Welcome to the mecha database. Here you can find detailed information on all 65 support mechas that appear or will appear in the prototype, including each mecha'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 mecha's summarized database entry and click the more link to see its full page with sprites and extended info.
Met |
METT-001 |
Neutral Type |
Mega Man |
Hard Helmet Mecha |
Gentle Countryside |
Impact Explode |
Water Flame Nature |
None |
Electric |
50 |
30 |
100 |
20 |
Strength in Numbers
The active robot's stats are boosted by one stage when it notices another hardhat on the field. |
Sniper Joe |
SJOE-001 |
Shield Type |
Mega Man |
Shield Sniper Mecha |
Light Laboratory |
Explode Cutter |
Water Flame Electric Nature |
None |
None |
50 |
40 |
60 |
50 |
Joe Shield
The robot starts battles with a shield that blocks virtually all damage. Only charged attacks can remove it. |
Skeleton Joe |
SJOE-002 |
Shadow Type |
Mega Man 4 |
Bone Boomerang Mecha |
Wily Castle |
Explode Crystal |
Water Flame Electric Nature |
None |
None |
50 |
60 |
40 |
50 |
Joe Bones
The robot puts itself back together at the end of each turn to restore depleted energy. Only OHKOs can stop it. |
Crystal Joe |
SJOE-003 |
Crystal Type |
Mega Man 5 |
Diamond Shard Mecha |
Cossack Citadel |
Explode Shadow |
Water Flame Electric Nature |
None |
None |
60 |
50 |
50 |
40 |
Joe Glitz
The robot shields itself with a single-use crystal between turns. Only multi-strike moves can break through. |
Flea |
FLEA-001 |
Impact Type |
Mega Man |
Jumping Cricket Mecha |
Abandoned Warehouse |
Flame Electric |
Missile |
None |
Impact |
20 |
100 |
10 |
70 |
Antsy Aphid
This robot boosts the active robot's speed stat at the end of each turn so long as it remains on the bench. |
Picket Man |
PCKT-001 |
Cutter Type |
Mega Man |
Picket Throwing Mecha |
Mountain Mines |
Impact Explode |
Water Electric Nature |
None |
Flame |
35 |
75 |
65 |
25 |
Pit Foreman
Allows the robot to equip and use Impact-type abilities as if they were an Impact-core. |
Peng |
PENG-001 |
Freeze Type |
Mega Man |
Sliding Penguin Mecha |
Arctic Jungle |
Electric Nature |
Flame |
Water |
Freeze |
45 |
70 |
40 |
45 |
Slippery
The robot uses its skills to remove any negative field hazards affecting it at the end of each turn. |
Tackle Fire |
FIRE-001 |
Flame Type |
Mega Man |
Burning Spirit Mecha |
Steel Mill |
Water Wind Freeze Earth |
Impact |
Flame |
Cutter |
65 |
110 |
10 |
15 |
Extra Spicy
The robot puts effort into doing more damage when it knows the target has a weakness to one of its moves. |
Flutter Fly |
FLTR-001 |
Time Type |
Mega Man RPG Prototype |
Temporal Pulse Mecha |
Clock Citadel |
Flame Freeze Electric |
Earth |
Laser |
Time Space |
25 |
50 |
35 |
90 |
Time Keeper
The robot uses its expert skills to nullify any speed stat changes on other robots at the end of each turn. |
Beetle Borg |
BTLB-001 |
Earth Type |
Rockman & Forte: Challenger from the Future |
Earth Rolling Mecha |
Oil Wells |
Cutter Crystal |
Earth Wind Impact |
None |
Explode |
35 |
25 |
60 |
80 |
Carapace Cover
This robot boosts the active robot's defense stat at the end of each turn so long as it remains on the bench. |
Pierrobot |
PIER-001 |
Cutter Type |
Mega Man 2 |
Balancing Performer Mecha |
Industrial Facility |
Swift Nature |
Freeze |
None |
Water |
50 |
60 |
35 |
55 |
Harlequin Jitter
The robot afflicts the active target with a weakness to Cutter-type moves when standing face-to-face. |
Spring Head |
SPNG-001 |
Swift Type |
Mega Man 2 |
Spring Headbutt Mecha |
Underground Laboratory |
