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    DWN-∞ Zero
I won't hesitate. If an enemy appears in front of me, I will destroy it!
I made a promise to a friend...
Voiced by Yuuto Kazama (Zero series, SNK vs. Capcom), Ryotaro Okiayu (JP, Onimusha Blade Warriors), Rino Romano (EN, Onimusha Blade Warriors)

The Zero series Backstory ends with the eventual ending of the Mega Man X series. By the time the Zero series starts, both X and Zero are bona fide legends. However, X is nowhere to be seen (for reasons revealed in Zero 2), and Zero is found in an underground laboratory, nonfunctional and lacking in weaponry, memories, or even arms. At first, Zero seems to be a loner, more distant than he ever was in X, but over the course of the series, he comes to define himself as a soldier who fights to protect people he believes in; primarily Ciel, but he also grows to include the rest of the Resistance members and 4's caravan of human refugees.

  • 100% Adoration Rating: For the Resistance at least, Zero is considered one of its leaders together alongside Ciel. When Zero is brought to the new base in Zero 2, many soldiers (the ones who formed the original Resistance before Elpizo's group joined up) are shown heading for the infirmary where he was recuperating, shouting his name in joy, to the noticeable discomfort and annoyance of Elpizo. This is justified, since Zero has done a lot for them in the first game alone.
  • Adaptational Wimp: The MMZ manga makes anyone who's played the games suffer whiplash. Zero goes from being a stoic antihero to childish and prone to making a fool of himself.
  • Ambidextrous Sprite: Averted in Zero 4; when Zero switches sides while he's hanging from something with his Z-Knuckle, we can see him switching his hand. Played straight almost everywhere else. In fact, during the third swing of the basic triple slash attack, he'll swap which hand holds the Z-Saber. Seems Zero actually IS ambidextrous.
  • Amnesiac Dissonance: Zero suffers this in the transition between the X series and this series. While he stays a hero in between both series, his memory was lost during hibernation, including one crucial detail: that the body he was inhabiting was a duplicate. That being said, only a few people at the present knew who he was like; people at large thought he was a legendary hero, which he has to roll with.
  • Amnesiac Hero: Starts off with nothing other than vague feelings of what kind of person he is. He even has to be told that his name is Zero, providing brief inner conflict and then Character Development when Weil reveals his body is a copy.
  • Amnesiac Resonance: Despite suffering from amnesia, he can instinctively feel that Copy-X is weaker than the real X, after their fight.
  • Anti Anti Christ: One of the biggest examples. Just like in the X series, he was made to wreak havoc in the world and destroy civilization, but later he decides to save it instead.
  • Anti-Hero: Of the Good Is Not Soft kind; he solves most of his problems by bisecting them, but always to help others. He's not interested in justice or heroics, just upholding Ciel's (and by extension, Dr. Light's) ideals of peace and coexistence between humans and Reploids.
  • The Atoner: Basically what he's been doing throughout his entire life. Especially when he finally learns that, even after Sigma's demise, The Virus remained a threat because traces of it remained in his original body, being spread wherever he went.
  • Attack Reflector: Aside from the usual Shield Boomerang, the Reflect body chip in the fourth game allows his regular saber to do the same to bullets.
  • Awesome, but Impractical: The Proto Form, the reward for beating Zero 2. It not only makes Zero a Glass Cannon, but it disables the upgrades the players have made to their weapons (eg. the Z-saber's combo). Hard Mode forces you to use it.
  • Badass Baritone: In the Drama CDs, where his voice can be heard more clearly.
  • Badass Creed: His last speech in the first game — "I'll do what you want...Rest for a while. I will handle it, you can count on me. I won't stop! If an enemy appears...I'll terminate it."
  • Badass Longrobe: In the Z2 intro. Right after that...
  • Bad Butt: One of his very first dialogue lines in 1, while fighting the Golem.
    Zero: "Rats!"
  • Bag of Spilling:
    • Zero puts himself to sleep at the end of Mega Man X to fully eliminate The Virus. 100 years later, he is violently woken by a scientist under attack by mooks, so his restoration is incomplete and he needs to remember his previous skills with the weapons.
    • He never gets to relearn to do an air dash.
    • Played literally and justified in the second game. After travelling the wastelands for a year, Zero's weapons are damaged (one, the Triple Rod, was even beyond repair), and when Zero returns to the Resistance base, his weapons are restored (the Triple Rod was replaced), but he has to level them up again.
    • Thankfully averted from Zero 3 onwards. Your weapons already start at full power, saving the tediousness of leveling them up, although your Cyber Elves and chips are gone and the Shield Boomerang and the Rod substitute are not available in the first stage. You also have to relearn the acquired skills.
    • In Zero 4, there is no Shield Boomerang nor Rod.
  • The Berserker: His Z-Saber encourages you to use this fighting style, dashing forward and getting into the face of the enemy and chopping him half without stopping. If you have good reflexes, it's extremely effective.
  • Big Damn Heroes: Subverted twice in the following instances:
    • Zero 2, where he attempts to thwart Elpizo's attempt to destroy X, but he immobilizes Zero and then proceeds to destroy X.
    • Zero 4, where he comes too late to prevent Craft from firing Ragnarok at Neo Arcadia.
    • At the opening of Zero 4, to the Human Caravan.
  • Bookends: Zero's final words in Zero 1 and Zero 4 echo each other:
    Zero 1: I'll do what you want...Rest for a while. I will handle it, you can count on me. I won't stop! If an enemy appears...I'll terminate it.
    Zero 4: I never cared about justice, and I don't ever recall calling myself a hero. I have always only fought for the people I believe in. I won't hesitate...If an enemy appears, I will destroy it!
  • Bottomless Magazines:
    • The Buster Shot is technically a normal gun with a magazine system, except that Zero loads the Z-saber into it, giving it a practically limitless energy source.
    • In the fourth game, many Z-knuckle weapons have unlimited use, while some are limited...unless you equip the A-Filling chip, in which the ammo will refill itself to full after a few seconds as long as you don't outright empty it.
