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This page features a list of the WWW ("World Three") hackers and their Navis who appeared in Mega Man Battle Network 1 and in MegaMan NT Warrior.


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Mr. Match and FireMan

    Mr. Match (Kenichi "Hinoken" Hino) 

Mr. Match voiced by: Katsuyuki Konishi (JP), Trevor Devall (EN), Armando Coria (LA, Anime)

https://static.tvtropes.org/pmwiki/pub/images/match3.jpg

A very passionate man that loves anything to do with pyrotechnics. Operator of FireMan.EXE, HeatMan.EXE, and FlameMan.EXE, although he is only seen with one of them at a time. In the Gregar version of 6, he repents for good after a series of Heel Face Revolving Doors, becoming a schoolteacher at the Cyber Academy to introduce the Cross System.


  • Adaptational Villainy: While he was already a villain in the anime and games, he eventually becomes a good person and ally to Lan despite multiple attempts at deleting MegaMan (and occasionally attempts to kill Lan). In the manga, however, he never pulls a Heel–Face Turn and holds fast to his evil ways.
  • Adaptational Heroism: While he's still a villain in the anime, he's not as bad as he was the games and it's not long before he becomes eventual allies with Lan and the others, but he also ends up running a curry shop with the rest of World Three.
  • A Day in the Limelight: Episode 37 of the first season as a POV Sequel of two earlier episodes detailing FireMan's deletion at the hands of FreezeMan and his rebirth as HeatMan.
  • Ambiguously Evil: In the fourth game (at least in Red Sun). While he is unquestionably villainous in the first and third games, and unquestionably heroic in the sixth, in the fourth it's impossible to know where he falls. He claims to be reformed, and despite Lan and MegaMan's suspicion his assistance at the hotdog stand is completely genuine, and he does genuinely care for the girl who runs it. But he rigs the stadium with detonators during the tournament and has built a small crime organization from the remnants of the WWW, until he's backstabbed by his minions and helps you stop them. Making it more confusing, you get a FireMan's Double Soul.
  • Badass Teacher: Becomes a teacher in 6 to teach about fire.
  • Beard of Evil: He has a pointy goatee.
  • Breakout Villain: Mr. Match was only a Starter Villain when he debuted in the first game, but comes waltzing back into the third game as Wily's leading human operator and personally engineers a Heroic BSoD for Lan. He and his Navis would go on to reappear in just about every series title or Spin-Off to follow.
  • The Bus Came Back: Mr. Match, despite being arrested in at least three different games, quite notably returns in some capacity in every game except Battle Network 5.
  • Costume Inertia: In the games where he is a WWW operative, he still retains his disguise outfits (once as a technician, the other time as a SciLab personnel) even in meetings at the secret base. His design for the first game did make it to the adaptations, however.
  • Demoted to Extra:
    • Despite being a major character in the games he suffers this in the anime. Ironically, he's had the fewest amount of appearances in the anime despite having largest role of any WWW member, even appearing in more games than Wily. While he's very important in the first season, from Axess onwards he barely appears and it gets worst in Beast and Beast+ where he doesn't appear at all in the former, and only appears in the last episode of the later.
    • It's even worse in the manga. He only really appears twice where he's the Starter Villain like he was in the games and anime, but is given even less screentime. He interacts with Lan once in order to have him help with his plan only to reveal it was a ploy to delete Mega Man and doesn't reappear until around the Battle Network 3 arc where it's not long before he's defeated again. Then again his role was still larger than most of the WWW members with several getting Adapted Out.
  • Discard and Draw: He changes Navis from time time. He rotates between using FireMan, HeatMan, and FlameMan throughout the series.
  • Easily Forgiven: Exaggerated. Match has nearly killed Lan and Mega Man on multiple occasions and traumatizes Lan in Battle Network 3, when he tricks the boy into participating in a scheme that nearly kills Yuichiro. Yet Lan has no trouble having him act as a mentor in Battle Network 6. Though at first he thinks that Match is plotting another scheme, he quickly changes his mind and accepts to be his student. Luckily, Match actually has turned over a new leaf this time.
  • Elemental Hair Colors: Long, red and wavy, fitting for a pyromaniac and operator of several Fire Navis.
  • Even Evil Has Loved Ones: The lady who runs a hot dog stand near the Dendome in Battle Network 4 is Mr. Match's Morality Pet and Implied Love Interest during the FireMan scenario in Red Sun; he keeps her away from harm, tells his gang to leave her in peace, and makes sure that when his gang tries to rig his tournament match igniters aren't placed anywhere near her stand. When she comes to cheer him on inside the Dome itself, he freaks out and tries to call off the plan, only to be accused of going too soft as they turn them on anyway, at which point Match helps Lan disarm them to save the woman's life. This partly paves the way for his Heel–Face Turn come 6.
  • Fiery Redhead: His red wavy hair invokes his flame motif, and his personality is similarly intense and boisterous. In Red Sun, Match shows up during the ending to chastise the people who have given in to despair, and his speech is such that he single-handedly convinces everyone to start cheering for MegaMan, giving him the strength he needs to save the day.
  • Heel–Face Revolving Door: It's hard to tell which side is he actually on in the games until 6. He starts out as the first WWW terrorist Lan faces, acts as a neutral NPC in 2, is The Mole that deceives Lan in the following instalment, becomes much less malicious (though still involved in shady activities) later on, before finally being unambiguously heroic in the final game.
  • Hollywood Hacking: Unusual for a series revolving around network technology, this is averted. Mr. Match uses quite realistic techniques such as getting close to his targets via social engineering and using purpose-built malware packages on specific hardware.
  • It's Not You, It's Me: When his Implied Love Interest suggests they strike up a relationship at the end of the FireMan scenario in Battle Network 4, he gallantly breaks things off by insisting that they're Not So Similar and that it wouldn't work.
  • Janitor Impersonation Infiltration: His first appearance has him disguising as a repairman to hack ovens instead of repairing them. This serves as a distraction to search for the Fireprogram, hidden in the Hikari household's oven.
  • Karma Houdini:
    • Despite the enormity of his crimes—serial arson and attempted mass murder, including high profile targets directly related to national security—Mr. Match never once spends so much as a whole year in prison and is back on the street almost always in time for the next series installment. Most of his jail sentences might as well be a couple months at the longest.
    • If the player gets the FireMan scenario and then the BurnerMan scenario in Battle Network 4, it's possible for him to be arrested and back on the street during the same game.
  • Locked Out of the Loop: In 3. Wily apparently didn't bother to tell his current active agent that one should never, under any circumstances, EVER provoke Bass.
  • Manipulative Bastard: Match plays Lan like a fiddle in 3.
  • Once an Episode: Mr. Match appears in every main series game but one and in most of the spin-offs. This man cannot stay in jail.
  • Palette Swap: Mr. Match's mugshot is identical in all three games of the original trilogy, down to the Psychotic Smirk, but he wears a different outfit in each.
  • Perpetual Smiler: Mr. Match is always smirking or grinning in his character art and mugshots.
  • Playing with Fire: Mr. Match is the most prominent user of Fire Navis in the series, given he has three of them and makes an appearance in all games except 5.
  • Psychotic Smirk: A big tell for Lan and the audience that the "NetSafety" technician (Mr. Match in a Paper-Thin Disguise) checking the house near the start of the first game is up to no good is the fact that he has a nasty smirk permanently affixed to his face. Lan's mom Haruka doesn't appear to notice.
  • Put on a Bus: He's completely absent from the events of Battle Network 5 although he does return in 6.
  • Pyromaniac:
    • Match's evil plans will always include his targets being swallowed in fire.
    • FireMan in Network Transmission, after being given the false vaccine
  • Recycled Plot: In at least three games his Evil Plan works by setting Cyberspace on fire, and MegaMan must put the fire out.
  • Starter Villain: The very first villain introduced in the series.
  • Starter Villain Stays: In a series where very few characters reappear in more than one game at most, Match appears in five of the six main entries.

