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The major antagonists and rivals of the Mega Man (Classic) series.


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    Dr. Albert W. Wily 
See his character page here

    SWN.001 Bass (Forte) 
https://static.tvtropes.org/pmwiki/pub/images/bass_4.png
Voiced by: note 
A robot created by Dr. Wily himself in 7 specifically to rival Mega Man in every aspect. He has a robot wolf named Treble, with whom he can fuse to gain new powers in a similar manner to Mega Man and Rush.
  • All There in the Manual: Supplemental sources give him the codename SWN (Special Wily Numbers). He's apparently the first in the series, although it remains to be seen if there is (or will be) more.
  • Anti-Hero: In Mega Man & Bass, both arcade games, and as DLC in 10. While certainly not a "good guy" by any means, he nevertheless is not nearly as heartless as his Mega Man X successor Vile.
  • Animal Motifs: His helmet is shaped like a Cobra.
  • Badass Cape: In the Rockman Online trailer, he seems to have taken on his Battle Network counterpart's sense of style. It also recalls Zero's longcoat from Mega Man Zero 2.
  • Bag of Spilling: He left his Double Jump somewhere near Mega Man's slide and charge shot just in time for 10. Also, his high jump became a long jump instead (although that follows basic Newtonian physics).
  • Blood Knight: His sole purpose is to prove himself as the strongest robot, so naturally he can't turn down a fight against an allegedly-stronger opponent.
  • Bratty Teenage Son: To Dr. Wily.
  • Damn You, Muscle Memory!: When X and Zero players get their hands on a copy of GBA & Bass for the first time, his dash control will seem...obscure (unless you've played Mega Man X8, at least).
    • In 10, Bass' dash is performed the same as Proto Man's slide (Down and jump), rather than double tapping a direction.
  • Denial of Diagonal Attack: Averted in & Bass (both the original and the Wonderswan games) and 10 DLC.
    • Played straight in the Power Arcade games, where he was meant to be comparable to Mega Man and Proto Man.
  • Divergent Character Evolution: He was built to be The Rival to Mega Man and his original appearance had him more or less function like a carbon copy of him, and his incarnations in Power Battle and Power Fighters mostly followed suit. He wouldn't get his signature Double Jump, rapid fire, or aimable Bass Buster until Mega Man & Bass, with the latter two abilities carried over into 10.
  • Do Not Run with a Gun: In the Mega Man & Bass games and the 10 DLC, Bass must stand still while firing his Bass Buster.
    • This does not apply to his original appearance or the Power games, as his Buster was more akin to Mega Man's. DiVE also averts it in all his playable variants.
  • Double Jump: His trademark in & Bass. Preceded his "little brother".
  • The Dragon: Wily's righthand robot from 7 onwards.
  • Driven by Envy: Is jealous of Mega Man's status as a world champion, and wants to eliminate him for that.
  • Dub Name Change: He is known as Forte in Japan, and Bass in the west.
  • Even Evil Has Standards: For all his arrogance, he does have some respect for humans since robots owe their existence to them. This is part of his motivation for opposing King's war against humanity. He also is concerned about his creator's sanity.
  • Evil Counterpart: To Mega Man.
    • Made more explicit in 9 (his outline appears in Dr. Wily's monitor in the ending) and 10, where his sprites closely resemble Mega Man's.
  • Expy: Born fighter who's almost obsessed with defeating the series' hero and proving himself the greatest fighter alive. He's not afraid to help his rival out in order to eventually beat him himself, either. The hero is his to defeat. Are we describing Bass or Vegeta here?
  • Facial Markings: Which, along with the design of his helmet, makes him look like a cobra.
  • Fangs Are Evil: Whenever he gives a Slasher Smile, he gives off one of these.
  • Fatal Flaw: His Pride.
  • Foil: To Zero. Both were created by Wily to destroy the creations of Dr. Light, but while Zero would eventually become friends with Mega Man X, and would occasionally angst about the possibility of him turning on and killing X, Bass loathes Mega Man. Bass is also solely driven by his need to defeat Mega Man and prove himself the stronger robot, while Zero is not only secure enough in his abilities to not even consider X a rival, but also devotes himself to higher causes than his own ego.
  • Fragile Speedster: In Mega Man & Bass. He has the ability to dash and double jump, making him far more mobile than Mega Man. Combined with his rapid fire buster that can aim in any direction, this makes him much better at clearly platforming sections. However, he's at a disadvantage against bosses, where his mobility is less useful and his rapid fire buster is useless thanks to the bosses' Mercy Invincibility.
  • Freak Lab Accident: How Dr. Wily discovered Bassnium, the powerful energy used to create Bass.
    • According to that same Power Fighters ending, it is said by Wily that Bassnium won't be the strongest energy on earth for long, implying that Wily found a superior energy source.
  • Fusion Dance: With Treble, via the enhancements meant for Mega Man and Rush.
  • Gone Horribly Right: Bass was programmed to defeat Mega Man and prove himself as the "strongest robot". Since this doesn't specifically require helping Dr. Wily, or even obeying him, this has a tendency to backfire on the good doctor. Bass' whole heroic turn in & Bass was just him proving that he was stronger than King.
    • Despite reinforcing his resolve in the above game's ending, he seems to have mellowed out on his threat to eliminate Mega Man... at least, for the time being.
  • Green-Eyed Monster: Is jealous of Mega Man's status as a world champion.
  • I Have Many Names: A meta example, for in addition to the Dub Name Change above, he is known as "Slasher" in the Brazilian comic.
  • It's All About Me: And HOW.
  • Jerkass: When he's not hunting down Wily himself, he's being an egotistical brute who badmouths anyone that he sees as weak.
  • Jerk Jock: A robotic version.
  • Jerk with a Heart of Gold: Much more an emphasis on the "Jerk" part, but there are some important moments worth mentioning. Duo mentions to Bass (in The Power Fighters) that there is good in him, even though Bass denies it. Case in point, he was able to use Evil Energy without dying and succumbing to its worst properties and he's very caring when it comes to his pet Treble. Doesn't even have a single known case of Human-related murder in his name (although he does attack his own creator Dr. Wily in anger periodically, but then again it's Dr. Wily), likely because of his respect towards the humans for creating the robot race he is a part of (as Bass mentions to King after defeating him for the first time in Mega Man & Bass). Furthermore, he never tries to kill any robot that isn't specifically a combatant, such as Roll or Auto, nor has he ever shown a desire to, and while he's not above stealing powerups made for Mega Man, he'll still opt to face him in single combat, rather than use underhanded methods. Lastly, he made a point of sparing King after their initial battle, only fighting further when forced to when Wily brainwashed King a second time.
  • Laser-Guided Tyke-Bomb: Like the "Megaman Killers", Wily created him to destroy Mega Man.
  • Leitmotif: His Boss Battle theme in 7 and 8.
    • It pops up as Bass' shop theme in 10.
  • Meaningful Name: His name in Japan, "Forte", means "strong" in several Romance languages. As a musical term, it means something is to be played powerfully. Sure enough, he's obsessed with proving himself to be stronger than anyone else (particularly Mega Man); kinda Lost in Translation, thanks to his Dub Name Change.
  • Mini-Boss: Despite being created to defeat Mega Man, to the point that they use nearly the same specifications, he has never been a boss in the Classic games.
  • The Mole: Introduced as an ally, but is actually trying to get in the good graces of the good guys to steal the Super Adapter blueprints for Dr. Wily.note 
  • More Dakka: His Spam Attack.
  • Narcissist: Thinks VERY highly of himself.
  • The Only One Allowed to Defeat You: Obsessed with proving his superiority over Mega Man, and won't let anyone else fight him. This appears to have subsided in later appearances, however.
  • Power Copying: He shares Mega Man's abilities to mimic other Robot Masters' weapons.
  • Precision F-Strike:
    • In Mega Man 7, nobody expected that Bass could say "Damn!" Thankfully, in the following re-releases this was replaced with "Darn!"
    • Much more extreme in the case of the fan-translated SNES version of Mega Man & Bass, where he outright calls Wily — his creator — "a dirty son of a bitch".
  • Pride: Is extremely arrogant.
  • Psycho Prototype: In The Power Fighters, Wily tells Bass that he's planning to create a stronger robot by improving on the material he used to make Bass. It was meant to be an aversion, as said robot was supposed to turn the world into an apocalyptic hellhole, but it's ultimately played straight, as he is firmly on the side of good.
  • Psychotic Smirk: Shows off this once in a while.
  • Red Eyes, Take Warning: Any post-7 appearance. In 7 (perhaps due to sprite limitations), Bass' eyes were brown, possibly to convey him as a new ally. Yeah, right.
  • The Resenter: Resents Mega Man due to his strength.
  • The Rival: To Mega Man.
  • Secret Character: Like Proto Man in 9, he's Downloadable Content in 10.
  • Slasher Smile: He often does this. Comes with Fangs Are Evil.
  • Smug Snake: And his helmet resembles a cobra head. He grows out of this after 7, becoming more of an Anti-Hero.
  • Spam Attack: Fires a stream of bullets in rapid fire from his Bass Buster to attack his enemies.
  • Stock Shōnen Rival: An Evil Counterpart to the hero with a dark appearance who has a The Only One Allowed to Defeat You thing with him? He sure is.
  • Super Mode: Just like Mega Man, he can fuse with Treble to become Super Bass with the enhancements he stole from Light Labs.
  • Teens Are Monsters: Resembles a teenager, and is a narcissistic jerk who's driven by envy.
  • Theme Naming: Forte and Gospel are musical terms whose initials correspond to the F-clef and G-clef, which are also known as the Bass and Treble clefs, respectively.
  • Underestimating Badassery: Despite being unsettled about his creator's degrading sanity, he gawks at his future brother's appearance, calling him a "girly robot" because of his blonde ponytail. Said "girly robot" would become X's best friend despite Wily wanting Zero to kill the last creation of Dr. Light, fight various Mavericks, Sigma, and other evils like his old body and the man who's worse than Wily, while even fulfilling Dr. Light's dream of peaceful coexistence between humans and Reploids, while fulfilling his creator's original dream before turning to evil.
  • The Unfavorite: Wily once told his greatest creation that he was proud of him and even called him his son, which is more than he ever did for Bass.
  • Weak, but Skilled: In 10, he is this to Mega Man's Jack of All Stats and Proto Man's Strong, but Unskilled. Bass can fire faster than his counterparts, aim in eight directions, and Treble allows him to freely fly, but his Bass Buster is weaker, can't shoot through walls, and he can't shoot and run at the same time.
  • "Well Done, Son" Guy: His methods are seriously messed up (Blowing up all of your siblings? Even when 8 of them were around the same time as you?), but it's made clear he wants Wily to admit that he is his masterpiece. It's kind of sad that he's wrong, too.
  • Wild Card: This is his true allegiance as he can be both a hero and villain depending on his mood and the circumstances of the games he's in, as his one desire to prove he's the strongest means he could be working for or against Wily or teaming up with Mega Man against a common foe.
  • Wounded Gazelle Gambit: In 7, he fakes injury from his "fight" with Shade Man in order to get to Dr. Light's lab and steal the enhancements for Mega Man and Rush. On the other hand, he really is weak to Shade Man's weapon...

