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This page features a list of characters who debuted in Mega Man Battle Network 1 and appeared in MegaMan NT Warrior.


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Supporting Characters

    Dr. Yuichiro Hikari 

Voiced by: Koichi Nagano, Tokuyoshi Kawashima (Stream on) (JP), Michael Adamthwaite (EN), Óscar Flores (LA, Anime)

https://static.tvtropes.org/pmwiki/pub/images/yuichiro.jpg

Lan's father, a renowned computer scientist and the creator of MegaMan.

  • Badass Pacifist: In the fifth game, he holds out against being subjected to Cold-Blooded Torture for an unbelievable amount of time, and risks dying in an exploding volcano to give the man who engineered said torture one last chance at redemption.
  • Bumbling Dad: In the anime he shows signs of being scatterbrained despite his genius, the most prevalent example of this being the final episode of the first season, where he slept through viruses manifesting in the real world and attacking the facilities he was working at.
  • Decomposite Character: The father of Lan and MegaMan, taking the role that was originally Dr. Light's, who in this continuity is his father.
  • Good Parents: He's not around to raise his son as often as he probably should be, but when he is around he is a dependable father figure, and its quite clear his wife and son hold him in high regard. It helps that he sends Lan plenty of cool stuff like Battle Chips and the Navi Customizer (along with MegaMan himself when Lan was a kid).
  • In the Blood: Lan's reckless behaviour apparently comes from him.
  • Large Ham: In Battle Network 2, during his surprise appearance as the Navi Master during the SSS License exam.
    Yuuichirou: Yes, I, your father, am the Navi Master!
  • Not That Kind of Doctor: In the grand tradition of the Mega Man series, Hikari's doctorate means he specializes in the technology central to the plot. In this case, it's computer science rather than robotics.
  • Omnidisciplinary Scientist: While his PhD is presumably in computer science, and that's what he's usually show doing, the fourth game had him called in to deal with an incoming asteroid impact. In the anime, he spontaneously becomes an expert on dimensional manipulation in the last episode of the first season, which becomes his primary discipline for the remainder of the series.
  • Unnamed Parent: In the English versions of the first three games, he is only referred to as "Dr. Hikari" or "[Lan's] Dad." It wasn't until the Battle Chip Challenge Spin-Off that his first name was revealed, and only the 5th and 6th games mentioned it in the main series.
  • Workaholic: Virtually all scenes with Hikari throughout the series involve him being too busy with work to come home when he ought. It's played for drama in 3, where he ends up hospitalized from trying to keep working immediately after FlameMan nearly boiled him alive.

    Haruka Hikari 

Voiced by: Masako Jo (JP), Nicole Oliver (EN), Diana Pérez and Anabel Méndez (LA, Anime)

https://static.tvtropes.org/pmwiki/pub/images/haruka_9.jpg

Lan's mother.


Tropes related to her appearance in Mega Man Battle Chip Challenge

  • Achievements in Ignorance: Haruka somehow finds and enters the HackersNet Open Battle despite being only a Naïve Newcomer with mostly basic chips.
  • Arm Cannon: Like all V2 normal navis, Haruka's navi uses High Cannon for a Signature Move. Haruka regularly includes it in her chips.
  • Ascended Extra: Haruka appears as a competitor in Battle Chip Challenge.
  • Beam Spam:
    • In her Battle Chip Challenge Sapling tournament deck, Haruka has arranged high-cannon chips in a line along the top of her program deck, so there's a chance she'll get all three in a row, plus her guaranteed normal navi V2 Arm Cannon.
    • In her HackersNet match in the same game, her last column is filled with high-cannons, so together with her navi's Signature Move she'll get two Arm Cannon blasts in a row.
  • Combat Medic: Haruka's first program deck in the Sapling tournament only uses High Cannon and Recovery 50 chips.
  • Graceful Loser: If she loses at the Sapling tournament in Battle Chip Challenges, Haruka is disappointed but acknowledges it was fun.
  • Green Thumb: Haruka is the first opponent in the Sapling tournament, which features the Wood element. That said, her Navi and program deck are Non-Elemental, and her only Wood battle-chip is her Slot-In, a Tree Bomb 1.
  • Locked Out of the Loop: Haruka enters the Sapling tournament without wanting Lan to find out. If she encounters Dex as the Player Character, she asks him not to tell Lan.
  • Naïve Newcomer: Haruka's program decks are all very, very basic and rely heavily on simple High Cannon and Recovery 50 chips.
  • Out of Character: In Battle Chip Challenge, Haruka is usually polite to the other characters, but if she's facing Kai (who is, admittedly, a whole year younger than Lan and his peers) she speaks more casually.
    Haruka (to almost everyone): I've failed even after Yuichiro taught me so much. But it was all good fun!
    Haruka (to Kai): Shoot, I lost! But it was great fun!
  • Satellite Character: Battle Chip Challenge reveals Haruka does have a Navi, but the Navi has minimal characterization and is never seen again.
  • Signature Move: The High Cannon battle-chip in Battle Chip Challenge. She has four copies of it in her program deck during both of her battles, the most of any individual type of chip.
  • Spam Attack: Her Sapling Tournament program deck has two straight lines of chips along the edges, so there's a chance she'll use either high-cannons or recovery 50s repeatedly.
  • The Tease: When fighting Chaud at the Sapling Tournament in Battle Chip Challenge.
    Haruka: You look so very strong! Heehee. Don't hurt me, big boy.
  • Took a Level in Badass:
  • Unexpected Character: In-Universe. When Lan encounters her at the Sapling tournament, she apologizes for not warning him she would be competing.
  • The Unfought: Haruka does not appear in the Sapling tournament in Mayl's story of Battle Chip Challenge, presumably because she is still at home taking care of Lan (who in Mayl's story got sick before the tournament started). Ms. Mari appears in her place instead.
  • Weak to Magic: Haruka's program decks use mostly very basic chips and have no counter for any disruption or defense at all.

    Ms. Mari (Mariko Ozono) 

Voiced by: Noriko Hidaka (JP), Janyse Jaud (EN), Isabel Romo (LA, Anime)

https://static.tvtropes.org/pmwiki/pub/images/mari_8_3.png

The young teacher in Lan's elementary school.


Tropes related to her appearance in Mega Man Battle Chip Challenge

  • Beam Spam: Ms. Mari is a regular user of Cannon series battle-chips—in almost every program deck she uses the central column is filled with cannons, and in her later program-decks she'll stick two high-cannon chips in the last column; her Normalnavi has its own cannon for a Signature Move, too. In her DenCity open battle appearance, she'll use the cannons and high-cannons both together with her navi's Signature Move, which means at least half the time she'll be shooting various cannons at you three times in a row.
  • Early-Bird Boss: she's the Boss Battle of the Novice Tournament in Class E, which tests basically whether you've managed to put a program-deck together or not. (This reflects her role in other games from the original trilogy, where she provides the tutorial at the start of the game).
  • The Generic Guy: She only uses a normal navi.
  • Satellite Character: Mariko has a Navi, but hers has very little characterization.
  • The Slacker: In the DenCity Open Battle of Battle Chip Challenge, Ms. Mari's navi whines about being too tired to fight.
  • Shock and Awe: the biggest concentration of any element in her program deck occurs in her Yumland Open Battle match, where she uses a pair of ElecSwords and a pair of Zap Rings.
  • Shipper on Deck: In Mayl's story of Battle Chip Challenge (where Mayl is competing on Lan's behalf), Mariko responds to Mayl beating her by appearing to speculate on her motives.
    Ms. Mari: Love-struck maidens are unbeatable. You too, Mayl?!
  • Took a Level in Badass: While she's a Non-Action Guy in the games, she appears in Mega Man Battle Chip Challenge as a recurring opponent.