  • Bring My Red Jacket: He's all red-themed (when not in the Palette Swap modifications, that is), and we all know his Heroic Sacrifice tendencies. And with the Nintendo Hardness of the game, expect him to die a lot in the stages.
  • Broken Ace: Zero may be a badass fighter, but he's plagued with amnesia and bad publicity. All things considered, though, they don't seem to trouble him personally. However...
    • The Ace: Arguably developes into this in the end, when compared to the other protagonists of the Mega Man series. He was obviously stronger than Classic Mega Man or Volnutt to start with, the ZX protagonists face weaker versions of the Weil Zero killed, and even surpasses X himself, defeating (with a little help) a threat X and Zero together only barely stopped previously, that had Came Back Strong. And despite all the crap he goes through, he never undergoes any sort of Wangst like X, or his previous self did. All this makes him the greatest hero in the Classic Timeline. It's pretty clear if he were still around after Zero 4, absolutely nothing would've been able to threaten the world. Not bad all things considered, since he was originally supposed to be its destroyer.
  • Brought to You by the Letter "S": His Z-Knuckle is a Z-shaped imprint on his palm, in which a special chip is inserted, allowing him to take the enemy's weapons.
  • Building Swing: With his Chain Rod in Zero 2.
  • The Champion: To the entire Resistance and Ciel especially, Zero is the biggest proponent to their cause. Eventually, this extends to what remains of humanity as well, solely as their greatest defender by series end.
  • Character Development: Gets some at the end of Zero 3. After defeating Omega, he comes to terms with his new body and life, wholeheartedly believing he is Zero and becoming more empathetic and emotional.
  • Characterization Marches On: Zigzagged; a combination of trauma from the Great Offscreen War and Identity Amnesia makes him The Stoic in the first game, but as the series progresses, he starts to become more and more of a Deadpan Snarker.
  • Charged Attack: A series standard. Handwaved by claiming that X installed the technology that controlled his own Arm Cannon to the saber before giving it back to Zero. This explains why the Rods and the Shield Boomerang can charge (they're all variants of the saber), but no such explanation for the Z-Knuckle.
  • Chaste Hero: Whether he's this, a Celibate Hero, or simply too stoic to express himself is up in the air.
  • Chick Magnet: Aside from the ones in the X series, there's also Ciel, Leviathan, and a random Resistance girl in Z3 all getting attracted to him to differing extents. And he's clueless to them all.
  • Cloning Blues: It's revealed that the body he inhabits is a copy. Zero doesn't give a damn about it and cuts down the doppelganger inhabiting his original body without hesitation, deciding that it's the mind that matters, not the body.
  • Combat and Support: The combat to Ciel's support.
  • Continuity Nod:
  • Cool Helmet: His iconic red one gets an overhaul from the previous series. It's also the last we saw of him after he destroyed Ragnarok.
  • Cool Sword: The Z-Saber gets cooler in this series. Aside from being able to kill a (normal) Golem in one hit, it can also have multiple functions.
  • Darth Vader Clone: A rare heroic example. From the perspective of Neo Arcadia and Dr. Weil, Zero is both The Heavy and The Dragon to Ciel, has (going by the Audio Dramas) a deep voice, is the main character, and is a One-Man Army who uses a Laser Blade, is quite more complex than they realize, and has a personal relationship with Weil's Dragon, who is himself a Darth Vader Clone.
  • Dash Attack: Unlike in the X series, he has a dashing saber attack by default.
  • Deadpan Snarker: Has more moments than people give him credit for. Whenever his opponent gives a Badass Boast, his response in later games is usually along the lines of "Are you done yet?".
    Ciel: Please promise me you'll never do something that crazy again.
    Zero: ...
    Zero: I'll think about it.
  • Destroyer Deity: Of a heroic sort. Neo Arcadian propaganda hypes him up as an unfeeling ancient evil the Resistance awakened to lay waste to humanity. Not completely incorrect, given his past. Anubis Necromancess V even refers to him as the "God of Destruction," a title usually reserved for Omega. Taking into account that Omega has Zero's old body and Zero could very well have been as unbelievably strong and crazy as Omega, this is a perfectly reasonable thing to call him.
  • Determinator: He fights nonstop between the events of the first and second games. Just in case you were wondering, that's a whole year in-universe of repelling Neo Arcadia's military might by himself.
  • Deus Exit Machina: After locating the new body Zero's previously stolen mind has been moved into, X awakens him to help fight the final battle and end the Elf Wars. Zero gets sealed again after that because he is tired of fighting.
  • Do Not Run with a Gun: Averted with Zero's Z-Saber and Buster Shot, as combat with these weapons is far more fluid than it is in the previous series. His other weapons downplay it, though; the Rod weapons and the Knuckle force Zero to stand still if he uses them while on the ground, but you can negate this downside by always using them while jumping. The Shield Boomerang on the other hand prevents dashing, but otherwise doesn't hinder Zero's movement.
  • Double Jump: Although it was one of Zero's signature abilities from the X series, it doesn't make a return until Z3, and even then, it's not something Zero can learn as an innate skill. You need to equip different items to use the ability.
  • Elemental Weapon: Zero can load elemental chips to his weapons, and their charged attacks (as well as some of his EX-skills) become elemental.
  • Effective Knockoff: He is revealed to be a "knockoff" of Omega, the Final Boss. Despite that, he cares little about it and just proceeds to defeat Omega (when no other people have done before). The more impressive thing is that Omega's body was once Zero's; Zero is simply badass enough to defeat his own (more powerful, not to mention boosted) body.
  • Empty Shell: Subverted. It's still Zero you're playing as and he has the same sense of justice, but after his resurrection, he has lost his cocky and hotheaded personality and become a complete blank slate. Averted later on, where he ends up developing a new personality, albeit a stoic and standoffish one.
  • Evil Knockoff: Interestingly inverted. Technically, Zero is using a knockoff body while Omega is Zero's original body. However, Zero still has his original mind, while Omega's is a new one that is influenced by Zero's residual viral data.
  • Evolving Attack: In the second and third games, Zero's EX Skills have two variants: a normal version, and a slightly improved variant when equipping the right elemental chip.