    Treble (Gospel) 
https://static.tvtropes.org/pmwiki/pub/images/treble.png
A robotic wolf created by Dr. Wily to help Bass the same way that Rush helps Mega Man. He can morph into a jet pack and fuse with Bass to let him fly for a limited time.
  • Evil Counterpart: Much like his master Bass is one to Mega Man, Treble is this to Rush.
  • Morality Pet: Of a sort. Treble is the only character that Bass genuinely seems to care about, as seen in the manga adaptation for 10, where he gives the Roboenza cure to Bass, but Treble is suffering from the virus as well, which forces Bass to force-feed him the cure and storm Wily's fortress while still being infected, shrugging off his condition as "a fart in the wind". This is also seen in Worlds Collide, where he doesn't take kindly to those who try to heel or hurt him, as Cubot and Mega Man learn the hard way.
  • Right-Hand Attack Dog: Subverted in their home series as Treble is never actually fought directly. Played straight in Worlds Collide where he fought both Mega Man and Sonic alongside his master and Metal Sonic. In addition, there's a playable variant of Bass who has Treble following him around and helping him in X DiVE.
  • Savage Wolves: As the evil counterpart to a Heroic Dog, he is a villainous wolf.
  • Suspiciously Similar Substitute: Played With. As a purple, wolfish Assist Character, Treble bears a striking similarity to Sigma's pet Velguarder, despite appearing earlier in the series' internal timeline.
  • Theme Naming: Forte and Gospel are musical terms whose initials correspond to the F-clef and G-clef, which are also known as the Bass and Treble clefs, respectively.
  • Transforming Mecha: Like Rush, Treble is able to transform to help Bass.

    Yellow Devil 
https://static.tvtropes.org/pmwiki/pub/images/yellow_devil_spirit.png
Voiced by: note 
Weakness: note 
"Bumo...Bumomomo! Bumomo Bumomomomo Bumo!"
A rare non-Robot Master boss which appears multiple times throughout the series, and one of Wily's personal favorites. The Yellow Devil has received two direct successors in the Yellow Devil MK-II and the Yellow Devil MK-III, as well as numerous offshoots such as the Green Devil and Block Devil. It takes the form of a sort of golem with a single eyeball which can fire Eye Beams and separate itself to attack.
  • Bowdlerise: At the time, Nintendo was much less forgiving with religious references than today, which led Yellow Devil to be originally renamed "Rock Monster" in English. For The Wily Wars, it is named Yellow Demon.
  • Cyber Cyclops: It has a single eye that it uses to attack. It's also the only part of its body susceptible to damage.
  • Detachment Combat: How it moves from one area to another in a fight, and its many bits make it tough to avoid.
  • Doppelgänger Attack: In the arcade games, it can split itself into a number of "Mini-Devils". This is inherited by the Yellow Devil MK-III in Mega Man 11.
  • Eye Beams: Though it usually fires small shots, some appearances of the original model (and a few of its successors) have it fire larger energy shots or even full-on laser beams.
  • Go for the Eye: Its eye is its only weak spot, and is only vulnerable when it tries firing its Eye Beams at you.
  • Healing Factor: His stun animation in the arcade games invokes this — his torso/head area is blasted apart, leaving only his floating eye, resulting in the body quickly reconstituting before continuing to fight.
  • Legacy Boss Battle: The Yellow Devil and its successors are prevalent throughout the entire franchise. The full list of Devils...
  • Mook Chivalry: In any instance where the Yellow Devil splits itself into Mini-Devils, only one will actively pursue the player, as the others hang back. This is also true with the Twin Devil in 9, as there is only one attack core between two bodies. Averted with the MK-III in Mega Man 11: all of the Mini-Devils attack at once.
  • Nothing Is Scarier: How it introduces itself. You enter the boss arena as usual. The door shuts behind you, the boss music starts playing, and... nothing. Then the boss health bar appears and starts filling up. Still nothing but you in an empty room. Suddenly, strange yellow blocks start coming in from the left, moving very fast across the room and eventually materializing into a giant faceless... creature that just stands there, completely frozen. After a moment, a single red eye opens. Compared to so many other robots, which usually at least have visible joints, or some other indicator of their robotic nature, the Yellow Devil seems creepily organic. Its huge, almost unmoving stature, its voiceless nature, and creepy eyeball add to this.
  • PokĂ©mon Speak: In Mega Man Powered Up, it can only say "Bumo" and variants of it. As seen during his encounter with the beast, Ice Man can apparently understand the monster's speech. (However, he doesn't reveal what the Yellow Devil says to the audience.)
  • Red Eyes, Take Warning: It has a red eye set against a black sclera. Though it skips over the MK-II, it's back with the MK-III (complete with a gear inside the eye).
  • Tragic Monster: In Mega Man Megamix, the Yellow Devil MK-II was originally a toy robot whose brain is removed and placed within the strange mass that makes its body. It escapes to go back to its "mother". When Light and Roll find this out, they ask Mega Man and Shadow Man to leave him alone so it can see its mother, but Shadow Man didn't hear them and destroys it.
  • Turns Red: When the Yellow Devil MK-III uses the Speed Gear in 11, it will split into nine identical versions of itself (except for one having the main eye, the rest are eyeless).
  • The Voiceless: Despite speaking in PokĂ©mon Speak in Powered Up and saying either "W" or "Mom" in Megamix, the Yellow Devil does not speak in 11 and shows Visible Silence in Mega Man X DiVE.

