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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: No
- Horizontal Recoil: 1 block
- Vertical Recoil: 1/2 screen height
- Shots On Screen: Yes
- Fall Off Ladder: No
- Paused Refills: No
Note that all of these values are approximate, due to the uncertain nature of the energy meter graphics in the game. Also, this data is for “new style” mode only. See the original Data Base for the old style values.
Weapon abbreviations are the first two letters of the weapon name.
| MB | RC | SA | IS | HB | FS | TB | TS | OS | MK | RS | PS |
| Proto Eye: | 2:4 | 2 | 2 | 2 | 2 | 2 | 2 | 0:2 | 2:3 | 2 | 2 | 4* |
| Cut Man: | 2:4 | 1 | 6* | 3 | 1 | 3 | 3 | 0:3 | 1:3 | 3 | 3 | 4* |
| Guts Man: | 2:4 | 1 | 1 | 3 | 3 | 3 | 3 | 6:3* | 1:3 | 3 | 3 | 4* |
| Ice Man: | 2:4 | 3 | 3 | 1 | 6* | 1 | 3 | 0:3 | 1:3 | 3 | 3 | 4* |
| Bomb Man: | 2:4 | 6* | 3 | 1 | 1 | 3 | 3 | 0:3 | 1:3 | 3 | 3 | 4* |
| Fire Man: | 2:4 | 3 | 3 | 6* | 3 | 1 | 3 | 0:3 | 1:1 | 3 | 3 | 4* |
| Elec Man: | 2:4 | 3 | 3 | 3 | 3 | 3 | 1 | 0:1 | 2:6* | 3 | 3 | 4* |
| Time Man: | 2:4 | 3 | 3 | 3 | 1 | 3 | 6* | 0:1 | 1:3 | 3 | 3 | 4* |
| Oil Man: | 2:4 | 3 | 3 | 3 | 3 | 6* | 1 | 0:3 | 1:1 | 3 | 3 | 4* |
| Yellow Devil: | 1:3 | 2 | 2 | 2 | 2 | 4* | 2 | 0:2 | 1:2 | 3 | 3 | 3 |
| CWU-01P: | 1:3 | 2 | 8 | 2 | 2 | 2 | 2* | 0:2 | 4:10 | 3 | 3 | 3 |
| Copy Robot*: | 1:3 | 2 | 2 | 2 | 2 | 2 | 2 | 0:2 | 1:2 | ? | ? | ? |
| Wily 1*: | 2:3 | 2 | 2 | 2 | 2 | 2 | 2 | 0:2 | 2:2 | 3 | 3 | 3 |
| Wily 2*: | 1:2 | 1 | 1 | 1 | 1 | 1 | 1 | 0:1 | 2:1 | 2 | 2 | 2 |
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Notes:
- A star (*) indicates the weapon knocks the character down as well as doing damage.
- MB = Mega Buster. First value is when fired normally; second value is charged.
- For the Oil Slider, first value is hitting with the blob; second value is hitting while sliding on the oil sled.
- MK = Mega Kick. RS = Roll Swing. PS = Proto Strike.
- The Copy Robot stats assume you are playing as Mega Man. (His stats are the same as when Robot Masters fight the “Mega Man?” boss.) When the Copy Robot is using a Master Weapon, his damage data matches that of the Robot Master whose weapon he is using.
- For Wily 1 and Wily 2, using the weapon he is currently weak against does 4 damage and knocks him back.
- Data compiled by NES Boy.
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FIRE STORM Shoots fireballs. As a side effect, this weapon also gives a brief shield of fireballs which orbit the user for a split second upon firing. |
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HYPER BOMB Tosses traditional black bombs that explode after a few seconds or upon hitting something. The bombs move in an arc and bounce along the walls and floor, which makes aiming them more than tricky. |
 | | Uses: 1 unit |
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Obtained From: Ice Man
Characteristics: Freezes
Color Scheme: Blue and white
Appears In: MM1, MMI, MMWW, MMPU, MMPB
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ICE SLASHER A large arrowhead-shaped chunk of ice flies across the screen horizontally. It will stop in their tracks whatever it strikes, halting them for a few seconds. It can even suspend things in midair if you time it right. Useful for getting past tough spots. |
 | | Uses: ? |
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Obtained From: Oil Man
Color Scheme: Cyan and black
Appears In: MMPU
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OIL SLIDER Like the Super Arm and the Time Slow, this is more of a gimmick weapon that you won’t get a whole lot of damage out of, but it can be useful in the right situations. Press the fire button to toss a glob on the ground. (You can only have one blob of oil on the screen at once.) It will land and sit there for a few seconds before disappearing. Touch it and Mega Man will jump on, sliding forward in the direction he’s facing like a jet sled. You can use this to damage things by sliding into them, although usually you’ll also damage Mega Man in the process. The main benefit of the slider is that it can jump farther than Mega Man’s normal jump, so you can use this in creative ways to get to areas you can’t normally reach. |
 | | Uses: 1 unit |
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Obtained From: Cut Man
Characteristics: Boomerangs
Color Scheme: Gray and white
Appears In: MM1, MMWW, MMPU, MMPB, MMPF
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ROLLING CUTTER A scissor-like cutter that flies in a circular arc pattern. Can destroy some things which Mega Man’s arm cannons cannot touch. |
 | | Uses: 2 units |
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Obtained From: Guts Man
Characteristics: Non-Firing
Color Scheme: Tan and white
Appears In: MM1, MMWW, MMPU
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SUPER ARM This loosens rocks and allows the user to lift them. Candidate boulders are indicated by the weapon when the user touches them. Once lifted, the rocks can be thrown; most shatter in midair causing them to strike in many directions at once. |
 | | Uses: 1 unit |
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Obtained From: Elec Man
Characteristics: Multidirectional
Color Scheme: Olive and yellow
Appears In: MM1, MMI, MMWW, MMPU, MMPF
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THUNDER BEAM Very similar to its original form in that it fires horizontal, up, and down simultaneously; however, the graphic for the electricity is nowhere near as cool here. |
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TIME SLOW Sort of like a mix between the Time Stopper and the Flash Stopper, except this one slows down time instead of halting it completely. (Yes, Bright Man has the Flash Stopper, and Flash Man has the Time Stopper. It makes lots of sense.) As with the Time Stopper, some enemies are damaged when you use this, but most things aren’t. However, unlike the Time Stopper, you can use other weapons while the effects of this one are active. |