  • Evolving Weapon: In the first two games, using Zero's weapons a set number of times allows him to learn additional skills with them.
  • Expository Theme Tune: Clover, from the Idea tracks. It details Zero grappling with his amnesia, and how he's unable to remember the name of a certain flower he held dear but finding a still-blooming clover that he chooses to protect instead.
  • Fake Ultimate Hero: Played with throughout the series, ending with a subversion.
  • Famed in Story: He is well-known as a Maverick Hunter even a hundred years after he went missing, and the reactions of who he meets differ depend on which side of the war they're on, with the Resistance and Ciel viewing him as their resurrected savior, and Neo Arcadia viewing him as a Fallen Hero who now works for terrorists.
  • Fingerless Gloves: Well, his hands only look like he's wearing these.
  • Forced to Watch: He catches up to Elpizo while X's body (the seal of the Dark Elf) is still intact. However, Elpizo shoots a beam that paralyzes Zero, leaving the former to destroy X's body while Zero helplessly watches on. Elpizo just rubs it in further after absorbing the Dark Elf's power by "thanking" Zero for waiting.
  • Gameplay-Guided Amnesia: He woke up with almost no memory of his past. Since he's been asleep for 100 years, this doesn't make much difference to the plot; the real point is to explain why the "legendary hero" has skill level 1 with his own sword. (It also conveniently allows the X games to continue without affecting what Zero should remember later on.) Zero 2 and ''3'" get better mileage out of the amnesia by "revealing" things that Zero was actually around for in the past.
  • Glass Cannon:
    • Zero is very strong with his weapons, but his health bar is small.
    • Zero using his Proto Form and Junk Armor from Zero 2 and 4, respectively, doubles the damage he deals AND receives. Hard Mode will force you to use it, even in 1 and 3.
  • Good All Along: A downplayed, and rather interesting variant. While he is unquestionably on the morally right side for most of the game series (Briefly on the wrong, or at least neutral side, given they were led by Elpizo rather than Ciel for a while), he himself never really talks about morality or what is good for most of the series, only ever talking about the morality of others, to the point he comes off as a Nominal Hero at times, something that is even pointed out by the bosses, who see him as a Fallen Hero. However, as the series goes further on, small remarks he makes here and there make it very clear he has a moral compass underneath his stoicism.
  • Good Is Not Soft: He's mostly stoic, with some of his quotes implying that, for his quotes of not caring about justice or heroics, that he does have that deep down, but doesn't believe he's the one to follow them. Having said that, he will cut you in half if you get in the way of those he believes in.
  • Gosh Dang It to Heck!: "Rats!"
  • Guest Fighter: In Onimusha Blade Warriors.
  • Heroic Sacrifice: It's Zero. He still can't resist doing this every so often. At the end of the series, he forgoes his chance of escaping the falling space station Ragnarok in order to stop Weil once and for all — and he succeeds. His actions have finally brought peace to the world, after centuries of war. It's also his final one, by the way.
  • Hero with Bad Publicity: Neo Arcadia established to its citizens that Zero and La Résistance are nothing but extremists. This is an important plot point in Zero 4, with human refugees not appreciating the helping hand given to them, at least until after halfway through the game; they then realized that Zero was indeed fighting for the greater good of everyone.
  • Holding Your Shoulder Means Injury: Zero does this when at a critically low level of health. He also does this in the intro stage of the second game regardless of how much health he has, showing the toll one year of non-stop fighting and Walking the Earth has exacted.
  • Humans Are Flawed: Played with. In Zero 4, he condemns humans fleeing from Weil's iron fist as cowardly beings who would do nothing about their refugee leader getting kidnapped just to avoid another war. However, he also thinks that, as a machine designed solely to wage war, he cannot change the world, but instead believes in the humans who can. In the end, he believes that Humans Are Bastards, but he also believes that they can change for the better and then change the world. In short, it comes as a Reconstruction.
  • Humble Hero: Evident in his "World of Cardboard" Speech above. In addition, he doesn't think a battle Reploid like him could change the world; he instead fights for those who he believes are able to do so.
  • Iaijutsu Practitioner: Once again, though of a different sort: He doesn't have a sheathe for the Z-Saber like in previous games, so Zero replicates the effect by activating the Z-Saber the instant after he starts swinging.
  • I Am Who?: He's lost his memory of the X series — everyone tells him that he's a "legendary Reploid" and he just has to take their word for it. Also see the Locked Out of the Loop entry below.
  • Identity Amnesia: At the start of the series, he doesn't seem too sure that he's the legendary Zero everybody thought of him as.
  • Immune to Mind Control: He's among the very few that can withstand the Dark Elf's mind control abilities.
  • I'm Not a Hero, I'm...: One of his most prominent traits. See also his "World of Cardboard" Speech above.
  • Inspirational Martyr: Zero's Heroic Sacrifice at the end of the series inspires the human and reploid sides, and Ciel in particular, to work on the peace that, after so long, has finally been achieved.
  • Irony: It is Zero, the creation of Dr. Wily, who finally fulfills the dream of Dr. Light, his creator's nemesis, to bring peace between robots and humans. Mega Man 11 adds an extra layer of irony on top of this with the revelation that Dr. Wily wanted to make heroes of robots before he became consumed by revenge and lost his way. Even though he made Zero purely to fulfill his own petty revenge, he eventually became exactly the kind of hero his old self would've wanted to make.
  • Katanas Are Just Better: Averted; in Zero 1 and Zero 2, Zero's Z-saber is roughly shaped like a katana, but this is merely a matter of simplistic sprites. Box art has always depicted it as the triangular shape that has since become synonymous with Zero in this series.
  • The Kingslayer: He becomes infamous with this in the third game where he killed Copy-X and then Dr. Weil spreads the word, making things worse for the protagonists. This also gets referenced in the fourth game where the leader of the Caravan has a grudge against "the killer of Master X" (unaware that he's talking to Zero).
  • Knight in Sour Armor: As soon as he wakes up, he has to fight a war in a Crapsack World. He also knows that changing the world is difficult, but he still fights for Ciel, who hopes to change the world by solving the energy crisis.
