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This section of MMKB is under construction.
Content is subject to change at any moment.

Mega Man 9 enemies | Mega Man 11 enemies →

A list of enemies and bosses that appear in Mega Man 10.

Table guide[]

[Enemy picture]
Enemy name
Description/background information of an enemy or boss.
Health Points: Lists the amount of health an enemy has based on the amount of hits it takes from uncharged Buster shots. Bosses with a health meter will always have an HP value of 28.
Attack Damage: Attack damage Mega Man, Proto Man or Bass takes in bars of health from his life meter.
Special Weapon: The Special Weapon that Mega Man, Proto Man or Bass can receive after defeating a Robot Master.
Weakness: The Weapon that will cause the most damage against a boss in units. For enemies, it will be the Weapon that takes the least amount of shots to destroy.
Stage(s): The stage(s) that the enemy or boss appears in.

Enemies[]

ArigockG
Arigock G
A antlion enemy that fires 4 lobbing projectiles from its mouth in a certain pattern in hopes of hitting Mega Man.
Health Points: 3
Attack Damage: 3 (contact); 3 (projectile)
Weakness: Commando Bomb / Thunder Wool
Stage(s): Commando Man, Strike Man (Hard Mode)
BariIII
Bari III
Bari III is a totem-like robot that shoots soundwaves to attack. The lower section can be destroyed and the top section can be used as a platform. Standing on top of it for too long forces it to lower.
Health Points: 4 (head); 2 (section)
Attack Damage: 2 (contact); 3 (soundwave)
Weakness: Triple Blade
Stage(s): Sheep Man, Wily Stage 1, Wily Stage 2
BombPotton
Bomb Potton
A beetle enemy that drops bombs onto mines in hopes of releasing Arigock Gs or creating pits to harm Mega Man.
Health Points: 1 (Bomb Potton); 1 (bomb)
Attack Damage: 3 (contact); 2 (bomb); 3 (shockwave)
Stage(s): Commando Man
CargouQ CargouQ2
Cargou Q
Cargou Q is a stationary robot that throws balls at its enemies. The blue one throws balls that bounces in a pattern and the red one throws footballs that bounces irregularly, making it slightly harder to dodge.
Health Points: 1 (ball); 6 (Cargou Q)
Attack Damage: 4 (contact); 3 (ball)
Weakness: Solar Blaze
Stage(s): Strike Man, Wily Stage 1, Special Stage 2, Chill Man (Hard Mode)
MM10Changkey
Changkey
A small fire enemy originating from Mega Man that fires itself in bunches of 4 from one turret and back.
Health Points: 3
Attack Damage: 3 (contact)
Weakness: Water Shield
Stage(s): Solar Man, Wily Stage 4, Special Stage 1
Darspider
Darspider
A smaller version of the Deispider from Mega Man 9 that drops from ceilings when Mega Man is near and hops towards him.
Health Points: 2
Attack Damage: 3 (contact)
Weakness: Triple Blade
Stage(s): Blade Man, Pump Man, Wily Stage 1, Wily Stage 3
Dockalocker
Dockalocker
A small enemy only appearing in locker rooms of Strike Man's Stage. They pop out of the lockers and fire a single shot at Mega Man before closing back up.
Health Points: 1
Attack Damage: 2 (shot); 2 (contact)
Stage(s): Strike Man
MM10Furaibon
Furaibon
A bomb enemy that rises from pits and parachutes down slowly. They can also be affected by sandstorms.
Health Points: 1 (Furaibon); 1 (parachute)
Attack Damage: 3 (contact)
Stage(s): Commando Man, Wily Stage 2, Special Stage 2, Special Stage 3, Pump Man (Hard Mode)
Garinkou
Garinkou
A small ice pick enemy that hops towards Mega Man and can break the "Chill Blocks" in Chill Man's Stage.
Health Points: 2
Attack Damage: 3 (contact)
Weakness: Triple Blade
Stage(s): Chill Man, Wily Stage 2
MM10HaikerNSide
Haiker N
An enemy that floats into pipes and acts as a fixture and either fires gunk shots or squirt water at Mega Man depending on the difficulty.
Health Points: 6
Attack Damage: 4 (contact); 3 (gunk shot); 1 (water squirt)
Weakness: Triple Blade
Stage(s): Pump Man
KaonaGeeno
Kaona Geeno