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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, MMPU
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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, MMPU
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ENERGY CAPSULE These globes are the same as energy pellets except that more energy is refilled. |

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Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPU
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WEAPON ENERGY PELLET The colored pellets are weapon energy. They refill your current weapon or adapter rather than your life energy. Pick one up when you don’t have a weapon equipped, and it’ll go to the weapon that needs it most. Note that Robot Masters and other characters besides Mega Man do not use weapon energy. |

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Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPU
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WEAPON ENERGY CAPSULE These are the same as weapon energy pellets except that more energy is refilled. |
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Also Known As: 1-Up
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPU
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STOCK HEART 1-Ups. These things look like large hearts now. 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: Bonus Ball
Appears In: MM1, MMPU
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SCORE BALL These are little pellets that add extra points to your score when you clear a stage. Until you complete the stage, they are not worth anything. |
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RETRY FLAG These are your continue points in new style mode. Continue points have always existed, but they were always invisible in previous games. If you die after tagging one of these flags, you will restart at the last flag you tripped (assuming you have any lives left). Note that unlike the classic games (and old style mode), if you jump the flag or otherwise avoid touching it, you won’t activate the continue point either, which means if you die, you’ll end up being transported a lot farther back in the stage. |

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YASHICHI This refills all of your weapons and health and also gives you a bonus 100,000 points. |

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PARTY BALL Shoot and destroy these, and they will open up, dropping a random item. |

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MAGNET BEAM This is an item you pick up, though you use it like a weapon. Utilize this to create horizontal blue ledges on which you can walk. Equip it and hold down the fire button until the ledge is the size that you desire. When you release the button, it is planted into place (until then, you can walk around and even jump, and the ledge moves with you). The ledges disappear after a preset period of time. |

 | | HP: 28 | AT: 1-? |
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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, MMPU, MMPB, MMPF
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MEGA MAN Mega Man was once a household robot named Rock (“Mega”), 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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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, MMPU, 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. |

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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, MMPU, 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 stole the robots they had created. Converting the robots into weapons of destruction, he then unleashed them upon the unsuspecting world. |

