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Characters: Mega Man (Classic)
A list of characters originating from the Mega Man (Classic) 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.

  • American Mega Man Is Hardcore: At least, he was going to be in Universe. The original character was also present under the name of Rockman.
  • Arm Cannon: His signature Mega Buster. It wasn't named until the 4th game, usually just designated in the menu as "P".
  • Audience Surrogate: He's a nice, average, robokid fighting for everlasting peace.
  • Badass: With little more than his trusty arm cannon and faithful dog, Mega Man has repeatedly saved the world from Dr. Wily and his armies of evil robots.
  • Badass Adorable: Has the looks and personality of a child, yet is able to kick ass like no one's business.
  • Bag of Spilling: Outside of Wily Tower, Mega Man never keeps his old weapons. By Mega Man 9, however, he's even throwing away signature abilities seemingly for good!
  • Beware the Nice Ones: In 7, where he attempts to kill Wily.
  • Bootstrapped Theme: The opening for Mega Man 2 tends to become his Leitmotif where applicable.
  • A Boy and His Transforming Robot Dog
  • Charged Attack: In all games from 4 to 8. He lost it in 9 for the sake of having Proto Man play differently from him.
  • Combining Mecha: Mega Man can fuse with Rush in Mega Man 6 to form Power and Jet Adapters. Mega Man 7 ups the ante by introducing the Super Adapter, which features both abilities from the previous two.
    • Also, non-canon to the series, but in the Marvel vs. Capcom games, Mega Man (and Roll) can combine with Rush, Eddie and Beat to form a Mazinger Z-esque Hyper Mega Man (Hyper Roll).
  • Curtains Match the Window: In the intro to 4, due to sprite limitations. Also in the intro to 10, in order to emulate the 8-bit palette limitations.
  • Denial of Diagonal Attack: Sets him apart from his rival Bass.
  • Depending on the Artist: His eyes are either blue or Green Eyes:
    • In the games, he usually has black hair. In other media, it's brown. In the opening cutscene in 4 his hair was blue.
  • Evil Twin: Wily sure likes doing this to him. There's the double in 1, Mega Man? in Mega Man Powered Up, the Triplets in Mega Man 3...
  • Expy: Rock is an Expy of Astro Boy.
  • Fountain of Expies: All main characters in each series are based on him, and named after him, with the obvious exception of Zero who is a Proto Man Expy. This also applies to Mighty No. 9 Beck of the Spiritual Successor Mighty No. 9 series.
  • Friend to All Living Things: According to his Mega Man & Bass profile, he likes animals.
  • 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 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 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.
  • Kid Hero: Designed to look like one.
  • Leitmotif: In some spinoffs and crossover games, he is musically represented by the title screen BGM from 2.
  • Meaningful Name: Two meanings. "Rock" as in Rock-Paper-Scissors, and "Rock", as in "Rock and Roll".
  • 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.
    • However in the Japanese version, Megaman is Three-Laws Compliant, so as soon as Wily tells Mega Man he can't kill a human, Mega Man backs down.
  • Mundane Utility: Some of the weapons in 7 as suggested by Auto and especially Roll.
  • Never Say "Die": In the Japanese version of 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 Red Baron: The Blue Bomber.
  • Red Oni, Blue Oni: The blue to Proto Man's red (literally, too).
  • Ridiculously Human Robots: But apparently not to the level of the Reploids seen in the various Sequel Series.
  • Screams Like a Little Girl: He outright talks like a little girl in 8, but has a very grating high-pitched scream in the last middle stage cutscene.
  • Super-Powered Robot Meter Maids: Initially, he wasn't one, since Rock was originally built for lab assistance and housekeeping, but Light upgraded him to Mega Man, he did become this.
  • Spell My Name with an S: The specific region spelling goes like Mega Man with a space and Rockman without spacing or further capitals.
  • Theme Naming: The beginning of a symphony of musical-related names. It doubles as Theme Twin Naming with Roll as Rock.
  • Underwear of Power: And this even carries over to his successor, X.
  • Vocal Dissonance: His voice actor in 8 made him sound like a girl.

