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The Robot Masters found in the following Mega Man games (in order): V, 7, 8, & Bass, Powered Up, 9, 10, and 11.


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Mega Man V Stardroids (Space Rulers)

    General 
  • Adaptational Villainy: Adaptations tend to make them more independent antagonists from Dr. Wily; Gigamix collectively made them the the final Arc Villains (forcing an Enemy Mine between Light and Wily's robots), and not only are they creations of the Wily-overthrowing Ra Moon in the Archie comic, but a throwaway line in Sonic the Hedgehog/Mega Man: Worlds Collide suggests they would've become The Starscream to him in a Mega Man V adaptation, had the comic reached that point.
  • All There in the Manual: The Stardroids' ancient alien origins aren't alluded to in V, and anyone playing the game without that knowledge would most likely assume that they're merely Wily-made robots pretending to be alien in origin.
  • Artifact of Death: All of them hail from an ancient alien civilization that was constantly waging war.
  • Dub Name Change: In Japan, the group are known as the "Space Rulers".
  • Original Generation: Whereas the previous Game Boy entries reused the Robot Masters from the correspondingly numbered NES games, the Stardroids are an original set of bosses made for V.
  • Really 700 Years Old: The Stardroids are ancient alien robots who just happen to resemble Robot Masters from circa-20XX.
  • Related in the Adaptation: In the Archie comic, their creation (and Sunstar's) is attributed to Ra Moon, and one of their Kuiper Droid servants would later become Shadow Man. All these connections don't exist in the source games.
  • Robot Soldier: They are battle robots created by a civilization engaged in constant warfare, though Mars stands out the most (as does Pluto, who is the only Stardroid to have a specific niche in jungle environments).
  • Super-Toughness: The Stardroids are constructed from extraterrestial materials that render conventional weapons (as well as the Super Mega Buster) useless on them. The only weapons shown to have an effect on them are the Mega Arm, and their own Special Weapons.
  • Theme Naming: The Stardroids are all named after planets of the Solar System (well, eight planets and a dwarf planet...).
  • What Happened to the Mouse?: The Stardroids' fate in V is unclear, as they disappear from the game once Mega Man finishes refighting them. To date, they've never made any appearances in other games either, making it unclear if (like some Robot Masters) they were rebuilt and are still active offscreen, or if they stayed destroyed after the Wily Star's destruction.

    SRN.002 Mercury 
https://static.tvtropes.org/pmwiki/pub/images/srn_002_mercury.png

"Everything belongs to me!"
A greedy Stardroid whose body is made of a liquid metal which allows him to take any form and dismantle himself to attack in a similar fashion to the Devil series of robots. Mercury doesn't have many friends due to his loose tongue. Neither does he get along with Pluto, and he hates malicious gossip, especially when it's about him. Despite his greedy nature, he is an advocate of communism. Mercury's Special Weapon is the Grab Buster, which can steal energy and items from enemies and absorb them to recover his health.

Weapon: Grab Buster
Weakness: Black Hole

  • Blob Monster: His body consists of liquid metal, but his default form is a humanoid being.
  • Detachment Combat: A favorite tactic of his is sending parts of his body out towards foes as large blobs.
  • Dirty Communists: The English version of Mega Man & Bass states that he likes communism; presumably, he uses it as an excuse to steal anything and everything from everyone he can.
  • Energy Absorption: His Grab Buster can be used to steal energy from opponents. He can also use it to steal items like E-Tanks and S-Tanks from Mega Man.
  • The Friend Nobody Likes: In-universe he's the least popular Stardroid, thanks to both his greedy personality, inability to stay quiet, and his tendency to use Grab Buster on his allies. Pluto in particular doesn't like him, likely because he's weak to Mercury's weapon.
  • Healing Factor: In Megamix, he is a particularly dangerous foe since almost anything damaging done to him is absorbed by Mercury's liquid body and reformed. It takes Quick Man slashing him apart faster than he can reform to bring him down.
  • Logical Weakness: Something in a liquid state would be fairly easy to vacuum up, particularly by a black hole.
  • Loose Lips: Mercury can keep anything physical to himself, but he can't keep a secret to save his life.
  • Mana Drain: His Grab Buster will steal Mega Man's P-Chips and weapon energy. If you're very unlucky, he may even steal E-Tanks or even S-Tanks.
  • No-Sell: Mercury can't be damaged while separated into pieces.
  • Pulling Themselves Together: From the blobs of liquid metal.
  • Stealth Pun: Also doubles as a Visual Pun. Mercury's power to melt into a liquid state is a double pun on "liquid mercury"; Mercury the planet is the closest to the Sun, which means that any metals would melt almost instantaneously when on its surface, while Mercury the element is the only metal that is liquid at room temperature.

    SRN.003 Venus 
https://static.tvtropes.org/pmwiki/pub/images/srn_003_venus.png

"What are you bubbling over?"
A very aggressive Stardroid that walks sideways like a crab (an animal he is motifed after), as he is unable to walk forward. Venus loves cleanliness and washes his head with shampoo every morning, despite the fact that he doesn't even have hair. His main weapon is the Bubble Bomb — a strong bubble made of a soapy substance that explodes on contact.

Weapon: Bubble Bomb
Weakness: Photon Missile

  • Ability Mixing: Combines both explosives and water for a great damage output.
  • Animal Jingoism: Bearing a resemblance to a humanoid crab, he has a natural distaste for sushi and particularly octopi.
  • Artistic License – Space:
    • Being an aggressive robot, Venus doesn't seem to fit thematically with either the planet or goddess he is named after. The Greek equivalent of his name (Aphrodite), on the other hand, is derived from the word "aphros" (sea foam). He also uses shampoo, which may be derived from Venus the goddess' beauty part.
    • His crab-like appearance and behavior is owed to the fact that Venus the planet routinely intersects with the constellation Cancer, the name of which also means "crab".
  • Bald of Evil: He has no hair, but this doesn't stop him from using shampoo every morning.
  • The Berserker: Venus is said to have aggressive tendencies, which likely helped him in whatever wars his creators were fighting in ancient times.
  • Bubble Gun: His Bubble Bomb, which explodes on contact with opponents. Bizarrely, Mega Man & Bass claims it can immobilize opponents by wrapping around them, despite the weapon never displaying such a property (that ability would later be given to Burst Man from 7).
  • Cephalothorax: Like Toad Man, his eyes are on level with his shoulders, while his "crab eyes" fill the space his head otherwise would.
  • Gender-Blender Name: Venus is a male Stardroid who is named after a Roman goddess of love and beauty.
  • Informed Attribute: His Mega Man & Bass' CD Data claims the Bubble Bomb can envelop opponents and immobilize them a la Burst Man's Danger Wrap. This ability is never displayed in-game.
  • Invisible Anatomy: Loves to shampoo his hairless, metal head.
  • Ironic Name: For a robot that shares his name with the Roman goddess of beauty, Venus isn't exactly the most handsome of robots.
  • Logical Weakness: The explosive substance that Venus generates to form the Bubble Bomb can likely be made to set off early, and what better way to do that than with fellow explosive weapon, the Photon Missile! Should it accelerate to top speed after the delay, it will pierce him and any Bubble Bombs he lays.
  • Neat Freak: He cares a lot about having an impeccable appearance, and shampoos his bald head every day.
  • Recurring Element: Venus bears quite the resemblance to Toad Man, both being cephalothoraxes motifed after water-dwelling animals.
  • Silly Walk: He constantly walks sideways like a crab, and is in fact incapable of walking straight ahead.
  • Throw Down the Bomblet: The Bubble Bomb is Exactly What It Says on the Tin; a bubble that explodes like a bomb.
  • Trap Master: While fighting Mega Man, Venus uses less-explosive Bubble Bombs to hunt him down, while also placing a regular Bubble Bomb in the center of his arena. Mega Man & Bass also claims the Bubble Bomb can immobilize opponents, but this has never been displayed.

    SRN.004 Mars 
https://static.tvtropes.org/pmwiki/pub/images/srn_004_mars.png

"Which weapon do you choose?"
A Stardroid who is essentially a walking armory, Mars is characterized by heavy armor and a large assortment of deadly weapons. The rollers in his feet allow him to move at high speeds; however, Mars cannot jump well because of his very heavy armor. Mars is surprisingly the warmest of the Stardroids. He likes survival games, most likely because they allow him to make use of all of his weapons, and dislikes restraining himself in battle as well as surrendering.

Weapon: Photon Missile
Weakness: Salt Water

  • Awesome, but Impractical: All those weapons are rather cool... but they also stop Mars from using airplanes.
  • Affably Evil: He is a deadly war robot, but as described in his Mega Man & Bass CD data, he is also stout-hearted towards his allies.
  • Arm Cannon: Instead of hands, Mars has two of these which he uses to fire a barrage of bullets.
  • Armor-Piercing Attack: The Photon Missile, when wielded by Mega Man, will pierce
  • Defiant to the End: He doesn't like to surrender.
  • Gentle Giant: Towards his allies. Otherwise, he's Walking Armory taken to the extreme.
  • Guns Akimbo: The aforementioned dual arm cannons.
  • Kill It with Water: On the receiving end of the trope, as his weakness is the Salt Water.
  • Lightning Bruiser: Quite fast for a heavy tank with More Dakka. Thankfully, Mars can't jump.
  • Logical Weakness: Highly metallic constructs are prone to corrosion without the proper galvanization. Saline water is particularly known for easily rusting metal over time. The aptly-named Salt Water thus works wonders on Mars.
  • Meaningful Name: While keeping in-line with the planetary theme naming of the Stardroids, Mars is also the Roman name of Ares, the god of war, which suits his Walking Armory nature quite well.
  • More Dakka: One move of his is a barrage of bullets from his arm cannons.
  • No Mouth: In place of a mouth, Mars has some sort of yellow vent or extrusion.
  • No Waterproofing in the Future: The most plausible reason why he's weak to the Salt Water is due to a lack of proper protection against its highly corrosive effect.
  • Recurring Element: Like Napalm Man before him and Commando Man after him, Mars is a Walking Armory of weapons and turrets.
  • Shoot the Bullet: The only way for Mega Man to really handle Mars' bullet barrage is to shoot them out of the air as Mars is firing them.
  • Time Bomb: His Photon Missile, which intentionally has a delay before launching, making it the perfect tool for traps. He also drops landmines that detonate after a short period of time.
  • Walking Armory: He may just edge out Napalm Man in how many weapons he has; his head-mounted Photon Missile, a head turret that fires homing missiles, arm cannons that shoot a barrage of bullets, and his landmines he drops during his charge attack.
  • Weaponized Headgear: Mars' head not only has a massive turret on top which fires the Photon Missile, but it has another turret on the back that shoots homing missiles.

    SRN.005 Jupiter 
https://static.tvtropes.org/pmwiki/pub/images/srn_005_jupiter.png

"Clear my way, you propeller scum!"
A Stardroid equipped with a jet engine that grants him the ability to fly at super speed, which he likes to combine with acrobatics — but hates turbulence. He often has an irresponsible personality, to his allies' chagrin. In ancient times, Jupiter was equipped with several megaton-grade bombs, but they were too dangerous for him indoors, so he modified them to channel energy for his new main weapon, the Electric Shock, which allows him to emit huge beams of raw electricity.

Weapon: Electric Shock
Weakness: Bubble Bomb

  • Animal-Themed Superbeing: He is very clearly eagle-based. The eagle is one of the symbols of the Olympian god Zeus.
  • Bird People: Jupiter is more on the humanoid side of this trope, but he has a beaked helmet and a pair of clawed talons for feet, the latter of which he uses for divebomb attacks.
  • Discard and Draw: He used to fire megaton-grade bombs, but after he realized using them indoors was hazardous to himself, he modified them to channel electricity instead.
  • Everyone Has Standards: Jupiter is flighty and never takes anything seriously, but he felt that his megaton bombs were too dangerous for him to use indoors.
  • Eyes Do Not Belong There: Jupiter has eyes in his beak even though real birds don't. Additionally, there are no eyes where there should be.
  • Fantastic Racism: As a robot with a jet engine, he looks down on robots that fly using propellers.
  • Jet Pack: Sports one for propulsion in the air.
  • Logical Weakness: In a classic example of "water and electricity don't mix", Jupiter's destructive electricity powers mesh poorly with explosive liquids like the Bubble Bomb. This also ties in with Jupiter's lack of comfort with explosive weapons indoors.
  • Shock and Awe: His Electric Shock, which has an output of 1,000,000 volts and is powered by a megaton bomb.
  • Shoulders of Doom: Has a large pair of shoulder pads on either arm. Justified in that they are, in fact, jet engines (at least in Mega Man Gigamix).
  • Weapon of Mass Destruction: Jupiter used to have several megaton-grade bombs long before he was found by Wily. It was later used to power his Electric Shock, safer for him to use.

    SRN.006 Saturn 
https://static.tvtropes.org/pmwiki/pub/images/srn_006_saturn.png

"Does it ring a bell on you?"
A Stardroid who has the power to control time and space, owning to his namesake. Saturn has a large ring that he uses to initiate his Black Hole attack which pulls his foes closer to him. He is somewhat lazy and uses his Black Hole to bring others to him instead of going to them, which gives him a bad reputation. Saturn is fickle-minded and neophilic, but seems to have low allowance in terms of money (likely as a result of his love for novelty). He enjoys hula-hoops and is natural with it, but doesn't like video games.

Weapon: Black Hole
Weakness: Electric Shock

  • Artistic License – Space: The orbiting blasts of energy that Mega Man's own version of the black hole shoots expand their orbit as they travel. In real life, black holes typically release energy, but neither it nor the matter pulled by it are able to escape the black hole's gravitatory force.
  • Detachment Combat: Saturn's ring is, technically, part of him.
  • Gravity Sucks: His Black Hole, which he also uses to pull opponents towards him.
  • Hopeless with Tech: He doesn't like video games. A possible reason is because he is not skilled at them.
  • Logical Weakness: Easily explained from the mythological standpoint — Saturn was overthrown by Jupiter. In-universe, Saturn's ring likely conducts electricity, much to his own detriment; whatever tech the ring uses to summon the Black Hole's portal is sensitive to electric shocks.
  • Money Dumb: He's a neophile — in other words, someone who loves to be among the first to own the newest, coolest things. This likely leaves him in Perpetual Poverty.
  • Mundane Utility: His Black Hole can be dangerous, but he often uses it to pull others to him instead of walking up to them.
  • Painfully Slow Projectile: A tactic of his is to throw his ring and run beneath it, and catch it at the other side of his room. This increases the amount of space Mega Man needs to avoid.
  • Rings of Death: He has one, which he can use to stop time and create black holes.
  • Spread Shot: He can shoot at every angle except directly below him.
  • Time Stands Still: Saturn can stop time and uses it to wail several shots at his opponents.
  • Unrealistic Black Hole: The Black Hole, when used by Mega Man, creates its namesake to suck in small enemies, then firing orbiting blasts of energy to strike larger targets that survived the hit.

    SRN.007 Uranus 
https://static.tvtropes.org/pmwiki/pub/images/srn_007_uranus.png

"Take this, loser!"
Uranus is the Stardroid with a bull-like appearance who also has the greatest physical strength and athleticism. Uranus' bull motif translates well to his personality: he has a short temper, likes to run fast and to overturn tables whenever he's mad, and dislikes both bullfighters and red flags. His Deep Digger allows Uranus to lift heavy boulders and throw them at his opponents.

Weapon: Deep Digger
Weakness: Break Dash

  • Acrofatic: Uranus is still quite athletic despite his bulky appearance.
  • Animal Jingoism: He's short-tempered and has a natural hatred for bullfighters and red flags.
  • The Brute: One of the bulkiest members of the Stardroids alongside Mars, and the one who specializes in physical prowess.
  • Brutish Bulls: You bet! He looks like a minotaur, is the group's brute, and has a Hair-Trigger Temper.
  • Collapsing Ceiling Boss: He is capable of closing an entire half of his chamber with his quakes, which kills Mega Man instantly.
  • Dishing Out Dirt: His Deep Digger, which works much like Guts Man's Super Arm.
  • Expy: Uranus' weapon and ground-shaking weight makes him the Stardroids' Guts Man analogue. Coincidentally, they have similarities to Hyper Storm H, an exclusive character to Mega Man: The Wily Wars, which was released later in the same year (1994).
  • Flipping the Table: When he's angry, he likes to overturn tables.
  • Hair-Trigger Temper: Described to have such in his CD Data from Mega Man & Bass.
  • Hoist by His Own Petard: It's possible to utilize Deep Digger against him: if Mega Man lifts enough blocks from the arena, Uranus will fall into a bottomless pit in the hole in his floor and insta-kill himself. This strategy is very challenging and can only be used in his Wily Star rematch.
  • Horns of Villainy: Fitting for his bull appearance, he's got viking-like horns on his head.
  • Lightning Bruiser: Unlike other Robot Masters, Uranus takes positively piddling damage from a fully charged Mega Arm. His attacks are also very damaging, and Uranus is noted to be fast in-universe.
  • Logical Weakness: Uranus may be fast and bulky, but the Break Dash's inertia-fueled hits allow Mega Man to match strengths. Its brief invincibility period also allows Mega Man to put himself out of danger after charging at Uranus without penalty.
  • Non-Indicative Name: In Roman mythology, Uranus personified the sky, and the planet named after him has no solid ground at all. Uranus the Robot Master, however, is ground-based.
  • One-Hit Kill: Both ends.
    • He can stomp the ground, causing half his arena to bite down. Mega Man will die if this smashes his body.
    • On the other hand, if Mega Man lifts the rocks around the arena, this could cause Uranus to fall to into a pit, causing him to die at the bottom.
  • Our Minotaurs Are Different: He shares a number of stereotypical traits with bulls, such as a foul temper and hatred of red flags, but physically resembles a classic minotaur.
  • Super-Toughness: Even compared to the normally nigh-invincible Stardroids. Most weapons, even a fully charged Mega Arm, will only do one point of damage to him at best. The only weapon that can do more than that is his weakness, the Break Dash.
  • Tremor Trampoline: His quakes can just slightly make Mega Man bounce. This bouncing knocks Mega Man out of sliding and the usage of Break Dash, which he's weak against.
  • Weaksauce Weakness: The Break Dash may sound illogical until you see the weakness' probable inspiration — bullfighters save themselves against rampaging bulls by essentially faking them out at the last second. Thus, the weapon's Mercy Invincibility thus allows for Mega Man to essentially do just that.
  • With Friends Like These...: Apparently, his appearance makes him an easy target for mockery from his allies, according to his CD Data from Mega Man & Bass.

