Saturday, 23 February 2019

Death Battle Predictions: Mega Man Battle Royale


Mega Man. This simple name has floated around for more than 30 years as one of the most beloved video game franchises of all time, with its namesake heroes clad in high-tech azure armor ever ready to fight for everlasting peace by kick all sorts of evil robot butt while armed to the teeth with the deadliest arsenals in gaming history. Over this runtime, the popular blue metal hero has had his fair share of reincarnations and alternate selves - many of whom have gone on to become celebrated figures in their own rights, and for the next episode of Death Battle, Capcom’s original generation super fighting robot returns to run the gauntlet against four of his most prominent successors to date in a massive free-for-all battle royale.

Mega Man, the classic Blue Bomber himself. Mega Man X, the peace-keeping Maverick Hunter. Mega Man Volnutt, the legendary Digger. MegaMan.EXE, the expert Virus Buster. Geo Stelar, the Shooting Star Mega Man. We’ve become familiar with the iconic shot of all five of them laying waste to foes with their mighty Mega Busters, but now those same weapons are about to turn on each other, along with every single tool of destruction they have wielded, to see which one of them can lay their claim as the sole undisputed strongest to ever bear their shared name. Through their respective careers, they have always been outnumbered, but never outgunned: which one of these battle-tested heroes will illustrate that very principle in a few days?

Background

Mega Man



In the year 20XX, world famous scientist Dr. Thomas Light, who was the foremost authority on robotics, created a new type of robot. One that possessed a great amount of artificial intelligence. These creations were the Robot Masters, and they were designed to do tasks that were considered too dangerous for humans, including arctic exploration, waste incineration, and...research on time travel? Anyway, everything was going well until Dr. Light’s former colleague, Dr. Albert Wily, stole the robot masters and reprogrammed them so that they would serve him in his quest to do what all evil scientists with an army of robots do: take over the world. However, he left two robot masters behind: the housekeeping robots Rock and Roll (get it? It’s a musical pun)

Rock, also sometimes known as Mega (for some stupid reason), seeing his father distraught and his brothers rampaging, offered to be converted into a combat robot who could stop Light’s creations and bring justice to Dr. Wily. And, within a few days, Rock became the blue armored robot who the world would come to know as Mega Man.

Mega Man X


Years after Rock’s transformation into Mega Man, and after he and his fellow Robot Masters had been powered down for good, Dr. Light knew that there would come a time when the world would need Mega Man again. But this time, knowing not what the future could bring, but knowing that it would bring threats far more dangerous than in the present, Dr. Light spent his final days creating a fully independent robot who possessed the ability to think, feel, and make its own decisions. He named this creation Mega Man X.

After years of working on his final creation, Light finally managed to complete X. But in order to make sure X would make the right choices and not break the rule of robotics, Light had one final task to do. He sealed X away in a capsule, which would give him different possible moral scenarios that he would simulate through for 30 years. Though since Dr. Light would not live long enough to see the results, the capsule remained closed for 100 years until X was found by the mysterious Dr. Cain.


Dr. Cain, fascinated with X, decided to build an entire set of robots that functioned like X called Reploids. But without the simulations X had, and with a virus leaking out of a capsule in the abandoned lab of Dr. Wily, some of these Reploids became violent and attacked others. These were known as Mavericks, and they needed to be stopped. Fortunately, X and a few other reploids became Maverick Hunters, and they were led by the mighty Sigma. All went well until Sigma’s encounter with Zero, which ended up driving Sigma to become a maverick while Zero became a hunter. With Zero being the best in the business, X looked up to him. And when Sigma launched his first ever all-out attack on humanity, X joined the fight to stop him, rising through the ranks to become a top-class Hunter.

Mega Man Volnutt


Thousands of years into the Classic timeline, after years of endless strife, the world was mysteriously covered in an endless ocean of water. Only the areas with the highest altitude remained as islands over the endless sea. When the famous digger family of Roll and Barrell Caskett discovered the body of a mysterious blue robot, they took him in as one of their own and began to explore ruins left after the cataclysmic flood in an attempt to find the rumored Mother Lode, the ultimate treasure, as well as the whereabouts of Roll’s parents.

Much later, the newly named Volnutt was discovered to truly be known as Mega Man Trigger, who lived as a Purifier Unit on the artificial moon known as Elysium. There, Volnutt served the Master, one of the original humans who had been alive for thousands of years. After requesting Volnutt to see Terra with him, the planet Elysium orbited, the Master realized that the Carbons who lived there, although mortal, lived happy lives through strife and hardship. The Master requested that Trigger eliminate all genetic data of the original humans on Elysium to leave all of the sterile world of Elysium to rot, and to let Volnutt live a happier life amongst the Carbons. Sera, the Mother Unit, was jealous of the close relationship between the Master and Trigger, and could not understand why the two were happy. Sera pursued Trigger in fear of him being defective, while Yuna, the Mother Unit who governs the planet of Terra, took a neutral stance towards Trigger. Frustrated with Yuna, Sera traveled to Terra and fought both Yuna and Trigger to a standstill.

Volnutt and Sera had almost perished in the battle, so Yuna took the opportunity to seal the two away on separate parts of Terra. Fortunately, Volnutt entrusted his memories to Data the Monkey, a long time friend of his. When Volnutt was unearthed, the treks through Ruins alongside the Casketts would allow Volnutt to rediscover his past and save what was left of the world from the remaining Units who governed their respective systems, intent on destroying all Carbon life on them.

MegaMan.EXE


In an alternate timeline, Dr. Light (or Dr. Hikari) decided that robots weren’t the future of technology, and instead decided to focus on a cool piece of technology called the Internet. Humanity became incredibly reliant on this new technology, which soon became a part of their everyday life (seriously, there are trees that have internet access points stuck into them). Dr. Light’s grandson, Lan Hikari, grew up in such a life while his father was a famous scientist who helped with the net. Unfortunately, as is the case, some people tried to use the internet for evil purposes, and sent viruses out to disrupt human life, including the terrorist group known as WWW (pronounced as World Three), led by the villainous Dr. Wily. Thankfully, humans created special programs known as NetNavi’s to combat these viruses, including Lan’s father who created a NetNavi unlike any other.

When Lan was born, he actually had a twin brother, named Hub. Sadly, Hub died during childbirth, but Lan’s father had a plan. He would take Hub and, somehow, turn him into a living program who could work with Lan and become the most powerful NetNavi around. And this NetNavi would become known to all as MegaMan.EXE.

Star Force Mega Man


Geo Stelar was the son of a great astronaut. And, let’s be honest, with a name like GEO STELAR, you’re pretty much guaranteed to be a space guy. He and his daddy lived together happily for awhile, until Kelvin Stelar disappeared on what was supposed to be a routine mission to the satellites orbiting the planet. This caused poor Geo to get stricken with clinical depression, barely ever leaving his house except stargazing (although if he wasn’t going out to get food he probably would have starved). Eventually, his stargazing took him into contact with an EM alien being, the creature Omega-Xis. Although at first Geo declined Omega’s offer of fusion, he realized the EM Aliens weren’t going to stop coming, and not all of them were friendlies. So, in a decision that changed his life forever, Geo fused with Xis, and took up the mantle of Mega Man.

Powers / Abilities / Equipment

(Note: For the sake of brevity, we’ve decided to try and slim down certain sections for the combatants, as it would take a long time to go through everything all five of these characters have. Links to a full list for each shortened section will be given though.)

Mega Man

Mega Buster

Mega Man’s default weapon. The Mega Buster fires solar-powered plasma shots after transforming Mega Man’s arm. And after upgrades from both Dr. Light and Dr. Mikhail Cossack, it can fire charged shots as big as Mega Man’s body. Mega Man can also fire two Mega Busters at once, but it puts him at a severe risk of overheating, which can shut down his systems.

Variable Weapon System

Upon defeating enemy Robot Masters, Mega Man can take a weapon from them and use it as effectively as the original owner, though he only has so much ammo for each. Over the years, Mega Man has taken various weapons from his opponents, including:
  • Rolling Cutter: A set of ceramic titanium shears that is thrown like a boomerang.
  • Super Arm: Increases Mega Man’s physical strength, allowing him to lift blocks weighing up to 2 tons. In Power Fighters the Super Arm gives Mega Man the ability to shoot out boulders.
  • Ice Slasher: Sends out ice that freezes enemies in place.
  • Hyper Bomb: Throws out a bomb that explodes after a delay.
  • Fire Storm: Shoots a fireball while simultaneously creating another one that acts as a shield for Mega Man. The heat from these flames can possess a temperature of up to 8,000 degrees Celsius (or 14,432 degrees Fahrenheit).
  • Thunder Beam: Fires out a bolt of electricity forward, above him, and below him.
  • Metal Blade: Throws a blade made out of “Ceratanium” (short for Ceramic Titanium). the most broken weapon in the series.
  • Air Shooter: Fires three tornadoes forward that spread out.
  • Crash Bomber: Fires a bomb that sticks to walls and detonates after a while. Destroys certain types of walls.
  • Time Stopper: Temporarily freezes time. Only usable once before needing to be refilled and prevents Mega Man from firing his weapons. In Super Adventure Rockman this weapon instead shoots a projectile that freezes time for a few seconds, allowing Mega Man to attack the frozen enemy with more shots from the Time Stopper, or switch to another weapon and attack with that.
  • Leaf Shield: Creates a set of leaves that encircle Mega Man, protecting him. Can also be launched.
  • Hard Knuckle: Shoots forward a fist that starts slow, but can destroy certain walls.
  • Top Spin: A powerful, but short-ranged, pirouette.
  • Spark Shock: Shoots a small electrical attack forward that can stun enemies.
  • Shadow Blade: Throws a shuriken forward that boomerangs back after reaching a certain range.
  • Rain Flush: Fires a satellite into the air which then creates acid rain in the area, even when indoors.
  • Skull Barrier: Protects Mega Man from attacks with skull-shaped energy pellets.
  • Gravity Hold: Adds weight onto nearby enemies and then reverses gravity. If they’re heavy enough, they go flying into the sky.
  • Water Wave: Shoots several geysers of water that travel along the ground.
  • Power Stone: Creates two boulders that circle around Mega Man, smashing into enemies.
  • Charge Kick: One of the greatest attacks in the entire series. It’s a stronk slide.
  • Centaur Flash: Creates a spatial distortion which freezes time and damages enemies in the process.
  • Flame Blast: Creates a ball of fire that erupts into a pillar of flame when hitting the wall or ground.
  • Plant Barrier: Creates a barrier of petal-shaped condensed energy. Ignores shields.
  • Danger Wrap: A bomb encased in a bubble.
  • Slash Claw: Creates a short-ranged energy beam. It cuts things apart, doesn’t it?
  • Tornado Hold: Shoots forward a green fan that makes a column of wind. Can lift Mega Man up into the air.
  • Astro Crush: Creates several powerful pink asteroids that damage enemies around Mega Man.
  • Copy Vision: Makes a holographic copy of Mega Man that constantly fires forward.
  • Flame Sword: Slash Claw, but on fire.
  • Mirror Buster: When a projectile touches it, it shoots back a powerful wave of energy.
  • Sakugarne: A pogo stick that Mega Man can ride on. Disappointment incarnate.
  • Jewel Satellite: Creates several gem-shaped projectiles around Mega Man that protect him, which he can fire as projectiles forward.
  • Black Hole Bomb: Sends forth a small bomb that detonates manually. When it does, it makes a black hole-like object that sucks in nearby enemies and projectiles.
  • Thunder Wool: Makes a small cloud that floats up until it reaches a certain height, where it shoots down a bolt of lightning.
  • Acid Barrier: Surrounds Mega Man in a ball of acid that protects him from projectiles. He can also use the acid as ammo to fire acid shots.
  • Tundra Storm: Creates a freezing column of wind where Mega Man is standing.

Double Gear System

First developed by Dr. Wily before his rivalry with Dr. Light, the Double Gear System was designed to give robots “unstoppable power and insurmountable speed”. In Mega Man 11 Wily completed the design and installed them into his new legion of abducted Robot Masters, in order to counter this threat, Mega Man requested that Dr. Light instead the original prototype into his circuitry.

As its name implies, there are two components to this system. The blue Speed Gear increases Mega Man’s speed to the point where he perceives time as slowing down for him, whereas the red Power Gear enhances the attacks of his buster and Special Weapons. Overuse of these individual gears causes the system to malfunction, robbing him of further use until the cooldown period ends. When low on health, the actual Double Gear option is made available; allowing him to use both gears for a short burst at the expense of a longer cooldown and losing the ability to Charge Shots. While the Speed Gear itself does not make Mega Man faster, upgrading it with the Speed Gear Booster can actually allow Mega Man to move at the same speed as normal while everything else around him seems to slow down.

Mega Arm

An upgrade Mega Man used when battling against the Stardroids, who were able to resist the Mega Buster. The Mega Arm is more powerful than the regular Mega Buster and shoots a rocketing fist that comes back. It can also grab smaller items like certain pickups from far away and pull them back towards Mega Man.

Ceratanium Armor

Mega Man, as very clearly seen, doesn’t just go into battle with a shirt and shorts. His armor helps to keep his systems protected and houses his main weapon. His armor is made of Ceramic Titanium, aka Ceratanium, which is lightweight, but durable, allowing Mega Man to run around freely while also being protected.

Transport Items

Items that help Mega Man traverse through stages because it still hasn’t crossed Dr. Light’s mind to install a dash or wall jump feature (don’t worry he does eventually give it to Mega Man….X).
  • Magnet Beam: A special item that lets Mega Man shoot out a beam that can be used as a platform.
  • Item 1: Gives Mega Man the ability to create up to three floating platforms that can also be used for a platform.
  • Item 2: A kickass jet sled that can be used to win all the sledding contes- I mean traverse long gaps.
  • Item 3: Creates a crawling platform that can be used as an elevator because Mega Man can’t wall jump compared to literally everyone else.
  • Wire: An item that lets Mega Man attach to the ceiling….and nothing else.
  • Balloon: Similar to Item 1, creates a floating platform for Mega Man to stand on but for the Balloon he can summon up to eight.
  • Super Arrow: Fires a plunger arrow that both damages enemies and sticks to walls to create a temporary platform because that is JUST what Mega Man needs, more platforms.
  • Carry: Creates a floating platform like Item 1 and Balloon but can only create one at a time so it is kind of useless in comparison.

Items & Parts

Items Mega Man finds lying around a Robot Master’s lair because they are too lazy to leave the final room or purchases from Auto or Dr. Light because they keep trashing all his equipment each game.
  • Energy Tanks: A tank that restores health when drank. The maximum amount of E Tanks he can carry is nine.
  • Weapon Tank: A tank that restores the energy of all of Mega Man’s special weapons. As with E-Tanks he can store up to nine.
  • Super/Mystery Tank: A tank that restores all of Mega Man’s health and weapon energy. He typically only holds one of each.
  • Energy Balancer: A device that allows Mega Man to restore energy to a single special weapons when he picks up a weapon capsule without needing to switch to them. It can also be upgraded to the Energy Balancer Neo which recharges all of Mega Man’s weapons when he picks up a weapon capsule.
  • Shock Guard: Absorbs the impact of landing on spikes, only used once.
  • Enemy Analyzer: Enhances Mega Man’s COM SYSTEM and gives it the ability to analyze enemy data and uncover weak points.
  • Super Recover: Increases energy restored from pick up items.
  • Counter Attacker: Increases offensive power when low on health.
  • Energy Saver: Reduces energy used by special weapons.
  • Damage Absorber: Restores weapon energy every time damage is received.
  • Super Armor: Reduces the amount of damage received.
  • Auto Charger: Charges the Mega Buster automatically.
  • Auto Recover: Slowly recovers life energy.
  • Hi-Speed Charge: Reduces charge time for the Mega Buster.
  • Power Shield: Prevents Mega Man from being knocked back when he takes damages.
  • Shooting Part: Allows Mega Man to fire up to five Mega Buster shots at once.
  • Laser Shot: Changes the Mega Buster to a powerful laser beam.
  • Arrow Shot: Changes the Mega Buster to a strong arrow projectile.
  • Hyper Slider: Increases the speed of Mega Man’s slide.
  • Rapid Part: Fires three Mega Buster shots at once instead of one.
  • Boost Part: Increases the speed of the Mega Buster shots.
  • Spike Boots: Adds grip enhancing spikes to Mega Man’s boots to reduce sliding on icy surfaces.
  • Shock Absorber: Negates recoil from high powered Mega Buster shots.
  • Speed Gear Booster: Allows Mega Man to move faster when activating the Speed Gear.
  • Energy Dispenser: Reduces Mega Man’s life energy at the start so he has access to Double Gear instantly.
  • Cooling System: Provides more efficient heat removal so the gear gauge recharges faster.

