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The Robot Masters found in Mega Man 1-6.

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    All Robot Masters 
  • Arbitrary Headcount Limit: With the exception of the first game which had six Robot Masters, there is always a group of eight Robot Masters to fight. There is no given reason why eight exactly; there are just eight of them.
  • Ass Kicking Pose: The robots typically strike a pose on their stage start screen, and before battle as their Life Meter fills up.
  • The Battle Didn't Count: No matter how many times they are destroyed, they will show up again in one way or another in a future game. Even within their own games, the Robot Masters will appear again in a Boss Rush. In-universe, this is explained away with Mega Man not destroying their I.C. Chip, thus allowing them to be rebuilt.
  • Boss Rush: The Robot Masters usually come back in a teleporter room stage within Wily Castles, where you have to face them all over again shortly before fighting Dr. Wily himself.
  • Brainwashed and Crazy: For the non-Wily robots, at least. They are perfectly normal robots built for a specific civilian purpose before being forced to do Wily's dirty work.
  • The Brute: There's at least one of this kind of robot in each batch of Robot Masters. Common attacks from them usually include jumping to cause tremors.
  • Elemental Rock-Paper-Scissors: They are very powerful and dangerous robots, but all of them are at least weak to their compadres' special powers, and sometimes even their own powers. Conveniently, Mega Man can copy them.
  • Fire, Ice, Lightning: A somewhat common theme within each game's batch of Robot Masters is to introduce a Fire-, Ice- and Electric-elemental trio of Robot Masters. This started with 1, then disappeared until returning in 7, and became a recurring theme in future games with the exception of 9. Sometimes (but not always), the Ice-elemental one is weak to the Electric one's weapon, whereas the Fire-elemental one is weak to the Ice one's weapon, as seen with 1, MM&B and 11.
  • Grew Beyond Their Programming: Depending on the source, some of the Robot Masters develop their own personalities and take on hobbies and interests beyond their initial function to the point of being near human-like.
  • Heart Drive: Their personalities are stored within integrated circuits. Meaning they can be destroyed countless times and placed into new bodies, as long as this circuit is kept intact.
  • Ice Magic Is Water: In some games where there exist no Water-elemental Robot Masters, but Ice-elemental and Electric-elemental Robot Masters co-exist, Ice-elemental Robot Masters tend to be weak to Electric weapons.
  • Inconsistent Spelling: The games seem to flip-flop on whether or not the Robot Masters should be spelled with spaces in the name. With the exception of Mega Man Powered Up, spaces are most consistent in later games. This also applies to their designations, which range to anywhere from "No.XX", "No.XXX", "DWN.No-XX", "DWNB-XX", and "DWNo.XX" (all considered the same production line). For the purposes of categorization, the format will follow the localized sourcebooks - the more common spaces will be used, along with "DLN.XXX" for robots created solely by Light and "DWN.XXX" for others (this also applies to other character pages).
  • Improvised Weapon: Many Robot Masters simply use their tools as weapons. Splash Woman's Laser Trident was originally designed to cut off ship bulkheads for rescue missions, Clown Man's long arms used to be used to perform trapeze, and so on. Justified, considering a good bunch of them are industrial/labor/entertainment robots turned combatants.
  • Just Following Orders: Some of the Robot Masters bear no personal grudge or animosity towards Mega Man. They're just doing their job according to their programming under the command of Dr. Wily.
  • Mascot Mook: Thanks in part to their quirky designs, personalities, and powers, the Robot Masters are a group of them for the respective games they appear in and in the series itself, appearing alongside Mega Man and the other characters in promotional material. Heck, one of the main attractions of the games themselves is seeing what new dangerous, weird, creative, or cool robot masters Mega Man will face this go around.
  • Monster of the Week: The troublesome boss robots of the game who assist with Dr. Wily's schemes.
  • Quirky Miniboss Squad: They are all robots with their own unique themes, gimmicks, and personality quirks, and only serve to go down and have their powers stolen before you face Dr. Wily himself.
  • Ridiculously Human Robots: The Robot Masters have enough personality to pass as real people. And as for some of them, would you even tell they are robots at first glance? Such examples include Shadow Man and Ice Man, who look more like humans in armor; or Elec Man, who appears less like a robot and more like a costumed superhero.
  • Something Person: With the exception of the Stardroids, all of the Robot Masters are named like this. (insert adjective/noun here) describing their gimmick and Man/Woman.
  • Standard Snippet: The iconic "Stage Start" theme is almost always used to introduce a Robot Master.
  • Super-Powered Robot Meter Maids: Almost every Robot Master is built for a civilian function, e.g. Elec Man is built to work at power plants, Bright Man is designed for search and rescue operations, Astro Man is to operate a planetarium and entertain visitors. They still pack devastating firepower that belies their original function, though this is usually a result of Dr. Wily altering them to be more combat-capable.
  • We Can Rebuild Him: As long as their integrated circuits are not damaged, they can be rebuilt anytime.
  • Weapon Specialization: Every Robot Master has one. Usually, they're Improvised Weapons made of their tools (such as with Bomb Man's Hyper Bomb), although the Robot Masters created by Wily are usually with the intention to fight Mega Man, giving them a more played straight version of this trope.
  • "Where Are They Now?" Epilogue: Some games and side sources explore what happens to the Robot Masters after Wily is defeated. Many Robot Masters go back to their original jobs, take on new jobs and hobbies, or are retired to the robot museum.

Mega Man

    General 
  • Adaptation Personality Change: Some of their personalities in Powered Up do not line up with what the CD data and other supplemental materials suggest. Given that Powered Up is a reboot, it likely can be explained with them being in an alternate timeline.
  • Big Damn Heroes: In Super Adventure Rockman, one of them may save Mega Man from destruction if he falls against one of Wily's Robot Masters.
  • Brought to You by the Letter "S": In Megamix, they all have the letter R on their chests. Dr. Light is called Dr. Right in Japanese, so it's a reminder of who created them.
  • Depending on the Writer: While Mega Man & Bass and other materials each give the Robot Masters a consistent personality, Mega Man Powered Up gave them new ones that, in most cases, are completely different from their previously established ones (Ice Man, for instance, goes from being a self-centered showoff to having bipolar disorder and the mentality of a soldier).
  • Early-Installment Weirdness: Played with; Dr. Light built 8 Robot Masters per series status quo (technically 9 if you count Proto Man, and 11 by the time of Powered Up), but two of them (Roll and Rock/Rockman/Mega Man) managed to avoid being captured/corrupted by Doctor Wily, so only 6 have to be fought (with Proto Man not being formally introduced until Mega Man 3).
  • Fire, Ice, Lightning: The aptly named Fire Man, Ice Man and Elec Man, respectively, them even being the Trope Makers for the franchise.
  • Heel–Face Revolving Door: Dr. Light created these robots, and thus feels compelled to re-reprogram them for good every time Dr. Wily reprograms them for evil. In Powered Up, you can even get Dr. Light to repair and reprogram a boss to be playable if you beat him with just the Mega Buster.
  • Robo Family: All of them are considered Mega Man, Roll, and Proto Man's brothersnote .
  • Theme Naming: Downplayed: All of their names are limited to 3-4 characters, excluding the word "man".
  • We Can Rebuild Him: The Japanese manual notes that Mega Man retrieves each robot's central core after defeating them, implying they were sent back to Dr. Light to be rebuilt for good.

    DLN.003 Cut Man 
"Snip-snippety-snip!"
https://static.tvtropes.org/pmwiki/pub/images/003_cutman.png

A Robot Master designed for timber felling, Cut Man is able to move nimbly with a lightweight chassis even in windy and stormy weather. His Special Weapon is the razor-sharp Rolling Cutter, which acts as a boomerang. Though he's cunning, he's also rather stubborn and tends not to listen to others. Like Guts Man, Cut Man isn't a main character but is one of the Robot Masters who reappear often.

Weapon: Rolling Cutter
Weakness: Mega Buster (1), Super Arm (1, Powered Up), Fire Storm (I), Leaf Shield (Power Battle), Slash Claw (Power Fighters), Astro Crush (8 [Saturn Version Only])
Voiced by: Doug Parker (Captain N), Terry Klassen (animated series), Hekiru Shiina (The Power Battle, The Power Fighters), Issei Futamata (8), Yuriko Fuchizaki (Super Adventure Rockman), Reiko Takagi (JP, Powered Up), Elinor Holt (EN, Powered Up), Masako Nozawa (Rockman Holic)

  • Absurdly Sharp Blade: His Rolling Cutter is made of ceratanium, and is able to cut almost anything in half. The Power Fighters even shows it can cut through reality itself to give Cut Man a hiding place.
  • Adaptation Personality Change: His Mega Man & Bass' CD Data depicts him as cunning yet stubborn and with an aversion to listening to orders. Powered Up, on the other hand, changes him to a naive child who's as polite and pacifist as he can try to be.
  • Apologizes a Lot: He has a pretty polite demeanor in Powered Up, befitting his newly established naïve and more child-like nature.
  • Battle Boomerang: His Rolling Cutter goes back to him, and unlike when Mega Man uses it, it goes in a straight line. In Powered Up, he can also throw a giant one that traces along the ground.
  • Beware the Nice Ones: In his playable story in Powered Up, Cut Man remains as polite and childishly naïve as ever, but by the time he reaches Dr. Wily, even he's reached his limit.
    Cut Man: I can't forgive what you did to my brothers. It's payback time... and I'm gonna cut you down to size!
  • Big, Thin, Short Trio: In the Ruby-Spears cartoon, where he's the Thin to Guts Man's Big and Dr. Wily's Short.
  • Character Catchphrase:
  • Continuity Cameo:
    • During the intro of 7, he can be briefly seen in a cartoon on the newspaper covering Dr. Wily's capture.
    • He appears in the animated intro of 8 alongside previous Robot Masters. In addition, toy versions of him can be seen in Clown Man's stage.
  • Dimensional Cutter: Amazingly, in The Power Battle, he learns to cut holes in the very fabric of reality itself to scurry around Behind the Black of the stage you fight him on.
  • Elemental Rock-Paper-Scissors: Literally and figuratively. The Super Arm will defeat him in two hits, referencing actual rock-paper-scissors. However, when you encounter him again in the second stage of Dr. Wily's robot factory, those rocks won't be there to help you.
  • Fat and Skinny: Also in the Ruby-Spears cartoon, where he's the Skinny to Guts Man's Fat.
  • Fragile Speedster: His lightweight frame allows him to move nimbly and jump up to great heights. Unfortunately, it means he doesn't take hard impacts well; even the normal Mega Buster makes him recoil and take above-average damage.
  • Hates Being Touched: In Mega Man: Dr. Wily's Revenge, he has the unique property of jumping when horizontally close to Mega Man, meaning the best option to avoid contact damage is to run right into him.
  • Head Swap: His body shape is identical to Mega Man's, and in the original Mega Man he even reuses Mega Man's run cycle, but with his head pasted on top. Mega Man Gigamix exploited this, with their similar body types allowing him to use the Super Adaptor against the Stardroids.
  • Inconsistent Spelling: Captain N: The Game Master apparently heard it as Cutsman.
  • In a Single Bound: Cut Man is able to jump quite high as shown in his boss fight.
  • Irony: Despite being a timber-felling robot, the Leaf Shield is his weakness in The Power Battle.
  • Jobber: His main schtick in the Ruby-Spears cartoon.
  • Kryptonite Is Everywhere: His greatest weakness is Guts Man's boulder, because rock beats scissors. His stage is positively filled with such boulders, despite it supposedly being a warehouse (although it would be changed to a forest in Powered Up to better suit his lumber-cutting theme). Averted when you face him again in Wily Stage 2; he's the only Robot Master in Mega Man who can't have his main weakness used on him in the rematches, as the blocks are completely absent from the room you fight him in. Even still, he's also susceptible to the Mega/Rock Buster, which is your default weapon.
  • Leitmotif: If he appears, the theme used for his stage will often start up in some form.
  • Logical Weakness:
  • Meaningful Name: He's a tree-trimming and lumber-cutting robot with a very large pair of shears on his head, and is the first Robot Master to use a "cutter" class of weapons.
  • No Celebrities Were Harmed: Terry Klassen's voice in the Ruby-Spear cartoon was clearly meant to be an impersonation of Peter Lorre.
  • Optional 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!
    • He can be found in the Sega Saturn version of 8 as an optional battle in Duo's stage. Defeating him earns you a Bolt.
  • Pungeon Master: He tends to attract scissor puns in general...
    • His introduction in 8 has at least three puns related to cutting things.
    • Even 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 has about a page full of them in his first appearance, and they never stop coming even after that.
  • Rock–Paper–Scissors: The obvious inspiration for his weakness. Cut Man has a giant pair of scissors on his head which he uses the Rolling Cutter with, the Super Arm flings large boulders to attack, and Mega Man and his weapon's Japanese names are Rock Man and the Rock Buster.
  • Stealth Pun: In Mega Man, Cut Man, a robot with scissors on his head, takes more damage from the Mega Buster (in Japanese, the Rock Buster) than any other Robot Master in the franchise (ignoring The Wily Wars remake and 2's Easy/"Normal" mode). Maybe the creators had fun playing "Rock–Paper–Scissors" while developing the game...?
  • Suddenly Blonde: While Cut Man is consistently depicted as orange in modern appearances, in his original artwork and sprite for Mega Man, he is instead a deep red.
  • This Is Unforgivable!: When playing as Cut Man in Powered Up, he's furious at Wily for reprogramming the other Robot Masters and forcing them to conquer the world against their will.
    Cut Man: I can't forgive what you did to my brothers. It's payback time... and I'm gonna cut you down to size!
  • Took a Level in Badass: Though originally being a pushover for the Mega Buster, in later games, he manages to resist it a lot more (taking only one point of damage from it like most other Robot Masters and, in Dr. Wily's Revenge, doesn't even flinch from it).
  • Turns Red: In The Power Fighters, he begins to cut holes in the very background of the game to attack from behind the back.
  • Wall Jump: Cut Man has this as his unique ability in Powered Up, though he can't jump up one single wall like X would be able to later.
  • Warm-Up Boss: Cut Man is among the easiest bosses in Mega Man, taking considerable damage from the Mega Buster, flinching whenever hit, being easy to avoid, and being the default selection whenever the stage select screen is visited.
  • Weak to Fire: In Mega Man: Dr. Wily's Revenge, the Fire Storm acts as his weakness in lieu of the Super Arm.

    DLN.004 Guts Man 
"Maximum Power!"
https://static.tvtropes.org/pmwiki/pub/images/004_gutsman.png

A Robot Master designed for land reclamation, Guts Man is immensely strong, able to effortlessly lift over two tons and throw it with his Super Arm. Though he can be short-tempered, he has a big heart and cares for his colleagues (and, incidentally, enjoys karaoke). While he appears often in the series, there are several other robots bearing a likeness to him that appear to fight Mega Man (such as the Guts Tank in Mega Man 2).

Weapon: Super Arm
Weakness: Hyper Bomb (1), Time Slow (Powered Up), Crash Bomber (Power Battle), Napalm Bomb (Power Fighters)
Voiced by: Gary Chalk (animated series), Jin Yamanoi (arcade), Shouzou Izuka (Battle & Chase), Ken'ichi Ono (Super Adventure Rockman), Ryoji Yamamoto (singing voice), Kenji Nomura (JP, Powered Up), Tommy James (EN, Powered Up)

  • Anti-Frustration Features: His playable appearance in Powered Up can create blocks out of thin air, giving him a way to damage enemies if no blocks are nearby. This also allows him to create platforms. Despite his size, his hurtbox is also the same size as his brothers.
  • Badass Creed: In Powered Up...
    "It's a foreman's job to look out for everybody, but sometimes... You gotta do what ain't in the blueprints!"
  • The Big Guy: When he's not under Dr. Wily's control, he's this. In fact, he was the very first Robot Master to start the trend of at least one bulky and strong Robot Master on each subsequent game.
  • Big, Thin, Short Trio: In the Ruby-Spears cartoon, where he's the Big to Cut Man's Thin and Dr. Wily's Short.
  • Boisterous Bruiser: There's been a few times where Guts Man won't be shy to admit how strong he is (that is, capable of lifting around two tons).
    (Powered Up, before facing the Yellow Devil) "You've got a nice frame on you! But you won't win if we start matchin' muscles, pound for pound!"
  • Bruiser with a Soft Center: The Big Guy to Dr. Light's creations, who likes his job schedule to be followed to the letter and is a bit short-tempered, but he also has a heart as big as him. His CD Data also states he dislikes confrontations.
  • The Brute: When he is used by Dr. Wily, he's this. He's strong to the point where he can gain ammunition (boulders) simply by landing from a jump.
  • Composite Character: In Rockman Xover he is fused with Wood Man to become Wood Guts Man, although the end result is barely more than a Palette Swap of Guts Man.
  • Continuity Cameo:
    • He appears in Mega Man 7 in the Robot Museum, where Dr. Wily steals him and modifies him into Guts Man G, the first Wily stage's boss. However, it's unclear whether this Guts Man is the original, or a replica of some sort.
    • 8' animated intro features him as Mega Man's representative in the montage of Mega Man against the previous games' Robot Masters.
  • Dash Attack: In the arcade games, he gains a shoulder-first charging attack which comes out rather fast.
  • Depending on the Artist: While Guts Man is typically drawn without teeth, some artwork shows him with some. The Archie comic, in particular, tends to draw his mouth as if he had a normal chin behind his robotic square jaw.
  • Dishing Out Dirt: He's commonly associated with earth, and throws rocks a lot of the time as an attack.
  • Dumb Muscle: A peculiar case where it really depends on the writer.
  • Earthquake Machine: Whenever Guts Man lands from a jump, he typically creates a small earthquake that briefly stuns Mega Man.
  • Elemental Baggage: Guts Man is able to throw rocks no matter where he may be. Though averted in Mega Man, where he fights in an excavated cave and uses metal blocks when refought in Wily's robot factory, in the two arcade games he can create boulders even when in the middle of a city. Powered Up, meanwhile, gives him the ability to create Guts Blocks from thin air (though only up to five at a time).
  • Fat and Skinny: Also in the Ruby-Spears cartoon, where he's the Fat to Cut Man's Skinny. Played with, however, in that he isn't necessarily fat, just top heavy.
  • Hidden Depths: He enjoys karaoke.
  • I'm Taking Her Home with Me!: His reaction to the Copy Robot in Powered Up.
    Guts Man: Heeey! Those arms, those legs, that frame — top-of-the-line parts! If I win, you're workin' for me!
    Copy Guts Man: What?! Hey, hey... wait a sec!
  • Irony: He and Bomb Man are co-workers, but Guts Man is weak to the former's Hyper Bomb.
  • Jobber: Much like Cut Man, Guts Man was generally on the losing end in the Ruby-Spears cartoon.
  • Lantern Jaw of Justice: Definitely qualifies when he's being heroic, such as in Super Adventure Rockman. As the first Robot Master to feature a separate lower jaw, Guts Man's massive, boxy chin is a defining feature of his burly construction worker aesthetic.
  • Leitmotif: His original stage theme usually accompanies his direct appearances.
  • Logical Weakness:
    • Bombs and explosions are commonly associated with demolition, and Guts Man is a civil engineering robot who is the "construction" to Bomb Man's "demolition". Additionally, a big and lumbering robot like him is the perfect target for timed bombs like the Hyper Bomb.
    • Later games run with his vulnerability to explosions, which make the Crash Bomber and Napalm Bomb logical weapons to use.
    • In Powered Up, he's instead weak to the Time Slow. Guts Man is slow, and the Time Slow essentially exacerbates said problem tenfold. Plus, given that Guts Man is on strict schedules, Time Slow is likely frying whatever is used by Guts Man to keep on task to complete his job.
  • Mighty Glacier: In Mega Man, he jumps around rather slowly, but also throws two-ton rocks at you. The arcade games, however, give him a Dash Attack that lets him circumvent this.
  • Not So Above It All: Has a few moments of this when playable in Powered Up.
  • Super-Strength: He can lift around two tons of weight. He can also throw boulders with said same ease.
  • Top-Heavy Guy:
    • The chibi art style of Powered Up renders Guts Man as this, with his lower half being considerably smaller.
    • His normal appearances downplay this; while well-proportioned, his top is still slightly larger than his legs.
  • Verbal Tic: In Super Adventure Rockman he tends to say "Guts, Guts".
  • We Can Rebuild Him: Wily really seems to like Guts Man. This is first hinted at in Mega Man, where numerous copies of Guts Man are shown being created in the last stage of Wily's robot factory. His image is then used on a giant tank in 2, and in 7 he (or perhaps a copy of some sort) is rebuilt into Guts Man G, with treads and a giant claw arm. A number of robots scattered about the sequels also bore more than a passing resemblance to him.

    DLN.005 Ice Man 
"Can you see me, everyone?"
https://static.tvtropes.org/pmwiki/pub/images/005_iceman.png
The first ice-themed Robot Master ever constructed. This parka-sporting Robot Master was originally built to perform humanlike tasks in sub-zero environments, in particular exploring arctic environments. His weapon is the Ice Slasher, which manifests as shots of ice at temperatures 200 degrees below zero, freezing anything they come into contact with. Though Ice Man is typically a self-centered show-off, Powered Up instead opts to depict him as having a split personality and the mentality of a soldier.