    SRN.008 Pluto 
https://static.tvtropes.org/pmwiki/pub/images/srn008_pluto_2.png

"Can you outrun my dashing speed?!"
Pluto was designed for jungle combat, and thus as his appearance suggests, he has very quick reflexes and is agile like a feline. Despite looking like a fierce predator, he enjoys maintaining his sharp claws with manicures and gets annoyed when they're damaged in battle. Pluto can move at supersonic speeds thanks to his Break Dash, slash at his enemies up-close, cling on the walls and fire projectiles from his hands. He doesn't get along with Mercury, likely because he's weak to the latter's weapon.

Weapon: Break Dash
Weakness: Grab Buster

  • Beast Man: Has the ears, claws, and tail of a wildcat.
  • Ceiling Cling: He can use his claws to stick to the walls, out of Mega Man's normal reach.
  • Dash Attack: His Break Dash allows him to move at very fast speeds for a short distance. He is invincible while doing so. Mega Man's own version replicates these traits as well.
  • Grandfather Clause: Although Pluto is no longer considered a planet (or closer to the Sun than Neptune, as it was in 1994), he still appears alongside the Stardroids in adaptations, and his serial number remains unaltered.
  • Invulnerable Attack: His Break Dash does this to both him and Mega Man. Although if uncharged, it will simply fire off small bursts of plasma instead.
  • Odd Name Out: Due to Science Marches On, he has retroactively become the only Stardroid not named after a planet.
  • Pretty in Mink: According to his official bio, he's got other Rich Bitch qualities such as a love for nail art and manicures (which he confuses with pedicures, but since he doesn't have claws on his feet...).
  • Primal Stance: He doesn't fight this way, but he takes it during his initial pose before fighting.
  • Super-Speed: Already a nimble and agile robot, Pluto's Break Dash lets him briefly go supersonic while also rendering him invincible.
  • Wall Jump: He utilizes these in order to shoot projectiles at Mega Man from a safe altitude.
  • Weaksauce Weakness: Pluto is a speedy fighter, but the Grab Buster's health sapping abilities would likely do a good job in tiring him out.
  • Wolverine Claws: He has a set of claws attached to his knuckles very much like the trope namer.

    SRN.009 Neptune 
https://static.tvtropes.org/pmwiki/pub/images/srn_009_neptune.png

"Better rust out than wear out."
Neptune is an aquatic and bulky Stardroid with a half-human, half-fish appearance. He's a very good and fast swimmer; for some reason, he prefers salty food and doesn't like fishing. In combat, Neptune utilizes the Salt Water — a fluid with salt-like substances that can corrode any metal.

Weapon: Salt Water
Weakness: Spark Chaser

  • Acid Attack: His weapon uses corrosive water.
  • Acrofatic: He's pretty nimble for a heavy aquatic robot, as his jumping distance shows.
  • Animal Jingoism: He's based on a fish, and dislikes fishing.
  • Collapsing Ceiling Boss: He can stomp the ground, making damaging bubbles drop from the ceiling.
  • Fish People: He's as close as you can get in regards to a Robot Master. Even moreso than Splash Woman!
  • Hopping Machine: He prefers to bounce along the ground instead of walking.
  • In a Single Bound: Neptune can easily jump high and far. That's impressive, considering his bulky body.
  • Irony: A fish-man who doesn't like fishing.
  • Logical Weakness: Zig-zagged. Water and electricity obviously do not combine well, especially if they have any mineral substance in it... yet he takes low damage from the Electric Shock. However, the Spark Chaser plays this straight. It's possible Neptune could be genuinely reinforced against electricity, but Terra's weapon is just that powerful, in addition to its homing capabilities making such resistance quickly moot due to how constantly the attack lands.
  • Making a Splash: His Salt Water, which splits into up to three orbs of water and is corrosive.
  • No Waterproofing in the Future: His Salt Water can rust and corrode any metal, up to and including Mars's tough armor.
  • Prongs of Poseidon: Just like in Wave Man's case, Neptune's "crown" is shaped like a trident.
  • Tremor Trampoline: If Mega Man stays far away from him, he will cause earthquakes that cause salty water drops to fall from the ceiling.

Mega Man 7

    General 
  • A.I. Breaker: The boss' respective attack patterns can be interrupted by using their weaknesses against them, causing them to skip to a different part of their behavior, which often leaves them vulnerable to another hit.
  • Dead Man's Switch: The game's first four Robot Masters (Freeze, Junk, Burst, and Cloud Man) were in stasis in case Dr. Wily was arrested; after six months without contact from Dr. Wily, they were set to wake up and break him out of prison.
  • Fire, Ice, Lightning: Turbo Man, Freeze Man and Cloud Man, respectively. Turbo Man plays with this dynamic a bit in that he's more Vehicle-based rather than Fire-based, though he still uses Fire-elemental powers.
  • Hopping Machine: Except for Freeze Man, none of the Robot Masters have a walking animation. However, Cloud Man is a given, since he doesn't have legs.

    DWN.049 Freeze Man 
https://static.tvtropes.org/pmwiki/pub/images/49_-_freeze_man_1571.jpg

"This is what cool means!"
Freeze Man was originally built as a prototype robot which used non-polluting energy before being modified for combat by Dr. Wily. He can split the normal ambient temperature in the area into hot and cold, using the former as his energy source and the latter to attack with his Freeze Cracker — a snowflake-like projectile which splits on contact. Freeze Man is a perfectionist and likes to make cool poses and read mystery novels in his spare time. He has great respect for Ice Man.

Weapon: Freeze Cracker
Weakness: Junk Shield, Scorch Wheel/Burning Wheel

  • Ass Kicking Pose: According to Mega Man & Bass, he practices them in his free time.
  • Bring It: Should Mega Man not move at the start of the fight, Freeze Man will beckon Mega Man.
  • Contamination Situation: Inverted; he was built as a pollution-free energy Robot Master and dislikes pollution.
  • Continuity Cameo: Appears in 8's intro alongside other previous Robot Masters.
  • Denial of Diagonal Attack: Averted. Freeze Cracker can be fired diagonally when Mega Man uses it.
  • Feed It with Fire: Using his own weapon against him will heal him, followed by him taunting you.
  • Fragile Speedster: In The Power Battle, he is the easiest character to make flinch; even at his toughest, a fully charged Mega Buster shot followed by a single uncharged shot is enough to stun him long enough to charge up another shot, putting him into an endless flinch cycle. However, if he is allowed to get going, he is the hardest Robot Master to get a bead on due to the lack of telegraphing of his attack, the number of his projectiles, and the rapid clip of his run.
  • Geo Effects: Most of the danger comes less from Freeze Man himself and more from the environment he fights in. He takes advantage of the slickness of the floor he fights on to conduct his Freeze Cracker along the ground, and he uses the melted icy ceiling of his arena to produce icicles.
  • An Ice Person: An ice-type Robot Master.
  • Logical Weakness: Zig-zagged.
    • Downplayed with the Scorch Wheel, which does deal more damage than other weapons but won't interrupt his attack pattern. Instead...
    • ...the Junk Shield plays it straight! Notably, this attack deals more damage than the Scorch Wheel and will interrupt his attack pattern. After all, ice can be shattered and cracked apart by enough weight or a hard enough impact; the Junk Shield's metal projectiles utilize both.
  • The Perfectionist: His good point in his Mega Man & Bass data CD claims he's this, making it a more positive version of the trope.
  • Pungeon Master: In supplementary materials, he enjoys making a good ice pun.
  • Stalactite Spite: He can use his Freeze Cracker to produce icicles on the ceiling, that harm you, and not him. In The Power Battle, he graduates to making levitating icicles.
  • Samurai: He looks the part.
  • The Computer Shall Taunt You: Just try to hit him with Freeze Cracker. The screen pauses and he repeats his intro pose before healing himself a little.
  • Villain Respect: Is stated to greatly respect Ice Man due to being the first Ice-themed Robot Master and whose Special Weapon can defeat a Fire-elemental one.
  • Weak to Fire: Again, downplayed. The Scorch Wheel deals a good amount of damage, but less so than the Junk Shield, and it won't faze him unlike the latter.
  • Weather-Control Machine: In a manner completely unlike his brother Cloud Man, however. Freeze Man was originally created to kick conservation of energy to a whole new level with his ability to split the temperature of an area into hot and cold areas, and absorbing the hot energy as fuel, turning both areas cold.

    DWN.050 Junk Man 
https://static.tvtropes.org/pmwiki/pub/images/50_-_junk_man_8145.jpg

"What a waste."
Junk Man is a Robot Master created to search for parts that could be used to create robots. His body is made from old robot parts and metallic pieces of garbage held together by electromagnetic force. Because of his strength and resistance, Wily decided to modify him for combat. Junk Man can concentrate the electromagnetic forces to pull junk near him, using it for attacks such as forming blocks of scrap metal and surrounding himself with the Junk Shield. He's rather good with money, but he can be too passionate for his own good, and dislikes wastefulness, especially when it comes to food.

Weapon: Junk Shield
Weakness: Thunder Bolt/Thunder Strike

  • The Brute: The largest and physically strongest of 7's Robot Master roster.
  • Composite Character: He combines Magnet Man's magnetic powers with Dust Man's weaponized junk theme with Skull Man's barrier theme, using said robots' junk in lieu of skulls.
  • Cycle of Hurting: Should Junk Man be struck with his weakness, the Thunder Bolt, he will jump to the other side of the arena while throwing a block of scrap metal. Hitting him on landing with his weakness again will make him repeat this until defeated, scoring you an amusingly easy kill.
  • Everyone Has Standards: He likes junk and trash, not raw garbage.
  • Exorcist Head: Junk Man can turn his head separately from his body. During his intro animation, he manages to continue scowling at Mega Man while rotating his body.
  • Extra-ore-dinary: A Robot Master who can use electromagnetic force to manipulate metal and form it into weapons and shields.
  • Frankenstein's Monster: Junk Man is a literal cluster of robot parts.
  • Hidden Depths: He's a very passionate economist. That would probably explain his appearance and his fondness for junk.
  • Hot-Blooded: Of the passionate-type.
  • In a Single Bound: Continues the trend of large Robot Masters who can jump high into the air with no problem. And the trend of causing a tremor on landing.
  • Logical Weakness: He's held together by magnetic forces. Strong amounts of electricity, like that from the Thunder Bolt, can "kill" magnets.
  • Magnetism Manipulation: One of his attacks is to use electromagnetism to compress a block of metal junk to use as an obstacle.
  • Offscreen Villain Dark Matter: He was designed to be a source of this, with Wily's armies being made of stolen steel and reused junk collected on Junk Man's massive electromagnets.
  • Orbiting Particle Shield: His weapon, the Junk Shield.
  • Red Eyes, Take Warning: One red eye in his case, befitting Junk Man's mismatched recycled parts and his Frankenstein's Monster motif.
  • Slasher Smile: His mug shot has the look of pent-up aggression without going the Kubrick Stare route. However, it still conveys similar emotions.
  • Tremor Trampoline: Should he land from a jump on place, Junk Man can immobilize Mega Man if the latter is on the ground.
  • Zero-Effort Boss: An especially egregious example when his weakness, the Thunder Bolt, is used against him. This can lock him in a Cycle of Hurting where his response can be easily avoided, leaving himself wide-open for another hit from the Thunder Bolt.

    DWN.051 Burst Man 
https://static.tvtropes.org/pmwiki/pub/images/51_-_burst_man_6225.jpg

"This is my passion."
Burst Man is a Robot Master that was originally created to guard a chemical plant in Edo City, but was stolen and modified for combat by Dr. Wily. He loves festivals and shoots his bombs as fireworks. His body has several explosives and soapy substances, which he can use to attack by encasing enemies in bubbles or using the Danger Wrap — a bomb which itself is encased in a bubble.

Weapon: Danger Wrap
Weakness: Freeze Cracker, Scorch Wheel/Burning Wheel

  • Affably Evil: An optimistic, happy-go-lucky and restless Robot Master who enjoys firework displays and festivals, but happens to work for Dr. Wily.
  • Bubble Gun: The Danger Wrap, which combines this with Throw Down the Bomblet. He shoots bombs encased in bubbles, which manage to avert the Joke Item part of the trope since they're tough enough to carry Mega Man and even Cloud Man (if Mega Man uses the weapon).
  • Floating in a Bubble: Does this to enter the battlefield. His Danger Wrap does this to Mega Man.
  • Kill It with Ice: Although not as effective as the Scorch Wheel, the Freeze Cracker is still capable of significantly harming Burst Man.
  • Logical Weakness: Bubbles need ambient temperature in order to keep their form, so sudden changes in temperature (hot or cold) will burst them. The chemicals inside him may not react too well to temperature changes, either.
  • Mad Bomber: Downplayed. Even before Dr. Wily changed him, he enjoyed explosions in a very casual way, but other than that, it's more that he's passionate rather than crazy.
  • Mix-and-Match Weapon: Burst Man combines Bubble Gun and Throw Down the Bomblet to create the Danger Wrap, an explosive bubble similar to Venus.
  • Throw Down the Bomblet: Or rather, Throw Up the Bomblet — the Danger Wrap combines this and Bubble Gun, shooting bombs encased in bubbles. As soon as they encase a small enemy, they can be pushed at others to make both explode. Large enemies will receive the explosion instead. Mega Man can even drop the mine for traps, skipping the bubble part.
  • Warm-Up Boss: With a simple attack pattern and a slow-paced fighting style, Burst Man is a good first robot master to start the game at.
  • Weak to Fire: Continuing the example set by Explosive-based Robot Masters having weaknesses to Fire-elemental weapons, Burst Man's primary weakness, and the best weapon to use against him, is the Scorch Wheel. While it won't set off his explosives without danger, it bursts the bubbles he uses to push Mega Man around the arena.

    DWN.052 Cloud Man 
https://static.tvtropes.org/pmwiki/pub/images/52_-_cloud_man_5701.jpg

"I am on cloud nine!"
Cloud Man is a djinn-like Robot Master originally created as a weather control robot, but was stolen and modified for combat by Dr. Wily, who removed his rainfall equipment and enhanced his lightning equipment. Cloud Man has no legs (and is rather upset about being unable to wear shoes), but instead he is built to hover above the ground using a gravity controller. He can control the weather and create powerful winds to push his opponents while also trying to strike them with his Thunder Bolt. A lazy opportunist, he loves rain and precious metals, but he doesn't like lightning rods since they interfere with his abilities.

Weapon: Thunder Bolt/Thunder Strike
Weakness: Danger Wrap (7), Junk Shield and Scorch Wheel/Burning Wheel (PB)

  • Blow You Away: While Thunder is his MO, his most dangerous attack is using the rainstorm to push the player into the bottomless pits on the sides of his arena.
  • Breaking Old Trends: Another Robot Master diverting away from the standard bipedal design, having no legs at all and hovering instead.
  • Brilliant, but Lazy: He could be a lot more powerful if he wanted, but it's so easy to just strike people with lightning bolts from the safest positions possible.
  • Cephalothorax: A plump, onion-shaped body with a lightning rod shaped like an onion dome where his head would be located. His eyes are level with his shoulders.
  • Elemental Absorption: Because Cloud Man can't generate electricity by himself, he draws it from the weather.
  • Fat Bastard: His CD data from Mega Man & Bass describes him as a couch potato, and he happens to be a boss.
  • Floating in a Bubble: What his weakness, the Danger Wrap, does to him. The bubble then bursts and damages him.
  • Game-Breaking Bug: If Danger Wrap is fired with exact timing as Mega Man enters the boss room, it will cause Cloud Man to fall from above the screen and disappear. Thus, the player will not be able to move while two thunder bolts will fall from the sky — the screen will become distorted in appearance, and Mega Man will die.
  • Geo Effects: Cloud Man can't produce his own electricity — he has to draw it from the surrounding storm, although since he is the one controlling the storm, the effect is the same anyway.
  • Hover Bot: Though it's covered by clouds.
  • Immune to Flinching: He is the only Robot Master in the arcade games that does not flinch at all. He doesn't even react when he dies.
  • Logical Weakness: Similarly to Jupiter, the Danger Wrap's bubble is made of liquid and stores a bomb inside it. Considering water and electricity don't mix, Cloud Man has it rough.
  • Power Floats: He is the first Robot Master who is capable of floating (not counting Jupiter).
  • Shock and Awe: An Electric-based Robot Master. Notably, Cloud Man can't produce electricity by himself — he has to draw it from clouds in order to use his Thunder Bolt.
  • Stab the Sky: His intro pose invokes this.
  • Weather-Control Machine: Via his weather control device, Cloud Man can make it rain with strong winds.
  • Zero-Effort Boss: By timing subsequent uses of the Danger Wrap on Cloud Man, it's possible to defeat him without even letting him use an attack against the player.

    DWN.053 Spring Man 
https://static.tvtropes.org/pmwiki/pub/images/53_-_spring_man_7497.jpg

"That's the way the ball bounces."
Spring Man is a Robot Master whose body is predominantly composed of over 2,000 springs which make him very light in composure and allow him to perform very high jumps. Spring Man himself is an optimistic and carefree individual who is elusive — but likes to live life to the fullest. As a spring-based robot, he enjoys jumping as high as he can, but has an unfortunate tendency to accidentally hit his head on low ceilings.

Weapon: Wild Coil
Weakness: Slash Claw
Voiced by: Takeshi Aono (Battle & Chase)

  • Boxing Battler: In Battle and Chase, he adopts a boxing style to compliment his versatile arms.
  • Ceiling Smash: If Spring Man catches Mega Man, he will smash his head into the ceiling. This attack hurts like hell.
  • Cycle of Hurting: By timing the Slash Claw on him every time he's about to leap high and use his Rocket Punch, he can be locked into one of these until death.
  • Elemental Absorption: If attacked with electricity, Spring Man becomes magnetic and can use it to his advantage. Don't let him catch Mega Man or he'll follow up with a Ceiling Smash.
  • In a Single Bound: Since he's made of springs, he boasts an extremely high jumping prowess.
  • Lean and Mean: His composure makes him look rather thin, but he's no less dangerous.
  • Lethal Joke Character: Spring Man's design couldn't get sillier given everything in his body is made of springs, but that doesn't stop him from posing a threat — particularly when he grabs you and smashes you into the ceiling.
  • Logical Weakness: Springs can absorb crushing attacks fairly well, but are no more resistant to being cut with the proper equipment than any other metal, making the Slash Claw the appropriate weapon.
  • One Bullet at a Time: Oddly for a Robot Master, he won't produce more springs if there is already one on screen.
  • One-Hit Kill: A glitch allows him to be instantly defeated by a well-timed Noise Crush before the fight even begins. See Zero-Effort Boss below.
  • Rocket Punch: A spring-powered one, actually. One of his attacks has him leap up high and fire out his arms down at high speed towards Mega Man, retracting them back to do it again.
  • Shaped Like Itself: Spring Man looks, aplty enough, like elongated spring coils.
  • Spikes of Doom: His Wild Coils have these.
  • Spring Coil: Well, he is made up of these. It extends to his Special Weapon, the Wild Coil.
  • Zero-Effort Boss: Both methods require practice, but it's possible to turn Spring Man into this.
    • Careful timing of repeated uses of the Slash Claw as he's about to leap high can lock him into a Cycle of Hurting, allowing him to be defeated without even having a chance to attack.
    • Before his health bar displays, he is immune to collision detection. If the Noise Crush is fired just as the player enters his lair, due to a glitch, the projectile will persist. As soon as he gains one point of HP, the sound wave will hit him, instantly KOing him.