Dr. Thomas Light/Dr. Thomas Right

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 Plan twice! 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!
  • Always Someone Better: Early games depict Wily as jealous of Light's higher achievements.
  • Big Good: Mega Man's creator, a world-famous altruistic scientist, and all-around paragon of the benefits of useful, moral science.
  • Cool Old Guy: He's built quite his fair share of badass gizmos and robots.
  • Elmuh Fudd Syndwome: The infamously bad voice acting in the English dub of 8 made him talk like this.
  • Genius Bruiser: Practises Shotokan Karate in his spare time. This started out as an Easter Egg in the first Mega Man X game that featured his hologram wearing Ryu's outfit, but he's turned up using it as a workout outfit in subsequent adaptations.
  • Good Parent: Especially in the Archie Comic Series.
  • Light is Good: Literally.
  • 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-reaching consequences.
  • Spell My Name with an S and Japanese 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).
  • Anime Hair: Underneath his helmet, he's got huge, gravity-defying hair, as seen in this official artwork.
  • Badass: Is he ever.
  • Badass Baritone: His voice in Powered Up.
  • Bonus Boss: In 7.
  • Big Damn Heroes: Manages to pull these off several times. Lampshaded in 9:
    Proto Man: "Looks like you need my help... again."
  • Cain and Abel: Proto Man was working with Wily in 3, but pulls a Heel-Face Turn at the end. In the cartoon, he was the Worthy Opponent and a full-time baddie.
  • Char Clone: Wears red, a Cool Mask, and is revealed to be the older brother of Rock and Roll.
  • Cool Mask: His visored helmet, which doubles as Cool Shades.
  • 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.
  • The Dragon: He appears to be this in 3...until he saves you after you defeat Gamma, out of which he's an ally. The TV Series plays this straight, with him working for Wily.
    • In Mega Man 4, he was apparently still working for Wily; after he saves Kalinka, Wily yells that he betrayed him, although it's arguably more likely that Dr. Wily didn't know about Proto Man's true allegiance until that point, though.
  • Dramatic Wind: His scarf is always billowing behind him.
  • Flawed/Super Prototype: On one hand, he has a greater degree of freedom than other Robot Master, but on the other hand, this stems from his unstable nuclear core, as when Dr. Light offered to repair him at the cost of his freedom, Proto Man ran away.
    • Either way, he's a definite Super Prototype to the Sniper Joes, which Wily mass-produced based on his design.
  • Dub Name Change: He's called Blues in Japan.
  • 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 (though this was hardly intentional, or even foreseeable).
  • Fountain of Expies: All the future incarnations of Proto Man, including Zero, who variably will play the role of The Lancer, Aloof Big Brother, or The Rival at various points in their respective series, including Mighty No 7 from Mighty No. 9.
  • Glass Cannon: In all three playable appearances, explained as resulting from an unstable energy core.
  • Heel-Face Turn: After 4.
  • Iconic Item: His Proto Shield. How effective it is in playable appearances varies heavily, but it's still there.
  • The Lancer: Whenever Mega Man gets a partner, Proto Man will usually fulfill this role.
  • Leitmotif: His distinctive (and badass) whistle.
  • Luckily My Shield Will Protect Me: He has the Proto Shield (or Blues Shield), which can block projectiles.
  • Meaningful Name: His English name follows the -man suffix naming of the Robot Master, i.e. he's the prototype of Mega Man and indeed all other sentient robots in the series.
  • Mega Man, He Is Your Brother: 3's ending. However, various Japanese sources say that Mega Man still doesn't know this.
  • Mysterious Protector: In Navi mode in Mega Man 3 Complete Works and Anniversary Collection, he serves as the navigator, even though he's The Dragon to Dr. Wily at the same time.
  • Only a Flesh Wound: His reaction to getting his legs chopped off in Mega Man & Bass? "It's just a scratch..." Justified because he's a robot, and Dr. Light easily repairs him afterwards.
  • Pet the Dog: Even if you take him as a villain in 3, he still saved Mega Man at the end.
  • Power Copying: Like his brother, he also has the ability to copy weapons.
  • Red Oni, Blue Oni: Although there's a bit of an inversion: while Proto Man is calm and composed, his rebellious nature towards Dr. Light makes him the Red Oni to Mega Man.
  • Reverse Mole: Boy, is he ever this, at least in his first appearances. Honestly, it's not even worth trying to cover up anymore.
  • Ryōtarō Okiayu: His Japanese voice actor in Mega Man 8. The very same voice actor as Zero in the X series. Funnily enough, there was once a theory that Zero was Proto Man.
  • Scarf of Asskicking: Proudly wears one.
  • Scott McNeil: His voice actor in the animated series.
  • Secret Character: He's Downloadable Content in 9.
  • 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.
  • Spell My Name with an S: Much like his brother, expect to see Proto Man and Protoman pop up frequently.
  • Theme Naming: Only in Japan, where he's called Blues after the musical genre. Some adaptions give Blues as his original name that he changed, as Rock did to Mega Man.
  • Tragic Hero: Due to the flawed core within him, Proto Man is effectively perpetually dying. In a rather sad catch-22, if he were to ever get it repaired, it could "fix" the glitch in his coding that gives him his free will in the first place — IE erase what gives him his very sense of self. Nobody knows how long he has, but if Dr. Light's dialogue in Power Battles is anything to go by, it's a miracle he's still functional at all.
  • Vocal Dissonance: His Badass Baritone in Powered Up doesn't entirely fit him, considering that he still has a boyish appearance despite his Cool Mask.

Roll (DLN-002)

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.


A robotic dog created by Dr. Light in 3 to assist Mega Man in his adventure. Can take on many forms, including a submarine, a hoverboard, a springy coil, and later even a Powered Armor.


Click for Image:note 

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.


Click for Image:note 

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.

  • Hammerspace: the Power Ups that he produces are certainly larger than he is. And an exploitable glitch (detailed below) will allow Eddie to throw more than he can fit.
  • Mundane Utility: According to Mega Man Megamix, he doubles as a rice cooker for the Light household.
  • 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.


Click for Image:note 

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.


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.
  • Doppelgänger: The robot who manages Proto Man's shop in 10.
  • Gadgeteer Genius: Light's assistant, and manager of the shop that usually sells hi-tech items.
  • Hero-Worshipper: mentioned that he's Rock's "biggest fan".
  • Otaku: A big mechanics geek.
  • Plucky Comic Relief: provides hilarity in most scenes he's in.
  • 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.
  • Beware the Silly Ones: At first glance, he's just a cooky, stubborn jerk of a mad scientist who looks like Einstein, right? As a direct result of his actions over the course of his life of villainy, he would subsequently doom the world for centuries to constant war and no fewer than two different near-apocalypses. This is to speak nothing of his greatest creation, which, upon having his original personality restored, single-handedly wiped out nearly all sentient life on Earth. And this was while they were still recovering from the first near-apocalypse, in which it was stated he somehow had a direct hand in despite being dead for nearly a hundred years.
  • 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.
    • Bigger Bad: By Word of God, Wily somehow restored himself after his death to manipulate Sigma, and his virus has been plaguing the world for hundreds of years after his passing. Even as far as the ZX series, it's still around by means of Model W and general infection.
  • Charlie Brown from Outta Town: In 6, instead of working in the shadows behind another villain, he dons a fake beard and calls himself "Mr. X".
  • 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.
    • This extends to the next 100 years.
  • Dangerously Genre Savvy: In 8, one could call him this; check the page for the example.
    • He is also this in the animated version, usually taking no chances when dealing with Mega Man.
  • Einstein Hair: He even shares the same first name!
  • Evil Counterpart: To Dr. Light.
  • Final Exam Boss: In the Normal and Hard modes of Mega Man Powered Up.
  • 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!
  • Hijacked By Dr. Wily: Extending into the X series!
    • Subverted exactly once in the classic series when Sunstar turns on him in 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.
  • Laughably Evil: Arguably for the entire series, but less arguable in 10.: "The World is mine! HA-HA-HA-HA...achoo!"
  • Man Behind the Man: Combined with Hijacked By Dr. Wily, Wily is responsible for Dr. Cossack briefly going evil in 4, using Dark Man to frame Proto Man for kidnapping Dr. Light in 5, and inverts it by pretending to be the Man Behind the Man to himself in 6 by posing as Mr. X, and the list keeps going on and on right on to the X Series long after he died due to the Maverick Virus.
  • McNinja: He claims to be a ninja in the Japanese OVAs.
  • Not-So-Harmless Villain: After so many times that he has decayed, you'd think that he isn't a credible threat anymore, right? Tell that to the future generations...
    • Let's not forget Mega Man and Bass, where one of his creations, King, bisected Proto Man in half.
    • And 10, where if not for Roll, he would have won.
  • Obviously Evil: Dr. Wily isn't exactly known for his subtlety. If the shifty eyes don't give it away, the skull motifs on his castle, Wily Machines, and pretty much everything else certainly do.
  • Paper-Thin Disguise: Mr. X from Mega Man 6 is really Dr. Wily in disguise? But Mr. X has a beard! And opaque glasses! And a cape! And a dot on his forehead!
  • Pet the Dog: In Super Adventure Wily says he loves his robots and would never give them up.
    • In Zero's ending in Tatsunoko vs. Capcom, his calling Zero "son"...unless the "unfinished task" he mentioned there is "Kill your best friend in his sleep", which is entirely possible.
    • But, it is shown, in 10, when he leaves the hospital, the clincher? He left probably about enough Roboenza capsules to cure an entire population.
  • Pride: He decided to Take Over the World essentially because he was sick with being in Dr. Light's shadow.
  • 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.
  • Supervillain Lair: Skull Castle, a veritable Platform Hell. To make things more difficult, he sometimes has multiple castles.
  • Take Over the World: What he aims at.
  • 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.

