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For a description of what these stats mean, see the Stat Explanation page.
- Open Menu: Yes
- Charge Up: Yes
- Lose Charge: No
- Horizontal Recoil: 1 block
- Vertical Recoil: 1 screen
- Shots On Screen: No
- Fall Off Ladder: No
| MB | ME | VE | MA | NE | JU | PL | UR | SA | EA | TA |
| Mercury | 1:3 | 0 | 1 | 1 | 2 | 2 | 1 | 0 | 5 | 1 | 1 |
| Venus | 1:3 | 0 | 0 | 3 | 1 | 2 | 2 | 0 | 0 | 1 | 1 |
| Mars | 1:3 | 0 | 1 | 0 | 3 | 2 | 1 | 0 | 0 | 1 | 1 |
| Neptune | 1:3 | 0 | 1 | 2 | 0 | 2 | 1 | 0 | 0 | 3 | 1 |
| Jupiter | 1:3 | 0 | 3 | 1 | 2 | 0 | 2 | 0 | 0 | 1 | 1 |
| Pluto | 1:3 | 3 | 1 | 1 | 1 | 2 | 0 | 0 | 0 | 1 | 0 |
| Uranus | 1:1 | 0 | 0 | 0 | 0 | 0 | 4 | 0 | 0 | 1 | 0 |
| Saturn | 1:3 | 0 | 0 | 2 | 0 | 8 | 0 | 0 | 0 | 0 | 0 |
| Dark Moon | 1:3 | 0 | 1 | 3 | 1 | - | - | - | - | - | - |
| Terra | 1:3 | 0 | 0 | 1 | 2 | 2 | 1 | 4 | 0 | - | 1 |
| Enker | 1:3 | 0 | 0 | 0 | 0 | 0 | 0 | - | 0 | 0 | 0 |
| Quint | 1:3 | 0 | 1 | 3 | 1 | 1 | 0 | - | 0 | 1 | 1 |
| Punk | 1:3 | 0 | 3 | 1 | 4 | 1 | 1 | - | 0 | 1 | 1 |
| Ballade | 1:3 | 0 | 3 | 4 | 2 | 1 | 2 | - | 1 | 1 | 1 |
| Sunstar | 1:1 | 0 | 1 | 1 | 1 | 2 | 1 | 0 | 0 | 1 | 1 |
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Notes:
- MB = Mega Buster. First digit is normal shots; second digit is shots charged to full power.
- Data compiled by Pixelboy.
- Enker, Quint, Punk, and Ballade contributions from DocLight.
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All of the weapons in this game have unusually high energy requirements; this is to make the Power Generator worthwhile (believe it or not).
 | | Uses: 6 units |
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Obtained From: Saturn
Appears In: MMV
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BLACK HOLE Creates a black hole which explodes into an expanding spiral. Affects only certain enemies. |
 | | Uses: 4 units |
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Obtained From: Pluto
Characteristics: Non-Firing
Appears In: MMV
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BREAK DASH As its name suggests, Mega Man charges forward with a burst of energy. This is capable of knocking out doors and walls. Use by charging up for a very brief time; releasing the button will release the dash. |
 | | Uses: 8 units |
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Obtained From: Venus
Appears In: MMV
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BUBBLE BOMB A bubble floats upward in a zigzag pattern until it reaches the ceiling, then travels along it in the direction you are facing. When the bubble strikes something (including a corner where the wall meets the ceiling), it explodes. |
 | | Uses: 2 units |
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Obtained From: Uranus
Characteristics: Non-Firing
Similar To: Super Arm
Appears In: MMV
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DEEP DIGGER This lifts stones from beneath the user’s feet and allows him to hurl them at foes. You can learn to recognize blocks that can be thrown with this because they all look alike. They’re small squares about half Mega Man’s size. |
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ELECTRIC SHOCK A stream of electricity sparks from Mega Man’s hand. This has extremely short range, and you cannot run while it is active, although jumping is still possible. |
 | | Uses: 4 units |
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Obtained From: Mercury
Appears In: MMV
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GRAB BUSTER This fires a small sphere of energy forward. When it lands a successful blow against a robot, an energy pellet is ejected from the target and soars back toward the user. Stand still and the energy should hit you on the first pass, replenishing your health meter by two units. If the pellet misses, it will usually boomerang back a couple more times before disappearing. |
 | | Uses: 4 units |
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Obtained From: Mars
Appears In: MMV
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PHOTON MISSILE Launches missiles which fly horizontally. There is a significant delay between when you place the missile and when it starts moving. You can fire several missiles at a time; jump before firing to place them at different heights. |
 | | Uses: 2 units |
|---|
Obtained From: Neptune
Appears In: MMV
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SALT WATER Tosses globs of liquid. When the drop strikes something, it splashes into several smaller droplets that can inflict additional damage on objects. |

