Mega Man Revolution Enemy List

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A list of enemies that appear in Mega Man Revolution. Note: Enemies without a Spriter credit were done by the original Mega Man Revolution team.

Enemies

MMR-BeetleBomber.png
Beetle Bomber
Originally designed to drop flash grenades to stun unruly crowds, the Beetle Bomber has been upgraded to unleash an incendiary grenade.
Health Points: 1
Attack Damage: 3 (contact), 3 (bomb contact), 5 (bomb flare)
Stage(s): Blast Man, Wily 3
MMR-BigStamper.png
Big Stamper
These are deployed in places where metals and other malleable materials need to be compressed using the intensive PSI of their pistons and their sheer weight.
Health Points: 7
Attack Damage: 7 (contact)
Stage(s): Haste Man, Storm Woman, Pyre Woman, Wily 1, Wily 2, Sondebar 2, Sondebar 6
MMR-BladeRunner.png
Blade Runner
These robots are normally deployed in sawmills and construction sites to slice and dice wood and other materials they are able to cut with their saws, Wily has made them spring loaded, so they fire their saw in an arc.
Health Points: 4
Attack Damage: 4 (contact), 4 (iron saw)
Spriter: DamonaSchnider
Stage(s): Saw Man, Wily 4
MMR-Bombabee.png
Bombabee
Originating from Australia, these robots were designed to patrol the desert for escapees from the detention center and drop stun bombs on them.
Health Points: 1
Attack Damage: 2 (contact) , 5 (bomb)
Stage(s): Sand Man, Wily 2
MMR-BombHead.png
Bomb Head
These mechanical robots were originally created by Dr. Light for demolition and land development, blasting away debris so that land could be cleared for construction projects. They launch their heads great distances, so the unit themselves are not harmed by the explosions.
Health Points: 5
Attack Damage: 7 (contact) , 5 (bomb)
Spriter: Soulephant
Stage(s): Pyre Woman
MMR-BubbleBoo.png
Bubble Boo
Part of the haunted house section of the amusement park Ghost Man resides in, they were originally designed to sneak up on customers and scare them. After Dr. Wily reprogrammed them, they now are quite annoying as they are shielded while they are looked at, making it where the only way to stop them is to shoot at them and then look away quickly.
Health Points: 1
Attack Damage: 4 (contact)
Spriter: Metalman
Stage(s): Ghost Man, Sondebar 5
MMR-Cactisu.png
Catcisu
This robot was designed to look like a cactus to trick intruders into thinking it’s just a part of the scenery. If they touch it or pass by it, it attacks.
Health Points: 4
Attack Damage: 4 (contact)
Stage(s): Sand Man
MMR-ChangekeyHead.png
Changkey Head
Originally designed by Dr. Light for prescribed burning in forest management, they have been weaponized by Dr. Wily and launch their burning "heads" at any that approach.
Health Points: 5
Attack Damage: 7 (contact), 4 (changkey)
Spriter: Soulephant
Stage(s): Pyre Woman
MMR-CloudBully.png
Cloud Bully
These robots are constantly shrouded in a cloud they generate. They help Storm Man control the weather but after Dr. Wily reprogrammed them they shoot energy blasts at victims.
Health Points: 3
Attack Damage: 4 (contact), 5 (lightning)
Spriter: Zynk
Stage(s): Storm Woman, Sondebar 5
MMR-Crabby.png
Crabb Y
Designed with protection in mind, they sit around and fire at intruders who are near deep sea installations that they shouldn’t be near.
Health Points: 3
Attack Damage: 4 (contact), 5 (lightning)
Stage(s): Sondebar 1
MMR-CraneFiend.png
Crane Fiend
Crane Fiends were simply designed to pick up materials and carry them to other destinations. They still function somewhat the same except now they damage whatever they’re holding before they release it.
Health Points: 14
Attack Damage: 4 (crushing effect)
Stage(s): Sand Man
MMR-EyeTank.png
Eye Tank
Eye Tanks were built to act as mobile cameras for nature programs that needed footage of areas of particularly rough terrain, they now mindlessly ram any approaching intruders.
Health Points: 3
Attack Damage: 4 (contact)
Spriter: ACE_Spark
Stage(s): Storm Woman, Sondebar 2
MMR-FishFiend.png
Fish Fiend
They swim to recover objects underwater. Dr. Wily reprogrammed them to ram into his enemies.
Health Points: 3
Attack Damage: 3 (contact)
Stage(s): Storm Woman, Wily 4, Sondebar 1
MMR-Fuguoid.png
Fuguoid
Originally built as a parade float, a shipping error led to many of these things being built, and they have since been brought en-mass by defense subcontractors, whom have re-equipped them to be relentless attack vessels, that target victims and won’t go away until destroyed.
