Welcome to the boss database. Have fun! More changes! And stuff! Again! Here you can find detailed information on all 29 fortress bosses that appear or will appear in the prototype, including each boss's base stats, weaknesses, resistances, affinities, immunities, signature abilities, battle quotes, sprite sheets, and more. Click any of the mugshots below to scroll to a boss's summarized database entry and click the more link to see its full page with sprites and extended info.
Doc Robot |
SWK-176 |
Copy Type |
Mega Man 3 |
All-Purpose Battle Robot |
Robot Museum |
None |
None |
None |
None |
125 |
155 |
125 |
95 |
Diverse Operations Circuit
The robot adapts its weaknesses before using an ability to match those of the ability's original owner. |
Enker |
MKN-001 |
Shield Type |
Mega Man I |
Prototype Megaman Hunter |
Hunter Compound |
Impact Explode |
Shadow |
None |
None |
110 |
112 |
140 |
138 |
Reflection Matrix
The robot automatically copies positive stat changes on the opponent at the end of each turn. |
Punk |
MKN-002 |
Cutter Type |
Mega Man III |
Brutal Megaman Hunter |
Hunter Compound |
Water Shield |
Shadow |
None |
None |
110 |
141 |
114 |
135 |
Spiked Ruffian
The robot afflicts the active target with a weakness to its own core type when standing face-to-face. |
Ballade |
MKN-003 |
Explode Type |
Mega Man IV |
Elite Megaman Hunter |
Hunter Compound |
Earth Cutter |
Shadow |
None |
None |
110 |
145 |
103 |
142 |
Persist Protocol
If the robot has full energy and is hit with an ability that should knock it out, it will instead endure with a sliver of health remaining. |
King |
KGN-00X |
Shield Type |
Mega Man & Bass |
Rebel Leader Robot |
Royal Palace |
Electric Cutter |
Impact Explode |
None |
None |
100 |
200 |
200 |
100 |
Royal Guard
The robot's defensive prowess protects benched allies from being targeted by the opponent's abilities. |
Dark Man 1 |
SWD-001 |
Shadow Type |
Mega Man 5 |
Shapeshifting Imposter Robot |
Hunter Compound |
Water Freeze |
None |
None |
None |
195 |
115 |
95 |
95 |
Dark Transport
The robot allows teammates to switch freely to and from active position but only when this robot is on the bench. |
Dark Man 2 |
SWD-002 |
Shadow Type |
Mega Man 5 |
Shapeshifting Imposter Robot |
Hunter Compound |
Explode Crystal |
None |
None |
None |
195 |
95 |
115 |
95 |
Dark Machinist
The robot restores lost health to wounded robots at the end of each turn so long as it remains on the bench. |
Dark Man 3 |
SWD-003 |
Shadow Type |
Mega Man 5 |
Shapeshifting Imposter Robot |
Hunter Compound |
Wind Missile |
None |
None |
None |
195 |
95 |
95 |
115 |
Dark Stalker
Improves the robot's targeting capabilities allowing them to reach even benched robots with most abilities. |
Dark Man 4 |
SWD-004 |
Shadow Type |
Mega Man 5 |
Shapeshifting Imposter Robot |
Final Destination |
None |
Earth Space |
None |
None |
215 |
95 |
95 |
95 |
Dark Projection
The robot afflicts the active target with a weakness to its own core type when standing face-to-face. |
Buster Rod G |
WWN-001 |
Swift Type |
Mega Man: The Wily Wars |
Agile Monkey Unit |
Genesis Tower |
Water Freeze |
Nature |
None |
None |
115 |
155 |
145 |
185 |
Monkey Sutra
The robot use ancient techniques to bypass resistances and negative effects when dealing Swift-type damage. |
Mega Water S |
WWN-002 |
Water Type |
Mega Man: The Wily Wars |
Wise Kappa Unit |
Genesis Tower |
Wind Cutter |
Flame |
None |
None |
115 |
185 |
155 |
145 |
Cold Blooded
The robot relishes in the target's weaknesses by doing even more damage when it knows it has an advantage. |
Hyper Storm H |
WWN-003 |
Wind Type |
Mega Man: The Wily Wars |
Bulky Boar Unit |
Genesis Tower |
Swift Explode |
Impact |
None |
None |
115 |
145 |
185 |
155 |
Big Chonker
The robot uses its enormous body to protect benched allies from being targeted by the opponent's abilities. |
Mega Man DS |
DSN-0L1 |
Shadow Type |
Mega Man RPG Prototype |
Dark Soul Robot |
Final Destination |
Laser |
None |
Shadow |
Electric Wind |
125 |
125 |
125 |
125 |
Imposter Syndrome
The robot boosts its own defense stat to the max when in the presence of its greatest rival. |
Bass DS |
DSN-0W1 |
Shadow Type |
Mega Man RPG Prototype |
Dark Soul Robot |
Final Destination |
Laser |
None |
Shadow |
Impact Space |
130 |
110 |
125 |
135 |
Imposter Syndrome
The robot boosts its own attack stat to the max when in the presence of its greatest rival. |
Proto Man DS |
DSN-0C1 |
Shadow Type |
Mega Man RPG Prototype |
Dark Soul Robot |
Final Destination |
Laser |
None |
Shadow |
Explode Missile |
120 |
145 |
110 |
125 |
Imposter Syndrome
The robot boosts its own speed stat to the max when in the presence of its greatest rival. |
Trill |
EXN-00X |
Space Type |
Mega Man RPG Prototype |
Galactic Assistant Robot |
Final Destination |
None |
Space Water Electric |
Freeze Flame |
Copy |
180 |
140 |
140 |
140 |
Cosmic Support
The robot offers support when benched by increasing the Space-type field multiplier at the end of each turn. |
Slur |
EXN-00Y |
Space Type |
Mega Man RPG Prototype |
Galactic Judge Robot |
Final Destination |
None |
Space Freeze Flame Water |
None |
Copy |
260 |
248 |
254 |
138 |
Zealous Edge
Improves the robot's charging capabilities allowing them to skip the charging phase of some abilities. |
Terra |
SRN-001 |
Laser / Electric Type |
Mega Man V |
Homing Lasers Stardroid |
Final Destination |
Impact Earth |
Electric |
None |
Space |
120 |
184 |
208 |
188 |
Astral Assassin
The robot puts effort into doing more damage when it knows the target has a weakness to one of its moves. |
Jupiter |
SRN-005 |
Electric / Wind Type |
Mega Man V |
Electro Bombardier Stardroid |
??? |
Explode Water |
Wind |
None |
Space |
120 |
181 |
176 |
223 |
Astral Assassin
The robot puts effort into doing more damage when it knows the target has a weakness to one of its moves. |
(!) Please note that the names, stats, types, and descriptions of any playable characters, robots, or abilities that appear in this database are not finalized and are subject to change without notice as development progresses on the game itself. That being said, the data on this page is pulled directly from the prototype's internal variables and will therefore always be in sync with the prototype itself. Database pages that do not have sprites represent incomplete but planned, future content and do not currently appear in-game.