Magnet Soul(BN5): Difference between revisions

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While in '''Magnet Soul'''
While in '''Magnet Soul'''


Equipped with Elec Body. Taking x2 Damage from Wood Chips. As well as being able to step on Mag Panels without being pulled around
You are Equipped with Elec Body. Taking x2 Damage from Wood Chips. As well as being able to step on Mag Panels without being effected by there Movement Pulling Effects


Gain the ability to Chip charge non-dimming Elec chips for x2 damage.
Gain the ability to Chip charge non-dimming Elec chips for x2 damage.


You gain a Back-B ability Magnet Field which allows you to inflict the Immobilize status to the opponent if they are in the same row as you.
You gain the Back-B ability Magnet Field which allows you to inflict the Immobilize status to the opponent if they are in the same row as you.
 
Your Charge Shot becomes Mag Bolt, a 1 Tile Magnet that hits in front of you and if Applicable will pull your opponent towards you, This Only works while the Mag Bolt is on the Enemy's field, Mag Bolt this hits for Elec Damage and Causes Paralysis if your Opponent does not have Status Guard but does not do Flinching Damage


Mag Bolt Scaling  
Mag Bolt Scaling  


(80i Charge Time)
[80i,75i,70,65,60i Charge Time depending On Charge Level 1-5]


(10xBuster attack + 30)
[10xBuster attack + 30]


(40,50,60,70,80,90,100,110,120)
[40,50,60,70,80,90,100,110,120]
 
[This Counts the Scaling for Buster Ups Past Attack Level 5 This Caps at Level 9.]


'''Magnet Chaos''' Requires '''Dark Thunder''' to Unison with
'''Magnet Chaos''' Requires '''Dark Thunder''' to Unison with
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While in '''Magnet Chaos'''
While in '''Magnet Chaos'''


Your CS Becomes Dark Thunder hitting in a 1x1 One Panel Ahead of you. Dark Thunder will try to track the opponent hitting for Elec and Paralyzing Damage
Your CS Becomes Dark Thunder hitting in a 1x1 One Panel Ahead of you. Dark Thunder will try to track the opponent hitting for Elec and Paralyzing Damage,
 
Chaos Unison CS's can be used multiple times until you Fail the Chargeshot Skill Check in which Point you will be Reverted Back to Normal Megaman.

Revision as of 02:14, 28 July 2023

Magnet soul is the First Double Soul you obtain from Magnet Man in the Second Liberation mission in Team Protoman

Requires the sacrifice of an Elec chip to unison with Magnet Soul

While in Magnet Soul

You are Equipped with Elec Body. Taking x2 Damage from Wood Chips. As well as being able to step on Mag Panels without being effected by there Movement Pulling Effects

Gain the ability to Chip charge non-dimming Elec chips for x2 damage.

You gain the Back-B ability Magnet Field which allows you to inflict the Immobilize status to the opponent if they are in the same row as you.

Your Charge Shot becomes Mag Bolt, a 1 Tile Magnet that hits in front of you and if Applicable will pull your opponent towards you, This Only works while the Mag Bolt is on the Enemy's field, Mag Bolt this hits for Elec Damage and Causes Paralysis if your Opponent does not have Status Guard but does not do Flinching Damage

Mag Bolt Scaling

[80i,75i,70,65,60i Charge Time depending On Charge Level 1-5]

[10xBuster attack + 30]

[40,50,60,70,80,90,100,110,120]

[This Counts the Scaling for Buster Ups Past Attack Level 5 This Caps at Level 9.]

Magnet Chaos Requires Dark Thunder to Unison with

As for abilities, Every Chaos Soul retains every Base Soul Ability except for the CS

While in Magnet Chaos

Your CS Becomes Dark Thunder hitting in a 1x1 One Panel Ahead of you. Dark Thunder will try to track the opponent hitting for Elec and Paralyzing Damage,

Chaos Unison CS's can be used multiple times until you Fail the Chargeshot Skill Check in which Point you will be Reverted Back to Normal Megaman.