Sliding

A maneuver where Mega Man slides forward on the ground to gain a burst of speed and go under attacks that aim for his upper body.

Teleportation

While not really used in battle, Mega Man can teleport to wherever he needs to quickly. This is helpful when Dr. Wily is, say, attacking different parts of the world and Mega Man needs to get somewhere quickly.

Mega Upper

Mega Man performs a powerful jumping uppercut to send enemies flying.

Companions

Robotic assistants that support Mega Man on his weekend trips to Wily Castle because Wily can’t seem to go five minutes without wanting to cause mass terrorism. Each of them are built with a sensor function that allow them to know Mega Man’s location and teleport to him if needed.

  • Rush: A good boi who is always ready to assist his owner through a variety of function such as:
    • Rush Jet: Transforms Rush into a flying sled that Mega Man can ride.
    • Rush Coil: Causes a coil to appear from Rush’s back which can be used to jump to higher areas.
    • Rush Marine: Transforms Rush into a submarine that can traverse underwater freely.
    • Rush Space: Transforms Rush into a vehicle that can quickly traverse through space.
    • Rush Search: Summons Rush to search for hidden items.
    • Rush Item: Summons Rush to supply Mega Man with a random item. It doesn’t always work, however.
    • Rush Bike: Transform Rush into a sick motorcycle that can be ridden for increased mobility. Rush can also fire lemons from his mouth just like Mega Man does with his buster.
    • Rush Bomber: Summons Rush to fly overhead and drop bombs on
    • Rush Health: Summons Rush to drop health items from above.
    • Rush Roadstar: A modified Rush that is made to be driven like a car.
  • Beat: A ro-birb that was created by Dr. Cossack to assist Mega Man in his battle against Wily. In his appearances, Beat can either fly at enemies to attack them, create a shield around Mega Man to protect him, or save him if he falls down a bottomless pit and carry him back to safety.
  • Eddie: A cybernetic suitcase equipped with a material transfer unit that allows him to supply Mega Man with an unlimited number of items. However, due to his construction being incomplete Eddie is unable to choose what items he gives Mega Man. During the events of Mega Man 8 Eddie was equipped with a jetpack in order to deliver items to Mega Man enemies, those items being a nigh infinite supply of bombs.
  • Tango: A robotic cat that attacks enemies by rolling toward them.

Also, when Mega Man, Rush, Beat, and Eddie combine, they temporarily form Hyper Mega Man. In this form, he can shoot energy projectiles, missiles, and a massive beam from the Mega Buster.

Adaptors

Special items that allow Mega Man to merge with Rush. There are three different adaptor types.
  • Power Adaptor: Increases Mega Man’s strength and allows him to shoot short-ranged energy punches.
  • Jet Adaptor: Gives Mega Man a boost in his jumps, allowing him to fly for a short time
  • Super Adaptor: A bit of a mix of the previous adapters, allowing Mega Man a mid-air boost to his jumps and a powerful rocket punch that can boomerang back to him like the Mega Arm can. It also increases Mega Man’s defenses a little. The only downside is that the suit is so bulky that Mega Man has to stay upright while using it.

Mega Man X

X-Buster

X’s go-to weapon, the X-Buster can shoot plasma shots just like Mega Man’s Mega Buster. Also like Rock, it can be charged up to blast a larger shot, but X can also fire a cross Charge Shot, which creates multiple blasts to hit multiple times. In the manga, the buster can also apparently draw energy from its surroundings to charge itself if X finds himself lacking in energy to do it himself. X also has a variety of different busters that have different effects. There are upgraded forms, like the X-Busters MKII and MKIII, but he also has:
  • Guard Buster: Lower power, but increases X’s defense.
  • Scope Buster: Has a higher chance at landing critical hits.
  • Limit Buster: Very reliable, and can even finish off enemies in one hit if lucky.
  • Fire Buster: Shots are imbued with fire.
  • Ice Buster: Shots are imbued with ice.
  • Thunder Buster: Shots are imbued with electricity.
  • Gatling Buster: Fires an eight shot round, but each shot has lower accuracy than normal.
  • Aero Buster: Has a higher chance at striking aerial enemies.
  • Brave Buster: Deals more damage if X takes damage before firing.
  • Turbo Buster: Puts more energy into a Quick Charge attack and deals more damage if X’s WE is high.

Variable Weapon System

Just like Rock, X can copy the weapon data of enemy robots that he’s defeat. In this case, he gets them from Mavericks, and he has a lot of them, such as:
  • Shotgun Ice: Shoots out a spiked ball of ice that can break apart and split off into smaller shards. When charged, it creates a fast sled for X to ride on and increase speed.
  • Electric Spark: Fires electric spheres that can split in two if it makes contact with a wall. When charged it fires off an electric wall in front of and behind X.
  • Rolling Shield: Fires off a spherical ball of energy that rolls along the ground. When charged it will create a shield that will protect X from weaker attacks but can break if the damage is too high.
  • Homing Torpedo: Sends out multiple small torpedoes that home in on the opponent and explode. When charged, the torpedoes are much larger and faster, and 4 are fired simultaneously.
  • Boomerang Cutter: Fires crescent cutters that fly in an arc forward before returning to X. These can also grab items. When charged up, four large boomerangs spiral around him diagonally.
  • Chameleon Sting: Fires a bolt of energy that splits in three shortly after. When charged it changes the color of X’s body to a rainbow which makes him temporarily invulnerable to attacks.
  • Storm Tornado: Fires a wide horizontal tornado out of his buster. When charged up, it creates two massive vortexes that sweep up everything in their path.
  • Fire Wave: Releases a wave of flames that X can continuously do until he is out of ammo. When charged, he will release a wave of flames that travels across the ground.
  • Sonic Slicer: Fires out two small, but fast, cutters that ricochet off of walls and ceilings, and don’t disappear until they fly into the sky or hit something they can’t bounce off of. When charged, X fires his buster into the sky, sending five much larger slicers into the air, before they all come crashing down.
  • Spin Wheel: Fires off a razor sharp disc to cut through things. When charged, it will turn into 8 energy bolts when it hits something. These energy bolts also go through walls.
  • Speed Burner: Shoots a pair of intertwined fireballs that travel in a straight path in the direction X is facing. When fired, the two fireballs will also leave a trail of smaller flames behind which also damages enemies. When used underwater however, the fireballs turn out to be a pair of non-flaming drones which inflicts little damage. A fully-charged Speed Burner will cause X to dash forward at high speed while engulfed in flames, damaging anything in his path. This can be performed on the ground or in the air. If used underwater, X will still air dash and flash, but will not be surrounded by flames, and he cannot damage enemies.
  • Tornado Fang: Fires out a spinning drill capable of digging through soft walls and penetrating tougher ones. When charged, it lets X keep one in his arm cannon, using it as a makeshift melee weapon.
  • Triad Thunder: Creates an electric triangle shield around X, which quickly shoots off in three directions, electrocuting enemies. When charged, X can unleash a powerful shockwave through the ground, sending off sparks that travel far from him.
  • Gravity Well: Shoots a ball that releases a high-gravity zone to crush enemies. When charged, X releases it upwards and creates a black hole. It then sucks up enemies even if they are on the ground.
  • Frost Shield: Fires out an ice-covered missile. When it impacts on something, it breaks off into three ice spikes that land on the ground and damage anything that lands on it. When charged, X creates three icicles that stick to his buster, and block any incoming projectiles before sliding off after several seconds.
  • Lightning Web: Fires out an electric web that can be jumped or climbed on. When charged, it shoots out 9 webs than can electrocute and paralyze enemies, while trapping them underneath.
  • Double Cyclone: Holds both arms outward and releases two green wind energy balls on each side of him that curve upward for a preset distance before disappearing. If one of the energy balls hits an enemy, it will stay in place before it disappears. When charged, X fires two green cyclones from both sides of him that go all the way past the screen.
  • Rising Fire: Raises his arm in the air and shoots a fireball upwards. Because the fireball that is shot out only goes straight up, this weapon has very limited horizontal range. When charged, X performs a flaming uppercut that makes him go up in the air for a bit, and after the uppercut has been executed, a large fireball is then shot upwards, similar to the weapon's normal fire.
  • Frost Tower: Generates a large, jagged ice block that can block attacks. Enemies who touch the block automatically get hurt. X can stand inside of the block, and when used in the air, the block will fall straight to the ground. This can crush enemies. The block explodes into shards of ice after a certain amount of time. When charged, X sends down gigantic ice shards that fall down the screen. There are four waves to this attack and the amount of shards that fall down is equal to the number of the wave, resulting in a total of ten shards used for the attack.
  • Twin Slasher: Fires two purple energy crescent blasts that travel diagonally from each other. These energy blades quickly travel across the screen and gradually increase in size. It is capable of going through walls and terrain. It has high speed and low energy cost. When charged up, Mega Man X fires eight energy crescents forward, with four on each side. These crescents are also capable of going through walls and provide a better range than when fired normally.
  • Goo Shaver: Fires an icy gel that sticks to a surface. When charged up, X creates four ice blocks in front and behind him that get launched in the air before landing.
  • Dark Hold: Stops time itself. Time will remain stopped until either X has no more ammo, he switches his weapons, or he uses a Giga Attack. While time is stopped, he can use his X-Buster and rack up the damage with energy blasts.
  • Explosion: Generates a ball of powerful, but slow moving, energy. When charged up, X surrounds himself in many explosions.
  • Gaea Shield: Creates a large shield make out of stone to defend X. When charged, it creates two large boulders that split off in two directions.
  • Search Snake: Fires off a robotic snake missile that crawls across the ground and walls until it hits an enemy. He only used this weapon in his appearance in the Mega Man cartoon.

Armors

Weapons aren’t the only thing X can collect. Knowing X may need help in the future, Dr. Light created capsules with several armor pieces that X can collect in order to make him stronger and give him several new and nifty abilities.

  • Armor of Light: Lets X dash on the ground, reduces damage by half, lets him charge up his buster to a third level of power, and makes blocks that are jumped into destroyed.
  • Second Armor: Can be used to find hidden passages and items, allows X perform an air dash, gives him a second buster, lets him charge his busters up to a fourth level of power, and gives him the ability to use the Giga Crush technique, an attack that wipes away everything around X after he takes enough damage.
  • Third Armor: Allows X to air dash twice, reduces damage by half, can create an orange forcefield that reduce damage even more, gives him a second buster, lets him charge his busters up to a fourth level of power, reduces energy spent for his Special Weapons, lets him find hidden items, powers up the Z-Saber, and regenerates his health slowly.
  • Force Armor: Lets X fire uncharged Special Weapons without wasting energy, allows him to charge four Charge Shots at once, turns his Charge Shots into plasma, lets him air dash and hover, and lets him use Nova Strike, a powerful rushing attack that makes him invincible.
  • Falcon Armor: Lets X use an upgraded Charge Shot called the spear charged shot, makes his Special Weapons consume less energy, lets him move around freely in the air for a limited amount of time, and allows him to use a Giga Attack that sends speared charged shots all around him.
  • Gaea Armor: Halves damage received, makes X able to walk on spikes, lets him cling to walls without sliding off, makes him only able to go to a second level for his Charge Shot in turn for a more powerful Charge Shot called the Gaea Shot, and converts damage into energy for a Giga Attack where he sends out a large energy shot forward.
  • Blade Armor: Increases the amount of weapon energy X has, reduces the amount of weapon energy spent, halves damage received, allows him to shoot a smaller plasma shot that hits multiple times, perform a charge attack with the Z-Saber, lets him charge on an air dash that goes farther and goes in any direction, and converts damage accumulation into a Giga Attack where X releases a double energy wave from the Z-Saber.
  • Shadow Armor: Lets X swing the Z-Saber much faster, reduces damage by half, makes normal shots shaped like shurikens, lets him perform a charge attack called the Enzukirin, which is a powerful Z-Saber slash that hits multiple times, lets him walk on spikes, lets him stick to walls and ceilings, and the reduced damage taken converts into energy for a Giga Attack where X performs a double Enzukirin that circles around him three times.
  • Glide Armor: Doubles the distance that health and weapon energy pellets gets absorbed, lets X Glide Dash, which makes him fly forward why descending slowly, fires three homing bullets after a Charge Shot, halves damage, eliminates knockdown, and allows X to perform a Giga Attack.
  • Neutral Armor: Lets X combine parts of the Icarus and Hermes Armors.
    • Icarus Armor: Surrounds X in a blue forcefield when jumping upwards, halves damage and removes recoil, reduces the level for a fully charged shot, doubles the height of his jump, and allows him to perform an attack called Giga Crash.
    • Hermes Armor: Doubles the charge speed of all weapons, makes X invincible to very weak attacks, fires three semi-charged shots that pierce defenses when a Charge Shot is fully charged, doubles running and dashing speed, turns him invisible when dashing, and lets him perform a technique called X-Drive, which boosts all of X’s stats for a limited time.
  • X Fire: Increases X’s health, power, and speed, reduces damage taken from combat/shot attacks by half, and makes his buster shots imbued with fire.
  • Ultimate Armor: Has all the abilities of the Force Armor, gains two gigantic guns for each hand, lets him use Nova Strike an unlimited amount of times, and makes all energy used for Special Weapons unlimited.

Ride Armors

Giant mechs that X can pilot. Regular ones, which usually come in green or red, can dash, jump, or punch enemies, but there are a variety of different Ride Armors, such as:

  • Rabbit Ride Armor: Has spiked fists that can be spun to charged up, which damages enemies continuously. When fully charged, it will dash forward for a spiked punch. It can also hover for a bit in the air.
  • Chimera Ride Armor: Acts like the standard Ride Armors, but is the template for three other types.
    • Frog Ride Armor: Can jump long distances and swim underwater, where it is most effective. It can fire homing torpedoes (that don’t work as well on land) and jump incredibly high underwater by using its propeller.
    • Hawk Ride Armor: Can launch missiles in groups of two and hover and rise upwards for a few seconds.
      • Eagle Ride Armor: An upgraded version of the Hawk Ride Armor. It can hover infinitely, perform an air dash, and fire off masses of plasma and homing rays.
    • Kangaroo Ride Armor: Has spikes on its fists, and can spin them around on chains. It can also dash while doing this.
  • Raiden Ride Armor: Can survive in lava, perform fiery and energy slash and stab attacks, and charge forward with an energy lance.
    • Raiden II Ride Armor: An upgraded version of the Raiden Ride Armor. It has four legs and a drill arm.
  • Gouden Ride Armor: Equipped with a large cannon that shoots projectiles.
  • Cyclops Ride Armor: Can perform powerful piston punches, hover for a short time, and has an electromagnetic gun that stuns enemies.
  • Golem Ride Armor: Can hover for a short time and can attack physically with its drill and claw.

Force Metals

A set of extraterrestrial metal that was discovered in the year 22XX after a meteor crashed into the Pacific Ocean. Equipping this metal enhances the strength and intellect of Reploids, though high amounts can cause Maverick-like symptoms. X can equip up to four Force Metals at once, such as:
  • X Heart: A metal exclusive to X that instantly revives him once her battle.
  • Supra Force Metal Alpha: Restores some of X’s life energy and refills up to half of his weapon energy every turn.
  • Supra Force Metal Beta: Greatly enhances X’s power, defense and speed.
  • Block All: Gives X immunity to a variety of status effects such as virus, blind, bind, freeze, berserk, and DOA (instant kills).

Z-Saber

After Zero disappeared following the events of Mega Man X5, X took up his friend’s signature weapon. Due to lacking Zero’s proficiency with it, he doesn’t generally use it for combos, rather just swinging it once.