    Copy Robot 
https://static.tvtropes.org/pmwiki/pub/images/mm_copy_robot_transparent.png
A recurring boss character appearing in the first and third games, as well as the remakes. Copy Robot takes on the appearance of different robots, giving him access to their abilities and memories.
  • Arrogant Kung-Fu Guy: No matter who he copies, the Copy Robot always assumes he can use his new abilities better than the original.
  • Ascended Extra: What was just a recurring Wily Stage boss was given a speaking role and personality in Mega Man Powered Up.
  • Doppelgänger Spin: In 3, he fights alongside two holograms, which he randomly switches places with. Attacks pass through his doubles harmlessly, meaning you have to seek out the real one to defeat him.
  • Evil Knockoff: Played with, in that he's an evil knockoff of potentially any robot. Played straighter in the Archie comics, where he's specifically a copy of Mega Man.
  • Manchurian Agent: In the Megamix manga, Copy Robot is a perfect replica of Mega Man that believes itself to be the original. When he finds out the truth, he goes berserk and tries to kill Mega Man.
  • Mercy Invincibility: A notable aversion among boss enemies: In 3, he has no invincibility frames after being attacked. Played straight in The Wily Wars, however.
  • Mirror Match: Obviously. He even uses the same Special Weapon you have equipped, though in 3 he sticks to the Mega Buster (except in the comics).
  • Red Eyes, Take Warning: Not visible in game, where he shares a sprite with Mega Man, but his concept art and appearance in the Archie comics give him dark red eyes.
  • Scarf of Asskicking: Dons a purple one in the Archie comics along with a darker color scheme to visually contrast Mega Man.
  • The Gadfly: Loves taunting the other Robot Masters he copies, especially Roll.
  • Voluntary Shapeshifter: His whole shtick.
  • Weaksauce Weakness: Time it right and you can take him out with a single use of the Top Spin in 3.
  • Wholesome Cross Dresser: His Roll costume retains the dress she had in her days before 8, even if Roll assumes an alternate appearance.

    Doc Robot 
https://static.tvtropes.org/pmwiki/pub/images/doc_robot_transparent.png
An advanced Dr. Wily creation with the ability to download different power sets. It faces Mega Man several times in 3, each time using the attacks of a different Robot Master from 2.
  • Adaptational Badass: Zigzagged with its Archie Comics iteration; unlike the Doc Robots in the game that each use one Mega Man 2 Robot Master's powers, there is a single Doc Robot that has all of their integrated circuits and abilities... but with eight minds sharing one body, it is far from stable.
  • Ambiguous Situation: It's not made clear as to whether there are multiple Doc Robots or a single one that Mega Man repeatedly fights, though each one exploding upon defeat suggests it's the former.
  • Damn You, Muscle Memory!: Some of Doc Robot's forms don't share exactly the same AI as the Robot Master it's copying, such as its Quick Man form. It's also a lot larger than the Robot Masters, which changes the hitboxes of some moves.
  • Face Framed in Shadow: Its portraits on the level select screen are shadowed out, unlike the Robot Master portraits.
  • Flat Character: It has never been given a personality by any guidebooks or supplementary material, and it's very likely it has no mind of its own beyond whatever program data it's currently using.
  • Frankenstein's Monster: To enable it to use the moves of any Robot Master, Doc Robot has a mishmash of an Arm Cannon, a normal arm with a Quick Boomerang launcher attached, and two back attachments resembling the weapons of Crash Man and Bubble Man. It even has the double bolts, though they're on its body instead of its neck or head.
  • Giant Space Flea from Nowhere: The game provides no context for Doc Robot's existence and it's never brought up again after the final Break Man fight. It was likely intended to be another distraction for Mega Man while Dr. Wily enacted his ploy to hijack Gamma, just like the Robot Masters of 3.
  • Legacy Boss Battle: Doc Robot's eight fights correspond to all eight Robot Master fights from 2.
  • Lightning Bruiser: Quick Man-Doc Robot is as fast as the original Quick Man while being larger, stronger (taking out more than a quarter of Mega Man's health with contact damage), and bulkier (taking only one point of damage from Mega Buster shots instead of two, and only having two minor weaknesses).
  • Lost in Translation: Doc Robot's name is a Japanese pun that doesn't work as well in English ("dokuro" is the Japanese word for "skull", thus the portmanteau "Dokurobotto").
  • My Name Is ???: When a Doc Robot stage is selected, a question mark is displayed instead of the usual boss sprite, causing Doc Robot to go unnamed within the game itself.
  • Non-Indicative Name: While it was created by a doctor, Doc Robot itself isn't a doctor, and the name was the result of a Japanese pun that doesn't quite work in English ("Dokurobotto" is a portmanteau of "dokuro", Japanese for skull, and "robot"). The Archie Comic gets around it by turning "Doc" into an acronym for "Diverse Operations Circuit", referring to its ability to use other robots' IC chips.
  • Power Copying: It downloads data from Wily's other creations and imitates their attacks and movement patterns.
  • Recurring Boss: Doc Robot is fought eight times, twice in each stage revisit, each time using the powers of a different 2 Robot Master.
  • Skull for a Head: One game before Skull Man's debut, Doc Robot has a bony face of its own, fitting right in with Wily's usual motif.
  • Top-Heavy Guy: It has a large upper body and a smaller torso and legs.
  • Underwater Boss Battle: Doc-Bubble Man is fought underwater with a spike ceiling overhead, just like the original Bubble Man was.

    Mega Man Killers (Rockman Killers) 
https://static.tvtropes.org/pmwiki/pub/images/mega_man_killers_transparent.png
Clockwise from the bottom: Enker, Punk, Ballade
Minor but memorable characters from the Game Boy games. They are the Mega Man Killers, consisting of Enker, Punk, and Ballade, are designed for the sole purpose of destroying Mega Man. They are designated by the serial number of RKN.XXX (Rockman Killer Number) in Japanese and MKN.XXX (Megaman Killer Number) in English.
  • Arrogant Kung-Fu Guy: Ballade believes that he is the strongest robot and everyone else is merely second best. He also dislikes opponents who disappoint him/lack competetive spirit.
  • Blood Knight: Ballade is described as being incapable of resisting a fight with any opponent who looks strong, and he is said to dislike foes that disappoint him and uncompetitive enemies.
  • Cephalothorax: Punk
  • Charged Attack: Enker can absorb enemy fire to beef up his own attack, at the cost of his health.
  • Dub Name Change: On the back of the first Game Boy game's box (English version), Enker was referred to as "Mega Man Hunter" (presumably, the translator mixed his individual name and group names). Reverted in subsequent appearances such as Soccer.
  • Dumb Muscle: Ballade's bad point is described as being stupid (in the English version) and simple (in the Japanese version).
  • Energy Absorption: While in Mega Man's hands the Mirror Buster is a simple Attack Reflector, when Enker uses it it's closer to this. After absorbing energy from incoming attacks, he fires it back out as an attack.
  • Expy: Ballade looks quite similar to Quick Man.
  • Fantastic Racism: Enker's Japanese Spirit is described as so strong, that he hates Americans. In the Japanese version, that is. In the English version, he simply hates foreign robots.
  • Feed It with Fire: The more energy Enker absorbs with his Mirror Buster, the stronger his counterattack will be. On the flip side, he still takes damage doing this.
  • Gold-Colored Superiority: Enker has gold armor, and in his original game, he is a powerful boss with no weaknesses, and is only fought after all eight Robot Masters.
  • Heel–Face Revolving Door: Ballade starts out as a devoted Mega Man Killer in Mega Man IV, but after losing twice to Mega Man, he admits to the error of his ways and blows himself up to save Mega Man's life. Since then, he's reappeared in Mega Man V and Mega Man 10 as an enemy, and while the former implies you merely fight a copy of Ballade, no such rationale exists for the latter aside from his desire to fight strong opponents.
  • Irony:
    • Despite his name and appearance, Punk fights fairly and is even a policy follower (if his English Mega Man & Bass CD Data is to be believed)!
    • Though he was built as the last Mega Man Killer, Ballade ends up saving Mega Man's life in IV.
  • Laser Guided Tykebombs: Wily built them specifically to kill Mega Man, if their group name wasn't already obvious.
  • Legacy Boss Battle:
    • All three reappear alongside Quint in the final level of Mega Man V as minibosses, though compared to their source game's fights, each of them have been considerably nerfed with slower movements and more vulnerable periods.
    • The three appear as DLC fights in Mega Man 10, but with the larger screen size, they're subsequently harder than their source games, with each of them moving faster and having slightly different attacks.
  • Logical Weakness:
    • Enker is a robot designed to withstand and absorb firepower from Mega Man's Mega Buster, if not immune to other forms of attacks. With the Ballade Cracker, heavy explosions aren't something that can't really be withstood and absorbed. Likewise, Enker, a disciplined warrior, would be thrown off by the rebellious and impulsive Balllade's style.
    • Punk is a speedy robot that loves dashing at his foes and lobbing his blades at enemies. Salt Water would rust both his long-range options and himself, slowing himself down gradually until he's defeated. The Mirror Buster sends his distant attacks back at him and as long as one can avoid his spin dash attack, it essentially means he's pretty much lost. Living the punk life style is said to be self-destructive compared to a refined and orderly way of life, so Enker's reflective attacks would be more than fitting.
    • Ballade focuses on charging in with high power explosives and would likely be resistant to them to some degree. However, he would not be as reinforced against alien explosives (and given he wasn't built with Enker's defensive style in mind, couldn't negate such isses), thus leading to him getting knocked around by the Bubble Bomb and Photon Missile works. The Screw Crusher is a reference to bomb diffusion, and allows Ballade and his bombs to be taken down at a safe distance. Punk's fair play mentality would clash with Ballade's need to surpass his foes, thus his weakness is a clash of ideals where the honorable method is the victor.
    • In general, all three of their weaknesses to Mega Arm is pretty simple: while they may have been built with special weapon immunity and with the regular Mega Buster in mind, a rocket punch is a whole different matter that would taken them by surprise and none of them be equipped to deal with.
  • Married to the Job: All of them have shades of this, hardly a surprise given their names, but Enker has the heaviest case of it. He has no real interests beyond wanting to kill Mega Man, leaving him with a very melancholy personality.
  • No-Sell: More often than not, Enker is completely immune to every weapon except the Mega Buster. He became more vulnerable in Mega Man 10 (where he has a weakness to the Ballade Cracker and can be harmed by his own Mirror Buster), but conversely, Punk and Ballade became similarly immune to all weapons besides the buster and their weaknesses.
  • No Social Skills: Enker, due to his cold nature and fixation on killing Mega Man, is very antisocial and prefers to avoid other people, especially foreigners.
  • Original Generation: In games that largely recycled and mixed together enemies and bosses from two of the NES games, each of the three stand out as being completely new bosses with their own weapons.
  • Optional Boss: All three of them are the bosses of the Special Stages in 10. You even get their weapons from them!
  • Quirky Miniboss Squad: A xenophobic Japanese-spirited warrior, a rebellious tough guy, and a robot with an ego form Dr. Wily's anti-Mega Man squad.
  • Rolling Attack: Punk can curl up into his shoulders to become a large ball/buzzsaw, which he uses to fly across the room, dig through the ground, and protect himself from attacks.
  • Sea Mine: The Ballade Cracker is, essentially, a projectile form of this. Interestingly, he also uses them for a purpose similar to actual mines: controlling space to give Mega Man less space to move around.
  • Shoulders of Doom: Punk's pauldrons are bigger than his face. They also completely shield him while he's curled up in a ball.
  • Spikes of Villainy: Punk, which even extends to a metal mohawk.
  • Stealth Pun: Punk is, of course, named after the genre of music. But his dislike of the PTA invokes the other definition of "punk".
  • Super Mode: Ballade. It isn't much of a transformation, though: his horns point upward and his helmet gains a face mask and visor. His body is otherwise the same.
  • Tactical Suicide Boss: Enker's main method of attack is to stand still and absorb energy from attacks before counterattacking, but he is not invincible while doing this. In fact, in every game other than Mega Man 10, it's the only time he's vulnerable to damage.
  • Theme Naming: Like most of the characters here, their names follow the musical theme.
    • To explain, Enker is enka (a popular form of Japanese music; coincidentally, his name also sounds like the musical term encore), Punk is named after the genre of rock, and Ballade is either a form of poetry of the same name or a ballad (a narrative set to music).