    Ms. Yuri (Yuriko Ozono) (Spoilers) 

Voiced by: Noriko Hidaka (JP), Janyse Jaud (EN)

Ms. Mari's long-lost twin sister, and an high-ranking member of Nebula in the anime. In the games, she's a former member of WWW instead.
  • Adaptation Relationship Overhaul: NeedleMan is her Navi in MegaMan NT Warrior, despite the two of them having nothing to do with each other in the games.
  • Adaptational Badass: Yuriko was a Non-Action Guy in the games, but in MegaMan NT Warrior Axess she's a Dark Action Girl and The Heavy.
  • Adaptational Villainy: Downplayed. While Yuri in the games was an agent for the Big Bad, she had quit by the end of the game. In the anime, she is The Dragon of the Big Bad for the Axess season.
  • Adapted Out:
  • Ambiguous Situation: Some of Yuri's dialog indicates that Wily promoted her in the WWW because he was interested in her being a twin, which likely has something to do with Ms. Mari. What Wily's exact plans regarding Ms. Yuri were are never fully elucidated and are open to speculation.
  • Anime Hair: In the games, Yuri has the same hairdo as her sister. In the anime, she typically wears her hair in a braided ponytail, but occasionally imitates her sister's hairstyle (albeit with the telltale clue being that her version is still braided).
  • Ascended Extra: While Ms. Yuri was a minor supporting character in the first game, she became a major character in MegaMan NT Warrior Axess and a regular supporting character in Stream.
  • Beneath the Mask: In the first game, if Yuri decides MegaMan is strong enough, she'll fess up to playing the fool to hide from the WWW.
  • Cool Teacher: In the first game, Ms. Yuri is known for being very popular among her students, and she has a teasing, naughty side that her sister does not.
  • Dark Action Girl: In the anime.
  • Dark Is Evil: In the anime's Axess season.
  • Dark Is Not Evil: During the end of Axess when she stops Dark ProtoMan from killing Ms. Mari.
  • Disney Death: In the anime.
  • Family Theme Naming: There is one syllable of difference between Mariko's name and her sister's.
  • Fantastic Rank System: In Battle Network 1, Yuri was an A-rank WWW Operator, the same as Ms. Madd.
  • Hair-Contrast Duo: In the anime, where Mariko has her bangs cut straight and wears her hair in her iconic roll, while Yuriko has jagged bangs and wears her hair in a braided ponytail. When Yuriko masquerades as her sister in Axess, the tell is that Yuriko's version of her sister's hair-roll is still braided.
  • The Heavy: In MegaMan NT Warrior Axess, where Dr. Regal sends Yuriko out whenever he has a mission that needs accomplishing.
  • Heel–Face Turn:
    • By the time Battle Network 1 starts, Ms. Yuri has gone straight and is hiding from the WWW as a summer school teacher.
    • Not so in MegaMan NT Warrior Axess, where Yuri is working as The Heavy for Nebula. She reforms later in the show and becomes a Face by Rockman.EXE Stream.
  • Immune to Slapstick: Subverted in MegaMan NT Warrior Axess. Yuriko was generally a grim and serious character in (especially contrasted against her sister's silliness), but she was still involved in the Denser and Wackier scenarios, especially in the undubbed "Flying to Shīsā Island", where she gets trampled by the other characters, and "MistMan's Tower", where she gets into a ridiculous game of keep-away with Mayl over MistMan's lamp.
  • Informed Attractiveness: In the first game, Lan must search for reformed former WWW members, one of whom (Ms. Yuri) is identified as a "young, beautiful lady".
  • Only the Worthy May Pass: When Lan and MegaMan investigate for ex-WWW members, they encounter Yuri, but she won't give them anything until they've collected enough battle-chips in their library.
  • Palette Swap: In the world of the games, Ms. Yuri is identical to her twin sister Ms. Mari, save that she wears the colors red and white to contrast Mari's teal and purple. They even have the same Bound and Gagged animation.
  • Sibling Yin-Yang: In the first game, Ms. Mari is a Stern Teacher who teaches class in the suburbs, while Ms. Yuri is a Cool Teacher who teaches class in the big city.
  • Sinister Shades: In the anime, to cement her role as a villain.
  • Spikes of Villainy: When she becomes Cross Fusion NeedleMan (the English dub even changes NeedleMan's name to SpikeMan). Subverted in Stream.
  • Walking Spoiler: It's technically a secret that Ms. Yuri was a WWW Operator in the first game, but one that's really hard to keep given that most of her impact on the plot involves that connection. Worse, her MegaMan NT Warrior incarnation is still a proud and active Heel when she enters the plot and remains so for a long time, so any attempt to compare and contrast will naturally bring up Yuri's secret past in the games.

World Three (WWW) Hackers and NetNavis

See the Mega Man Battle Network 1 World Three character sheet.

Civilian Netbattlers

Sal and WoodMan

    Sal (Saroma) 

Sal voiced by: Omi Minami (JP), Kelly Sheridan (EN), Mayra Arellano (LA, Anime)

https://static.tvtropes.org/pmwiki/pub/images/sal_4.jpg

A calm nature lover that strives to protect it through non-violent means in this technology-based age. In the anime she is a secret Net Agent working for Commander Beef known as Black Rose.


  • Adaptation Personality Change: In Battle Network 1, Sal is a Nice Guy with an ethereal side. In NT Warrior, Sal is a Cool Big Sis with no ethereal side to speak of.
  • Adaptation Relationship Overhaul:
    • Sal, Miyu, and Masa were all shop-keeping Optional Bosses in the first game, but otherwise had nothing to do with one another. In MegaMan NT Warrior they all belong to a team of superheroes.
    • Despite being concerned with nature, Sal and Dave have nothing to do with each other in the games. In the anime, Sal and Dave were Childhood Friends and Sal has feelings for him. (This was Adapted Out of the English dub for reasons unknown and the dialog was altered such that instead of Mayl and Yai teasing Sal, they were inexplicably blushing).
  • Age Lift: Like Miyu; an old Capcom website declares her original age is a mere thirteen, but her anime settei sheet indicates she's seventeen years old.
  • Ascended Extra: In the first game she is simply there to provide a boss fight and has a tournament mini-arc (like any other tournament opponent) in the fourth game. In the anime she's a teammate of Commander Beef.
  • Blush Sticker: Sal has the anime and Battle Network 4.
  • The Bus Came Back:
  • Characterization Marches On: While in the games Sal was always an environmentalist, in the original trilogy and Battle Chip Challenge, she had an ethereal side, alluding to the power of nature as if she has a mystic connection to it. In Battle Network 4, she's just a Nice Guy and the ethereal trait has vanished, seemingly borrowing from her anime characterization.
  • Chest Insignia: A swirly pattern meant to imitate a tree stump ring.
  • A Child Shall Lead Them: Mega Man Battle Network 4 reveals that Sal is actually the head of an organization of preservationists—an organization fifteen hundred members strong.
  • A Day in the Limelight:
    • Sal and WoodMan star in their own scenario in Battle Network 4.
    • In Episode 39 of MegaMan NT Warrior Axess, The Bus Came Back and Sal and WoodMan are in town trailing the darkloid SparkMan.
  • Elemental Hair Colors: Sal has green hair, fitting for a Navi with a Green Thumb.
  • Flowers of Femininity: Sal herself is an avid gardener in the anime, and helps Lan with a counting puzzle set by NumberMan regarding exactly how many flowers were in the school garden since she planted them herself.
  • Improbable Age: Sal somehow runs a business despite being only a teenager.
    • Sal is thirteen years old in Battle Network, but has a side-hustle selling bento after school-hours and on holidays to raise money for her preservationist activities—it's unknown whether her school knows about it.
    • In MegaMan NT Warrior, Sal is seventeen years old, but owns and runs her own flower shop.
  • Intergenerational Friendship: Downplayed with Lan, who is the preteen to Sal's full teen—the games and the anime differ on whether Sal is a young teen or an older teen, however.
  • Nature Hero: Only in the games, where she is part of a group that fights in order to preserve nature. In the anime, she's a horticulturist who also happens to be a Net Agent.
  • Nice Guy: Always, but especially in Mega Man Battle Network 4. In a game filled with Jerks, Sal stands out all the more for being calm, polite, and friendly.
  • Only Sane Man:
    • She is calm and reasonable, especially when compared to the other environmentalists in the series.
    • In the anime, she's the only one of the trio of Net Agents who calls out some of the more flat out ridiculous antics they are up to. This up and includes the disguises they wear (of which only she's embarrassed about—Masa being proud and Miyu being emotionless).
  • Paper-Thin Disguise: In MegaMan NT Warrior, her Secret Identity Black Rose is just Sal wearing a black cowl over her usual outfit.
  • Picnic Episode: Lan and Sal have a picnic together in ACDC Park at the start of the WoodMan scenario in Battle Network 4.
  • Pun: Sal drops one in the first game if you approach her before the next version of her NetNavi is ready to be battled. "I'm sprouting a new WoodMan at the moment."
  • Red Oni, Blue Oni: In MegaMan NT Warrior, Sal is the expressive Red Oni to Miyu's Blue. Lampshaded by the anime's first Beach Episode, which dresses Sal in a red bikini and Miyu in a blue one-piece. Not so in the original games, where Sal is calm and pleasant.
  • Star-Crossed Lovers: Sal has feelings for Dave in MegaMan NT Warrior, but he goes on the lam after his big stunt with the dam gets him on the wrong side of the law and Gospel alike.
  • Tender Tears: MegaMan chastises WoodMan at the end of the latter's scenario in Battle Network 4, pointing out that Sal was crying out of worry for her Navi. WoodMan guiltily reforms on the spot.
  • We ARE Struggling Together: The drama of the WoodMan scenario in Battle Network 4 is prompted by a Bomb Throwing Anarchist radicalizing the other members of the environmentalist organization Sal belongs into Eco-Terrorist activities, which Sal considers vile.