A snowman-like robot that creates snowballs and throws them to attack. The snowball splits into two bullets or four depending on the difficulty.
Health Points: 1 (snowball); 2 (Kaona Geeno)
Attack Damage: 3 (snowball); 2 (shot); 3 (contact)
Weakness: Solar Blaze
Stage(s): Chill Man, Wily Stage 2
MM10LittlePachipachi
Little Pachipachi
A small octopus enemy that is dispersed from the Octobulb in pairs that charge towards Mega Man in short bursts.
Health Points: 3
Attack Damage: 3 (contact)
Weakness: Triple Blade
Stage(s): Sheep Man, Wily Stage 2
MM10MechaPitchanRed MM10MechaPitchanBlue
Mecha Pitchan
A small pitcher enemy that throws ball at Mega Man in an arc. The red one throws balls that just go in an arc. The blue one has the ball shoot back toward Mega Man after the arc is finished.
Health Points: 1 (ball); 4 (Mecha Pitchan)
Attack Damage: 3 (ball); 3 (contact)
Weakness: Triple Blade
Stage(s): Strike Man, Special Stage 3
MM10Axe
Merserker
An axe enemy that hops up and slams down towards Mega Man.
Health Points: 2
Attack Damage: 3 (contact)
Weakness: Solar Blaze / Triple Blade / Rebound Striker
Stage(s): Blade Man
MM10Mole
Molmole
A renewed version of the Mole from Mega Man 2 that can now dig through every surface and also creates sparks when digging though something.
Health Points: 4
Attack Damage: 4 (contact)
Weakness: Water Shield
Stage(s): Wily Stage 5
NeoHeliMet
Neo Heli Metall
A renewed version of the Metall DX from Mega Man 3 that only flies in a certain area and fires occasionally.
Health Points: 1
Attack Damage: 2 (shot); 2 (contact)
Stage(s): Nitro Man, Wily Stage 3, Special Stage 2, Wily Stage 2 (Hard Mode)
NeoMetX
Neo Metall X
A renewed version of the Neo Metall from Mega Man 2 that acts the same and is not affected by sandstorms.
Health Points: 1
Attack Damage: 2 (shot); 2 (contact)
Stage(s): Commando Man, Wily Stage 1, Wily Stage 2, Special Stage 1, Special Stage 2, Nitro Man (Hard Mode), Blade Man (Hard Mode)
MM10GreenNewClassicalCannon
New Classical Cannon
A renewed version of the Classical Cannon from Mega Man 9 that acts the same but can now turn a complete 180 degrees to hit Mega Man.
Health Points: 1 (projectile); 6 (New Classical Cannon)
Attack Damage: 3 (contact); 4 (shot)
Weakness: Triple Blade / Commando Bomb
Stage(s): Blade Man, Wily Stage 2, Sheep Man (Hard Mode), Commando Man (Hard Mode)
Numetall
Numetall
A slug-like Met that slinks around the ground and fires goo balls that don't hurt but do make Mega Man slip along the ground.
Health Points: 1 (goo); 1 (Numetall)
Attack Damage: 2 (contact)
Stage(s): Pump Man, Wily Stage 1, Wily Stage 3, Special Stage 1, Wily Stage 5 (Hard Mode)
OshitsuOsarettsu
Oshitsu Osarettsu
A large shielded enemy that charges towards Mega Man and can be pushed back by shooting at the shield. The head is the only weakpoint.
Health Points: 6
Attack Damage: 5 (contact)
Weakness: Solar Blaze
Stage(s): Nitro Man, Wily Stage 2, Special Stage 1, Chill Man (Hard Mode), Solar Man (Hard Mode)
Piledan PiledanA PiledanB
Piledan
A brain enemy that attaches itself to a vehicle, either a turret or a shielded vehicle that drops bombs and moves in an irregular pattern if there isn't a vehicle.
Health Points: 3
Attack Damage: 2 (contact; Piledan); 3 (contact; turret); 3 (contact; bomber); 3 (bomb); 2 (shot)
Weakness: Triple Blade
Stage(s): Sheep Man, Wily Stage 3, Special Stage 3
Pointan
Pointan
A computer mouse enemy that creates 4 square shapes that move in different patterns.
Health Points: 3
Attack Damage: 3 (contact); 3 (square)
Weakness: Triple Blade
Stage(s): Sheep Man, Wily Stage 1
MM10Suzy
R Suzy
A renewed version of the Adhering Suzy from Mega Man that acts the exact same but can change speeds depending on the difficulty.
Health Points: 5
Attack Damage: 4 (contact)
Weakness: Rebound Striker
Stage(s): Chill Man, Pump Man, Wily Stage 4, Special Stage 1, Wily Stage 3 (Hard Mode)
MM10Joe MM10Joe2