    DWN.054 Slash Man 
https://static.tvtropes.org/pmwiki/pub/images/54_-_slash_man_6658.jpg

"Claw me, and I'll claw thee."
Slash Man is a Robot Master created to clear forests for the construction of Wily's secret bases. He boasts great movement speed and agility while also possessing very sharp claws. Slash Man was in charge of an army of dinosaur robots, but due to his fast mobility and wild temper, his comrades have trouble keeping up with him. He has a liking for jungle fruits and vegetables, but hates nail clippers, and is highly vulnerable to sudden temperature changes; heat dehydrates him, while ice causes him to hibernate.

Weapon: Slash Claw
Weakness: Freeze Cracker and Scorch Wheel/Burning Wheel (7), Junk Shield (PB), Dive Missile (PF), Chill Spike (10, Weapons Archive)
Voiced by: Koji Tobe (arcade)

  • Anime Hair: Spiky hair that resembles a lion's mane.
  • Battle Aura: He can develop one as he charges his flying pounce attack.
  • Continuity Cameo: The Weapons Archive in 10 displays his sprite (in 8-bit, no less!) when using Slash Claw.
  • Dash Attack: Not content with clinging to walls as eggs with red goop fall, he divebombs towards Mega Man while enveloped on fiery energy.
  • Expy: Of Pluto, but also Vega from Street Fighter. He was based off of the latter.
  • Kill It with Ice: The Freeze Cracker does a wonderful number on him, especially notable given his prehistoric-motif.
  • Logical Weakness:
    • Being partly based on a dinosaur, a cold-blooded animal, he is weak to the cold, which the Freeze Cracker quickly proves. Even discounting the dinosaur theming, his agility and reflexes don't matter if he's hit with a slowing blast of cold.
    • Slash Man's mane also appears to be actual hair, making him unusually flammable and simultaneously weak to Scorch Wheel as well.
    • In The Power Battle, those sharp claws will have a rough time against a Junk Shield. Knives will get dull from abuse like this, and attempting to attack will likely damage Slash Man.
    • In The Power Fighters, a melee robot is badly suited for dealing with long-range homing missiles.
  • Mix-and-Match Critters: His giant mane and claws are an artifact of how his body is based on — and partially made from — Pluto's parts. However, Wily changed him to be dinosaur-themed — possibly to help take over Dinosaurland, his level. The end result is that he possesses both feline and dinosaur traits.
  • Shout-Out: A park full of artificial dinosaurs?
  • Status Effects: A more rare attack has him throwing eggs with red goop at the player, causing them to be stuck in place or slowed down as well as not being able to attack until they're hit.
  • Wall Crawl: Clings to the walls before he divebombs into Mega Man.
  • Weak to Fire: Likely because of his mane of hair, one of his weaknesses is the Scorch Wheel.
  • Wolverine Claws: Even parodied at times.
  • Wreathed in Flames: His flying pounce attack becomes this when he Turns Red.

    DWN.055 Shade Man 
https://static.tvtropes.org/pmwiki/pub/images/55_-_shade_man_9974.jpg

"You are history!"
Shade Man is a Robot Master built to look like a classical vampire (True to form, he conducts himself as a man of class, with an aversion to garlic and a love of tomato juice). He originally was an attraction from the haunted house of an amusement park, but was stolen and modified for combat by Dr. Wily. Wily installed sound wave equipment intended to control human minds, but due to a wiring error, it instead generated powerful destructive sound waves that are used as a weapon called Noise Crush. He also has aspirations to be a singer, and loves karaoke to the point that the microphone has to be pried from his hands.

Weapon: Noise Crush/Crush Noise
Weakness: Wild Coil/Super Adaptor (7), Slash Claw (PB), Rolling Cutter (PF)
Voiced by: Yoshiya Nemoto (PB), Takkō Ishimori (PF)

  • Call-Back: He is themed around dead and undeath, much like Pharaoh Man is designed to resemble a Pharaoh for exploring tombs. In The Power Fighters, Pharaoh Man is even able to summon Shade Man's Astro Zombieg minions to assist him, reinforcing a connection between the two.
  • Charged Attack: Of the Collect-type variety. It increases his Noise Crush's power by sending out Noise Crush Waves and bouncing them back onto him, which through magic physics shenanigans somehow causes constructive interference.
  • Classical Movie Vampire: Was built with all of the classic cliches in mind: hates garlic, has a British accent, loves tomato juice, acts wealthy, and is prone to maniacal laughter.
  • Continuity Cameo: 8's animated intro features him as 7's representative in the montage of Mega Man fighting against the previous games' Robot Masters.
  • The Dandy: It's listed as his good point on his Mega Man & Bass CD.
  • Elemental Absorption: Absorbs any sonic-based attack, which means that if you make the mistake of shooting him with a Noise Crush when you face him in the rematch, he'll just fire it back at you!
  • Life Drain: Can swoop to grab you and drain your HP in some games.
  • Logical Weakness: His tendency to stay at the top of the screen makes him vulnerable to Anti-Air attacks like the Wild Coil or the Super Adaptor's Rocket Punch.
  • Make Some Noise: Shade Man's special weapon is the Noise Crush, which fires off a sound wave that bounces off objects to hit additional targets.
  • Mythical Motifs: A rRobot Master based upon a mix of a vampire and gargoyle.
  • Ninja Pirate Zombie Robot: Technically, a Robot Vampire with a horde of Astro Zombiegs.
  • Taken for Granite: For whatever reason, Shade Man has an Eye Beam-like attack that turns Mega Man into stone if it hits him.
  • Vampiric Draining: In 7, Shade Man does this to Mega Man if he grabs him in his swooping attack, draining Mega Man's oil to recover his energy.
  • Wounded Gazelle Gambit: Does this to Bass during Mega Man 7 as part of a plot to steal the enhancements meant for Mega Man and Rush at Light Labs.

    DWN.056 Turbo Man 
https://static.tvtropes.org/pmwiki/pub/images/56_-_turbo_man_1278.jpg

"Don't get carried away, baby!"
Turbo Man is rather irregular in his backstory: Dr. Wily had run out of resources while building Turbo Man, so he used parts from his old car to complete him, and made him use petrol as a primary energy source. The weapon Turbo Man possesses is called Scorch Wheel — a wheel of fire that rolls along the ground, derived from his own fuel source. His hobby is to drive around at high speeds with the engine volume high, especially on straightaways (though he suffers from poor mileage). Turbo Man also has a very strong dislike for Punk (most likely because his tires could burst and flatten if Turbo Man touches Punk's blades and spikes) and for Burst Man (since the chemicals in his body can cause him to slip and skid uncontrollably).

Weapon: Scorch Wheel/Burning Wheel
Weakness: Noise Crush/Crush Noise (7), Junk Shield (PB)
Voiced by: Yoshiya Nemoto (PB)

  • Blow You Away: Can summon strong winds to push Mega Man towards or away from him, and to cool his overheating engine.
  • Call-Back: A very overtly vehicle themed Robot Master. He joins ranks with Dive Man (submarine), Charge Man (train), Mars and Napalm Man (tank-like), as well as Gyro Man and Wind Man (helicopters).
  • Car Fu: He charges at Mega Man while in car mode.
  • Conjoined Eyes: Justified in that they are actually a digital display with red dots for "pupils".
  • Cool Car: Obviously. Turbo Man can switch between this mode and his humanoid appearance at will.
  • Cycle of Hurting: Similarly to Junk Man, if struck with his weakness, the Noise Crush, Turbo Man will transform into his car mode and charge to the other side. By hitting him with another charged Noise Crush and firing it at Turbo Man once he finishes, and repeating this until defeat, it should net you a fairly quick kill.
  • Elemental Absorption: Using Thunder Bolt on Turbo Man will make him invincible, as well as charging in his car mode constantly.
  • Fireballs: These are what forms his Scorch Wheel.
  • Friendly Rivalry: To Quick Man, a fellow Wily Master, even offering a challenge to him during his Battle and Chase ending.
  • Logical Weakness:
    • Mufflers reduce the sound cars can make. But the wrong kind of muffler can reduce engine efficiency by obstructing the exhaust flow, damaging a car. Since he already likes to speed on highways at high volume, this makes noise-based weapons effective on him.
    • For all their weight and speed, any car can get totalled if struck by a particularly large and sturdy object, especially random pieces of junk. The Junk Shield thus works on him in The Power Battle.
  • One-Hit Kill: Same reason as poor Spring Man, but less memorable. If you fire an uncharged Noise Crush as you enter his arena, the wave will strike him as his HP gauge fills up. This will cause him to burst immediately.
  • Playing with Fire: His Special Weapon, the Scorch Wheel, is a ring of fireballs that rotate and burn everything in their way. Mega Man can hold the weapon like a shield before throwing it.
  • Ramming Always Works: Works so well it actually hurts Mega Man twice when he collides with him: through contact, and by crashing him into the wall.
  • Transforming Mecha: The first Robot Master in the series who can perform this. In his case, he can become a car.
  • Zero-Effort Boss: In two forms, no less. And both with his weakness.
    • Instantly charging the Noise Crush, then firing it at him when the battle starts, will cause him to enter his car mode and charge to the other side. This gives the player ample time to instantly charge another Noise Crush by firing it at the wall behind them, then firing the charged sound wave at Turbo Man once he finishes charging to lock him in a Cycle of Hurting.
    • Like Spring Man, before his health bar displays, Turbo Man is immune to collision detection. If the Noise Crush is fired just as the player enters his lair, due to a glitch, the projectile will persist. As soon as his HP gauge starts filling up, the sound wave will hit him, instantly KOing him.

Mega Man 8

    General 

    DWN.057 Tengu Man 
https://static.tvtropes.org/pmwiki/pub/images/57_-_tengu_man_7257.jpg

"I'll knock you off your perch!"
A Robot Master stationed in the mountains of Japan. Tengu Man was originally built as an experimental robot that can generate artificial typhoons. He has a razor-winged jet engine on his back that grants him high-speed flight. Tengu Man is highly proud of his large nose, is good at reading the atmosphere, and likes fly fishing. He looks down on others and fights with boldness, having noticeably arrogant and overconfident mannerisms. Tengu Man comes back for revenge in Mega Man & Bass.

Weapons: Tornado Hold (8), Tengu Blade (MM&B)
Weakness: Ice Wave (8), Spread Drill (MM&B)
Voiced by: Takashi Nagasako (JP), Jack Evans (EN)

  • Absurdly Sharp Blade: His Tengu Blade, which Mega Man and/or Bass can obtain after defeating him.
  • Arrogant Kung-Fu Guy: He's very overconfident, treating Mega Man like he's not a serious threat.
  • Bilingual Bonus: When he uses his wind ball attack, he yells "Kamikaze!" (Divine wind!) in the Japanese version and "Yama arashi!" (Mountain storm) in the English version.
  • Blow You Away: A Wind-based Robot Master. His Tornado Hold lifts and stuns Mega Man for him to deliver the pain, and he can also use a Razor Wind ball to attack and potentially blow Mega Man off the platform. In Mega Man & Bass, his Tornado Hold does this instead to either Mega Man and/or Bass.
  • Dub Personality Change: His Jerkass side is made much more apparent in the English version, where he speaks less like a Samurai who is more proud (if still conceited), and more like an obnoxious guy.
    JP: "Kid! I shall defeat thee easily!"
    EN: "Kid, you're almost not worth the effort."
  • Fragile Speedster: In 8, he is arguably the most mobile from the eight Robot Masters (in the traditional sense), but takes the most damage from the Mega Busternote .
  • I Work Alone: His CD Data for Mega Man & Bass explains that he doesn't like fellowship.
  • Jerkass: It's downplayed in the original, but especially prevalent in the English version. He's arrogant, anti-social, bold, conceited, and extremely prideful, looking down on others while fighting, fitting for some depictions of the tengu. Even his official art for 8 depicts him doing a thumbs down.
  • Jet Pack: The second Robot Master in the series who has this feature.
  • Logical Weakness:
    • Ice freezes up his wings and causes him to crash. The Ice Wave also leaves him open for a free hit.
    • The Spread Drill is also capable of drilling holes in his wings, thus also causing him to crash as well.
  • Samurai: Prevalent in the Japanese version. In his Japanese "chosen" intro, he uses the very archaic "de gozaru" to introduce himself, and uses "sessha" as his first-person pronoun. This isn't present for the English dub though, mostly due to the personality changes within his character.
  • Mythical Motifs: He is based upon the tengu from Shinto.
  • Tengu: Of course. He has control over wind, one of the Wily Bots in his stage is the Tencrow, and one of his attacks is even called "Yama arashi" (US, translates to "Mountain storm") or "Kamikaze" (Japan, translated to "Divine wind", spelt "kahm ee kah ZEH"), which references perfectly the wind motif tengu sometimes have.
  • Trash Talk: Should Tengu Man strike Mega Man with the Tornado Hold, he declares, "Get this!" when sending the Blue Bomber into the air and, "Feel my power!" when spiking him ("Kurae!"note  and "Douda?!"note  respectively, in Japanese).
  • Warm-Up Boss: In 8 he provides an easy starting point, taking the most damage from the Mega Buster and having highly reactable attacks as long as one keeps a certain distance.
  • We Can Rebuild Him: He and Astro Man come back in Mega Man & Bass for revenge.
  • Youkai: Obviously based on the Tengu, and so far the only Robot Master to be based on a youkai.

    DWN.058 Astro Man 
https://static.tvtropes.org/pmwiki/pub/images/58_-_astro_man_4954.jpg

A Robot Master stationed in a planetarium in Northern Europe. He started his life working in that planetarium, but Dr. Wily modified him for combat, and Astro Man uses his abilities to confuse his opponents. Despite his great powers, Astro Man is modest and shy. He is easily startled and something of a coward, and thus is not very reliable in battle. He is the world champion at hide-and-seek, likes to make wishes on shooting stars, and is the type of guy to groan and roll his eyes when he hears a lame pun. Like his brother Tengu Man, Astro Man returns in Mega Man & Bass.

Weapons: Astro Crush (8), Copy Vision (MM&B)
Weakness: Homing Sniper (8), Magic Card (MM&B)
Voiced by: Issei Futamata (JP), Wayne Doster (EN)

  • Cycle of Hurting: The Homing Sniper turns him from a reasonably difficult boss into the wimp he thinks he is, since his Mercy Invincibility lasts shorter then the time he's left stunned by it. See Zero-Effort Boss below.
  • Bigger on the Inside: His ball-shaped ship is bigger than his body, but fitting Astro Man inside is no problem.
  • Chekhov's Gunman: What appears to be a prototype of him shows up in the background of Spring Man's stage in 7.
  • Conjoined Eyes: His eyes are a digital display with red dots for pupils, justifying the trope a bit.
  • Crouching Moron, Hidden Badass: Despite being a coward, he can summon some fierce meteors or copies to fight alongside him.
  • Doppelgänger Attack: Copy Vision is self-explanatory, but if you look closer at his Astro Crush, you can see that he makes multiple copies of his physical form to act as the meteors.
  • Hover Bot: Like Cloud Man, he floats rather than having legs. His lower half is an orb that his upper half can retract into to protect him.
  • Logical Weakness:
    • His teleportation abilities would be useless against an attack that locks onto his signature. Also, he freaks out when the Homing Sniper locks on to his ship, preventing him from trying to dodge.
      "How'd that happen!? I can't take this anymore!"
    • Astro Man's tendency to hover away from the line of fire is also rendered moot by something that excels in hitting opponents at a vertical angle, which is why the Magic Card is his weakness. In addition, what better way to defeat an illusionist that by using the weapon of a literal magician to even the odds.
  • Lovable Coward: His quotes prefectly reflect such.
    "I've come here... but I don't know what to do!"
  • Master of Illusion: With perhaps a dose of Your Mind Makes It Real. He works in a virtual reality planetarium, and his special weapons are Doppleganger Attacks.
  • Magic Missile Storm: How the Astro Crush works.
  • Non-Indicative Name: A weird example. His name and gimmicks bring outer space to mind, but his stage isn't themed after outer space at all.
  • Power Floats: Second Robot Master with no legs but with the capability to float. Cloud Man is the first.
  • Shout-Out: His lower half is very similar to Huitzil when the latter is moving while in the air.
  • Shrinking Violet: His battle quotes imply it.
    "Oh, how did you find me? I feel so embarrassed!"
  • Smart Bomb: This time, he is the Robot Master who awards this game's screen nuke. It carpets the screen in heavy meteors that rain diagonally.
  • We Can Rebuild Him: He returns along with Tengu Man in Mega Man & Bass.
  • Zero-Effort Boss: Poor Astro Man's Mercy Invincibility against the Homing Sniper doesn't last as long as he's left stunned if hit by it. Either charge it up, or time it right as long as he's on the right altitude, and Astro Man can be locked into a Cycle of Hurting with no chance of him using his Astro Crush.

    DWN.059 Sword Man 
https://static.tvtropes.org/pmwiki/pub/images/59_-_sword_man_739.jpg

"There's no second chance!"
A Robot Master stationed in a temple in Central/South Asia. Sword Man is a combat Robot that was built by Dr. Wily to use an ancient sword that he stole from a museum. Unfortunately, the sword that Sword Man carries was way too heavy, so the upper part of his body was fitted with an anti-gravitational device; and as such, both the upper and lower halves of his body can act independently of each other to improve his balance. He is a keen individual with an interest in various styles of swordsmanship (with a particular interest in iaido), and prefers his weaponry in the best state possible. However, he's a bit behind the times, especially when it comes to his fashion sense.

