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List of characters that debuted in Mega Man Battle Network 2.

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NetMafia Gospel Agents and NetNavis

Arashi and AirMan

    Arashi Kazefuki 

Arashi voiced by: Susumu Chiba (JP), Brian Dobson (EN)

"Say what you want! Keep sucking gas and die!"
https://static.tvtropes.org/pmwiki/pub/images/arashi.jpg

A rather mean-spirited man that makes a living out of extorting money from rich families in any way that he can. He tries to extort money from Yai's parents to fund Gospel projects by leaking dangerous gas into Yai's house at the beginning of the second game. The operator of AirMan.EXE.


  • Coordinated Clothes: Arashi's blue and white suit has a similar Color Motif to his net-navi AirMan, but in more muted colors.
  • Knight of Cerebus: A rare early example — the early arcs in Battle Network tend to be somewhat comedic or wacky. The first scenario of Battle Network 2 consists of Arashi gassing a pre-pubescent girl to blackmail her parents. This pretty much sets the tone for the rest of the game....
  • Meaningful Name: "Arashi" means "storm", and "Kaze" means "wind".
  • Oh, Crap!: His reaction once he notices the bomb noted below.
  • Starter Villain: The very first member of Gospel you encounter in Battle Network 2. As with Mr. Match from the first game, he's a terrorist in the guise of service technician who secretly hacks local smart-homes.
  • Token Evil Teammate: For the human side of Gospel. None of them can be considered saints, but Arashi's the only one who doesn't have a Freudian Excuse or undergo a Heel–Face Turn.
  • Unexplained Recovery: Shows up in Battle Chip Challenge (which takes place after the third game) despite being supposedly killed by a briefcase bomb.
  • You Have Failed Me: He is blown up by a briefcase bomb after losing to Lan and MegaMan. He survives however.

    AirMan.EXE 

AirMan voiced by: Susumu Chiba (JP), Peter New (EN)

https://static.tvtropes.org/pmwiki/pub/images/arashi.jpg
Starter Villain: AirMan is the first villainous Navi and Boss Battle in Battle Network 2.
  • Tornado Move:
    • Air Shooter, where AirMan summons three tornadoes and sends them across each row of the field.
    • Tornado is performed at low health, where AirMan summons two giant tornadoes to hone in on MegaMan's current location.
  • Wake-Up Call Boss: AirMan V2 can be fought almost immediately after AirMan's original Boss Battle is finished, and V3 becomes available as a Random Encounter right after V2, so AirMan V3 can be fought before even the second story boss.
  • Warm-Up Boss: AirMan is the first boss of Battle Network 2 and notably lacks any of the mechanical gimmicks that other bosses of this game—QuickMan, ToadMan, SnakeMan, KnightMan—are infamous for.
  • What Happened to the Mouse?: In the anime, AirMan returns to get revenge on MegaMan only to get absorbed by Gospel. Once Gospel is destroyed and the internet restored, all the Navis absorbed by Gospel turn back to normal, including AirMan, his fate after this is never shown.

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

Dave and QuickMan

    Speedy Dave (Daisuke Hayami) 

Speedy Dave voiced by: Kosuke Okano (JP), Kirby Morrow (EN)

"Sorry about that. But the real fault lies with you folks for ruining Okuden Valley's beauty and dumping trash here!"
https://static.tvtropes.org/pmwiki/pub/images/dave&quickman.jpg
Dave is a park ranger in the Okuden Valley area that joined Gospel out of his love of nature. He brags a lot about his high IQ. He is the operator of QuickMan.EXE, and attempts to blow up a dam. In the anime, he is a childhood friend of Sal. QuickMan is a Navi with an emphasis on speed and taking down his enemies with a boomerang.
  • Adaptational Heroism: He never actually intended to hurt anyone in the anime; only planning to use scare tactics.
  • Adaptation Relationship Overhaul: Dave and Sal (WoodMan's operator from Battle Network 1) have nothing to do with each other in the games save that they're both environmental activists, but are Old Friends in MegaMan NT Warrior.
  • Anti-Villain: Only in the anime, as it turns out that he never truly planned to hurt anyone, and wanted to merely scare them into taking better care of nature. By the end of the episode, he has betrayed Gospel and leaves, but not before saying goodbye to Sal.
  • Contrasting Sequel Antagonist: Downplayed. Battle Network 1 introduced Sal, a righteous environmental activist. Dave of Battle Network 2 is a villainous environmental activist, but his character has no reference to Sal otherwise. MegaMan NT Warrior leans on this by making them Childhood Friends.
  • Coordinated Clothes: Dave's outfit comes in the same red, black, and yellow Color Motif as his net-navi QuickMan, but in more muted tones.
  • Childhood Friends: To Sal in the anime.
  • Early-Bird Cameo: In the chronologically-earlier Network Transmission, he sends Lan a thank you letter for stopping the vaccinated QuickMan.EXE.
  • Eco-Terrorist: His motivations for joining Gospel are born from his love of nature and desire to punish people who don't respect it.
  • Establishing Character Moment: The first bit of dialog Dave gets is him being very serious about litter laws. This doubles as Foreshadowing for The Reveal that he is also an Eco-Terrorist.
  • Informed Ability: As Chaud said, his IQ of 170(!!) didn't do him much good...
  • Irony:
    • Dave, despite despising litterbugs, has quite literally littered the valley with his explosives—one of the campsite NPCs identifies one of his hidden bombs as litter.
    • Dave's Evil Plan to blow up Okuden dam would flood the valley with countless tons of water. He plans to save nature by destroying nature.
  • Mad Bomber: Dave's plan is to bomb Okuden valley and destroy the dam... while he's still in the valley to watch it happen.
  • Meaningful Name: His Japanese surname Hayami means "quick sighted."
  • Narcissist: Dave is so impressed with himself that he appears to have convinced himself that he's the future head of Gospel. He even shares his IQ of 170 with Lan.
  • You Meddling Kids: Makes a remark after having his schemes foiled by Lan and Chaud.
    "I would've gotten away with it, if it weren't for you scheming kids!"

    QuickMan.EXE 

QuickMan voiced by: Masaru Motegi (JP), Alistair Abell (EN)

https://static.tvtropes.org/pmwiki/pub/images/dave&quickman.jpg
"Think you can keep up with me?"

  • Brainwashed and Crazy: QuickMan's Early-Bird Cameo in Network Transmission has him taken over by the false vaccine.
  • Confusion Fu:
    • In Battle Network 2, QuickMan's jumpy Teleport Spam is designed to rattle the player and keep them on their toes, and since he's invincible while standing still, it can be hard to figure out how to damage him.
    • QuickMan has multiple variants of the Quick Boomerang technique, also meant to disorient players.
  • Coordinated Clothes: Dave's outfit comes in the same red, black, and yellow Color Motif as his net-navi QuickMan, but in more muted tones.
  • Desperation Attack: The Quick Slash, in which QuickMan jumps into MegaMan's face and takes a swipe at him and vertically adjacent panels.
  • Flash Step: QuickMan will happily block and evade every attack you throw at him using this. You only get a chance to hit him when he's currently attacking you (like many bosses in the second game).
  • Flight: QuickMan can fly, and he never touches the ground in battle.
  • Fragile Speedster: QuickMan is really fast, but has low HP and few attacks.
  • Nigh-Invulnerable: QuickMan negates all incoming damage when he's standing still.
  • Perfect Play A.I.: QuickMan cannot be harmed when he's standing still, but must be attacked when moving or attacking himself.
  • Signature Move: The Quick Boomerang—QuickMan hurls a boomerang down the row and back. He has multiple versions of it, including the Double Boomerang (two Quick Boomerangs back to back) and a figure-eight variation.
  • Situational Damage Attack: His navi chip deals pitiful amounts of damage across a row, but if there is an empty panel behind the target, the boomerang returns to hit for a second time.
  • Wake-Up Call Boss: In Battle Network 2, QuickMan's ability to negate all damage when he's standing still gives him a kind of Perfect Play A.I. that is vastly more demanding than any other boss faced before him.

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

CutMan

    CutMan.EXE 

Voiced by: Chiyako Shibahara (JP), Scott McNeil (EN)

https://static.tvtropes.org/pmwiki/pub/images/cutexe.jpg
An autonavi that is ShadowMan's Vice Commander. He is mainly responsible for deleting any survivors that somehow escaped ShadowMan's attack. In his only anime appearance, he stabbed QuickMan when he defects from Gospel and fails their mission, only to deleted by MegaMan shortly after. He has five brothers who seek to avenge him after his deletion.

For the CutMan Brothers, see their entry on the MegaMan NT Warrior (2002) character sheet.
  • Alternate Self: CutMan is the Battle Network counterpart of the classic Robot Master of the same name from Mega Man.
  • Bait-and-Switch Boss: Downplayed. In a scenario that revolves around what a terrible killer ShadowMan is, instead of discovering and fighting ShadowMan, CutMan arrives instead. CutMan's job is to provide a Boss Battle while not being ShadowMan so the latter can be saved for later.
  • Boisterous Weakling: For a guy that cleans up the works of a pro assassin he really isn't that threatening both in and out of battle. This is also true in the anime, where it only took one hit for MegaMan to delete him and later in the series where an alternate version of him is is obliterated with ease due to EraseMan.
  • Brought to You by the Letter "S": Has the letter "C" on his torso and his Navi Mark also features it.
  • Dying to Be Replaced: In MegaMan NT Warrior, CutMan is dispatched without mercy in the same episode he appears, in only a few minutes. He is replaced, however, with a squad of his brethren, the CutMan Brothers, who are overflowing with energy and personality.
  • Mood Whiplash: CutMan is a fairly silly boss for such a morbid scenario.
  • Out of Focus: In the game, he never really served a purpose, if you cut him out (no pun intended) the plot wouldn't really be affected. This is more so in the MegaMan NT Warrior, where his official debut only comes in during the last few minutes of Dave's and QuickMan's focus episode... and he's promptly deleted like it was nothing to be replaced by his brothers. Exaggerated in RockMan.EXE Beast, where not it's not CutMan but the CutMan Brothers who have Alternate Selves in Beyondard.
  • Perpetual Frowner: CutMan is constantly pouting.
  • Satellite Character: Played With. CutMan ends up providing a Small Role, Big Impact by becoming the justification for his brothers to seek Revenge on his behalf.
  • Saved for the Sequel: Only five of the six original Robot Masters from Mega Man appeared in Mega Man Battle Network. The last, CutMan, appears only in Battle Network 2.
  • Strong Family Resemblance: In the anime, he and his brothers all look like each other, except for some physical difference to tell them apart. (For example, one has thick eyebrows, one's way too thin, one has hair, etc.)
  • Shear Menace: CutMan has a giant scissor on its head, which he uses to attack.
  • Unskilled, but Strong: When first encountered, CutMan lacks the high-speed and defensive abilities of the previous boss, QuickMan, but all of his attacks do at least twice as much damage. On top of that, CutMan's navi-chips are distinguished by their short range but high damage—in terms of raw power, CutMan's V3 navi-chip is second only to the secret Downloadable Gospel chips offered at Real Life events in Japan.
  • We Hardly Knew Ye: CutMan has next to no personality and provides a mostly obligatory boss fight at the end of the scenario that's really meant to introduce ShadowMan—the only reason he's even there to discover MegaMan is that Gospel assigned him to do cleanup after ShadowMan murdered everyone.

Dark and ShadowMan

    Dark/Dusk (Dark Miyabi) 

Dark voiced by: Kenichi Ono (JP)

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

Dark is a mysterious and dangerous assassin-for-hire that operates ShadowMan.EXE and is feared throughout both the real and cyber worlds. He is hired by Gospel in the second game to destroy key installations that make up the network. While meet with success in YumLand, he and his Navi ultimately failed when MegaMan and ProtoMan intervene. He finally makes his first onscreen appearance in the fifth game where after a short fight, agrees to help MegaMan and Colonel retake the internet from Nebula, but not before taunting and testing Lan and MegaMan beforehand.


