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Charge Combo

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Charge Combos, also known as Beam Combos, are special weapons featured in the first two games of the Metroid Prime Trilogy, Metroid Prime and Metroid Prime 2: Echoes. A Charge Combo is used by fully charging a beam weapon, and then combining it with a secondary weapon. This will "combine" its energy with the energy from the beam, and fire the Charge Combo.

The Special Charge Beam Attacks in Super Metroid were very similar, and acted as a precursor. Charge Combos are absent from Metroid Prime 3: Corruption because of the addition of Hypermode and a beam stacking system.

Metroid Prime and Metroid Prime 2: Echoes contain four beam weapons, and consequently, four Charge Combos. They are items like any other, which must be acquired before they can be used. With the exception of the Super Missile, all Charge Combos are entirely optional items, serving only to aid Samus in combat.

There are two types of Charge Combos as named in the Prime Inventory: Single Shot Charge Combos and Sustained Fire Charge Combos. Single Shot Charge Combos fire one blast at a time and usually deplete 5 or 10 missiles (in the case of the Darkburst, Sunburst, and Sonic Boom only use 5 missiles, but also use 30 Beam Ammo units of the respective beam). Sustained Fire Charge Combos fire a constant stream which can be stopped by Samus at will, by releasing the "Y" button or down on the D-pad, depending on the game version. Sustained Fire Charge Combos require 10 missiles to activate, and deplete 5 missiles per second afterward. (Flamethrower and Wavebuster) There is a 6-2 ratio of Single Shot combos to Sustained Fire ones. Both Sustained Fire combos are exclusive to Prime.

List of CombosEdit

Super MissileEdit

Main article: Super Missile
Super Missile

The Super Missile being used in Metroid Prime.

The Super Missile is the Charge Combo of the Power Beam, and is a Single Shot Charge Combo. Since both Prime and Echoes include the Power Beam, both games also include the Super Missile (the only Charge Combo to appear in both Prime games). The Super Missile is special, as it is the oldest of the Charge Combos, being a feature of the Metroid series since Super Metroid (though in that and other games it was a separate Missile). It is also, in the Prime games, a required item and the only required Charge Combo.

WavebusterEdit

Main article: Wavebuster
Wavebuster

The Wavebuster being used in Metroid Prime.

The Wavebuster is the Charge Combo of the Wave Beam, and is a Sustained Fire Charge Combo. The Wavebuster is found in Metroid Prime, in the Chozo Ruins area. It fires a stream of violet electricity, paralyzing enemies. It resembles the Grapple Voltage of Corruption.

Ice SpreaderEdit

Main article: Ice Spreader
Ice Spreader

The Ice Spreader being used in Metroid Prime.

The Ice Spreader is the Charge Combo of the Ice Beam, and is a Single Shot Charge Combo. Found in the Magmoor Caverns area of Metroid Prime, the Ice Spreader will coat whatever it touches in a thick layer of ice, and can be used to freeze multiple targets.

FlamethrowerEdit

Main article: Flamethrower
The Flamethrower is the Charge Combo of the Plasma Beam, and is a Sustained Fire Charge Combo. It is found on
Flamethrower

The Flamethrower being used in Metroid Prime.

the first level of Phazon Mines in the original Metroid Prime, and when fired will release a very short-ranged stream of fire, dealing immense damage to all it touches. The Flamethrower is useful against large groups of nearby enemies, as it can be swept quickly over them, burning them to ashes.

DarkburstEdit

Main article: Darkburst
Darkburst

The Darkburst being used in Metroid Prime.

The Darkburst is found in Metroid Prime 2: Echoes, the Charge Combo of the Dark Beam. It is a Single Shot Charge Combo, as are all the Charge Combos in Echoes. The Darkburst is a fairly slow-moving projectile, but on impact will create a black hole, sucking in all nearby enemies to a "dark dimension" unrelated to Dark Aether. The Darkburst needs 5 missiles and 30 dark beam ammo in order to be fired.

SunburstEdit

Main article: Sunburst
Sunburst on an Ingsmasher

A Sunburst is used on an Ingsmasher.

Again found only in Echoes, and again a Single Shot Charge Combo the Sunburst is the Charge Combo of the Light Beam. Like its counterpart the Darkburst, this weapon fires a large, slow moving projectile: a sphere of intensely bright, rainbow-tinted light. It will deal immense damage to creatures from Dark Aether. The Sunburst requires 5 missiles and 30 light beam ammo to fire. If the cluster is close to a target it will fire rays of intense heat to an opponent that is within in reach.

Sonic BoomEdit

Main article: Sonic Boom
Sonic boom

Sonic Boom as it is released from the Arm Cannon.

The Sonic Boom, the Single Shot Charge Combo of the Annihilator Beam, is the final Charge Combo of Metroid Prime 2: Echoes. This weapon, unlike the Darkburst and Sunburst, fires an extremely fast projectile; so fast, in fact, that it will instantly appear next to the target. The Sonic Boom tears a rift in space, severely damaging any nearby enemies. This Charge Combo puts the heaviest drain on Samus' resources, consuming 5 missiles, 30 light beam ammo, and 30 dark beam ammo in one blast.