  • Kubrick Stare: In almost all of the official arts.
  • Laser Blade: Z-Saber, as well as laser spears, bullet-reflector shields that can double as a boomerang, whips, and tonfas.
  • Late to the Tragedy: In the second game, arriving at Neo Arcadia only to find every Resistance soldier involved in the Operation Righteous Strike dead (with the exception of one).
  • Legendary in the Sequel: Although he only knew glimpses of it from the comments of the people around him. And obviously, by the time ZX rolls around, his achievements have become even more well-known.
  • Life Drain: One of his EX-Skills in Zero 2 is this, using the Chain Rod.
  • Locked Out of the Loop: Not only Weil, but also X know about the relationship between Zero and Omega, with X blatantly not telling Zero about it up until Weil himself let the secret out.
    • The Guardians, especially Phantom, are implied to know about it as well, considering they're not at all surprised when they saw two Zeros in the ending, and also knowing which Zero to attack. One of the drama tracks seems to clear it up — Phantom found out in Cyberspace; Leviathan and Fefnir had a Near-Death Experience in which they met Phantom and X. X gave them one final order to stop Omega, presumably giving them a heads up.
  • Loud Gulp: He lets out one when he's fighting inside the missile containing Omega and realizing that the missile is about to crash.
  • Magikarp Power: Zero's weapons in the first two games apply, as well as the "Mimic elf" in the fourth.
  • Meaningful Echo:
    • From the first game, Zero was repeatedly told that "You are Zero". This is a big deal because he had Identity Amnesia. At the end of the third game (after he encounters an issue of what he really is), he says to Ciel "It's just me...I am Zero." It signifies that he has affirmed his identity.
    • Ciel has told Zero a number of times that she "believes in him". In the end, right before his fight with Weil, he tells her "Ciel...Believe in me!" And it's his Famous Last Words, too.
  • Meaningful Name: As well as everything that has been stated about his name in the X series, Zero's name becomes amazingly apt once Dr. Weil attempts to stop Zero from harming him by reminding the Reploid about the laws against hurting a human. Weil forgot about the Zeroth Law...
  • Multiform Balance: the Forms, vaguely. Your starting Normal Form is a Master of None, the Active Form is a Fragile Speedster, the Energy and Power Forms are Mighty Glaciers (the former specializing in defense, the latter offense), the Defense and Erase Forms are Stone Walls, the Proto Form is a Glass Cannon, and Rise and X Forms are Lightning Bruisers. The Ultimate Form is pretty much the Infinity +1 Form.
  • Multi-Melee Master: Although he also has a gun.
  • Multi-Ranged Master: Can use a gun (several, in fact, in Zero 4) and a Boomerang.
  • Musical Nod: Zero's badass leitmotif from Mega Man X1 comes back in Zero 1's intro.
  • Mutually Exclusive Powerups:
    • Only one of his Buster EX-Skills can be active at a time.
    • In the first through third games, he can only equip one elemental chip at a time. As well, in the third and fourth game, he can only use one head chip, one body chip and one foot chip at a time. This is why the best foot chip in the third game is the one that has most of the other foot chips' powers in one.
    • Also true for Croire: Only one of the seven abilities of each elf type (Nurse, Animal, and Hacker) can be active at a time, although you can use one of each type at the same time. And in Ultimate Mode, this is averted: using the abilities of the higher level also activates the ones in the lower levels.
  • My Hero, Zero: Ciel couldn't have said it better herself.
  • Never Found the Body: All that remained is a broken helmet, and it's not even stated if they found that either. Inafune once mentioned he was dead and the series was over. However, the Complete Works book states Zero's fate was unknown.
  • Nice Guy: A bit hard to notice, and given his stoic behavior you'd be forgiven for thinking he's a Jerk with a Heart of Gold, but it's there. While he isn't sunshine and rainbows, he treats everyone in the resistance with genuine kindness and believes in X and Ciel's causes and ideals, and sacrifices his life even though he easily could've escaped. He also doesn't think himself as worthy to rule due to being a weapon of mass destruction.
  • No Social Skills: One Lower-Deck Episode highlights how clueless Zero can be in matters outside battle, although knowing him, this is justified.
  • Oblivious to Love: Just like in X8. He doesn't seem to understand that Leviathan is trying to invoke Dating Catwoman and Ciel "believes in" him, though he debatably gets past the last one.
  • Oh, Crap!: The possibility of facing the Einherjar Warriors all together (which, fortunately, didn't happen) is one of the few times in the series that Zero had this reaction (subtle, yes, but a reaction nonetheless).
    • He also had this reaction when faced with the possibility of fighting all three remaining Guardians at the end of Zero 1.
    • Yet another time is when he realizes that he can't stop Omega's missile while riding it. As this means he's about to get hit by an ICBM, he's rather less subtle in this case, giving a Loud Gulp before turning around and spamming his dash.
  • One Bullet at a Time: 3 bullets, to be exact. Zero can only have three buster shots on screen at a given time. Through different means in each games, the number of shots can be upgraded to 4-5 shots.
  • One-Man Army: It's a surprise that La Résistance (mostly made up of civilian Reploids) managed to survive Neo Arcadia's persecution until Ciel found Zero. 2's opening introductory scene explains that he's been fighting off near-constant pursuit of the Neo Arcadian army for a year, and in 3, Copy-X even states that Zero's penchant for being this trope is one of the Resistance's strongest advantages, alongside Ciel's energy source. In Zero 4, it's played very literally; he's the only being in both the Resistance trailer and the Area Zero settlement that pulls any weight in all its battles, even though there's Faucon and perhaps others in the settlement who could fight.
  • Overrated and Underleveled: ...but he gets much, much better.
  • Palette Swap: Hard and Ultimate Modes clothe Zero in black and deep crimson colors, respectively. The Forms system (and the Body section of its successor, the Customisation Chips) gives him even more colors.
  • Parrying Bullets: Several upgrades across the games allow him to block enemy bullets by attacking them with his saber.
  • Perpetual Frowner: It takes effort to go four entire games without smiling once.