    FireMan.EXE 

FireMan.EXE

Voiced by: Satoshi Katougi (JP), Ross Douglas (EN), Miguel Ángel Gigliazza (LA, Anime)

https://static.tvtropes.org/pmwiki/pub/images/firemanexe.jpg
FireMan.EXE
"Hahaha! I'm gonna burn you up!"

Mr. Match's very first NetNavi and the first major boss Lan has to fight. He and his operator attempt to set fire to ovens all over ACDC Town and were searching for the fire super program. He fights MegaMan.EXE in Lan's family oven and is defeated not before obtaining the program Mr. Match needed. He later appears in Mega Man Battle Network 4 in a tournament and after his defeat, gives MegaMan the Fire Double Soul.


  • Alternate Self: FireMan is the Battle Network counterpart of the classic Robot Master of the same name from Mega Man.
  • Arm Cannon: Both of FireMan's arms are these.
  • Armor-Piercing Attack: FireMan's Fire Arm.
    • In the core series, Fire Arm shoots a stream of fire over three panels; this stream will not be interrupted even by obstacles on the field.
    • In MegaMan Network Transmission, both the Fire Arm battle chip and the FireMan navi chip penetrate walls.
    • In Battle Chip Challenge, it's a Pierce-type attack that damages both a navi's active shield and the navi itself.
  • Astonishingly Appropriate Appearance: FireMan's head resemble a torch.
  • Brainwashed and Crazy: In Network Transmission, FireMan gets infected by the Zero Virus Vaccine.
  • The Bus Came Back: He returns in Battle Network 4 and in Axess to give Lan his double soul.
  • Chest Insignia: A fireball. All three of his Navis use it, with the only difference between them being the colors: FireMan's colors are yellow with an orange background.
  • Composite Character: In the games, FireMan and HeatMan are two separate Navis. In the anime, they're still physically separate individuals, but the same person mentally when FireMan is deleted by FreezeMan. What's left of is data is placed in HeatMan's body to let FireMan keep living and to unlock HeatMan's full battle potential.
  • Convenient Weakness Placement: In Battle Network 1, Cannon C can be purchased from a Net Dealer during the player's first visit to the internet—immediately before the FireMan scenario begins—which (along with the Cannon A and Cannon B already in the starter folder) makes Zeta-Cannon 1, the first Program Advance they can create.
  • Death by Adaptation: FireMan is deleted at the hands of FreezeMan in the anime, and his remaining data is then used to complete HeatMan. In the games, HeatMan is simply the result of FireMan undergoing extensive customization, and may even be an alternate form FireMan can assume at will (given FireMan's reappearance in Battle Network 4).
  • Dub Name Change: The English dub and manga for some reason calls him TorchMan.EXE rather than FireMan.EXE
  • Playing with Fire: Fire attacks is his specialty in battle.
  • Signature Move: The Fire Arm, a stream of burning fire unleashed from his Arm Cannon. It's featured in his navi chips, gets its own battle-chip in Network Transmission, and serves as the Charged Attack of Fire Soul in Battle Network 4.
  • Starter Villain: He is the first major antagonist MegaMan fights in the games, anime, & manga respectively.
  • Version-Exclusive Content: FireMan can be fought and Fire Soul unlocked in Battle Network 4, but only in Red Sun version.
  • Warm-Up Boss: FireMan's Boss Battle is almost always near the start of any game he's in.
    • He's the Starter Villain of Battle Network 1.
    • FireMan is the last opponent in the Match Tournament of Class D.
    • FireMan appears in the city-wide tournament at the start of Red Sun. (Downplayed in this regard, since the first Soul boss of this tournament in Red Sun is guaranteed to be GutsMan, so FireMan can't be encountered until repeat playthroughs).

Tropes related to FireMan's appearance in Mega Man Battle Chip Challenge

Higsby and NumberMan

    Higsby (Yamitaro Higure) 

Voiced by: Yuji Ueda (JP) Lee Tockar (EN), Armando Coria (LA, Anime)

https://static.tvtropes.org/pmwiki/pub/images/higsby.jpg

A part-time teacher of sorts that also runs the local battlechip shop. In the first game, he was a member of World Three and tried to brainwash the local ACDC Elementary School into becoming World Three servants. Since that failed attempt, he cut off ties with the World Three and becomes a close friend to Lan and MegaMan's group.

  • Adaptational Heroism: His actions in the anime are far less despicable than they were in the game, where he merely holds Mayl, Dex, Yai, and Ms. Mari hostage to get Yai's rare chips instead of brainwashing every kid in school and trapping Ms. Mari in the supply closet. It helps that in the anime Higsby wasn't a WWW member.
  • Anime Hair: Just look at how fluffy it is!
  • Chekhov's Boomerang:
    • His former connection with WWW is used in the first game in an attempt to find them.
    • In the anime, his extreme knowledge of battle chips allows him to identify the battle chip which is infecting Roll, which can be removed by pushing it out with a Twister chip.
  • Combat Commentator: Occasionally takes this role in the anime when Ribitta doesn't do so. At one time he even provides commentary of the fights alongside her.
  • Easily Forgiven: Remember when he willingly tried to brainwash an entire school for the WWW? Neither does the main cast as he quickly runs a chip shop and this event isn't even mentioned again after the first game. Downplayed by the anime, since the only thing he did was trap Yai and the others in a room to take her rare chips.
  • Eyes Always Shut: Never seen open.
  • A Fool and His New Money Are Soon Parted: In the anime, he's tricked into being a money mule for Gauss Magnus and MagnetMan for an economy shakeup scheme after they hacked several bank accounts (including Yai's family) and offloaded the money into his new Battle Chip superstore, only for him to close shop once the chaos gets settled at the end. Justified, since he was being made wealthy via stolen funds.
  • Get A Hold Of Yourself Man: Calls out Shuko for being too down on herself in Axess episode 16.
  • Heel–Face Turn: We mentioned that he was in World Three at the beginning of the first game, right?
  • Hero of Another Story: Higsby is absent from the first part of Battle Network 2, travelling abroad in Netopia, and his chip shop remains closed the whole time. Lan encounters him by chance while also in Netopia for the Officials conference, and gets glimpses of his adventures by discovering NumberMan in increasingly outlandish locations, up to and including the UnderNet.
  • I Just Want to Be Badass: His main reason for joining Team Colonel is to be as strong as its team members so that he can protect Ms. Mari when she's in trouble.
  • Karma Houdini: Although he pulled a Heel–Face Turn, he did take over an entire school and tried to brainwash all the students, and got away with nothing but a lecture from Lan. He does at least help Lan in his pursuit of the WWW and even helps save the world from Nebula in Team Colonel.
  • Last-Name Basis: He's referred to as "Higure" by most people in the Japanese version, with NumberMan being the only one to call him "Yamitaro."
  • Manchild:
    • In the first Battle Network Higsby starts crying after being defeated. Only after Lan promises to trade chips with him does he calm down.
    • In Battle Network 2, after hearing that Lan and MegaMan aren't speaking to each other, he is reduced to Inelegant Blubbering.
  • Nerd Glasses: A pair of square, rimless specs that, while not fitting any of the classic definitions, are very unflattering.
  • Otaku: For battle chips, which drives him to travel the world and even join the WWW in the first game.
  • Perpetual Poverty: It is hinted that the reason his chip shop doesn't perform much is because he doesn't want to sell or even use the rare chips he has.
  • Proud to Be a Geek: Considering that geekiness is actually the source of extremely helpful knowledge about net combat, it's not hard to see why.
  • Put on a Bus: When you get access to your hometown again in the sixth game, his chip shop is locked up with a sign on the door saying he's overseas on a trip.
  • Ship Tease: It's blatantly obvious that he has a crush on Ms. Mari. In the games, Higsby can sometimes be seen daydreaming about her and in the fifth game, he says he's going to propose after the adventure's over.
  • Smart People Wear Glasses: He's a battle chip nerd and all-around knowledgable about netbattling, and rocks a pair of square-shaped specs.
  • Verbal Tic: He adds "huh" to almost every sentence in English. He even writes the "huh"s in his emails! In Japanese, he replaces "desu" with "demasu".
  • Would Hurt a Child: Higsby's plot in the first game consists of inflicting a brainwashing program on school students; according to NPC chatter, this program is downright agonizing.

