Use Spreader when a single-target shot is too narrow and the right move is to make the point of impact matter to the nearby area as well, catching clustered targets or forcing motion around the hit.
Skills in this repository
Hmbown/mmbnchips - Page 2
SkillsMP has collected 94 skills from Hmbown/mmbnchips. Open a skill to review its source and details.
Hmbown/mmbnchipsShowing 40 of 94 collected skills.
Use Step Sword when the target is identifiable but not within easy reach: you know exactly what needs cutting, but reaching it requires navigating across files, modules, or abstraction layers. Warp directly to the target and make the edit in a single…
Use Sword for decisive edits, cuts, or removals when you are close enough to the code or document to strike precisely.
Use Variable Sword when you know something needs to be cut but the attack pattern — narrow precision, wide sweep, or long reach — should be determined by the shape of the target at execution time.
Use Vulcan when the right move is sustained low-friction pressure: a tight burst of repeated actions that can confirm progress, expose resistance, or suppress one stubborn target without committing to a larger restructure.
Use Wide Sword when the problem is not a single precise target but a line of related issues sitting side by side. Where Sword cuts one thing cleanly, Wide Sword addresses a horizontal band of similar problems in one motion.
Use Fast Gauge when the loop itself is healthy but too slow, and you need quicker draws, shorter iteration, or faster feedback.
Use Full Custom when the current option set is depleted, stale, or wrong for the room and the best move is a clean redraw.
Use Slow Gauge when the room is moving too quickly to reason safely and the right move is deliberate rate control.
Use Anti Damage when the cleanest move is to convert incoming pressure into a reactive counter instead of tanking it.
Use Killer Eye for tripwires, passive monitors, and sightline-based alerts that should fire only when the trigger is real.
Use Poison Face when Hermes should emplace a stationary poison source on the field: a bounded, persistent hazard that immediately taxes presence in one valuable lane, panel cluster, or holding pattern. Unlike Time Bomb, it is not waiting for a delayed…
Use Rock Cube when the best move is to place a visible obstacle that changes movement, timing, or attention.
Use Time Bomb for deferred actions, scheduled checks, or payloads that should go off later instead of right now.
Use Fan when the right move is short-range airflow control: gather loose material, pull a target toward a chosen lane, or create a directional repositioning effect without claiming territory or committing to a heavier strike.
Use North Wind when progress is blocked by protective layering rather than distance: aura, barrier, wrapper, soft shield, ceremonial safety language, or stacked cover that keeps the real issue from being touched. North Wind strips the protection cleanly so a…
Use Poison Face when Hermes should emplace a stationary poison source on the field: a bounded, persistent hazard that immediately taxes presence in one valuable lane, panel cluster, or holding pattern. Unlike Time Bomb, it is not waiting for a delayed…
Use Poison Mask when the right move is not to poison one tile on the floor but to contaminate a specific interface, workflow surface, or operating persona that the target keeps wearing. Poison Mask attaches the cost to continued contact: every repeated use of…
Use Sand Stage when the best move is to change the board into slow, absorbent terrain that eats momentum instead of carrying it. Sand Stage is for bogging the field down: reducing clean repositioning, making extraction costly, and forcing both sides to…
Use Air Shoes when Hermes needs to traverse, inspect, or plan across fragile, hostile, or low-trust terrain without binding the whole move to local surface hazards.
Use Grass Stage when the best move is to make the operating surface broadly hospitable to regrowth, healing, and low-friction expansion, while staying honest that the same lush terrain can amplify the wrong kind of pressure.
Use Ice Stage when the best move is to change the board's traction: make motion fast, slippery, and harder to stop cleanly so both allies and opponents have to operate on altered movement physics.
Use Lava Stage when the best move is to convert workable terrain into punishing terrain, forcing the opponent to either keep taking damage, leave valuable panels, or route through narrower safer lanes.
Use Air Shot when you need a lightweight interrupt, nudge, or repositioning move rather than a high-damage attack.
Use Anti Damage when the cleanest move is to convert incoming pressure into a reactive counter instead of tanking it.
Use Area Grab when progress depends on reclaiming surface area: more room in the design, more latitude in the plan, or fewer hostile constraints.
Use Barrier when the system can keep moving, but it needs a buffer layer to absorb the next impact.
Use Cannon when the right move is a small, direct, single-target action with minimal setup and immediate verification.
Use Cross Gun when the target will not stay neatly in one lane and the best move is a compact cross-pattern shot that catches the center and the likeliest side-step routes.
Use Fast Gauge when the loop itself is healthy but too slow, and you need quicker draws, shorter iteration, or faster feedback.
Use Fighter Sword when the change must run across an entire line — a full sequential chain, pipeline stage, import row, or dependency thread — and anything short of cleaving the whole row leaves the job incomplete.
Use Full Custom when the current option set is depleted, stale, or wrong for the room and the best move is a clean redraw.
Use Invisible when you need a short protected interval to inspect, move, or recover without drawing fire.
Use Iron Shield when a public-facing surface, endpoint, or interface needs durable, ongoing protection against repeated attacks on the same vector. Unlike a one-time absorb or a brittle guard, Iron Shield maintains a sustained defensive posture that endures…
Use Killer Eye for tripwires, passive monitors, and sightline-based alerts that should fire only when the trigger is real.
Use Leaf Shield when you need sustained, active protection that makes aggression costly. The defense orbits your work and absorbs incoming damage; when triggered, it launches outward as a measured counter.
Use Long Sword when the problem is visible locally but the fix must extend further — across file boundaries, into deeper call stacks, or through intermediary layers that a normal Sword cannot reach.
Use Met Guard when a single attack vector needs hardening and you can accept that protection only covers one face. Inspired by the Mettaur's helmet: tough from the front, exposed everywhere else.
Use Mini Bomb when the right move is a small indirect strike: you know where the effect needs to land, but a straight-line shot is blocked, too predictable, or aimed at the wrong surface.
Use Panel Grab for narrower room control when a single lane, dependency, or decision surface matters more than broad expansion.