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Magnet Man
<-- DWN-017 | Robot Master Serial Numbers | DWN-019 --> |
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Artwork from Mega Man 3. | |
Select portrait(s). | |
General Information | |
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Name(s): | Magnet Man, Magnetman |
Designer: | Nagashi Kii |
Game Information | |
Number(s): | Serial Number: DWN-018 Mega Man & Bass CD: 018 |
Creator(s): | Dr. Light and Dr. Wily |
Weapon(s): | Magnet Missile |
Weakness(es): | Spark Shock, Shadow Blade (Mega Man 3) Needle Cannon (Mega Man II) Dust Crusher (The Power Battle) |
Stage(s): | Magnet Man's stage (Mega Man 3), Magnet Man's stage (Mega Man II) |
Magnet Man (or Magnetman) is a Robot Master first appearing in Mega Man 3. He is one of the Robot Masters created by Dr. Light and Dr. Wily to search alien worlds for energy crystals so they could power their peace-keeping robot, Gamma. Like his fellow Robot Masters, he becomes part of Dr. Wily's evil plan, and has since been cast as a villain in most of his appearances.
Magnet Man is a red, white and black robot with a similar design to Metal Man, with a mask covering all but his eyes and a magnet attached to his forehead. His power, the Magnet Missile, fires horseshoe magnets that change direction, and he is also able to draw enemies in with his magnetic pull.
In the Games
Mega Man 3
In Mega Man 3, Magnet Man is one of the main bosses that can be selected from the start and the second-to-last one listed on the stage select screen, in reading order. His stage is set in a high-tech environment with magnet-themed hazards and large batteries in the walls.
In battle, Magnet Man will skip across the room by making a hop and a slightly larger jump, then use one of two attacks at random before repeating the pattern. He can either jump straight into the air and shoot three Magnet Missiles forward, which turn downwards when they are directly above Mega Man, or stand in place and use his magnetic powers to pull Mega Man towards him, which can be countered by walking against the pull. The latter attacks also,surrounds him with a magnetic forcefield, rendering him impervious to damage and potentially drawing out the fight, but colliding with him will cause him to stop the attack and resume his pattern immediately.
Magnet Man is weak to both the Spark Shock and Shadow Blade, which each deal 7 damage per shot, and is also one of two Robot Masters in Mega Man 3 to take double damage from the Mega Buster, the other being Top Man. Additionally, the Gemini Laser and Hard Knuckle deal 2 damage each, and his own weapon deals 4 during his Teleporter Room rematch, as with other Robot Masters in Mega Man 3. Defeating him grants Mega Man the Magnet Missile.
Mega Man II
In Mega Man II on the Game Boy, Magnet Man is one of the second batch of Robot Masters, accessible via the bottom-left teleporter hatch in Dr. Wily's fortress. His stage is similar to the original in its theme and overall layout, and his boss fight is essentially the same.
With neither Spark Shock nor Shadow Blade being in this game, Magnet Man's weakness has changed to the Needle Cannon, which deals 3 points of damage to him. He also takes 2 damage from the Hard Knuckle and Metal Blade, but is no longer weak to the Mega Buster. As before, defeating him grants Mega Man the Magnet Missile.
Battle Network era
Magnet Man has a NetNavi equivalent in MagnetMan.EXE, taking his theme further by making both his helmet and torso shaped like giant horseshoe magnets. He first appears as a main boss in Mega Man Battle Network 3, where he is used for hijacking a passenger plane, and his operator is Gauss.
Official Data
Mega Man & Bass CD
Magnet Man's CD in Mega Man & Bass is located in Dynamo Man's stage, the most similar in theme. It is buried below a Metall SV late in the stage and can only be dug up by Mega Man using Rush Search.
018 | Magnet Man | ||
A powerful robot that has magnetic power. Though he is a robot, he is addicted to magnetic therapy. | GOOD POINT: Management ability | ||
BAD POINT: Bad direction | |||
LIKE: Massage | |||
"I feel tense these days..." | DISLIKE: Floppy disk |
Mega Man Legacy Collection Database
Magnet Man appears under "Mega Man 3" in the Database in Mega Man Legacy Collection and is the second Robot Master listed for the game. Like other Robot Masters, he can be fought by pressing a designated button while viewing his data.
Magnet Man | |||
Draws in enemies with his strong magnetic power. Dodge his homing Magnet Missiles by sliding. | |||
HP 28 | AT 06 |
Related Robot Masters
Magnet Man's ability to pull Mega Man towards him is shared by multiple later Robot Masters, though more commonly with a suction rather than magnetic theme:
Trivia
- In Mega Man II, Magnet Man has a weakness to his own weapon coded in (taking 3 damage from it), even though it can never be used against him in practice due to the absence of boss refights.
- Magnet Man's Mega Man 3 incarnation is unusual for having two equally major weaknesses, both with the highest amount of damage possible for that game. Combined with his additional weakness to the Mega Buster and to his own weapon, as well as a lack of weapon immunities, this makes him one of the most vulnerable bosses in the series.
- Magnet Man's CD in Mega Man & Bass states that he dislikes floppy disks. In real life, floppy disks are a data storage medium that can be wiped or corrupted by exposure to magnets.