Oh look, baby Mets!
For a description of what these stats mean, see the Stat Explanation page.

Open Menu: No
Charge Up: No
Lose Charge: Yes
Horizontal Recoil: 1 block
Vertical Recoil: 6 blocks
Shots On Screen: Yes
Fall Off Ladder: No
Stone Man1:31011111411
Charge Man1:34011011111
Wave Man1:31411011111
Star Man1:31041011111
Gravity Man1:31014011111
Gyro Man1:31111411111
Crystal Man1:31111141111
Napalm Man1:31011013111
Dark Man 11:31131011131
Dark Man 21:31011012231
Dark Man 31:31111021131
Dark Man 41:32112011131
Fortress Boss 11:31001014101
Fortress Boss 21:32000141111
Wily 11:30004011110
Wily 21:31001011104
Wily 31:30000011121

  • MB = Mega Buster. First digit is normal shots; second digit is shots charged to full power
  • BE = Beat
  • AR = Super Arrow
  • Data compiled by Pixelboy
  • Boss data from Daniel
Uses: 1 unit
Obtained From: Charge Man
Characteristics: Non-Firing
Color Scheme: Salmon and white
Appears In: MM5, MMIV
Creates a burst of energy around Mega Man’s feet when he slides, which subsequently damages whatever it strikes. This is activated automatically whenever you slide while it is equipped. Use it to plow through certain walls.

Uses: 1 unit
Obtained From: Crystal Man
Color Scheme: Cyan and white
Appears In: MM5, MMIV
Shoots a single, smooth sphere. If the sphere hits something solid it will shatter into several smaller spheres which ricochet around the room. Because of this, it is possible to take multiple hits on an enemy with just one shot. Try firing over a Robot Master’s head so that the Eye bounces off the wall behind him.

Uses: 4 units
Obtained From: Gravity Man
Characteristics: Full-screen
Color Scheme: Violet and white
Appears In: MM5
The forces of gravity are twisted in the brief moment of this weapon’s firing. This is capable of many feats, from damaging enemies to flinging them off the screen.

Uses: 1 unit
Obtained From: Gyro Man
Characteristics: Aimable
Color Scheme: Green and white
Appears In: MM5, MMPB, MMPF
A propeller-like blade, spinning horizontally, flies forward. Pressing a direction on the control pad or joystick can cause it to change direction once, so that it flies off the screen up or down.

Uses: 1 unit
Obtained From: Napalm Man
Color Scheme: Blue and orange
Napalm Bombs bounce along the ground, exploding when they strike something or after a preset period of time if nothing is encountered before then.

Uses: 1 unit
Obtained From: Stone Man
Characteristics: Multidirectional
Color Scheme: Dark purple-brown and white
Appears In: MM5, MMIV, MMGG
Several large chunks of rock spiral outward from the user. This can hit things high in the air where Mega Man’s normal cannons cannot reach, but it can also be somewhat difficult to aim.

Uses: 3 units
Obtained From: Star Man
Color Scheme: Rust and yellow-orange
Similar To: Skull Barrier
Appears In: MM5, MMGG
Despite its name, this is a shield in a similar manner as the others. However, this one has the nice addition in that you can not only walk around while it’s active, you can also fire it off at your discretion by pressing the fire button.

Uses: 2 units
Obtained From: Wave Man
Color Scheme: Blue and white
Appears In: MM5, MMGG
A small wave of damaging water travels across the floor for a short distance. The usefulness of this is limited in that it can only hit things on or near the ground.


Also Known As: Life Energy
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MMI, MMII, MMIII, MMIV, MMV, MMGG, M&B, R&FWS, MMWW, MMPU
Energy pellets refill your life meter. The small ones refill 2 units—not a lot, but it can really add up.

Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MMI, MMII, MMIII, MMIV, MMV, MMGG, M&B, R&FWS, MMWW, MMPU
These globes are the same as energy pellets except that more energy is refilled (8 to 10 units usually).

Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MMI, MMII, MMIII, MMIV, MMV, MMGG, M&B, R&FWS, MMWW, MMPU
The colored pellets are weapon energy. They refill your current weapon or adapter rather than your life energy. Weapon energy changes color according to which weapon you are currently equipped with. Before picking up a pellet be sure to equip a weapon that needs the energy.

Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MMI, MMII, MMIII, MMIV, MMV, MMGG, M&B, R&FWS, MMWW, MMPU
These are the same as weapon energy pellets except that more energy is refilled (8 to 10 units usually).

