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Man-at-Legs (Pikmin)

From The Codex
Revision as of 23:22, 15 January 2024 by GiverOfThePeace (talk | contribs) (→‎Powers and Abilities: clean up and re-categorisation per CFD, replaced: Standard Equipment → Equipment, Hax|Powers and Abilities → Powers and Techniques)
This species of the arachnorb family fuses with machinery at a crucial point in the maturation process, giving it the ability to fire energy bursts from the launcher beneath its orbular torso. However, the Man-at-Legs itself is not in control of this weapon. Instead, the mechanical portions of its structure appear to automatically acquire and attack targets. The Man-at-Legs has a gentle disposition, and as a member of the arachnorb species, it has no natural enemies. It is particularly difficult to understand why this species would develop such awesome offensive capabilities, leading to rumors among the scientific community that it was the machinery that approached the arachnorb and proposed the symbiotic relationship.
~ Olimar's notes

Background

The Man-at-Legs (ダマグモキャノン) is a member of the Arachnorb family, and first appeared as a boss in Pikmin 2 as the final boss of the Hole of Heros. It's one of the few bio-mechanical creatures found on PNF-404, having a mostly mechanical torso sheathed in metal with four spindly legs - three of them are black, organic and spider-like, while the other one is mechanical. Several exhaust pipes on its body continually emit smoke. When agitated, the panels of its underbelly separate and a machine gun-like weapon extends out, tracking any nearby targets via a laser sight before rapidly firing a barrage of explosive rounds at whatever it manages to lock onto.

Powers and Abilities

Tier: At least 10-C, likely 10-A

Name: Man-at-Legs

Origin: Pikmin

Sex: Varies

Age: Unknown

Classification: Arachnorb

Attack Potency: At least Below Average Human level+, likely Athlete level (Far superior to the likes of Olimar and the President, and can easily kill entire pikmin squads)

Dimensionality: 3-D

Travel Speed: At least Superhuman, likely Supersonic (Can quickly keep up with Olimar and the President given its natural speed)

Combat Speed: Supersonic (Fires energy blasts with its mechanical launcher)

Reaction Speed: Supersonic

Lifting Strength: Unknown (Can effortlessly fling off a squad of purple pikmin)

Durability: At least Below Average Human level+, likely Athlete level (One of the hardest enemies for Pikmin to kill and tanks pikmin onslaughts. Its metal body makes it difficult to damage)

Stamina: High (Can easily outmaneuver pikmin and is primarily an inorganic machine that acts separate from the arachnorb's physical and mental restraints)

Range: Below Average Melee Range, higher with launcher cannon (Can target Olimar and the President regardless of where they are)

Powers and Techniques: Superhuman Physical Characteristics, Small Size (Type 2), Limited Inorganic Physiology (Although not fully mechanical, it has minimal organic tissue and compromises mostly of steel), Natural Weaponry (With its launcher cannon built into its body), Instinctive Reaction (Its cannon targets and attacks foes on its own), Energy Manipulation and Explosion Manipulation (Fires explosive energy blasts), Limited Camouflage (Can blend in and merge with its surroundings), Possible Social Influencing (Scientist theorize that the machinery convinced the arachnorb to fuse with it), Resistance to Time Stop and Magnetism Manipulation (All enemies on PNF-404 are immune to the magnetic field which stops time in the underground dungeons), Sound Manipulation and Empathic Manipulation (Unaffected by the captain's whistle. Other enemies, like the Antenna Beetle's whistle-like sound, can control the Pikmin which captains are superior to)

Equipment: None notable

Intelligence: Unknown with machinery (The machinery that the arachnorb fused with is implied to be far more intelligent than it. It has shown great capabilities in combat and even made the launcher), Animalistic otherwise (It acts completely on instinct and refuses to fight back when being threatened)

Weaknesses: Besides the mechanical launcher, the Man-at-Legs lacks any other offensive capabilities and is considered too gentle to fight back and will flee from battle if the machinery is destroyed or removed.

Battle Records

Notable Victories:

Notable Losses:

Inconclusive Matches: