DATA BASE

Game Play Stats

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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: 1/2 block
Vertical Recoil: 3 blocks
Shots On Screen: No**
Fall Off Ladder: Yes
Paused Refills: Yes

* Charge stats relate to the Atomic Fire.
** You can open the menu while Rush is on the screen, but not any of your weapons

Damage Data

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For damages from the first three games, see their respective pages. Some of the data might have been changed in this game, but most should be pretty accurate.

PCUGUICBOFIEL
Buster Rod.G13-1811
Mega Water.S10-3311
Hyper Storm.H11-1631
Fire Serpent21-2-01
Bouncing Ball10-1114
Buster Rod.G 213-1-11
Wily 111-1-14
Wily 212-0-64
Wily 311-1214
BUAIQUWOCRFLMEHE
Buster Rod.G44211½*011:9
Mega Water.S10111001:3
Hyper Storm.H00104021:6
Fire Serpent41101010:0
Bouncing Ball11012001:3
Buster Rod.G 204241011:3
Wily 101002001:3
Wily 201004014:12
Wily 310010011:3
SPSNNETOSHMAGEHA
Buster Rod.G00201118
Mega Water.S12101111
Hyper Storm.H20102121
Fire Serpent11101112
Bouncing Ball41000211
Buster Rod.G 200201416
Wily 140001012
Wily 200000008
Wily 321140002

Notes:

  • CR is “CL” on the weapons screen in the Wily Tower, but “CR” everywhere else in the game, so I use CR.
  • For HE (Atomic Fire), the first digit is HE fired normally, and the second digit is HE fully charged.
  • The CR (Crash Bomber) apparently deals one and a half units to Buster Rod, because it alternates. First hit does one unit of damage, second does two, third does one, and so on.
  • Fortress data from NES Boy.