    NumberMan.EXE 

Voiced by: Yuji Ueda (JP) Samuel Vincent (EN), Eduardo Garza (LA, Anime)

https://static.tvtropes.org/pmwiki/pub/images/numberexe_8.jpg

An intelligent Navi that appears to have a huge brain of sorts encased in a light bulb. Operated by Higsby

  • Astonishingly Appropriate Appearance: The LED display screen in his chest makes NumberMan look like a calculator.
  • The Bus Came Back: Despite only being The Unfought in Battle Network 2 and Battle Network 3, NumberMan got a Boss Battle in the next two games.
  • Chest Insignia:
    • NumberMan's navi-mark consists of a dark green right-triangle with the right angle marked by a small yellow square, set against a lighter green background, suitable for his mathematical motif. Unlike with most Navis, it's actually found at the top of his brain-case.
    • NumberMan's actual chest has the LED display screen of a calculator embedded in it.
  • Dirty Coward: In the first game, NumberMan hides in the back row and relies on summoned objects to do the fighting for him. (He loses this by the second game, wandering the Internet to hawk his wares, even in the depths of the Undernet).
  • Foil: With SearchMan in the dark chip duology by way of their respective Double Souls with MegaMan. Both Souls give MegaMan increased access to the chips in his folder—Number Soul does this by giving him a bigger initial draw with a full ten chips at the start, but Search Soul lets him shuffle his battle chips for new ones from the deck. This was likely why they both become The Smart Guy for their respective teams in Battle Network 5.
  • The Gimmick: NumberMan is a walking, talking Random Number Generator, down to most of his attacks doing Randomized Damage.
  • Good with Numbers: Especially considering his theme. At the end of the first game, he helps MegaMan crack open a three-digit lock instantly when the previous ones were a two-digit Password Slot Machine.
  • Improbable Weapon User: Dice bombs, protractor boomerangs, and math balls. In the anime, he also uses swords that look like oversized Mahjong scoring sticks.
  • Lovable Coward: He's not the best at netbattling, but people love him anyway.
  • My Brain Is Big: NumberMan's head is predominantly shaped by his spherical electronic brain.
  • Non-Elemental: NumberMan lacks any of the four elements, but in the dark chip duology, where every battle-chip mechanic counts as an "element", NumberMan's element is "plus".
  • Puzzle Boss: NumberMan's Number Ball attacks each list a random number on them that indicates the damage they will do on contact and the amount of Hit Points they have. Unless he has a powerful enough chip that he wants to spend on the number balls, MegaMan must find and destroy the ball with the lowest number to break through the assault.
  • Randomized Damage Attack: NumberMan's bread and butter. His dice bombs and number balls do random amounts of damage when used, and his Number Trap deploys a random effect when triggered.
  • Robot: Despite being a virtual life form, NumberMan has one of the most robotic designs in the series.
  • The Smart Guy: Of Team Colonel. He is able to crack down even the most complex of security doors.
  • Stationary Boss: In the first Battle Network game, he doesn't move at all. This makes it rather easy to delete him.
  • Took a Level in Badass: He's frankly pathetic in the first game — He doesn't move at all during battle and has three very simple attacks that can be easily shot through. He's less of a joke in the Blue Moon version of the 4th game but still not very tough even at Omega level, but in the 5th game he's a far more formidable opponent with much better AI patterns and attacks than before. Also coincides with him and Higsby joining Team Colonel and taking part in liberating dark areas.
  • Trap Master:
    • During the NumberMan scenario in the first game, the school network is littered with traps that MegaMan happens on while exploring it left behind by NumberMan.
    • The Number Trap Special Attack used by NumberMan V2 and V3 leaves a trap on MegaMan's field that will trigger a random effect if stepped on.
  • Version-Exclusive Content: NumberMan can be fought and his Double Soul unlocked in Battle Network 4 and 5, but only in the Blue Moon and Team Colonel versions.

Tropes related to NumberMan's appearance in Mega Man Battle Chip Challenge

  • Charged Attack: NumberMan's strong chip Prism duplicates the accumulated damage done by the same user's battle-chips after Prism was summoned and launches a strike with equivalent total damage at the end of the turn.
  • Combat Medic: in his Open Battle bouts, NumberMan's program-decks will be mostly damage focused, but he'll have a line of defensive chips, including Panel Out, Barrier, and Recovery 50.
  • Combos: In his Open Battle fights, NumberMan's first column will have Prism, a shield that charges damage over time to strike the enemy with another attack, and Panel Out, which protects Prism by putting holes in the field and ensuring Break-type attacks (like those used by GutsMan) can't destroy it outright.
  • Crutch Character: NumberMan is acquired in the DenCity Free Battle early in the game and his attack can do impressive damage, but his overall stats are poor and his damage output is unreliable.
  • Early-Bird Boss: NumberMan's chipless program-deck in the Novice tournament allows the game to use him to introduce custom Navi-attacks and battle-chip damage.
  • Epic Fail: NumberMan enters at the Novice tournament without a single battle-chip in his program deck, because Higsby forgot.
  • Mage Killer: NumberMan's Dice Bomb damages every opponent battle-chip and may even delete them.
  • Magically Inept Fighter: NumberMan has poor MB, which limits his program deck capacity.
  • Optional Boss: He's the final enemy of Dencity Open Battle.
  • Signature Move: His strong chip is Prism, which Charges up damage depending on the battle-chips used after it.
  • Spam Attack: NumberMan's Dice Bomb does a random number of hits, allowing it to benefit from Quad Power exponentially.
  • Squishy Wizard: NumberMan has almost no good stats to speak of and is in the second-lowest hit point tier, but his Dice Bomb can (on a good roll) do impressive damage to all of an opponent's battle chips.

StoneMan

    StoneMan.EXE 

Voiced by: Hiroaki Ishikawa (JP), Ward Perry (EN), Héctor Moreno (LA, Anime)

https://static.tvtropes.org/pmwiki/pub/images/stoneexe.jpg

An independent Navi working for WWW who prevents the subway trains from running.