Weapon: Flame Sword
Weakness: Water Balloon
Voiced by: Wataru Takagi (JP), Matthew Meersburgen (EN)

  • Affably Evil: Like Knight Man and Yamato Man before him, Sword Man is pretty honorable; before the fight, he declares to Mega Man he has nothing against him, he's just taking orders from Dr. Wily. Should Mega Man avoid his Fire Slash attack, he says "Impressive", and if he loses, he compliments Mega Man with a "Nice shot".
  • Ambidextrous Sprite: One of the more noticeable ones. His sword switches arms depending on which direction he's facing.
  • BFS: The sword he was equipped with is so heavy, that his body had to be modified with anti-gravity hardware to even be able to lift the sword.
  • Break Out the Museum Piece: His sword is ancient.
  • Contrasting Sequel Antagonist: He is similar to Slash Man as this game's melee weapon specialist, but while Slash Man is weak to fire and ice, these elements won't bother Sword Man much as he is a fire elemental. Slash Man is wild and feral, while Sword Man treats battles very honorably. Slash Man is very agile and can crawl on walls, but Sword Man is brawny yet still needs an anti-gravity system to wield his very heavy sword.
  • Detachment Combat: Can separate his upper half from his lower half to execute a spinning slash.
  • Flaming Sword: He envelops his ancient sword in fire to attack Mega Man this way.
  • Graceful Loser: When Mega Man defeats him in battle, Sword Man will say "Nice shot".
  • Just Following Orders/Nothing Personal: Says both of these, word for word, prior to his fight Mega Man.
    "Nothing personal, but I've got orders."
  • Kill It with Water: His weakness, the Water Balloon, even stuns him momentarily.
  • Logical Weakness: Twofold — apart from being a classic example of Water vs a Fire-elemental, a glowing-hot sword can be ruined by improper water treatment during smithing.
  • Playing with Fire: His main weapon is a Flaming Sword.
  • Reluctant Warrior: Implied according to one of his original Japanese pre-battle lines. Nevertheless, he won't hold back in a battle.
    "Ki wa hikeru ga... omae wo kiru!" (I'm reluctant to fight... but I'll slash you!)
  • Throwing Your Sword Always Works: Exaggerated — for his Fire Slash attack, he throws his entire torso to attack Mega Man, spinning with his sword as he does so.
  • Weaksauce Weakness: It's a logical one, but a formal sword duelist being weak to Water Balloons might make one snicker.

    DWN.060 Clown Man 
https://static.tvtropes.org/pmwiki/pub/images/60_-_clown_man_7883.jpg

"Some clowns short of a circus."
A Robot Master stationed in Australia. Clown Man was originally a robot designed for an amusement park, but was stolen and remodeled for combat by Dr. Wily, gaining the ability to telescopically extend his arms and channel high-voltage electricity through them as part of his Thunder Claw. Whilst Clown Man himself is of a mischievous nature and is a good sportsman to his foes, the poor guy is also highly emotional, one of his biggest pet peeves being being particularly prone to having bouts of disliking everything and everyone around him.

Weapon: Thunder Claw
Weakness: Tornado Hold
Voiced by: Chika Sakamoto (JP) Ruth Shiraishi (EN)

  • Be the Ball: Through his Thunder Carnival. A harmless version is the end result of knocking him off the trapeze with his Tornado Hold weakness.
  • Call-Back: To Spring Man, as a Robot Master with telescopic arm, who is fun-themed and inhabits a play-themed stage.
  • Calling Your Attacks: Does it with his Thunder Claw and Thunder Carnival attacks.
  • Fighting Clown: Taken to a logical (as well as literal) extreme.
  • Human Knot: Robot Knot, but it still qualifies — when he's dangling from his trapeze, the Tornado Hold will tangle him up and drop him on the floor.
  • I Want My Mommy!: He may occasionally say "Mommy!" ("Mamaaaaa!" in JP) when hit with the Tornado Hold.
  • Logical Weakness: Dangerous winds can cause stunt performers to lose balance, which is why circus tents are used for shows. The Tornado Hold thus knocks him off his trapeze. It also tangles up his long arms, rendering him a useless robotic pretzel until he untangles himself.
    "What have you done to me?!"
  • Monster Clown: His design is based after a clown, and he's evil.
  • Rolling Attack: Transforms into a ball of electricity to bounce on Mega Man during his Thunder Carnival. He is invincible during this state.
  • Rubber Man: His long, stringy arms can be used to grab Mega Man or swing from the trapeze.
  • Shout-Out: His quote upon being defeated.
  • Shock and Awe: Electric-based Robot Master. He uses his electric powers for his Thunder Claw and Thunder Carnival.
  • Trash Talk: One of his intro lines in the English version is "Yo, geeky!" If he grabs Mega Man with the Thunder Claw, he'll also taunt him and call him a "wimp" (a "dummy" in the original version).

    DWN.061 Search Man 
https://static.tvtropes.org/pmwiki/pub/images/61_-_search_man_6624.jpg

"Target! Get set!"
A Robot Master stationed in an African jungle. During Search Man's construction, Wily went off with the idea of a two-man sniper in one, but he forgot to install two personalities; and because Search Man constantly switches between each head so much, he even gets confused himself. Although he is not very sociable around other people, Search Man actually has a surprisingly positive outlook on life for a robot of his profession, albeit mostly when fighting. He mostly relies on his knowledge of setting traps, sniping from a distance, and the element of surprise over sheer brute force to defeat his foes.

Weapon: Homing Sniper
Weakness: Flame Sword
Voiced by: Takashi Nagasako (JP), Matthew Meersburgen (EN)

  • Always on Duty: As his personality and military-style design implies.
  • Friendly Sniper: He has a relatively positive outlook on life, considering his profession. However, he quickly sheds it when the enemy draws near, since he's a long-distance fighter.
  • Gratuitous English: In the Japanese version, almost all of Search Man's voice lines are said in English with a Japanese accent.
    Sāchiman, ōkē?: I'm Search Man, okay? (Intro)
    Sakusen kaishi! Iessa~!: Begin mission. Yes sir! (Pre-battle)
    Redī~? Iēi, rettsugo~!: Ready? Yeah, let's go! (Pre-battle)
    Hei, bōi! Kamōn!: Hey boy. Come on! (Pre-battle)
    Gō!: Go! (attack shout)
    Utēi! Faiya~!: Shoot! Fire! (attack shout)
    Gaddemu! No!: Goddamn! No! (stunned with Fire Sword)
  • Homing Projectile: His main weapon, the aptly-named Homing Sniper.
  • Jungle Warfare: His stage is set in the jungle.
  • Logical Weakness: Since he likes to hide in shrubbery, a fire attack will draw him out. Furthermore, another way to cut shrubbery is using bladed weapons. Unfortunately for him, the Flame Sword, combines both aspects into a painful prospect.
  • Missile Lock-On: Charged Homing Sniper gives this effect.
  • Multiple Head Case: Two heads. Wily made the mistake of having them programmed with a single personality, which makes him a subversion of the trope.
  • Precision F-Strike: In both the English and Japanese version, Search Man curses with each of his heads when he is stunned with his Flame Sword weakness.
    EN: Hell! No!
    JP: Gaddemu! No! (Goddamn! No!)
  • So Much for Stealth: Hiding in bushes does not help Search Man in any capacity. Especially if Mega Man can burn them down.
  • Turns Red: Shoots a lot of missiles from his body on Mega Man when he powers up with Evil Energy.
  • Two Beings, One Body: Subverted. His two heads share one body.
  • Two-Faced: Literally...from a physical standpoint, at least.
  • Weak to Fire: The Flame Sword is his weakness, and eliminates the danger of guessing which shrub he hides on, by burning it.

    DWN.062 Frost Man 
https://static.tvtropes.org/pmwiki/pub/images/62_-_frost_man_3110.jpg

"Frost Man! Destroy! You!"
A Robot Master stationed in Alaska. Frost Man was created when Wily realized he got too many parts from building/upgrading Clown Man, and decided to just roll with it. One of the largest Robot Masters and physically very strong, he has the ability to punch the ground to generate fast surges of freezing cold energy by using the Ice Wave. However, Frost Man himself is not too bright: his ultimate goal is to turn Mega Man into a popsicle and eat him. Due to his less-than-ideal method of construction, he suffers from chilblains and poor oil circulation and is vulnerable to explosives.

Weapon: Ice Wave
Weakness: Flash Bomb (8), Commando Bomb (10, Weapons Archive)
Voiced by: Wataru Takagi (JP), Darryl Stogre (EN)

  • The Brute: The largest and strongest of the Robot Masters from 8, and one of (if not) the largest in the Classic series as a whole.
  • The Cameo: Appears as the 8 representative of the Weapons Archive boss in 10.
  • Contrasting Sequel Antagonist: Compared to Freeze Man, Frost Man is much bigger and brawny, but also hardly as bright as the former. His weapon, Ice Wave, also contrasts being an anti-ground attack instead of being useful for Anti-Air like Freeze Man's Freeze Cracker.
  • Dumb Muscle: VERY powerful (and bulky), but also VERY dumb. He even mistakes a kid dressed up as Mega Man for the genuine Blue Bomber in the Mega Man 8 manga!
  • Eating Machine: His Mega Man & Bass data card says he likes sorbet and rock candy, and during his fight, he expresses his desire to turn Mega Man into a popsicle and eat him.
  • Hulk Speak: His quote in Mega Man & Bass data card.
    "Frost Man! Destroy you!"
  • An Ice Person: Ice-type Robot Master.
  • I'm a Humanitarian: A robot example. He wants to turn Mega Man into a popsicle (or a Kakigori in the original Japanese version) and eat him.
  • Logical Weakness:
    • Explosives like the Flash Bomb (and the Commando Bomb from 10's Weapons Archive) can shatter ice easily. In addition, the flash rebounds off his icy shell and blinds him.
    • The Flame Sword is obvious too during the rematch, although that one can't stun him.
  • Mighty Glacier: Frost Man is HUGE, but moves rather slowly. Extremely strong according to his bio card, but is ponderous and easy to hit thanks to his size. Also a tidy pun due to being an ice-type Robot master.
  • Required Secondary Powers: Since Wily used Clown Man's leftover parts on him, Frost Man can't actually handle cold all that well, and his internal piping tends to contract and leak at low temperatures.
  • Simpleton Voice: In the English release. Also doubles as a Vocal Dissonance.
  • Verbal Tic: Often ends his phrases with "-ga" in the Japanese version.
  • Weak to Fire: Zig-zagged since Fire weapons have never been the strongest weapons against him in any game.
    • 8 downplays; his secondary weakness is the Flame Sword, though it won't stun him unlike the Flash Bomb.
    • 10 subverts this, as his Weapons Archive unit takes pitiful damage from the Solar Blaze.
  • Your Size May Vary: In 8, he was gigantic. He was still large when appearing in the Weapons Archive in 10, but nowhere near as large.

    DWN.063 Grenade Man 
https://static.tvtropes.org/pmwiki/pub/images/63_-_grenade_man_3700.jpg

"Gha ha ha! Time for the party!"
A Robot Master stationed in an ammunition factory in Argentina. Grenade Man is sadomasochistic: he enjoys both inflicting and receiving pain, particularly through getting caught in the explosions he creates. He fights primarily using his Flash Bombs and other such high-explosive weaponry.

Weapon: Flash Bomb
Weakness: Thunder Claw
Voiced by: Issei Futamata (JP), Douglas Kendall (EN)

  • Astonishingly Appropriate Appearance: His design is a lot more on the nose compared to other Robot Masters, as he looks like a blue frag grenade with arms, legs, and a face.
  • Ax-Crazy: He even openly dislikes robots who think rationally!
  • The Berserker: According to his CD data, he attacks everything and everyone without regard for who's getting hit.
  • Combat Sadomasochist: To the extreme. He loves getting hurt as much as he loves to hurt other targets. He even says "That felt good!" as his death line once you defeat him.
  • Dash Attack: His only non-explosive attack is a fast horizontal body slam attack. He even shouts "CRUSH!" while flying across the screen.
  • The Hyena: Giggling, cackling, and cheering constantly during his boss fight. His bio quote also starts with crazed laughter.
  • Lightning Bruiser: He can move faster and inflict more damage when he Turns Red.
  • Logical Weakness: Zig-zagged.
    • Electricity is a dangerous combination with explosives, especially when sparks are used to set them off. The Thunder Claw deflects his bombs back at him, but hitting him with the Claw itself hurts him just as much.
    • This is subverted with the Flame Sword, however, being one of the few Explosion-based Robot Masters to avert being Weak to Fire.
  • Mad Bomber: Yes. What else would you expect of an Ax-Crazy, berserk Combat Sadomasochist? He even loves being caught in his own explosions.
  • Oh, Crap!: His reaction is an inversion of this. Hitting him causes him to giggle. His death line is, "That felt good!"
  • Shout-Out: To Scarface, of all things:
    "Say hello to my cute little bombs!"
  • Throw Down the Bomblet: An Explosion-themed Robot Master, with his Flash Bombs causing very long-lasting explosions.
  • Too Kinky to Torture: Hitting Grenade Man directly with the Thunder Claw will yield an "Oh yeah!" from him!
  • Turns Red: Once he's down to half-health, he uses "Crazy Destroyer!" — a spread of bombs that blow up the floor and drop you into a garbage hold. He then gets quite a bit more aggressive.
  • Weak to Fire: Surprisingly averted. Despite being an Explosion-based Robot Master, he takes low damage from the Flame Sword.

    DWN.064 Aqua Man 
https://static.tvtropes.org/pmwiki/pub/images/64_-_aqua_man_2622.jpg

"Who opened their lunch?!"
A Robot Master stationed in an underwater laboratory east of Madagascar. Aqua Man seems to be a somewhat flamboyant, mischievous and immature Robot Master, with a love for dirty jokes and puns and being something of an attention-seeker. He was designed with the ability to store special water, made very heavy courtesy of a formula Wily discovered while tinkering with Frost Man's ice maker, inside of himself and release it with a cannon on his arm via highly pressured streams, or the Water Balloons — the heavy spheres of water.

Weapon: Water Balloon
Weakness: Astro Crush
Voiced by: Chika Sakamoto (JP), Michelle Gazepis (EN)

  • Attention Whore: He's got a pretty campy voice and in his intro, he spells his name with a rainbow and has a chance to tell Mega Man he can call him "Handsome Guy". Isn't it obvious enough?
  • Camp: His mannerisms and dialogue give out such.
    "I'm Aqua Man, but you can call me Handsome Guy!"
  • Everything's Better with Rainbows: His intro has his name spelled in a rainbow.
  • Improbable Weapon User: Water-based attacks are reasonable, water balloons less so.
  • Logical Weakness: Zig-zagged.
    • Despite being a Water-type Robot Master, he actually isn't weak to the Thunder Claw.
    • However, having a hollow, transparent, glass-made water tank in his core, he is weak to massive impact, like that from meteors. The Astro Crush even forces him to repair himself.
  • Making a Splash: Water-type Robot Master.
  • Toilet Humor: His CD data from Mega Man & Bass states he likes this type of humor.
  • Vocal Dissonance: Similar to Mega Man in this regard. He is a male Robot Master who is voiced by a female VA.
  • Waterfront Boss Battle: Aqua Man emerges onto the walkway above the pool in his chamber, and stays on the dry ground, but uses the water to keep himself supplied with water for his attacks.
  • Weight Woe: According to his Mega Man & Bass CD data, he's developed a pot belly and his bad point is said to be that he's out of shape.

Mega Man & Bass

    General 
  • Fire, Ice, Lightning: Burner Man, Cold Man and Dynamo Man, respectively.
  • Walking Spoiler: Narrowly averted, since Burner Man, Cold Man, Dynamo Man, Ground Man, Magic Man, and Pirate Man originally had the usual Wily sigil on their heads, though they were removed, since it would've given away their allegiance to their true master.

    KGN.001 Dynamo Man 
https://static.tvtropes.org/pmwiki/pub/images/kg1_dynamoman.png

"Be my friend as in old times."
Dynamo Man used to be a robot guide for field trips through a power plant. King outfitted him with a power generator which emitted a powerful electric field around him. This modification heavily altered Dynamo Man's programming and rendered him unsafe for his job.

Weapon: Lightning Bolt
Weakness: Copy Vision

  • Deadly Upgrade: Dynamo Man gets unsafe for his proper duties after receiving one.
  • Healing Factor: Not the first Robot Master to have it. Unlike others, he doesn't utilize it via Feed It with Fire-method.
  • Heal Thyself: When low on health, he plugs himself into a generator and will heal to full health if the generator isn't destroyed.
  • Inconveniently-Placed Conveyor Belt: His stage is chock-full of them.
  • Logical Weakness: Similar to the Ice Wall and Burner Man, it's less of the weapon itself doing hard-hitting damage to Dynamo Man, but rather how it can shut down his fighting style. Homing attacks and a healing station becomes a whole less useful if the enemy can generate a clone to take the damage off of him or stop you from recharging.
  • Smart Bomb: This time, he is the Robot Master who awards the game's screen nuke. It hits everything with lightning bolts.
  • Shock and Awe: Complete with a generator that allows himself to heal.
  • Walking Wasteland: King made his body too hazardous for lifeforms to come near.
  • Yellow Lightning, Blue Lightning: Lightning Bolt when obtained by heroes. Mega Man gets the former (yellow), Bass utilizes the latter (blue).

    KGN.002 Cold Man 
https://static.tvtropes.org/pmwiki/pub/images/kg2_coldman.png

"Do you want me to cool your head?!"
Cold Man was originally a refrigerator used to preserve prehistoric DNA from dinosaurs at absolute zero in Dr. Light's laboratory before being modified into a guard robot by King. While pretty easygoing, he's not the smartest robot around. In combat, he uses Ice Walls that he creates by opening the freezer in his body. He can also cause areas to freeze from a distance.

Weapon: Ice Wall
Weakness: Lightning Bolt

  • Feed It with Fire: Using his own weapon against him will heal him.
  • Hostile Weather: Cold Man absolutely hates El Nino phenomenon.
  • Ice Magic Is Water: Cold Man's level, out of the Ice-themed Robot Masters, has the most amount of water in his level. In addition, Cold Man himself is weak to an electric weapon, the Lightning Bolt.
  • An Ice Person: Another Ice-elemental Robot Master.
  • Logical Weakness: Played with, much like Ice Man. He's another Ice-type Robot Master weak to lightning, but while ice is a form of water, it is a poor electricity conductor. However, cold can turn certain materials, like metal, into superconductors. He also started off as an electrical appliance, and short-circuits can really mess those up.
  • Stone Wall: He fights more defensively, relying on blocking your attacks with Ice Wall and slowing you down with Cold Mists when low on health. Also, without the Energy Saver item, you'll run out of Lightning Bolt before you can destroy him.

