A list of characters originating from the "Classic" Mega Man series. The characters' names will be formatted in this style: English Name/Japanese Name (Serial Number, if applicable, though not mandatory).
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Mega Man/Rockman (Rock) (DLN-001)
The legendary Blue Bomber himself. A housekeeping humanoid robot built by Dr. Light who was later modified into a battle-capable robot upon his request. Mega Man is equipped with the Mega Buster, and the ability to copy techniques from the Robot Masters he defeats.
Guns Akimbo: Both his arms become Mega Busters in the climax of Super Adventure Rockman.
Hair Color Dissonance: He has black hair that is sometimes depicted as blue. (The latter usually involves all-black backgrounds, such as cutscenes.)
Honor Before Reason: In the ending of Mega Man 9, Mega Man chooses to check on the Dr. Light robot, just in case it is a very ill Dr. Light, despite Proto Man's warning that it is a trap. This gets him promptly electrocuted for his troubles. Then, in the ending of Mega Man 10, when he finds out that Wily himself is very sick, he decides to take him to a hospital instead of finishing him off right then and there.
Mighty Glacier: In entries involving other playable characters, he becomes this for different reasons, since he generally has a lot more health, stronger Buster fire in & Bass, but has less mobility due to only having the slide in and Bass and not even having the slide in 9 and 10.
Moral Dissonance: In the ending for 7, Mega Man decided to try to kill Wily once and for all instead of simply arresting him like last time. Wily tries to tell Mega Man that he's a robot and thus cannot, and should not kill a human. Mega Man then declares that he is more than just a robot, and prepares to fire. Had Bass not arrived to save Wily, at least in the English version, he would have gone through with it. This is quite a shocker when knowing that Mega Man is normally not one who is willing to hurt a fly.
Never Say "Die": In the Japanese version of Mega Man 7's ending. This trope is avoided in the English version of ending.
Mega Man: "I am more than a robot!! Die, Wily!!"
Older than They Look: Every Robot Master capable of speech who talks about Mega Man being a little kid who forgets that he's the second to third-oldest (depending on how much truth to Quint's backstory there is) human-built Robot Master.
Power Copying: The former Trope Namer. When Mega Man defeats a Robot Master, he almost always acquires their weapon to use as his own.
The primary developer of the "Robot Master" technology that created Mega Man, Roll, Proto Man, and others. He has always expressed an interest in using his inventions for the good of mankind.
Robot Masters designed by Light have the serial number DLN-XXX (Doctor Light Number).
Absent-Minded Professor: He believes Wily has changed after sending his robot to stop Wily's Evil Plantwice! Then he believes Wily 'again after roughly twelve more of Wily's schemes have been foiled, the last of which involved framing Light for world domination aspirations! If Light keeps this up, he'll develop a reputation for gullibility rivaling Knuckles the Echidna!
Mission Control: In later games especially, he gives Mega Man support on missions.
Mr. Exposition: Is often in charge of explaining the plot, and in later games how weapons work.
Nice Job Breaking It, Hero: According to the Archie Comics canon, Proto Man's distrust of him comes from overhearing the consequences of repairing his flawed power core (erasure of his personality traits) as well as a tongue-in-cheek comment he made to another scientist, saying: "Honestly, it would be easier if I did rewrite that rebellious streak out of him..." If only he hadn't said that, then Proto Man wouldn't have gone to Dr. Wily for repairs, and Dr. Wily wouldn't have used Proto Man as a template to boost his own robot making skills to match Dr. Light's, thus beginning a war that would have far-reachingconsequences.
Spell My Name with an SandJapanese Ranguage: In the earlier games, localization for the English speaking territories alternated between rendering his name as Light, Right, and Wright before making Light the standardized name. Capcom themselves consider both names to be correct since the name of his Battle Network counterpart (Tadashi Hikari) translates to Right Light.
Team Dad: Quite literally, seeing how Rock and Roll are his children to him.
Techno Wizard: This guy invented many robots, like Mega Man, the original Robot Masters and eventually X.
Proto Man/Blues (DLN-000)
The "prototype" Robot Master created by Dr. Light. He was the first one to be capable of independent thought. Worried that Dr. Light would meddle with his programming, he left Light Labs to wander alone. He eventually finds his "brother", Mega Man, in 3, and fights him multiple times.
Aloof Ally: Although he is on Mega Man's side, he refuses to stay with Dr. Light at his lab, due to his rocky past.
Aloof Big Brother: He is considered to be Mega Man's brother. Not that Mega Man himself knows this (in Japanese continuity at least).
Cool Shades: Two pairs. One as a part of his helmet, and when he takes it off, we learn he was also wearing one underneath the helmet.
Cyber Cyclops: As Break Man, he has a different sprite which depicts him with one eye.