  • Adaptational Comic Relief: He's more expressive in the anime, partly due to Yuriko interfering in his attempts at deleting MegaMan and shows offense at Lan stealing a pickled onion from Chisao. In Beast, he saves Dex from a Zoanoroid, casually tells him to get inside to safety and asks for a plate of curry when he's done.
  • Anti-Hero: Is only in for the money and will not hesitate to eliminate his enemies if ordered to do so.
  • Ascended Extra: In Stream and the 5th arc of the manga where Dusk and ShadowMan are the main characters with additional screentime post Stream up to Beast+ and ShadowMan who first appeared in the 1st arc of the manga has not made any appearance until the 5th storyline where he joins Team Colonel in the decisive and deadly battle against the Devil Virus responsible for the world's near disaster.
  • Badass Normal: In the anime, he defeated Zoano BlizzardMan using some ninja caltrops.
  • Early-Bird Cameo: Dark appears during The Stinger of Network Transmission. The last thing you see in that game is him informing ShadowMan about their job with Gospel.
  • Everyone Has Standards: Miyabi is an assassin, but only does so when paid and is not the type to steal money. He also keeps his promises when accepting a job and if he can't complete a job due to circumstances beyond his control, such as not being able to fulfill Tesla's request to delete MegaMan due to Dark Mega Man kidnapping Tesla, he attempts to compensate for the failed job, like helping the others rescue Tesla for instance. As Dr. Wily notes, Miyabi is an honest man.
  • Inconsistent Dub: In 5, he's renamed Dusk.
  • Incorruptible Pure Pureness: Interestingly, despite being a professional assassin, Dark is one of the few people able to resist corruption from the Soul Net server, suggesting him to be this.
  • Late-Arrival Spoiler: While ShadowMan was around during the Gospel arc and returned for an episode of Axess, Miyabi doesn't show up until the second half of Stream.
  • Ninja: It's nice to see that even in this advanced age, ninjas can and do still exist.
  • Only in It for the Money: The reason for his actions, whether they're bad like destroying Yumland and almost destroying Electopia in 2 or good like joining Team Colonel against Nebula in 5. In Battle Network 2, Dark outright states to Sean "Pay me enough and I'll do whatever you want me to."
  • Punch-Clock Villain: Dark and ShadowMan are mercenaries, thus the reason why they are unseen during 2's endgame and also how Baryl can easily hire them in 5.
  • Rugged Scar: Dark has one over his left eye.


See ShadowMan's entry on the first game's character sheet.

Princess Pride and KnightMan

    Princess Pride (Spoilers) 

Voiced by: Tomoko Kawakami (JP), Jillian Michaels (EN)

https://static.tvtropes.org/pmwiki/pub/images/pride_exe2.png
Princess Pride in Battle Network 5 

The ruler of Creamland, a small island nation far to the north of Netopia that gained considerable power due to being one of the first to adopt use of the modern Net. Lan meets her at the Official conference hosted at a Netopian castle, but a Gospel spy hacks the security system and turns the automated defenses against the visitors.

As the Officials gather their wits, Lan reconnects with Pride and is forced apart from her just as quickly. Determined to suss out the Gospel spy, Lan finds his way to the control room and finds... Princess Pride. As it turns out, she is a Gospel agent, believing the group's activities to be in her country's best interests. When she loses the ensuing fight, Pride tries to use the castle traps again, only to lose control and fall into a pit, not to be seen again until Mega Man Battle Chip Challenge.

So much for Pride's first appearance. MegaMan NT Warrior threw out her entire original character and recast her as a Rebellious Tomboy Princess. She would become a particularly close friend of Lan's in the original anime and return in Rockman.EXE Stream to join the Cross Fusion task-force.

Pride's Adaptational Heroism was likely a big factor in her return in Mega Man Battle Network 5, where she has undergone a Heel–Face Turn and become a Nice Guy. Lan and friends find her on Oran Isle, and after helping her out with a personal crisis, Lan recruits her to join the anti-Nebula team. She happily joins, along with her ever-faithful vassal KnightMan.EXE.


  • Adaptational Heroism: In MegaMan NT Warrior, Princess Pride was never a member of Gospel, and instead Lan meets her when she's escaped from the duties of being a princess to experience a day of being normal. She later begs Lan to come to Creamland to help defend her country from threats, and in Stream becomes a member of the Cross Fusion task-force.
  • Adaptational Villainy: In the MegaMan NT Warrior manga by Ryo Takamisaki, Pride reprises her role as a member of Gospel, but in her brief appearance she doesn't display any of her sympathetic qualities.
  • Anti-Villain: In Battle Network 2. After the KnightMan scenario, Pride receives some Sympathy for the Devil from Chaud, of all people, who suggests Pride got involved with Gospel to try and help her country after other, bigger countries started catching up to Creamland and her home country fell behind. During the confrontation with KnightMan, Pride reminds her Navi that according to Gospel's boss, destroying the NetBattlers is for the good of Creamland.
  • The Beautiful Elite: In Battle Network 5, as a princess, Pride has access to select parties and gatherings that even local rich-girl Yai does not, in this case a party on the Queen Bohemia.
  • Bitch in Sheep's Clothing: In Battle Network 2, while Pride presents herself as professional and efficient at the Official conference, once she's revealed herself as the Gospel spy, she reveals that Beneath the Mask she's an arrogant Deadpan Snarker, disdaining the other Officials she's faced and rolling figurative eyes at the prospect of facing Lan.
  • Character Exaggeration: Pride as she appeared in Battle Network 2 had a hidden arrogant streak as well as a small sympathetic side, but in Battle Chip Challenge she's high-handed and haughty to the core.
    Princess Pride: Get out of my way, you good-for-nothing!
  • Characterization Marches On:
    • When she first appears in MegaMan NT Warrior, Princess Pride is a normal girl who hates being a princess and wants to escape, but in later appearances she's a perfectly responsible leader who feels lonely without friends nearby.
    • The change from her personality in the original trilogy to her Battle Network 5 personality is so extreme that it basically flips her whole personality from this game out of nowhere.
  • Coy, Girlish Flirt Pose: She strikes this pose in her character art for Mega Man Battle Network 5 DS.
  • Demoted to Extra: In the MegaMan NT Warrior manga, Pride briefly appears during the early stages of the final battle against Gospel on Gauss' yacht, but after Gospel's defeat she's never seen again.
  • Disney Villain Death: Pride's last appearance in Battle Network 2 is falling into the dungeon from the highest room of the castle. Subverted when Lan asks about her condition later, and an Official declares she's recovering from her injuries and will be questioned.
  • Divergent Character Evolution: Some of her earliest concept art reveals she was, for a time at least, originally going to be Princess Tron, but her design soon went in a different direction. She kept a fair amount of Tron's ego and arrogance during her first appearance, but ultimately her Adaptational Heroism from MegaMan NT Warrior became her dominant portrayal, especially once it became Ret-Canon in Battle Network 5.
  • Evil Plan: In Battle Network 2, Pride joins the Official conference at the castle to steal the secret plans to counter the SuperNavi and kill the Officials attending.
  • Evil Prince: Gender-Inverted, at least in Battle Network 2. Eventually she performs a Heel–Face Turn.
  • Exhausted Eye Bags: Likely a result of the stress from being both the princess of an entire kingdom and a high-ranking member of Gospel. Character design notes indicate that even makeup can't hide them. She's lost them by Battle Network 5.
  • Foil: To Tesla in Mega Man Battle Network 5. Both are wealthy women whose Navis (and Pride herself) used to be in Gospel who act as the defense of the anti-Nebula team they joined. However, while Tesla is a Rich Bitch (most of the time), Pride is nice after her reformation.
  • Foreign Fanservice:
  • Form-Fitting Wardrobe: Princess Pride's white dress hugs her curves snugly enough to outline her hourglass figure.
  • Friendless Background: Implied in MegaMan NT Warrior. For all intents and purposes Lan is her First and Only Friend.
  • Gilded Cage: In MegaMan NT Warrior, Pride is fed up with the demands and restrictions of royalty and tries to run away to live as a commoner for a day—her debut episode is a Whole-Plot Reference to Roman Holiday.
  • The Gimmick: Together, Princess Pride and KnightMan are Lady and Knight. Their scenario in Battle Network 2 even happens to take place in a castle dungeon, and the network's internal monsters add a layer of cutesy Gothic Horror.
  • Girly Girl with a Tomboy Streak: In MegaMan NT Warrior, Pride is quite feminine, but when she tried to sneak away for a day, she did it dressed up as a boy and ended up running around with Lan for hours. When she appears in the Rockman.EXE Stream Beach Episode, once she busts out her new swimsuit and dives into the water, she immediately challenges Lan to a race.
  • Heel–Face Turn: She was a Heel for Gospel in Battle Network 2, but by Battle Network 5, Princess Pride has become an full-on Face and a Nice Guy to boot. The exact circumstances of how that happened are never explained.
  • Henshin Hero: In Rockman.EXE Stream, Pride gains the ability to perform Cross Fusion with KnightMan. Notably, their Cross Fusion breaks the typical design rule (most Cross Fusions are directly based on the Double Souls from Battle Network 5), and takes the form of a Girly Bruiser.
  • Hoist by Her Own Petard: At the end of the KnightMan scenario in Battle Network 2, Pride's attempt to operate the castle traps one last time results in her falling into one.
  • Intergenerational Friendship: Played With in MegaMan NT Warrior, where Pride is older than Lan by a clear margin, but the two of them are close and loyal to each other. In the original run of the show, they even had ship tease—but Pride was tall enough that she had to bend over nearly double to hug Lan.
  • Late-Arrival Spoiler: During her appearance in Battle Network 5, she and Lan talk openly amongst themselves about Pride being a former member of Gospel.
  • Law of Conservation of Detail: Pride sticks out like a sore thumb when she appears in Battle Network 2, being the one new non-generic sprite at the conference.
  • King Incognito: Her debut in the anime features her disguised as a boy around Lan's age.
  • Manipulative Bitch: Again, before her Heel–Face Turn.
  • Meaningful Name: Her highness' name certainly suits her arrogant streak in her first appearance, and especially her haughty behavior in Battle Chip Challenge, but outside of those two games, she's such a Nice Guy it can only be an Ironic Name.
  • The Mole: Pride joins the Official organization in Battle Network 2 to gain access to the Official conference on Gospel's behalf, and after she springs her trap she pretends to be taken out by the Gospel spy to excuse herself from the action while secretly taking out everyone involved one by one.
  • My Country, Right or Wrong: Everything she does is for the good of Creamland, which explains her drastic personality change between 2 and 5.
  • Out of Focus: Gets the least amount of screentime in Stream compared to the other Duo Crest characters. While Dingo became a regular character, Dark and Tesla were recurring villains and Jasmine, Fyrefox and Charlie got 3 to 4 focus episodes each, Pride only had 1. And once she can Cross Fuse she still frequently missed out on some battles because of her ruling duties.
  • Royals Who Actually Do Something:
    • In Battle Network 2, Princess Pride comes all the way from Creamland to participate in the anti-Gospel conference hosted by the Officials in Netopia... and to infiltrate it on Gospel's behalf.
    • In Battle Network 5, Pride is visiting Oran Isle to investigate the island's deposit of MagnoMetal for her home country, and happily accepts Lan's invitation to join Team Colonel to fight Nebula.
    • In Rockman.EXE Stream, Pride becomes a member of the Cross Fusion task-force.
  • Same Character, But Different: Princess Pride is an Anti-Villain with an arrogant streak in Battle Network 2, but by the time she returns in Battle Network 5 she's become a sweetheart Nice Guy—this was very likely Ret-Canon taking notes from her anime appearance.
  • Secret Identity: "Whip", the boyish identity she adopts in MegaMan NT Warrior. She spends her whole debut without Lan discovering she's really a princess—he doesn't find out until her second appearance near the end of the original anime.
  • Ship Tease: In MegaMan NT Warrior.
    • Lan treats her so well in her first appearance that when she has to leave, she plants a kiss on his cheek so big it literally knocks him over. When she reappears later in the second season, Pride is quite emotional over Lan and gives him a couple of big hugs; when Lan and friends have to go back, she officially knights him so that he can come save her whenever she needs him.
    • Rockman.EXE Stream downplays her relationship with Lan, which is still warm and affectionate, in favor of giving her shared Character Focus with Laika. By the end of "Icy Asteroid Castle", the sight of Pride is enough to make Laika blush.
  • Simple, yet Opulent: In Battle Network 2, she wears an elegant mermaid dress with Giant Poofy Sleeves and High-Class Gloves (and the tail of the dress has an extra layer), but the dress itself is all one color and easy to take in.
  • Spirited Competitor: Princess Pride is amused by Lan's insistence on challenging her in Battle Network 2, and declares it wouldn't be any fun if he didn't try to stop her.
  • Statuesque Stunner: In MegaMan NT Warrior, Pride is a pretty girl who wears a Form-Fitting Wardrobe and personally attends the Rockman.EXE Stream Beach Episode, where she gets a dedicated swimsuit scene with lots of Male Gaze. Depending on the Artist she's anywhere from one to two heads taller than Lan.
  • Vague Age: Princess Pride is floating somewhere between an older teen and a twenty-something, and no anime or game sources specify her age. MegaMan NT Warrior really muddies the waters, as Pride is taller in her second appearance than she is in her first—when they first meet, Lan is about as tall as her shoulder, but the next time he's not even eye level with her chest. A scene in Stream indicates she's old enough to drink wine legally.
  • Walking Spoiler: In regards to Battle Network 2, Pride's limited screentime is half-occupied by The Reveal that she's The Mole working for Gospel, and Battle Network 5 makes it a Late-Arrival Spoiler.
  • We Hardly Knew Ye: In Battle Network 2, where Lan has a variety of misadventures in Netopia, but doesn't meet Princess Pride until the very end of them at the Officials conference. The game only offers a mere glimpse or two into her true character and motivation before the fight with KnightMan and her final doom—Chaud gives just a brief overview of her Backstory after her last onscreen appearance. (Admittedly she later returns in Battle Chip Challenge and Battle Network 5).