Weapon: Ice Slasher
Weakness: Thunder Beam (1, I), Hyper Bomb (Powered Up), Super Arm (Power Battle)
Voiced by: Terry Klassen (animated series), Hekiru Shina (Power Battle), Yuriko Fuchizaki (Super Adventure Rockman), Akemi Kanda (JP, Powered Up), Zoe Slusar (EN, Powered Up)

  • Adaptation Personality Change: The biggest example of the six originals. Ice Man used to be a bit of a selfish showoff but his heart was in the right place and he likes snowball fights. In Powered Up, however, he instead has a militant personality and suffers from split personality disorder: a "cadet" and an "officer". The cadet is the reserved, reluctant warrior (even under Wily's control), whereas the officer is Drill Sergeant Nasty and will tell him he still has to fight — or oftentimes, pop out on his own (he briefly takes this persona when he tells Bomb Man that "bombs are a bit too old-fashioned for them"). Notably, these personality traits are completely unheard of in depictions outside of Powered Up.
  • Anti-Frustration Features: In Powered Up to circumvent his weapon's former Harmless Freezing nature, each Ice Slasher deals half a point of damage to enemies. Thus, this grants a playable Ice Man to damage enemies through Spam Attack.
  • Apologetic Attacker: Before fighting him in Powered Up, the cadet personality always apologizes for following the officer personality's orders to kill.
  • Astonishingly Appropriate Appearance: Ice Man looks like an Inuit and has ice powers.
  • Breath Weapon: He shoots his Ice Slashers out of his mouth, which is unusual for such a human-looking character. If you're playing as him in Mega Man Powered Up, this is also a rare heroic example.
  • Continuity Cameo: In Clown Man's stage in Mega Man 8, dolls of Ice Man can be seen alongside toys of Cut Man and Guts Man G.
  • Drill Sergeant Nasty: His officer personality in Powered Up acts like this to his cadet personality.
  • Eskimo Land: He is certainly designed to look like one.
  • An Ice Person: The first ice-themed Robot Master, and surprisingly the only one up until Mega Man 6. His powers notably manifest as a Breath Weapon.
  • Harmless Freezing: Zig-zagged, with his Ice Slasher varying in effectiveness from game to game and even when playable or not.
    • Despite being close to absolute zero, Mega Man's own Ice Slasher deals no damage to any enemy it freezes (though it does leave enemies open for a storm of hits, and what does take damage isn't frozen). In Ice Man's hands, however, the Ice Slasher doesn't freeze Mega Man, instead being just as powerful as the Thunder Beam in the original game!
    • Powered Up averts this, however, as it deals half a point of damage to any enemy it freezes (so two shots are required to kill an enemy with 1 HP), allowing a playable Ice Man to have a way to damage enemies.
  • Ice Magic Is Water: Ice Man's stage has some sections with water, and his weakness is the Thunder Beam.
  • I'm Taking Her Home with Me!: His reaction to the Copy Robot in Powered Up.
    Ice Man: Oh! A well-constructed toy, sir! Put it on ice and bring it back to base, soldier!
    Copy Ice Man: W-what?! Wait just one darn...!
  • It's All About Me:
    • Ice Man is described as being selfish and self-centered in his CD Data for Mega Man & Bass, with his quote above coming from said data as well.
    • In Powered Up, his "officer" personality is somewhat arrogant and self-centered, while his "cadet" personality is quite the opposite.
  • Jerk with a Heart of Gold: He's a showoff and self-centered, but as with many of Dr. Light's robots, his heart (or rather, circuit) is in the right place.
  • Logical Weakness:
    • In the original games, it's played with heavily. Ice is a form of water, but electricity isn't conducted well by ice regardless of the water's purity*. However, cold is still capable of turning some materials (including metals like lanthanum) into superconductors. Considering Ice Man is an Ice-themed Robot Master, it's likely the Thunder Beam's power could cause him to easily short circuit.
    • In Powered Up, his weakness to the Hyper Bomb can be explained by ice being easy to shatter with explosions.
  • Mildly Military: For some reason, his personalities in Powered Up pit him as a soldier and his officer, who talk to each other.
  • Out of Focus: In Super Adventure Rockman, he's the only Robot Master that doesn't have a scene where he could rescue Mega Man after a lost battle.
  • Pint-Sized Powerhouse: Ice Man is a rather small Robot Master, yet his Ice Slasher can knock off a third of Mega Man's life.
  • Split Personality: Powered Up portrays Ice Man as having one of these, with one being a soldier and the other his officer.
  • Stealth Pun: In Powered Up, he has displays bipolar disorder.
  • Vocal Dissonance:
    • He's voiced by a female VA in the Japanese version of Powered Up.
    • He has a surprisingly deep and intimidating voice in the cartoon, considering his small size.
  • Wake-Up Call Boss: In the original Mega Man, his Ice Slasher deals 10 units of damage, and he is the only one of the six original Robot Masters to take 1 point of damage from the Mega Buster and not flinch by it. If you don't have his weakness, the Thunder Beam, you will have to take your time beating Ice Man.
  • Weather-Control Machine: In The Power Fighters, he can create snow clouds that rain snow that freezes Mega Man. It's a downgraded version of Freeze Man's icicle rain attack.

    DLN.006 Bomb Man 
"Three Two One...Kaboom!"
https://static.tvtropes.org/pmwiki/pub/images/006_bombman.png

Bomb Man is a Robot Master designed for demolition. He works alongside Guts Man on construction projects and land reclamation. His Hyper Bomb is powerful enough to destroy even bedrock. A flamboyant daredevil, Bomb Man tends to handle things with less care than he really should.

Weapon: Hyper Bomb
Weakness: Fire Storm (1), Rolling Cutter (Powered Up)
Voiced by: Terry Klassen (animated series), Akimasa Ohmori (Super Adventure Rockman), Takayasu Usui (JP, Powered Up), Ryan Stockert (EN, Powered Up)

  • Adaptation Personality Change: While he was always a daredevil, Powered Up also gives him a trollish, Hot-Blooded personality, though he also has a bit of a short fuse (pardon the pun). His Explosive Stupidity is also played much less.
  • Alternate Character Reading: Bomb Man's katakana transcription is identical to Bomberman.
  • Anti-Frustration Features: Unique to Bomb Man's playable appearance in Powered Up is the ability to aim before throwing bombs. This lets him cover a similar amount of ground that other weapons with a straight shot would due to him lacking other weapons.
  • Astonishingly Appropriate Appearance: It's a little hard to tell, but he's basically a giant walking bomb with legs, arms, a head, and shoulders.
  • Big, Bulky Bomb: In Powered Up, his Desperation Attack involves him pulling out a massive Hyper Bomb nearly five times his own size.
  • 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: He makes the fewest appearances in the series out of the first game's Robot Masters.
  • Dub Name Change: Sort of. His Japanese name literally translates to Bomber Man. For very obvious reasons, he was only ever called this in one game while it's shortened in every other appearance.
  • Explosive Stupidity: Played with. He's described as being careless when handling things, especially related to his job, but this is so far an Informed Attribute and, as his Mirror Match conversation in Powered Up points out, he does take his job seriously.
  • Hammerspace: His bombs are seemingly created from nothing, as he doesn't have any storage capacity for multiple bombs.
  • Hot-Blooded: In Powered Up, he can barely go a sentence without expounding the coolness of explosions. He's also quick-tempered to go with it.
  • In a Single Bound: His boss fight has him jumping around at rather big heights.
  • Logical Weakness:
    • His weakness to the Fire Storm is clear-cut: fire and explosives make an unsafe combo.
    • Powered Up's weakness to Rolling Cutter is also pretty simple. Shears are used in bomb defusion, and this case is no exception with the Rolling Cutter easily able to cut through his bombs and the demolition bot himself.
  • Long-Range Fighter: If Mega Man is too close, he'll try to leap away and throw a Hyper Bomb from a distance (though in The Wily Wars and Powered Up, he's more willing to lob a bomb at close range).
  • Mad Bomber: When taking commands from Wily. Even when he's not, he gets to be rather reckless with his use of explosives.
  • Obfuscating Stupidity: For all of his daredevil attitude, he actually takes his job really competently, and a conversation with his Copy Robot in Powered Up shows this.
    Copy Robot: Yo, Firecracker! Any ol' fool can throw bombs around!
    Bomb Man: Idiot... bombs aren't toys! Timing it right, lighting the fuse — that's the stuff you gotta leave to pros!
    Copy Robot: I can do that! Wanna see?
  • Throw Down the Bomblet: Naturally, since he is the first Explosion-themed Robot Master. His main weapon is the Hyper Bomb, which explodes on contact with the ground.
  • Warm-Up Boss: Alongside Cut Man, Bomb Man is one of the easiest Robot Masters in Mega Man.
  • Weak to Fire: The Fire Storm is his weakness in Mega Man, and his Mega Man & Bass profile notes how he dislikes matches and fires.
  • We Used to Be Friends: To Oil Man, while brainwashed. They "acted crazy together" when they were younger.
  • Worthy Opponent: Fire Man in Powered Up comments that their mutual love of fire and explosions makes them great opponents.

    DLN.007 Fire Man 
"I'll fire you!"
https://static.tvtropes.org/pmwiki/pub/images/007_fireman.png

A Robot Master with a torch on his head and a penchant for burning justice! His Fire Storm can reach temperatures of over 8000 degrees, burning or melting almost anything, befitting his purpose as a waste management robot. Fittingly enough, he is hot-blooded; in fact, enough for him to think of himself as a cop. He loves camping in the summer.

Weapon: Fire Storm
Weakness: Ice Slasher (1, I, Powered Up)
Voiced by: Akimasa Ohmori (Super Adventure Rockman), Hisashi Izumi (JP, Powered Up), Roger Rhodes (EN, Powered Up)

  • Adaptation Personality Change: He was always Hot-Blooded, but in Powered Up Fire Man sees himself as a hero who fights with "the flames of justice", loves to talk at the top of his robotic lungs, and speaks with a Cowboy Cop accent. He also lacks the hot temper that his CD Data from Mega Man & Bass claims he has.
  • Anti-Frustration Features: Part of Fire Man's playstyle in his playable appearance in Powered Up is that, if his flame is put off, he can't shoot waves of fire. However, the small fireball that's present in Mega Man's version of the Fire Storm is present in his own, giving him at least a way to defeat enemies until he can light up again.
  • Arm Cannon: Not only is he the only one of the original six Robot Masters to have one, but both of his arms are arm cannons. What's more, Fire Man has never been seen to change these into arms with hands like Mega Man can, suggesting they're always like that.
  • Barrier Warrior: The Fire Storm briefly encases Mega Man in a pseudo-shield of fire, though this attribute doesn't apply to Fire Man himself unless playing as him in Powered Up. If Fire Man loses his head flame, he can't shoot off his waves of fire, leaving him with only the orbiting fireball to attack with.
  • Beam Spam: His main method of attack is throwing wall of fire after wall of fire after you in very fast succession once he's far enough away. This may or may not be an intentional strategy on the game's part, though, as in the Wily Wars version and in his Dr. Wily's Revenge fight, he only shoots one wave of fire at a time.
  • Comically Missing the Point: When approached by the Copy Robot in Powered Up, he receives the same kind of short breaking speech that the Copy Robot likes to give to all the Robot Masters he duplicates. Instead of being angry or demoralized, Fire Man is instead thrilled to be duplicated, because it means that since there's an evil copy of him, that must mean he's a real hero!
  • Counter-Attack: Firing a shot will prompt him to shoot back in turn.
  • Cowboy Cop: His personality when he's not screaming at the top of his lungs like a Toku hero.
  • Demoted to Extra:
  • Elemental Absorption: In Powered Up, fire geysers can reignite his head torch should it be doused, allowing him to shoot waves of fire again.
  • Evil Is Burning Hot: When controlled by Dr. Wily, going hand in hand with his Hot-Blooded personality. It's even lampshaded by a few characters in Powered Up, such as Ice Man saying he should stay cool in battle, and Roll commenting on his creepy eyes.
  • Fireballs: The Fire Storm lets Mega Man shoot off one (as opposed to the tall waves Fire Man uses), while another orbits him rapidly like a shield. In Powered Up, the orbiting fireball attribute is applied to him when playable, and in fact, using the Fire Storm while his head flame is doused results in only said attribute being available until you light him on fire again.
  • Flaming Hair: The fact that his main torch is on top of his head gives off this kind of appearance. In Powered Up, it can also be doused, severely weakening his Fire Storm.
  • For Great Justice: His personal motivation in Powered Up, thanks to viewing himself as a robot hero, even when reprogrammed by Dr. Wily.
  • Guns Akimbo: The first Robot Master in the franchise with dual cannons.
  • Hot-Blooded: No pun intended! This is his good point according to his CD Data in Mega Man & Bass, and his dialogue in Powered Up has him screaming at the top of his lungs about his "flames of justice".
  • Justice Will Prevail: He is firm in his belief that justice always wins, no matter if you're playing as him or fighting him.
    Fire Man: JUSTICE WINS!
  • Large Ham: Boy, is he ever in Powered Up.
    Fire Man: You're wasting your time! You've got nothing on me! As long as my justice burns bright, evil will never prevail!
  • Logical Weakness: To the Ice Slasher, given ice melts into cold water when exposed to fire; this puts out the flame on his head and weakens his Fire Storm (at least in Powered Up). Alternatively, the super-cold weapon and his super-hot fire create a dangerous temperature shock, which can ruin some metals and cause them to warp or crack.
  • Long-Range Fighter: Fire Man always strikes from a distance — if Mega Man gets close, his first instinct is to try and run far enough away from him before he shoots off a Fire Storm blast. The only time he attacks at a close range is as a Counter-Attack to Mega Man's shots.
  • No Indoor Voice: On the few occasions where he's not shouting about justice and fire, he's still quite loud, even to Dr. Light.
  • No Mouth: Unlike the rest of Dr. Light's original Robot Masters, Fire Man has a silver mask covering his mouth at all times. What's more, whenever he talks, his jaw doesn't move as if there was a mouth underneath.
  • Orbiting Particle Shield: His Fire Storm creates a fireball that rapidly orbits Mega Man to strike anything that comes close. However, it doesn't block anything and is purely offensive.
  • Playing with Fire: As you can no doubt tell. He's the first Fire-elemental Robot Master, who originally used his flames to incinerate trash at a waste management facility, and can channel his fire powers for his Fire Storm. His flames are stated to be around 7,000-8,000 degrees.
  • Shout-Out: Makes one in Powered Up to Vanilla Ice, of all people, when he delivers a Shut Up, Kirk! to Ice Man's belief about staying stoic and cool-headed in battle.
    Fire Man: You may think life's all about ice ice, baby, but I'll show you that the fires of justice burn red-hot!
  • Shut Up, Hannibal!/Shut Up, Kirk!: In Powered Up, in part due to his Hot-Blooded personality, he's prone to delivering these in a very hammy tone to his opponents, whether you're playing as or against him.

    DLN.008 Elec Man 
"Feel the power of my Thunder Beam!"
https://static.tvtropes.org/pmwiki/pub/images/008_elecman.png

The extremely prideful, arrogant, and supposedly most rawly powerful robot of the original six (or eight?) of Dr. Light's Robot Masters. Created to control the voltage of an atomic energy plant, Elec Man can generate high-voltage bolts of electricity and fire them as the Thunder Beam. If that weren't enough, he also boasts razor-sharp judgments and high agility. Though he has a strong sense of responsibility, he's also somewhat twisted and vain.

Weapon: Thunder Beam
Weakness: Rolling Cutter (1, I), Oil Slider (Powered Up), Power Stone (Power Fighters), Wheel Cutter (10, Weapons Archive)
Voiced by: Terry Klassen (animated series), Hekiru Shina (MMPF), Megumi Tano (Super Adventure Rockman), Kosuke Kobayashi (JP, Powered Up), Brendan Hunter (EN, Powered Up)

  • The Ace: Is this to the other six (or eight) Robot Masters. Hailed as Dr. Light's greatest invention, has excellent judgment, is highly responsible at his job, knows how to play the guitar, and his lightning strikes boast enormous power backed by his excellent agility. Of Dr. Light's inventions, only Mega Man and Proto Man have been shown to be as much of an Ace as him.
  • Adaptation Personality Change: He retains his brilliant mind and twisted streak in Powered Up (the latter as seen in Dr. Wily's fight where he intends to give Wily an "enlightening shock therapy"), but the game also depicts him as a prideful, vain, campy robot who loves seeing the beauty of stuff and is revolted by ugliness, such as Guts Man's "ogre-like" voice, Oil Man's oil, and Bomb Man in general. You wouldn't be crazy if you compared his voice to James from Pokémon.
  • Artificial Stupidity: Elec Man's AI is primitive, and copied from a few other bosses in the game — essentially, his deal is to walk back and forth, throwing his Thunder Beam at specific spots. This enables exploits where timing a shot can keep him from reaching those spots; see Cycle of Hurting and Zero-Effort Boss below.
  • Assist Character: Appears as an Assist Trophy in Super Smash Bros. for Nintendo 3DS and Wii U, using his attack patterns from the original game. He's the only third party Assist Trophies to not return for Super Smash Bros. Ultimate.
  • Calling Your Attacks: He does this in Mega Man Megamix, some side games, and his CD Data.
    (His JP CD Data) "TAKE THIS! THUNDER BEAAAAAAAAAAM!"
  • Camp: In Powered Up, where every line is delivered like he's on center stage.
    "You'll never blast through my heart with that kind of attitude. It's really too bad, but I'm going to finish you at lightning speed..."
    "A fight is but a moment; an eternal moment. A moment of mesmerizing beauty..."
    "Do your worst, but I find it hard to believe that such a low-voltage robot like you can defeat me."
  • Continuity Cameo:
    • He appears in storage in the background of the first Wily stage in The Power Battle.
    • The Weapons Archive uses his Thunder Beam in 10 while displaying Elec Man on a monitor, acting as the first game's representative.
  • Cycle of Hurting: In the first game, he could be trapped in one of these by timing each shot as he's about to fire an attack. With practice, this can score you an easy victory.
  • Flunky Boss: In The Power Fighters, he can summon three Kaminari Kogorōs from Mega Man 7, which shoot lighting downwards.
  • 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.
  • Hidden Depths: You wouldn't know it from a responsible robot, but he enjoys singing and playing the guitar.
  • Large Ham: In Powered Up, he delivers every line like he's on center stage, can be quite loud, and when controlled as a hero, he even pulls off his serious moments well.
  • Lightning Bruiser: Figuratively and literally. He's fast, and his Thunder Beam not only has a very large spread but takes 10 units of Mega Man's health! In addition, most attacks other than his weakness do positively piddling damage. However, he's slowed down considerably in Dr. Wily's Revenge and The Power Fighters, with his Thunder Beam being much smaller and doing less damage, although in the latter this is rectified by being able to attack from many angles and use multiple beams.
  • Logical Weakness:
    • Cut Man's razor sharp Rolling Cutter cuts Elec Man's electrical wires, referencing the Wire Dilemma from a different standpoint.
    • In Powered Up, Oil Man's Oil Slider is mineral oil; a bad electricity conductor. Add in that Mega Man is ramming into Elec Man at high speeds with it, and you get a bad combination waiting for Elec Man.
  • Odd Name Out: His name is short for Electric Man, which has more than 4 characters.
  • Pride: His ego is enormous, which is made all the more apparent in his Powered Up lines.
    "[...] I might even tell you more about me after I win."
  • Psycho Electro: Most supplementary materials note that Elec Man, despite his strong sense of responsibility, is twisted.
  • Shock and Awe: It's in his name! He's the first of many electric-themed Robot Masters, and considering the fact that he manages and controls entire nuclear power plants, it's no surprise as to why a single Thunder Beam can deal so much damage.
  • Sissy Villain: His dialogue in Powered Up is spoken with a camp tone of voice, and he talks constantly of his own beauty, being the most conventionally handsome of the eight Robot Masters in that game.
  • Smug Super: In Powered Up, he's well aware he's one of the most dangerous Robot Masters due to his electrical powers, and he simply won't shut up about it.
  • Super-Speed: He has lightning-fast speed, which is later used by Quick Man.
  • Turns Red: In The Power Fighters, he gains the ability to send electricity along the ground at a certain point of health, and can create a stationary electric field to obstruct the playfield.
  • Wake-Up Call Boss: If you can't time your shots properly, he's this. Like Ice Man, his Thunder Beam deals 10 points of damage, and its hitbox is large. He's also the fastest Robot Master of the group, chasing you just to gun you with his electricity point-blank, or jumping while firing off his devastatingly large beams.
  • Weak, but Skilled: Spark Man can generate twice as high voltage as Elec Man, but Elec Man makes up for it by being better focused, hence why his Thunder Beam (which deals 10 HP) is much more devastating than Spark Shock (which deals 2 or 4 HP).
  • Zero-Effort Boss: Because of his simple AI, timing your shots with the Mega Buster can exploit it, trapping him in a Cycle of Hurting where he never actually fires a single Thunder Beam until he dies. It does require strict timing to pull off though, and it can't be done with his weakness, the Rolling Cutter, due to the weapon's piercing/boomerang nature.

Mega Man 2

    General 
  • Continuity Cameo: Every single one of them appears in Mega Man 3; not physically, but as sprites representing their program data being used by the Doc Robots (which are otherwise wholly separate entities — their weaknesses will still be listed for simplicity).
  • Evil Counterpart: This group can be considered one to the first game's Robot Masters — while they were good robots (turned evil) designed to aid humanity with dangerous tasks, these were based on their designs, yet created solely as weapons of war to destroy Mega Man.
  • Expy: In-universe, Dr. Wily based many of them on Dr. Light's Robot Masters.
  • Informed Attribute: External sources note that Dr. Wily built these Robot Masters with devices that make them immune to the Time Stopper (with Quick Man's having a flaw that makes him vulnerable to it). Despite this, all of them are still frozen should it be used on them.
  • No-Sell: With the exception of Quick Man, they all take no damage from the Time Stopper (though they will still be frozen by it). These robot masters are also immune to specific weapons.

    DWN.009 Metal Man 
"Catch! Hee Hee Hee..."
https://static.tvtropes.org/pmwiki/pub/images/009_metalman.png

The very first Robot Master ever created by Dr. Wily. He was based on Cut Man's design, and his body shares a lightweight frame which grants him agile movements. His arsenal has an unlimited amount of Metal Blades that he can pull from nowhere, in addition to one more attached to his head. Quick at his work, Metal Man tends to be pragmatic and shrewd.

Weapon: Metal Blade
Weakness: Metal Blade/Quick Boomerang (2), Magnet Missile/Hard Knuckle (3 [Doc Robot]), Crash Bomber (II)
Voiced by: Ian James Corlett (animated series), Kōsuke Okano (Super Adventure Rockman)

  • Absurdly Sharp Blade: His Metal Blades, like the Rolling Cutter, are made from ceratanium.
  • Blade Below the Shoulder: Metal Man can wield his blades like swords in the Ruby-Spears adaptation akin to Mega Man 10's Blade Man, with one scene having him almost decapitating poor Rock with one of his blades.
  • Combat Pragmatist: He's not above using shady tactics to get the upper hand.
  • Cool Sword: He can make his blades into these in the Ruby-Spears adaptation a-la Rinzler from TRON.
  • Counter-Attack: Attack him, move near him, or wait for some time, and Metal Man will start throwing his blades.
  • Deadly Disc: His Metal Blades, which he throws with high speed and precision.
  • Denial of Diagonal Attack: Averted; the Metal Blade can be flung in eight directions.
  • Fragile Speedster: Though he's agile and nimble like Cut Man, he doesn't take hits well, such as the rapid-fire Quick Boomerang or even his own Metal Blades.
  • Gory Discretion Shot: Technically, he's a robot, so there wouldn't be any gore, but his death is impressively violent for the PG Archie Comics adaptation. After copying his weapon mid-fight, Mega Man hurls a series of metal blades at him. A panel shows a spinning blade hurtling directly toward him, inches away from his horrified face... before cutting to an unimpressed-looking Mega Man remarking on how easily he went down. The mind of the reader does the rest.
  • Hidden Depths: He enjoys playing with frisbees when he's not working as a shady blade-throwing assassin.
  • Hoist by His Own Petard: The Metal Blade (his own weapon) kills him in one hit on Normal and two hits on Difficult and in the Japanese version.
  • Inconveniently-Placed Conveyor Belt: His whole stage is full of them. Even his boss room has one! Humorously, though his rematch in the Wily Castle lacks one, he still runs in place as if there were one.
  • Informed Flaw: Metal Man is said to be weak to the Mega Buster due to a flaw in his design. In the Difficult/original mode of 2, he only takes one bar of damage from the weapon.
  • Logical Weakness: A robot made from lightweight materials would have less protection from sharp blades than one made of harder metals would. This goes for both Quick Man's Quick Boomerang and his own Metal Blade.
  • No Mouth: Metal Man has an Optimus Prime/Soundwave-ish mouthplate over his face.
  • No-Sell: The Air Shooter, Bubble Lead, and Leaf Shield don't faze him at all.
  • Red Eyes, Take Warning: His portrait and official artwork. The cartoon takes this further by stylizing them into blank red triangular eyes.
  • Suspiciously Similar Substitute: Originally was this to Cut Man, until Divergent Character Evolution took the helm.
  • Warm-Up Boss: He's a fairly easy boss with a simple pattern. It doesn't help that his weapon is also the best in the game.