Divergent Character Evolution: In Power Battles and Power Fighters, his moveset is basically his successor's, but in 9 and 10, he instead has his brother's Charge Shot and Slide. An odd case where Mega Man had to lose these features for his brother to have a more unique playstyle.
For Want of a Nail: If he would had let Dr. Light remodel him to fix his power reactor, Dr. Wily would never had found him and done it himself, thus he'd never gain the ability to manufacture robots at the same level as Dr. Light, and causing a conflict that ultimately had centuries worth of deadly consequences (as seen in the various Sequel Series).
Secretly Dying: His power core is flawed and he doesn't want Dr. Light monkeying with him. The fact that Light allowed Time Man to be activated in an incomplete state after this has made Proto Man VERY bitter towards his creator.
The third humanoid robot built by Light Labs, and is a "sister unit" of sorts to Mega Man and Proto Man. She doesn't do any fighting on the field (except in Powered Up, where she is a playable character), preferring to use her smarts and help Mega Man from the home base.
According to her character card in Mega Man & Bass, she hates cockroaches.
The Chick: Considering she looks like a kid and has the voice of a kid, is very kind, and supports Mega Man's mission from the Home Base, she fits for Dr.Light's team.
Distressed Damsel: Wily kidnaps her for some unexplained reason in The Power Fighters.
Fountain of Expies: Like her brothers, most series will have a blonde girl who dresses in either pink or red and acts as a sister, love interest, or mission control for The Hero. Alia, Roll Caskett, Roll.EXE, Ciel, etc.
Gadgeteer Genius: If 8, & Bass and 9 are anything to go by, she can create things like E-Tanks and Energy Balancers.
Heroic Sacrifice: A rare non-death example. Upon the defeat of the first four Robot Masters in 10, Dr. Wily creates a prototype cure for the Roboenza virus. Rather than take the medicine, however, Roll instead saves it for the possibility of another sick robot being brought into the lab. Sure enough, just as he defeats all eight Robot Masters, Mega Man falls ill from Roboenza...
However, when Wily leaves behind a huge pile of Roboenza Cure Pills for Mega Man as thanks for being saved and brought back to good health at a hospital, it's safe to assume that Roll gets better, though the ending doesn't show it.
Hitbox Dissonance: In Capcom's crossover titles, Roll's small size makes her a hard target to hit. Tatsunoko vs. Capcom takes this up a notch by giving her a broom, a weapon with good reach, further disjointing her hitbox. See "Lethal Joke Character" below.
Irony: The storyline emphasizes the fact that Roll was not built for combat. Ironically, she has made the most appearances in the Capcom vs. Whatever series than any other character from the entire franchise (even more so than Mega Man, who himself got Demoted to Extra as a cameo in Roll's Tatsunoko vs. Capcom ending)!
Marvel vs. Capcom did it first. She can take out Onslaught quite handily.
In Powered Up, the first form of Dr. Wily can easily be stunned by the Roll Swing, as well as Mega's Mega Kick. They both also do slightly better damage to most of the bosses than the Mega Buster (as long as you don't take Mega Man C's charged shots into account, and even then, they're on par with it during the castle boss battles).
Little Miss Badass: She can punch out Onslaught and Yami in crossover games, not to mention the series' ultimate badass. That'd be Zero, for those who are curious. While this level of power may or may not be canon, the other robot masters in Powered Up are afraid of her. As well they should be!
Her Ruby-Spears self fought with household appliances and the occasional axe.
Took a Level in Badass: Somewhat, though she sometimes isn't even present enough to tell either way, but Tatsunoko vs. Capcom is probably a large example. Knocking much larger opponents off their feet and repeatedly ramming them in the groin with a mop is pretty hardcore.
Nerf: In 3, Rush Jet gave you free range of movement, and jumping while riding it greatly reduces the amount of energy it uses up. This makes it incredibly easy to skip the tougher segments of most levels. It was changed in later games so that he automatically moves straight forward and disappears as soon as it touches something.
After Mega Man saved Dr. Cossack's daughter from Dr. Wily, the grateful scientist created this robotic bird to aid Mega Man. Beat flies around in Mega Man's proximity, either taking out enemies in Mega Man's path or carrying him short distances.
Eddie is a small robot who was built by Doctor Light to serve as a walking suitcase. He helps Mega Man by teleporting in to give him power-ups, and occasionally by tossing bombs out of his head. He has a problem with anxiety.
Stop Helping Me!: Very infamous for giving you the power up you don't need. Weapon Energy in a Robot Master level, which usually isn't long enough to warrant it, and a Health Pellet when you already have full health. The rare E-Tank or extra lives are always useful, though.
You can counter this if he appears in a room you enter through a ladder. Just climb up and down the ladder to make him reappear until he drops something useful.