Weapons

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Uses: 2 units
Obtained From: Air Man
Characteristics: Multidirectional
Color Scheme: Blue and white
Appears In: MM2, MMII, MMWW, MMPF
Air Shooter
Three small tornadoes fly upward in a tight group, spreading apart as they get farther up the screen.
Uses: 1 unit (6-10 charged)
Obtained From: Heat Man
Characteristics: Chargeable
Color Scheme: Red and yellow-orange
Appears In: MM2, MMI, MMWW
Atomic Fire
Fires spheres of red-hot energy. Can be charged up to increase the size and power of the sphere, but this also increases the energy consumed.
Uses: 1/2 unit
Obtained From: Bubble Man
Color Scheme: Gray and white
Appears In: MM2, MMI, MMWW, MMPF
Bubble Lead
A large bubble travels along the floor. Very powerful in that it can destroy most objects, even those the arm cannon alone cannot harm.
Uses: 4 units
Also Known As: Clash Bomber
Obtained From: Crash Man
Color Scheme: Salmon and white
Appears In: MM2, MMII, MMWW, MMPB
Crash Bomber
Shoots a bomb across the screen. Touching an enemy causes it to explode instantly; however, if it hits a wall or other solid object, it will attach itself and sit there for a few seconds before exploding. Very useful and powerful explosive.
Uses: 1 unit
Obtained From: Fire Man
Color Scheme: Orange and yellow
Appears In: MM1, MMI, MMWW, MMPU
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.
Uses: 1 unit
Obtained From: Gemini Man
Color Scheme: Light blue and white
Appears In: MM3, MMIII, MMWW, MMPB, MMPF
Gemini Laser
Fires a light blue laser forward. When the laser strikes a solid object it will rebound at an angle. If it strikes an enemy with a glancing blow, it will be shortened but continue to bounce around. In this way it is possible to take multiple hits with a single laser. Only one laser can be on the screen at a time, and it bounces for a time before dissipating.
Uses: 2 units
Obtained From: Hard Man
Color Scheme: Dark blue and light gray
Appears In: MM3, MMII, MMWW
Hard Knuckle
Fires a fist-shaped projectile that flies slowly forward and packs quite a punch (sorry, bad pun). Although not really an explosive, this can nevertheless take out certain walls and doors.
Uses: 1 unit
Obtained From: Bomb Man
Color Scheme: Green and white
Appears In: MM1, MMWW, MMPU
Hyper Bomb
Tosses traditional black bombs that explode upon landing or hitting something. The bombs move in an arc which makes aiming them a little more tricky.
Uses: 1 unit
Obtained From: Ice Man
Characteristics: Freezes
Color Scheme: Blue and white
Appears In: MM1, MMI, MMWW, MMPU, MMPB
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: 3 units
Obtained From: Wood Man
Color Scheme: Green and white
Appears In: MM2, MMII, MMWW, MMPB
Leaf Shield
A circle of green leaves surrounds the user. The shield can withstand hits from minor opponents, although some enemies may manage to get through it. Press any direction on the control pad to hurl the shield in that direction.
Uses: 2 units
Obtained From: Magnet Man
Characteristics: Homing
Color Scheme: Red-orange and light gray
Appears In: MM3, MMII, MMWW, MMPB
Magnet Missile
Shoots big red and white magnets. The magnets fly straight until they come across an enemy; then they will attempt to swerve upward or downward toward the foe. Their tracking is not very fine.
Uses: 1/4 unit
Obtained From: Metal Man
Characteristics: Aimable
Color Scheme: Olive and light yellow
Appears In: MM2, MMII, MMWW
Metal Blade
This is perhaps the most useful weapon in any Mega Man game. Blades can be fired in any of eight directions by pressing the desired direction before firing. They fly straight, affect most robots, and can be fired over 60 times on one stock of energy.
Uses: 1/4 unit
Obtained From: Needle Man
Characteristics: Rapid-fire
Color Scheme: Brown and white
Appears In: MM3, MMII, MMWW
Needle Cannon
Fires small cone-shaped projectiles forward. Very much like Mega Man’s built-in arm cannon except it fires needles instead of spheres of energy. Can rapid-fire—just hold down the button.
Uses: 1/8 unit
Obtained From: Quick Man
Characteristics: Rapid-fire, Boomerangs
Color Scheme: Pink and lilac
Appears In: MM2, MMI, MMWW, MMPF
Quick Boomerang
Fires a rapid volley of small pink boomerangs. Useful in some cases but has short range.
Uses: 1 unit
Obtained From: Cut Man
Characteristics: Boomerangs
Color Scheme: Gray and white
Appears In: MM1, MMI, MMWW, MMPU, MMPB, MMPF
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: 1/2 unit
Obtained From: Snake Man
Color Scheme: Green and white
Appears In: MM3, MMIII, MMWW
Search Snake
Produces small green snakes that travel across the floor and up or down any walls they encounter. Up to three can be on the screen at once.
Uses: 1/2 unit
Obtained From: Shadow Man
Characteristics: Aimable, Boomerangs
Color Scheme: Purple and lilac
Similar To: Metal Blade
Appears In: MM3, MMIII, MMWW, MMPF
Shadow Blade
Four-pointed ninja stars. These can be aimed much like the Metal Blade, but since they boomerang back, their range is limited.
Uses: 1 unit
Obtained From: Spark Man
Color Scheme: Salmon and white
Appears In: MM3, MMIII, MMWW
Spark Shock
Fires a sphere of energy straight. There is little variation to this one; however, the relatively large size of the sphere makes it pretty easy to use.
Uses: 2 units
Obtained From: Guts Man
Characteristics: Non-Firing
Color Scheme: Tan and white
Appears In: MM1, MMWW, MMPU
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
Obtained From: Elec Man
Characteristics: Multidirectional
Color Scheme: Olive and yellow
Appears In: MM1, MMI, MMWW, MMPU, MMPF
Thunder Beam
A classic and deadly weapon. This is a nicely animated beam of electricity that sparks its way across the screen. Trailers also shoot vertically, so that the weapon fires forward, up, and down simultaneously with each shot. The beam covers a lot of area and does insane damage.
Uses: Full
Obtained From: Flash Man
Characteristics: Full-screen
Color Scheme: Violet and lilac
Appears In: MM2, MMI, MMWW
Time Stopper
When activated, this stops nearly everything in the area in its tracks. This mode is sustained by constantly consuming weapon energy; when it is drained, the Stopper shuts off. Unfortunately, there is no way to fire or otherwise take an offensive while the Time Stopper is in effect, and there’s no way to turn it off early either.
Uses: Random
Obtained From: Top Man
Characteristics: Non-Firing
Color Scheme: Gray and light pink
Appears In: MM3, MMII, MMWW
Top Spin
Activate by jumping and pressing fire. The user will spin until he hits the ground. This weapon is extremely sporadic in its weapon energy use; sometimes a single spin will eat up all of the Top Spin’s energy, and other times, you can use it several times without using a single unit.

