the code such as {{Chip|6|Meteors}} or {{Chip|6|Assassin Sword}}.
 
===Counterplay===
Most traps and defenses are very effective versus Roll.
* Defenses that negate/mitigate damage such as {{Chip|6|Barrier 200}}, {{Chip|6|Anti Damage}} reduces the HP swing value.
* {{Chip|6|Anti Recovery}} negates the damage and even cuts the user's HP instead of healing them.
* {{Chip|6|Anti Navi}} steals Roll with all damage boosts included.
 
If Roll is played with [[Emotion_Bug_(BN6)|Emotion Bug]] and the player is forced to use {{Chip|6|Bug Fix}}, they will lose the potential double damage from Roll afterwards.
 
Roll and damage boosting chips are usually not wanted early in the Custom Screen. While [[Dust Cross]] and [[Charge Cross]] can somewhat deal with this problem (by using Trash Chute and increasing Custom size, respectively), going into them means the user loses access to Base MegaMan's [[Emotion_Bug_(BN6)|Emotion Bug]], protective B+Left abilities, and their late game capabilities (e.g. Charge Cross's Charge Shot to nullify {{Chip|6|Bug Death Thunder}})
 
In a Damage Judge situation, Roll's heal might let the enemy deal more damage to the user, causing the player to lose the round. {{Chip|6|Fast Gauge}} can be used to accelerate the game towards this case.
{{Navplate chips (BN6)}}

Latest revision as of 15:39, 6 July 2024

Chip 6 Mega 001.png
Chip Icon 6 Mega 001.png Roll
DescriptionAttacks enmy,then heals you
Full nameRoll
ClassMega
Library #1
ElementNone None
Attack power20
CodesR *
MB20 (max 4 copies)
Chip 6 Mega 002.png
Chip Icon 6 Mega 002.png Roll2
DescriptionAttacks enmy,then heals you
Full nameRoll V2
ClassMega
Library #2
ElementNone None
Attack power40
CodesR
MB40 (max 2 copies)
Chip 6 Mega 003.png
Chip Icon 6 Mega 003.png Roll3
DescriptionAttacks enmy,then heals you
Full nameRoll V3
ClassMega
Library #3
ElementNone None
Attack power60
CodesR
MB60 (max 1 copy)

The Roll Navi chip series are Screen-dimming Mega chips that summons Roll to deal three hits of Element 6 None.png None element Flinching damage, then heals MegaMan for the amount of damage Roll dealt. The user is always healed for the total damage Roll would have dealt even if she did not deal damage or was unable to attack.

  • Chip Icon 6 Mega 001.png Roll deals 20 damage per hit, totalling 60 damage and healing.
  • Chip Icon 6 Mega 002.png Roll2 deals 40 damage per hit, totalling 120 damage and healing.
  • Chip Icon 6 Mega 003.png Roll3 deals 60 damage per hit, totalling 180 damage and healing.

Notes

  • Roll can be used over broken/hole panels.
  • Roll cannot attack the enemy if
    • they are on/behind the user's column, or
    • they are directly behind an object.
  • Chip Icon 6 Standard 191.png AntiRecv cuts the Roll user's HP for the chip's base total damage, regardless of how the user boosts the chip's damage before using it. Example: When the player uses a Chip Icon 6 Mega 003.png Roll3 attached with Chip Icon 6 Standard 197.png Atk+30 to trigger the enemy's Chip Icon 6 Standard 191.png AntiRecv, the user's HP will still be cut by 180.
  • If Roll is taken by a player's Chip Icon 6 Standard 188.png AntiNavi, Roll will not trigger the other player's Chip Icon 6 Standard 191.png AntiRecv, and will proceed to attack (if able) and heal as normal.
  • Roll 1 can be added multiple times to the folder because of the low MB value.

Competitive Overview

The Roll Navi chip series exchanges a Mega Chip slot(s) for a powerful healing option. While boasting deceptively low damage on paper, Chip Icon 6 Mega 003.png Roll3's 360 HP swing at base is nothing to scoff at, and damage boosts will make Roll even more threatening. Roll is often used with Emotion Bug to take advantage of these game-deciding HP swings.

Chip Icon 6 Mega 003.png Roll3 is often used over the two weaker versions due to the competitive Mega Chip slots. It's often easier to use damage boosts on one Roll rather than splitting boosts between multiple Roll chips.

Some common Chip Icon 6 Mega 003.png Roll3 damage/heal values to consider:

(Chip Icon 6 Standard 198.png Navi+20 is not mentioned due to its next to no usage in PvP)

Notice that when any of these values are doubled by gaining Full Synchro or Anger from landing Counter hits or Emotion Bug, the damage/heal values become incredibly high, and some double damage combinations even break Chip Icon 6 Standard 184.png LifeAur on the first hit.

Roll is often used in folders that utilize a number of Multi Hitting chips. This allow chips such as Chip Icon 6 Standard 197.png Atk+30 and Chip Icon 6 Standard 200.png DblPoint to have multiple options. This can be especially effective when combined with both Screen Dimming, and non Screen Dimming chips. Common examples include, Chip Icon 6 Standard 040.png RskyHny2 or Chip Icon 6 Standard 008.png SuprVulc. By having multiple options, this forces the opponent to make a guess if a Dimming or a non Dimming attack is coming. This could allow for openings in their defenses, or creates opportunities for these chips to land.

Roll is most commonly used in R-Code folders. This allows it to be used alongside other powerful chips that are in the code such as Chip Icon 6 Standard 111.png Meteors or Chip Icon 6 Standard 087.png AssnSwrd.

Counterplay

Most traps and defenses are very effective versus Roll.

  • Defenses that negate/mitigate damage such as Chip Icon 6 Standard 182.png Barr200, Chip Icon 6 Standard 189.png AntiDmg reduces the HP swing value.
  • Chip Icon 6 Standard 191.png AntiRecv negates the damage and even cuts the user's HP instead of healing them.
  • Chip Icon 6 Standard 188.png AntiNavi steals Roll with all damage boosts included.

If Roll is played with Emotion Bug and the player is forced to use Chip Icon 6 Standard 178.png BugFix, they will lose the potential double damage from Roll afterwards.

Roll and damage boosting chips are usually not wanted early in the Custom Screen. While Dust Cross and Charge Cross can somewhat deal with this problem (by using Trash Chute and increasing Custom size, respectively), going into them means the user loses access to Base MegaMan's Emotion Bug, protective B+Left abilities, and their late game capabilities (e.g. Charge Cross's Charge Shot to nullify Chip Icon 6 Giga 005 Falzar.png BgDthThd)

In a Damage Judge situation, Roll's heal might let the enemy deal more damage to the user, causing the player to lose the round. Chip Icon 6 Standard 175.png FstGauge can be used to accelerate the game towards this case.