When Mega Man initially failed to defeat the Stardroids in V, Tango the cat was created to assist him in fighting the robots. His ability is to curl into a spiky ball and charge into enemy robots.
The Cameo: He makes an appearance on the counter of the shop for Proto Man in 10.
Theme Naming: We shouldn't need to spell this one out for you.
A mechanic robot created by Doctor Light, Auto considers himself Mega Man's biggest fan. He helps the Blue Bomber by creating new accessories for him to use. He's good friends with Roll, and treats Eddie like a pet.
BFG: Uses a cannon/rocket launcher in the Rush Jet sections of 8.
The Cameo: In the Playstation version of X3, in Volt Catfish's intro video.
Remember the New Guy: A new character for 7, but it was mentioned that he was already under Dr. Light's employ long before that time.
Verbal Tic: In the Japanese versions of the game, he says "-dasu" to end his sentences.
Dr. Albert Wily
The main antagonist of the series, and Dr. Light's former partner at Light Labs. Jealous of being overshadowed by Light's success, he reprogrammed the original Robot Masters and used them to take over the city, and would eventually attempt to conquer the world with them.
Robot Masters designed, controlled, or modified by Wily usually bear the serial number DWN-XXX (Doctor Wily Number), although some special-purpose Robot Masters such as Bass have the serial number SWN-XXX (Special Wily Number).
Anti-Villain: In 10, he leaves behind enough cures for Roboenza following his escape, and in Tatsunoko vs. Capcom, he calls Zero his son and doesn't really care that he hasn't killed X anymore.
Batman Gambit: After framing Dr. Light in 9, Wily coerces the population to fund his efforts to stop him. The funding instead went into building Wily's new Fortress guardians.
Big Bad: The mad scientist to contrast Dr. Light, he is the evil guy making all the robot masters and trying to take over the world. Every game in the classic series is about stopping him.
The Chessmaster: He was mainly responsible for the events of almost all of the games, sometimes even doing it in such a way where the blame couldn't possibly be pinned on him. In fact, the only game that had something happen that he was not responsible for at all (or at least, he certainly didn't intend for it to go that way at all) was Rockman and Forte: Mirai Kara no Chousensha, where, although Wily did technically create Rockman Shadow, he was not involved in Shadow's attack at all.
Green-Eyed Monster: This is why Dr. Wily became a villain. Depending on which translation and instruction manual you're using, either he started out as Dr. Light's colleague and then wasn't given credit for his help by the public, or he started out as a rival scientist but Dr. Light kept outshining him. Either way, he became a villain because he couldn't stand the public seeing Dr. Light as better than him, so he wants to take over the world so everyone will see how brilliant Wily is instead of Light!
Subverted exactly once in the classic series when Sunstar turns on him in Mega Man V.
Inverted in Super Adventure Rockman, because Ra Moon turns on him.
Iron Butt Monkey: Try to remember that, when his Wily Machines go into their second forms, the target would usually be Wily himself, with little to no protection against a robot attack. This is at its finest in Powered Up, where he visibly flinches whenever an attack hits him!
He's also survived being crushed under the rubble of at least one crumbling castle, two crash landings (which, naturally, resulted in a huge explosion each time), and catching a cold. Clearly, that man has great physical health!
Joker Immunity: It took 6 games for Wily to simply go to jail, and even that only lasts for half a year.
Sigil Spam: The classic "Dr. W" logo, which always means trouble.
Spell My Name with an S: Similarly to Light, in the English language localizations of the first few games, his name was rendered as Wily, Wiley, and even Willy (which isn't even pronunced the same way!) before Wily became the standard English name/spelling.
Villain Override: Boosts King's brainwashing level in Mega Man and Bass when it becomes clear that the self-proclaimed lord of robots doesn't particularly want to kill his own kind.
Villains Want Mercy: At the end of every Mega Man game, he begs for mercy. Even after 6, when it's clear Mega Man won't let him off easily, he still does it.
Xanatos Gambit: 6 and 7. He anticipated the possibility of being caught, and built four of the 7 'bots to break him out if that happened.
The Mega Man Killers
Clockwise from the bottom: RKN-001 Enker, RKN-002 Punk, RKN-003 Ballade.
Minor but memorable characters from the Game Boy games, the Mega Man Killers, consisting of Enker, Punk, and Ballade, are designed for the sole purpose of destroying Mega Man. They are designated by the serial number of RKN-XXX (Rockman Killer Number) in Japanese and MKN-XXX (Mega Man Killer Number) in English.
The three show up as the Special Stage bosses for 10.
Stealth Pun: Punk is, of course, named after the genre of music. But his dislike of the PTA invokes the other definition of "punk".
Super Mode: Ballade. It isn't much of a transformation, though: His horns point upward and his helmet gains a face mask and visor. His body is otherwise the same.
Theme Naming: Like most of the characters here, their names follow the musical theme.