Returning Machine Gun Joe
An enhanced version of the Machine Gun Joe that fires 2 bursts of 3 shots instead of a row of 6 but can now jump and will jump away from Mega Man in Hard Mode.
Health Points: 6
Attack Damage: 3 (contact); 2 (shot)
Weakness: Solar Blaze
Stage(s): Nitro Man, Wily Stage 1, Wily Stage 3, Special Stage 1, Special Stage 2, Pump Man (Hard Mode), Wily Stage 2 (Hard Mode)
Searchy
Searchy
A spotlight enemy that changes conveyor belts' directions if Mega Man gets caught in its spotlight.
Health Points: 1
Attack Damage: 3 (contact)
Stage(s): Wily Stage 2, Special Stage 1, Solar Man (Hard Mode)
MM10Roader MM10Roader2 MM10Roader3
Sepa Roader
A Roader enemy that charges toward Mega Man and if he fires at the bottom half, the top half will retreat while firing shots. If Mega Man fires at the top, the bottom will rocket towards Mega Man.
Health Points: 3 (bottom half); 1 (top half)
Attack Damage: 3 (contact); 2 (shot)
Weakness: Solar Blaze
Stage(s): Nitro Man, Wily Stage 1, Commando Man (Hard Mode)
Shotom
Shotom
A small cannon enemy that fires a projectile and flies in a wavy pattern towards Mega Man.
Health Points: 1 (projectile); 1 (Shotom)
Attack Damage: 2 (shot); 3 (contact)
Stage(s): Blade Man, Special Stage 1, Solar Man (Hard Mode)
MM10ShieldAttacker MM10ShieldAttacker2
Shield Attacker TRL
A renewed version of the Shield Attacker from Mega Man 4 that can have its shield blasted off by certain weapons like the ShieldGuard from Mega Man Powered Up!
Health Points: 4
Attack Damage: 3 (contact)
Weakness: Solar Blaze
Stage(s): Commando Man, Sheep Man, Wily Stage 1, Special Stage 2, Nitro Man (Hard Mode)
Shrimparge91
Shrimparge 91
A renewed version of the Shrink from Mega Man 2 that works the same and cannot go past the water terrain.
Health Points: 3
Attack Damage: 3 (contact)
Weakness: Triple Blade
Stage(s): Pump Man, Wily Stage 3
Sola0
Sola 0
A flower enemy that charges up a large beam and fires it out. It cannot be hurt while charging.
Health Points: 4
Attack Damage: 3 (contact); 3 (shot)
Weakness: Triple Blade
Stage(s): Solar Man, Wily Stage 2, Wily Stage 3, Special Stage 3, Pump Man (Hard Mode)
Sp
Sprinklan
An enhanced version of the Springer from Mega Man 2 that fires shots when Mega Man either hits it or fires at it.
Health Points: 1 (with Chill Spike/Commando Bomb)
Attack Damage: 3 (contact); 2 (shot)
Weakness: Chill Spike / Commando Bomb
Stage(s): Blade Man, Strike Man, Wily Stage 2, Wily Stage 3, Wily Stage 1 (Hard Mode)
Swallowegg
Swallowegg
An enhanced version of the Swallown from Mega Man 4 that now drops an egg that, upon reaching Mega Man's altitude, will rocket towards him.
Health Points: 2 (egg); 1 (egg in talons); 1 (Swallowegg)
Attack Damage: 4 (egg); 3 (contact)
Stage(s): Chill Man, Strike Man (Hard Mode), Solar Man (Hard Mode)
TsurareStamp
Tsurare Stamp
An enhanced Big Eye that acts the same, but if Mega Man is on the ground, there's a normal jump, and if he's in the air, it will make a much larger jump.
Health Points: 12
Attack Damage: 6 (contact)
Weakness: Triple Blade
Stage(s): Chill Man, Commando Man, Wily Stage 1, Wily Stage 2, Wily Stage 3, Special Stage 1, Special Stage 3, Blade Man (Hard Mode), Nitro Man (Hard Mode), Solar Man (Hard Mode)
Waltriot
Waltriot
A small enemy that rolls along walls and ceilings while firing homing missiles at Mega Man.
Health Points: 1 (missile); 2 (Waltriot)
Attack Damage: 3 (missile); 3 (contact)
Weakness: Triple Blade
Stage(s): Solar Man, Wily Stage 1, Special Stage 3, Blade Man (Hard Mode), Nitro Man (Hard Mode), Commando Man (Hard Mode), Wily Stage 3
Yonbain
Yonbain
A small square enemy that charges towards Mega Man in short bursts and splits into 2 whenever it's stopped. There can be up to 4 on a screen at a time.
Health Points: 1
Attack Damage: 3 (contact)
Stage(s): Solar Man, Wily Stage 1, Special Stage 2, Nitro Man (Hard Mode), Wily Stage 5 (Hard Mode)