    KnightMan.EXE 

Voiced by: Jin Horikawa (JP), Russell Roberts (EN)

"Doubting the princess is not in my programming...Even if she is wrong I must protect her. It is my way..."
https://static.tvtropes.org/pmwiki/pub/images/knightexe.jpg

Loyal retainer of Princess Pride, and saddled with a rather admirable case of My Master, Right or Wrong.


  • Achilles' Heel: KnightMan relies heavily on being shielded from normal damage, but he's helpless against an Armor-Piercing Attack.
  • Acrofatic: Like WoodMan from the first game, KnightMan is a big and bulky navi who moves by leaping from one panel to the next. Unlike WoodMan, every time KnightMan lands, he'll crack some or all of the floor and cause rubble to break off from the "ceiling" of the battlefield.
  • Adaptational Superpower Change: Downplayed. Classic Knight Man had a shield that would protect him from harm; KnightMan.EXE's design reinterprets this defensive shielding as a trait of KnightMan's own body.
  • Alternate Self: KnightMan is the Battle Network counterpart of the classic Robot Master of the same name from Mega Man 6.
  • Anti-Villain: Shows issues with working with Gospel, but he does so out of loyalty towards his operator.
  • Armor-Piercing Attack:
    • His battle chip in the second game can do this, even to himself.
    • In Battle Chip Challenge, KnightMan's program decks often have chips that do Break-type damage like Break Hammer, Wrecking, and Cannon Ball, which instantly destroy any active shield they hit. KnightMan's Navi attack Royal Wrecking Ball also has this effect.
    • KnightMan is associated with the Break "element" in Battle Network 5 and his Double Soul will be activated by sacrificing a chip of that variety.
  • Blood Knight: KnightMan becomes one when under the influence of one of Nebula's prototype soul servers in Battle Network 5, claiming to hunger for a fight and demanding satisfaction from MegaMan.
  • The Brute: Shares this position with MagnetMan in Gospel until he becomes The Big Guy of Team Colonel alongside TomahawkMan. He specializes in defense.
  • Collapsing Ceiling Boss: In Battle Network 2, whenever KnightMan has a Ground-Shattering Landing or uses his Broken Wall attack, debris will rain from the "ceiling" of the battlefield.
  • Death from Above: KnightMan's Special Attack, Broken Wall, in which he shoots his wrecking ball at the "ceiling" of the battlefield and causes large chunks of debris to rain down on the enemy.
  • Dishing Out Dirt: KnightMan can turn himself to stone and attacks with falling rubble.
  • Epic Flail: You know an attack's awesome when it's called Royal Wrecking Ball.
  • Foil: To MagnetMan in Mega Man Battle Network 5. Both Navis used to work for Gospel, joined an anti-Nebula team as their team's defense and are loyal to their operators no matter what. However...
    • MagnetMan's barrier costs Order Points and has unlimited range while KnightMan's shielding doesn't cost any Order Points but has a limited range and can only guard one teammate at a time.
    • MagnetMan is a reluctant Nominal Hero who enjoyed working for Gospel and has to force himself to join Team ProtoMan out of loyalty to Tesla, while KnightMan is all too eager to join the side of good after reluctantly working for Gospel out of his own loyalty to Princess Pride.
  • Gentle Giant: When not in combat, he's obviously a Nice Guy despite his imposing stature.
  • The Gimmick: Together, Princess Pride and KnightMan are Lady and Knight. Their scenario in Battle Network 2 even happens to take place in a castle dungeon (which even has a descending ceiling, just like Knight Man's stage from Mega Man 6), and the network's internal monsters add a layer of cutesy Gothic Horror.
  • Ground-Shattering Landing: In Battle Network 2, when KnightMan hops from one panel to another, he'll crack panels on the field when he lands. If MegaMan hasn't got the Air Shoes chip, this will quickly tie up available moving space and pin you down so KnightMan can whale on you.
  • Heel–Face Turn: He worked with Gospel, but only because his Princess did. In the fifth game, he joins Team Colonel alongside the Princess.
  • Hoist by His Own Petard: KnightMan's wrecking ball does shield-breaking damage, but shield-breaking damage is KnightMan's Achilles' Heel.
  • Immune to Flinching: KnightMan has the Super Armor ability.
  • Mighty Glacier: He's painfully slow, but he's extremely strong and nigh invincible until he attacks.
  • My Master, Right or Wrong: Despite claiming to have no ability to question his orders, he clearly had moral problems with being on Gospel, but elected to remain loyal to his mistress. He joins Team Colonel by the same logic, though he joins the team rather willingly and out of gratitude for Lan and MegaMan saving him.
  • No-Sell: In Battle Network 5's Liberation Missions, he is completely immune to on-field attacks from enemies (but he can still be stunned by CloudMan's Dark Cloud), and is able to extend this immunity to any allies near him if they're under attack by Taking the Bullet.
  • Non-Elemental: KnightMan lacks any of the four main elements, but in Battle Network 5, where each battle-chip mechanic counts as an "element", he has the Break element.
  • Perfect Play A.I.: Downplayed in Battle Network 2, where like many other BN2 Navis, KnightMan is only really vulnerable in the middle of his own attacks. However, KnightMan's defensive strategy is vulnerable to Armor Piercing Attacks.
  • The Power of Friendship: KnightMan provides MegaMan with a Double Soul in Battle Network 5.
  • Signature Move:
    • Royal Wrecking Ball is Knightman's signature offensive move, in which he swings his giant morning star around his body.
    • KnightMan's not the first in the series to have a Stone Wall Defend Command—the Gaia virus family of Battle Network 1 had their own "Iron Body"—but in Battle Network 2 he uses the same power under the name "Stone Body", and its battle-chip features art of him.
  • Stationary Boss: Subverted. KnightMan will enter combat stuck in the far right position of the center row, but if he's left alone long enough, he'll hop forward. And then again. If he gets to MegaMan's starting position, MegaMan will be in for a world of hurt.
  • Stone Wall: His StoneBody condition makes all damage inflicted to him reduced to 1 (0 in BN5) unless they're breaking attacks. Like most BN2 Navis he is only vulnerable to attacks when he's attacking (or in his case jumping forward). Worth mentioning that breaking chips are scarce in the first three games, so his defensive qualities held merit. KnightMan is recruited into Team Colonel for this very reason.
  • Tag Team: He joins MegaMan in a dual effort to bust through a layer of Nebula security in the Very Definitely Final Dungeon of Battle Network 5.
  • Takes One to Kill One: KnightMan is essentially a shielded character who breaks shields. His personal weapon can be used against him through his Navi chip and will shatter his own defenses.
  • Taken for Granite: Weaponized. KnightMan's signature Defend Command, Stone Body, turns him to stone, which doesn't neutralize all damage like more temporary shields, but does reduce each hit he takes to one pont of damage (unless you hit him with an Armor-Piercing Attack).
  • Time-Limit Boss: In Battle Network 2, KnightMan will slowly, slooowly make his way across the field with the intention of reaching the center panel of MegaMan's starting area. If he makes it there, he'll be able to swing the royal wrecking ball around with impunity.

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

  • 11th-Hour Ranger: KnightMan does not appear in Battle Chip Challenge until near the end of the game—he first appears as in the Netopia Open Battle, right before the Master Tournament of Class S.
  • Achilles' Heel: In Battle Chip Challenge, KnightMan is a Close-Range Combatant and some of his chips are close-range as well, so a couple of his program decks carry Repair chips to normalize the field and ensure there aren't any holes to trip over.
  • Achilles' Heel: KnightMan likes Break type attacks, but these are nearly always Close Range attacks that can't cross holes. To get around this, KnightMan sometimes carries Repair chips to make sure there aren't any holes on the field to get in his way and also uses Wrecker and Cannon Ball chips that both do Break type damage but aren't limited by holes.
  • Armor-Piercing Attack: Many of KnightMan's battle-chips, like Break Hammer, Wrecker, Cannon Ball, and his own Royal Wrecking Ball, do Breaking damage.
  • Close-Range Combatant: In Battle Chip Challenge, KnightMan's Royal Wrecking Ball does Break-type damage, and like all Break-type attacks must be used from close-up, so it can't be used on a Field with holes.
  • Dishing Out Dirt: He uses Rock Cube chips in the Master Tournament.
  • Grenade Spam: His program decks consistently feature a variety of thrown projectiles: As a Battle Chip Challenge NPC, Quake 3, Wrecker, Cannon Ball, and Cross Bomb.
  • Mage Killer: KnightMan's program decks have many chips that do All Add damage, attacking all of the opponent's battle-chips to render them unusable—his strong chip Quake 3 is one of the strongest All Add chips, but his program decks also use Break Hammer and Cross Bomb chips to do the same thing.
  • Magic Knight: KnightMan has solid Mighty Glacier stats and higher than average MB for a non-Player Character Navi, giving him more program-deck capacity than average.
  • Mighty Glacier: KnightMan is tied for the highest amount of hit points and has a decent Armor-Piercing Attack, but has only a mediocre dodge rate.
  • Optional Boss: KnightMan doesn't lead any of the main tournaments; his Navi Chip can only be gained in the optional Netopia tier of the Free Battle.
  • Red Mage: Most of KnightMan's battle-chips do either Break type damage or Add All type damage; some even do both.
  • Signature Move: KnightMan's strong chip is Quake 3, one of the strongest Mage Killer battle-chips. Unlike similar chips, Quake 3 has the added benefit of not being a Situational Sword or trap.
  • Stone Wall: Downplayed in Battle Chip Challenge, where he's the most defensively-oriented of the Magically Inept Mighty Glaciers, being tied for the highest number of hit points in the game, but he has only mediocre dodge ability and damage potential, even with his Armor-Piercing Attack.