To explain, Enker is enka (a popular form of Japanese music; coincidentally, his name also sounds like the musical term encore), Punk is named after the genre of rock, and Ballade is either a form of poetry of the same name or a ballad (a narrative set to music).
A minor but memorable character from the Game Boy games, Quint is apparently Mega Man himself, pulled from the future and reprogrammed.
Continuity Snarl: Is his defeat how Mega Man dies? Did Dr. Light repair and reprogram him, as seems to be the case with many robot masters? Is the version of him that appears in V a replica of some sort?
It should be noted, however, that Quint as seen in II GB never explodes, but instead teleports out much like Proto Man after a battle.
Future Badass: Oh so subverted. He's resorted to trying to kill himself, he of the charging Arm Cannon and eight or so other weapons, with a pogostick/jackhammer hybrid, and his pattern is pathetically easy.
This was then subverted again in Rockman & Forte: Challenger from the Future, where Rockman Shadow is believed to be a much, much, much more dangerous Quint. It turns out that he's a prototype (quite possibly a Super Prototype at that) of Quint who travelled back in time to prove himself worthy to Wily. The real Quint inexplicably has a cameo at the end.
Appearing in the Compilation Re-release/Video Game RemakeWily Wars, the Genesis Unit, consisting of Buster Rod.G, Mega Water.S, and Hyper Storm.H, are the three bosses featured in the secret fourth game, Wily Tower. They are given the serial number of MWN-XXX (MegaWorld Number) in Japanese and WWN-XXX (Wily Wars Number) in English.
No Sell: As his body was constructed from extraterrestrial materials, conventional weapons (i.e. the Super Mega Buster) don't work on Terra. Luckily, that's where the Mega Arm (and Deep Digger) come in handy...
Pretty in Mink/Fur and Loathing: Pluto. According to his official bio, he's got other Rich Bitch qualities such as a love for manicures (which he confuses with pedicures, but since he doesn't have claws on his feet...)!
Rings of Death: Saturn has one, which he can use to stop time and create black holes.
Shock and Awe: Jupiter's Electric Shock, which is powered by a megaton bomb.
Stealth Pun and Visual Pun: some of the Stardroids' designs (Neptune and Jupiter's power over water and thunder respectively, Saturn's use of rings, etc.).
Mercury's power to melt into a liquid state is a double pun — Mercury the planet is the closest to the sun (meaning any metals would melt almost instantaneously when on its surface), while mercury the element is the only metal that's liquid at room temperature
Time Bomb: Mars' Photon Missile, which intentionally lags before launching, making it the perfect tool for traps.
Throw Down the Bomblet: Jupiter used to do this in the era he was created in, but changed it to channel the Electric Shock as he felt it was too dangerous for him.
Tremor Trampoline: Both Neptune and Uranus can do this, whose quakes can just slightly make Mega Man bounce. This bouncing knocks Mega Man out of sliding and the usage of Break Dash, which Uranus is weak against.
An ancient super robot from the same civilisation as the Stardroids. Dr. Wily releases him against Mega Man for the final battle of V. He promptly blows Wily off the battle field, before facing Mega Man.
Hijacked by Ganon: Currently the only being in any Mega Man series who successfully pulled this on Dr. Wily.
Load-Bearing Boss: As his fusion reactor begins to go nuclear from the damage sustained during battle, Sunstar asks that Mega Man leave before it's too late. His death explosion also takes the Wily Star V with it.
A robot created by Dr. Wily in 7 specifically to oppose Mega Man at every turn. He has a robot wolf named Treble (Gospel in Japan), with whom he can fuse to gain new powers, in a similar manner to Mega Man and Rush.
Anti-Hero: In Mega Man and Bass, both arcade games, and 10. While certainly not a "good guy" by any means, he nevertheless is not nearly as heartless as his Mega Man X counterpart Vile.
Badass: Although the amount of badassitude is undermined by the nigh-insufferable level of his arrogance.
That being said, it's been established that his only equals in the Classic series are Mega Man, Proto Man, and Duo. He will tear everything else to shreds.
Badass Cape: In the Rockman Online trailer, he seems to have taken on his Battle Network counterpart's sense of style. It also recalls Zero's longcoat from Mega Man Zero 2.
Bag of Spilling: He left his Double Jump somewhere near Mega Man's slide and charge shot just in time for 10. Also, his high jump became a long jump instead (although that follows basic Newtonian physics.)
Damn You, Muscle Memory: When X and Zero players get their hands on a copy of GBA and Bass for the first time, his dash control will seem...obscure.
In 10, Bass's dash is performed the same as Proto Man's slide (Down and jump), rather than double tapping a direction.
Played straight in the Power Arcade games, where he was meant to be comparable to Mega Man and Proto Man.