  • Person of Mass Destruction: He was designed to be one, by Dr. Wily. But after his Heel–Face Turn, what he does isn't much different...
  • Phrase Catcher: "You are Zero."
  • Pietà Plagiarism: In the Zero 1 intro level, Zero and Ciel go through the level until they find a dead end. Then the floor under Ciel crumbles and then she falls down. Zero saves her by doing the pose.
  • Pillar of Light: When he's resurrected in the first game, this happens.
  • Powers as Programs: In order for Zero to use his EX skills, he must "activate" them on the menu first; the various Buster Shot EX Skills can only be equipped one at a time. A more literal take on this would be the Custom Chips from Zero 3 beyond.
  • Power Copying:
    • The EX techs from X4 onwards are back starting in Zero 2, and the Z-knuckle rips weapons off Mooks, although some of them can survive even after the weapon is stolen.
    • Zero 3 also takes it further by having Zero obtain custom chips that grant him innate non-combat abilities from other Bosses. The system was further expanded in the next game, where chips obtained from some enemy parts also grant that mook's innate ability.
  • Punch-Clock Hero: What he does all the time is just fighting for the people he believe in; he never considers himself a hero.
  • Punched Across the Room: The Recoil Rod's Charged Attack is a powerful thrust attack (aimable forward, downward or upward) that can push most mooks far away backwards (or upwards, or downwards) if it hits. A few minibosses and bosses can also be pushed this way, which will interrupt their actions, notably Deathtanz Mantisk.
  • Rapunzel Hair: Yep, still there.
  • Really 700 Years Old: You'd never know from his looks (what with being ageless and all), but with X being a Cyber Elf now, he's the oldest robot that still functions. He's 200 years old at minimum.
  • Red and Black and Evil All Over: Not counting his past in the X series, the populace sees him as the warrior of the Resistance who is a Fallen Hero, and his red and black color scheme seems to reinforce it...of course, the player would know better that he fights for a good cause.
  • Red Is Heroic: He's mainly colored red (outside of his special forms at least) and he's the hero of the story.
  • Resurrection Sickness: Or as Ciel puts it, "hibernation sickness". It gave him Identity Amnesia.
  • Riding the Bomb: In Zero 3, he tries to stop a missile containing Omega from launching into a city block containing the Mother Elf. However, as he approaches the missile, it starts to fly off. Zero's next solution? Jump inside it and then destroy it from within.
  • Rolling Attack: An upgrade for your saber attack is making Zero able to do this with the saber, whether in midair or while dashing. Interestingly, you can keep tapping the attack button while he's doing the rolling dash and he'll roll nonstop, provided that he isn't stopped by the terrain or the enemy who doesn't die instantly by the attack (and the attack is actually pretty weak, mind you).
  • Rookie Red Ranger: He joins the Resistance at the start of the first game; the Resistance soldiers quickly follow him as their field leader of sorts (Ciel, their actual leader, is an Actual Pacifist).
  • Sealed Badass in a Can: At the start of the series, in an abandoned lab.
  • Secret Character: In SNK vs. Capcom: SVC Chaos.
  • Sean Connery Is About to Shoot You: All the box art features him staring forward and brandishing his sword.
  • Series Mascot: Of the non-cute kind, he's a big one for the Mega Man series and Capcom in general.
  • Set Bonus: The Junk Armor in Zero 4 will only show its effect (doubling the damage Zero deals and takes) when you equip all three of the separate parts and disable your Elf.
  • Shell-Shocked Veteran: Being amnesiac aside, he has seen many tragedies in the past. Now, he seems to care only about missions, and is frequently emotionless.
  • Shoot the Dog: In the final battle, Weil boasts how a heroic Reploid like Zero would be incapable of killing a human. This is in spite of Zero calling him a Maverick that needed putting down in the previous game, and how Zero just tried to kill him. Weil just doesn't get it. So Zero gives him his best speech, and does to him what should have been done a century ago.
  • Shut Up, Hannibal!: After Weil's gloating in Zero 3:
    Zero: I bet most decent humans wouldn't understand, either. You look like another Maverick, to me. All I gotta do is dispose of you like any other Maverick.
    • The "World of Cardboard" Speech below also is used as this, as a response to Weil saying that a "hero, fighting for justice and humanity" like him should not kill a human like Weil.
  • Something Else Also Rises: In Zero 3, a female Resistance member gives Zero what awfully sounds like a kiss (*SMOOCH*) as thank you for rescuing her in the previous games. Zero's E-crystal count goes up (complete with a suspicious sound). Made worse by her finishing remark:
    Don't tell Ciel about that, OK? Human girls get angry over little things like that.
  • Speed Echoes: Like in the previous series, dashing will create afterimages of him.
  • Spin to Deflect Stuff: In the artworks, it's shown that his Shield Boomerang is actually the Z-Saber spinning really fast.
  • The Stoic: Oh so much. Even in the drama tracks (see Lower-Deck Episode below), he can't talk about anything other than things about his missions.
    • Not So Stoic: At the end of the final game when he knows he's about to be sent on a suicide mission, Zero takes a moment to comfort Ciel in a very rare show of emotion.
  • Super Not-Drowning Skills: He has this; a good thing for navigating water levels. Though played with in the submarine mission in the fourth game; due to the stage being so deep in the ocean, he has to find the entry into the submarine under a time limit or he'll be crushed by the oceanic pressure.
  • Swiss Army Weapon:
  • Sword and Gun: Zero replaces his old body's Z-Buster with Milan's Buster Shot gun.
  • Taking You with Me: Done in the final game; Zero, knowing that he has sacrificed his chance to escape from the Colony Drop, goes on to defeat Weil to ensure that the Ragnarok will explode in space, likely killing himself as well.
  • Teleportation Rescue: A few times he has to rescue someone, he'll walk to their location, then gives the rescuee a teleport beacon so the Mission Control can teleport them to the base. Due to the base not being advanced enough for it in the first game, you'll be forced to go through an Escort Mission to rescue characters.
  • Three-Strike Combo: The basic skill for the Z-Saber. With the right upgrades, he can modify the third slash into a different slash that fits the situation.