Items & Parts

A set of items and gear X can obtain if he robs locations he visits, kills powerful Mavericks, or buys from the local drug store. Note: compared to Classic Mega Man, X already has various features installed, such as the Energy Balancer.
  • Sub Tank: An item that stores collected life energy to be used at a later time. Compared to E Tanks, they require X to collect life energy (or by Command Mission, get their energy refilled at a healing station) before they can be used, but they can be used an indefinite amount of times. By Command Mission, X can carry up to 12 Sub Tanks.
  • Weapon Sub Tank: Like a Sub Tank, but stores weapon energy to be used at a later time. X usually only carries one.
  • Life Tank: Like a Sub Tank in that it can store life energy to be used at a later time. It can also receive upgrades to double its carrying capacity. X carries two in X8.
  • Weapon Tank: Works exactly like a Life Tank, but with weapon energy, and can be upgraded to double its carrying capacity. X only carries one in X8.
  • Prickle Barrier: Protects against spikes, but only once.
  • Spare Energy: Restores partial life if defeated but does not protect against instant kills, such as spikes.
  • Gain Hyper: Restores the amount of turns X can remain in Hyper Mode to the maximum.
  • Boost Power / Armor / Shield / Speed: Items that enhance a specific stat by 25% for the duration of battle.
  • Unlock Limiter: Increases all parameters by 150% for 3 turns.
  • Mega Fire / Blizzard / Thunder: Items that attack a single enemy with fire, ice, or electricity.
  • Ultra Fire / Blizzard / Thunder: Items that attack all enemies with fire, ice, or electricity. Twice as powerful as the Mega versions.
  • Liquid Suffocation: Possibly freezes an enemy solid.
  • Chaff: Possibly blinds an enemy.
  • Hacking: Possibly makes an enemy go berserk and concentrate attacks on one unit.
  • Shock Buffer: Reduces stun time when damage is taken.
  • Hyper Dash: Increases dashing distance.
  • Super Recover: Increases energy gained when an energy capsule is picked up.
  • Quick Charge: Allows X to charge his weapons at a much faster rate.
  • Burst Shots: Allows X to fire five shots instead of three.
  • Jumper & Speedster: Self explanatory.
  • Speed Shot: Increases the speed of X’s projectiles.
  • Buster Plus: Increases damage caused by the X Buster.
  • Ultimate Buster: Allows X to fire charged shots without charging his buster. This also applies to his special weapons.
  • Damage Converter: Damage taken restores energy for the Giga Attack and special weapons.
  • Spike Walker: Reduces speed of sliding down walls.

Wall Kick

A maneuver where X kicks off a wall to gain height.

Teleportation

A way for X to travel to get to mission to mission by traveling as a beam to his destination. It isn’t really used in combat.

Regeneration

X can regenerate his body, even when completely destroyed.

Hadoken

X launches out a powerful energy projectile that he stole from Street Fighter. However, X needs to be at full vitality to use it, so it can be tricky to activate.

Shoryuken

X jumps in the air and performs a powerful, fiery uppercut that he also stole from Street Fighter. Both this and the Hadoken are usually powerful enough to one-shot most enemies on X’s level.

Mother Elf

Possibly the best thing X has in his neat little bag of tricks is the Mother Elf, a sentient computer program composed of energy. It was created from antibodies in Zero's body to destroy the Sigma virus, and allowed X to rid the world of his greatest enemy once and for all. This was done through the Mother Elf's planet-wide range, which allowed him to destroy the Sigma Virus everywhere at once. It also allows X to heal himself, power-up, control Reploids and turn into Cyber Elves.

Zero Scramble Programs

A set of programs given to X by Dr. Light that give X the ability to summon Zero to perform one of his techniques on an enemy.
  • Zero Dash: Summons Zero to dash forward and slice anyone in front of him to pieces.
  • Zero Rising: Summons Zero to attack enemies above with a rising slash.
  • Earth Gaizer: Summons Zero to perform his signature ground punch which causes explosions to appear all around him.
  • Zero Final: Summons Zero to perform a combination of Dash and Rising. Easily the strongest program of the four.

Mega Man Volnutt

Mega Buster

Volnutt’s main weapon, to no one’s surprise. While it can’t shoot off Charge Shots like other Mega Men, it has a rapid-fire feature.

Special Weapons

Powerful weapons created by Roll Caskett that are attached to Volnutt’s right arm. While strong, he can only carry one at a time, and relies on Roll to change them out.
  • Active Buster: A heavy duty arm attachment that fires homing missiles and is one of Volnutt’s most powerful weapons.
  • Aqua Buster: A fire extinguisher with no combat use whatsoever. It has infinite ammo, though.
  • Blade Arm: A modified Z-Saber made ideally for close combat. While it lacks range, it is more powerful than other weapons are.
  • Buster Cannon: A powerful cannon with a decent range. Cannot be fired while moving.
  • Crusher: Hand-thrown electromagnetic pulse bombs. Extremely powerful.
  • Drill Arm: A weapon useful for digging. Short-ranged, but can take down weak walls. Very powerful in combat, but impractical.
  • Grand Grenade: Grenades capable of taking down walls.
  • Grenade Arm: A weapon similar to the Reflector Arm. Launches bouncing explosives that explode on contact.
  • Ground Crawler: A weapon that deploys a probe that travels along the ground until it touches an enemy, then explodes on contact.
  • Homing Missile: A weapon similar to the Active Buster that fires homing missiles.
  • Hunter Seeker: A weapon that launches a probe that attacks targets Volnutt is locked on to.
  • Hyper Shell: An arm cannon that launches explosive shells, but cannot be used while in motion.
  • Machine Buster: A high-powered machine gun similar to the Machine Gun Arm.
  • Machine Gun Arm: A machine gun with a high rate of fire and quick reload times.
  • Powered Buster: A powerful arm cannon with low range and ammo that can take down walls.
  • Reflector Arm: A weapon that fires bouncing explosives that rebound and reflect off walls.
  • Shield Arm: A defensive special weapon that creates a shield around Volnutt.
  • Shining Laser: A remodeled X-Buster, and easily Volnutt’s most powerful weapon.
  • Splash Arm: Mines Mega Man can set that are somewhat powerful, but can be set off if he lands on them.
  • Spread Buster: A weapon that scatters several explosives at enemies.
  • Vacuum Arm: A power-up that allows Volnutt to retrieve items from faraway distances.

Head & Body Parts

Equipment attached to Volnutt’s head and body.
  • Padded Helmet: Forces Volnutt into a roll after being hit several times.
  • Snipe Scope SP: Raises the lock-on stat significantly.
  • Guard Scope SP: Raises the lock-on stat, and also reduces knockback.
  • Kevlar Armor Ω: A jacket that significantly reduces damage and also stops knockback.

Foot Parts

Equipment attached to Volnutt’s feet.
  • Jet Skates: Skates that allow Volnutt to move at high speeds.
  • Hydrojets: Skates that allow high speed movement underwater.
  • Asbestos Shoes: Shoes that stop damage from high heat or cold.
  • Cleated Shoes: Cleats that allow Volnutt to move on ice without slipping.
  • Hover Shoes: Prevents numbness effects when walking on electric floors.
  • Jump Shoes: Shoes powered by springs that allow for high jumping, up several stories.
  • Dash Shoes SP: Combines the Jet Skate and Jump Shoe effects.
  • Safety Shoes: Combines the Asbestos and Hover shoe effects.

Misc. Items & Parts

A list of useful upgrades that Volnutt has received.
  • Life Parts: An upgrade that increases Volnutt’s life gauge.
  • Flame Barrier: Immediately puts out fires set on Volnutt.
  • Light Barrier: Protects Volnutt from electric attacks. Stops special damage from paralysis.
  • Rebreather: Allows underwater breathing.
  • Energy Canteen: A canteen that heals damage done to Volnutt. Can be refilled.
  • Medicine Bottle: A bottle that heals special damage done to Volnutt. Can be refilled.
  • Shield Repair: An on-hand repair that fixes damaged Life Shields.
  • Energy Cartridge: Restores weapon energy.
  • Super Cartridge: The same as the Energy Cartridge, but to a greater effect.
  • Hyper Cartridge: Fully restores weapon energy.
  • Chameleon Net: Allows Volnutt to become invisible.
  • Defensive Shield: Makes Volnutt invulnerable temporarily.

MegaMan.EXE

Mega Buster

As with all Mega Men, EXE’s main weapon is his Mega Buster. Unlike others, however, this buster is actually composed entirely of energy and simply forms itself over his right arm when he needs it. And just like other Mega Busters, this one can be charged to deal more damage. The buster can also change depending on which form EXE takes, but that will be covered later.

Battle Chips

Out of all the characters in this royale, MegaMan.EXE might just have the largest arsenal on this list in the form of Battle Chips that Lan can give him. These chips often have similar properties, but vary in power and range. The list includes:
  • Cannons: Powerful one-time shots.
  • Guns: Buster shots that can hit an enemy and adjacent enemies depending on the type of pattern.
  • Spears: Shoots lances, needles, arrows, and other sharp ranged attacks.
  • Zap Rings: Elec elemental rings that can also stun enemies.
  • Twisters: Various funnel shaped wind attacks, some of which have elemental properties.
  • Elems: Elemental buster shots.
  • Swords: Blades that can vary in range.
  • Elemental Swords: Swords with Fire, Water, Elec, or Wood elements.
  • Hammers: Large hammers that can break cubes the size of Mega Man or damage terrain.
  • Fists: Giant fists that can push enemies and objects around or just hurt them a ton.
  • Dash: A ramming attack that makes EXE dash past enemies or allows him to hang glide.
  • Body Burn: Similar to the Dash attack, only it does so while EXE is on fire.
  • Bombs: Various explosives that can be thrown and have different explosion patterns.
  • Wreckers: Bombs that not only damage nearby enemies, but wreck the ground around where they impact.
  • Tree Bombs: Seeds that deal wood elemental damage if they hit. If they miss, they end up making massive wooden spikes that prop up near the landing site.
  • Shockwaves: EXE pulls out a pickaxe and slams the ground, which sends powerful energy waves along the ground.
  • Towers: Creates pillars of Fire, Aqua, or Wood elements that travel along the ground.
  • Waves: Tidal waves of either the water or fire elements that travel forward.
  • Rattons: Small mouse-shaped bombs that travel along the ground.
  • Satellites: A small, Elec element bomb that flies forward and floats around until it hits something.
  • Remobits: Creates a controller and a drone. As long as the controller’s around, the drone will fly forward and zap different areas it hovers over, dealing elec damages.
  • Dynamite: Motion-sensing bombs that send an explosion in whatever direction it senses enemy movement in.
  • Time Bombs: Places a bomb in front of EXE. If the bomb isn’t destroyed in three seconds, it sends forth a massive explosion.
  • Red Sun: Calls down meteors that randomly rain down on the enemy’s side of the field.
  • Blue Moon: Creates a satellite in the sky that then shoots down a massive laser, damaging all nearby enemies.
  • Mines: Hides a mine somewhere on the battlefield, which detonates when an enemy steps on it.
  • Buffing: Chips that merely enhance the next chip activated, some only working on chips of certain elements or types.
  • Heal: Chips that restore EXE’s health at various amounts.
  • Candle: Chips that make giant candles that slowly restore EXE’s health as long as they aren’t destroyed.
  • Gauge: Chips that slow down or speed up the how long until Lan can give EXE more Battle Chips.
  • Invis: Grants EXE temporary invisibility and intangibility.
  • Dropdown/Popup: Intangibility, except when EXE is or isn’t attacking respectively
  • Mole: Creates holes EXE can hide in until he’s ready to attack.
  • Body: Encases EXE in a material that slows him down, but minimizes damage taken.
  • Shadows: Makes EXE temporarily invincible to all attacks except for melee attacks like swords.
  • Anubis: Candle, but in reverse and only affecting enemies.
  • Mindbender: Disorients and confuses enemies.
  • Anti Damage: If EXE gets hit, he’ll replace himself with a body double before counter attacking.
  • Other Anti Chips: The other anti chips hurt the opponent immediately if they try to use certain attacks.
  • Guards: Shields EXE can put up. Some counter with shockwaves.
  • Cursed Shield: Puts up a shield for a short time that blocks attacks and then flies forward to retaliate against the attacker.
  • Cubes: Places cubes in front of EXE that block attacks.
  • Prism: Places a crystal down. If it gets hit by a shot, it reflects that shot around it
  • Barriers: Blocks attacks.
  • Bubble Wraps: Protects EXE for a single attack, but comes back after a few seconds. If hit with electrical attacks, the attack will pierce the bubble and the bubble won’t return.
  • Auras: Barriers that protect from certain thresholds of damage, unless hit with their weakness element.
  • Life Auras: Protect from attacks under certain thresholds of damage indefinitely.
  • Panels: Damages panels in the games. In the anime, they allow EXE to travel around via portals.
  • Geddons: Destroys the very battlefield itself except the areas where EXE and enemies are standing. The most powerful version makes the ground of the battlefield damage anyone standing on it, including EXE himself.
  • Terrain: Chips that alter the very battlefield itself, placing down lines of, or even replacing the whole battlefield with, certain types of terrain.
  • Navi Chips: At any point, another NetNavi can come in and perform an attack to help EXE. These can range from simple attacks, like from Roll.EXE or GutsMan.EXE, or they can unleash absolute hell on the opponent, like with Bass.EXE or the various forms of Gospel.

Sub Chips

One-use items that EXE can use for certain effects, like:
  • Mini Energy: EXE recovers some of his health.
  • Full Energy: EXE recovers all his health.
  • Sneak Run: Avoids random battles for a short time.
  • Unlocker: Opens mysterious locked data.
  • Lock Enemy: The most recently fought enemy is more likely to appear.
  • Untrap: Deletes any mimic type enemies.

NetMobile

A neat little vehicle EXE can use to move around if he really doesn’t feel like hoofing it. It can be enhanced with special Accessory Chips, like:
  • Outlined Tires: Makes the tires wider.
  • Spiked Tires: Tires are studded for better traction on ice.
  • Stratus Tire: The tires make the vehicle float.
  • Electricity: Adds an electric charger so it can be powered by electricity.
  • Turbo Charger: Gains a turbo. Can be upgraded to the Twin Turbo for two boosts.
  • Super Charger: Gains a turbo engine.
  • Aero Form: Vehicle becomes more aerodynamic.
  • Grand Prix Form: Good for racing.
  • Rocket Form: Gains rockets and wings for flying like a plane.

Counter

EXE hits an enemy as soon as they try to attack, stunning them.

Program Advance

A rare phenomenon that only certain NetNavis and NetOps can pull off. When a Navi and NetOp are in-sync with each other and sets of chips are activated in a certain order, they activate what’s known as a Program Advance. These Advances are far more powerful than any other attack, and Lan and MegaMan.EXE have quite a few they’ve pulled off. Some of these Program Advances include:
  • Omega Cannon: A powerful set of cannon blast.
  • Omega Spread: A powerful set of spread shot.
  • Hyper Ratton: Temporarily allows unlimited Rattons.
  • Omega Arrows: Allows for up to 10 arrows to be fired in 10 seconds.
  • Ultra Bomb: Gives EXE up to nine incredibly powerful bombs.
  • Life Sword: Creates a massive sword that can fire sword beams. Personal favorite of Lan and MegaMan.

Dark Power

Sometimes, MegaMan needs a little more help to defeat an opponent, and that’s where Dark Power comes in. By tapping into the darkness within his heart, EXE can unleash a far more powerful attack or use Dark Chips, kind of like Ryu can do with the Satsui no Hado. But this comes at a cost. Using this darkness can actually weaken EXE, and if he uses it too much, just like Ryu, he can actually become the far more evil and violent Dark Soul MegaMan.EXE. That might seem like a positive, but Dark Soul MegaMan can’t perform any transformations or use any Battle Chips besides Dark Chips. And prolonged use of Dark Chips can actually start to destroy a NetNavi, so this power is not to be used lightly. However, as a result of the Dark Chips being destroyed with the Dark Chip factory, there aren’t any ways left for EXE to technically use this, and that goes for Chaos Unison as well.