Also Known As: Spare Body
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MMI, MMII, MMIII, MMIV, MMV, MMGG, M&B, R&FWS, MMWW, MMPU
Extra lives. If you have one of these when you bite the dust, you’ll be given another chance at the stage.

Also Known As: E-Tank; Energy Can
Appears In: MM2, MM3, MM4, MM5, MM6, MM7, MM9, MM10, MMI, MMII, MMIII, MMIV, MMV, MMGG, MMWW
This is an entire stock of energy that Mega Man can carry around until needed. You use these off the subscreen. When used, Mega Man’s energy meter will be refilled completely. Mega Man can carry up to nine of these at a time.

Also Known As: M-Tank
Appears In: MM5, MM9, MM10, MMGG
Actually, this is the same thing as a Super Tank, and has become obsolete in favor of the Super. It refills all of Mega Man’s weapons and energy. This is found in very limited supply in specific stages. If you use this when your health and weapon meters are all already full, then every minor enemy currently on the screen turns into a 1-Up. If there are no enemies on the screen when you attempt this trick, you will gain one life.

This is a springboard which enables Mega Man to leap greater distances. However he operates differently here than previous games. Call Rush with the fire button, then jump onto him. Rush himself will jump; you must then jump off him in order to get anywhere. It takes a little bit of coordination with Rush’s movements to make use of this form.

Appears In: MM3, MM4, MM5, MM7, MM8, MM9, MM10, MMII, MMIII, MMIV, MMV, MMWW
Mega Man can hop onto Rush and ride him, much like a skyboard. Like the Item-2, you have little control of Rush in this game; he always flies straight forward, and you can only control up and down to degrees.

Appears In: MM5, MM6
Beat is summoned with a whistle and follows Mega Man around attacking things on the screen. When Beat senses an enemy it can attack, it flies out, bodily strikes the enemy, and returns to you. Each strike drains some of its energy based on how much damage Beat dealt; you can refill the energy the same as any other weapon: with weapon energy. Beat is unable to attack certain targets; however the upside is often it can attack things that you can’t shoot yourself. Keep in mind that you can still fire your arm cannon while Beat is active. Also, you have to resummon Beat every time you change screens.

Appears In: MM5
This fires an arrow with a special suction cup on the end which will attach to walls. Mega Man can ride the arrow, and can also use it as a stepping stone once it has attached to a wall. Disappears after a brief time.


HP: 28AT: 1-3
Also Known As: Rockman; Rock
Number: DRN001
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPU, MMPB, MMPF
Mega Man was once a household robot named Rock, but when Dr. Wily turned evil, Rock was converted by his creator Dr. Light into the fighting robot known as Mega Man. This small blue robot is equipped with twin arm cannons and the Weapon Copy system which lets him take weapons from defeated foes.

Appears In: MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPF
Mega Man’s canine companion, this is a robot dog built by Dr. Light to aid in Mega Man’s travels. Rush is always ready to respond to Mega Man’s call; when Mega Man needs use of a Rush form, his dog teleports in, does his thing, and leaves. Any weapon energy you pick up while you have a Rush form equipped (even if Rush isn’t on the screen at the time) goes to that Rush form.

Also Known As: Dr.Right; Dr.Wright
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPU, MMPB, MMPF
This is the scientist that started it all, for he was the one who first created revolutionary human-like robots. He was responsible for creating Mega Man and Roll, and he worked with Dr. Wily for a time.

HP: ?AT: ?
Also Known As: Blues; Break Man
Number: DRN000
Appears In: MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MMIV, MMV, M&B, MMWW, MMPU, MMPB, MMPF
Proto Man is Mega Man’s brother, who was constructed by Dr. Light before Mega Man was even built. He likes to be on his own, doing things his way. He usually appears preceded by his characteristic whistle.

Also Known As: Dr.Wiley; Dr.Waily
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPU, MMPB, MMPF
Dr. Wily was once Dr. Light’s partner, but then he turned against his former colleague and tried to take over the world. After several defeats he decided to try to get others to do his dirty work for him.

HP: ?AT: ?
Appears In: MM5
Dr. Wily created this robot to frame Proto Man and to try to destroy Mega Man. There are several variations of him, each with slightly different attack pattens.

Appears In: MM4, MM5
A fellow scientist and robot designer, Dr. Cossack was forced to turn his Robot Masters against Dr. Light and Mega Man by Dr. Wily, who was holding his daughter hostage. Once she was freed, however, Dr. Cossack promptly switched sides. He became friends with Dr. Light and aids him in his creations.

