Flash Bomb chip series (BN6)

Chip series (BN6)
Revision as of 18:53, 19 October 2022 by Bigfarts (talk | contribs) (Reverted edits by Bigfarts (talk) to last revision by Move page script)
File:Chip 6 062.png
File:Chip Icon 6 062.png FlshBom1
DescriptionThrw dlyd stun bomb 3sq fwd.
Class[[Chips (BN6)#|]] Standard
Library #62
ElementNull Null
Attack power40
CodesJ L Q *
MB30 (max 3 copies)
File:Chip 6 063.png
File:Chip Icon 6 063.png FlshBom2
DescriptionThrw dlyd stun bomb 3sq fwd.
Class[[Chips (BN6)#|]] Standard
Library #63
ElementNull Null
Attack power70
CodesG K R
MB34 (max 3 copies)
File:Chip 6 064.png
File:Chip Icon 6 064.png FlshBom3
DescriptionThrw dlyd stun bomb 3sq fwd.
Class[[Chips (BN6)#|]] Standard
Library #64
ElementNull Null
Attack power100
CodesH P S
MB38 (max 3 copies)


They take 50f to land and 60f after it lands on an open panel, it goes off. Flash attack Invis-pierces. If the opponent stands under them they will deal their base damage and apply flashing. Attacks only the enemy area, regardless of where it landed. FlashBomb 1 stuns for 90f, while FlashBombs 2 & 3 both stun for 150f. FlashBomb 3 applies blind for 480f. FlashBomb 3 inflicts blind status, but it does so by spawning an additional hitbox 1 frame after the initial one. This second hitbox does 0 damage, flinches, and inflicts blind. 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. If an AntiDamage blocks the damage from FlashBomb 3, then it will also prevent the blind status. If the AntiMagic NCP blocks the damage from FlashBomb 3 though, it will not prevent blind, and if SuperArmor is not equipped then it will also cause the thrown star to deal 0 damage. SlashMan does not spawn on a panel occupied by FlashBomb. FlashBomb has 10, 15 and 20 HP respectively.

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