Trans Arm: Difference between revisions
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*Each Arm can only be used once per battle. | *Each Arm can only be used once per battle. | ||
*Using the Full Power Arm chip during battle allows all Trans Arms used up to that point to be used again. If MegaMan is currently in a Trans Arm, that Arm's turn count will also be reset to the max. | *Using the Full Power Arm chip during battle allows all Trans Arms used up to that point to be used again. If MegaMan is currently in a Trans Arm, that Arm's turn count will also be reset to the max. It will not restore Search Arm's Shuffle unless you go into the form again. | ||
==Trans Arm Abilities== | ==Trans Arm Abilities== | ||
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* Elec chips gain +20 attack power. Elec PAs will also be boosted. | * Elec chips gain +20 attack power. Elec PAs will also be boosted. | ||
* | * Elementless, non-dimming chip inflicts Paralyze if it is the first chip used that turn. Elementless PAs will also be boosted. | ||
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!'''Abilities''' | !'''Abilities''' | ||
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* Aqua chips gain + | * Aqua chips gain +20 attack power. Aqua PAs will also be boosted. | ||
* Recovers 5% of max HP when using an Aqua chip or Aqua PA. | * Recovers 5% of max HP when using an Aqua chip or Aqua PA. | ||
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* Sword chips gain +40 attack power. Sword PAs will also be boosted. | * Sword chips gain +40 attack power. Sword PAs will also be boosted. | ||
* | * Elementless chips gain +10 attack power. Elementless PAs will also be boosted. | ||
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!'''Charge Shot''' | !'''Charge Shot''' | ||
|''Flame Charge'' (20 x Buster Attack + | |''Flame Charge'' (20 x Buster Attack + 30) Fire attack. | ||
|- | |- | ||
!'''Abilities''' | !'''Abilities''' | ||
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* Fire chips gain +40 attack power. Fire PAs will also be boosted. | * Fire chips gain +40 attack power. Fire PAs will also be boosted. | ||
* Buster Attack stat | * Can select 1 more chip in the Custom Screen (max 8) until a different Trans Arm is selected (even after the form expires). | ||
* MegaBuster shots deal +1 damage while the form is active (this is not +1 to Buster Attack stat). | |||
|} | |} | ||
== | ==Notes== | ||
*AquaArm's ability is explained incorrectly in the game. It says it will heal 5% of the chip used, but it actually heals according to MegaMan's max HP. | *AquaArm's ability is explained incorrectly in the game. It says it will heal 5% of the chip used, but it actually heals according to MegaMan's max HP. | ||
*FlameArm's Custom+1 ability is not explained in the game. | |||
[[Category:Rockman EXE Legend of Network]] [[Category:Transformations]] | [[Category:Rockman EXE Legend of Network]] [[Category:Transformations]] |
Latest revision as of 08:54, 3 November 2024
This section is under construction. |
The information may not be complete or 100% accurate. |
Trans Arm (トランスアーム) is the main transformation system in Rockman EXE Legend of Network.
How to Use
To perform Trans Arm, the player must first press the ARM button, then select the respective element chip to unite with MegaMan (the chip CAN be a Regular Chip). The transformation will last 3 turns or until it is overwritten by another Arm. Certain Skill Programs have the ability to increase the number of turns.
- Each Arm can only be used once per battle.
- Using the Full Power Arm chip during battle allows all Trans Arms used up to that point to be used again. If MegaMan is currently in a Trans Arm, that Arm's turn count will also be reset to the max. It will not restore Search Arm's Shuffle unless you go into the form again.
Trans Arm Abilities
Notes
- AquaArm's ability is explained incorrectly in the game. It says it will heal 5% of the chip used, but it actually heals according to MegaMan's max HP.
- FlameArm's Custom+1 ability is not explained in the game.