    DWN.010 Air Man 
"What wind blows you here?"
https://static.tvtropes.org/pmwiki/pub/images/010_airman.png

This Robot Master attacks by using tornadoes created by his Air Shooter. Air Man has a giant propeller in his chassis that can create powerful gusts of wind. While he has good character, he's also an egotist who can talk about himself for long periods of time. He has a unique "headless torso" design that future Robot Masters would adopt.

Weapon: Air Shooter
Weakness: Leaf Shield (2, II), Magnet Missile/Spark Shock (3 [Doc Robot]), Super Arm (Power Fighters)
Voiced by: Terry Klassen (animated series), Jin Yamanoi (Power Fighters), Nobuyuki Furuta (Super Adventure Rockman)

  • Arrogant Kung-Fu Guy: Air Man's portrayal in the comic is smug and condescending, with him barely even moving during his fight and instead calmly firing tornados at Mega Man. This is presumably the writers' way of interpreting his low-movement, sturdy attack pattern into a workable personality.
  • Ascended Meme: In said comics' portrayal, he boasts how Mega Man "can't beat him", a Shout-Out to "Airman ga Taosenai" ("I Can't Beat Airman" in English).
  • Arm Cannon: His entire left arm acts as his Air Shooter and looks more robotic than his right.
  • Blow You Away: He's the first Wind-type Robot Master. He can blow you to the wall, create a barrage of small tornadoes (which he blows toward you), and even create full-on typhoons.
  • Cephalothorax: His "face" is his entire body. Does that mean the fan is his maw?
  • Do Not Touch the Funnel Cloud: His Air Shooter, in all games where he appears. As long as don't directly touch the ground-traveling tornado/horizontal tornado stream/swarm of flying mini tornados, you won't be harmed (for that matter, attacks will harmlessly bounce off them).
  • Flunky Boss: In The Power Fighters, he'll sometimes send a Delupipi (and their egg full of several tiny Copipis) to attack.
  • Logical Weakness:
    • Debris, like leaves, can get jammed in a fan motor, which can lead to overheating and damage to the gearing — which is possibly how the Leaf Shield damages him. The Super Arm in Power Fighters could do even worse, sending rock debris into his fan parts.
    • Electric motors can damage themselves if supplied with over-voltage. The Spark Shock is capable of providing this over-voltage to the Doc Robot's data from 3.
  • No-Sell: The Metal Blade, Air Shooter, Bubble Lead, and Crash Bomber hit him like a gentle breeze.
  • Not Quite Flight: In The Power Fighters, while his body is too heavy to fly, he can float horizontally. Humorously, he usually uses this to move while being so low to the ground he could likely walk.
  • Orbiting Particle Shield: Suprisingly enough, he steals pages from Junk Man and Dust Man's books in The Power Fighters to do this.
  • Shout-Out: The Archie comics love to include nods and jokes about the Mega Man fandom, so naturally, when Air Man finally gets a chance to fight Mega Man, it makes sure to say, in bold letters...
    Air Man: You should've known you can't beat me.
  • Stealth Pun: He's unpleasantly boastful and egotistical, but also attacks by using the fan built into his body to create damaging air streams. Air Man is a blowhard.
  • Unblockable Attack: Unusually for this series, he sometimes spits out a series of tornadoes that are too close to be dodged. The Doc Robot using his battle programming in 3 is slightly easier to avoid thanks to the ability to slide.

    DWN.011 Bubble Man 
"The sea will swallow you!!"
https://static.tvtropes.org/pmwiki/pub/images/011_bubbleman.png

A Robot Master designed for underwater combat, and the first humanoid robot on Earth designed for such a purpose. To this end, he is equipped with an arm cannon on his left arm and the Bubble Lead, which lets him shoot heavy bubbles that he can use for multiple purposes. Due to a design flaw, he can only move by jumping on land (making him a laughing stock), but he makes up for this by being able to swim gracefully. Despite being terrible with cash, Bubble Man is always in high spirits.

Weapon: Bubble Lead
Weakness: Metal Blade (2), Spark Shock/Shadow Blade (3 [Doc Robot], Power Fighters), Quick Boomerang (I)
Voiced by: Hekiru Shina (Power Fighters), 'Akio Suyama (Super Adventure Rockman)

  • Acid Attack: His Bubble Lead is made of sulfuric acid, as revealed in the Archie Comics.
  • Adaptational Wimp: In the Archie comic, Mega Man one-shots him with the Leaf Shield in their first fight, even though the Leaf Shield is ineffective on him in the source game.
  • Adapted Out: He never appeared in the Ruby-Spears cartoon, and alongside Flash Man is the only Robot Master from 2 to be ignored.
  • Affably Evil: He has a big heart and warm personality despite being a warrior of Dr. Wily.
  • Arm Cannon: Bubble Man uses one as an extra weapon alongside the Bubble Lead.
  • Barrier Warrior: In The Power Fighters, he can encase himself in a giant Bubble Lead as a shield.
  • Beam Spam: His preferred tactic in battle is to shoot buster shots rapidly as he swims around, often while a few Bubble Lead shots are bouncing towards Mega Man.
  • Bubble Gun: He has a head-mounted one which he uses to fire the Bubble Lead. And no worry — these bubbles are made of sulfuric acid.
  • Butt-Monkey: Dr. Wily can't help but laugh at his way of moving on land. He could fix it, but he finds it too funny to do so.
  • Continuity Cameo: In the background of The Power Battle's first Wily stage, Bubble Man can be seen in a glass case.
  • Crippling Overspecialization: Bubble Man is an excellent swimmer, but can barely move in dry land.
  • Feed It with Fire: If the Bubble Lead is used on him, it completely heals him.
  • Flunky Boss: In The Power Fighters, after he Turns Red he summons four bubbles that contain crab robots (which may or may not be Claws from his Mega Man 2 stage), which float to the ceiling of the arena. Said crabs will, in time, fall to help Bubble Man.
  • Graceful in Their Element: Bubble Man moves awkwardly on land, but is far more mobile and agile in water.
  • Harpoon Gun: Mega Man Mega Mix interprets his arm cannon as one.
  • Logical Weakness:
    • Sharp things can pop bubbles easily. This holds true for the Metal Blade, the Quick Boomerang in Dr. Wily's Revenge, and the Shadow Blade for his Doc Robot counterpart.
    • Water and electricity don't go well together. The Spark Shock is effective against the Doc Robot using his program data.
  • Making a Splash: The first aquatic Robot Master, he uses bubbles as his main weapon.
  • No-Sell: The Air Shooter, Atomic Fire and Leaf Shield won't burst his bubble in the slightest.
  • Spikes of Doom: They line the ceiling of his room to punish you if you jump too high. They're absent in his rematch in the Wily Castle and in the Dr. Wily's Revenge fight, making his rematch even easier.
  • Trap Master: He can blow larger Bubble Lead shots that trap the player in The Power Fighters.
  • Underwater Boss Battle: He's the first Robot Master in the series to be fought underwater, and Mega Man has to be careful not to jump too high underwater, because of the Spikes of Doom on the ceiling (his rematch in the Wily Castle and Dr. Wily's Revenge, however, lacks them entirely).

    DWN.012 Quick Man 
"Can you keep up with me?!"
https://static.tvtropes.org/pmwiki/pub/images/012_quickman.png

A lightweight Robot Master crafted from Elec Man's design template. Quick Man can move extremely fast, and is equipped with a launcher that rapidly fires razor-sharp Quick Boomerangs. Though early to rise, he's also restless, impulsive and arrogant. Naturally, he has an interest in racing, but as the first of Dr. Wily's would-be specialized Mega Man maulers, he holds just as much enthusiasm in taking down the Blue Bomber.

Weapon: Quick Boomerang
Weakness: Time Stopper (2, I), Crash Bomber (2), Gemini Laser/Search Snake (3 [Doc Robot]), Air Shooter (Power Fighters)
Voiced by: Jim Byrnes (animated series), Koji Tobe (Power Fighters), Showtaro Morikubo (Super Adventure Rockman), Nobuyuki Hiyama (Battle & Chase)

  • Adaptational Wimp: Quick Man is infamous for being very difficult in the games because of the fact his attacks are hard to dodge and he's constantly jumping at you. In the Ruby-Spears cartoon, he is a pushover who gets defeated by getting crushed by a statue, and in his other appearances, doesn't really give anyone a hard time. This is very much not the case in other adaptations, see Ascended Extra.
  • Arm Cannon: Quick Man, unusually for this series, has an arm-mounted Quick Boomerang launcher on his right arm (though Super Adventure Rockman shows he can have a more traditional arm-becomes-gun cannon).
  • Ascended Extra: Though initially just another Robot Master (albeit one the designers gave a unique mugshot to so as to show his higher difficulty), various adaptations and side games tend to depict Quick Man with more focus and/or importance than the rest of the Mega Man 2 Robot Masters. The Archie Comics adaptation in particular has him functionally serving as Wily's Dragon and making multiple appearances throughout the arc prior to his fight with Mega Man. When he does fight, he's portrayed as being functionally unbeatable without the Time Stopper.
  • Battle Boomerang: His weapon is the Quick Boomerang, which ironically doesn't try to return to him in his boss fight, but instead homes in on Mega Man.
  • Blood Knight: His main purpose was to kill Mega Man, and while that's more or less true for any Robot Master built by Dr. Wily, Quick Man expresses that desire the most.
  • Bootstrapped Leitmotif: He becomes associated with the generic boss theme instead of his own theme in The Power Fighters.
  • Continuity Cameo:
    • He appears in 7's Robot Museum, far in the background. Thanks to how backgrounds are designed, however, he appears multiple times.
    • 8's animated intro has him battling Mega Man as Mega Man 2's representative.
  • The Fourth Wall Will Not Protect You: Quick Man's mugshot in 2 has his head boomerang poking out from his frame. The developers gave him this unique trait to display his higher difficulty than the other seven bosses.
  • Fragile Speedster: He's very agile, but his resistance against weapons isn't great. The Mega Buster does two points of damage to him (four on Normal), and what weapons affect him tend to do a number on his health (in particular the Crash Bomber and Air Shooter).
  • In a Single Bound: He jumps very high and very often.
  • Lightning Bruiser:
    • He becomes this in The Wily Wars, where the Mega Buster only does one point of damage, making him more difficult to fight.
    • The Doc Robot copying his battle programming in 3 has much more resistance against attacks than he does while being every bit as fast, making it much more frustrating to fight.
  • Logical Weakness: To the Time Stopper and Crash Bomber.
    • Being a robot who runs fast, it stands to reason that he wouldn't like being stopped in his tracks involuntarily. Notably, he's only weak to the Time Stopper because of a defect in his programming.
    • Quick Man's body would have less protection from detonations due to his lighter armor; though hitting him with the Crash Bomber can prove difficult though due to his erratic movement. Atomic Fire would be harmful for similar reasons and is another alternative, but only on the overseas' version's Normal mode.
  • No Mouth: His in-game sprite in 2 has no mouth. He averts this otherwise.
  • No-Sell: The Metal Blade, Bubble Lead, Quick Boomerang, and Leaf Shield won't lay a scratch on this speedster at all. Interestingly, Quick Man has a unique sprite where that involves stopping his current deed to block it, something no other Robot Master in 2 does.
  • Not a Morning Person: Inverted; his Japanese CD Data states he's "early to bed, early to rise".
  • The Only One Allowed to Defeat You: Quick Man desires to be the Robot Master that finally destroys Mega Man, to the point where in the Archie comic's version of 2, he grows impatient at having to wait his turn and even defeats Flash Man just so he can finally get his chance to fight Mega Man. Alternatively, because Flash Man carries the weapon Quick Man was weak to, maybe he was hoping Mega Man would've copy it before their fight.
  • Precision-Guided Boomerang: Subverted, as the Quick Boomerang is really more like a homing missile when he uses it. Played straight when Mega Man uses it, as it flies out and curves back just as quickly.
  • Red Ones Go Faster: His main color being red complements his super speed and mobility.
  • 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 (this trait was, however, removed for the Wily Wars version). The Archie comic adaptation ran with this concept of him being Mega Man's rival, with Quick Man tormenting Mega Man several times before his actual fight.
    • In Battle and Chase, he becomes a friendly rival to Turbo Man if he wins the Grand Prix.
  • Shout-Out: In keeping with Classic Mega Man's various allusions to Japanese children's media, Quick Man's design resembles that of Casshan/Casshern, particularly his iconic V-shaped headgear. Fittingly, Mega Man 2 also introduced a dog robot enemy called Friender (named after Casshern's robot dog companion), though the enemy is found in Wood Man's stage.
  • Skippable Boss: In Super Adventure Rockman, Mega Man can refuse to fight him and instead warn him about Wily's actions, which proves successful when Shadow Man strikes and Quick Man uses his body as a shield to block the attack. If he is fought instead, Mega Man will receive his Quick Boomerang after his health is lowered enough.
  • Super-Speed: Just look at his name.
  • Super Wrist-Gadget: Has a wrist-mounted quick boomerang launcher.
  • 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.
  • Team Killer: In the Archie Comics version of 2, he murders Flash Man just so he gets to fight Mega Man instead.
  • Time Master: In Mega Man Megamix, he 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.
  • Turns Red: He can do this in The Power Fighters depending on how late he's fought. He begins to synchronize throwing delayed Quick Boomerangs while charging at the player.

    DWN.013 Crash Man 
"I am the Destroyer!"
https://static.tvtropes.org/pmwiki/pub/images/013_crashman.png

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, he combines the destructiveness of the former and the toughness of the latter. He's very clumsy with his hands (or lack thereof), but is honest and obedient despite his shortcomings, if prone to erratic mood swings that make him hard to control.

Weapon: Crash Bomber
Weakness: Air Shooter (2, II), Hard Knuckle/Top Spin (3 [Doc Robot]), Rolling Cutter (Power Battle'')
Voiced by: Terry Klassen (animated series), Koji Tobe (Power Battle), Megumi Tano (Super Adventure Rockman)

  • Blade Below the Shoulder: Crash Man doesn't have hands, but instead drills which his Crash Bombs are affixed to.
  • Counter-Attack: He throws a Crash Bomb down if Mega Man fires. The Doc Robot copying his battle data in 3 has more intuition, however, and will occasionally fire a Crash Bomb on its own accord.
  • Dumb Muscle: Downplayed. Crash Man's hardly an idiot, but he is simple-minded; Wily points at something he wants blown up, Crash Man blows it up.
  • Guns Akimbo: Drills/Crash Bombs instead of hands.
  • Inconsistent Spelling: 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. Romanized as "Clash Man" in the Japanese version and Mega Man II, and "Crash Man" in the English NES release and The Power Battle.
  • In a Single Bound: He can jump really high, due to being made out of very light materials.
  • The Klutz: Crash Man is described as being clumsy. You can hardly blame him for this, since he has no hands (except in Mega Man Megamix).
  • Lightning Bruiser: Crash Man is fast and agile, dishes out powerful explosions and is tough enough to withstand them.
  • Logical Weakness:
    • Missiles, such as Crash Man's own Crash Bombs, can have their trajectory diverted with wind blowing on their sides. Plus, Crash Man jumps around his room when you fire at him, making him a perfect target for Anti-Air attacks such as the Air Shooter, which conveniently arcs upward.
    • The Top Spin is also logical, making Mega Man spin Spin like a tornado and following a suitable trajectory to hit Doc Robot when you activate it to trick him into jumping. Just be close to him when he's walking towards you.
    • The Hard Knuckle is another nasty surprise when Doc Robot leaps, being it is a massive projectile that has the power to demolish destructible barriers, much like Crash Man's own Crash Bombs.
    • Subverted with the Atomic Fire, however, as he isn't all that Weak to Fire, unlike his predecessor Bomb Man. This may be due to his heavy-plated body.
  • Long-Range Fighter: Crash Man tries to get far enough away from Mega Man before firing. If he stays close and doesn't shoot, however, he won't fight back.
  • Mad Bomber: While usually docile, he's prone to mood swings that can make him very violent. And given how the he uses bombs as his weapon...
  • Mood-Swinger: Crash Man is usually docile and obedient, but he can very quickly turn angry, violent and destructive.
  • Non-Indicative Name: Crash Man doesn't do a whole lot of colliding into things.
  • No-Sell: The Metal Blade, his own weapon, and the Leaf Shield won't do anything to crash this guy's party.
  • Stuff Blowing Up: Really likes to throw a bunch of bombs. Said bombs even explode multiple times.
  • Super-Toughness: Being partially based on Guts Man, he has a strong body that protects him from explosions. It protects him so well, in fact, most explosions hardly even faze him.
  • This Is a Drill: His Crash Bombs are drill-tipped, and said drills poke out of his arms instead of hands.
  • Throw Down the Bomblet: Wily's answer to Bomb Man, making him the second Explosion-themed Robot Master. He uses the Crash Bomber to shoot timed bombs that release several explosions on detonation.
  • Time Bomb: The Crash Bomber explodes after a small delay (though it's much shorter for him than for Mega Man). Some enemies, however, can make a Crash Bomb explode on contact.
  • Trap Master: While smacking a Crash Bomb directly into something is effective, Mega Man generally gets more efficient use from them by laying it so it detonates as an enemy walks into the explosions (receiving multiple hits at the same time). This tactic works well on Flash Man and Wood Man.
  • Weaksauce Weakness: For a Robot Master who can tank explosions without even getting a scratch, gusts of wind shouldn't be nearly as effective on him as they are. In Mega Man II, however, he's able to tank them much better (as in, every shot must hit if one is to beat him with it).

    DWN.014 Flash Man 
https://static.tvtropes.org/pmwiki/pub/images/014_flashman.png

This Robot Master is designed to control time itself with his time stopper. To this end, he can stop time around him for brief periods and attack with a rapid-fire arm cannon. Despite being kind to his subordinates, Flash Man is also prone to whining and abusing his power for personal enjoyment. As an aside, you'd be wise not to tune in to a wig commercial while he's around.

Weapon: Time Stopper
Weakness: Metal Blade (2), Crash Bomber (2), Needle Cannon/Gemini Laser (3 [Doc Robot]), Ice Slasher/Atomic Fire (I)
Voiced by: Ken'ichi Ono (Super Adventure Rockman)

  • Adapted Out: He never appeared in the Ruby-Spears cartoon. In addition, he was the only Robot Master from Mega Man 2 to be ignored in the Captain N: The Game Master episode, "The Big Game".
  • Arm Cannon:
    • He uses one with rapid-fire capabilities on his right arm.
    • Averted in one Short Circuit which replaced his arm cannon with a normal hand in a story that had him and his brother Crash Man in group therapy.
  • Bald of Evil: Somewhat unusually for a Robot Master, Flash Man is canonically bald. And he hates wig commercials, too!
  • Baldness Angst: As a robot, Flash Man never had hair to begin with, but he isn't happy about being bald. It's even more evident in the Archie comic, where he expresses jealousy over Mega Man's own hair.
  • Beam Spam: After using the Time Stopper, Flash Man attacks anything in front of him with a stream of shots from his arm cannon.
  • Benevolent Boss: In the Mega Man & Bass CD data, it's said that he's nice to the reprogrammed robots he's made the master of.
  • Irony:
    • Though the Quick Boomerang does no damage at all to him in the game, Flash Man defeated in no less than two adaptations by it.
    • The robot that can stop time... is weakest to a time bomb of all things.
  • Light Is Not Good: He activates his Time Stopper by flashing brightly. Being a Wily Number, he often uses this power for his master's schemes, or even just for his own pleasure.
  • Logical Weakness:
    • How do you stop someone who can stop time, albeit for a few seconds? Either unleash a barrage that can cover a wide area that Flash Man can't dodge them all when time resume (Metal Blade) or use a weapon that can unleash powerful damage on him and can be planted out of sight (or better yet on him) so that Flash Man can't evade it in time (Crash Bomber).
    • Flash Man's secondary theme is ice, with his stage having slippery floors and how he "freezes" time. Thus, charged nuclear blasts will damage him badly just as he's also vulnerable to the Crash Bomber. However, the charged blasts alone won't defeat him due to limited ammo capacity, and you'll need to finish the job with uncharged Atomic Fire shots or the Buster shots, among other methods. This is also only possible in the overseas' Normal mode.
  • Maniac Tongue: In the Megamix adaptation, he's got a few expressions that involve him sticking out his tongue while making a maniacal expression. He even licks his arm cannon in his introduction.
  • Mundane Utility: Flash Man often uses his powers for his own benefit, such as staying in baths for longer periods.
  • Nice to the Waiter: Treats his subordinates with kindness. However, he treats his equals rather poorly.
  • No-Sell: The Air Shooter, Quick Boomerang and Leaf Shield won't stop him even slightly.
  • Slippy-Slidey Ice World: His level has got ice physics and all the annoyingness it implies, despite him not being alligned with ice.
  • Story-Breaker Power: Given how Flash Man can stop time itself (if only for small periods), it's a wonder Dr. Wily never uses Flash Man more often, nor has he attempted to create a Robot Master with an upgraded version of his technology.
  • Squishy Wizard: His time stopper can completely freeze Mega Man in time and open him up for attack if he's out of position, but Flash Man isn't very durable, taking twice the normal damage from buster shots, Bubble Lead, and uncharged Atomic Fire, and being even weaker to Metal Blade, Crash Bomber, and a half-charged Atomic Fire (fully charged doesn't do any further damage). Curiously, Air Shooter, Quick Boomerang, and Leaf Shield won't hurt him at all while Mega Man's own Time Stopper heals him.
  • Suddenly Blonde: His in-game sprite gives him a blue and white color scheme (and a transparent head dome), while his official artwork and non-8-bit appearances use a blue and yellow scheme instead.
  • Time Master: The very first Time and Space-themed Robot Master (in a meta sense; in-universe, Time Man was supposedly built first). Dr. Wily built him to have control over time.
  • Time Stands Still: Flash Man's Time Stopper allows him to do just that. However, it only lasts for small periods of time.
  • Thin Chin of Sin: One of his most distinctive features is his long and pointy chin, which his helmet emphasises further.
  • Villain Teleportation: Flash Man doesn't actually have this ability, but his Time Stopper allows him to give his onlookers the impression that he does.
  • Warm-Up Boss: Flash Man's pattern is very simple, with him pacing back and forth across the room trying to collide with you, and occasionally freezing time. Just get the hang of keeping him as low down as possible and jump up just as he uses Time Stopper.