  • Always Second Best: Inverted with Ballade; this is how he sees everyone else.
  • Arrogant Kung-Fu Guy: Ballade believes that he is the strongest robot and everyone else is merely second best. He also dislikes opponents who disappoint him/lack competetive spirit.
  • Blade on a Stick: Enker's Barrier Spear.
  • Blood Knight: Ballade is described as being incapable of resisting a fight with any opponent who looks strong, and he is said to dislike foes that disappoint him and uncompetitive enemies.
  • Bonus Boss: All three of them are the bosses of the Special Stages in 10. You even get their weapons from them!
  • Charged Attack: Enker can absorb enemy fire to beef up his own attack, at the cost of his health.
  • Dumb Muscle: Ballade's bad point is described as being stupid (in the English version) and simple (in the Japanese version).
  • Expy: Ballade looks quite similar to Quick Man.
  • Fantastic Racism: Enker's Japanese Spirit is described as so strong, that he hates Americans. In the Japanese version, that is. In the English version, he simply hates foreign robots.
  • Heel-Face Turn: Ballade.
    • Heroic Sacrifice: He self-detonates to open the way for Mega Man to escape Dr. Wily's station.
    • Face-Heel Turn: He's back to working for Wily in V and 10 — however, it is dubious as to whether those Ballades are the original, or copies (as several were seen in the Wily Star in V.
  • Irony: Despite Punk's name and appearance, he fights fairly and is even a policy follower (if his American Mega Man and Bass CD Data is to be believed)!
  • Laser Guided Tykebombs: Wily built them specifically to kill Mega Man, if their group name wasn't already obvious.
  • Quirky Miniboss Squad: A xenophobic Japanese-spirited warrior, a rebellious tough guy and a robot with an ego form Dr. Wily's anti-Mega Man squad.
  • Recurring Boss/Boss Rush: All three Mega Man Killers (and Quint) return in V for a final rematch with the Blue Bomber.
    • The three also show up as the Special Stage bosses for 10.
  • Spikes of Villainy: Punk, which even extends to a metal mohawk.
  • 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.

  • All There in the Manual: Face it, would YOU have thought this guy was Mega Man's future self from playing II by itself?
  • Continuity Snarl: Is his defeat how Mega Man dies? Did Dr. Light repair and reprogram him, as seems to be the case with his own 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 never explodes, but instead teleports out much like Proto Man after a battle.
  • Cool Shades: Rather much like Proto Man, and they could apply as a Paper-Thin Disguise.
  • Evil Counterpart: To Mega Man.
  • Future Badass: Oh so subverted. He's resorted to trying to kill Mega Man, his own past self, 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 traveled back in time to prove himself worthy to Wily. The real Quint inexplicably has a cameo at the end.
  • Improbable Weapon User: His weapon is the Sakugarne, a pogo stick/jackhammer robot.
  • My Serial Number Is Question Marks: "???-???", to be exact.
    • We do know what the question marks represent though. Want to know? Just look at the number for the first character listed on this page.
  • Theme Naming: Continuing the music theme, his name references a Quintet.
  • Time Paradox: His victory would have resulted in one of these. He's stated in Mega Man and Bass to dislike these, however.
  • Walking Spoiler: So Mega Man games aren't all big on plot, but Quint is nigh-impossible to talk about without spoiling his backstory.

The Genesis Unit/MegaWorld Army Corp

Clockwise from the left: WWN-01 Buster Rod G, WWN-02 Mega Water S, WWN-03 Hyper Storm H.

Appearing in the Compilation Re-release/Video Game Remake Wily 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.

  • Arm Cannon: Buster Rod G uses one instead of his staff in the third Wily Tower stage.
  • The Brute: Hyper Storm H is the largest of the trio (and the second largest Robot Master of all, right behind Frost Man) and is in charge of the Unit's muscular.
  • Everything's Better with Monkeys: Buster Rod G, based on one of the most famous simians in literature, Sun Wukong.
  • Evil Genius: Mega Water S is described as being the "brains" of the Genesis unit.
  • Full Boar Action: Hyper Storm H, being modelled after Zhu Bajie, looks like a humanoid pig.
  • Kappa: Mega Water S is quite clearly based on one.
  • Quirky Miniboss Squad: They're all animal-esque robots named after characters from a Chinese novel.
  • Shout-Out: To Journey to the West, with Buster Rod G as Sun Wukong himself, Mega Water S as Sha Wujing, and Hyper Storm H as Zhu Bajie.
  • Simple Staff: Buster Rod G's initial Weapon of Choice.
  • Underwater Boss Battle: Mega Water S subverts the trope by jumping out of the water as soon as the battle begins and never jumping back in.
  • Villain Exit Stage Left: Buster Rod G initially leaves when brought down to his last unit of health, only to come back during the third Wily Tower stage in a brand new, completely different battle.
  • Yes-Man: Hyper Storm H is one, and Mega Man and Bass seems to think that's a good point.

The Stardroids/Space Rulers

Alien Robot Masters from Game Boy's V. They are designated by the serial number of SRN-XXX (Space Ruler Number), even in English.


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.


A self-proclaimed king of robots who attacked a robot museum, downloaded data on the battle robots, and created an army of robots. It turned out that he is yet another creation of Dr. Wily.

Robot Masters recruited by King (except Tengu Man and Astro Man) have the serial number KGN-XXX (KinG Number).