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ROLL Roll was also constructed as a household robot by Dr. Light and is known as Mega Man’s sister. |

 | | HP: 28 | AT: ? |
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Also Known As: Blues; Break Man
Number: DRN000
Appears In: MM3, MM4, MM5, MM6, MM7, MM8, MMIV, MMV, M&B, MMWW, MMPU, MMPB, MMPF
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PROTO MAN This mysterious robot was constructed by Dr. Light before Mega Man was even built. He likes to be on his own, doing things his way. He pops in when the mood strikes him, usually preceded by his characteristic whistle. |

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BOMB MAN The demolition expert who naturally loves bombs, and loves to toss them all over, blowing up anything in sight. He tends to jump when he throws bombs; keep moving and they’ll usually miss you. Sometimes he’ll pull out a giant bomb and hurl it at you. Try to stay close to him when he does this, then run away as he chucks the bomb. |

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CUT MAN This poor little guy thinks that all of his “brothers” have gone bad, not him. He jumps a lot and tosses his Rolling Cutter in a lazy boomerang arc. He can also charge up to chuck a huge cutter which will circle the room and return to him, destroying the Super Arm blocks in the process if you haven’t thrown them already. |

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ELEC MAN A somewhat sadistic robot who sounds like a vampire, has an ego the size of Montana, and gets a charge out of everything. He mainly walks back and forth and shoots Thunder Beams at you. Sometimes he jumps and fires one in the air just to throw you off. And if he charges up, he is about to send a large thunderbolt down from above to land right on your head—so move. |

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FIRE MAN Fire Man is basically a Texan cowboy pyromaniac with a few screws loose. He can chuck his fire bolts slow or fast depending on the difficulty mode. Sometimes they leave little flames behind underneath them, just to trip you up when you try to jump them. Finally, he can also send flames crawling along the floor similar to a slow Ice Wave, only fire instead of ice. |

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GUTS MAN This guy is so serious about his job that he won’t quit his work even after Dr. Wily reprograms him. He grabs big blocks and hurls them at you. Jump backward a bit to dodge them. On certain difficulty modes, Guts Man can cause you to lose your footing by landing and shaking the ground, so try to be in the air when he touches down. |

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ICE MAN A military nut with a split personality. He orders himself around. “Intruders detected, sir! Well, freeze them where they stand! Yes, sir!” It made sense for Search Man, who has two heads, but with Ice Man, it’s just bizarre. At any rate, he shoots Ice Slashers at various heights, and sometimes likes to cross the room, although you can often knock him backward and force him to stay in the corner. Occasionally Ice Man will drop a large ice spike down into the room. You can actually stand on this if you want. |

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OIL MAN The manager of a petroleum field who hates fire. Oil Man likes to have fun by tossing oil everywhere and sliding around on it like a surfboard. The globs of oil he throws will damage you while they are in the air; once they hit the ground, you can touch them without harm, but your character will slip on the oil if he’s not immune to it. You can burn the oil—and Oil Man, for that matter—with the Fire Storm. |

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TIME MAN This punctual robot is always keeping track of time (I guess that’s what you get when you’re three-parts clock). Time Man shoots purple arrow-shaped hands from a clock. His low ones are long and fast; his high ones are short and slow. His special attack slows down time slightly, which actually helps you in a way because it makes it easier to dodge things. If he rings again, time returns to normal. |

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BEAK Mounted on walls, these cannons fire in multiple directions. They can only be harmed when they are shooting. You can usually run past them with the correct timing. |

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BIG EYE Giant presses. These hop around trying to flatten you. Don’t let them land on you—it will hurt. You can freeze them into place with the Ice Slasher—always handy but especially when faced with this sort of hit points and damage. |

 | | HP: ? | AT: ? |
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Also Known As: Bunby Heri
Appears In: MM1, MMPU
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BLADER Little skull-like things with rotors, these make swooping attacks when they get close. They can move at a fairly decent clip and will dog you until they are destroyed (or you leave the screen) so it’s best to eliminate them at a distance, before they have a chance to close in on you. |

 | | HP: ? | AT: ? |
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Also Known As: Bombombomb
Appears In: MM1, MMPU
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BOMBOMB These are grenades basically. Typically found at chutes, they lob up from below and explode in midair, raining down shrapnel. Try to shoot them before then. |

