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Wily Stage (Mega Man & Bass)
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King Stages | |
Appearances | |
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Name(s): | King Castle |
History
Description
Enemies
Minor Enemies
Name | Image | Description | HP | Damage | Stage(s) |
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Mokumokumo | ![]() |
A robot head hiding inside a cloud. It follows Mega Man/Bass around and latches on to him, limiting his jumps and movement. Firing or moving rapidly can shake it off and briefly expose the head, though without destroying the enemy. They are sometimes created by cloud machines or by Cold Man in his boss battle. | 2 | N/A | Cold Man Stage(boss), Tengu Man Stage, Wily Stage |
Sydecka | ![]() |
A massive, stationary beast that releases missiles from its back, which fall down in front of it. If Mega Man/Bass is within range, it can also fire the drill on its head straight forward, which deflects shots. Some will only fire their horn. | 60 (Sydecka) 1 (missiles) |
10 (contact) 2 (missiles) 4 (drill) |
Burner Man Stage, King Stage 1, King Stage 2, Wily Stage |
Shururun | ![]() |
A robot that jumps straight up from pits at regular intervals. It respawns infinitely, no matter how many are destroyed. Astro Man can summon Shururuns from the ground during his boss battle, though these will stop spawning when destroyed or after some time has passed. | 0.5 | 3 | Astro Man Stage, King Stage 2, Wily Stage(boss) |
Monopellan | ![]() |
A helicopter enemy that hovers mostly in place, shooting at Mega Man/Bass. After destroying it, the rotor remains and will carry off any item dropped by the enemy if it is not collected quickly. | 1.5 | 4 (contact) 2 (projectile) |
Robot Museum, Cold Man Stage, Astro Man Stage, Ground Man Stage, Dynamo Man Stage, Magic Man Stage, Wily Stage |
Metrenger | ![]() |
Worms that endlessly spawn from an indestructible hatch on the ceiling and crawl around. They are hard to hit on some of their animation frames. | 1.5 | 2 | Ground Man Stage , King Stage 1, King Stage 2, Wily Stage |
Plasma± | ![]() |
Two small, stationary robot that create a vertical barrier of electricity between them. If one is destroyed, the barrier disappears, but a new part will soon spawn from the remaining one and take its original position, making it necessary to destroy both halves in short succession to fully eliminate the enemy. | 4.5 | 4 | Dynamo Man Stage, King Stage 1, Wily Stage |
Metall SV | ![]() |
Hides under its helmet until Mega Man/Bass comes near, then shoots bullets in three directions and wanders around, hiding again after some time or when Mega Man/Bass leaves. It is invulnerable while hiding. | 1.5 | 2 (contact) 2 (projectiles) |
Robot Museum, Cold Man Stage, Astro Man Stage, Ground Man Stage, Tengu Man Stage, Wily Stage |
Ammoner | ![]() |
An ammonite that sits on land or swims back and forth backwards in water. Its exposed front can be shot to make it retreat into its shell, rolling backwards when on land or sinking when in water. If it collides with the floor in doing so, it is destroyed. | N/A | 4 | Pirate Man Stage, Wily Stage |
Surumaker | ![]() |
A squid robot that pursues Mega Man/Bass in quick bursts, swimming in place between movements. | 3 | 4 | Pirate Man Stage, Wily Stage |
Penpen EV | ![]() |
A penguin that spins in place on the ground, then quickly slides forward, slowing down until it stops and resumes spinning. It will also stop instantly on hitting a wall. | 6 | 4 | Cold Man Stage, King Stage 2, Wily Stage |
Joe Classic | ![]() |
A Joe with a shield like the traditional Sniper Joe, which protects its front. It may shoot forward, jump up at random, or lob a grenade and crouch on the ground until it explodes, putting its shield away during any of these. It can be hurt from above or below with special weapons or by aiming the Bass Buster. | 6 (Joe) 3 (grenade) |
3 (contact) 2 (projectile) 4 (grenade) |
Robot Museum, Astro Man Stage, Ground Man Stage, Burner Man Stage, Dynamo Man Stage, Magic Man Stage, Tengu Man Stage, King Stage 1, King Stage 2, Wily Stage |
Sisi Roll | File:MM&B - Sisi Roll.png | A giant lion-headed wheel that bounces around a vertical room and smashes the floor blocks, briefly stopping between bounces. Rather than defeating it, Mega Man/Bass must trick it into clearing the way to the door at the bottom, and destroying the Sisi Roll simply causes a new one to spawn. | 28 | 5 | Magic Man Stage, Wily Stage |
Kaizock | ![]() |
A stubby pirate robot that walks forward, walking off platforms and stopping at walls before turning around. Some of hang from the ceiling on one arm, swinging back and forth until destroyed. | 4 | 4 | Pirate Man Stage, Magic Man Stage, Wily Stage |