  • Adaptational Badass:
    • He's a very underwhelming Navi in the games, but his anime counterpart is considered a dangerous threat who nearly kills ProtoMan.
    • In an amusing twist his Navi chip can also be considered this to the Power Stone, the weapon you get from his Robot Master counterpart. The Power Stone was awkward, unwieldly, and very hard to consistently hit things with. The StoneMan chip seems to be more or less the same when you first get it since whether it hits the enemy at all is up to luck, but stronger versions drop more rocks making them more likely to hit, and that likelihood skyrockets when you use Area Steal to give the stones less empty space to fall in. Once you get StoneMan V3 you'll reguarly be dealing 300 damage and killing most enemies outright, or ripping huge chunks of health off of bosses.
  • Alternate Self: StoneMan is the Battle Network counterpart of the classic Robot Master of the same name from Mega Man 5.
  • Call-Back: StoneMan himself never reappears after the first game, but the God Stone summon chip in the second and third game resembles him and drops boulders from the sky just like he did.
  • Co-Dragons: With BombMan in the anime; they're the two toughest Navis in the whole WWW, specially deployed by Wily himself.
  • Collapsing Ceiling Boss: Smashes the ground to shake the area, causing chunks of rocks to rain from above Mega in sets of three.
  • Damage-Sponge Boss: StoneMan has an unusually high number of hit points for such an early boss; he has as many as ColorMan and ElecMan, who are fought two whole scenarios later in the game.
  • Death from Above: StoneMan's Signature Move drops boulders on the enemy territory in sets of three. The basic navichip version of it does a lot of damage and drops three sets when used.
  • Dishing Out Dirt: Of the rock variety.
  • Floating Limbs: StoneMan has two "hands" detached from his body that he can move, either to smash something or to use his Frickin' Laser Beams.
  • Frickin' Laser Beams: One of StoneMan's Special Attacks is to bury his hands in the ground and then summon an activated version, now in the shape of a totem, which will fire a big beam across the whole row.
  • Intelligible Unintelligible: He speaks in "gok"s in the game, but MegaMan understands him just fine and subtitles are helpfully provided to the player. The anime makes him fully intelligible.
  • Limit Break: The God Stone chip (a Call-Back to StoneMan) is the basis of the Mother Quake program advance in the third game.
  • Luck-Based Mission: His Navi chip drops rocks in random patterns on your opponent's side of the field three times in a row. It can potentially do 300 damage, but whether the rocks actually hit your target(s) or not is all up to luck. Thankfully, you can even the odds with careful usage of Area Steal.
  • Mini-Boss: A symptom of Early-Installment Weirdness. StoneMan does not provide a full scenario so much as a big obstacle in the middle of an intermediary sequence between the school crisis and the waterworks crisis.
  • Non-Standard Character Design: One of two Navis (the other being GravityMan) to be drawn in CGI instead of the normal method. Even his official art looks more 3D in nature.
  • Saved for the Sequel: Inverted. While most of the Bosses of Battle Network 1 are either original generation characters or adapted from Mega Man, StoneMan is originally from Mega Man 5.
  • Stationary Boss: Fitting, for a Navi made of stone, he doesn't move an inch. He stays in the far right panel of the middle row and never moves from there.
  • Summon Magic: One of StoneMan's abilities is to summon a Rock Cube when his eyes flash.
  • Taken for Granite: Asteroid StoneMan gave his operator the (unwanted) ability to do this.
  • The Unintelligible: Zigzagged in the first game. StoneMan speaks in strange "gok-gok" noises, but the dialog is translated anyway.
  • We Hardly Knew Ye: In Battle Network 1, StoneMan has no Character Development and appears in only one cutscene.
  • You Don't Look Like You: The original Stone Man was clearly an android, but StoneMan.EXE is an hulking assembly of stone blocks that is much less humanoid in appearance, straddling the line between "hunched over biped" and "quadruped", and has a completely different color scheme to boot. About the only thing both versions have in common is that the stone parts of their bodies are assembled from bricks.

Dr. Froid and IceMan

    Dr. Froid (Seiji Hikawa) 

Voiced by: Takuma Suzuki (JP), Brian Drummond (EN)

https://static.tvtropes.org/pmwiki/pub/images/froid.jpg

The manager of the Waterworks and Tory's father. He was manipulated by the WWW to freeze the water system and give them the Aquaprogram. He operates IceMan in the first game.

    IceMan.EXE 

Voiced by: Junko Noda (JP), Samuel Vincent (EN), Pedro D'Aguillón Jr. (LA, Anime)

https://static.tvtropes.org/pmwiki/pub/images/iceexe.jpg
"And now, you shall behold IceMan's power!"

The navi operated by Dr. Froid in Mega Man Battle Network 1 and by his son Tory in MegaMan NT Warrior (2002). IceMan is a rather small and cute Inuit-like Navi specializing in ice attacks.


  • A Day in the Limelight: Beast episode 9 is this for him as he finds Zoano FreezeMan injured and retrieves a communication device for him.
  • Alternate Self: IceMan is the Battle Network counterpart of the classic Robot Master of the same name from Mega Man.
  • Badass Adorable: Just like most Aqua Navis, he's short and small but packs a punch.
  • Blush Sticker: It makes him look cuter.
  • Brainwashed and Crazy: In Network Transmission, Mr. Froid gives him the Zero Virus Vaccine.
  • Breath Weapon:
    • IceMan uses his chilly breath to create structures of ice and snow, but in Network Transmission his Ice Breath is a Special Attack unto itself.
    • Network Transmission also gives him use of the Ice Slasher, his Classic counterpart's Signature Move—to use this technique, IceMan spits out a projectile-icicle that will skewer anything in its path.
  • Call-Back: IceMan's Freeze Bomb was Retooled into a Secret Art of MegaMan's Aqua styles in the second game.
  • Chest Insignia: A bright blue eight-pointed star against a slightly darker blue background.
  • Eskimo Land: His design is based on one.
  • Fanboy: Of the Idol Singer Aki in the anime.
  • Field Power Effect: In RockMan.EXE 4.5, IceMan's Freeze Bomb towers will turn any panels they touch to ice-panels, which cause enemies to slide across them.
  • An Ice Person: No kidding.
  • Ice Magic Is Water: IceMan is an Aqua-type navi.
  • It Was a Gift: RockMan.EXE no Himitsu indicates that IceMan.EXE was given to Dr. Froid as a birthday present from his family.
  • Pintsized Powerhouse: IceMan is among the tiniest navis, but has power on par with many of the others—in Network Transmission, IceMan's small size has a mechanical impact, since some projectiles will shoot right over his head and leave him unscathed.
  • Power Up Full Color Change: In RockMan.EXE 4.5, IceMan Omega trades out his teal parka for a deep blue one closer in color to Dr. Froid's work clothes.
  • Precocious Crush: IceMan is quite smitten with Aki, the virtual idol, in MegaMan NT Warrior (2002).
  • Recurring Element: IceMan is the first in a line of Pintsized Aqua-types that includes ToadMan, BubbleMan, AquaMan, and Cancer Bubble.
  • Secret Art:
    • Fire Tower, Aqua Tower, and Woody Tower are all Elemental Ground Waves available in battle-chip form; IceMan alone can use icy towers of his own creation.
    • In Battle Network 1, being hit by one of IceMan's towers will subject MegaMan to a unique Status Effect that leaves him frozen solid.
  • Spontaneous Weapon Creation:
    • IceMan's Ice Cube attack features him building ice cubes larger than he is with his own frosty breath, which can be used both as obstacles and can be kicked around as an attack.
    • In RockMan.EXE 4.5, IceMan instead can breathe a snowman into being—this snowman will eventually explode and do Splash Damage to each surrounding panel.
  • Summon Magic: In RockMan.EXE 4.5, IceMan's Ice Cubes just appear on command, without him breathing them into existence.
  • Throw Down the Bomblet: IceMan's Freeze Bomb attack features him throwing an explosive snowball that results in icy stalagmites forming on the panel it hits and surrounding panels. This attack was renamed Freeze Tower likely due to "Freeze Bomb" being used for the MegaMan Aqua Style version of the attack.
  • Vocal Dissonance: He's an adorable little Inuit who, in the MegaMan NT Warrior (2002) dub, sounds like a chain-smoking New Yorker.