Also Known As: Flip-Top; Eddy
Appears In: MM4, MM5, MM7, MM8, MM9, MM10, M&B, MMPF
Dr. Light’s walking suitcase. Eddie brings Mega Man items and power-ups on the field. He appears in specific rooms and carries random contents, although usually he gives out energy capsules.

Appears In: MM5, MM6, MM7, MM8, MM9, MM10, M&B, MMPF
This is a little blue attack bird that Dr. Cossack and Dr. Light created together.


HP: 28AT: ?
Number: DWN038
Weapon: Charge Kick
Weakness: Power Stone
Appears In: MM5, MMIV
This Robot Master looks like a locomotive, and is difficult though not impossible to clear with Mega Man’s jumps. Charge Man can rain down flaming rocks after first tooting them into the air. But most of the time he simply charges back and forth, plowing through you if he makes contact. Jump him only if he’s headed your way, and use the Power Stone or fully-charged Mega Buster shots. You cannot damage him when he is using his meteor attack, or when he is in the middle of charging (but you can strike him just before he charges).

HP: 28AT: ?
Number: DWN040
Weapon: Crystal Eye
Weakness: Gyro Attack
Appears In: MM5, MMIV
Crystal Man usually fires his Crystal Eye already broken into four separate orbs. He also has a plasma arm cannon to supplement his attack. Dodging the multiple orbs can be tricky but it is possible. Use the Gyro Attack to finish this guy off quickly. Or you can use the Crystal Eye against him, which works well except that you’ll have to forget about dodging altogether.

HP: 28AT: ?
Number: DWN033
Weapon: Gravity Hold
Weakness: Star Crash
Appears In: MM5
Capable of switching gravity, Gravity Man will do so constantly in an attempt to collide with his opponent in midair. Since Gravity Man has a specially-designed helmet, the collision will usually end in his favor. He will also use his single built-in cannon to fire plasma shots. While he has good aim, you can dodge if you move quickly enough. Use the Star Crash to turn the collisions into your favor; remember though that Gravity Man can penetrate the shield and you will end up trading blows if you get too close.

HP: 28AT: ?
Number: DWN036
Weapon: Gyro Attack
Weakness: Gravity Hold
Appears In: MM5, MMPB, MMPF
Equipped with propellers built into his back, Gyro Man can launch himself into the air and likes to disappear into the fog that usually blankets his lair. His Gryo Attack sends out semi-controllable propellers. When you jump them remember to keep moving and never jump straight up. The Gravity Hold will quickly bring Gyro Man back down to earth.

HP: 28AT: ?
Number: DWN039
Weapon: Napalm Bomb
Weakness: Crystal Eye
This guy’s Napalm Bombs bounce along the ground for a bit before exploding. Napalm Man has a Bomb shooter built into each arm, and thus can send out two Bombs simultaneously. Nail him with the Crystal Eye if you want an easier time. You can either try to hit him directly for more direct damage, or bounce it off a wall and let the Crystal Eye split into three to hit him several times.

HP: 28AT: ?
Number: DWN037
Weapon: Star Crash
Weakness: Water Wave
Appears In: MM5, MMGG
The Star Crash is actually another shielding weapon, with which Star Man loves to surround himself as he bounces around the room. Plasma him with powered-up Mega Buster shots whenever he lowers his shield. This is probably far easier than using any Master Weapons.

HP: 28AT: ?
Number: DWN035
Weapon: Power Stone
Weakness: Napalm Bomb
Appears In: MM5, MMIV, MMGG, MMPF
This giant hulk of a robot is built to look as though he’s constructed completely from bricks. His weapon is the Power Stone which sends out several rocks in a spiraling formation. Stone Man will also leap high into the air and attempt to land on his enemy, or sometimes he hops around repeatedly, chasing after you to the point of madness. He will sometimes appear to crumble into a pile of bricks when he hits the ground after a high jump, only to quickly get back to his feet. Napalm Bombs work well on Stone Man though they are frustrating to use as he is invulnerable most of the time (you cannot hit him when he is charging up his Power Stone or when he’s crumbled into a pile of bricks). Sometimes it is better to simply plaster him with rapid-fire plasma shots.

HP: 28AT: ?
Number: DWN034
Weapon: Water Wave
Weakness: Charge Kick
Appears In: MM5, MMGG
This variation of the water robots usually stays on dry land, though he is capable of sending a wave of robot-damaging water at his opponent. He can also fire spears from his permanent cannon. Use the Charge Kick to wash away Wave Man.

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Last update: February 27, 2002