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1[[center:[[WMG:''VideoGame/MegaManClassic'' [[Characters/MegaManClassic characters index]]\
2[-[[Characters/MegaManClassicHeroes Heroes]] | [[Characters/MegaManClassicVillains Villains]] | [[Characters/MegaManClassicOtherCharacters Other Characters]] | '''Robot Masters (NES)''' | [[Characters/MegaManClassicRobotMastersPostNES Robot Masters (Post-NES)]]-]]]]]
3
4The Robot Masters found in ''Mega Man 1-6''.
5
6[[foldercontrol]]
7
8[[folder:All Robot Masters]]
9* ArbitraryHeadcountLimit: With the exception of the first game which had six Robot Masters, there is always a group of eight Robot Masters to fight. There is no given reason why eight exactly; there are just eight of them.
10* AssKickingPose: The robots typically strike a pose on their stage start screen, and before battle as their LifeMeter fills up.
11* TheBattleDidntCount: No matter how many times they are destroyed, they will show up again in one way or another in a future game. Even within their own games, the Robot Masters will appear again in a BossRush. In-universe, this is explained away with Mega Man not destroying their [[HeartDrive I.C. Chip]], thus allowing them to be rebuilt.
12* BossRush: The Robot Masters usually come back in a teleporter room stage within Wily Castles, where you have to face them all over again shortly before fighting Dr. Wily himself.
13* BrainwashedAndCrazy: For the non-Wily robots, at least. They are perfectly normal robots built for a specific civilian purpose before being forced to do Wily's dirty work.
14* TheBrute: There's at least one of this kind of robot in each batch of Robot Masters. Common attacks from them usually include [[GroundPound jumping to cause tremors]].
15* ElementalRockPaperScissors: They are very powerful and dangerous robots, but all of them are at least weak to their compadres' special powers, and sometimes even their own powers. Conveniently, Mega Man can [[PowerCopying copy them]].
16* FireIceLightning: A somewhat common theme within each game's batch of Robot Masters is to introduce a [[PlayingWithFire Fire-]], [[AnIcePerson Ice-]] and [[ShockAndAwe Electric]]-elemental trio of Robot Masters. This started with ''1'', then disappeared until returning in ''7'', and became a recurring theme in future games with the exception of ''9''. Sometimes (but not always), the Ice-elemental one is weak to the Electric one's weapon, whereas the Fire-elemental one is weak to the Ice one's weapon, as seen with ''1'', ''MM&B'' and ''11''.
17* GrewBeyondTheirProgramming: Depending on the source, some of the Robot Masters develop their own personalities and take on hobbies and interests beyond their initial function to the point of being [[RidiculouslyHumanRobots near human-like]].
18* HeartDrive: Their personalities are stored within integrated circuits. Meaning [[WeCanRebuildHim they can be destroyed countless times and placed into new bodies]], as long as this circuit is kept intact.
19* IceMagicIsWater: In some games where there exist no Water-elemental Robot Masters, but Ice-elemental and Electric-elemental Robot Masters co-exist, Ice-elemental Robot Masters tend to be weak to Electric weapons.
20* InconsistentSpelling: The games seem to flip-flop on whether or not the Robot Masters should be spelled with spaces in the name. With the exception of ''VideoGame/MegaManPoweredUp'', spaces are most consistent in later games. This also applies to their designations, which range to anywhere from "No.XX", "No.XXX", "DWN.No-XX", "DWNB-XX", and "[=DWNo.XX=]" (all considered the same production line). For the purposes of categorization, the format will follow the localized sourcebooks - the more common spaces will be used, along with "DLN.XXX" for robots created solely by Light and "DWN.XXX" for others (this also applies to other character pages).
21* ImprovisedWeapon: Many Robot Masters simply use their tools as weapons. Splash Woman's Laser Trident was originally designed to cut off ship bulkheads for rescue missions, Clown Man's long arms used to be used to perform trapeze, and so on. Justified, considering a good bunch of them are industrial/labor/entertainment robots turned combatants.
22* JustFollowingOrders: Some of the Robot Masters bear no personal grudge or animosity towards Mega Man. They're just doing their job according to their programming under the command of Dr. Wily.
23* MascotMook: Thanks in part to their quirky designs, personalities, and powers, the Robot Masters are a group of them for the respective games they appear in and in the series itself, appearing alongside Mega Man and the other characters in promotional material. Heck, one of the main attractions of the games themselves is seeing what new dangerous, weird, creative, or cool robot masters Mega Man will face [[MonsterOfTheWeek this go around]].
24* MonsterOfTheWeek: The troublesome boss robots of the game who assist with Dr. Wily's schemes.
25* QuirkyMinibossSquad: They are all robots with their own unique themes, gimmicks, and personality quirks, and only serve to go down and have their powers stolen before you face Dr. Wily himself.
26* RidiculouslyHumanRobots: The Robot Masters have enough personality to pass as real people. And as for some of them, would you even tell they are robots at first glance? Such examples include Shadow Man and Ice Man, who look more like humans in armor; or Elec Man, who appears less like a robot and more like a costumed superhero.
27* SomethingPerson: With the exception of the Stardroids, all of the Robot Masters are named like this. ''(insert adjective/noun here)'' describing their gimmick and Man/Woman.
28* StandardSnippet: The iconic "Stage Start" theme is almost always used to introduce a Robot Master.
29* SuperPoweredRobotMeterMaids: Almost every Robot Master is built for a civilian function, e.g. Elec Man is built to work at power plants, Bright Man is designed for search and rescue operations, Astro Man is to operate a planetarium and entertain visitors. They still pack devastating firepower that belies their original function, though this is usually a result of Dr. Wily altering them to be more combat-capable.
30* WeCanRebuildHim: As long as their integrated circuits are not damaged, they can be rebuilt anytime.
31* WeaponSpecialization: Every Robot Master has one. Usually, they're {{Improvised Weapon}}s made of their tools (such as with Bomb Man's Hyper Bomb), although the Robot Masters created by Wily are usually with [[BloodKnight the intention to fight Mega Man]], giving them a more played straight version of this trope.
32* WhereAreTheyNowEpilogue: Some games and side sources explore what happens to the Robot Masters after Wily is defeated. Many Robot Masters go back to their original jobs, take on new jobs and hobbies, or are retired to the robot museum.
33[[/folder]]
34
35!!''VideoGame/MegaMan1''
36[[folder:General]]
37* AdaptationPersonalityChange: Some of their personalities in ''Powered Up'' do not line up with what the CD data and other supplemental materials suggest. Given that ''Powered Up'' is a reboot, it likely can be explained with them being in an alternate timeline.
38* BigDamnHeroes: In ''VideoGame/SuperAdventureRockman'', one of them may save Mega Man from destruction if he falls against one of Wily's Robot Masters.
39* BroughtToYouByTheLetterS: In ''Megamix'', they all have the letter R on their chests. Dr. Light is called Dr. Right in Japanese, so it's a reminder of who created them.
40* DependingOnTheWriter: While ''VideoGame/MegaManAndBass'' and other materials each give the Robot Masters a consistent personality, ''VideoGame/MegaManPoweredUp'' gave them new ones that, in most cases, are completely different from their previously established ones (Ice Man, for instance, goes from being a self-centered showoff to having bipolar disorder and the mentality of a soldier).
41* EarlyInstallmentWeirdness: [[PlayingWithATrope Played with]]; Dr. Light built 8 Robot Masters [[ArbitraryHeadcountLimit per series status quo]] (technically 9 if you count Proto Man, and ''11'' by the time of ''Powered Up''), but two of them (Roll and Rock/Rockman/Mega Man) managed to avoid being captured/corrupted by Doctor Wily, so only 6 have to be fought (with Proto Man not being formally introduced until ''VideoGame/MegaMan3'').
42* FireIceLightning: [[MeaningfulName The aptly named]] [[PlayingWithFire Fire Man]], [[AnIcePerson Ice Man]] and [[ShockAndAwe Elec Man]], respectively, them even being the TropeMakers for the franchise.
43* HeelFaceRevolvingDoor: Dr. Light created these robots, and thus feels compelled to re-reprogram them for good every time Dr. Wily reprograms them for evil. In ''Powered Up'', you can even get Dr. Light to repair and reprogram a boss to be playable if you beat him with just the Mega Buster.
44* RoboFamily: All of them are considered Mega Man, Roll, and Proto Man's brothers[[note]]including the ''Powered Up'' Robot Masters[[/note]].
45* ThemeNaming: Downplayed: All of their names are limited to 3-4 characters, excluding the word "man".
46* WeCanRebuildHim: [[AllThereInTheManual The Japanese manual]] notes that Mega Man retrieves each robot's [[HeartDrive central core]] after defeating them, implying they were sent back to Dr. Light to be rebuilt for good.
47[[/folder]]
48
49[[folder:[=DLN.003=] Cut Man]]
50->''"Snip-snippety-snip!"''
51[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/003_cutman.png]]
52
53A Robot Master designed for timber felling, Cut Man is able to move nimbly with a lightweight chassis even in windy and stormy weather. His Special Weapon is the razor-sharp [[AbsurdlySharpBlade Rolling Cutter]], which acts as a [[BattleBoomerang boomerang]]. Though he's cunning, he's also rather stubborn and tends not to listen to others. Like Guts Man, Cut Man isn't a main character but is one of the Robot Masters who reappear often.
54
55->'''Weapon''': Rolling Cutter
56->'''Weakness''': Mega Buster (''1''), Super Arm (''1'', ''Powered Up''), Fire Storm (''I''), Leaf Shield (''Power Battle''), Slash Claw (''Power Fighters''), Astro Crush (''8'' [Saturn Version Only])
57->'''Voiced by''': Doug Parker (''Captain N''), Terry Klassen (animated series), Creator/HekiruShiina (''The Power Battle'', ''The Power Fighters''), ''Issei Futamata'' (''8''), Yuriko Fuchizaki (''VideoGame/SuperAdventureRockman''), Creator/ReikoTakagi (JP, ''Powered Up''), Elinor Holt (EN, ''Powered Up''), Creator/MasakoNozawa (''Rockman Holic'')
58----
59* AbsurdlySharpBlade: His Rolling Cutter is made of [[{{Unobtainium}} ceratanium]], and is able to cut almost anything in half. ''The Power Fighters'' even shows it can cut through ''[[DimensionalCutter reality itself]]'' to give Cut Man a hiding place.
60* AdaptationPersonalityChange: His ''Mega Man & Bass''' CD Data depicts him as cunning yet stubborn and with an aversion to listening to orders. ''Powered Up'', on the other hand, changes him to a naive child who's as polite and [[MartialPacifist pacifist]] as he can try to be.
61* ApologizesALot: He has a pretty polite demeanor in ''Powered Up'', befitting his newly established naïve and more child-like nature.
62* BattleBoomerang: His Rolling Cutter goes back to him, and unlike when Mega Man uses it, it goes in a straight line. In ''Powered Up'', he can also throw a giant one that traces along the ground.
63* BewareTheNiceOnes: In his playable story in ''Powered Up'', Cut Man remains as polite and childishly naïve as ever, but by the time he reaches Dr. Wily, even he's reached his limit.
64-->'''Cut Man:''' I can't forgive what you did to my brothers. It's payback time... [[PreAsskickingOneLiner and I'm gonna]] ''[[PreAsskickingOneLiner cut you down to size!]]''
65* BigThinShortTrio: In the ''Ruby-Spears'' cartoon, where he's the Thin to [[TheBrute Guts Man]]'s Big and [[BigBad Dr. Wily]]'s Short.
66* CharacterCatchphrase:
67** "Chokichokichoki!" (Literally, "Snip-snip-snip!")
68** In the Ruby-Spears cartoon, it's "[[PreAsskickingOneLiner I'm going to make paper dolls out of you!]]"
69* ContinuityCameo:
70** During the intro of ''7'', he can be briefly seen in a cartoon on the newspaper covering Dr. Wily's capture.
71** He appears in the animated intro of ''8'' alongside previous Robot Masters. In addition, toy versions of him can be seen in Clown Man's stage.
72* DimensionalCutter: Amazingly, in ''The Power Battle'', he learns to cut holes in the very fabric of reality itself to scurry around BehindTheBlack of the stage you fight him on.
73* ElementalRockPaperScissors: Literally and figuratively. The Super Arm will defeat him in two hits, referencing actual rock-paper-scissors. However, when you encounter him again in the second stage of Dr. Wily's robot factory, those rocks won't be there to help you.
74* FatAndSkinny: Also in the ''Ruby-Spears'' cartoon, where he's the Skinny to Guts Man's Fat.
75* FragileSpeedster: His lightweight frame allows him to move nimbly and jump up to great heights. Unfortunately, it means he doesn't take hard impacts well; even the normal Mega Buster makes him recoil and take above-average damage.
76* HatesBeingTouched: In ''VideoGame/MegaManDrWilysRevenge'', he has the unique property of jumping when horizontally close to Mega Man, meaning the best option to avoid contact damage is to run right into him.
77* HeadSwap: His body shape is identical to Mega Man's, and in the original ''VideoGame/MegaMan1'' he even reuses Mega Man's run cycle, but with his head pasted on top. ''[[Manga/MegaManMegamix Mega Man Gigamix]]'' exploited this, with their similar body types allowing him to use the Super Adaptor against the Stardroids.
78* InconsistentSpelling: ''WesternAnimation/CaptainNTheGameMaster'' apparently heard it as Cut'''s'''man.
79* InASingleBound: Cut Man is able to jump quite high as shown in his boss fight.
80* {{Irony}}: Despite being a timber-felling robot, the Leaf Shield is his weakness in ''The Power Battle''.
81* {{Jobber}}: His main schtick in the ''Ruby-Spears'' cartoon.
82* KryptoniteIsEverywhere: His greatest weakness is Guts Man's boulder, because [[LogicalWeakness rock beats scissors]]. His stage is positively filled with such boulders, despite it supposedly being a warehouse (although it would be changed to a forest in ''Powered Up'' to better suit his lumber-cutting theme). {{Averted|Trope}} when you face him again in Wily Stage 2; he's the only Robot Master in ''Mega Man'' who can't have his main weakness used on him in the rematches, as the blocks are completely absent from the room you fight him in. Even still, he's also susceptible to the Mega/Rock Buster, which is your default weapon.
83* {{Leitmotif}}: If he appears, the theme used for his stage will often start up in some form.
84* LogicalWeakness:
85** He's a frail robot who uses scissors, so naturally [[RockPaperScissors he wouldn't appreciate hard boulders being flung at him]]. In addition, though lost thanks to the DubNameChange, the Rock Buster is more effective on him than on any other Robot Master in the series.
86** In ''VideoGame/MegaManDrWilysRevenge'', his weakness is the [[WeakToFire Fire Storm]]. Extreme temperatures can melt metal, and Cut Man is the most metal-based Robot Master compared to his brothers.
87* MeaningfulName: He's a tree-trimming and lumber-cutting robot with a very large pair of shears on his head, and is the first Robot Master to use a "cutter" class of weapons.
88* NoCelebritiesWereHarmed: Terry Klassen's voice in the Ruby-Spear cartoon was clearly meant to be an impersonation of Creator/PeterLorre.
89* OptionalBoss:
90** Although not necessarily a difficult one, he makes his way into ''X8'' as a "reward" for getting good scores on Optic Sunflower's courses. He's even in [[{{Retraux}} 8-Bit form]]!
91** He can be found in the UsefulNotes/SegaSaturn version of ''8'' as an optional battle in Duo's stage. Defeating him earns you a Bolt.
92* PungeonMaster: He tends to attract scissor puns in general...
93** His introduction in ''8'' has at least three puns related to cutting things.
94** Even before then, cutting-related puns were present in the [[WesternAnimation/MegaManRubySpears Ruby-Spears cartoon]], with gems such as "Guts Man might be strong, but I'm on the cutting edge!"
95** Creator/ArchieComics kept the cutting puns coming. Cut Man has about a page full of them in his first appearance, and they ''never'' stop coming even after that.
96* RockPaperScissors: The obvious inspiration for his weakness. Cut Man has a giant pair of scissors on his head which he uses the Rolling Cutter with, the Super Arm flings large boulders to attack, and Mega Man and his weapon's Japanese names are ''Rock Man'' and the ''Rock Buster''.
97* StealthPun: In ''Mega Man'', Cut Man, a robot with ''scissors'' on his head, takes more damage from the Mega Buster (in Japanese, the ''Rock'' Buster) than any other Robot Master in the franchise (ignoring ''The Wily Wars'' [[VideoGameRemake remake]] and ''2's'' Easy/[[DifficultyByRegion "Normal"]] mode). Maybe the creators had fun playing "RockPaperScissors" while developing the game...?
98* SuddenlyBlonde: While Cut Man is consistently depicted as orange in modern appearances, in his original artwork and sprite for ''Mega Man'', he is instead a deep red.
99* ThisIsUnforgivable: When playing as Cut Man in ''Powered Up'', he's furious at Wily for reprogramming the other Robot Masters and forcing them to conquer the world against their will.
100-->'''Cut Man:''' I can't forgive what you did to my brothers. It's payback time... [[PreAsskickingOneLiner and I'm gonna]] ''[[PreAssKickingOneLiner cut you down to size!]]''
101* TookALevelInBadass: Though originally being a pushover for the Mega Buster, in later games, he manages to resist it a lot more (taking only one point of damage from it like most other Robot Masters and, in ''Dr. Wily's Revenge'', doesn't even flinch from it).
102* TurnsRed: In ''The Power Fighters'', he begins to [[DimensionalCutter cut holes in the very background of the game]] to attack from behind the back.
103* WallJump: Cut Man has this as his unique ability in ''Powered Up'', though he can't jump up one single wall like [[VideoGame/MegaManX X]] would be able to later.
104* WarmUpBoss: Cut Man is among the easiest bosses in ''Mega Man'', taking considerable damage from the Mega Buster, flinching whenever hit, being easy to avoid, and being the default selection whenever the stage select screen is visited.
105* WeakToFire: In ''VideoGame/MegaManDrWilysRevenge'', the Fire Storm acts as his weakness in lieu of the Super Arm.
106[[/folder]]
107
108[[folder:[=DLN.004=] Guts Man]]
109->''"Maximum Power!"''
110[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/004_gutsman.png]]
111
112A Robot Master designed for land reclamation, Guts Man is immensely strong, able to effortlessly lift over two tons and throw it with his Super Arm. Though he can be short-tempered, he has a big heart and cares for his colleagues (and, incidentally, enjoys karaoke). While he appears often in the series, there are several other robots bearing a likeness to him that appear to fight Mega Man (such as the Guts Tank in ''VideoGame/MegaMan2'').
113
114->'''Weapon''': Super Arm
115->'''Weakness''': Hyper Bomb (''1''), Time Slow (''Powered Up''), Crash Bomber (''Power Battle''), Napalm Bomb (''Power Fighters'')
116->'''Voiced by''': Creator/GaryChalk (animated series), Creator/JinYamanoi (arcade), Shouzou Izuka (''Battle & Chase''), Ken'ichi Ono (''VideoGame/SuperAdventureRockman''), Ryoji Yamamoto (singing voice), Creator/KenjiNomura (JP, ''Powered Up''), Tommy James (EN, ''Powered Up'')
117----
118* AntiFrustrationFeatures: His playable appearance in ''Powered Up'' can create blocks out of thin air, giving him a way to damage enemies if no blocks are nearby. This also allows him to create platforms. Despite [[TheBigGuy his size]], his hurtbox is also the same size as his brothers.
119* BadassCreed: In ''Powered Up''...
120-->''"It's a foreman's job to look out for everybody, but sometimes... [[PreAsskickingOneLiner You gotta do what ain't in the blueprints!]]"''
121* TheBigGuy: When he's not under Dr. Wily's control, he's this. In fact, he was the very first Robot Master to start the trend of at least one bulky and strong Robot Master on each subsequent game.
122* BigThinShortTrio: In the ''Ruby-Spears'' cartoon, where he's the Big to Cut Man's Thin and [[BigBad Dr. Wily]]'s Short.
123* BoisterousBruiser: There's been a few times where Guts Man won't be shy to admit how strong he is (that is, capable of lifting around ''two tons'').
124-->''(''Powered Up'', before facing the Yellow Devil) "You've got a nice frame on you! [[BadassBoast But you won't win if we start matchin' muscles, pound for pound!]]"''
125* BruiserWithASoftCenter: TheBigGuy to Dr. Light's creations, who likes his job schedule to be followed to the letter and is a bit short-tempered, but he also has a heart as big as him. His CD Data also states he dislikes confrontations.
126* TheBrute: When he ''is'' used by Dr. Wily, he's this. He's strong to the point where he can gain ammunition (boulders) simply by landing from a jump.
127* CompositeCharacter: In ''Rockman Xover'' he is fused with Wood Man to become Wood Guts Man, although the end result is barely more than a PaletteSwap of Guts Man.
128* ContinuityCameo:
129** He appears in ''Mega Man 7'' in the Robot Museum, where Dr. Wily steals him [[ChekhovsGunman and modifies him into Guts Man G, the first Wily stage's boss]]. However, it's unclear whether this Guts Man is the original, or a replica of some sort.
130** ''8''' animated intro features him as ''Mega Man''[='=]s representative in the montage of Mega Man against the previous games' Robot Masters.
131* DashAttack: In the arcade games, he gains a shoulder-first charging attack which comes out rather fast.
132* DependingOnTheArtist: While Guts Man is typically drawn without teeth, some artwork shows him with some. The Archie comic, in particular, tends to draw his mouth as if he had a normal chin behind his robotic square jaw.
133* DishingOutDirt: He's commonly associated with earth, and throws rocks a lot of the time as an attack.
134* DumbMuscle: [[ZigZaggingTrope A peculiar case]] where it really [[DependingOnTheWriter depends on the writer]].
135** In official media proper, this is {{averted|Trope}}; he [[SmarterThanYouLook actually has average intelligence]]. Makes more sense when one considers his line of work, which is ''civil engineering''. In his ''VideoGame/MegaManPoweredUp'' [[WhatIf non-canon Story Mode]], Wily refers to him as having strength but no brains. Of course, Wily isn't exactly a nice person, and compared with him, Guts Man ''is'' essentially dumb. And then, you realize the guy is one of the Robot Masters to discern the real Mega Man from the fake one.
136** His ''[[WesternAnimation/MegaManRubySpears Ruby-Spears]]'' portrayal, however, plays it straight, going hand in hand with being TheBrute for Dr. Wily, [[FatAndSkinny the Fat to Cut Man's Skinny]], and [[BigThinShortTrio the Big to Cut Man's Thin and Dr. Wily's short]].
137* EarthquakeMachine: Whenever Guts Man lands from a jump, he typically creates a small earthquake that briefly stuns Mega Man.
138* ElementalBaggage: Guts Man is able to throw rocks no matter where he may be. Though averted in ''Mega Man'', where he fights in an excavated cave and uses metal blocks when refought in Wily's robot factory, in the two arcade games he can create boulders even when in the middle of a city. ''Powered Up'', meanwhile, gives him the ability to create Guts Blocks [[AntiFrustrationFeatures from thin air]] (though only up to five at a time).
139* FatAndSkinny: Also in the ''Ruby-Spears'' cartoon, where he's the Fat to Cut Man's Skinny. Played with, however, in that he isn't necessarily fat, just {{top heavy|Guy}}.
140* HiddenDepths: He enjoys karaoke.
141* ImTakingHerHomeWithMe: His reaction to the [[EvilKnockoff Copy Robot]] in ''Powered Up''.
142--> '''Guts Man:''' Heeey! Those arms, those legs, that frame — top-of-the-line parts! If I win, you're workin' for me!\
143'''Copy Guts Man:''' What?! Hey, hey... wait a sec!
144* {{Irony}}: He and Bomb Man are co-workers, but Guts Man is weak to the former's Hyper Bomb.
145* {{Jobber}}: Much like Cut Man, Guts Man was generally on the losing end in the ''Ruby-Spears'' cartoon.
146* LanternJawOfJustice: Definitely qualifies when he's being heroic, such as in ''VideoGame/SuperAdventureRockman''. As the first Robot Master to feature a separate lower jaw, Guts Man's massive, boxy chin is a defining feature of his burly construction worker aesthetic.
147* {{Leitmotif}}: His original stage theme usually accompanies his direct appearances.
148* LogicalWeakness:
149** Bombs and explosions are commonly associated with demolition, and Guts Man is a civil engineering robot who is the "construction" to Bomb Man's "demolition". Additionally, a big and lumbering robot like him is the perfect target for timed bombs like the Hyper Bomb.
150** Later games run with his vulnerability to explosions, which make the Crash Bomber and Napalm Bomb logical weapons to use.
151** In ''Powered Up'', he's instead weak to the [[BulletTime Time Slow]]. Guts Man is slow, and the Time Slow essentially exacerbates said problem tenfold. Plus, given that Guts Man is on strict schedules, Time Slow is likely frying whatever is used by Guts Man to keep on task to complete his job.
152* MightyGlacier: In ''Mega Man'', he jumps around rather slowly, but also throws two-ton rocks at you. The arcade games, however, give him a DashAttack that lets him circumvent this.
153* NotSoAboveItAll: Has a few moments of this when playable in ''Powered Up''.
154** He tells [[AgentPeacock Elec Man]] that he's still "[[ItsAllAboutMe a self-absorbed weakling]]" before their battle.
155** When the CWU-01P defense system denies him entrance, he asks if it's then okay for him to [[OpenSaysMe just "bust on through"]].
156* SuperStrength: He can lift around ''two tons'' of weight. He can also throw boulders with said same ease.
157* TopHeavyGuy:
158** The chibi art style of ''Powered Up'' renders Guts Man as this, with his lower half being considerably smaller.
159** His normal appearances {{downplay|ed Trope}} this; while well-proportioned, his top is still slightly larger than his legs.
160* VerbalTic: In ''Super Adventure Rockman'' he tends to say "Guts, Guts".
161* WeCanRebuildHim: Wily ''really'' seems to like Guts Man. This is first hinted at in ''Mega Man'', where numerous copies of Guts Man are shown being created in the last stage of Wily's robot factory. His image is then used on a giant tank in ''2'', and in ''7'' he (or perhaps a copy of some sort) is rebuilt into Guts Man G, with treads and a giant claw arm. A number of robots scattered about the sequels also bore more than a passing resemblance to him.
162[[/folder]]
163
164[[folder:[=DLN.005=] Ice Man]]
165->''"Can you see me, everyone?"''