Tropes related to IceMan's appearance in Mega Man Battle Chip Challenge

  • Armor-Piercing Attack: IceMan's Freeze Tower pierces shields.
  • Armored But Frail: IceMan is a Fragile Speedster who doesn't have many hit points, but does have a high dodge rate to avoid damage outright; on his ubiquitous Ice Stage, he's likely even harder to hit.
  • Early-Bird Boss: IceMan is the final enemy in the Droplet tournament of Class D, which introduces basic elements.
  • Destructible Projectiles: IceMan's Ice Cubes can be destroyed, but don't linger in the same row lest he kick them at you first.
  • Field Power Effect: IceMan is a routine user of the Ice Stage, which reduces the accuracy of all non-Aqua navis. (It's also a double-edged sword for him, though, since it amplifies the Elec-type attacks that he's already weak to).
  • Fire, Ice, Lightning: The Aqua-type to FireMan's=] Fire and ElecMan's Elec. their respective strong chips are Fire Sword, Aqua Sword, and Elec Sword.
  • Foil: IceMan and FireMan occupy the same niche, with the same Hit Points, MB, accuracy rate, and navi-attack properties, but where the tiny IceMan has a superior dodge rate, the towering FireMan has increased priority.
  • Glass Cannon: IceMan has Hit Points below the median but also has a respectable navi-attack in Freeze Tower, which does good damage and pierces shields.
  • Lightning Bruiser: IceMan is both a Fragile Speedster and a Glass Cannon, capable of hitting hard and evading damage in turn.
  • Magically Inept Fighter: IceMan has a good personal attack and great dodging ability, but has low MB.
  • One-Hit Kill: In the later tournaments, IceMan's last column will mix Cold Punch, which does Break type damage that instantly breaks shields, and Whirlpool, which does Delete type damage that can instantly delete battle-chips.
  • Quad Damage: Defeating IceMan in RockMan.EXE 4.5 may yield the Aqua Power battle-chip, which doubles the damage of the attached Aqua-type battle chip when used.
  • Red Mage: IceMan uses a balance of different damage types, including Random (his Signature Move Aqua Sword), Add (the Bubbler series), Add All (Lil Cloud or Quake 1), or Break (Cold Punch).
  • Signature Move: His strong chip is Aqua Sword, which does Random damage to the enemy program-deck.

Ms. Madd and ColorMan

    Ms. Madd (Madoi Iroaya) 

Madd voiced by: Junko Noda (JP), Tabitha St. Germain (EN), Mónica Villaseñor (LA, Anime)

https://static.tvtropes.org/pmwiki/pub/images/madd.jpg

A fashionable yet goofy woman that can be quite cunning at times. She blackmailed Dr. Froid into freezing the Waterworks system and giving her the Aquaprogram. When the WWW is facing funding problems, she is later responsible for hacking traffic lights all over Den City and scam its citizens with a "perfect" antivirus. Operator of ColorMan.EXE, a wacky clown-themed Navi.

    ColorMan.EXE (ColoredMan.EXE) 

ColorMan voiced by: Yuji Ueda (JP), Andrew Toth (EN), Luis Alfonso Mendoza (LA, Anime)

https://static.tvtropes.org/pmwiki/pub/images/madd.jpg

Tropes related to ColorMan's appearance in Mega Man Battle Chip Challenge

  • 11th-Hour Ranger: In every story except Mayl's he can only be encountered in the HackersNet Open Battle after the main campaign is completed.
  • Always Accurate Attack: ColorMan is tied for the second-highest accuracy rate in the game.
  • Always Someone Better: In Battle Chip Challenge ColorMan is Roll's equal or superior in every main stat—he has her high dodge rate, but also more Hit Points, an attack that does more damage, a much better accuracy rate, and much more MB. The only thing Roll has that he doesn't is her Healing Factor.
  • Armored But Frail: ColorMan has the third lowest level of Hit Points in the game, but the second highest dodge rate.
  • Artificial Stupidity: As a Guardian Tournament opponent, ColorMan has a Catcher as a Slot-In; Catcher boosts the user's busting level by two simply by being in the program-deck, which makes it useful for Players, but completely useless for NPCs.
  • Blade Spam: The Yo-Yo series of battle-chips attack with a pinwheel of blades to do Spam damage; as an Early-Bird Boss, he uses a column of swords. In one of his HackersNet battles, he'll also use Kunai 2 battle-chips.
  • Early-Bird Boss: In Mayl's story of Battle Chip Challenge, he takes Roll's place as the Boss Battle of the Healing Tournament.
  • Fire/Water Juxtaposition: ColorMan uses both Heat Ball and Aqua Ball in several of his Battle Chip Challenge battles.
  • Foil: ColorMan has a similar health level and dodge rate to Roll's, but while he can't heal like she can he has a vastly superior damage level.
  • Glass Cannon: ColorMan has the third-lowest level of Hit Points but his damage output is in the third-highest tier for navi attacks.
  • Lightning Bruiser: A Fragile Speedster Glass Cannon mix.
  • Mythology Gag:
    • Maddy and ColorMan taking Mayl's and Roll's place in the Heal tournament during Mayl's story is a direct nod to their rivalry in MegaMan NT Warrior (2002).
    • In his Chaos Tournament appearance, he uses Anubis and Ratton 3 for Slot-In chips, which don't really have any utility in his program-deck; they were, however, associated with PharaohMan, a Superboss and fellow WWW Navi from games set early in the original trilogy.
  • Psychopathic Manchild: ColorMan's strong chip in Battle Chip Challenged is the Yo-Yo series; that is to say, his Signature Move is a weaponized yo-yo.
  • The Rashomon: In Mayl's story of Battle Chip Challenge, Madd and ColorMan take Mayl's and Roll's usual place as the Boss Battle of the Healing tournament in the E Class. In all other stories, ColorMan's navi Chip can only be obtained in the HackersNet Free Battle.
  • Quad Damage: In his later Open Battle appearances in Mayl's story, ColorMan will Spam Attack +20 to boost the Magikarp Power of his Yo-Yo chips.
  • Signature Move: In Battle Chip Challenge, his strong chip is Yo-Yo 3.
  • Spam Attack:
    • The Yo-Yo series, each of which hits three times; the strongest of these, Yo-Yo 3, is his strong chip.
    • In the Guardian tournament, his program deck is filled, column by column, with the Yo-Yo series, so he will always attack with Yo-Yo 1, Yo-Yo 2, and Yo-Yo 3 in sequence. In the Chaos tournament, they're all Yo-Yo 3.
  • Status Infliction Attack: ColorMan uses Mindbendr in several of his tournament matches, which locks enemies into the same queue they took that round. This may be a good or bad thing, depending on the chips the enemy used that turn.
  • Warm-Up Boss: In Battle Chip Challenge, if Roll is the Player Character, than ColorMan is the final opponent of the Healing Tournament in Class E.

