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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
| Robot Masters | MB | ST | CH | WA | SC | GR | GY | CR | NA | BE | AR |
| Stone Man | 1:3 | 1 | 0 | 1 | 1 | 1 | 1 | 1 | 4 | 1 | 1 |
| Charge Man | 1:3 | 4 | 0 | 1 | 1 | 0 | 1 | 1 | 1 | 1 | 1 |
| Wave Man | 1:3 | 1 | 4 | 1 | 1 | 0 | 1 | 1 | 1 | 1 | 1 |
| Star Man | 1:3 | 1 | 0 | 4 | 1 | 0 | 1 | 1 | 1 | 1 | 1 |
| Gravity Man | 1:3 | 1 | 0 | 1 | 4 | 0 | 1 | 1 | 1 | 1 | 1 |
| Gyro Man | 1:3 | 1 | 1 | 1 | 1 | 4 | 1 | 1 | 1 | 1 | 1 |
| Crystal Man | 1:3 | 1 | 1 | 1 | 1 | 1 | 4 | 1 | 1 | 1 | 1 |
| Napalm Man | 1:3 | 1 | 0 | 1 | 1 | 0 | 1 | 3 | 1 | 1 | 1 |
|
| Bosses | MB | ST | CH | WA | SC | GR | GY | CR | NA | BE | AR |
| Dark Man 1 | 1:3 | 1 | 1 | 3 | 1 | 0 | 1 | 1 | 1 | 3 | 1 |
| Dark Man 2 | 1:3 | 1 | 0 | 1 | 1 | 0 | 1 | 2 | 2 | 3 | 1 |
| Dark Man 3 | 1:3 | 1 | 1 | 1 | 1 | 0 | 2 | 1 | 1 | 3 | 1 |
| Dark Man 4 | 1:3 | 2 | 1 | 1 | 2 | 0 | 1 | 1 | 1 | 3 | 1 |
| Fortress Boss 1 | 1:3 | 1 | 0 | 0 | 1 | 0 | 1 | 4 | 1 | 0 | 1 |
| Fortress Boss 2 | 1:3 | 2 | 0 | 0 | 0 | 1 | 4 | 1 | 1 | 1 | 1 |
| Wily 1 | 1:3 | 0 | 0 | 0 | 4 | 0 | 1 | 1 | 1 | 1 | 0 |
| Wily 2 | 1:3 | 1 | 0 | 0 | 1 | 0 | 1 | 1 | 1 | 0 | 4 |
| Wily 3 | 1:3 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 2 | 1 |
|
Notes:
- 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
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CHARGE KICK 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
|
CRYSTAL EYE 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
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GRAVITY HOLD 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
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GYRO ATTACK 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. |
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NAPALM BOMB 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
|
POWER STONE 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. |
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STAR CRASH 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
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WATER WAVE 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. |

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

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

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Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW
|
WEAPON ENERGY PELLET 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. |

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

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

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Also Known As: E-Tank; Energy Can
Appears In: MM2, MM3, MM4, MM5, MM6, MM7, MMI, MMII, MMIII, MMIV, MMV, MMWW
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ENERGY TANK 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. |

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Also Known As: M-Tank
Appears In: MM5
|
MEGA TANK 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. |

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RUSH COIL 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. |

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RUSH JET 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. |

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BEAT 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. Each strike drains some of its energy; 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. |

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SUPER ARROW 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: 28 | AT: 1-3 |
|---|
Also Known As: Rockman; Rock
Number: DRN001
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPB, MMPF
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MEGA MAN 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. |

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Appears In: MM3, MM4, MM5, MM6, MM7, MM8, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPF
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RUSH 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. |

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Also Known As: Dr.Right; Dr.Wright
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPB, MMPF
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DR. THOMAS XAVIER LIGHT 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, MMIV, MMV, M&B, MMWW, MMPB, MMPF
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PROTO MAN 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. |

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Also Known As: Dr.Wiley; Dr.Waily
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPB, MMPF
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DR. ALBERT W. WILY 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
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DARK MAN 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. |

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DR. COSSACK 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. |

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EDDIE 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. |

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BEAT This is a little blue attack bird that Dr. Cossack and Dr. Light created together. |

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CHARGE MAN 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, bowling you over if he makes contact. Jump him only if he’s headed your way, and use the Power Stone. |

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CRYSTAL MAN 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. |

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GRAVITY MAN 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. |

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GYRO MAN 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. |

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NAPALM MAN 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 fire over his head and let the Crystal Eye split into three to hit him several times. |

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STAR MAN 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. |

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STONE MAN 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. He will appear to crumble into a pile of bricks when he hits the ground, 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. Sometimes it is better to simply plaster him with rapid-fire plasma shots. |

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WAVE MAN 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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