    Dark Men 
https://static.tvtropes.org/pmwiki/pub/images/darkmen_small.png
Clockwise from lower right: Dark Man 1, Dark Man 2, Dark Man 3, Dark Man 4
Voiced by: note 
A set of four robots from Mega Man 5 created by Dr. Wily. One of them was able to impersonate Proto Man and kidnap Dr. Light under this disguise.
  • Adapted Out: The Dark Men with arm cannons were taken out of the Ruby-Spears cartoon. The second model remains, with his name simplified to "Dark Man".
  • All Your Powers Combined:
    • Dark Man 4 seems to combine the firepower of Dark Man 1, the electromagnetic barriers of Dark Man 2, and the jumping abilities of Dark Man 3.
    • In Mega Man X DiVE, Dark Man 3 is able to use Dark Man 2's barriers, while also being able to throw them like Dark Man 4.
  • Arm Cannon: Dark Man 3's stands out among others in the series for being his entire right arm rather than just his forearm. The first model sports two arm cannons, while the last one has the standard one-hand-one-gun design. Dark Man 2 is the only Dark Man to avert this trope, having hands on both his arms.
  • Barrier Warrior: The second and fourth models both use electrified barriers for defense in their fights. However, while Dark Man 2 keeps his around himself at all times, Dark Man 4 can speed them up and send them flying as projectiles.
  • Brain in a Jar: All four have a glass dome with a brain-like machine inside, giving them the vague appearance of robots controlled by human brains.
  • The Cameo:
  • Climax Boss: Dark Man 4, who impersonated Proto Man, framing him for the crimes which would instigate the events of 5.
  • The Dragon: To Wily in 5.
  • Energy Ring Attack: Dark Man 3 can fire a spreadshot of energy rings from its chest, which will paralyze their target if they hit.
  • Flat Character: None of the four are given personalities in Mega Man & Bass or supplementary material, raising the question of if they're merely mindless machines or not.
  • Guns Akimbo: Dark Man 1 has two arm cannons, unlike the other three models which either have just one, or none at all.
  • HP to One: Dark Man 4's opening attack knocks Mega Man down to a single point of health in one hit. Luckily, the real Proto Man shows up with an L Tank and shatters Dark Man 4's disguise.
  • Logical Weakness:
    • Dark Man 1 can't jump, thus a grounded weapon like the Water Wave would be ideal in defeating him. The lack of mobility also means Beat can easily peck away at him quickly.
    • Dark Man 2 can generate barriers, but they can't cover him completely. So a weapon that attacks him from all sides to increase the chances of getting a hit in, like the Crystal Eye, would do well in besting him. Beat is also agile and small enough enough to get in attacks during the barrier's vulnerable period hits him.
    • Dark Man 3 is one that tends to stick to the air. Thus, a weapon that can go into the air, the Gyro Attack, works best as his weakness. This Dark Man is a sniper, one good at long range. Beat being a quick paced, close ranged attacker would be bad news for him.
    • Dark Man 4, while he's a good impersonator, can't whistle to save his life. Beat, his main weakness, is a bird which are notorious for being good at singing. Plus, given that he fights using a combination of the other three, Beat would have no issue fighting against pretty much the same enemy again. Weapons wise, his electromagnetic barrier won't be much use against rock-based attacks (poor conductors of electricity), like the Power Stone, and the Star Crash is likely strong enough to not only withstand the barrier, but also counter attack against Dark Man at the same time.
  • Master of Disguise: The Proto Man disguise Dark Man 4 uses prior to his fight is nearly perfect. The only flaws are the lack of a scarf (which it lost in the game's intro), and a flat whistle.
  • Monochromatic Eyes: Unlike other Robot Masters, the four have stark yellow eyes with no irises.
  • Non-Indicative Name: Though you might believe each model was made sequentially, Dark Man 2 is actually the first model Dr. Wily created, and is the base template for the other three.
  • Non-Standard Character Design: The four have inhuman faces and eyes compared to other Robot Masters, and closer resemble Mechaniloids from the Mega Man X series than other Classic-era robots.
  • The Paralyzer: Dark Man 3's Energy Ring Attack freezes Mega Man in place if he gets hit by it, leaving him open to attack.
  • Sizeshifter: Dark Man 4, which can seamlessly disguise itself as Proto Man despite being twice his size.
  • Spikes of Villainy: Dark Man 4's shoulders have large red spikes, signifying it as the strongest Dark Man.
  • Tank Goodness: With tank treads instead of legs and two Arm Cannons, Dark Man 1 is effectively a humanoid tank.
  • Top-Heavy Guy: Dark Man 4 has the largest torso of the four, complete with large spiked shoulders and mechanical wiring.
  • Turns Red: As they lose health, Dark Man 1 and Dark Man 2 move faster and faster.
  • Walking Spoiler: The fact that it was Dark Man impersonating Proto Man who kidnapped Dr. Light and not the real deal is a major point in the story of 5.
  • Yellow Eyes of Sneakiness: All four have blank yellow eyes, but Dark Man 4 fits the most, as it disguises itself as Proto Man to frame him for Wily's crimes.