    WoodMan.EXE 

WoodMan voiced by: Toshihide Tsuchiya (JP), Lee Tockar (EN), César Soto and Maynardo Zavala (LA, Anime)

  • Acrofatic: WoodMan is very big and very round, but moves by vaulting from one panel to another In a Single Bound.
  • Alternate Self: WoodMan is the Battle Network counterpart of the classic Robot Master of the same name from Mega Man 2.
  • Arch-Enemy: Downplayed, but the anime indicates that WoodMan and ElecMan are this to each other. Nothing ever comes of it after their initial meeting, but Elec Man's expression at least implies it wasn't the first time they've crossed paths.
  • Call-Back: WoodMan himself won't reappear in the second or third game, but the Old Wood summon chip in those games resembles him and summons woody-towers from the ground just like he did.
  • Combat Medic: In Mega Man Battle Network 1, WoodMan has a healing technique as well as attacking ones. This technique drops a seed that will grow into a tree that will drop an apple—if WoodMan lands on the apple while travelling around his field, he will regain health.
  • Good Is Not Soft: Discussed. WoodMan is seduced into helping the radical in Battle Network 4 by being led to see Sal as too nice and unlikely to take action, but MegaMan chews him out for this and reminds him of Sal's good heart, which causes him to come around. WoodMan then makes up for this by deleting the radical in one shot.
  • Green Thumb: WoodMan is a Wood Navi.
  • Impaled with Extreme Prejudice: WoodMan attacks with sharpened tree-trunks that burst up from the ground. Tree Bomb 3, his strong chip in Battle Chip Challenge, does the same thing.
  • Mechanically Unusual Fighter: Most enemy NetNavis move through Teleport Spam, but WoodMan unusually jumps around the field instead.
  • Physical God: In Battle Network 4 WoodMan is able to fill the whole of Park Area with his attacks, which demonstrates a power comparable to the explicit Physical God WindMan, but nobody discusses the implication.
  • Signature Move: WoodMan has had several signature moves over the years, and they all involve the foe being Impaled with Extreme Prejudice.
    • In the first game, WoodMan uses Woody Towers to skewer the foe with sharpened tree trunks.
    • Death Forest in Battle Network 4 is a Retool of Woody Towers that summons the stakes in set but randomized patterns.
  • Version-Exclusive Content: Only the Blue Moon version of Battle Network 4 features a WoodMan Boss Battle or offers Wood Soul.

Tropes related to WoodMan's appearance in Mega Man Battle Chip Challenge

Miyu and SkullMan

    Miyu Kuroi (Miyuki Kuroi) 

Voiced by: Hyosei (JP), Anna Cummer (EN), Liliana Barba (LA, Anime)

https://static.tvtropes.org/pmwiki/pub/images/mmbnmiyu.png
"Let the feast of souls begin! SkullMan, arise!"

A mysterious woman with strange psychic powers (perhaps not limited to sensing a very odd aura from MegaMan.EXE in the first game) that runs an antique shop. In the anime she is a secret Net Agent working for Commander Beef known as Mysteriyu.

  • Adaptation Relationship Overhaul: Sal, Miyu, and Masa were all Optional Bosses in the first game, but otherwise had nothing to do with one another. In MegaMan NT Warrior they all belong to a team of superheroes.
  • Age Lift: Miyuki's personality notes from the Rockman.EXE no Himitsu book indicate that she's sixteen years old, but her MegaMan NT Warrior settei sheet declares her to be eighteen years old, instead.
  • Ascended Extra: She only provides a boss fight in the first game but is a semi-regular character in the anime.
  • Barely-Changed Dub Name: The English localization shaved the last syllable off of her Japanese name and swapped out her surname for its direct English translation.
  • Character Tics: According to the Japanese Himitsu book, she prefers taking to objects.
  • Creepy Good: Despite her mysterious appearance and operating a skeletal Navi she never shows any malicious intent.
  • Emo Teen: She's a gloomy teenager who owns a gloomy antique shop.
  • Improbable Age: She runs an antique shop, but according to the Himitsu guidebook, she's only sixteen years old.
  • Not So Stoic:
    • She has a few moments in the anime, such as getting easily seasick (along with Sal) at the end of their only Axess appearance.
    • Miyu outright loses her temper at Sal during the baseball episode.
  • Only Sane Man: Miyu may have let fellow Net Agent Masa rope her into his goofy Superhero act, but judging from how her Secret Identity is low-quality even by Paper-Thin Disguise standards, it's clear she's putting in as little effort as possible.
  • Paper-Thin Disguise: While Masa and Sal at least wear masks that conceals their eyes, Miyu just puts on a simple red mask over her face and hat with no other changes to her outfit.
  • Red Oni, Blue Oni: In MegaMan NT Warrior, Miyu is the emotionless Blue Oni to Sal's Red. Lampshaded by the anime's first Beach Episode, which dresses Miyu in a blue one-piece and Sal in a red bikini.
  • Secret Identity: Of the most low-effort variety; Miyu's Superhero identity consists of half a mask and the name Misteriyu (Miyumiyu in the original translation), a riff on her own name.
  • Sensor Character: Miyuki is able to sense something special and maybe even human about MegaMan in the games and the MegaMan NT Warrior manga.
  • Shrinking Violet: Her personality note from the official Himitsu book indicates that Miyuki is shy and uncomfortable in the sunlight and limelight alike.
  • Shy Blue-Haired Girl: Miyu's a Shrinking Violet with blue hair.
  • The Stoic: She doesn't really talk much, and when she does it's usually in a monotone.
  • Super-Stoic Shopkeeper: And a real creepy one at that.

    SkullMan.EXE 

SkullMan voiced by: Riichi Nishimoto (JP), Brian Drummond (EN), Eduardo Garza (LA, Anime)

  • Alternate Self: SkullMan is the Battle Network counterpart of the classic Robot Master of the same name from Mega Man 4.
  • Bad with the Bone: SkullMan can hurl around boomerangs themed after a femur bone.
  • Cheshire Cat Grin: SkullMan, in contrast to his operator.
  • Dem Bones: Well, it's SkullMan...
  • Playing with Fire: SkullMan can launch tiny fireballs at his targets.
  • Unskilled, but Strong: Skull Man's navi chip just has him take off his head, enlarge it, and drop it on the nearest enemy. It lacks any extra effects and doesn't look flashy like most other navi chip animations, but it certainly gets the job done with the high damage output.

Tropes related to SkullMan's appearance in Mega Man Battle Chip Challenge

Masa and SharkMan

    Masa 

Masa voiced by: Jin Horikawa (JP), Richard Newman (EN), Guillermo Coria (LA, Anime)

https://static.tvtropes.org/pmwiki/pub/images/masa.jpg
In the first game he runs a fish stand at the Government Complex park and only serves to give a boss battle. In the anime he leads a team of secret Net Agents and guises under the name Commander Beef. The contradiction of his dayjob and codename is an intentional part of the undercover disguise.

Tropes related to Masa's appearance in MegaMan NT Warrior (2002)

  • Adaptation Personality Change: In Battle Network 1, Masa is a crotchety old fishmonger who happens to be excellent at netbattling. In NT Warrior, he's a cheerful Mentor Archetype watching Lan grow up, and his netbattle skills are reserved for his Large Ham superhero identity, Commander Beef.
  • Adaptation Relationship Overhaul:
    • Sal, Miyu, and Masa were all Optional Bosses in the first game, but otherwise had nothing to do with one another. In the anime they all belong to a team of superheroes.
    • Also in the anime, Lan and Masa have had an Intergenerational Friendship since before the start of the series, but they don't know each other in the games.
    • Yet again in the anime, Masa and Higsby are on opposite ends of a Love Triangle centered on Ms. Mari, with whom they had no connection in their games of origin (Higsby's crush became Ret-Canon in Battle Network 3, but Masa's did not).
  • Animal Motifs: In the anime, he has has a plethora of fish-themed puns. His otherwise exhaustive knowledge of marine life once helped Lan and his friends as they liberated a robot fish aquarium from WWW. His superhero alter-ego Commander Beef even has fish-fins on his helmet.
  • Ascended Extra: In the games he only serves to give an optional boss battle. In the anime he is the leader of a group of Net Agents with significant amount of screentime in the first season.
  • Good Old Ways: Looks down on how much the younger generation rely on their electronic devices, and in the anime even forced Lan and his friends to work out every day.
  • Hypocrite: For someone who insistently looks down on all things Net Battling, he is actually pretty skilled with his Navi SharkMan.
  • Obfuscating Stupidity: In the anime, Masa pretends to know nothing of Netbattles and shows a dislike towards them. In reality, he's a phenomenally competent net-battler with the powerful navi SharkMan.
  • Paper-Thin Disguise:
    • His "Commander Beef" persona amounts to a weird bike helmet and cape. It doesn't help at all that he keeps spouting fish quips and how good it is to have calcium in your diet, which he also does when he's not in costume, and his actual costume is fish-themed despite his codename. Lan almost exposes him when he puts two together, but Miyu disguises as Masa to throw Lan off the trail.
    • Bizarrely averted with his NetNavi, as in the anime he pretends he doesn't understand technology at all, so no one even knows he has one in his civilian persona.
  • Put on a Bus: He pretty much disappears after a filler episode of Axess and when he returns in Beast, its his Beyondard counterpart.
  • The Rival: To Higsby for Ms. Mari's affections in the anime.
  • Secret Identity: He is Commander Beef to almost everyone else.
  • What Happened to the Mouse?: He's never seen again in the anime after the second season as well as the third game. However he is mentioned in Battle Network 6 and has a Beyondard counterpart in the Beast season.