Wall Teck | ![]() |
A robot that walks up and down walls, shooting projectiles foward when they are at Mega Man/Bass's height. | 3 | 4 (contact) 2 (projectiles) |
Astro Man Stage, King Stage 1, King Stage 2, Wily Stage |
Layout
Boss
Name | Sprite | Description | Stage | Weapon | Weakness |
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Cold Man | ![]() |
An ice-themed robot that attacks mainly by creating a spiked wall and sliding it across the room. As his health gets lower, he can also summon Kumokumoku cloud enemies that impede Mega Man/Bass's movement if they are not destroyed, or rarely summon three ice bursts from the ground that briefly immobilise the character. | Cold Man Stage, Wily Stage (Boss Attack) | Ice Wall | Lightning Bolt |
Astro Man | ![]() |
A levitating robot orbited by two spheres that block shots, except for Magic Cards. He spends most of the battle teleporting around at the top of the room, from where he will swoop down, fire energy projectiles, or create holographic clones that mimic his energy attack. He can also send his spheres twirling down or glide across close to the floor, stopping at three points to summon jumping Shururun enemies from the ground. | Astro Man Stage, Wily Stage (Boss Attack) | Copy Vision | Magic Card |
Dynamo Man | ![]() |
An electric-themed robot that dashes across the room before using one of several electricity-themed attacks. He may send out floating electric gates in various patterns, summon five energy balls that dart towards Mega Man/Bass (or his Copy Shot clone) after a while, or fire energy into the air, which comes crashing down as lightning in hard-to-predict patterns. The last attack can be averted by provoking him into shooting the energy forward instead.
When he is low on health, Dynamo Man can jump into a device at the top of the room to regenerate health. Both sides of the device must be destroyed to end this effect. |
Dynamo Man Stage, Wily Stage (Boss Attack) | Lightning Bolt | Copy Vision |
Pirate Man | ![]() |
A pirate robot that is fought underwater with a constantly sinking water level, though Pirate Man can cause it to rise again. He attacks by shooting mines and detonating them, and can encase himself in a bubble to float up and bound around diagonally in a similar manner to Armored Armadillo. The bubble can be popped through damage, and his weakness will pop it instantly. | Pirate Man Stage, Wily Stage (Boss Attack) | Remote Mine | Wave Burner |
Magic Man | ![]() |
A robot magician whose attacks are based on magic tricks. He can throw magic orbs forward, throw fast-moving cards that steal health from Mega Man/Bass, or jump into the air to throw a ball that splits into three doves, which fly around. Attacking with his weakness will often stun him and prevent most of his attacks from being used. | Magic Man Stage, Wily Stage (Boss Attack) | Magic Card | Tengu Blade |
Ground Man | ![]() |
An excavation robot that transforms into a small drill machine to scoot along the ground, attacks as a giant drill from above, or sends out Spread Drills, which split into smaller drills in various patterns. He does not walk, but will instead bury underground and pop out at a different location. | Ground Man Stage, Wily Stage (Boss Attack) | Spread Drill | Remote Mine |
Tengu Man | ![]() |
A flying tengu robot that flies back and forth at the top of the screen, occasionally swooping across or landing on the platform below to slash foward and throw a blade in an inverted arc. He can also drop his Tengu Blade on the platform, which spins across while creating a whirlwind that entraps Mega Man/Bass inside. | Tengu Man Stage, Wily Stage (Boss Attack) | Tengu Blade | Spread Drill |
Wily Machine | ![]() |
Dr. Wily returns in a Wily Machine similar to the one from Mega Man 8. It possesses several attacks, most commonly firing rockets foward and sending its spinning blade across the floor while flying back and forth. It can also descend to charge up a laser (which can be interrupted by firing into its mouth), charge forward, or fire energy projectiles from the right side of the screen. Only the cockpit window can be damaged. | Wily Stage | Remote Mine | |
Wily UFO | ![]() |
The Wily Capsule teleports across the room and randomly unleashes one of three attacks, either creating eight energy balls that spin outward, spreading four energy balls that dart at Mega Man/Bass, or releasing four bombs that home in and can be destroyed. Only the cockpit on the upper half can be damaged. | Wily Stage | Magic Card |
Other media
Trivia
References