Hazards[]

MM10BalladeMissile
"Ballade Missile"'
A 2x1 missile that aren't harmful to touch but explodes once Mega Man fires at it.
Health Points: 1
Attack Damage: 4 (explosion)
Stage(s): Special Stage 3
MM10BubbleMachine
"Bubble Machine"
A generator that can create large bubbles that can encase Mega Man. They will release a bubble when all lights on it are lit.
Health Points: --
Attack Damage: --
Stage(s): Pump Man
MM10ChangkeyTurret
"Changkey Turret"
A turret that lobs Changkeys from one turret back to the same one in bunches of 4.
Health Points: --
Attack Damage: --
Stage(s): Solar Man
MM10ChillBlock
"Chill Block"
A 2x2 block that can be destroyed by 2 shots from the player, the player jumping on it twice, or by certain enemies like the Tsurare Stamp or the Garinkou.
Health Points: 2
Attack Damage: --
Weakness: Triple Blade
Stage(s): Chill Man, Wily Stage 2
MM10Conveyor
Conveyor
Terrain that can motion Mega Man forward or back when he's on it.
Health Points: --
Attack Damage: --
Stage(s): Solar Man, Wily Stage 2
MM10CountBomb0 MM10CountBomb3 MM10CountBomb5
Count Bomb
The same Count Bomb as the one in Mega Man 6 that now can also explode in intervals of 0 seconds and 5 seconds.
Health Points: --
Attack Damage: 4 (explosion)
Stage(s): Nitro Man, Chill Man, Wily Stage 1, Special Stage 1
MM10EasyModePlatform
"Easy Mode Platform"'
A semi-solid platform that usually closes gaps for Mega Man in Easy Mode.
Health Points: --
Attack Damage: --
MM10Football MM10SpikeFootball
"Football"
A football platform that rockets up and slowly falls back down Mega Man fires at it. The spiked variant has a spike on top that can hurt Mega Man.
Health Points: --
Attack Damage: 3 (crush); 5 (spike)
Stage(s): Strike Man
MM10Lift
"Lift"
A rising lift platform that will move left or right according to the button that Mega Man is respectively standing on.
Health Points: --
Attack Damage: --
Stage(s): Wily Stage 3
MM10Press
"Press"
A large column that slams down into the floor in a certain pattern with each other.
Health Points: --
Attack Damage: Instant death (crush)
Stage(s): Wily Stage 2, Special Stage 2
MM10Quicksand
Quicksand
A "fluid" that Mega Man can stand on, but the longer he stands on it, the more he will be sucked down.
Health Points: --
Attack Damage: --
Stage(s): Commando Man
MM10Vehicle1
"Robotic Transport"
A large vehicle that Mega Man can stand on for transporting himself, but the car can also run into Mega Man. They come in a bus form and a semi truck form.
Health Points: 1 (with Chill Spike)
Attack Damage: 5 (crash)
Weakness: Chill Spike
Stage(s): Nitro Man
MM10Sandstorm
Sandstorm
A large storm that comes periodically and takes up the entire screen with sand and can either push things back or forward.
Health Points: --
Attack Damage: --
Stage(s): Commando Man
MM10Seesaw
"Seesaw"
2 platforms connected to a track that moves forward if Mega Man jumps on the elevated platform. If Mega Man waits too long, it will go back to its starting point.
Health Points: --
Attack Damage: --
Stage(s): Blade Man, Wily Stage 3. Special Stage 2
MM10SheepBlock
"Sheep Block"
A 1x1 block that will fizz out after a couple of seconds of Mega Man standing on it. They are color-coordinated, so they will fizz out in bunches of the same color.
Health Points: --
Attack Damage: --
Stage(s): Sheep Man, Wily Stage 1
MM10SheepConveyor
"Sheep Conveyor"
A conveyor that doesn't move unless Mega Man walks on it. It will stop Mega Man from progressing, but if Mega Man runs on it for long enough, it will turn on the Sheep Platforms. They can also turn on Octobulb.
Health Points: --
Attack Damage: --
Stage(s): Sheep Man
MM10SheepPlatform
"Sheep Platform"
A semi solid platform that will only stay up if the Sheep Conveyor has activated it. It will go down after a couple of seconds, but it changes depending on the difficulty.
Health Points: --
Attack Damage: --
Stage(s): Sheep Man
MM10SheepSpike
"Sheep Spike"
A Spike that acts the exact same, but they will fizz out with the Sheep Blocks when Mega Man stands on them. They are also color-coordinated.
Health Points: --
Attack Damage: Instant death (contact)
Stage(s): Sheep Man, Wily Stage 1
MM10NitromanSpike
Spikes
Terrain that can kill Mega Man instantly if he touches them.
Health Points: --
Attack Damage: Instant death (contact)
Stage(s): Blade Man, Chill Man, Commando Man, Nitro Man, Pump Man, Sheep Man, Wily Stage 1, Wily Stage 2, Wily Stage 3, Wily Stage 5, Special Stage 1, Special Stage 2, Special Stage 3
MM10Lava
Lava
Fiery liquid that can kill Mega Man instantly if he touches them.
Health Points: --
Attack Damage: Instant death (contact)
Stage(s): Solar Man
MM10AppearingBlockA
Yoku Block
Disappearing and reappearing blocks that go in a certain order that Mega Man must traverse through.
Health Points: --
Attack Damage: --
Stage(s): Sheep Man, Special Stage 1