    KGN.003 Ground Man 
https://static.tvtropes.org/pmwiki/pub/images/kg3_groundman.png

"I hate sand."
Ground Man is an excavation robot who was created for finding valuable minerals, though he keeps some of them for himself. He's said to be the most powerful robot in King's army. Ground Man is a deep thinker, but hardly ever speaks and is very unsociable. His main weapon is the Spread Drill — a drill-like missile that can separate into smaller drills. He can also transform into a small drill-shaped machine, being invincible during the attack.

Weapon: Spread Drill
Weakness: Remote Mine

    KGN.004 Pirate Man 
https://static.tvtropes.org/pmwiki/pub/images/kg4_pirateman.png

"It is useless to beg for mercy!"
Pirate Man is a Robot Master who was designed for attacking ships and plundering cargo. He is fearless, ruthless, and will do whatever it takes to reach his goals, even if it makes him hurt someone. True to his pirate nature, Pirate Man loves making profit and despises doing anything fairly. Pirate Man's main weapon is Remote Mine — a remote-controlled bomb that he usually fires three times in a row.

Weapon: Remote Mine
Weakness: Wave Burner

    KGN.005 Burner Man 
https://static.tvtropes.org/pmwiki/pub/images/kg5_burnerman.png

"I'm burning with youthful fire!"
Burner Man entered King's army and was ordered to destroy nature when he made his way in. King tricked him into believing that he must burn a forest every day or else a self-destruct bomb inside his body will explode; this isn't true, but Burner Man continued to burn forests in order to stay alive. Burner Man's main weapon is a flamethrower in his right arm — Wave Burner, which uses a special type of gas and releases green flames.

Weapon: Wave Burner
Weakness: Ice Wall

    KGN.006 Magic Man 
https://static.tvtropes.org/pmwiki/pub/images/kg6_magicman.png

"Can you detect the trick?"
Magic Man is a hard worker and natural showman who puts incredible effort into practicing his magic tricks. Because of his egotism and a bad habit of performing tricks at inopportune times, he is not regarded well by his comrades. Magic Man was formerly a member of a circus, but he enlisted in King's army in order to show off. His special weapon — Magic Card — can steal energy from enemies to restore his health.

Weapon: Magic Card
Weakness: Tengu Blade

  • Attention Whore: He loves to amaze people and especially receive applause for his performances.
  • Death Dealer: How the Magic Card works. Getting hit by one of these steals your health.
  • Flunky Boss: His orbs summon Rompers if hit by Mega Man and/or Bass.
  • Hartman Hips: A rare male example, just look at them!
  • Life Drain: His Magic Cards can steal your energy if they hit.
  • Logical Weakness: He's a flashy entertainer robot turned combatant, which also means he's likely to not be as fortified to piercing/slashing attacks than his fellow comrades, especially considering his "playing card" motif. Thus, the Tengu Blade suits him as a weakness.
  • Shoulders of Doom: He has large card-themed shoulderpads.
  • Stage Magician: The only magician Robot Master as of this day. And he never reveals his tricks.
  • Stealth Pun: His weakness to the Tengu Blade is a reference to the term "cutting the deck of cards".
  • Tarot Motifs: His CD Data states he has taken to fortune telling through card reading.

Mega Man Powered Up

    General 
  • Adaptation Expansion: In their debut in the New Style mode of Mega Man Powered Up, they were only referred to as "Timeman" and "Oilman" (which once again doubles as Spell My Name With An S); in the Archie series, their names were formatted with the more usual spaces of later material, and they were given the codenames "DLN.00A" & "DLN.00B" to match the other Robot Masters (which will be used here for lack of a better option). In this appearance, both robots were considered test subjects (explaining their absence in the previous adaptation); in Powered Up, only the former is considered an unfinished robot (by Proto Man).
  • Remember the New Guy?: They were both retconned in as two of Dr. Light's first generation robots to fill out the Robot Master roster to 8.

    DLN.00A Time Man 
https://static.tvtropes.org/pmwiki/pub/images/00a_timeman_00.png

"Time's up!"
A Robot Master created for use in time travel experiments, but he was left incomplete due to Dr. Light having insufficient research on the topic. Because of this, he tries to act more mature than he really is, and is obsessed with perfect time management.

Weapon: Time Slow
Weakness: Thunder Beam
Voiced by: Sayaka Narita (JP), Mike Thiessen (EN)

  • Anti-Frustration Features: Played with. While Time Man's normal attack is a frustrating inversion of Denial of Diagonal Attack, it provides him with a way to damage enemies, especially considering his Time Slow is technically harmless. His Time Slow is thus relegated to his Charged Attack, but it can be used indefinitely and its usage eases hitting enemies in front of him with little risk.
  • Bullet Time: His Time Slow operates as such — by charging his attack, he is able to slow down time to a crawl. Mega Man can only use it twice at full ammo, but Time Man can do it an unlimited amount of times, allowing him to circumvent otherwise convoluted hazard or projectile patterns with more ease, at the cost of a less reliable primary attack.
  • Charged Attack: Unlike Mega Man's variation of Time Slow which can be activated on the fly (but has only two uses with full ammo), Time Man must charge it. However, Time Man can activate his ability an unlimited amount of times.
  • Clock King: Being a Robot Master based upon time, he has a huge obsession with keeping on time. With the exception of Elec Man and Proto Man, he'll point out to his brothers if they took their time, arrived early, or arrived on time each time they arrive to his lair.
  • Cold Ham: His line when facing Dr. Wily, which counts as an O.O.C. Is Serious Business moment, too.
    "I've been waiting a long time for this... everything is going according to my schedule."
  • Deadpan Snarker: Has shades of this, as a result of his Inferiority Superiority Complex. Even his Copy Robot points it out to him!
    Time Man: What an unpleasant fellow. I must stop him this instant.
    Copy Robot: Hey, if I'm unpleasant, then you are, too!
  • Denial of Diagonal Attack: Inverted; his inability to shoot right in front of him is a disadvantage. The awkward angles of his arrow shots are compensated by him shooting two in front of himself and his Time Slow activating Bullet Time.
  • Colour Coded Time Stop: His Time Slow tints the screen purple.
  • Gameplay and Story Integration: His Time Slow ability actually slows down the Challenge Mode timer.
  • Good Is Not Nice: Was built by Dr. Light, meaning he's on the side of good. However, Time Man tends to be of few words; whenever he talks, it's not to mince words.
    (to Guts Man) If you disappeared, that would be the speediest solution here.
  • Inferiority Superiority Complex: Because he's an incomplete Robot Master based off of an incomplete part of research, he has this big time. His obsessive, domineering perfectionism is born of this insecurity, and as a result he's bossy about schedules and won't show appreciation about his brothers being punctual.
  • Jerkass: As a result of his Inferiority Superiority Complex, he takes on this personality, being bossy, obsessive and ungrateful towards others.
  • Logical Weakness: What do mechanical clocks run on? Electricity. Applying too much voltage to such a clock will throw its timing off if not burn it out from the overload.
  • Ludicrous Precision: He can measure time down to at least one hundredth of a second.
  • The Quiet One: He's the Robot Master that tries to speak the least of the cast, usually going straight to the point.
    Time Man: Hmm.
    Elec Man: A fight is but a moment... an eternal moment... a moment of mesmerizing beauty...
    Time Man: Come on.
  • Other Me Annoys Me: He immediately hates his Copy Robot copy, being as sneering and unpleasant as he is.
  • Schedule Fanatic: Feels delighted (but not grateful) about others being early or punctual, and always complains about others being too late.
    "You're early for your appointment."
    "You're late. I grew tired of waiting."
    "Hmm... you're actually on time."
  • The Stoic: His conversations display he doesn't talk that much, as he thinks doing so it's a waste of time.
  • Time Master: As expected from his name, he has the ability to slow down time.
  • Turns Red: Averted; he never uses a Desperation Attack or radically changes his strategy during his boss battle. Hard mode compensates for this by giving him the ability to dodge attacks.
  • Villainous Rescue: During his servitude to Wily in the Archie Comics, he manages to free him from being transported to stand trial for his crimes and even literally saves Oil Man in the nick of time from being hit by Mega Man's Fire Storm.
  • Warm-Up Boss: He's among the easier robots of the eight in Powered Up, possessing no Desperation Attacks when his health falls below half. If you can time your shots when using the Thunder Beam, he can also be kept in a Cycle of Hurting, though this does require practice. His lack of a desperation move in Hard mode is compensated by his ability to roll and dodge attacks, but that's nothing compared to the attacks other Robot Masters can put up.

    DLN.00B Oil Man 
https://static.tvtropes.org/pmwiki/pub/images/00b_oilman_5.png

"Yeah, it's showtime!"
A Robot Master built to supply robots and other machines with oil. He is well-regarded by his brothers as a slick and cool person, known for taking things not too seriously and giving wisecracks. He dislikes fires at his oil rig and is obsessed with oil to the point he believes it is the answer to any problems.

Weapon: Oil Slider
Weakness: Fire Storm
Voiced by: Atsushi Kisaichi (JP), Scott Roberts (EN)

  • Anti-Frustration Features: Averted HARD. Unlike his brothers, Oil Man possesses no real advantages over Mega Man's version of the Oil Slider, other than the ability to use it unlimited times; he's still vulnerable to the One Bullet at a Time limit, and the Oil Slider provides no further invincibility. He can't slip on oil blocks, but this is more of an innate ability than a real advantage, since the friction can be stopped by jumping anyways.
  • Bad Powers, Good People: Oil is pollution in Real Life, and that's bad, but it's his favored weapons.
  • Berserk Button:
    • Being a "my pace" individual, mentioning he should follow a schedule and telling him what to do is a bad idea... as Time Man finds out the hard way.
      Time Man: [...] You're late. It's out of the question. Go home.
      Oil Man: I don't know nothin' about that! You're not the boss of me, I do what I want, when I want!
    • He also doesn't like it when someone disrespects how useful oil can be, as seen both times with Elec Man.
  • Bowdlerize: Much like Jynx before him, his black "skin" color was changed to blue, and his large pink lips to yellow. However, he still acts like the wacky black guy of the bunch. The Archie Comics fixed this problem by covering his lips with his scarf.
  • Ceiling Cling: For whatever reason, he can stick himself to the walls of his boss room.
  • Deadpan Snarker: Has a penchant for making wisecracks and puns, being probably the sharpest Robot Master of the eight.
    Mega Man?: Oil Man, bro! Dr. Wily's got some slick jobs with your name on 'em, so how about it?
    Oil Man: Ha ha, real funny. If you're Mega Man, then I'm Dr. Light!
  • Difficult, but Awesome: Has the most difficult playstyle of the eleven playable characters. His own Oil Slider possesses no Anti-Frustration Features unlike his brothers, leaving him to the same disadvantages the weapon has; there can be one oil slick at a given time until it evaporates, an enemy is trapped in it, or he turns it into a surfboard to slide with, and the surfboard itself won't leave him invulnerable other than in his feet (and the same goes for Mega Man's version), which can lead to anti-climactic Hitbox Dissonance. However, the Oil Slider's surfboard hits still quite hard and, when mastered, Oil Man is known to be pretty good for speedrunning thanks to the impressive speed at which the surfboard moves, which is faster than even slowing down time with the Time Slow.
  • Double Entendre: He tells Roll that "If you want a refill, you came to the right place, baby!"
  • Everyone Has Standards: He's a mischief maker, but he obviously considers evil to be going way too far, as evidenced with an interaction with Bomb Man.
  • Heart Is an Awesome Power: Invoked — he believes oil, his mojo, can solve all your problems. Though considering he's a robot, and oil is, in a way, a robot's blood...
  • Jerk with a Heart of Gold: He's somewhat rude, but unlike Time Man, he's known among his brothers to be quite slick and cool, as well as having his heart (or rather, circuit) in the right place.
  • Logical Weakness: Oil and fire are a bad combination. He even points this out both times during his banter with Fire Man.
    Oil Man: Hey, you add fire to me and we're in for some serious trouble! Not a thing will be left!
    Fire Man: Ain't nothin' more flammable then oil, partner! You're in for it now! FIIIIRE~!
  • Mundane Made Awesome: This is how his Oil Slider works — he turns the oil slicks he drops into a board to slide with them!
  • One Bullet at a Time: Only one Oil Slider blob can be on-screen at a time until it evaporates, an enemy falls prey to the slick, or Mega Man/Oil Man turn it into a surfboard. Of course, Oil Man's boss form can shoot as much as he wants.
  • Rust-Removing Oil: His oil is described as special, being able to do lots of stuff, such as removing rust or even powering up machines.
  • Scarf of Asskicking: Lampshades this where he compliments Proto Man's own scarf, before being disappointed that Proto Man won't say anything about his own.
  • Slippery Skid: He can use this to his advantage by riding the oil like a surfboard.
  • Super Sliding: Oil Man's Oil Slider weapon shoots a glob of oil that pools on the ground if it doesn't hit anything. Jumping on this puddle will allow Mega Man or Oil Man to ride on it like a snowboard until they collide with a wall or an enemy.
  • Totally Radical: He behaves like a teenager, and he's the Robot Master of the eight that likes to spice up his dialogue the most with this style of vocabulary.
  • Uncle Tomfoolery: An unfortunate effect of his standard Japanese design heavily resembling the stereotype of blackface, and his Chris Tucker-like voice and behaviors in Powered Up while also being portrayed as a goofy, largely unserious character.
  • Weak to Fire: Naturally, given his "mineral fuel" motif. The Fire Storm will also burn any puddles left by the Oil Slider.
  • We Used to Be Friends: To Bomb Man, if Oil Man is the player character.
    Oil Man: Hey bro, we used to act all crazy when we were younger, but this time you've gone too far. You gotta keep it together!
    Bomb Man: Listen to you, acting all high and mighty — I'd rather settle things in battle than listen to you drone on!

Mega Man 9

    General 
  • All There in the Manual: Unlike most other titles, the order of these robots wasn't disclosed in the actual game (in fact, the Challenges and the ending sequence arrange them in entirely separate orders); the numbers used here come from MM25 Mega Man & Mega Man X Official Complete Works.
  • Ambiguous Situation: It's never stated if they're still scheduled to be scrapped, but given the fact they've been rebuilt in the credits, it's possible that their scrappage was waived since their defeat at the hands of Mega Man would've made it redundant.
  • Happy Ending: One of the few times we see what has happened to the robots after the game. The Robot Masters were not scrapped after all, and continue doing their jobs as intended, some even moving on to do other endeavors.
  • Heel–Face Turn: What happens to the robots after Wily is defeated.
  • Face–Heel Turn: Robot Masters made by Dr. Light without Dr. Wily's help, but got conned by his former colleague.
  • "Where Are They Now?" Epilogue: We learn what happens to the robots after the game. While some presumably go back to their intended purpose like Hornet Man, some are seen taking a break or even trying out new ventures, such as Splash Woman taking up modelling for photography.
  • You Have Outlived Your Usefulness: According to the manga included with the official soundtrack, they were scheduled to be scrapped because a law was passed to enact limited lifespans on newer robots.

    DLN.065 Concrete Man 
https://static.tvtropes.org/pmwiki/pub/images/065_concreteman.png

"Anything less than perfection is unacceptable."

Concrete Man is a construction robot built to be the supervisor of dam construction. He is very dedicated to his job, but is stubborn and will tell off any robots that are lazy on the job.

Weapon: Concrete Shot
Weakness: Laser Trident

  • Armor-Piercing Attack: His Concrete Shot neutralizes a number of defenses, by petrifying robots and turning them into scrap.
  • Bash Brothers: With Guts Man. Doubly so because they were both made by Dr. Light.
  • The Big Guy: The largest and strongest of 9's Robot Masters.
  • The Brute: He became this after Dr. Wily convinced him to join his plans.
  • Dash Attack: A shoulder-first football charge.
  • Expy: Has an attack pattern akin to Guts Man. He also has a very similar physical design and function (construction duties).
  • Friendly Rivalry: In the Archie Comics series, he competes feverishly with Guts Man on completing construction projects. They often go out for karaoke and drinks afterwards.
  • Improvised Platform: His weapon creates them.
  • Lightning Bruiser: Apart from being The Big Guy of 9's Robot Masters, he is also surprisingly very mobile, moving by jumping high and far into the air and employing a shoulder charge to crash into Mega Man.
  • Logical Weakness: Laser weapons can pierce solid surfaces, especially if said laser weapon was designed to slice open ships for rescue operations. The Laser Trident also destroys each and all of the Concrete Shot blocks in the arena, restoring Mega Man's fighting room.
  • The Perfectionist: As stated in his quote above from the Robot Master Field Guide, his motto is to "do it perfect or go home".
  • Roaring Rampage of Revenge: He's seen in the credits chasing Wily.
  • Taken for Granite: If the Concrete Shot connects with a target, it is turned into a block of concrete. In the case of Mega Man, however, it freezes him in place to leave him open to attack.

    DLN.066 Tornado Man 
https://static.tvtropes.org/pmwiki/pub/images/066_tornadoman.png

"Today's forecast: Devastation."

Before the Robot Master revolt, he was permanently stationed at a weather regulation facility. His creator, Dr. Light, stuffed him with powerful equipment such as the fans attached to his arms, which allow him to stave off tropical storms.

Weapon: Tornado Blow
Weakness: Plug Ball (9), Thunder Wool (10, Weapons Archive)

  • Adaptation Personality Change: The Ariga manga averts Tornado Man's otherwise Flat Character status by portraying him as the vengeful, serious, de facto leader of the second batch of Light Numbers that were rebelling, wanting to end the Fourth Law from scrapping more of their brethren and believing that humans were selfish for creating them only to throw them away like trash.
  • Blow You Away: Another Wind-based Robot Master.
  • Call-Back: The idea of a robot using a propeller in some form is similar to Gyro Man. Both use a green color scheme, inhabit sky stages, and have similar black "pants".
  • The Cameo: Appears as the representative for 9 in the Weapons Archive in 10.
  • Do Not Touch the Funnel Cloud: As long as the player doesn't touch any of the mini-tornadoes and doesn't jump (lest they get a painful death to spikes), the Tornado Blow inflicts no damage.
  • Expy: Of Sage Harpuia from the Zero series.
  • Flat Character: While the supplementary material gives a bit of insight into the Robot Masters of 9, Tornado Man stands out for being the only one that never gets anything noteworthy on his personality or hobbies, save for the field guide's Pre-Asskicking One-Liner. The Ariga manga tries to alleviate this, though.
  • Logical Weakness: Despite being powered by electricity, an excess of it can likely short out whatever mechanisms Tornado Man uses for flight and attacks, much like applying too much voltage to a motor can force it to operate beyond its specifications. Being out of range via flying is also no good when the Plug Ball can travel up walls and ceilings to reach enemies that try to stay out of reach. They even neutralize the mini-tornadoes caused by the Tornado Blow.
  • Smart Bomb: His Tornado Blow covers the entire screen, and even affects shielded enemies! Sadly, large enemies only take four points of damage, and it can only be used four times before running out of ammo. This time, it's even a Utility Weapon as it also boosts Mega Man's jump height and activates certain fans that elevate adjacent platforms in Dr. Wily Stage 1 and Fake Man's Special Stage.
  • Spikes of Doom: His arena's ceiling has them. The force of his Tornado Blow's wind can blow you up there to your doom if you're not careful.
  • Weather-Control Machine: His battle arena is set up like one.
  • Wind Is Green: Literally, having a color scheme that is green and the power of wind.