Inventory dataEdit

PrimeEdit

Beam Combos

Metroid Prime

Inventory entry

The Charge Combos allow you to fire the Missile Launcher and Arm Cannon together. The combined attacks are stronger than normal blasts.
The Arm Cannon must be charged to use a Charge Combo.
When your Arm Cannon is charged, press GC Y button/Wii D-pad down to fire the Charge Combo.

Samus's Notes

The Single Shot Charge Combos fire one blast at a time. Each shot uses a number of Missiles.
Sustained Fire Charge Combos will fire as long as you have Missiles. Hold A down after you fire. It takes ten Missiles to trigger these Charge Combos, then five Missiles per second afterward.
Page down for information on the individual Charge Combos.
This data will download to the Log Book after each Charge Combo is acquired.

Super Missile

Metroid Prime

Inventory entry

The Super Missile is the Power Charge Combo.

Samus's Notes

Super Missile is a Single Shot Charge Combo. Each shot costs 5 Missiles.
Super Missiles can destroy objects made of Cordite.

Ice Spreader

Metroid Prime

Inventory entry

The Ice Spreader is the Ice Charge Combo. It can freeze targets in a wide area.

Samus's Notes

Ice Spreader is a Single Shot Charge Combo. Each shot costs 10 Missiles.
Ice Spreader is limited against aerial targets.

Wavebuster

Metroid Prime

Inventory entry

The Wavebuster is the Wave Charge Combo. This potent blast auto-seeks targets in the area.

Samus's Notes

The Wavebuster is a Sustained Fire Charge Combo. It costs 10 Missiles to activate, then 5 Missiles per second afterward.
The Wavebuster will seek enemies without a lock-on.

Flamethrower

Metroid Prime

Inventory entry

The Flamethrower is the Plasma Charge Combo. You can sweep its stream of flame across multiple targets.

Samus's Notes

Flamethrower is a Sustained Fire Charge Combo. It costs 10 Missiles to activate, then 5 Missiles per second afterward.
The Flamethrower is most effective against multiple targets in an area.

EchoesEdit

In Echoes, each Charge Combo now has a separate entry in the Inventory.


Charge Combo

Metroid Prime 2: Echoes

Inventory entry

The Charge Combos allow you to fire the Missile Launcher and Arm Cannon together.
The combined attacks are stronger than normal blasts.
The Arm Cannon must be charged to use a Charge Combo.
When your Arm Cannon is charged, press GC Y button/Wii D-pad down to fire the Charge Combo.

Samus's Notes

Charge Combos fire one blast at a time. Each shot uses a number of Missiles.
Some Beams use Ammo. When you use their Charge Combo, you will lose both Ammo and Missiles.


Bomb CombosEdit

Unused text in the code of Echoes alludes to the existence of Charge Combos involving Power Bombs at one point in the game's development. Scrapped for unknown reasons, Samus could select any beam (except the Power Beam) in Morph Ball mode and then lay a Dark, Light or Annihilator Bomb depending on whatever Beam was selected. Each Bomb would have its own effect, and none of the three would replace normal Power Bombs as a means of destroying Denzium obstructions. The Dark Bomb appeared to be similar to the Death Ball (which is in the final game, albeit in the multiplayer mode), the Light Bomb would have been a proximity explosion that could burn enemies alive, and the Annihilator Bomb would apparently suck in all nearby enemies.[1]


Dark Bomb

Metroid Prime 2: Echoes

Inventory entry

The Dark Bomb combines the power of the Dark Beam with that of the Power Bomb.
When in Morph Ball Mode, GC C-stick right to select the Dark Beam, then press GC Y button to drop a Dark Bomb.

Samus's Notes

Dark Bombs release a field of dark matter tendrils when they detonate. These tendrils can entangle and hinder enemies.
Dark Bombs are not effective against Denzium.

Light Bomb

Metroid Prime 2: Echoes

Inventory entry

The Light Bomb combines the power of the Light Beam with that of the Power Bomb.
When in Morph Ball Mode, press GC C-stick left to select the Light Beam, then press GC Y button to drop a Light Bomb.

Samus's Notes

Light Bombs do not detonate on release. They explode when an enemy enters their detection radius, or when another Light Bomb goes off.
Light Bomb explosions are white-hot, and can set enemies on fire.
The brilliance of Light Bomb explosions can blind and stun Dark creatures.
The Light Bomb is not effective against Denzium.

Annihilator Bomb

Metroid Prime 2: Echoes

Inventory entry

The Annihilator Bomb is a potent explosive, combining the Power Bomb with the energies of the Light and Dark Beams.
When in Morph Ball Mode, press GC C-stick down; to select the Annihilator Beam, then press GC Y button to drop an Annihilator Bomb.

Samus's Notes

When an Annihilator Bomb detonates, it emits a cloud of Light and Dark energy particles. These deadly particles will seek all enemies within a radius.
The Annihilator Bomb is not effective against Denzium.


ReferencesEdit




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