Sub-Bosses[]

MM10Octobulb
Octobulb
(Octo Pachipachi)
A large lightbulb resembling an octopus that can dispense 2 Little Pachipachis when dimmed or lit, but the only way Mega Man can fire at it is if he uses the Sheep Conveyors to turn it on. When it turns off, it will send sparks through out its "tentacles" to hit Mega Man.
Health Points: 20
Attack Damage: 4 (contact); 3 (sparks)
Weakness: Triple Blade
Stage(s): Sheep Man, Wily Stage 2
Mm10Suzak1Mm10Fenix
Suzak & Fenix
(Suzak & Phoenik)
2 large fiery birds that are across the room from each other. One can either spit flames down from above or they can both make a fiery charge to the other side of the room. If one is destroyed, the flames can also be spit from the lower side of the room.
Health Points: 25 (each bird); 50 (total)
Attack Damage: 3 (fire); 4 (contact); 4 (fiery sprint)
Weakness: Water Shield
Stage(s): Solar Man, Wily Stage 2
MM10TheKeeper
The Keeper
(Goarikeeper)
A head atop a large goal post that has hands that will drop to slam on Mega Man while also producing shockwaves. In Normal and Hard Mode, a ball will fly from the sides to hit Mega Man. There is another variant with electricity all along the sides and ceiling.
Health Points: 15
Attack Damage: 3 (ball); 4 (fist smash); 6 (electricity)
Weakness: Commando Bomb
Stage(s): Strike Man
TricastleSprite
Tricastle
(Trio de Toride)
A large castle with 3 sets of eyes, which are the only weak points. The cannons at the top will fire large bombs at Mega Man periodically, and the set of eyes on the base of the castle seems to control the door that fires out the platforms, though the platforms will still shoot out even if the eyes are destroyed.
Health Points: 12 (each set of eyes); 36 (total)
Attack Damage: 3 (platform crash); 3 (bomb); 4 (contact)
Weakness: Water Shield
Stage(s): Blade Man

Robot Masters[]

Blademansp
Blade Man
DWN-073
A Robot Master originally made as a tour guide of the Old Castle. Blade Man can fire 2, 3, or 5 blades at Mega Man depending on the difficulty and can attach to the walls and ceiling and dive at Mega Man. In Hard Mode, he can also charge a slash towards Mega Man.
Health Points: 28
Attack Damage: 4 (blade); 5 (contact)
Special Weapon: Triple Blade
Weakness: Commando Bomb
Stage(s): Old Castle Stage, Wily Stage 4
Pumpmansp
Pump Man
DWN-074
A Robot Master originally made as a worker at a wastewater treatment plant. Pump Man can make a Water Shield, jump towards Mega Man, then hop up and fire all of them out in a spiral pattern. In Hard Mode, he can also throw his lever head like a boomerang at Mega Man.
Health Points: 28
Attack Damage: 4 (Water Shield); 4 (contact); 8 (lever boomerang)
Special Weapon: Water Shield
Weakness: Thunder Wool
Stage(s): Sewage Stage, Wily Stage 4
Commandomansp
Commando Man
DWN-075
A Robot Master originally designed for minesweeping. Commando Man can fire a Commando Bomb directly at Mega Man or down at the ground when jumping, and he can also slam the ground to make an earthquake. In Hard Mode, he can make an earthquake just by stomping the ground.