    DLN.067 Splash Woman 
https://static.tvtropes.org/pmwiki/pub/images/067_splashwoman.png

"Why don't you go first..."

A Robot Master that was designed to rescue victims of sinking ships and beach accidents. She utilizes her voice to call fish robots, and is equipped in battle with the Laser Trident, which can emit a laser beam capable of penetrating tough surfaces such as shields and the hulls of ships, and which she also uses physically to impale her opponents with it. Splash Woman is fond of karaoke bars, likely as she can show off her singing voice.

Weapon: Laser Trident
Weakness: Hornet Chaser

  • Affirmative Action Girl: The first Robot Mistress ever created in the franchise that is also a boss. Her job is to rescue victims of shipwrecks and beach accidents.
  • Armor-Piercing Attack: Her Laser Trident can destroy Concrete Man's blocks.
  • The Beastmaster: Summons sea creatures to aid her in battle.
  • Breakout Character: While she hasn’t made another appearance yet in the games, she gets the most focus of the 9 Robot Masters for advertising and artwork for Legacy Collection 2. She also appears in Rockman-san when the Light family visit her at an aquarium during her Idol Singer concerts, gets a human design end-panel and teams with with Mega Man and Enker later for battle.
  • Call-Back: Another Robot Master based upon a mythical creature, joining ranks with Centaur Man, Shade Man (Vampire), and Tengu Man.
  • Energy Weapon: The Laser Trident's bullets seem to be made of energy.
  • Expy: Of Fairy Leviathan from the Zero series.
  • Glass Cannon: On one hand, the Laser Trident is the most damaging Special Weapon attack to Mega Man in 9, and is tied for the second most damaging attack in the game. On the other hand, the Mega Buster inflicts two units of damage per shot on Splash Woman, whereas it only inflicts one unit of damage to the other Robot Masters. She also has a secondary weakness to her own Laser Trident, taking two units of damage from it.
  • Home Field Advantage: As an underwater boss designed as a mermaid, Splash Woman has the advantage, being able to swim upward to her leisure where she's impossible to hit other than her weakness, followed by a rain of Laser Trident shots and even charging at Mega Man trident-first, both of which are painful attacks.
  • Logical Weakness:
    • Splash Woman has the Home Field Advantage due to being designed as a mermaid, letting her avoid attacks by swimming up. Fortunately, the Hornet Chaser's roam-free nature can reach Splash Woman easily through the water, thus rendering said aquatic advantage useless. A projectile will also target any of its fish minions when she sings (though that means that projectile won't target her anymore).
    • She presumably has a lighter body than her fellow Robot Masters (similar to a submarine), and thus has secondary weaknesses, taking an additional point of damage from Energy Weapons such as Mega Man and Proto Man's Busters in addition to her own Laser Trident.
    • This is subverted with the Plug Ball, however, being one of the few water-related Robot Masters to avoid being weak to an electric weapon.
  • Making a Splash: Subverted. She's a water-related Robot Master, but with a powerful trident as her weapon, which fires lasers.
  • Prongs of Poseidon: Her weapon of choice. Splash Woman uses the Laser Trident both ranged and up close, firing laser beams from above before rushing downwards to attack physically with it.
  • Our Mermaids Are Different: She's a robot mermaid.
  • Shameless Fanservice Girl: In the game's ending, she's seen striking a seductive pose in front of Auto, who's taking a picture of her akin to a pin-up model.
  • Sirens Are Mermaids: She controls her fishy friends through singing and enjoys karaoke.
  • The Smurfette Principle: Unless you count the 6 manga, where Centaur Man is female, Splash Woman is so far the only female Robot Master that is a boss character.
  • Water Is Womanly: The only female Robot Master is a robot mermaid associated with water.
  • Weaksauce Weakness: In media, women are sometimes depicted with a dislike for bugs, which the Hornet Chaser showcases off.

    DLN.068 Plug Man 
https://static.tvtropes.org/pmwiki/pub/images/068_plugman.png

"What's your favorite anime?"

Plug Man was designed to inspect the quality control in a television factory. He is obsessed with gadgets and loves to browse electronic stores. He also enjoys anime.

Weapon: Plug Ball
Weakness: Jewel Satellite

  • Call-Back: He's very similar in profile to Dynamo Man with plugs substituting for lightning rods and him being the master of a power-themed stage.
  • Creator Provincialism: A subtle example, but still noticeable. He's specifically based on a type-A plug, the type of plug used in Japan (where the Mega Man series is made). Though, to be fair, type-A plugs are fairly common across the world (being used in places like China, the Philippines, and basically all of North America and the Caribbean), and due to Eagleland Osmosis, most people are at least vaguely familiar with the type-A plug.
  • Heroes Gone Fishing: He's seen going shopping with Rush in the credits.
  • Logical Weakness: Electricity can be neutrallized by grounding it. Mineral-based weapons should thus work, which includes jewels. The Jewel Satellite even deflects Plug Man's Plug Ball, mitigating a lot of the fight's difficulty.
  • Otaku: As his quote from the Robot Master Field Guide (quoted above) states, he enjoys anime.
  • Recurring Element: His stage is home to the classic reappearing and disappearing blocks.
  • Shock and Awe: Another Electric-type Robot Master.
  • Wake-Up Call Boss: Between having to juggle his Plug Balls, him switching between hopping erratically and jumping, and all of his attacks dealing high damage, Plug Man was clearly not designed to be tackled as a first boss. Hitting Plug Man with his weakness, the Jewel Satellite, can also be tricky due to his constant jumping unless you crash into him with it, easier said than done due to the risk of contact damage.

    DLN.069 Jewel Man 
https://static.tvtropes.org/pmwiki/pub/images/069_jewelman.png

"Oooh, pretty!"

Jewel Man was designed to work in a diamond mine where he was in charge of cutting and polishing rocks with dexterity. He likes to receive attention and collect shiny things.

Weapon: Jewel Satellite
Weakness: Black Hole Bomb

  • All-Natural Gem Polish: His stage has some of this occurring, though Jewel Man himself, being a jewel cutting robot, is an aversion.
  • Call-Back: A robot master related to gemstone processing, like Crystal Man, and fused with Plant Man's shield tactics. Unlike Plant Man, he has a jovial personality instead of a depressed one.
  • Camp Straight: Possible since his ending credits image has him giving a large jewel to Roll.
  • Crossdresser: His concept art refers to him as an "okama" (Japanese slang for "transvestite").
  • Gem-Encrusted: Befitting his name, he's got quite a lot of jewels adorning him.
  • Gemstone Assault: Uses jewels as his main method of attack in the form of the Jewel Satellite.
  • Logical Weakness: Jewel Satelite may be hard and difficult to damage, but an intense gravity well like the Black Hole Bomb will not only bypass its defenses, but outright negate them, much like black holes vacuum particles into oblivion.
  • Orbiting Particle Shield: His Jewel Satellite takes this form.
  • Solid Gold Poop: Subverted in Rockman-san where he frequently gets kidnapped by crooks who think he has the same crystal-generating powers as Crystal Man when Jewel Man's job is to process gems, not helped by his design which implies the gems he wears are fake.

    DLN.070 Hornet Man 
https://static.tvtropes.org/pmwiki/pub/images/070_hornetman.png

"Stop and smell the roses."

A Robot Master designed to manage a flower park. It was his job to pollinate the flowers using his vast knowledge of flowers from around the world, and he loves gardening.

Weapon: Hornet Chaser
Weakness: Magma Bazooka

  • Always Accurate Attack: Used by Mega Man, the Hornet Chaser will always home in on enemies.
  • Bee Afraid: A bee-themed Robot Master. Subverted in that he only became evil to begin with due to Dr. Wily enlisting him because he repaired him.
  • Bee-Bee Gun: His Hornet Chaser.
  • Big Creepy-Crawlies: He's designed after a bee and is huge. His Hornet Chaser flunkies are fairly large themselves too, clearly moreso than your average bee and the like.
  • Flunky Boss: Launches hornets at you, which move and attack independently but can be destroyed.
  • Homing Projectile: Each Hornet Chaser will fly on a straight line towards Mega Man three times. Mega Man's own version upgrades it into an Always Accurate Attack.
  • Logical Weakness: Bugs in real life don't take too well to fire. A single, uncharged Magma Bazooka can even destroy all three of his flunkies if timed right.
  • Non-Indicative Name: Though Hornet Man's name suggests a "wasp/hornet" theme, his job at a flower park's management and flower pollination showcases more of a "bee" theme.
  • Real Men Wear Pink: His job before being scrapped was to manage a flower park, and he loves gardening (as seen in the credits), so this is a given.
  • Super-Persistent Missile: Again, each Hornet Chaser will harass Mega Man thrice before finally flying off-screen. Used by Mega Man, they will fly slightly slower but creep its targets until they can no more or they fly off-screen as well.
  • Utility Weapon: Hornet Chaser can grab items for you, even through walls or other barriers.
  • Virtuous Bees: A bee-themed Robot Master whose job was to manage a flower park. It couldn't get more virtuous than that.
  • Warm-Up Boss: A good Robot Master to start the game with as his hornets are able to be destroyed with the Buster and his pattern is relatively straightforward. The Hornet Chaser is also a good Utility Weapon, able to retrieve items in the stages ahead.
  • Weak to Fire: The Magma Bazooka will even take out his hornet flunkies in one shot.

    DLN.071 Magma Man 
https://static.tvtropes.org/pmwiki/pub/images/071_magmaman.png

"I'm ready to blow my top!"

Magma Man was built to oversee safety operations and manage a geothermal power plant. He is able to withstand incredibly high temperatures and loves to visit hot spas.

Weapon: Magma Bazooka
Weakness: Tornado Blow

    DLN.072 Galaxy Man 
https://static.tvtropes.org/pmwiki/pub/images/072_galaxyman.png

"That's out of this world!"

Galaxy Man was designed to work in a space research center, where it was his job to instantly calculate the trajectories for rockets. He loves to observe stars and name any new ones that he finds.

Weapon: Black Hole Bomb
Weakness: Concrete Shot

  • Call-Back: To Astro Man as a space-themed robot master with digital eyes and a space-themed design and weapon. Whereas Astro Man gives a meteor shower weapon, Galaxy Man gives a black hole weapon.
  • Conjoined Eyes: Actually a digital display with red pupils.
  • Everything's Better with Rainbows: While his character art depicts him as white/silver, his body is constantly shifting between colors during his fight.
  • Flying Saucer: He's shaped like one.
  • Logical Weakness: Galaxy Man would have to be made of a lightweight enough metal to fly, meaning heavy and dense objects not only significantly weigh him down and throw him off balance, they would also heavily damage his structure. Concrete just happens to be heavy and dense enough for the job.
  • Rock Beats Laser: He's weak against the Concrete Shot. It also petrifies his black holes!
  • Space Master: Second Robot Master to be based on something space-related.
  • Transforming Mecha: Turns into a miniature UFO as part of his attack pattern.
  • Unblockable Attack: Black Hole Bomb sucks in everything. Including those otherwise-invincible mines in Splash Woman's stage, and even Metools under their hats!
  • Unrealistic Black Hole: His Black Hole Bomb creates black holes that suck enemies in and destroy them, but won't touch the user or the surrounding area.

Mega Man 10

    General 
  • Fire, Ice, Lightning: Solar Man, Chill Man and Sheep Man, respectively.
  • The Plague: All of them suffer from the effects of Roboenza Virus.
  • Plot Hole: As in 6, despite it being unknown as to whether Wily made them or not, they're all listed as DWNs, though the Bonus Track in Mega Man 10's Image Soundtrack suggests Wily planned in advance to infect them with Roboenza to recruit them for his latest scheme.

    DWN.073 Blade Man 
https://static.tvtropes.org/pmwiki/pub/images/073_blademan.png

"Stick around and listen!"

Blade Man was the guide to an ancient castle before the Roboenza incident. The castle's lord had a fascination with swords, which inspired the robot's design. He has an encyclopedic knowledge about weapons and swords, and can speak on the subject for a very long time.

Weapon: Triple Blade
Weakness: Commando Bomb

  • Blade Below the Shoulder: Blade Man has swords instead of hands. His sword arms allow him to fire swords by swinging them, and allow him to cling to the walls and ceilings of his arena.
  • Ceiling Cling: Can fire swords from the ceiling.
  • Cool Sword: His design is meant to evoke this. It extends to his weapon the Triple Blade.
  • Dash Attack: Only on Hard difficulty.
  • Encyclopaedic Knowledge: Has one about weapons and swords, and similar to Napalm Man in this regard.
  • Logical Weakness: Modern warfare vs. medieval warfare, just like how Knights lost their advantage once gun powder weapons became wide spread in armies. Additionally, considering Blade Man's lithe physique, he would be less protected against explosions, meaning those caused by the Commando Bomb will definitely hurt.
  • Mythology Gag:
    • Back during a contest promoting 6, a fan submitted a design that bore a heavy resemblance to this Robot Master.
    • Don't even think that he's somehow related to Blade Man from Mega Man 3 DOS.
  • Never Bring A Knife To A Gunfight: Zig-zagged.
    • Blade Man inverts this since his blade shots and Dash Attack deal more damage than Mega Man's own shots.
    • However, his weakness, the Commando Bomb, plays this straight once again, as it is a more advanced weapon than both Mega Man's own Mega Buster and Blade Man's Triple Blade.
  • Non-Human Head: His head is a sword.
  • Reports of My Death Were Greatly Exaggerated: In Rockman-san, Rock and Roll are shocked to see Blade Man set up as a museum exhibit thinking he's been deactivated. It turns out he was actually in sleep mode.
  • Spread Shot: Can fire several blades simultaneously depending on the difficulty: two on Easy, three on Normal, and five on Hard.
  • Stepping-Stone Sword: Clings to the walls and ceilings by using the swords on his arms.
  • Throwing Your Sword Always Works: Throws multiple swords. Surprisingly, he is entirely lacking in physical attacks of any kind — his only methods of attack are this and Collision Damage.
  • Violation of Common Sense: Since his Triple Blade shoots out in a fan, it'd sound like the optimal strategy is to stay far away to give yourself the most amount of dodging space as the blades spread out, right? The actual optimal strategy involves constantly moving towards him, as doing so will always move you right outside the blades' spread before they get near you.
  • Wall Crawl: Blade Man sticks to walls as a method of battle during his fight.
  • Warm-Up Boss: Using the Violation of Common Sense method above, Blade Man is very simple to deal with and a viable first boss as you acquire the powerful Triple Blade for the rest of the game session.

    DWN.074 Pump Man 
https://static.tvtropes.org/pmwiki/pub/images/074_pumpman.png

"Let's clean up this mess!"

Before the Roboenza incident, Pump Man worked at a wastewater treatment plant, purifying the water that came through. He also volunteered his time to wash graffiti off of walls in the neighborhood. Pump Man has also been described as a "neat freak".

Weapon: Water Shield
Weakness: Thunder Wool

  • Arm Cannon: Subverted. That tube that Pump Man has replacing his right hand only draws water into his body, allowing him to clean it as per his job. The real cannon is on his chest, and summons the water globules.
  • Battle Boomerang: He can detach and throw his pump handle on Hard Mode. And boy, does it hurt (it deals 8 points of damage).
  • Logical Weakness: A robot that pumps (murky) water through his body is obviously not going to handle electricity well. Getting hit by the Thunder Wool's lightning bolts also completely neutralizes his Water Shield (even if it doesn't score a direct hit on Pump Man, each droplet will dissipate on contact with the bolt).
  • Making a Splash: A water-type Robot Master with a water-type weapon.
  • Neat Freak: Described as such by his official profile. Made clear by his time volunteering to wash grafitti off walls.
  • Orbiting Particle Shield: The Water Shield, like other Shield weapons, rotates around Mega Man.
  • Reverse Shrapnel: He can send out his shield in a spiraling motion.
  • Rubber-Hose Limbs: His arms are a literal example. Like the Siren Head, his arms could reach down below his knees when they are straight.
  • Weaponized Headgear: The pump handle on his head can be detached and flung as a pseudo-Battle Boomerang, but only on Hard Mode.

    DWN.075 Commando Man 
https://static.tvtropes.org/pmwiki/pub/images/075_commandoman.png

"Fire in the hole!"

Before contracting Roboenza, Commando Man was a mine-sweeping robot who used remote detonation techniques to clear minefields all over the world. It is also said that he enjoys tasting oil from the various countries he visits.

Weapon: Commando Bomb
Weakness: Wheel Cutter

  • Arm Cannon: Has two, one on each arm.
  • The Big Guy: As per tradition, being the largest and physically strongest of 10's Robot Master selection.
  • The Brute: He became this once he contracted Roboenza.
  • Call-Back: Another Robot Master themed after a war machine, similar to Napalm Man and Mars.
  • Ground Pound: Like Hard Man, he can jump high into the air and land to create a tremor. which can stun you.
  • Ground Punch: Taking a page from Terry Bogard, he creates a shockwave of explosive energy on Hard Mode as an attack, which travels to the other side of the screen.
  • Guns Akimbo: Has twin cannons like Napalm Man.
  • Logical Weakness: The Wheel Cutter's sharp edges at high speed can cut right through his heavy armor. Since his main weapon is an explosive and the Wheel Cutter negates his Commando Bombs, it may also be a reference to the Wire Dilemma.
  • Player-Guided Missile: Commando Bomb, when obtained by the player.
  • Roboteching: The Commando Bomb is fired horizontally, but can change direction once at 90 degrees, similar to the Gyro Attack. When used by Mega Man, it can change direction twice.
  • Shockwave Stomp: On Hard Mode, he's able to punch the ground to do this to launch Commando Bomb shockwaves at the player.
  • Stuff Blowing Up: His weapon, the Commando Bomb. It can be directed up or down, then straight again.
  • Walking Armory: A better example of a humanoid and literal tank than Napalm Man. He could give Mars a run for his money.

    DWN.076 Chill Man 
https://static.tvtropes.org/pmwiki/pub/images/076_chillman.png

"Time for a cold snap!"

