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The Robot Masters found in Mega Man 1-6.

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    All Robot Masters 

  • Arbitrary Headcount Limit: With the exception of the first game which had six robot masters, there is always a group of eight robot masters to fight. There is no given reason why eight exactly. There's just eight of them.
  • Ass Kicking Pose: The robots typically strike a pose on their stage start screen, and before battle as their Life Meter fills up.
  • The Battle Didn't Count: No matter how many times they are destroyed, they will show up again in one way or another in a future game. Even within their own games, they will appear again in a Boss Rush.
  • Boss Rush: They usually come back in the teleporter room stage within Wily Castles, where you have to face them all over again.
  • Brainwashed and Crazy: For the non-Wily robots, at least. They are perfectly normal robots built for a specific civilian purpose before being forced to do Wily's dirty work.
  • Elemental Rock–Paper–Scissors: They are very powerful and dangerous robots, but all of them are at least weak to their compadres' special powers, and sometimes even their own powers. Conveniently, Mega Man can copy them.
  • Heart Drive: Their personalities are stored within integrated circuits. Meaning they can be destroyed countless times and placed into new bodies, as long as this circuit is kept intact.
  • Improvised Weapon: Many Robot Masters simply use their tool as weapon. Splash Woman's laser trident is originally designed to cut off ship bulkheads for rescue missions, Clown Man's long arms used to be used to perform trapeze, and so on.
  • Just Following Orders: Most of the Robot Masters bear no personal grudge or animosity towards Mega Man. They're just doing their job according to their programming under command of Dr. Wily. Sword Man in particular even lampshades this before battle.
  • Monster of the Week: The troublesome boss robots of the game who assist with Dr. Wily's schemes.
  • Quirky Miniboss Squad: They are all robots with their own unique themes, gimmicks, and personality quirks, and only serve to go down and have their powers stolen before you face Dr. Wily himself.
  • Something Person: With the exception of the Stardroids, all of the Robot Masters are named like this. (insert adjective/noun here) describing their gimmick and Man/Woman.
  • Standard Snippet: The iconic "Stage Start" theme is almost always used to introduce a robot master.
  • Super-Powered Robot Meter Maids: Almost every Robot Master is built for a civilian function, e.g. Elec Man is built to work at power plants, Bright Man is designed for search and rescue operations, Astro Man is to operate a planetarium and entertain visitors. They still pack devastating firepower that belies their original function.
  • We Can Rebuild Him: As long as their integrated circuits are not damaged, they can be rebuilt anytime.
  • Weapon of Choice: Every Robot Master has one. Usually, they're Improvised Weapons made of their tools (such as with Bomb Man's Hyper Bomb), although the Robot Masters created by Wily are usually with the intention to fight Mega Man, giving them a more played straight version of this trope.

Mega Man Robot Masters

  • Big Damn Heroes: In Super Adventure Rockman, one of them may save Mega Man from destruction if he falls against one of Wily's Robot Masters.
  • Depending on the Writer: While Mega Man & Bass and other materials each give the Robot Masters a consistent personality, Mega Man Powered Up gave them new ones that, in most cases, are completely different to their previously established ones (Ice Man, for instance, goes from being a self-centered showoff to having bipolar disorder and the mentality of a soldier).
  • Heel–Face Revolving Door: Dr. Light created these robots, and thus feels compelled to re-reprogram them for good every time Dr. Wily reprograms them for evil. In Powered Up, you can even get Dr. Light to repair and reprogram a boss to be playable if you beat him with just the Mega Buster.
  • Robo Family: All of them are considered Mega Man, Roll, and Proto Man's brothersnote .
  • Spell My Name with an "S": This goes for all Robot Masters in general, but the games seem to flip-flop on whether or not the Robot Masters should be spelled with spaces in the name. With the exception of Mega Man Powered Up, spaces are most consistent in later games. This also applies to their designations, which range to anywhere from "No.XX", "No.XXX", "DWN.No-XX", "DWNB-XX", and "DWNo.XX" (all considered the same production line). For the purposes of categorization, the format will follow the localized sourcebooks - the more common spaces will be used, along with "DLN.XXX" for robots created solely by Light and "DWN.XXX" for others (this also applies to other character pages).
  • Theme Naming: Downplayed: All of their names are limited to 3-4 characters, excluding the word "man".
  • We Can Rebuild Him: The Japanese manual notes that Mega Man retrieves each robot's central core after defeating them, implying they were sent back to Dr. Light to be rebuilt for good.

    DLN.003 Cut Man 

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

Weapon: Rolling Cutter
Weakness: Mega Buster (MM1), Super Arm (MM1, MMPU), Fire Storm (MMI), Leaf Shield (MMPB), Slash Claw (MMPF), Astro Crush (MM8 (Saturn Version Only))
Voiced by: Doug Parker (Captain N), Terry Klassen (animated series), Hekiru Shiina (Mega Man: The Power Battle, Mega Man 2: The Power Fighters), Issei Futamata (MM8), Yuriko Fuchizaki (Super Adventure Rockman), Reiko Takagi (JP, Powered Up), Elinor Holt (EN, Powered Up), Masako Nozawa (Rockman Holic)

  • Absurdly Sharp Blade: His Rolling Cutter is made of ceratanium, and is able to cut almost anything in half. The Power Fighters even shows it can cut through reality itself to give Cut Man a hiding place.
  • Apologizes a Lot: He has a pretty polite demeanor in Powered Up, befitting his newly established naive, child-like nature.
  • Battle Boomerang: His Rolling Cutter goes back to him, and unlike when Mega Man uses it, it goes in a straight line.
  • Bonus Boss:
    • Although not necessarily a difficult one, he makes his way into X8 as a "reward" for getting good scores on Optic Sunflower's courses. He's even in 8-Bit form!
    • He can be found in the Sega Saturn version of 8 as an optional battle in Duo's stage. Defeating him earns you a Bolt.
  • Catchphrase: "Chokichokichoki!" (Literally, "Snip-snip-snip!")
    • In the Ruby-Spears cartoon, it's "I'm going to make paper dolls out of you!"
  • Continuity Cameo:
    • During the intro of 7, he can be briefly seen in a cartoon on the newspaper covering Dr. Wily's capture.
    • He appears in the animated intro of 8 alongside previous Robot Masters. In addition, toy versions of him can be seen in Clown Man's stage.
  • Elemental Rock–Paper–Scissors: Literally and figuratively. The Super Arm will defeat him in two hits, referencing actual rock-paper-scissors. However, in Dr. Wily's robot factory, those rocks won't be there to help you.
  • Fragile Speedster: His lightweight frame allows him to move nimbly and jump up to great heights. Unfortunately, it means he doesn't take hard impacts well (even the normal Mega Buster makes him recoil and take above-average damage).
  • Hates Being Touched: In Mega Man: Dr. Wily's Revenge, he has the unique property of jumping when horizontally close to Mega Man, meaning the best option to avoid contact damage is to run right into him.
  • In a Single Bound: Cut Man is able to jump quite high as shown in his boss fight.
  • Irony: Despite being a timber-felling robot, the Leaf Shield is his weakness in The Power Battle.
  • Kryptonite Is Everywhere: His greatest weakness is Guts Man's boulders (because rock beats scissors, don'cha know). His stage is positively filled with such boulders, despite it supposedly being a warehouse. Averted when you face him again in Wily Stage 2; he's the only Robot Master in Mega Man who can't have his main weakness used on him in the rematches, as the blocks are completely absent from the room you fight him in. Even still, he's also susceptible to the Mega/Rock Buster, which is quite literally everywhere you go...
  • Leitmotif: If he appears, the theme used for his stage will often start up in some form.
  • Logical Weakness: He's a frail robot who uses scissors, so naturally he wouldn't appreciate hard rocks being flung at him. In addition, though lost thanks to the Dub Name Change, the Rock Buster is more effective on him than on any other Robot Master in the series.
  • Meaningful Name: Has a large pair of shears on his head, and is the first Robot Master to use a "cutter" class of weapons.
  • No Celebrities Were Harmed: Terry Klassen's voice in the Ruby-Spear cartoon was clearly meant to be an impersonation of Peter Lorre.
  • Pungeon Master: He tends to attract scissor puns in general:
    • His introduction in 8 has at least three puns related to cutting things.
    • Even before then, cutting-related puns were present in the Ruby-Spears cartoon, with gems such as "Guts Man might be strong, but I'm on the cutting edge!"
    • Archie Comics kept the cutting puns coming. Cut Man has about a page full of them in his first appearance, and they never... stop... coming even after that.
  • Reality Warper: Amazingly, in The Power Battle, he learns to cut holes in the very fabric of reality itself to scurry around Behind the Black of the stage you fight him on.
  • Spell My Name with an "S": Captain N: The Game Master apparently heard it as Cutsman.
  • Stealth Pun: In Mega Man, Cut Man takes more damage from the Mega Buster than any other Robot Master in the franchise (ignoring The Wily Wars remake and 2's Easy/"Normal" mode). Mega Man's Japanese name is Rockman, and Cut Man has a pair of scissors on his head, so...
  • Suddenly Blonde: While Cut Man is consistently depicted as orange in modern appearances, in his original artwork and sprite for Mega Man, he is instead a deep red.
  • This Is Unforgivable!: When playing as Cut Man in Powered Up, he's furious at Wily for what happened to the other Robot Masters.
  • Those Two Bad Guys: With Guts Man in the Ruby-Spears series.
  • Took a Level in Badass: Though originally being a pushover for the Mega Buster, in later games he manages to resist it a lot more (taking only one point of damage from it like most other Robot Masters and, in Dr. Wily's Revenge, doesn't even flinch from it).
  • Turns Red: In The Power Fighters, he begins to cut holes in the very background of the game to attack from behind the back.
  • Wall Jump: He has this ability in Powered Up, though he can't jump up one single wall like X can.
  • Warm-Up Boss: Cut Man is among the easiest bosses in Mega Man, taking considerable damage from the Mega Buster, flinching whenever hit, being easy to avoid and being the default selection whenever the stage select screen is visited.
  • Weak to Fire: In Mega Man: Dr. Wily's Revenge, the Fire Storm acts as his weakness in lieu of the Super Arm.

    DLN.004 Guts Man 
"Maximum Power!"

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

Weapon: Super Arm
Weakness: Hyper Bomb (MM1), Time Slow (MMPU), Crash Bomber (MMPB), Napalm Bomb (MMPF)
Voiced by: Gary Chalk (animated series), Jin Yamanoi (arcade), Shouzou Izuka (Battle & Chase), Ken'ichi Ono (Super Adventure Rockman), Ryoji Yamamoto (singing voice), Kenji Nomura (JP, Powered Up), Tommy James (EN, Powered Up)

  • Badass Creed: In Powered Up:
    Guts Man: "It's a foreman's job to look out for everybody, but sometimes you gotta do what ain't in the blueprints!"
  • The Big Guy: When he's not under Dr. Wily's control, he's this.
  • The Brute: When he is used by Dr. Wily, he's this. He's also strong to the point where he can gain ammunition (boulders) simply by landing from a jump.
  • Composite Character: In Rockman Xover he is fused with Wood Man to become Wood Guts Man, although the end result is barely more than a Palette Swap of Guts Man.
  • Continuity Cameo:
    • He appears in Mega Man 7 in the Robot Museum, where Dr. Wily steals him and modifies him into Guts Man G, the first Wily stage's boss. However, it's unclear if this Guts Man is the original, or a replica of some sort.
    • Mega Man 8's animated intro features him as Mega Man's representative in the montage of Mega Man against the previous games' Robot Masters.
  • Dash Attack: In the arcade games, he gains a shoulder-first charging attack which comes out rather fast.
  • Depending on the Artist: While Guts Man is typically drawn without teeth, some artwork shows him with some. The Archie comic in particular tends to draw his mouth as if he had a normal chin behind his robotic square jaw.
  • Dishing Out Dirt: He's commonly associated with earth, and throws rocks a lot of the time as an attack.
  • Dumb Muscle: A peculiar case where it depends on the writer.
  • Earthquake Machine: Whenever Guts Man lands from a jump, he typically creates a small earthquake that briefly stuns Mega Man.
  • Elemental Baggage: Guts Man is able to throw rocks no matter where he may be. Though averted in Mega Man, where he fights in an excavated cave and uses metal blocks when refought in Wily's robot factory, in the two arcade games he can create boulders even when in the middle of a city. Powered Up, meanwhile, gives him the ability to create Guts Blocks from thin air (though only up to five at a time).
  • I'm Taking Her Home with Me!: His reaction to the Copy Robot in Powered Up.
    Guts Man: Heeey! Those arms, those legs, that frame —- top of the line parts! If I win, you're workin' for me!
    Copy Guts Man: What?! Hey, hey... wait a sec!
  • Leitmotif: His original stage theme usually accompanies his direct appearances.
  • Logical Weakness: A big, slow robot like him who throws rocks as an attack is the perfect target for timed bombs.
  • Mighty Glacier: In Mega Man, he jumps around rather slowly, but also throws two-ton rocks at you. The arcade games, however, give him a Dash Attack that lets him circumvent this.
  • Super Strength: He can throw boulders much easier then any human can.
  • Those Two Bad Guys: Together with Cut Man in the Ruby-Spears cartoon, appearing in every episode.
  • Top-Heavy Guy: The chibi artstyle of Powered Up renders Guts Man this, with his lower half being considerably smaller. His normal appearances are better proportioned, however.
  • We Can Rebuild Him: Wily really seems to like Guts Man. This is first hinted at in Mega Man, where numerous copies of Guts Man are shown being created in the last stage of Wily's robot factory. His image is then used on a giant tank in 2, and in 7 he (or perhaps a copy of some sort) is rebuilt into Guts Man G, with treads and a giant claw arm. A number of robots scattered about the sequels also bare more than a passing resemblance to him.

