File:Chip 180.png | |
File:Chip Icon 180.png Barrier | |
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Description | Nullifies 10 HP of damage |
Class | [[Chips (BN)#|]] Standard |
Library # | 180 |
Element | Null Null |
Attack power | — |
Codes | AFR* |
MB | 7 |
Part of program advances | Some use of "" in your query was not closed by a matching "". |
File:Chip 181.png | |
File:Chip Icon 181.png Barr100 | |
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Description | Nullifies 100 HP of damage |
Class | [[Chips (BN)#|]] Standard |
Library # | 181 |
Element | Null Null |
Attack power | — |
Codes | HOY |
MB | 30 |
Part of program advances | Some use of "" in your query was not closed by a matching "". |
File:Chip 182.png | |
File:Chip Icon 182.png Barr200 | |
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Description | Nullifies 200 HP of damage |
Class | [[Chips (BN)#|]] Standard |
Library # | 182 |
Element | Null Null |
Attack power | — |
Codes | KUW |
MB | 52 |
Part of program advances | Some use of "" in your query was not closed by a matching "". |
Does not wear off. Barriers must be blown off by wind or acquire enough accumulated damage to be destroyed. If Barrier is used while invisible, some strange events occur. Chips that deal damage upon impact such a CornShot would not deal damage to the Barrier. Meanwhile, attacks with lasting hitboxes like ElecCross and DollThunder will almost instantly remove the Barrier when they normally wouldn’t. Normal Mega Buster shots & Beast Buster deal damage to Barriers twice while Megaman is flashing. If the damage from a FlashBomb 3 destroys a Barrier, then the blind status will be inflicted without the Barrier being able to block it.