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Magnet Man: Difference between revisions

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Revision as of 14:55, 19 August 2022

I feel tense these days...
~ Magnet Man
Mega Man 3 - Magnet Man Stage

Background

Magnet Man (マグネットマン Magunettoman) is a Robot Master created by Dr. Light and Dr. Wily to generate powerful magnetic forces, making his debut in Mega Man 3. In that game, Dr. Wily reprograms and uses him as a combat robot. Magnet Man's Special Weapon is the Magnet Missile, horseshoe-shaped missiles that can home in on nearby enemies, fired from a launcher on his right wrist. He is also capable of generating a powerful magnetic field to draw his metallic opponents closer to him with his magnetic powers, so he can attack them from close range, and is thus classed as a bit of a rough-and-tumble type of character.

Statistics

Tier: 5-B

Name: Magnet Man, DWN-018

Origin: Mega Man

Sex: Male

Age: Unknown

Classification: Robot Master

Dimensionality: 3-D

Attack Potency: Planet level+ (Can harm Mega Man who was able to fight on par with beings such as Duo, who was at this level)

Durability: Planet level+ (Can take hits from Mega Man)

Striking Strength: Planet Class+

Lifting Strength: Class T (Several Robot Masters are made on par with or even stronger than Mega Man's lifting strength such as Guts Man)

Travel Speed: Massively FTL (Is comparable to Mega Man)

Combat Speed: Massively FTL (Can keep up with Mega Man)

Reaction Speed: Massively FTL (Can keep up with Mega Man)

Stamina: Limitless

Range: Hundreds of Meters

Intelligence: Gifted (Can keep up with Mega Man in combat)


Powers and Abilities

Superhuman Physical Characteristics, Self-Sustenance, Inorganic Physiology (Type 2. Magnet Man is a robot), Magnetism Manipulation (With Magnetic Waves, and Magnet Missiles), Attack Reflection (Can reflect attacks with magnetic waves), Regeneration (Mid. Should scale to all the other Robot Masters who all regenerate after being flattened in Mega Man Powered Up), Teleportation (Shown here), Resistance to Mind Manipulation and Soul Manipulation (As a robot, Magnet Man does not have a soul or mind, and functions on AI programming)


Standard Equipment

None Notable


Other

Standard Tactics: Magnet Man jumps around, shooting Magnet Missiles along with attempting to pull in opponents in with magnetic waves. Weaknesses: Spark Shock, Shadow Blade, Dust Crusher, Plant Barrier, Needle Cannon

Battle Records

None.

None.

None.