Items

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Also Known As: Life Energy
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MM11, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPU, MMGG, R&FWS
Energy Pellet
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, MM11, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPU, MMGG, R&FWS
Energy Capsule
These globes are the same as energy pellets except that more energy is refilled.
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MM11, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPU, MMGG, R&FWS
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.
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MM11, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPU, MMGG, R&FWS
Weapon Energy Capsule
These are the same as weapon energy pellets except that more energy is refilled.
Also Known As: Spare Body
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MM11, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPU, MMGG, R&FWS
1-Up
Extra lives. If you have one of these when you bite the dust, you’ll be given another chance at the stage, restarting at the furthest continue point that you’d reached.
Also Known As: E-Tank; Energy Can
Appears In: MM2, MM3, MM4, MM5, MM6, MM7, MM9, MM10, MM11, MMI, MMII, MMIII, MMIV, MMV, MMWW, MMGG
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.
Appears In: MM1, MMWW, MMPU
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.
Appears In: MM2, MMWW
Item-1
Creates platforms that drift upward. Mega Man can place up to three of them at a time. They disappear after a preset period of time.
Appears In: MM2, MMWW
Item-2
This is the predecessor to the Rush Jet. The jetboard begins moving shortly after Mega Man places it (so better hop on quick!) and cannot be maneuvered. It merely flies horizontally, and at a rapid pace to boot. It disappears when it runs out of energy or goes off the screen.
Appears In: MM2, MMWW
Item-3
This item is a platform that climbs walls. It is pretty useless unless you have a wall to attach it to; however, it can get higher than the Item-1 provided the wall goes high enough. When this item reaches the top of a wall or when Mega Man jumps off, it will reverse and begin climbing back down.
Appears In: MM3, MM4, MM5, MM9, MM10, MM11, MMII, MMIII, MMIV, MMV, MMWW, MMGG, R&FWS
Rush Coil
This is a springboard which enables Mega Man to leap greater distances. Just call Rush and then jump onto him. You’ll rebound off and soar almost to the top of the screen.
Appears In: MM3, MM4, MM5, MM7, MM8, MM9, MM10, MM11, MMII, MMIII, MMIV, MMV, MMWW
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).
Appears In: MM3, MM4, MMII, MMWW
Rush Marine
Mega Man rides this through water. It cannot be activated out of the water, although you can take it onto land once you’re in it and hop around if you so desire.