    DWN.015 Heat Man 
"Wait a minute...I'll get ignited."
https://static.tvtropes.org/pmwiki/pub/images/015_heatman.png

The gamers didn't even need to wait for introduction of a second fire-based Robot Master. This one, while having a silly-looking Zippo lighter design, is more powerful than even Fire Man: Heat Man is able to use his nuclear-powered Atomic Fire to reach temperatures of up to 12,000 degrees Celcius, charge at foes with his Bodily Crash attack, and even protect himself with his lid (which has a habit of closing unintentionally). Heat Man is perfectly content to work at his own pace, even if he lacks enthusiasm half the time.

Weapon: Atomic Fire
Weakness: Bubble Lead (2, I, Power Fighters), Shadow Blade/Top Spin (3 [Doc Robot]), Ice Slasher (Power Battle)
Voiced by: Ian James Corlett (animated series), Hekiru Shina (arcade), Showtaro Morikubo (Super Adventure Rockman)

  • Astonishingly Appropriate Appearance: A fire-based Robot Master that looks like a cigarette lighter.
  • Atomic Superpower: The source of his heightened power over Fire Man is his nuclear-powered core, hence the ability Atomic Fire.
  • Awesome, but Impractical: In gameplay, his Atomic Fire does pack a punch when charged up, however the weapon is very inefficient with ammo consumption when charged, so you'll be quickly switching weapons just to farm weapon refills for it. Without charging, the shots are very weak, too.
  • Charged Attack: Though he doesn't use the Atomic Fire for this purpose, Mega Man's version of the weapon can be charged up to different levels of strength.
  • Continuity Cameo: He's on display in the Robot Museum in 7.
  • Dash Attack: Heat Man uses the Bodily Crash to charge straight towards enemies while covered in fire, dealing them a lot of damage.
  • Feed It with Fire: Don't use the Crash Bomber or Atomic Fire on him if you don't want to heal him. Don't even think of using the Crash Bomber on him while he's using the Bodily Crash, either.
  • Fireballs: He often uses his Atomic Fire to throw fireballs. Said fireballs can create pillars of flame or crawl towards foes.
  • Good Smoking, Evil Smoking: He's said to be the only Robot Master that smokes (and indeed, an unused set of sprites for The Power Battle depicts him smoking a cigarette). It helps that he's shaped like a cigarette lighter.
  • Infernal Retaliation: His signature attack, the Bodily Crash. He wreaths himself in fire to charge at you, which only occurs when Mega Man hits him, causing him to blow his lid, then close it.
  • Logical Weakness:
    • He's weak to the Bubble Lead, a water-based weapon.
    • If all three tornados connect, Air Shooter is just as damaging as Bubble Lead as wind also puts out fire. Each individual tornado only deals above-average damage, however. The Top Spin also works against Doc Robot for this reason.
    • Just like with Fire Man, the Ice Slasher's extreme lack of heat energy combined with Heat Man's atomic heat will create a dangerous temperature shock in The Power Battle.
  • No-Sell: The Leaf Shield won't work against him, because fire beats grass.
  • Playing with Fire: Wily's response to a fire-based Robot Master. Not just that, but he uses nuclear fire.
  • Power Limiter: Though he remains unaware of it, Heat Man has a dial on his back that regulates the power of his flames.
  • Turns Red: In The Power Fighters, he starts to use his Infernal Retaliation attack on command and twice in a row, and will start covering his charge by throwing Atomic Fire shots beforehand. In addition, he gains an attack where he simply throws two huge fireballs in both directions.
  • Wreathed in Flames: Heat Man can set himself on fire after being damaged. This also renders him invincible and precedes him using his Bodily Crash.

    DWN.016 Wood Man 
"Enjoy the marvels of nature!"
https://static.tvtropes.org/pmwiki/pub/images/016_woodman.png

One of Dr. Wily's favorite Robot Masters, Wood Man is a kind and caring Nature Lover, with a love for hiking. He's entirely made of wood (albeit coated in a thin layer of metal for protection), even down to his internal mechanisms. Because of this, he has great physical strength and resistance to physical blows, in addition to his Leaf Shield, which works by creating leaf-shaped projectiles from energy and using electromagnetism to move them around and send them flying towards foes.

Weapon: Leaf Shield
Weakness: Air Shooter, Atomic Fire (2, Power Battle), Needle Cannon/Search Snake (3 [Doc Robot]), Metal Blade (II), Super Arm (Power Battle), Flame Sword (8 [Saturn Version Only]), Triple Blade (10, Weapons Archive)
Voiced by: Richard Newman (animated series), Koji Tobe (Power Fighters), Takashi Nagasako (8, JP), Matthew Meersbergen (8, EN), Akimasa Ohmori (Super Adventure Rockman)

  • Avenging the Villain: In Super Adventure Rockman, he confronts Mega Man to avenge Shadow Man who was destroyed beyond repair. His words upon being defeated are apologizing to Shadow Man for failing his vengeance.
  • Bamboo Technology: Everything about him is made of hinoki cypress, even his internal components. The only thing that isn't made of wood is a thin coating of metal he has for protection.
  • Barrier Warrior: He primarily uses the Leaf Shield to protect himself, though he can also send it flying at an opponent and send leaves up into the air to rain down on them.
  • The Brute: Wily's answer to Guts Man from 1; he's the largest and strongest of the eight Robot Masters from 2.
  • Continuity Cameo:
    • He appears in the Mega Man 8 opening alongside other previous Robot Masters.
    • The Weapons Archive boss in 10 uses the Leaf Shield, the monitor displays Wood Man's sprite.
  • Feed It with Fire: Using the Leaf Shield on him will completely heal him.
  • Green Thumb: He's made of wood unlike the others, and his weapon is a shield of leaves (well, projectiles shaped like leaves).
  • Hopping Machine: He prefers to jump towards Mega Man after firing the Leaf Shield off. Eventually, he'll pin him against a wall if Mega Man doesn't get past him.
  • Kryptonite Is Everywhere: Although half the Robot Master weapons don't damage him at all, he is weak to the other half, giving him more weaknesses than any other Robot Master. Then again, he's made of wood and not tough metal.
  • Logical Weakness: Multiple ones, too.
    • Being made of wood, he doesn't handle fire- and cutter-based weaponry well (Atomic Fire and Metal Blade). When Wood Man returns in Mega Man 8, he is naturally weak to the Flame Sword, a cutting weapon with a fire element included.
    • Bombs built to destroy barriers, like the Crash Bomber, work well at piercing his barrier.
    • His weakness to the Air Shooter might have something to do with its projectiles being tornadoes, which are extremely damaging to trees like the ones he's made out of.
    • When Doc Robot uses Wood Man's data, Doc is also weak to cutting weapons. In this case, Needle Cannon and Search Snake.
    • The Weapons Archive in 10 zig-zags this. It's played straight with the Triple Blade, which combines both Wood Man's cutter-based weakness and the triple shot of the Air Shooter. It's then downplayed with the Wheel Cutter, the closest-looking weapon to the Metal Blade. However, it's subverted with the Solar Blaze which, of all weapons that look logical to use, deals pitiful damage to it.
  • Mighty Glacier: He's a strong Robot Master resistant to physical strikes, but is also very slow.
  • Mini-Boss: In the Saturn version of 8, he appears in the middle of Search Man's stage as one.
  • Nature Lover: Wood Man cares deeply for nature, and harming it is an easy way to get on his bad side. He also cares deeply for the Atomic Chicken, Robbit, and Friendernote  Wily Bots under his command.
  • No-Sell: The Bubble Lead and Quick Boomerang won't even nick him.
  • Orbiting Particle Shield: The first of many in the series, his Leaf Shield creates leaf-shaped energy bits that levitate with electromagnetism.
  • Petal Power: Well, more like leaf power, but the Leaf Shield works on the same principle.
  • Primal Chest-Pound: He beats his chest when he activates the Leaf Shield to protect him.
  • Super-Strength: He can throw some very mean punches, and thanks to his 100% wood construction, they hit hard.
  • "The Reason You Suck" Speech: Wood Man gives Mega Man one for killing Shadow Man prior to his boss fight in Super Adventure Rockman.
  • Weak to Fire: His primary weakness in most games. Despite being coated in metal to increase his defense, Wood Man still has a great vulnerability to fire (as the Atomic Fire soundly demonstrates in 2).

Mega Man 3

    General 
  • Asteroid Miners: All of them were created together by Dr. Light and Dr. Wily to oversee mining operations on uncharted planets for energy elements needed to power Gamma, though Dr. Wily later modified them for combat.
  • Breaking Old Trends: This series of robot masters doesn't have traditional Elemental Rock-Paper-Scissors weaknesses in the chains, so you need to think a bit harder about what weapons works best on your first playthrough. For example, using electricity against Magnet Man and using sharp blades against Spark Man.
  • Hoist by His Own Petard: All of them are weak to their own weapons.
  • Inconsistent Spelling: Some supplementary material explains that these robots were a joint creation of Dr. Light and Dr. Wily, with a RW logo even appearing in Magnet Man's stage. However, they are sometimes considered DWN (Doctor Wily Numbers), which is an Interface Spoiler. Mega Man Megamix fixes this by labelling the Robot Masters as part of the DRWN (Doctor Right and Wily Numbers) series.

    DWN.017 Needle Man 
"Feel the eye of the needle!"
https://static.tvtropes.org/pmwiki/pub/images/017_needleman.png

A spiky Robot Master created to work in energy mines. He's intellectual and a capable fighter (and knitter!), but he has a tendency to be sarcastic (and, ironically, has a fear of injections). His main weapon is the Needle Cannon, which rapid-fires spikes that can pierce 10-inch rocks, though he also has his head-mounted Needle Hammer, which he can extend to stab foes at close range.

Weapon: Needle Cannon
Weakness: Gemini Laser (3), Top Spin, Air Shooter (II)
Voiced by: Gary Chalk (animated series), Nobuyuki Furuta (Super Adventure Rockman)

  • Acrofatic: A bulky robot who moves surprisingly fast according to supplementary material.
  • Afraid of Needles: You'd think a robot whose theme is needles and spikes wouldn't be afraid of getting injections... This is brought up in the Archie Comics when Mega Man uses Top Spin to stop 3 of his needle projectiles and throws them at him, causing him to duck out of fear and angrily chastise the Blue Bomber afterwards.
  • Ammunition Backpack: His round body is the backpack.
  • Arm Cannon: Both of his arms are these, making him another Robot Master without any functional hands.
  • Badass Bandolier: In Megamix, Needle Man has chains of Needle Cannon cartridges hanging out from his arm cannons.
  • Building Swing: He can use his Needle Hammer in this fashion in Mega Man Megamix and the Archie Comics.
  • Cephalothorax: Like Air Man, he has no head, just eyes in his chest below a giant spike pad located where his head should be.
  • Deadpan Snarker: Has a sarcastic wit, according to his Japanese CD Data.
  • Guns Akimbo: Another Robot Master with twin cannons.
  • Hopping Machine: In battle, he only moves around by jumping.
  • In a Single Bound: He's able to jump very high for his height, and can keep himself airborne by shooting his Needle Cannon.
  • Ironic Fear: A needle-based robot with a fear of getting his shots. This might explain why he has one of the few stages to have no insta-kill spikes at all. However, he loves knitting and sewing, even making a sweater of Wily, naming him World's Worst Boss.
  • Lightning Bruiser: He's larger than Mega Man, yet can move fast, jump high, and take a beating.
  • Logical Weakness: Needles are made of metal, which can be melted with extreme heat — such as the Gemini Laser. In addition, Needle Man, while tanky, isn't as durable as Hard Man and definitely isn't as agile like the rest of his brothers. Thus, the Gemini Laser is able to easily pierce him and its reflective nature ensures a bulky robot like Needle Man is bound to get hit with it eventually.
  • More Dakka: The Needle Cannon is made to be a rapid-fire weapon.
  • Spike Shooter: His Needle Cannon shoots pointed projectiles.
  • Spikes of Doom: While Needle Man's shots may not be instantly lethal like spikes normally are, they still hurt quite a bit, especially the Needle Hammer.
  • Spikes of Villainy: Not only does he shoot spike bullets, but he also has spikes atop his "head".
  • Use Your Head: He can extend the needle-tipped top of his head to spear Mega Man.

    DWN.018 Magnet Man 
"I feel tense these days..."
https://static.tvtropes.org/pmwiki/pub/images/018_magnetman.png

A magnet-based Robot Master, he wields the Magnet Missile as his Special Weapon, which lets him shoot horseshoe magnet-shaped missiles that attract to any enemy in his field of view. He can also use a powerful magnetic force to drag metallic objects closer to himself. A skilled tactician and leader, even if he lacks direction, Magnet Man is always thinking about his health and thus prefers massages and magnetic therapy.

Weapon: Magnet Missile
Weakness: Spark Shock/Shadow Blade (3), Needle Cannon (II), Dust Crusher (Power Battle)
Voiced by: Terry Klassen (animated series), Hekiru Shina (Power Battle), Akimasa Ohmori (Super Adventure Rockman)

  • Arm Cannon: His right arm has a Magnet Missile launcher, though Super Adventure Rockman shows he can turn it into a traditional buster as well.
  • Astonishingly Appropriate Appearance: He has a giant horseshoe magnet on his head and is colored red with small bits of white. Fitting for a giant humanoid magnet.
  • Ceiling Cling: Magnet Man can attract himself to a ceiling to evade Mega Man. Sometimes, he even sleeps while hanging this way.
  • Deflector Shield: He can create one around himself with his magnetism, completely blocking any attack.
  • Glass Cannon: While his magnetic powers make him stronger than your average robot, he takes above-average damage from the Mega Buster, has two weaknesses (both of which are equally crippling), and he lacks resistance against most other weapons.
  • G-Rated Drug: In the comics, as well as his character card from Mega Man & Bass, his magnetic blasts help him relieve stress.
  • Hollywood Magnetism: Magnet Man's powers affect all robots, even those not made of magnetic materials like Mega Man (whose armor is made of ceratanium, which contains titanium — a non-magnetic metal). In addition, while Magnet Man tries to pull Mega Man towards him, his pull doesn't get weaker with distance like real magnets, and he never thinks to use this force to fly at Mega Man, instead remaining stationary. And of course, there's the fact that he doesn't crush his metallic arenas around himself when using his strong powers...
  • Homing Projectile: His Magnet Missile shoots forward until it senses an enemy vertically, then changes course to hit them.
  • Hopping Machine: He notably never walks normally in any of his appearances — he only jumps to move around.
  • Logical Weakness:
    • Strong amounts of electricity can "kill" magnets or magnetic forces, thus making him weak to the Spark Shock.
    • Magnet Man's light body means cutter weapons, stake needles, and the basic Buster will leave him more worse for wear than usual.
    • Using his own magnetic weapons against him (i.e. his own Magnet Missile in 3) also proves an effective strategy, since "opposites attract".
    • In The Power Battle, a good way to turn his magnetism against him is through the Dust Crusher. The scrap metals would likely overwhelm him from them being drawn towards him.
  • Magnetism Manipulation: Magnet Man's power is magnetism; he can either fire homing Magnet Missiles or pull Mega Man towards him with magnetic force.
  • No Sense of Direction: Despite his strong leadership skills, he suffers from this. Makes sense, since traditional compasses can be disoriented or thrown off by proximity to magnets. The Archie Comics reveal that this can apply if he uses his power to walk on walls, a fact that Mega Man exploits to confuse him even worse than usual.
  • Power Incontinence: His magnetic field is so strong that he can accidentally wipe floppy disks just by being near them.
  • Required Secondary Powers: Averted, he isn't immune to his own magnetic interference, so he gets a headache whenever he uses his powers. It also means he has to steer clear of floppy disks or other magnetic-based storage media.
  • Roboteching: A Magnet Missile flies out straight ahead, but if it senses a target above or below it, it'll swerve ninety degrees up or down.
  • Teleport Spam: Should he turn red in The Power Battle, he'll constantly and rapidly teleport in between the two sides of the screen while activating his magnetism, causing the the direction the player is pulled to rapidly change.
  • Warm-Up Boss: Being a Glass Cannon who takes more damage from the Mega Buster than most other bosses and has a simpler pattern, Magnet Man is an easy Robot Master to take out first.
  • Zee Rust: The danger of floppy disks being erased by being near Magnet Man. Data storage of this era would more likely be solid-state.

    DWN.019 Gemini Man 
"My clones are very impressive."
https://static.tvtropes.org/pmwiki/pub/images/019_geminiman.png

An elegant but narcissistic, conceited and overconfident Robot Master. He has the power to create holographic copies of himself, and uses his copies to assist him in battle (or to admire in his spare time). In addition, he is armed with the Gemini Laser, a weapon that can reflect off of walls to strike a foe multiple times.

Weapon: Gemini Laser
Weakness: Search Snake (3), Magnet Missile (II, Power Battle), Dust Crusher, Plant Barrier (Power Battle), Pharaoh Wave (Power Fighters), Wheel Cutter (10, Weapons Archive)
Voiced by: Tony Sampson (animated series), Koji Tobe (arcade), Jun'ichi Sugawara (Super Adventure Rockman)

  • Adaptational Badass: In Super Adventure Rockman, as well as the Archie Comics, he summons more copies of himself rather than just one.
  • Agent Peacock: Described as elegant and narcissistic.
  • Continuity Cameo: His sprite is displayed when the Weapons Archive uses the Gemini Laser in 10, acting as the representative of 3.
  • Counter-Attack: While he has a copy out, he'll only shoot his standard blaster if the player shoots first — otherwise, he will merely run and jump through his room in a counterclockwise fashion.
  • Disc-One Final Boss: In Super Adventure Rockman, he serves as the final boss of the second episode.
  • Doppelgänger Attack: He creates a copy of himself that will aid him for the first half of his battle in 3. In Super Adventure Rockman and the Archie Comics, Geminī Man can use his powers to create even more copies.
  • Dual Boss: Produces a hard light hologram for the first half of the battle.
  • The Fighting Narcissist: He's extremely vain, having a love for mirrors and shiny, reflective objects. He'll even look at his own copies (admiring himself) and talks with them.
  • Hologram: Gemini Man's copies are holographic in nature.
  • Immune to Flinching: When both Gemini Men are active, neither one will flinch from shots so as to not disturb their pattern.
  • Logical Weakness:
    • Gemini Man is already afraid of snakes, but unfortunately, he has to work with a Robot Master designed like one, and who Mega Man can copy his weapon from.
    • In The Power Fighters, since uses a hologram to confuse Mega Man, the Pharaoh Wave proves ideal due to its ability to hit both the hologram and the real one at once.
  • Meaningful Name: The Robot Master named after the constellation of the twins can create copies of himself, and has armor styled like a mirror.
  • Me's a Crowd: He can create copies of himself. While he usually produces one copy, he can create several times more.
  • Reflecting Laser: His Gemini Laser bounces off walls, giving it a chance to hit a target multiple times.
  • Slow Laser: The Gemini Laser moves slower than light, despite being a laser. In fact, thanks to the limitations of the NES, using it in 3 is likely to slow the entire game down while it's onscreen!
  • Turns Red: He does this in The Power Fighters depending on how late he's fought. When he does, he moves more quickly and uses his standard blaster in conjunction with the Gemini Laser.
  • Weak to Fire: The Pharaoh Wave acts as his weakness in The Power Fighters. Dr. Light even mentions it:
    Dr. Light: To tell you the truth, Gemini Man is weak against heat.
  • Why Did It Have to Be Snakes?: A literal example. He hates snakes, especially Search Snakes.

    DWN.020 Hard Man 
"Ohhh, what a drag..."
https://static.tvtropes.org/pmwiki/pub/images/020_hardman.png

This Robot Master has a 3-ton body made of Ceratanium. While his Ceratanium offers him immense strength and defense (hence his name), his movement is sorely restricted. Thus he tends to be very lazy and prone to complaining. Like a sumo wrestler (a sport he himself enjoys), he's also honorable and prefers to fight his enemies on equal terms. His arms can fly towards targets as the Hard Knuckle, and with a rocket installed inside him, Hard Man can jump high into the air and crash on foes using a technique termed the Body Press.

Weapon: Hard Knuckle
Weakness: Magnet Missile (3, II)
Voiced by: Terry Klassen (animated series), Nobuyuki Furuta (Super Adventure Rockman)

  • Arm Cannon: His hand is technically the cannon's bullet.
  • The Brute: The largest and strongest of 3's Robot Masters. Most notably, he's also one of the heaviest Robot Masters as a whole, weighing three tons.
  • Ground Pound: He uses the Body Press to turn around in mid-air and slam into the ground. This can freeze Mega Man (even if he's in mid-air at the time), and despite this seeming like a quirk of 3's rushed development, it carries over into his fights in other games.
  • Homing Projectile: His Hard Knuckles home in towards Mega Man — once as Hard Man sends them out, then again as they curve back.
  • In a Single Bound: You wouldn't think it from such a heavy robot, but thanks to a compact rocket booster built into him, Hard Man can jump pretty high and far.
  • Logical Weakness: Most types of metal (with a few exceptions) are prone to magnetism, and this guy's a large and bulky robot made out of an extremely dense metal. Additionally, missiles are designed for anti-armor applications, destroying stuff no matter how bulky they may be. It's possible the Magnet Missile accelerates to top speed towards Hard Man because of this, hurting him badly.
  • Killed Off for Real: In the cartoon, Hard Man meets his demise when Mega Man shoots Hard Man's mouth, causing the Robot Master's body to burst. The result is a robot equivalent to Ludicrous Gibs.
  • Mighty Glacier: This guy hits hard and is highly resistant, but very slow and cannot swim to save his life.
  • Noble Demon: Even though he goes along with Wily's plans, he wishes to fight his opposition on equal terms. In the Archie comic's adaptation of 3, he even gives Mega Man an E-Tank to recharge himself before their fight.
  • No-Sell: The Mega Buster, Gemini Laser, Magnet Missile and his own Hard Knuckle are the only weapons that do damage to him instead of bouncing off of him.
  • Player-Guided Missile: The Hard Knuckle acts as this — holding up or down will make a fired punch fly up or down slightly as it rockets ahead.
  • The Quiet One: He's known to be tight-lipped and of few words.
  • Rocket Punch: The Hard Knuckle acts as this, firing off his forearms. However, they do come back to him after flying out a certain distance (though they don't actually reattach to his sprite). While Mega Man's version doesn't have a retrieval mechanism, he does spontaneously get a replacement arm soon after firing it.
  • The Slacker: He lazes about when not working, due to how heavy his body is and the amount of effort he has to put into moving on a day to day basis.
  • Sumo Wrestling: He's noted to be a fan. Helps that he's got a great build for it.
  • Super Not-Drowning Skills: Thanks to being so heavy, he cannot swim. He just walks.
  • Super-Strength: One of the perks of having a three-ton ceratanium body? You hit like a truck.
  • Super-Toughness: Another perk of having a three-ton ceratanium body? You're very hard to damage and take down.
  • Unexplained Recovery: After he's beaten in Super Adventure Rockman, his body breaks apart and is quickly dissolved in acid that fills the room. Not long after, he shows up with all the other Robot Masters (except Shadow Man) in the final confrontation.
  • Unobtainium: His entire body is made out of ceratanium (that is, ceramic titanium). It gives him his strength, but is also why he's so heavy.