Nature Cutter Water |
Impact Wind |
None |
Explode |
50 |
70 |
10 |
70 |
Coiled Body
Improves the robot's charging capabilities allowing them to skip the charging phase of some abilities. |
Killer Bullet |
KBUL-001 |
Explode Type |
Mega Man |
Industrial Bomb Mecha |
Pipe Station |
Electric Flame |
Water |
None |
Earth |
20 |
110 |
10 |
60 |
Killer Influence
This robot boosts the active robot's attack stat at the end of each turn so long as it remains on the bench. |
Crazy Cannon |
CRAZ-001 |
Time Type |
Mega Man 2 |
Tachyon Cannon Mecha |
Photon Collider |
Nature Earth |
Space Swift |
None |
Time |
30 |
100 |
35 |
35 |
Trebuchet Arm
Improves the robot's targeting capabilities allowing them to reach even benched robots with most abilities. |
Telly |
TELY-001 |
Flame Type |
Mega Man 2 |
Rotating Security Mecha |
Atomic Furnace |
Freeze Water |
Earth Wind |
None |
Nature |
65 |
20 |
90 |
25 |
Active Security
The robot uses its expert skills to nullify any attack stat changes on other robots at the end of each turn. |
Batton |
BATN-001 |
Nature Type |
Mega Man 2 |
Forest Patrol Mecha |
Preserved Forest |
Electric Wind |
Earth Cutter Crystal |
None |
None |
80 |
10 |
60 |
50 |
Woodland Warden
The robot boosts the Nature-type field multiplier at the end of each turn in an effort to restore balance. |
Needle Ned |
NLND-001 |
Cutter Type |
Mega Man 3 |
Spikey Porcupine Mecha |
Construction Site |
Crystal Laser Swift |
Explode |
None |
Impact |
60 |
60 |
65 |
15 |
Accelerating Acupuncture
This robot boosts the active robot's speed stat at the end of each turn so long as it remains on the bench. |
Mag Fly |
MFLY-001 |
Missile Type |
Mega Man 3 |
Flying Magnet Mecha |
Magnetic Generator |
Flame Cutter Wind |
None |
Electric |
Earth |
20 |
20 |
75 |
85 |
Screw Magnet
The robot's magnetic body has a chance of attracting small to large screws at the end of each turn. |
Nitron R |
NTRN-001 |
Flame Type |
Mega Man 3 |
Flaming Geysers Mecha |
Reflection Chamber |
Freeze Electric |
None |
Flame |
None |
40 |
75 |
30 |
55 |
Flame Booster
The robot triggers chemical reactions within to boost the Flame-type field multiplier at the end of each turn. |
Nitron B |
NTRN-002 |
Freeze Type |
Mega Man 3 |
Frozen Pillars Mecha |
Reflection Chamber |
Electric Flame |
None |
Freeze |
None |
40 |
30 |
75 |
55 |
Freeze Booster
The robot triggers chemical reactions within to boost the Freeze-type field multiplier at the end of each turn. |
Nitron Y |
NTRN-003 |
Electric Type |
Mega Man 3 |
Electric Sparks Mecha |
Reflection Chamber |
Flame Freeze |
None |
Electric |
None |
40 |
55 |
30 |
75 |
Electric Booster
The robot triggers chemical reactions within to boost the Electric-type field multiplier at the end of each turn. |
Monking R |
MNKR-001 |
Impact Type |
Mega Man 3 |
Returning Monkey Mecha |
Rocky Plateau |
Impact Swift |
Nature |
None |
Wind |
65 |
40 |
40 |
55 |
Jungle Spirit
Allows the robot to equip and use Nature-type abilities as if they were a Nature-core. |
Spin Fiend |
SPNF-001 |
Swift Type |
Mega Man 3 |
Top Dispensing Mecha |
Spinning Greenhouse |
Nature Cutter Crystal |
Swift |
None |
Electric |
80 |
45 |
60 |
15 |
Inferiority Complex
The robot has negative feelings about its creation, causing it to boost its own stats when around Wind cores. |
Petit Snakey |
PSNK-001 |
Nature Type |
Mega Man 3 |
Small Serpent Mecha |
Serpent Column |
Electric Cutter |
Nature |
None |
Swift |
40 |
70 |
55 |
35 |
Scaled Sniper
Improves the robot's targeting capabilities allowing them to reach even benched robots with most abilities. |