Divergent Character Evolution: He started out similar to who he was created to oppose in his first game in the Vs Mode, before finally getting his semi-iconic dash and diagonal attacks in Mega Man and Bass.
Made more explict in 9 (His outline appears in Dr. Wily's monitor in the ending) and 10, where his sprites closely resemble Mega Man's.
Expy: Born fighter who's almost obsessed with defeating the series' hero and proving himself the greatest fighter alive. He's not afraid to help his rival out in order to eventually beat him himself, either. The hero is his to defeat. Are we describing Bass or Vegeta here?
Gone Horribly Right: Bass's only priority is defeating Mega Man and proving himself as the "strongest robot". Since this doesn't specifically require helping Dr. Wily, or even obeying him, this has a tendency to backfire on the good Doctor. Bass's whole heroic turn in and Bass was just him proving that he was stronger than King.
Mega Man 8 (incorrectly) pronounces it as Bass, as in the fish.
Jerk with a Heart of Gold: Much more an emphasis on the "Jerk" part, but there are some important moments worth mentioning. Duo mentions to Bass (In Mega Man 2: The Power Fighters) that there is good in him, even though Bass denies it. Case in point, he was able to use Evil Energy without dying and he is very caring when it comes to his pet Treble. Doesn't even have a single known case of Human-related murder in his name (Although he does attack his own creator Dr. Wily in anger periodically), likely because of his respect towards the humans for creating the robot race he is a part of (as Bass mentions to King after defeating him for the first time in Mega Man And Bass). Furthermore, he never tries to kill any robot that isn't specifically a combatant, such as Roll or Auto, nor has he ever shown a desire to, and while he's not above stealing powerups made for Mega Man, he'll still opt to face him in single combat, rather than use underhanded methods.
Theme Naming: He and Treble are named after the bass and treble clefs, obviously. Their Japanese names, Forte and Gospel, are apparently Japanese nicknames for the clefs as well (if it helps make it more understandable, the bass clef is also known as the "F clef", and the treble clef "G clef").
"Well Done, Son" Guy: His methods are seriously messed up (blow up all of your siblings?), but it's made clear he wants Wily to admit that he is his masterpiece. It's kind of sad that he'swrong, too.
A brilliant Russian robotics scientist that Dr. Wily blackmailed into attacking Mega Man by kidnapping his young daughter Kalinka. Once Proto Man saved Kalinka, he was willing to help, going so far as to build Beat for you the next game.
Robot Masters designed by Cossack have the serial number DCN-XXX (Doctor Cossack Number), though due to Wily's involvement they may be given DWN serial numbers instead.
Captain Ersatz: Looks exactly like Gordon Freeman. Although, given that Mega Man 4 was released six years before Half-Life, it might be more appropriate to say that Gordon Freeman looks like Dr. Cossack.
Continuity Nod: He makes an appearance in the supplemental manga for 9, fixing Beat and trying to talk Mega Man out of fighting.
Theme Naming: Duo? As in a musical composition or piece between two performers (alternatively known as a duet)? It continues with Duo.EXE, whose Dragon is named Slur, yet another musical reference.
Mega Man 1/Powered Up Robot Masters
Heel-Face Revolving Door: Dr. Light created these Robots, and thus feels compelled to reprogram them for good every time Dr. Wily reprograms them for evil. Whether they are good or bad in any game is mostly a crapshoot.
Robo Family: All of them are considered Mega Man, Roll, and Proto Man's brothers.
Cut Man (DLN-003)
Like Guts Man, Cut Man isn't a main character, but is one of the robot masters who appears the most often. While Guts Man has been used as a boss most, Cut Man has canonically been in Wily's service the longest of the original six masters.
Weapon: Rolling Cutter
Weakness: Super Arm (1 and PU)
Bonus Boss: Although not necessarily a difficult one, he makes his way into X8 as a "reward" for getting good scores on Optic Sunflower's courses. He's even in 8-Bit form!
Also in the Sega Saturn version of 8, as an optional battle in Duo's stage.
For Massive Damage: Super Arm will defeat it in two hits. However, in Dr. Wily's Stage, those rocks won't help you.
Averted when you face him again in Wily Stage 2. He's the only Robot Master in Mega Man who can't have his main weakness used on him in the rematches, as the blocks are completely absent from the room you fight him in.
Leitmotif: If he appears, the theme used for his stage will often start up in some form.
Stealth Pun: Might be a coincidence; in 1, Cut Man takes more damage from the uncharged Mega Buster than any other Robot Master in the franchise (ignoring The Wily Warsremake and 2's Easy/"Normal" mode). Mega Man's Japanese name is Rockman, and Cut Man has a pair of scissors on his head, so...
Definitely not a coincidence. Keiji Inafune decided it would be a good idea to give his game a Rock-Paper-Scissors mechanic shortly after he settled on naming his hero Rockman.