     Other Characters 

Bass/Forte (SWN-001)

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.
  • Animal Motifs: His helmet is shaped like a Cobra.
  • 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.)
  • Blood Knight: His sole purpose is to prove himself as the strongest robot, so naturally he can't turn down a fight against an allegedly-stronger opponent.
  • 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 (unless you've played Mega Man X8, at least.)
    • In 10, Bass's dash is performed the same as Proto Man's slide (Down and jump), rather than double tapping a direction.
  • Denial of Diagonal Attack: Averted in and Bass (both the original and the Wonderswan version) and 10.
    • 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.
  • Dub Name Change: He is known as Forte in Japan, and Bass in North America
  • Do Not Run with a Gun: Bass must stand still while firing his Bass Buster.
    • This did not apply to his original appearance or the Power games, as there, his Buster was more akin to Mega Man's.
  • Double Jump: His trademark in and Bass. Preceded his "little brother".
  • The Dragon: Wily's righthand robot in 7.
  • Evil Counterpart: To Mega Man.
    • 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?
  • Facial Markings: which, along with the design of his helmet, makes him look like a cobra.
  • Fangs Are Evil: whenever he gives a Slasher Smile, he gives off one of these.
  • Freak Lab Accident: How Dr. Wily discovered Bassnium, the powerful energy used to create Bass.
    • According to that same Power Fighters ending, it is said by Wily, that Bassnium won't be for long the strongest energy on earth, implying that Wily found a superior energy source.
  • Fusion Dance: With Treble.
  • 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.
  • I Have Many Names: A meta example, for in addition to the Dub Name Change above, he is known as "Slasher" in the Brazilian comic.
  • It Is Pronounced BASE: The pronounciation of his name. Lest we forget, he is not a fish.
    • 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 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.
  • Laser-Guided Tykebomb: like the Mega Man Killers, Wily created him to destroy Mega Man.
  • Leitmotif: His Boss Battle theme in 7 and 8.
    • It pops up as Bass' shop theme in 10.
  • Meaningful Name: His name in Japan, "Forte," means "strong" in several Romance languages. Sure enough, he's obsessed with proving himself to be stronger than anyone else (particularly Mega Man).
  • Mini-Boss: Despite being created to defeat Mega Man, to the point that they use nearly the same specifications, he has never been a boss in the Classic games.
  • The Mole: introduced as an ally, but is actually trying to get on the good graces of the good guys to steal the Super Adapter blueprints for Dr. Wily.
  • Secret Character: Like Proto Man in 9, he's Downloadable Content in 10.
  • Spam Attack: fires a stream of bullets in rapid fire to attack his enemies.
  • 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's wrong, too.
  • Wounded Gazelle Gambit: In 7, he fakes injury in order to get to Dr. Light's lab and steal the enhancements for Mega Man and Rush. On the other hand, he really is weak to Shade Man's weapon...


A robotic wolf created by Dr. Wily to help Bass the same way that Rush helps Mega Man. He can morph into a jet pack and fuse with Bass to let Bass fly for a limited time.


Click for Image:note 

A robotic bird created by Dr. Wily. His most notable video game appearance was in the Japanese-only Party Game Rockboard.

  • Annoying Laugh: Does one to the losing player in "Rockboard".
  • Continuity Cameo: In 7, his visage appears if you've entered the wrong password. In 10, he manages Bass's shop.
  • Feathered Fiend: and is even a general annoyance to anyone.
  • Theme Naming: Reggae is a music genre, as per the usual naming scheme of the characters.


A giant robot built by Dr. Light and Dr. Wily for the purpose of peacekeeping and enforcement. Naturally, Dr. Wily had other plans...

Dr. Mikhail Cossack

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.


A extraterrestrial police robot from outer space that searches for "Evil Energy" to destroy it.

    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)

  • Battle Boomerang: His Rolling Cutter goes back to him.
  • 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.
  • Kryptonite Is Everywhere: His greatest weakness is Guts Man's boulders (cause rock beats scissors, don'cha know.) His stage is positively filled with such boulders, despite it supposedly being a warehouse.
    • 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.
  • Pun: He tends to attract scissor puns in general.
    • His introduction in 8 has at least three puns related to cutting things.
    • Ever before then, cutting-related puns were present in the Ruby-Spears cartoon, with gems such as "Guts Man might be strong, but I'm on the cutting edge!"
    • Archie Comics kept the cutting puns coming; Cut Man about a page full of them in his first appearance, and they never stop coming after that.
  • Spell My Name with an S: His name was spelled as either Cut Man or Cutman.
  • 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 Wars remake 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.
  • This Is Unforgivable: when playing as Cut Man in Powered Up, he was furious at Wily for what happened to the other Robot Masters.
  • Those Two Bad Guys: With Guts Man in the cartoon.
  • Wall Jump: in Powered Up.
  • Warmup Boss: for the game that started it all.

Guts Man (DLN-004)

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.

Weapon: Super Arm
Weakness: Hyper Bomb (1), Time Slow (PU)

  • Badass Creed: In Powered Up.
    Guts Man: "It's a foreman's job to look out for everybody, but sometimes you gotta do what ain't in the blueprints!"
  • Badass Normal: As far as a Robot Master goes. He doesn’t use a Hand Cannon or special attacks. Instead he uses his own strength to throw big boulders at you.
  • The Brute: To the point where he can gain ammunition(boulders) simply by landing from a jump.
  • 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.
    • Also the infamous DUH-NUH!
  • Spell My Name with an S: His name has been written as either Gutsman or Guts Man.
  • Those Two Bad Guys: With Cut Man in the cartoon.
  • Super Strength: He can throw boulders much easier then any human can.
  • 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)

Bomb Man (DLN-006)

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 Mega Man.
  • 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.
  • Mad Bomber: When taking commands from Wily.
  • Name's the Same: In Japan, his name is Bomberman.
  • Warm-Up Boss: Generally the easiest boss of the first game.

Fire Man (DLN-007)

A Robot Master with a torch on his head, and a penchant for burning justice!. Loves camping and seems to think that he's a cop, despite being designed for waste management.

Weapon: Fire Storm
Weakness: Ice Slasher (1 + PU)

  • Barrier Warrior: His weapon briefly encases Mega Man in a fire shield.
  • Beam Spam: His main method of attack is throwing wall of fire after wall of fire after you in very fast succession.
  • Cloud Cuckoo Lander: Portrayed in Powered Up as an insane robot whose obsessed with justice even when he isn't being played as.
  • Demoted to Extra: In the various animated adaptions, Fire Man tends to appear less and is less important than other Game 1 Robot Masters. He appears less often in games, too.
  • Flaming Hair: the fact that his main toch is on top of his head gives off this kind of appearance.
  • Fountain of Expies: There are a lot of fire-based robot masters in future games.
  • Heel-Face Revolving Door
  • Logical Weakness: To the Ice Slasher. Water also puts out the flame on his head, which weakens his Fire Storm.
  • Playing with Fire: Associated with Fire.

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.