166[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/005_iceman.png]]
167The first ice-themed Robot Master ever constructed. This parka-sporting Robot Master was originally built to perform humanlike tasks in sub-zero environments, in particular exploring arctic environments. His weapon is the Ice Slasher, which manifests as shots of ice at temperatures 200 degrees below zero, freezing anything they come into contact with. Though Ice Man is typically a [[ItsAllAboutMe self-centered]] show-off, ''Powered Up'' instead opts to depict him as having a split personality and the mentality of a soldier.
168
169->'''Weapon''': Ice Slasher
170->'''Weakness''': Thunder Beam (''1'', ''I''), Hyper Bomb (''Powered Up''), Super Arm (''Power Battle'')
171->'''Voiced by''': Terry Klassen (animated series), Hekiru Shina (''Power Battle''), Yuriko Fuchizaki (''VideoGame/SuperAdventureRockman''), Akemi Kanda (JP, ''Powered Up''), Zoe Slusar (EN, ''Powered Up'')
172----
173* AdaptationPersonalityChange: The biggest example of the six originals. Ice Man used to be a bit of a selfish showoff but [[JerkWithAHeartOfGold his heart was in the right place]] and he likes snowball fights. In ''Powered Up'', however, he instead has a militant personality and suffers from {{split personality}} disorder: a "cadet" and an "officer". The cadet is the reserved, [[ApologeticAttacker reluctant warrior]] (even [[AffablyEvil under Wily's control]]), whereas the officer is DrillSergeantNasty and will tell him he still has to fight — or oftentimes, pop out on his own (he briefly takes this persona when he tells Bomb Man that "bombs are a bit too old-fashioned for them"). Notably, these personality traits are [[DependingOnTheWriter completely unheard of]] in depictions outside of ''Powered Up''.
174* AntiFrustrationFeatures: In ''Powered Up'' to [[AvertedTrope circumvent]] his weapon's former HarmlessFreezing nature, each Ice Slasher deals half a point of damage to enemies. Thus, this grants a playable Ice Man to damage enemies through SpamAttack.
175* ApologeticAttacker: Before fighting him in ''Powered Up'', the cadet personality always apologizes for following the officer personality's orders to kill.
176* AstonishinglyAppropriateAppearance: Ice Man looks like an Inuit and has ice powers.
177* BreathWeapon: He shoots his Ice Slashers out of his mouth, which is unusual for such a human-looking character. If you're playing as him in ''VideoGame/MegaManPoweredUp'', this is also a rare heroic example.
178* ContinuityCameo: In Clown Man's stage in ''VideoGame/MegaMan8'', dolls of Ice Man can be seen alongside toys of Cut Man and Guts Man G.
179* DrillSergeantNasty: His officer personality in ''Powered Up'' acts like this to his cadet personality.
180* EskimoLand: He is certainly designed to look like one.
181* AnIcePerson: The first ice-themed Robot Master, and surprisingly the ''only'' one up until ''VideoGame/MegaMan6''. His powers notably manifest as a BreathWeapon.
182* HarmlessFreezing: {{Zig|Zagging Trope}}-zagged, with his Ice Slasher varying in effectiveness from game to game and even when playable or not.
183** Despite being close to absolute zero, Mega Man's own Ice Slasher deals no damage to any enemy it freezes (though it does leave enemies open for a storm of hits, and what does take damage isn't frozen). In Ice Man's hands, however, the Ice Slasher doesn't freeze Mega Man, instead being just as powerful as the Thunder Beam in the original game!
184** ''Powered Up'' {{avert|ed Trope}}s this, however, as it deals half a point of damage to any enemy it freezes (so two shots are required to kill an enemy with 1 HP), allowing a playable Ice Man to [[AntiFrustrationFeatures have a way to damage enemies]].
185* IceMagicIsWater: Ice Man's stage has some sections with water, and his weakness is the Thunder Beam.
186* ImTakingHerHomeWithMe: His reaction to the [[EvilKnockoff Copy Robot]] in ''Powered Up''.
187--> '''Ice Man:''' Oh! A well-constructed toy, sir! Put it on ice and bring it back to base, soldier!\
188'''Copy Ice Man:''' W-what?! Wait just one darn...!
189* ItsAllAboutMe:
190** Ice Man is described as being selfish and self-centered in his CD Data for ''Mega Man & Bass'', with his quote above coming from said data as well.
191** In ''Powered Up'', his "officer" personality is somewhat arrogant and self-centered, while his "cadet" personality is quite the opposite.
192* JerkWithAHeartOfGold: He's a showoff and self-centered, but as with many of Dr. Light's robots, his heart (or rather, circuit) is in the right place.
193* LogicalWeakness:
194** In the original games, it's played with heavily. [[IceMagicIsWater Ice is a form of water]], but electricity isn't conducted well by ice regardless of the water's purity[[labelnote:*]]The amount of minerals it may have[[/labelnote]]. However, cold is still capable of turning some materials (including metals like lanthanum) into superconductors. Considering Ice Man is an [[AnIcePerson Ice-themed]] Robot Master, it's likely the Thunder Beam's power could cause him to easily ''short circuit''.
195** ''In Powered Up'', his weakness to the Hyper Bomb can be explained by ice being easy to shatter with [[StuffBlowingUp explosions]].
196* MildlyMilitary: For some reason, his personalities in ''Powered Up'' pit him as a soldier and his officer, who talk to each other.
197* OutOfFocus: In ''Super Adventure Rockman'', he's the only Robot Master that doesn't have a scene where he could rescue Mega Man after a lost battle.
198* PintSizedPowerhouse: Ice Man is a rather small Robot Master, yet his Ice Slasher can knock off a third of Mega Man's life.
199* SplitPersonality: ''Powered Up'' portrays Ice Man as having one of these, with one being a soldier and the other his officer.
200* StealthPun: In ''Powered Up'', he has displays bi''polar'' disorder.
201* VocalDissonance:
202** He's voiced by a female VA in the Japanese version of ''Powered Up''.
203** He has a surprisingly [[EvilSoundsDeep deep and intimidating voice]] in the cartoon, considering his small size.
204* WakeUpCallBoss: In the original ''Mega Man'', his Ice Slasher deals ''10'' units of damage, and he is the only one of the six original Robot Masters to take ''1'' point of damage from the Mega Buster and not flinch by it. If you don't have his weakness, the Thunder Beam, you will have to take your time beating Ice Man.
205* WeatherControlMachine: In ''The Power Fighters'', he can create snow clouds that rain snow that freezes Mega Man. It's a downgraded version of Freeze Man's icicle rain attack.
206[[/folder]]
207
208[[folder:[=DLN.006=] Bomb Man]]
209->''"Three Two One...Kaboom!"''
210[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/006_bombman.png]]
211
212Bomb Man is a Robot Master designed for demolition. He works alongside Guts Man on construction projects and land reclamation. His Hyper Bomb is powerful enough to destroy even bedrock. A flamboyant daredevil, Bomb Man tends to handle things with less care than he really should.
213
214->'''Weapon''': Hyper Bomb
215->'''Weakness''': Fire Storm (''1''), Rolling Cutter (''Powered Up'')
216->'''Voiced by''': Terry Klassen (animated series), Akimasa Ohmori (''VideoGame/SuperAdventureRockman''), Takayasu Usui (JP, ''Powered Up''), Ryan Stockert (EN, ''Powered Up'')
217----
218* AdaptationPersonalityChange: While he was always a daredevil, ''Powered Up'' also gives him a {{troll}}ish, HotBlooded personality, though he also has a bit of [[HairTriggerTemper a short fuse]] (pardon the {{pun}}). His ExplosiveStupidity is also played much less.
219* AlternateCharacterReading: Bomb Man's katakana transcription is identical to VideoGame/{{Bomberman}}.
220* AntiFrustrationFeatures: Unique to Bomb Man's playable appearance in ''Powered Up'' is the ability to aim before throwing bombs. This lets him cover a similar amount of ground that other weapons with a straight shot would due to him lacking other weapons.
221* AstonishinglyAppropriateAppearance: It's a little hard to tell, but he's basically a giant walking bomb with legs, arms, a head, and shoulders.
222* BigBulkyBomb: In ''Powered Up'', his DesperationAttack involves him pulling out a massive Hyper Bomb nearly five times his own size.
223-->'''Bomb Man:''' [[{{Understatement}} That's a bit harsh!]]
224* CartoonBomb: His main method of attack. The black part of his body is sometimes depicted as spherical, basically making him a giant cartoon bomb with limbs, a head, and shoulder pads.
225* DemotedToExtra: He makes the fewest appearances in the series out of the first game's Robot Masters.
226* DubNameChange: Sort of. His Japanese name literally translates to Bomber Man. For [[VideoGame/{{Bomberman}} very obvious reasons]], he was only ever called this in one game while it's shortened in every other appearance.
227* ExplosiveStupidity: Played with. He's described as being careless when handling things, especially related to his job, but this is so far an InformedAttribute and, as his MirrorMatch conversation in ''Powered Up'' points out, he ''does'' take his job seriously.
228* {{Hammerspace}}: His bombs are seemingly created from nothing, as he doesn't have any storage capacity for multiple bombs.
229* HotBlooded: In ''Powered Up'', he can barely go a sentence without expounding the coolness of explosions. He's also [[HairTriggerTemper quick-tempered]] to go with it.
230* InASingleBound: His boss fight has him jumping around at rather big heights.
231* LogicalWeakness:
232** His weakness to the Fire Storm is clear-cut: [[WeakToFire fire]] and explosives make an unsafe combo.
233** ''Powered Up's'' weakness to Rolling Cutter is also pretty simple. [[WireDilemma Shears are used in bomb defusion]], and this case is no exception with the Rolling Cutter easily able to cut through his bombs and the demolition bot himself.
234* LongRangeFighter: If Mega Man is too close, he'll try to leap away and throw a Hyper Bomb from a distance (though in ''The Wily Wars'' and ''Powered Up'', he's more willing to lob a bomb at close range).
235* MadBomber: When taking commands from Wily. Even when he's not, he gets to be rather reckless with his use of explosives.
236* ObfuscatingStupidity: For all of his daredevil attitude, he actually takes his job really competently, and a conversation with his [[MirrorMatch Copy Robot]] in ''Powered Up'' shows this.
237-->'''Copy Robot:''' Yo, Firecracker! Any ol' fool can throw bombs around!\
238'''Bomb Man:''' Idiot... ''bombs aren't toys!'' Timing it right, lighting the fuse — that's the stuff you gotta leave to pros!\
239'''Copy Robot:''' I can do that! [[BringIt Wanna see?]]
240* ThrowDownTheBomblet: Naturally, since he is the first Explosion-themed Robot Master. His main weapon is the Hyper Bomb, which explodes on contact with the ground.
241* WarmUpBoss: Alongside Cut Man, Bomb Man is one of the easiest Robot Masters in ''Mega Man''.
242* WeakToFire: The Fire Storm is his weakness in ''Mega Man'', and his ''Mega Man & Bass'' profile notes how he dislikes matches and fires.
243* WeUsedToBeFriends: To Oil Man, while {{brainwashed}}. They "acted crazy together" when they were younger.
244* WorthyOpponent: Fire Man in ''Powered Up'' comments that their mutual love of fire and explosions makes them great opponents.
245[[/folder]]
246
247[[folder:[=DLN.007=] Fire Man]]
248->''"I'll fire you!"''
249[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/007_fireman.png]]
250
251A Robot Master with a torch on his head and a penchant [[ForGreatJustice for burning justice]]! His Fire Storm can reach temperatures of over 8000 degrees, burning or melting almost anything, befitting his purpose as a waste management robot. Fittingly enough, he is {{hot|blooded}}-blooded; in fact, enough for him to think of himself as a [[CowboyCop cop]]. He loves camping in the summer.
252
253->'''Weapon''': Fire Storm
254->'''Weakness''': Ice Slasher (''1'', ''I'', ''Powered Up'')
255->'''Voiced by''': Akimasa Ohmori (''VideoGame/SuperAdventureRockman''), Hisashi Izumi (JP, ''Powered Up''), Roger Rhodes (EN, ''Powered Up'')
256----
257* AdaptationPersonalityChange: He was always HotBlooded, but in ''Powered Up'' Fire Man sees himself as a hero who fights with "the flames of justice", loves to [[LargeHam talk at the top of his robotic lungs]], and speaks with a CowboyCop accent. He also lacks the [[HairTriggerTemper hot temper]] that his CD Data from ''Mega Man & Bass'' [[InformedAttribute claims he has]].
258* AntiFrustrationFeatures: Part of Fire Man's playstyle in his playable appearance in ''Powered Up'' is that, if his flame is put off, he can't shoot waves of fire. However, the small {{fireball|s}} that's present in Mega Man's version of the Fire Storm is present in his own, giving him at least a way to defeat enemies until he can light up again.
259* ArmCannon: Not only is he the only one of the original six Robot Masters to have one, but ''both of his arms'' are arm cannons. What's more, Fire Man has never been seen to change these into arms with hands like Mega Man can, suggesting they're always like that.
260* BarrierWarrior: The Fire Storm briefly encases Mega Man in a pseudo-shield of fire, though this attribute doesn't apply to Fire Man himself unless playing as him in ''Powered Up''. If Fire Man loses his head flame, he can't shoot off his waves of fire, leaving him with only the orbiting fireball to attack with.
261* BeamSpam: His main method of attack is throwing wall of fire after wall of fire after you in very fast succession once he's far enough away. This may or may not be an intentional strategy on the game's part, though, as in the ''Wily Wars'' version and in his ''Dr. Wily's Revenge'' fight, he only shoots one wave of fire at a time.
262* ComicallyMissingThePoint: When approached by the Copy Robot in ''Powered Up'', he receives the same kind of short [[BreakThemByTalking breaking speech]] that the Copy Robot likes to give to all the Robot Masters he duplicates. Instead of being angry or demoralized, Fire Man is instead ''thrilled'' to be duplicated, because it means that since there's an ''evil'' copy of him, ''[[InsaneTrollLogic that must mean he's a real hero]]''!
263-->'''Copy Fire Man:''' [[LampshadeHanging How pathetic... I can't believe he's serious...]]
264* CounterAttack: Firing a shot will prompt him to shoot back in turn.
265* CowboyCop: His personality when he's ''not'' screaming at the top of his lungs like a Toku hero.
266* DemotedToExtra:
267** Like Bomb Man, he doesn't reappear in the games as often as the other ''Mega Man'' Robot Masters (though he at least appeared in ''VideoGame/MegaManDrWilysRevenge'').
268** In [[WesternAnimation/MegaManRubySpears the Ruby-Spears cartoon]], Fire Man only appeared in the first episode and disappeared afterward (save for appearing in the title sequence). [[TheVoiceless He didn't even have any dialogue.]]
269** His fight in the ''Archie'' comics adaptation of the first game [[CurbStompBattle is over in only three]] ''[[CurbStompBattle panels]]''.
270* ElementalAbsorption: In ''Powered Up'', fire geysers can reignite his head torch should it be doused, allowing him to shoot waves of fire again.
271* EvilIsBurningHot: When controlled by Dr. Wily, going hand in hand with his HotBlooded personality. It's even lampshaded by a few characters in ''Powered Up'', such as Ice Man saying he should stay cool in battle, and Roll commenting on his creepy eyes.
272* {{Fireballs}}: The Fire Storm lets Mega Man shoot off one (as opposed to the tall waves Fire Man uses), while another orbits him rapidly like a shield. In ''Powered Up'', the orbiting fireball attribute is applied to him when playable, and in fact, using the Fire Storm while his head flame is doused results in ''only'' said attribute being available until you light him on fire again.
273* FlamingHair: The fact that his main torch is on top of his head gives off this kind of appearance. In ''Powered Up'', it can also be doused, severely weakening his Fire Storm.
274* ForGreatJustice: His personal motivation in ''Powered Up'', thanks to viewing himself as a robot hero, even when reprogrammed by Dr. Wily.
275* GunsAkimbo: The first Robot Master in the franchise with dual cannons.
276* HotBlooded: No pun intended! This is his good point according to his CD Data in ''Mega Man & Bass'', and his dialogue in ''Powered Up'' has him screaming at the top of his lungs about his "flames of justice".
277* JusticeWillPrevail: He is firm in his belief that justice always wins, no matter if you're playing as him or fighting him.
278-->'''Fire Man:''' JUSTICE WINS!
279* LargeHam: Boy, is he ever in ''Powered Up''.
280-->'''Fire Man:''' [[ShutUpHannibal You're wasting your time!]] [[TheReasonYouSuckSpeech You've got nothing on me!]] As long as my justice burns bright, [[JusticeWillPrevail evil will never prevail]]!
281* LogicalWeakness: To the Ice Slasher, given ice melts into cold water when exposed to fire; this puts out the flame on his head and weakens his Fire Storm (at least in ''Powered Up''). Alternatively, the super-cold weapon and his super-hot fire create [[SurprisinglyRealisticOutcome a dangerous temperature shock]], which can ruin some metals and cause them to warp or crack.
282* LongRangeFighter: Fire Man always strikes from a distance — if Mega Man gets close, his first instinct is to try and run far enough away from him before he shoots off a Fire Storm blast. The only time he attacks at a close range is as a CounterAttack to Mega Man's shots.
283* NoIndoorVoice: On the few occasions where he's not shouting about justice and fire, he's still quite loud, even to Dr. Light.
284* NoMouth: Unlike the rest of Dr. Light's original Robot Masters, Fire Man has a silver mask covering his mouth at all times. What's more, whenever he talks, his jaw doesn't move as if there was a mouth underneath.
285* OrbitingParticleShield: His Fire Storm creates a fireball that rapidly orbits Mega Man to strike anything that comes close. However, it doesn't block anything and is purely offensive.
286* PlayingWithFire: As you can no doubt tell. He's the first Fire-elemental Robot Master, who originally used his flames to incinerate trash at a waste management facility, and can channel his fire powers for his Fire Storm. His flames are stated to be around 7,000-8,000 degrees.
287* ShoutOut: Makes one in ''Powered Up'' to Music/VanillaIce, of all people, when he delivers a ShutUpKirk to Ice Man's belief about staying stoic and cool-headed in battle.
288-->'''Fire Man:''' You may think life's all about ''ice ice, baby'', but I'll show you that the fires of justice burn ''red-hot''!
289* ShutUpHannibal[=/=]ShutUpKirk: In ''Powered Up'', in part due to his HotBlooded personality, he's prone to delivering these in a very hammy tone to his opponents, whether you're playing as or against him.
290[[/folder]]
291
292[[folder:[=DLN.008=] Elec Man]]
293->''"Feel the power of my Thunder Beam!"''
294[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/008_elecman.png]]
295
296The extremely prideful, arrogant, and supposedly most rawly powerful robot of the original six (or eight?) of Dr. Light's Robot Masters. Created to control the voltage of an atomic energy plant, Elec Man can generate high-voltage bolts of electricity and fire them as the Thunder Beam. If that weren't enough, he also boasts razor-sharp judgments and high agility. Though he has a strong sense of responsibility, he's also somewhat twisted and vain.
297
298->'''Weapon''': Thunder Beam
299->'''Weakness''': Rolling Cutter (''1'', ''I''), Oil Slider (''Powered Up''), Power Stone (''Power Fighters''), ''Wheel Cutter'' (''10'', Weapons Archive)
300->'''Voiced by''': ''Terry Klassen'' (animated series), ''Hekiru Shina'' (MMPF), ''Megumi Tano'' (''VideoGame/SuperAdventureRockman''), ''Kosuke Kobayashi'' (JP, ''Powered Up''), ''Brendan Hunter'' (EN, ''Powered Up'')
301----
302* TheAce: Is this to the other six (or eight) Robot Masters. Hailed as Dr. Light's greatest invention, has excellent judgment, is highly responsible at his job, knows how to play the guitar, and his lightning strikes [[LightningBruiser boast enormous power backed by his excellent agility]]. Of Dr. Light's inventions, only [[TheHero Mega Man]] and [[TheLancer Proto Man]] have been shown to be as much of an Ace as him.
303* AdaptationPersonalityChange: He retains his brilliant mind and twisted streak in ''Powered Up'' (the latter as seen in Dr. Wily's fight where he intends to give Wily an "enlightening shock therapy"), but the game also depicts him as a {{pride}}ful, [[AgentPeacock vain]], {{camp}}y robot who loves seeing the beauty of stuff and is revolted by ugliness, such as Guts Man's "ogre-like" voice, Oil Man's oil, and Bomb Man in general. You wouldn't be crazy if you compared his voice to James from ''[[Anime/PokemonTheSeries Pokémon]]''.
304* ArtificialStupidity: Elec Man's AI is primitive, and copied from a few other bosses in the game — essentially, his deal is to walk back and forth, throwing his Thunder Beam at specific spots. This enables exploits where timing a shot can keep him from reaching those spots; see CycleOfHurting and ZeroEffortBoss below.
305* AssistCharacter: Appears as an Assist Trophy in ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'', using his attack patterns from the original game. He's the only third party Assist Trophies to not return for ''VideoGame/SuperSmashBrosUltimate''.
306* CallingYourAttacks: He does this in ''Manga/MegaManMegamix'', some side games, and his CD Data.
307-->''(His JP CD Data) "TAKE THIS! '''THUNDER BEAAAAAAAAAAM!'''"''
308* {{Camp}}: In ''Powered Up,'' where every line is delivered like he's on center stage.
309-->''"You'll never blast through my heart with that kind of attitude. It's really too bad, but [[PreAsskickingOneLiner I'm going to finish you at lightning speed...]]"''\
310''"A fight is but a moment; an eternal moment. A moment of mesmerizing beauty..."''\
311''"Do your worst, but I find it hard to believe that such a low-voltage robot like you can defeat me."''
312* ContinuityCameo:
313** He appears in storage in the background of the first Wily stage in ''The Power Battle''.
314** The Weapons Archive uses his Thunder Beam in ''10'' while displaying Elec Man on a monitor, acting as the first game's representative.
315* CycleOfHurting: In the first game, he could be trapped in one of these by timing each shot as he's about to fire an attack. With practice, this can score you [[ZeroEffortBoss an easy victory]].
316* FlunkyBoss: In ''The Power Fighters'', he can summon three Kaminari Kogorōs from ''VideoGame/MegaMan7'', which shoot lighting downwards.
317* GivingSomeoneThePointerFinger: Extraneous art likes to have him do this a lot, sometimes having him charging up an attack while doing so.
318* HiddenDepths: You wouldn't know it from a responsible robot, but he enjoys singing and playing the guitar.
319* LargeHam: In ''Powered Up'', he delivers every line [[{{Camp}} like he's on center stage]], can be quite loud, and when controlled as a hero, he even pulls off his serious moments well.
320* LightningBruiser: Figuratively and [[ShockAndAwe literally]]. He's fast, and his Thunder Beam not only has a very large spread but takes ''10'' units of Mega Man's health! In addition, most attacks other than his weakness do positively piddling damage. However, he's slowed down considerably in ''Dr. Wily's Revenge'' and ''The Power Fighters'', with his Thunder Beam being much smaller and doing less damage, although in the latter this is rectified by being able to attack from many angles and use multiple beams.
321* LogicalWeakness:
322** Cut Man's razor sharp Rolling Cutter cuts Elec Man's electrical wires, referencing the WireDilemma from a different standpoint.
323** Elec Man's lower-mass body would not be as sturdy against massive blows like those from Power Stone, in ''Power Fighters''.
324** In ''Powered Up'', Oil Man's Oil Slider is ''mineral'' oil; a bad electricity conductor. Add in that Mega Man is ramming into Elec Man at high speeds with it, and you get a bad combination waiting for Elec Man.
325* OddNameOut: His name is short for Electric Man, which has more than 4 characters.
326* {{Pride}}: His ego is enormous, which is made all the more apparent in his ''Powered Up'' lines.
327-->''"[...] I might even tell you more about me after I win."''
328* PsychoElectro: Most supplementary materials note that Elec Man, despite his strong sense of responsibility, is twisted.
329* ShockAndAwe: It's in his name! He's the first of many electric-themed Robot Masters, and considering the fact that he manages and controls ''entire nuclear power plants'', it's no surprise as to why a single Thunder Beam can deal so much damage.
330* SissyVillain: His dialogue in ''Powered Up'' is spoken with a {{camp}} tone of voice, and he talks constantly of his own beauty, being the most conventionally handsome of the eight Robot Masters in that game.
331* SmugSuper: In ''Powered Up'', he's well aware he's one of the most dangerous Robot Masters due to his electrical powers, and he simply won't shut up about it.
332* SuperSpeed: He has lightning-fast speed, which is later used by Quick Man.
333* TurnsRed: In ''The Power Fighters'', he gains the ability to send electricity along the ground at a certain point of health, and can create a stationary electric field to obstruct the playfield.
334* WakeUpCallBoss: If you can't time your shots properly, he's this. Like Ice Man, his Thunder Beam deals ''10'' points of damage, and its hitbox is large. He's also [[LightningBruiser the fastest Robot Master of the group]], chasing you just to gun you with his electricity point-blank, or jumping while firing off his devastatingly large beams.
335* WeakButSkilled: Spark Man can generate twice as high voltage as Elec Man, but Elec Man makes up for it by being better focused, hence why his Thunder Beam (which deals ''10'' HP) is much more devastating than Spark Shock (which deals 2 or 4 HP).
336* ZeroEffortBoss: Because of [[ArtificialStupidity his simple AI]], [[https://www.youtube.com/watch?v=4FMCwvh60tM timing your shots with the Mega Buster can exploit it]], trapping him in a CycleOfHurting where he never actually fires a single Thunder Beam until he dies. It ''does'' require strict timing to pull off though, and it can't be done with his weakness, the Rolling Cutter, due to the weapon's piercing[=/=]boomerang nature.
337[[/folder]]
338
339!!''VideoGame/MegaMan2''
340[[folder:General]]
341* ContinuityCameo: Every single one of them appears in ''VideoGame/MegaMan3''; not physically, but as sprites representing their program data being used by the Doc Robots (which are otherwise wholly separate entities — their weaknesses will still be listed for simplicity).
342* EvilCounterpart: This group can be considered one to the first game's Robot Masters — while they were good robots (turned evil) designed to aid humanity with dangerous tasks, these were based on their designs, yet created solely as weapons of war to destroy Mega Man.
343* {{Expy}}: In-universe, Dr. Wily based many of them on Dr. Light's Robot Masters.
344* InformedAttribute: [[AllThereInTheManual External sources]] note that Dr. Wily built these Robot Masters with devices that make them immune to the Time Stopper (with Quick Man's having a flaw that makes him vulnerable to it). Despite this, all of them are still frozen should it be used on them.