Gauss and MagnetMan

    Gauss Magnus (Gauss Magnets) 

Voiced by: Hideyuki Umezu (JP), Ron Halder (EN)

"I have been relishing this day for years. When my revenge is over, chaos will come knocking at the world's door, and Gospel will be there to provide order."
https://static.tvtropes.org/pmwiki/pub/images/gauss.jpg

Leader of his own company Gauss Inc. and an outward success story, he has some very bitter issues regarding having grown up poor, which is why he's a member of Gospel.


  • Adaptation Name Change: Zigzagged in the anime. According to his brother, Gauss' last name used to be Zap, but it was changed to Magnus when their mother died and Count Zap left to join the WWW.
  • Affably Evil: Gauss is a pleasant conversationalist, doing things like giving Lan helpful advice about not wandering around the plane and making friendly chatter about NetNavis.
  • Always Someone Better: To Count Zap in the anime which is why he joined the WWW. Kind of subverted when ElecMan and Count Zap help MegaMan delete MagnetMan.
  • Co-Dragons: He serves as this alongside FreezeMan. Gauss leads the SuperNavi project for Gospel, which is taken over by the leader after Gauss' Evil Plan is foiled. Shun Obihiro happens to make a personal appearance during Gauss' activities, suggesting great importance to Gauss.
  • Coordinated Clothes: Gauss's outfit comes in the same red, black, and white Color Motif as his net-navi MagnetMan.
  • Dark and Troubled Past: In the games, Gauss grew up impoverished in a raggedy old shack (while his brother was taken in by a rich family), only for his parents to get sick and die. All of a sudden, he was alone with no one to help him—society had abandoned him.
  • Evil Plan: In Battle Network 2, Gauss intends to hijack the revolutionary HighPower Program from an airplane, but to get the time he needs to do it, he needs to sabotage the plane first.
  • Fanboy: To Dr. Wily in the anime, as he keeps a lot of Wily-themed merchandise in his mansion.
  • Freudian Excuse: Growing up poor and having to work himself up to his current position when his brother got taken in by a rich family has made him a rather bitter man.
  • The Gimmick: Gauss and MagnetMan revolve around magnets. Gauss' dichromatic suit evokes the two poles of a magnet, and concept art suggests his Big Ol' Eyebrows are actually styled magnet filings.
  • History Repeats: His story of losing his parents and ending up alone is strikingly similar to Shun Obihiro's.
  • Karma Houdini: Double subversion: In Stream, he gets sentenced to prison for 931 years, but Tesla leads the Neo WWW to break him and MagnetMan out.
  • Law of Conservation of Detail: Zigzagged. Gauss is certainly more colorful than most NPC designs, but he is simultaneously introduced alongside no less than five other never-before-seen designsnote  so he doesn't stand out very much at first.
  • Rags to Riches: He worked himself out of poverty, and shows some bitterness about it.
  • Revenge: In Battle Network 2, Gauss wants revenge against all of society and aims to help Gospel launch a revolution to establish a new order.
  • Self-Made Man: Gauss worked like mad to climb to the very top and triumph over society, pursuing status and power over society, and succeeded.
  • Shipper on Deck: In MegaMan NT Warrior, he shows some approval to Tesla and Charlie being an item.
  • Split Personality: Implied in the anime. One time he talks normally, other times he acts like a noblewoman.
  • Start of Darkness: Gauss losing his parents brought him from having little to having nothing, and then he grew up alone, abandoned by society, which he began to see as his enemy.
  • The Unfavorite:
    • Mentions his brother Jack (i.e., Count Zap from the first game) got adopted into a rich family, while he had to dig himself out of poverty the hard way, and he's rather bitter about it.
    • Inverted in the anime, where Count Zap was the unfavorite, resulting him joining the WWW.
  • Unusual Eyebrows: According to Official Complete Works, they're supposed to be based on iron fillings when attracted by magnets.
  • Would Hurt a Child: Episode 42 has him trying to drown Lan and the Net Agents in a small room filled with water. Madd (his secretary at the time) objects to this, as harming children directly is one line the WWW wouldn't cross.
  • Villainous Crossdresser: In the anime.
  • Villain with Good Publicity: People only saw him as the president of his own company until he revealed himself as the airplane's hijacker. In the anime, he built facilities and donates money to charities and tells everyone else to do the same.

    MagnetMan.EXE 

Voiced by: Tomoyuki Kono (JP), Michael Dobson (EN)

https://static.tvtropes.org/pmwiki/pub/images/mmbn2magnetmanexe.png

Gauss (and later his daughter Tesla's) Navi. Harbors a grudge towards Lan and MegaMan for sending Gauss to prison.


  • 11th-Hour Ranger: MagnetMan is the second-to-last Gospel Navi to appear in the game, so his Navi chip cannot be obtained except in rematches during the penultimate scenario at the earliest.
  • Adaptational Superpower Change: The Magnet Man of Mega Man 3 was a Fragile Speedster prone to leaping all over his boss arena; the Battle Network version is a hefty Mighty Glacier.
  • Alternate Self: MagnetMan is the Battle Network counterpart of the classic Robot Master of the same name from Mega Man 3.
  • Barrier Warrior: His specialty in the fifth Battle Network game.
  • Battle Butler: Acts this way to both Gauss and Tesla.
  • The Brute: Shares this position with KnightMan in Gospel until he becomes The Big Guy of Team ProtoMan alongside NapalmMan.
  • Cool Mask: One of the few Navis with retractable masks, something that is usually reserved for MegaMan and ProtoMan.
  • Doppleganger Attack: His Signature Move, the North South (NS) Tackle.
  • Foil: To KnightMan in Mega Man Battle Network 5. Both Navis used to work for Gospel, joined an anti-Nebula team as the team's defense and are loyal to their operators no matter what. However...
    • KnightMan's shielding doesn't cost any Order Points but has a limited range and can only guard one teammate at a time while MagnetMan's barrier costs Order Points and has unlimited range.
    • While KnightMan and Princess Pride have had a legitimate Heel–Face Turn, MagnetMan is more of a Nominal Hero, he's still as unpleasant as ever and only joins Team ProtoMan because Tesla, his new operator, wants him to.
  • Heel–Face Turn: A reluctant one in the fifth game, though he remains loyal because Tesla explicitly orders him to be, hence he joins Team ProtoMan alongside her.
  • Immune to Flinching: MagnetMan has the Super Armor ability.
  • My Master, Right or Wrong: Will do what Gauss or Tesla order, good or ill, without complaint, even if it means Teeth-Clenched Teamwork with MegaMan as a member of Team ProtoMan.
  • Nominal Hero: In Battle Network 5. MagnetMan is still as unpleasant as ever, but he feels obliged to join Team ProtoMan because he's loyal to Tesla, who is a much better person than her father Gauss Magnus.
  • Never My Fault: Battle Network 5 shows he holds something of a grudge against MegaMan, not caring that he and Gauss were hijacking a plane and stealing a program from the plane's computer.
  • Power Floats: He is hovering around in battles, likely due to his magnetic powers.
  • Shock and Awe: Elec-elemental due to his magnetism theme.
  • Situational Damage Attack: His Navi and Special chip, the NS Tackle, will deal double damage if there's a space behind the target and the target is one tile away from the user.

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

Gospel's Leadership

    FreezeMan.EXE 

Voiced by: Soichiro Tanaka (JP), Mark Oliver (EN)

"If you really want to stop the end of the world, then...Give me your best shot! MegaMan!"
https://static.tvtropes.org/pmwiki/pub/images/freezeexe.jpg

Gospel's top commander Navi. He is responsible for locking up all of the environment control systems using his ice crystals, which results in natural disasters all over the world. The anime has him trying to freeze the real world with high-powered portable air-conditioning penguins.


  • 11th-Hour Ranger: In Mega Man Battle Network 2, FreezeMan is the final Gospel Navi to be fought and defeated before the Very Definitely Final Dungeon. His Navi chip can't be acquired until the final scenario of the game.
  • Achilles' Heel: The Elec-element, which already does double the damage to the Aqua-element FreezeMan before factoring in the Ice Stage FreezeMan imposes on the field, which doubles the Elec damage again.
  • Adaptational Badass: Despite being Gospel's leader on the Navis' side, fighting him is a joke thanks to his quadruple weakness to electric attacks. The anime on the other hand shows why he's Gospel's top commander, taking down MegaMan and deleted FireMan easily.
  • Alternate Self: FreezeMan is the Battle Network counterpart of the classic Robot Master of the same name from Mega Man 7.
  • Always Accurate Attack: FreezeMan has the second-highest accuracy rating.
  • An Ice Person: He is an Aqua Navi that looks like a sentient icicle. Unlike ToadMan whose attacks are electricity-based, he actually inflicts Aqua damage.
  • Boss-Arena Idiocy: While an Ice Stage should benefit the Stationary Boss FreezeMan by forcing MegaMan to slide around the edges of the field and keeping him out of FreezeMan's row, there are static holes in the field that let MegaMan line up with FreezeMan just fine. This negates the one real advantage FreezeMan gets from the ice-panels and leaves him with the disadvantage of taking quadruple damage from Elec-element attacks.
  • Co-Dragons: He serves as this alongside Mr. Gauss. He is explicitly referred to as the Supreme Commander of Gospel (indicating that he is one of the highest ranking members), and is the final opponent that Lan and MegaMan face off against before Lord Gospel himself is confronted.
  • Death from Above: FreezeMan's Icicle Fall attack is Exactly What It Says on the Tin—giant stalactites of ice fall on the foe in sets.
  • Defrosting Ice King: His Zoanoroid counterpart in the Beast season is every bit as cold-hearted as his original version, but warms up to IceMan and protects him from Zoanoroid StoneMan.
  • Field Power Effect: FreezeMan automatically imposes an Ice Stage on the field at the start of his battle; if at any point there are no ice panels on the field, FreezeMan will use an Ice Stage battle chip (of which he has three).
  • Glowing Eyes: FreezeMan's eyes flash to announce a coming attack.
  • Harmless Freezing: FreezeMan's bread and butter. He covers the whole internet in ice, including several Navis and programs, fights on an ice stage, and shields himself in thick ice during the fight.
  • Hoist by His Own Petard:
    • FreezeMan's insistence on fighting on an ice stage may give him a movement advantage over MegaMan (in theory) but being an Aqua-element Navi on an Ice Stage means that FreezeMan takes four times the damage from an Elec-element attack.
    • There are permanent holes in FreezeMan's battlefield, which is an open invitation to use the Summon chips that require them.
  • Human Popsicle: He can encase himself in ice to shield from damage.
  • Impaled with Extreme Prejudice:
    • FreezeMan's Special Attack IceTower summons icicle towers that moves towards the target.
    • In MegaMan NT Warrior, FreezeMan can also use a Special Attack called Amundsen Spear, which creates ice picks out of ice that are used to skewer the enemy.
  • Let's Fight Like Gentlemen: In the anime, while he still gloats to MegaMan about deleting him in combat, he creates a floating arena to bypass the area's lock on using battle chips so he at least has a fighting chance.
  • Living MacGuffin: FreezeMan himself is the last Blue Frag needed to make a Blue Key, but destroying him means the key can't be made. This becomes a moot point immediately because FreezeMan is also a Load-Bearing Boss, and all the ice disappears along with him anyway.
  • Load-Bearing Boss: Defeating FreezeMan destroys all the ice covering the internet.
  • Making a Splash: FreezeMan is an Aqua type navi.
  • Stationary Boss: FreezeMan doesn't move from his position during his fight.
  • Taking You with Me: Averted. After he's beaten, he says that he is the third BluFrag and that with him deleted, BluCure cannot be made, leaving no way to break the blue ice programs. However, as he is the Command and Control Node for the DoS attack, all ice programs shatter with his deletion, making BluCure unnecessary.

