Magnet Missile (マグネットミサイル Magunetto Misairu) is Magnet Man's Special Weapon, a magnet-shaped missile that tracks its target with a magnetic force. In most games, Magnet Man first jumps in the air, then fires three Magnet Missiles that travel horizontally until it is parallel to the target, and then travels vertically toward the opponent.
When equipped by Mega Man, these Magnet Missiles function the same as that from Magnet Man, however he can only have two Magnet Missiles on the screen at a time. If a Magnet Missile hits an enemy during its horizontal track, it will just explode without vertically tracking anything.
Video game appearances[]
Mega Man 3[]
Mega Man obtains Magnet Missile after defeating Magnet Man. The missile only moves vertically if the target can be harmed (even if it is immune to Magnet Missiles), skipping enemies that cannot be harmed such as Mets under their helmets and Hammer Joes with closed eyes.
One Magnet Missile uses two Weapon Energy units. With a full weapon energy gauge, it can be used fourteen times. It is the weakness of Hard Man and Doc Robot (Metal Man and Air Man), and also does a good amount of damage against Magnet Man during the rematch in the Wily Castle.
Spark Man, Snake Man, Doc Robot (Bubble Man and Wood Man), Holograph Mega Men, Gamma are immune to Magnet Missile.
Mega Man: The Wily Wars[]
The Magnet Missile is the same from Mega Man 3, except that now it also changes trajectory to follow indestructible objects that can harm Mega Man, like Mets under their helmets, and also energy projectiles. This greatly reduces its efficiency as the Magnet Missiles may change directions during an enemy attack and miss the target. Besides the Mega Man 3 remake, Magnet Missile can also be used in the Wily Tower mode. The "Wily Machine" from the Wily Tower is immune to it.
Mega Man II[]
Magnet Missile acts like Mega Man 3, except that it moves vertically even when the targets are invincible, like Mets under their helmet and Hammer Joes with closed eyes. It doesn't follow projectiles like Mega Man: The Wily Wars. One Magnet Missile uses two Weapon Energy units. With a full weapon energy gauge, it can be used nine times. Magnet Missile is Hard Man's weakness. The Wily Machine II is immune to it.
Mega Man: The Power Battle[]
Magnet Missile is obtained by defeating Magnet Man in the Mega Man 3~6 course. It acts like Mega Man 3 and is most effective against Gemini Man. With a full weapon energy gauge, it can be used fourteen times. When used by Magnet Man, he can also release four at a time, which stay in the air for a while before moving down.
Super Adventure Rockman[]
Magnet Missile is the first weapon obtained by Mega Man in episode 3. It is Hard Man's weakness.
Damage data chart[]
Damage values in units in Mega Man 3.
- For Kamegoro Maker, a certain amount of damage will be taken from the health meter for each of the five Kamegoros produced, regardless of which weapon the player uses against them. Each Kamegoro has 3 health.
Other media[]
Mega Man (Ruby-Spears)[]
The Magnet Missile is absent in the cartoon, with Magnet Man only using his magnetic power. In the episode Mega-Pinocchio from the animated series, Mega Man got Magnet Man's power by pretending to be evil long enough to get close to him, before tricking him into giving him a high five to steal his power. After he obtained it, Mega Man used his magnetic power to slam Magnet Man into a wall, before pulling Dr. Wily's mind control helmet to him, taking it to use himself.
Mega Man (Archie Comics)[]
As Magnet Man's weapon, Magnet Missile was created with him by Ra Moon in issue 14 based on designs created by Drs. Wily and Light. He is seen using it for the first time in issue 32 to take down Bomb Man.
Mega Man obtained Magnet Missile in issue 43 and used it in issue 44 to defeat Hard Man. Also in Mega Man #44, in a flashback from Spark Man, Magnet Man says that Magnet Missiles can home-in on Ceratanium, which is only paramagnetic.
Mega Man Megamix[]
Magnet Missile is a specialized homing missile that can sense the target's location within a certain range. The missiles run a magnetic current, and alter course according to geomagnetic and Fleming's left-hand rules.
In the manga, Magnet Missile is only used by Magnet Man. When Magnet Man, Needle Man, Hard Man, and Gemini Man are stuck in a small space in the story Metal Heart and attacked by guard robots, Magnet Man uses Magnet Missile to attack them, but it also ends up hitting Hard Man, making it no good to be used in small areas alongside allies.