Weapon: Thunder Beam
Weakness: Rolling Cutter (1), Oil Slider (PU)

  • Expy: The precursor of many electricity-based bosses to come.
  • Calling Your Attacks; In the manga, and some side games.
  • Giving Someone the Pointer Finger: extraneous art likes to have him do this a lot, sometimes having him charging up an attack while doing so.
  • Rich Jerk: Acts like it, but really isn't.
  • 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.
    • It could also be that Elec Man could be related to wires and cutting wires ruins them.

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

Oil Man (DLN-00B)

A robot master built to replenish the oil supply of robots and other machines.

Weapon: Oil Slider
Weakness: Fire Storm

  • Bowdlerize: Much like Jynx before him, his black "skin" color was changed to blue, and his large pink lips to yellow. However, he still acts like the wacky black guy of the bunch.
    • The Mega Man Archie Comics fixed this problem by covering his lips with his scarf.
  • Double Entendre: He tells Roll that "If you've come for a fill up, you've come to the right place!"
  • Scarf of Asskicking: Lampshades this where he compliments Proto Man's own scarf, before being disappointed that Proto Man won't say anything about his own.
  • Slippery Skid: He can use this to his advantage by riding the oil like a surfboard.

     Mega Man 2 Robot Masters 

Metal Man (DWN-009)

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

Air Man (DWN-010)

A Robot Master that attacks using tornadoes. You cannot defeat him. Unless you use Leaf Shield, that is.

Weapon: Air Shooter
Weakness: Leaf Shield

  • Blow You Away: First Robot Master associated with wind and they can blow you to the wall.
  • Cephalothorax: his "face" is his entire body. Does that mean the fan is his maw?
  • For Massive Damage; Leaf Shield will do quick work of Air Man.
  • No Sell: Metal Blade, Air Shooter, Bubble Lead, Crash Bomber, and Time Stopper don't do anything to him.
  • Unblockable Attack: Unusually for this series, he sometimes spits out a series of tornadoes that are too close to be fully dodged without Leaf Shield.
  • Weaksauce Weakness: To friggin' leaves, of all things. Apparently it clogs up his air fan. This is the reason Air Man's dislike is leaves.

Bubble Man (DWN-011)

A Robot Master designed for underwater combat. Due to a design flaw, he can only move by jumping on land. He makes up for this by being able to swim gracefully.

Weapon: Bubble Lead
Weakness: Metal Blade

  • Bubble Gun: One of his weapons.
  • Butt Monkey: Dr. Wily can't help but laugh at his way of moving.
  • Harpoon Gun: One of his other weapons when you fight him.
  • Logical Weakness: Metal Blades can easily pop him.
  • Making a Splash: First Water Robot Master and uses bubbles as his main weapon.
  • 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.
  • Underwater Boss Battle: first in the series, and Mega Man has to be careful not to jump too high underwater, because of the Spikes Of Doom on the ceiling.

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

  • Battle Boomerang: Uses the Quick Boomerang.
  • Blood Knight: His main purpose was to kill Mega Man.
  • 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.
  • Fragile Speedster: You can tell by his name.
  • 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.
  • In a Single Bound: Jumps very high.
  • No Sell: Metal Blade, Bubble Lead, Quick Boomerang, and Leaf Shield won't lay a scratch on this speedster at all.
  • Precision-Guided Boomerang: Subverted, as they're really more like homing missiles.
  • The Rival: During production of 2, the staff had this role in mind for him, which is why on the stage select screen he's the only one who grins and the only one who pokes out of his box.
  • Super Speed: Just look at his name.
  • Time Master: Can speed up even further by subtly altering time in the immediate area.
  • Too Fast to Stop: He outruns even his own vision, which is why he's constantly running into walls. Averted in the cartoon, though.

Crash Man (DWN-013)

A Robot Master armed with drill-tipped time bombs and a body that can resist explosions. Based on the designs of Bomb Man and Guts Man. Is very clumsy.

Weapon: Crash Bomber
Weakness: Air Shooter

  • Expy: Word of God states that he was constructed by using Guts Man and Crash Man.
  • For Massive Damage: An Air Shooter will easily blow away this bad boy.
  • In a Single Bound: Jumps real well, due to being made out of very light materials.
  • The Klutz: Justified, as he has no hands.
    • However, in Hitoshi Ariga's Mega Man Megamix manga, he has hands.
  • No Sell: Metal Blade, his own weapon, 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.
  • Stuff Blowing Up: Really likes to throw a bunch of bombs.
  • This Is a Drill/Time Bomb: His weapon is a combination of the two.
  • Throw Down the Bomblet: Bomb Robot Master.

Flash Man (DWN-014)

A Robot Master with the ability to stop time.

Weapon: Time Stopper
Weakness: Metal Blade, Crash Bomber

  • Bald of Evil: And he hates wig commercials too!
  • Nice to the Waiter: Treats his subordinates with kindness. However, he treats his equals rather poorly.
  • No Sell: Air Shooter, Quick Boomerang, Time Stopper, and Leaf Shield don't do anything at all.
  • The Only One Allowed to Defeat You: In supplementary manga and materials, he often kills or attacks Robot Masters who he's afraid will kill Mega Man before he can.
  • 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)

Wood Man (DWN-016)

An experimental Robot Master mostly made of wood. He has great physical strength and can summon a barrier of protective leaves.

Weapon: Leaf Shield
Weakness: Atomic Fire, Air Shooter, Metal Blade

  • Fountain of Expies: The father of all shield based Robot Masters.
  • For Massive Damage: A correctly timed fully charged Atomic Fire (you have to wait until the Leaf Shield wears out) will incinerate him.
  • Green Thumb: Made of wood unlike the others.
  • Logical Weakness: Being made of wood, he doesn't handle cutter and fire-based weaponry well.
  • Mighty Glacier: Considered a strong Robot Master but is also very slow.
  • Mini-Boss: Of Search Man's stage in the Saturn version of 8.
  • No Sell: Bubble Lead, Quick Boomerang, and Time Stopper won't do anything to him. Using his own weapon will completely heal this guy.
  • Orbiting Particle Shield: The first of many in the series.
  • Petal Power: More like leaf power.

    Mega Man 3 Robot Masters 

  • Hoist by His Own Petard: All of them are weak to their own weapons.
  • 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)
  • Ironic Fear: A needle based robot with a fear of getting his shots. However, he loves knitting and sewing.
  • Lightning Bruiser: Larger than Mega Man yet can move fast and jump high. His weakness, Gemini Laser, moves like molasses.
  • More Dakka: The Needle Cannon is made to be a rapid-fire weapon.
  • Spike Shooter: His Needle Cannon shoots pointed projectiles.
  • Spikes of Villainy: Has spikes all over his body, most prominently his head.
  • Use Your Head: Can extend the needle-tipped top of his head to spear Mega Man.