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

    Gospel Leader/Kid Grave (Lord Gospel) 

Voiced by: Noriko Hidaka (JP), Cathy Weseluck (EN)

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

Leader of the NetMafia Gospel, a terrorist organization that took over following WWW's fallout. Their headquarters are in the secret town of Kotobuki and they desire to clone an army of Bass via the fusion of Bug Frags. However, this plan failed as one Bass clone mutated into a super Multibug Organism-Gospel.

He's known as Kid Grave in MegaMan NT Warrior (2002).


  • Ambiguously Human: The leader of Gospel, whose body is glowing white and has no mouth, wild iridescent hair, and Black Eyes of Evil. The effect is quite striking, especially when compared to the relatively normal people who occupy his ranks. The effect turns out to be Invoked, as it's really just a suit for a lonely kid.
  • Black Eyes of Evil: Of course, like the rest of that appearance, it's just a hologram.
  • Big Bad: Of the second game.
  • Establishing Character Moment: The more vicious, cutthroat nature of the Gospel organization he leads is established when he responds to Arashi's failure by setting off a suitcase bomb when Arashi is in range.
  • Foreshadowing: The leader of Gospel has a strikingly immature streak, whining about how his underlings are lame and becoming giddy at the promise of getting anything he wants. Which is only natural, as he's a child.
  • Grand Theft Me: In MegaMan NT Warrior (2002), his deactivated robot body gets taken over by Bass.EXE during the Axess season.
  • The Last Of These Is Not Like The Others: Gospel agents on the whole are almost entirely normal looking human beings with only some personal flare, but much less than the WWW agents from the first game. The leader, on the other hand, looks positively alien.
  • No Mouth: His face is completely without a mouth.
  • Non-Standard Character Design: Not merely content with the exaggerated character designs from the first game, Gospel's leader looks like a Humanoid Abomination.
  • Pun: When he sends Dark and ShadowMan to work, he announces that it's Dark's time to "shine".
  • Psychopathic Manchild: The leader of Gospel finds himself exasperated to discover that all the people in his committed terrorist organization are "lame". Subverted at the end of the game when you find out who he really is.
  • Reality Warper: His experiments with Bug Frags have punctured the Thin Dimensional Barrier between the real world and the cyberworld—this causes cyberworld phenomena to appear in the real world, and chunks of the apartment building he's operating out of to appear in the cyberworld. Inside the apartment building, computers are growing out of the ground like fungus.
  • The Reveal:
    • The game takes its sweet time to establish a pattern of normal looking Gospel agents before revealing the inhuman leader of the organization.
    • His inhuman appearance is really a costume.
  • Send in the Clones: Gospel's leader likes to create duplicates of navis that he's seen and send them in to attack on his behalf—he uses clones of MegaMan's allies and enemies alike at different parts of the story.
  • We Can Rule Together: The Gospel Leader claims MegaMan and the SuperNavi would be unstoppable together.
  • You Have Outlived Your Usefulness: The fate of every Gospel operator for failing to move ahead with their plans is to be killed (gravely injured at best) through attacks that look like terrorist attacks in order to hide the bodies at worst by their leader.

    Gospel (Grave) 
https://static.tvtropes.org/pmwiki/pub/images/gospelbug.png
A multibug organism created by the NetMafia Gospel, in a failed attempt to recreate Bass. The digital counterpart to Bass's Canine Companion, although much more powerful...kinda like Bass.

    Gospel Leader's True Identity / Kei Yuki (Spoilers) 
https://static.tvtropes.org/pmwiki/pub/images/sean_exe2.png
Sean Obihiro
His true identity is Sean Obihiro (Shun Obihiro), who started as an ordinary boy orphaned by a plane crash that kills both of his parents. He was later handed to his other relatives, but they treated him badly and misused his parents' fortune. This combined with his Friendless Background has caused him to resent society, even to the point of trusting computers more than other people. He dons the disguise to recruit people from the Internet to work for him.

He makes another appearance in Battle Network 3, now reformed, visiting the hospitalized Yuichiro Hikari to inform him about his story and who was actually manipulating Gospel from behind.
  • Abusive Parents: Or rather, foster parents.
  • Adaptational Personality Change: The Sean of the games is a solemn and antisocial kid, while his manga self is a Keet—albeit an unusually sociopathic keet.
  • Adapted Out: Sean never appears in the anime; the Gospel Leader/Kid Grave character is secretly a robot in disguise—a twist that sets him up to be Hijacked by Ganon and make way for the return of Wily.
  • The Atoner: In 3, where he talks with Lan about how he's been using his skills to help people as a way to make up for his actions with Gospel.
  • Bratty Half-Pint: His manga characterization. It really grinds on Chaud's nerves.
  • Break the Cutie: Once his parents died, his life entered a downward spiral of relatives who didn't want him and a Friendless Background that made him hate the world...which was when Wily found him.
  • Chekhov's Gunman: The first time you see him in the game, he's just there in the Netopian Airport terminal, boarding the same flight as the heroes, right before another Gospel agent attacks a plane. And after you defeat said Gospel agent, he vanishes from the plane.
  • First Friend: Lan offers to be his friend after defeating him.
  • Foil: To Mamoru of Battle Network 3, another young boy Lan's age with some serious Hidden Depths. While Mamoru is a gentle, friendly soul that idolizes Lan from the word go, Shun was bitter and unfriendly and even if Lan approached him on the plane had nothing particular to say.
  • Friendless Background: Until Lan offered him the hand of friendship, his only friends are his computers.
  • Freudian Excuse: His parents were killed by a hacker who caused their plane to crash and he was passed around by cruel relatives. Eventually he withdrew into the internet and began to hate humanity.
  • Heel–Face Turn:
    • After the events of the second game he reforms and becomes a friend of Lan's, but spends most of the third game offscreen, apparently working as The Atoner for his time as Gospel's leader.
    • In the manga, he was only ever Brainwashed and Crazy, and gleefully joins forces with Chaud and Raika defeat the Darkloids in the manga.
  • An Ice Person: Operates FreezeMan, who was Gospel's top Navi, in Battle Chip Challenge.
  • Improbable Age: Leader of a dangerous criminal organization at ten years old. Justified since it was revealed in 3 that he was a puppet of Wily, who presumably did most of the real work.
  • Inconsistent Dub: The ending of 3 has Lan refer to him as Shun, despite calling him Sean when he visits his hospitalized father after the FlameMan scenario.
  • Meaningful Name: "Kei Yuuki", his false name in the manga, means "False Courage".
  • Mythology Gag: The inhuman Big Bad of the second game is, in fact, a human being wearing a suit, just like in Mega Man 2. And for bonus points, the one who's really pulling the strings turns out to be Wily.
  • No One Could Survive That!: Exposes himself to high doses of radiation caused by his supercomputers. Even more dangerous in his case as he stays there for how long already.
  • Perpetual Frowner: Sean is never seen smiling in his mugshot.
  • Personality Powers: Sean is a Perpetual Frowner with a cold, low-key demeanor. Naturally, his navi in Battle Chip Challenge is FreezeMan.
  • Punny Name: "Obihiro" means "wide belt" in Japan, and is a play on the term "broadband".
  • Unwitting Pawn: Wily is later revealed to have been using Sean, and Gospel as a whole, all along.
  • Walking Spoiler: Due to his disguise and his repentance in the third game, very little can be discussed about him without spoiling plot details.
  • What Happened to the Mouse?:
    • Subverted in 3. The second game epilogue indicates that Sean became a friend of Lan's, but he's nowhere to be seen until Lan makes a trip to the hospital late in the third game.
    • Played straight for the remaining three games afterwards, however; he doesn't even get a mention in the ending of 6.
  • Woobie, Destroyer of Worlds: Seriously, when a kid says "My computers are more honest than people", you know he's broken.

Civilian Netbattlers

Mr. Famous and GateMan

    Mr. Famous (Meijin Eguchi) and his Navis 

Mr. Famous voiced by: Keiji Fujiwara (JP), Jonathan Holmes (EN)

KendoMan and GridMan debut in 4 and 5, respectively.
https://static.tvtropes.org/pmwiki/pub/images/famous.jpg

A man with an outgoing personality that offers advice to young Netbattlers and tests them. In all his appearances he is always depicted wearing labcoat and glasses. Operator of GateMan.EXE, Punk.EXE, KendoMan.EXE, and GridMan.EXE (FootMan.EXE) in the games, although he is never seen with more than one at a time.


  • Adaptational Villainy: Three of his Navis show up in the anime as Zoanoroids.
  • Amicable Exes: In the anime, he and his ex-girlfriend Makoto Aoki are on good terms, to the point where Famous even rescues her from Zoanoroid Punk.
  • Ascended Extra: In the games he's an optional boss who sometimes gives out good chips and multiplayer advice. In the anime and the manga he's a major supporting character.
  • Author Avatar: Mr. Famous is Masakazu "Meijin" Eguchi, a scenario writer for the EXE series. During the early tournaments following the release of the first game, Masakazu gained a name for himself by demonstrating mastery of the mechanics.
  • Catchphrase: "san wa iranai",note  or in the dub, "Famous. Just Famous.".
  • Cool Mask: Wears a mask that covers his mouth while operating GateMan in the second game; the mask resembles GateMan's face.
  • Doppleganger Attack: KendoMan's Practice skill.
  • Don't Call Me "Sir": As his Catchphrase points out, he doesn't like being called "Mr." (or Meijin-san in the Japanese).
  • Hair-Trigger Temper: KendoMan gets fired up quickly that he sends MegaMan to kendo training before he can talk to him.
  • I Know Madden Kombat: GridMan is an American football-themed Navi.
  • Insistent Terminology: He insists on being called "Meijin" and not "Meijin-san", and always says "san wa iranai" (roughly "no need for the -san") whenever he gets called "Meijin-san". Once, he underscores this by pointing out he isn't even over thirty, yet. In the dub this is translated as an aversion to being called "Mister".
  • Labcoat of Science and Medicine: Always seen wearing one.
  • Official Fan-Submitted Content: Aside from Punk, all of his in-universe Navis are winners of character design contests.
  • Red Oni, Blue Oni: Meijin is the Blue Oni to another Creator Cameo, Soul Battler Takeshi, who in Real Life was a Hot-Blooded, much-beloved EXE tournament host. Takeshi cameoed as a poster on certain message boards during the second trilogy and even got some official character art.

    GateMan.EXE 

GateMan voiced by: Hidenobu Kiuchi

https://static.tvtropes.org/pmwiki/pub/images/image_2023_09_26_085416325.png
GateMan.EXE

The first of Mr. Famous' many navis, GateMan appears as an Optional Boss in Battle Network 2.