Navi Customizer

A special program developed by Dr. Hikari, allowing EXE to gain passive stat buffs or other helpful tools. However, it comes at a cost: If EXE doesn’t adjust the Customizer program in just the right way, he becomes rife with bugs and glitches that severely hinder his battling capabilities. Some of the Custom program options include:
  • HP+: Can go up to 1000 HP recovery, but can also reduce custom screen capacity, drain HP, and convert areas EXE steps on to poison if glitched.
  • Super Armor: Gives MegaMan uninterrupted attacks.
  • Super Charge/Buster: Makes Mega Man’s charged attacks and buster stronger at the cost of custom screen capacity with glitches.
  • Mega Folder: Boosts the amount of attacks EXE can use, but can lower custom screen capacity or create poisoned ground beneath EXE with glitches.
  • Reflect: Reflects enemy attacks, but can lower custom screen capacity.
  • Float Shoes: Allow EXE to walk on air, but can lead to custom screen capacity decrease.
  • Anti-Damage: Can make EXE immune to damage once, but also lead to custom screen capacity decrease.
  • Sneak Run: Allows EXE to run fast stealthily.
  • Under Shirt: Prevents EXE from being deleted if he takes damage equal to or more than his max HP by restoring it back to 1 HP.
  • Set: Changes the terrain to different elements.
  • Dark Licence: Allows EXE to use certain Giga Chips without “Hole”.
  • Giga Folder: Lets EXE add one more Giga Chip to his folder.
  • Custom 1: Increases initial Custom capacity by 1.
  • Custom 2: Increases initial Custom capacity by 2.
  • Hub Batch: Gives a number of effects, including Break Buster, Super Armor, Air Shoes, Float Shoes, Custom 1, Mega Folder 1, Shield, and Under Shirt. Causes a bug that halves MegaMan's max HP.
  • Oil Body: Increases the likelihood of finding Fire-attributed enemies.
  • Water Body: Increases the likelihood of finding Water-attributed enemies.
  • Collect: Increases radius EXE picks up items.
  • Fish: Attracts Aqua-typed enemies.
  • Slip Runner: EXE slides instead of running.
  • Jungle: Increases the likelihood of finding Wood-attributed enemies.
  • Battery: Increases the likelihood of finding Elec-attributed enemies.
  • Break Charge/Buster: Breaks enemy guards.
  • Auto Recover: Automatically recovers health.
  • Millions: All mystery data becomes money.
  • Soul Cleanser: Increases rate EXE can recover from darkness.
  • Auto Run: MegaMan can run easier and avoids enemy encounters more.
  • Body/Buster Pack: Gives Air Shoes, Float Shoes, Super Armor and Under Shirt/Increases Buster power.
  • First Barrier: A good defensive shield that EXE starts out with at the start of a battle.
  • Bug Stop: Stops bugs from infecting EXE.
  • Beat: Steals Mega or Giga classed Battle Chips.
  • Tango: Heals EXE when he’s low on health and even may give him a barrier.
  • Rush: Negates Invis and Mole Battle Chips and will paralyze the opponent in the process.
  • Humor: Tells a funny joke.
  • Chivalry: Gives masculine comments.
  • Poem: Recites a poem.
  • Number Open: MegaMan starts with 10 chips in the Custom Screen.
  • Search Shuffle: Shuffles unselected Battle Cards up to three times.
  • Giga Virus: Allows EXE to uncover strong viruses for battle.
  • Support: Allows EXE to use his support skills.
  • Change +2: Allows for two additional Navi changes.
  • Chip Shuffle: Grants access to the "Search Shuffle" ability once per turn in the Custom Screen.
  • ATTACK/RAPID/CHARGE MAX: Increases these stats to max level, allowing for high damage, fast firing, and powerful charge attacks. However, sometimes it can lead to the Buster failing to fire.
  • Press: Compresses MegaMan so he can walk on thin surfaces.
  • Energy Change: Allows EXE to use chips to summon fire or water.
  • Black Mind: Gives EXE an aura so he can talk to the evil beings of the internet.
  • Alpha: Spots places where evil internet programs may be hiding.
  • Folder Pack: Grants Custom 2 and Mega Folder 2.
  • Weapon LV +1: Upgrades MegaMan's Style Change Charge Shot level by one. Does not work with Normal Style. Caps at three.
  • Regular +5: Increases memory for regular chips.
  • Soul Time +1: Increases time for Double Soul usage.

Style Change

Fortunately for MegaMan, he does have other ways of gaining power. Some Navis like MegaMan are able to evolve in a way that their bodies can become more powerful and make for a better match with their NetOps. These are called Styles, and each permanently changes around MegaMan.EXE’s physiology, allowing for different strengths and weaknesses. At any point, Lan can change around what style EXE has. However, some styles are forced onto EXE, whether he or Lan ask for it or not. Styles have two different components. The first is the element of each style:
  • Fire Element: Increases defense against Wood element attacks, gives immunity to extreme heat, like lava, and allows the use of certain Fire elemental chips like Salamander. EXE’s Charge Shot becomes a flamethrower attack. EXE takes double damage from Aqua element attacks.
  • Aqua Element: Increases defense against Heat element attacks, gives increased traction on frozen surfaces, and allows the use of certain Aqua elemental chips like Freeze Bomb. EXE’s Charge Shot becomes a bubbler attack, dealing aqua damage to an opponent and the area behind them. EXE takes double damage from Elec element attacks.
  • Elec Element: Increases defense against Aqua element attacks, gives immunity to magnetism, and allows the use of certain Elec elemental chips like Sparker. EXE’s Charge Shot becomes a zap ring projectile, which stuns enemies. EXE takes double damage from Wood element attacks.
  • Wood Element: Increases defense against Elec element attacks, and heals EXE if he’s standing on grassy terrain, and allows the use of certain Wood elemental chips like Gaia Blade. EXE’s Charge Shot becomes a Tornado-like projectile. EXE takes double damage from Fire element attacks (quadruple if standing on grassy terrain).

On top of an element, there’s the actual styles themselves, which have a number of variations:
  • Guts Style: Stronger shots, the inability to flinch, the ability to pierce shields, and increased strength and durability.
  • Shield Style: Better defense, can create an energy barrier that blocks or deflects attacks.
  • Custom Style: Increases the power of single chips and allows program advances without the need of combinations, or even chips sometimes. Also has analyzing systems that can point out weaknesses.
  • Shadow Style: Makes EXE lighter on his feet and allows him things like the ability to turn invisible or to use Anti-Damage without the chip.
  • Ground Style: Allows EXE to damage or alter terrain, including creating certain types of panels or even making sudden energy blasts erupt from the ground.
  • Hub Style: Combines the attributes of Guts, Custom, Shield, and Team Styles at the cost of halving MegaMan.EXE’s HP.
  • Bug Style: The most powerful, but also most unpredictable style, almost anything could happen if EXE goes into this form, including some VERY dangerous things. These include: sudden invincibility, spontaneous barriers, movement issues, dropping health, and in some extreme cases, the ability to absorb and then recreate the cyberworld, which is basically a universe.

It should be noted that in-universe, EXE lost the ability to use Style Changes when he was resurrected the first time, and thus gained the Double Soul power to compensate.

Double Soul

As if he didn’t have enough from the Styles and the Navi Customizer, EXE also can perform something called “Double Soul” or “Soul Unison” thanks to Serenade, one of the most powerful NetNavis ever. The conditions of how Double Soul activates vary, from sacrificing certain chips to physically fusing with the Navi, but the effects are still beneficial. Typically, EXE has to be friends with the Navi in question, and each Soul Unison has a time limit, but it is still incredibly helpful. EXE’s Double Soul forms include:
  • Search Soul: EXE’s buster becomes a sniper rifle which can nullify invisibility and intangibility on a target and can even snipe from across the cyber world.
  • Proto Soul: Gives EXE a giant sword and shield. The sword can shoot energy waves or let EXE teleport when using sword chips while the shield can reflect attacks or create a barrier.
  • Fire Soul: EXE’s buster becomes a flamethrower called the Fire Arm. He can heal on heat sources, and can even summon grass underneath enemies that deals double damage to them when they’re hit by fire. Takes double damage from water attacks.
  • Roll Soul: Gives EXE an Arrow Gun in place of his buster as well as healing him over time. He can also absorb and drain energy from opponent’s attacks.
  • Chaos Unison: A more potent form of Double Soul, it allows EXE to use Dark Souls without any negative side effects. However, the time limit on Chaos Soul is far shorter than that of others, and if he doesn’t perform a Dark Chip attack flawlessly, his dark self soul will become unleashed and attack him.

Cross System

A different transformation from Double Soul, Cross Systems form when Lan adapts to and learns how to wield the power of different Navis and gives them to EXE. Cross Systems don’t have any sort of time limit, but they are lost temporarily if hit with their weaknesses, which aren’t necessarily elemental.
  • Heat Cross: Increases Fire-based attacks and turns EXE’s buster into a stronger version of the Fire Arm. Weak to water-elemental attacks.
  • Elec Cross: Increases Electrical attacks and gives non-elemental attacks a paralyzing effect. Also lets EXE call down bolts of lightning. Weak to wood-elemental attacks.
  • Slash Cross: Increases Sword-based attacks and allows sword attacks to be charged and unleash a sword beam. His buster becomes a slashing attack called the Wide Slash. Weak to break-based attacks.
  • Erase Cross: All chips that aim at opponents get powered up and allows EXE to transfer bugs and glitches into enemies via his buster depending on the circumstances. He also gains the “Killer Death Beam”, which is a giant laser that can even hit invisible and intangible targets. Weak to wind-based attacks.
  • Charge Cross: Allows fire chips to be charged like EXE’s buster can, allowing them to do more damage. Also gives EXE a move called the Charge Tackle, where EXE is invincible and causes him to charge forward past enemies like a moving train. Weak to water-based attacks.
  • Aqua Cross: Allows Aqua chips to be charged like EXE’s buster can, allowing them to do more damage. Heals EXE for 5% of his health when he uses an Aqua-elemental chip and gives him increased traction on icy surfaces. Also gives EXE access to the Bubble Shot attack, which creates a watery explosion. Weak to electricity-based attacks.
  • Tomahawk Cross: Allows Wood-elemental chips to be charged like EXE’s buster can, allowing them to do more damage. Heals him when he’s on grassy surface. Gives EXE the Tomahawk Swing attack, which lets him throw a Tomahawk in a short area in front of him. Weak to fire-based attacks.
  • Tengu Cross: Increases the power of wind-based chips. Allows EXE to pull enemies towards him and removes barriers and auras. Let’s him float over holes in the ground and gives him the Tengu Racket ability, which damages enemies, removes auras/barriers, and pushes them back. Weak to sword-based attacks.
  • Ground Cross: Gives increased power to break-based chips, causing large rocks to fall on the area where they land. Also grants EXE super armor and the Drill Arm ability. Drill Arm lets EXE dig underground and reappear in front of an enemy to attack them with a giant drill. Weak to lock-on based attacks.
  • Dust Cross: Allows EXE to remove physical obstacles by sucking them into a cavity on his chest and then lets him shoot the objects back out. Also gives him a move called Scrap Reborn, which lets him make a robot made of scrap metal that will attack an enemy in front of him. Also weak to lock-on based attacks.
  • Bass Cross: The ultimate power of darkness channeled through MegaMan fusing with Bass. Has a gold and silver version, with the former focusing on fast, rushdown attacks, and the latter focusing on brutal beatdown. Null element, No weakness, Mega Folder -2, Triple Buster, HP +200, Super Armor, Charge Shot: Buster Rake, Float Shoes, Charge Shot: Hell's Rolling.
  • Sol Cross: A form EXE takes when fusing with the Solar Boy Django, which grows stronger in intense sunlight. It has many of the same benefits as Gold Version Bass Cross, but replaces the Mega Buster with the Gun Del Sol, makes a sun appear for the entire battle, recovers 10% of EXE’s health after a battle, makes all Sol-chips gain a power boost, and all regular chips increase their damage output by 20.

Beast Out

No, we’re not done with the transformations. After absorbing the incomplete versions of the Cybeasts Falzar and Gregar into himself, EXE gained the ability to use some of their power. While Beasted Out, EXE is far more powerful, but prolonging the transformation past certain time limits can lead to an invincible, but uncontrollable state. And transforming out of this form will leave EXE vulnerable. He can even fuse these beast out forms with his Cross Systems to merge the two, but in the anime, that required Lan to have access to the PET of the Navi EXE was Crossed with, while in the games it can be done whenever the player wants.

  • Gregar Beast Out: Increases EXE’s buster speed and the strength of non-elemental chips. Gives EXE a charging slash attack, grants him Super Armor, and auto locks onto opponents. It can even allow him to breath fire.
    • Heat Beast: Non-elemental chips are charged into a powerful, fiery breath attack called Great Fire.
    • Elec Beast: Non-elemental chips are charged into an electrical breath attack called Big Thunder which stuns enemies and cracks the environment where attacked.
    • Slash Beast: Non-elemental chips are charged into a powerful claw slash attack called Slash X.
    • Erase Beast: Non-elemental chips are charged into an attack called Tail Arrow, that allows EXE to impale the enemy with his tail, which inflicts the same glitches and bugs his buster can.
    • Charge Beast: Non-elemental chips are charged into an attack called Charge Bite, sending out projectiles in the form of Gregar’s disembodied head. When they hit, they deal fire damage and stun opponents.
  • Falzar Beast Out: Increases EXE’s buster speed and range, shooting feather-like projectiles. Also gives EXE the power of flight, a charging talon slash attack, and increased strength to non-elemental chips, and even a fiery dash attack.
    • Aqua Beast: Non-elemental chips are charged into a powerful, watery tornado attack called Aqua Spiral.
    • Tengu Beast: Non-elemental chips are charged into a powerful wind breath attack called Tengu Storm.
    • Tomahawk Beast: Non-elemental chips are charged into a powerful, wood-based, multi boomerang attack called Wing Boomerang.
    • Ground Beast: Non-elemental chips are charged into a powerful dash attack called Drill Drive, which EXE is invincible while using.
    • Dust Beast: Non-elemental chips are charged into a powerful attack called Dust Shoot, where EXE jumps, opens up his chest cavity, and launches powerful debris all over the battlefield at random spots for a few seconds.
  • Double Beast Out: A special form that combines both Beast Out forms. In addition to having the abilities of both, which possibly includes the different forms they can take with each Cross System form, Double Beast Out can absorb the energy from the original cybeasts, create energy blasts, and gives Lan a chip that lets two copies of Mega Man form, each with a different Beast Out form and allowing them both to ALSO have a Double Beast Out form.

Cross Fusion

As if you thought EXE didn’t have anymore transformations, he has one final one called Cross Fusion. The scenarios in which this can actually happen are complicated, and it’s not unique to the two of them, but in the event that all prerequisites are met, Lan and MegaMan can actually fuse together to become one being, both of whom are far more powerful than either are on their own. While in this form, Lan and MegaMan are not limited to any abilities MegaMan himself can use with the exception of Style Changes, and it allows MegaMan and Lan to fight opponents in the real world. It is easily the most powerful form MegaMan has...but it comes at a few costs. This form uses Lan’s body as a base, and so it makes MegaMan susceptible to things Lan is, including exhaustion, hunger, and death. In addition, the circular ensignia on the torso is a weak spot. If it’s struck hard enough, Lan and MegaMan are split apart yet again, and a hard enough strike can even delete MegaMan if they’re not careful. But thankfully, this isn’t something that’s happened a lot.

Star Force Mega Man

Hunter-VG

A handheld interface that Geo uses. It provides him the ability to communicate with others and access to the Internet, as well as allow Geo to use Battle Cards and materialize Wizards.

Visualizer

A pair of glasses that allow Geo to see EM Waves.

EM Wave Change

Geo can fuse with Omega-Xis to become Mega Man, allowing him to sense invisible enemies, become immune to hypnosis, remain invisible and intangible unless he chooses otherwises, breathe without oxygen, teleport, and enter electronic equipment.

