Search Chaos has a seven-square targeted shot as its charge shot, dealing 300 damage to all enemies it hits.In situations where your Busting Rank doesn't matter, you can spam Dark Invis all fight and hope that enough hits connect to finish off the enemy. Shadow Chaos has Dark Invis, which turns MegaMan fully invincible but uncontrollable as he jumps around the battlefield, firing buster shots and using previous chips attacks or even Program Advances at random.When used on a target that can't get pushed back further, they end up taking five to six 100-damage hits, letting you pulverize bosses after a single Area Grab. Knight Chaos has Dark Drill, which is a stronger and longer-lasting version of your standard Drill Arm chips.They only become available in the last few chapters of the game, but once you gain access to them they easily level many virus encounters. Proto Chaos and Toad Chaos are very strong Chaos Unisons with high-damage wide-area attacks.They have much less utility in Liberation Missions, though, since you're forced to have less time with the Chaos Unison during a liberation battle, and your teammates cannot tap into this power. The supposed drawback is that mistiming the shot summons an invincible enemy on the opposite side of the field, but that can be bypassed with Pause Scumming, allowing you to fire off incredibly strong attacks in a single turn to trivialize most encounters. The Chaos Unisons change your Charge Shot into the Dark Chip used to enter them, without triggering any of their negative side effects.The Soul's only downside is its utterly terrible Charge Shot, but given its combo potential, it's unlikely you'll be using your buster anyways. It also grants all your neutral chips +10 ATK, effectively doubling the damage dealt by the infamous Vulcan chips. It automatically gives you ten chips in the Custom window, making it very easy to get the ones you need to form a powerful combo. Number Soul is just as broken as Search Soul.The Soul's only downside is that the Cursor chips required to enter it are either situational or downright terrible on their own. This makes it ridiculously easy to dig through your folder for whatever you need and set up Program Advances, and adding in Custom+ programs to boost the number of chips you get each turn just makes it easier. You can do this even while selecting a chip to use and then shuffling the rest to keep that chip on standby. Its power is to "shuffle" your currently available battle chips, up to three times a turn.
Designated Villain: In Team Colonel, Dingo's reason for stealing the booster system is probably a bit too sympathetic for what the game is going for, especially considering it portrays him as unambiguously wrong for the theft.
The story is also better regarded than 4's Excuse Plot Tournament Arc, but still not all that great compared to the stories of earlier games. While it has better reception than Battle Network 4 - near-universally agreed to be the weakest entry - Battle Network 5 still holds onto many of the gameplay changes that occurred going from 3 to 4, namely the nerfing Program Advances and gameplay balance focusing on Double Souls and their unique abilities. Contested Sequel: This game is the most polarizing in the series.