    Quint 
https://static.tvtropes.org/pmwiki/pub/images/quint_transparent.png
A minor but memorable character from Mega Man II on the Game Boy, Quint is apparently Mega Man himself, pulled from the future and reprogrammed to be evil by Wily.
  • All There in the Manual: Face it, would YOU have thought this guy was Mega Man's future self from playing II by itself?
  • Continuity Snarl: Is his defeat how Mega Man dies? Did Dr. Light repair and reprogram him, as seems to be the case with his own Robot Masters? Is the version of him that appears in V a replica of some sort?
    • It should be noted, however, that Quint as seen in II never explodes, but instead teleports out much like Proto Man after a battle.
  • Cool Shades: Rather much like Proto Man, and they could apply as a Paper-Thin Disguise.
  • Evil Counterpart: To Mega Man.
  • Expy: Quint's design has more than a few similarities to Proto Man (who was still a new character around II's release), and like him, Quint acts as a rival character to Mega Man. He even shares a secret relationship with Mega Man like Proto Man, only in this case, he is Mega Man.
  • Future Badass: Oh so subverted. He's resorted to trying to kill Mega Man, his own past self, he of the charging Arm Cannon and eight or so other weapons, with a pogostick/jackhammer hybrid, and his pattern is pathetically easy.
    • This was then subverted again in Rockman & Forte: Challenger from the Future, where Rockman Shadow is believed to be a much, much, much more dangerous Quint. It turns out that he's a prototype (quite possibly a Super Prototype at that) of Quint who traveled back in time to prove himself worthy to Wily. The real Quint inexplicably has a cameo at the end.
  • Improbable Weapon User: His weapon is the Sakugarne, a pogo stick/jackhammer robot.
  • Legacy Boss Battle: He appears alongside the Mega Man Killers in the final level of Mega Man V, albeit with a slightly slower attack pattern.
  • Logical Weakness: He rides on a pogo stick/jackhammer. Weapons that excel in heavy impacts or explosions that can knock him off like the Hard Knuckle or Photon Missle would work best against him.
  • My Name Is ???: In official media, his serial number is only ever listed as "???-???", likely to hide who he really is.
  • Original Generation: Like the Mega Man Killers, Quint is a completely new creation for Mega Man II, which otherwise uses enemies and bosses from Mega Man 2 and Mega Man 3.
  • Power Up Letdown: The Sakugarne is a weapon that makes the Top Spin and the Charge Kick look awesome. All Quint can use it for is jumping around and throwing up short-ranged rocks. Mega Man's version is no better - using it on enemies hurts him. One must wonder why Wily gave Quint this thing for destroying Mega Man instead of loading him up with weapon data from all his strongest Robot Masters like Quint's past self does.
  • Theme Naming: Continuing the music theme, his name references a quintet.
  • They Wasted a Perfectly Good Character: In-universe example. Wily finally has his greatest nemesis's future self under his control to use against the current Mega Man. All of Mega Man's potential at his disposal to modify and strengthen to his liking, such as buffing the power of the Mega Buster, but what does Wily do instead? Gives him a pogo stick jackhammer as his only weapon that's unwieldy to use and easy to evade for the current Mega Man to boot. Quint apparently forgot he even has a Mega Buster as all he does is jump at you with Sakugarne, which is laughably telegraphed.
  • Time Paradox: His victory would have resulted in one of these. He's stated in Mega Man & Bass to dislike these, however.
  • Unintentional Backup Plan: The Japanese manual for II hints he's this. Wily had at first intended to conquer the past before Mega Man was created, but when his time machine could only travel to the future and back, he settled for kidnapping the future Rock and turning him into a weapon to use against his own past self.
  • Walking Spoiler: So Mega Man games aren't all big on plot, but Quint is nigh-impossible to talk about without spoiling his backstory.
  • What Happened to the Mouse?: In II, he disappears from the game after his boss fight, leaving his fate unresolved. While he does reappear in V as a boss, he's heavily implied to be a reproduction model and not the original Quint.

    Terra (Earth) 
https://static.tvtropes.org/pmwiki/pub/images/srn001_terra_transparent.png

"I'm just a simple man."
The leader of the Stardroids who is greatly respected for his unrivaled determination in battle. He is, however, somewhat nervous and has an obsession with cleaning. Terra likes to wash his mane of hair with shampoo, and thus doesn't like to use hats or helmets to cover it up. In combat, Terra utilizes the Spark Chaser, a laser that guides onto his targets and deals massive damage to them, in addition to teleportation and paralysis abilities that allow him to get ahead. His serial number is Space Ruler Number: 001.

Weapon: Spark Chaser
Weakness: Deep Digger

  • Anime Hair: Atypical of most Robot Masters, his most distinctive feature is a large mane of green hair.
  • Disc-One Final Boss: He acts as the apparent Big Bad for most of Mega Man V, and it's only after he's defeated that Dr. Wily shows his hand.
  • The Dragon:
    • Although he is the leader of the other Stardroids, he fills the same role to Dr. Wily (and Sunstar) that the Mega Man Killers did in the other Game Boy games.
    • The Archie comics show him as this to Ra Moon 20,000 years ago.
  • Dub Name Change: His name in Japan is, in keeping with the other Stardroids' Theme Naming, Earth. Notably, the icon for the Spark Chaser still uses "EA" in English versions, instead of "TE".
  • Fashionable Asymmetry: His left arm is shown to be more robotic compared to his other limbs. It is not known if this is simply a "buster-mode" for his arm, or if it is a replacement limb.
  • Gender-Blender Name: Despite his masculine gender, Terra derives his name from the Latin term for ground (Terra), which is feminine.
  • Logical Weakness: Goes two ways.
  • Neat Freak: Described to be obsessed with cleanliness in his Mega Man & Bass CD Data.
  • No-Sell: As his body was constructed from extraterrestrial material, conventional weapons (even the Super Mega Buster) don't work on him. Luckily, that's where the Mega Arm (and Deep Digger) come in handy against him.
  • Odd Name Out: Only applicable for English-speaking players thanks to a Dub Name Change, but Terra doesn't fit with the solar system Theme Naming of the other Stardroids (unless one factors in Terra being the Latin name for the planet).
  • The Paralyzer: Terra can create a projectile that freezes Mega Man in place if it hits, leaving him open to the Spark Chaser.
  • Planet Terra: He's known as Terra outside Japan, despite representing Earth among the Stardroids.
  • Slow Laser: His Spark Chaser is a laser that tracks targets and chases them relentlessly. Notably, the laser is much slower when Terra himself uses it.
  • The Unfettered: He is a very determined leader who'll do whatever it takes to get what he wants.
  • Villain Forgot to Level Grind: As it currently stands, he is the only villain to have ever canonically defeated Mega Man in battle. Although, he never expected Mega Man would get an upgrade that posed a threat to all the Stardroids, let alone himself...
  • Villain Teleportation: In his battle, Terra will teleport to the other side of the arena if Mega Man gets too close.
  • The Worf Effect: He shrugs off the Mega Buster while one-shotting Mega Man with his Spark Chaser.

