Now, with your standard Vulcan chip (three 10-damage shots) this isn't so bad. The Silver Bullet combo involves using attack boosting chips (And optionally a stunning chip) with one of the Vulcan Chips.This sends out a small turbine that hits a relatively wide area but does not hit many times, but hit the turbine with things like a Tornado, and it will deal that many more hits, in addition to the base attack. The 6th game adds another element to the combo - Air Wheel.The basic strategy of adding boosts applies, but the third game onward introduce terrain that doubles the damage of the Tornado, after applying boosts. Tornado (2nd game and beyond) is a humble standard chip that does eight 20-damage hits.The following are notable examples across many games, but most chip-based Game Breakers detailed further below are this in one form or another. This only got emphasized with the introduction of Color/Double Point note Sacrifices your front row's panels for +10 or +20 Atk per panel to the next chip and Full Synchro to amplify any multi-hit chip. When it comes to chips that do many weak hits, stacking boosts on them will result in damage that can shred bosses. Multi-hitting attacks can get quite powerful because any Atk-boosts apply to every individual hit - more hits will multiply the overall damage boost.If you're playing multiplayer, very rarely will you find someone who has more than this, and if you do, there's a high chance they won't be much trouble anyway. If the opponent is weak to fire, then the first hit is doubled, having 1200 damage with 600 reflected back, leading to 1800 damage. Couple that with Grass Stage and you instead deal 600 damage with 600 reflected back, leading to 1200 damage instantly. The idea was, as a spreading attack, it would hit the opponent for 300 damage, with another 300 from the prism. This effectively doubled damage and was used well with LifeSword, DoubleHero (which turned a Game-Breaker into a Game Destroyer) and was the basis for Disco-Inferno, a chip combo that utilized the normally average Heat Spread Program Advance. The way it worked is if you hit the opponent but the attack also hit the prism, the opponent would take damage from the hit AND the damage from the splash damage reflected on to them. Problem is, it also turned attacks that hit a wide area into multi-hit attacks that have all the hits register at the same exact time. This made it easier to aim attacks as you just had to hit a stationary object if you managed to land the prism in the middle of the opponent's field. Any non-breaker attack that hit it will be reflected to all spaces around it. It was nerfed in later games to only throw one, and made so some attacks could bypass it, but still a respectable chip in its own right. BN3's Anti-damage fired off three shurikens for 100 damage each, and these chips were UNLIMITED. By which we mean it negates the attack and fires back with a near instantaneous barrage of nigh-undodgeable shurikens. There are several chips of this type, but each are specific counters to types of chips (Anti-fire, anti-wood, even Anti-navi and Anti-recover), but as the name implies, Anti-damage will counter ANY source of damage. Later games rebalanced it by both increasing the MB requirement and allowing the player to only run 1 copy of it in any folder. Its MB requirement was also very low, allowing anyone to use it as a Regular Chip without needing to search for many RegUp items. This chip was an even bigger problem in the second game, where it debuted, as the player could put five of them in their folder, allowing the player to demolish bosses by unloading Program Advances in quick succession. In multiplayer, it forces an opponent with unexpended chips to consider discarding them for a new hand. It always comes in *-code so it goes into any folder.
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