Health Points: 6
Attack Damage: 6 (contact), 3 (bullet)
Spriter: The Stove Guy
Stage(s): Sondebar 1, Sondebar 4
MMR-Ghoulie.png
Ghoulie
Ghoulies are simply holographic machines that look like skulls flying around. There is no real way to stop them due to the fact that they’re just holographic machinery. Since the days of the amusement park, these former decorations have been given a deadly spin by Dr. Wily, in the form of an electric voltage that runs through the holographic generator.
Health Points: N/A
Attack Damage: 2 (contact)
Spriter: DamonaSchnider
Stage(s): Ghost Man, Wily 5
MMR-Heatool.png
Heatool
The original programming for this version of the Met makes it seem like a coward. It was designed to spit fire and then walk away and it still retains that trait, except now it does so at intruders.
Health Points: 1
Attack Damage: 3 (contact), 3 (fireball)
Stage(s): Pyre Woman, Wily 3
MMR HockeyJoe2.gif
Hockey Joe
Being Canada’s version of the Sniper Joe, they designed them to look like a hockey player. They may look like they’re playing hockey all the time, but this is a deception as this is their way of guarding areas. They can also be hard to defeat one on one.
Health Points: 6
Attack Damage: 5 (contact)
Spriter: Lamda, Rhythm
Stage(s): Cyro Man, Sondebar 4
MMR-IronGaryoby.png
Iron Gabyoall
This simple robot’s only task is to saw things in half that come near it. It is very durable but can’t withstand intensive damage.
Health Points: 1
Attack Damage: 4 (contact)
Stage(s): Saw Man, Wily 5, Sondebar 2
MMR-KillerJester.png
Killer Jeseter
Originally built to entertain at children's parties, these robots had such an unnerving appearance, they were a resounding non-seller, up until many Haunted House attractions brought them up.
Health Points: 3
Attack Damage: 5 (contact), 4 (iron ball)
Spriter: MegaRed225
Stage(s): Ghost Man, Wily 2, Wily 4
MMR-LafficTrite.png
Laffic Trite
It has an uncanny ability to manipulate the physics of an object it focuses on. This comes in very handy in speed productions like with what goes on at the Cyclone Staple, but ever since Dr. Wily reprogrammed them they just freeze victims in place and ram into them.
Health Points: 1
Attack Damage: 4 (contact)
Stage(s): Haste Man
Madgunner.gif
Mad Gunner
Stationary gun emplacements meant to deter underwater looters, these have been upgraded to launch deadly grenades.
Health Points: 3
Attack Damage: 4 (contact), 5 (bullet)
Spriter: ACE_Spark
Stage(s): Sondebar 1
MMR-Man-O-War.png
Man-O-War
Designed to keep pests out of water inlets and clean grates. They can move at incredible speed.
Health Points: 1
Attack Damage: 7 (contact), 3 (bullet)
Stage(s): Storm Woman, Wily 4, Sondebar 1
MMR-Met.png
Met
These robots were originally conceived to work on construction sites. Their hard helmets are made of one of the most durable metals known to mankind, although the Iron Saw can easily cut through them. This version of them has no legs however.
Health Points: 1
Attack Damage: 3 (contact), 3 (bullet)
Spriter: CAPCOM
Stage(s): Sand Man, Wily 1, Wily 2
MMR-Meton.png
Meton
Hiding inside a modified Oil Drum, this lazy version of the Met only becomes active if it takes a blow to its canon helmet or if an intruder tries to pass by them.
Health Points: 1
Attack Damage: 4 (contact), 3 (bullet)
Spriter: The Stove Guy
Stage(s): Blast Man, Sondebar 6
MMR-Metrical.png
Meticical
This version of the Met was specifically designed for colder regions. Unlike its cousin the Heatool, this one likes to run at intruders.
Health Points: 1
Attack Damage: 4 (contact), 3 (bullet)
Stage(s): Cyro Man, Sondebar 5
MMR-MimmicMet.png
Mimmick Met
Some Mets like to hide under fake items. This is one of those particular Mets. They can be damaged at any time however due to their lack of a helmet.
Health Points: 1
Attack Damage: 3 (contact), 3 (bullet)
Stage(s): Saw Man, Wily 3, Sondebar 6
MMR-MimmicMeton.png
Mimmick Meton
Some Mets like to hide under fake items. This is one of those particular Mets. Unlike the other Mimmick Met, this type has a fairly sturdy helmet.
Health Points: 1
Attack Damage: 4 (contact), 3 (bullet)
Spriter: ACE_Spark
Stage(s): Sondebar 6
MMR-Mobinade.png
Mobinade
These are the very explosive renditions of Tellys. They are very volatile and it is unknown what their top flying speed is.