    Sunstar (Sungod) 
https://static.tvtropes.org/pmwiki/pub/images/sunstar_transparent.png
An ancient super robot hailing from the same extraterrestrial civilization as the Stardroids, created to be the ultimate weapon of mass destruction. Dr. Wily releases him against Mega Man for the final battle of Mega Man V, before being promptly blown off the battlefield before Sunstar faces Mega Man. For an ultimate weapon, he's surprisingly optimistic and cares for his dental hygeine. Because he takes a while to fully wake up, he tends to try not to stay up too late.
  • Adaptational Villainy: Implied. In Rockman World 5, Sunstar was more open to Mega Man's hope of humans and robots living in peace, sacrificing himself to destroy the Wily Star to help realize that hope. In V, however, Sunstar lacks this change in heart, and instead of sacrificing himself willingly, his destroying the Wily Star is more a byproduct of damage sustained during their battle (although it is possible that Sunstar would have done so willingly anyway). Played straight in Mega Man Megamix along with Adaptational Dumbass, where Sunstar is a mindless weapon of destruction.
  • Affably Evil: If his Mega Man & Bass CD is to be believed, this terrifying doomsday weapon is high-spirited and cheerful, with a fondness for brushing his teeth!
  • Always Accurate Attack: One of his last tricks is summoning a barrage of rain that, like Toad Man's Rain Flush, can't be blocked or avoided, does a lot of damage, and burns the ground up. Fortunately, like Toad Man, Sunstar can be shot at to prevent him from using it.
  • Ambiguously Related: Despite being built by the same ancient civilization that created the Stardroids, this guy isn't included among their ranks, and his exact relationship to them (e.g. if he's a Super Prototype, or The Man Behind the Man to Terra) has never been stated by official media, if it even exists at all.
  • Artifact of Death: Sunstar was made long ago as a weapon, and Dr. Wily reactivates him as a last-ditch effort to destroy Mega Man.
  • Blood Knight: He was built for battle and war, and claims that robots were created to fight.
  • Contemplate Our Navels: Surprised by Mega Man showing kindness to him and offering to repair him at Light Labs, Sunstar ponders on Mega Man's resolve to fight only when it's needed to protect the world and belief that humans and robots can live in peace. In the Japanese script, he willingly detonates a bomb inside him to destroy both himself and the Wily Star to help eliminate combat robots, while the English translation has him dismiss it due to being on his death throes.
  • Dying Moment of Awesome: Though how and why it happens differs across translations, when Sunstar self-destructs, he annihilates the Wily Star in a powerful planet-sized explosion.
  • Earth-Shattering Kaboom: In Rockman World 5, he detonates a bomb inside him willingly. In V, his fusion reactor goes critical. Regardless of how it's done, this is the end result he inflicts on the Wily Star.
  • Evil Cannot Comprehend Good: After being defeated, Sunstar struggles to understand why Mega Man offers to take him to Dr. Light to be fixed instead of finishing him off. As a powerful doomsday weapon, the concept of mercy was seemingly never programmed into him.
  • Evil Is Not a Toy: Dr. Wily thought Sunstar was just another robot to order around Sunstar instead becomes one of the only characters to usurp his position as the Final Boss.
    Dr. Wily: Sunstar, destroy Mega Man!
    Sunstar: [fires shockwave under Wily's UFO, which launches up and smacks it into retreating]
  • Fashionable Asymmetry: Aside from his Arm Cannon, one of his shoulder plates is bigger than the other.
  • Galactic Conqueror: His Mega Man & Bass CD claims that he's attempted to ravage/conquer the entire universe.
  • Giant Space Flea from Nowhere: The game makes no mention of him at all until Wily is defeated.
  • Godzilla Threshold: Dr. Wily releases him after his own attempt to kill Mega Man fails. However, Sunstar quickly forces him into fleeing with an attack of his own.
  • Heel–Face Turn: In the Japanese script, Mega Man's statement that he fights to create a peaceful world moves Sunstar, and he elects to destroy himself and the Wily Star to help make that world a reality. It's more ambiguous in the English translation, where Sunstar's imminent explosion is involuntary and he admits he'll never know if Mega Man is right.
  • Light Is Not Good: He's based on the sun and wants to destroy everything. Such is life when you're a doomsday weapon.
  • Lightning Bruiser: Sunstar has several attacks, all of which hit hard and fast, and he's deceptively agile. He also has no weaknesses, and no weapon does more than a single point of damage to him (not even a fully-charged Mega Arm).
  • Load-Bearing Boss: As his fusion reactor begins to go nuclear from the damage sustained during battle or he detonates a bomb inside him, depending on which version you are playing, Sunstar asks that Mega Man leave before it's too late. His death explosion also takes the Wily Star with it.
  • Lost Superweapon: Wily found him and the Stardroids in the ruins of an ancient alien civilization.
  • Mr. Exposition: Though it's lost in the English script of V, in Rockman World 5 Sunstar reveals a little more about the civilization that he comes from — namely, that they were always using machines to wage war against each other (also, they were humans).
  • Nepharious Pharaoh: Sunstar has a helmet styled after a pharaoh's headdress, and he's the destruction-bringing ultimate superweapon of an ancient civilization.
  • One-Steve Limit: His Japanese name is Sungod. In the (non-canon) game Rockman Strategy, there is a completely different alien robot named Sun God (also known as Apollo).
  • Person of Mass Destruction: Sunstar is armed to the teeth with large lasers, a buzzsaw move and a weapon similar to Toad Man's Rain Flush. Fitting for an ancient weapon.
  • The Power of the Sun: Sunstar's entire motif is based around suns, and he is one of the more powerful foes Mega Man has faced.
  • Playing with Fire: He can toss fireballs that crawl on the ground and fly upwards, as well as fire waves that are quick and nullify Mega Man's shots. Between phases, he shoots another kind that burns the ground, and he can even make these with a deluge of rain he can summon.
  • Redemption Equals Death: While it's more ambiguous if Sunstar had a change of heart in the English script, the original Japanese script has him unambiguously believe in Mega Man's hope for peace between humans and robots, prompting him to destroy himself and the Wily Star with a bomb in his body.
  • Roboteching: He can shoot fireballs that crawl along the ground, then fly up when a target's above them. You see him use this tactic on Dr. Wily before he begins using it on you.
  • Rolling Attack: One of his many attacks has him become a fiery buzzsaw that moves very quickly around his arena and is impervious to damage.
  • Sequential Boss: While Sunstar himself doesn't change, whenever he loses a third of his health he destroys the floor and begins using a new pattern with new attacks, unlike many Robot Master-esque characters who typically only have two or three attacks they use over and over.
  • Super-Toughness: Sunstar has no weaknesses — no matter the weapon, even a fully charged Mega Arm shot, everything does only one point of damage to his stamina bar.
  • Theme Naming: Sunstar is named after the Sun and is the strongest of the ancient alien robots (though he's not officially counted as a Stardroid per se).
  • Wave-Motion Gun: One of Sunstar's attacks is firing a laser that's almost as large as he is. It even uses the same graphics and sound that the Skull Blazer's beams use (though it's mercifully not instant death).
  • World's Strongest Man: Sunstar is one of the most powerful robots seen in the entire Classic series, with some Japanese sources even claiming he's stronger than all the Stardroids combined. Beyond the impressive arsenal he demonstrates in battle (including a Wave-Motion Gun and summoning deadly rain), he can also self-destruct with enough force to destroy a small celestial body.

    Genesis Unit (Mega World Corps) 
https://static.tvtropes.org/pmwiki/pub/images/genesis_unit_transparent.png
Clockwise from the left: Buster Rod G, Mega Water S, Hyper Storm H
Appear in the Compilation Re-release/Video Game Remake The Wily Wars. The Genesis Unit, consisting of Buster Rod G, Mega Water S, and Hyper Storm H, are the three bosses featured in the secret fourth game, Wily Tower. They are given the serial number of MWN-XXX (MegaWorld Number) in Japanese and WWN-XXX (Wily Wars Number) in English.
  • The Alleged Boss: Buster Rod G is ostensibly the Genesis Unit's leader, but is an inexperienced, immature, and somewhat stupid robot. He often gets into heated arguments with the brains of the trio, Mega Water S, as a result.
  • Animal Jingoism: Buster Rod G is a Monkey-like robot who is noted in his Japanese Mega Man & Bass CD to dislike Rush and Treble, who are dog robots. Monkeys and Dogs are often considered to be natural enemies in Japan.
  • Arm Cannon: Buster Rod G uses one instead of his staff in the third Wily Tower stage.
  • The Brute: Hyper Storm H is the largest of the trio (and the second largest Robot Master of all, right behind Frost Man) and is in charge of the Unit's physical labor.
  • Chromatic Arrangement: Buster Rod G's primary color is red, Mega Water S's primary color is green, and Hyper Storm H's primary color is blue.
  • Elemental Barrier: Mega Water S can create a barrier of water around himself to protect him from attacks.
  • Evil Genius: Mega Water S is described as being the "brains" of the Genesis Unit.
  • Damage-Sponge Boss: Hyper Storm H is the only Robot Master in the series to have two healthbars instead of one.
  • Free-Fall Fight: The second fight with Buster Rod G takes place while on a set of platforms falling downwards.
  • Full-Boar Action: Hyper Storm H, being modelled after Zhu Bajie, looks like a humanoid pig.
  • Harpoon Gun: Mega Water S's only actual offensive weapon.
  • Kappa: Mega Water S is quite clearly based on one.
  • Logical Weakness:
    • Buster Rod's weaknesses in his first fight are to the Hyper Bomb, Atomic Fire, Hard Knuckle. In his second, he's weak to the Rolling Cutter, Air Shooter, Leaf Shield and the Hard Knuckle again. In the first round, he's a monkey martial artist, in a jungle, against weapons that can easily destroy the forest (and in turn his cover) or, for the last, be considered a more practical fighting style than his flashy attacks - so he'd struggle against them the most. As for the second round, considering he's fighting in a collapsing arena, weapons that can work to knock him off or negate his own attempts to knock Mega Man off would be key there.
    • Mega Water's weaknesses are to the Ice Slasher, Hyper Bomb and Atomic Fire. The first can easily freeze his aquatic attacks and his arena. The second could be a reference to illegal blast fishing tactics with the shockwaves affecting Mega Water even submerged, and on land Mega Water's own defenses not being strong enough to protect him. The third, while it might be extremely confusing that an aquatic enemy is weak to a fire weapon, it could be the case of the Atomic Fire being so hot that Mega Water's own aquatic moves can't put it out and the issue arising from a usually wet/cool robot being forcibly heated up. That, or its just reference to how one would cook a sea animal. By boiling it!
    • Hyper Storm's weaknesses are to the Hyper Bomb and Atomic Fire. He's too big and slow to avoid the blast of the Hyper Bomb, and the Atomic Fire is likely hot enough to melt through his thick plating and overheat the fan systems that keep him cool/attack others. That, and/or its a reference to roasting a pig to eat.
  • Long-Range Fighter: In his second fight, Buster Rod G eschews the fancy tricks he uses in his first battle in favor of shooting basic buster shots from a distance. But since it's a Platform Battle over a bottomless pit, it's all he really needs.
  • Monkey King Lite: Buster Rod G is based on Sun Wukong, and shares his template's rowdy personality, golden headband, Telescoping Staff, and ability to make illusory copies of himself. Additionally, he serves Dr. Wily as Wukong serves Sanzang, and his stage uses Snake Man's cloud platforms as a homage to the Nimbus Cloud.
  • Quirky Miniboss Squad: They're all animal-esque robots named after characters from the Chinese novel Journey to the West.
  • Recurring Boss: Buster Rod G escapes after his first fight, and reappears later on as the boss of the third Wily Tower stage.
  • Shout-Out: To Journey to the West, with Buster Rod G as Sun Wukong himself, Mega Water S as Sha Wujing, and Hyper Storm H as Zhu Bajie.
  • Spin to Deflect Stuff: Buster Rod G can twirl his staff around in his first fight to reflect Mega Man's shots.
  • Vacuum Mouth: Hyper Storm H uses this to either pull Mega Man towards him, or push him into spikes while firing normal shots.
  • Villain: Exit, Stage Left: Buster Rod G initially leaves when brought down to his last unit of health, only to come back during the third Wily Tower stage in a brand new, completely different battle.
  • Waterfront Boss Battle: Mega Water S subverts the trope by jumping out of the water as soon as the battle begins and never jumping back in.
  • What the Hell Is That Accent?: Mega Water S's CD in Mega Man & Bass notes that he has a very odd accent, apparently due to having been built in another country.
  • Yes-Man: Hyper Storm H is one according to his CD in Mega Man & Bass, with said trait being considered a good point.