Characters

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HP: 28
AT: 1
Also Known As: Rockman; Rock
Number: DRN001
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MM11, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPU, MMPB, MMPF
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.
Appears In: MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MM11, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPF
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.
Also Known As: Dr.Right; Dr.Wright
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MM11, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPU, MMPB, MMPF
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.
Also Known As: Dr.Wiley; Dr.Waily
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MM11, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPU, MMPB, MMPF
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.
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
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.
Number: DRN002
Appears In: MM1, MM7, MM8, MM9, MM10, MM11, M&B, MMWW, MMPU, MMPB, MMPF
Roll
She was also built by Dr. Light as a housekeeping robot, and is Mega Man’s sister. Her name is designed to match Mega Man’s (Rock and Roll).
HP: 28
AT: ?
Number: MWN01
Appears In: MMWW
Buster Rod.G
This strange-looking robot sometimes fights in an unusual room as well. He carries a rod (it’s part of his name!) for use in attacking enemies.
HP: 28
AT: ?
Number: MWN02
Appears In: MMWW
Mega Water.S
As his name suggests this robot has an affinity toward water, but he can survive without it just fine. Actually he can be taken out with ice to good effect, so give it a try.
HP: 56
AT: ?
Number: MWN03
Appears In: MMWW
Hyper Storm.H
One of the only robots in Mega Man history to have two life energy meters visible on the screen at once. Despite his size and HP, however, he’s really not that hard to take down.

