Mega Man Battle Network 2 - The Power of Remobit

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Remobit isn’t the type of Chip you’d think is suitable for boss fights, with it being rather slow and unwieldy, but with the right setup and a chunk of luck, it can be used effectively against a few of BN2’s bosses. I’ll be using Remobit to defeat GateMan, ToadMan, and FreezeMan. Here are the details.

First up is a breakdown of the Remobit series of Chips. In BN2, all 3 variants of Remobit deal 80 damage, with the differentiation between them being the speed and direction of the Remobit as it hovers over enemy territory. In terms of speed, oddly, Remobit 2 is the fastest, 1 takes the middle spot, and 3 is the most sluggish. It’s imperative to choose the type whose movement synchronizes well with the boss you’re fighting. GateMan gets zapped by Remobit 3, while the two water-elemental bosses fall to Remobit 2.

Concerning the flight path of each type, it’s largely irrelevant for boss fights, since the general principle to follow is to use AreaGrab and limit the range of Panels under Remobit’s surveillance. All three types start their journey at the top right enemy panel. Remobit 1 moves down once and then focuses on sideways movement while changing rows, whereas Remobit 2 and 3 instead move vertically and shift between columns upon reaching the end of one. Area locking is pointless, as Remobit will still travel over red panels rather than staying in place and repeatedly striking the single blue panel available.

There’s a peculiar quirk to Remobit’s lightning strike to be cognizant of, and I’m not sure if it highlights a case of poor design or an instance of shoddy programming. Ice panels don’t bestow their usual effect of helpfully doubling the damage that electric attacks deal when they’re struck by Remobit. Evidently, the game considers the panel-cracking effect of the attack prior to calculating damage, so laying down an IceStage is fruitless, and FreezeMan is sadly spared his usual quad-damage fate.

With that detailed, here’s how each boss fares against Remobit.

GateMan: As is par for the course with this guy, the entire difficulty here comes down to luck. Manipulating your chip draws to get a timely Elec +160 is the easy part. The hard part is dealing with the ever-uncooperative GateMan and his ungentlemanly habit of refusing to warp to the required panel and instead deciding to just shoot you or the poor, freshly summoned Twisty. Even if the initial setup goes swimmingly, with GateMan paralyzed by ZapRing and suffering his first electrocution, there’s no guarantee that he won’t just summon soldiers and ruin your afternoon.

The ideal future is where GateMan steps one panel downward after each hit from Remobit, leaving hollow panels in his wake as Remobit 3 lazily tails him, resulting in an embarrassing blunder where GateMan corners himself. From this disadvantaged position, any soldiers conjured blithely march to oblivion and vaporize in a puff of smoke. Further insult is piled on by the Twisty rendering the similarly named but wholly unrelated RemoGate entirely ineffective. Remobit 3’s languid pace proves beneficial at the end, giving just enough time for GateMan’s top panel to reform and giving GateMan the chance to foolishly jump to said panel, sealing his demise.

ToadMan: The first successful attempt I had at this involved the usage of PanelGrab to pin the bottom lily pad to the back column. It was while watching this attempt that I was hit by the epiphany that no terrain manipulation is demanded here at all. The only thing you need to bring to this showdown is a juiced-up, turbocharged Remobit 2; the lily pads will do the rest of the work for you. Knowing this, my focus shifted entirely to RNG manipulation, shuffling Chips around in the folder to get four Elec +40s to spawn immediately for a single-turn win.

Think of this as GateMan lite. ToadMan reliably scarpers to the opposing lily pad whenever MegaMan steps into his row, but when below half-health, ToadMan’s inclination to briefly hide before emerging to deliver a crisp pimp slap to your face increases dramatically. To counter this, I step into ToadMan’s row directly after parrying his harmonious tune; this generally goads him into moving desirably.

FreezeMan: To nobody’s bewilderment, the sedentary FreezeMan is the easiest mark for Remobit. The usual ZapRing opening aside, Remobit 2’s superior mobility makes it the clear winner. It’s the only one of the three with enough pep in its step to interrupt FreezeMan and prevent him from casting his ice barrier. Unlike with ToadMan, shielding FreezeMan’s attacks is completely uncalled for and serves only as uncouth gloating, which is exactly why I do it—multiple times, in fact.

Timestamps:

00:00 - GateMan
00:40 - ToadMan
01:00 - FreezeMan

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