    King 
https://static.tvtropes.org/pmwiki/pub/images/megaman_king_transparent.png
Voiced by: note 
A self-proclaimed king of robots who attacked a robot museum, downloaded data on the battle robots, and created an army of robots. King appears to be the Big Bad for Mega Man & Bass. It turned out that he is yet another creation of Dr. Wily, who upstages his role as the Final Boss. Robot Masters recruited by King (except Tengu Man and Astro Man) have the serial number KGN.XXX (KinG Number).
  • Badass Cape: He normally wears a cape as a sign of authority, but it disappears whenever he gets his hands dirty.
  • Canon Immigrant: Mega Man & Bass was originally an alternate version of the events of 8, with King being the game's version of Duo. 9 features it when Mega Man tells Wily off for how many times he's done the whole begging for mercy shtick, indicating that King and Duo both exist in the same timeline now.
  • Combining Humongous Mecha: His third form.
  • Cool Mask: Although it does look a tad bit goofy...
  • Disc-One Final Boss: Orchestrates the whole plot, until he's upstaged by Dr. Wily, as usual.
  • Disney Death: Played straight in Mega Man's ending and implied in Bass's ending. After his defeat, King sends a letter to Roll to apologise for his actions, which Roll gives to Mega Man when she sees him return. Bass's ending cuts King out of the story, however, making it ambiguous as to whether Bass destroyed him or not in his journey.
  • Expy:
    • King is quite visibly what happens when Duo is your villain. And you give him a big, scary axe. Justified, in that before 9 was released, MM&B was supposed to be an alternate course of events from that of MM8, and the big guy's gotta be in there somewhere.
    • King also works as one for Sigma; with his M.O. of leading a robot rebellion against humanity, using a melee weapon for combat, being weak against an electric special weapon, and undergoing a One-Winged Angel transformation after his initial defeat. He even sports a Badass Cape that gets removed before you properly fight him.
    • It's not hard to see parallels between King and General, even more so King's Army and the Repliforce. Both are golden robots who lead robot armies, and rebelled against humans while seeking to create a utopia for robotkind. Depending on whether you play Mega Man or Bass, King may have been destroyed at the end of his game, just as General is in X4.
  • Fantastic Racism: King holds humanity in contempt, and attempts to establish a world ruled entirely by robots. After being defeated, he realises the error of his ways.
  • Heads I Win, Tails You Lose: In the first of three consecutive battles against him, he uses a shield that completely blocks all attacks from his front. The only way to defeat him is to survive his own attacks until Proto Man shows up and destroys said shield.
  • Heel–Face Turn: After the events of the game, King abandons his goals of robot supremacy and sends Mega Man a letter apologising for his actions.
  • Made of Explodium: He is rigged to explode if anyone but Dr. Wily operates on him.
  • Redemption Equals Life: Subverted. King was believed to have perished in the final confrontation, but Mega Man's ending revealed that he survived and is now fighting for justice.
  • Royals Who Actually Do Something: Present for the raiding of the Robot Museum, showing an active role in his own conquest; and later has absolutely no qualms with facing down Mega Man and Bass, despite knowing their penchant for blowing up evildoers.
  • Secret Test of Character: He was specifically created because Dr. Wily was losing faith in Bass and wanted to test his ability with a mightier robot. Or at least that's what he says with an angry Bass standing in front of him.
  • Super Prototype: Stated to be such by Wily, who had a second, improved version already in the wings. When you consider that King I was able to one-shot Proto Man... Good thing he destroyed the plans for King II.
  • Turns Red: Due to Wily's brainwashing.
  • Villain Override: When King was pondering about robots fighting for humans, Wily stepped up the brainwashing levels for one last battle.

    Fake Man 
https://static.tvtropes.org/pmwiki/pub/images/export202303201810079180.png
Fake Man is a robot (or rather series of robots) created by Dr. Wily based upon actual police robots in order to impersonate them. During the ending of Mega Man 9, after Wily's defeat, he claims that Fake Man arrested Dr. Light and trapped him in a nearby cell in Wily's Fortress, which is being guard by two Fake Men. However, when Mega Man goes to free Light, it electrocutes him. In reality, it was a lie Wily crafted and both the scientist, alongside the Fake Men, escape prior to the fortress destruction. As DLC for 9, Fake Man can be fought in a Special Stage.


  • Boss Rush: Or rather, mini-boss rush. His stage has Mega Man fight against every mini-boss and the Mega Mech Shark before he can get to Fake Man.
  • Dirty Cop: Granted, he's not an actual cop. But he is based off one, and he's working for the main villain, so he's another type of dirty cop.
  • Hoist by His Own Petard: Fake Man's shots can be sent back at him if one uses the Jewel Satellite.
  • Impersonating an Officer: Wily built robots specifically designed for such a purpose.
  • Logical Weakness: He's weak to the Jewel Satellite. How do you get a dirty cop on your side? With money of course! In addition, Fake Man's weapon is not only too weak to pierce the shield, it can be shot back at him. Since it's his only way of attack, he's essentially screwed.
  • Military Salute: Gives one to Mega Man just before fighting him in his Special Stage and both Fake Men salute Mega Man as he reaches the cell "Dr. Light" is in.
  • Optional Boss: His entire stage and fight is DLC for Mega Man 9.
  • Revolvers Are Just Better: His only weapon is his Revolver Buster, which can fire six shots prior to Fake Man needing to reload.