While not truly a main character, he's been in many of the games so far, normal, modified, or referenced, and is one of the original six robot masters. Unlike what one would expect, he has average intelligence. Incidentally, he enjoys karaoke.
Dishing Out Dirt: Somewhat. He's commonly associated with earth, and throws rocks a lot of the time as an attack.
Dumb Muscle: Mostly because of his animated portrayal. However, Powered Up reveals that he has average intelligence.
Guts Man seems to have this reputation in-universe too, as Wily refers to him as having strength but no brains if you play as Guts Man in Powered Up. Of course, Wily isn't exactly a nice person, and compared to him, Guts Man is essentially dumb.
Heel-Face Revolving Door: Fans are generally mixed on what happens to him and Cut Man (and the rest of the original Robot Masters for that matter) after 1.
Leitmotif: His original stage theme usually accompanies his direct appearances.
We Can Rebuild Him: Wily really seems to like Guts Man. This is first hinted at in 1, where his image is dotted around the final stretch of castle for no adequately explained reason. He's then rebuilt as a giant tank in 2, and in 7 he's rebuilt with treads. A number of robots scattered about the sequels also bare more than a passing resemblance to him.
This might have happened again, as according to a supplementary manga for 9, all six of the original Robot Masters were attempting to stop their younger brethren. It should be said that according to this manga (Rockman Megamix), Mega Man never killed his brothers; they were simply reformatted a la Powered Up.
Which also happens to the new group in the ending of 9.
Ice Man (DLN-005)
The first ice-themed Robot Master, this Eskimo-looking robot was originally built to explore Antarctica, but was repurposed by Dr. Wily to lay waste to the beaches. May have multiple personalities.
Weapon: Ice Slasher
Weakness: Thunder Beam (1), Hyper Bomb (PU)
Apologetic Attacker: Before fighting him in Megaman: Powered Up!, the Cadet personality might apologize for following the Officer personality's orders to kill.
A punk-looking robot master. Built for mine excavation, he was repurposed by Dr. Wily to level cities. Designed to work alongside Guts Man on construction projects, with Bomb Man handling demolition and Guts Man doing the heavy lifting.
Weapon: Hyper Bomb
Weakness: Fire Storm (1), Rolling Cutter (PU)
Big Damn Heroes: In Super Adventure Rockman, losing against certain bosses will result in Bomb Man showing up to save Megaman.
Cartoon Bomb: His main method of attack. The black part of his body is sometimes depicted as spherical, basically making him a giant cartoon bomb with limbs, a head, and shoulder pads.
Demoted to Extra: Makes the fewest appearances in the series out of the first game's Robot Masters.
Hammer Space: Gets his bombs from behind his back, apparently.
Logical Weakness: To the Ice Slasher. Water also puts out the flame on his head, which weakens his Fire Storm.
Elec Man (DLN-008)
The extremely prideful, arrogant, and supposedly most rawly powerful robot of the original 8. When reprogrammed by Dr. Wily, he took over an electrical tower and hacked the communication lines. After he is re-reprogrammed into a hero, he becomes more noble but remains arrogant.
Weaksauce Weakness/Logical Weakness: Although being weak to Cut Man's metal scissors makes sense, Elec Man is often portrayed as serious and focused, while Cut Man tends to be portrayed as kind of goofy.
Powered Up only
Time Man (DLN-00A)
A robot master created for use in time travel experiments, he is left incomplete due to having insufficient research. Because of this, he tries to act more mature than he really is and is obsessed with perfect time management.
Weapon: Time Slow
Weakness: Thunder Beam
Clock King: Being a Robot Master based upon time, he a huge obsession with keeping on time.
The very first DWN (Doctor Wily Number) robot. Has an unlimited amount of metal saw blades that he can pull from nowhere, in addition to one more attached to his head. Based off of Cut Man in design, he took over an industrial factory. Tends to be pragmatic.
Weapon: Metal Blade
Weakness: Metal Blade, Quick Boomerang
Counter Attack: Only attacks you if you attack him, move near him, or after a bit of time passes.
No Sell: Air Shooter, Atomic Fire, Leaf Shield, and Time Stopper don't do anything to him. Using his own weapon will heal him completely.
Spikes Of Doom: They line the ceiling of his room to punish you if you jump too high.
Quick Man (DWN-012)
A lightweight Robot Master made of a precursor to the Bassnium that would later be used by Dr. Wily to create Bass. Crafted from Elec Man's design template. Extremely arrogant and serious, but also likes to go go-karting on occasion.
Weapon: Quick Boomerang
Weakness: Time Stopper, Crash Bomber
Expy: More subtle than others, but he takes elements of Cut Man and Elec Man.