Count Zap and ElecMan

    Count Jack Zap (Count Jack "Elec" Electel) 

Count Zap voiced by: Kenta Miyake (JP), Colin Murdock (EN), Rafael Rivera (LA, Anime)

https://static.tvtropes.org/pmwiki/pub/images/countzap.jpg

A man from a rich family that has a rather electric personality. In the first game his plan is to steal the Elecprogram from the Government Complex's power plant. Operator of ElecMan.EXE.

  • Abusive Parents: His mother in the anime calls him the useless son and gives him a verbal lashing for disgracing the family name. Subverted at the end when Mama Zap tells him he's a good boy and urges him to join his WWW friends, though only in the American version.
  • Always Someone Better: On the receiving end from Gauss.
  • Arch-Enemy: He and Gauss are brothers in name only.
    • By extension, their NetNavis (Elec Man and Magnet Man, respectively) are also this to each other.
    • Though, downplayed, Elec Man's reaction to Wood Man's debut in the anime strongly implies it's not the first time they've crossed paths. Given, how as Net Agents in the anime, Sal and Woodman have been fighting WWW for some time, it's possible that he's had to fight Wood Man on at least more than one occasion. We never see them together on screen again to get a confirmation, but it's clear by the tone in Elec Man's voice that he's certainly not happy to see him.
  • Attention Whore: His suit has lights all over it. His character designer confirms that this is so he's always clearly visible, no matter how dark it is.
  • Even Evil Has Loved Ones: It's revealed in the sixth game that Count Zap is married, and judging by how she talks about "helping him get better" after his arrest, they love each other in equal measure.
  • Freudian Excuse: The Abusive Parents and Always Someone Better tropes above are apparently why he joined WWW in the anime.
  • Gratuitous English: "OH! MY! GAHD!"
  • Inconsistent Dub: Battle Network 2 revealed that he is Gauss Magnus's brother, but the English version doesn't make it clear as his name is translated as "Jack Electricity" there.
  • Laser-Guided Karma: Almost unheard of in the Battle Network universe, but after assisting a madman in his plan to destroy the world and trying to suffocate a bunch of party guests to death, Count Zap doesn't end up Easily Forgiven and is forced to serve some hard time to make up for his crimes. Considering that other characters get off with a slap on the wrist for doing things that are just as bad, if not worse, it's weird to say the least.
  • Nightmare Face: That psychotic grin on Zap's face in the games is downright terrifying.
  • Not Me This Time: In Operate Shooting Star, he schemes with Madd to kidnap Mayl and Roll, but when Lan finds them outside Mayl's house just after learning of the kidnapping, they stammer that someone beat them to Roll already.
  • Psycho Electro: It goes without saying, but Zap and ElecMan love electricity and suffocating party guests to death in equal measure.
  • Pungeon Master: Prone to this in regards to anything involving electricity in the English dub of the Anime.
  • Punny Name: Another computer term, with the jack being a slang word for a USB port (which acted as the means of getting MegaMan on the net for the first three games).
  • Redeeming Replacement: In 6, his wife replaces him as ElecMan's operator, using him for more altruistic purposes.
  • The Unfavorite: Count Zap in the anime. He is always overshadowed by his brother Gauss and his mother often scolds him. This leads to him to join WWW in that continuity.
  • The Unsmile: Count Elec's mugshot in Battle Network 1 is a tightly-drawn grimace at an even less flattering angle.

    ElecMan.EXE 

ElecMan voiced by: Chihiro Suzuki (JP), Kirby Morrow (EN), Arturo Mercado Jr. (LA, Anime)

"The power of electricity is the greatest power!"

  • Alternate Self: ElecMan is the Battle Network counterpart of the classic Robot Master of the same name from Mega Man.
  • Brainwashed and Crazy: In Network Transmission, ElecMan is hacked by the false vaccine.
  • Curb-Stomp Battle: ElecMan receives a particularly nasty one from ProtoMan during the N-1 Grand Prix in MegaMan NT Warrior (2002). We don't get to see it, but by the time Proto Man was done, all that was visibly left were broken pieces of Elec Man's arresters.
  • Defeat Means Friendship: When Lan and ElecMan meet again in Cybeast Gregar, they're more than happy to work together and once Lan and MegaMan defeat ElecMan at the end of Ann's lesson, he can be controlled by Lan whenever the player wants.
  • Heel–Face Turn: ElecMan shows up again in the Gregar version of 6, where he's newly reformed and operated by Zap's law-abiding wife Ann. Zap himself is also said to be turning over a new leaf, but is still in jail.
  • Heroic Sacrifice: In the anime, ElecMan holds MagnetMan still in order for MegaMan to delete them both with a Program Advance.
  • Hopeless Boss Fight: When you first fight ElecMan, he's effectively immortal thanks to being able to use the power plant's electricity to shock himself back to full health when he's hurt. After Lan fully shuts off the power though, you can properly defeat him.
  • Mythology Gag: When ElecMan shoots an electric beam at one of the pylons he summons during his boss fights in the sixth game, the beam splits into three separate beams that fire straight ahead, downwards, and upwards all at the same time. Or in other words, exactly like his Robot Master counterpart's Thunder Beam weapon.
  • Shock and Awe: As the name would imply, ElecMan.EXE is an Elec navi.

Tropes related to ElecMan's appearance in Mega Man Battle Chip Challenge

BombMan

    BombMan.EXE 

Voiced by: Hidenari Ugaki (JP), Nick Harrison (EN), Jorge Ornelas (LA, Anime)

"No, no no. That won't do! It's deletion for U!"
https://static.tvtropes.org/pmwiki/pub/images/bombexe.jpg

Another independent Navi working for WWW in the first game by guarding their web address.

  • Alternate Self: BombMan is the Battle Network counterpart of the classic Robot Master of the same name from Mega Man.
  • Cartoon Bomb: His main method of attack. He will usually kick them.
  • Co-Dragons: With StoneMan in the anime.
  • Dub Name Change: To BlasterMan in the English anime.
  • Dumb Muscle: Big, powerful, fights with explosives, but, as Lan notes, not too bright.
  • Large Ham: In Battle Network 1, he speaks bombastically and refers to himself as the great BombMan.
  • Leet Lingo: Downplayed. He uses a bit of then-current internet slang in his dialogue, such as replacing "you" with "U", but when he uses it is inconsistent.
  • Load-Bearing Boss: Justified. When BombMan goes, the path to the WWW goes with him, because he blew it up.
  • Meaningful Name: Lampshaded. "They don't call me BombMan for nothing!"
  • Playing with Fire: Played with. BombMan is non-elemental, but his Navi Chips deal fire-based damage.
  • This Cannot Be!: In Battle Network 1.
    "But... But BombMan is never defeated!"
  • Threshold Guardians: Subverted. He's literally guarding a threshold, but he destroys it when he's defeated, requiring the characters to seek alternative methods.
  • You Shall Not Pass!: He guards the way to the WWW address and, when MegaMan defeats him, he self-destructed to destroy the direct access to the address.

Yahoot and MagicMan

    Yahoot (Mahajarama) 

Yahoot voiced by: Keiichi Sonobe (JP), Ron Halder (EN), Eduardo Fonseca (LA, Anime)

https://static.tvtropes.org/pmwiki/pub/images/yahoot.jpg

He runs a curry restaurant that Lan frequently visits in the anime. It was revealed that he was from Namasty, the series' version of India. In the first game, he was Dr. Wily's right hand man, and nearly succeeds in deleting MegaMan. Operator of MagicMan.EXE.