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

Weapon: Ice Slasher
Weakness: Thunder Beam (MM1, MMI), Hyper Bomb (MMPU), Super Arm (MMPB)
Voiced by: Terry Klassen (animated series), Hekiru Shina (MMPB), Yuriko Fuchizaki (Super Adventure Rockman), Akemi Kanda (JP, Powered Up), Zoe Slusar (EN, Powered Up)

  • Apologetic Attacker: Before fighting him in Powered Up, the Cadet personality might apologize for following the Officer personality's orders to kill.
  • Astonishingly Appropriate Appearance: Ice Man looks like an Inuit and has ice powers.
  • Badass Baritone: His Ruby-Spears cartoon depiction has a suprisingly deep voice.
    • Vocal Dissonance: However, he's voiced by a female VA in the Japanese version of Powered Up.
  • Breath Weapon: He shoots his Ice Slashers out of his mouth, which is unusual for such a human-looking character. If you're playing as him in Mega Man Powered Up, this is also a rare heroic example.
  • Continuity Cameo: In Clown Man's stage in Mega Man 8, dolls of Ice Man can be seen alongside toys of Cut Man and Guts Man G.
  • Depending on the Writer: Ice Man's split personality and militant attitude is completely unheard of in depictions outside of Powered Up.
  • Drill Sergeant Nasty: His officer personality in Powered Up acts like this to his cadet personality.
  • Eskimo Land: He is certainly designed to look like one.
  • An Ice Person: The first ice-themed Robot Master, and surprisingly the only one up until Mega Man 6.
  • Harmless Freezing: The Ice Slasher zigzags on this. Despite being close to absolute zero, in Mega Man the Ice Slasher deals no damage to any enemy it freezes (what does take damage isn't frozen). In Ice Man's hands, however, the Ice Slasher doesn't freeze Mega Man, but it's just as powerful as the Thunder Beam!
  • I'm Taking Her Home with Me!: His reaction to the Copy Robot in Powered Up.
    Ice Man: Oh! A well-constructed toy, sir! Put it on ice and bring it back to base, soldier!
    Copy Ice Man: W-what?! Wait just one darn...!
  • It's All About Me:
    • Ice Man is described as being selfish and self-centered in his Mega Man & Bass profile.
    "Can you see me, everyone?"
    • In Powered Up, his Officer personality is somewhat arrogant and self-centered, while his Cadet personality is quite the opposite.
  • Logical Weakness: ...sort of?
    • Electricity isn't conducted well by ice, regardless of the water's previous purity (the amount of minerals it may have), but this may be an exception due to the Thunder Beam's high temperature melting the ice that Ice Man, a robot, will use, causing him to be conductively weak to the Thunder Beam.
    • Alternatively, Ice Man presumably has to pull (or even store) water vapor and into his body before freezing it, which is what winds up the target of the Thunder Beam.
  • Mildly Military: For some reason, his personalities in Powered Up pit him as a soldier and his officer, who talk to each other.
  • Pint-Sized Powerhouse: Ice Man is a rather small Robot Master, yet his Ice Slasher can knock off a third of Mega Man's life.
  • Split Personality: Powered Up portrays Ice Man as having one of these, with one being a soldier and the other his officer.
  • Stealth Pun: In Powered Up, he has displays sort of bipolar disorder. This isn't present in other appearances, which usually portray him as the "cute" one of the bunch (despite his weapon being as deadly to Mega Man as Elec Man's power).
  • Wake-Up Call Boss: His Ice Slasher deals 10 units of damage, and he is the only one of the six original Robot Masters to take 1 point of damage from the Mega Buster and not flinch by it. If you don't have his weakness, the Thunder Beam, you will have to take your time beating Ice Man.
  • Weather-Control Machine: In The Power Fighters, he can create snow clouds that rain snow that freezes Mega Man. It's a downgraded version of Freeze Man's icicle rain attack.

    DLN.006 Bomb Man 
"Three Two One... Kaboom!"

Bomb Man is a Robot Master designed for demolition. He works alongside his friend Guts Man on construction projects and land reclamation (when Wily's not using him to level entire cities, anyway). His Hyper Bomb is powerful enough to destroy even bedrock. A flamboyant daredevil, Bomb Man tends to handle things with less care than he really should.

Weapon: Hyper Bomb
Weakness: Fire Storm (MM1), Rolling Cutter (MMPU)
Voiced by: Terry Klassen (animated series), Akimasa Ohmori (Super Adventure Rockman), Takayasu Usui (JP, Powered Up), Ryan Stockert (EN, Powered Up)

  • Alternate Character Reading: Bomb Man's katakana transcription is identical to Bomberman.
  • Astonishingly Appropriate Appearance: It's a little hard to tell, but he's basically a giant walking bomb with legs, arms, a head, and shoulders.
  • Big, Bulky Bomb: In Powered Up, his Desperation Attack involves him pulling out a massive Hyper Bomb nearly five times his own size.
  • Cartoon Bomb: His main method of attack. The black part of his body is sometimes depicted as spherical, basically making him a giant cartoon bomb with limbs, a head, and shoulder pads.
  • Demoted to Extra: He makes the fewest appearances in the series out of the first game's Robot Masters.
  • Hammerspace: His bombs are seemingly created from nothing, as he doesn't have any storage capacity for multiple bombs.
  • Dub Name Change: Sort of. His Japanese name literally translates to Bomber Man. For very obvious reasons, he was only ever called this in one game while it's shortened in every other appearance.
  • Explosive Stupidity: Played with. He's described as being careless when handling things, especially related to his job, but this is so far an Informed Attribute and, as his Mirror Match conversation in Powered Up points out, he does take his job seriously.
  • Hot-Blooded: In Powered Up, he can barely go a sentence without expounding the coolness of explosions.
  • In a Single Bound: His boss fight has him jumping around at rather big heights.
  • Logical Weakness: Fire and explosives make an unsafe combo.
  • Long-Range Fighter: If Mega Man is too close, he'll try to leap away and throw a Hyper Bomb from a distance (though in The Wily Wars and Powered Up, he's more willing to lob a bomb at close range).
  • Mad Bomber: When taking commands from Wily. Even when he's not, he gets to be rather reckless with his use of explosives.
  • Obfuscating Stupidity: For all of his daredevil attitude, he actually takes his job really competently, and a conversation with his Copy Robot in Powered Up shows this.
    Copy Robot: Yo, Firecracker! Any ol' chuck could throw bombs like you!
    Bomb Man: Idiot... bombs aren't toys! Timing it right, lighting the fuse — that's the stuff you gotta leave to pros!
    Copy Robot: I can do that. Wanna see?
  • Throw Down the Bomblet: Naturally. His main weapon is the Hyper Bomb, which explodes on contact.
  • Warm-Up Boss: Alongside Cut Man, Bomb Man is one of the easiest Robot Masters in Mega Man.
  • Weak to Fire: The Fire Storm is his weakness in Mega Man, and his Mega Man & Bass profile notes how he dislikes matches and fires.
  • We Used to Be Friends: To Oil Man, while brainwashed. They "acted crazy together" when they were younger.
  • Worthy Opponent: Fire Man in Powered Up comments that their mutual love of fire and explosions makes them great opponents.

    DLN.007 Fire Man 
"I'll fire you!"

A Robot Master with a torch on his head and a penchant for burning justice!. His Fire Storm can reach temperatures of over 8000 degrees, burning or melting almost anything, befitting his purpose as a waste management robot. Despite this, he seems to think that he's a cop, and oddly enough loves camping in the summer.

Weapon: Fire Storm
Weakness: Ice Slasher (MM1, MMI, MMPU)
Voiced by: Akimasa Ohmori (Super Adventure Rockman), Hisashi Izumi (JP, Powered Up), Roger Rhodes (EN, Powered Up)

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

    DLN.008 Elec Man 
"Feel the power of my Thunder Beam!"

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

Weapon: Thunder Beam
Weakness: Rolling Cutter (MM1, MMI), Oil Slider (MMPU), Power Stone (MMPF), Wheel Cutter (MM10, Weapons Archive)
Voiced by: Terry Klassen (animated series), Hekiru Shina (MMPF), Megumi Tano (Super Adventure Rockman), Kosuke Kobayashi (JP, Powered Up), Brendan Hunter (EN, Powered Up)

  • The Ace: Hailed as Dr. Light's greatest invention, has excellent judgement, is highly responsible at his job, plays the guitar, and his lightning strikes boast enormous power backed by his excellent agility. Oh yes.
  • Artificial Stupidity: Elec Man's AI is primitive, and copied from a few other bosses in the game—essentially, his deal is to walk back and forth, throwing his Thunder Beam at specific spots. This enables exploits where shooting him at the right timing can keep him from reaching those spots, trapping him in a Cycle of Hurting where he never actually makes an attack.
  • Calling Your Attacks: He does this in Mega Man Megamix, and some side games.
  • Continuity Cameo:
    • He appears in storage in the background of the first Wily stage in The Power Battle.
    • His image appears in the Weapons Archive boss (which uses his Thunder Beam) in 10, acting as the first game's representative.
  • Flunky Boss: In The Power Fighters, he can summon three Kaminari Kogorōs from Mega Man 7, which shoot lighting downwards.
  • Giving Someone the Pointer Finger: Extraneous art likes to have him do this a lot, sometimes having him charging up an attack while doing so.
  • Hidden Depths: You wouldn't know it from a responsible robot, but he enjoys singing and playing on the guitar.
  • Large Ham: In Powered Up, where every line is delivered like he's on center stage.
    Elec Man: A fight is but a moment... an eternal moment... a moment of mesmerizing beauty...
  • Lightning Bruiser: Figuratively and literally. He's fast, and his Thunder Beam not only has a very large spread, but takes 10 units of Mega Man's health! In addition, most attacks other than his weakness do positively piddling damage. However, he's slowed down considerably in Dr. Wily's Revenge and The Power Fighters, with his Thunder Beam being much smaller and doing less damage, although in the latter this is rectified by being able to attack from many angles and use multiple beams.
  • Logical Weakness:
    • Cut Man's razor sharp Rolling Cutter cuts Elec Man's electrical wires.
    • In Powered Up, Oil Man's Oil Slider is mineral oil; a bad electricity conductor.
  • Odd Name Out: His name is short for Electric Man, which has more than 4 characters.
  • Pride: His ego is enormous, which is made all the more apparent in his Powered Up lines.
    Elec Man:: I might even tell you more about me after I win!
  • Psycho Electro: Most supplementary materials note that Elec Man, despite his strong sense of responsibility, is twisted.
  • Shock and Awe: It's in his name! The first of many electric-themed Robot Masters and, considering the fact that he manages and controls entire nuclear power plants, it's no surprise as to why a single Thunder Beam can deal so much damage.
  • Sissy Villain: His dialogue in Powered Up is spoken with a camp tone of voice, and he talks constantly of his own beauty, being the most conventionally handsome of the eight Robot Masters in that game.
  • Smug Super: In Powered Up he's well aware he's one of the most dangerous Robot Masters due to his electrical powers, and he simply won't shut up about it.
  • Super Speed: He has lightning fast speed, which is later used by Quick Man.
  • Turns Red: In The Power Fighters, he gains the ability to send electricity along the ground at a certain point of health, and can create a stationary electric field to obstruct the playfield.
  • Wake-Up Call Boss: Like Ice Man, his Thunder Beam deals 10 points of damage, and its hitbox is large. He's also the fastest Robot Master of the group, chasing you just to gun you with his electricity point-blank, or jumping while firing off his devastatingly large beams. An exploit can cause him to never fire a single Thunder Beam, but it requires strict timing to pull off and, using his weakness, the Rolling Cutter, won't work with said exploit due to the weapon's boomerang nature.
  • Weak, but Skilled: Spark Man can generate twice as high voltage as Elec Man, but Elec Man makes up for it by being better focused, hence why his Thunder Beam (which deals 10 HP) is much more devastating than Spark Shock (which deals 2 or 4 HP).


Mega Man 2 Robot Masters

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

    DWN.009 Metal Man 
"Catch! Hee Hee Hee..."

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

Weapon: Metal Blade
Weakness: Metal Blade (MM2), Quick Boomerang (MM2), Magnet Missile (MM3 [Doc Robot]), Hard Knuckle (MM3 [Doc Robot]), Crash Bomber (MMII)
Voiced by: Ian James Corlett (animated series), Kōsuke Okano (Super Adventure Rockman)

  • Absurdly Sharp Blade: His Metal Blades, like the Rolling Cutter, are made from ceratanium.
  • Combat Pragmatist: He's not above using shady tactics to get the upper hand.
  • Counter-Attack: He only attacks you if you attack him, move near him, or after a bit of time passes.
  • Deadly Disc: His Metal Blades, which he throws with high speed and precision.
  • Denial of Diagonal Attack: The Metal Blade averts this, being able to be flung in eight directions.
  • Extra-ore-dinary: Named "Metal Man" and his weapons are metallic.
  • Fragile Speedster: Though he's agile and nimble like Cut Man, he doesn't take hits well, such as the rapid-fire Quick Boomerang or even his own Metal Blades.
  • Hidden Depths: He enjoys playing with frisbees when he's not working as a shady blade-throwing assassin.
  • Hoist by His Own Petard: The Metal Blade (his own weapon) kills him in one hit on Normal and two hits on Difficult and in the Japanese version.
  • Inconveniently Placed Conveyor Belt: His whole stage is full of them. Even his boss room has one! Humorously, though his rematch in the Wily Castle lacks one, he still runs in place as if there were one.
  • Informed Flaw: Metal Man is said to be weak to the Mega Buster due to a flaw in his design. In the Difficult/original mode of 2, he only takes one bar of damage from the weapon.
  • No Mouth: Metal Man has an Optimus Prime/Soundwave-ish mouthplate over his face.
  • No-Sell: The Air Shooter, Bubble Lead and Leaf Shield don't faze him at all.
  • Red Eyes, Take Warning: His portrait and official artwork. The cartoon takes this Up to Eleven by stylising them into blank red triangular eyes.
  • Suspiciously Similar Substitute: Originally was this to Cut Man, until Divergent Character Evolution took helm.
  • Warm-Up Boss: He's a fairly easy boss with a simple pattern. It doesn't help that his weapon is also the best in the game.
  • Weaksauce Weakness: He's (in)famously weak to his own weapon.