Health Points: 1
Attack Damage: 5 (contact/explosion)
Stage(s): Pyre Woman
MMR-Pengo0.png
Pengoo
Originally designed to drop confetti at celebrations, the Pengoo's have been modified into miniature bomb factories, and now drop explosives in the shape of an egg. If they weren't dangerous enough, they're also armed with a plasma gun, to seal the deal.
Health Points: 5
Attack Damage: 5 (contact, 5 (explosion)
Stage(s): Storm Woman, Sondebar 4
MMR-ProtoGhoulie.png
Proto Ghoulie
An older version of the Ghoulie, this simple robot was discontinued after worries that this decoration could be dangerous to vistors. They were replaced with the safer holographic variant more commonly seen around the park.
Health Points: 1
Attack Damage: 5 (contact)
Spriter: The Stove Guy
Stage(s): Ghost Man, Wily 4
MMR-Puck.png
Puck
The projectile of Hockey Joe, this brainless robot has just enough mechanics inside it to maintain it's course on the ice. Of course due to being hit about by the strong Hockey Joes, these mechanics often fail, leaving Puck to drift aimlessly, rendering the entire point of having a mechanical puck moot.
Health Points: 1
Attack Damage: 5 (contact)
Stage(s): Cyro Man, Sondebar 4
MMR-RounderL.png
Rounder L
Rounder L is a durable, more versatile version of Rounder II. It tracks the platforms it's stationed on, and is generally a nuisance. Certain weapons may be able to damage it, but most ping harmless off it.
Health Points: 1
Attack Damage: 6 (contact)
Spriter: ACE_Spark
Stage(s): Sondebar 5
MMR-SandWanaan.png
Sand Wanaan
They are cousins in design of the Wanaan. They also function as a trap-type robot, however, they are not indestructible and they snap almost instantly when a victim is above them. One can usually tell where they are by the sand that is being disturbed for no apparent reason.
Health Points: 8
Attack Damage: 8 (contact)
Stage(s): Sand Man, Sondebar 2
MMR-ShadeSpike.png
Shadespike
Health Points: 2
Attack Damage: 3 (contact)
Spriter: Blackhook
Stage(s): Ghost Man
MMR-ShieldAttackXLR.png
Shield Attacker XLR
These functioned as mobile riot gear shields to help stop riots and function in other ways. They are almost completely invulnerable from the front and must be attacked from the back.
Health Points: 2
Attack Damage: 3 (contact)
Stage(s): Sand Man, Cryo Man, Blast Man, Wily 1, Wily 3, Sondebar 3
MMR-Shieldner.png
Shieldner
These stationary robots originally simply shot at targets that approached it, but were upgraded by Dr. Wily to include a shield. A design flaw means they must physically move the shield out of the way in order to shoot, leaving a brief window of attack opportunity where they are vulnerable.
Health Points: 7
Attack Damage: 3 (contact), 3 (bullet)
Spriter: The Stove Guy
Stage(s): Saw Man, Wily 4
MMR-Shotman3.png
Shotman III
Much like their cousin the Shotman, they were originally designed to put out fires by spraying water all over from the canon mounted on their head. Now they spray energy blasts all over the place.
Health Points: 4
Attack Damage: 4 (contact), 3 (bullet)
Stage(s): Sand Man, Haste Man, Wily 2
MMR-Snark.png
Snark
These fast robots like to chew the scenery, and were originally designed to devour and shred garbage on the sea floor. A programming error meant these were incredibly dangerous, and led to the entire batch of these to be kept in storage before they were shipped out, where they were promptly stolen by Dr. Wily, and without any further modification, were put to use to guard his hallways.
Health Points: 6
Attack Damage: 4 (contact)
Spriter: The Stove Guy
Stage(s): Storm Woman, Wily 4, Sondebar 4, Sondebar 6
MMR-SniperJoe.png
Sniper Joe
Designed by Dr. Light as a policing unit, these are good crowd control bots. They are very durable, mobile and their shields can take a good beating. They have since been modified by Dr. Wily and form a large portion of his army.
Health Points: 10
Attack Damage: 4 (contact), 3 (bullet)
Spriter: MegaRed225
Stage(s): Blast Man, Wily 1
MMR Snoose.gif
Snoose
Health Points: 6
Attack Damage: 5 (contact), 5 (antler)
Spriter: Blackhook
Stage(s): Cyro Man, Sondebar 5
MMR-SpeakerBoomer.png
Speaker Boomer
These robots were designed for demolition, and playback a complex series of soundwaves, demolishing buildings through harmonic oscillation, these were, without modification, stolen and used by Dr. Wily to "demolish" robots.