Health Points: 28
Attack Damage: 4 (contact); 5 (Commando Bomb); 5 (shockwave)
Special Weapon: Commando Bomb
Weakness: Wheel Cutter
Stage(s): Minefield Stage, Wily Stage 4
Chillmansp
Chill Man
(Chilled Man)
DWN-076
A Robot Master made for arctic natural observation. Chill Man can charge at Mega Man and leap towards him too, while firing either 1 or 2 Chill Spikes at Mega Man or the wall. In Hard Mode, he can jump to the center of the room and fire out 5 Chill Spikes around the room.
Health Points: 28
Attack Damage: 4 (contact); 2 (Chill Spike shot); 4 (Chill Spike)
Special Weapon: Chill Spike
Weakness: Solar Blaze
Stage(s): Iceberg Stage, Wily Stage 4
Sheepmansp
Sheep Man
DWN-077
A Robot Master originally designed for sheep herding. Sheep Man can fire electric sparks in a high arc wave or a low arc wave at Mega Man and can jump up to turn into 4 Thunder Wools, one of which has the actual Sheep Man in it, that will fire down a thunder bolt that can have sparks fly out the sides of them. In Hard Mode, when he hops around, sparks will fly out his feet.
Health Points: 28
Attack Damage: 4 (Thunder Wool); 4 (contact); 4 (sparks); 4 (Thunder Wool sparks)
Special Weapon: Thunder Wool
Weakness: Rebound Striker
Stage(s): Cyberspace Stage, Wily Stage 4
Strikemansp
Strike Man
DWN-078
A Robot Master originally created for batting practice. Strike Man can pitch a Rebound Striker that will bounce off walls to hit Mega Man while Strike Man can either bounce in a high arc or low arc. In Hard Mode, he can spin in the center of the room and throw out 4 Rebound Strikers at once, but he will become dizzy afterwards.
Health Points: 28
Attack Damage: 4 (contact); 2+1 (Rebound Striker; every bounce)
Special Weapon: Rebound Striker
Weakness: Triple Blade
Stage(s): Stadium Stage, Wily Stage 4
Nitromansp Nitromansp bike
Nitro Man
DWN-079
A Robot Master originally made for stunt work. Nitro Man can throw Wheel Cutters in a very high lobbing arc, or just throw it onto the ground and they will ride up the wall and drop down on Mega Man. Nitro Man can also turn into a motorcycle to ram into Mega Man. In Hard Mode, he can jump to the center and throw down Wheel Cutters.
Health Points: 28
Attack Damage: 4 (contact); 5 (contact; motorcycle); 4 (Wheel Cutter)
Special Weapon: Wheel Cutter
Weakness: Chill Spike
Stage(s): Highway Stage, Wily Stage 4
Solarmansp
Solar Man
DWN-080
A Robot Master originally designed to work in an artificial sunlight facility. Solar Man can charge up his Solar Blaze on his head by making Mega Man fire at it, and he will throw down usually 2 while jumping. In Hard Mode, the Solar Blaze is already completely charged and he can fire many up into the sky to drop down onto Mega Man.
Health Points: 28
Attack Damage: 5 (contact); 4 (Solar Blaze; weak); 5 (Solar Blaze; medium); 6 (Solar Blaze; charged)
Special Weapon: Solar Blaze
Weakness: Water Shield
Stage(s): Artificial Sun Stage, Wily Stage 4