Robot Masters

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HP: 28
AT: 4-8
Number: DWN010
Weapon: Air Shooter
Weakness: Leaf Shield
Appears In: MM2, MMII, MMWW, MMPF
Air Man
Air Man is definitely an odd-looking Robot Master as he has no neck. It looks as though his mouth is the giant fan-shaped Air Shooter built into his chest, which can not only blow things around, but is also what produces his tornados. The small blue tornados, coupled with the fierce wind Air Man produces, can prove difficult to dodge. However, Air Man does not have a very hardy construction and a few good hits will finish him. Rumor has it you can also equip the Leaf Shield and stand behind him, where his tornados cannot reach...
HP: 28
AT: 4
Number: DRN006
Weapon: Hyper Bomb
Weakness: Fire Storm
Appears In: MM1, MMWW, MMPU
Bomb Man
This small robot was meant to use ordinary explosives for mining and construction purposes. Dr. Wily, however, found a better use for the bombs, and now Bomb Man chucks them rapidly at any enemies. He isn’t very durable, however, and as long as you can dodge his steady barrage of bombs, you can fell him easily. Fire Storm also works well.
HP: 28
AT: 2-4
Number: DWN011
Weapon: Bubble Lead
Weakness: Metal Blade
Appears In: MM2, MMI, MMWW, MMPF
Bubble Man
Bubble Man is a small aquatic robot complete with fins and a mask that he doesn’t really need. His Bubble Lead is certainly unique, for it is heavy except when underwater, yet flows like a bubble. Bubble Man also has a plasma cannon to keep you entertained while you are trying to dodge his bubbles, and he loves lairs with ceilings lined with spikes. The Metal Blade will slice and dice him quickly enough.
HP: 28
AT: 4
Also Known As: Clash Man
Number: DWN013
Weapon: Crash Bomber
Weakness: Air Shooter
Appears In: MM2, MMII, MMWW, MMPB
Crash Man
Do not be fooled by how quickly this guy falls to the Air Shooter, for without this weapon you are in for a fierce battle. Crash Man will pace his room rapidly, jumping your shots when you fire and returning fire with his Crash Bombs. A thorough dousing of bombs will make short work of any attacker, though the Air Shooter makes even shorter work of Crash Man. Don’t enter this battle without it!
HP: 28
AT: 4
Number: DRN003
Weakness: Super Arm
Appears In: MM1, MMI, MMWW, MMPU, MMPB, MMPF
Cut Man
This little robot has no arm cannons at all but instead he pulls the cutting blade off the top of his head and chucks it at you. Cut Man can move a decent clip but he isn’t blindingly fast. Use the Super Arm to hurl some rocks at him for a quick finish. The Fire Storm also works well.
HP: 28
AT: 4-10
Number: DRN008
Weapon: Thunder Beam
Weakness: Rolling Cutter
Appears In: MM1, MMI, MMWW, MMPU, MMPF
Elec Man
The dreaded Elec Man’s Thunder Beam is capable of destroying Mega Man with as few as three hits, so beware. Plus he moves at a decent enough clip to make himself worth watching out for. However, the Rolling Cutter works just as well against him as the Thunder Beam works on Mega Man. And his weapon is one of the best to have.
HP: 28
AT: 4
Number: DRN007
Weapon: Fire Storm
Weakness: Ice Slasher
Appears In: MM1, MMI, MMWW, MMPU
Fire Man
Fire Man can offer a fast and furious barrage of flames from his specially-designed arm cannons. However, the Ice Slasher will cool him off.
HP: 28
AT: 2-4
Number: DWN014
Weapon: Time Stopper
Weakness: Metal Blade
Appears In: MM2, MMI, MMWW
Flash Man
Flash Man’s weapon doesn’t actually do any damage; it merely freezes his opponent in place. This is why he also has plasma cannons to supplement his Time Stopper. Thus he can easily freeze his enemy before giving him a quick spray from his cannons. When Mega Man uses the Time Stopper he doesn’t have this luxury. Metal Blades work well on Flash Man, as do normal arm cannon shots.
HP: 28
AT: 3-6
Number: DWN019
Weapon: Gemini Laser
Weakness: Search Snake
Appears In: MM3, MMIII, MMWW, MMPB, MMPF
Gemini Man
Gemini Man is capable of doubling himself and does it often. Usually he and his clone will simply circle the room, bowling over anyone who gets in his way. He won’t fire unless you shoot first, at which point both Gemini Men will freeze, and the one on the ground will return the fire with his plasma cannon. Then they will start to circle again. If you destroy Gemini Man’s clone, his pattern of attack is completely different. This is when he will use his Gemini Laser. Use Search Snakes or his own weapon on him, remembering that he will jump when you shoot so don’t fire too close.
HP: 28
AT: 4
Number: DRN004
Weapon: Super Arm
Weakness: Hyper Bomb
Appears In: MM1, MMWW, MMPU, MMPB, MMPF
Guts Man
This is one of the strongest of the Robot Masters. Just him landing after a jump can cause an unsuspecting foe to lose his footing. Guts Man attacks by tossing huge boulders at his enemy. Bombs will make short work of him.
HP: 28
AT: 3-6
Number: DWN020
Weapon: Hard Knuckle
Weakness: Magnet Missile
Appears In: MM3, MMII, MMWW
Hard Man