  • Took a Level in Badass: Implied to do this each game. Justified, as he is regaining the skills of his past life as well as new abilities, plus likely being upgraded by cyber elves. Notably, the guardians have 3 health bars in the first game, 2 in the second, and aren't even worth a boss fight (except for Phantom, who may be strengthened by cyberspace). Omega, who Zero then easily defeats, easily defeats Leviathan and Fefnir.
  • Tuck and Cover: In the first game, he does this to Ciel to cover her from the Golem's blast because she's too weak to move.
  • Tyrannicide: Played with when he slayed Copy-X. He's a tyrant to Reploids, but he created an utopia for humans on top of it, and people at large loved him. Played straighter when he slayed Dr. Weil, who ruled Neo Arcadia with an iron fist.
  • Uncertain Doom: Though he defeats Dr. Weil at the climax of Zero 4 and stops Ragnarok from decimating Earth, he appears to go down together with the satellite, and all that's left of him is his shattered helmet in an isolated desert. Ciel, however, remains hopeful that he is still alive.
  • The Unchosen One: Ciel wakes Zero up amnesiac and he questions whether or not he's really Zero, although saving her leaves the latter more than convinced. Turns out he's not, at least physically. He is the consciousness of the Zero of 21XX, but that consciousness was implanted in a replica body. In short, this Zero is no longer Zero by original design in any capacity.
  • Underestimating Badassery: Most of the bosses mock Zero's "Legendary Hero" status and the fact that he was out of commission for about 100 years since the X era. How wrong they are.
  • Utility Weapon: the three Rod weapons all have secondary functions aside from dealing damage: the Triple Rod can be a pogo stick, the Chain Rod is, of course, a Grappling-Hook Pistol, and the Recoil Rod can boost Zero's jump as well as move/destroy certain blocks.
  • Walking the Earth: From the end of Zero 1 to the beginning of Zero 2.
    • Key members of the La Résistance join him in Zero 4, although they weren't exactly walking...
  • What the Hell, Hero?: In Zero 4, Neige and her Caravan call him out on all his and the Resistance's actions throughout the series, up to and including bringing the war to Area Zero, even though Zero and the resistance didn't even go to Area Zero until Weil's troops were already approaching it. Zero later calls the Caravan out for attempting to abandon Neige when she was kidnapped.
    • Notably, they also call him out for killing Copy-X (that was really Weil who caused his death, but Zero was trying to kill him) that allowed Weil to take over Neo Arcadia. In that case, Zero didn't seem to think that part through.
  • What the Hell, Player?: In Zero 2, in the intro level, if you just stand on the first screen killing the endless stream of mooks, he'll say "This isn't fun anymore..."
  • World's Best Warrior: He's no longer the World's Strongest Man, as that body and all its power has belonged to the Omega persona since he transferred out of it. What defines the Zero of this age is his potent, multifaceted arsenal and his peerless skill in using it to its fullest.
  • "World of Cardboard" Speech: His Badass Creed evolves into this:
    "I never cared about justice, and I don't recall ever calling myself a hero. I've always only fought for the people I believe in. I won't hesitate...If an enemy appears in front of me, I will destroy it!"
    • He also has one in the drama tracks, during the Elf Wars, aimed at Omega.
    Omega, I finally knew because I fought with myself. What kind of fighting I have done so far? What exactly my hesitation has been so far? Now I can say that my power is not for destruction. It's for my friends; my power is to protect my friends' beliefs! Be gone, my nightmare!
  • You Are Too Late: Zero arrives at the final boss barely in time (which is an improvement over his usual tardiness) to stop the destruction of the last good land on Earth...but must sacrifice any chance at escape for himself. Earlier, he had many moments like this, such as when he comes late to stop the missile in the third game or when he comes late to stop Craft from destroying Neo Arcadia with Ragnarok.
  • You Shouldn't Know This Already: ALL of Zero's sword skills in this series are adapted from the skills he learned in the X series. Yet, thanks to his amnesia, he has to relearn them again. He also totally forgot techs between each game from Z2 onward.
  • You Will Not Evade Me: One of Zero's skills with the Chain Rod is pulling things, including enemies, towards him.
  • Zeroth Law Rebellion: Played with copious amounts of irony via Zero's final decision in dealing with Weil. The irony here is twofold: while Zero was NOT designed to be Three Laws-Compliant, yet he CHOOSES to obey them of his free will, and in how Zero's actions are in perfect compliance with law zero. Note: The spirit of Law Zero is a threshold law with a very specific trigger (such as a mass murderer) for it to be appropiate.
    • And for this instance being notable at all is because Weil noted that, being a Reploid hero, Zero should protect humans like Weil, invoking Three Laws-Compliant in the process. Of course, aside from not thinking of himself as a hero to begin with, the Law Zero allowed Zero (oops) to kill such a bastard like Weil anyway.

Click here to see her appearance in Mega Man X DiVE 
To me, you are Zero.
Voiced by Rie Tanaka

A human scientist looking into more efficient energy sources, particularly Cyber Elves, which she believes will end the war between humans and Reploids. She's also responsible for making Copy-X — whoops. Ciel is the one who initially finds Zero, informs him of his legendary warrior status, and asks him for help fighting the tyranny of Copy-X's Neo Arcadia. After defeating Copy-X, Zero wanders off to do his own thing, but in the end, he realizes that he and Ciel need each other to accomplish their goals.

  • Actual Pacifist: She's not blind to the need for the Resistance to fight and defend itself, she took a big risk in housing these declared "Mavericks", and she has signed off on missions that involve either guerrilla strikes or flat-out offensives, but she herself hates fighting. Her major plan for the war was to effectively fight a defensive battle saving Reploids and warding off Neo Arcadia while she herself slaved away day in and day out to find an alternative energy source that would solve the energy crisis, which is what created the conflict in the first place. Had Weil not shown up, she might have even succeeded in a non-violent resolution given the open mind Harpuia had towards the Resistance.
  • Adaptational Badass: Back in her home series, Ciel's a pacifist who tries to find non-violent solutions and never engages in combat. Not in Mega Man X DiVE, however, as she can fight on par with anyone else.