Chill Man's primary job as an arctic natural observation robot was to stop glacial melting caused by global warming. He enjoys photography and uses photos of his experiences in the arctic to raise awareness on the Internet of the importance of nature.

Weapon: Chill Spike
Weakness: Solar Blaze

  • Arm Cannon: Chill Man is the first ice-themed Robot Master to have one, on his left arm.
  • Boring, but Practical: His AI prioritizes contact damage more than anything else. Considering the ice floor of his arena and the freeze effect of his actual weapon, it can be suprisingly hard to dislodge him once he's run into you.
  • Human Popsicle: His frozen-over head invokes this trope, it being a makeshift helmet that's meant to protect him from his opponents, as his actual head (inside the covering) can still move around.
  • An Ice Person: An ice-type Robot Master.
  • Logical Weakness: Someone based on ice would obviously melt under intense sunlight. Plus, he fights global warming.
  • Mix-and-Match Weapon: The Chill Spike combines both the element of ice and the concept of Spikes of Doom.
  • Nature Hero: Before going insane, he was dedicated to observing global warming in the Arctic, and enjoyed taking photos of melting ice caps to raise awareness of it.
  • Spikes of Doom: The Chill Spike creates spikes along the floor.
  • Spread Shot: Jumps to the center of the arena and shoots five Chill Spikes which form at the floor and the walls. He does it only on Hard difficulty and leaves it out of his pattern on easier modes.
  • Weak to Fire: Solar-powered flames, in fact! The Solar Blaze even has the added bonus of destroying any Chill Spikes he laid down, negating the danger around the arena.

    DWN.077 Sheep Man 
https://static.tvtropes.org/pmwiki/pub/images/077_sheepman.png

"Boring...let's do something else!"

Originally a sheep herding robot, he left that job to work in the static resistance test division of a circuit board manufacturer after one day noticing static build-up on his wool. Being easily bored, however, he considered changing jobs again before he became infected with Roboenza.

Weapon: Thunder Wool
Weakness: Rebound Striker

  • Animal Motifs: Sheeps, naturally.
  • By the Lights of Their Eyes: His eyes being up against a black strip invokes this.
  • Cephalothorax: His face is at level with his arms.
  • Cyberspace: Sheep Man is a fairly skittish robot, so he hides his level in a computer.
  • In a Single Bound: Able to make large jumps before transforming into a cloud.
  • Logical Weakness: The Rebound Striker is partially made of rubber, a material that doesn't conduct electricity. Additionally, since Sheep Man is based on an animal and was built for herding in mind, he's also unlikely to be reinforced against weapons with a strong impact like, again, the Rebound Striker itself.
  • Mundane Utility: Other electric-type Robot Masters have done things like controlling power plants or generating said power. Sheep Man used his ability to generate electricity to test circuit boards for static resistance.
  • Shock and Awe: Electric-type Robot Master.
  • Shockwave Stomp: On Hard difficulty; every time Sheep Man jumps, he produces electric bolts which traverse along the ground.
  • Shout-Out: To Do Androids Dream of Electric Sheep?. His stage's song name is named "Cybersheep's Dream".
  • Spam Attack: On Hard difficulty, Sheep Man spams his Thunder Wool much quicker.

    DWN.078 Strike Man 
https://static.tvtropes.org/pmwiki/pub/images/078_strikeman.png

"Why'd you even bring the bat?"

Strike Man was a batting-practice robot for a stadium before he malfunctioned due to Roboenza. In one incident, he purposely hit a batter that he disliked with a very powerful fastball, sending them to the hospital. He also gets upset when he gives up too many hits.

Weapon: Rebound Striker
Weakness: Triple Blade

  • Awesome, but Impractical: One of his attacks on Hard difficulty has him rapidly spin in the middle of the arena and throw Rebound Strikers everywhere. However, this leaves him dizzy afterwards, giving the player a handful of free shots.
  • Be the Ball: Of course, especially when you're designed after one. One of his attacks is to roll at a high speed, either bouncing high into the air or attempting to crash into the player character.
  • Bouncing Battler: He never moves his feet to walk, he just jumps and bounces when turned into a ball, both around the arena.
  • Cephalothorax: Like Air Man, his face is at level with his shoulders.
  • Hair-Trigger Temper: Though to be fair, watching your current practice partner fail to bat a single ball multiple times will eventually do this to you. His low tolerance is such, he even intentionally sent a batter he disliked to the hospital with a fastball!
  • Hyper-Destructive Bouncing Ball: His signature weapon, the Rebound Striker. It'll aim itself at your character whenever it bounces off the ceiling.
  • I Know Madden Kombat: His pitching skills are top-notch, and he can throw a ball at a velocity high enough to hospitalize people and damage other robots.
  • Logical Weakness: Blades and sporting balls don't mix really well. The Triple Blade's projectiles even neutralize his Rebound Striker unimpeded.
  • Rolling Attack: This is one of his few moves not taken from baseball.
  • Spin Attack: He uses a spinning attack on Hard difficulty which involves him hovering in the middle of the room and throwing Rebound Strikers everywhere. This causes him to get dizzy after that.
  • Stealth Pun: His weakness to the Triple Blade is a reference to "three strikes and you're out", one of the rules in baseball.
  • Zero-Effort Boss: If you choose to use his weakness, the Triple Blade; each knife deals drastic damage, and Strike Man is no exception to the Triple Blade's rule of two knives landing on a single enemy for double damage. With good timing, it's possible to off him in four shots before he gets a chance to fire another Rebound Striker.

    DWN.079 Nitro Man 
https://static.tvtropes.org/pmwiki/pub/images/079_nitroman.png

"I've always got one more trick."

Nitro Man is a stunt robot who has appeared in many movies and TV shows. He is willing to do whatever stunts he is asked regardless of the risks. Nitro Man is also the president of a robot stunt club which has over 60 members.

Weapon: Wheel Cutter
Weakness: Chill Spike

  • Call-Back: Another overtly vehicle-themed Robot Master, acting as the motorcycle to Turbo Man's sports car theme, and Charge Man's train theme.
  • Call-Forward: To Ride Boarski as a motorcycle themed boss who awards a spinning wheel weapon.
  • Cool Bike: One of his modes. It can move unbearably slow or insanely fast depending on the difficulty.
  • Corrupt Corporate Executive: Played with. He's the president of the robot stunt club, but he's only a villain because he caught Roboenza and went haywire.
  • Deadly Disc: Wheel Cutter.
  • Dynamic Entry: He's the only Robot Master in 10 to not enter the boss in the normal fashion, i.e., fall down from the ceiling. Instead, he jumps across the room in bike form, then stops and transforms into his humanoid form.
  • Logical Weakness:
    • Spike strips are just the thing to puncture tires. Ice can also send vehicles into a skid if the wheels aren't equipped properly. The Chill Spike combines both and nets you possibly the most overkill weapon to use against a vehicle-based Robot Master.
    • Although it's not nearly as effective, prolonged overloads from electricity such as from Thunder Wool can mess with vehicle electronics and even burn them out.
  • Spam Attack: He uses the Wheel Cutter quite frequently, especially for how long each projectile stays on-screen. Overall, Nitro Man forces the player to constantly be aware of all the sawblades bouncing around everywhere, and to constantly stay on the move to dodge.
  • Transforming Mecha: Transforms into a Cool Bike that he rides, somehow.
  • Utility Weapon: The Wheel Cutter can be used to scale up walls quickly. This is vital for speedrunning.
  • Wall Run: Befitting a stunt actor, one of his specialities is to drive up the walls of his boss room, out of Mega Man's reach, in a manner resembling Pluto's wall-jumping maneuver. His Wheel Cutters do this too and can give Mega Man the ability to rapidly scale walls by using it next to them.

    DWN.080 Solar Man 
https://static.tvtropes.org/pmwiki/pub/images/080_solarman.png

"It's going to be a bright and sunshiny day."

Solar Man worked in a sunlight research lab before he went berserk from Roboenza. In his spare time, Solar Man developed a "Solar Workout" plan which has had little success.

Weapon: Solar Blaze
Weakness: Water Shield

  • Charged Attack: Solar Blaze can be accidentally supercharged if Solar Man absorbs enough bullets that aren't the Water Shield. Its charge level greatly depends on the difficulty — it begins with a tiny speck of fire on Easy Mode, and ends with a much larger solar ball on Hard Mode.
  • Counter-Attack: The number of fireballs that Solar Man throws is tied to the frequency of the player's shots. If the player just spams shots, not only will the Solar Blaze eventually be fired in a very hard to dodge combination, but Solar Man will also start tipping his head forward to catch the shots.
  • Energy Absorption: He does this to absorb any incoming projectile. It can even nullify the Water Shield's bubbles at the cost of smaller shots.
  • Expy: Gameplay-wise, is similar to Pharaoh Man with a sun-like weapon that splits into two shots that look similar to Pharaoh Wave, while the sun he generates above his head looks similar to Pharaoh Shot's charged sphere. He also has a jumpy attack style.
  • Feed It with Fire: Exploited by him, even. His solar sphere will be powered up if gunned enough, and he will even tilt his head to negate damage done to him and supercharge his Solar Blaze.
  • Fireballs: Powered by the sun, no less; his Solar Blaze takes this shape before it splits into dual fire waves.
  • Gameplay and Story Integration: The Mega Buster shooting pellets of concentrated solar energy was a flavor element that went largely underused, as its ammunition is never an issue, even in low-light environments like caves and building interiors. Here, since the giant ball of light floating above Solar Man is also solar energy, he can absorb the buster's pellets to increase the strength of his attacks.
  • Kill It with Water: As the Water Shield demonstrates. It also weakens his solar sphere per each droplet it absorbs (though that means sacrificing your means of damage).
  • Logical Weakness: Put out the fire-type boss with water. Notably, he can try to circumvent this by sacrificing his Solar Blaze's charge to absorb and nullify the water droplets — hitting him directly will not weaken his attacks.
  • Noodle Incident: We're not given any detail on what his "Solar Workout" plan consisted of aside from how it wasn't popular.
  • Playing with Fire: 10's answer to a Fire-type Robot Master. Unlike most of his predecessors who use flames, nuclear power, fuel or magma, Solar Man instead uses The Power of the Sun itself to channel his powers.
  • The Power of the Sun: Though not in the "sun-light" fashion. Solar Man instead uses the less flattering and dangerous aspects of the Sun, like its blistering hot temperature to power himself up attacks and shoot miniature fireballs. He was a sunlight research lab robot, after all.
  • Recursive Ammo: His Solar Blaze is fired downward, stops, and splits into two waves that visually resemble the Pharaoh Wave.
  • Spam Attack: One of his attacks in Hard Mode involves him firing three supercharged Solar Blazes to the ceiling that fall and home in on you.

Mega Man 11 Robot Masters

    General 
  • Back from the Dead: Once again, Light is shown getting ready to repair them all after Wily is defeated.
  • Character Title: Every single one of these guys has an official nickname given to them by Capcom. It's been a while since Maverick characters have been similarly nicknamed in the Mega Man X series.
  • Deadly Upgrade: This bunch of Robot Masters gets one with the implementation of the Double Gear System into their bodies.
  • Face–Heel Turn: The intro sequence shows all of the robot masters visiting Dr. Light for a check-up before getting kidnapped and turned by Dr. Wily.
  • Fire, Ice, Lightning: Torch Man, Tundra Man and Fuse Man, respectively.
  • Grew Beyond Their Programming: In a subtle, benevolent sense; while they still gladly and dutifully perform their main function, most of the Robot Masters developed hobbies and a personal life beyond these functions.
  • Heel–Face Turn: They are repaired and pose with the Light Family in the post-credits picture.
  • Hidden Depths: The bios on each Master include a couple of extra details about their lives before Wily reprogrammed them, including who originally created them.
  • Pungeon Master: Just about everything that comes out of their mouths relates to their chosen element. So far, Block Man is the worst offender.
  • Turns Red: Due to the Double Gear System they're equipped with, all of them gain new attacks when damaged.

    DWN.081 Block Man 
"You're just another brick in the wall!"
https://static.tvtropes.org/pmwiki/pub/images/081_blockman.png
Stout and Sturdy Construction Robot
A golem-like robot that attacks with various stone block constructs. He was originally made by Nakaume Heavy Machinery for construction purposes. He's energetic and holds ambition to design structures like pyramids and temples, but he can be a rather demanding boss who gets frustrated when his workers can't keep up with him.

Weapon: Block Dropper
Weakness: Chain Blast
Voiced by: Kazutomi Yamamoto (JP), Marc Swint (EN)

  • Cephalothorax: His face is at level with his shoulders, somewhat. Downplayed in that he has ears. Averted when he goes One-Winged Angel.
  • Creepy Shadowed Under Eyes: Has them in his design, for some odd reason.
  • Death from Above: The Block Dropper materializes up to four cubes made of stone blocks; these cubes then fall on the opponent. Mega Man can drop 16 at once with the Power Gear active.
  • Dishing Out Dirt: An Earth-based Robot Master, though similarly to Drill Man, he is notorious for not being The Brute of the group. His Block Dropper spawns stone bricks that drop on Mega Man.
  • Fat Bastard: He's a plump Robot Master who is being turned by Dr. Wily and became a bit hostile to Mega Man.
  • Humongous Mecha: At less than half his remaining life, he leaves the field, only to drop back in as a giant robot made from stone blocks.
  • Hurricane of Puns: Can easily rival Cut Man in this regard:
    "I'll drop you like a ton of bricks!"
    "You're just another brick in the wall!"
    "You're a few bricks short of a load!"
    "Your fate is carved in stone!!"
    "I'll knock your block off!"
    "DROPPED LIKE A HOT BRICK!!!"
  • Logical Weakness: Heavy explosions can destroy otherwise very sturdy brick walls. Furthermore, Chain Blast's slow trajectory makes it difficult to land hits against speedy enemies... but Block Man's lumbering second phase is an easy target for the powerful bombs.
  • One-Winged Angel: Once you defeat him almost halfway through, he’ll transform into a gigantic robotic golem by using his Power Gear.
  • Pride: Has an ego "the size of a pyramid" and a hero complex to go with it.
  • Shout-Out: Further adding to his block-related Hurricane of Puns...
  • Turns Red: When you obliterate his Humongous Mecha body, Block Man resorts to throwing blocks at you horizontally and rapidly.
  • Transforming Mecha: In order to utilize this shell when you drop his life bar below half, Block Man reconfigures himself into the head.
  • Villainous Breakdown: After you defeat his giant form, he's reduced to hurling very weak blocks in your direction while screaming at you to "just BREAK already!"
  • Waxing Lyrical: As mentioned in Shout-Out, his "You're just another brick in the wall!" quote is a direct homage to Pink Floyd.
  • Workaholic: Just before being kidnapped, his first instinct after his annual checkup is to go back to work.
  • You Can't Fight Fate: Seems to try and invoke this by having a very official-looking prophetic mural made to demonstrate his success at defeating Mega Man.

    DWN.082 Fuse Man 
"Let's amp this up."
https://static.tvtropes.org/pmwiki/pub/images/082_fuseman.png
High-Voltage Robot and Master of All Things Power
Originally made by O.D.A. Electronics, it's Fuse Man's job to maintain power stations. Fuse Man is a very cautious and dutiful robot due to the importance of his job. He utilizes electricity both in movement and in offense.

Weapon: Scramble Thunder
Weakness: Bounce Ball
Voiced by: Makoto Furukawa (JP), Todd Haberkorn (EN)

  • Adaptation Expansion: The 11 manga (illustrated by the mangaka of the Battle Network series) focuses on Mega Man's first fight, which ends up being against Fuse Man (with the other Robot Masters from the game only appearing as silhouettes). Prior to his arrival, Fuse Man is instructed by Wily to deal with him, and it is revealed afterwards that not only does Fuse Man know Mega Man (which makes sense, given he went to Dr. Light's lab for a tune-up at the start of the game), but he is personally familiar with his exploits saving humans at his own expense. Post-reprogramming, he ponders why Mega Man or any robot should endure such damage for humans' sake. Upon his defeat, Fuse Man is eventually won over and willingly gives Mega Man a chip to use his Scramble Thunder ability. Roll even gives him an Energy Tank, with Mega apologizing for going overboard with the damage. Furthermore, the interaction between Fuse Man and Mega Man's Speed Gear is also explored: Mega Man has to use the Speed Gear just to match Fuse Man's natural speed. When Fuse Man uses his own Speed Gear, Mega Man is once again utterly outpaced until being forced to activate the Double Gear.
  • Evil Counterpart: Can be considered this to Elec Man and Plug Man.
  • Flash Step: He can zap across the arena during combat, though only once between attacks. He can zap several times before striking from above when his Double Gear is active, and his attacks are too fast for mere jogging to dodge. In the manga adaptation, his natural speed is so great that Mega Man has to use the Speed Gear just to keep up with him. And activating his own Speed Gear allows Fuse Man to remove the one equalizing factor Mega Man had when it came to speed.
  • Lightning Bruiser: A Robot Master who not only makes good use of Shock and Awe, but is also the fastest out of all the others. Even his base speed is nothing to scoff at, considering he can Teleport Spam across the battlefield. Activating the Speed Gear turns it even further beyond, to the point where he moves faster than Quick Man.
  • Logical Weakness: Rubber cannot conduct electricity. Also, a guided attack that hits fast and in multiple directions can easily strike an airborne and similarly speedy opponent. The Bounce Ball's multiple projectiles can and will hit him no matter how much he flash steps around.
  • Morality Pet: Has a pet rabbit (an eel in the Japanese version) named "Watt". Caring for him is one of the only times he feels 100% safe.
  • One-Steve Limit: Prior to 11's release, there was an already existing fan-made character called Fuse Man, in the form of the bomb-based Robot Master from the fangame Mega Man Rock Force. Since the name "Fuse Man" has now been officialized by Capcom, the Rock Force Fuse Man has been renamed "Boom Man".
  • Prepare to Die: The obvious electronic pun is there, but this is the extent of what he says at the start of the fight:
    "Prepare to diode!"
  • The Stoic: A calm, silent, and serious Robot Master. This is justified, though, as he holds the very important job of watching and managing the city's power supply and is always at risk of short-circuiting himself, so he can't afford any breaks or mistakes. This is especially jarring in comparison to Elec Man's usual attitude.
  • Weaksauce Weakness: While it's a Logical Weakness, being vulnerable to bouncy rubber balls still sounds like a pretty lame weakness.

    DWN.083 Blast Man 
"Time to begin the countdown!"
https://static.tvtropes.org/pmwiki/pub/images/083_blastman.png
Mad Explosion Artist
Blast Man was a former theme park robot and special effects designer. He was originally made by the B.B. Bomb Company. He was working on a new theme park attraction at the time of his kidnapping, and used it to wreak havoc with his explosives once reprogrammed by Dr. Wily. He's very fond of his work, and writes an opinion column for his favorite magazine during his free time.