345* NoSell: With the exception of Quick Man, they all take no damage from the Time Stopper (though they will still be frozen by it). These robot masters are also immune to specific weapons.
346[[/folder]]
347
348[[folder:[=DWN.009=] Metal Man]]
349->''"Catch! Hee Hee Hee..."''
350[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/009_metalman.png]]
351
352The very first Robot Master ever created by Dr. Wily. He was based on Cut Man's design, and his body shares a lightweight frame which grants him agile movements. His arsenal has an unlimited amount of Metal Blades that he can pull from [[HyperspaceArsenal nowhere]], in addition to one more attached to his head. Quick at his work, Metal Man tends to be pragmatic and shrewd.
353
354->'''Weapon''': Metal Blade
355->'''Weakness''': Metal Blade/Quick Boomerang (''2''), Magnet Missile/Hard Knuckle (''3'' [Doc Robot]), ''Crash Bomber'' (''II'')
356->'''Voiced by''': Creator/IanJamesCorlett (animated series), Kōsuke Okano (''VideoGame/SuperAdventureRockman'')
357----
358* AbsurdlySharpBlade: His Metal Blades, like the Rolling Cutter, are made from [[{{Unobtainium}} ceratanium]].
359* BladeBelowTheShoulder: Metal Man can wield his blades like swords in the ''Ruby-Spears'' adaptation akin to ''VideoGame/MegaMan10''[='=]s Blade Man, with one scene having him almost [[OffWithHisHead decapitating]] poor Rock with one of his blades.
360* CombatPragmatist: He's not above using shady tactics to get the upper hand.
361* CoolSword: He can make his blades into these in the ''Ruby-Spears'' adaptation a-la Rinzler from ''Franchise/{{Tron}}''.
362* CounterAttack: Attack him, move near him, or wait for some time, and Metal Man will start throwing his blades.
363* DeadlyDisc: His Metal Blades, which he throws with high speed and precision.
364* DenialOfDiagonalAttack: {{Averted|Trope}}; the Metal Blade can be flung in eight directions.
365* FragileSpeedster: Though he's agile and nimble like Cut Man, he doesn't take hits well, such as the rapid-fire Quick Boomerang or even his own Metal Blades.
366* GoryDiscretionShot: Technically, he's a robot, so there wouldn't be any ''gore'', but his death is impressively violent for the PG Archie Comics adaptation. After copying his weapon mid-fight, Mega Man hurls a series of metal blades at him. A panel shows a spinning blade hurtling directly toward him, inches away from his horrified face... before cutting to an unimpressed-looking Mega Man remarking on how easily he went down. The mind of the reader does the rest.
367* HiddenDepths: He enjoys playing with frisbees when he's not working as a shady blade-throwing assassin.
368* HoistByHisOwnPetard: The Metal Blade (his own weapon) kills him in one hit on Normal and two hits on Difficult and in the Japanese version.
369* InconvenientlyPlacedConveyorBelt: His whole stage is full of them. Even his boss room has one! Humorously, though his rematch in the Wily Castle lacks one, he still runs in place as if there were one.
370* InformedFlaw: Metal Man is said to be weak to the Mega Buster due to a flaw in his design. In the Difficult/original mode of ''2'', he only takes one bar of damage from the weapon.
371* LogicalWeakness: A robot made from lightweight materials would have less protection from sharp blades than one made of harder metals would. This goes for both Quick Man's Quick Boomerang and [[HoistByHisOwnPetard his own Metal Blade]].
372* NoMouth: Metal Man has an [[Franchise/{{Transformers}} Optimus Prime/Soundwave-ish]] mouthplate over his face.
373* NoSell: The Air Shooter, Bubble Lead, and Leaf Shield don't faze him at all.
374* RedEyesTakeWarning: His portrait and official artwork. The cartoon takes this further by stylizing them into blank red triangular eyes.
375* SuspiciouslySimilarSubstitute: Originally was this to Cut Man, until DivergentCharacterEvolution took the helm.
376* WarmUpBoss: He's a fairly easy boss with a simple pattern. It doesn't help that his weapon is also the best in the game.
377[[/folder]]
378
379[[folder:[=DWN.010=] Air Man]]
380->''"What wind blows you here?"''
381[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/010_airman.png]]
382
383This Robot Master attacks by using tornadoes created by his Air Shooter. Air Man has a giant propeller in his chassis that can create powerful gusts of wind. While he has good character, he's also an egotist who can talk about himself for long periods of time. He has a unique "headless torso" design that future Robot Masters would adopt.
384
385->'''Weapon''': Air Shooter
386->'''Weakness''': Leaf Shield (''2'', ''II''), Magnet Missile/Spark Shock (''3'' [Doc Robot]), Super Arm (''Power Fighters'')
387->'''Voiced by''': Terry Klassen (animated series), Jin Yamanoi (''Power Fighters''), Nobuyuki Furuta (''VideoGame/SuperAdventureRockman'')
388----
389* ArrogantKungFuGuy: Air Man's portrayal in the comic is smug and condescending, with him barely even moving during his fight and instead calmly firing tornados at Mega Man. This is presumably the writers' way of interpreting his low-movement, sturdy attack pattern into a workable personality.
390* AscendedMeme: In said comics' portrayal, he boasts how Mega Man "can't beat him", a ShoutOut to "Airman ga Taosenai" ("I Can't Beat Airman" in English).
391* ArmCannon: His entire left arm acts as his Air Shooter and looks more robotic than his right.
392* BlowYouAway: He's the first Wind-type Robot Master. He can blow you to the wall, create a barrage of small tornadoes (which he blows toward you), and even create full-on typhoons.
393* {{Cephalothorax}}: His "face" is his entire body. Does that mean the fan is his maw?
394* DoNotTouchTheFunnelCloud: His Air Shooter, in all games where he appears. As long as don't directly touch the ground-traveling tornado/horizontal tornado stream/swarm of flying mini tornados, you won't be harmed (for that matter, attacks will harmlessly bounce off them).
395* FlunkyBoss: In ''The Power Fighters'', he'll sometimes send a Delupipi (and their egg full of several tiny Copipis) to attack.
396* LogicalWeakness:
397** Debris, like leaves, can get jammed in a fan motor, which can lead to overheating and damage to the gearing — which is possibly how the Leaf Shield damages him. The Super Arm in ''Power Fighters'' could do even worse, sending rock debris into his fan parts.
398** Electric motors can damage themselves if supplied with over-voltage. The Spark Shock is capable of providing this over-voltage to the Doc Robot's data from ''3''.
399* NoSell: The Metal Blade, Air Shooter, Bubble Lead, and Crash Bomber hit him like a gentle breeze.
400* NotQuiteFlight: In ''The Power Fighters'', while his body is too heavy to fly, he can float horizontally. Humorously, he usually uses this to move while being so low to the ground he could likely walk.
401* OrbitingParticleShield: Suprisingly enough, he steals pages from Junk Man and Dust Man's books in ''The Power Fighters'' to do this.
402* ShoutOut: The Archie comics love to include nods and jokes about the ''Mega Man'' fandom, so naturally, when Air Man finally gets a chance to fight Mega Man, it makes sure to say, in bold letters...
403-->'''Air Man:''' You should've known '''you can't beat me.'''
404* StealthPun: He's unpleasantly boastful and egotistical, but also attacks by using the fan built into his body to create damaging air streams. Air Man is a ''blowhard''.
405* UnblockableAttack: Unusually for this series, he sometimes spits out a series of tornadoes that are too close to be dodged. The Doc Robot using his battle programming in ''3'' is slightly easier to avoid thanks to the ability to slide.
406[[/folder]]
407
408[[folder:[=DWN.011=] Bubble Man]]
409->''"The sea will swallow you!!"''
410[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/011_bubbleman.png]]
411
412A Robot Master designed for underwater combat, and the first humanoid robot on Earth designed for such a purpose. To this end, he is equipped with an arm cannon on his left arm and the Bubble Lead, which lets him shoot heavy bubbles that he can use for multiple purposes. Due to a design flaw, he can only move by jumping on land (making him a laughing stock), but he makes up for this by being able to swim gracefully. Despite being terrible with cash, Bubble Man is always in high spirits.
413
414->'''Weapon''': Bubble Lead
415->'''Weakness''': Metal Blade (''2''), Spark Shock/Shadow Blade (''3'' [Doc Robot], ''Power Fighters''), Quick Boomerang (''I'')
416->'''Voiced by''': Hekiru Shina (''Power Fighters''), 'Akio Suyama (''VideoGame/SuperAdventureRockman'')
417----
418* AcidAttack: His [[BubbleGun Bubble Lead]] is made of sulfuric acid, as revealed in the ''Archie Comics''.
419* AdaptationalWimp: In the Archie comic, Mega Man one-shots him with the Leaf Shield in their first fight, even though the Leaf Shield is ineffective on him in the source game.
420* AdaptedOut: He never appeared in the Ruby-Spears cartoon, and alongside Flash Man is the only Robot Master from ''2'' to be ignored.
421* AffablyEvil: He has a big heart and warm personality despite being a warrior of Dr. Wily.
422* ArmCannon: Bubble Man uses one as an extra weapon alongside the Bubble Lead.
423* BarrierWarrior: In ''The Power Fighters'', he can encase himself in a giant Bubble Lead as a shield.
424* BeamSpam: His preferred tactic in battle is to shoot buster shots rapidly as he swims around, often while a few Bubble Lead shots are bouncing towards Mega Man.
425* BubbleGun: He has a head-mounted one which he uses to fire the Bubble Lead. And no worry -- these bubbles are made of [[AcidAttack sulfuric acid]].
426* ButtMonkey: Dr. Wily can't help but laugh at his way of moving on land. He could fix it, but [[{{Jerkass}} he finds it too funny to do so]].
427* ContinuityCameo: In the background of ''The Power Battle's'' first Wily stage, Bubble Man can be seen in a glass case.
428* CripplingOverspecialization: Bubble Man is an excellent swimmer, but can barely move in dry land.
429* FeedItWithFire: If the Bubble Lead is used on him, it completely heals him.
430* FlunkyBoss: In ''The Power Fighters'', after he TurnsRed he summons four bubbles that contain crab robots (which may or may not be Claws from his ''Mega Man 2'' stage), which float to the ceiling of the arena. Said crabs will, in time, fall to help Bubble Man.
431* GracefulInTheirElement: Bubble Man moves awkwardly on land, but is far more mobile and agile in water.
432* HarpoonGun: ''Manga/MegaManMegaMix'' interprets his arm cannon as one.
433* LogicalWeakness:
434** Sharp things can pop bubbles easily. This holds true for the Metal Blade, the Quick Boomerang in ''Dr. Wily's Revenge'', and the Shadow Blade for his Doc Robot counterpart.
435** Water and electricity don't go well together. The Spark Shock is effective against the Doc Robot using his program data.
436* MakingASplash: The first aquatic Robot Master, he uses {{bubble|Gun}}s as his main weapon.
437* NoSell: The Air Shooter, Atomic Fire and Leaf Shield won't burst his bubble in the slightest.
438* SpikesOfDoom: They line the ceiling of his room to punish you if you jump too high. They're absent in his rematch in the Wily Castle and in the ''Dr. Wily's Revenge'' fight, making his rematch even easier.
439* TrapMaster: He can blow larger Bubble Lead shots that trap the player in ''The Power Fighters''.
440* UnderwaterBossBattle: He's the first Robot Master in the series to be fought underwater, and Mega Man has to be careful not to jump too high underwater, because of the SpikesOfDoom on the ceiling (his rematch in the Wily Castle and ''Dr. Wily's Revenge'', however, lacks them entirely).
441[[/folder]]
442
443[[folder:[=DWN.012=] Quick Man]]
444->''"Can you keep up with me?!"''
445[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/012_quickman.png]]
446
447A lightweight Robot Master crafted from Elec Man's design template. Quick Man can move extremely fast, and is equipped with a launcher that rapidly fires razor-sharp Quick Boomerangs. Though early to rise, he's also restless, impulsive and arrogant. Naturally, he has an interest in racing, but as the first of Dr. Wily's would-be specialized Mega Man maulers, he holds just as much enthusiasm in taking down the Blue Bomber.
448
449->'''Weapon''': Quick Boomerang
450->'''Weakness''': Time Stopper (''2'', ''I''), Crash Bomber (''2''), Gemini Laser/Search Snake (''3'' [Doc Robot]), Air Shooter (''Power Fighters'')
451->'''Voiced by''': Jim Byrnes (animated series), Koji Tobe (''Power Fighters''), Creator/ShowtaroMorikubo (''VideoGame/SuperAdventureRockman''), Creator/NobuyukiHiyama (''Battle & Chase'')
452----
453* AdaptationalWimp: Quick Man is infamous for being very difficult in the games because of the fact his attacks are hard to dodge and he's constantly jumping at you. In the Ruby-Spears cartoon, he is a pushover who gets defeated by getting crushed by a statue, and in his other appearances, doesn't really give anyone a hard time. This is very much ''not'' the case in other adaptations, see AscendedExtra.
454* ArmCannon: Quick Man, unusually for this series, has an arm-mounted Quick Boomerang launcher on his right arm (though ''Super Adventure Rockman'' shows he can have a more traditional arm-becomes-gun cannon).
455* AscendedExtra: Though initially just another Robot Master (albeit one the designers gave a unique mugshot to so as to show his higher difficulty), various adaptations and side games tend to depict Quick Man with more focus and/or importance than the rest of the ''Mega Man 2'' Robot Masters. The Archie Comics adaptation in particular has him functionally serving as Wily's [[TheDragon Dragon]] and making multiple appearances throughout the arc prior to his fight with Mega Man. When he does fight, he's portrayed as being functionally unbeatable without the Time Stopper.
456* BattleBoomerang: His weapon is the Quick Boomerang, which ironically doesn't try to return to him in his boss fight, but instead homes in on Mega Man.
457* BloodKnight: His main purpose was to kill Mega Man, and while that's more or less true for any Robot Master built by Dr. Wily, Quick Man [[TheOnlyOneAllowedToDefeatYou expresses that desire the most]].
458* BootstrappedLeitmotif: He becomes associated with the generic boss theme instead of his own theme in ''The Power Fighters''.
459* ContinuityCameo:
460** He appears in ''7's'' Robot Museum, far in the background. Thanks to how backgrounds are designed, however, he appears multiple times.
461** ''8's'' animated intro has him battling Mega Man as ''VideoGame/MegaMan2's'' representative.
462* TheFourthWallWillNotProtectYou: Quick Man's mugshot in ''2'' has his head boomerang poking out from his frame. The developers gave him this unique trait to display his higher difficulty than the other seven bosses.
463* FragileSpeedster: He's very agile, but his resistance against weapons isn't great. The Mega Buster does two points of damage to him (four on Normal), and what weapons affect him tend to do a number on his health (in particular the Crash Bomber and Air Shooter).
464* InASingleBound: He jumps very high and very often.
465* LightningBruiser:
466** He becomes this in ''The Wily Wars'', where the Mega Buster only does one point of damage, making him more difficult to fight.
467** The Doc Robot copying his battle programming in ''3'' has much more resistance against attacks than he does ''while'' being every bit as fast, making it much more frustrating to fight.
468* LogicalWeakness: To the Time Stopper and Crash Bomber.
469** Being a robot who runs fast, it stands to reason that he wouldn't like being stopped in his tracks involuntarily. Notably, he's only weak to the Time Stopper [[EnforcedTrope because of]] ''[[EnforcedTrope a defect in his programming]]''.
470** Quick Man's body would have less protection from detonations due to his lighter armor; though hitting him with the Crash Bomber can prove difficult though due to his erratic movement. Atomic Fire would be harmful for similar reasons and is another alternative, but only on the overseas' version's Normal mode.
471* NoMouth: His in-game sprite in ''2'' has no mouth. He averts this otherwise.
472* NoSell: The Metal Blade, Bubble Lead, Quick Boomerang, and Leaf Shield won't lay a scratch on this speedster at all. Interestingly, Quick Man has a unique sprite where that involves stopping his current deed to block it, something no other Robot Master in ''2'' does.
473* NotAMorningPerson: {{Inverted|Trope}}; his Japanese CD Data states he's "early to bed, early to rise".
474* TheOnlyOneAllowedToDefeatYou: Quick Man desires to be the Robot Master that finally destroys Mega Man, to the point where in the Archie comic's version of ''2'', he grows impatient at having to wait his turn and even defeats Flash Man just so he can finally get his chance to fight Mega Man. Alternatively, because Flash Man carries the weapon Quick Man was weak to, maybe he was hoping Mega Man would've copy it before their fight.
475* PrecisionGuidedBoomerang: Subverted, as the Quick Boomerang is really more like a homing missile when he uses it. Played straight when Mega Man uses it, as it flies out and curves back just as quickly.
476* RedOnesGoFaster: His main color being red complements his super speed and mobility.
477* TheRival:
478** During production of ''2'', the staff had this role in mind for him, which is why on the stage select screen he's the only one who grins and the only one who pokes out of his box (this trait was, however, removed for the ''Wily Wars'' version). The Archie comic adaptation ran with this concept of him being Mega Man's rival, with Quick Man tormenting Mega Man several times before his actual fight.
479** In ''Battle and Chase,'' he becomes a {{friendly rival|ry}} to Turbo Man if he wins the Grand Prix.
480* ShoutOut: In keeping with Classic Mega Man's various allusions to Japanese children's media, Quick Man's design resembles that of Casshan/Casshern, particularly his iconic V-shaped headgear. Fittingly, Mega Man 2 also introduced a dog robot enemy called Friender (named after Casshern's robot dog companion), though the enemy is found in Wood Man's stage.
481* SkippableBoss: In ''Super Adventure Rockman'', Mega Man can refuse to fight him and instead warn him about Wily's actions, which proves successful when Shadow Man strikes and Quick Man uses [[HumanShield his body as a shield]] to block the attack. If he is fought instead, Mega Man will receive his Quick Boomerang after his health is lowered enough.
482* SuperSpeed: Just look at his name.
483* SuperWristGadget: Has a wrist-mounted quick boomerang launcher.
484* TakingTheBullet: In ''Super Adventure Rockman'', he steps in front of a Shadow Blade thrown at Mega Man, ''saving him'', after Mega Man convinces him that Ra Moon is a far greater threat to the world than Wily thinks.
485* TeamKiller: In the Archie Comics version of ''2'', he murders Flash Man just so [[TheOnlyOneAllowedToDefeatYou he gets to fight Mega Man instead]].
486* TimeMaster: In ''Manga/MegaManMegamix'', he can speed up even further by subtly altering time in the immediate area.
487* TooFastToStop: [[RequiredSecondaryPowers He outruns even his own vision]], which is why he's constantly running into walls.
488* TurnsRed: He can do this in ''The Power Fighters'' depending on how late he's fought. He begins to synchronize throwing delayed Quick Boomerangs while charging at the player.
489[[/folder]]
490
491[[folder:[=DWN.013=] Crash Man]]
492->''"I am the Destroyer!"''
493[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/013_crashman.png]]
494
495A Robot Master armed with drill-tipped time bombs and a body that can resist explosions. Based on the designs of Bomb Man and Guts Man, he combines the destructiveness of the former and the toughness of the latter. He's very clumsy with his hands (or lack thereof), but is honest and obedient despite his shortcomings, if prone to erratic mood swings that make him hard to control.
496
497->'''Weapon''': Crash Bomber
498->'''Weakness''': Air Shooter (''2'', ''II), Hard Knuckle/Top Spin (''3'' [Doc Robot]), Rolling Cutter (''Power Battle'')
499->'''Voiced by''': Terry Klassen (animated series), Koji Tobe (''Power Battle''), Megumi Tano (''VideoGame/SuperAdventureRockman'')
500----
501* BladeBelowTheShoulder: Crash Man doesn't have hands, but instead drills which his Crash Bombs are affixed to.
502* CounterAttack: He throws a Crash Bomb down if Mega Man fires. The Doc Robot copying his battle data in ''3'' has more intuition, however, and will occasionally fire a Crash Bomb on its own accord.
503* DumbMuscle: Downplayed. Crash Man's hardly an idiot, but he is simple-minded; Wily points at something he wants blown up, Crash Man blows it up.
504* GunsAkimbo: Drills/Crash Bombs instead of hands.
505* InconsistentSpelling: Oh boy... some people know him as C'''r'''ash Man, while others know him as C'''l'''ash Man. His name can even be interpreted as C'''ru'''sh Man. It doesn't help that, in the vein of Guts Man, ''none'' of these names have anything but an esoteric connection to his powers or appearance. Romanized as "Clash Man" in the Japanese version and ''VideoGame/MegaManII'', and "Crash Man" in the English NES release and ''The Power Battle''.
506* InASingleBound: He can jump really high, due to being made out of very light materials.
507* TheKlutz: Crash Man is described as being clumsy. You can hardly blame him for this, since he has no hands (except in ''Manga/MegaManMegamix'').
508* LightningBruiser: Crash Man is fast and agile, dishes out powerful explosions and is tough enough to withstand them.
509* LogicalWeakness:
510** Missiles, such as Crash Man's own Crash Bombs, can have their trajectory diverted with [[BlowYouAway wind ]]blowing on their sides. Plus, Crash Man jumps around his room when you fire at him, making him a perfect target for AntiAir attacks such as the Air Shooter, which conveniently arcs upward.
511** The Top Spin is also logical, making Mega Man spin Spin like a tornado and following a suitable trajectory to hit Doc Robot when you activate it to trick him into jumping. Just be close to him when he's walking towards you.
512** The Hard Knuckle is another nasty surprise when Doc Robot leaps, being it is a massive projectile that has the power to demolish destructible barriers, much like Crash Man's own Crash Bombs.
513** {{Subverted|Trope}} with the Atomic Fire, however, as he [[AvertedTrope isn't]] all that WeakToFire, unlike his predecessor Bomb Man. This may be due to his heavy-plated body.
514* LongRangeFighter: Crash Man tries to get far enough away from Mega Man before firing. If he stays close and doesn't shoot, however, [[https://www.youtube.com/watch?v=An5DaTHXxwM he won't fight back]].
515* MadBomber: While usually docile, he's prone to mood swings that can make him very violent. And given how the he uses bombs as his weapon...
516* MoodSwinger: Crash Man is usually docile and obedient, but he can very quickly turn angry, violent and destructive.
517* NonIndicativeName: Crash Man doesn't do a whole lot of colliding into things.
518* NoSell: The Metal Blade, his own weapon, and the Leaf Shield won't do anything to crash this guy's party.
519* StuffBlowingUp: Really likes to throw a bunch of bombs. Said bombs even explode multiple times.
520* SuperToughness: Being partially based on Guts Man, he has a strong body that protects him from explosions. It protects him so well, in fact, most explosions hardly even faze him.
521* ThisIsADrill: His Crash Bombs are drill-tipped, and said drills poke out of his arms instead of hands.
522* ThrowDownTheBomblet: Wily's answer to Bomb Man, making him the second Explosion-themed Robot Master. He uses the Crash Bomber to shoot timed bombs that release several explosions on detonation.
523* TimeBomb: The Crash Bomber explodes after a small delay (though it's much shorter for him than for Mega Man). Some enemies, however, can make a Crash Bomb explode on contact.
524* TrapMaster: While smacking a Crash Bomb directly into something is effective, Mega Man generally gets more efficient use from them by laying it so it detonates as an enemy walks into the explosions (receiving multiple hits at the same time). This tactic works well on Flash Man and Wood Man.
525* WeaksauceWeakness: For a Robot Master who can tank explosions without even getting a scratch, gusts of wind shouldn't be nearly as effective on him as they are. In ''VideoGame/MegaManII'', however, he's able to tank them ''much better'' (as in, every shot must hit if one is to beat him with it).
526[[/folder]]
527
528[[folder:[=DWN.014=] Flash Man]]
529->''"[[Music/TheSupremes Stop in the name of love!]]"''
530[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/014_flashman.png]]
531
532This Robot Master is designed to control time itself with his time stopper. To this end, he can stop time around him for brief periods and attack with a rapid-fire arm cannon. Despite being kind to his subordinates, Flash Man is also prone to whining and abusing his power for personal enjoyment. As an aside, [[BaldOfEvil you'd be wise not to tune in to a wig commercial while he's around]].
533
534->'''Weapon''': Time Stopper
535->'''Weakness''': Metal Blade (''2''), Crash Bomber (''2''), Needle Cannon/Gemini Laser (''3'' [Doc Robot]), Ice Slasher/Atomic Fire (''I'')
536->'''Voiced by''': Ken'ichi Ono (''VideoGame/SuperAdventureRockman'')
537----
538* AdaptedOut: He never appeared in the Ruby-Spears cartoon. In addition, he was the only Robot Master from ''VideoGame/MegaMan2'' to be ignored in the ''WesternAnimation/CaptainNTheGameMaster'' episode, "The Big Game".
539* ArmCannon:
540** He uses one with rapid-fire capabilities on his right arm.
541** Averted in one Short Circuit which replaced his arm cannon with a normal hand in a story that had him and his brother Crash Man in group therapy.
542* BaldOfEvil: Somewhat unusually for a Robot Master, Flash Man is canonically bald. And he hates wig commercials, too!
543* BaldnessAngst: As a robot, Flash Man never had hair to begin with, but he isn't happy about being bald. It's even more evident in [[ComicBook/MegaManArchieComics the Archie comic]], where he expresses jealousy over Mega Man's own hair.
544* BeamSpam: After using the Time Stopper, Flash Man attacks anything in front of him with a stream of shots from his arm cannon.
545* BenevolentBoss: In the ''Mega Man & Bass'' CD data, it's said that he's nice to the reprogrammed robots he's made the master of.
546* {{Irony}}:
547** Though the Quick Boomerang does no damage at all to him in the game, Flash Man defeated in no less than [[Manga/MegaManMegamix two]] [[ComicBook/MegaManArchieComics adaptations]] by it.
548** The robot that can stop time... is weakest to a time bomb of all things.
549* LightIsNotGood: He activates his Time Stopper by flashing brightly. Being a Wily Number, he often uses this power for his master's schemes, or even just for his own pleasure.
550* LogicalWeakness:
551** How do you stop someone who can stop time, albeit for a few seconds? Either unleash a barrage that can cover a wide area that Flash Man can't dodge them all when time resume (Metal Blade) or use a weapon that can unleash powerful damage on him and can be planted out of sight (or better yet ''on him'') so that Flash Man can't evade it in time (Crash Bomber).