    SharkMan.EXE 

SharkMan voiced by: Takuma Suzuki (JP), Don Brown (EN), Marcos Patiño (LA, Anime)

Tropes related to SharkMan's appearance in Mega Man Battle Chip Challenge

Post-End Game Content Navis

    PharaohMan.EXE 

Voiced by: Keiji Fujiwara (JP), Michael Kopsa (EN), Gerardo Reyero (LA, Anime)

"You have trespassed and defiled this sacred place! And you will pay...with your lives!"
https://static.tvtropes.org/pmwiki/pub/images/pharaohexe.jpg

In the first two games, he is a solo Navi always seen guarding WWW territory. In the anime he was created by Lan's grandfather Tadashi Hikari to monitor and guide the flow of data, however due to a virus he became corrupted and had to be sealed away. In the manga, he is an ancient Navi that helps MegaMan with his Style Change.

  • Alternate Self: PharaohMan is the Battle Network counterpart of the classic Robot Master of the same name from Mega Man 4.
  • Ambiguously Related: Battle Network 4 retcons the Anubis battle-chip to be one of five evil chips needed to pass through the gate to Black Earth. Other chips in this set include ShadowMan's Signature Move Muramasa and DarkMan's Signature Move Black Wing, but no explicit relationship between them is ever shown (at best, PharaohMan and ShadowMan co-occur in games set before Battle Network 3).
  • The Beastmaster: PharaohMan doesn't use animal viruses directly, but he does use their sub-units—one of his sarcophagus attacks launches the little rat-bombs of Ratton 3, and one result of Pharaoh Trap drops a Snake Egg 1 (the baby of the first Big Snake virus) on MegaMan's field to chase him around.
  • Call-Back:
    • PharaohMan himself doesn't appear (directly) in any game set after Battle Network 2, but the Anubis battle-chip appears in every game of the series.
    • The Poison Pharaoh gets its own giga-card in Mega Man Star Force.
  • The Cameo:
    • PharaohMan can be seen in the far background of the Anubis battle-chip, even in games he doesn't directly appear in.
    • The Poison Pharaoh Program Advance summons an effigy of PharaohMan himself.
    • A redesigned version of PharaohMan appears in the Poison Pharaoh giga-card of Mega Man Star Force.
  • Chest Insignia: PharaohMan's arms are crossed in front of him, so his Navi mark is on both sides of his body.
  • Confusion Fu: PharaohMan's coffins and the Pharaoh Trap both use any of three attacks each, but it's impossible to tell what will happen until the attack is actually launched.
  • Cores-and-Turrets Boss: PharaohMan is the core and his sarcophagi are the turrets.
  • Cute Kitten: PharaohMan's coffins each have a small black cat affixed to the head.
  • Dark Is Evil: His Signature Move Anubis was retconned to be a dark chip in BN4; indeed, it's one of the five "great evil chips" (Mega chips that can only be used by dark Navis) needed to bypass the seal and travel to Black Earth.
  • Death from Above: In the games, PharaohMan attacks by dropping various objects out of the sky that have different effects.
  • Durable Deathtrap: Pharaoh Trap, where PharaohMan loads a trick button taken right out of a Temple of Doom on the field that, if stepped on, will result in either arrows being shot at MegaMan, dangerous snakes being dropped on the field, or the Anubis being deployed.
  • Flunky Boss: One of PharaohMan's attacks drops a sarcophagus onto the field that releases a Ratton to take a swipe at the player.
  • Immune to Flinching: PharaohMan has Super Armor.
  • Incoming Ham: PharaohMan's coffins fall from the sky and land with a screen shaking thud.
  • Limit Break: Poison Pharaoh, a Program Advance that summons an effigy of PharaohMan himself to act as an advanced version of Anubis, poisoning the enemy even faster.
  • Magical Foreign Words: A visible script of ancient language will emanate from PharaohMan's head when he's about to set Pharaoh Trap.
  • Multidirectional Barrage: PharaohMan clogs up Mega's area with cubes and traps while dropping coffins to shoot new things at him.
  • Nepharious Pharaoh: His design may be based on a sarcophagus (which often holds a pharaoh), but at least in the games he's in the side of evil. Subverted in the anime where he's meant to be good but then corrupted, averted in the manga where he's helpful but otherwise neutral.
  • Nerf: The battle-chip for PharaohMan's Signature Move, Anubis, had its power decreased in the Updated Re-release of Mega Man Battle Network 1 from draining thirty hit-points per second to merely seven hit-points per second.
  • Non-Indicative Name: Downplayed; his name is PharaohMan but technically he's a sarcophagus.
  • Poisonous Person: His Signature Move Anubis drops a small statue onto the field that floods the enemy field with poison. This move can be replicated by using the Anubis chip, which itself forms the basis of PoisonPharaoh, a Program Advance that produces an even bigger, even more toxic statue in PharaohMan's likeness.
  • Power Floats: PharaohMan has Air Shoes, which lets him float over holes in the field.
  • Red Mage: PharaohMan is Non-Elemental, but the snake-egg the Pharaoh Trap can summon does Fire damage.
  • Sigil Spam: PharaohMan's navi mark can also be seen on the lids of his coffins and the side of his cubes.
  • Stationary Boss: PharaohMan hangs out in the back of his field, floating up and down the column.
  • Superboss: PharaohMan only appears in the Post-End Game Content and hits as hard as the Life Virus.
  • Wave-Motion Gun: Sarcophagus Laser, fired from a coffin dropped by PharaohMan himself.
  • Yin-Yang Bomb: Retroactively; PharaohMan's Anubis was declared in Battle Network 4 to be a dark chip related to Black Earth, but his Sarcophagus Laser is a Frickin Laser Beam.
  • You Don't Look Like You: The Battle Network version of PharaohMan retains the Ancient Egypt motif of the classic Pharaoh Man, but this take on him is less a pharaoh proper than an animated sarcophagus.

Tropes related to PharaohMan's appearance in MegaMan NT Warrior (2001)

  • Ascended Extra: In the games, PharaohMan has almost no impact on the narrative at all—even as a WWW guardian he's mostly just there to provide a Boss Battle. In the manga, however, he is a guardian of the Style Change ability and the leader of four warriors who can use it.
  • Face Death with Dignity: In contrast to his anime counterpart, who deletes himself in defiance of Wily, his manga counterpart calmly accepts his death due to fulfilling his mission of passing on Style Change to MegaMan.
  • Really 700 Years Old: In the manga, he and his four champions are over 20537 years old, due to being members of a prehistoric net society.
  • Related in the Adaptation: PharaohMan is a guardian of the Secret Art of Style Change, which he had nothing to do with in the games.
  • Unwitting Instigator of Doom: His manga counterpart gives MegaMan Style Change, but the latter loses his sanity when using Hub Style. This nearly gets ProtoMan deleted twice.

Tropes related to PharaohMan's appearance in MegaMan NT Warrior (2002)

  • Adaptational Badass: In the games he's just an optional boss with no significance to the plot. In the anime he's an unstoppable menace that the combined efforts of MegaMan and ProtoMan couldn't stop.
  • A God Am I: In the anime he literally has the power of one.
  • Ascended Extra: In the games, PharaohMan has almost no impact on the narrative at all—even as a WWW guardian he's mostly just there to provide a Boss Battle. In the anime, however, he's an Ancient Evil who believes A God Am I.
  • Big Bad: Of the first half of season one of the anime where he wrecks havoc and even succeeds in deleting MegaMan himself, though he got better.
  • Halfway Plot Switch: PharaohMan's arc begins mostly because the climactic battle at the end of the N-1 Grand Prix Tournament Arc happened to wake him up.
  • Hero Killer: Shoots MegaMan in the chest within a few minutes of meeting him.
  • Related in the Adaptation: In the anime, he is a creation of Lan's grandfather. Also, Bass and Gospel (the beast) are born from his leftover data.
  • Ripped from the Headlines: He's much like the Morris worm; a program made with good intentions to monitor computers and data, but an unexpected error drives them into becoming incredibly dangerous, leading to their fate of being sealed in a physically-isolated location. (PharaohMan inside a computer chip suspended with metal rods, the Morris worm inside a floppy disk.)
  • Sealed Evil in a Can: In the anime, PharaohMan was sealed away prior to the events of the show, but the seal on his body was undone by the energy from MegaMan's and ProtoMan's battle during the N1 Grand Prix.
  • Would Rather Suffer: In the anime, when captured by Wily, he chooses this way out refusing to serve Wily. Unbeknownst to him, his remaining data would go on to form two of the most deadly forces that plagued the net those being Bass, and the virus beast himself Gospel

    ShadowMan.EXE 

ShadowMan voiced by: Kentarō Itō (JP), Jonathan Holmes (EN), Mario Castañeda and later Gustavo Carrillo (LA, Anime)

https://static.tvtropes.org/pmwiki/pub/images/mrdark.jpg

ShadowMan first appears as a solo NetNavi in the first game as an Optional Boss. As a ninja-themed Navi, he specializes in attacking and moving swiftly while confusing enemies with his shadow clones and Ninja Logs. He later reveals his operator in 2 and Network Transmission.

