For a description of what these stats mean, see the Stat Explanation page.

Open Menu: Yes
Charge Up: No*
Lose Charge: Yes*
Horizontal Recoil: 1 block
Vertical Recoil: 1 screen
Shots On Screen: Yes
Fall Off Ladder: No

* Charge stats relate to the Atomic Fire.
Elec Man1-018----
Ice Man18-12----
Fire Man114-2----
Cut Man1102-----
Flash Man10211-011:10
Quick Man1011010-02:10
Bubble Man1010002-0:0
Heat Man10000024-

  • For HE (Atomic Fire), the first digit is the damage done by normal shots, and the second digit is damage when shot is charged up.
  • Data compiled by Pixelboy.
Uses: ?
Obtained From: Heat Man
Characteristics: Chargeable
Appears In: MM2, MMI, MMWW
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: ?
Obtained From: Bubble Man
Appears In: MM2, MMI, MMWW, MMPF
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: ?
Obtained From: Fire Man
Appears In: MM1, MMI, MMWW
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.

Obtained From: Ice Man
Characteristics: Freezes
Appears In: MM1, MMI, MMWW, MMPB
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: ?
Obtained From: Enker
Appears In: MMI
Mega Man puts up a curved barrier in front of him which will repel certain types of energy. He can use this to reflect some enemy shots right back at the enemy. Try it on Sniper Joes, and of course, Wily’s final machine.

Uses: ?
Obtained From: Quick Man
Characteristics: Rapid-fire, Boomerangs
Appears In: MM2, MMI, MMWW, MMPF
Fires a rapid volley of small pink boomerangs. Useful in some cases but has short range.

Uses: ?
Obtained From: Elec Man
Characteristics: Multidirectional
Appears In: MM1, MMI, MMWW, MMPF
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
Appears In: MM2, MMI, MMWW
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.


Also Known As: Life Energy
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW
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, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW
These globes are the same as energy pellets except that more energy is refilled.

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

Appears In: MMI
This creates platforms which Mega Man can use as stepping stones. The beauty of these is that he creates them directly beneath his feet, and then lands on it (therefore, you have to be in the air to use this item). This means if you’re quick you can catch yourself if you’re about to fall onto spikes!


HP: 19AT: 1
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
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.

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
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, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, 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. Even after being defeated repeatedly by Mega Man, he has yet to give up.

HP: 19AT: ?
Number: RKN001
Weapon: Mirror Buster
Appears In: MMI, MMV
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.


HP: 19AT: 2-4
Number: DWN011
Weapon: Bubble Lead
Weakness: Quick Boomerang
Appears In: MM2, MMI, MMWW, MMPF
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 Quick Boomerang will slice and dice him well enough.

HP: 19AT: 4
Number: DRN003
Weapon: Rolling Cutter
Weakness: Fire Storm
Appears In: MM1, MMI, MMWW, MMPB, MMPF
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. The Fire Storm will take care of him.

HP: 19AT: 4-10
Number: DRN008
Weapon: Thunder Beam
Weakness: Rolling Cutter
Appears In: MM1, MMI, MMWW, MMPF
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: 19AT: 4
Number: DRN007
Weapon: Fire Storm
Weakness: Ice Slasher
Appears In: MM1, MMI, MMWW
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: 19AT: 2-4
Number: DWN014
Weapon: Time Stopper
Weakness: Ice Slasher
Appears In: MM2, MMI, MMWW
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. The Ice Slasher works well on Flash Man, or try a fully-powered Atomic Fire.

HP: 19AT: 4-8
Number: DWN015
Weapon: Atomic Fire
Weakness: Bubble Lead
Appears In: MM2, MMI, MMWW, MMPB, MMPF
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: 19AT: 5-10
Number: DRN005
Weapon: Ice Slasher
Weakness: Thunder Beam
Appears In: MM1, MMI, MMWW, MMPB
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: 19AT: 4
Number: DWN012
Weapon: Quick Boomerang
Weakness: Time Stopper
Appears In: MM2, MMI, MMWW, MMPF
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.

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Last update: March 1, 2002