  • Adaptation Relationship Overhaul: In his one appearance in MegaMan NT Warrior (2002), he and Mr. Famous have nothing to do with each other.
  • Adaptational Villainy: GateMan appears in MegaMan NT Warrior (2002) as a Zoanoroid, one of two invading armies of NetNavis from Another Dimension called Beyondard.
  • Chest Blaster:
    • GateMan has a cannon that pops out from his chest. This attack gets a Battle Chip called GateMan SP, only accessible via Japanese events and the Virtual Console release.
    • The Gater Program Advance just has GateMan open his chest to release a random selection of obstacles and projectiles to attack enemies.
  • Chest Insignia: GateMan's navi mark is two vertical red stripes in the center of a black field, which imitates the design on his Cool Gate. Unlike most Navis, it's located on the edge of his shoulders.
  • Cool Gate: GateMan's bread and butter. Embedded in his chest is a small gate leading to Another Dimension that he pulls open with both hands to attack with various things. At low health he'll summon an even bigger gate.
  • Dark Is Not Evil: GateMan is not indicated to be a villain of any sort, but the Giant Hands of Doom he uses are identified as demonic.
  • Desperation Attack: Once his Hit Points are reduced by half, he summons the Remote Gate, an enormous copy of the gate in his chest. This gate shields him from incoming damage.
  • Flunky Boss: GateMan can deploy miniature troops from his chest with the Gate Soldier attack.
  • Giant Hands of Doom: The Devil's Hand attack, in which the Remote Gate opens and an enormous black hand emerges to strike. (Naturally, this can only be used once he summons the Remote Gate.)
  • Limit Break: Gater (Gate Magic in Japan), a Program Advance that summons GateMan to bombard the field with a selection of any random projectile or obstacle in the game as Homing Projectiles that target enemies.
  • Recurring Element: The first of Mr. Famous's in-universe navis to be a Contest Winner Cameo.
  • Riddle for the Ages: What's on the other side of GateMan's gate?
  • Signature Move:
    • Gate Soldier, in which GateMan deploys a set of miniature troops to run across the field. This attack is used by his navi-chip, with higher versions deploying more soldiers.
    • Gate Cannon, in which GateMan busts out his Chest Blaster. This was used in the secret GateMan SP chip.
  • Spam Attack:
    • Gate Soldier as used in his navi-chip always does the same damage regardless of which navi-chip version is being used, but higher versions release more soldiers. Quad Damage chips can increase its damage exponentially.
    • Gater launches nine random projectiles or obstacles at enemies, each doing one hundred damage apiece, before Quad Damage.
  • There Is No Kill Like Overkill: The Gater Program Advance does so much damage that it's all but guaranteed to kill anything except the absolute toughest viruses and bosses.

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

  • 11th-Hour Ranger: In Battle Chip Challenge, GateMan's Navi chip can only be gained by defeating him in the Guardian Tournament, one of the three tournaments of the Secret Final Campaign.
  • Attack! Attack! Attack!: In his Open Battle appearances, GateMan's program deck is optimized for sheer damage. His go-to combo is Triple Needle boosted by Attack +20 (though he may swap one Attack +20 with an Aqua or Elec Blade), and his last column will have some combination of Guardian and Mega Cannon.
  • Foil: In Battle Chip Challenge, GateMan and SkullMan occupy the same niche in Battle Chip Challenge, being Unskilled, but Strong Lightning Bruisers, but SkullMan has a slight edge in hit points, while GateMan has the edge in Signature Move damage.
  • Healing Potion: GateCannon uses Candle 2 as a recurring recovery chip.
  • Lightning Bruiser: In Battle Chip Challenge, GateMan has above-average hit points, accuracy, and dodge-rate, and his Gate Cannon does the most damage of any Signature Move in the game.
  • Pre-Final Boss: GateMan is the last opponent of the penultimate tournament in the Secret Final Campaign.
  • Magically Inept Fighter: In Battle Chip Challenge, GateMan has good overall stats and the strongest Navi attack in the game, but low MB.
  • Signature Move: GateMan's strong chip is Guardian, which summons a jizo statue to protect him; if the chip is not destroyed by his enemy's next attack, it will do obscene amounts of damage to their whole battle-chip queue.
  • Stone Wall: In his Guardian tournament bout, his program-deck has no offensive chips, using Rock Cube, Guardian, and Shadow chips to protect himelf. His other chips are Panel Out (which puts holes in the field that protect his shields from Break damage) and Candle 2 for recovery.
  • Unskilled, but Strong: In Battle Chip Challenge, GateMan has good overall stats and Gate Cannon is the strongest Navi-attack in the game, but that attack has no special effect to speak of.
  • Varying Tactics Boss: In his Guardian tournament appearance, he uses only defensive and support chips in his program-deck to keep himself alive while he whales on his enemies with Gate Cannon. In his Open Battle appearances, he uses a program-deck optimized to increase his damage even higher.

Ribitta and ToadMan

    Ribitta (Kero Midorikawa) 

Ribitta voiced by: Akiko Nakagawa (JP), Sharon Alexander (EN)

https://static.tvtropes.org/pmwiki/pub/images/kero_&_toadman.png
A rather quirky news reporter who is so dedicated to getting the first scoop on everything to the point where she is willing to travel and film overseas without the appropriate licenses in the second game.

The two return in Team Colonel to make a report about the Undernet, but this dangerous act costs Colonel's life protecting ToadMan from CloudMan at the time. To make up for it they decided to join Team Colonel to avenge his apparent deletion.


  • Advertised Extra: Despite their Demoted to Extra status in Stream, they do at least show up in that season's first ending, possibly as a reference to their role Battle Network 5 (where most of Stream's cast are derived from).
  • Animal Motifs: Frogs, of course.
  • Beleaguered Assistant: In Battle Network 2, Ribitta is constantly accompanied by a poor cameraman who sighs to himself over whatever Hilarity Ensues thanks to Ribitta's actions. He does not return with her in Battle Network 5.
  • Big Eater: It isn't apparent in the games, but her concept art shows that she's quite the glutton - one doodle has her asking her mother for fifths of breakfast, much to the older woman's shock.
  • Combat Commentator: Her main role. Started with the N1 Grand Prix arc, it got to the point where she provides commentary for almost any friendly matches in the anime.
  • Demoted to Extra: Aside from being the tournament announcer she was otherwise ignored. She still showed up every season on news reports, but she wasn't a Duo Crest holder despite almost everyone else in BN5 being one (Mayl and Ms. Yuri took her place instead), and she never had a single focus episode in any season. ToadMan was even worse, only really getting one major scene period in the first season.
  • Foil: While they never directly interact, Ribitta and Millions reflect the shared Animal Jingoism of ToadMan and SnakeMan in that Ribitta is cute and innocent, while Millions is sexy and... not. They even have some Red/Green Contrast in their fashion choices.
  • Genki Girl: So genki, in fact, that she can go running off without making sure she's got all her ducks in a row. In Battle Network 2, she even goes so far as to fly all the way to Netopia to do news reports while forgetting to obtain the appropriate licenses in her enthusiasm.
  • The Gimmick: Frogs—small, cute, jumpy frogs in particular. From her hat to her Genki Girl personality, Ribitta suits the Motif of her NetNavi to the core.
  • Informed Attractiveness: In Battle Network 2, Ribitta is about as cute as any of the other women in the game; she has a dedicated Loony Fan, however, who calls her a babe the first time he can be spoken to.
  • Intrepid Reporter: Not even the Undernet will stop her from getting a scoop.
  • Meaningful Name: Her Japanese surname Midorikawa means "green river", fitting ToadMan's main color scheme and his element respectively.
  • Must Make Amends: Insists on joining Team Colonel after the team leader's Heroic Sacrifice to save ToadMan. Lan rejects her for this reason, so she decided to avenge Colonel herself. This doubles as a Secret Test of Character, Lan and Mega are expected to be at the Undernet to lead the liberation mission. It works, since the rest of the team were at ToadMan's side and they manage to convince Lan to lead said mission.
  • No Sense of Direction: During the QuickMan scenario, she has apparently arrived at the mountain campsite to report on soccer camp, completely by mistake.
  • Punny Name: Both her Japanese and English given names have some form of the onomatopoeia of the noises a frog makes.
  • Recurring Character: Ribbita appears in Battle Network 2, Battle Network 3, and Battle Network 5.
  • Redhead In Green: Ribitta has red hair but wears a green cap and bowtie. In MegaMan Battle Network 5, she wears a green jacket as well.
  • Spell My Name With An S: The anime spells her name as Ribbita.

    ToadMan.EXE 

ToadMan voiced by: Akiko Nakagawa (JP), Samuel Vincent (EN)

https://static.tvtropes.org/pmwiki/pub/images/kero_&_toadman.png

  • Alternate Self: ToadMan is the Battle Network counterpart of the classic Robot Master of the same name from Mega Man 4.
  • Animal-Themed Superbeing: ToadMan and his attacks are all frog-themed.
  • Auto-Revive: As a Support Navi in Battle Network 5 DS, ToadMan has the HP Recovery ability, which once per battle will let MegaMan recover a fraction of his HP if he dies.
  • Badass Adorable: ToadMan. He's a surprisingly dangerous foe during his boss battles, and he gets to fight alongside the likes of MegaMan and ShadowMan in Team Colonel.
  • Chest Insignia: ToadMan's navi mark is a green silhouette of his own head (a cartoon rendering of a frog) on a dark background. Unlike the standard location, concept art indicates his mark is on his butt.
  • Combos: In Battle Network 2, higher versions of ToadMan will use Frog Smack at random, but the basic version will only use it once MegaMan has been paralyzed with Shocking Melody.
  • Early Installment Character-Design Difference: Downplayed with ToadMan. In 2 his mouth appears to be a single yellow line that cannot be opened. 5 changes his mouth design as he has a speaking role there.
  • Elemental Punch: Frog Smack (Frog Punch in Japan), where ToadMan gets in MegaMan's face and whacks him good and hard for Aqua damage. This is ToadMan's strongest attack in battle.
  • Field Power Effect: ToadMan makes use of the water panels new to Battle Network 5. His KeroKero Frog will create a water panel wherever it lands as it bounces around the field, and ToadMan can pop up from any panel to take a swing at MegaMan with Frog Smack if he stands too close to a water panel.
  • Flunky Boss: In Battle Network 2, ToadMan uses tadpoles to attack periodically, and in Battle Network 5, ToadMan can hurl a small frog to bounce around MegaMan's field.
  • "Get Back Here!" Boss: ToadMan spends nearly all his time in battle sitting on one of his two lilypads, and if you enter the same row as the lilypad he's currently positioned on, he'll immediately warp to the other. In Battle Network 2, his two lilypads periodically launch tadpoles to keep MegaMan out those rows.
  • The Gimmick: Frogs—small, cute, jumpy frogs in particular. From her hat to her Genki Girl personality, Ribitta suits the Motif of her NetNavi to the core. ToadMan has custom lilypads and his Signature Move is effectively weaponized croaking.
  • Hoist by His Own Petard:
    • In Battle Network 2, his Navi chip utilizes his Elec-Element "Shocking Melody" attack, making ToadMan take double damage from his own Navi chip.
    • The Anti-Elec battlechip in Battle Network 5 does Elec damage to anyone who uses Elec attacks. ToadMan's Signature Move Shocking Melody triggers it instantly, and, even better, because ToadMan is an Aqua navi, it hits him for twice the damage. Two uses of Anti-Elec will effectively cause even ToadMan SP to delete himself.
  • Incoming Ham: ToadMan has a unique entrance into battle, springing up from beneath the field like a rocket before landing on one of his lilypads.
  • Magic Music: ToadMan has numerous attacks and abilities that take the form of music.
    • ToadMan's Shocking Melody launches an electrically charged music note with a croak to strike enemies.
    • Life Melody, ToadMan's Liberation Ability, which gives any teammate the ability to liberate up to five panels in a row.
    • Toad Recital is a mostly Cutscene-only power that ToadMan uses to dispel specific dark barriers (which he can also do when Team Colonel is Storming the Very Definitely Final Dungeon) and purge dark power from infected navis.
  • Make Some Noise: ToadMan's Shocking Melody ("ShockSong" in Battle Network 5) is an electrically charged croak that paralyzes any enemy that it hits. Getting hit by it usually leaves MegaMan vulnerable to follow-up attacks.
  • Making a Splash: ToadMan is an Aqua Navi.
  • Mechanically Unusual Fighter:
    • Unlike most Navis, who warp from one random panel on the field to another, ToadMan's movement revolves around two custom lilypads that move back and forth along the top and bottom rows of his side of the field. His ability to warp from one lilypad to the other makes him quite the "Get Back Here!" Boss.
    • ToadMan also plays around with the games' Elemental Rock-Paper-Scissors—while ToadMan himself is Aqua type, his attacks all use the superior Elec type.
  • The Medic: As the Team Colonel counterpart to Meddy, though its only obvious in the DS version. If you choose ToadMan as one of your Party Battle System navis and install the support program, he'll revive the current navi with 230 HP once per battle.
  • Pintsized Powerhouse: ToadMan is the second pintsized Aqua-type Navi in the Battle Network series, following IceMan from the first game.
  • Recurring Character: ToadMan appears in Battle Network 2 and Battle Network 5.
  • Red Mage: ToadMan is an Aqua-type Navi with an Elec-type Signature Move. In Battle Chip Challenge, This allows him to benefit both from ice panels and aluminum panels.
  • Sequence Breaking: ToadMan's Order Point ability allows another ally Navi to liberate 5 panels in a line with the standard Liberate command. This can also ignore Barrier Panels. Collecting items hidden behind Barrier Panels, like Keys, can drastically save on the number of phases used.
  • Shock and Awe: ToadMan himself is Aqua element, but his battle chip and most of his attacks deal Elec damage.
  • Stronger with Age: In Battle Network 2, ToadMan attacked with tadpoles, but in Battle Network 5 (about a year later), ToadMan attacks with a small hopping frog that does more damage than the tadpoles did.
  • Support Party Member: His role on Team Colonel. Aside from ToadMan's anti-Nebula singing powers, it can also used in Liberation Missions to boost a teammate so that they can liberate more panels.
  • Takes One to Kill One: Thanks to his Elec type Signature Move, ToadMan is an Aqua navi good at fighting other Aqua navis. This gives him a weakness to his own navi chip.
  • Time-Limit Boss: In Battle Network 2, ToadMan actually waits for a second or two before entering the field of battle, which tightens the time requirements needed to S-Rank him.