Mega Buster

Who would have guessed that another Mega Man would have this as their main weapon? This one though is actually Omega-Xis’s head. When not firing small energy shots, it will automatically charge to fire stronger ones. It has automatic rapid-firing capabilities, can consume Battle Cards to temporarily transform it. Geo can also use Wizard Equips to change his Mega Buster’s attack power, speed, charge time, and properties of his Mega Attack, such as:

  • Slashing Claws: Claws that slice foes in two.
  • Porcupine Needles: Rapid-fire porcupine needles.
  • Rapid-Fire Claws: Claws that slice at super speed.
  • Shadow Claw: Claws that inflict Gravity status effects onto the enemy.
  • Gale Claw: Claws that can create whirlwinds.
  • Quick Rings: Light, rapid-fire plume-like rings.
  • Cobra Fangs, Sanguinary Claw, and Virus Claw: Poisons the enemy with a Mega Attack.
  • Blinding Eye and Flash Band: Blinds enemies with a Mega Attack.
  • Thief's Armband, Demon's Eye, Zephyr Wing, and Quick Ring: Increases the speed it takes to charge Geo's Mega Attack.
  • Power Ring: Increases attack power and the speed it takes to charge Geo's Mega Attack.
  • Paralyzer, FM Bracelet, and Paralyze Wing: Paralyzes enemies with a Mega Attack.
  • Steel Fist and Aqua Fang: Traps enemies within a bubble with a Mega Attack.
  • Hammer Glove, Burst Glove, Titan Glove, and Kaiser Knuckle: Enhances striking power.
  • Sweet Mirage and Image Eye: Confuses an enemy's coordination with a Mega Attack.
  • White Breath and White Fang: Freezes enemies with a Mega Attack.
  • Magic Breath: Can either freeze enemies or trap them within a bubble.
  • Impact Roar: A bracelet that cracks panels of the battlefield.
  • Chivalry: An item infused with the chivalrous fighting spirit of a knight.
  • Danger Ring: A powerful but dangerous ring when used with a Mega Attack. Mega Attack may cause random status effects.
  • Star Force Power and Cosmic Rave: Top-graded weapons infused with the power of the stars.
  • Battle Network Blaster: Transforms Geo's Mega Buster into MegaMan.EXE's Mega Buster. Charge Shots can paralyze and blind enemies.

Shield

Allows Geo to block certain attacks, but only lasts for about one to two seconds.

Counter

Geo “counters” (ha) enemies by striking them as soon as they try to attack, stunning them.

Hacking

Geo can enter electronic devices and control them from the inside, and even erase data stored on them.

Battle Cards

Basically Geo’s equivalent of the Battle Chip system EXE that uses, functioning pretty much the same way.

  • Cannons: Powerful cannon weapons that transpose themselves on Geo’s arm.
  • Plasma Guns: Cannon weapons that paralyzes the enemy.
  • Gatling Guns: Cannon weapons that rapidly shoots energy bullets.
  • Fire Bazookas: Cannon weapons that have a heat elemental quality.
  • Pulse Noise: A radiating sound based attack that poisons enemies.
  • Chain Bubbles: Fires attacks that spread into a V-shape and encases the enemy in bubbles.
  • Needle Attacks: Fires needles that spread over the battlefield.
  • Green Burst: Sucks in summoned grass panels and funnels it into the buster to be shot out as a projectile.
  • Black Ink: Fires an attack that blinds the opponent.
  • Skull Arrows: Fires three arrows that creates gravity wells, inflicting enemies with a gravity status effect.
  • Jumbo Hammers: A giant hammer Geo can swing as a melee weapon.
  • Great Axe: A giant axe Geo can swing as a melee weapon.
  • Drill Arms: Transforms the Mega Buster into a giant drill, which can then be used to pierce opponents. Hitting the opponent can cause a gravity status effect, which will either push or pull the enemy away or towards Geo.
  • Flash Strikes: Spears that blinds the enemy it hits.
  • Spin Blades: A spinning blade used to slice through enemies.
  • Dark Sword: A powerful sword charged with dark energy, dealing massive damage with each swing and tainting the space around the target so that they're poisoned whenever they're forced within it.
  • Muramasa: A special sword that gets more powerful as Geo takes damage, dealing back the exact extent of his cumulative injuries on the opponent.
  • Freeze Knuckle: A powerful punch enhanced with ice.
  • Flicker Kicks: A series of rapid kicks that can blind enemies.
  • Bubble Hooks: Delivers a powerful punch that sends bubbles towards the enemy.
  • Beast Slaps: Summons Omega-Xis, who will slash the enemy with his claws.
  • Heat Grenade: Tosses a grenade that sets the battlefield on fire.
  • Elec Grenade: Tosses a grenade that paralyzes enemies.
  • Scythes: Powerful scythes that Geo tosses at his enemies.
  • Shurikens: Tosses a large shuriken at the enemy.
  • Ground Waves: Powerful shock waves that travel straight forward, typically caused by a strike on the ground.
  • Wide Waves: Powerful horizontal wave that travel straight forward, slashing through the enemy.
  • Arach Attacks: Summons three spiders that travel along the battlefield. Used to induce fear in an enemy.
  • Mega Attack: Allows Geo to lock onto enemies in combat and attack them with close-ranged attacks.
  • Radar Missiles: Fires several homing missiles that targets non-elemental opponents.
  • Stealth Lasers: Summons jets that fire invisible lasers that targets the enemy with the highest HP.
  • Mega Boost: Gives Geo the ability to lock on and pierce invisible enemies while being invincible for 12 seconds.
  • Platinum Meteor: Summons meteors with non-elemental attributes that strikes the battlefield.
  • Time Bombs: Large bombs that run down on a timer. It causes a large explosion that covers most of a battlefield once it goes off. If the bomb is destroyed with an attack before it goes off, no explosion will occur.
  • Maoi Falls: Summons massive boulders to strike the battlefield.
  • Puff Blasts: Fires three puff balls down the field. Can sometimes heal Geo or grant Invisible.
  • Black Holes: Summons a black hole that sucks in and destroys minor enemies that come in contact with it.
  • Darkness Hole: Creates a black hole like vacuum that instantly kills any opponent with low health.
  • Destroy Missile: Creates a barrage of heavily damaging missiles that strikes an immediate area.
  • Thunder Heads: Summons a dragon that strikes the battlefield with lightning bolts.
  • Smile Coins: Summons a bunch of coins to attack the enemy. The number of coins summoned depends on Geo's current HP.
  • Quake Song: Summons a singing object. While it sings, enemies are unable to move.
  • Poison Apple: Activates when an enemy begins to heal. Instead of healing, the enemy will be damaged.
  • Atomic Mines: An attack that randomly hides a mine under the ground in the immediate battlefield. If anyone steps on it, it gets set off.
  • Earth Thunders: Summons balls out of every hole in the ground and paralyzes the enemy.
  • Mirror's Edge: Summons a mirror that forcibly drains the health of the opponent.
  • Fokx-Fus: If Geo gets hit by an attack, he'll swap places with a stuffed fox doll.
  • Recovers: Restores stamina and physical damage.
  • Invisible: Grants temporary invisibility. Makes Geo invisible to those who can see or detect objects only visible on the EM spectrum. Also makes Geo intangible to those who can attack on the EM spectrum.
  • Power Song: Summons a singing object. While it sings, Geo becomes invincible.
  • Status Guard: Nullifies negative status effects.
  • Trap Song: Summons a singing object. While it sings, enemies become confused.
  • Anti-Sword: When set, activates when hit by a sword to fire off three wide slashes that fly down the battlefield.
  • Spirit Fury: When set, activates when hit by an elemental attack to fire off an instant elemental attack.
  • Magic Crystals: Crystal balls that block attacks and launch elemental attacks. The attacks range from fire to water to lightning.
  • Guardian: Summons a large standing statue. If it gets struck by an attack it calls down bolts of lighting to harm any opponents on the battlefield.
  • Barriers: Basic energy barriers. It nullifies the damage of a single attack, with the amount of protection provided relative to the power of an attack increasing with each version.
  • Life Aura: An aura that makes Geo immune to all damage below a certain threshold.
  • Mu Barrier: A barrier that regenerates every few seconds.
  • Gravity Stage: Terraforming card that laden the battlefield with panels that restricts movements.
  • Area Eater: Erases panels of the battlefield.
  • All Poison: Turns the entire battlefield into poison to drain enemies of their health.

Sub-Cards

One-use items that Geo can use for certain effects, like:
  • Small Energy: Restore a small amount of Geo’s health.
  • Large Energy: Restore a large portion of Geo’s health.
  • Deluxe Energy: Fully restore Geo’s health.
  • Cloaker: Stops random encounters from weaker enemies for a short time.
  • Unlocker: Unlocks special mystery data.
  • Search Eye: Makes the last enemy fought more likely to reappear.
  • Fire Search: Makes it easier to find Fire elemental enemies.
  • Aqua Search: Makes it easier to find Aqua elemental enemies.
  • Elec Search: Makes it easier to find Elec elemental enemies.
  • Wood Search: Makes it easier to find Wood elemental enemies.

Summons

Allies Geo can call upon to assist him in combat, fulfilling a variety of roles.

  • Omega-Xis: A powerful EM being that resides in Geo's Terminal. Not only does he merged with Geo to become Mega Man, but he can also be summoned to slash through his enemies with his claws.
  • Jammers: Humans infected with EM viruses. These summons will either attack with physical punches or use machine guns.
  • Taurus Fire: The EM Wave Change of Bud Bison and Taurus. Can attack enemies by either shooting flames that engulfs portions of the battlefield or by tackling them.
  • Cygnus Wing: The EM Wave Change of Tom Dubius and Cygnus. Attacks enemies by spinning into them.
  • Harp Note: The EM Wave Change of Sonia Strumm and Lyra. Uses her instrument to attack the enemy with music notes. Said music notes can stun the enemy.
  • Libra Scales: The EM Wave Change of Mr. Shepar and Libra. Attacks enemies with fire and water.
  • Queen Ophiuca: The EM Wave Change of Luna Platz and Ophiuca. Can fire lasers and turn the ground she slithers upon into poison, draining the health of those who step upon it.
  • Gemini Spark: The EM Wave Change of Patrick Sprigs. Attacks the enemy with physical attacks or with blasts of lightning. Attacks can pierce through invisibility.
  • Cancer Bubble: A crab-like being that summons a giant wave of water that traps enemies in bubbles.
  • Wolf Woods: A wolf-like being that slashes the enemy with its claws.
  • Crown Thunder: The EM Wave Change of form of Crown and Jean Couronne XIV. Summons multiple bolts of lightning.
  • Andromeda: A planet destroying war-engine that can fire lasers and shoot missiles.
  • Dark Phantom: The combination of Hyde and UMA Phantom. Can remove barriers and auras.
  • Yeti Blizzard: The EM Wave Change of the UMA Yeti and Rich Dotcom. Creates avalanches to attack and freeze enemies.
  • Rogue: The EM Wave Form of Solo. Attacks enemies with a powerful punches and sword strikes.
  • Terra Condor: The EM Wave Change of UMA Condor and Shaman. Flies towards an enemy and crashes into them.
  • Plesio Surf: The EM Wave Change of UMA Plesio and Gerry Romero. Summons a tidal wave to attack enemies.
  • Hollow: An EM Wave Being that doesn't fuse with humans. Can attack the enemy with lightning, fire, and a wave of water.
  • Kung Foo Kid: The EM Wave Change of Kidd Gruff and Goat Foo. Darts to the row directly in front of his enemy and summons two clones of himself. The three proceed to attack the row in front of them several times with a palm attack.
  • General Auriga: An EM Wave Being from an alternate dimension. Hits the enemy with an unblockable rush attack.
  • Apollo Flame: An EM Wave Being from an alternate dimension. Hits the enemy with a solar flare attack.
  • Le Mu: The god of the EM World. Attacks the enemy with massive sword strikes and a laser blast.
  • Spade Magnes: A Battle Wizard. Summons Spade to slash the opponent twice, inflicting them with a gravity status effect.
  • Diamond Ice: The Noise Card corrupted form of Wizard Ice. Uses wind to turn the battlefield into ice.
  • Club Strong: A Battle Wizard. Summons multiple tornadoes that blows away auras.
  • Queen Virgo: The EM Wave Change of Queen Tia and Virgo. Attacks the enemy with a massive water dragon.
  • Jack Corvus: The EM Wave Change of Jack and Corvus. Attacks with flames that inflicts the enemy with a gravity status effect.
  • Dread Joker: The true form of the Battle Wizard, Joker. Attacks the enemy with three Gigaton buildings. Can also fire a laser that transforms the enemy into EM Waves and scatter them across space.
  • Acid Ace: The EM Wave Change of A.C. Eos and Ace. Slashes the enemy. His wing blades can pierce through intangibility.
  • Moon Destroyer: An EM being. Summons Moon Destroyer to attack down the lane summoned in, and then moves to the left firing down each lane. If summoned in the left lane, attacks down it three times. Causes Panic if hit by any of the three attacks.
  • Sirius: A powerful being capable of controlling black holes. Fires lasers that covers the entire battlefield.
  • Crimson Meteor: Summons the Crimson Dragon to attack enemies with fire.
  • Satellite Admins: Powerful beings that govern the EM World and manage Earth’s satellites.
  • Leo Kingdom: A lion-like satellite admin that shoots a fire blast from its mouth.
  • Pegasus Magic: A pegasus-like satellite admin that summons massive spikes of ice.
  • Sky Dragon: A dragon-like satellite admin that creates a tornado of leaves.

BrotherBand

Act as a sort of morality manipulation in preventing and purifying negative feelings, and allowing use of the Ability Wave system and many transformations. Ability Waves offer a passive stat buff to Geo, and include:

  • HP +500: Increases Geo’s health.
  • Under Shirt: Allows Geo to survive one attack that normally would have been fatal to him, regardless of how powerful that attack originally was.
  • Float Shoes: Allows Geo to be unaffected by the negative effects of panels.
  • Air Shoes: Allows Geo to stand on holes.
  • First Barrier: Geo starts the battle with a barrier up.
  • First Aura: Geo starts the battle with an Aura that deflects weaker attacks.
  • Reflect: Successfully blocks attacks and deals damage back to enemies in front of Geo.
  • Super Armor: Geo becomes immune to flinching.
  • Flash Body: Geo becomes immune to Blinding and Confusion.
  • Gravity Body: Geo becomes immune to Gravity.
  • Paralyze Body: Geo becomes immune to Paralysis.
  • Freeze Body: Geo becomes immune to Freezing.
  • Bubble Body: Geo becomes immune to Bubble.
  • Mega Class +1: Geo can place one more Mega Class card in his folder.
  • Giga Class +1: Geo can place one more Giga Class card in his folder.
  • Charge V / +V-Shot: Charge Shots spread in a V pattern on contact.
  • Charge Cross / +X-Shot: Charge Shots spread in an X pattern on contact.
  • Charge S / +Spread-Shot: Charge Shots spread to all surrounding panels on contact.
  • Charge Wood / +Wood Panel: Charge Shots have a chance of creating Grass panels where they connect.
  • Charge Ice / +Ice Panel: Charge Shots have a chance of creating Ice panels where they connect.
  • Charge P / +ParaPanel: Charge Shots have a chance of creating Paralyze panels where they connect.
  • Charge Sever / +GNull Panel: Charge Shots have a chance of creating guard-nulling panels where they connect.
  • Charge Poison / +Poison Panel: Charge Shots have a chance of creating Poison panels where they connect.
  • Quick Gauge: Doubles the rate at which the Custom Gauge fills.
  • Side Select: Geo automatically gains the ability to select cards within a row.
  • Auto Lock-On: Geo's lock-on now has infinite range and is permanent.
  • DiagLock: Geo can automatically lock-on to surrounding panels.
  • SideLock: Geo can automatically lock-on the left and right columns.
  • Lightning Sword: Geo starts the battle in Thunder Zerker form.
  • Wind Star: Geo starts the battle in Wood Ninja form.
  • Dinosaur Rock: Geo starts the battle in Fire Saurian form.
  • Anti Damage: Geo becomes temporarily immune to damage.
  • Area Eater S: All support cards are changed to Area Eater.
  • Double Stone S: All support cards are changed to Double Stone.
  • Panel Format S: All support cards are changed to Panel Format.
  • Humor Word: Conversations Geo has with Omega-Xis become humorous.
  • Humor Buster: Changes the Mega Buster’s noise to dog barks.
  • Humor Buster 2: Changes the Mega Buster’s noise to cat meows.
  • Ace Program / Joker Program: Allows Geo to harness and control Noise power.