    DWN.021 Top Man 
https://static.tvtropes.org/pmwiki/pub/images/021_topman.png

Top Man is equipped with an auto-balance system within his body, allowing him to spin at high speeds, which he uses as an attack called the Top Spin to crash into and damage targets. While it's active, a shield system deflects all incoming attacks. Top Man can also generate tops from his head, which makes him popular on New Year's. A smooth talker, Top Man is capable of making necessary arrangements, but he has a habit of pushing his luck. Ice Skating is a pleasure to him. His internal mechanisms can also be damaged should the guy spin for too long. Also, he has zero tolerance for bad dancers.

Weapon: Top Spin
Weakness: Hard Knuckle (3, II)
Voiced by: Jim Byrnes (animated series), Megumi Tano (Super Adventure Rockman)

  • Adaptational Badass: He's one of the easiest Robot Masters in 3 and has arguably the most ridiculous weapon in the series. In the Ruby-Spears cartoon, he was portrayed as a suave womanizer with a deeper voice who was able to flatter Roll and —while at it— defeat Mega Man singlehandedly. He's also a much more dangerous boss in Super Adventure Rockman.
  • Arm Cannon: In Super Adventure Rockman he has one, used to fire his Battle Tops as opposed to pulling them out of his head.
  • Battle Tops: Not only can he rotate at high speeds like a human spinning top, but he can also throw tops in the air that home in on targets.
  • Dance Battler: His ability to use the Top Spin results in him twirling around to attack his opponent.
  • Fragile Speedster: He takes double damage from the Mega Buster, making him as fragile as Magnet Man, but he makes up for it by being invincible half the time. He is also the fastest moving Robot Master in 3 thanks to the Top Spin also being his main form of movement; he is only exceeded by Shadow Man's sliding attack.
  • Homing Projectile: His head-mounted tops are able to move directly towards Mega Man.
  • Lethal Joke Character: His fighting ability is based on tops, which are toys. Still makes him no less dangerous, though.
  • Logical Weakness: Considering his seemingly lightweight build and auto-balance system, it stands out that Top Man wouldn't appreciate physical projectiles that are strong enough to throw him off of balance, like the Hard Knuckle.
  • Rollerblade Good: His feet have wheels built into them that allow him to move and spin quickly.
  • Spectacular Spinning: He's based on a spinning top, and his primary method of attacking is to spin into enemies.
  • Spin to Deflect Stuff: He's invincible when spinning, though some sources claim that this is because of a shield system in place, rather than the Top Spin itself deflecting blows.
  • Warm-Up Boss: Top Man is among the easiest Robot Masters in the series, and a good starting point for new players.

    DWN.022 Snake Man 
"You can't hide from me!"
https://static.tvtropes.org/pmwiki/pub/images/022_snakeman.png

This Robot Master was designed for investigating narrow areas and uncharted topography. Built with a lightweight and nimble frame, he is an intelligent, tenacious and cunning hunter, fond of cornering his prey like his namesake motif. His Search Snakes - small snake-like missiles that crawl along floors and walls using an improved version of the Bubble Lead's search program - aid him in this task very well. He has a liking towards Toad Man, to which the latter does not reciprocate (for obvious reasons).

Weapon: Search Snake
Weakness: Needle Cannon (3), Spark Shock (III)
Voiced by: Ian James Corlett (animated series), Jun'ichi Sugawara (Super Adventure Rockman)

  • Abhorrent Admirer: Depending on how players interpret his Mega Man & Bass CD information, his 'liking' of Toad Man can either be this, him considering Toad Man a close friend of his in spite of Toad Man's disdain for him, or him actually wanting to eat the other robot (Toad Man seems to believe the latter).
  • Ambiguously Gay: It's a little vague on what his biography means when it says he "likes" Toad Man.
  • Animal Jingoism: He has a liking towards Toad Man, who in turn dislikes him. In addition, he's known to hate slugs, likely stemming from a Japanese belief that slugs and snails could kill snakes.
  • Arm Cannon: As with most Robot Masters, he has one on his left arm, from which he fires his Search Snakes.
  • Combat Pragmatist: He prefers to force his opponent into a corner and render them helpless, which puts him at odds against the more fair-minded Hard Man.
  • Continuity Cameo:
    • Snake Man is one of the many Robot Masters on display at the Robot Museum in Mega Man 7.
    • He appears in Mega Man 8's animated intro, representing Mega Man 3's representative in the montage of Mega Man facing past Robot Masters.
  • Fast Tunneling: He gets this skill in Super Adventure Rockman, quickly digging underground and popping out after Mega Man destroys the rocks he was using to hide behind.
  • Logical Weakness: Snake scales are reasonable protection against slashing or impact injuries in the wild, but noticeably fail against puncturing wounds, just the sort of thing that Needle Cannon can inflict.
  • Oblivious to Hatred: Snake Man likes being with Toad Man, despite the fact that Toad Man can't stand him.
  • Reptiles Are Abhorrent: The first animal-based Robot Master in the series. He is a tenacious hunter who corners his prey and doesn't play fair.
  • Snakes Are Sinister: Snake Man is prudent, tenacious, and a loyal Dr. Wily robot.
  • 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 Mega Man. Extraneous material attribute this to incredible tenacity.
  • Wall Crawl: The Search Snake crawls along floors and up walls.
  • Warm-Up Boss: Due to his pattern, he's one of the easier bosses in 3. He functions as this for the other "weakness group" (Snake Man → Gemini Man → Needle Man → Snake Man) which the other Robot Masters aren't a part of.

    DWN.023 Spark Man 
"Don't fall out of line, please."
https://static.tvtropes.org/pmwiki/pub/images/023_sparkman.png

A Robot Master meant for charging electricity, but was modified for combat. Spark Man can generate twice as much electricity as Elec Man, but unlike his predecessor, he's scatterbrained (and as such, he can't focus his power as lethally). Thoughtful and friendly, he recharges his compatriots often, but gets depressed when left alone for a long time. He can use his electricity in battle as the Spark Shock, which can paralyze a foe by shorting their circuits.

Weapon: Spark Shock
Weakness: Shadow Blade (3, III)
Voiced by: Akimasa Ohmori (Super Adventure Rockman)

  • Affably Evil: Despite serving Wily's schemes, Spark Man is a nice and friendly guy to anyone who isn't Mega Man.
  • Astonishingly Appropriate Appearance: An electrical Robot Master designed for generating energy who looks like a sparkplug on legs with two giant electrodes in place of hands.
  • Blade Below the Shoulder: He's one of several Robot Masters who lack hands; instead, he has two large spike-like electrodes.
  • Combat Medic: Spark Man often recharges his friends or gives them a power boost, and he's no slouch in combat himself.
  • Continuity Cameo: He makes a brief appearance in Mega Man 8's animated intro alongside other past Robot Masters.
  • The Ditz: Based on his Mega Man & Bass CD information, Spark Man is "forgetful", scatterbrained, and described as having trouble focusing his powers.
  • Guns Akimbo: In the form of dual electrodes. This is where Mega Man aims in the Archie Comics adaptation when they square off, leading to Spark Man's defeat.
  • Hates Being Alone: Despite his thoughtful and friendly attitude around friends, if he's left in solitude for long periods, Spark Man grows depressive. In the Archie comics, this is Played for Drama, with Spark Man realizing that Mega Man has taken down the other 7 in his line, and in his fight with Mega Man, is relentless in his revenge-driven meltdown, even ranting to leave Dr. Light all alone. It takes his defeat via Shadow Blades for him to calm down and tearfully apologize for his threats.
  • Hopping Machine: In his fight, Spark Man always moves by jumping around his room, occasionally stopping to use the Spark Shock.
  • Logical Weakness: Sharp blades do not cooperate well with delicate electricity-conducting wires, especially the insulated variety. Even less so if they're fired instead of wielded, such as a huge shuriken.
  • No Mouth: In the Ruby-Spears adaptation, Spark Man has no mouth.
  • Shock and Awe: An electric-elemental Robot Master. His version of the Spark Shock is different than that of Mega Man, firing it as eight small shots followed by a Sphere of Destruction. Mega Man's version shoots the small version, temporarily paralyzing enemies.
  • Spread Shot: He can fire an eight-way burst of electrical sparks.
  • Superior Successor: He can generate twice the amount of electricity that Elec Man can, though Elec Man has a better focus on his power than the scattershot Spark Man.

    DWN.024 Shadow Man 
"I can hardly wait for the surprise."
https://static.tvtropes.org/pmwiki/pub/images/024_shadowman.png

Very little information is known about the mysterious Shadow Man, though rumors say that he was once a robot of unearthly origin, who was discovered by Wily and remodeled into a robot based on a ninja. In addition to his ninjutsu, Shadow Man is armed with the Shadow Blade — a weapon coated in a deadly liquid that afflicts robots' mechanisms. Flexible and skilled in the art of stealth much like the ninja that inspired Wily to redesign him, Shadow Man tends to be a shallow thinker with a dislike of obvious and boring traps.

Weapon: Shadow Blade
Weakness: Top Spin (3), Gemini Laser (III), Centaur Arrow (Power Fighters)
Voiced by: Terry Klassen (animated series), Jin Yamanoi (Power Fighters), Kōsuke Okano (Super Adventure Rockman), Ryōtarō Okiayu (Battle & Chase)

  • Arm Cannon: Though he's traditionally never used one, the cutscene that plays after his fight in Super Adventure Rockman had him turn his arm into one to finish off Mega Man should the player lose (oh, and they don't get to continue should this happen).
  • Battle Boomerang: Interestingly, while his Shadow Blades don't return to him, the version copied by Mega Man does.
  • Caltrops: He can produce four makabishis in The Power Fighters when he Turns Red.
  • Composite Character: In Rockman Xover, he is fused with Elec Man for a level to commemorate the 25th anniversary of the series, becoming Electric Shadow Man, with Shadow Man's sprite and Elec Man's palette. However, the fused robot proves to be unable to handle their combined power.
  • Confusion Fu: A lot of what makes him dangerous is that his attacks have minimal telegraphs, and his two offensive moves (sliding and throwing the Shadow Blade) require different responses. This makes his pattern very difficult to read.
  • Denial of Diagonal Attack: Averted; the Shadow Blade can be thrown in five directions; one of which being diagonally up. During his boss fight, he even throws a diagonal Shadow Blade in addition to a horizontal one. Mega Man's use of it basically amounts to a nerfed, boomeranging version of the omnidirectional Metal Blades.
  • Disc-One Final Boss: He's the final boss of Super Adventure Rockman's first episode.
  • Fuuma Shuriken: His Shadow Blade is a very large shuriken.
  • Hopping Machine: He jumps towards Mega Man two to three times before either sliding or throwing his Shadow Blades, but never walks or runs.
  • Killed Off for Real: After destroying him in Super Adventure Rockman, Wood Man is unable to repair him (and scolding Mega Man for it). Even by the end, when all the Robot Masters return, Shadow Man is absent, suggesting his integrated circuit was irreparably damaged. Of course, he continues to appear in other games, and the game's canonicity is dubious. (In the Archie Comics adaptation, he makes an escape.)
    Wood Man: "You killed Shadow Man, didn't you!? I heard your voice as he was destroyed! He can't be rebuilt! I tried! But I can still extract vengeance! Fight me!"
  • Lightning Bruiser: Very fast, powerful, and is overall more durable than Quick Man (not counting his main weakness).
  • Logical Weakness:
    • In III, the Gemini Laser's bouncing attribute would be a major pain for Shadow Man as he now has to track a bouncing laser and Mega Man. Made especially apparent by the small room to fight in.
    • The Centaur Arrow from Power Fighters also makes sense; no matter how formidable a ninja is, a skilled archer would be able to patiently score devastating hits from a safe distance in an open arena.
  • Mysterious Past: Very little data exists on him, and no one is quite sure of who he is or where he came from. His body is made of a material not found on Earth, as is the liquid coating his Shadow Blades, leading to rumours that Shadow Man was the product of an ancient alien civilization (the Archie Comics show him to be an alien robot known as a Kuiper Droid).
  • Ninja: Aside from his oversized weapon, Shadow Man is based on one.
  • Ninja Log: He briefly turns into a log when he loses a race in Mega Man: Battle & Chase.
  • Ninja Pirate Zombie Robot: A (possibly) extraterrestrial ninja robot.
  • Power Up Mount: In The Power Fighters, he can summon a giant firebreathing frog robot to ride on should he turn red.
  • Related in the Adaptation: In the Archie comic (which firmly depicts Shadow Man as an alien, removing the mystery of his past), Shadow Man was one of many near identical Kuiper Droids, servants to the Stardroids and Ra Moon. None of these relationships exist between the three in the original games.
  • Simple, yet Awesome: Shadow Man's fighting scheme consists of jumping constantly, only pausing to fire Shadow Blades or to slide on the ground. But that's of little worry when, befitting a Ninja, he gives no tell of when he will attack.
  • Slide Attack: To establish Shadow Man as a rival to Mega Man, he knows how to slide in the exact same manner Mega Man can (only he can slide an even greater distance if Mega Man's far from him). He only uses it after a jump, though, and can't use it twice in a row.
  • Sole Survivor: In the Archie comic, he's the last of Dr. Wily's Robot Masters who remain loyal to him following the events of Mega Man 3 (the rest either turning over a new leaf or being deactivated).
  • Took a Level in Badass: While Shadow Man was no slouch in 3, The Power Fighters and Super Adventure Rockman let him display a wide array of ninjutsu techniques, such as setting up decoys, blocking shots by replacing himself with a log, and even summoning a giant frog robot to ride around on in the second half of his battle.
  • Turns Red: If he's a Robot Master fought later than the others in The Power Fighters, he'll summon a giant frog robot to ride on at half health.
  • Wake-Up Call Boss: Shadow Man's pattern is completely unpredictable with his constant jumping, only stopping to fire Shadow Blades or suddenly slide at you, and you're given no tell of when he will do this. The Top Spin is also infamously difficult to use against him due to how bugged the weapon is in the original game.
  • Weaksauce Weakness: Shadow Man is a speedy and disciplined robot whose attack scheme is simple, but unpredictable. It's possible the Top Spin's high-speed chaotic attacks in 3 not only throw him off his game, but are quick enough to do vital damage before he can read Mega Man's moves and properly strike back.

Mega Man 4

    General 
  • All There in the Manual: Even though Dr. Cossack created them, they are listed as part of the DWN series. The reason for this is explained in a Japanese Q&A — Dr. Wily significantly remodeled them for combat against Mega Man.
  • Breaking Old Trends:
    • Intentionally or not, as it stands out to date, this is the only classic Mega Man game where every of its Robot Masters firmly avert being The Brute.
    • This series of Robot Masters start the trend of having only one major boss-weapon weakness with a few exceptions, Mega Buster aside. This started the trend of a definite weakness chain that influences stage order.
  • Inconsistent Spelling: Though they're officially part of the DWN series, some sources and adaptations instead list them as the DCN (Doctor Cossack Number) series.
  • Late-Arrival Spoiler: Since this group is considered part of the Wily Numbers, Capcom expects you already know Wily's behind this.

    DWN.025 Bright Man 
"Something comes to me in a flash!"
https://static.tvtropes.org/pmwiki/pub/images/025_brightman.png

A brilliant Robot Master, Bright Man was designed to explore dark areas (like his brother Pharoah Man) before Wily modified him for battle. Bright Man can use his Flash Stopper to emit a ten million watt flash of light from his head, triggering a safety device in a robot's camera eyes that renders them unable to move, leaving them open to attack. Though he comes up with a lot of ideas and inventions, he often talks too much for everyone's liking.

Weapon: Flash Stopper
Weakness: Rain Flush (4, IV), Star Crash (Game Gear)
Voiced by: Gary Chalk (animated series)

  • Astonishingly Appropriate Appearance: Bright Man uses flashes of light as a weapon. He sports a giant filament light bulb on his head and has what looks like a battery in his chest.
  • Blinded by the Light: His Flash Stopper invokes this on other robots, freezing them in place momentarily.
  • Call-Back: Bright Man inhabits an electronic-themed themed stage, similar to Flash Man, and uses what is functionally an improved version of the Time Stopper that can be used multiple times without refilling the energy, for a finite duration, and that still allows you to fire your basic buster shots.
  • Cower Power: In Megamix, he survives Skull Man's attack on Cossack Labs by hiding until the right chance arises.
  • Heroic Sacrifice: When his feigned cowardice develops into actual cowardice in Megamix, he atones for it by using his own body parts to repair his allied Robot Masters. Once Cossack is rescued, however, Bright Man gets better.
  • Idea Bulb: A favorite joke of his, considering his design.
  • Insufferable Genius: He is a highly intelligent "ideas man", but he drives his colleagues to frustration or boredom by droning on and on about said ideas.
  • Kill It with Water: His weakness is the Rain Flush. As you would expect, water and electricity mix poorly, especially if it's acid water.
  • Light 'em Up: His Special Weapon creates a blast of light so powerful it causes other robots to momentarily seize up.
  • Logical Weakness: Water (or in this case, acid rain) shorts him out around the exposed bulb. Acid water is also very conductive, which is a principle of how lead-acid batteries function.
  • Moral Guardians: The English translation of Mega Man & Bass oddly makes him out to be one, changing his dislike from neon light to "unmoral districts" (i.e. red light districts).
  • Puzzle Boss: Defeating him without triggering the Flash Stopper, since he uses it at specific levels of damage* that must be skipped over (which can be done by exclusively using Charge Shots, or one uncharged shot and the Rain Flush). Note that the game never tells you this, and in Mega Man IV he can use the Flash Stopper whenever he wants.
  • The Smart Guy: Apparently has a lot of ideas. Too many, in fact, since he goes on about them so much that it annoys the other robots.
  • Time Stands Still: While the Flash Stopper appears to do this, in reality it simply freezes all enemies (and some projectiles) in the area by triggering a safety device that locks their mechanisms up.
  • Unblockable Attack: If Mega Man is frozen by the Flash Stopper and Bright Man decides to jump, he will unavoidably take a hit.

    DWN.026 Toad Man 
"After rain comes, destruction!"
https://static.tvtropes.org/pmwiki/pub/images/026_toadman_3.png

An agricultural robot built by Dr. Cossack that specializes in natural sciences, which he puts his Rain Flush to good use for. When he converted Toad Man into a combat robot, Dr. Wily mixed a strong acid into his Rain Flush, causing the rain it creates to become acidic. Befitting his motif, Toad Man can jump very high (and he enjoys the triple jump), but he is unfortunately tone-deaf, and he dislikes his comrade Snake Man (who has opposite feelings).

Weapon: Rain Flush
Weakness: Drill Bomb (4), Ring Boomerang, Napalm Bomb (IV), Water Wave (Game Gear)
Voiced by: Terry Klassen (animated series)

  • Acid Attack: His Rain Flush is composed of powerful chemicals, ascending into the sky to create clouds of acid rain.
  • Always Accurate Attack: Being a weapon that summons rain, the Rain Flush is completely unavoidable. Fortunately for the player, they can prevent Toad Man from being able to use it.
  • Animal Jingoism: Has a minor rivalry with Snake Man. Snakes in real life eat toads.
  • Artificial Stupidity: You'd think they would've learned from the first game, but Toad Man's A.I. is highly primitive. He doesn't move if Mega Man moves at him, only jumps at Mega Man when he fires, and only uses the Rain Flush if he stands still for too long. This can get him trapped into two types of Cycles of Hurting that turn him into a joke.
  • Awesome, but Impractical: His attack is unavoidable and covers a wide area, but takes very long to start.
  • Cephalothorax: His 'head' is squished down to about the level of his shoulders. This is to place his false frog eyes at the level of what would be "normal". In the cartoon, he also has a toothy mouth.
  • Composite Character: In Rockman Xover, Toad Man gets upgraded fire powers in the 25th Anniversary bonus levels to become Fire Toad Man. While nominally fused with Fire Man, he gains the palette of Heat Man.
  • Cycle of Hurting: Highly infamous for this; and twice, no less.
    • Shooting at Toad Man and letting him land, then shooting at him as he lands. His A.I. is programmed to still jump despite this, causing him to jump and take damage repeteadly.
    • If left idle for long, he will use the Rain Flush, which can be interrupted right before it activates. Leave him idle again, and this can be repeated.
  • Dance Battler: His method of using the Rain Flush has him perform a strange belly dance. This leaves him open to attack and therefore interruption.
  • Hollywood Acid: While real acid rain is dangerous to the environment, the Rain Flush devastates metallic robots as soon as it hits, thanks to Wily making it highly corrosive.
  • In a Single Bound: Being based upon a frog, he can jump quite high.
  • Logical Weakness: How are toads dissected in science classes? With a piercing tool, like a drill. Plus, Toad Man himself is a decently sturdy but presumably lacks maximum armor so he can still leap around. A weapon that can both drill through such protection and explode to do serious damage to his insides would be ideal and create a good diversion to distract him from casting Rain Flush.
  • Making a Splash: While he's not themed around water like Dive Man is, he does use water in his attacks via the Rain Flush.
  • Multi-Directional Barrage: His acidic Rain Flush, one unleashed, is unavoidable. However, it can be interrupted.
  • Shown Their Work:
    • While it may seem strange that a toad robot can summon rain, in some cultures a toad is considered a sign of good rain.
    • Toad Man is tone-deaf, much like how real amphibians have poor hearing (if they can even hear at all).
  • Smart Bomb: Rain Flush provides one of the most powerful screen nukes in the classic series, showering the entire screen in highly corossive acid rain. Not even shielded enemies are safe.
  • Unblockable Attack: His Rain Flush, if he activates it. In Mega Man's hands, even a Metall's helmet can't save it from destruction.
  • Warm-Up Boss:
    • An unintentional exaggerated example in 4; though he was seemingly programmed as a great starting point for players, he's pathetically easy if you know how to exploit his primitive A.I.
    • The Game Gear installment subverts this, as he jumps much faster and starts the dance to call upon Rain Flush more randomly, while also giving the player less time to react and counterattack.
  • Weather-Control Machine: He attacks by summoning rain. Before his conversion into a battle robot, Toad Man used his Rain Flush to help crops grow.
  • Why Did It Have to Be Snakes?: This is slightly literal, but Snake Man displeases the guy. Unfortunately for him, Snake Man likes Toad Man.
  • Zero-Effort Boss: See Cycle of Hurting above — by exploiting any of his two A.I. flaws, Toad Man is an extremely easy boss to defeat. It helps the Drill Bomb is a straight shot with no gimmicks outside explosions, thus accelerating the process if you wield it by the time you face Toad Man.

    DWN.027 Drill Man 
"Oops, I damaged the gas pipe..."
https://static.tvtropes.org/pmwiki/pub/images/027_drillman.png

A robot created to dig holes at construction sites, Drill Man prefers to live his life to the fullest and not worry much about tomorrow. Thus, he often rushes jobs and never plans ahead (this could lead to dangerous results), but he works hard and even occasionally finds things such as a hot spring (for which he was awarded). His weapon of choice is the Drill Bomb — an explosive attached to a drill which pierces armor of his targets.