See his operator Dark's entry on the second game's character sheet.


  • Alternate Self: ShadowMan is the Battle Network counterpart of the classic Robot Master of the same name from Mega Man 3.
  • Always Someone Better: ShadowMan's Establishing Character Moment in MegaMan NT Warrior (2001) shows him taking an unexpected bite out of ProtoMan's flank, crippling the best fighter Lan was even aware of like it was nothing.
  • Adaptational Badass: Poses a huge threat against MegaMan in the anime and manga to the point that he is victorious in all of his battles against MegaMan to the point that MegaMan during his level in his encounters stands no chance against him in the anime whether normal or utilziing a Dark Chip. Once revived in Stream does he gets the chance to merge with Dusk via Cross Fusion and sweeps the floor with SwordMan upon utilizing dual wielding Muramasa as well to the status as the members of the Cross Fusion team chosen to stop Duo. In the manga, he does get a spotlight upon defeating ProtoMan and MegaMan early on before dissapearing until his reappearance a decade later though it is unknown if he has Dusk as his operator. In the Battle Story EXE, he is good friends with Bass as a reference to their time as post-game dungeon boss in the first game.
  • Adaptational Wimp: Is this one when he drew with ProtoMan in season 2 and got deleted by SearchMan when attempting to deliver a finishing blow upon MegaMan after using the Dark Chip in Axess.
  • Ambiguous Situation: In the end credits sequence of Battle Network 2, MegaMan and ProtoMan are seen taking on a horde of ShadowMan's minions in the Undernet. Why ShadowMan's minions need to be fought when their master was apparently killed is unknown.
  • Ascended Extra: ShadowMan first appeared as an Optional Boss with no narrative impact, but became a story boss in the second game, and was Promoted to Playable in the fifth.
  • The Bad Guys Win: In Battle Network 2, the annihilation of Yumland is a fait accompli by the time MegaMan shows up.
  • Breakout Character: ShadowMan is one of the most popular Navis in the series, due to his Superboss role in the first game, extensive Disc-One Final Boss role in the second game, being associated with the incredibly powerful Muramasa and BodyGuard, and being playable in 4.5 and 5, even getting a mention in 6. ShadowMan is just plain cool.
  • Call-Back: ShadowMan's Signature Move Muramasa and his personal Program Advance Bodyguard appear in later Battle Network games that don't even mention ShadowMan. Muramasa even appears in Mega Man Star Force 2.
  • Card-Carrying Villain: Subverted. ShadowMan is so unconcerned with the goals of the villains that he doesn't even bother to get their organization correct in his own mind, describing them as "Gospel music fans or something."
  • Chest Insignia: A black caltrop on a yellow background.
  • Combo: ShadowMan in the second game utilizes both Grass Stage and a fire bomb attack. Fire attacks deal double damage on enemies standing on a grass panel (and quadruple if the enemy is Wood-aligned).
  • Dark Is Evil:
    • Zigzagged. ShadowMan is willing and able to murder an entire country's worth of navis for pay, but is just as willing to work for anyone who pays.
    • ShadowMan's Muramasa, which gains power as the user suffers damage, was retconned to be one of the five great evil chips needed to pass through the portal to Black Earth.
  • Disc-One Final Boss: Of 2, where ShadowMan serves as the final boss of the first act. He's far more powerful and dangerous than any of Gospel's previous agents, both in and out of gameplay: MegaMan's entire reason for acquiring Style Change is specifically to try and level the playing field with ShadowMan, and even getting that, ProtoMan as backup, and a new weapon specifically designed to kill ShadowMan only manages to make it so ShadowMan has to stick around and actually fight. Even his Navi ghost encounter is located deep in the Undernet despite appearing earlier than KnightMan and MagnetMan, and to top it all off, not only is he also the only story bossnote  to get a Program Advance, but it's the second-strongest Program Advance in the entire game, beaten only by the event and Legacy Collection-exclusive Darkness.
  • Doppleganger Attack: ShadowMan can appear with one or two clones in battle. Exclusive to 2, he can summon blue clones that are invulnerable to all attacks but swords once his health is low enough.
  • Desperation Attack: Muramasa grows stronger for each point of damage the user has taken. ShadowMan uses this in Battle Network 2, and it can strike for over 1000 damage if his HP is low enough.
  • Flechette Storm: His NaviChip, as well as the Program Advance that utilizes it, BodyGuard. Stars everywhere!
  • Foil: Serves as a serious one to both Chaud and ProtoMan. Both are professional killers with a personality of a jerk and stoic attitude as opposed to the latter's enforcement who are skilled adversaries that causes trouble to Lan and MegaMan. Later they serve as morally ambiguous heroes with a reason.
  • Fuuma Shuriken: It wouldn't be ShadowMan without them.
  • Glass Cannon: ShadowMan hits fast and hard, but has low hitpoints.
  • Green Thumb: In the second game, ShadowMan fills the last section of the Mother Comp system with grass panels. His own battlefield is completely covered in grass.
  • Heel–Face Turn: He's only a villain in his first two appearances. He joins up with MegaMan's team in the fifth game and allows his protege to train MegaMan in 6. Considering he's merely a hired hand, it's not all that surprising.
  • Non-Elemental: ShadowMan lacks any of the four elements, but in Battle Network 5, where every battle-chip mechanic counts as an "element", his element is invisibility.
  • Nerf:
    • Zig-zagged in that each subsequent game featuring ShadowMan makes his initial stats lower and his attacks weaker than they were before: in the first Battle Network game he's a Superboss only available after beating the game, in Battle Network 2 he's the Disc-One Final Boss, and in Battle Network 5 he's a relatively early story boss, with his stats reflecting appropriate challenges for when he appears. In terms of his final stats, however, his Battle Network 1 counterpart peaks early, with his SP form being barely an improvement on his original stats, while each subsequent appearance grants his rematches higher stats and more new abilities, making him far more powerful and flexible in 2 and 5 than he ever was in 1.
    • In the Updated Re-release for Mega Man Battle Network 1, Operate Shooting Star, ShadowMan's navi chips do less damage and had their code changed from S to T, which broke up the monolithic powerhouse that the S code chips had been previously.
  • Ninja: It's nice to see that even in this advanced age, ninjas can and do still exist.
  • Ninja Log: ShadowMan's charge shot has him bailing out, leaving a decoy behind and fires a shuriken to his attacker. It is the basis of the AntiDamage chip and Navicust Program.
  • One-Man Army: While he has backup assisting him, ShadowMan on his own is enough to execute an entire country, and nearly lays waste to Electopia as well.
  • Plot Armor: In Battle Network 2, ShadowMan protects himself from the Ultimate Blaster by summoning flunkies to shield him. The Ultimate Blaster somehow gets both the flunky body-shield directly in front of ShadowMan and ProtoMan directly behind ShadowMan, but not ShadowMan himself.
  • Power Floats: Cracked and broken panels do not affect ShadowMan, as he is always floating. This is how he is able to traverse over Dark Panels in Liberation Missions.
  • Promoted to Playable: ShadowMan is playable in Battle Chip Challenge, Rockman.EXE 4.5, and Battle Network 5: Team Colonel.
  • Recurring Character: ShadowMan is an Optional Superboss in Battle Network 1, but returns to take part in the plot in Battle Network 2, Network Transmission, and Battle Network 5, not to mention spinoffs.
  • Taking You with Me: Inverted during the ShadowMan scenario in Battle Network 2. ProtoMan seizes ShadowMan from behind to prevent him from running when Mega has him pinned down to ensure Mega gets a good shot in with the Ultimate Blaster.
  • This Cannot Be!: ShadowMan is not only disbelieving when he's defeated in the Mother Computer, he's mortified.
  • Tricked-Out Shoes: In Mega Man Battle Network 5 Team Colonel, ShadowMan's Ninja Water Shoes will let him float over a long line of CloudMan's barrier clouds.
  • Version-Exclusive Content: ShadowMan.EXE is playable and Shadow Soul unlockable in Battle Network 5, but only in Team Colonel version.
  • Villain Decay: Each time ShadowMan appears, he's less relatively powerful than he was in his previous chronological appearance, despite his upward momentum on the Sliding Scale of Antagonist Vileness—in the first game he's a post-game Superboss with no story impact at all, but in Network Transmission he's a late-game story boss and working for the WWW; in Battle Network 2 he's only the end of the first half of the game despite being a mass murderer for hire.