Magnet Man (DWN-018)

A magnetic Robot Master co-built by Dr. Wily and Dr. Light.
Weapon: Magnet Missile
Weakness: Spark Shock (3), Shadow Blade (3), Needle Cannon (World 2)
  • Glass Cannon: Two weaknesses and low defenses against other weapons overall.
  • G-Rated Drug: In the comics, as well as his character card from Mega Man & Bass, his magnetic blasts help him relive stress.
  • Homing Projectile: His Magnet Missile shoots forward until it senses an enemy vertically, then changes course to hit them.
  • Logical Weakness: Spark Shot, since electricity disrupts his magnetic forces.
  • No Sell: Deflects any attack while pulling Mega Man towards him.

Gemini Man (DWN-019)

A narcissistic Robot Master co-built by Dr. Wily and Dr. Light.

Weapon: Gemini Laser
Weakness: Search Snake (3), Magnet Missile (World 2)

Hard Man (DWN-020)

A Robot Master co-built by Dr. Wily and Dr. Light made of Ceratanium (Ceramic Titanium).

Weapon: Hard Knuckle
Weakness: Magnet Missile

Top Man (DWN-021)

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.
  • Battle Tops: His only attack other than spinning was to throw tops in the air that home in.
  • Everything's Better with Spinning: He's based upon the spinning top.
  • Fragile Speedster: Of all the Robot Masters, he has the lowest health, but makes up for it by being invincible half the time.
  • Logical Weakness: Said to be one of the most frail Robot Masters, so it makes sense that Hard Knuckle does a lot of damage to him.
  • Spin to Deflect Stuff: Invincible when spinning.
  • Warm-Up Boss: Often recommended as an easy boss to start on.

Snake Man (DWN-022)

A Robot Master designed for investigating narrow areas.
Weapon: Search Snake
Weakness: Spark Shock, Needle Cannon

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.
  • I Just Want to Have Friends: None of Wily's other robots like him, because he has no hands. He tries his best, though.
  • Sequel Escalation: Can generate twice the electricity compared to Elec Man, though Elec Man has better focus on his power.
  • Shock and Awe: Spark Shock shoots bolts of electricity.
  • Spread Shot: His eight-way burst of electrical sparks.

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.
Weapon: Shadow Blade
Weakness: Top Spin (3), Gemini Laser (World 3)
  • Battle Boomerang: His shuriken return to him.
  • Denial of Diagonal Attack: Aversion. His giant shuriken can be thrown in eight directions. Mega Man's use of it basically ammounted to a nerfed version of the overly powerful Metal Blades.
  • Expy: To Metal Man.
  • Frogs and Toads: In some games, he can summon frogs and can even ride on a giant one.
  • Fuuma Shuriken: His Shadow Blade is a very large shuriken.
  • Lightning Bruiser: Very fast, powerful, and is overall more durable than Quick Man (not counting his main weakness).
  • Ninja: He's based upon one.
  • Weaksauce Weakness: Infamously weak to the often mocked Top Spin.

     Mega Man 4 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.

Weapon: Flash Stopper
Weakness: Rain Flush

Toad Man (DWN- 026)

An agricultural robot built by Dr. Cossack that specializes in natural sciences and toxins. While he can jump high, taking advantage of his slow movements can bring him down in a snap.
Weapon: Rain Flush
Weakness: Drill Bomb (4), Ring Boomerang (World 4), Napalm Bomb (World 4)

Drill Man (DWN-027)

A mining and construction robot built by Dr. Cossack. Prefers to live life to the fullest and not worry about tomorrow.

Oops, damaged the gas pipe again.

Pharaoh Man (DWN-028)

An archeologist Robot Master. Is designed like a pharaoh to ward off mysterious pyramid curses. Is quite the lady's man.

Ring Man (DWN-029)

The only Robot Master by Dr. Cossack designed to defeat Mega Man. Not much else to him.

Dust Man (DWN-30)

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A Robot Master built for sanitation purposes, specifically to inhale (and presumably, compress and destroy) garbage.

Dive Man (DWN-031)

A submarine-based robot built by Dr. Cossack. Used to work for the Russian Navy. He doesn't think kindly of Pirate Man.
  • Homing Projectile: Dive Missiles.
  • Irony: He's a submarine type Robot Master, but he gets motion sickness pretty easily.
  • Logical Weakness: To Elec Man's Thunder Beam in Mega Man 2: The Power Fighters, since it is indeed dangerous to mix electricity with water.
    • Weaksauce Weakness: He's absolutely terrified of garbage, so Dust Man's weapons are effective.
  • Making a Splash: One of the other two Water Robot Masters. However, his main methods of attacking are with missiles.
  • Underwater Boss Battle: Fought underwater.

Skull Man (DWN-032)

A Robot Master designed by Dr. Cossack for balanced offense and defense combat.
  • Adapted Out: The only 4 Robot Master to not appear in the Ruby-Spears cartoon.
  • Dying as Yourself: In the Megamix manga, Skull Man is the first Cossack bot to turn evil. It is not until the very end of the story, with his spine broken, that he comes to his senses.
  • Lean and Mean: His Megamix design.
  • Luckily My Shield Will Protect Me: His Skull Barrier.
  • No Sell: Against the Pharaoh Shot entirely.
  • Orbiting Particle Shield: Uses shields as a weapon.
  • Pacifist: Interestingly, he will not attack, or even move, until the player attacks him.
  • Skull for a Head: Ain't called Skull Man for nothing.
  • Weaksauce Weakness: The Ring Boomerang can piece his Skull Barrier, but it won't do any increased damage to Skull Man himself. The Dust Crusher, on the other hand, does the exact opposite.

     Mega Man 5 Robot Masters 

Gravity Man (DWN-033)

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A robot master that took over an anti-gravity institute under the orders of Dr. Wily. Tends to be extremely humorless.
  • Gravity Master: He controls gravity in his stage.
  • Gravity Screw: Either Mega Man or Gravity Man will have reversed gravity for the fight; he switches it when he's close so that he'll hurt you via Collision Damage.
  • Weaksauce Weakness: Out-of-game characterization gives him a dislike of impractical sciences, such as interstellar travel, which makes him weak to Star Man's star-based shield weapon.

Wave Man (DWN-034)

A Robot Master who took control of the water quality administration facility. He is armed with the Water Wave and his harpoon. Unlike Bubble Man, he's just as adept on land.

Stone Man (DWN-035)

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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.