Weapon: Drill Bomb
Weakness: Dive Missile (4, III)
Voiced by: Scott McNeil (animated series)

  • Blade Below the Shoulder: Like Crash Man, Drill Man has (much larger) drills in place of hands.
  • Call-Back: In design and concept, he looks an awful lot like Crash Man. Drill Bomb also improves upon the Crash Bomber by allowing mid-flight remote detonation, and exploding on impact.
  • Everybody Hates Mathematics: He dislikes calculations. This is a major reason as to why he's seen as stupid, seeing as he's meant for construction.
  • Fast Tunnelling: He can dig underneath and through the ground to attack Mega Man from below.
  • Guns Akimbo: Appears to have twin Drill Bomb launchers, much like Crash Man.
  • Leeroy Jenkins: Drill Man disregards calculations and haphazardly digs wherever to get the job done quickly. Given how he was originally meant to be a construction robot, this often creates problems.
  • Lethally Stupid: He loves rush jobs and doesn't plan ahead when digging. His quote from Mega Man & Bass (seen above) has him apologize for damaging a gas pipe during his drilling.
  • Logical Weakness:
    • A robot built densely enough to drill through the earth is easier for homing missiles to lock onto. On that note, missiles are often designed for anti-armor applications. Since he is carrying Drill Bombs, Dive Missiles would be a danger to the ammo onboard.
    • Lightly subverted with the Pharaoh Shot though, making Drill Man one of the few explosive Robot Masters not especially Weak to Fire. This is likely due to being based on a vehicle more than actual explosives.
  • Mole Monster: During his battle, he often digs into the ground to strike Mega Man from underneath.
  • No Mouth: His mouth (if he even has one) is covered by a plate.
  • Spin to Deflect Stuff: His Drill Bombs can knock any projectile out of the way, even Dive Missiles, his weakness!
  • This Is a Drill: Pretty obvious from his name; he uses drill-tipped explosives and has three massive drills made to grind through earth and rock on his body.
  • Throw Down the Bomblet: He uses the Drill Bomb to pierce through armor, then detonate the explosive.
  • Trick Bomb: The Drill Bomb can be remotely detonated in mid-flight, allowing the explosion to damage whatever the drill can't pierce.
  • Tunnel King: Digs through the ground, and his stage is a giant tunnel network.
  • Use Your Head: One tactic of his is digging underground and diving out under Mega Man, stabbing him with his head-mounted drill.

    DWN.028 Pharaoh Man 
https://static.tvtropes.org/pmwiki/pub/images/028_pharaohman.png

A Robot Master designed to explore dark pyramids using sensitive cameras, Pharaoh Man is styled like a pharaoh to ward off mysterious pyramid curses. In his conversion into a battle robot, his attack power was bolstered. He uses solar energy to attack — be it as a sphere of energy known as the Pharaoh Shot, or a destructive wave as the Pharaoh Wave. While a charismatic leader with over a thousand Mummira followers, Pharaoh Man is rather timid and weak when near beautiful women.

Weapons: Pharaoh Shot (4, IV), Pharaoh Wave (Power Fighters)
Weakness: Flash Stopper (4, IV), Crystal Eye (IV), Quick Boomerang (Power Fighters)
Voiced by: Tony Sampson (animated series), Takashi Nagasako (Power Battle)

  • Achilles' Heel: His vulnerability to the Flash Stopper really ruins his day, as he's frozen and left helpless. At this point, it's a matter of spamming the fire button until he's toast.
  • Adaptational Badass: While already a relatively dangerous boss in the game (if you don't cheat with spamming Flash Stopper on him, that is), he somehow became even more badass in his one (and only) appearance in the cheesy, pun-ridden Ruby-Spears series. He never did anything silly, he had an aura of competence around him, he could shoot Mega Man all the way to the courtyard. And he manages to top it all off by punching Mega Man right in the face after his weapon was stolen, instead of opting to run away like many other Robot Masters would do.
  • Artistic License – Physics: The Flash Stopper —despite being described as not actually freezing time— still freezes Pharaoh Man like the Time Stopper from 2. Since the Flash Stopper is just overwhelming the visual processes of a robot, they should instead drop like a rock and be stuck on the ground, and their projectiles should be unaffected.
  • Arm Cannon: He has one, though he doesn't seem to use it in 4 (the Pharaoh Shot being thrown instead).
  • Badass Cape: His design in the Ruby-Spears series gives him a flowing red cape.
  • Big Entrance: He enters a room in the cartoon by slamming open a double-door, complete with amplified slamming-sound, back-lighting and ominous music.
  • Blinded by the Light: His weakness to Flash Stopper, due to him being designed to explore dark pyramids.
  • Breakout Character: He's almost unanimously agreed to be Dr. Cossack's signature creation (his Ruby-Spears portrayal probably helped a lot), to the point where the Archie Comics feature him as a main character in a few arcs, and he appears the most out of all the 4 Robot Masters.
  • Charged Attack:
    • Pharaoh Shot in 4 allows Mega Man to charge up a sphere of energy above him and use it by ramming or throwing as a projectile, much like Atomic Fire.
    • He can charge up solar energy to release it as the Pharaoh Wave.
  • Composite Character: His combat program is like a spin on Quick Man and Heat Man. He moves swiftly like Quick Man, is also vulnerable to a "time-stopping" weapon, but use a Charged Attack that's similar to Heat Man's Atomic Fire. His art work can also depict him with an aura of flames around him, similar to Heat Man.
  • Continuity Cameo:
    • A replica is on display in the Robot Museum in Mega Man 7.
    • In The Power Battle, Pharaoh Man is one of a few Robot Masters in storage in the background of the first Wily level.
    • During Mega Man 8's animated intro, Pharaoh Man appears as Mega Man 4's representative.
  • Counter-Attack: In The Power Fighters, he does this if he protects himself with a giant eye and it is attacked.
  • Day Hurts Dark-Adjusted Eyes: The reason why he's weak to the Flash Stopper is because he's always exploring dark, shady pyramids, so a flash of bright light would hurt him.
  • Denial of Diagonal Attack: The Pharaoh Shot averts this, being throwable from any direction except straight up or down.
  • Disco: His signature pose is reminiscent to the famous Saturday Night Fever pose, and his theme music has a disco beat to it.
  • Kubrick Stare: Not exactly, but the V-shaped part of the helmet gives this feeling. It makes him look more intimidating.
  • Lightning Bruiser: He's fast and hits hard.
  • Logical Weakness:
    • Given how he was designed to explore dark pyramids, it would make sense that bright flashes of light would not be too kind to him.
    • He can jump around the room all he wants, but the Crystal Eye's fragmentation in IV will still be difficult to dodge if the main sphere doesn't hit him first.
    • Downplayed with Rain Flush in 4, however; he's mainly sun-themed, not fire-themed, so each flush will only deal two lines of damage.
    • Downplayed with Dust Crusher in 4. While it also only deals two lines of damage, his blazing agility indicates that he isn't the most well armored robot and thus a junk grenade would work decently against him. Throwing exploding junk at Pharaoh Man might also insult him as a royal fighter.
  • Luckily, My Shield Will Protect Me: In The Power Fighters, he gains the ability to summon an eye-shaped shield.
  • Power Floats: Upon powering up in the arcade games, his attack pattern changes completely; he starts levitating nearly out of reach and summoning Shade Man's Astro Zombiegs.
  • The Power of the Sun: His Pharaoh Shot and Pharaoh Wave both use solar energy, much like Mega Man's Mega Buster. The Pharaoh Shot in particular resembles a miniature sun. An added bonus is the weapon can be aimed in multiple directions like 2's Metal Blade and charges up like Heat Man's Atomic Fire (placing a damaging portable sun over Mega Man until he releases it).
  • Red Eyes, Take Warning: Both the artwork, in-game portrait and the cartoon.
  • Rushmore Refacement: His background in The Power Fighters includes some statues and the Sphinx bearing his face.
  • Stab the Sky: His signature pose is giving the sky a finger stabbing.
  • Talk to the Fist: Pharaoh Man comes across as dangerously competent and completely unwilling to indulge in the comedic buffoonery of other Robot Masters, such that his most well known scene in the cartoon involves Mega Man leaping from ambush to copy his Pharaoh Shot and boast about copying his powers... only for our hero to promptly get decked by a wicked right hook in response from Pharaoh Man.
  • Took a Level in Badass: Pharaoh Man was no pushover (unless Mega Man had the Flash Stopper), but The Power Fighters gives him all sorts of new powers, such as levitation, an eye shield, portals, and the ability to shoot the Pharaoh Wave in two directions at once.
  • Zero-Effort Boss: If you have enough ammo for Flash Stopper, his "fight" consists of mashing the fire button until his HP runs out, while he has no opportunity to counter.

    DWN.029 Ring Man 
"Expect no mercy, Mega Man!"
https://static.tvtropes.org/pmwiki/pub/images/029_ringman.png

Unlike most of Dr. Cossack's Robot Masters which were remodeled into war machines, Ring Man was created specifically to defeat Mega Man. To this end, he uses the Ring Boomerang — a weapon with high speed and the ability to penetrate foes. A clever strategist, he has an unfortunate tendency to be overconfident in his abilities. Incidentally, he's skilled at quoits, though he's not very good with kids.

Weapon: Ring Boomerang
Weakness: Pharaoh Shot (4, IV), Charge Kick (IV), Solar Blaze (10, Weapons Archive)
Voiced by: Gary Chalk (animated series)

  • Adaptational Heroism: Mega Man Megamix depicts his original purpose as being a police officer fighting against robot crime (his Ring Boomerang being a non-lethal means of incapacitation), a far cry from the original games' combat-oriented design.
  • Armor-Piercing Attack: The Ring Boomerang can fly straight through enemies, hitting them twice as it flies back. Even the Skull Barrier can't protect against it!
  • Battle Boomerang: His Rings of Death fly back toward him after hitting their target.
  • Blood Knight: Like Quick Man and the Mega Man Killers, he was strictly programmed and created to kill Mega Man.
  • Child Hater: Downplayed, he doesn't like being around children. Ironic, seeing as his creator has a daughter. Though it makes sense, considering he was built to defeat Mega Man, who looks like a prepubescent boy.
  • Confusion Fu: His telegraphs can be confusing to master. He tosses his rings in a manner where it's very possible to dodge them incorrectly and be hit instead, depending on positioning.
  • Continuity Cameo:
    • In Mega Man 7's Robot Museum, Ring Man can be seen on display in the background.
    • The Weapons Archive in Mega Man 10 contains data for the Ring Boomerang; when using it, the monitor displays his sprite.
  • Distaff Counterpart: He's unique in that his NetNavi counterpart is female.
  • Genius Bruiser: He's capable of fighting Mega Man and can come up with effective strategies to use against him.
  • Improbable Weapon User: You wouldn't think giant rings would be effective weapons, but he proves you wrong.
  • Item Caddy: In Mega Man IV, the Ring Boomerang is able to grab items from far away and bring them to Mega Man.
  • Lightning Bruiser: He's very quick and jumps a lot. His attacks can be difficult to dodge and they hit hard.
  • Logical Weakness:
    • His consistent weakness is fire — being the most metal-based out of 4's Robot Masters, metal will eventually melt under extreme temperatures, especially if said flames were powered by the sun itself. It even applies to robots using his weapon and battle data.
    • As a Long-Range Fighter, the Charge Kick in IV will throw him off his game or give him a nasty surprise when tries to body slam you.
  • Rings of Death: He uses boomeranging rings that he can throw at any angle, and they pierce a foe and strike them on the rebound.
  • The Strategist: His ability to make good strategies is noted as a good point in Mega Man & Bass.
  • Trenchcoat Brigade: In Megamix, he dons a trenchcoat/fedora combo while on duty as a police robot.
  • Weak to Fire: Ring Man's consistent weakness. He is vulnerable to the Pharaoh Shot in his origin game, and his Weapons Archive appearance in 10 has him weak to the Solar Blaze.

    DWN.030 Dust Man 
"Don't let me suck more than I can."
https://static.tvtropes.org/pmwiki/pub/images/030_dustman.png

A Robot Master built for sanitation purposes, specifically to inhale and compress garbage. His ability to suck scrap metal caught Dr. Wily's attention, and he was remodeled for combat. He uses compressed garbage in battle as Dust Crusher — junk-encased bombs which split into four pieces of shrapnel on impact or when they explode. His vacuum can even pull foes towards him. He has a gluttonous appetite which makes him good at his job, but, unfortunately, he suffers from bad breath and a pollen allergy.

Weapon: Dust Crusher
Weakness: Ring Boomerang (4), Drill Bomb (II), Plant Barrier (Power Battle)
Voiced by: Terry Klassen (animated series)

  • Arm Cannon: Although he has one, he never uses it to attack Mega Man.
  • Bandit Mook: He can steal a player's money in Rockboard.
  • Big Eater: He's got a big appetite, making him handy if there's a lot of garbage to get rid of.
  • Cephalothorax: His head is perched between his shoulders, with his massive vaccuum duct taking the place of where a regular head would go.
  • Eternal Engine: The junkyard that Dust Man is headquartered in has no access to the outside, and is covered in metal junk and garbage, has multiple incinerators, and a section with a trash compactor.
  • Fashionable Asymmetry: The tube connecting his shoulders is uncovered on his left, exposing several wires.
  • Improbable Weapon User: He shoots garbage at Mega Man. Garbage encasing a bomb, but all the same, it seems strange.
  • Logical Weakness:
    • The Ring Boomerang is supposed to be razor-edged like a chakram, similar to the Shadow Blade, meaning that it can slice up the various exposed chutes and wires he has on his body. A vacuum with a cut in its intake hose can't produce sufficient suction do its job. The Drill Bomb in II also works similarly, being an explosive cutter and thus causing similar damage to his vulnerable parts.
    • In Power Battle, the Plant Barrier getting sucked into his vacuum box will cause damage to the turbine system, much like Air Man's fan system also being vulnerable to Plant Barrier and Wood Man's Leaf Shield.
  • Mighty Glacier: While playing soccer, he's a very slow, defensively oriented player with a strong kick.
  • Spread Shot: Of the exploding shot variety. The Dust Crusher explodes into four pieces when it gets near Mega Man.
  • Vacuum Mouth: He uses his head-mounted vacuum to suck in garbage and enemies, and it seemingly serves as his mouth.
  • Warm-Up Boss: Though not as simple as Toad Man, his two attacks are easy to figure out, as you jump straight up or slide away to avoid a soon-to-hit Dust Crusher, and slide or run away to escape his vacuum attack. His leaping around does make timing slightly more complicated but not by much.
  • You Need a Breath Mint: Apparently the scent of all the garbage he inhales still lingers in his "mouth", giving him rancid breath.

    DWN.031 Dive Man 
"Yuck. I feel seasick. Bleah."
https://static.tvtropes.org/pmwiki/pub/images/031_diveman.png

Dive Man was built with the functions and AI of a miniature submarine. He uses the Dive Missile — an amphibious homing missile launched from his chest that uses screw propulsion under water, and jet propulsion in the air; though they were originally designed to catch fish, they now track foes and explode. Thanks to a design flaw, he can also launch himself as a torpedo to deal massive damage. Though he's got a keen ear, he's prone to motion sickness, and he harbors a deep enmity towards Pirate Man.

Weapon: Dive Missile
Weakness: Skull Barrier (4), Dust Crusher (4, III), Thunder Beam (Power Fighters)
Voiced by: Terry Klassen (animated series), Jin Yamanoi (Power Fighters)

  • Arm Cannon: While the games avert this, Dive Man is given one in the cartoon.
  • Astonishingly Appropriate Appearance: Dive Man was built to act like a miniature submarine, and he sure looks the part (even having an otherwise useless periscope on his head).
  • Arch-Enemy: He strongly dislikes Pirate Man, which is implied to be due to the latter's lack of honor.
  • Dig Attack: He has one in The Power Fighters, as a move he borrows from Drill Man.
  • Homing Projectile: The Dive Missile, when fired, homes in on nearby enemies and relentlessly pursues them. When Dive Man uses them on Mega Man, they will eventually give up after a small while.
  • Irony: He's a submarine type Robot Master who can spin himself rapidly towards foes like a torpedo to attack them, but he gets motion sickness pretty easily.
  • Lightning Bruiser: His torpedo spin attack is deceptively fast, and it hits like a truck.
  • Logical Weakness:
    • Like past missile-using Robot Masters, barriers are the best way to defeat him. In an amusing twist, it's also possible that Skull Barrier works by exploiting Dive Man's weak constitution. Since he gets nauseated very easily, the spinning pattern of Skull Barrier could exacerbate his motion sickness by leaving him disoriented and more vulnerable to its impact.
    • One of the ways ships protect against submarines is deploying countermeasures like depth charges and naval mines, a role that the Dust Crusher can fill with its ability to detonate like an underwater bomb, causing hydrostatic shock primarily.
    • He is weak to Elec Man's Thunder Beam in The Power Fighters, since it is indeed dangerous to mix electricity with water.
  • Ramming Always Works: Other than the Dive Missiles, his other method of attack is to spin rapidly like a giant torpedo into enemies. It actually hurts a lot.
  • The Rival: Being a loyal and honest sailor, he doesn't like the unscrupulous Pirate Man.
  • Roboteching: The Dive Missile can turn on a dime, especially when Mega Man uses it.
  • Super-Persistent Missile: The Dive Missile can follow a target for quite a long period of time, though they do eventually give up after a while when fighting Dive Man.
  • Underwater Boss Battle: He's fought underwater, making it slightly easier to avoid his Dive Missiles and torpedo spin (it helps that he doesn't have Spikes of Doom on his ceiling like Bubble Man did).

    DWN.032 Skull Man 
"Now! Let's get ready to rumble!"
https://static.tvtropes.org/pmwiki/pub/images/032_skullman.png

A Robot Master designed for pure combat just like Ring Man. However, Skull Man instead uses balanced offense and defense, and uses an arm cannon and his nigh-impenetrable Skull Barrier as weapons. While an excellent fighter with painstaking attention to detail, he knows literally nothing else beyond that — and as such, he tends to be socially awkward and have bad taste.

Weapon: Skull Barrier
Weakness: Dust Crusher (4, III)

  • Adapted Out: Skull Man is the only 4 Robot Master to not appear in the Ruby-Spears cartoon.
  • Arm Cannon: He has one which he uses to fire shots in volleys of six. Megamix, however, restyles it as a femur on an otherwise normal skeleton arm.
  • Barrier Warrior: He uses the Skull Barrier to protect himself. Unlike most shield-using Robot Masters, however, he strictly uses it for defense and doesn't try using it as a weapon.
  • Big Bad: In Mega Man Megamix, he acts as the main villain of "The Grim Reaper of Resurrection".
  • Blood Knight: Skull Man was created for pure combat, and he's eager to get into a scrap with someone. However, because fighting is all he knows, he tends to be socially awkward.
  • Composite Character: His Megamix portrayal uses Ring Man's original origin of being created solely to fight Mega Man, since Ring Man was given a more benevolent purpose.
  • Continuity Cameo:
    • He appears in Mega Man 7 in the Robot Museum before the fight with Mash.
    • Mega Man 8's animated intro depicts him alongside many past Robot Masters.
  • Counter-Attack: Curiously, at the start of his fight and after running towards Mega Man, Skull Man stands perfectly still until Mega Man moves horizontally or fires, at which point he'll either jump towards him or fire a volley of six shots beforehand.
  • Hidden Depths: Despite being a combat robot who only knows about fighting, he's quite the horror movie fan.
  • I Have No Son!: In Megamix, Dr. Cossack rejects and deactivates Skull Man due to being created under Wily's orders and being nothing more than a tool of war. Once he comes back online, he's not too happy about this. Only when he's dying is he finally accepted by Cossack.
  • Jack of All Trades: Designed in universe to be a balanced fighting robot without any glaring weaknesses. He can defend himself with Skull Barrier, but this power isn't as phenomenal as Bright Man's Flash Stopper, and doesn't have any additional perks like Dust Man's vacuum attack that provides invulnerability. Finally, he has a basic buster that can be directed in multiple directions, but it isn't as powerful as Pharaoh Man's Pharaoh Shot.
  • Killed Off for Real: In Mega Man Megamix, after trying to gain vengance for his deactivation after 4, Skull Man is destroyed and never repaired (since he pleads to Cossack never to make fighting machines like him again). His ghost does show up in Gigamix to help Ring Man against Pluto, however.
  • Lean and Mean: His Megamix design is considerably more skeletal than his original one.
  • Logical Weakness: A reference to how humans can eventually decompose to just dust. In-universe, the dust and junk from his weakness can likely clog up not just his buster, but can get into his vital components via his rib cage, thus damaging him there.
  • More Dakka: His Megamix incarnation has sixteen shotguns in his ribs!
  • No-Sell: He resists the Pharaoh Shot entirely.
  • No Social Skills: Skull Man is created solely for combat. Since combat is the only thing he knows well, he has terrible social skills and tends to act in bad taste.
  • Obviously Evil: When it comes to showing how dangerous he is, Skull Man makes no bones about it.
  • Orbiting Particle Shield: The Skull Barrier is made of orbiting energy bits shaped like skulls.
  • Sealed Evil in a Can: After Megamix's version of the events of Mega Man 4, Skull Man was deactivated and stored away due to his purpose as a battle robot. Once Dr. Wily reactivates him, however, things go south.
  • SkeleBot 9000: His armor is styled after a skeleton, and his stage features Skeleton Joes and Skullmets as enemies. His Megamix design makes him even more skeletal with thin limbs.
  • Skull for a Head: He wears a skull-themed mask which has a purple skull on its forehead. He ain't called Skull Man for nothing.

Mega Man 5

    General 
  • Late-Arrival Spoiler: You'll notice this group's serial numbers aren't listed as "PMN" or something similar; thus it becomes apparent who the real villain of 5 is.

    DWN.033 Gravity Man 
https://static.tvtropes.org/pmwiki/pub/images/033_gravityman.png

A Robot Master with the ability to manipulate gravity (both his own and that of others) within a limited range via a unit installed in his body. An enthusiastic but antisocial researcher, he takes over an anti-gravity institute during Dr. Wily's 5th attempt at world conquest.