For Massive Damage: A fully charged Atomic Fire will take out 5/7 of his health, more than his weakness "Time Stopper" (with the exception of Hard Mode). It's a bit hard to time and it consumes a lot of energy.
Heroic Sacrifice/Taking the Bullet: In Super Adventure Rockman, he steps in front of a Shadow Blade thrown at Mega Man, saving him, after Mega Man convinces him that Ra Moon is a far greater threat to the world than Wily thinks.
No Sell: Metal Blade, Crash Bomber, Time Stopper and Leaf Shield won't do anything to crash this guy's party.
Spell My Name with an S: Oh boy...some people know him as Crash Man, while others know him as Clash Man. His name can even be interpreted as Crush Man. It doesn't help that, in the vein of Guts Man, none of these names have anything but an esoteric connection to his powers or appearance. Since it's romanized as Crash Man in the Japanese version of Power Battle, Crash Man seems to be the intended spelling.
Time Stands Still/Time Master: Unlike Time Man, who only has the ability to slow down time, Flash Man has the ability to completely stop it.
Heat Man (DWN-015)
The games didn't even wait a single game to introduce a second fire-based robot master. This one, while more powerful than Fire Man, can only reach full power when he closes his lid. When he blows his lid, he can't aim straight.
Weapon: Atomic Fire
Weakness: Bubble Lead (2), Ice Slasher (The Power Battle)
Spell My Name with an S: Although the Mega Man 3 Robot Masters are considered part of the Doctor Wily Numbers, the game, and some supplementary material, state otherwise, with a RW logo appearing in Magnet Man's stage. The manga Mega Man Megamix label the Robot Masters as part of the DRWN (Doctor Right and Wily Numbers) series.
Interface Spoiler: The fact that we use DWN numbers makes it clear that Wily is the villain. Nobody's even aware of the fact that originally it was supposed to be a secret.
Needle Man (DWN-017)
A spiky Robot Master co-built by Dr. Wily and Dr. Light. Was intended for work in energy mines.
Weapon: Needle Cannon
Weakness: Gemini Laser (3), Top Spin (Gameboy 2 only), Air Shooter (Gameboy 2)
A Robot Master co-built by Dr. Wily and Dr. Light. Was originally meant as an interplanetary recon used to search for the resources needed to build Gamma but was later modified for combat.
Weapon: Top Spin
Weakness: Hard Knuckle
Adaptational Badass: He's the easiest robot master in the game and has arguably the most ridiculous weapon in the series. In the cartoon he’s a suave womanizer able to flatter Roll and defeat Mega Man singlehandedly. He's also a much more dangerous boss in Super Adventure Rockman.
Unflinching Walk: Although most Robot Masters have Collision Damage normally, the majority of Snake Man's strategy is simply pacing back and forth, trying to run into Megaman. Extraneous material attribute this to incredible tenacity.
Wall Crawl: His weapon crawls along floors and up walls.
Warmup Boss: The second easiest boss in his game after Top Man due to his simple pattern. He functions as this for the other "weakness group" which Top Man is not a part of.
Spark Man (DWN-023)
A Robot Master meant for charging electricity but was modified for combat.
Weapon: Spark Shock
Weakness: Shadow Blade
Affably Evil: If his CD Profile in Mega Man & Bass is any indication.
The Ditz: Based on his CD information, Spark Man is "forgetful", scatterbrained, and described as having trouble focusing his powers.
Shadow Man (DWN-024)
A mysterious Robot Master discovered by and reactivated by Dr. Wily. A master of ninjutsu who throws a deadly shuriken. After Dr. Wily coerces Shadow Man to his side, he takes over a metal smelting facility, in lieu of the fact that there are no fire based robot masters this time. Notably, he has a slightly larger amount of free will than other Robot Masters.
Plot Hole: Sometimes they are labelled DCN, for Doctor Cossack Number, and other times, they are labelled DWN like most other Robot Masters, even though Dr. Wily did not create them.
Bright Man (DWN-025)
A brilliant robot master, designed to run on solar power and to lead Russians on night expeditions. He can stun in a large area with blinding flashes of light, but a little rain will short circuit him.
Crouching Moron, Hidden Badass: In the supplementary comic books. In the ''Mega Man Megamix" manga, Bright Man is the only Cossack Bot during the second attack on Cossack's lab to be neither captured nor hurt. He might be goofy looking, but the dude's got some mad skills.
Weaksauce Weakness / Logical Weakness: Given that he takes damage from Bright Man's Flash stopper, it could be deduced that he's Weakened by the Light. However, as he's supposed to emulate long-dead Pharaohs and explore dark pyramids, it could be similarly deduced that he's designed for dark environments.
Ring Man (DWN-029)
The only Robot Master by Dr. Cossack designed to defeat Mega Man. Not much else to him.
The Charge Kick is useful because it has invincibility.