Tropes related to ShadowMan's appearance in Mega Man Battle Chip Challenge

    Bass.EXE (Forte.EXE) 

Voiced by: Keiko Nemoto (JP), Matt Hill (EN)

https://static.tvtropes.org/pmwiki/pub/images/mmbnbassexe.png

"Weak fool! Return to the 0's and 1's you're made of!"

In the games, he was created by Dr. Cossak around the same time that Alpha was, and he was designed to be the world's first autonomous Navi (that is, a Navi that can function without an operator). However, he was blamed for causing bugs in Alpha's system, and several Navis were sent to delete him. He escaped into the deepest parts of the internet, but not without a scar.

In the anime, he is a reincarnation of PharaohMan.EXE. He possesses one of the three Ultimate Programs, and seeks to take the other two from MegaMan and ProtoMan. Bass has a hatred for humankind in both versions.


  • Aborted Arc: In Battle Network 3, Bass loses his memories as a result of the events of the climax, but the Post-End Game Content left the door open for him to regain them. The second trilogy of the series, however, completely abandoned any interest in Bass remembering his past.
    • Even worse in the anime, where he not only is shafted in Stream after being setup as a major character in the previous arc, he completely disappears at the end of the anime with a vague threat he'll be back and take over as a major antagonist eventually. As can be guessed, nothing comes of it.
  • Adaptational Badass: Classic Bass wasn't harmless by any means, but wasn't anything ominous, either, and was always treated as being on the same level as Classic Mega Man and Proto Man. Battle Network Bass, on the other hand, is an apocalyptic Person of Mass Destruction and is always one of the toughest bosses in each game. In the third game, he even stars in a Hopeless Boss Fight, which gives him a canonical victory over MegaMan that the original could never boast.
  • Adaptational Villainy: Bass was a villain in the original series but was mostly focused on killing Mega Man and drew the line with robots waging war with humans, despite the issues he had with his own creator. This is most definitely not the case here. Bass.EXE has all the arrogance of his Classic series counterpart and almost none of his nobler traits.
  • All-Encompassing Mantle: One of the few Navis to have a cloth in his design, due to Rule of Cool.
  • Alternate Self: Bass.EXE is the Battle Network counterpart of Bass, The Rival from Mega Man (Classic).
  • Arch-Enemy: The closest thing Lan and Mega have to one outside of Wily himself. You fight him a lot throughout the series. He usually only appears in the post-game of each title, but he was a major antagonist in 2 and 3. And even after his seemingly 'final' destruction in 6, Lan and Mega don't buy that he's actually dead.
  • Arm Cannon: Two of them just like his classic incarnation. In his first appearance, all his attacks are down with them. Even as he gained new attacks, his most common attack is always firing with his cannons.
  • Ascended Extra: In the first game, Bass has minimal characterization; in the second, Bass is revealed to be a SuperNavi that the Big Bad is trying to recreate; in the third, Bass is revealed to have ties to the very foundation of the internet.
  • Berserk Button: Two main ones. Never create a copy of him and never get in the way of his fights.
  • Blood Knight: The second game and manga both indicate Bass relishes fighting. This is enforced in 4.5 where there will be random Navis Bass can pick fights with that disappear once they are defeated, implying Bass deleted them.
  • Came Back Wrong: Bass is consumed by Alpha but restored by merging with Gospel in the third game, though it's clear that this has taken a toll on Bass's mind. Once he starts dabbling in Dark Power, even more of his memories appear to vanish, until he's nothing more than a power-hungry Blood Knight.
  • Casting a Shadow: Starting in the fourth game, he starts using shadowy Dark Power techniques—the Dark Arm Blade, Hell's Rolling, Darkness Overload, and Chaos Nightmare.
  • Challenge Seeker: His dialogue in 2 and 3 suggests this.
    Bass: "Battling is my forte".
  • Chest Insignia: Concealed by his cape, it's marred by the glowing scar he received during his attempted deletion by Scilab.
  • Chromatic Arrangement: In the first two games, Bass has three variants of his Special Attack "Explosion", which are distinguished by whether his arm glows red, blue, or yellow. (In the third game, he only uses the yellow variant).
  • Combination Attack:
    • Dark Messiah (Darkness in the West) is a Bass-Gospel combo, a hidden Program Advance from the second game. Both Bass and Gospel appear and use their attacks in sequence, Gospel Breath and Earthbreaker, which cover the enemy field in a pulverizing 3000 damage. In the manga, this attack was launched when Bass pumped Gospel full of his own energy.
    • Dark Messiah Neo is a revamped version of the original program advance, but instead of Gospel itself appearing, Dark MegaMan (normal MegaMan can't use this technique) uses the summoned Gospel head from the Bug Charge Giga chip, while Bass follows with a Darkness Overload.
  • Create Your Own Villain: If SciLab han't blamed him for the Alpha Rebellion, Bass would have remained aligned with them rather than become a rogue Navi.
  • Curb-Stomp Battle: Shows up to fight MegaMan in the third game while he's fighting FlameMan. When FlameMan refuses to get out of the way, Bass deletes him with a single blow before starting the fight with MegaMan, which leads to his Hopeless Boss Fight where Bass is all but impossible to damage and can't be defeated even by attacks that reduce his HP. Afterwords he is dissapointed MegaMan couldn't give him the challenge he was hoping for.
  • Death Is Cheap: He dies or is at least defeated several times in each game (though his defeats aren't always depicted as killing him), but he keeps coming back and survives even beyond the encounter with him in the sixth and final game. Due to his ability to recover from near-death due to his Get Ability program, it may actually be impossible to completely destroy him. The only time he might have died is when he was absorbed by Alpha, but Gospel saved him.
  • Deflector Shields: His iconic Life Aura blocks all direct damage until the player hits him with a attack strong enough to break it down. In the fourth and fifth games, Bass XX (if you hack him out of the game code to come play, or use the secret codes in the title screen on the Wii U re-release, which brings him and permanently replaces the Omega/SP fight in black earth 2) uses Black Barrier instead.
  • Demoted to Extra: Played a major role in the original trilogy, but was reduced to a bonus boss in the second half of the series. Losing his memories and much of his sanity may be the reason why.
  • Discard and Draw: In the second half of the series, Bass gets a complete rehaul of his combat style and abilities, abandoning his Aura and explosive techniques for all-new moves based on Dark Powernote . Even his buster shots gain an overhaul — he no longer fires single shots and his basic attack becomes a rapid-fire burst of shots on random panels.
  • The Dreaded: Chaud states in 2 that Bass was believed to just be a rumor and is terrified at the prospect of someone merely trying to clone him.
  • Empty Shell: Implied in 4 and beyond. It's obvious that being drained by Alpha took a toll on his mind, and even Gospel can't repair all the damage.
  • Enemy Mine: In the third game, he has a very reluctant team up with Wily, as he erroneously believes that he can absorb Alpha to become the strongest Navi in the world.
  • Evil Counterpart: He's everything MegaMan could possibly turn into if he ever lost Lan and all his friends and if the whole world ever turned on him.
  • Expendable Clone: In the second game, when Gospel's original clone of Bass is defeated, it's quickly replaced, only for it to mutate into a giant wolf-beast from its irradiated bugs. The Stinger reveals that the original has been hunting down even more clones that have escaped into the far corners of the net. This is proven true in 4.5. If you play as Bass in 4.5, getting to his boss implies the boss is another clone and that you are in control of the real Bass.
  • Foil: Battle Network 3 introduces Serenade, another musically-named character, whose Light Is Good motif directly contrasts with Bass' Dark Is Evil. The third game alludes to an immense and dramatic battle they once had.
  • Freudian Excuse: The games establish that his Start of Darkness was being betrayed by SciLab in connection to the Alpha Rebellion.
  • Fusion Dance: BassGS in the third game is the result when he merges with the remnants of Gospel following Alpha's destruction. It's also a Mythology Gag, since in the classic series, Gospel (a.k.a. Treble) was Bass's counterpart to Rush and thus able to fuse with the original Bass as well.
  • Hopeless Boss Fight: When he's actually fought as as part of the story in the third game, there's no way of getting rid of his LifeAura and thus he is literally invincible. Even battle chips and abilities that grant invincibility won't help, as his attacks in the fight ignore it. It IS possible to bring his HP to 1 via poison chips, but they won't delete him, rendering the fight as Heads I Win, Tails You Lose no matter what.
  • Humanoid Abomination: After years absorbing data with his Get Ability program, Bass has evolved beyond a simple NetNavi into essentially a Physical God. By the end of the series, he holds the data for the Life Aura, Gospel, Giga Freeze, Dark Power and the Cybeasts.
  • Humans Are the Real Monsters: Bass' defining trait is his deep hatred for all human beings, as he took the blame for the incidents that had actually been caused by Alpha, and was nearly executed for it.