    DWN.010 Air Man 
"What wind blows you here?"

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

Weapon: Air Shooter
Weakness: Leaf Shield (MM2, MMII), Magnet Missile (MM3 [Doc Robot]), Spark Shock (MM3 [Doc Robot]), Super Arm (MMPF)
Voiced by: Terry Klassen (animated series), Jin Yamanoi (MMPF), Nobuyuki Furuta (Super Adventure Rockman)

  • Arrogant Kung-Fu Guy: Air Man's portrayal in the comic is smug and condescending, with him barely even moving during his fight and instead calmly firing tornados at Mega Man. This is presumably the writers' way of interpreting his low-movement, sturdy attack pattern into a workable personality.
  • Arm Cannon: His entire left arm acts as his Air Shooter and looks more robotic than his right.
  • Blow You Away: He's the first Robot Master associated with wind. He can blow you to the wall, create a barrage of small tornadoes (which he blows towards you), and even create full-on typhoons.
  • Cephalothorax: His "face" is his entire body. Does that mean the fan is his maw? (Averted in the Mega Man cartoon.)
  • Do Not Touch the Funnel Cloud: His Air Shooter, in all games where he appears. As long as don't directly touch the ground-traveling tornado/horizontal tornado stream/swarm of flying mini tornados, you won't be harmed (for that matter, attacks will harmlessly bounce off them).
  • Extra-ore-dinary: Depending on when he's fought in The Power Fighters, Air Man can suck junk towards him to use as a pseudo-Junk Shield when he Turns Red.
  • Flunky Boss: In The Power Fighters, he'll sometimes send a Delupipi (and their egg full of several tiny Copipis) to attack.
  • Logical Weakness: Ever gotten a bunch of leaves jammed in a fan motor? This problem can lead to overheating and damage to the gearing — which is possibly how the Leaf Shield damages him.
  • No-Sell: The Metal Blade, Air Shooter, Bubble Lead and Crash Bomber don't do anything to him.
  • Not Quite Flight: In The Power Fighters, while his body is too heavy to fly, he can float horizontally. Humorously, he usually uses this to move while being so low to the ground he could likely walk.
  • Orbiting Particle Shield: Suprisingly enough, he steals pages from Junk Man and Dust Man's books in The Power Fighters to do this.
  • Shout-Out: The Archie comics love to include nods and jokes about the Mega Man fandom, so naturally when Air Man finally gets a chance for fight Mega Man, it makes sure to say, in bold letters...
    Air Man: You should've known you can't beat me.
  • Unblockable Attack: Unusually for this series, he sometimes spits out a series of tornadoes that are too close to be dodged. The Doc Robot using his battle programming in 3 is slightly easier to avoid thanks to the ability to slide.
  • Weaksauce Weakness: To friggin' leaves, of all things. Apparently, they clog up his air fan to jam it (and probably why Air Man's dislike is leaves).

    DWN.011 Bubble Man 
"The sea will swallow you!!"

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

Weapon: Bubble Lead
Weakness: Metal Blade (MM2), Spark Shock (MM3 [Doc Robot]), Shadow Blade (MM3 [Doc Robot], MMPF), Quick Boomerang (MMI)
Voiced by: Hekiru Shina (MMPF), Akio Suyama (Super Adventure Rockman)

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

    DWN.012 Quick Man 
"Can you keep up with me?"

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

Weapon: Quick Boomerang
Weakness: Time Stopper (MM2, MMI), Crash Bomber (MM2), Gemini Laser (MM3 [Doc Robot]), Search Snake (MM3 [Doc Robot]), Air Shooter (MMPF)
Voiced by: Jim Byrnes (animated series), Koji Tobe (MMPF), Showtaro Morikubo (Super Adventure Rockman), Nobuyuki Hiyama (Battle & Chase)

  • Adaptational Wimp: Quick Man is infamous for being very difficult in the games because of the fact his attacks are hard to dodge and he's constantly jumping at you. In the Ruby-Spears Cartoon, he is a pushover who gets defeated by getting crushed by a statue, and in his other appearances, doesn't really give anyone a hard time. This is very much not the case in other adaptations, see Ascended Extra.
  • Arm Cannon: Quick Man, unusually for this series, has an arm-mounted Quick Boomerang launcher on his right arm (though Super Adventure Rockman shows he can have a more traditional arm-becomes-gun cannon).
  • Ascended Extra: Though initially just another Robot Master (albeit one the designers gave a unique mugshot to so as to show his higher difficulty), various adaptations and side games tend to depict Quick Man with more focus and/or importance than the rest of the Mega Man 2 Robot Masters. The Archie Comics adaptation in particular has him functionally serving as Wily's Dragon and making multiple appearances throughout the arc prior to his fight with Mega Man. When he does fight, he's portrayed as being functionally unbeatable without the Time Stopper.
  • Battle Boomerang: His weapon is the Quick Boomerang, which ironically doesn't try to return to him in his boss fight, but instead homes in on Mega Man.
  • Blood Knight: His main purpose was to kill Mega Man, and while that's more or less true for any Robot Master built by Dr. Wily, Quick Man expresses that desire the most.
  • Bootstrapped Leitmotif: He becomes associated with the generic boss theme instead of his own theme in The Power Fighters.
  • Continuity Cameo:
    • He appears in 7's Robot Museum, far in the background. Thanks to how backgrounds are designed, however, he appears multiple times.
    • 8's Full Motion Video intro has him battling Mega Man as Mega Man 2's representative.
  • The Fourth Wall Will Not Protect You: Quick Man's mugshot in 2 has his head boomerang poking out from his frame. The developers gave him this unique trait to display his higher difficulty compared to the other seven bosses.
  • Fragile Speedster: He's very agile, but his resistance against weapons isn't great. The Mega Buster does two points of damage to him (four on Normal), and what weapons affect him tend to do a number on his health (in particular the Crash Bomber and Air Shooter).
  • In a Single Bound: He jumps very high and very often.
  • Lightning Bruiser:
    • He becomes this in The Wily Wars, where the Mega Buster only does one point of damage, making him more difficult to fight.
    • The Doc Robot copying his battle programming in 3 has much more resistance against attacks than he does while being every bit as fast, making it much more frustrating to fight.
  • Logical Weakness: Being a robot who runs fast, it stands to reason that he wouldn't like being stopped in his tracks involuntarily.
  • No-Sell: The Metal Blade, Bubble Lead, Quick Boomerang, and Leaf Shield won't lay a scratch on this speedster at all. Interestingly, he has a unique sprite where he visibly stops what he's doing to block it, something no other Robot Master in 2 does.
  • The Only One Allowed to Defeat You: Quick Man desires to be the Robot Master that finally destroys Mega Man, to the point where in the Archie comic's version of 2, he grows impatient at having to wait his turn and even defeats Flash Man just so he can finally get his chance to fight Mega Man. Alternatively, because Flash Man carries the weapon Quick Man was weak to, maybe he was hoping Mega Man would've copy it before their fight.
  • Precision-Guided Boomerang: Subverted, as the Quick Boomerang is really more like a homing missile when he uses it. Played straight when Mega Man uses it, as it flies out and curves back just as quickly.
  • Red Ones Go Faster: His main color being red complements his super speed and mobility.
  • The Rival:
    • During production of 2, the staff had this role in mind for him, which is why on the stage select screen he's the only one who grins and the only one who pokes out of his box (this trait was, however, removed for the Wily Wars version). The Archie comic adaptation ran with this concept, with Quick Man tormenting Mega Man several times before they actually fight.
    • In Battle and Chase, he becomes a friendly rival to Turbo Man if he wins the Grand Prix.
  • Super Speed: Just look at his name.
  • Super Wrist-Gadget: Has a wrist-mounted quick boomerang launcher.
  • Taking the Bullet: In Super Adventure Rockman, he steps in front of a Shadow Blade thrown at Mega Man, saving him, after Mega Man convinces him that Ra Moon is a far greater threat to the world than Wily thinks.
  • Time Master: In Mega Man Megamix, he can speed up even further by subtly altering time in the immediate area.
  • Too Fast to Stop: He outruns even his own vision, which is why he's constantly running into walls.
  • Turns Red: He can do this in The Power Fighters depending on how late he's fought. He begins to synchronize throwing delayed Quick Boomerangs while charging at the player.

    DWN.013 Crash Man 
"I am the Destroyer!"

A Robot Master armed with drill-tipped time bombs and a body that can resist explosions. Based on the designs of Bomb Man and Guts Man, he combines the destructiveness of the former and the toughness of the latter. He's very clumsy with his hands (or lack thereof), but is simple and obedient, if prone to erratic mood swings that make him hard to control.

Weapon: Crash Bomber
Weakness: Air Shooter (MM2, MMII), Hard Knuckle (MM3 [Doc Robot]), Top Spin (MM3 [Doc Robot]), Rolling Cutter (MMPB)
Voiced by: Terry Klassen (animated series), Koji Tobe (MMPB), Megumi Tano (Super Adventure Rockman)

  • Blade Below the Shoulder: Crash Man doesn't have hands, but instead drills which his Crash Bombs are affixed to.
  • Counter-Attack: He throws a Crash Bomb down if Mega Man fires. The Doc Robot copying his battle data in 3 has more intuition, however, and will occasionally fire a Crash Bomb on its own accord.
  • Dumb Muscle: Crash Man's hardly an idiot, but he is simple-minded; Wily points at something he wants blown up, Crash Man blows it up.
  • Guns Akimbo: Drills/Crash Bombs instead of hands.
  • In a Single Bound: He can jump really high, due to being made out of very light materials.
  • The Klutz: Crash Man is described as being clumsy. You can hardly blame him for this, since he has no hands (except in Mega Man Megamix).
  • Lightning Bruiser: Crash Man is fast and agile, dishes out powerful explosions and is tough enough to withstand them.
  • Logical Weakness: He jumps when you press the fire button, and the Air Shooter arcs upward conveniently to hit him.
  • Long-Range Fighter: Crash Man tries to get far enough away from Mega Man before firing. If he stays close and doesn't shoot, however, he won't fight back.
  • Mad Bomber: While usually docile, he's prone to mood swings that can make him very violent. And given how he uses bombs as his weapon...
  • Mood-Swinger: Crash Man is usually docile and obedient, but he can very quickly turn angry, violent and destructive.
  • Non-Indicative Name: Crash Man doesn't do a whole lot of colliding into things.
  • No-Sell: The Metal Blade, his own weapon, and the Leaf Shield won't do anything to crash this guy's party.
  • Spell My Name with an "S": Oh boy... some people know him as Crashman, while others know him as Clashman. His name can even be interpreted as Crushman. It doesn't help that, in the vein of Guts Man, none of these names have anything but an esoteric connection to his powers or appearance. Romanized as "Clashman" in the Japanese version and Mega Man II, and "Crash Man" in the English NES release and The Power Battle.
  • Stuff Blowing Up: Really likes to throw a bunch of bombs. Said bombs even explode multiple times.
  • Super Toughness: Being partially based on Guts Man, he has a strong body that protects him from explosions. It protects him so well, in fact, most explosions hardly even faze him.
  • This Is a Drill: His Crash Bombs are drill-tipped, and said drills poke out of his arms instead of hands.
  • Throw Down the Bomblet: He uses the Crash Bomber to shoot time bombs that release several explosions on detonation.
  • Time Bomb: The Crash Bomber explodes after a small delay (though it's much shorter for him than for Mega Man). Some enemies, however, can make a Crash Bomb explode on contact.
  • Trap Master: While smacking a Crash Bomb directly into something is effective, Mega Man generally gets more efficient use from them by laying it so it detonates as an enemy walks into the explosions (receiving multiple hits at the same time). This tactic works well on Flash Man and Wood Man.
  • Weaksauce Weakness: For a Robot Master who can tank explosions without even getting a scratch, gusts of wind shouldn't be nearly as effective on him as they are. In Mega Man II, however, he's able to tank them much better (as in, every shot must hit if one is to beat him with it).