Star Break

A transformation granted by the Satellite Admins. It acts as a Brother card, and it allows Geo to select cards in the same row. Also, after pulling of a counter in one of these forms, he can perform an elemental attack unique to that form called a Star Force Big Bang (SFB for short). However, if Geo is hit by an elemental attack that that form is weak to, he will revert back.
  • Fire Leo: Fire element transformation that has the Super Armor Ability Wave and upgrades the Charge Shot into Flame Burner for Fire damage. Its SFB called Atomic Blazer charges up fiery energy before firing it off straight ahead. This form is weak to Aqua elemental attacks.
  • Ice Pegasus: Aqua element transformation that has the Float Shoes Ability Wave, heals on Ice Panels, and upgrades the Charge Shot into Ice Slash for Aqua damage. Its SFB called Magician’s Freeze freezes the entire area in ice. This form is weak to Elec elemental attacks.
  • Green Dragon: Wood element transformation that blocks status effects with Status Guard, heals on Grass panels, and upgrades the Charge Shot into Woody Shot for Wood damage. Its SFB called Elemental Cyclone creates a cyclone of leaves around Geo as he rushes forward to hit enemies straight ahead or close to him as he passes by. This form is weak to Fire elemental attacks.

Tribe On

Geo uses the power of the OOParts of the lost continent of Mu to gain the power of the ancient past. He can switch between them at will and combine them to compound their strengths and abilities. Each form has a special move that activates when Geo counters the enemy called a Limit Force Big Bang (LFB for short). Each of the three main tribes can be combined together to make other new forms, which is called Double Tribe. The form that it goes into depends on which tribe is the main one and which is the secondary. Lastly, like with each Star Break, getting hit by a form’s weakness knocks Geo out of it.

  • Thunder Zerker: Form of Geo after obtaining the Sword of Zerker. It increases the power of Elec attacks, can charge several non-dimming cards and use all of them consecutively without inducing flinching, has the Side Select Ability Wave, and changes the Charge Shot to the Thunder Slash, which sends out a shockwave that paralyzes enemies. Its LFB is called Thunder Bolt Blade, where Geo dashes forward and performs two side-to-side slashes, then a downward slice, causing a thunderbolt to hit the foe. This form is of the Elec element, so it is weak to Wood elemental attacks.
  • Fire Saurian: Form of Geo after obtaining the Rock of Saurian. It increases the power of Fire attacks, can charge a non-dimming card for an attack boost, has the Super Armor Ability Wave, and changes the Charge Shot to the Dino Cannon, which hits three panels in a row behind it with the center of the line being directly behind the hit target. Its LFB is called Genocide Blazer, where Geo charges up his buster before firing it and sweeping the blast across the enemy field. This form is of the Fire element, so it is weak to Aqua elemental attacks.
  • Wood Ninja: Form of Geo after obtaining the Star of Ninja. It increases the power of Wood attacks, can be used to counter incoming attacks with a body double sword attack, can charge a non-dimming card to pierce invisible enemies and gain Auto Lock-On, and changes the Charge Shot to the Shinobi Shuriken, where he throws out three shurikens that each have half the power of the regular buster. Its LFB is called Demon Flurry, where Geo creates two clones of himself before all three leap into the air and throw shurikens. This form is of the Wood element, so it is weak to Fire elemental attacks.
  • Zerker Saurian: The Double Tribe form based on the combined power of the Sword of Zerker and Rock of Saurian. It increases the power of Elec and Fire attacks, can charge several non-dimming cards and use all of them consecutively without inducing flinching, has the Side Select and Super Armor Ability Waves, and changes the Charge Shot to the Dino Cannon. Its LFB is called Vanishing Blazer, where Geo performs the Atomic Blazer, which has been charged with both the Elec and Heat elements, hitting each enemy twice as he sweeps it across the field. This form is of the Fire element, so it is weak to Aqua elemental attacks.
  • Saurian Zerker: The Double Tribe form based on the combined power of the Rock of Saurian and Sword of Zerker. It has the same abilities as the Zerker Saurian form, except that the Charge Shot becomes the Thunder Slash instead. This form is of the Elec element, so it is weak to Wood elemental attacks.
  • Zerker Ninja: The Double Tribe form based on the combined power of the Sword of Zerker and Star of Ninja. It increases the power of Elec and Wood attacks, can charge several non-dimming cards and use all of them consecutively without inducing flinching, has the Side Select Ability Wave, can be used to counter incoming attacks with a body double sword attack, and changes the Charge Shot to the Shinobi Shuriken. Its LFB is called Element Blade, where Geo performs the Thunder Bolt Blade, slashing from side-to-side twice and then striking downward with the Sword of Zerker, causing Elec damage, and upon the third strike, a Wood elemental tornado is created. This form is of the Wood element, so it is weak to Fire elemental attacks.
  • Ninja Zerker: The Double Tribe form based on the combined power of the Star of Ninja and Sword of Zerker. It has the same abilities as the Zerker Ninja form, except that the Charge Shot becomes the Thunder Slash instead. This form is of the Elec element, so it is weak to Wood elemental attacks.
  • Saurian Ninja: The Double Tribe form based on the combined power of the Rock of Saurian and Star of Ninja. It increases the power of Fire and Wood attacks, can be used to counter incoming attacks with a body double sword attack, can charge a non-dimming card for an attack boost, has the Super Armor Ability Wave, and changes the Charge Shot to the Shinobi Shuriken. Its LFB is called Enma Gale Garrison, where Geo Performs the Demon Flurry to create clones of himself and throw two types of shurikens for Fire and Wood elemental damage. This form is of the Wood element, so it is weak to Fire elemental attacks.
  • Ninja Saurian: The Double Tribe form based on the combined power of the Star of Ninja and Rock of Saurian. It has the same abilities as the Saurian Ninja form, except that the Charge Shot becomes the Dino Cannon instead. This form is of the Fire element, so it is weak to Aqua elemental attacks.
  • Rogue Zerker: A Rogue version of the Thunder Zerker form. It has the same abilities as that form, except its Elec elemental attacks have no element and it increases the power of sword attacks. It also summons a Mu Barrier, a protective barrier that regenerates itself. It is not weak to any element.
  • Rogue Saurian: A Rogue version of the Fire Saurian form. It has the same abilities as that form, except its Fire elemental attacks have no element and it increases the power of sword attacks. It also summons a Mu Barrier. It is not weak to any element.
  • Rogue Ninja: A Rogue version of the Wood Ninja form. It has the same abilities as that form, except its Wood elemental attacks have no element and it increases the power of sword attacks. It also summons a Mu Barrier. It is not weak to any element.
  • Tribe King: The most powerful and dominant Tribe On form. It combines the power of all three tribes. It increases the power of Elec, Fire, and Wood attacks, doubles the power of all card attacks, has the card change abilities of all three tribes, has the Side Select and Super Armor Ability Waves, and changes the Charge Shot to the Over Slash, where Geo launches three sonic booms that represent all that three elements that are capable of passing through obstacles. Its LFB is called Czar Delta Breaker, where he charges up the power of the three OOPArts before unleashing it in a wave of energy that covers his column and both adjacent columns. It hits with each element three times, totalling nine hits. This form has no elemental weakness.

Noise Change

While in battle, clashes of EM Energy produce Noise, a type of scrambled EM Wave that causes all sorts of machinery to go haywire, particularly if they’re EM-based. Geo is able to harness that Noise and convert it into power, allowing him to transform into a variety of forms based on the FM-ians that invaded Earth in his first adventure. Two different Noise Changes can be combined to share effects, which is called Multi-Noise. If hit by the Multi-Noise form’s weakness, Geo will turn back to normal. Each form also has a special attack called a Noise Force Big Bang (NFB for short), which can be done after countering an enemy.

  • Libra Noise: The Noise Change between Geo and Libra. It increases the power of Fire and Aqua attacks, heals Geo when using non-dimming, non-elemental attacks, has the Charge S Ability Wave, increases his HP, and changes the Charge Shot to the Side Spread, which hits at a wider range to enemies three times and does not flinch. Its NFB is called Meteor Light Barrage, where Geo Leaps into the air and fires off several meteor-shaped spheres of light simultaneously, which pierce through invisibility and Super Armor. This form has no element, but is weak to piercing attacks.
  • Corvus Noise: The Noise Change between Geo and Corvus. It increases the power of Fire attacks, has the Gravity Body and Air Shoes Ability Waves, is immune to black holes, can’t receive HP Bugs, takes no damage from Poison Panels, and changes the Charge Shot to the Shocking Flare, which covers the column Geo is standing on do attack with Fire and give the Gravity status effect. Its NFB is Atomic Blazer, but with the added effect of getting rid of barriers and Auras. This form is of the Fire element, so it is weak to Aqua elemental attacks.
  • Cancer Noise: The Noise Change between Geo and Cancer. It increases the power of Aqua attacks, makes non-dimming attacks stronger and have the Bubble effect, has the Charge Cross and Bubble Body Ability Waves, and changes the Charge Shot to the Bubble Shot, which induces the Bubble effect for awhile once it hits. Its NFB is called Dyna Wave, where Geo spins several times to kick up three large waves that sweep down the battlefield. This form is of the Aqua element, so it is weak to Elec elemental attacks.
  • Gemini Noise: The Noise Change between Geo and Gemini. It increases the power of Elec attacks, makes all sword attacks also cause Paralysis, has the Charge P and Paralyze Body Ability Waves, lets Geo select two Battle Cards in his folder, and changes the Charge Shot to the Rocket Knuckle, which launches an Elec knuckle that Paralyzes enemies. Its NFB is Thunder Bolt Blade, but with the added effect of flinching enemies. This form is of the Elec element, so it is weak to Wood elemental attacks.
  • Ophiuca Noise: The Noise Change between Geo and Ophiuca. It increases the power of Wood attacks, makes non-dimming, non-elemental attacks cause Confusion, has the Charge Wood and Flash Body Ability Waves, makes Geo immune to Confusion, and changes the Charge Shot to the Wood Shot, which fires a shot that spreads to around the enemy who is hit while also creating Grass Panels and not flinching. Its NFB is Elemental Cyclone, but with the added effect of getting rid of barriers and Auras. This form is of the Wood element, so it is weak to Fire elemental attacks.
  • Cygnus Noise: The Noise Change between Geo and Cygnus. It increases the power of non-elemental and non-dimming Wind attacks, has the Air Shoes, Float Shoes, and Charge Sever Ability Waves, and changes the Charge Shot to the Feather Vulcan, which hits three times while also not flinching and hitting behind the point of impact. Its NFB is Meteor Light Barrage. This form has no element, but is weak to sword attacks.
  • Taurus Noise: The Noise Change between Geo and Taurus. It increases the power of non-dimming Fire attacks, has the Super Armor Ability Wave, and changes the Charge Shot to the Heat Cannon, which launches Fire projectiles that also hits behind the enemy when it makes contact with them. Its NFB is Atomic Blazer. This form is of the Fire element, so it is weak to Aqua elemental attacks.
  • Virgo Noise: The Noise Change between Geo and Virgo. It increases the power of non-dimming Aqua attacks, has the Freeze Body, Bubble Body, and Charge Ice Ability Waves, and changes the Charge Shot to the Aqua Wave, which a wave that hits at a wide range and pieces enemies. Its NFB is called Dyna Wave. This form is of the Aqua element, so it is weak to Elec elemental attacks.
  • Crown Noise: The Noise Change between Geo and Crown. It increases the power of Elec attacks, makes non-dimming, non-elemental attacks Blind enemies, increases the chances of drawing Mega-class cards at the start of battle, has the Mega Class +1 Ability Wave, and changes the Charge Shot to the Plasma Shot, which Paralyzes the enemy when it hits. Its NFB is Thunder Bolt Blade. This form is of the Elec element, so it is weak to Wood elemental attacks.
  • Wolf Noise: The Noise Change between Geo and Wolf. It increases the power of Wood attacks and makes them Auto Lock-On, has the Quick Gauge Ability Wave, increases the power of sword attacks, and changes the Charge Shot to the Shock Claw, which is a slash that hits at a wide range and travels deep. Its NFB is Elemental Cyclone. This form is of the Wood element, so it is weak to Fire elemental attacks.
  • Black Ace: One of the two Finalized Noise Changes between Geo and Acid Ace. It has the Air Shoes, Float Shoes, Auto Lock-On, and Quick Gauge Ability Waves, provides Buster MAX, which maxes out the power of Geo’s Attack, Charge, and Rapid stats, makes Locked-On attacks deal double damage, and enhances Geo’s analytical ability to a universal scale. Its NFB is called Black End Galaxy, where Geo leaps into the air and summons a large black hole onto the field before dashing forward, slashing with his sword-arm, and causing a large explosion afterwards. The attack hits everything on the battlefield, and induces the Gravity effect on enemies who were hit. It has no element and no weakness, but it also has no Charge Shot and only lasts for a short while.
  • Red Joker: One of the two Finalized Noise Changes between Geo and Dread Joker. Has the Super Armor Ability Wave, provides Buster MAX and Status Guard, and makes Locked-On attacks deal double damage. Its NFB is called Red Gaia Eraser, where Geo charges power and detaches the two disk gears from his shoulder pads, aligning them with the sides of the battlefield before performing a straightforward blast, hitting anything in his column, and allows the disks to sweep the enemy area with lasers, causing an explosion that breaks through Super Armor. It has no element and no weakness, but it also has no Charge Shot and only lasts for a short while.
  • Rogue Noise: The Secret Noise Change between Geo and Rogue. It increases the power of non-dimming sword attacks, has the Reflect and First Aura Ability Waves, makes non-dimming, non-elemental attacks Paralyze enemies for a bit, is immune to Lock-On, grants Mu Rejection, which summons a weak barrier that regenerates every time the Custom Screen is accessed, and doubles the power of the Charge Shot. It has no element and no weakness, but it also has no NFB.

Feats

Mega Man

Accomplishments

  • Has stopped Dr. Willy from taking over the world over 20 times
  • Defeated Proto Man
  • Defeated Bass and Super Bass, who was built specifically to rival Mega Man
  • Defeated over 100 different robot masters...at least twice each
  • Defeated the Mega Man Killers, incredibly powerful robots created by Wily specifically to destroy him
  • Defeated Ra Moon, a supercomputer, and Ra Thor, a robot made specifically by Ra Moon to beat him
  • Defeated Quint, a modified, evil version of himself from the future (he’s not as cool as he sounds) and his failed prototype Mega Man Shadow
  • Defeated Flash Man, Saturn, and Centaur Man, who all have the ability to freeze time
  • Saved the franchise

Strength

  • Held up one of Wily Castle 5’s Towers for several seconds as seen above
  • With the Super Arm, he can lift and throw up to two tons with one hand
  • In Mega Man IV for Game Boy (or Mega Man World 4), was powerful enough to damage Wily’s base with just regular buster shots
  • Defeated Sunstar, who blew up the Wily Star

Speed

  • Beat Quick Man, who is fast enough to move as fast as lightning (or light, depending on translations)
  • On his way to Quick Man, he was fast enough to dodge Force Beams
  • Dodged Elec Man’s Thunderbolt desperation attack and Cloud Man’s Thunder Bolt attack
  • Reacted fast enough to dodge laser attacks from the Wily Star, while traveling through an asteroid field
  • Also teleported fast enough to dodge a laser from the Wily Star while standing on the ground
  • Can outrun the pull of Saturn’s Black Hole and Galaxy’s Man’s Black Hole Bomb
  • Can react to Duo’s meteor form

Durability

  • Survived attacks from Guts Man, who is able to lift and throw up to two tons
  • Was able to take hits from Heat Man’s Atomic Fire, which can reach temperatures up to 21,000 degrees Fahrenheit
  • Withstood attacks from Sunstar, a robot doomsday weapon whose death explosion destroyed the Wily Star.
  • Survived a hit from the laser cannon of Wily Machine #8, which was powerful enough to damage and weaken Duo
  • Withstood an axe attack from King, who was able to cut Protoman in half with one swing
  • Can survive contact with Saturn’s Black Hole and Galaxy Man’s Black Hole Bomb

Mega Man X

Accomplishments

  • Was able to join the Maverick Hunters almost as soon as he was released from his capsule
  • Regularly defeats powerful Mavericks
  • Defeated Sigma no less than ten times throughout his career
  • Helped repair Zero by getting his parts from the powerful X-Hunters
  • Helped stop the Final Weapon from nuking the planet
  • Helped stop the Eurasia Space colony from making the planet’s surface uninhabitable...until X6 retconned that so it happened anyway. Brilliant writing, 10/10
  • Defeated Lumine, one of the most powerful New Generation Reploids
  • Defeated the Rebellion as well as Epsilon and Redips when they were infused with Supra Force Metal
  • With the help of the Mother Elf, wiped out the entire Dark Elf virus across the planet