552** Flash Man's secondary theme is ice, with his stage having [[SlippySlideyIceWorld slippery floors]] and how he [[{{Pun}} "freezes" time]]. Thus, charged nuclear blasts will damage him badly just as he's also vulnerable to the Crash Bomber. However, the charged blasts alone won't defeat him due to limited ammo capacity, and you'll need to finish the job with uncharged Atomic Fire shots or the Buster shots, among other methods. This is also only possible in the overseas' Normal mode.
553* ManiacTongue: In the ''[[Manga/MegaManMegamix Megamix]]'' adaptation, he's got a few expressions that involve him sticking out his tongue while making a maniacal expression. He even [[LickingTheBlade licks his arm cannon]] in his introduction.
554* MundaneUtility: Flash Man often uses his powers for his own benefit, such as staying in baths for longer periods.
555* NiceToTheWaiter: Treats his subordinates with kindness. However, he treats his equals rather poorly.
556* NoSell: The Air Shooter, Quick Boomerang and Leaf Shield won't stop him even slightly.
557* SlippySlideyIceWorld: His level has got ice physics and all the annoyingness it implies, despite him not being alligned with ice.
558* StoryBreakerPower: Given how Flash Man can ''stop time itself'' (if only for small periods), it's a wonder Dr. Wily never uses Flash Man more often, nor has he attempted to create a Robot Master with an upgraded version of his technology.
559* SquishyWizard: His time stopper can completely freeze Mega Man in time and open him up for attack if he's out of position, but Flash Man isn't very durable, taking twice the normal damage from buster shots, Bubble Lead, and uncharged Atomic Fire, and being even weaker to Metal Blade, Crash Bomber, and a half-charged Atomic Fire (fully charged doesn't do any further damage). Curiously, Air Shooter, Quick Boomerang, and Leaf Shield [[NoSell won't hurt him at all]] while Mega Man's own Time Stopper ''heals'' him.
560* SuddenlyBlonde: His in-game sprite gives him a blue and white color scheme (and a transparent head dome), while his official artwork and non-8-bit appearances use a blue and yellow scheme instead.
561* TimeMaster: The very first Time and Space-themed Robot Master (in a meta sense; in-universe, Time Man was supposedly built first). Dr. Wily built him to have control over time.
562* TimeStandsStill: Flash Man's Time Stopper allows him to do just that. However, it only lasts for small periods of time.
563* ThinChinOfSin: One of his most distinctive features is his long and pointy chin, which his helmet emphasises further.
564* VillainTeleportation: Flash Man doesn't actually have this ability, but his Time Stopper allows him to give his onlookers the impression that he does.
565* WarmUpBoss: Flash Man's pattern is very simple, with him pacing back and forth across the room trying to collide with you, and occasionally freezing time. Just get the hang of keeping him as low down as possible and jump up just as he uses Time Stopper.
566[[/folder]]
567
568[[folder:[=DWN.015=] Heat Man]]
569->''"Wait a minute...I'll get ignited."''
570[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/015_heatman.png]]
571
572The gamers didn't even need to wait for introduction of a second [[PlayingWithFire fire-based Robot Master]]. This one, while having a silly-looking Zippo lighter design, is more powerful than ''even Fire Man'': Heat Man is able to use his nuclear-powered Atomic Fire to reach temperatures of up to ''12,000 degrees Celcius'', charge at foes with his Bodily Crash attack, and even protect himself with his lid (which has a habit of closing unintentionally). Heat Man is perfectly content to work at his own pace, even if he lacks enthusiasm half the time.
573
574->'''Weapon''': Atomic Fire
575->'''Weakness''': ''Bubble Lead'' (''2'', ''I'', ''Power Fighters''), Shadow Blade/Top Spin (''3'' [Doc Robot]), Ice Slasher (''Power Battle'')
576->'''Voiced by''': Ian James Corlett (animated series), Hekiru Shina (arcade), Creator/ShowtaroMorikubo (''VideoGame/SuperAdventureRockman'')
577----
578* AstonishinglyAppropriateAppearance: A fire-based Robot Master that looks like a cigarette lighter.
579* AtomicSuperpower: The source of his heightened power over Fire Man is his nuclear-powered core, hence the ability Atomic Fire.
580* AwesomeButImpractical: In gameplay, his Atomic Fire does pack a punch when charged up, however the weapon is very inefficient with ammo consumption when charged, so you'll be quickly switching weapons just to farm weapon refills for it. Without charging, the shots are very weak, too.
581* ChargedAttack: Though he doesn't use the Atomic Fire for this purpose, Mega Man's version of the weapon can be charged up to different levels of strength.
582* ContinuityCameo: He's on display in the Robot Museum in ''7''.
583* DashAttack: Heat Man uses the Bodily Crash to charge straight towards enemies while covered in fire, dealing them a lot of damage.
584* FeedItWithFire: Don't use the Crash Bomber or Atomic Fire on him if you don't want to heal him. Don't even ''think'' of using the Crash Bomber on him while he's using the Bodily Crash, either.
585* {{Fireballs}}: He often uses his Atomic Fire to throw fireballs. Said fireballs can create pillars of flame or crawl towards foes.
586* GoodSmokingEvilSmoking: He's said to be the only Robot Master that smokes (and indeed, an unused set of sprites for ''The Power Battle'' depicts him smoking a cigarette). It helps that he's shaped like a [[AstonishinglyAppropriateAppearance cigarette lighter]].
587* InfernalRetaliation: His signature attack, the Bodily Crash. He wreaths himself in fire to charge at you, which only occurs when Mega Man hits him, causing him to blow his lid, then close it.
588* LogicalWeakness:
589** He's weak to the Bubble Lead, a [[KillItWithWater water-based weapon]].
590** If all three tornados connect, Air Shooter is just as damaging as Bubble Lead as wind also puts out fire. Each individual tornado only deals above-average damage, however. The Top Spin also works against Doc Robot for this reason.
591** Just like with Fire Man, the Ice Slasher's extreme lack of heat energy combined with Heat Man's atomic heat will create a dangerous temperature shock in ''The Power Battle''.
592* NoSell: The Leaf Shield won't work against him, because fire beats grass.
593* PlayingWithFire: Wily's response to a fire-based Robot Master. Not just that, but he uses ''[[NukeEm nuclear]]'' fire.
594* PowerLimiter: Though he remains unaware of it, Heat Man has a dial on his back that regulates the power of his flames.
595* TurnsRed: In ''The Power Fighters'', he starts to use his InfernalRetaliation attack on command and twice in a row, and will start covering his charge by throwing Atomic Fire shots beforehand. In addition, he gains an attack where he simply throws two huge fireballs in both directions.
596* WreathedInFlames: Heat Man can set himself on fire after being damaged. This also renders him invincible and precedes him using his Bodily Crash.
597[[/folder]]
598
599[[folder:[=DWN.016=] Wood Man]]
600->''"Enjoy the marvels of nature!"''
601[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/016_woodman.png]]
602
603One of Dr. Wily's favorite Robot Masters, Wood Man is a kind and caring NatureLover, with a love for hiking. He's entirely made of wood (albeit coated in a thin layer of metal for protection), even down to his internal mechanisms. Because of this, he has great physical strength and resistance to physical blows, in addition to his Leaf Shield, which works by creating leaf-shaped projectiles from energy and using electromagnetism to move them around and send them flying towards foes.
604
605->'''Weapon''': ''Leaf Shield''
606->'''Weakness''': Air Shooter, Atomic Fire (''2'', ''Power Battle''), Needle Cannon/Search Snake (''3'' [Doc Robot]), Metal Blade (''II''), Super Arm (''Power Battle''), Flame Sword (''8'' [Saturn Version Only]), Triple Blade (''10'', Weapons Archive)
607->'''Voiced by''': Creator/RichardNewman (animated series), Koji Tobe (''Power Fighters''), Creator/TakashiNagasako (''8'', JP), Matthew Meersbergen (''8'', EN), Akimasa Ohmori (''VideoGame/SuperAdventureRockman'')
608----
609* AvengingTheVillain: In ''Super Adventure Rockman'', he confronts Mega Man to avenge Shadow Man who was destroyed beyond repair. His words upon being defeated are apologizing to Shadow Man for failing his vengeance.
610* BambooTechnology: ''Everything'' about him is made of hinoki cypress, even his internal components. The only thing that isn't made of wood is a thin coating of metal he has for protection.
611* BarrierWarrior: He primarily uses the Leaf Shield to protect himself, though he can also send it flying at an opponent and send leaves up into the air to rain down on them.
612* TheBrute: Wily's answer to [[TheBigGuy Guts Man]] from ''1''; he's the largest and strongest of the eight Robot Masters from ''2''.
613* ContinuityCameo:
614** He appears in the ''Mega Man 8'' opening alongside other previous Robot Masters.
615** The Weapons Archive boss in ''10'' uses the Leaf Shield, the monitor displays Wood Man's sprite.
616* FeedItWithFire: Using the Leaf Shield on him will completely heal him.
617* GreenThumb: He's made of wood unlike the others, and his weapon is a shield of leaves (well, projectiles shaped like leaves).
618* HoppingMachine: He prefers to jump towards Mega Man after firing the Leaf Shield off. Eventually, he'll pin him against a wall if Mega Man doesn't get past him.
619* KryptoniteIsEverywhere: Although half the Robot Master weapons don't damage him at all, he is weak to the other half, giving him more weaknesses than any other Robot Master. Then again, he's made of wood and not tough metal.
620* LogicalWeakness: ''Multiple'' ones, too.
621** Being made of wood, he doesn't handle [[WeakToFire fire]]- and [[AbsurdlySharpBlade cutter]]-based weaponry well (Atomic Fire and Metal Blade). When Wood Man returns in ''VideoGame/MegaMan8'', he is naturally weak to the [[FlamingSword Flame Sword]], [[MixAndMatchWeapon a cutting weapon with a fire element included]].
622** [[StuffBlowingUp Bombs]] built to destroy barriers, like the Crash Bomber, work well at piercing his barrier.
623** His weakness to the [[BlowYouAway Air Shooter]] might have something to do with its projectiles being tornadoes, which are extremely damaging to trees like the ones he's made out of.
624** When Doc Robot uses Wood Man's data, Doc is also weak to cutting weapons. In this case, Needle Cannon and Search Snake.
625** The Weapons Archive in ''10'' {{zig|Zagging Trope}}-zags this. It's played straight with the Triple Blade, which combines both Wood Man's cutter-based weakness and the triple shot of the Air Shooter. It's then downplayed with the Wheel Cutter, the closest-looking weapon to the Metal Blade. However, it's subverted with the ''[[PlayingWithFire Solar Blaze]]'' which, of all weapons that look logical to use, deals pitiful damage to it.
626* MightyGlacier: He's a strong Robot Master resistant to physical strikes, but is also very slow.
627* MiniBoss: In the Saturn version of ''8'', he appears in the middle of Search Man's stage as one.
628* NatureLover: Wood Man cares deeply for nature, and harming it is an easy way to get on his bad side. He also cares deeply for the Atomic Chicken, Robbit, and Friender[[note]]Ironic, since they attack with fire, which Wood Man is weak to.[[/note]] Wily Bots under his command.
629* NoSell: The Bubble Lead and Quick Boomerang won't even nick him.
630* OrbitingParticleShield: The first of many in the series, his Leaf Shield creates leaf-shaped energy bits that levitate with electromagnetism.
631* PetalPower: Well, more like leaf power, but the Leaf Shield works on the same principle.
632* PrimalChestPound: He beats his chest when he activates the Leaf Shield to protect him.
633* SuperStrength: He can throw some very mean punches, and thanks to his 100% wood construction, they hit hard.
634* TheReasonYouSuckSpeech: Wood Man gives Mega Man one for killing Shadow Man prior to his boss fight in ''VideoGame/SuperAdventureRockman''.
635* WeakToFire: His primary weakness in most games. Despite being coated in metal to increase his defense, Wood Man still has a great vulnerability to fire (as the Atomic Fire soundly demonstrates in ''2'').
636[[/folder]]
637
638!!''VideoGame/MegaMan3''
639[[folder:General]]
640* AsteroidMiners: All of them were created together by Dr. Light and Dr. Wily to oversee mining operations on uncharted planets for energy elements needed to power [[HumongousMecha Gamma]], though Dr. Wily later modified them for combat.
641* BreakingOldTrends: This series of robot masters doesn't have traditional ElementalRockPaperScissors weaknesses in the chains, so you need to think creatively eabout what weapons work best on your first playthrough. For example, using electricity against Magnet Man and using sharp blades against Spark Man.
642* HoistByHisOwnPetard: All of them are weak to their own weapons.
643* InconsistentSpelling: Some supplementary material explains that these robots were a joint creation of Dr. Light and Dr. Wily, with a RW logo even appearing in Magnet Man's stage. However, they are sometimes considered DWN ('''D'''octor '''W'''ily '''N'''umbers), which is an InterfaceSpoiler. ''Manga/MegaManMegamix'' fixes this by labelling the Robot Masters as part of the '''DRWN''' ('''D'''octor '''R'''ight and '''W'''ily '''N'''umbers) series.
644[[/folder]]
645
646[[folder:[=DWN.017=] Needle Man]]
647->''"Feel the eye of the needle!"''
648[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/017_needleman.png]]
649
650A spiky Robot Master created to work in energy mines. He's intellectual and a capable fighter (''and knitter''!), but he has a tendency to be sarcastic (and, ironically, has a fear of ''injections''). His main weapon is the Needle Cannon, which rapid-fires spikes that can pierce 10-inch rocks, though he also has his head-mounted Needle Hammer, which he can extend to stab foes at close range.
651
652->'''Weapon''': Needle Cannon
653->'''Weakness''': Gemini Laser (''3''), Top Spin, Air Shooter (''II'')
654->'''Voiced by''': Gary Chalk (animated series), Nobuyuki Furuta (''VideoGame/SuperAdventureRockman'')
655----
656* {{Acrofatic}}: A bulky robot who moves surprisingly fast according to supplementary material.
657* AfraidOfNeedles: You'd think a robot whose theme is needles and spikes wouldn't be afraid of [[{{Irony}} getting injections]]... This is brought up in the ''Archie Comics'' when Mega Man uses Top Spin to stop 3 of his needle projectiles and throws them at him, causing him to duck out of fear and angrily chastise the Blue Bomber afterwards.
658-->'''Needle Man:''' '''[[PunctuatedForEmphasis Never. Do that. Again!]]'''
659* AmmunitionBackpack: His round body ''is'' the backpack.
660* ArmCannon: Both of his arms are these, making him another Robot Master without any functional hands.
661* BadassBandolier: In ''Megamix'', Needle Man has chains of Needle Cannon cartridges hanging out from his arm cannons.
662* BuildingSwing: He can use his Needle Hammer in this fashion in ''Manga/MegaManMegamix'' and the ''Archie Comics''.
663* {{Cephalothorax}}: Like Air Man, he has no head, just eyes in his chest below a giant spike pad located where his head should be.
664* DeadpanSnarker: Has a sarcastic wit, according to his Japanese CD Data.
665* GunsAkimbo: Another Robot Master with twin cannons.
666* HoppingMachine: In battle, he only moves around by jumping.
667* InASingleBound: He's able to jump very high for his height, and can keep himself airborne by shooting his Needle Cannon.
668* IronicFear: A needle-based robot with a fear of getting his shots. This might explain why he has one of the few stages to have no insta-kill spikes at all. However, he loves knitting and sewing, even making a sweater of Wily, naming him ''World's Worst Boss''.
669* LightningBruiser: He's larger than Mega Man, yet can move fast, jump high, and take a beating.
670* LogicalWeakness: Needles are made of metal, which can be melted with extreme heat — such as the Gemini Laser. In addition, Needle Man, while tanky, isn't as durable as Hard Man and definitely isn't as agile like the rest of his brothers. Thus, the Gemini Laser is able to easily pierce him and its reflective nature ensures a bulky robot like Needle Man is bound to get hit with it eventually.
671* MoreDakka: The Needle Cannon is made to be a rapid-fire weapon.
672* SpikeShooter: His Needle Cannon shoots pointed projectiles.
673* SpikesOfDoom: While Needle Man's shots may not be instantly lethal like spikes normally are, they still hurt quite a bit, especially the Needle Hammer.
674* SpikesOfVillainy: Not only does he shoot spike bullets, but he also has spikes atop his "head".
675* UseYourHead: He can extend the needle-tipped top of his head to spear Mega Man.
676[[/folder]]
677
678[[folder:[=DWN.018=] Magnet Man]]
679->''"I feel tense these days..."''
680[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/018_magnetman.png]]
681
682A magnet-based Robot Master, he wields the Magnet Missile as his Special Weapon, which lets him shoot horseshoe magnet-shaped missiles that attract to any enemy in his field of view. He can also use a powerful magnetic force to drag metallic objects closer to himself. A skilled tactician and leader, even if he lacks direction, Magnet Man is always thinking about his health and thus prefers massages and magnetic therapy.
683
684->'''Weapon''': Magnet Missile
685->'''Weakness''': Spark Shock/Shadow Blade (''3''), Needle Cannon (''II''), Dust Crusher (''Power Battle'')
686->'''Voiced by''': Terry Klassen (animated series), Hekiru Shina (''Power Battle''), Akimasa Ohmori (''VideoGame/SuperAdventureRockman'')
687----
688* ArmCannon: His right arm has a Magnet Missile launcher, though ''VideoGame/SuperAdventureRockman'' shows he can turn it into a traditional buster as well.
689* AstonishinglyAppropriateAppearance: He has a giant horseshoe magnet on his head and is colored red with small bits of white. Fitting for a giant humanoid magnet.
690* CeilingCling: Magnet Man can attract himself to a ceiling to evade Mega Man. Sometimes, he even sleeps while hanging this way.
691* DeflectorShield: He can create one around himself with his magnetism, completely blocking any attack.
692* GlassCannon: While his magnetic powers make him stronger than your average robot, he takes above-average damage from the Mega Buster, has two weaknesses (both of which are equally crippling), and he lacks resistance against most other weapons.
693* GRatedDrug: In the comics, as well as his character card from ''Mega Man & Bass'', his magnetic blasts help him relieve stress.
694* HollywoodMagnetism: Magnet Man's powers affect all robots, even those not made of magnetic materials like Mega Man (whose armor is made of ceratanium, which contains titanium — a non-magnetic metal). In addition, while Magnet Man tries to pull Mega Man towards him, his pull doesn't get weaker with distance like real magnets, and he never thinks to use this force to fly at Mega Man, instead remaining stationary. And of course, there's the fact that [[SelectiveMagnetism he doesn't crush his metallic arenas around himself when using his strong powers]]...
695* HomingProjectile: His Magnet Missile shoots forward until it senses an enemy vertically, then changes course to hit them.
696* HoppingMachine: He notably ''never'' walks normally in any of his appearances — he only jumps to move around.
697* LogicalWeakness:
698** Strong amounts of electricity can "kill" magnets or magnetic forces, thus making him weak to the Spark Shock.
699** Magnet Man's light body means cutter weapons, stake needles, and the basic Buster will leave him more worse for wear than usual.
700** Using [[HoistByHisOwnPetard his own magnetic weapons against him]] (i.e. his own Magnet Missile in ''3'') also proves an effective strategy, since "opposites attract".
701** In ''The Power Battle'', a good way to turn his magnetism against him is through the Dust Crusher. The scrap metals would likely overwhelm him from them being drawn towards him.
702* MagnetismManipulation: Magnet Man's power is magnetism; he can either fire homing Magnet Missiles or pull Mega Man towards him with magnetic force.
703* NoSenseOfDirection: Despite his strong leadership skills, he suffers from this. Makes sense, since traditional compasses can be disoriented or thrown off by proximity to magnets. The Archie Comics reveal that this can apply if he uses his power to walk on walls, a fact that Mega Man exploits to confuse him even worse than usual.
704* PowerIncontinence: His magnetic field is so strong that he can accidentally wipe floppy disks just by being near them.
705* RequiredSecondaryPowers: Averted, he isn't immune to his own magnetic interference, so he gets a headache whenever he uses his powers. It also means he has to steer clear of floppy disks or other magnetic-based storage media.
706* {{Roboteching}}: A Magnet Missile flies out straight ahead, but if it senses a target above or below it, it'll swerve ninety degrees up or down.
707* TeleportSpam: Should he [[TurnsRed turn red]] in ''The Power Battle'', he'll constantly and rapidly teleport in between the two sides of the screen while activating his magnetism, causing the the direction the player is pulled to rapidly change.
708* WarmUpBoss: Being a GlassCannon who takes more damage from the Mega Buster than most other bosses and has a simpler pattern, Magnet Man is an easy Robot Master to take out first.
709* ZeeRust: The danger of floppy disks being erased by being near Magnet Man. Data storage of this era would more likely be solid-state.
710[[/folder]]
711
712[[folder:[=DWN.019=] Gemini Man]]
713->''"[[Film/AttackOfTheClones My clones are very impressive.]]"''
714[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/019_geminiman.png]]
715
716An elegant but narcissistic, conceited and overconfident Robot Master. He has the power to create holographic copies of himself, and uses his copies to assist him in battle (or to admire in his spare time). In addition, he is armed with the Gemini Laser, a weapon [[ReflectingLaser that can reflect off of walls]] to strike a foe multiple times.
717
718->'''Weapon''': Gemini Laser
719->'''Weakness''': Search Snake (''3''), Magnet Missile (''II'', ''Power Battle''), Dust Crusher, Plant Barrier (''Power Battle''), Pharaoh Wave (''Power Fighters''), Wheel Cutter (''10'', Weapons Archive)
720->'''Voiced by''': Tony Sampson (animated series), Koji Tobe (arcade), Jun'ichi Sugawara (''VideoGame/SuperAdventureRockman'')
721----
722* AdaptationalBadass: In ''Super Adventure Rockman'', as well as the ''Archie Comics'', he summons more copies of himself rather than just one.
723* AgentPeacock: Described as elegant and narcissistic.
724* ContinuityCameo: His sprite is displayed when the Weapons Archive uses the Gemini Laser in ''10'', acting as the representative of ''3''.
725* CounterAttack: While he has a copy out, he'll only shoot his standard blaster if the player shoots first — otherwise, he will merely run and jump through his room in a counterclockwise fashion.
726* DiscOneFinalBoss: In ''VideoGame/SuperAdventureRockman'', he serves as the final boss of the second episode.
727* DoppelgangerAttack: He creates a copy of himself that will aid him for the first half of his battle in ''3''. In ''Super Adventure Rockman'' and the ''Archie Comics'', Geminī Man can use his powers to create even more copies.
728* DualBoss: Produces a hard light hologram for the first half of the battle.
729* TheFightingNarcissist: He's extremely vain, having a love for mirrors and shiny, reflective objects. He'll even look at his own copies (admiring himself) and talks with them.
730* {{Hologram}}: Gemini Man's copies are holographic in nature.
731* ImmuneToFlinching: When both Gemini Men are active, neither one will flinch from shots so as to not disturb their pattern.
732* LogicalWeakness:
733** Gemini Man is already [[WhyDidItHaveToBeSnakes afraid of snakes]], but unfortunately, he has to work with a Robot Master designed like one, and who Mega Man can copy his weapon from.
734** In ''The Power Fighters'', since uses a {{hologram}} to confuse Mega Man, the [[WeakToFire Pharaoh Wave]] proves ideal due to its ability to hit both the hologram and the real one at once.
735* MeaningfulName: The Robot Master named after the constellation of the twins can create copies of himself, and has armor styled like a mirror.
736* MesACrowd: He can create copies of himself. While he usually produces one copy, he can create several times more.
737* ReflectingLaser: His Gemini Laser bounces off walls, giving it a chance to hit a target multiple times.
738* SlowLaser: The Gemini Laser moves slower than light, despite being a laser. In fact, thanks to the limitations of the NES, using it in ''3'' is likely to slow the entire game down while it's onscreen!
739* TurnsRed: He does this in ''The Power Fighters'' depending on how late he's fought. When he does, he moves more quickly and uses his standard blaster in conjunction with the Gemini Laser.
740* WeakToFire: The [[ThePowerOfTheSun Pharaoh Wave]] acts as his weakness in ''The Power Fighters''. Dr. Light even mentions it:
741-->'''Dr. Light:''' To tell you the truth, Gemini Man is weak against heat.
742* WhyDidItHaveToBeSnakes: [[https://en.wikipedia.org/wiki/Serpentiphobia A literal example]]. He hates snakes, especially Search Snakes.
743[[/folder]]
744
745[[folder:[=DWN.020=] Hard Man]]
746->''"Ohhh, what a drag..."''
747[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/020_hardman.png]]
748
749This Robot Master has a 3-ton body made of Ceratanium. While his Ceratanium offers him immense strength and defense (hence his name), his movement is sorely restricted. Thus he tends to be very lazy and prone to complaining. Like a sumo wrestler (a sport he himself enjoys), he's also honorable and prefers to fight his enemies on equal terms. His arms can fly towards targets as the Hard Knuckle, and with a rocket installed inside him, Hard Man can jump high into the air and crash on foes using a technique termed the Body Press.
750
751->'''Weapon''': Hard Knuckle
752->'''Weakness''': Magnet Missile (''3'', ''II'')
753->'''Voiced by''': Terry Klassen (animated series), Nobuyuki Furuta (''VideoGame/SuperAdventureRockman'')
754----
755* ArmCannon: His hand is technically the cannon's bullet.
756* TheBrute: The largest and strongest of ''3'''s Robot Masters. Most notably, he's also one of the heaviest Robot Masters as a whole, weighing ''three tons''.
757* GroundPound: He uses the Body Press to turn around in mid-air and slam into the ground. This can [[TimeStandsStill freeze Mega Man]] ([[BeyondTheImpossible even if he's in mid-air at the time]]), and despite this seeming like a quirk of ''3's'' rushed development, it carries over into his fights in other games.
758* HomingProjectile: His Hard Knuckles home in towards Mega Man — once as Hard Man sends them out, then again as they curve back.
759* InASingleBound: You wouldn't think it from such a heavy robot, but thanks to a compact rocket booster built into him, Hard Man can jump pretty high and far.
760* LogicalWeakness: Most types of metal (with a few exceptions) are prone to {{magnetism|Manipulation}}, and this guy's a large and bulky robot made out of an extremely dense metal. Additionally, [[StuffBlowingUp missiles]] are designed for anti-armor applications, destroying stuff no matter how bulky they may be. It's possible the [[MixAndMatchWeapon Magnet Missile]] accelerates to top speed towards Hard Man because of this, hurting him badly.