    DWN.014 Flash Man

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

Weapon: Time Stopper
Weakness: Metal Blade (MM2), Crash Bomber (MM2), Needle Cannon (MM3 [Doc Robot]), Gemini Laser (MM3 [Doc Robot]), Ice Slasher (MMI), Atomic Fire (MMI)
Voiced by: Ken'ichi Ono (Super Adventure Rockman)

  • Adapted Out: He never appeared in the Ruby-Spears cartoon. In addition, he was the only Robot Master from Mega Man 2 to be ignored in the Captain N: The Game Master episode, "The Big Game".
  • Arm Cannon: He uses one with rapid-fire capabilities.
  • Bald of Evil: Somewhat unusually for a Robot Master, Flash Man is canonically bald. And he hates wig commercials, too!
  • Beam Spam: After using the Time Stopper, Flash Man attacks anything in front of him with a stream of shots from his arm cannon.
  • Benevolent Boss: In the Mega Man & Bass CD data, it's said that he's nice to the reprogrammed robots he's made the master of.
  • Grumpy Bear: He's prone to grouching and complaining about things.
  • Irony: Though the Quick Boomerang does no damage at all to him, he's defeated in no less than two adaptations by it.
  • Light Is Not Good: He activates his Time Stopper by flashing brightly. Being a Wily Number, he often uses this power for his master's schemes, or even just for his own pleasure.
  • Mundane Utility: Flash Man often uses his powers for his own benefit, such as staying in baths for longer periods.
  • Nice to the Waiter: Treats his subordinates with kindness. However, he treats his equals rather poorly.
  • No-Sell: The Air Shooter, Quick Boomerang and Leaf Shield don't do anything at all.
  • Story-Breaker Power: Given how he's able to stop time itself (if only for small periods), it's a wonder Dr. Wily never uses Flash Man more often, nor has he attempted to create a Robot Master with an upgraded version of his technology.
  • Time Master: Dr. Wily built him to have control over time.
  • Time Stands Still: Flash Man's Time Stopper allows him to do just that. However, it only lasts for small periods of time.
  • Villain Teleportation: While he doesn't actually have this ability, his Time Stopper allows him to give off the impression that he does to everyone else.

    DWN.015 Heat Man 
"Wait a minute... I'll get ignited."

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

Weapon: Atomic Fire
Weakness: Bubble Lead (MM2, MMI, MMPF), Shadow Blade (MM3 [Doc Robot]), Top Spin (MM3 [Doc Robot]), Ice Slasher (MMPB)
Voiced by: Ian James Corlett (animated series), Hekiru Shina (arcade), Showtaro Morikubo (Super Adventure Rockman)

  • Astonishingly Appropriate Appearance: A fire-based Robot Master that looks like a cigarette lighter.
  • Charged Attack: Though he doesn't use the Atomic Fire for this purpose, Mega Man's version of the weapon can be charged up to different levels of strength.
  • Continuity Cameo: He's on display in the Robot Museum in 7.
  • Dash Attack: Heat Man uses the Bodily Crash to charge straight towards enemies while covered in fire, dealing them a lot of damage.
  • Feed It with Fire: Don't use the Crash Bomber or Atomic Fire on him if you don't want to heal him. Don't even think of using the Crash Bomber on him while he's using the Bodily Crash, either.
  • Fireballs: He often uses his Atomic Fire to throw fireballs. Said fireballs can create pillars of flame or crawl towards foes.
  • Good Smoking, Evil Smoking: He's said to be the only Robot Master that smokes (and indeed, an unused set of sprites for The Power Battle depicts him smoking a cigarette). It helps that he's shaped like a cigarette lighter.
  • I Love Nuclear Power: The source of his heightened power over Fire Man is his nuclear-powered core, hence the ability Atomic Fire.
  • Infernal Retaliation: His signature attack, the Bodily Crash. He wreaths himself in fire to charge at you, which only occurs when Mega Man hits him, causing him to blow his lid, then close it.
  • Logical Weakness: He's weak to the Bubble Lead, a water-based weapon.
  • No-Sell: The Leaf Shield won't work against him.
  • Playing with Fire: He's a fire-based Robot Master. Not just that, but he uses nuclear fire.
  • Power Limiter: Though he remains unaware of it, Heat Man has a dial on his back that regulates the power of his flames.
  • Turns Red: In The Power Fighters, he starts to use his Infernal Retaliation attack on command and twice in a row, and will start covering his charge by throwing Atomic Fire shots beforehand. In addition, he gains an attack where he simply throws two huge fireballs in both directions.
  • Wreathed in Flames: Heat Man can set himself on fire after being damaged. This also renders him invincible and precedes him using his Bodily Crash.

    DWN.016 Wood Man 
"Enjoy the marvels of nature!"

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

Weapon: Leaf Shield
Weakness: Atomic Fire (MM2, MMPB), Air Shooter (MM2), Needle Cannon (MM3 [Doc Robot]), Search Snake (MM3 [Doc Robot]), Metal Blade (MMII), Super Arm (MMPB), Flame Sword (MM8 (Saturn Version Only)), Triple Blade (MM10, Weapons Archive)
Voiced by: Richard Newman (animated series), Koji Tobe (MMPF), Takashi Nagasako (MM8, JP), Matthew Meersbergen (MM8, EN), Akimasa Ohmori (Super Adventure Rockman)

  • Bamboo Technology: Everything about him is made of hinoki cypress, even his internal components. The only thing that isn't made of wood is a thin coating of metal he has for protection.
  • Barrier Warrior: He primarily uses the Leaf Shield to protect himself, though he can also send it flying at an opponent and send leaves up into the air to rain down on them.
  • Continuity Cameo: When the Weapons Archive boss in 10 uses the Leaf Shield, the monitor displays Wood Man's sprite.
    • He also appears in the Mega Man 8 opening alongside other previous Robot Masters.
  • Feed It with Fire: Using the Leaf Shield on him will completely heal him.
  • Green Thumb: He's made of wood unlike the others, and his weapon is a shield of leaves (well, projectiles shaped like leaves).
  • Hopping Machine: He prefers to jump towards Mega Man after firing the Leaf Shield off. Eventually, he'll pin him against a wall if Mega Man doesn't get past him.
  • Kryptonite Is Everywhere: Although half the Robot Master weapons don't damage him at all, he is weak to the other half, giving him more weaknesses than any other Robot Master. Then again, he's made of wood and not tough metal.
  • Logical Weakness: Being made of wood, he doesn't handle cutter and fire-based weaponry well. Moreover, bombs built to destroy barriers work well against his own. His weakness to the Air Shooter might have something to do with its projectiles being tornadoes, which are extremely damaging to trees like the ones he's made out of.
  • Mighty Glacier: He's a strong Robot Master resistant to physical strikes, but is also very slow.
  • Mini-Boss: In the Saturn version of 8, he appears in the middle of Search Man's stage as one.
  • Nature Lover: Wood Man cares deeply for nature, and harming it is an easy way to get on his bad side.
  • No-Sell: The Bubble Lead and Quick Boomerang won't do anything to him.
  • Orbiting Particle Shield: The first of many in the series, his Leaf Shield creates leaf-shaped energy bits that levitate with electromagnetism.
  • Petal Power: Well, more like leaf power, but the Leaf Shield works on the same principle.
  • Primal Chest-Pound: He beats his chest when he activates the Leaf Shield to protect him.
  • Super Strength: He can throw some very mean punches, and thanks to his 100% wood construction, they hit hard.
  • "The Reason You Suck" Speech: Wood Man gives Mega Man one for killing Shadow Man prior to his boss fight in Super Adventure Rockman.
  • Weak to Fire: Despite being coated in metal to increase his defense, Wood Man still has a great vulnerability to fire (as the Atomic Fire demonstrates).

Mega Man 3 Robot Masters

  • Asteroid Miners: All of them were created by Dr. Light and Dr. Wily to oversee mining operations on uncharted planets for energy elements needed to power Gamma, though Dr. Wily later modified them for combat.
  • Hoist by His Own Petard: All of them are weak to their own weapons.
  • Spell My Name with an "S": Some supplementary material explains that these robots were a joint creation of Dr. Light and Dr. Wily, with a RW logo even appearing in Magnet Man's stage. However, they are sometimes considered DWN (Doctor Wily Numbers), which is an Interface Spoiler. Mega Man Megamix fixes this by labelling the Robot Masters as part of the DRWN (Doctor Right and Wily Numbers) series.

    DWN.017 Needle Man 
"Feel the eye of the needle!"

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

Weapon: Needle Cannon
Weakness: Gemini Laser (MM3), Top Spin (MMII), Air Shooter (MMII)
Voiced by: Gary Chalk (animated series), Nobuyuki Furuta (Super Adventure Rockman)

  • Afraid of Needles: You wouldn't think a robot whose theme is needles and spikes would be afraid of getting injections, but he is.
  • Ammunition Backpack: His round body is the backpack.
  • Arm Cannon: Both of his arms are these, making him another Robot Master without any functional hands.
  • Badass Bandolier: In Megamix, Needle Man has chains of Needle Cannon cartridges hanging out from his arm cannons.
  • Building Swing: He can use his Needle Hammer in this fashion in Mega Man Megamix.
  • Cephalothorax: Like Air Man, he has no head, just eyes in his chest below a giant spike pad located where his head should be.
  • Guns Akimbo: Another robot master with twin cannons.
  • Hopping Machine: In battle, he only moves around by jumping.
  • In a Single Bound: He's able to jump very high for his height, and can keep himself airborne by shooting his Needle Cannon.
  • Ironic Fear: A needle-based robot with a fear of getting his shots. This might explain why he has one of the few stages to have no insta-kill spikes at all. However, he loves knitting and sewing.
  • Lightning Bruiser: He's larger than Mega Man, yet can move fast, jump high, and take a beating.
  • More Dakka: The Needle Cannon is made to be a rapid-fire weapon.
  • Spike Shooter: His Needle Cannon shoots pointed projectiles.
  • Spikes of Doom: While Needle Man's shots may not be instantly lethal like spikes normally are, they still hurt quite a bit, especially the Needle Hammer.
  • Spikes of Villainy: Not only does he shoot spike bullets, but he also has spikes atop his "head".
  • Use Your Head: He can extend the needle-tipped top of his head to spear Mega Man.

    DWN.018 Magnet Man 
"I feel tense these days..."

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

Weapon: Magnet Missile
Weakness: Spark Shock (MM3), Shadow Blade (MM3), Needle Cannon (MMII), Dust Crusher (MMPB)
Voiced by:Terry Klassen (animated series)Hekiru Shina (MMPB), Akimasa Ohmori (Super Adventure Rockman)

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

    DWN.019 Gemini Man 
"My clones are very impressive."

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

Weapon: Gemini Laser
Weakness: Search Snake (MM3), Magnet Missile (MMII, MMPB), Dust Crusher (MMPB), Plant Barrier (MMPB), Pharaoh Wave (MMPF), Wheel Cutter (MM10, Weapons Archive)
Voiced by: Tony Sampson (animated series), Koji Tobe (arcade), Jun'ichi Sugawara (Super Adventure Rockman)

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

    DWN.020 Hard Man 
"Ohhh, what a drag..."

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

Weapon: Hard Knuckle
Weakness: Magnet Missile (MM3, MMII)
Voiced by: Terry Klassen (animated series), Nobuyuki Furuta (Super Adventure Rockman)

  • Ground Pound: He uses the Body Press to turn around in mid-air and slam into the ground. This can freeze Mega Man even if he's in mid-air at the time, and despite this seeming like a quirk of 3's rushed development, it carries over into his fights in other games.
  • Homing Projectile: His Hard Knuckles home in towards Mega Man — once as he sends them out, then again as they curve back.
  • In a Single Bound: You wouldn't think it from such a heavy robot, but thanks to a compact rocket booster built into him, he can jump pretty high and far.
  • Logical Weakness: He's a large and bulky robot made out of an extremely dense metal. In a game where there are missiles that use magnetism to guide themselves towards targets.
  • Mighty Glacier: Hits hard, is highly resistant to attacks and impacts, but is very slow and cannot swim to save his life.
  • Noble Demon: Even though he goes along with Wily's plans, he wishes to fight his opposition on equal terms. In the Archie comic's adaptation of 3, he even gives Mega Man an E-Tank to recharge himself before their fight.
  • No-Sell: The Mega Buster, Gemini Laser, Hard Knuckle and Magnet Missile are the only weapons that do damage to him instead of bouncing off of him.
  • Player-Guided Missile: The Hard Knuckle acts as this — holding up or down will make a fired punch fly up or down slightly as it rockets ahead.
  • The Quiet One: He's known to be tight-lipped and of few words.
  • Rocket Punch: The Hard Knuckle acts as this, firing off his forearms. However, they do come back to him after flying out a certain distance (though they don't actually reattach to his sprite). While Mega Man's version doesn't have a retrieval mechanism, he does spontaneously get a replacement arm soon after firing it.
  • The Slacker: He lazes about when not working, due to how heavy his body is and the amount of effort he has to put into moving on a day to day basis.
  • Sumo Wrestling: He's noted to be a fan. Helps that he's got a great build for it.
  • Super Not-Drowning Skills: Thanks to being so heavy, he cannot swim. He just walks.
  • Super Strength: One of the perks of having a three ton ceratanium body? You hit like a truck.
  • Super Toughness: Another perk of having a three ton ceratanium body? You're very hard to damage and take down.
  • Unfortunate Names: While it's supposed to be a reference to his heavy, bulky and tough build, those with a dirty mind may struggle to say his name with a straight face.
  • Unobtainium: His entire body is made out of ceratanium (that is, ceramic titanium). It gives him his strength, but is also why he's so heavy.