Whatever you do, don’t let this monster land on you. He will seriously damage you if he does so. His Hard Knuckles are semi-seeking; they will attempt to head in your direction though their tracking isn’t very fine. Use Magnet Missiles and slide to dodge his leaps.
HP: 28
AT: 4-8
Number: DWN015
Weapon: Atomic Fire
Weakness: Bubble Lead
Appears In: MM2, MMI, MMWW, MMPB, MMPF
Heat Man
Heat Man can turn himself into a comet of fire and blaze across the room. Other than this, he attacks by tossing out bursts of fire. Bubble Lead will extinguish him quite quickly.
HP: 28
AT: 5-10
Number: DRN005
Weapon: Ice Slasher
Weakness: Thunder Beam
Appears In: MM1, MMI, MMWW, MMPU, MMPB
Ice Man
Ice Man is right in his element in the frozen arctic for which he was designed. When attacking he usually doesn’t move much at all but instead stands and fires large arrow-shaped Ice Slasher shots toward his target at varying heights. Surprisingly enough, fire isn’t the best thing to use on Ice Man. The Thunder Beam will finish him off faster.
HP: 28
AT: 2-6
Number: DWN018
Weakness: Spark Shock
Appears In: MM3, MMII, MMWW, MMPB
Magnet Man
Magnet Man has quite a magnetic personality. Not only are his missiles magnetic, but he is also capable of putting up a magnetic force field which draws enemies in and damages them upon contact. The Spark Shock will do him in with seven hits, though it is sometimes easier to use a plasma cannon or even Magnet Missiles, if you have them.
HP: 28
AT: 3-6
Number: DWN009
Weapon: Metal Blade
Weakness: Metal Blade
Appears In: MM2, MMII, MMWW
Metal Man
Metal Man’s Metal Blades are a prized reward, for they are perhaps the most useful of the Master Weapons. Metal Man can toss them out rapidly, but usually he won’t fire unless you shoot first, though occasionally he will chuck a Blade at you for lack of something better to do. He won’t move from where he is standing until you move in too close, so keep your distance and fire away.
HP: 28
AT: 3-6
Number: DWN017
Weakness: Gemini Laser
Appears In: MM3, MMII, MMWW
Needle Man
Needle Man can be deadly when he starts pelting you with his Needle Cannon. He can also lash out with the spikes on his head for a powerful blow. To get rid of this menace quickly, use the Gemini Laser. It may be difficult to aim, but needs to connect only four times to finish Needle Man.
HP: 28
AT: 4
Number: DWN012
Weakness: Time Stopper
Appears In: MM2, MMI, MMWW, MMPF
Quick Man
This infamous horned Robot Master actually isn’t as fast as his name suggests, though he can move at a decent clip. The biggest danger is lack of room to maneuver, for while bouncing around the room Quick Man will toss several Quick Boomerangs from the special shooter mounted on his arm. A fully-charged Time Stopper will hack away half of Quick Man’s energy, though, and Crash Bombs also make a serious dent.
HP: 28
AT: 4
Number: DWN024
Weapon: Shadow Blade
Weakness: Top Spin
Appears In: MM3, MMIII, MMWW, MMPF
Shadow Man
The dreaded Shadow Man will pummel you with a fast and furious attack. He usually tosses Shadow Blades three at a time, and is capable of sliding all the way across the room. Another unfortunate thing is that the weapon that works best on him is one of the hardest with which to hit. Take the Top Spin to Shadow Man to have the best chance; the number of hits needed are few but vary depending on how solidly you strike.
HP: 28
AT: 4-6
Number: DWN022
Weapon: Search Snake
Weakness: Needle Cannon
Appears In: MM3, MMIII, MMWW
Snake Man
One of the more unusual of the early Robot Masters, Snake Man is decorated as his name suggests, right down to the tail. He sends his small Search Snakes after his opponent or just plain runs him down. Snake Man cannot move very fast or jump really high, but often the layout of his room makes him nevertheless hard to dodge. His Search Snakes can be destroyed with several hits, and Snake Man himself can be destroyed most quickly by use of the Needle Cannon.
HP: 28
AT: 2-4
Number: DWN023
Weapon: Spark Shock
Weakness: Shadow Blade
Appears In: MM3, MMIII, MMWW
Spark Man
Spark Man does not have hands or cannons but instead two electrodes capable of producing electrical shocks. He can charge up and fire a larger shot by touching his electrodes to his head and accumulating energy. Spark Man is most easily finished with around seven Shadow Blades.
HP: 28
AT: 4-6
Number: DWN021
Weapon: Top Spin
Weakness: Hard Knuckle
Appears In: MM3, MMII, MMWW
Top Man
Top Man is one of the least durable of the Robot Masters, although he makes up for this by being impossible to hit while spinning. He can produce an unlimited number of tops to throw at you by pulling them off his head when he needs them. Hard Knuckles will knock him for a loop.
HP: 28
AT: 4-8
Number: DWN016
Weapon: Leaf Shield
Weakness: Atomic Fire
Appears In: MM2, MMII, MMWW, MMPB
Wood Man
Built to look as though he is made out of a tree trunk, Wood Man has a great defense in his Leaf Shield. Crash Bombs are one of the only weapons that can penetrate the special leaves. A burst of Atomic Fire is favored once Wood Man tosses away his shield, for a single fully-powered shot can destroy Wood Man if it hits solidly enough.