Gyro Man (DWN-036)

A Robot Master who took over a hanging garden for Dr Wily to obtain funding for his evil plans. His main techniques are jumping high, hovering (He can't fly), and throwing his gyros as projectiles.
  • Airborne Mook
  • Bamboo Technology: The helicopter blade attached to his back is bamboo.
  • Blow You Away: The first flying Robot Master and the second Robot Master associated with the sky.
  • Fuuma Shuriken: His propeller can be tossed as one.
  • Helicopter Pack
  • 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 an orbital station orbiting around the Earth.

Charge Man (DWN-038)

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A steam locomotive-based Robot Master created to make shipments to Dr. Wily.

Napalm Man (DWN-039)

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A tank-based robot filled to the brim with military weaponry. Made to protect Dr. Wily's secret weapons factory.
  • Genius Bruiser: Despite looking like Dumb Muscle, he has encyclopedic knowledge of weapons and, according to Mega Man and Bass, is an expert negotiator.
  • Gun Nut: Really likes his weapons. Not surprising as he was built to be a war machine.
  • Undying Loyalty: According to the CD database.
  • Weakened by the Light: In game appearances after 5, he's been weak to Flash Stopper, Pharaoh 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.

    Mega Man 6 Robot Masters 
  • Plot Hole: Despite each one being made by a different person, all the robots are listed as DWN series robots.
  • No Sell: Most of the bosses here are immune to Plant Barrier with the exception of Tomahawk Man, who is weak to it.

Blizzard Man (DWN-041)

A Canadian robot master originally made to explore the frozen North and control weather. In Mega Man 6, he attended the First Robot Tournament, where he was reprogrammed by Mr. X for evil.

Centaur Man (DWN-042)

A Robot Master that originally worked tending museums and guiding tourists though Greek ruins. Good pals with Tomahawk Man.

Flame Man (DWN-043)

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A robot created to work at thermal power facilities in the middle east. After making the top eight finals of the First Annual Robot Tournament, he was reprogrammed by Mr. X to take over the world.
  • Arabian Nights Days: His appearence is based on this trope.
  • Expy: Gameplay wise, of Heat Man.
  • Playing with Fire: He's a robot master based upon fire.
  • Logical Weakness: Flame-based robot doesn't take well to both wind and water weaponry. Which makes him weak to Wind Man's Wind Storm in 6; Pump Man's Water Shield in 10.

Knight Man (DWN-044)

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A Robot Master made specifically for dueling. Has defeated over 1000 robots in combat. When attending the 1st Annual Robot Tournament, he was reprogrammed by Mr. X to take over the world.

Plant Man (DWN-045)

A Robot Master created as the manager/mascot of the world's greatest botanical garden. After attending the 1st Annual Robot Tournament, he was reporgrammed by Mr. X to take over the world.

Tomahawk Man (DWN-046)

A Native American robot of very indeterminate origin built specifically for combat. At the First Annual Robot Tournament, Mr. X reprogrammed him to take over the world and placed his base in an Indian reservation. Pretty good friends with Centaur Man.
  • Weaksauce Weakness: As a combat warrior, he cannot comprehend the use of Plant Man's Plant Barrier as anything other than a weapon, and thus takes more damage from it.

Wind Man (DWN-047)

A Chinese robot programmed for ecologically-friendly farming. In the First Robot Tournament, he made it to the Top 8 finalists before being reprogrammed by Mr. X to take over the world.
  • Acrofatic: He's said to be heavier than most robots, but his jet engine makes him fast.
  • Expy: To Air Man. Their similarities are strong enough for them to have formed a rivalry because of it.
    • His weapon is however one of Bubble Lead.
  • Blow You Away: Third Robot Master based on the sky and the second one that uses wind related attacks.
  • I Know Kung-Fu: His character card inexplicably claims he has this, though he has never demonstrated it.

Yamato Man (DWN-048)

A Japanese Robot Master made to mimic ancient Japanese war arts in reenactments. When entering the First Annual Robot Tournement, he was reprogrammed for evil purposes.

     Mega Man 7 Robot Masters 

Freeze Man (DWN-049)

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A clean-energy producing robot. When Dr. Wily went to jail, Freeze Man was the one to break him out. Has great respect for Ice Man.

Junk Man (DWN-050)

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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.

Burst Man (DWN-051)

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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.
  • Expy: of Bomb Man in terms of personality.
  • Floating in a Bubble: Does this to enter the battlefield. His Danger Wrap does this to Mega Man.
  • Logical Weakness: The chemicals inside him don't react too well to fire (flammability) or ice (low freezing point).
  • Mad Bomber: Even before Dr. Wily changed him, he enjoyed explosions in a very casual way.
  • Making a Splash: Associated with water.

Cloud Man (DWN-052)

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A middle-eastern style Djinn-like robot, with the power to control weather.
  • Airborne Mook: trading his lower body for (presumably artificial) clouds, he can't touch the ground unless Mega Man himself knocks him down.
  • Brilliant, but Lazy: He could be a lot more powerful if he wanted, but it's so easy to just strike people with lightning bolts from where it's safe.

Spring Man (DWN-053)

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A Robot Master made of thousands of springs and is capable of jumping high.
  • In a Single Bound: He is made up of springs.
    • Elemental Absorption: If attacked with electricity, Spring Man becomes magnetic and can use it to his advantage.
  • One-Hit Kill: Can be instantly killed by a well timed Noise Crush before the fight even begins.

Slash Man (DWN-054)

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A clawed Robot Master tasked with clearing forests to help build secret bases for Dr. Wily.

Shade Man (DWN-055)

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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)

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A robot Dr. Wily made out of his favorite old car. His ability to transform from car to robot makes him useful for reconnaisance.

     Mega Man 8 Robot Masters 

Tengu Man (DWN-057)

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A Robot Master stationed in the mountains of Japan.
  • Blow You Away: "Kamikaze!"/"Kamaitachi!"
    • His Tornado Hold can blow you off the platform.
  • Samurai: At least, he talks like one, most noticed in his "chosen" intro ("Tengu Man de gozaru!") and his use of "sessha" as his first-person pronoun.
  • We Can Rebuild Him: Comes back in Mega Man & Bass for revenge.
  • 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)

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A Robot Master stationed in a virtual reality zone somewhere in Europe.

Sword Man (DWN-059)

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A Robot Master stationed in a temple in Central Asia. His right arm is a sword that Dr. Wily stole from a museum.

Clown Man (DWN-060)

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A Robot Master stationed in a theme park in Australia.

Search Man (DWN-061)

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A Robot Master stationed in an African jungle. Despite having two heads, he was only given one personality.

Frost Man (DWN-062)

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A Robot Master stationed in Alaska.