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CRAZY RAZY This robot actually comes in two parts. Always aim at the head. You don’t want to shoot the body. It’s bad for your health. If the body is destroyed, the head will fly around and bop at you with its fists. |

 | | HP: ? | AT: ? |
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Also Known As: Kamadoomaa
Appears In: MM1, MMPU
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FLEA Little robots that hop around. Not terribly difficult to deal with, particularly if you have good aim. Good for target practice. They come in a couple of colors. |

 | | HP: ? | AT: ? |
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Also Known As: Manbuu
Appears In: MM1, MMPU
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FLYING SHELL Aerial cannons. These shells fly across the screen, pausing at intervals to fire. Incidentally this is also the only time they can be harmed. Flying Shells shoot in a spread formation which is always constant, so with some foresight you can determine where to stand to avoid being hit. |

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FOOT HOLDER This isn’t really an enemy so much as a stepping stool. It is capable of firing at you, however. For obvious reasons these cannot be destroyed. If you want my advice, skip them altogether and use the Magnet Beam instead. |

 | | HP: ? | AT: ? |
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Also Known As: Killer Bomb
Appears In: MM1, MMPU
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KILLER BULLET These appear from the right-hand side of the screen at specific areas. If you stand still in a place where Killer Bullets appear they will come constantly, at a steady interval. These bombs weave up and down and explode when shot. Be careful that you don’t shoot them too close to you or run into the explosion when firing while moving. |

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MET The trademark of the Mega Man series, these are yellow hard hats with green crosses. They usually lie in wait with their hats down, covering their eyes and feet. Their helmets are impervious to most known weaponry, so one must wait until they pop up to fire. When Mets are firing is also when they can be damaged. Mets usually fire a three-way spread shot. |

 | | HP: ? | AT: ? |
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Also Known As: Kuttsuki Suzy
Appears In: MM1, MMPU
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OCTOPUS BATTERY Large eyes with suction cups that stick to walls. Their only way of dealing damage is through direct contact, and they have little in the way of an attack. Octopus Batteries slide from side to side or up and down in a preset pattern, going back and forth and pausing for a short time at each wall. Because of their predictable patterns, dodging Batteries is rather simple. With the normal arm cannon they do take a number of hits to defeat however. |

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PENG These penguin robots move in a wave-like pattern across the screen. Not a problem except they tend to appear at the most inopportune moments, so keep your eyes open and your trigger finger handy. |

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PICKET MAN Very similar to a Joe, this robot even has a shield which protects him when he’s not throwing pickaxes. Luckily (or perhaps unluckily), he is throwing most of the time, so the shield generally is not a problem. The pickaxes fly in an arc so if you keep moving you can avoid being struck by them. |

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SCREW DRIVER These cannons fire shots in multiple directions. If you don’t want to take the time to destroy them, you can wait until they retract, then quickly run by. |

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SNIPER JOE The fabled Sniper Joes are the first incarnation of what would later become a whole family of Joes, each similar in appearance and attack style and almost always possessing the trademark visor. Sniper Joes defend themselves with their shields and, while standing, are only vulnerable from the front while they are firing. If you want to take one on head-to-head, wait until it fires, then jump its shots while hitting it with your own. Sniper Joes can also be damaged while they are jumping. |

 | | HP: ? | AT: ? |
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Also Known As: Gabyool
Appears In: MM1, MMPU
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SPINE Robots such as these show up in some form in nearly every game. They move back and forth along a ledge, speeding up when you approach. They cannot be harmed by the normal arm cannon, although shooting them will freeze them for a brief moment. Some Master Weapons can take them out for good. |

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SUPER CUTTER Cut Man-like blades that shoot out of chutes. It’s not really worth it trying to destroy these things; just keep moving, and they’ll all spectacularly miss you. |
 | | HP: ? | AT: ? |
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Also Known As: Changkey
Appears In: MM1, MMPU
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TACKLE FIRE Fireballs with eyes that fly up from lava lakes below, then drift downward. Tackle Fires appear at steady intervals but are pretty easy to take out since they move slowly. Be careful one doesn’t catch you in midair however. |

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WATCHER These robots pop out their eyes when they sense enemies nearby. They seem capable of moving only up and down. When they come level with a foe, their two eyes let loose streams of electricity at their target. Watchers will usually ambush you while you are climbing ladders. You can avoid damage by positioning yourself between the two sparks of electricity—the shots will pass harmlessly above and below you, with just enough of a gap for you to fit. |
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