    Ra Moon 
https://static.tvtropes.org/pmwiki/pub/images/ra_moon.jpg
Voiced by: note 
The main villain of Super Adventure Rockman. An ancient supercomputer who crashed on Earth 20,000 years prior to the events of the game. According to him, he gave humans the capacity to harbor violence towards each other, the technology and tools to further their hatred, and made them construct a temple for him. His plan was to have the humans wipe each other out and then rule the Earth with an army of his own machines. However, Ra Moon grew tired of the humans' lack of intellect and decided to delay his plans, burrowing himself underground alongside the Temple of the Moon until humanity has evolved enough to continue his plans.
  • Aliens Are Bastards: He's an arrogant, genocidal alien computer looking to wipe out humanity and human-built machines due to viewing them as weak and soft.
  • Big Bad: Of Super Adventure Rockman.
  • Canon Foreigner: Only appeared in Super Rockman Adventure and went down with it when the game was struck from continuity.
  • The Corrupter: He served as this to humanity in the past, giving the peaceful early humans the capacity to hate and kill one another.
  • Cutscene Boss: Ra Moon is never fought in-game; rather, he's destroyed in a cutscene after Rock beats the New Yellow Devil. He's hit by the Double Mega Buster, which overheats him and causes his wires to break apart and drop him in the temple's floor, destroying him in the process.
  • Dark Is Evil: A super computer with a pitch-black paint job, and exactly as evil as you would expect.
  • Evil Knockoff: More like Evil-er Knockoff. Once Mega Man defeats Ra Thor, Ra Moon's final trumpcard is a vastly enhanced version of Wily's Yellow Devil, known both as the New Yellow Devil and Ra Devil. The devil is able to absorb almost all attacks and drain the energy of other robots, inclusing Rock and the other Robot Masters.
  • Evil Sounds Deep: Has a ridiculously deep, booming voice. Which, of course, is to be expected when you're voiced by Norio Wakamoto.
  • Expy: With its black, spherical body and eye-like markings, it very closely resembles the Giant Sphere of the Giant Robo OVA.
  • Faceless Eye: Ra Moon has only a single eye pattern to indicate a face. The Archie comic even gives him a glowing pupil once he reveals his true colors to Wily.
  • Greater-Scope Villain: When he first arrived to Earth during the ancient generations, he gave humans the capacity to feel hatred and violence.
  • Hoist by His Own Petard: He tries to invoke this on Wily by taking control of Ra Thor and killing him with it, but Rock saves Wily at the last moment.
  • Kill All Humans: Unlike other Classic series villains, Ra Moon's goals explicitly involve the genocide of humanity so that he can rule Earth with his own machines.
  • Knight of Cerebus: He's a far darker and more monstrous villain than any of the baddies Mega Man tangled with during the Classic series, with his presence severely darkening the tone of the game.
  • Lack of Empathy: Ra Moon is a complete sociopath who doesn't give a damn about anybody but himself. When an angered Wily proclaims that he loves his robots, Ra coldly responds with "Love? What is that?"
  • Load-Bearing Boss: When he's destroyed, the Temple of the Moon self-destructs in a massive conflagration.
  • Manipulative Bastard: He gets Wily to trust him by rebuilding his Robot Masters from the second and third games, but attacks him and his robots once they've served their purpose.
  • Mysterious Past: Ra Moon is very old and not of this world, but where he came from and why he came to Earth is never revealed.
  • Non-Action Big Bad: Ra Moon stays wired into the Temple of the Moon and largely relies on others to achieve his goals. Indeed, his end goal hinges on humanity wiping itself out, with his plans only helping them towards that end.
  • Oh, Crap!: When Mega Man wrecks Ra Devil in one shot and is about to finish him off with the Double Mega Buster.
    Ra Moon: Wha...? What the hell?!
  • The Power of Creation: Ra Moon is able to fully reconstruct Robot Master bodies using only their blueprints, seemingly without needing any raw materials at all. However, Shadow Man's absence from the finale after being destroyed by Mega Man earlier suggests even Ra Moon has his limits.
  • Related in the Adaptation: The Archie Comics series connects Ra Moon to pretty much every single extraterrestrial entity in the Classic series. He created the Stardroids, Sunstar, and the future Shadow Man, he's an enemy of the Star Marshals (whom Duo is hinted to be a member of), and the unnamed evil robot from Mega Man 8 (here named Trio) sides with Ra Moon in return for what is all but stated to be Evil Energy.
  • Shock and Awe: His only "attack" is to directly electrocute his enemies. A far more dangerous ability of his is a machine-destroying EMP field, which can encompass the entire planet.
  • Take Over the World: Plans to destroy humanity and rule Earth with his own machines.
  • Walking Techbane: He can create an electromagnetic field that renders technology useless. His Evil Plan hinges on humanity developing and becoming reliant on advanced technology, only for him to destroy it all and plunge the world into self-destructive anarchy.

    Rockman Shadow (Mega Man Shadow) 
https://static.tvtropes.org/pmwiki/pub/images/rockmanshadowfullartjpeg.jpeg
Rockman Shadow (Mega Man Shadow)
The leader of the Dimensions, who are the central antagonists of Rockman & Forte: Challenger from the Future. He comes from the future and seeks to destroy peace between mankind and robotkind in Symphony City. He has the look and powers of Mega Man, though also with a certain green robot from a past adventure...
  • Big Bad: He's the leader of the Dimensions with a desire to destroy and conquer the past. Except, after his defeat, he actually wanted to find someone to put him down.
  • Death Seeker: Rockman Shadow reveals himself to be one to Mega Man. He deliberately travelled through time to seek him and Bass out in hopes that they would defeat him.
  • Evil Counterpart: R-Shadow to both Mega Man and Bass. The former in a literal sense because he was made in Mega Man's image, but also to Bass given that he shares his desire to prove his superiority as the strongest.
  • Evil Knockoff: Rockman Shadow is suspiciously similar to Rock. Given that's he's a failed prototype of Quint, he's pretty much an evil knockoff to an evil knockoff.
  • Expy: Rockman Shadow is similar in appearance to Quint and even uses a weapon similar to the Sakugarne, but they're not the same character. In the end, it turns out the similarities aren't coincidental — Rockman Shadow was a failed attempt by Wily to create his own version of Quint and was scrapped as a result.
  • From Nobody to Nightmare: He went from a discarded prototype to Quint, to being a massive threat that destroyed his future and seeked to attack the past as well.
  • The Reveal: While he is very similar to Quint, in truth he's just a prototype of him that was abandoned in the future. He upgraded himself to become stronger and wrecked his timeline as leader of the Dimensions.
  • Super Prototype: Averted. It's pretty much stated R-Shadow was a failed venture to make a Quint before kidnapping the future Mega Man. The only reason he's so strong now is because he upgraded himself after being abdandoned by Wily.
  • Suspiciously Similar Substitute: He's pretty much an exact copy of Quint who was a Mega Man from the future. Despite that, he is NOT Quint, but rather Quint's prototype.
  • Unreliable Illustrator: He's described in-game as being black colored, but his main illustration just gives him Quint's colors.

    The Dimensions 
https://static.tvtropes.org/pmwiki/pub/images/dimensions01.gif
A team of seven Robot Masters from the obscure WonderSwan game Rockman & Forte: Challenger from the Future who have willingly come to the past to destroy peace between mankind and robotkind. They serve under Rockman Shadow. From left to right they are: Bullet/Dangan Man, Stove/Konro Man, Aircon Man, Komuso Man, Clock Men, and Compass Man.
  • Be the Ball: Bullet/Dangan Man is a giant bullet that can fire himself as a projectile.
  • Beware the Silly Ones: Look, would you expect over half of these guys to be threat? Despite most of them having goofy appearances, they're strong enough to destroy the future they originated from.
  • Boss Rush: Averted. After they go down, they don't come back for the usual series boss rush before the main fight. Makes sense since they're operating without someone skilled in robotics, like Wily, so there isn't anyone to bring them back.
  • Call-Forward: Instead of using the usual array of mooks, the Dimensions bring their own army with them, many of which are Mechaniloids from the X series. In addition, Stove/Konro Man gets an in-universe comic book, which manages to survive to the ZX era.
  • Detachment Combat: Compass Man. Though by the way his body works, his torso can only float above his leg unit.
  • Doppelgänger Attack: Komuso Man's M.O. is to produce copies of himself to triangulate firing projectiles.
  • The Dragon: Compas Man is always the penultimate boss.
  • Dual Boss: The Clock Men.
  • Killed Off for Real: Unlike other Robot Masters, if their lack of a boss rush is any indication, their defeats by Mega Man and Bass had them be completely destroyed.
  • Non-Standard Character Design: While many Robot Master sets had nonhumanoid robots, over half of the Dimensions are basically anthromorphic objects: A bullet, stove, air conditioner and two clocks, in particular. The two that aren't — Komuso Man and Compass Man — are more traditional looking.
  • Only Friend: Compass Man claims to be R-Shadow's friend prior to fighting Mega Man and Bass.
  • Playing with Fire: Stove/Konro Man, as well as his weapons the Flame Shower and Flame Mixer.
  • Shock and Awe: The Clock Men.
  • Sinister Minister: Komuso Man is based on one.

Alternative Title(s): Mega Man Classic Villians

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