Strength

  • Defeated the Repliforce’s General, who was tough enough to block a giant laser while severely damaged
  • Held his own against Zero, who survived the explosion of the Eurasia Space colony
  • Made a massive hole in a fortress with a Charge Shot
  • Generated a blast capable of destroying Japan
  • Defeated Gravity Beetle and Gravity Antonion, who can generate black holes
  • Can create black holes that cover the entire screen in X8
  • Defeated Lumine, who destroyed a sun

Speed

  • Can react to lightning in Wire Sponge’s weather control facility
  • Fast enough to dodge Optic Sunflower’s satellite laser
  • Can keep up with Zero who can move at the speed of light
  • Can outrun Gravity Beetle’s black holes
  • Reacted to lasers from Lumine
  • Destroyed the Dark Elf virus across the entire planet in seconds

Durability

  • Survived being ripped in half
  • Survived being impaled
  • Took hits from Gravity Beetle and Gravity Antonion, who can generate black holes
  • Tanked Lumine’s Paradise Lost attack, which destroyed a sun

Mega Man Volnutt

Accomplishments

  • Stopped the Bonnes numerous times and became respected throughout Kattelox Island
  • Saved the world from an ice age caused by an eruption from Ancient tech
  • Fought the Mother Unit Sera to a standstill, then later defeated her and convinced her to help the Carbons
  • Explored many ruins and obtained their treasures
  • Went to Forbidden Island and solved its mysteries, despite being too treacherous for almost any explorer to come out alive for thirty years
  • Uncovered the mystery behind the Main Gate of Kattelox Island

Strength

  • Capable of lifting boulders and other large objects with his standard Lifter arm
  • Possesses superior weaponry to a lot of his era at the time, and as such should be superior to small refractors in energy output
    • When the world was in danger of a second ice age because of a severe volcanic eruption, Tron stated that any refractor could act as a fuse for the massive amount of energy the volcano would release
    • Refractors also have the energy to create more refractors via mass-energy conversion
  • Fought Mega Man Juno and completely destroyed his body, and then fought him in an even bigger body
  • Defeated a Reaverbot, who created a thirty year long storm on Forbidden Island
  • Fought Sera to a standstill thousands of years ago, then later defeated her after becoming Mega Man Volnutt
  • Capable of knocking out Servbots, who are easily strong enough to take punishment from machines on Tron’s level and keep going
  • Stronger than Denise Marmalade, who can lift and throw a Gustaff tank over her shoulder
  • Destroyed the Gesselschaft completely, which not even the Colossus could do

Speed

  • Outpaced projectiles that can catch up to the Flutter, which can easily traverse 100 miles in seconds
  • Outran sonar attacks from a fish-like Reaverbot
  • Easily avoids missiles and rockets from the Bonnes
  • The Vacuum Arm can retrieve items from another side of a room hundreds of meters wide in about a second when fully upgraded
  • The Shining Laser, easily Volnutt’s best and fastest weapon, matches the properties of a light-based laser

Durability

  • Took hits from Sera, causing a stalemate, but nearly died in the process
  • Has taken hits from Reaverbots more powerful than Tron, whose mechs can destroy buildings without a trace and fight the Colossus
    • The Colossus should be superior to a superweapon from Glyde, which could destroy an entire city
  • Fought with the technology of the Ancients, which could cause small tremors across islands
  • Tougher than Tron, who can survive her machines completely blowing up without a trace
  • Took hits from Teisel Bonne’s machines, who threatened to pulverize an entire town if Volnutt did not show up
  • Survived a large explosion courtesy of Geetz
  • Withstood electrical torture from Juno

MegaMan.EXE

Accomplishments

  • Stopped Dr. Wily and the WWW (World Three) Organization from taking over the internet on four separate occasions
  • Defeated the newly risen internet crime organization Gospel
  • Helped save the world from Duo.EXE
  • Earned the respect of Serenade, one of the most powerful Navis on the internet
  • Stopped Dr. Regal, the mad scientist attempting to take control of the internet
  • Stopped the rampaging Cybeasts Gregar and Falzar
  • Has performed Full Synchro with Lan, meaning they basically share the same consciousness during battle

Strength

  • Defeated Geo Stelar in a crossover, who consistently displays Solar System levels of strength
  • Defeated GutsMan.EXE in a contest of strength, who is one of the physically strongest Navis
  • Defeated SwordMan.EXE, who was able to defeat ProtoMan.EXE in a fight
  • Consistently matches and defeats Bass.EXE, who defeated Alpha, the first internet, and helped MegaMan.EXE defeat Gospel, a BugBeast that was merging the real and cyber worlds together
  • Bug Style EXE destroyed, absorbed, and restored the entire Cyber World, which contains its own stars and galaxies
  • HUB form is apparently strong enough to defeat the likes of Duo.EXE, Gospel, Alpha, and the rest of EXE’s strongest foes with little effort
  • Battled ProtoMan.EXE when both were using the Life Sword Program Advance, which shook the Cyber World enough to wake up PharaohMan.EXE, an ancient and powerful NetNavi that was sealed away

Speed

  • Ran around the entire Cyber World (which is an entire universe) in a relatively short time
  • Dodged attacks from LaserMan.EXE, who attacks with...lasers
  • Faster than Duo.EXE, who can travel interstellar distances in moments
  • Defeated QuickMan.EXE, the fastest NetNavi on earth...twice
  • On his way to fight QuickMan.EXE the first time, he was able to dodge the AC/DC Bank’s laser system

Durability

  • Took hits from Bass.EXE, Gospel, Duo.EXE, and the Cybeasts Gregar and Falzar
  • Took hits from Geo Stelar
  • Survived being infused with massive amounts of Dark power
  • Took a beating from Evil Empress Roll
  • Withstood being in the presence of Zero.EXE, a living virus that was causing NetNavis to go out of control when exposed to him, and didn’t feel any adverse effects

Star Force Mega Man

Accomplishments

  • Defeated Harp Note and brought Sonia Strumm back to her senses
  • Completed the Star Trials and obtained the power of the Star Force
  • Defeated the planet destroying war-engine, Andromeda
  • Defeated Dark Phantom multiple times and his army of ghost viruses
  • Defeated Rogue multiple times
  • Traveled to the center of the Bermuda Maze and defeated Hollow
  • Defeated Le Mu, god of the EM Wave
  • Defeated the Crimson Dragon and saved the Earth

Strength

  • Stopped a collapsing train in midair
  • Accidentally destroyed portions of a skyscraper by flying through them
  • Can strike enemies with enough force to launch them 100s of feet into the air
  • Held up a leaning tower
  • Destroyed Andromeda with a Mega Attack
  • Destroyed Andromeda's massive hand by flying into it
  • Lifted an object against the pull of a black hole
  • Shattered Rogue's EM Barrier
  • Traded blows with Sirius, someone who controlled the black hole Sagittarius A

Speed

  • While in human form, outran a speeding truck
  • Was stated to be capable of circling the planet in seconds
  • Due to his physiology, can naturally travel at light speed
  • Swift enough to dodge various projectiles ranging from bolts of lightning to lasers
  • Dodged the Quaky Lackies Dance of the Stars
  • Can react to and shoot down Harp Note's musical notes
  • Can reach outer space in seconds
  • Can keep pace with FMians that can travel from the center of the galaxy to Earth

Durability

  • Didn’t die to EXE when they fought
  • Can take hits from the Quaky Lackies' Dance of the Stars
  • Endured being electrocuted by Gemini's Gemini Thunder
  • Took a hit from Harp Note's attack
  • Consistently takes hits from enemies much larger than himself
  • Resisted the gravitational pull of Sagittarius A

Weaknesses

Mega Man

Mega Man may be the most powerful robot of his time (with the exception of Duo), but he has more than his fair share of weaknesses. His systems are extremely vulnerable to electric weapons and spikes. His weapon system is also limited in how many he can carry. If he carries around too many weapons, his personality starts to become more violent. In the Archie Comics series, after defeating the first six robot masters, Mega Man was so bloodthirsty that Dr. Light had to put him inside a force field until he calmed down. When not bloodthirsty, Mega Man is incredibly naive, falling for traps even when others try to warn him. As the above clip demonstrates, he also can’t take a punch very well.

Mega Man X

Much like his predecessor, X does still have issues. Once again, he’s more vulnerable to electric weapons and spikes. But on top of that, he also has his own personality issues. X heavily detests violence, and often only battles out of reluctance. And while his Ceratanium armor is certainly very durable, it has been broken through by the likes of Sigma at least a few times. In fact, X has nearly died on at least three separate occasions, all of which were due to Sigma. Even supposedly weaker reploids like Vile have given X trouble when they reasonably shouldn’t.

Mega Man Volnutt

Volnutt is reliant on Roll for spotting, as well as switching weapons. He is only able to hold one weapon at a time, so he is codependent with Roll for that reason. Water significantly slows down his speed. Often known for being naive or gullible. Many of his weapons, items, and canteens are one time use or have rather strict ammunition or uses. Some skilled and powerful enemies are also capable of seeing through his Chameleon Net for example, thus rendering it useless.

MegaMan.EXE

While by no means helpless on his own, EXE shares a special bond with Lan Hikari, and grows stronger as a result of it. If Lan is out of commission, EXE doesn’t operate at full capacity. Many of EXE’s abilities require his Custom Gauge to be full, which can take some time. Dark Chips, while very destructive, come at the cost of permanently draining EXE’s vitality, and may even cause him to go crazy and become Dark Soul MegaMan.EXE, minus the use of Chaos Unison. The Beast Out forms are powerful, but trying to use them after their time limit expires causes EXE to enter Beast Over form, which will boost his stats for some time, but afterwards leaves him far weaker than normal, so he must exercise caution. The Cross forms are strong, but getting hit with an elemental weakness will deactivate them for the rest of the fight. The NaviCust program does give EXE helpful buffs, but it comes with the danger of infecting EXE with bugs that have adverse effects on him if he doesn’t adjust the program correctly. And finally, as a Net Navi, EXE generally stays in the Cyber World or in Lan’s PDA, and as such it’s possible to trap him in a place where he can’t jack out, leaving him stuck. And then there’s Lan himself, who’s...not exactly the sharpest knife in the drawer. Lan’s also rather lazy and hungry a lot, and the only thing that he likes more than food is battling. He’s basically Goku if he was a grade school student.

Star Force Mega Man

Much like his predecessor, Geo also relies on a finite set of Battle Cards that also have the potential to run out mid-battle, making it a bit hard to attack anyone else. And despite his EM Wave body being intangible to most attacks, it does fall victim to other attacks on the EM spectrum, like electricity, radiation, light, etc. Also, due to Geo’s reliance on Omega-Xis and fusing with him in order to get his power, discord between the two could cause them to split up mid-fight, essentially turning Geo back into a normal kid. This is very unlikely to actually happen, though.

Summary

Mega Man


Advantages
  • Has a sizable speed and power advantage over Volnutt.
  • Depending on the source, he’s at least seen some of what X is capable of.
  • Either him or X has the most experience due to going on the most adventures.
  • Had a crossover with Street Fighter, which may or may not be canon.
  • Saved the franchise.

Disadvantages
  • The presence of X alone - considering he was built to be superior than every Robot Master from the original generation - screws him over hard.
  • Also far weaker than EXE and Star Force
  • The Double Gear System, while helpful, has a cooldown that leaves Mega Man vulnerable if used too much without a break.
  • Has limited ammo, which could potentially screw him over in a drawn-out fight.
  • Everything Capcom did to him from 2011-2017.

Mega Man X


Advantages
  • Lore and feats prove that he is undoubtedly stronger than the classic Mega Man.
  • Easily the strongest of the classic timeline characters.
  • Also technically crossed over with Street Fighter (HADOKEN! SHORYUKEN!). These techniques are useful for dealing with enemies rather quickly.
  • Maverick Hunter training likely makes him the most strategic out of the five.
  • Can summon his boyfriend Zero for a final make out session.

Disadvantages:
  • Far weaker and slower than Geo Stelar and EXE, even when scaled to the absolute best feats in the Classic timeline.
  • Special Weapons, like Classic Mega Man, have limited ammo, although the Force Armor does mitigate this to an extent.
  • Probably the most “jack of all trades, master of none” type character in most categories
  • Meh, violence!

Mega Man Volnutt


Advantages:
  • Has experience dealing with technology like X’s Ride Armor due to his encounters with Tron Bonne and her mechas.
  • His games actually have decent voice acting.
  • Probably the purest boi.

Disadvantages:
  • Without question, is the slowest, weakest, and least durable of all the Mega Men listed here.
  • Easily the least experienced out of all of the combatants.
  • The moon.
  • His long awaited third game was mobile-exclusive.

MegaMan.EXE


Advantages:
  • Undoubtedly the strongest out of all the Mega Men present here, due to fighting a large array of enemies that supersede most of the other Mega Men.
  • Also the fastest of the bunch.
  • Largest arsenal of any of the Mega Men hands down.
  • Can summon a ton of different NetNavis, including a universe-threatening force and his timeline’s version of Zero. Along with Geo Stelar, Omega-Xis, Rush, Beat, Tango, Django the Solar Boy, Bass.EXE (the latter two in which he’s able to fuse with, like with Lan), Gospel Beasts, and Rogue.
  • So many transformations. Like, enough to make the cast of Dragon Ball say “Dude, you have enough transformations. Calm the hell down”.
  • Probably has the most options for healing, battlefield control, and defense, further adding to his longevity in this fight.

Disadvantages:
  • Doesn’t have means of existing outside of the internet besides merging with Lan or because of outside forces.
  • It is possible for EXE to run out of Battle Chips to use in his Custom Deck if the fight drags out for too long, which could be troublesome.
  • Many of EXE’s forms have some sort of drawback, be it Beast Over, the elemental weaknesses of Cross forms, or the chip sacrifice cost of Double Soul.
  • Dark MegaMan.EXE, while very powerful, comes at the cost of EXE’s sanity and Lan losing control over him. Very unlikely to actually appear due to LORE, though.
  • jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack jack

Star Force Mega Man


Advantages:
  • His feats keep him from losing to anyone in the classic timeline.
  • Has about as many transformations as EXE...maybe even more.
  • His intangible body makes it rather difficult for the others to attack him.
  • Is the only fighter who can reliably combat EXE in the Cyber World.
  • Probably has the coolest design out of the five. Dragon for an arm is pretty sweet.

Disadvantages:
  • Still doesn’t come nearly close enough to EXE.
  • Like EXE, Geo’s attacks largely come from a finite set of Battle Cards.
  • Reliance on fusion with Omega-Xis could lead to trouble if they happen to defuse.
  • Hair is not as cool as Volnutt’s.

Verdicts


dear lord in heaven above we’ve said mega man so many times in this blog

Grand Blazer


Since some of y’all probably want the template. Hope we get to see Mega Man ZX in here sometime. Dunno who they’d fight though. Get to the actual verdict stuff now.

ramonzer0



Ah, yes. Time to give my verdict on the season opener. Can’t say I---- wait, what do you mean we just had Jason Momoa on the show?

Please don’t tell me that the natural follow-up to this is a Spider-Verse Battle Royale. I don’t think my fragile psyche can handle so many dead Spider-People.

So this’ll be slightly different compared to how I’ll be doing my verdict considering that we have five active participants in this here episode, in that I’ll take the straightforward approach of listing down what I think is the elimination order - obviously, the dude I’ll be putting in last is my pick to take everything. Here’s why I say slightly: the winner is so bloody obvious it’s hilarious. Or not. Depends on how much you’re attached to whichever Mega Man you like the most.

Now, we’re off to systematically killing off all these Mega people, starting with: Mega Man Volnutt (oh, dear Lord, we’ve probably said Mega Man too many times this blog).

Despite technically being the last canonical Mega Man in the OG timeline, he’s also undoubtedly the weakest out of everyone here. At best, his overall power output still doesn’t quite match any of the near-Planet level shenanigans needed to stand a fighting chance against his brethren; ditto his respectable hypersonic-ish speeds - whether attacking, moving, or evading - not really doing anything of note. His buster and other Special Weapons don’t really have the raw power or versatility as the others, and so does his equipment and armor - the Rush Adapter or Armor of Light, they are not. Sure, he’s been active for a century between his split lives as both Mega Man Trigger and Volnutt, but at the same time, the two games he’s been in aren’t a good indicator of experience against people who’ve faced and defeated worse (give an F in the comments for Legends 3).