761* KilledOffForReal: In the cartoon, Hard Man meets his demise when Mega Man [[FeedItABomb shoots Hard Man's mouth]], causing the Robot Master's body to burst. The result is a robot equivalent to LudicrousGibs.
762* MightyGlacier: This guy [[SuperStrength hits hard]] and is [[SuperToughness highly resistant]], but very slow and cannot swim to save his life.
763* NobleDemon: Even though he goes along with Wily's plans, he wishes to fight his opposition on equal terms. In the Archie comic's adaptation of ''3'', he even gives Mega Man an E-Tank to recharge himself before their fight.
764* NoSell: The Mega Buster, Gemini Laser, Magnet Missile and his own Hard Knuckle are the only weapons that do damage to him instead of bouncing off of him.
765* PlayerGuidedMissile: The Hard Knuckle acts as this — holding up or down will make a fired punch fly up or down slightly as it rockets ahead.
766* TheQuietOne: He's known to be tight-lipped and of few words.
767* RocketPunch: The Hard Knuckle acts as this, firing off his forearms. However, they do come back to him after flying out a certain distance (though they don't actually reattach to his sprite). While Mega Man's version doesn't have a retrieval mechanism, he does spontaneously get a replacement arm soon after firing it.
768* TheSlacker: He lazes about when not working, due to how heavy his body is and the amount of effort he has to put into moving on a day to day basis.
769* SumoWrestling: He's noted to be a fan. Helps that he's got a great build for it.
770* SuperNotDrowningSkills: Thanks to being so heavy, he cannot swim. He just ''walks''.
771* SuperStrength: One of the perks of having a three-ton ceratanium body? You hit like a truck.
772* SuperToughness: Another perk of having a three-ton ceratanium body? You're very hard to damage and take down.
773* UnexplainedRecovery: After he's beaten in ''Super Adventure Rockman'', his body breaks apart and is quickly dissolved in acid that fills the room. Not long after, he shows up with all the other Robot Masters (except Shadow Man) in the final confrontation.
774* {{Unobtainium}}: His entire body is made out of ceratanium (that is, ceramic titanium). It gives him his strength, but is also why he's so heavy.
775[[/folder]]
776
777[[folder:[=DWN.021=] Top Man]]
778->''"[[Music/DeadOrAlive You spin me right round, baby]]!!"''
779[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/021_topman.png]]
780
781Top Man is equipped with an auto-balance system within his body, allowing him to spin at high speeds, which he uses as an attack called the Top Spin to crash into and damage targets. While it's active, a shield system deflects all incoming attacks. Top Man can also generate tops from his head, which makes him popular on New Year's. A smooth talker, Top Man is capable of making necessary arrangements, but he has a habit of pushing his luck. Ice Skating is a pleasure to him. His internal mechanisms can also be damaged should the guy spin for too long. [[ArsonMurderAndJaywalking Also, he has zero tolerance for bad dancers.]]
782
783->'''Weapon''': Top Spin
784->'''Weakness''': Hard Knuckle (''3'', ''II'')
785->'''Voiced by''': Jim Byrnes (animated series), Megumi Tano (''VideoGame/SuperAdventureRockman'')
786----
787* AdaptationalBadass: He's one of the easiest Robot Masters in ''3'' and has arguably [[LethalJokeWeapon the most ridiculous weapon]] in the series. In the ''Ruby-Spears'' cartoon, he was portrayed as a suave womanizer with a deeper voice who was able to flatter Roll and —while at it— defeat Mega Man ''singlehandedly''. He's also a ''much more dangerous'' boss in ''VideoGame/SuperAdventureRockman''.
788* ArmCannon: In ''VideoGame/SuperAdventureRockman'' he has one, used to fire his BattleTops as opposed to pulling them out of his head.
789* BattleTops: Not only can he rotate at high speeds like a human spinning top, but he can also throw tops in the air that [[HomingProjectile home in on targets]].
790* DanceBattler: His ability to use the Top Spin results in him twirling around to attack his opponent.
791* FragileSpeedster: He takes double damage from the Mega Buster, making him as fragile as Magnet Man, but he makes up for it by being invincible half the time. He is also the fastest moving Robot Master in ''3'' thanks to the Top Spin also being his main form of movement; he is only exceeded by Shadow Man's sliding attack.
792* HomingProjectile: His head-mounted tops are able to move directly towards Mega Man.
793* LethalJokeCharacter: His fighting ability is based on tops, which are toys. Still makes him no less dangerous, though.
794* LogicalWeakness: Considering his seemingly lightweight build and auto-balance system, it stands out that Top Man wouldn't appreciate ''physical'' projectiles that are strong enough to throw him off of balance, like the Hard Knuckle.
795* RollerbladeGood: His feet have wheels built into them that allow him to move and spin quickly.
796* SpectacularSpinning: He's based on a spinning top, and his primary method of attacking is to spin into enemies.
797* SpinToDeflectStuff: He's invincible when spinning, though some sources claim that this is because of a shield system in place, rather than the Top Spin itself deflecting blows.
798* WarmUpBoss: Top Man is among the easiest Robot Masters in the series, and a good starting point for new players.
799[[/folder]]
800
801[[folder:[=DWN.022=] Snake Man]]
802->''"You can't hide from me!"''
803[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/022_snakeman.png]]
804
805This Robot Master was designed for investigating narrow areas and uncharted topography. Built with a lightweight and nimble frame, he is an intelligent, tenacious and cunning hunter, fond of cornering his prey like his namesake motif. His Search Snakes - small snake-like missiles that crawl along floors and walls using an improved version of the Bubble Lead's search program - aid him in this task very well. He has a liking towards Toad Man, to which the latter does not reciprocate (for obvious reasons).
806
807->'''Weapon''': Search Snake
808->'''Weakness''': Needle Cannon (''3''), Spark Shock (''III'')
809->'''Voiced by''': Ian James Corlett (animated series), Jun'ichi Sugawara (''VideoGame/SuperAdventureRockman'')
810----
811* AbhorrentAdmirer: Depending on how players interpret his ''Mega Man & Bass'' CD information, his 'liking' of Toad Man can either be this, him [[ObliviousToHatred considering Toad Man a close friend of his in spite of Toad Man's disdain for him]], or him [[ImAHumanitarian actually wanting to eat the other robot]] (Toad Man seems to believe the latter).
812* AmbiguouslyGay: It's a little vague on what his biography means when it says he "likes" Toad Man.
813* AnimalJingoism: He has a liking towards Toad Man, who in turn dislikes him. In addition, he's known to hate slugs, likely stemming from a Japanese belief that slugs and snails could kill snakes.
814* ArmCannon: As with most Robot Masters, he has one on his left arm, from which he fires his Search Snakes.
815* CombatPragmatist: He prefers to force his opponent into a corner and render them helpless, which puts him at odds against the more fair-minded Hard Man.
816* ContinuityCameo:
817** Snake Man is one of the many Robot Masters on display at the Robot Museum in ''VideoGame/MegaMan7''.
818** He appears in ''VideoGame/MegaMan8's'' animated intro, representing ''VideoGame/MegaMan3's'' representative in the montage of Mega Man facing past Robot Masters.
819* FastTunneling: He gets this skill in ''Super Adventure Rockman'', quickly digging underground and popping out after Mega Man destroys the rocks he was using to hide behind.
820* LogicalWeakness: Snake scales are reasonable protection against slashing or impact injuries in the wild, but noticeably fail against puncturing wounds, just the sort of thing that Needle Cannon can inflict.
821* ObliviousToHatred: Snake Man likes being with Toad Man, despite the fact that Toad Man can't stand him.
822* ReptilesAreAbhorrent: The first animal-based Robot Master in the series. He is a tenacious hunter who corners his prey and doesn't play fair.
823* SnakesAreSinister: Snake Man is prudent, tenacious, and a loyal Dr. Wily robot.
824* UnflinchingWalk: Although most Robot Masters have CollisionDamage normally, the majority of Snake Man's strategy is simply pacing back and forth, trying to run into Mega Man. Extraneous material attribute this to incredible tenacity.
825* WallCrawl: The Search Snake crawls along floors and up walls.
826* WarmUpBoss: Due to his pattern, he's one of the easier bosses in ''3''. He functions as this for the other "weakness group" (Snake Man → Gemini Man → Needle Man → Snake Man) which the other Robot Masters aren't a part of.
827[[/folder]]
828
829[[folder:[=DWN.023=] Spark Man]]
830->''"Don't fall out of line, please."''
831[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/023_sparkman.png]]
832
833A Robot Master meant for charging electricity, but was modified for combat. Spark Man can generate twice as much electricity as Elec Man, but unlike his predecessor, he's scatterbrained (and as such, he can't focus his power as lethally). Thoughtful and friendly, he recharges his compatriots often, but gets depressed when left alone for a long time. He can use his electricity in battle as the Spark Shock, which can paralyze a foe by shorting their circuits.
834
835->'''Weapon''': Spark Shock
836->'''Weakness''': Shadow Blade (''3'', ''III'')
837->'''Voiced by''': Akimasa Ohmori (''VideoGame/SuperAdventureRockman'')
838----
839* AffablyEvil: Despite serving Wily's schemes, Spark Man is a nice and friendly guy to anyone who isn't Mega Man.
840* AstonishinglyAppropriateAppearance: An electrical Robot Master designed for generating energy who looks like a sparkplug on legs with two giant electrodes in place of hands.
841* BladeBelowTheShoulder: He's one of several Robot Masters who lack hands; instead, he has two large spike-like electrodes.
842* CombatMedic: Spark Man often recharges his friends or gives them a power boost, and he's no slouch in combat himself.
843* ContinuityCameo: He makes a brief appearance in ''VideoGame/MegaMan8''[='=]s animated intro alongside other past Robot Masters.
844* TheDitz: Based on his ''Mega Man & Bass'' CD information, Spark Man is "forgetful", scatterbrained, and described as having trouble focusing his powers.
845* GunsAkimbo: In the form of dual electrodes. This is where Mega Man aims in the [[ComicBook/MegaManArchieComics Archie Comics adaptation]] when they square off, leading to Spark Man's defeat.
846* HatesBeingAlone: Despite his thoughtful and friendly attitude around friends, if he's left in solitude for long periods, Spark Man grows depressive. In [[ComicBook/MegaManArchieComics the Archie comics]], [[spoiler: this is PlayedForDrama, with Spark Man realizing that Mega Man has taken down the other 7 in his line, and in his fight with Mega Man, is relentless in his [[VillainousBreakdown revenge-driven meltdown]], even ranting to [[DeadlyEuphemism leave Dr. Light all alone]]. It takes his defeat via Shadow Blades for him to calm down and tearfully apologize for his threats]].
847* HoppingMachine: In his fight, Spark Man always moves by jumping around his room, occasionally stopping to use the Spark Shock.
848* LogicalWeakness: Sharp blades do not cooperate well with delicate electricity-conducting wires, especially the insulated variety. Even less so if they're fired instead of wielded, such as [[FuumaShuriken a huge shuriken]].
849* NoMouth: In the [[WesternAnimation/MegaManRubySpears Ruby-Spears adaptation]], Spark Man has no mouth.
850* ShockAndAwe: An electric-elemental Robot Master. His version of the Spark Shock is different than that of Mega Man, firing it as eight small shots followed by a SphereOfDestruction. Mega Man's version shoots the small version, temporarily [[TheParalyzer paralyzing]] enemies.
851* SpreadShot: He can fire an eight-way burst of electrical sparks.
852* SuperiorSuccessor: He can generate twice the amount of electricity that Elec Man can, though Elec Man has a better focus on his power than the scattershot Spark Man.
853[[/folder]]
854
855[[folder:[=DWN.024=] Shadow Man]]
856->''"I can hardly wait for the surprise."''
857[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/024_shadowman.png]]
858
859Very little information is known about the mysterious Shadow Man, though rumors say that he was once a robot of unearthly origin, who was discovered by Wily and remodeled into a robot based on a ninja. In addition to his ninjutsu, Shadow Man is armed with the Shadow Blade — a weapon coated in a deadly liquid that afflicts robots' mechanisms. Flexible and skilled in the art of stealth much like the ninja that inspired Wily to redesign him, Shadow Man tends to be a shallow thinker with a dislike of obvious and boring traps.
860
861->'''Weapon''': Shadow Blade
862->'''Weakness''': Top Spin (''3''), Gemini Laser (''III''), Centaur Arrow (''Power Fighters'')
863->'''Voiced by''': Terry Klassen (animated series), Jin Yamanoi (''Power Fighters''), Kōsuke Okano (''VideoGame/SuperAdventureRockman''), Creator/RyotaroOkiayu (''Battle & Chase'')
864----
865* ArmCannon: Though he's traditionally never used one, the cutscene that plays after his fight in ''VideoGame/SuperAdventureRockman'' had him turn his arm into one to finish off Mega Man should the player lose (oh, [[PointOfNoContinues and they don't get to continue should this happen]]).
866* BattleBoomerang: Interestingly, while his Shadow Blades don't return to him, the version copied by Mega Man does.
867* {{Caltrops}}: He can produce four makabishis in ''The Power Fighters'' when he TurnsRed.
868* CompositeCharacter: In ''Rockman Xover'', he is fused with Elec Man for a level to commemorate the 25th anniversary of the series, becoming Electric Shadow Man, with Shadow Man's sprite and Elec Man's palette. However, the fused robot proves to be [[PowerIncontinence unable to handle their combined power]].
869* ConfusionFu: A lot of what makes him dangerous is that his attacks have minimal telegraphs, and his two offensive moves (sliding and throwing the Shadow Blade) require different responses. This makes his pattern very difficult to read.
870* DenialOfDiagonalAttack: Averted; the Shadow Blade can be thrown in five directions; one of which being diagonally up. During his boss fight, he even throws a diagonal Shadow Blade in addition to a horizontal one. Mega Man's use of it basically amounts to a nerfed, boomeranging version of the omnidirectional Metal Blades.
871* DiscOneFinalBoss: He's the final boss of ''VideoGame/SuperAdventureRockman's'' first episode.
872* FuumaShuriken: His Shadow Blade is a very large shuriken.
873* HoppingMachine: He jumps towards Mega Man two to three times before either sliding or throwing his Shadow Blades, but never walks or runs.
874* KilledOffForReal: After destroying him in ''VideoGame/SuperAdventureRockman'', Wood Man is unable to repair him (and [[TheReasonYouSuckSpeech scolding]] [[WhatTheHellHero Mega Man]] for it). Even by the end, when all the Robot Masters return, Shadow Man is absent, suggesting his integrated circuit was irreparably damaged. Of course, he continues to appear in other games, and the game's canonicity is dubious. (In the [[ComicBook/MegaManArchieComics Archie Comics]] adaptation, he makes an escape.)
875-->'''Wood Man:''' "You killed Shadow Man, didn't you!? I heard your voice as he was destroyed! He can't be rebuilt! I tried! But I can still extract vengeance! Fight me!"
876* LightningBruiser: Very fast, powerful, and is overall more durable than Quick Man (not counting his main weakness).
877* LogicalWeakness:
878** In ''III'', the Gemini Laser's bouncing attribute would be a major pain for Shadow Man as he now has to track a bouncing laser ''and'' Mega Man. Made especially apparent by the small room to fight in.
879** The Centaur Arrow from ''Power Fighters'' also makes sense; no matter how formidable a ninja is, a skilled archer would be able to patiently score devastating hits from a safe distance in an open arena.
880* MysteriousPast: Very little data exists on him, and no one is quite sure of who he is or where he came from. His body is made of a material not found on Earth, as is the liquid coating his Shadow Blades, leading to rumours that Shadow Man was the product of an ancient alien civilization (the [[ComicBook/MegaManArchieComics Archie Comics]] show him to be an alien robot known as a Kuiper Droid).
881* {{Ninja}}: Aside from his oversized weapon, Shadow Man is based on one.
882* NinjaLog: He briefly turns into a log when he loses a race in ''VideoGame/MegaManBattleAndChase''.
883* NinjaPirateZombieRobot: A (possibly) extraterrestrial ninja robot.
884* PowerUpMount: In ''The Power Fighters'', he can summon a giant firebreathing frog robot to ride on should he [[TurnsRed turn red]].
885* RelatedInTheAdaptation: In the Archie comic (which firmly depicts Shadow Man as an alien, removing the mystery of his past), Shadow Man was one of many near identical Kuiper Droids, servants to the Stardroids and Ra Moon. None of these relationships exist between the three in the original games.
886* SimpleYetAwesome: Shadow Man's fighting scheme consists of jumping constantly, only pausing to fire Shadow Blades or to slide on the ground. But that's of little worry when, befitting a {{ninja}}, he gives no tell of when he will attack.
887* SlideAttack: To establish Shadow Man as a rival to Mega Man, he knows how to slide in the exact same manner Mega Man can (only he can slide an even greater distance if Mega Man's far from him). He only uses it after a jump, though, and can't use it twice in a row.
888* SoleSurvivor: In the Archie comic, he's the last of Dr. Wily's Robot Masters who remain loyal to him following the events of ''VideoGame/MegaMan3'' (the rest either [[HeelFaceTurn turning over a new leaf]] or [[DyingAsYourself being deactivated]]).
889* TookALevelInBadass: While Shadow Man was no slouch in ''3'', ''The Power Fighters'' and ''Super Adventure Rockman'' let him display a wide array of ninjutsu techniques, such as setting up decoys, blocking shots by replacing himself with a log, and even summoning a giant frog robot to ride around on in the second half of his battle.
890* TurnsRed: If he's a Robot Master fought later than the others in ''The Power Fighters'', he'll summon a giant frog robot to ride on at half health.
891* WakeUpCallBoss: Shadow Man's pattern is completely unpredictable with his constant jumping, only stopping to fire Shadow Blades or suddenly slide at you, and you're given no tell of when he will do this. The Top Spin is also infamously difficult to use against him due to how bugged the weapon is in the original game.
892* WeaksauceWeakness: Shadow Man is a speedy and disciplined robot whose attack scheme is simple, but unpredictable. It's possible the Top Spin's [[ConfusionFu high-speed chaotic attacks]] in ''3'' not only throw him off his game, but are quick enough to do vital damage before he can read Mega Man's moves and properly strike back.
893[[/folder]]
894
895!!''VideoGame/MegaMan4''
896[[folder:General]]
897* AllThereInTheManual: Even though Dr. Cossack created them, they are listed as part of the DWN series. The reason for this is explained in [[http://kobun20.interordi.com/2010/07/19/dr-im-always-right-breaks-it-down/ a Japanese Q&A]] — Dr. Wily significantly remodeled them for combat against Mega Man.
898* BreakingOldTrends:
899** Intentionally or not, as it stands out to date, this is the only classic ''Mega Man'' game where every of its Robot Masters firmly {{avert|ed Trope}} being TheBrute.
900** This series of Robot Masters start the trend of having only one major boss-weapon weakness with a few exceptions, Mega Buster aside. This started the trend of a definite weakness chain that influences stage order.
901* InconsistentSpelling: Though they're officially part of the DWN series, some sources and adaptations instead list them as the DCN ('''D'''octor '''C'''ossack '''N'''umber) series.
902* LateArrivalSpoiler: Since this group is considered part of the Wily Numbers, ''Capcom'' expects you already know Wily's behind this.
903[[/folder]]
904
905[[folder:[=DWN.025=] Bright Man]]
906->''"Something comes to me in a flash!"''
907[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/025_brightman.png]]
908
909A brilliant Robot Master, Bright Man was designed to explore dark areas (like his brother Pharoah Man) before Wily modified him for battle. Bright Man can use his Flash Stopper to emit a ten million watt flash of light from his head, triggering a safety device in a robot's camera eyes that renders them unable to move, leaving them open to attack. Though he comes up with a lot of ideas and inventions, he often talks too much for everyone's liking.
910
911->'''Weapon''': Flash Stopper
912->'''Weakness''': Rain Flush (''4'', ''IV''), ''Star Crash'' (Game Gear)
913->'''Voiced by''': Gary Chalk (animated series)
914----
915* AstonishinglyAppropriateAppearance: Bright Man uses flashes of light as a weapon. He sports a giant filament light bulb on his head and has what looks like a battery in his chest.
916* BlindedByTheLight: His Flash Stopper invokes this on other robots, freezing them in place momentarily.
917* CallBack: Bright Man inhabits an electronic-themed themed stage, similar to Flash Man, and uses what is functionally an improved version of the Time Stopper that can be used multiple times without refilling the energy, for a finite duration, and that still allows you to fire your basic buster shots.
918* CowerPower: In ''Megamix'', he survives Skull Man's attack on Cossack Labs by hiding until the right chance arises.
919* HeroicSacrifice: When his feigned cowardice develops into actual cowardice in ''Megamix'', he atones for it by using his own body parts to repair his allied Robot Masters. Once Cossack is rescued, however, Bright Man gets better.
920* IdeaBulb: A favorite joke of his, considering his design.
921* InsufferableGenius: He is a highly intelligent "ideas man", but he drives his colleagues to frustration or boredom by droning on and on about said ideas.
922* KillItWithWater: His weakness is the Rain Flush. As you would expect, water and electricity mix poorly, especially if it's ''acid'' water.
923* LightEmUp: His Special Weapon creates a blast of light so powerful it causes other robots to momentarily seize up.
924* LogicalWeakness: Water (or in this case, acid rain) shorts him out around the exposed bulb. Acid water is also very conductive, which is a principle of how lead-acid batteries function.
925* MoralGuardians: The English translation of ''VideoGame/MegaManAndBass'' oddly makes him out to be one, changing his dislike from neon light to "unmoral districts" (i.e. {{red light district}}s).
926* PuzzleBoss: Defeating him without triggering the Flash Stopper, since he uses it at specific levels of damage[[labelnote:*]](specifically, when he has sixteen, eight, or four HP left)[[/labelnote]] that must be skipped over (which can be done by exclusively using Charge Shots, or one uncharged shot and the Rain Flush). Note that [[GuideDangIt the game never tells you this]], and in ''VideoGame/MegaManIV'' he can use the Flash Stopper whenever he wants.
927* TheSmartGuy: Apparently has a lot of ideas. Too many, in fact, since he goes on about them so much that it annoys the other robots.
928* TimeStandsStill: While the Flash Stopper ''appears'' to do this, in reality it simply freezes all enemies (and some projectiles) in the area by triggering a safety device that locks their mechanisms up.
929* UnblockableAttack: If Mega Man is frozen by the Flash Stopper and Bright Man decides to jump, he will unavoidably take a hit.
930[[/folder]]
931
932[[folder:[=DWN.026=] Toad Man]]
933->''"After rain comes, destruction!"''
934[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/026_toadman_3.png]]
935
936An agricultural robot built by Dr. Cossack that specializes in natural sciences, which he puts his Rain Flush to good use for. When he converted Toad Man into a combat robot, Dr. Wily mixed a strong acid into his Rain Flush, causing the rain it creates to become acidic. Befitting his motif, Toad Man can jump very high (and he enjoys the triple jump), but he is unfortunately tone-deaf, and he dislikes his comrade Snake Man (who has opposite feelings).
937
938->'''Weapon''': Rain Flush
939->'''Weakness''': Drill Bomb (''4''), Ring Boomerang, Napalm Bomb (''IV''), ''Water Wave'' (Game Gear)
940->'''Voiced by''': Terry Klassen (animated series)
941----
942* AcidAttack: His Rain Flush is composed of powerful chemicals, ascending into the sky to create clouds of acid rain.
943* AlwaysAccurateAttack: Being a weapon that summons rain, the Rain Flush is completely unavoidable. Fortunately for the player, they can prevent Toad Man from being able to use it.
944* AnimalJingoism: Has a minor rivalry with [[WhyDidItHaveToBeSnakes Snake Man]]. Snakes in real life eat toads.
945* ArtificialStupidity: You'd think they would've learned from the first game, but Toad Man's A.I. is highly primitive. He doesn't move if Mega Man moves at him, only jumps at Mega Man when he fires, and only uses the Rain Flush if he stands still for too long. This can get him trapped into two types of [[CycleOfHurting Cycles of Hurting]] that turn him into [[ZeroEffortBoss a joke]].
946* AwesomeButImpractical: His attack is unavoidable and covers a wide area, but takes very long to start.
947* {{Cephalothorax}}: His 'head' is squished down to about the level of his shoulders. This is to place his false frog eyes at the level of what would be "normal". In the cartoon, he also has a toothy mouth.
948* CompositeCharacter: In ''Rockman Xover'', Toad Man gets upgraded fire powers in the 25th Anniversary bonus levels to become Fire Toad Man. While nominally fused with Fire Man, he gains the palette of Heat Man.
949* CycleOfHurting: Highly infamous for this; and twice, no less.
950** Shooting at Toad Man and letting him land, then shooting at him as he lands. [[ArtificialStupidity His A.I. is programmed to still jump despite this]], causing him to jump and take damage repeteadly.
951** If left idle for long, he will use the Rain Flush, which can be interrupted right before it activates. Leave him idle again, and this can be repeated.
952* DanceBattler: His method of using the Rain Flush has him perform a strange belly dance. This leaves him open to attack and therefore interruption.
953* HollywoodAcid: While real acid rain is dangerous to the environment, the Rain Flush devastates metallic robots as soon as it hits, thanks to Wily making it highly corrosive.
954* InASingleBound: Being based upon a frog, he can jump quite high.
955* LogicalWeakness: How are toads dissected in science classes? With a piercing tool, like a drill. Plus, Toad Man himself is decently sturdy but presumably lacks maximum armor so he can still leap around. A weapon that can both drill through such protection and explode to do serious damage to his insides would be ideal and create a good diversion to distract him from casting Rain Flush. Contrast with Drill Man who can't jump at all and is similarly still vulnerable to missiles.
956* MakingASplash: While he's not themed around water like Dive Man is, he does use water in his attacks via the Rain Flush.
957* MultiDirectionalBarrage: His acidic Rain Flush, one unleashed, is unavoidable. However, it can be interrupted.
958* ShownTheirWork:
959** While it may seem strange that a toad robot can summon rain, in some cultures a toad is considered a sign of good rain.
960** Toad Man is tone-deaf, much like how real amphibians have poor hearing (if they can even hear at all).
961* SmartBomb: Rain Flush provides one of the most powerful screen nukes in the classic series, showering the entire screen in highly corossive acid rain. Not even shielded enemies are safe.
962* UnblockableAttack: His Rain Flush, if he activates it. In Mega Man's hands, even [[InvincibleMinorMinion a Metall's helmet]] can't save it from destruction.