    DWN.021 Top Man

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

Weapon: Top Spin
Weakness: Hard Knuckle (MM3, MMII)
Voiced by: Jim Byrnes (animated series), Megumi Tano (Super Adventure Rockman)

  • Adaptational Badass: He's one of the easiest Robot Masters in 3 and has arguably the most ridiculous weapon in the series. In the Ruby-Spears cartoon, he was portrayed as a suave womanizer with a Badass Baritone who was able to flatter Roll and - while at it - defeat Mega Man singlehandedly. He's also a much more dangerous boss in Super Adventure Rockman.
  • Arm Cannon: Super Adventure Rockman has him using one to fire Battle Tops as opposed to pulling them out of his head.
  • Battle Tops: Not only can he rotate at high speeds like a human spinning top, but he can also throw tops in the air that home in on targets.
  • Dance Battler: Him using the Top Spin results in him twirling around to attack.
  • Everything's Better with Spinning: He's based on a spinning top, and his primary method of attacking is to spin into enemies.
  • Fragile Speedster: He takes double damage from the Mega Buster and is only outdone in fraility by Magnet Man, but he makes up for it by being invincible half the time. He is also the fastest moving Robot Master in 3 thanks to the Top Spin also being his main form of movement; he is only exceeded by Shadow Man's sliding attack.
  • Homing Projectile: His head-mounted tops are able to move directly towards Mega Man.
  • Rollerblade Good: His feet have wheels built into them that allow him to move around quickly.
  • Spin to Deflect Stuff: He's invincible when spinning, though some sources claim that this is because of a shield system in place, rather than the Top Spin itself deflecting blows.
  • Warm-Up Boss: Top Man is among the easiest Robot Masters in the series, and a good starting point for new players.

    DWN.022 Snake Man 
"You can't hide from me!"

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

Weapon: Search Snake
Weakness: Needle Cannon (MM3), Spark Shock (MMIII)
Voiced by: Ian James Corlett (animated series), Jun'ichi Sugawara (Super Adventure Rockman)

  • Abhorrent Admirer: Depending on how players interpret his & Bass CD information, his 'liking' of Toad Man can either be this or him actually wanting to eat the other robot.
  • Animal Jingoism: He has a liking towards Toad Man, who in turn dislikes him. In addition, he's known to hate slugs, likely stemming from a Japanese belief that slugs and snails could kill snakes.
  • Arm Cannon: As with most Robot Masters, he has one on his left arm, from which he fires his Search Snakes.
  • Combat Pragmatist: He prefers to force his opponent into a corner and render them helpless, which puts him at odds against the more fair-minded Hard Man.
  • Continuity Cameo:
    • Snake Man is one of the many Robot Masters on display at the Robot Museum in Mega Man 7.
    • He appears in Mega Man 8's animated intro, representing Mega Man 3's representative in the montage of Mega Man facing past Robot Masters.
  • Reptiles Are Abhorrent: The first animal-based Robot Master in the series is a tenacious hunter who corners his prey and doesn't play fair.
  • Snakes Are Sinister: Snake Man is prudent, tenacious, and a loyal Dr. Wily robot.
  • Stalker with a Crush: He's one towards Toad Man.
  • Unflinching Walk: Although most Robot Masters have Collision Damage normally, the majority of Snake Man's strategy is simply pacing back and forth, trying to run into Mega Man. Extraneous material attribute this to incredible tenacity.
  • Wall Crawl: The Search Snake crawls along floors and up walls.
  • Warm-Up Boss: Due to his pattern, he's one of the easiest bosses in 3. He functions as this for the other "weakness group" (Snake Man -> Gemini Man -> Needle Man -> Snake Man) which the other Robot Masters aren't a part of.

    DWN.023 Spark Man 
"Don't fall out of line, please."

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

Weapon: Spark Shock
Weakness: Shadow Blade (MM3, MMIII)
Voiced by: Akimasa Ohmori (Super Adventure Rockman)

  • Affably Evil: Despite serving Wily's schemes, Spark Man is a nice and friendly guy to anyone who isn't Mega Man.
  • Astonishingly Appropriate Appearance: An electrical Robot Master designed for generating energy who looks like a sparkplug on legs with two giant electrodes in place of hands.
  • Blade Below the Shoulder: He's one of several Robot Masters who lack hands; instead, he has two large spike-like electrodes.
  • Combat Medic: Spark Man often recharges his friends or gives them a power boost, and he's no slouch in combat himself.
  • Continuity Cameo: He makes a brief appearance in Mega Man 8's animated intro alongside other past Robot Masters.
  • The Ditz: Based on his Mega Man & Bass CD information, Spark Man is "forgetful", scatterbrained, and described as having trouble focusing his powers.
  • Guns Akimbo: In the form of dual electrodes.
  • Hates Being Alone: Despite his thoughtful and friendly attitude around friends, if he's left in solitude for long periods, he grows depressive.
  • Hopping Machine: In his fight, Spark Man always moves by jumping around his room, occasionally stopping to use the Spark Shock.
  • Shock and Awe: The Spark Shock shoots sparks of electricity that damage Mega Man and (once he copies it) temporarily freezes enemies.
  • Spread Shot: He can fire an eight-way burst of electrical sparks.
  • Superior Successor: He can generate twice the amount of electricity that Elec Man can, though Elec Man has a better focus on his power than the scattershot Spark Man.

    DWN.024 Shadow Man 
"I can hardly wait for the surprise."

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

Weapon: Shadow Blade
Weakness: Top Spin (MM3), Gemini Laser (MMIII), Centaur Arrow (MMPF)
Voiced by: Terry Klassen (animated series), Jin Yamanoi (MMPF), Kōsuke Okano (Super Adventure Rockman), Ryotaro Okiayu (Battle & Chase)

  • Arm Cannon: Though he's traditionally never used one, Super Adventure Rockman had him turn his arm into one to kill Mega Man should the player lose (oh, and they don't get to continue should this happen).
  • Battle Boomerang: Interestingly, while his Shadow Blades don't return to him, the version copied by Mega Man does.
  • Caltrops: He can produce four makabishis in The Power Fighters when he Turns Red.
  • Composite Character: In Rockman Xover, he is fused with Elec Man for a level to commemorate the 25th anniversary of the series, becoming Electric Shadow Man, with Shadow Man's sprite and Elec Man's palette. However, the fused robot proves to be unable to handle their combined power.
  • Confusion Fu: A lot of what makes him dangerous is that his attacks have minimal telegraphs, and his two offensive moves (sliding and throwing the Shadow Blade) require different responses. This makes his pattern very difficult to read.
  • Denial of Diagonal Attack: Averted; the Shadow Blade can be thrown in five directions; one of which being diagonally up. During his boss fight, he even throws a diagonal Shadow Blade in addition to a horizontal one. Mega Man's use of it basically amounts to a nerfed, boomeranging version of the omnidirectional Metal Blades.
  • Disc-One Final Boss: He's the final boss of Super Adventure Rockman's first episode.
  • Fuuma Shuriken: His Shadow Blade is a very large shuriken.
  • Hopping Machine: He jumps towards Mega Man two to three times before either sliding or throwing his Shadow Blades, but never walks or runs.
  • Killed Off for Real: He suffers this in Super Adventure Rockman, where after his fight, he explodes, with Wood Man being unable to repair him. Even by the end, when all the Robot Masters return, Shadow Man is absent, suggesting his integrated circuit was irreparably damaged. Of course, he continues to appear in other games, and the game's canonicity is dubious...
  • Lightning Bruiser: Very fast, powerful, and is overall more durable than Quick Man (not counting his main weakness).
  • Mysterious Past: Very little data exists on Shadow Man, and no-one is quite sure of who he is or where he came from. His body is made of a material not found on Earth, as is the liquid coating his Shadow Blades, leading to rumours that he was the product of an ancient alien civilization.
  • Ninja: He's based upon one.
  • Ninja Pirate Zombie Robot: A (possibly) extraterrestrial ninja robot.
  • Power Up Mount: In The Power Fighters, he can summon a giant firebreathing frog robot to ride on should he turn red.
  • Related in the Adaptation: In the Archie comic (which firmly depicts Shadow Man as an alien, removing the mystery of his past), Shadow Man was one of many near identical Kuiper Droids, servants to the Stardroids and Ra Moon. None of these relationships exist between the three in the original games.
  • Slide Attack: To establish Shadow Man as a rival to Mega Man, he knows how to slide in the exact same manner Mega Man can (only he can slide an even greater distance if Mega Man's far from him). He only uses it after a jump, though, and can't use it twice in a row.
  • Sole Survivor: In the Archie comic, he's the last of Dr. Wily's Robot Masters who remain loyal to him following the events of Mega Man 3 (the rest either turning over a new leaf or being deactivated).
  • Took a Level in Badass: While Shadow Man was no slouch in 3, The Power Fighters and Super Adventure Rockman let him display a wide array of ninjitsu techniques, such as setting up decoys, blocking shots by replacing himself with a log, and even summoning a giant frog robot to ride around on.
  • Turns Red: If he's a Robot Master fought later than the others in The Power Fighters, he'll summon a giant frog robot to ride on at half health.
  • Weaksauce Weakness: A fast, agile and deadly ninja robot turns out to be weak to the often mocked Top Spin.

Mega Man 4 Robot Masters

  • All There in the Manual: Even though Dr. Cossack created them, they are listed as part of the DWN series. The reason for this is explained in a Japanese Q&A — Dr. Wily significantly remodeled them for combat against Mega Man.
  • Late-Arrival Spoiler: Since this group is considered part of the Wily Numbers, Capcom expects you already know Wily's behind Mega Man 4.
  • Spell My Name with an "S": Though they're officially part of the DWN series, some sources and adaptations instead list them as the DCN (Doctor Cossack Number) series.

    DWN.025 Bright Man 
"Something comes to me in a flash!"

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

Weapon: Flash Stopper
Weakness: Rain Flush (MM4, MMIV), Star Crash (GG)
Voiced by: Gary Chalk (animated series)

  • Astonishingly Appropriate Appearance: Bright Man uses flashes of light as a weapon. He sports a giant filament light bulb on his head and has what looks like a battery in his chest.
  • Blinded by the Light: His Flash Stopper invokes this on other robots, freezing them in place momentarily.
  • Cower Power: In Megamix, he survives Skull Man's attack on Cossack Labs by hiding until the right chance arises.
  • Heroic Sacrifice: When his feigned cowardice develops into actual cowardice in Megamix, he atones for it by using his own body parts to repair his allied Robot Masters. Once Cossack is rescued, however, he gets better.
  • Kill It with Water: His weakness is the Rain Flush. Well, at least it's a Logical Weakness.
  • Light 'em Up: His Special Weapon creates a blast of light so powerful it causes other robots to momentarily seize up.
  • Idea Bulb: A favorite joke of his, considering his design.
  • Insufferable Genius: He is highly intelligent and an ideas man, but drives his colleagues to frustration or boredom by going on and on about his ideas.
  • Logical Weakness: Water (or in this case, acid rain) shorts him out around the exposed bulb. Acid water is also very conductive which is a principle of how lead-acid batteries function.
  • Moral Guardians: The English translation of Mega Man & Bass oddly makes him out to be one, changing his dislike from neon light to "unmoral districts" (i.e. red light districts).
  • Puzzle Boss: Defeating him without triggering the Flash Stopper in Mega Man 4 makes him this, since he uses it at specific levels of damage that must be skipped over (which can be done by exclusively using Charge Shots, or one uncharged shot and the Rain Flush). Note that the game never tells you this, and in Mega Man IV he can use the Flash Stopper whenever he wants.
  • The Smart Guy: Apparently has a lot of ideas. Too many, in fact, since he goes on about them so much that it annoys the other robots.
  • Time Stands Still: While the Flash Stopper appears to do this, in reality it simply freezes all enemies (and some projectiles) in the area by triggering a safety device that locks their mechanisms up.
  • Unblockable Attack: If Mega Man is frozen by the Flash Stopper and Bright Man decides to jump, he will unavoidably take a hit.

    DWN.026 Toad Man 
"After rain comes, destruction!"

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

Weapon: Rain Flush
Weakness: Drill Bomb (MM4), Ring Boomerang (MMIV), Napalm Bomb (MMIV), Water Wave (GG)
Voiced by: Terry Klassen (animated series)

  • Always Accurate Attack: Being a weapon that summons rain, the Rain Flush is completely unblockable. Fortunately for the player, they can prevent Toad Man from being able to use it.
  • Animal Jingoism: Has a minor rivalry with Snake Man. Snakes in real life eat toads.
  • Cephalothorax: His 'head' is squished down to about the level of his shoulders. This is to place his false frog eyes at the level of what would be "normal".
  • Composite Character: In Rockman Xover, Toad Man gets upgraded fire powers in the 25th Anniversary bonus levels to become Fire Toad Man. While nominally fused with Fire Man, he gains the palette of Heat Man.
  • Dance Battler: His method of using the Rain Flush has him perform a strange belly dance. This leaves him open to attack and therefore interruption.
  • Hollywood Acid: While real acid rain is dangerous to the environment, the Rain Flush devastates metallic robots as soon as it hits.
  • In a Single Bound: Being based upon a frog, he can jump quite high.
  • Making a Splash: While he's not themed around water like Dive Man is, he does use water in his attacks via the Rain Flush.
  • Mighty Glacier: His attack is unavoidable and covers a wide area, but takes very long to start.
  • Multi-Directional Barrage: His acidic Rain Flush, one unleashed, is unavoidable. However, it can be interrupted.
  • Shown Their Work:
    • While it may seem strange that a toad robot can summon rain, in some cultures a toad is considered a sign of good rain.
    • Toad Man is tone-deaf, much like how real amphibians have poor hearing (if they can even hear at all).
  • Unblockable Attack: His Rain Flush, if he activates it. In Mega Man's hands, even a Metall's helmet can't save it from destruction.
  • Warm-Up Boss: He's pathetically easy as he is unable to attack if he gets damaged when getting ready to use the Rain Flush. Not so much in the Game Gear installment as he jumps much faster and starts the dance to call upon Rain Flush randomly instead of after a set number of hops, while also giving the player less time to react and counterattack.
  • Weather-Control Machine: He attacks by summoning rain. Before he was turned into a battle robot, he used his Rain Flush to help crops grow.
  • Why Did It Have to Be Snakes?: He dislikes Snake Man, but unfortunately for him, Snake Man likes him.