Grenade Man (DWN-063)

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A Robot Master stationed in an ammunition factory in Chile.
  • Combat Sadomasochist: Loves getting hurt. Even says "That felt good!" once you defeat him.
  • Logical Weakness: Thunder Claw deflects his bombs back at him, but hitting him with the Claw itself "hurts" him just as much.
  • Mad Bomber: Even more so than the others, since he loves being caught in his own explosions.
  • Pintsized Powerhouse: One of the smallest Robot Masters in the series, but he can really pack a punch.

Aqua Man (DWN-064)

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A Robot Master stationed in an underwater laboratory east of Madagascar.
"I'm Aqua Man, but you can call me Handsome Man!"

     Mega Man & Bass Robot Masters 

Dynamo Man (KGN-001)

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A robot who used to be a power plant guide.
  • Expy: Uses Grenade Man's stage design.
  • Heal Thyself: When low on health, he plugs himself into a generator and will heal to full health if the generator isn't destroyed.
  • Shock and Awe: Complete with a generator that allows himself to heal.
  • Walking Wasteland: King made his body too hazardous for lifeforms to come near.

Cold Man (KGN-002)

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A robot who preserved dinosaur DNA by freezing it until King made him a personal guard.
  • An Ice Person: Another ice elemental Robot Master.
  • Expy: Of Ice Man and Frost Man. Also uses Frost Man's stage design.
  • Feed It With Ice Wall: Using his own weapon against him will heal him.
  • 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)

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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.
    • Uses Sword Man's stage design.
  • Genius Bruiser: One of the strongest Robot Masters and is a deep thinker.
  • Hoist by His Own Petard: In the manga, he was beaten by his own drill.
  • This Is a Drill: In addition to his Spread Drill, he can burrow into the ceiling and summon a massive drill.

Pirate Man (KGN-004)

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A robot who was designed for attacking ships and plundering cargo.

Burner Man (KGN-005)

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A robot who had to burn down forests daily because he was tricked into thinking he would self-destruct if he didn't.

Magic Man (KGN-006)

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A robot who worked at the circus.
  • Expy: Uses Clown Man's stage. Even has the same mini-boss (but with different behaviors).
  • Improbable Weapon User: Throws cards.
  • Life Drain: His Magic Cards can steal your energy if they hit.
  • Stage Magician: The only Magician Robot Master as of this day.
  • Stealth Pun: His weakness to Tengu Blade is a reference to "cutting the cards."

    Mega Man 9 Robot Masters 

Concrete Man (DLN-065)

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Yet another construction 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.
  • Armor-Piercing Attack: His Concrete Shot neutralizes a number of defenses.
  • Expy: Has an attack pattern akin to Guts Man.
  • Friendly Rival: In the Archie Comics series, he competes feverishly with Guts Man on completeing construction projects. They often go out for karaoke and drinks afterwards.
  • Improvised Platform: His weapon creates them.
  • Unfortunate Names: Applies to his Weapon, the "C.Shot", think about it...

Tornado Man (DLN-066)

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A Robot Master who was stationed at a weather regulation facility.
  • Always Accurate Attack/Unblockable Attack: His Tornado Blow covers the entire screen, and even affects shielded enemies! Sadly, it only can be used four times before running out of ammo.
  • Expy: Of Sage Harpuia from the Zero series.
  • Blow You Away: His tornados can blow you to the ceiling to your doom if you're not careful.
  • 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...
  • Weather Control Machine: His battle arena is set up like one.

Splash Woman (DLN-067)

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  • Action Girl: Her job is to rescue victims of shipwrecks and beach accidents.
  • Armor-Piercing Attack: Her Laser Trident can destroy Concrete Man's blocks.
  • The Beastmaster: Summons sea creatures to aid her in battle.
  • Distaff Counterpart: Was originally going to be a male robot master called Ocean Man.
  • Expy: Of Fairy Leviathan from the Zero series.
  • Glass Cannon: Outside of instant death hits, Laser Trident is the most damaging attack to Mega Man in the ninth game. On the other hand, the Mega Buster inflicts two units of damage on per shot on Splash Woman, whereas it only inflicts one unit of damage to the other Robot Masters.
  • Our Mermaids Are Different: She's a robot mermaid.
  • Sirens Are Mermaids: She controls her fishy friends through singing and enjoys karaoke.
  • The Smurfette Principle: Unless you count the 6 manga, where Centaur Man is revealed to be female, she is, so far, the only female Robot Master that is a boss character.
  • Making a Splash: A water related Robot Master, but with a powerful trident similar to Hard Knuckle as a weapon.

Plug Man (DLN-068)

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A Robot Master created to inspect the quality control in a television factory. Has an obsession with gadgets and loves to browse electronic stores.

Jewel Man (DLN-069)

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A Robot Master designed to work in a diamond mine.

Hornet Man (DLN-070)

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  • Logical Weakness: Bugs in real life don't take too well to fire.
  • Spear Counterpart: Was originally supposed to be a female robot master called Honey Woman.
  • Utility Weapon: Hornet Chaser can grab items for you, even through walls or other barriers.

Magma Man (DLN-071)

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A robot built to oversee safety operations and manage a geothermal power plant.

Galaxy Man (DLN-072)

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A UFO-like robot designed to work in a space research center.

     Mega Man 10 Robot Masters 

  • Plot Hole: Like 6, despite it is unknown as to whether Wily made them or not, they're all listed as DWNs.

Blade Man (DWN-073)

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A castle guardsman, tour guide, and expert on swords and sword history, Blade Man came down with Roboenza and became manic.

Pump Man (DWN-074)

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A robot meant to be a mobile water purifier, who became insane with Roboenza.

Commando Man (DWN-075)

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A military mine sweeping and mine planting robot, who became consumed with Roboenza. It is also said that he enjoys tasting oil from the various countries he visits.

Chill Man (DWN-076)

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  • An Ice Person: An ice type Robot Master.
  • Nature Hero: Before going insane, he was dedicated to taking photos of melting ice caps to raise awareness of global warming.
  • Spikes Of Doom: Chill Spike creates these.

Sheep Man (DWN-077)

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Strike Man (DWN-078)

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Nitro Man (DWN-079)

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A stunt robot who was infected with Roboenza.
  • 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.
  • Transforming Mecha: transforms into a Cool Bike.

Solar Man (DWN-80)

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A solar energy developer who became unstable with Roboenza.
  • Energy Absorption: Of Mega Buster pellets.
  • Playing with Fire: Fire type Robot Master.
  • Power Of The Sun: Uses Solar Energy as a means of attack. The Ring Man of the Weapon Archives is also weak against his weapon, as he was weak to Pharaoh Man's Pharaoh Shot in Mega Man 4, which was also a similar element.

    Characters/Mega ManMega Man X

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