Weapon: Gravity Hold
Weakness: Star Crash
Voiced by: Jim Byrnes (animated series)

  • Adaptational Heroism: In Super Smash Bros. Ultimate, he appears as a Master Spirit. He's happy to help teach spirits his Gravity Style and only antagonizes, appropriately, Isaac Newton.
  • Arm Cannon: He has a weak one, and it's his only direct weapon aside from creative use of the Gravity Hold.
  • Brought to You by the Letter "S": He has a big G on his belt.
  • Chuck Cunningham Syndrome: He is the only robot from 5 to never be refought in another game, and therefore is fairly flat as a character.
  • Genius Bruiser: Gravity Man is quite the intellectual reader, but he's more than capable of doing damage.
  • Gravity Master: Another Time and Space-themed Robot Master, and one of two from 5 alongside Star Man. He can use the Gravity Hold to manipulate gravity within a certain range, allowing him or his opponent to stand upside down on a ceiling. When Mega Man uses it, he presses 20G down on an area before immediately reversing gravity, sending weakened foes flying away.
  • 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.
  • Intelligence Equals Isolation: It's implied this is the case, given how he has an unsocial attitude, yet is a devoted researcher with an interest in physics.
  • Logical Weakness: He dislikes outer space, where gravity doesn't exist. Therefore, it makes sense the space-themed Star Crash is his weakness. Also, since collision is his primary source of attack, having Mega Man equip a shield is best to deal with him.
  • Non-Standard Character Design: He's thus far the only Robot Master to have a triangular body, and he even looks more robotic than most Robot Masters do.
  • Shoulders of Doom: Gravity Man's triangular body gives him some pretty big shoulders.
  • Smart Bomb: Gravity Hold is a weak variation of this concept, hitting all enemies on screen for the same damage as a buster pellet, and any enemies killed are sent flying skyward. However, besides the weak damage, it has the downside of depriving you of weapon or health capsules from enemies.
  • Weak, but Skilled: His (fairly weak) Arm Cannon is his only weapon, and the Gravity Hold is utterly incapable of harming Mega Man. Despite this, he can manipulate gravity as he sees fit, often sending himself hurtling into a foe and damaging them with the impact's force.

    DWN.034 Wave Man 
"Stay away from me!!"
https://static.tvtropes.org/pmwiki/pub/images/034_waveman.png

Armed with the Water Wave (which allows him to create pressurized water spouts) and a harpoon gun, Wave Man was originally built to take control of a water quality administration during Dr. Wily's fifth world domination plot. Unlike his predecessor, Bubble Man, his mobility is good both on land and in water. A very emotional Robot Master, he's sentimental, prone to fits of rage, and antisocial.

Weapon: Water Wave
Weakness: Charge Kick (5), Mega Buster (Game Gear)
Voiced by: Terry Klassen (animated series)

  • Arm Cannon: In addition to having one for the Water Wave, he also has a Harpoon Gun.
  • Call-Back: To Bubble Man; he improves upon the original concept, being agile on land and in water. Both Robot Masters also have swimming fins and award an anti-ground weapon with Water Wave being much faster than Bubble Lead and has no sulfuric acid, instead being pure pressurized water.
  • Hair-Trigger Temper: His emotional state is very volatile, and it can be easy to get him riled up.
  • Harpoon Gun: Wave Man has one on his right arm, which he uses as a secondary attack.
  • Logical Weakness: Wave Man relies on long-ranged attacks against his foes, and also dislikes interacting. Thus, it stands to reason he would struggle fighting those that can close the distance and fight short-range. The Charge Kick showcases such, by dealing high damage to him.
  • Loners Are Freaks: Anti-social and prone to fits of rage. A bad combination, especially when said loner has a harpoon for an arm.
  • Long-Range Fighter: Wave Man's weapons are designed for ranged combat; in close quarters, the poor guy is almost useless.
  • Making a Splash: A Water-elemental Robot Master. He uses the Water Wave to create pressurized columns of water that erupt from a random area and can deflect shots.
  • Mood-Swinger: This Robot Master is perhaps the most emotionally unstable one ever built; he's anti-social at the best of times, but he can be easily moved to tears, and even angry and destructive tantrums.
  • Prongs of Poseidon: His head crest resembles Poseidon's trident.
  • Violation of Common Sense: Wave Man's entire combat style is based on spamming projectiles and barriers to block your path. He is weak to a weapon that requires you to charge him. It's very likely that any attempt at Charge Kicking him will result in Mega Man slamming into a wave and then getting hit by his harpoon.

    DWN.035 Stone Man 
"Guts Man, let's go see a movie."
https://static.tvtropes.org/pmwiki/pub/images/035_stoneman.png

A large Robot Master who occupies a mountain in order to assist Gyro Man in conquering the hanging gardens. Built as if he were made of stone bricks, he uses the Power Stone to attack with rotating stones (or, alternatively, giant stone hands). If he suffers a hard enough impact, he crumbles into pieces, but is able to reform his body. Strong willed but stubborn, he gets on well with Guts Man, and his hobbies include cinema and going out for drinks.

Weapon: Power Stone
Weakness: Napalm Bomb (5, IV, Game Gear), Noise Crush (Power Fighters)
Voiced by: Ian James Corlett (animated series), Takashi Nagasako (Power Fighters)

  • Astonishingly Appropriate Appearance: A stone-based Robot Master that happens to look like a Golem.
  • The Brute: Is this to the rest of 5's Robot Masters.
  • Dishing Out Dirt: An Earth-elemental Robot Master. While in most games his Power Stone serves as an expanding orbital of three stones, it has also been depicted as a giant stone hand that crawls along the ground.
  • Friendly Enemy: Despite being a Wily Number, he's good friends with Dr. Light's Guts Man. Since the manual for the first game implies that Guts Man becomes a good robot again after he's defeated, and there's conversely little suggesting Stone Man pulled a Heel–Face Turn after 5, one can assume this trope is in effect.
  • Giant Hands of Doom: The Power Stone manifests as a giant hand in The Power Fighters.
  • Golem: He's a robot that appears to be built out of large stone bricks.
  • In a Single Bound: He can jump pretty high despite his size. Jumping too high causes him to crumble, however, but that's not a big issue for him.
  • Logical Weakness:
    • Explosives are usually associated with demolition of earth, buildings and rocks. Timing the Napalm Bomb can be a bit awkward without jumping first, though.
    • Noise Crush in Power Fighters works on a similar principle, as sound travels extremely well through solid objects.
  • The Movie Buff: Implied at least. We do know that Stone Man likes good movies, though, as seen in his CD Data for Mega Man & Bass.
  • No-Sell: He's invincible when broken apart.
  • Pulling Themselves Together: After breaking apart, he can pull his stone bricks back together to reform himself.
  • Spin Attack: His wall-tossing attack in The Power Fighters acts like this until Stone Man spins too fast to hold his wall.
  • Turns Red: In The Power Fighters, in addition to beginning to abuse his Power Stone, Stone Man will occasionally launch one of his summonable brick walls from the ground into his hand to use as a Telephone Polearm.
  • Warm-Up Boss: In 5, he has an easy to manipulate pattern where he just just hops around and you can slide under him. His giant leap into the air doesn't even stun you if you're on the ground when he lands, and his Power Stone projectiles are rarely used in a way that complicates your timing.

    DWN.036 Gyro Man 
"That is not a problem."
https://static.tvtropes.org/pmwiki/pub/images/036_gyroman.png

The first Robot Master capable of flight. The proud (but disdainful) Gyro Man was supposed to have a jet engine before Dr. Wily replaced it with a cheaper propeller (which may factor into why he's an aeronautical traditionalist, preferring propellers to jet engines). To raise funds, Wily had Gyro Man take over some hanging gardens to collect the attendance fee (though this backfired when attendance dropped soon afterwards). His weapon is the Gyro Attack — a propeller-shaped cutter he can send straight up or down while in midflight.

Weapon: Gyro Attack
Weakness: Gravity Hold (5), Plant Barrier (Power Battle, Power Fighters)
Voiced by: Gary Chalk (animated series), Jim Byrnes (animated series, disguise), Koji Tobe (arcade)

  • Artistic License – Physics: If he spins his rotor vertically like his sprite shows, he should go flying backwards, not float up.
  • Astonishingly Appropriate Appearance: He resembles a humanoid helicopter, down to his feet being built like landing gear.
  • Continuity Cameo: Appears in Mega Man 8's intro alongside other previous Robot Masters.
  • Deadly Rotary Fan: The Gyro Attack shoots out a sharp propeller blade that can be sent flying straight up or down.
  • Dirty Coward: His entry in Mega Man Legacy Collection characterizes him this way, saying that he "cowardly hides himself in clouds".
  • Flight: Gyro Man is the first Robot Master that's able to fly, albeit with a cheap propeller as opposed to a jet engine.
  • Flying Postman: In Rockman-san, he runs a delivery service alongside some flying robots to deliver packages. His most popular clients are those who live in high-rise apartment blocks as he can just deliver to their windowsills.
  • Fuuma Shuriken: His propeller can be tossed as one.
  • Helicopter Blender: In addition to the Gyro Attack, he can use his back-mounted propeller as a projectile in the arcade games.
  • Helicopter Pack: He has a giant propeller on his back which he uses to fly.
  • 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, and thus, Gyro Man is extra susceptible to changes in gravity.
    • Like with Air Man, the wrong materials caught in spinning blades can cause all manner problems. Plant Barrier is durable enough to damage robots and throwing it into a rotor would damage the low grade metal.
  • Mutual Disadvantage: He and Plant Man are weak to each other's weapons in the arcade games.
  • Obvious Beta: In-universe, Dr. Wily cheaped out hugely on him, using substandard materials and giving him a helicopter blade instead of a jet engine as he originally planned. Gyro Man himself actually likes this kind of flight, however.
  • Roboteching: The Gyro Attack can change its vertical direction once after being fired.
  • Stealth Pun: His English CD data from Mega Man & Bass states that he likes Greek sandwiches. In other words, Gyro man likes gyros.
  • Warm-Up Boss: Another easy place to start the game, as his Gyro Attacks have only slight variations and his ascent into the sky is easy to dodge by sliding out of the way after you account for the Gyro Attack that precedes his drop. The weapon you gain from him is also very useful as it can be directed up or down, providing further enouragement to start your game here.

    DWN.037 Star Man 
"Can you see the star over there?"
https://static.tvtropes.org/pmwiki/pub/images/037_starman.png

Dr. Wily designed Star Man for space exploration, giving him an agile body able to fight efficiently in low-gravity environments (such as the space station that Star Man took over during Wily's 5th plan for world domination). With his Star Crash, Star Man can create a barrier made of star-shaped energy around his body. A delusional romanticist, he dreams of someday taking a lover with him to the ends of the Universe.

Weapon: Star Crash
Weakness: Water Wave (5), Power Stone (Game Gear)
Voiced by: Terry Klassen (animated series)

  • Adjective Noun Fred: He gives himself the nickname, The Splended Noble Youth!
  • Arm Cannon: He has one with a star-shaped barrel. Interestingly, he fires the Star Crash by pointing it upwards, no matter where the shield flies off to.
  • Barrier Warrior: He uses the Star Crash to create a shield around himself, and he attacks by sending it hurtling slowly towards Mega Man.
  • Casanova Wannabe: He considers himself a romanticist, and dreams of going on a journey through space with a lover. So far, no one has taken him up on his offers.
  • Heroic Sacrifice: In Gigamix, he sacrifices himself to buy Mega Man and the other robot masters from 5 time to escape from Mercury and Uranus. Only Mega Man and Charge Man escape.
  • Kill It with Water: He's weak to the Water Wave in 5, and it even destroys the Star Crash if he has it active.
  • Logical Weakness: Stars are made of hot gas and flame. The Water Wave pierces and neutralizes his Star Crash, leaving Star Man virtually defenseless.
  • Man of Wealth and Taste: A self-proclaimed romanticist and lover of opera.
  • Mr. Imagination: He has big dreams and aspirations, and looks down on robots who lack dreams or are otherwise more realistic.
  • Orbiting Particle Shield: The Star Crash is made up of three orbiting star shaped energy bits.
  • Rock Beats Laser: In the Game Gear game, he's weak to the Power Stone instead of the Water Wave.
  • Star Power: Another Time and Space-themed Robot Master, and one of two from 5 alongside Gravity Man. While Star Man has no control over stars themselves, he does create and fire a shield made of star-shaped energy.
  • Violation of Common Sense: "Water beats fire" or no, Star Man is a boss who spends pretty much the entire fight jumping around like he's on the moon and rarely touching the ground — making it rather odd that he's killed by a weapon that can only hit enemies on the ground. It does at least break his shield.
  • Warm-Up Boss: Even by the standards of the bosses from 5, Star Man has an extremely simple and easy pattern.

    DWN.038 Charge Man 
"Be mindful of your future, son."
https://static.tvtropes.org/pmwiki/pub/images/038_chargeman.png

A steam locomotive-based Robot Master created to make shipments to Dr. Wily. He uses coal and water as a power source, increasing his operating costs exponentially. In addition to charging towards his enemies at high speeds (which becomes the Charge Kick when Mega Man copies him), Charge Man can blow burning coal out from his chimney as an attack. Charge Man has a one-track mind and is quick to boast about the olden days (disliking the present day and the future), though he's rather quick to quarrel.

Weapon: Charge Kick
Weakness: Power Stone (5, IV), Rain Flush (IV)

  • Adapted Out: Charge Man is the only Robot Master from 5 to be totally absent from the Ruby-Spears cartoon.
  • Blood Knight: According to his English CD database, Charge Man has a "bellicose attitude", being aggressive and eager to fight.
  • Cephalothorax: Subverted. His artwork shows him to actually have a head, but it is oddly shaped due to his train motif.
  • Continuity Cameo: He appears in Mega Man 8's intro, representing Mega Man 5 as Mega Man fights numerous past Robot Masters.
  • Cool Train: His stage, as well as Charge Man himself!
  • Dash Attack: He uses the Charge Kick not as a kick, but rather a quick invincible dash towards Mega Man.
  • Grumpy Old Man: He acts like one; bragging about old stories of his, complaining about today's youth, and even (in the English version of his CD Database entry, at least) disliking all those new-fangled trendy fashions.
  • The Juggernaut: His charge attack makes him invincible.
  • Logical Weakness:
    • Placing big enough debris like rocks on railways can potentially cause a train to derail. Rock slides and large debris are also potential hazards to trains in general. The Power Stone thus suits him as a weakness.
    • Charge Man is the most metal-based out of his companions from 5. Super corrosive acids, like those from the Rain Flush, are very bad for vehicles, damaging vital parts and potentially rendering them undrivable.
  • Paper-Thin Disguise: Dr. Wily really, truly meant for him to be a "train spy". He's small enough to fit inside a train, and has a face.
  • Steam Never Dies: He's a Robot Master built in the futuristic 20XX to resemble a steam locomotive. Wily even went the extra mile and made him powered by coal and water.
  • Warm-Up Boss: He is an easy place to begin the game, as his weakness is difficult to aim properly and the Mega Buster can be easier to use. His attack pattern is also relatively simple and his attacks easy to dodge.

    DWN.039 Napalm Man 
"Feel the power of my weapon!"
https://static.tvtropes.org/pmwiki/pub/images/039_napalmman.png

Napalm Man is a robot filled to the brim with military weaponry — in particular, with the explosive Napalm Bomb. Made to protect Dr. Wily's secret weapons factory, he is a loyal Robot Master with a passion for weaponry (including weapons stronger than his own), but is a maniac with a dislike for safety equipment. His passion for weapons made him open up a museum dedicated to them, but no-one came to see it.

Weapon: Napalm Bomb
Weakness: Crystal Eye (5, IV), Pharaoh Shot (IV), Flash Stopper (Game Gear), Gemini Laser (Power Battle, Power Fighters), Rebound Striker (10, Weapons Archive)
Voiced by: Jurota Kosugi (Battle & Chase)

  • Arm Cannon: His Napalm Bomb tips take the place of hands. One hopes they're not impact-fused.
  • Breakout Character: Napalm Man has appeared the most often out of all the Mega Man 5 Robot Masters. He managed to appear in both arcade games, is a playable character in Battle and Chase, and is the Weapons Archive's 5 representative in Mega Man 10. He shows up in the intro to the cartoon, but not in the show itself — possibly due to being cancelled.
  • Cephalothorax: His face is located on his torso, with his head's spot being taken by a missile launcher.
  • Continuity Cameo: The Weapons Archive in Mega Man 10 uses his Napalm Bomb and attack pattern, and displays his sprite while using it.
  • Dash Attack: The arcade games give him one via a rocket in his back.
  • Genius Bruiser: Despite looking like Dumb Muscle, he has encyclopedic knowledge of weapons and, according to Mega Man & Bass, is an expert negotiator.
  • Gun Nut: He really likes his weapons. Not surprising, as he was built to be a war machine.
  • Guns Akimbo: Dual grenade launchers, effectively.
  • Logical Weakness:
    • He's weak to the Crystal Eye — a weapon that can split itself apart and bounce around the room. Meaning, not only is it something that a bulky robot like Napalm Man can't really avoid, it has a high chance of setting off his explosives prematurely to damage him.
    • Heat, like that from lasers and the suns, is dangerous for Napalm Man as it might damage his missiles and bombs, causing them to cook off and explode prematurely. The Pharaoh Shot and Gemini Laser showcase this.
  • Non-Indicative Name: He doesn't use napalm — even his Napalm Bombs aren't fire based at all.note  Also, despite being built like a tank, he never uses his treads to move in 5, and he can only move by jumping, though this was eventually averted in other games.
  • Purple Is Powerful: Napalm Man is built like a humanoid tank and is colored predominantly purple.
  • Ramming Always Works: Once his tread-feet start functioning, he develops a liking of simply ramming the opponent (though he likes to cover himself with some parabolic fire first).
  • Team Rocket Wins: The Robot Master Field Guide and his Japanese CD Database entry in Mega Man & Bass implies that he won the Battle and Chase racing tournament and opened up a weapons museum with the prize money (though ultimately it got one visitor, who criticized it, causing Napalm Man to blow it up in a fit of rage).
  • Throw Down the Bomblet: He uses the Napalm Bomb if Mega Man is close enough to him.
  • Trick Bomb: When Mega Man copies the Napalm Bomb, it bounces around slowly before exploding on contact or after a period of time.
  • Turns Red: In The Power Fighters — he powers up the rockets he uses to tackle, speeding him up considerably, and he also begins to spam homing missiles. He can also do a combination attack of charging and firing non-homing missiles.
  • Undying Loyalty: He's fiercely loyal to Dr. Wily and his duties.
  • Walking Armory: He has six shoulder missiles, one head-mounted rocket launcher, two Napalm Bomb launchers in his arms, and a rocket he can use to dash into foes.
  • Walking Tank: Possesses both walking/jumping and caterpillar treads.
  • Weakened by the Light: In his game appearances after 5, he's been weak to the Flash Stopper, Pharaoh Shot, and Gemini Laser, which are all light-related weapons.
  • Weaksauce Weakness: One of Napalm Man's consistent weaknesses has been to refracting/bouncing weapons, those being the Crystal Eye in 5, the Gemini Laser in Power Battle and Power Fighters, and the Rebound Striker in the Weapons Archive from 10.

    DWN.040 Crystal Man 
"I'll show you your future."
https://static.tvtropes.org/pmwiki/pub/images/040_crystalman.png

An enigmatic Robot Master made of crystalline materials. Dr. Wily didn't primarily create him for combat; instead, he was supposed to create crystals to be sold on the black market to finance his schemes. He can still use this ability for combat via the Crystal Eye — crystal balls that rebound off walls (as well as small energy shots). Though shady, he has a mystical air to him and is a skilled fortune teller, though despite being a creation of one, he can't stand scientists.

Weapon: Crystal Eye
Weakness: Gyro Attack (5), Charge Kick, Ring Boomerang (IV)
Voiced by: Jim Byrnes (animated series)

  • Adaptational Badass: Much like Pharaoh Man, Crystal Man's Ruby-Spears counterpart is a very competent villain, including landing a devastating blow on Mega Man with a Laser cannon. He also fights back, even after Mega Man steals his weapon (although unlike Pharaoh Man, he doesn't get to land the blow).
  • Bling-Bling-BANG!: Crystal Man is made of crystals, sports large crystal balls all over his body, and he can attack using synthetic crystal balls.
  • Crystal Ball: In addition to having them spread all over his body, he can create these, and even use them as weapons. When Mega Man copies the Crystal Eye, he can fire a large ball that splits off into three smaller ones.
  • Fortune Teller: He's quite a skilled one, befitting his ability to make crystal balls. He's not too fond of scientists telling him this skill is bunk, however.
  • Gemstone Assault: He uses his crystal making ability as a weapon with the Crystal Eye; four small crystal balls that rebound off of walls. When Mega Man copies it, he first fires a large crystal sphere that splits into three small ones when hitting a wall.
  • Hyper-Destructive Bouncing Ball: The Crystal Eye lets him shoot four crystal versions of these.
  • Logical Weakness: While gemstones are very hard, sharp blows will still cause them to fracture, which is presumably how the Gyro Attack and Ring Boomerang deals bonus damage to his crystaline body, much like with gem-cutting tools.
  • Maybe Magic, Maybe Mundane: He claims to be able to see the future, but nobody knows if he's for real.
  • Offscreen Villain Dark Matter: He acts as Dr. Wily's financer; his crystals are sold to fund the scientist's many plans.
  • Unobtanium: His crystals, which are expensive, yet make good money for Dr. Wily.

Mega Man 6

    General 
  • Actually a Doombot: There are two copies apiece of Centaur Man, Knight Man, Tomohawk Man, and Yamato Man. The real ones are found further in their respective levels, and would reward the Beat parts.
  • Ass Kicking Pose: Averted. They just drop down from above in place while Dramatic Thunder fills their room.
  • Brainwashed and Crazy: After entering the First Annual Robot Tournament, Mr. X reprogrammed them to serve his world domination plot.
  • Informed Ability: Their stage start screens uniquely shows off their supposed stats, but a noticeable amount of it is not actually indicative of their fights or even appearance. The most glaring examples are:
  • Late-Arrival Spoiler: Just like the last two groups, that these are listed as part of the DWN series spoils the fact that Mr. X is really Dr. Wily (not that you couldn't already figure that out yourself).
  • Multinational Team: These robots came from different parts of the world for the First Annual Robot Tournament, and their stages mostly correspond to real world countries. Their actual countries of origin, however, have never been officially stated (though Mega Man Megamix does specify some of them).
  • Non-Indicative Name: Despite being listed as Wily Numbers, all of them were created by different people (presumably, the DWN classification is a more convenient "default" classification, as with the Mega Man 10 and Mega Man 11 casts).
  • No-Sell: All the Robot Masters are immune to the Plant Barrier, with the exception of Tomahawk Man (who is weak to it).
  • Power Levels: When starting a stage, the Robot Master's height, weight, attack, defense, mobility, and energy source are displayed. As far as gameplay or even supplementary details go, however, little to none of it means anything.
  • Robot Athlete: They were all entered in the First Annual Robot Tournament before Mr. X reprogrammed them into his robot army.

    DWN.041 Blizzard Man 
"It's going to snow tomorrow."
https://static.tvtropes.org/pmwiki/pub/images/041_blizzardman.png

A meteorological Robot Master originally made in Canada to monitor the weather at the South Pole. He was later modified to create rain and snow using humidity in the air, his modifications allowing him to create ice crystals as his Blizzard Attack. He can also roll into a ball and slam into foes. Blizzard Man has also served as a weather forecaster, a job that suits his good explanation skills. He's a bit sketchy and quick to start a fight, however. Also, he's insistant that skis are better than snowboards.