    DWN.027 Drill Man 
"Oops, I damaged the gas pipe..."

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

Weapon: Drill Bomb
Weakness: Dive Missile (MM4, MMIII)
Voiced by: Scott McNeil (animated series)

  • Blade Below the Shoulder: Like Crash Man, Drill Man has (much larger) drills in place of hands.
  • Everybody Hates Mathematics: He dislikes calculations. Ths is a major reason as to why he's seen as stupid, seeing as he's meant for construction.
  • Expy: In design and concept, he looks an awful lot like Crash Man.
  • Fast Tunnelling: He can dig underneath and through the ground to attack Mega Man from below.
  • Guns Akimbo: Appears to have twin Drill Bomb launchers, much like Crash Man.
  • Leeroy Jenkins: Drill Man disregards calculations and haphazardly digs wherever to get the job done quickly. Given how he was originally meant to be a construction robot, this often creates problems.
  • Lethally Stupid: He loves rush jobs and doesn't plan ahead when digging. His quote from Mega Man & Bass?
    Oops, I damaged the gas pipe...
  • Logical Weakness: A robot built densely enough to drill through the earth is likely easier for homing missles to lock onto. On that note, missiles are often designed for anti-armor applications. Also, given they're carrying Drill Bombs, guided missiles would probably interact violently with their payload.
  • Mole Monster: During his battle, he often digs into the ground to strike Mega Man from underneath.
  • Spin to Deflect Stuff: His Drill Bombs can knock any projectile out of the way, even Dive Missiles, his weakness!
  • This Is a Drill: Pretty obvious from his name; he uses drill-tipped explosives and has three massive drills made to grind through earth and rock on his body.
  • Throw Down the Bomblet: He uses the Drill Bomb to pierce through armor, then detonate the explosive.
  • Trick Bomb: The Drill Bomb can be remotely detonated in mid-flight, allowing the explosion to damage whatever the drill can't pierce.
  • Tunnel King: Digs through the ground, and his stage is a giant tunnel network.
  • Use Your Head: One tactic of his is digging underground and diving out under Mega Man, stabbing him with his head-mounted drill.

    DWN.028 Pharaoh Man

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

Weapons: Pharaoh Shot (MM4, MMIV), Pharaoh Wave (MMPF)
Weakness: Flash Stopper (MM4, MMIV), Crystal Eye (MMIV), Quick Boomerang (MMPF)
Voiced by: Tony Sampson (animated series), Takashi Nagasako (MMPF)

  • Adaptational Badass: While already a relatively dangerous boss in the game (if you don't cheat with spamming Flash Stopper on him, that is), he somehow became even more badass in his one (and only) appearance in the cheesy, pun-ridden Ruby-Spears series. He never did anything silly, he had an aura of competence around him, he could shoot Mega Man all the way to the courtyard. And he manages to top it all off by punching Mega Man right into the fucking face after his weapon was stolen, instead of opting to run away like many other Robot Masters would do.
  • Arm Cannon: He has one, though he doesn't seem to use it in 4 (the Pharaoh Shot being thrown instead).
  • Badass Baritone: He has a deep voice in the Ruby-Spears cartoon, compared to most Robot Masters.
  • Badass Cape: His design in the Ruby-Spears series gives him a flowing red cape.
  • Big Entrance: He enters a room in the cartoon by slamming open a double-door, complete with amplified slamming-sound, back-lighting and ominous music.
  • Blinded by the Light: His weakness to Flash Stopper, due to him being designed to explore dark pyramids.
  • Breakout Character: He's almost unanimously agreed to be Dr. Cossack's signature creation (his Ruby-Spears portrayal probably helped a lot), to the point where the Archie Comics feature him as a main character in a few arcs, and he appears the most out of all the 4 Robot Masters.
  • Charged Attack: He can charge up solar energy to release it as the Pharaoh Wave.
  • Composite Character: His combat program is like a spin on Quick Man and Heat Man. They move around swiftly like Quick Man, are also vulnerable to a "time-stopping" weapon, but use a Charged Attack that's similar to Heat Man's Atomic Fire. Their art work can also depict them with an aura of flames around them.
  • Continuity Cameo:
    • He (or a possible copy) is on display in the Robot Museum in Mega Man 7.
    • In The Power Battle, Pharaoh Man is one of a few Robot Masters in storage in the background of the first Wily level.
    • During Mega Man 8's animated Robot Master montage, Pharaoh Man appears as Mega Man 4's representative.
  • Counter-Attack: In The Power Fighters, he does this if he protects himself with a giant eye and it is attacked.
  • Day Hurts Dark-Adjusted Eyes: The reason why he's weak to the Flash Stopper is because he's always exploring dark, shady pyramids, so a flash of bright light would hurt him.
  • Denial of Diagonal Attack: The Pharaoh Shot averts this, being throwable from any direction except straight up or down.
  • Disco: His signature pose is reminiscent to the famous Saturday Night Fever pose, and his theme music has a disco beat to it.
  • Kubrick Stare: Not exactly, but the V-shaped part of the helmet gives this feeling. It makes him look more intimidating.
  • Lightning Bruiser: He's fast and hits hard.
  • Logical Weakness: Given how he was designed to explore dark pyramids, it would make sense that bright flashes of light wouldn't be too kind to him.
  • Luckily, My Shield Will Protect Me: In The Power Fighters, he gains the ability to summon an eye-shaped shield.
  • Power Floats: Upon powering up in the arcade games, his attack pattern changes completely: He starts levitating nearly out of reach and summoning Shade Man's robo-zombies.
  • The Power of the Sun: His Pharaoh Shot and Pharaoh Wave both use solar energy, much like Mega Man's Mega Buster. The Pharaoh Shot in particular resembles a miniature sun. An added bonus is the weapon can be aimed in multiple directions like Metal Blade and charges up like Heat Man's Atomic Fire (placing a damaging portable sun over Mega Man until he releases it).
  • Red Eyes, Take Warning: Both the artwork, in-game portrait and the cartoon.
  • Rushmore Refacement: His background in The Power Fighters includes some statues and the Sphinx bearing his face.
  • Stab the Sky: His signature pose is giving the sky a finger stabbing.
  • Took a Level in Badass: Pharaoh Man was no pushover (unless Mega Man had the Flash Stopper), but The Power Fighters gives him all sorts of new powers, such as levitation, an eye shield, portals, and the ability to shoot the Pharaoh Wave in two directions at once.
  • Weaksauce Weakness: He's the only Robot Master to be affected by the Flash Stopper, but it leaves him completely frozen and unable to move, allowing Mega Man to pump the guy full of solar energy while he can do nothing.
  • Zero-Effort Boss: If you have enough ammo for Flash Stopper, his "fight" consists of mashing the fire button until his HP runs out, while he has no opportunity to counter.

    DWN.029 Ring Man 
"Expect no mercy, Mega Man!"

Unlike most of Dr. Cossack's Robot Masters which were remodeled into war machines, Ring Man was created specifically to defeat Mega Man. To this end, he uses the Ring Boomerang — a weapon with high speed and the ability to penetrate foes. A clever strategist, he has an unfortunate tendency to be overconfident in his abilities. Incidentally, he's skilled at quoits.

Weapon: Ring Boomerang
Weakness: Pharaoh Shot (MM4, MMIV), Charge Kick (MMIV), Solar Blaze (MM10, Weapons Archive)
Voiced by: Gary Chalk (animated series)

  • Adaptational Heroism: Mega Man Megamix depicts his original purpose as being a police officer fighting against robot crime (his Ring Boomerang being a non-lethal means of incapacitation), a far cry from the original games' combat-oriented design.
  • Armor-Piercing Attack: The Ring Boomerang can fly straight through enemies, hitting them twice as it flies back. Even the Skull Barrier can't protect against it!
  • Battle Boomerang: His Rings of Death fly back toward him after hitting their target.
  • Blood Knight: Like Quick Man and the Mega Man Killers, he was strictly programmed and created to kill Mega Man.
  • Child Hater: Downplayed, he doesn't like being around children. Ironic, seeing as his creator has a daughter. Tough it makes sense, considering he was built to defeat Mega Man, who looks like a prepubescent boy.
  • Composite Character: Has the feel of Quick Man and Metal Man with a similar color scheme, programming to kill Mega Man, and boomerang/cutter weapons. Ring Man is also hard to read, like Quick Man, and tosses his rings more unpredictably than Metal Man and uses a more advanced movement pattern too.
  • Confusion Fu: His telegraphs can be confusing to master. He tosses his rings in a manner where it's very possible to dodge them incorrectly and be hit instead, depending on positioning.
  • Continuity Cameo:
    • When fighting Mash in Mega Man 7's Robot Museum, Ring Man can be seen on display in the background.
    • The Weapons Archive in Mega Man 10 contains data for the Ring Boomerang; when using it, the monitor displays his sprite.
  • Distaff Counterpart: He's unique in that his NetNavi counterpart is female.
  • Genius Bruiser: He's capable of fighting Mega Man and can come up with effective strategies to use against him.
  • Improbable Weapon User: You wouldn't think giant rings would be effective weapons, but he proves you wrong.
  • Item Caddy: In Mega Man IV, the Ring Boomerang is able to grab items from far away and bring them to Mega Man.
  • Lightning Bruiser: He's very quick and jumps a lot. His attacks can be difficult to dodge and they hit hard.
  • Logical Weakness: Since he uses metal rings, it stands to reason that he doesn't like hot and fiery minature suns being flung at him. It even applies to robots using his weapon and battle data.
  • Rings of Death: He uses boomeranging rings that he can throw at any angle, and they pierce a foe and strike them on the rebound.
  • The Strategist: His ability to make good strategies is noted as a good point in Mega Man & Bass.
  • Trenchcoat Brigade: In Megamix, he dons a trenchcoat/fedora combo while on duty as a police robot.

    DWN.030 Dust Man 
"Don't let me suck more than I can."

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

Weapon: Dust Crusher
Weakness: Ring Boomerang (MM4), Drill Bomb (MMIII), Plant Barrier (MMPB)
Voiced by: Terry Klassen (animated series)

  • Arm Cannon: Although he has one, he never uses it to attack Mega Man.
  • Bandit Mook: He can steal a player's money in Rockboard.
  • Big Eater: He's got a big appetit, making him handy if there's a lot of garbage to get rid of.
  • Cephalothorax: His head is perched between his shoulders, with his massive vaccuum duct taking the place of where a regular head would go.
  • Extra-ore-dinary: The junk composing his Dust Crusher shots is largely metallic in nature.
  • Fashionable Asymmetry: The tube connecting his shoulders is uncovered on his left, exposing several wires.
  • Improbable Weapon User: He shoots garbage at Mega Man. Garbage encasing a bomb, but all the same, it seems strange.
  • Logical Weakness: Ring Boomerang is supposed to be razor edged like a chakram, meaning that it can slice up the various exposed chutes and wires he has on his body. A vacuum with a cut in its intake hose can't produce sufficient suction do its job.
  • Mighty Glacier: While playing soccer, he's a very slow, defensively oriented player with a strong kick.
  • Spread Shot: Of the exploding shot variety. The Dust Crusher explodes into four pieces when it gets near Mega Man.
  • Vacuum Mouth: He uses his head-mounted vacuum to suck in garbage and enemies, and it seemingly serves as his mouth.
  • You Need a Breath Mint: Apparently the scent of all the garbage he inhales still lingers in his "mouth", giving him rancid breath.

    DWN.031 Dive Man 
"Yuck. I feel seasick. Bleah."

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

Weapon: Dive Missile
Weakness: Skull Barrier (MM4), Dust Crusher (MM4, MMIII), Thunder Beam (MMPF)
Voiced by: Terry Klassen (animated series), Jin Yamanoi (MMPF)

  • Astonishingly Appropriate Appearance: Dive Man was built to act like a miniature submarine, and he sure looks the part (even having an otherwise useless periscope on his head).
  • Dig Attack: He has one in The Power Fighters, as a move he borrows from Drill Man.
  • Homing Projectile: The Dive Missile, when fired, homes in on nearby enemies and relentlessly pursues them. When Dive Man uses them on Mega Man, they will eventually give up after a small while.
  • Irony: He's a submarine type Robot Master who can spin himself rapidly towards foes like a torpedo to attack them, but he gets motion sickness pretty easily.
  • Lightning Bruiser: His torpedo spin attack is deceptively fast, and it hits like a truck.
  • Logical Weakness: To Skull Man's Skull Barrier, likely referencing the expression "buried at sea", since skulls are a common symbol of death, and sailor lore often shows great amounts of beliefs and superstitions regarding luck to avoid such a fate. (Ironically, it's one of the least logical weapons for fighting against him, as his attack pattern is heavy on lunges and rams and the Skull Barrier requires you to get in up close to him.)
    • He is also weak to Elec Man's Thunder Beam in Mega Man 2: The Power Fighters, since it is indeed dangerous to mix electricity with water.
  • Ramming Always Works: Other than the Dive Missiles, his other method of attack is to spin rapidly like a giant torpedo into enemies. It actually hurts a lot.
  • The Rival: Being a loyal and honest sailor, he doesn't like the unscrupulous Pirate Man.
  • Roboteching: The Dive Missile can turn on a dime, especially when Mega Man uses it.
  • Super-Persistent Missile: The Dive Missile can follow a target for quite a long period of time, though they do eventually give up after a while when fighting Dive Man.
  • Underwater Boss Battle: He's fought underwater, making it slightly easier to avoid his Dive Missiles and torpedo spin (it helps that he doesn't have Spikes of Doom on his ceiling like Bubble Man did).