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

  • Always Accurate Attack: ToadMan has the highest possible accuracy rating.
  • Animal-Themed Superbeing: ToadMan is a fightin' frog.
  • Armored But Frail: ToadMan has the second-lowest possible number of Hit Points, but the highest possible dodge rate.
  • Artificial Brilliance: ToadMan's use of his main defensive chips is quite tricky—because he's on an Ice stage, the natural choice for a player facing him would be a fellow Aqua navi, so Aqua Ball would be the natural choice to absorb any incoming Aqua damage. The natural solution to this is to bring Elec chips to bypass the Aqua Ball, prompting him to respond as he does with Elec Ball battle-chips that will absorb Elec damage in turn.
  • Elemental Weapon: In Secret Final Campaign appearances, he'll use Aqua Blade and Elec Blade, which as Random type attacks will do Critical Hits to the battle-chip queue.
  • Field Power Effect: ToadMan always uses Ice panels; he has the natural Aqua-type immunity to having his accuracy lowered on an ice stage, and thanks to his Elec-type attack, ToadMan benefits not just defensively from ice panels like other Aqua Navis) but offensively as well.
  • Floating in a Bubble: In a couple of Open Battle bouts, ToadMan will use Bubble Wrap as a possible defense, which will neutralize almost any attack, except the Elec attacks he's already weak to.
  • Hoist by His Own Petard: While his Elec type Signature Move benefits on both ice and aluminum fields, he's an Aqua type, so he's even more susceptible to Elec type attacks used against him on such environments.
  • Knockback: ToadMan's Signature Move Melody does Stun damage, which will cost the opponent a turn if they go after him.
  • Luckily, My Shield Will Protect Me: ToadMan always has either Aqua Ball or Elec Ball battle-chips in his program deck to absorb incoming damage and turn it back on his enemies.
  • Mage Killer: ToadMan does mostly battle-chip damage, often with Add All attacks like his strong chip Big Cloud, but also with Add or Random chips splashed in depending on the battle.
  • Magically Inept Fighter: ToadMan has very low MB, so he has little program-deck versatility.
  • Optional Boss: ToadMan is a denizen of the Open Battle Bonus Dungeons and doesn't appear in any of the main tournaments until the Secret Final Campaign; he can only be fought for his battle chip in the Yumland tier of the Free Battle.
  • Signature Move: ToadMan's strong chip is Big Cloud.
  • Stone Wall: ToadMan's stat layout optimizes him for this strategy, relying on his phenomenal dodge rate to avoid damage while using his low-powered Melody attack to stun enemies and prevent them from using their own specialized attacks.
  • Spam Attack: The sequence of Zap Ring 3 chips he uses in the Secret Final Campaign reinforce the stunning effect of his Signature Move—if he gets both Zap Rings he'll hit enemies with three stunning attacks in a row.
  • Red Mage: ToadMan will attack with both Aqua and Elec chips in each of his program-decks.

Ms. Millions and SnakeMan

    Ms. Millions (Ms. Millionaire) 

Ms. Millions voiced by: Rio Natsuki (JP)

https://static.tvtropes.org/pmwiki/pub/images/millions&snakeman.jpg
A millionaire who spends time in jewelry shops looking for a thrill. In her video game appearance, she bought Lan's stolen chips and agreed to battle him if he wants it back. In the anime she is one of the unique characters encountered by Lan during his world tour. She conducts a challenge called Survival Seven, where challengers are forever trapped in an endless battle against SnakeMan and other generic Navis.
  • Adaptation Relationship Overhaul: Yai and Millions are based on two female members of the school who give quizzes in Mega Man Legends 2, but in the world of Battle Network they have nothing to do with each other besides being rich.
  • Alternate Self:
    • Millions is the counterpart of a Legends character, like Yai—she's based on Youkan, the sensual woman who teaches a quiz school (Yai is herself based on one of the students). Ms. Millions wears her bangs the same way as Youkan does and may or may not be hiding the bulk of her hair in the hat.
    • In MegaMan NT Warrior Beast, Ms. Millions has a Beyondard counterpart as well.
  • Astonishingly Appropriate Appearance: Ms. Millions uses SnakeMan for a netnavi, and part of her outfit is made of snakeskin.
  • Chest Insignia: A simple diamond, reflecting her love for jewelry. It could also refer to the diamondback snake.
  • Foil: While they never directly interact, Ribitta and Millions reflect the shared Animal Jingoism of ToadMan and SnakeMan in that Ribitta is cute and innocent, while Millions is sexy and... not. They even have some Red/Green Contrast in their fashion choices.
  • The Gimmick: Millions, an amoral Rich Bitch, wears luxurious fur and snakeskin clothes to show off her wealth, and her NetNavi is itself a snake.
  • Interplay of Sex and Violence: In Battle Network 2, Ms. Millions makes no secret of the fact that she finds NetBattle to be a very stimulating thing. Defeat her in battle and she'll start talkin' dirty, regardless of things like how Lan's still in elementary school.
  • Irony: Her Beyondard counterpart ends up dirt poor, as she spent all her money trying to break a rock between two villages that separates her and her husband).
  • Rich Bitch: Episode 29 has her forcing random people to take part in her endless survival tournament. Once they stop amusing her, she sets off a bomb strapped to their wrists.
  • The Tease: Some of Ms. Millions' dialogue is very flirtatious.
    "I lost, but it was pure ecstasy... You dirty boy!"
  • You Have Outlived Your Usefulness: Takes the lives of challengers once she's fed up with them in the anime.

    SnakeMan.EXE 

SnakeMan voiced by: Ryūsei Nakao (JP), Brian Drummond (EN)

https://static.tvtropes.org/pmwiki/pub/images/millions&snakeman.jpg
  • Achilles' Heel: Aqua and Wood style Charge Shots are faster on the draw than SnakeMan is at hiding in his pot, so simply stepping in and out of his row and nailing him before he can hide will rack up damage very quickly. The Wood style Twister will do more damage to SnakeMan, but the Aqua Shot does Splash Damage, so it can attack any Snake Arrow in front of SnakeMan and still damage him, too.
  • Alternate Self: SnakeMan is the Battle Network counterpart of the classic Robot Master of the same name from Mega Man 3.
  • Arm Cannon: The Snake Buster—if MegaMan stays out of the way for too long, SnakeMan will turn his arm into a Gatling and spray some machinegun fire at him. The number of shots he takes will increase with every version.
  • Call-Back: SnakeMan only appears in Battle Network 2, but his Signature Move returns as the Snake battle-chip, which summons and shoots snakes out of every hole on the field.
  • Combos: SnakeMan's navi-chip uses Snake Arrow and Snake Bite in sequence.
  • Cores-and-Turrets Boss: SnakeMan himself is the core and the holes in the field are his turrets, constantly spawning little snake-projectiles that will dart across each row. Occasionally, SnakeMan himself will bust out his machinegun and take some shots at you himself.
  • Cornered Rattlesnake: More literal than most, SnakeMan is mostly content to stay out of the way and take Long Range potshots at you with Snake Buster and Snake Arrow, but once you knock his health down by half, he'll start using his Close Range Desperation Attack Snake Bite to lunge at you.
  • Desperation Attack: Snake Bite, in which SnakeMan moves his pot into range so he can lunge out and take a bite out of MegaMan himself. He only uses this when he loses half of his Hit Points.
  • Dirty Coward: His strategy consists of attacking with his snakes from the back column while obstructed by holes in front. Oh, and he also hides inside his jar most of the time, only coming out when MegaMan is not in the same row as his or is about to attack.
  • "Get Back Here!" Boss: SnakeMan will hide in his pot whenever MegaMan is in the same row, only emerging when the row is safe.
  • Green Thumb: SnakeMan is a Wood Navi.
  • Hoist by His Own Petard: SnakeMan has a whole column of permanent holes on his side of the field, meant both to keep MegaMan at a minimum distance from him and to launch his Snake Arrow attack from. However, they can also be used by Summon chips that require holes in the field and turned against SnakeMan—Lava Dragon is an excellent choice.
  • My Rules Are Not Your Rules: While most holes in the field are automatically restored with time, SnakeMan has three permanent holes in his field that constantly shoot Snake Arrows across each row.
  • Personality Powers: Snakes have a reputation for trickery and for slithering their way out of trouble; naturally, SnakeMan fights like a Dirty Coward.
  • Secret A.I. Moves:
    • SnakeMan's navi chip uses a more powerful version of Snake Arrow than the version of the attack he uses in his boss fight; because it summons Always Accurate snakes from every single hole in the field, the damage the battle-chip can do will increase far beyond the individual snakes summoned one at a time in the boss battle.
    • The Snake battle-chip inherits this trait in later games.
  • Signature Move: Snake Arrow—Snakes continuously emerge from the three holes in SnakeMan's area and dart forward.
  • Suspiciously Specific Denial: If defeated in the Yumland Open Battle of Battle Chip Challenge, SnakeMan insists, "I'm not running away with my tail between my legs!"