Elec'n |
ELCN-001 |
Electric Type |
Mega Man 3 |
Flying Plug Mecha |
Power Plant |
Water Cutter Crystal |
None |
Electric |
Swift |
30 |
75 |
35 |
60 |
Quick Charge
The robot fully restores depleted weapon energies at the end of each turn so long as it remains on the bench. |
Ribbitron |
RBIT-001 |
Impact Type |
Mega Man 3 |
Jumping Frog Mecha |
Septic System |
Nature Cutter |
Impact |
None |
Water |
25 |
40 |
30 |
105 |
Steady to a Fault
Protects the robot's stats in battle making any attempts at changing them have no effect. |
Bulb Blaster |
BULB-001 |
Electric Type |
Mega Man 4 |
100W Bulb Mecha |
Lighting Control |
Water Electric |
Freeze Flame |
None |
Earth |
45 |
60 |
40 |
55 |
Radiant Aid
Increases the effectiveness of stat boosts granted by the robot's abilities to twice their usual power. |
Robo Fishtot |
FTOT-001 |
Water Type |
Mega Man 4 |
Underwater Patrol Mecha |
Rainy Sewers |
Cutter Electric |
Flame |
Water |
None |
40 |
35 |
65 |
60 |
Stream Cleaner
The robot cleans up hazardous materials at the end of each turn in an effort to curb water pollution. |
Drill Mole |
MOLE-001 |
Earth Type |
Mega Man 4 |
Ground Excavation Mecha |
Mineral Quarry |
Swift Explode |
Wind Earth Cutter |
None |
Crystal |
30 |
90 |
25 |
55 |
Shard Detector
The robot intermittently drills the ground below its feet looking for elemental shards hidden below. |
Pyre Fly |
PFLY-001 |
Flame Type |
Mega Man 4 |
Burning Dragonfly Mecha |
Egyptian Excavation |
Water Cutter |
Flame |
Shadow |
None |
60 |
45 |
35 |
60 |
Discerning Eyes
Improves the robot's scanning capabilities allowing them to see even the target's abilities when scanning. |
Ring Ring |
RING-001 |
Space Type |
Mega Man 4 |
Saturn Seeking Mecha |
Space Simulator |
Missile Earth |
Water Freeze |
None |
Laser |
40 |
50 |
50 |
60 |
Peaceful Planetoid
The robot disarms nearby explosives at the end of each turn in an effort to keep things peaceful. |
Lady Blader |
LBLA-001 |
Wind Type |
Mega Man 4 |
Bamboo Copter Mecha |
Rusty Scrapheap |
Missile Flame |
Earth Nature |
Wind |
None |
55 |
35 |
45 |
65 |
Literally A Bug
Allows the robot to equip and use Nature-type abilities as if they were a Nature-core. |
Manta Missile |
MANT-001 |
Missile Type |
Mega Man 4 |
Homing Mantaray Mecha |
Submerged Armory |
Wind Space Shadow |
Earth |
Missile |
None |
30 |
65 |
35 |
70 |
Natatory
The robot's attack stat is boosted by one stage at the end of each turn when the Water-type field multiplier is high. |
Skullmet |
SKMT-001 |
Shadow Type |
Mega Man 4 |
Armored Skull Mecha |
Robosaur Boneyard |
Freeze Crystal |
Impact Wind |
None |
Flame |
40 |
50 |
85 |
25 |
Sinister Mar
Increases the effectiveness of stat breaks inflicted by the robot's abilities to twice their usual power. |
Flipping Suzy |
FLSY-001 |
Electric Type |
Mega Man 5 |
Gravity Modulator Mecha |
??? |
Electric Space |
Swift |
None |
Laser |
35 |
25 |
85 |
55 |
Gravitational Equalizer
The robot's adept timekeeping skills prevent priority moves from working as long as they're still on the field. |
Bui Boi |
BUOY-001 |
Water Type |
Mega Man 5 |
Ocean Buoy Mecha |
??? |
Cutter Swift Freeze |
Wind Impact |
None |
Water |
55 |
30 |
60 |
55 |
Inflatable Aspirations
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. |
Rockscotch |
RKSC-001 |
Earth Type |
Mega Man 5 |
Gravel Hurdling Mecha |
??? |
Explode Crystal |
Impact |
None |
Wind |
60 |
80 |
45 |
15 |
Earthen Excavator
The robot's stockpile of piled rocks reduce the cost of its team's Earth-type abilities to only one unit. |
Krushdiver |