  • Anger Born of Worry: Not anger per se, but she gets into the same situation when Zero performs a very life-risking act, against her orders.
  • The Atoner: This is why she formed the La Résistance in the first place, feeling guilty for the creation of the one who would persecute innocent Reploids.
  • Badass Pacifist: She never fights, but her accomplishments in other places firmly put her in this place. She uses her bio-augmented smarts to do many things, such as defusing a bomb that's about to hit the Resistance base, hacking into Ragnarok's security systems, and building an almost perfect copy of X. Not to mention having a whole Reploid army, and Zero in particular, under her wing.
  • Big Good: As the Rebel Leader whose organization is directly opposed by Neo Arcadia's forces, she's pretty much this. When original X isn't around, anyway.
  • Bio-Augmentation: According to the Official Complete Works, she was one of the DNA-altered children that Neo Arcadia made to develop better Reploids. Canonically, this makes Ciel the progenitor to the Humanoids that blur the line between human and Reploid in the ZX series.
  • Bodyguard Crush: Possibly the unofficial Love Interest for Zero. It was implicitly stated that she actually had romantic feelings for him. Plus, there's Zero's Famous Last Words, which drove some fans to such conclusions:
    "Ciel, believe in me!"
  • Brooding Boy, Gentle Girl: Zero's the brooding and stoic Amnesiac Anti-Hero who, to him, battle is a second nature. Ciel's the gentle and caring Motherly Scientist who's trying to bring back peace between the two sides of the war.
  • Cannot Spit It Out: Both of her Image Songs talk about how much she loves Zero but struggles to confess her feelings.
  • Child Prodigy: As a result of being genetically bred to produce better reploids, she stood out as a prodigy, and built a perfect copy of Mega Man X at the age of nine, something that no one in the previous series was able to do. (Pity that she forgot the "30 years of ethical testing" thing...)
  • Clingy Jealous Girl: Discussed Trope, in which a Resistance soldier believes that all human females have the tendency to have this personality. If there's any implication, she believes Ciel is one.
  • The Cutie: She's a positively adorable Child Prodigy whose sweet, optimistic spirit keeps the Resistance together. It even breaks through to Zero.
  • Combat and Support: The support to Zero's combat.
  • Damsel in Distress: Played straight in the first (in the intro stage), averted in every other game afterwards.
  • Deuteragonist: Even though she's not a playable character, she's the female lead storywise, and her actions towards peace for humans and reploids drive much of the plot.
  • Dangerous 16th Birthday: The climax of the story in the third and fourth games both occur when she's 16.
  • "Do It Yourself" Theme Tune: "Freesia", the vocal version of the Zero 4 theme and also the ending theme, is sung by Rie Tanaka, who plays Ciel.
  • Evil Twin: Canon Foreigner Cial in the manga, ruler of Neo Arcadia. Copy-X doesn't properly exist here, only being a Fusion Dance of the four generals.
  • Expy: Ciel has a very uncanny similarity, in appearances, background, AND role, to Alia from the X series.
    • And done recursively in Mega Man X8 when Alia gets a makeover to look more like well as other alterations, but that's irrelevant here.
    • As a scientist who strives to achieve peace between humans and robots and whose work left its mark on the future generations, she's also quite similar to Dr. Light.
    • Prairie in ZX is Ciel's expy, and almost definitely a character, probably Alouette, from this series as well.
  • Fanservice: Rockman X Over has art of Ciel in a flower-patterned pink two-piece, for some reason.
  • A Father to His Men: She is motherly to all of the Resistance.
  • Fling a Light into the Future: She was the one who discovered the original Biometal, Model W, and built 6 Biometals based on the legendary heroes to counter it. She left a message for the future people about this threat. Slightly subverted in that the "light" in question isn't necessarily good; Ciel noted that the one with the power of the Biometal can either save the world, or take over it. She hoped that the Biometal will fall into the hands of good to bring and maintain peace.
  • Flower in Her Hair: Wears a red hibiscus in her hair in the fanservice image of her in a pink bikini.
  • Gadgeteer Genius: She built the Big Bad of the first game at the age of six (or nine, depending on who you ask). Moreover, she perfectly reproduced the base prototype. By comparison, every Maverick in the previous series came about precisely because they were flawed copies of the original. By the age of 15-16, she's working on free, clean energy for everyone.
    • Also, considering that she built the Big Bad, she was likely also something of a Wrench Wench before she moved on to energy research.
    • She also created an energy system to solve the energy crisis that is not only effective, but just beautiful (take a look at the reactor of the Guardian airship from ZX!), and she made Biometals to match Master Albert's, but also added the dual Mega-Merge feature. It's All There In The Official Complete Works.
  • Gameplay Ally Immortality: During the Protection Mission in Zero 2, no matter how much she gets shot by the enemies around you, she won't die, though she'll still react. Getting her hit will only reduce the mission points.
  • Genre Blindness: Believes that by developing a new energy source, the CIEL System, she can stop the fighting because everything that started the Reploid oppression is due to a lack of energy. Too bad we only find it out by the start of the third game — that's when Weil appears.
  • Hair of Gold, Heart of Gold: She's blonde, kind, innocent, and motherly.
  • Image Song: "L'oiseau Du Bonheur" and "Freesia".
  • Innocent Blue Eyes: Her clear blue eyes represent her innocence and pacifism.
  • It Runs in the Family: Her ancestress is the creator of All-Loving Hero Mother Elf. Ciel's main field of research is into energy involving cyber-elves. Do the math!
  • I Will Wait for You: In the end of Zero 4, Ciel declares that she "knows" Zero is alive, and she will wait for him to return.
    • That's the best example. Here's one of the earliest examples:
      Ciel: I'm happy that I could meet you...If it were not for you, everyone would be gone by now...Promise me that you will come back alive. Even if you cannot destroy Neo Arcadia, I just want you to be able to return safely.
  • Late-Arrival Spoiler: Later installments treat her connection to Copy-X as common knowledge, even though it's a late-game spoiler in the first game.