Stone Man (DWN-035)
A large Robot Master who occupies a mountain in order to assist Gyro Man in conquering the hanging garden. Throws stones at enemies and can jump amazingly high for his size...only to hit the ceiling and break apart.
Obvious Beta: In-universe, Dr. Wily cheaped out hugely on him, using substandard materials and giving him a helicopter blade which allows him to hover instead of a jet engine as he originally planned.
Logical Weakness: In order to reach his heights (or alternatively, because his creator made him out of cheap material), his body is made of a light material, making him extra suspectiple to Gravity Man's Gravity Hold.
Star Man (DWN-037)
A very garish extraterrestrial Robot Master that dreams of adventuring the grand frontier of space. Took over a moon base.
Weakened by the Light: In game appearances after 5, he's ben weak to Flash Stopper, Pharoah Shot, and Gemini Laser, which are all light-related weapons.
Crystal Man (DWN-040)
An enigmatic Robot Master made of an unknown kind of crystal. Dr. Wily didn't create him for combat; instead, he was supposed to create crystals to be sold on the black market to finance world domination. Crystal Man was later retrofitted with combat abilities as Mega Man drew closer.
A Native American robot of very indeterminate origin built specifically for combat. At the First Annual Robot Tournement, Mr. X reprogrammed him to take over the world and placed his base in an Indian reservation. Pretty good friends with Centaur Man.
Feather Flechettes: In addition to his tomahawk, he can throw three feathers horizontally as projectiles
Pungeon Master: In supplementary materials, he enjoys making a good ice pun.
Junk Man (DWN-050)
A Robot Master designed to collect the material Dr. Wily needs for his armies by raiding power plans and factories. After Dr. Wily went to jail, he assisted in the breakout. With a massive pair of electromagnets, he can collect debris to use as a weapon.
Offscreen Villain Dark Matter: He was designed to be a source of this, with Wily's armies being made of stolen steel and reused junk collected on Junk Man's massive electromagnets.
Burst Man (DWN-051)
A robot originally created to guard a fireworks-creating chemical plant in Edo City, with similarily themed weaponry. He took over the very plant he protected when Dr. Wily modified his personality. Regardless, he loves doing what he does: blowing up stuff.
Logical Weakness: Being dinosaur themed, he's cold blooded for absolutely no reason.
Shade Man (DWN-055)
A vampire robot made for a horror amusement park, whom Dr. Wily stole and reprogrammed. Orignially, he was supposed to use a hypnosis beam to help Dr. Wily gain followers. However, after the equipment instead created sonic booms, Dr. Wily felt that that was good enough and gave him more thematic powers and mannerisms.
Charged Attack: Collect-type. His increases his Noise Crush's power by sending out Noise Crush Waves and bouncing them back onto him, which through magic physics shenanigans somehow causes constructive interference.
Classical Movie Vampire: Was built with all of the classic trappings: Hates garlic, accent, loves tomato juice, acts wealthy, prone to maniacal laughter.
Turbo Man (DWN-056)
A robot Dr. Wily made out of his favorite old car. His ability to transform from car to robot makes him useful for reconnaisance.
Youkai: Obviously based on the Tengu, and one of his attacks is called "Kamaitachi" (US) or "Kamikaze" (Japan). It's easy to catch if you follow the Japanese phonetics: it's not "kam ih KAH zee", but sounds more like "kahm ee kah ZEH". See here.
Astro Man (DWN-058)
A Robot Master stationed in a virtual reality zone somewhere in Europe.
A.I. Breaker: The Homing Sniper turns him from a difficult boss into the wimp he thinks he is.
Stone Wall: He fights more defensively, relying on blocking your attacks with Ice Wall and slowing you down with Cold Mists when low on health. Also, without the proper upgrades, you'll run out of Lightning Bolt before you kill him.
Ground Man (KGN-003)
A excavation robot who was created for finding valuable minerals, though he keeps some of them for himself.
Expy: Of Drill Man, who he was even named at first.
Genius Bruiser: One of the strongest Robot Masters and is a deep thinker.
Yet another constuction robot, whose use period was almost up when Dr. Wily convinced him to rebel. His Concrete Shot encases enemies in a block of concrete. He is a stubborn and will tell off any lazy robots.
Boss Arena Idiocy: His weakness, the Plug Ball, would normally have a hard time hitting him due to his airborne nature. But he tends to hover close to the ceiling, and the walls of his arena are very conductive...
Splash Woman (DLN-067)
Action Girl: Her job is to rescue victims of shipwrecks and beach accidents.
Dynamic Entry: He's the only Robot Master in 10 to not enter the boss in the normal fashion, i.e., fall down from the ceiling, instead he jumps across the room in bike form. Then stops and transforms into humanoid form.
Solar Man (DWN-80)
A solar energy developer who became unstable with Roboenza.