Energy Tank
Updated - September 16, 2009

Energy Tanks increase Samus's maximum energy by 100. They appear in almost every Metroid game and are vital for survival. While some can be found in open areas and are easy to obtain, some are well hidden and require excessive searching to find. The traditional number of Energy Tanks found in a Metroid game usually hovers around the fourteen mark, although it has gone as low as six (in Metroid II: Return of Samus), and to as high as twenty (in Metroid Fusion). In Metroid Prime 3: Corruption, one energy tank is unavoidable. The energy tank must also be used to activate hypermode, a function required several times throughout the course of the game. In both Metroid and Metroid II: Return of Samus, there is at least one extra, unusable Energy Tank. For Metroid there are eight Energy Tanks, but Samus can only use six; and in Metroid II there are six Energy Tanks, but Samus can use only five.

    Works:
Metroid (Nintendo)
Super Metroid (Super Nintendo)
Metroid Prime (GameCube)
General Information
Name: Energy Tank Origin: Metroid
Item Type: Healing / Equipable Release Date: August 6, 1986
Layout
When a player obtains this item, they'll hold onto it similar to the Dragoon parts. The Energy Tank can be knocked out of their grasp as well if they take heavy enough hits. If the player holding the Energy Tank's damage reaches 100% damage they'll instantly be healed back to 0% damage and the Energy Tank will be used up and vanish.
Submitted By: DK3