  • The Leader: Charismatic Type note  and Levelheaded Type note .
  • Leitmotif: "Labo".
  • Long-Lived: Looking at the official timeline, Ciel only vanished a few years before the events of ZX, meaning that she was at least over a century old and probably closer to two-hundred at the time given the 200 year time gap between the series. How she survived that long compared to Alouette, who is all but stated to have just upgraded to a new body as Prairie being a human is unclear, but considering the fact the Sage Trinity were also once humans implies that like them she became a Cyborg.
  • The Man Behind the Monsters: The leader of the Resistance Reploids, who are treated as Mavericks. Played with in that the "monsters" here are the good guys.
  • Meaningful Name: Her name is French for "sky". And her Resistance members are named after birds.
  • Mission Control: Solo during the first game, accompanied by Operators from the second onwards.
  • Motherly Scientist: Cares very much about her Resistance members, and Alouette in particular, who considers Ciel her "big sis".
  • Nice Girl: She's gentle, kind hearted, and always concerned about the welfare of others.
  • Nice Job Breaking It, Hero!: Ciel managed a perfect recreation of X, something Dr. Cain and the rest of the previous century's scientists never accomplished - but, whether it was due to her young age at the time or from the haste and secrecy involved, this Copy-X lacked an opportunity to undergo extensive morality testing like what Dr. Light put the original through, not to mention the copy simply lacked the experiences, hardships and knowledge that X gained. The result was a Knight Templar of a leader that had none of X's compassion and no solid skills as a ruler, prioritized humans first and foremost akin to a standard robot rather than a reploid, and cast this series into motion. Ciel is fully aware of all of this.
  • Nonhuman Sidekick: Has one special Cyber-elf at the beginning of the series, before said elf sacrifices herself to revive Zero.
  • Ominous Save Prompt: If Ciel ever asks you if you want to save, something is about to go down (assuming it hasn't already).
  • Parental Substitute: She's a mother figure to most of the younger La Résistance members, especially to her future expy Alouette.
  • Protection Mission: The second mid-game mission in Zero 2 contains a segment toward the end where Zero must protect Ciel as she disarms a bomb, which takes 90 seconds. The enemies coming after you two are quite weak, but there are a lot of them.
  • Pursued Protagonist: At the beginning of the series; awakening Zero turns this into the Distressed Damsel scenario mentioned above.
  • Rapunzel Hair: The length of her hair is enough on the sprites, but the official artwork depicts it as even longer.
  • Rebel Leader: The founder and head of the Resistance.
  • Reed Richards Is Useless: Actually a subplot in the second game, Ciel stepping down from her position as Rebel Leader in order to try to fix the energy crisis that started the war in the first place. Once Elpizo, her replacement, goes off the rails and dies in the process, Ciel goes back to juggling leadership with testing for her new energy source. It becomes outright subverted near the end of the series, where she does develop the new energy source, and by the ZX series this energy source is central to human and reploid survival and coexistence.
  • Save Point: Her purpose in the game.
  • Say My Name: Ciel shouts out Zero's name at least three times. The last time she does it, it's a hopeless bid for Zero to get out of Ragnarok, even though it's probably too late by that time.
  • Ship Tease: The game (and supplemental materials) has a lot of this between her and Zero. In particular, "Freesia" (sung by Ciel's own seiyuu) is implied to be Ciel's speech on how she loves Zero.
  • Stay in the Kitchen: Twice, Zero refused to allow Ciel to accompany him on a mission. The first time was subverted when they reached a compromise (Ciel's expertise was extremely needed in that scenario) where Zero will use a Transserver to transport her straight to the location. Justified, however, since she is a squishy human while Zero is a literal war machine. She's also a pacifist, meaning she will not fight, making this trope devoid of the usual sexism since any mission Zero goes on will by necessity require violence.
  • Team Mom: A kindly leader of the Resistance who cares about the lives of all of the Reploids under her (and not just them too).
  • Teen Genius: Oh, yeah. Justified since she was a product of genetic engineering, allowing her to build a perfect copy of X at the age of nine.
  • Tender Tears: Spent the entirety of Zero 4's credits crying as Ragnarok dissipates in a shower of debris (with Zero still presumably aboard).
  • Token Human: She is the only human in the Resistance.
  • Tomboy and Girly Girl: She is a girly girl to Neige's tomboy.
  • Uncatty Resemblance: Passy, her own Cyber-Elf in the first game, bears quite a resemblance to Ciel herself.
  • Uncertain Doom: After all the megatons of pure crap she has to endure through the Zero saga, ZX leaves her fate in the air and suggests Serpent tried to eliminate her, but we don't know what happened or if he was successful because there was no sequel to ZX Advent...
  • Unusual Euphemism: Her final line in the series sounds like she means to say something else before a Last-Second Word Swap.
    Ciel: Zero, I...I believe in you.
  • Voice with an Internet Connection: In all games, she communicates with Zero during mission openings, and sometimes during a crucial part of a stage.
  • Wet Blanket Wife: She's not a wife, but still, she at times reminds Zero that he shouldn't fight too much, out of worry for his safety (and worry that he might be bothered by helping her so much). Zero, knowing himself as a war machine, counters this by saying that he has battled his entire life and doing the dirty work is his reason for living.
  • Yank the Dog's Chain: At the beginning of Zero 3, Ciel has finally finished the CIEL System, and has sent her research to Neo Arcadia, possibly opening up a chance for peace talks...and then Weil uses that information to spark another all-out war between the two sides. Weil proposes to combine the C.I.E.L. system with the Dark Elf to generate enough energy at once to solve the crisis. Ciel refuses because she can't trust in the Obviously Evil Mad Scientist to handle the new technology, which is what he was expecting her to say. Copy-X then promptly declares her an extremist trying to create a criminal monopoly on the energy resources and accuses Zero of being the muscle to keep her plan going. Cue three missions to prevent an All Your Base Are Belong to Us.
  • You Monster!: She mentions after Zero stops Pegasolta Eclair from pouring acid rain on Area Zero that Weil's whole idea of Operation Ragnarok is so atrocious, she can't believe that he's even human.

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