  • Ascended Extra: He only appears as the last WWW member in the first game and is never seen again after his defeat. In the anime he shows up more often due to the introduction of his curry restaurant. In Stream he occasionally helps foil Neo WWW's plans.
  • The Dragon: For Dr. Wily in the first game.
  • The Empath: He can detect life energies off people. He becomes suspicious of two mysterious competitors in the anime's N1 Grand Prix due to detecting no life energy off them. His suspicions are confirmed when he severs the cables on their PETs, revealing StoneMan and BombMan as solo NetNavis and their "owners" as robots.
  • Eyes Always Shut: Both Yahoot and MagicMan's eyes are narrow slits, so while perhaps not technically closed the effect is similar.
  • The Friend Nobody Likes: Match, Zap, and Madd aren't too fond of him at first even when they turn over a new leaf. This can be seen in the anime when he tricked his teammates into running a curry restaurant with him under the pretense of "reviving the WWW". They gradually tolerate him eventually.
  • The Gimmick: The intersection of mystic arts and modern technology, with MagicMan as the Occidental flavor, and Yahoot as the Oriental.
  • Heel–Face Turn: In the anime, he opens up a curry restaurant that's mildly successful with his other rejected comrades.
  • National Stereotypes: In MegaMan NT Warrior, he has a deep affinity for curry and eventually starts running his own curry restaurant with the WWW, apparently because he belongs to an Indian Fantasy Counterpart Culture. This element becomes Ret-Canon in Mega Man Battle Chip Challenge.
  • Punny Name: Yahoot, as in Yahoo!, the email and search engine.
  • The Power of Friendship: He builds a curry-making machine which runs off this, based on a group's level of teamwork. When used on WWW, the first result is horrible, but gradually gets better. It ends up exploding after making perfect curry based on the teamwork of Lan's friends.
  • Red Mage: Yahoot is a master of both yoga and programming.
  • Rhymes on a Dime: In the English dub of the anime, MagicMan speaks solely in rhymes.
  • Supreme Chef: He's the owner and head chef of Maha Ichiban/#1 Curry, which Lan frequents in the anime.
  • Trademark Favorite Food: Curry in MegaMan NT Warrior and Mega Man Battle Chip Challenge.
  • Wake-Up Call Boss: Early fights in the anime are skewed towards MegaMan's favor, but that ends when MagicMan gets involved. Their first encounter necessitates a rescue from ProtoMan, and their rematch at the N1 Grand Prix goes no better until MegaMan uses a Program Advance.
  • We Hardly Knew Ye: Yahoot's motives in the first game are all but completely unknown.

    MagicMan.EXE 

MagicMan voiced by: Katsuyuki Konishi (JP), Paul Dobson (EN), Blas García (LA, Anime)

https://static.tvtropes.org/pmwiki/pub/images/yahoot.jpg

Tropes related to MagicMan's appearance in Mega Man Battle Chip Challenge

  • 11th-Hour Ranger: MagicMan's navi Chip isn't available until the West Tournament, one of the two last tournaments before the finale of the game's main Tournament Arc.
  • Always Accurate Attack: He's tied for the second-highest accuracy rate in the game.
  • Armored But Frail:
    • He has the absolute worst HP in Battle Chip Challenge, but the second-best dodge rate.
    • MagicMan is a regular user of defensive battle-chips to offset his low HP; in each of his tournaments one whole column will have nothing but defensive options, either Barrier, or Curse Shield, or Stone Body, or Aqua and Heat Ball, or Invis.
  • Field Power Effect:
    • MagicMan almost always appears on lava panels, which helps offset his low HP by doing constant damage to non Fire-type enemies.
    • Many of his program-decks have back-up Lava Stage or Grass Stage battle-chips as Slot-In, which support him as a Fire-type in various ways.
    • Rarely, MagicMan battles on a Hole field, which protects his defensive battle-chips by preventing Break type attacks from reaching him.
  • Mage Killer: Magic Fire can delete battle-chips outright.
  • Mechanically Unusual Fighter: In Battle Chip Challenge, MagicMan is the only navi to do Delete-type damage and his MB is higher than any Player Character's, where most Navis have MB well below the player characters' average.
  • Playing with Fire: In addition to being a Fire type with a Fire type navi-attack, almost every offensive battle-chip he uses in the game is Fire type, too.
  • Retcon: MagicMan was Non-Elemental in Battle Network 1, but in Battle Chip Challenge he's Playing with Fire.
  • Signature Move: His strong chip is Meteor 5, and he often uses Meteor 3 and Meteor 4 as well.
  • Spam Attack: MagicMan regularly uses Meteor series battle-chips in his program-decks, which bombard the enemy with random amounts of Death from Above.
  • Squishy Wizard: MagicMan has the highest MB of any navi that isn't a normal navi, but the lowest Hit Points of any navi that can be obtained outside of Downloadable Content.
  • Takes One to Kill One: MagicMan is a Squishy Wizard, but his navi-attack does Delete-type damage, making it one of the most dangerous Mage Killer attacks in the game.
  • Weak, but Skilled: Magic Fire does the least damage of any navi-attack in Battle Chip Challenge, but it can destroy enemy battle-chips outright.

WWW Leadership

    Dr. Wily (UNMARKED SPOILERS

Voiced by: Katsumi Cho (JP), Paul Dobson (EN), Gabriel Chávez (LA, Anime)

https://static.tvtropes.org/pmwiki/pub/images/wilybn.png

The leader of World Three. Long ago, he tried to obtain funding for his research on robotics technology, but that funding went to the Hikari family's research on internet technology instead. Now he wants revenge by destroying the internet, despite the apparent irony of using the same technology to do so.