    DWN.032 Skull Man 
"Now! Let's get ready to rumble!"

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

Weapon: Skull Barrier
Weakness: Dust Crusher (MM4, MMIII)

  • Adapted Out: Skull Man is the only 4 Robot Master to not appear in the Ruby-Spears cartoon.
  • Arm Cannon: He has one which he uses to fire shots in volleys of six. Megamix, however, restyles it as a femur on an otherwise normal skeleton arm.
  • Barrier Warrior: He uses the Skull Barrier to protect himself. Unlike most shield-using Robot Masters, however, he strictly uses it for defense and doesn't try using it as a weapon.
  • Big Bad: In Mega Man Megamix, he acts as the main villain of "The Grim Reaper of Resurrection".
  • Blood Knight: Skull Man was created for pure combat, and he's eager to get into a scrap with someone. However, because fighting is all he knows, he tends to be socially awkward.
  • Composite Character: His Megamix portrayal uses Ring Man's original origin of being created solely to fight Mega Man, since Ring Man was given a more benevolent purpose.
  • Continuity Cameo:
    • He appears in Mega Man 7 in the Robot Museum before the fight with Mash.
    • Mega Man 8's animated intro depicts him alongside many past Robot Masters.
  • Counter-Attack: Curiously, at the start of his fight and after running towards Mega Man, Skull Man stands perfectly still until Mega Man moves horizontally or fires, at which point he'll either jump towards him or fire a volley of six shots beforehand.
  • Hidden Depths: Despite being a combat robot who only knows about fighting, he's quite the horror movie fan.
  • I Have No Son!: In Megamix, Dr. Cossack rejects and deactivates Skull Man due to being created under Wily's orders and being nothing more than a tool of war. Once he comes back online, he's not too happy about this. Only when he's dying is he finally accepted by Cossack.
  • Killed Off for Real: In Mega Man Megamix, after trying to gain vengance for his deactivation after 4, Skull Man is destroyed and never repaired (since he pleads to Cossack never to make fighting machines like him again). His ghost does show up in Gigamix to help Ring Man against Pluto, however.
  • Lean and Mean: His Megamix design is considerably more skeletal than his original one.
  • Logical Weakness: From a proverbial stance, "Ashes to ashes, dust to dust." may apply since they're based upon a death theme.
  • More Dakka: His Megamix incarnation has sixteen shotguns in his ribs!
  • No-Sell: He resists the Pharaoh Shot entirely.
  • No Social Skills: Skull Man is created solely for combat. Since combat is the only thing he knows well, he has terrible social skills and tends to act in bad taste.
  • Obviously Evil: When it comes to showing how dangerous he is, Skull Man makes no bones about it.
  • Orbiting Particle Shield: The Skull Barrier is made of orbiting energy bits shaped like skulls.
  • Sealed Evil in a Can: After Megamix's version of the events of Mega Man 4, Skull Man was deactivated and stored away due to his purpose as a battle robot. Once Dr. Wily reactivates him, however, things go south.
  • SkeleBot 9000: His armor is styled after a skeleton, and his stage features Skeleton Joes and Skullmets as enemies. His Megamix design makes him even more skeletal with thin limbs.
  • Skull for a Head: He wears a skull-themed mask which has a purple skull on its forehead. He ain't called Skull Man for nothing.
  • Weaksauce Weakness: The Ring Boomerang can pierce his Skull Barrier, but it won't do any increased damage to Skull Man himself. The Dust Crusher, on the other hand, does the exact opposite.

Mega Man 5 Robot Masters

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

    DWN.033 Gravity Man 
"Yet the earth does move."

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

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

  • Adaptational Heroism: In Super Smash Bros. Ultimate, he appears as a Master Spirit. He's happy to help teach spirits his Gravity Style and only antagonises, appropriately, Isaac Newton.
  • Arm Cannon: He has a weak one, and it's his only direct weapon aside from creative use of the Gravity Hold.
  • Brought to You by the Letter "S": He has a big G on his belt.
  • Chuck Cunningham Syndrome: He is the only robot from 5 to never be refought in another game, and therefore is fairly flat as a character.
  • Genius Bruiser: Gravity Man is quite the intellectual reader, but he's more than capable of doing damage.
  • Gravity Master: He can use the Gravity Hold to manipulate gravity within a certain range, allowing him or his opponent to stand upside down on a ceiling. When Mega Man uses it, he presses 20G down on an area before immediately reversing gravity, sending weakened foes flying away.
  • Gravity Screw: Either Mega Man or Gravity Man will have reversed gravity for the fight; he switches it when he's close so that he'll hurt you via Collision Damage.
  • Intelligence Equals Isolation: It's implied this is the case, given how he has an unsocial attitude, yet is a devoted researcher with an interest in physics.
  • Logical Weakness: He dislikes outer space, where gravity doesn't exist. Therefore, it makes sense the space-themed Star Crash is his weakness.
  • Non-Standard Character Design: He's thus far the only Robot Master to have a triangular body, and he even looks more robotic than most Robot Masters do.
  • Shoulders of Doom: Gravity Man's triangular body gives him some pretty big shoulders.
  • Weak, but Skilled: His (fairly weak) Arm Cannon is his only weapon, and the Gravity Hold is utterly incapable of harming Mega Man. Despite this, he can manipulate gravity as he sees fit, often sending himself hurtling into a foe and damaging them with the impact's force.

    DWN.034 Wave Man 
"Stay away from me!!"

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

Weapon: Water Wave
Weakness: Charge Kick (MM5), Mega Buster (GG)
Voiced by: Terry Klassen (animated series)

  • Arm Cannon: In addition to having one for the Water Wave, he also has a Harpoon Gun.
  • Hair-Trigger Temper: His emotional state is very volatile, and it can be easy to get him riled up.
  • Harpoon Gun: He has one on his right arm, which he uses as a secondary attack.
  • Loners Are Freaks: Anti-social and prone to fits of rage. A bad combination, especially when said loner has a harpoon for an arm.
  • Long-Range Fighter: Wave Man's weapons are designed for ranged combat; in close quarters, the poor guy is almost useless.
  • Making a Splash: He uses the Water Wave to create pressurized columns of water that erupt from a random area and can deflect shots.
  • Mood-Swinger: This Robot Master is perhaps the most emotionally unstable one ever built; he's antisocial at the best of times, but he can be easily moved to tears, and even angry and destructive tantrums.
  • Prongs of Poseidon: His head crest resembles Poseidon's trident.
  • Violation of Common Sense: Wave Man's entire combat style is based on spamming projectiles and barriers to block your path. He is weak to a weapon that requires you to charge him. It's very likely that any attempt at Charge Kicking him will result in Mega Man slamming into a wave and then getting hit by his harpoon.
  • Weaksauce Weakness: Often ridiculed for being weak against the Charge Kick, of all things.

    DWN.035 Stone Man 
"Guts Man, let's go see a movie."

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

Weapon: Power Stone
Weakness: Napalm Bomb (MM5, MMIV), Noise Crush (MMPF), Napalm Bomb (GG)
Voiced by: Ian James Corlett (animated series), Takashi Nagasako (MMPF)

  • Astonishingly Appropriate Appearance: A stone-based Robot Master that happens to look like a Golem.
  • Dishing Out Dirt: The Power Stone. While in most games it serves as an expanding orbital of three stones, it has also been depicted as a giant stone hand that crawls along the ground.
  • Friendly Enemy: Despite being a Wily Number, he's good friends with Dr. Light's Guts Man. Since the manual for the first game implies that Guts Man becomes a good robot again after he's defeated, and there's conversely little suggesting Stone Man pulled a Heel–Face Turn after 5, one can assume this trope is in effect.
  • Giant Hands of Doom: The Power Stone manifests as a giant hand in The Power Fighters.
  • Golem: He's a robot that appears to be built out of large stone bricks.
  • In a Single Bound: He can jump pretty high despite his size. Jumping too high causes him to crumble, however, but that's not a big issue for him.
  • Logical Weakness: The Napalm Bomb's incindeary component might not do much against stones as it's not necessarily hot enough, however, players might try it anyway because explosives are usually associated with demolition.
  • No-Sell: He's invincible when broken apart.
  • Pulling Themselves Together: After breaking apart, he can pull his stone bricks back together to reform himself.
  • Spin Attack: His wall-tossing attack in The Power Fighters acts like this until Stone Man spins too fast to hold his wall.
  • Turns Red: In The Power Fighters, in addition to beginning to abuse his Power Stone, Stone Man will occasionally launch one of his summonable brick walls from the ground into his hand to use as a Telephone Polearm.

    DWN.036 Gyro Man 
"That is not a problem."

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

Weapon: Gyro Attack
Weakness: Gravity Hold (MM5), Plant Barrier (MMPB, MMPF)
Voiced by: Gary Chalk (animated series), Jim Byrnes (animated series, disguise), Koji Tobe (arcade)

  • Artistic License – Physics: If he spins his rotor vertically like his sprite shows, he should go flying backwards, not float up.
  • Astonishingly Appropriate Appearance: He resembles a humanoid helicopter, down to his feet being built like landing gear.
  • Continuity Cameo: Appears in Mega Man 8's intro alongside other previous Robot Masters.
  • Deadly Rotary Fan: The Gyro Attack shoots out a sharp propeller blade that can be sent flying straight up or down.
  • Dirty Coward: His entry in Mega Man Legacy Collection characterizes him this way, saying that he "cowardly hides himself in clouds".
  • Flight: Gyro Man is the first Robot Master that's able to fly, albeit with a cheap propeller as opposed to a jet engine.
  • Fuuma Shuriken: His propeller can be tossed as one.
  • Helicopter Blender: In addition to the Gyro Attack, he can use his back-mounted propeller as a projectile in the arcade games.
  • Helicopter Pack: He has a giant propeller on his back which he uses to fly.
  • Logical Weakness: In order to reach his heights (or alternatively, because his creator made him out of cheap material), his body is made of a light material, making him extra susceptible to Gravity Man's Gravity Hold.
  • Mutual Disadvantage: He and Plant Man are weak to each other's weapons in the arcade games.
  • Obvious Beta: In-universe, Dr. Wily cheaped out hugely on him, using substandard materials and giving him a helicopter blade instead of a jet engine as he originally planned. Gyro Man himself isn't too fussed about it, however.
  • Roboteching: The Gyro Attack can change its vertical direction once after being fired.

    DWN.037 Star Man 
"Can you see the star over there?"

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

Weapon: Star Crash
Weakness: Water Wave (MM5), Power Stone (GG)
Voiced by: Terry Klassen (animated series)

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

    DWN.038 Charge Man 
"Be mindful of your future, son."

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

Weapon: Charge Kick
Weakness: Power Stone (MM5, MMIV), Rain Flush (MMIV)

  • Adapted Out: Charge Man is the only Robot Master from Mega Man 5 to be totally absent from the Ruby-Spears cartoon.
  • Blood Knight: According to his English CD database, he has a "bellicose attitude", meaning he's aggressive and eager to fight.
  • Continuity Cameo: He appears in Mega Man 8's intro, representing Mega Man 5 as Mega Man fights numerous past Robot Masters.
  • Cool Train: His stage, as well as Charge Man himself!
  • Dash Attack: He uses the Charge Kick not as a kick, but rather a quick invincible dash towards Mega Man.
  • Grumpy Old Man: He acts like one; bragging about old stories of his, complaining about today's youth, and even (in the English version of his CD Database entry, at least) disliking all those new-fangled trendy fashions.
  • The Juggernaut: When he charges at you, he can't be damaged.
  • Paper-Thin Disguise: Dr. Wily really, truly meant for him to be a "train spy". He's small enough to fit inside a train, and has a face.
  • Steam Never Dies: He's a Robot Master built in the futuristic 20XX to resemble a steam locomotive. Wily even went the extra mile and made him powered by coal and water.

    DWN.039 Napalm Man 
"Feel the power of my weapon!"