Bosses[]

MM10WArchive
Elecsprite Woodsprite MM10WA3
Weapons Archive (1)
A machine comprising three Robot Masters' weapon data, each encapsulated in one of the Weapons Archive's drones.
Health Points: 9 (Elec); 9 (Wood); 10 (Gemini); 28 (total)
Attack Damage: 4 (contact); 6 (Thunder Beam); 4 (Leaf Shield); 4 (falling leaves); 5 (Gemini Laser)
Weakness: Wheel Cutter (Elec); Triple Blade (Wood); Wheel Cutter (Gemini)
Stage(s): Wily Stage 1
MM10WArchive
MM10WA4 MM10WA5 MM10WA6
Weapons Archive (2)
A machine comprising three Robot Masters' weapon data, each encapsulated in one of the Weapons Archive's drones.
Health Points: 9 (Ring); 10 (Napalm); 9 (Flame); 28 (total)
Attack Damage: 4 (contact); 5 (Ring Boomerang); 6 (Napalm Bomb); 6 (Flame Blast); 4 (fire waves)
Weakness: Solar Blaze / Screw Crusher (Ring); Rebound Striker (Napalm); Water Shield / Mirror Buster (Flame)
Stage(s): Wily Stage 1
MM10WArchive
MM10WA7 MM10WA8 Tornadosprite
Weapons Archive (3)
A machine comprising three Robot Masters' weapon data, each encapsulated in one of the Weapons Archive's drones.
Health Points: 10 (Slash); 9 (Frost); 9 (Tornado); 28 (total)
Attack Damage: 4 (contact); 6 (Slash Claw); 6 (Ice Wave); 4 (Tornado Blow)
Weakness: Chill Spike (Slash); Commando Bomb (Frost); Thunder Wool (Tornado)
Stage(s): Wily Stage 1
CrabPuncherSprite
Crab Puncher
A large crab boss that only has one weak point, the eyes. Mega Man can fire at it to push it back, as well as the fire at the claws that can either shield the eyes from being hurt or try to punch Mega Man. Crab Puncher will always be moving to the left and there are platforms with spikes on the bottom that Mega Man can use to fire at the upper eye. There is another attack it uses when the eyes are shielded by the claws where several rings spew out from the center and the rings with the circles inside go directly toward Mega Man.
Health Points: 1 (ring); 20 (each claw); 14 (each eye); 28 (Crab Puncher)
Attack Damage: 3 (spikes); 3 (ring); 4 (contact); 4 (punch)
Weakness: Commando Bomb
Stage(s): Wily Stage 2
Blockdevil
Block Devil
An enhanced version of the Yellow Devil that is now made of blocks. It starts with the average pattern of blocks from all around the room being used to make the body, and the blocks on the floor used for the Block Devil reveal pits. Once the eye is on, it can either shoot a large energy ball that splits into 4 after bouncing, or it can fire 3 large lasers at Mega Man. When it disassembles, the eye can appear from the corner of the room and make all of the blocks it uses bounce in a wave pattern.
Health Points: 28
Attack Damage: 3 (block); 3 (laser); 5 (big energy shot); 3 (small energy shot) 4 (eye); 3 (contact)
Weakness: Rebound Striker
Stage(s): Wily Stage 3
WilyMachine10
Wily Machine
(1st Phase)