Weapon: Chain Blast
Weakness: Blazing Torch
Voiced by: Tasuku Hatanaka (JP), Chris Hackney (EN)

  • Ambiguously Brown: Blast Man's skin tone is a shade darker than the other Robot Masters.
  • Amusement Park of Doom: His stage takes place in one.
  • Anime Hair: He has spiky red hair.
  • Attention Whore: Considering that this comes from a star of the so-called "Blast Man Adventure", this is a given.
  • Ax-Crazy: This guy can throw some bombs in a very crazy way.
  • Dynamic Entry: Blast Man begins his boss fight by blowing up a wall to enter his boss arena.
  • BFB: He starts throwing several, larger explosives when utilizing the Power Gear.
  • Exploding Barrel: The explosive boxes from Grenade Man's level return for Blast Man's level.
  • Evil Counterpart: His penchant for explosions and narcissistic disposition make him this to Dr. Light's Bomb Man.
  • Fiery Redhead: His hair is red and messy, and he is a Mad Bomber.
  • Logical Weakness: Fire can detonate the bombs he's carrying. The Blazing Torch's upward trajectory also makes it perfectly suited for anti-airing Blast Man and destroying the bombs he throws, which usually are thrown from the air or lobbed in an arc.
  • Mad Bomber: Second only to Grenade Man in terms of this (who for the record, was built with this in mind). Even before being reprogrammed, almost no other explosive-type Robot Masters can compare with this guy.
    "Time to begin the countdown!"
    "Retaliate or detonate!"
    "BOOM! BAM!"
    "Blow you sky-high!"
    "Here you go, catch!"
    "Come on, EXPLODE!"
    "This'll be DYNAMITE!"
  • The Magazine Rule: Blast Man is a writer for a magazine called Boom Monthly. His articles are just as explosive as his actual pyrotechnics.
  • Narcissist: His primary characteristic, to the point where he redecorated the amusement park he destroyed with his own image in several locations.
    "Explosion... is ART!!"
  • Red Eyes, Take Warning: In case his Mad Bomber tendencies and Slasher Smile weren't enough of a danger cue for you.
  • Slasher Smile: His portrait makes it clear that he's not to be taken lightly. He also has the aforementioned red eyes for emphasis.
  • Sticky Bomb: His Chain Blast can have several bombs adhere to a target before blowing them up. Mega Man takes this weapon for himself; but in his case, the bombs are timed.
  • Throw Down the Bomblet: An Explosion-based Robot Master, and he lives up to the trope and then some, between throwing waves of bombs and producing motion-sensor bombs to make it easier for targets to fall into them.
  • Weak to Fire: As per an Explosion-based Robot Master.

    DWN.084 Acid Man 
"Welcome to my chemical paradise."
https://static.tvtropes.org/pmwiki/pub/images/084_acidman_0.png
Mad Chemical Mixer
A former chemist who was turned into a stereotypical "mad scientist" after being reprogrammed by Dr. Wily, Acid Man now uses his chemistry skills to do Wily's bidding. Being a perfectionist, he gets set off very easily if his mixtures aren't exact, and often goes swimming in his chemical plant's tanks to make sure the mixtures are precisely measured out. He was originally made by the Mecha-Chuchets Institute of Robology.

Weapon: Acid Barrier
Weakness: Block Dropper
Voiced by: Kosuke Toriumi (JP), Chris Smith (EN)

  • Acid Attack: His attacks make frequent use of the substance, either conjured from his own body or from the pool in his very room.
  • Actor Allusion: This isn't the first time Chris Smith has voiced a purple, white and green antagonist associated with acid.note 
  • Arm Cannon: Comes equipped with one, as per usual.
  • Barrier Warrior: His main weapon, the Acid Barrier, can give him a barrier alongside the ability to shoot acidic bubbles (that are part of the shield itself).
  • Berserk Button: Imprecise measurements in chemical mixtures are said to be the easiest way to really get him mad in his profile.
    "You ruined my new concoction! I'll melt you to the last bolt!"
  • Embarrassing Nickname: Because he spends so much time swimming in chemical vats, he is referred to as "Acid Merman" by his employees.
  • Faux Affably Evil: A few of his quotes, as well as the tone of his voice, can give this impression, particularly when he tells Mega Man to "come on in the acid". Fitting for a Mad Scientist that works for another mad scientist.
  • Hollywood Acid: It's in his name and nature, after all.
  • Lightning Bruiser: Powerful, defensive, and uses the Speed Gear to get an advantage over Mega Man.
  • Logical Weakness:
    • There are a special kind of bricks called "acid bricks", which are designed to resist the effects of acid. Furthermore, his acid can't pass through bricks; due to this, the Block Dropper penetrates his barrier.
    • Furthermore, a weapon that drops heavy bricks from above is obviously going to be deadly against someone whose head is made of glass (or possibly plastic, which would still bend and break easier than his metal body).
  • Mad Scientist: After being reprogrammed, his mind has gone down to this archetype.
    "Welcome to my chemical paradise. Time for an experiment!"
    "Come on in, the acid's fiiine~! Take an acid bath!"
    "Experiment... failed...!"
  • Making a Splash: Technically serves as 11's Water-type Robot Master, although he puts a unique twist on the formula.
  • Meaningful Background Event: If one looks closely at the background windows in his stage, Acid Man can actually be witnessed following Mega Man.
  • The Perfectionist: A dedicated one; he became an accomplished swimmer by diving into chemical vats to check the mixtures for precise measurements.
  • Poisonous Person: The first true Poison-elemental Robot Master in the Classic series. Unlike Toad Man, whose Rain Flush leans more into Hostile Weather despite being acid rain, Acid Man uses concentrated acid, true to his name.
  • Red Eyes, Take Warning: Like Blast Man, he has red eyes.
  • Waterfront Boss Battle: Acid Man uses his chemical pool below the catwalk as a retreat to make damaging waves and launch high-speed surprise attacks from below, but otherwise fights on walkway like normal.

    DWN.085 Tundra Man 
"You want to dance? Feel freeze."
https://static.tvtropes.org/pmwiki/pub/images/085_tundraman_6.png
Subzero Ice Skater
A surveillance robot designed to monitor environmental changes, Tundra Man developed a passion for figure skating after watching a championship on TV. He was later stolen by Dr. Wily and outfitted with a Speed Gear, along with some other modifications, so he could be better suited for combat, after which he took over a museum. He was originally made by Cossack Robot Laboratories.

Weapon: Tundra Storm
Weakness: Scramble Thunder
Voiced by: Shinji Kawada (JP), Michael T. Coleman (EN)

  • Ability Mixing: Tundra Storm combines both ice and air elements into one devastating package.
  • Affably Evil: Is noticeably polite to Mega Man.
  • Agent Peacock: Tundra Man looks very feminine, but he still packs a punch.
  • Blow You Away: His weapon —while ice-themed— also has an air element to it.
  • But Not Too Foreign: Very easy to miss, but as mentioned below, he's technically from Russia.
  • Camp: Quite possibly one of the biggest examples in the franchise, on par with Elec Man in Powered Up. Every line and pun he has is delivered with such passion, as if he was in a ballet performance.
    "Now, stop the music! I'm like a rose... frozen in ice!"
    "Don't freeze up!"
    "Perfection!"
    "Elegance! Sheer beauty!"
    "Freeze right there!"
    "Don't blink!"
  • Call-Back: According to his bio, he was manufactured in Cossack Robot Laboratories.
  • Dance Battler: Performs pirouettes as part of his battle routine.
  • Dramatic Spotlight: Constantly has spotlights pointing towards him during his fight. They turn rainbow-colored once he activates his Speed Gear.
  • Evil Brit: Sports quite a noticeable British accent.
  • The Fighting Narcissist: Slightly present, as he's very proud of his ice-skating skills.
    "Trying to take my spotlight? You're skating on thin ice."
  • Graceful Loser: Compared to the other Robot Masters, in some of his defeated quotes he seems to take his loss in stride.
    "A grand... finale!"
    "The last... dance!"
  • Glorious Mother Russia: A bit of a subversion. He was made by Dr. Cossack, and likes to skate, but doesn't actually act Russian.
  • An Ice Person: 11's answer to the myriad of ice-type Robot Masters.
  • In Touch with His Feminine Side: Given his Camp tone of delivery and his ice skating skills being similar to ballet, this is obvious. In fact, Tundra Man used to look tougher, until he modified himself to look sleeker (we never get to see his first design, though).
  • Large Ham: As if he wasn't campy enough, he chews a lot more scenery when he activates his Speed Gear.
    "Bitter! Heartless! Gorgeous! Ice!"
    "Cold! Colder! Freeze! And shatter!"
    "Ice! Over! Under! Everywhere!"
  • Logical Weakness: Continuing the trend of Ice Man and Cold Man's weakness to electric weapons, cold temperatures can make certain materials into superconductors with zero electrical resistance. Furthermore, Tundra Man tends to stay grounded (and when he isn't, he's jumping right above Mega Man), so Scramble Thunder's ground sparks or upwards shot can hit him fairly easily.
  • Rollerblade Good: A variation with ice skates, considering Tundra Man's case.
  • Smart Bomb: The provider of this game's screen nuke, but only when it's boosted by the Power Gear. It blasts the screen with an extremely cold wind.
  • Unexplained Accent: He's a Russian robot, as he was made by Dr. Cossack, but he has a subtle British accent.

    DWN.086 Torch Man 
"Prepare yourself to feel the heat! TORCH-JUTSU!"
https://static.tvtropes.org/pmwiki/pub/images/086_torchman.png
Outdoor Martial Arts Master
Torch Man was designed as a camping advisor, teaching people about fire safety. He was originally created by Tsubakuro Precision Machining. Torch Man has developed his own unique martial art, Torch-jutsu, as a way to better manage his flames. After Wily reprogrammed him, Torch Man uses his Torch-jutsu to wreak havoc on the environment — flora, fauna, and robots alike. Legend has it that Torch Man attempted to curb his power by Meditating Under a Waterfall...

Weapon: Blazing Torch
Weakness: Tundra Storm
Voiced by: Katsuyuki Konishi (JP), Jon Bailey (EN)

    DWN.087 Impact Man (Pile Man) 
"BEHOLD! Impact Man!"
https://static.tvtropes.org/pmwiki/pub/images/087_impactman.png
Almighty Builder Bot
Formerly a construction robot, Impact Man has assembled an army of building 'bots at an old construction site, and it’s up to Mega Man to tear down his ambitions. He was originally made by Nakaume Heavy Machinery, and is unique in that he is actually composed of three individual robots who combine into one. He and Block Man are close friends and work partners, often going out for drinks at oil bars.

Weapon: Pile Driver
Weakness: Acid Barrier
Voiced by: Masaki Terasoma (JP), Jesse Merlin (EN)

  • Bare-Fisted Monk: Primarily fights physically, although he does use spikes generated from his body to trip up Mega Man and can transform. Oh, and he uses the Power Gear too.
  • Bilingual Bonus: The names of the three robots that transform into him (Kui-ichiro, Kui-jiro, and Kui-saburo) are meaningful in Japanese: "Kui" means "Pile", as in the spikes that he drives into the ground and his Japanese name, while Ichiro, Jiro, and Saburo are given Japanese names that mean "First son", "Second son", and "Third son" respectively, befitting the eldest to youngest of the Impact Brothers.
  • The Brute: 11's answer to the myriad of big and strong Robot Masters.
  • Combining Mecha: Unlike any other transforming Robot Masters, Impact Man is comprised of 3 smaller piledriver-looking robots who are named the Impact Brothers — respectively called Kui-ichiro, Kui-jiro, and Kui-saburo. Once he uses the Power Gear, he can combine with 6 more pile-drivers to become a giant drilling machine.
  • Dash Attack: His main attack, which is called the Pile Driver. Mega Man even gets this ability after beating him.
  • Dub Name Change: His original Japanese name is "Pile Man". Notably, (barring the possible exception of Clash/Crash Man's dubbing issues) he's the first Robot Master who's had their name changed overseas.
  • Evil Counterpart:
    • As a strong robot with a construction motif, like Guts Man and Concrete Man.
    • As a transforming Robot Master, he can be considered as an extreme modification of Ground Man.
  • Eyes Do Not Belong There: A mild example: his arms, when separated, have eyes; although at least they close to look like screws when they come together in their main Impact Man formation.
  • Large Ham: Yes. Especially when attacking Mega Man.
    "Punch! PUMMEL! PUULLLLVERRIIIIIIIIISSSEE!!!"
    "Get it together!"
    "Spike formation, ENGAGE!"
    "SLAM ATTAAAAACK!!! THERE IS NO ESCAPE!!!"
    "I see your poooint...!"
  • Logical Weakness: Acid can melt through certain types of metal. Corrosion is also a major enemy for vehicles, as vital metal parts can be destroyed if not protected properly.
  • Pile Bunker: His main method of attack is a pile driver type weapon.
  • Ramming Always Works: His Pile Driver ability.
  • Red Eyes, Take Warning: His main form has these, fitting for The Brute of the group.
  • Rule of Three: Has three spikes on his body (even in Power Gear form), is made up of 3 pile-driver robots, and as shown when attacking in his triple pile-driver mode (or as one of his entrance lines), he tends to say 3 words that share a common theme.
    "Tremble, topple, TUMBLE!"
    "Spike! Spike! SPIKE!"
    "Impale! Impair! IMPLODE!"
  • Spike Shooter: Wants to impale you so badly, he shoots himself (or in this case, themselves) at Mega Man in certain sections of the stage. In battle, he can embed spikes into the ground.
  • Spikes of Doom: Has 3 of these in his body, which he can fire at will. He’ll also use them to try and impale Mega Man.
    "I like to spike!"
  • Stealth Pun: Pile Driver is also known as a certain wrestling move.
  • Super-Persistent Predator: His 3 main components attack Mega Man separately throughout parts of the stage, only merging together to fight him in the proper boss room.
  • This Is a Drill: Drill Man and even Ground Man have nothing on Impact Man's extreme take on this trope when he activates his Power Gear.
  • Transforming Mecha: He can become a sort of three-pronged pile-driver. When he uses the Power Gear, it becomes more like a giant drill.
  • Vocal Dissonance: In the Japanese version, he has a medium-pitched and whiny voice.
  • What the Hell Is That Accent?: It could be anything really, but the closest accents it sounds like are: French, Italian, Japanese, or even Russian.

    DWN.088 Bounce Man (Rubber Man) 
"Oh boy, a new playmate!"
https://static.tvtropes.org/pmwiki/pub/images/088_bounceman.png
Elastic Fitness Instructor
Bounce Man was originally designed as a crash test robot before becoming an indoor athletics instructor. Despite taking over an indoor wonderland as his own personal playground, Bounce Man still views everything as a playful game. He was originally made by a joint R&D effort from Rebound Rubber and Momo's Robot Farm.

Weapon: Bounce Ball
Weakness: Pile Driver
Voiced by: Yukari Tamura (JP), Bonnie Gordon (EN)

  • Acrofatic: Despite being the biggest Robot Master in 11's roster (and one of the biggest in the entire series), this guy can bounce around a lot faster than one'd think. He also has a Speed Gear built in, making him even faster briefly.
  • Amusement Park of Doom: His stage is set in one of these, although contrasting Blast Man's, it's more colorful and less dangerous being that it was meant for children and is still in use.
  • Ass Kicks You: Bounce Man may attempt to smash the Blue Bomber with his rump in battle.
  • Badass Adorable: He is a round and cute Robot Master that is perfectly capable of stretching and fighting against Mega Man.
  • Be the Ball: He mostly rebounds off the walls in order to attack Mega Man.
  • Big Fun: Very playful, even when reprogrammed, and is popular with people of all ages.
    "Oh boy, a new playmate! I bet you can't bounce like this!"
  • Bouncing Battler: The core of his fighting style. Several of his attacks involve bouncing around the room.
  • Call-Back:
    • The name of his co-creator company "Rebound Rubber" implies they had something to do with Strike Man. Given that both their weapons are magenta bouncing balls, this isn't likely a coincidence.
    • More distantly, he is also a call back to Clown Man as a robot master designed for recreation but modified for combat and who inhabits a fun-themed stage. Like Clown Man, he has stretchable arms and can also "bounce" around his arena. He also has conjoined digital eyes like Astro Man and Galaxy Man.
  • Conjoined Eyes: The fact that they are really yellow dots on a digital display may be a justification of the trope.
  • Detachment Combat: A limited version, but so long as he's together, he counters hits from the Pile Driver by splitting into multiple pieces.
  • Dub Name Change: Known as "Rubber Man" in the original Japanese version.
  • Friend to All Children: And to adults too, since he helps run a theme park famous enough that he's said to be a household name.
  • Fat Bastard: Subverted; he’s not evil, he's just really playful and doesn't seem to recognize he's causing trouble. He's also really friendly to children and everyone.
  • Gentle Giant: Despite fighting Mega Man, he doesn't really mean any harm, and he's loved by both children and adults.
  • Hyper-Destructive Bouncing Ball: His entire fighting style involves using his bouncy nature to become one of these, interspersed with the occasional Ground Pound and extending punch. It's also the weapon Mega Man gets for defeating him: he can launch 3 balls normally, and 6 if using the Power Gear.
  • In a Single Bound: Befitting his name, he can jump very high.
  • Logical Weakness: Sharp objects can penetrate and deflate balls. Also, a high enough impact can knock a bouncy opponent away. However, using the Pile Driver on him forces him to separate into five different parts, arguably making him harder to dodge.
  • Manchild: Very playful, so much as to take over an indoor theme park just to play in it.
  • Obliviously Evil: Hardly even knows what he's doing is dangerous, and just thinks Mega Man's a playmate.
    "Aw, playtime's over..."
  • Purple Is Powerful: More of a magenta kind of purple, but the point still stands.
  • Rocket Punch: Can seem to do one by using a stretchy arm in order to do so.
  • Rubber Man: Aside from the trope itself being his Japanese name, he's also capable of stretching himself whenever he extends his arm to punch Mega Man.
  • Safety Worst: A mild example, but his stage doesn't have any death spikes, and there are robots to prevent you from falling in pits. Keep in mind though, this is a Mega Man stage, so there's still danger.
  • Tiny-Headed Behemoth: Has a large body whilst his head is small.
  • Vocal Dissonance: Despite his massive stature, he has a childish and high-pitched voice (he is voiced by a female VA in both the English and Japanese version).
  • Wingding Eyes: When defeated or when hit by the Pile Driver, his eyes turn into X's.

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