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

Weapon: Napalm Bomb
Weakness: Crystal Eye (MM5, MMIV), Pharaoh Shot (MMIV), Flash Stopper (GG), Gemini Laser (MMPB, MMPF), Rebound Striker (MM10, Weapons Archive)
Voiced by: Jurota Kosugi (Battle & Chase)

  • Arm Cannon: His Napalm Bomb tips take the place of hands. One hopes they're not impact-fuzed.
  • Breakout Character: Napalm Man has appeared the most often out of all the Mega Man 5 Robot Masters. He managed to appear in both arcade games, is a playable character in Battle and Chase, and is the Weapons Archive's 5 representative in Mega Man 10. He shows up in the intro to the cartoon, but not in the show itself - possibly due to being cancelled.
  • Cephalothorax: His face is located on his torso, with his head's spot being taken by a missile launcher.
  • Continuity Cameo: The Weapons Archive in Mega Man 10 uses his Napalm Bomb and attack pattern, and displays his sprite while using it.
  • Dash Attack: The arcade games give him one via a rocket in his back.
  • Genius Bruiser: Despite looking like Dumb Muscle, he has encyclopedic knowledge of weapons and, according to Mega Man & Bass, is an expert negotiator.
  • Gun Nut: He really likes his weapons. Not surprising, as he was built to be a war machine.
  • Guns Akimbo: Dual grenade launchers, effectively.
  • Non-Indicative Name: He doesn't use napalm — even his Napalm Bombs aren't fire based at all. Also, despite being built like a tank, he never uses his treads to move in 5, and he can only move by jumping, though this was eventually averted in other games.
  • Purple Is Powerful: Napalm Man is built like a humanoid tank and is colored predominantly purple.
  • Ramming Always Works: Once his tread-feet start functioning, he develops a liking of simply ramming the opponent (though he likes to cover himself with some parabolic fire first).
  • Team Rocket Wins: The Robot Master Field Guide and his Japanese CD Database entry in Mega Man & Bass implies that he won the Battle and Chase racing tournament and opened up a weapons museum with the prize money (though ultimately it got no visitors).
  • Throw Down the Bomblet: He uses the Napalm Bomb if Mega Man is close enough to him.
  • Trick Bomb: When Mega Man copies the Napalm Bomb, it bounces around slowly before exploding on contact or after a period of time.
  • Turns Red: In The Power Fighters: He powers up the rockets he uses to tackle, speeding him up considerably, and he also begins to spam homing missiles. He can also do a combination attack of charging and firing non-homing missiles.
  • Undying Loyalty: He's fiercely loyal to Dr. Wily and his duties.
  • Walking Armory: He has six shoulder missiles, one head-mounted rocket launcher, two Napalm Bomb launchers in his arms, and a rocket he can use to dash into foes.
    • Walking Tank: Possesses both walking/jumping and caterpillar treads.
  • Weakened by the Light: In his game appearances after 5, he's been weak to the Flash Stopper, Pharaoh Shot, and Gemini Laser, which are all light-related weapons.

    DWN.040 Crystal Man 
"I'll show you your future."

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

Weapon: Crystal Eye
Weakness: Gyro Attack (MM5), Charge Kick (MMIV), Ring Boomerang (MMIV)
Voiced by: Jim Byrnes (animated series)

  • Adaptational Badass: His case might not be as memetic, but much like Pharaoh Man, Crystal Man's Ruby-Spears cartoon appearance amplified his badassery, proving a very competent villain in his episode, including landing a devastating blow on Mega Man with a Laser cannon. He also fights back, even after Mega Man steals his weapon (although unlike Pharaoh Man, he doesn't get to land the blow).
  • Bling-Bling-BANG!: Crystal Man is made of crystals, sports large crystal balls all over his body, and he can attack using synthetic crystal balls.
  • Crystal Ball: In addition to having them spread all over his body, he can create these, and even use them as weapons. When Mega Man copies the Crystal Eye, he can fire a large ball that splits off into three smaller ones.
  • Fortune Teller: He's quite a skilled one, befitting his ability to make crystal balls. He's not too fond of scientists telling him this skill is bunk, however.
  • Gemstone Assault: He uses his crystal making ability as a weapon with the Crystal Eye; four small crystal balls that rebound off of walls. When Mega Man copies it, he first fires a large crystal sphere that splits into three small ones when hitting a wall.
  • Hyper-Destructive Bouncing Ball: The Crystal Eye lets him shoot four crystal versions of these.
  • Maybe Magic, Maybe Mundane: He claims to be able to see the future, but nobody knows if he's for real.
  • Offscreen Villain Dark Matter: He acts as Dr. Wily's financer; his crystals are sold to fund the scientist's many plans. Assuming he's still active and working for Wily before and/or after Mega Man 5, he fits the trope even more.
  • Unobtanium: His crystals, which are expensive.

Mega Man 6 Robot Masters

  • Ass Kicking Pose: Averted. They just drop down from above in place while Dramatic Thunder fills the room.
  • Brainwashed and Crazy: After entering the First Annual Robot Tournament, Mr. X reprogrammed them to serve his world domination plot.
  • Late-Arrival Spoiler: Just like the last two groups, that these are listed as part of the DWN series spoils the fact that Mr. X is really Dr. Wily (not that you couldn't already figure that out yourself).
  • Multinational Team: These robots came from different parts of the world for the First Annual Robot Tournament, and their stages mostly correspond to real world countries. Their actual countries of origin, however, have never been officially stated (though Mega Man Megamix does specify some of them).
  • Non-Indicative Name: Despite being listed as Wily Numbers, all of them were created by different people (presumably, the DWN classification is a more convenient "default" classification, as with the Mega Man 10 and Mega Man 11 casts).
  • No-Sell: All the Robot Masters are immune to the Plant Barrier, with the exception of Tomahawk Man (who is weak to it).
  • Power Levels: When starting a stage in Mega Man 6, the Robot Master's height, weight, attack, defense, mobility, and energy source are displayed. As far as gameplay or even supplementary details go, however, little to none of it means anything.
  • Robot Athlete: They were all entered in the First Annual Robot Tournament before Mr. X reprogrammed them into his robot army.

    DWN.041 Blizzard Man 
"It's going to snow tomorrow."

A meteorological Robot Master originally made in Canada to monitor the weather at the South Pole. He was later modified to create rain and snow using humidity in the air, allowing him to create ice crystals as his Blizzard Attack. He can also roll into a ball and slam into foes. Blizzard Man has also served as a weather forecaster, a job that suits his good explanation skills.

Weapon: Blizzard Attack
Weakness: Flame Blast

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

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

Weapons: Centaur Flash (MM6), Centaur Arrow (MMPF)
Weakness: Knight Crusher (MM6), Gyro Attack (MMPF)
Voiced by: Jin Yamanoi (MMPF)

  • Alternate Character Reading: Centaur Man's katakana transcription is closer to Kentaurosman (the original Greek word).
  • Ancient Grome: His stage resembles ancient Greek/Roman ruins, albeit if they were made of metal and machinery. Centaur Man himself is said by Megamix to have hailed from Greece, however.
  • Archer Archetype: While Centaur Man himself lacks all the qualities of this trope, his archery ability stems from the connection of centaurs to archery. This is an ability he gained later, possibly due to the somewhat esoteric connection between centaurs and teleportation/reality warping in his original appearance.
  • Arm Cannon: He has one on his right arm; in addition to firing Spread Shot bullets, he can use it to fire the Centaur Arrow.
  • Blade on a Stick: He's polearm proficient, as shown by his use of one in The Power Fighters.
  • Boring, but Practical: When compared to the Centaur Flash's reality warping capabilities, the Centaur Arrow in The Power Fighters seems like a massive downgrade for him. Said Arrow, however, doesn't use up a lot of his energy with each use like the Centaur Flash does.
  • Continuity Cameo: Appears in Mega Man 8's intro alongside other previous Robot Masters.
  • Crown of Horns: He has a helmet with three large horns on it.
  • Denial of Diagonal Attack: Inverted; he's hindered by his ability to not shoot at an angle using Centaur Arrow.
  • The Gambler: Mega Man & Bass notes that he likes gambling.
  • Gender Flip: In the Rockman 6 manga, Centaur Man is actually a woman pretending to be male, whereas the games' Centaur Man is a guy through and through. She even harbors a crush towards Knight Man (despite the fact that she is weak to his weapon).
  • Horns of Villainy: Centaur Man has a helmet with three horns on it, and he acts as one of Dr. Wily's Robot Masters in his world conquest plots.
  • Mythical Motifs: Centaur Man is one of a few Robot Masters based on a mythical creature.
  • Non-Standard Character Design: To date, he's the only quadruped Robot Master.
  • Our Centaurs Are Different: You can't get much different from other centaurs by having a robotic one that can warp space and time.
  • Reality Warper: The Centaur Flash makes him this: using a flash of light, Centaur Man can create a dimensional distortion, granting him the ability to teleport and even stop time briefly. However, this uses up a lot of energy.
  • Samus Is a Girl: In the Rockman 6 manga, Centuar (Wo)Man masquerades as a male, and her true gender isn't revealed until during Mega Man's fight with her.
  • Space Master: By creating distortions in space with the Centaur Flash, he can teleport and stop time briefly.
  • Spread Shot: His buster shots explode into a spread of seven projectiles after hitting a wall.
  • Time Stands Still: While fighting Mega Man, he can use the Centaur Flash to freeze him in place and attempt to shoot him with his Spread Shot.
  • Turns Red: The later the player fights him in The Power Fighters, he'll be more likely to do this; pulling out an extremely wide-ranged polearm and continually attempting to close the distance to them at all times.

    DWN.043 Flame Man 
"Oops, time to refill the oil."

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

Weapon: Flame Blast
Weakness: Wind Storm (MM6), Water Shield (MM10, Weapons Archive)

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

    DWN.044 Knight Man 
"Would you care to step outside?!"

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

Weapon: Knight Crusher
Weakness: Yamato Spear

  • The Ace: At fighting. Defeating hundreds of robots in combat will give it to you.
  • Affably Evil: Apparently, his sense of chivalry and honor was one of the few things Wily couldn't program out of him! And he certainly likes a fight on equal terms.
  • Artistic License – Geography: An English Robot Master in the medieval castle.
  • Battle Boomerang: Knight Crusher.
  • Black Knight: He resembles one, but there's more to him than that.
  • Carry a Big Stick: Carry A Big Mace, to be exact.
  • Combat Pragmatist: Averted completely; he does not like dirty tactics.
  • Cool Helmet: And it even sports a mohawk!
  • Epic Flail: His main weapon is the Knight Crusher, a heavy mace that can be launched and retracted via a long chain.
  • Friendly Rival: He's this to Yamato Man, another honorable warrior robot. Their respect is mutual.
  • Honor Before Reason: He dislikes dirty tricks, which makes him a non-pragmstist in combat.
  • Irony: He holds a respectful rivalry with Yamato Man... and happens to be weak to his Yamato Spear.
  • Knight in Shining Armor: Despite looking like a Black Knight, he was programmed with such a strong code of honor and chivalry that not even Dr. Wily could program it out.
  • Let's Fight Like Gentlemen: As stated in his Mega Man & Bass bio, he prefers to battle his opponents on equal terms.
    "Would you care to step outside?!"
  • Logical Weakness: An armor-piercing weapon like the Yamato Spear is, true to its nature, going to ignore Knight Man's shield and natural defenses. Also notable in that the Yamato Spear can arc around his shield.
  • Luckily, My Shield Will Protect Me: He wields one that's as big as his torso. It defends him effectively from frontal attacks, meaning he can only be hit from behind or when he's attacking.
  • Mighty Glacier: Designed predominatly with highly-balanced defensive and offensive abilities at the cost of movement speed.

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

Weapon: Plant Barrier
Weakness: Blizzard Attack (MM6), Gyro Attack (MMPB), Atomic Fire (MMPF)
Voiced by: Hekiru Shina (arcade)

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

    DWN.046 Tomahawk Man 
"Tomahawk Man does not lie."

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

Weapon: Silver Tomahawk
Weakness: Plant Barrier

  • Anti-Air: His Silver Tomahawk travels at an ascending arc. It discourages trying to jump to avoid his Feather Flechettes.
  • Armor Piercing: His Silver Tomahawk and feathers can puncture through the Plant Barrier, his weakness.
  • An Axe to Grind: His signature weapon, the Silver Tomahawk, rests in his arm cannon as an axe-hand when not in use.
  • Badass Native: Tomahawk Man was designed to look like a Sioux warrior. With sufficient combat skills to boot.
  • Braids, Beads and Buckskins: His design takes strong cues from stereotypical Native American warriors.
  • Break Out the Museum Piece: You wouldn't expect a tomahawk to be the weapon of choice for a robot in a combat tournament, certainly not in 20XX, which has robots capable of using immensely hot flames, manipulating gravity, and even bending reality itself. None of that stopped Tomahawk Man's manufacturers, however.
  • Continuity Cameo: Appears in Mega Man 8's opening intro among many other Robot Masters. He represents Mega Man 6 as Mega Man himself fights Robot Masters of the past.
  • Feather Flechettes: In addition to his tomahawk, he can throw three feathers horizontally as projectiles from his war bonnet.
  • Garden Garment: He sports a skirt that seems to be made of grass or some other form of plant.
  • Hollywood Natives: He sports pretty much every cliche of Native American chief's clothing in his design.
  • Honor Before Reason: Like Knight Man, his sense of honor could not be programmed out.
  • Improbable Weapon User: A tomahawk makes perfect sense for a Native American-themed warrior robot. Feathers, however? Not so much.
  • Proud Warrior Race Guy: He has all the bravery and honor you can expect of the type of warrior he's modelled on. It helps that he was built solely to compete in the tournament.
  • "Shaggy Dog" Story: Unlike the other Robot Masters present in the First Annual Robot Tournament, Tomahawk Man was specifically built to compete in it. His creators must've had egg on their face when it became clear the whole thing was a ruse for Dr. Wily to aquire a world-conquering army.
  • Weaksauce Weakness: As a combat warrior, he cannot comprehend the use of Plant Man's Plant Barrier as anything other than a weapon, and thus takes more damage from it. Really, if you have a better idea for how plants beat a tomahawk-using warrior, please let us know.
  • Will Not Tell a Lie: Tomahawk Man's Mega Man & Bass profile has him state as much. Oh, and don't try lying to him, either.

    DWN.047 Wind Man

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

Weapon: Wind Storm
Weakness: Centaur Flash

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

    DWN.048 Yamato Man 
"Nippon Banzai!"

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

Weapon: Yamato Spear
Weakness: Silver Tomahawk

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


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