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

Raoul and ThunderMan

    Raoul 

Raoul voiced by: Nobuo Tobita (JP), Mark Gibbon (EN)

"The pride of my clan will lead me to victory!!"
https://static.tvtropes.org/pmwiki/pub/images/raoul_3.jpg
A man who is the head of Netopia's Underground back alley. He believes in fighting honorably and often mentions about the pride of his clan. He is also one of the tournament opponents in the fourth game, representing Netopia.
  • A Day in the Limelight: They share episode 35 of Axess with Raika and SearchMan fighting FridgeMan, BrightMan, SwordMan, and StarMan. They also share episodes 15 and 29 of Stream with Chaud and ProtoMan fighting the Asteroid Navis.
  • Afro Asskicker: He and Chaud disguise themselves with afros during their Net Battle against Lan in Axess.
  • Continuity Cameo: Makes a brief appearance in 3 as an N1 contestant.
  • Electric Black Guy: A black man whose Navi ThunderMan is an Elec Navi.
  • Face of a Thug: Raoul is a generally intimidating man, but in MegaMan NT Warrior (2002), it's a Running Gag that his face is downright scary.
  • The Leader: Raoul is the head man in the village and gets the last word in important affairs. When the Official conference attendees are dumped into the dungeon, Raoul is the one who takes charge.
  • Scary Black Man: Subverted. Raoul may look intimidating, but he's quite nice in spite of his appearance.
  • Temporarily a Villain: Invoked. Raoul, ThunderMan, and Chaud disguise themselves as villains in the anime to teach Lan the dangers of underestimating his opponents.

    ThunderMan.EXE 

ThunderMan voiced by: Daiki Nakamura (JP), David Kaye (EN)

https://static.tvtropes.org/pmwiki/pub/images/raoul_3.jpg

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

Mr. Match and HeatMan

See Mr. Match's entry on the first game's World Three character sheet.

    HeatMan.EXE 

HeatMan voiced by: Issei Futamata (JP), Brian Drummond (EN), Raúl De la Fuente (LA, Anime)

https://static.tvtropes.org/pmwiki/pub/images/exe2_heatman.png

Mr. Match's second NetNavi in as many games, he appears with his Operator in Battle Network 2 at the airport late in the game. Mr. Match isn't up to anything bad, it seems, but he is down for a good fight.


  • Alternate Self: HeatMan is the Battle Network counterpart of the classic Robot Master of the same name from Mega Man 2.
  • Astonishingly Appropriate Appearance: HeatMan resembles a Zippo lighter.
  • Chest Insignia: Mr. Match's standard fireball. This one is yellow with a red background.
  • Face of a Thug: HeatMan looks completely psychotic, but is actually Match's only heroic Navi and is the most friendly of the three.
  • Lampshade Hanging: In the 6th game, Lan needs to send a Navi to retrieve healing waters from Seaside Area in order to help fix an incapacitated MegaMan. In the Gregar version, HeatMan is your only option at that point in the game, and he can't help but comment on the situation.
    HeatMan: This guy is nuts to send a red-hot Navi to get water!
  • Nightmare Face: HeatMan possesses one by default.
  • Optional Boss: In 2, HeatMan is the Navi Mr. Match brought to the airport and is available to have a friendly series of Net Battles during the late game.
  • Playing with Fire: HeatMan naturally possesses the Fire element.
  • Token Good Teammate: Both main series games featuring HeatMan have also been games where Mr. Match was explicitly not engaged in any criminal activity.

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

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

  • Adapted Out: Heat Cross doesn't appear in the anime due to HeatMan being used as a body transplant for FireMan and then FireMan getting revived.
  • Composite Character: In the games, FireMan and HeatMan are two separate Navis. In the anime, they're still physically separate individuals, but the same person mentally when FireMan is deleted by FreezeMan. What's left of is data is placed in HeatMan's body to let FireMan keep living and to unlock HeatMan's full battle potential.
  • Death by Adaptation: FireMan is deleted at the hands of FreezeMan in the anime, and his remaining data is then used to complete HeatMan. In the games, HeatMan is simply the result of FireMan undergoing extensive customization, and may even be an alternate form FireMan can assume at will (given FireMan's reappearance in Battle Network 4).
  • Schrödinger's Cast: When the anime was still adapting the second game, the only known thing about HeatMan was that he was Mr. Match's second navi. This gave the anime enough room to write a storyline in which HeatMan replaced FireMan as Mr. Match's navi; but the details of this story became difficult in Axess when FireMan needed to return to bestow Fire Soul on MegaMan. Beast+, which gave MegaMan opportunities to use the Cross System, conspicuously avoids any use or mention of Heat Cross.

Post-End Game Content Characters

WWW Area NetNavis

See PharaohMan's entry on the first game's character sheet.

    NapalmMan.EXE 

Voiced by: Kentarō Itō, Koichi Sakaguchi (Stream) (JP), Brian Drummond (EN)

"Well, shall we get on with it, as they say? ......A battle to the death!"
https://static.tvtropes.org/pmwiki/pub/images/napalmmanexe.jpg

One of the guardians of the WWW Area. He later somehow ends up in the hands of a fireworks maker named Fyrefox in the fifth game. Together they join Team ProtoMan to avoid getting arrested for stealing a Booster Program.

In the anime, he is a powerful Navi from Darkland who hypnotizes KnightMan to take control of Creamland. Another version of him (Asteroid NapalmMan) appears in the Stream season, where he is given by Slur to a criminal but circumstances cause him to end up in Fyrefox's hands just like in the games.


  • Alternate Self: NapalmMan is the Battle Network counterpart of the classic Robot Master of the same name from Mega Man 5.
  • Arm Cannon: Both of NapalmMan's arms are this.
  • The Big Guy: Shares this position with MagnetMan in Team ProtoMan. He specializes in offense.
  • Chest Insignia: A heavily stylized nuclear explosion, if the rings around it is of any indication.
  • Dub Name Change: To MoltanicMan in the English dub of the anime.
  • Heel–Face Turn: NapalmMan took one between 2 and 5; Fyrefox may not exactly be a saint, but he's a heck of a lot better than the WWW.
  • Last of His Kind: Asteroid NapalmMan is the only Asteroid Navi left at the end, as he became Fyrefox's Navi instead of being deleted.
  • More Dakka: Goes hand-to-hand with his access to military-grade weapons. NapalmMan doesn't have a charge shot, instead he can rapid fire his Arm Cannons with each shot dealing 5 damage instead of the usual 1.
  • Optional Boss: As one of WWW Area's guardians.
  • Playing with Fire: A Fire Navi.
  • Redemption Demotion: He's a powerful high-ranking villain in 2, but in 5 he's only about as powerful as any customized heroic Navi.
  • Remember the New Guy?: While NapalmMan returns from Battle Network 2 to join Team ProtoMan, the game outright ignores his previous appearance as a Post End Game Superboss in Battle Network 2.
  • Same Character, But Different: NapalmMan first appeared as a solo-netnavi and villain attempting to resurrect the WWW along with PlanetMan, but as far as Team ProtoMan is concerned, that might as well have never happened and he's now operated by Fyrefox.
  • Vitriolic Best Buds: Fyrefox and NapalmMan argue about everything, but are capable of working together and care about each other, such as when NapalmMan entered a NetPolice robot to stop MagnetMan and drives it into a trash compactor to make sure it wouldn't hurt any humans, Fyrefox then enters the compactor, removes the robot's CPU to jack NapalmMan out. Fyrefox yells at NapalmMan for almost getting himself deleted while NapalmMan retorts that Fyrefox could've gotten himself crushed and the two laugh it off.
  • Wounded Gazelle Gambit: The (first) NapalmMan of the anime first appeared to the people of Creamland as a victim of Darkland to be taken in by them. He then proceeds to Brainwash Glyde to facilitate his plans to sabotage Creamland as he is, in fact, an agent of Darkland.

    PlanetMan.EXE 

Voiced by: Keiji Fujiwara (JP), Dave Ward (EN)

"Even if you have defeated me...Somewhere,sometime, somehow, the WWW will rise again!!"
https://static.tvtropes.org/pmwiki/pub/images/planetexe_0.jpg
A mysterious Solo NetNavi themed after planetary objects, who guards the secret WWW Area. He assumes the leadership role while waiting for Dr. Wily's return. In the anime he acts alone, disrupting a space mission and locked Commander Beef out of his space station, slowly draining his oxygen supply. Due to the fight taking place in space, the delay in data transmission causes Lan and MegaMan to have a hard time against him until they used an EX Code that Mr. Famous gave them to unlock the superpowered AquaCustom Style, resulting in PlanetMan's deletion.
  • All for Nothing: After being defeated, PlanetMan defiantly claims that even with his defeat, somewhere, sometime, somehow, the WWW will rise again. (He's right.)
  • All Your Powers Combined: He's mainly Wood-type, but he can utilize attacks with Fire, Aqua and Elec elements as well. He notably uses a full set of Fire Tower, Aqua Tower, and Woody Tower.
  • Ambition Is Evil: When he learns MegaMan doesn't want to join the rebuilding of the WWW, PlanetMan questions Mega's lack of ambition.
  • Attack Drone: He's surrounded by two "satellites" that follow Color-Coded Elements and will launch an elemental attack when MegaMan is on the same row.
  • Chest Insignia: Design notes indicate his mark is of two satellites in orbit around a planet in space.
  • Cores-and-Turrets Boss: PlanetMan himself is the core and the planets spiraling around him are the turrets.
  • Cosmic Motifs: Being a living planet, he naturally has these.
  • Damage-Sponge Boss: As PlanetMan V3, his health is a full ten percent higher than both the Final Boss and True Final Boss, but he's a sitting duck and makes little defensive effort.
  • Desperation Attack: PlanetMan will only summon green planets or use his black hole and meteorite attacks once his health drops to a certain point.
  • Elemental Powers: PlanetMan's planets are Color-Coded for Your Convenience and will launch an attack of the corresponding element once Mega enters their row. He will select a random pair of colors (red Heat, blue Aqua, yellow Elec) at the start of the fight, but will only summon green Wood planets once his health drops to a certain level.
  • The Gimmick: A living planet who attacks with his own moons.
  • Gravity Master: PlanetMan can produce black holes that yank in meteors from the left side of the field.
  • Green Thumb: His main element. Like WoodMan, he can also summon Wood Towers.
  • Hoist by His Own Petard: The permanent holes in his battlefield are an open invitation to use the Summon chips that require them—the Lava Dragon chip is an excellent choice.
  • The Leader: Of the WWW restoration effort.
  • Healing Factor: His green planet automatically heals him as long as it is on the field.
  • Pre-Final Boss: PlanetMan is the last enemy to be defeated in the WWW Area before True Final Boss Bass will make an appearance to take the measure of you himself.
  • Punny Name: "Planet" is a synonym for "World"—as in "World Three" and, by extension, the World Wide Web.
  • Shout-Out: PlanetMan's dying wail is an, "Aye-aye-aye-aye!" lifted straight from Alpha of the Mighty Morphin' Power Rangers.
  • Space Fighter: His Defense Force Fighter attack brings forth a tiny little spaceship to fire bullets at his opponent. It looks like a paper airplane, but design notes indicate it actually has windows and thrusters—and also claim that PlanetMan could also launch a bunch of these fighters at once.
  • Stationary Boss: He doesn't move an inch, but he does have measures that make it trickier to deal with him than most stationary bosses in the series. The entire field on his end is empty except for the spot he's standing on, and the middle panel on your end is empty, making it more difficult to potshot him.
  • Superboss: Like NapalmMan above, he's found in the final WWW area.
  • Suspiciously Similar Substitute: He bears a close resemblance to AstroMan of Mega Man 8, a round and bulbous Robot Master with Cosmic Motifs who also attacked with spinning, spherical Attack Drones, but for some reason was considered different enough not to share a name.

See Bass's entry on the first game's character sheet.


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