KRDI-001 |
Cutter Type |
Mega Man 5 |
Nose Diving Mecha |
??? |
Missile Freeze Shield |
Cutter Impact |
None |
Wind |
20 |
80 |
20 |
70 |
Spiteful Skewer
The robot's giant spikes can pierce through anything, dealing Cutter type damage without regard to resistances. |
Bombardier |
BMBD-001 |
Explode Type |
Mega Man 5 |
Aerial Bombardment Mecha |
??? |
Flame Earth |
Swift |
None |
Time |
30 |
100 |
20 |
50 |
Complete Annihilation
The robot puts effort into doing more damage when it knows the target has a weakness to one of its moves. |
Pukapunter |
PUKA-001 |
Impact Type |
Mega Man 5 |
Ball Balancing Mecha |
??? |
Earth Space |
Wind |
None |
Crystal |
30 |
65 |
60 |
45 |
Bouncy Durability
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. |
Diaymon |
DMND-001 |
Crystal Type |
Mega Man 9 |
Beautiful Gemstone Mecha |
??? |
Impact Explode |
Copy |
None |
None |
50 |
30 |
80 |
40 |
Hard As Diamond
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. |
Petal Anne |
PTAN-000 |
Nature Type |
Mega Man 9 |
Flower Clock Mecha |
??? |
Flame Earth Wind |
Time Crystal |
None |
Shield |
70 |
80 |
30 |
20 |
Steady Tempo
The robot's adept timekeeping skills prevent priority moves from working as long as they're still on the field. |
Air Stone |
ARST-001 |
Earth Type |
Mega Man 11 |
Camouflaged Explosive Mecha |
??? |
Flame Electric Impact |
Time Crystal |
None |
Explode |
30 |
70 |
30 |
70 |
Rock Solid
The robot seeks to catch the opponent by surprise, dealing Earth type damage without regard to any resistances. |
Beak |
BEAK-001 |
Laser Type |
Mega Man |
Motion Sensing Mecha |
Final Destination |
Explode Impact |
Water Freeze |
None |
Laser |
40 |
50 |
80 |
30 |
Power Play
This robot boosts the active robot's attack stat at the end of each turn so long as it remains on the bench. |
Shield Attacker |
SHLD-001 |
Shield Type |
Mega Man 4 |
Barrier Blitzing Mecha |
Final Destination |
Water Explode |
Laser Swift |
None |
Electric |
35 |
35 |
105 |
25 |
Bench Buckler
This robot boosts the active robot's defense stat at the end of each turn so long as it remains on the bench. |
Power Muscler |
PWMC-000 |
Missile Type |
Mega Man 5 |
Muscle King Mecha |
??? |
Earth Water Swift |
Cutter Impact |
None |
Shadow |
60 |
75 |
50 |
15 |
Wrestling Maniac
The robot afflicts the active target with a weakness to its own core type when standing face-to-face. |
Weapon Archivist |
SWA-176 |
Copy Type |
Mega Man 10 |
Multifaceted Battle Block |
??? |
Shield Laser |
None |
None |
Copy |
50 |
50 |
50 |
50 |
Weapons Archive Memory
The robot adapts its weaknesses before using an ability to match those of the ability's original owner. |
Heal-Bot |
HLBT-001 |
Neutral Type |
Mega Man RPG Prototype |
Happy Healing Mecha |
Cossack Citadel |
Laser Crystal |
Space |
None |
None |
75 |
35 |
30 |
60 |
Heal Duty
The robot restores lost health to wounded robots at the end of each turn so long as it remains on the bench. |
Heel-Bot |
HLBT-00B |
Shadow Type |
Mega Man RPG Prototype |
Really Scary Mecha |
Wily Castle |
Shield Crystal |
Space |
None |
Shadow |
50 |
50 |
50 |
50 |
Heal Block
The robot nullifies the effects of all life and weapon energy recovery moves so long as it remains on the field. |
Trille-Bot |
TLBT-00X |
Space Type |
Mega Man RPG Prototype |
Enslaved Energy Sentry |
??? |
Flame Freeze |
Space Water Electric |
None |
Copy |
100 |
40 |
40 |
40 |
Living Battery
The robot fully restores depleted weapon energies at the end of each turn so long as it remains on the bench. |
(!) 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.