  • Identity Amnesia: After returning from deletion in being consumed by Alpha in the fourth game, Bass shows no recollection of any past events, and even speaks in a slightly different manner — slower, and more deliberate. However, he is compelled to return to MegaMan and challenge him every time he detects him.
  • Jerkass: Bass is contemptuous of humans and NetNavis alike, despising the idea of them working together and considering most Navis to be weaklings.
  • Jerk with a Heart of Gold: Believe it or not, yes! In Bass's scenario in 4.5, he shows up in your PET and constantly berates you, but he has his moments. Notable when he asks you who your worst enemy is and he offers to go beat them up for you.
  • Joker Immunity: Bass, despite having a vicious battle in each game, never actually dies and always returns to battle in the next. When he does appear to bite the dust in the final game, Lan and MegaMan don't buy that he's gone for good.
  • Knight of Cerebus: Every time he shows up as part of the story, expect things to immediately get darker. Driven home fiercely in Battle Network 3, where he shows up during a Very low point for the heroes during the FlameMan Arc. Where he kills said FlameMan, and almost kills Mega himself.
  • Lightning Bruiser: Regardless of what attacks Bass has he is always very strong, very fast, and has the highest HP in the game, or is at least tied for it.
  • Marathon Boss: While having a shit load of health is standard for him, his Bass XX incarnations have so much it is possible to exhaust a chip folder before killing him.
  • Mark of Shame: The scar on his chest. Most of the time he hides it under his cape, but reveals it to Cossack in the third game in a desperate attempt to make him understand why he despises humanity so much.
  • More Dakka: Explosion and Shooting Buster. Bass doesn't need to aim, he just needs to hit you! (And odds are, he will.)
  • New Powers as the Plot Demands: Bass tends to pull out at least one or two new attacks every time he appears. Justified since he can copy any abilities or Battle Chips he sees, and after the fusing with Gospel in the third game he gains new abilities from it. In the second half of the series he develops a new style revolving around using the Dark Power.
  • No-Nonsense Nemesis: When Bass faces a problem, he simply blows it up. End of story. End of problem. He only takes longer to beat his opponents if they are sufficiently challenging or annoying.
  • Non-Elemental: Bass lacks any natural element.
  • Non-Standard Character Design: As a rule, NetNavis don't have fabric or cloth in their designs. Bass alone is wrapped in a heavy, tattered cloak.
  • The Only One Allowed to Defeat You: He considers himself this to MegaMan in the manga after MegaMan defeats him for the first time, which leads him to interfere and actually help MegaMan against several future villains, most prominently Nebula Grey and the combined form of Falzer and Gregar at the very end of the final arc.
  • Optional Boss: Though he exists as hinted to in the story since the very first game, he isn't plot-relevant and canonically fought until 2. Up to that point, 1 and Network Transmission both feature him as a post-game super boss that will demand you have a very good deck and solid skills to survive, being the ultimate test of your skills in each game. This also happens again in Battle Chip Challenge.
  • Outside-Context Problem: His mere existence was largely believed to be nothing more than a rumor and the people who were aware of his existence assumed he was dead. Nobody was prepared for him to show up alive and well as he takes an active role in the third game.
  • Pet the Dog:
    • While he's otherwise cruel and inhumane in the games, he doesn't kill Cossak despite certainly being able to. Apparently, he still has at least some sympathy towards his creator.
    • Out of all of his Bug Fragment-based knockoffs, he gets along very well with Gospel, which does say something since creating copies of him in the first place really pissed him off.
    • In 4.5, He literally chooses to be inside the player's PET for seemingly no reason.
  • Physical God: Within the Cyberworld, anyway.
  • Power Copying: His Get Ability program, which allows him to take on the abilities of any virus, navi, or program he can get his hands on. It's implied he used this to attain his signature LifeAura from the Life Virus, and in the sixth game he demonstrates this with the use of Battle Chip attacks and even a portion of the Cybeast's power. Ironic that Bass would be the only one with what is supposed to be MegaMan's signature power.
  • The Power of Hate: Oh, hell yes. Bass thrives on this openly, feeling that all notions of bonds or dependability are weaknesses fit only to be culled by him personally.
  • Promoted to Playable: And how! 4.5, released only in Japan, had a number of main series Navis playable, Bass being one of them.
  • The Rival: Just like his Classic Counterpart, he fights this world's MegaMan a lot throughout the series. Usually only appearing in the standard post-game once enough requirements have been met. But unlike the original Bass, this one has has canonically beaten his MegaMan at least once, something the original Bass never did.
  • Rule of Cool: Despite the character designer's rule that no cloth should be used on the design of any Cyberworld inhabitant (to preserve a 'digital' look and feel) Bass's cloak is an exception simply because the designer couldn't imagine him without one.
  • Scars Are Forever: The slash on his chest was caused by a security Navi who attempted to delete him when Alpha went haywire.
  • Secret Character: Bass's navi-chip in Battle Network 1 cannot be obtained in normal gameplay, only as Downloadable Content offered at Real Life events or in Updated Rereleases.
  • Shadow Archetype: To MegaMan. Note how the scar through Bass' chest happens at a slant not unlike Mega's own Navi Mark.
  • Smug Super: Like his Classic series counterpart, Bass thinks very highly of himself, convinced he's invincible.
  • Sore Loser: He doesn't take defeat well and will constantly berate you for being a pathetic weakling. Despite the fact that you can and have actually defeated him several times. He takes his defeat in Battle Network 2 a little better, though his dialogue after the fight implies he was holding back.
  • Spanner in the Works: Proves to be a huge in 3, preventing the GigaFreeze program from being used on Alpha since he turned out be another Chosen One who could touch it.
  • Start of Darkness: Bass was blamed for the Alpha Rebellion ten years before the events of the series. After being hunted down and scarred, he turned on humanity and became one of the biggest threats the Cyberworld has ever known.
  • Staying Alive: At the end of 3, he's consumed by Alpha. In The Stinger, he's revived by Gospel, who fights alongside him as (what else) a Super Boss. However, calling him "alive" might be something of a stretch.
  • Stealth Pun: One of Gospel's clones drops a Mythology Gag about Bass' Dub Name Change: "Battle is my forte!"
  • Super Boss: Bass is a serial offender for the series, and serves as a very powerful Optional Boss in each post-game—even in Battle Network 2 and Battle Network 3, where weaker versions of him are also fought during the plot. In every case he provides the toughest fight next to the True Final Boss, if not the toughest fight outright.
  • Tactical Suicide Boss: Like the LifeVirus he stole it from, Bass must drop his Aura for some of his attacks, which opens him up to damage and Counter Attacks.
  • There's No Kill like Overkill: His program advance from Battle Network 2, Darkness. He first has Gospel hit all panels in a fan-shaped pattern for 3000 damage. If that somehow doesn't kill the opposing side (highly unlikely given that the Final Boss has a mere 2000 HP), then Bass nukes a 9 x 9 area in front of MegaMan for another 3000 damage. This is also Bass's standard MO; nuke it 'til it dies.
  • Took a Level in Badass: He gains new and more powerful abilities in each game, and more powerful forms of him can be fought sometimes within the same game.
  • Ultimate Life Form: A digital version.
  • Uncertain Doom: In the last game, he ultimately explodes after his final confrontation with MegaMan. Lan and Mega aren't buying it though, as Bass had cheated death multiple times before.
  • Version-Exclusive Content:
    • Starting from Battle Network 3, his Giga chips are split across two versions, which are "Bass" (where he uses Explosion) and "Bass+" (where he resorts to Earth Breaker). Battle Network 4 onwards changed the attacks to Shooting Buster and Hells Rolling, respectively, while renaming "Bass+" to "Bass Anomaly".
    • Just like his Giga chips since 4, the Bass Cross power-up comes in two varieties. The power-oriented gold version only appears in Battle Network 5: Team ProtoMan and Cybeast Gregar, while the speed-oriented silver version appears in Battle Network 5: Team Colonel and Cybeast Falzar.
    • In the sixth game, BassBX absorbs the remnants of the Cybeast opposite to your current version, and will pull out a different ultimate attack depending on which you're playing.
  • Wave-Motion Gun: Vanishing World, one of the attacks he gains after fusing with Gospel, fires a massive beam. It's his strongest attack and the single most damaging attack used by any boss in the game.
  • Wild Card: In the anime, Bass will fight against MegaMan and his allies, but will also help them when it suits him. How much he embodies this trope is best demonstrated when he frees ShadeMan, for no reason other than because he wanted to see what he would do.
  • World's Strongest Man: His final form almost always the single most powerful boss in the games, and if he's not canonically the most powerful Navi in the series, he's only beaten by MegaMan.