Weapon: Blizzard Attack
Weakness: Flame Blast

  • Abnormal Ammo: Creating giant snowflakes to smack enemies with is certainly a creative use of powers over ice.
  • Astonishingly Appropriate Appearance: An ice-themed Robot Master that happens to look like both a snowman and a skier.
  • Continuity Cameo:
    • He appears in Mega Man 7's Robot Museum alongside many other Robot Masters.
    • He's on display again in the first Wily Stage in The Power Battle. Notably, unlike fellow cameos Elec Man, Pharaoh Man and Bubble Man, Blizzard Man never appeared as a boss in The Power Fighters.
  • Cephalothorax: His head is squashed into his torso. Unlike similar Robot Masters with this build (like Needle Man), Blizzard Man has a slightly more defined head.
  • Creepy Shadowed Under Eyes: While the black part of his eyes are simply his head behind his white armor, his eyes give off this impression when seen from the front.
  • Elemental Baggage: Blizzard Man uses humidity in the air to produce artificial snow and ice crystals for the Blizzard Attack.
  • An Ice Person: Surprisingly for this series, he's the first Robot Master since Ice Man to use ice.
  • Logical Weakness: An Ice Person styled like a humanoid snowball would logically be Weak to Fire.
  • Moose and Maple Syrup: Blizzard Man is thought to have come from Canada, which Mega Man Megamix runs with. In addition, the Curlinger enemy in his stage is a reference to curling, a popular winter sport in the country.
  • Rolling Attack: He can roll around rapidly and try to ram Mega Man. During this time, he is invincible.
  • Snowlems: His design is heavily based off a snowman and a skier.
  • Spin to Deflect Stuff: When using his Rolling Attack, he can't be damaged.
  • Spread Shot: Though his iteration of the Blizzard Attack doesn't do it, Mega Man's variant sends four ice crystals ahead, two of which fly diagonally.
  • Weak to Fire: As a Logical Weakness, the Flame Blast does a number on him.

    DWN.042 Centaur Man 
"Drop dead into the dimensions!!"
https://static.tvtropes.org/pmwiki/pub/images/042_centaurman.png
A Robot Master from Greece who originally worked as a tour guide in an archeology museum, before being modified for the First Annual Robot Tournament (the prize money from which he planned to use to restore the museum). Besides having a Spread Shot buster, he can warp space itself using the Centaur Flash. Despite being able to use it to teleport and even stop all movement, it uses up a large amount of energy, so perhaps it's not surprising he sometimes uses the less-taxing Centaur Arrow. He's also a very decisive person, but it appears he regrets a lot of those decisions, possibly from his fondness of gambling.

Weapons: Centaur Flash (6), Centaur Arrow (Power Fighters)
Weakness: Knight Crusher (6), Gyro Attack (Power Fighters)
Voiced by: Jin Yamanoi (Power Fighters)

  • Alternate Character Reading: Centaur Man's katakana transcription is closer to Kentaurosman (the original Greek word).
  • Ancient Grome: His stage resembles ancient Greek/Roman ruins, albeit if they were made of metal and machinery. Centaur Man himself is said by Megamix to have hailed from Greece, however.
  • Arm Cannon: He has one on his right arm; in addition to firing Spread Shot bullets, he can use it to fire the Centaur Arrow.
  • Boring, but Practical: When compared to the Centaur Flash's reality warping capabilities, the Centaur Arrow in The Power Fighters seems like a massive downgrade for him. Said Arrow, however, doesn't use up a lot of his energy with each use like the Centaur Flash does.
  • Breaking Old Trends: Chronologically, he started the idea of robot masters diverting from the standard bipedal design. He wasn't the first based upon legend though, with robot masters like Shadow Man and Pharaoh Man beating him to the punch as a ninja and super-pharaoh respectively.
  • Continuity Cameo: Appears in 8's intro alongside other previous Robot Masters.
  • Crown of Horns: He has a helmet with three large horns on it.
  • Denial of Diagonal Attack: Inverted; he's hindered by his ability to not shoot at an angle using Centaur Arrow.
  • The Gambler: Mega Man & Bass notes that he likes gambling.
  • Gender Flip: Whereas the games' Centaur Man is a guy through and through, in the Rockman 6 manga, Centaur Man is actually a woman pretending to be male. She even harbors a crush towards Knight Man (despite the fact that she is weak to his weapon).
  • Horns of Villainy: Centaur Man has a helmet with three horns on it, and he acts as one of Dr. Wily's Robot Masters in his world conquest plots.
  • Logical Weakness:
    • Knights are known in legends for fighting large mythical creatures like dragons. In-universe, Centaur Man's bulky design likely means he can't dodge a heavy, yet strong blows like those from a mace even if he wanted to.
    • In The Power Fighters, Centaur Man is more agile and quick, but still bulky and unable make huge vertical leaps like bipedal robot masters, making the Gyro Attack problematic if Centuar Man doesn't raise his shield it in time to protect his vulnerable body.
  • Mythical Motifs: Centaur Man is one of a few Robot Masters based on a mythical creature.
  • Non-Standard Character Design: To date, he's the only quadruped Robot Master.
  • Our Centaurs Are Different: You can't get much different from other centaurs by having a robotic one that can warp space and time.
  • Reality Warper: The Centaur Flash makes him this: using a flash of light, Centaur Man can create a dimensional distortion, granting him the ability to teleport and even stop time briefly. However, this uses up a lot of energy.
  • Rule of Cool: There's no connection between centaurs and teleportation/reality warping. But no matter — Centaur Man remains a badass for these same reasons!
  • Samus Is a Girl: In the Rockman 6 manga, Centuar (Wo)man masquerades as a male, and her true gender isn't revealed until during Mega Man's fight with her.
  • Smart Bomb: Centaur Flash is a simple version of this, creating a flash of light that hits all enemies on screen.
  • Space Master: By creating distortions in space with the Centaur Flash, he can teleport and stop time briefly.
  • Spread Shot: His buster shots explode into a spread of seven projectiles after hitting a wall.
  • The Straight and Arrow Path: Centaur Man's archery ability, which stems from the connection of centaurs to archery, was developed in games after 6. This clashes with his more advanced Reality Warper powers, and was possibly given to him due to the esoteric Rule of Cool of centaurs and reality-bending powers.
  • Time Stands Still: While fighting Mega Man, he can use the Centaur Flash to freeze him in place and attempt to shoot him with his Spread Shot.
  • Turns Red: The later the player fights him in The Power Fighters, he'll be more likely to do this; pulling out an extremely wide-ranged polearm and continually attempting to close the distance to them at all times.

    DWN.043 Flame Man 
"Oops, time to refill the oil."
https://static.tvtropes.org/pmwiki/pub/images/043_flameman.png

A robot from Saudi Arabia created to generate thermal energy, but was later modified to compete in the First Annual Robot Tournament where he was reprogrammed by Mr. X to take over the world. An old-fashioned robot, he takes pride in his moustache and is a consumer of fine oil, with a disdain for cheaper variants. His outdated energy source requires him to change his oil three times a day, which has made him punctual. His main weapon is the Flame Blast, which uses a flamethrower to release thermal energy as fireballs and erupting pillars of flame.

Weapon: Flame Blast
Weakness: Wind Storm (6), Water Shield (10, Weapons Archive)

  • "Arabian Nights" Days: His appearance is based on this trope, with a turban, moustache, and pointy shoes.
  • Arm Cannon: His left arm is a flamethrower designed to fire off the thermal energy he generates. Similarly to Wave Man, he fires it into the ground to use the Flame Blast.
  • Break Out the Museum Piece: Flame Man uses thermal power, unlike most robots which use solar power. This makes him rather prone to high maintenance, but his creators still opted to channel his thermal abilities into combat for the First Annual Robot Tournament.
  • Continuity Cameo:
    • In 7, he appears in the background of the Robot Museum (multiple times, thanks to how background layers work). This could imply that the Flame Man there is just a copy or statue.
    • The Weapons Archive in 10 displays his sprite when using the Flame Blast.
  • Creature of Habit: His inefficient and somewhat complicated power source, combined with his high consumption, forces him to keep a strict upkeep schedule, with little to no diversions.
  • Disco Dan: Flame Man's deliberately designed to use an outdated energy system to be easy to maintain.
  • Fireballs: Flame Man can discharge his thermal energy to shoot these.
  • Invisible Anatomy: He enjoys grooming his painted-on facial hair.
  • Kill It with Water: Due to the lack of a "wind" weapon in 10, his Weapons Archive data is weak to the Water Shield, the closest thing to another Logical Weakness.
  • Logical Weakness: This flame-based robot doesn't take well to both wind (Wind Storm) and water (Water Shield as the Weapons Archive) weaponry, both elements of which can put out fires.
  • Picky Eater: Flame Man's absolutely outraged if someone tries to sell him cheap or substandard oil.
  • Playing with Fire: Flame Man's a Robot Master made to generate thermal energy, and for combat purposes he releases it through a flamethrower on his arm to generate flame columns around him.

    DWN.044 Knight Man 
"Would you care to step outside?!"
https://static.tvtropes.org/pmwiki/pub/images/044_knightman.png

A Robot Master from England made specifically for dueling, he has defeated over a thousand robots in combat. When attending the First Annual Robot Tournament, he was reprogrammed by Mr. X to take over the world. Despite his reprogramming, Knight Man still holds a code of chivalry, preferring to fight honorably without resorting to dirty tactics, though it leads to him being very inflexible. In addition to his powerful and far-reaching morning star, the Knight Crusher, he holds a shield that repels many attacks.

Weapon: Knight Crusher
Weakness: Yamato Spear

  • The Ace: At fighting. Defeating hundreds of robots in combat will give it to you.
  • Affably Evil: Apparently, his sense of chivalry and honor was one of the few things Wily couldn't program out of him! And he certainly likes a fight on equal terms.
  • Artistic License – Geography: An English Robot Master whose stage resembles English castles such as Warwick Castle and Alnwick Castle. However, his weapo is a flail, which is German. Perhaps his creator was of German origin?
  • Battle Boomerang: Knight Crusher.
  • Black Knight: He resembles one, but there's more to him than his appearance.
  • Carry a Big Stick: Carry A Big Mace, to be exact.
  • Cool Helmet: And it even sports a mohawk!
  • Epic Flail: His main weapon is the Knight Crusher, a heavy mace that can be launched and retracted via a long chain.
  • Friendly Rival: Has mutual respect with Yamato Man, another honorable warrior robot.
  • Honor Before Reason: He dislikes dirty tricks, which makes him a non-pragmatist in combat.
  • Irony: Connected to Yamato Man in two ways.
    • He has a respectful rivalry with Yamato Man...and happens to be weak to his Yamato Spear.
    • Knight Man was created in England, while Yamato Man dislikes speaking English.
  • Knight in Shining Armor: Despite looking like a Black Knight, he was programmed with such a strong code of honor and chivalry that not even Dr. Wily could program it out.
  • Let's Fight Like Gentlemen: As stated in his Mega Man & Bass bio, he prefers to battle his opponents on equal terms and does not like dirty tactics.
  • Logical Weakness: An Armor-Piercing Attack like the Yamato Spear is, true to its nature, going to ignore Knight Man's shield and natural defenses.
  • Luckily, My Shield Will Protect Me: He wields one that's as big as his torso. It defends him effectively from frontal attacks, meaning he can only be hit from behind or when he's attacking.
  • Mighty Glacier: Designed predominantly with highly balanced defensive and offensive abilities at the cost of movement speed.

    DWN.045 Plant Man 
"This flower is so beautiful!"
https://static.tvtropes.org/pmwiki/pub/images/045_plantman.png
A sensitive Robot Master from Brazil with the ability to communicate with flowers. Although he was created as the manager of a botanical garden, he ended up becoming popular enough to become its mascot. After attending the First Annual Robot Tournament, he was reprogrammed by Mr. X for his own ends. He likes being out under the sun but hates honey bees and is easily depressed. When he was modified for the Tournament, he was given the Plant Barrier, which creates a shield of energy projectiles that resemble giant flower petals.

Weapon: Plant Barrier
Weakness: Blizzard Attack (6), Gyro Attack (Power Battle), Atomic Fire (Power Fighters)
Voiced by: Hekiru Shina (arcade)

  • Arm Cannon: He has a buster arm like most Robot Masters, but in Mega Man 6, it isn't used for anything, except possibly summoning the Plant Barrier.
  • Artistic License – Geography: He's Brazilian but is based on a flower that only grows in southeast Asia. Was his creator audacious enough to base him on an Asian flower?
  • Barrier Warrior: His primary method of attack is the Plant Barrier, which also acts as a means of defense.
  • Bootstrapped Leitmotif: He shares Crash Man's theme in The Power Battle. Even though Crash Man is absent from the second arcade game, Plant Man retains Crash Man's theme.
  • Continuity Cameo: In 7, he appears in the background of the Robot Museum (multiple times, thanks to how background layers work).
  • The Eeyore: Suffers from depression.
  • Flunky Boss: In The Power Battle, he summons flying spores with his face on them. These come in two varieties: one plants into the ground and occasionally fires a bullet, and the second moves diagonally across the field of play, bouncing at the borders of the screen.
  • Green Thumb: The second Robot Master in the series based on plant life after Wood Man, and he even has the same type of weapon.
  • Logical Weakness:
  • Meat-Sack Robot: According to the Archie Comics, he's part plant, which allows him to survive Ra Moon's EMP waves.
  • Mood-Swinger: He fluctuates between "dainty" and "depressive" rather easily.
  • Mutual Disadvantage: He's weak to Gyro Attack in Power Battle, but Gyro Man is weak to Plant Barrier in Power Fighters.
  • No-Sell: According to the Archie comics, he survived Ra Moon's EMP field due to being part plant.
  • Orbiting Particle Shield: The Plant Barrier uses the traditional ring of energy particles shaped like something to block shots and damage targets.
  • Petal Power: He doesn't have any "real" offensive power over nature, but his Plant Barrier attacks using energy bits that take the appearance of giant flower petals.
  • Spread Shot: In the arcade games, which by themselves up his threat level considerably, as it's one of the hardest attacks in the game to dodge.
  • Talking to Plants: He has the ability to converse with plants and flowers.
  • Turns Red: In The Power Fighters: Can start shedding petals as he jumps, gains access to his flying plant minions in addition to his stationary plant minions, and immediately summons another plant minion if the one on field is destroyed.
  • Warm-Up Boss: He has one of the most predictable attack patterns in the entire series. He performs an easy-to-dodge leap and throws his shield. Said shield is easy to jump over due to its slow speed. Adding incentive to take him out first is the Rush Jet Adapter awarded for his defeat.

    DWN.046 Tomahawk Man 
"Tomahawk Man does not lie."
https://static.tvtropes.org/pmwiki/pub/images/046_tomahawkman.png

A robot designed with the motif of a Native American warrior (fittingly enough from the United States of America), built specifically for the First Annual Robot Tournament unlike the other seven robots Mr. X reprogrammed. A courageous (if somber and reclusive) warrior, he likes horse riding but detests lies. His main weapon is the Silver Tomahawk, which flies through the air at speeds strong enough to blow out a candle 100 meters away. However, he can also throw his razor sharp feathers to cover the blind spot the Silver Tomahawk suffers from.

Weapon: Silver Tomahawk
Weakness: Plant Barrier

  • Anti-Air: His Silver Tomahawk travels at an ascending arc. It discourages trying to jump to avoid his Feather Flechettes.
  • Armor-Piercing Attack: His Silver Tomahawk and feathers can puncture through the Plant Barrier, his weakness.
  • Badass Native: Tomahawk Man was designed to look like a Sioux warrior. With sufficient combat skills to boot.
  • Braids, Beads and Buckskins: His design takes strong cues from stereotypical Native American warriors.
  • Break Out the Museum Piece: You wouldn't expect a tomahawk to be the weapon of choice for a robot in a combat tournament, certainly not in 20XX, which has robots capable of using immensely hot flames, manipulating gravity, and even bending reality itself. None of that stopped Tomahawk Man's manufacturers, however.
  • Continuity Cameo: Appears in 8's opening intro among many other Robot Masters. He represents Mega Man 6 as Mega Man himself fights Robot Masters of the past.
  • Feather Flechettes: In addition to his tomahawk, he can throw three feathers horizontally as projectiles from his war bonnet.
  • Garden Garment: He sports a skirt that seems to be made of grass or some other form of plant.
  • Hollywood Natives: He sports pretty much every cliché of Native American chief's clothing in his design.
  • Honor Before Reason: Like Knight Man, his sense of honor could not be programmed out.
  • Improbable Weapon User: A tomahawk makes perfect sense for a Native American-themed warrior robot. Feathers, however? Not so much.
  • Logical Weakness: Flowers are usually a symbol of peace. The Plant Barrier is depicted as flowers, which clash against Tomahawk Man's warrior nature.
  • Proud Warrior Race Guy: He has all the bravery and honor you can expect of the type of warrior he's modelled on. It helps that he was built solely to compete in the tournament.
  • "Shaggy Dog" Story: Unlike the other Robot Masters present in the First Annual Robot Tournament, Tomahawk Man was specifically built to compete. His creators must've had egg on their face when it became clear the whole thing was a ruse for Dr. Wily to acquire a world-conquering army.
  • Weaksauce Weakness: While it's a logical one as well, as a combat warrior, Tomahawk Man possibly can't comprehend the use of Plant Man's Plant Barrier as anything but a barrier and not an offensive weapon. As a result, he could be too reckless in his fighting style to bother properly bracing himself against the barrier, thus taking too much unnecessary damage that adds up over time.
  • Will Not Tell a Lie: Tomahawk Man's Mega Man & Bass profile has him state as much. Oh, and don't try lying to him, either.

    DWN.047 Wind Man 
https://static.tvtropes.org/pmwiki/pub/images/047_windman.png

A Chinese-motif Robot Master programmed for eco-friendly farming. When competing in the First Annual Robot Tournament, he was reprogrammed by Mr. X to take over the world. He can not only fly with a jet engine, but use propellers to unleash the Wind Storm, a powerful blast of wind reaching up to 200 meters per second that can either blow away enemies, or pull them towards him (which has earned him the mutual ire of Air Man). He's also a surprisingly good cook, and a kung-fu enthusiast, though he apparently struggles with cycling and isn't fond of traditional folk remedies from his homeland.

Weapon: Wind Storm
Weakness: Centaur Flash

  • Acrofatic: He's said to be heavier than most robots, but his jet engine makes him fast.
  • Blow You Away: Wind Man is the third Robot Master based on the sky and the second one to use wind-related attacks.
  • The Brute: Downplayed. He's the bulkiest and biggest of the Robot Masters from 6, but his only attack is to fall like a heavyweight on opponents. Otherwise, Wind Man doesn't get to show much physical prowess in combat (despite his quote claiming he knows Kung Fu).
  • Deadly Rotary Fan: One of his attacks involves him firing two spinning propellers from his arm cannon.
  • Do Not Touch the Funnel Cloud: Inexplicably, Mega Man's version of the Wind Storm is a small funnel cloud that travels along the ground and sends defeated enemies flying off the screen. Wind Man himself never uses such an attack.
  • Epic Flail: He doesn't use it for combat, but he has a spike-tipped queue on his head that spins when he uses the Wind Storm.
  • Hidden Depths: He's skilled at cooking, despite what his bulky appearance may lead you to believe. Granted, it helps that he was built for agricultural purposes.
  • I Know Kung Fu: His character card claims this word for word, though he has never demonstrated it. At the very least, he loves kung-fu movies.
  • Jet Pack: With jet engines in his feet, Wind Man is capable of flying in the air (and dropping down on foes).
  • Logical Weakness: The ability to fly above Mega Man to literally get a drop on him isn't much help when said opponent has an Always Accurate Attack. He also has a similar weakness to his predecessor Gyro Man.
  • Recurring Element: A robot that uses propellers to create strong winds that blows away objects or pulls them toward him. One may recall Air Man from this, and indeed the two are in-universe rivals.
  • Turbine Blender: Not quite "blender", but it can pull Mega Man closer to Wind Man for Collision Damage.

    DWN.048 Yamato Man 
"Nippon Banzai!"
https://static.tvtropes.org/pmwiki/pub/images/048_yamatoman.png

A Robot Master from Japan created for combat, with a proficiency in hand-to-hand combat and thin, lightweight armor to allow for better mobility. When entering the First Annual Robot Tournament, he was reprogrammed for evil purposes by Mr. X himself. Brimming with the Japanese Spirit, his weapon of choice is the Yamato Spear, a spear that can fire armor-piercing heads in various patterns, with the drawback of a short supply (thus Yamato Man has to manually retrieve them). He has a hobby of sharpening his spear and collecting Japanese swords, but detests speaking English.

Weapon: Yamato Spear
Weakness: Silver Tomahawk

  • Affably Evil: Being a Proud Warrior Race Guy, Yamato Man is honorable in combat to his opponents, even while under Wily's control.
  • Armor-Piercing Attack: This explains Knight Man's weakness to his Yamato Spear — it has the ability to go around his Shield (thus making it safer to attack him head-on) and pierce his armor.
  • Attack Deflector: He spins his spear at the speed of sound to deflect attacks.
  • Collector of the Strange: According to his Mega Man & Bass CD Data, he enjoys collecting Japanese Swords in his spare time.
  • Cool Helmet: With heavy inspiration from kabuto-style helmets.
  • Fragile Speedster: Surprisingly enough. In contrast to his heavily-armoured appearance, his plating was designed to be as lightweight as possible for as much movement speed as possible.
  • Friendly Rival: To Knight Man, who shares a similar sense of honor to him. Their respect is mutual.
  • Gameplay and Story Segregation: His stat sheet in Mega Man 6 shows that he has the lowest mobility and second highest defense ratings of all the Robot Masters he's up against, despite his armor being light and frail to allow for better movement over defense. Also, none of this affects his in-game durability (it's on par with the others, barring a weakness to the Power Adaptor) and mobility (he can jump very high).
  • Gratuitous Japanese: Yamato Man's quote in his Mega Man & Bass CD and the Mega Man: Robot Master Field Guide, which is "Nippon banzai!" ("日本万歳" in kanji), meaning "Long live Japan!"
  • Irony: Connected with Knight Man in two ways:
    • He has a respectful rivalry with Knight Man... and his weapon is also Knight Man's weakness when used by Mega Man.
    • Yamato Man dislikes speaking the English language, and Knight Man was created by the English.
  • Japanese Spirit: In keeping with his samurai aesthetic, Yamato Man has this in spades.
  • Language Barrier: According to his Mega Man & Bass CD Data, he dislikes speaking English. It's possible he still can, in which case he chooses not to for the most part.
  • Logical Weakness: By way of referencing Tactical Rock–Paper–Scissors. A tomahawk is a type of axe, which is effective for getting past a spear due to having more weight (as opposed to a sword). Additionally, a robot that constantly jumps is a perfect target for Anti-Air attacks like the Silver Tomahawk, as it conveniently arcs upward.
  • Proud Warrior Race Guy: A robot built for combat, using a samurai as a base for both design, abilities, and personality? You better believe it.
  • Samurai: He was designed as one if his visual appearance didn't clue you in.
  • Spread Shot: His spearhead attack when performed in mid-air.
  • Throwing Your Sword Always Works: His main method of attack involves chucking his spearhead at Mega Man. After every attack, he physically walks to it to get it.

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