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Blaster Battle Mode is an extra mode in Blaster Master Zero that was added in Version 1.5 and is exclusive to the Nintendo Switch version of the game. It is a mode that allows two players to challenge one another in combat.

Choose a character[]

*Requires that the EX Character is purchased

Match Type[]

  • Top-Down View: Characters play as they do in dungeons.
  • Sideview: Characters can use SOPHIA III or fight outside of the vehicle.

Rules[]

  • 1 Stock: The player that KOs the opponent once wins.
  • 3 Stock: The player that KOs the opponent three times wins.
  • 5 Stock: The player that KOs the opponent five times wins.
  • Time 1 min.: The player with the most KOs after one minute wins.
  • Time 3 min.: The player with the most KOs after three minutes wins.
  • Time 5 min.: The player with the most KOs after five minutes wins.

Stage[]

  • Area 1: Arena without hazards or gimmicks in Top-Down View. Symmetrical arena with four three-wide platforms in Sideview.
  • Area 2: Ring-shaped arena with acid in the middle and outer edges, with rising and falling acid makes the arena smaller in Top-Down View. Asymmetrical arena with four two-wide platforms, three acid puddles, and five ceiling objects in Sideview.
  • Area 3: Arena with four conveyor belts, two electric fences, and 27 breakable blocks in Top-Down View; based on the Lair of Obliteration Lasers. Asymmetrical arena with three right-moving conveyor belts and four left-moving conveyor belts, two sets of spikes, two two-wide platforms, and a central wall in Sideview.
  • Area 4: Symmetrical arena with four walls and seven water pits in Top-Down View. Arena without hazards or gimmicks in Sideview; based on the Lair of Ribbiroll.
  • Area 5: Arena without hazards or gimmicks in Top-Down View; based on the Lair of Ambush Room. Asymmetrical underwater arena with uneven ground and ceiling, two three-wide platforms, and upward and downward currents
  • Area 6: Asymmetrical arena with ice and seven walls in Top-Down View; based on the Lair of Remote Blaster. Asymmetrical icy arena with walls, overhangs, and 27 breakable blocks in Sideview.
  • Area 7: Symmetrical arena with breakable blocks along most of the perimeter and lava pits in Top-Down View. Asymmetrical arena with three three-wide hard platforms and two six-wide hard platforms, breakable terrain, and lava at the bottom and sides in Sideview.
  • Area 8: Symmetrical arena with four two-by-two spike traps and two two-by-three spike traps, as well as spikes along the perimeter in Top-Down View; based on the Lair of Underworld Lord. Asymmetrical arena with eight two-by-two blocks, four two-by-two breakable spikes, and spikes along the bottommost area in Sideview
  • Random: Picks any of the arenas within the Match Type.

Characters[]

Character Top-Down View Sideview
Main Sub Other Main Sub Manuever Out of Tank
Jason Blaster

Long Range
Penetrator
Diffusion
Auto
Reflect
Striker
Flame; does not burn opponents
Wave

Grenade Bomb

Ignition Bomb
Flash Bomb; causes opponent to behave as if taking damage without receiving damage

Energy Guard

Starts with 1 Gun Energy; can be increased by obtaining Gun Capsules
Starts with full Sub-weapon capacity; can be replenished with Sub-weapon Capsules

Acceleration Blast Warhead Missiles

Spark Tackle
Shield Mine

Hover Pack Blaster Rifle
Gunvolt Cerberus; cannot tag opponent, only deals damage Dragonsphere

Luxcaliber
Voltaic Chains

Flashfield

Prevasion; uses twice as much EP as normal
Starts with 1 SP; SP replenishes over time
Starts with full EP; EP replenishes over time or with Gun and Sub-weapon Capsules

Laser Shot Thunder Breaker Jump Booster Cerberus; cannot tag opponent, only deals damage

Flashfield
Kick Climb

Ekoro Desert Angel Homing Shot

Angelic Grenade; opponents not hit by explosion still behave as if taking damage without receiving damage Ekoro Kick
Doki Doki Field; opponents are not slowed down

Starts with 4 HG; can be replenished by dealing damage with Desert Angel or with Gun and Sub-weapon Capsules Crusher Shot Homing Missile Hover Pack Desert Angel

Hovering

Shantae Ponytail Fireball; does not burn opponents

Storm Puff
Scimitar

Mutant Dance; bullets travel faster than normal

Elephant Dance
Brainy Dance
Starts with full MM; can be replenished with Gun and Sub-weapon Capsules

Maximum Shot Shield Mine Hover Pack Ponytail

Monkey Dance

Shovel Knight Ultimate Shovel Blade Fishing Rod

Throwing Anchor
War Horn

Stalwart Plate

Ornate Plate
Blaster Master Mail; uses four times as much MP as normal
Starts with full MP; can be replenished with Gun and Sub-weapon Capsules

Cannon Shot Warhead Missiles Jump Booster Shovel Blade

Shovel Drop

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