963* WarmUpBoss:
964** An unintentional {{exaggerated|Trope}} example in ''4''; though he was seemingly programmed as a great starting point for players, he's ''pathetically easy'' if you know how to exploit his primitive A.I.
965** The ''Game Gear'' installment {{subvert|ed Trope}}s this, as he jumps much faster and starts the dance to call upon Rain Flush more randomly, while also giving the player less time to react and counterattack.
966* WeatherControlMachine: He attacks by summoning rain. Before his conversion into a battle robot, Toad Man used his Rain Flush to help crops grow.
967* WhyDidItHaveToBeSnakes: This is slightly literal, but Snake Man displeases the guy. Unfortunately for him, Snake Man likes Toad Man.
968* ZeroEffortBoss: See CycleOfHurting above -- by exploiting any of his two [[ArtificialStupidity A.I. flaws]], Toad Man is an extremely easy boss to defeat. It helps the Drill Bomb is a straight shot with no gimmicks outside explosions, thus accelerating the process if you wield it by the time you face Toad Man.
969[[/folder]]
970
971[[folder:[=DWN.027=] Drill Man]]
972->''"Oops, I damaged the gas pipe..."''
973[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/027_drillman.png]]
974
975A robot created to dig holes at construction sites, Drill Man prefers to live his life to the fullest and not worry much about tomorrow. Thus, he often rushes jobs and never plans ahead (this could lead to dangerous results), but he works hard and even occasionally finds things such as a hot spring (for which he was awarded). His weapon of choice is the Drill Bomb — an explosive attached to a drill which pierces armor of his targets.
976
977->'''Weapon''': Drill Bomb
978->'''Weakness''': Dive Missile (''4'', ''III'')
979->'''Voiced by''': Creator/ScottMcNeil (animated series)
980----
981* BladeBelowTheShoulder: Like Crash Man, Drill Man has (much larger) drills in place of hands.
982* CallBack: In design and concept, he looks an awful lot like Crash Man. Drill Bomb also improves upon the Crash Bomber by allowing mid-flight remote detonation, and exploding on impact.
983* EverybodyHatesMathematics: He dislikes calculations. This is a major reason as to why he's seen as stupid, seeing as he's meant for construction.
984* FastTunnelling: He can dig underneath and through the ground to attack Mega Man from below.
985* GunsAkimbo: Appears to have twin Drill Bomb launchers, much like Crash Man.
986* LeeroyJenkins: Drill Man disregards calculations and haphazardly digs wherever to get the job done quickly. Given how he was originally meant to be a construction robot, this often creates problems.
987* LethallyStupid: He loves rush jobs and doesn't plan ahead when digging. His quote from ''VideoGame/MegaManAndBass'' (seen above) has him apologize for damaging a gas pipe during his drilling.
988* LogicalWeakness:
989** A robot built densely enough to drill through the earth is easier for homing missiles to lock onto. On that note, missiles are often designed for anti-armor applications. Since he is carrying Drill Bombs, Dive Missiles would be a danger to the ammo onboard.
990** Lightly {{subverted|Trope}} with the Pharaoh Shot though, making Drill Man one of the few explosive Robot Masters not especially WeakToFire. This is likely due to being based on a vehicle more than [[StuffBlowingUp actual explosives]].
991* MoleMonster: During his battle, he often digs into the ground to strike Mega Man from underneath.
992* NoMouth: His mouth (if he even has one) is covered by a plate.
993* SpinToDeflectStuff: His Drill Bombs can knock any projectile out of the way, even Dive Missiles, his weakness!
994* ThisIsADrill: Pretty obvious from his name; he uses drill-tipped explosives and has three massive drills made to grind through earth and rock on his body.
995* ThrowDownTheBomblet: He uses the Drill Bomb to pierce through armor, then detonate the explosive.
996* TrickBomb: The Drill Bomb can be remotely detonated in mid-flight, allowing the explosion to damage whatever the drill can't pierce.
997* TunnelKing: Digs through the ground, and his stage is a giant tunnel network.
998* UseYourHead: One tactic of his is digging underground and diving out under Mega Man, stabbing him with his head-mounted drill.
999[[/folder]]
1000
1001[[folder:[=DWN.028=] Pharaoh Man]]
1002->''"[[Film/Titanic1997 I'm the king of the world!]]"''
1003[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/028_pharaohman.png]]
1004
1005A Robot Master designed to explore dark pyramids using sensitive cameras, Pharaoh Man is styled like a pharaoh to ward off mysterious pyramid curses. In his conversion into a battle robot, his attack power was bolstered. He uses [[ThePowerOfTheSun solar energy]] to attack — be it as a sphere of energy known as the Pharaoh Shot, or a destructive wave as the Pharaoh Wave. While a charismatic leader with over a thousand Mummira followers, Pharaoh Man is rather timid and weak when near beautiful women.
1006
1007->'''Weapons''': Pharaoh Shot (''4'', ''IV''), Pharaoh Wave (''Power Fighters'')
1008->'''Weakness''': Flash Stopper (''4'', ''IV''), Crystal Eye (''IV''), ''Quick Boomerang'' (''Power Fighters'')
1009->'''Voiced by''': Tony Sampson (animated series), Takashi Nagasako (''Power Battle'')
1010----
1011* AchillesHeel: His vulnerability to the Flash Stopper really ruins his day, as he's frozen and left helpless. At this point, it's a matter of spamming the fire button until he's toast.
1012* AdaptationalBadass: While already a relatively dangerous boss in the game (if you don't cheat with spamming Flash Stopper on him, that is), he somehow became even ''more badass'' in his one (and only) appearance in the cheesy, pun-ridden Ruby-Spears series. [[OnlySaneMan He never did anything silly]], [[HypercompetentSidekick he had an aura of competence around him]], [[MegatonPunch he could shoot Mega Man all the way to the courtyard]]. And he manages to top it all off by [[TalkToTheFist punching Mega Man right in the face]] ''after his weapon was stolen'', instead of opting to run away like many other Robot Masters would do.
1013* ArtisticLicensePhysics: The Flash Stopper —despite being described as not actually freezing time— still freezes Pharaoh Man like the Time Stopper from ''2''. Since the Flash Stopper is just overwhelming the visual processes of a robot, they should instead drop like a rock and be stuck on the ground, and their projectiles should be unaffected.
1014* ArmCannon: He has one, though he doesn't seem to use it in ''4'' (the Pharaoh Shot being thrown instead).
1015* BadassCape: His design in the Ruby-Spears series gives him a flowing red cape.
1016* BigEntrance: He enters a room in the cartoon by slamming open a double-door, complete with amplified slamming-sound, back-lighting and ominous music.
1017* BlindedByTheLight: His weakness to Flash Stopper, due to him being designed to explore dark pyramids.
1018* BreakoutCharacter: He's almost unanimously agreed to be Dr. Cossack's signature creation (his [[WesternAnimation/MegaManRubySpears Ruby-Spears portrayal]] probably helped a lot), to the point where the Archie Comics feature him as a main character in a few arcs, and he appears the most out of all the ''4'' Robot Masters.
1019* ChargedAttack:
1020** Pharaoh Shot in ''4'' allows Mega Man to charge up a sphere of energy above him and use it by ramming or throwing as a projectile, much like Atomic Fire.
1021** He can charge up solar energy to release it as the Pharaoh Wave.
1022* CompositeCharacter: His combat program is like a spin on [[VideoGame/MegaMan2 Quick Man and Heat Man]]. He moves swiftly like Quick Man, is also vulnerable to a "time-stopping" weapon, but use a ChargedAttack that's similar to Heat Man's Atomic Fire. His art work can also depict him with an aura of flames around him, similar to Heat Man.
1023* ContinuityCameo:
1024** A replica is on display in the Robot Museum in ''VideoGame/MegaMan7''.
1025** In ''The Power Battle'', Pharaoh Man is one of a few Robot Masters in storage in the background of the first Wily level.
1026** During ''VideoGame/MegaMan8's'' animated intro, Pharaoh Man appears as ''VideoGame/MegaMan4's'' representative.
1027* CounterAttack: In ''The Power Fighters'', he does this if he protects himself with a giant eye and it is attacked.
1028* DayHurtsDarkAdjustedEyes: The reason why he's weak to the Flash Stopper is because he's always exploring dark, shady pyramids, so a flash of bright light would hurt him.
1029* DenialOfDiagonalAttack: The Pharaoh Shot averts this, being throwable from any direction except straight up or down.
1030* {{Disco}}: His signature pose is reminiscent to the famous ''Film/SaturdayNightFever'' pose, and his theme music has a disco beat to it.
1031* KubrickStare: Not exactly, but the V-shaped part of the helmet gives this feeling. It makes him look more intimidating.
1032* LightningBruiser: He's fast and hits hard.
1033* LogicalWeakness:
1034** Given how he was designed to explore dark pyramids, it would make sense that [[BlindedByTheLight bright flashes of light]] would [[DayHurtsDarkAdjustedEyes not be too kind to him]].
1035** He can jump around the room all he wants, but the Crystal Eye's fragmentation in ''IV'' will still be difficult to dodge if the main sphere doesn't hit him first.
1036** {{Downplayed|Trope}} with Rain Flush in ''4'', however; he's mainly sun-themed, not fire-themed, so each flush will only deal two lines of damage.
1037** {{Downplayed|Trope}} with Dust Crusher in ''4''. While it also only deals two lines of damage, his blazing agility indicates that he isn't the most well armored robot and thus a junk grenade would work decently against him. Throwing exploding junk at Pharaoh Man might also insult him as a royal fighter.
1038* LuckilyMyShieldWillProtectMe: In ''The Power Fighters'', he gains the ability to summon an eye-shaped shield.
1039* PowerFloats: Upon powering up in the arcade games, his attack pattern changes ''completely''; he starts levitating nearly out of reach and summoning Shade Man's Astro Zombiegs.
1040* ThePowerOfTheSun: His Pharaoh Shot and Pharaoh Wave both use solar energy, much like Mega Man's Mega Buster. The Pharaoh Shot in particular resembles a miniature sun. An added bonus is the weapon can be aimed in multiple directions like ''2'''s Metal Blade and charges up like Heat Man's Atomic Fire (placing a damaging portable sun over Mega Man until he releases it).
1041* RedEyesTakeWarning: Both the artwork, in-game portrait and the cartoon.
1042* RushmoreRefacement: His background in ''The Power Fighters'' includes some statues and the Sphinx bearing his face.
1043* StabTheSky: His signature pose is giving the sky [[GivingSomeoneThePointerFinger a finger stabbing]].
1044* TalkToTheFist: Pharaoh Man comes across as dangerously competent and completely unwilling to indulge in the comedic buffoonery of other Robot Masters, such that his most well known scene in the cartoon involves Mega Man leaping from ambush to copy his Pharaoh Shot and boast about copying his powers... only for our hero to promptly get decked by a wicked right hook in response from Pharaoh Man.
1045* TookALevelInBadass: Pharaoh Man was no pushover (unless Mega Man had the Flash Stopper), but ''The Power Fighters'' gives him all sorts of new powers, such as levitation, an eye shield, portals, and the ability to shoot the Pharaoh Wave in two directions at once.
1046* ZeroEffortBoss: If you have enough ammo for Flash Stopper, his "fight" consists of mashing the fire button until his HP runs out, while he has no opportunity to counter.
1047[[/folder]]
1048
1049[[folder:[=DWN.029=] Ring Man]]
1050->''"Expect no mercy, Mega Man!"''
1051[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/029_ringman.png]]
1052
1053Unlike most of Dr. Cossack's Robot Masters which were remodeled into war machines, Ring Man was created specifically to defeat Mega Man. To this end, he uses the Ring Boomerang — a weapon with high speed and the ability to penetrate foes. A clever strategist, he has an unfortunate tendency to be overconfident in his abilities. Incidentally, he's skilled at [[https://en.wikipedia.org/wiki/Quoits quoits]], though he's not very good with kids.
1054
1055->'''Weapon''': Ring Boomerang
1056->'''Weakness''': Pharaoh Shot (''4'', ''IV''), ''Charge Kick'' (''IV''), ''Solar Blaze'' (''10'', Weapons Archive)
1057->'''Voiced by''': Gary Chalk (animated series)
1058----
1059* AdaptationalHeroism: ''Manga/MegaManMegamix'' depicts his original purpose as being a police officer fighting against robot crime (his Ring Boomerang being a non-lethal means of incapacitation), a far cry from the original games' combat-oriented design.
1060* ArmorPiercingAttack: The Ring Boomerang can fly straight through enemies, hitting them twice as it flies back. Even the Skull Barrier can't protect against it!
1061* BattleBoomerang: His RingsOfDeath fly back toward him after hitting their target.
1062* BloodKnight: Like Quick Man and the Mega Man Killers, he was strictly programmed and created to kill Mega Man.
1063* ChildHater: Downplayed, he doesn't like being around children. Ironic, seeing as his creator has a daughter. Though it makes sense, considering he was built to defeat Mega Man, who looks like a prepubescent boy.
1064* ConfusionFu: His telegraphs can be confusing to master. He tosses his rings in a manner where it's very possible to dodge them incorrectly and be hit instead, depending on positioning.
1065* ContinuityCameo:
1066** In ''VideoGame/MegaMan7's'' Robot Museum, Ring Man can be seen on display in the background.
1067** The Weapons Archive in ''VideoGame/MegaMan10'' contains data for the Ring Boomerang; when using it, the monitor displays his sprite.
1068* DistaffCounterpart: He's unique in that his [[VideoGame/MegamanBattleNetwork NetNavi]] counterpart is female.
1069* GeniusBruiser: He's capable of fighting Mega Man and can come up with effective strategies to use against him.
1070* ImprobableWeaponUser: You wouldn't think giant rings would be effective weapons, but he proves you wrong.
1071* ItemCaddy: In ''VideoGame/MegaManIV'', the Ring Boomerang is able to grab items from far away and bring them to Mega Man.
1072* LightningBruiser: He's very quick and jumps a lot. His attacks can be difficult to dodge and they hit hard.
1073* LogicalWeakness:
1074** His consistent weakness is [[WeakToFire fire]] -- being the most metal-based out of ''4'''s Robot Masters, metal will eventually melt under extreme temperatures, especially if said flames were powered by [[ThePowerOfTheSun the sun itself]]. It even applies to [[VideoGame/MegaMan10 robots using his weapon and battle data]].
1075** As a LongRangeFighter, the Charge Kick in ''IV'' will throw him off his game or give him a nasty surprise when tries to body slam you.
1076* RingsOfDeath: He uses boomeranging rings that he can throw at any angle, and they pierce a foe and strike them on the rebound.
1077* TheStrategist: His ability to make good strategies is noted as a good point in ''VideoGame/MegaManAndBass''.
1078* TrenchcoatBrigade: In ''Megamix'', he dons a trenchcoat/fedora combo while on duty as a police robot.
1079* WeakToFire: Ring Man's consistent weakness. He is vulnerable to the Pharaoh Shot in his origin game, and his Weapons Archive appearance in ''10'' has him weak to the Solar Blaze.
1080[[/folder]]
1081
1082[[folder:[=DWN.030=] Dust Man]]
1083->''"Don't let me suck more than I can."''
1084[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/030_dustman.png]]
1085
1086A Robot Master built for sanitation purposes, specifically to inhale and compress garbage. His ability to suck scrap metal caught Dr. Wily's attention, and he was remodeled for combat. He uses compressed garbage in battle as Dust Crusher — junk-encased bombs which split into four pieces of shrapnel on impact or when they explode. His vacuum can even pull foes towards him. He has a gluttonous appetite which makes him good at his job, but, unfortunately, he suffers from bad breath and a pollen allergy.
1087
1088->'''Weapon''': Dust Crusher
1089->'''Weakness''': Ring Boomerang (''4''), ''Drill Bomb'' (''II''), ''Plant Barrier'' (''Power Battle'')
1090->'''Voiced by''': Terry Klassen (animated series)
1091----
1092* ArmCannon: Although he has one, he never uses it to attack Mega Man.
1093* BanditMook: He can steal a player's money in ''Rockboard''.
1094* BigEater: He's got a big appetite, making him handy if there's a lot of garbage to get rid of.
1095* CallBack: A cephalothorax robot master who manipulates airflow like [[VideoGame/MegaMan2 Air Man]] but has a precisely defined waste management theme with his ability to launch scrap grenades from his vacuum box.
1096* {{Cephalothorax}}: His head is perched between his shoulders, with his massive vaccuum duct taking the place of where a regular head would go.
1097* EternalEngine: The junkyard that Dust Man is headquartered in has no access to the outside, and is covered in metal junk and garbage, has multiple incinerators, and a section with a trash compactor.
1098* FashionableAsymmetry: The tube connecting his shoulders is uncovered on his left, exposing several wires.
1099* ImprobableWeaponUser: He shoots garbage at Mega Man. Garbage encasing a bomb, but all the same, it seems strange.
1100* LogicalWeakness:
1101** The Ring Boomerang is supposed to be razor-edged like a chakram, similar to the Shadow Blade, meaning that it can slice up the various exposed chutes and wires he has on his body. A vacuum with a cut in its intake hose can't produce sufficient suction do its job. The Drill Bomb in ''II'' also works similarly, being an explosive cutter and thus causing similar damage to his vulnerable parts.
1102** In ''Power Battle'', the Plant Barrier getting sucked into his vacuum box will cause damage to the turbine system, much like Air Man's fan system also being vulnerable to Plant Barrier and Wood Man's Leaf Shield.
1103* MightyGlacier: While playing soccer, he's a very slow, defensively oriented player with a strong kick.
1104* SpreadShot: Of the exploding shot variety. The Dust Crusher explodes into four pieces when it gets near Mega Man.
1105* VacuumMouth: He uses his head-mounted vacuum to suck in garbage and enemies, and it seemingly serves as his mouth.
1106* WarmUpBoss: Though not as simple as Toad Man, his two attacks are easy to figure out, as you jump straight up or slide away to avoid a soon-to-hit Dust Crusher, and slide or run away to escape his vacuum attack. His leaping around does make timing slightly more complicated but not by much.
1107* YouNeedABreathMint: Apparently the scent of all the garbage he inhales still lingers in his "mouth", giving him rancid breath.
1108[[/folder]]
1109
1110[[folder:[=DWN.031=] Dive Man]]
1111->''"Yuck. I feel seasick. Bleah."''
1112[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/031_diveman.png]]
1113
1114Dive Man was built with the functions and AI of a miniature submarine. He uses the Dive Missile — an amphibious homing missile launched from his chest that uses screw propulsion under water, and jet propulsion in the air; though they were originally designed to catch fish, they now track foes and explode. Thanks to a design flaw, he can also launch himself as a torpedo to deal massive damage. Though he's got a keen ear, he's prone to motion sickness, and he harbors a deep enmity towards Pirate Man.
1115
1116->'''Weapon''': Dive Missile
1117->'''Weakness''': Skull Barrier (''4''), Dust Crusher (''4'', ''III''), Thunder Beam (''Power Fighters'')
1118->'''Voiced by''': Terry Klassen (animated series), Jin Yamanoi (''Power Fighters'')
1119----
1120* ArmCannon: While the games avert this, Dive Man is given one in the cartoon.
1121* AstonishinglyAppropriateAppearance: Dive Man was built to act like a miniature submarine, and he sure looks the part (even having an otherwise useless periscope on his head).
1122* ArchEnemy: He strongly dislikes [[VideoGame/MegaManAndBass Pirate Man]], which is {{implied|Trope}} to be due to the latter's lack of honor.
1123* DigAttack: He has one in ''The Power Fighters'', as a move he borrows from Drill Man.
1124* HomingProjectile: The Dive Missile, when fired, homes in on nearby enemies and relentlessly pursues them. When Dive Man uses them on Mega Man, they will eventually give up after a small while.
1125* {{Irony}}: He's a submarine type Robot Master who can spin himself rapidly towards foes like a torpedo to attack them, but he gets motion sickness pretty easily.
1126* LightningBruiser: His torpedo spin attack is deceptively fast, and it hits like a truck.
1127* LogicalWeakness:
1128** Like past missile-using Robot Masters, barriers are the best way to defeat him. In an amusing twist, it's also possible that Skull Barrier works by exploiting Dive Man's weak constitution. Since he gets nauseated very easily, the spinning pattern of Skull Barrier could exacerbate his motion sickness by leaving him disoriented and more vulnerable to its impact.
1129** One of the ways ships protect against submarines is deploying countermeasures like depth charges and naval mines, a role that the Dust Crusher can fill with its ability to detonate like an underwater bomb, causing hydrostatic shock primarily.
1130** He is weak to Elec Man's Thunder Beam in ''The Power Fighters'', since it is indeed dangerous to mix electricity with water.
1131* RammingAlwaysWorks: Other than the Dive Missiles, his other method of attack is to spin rapidly like a giant torpedo into enemies. It actually hurts a lot.
1132* TheRival: Being a loyal and honest sailor, he doesn't like the unscrupulous Pirate Man.
1133* {{Roboteching}}: The Dive Missile can turn on a dime, especially when Mega Man uses it.
1134* SuperPersistentMissile: The Dive Missile can follow a target for quite a long period of time, though they do eventually give up after a while when fighting Dive Man.
1135* UnderwaterBossBattle: He's fought underwater, making it slightly easier to avoid his Dive Missiles and torpedo spin (it helps that he doesn't have SpikesOfDoom on his ceiling like Bubble Man did).
1136[[/folder]]
1137
1138[[folder:[=DWN.032=] Skull Man]]
1139->''"Now! Let's get ready to rumble!"''
1140[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/032_skullman.png]]
1141
1142A Robot Master designed for pure combat just like Ring Man. However, Skull Man instead uses balanced offense and defense, and uses an arm cannon and his nigh-impenetrable Skull Barrier as weapons. While an excellent fighter with painstaking attention to detail, he knows literally nothing else beyond that — and as such, he tends to be socially awkward and have bad taste.
1143
1144->'''Weapon''': Skull Barrier
1145->'''Weakness''': Dust Crusher (''4'', ''III'')
1146----
1147* AdaptedOut: Skull Man is the only ''4'' Robot Master to not appear in the Ruby-Spears cartoon.
1148* ArmCannon: He has one which he uses to fire shots in volleys of six. ''Megamix'', however, restyles it as a femur on an otherwise normal skeleton arm.
1149* BarrierWarrior: He uses the Skull Barrier to protect himself. Unlike most shield-using Robot Masters, however, he strictly uses it for defense and doesn't try using it as a weapon.
1150* BigBad: In ''Manga/MegaManMegamix'', he acts as the main villain of "The Grim Reaper of Resurrection".
1151* BloodKnight: Skull Man was created for pure combat, and he's eager to get into a scrap with someone. However, because fighting is all he knows, he tends to be socially awkward.
1152* CompositeCharacter: His ''Megamix'' portrayal uses Ring Man's original origin of being created solely to fight Mega Man, since Ring Man was given a more benevolent purpose.
1153* ContinuityCameo:
1154** He appears in ''VideoGame/MegaMan7'' in the Robot Museum before the fight with [[MonsterClown Mash]].
1155** ''VideoGame/MegaMan8''[='=]s animated intro depicts him alongside many past Robot Masters.
1156* CounterAttack: Curiously, at the start of his fight and after running towards Mega Man, Skull Man stands perfectly still until Mega Man moves horizontally or fires, at which point he'll either jump towards him or fire a volley of six shots beforehand.
1157* HiddenDepths: Despite being a combat robot who only knows about fighting, he's quite the horror movie fan.
1158* IHaveNoSon: In ''Megamix'', Dr. Cossack rejects and deactivates Skull Man due to being created under Wily's orders and being nothing more than a tool of war. Once he comes back online, he's not too happy about this. [[spoiler:Only when he's dying is he finally accepted by Cossack]].
1159* JackOfAllTrades: Designed in universe to be a balanced fighting robot without any glaring weaknesses. He can defend himself with Skull Barrier, but this power isn't as phenomenal as Bright Man's Flash Stopper, and doesn't have any additional perks like Dust Man's vacuum attack that provides invulnerability. Finally, he has a basic buster that can be directed in multiple directions, but it isn't as powerful as Pharaoh Man's Pharaoh Shot.
1160* KilledOffForReal: In ''Manga/MegaManMegamix'', [[spoiler:after trying to gain vengance for his deactivation after ''4'', Skull Man is destroyed and never repaired (since he pleads to Cossack never to make fighting machines like him again). His ghost does show up in ''Gigamix'' to help Ring Man against Pluto, however]].
1161* LeanAndMean: His ''Megamix'' design is considerably more skeletal than his original one.
1162* LogicalWeakness: A reference to how humans can eventually decompose to just dust. In-universe, the dust and junk from his weakness can likely clog up not just his buster, but can get into his vital components via his rib cage, thus damaging him there.
1163* MoreDakka: His ''Megamix'' incarnation has ''sixteen'' shotguns in his ribs!
1164* NoSell: He resists the Pharaoh Shot entirely.
1165* NoSocialSkills: Skull Man is created solely for combat. Since combat is the only thing he knows well, he has terrible social skills and tends to act in bad taste.
1166* ObviouslyEvil: When it comes to showing how dangerous he is, Skull Man makes no bones about it.
1167* OrbitingParticleShield: The Skull Barrier is made of orbiting energy bits shaped like skulls.
1168* SealedEvilInACan: After ''Megamix''[='=]s version of the events of ''VideoGame/MegaMan4'', Skull Man was deactivated and stored away due to his purpose as a battle robot. Once Dr. Wily reactivates him, however, [[RoaringRampageOfRevenge things go south]].
1169* SkeleBot9000: His armor is styled after a skeleton, and his stage features Skeleton Joes and Skullmets as enemies. His ''Megamix'' design makes him even more skeletal with thin limbs.
1170* SkullForAHead: He wears a skull-themed mask which has a purple skull on its forehead. He ain't called Skull Man for nothing.
1171[[/folder]]
1172
1173!!''VideoGame/MegaMan5''
1174[[folder:General]]
1175* LateArrivalSpoiler: You'll notice this group's serial numbers aren't listed as "PMN" or something similar; thus it becomes apparent who the real villain of ''5'' is.
1176[[/folder]]
1177
1178[[folder:[=DWN.033=] Gravity Man]]
1179->''"[[UsefulNotes/GalileoGalilei Yet the earth does move.]]"''
1180[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/033_gravityman.png]]
1181
1182A Robot Master with the ability to manipulate gravity (both his own and that of others) within a limited range via a unit installed in his body. An enthusiastic but antisocial researcher, he takes over an anti-gravity institute during Dr. Wily's 5th attempt at world conquest.