A new version of the Wily Machine that has the appearance of a pirate ship. From the mouth, it can fire large missiles that can be a long slow missile or a fast small missile. Mega Man can use those missiles to reach the weak point, the skull. It will also fire out homing missiles from the top to hit Mega Man.
Health Points: 1 (homing missile); 28 (Wily Machine 10)
Attack Damage: 4 (contact); 5 (large missile); 5 (homing missile)
Weakness: Solar Blaze
Stage(s): Wily Stage 4
MM10WilyMachineB
Wily Machine
(2nd Phase)
A damaged version of the Wily Machine 10 that exposes Dr. Wily. It will go back and forth while firing spiraling energy shots at Mega Man before it goes down to where Mega Man can fire at the cockpit. When its on the ground, a large electric beam goes across the open area, either to Wily or from Wily, and Mega Man can only go underneath his cockpit. There's also a small cage capsule that can capture Mega Man either before Wily lands or after, and Mega Man has to fire to break out.
Health Points: 6 (cage capsule); 28 (Wily Machine 10)
Attack Damage: 4 (spiraling shot); 4 (contact); 4 (electric beam)
Weakness: Water Shield
Stage(s): Wily Stage 4
MM10WilyCapsule MM10WilyCapsuleB
Wily Capsule
An enhanced version of the Wily Capsule that now has a fake capsule and the real one, distinguished by not having a red mark or grey face. They will teleport as a Wily Capsule does and transfer energy shots between each other. The first attack is 5 small energy balls that home in on Mega Man and go to the other side of the screen and then get picked up by the other Wily Capsule. The other attack is where one fires a large energy ball that rains down other balls in a lane.
Health Points: -- (fake Wily Capsule); 28 (Wily Capsule)
Attack Damage: 3 (small energy ball); 5 (contact); 4 (large energy ball)
Weakness: Chill Spike
Stage(s): Wily Stage 5

Special Bosses[]

Enker MM10
Enker
RKN-001
Enker returns from Mega Man: Dr. Wily's Revenge and uses the same attack pattern as he did in his originating game, except with a larger room.
Health Points: 28
Attack Damage: 5 (contact); 2 (Mirror Buster; small); 4 (Mirror Buster; medium); 8 (Mirror Buster; large)
Special Weapon: Mirror Buster
Weakness: Ballade Cracker
Stage(s): Special Stage 1
Punk MM10
Punk
RKN-002
Punk returns from Mega Man III and also uses mostly the same patterns except in a large room. Something to note is that Mega Man can't slide in Mega Man 10 so it's more difficult to dodge his attacks.
Health Points: 28
Attack Damage: 5 (contact); 8 (contact; spike ball); 6 (Screw Crusher)
Special Weapon: Screw Crusher
Weakness: Mirror Buster
Stage(s): Special Stage 2
Normal Transformed
Ballade
RKN-003
Ballade returns from Mega Man IV and has the same pattern as his original counterpart but now his alternate costume can be found by chance though it doesn't make him any stronger.
Health Points: 28
Attack Damage: 4 (contact); 5 (Ballade Cracker); 5 (Ballade Cracker explosion)
Special Weapon: Ballade Cracker
Weakness: Screw Crusher
Stage(s): Special Stage 3
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