Other appearances[]
In the Rockman World 2 manga, Magnet Man fires Magnet Missiles from the magnet on his head instead of the launcher in his arm. Mega Man uses Magnet Missile to defeat Hard Man shortly after defeating Magnet Man. In the manga Rockman: Yomigaeru Blues, Magnet Man fires Magnet Missiles from his arm launcher.
Gallery[]
Homing Weapons | |
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Mega Man series | Magnet Missile (3) • Dive Missile (4) • Beat (5) • Homing Sniper (8) • Hornet Chaser (9) • Spark Chaser (V) • Forte Vulcan (R&F) |
Mega Man X series | Homing Torpedo (X) • Parasitic Bomb (X3) • Sniper Missile (X7) • Wind Cutter (X7)• Shadow Runner (X8) • Thunder Dancer (X8) • Bomb Bee (Xtreme 2) |
Explosive Special Weapons | |
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Mega Man series | Hyper Bomb (1) • Crash Bomber (2) • Magnet Missile (3) • Drill Bomb (4) • Napalm Bomb (5) • Danger Wrap (7) • Flash Bomb (8) • Homing Sniper (8) • Black Hole Bomb (9) • Commando Bomb (10) • Chain Blast (11) • Ballade Cracker (IV) • Bubble Bomb (V) • Photon Missile (V) • Remote Mine (M&B) • Mine Sweeper (SFxMM) • Nuclear Detonator (DOS) |
Mega Man X series | Magnet Mine (X2) • Parasitic Bomb (X3) • Explosion (X7) • Green Spinner (X8, X's) • Blast Launcher (X8, Axl's) • Bomb Bee (Xtreme 2) |
Mega Man II | |
---|---|
The eight bosses | |
Metal Man • Air Man • Crash Man • Wood Man • Needle Man • Magnet Man • Hard Man • Top Man | |
Other bosses | |
Quint • Wily Machine II | |
Special Weapons | |
Metal Blade • Air Shooter • Crash Bomber • Leaf Shield • Needle Cannon • Magnet Missile • Hard Knuckle • Top Spin • Sakugarne | |
Support Items | |
Rush Coil • Rush Jet • Rush Marine | |
Locations | |
Metal Man Stage • Air Man Stage • Crash Man Stage • Wood Man Stage • Wily Castle Needle Man Stage • Magnet Man Stage • Hard Man Stage • Top Man Stage • Wily Station | |
Miscellaneous | |
Damage Data Chart • Enemies |
Mega Man: The Power Battle | |
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Playable Characters | |
Mega Man • Proto Man • Bass | |
Bosses | |
- Mega Man 1~2 - Cut Man • Guts Man • Ice Man • Crash Man • Heat Man • Wood Man Yellow Devil - Mega Man 3~6 - Magnet Man • Gemini Man • Dust Man • Gyro Man • Napalm Man • Plant Man Yellow Devil - Mega Man 7 - Freeze Man • Junk Man • Cloud Man • Slash Man • Shade Man • Turbo Man VAN Pookin - Dr. Wily - Wily Machine | |
Special Weapons | |
Rolling Cutter • Super Arm • Ice Slasher • Crash Bomber • Atomic Fire • Leaf Shield Magnet Missile • Gemini Laser • Dust Crusher • Gyro Attack • Napalm Bomb • Plant Barrier Freeze Cracker • Junk Shield • Thunder Strike • Slash Claw • Noise Crush • Scorch Wheel | |
Miscellaneous | |
Damage Data Chart • Script |
Super Adventure Rockman | |
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Characters | |
Mega Man • Beat • Rush • Dr. Light • Roll • Proto Man • Dr. Wily • Ra Moon Cut Man • Guts Man • Ice Man • Bomb Man • Fire Man • Elec Man | |
Bosses | |
Metal Man • Bubble Man • Heat Man • Flash Man • Quick Man • Shadow Man Wood Man • Air Man • Crash Man • Snake Man • Needle Man • Gemini Man Magnet Man • Hard Man • Top Man • Spark Man • Ra Thor • New Yellow Devil | |
Special Weapons | |
Metal Blade • Bubble Lead • Atomic Fire • Time Stopper • Quick Boomerang • Shadow Blade Leaf Shield • Air Shooter • Crash Bomber • Search Snake • Needle Cannon • Gemini Laser Magnet Missile • Hard Knuckle • Top Spin • Spark Shock | |
Miscellaneous | |
Enemies • Energy Tank • Information Card • Item Box • Lanfront Ruins • Proto Shield |