1183
1184->'''Weapon''': Gravity Hold
1185->'''Weakness''': Star Crash
1186->'''Voiced by''': Jim Byrnes (animated series)
1187----
1188* AdaptationalHeroism: In ''VideoGame/SuperSmashBrosUltimate'', he appears as a Master Spirit. He's happy to help teach spirits his Gravity Style and only antagonizes, appropriately, UsefulNotes/IsaacNewton.
1189* ArmCannon: He has a weak one, and it's his only direct weapon aside from creative use of the Gravity Hold.
1190* BroughtToYouByTheLetterS: He has a big G on his belt.
1191* ChuckCunninghamSyndrome: He is the ''only'' robot from ''5'' to never be refought in another game, and therefore is fairly flat as a character.
1192* GeniusBruiser: Gravity Man is quite the intellectual reader, but he's more than capable of doing damage.
1193* GravityMaster: Another Time and Space-themed Robot Master, and one of two from ''5'' alongside Star Man. He can use the Gravity Hold to manipulate gravity within a certain range, allowing him or his opponent to stand upside down on a ceiling. When Mega Man uses it, he presses [=20G=] down on an area before immediately reversing gravity, sending weakened foes flying away.
1194* GravityScrew: Either Mega Man or Gravity Man will have reversed gravity for the fight; he switches it when he's close so that he'll hurt you via CollisionDamage.
1195* IntelligenceEqualsIsolation: It's implied this is the case, given how he has an unsocial attitude, yet is a devoted researcher with an interest in physics.
1196* LogicalWeakness: He dislikes outer space, where gravity doesn't exist. Therefore, it makes sense the space-themed Star Crash is his weakness. Also, since collision is his primary source of attack, having Mega Man equip a shield is best to deal with him.
1197* NonStandardCharacterDesign: He's thus far the only Robot Master to have a triangular body, and he even looks more robotic than most Robot Masters do.
1198* ShouldersOfDoom: Gravity Man's triangular body gives him some pretty big shoulders.
1199* SmartBomb: Gravity Hold is a weak variation of this concept, hitting all enemies on screen for the same damage as a buster pellet, and any enemies killed are sent flying skyward. However, besides the weak damage, it has the downside of depriving you of weapon or health capsules from enemies.
1200* WeakButSkilled: His (fairly weak) ArmCannon is his only weapon, and the Gravity Hold is utterly incapable of harming Mega Man. Despite this, he can manipulate gravity as he sees fit, often sending himself hurtling into a foe and damaging them with the impact's force.
1201[[/folder]]
1202
1203[[folder:[=DWN.034=] Wave Man]]
1204->''"Stay away from me!!"''
1205[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/034_waveman.png]]
1206
1207Armed with the Water Wave (which allows him to create pressurized water spouts) and a harpoon gun, Wave Man was originally built to take control of a water quality administration during Dr. Wily's fifth world domination plot. Unlike his predecessor, Bubble Man, his mobility is good both on land and in water. A very emotional Robot Master, he's sentimental, prone to fits of rage, and antisocial.
1208
1209->'''Weapon''': Water Wave
1210->'''Weakness''': Charge Kick (''5''), Mega Buster (Game Gear)
1211->'''Voiced by''': Terry Klassen (animated series)
1212----
1213* ArmCannon: In addition to having one for the Water Wave, he also has a HarpoonGun.
1214* CallBack: To [[VideoGame/MegaMan2 Bubble Man]]; he improves upon the original concept, being agile on land ''and'' in water. Both Robot Masters also have swimming fins and award an anti-ground weapon with Water Wave being much faster than Bubble Lead and has no sulfuric acid, instead being pure pressurized water.
1215* HairTriggerTemper: His emotional state is very volatile, and it can be easy to get him riled up.
1216* HarpoonGun: Wave Man has one on his right arm, which he uses as a secondary attack.
1217* LogicalWeakness: Wave Man relies on long-ranged attacks against his foes, and also dislikes interacting. Thus, it stands to reason he would struggle fighting those that can close the distance and fight short-range. The Charge Kick showcases such, by dealing high damage to him.
1218* LonersAreFreaks: Anti-social and prone to fits of rage. A bad combination, especially when said loner has a harpoon for an arm.
1219* LongRangeFighter: Wave Man's weapons are designed for ranged combat; in close quarters, the poor guy is almost useless.
1220* MakingASplash: A Water-elemental Robot Master. He uses the Water Wave to create pressurized columns of water that erupt from a random area and can deflect shots.
1221* MoodSwinger: This Robot Master is perhaps the most emotionally unstable one ever built; he's anti-social at the best of times, but he can be easily moved to tears, and even angry and destructive tantrums.
1222* ProngsOfPoseidon: His head crest resembles Poseidon's trident.
1223* ViolationOfCommonSense: Wave Man's entire combat style is based on spamming projectiles and barriers to block your path. He is weak to a weapon that requires you to charge him. It's very likely that any attempt at Charge Kicking him will result in Mega Man slamming into a wave and then getting hit by his harpoon.
1224[[/folder]]
1225
1226[[folder:[=DWN.035=] Stone Man]]
1227->''"Guts Man, let's go see a movie."''
1228[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/035_stoneman.png]]
1229
1230A large Robot Master who occupies a mountain in order to assist Gyro Man in conquering the hanging gardens. Built as if he were made of stone bricks, he uses the Power Stone to attack with rotating stones (or, alternatively, giant stone hands). If he suffers a hard enough impact, he crumbles into pieces, but is able to reform his body. Strong willed but stubborn, he gets on well with Guts Man, and his hobbies include cinema and going out for drinks.
1231
1232->'''Weapon''': Power Stone
1233->'''Weakness''': Napalm Bomb (''5'', ''IV'', Game Gear), Noise Crush (''Power Fighters'')
1234->'''Voiced by''': Ian James Corlett (animated series), Takashi Nagasako (''Power Fighters'')
1235----
1236* AstonishinglyAppropriateAppearance: A stone-based Robot Master that happens to look like a {{Golem}}.
1237* TheBrute: Is this to the rest of ''5'''s Robot Masters.
1238* DishingOutDirt: An Earth-elemental Robot Master. While in most games his Power Stone serves as an expanding orbital of three stones, it has also been depicted as a giant stone hand that crawls along the ground.
1239* FriendlyEnemy: Despite being a Wily Number, he's good friends with Dr. Light's Guts Man. Since the manual for the first game implies that Guts Man becomes a good robot again after he's defeated, and there's conversely little suggesting Stone Man pulled a HeelFaceTurn after ''5'', one can assume this trope is in effect.
1240* GiantHandsOfDoom: The Power Stone manifests as a giant hand in ''The Power Fighters''.
1241* {{Golem}}: He's a robot that appears to be built out of large stone bricks.
1242* InASingleBound: He can jump pretty high despite his size. Jumping too high causes him to crumble, however, but that's not a big issue for him.
1243* LogicalWeakness:
1244** [[StuffBlowingUp Explosives]] are usually associated with demolition of earth, buildings and rocks. Timing the Napalm Bomb can be a bit awkward without jumping first, though.
1245** Noise Crush in ''Power Fighters'' works on a similar principle, as sound travels extremely well through solid objects.
1246* TheMovieBuff: {{Implied|Trope}} at least. We do know that Stone Man likes good movies, though, as seen in his CD Data for ''Mega Man & Bass''.
1247* NoSell: He's invincible when broken apart.
1248* PullingThemselvesTogether: After breaking apart, he can pull his stone bricks back together to reform himself.
1249* SpinAttack: His wall-tossing attack in ''The Power Fighters'' acts like this until Stone Man spins too fast to hold his wall.
1250* TurnsRed: In ''The Power Fighters'', in addition to beginning to abuse his Power Stone, Stone Man will occasionally launch one of his summonable brick walls from the ground into his hand to use as a TelephonePolearm.
1251* WarmUpBoss: In ''5'', he has an easy to manipulate pattern where he just just hops around and you can slide under him. His giant leap into the air doesn't even stun you if you're on the ground when he lands, and his Power Stone projectiles are rarely used in a way that complicates your timing.
1252[[/folder]]
1253
1254[[folder:[=DWN.036=] Gyro Man]]
1255->''"That is not a problem."''
1256[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/036_gyroman.png]]
1257
1258The first Robot Master capable of flight. The proud (but disdainful) Gyro Man was supposed to have a jet engine before Dr. Wily replaced it with a cheaper propeller (which may factor into why he's an aeronautical traditionalist, preferring propellers to jet engines). To raise funds, Wily had Gyro Man take over some hanging gardens to collect the attendance fee (though this backfired when attendance dropped soon afterwards). His weapon is the Gyro Attack — a propeller-shaped cutter he can send straight up or down while in midflight.
1259
1260->'''Weapon''': Gyro Attack
1261->'''Weakness''': Gravity Hold (''5''), Plant Barrier (''Power Battle'', ''Power Fighters'')
1262->'''Voiced by''': Gary Chalk (animated series), Jim Byrnes (animated series, disguise), Koji Tobe (arcade)
1263----
1264* ArtisticLicensePhysics: If he spins his rotor vertically like his sprite shows, he should go flying backwards, not float up.
1265* AstonishinglyAppropriateAppearance: He resembles a humanoid helicopter, down to his feet being built like landing gear.
1266* ContinuityCameo: Appears in ''Mega Man 8''[='=]s intro alongside other previous Robot Masters.
1267* DeadlyRotaryFan: The Gyro Attack shoots out a sharp propeller blade that can be sent flying straight up or down.
1268* DirtyCoward: His entry in ''Mega Man Legacy Collection'' characterizes him this way, saying that he "cowardly hides himself in clouds".
1269* {{Flight}}: Gyro Man is the first Robot Master that's able to fly, albeit with a cheap propeller as opposed to a jet engine.
1270* FlyingPostman: In ''Manga/RockmanSan'', he runs a delivery service alongside some flying robots to deliver packages. His most popular clients are those who live in high-rise apartment blocks as he can just deliver to their windowsills.
1271* FuumaShuriken: His propeller can be tossed as one.
1272* HelicopterBlender: In addition to the Gyro Attack, he can use his back-mounted propeller as a projectile in the arcade games.
1273* HelicopterPack: He has a giant propeller on his back which he uses to fly.
1274* LogicalWeakness:
1275** In order to reach his heights (or alternatively, because his creator made him out of cheap material), his body is made of a light material, and thus, Gyro Man is extra susceptible to changes in gravity.
1276** Like with Air Man, the wrong materials caught in spinning blades can cause all manner problems. Plant Barrier is durable enough to damage robots and throwing it into a rotor would damage the low grade metal.
1277* MutualDisadvantage: He and Plant Man are weak to each other's weapons in the arcade games.
1278* ObviousBeta: In-universe, Dr. Wily cheaped out hugely on him, using substandard materials and giving him a helicopter blade instead of a jet engine as he originally planned. Gyro Man himself actually likes this kind of flight, however.
1279* {{Roboteching}}: The Gyro Attack can change its vertical direction once after being fired.
1280* StealthPun: His English CD data from ''Mega Man & Bass'' states that he likes Greek sandwiches. In other words, Gyro man likes gyros.
1281* WarmUpBoss: Another easy place to start the game, as his Gyro Attacks have only slight variations and his ascent into the sky is easy to dodge by sliding out of the way after you account for the Gyro Attack that precedes his drop. The weapon you gain from him is also very useful as it can be directed up or down, providing further enouragement to start your game here.
1282[[/folder]]
1283
1284[[folder:[=DWN.037=] Star Man]]
1285->''"Can you see the star over there?"''
1286[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/037_starman.png]]
1287
1288Dr. Wily designed Star Man for space exploration, giving him an agile body able to fight efficiently in low-gravity environments (such as the space station that Star Man took over during Wily's 5th plan for world domination). With his Star Crash, Star Man can create a barrier made of star-shaped energy around his body. A delusional romanticist, he dreams of someday taking a lover with him to the ends of the Universe.
1289
1290->'''Weapon''': Star Crash
1291->'''Weakness''': Water Wave (''5''), Power Stone (Game Gear)
1292->'''Voiced by''': Terry Klassen (animated series)
1293----
1294* AdjectiveNounFred: He gives himself the nickname, ''The Splended Noble Youth!''
1295* ArmCannon: He has one with a star-shaped barrel. Interestingly, he fires the Star Crash by pointing it ''upwards'', no matter where the shield flies off to.
1296* BarrierWarrior: He uses the Star Crash to create a shield around himself, and he attacks by sending it hurtling slowly towards Mega Man.
1297* CasanovaWannabe: He considers himself a romanticist, and dreams of going on a journey through space with a lover. So far, no one has taken him up on his offers.
1298* HeroicSacrifice: In ''Gigamix'', he sacrifices himself to buy Mega Man and the other robot masters from ''5'' time to escape from Mercury and Uranus. Only Mega Man and Charge Man escape.
1299* KillItWithWater: He's weak to the Water Wave in ''5'', and it even destroys the Star Crash if he has it active.
1300* LogicalWeakness: Stars are made of hot gas and flame. The Water Wave [[KillItWithWater pierces and neutralizes his Star Crash]], leaving Star Man virtually defenseless.
1301* ManOfWealthAndTaste: A self-proclaimed romanticist and lover of opera.
1302* MrImagination: He has big dreams and aspirations, and looks down on robots who lack dreams or are otherwise more realistic.
1303* OrbitingParticleShield: The Star Crash is made up of three orbiting star shaped energy bits.
1304* RockBeatsLaser: In the ''Game Gear'' game, he's weak to the Power Stone instead of the Water Wave.
1305* StarPower: Another Time and Space-themed Robot Master, and one of two from ''5'' alongside Gravity Man. While Star Man has no control over stars themselves, he does create and fire a shield made of star-shaped energy.
1306* ViolationOfCommonSense: "Water beats fire" or no, Star Man is a boss who spends pretty much the entire fight jumping around like he's on the moon and rarely touching the ground — making it rather odd that he's killed by a weapon that can ''only'' hit enemies on the ground. It does at least break his shield.
1307* WarmUpBoss: Even by the standards of the bosses from ''5'', Star Man has an extremely simple and easy pattern.
1308[[/folder]]
1309
1310[[folder:[=DWN.038=] Charge Man]]
1311->''"Be mindful of your future, son."''
1312[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/038_chargeman.png]]
1313
1314A steam locomotive-based Robot Master created to make shipments to Dr. Wily. He uses coal and water as a power source, increasing his operating costs exponentially. In addition to charging towards his enemies at high speeds (which becomes the Charge Kick when Mega Man copies him), Charge Man can blow burning coal out from his chimney as an attack. Charge Man has a one-track mind and is quick to boast about the olden days (disliking the present day and the future), though he's rather quick to quarrel.
1315
1316->'''Weapon''': Charge Kick
1317->'''Weakness''': Power Stone (''5'', ''IV''), Rain Flush (''IV'')
1318----
1319* AdaptedOut: Charge Man is the only Robot Master from ''5'' to be totally absent from the Ruby-Spears cartoon.
1320* BloodKnight: According to his English CD database, Charge Man has a "bellicose attitude", being aggressive and eager to fight.
1321* {{Cephalothorax}}: Subverted. His artwork shows him to actually have a head, but it is oddly shaped due to his train motif.
1322* ContinuityCameo: He appears in ''VideoGame/MegaMan8''[='=]s intro, representing ''VideoGame/MegaMan5'' as Mega Man fights numerous past Robot Masters.
1323* CoolTrain: His stage, as well as Charge Man himself!
1324* DashAttack: He uses the Charge Kick not as a kick, but rather a quick invincible dash towards Mega Man.
1325* GrumpyOldMan: He acts like one; bragging about old stories of his, complaining about today's youth, and even (in the English version of his CD Database entry, at least) disliking all those new-fangled trendy fashions.
1326* TheJuggernaut: His charge attack makes him [[NoSell invincible]].
1327* LogicalWeakness:
1328** Placing big enough debris like rocks on railways can potentially cause a train to derail. Rock slides and large debris are also potential hazards to trains in general. The Power Stone thus suits him as a weakness.
1329** Charge Man is the most metal-based out of his companions from ''5''. Super corrosive acids, like those from the Rain Flush, are very bad for vehicles, damaging vital parts and potentially rendering them undrivable.
1330* PaperThinDisguise: Dr. Wily really, truly meant for him to be a "train spy". He's small enough to fit inside a train, and has a face.
1331* SteamNeverDies: He's a Robot Master built in the futuristic [=20XX=] to resemble a steam locomotive. Wily even went the extra mile and made him powered by coal and water.
1332* WarmUpBoss: He is an easy place to begin the game, as his weakness is difficult to aim properly and the Mega Buster can be easier to use. His attack pattern is also relatively simple and his attacks easy to dodge.
1333[[/folder]]
1334
1335[[folder:[=DWN.039=] Napalm Man]]
1336->''"Feel the power of my weapon!"''
1337[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/039_napalmman.png]]
1338
1339Napalm Man is a robot filled to the brim with military weaponry — in particular, with the explosive Napalm Bomb. Made to protect Dr. Wily's secret weapons factory, he is a loyal Robot Master with a passion for weaponry (including weapons stronger than his own), but is a maniac with a dislike for safety equipment. His passion for weapons made him open up a museum dedicated to them, but no-one came to see it.
1340
1341->'''Weapon''': Napalm Bomb
1342->'''Weakness''': Crystal Eye (''5'', ''IV''), Pharaoh Shot (''IV''), Flash Stopper (Game Gear), Gemini Laser (''Power Battle'', ''Power Fighters''), Rebound Striker (''10'', Weapons Archive)
1343->'''Voiced by''': Creator/JurotaKosugi (''Battle & Chase'')
1344----
1345* ArmCannon: His Napalm Bomb tips take the place of hands. One hopes they're not impact-fused.
1346* BreakoutCharacter: Napalm Man has appeared the most often out of all the ''VideoGame/MegaMan5'' Robot Masters. He managed to appear in both arcade games, is a playable character in ''Battle and Chase'', and is the Weapons Archive's ''5'' representative in ''VideoGame/MegaMan10''. He shows up in the intro to the cartoon, but not in the show itself — possibly due to being cancelled.
1347* {{Cephalothorax}}: His face is located on his torso, with his head's spot being taken by a missile launcher.
1348* ContinuityCameo: The Weapons Archive in ''VideoGame/MegaMan10'' uses his Napalm Bomb and attack pattern, and displays his sprite while using it.
1349* DashAttack: The arcade games give him one via a rocket in his back.
1350* GeniusBruiser: Despite looking like DumbMuscle, he has encyclopedic knowledge of weapons and, according to ''Mega Man & Bass'', is an expert negotiator.
1351* GunNut: He really likes his weapons. Not surprising, as he was built to be a war machine.
1352* GunsAkimbo: Dual grenade launchers, effectively.
1353* LogicalWeakness:
1354** He's weak to the Crystal Eye — a weapon that can split itself apart and bounce around the room. Meaning, not only is it something that a bulky robot like Napalm Man can't really avoid, it has a high chance of setting off his explosives prematurely to damage him.
1355** Heat, like that from lasers and the suns, is dangerous for Napalm Man as it might damage his missiles and bombs, causing them to cook off and explode prematurely. The Pharaoh Shot and Gemini Laser showcase this.
1356* NonIndicativeName: He doesn't use napalm — even his Napalm Bombs aren't fire based at all.[[note]]However, his stage is implied to be a reference to the Vietnam War, specifically the Củ Chi tunnels under Saigon, so his name is likely playing into that theme.[[/note]] Also, despite being built like a tank, he never uses his treads to move in ''5'', and he can only move by jumping, though this was eventually averted in other games.
1357* PurpleIsPowerful: Napalm Man is built like a humanoid tank and is colored predominantly purple.
1358* RammingAlwaysWorks: Once his tread-feet start functioning, he develops a liking of simply ramming the opponent (though he likes to cover himself with some parabolic fire first).
1359* TeamRocketWins: The ''Robot Master Field Guide'' and his Japanese CD Database entry in ''VideoGame/MegaManAndBass'' implies that he won the Battle and Chase racing tournament and opened up a weapons museum with the prize money (though ultimately it got one visitor, who criticized it, causing Napalm Man to blow it up in a fit of rage).
1360* ThrowDownTheBomblet: He uses the Napalm Bomb if Mega Man is close enough to him.
1361* TrickBomb: When Mega Man copies the Napalm Bomb, it bounces around slowly before exploding on contact or after a period of time.
1362* TurnsRed: In ''The Power Fighters'' — he powers up the rockets he uses to tackle, speeding him up considerably, and he also begins to spam homing missiles. He can also do a combination attack of charging and firing non-homing missiles.
1363* UndyingLoyalty: He's fiercely loyal to Dr. Wily and his duties.
1364* WalkingArmory: He has six shoulder missiles, one head-mounted rocket launcher, two Napalm Bomb launchers in his arms, and a rocket he can use to dash into foes.
1365* WalkingTank: Possesses both walking/jumping and caterpillar treads.
1366* WeakenedByTheLight: In his game appearances after ''5'', he's been weak to the Flash Stopper, Pharaoh Shot, and Gemini Laser, which are all light-related weapons.
1367* WeaksauceWeakness: One of Napalm Man's consistent weaknesses has been to refracting/bouncing weapons, those being the Crystal Eye in ''5'', the Gemini Laser in ''Power Battle'' and ''Power Fighters'', and the Rebound Striker in the Weapons Archive from ''10''.
1368[[/folder]]
1369
1370[[folder:[=DWN.040=] Crystal Man]]
1371->''"I'll show you your future."''
1372[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/040_crystalman.png]]
1373
1374An enigmatic Robot Master made of crystalline materials. Dr. Wily didn't primarily create him for combat; instead, he was supposed to create crystals to be sold on the black market to finance his schemes. He can still use this ability for combat via the Crystal Eye — crystal balls that rebound off walls (as well as small energy shots). Though shady, he has a mystical air to him and is a skilled fortune teller, though despite being a creation of one, he can't stand scientists.
1375
1376->'''Weapon''': Crystal Eye
1377->'''Weakness''': Gyro Attack (''5''), Charge Kick, Ring Boomerang (''IV'')
1378->'''Voiced by''': Jim Byrnes (animated series)
1379----
1380* AdaptationalBadass: Much like Pharaoh Man, Crystal Man's Ruby-Spears counterpart is a very competent villain, including landing a devastating blow on Mega Man with a Laser cannon. He also fights back, even after Mega Man steals his weapon (although unlike Pharaoh Man, he doesn't get to land the blow).
1381* BlingBlingBang: Crystal Man is made of crystals, sports large crystal balls all over his body, and he can attack using synthetic crystal balls.
1382* CrystalBall: In addition to having them spread all over his body, he can create these, and even use them as weapons. When Mega Man copies the Crystal Eye, he can fire a large ball that splits off into three smaller ones.
1383* FortuneTeller: He's quite a skilled one, befitting his ability to make crystal balls. He's not too fond of scientists telling him this skill is bunk, however.
1384* GemstoneAssault: He uses his crystal making ability as a weapon with the Crystal Eye; four small crystal balls that rebound off of walls. When Mega Man copies it, he first fires a large crystal sphere that splits into three small ones when hitting a wall.
1385* HyperDestructiveBouncingBall: The Crystal Eye lets him shoot four crystal versions of these.
1386* LogicalWeakness: While gemstones are very hard, sharp blows will still cause them to fracture, which is presumably how the Gyro Attack and Ring Boomerang deals bonus damage to his crystaline body, much like with gem-cutting tools.
1387* MaybeMagicMaybeMundane: He claims to be able to see the future, but nobody knows if he's for real.
1388* OffscreenVillainDarkMatter: He acts as Dr. Wily's financer; his crystals are sold to fund the scientist's many plans.
1389* {{Unobtanium}}: His crystals, which are expensive, yet make good money for Dr. Wily.
1390[[/folder]]
1391
1392!!''VideoGame/MegaMan6''
1393[[folder:General]]
1394* ActuallyADoombot: There are two copies apiece of Centaur Man, Knight Man, Tomohawk Man, and Yamato Man. The real ones are found further in their respective levels, and would reward the Beat parts.
1395* AssKickingPose: {{Averted|Trope}}. They just drop down from above in place while DramaticThunder fills their room.
1396* BrainwashedAndCrazy: After entering the First Annual Robot Tournament, Mr. X reprogrammed them to serve his world domination plot.
1397* InformedAbility: Their stage start screens uniquely shows off their supposed stats, but a noticeable amount of it is not actually indicative of their fights or even appearance. The most glaring examples are:
1398%%** Blizzard Man is a FragileSpeedster.
1399%%** Knight Man is a MightyGlacier.
1400%%** Plant Man is a StoneWall with a surprising amount of speed (and has the lowest stat total, not including height).
1401** Centaur Man is a FragileSpeedster that doesn't hit very hard [[CripplingOverspecialization in exchange for ridiculous amounts of speed, being the fastest in his line]]. Bizarrely, he's also presented as the 2nd shortest Robot Master in the line.
1402** Flame Man is a JackOfAllStats (bordering on MasterOfNone with how low his stats are presented).
1403** Tomahawk Man is a [[GlassCannon frail, yet hard-hitting]] and [[FragileSpeedster speedy]] Robot Master, and is supposedly the tallest Robot Master.
1404** Wind Man is a slow StoneWall that's even bulkier than Plant Man (despite having the ability to fly).
1405%%** Yamato Man is a MightyGlacier, and the slowest of the bunch. He also supposedly has the highest stat total.
1406* LateArrivalSpoiler: Just like the last two groups, that these are listed as part of the DWN series spoils the fact that Mr. X is really Dr. Wily (not that [[PaperThinDisguise you couldn't already figure that out yourself]]).
1407* MultinationalTeam: These robots came from different parts of the world for the First Annual Robot Tournament, and their stages mostly correspond to real world countries. Their actual countries of origin, however, have never been officially stated (though ''Manga/MegaManMegamix'' does specify some of them).
1408* NonIndicativeName: Despite being listed as Wily Numbers, all of them were created by different people (presumably, the DWN classification is a more convenient "default" classification, as with the ''VideoGame/MegaMan10'' and ''VideoGame/MegaMan11'' casts).
1409* NoSell: All the Robot Masters are immune to the Plant Barrier, with the exception of Tomahawk Man (who is weak to it).
1410* PowerLevels: When starting a stage, the Robot Master's height, weight, attack, defense, mobility, and energy source are displayed. As far as gameplay or even [[AllThereInTheManual supplementary details]] go, however, little to none of it means anything.
1411* RobotAthlete: They were all entered in the First Annual Robot Tournament before Mr. X reprogrammed them into his robot army.