 | | Uses: 2 units |
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Obtained From: Terra
Characteristics: Homing
Appears In: MMV
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SPARK CHASER This fires a beam which will home in on a target in short bursts. Between each burst it will gather itself into a small sphere, then shoot forth again. With each burst, the Chaser alters its angle of attack as necessary so that it is always heading toward an enemy. The weapon lasts for several bursts and does not go away even if it strikes something. Thus it can land multiple hits on a single target. |

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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. |

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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 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. |

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SUPER CAPSULE This is identical to the Super Tank except that it is a capsule, which means Mega Man cannot carry it around. He uses it when and where he picks it up. These can only be obtained from Proto Man. (I’d like to know where he gets his supply!) |

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Also Known As: P-Chip
Appears In: MMIV, MMV
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POWER CHIP These are components that Dr. Light can use to create items for Mega Man using the Item Replicator. P-Chips are acquired from minor enemies as they perish, and are found in stages. They come in two varieties: small ones are worth 2, and large are worth 8. |

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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 (select the “EN” option). When used, Mega Man’s energy meter will be refilled completely. Mega Man can carry up to four of these at a time. |

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WEAPON TANK These are tanks which carry a stock of weapon energy. You can totally refill one of your weapons with this. |

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SUPER TANK This completely refills all of Mega Man’s weapons and energy. Mega Man can only carry one at a time. |

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MINI ENERGY TANK Gather four of these to make one Energy Tank. You cannot use Mini Energy Tanks even to restore only part of your heath. They are only useful if you get four of them. |

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ENERGY BALANCER Normally, any weapon energy you pick up goes only to your active weapon. If you’re not equipped with a weapon, the energy is wasted. This item changes that. If you have an Energy Balancer, it will apply that weapon energy toward whatever weapon needs it the most. Note that you can override this selection by equipping the weapon you wish to refill before picking up energy. |

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Also Known As: PG
Appears In: MMV
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POWER GENERATOR Reduces the energy required to fire weapons. Like the Energy Balancer, this goes into effect as soon as you obtain it. |
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Also Known As: Magnet Hand
Appears In: MMV
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MH This upgrade allows the Mega Arm to grab powerups much like the Boomerang Cutter or the Magic Card. Sometimes the Arm will even grab items from foes it defeats. The Arm is capable of retrieving items straight through walls. It can grab literally anything that you can pick up by walking over, including Energy Tanks and the four crystals in the later four stages. |
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Also Known As: Clobber Hand
Appears In: MMV
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CL This enhancement allows the Arm to latch onto enemies and hit them over and over. To use it, either hold B after firing, or rapidly tap it. The Arm won’t always grab, and there are a few enemies it cannot latch onto at all. |

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RUSH COIL This is a springboard which enables Mega Man to leap greater distances. Just call Rush and then jump onto him. You’ll soar almost to the top of the screen. |

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RUSH JET Mega Man can hop onto Rush and ride him, much like a skyboard. This is perhaps the most popular of the Rush modes (the Mega Shows use it extensively). |

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RUSH JET (SPACE) During the game Dr. Light modifies Rush for space travel. The dog gains a glass cockpit similar to his Marine form, and flies Mega Man into outer space. While in this mode, you can freely fly around using the control pad, and shoot with the fire button. You can even charge up and fire super-shots. You never get this as an item on your subscreen; Mega Man uses it automatically when it is needed. |

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TANGO This spiny furball attacks by rolling himself into a ball and bouncing around the room. It would actually be effective if he didn’t use up all his energy by just bouncing around. To use, hold down the fire button until Mega Man flashes (it only takes a second or two), then release it. Mega Man can still fire his arm cannons while Tango is equipped. |

 | | HP: 19 | AT: 1-3 |
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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, 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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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. |

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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. Even after being defeated repeatedly by Mega Man, he has yet to give up. |

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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: 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 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 often pops in during the games, usually with his characteristic whistle, to give his brother Mega Man items or advice, or to just plain pull him out of a jam. |

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TANGO A green robot cat built by Dr. Light to aid Mega Man. Unlike Rush, who is primarily a utilitarian tool, Tango is a pure attacker. |