Good thing he’s a digger then, since Volnutt’s going to be the first to be buried six feet under. As for our next victim, we have: the original Mega Man (for clarity’s sake, I’ll be referring to him as just Rock from now on).

Christ, this poor kid can’t catch a break, can he? First he gets his ass handed to him by Astro Boy (still think he should’ve won that, lol), and now he shows up again here to die one more time. Well, least he won’t be dying first: Rock’s skirmishes with the likes of Duo and Sunstar put him at Planet level with FTL speeds comfortably - way higher than what Volnutt’s boasting. While he did gain the nifty Double Gear system since his first outing on the show four years ago, it isn’t enough to help him surpass the biggest hurdle he has going for him in this fight, which I’m going to let you ponder on for a bit.


Okay, time’s up. Let’s get this over with: it’s X.

As we and the show have hopefully drilled into your heads since Zero and Sigma showed up, X and the Reploids/Mavericks/Irregulars of his era have been continuously stated to be superior to the Robot Masters of the original generation, and that’s just not a lore thing either. Stuff like Lumine, the General’s strike, Cyber Peacock - everything we’ve gone over in our past Mega Man X blogs - are all just flat out better than whatever Rock’s done. He’s guaranteed to die by virtue of X being around to begin with, so there’s an elimination there.

...right, speaking of which, X is probably dying next. Goes to show that apparently, choosing to prioritize the internet over super fighting robots was the best move Dr. Light/Hikari must’ve made. Also, fuck this X is gonna die jf--

Ahem.

So X is our halfway point marker; as stated, we’ve covered both Zero and Sigma extensively, and he very much scales to both of them in a lot of ways. By far and away is he the most powerful Mega Man from the OG timeline, but he has some competition in the form of Geo, who also possesses roughly similar Solar System level feats of his own - issue is that Geo’s speed feats push him at even faster FTL speeds than what X is capable of, so most arguments would mean that he’d get blitzed pretty hard and is likely to lose more often than not in a direct battle.

Now, regardless of whether you think X or Geo is better than the other, they still pale in comparison to the one favored to take the whole thing: MegaMan.EXE.

As some reference, EXE and Geo crossed over and the former won out, and what sort of makes that even crazier was that it was beginning-of-series EXE fighting end-of-series Geo. Add to that EXE basically being capable of fighting dudes capable of merging both the real and Cyber worlds together - that’s already multiversal Mega Man bullshit no other combatant in this fight has ever pulled off, and there isn’t much of a contest. This entire battle royale could consist of every other Mega Man working together and gunning for EXE, and he’d still kick all of their asses easily. He quite literally out Mega Man-s every other Mega Man in this fight by embodying all the super fighting robot-ness needed out of one and more.

That One Munchlax


Once upon a time there were many Mega Men...
But one was so powerful that everyone else died. The end.

MLDKF


Oh man, I wish my external hard drive hadn’t gone kaput on me before this episode came out, because that would’ve given me so much web traffic! Seriously, I was working on a classic series Mega Man retrospective at the tail end of last year, and then, thanks to technical difficulties, I had to stop. Go ahead and check it out here if you want to. So...what were we talking about? Oh, right, Mega Man Battle Royale.

Truth be told, this is a pretty obvious fight on who is exactly wins. It’s just everyone else that we need to figure out. First things first...yeah, Volnutt’s screwed. I’m not a fan of Legends, but I feel bad for his fans. First they get crapped on in videos like ScrewAttack’s Worst 2D to 3D games and AVGN’s video on the Mega Man games, and then Capcom cancels his game because of “lack of fan support”, and now he’s going to die first in a royale with ALL the other Mega Men. Poor guy never stood a chance, really.

Then there’s classic Mega Man. Rock’s very much screwed too. Maybe not nearly as much as Volnutt, but Rock having to go up against his successor already means he’s not winning. Plus, there’s no feat that allows Rock to come anywhere close to the feats X, EXE, and Geo have.

After that, it’s tricky (since I’ve heard debate on who’s stronger between X and Geo), but honestly it doesn’t matter. X and Geo can’t hold a candle to Hub. When you’re powerful enough that people are reasonably saying you’re at Universe level, no one’s going to compete with you. The big question is whether or not MegaMan.EXE’s actually going to get Lan and if they’ll be able to perform Cross Fusion. If they do, say goodbye to any chances X and Geo had, because the best feats in the franchise come from when those two merge. Honestly, it makes me kind of sad that the different versions of the star of one of my favorite franchises are about to die pretty horrifically, but at least one of them will come home with a win, and one that I can say I really like. In this fight, MegaMan.EXE’s battle routine is set to execute the others.

Malcolm Belmont


“Breaths in” MEGA MEGA MEGA MANNN!!! “Starts coughing”


Bleh, that’s what happens when you start shouting when you have a cold. Anyway, Mega Man. I love me some Mega Man (my personal favourite game in the series is Maverick Hunter X for those who are wondering), so I might as well get in on this action in terms of my verdict. So who do I think would win this? Is it the OG Blue Bomber Rock, is it the badass X, is it the computer program EXE, the Digger Volnutt, or the Mega Man with a wolf hand?


In all seriousness, if you have read the previous verdicts that guests have made, then you probably are going to see this coming, but I have to go with EXE on this one.

As for my reasons on why I think EXE wins this, well, other verdicts have covered this verdict in much more extensive detail than I could ever do, so I will keep this short and concise. Obviously, when it comes to Mega Man X VS Classic, X would win 10/10, as it has been straight up established by DEATH BATTLE and canon itself that X series robots are superior to the original Classic series. So yeah, you can pretty much count Classic out. Plus, even if we ignore those facts and just go with their abilities, I think that X honestly has the more varied arsenal despite having less games, as well as having way more impressive feats than Classic (though Classic’s time manipulation could prove a problem, all it would be doing is delaying the inevitable). Classic really has nothing he can do about X.

Though Classic is not dead last, that goes to Volnutt, who honestly is kind of impressive on his own, but really doesn’t have much to combat the other Mega Men, mostly due to the fact he can only use one weapon at a time and only really had two proper games to his name (RIP MML3). Plus, he’s also by far the least experienced and the least intelligent of all the Mega Men, so yeah, he is not winning this battle by a long shot. Both Mega Man X and Star Force do have rather impressive feats, but I think Star Force’s sheer variety makes Classic, Volnutt, and X look basic in comparison, as well as his many many transformations and more impressive feats that make him more powerful than Volnutt, Classic, and X.

And then there’s Star Force VS EXE. Well, this is quite easy. Star Force, who was at the end of his game, straight up lost to EXE, who wasn’t nearly at his fullest potential. Done. In all seriousness, outside of the fact that Star Force lost to EXE, I do think that EXE wins this. They both have a fairly equal amount of transformations (though I would say EXE edges out slightly) and they both have plenty of healing items. Despite MegaMan.EXE having more weaknesses than Star Force, I do think EXE has more impressive feats, like that Universal feat, which is easily the most impressive feat out of these five Mega Men. With their arsenals and transformations being fairly close to each other, it comes down to who has the most impressive feats, and MegaMan.EXE edges out over Star Force. So yeah sorry for being unoriginal, but I legit do think that MegaMan.EXE wins this handily despite his weaknesses. Looks like EXE is the superior fighting robot.


Brobuscus

Gonna be honest, was not expecting this of all things.

I’d be lying if I said I was a huge fan of the Mega Man series, as I haven’t played a whole lot of whatever games I played, but it is a classic when it comes to Capcom. I’d even go so far as to say that Mega Man as a character is a response to characters like Mario. With all that in mind, a battle royale between each version of the character is not something I thought they’d do, even ignoring the fact that the classic Mega Man is another returning combatant.

Anyway, let’s just dive into it.

The first one to go out is Volnutt. Mega Man Legends doesn’t hold a candle to the rest of the verse, and Volnutt suffers from this badly. All the other four Mega Men not only blitz him badly, but also one-shot even worse. Honestly, not much to go over here.

Next up is the main Man himself, the one who started it all: Classic Mega Man. It’s honestly a shame considering that this is the version I have the most personal experience with. Oh well. This one should be obvious. Even though Classic is leaps and bounds better than Volnutt, just the fact that X is involved is enough to say “Well, Classic isn’t winning”. You know, because X is literally made to be superior to the original in every way?

Speaking of X, he’s out next. The real debate pretty much starts here, with X and Geo. What makes me think that X falls short is that while it’s possible that both he and Geo are in the Solar System level range, Geo is insanely faster.

And now we’re left with Geo and EXE, and considering the fact that I was just talking about the deal between X and Geo, you can tell where this goes. MegaMan.EXE has stuff that ranges at Universal, basically one-shotting all other versions of Mega Man easily.

Sorry for the short verdict, but there’s not much to think about here. MegaMan.EXE is the statistically superior Mega Man without question, and he’s ready to delete the others from the system.

JJSliderman
Image result for ralsei

Well, uh...this fight was certainly a surprise. When was the last battle royale, Season 2? Pokémon Battle Royale feels very far away, lemme tell ya.

Oh, uh, yeah, I’d also like to extend a very heartfelt thank you to the people who let me work on this. It was a really nice gesture, and I’m quite appreciative.

I’m not exactly a Mega Maniac, per se, but I do quite enjoy what I have played of the series (despite half of those games being considered terrible), and I think this match is simple enough to call that I don’t really need to be. It’s more about the journey rather than the destination, so let’s get into that.

I’m sorry to be a bit of a broken record here, but I do have to agree that our good friend Volnutt isn’t really gonna be legendary here. Sure, he’s definitely strong compared to your average human, but his Island level stats and Hypersonic speed just don’t quite cut the mustard when you compare it to even Rock. It’s weird how the further in the timeline we go, the weaker it gets, but that’s just how it works. Maybe some of his weapons are pretty cool, and he’d probably be my first pick to escape from a cave if it ends up there, but otherwise there’s not much to say here.

Moving on, we have the Man (or boy), who started it all, Classic Mega Man! Making his grand return from the junkyard of four years ago, it’s a bit disappointing how he’ll be making a return trip. Lore, feats, or even gameplay, take your pick, he still gets screwed over just by X being here. Even Rock’s best feats with his black holes and scaling to Wily’s lasers of doom are only comparable to X on a Sunday stroll. On a positive note, if X stood still the entire fight, and Rock was completely uninterrupted, perhaps he could pelt X with enough lemons to win. Perhaps in his wildest dreams.

After that, X and Geo are an interesting case. You could lean in either direction, due to both being pretty strong and fast in their own right. However, I ultimately side with Geo due to him being generally stronger than X, faster, along with his supply of Battle Cards and hax being overall more useful and varied than X’s supply of weapons, which only occasionally deviate from just hitting harder. The armor upgrades X has, along with his parts, will definitely help, but not enough unfortunately.

But I’ve been ignoring the elephant in the room. The one that sort of breaks this matchup in pieces. MegaMan.EXE. Because it doesn’t matter who wins between X and Geo, EXE just slaps both of them and moves on with his day. I’m sorry, but when you have a guy who can defeat Universe busters and dimension mergers, versus guys who can beat Star and Solar System busters, it really paints a clear picture. Even outside of that, EXE has all of the others beat in speed, his Battle Chips are more numerous than even Geo’s Battle Cards with the same, if not better versatility, what with the numerous insta-kill, ludicrous damage, and status effects he can do, and he has enough defense, healing, and battlefield control to keep going until the sun becomes coal. It also helps that EXE beat Geo in canon, so this was sort of decided before it even happens. Which you know, I’m totally fine with, EXE is probably my favorite of the bunch.

Also he has canon abilities allowing him to, and I quote, “give masculine comments, tell a funny joke, and recite a poem”.

Honestly they should just give the gold medal to EXE right now.

Long story short, EXE is the real virus-buster king here.

Mokey


I'm only here because I want fellow Mega Man Legends fans to rise up against the oppressive Battle Network chads.

Anyway, Mega Man Battle Royale is a fairly simple and straightforward matchup, which is why I was not a fan initially. As long as all of the characters are represented well, however, this will at least make for a great fight. The reason why it's so straight forward?

The Mega Man characters with the highest feats are well known, and it just so happens that, the more abilities and hax a Mega Man has, the stronger they tend to be.

For example:

Volnutt can only hold one weapon. He happens to also be the weakest Mega Man.
Rock can hold fourteen weapons as established in the Wily Wars as well as whatever other things that are not considered a Robot Master ability. That’s a lot, but not as much as X, who seems to have no such limit.
Geo Stelar is absolutely haxxed, but not so much as EXE, who just so happens to dwarf everyone here by a landslide.

Kind of sucks that Volnutt, probably my favorite of them all, is the weakest. He's not unimpressive by any means (for reasons I’ve listed back on his feats), but he is not good enough.

Classic Mega Man has a lot of good weapons, relatively speaking. However, no matter what his best feat is, he is canonically inferior to X, so we know he cannot win.

X is pretty powerful, and also has canonically stronger tech than Rock. However, I believe if you painfully scrutinize all of their equipment, X has the third best abilities and haxes, and just so happens to come in third in stats.

Geo would be rather difficult for the others to fight just due to his nature. However, there are some ways that the others can interact with his otherwise intangible body. It's just impossible for the others to do so because they lack the feats Geo has. However, there is someone who has already proven superior to Geo in canon.

And that's EXE. So with minimal actual research, it's fairly easy to see Lan just play with his online brother and win. The only thing you'd have to actually research for this match is how strong Geo Stelar is in relation to the Classic timeline, and how strong Volnutt is. Otherwise, the rest is already resolved for you in-series. EXE just has a massive amount of weapons and abilities at his disposal, as well as a massive advantage stats-wise.

Volnutt’s going to get off the moon real soon when it gets blown up, Rock is going to get rocked, X is going to make like Zero, and Geo is going to uh...

Yeah idk, point is the winner is MegaMan.EXE.

ThankSwalot

First off, special thanks to my friend Bowserdude. A good amount of X stuff here was from previous research he and I did together. Researching the rest for X in this was fun as well.

Anyway, not much for me to say here. We know some Mega Men are canonically stronger than others (X > Classic and EXE > Geo), and I agree with everyone else that the order would be Volnutt, Classic, X, Geo, and ending with EXE as the winner due to being stronker, faster, etc.

I’m really excited for this one though. The Pokémon Battle Royale is one of my favorite episodes and now we’re finally getting another.

Strunton


Mighty No. 9 sends every Mega Men home crying like an anime fan on prom night. Don’t tell Ben I gave away such an obvious winner to this battle royale.

Important Announcement

I love “Girl from Ipanema” a lot for some reason. Let me blame that on my dad and grandpa for drowning my young mind with old people music growing up. Anyway, Raz here - hope those cute anime girls got your attention, because pretty sure nobody in their right mind gave any of that to our last blog; to be honest, I think we didn’t, either. This is all Namor’s fault. Fuck him.

Just a lil’ bit of housekeeping before we send you off your merry way - mainly just reiterating a few points we made previously on the one thing nobody read last month. First off, our boss man Grand Blazer and Strunton have been picked up by the DB research team. Since they’re now a lot more privy to inside information and such, both of them will be taking a more reduced role as members here within the G1DBFB team. Basically, don’t expect them to give any more verdicts and such aside from the occasional joke ones. They aren’t going to be leaving us behind though as they’ll stick around for any blogs that don’t conflict with their official duties, such as rankings and prediction blogs for original fight ideas we draw up. Speaking of the latter one…


Procrastination is the devil, but I digress. While we thought we’d have this wrapped up by now, life continues to happen and what not, but we’re expecting to finally release our TMNT VS RWBY blog alongside the one for the next episode. We apologize for not holding on to our original promise during the holidays, but rest assured that our work on this is nearly complete.
Hope you guys can still look forward to that! In the meantime, enjoy one of the thumbnails we’ve drawn up as a holdover.

One last bit: since we’re technically down two men, we’ve decided to bolster our ranks a bit with a new addition. As of this episode, we’re glad to announce that Brobuscus is now a member of the G1DBFB, and will be showing up a lot more in future blogs. Celebrations to him!