1412[[/folder]]
1413
1414[[folder:[=DWN.041=] Blizzard Man]]
1415->''"It's going to snow tomorrow."''
1416[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/041_blizzardman.png]]
1417
1418A meteorological Robot Master originally made in Canada to monitor the weather at the South Pole. He was later modified to create rain and snow using humidity in the air, his modifications allowing him to create ice crystals as his Blizzard Attack. He can also roll into a ball and slam into foes. Blizzard Man has also served as a weather forecaster, a job that suits his good explanation skills. He's a bit sketchy and quick to start a fight, however. Also, [[SeriousBusiness he's insistant that skis are better than snowboards]].
1419
1420->'''Weapon''': Blizzard Attack
1421->'''Weakness''': Flame Blast
1422----
1423* AbnormalAmmo: Creating giant snowflakes to smack enemies with is certainly a ''creative'' use of powers over ice.
1424* AstonishinglyAppropriateAppearance: An ice-themed Robot Master that happens to look like both a snowman and a skier.
1425* ContinuityCameo:
1426** He appears in ''VideoGame/MegaMan7's'' Robot Museum alongside many other Robot Masters.
1427** He's on display again in the first Wily Stage in ''The Power Battle''. Notably, unlike fellow cameos Elec Man, Pharaoh Man and Bubble Man, Blizzard Man never appeared as a boss in ''The Power Fighters''.
1428* {{Cephalothorax}}: His head is squashed into his torso. Unlike similar Robot Masters with this build (like Needle Man), Blizzard Man has a slightly more defined head.
1429* CreepyShadowedUnderEyes: While the black part of his eyes are simply his head behind his white armor, his eyes give off this impression when seen from the front.
1430* ElementalBaggage: Blizzard Man uses humidity in the air to produce artificial snow and ice crystals for the Blizzard Attack.
1431* AnIcePerson: Surprisingly for this series, he's the first Robot Master since Ice Man to use ice.
1432* LogicalWeakness: AnIcePerson styled like a humanoid snowball would logically be WeakToFire.
1433* MooseAndMapleSyrup: Blizzard Man is thought to have come from Canada, which ''Manga/MegaManMegamix'' runs with. In addition, the Curlinger enemy in his stage is a reference to curling, a popular winter sport in the country.
1434* RollingAttack: He can roll around rapidly and try to ram Mega Man. During this time, [[SpinToDeflectStuff he is invincible]].
1435* {{Snowlems}}: His design is heavily based off a snowman and a skier.
1436* SpinToDeflectStuff: When using his RollingAttack, he can't be damaged.
1437* SpreadShot: Though his iteration of the Blizzard Attack doesn't do it, Mega Man's variant sends four ice crystals ahead, two of which fly diagonally.
1438* WeakToFire: As a LogicalWeakness, the Flame Blast does a number on him.
1439[[/folder]]
1440
1441[[folder:[=DWN.042=] Centaur Man]]
1442->''"Drop dead into the dimensions!!"''
1443[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/042_centaurman.png]]
1444A Robot Master from Greece who originally worked as a tour guide in an archeology museum, before being modified for the First Annual Robot Tournament (the prize money from which he planned to use to restore the museum). Besides having a SpreadShot buster, he can warp space itself using the Centaur Flash. Despite being able to use it to teleport and even [[TimeStandsStill stop all movement]], it uses up a large amount of energy, so perhaps it's not surprising he sometimes uses the less-taxing Centaur Arrow. He's also a very decisive person, but it appears he regrets a lot of those decisions, possibly from his fondness of gambling.
1445
1446->'''Weapons''': Centaur Flash (''6''), Centaur Arrow (''Power Fighters'')
1447->'''Weakness''': Knight Crusher (''6''), Gyro Attack (''Power Fighters'')
1448->'''Voiced by''': Jin Yamanoi (''Power Fighters'')
1449----
1450* AlternateCharacterReading: Centaur Man's katakana transcription is closer to Kentaurosman (the original Greek word).
1451* AncientGrome: His stage resembles ancient Greek/Roman ruins, albeit if they were made of metal and machinery. Centaur Man himself is said by ''Megamix'' to have hailed from Greece, however.
1452* ArmCannon: He has one on his right arm; in addition to firing Spread Shot bullets, he can use it to fire the Centaur Arrow.
1453* BoringButPractical: When compared to the Centaur Flash's {{reality warp|er}}ing capabilities, the Centaur Arrow in ''The Power Fighters'' seems like a massive downgrade for him. Said Arrow, however, doesn't use up a lot of his energy with each use like the Centaur Flash does.
1454* BreakingOldTrends: Chronologically, he started the idea of robot masters diverting from the standard bipedal design. He wasn't the first based upon legend though, with robot masters like Shadow Man and Pharaoh Man beating him to the punch as a ninja and super-pharaoh respectively.
1455* ContinuityCameo: Appears in ''8's'' intro alongside other previous Robot Masters.
1456* CrownOfHorns: He has a helmet with three large horns on it.
1457* DenialOfDiagonalAttack: Inverted; he's hindered by his ability to ''not'' shoot at an angle using Centaur Arrow.
1458* TheGambler: ''VideoGame/MegaManAndBass'' notes that he likes gambling.
1459* GenderFlip: Whereas the games' Centaur Man is a guy through and through, in the ''Rockman 6'' manga, Centaur Man is actually a woman [[SamusIsAGirl pretending to be male]]. She even harbors a crush towards Knight Man (despite the fact that [[DramaticIrony she is weak to his weapon]]).
1460* HornsOfVillainy: Centaur Man has a helmet with three horns on it, and he acts as one of Dr. Wily's Robot Masters in his world conquest plots.
1461* LogicalWeakness:
1462** Knights are known in legends for fighting large mythical creatures like dragons. In-universe, Centaur Man's bulky design likely means he can't dodge a heavy, yet strong blows like those from a mace even if he wanted to.
1463** In ''The Power Fighters'', Centaur Man is more [[FragileSpeedster agile and quick]], but still bulky and unable make huge vertical leaps like bipedal robot masters, making the Gyro Attack problematic if Centuar Man doesn't raise his shield it in time to protect his vulnerable body.
1464* MythicalMotifs: Centaur Man is one of a few Robot Masters based on a mythical creature.
1465* NonStandardCharacterDesign: To date, he's the only quadruped Robot Master.
1466* OurCentaursAreDifferent: You can't get much different from other centaurs by having a robotic one that can warp space and time.
1467* RealityWarper: The Centaur Flash makes him this: using a flash of light, Centaur Man can create a dimensional distortion, granting him the ability to teleport and even stop time briefly. However, this uses up a lot of energy.
1468* RuleOfCool: There's ''no'' connection between centaurs and teleportation/reality warping. But no matter -- Centaur Man remains a badass for these same reasons!
1469* SamusIsAGirl: In the ''Rockman 6'' manga, Centuar (Wo)man masquerades as a male, and her true gender isn't revealed until during Mega Man's fight with her.
1470* SmartBomb: Centaur Flash is a simple version of this, creating a flash of light that hits all enemies on screen.
1471* SpaceMaster: By creating distortions in space with the Centaur Flash, he can teleport and stop time briefly.
1472* SpreadShot: His buster shots explode into a spread of seven projectiles after hitting a wall.
1473* TheStraightAndArrowPath: Centaur Man's archery ability, which stems from the connection of centaurs to archery, was developed in games after ''6''. This clashes with his more advanced RealityWarper powers, and was possibly given to him due to the esoteric RuleOfCool of centaurs and reality-bending powers.
1474* TimeStandsStill: While fighting Mega Man, he can use the Centaur Flash to freeze him in place and attempt to shoot him with his SpreadShot.
1475* TurnsRed: The later the player fights him in ''The Power Fighters'', he'll be more likely to do this; pulling out an extremely wide-ranged polearm and continually attempting to close the distance to them at all times.
1476[[/folder]]
1477
1478[[folder:[=DWN.043=] Flame Man]]
1479->''"Oops, time to refill the oil."''
1480[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/043_flameman.png]]
1481
1482A robot from Saudi Arabia created to generate thermal energy, but was later modified to compete in the First Annual Robot Tournament where he was reprogrammed by Mr. X to take over the world. An old-fashioned robot, he takes pride in his moustache and is a consumer of fine oil, with a disdain for cheaper variants. His outdated energy source requires him to change his oil three times a day, which has made him punctual. His main weapon is the Flame Blast, which uses a flamethrower to release thermal energy as fireballs and erupting pillars of flame.
1483
1484->'''Weapon''': Flame Blast
1485->'''Weakness''': Wind Storm (''6''), Water Shield (''10'', Weapons Archive)
1486----
1487* ArabianNightsDays: His appearance is based on this trope, with a turban, moustache, and pointy shoes.
1488* ArmCannon: His left arm is a flamethrower designed to fire off the thermal energy he generates. Similarly to Wave Man, he fires it into the ground to use the Flame Blast.
1489* BreakOutTheMuseumPiece: Flame Man uses thermal power, unlike most robots which use solar power. This makes him rather prone to high maintenance, but his creators still opted to channel his thermal abilities into combat for the First Annual Robot Tournament.
1490* ContinuityCameo:
1491** In ''7'', he appears in the background of the Robot Museum (multiple times, thanks to how background layers work). This could imply that the Flame Man there is just a copy or statue.
1492** The Weapons Archive in ''10'' displays his sprite when using the Flame Blast.
1493* CreatureOfHabit: His inefficient and somewhat complicated power source, combined with his high consumption, forces him to keep a strict upkeep schedule, with little to no diversions.
1494* DiscoDan: Flame Man's deliberately designed to use an outdated energy system to be easy to maintain.
1495* {{Fireballs}}: Flame Man can discharge his thermal energy to shoot these.
1496* InvisibleAnatomy: He enjoys grooming his painted-on facial hair.
1497* KillItWithWater: Due to the lack of a "wind" weapon in ''10'', his Weapons Archive data is weak to the Water Shield, the closest thing to another LogicalWeakness.
1498* LogicalWeakness: This flame-based robot doesn't take well to both wind (Wind Storm) and water (Water Shield as the Weapons Archive) weaponry, both elements of which can put out fires.
1499* PickyEater: Flame Man's absolutely outraged if someone tries to sell him cheap or substandard oil.
1500* PlayingWithFire: Flame Man's a Robot Master made to generate thermal energy, and for combat purposes he releases it through a flamethrower on his arm to generate flame columns around him.
1501[[/folder]]
1502
1503[[folder:[=DWN.044=] Knight Man]]
1504->''"Would you care to step outside?!"''
1505[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/044_knightman.png]]
1506
1507A Robot Master from England made specifically for dueling, he has defeated over a thousand robots in combat. When attending the First Annual Robot Tournament, he was reprogrammed by Mr. X to take over the world. Despite his reprogramming, Knight Man still holds a code of chivalry, preferring to fight honorably without resorting to dirty tactics, though it leads to him being very inflexible. In addition to his powerful and far-reaching morning star, the Knight Crusher, he holds a shield that repels many attacks.
1508
1509->'''Weapon''': Knight Crusher
1510->'''Weakness''': Yamato Spear
1511----
1512* TheAce: At fighting. Defeating ''hundreds of robots'' in combat will give it to you.
1513* AffablyEvil: Apparently, his sense of chivalry and honor was one of the few things Wily couldn't program out of him! And he certainly [[LetsFightLikeGentlemen likes a fight on equal terms]].
1514* ArtisticLicenseGeography: An English Robot Master whose stage resembles English castles such as Warwick Castle and Alnwick Castle. However, his weapon is a flail, which is German. Perhaps his creator was of German origin?
1515* BattleBoomerang: Knight Crusher.
1516* BlackKnight: He resembles one, but there's more to him than his appearance.
1517* CarryABigStick: Carry A Big Mace, to be exact.
1518* CoolHelmet: And it even sports a mohawk!
1519* EpicFlail: His main weapon is the Knight Crusher, a heavy mace that can be launched and retracted via a long chain.
1520* FriendlyRival: Has mutual respect with Yamato Man, another honorable warrior robot.
1521* HonorBeforeReason: He dislikes dirty tricks, which makes him a non-pragmatist in combat.
1522* {{Irony}}: Connected to Yamato Man in two ways.
1523** He has a respectful rivalry with Yamato Man...and happens to be weak to his Yamato Spear.
1524** Knight Man was created in England, while Yamato Man dislikes speaking English.
1525* KnightInShiningArmor: Despite looking like a BlackKnight, he was programmed with such a strong code of honor and chivalry that not even Dr. Wily could program it out.
1526* LetsFightLikeGentlemen: As stated in his ''Mega Man & Bass'' bio, he prefers to battle his opponents on equal terms and does ''not'' like dirty tactics.
1527* LogicalWeakness: An ArmorPiercingAttack like the Yamato Spear is, true to its nature, going to ignore Knight Man's shield and natural defenses.
1528* LuckilyMyShieldWillProtectMe: He wields one that's as big as his torso. It defends him effectively from frontal attacks, meaning he can only be hit from behind or when he's attacking.
1529* MightyGlacier: Designed predominantly with highly balanced defensive and offensive abilities at the cost of movement speed.
1530[[/folder]]
1531
1532[[folder:[=DWN.045=] Plant Man]]
1533->''"This flower is so beautiful!"''
1534[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/045_plantman.png]]
1535A sensitive Robot Master from Brazil with the ability to communicate with flowers. Although he was created as the manager of a botanical garden, he ended up becoming popular enough to become its mascot. After attending the First Annual Robot Tournament, he was reprogrammed by Mr. X for his own ends. He likes being out under the sun but hates honey bees and is easily depressed. When he was modified for the Tournament, he was given the Plant Barrier, which creates a shield of energy projectiles that resemble giant flower petals.
1536
1537->'''Weapon''': Plant Barrier
1538->'''Weakness''': Blizzard Attack (''6''), Gyro Attack (''Power Battle''), Atomic Fire (''Power Fighters'')
1539->'''Voiced by''': Hekiru Shina (arcade)
1540----
1541* ArmCannon: He has a buster arm like most Robot Masters, but in ''Mega Man 6'', it isn't used for anything, except possibly summoning the Plant Barrier.
1542* ArtisticLicenseGeography: He's Brazilian but is based on a flower that only grows in southeast Asia. Was his creator audacious enough to base him on an Asian flower?
1543* BarrierWarrior: His primary method of attack is the Plant Barrier, which also acts as a means of defense.
1544* BootstrappedLeitmotif: He shares Crash Man's theme in ''The Power Battle.'' Even though Crash Man is absent from the second arcade game, Plant Man retains Crash Man's theme.
1545* ContinuityCameo: In ''7'', he appears in the background of the Robot Museum (multiple times, thanks to how background layers work).
1546* TheEeyore: Suffers from depression.
1547* FlunkyBoss: In ''The Power Battle,'' he summons flying spores with his face on them. These come in two varieties: one plants into the ground and occasionally fires a bullet, and the second moves diagonally across the field of play, bouncing at the borders of the screen.
1548* GreenThumb: The second Robot Master in the series based on plant life after Wood Man, and he even has the same type of weapon.
1549* LogicalWeakness:
1550** Played straight with the Blizzard Attack. [[KillItWithIce Plants cannot stand the cold without hibernating. Rainforest plants and extreme cold also don't mix.]]
1551** Donwplayed with the Flame Blast from [=6=], but played straight with the Atomic Fire in ''Power Fighters''. [[WeakToFire Plants will die to a fire, after all.]]
1552** One of the key tools for literally cutting through plants is with bladed weapons. The Gyro Attack can repliacte this in ''The Power Battle'', made more dangerous by its angular velocity.
1553* MeatSackRobot: According to the ''Archie Comics'', he's part plant, which allows him to survive Ra Moon's EMP waves.
1554* MoodSwinger: He fluctuates between "dainty" and "depressive" rather easily.
1555* MutualDisadvantage: He's weak to Gyro Attack in ''Power Battle'', but Gyro Man is weak to Plant Barrier in ''Power Fighters''.
1556* NoSell: According to the Archie comics, he survived Ra Moon's EMP field due to being part plant.
1557* OrbitingParticleShield: The Plant Barrier uses the traditional ring of energy particles shaped like something to block shots and damage targets.
1558* PetalPower: He doesn't have any "real" offensive power over nature, but his Plant Barrier attacks using energy bits that take the appearance of giant flower petals.
1559* SpreadShot: In the arcade games, which by themselves up his threat level considerably, as it's one of the hardest attacks in the game to dodge.
1560* TalkingToPlants: He has the ability to converse with plants and flowers.
1561* TurnsRed: In ''The Power Fighters'': Can start shedding petals as he jumps, gains access to his flying plant minions in addition to his stationary plant minions, and immediately summons another plant minion if the one on field is destroyed.
1562* WarmUpBoss: He has one of the most predictable attack patterns in the entire series. He performs an easy-to-dodge leap and throws his shield. Said shield is easy to jump over due to its slow speed. Adding incentive to take him out first is the Rush Jet Adapter awarded for his defeat.
1563[[/folder]]
1564
1565[[folder:[=DWN.046=] Tomahawk Man]]
1566->''"Tomahawk Man does not lie."''
1567[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/046_tomahawkman.png]]
1568
1569A robot designed with the motif of [[BraidsBeadsAndBuckskins a Native American warrior]] (fittingly enough from the United States of America), built specifically for the First Annual Robot Tournament unlike the other seven robots Mr. X reprogrammed. A courageous (if somber and reclusive) warrior, he likes horse riding but detests lies. His main weapon is the Silver Tomahawk, which flies through the air at speeds strong enough to blow out a candle 100 meters away. However, he can also throw his razor sharp feathers to cover the blind spot the Silver Tomahawk suffers from.
1570
1571->'''Weapon''': Silver Tomahawk
1572->'''Weakness''': Plant Barrier
1573----
1574* AntiAir: His Silver Tomahawk travels at an ascending arc. It discourages trying to jump to avoid his FeatherFlechettes.
1575* ArmorPiercingAttack: His Silver Tomahawk and feathers can puncture through the Plant Barrier, his weakness.
1576* BadassNative: Tomahawk Man was designed to look like a Sioux warrior. With sufficient combat skills to boot.
1577* BraidsBeadsAndBuckskins: His design takes strong cues from stereotypical Native American warriors.
1578* BreakOutTheMuseumPiece: You wouldn't expect a tomahawk to be the weapon of choice for a robot in a combat tournament, certainly not in [[YearX 20XX]], which has robots capable of using immensely hot flames, manipulating gravity, and even bending reality itself. None of that stopped Tomahawk Man's manufacturers, however.
1579* ContinuityCameo: Appears in ''8's'' opening intro among many other Robot Masters. He represents ''Mega Man 6'' as Mega Man himself fights Robot Masters of the past.
1580* FeatherFlechettes: In addition to his tomahawk, he can throw three feathers horizontally as projectiles from his war bonnet.
1581* GardenGarment: He sports a skirt that seems to be made of grass or some other form of plant.
1582* HollywoodNatives: He sports pretty much every cliché of Native American chief's clothing in his design.
1583* HonorBeforeReason: Like Knight Man, his sense of honor could not be programmed out.
1584* ImprobableWeaponUser: A tomahawk makes perfect sense for a Native American-themed warrior robot. Feathers, however? Not so much.
1585* LogicalWeakness: Flowers are usually a symbol of peace. The Plant Barrier is depicted as flowers, which clash against Tomahawk Man's warrior nature.
1586* ProudWarriorRaceGuy: He has all the bravery and honor you can expect of the type of warrior he's modelled on. It helps that he was built solely to compete in the tournament.
1587* ShaggyDogStory: Unlike the other Robot Masters present in the First Annual Robot Tournament, Tomahawk Man was specifically built to compete. His creators must've had egg on their face when it became clear the whole thing was a ruse for Dr. Wily to acquire a world-conquering army.
1588* WeaksauceWeakness: While it's a {{logical|Weakness}} one as well, as a combat warrior, Tomahawk Man possibly can't comprehend the use of Plant Man's Plant Barrier as anything ''but'' a barrier and not an offensive weapon. As a result, he could be too reckless in his fighting style to bother properly bracing himself against the barrier, thus taking too much unnecessary damage that adds up over time.
1589* WillNotTellALie: Tomahawk Man's ''Mega Man & Bass'' profile has him state as much. Oh, and don't try lying to him, either.
1590[[/folder]]
1591
1592[[folder:[=DWN.047=] Wind Man]]
1593->''"[[Film/TheMatrix I know Kung Fu.]]"''
1594[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/047_windman.png]]
1595
1596A Chinese-motif Robot Master programmed for eco-friendly farming. When competing in the First Annual Robot Tournament, he was reprogrammed by Mr. X to take over the world. He can not only fly with a jet engine, but use propellers to unleash the Wind Storm, a powerful blast of wind reaching up to 200 meters per second that can either blow away enemies, or pull them towards him (which has earned him the mutual ire of Air Man). He's also a surprisingly good cook, and a kung-fu enthusiast, though he apparently struggles with cycling and isn't fond of traditional folk remedies from his homeland.
1597
1598->'''Weapon''': Wind Storm
1599->'''Weakness''': Centaur Flash
1600----
1601* {{Acrofatic}}: He's said to be heavier than most robots, but his jet engine makes him fast.
1602* BlowYouAway: Wind Man is the third Robot Master based on the sky and the second one to use wind-related attacks.
1603* TheBrute: Downplayed. He's the bulkiest and biggest of the Robot Masters from ''6'', but his only attack is to fall like a heavyweight on opponents. Otherwise, Wind Man doesn't get to show much physical prowess in combat (despite his quote claiming [[IKnowKarate he knows Kung Fu]]).
1604* DeadlyRotaryFan: One of his attacks involves him firing two spinning propellers from his arm cannon.
1605* DoNotTouchTheFunnelCloud: Inexplicably, Mega Man's version of the Wind Storm is a small funnel cloud that travels along the ground and sends defeated enemies flying off the screen. Wind Man himself never uses such an attack.
1606* EpicFlail: He doesn't use it for combat, but he has a spike-tipped queue on his head that spins when he uses the Wind Storm.
1607* HiddenDepths: He's skilled at cooking, despite what his bulky appearance may lead you to believe. Granted, it helps that he was built for agricultural purposes.
1608* [[IKnowKarate I Know Kung Fu]]: His character card claims this word for word, though [[InformedAbility he has never demonstrated it]]. At the very least, he loves kung-fu movies.
1609* JetPack: With jet engines in his feet, Wind Man is capable of flying in the air (and dropping down on foes).
1610* LogicalWeakness: The ability to fly above Mega Man to literally get a drop on him isn't much help when said opponent has an AlwaysAccurateAttack. He also has a similar weakness to his predecessor Gyro Man.
1611* RecurringElement: A robot that uses propellers to create strong winds that blows away objects or pulls them toward him. One may recall Air Man from this, and indeed the two are in-universe rivals.
1612* TurbineBlender: Not quite "blender", but it can pull Mega Man closer to Wind Man for CollisionDamage.
1613[[/folder]]
1614
1615[[folder:[=DWN.048=] Yamato Man]]
1616->''"Nippon Banzai!"''
1617[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/048_yamatoman.png]]
1618
1619A Robot Master from Japan created for combat, with a proficiency in hand-to-hand combat and thin, lightweight armor to allow for better mobility. When entering the First Annual Robot Tournament, he was reprogrammed for evil purposes by Mr. X himself. Brimming with the JapaneseSpirit, his weapon of choice is the Yamato Spear, a spear that can fire armor-piercing heads in various patterns, with the drawback of a short supply (thus Yamato Man has to manually retrieve them). He has a hobby of sharpening his spear and collecting Japanese swords, [[LanguageBarrier but detests speaking English]].
1620
1621->'''Weapon''': Yamato Spear
1622->'''Weakness''': Silver Tomahawk
1623----
1624* AffablyEvil: Being a ProudWarriorRaceGuy, Yamato Man is honorable in combat to his opponents, even while under Wily's control.
1625* ArmorPiercingAttack: This explains Knight Man's weakness to his Yamato Spear — it has the ability to go around his Shield (thus making it safer to attack him head-on) and pierce his armor.
1626* AttackDeflector: He spins his spear at the speed of sound to deflect attacks.
1627* CollectorOfTheStrange: According to his ''Mega Man & Bass'' CD Data, he enjoys collecting Japanese Swords in his spare time.
1628* CoolHelmet: With heavy inspiration from kabuto-style helmets.
1629* FragileSpeedster: Surprisingly enough. In contrast to his heavily-armoured appearance, his plating was designed to be as lightweight as possible for as much movement speed as possible.
1630* FriendlyRival: To Knight Man, who shares a similar sense of honor to him. Their respect is mutual.
1631* GameplayAndStorySegregation: His stat sheet in ''Mega Man 6'' shows that he has the ''lowest'' mobility and second highest defense ratings of all the Robot Masters he's up against, despite his armor being light and frail to allow for better movement over defense. Also, none of this affects his in-game durability (it's on par with the others, barring a weakness to the Power Adaptor) and mobility (he can jump very high).
1632* GratuitousJapanese: Yamato Man's quote in his Mega Man & Bass CD and the Mega Man: Robot Master Field Guide, which is "Nippon banzai!" ("日本万歳" in kanji), meaning "Long live Japan!"
1633* {{Irony}}: Connected with Knight Man in two ways:
1634** He has a respectful rivalry with Knight Man... and his weapon is also Knight Man's weakness when used by Mega Man.
1635** Yamato Man dislikes speaking the English language, and Knight Man was created by the English.
1636* JapaneseSpirit: In keeping with his samurai aesthetic, Yamato Man has this in spades.
1637* LanguageBarrier: According to his ''Mega Man & Bass'' CD Data, he dislikes speaking English. It's possible he still can, in which case he chooses not to for the most part.
1638* LogicalWeakness: By way of referencing TacticalRockPaperScissors. A tomahawk is a type of axe, which is effective for getting past a spear due to having more weight (as opposed to a sword). Additionally, a robot that constantly jumps is a perfect target for AntiAir attacks like the Silver Tomahawk, as it conveniently arcs upward.
1639* ProudWarriorRaceGuy: A robot built for combat, using a samurai as a base for both design, abilities, and personality? You better believe it.
1640* {{Samurai}}: He was designed as one if his visual appearance didn't clue you in.
1641* SpreadShot: His spearhead attack when performed in mid-air.
1642* ThrowingYourSwordAlwaysWorks: His main method of attack involves chucking his spearhead at Mega Man. After every attack, he physically walks to it to get it.
1643[[/folder]]

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