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TERRA This leader of the StarDroids has reason to be overconfident—since he was impervious to all known weaponry, at first Mega Man couldn’t even make a dent in him! But this quickly changes when Dr. Light invents the Mega Arm...and Terra falls even faster to one of his comrade’s weapons: the Deep Digger. |

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ENKER Enker is one of the more reoccuring of the Game Boy robots, which lends proof that the Game Boy games actually occured in the regular series’s timeline (something which is under debate). He has the most unusual of attack styles: he absorbs Mega Man’s own shots into his lance, then fires that energy back at Mega Man. In doing so, however, he sustains damage to himself, so fire away. |

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QUINT A small robot that looks something like a mix between Mega Man and Quick Man. He is not especially dangerous as long as you keep your distance. He rides a jackhammer-like mechanical pogo-stick named the Sakugarne. Stay clear of this and fire at Quint—not the Sakugarne—to dispatch him. |

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PUNK This robot is all spikes and spines, and he uses those to his advantage. Besides tossing Screw Crushers at you, Punk can turn himself into a buzzsaw blade and rocket across the screen. Whatever you do, don’t come into contact with him. Keep on the opposite side of the screen from him and blast from a distance. |

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BALLADE Ballade has two forms, although his attack style doesn’t change much between them. He is usually in motion, weaving around his room and tossing his Ballade Cracker bombs left and right. You will need some good manouvering to take on this guy. |
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DARK MOON This is a copy of the Yellow Devil, essentially. Like the Yellow Devil, you must dodge its blocks that fly or bounce at various heights (slide under low ones), then hit the reformed creature in its eye when it is open. Try not to bodily run into a fully-formed Dark Moon—it’ll take a big chunk off your life. |

 | | HP: 19 | AT: ? |
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Also Known As: Sungod
Appears In: MMV
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SUNSTAR Called the “Doomsday” weapon, this is apparently a robot Dr. Wily unearthed, although Sunstar’s true origin is still a mystery. Armed with quite a few diverse attacks, Sunstar can keep even the best dodger busy. From firing huge lasers to spin-dashing back and forth across the screen...this guy will keep you on your toes—or rather, off them, when he destroys the floor right out from underneath you. With all this action, don’t take the time to bother to aim. Just unleash Spark Chasers at him, and let them do the hard work for you. |

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JUPITER This guy spends a lot of his time on the ceiling, firing beams of electricity down on you. So plaster him with Bubble Bombs—since the bubbles rise, this is the perfect weapon to use to reach him up there. Keep moving when Jupiter is moving; he will try to blast you, but he must pause first, giving you just enough time to get out of his way if you’re quick. |

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MARS Mars is big and his missiles pack a punch, but they possess a delay before they fire which should enable you to dodge them. Wipe up this robot with Salt Water or, if you care to, the Electric Shock. |

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MERCURY Like his namesake, Mercury sometimes seems to be more of a liquid than a solid. He can turn himself into multiple balls of gel and reform himself at will. But his prized possession is his Grab Buster, which can actually steal items and energy from its target. Hit him with Salt Water or the Mega Buster, and make sure to fire whenever he is in solid form to prevent him from using his Grab Buster against you. |

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NEPTUNE Neptune’s weapon is good for a laugh—salt water is useful for corrosion, but that’s about it. However, this obviously isn’t ordinary water, because it inflicts damage at a mere touch. Cut Neptune down with Photon Missiles or the Electric Shock (water conducts electricity, after all...) |

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PLUTO Shaped like a snow cat, this robot will plaster you with a fast and furious attack. He spends half of his time on the ground and half on the ceiling, so hit him with the Grab Buster while he’s on the floor, and nail him with the Bubble Bomb whenever he heads upward. |

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SATURN Saturn is bigger than he looks initially. He likes pulling the giant ring off his chest and hurling it around. His Black Hole can be annoying, but you can take him out quite easily with the Electric Shock. |

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URANUS This big guy is so big that he can move blocks around by merely jumping. Beware of this, as he can crush Mega Man and finish him in a breath’s time. But not withstanding this, Uranus leaves himself open to attacks a lot. Blast him whenever you aren’t dodging, and if you don’t mind risking hurting yourself, charge him a few times with the Break Dash. |

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VENUS Venus reminds me of Toad Man in some ways. His Bubble Bombs look delicate but explode with some force. You can take him out with a few Photon Missiles. |
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