Tropes related to Bass's appearance in Mega Man Battle Chip Challenge

  • 11th-Hour Ranger: Bass's navi chips, if they're available at all in normal gameplay, will only be available as Post-End Game Content.
  • Bragging Rights Reward: Bass's navi chips are the last possible prizes of the Bonus tournament campaign and the Marathon Level Free Battle Very Definitely Final Bonus Dungeon, so there will be nothing left to do in the main game after obtaining them—they can be used, however, in the multiplayer for those who want to farm special navi chips from there.
  • Brought to You by the Letter "S": Bass's navi-chips often have the F code due to his name being Forte in the Japanese release.
  • Critical Hit: He uses Aqua and Elec blade chips in the second column of each of his program decks.
  • Deflector Shield: he uses Life Aura chips in the first column of each of his program-decks.
  • Lightning Bruiser: Bass is a force to be reckoned with in Battle Chip Challenge. His base form has a large pool of Hit Points and both his dodge rate and damage output are above-average (and as a Spam Attack his Signature Move benefits greatly from Quad Damage); he even has an extra level of priority. Bass GS has the same dodge rate, but even more HP.
  • Mage Killer: Bass attacks enemy battle-chips in both forms.
    • In his basic form, Magic Burst does Add-type damage like MegaMan, attacking the last loaded chip in the enemy queue.
    • Bass GS's Gospel Cannon does Add All-type damage (in the Fire element), so it attacks all loaded chips in the enemy queue—as a bonus, it does more damage than any other Add All-type attack.
  • Mage Killer: Every damaging battle-chip in his program-decks will do Add or Random damage. His personal navi-attack will also do either Add damage or Add All damage.
  • Magic Knight: Bass has both high stats and large pools of MB.
  • Quad Damage: He includes a pair of Navi+ chips in the final column of his program deck to boost the damage done by his Navi attack.
  • Red Mage: Bass GS is one of several navis whose navi-attack is in a different element than their natural element—while Bass GS is Non-Elemental, his Gospel Cannon is Playing with Fire.
  • Signature Move: His normal strong chip is Life Aura 1, but his GS strong chip is Life Aura 3.
  • Strong and Skilled: Bass's navi attacks are each among the strongest of their type and do Mage Killer damage to battle-chips.
  • True Final Boss: Bass pulls this off twice. He appears as the last boss in the Bonus Tournament Arc offered after the credits roll, and Bass GS is the final enemy in the Very Definitely Final Marathon Level, which is unlocked after Bass is defeated the first time.

Tropes related to Bass's appearance in MegaMan NT Warrior (2001)

  • Adaptational Heroism: In the manga, he becomes less omnicidal after his defeat and begrudgingly helps MegaMan fight the Darkloids and Cybeasts, although mostly because he doesn't want anyone else to defeat his rival. Interestingly, whatever's left of Serenade claims that Bass actually does see MegaMan as his friend, but doesn't admit it out of pride.
  • Adaptation Expansion: The manga includes a side-story that elaborates on his Freudian Excuse by indicating Bass was actually a SciLab troubleshooter who had good intentions but a destructive lack of restraint that caused others to resent him and eventually imprison him. Once Alpha broke out, he was immediately blamed and targeted for deletion, which he survived to flee and swear revenge on the world for declaring him the source of all its problems.
  • Heroic Comedic Sociopath: As a SciLab troubleshooter, Bass would assault fellow SciLab navis to prove they were vulnerabilities in the system. He had no concept of why this was wrong.
  • Incoming Ham: In the manga, when he arrives during Mega Man Hub Style's fight with the Grave Virus Beast, he forces a chain of satellites to explode by jumping from one to the next, then initiates a Combination Attack by pumping his own energy into the monster, and then, when Grave tries to capture him, he obliterates the monster in one hit. Mega Man, who'd been just admiring the beast's tenacity, calls him a show-off.
  • Jerk with a Heart of Gold: In the manga, he's has genuine Villain Respect towards MegaMan and is willing to team up with the latter on occasions, but only as a last resort.
  • Karmic Death: He kills Dr. Regal in the manga by somehow blowing up the submarine he was escaping in.
  • Mark of Shame: The scar on his chest, which he received from a Security Navi after being blamed for incidents that were actually caused by Alpha.
  • The Only One Allowed to Defeat You: He considers himself this to MegaMan in the manga after MegaMan defeats him for the first time, which leads him to interfere and actually help MegaMan against several future villains, most prominently Nebula Grey and the combined form of Falzer and Gregar at the very end of the final arc.
  • Pet the Dog: In the manga series, he goes out of his way to save MegaMan multiple times, and spares ProtoMan's life while he's currently helpless in order to fight MegaMan fair and square.
  • Sociopathic Hero: Back in his SciLab troubleshooter days, Bass's idea of troubleshooting consisted of demonstrating SciLab's vulnerabilities by attacking them himself, destroying systems and assaulting navis at will. While this did, ultimately, help improve SciLab security, it caused enormous resentment among SciLab personnel. He was completely innocent of why that was wrong.
  • Took a Level in Badass: He gains new and more powerful abilities in each game, and more powerful forms of him can be fought sometimes within the same game.
  • Used to Be a Sweet Kid: In the manga's adaptation of the Alpha Rebellion, Bass was indicated to have a wholesome relationship with his creator, Dr. Cossack, before he was blamed for the crisis.
  • Well-Intentioned Extremist: Back in his days as a SciLab troubleshooter, Bass's idea of troubleshooting was that, in order to prove SciLab had some vulnerability, he would attack the vulnerability himself, up to and including assaulting his navi co-workers. While this did, in fact, lead to the improvement of those systems, it caused SciLab personnel no small amount of grief, eventually prompting them to imprison him outright. When the Alpha Rebellion began, he became an easy scapegoat.
  • Worthy Opponent: To MegaMan in the manga. He also explicitly calls MegaMan this after his defeat in the second game.
  • You Are a Credit to Your Race: In the manga, he curbstomps Hub Style MegaMan, causing Lan to fall unconscious. He initially believes Lan abandoned MegaMan and sees this as proof that humans and Navis can't have true camaraderie, but when Lan wakes up and Perfect Synchros with MegaMan despite the danger, Bass acknowledges that Lan is one of the few, if not the only human willing to die in battle alongside his Navi.

Tropes related to Bass's appearance in MegaMan NT Warrior (2002)

  • Adaptational Backstory Change: In the games, Bass was created by Dr. Cossak as one of, if not the first independent Navis. In the anime, Bass is one of PharaohMan's two reincarnations.
  • Adaptational Nice Guy: While he still appears as a villain in the anime, he lacks the hatred for humanity possessed by his game counterpart is and simply interested in gaining power rather than causing destruction. On top of this he actually saves MegaMan from falling into a black hole into the Undernet after their battle with Nebula Gray.
  • Adaptational Wimp: In the anime, he's powerful, but for the most part he can't hold a candle to his game counterpart, prior to when he Took a Level in Badass.
  • Did You Just Punch Out Cthulhu?: In the anime, he kills Slur, an unstoppable Invincible Villain who none of the heroes could so much as scratch.
  • Enemy Mine: With Mega Man, in the movie, as he seeks revenge against Regal for brainwashing him.
  • Karmic Death: He subjects Slur to a Family Unfriendly fatality late in Stream, now endowed with the power of Nebula Gray he gained after Slur through him into the Undernet.
  • Pet the Dog: In the anime he saves MegaMan from falling into the Undernet after their battle with Nebula Gray.
  • Reincarnation: In the anime, he is the reincarnation of PharaohMan.

Operate Shooting Star Characters

    ClockMan.EXE 
https://static.tvtropes.org/pmwiki/pub/images/clockman.jpg
A new NetNavi introduced in Operate Shooting Star. ClockMan.EXE comes from the period of Mega Man Star Force. Having an obsession in women, ClockMan.EXE kidnapped Harp Note in the 23rd century before escaping two hundred years in the past and kidnaps Roll.EXE. His kidnappings causes the MegaMen of both time periods to team up against him.

  • Berserk Button: Throwing his plan off schedule is surely going to piss him off.
  • The Collector: ClockMan.EXE collects beautiful women from different time periods though the only people from his collection are Roll.EXE and Harp Note.
  • Energy Weapon: He can fire a laser attack at MegaMan either from a warp hole or from the giant clock at the background.
  • Filler Villain: ClockMan.EXE's scenario has no impact on the main storyline.
  • Improbable Weapon User: He can fire clock arms at you.
  • Nice Job Fixing It, Villain: His decision to make Roll part of his collection unintentionally saves her operator from a kidnapping. Miss Madd and Count Zap were ready right outside of Mayl's house... but Geo, following ClockMan.EXE's trail, solved that problem before it could start.
  • One-Steve Limit: Though there are two Robot Masters called ClockMen, ClockMan.EXE is not based on any of them and is instead an Original Generation Navi created by the winner of a contest.
  • Summon Magic: He can summon Rogue and the Crimson Dragon to fight for him.
  • Time Master: His main ability. In addition to time travelling, he can also freezes time and summon characters from other time periods.
  • Time Stands Still: After kidnapping Roll and Harp Note, he freezes them in time.


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