  • Adaptational Villainy: The manga version of Wily is completely lacking in the redeeming qualities he has in the games and even the anime, taking his Evil Is Petty motivation to darker extremes.
  • Alternate Self: Dr. Wily is the Battle Network counterpart of the Big Bad of Mega Man (Classic).
  • Arc Villain: He is the first major villain in the NT Warrior manga.
  • Arch-Enemy: Given how much his actions towards Tadashi's legacy have affected them as a whole, he's this to the entire Hikari Family.
  • Big Bad: In 1, 3 and 6.
  • Broken Ace: He's too blinded by his envy towards Tadashi to use his talents for constructive purposes. At the end of the series, he becomes The Atoner and uses his talents to improve the future of Net society.
  • Cerebus Retcon: Inverted. The first game's Wily is motivated for Revenge because Evil Is Petty, but later games started adding more sympathetic qualities and backstory to soften his character up.
  • Cut Lex Luthor a Check: After his robotics research was glossed over in favor of Tadashi Hikari's push to expand the internet, Wily opts to become a villain. In the process, he creates multiple robots with internet connectivity, including tanks that are operated by the military and Copybots, which are hailed as a vital aspect of Cyber City. It's not until the end of the final game when Lan points out that he still has so much to offer to the world as a scientist that he opts to reform.
  • Even Evil Has Standards:
    • When he split Colonel's kind side into Iris, he also bundled the weapon controls program with her, implying that at the time, he believed such a dangerous program needed to be used with restraint. Though this part kind of goes out the window when he tries to use the program in game 6.
    • The reason why he gave Dr. Regal Laser-Guided Amnesia at the end of Battle Network 5. Despite Wily's evil intentions, even he was appalled by his son's abuse of Soul Net. Using Soul Net to warp minds worldwide was a line even he would never cross.
  • Evil Is Hammy: He's as loud and dramatic as one would expect from a Mad Scientist.
  • Evil Is Not a Toy: At the end of the third game, when Alpha turns on him and devours him. He eventually turned out to be Not Quite Dead later in the series.
  • Evil Is Petty: Wily's Start of Darkness, according to his Motive Rant in the first game, ultimately boils down to losing out on a research grant.
  • Evil Laugh: He finishes most of his maniacal monologues with a vociferous "MWA-HA-HA-HA-HAAAA!"
  • Fat and Skinny: The skinny to Tadashi's fat in flashback sequences during Battle Network 5.
  • Foreshadowing:
    • In 5 he rewrote his son's memories, eventually dictating how his inner turmoil will end up in 6 after his plan once again failed.
    • Almost the majority of the members of Team Colonel consists of former WWW and Gospel members.
  • Green-Eyed Monster: He resents Tadashi Hikari for winning a bid for research funding instead of him, to the point of trying to destroy the Internet.
  • Heel–Face Turn: In the Distant Finale, Wily creates new versions of Colonel and Iris that hunt down criminals and repair damage done to the Net.
  • In Spite of a Nail: In the games, it's hinted that his backstory is largely the same as Classic!Wily, except that this time his rival is a specialist in software rather than robotics (and thus technically making Wily the lead researcher in Robotics). Despite Dr. Hikari being a specialist in a completely different field, Wily will still lose to him and become an embittered old man trying to turn his rival's invention against humanity.
  • Irony: He's probably the best computer scientist around by the time the series starts, but he only uses his skills to destroy net society out of spite for his rival. At least until the end of the series.
  • Joker Immunity: Much like his classic series counterpart, Dr. Wily makes a hobby of being trapped in certain death, only to turn up right as rain one or two games later.
  • Mad Scientist: Well, he's the Alternate Self of one of the trope codifiers! He's easily one of the best roboticists around, using his knowledge to commit revenge on society, until his Heel–Face Turn the end of the series.
  • Made of Iron: Survived being at or near the epicenter of at least four different explosions (one of which was strong enough to destroy half of Cyber City and another that took out an entire island) and also having his mind drained by Alpha.
  • The Man Behind the Man: Of Gospel in the second game.
    • Implied to be this for Team Colonel in the fifth game as well.
  • Manipulative Bastard: He's at his absolute best in games three and six. It's astonishing. Watch him string Bass along like a toy during the endgame of three.
  • Morality Chain: Baryl's father seemed to be one for him, since he ended up resuming his evil plans after the former's death.
  • Morality Pet: Though later on, Colonel and Iris's Heroic Sacrifice causes him to have a Heel Realization.
  • Morally Ambiguous Doctorate: One of only two in the whole series. Which is a shame, considering what he would otherwise be capable of.
  • My God, What Have I Done?:
  • Not His Sled: Given one of the most infamous traits of his classic series counterpart, one might expect his Heel–Face Turn at the end of 6 to just be a façade for yet another scheme. It isn't, though the game in question being the Series Finale may have made this twist more predictable.
  • Not Me This Time: In the anime, the arena suddenly begins falling apart during a fierce battle between MegaMan and ProtoMan, with everyone expecting this being a WWW plan. However, both Wily and his lackeys were shocked that this is happening.
  • Omnicidal Maniac: His goal is invariably the complete destruction of net society, the existence of which he views as a symbol of the world's rejection of him and his research.
  • Parental Abandonment: Supposedly not around during Dr. Regal's childhood, he prefers to raise his friend's son instead.
  • Pet the Dog:
    • He raised Baryl and paid for the treatment of Mach's ill daughter. And after defeating the Cybeasts in 6, he sincerely tells Lan to escape the exploding base while he just stays behind.
    • In the anime, despite using his adopted children Regal and Yuri as test subjects regarding the effect Duo's energy had on them, he was apparently a good father since Yuri refers to him as such as is rather kind to him in return, such as buying him meals whenever the two meet.
  • Redemption Equals Life: At the end of the series, touched by the Heroic Sacrifice of Colonel and Iris, Wily survives the explosion of his base, and willingly surrenders to the authorities. He later sends Lan a letter to thank him.
  • You Could Have Used Your Powers for Good!: Tadashi Hikari seems to think this about Wily in the third game, which makes sense given that they worked on SoulNet together. Wily eventually makes a Heel–Face Turn at the end of the series after Lan confronts him about this fact.

    LifeVirus (DreamVirus) 
https://static.tvtropes.org/pmwiki/pub/images/lifevirus.jpg
A supervirus created by Wily in an attempt to destroy the internet in the first game, it had a variety of destructive attacks, but the one thing that made this virus so dangerous was its usage of the LifeAura, which was a powerful protective aura with no elemental weaknesses.

  • Adorable Abomination: The Scuttles are kinda cute, but it must always be remembered that they're the remnants of the LifeVirus.
  • All Your Powers Combined:
    • Wily created it by combining the four Elemental superprograms.
    • The Life Sword attack has the breadth of Wide Sword and the depth of Long Sword.
  • Back from the Dead: It's recreated in Network Transmission as LifeVirus-R, after being combined with the Zero Virus.
  • Big Creepy-Crawlies: Both the LifeVirus itself, and its Scuttle virus brood.
  • Call-Back:
    • From Battle Network 2 onwards, slotting in Sword, Wide Sword, and Long Sword in order creates the Life Sword Program Advance, which is a sword attack that swipes over a 2x3 grid, just like its clock hand-esque sword attack that covers the same range.
    • While the Life Virus only directly appears in the first game, its Signature Deflector Shield Life Aura can be obtained as a battle-chip in every game in the series; in the first trilogy it belongs to a series of various Aura chips, but in the second trilogy it appears as a solitary Mega Chip.
    • The Scuttlest series of viruses can be encountered and fought in Battle Network 3, and will appear on the art of at least one version of the Life Aura chip in each game that it appears.
  • Deflector Shields: Has LifeAura on, which negates attacks lower than 100 damage.
  • Demoted to Extra: In the games, it was treated as a digital superweapon that Wily specifically created. In the anime, it's apparently referred to as a naturally-occurring King Mook in "Virus Busters" based on Lan calling it a LifeVirus, and it appears as the Final Boss of an In-Universe video game.
  • Final Boss: Of the first game and Network Transmission.
  • Flunky Boss: Summons Scuttles to fight for it.
  • Generic Doomsday Villain: Unlike all the other final and bonus bosses in the series (other than Alpha), the LifeVirus appears to be mindless.
  • Kaiju: A Big Creepy Crawly that towers over MegaMan.
  • King Mook: Both of the Scuttlist series of viruses that it spawns and of all viruses in general.
  • Made of Evil: 100% Viral and...well, who knows if it's lovin' it.
  • Monster Progenitor: The Life Virus is constantly spawning myriad variants of Scuttlist viruses during the fight.
  • Mythology Gag: In Network Transmission, its second form uses the Alien's flight pattern.
  • Non-Malicious Monster: The LifeVirus seems to lack a mind any more developed than any other virus. Wily intends to use it as a vehicle to control military satellites.
  • Tactical Suicide Boss: It would be a lot harder to beat if it didn't have to drop its LifeAura whenever it attacks.
  • Ultimate Life Form: Wily designed it to be supreme among all viruses.
  • Wave-Motion Gun: Although the attack doesn't have a name.
  • Walking Spoiler: Unless you play Network Transmission.

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