Roll chip series (BN6)

Chip series (BN6)
Revision as of 15:02, 6 July 2024 by Playerzero (talk | contribs)
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.

  • 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.
  • The user is always healed for the total damage Roll would have dealt even if she was unable to attack.
  • 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.

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.

If aiming for optimization, Chip Icon 6 Mega 003.png Roll3 is used over the two weaker versions due to competitive Mega Chip slots, and stacking damage boosts on one Roll rather than splitting boosts between two Rolls will save a Mega Chip slot.

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 players often build their folder around Emotion Bug to take advantage of these game-deciding HP swings. Common appendages to support retaining Emotion Bug such as Shield, Reflect, AntiDmg and Chip Icon 6 Giga 004 Falzar.png HubBatc (to acquire Shield and perhaps stall Custom Bug) can also help Roll players take less damage and avoid using Roll too early to gain full value from the potential healing.

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.