Health Points: 7
Attack Damage: 5 (contact), 3 (soundwave)
Stage(s): Blast Man, Wily 4, Sondebar 3
MMR-SpeakerTower.png
Speaker Tower
Along with Blast Man, it was designed as a crowd control robot, using sound waves to incapacitate any rioters. It also stilts itself into the air using a pedestal to try to stay out of reach.
Health Points: 5 (main body) 2 (stilt part)
Attack Damage: 4 (contact), 3 (soundwave)
Stage(s): Blast Man, Sondebar 5
MMR-Spikycles.png
Spikycles
A freezer unit weaponized by Dr. Wily, these robots sprout frozen spikes across it's body, and fire them out at high speed in all directions.
Health Points: 5
Attack Damage: 5 (contact), 4 (ice shard)
Stage(s): Cryo Man, Wily 3
MMR-Spyder.png
Spyder
Like most of the robots in Ghost Man’s amusement park, they were designed to scare customers. These accomplished that by dropping on top of them. However they now shoot webs that are acidic at victims.
Health Points: 2
Attack Damage: 8 (contact), 4 (web)
Stage(s): Ghost Man, Wily 5
MMR-StarBomb.png
Star Bomb
These destructive robots were designed to clear paths underwater for exploration.
Health Points: 3
Attack Damage: 5 (contact)
Stage(s): Sondebar 1
MMR-Tarratt.png
Tarratt
Health Points: 5
Attack Damage: 6 (contact), 3 (bullet)
Stage(s): Haste Man, Wily 4
MMR-TarrattTerrut.png
Tarratt Turret
Once a Tarratt is destroyed, it isn’t entirely useless as its turret can still function on its own.
Health Points: 2
Attack Damage: 4 (contact), 3 (bullet)
Stage(s): Haste Man, Wily 4
MMR-Whee.png
Whee
Being a very simple robot, it was originally designed to seek out and record the easiest paths that could be traveled in an area. Now it just rolls along aimlessly and damages any other robots in the way.
Health Points: 6
Attack Damage: 6 (contact)
Stage(s): Haste Man, Wily 1
MMR-XenoClaw.png
Xeno Claw
 ????
Health Points: 50
Attack Damage: 8 (contact)
Spriter: Konami
Stage(s): Sondebar 7
MMR-XenoEgg.png
Xeno Egg
 ????
Health Points: 50
Attack Damage: 6 (contact)
Stage(s): Sondebar 7
MMR-XenoRunner.png
Xeno Runner
 ????
Health Points: 50
Attack Damage: 6 (contact)
Spriter: Blackhook
Stage(s): Sondebar 7


Sub-Bosses

MMR-Breaker.gif
Breaken
Health Points: 24
Attack Damage: 8 (contact), 5 (ice shard)
Spriter: ACE_Spark
Stage(s): Cryo Man
Electricboogaloo.gif
Breaken MK 2: Electric Boogaloo
The successor to Breaken, Breaken MK 2 guards Wily's fortress, having dropped it's ice motif and been upgraded to utilize powerful lightning strikes. It's lightning strikes light up the entire arena in deadly electricity.
Health Points: 24
Attack Damage: 8 (contact), 5 (lightning)
Spriter: ACE_Spark
Stage(s): Wily 5
MMR-BuoyBoy.gif
Buoy Boy
Designed to collect weather data in the simulated ocean at the weather tower, this enlarged weather buoy has been weaponized by Dr. Wily, who has armed it with homing missiles and tornado bombs.
Health Points: 20
Attack Damage: 7 (contact), 4 (bomb contact), 3 (missile contact), 6 (explosion)
Spriter: ACE_Spark
Stage(s): Storm Woman
MMR-Defender.png
Defender
This is the defense system the weather tower has to stop intruders from messing up things since terrorists could use the weather tower to their advantage. As of version 9, these have been removed from the game.
Health Points: 32
Attack Damage: 5 (contact)
Stage(s): Removed from the game.
MMR-Electrogunner.gif
Electro Gunner
A commercially available, and mass produced security robot, this creation was designed to stun it's enemies with a taser like effect. Unfortunately Wily was wily enough to outsmart it, and reprogrammed it for his own gains, upping the voltage of the machine in order to be deadly.
Health Points: 24
Attack Damage: 6 (contact), 5 (lightning), 28 (buzz saw)
Spriter: ACE_Spark
Stage(s): Saw Man, Sondebar 2
MMR-Ghulkin.gif
Ghullkin
This is the control unit for the Ghoulies. It would send them out to scare customers and then at the end of that section it would scare them itself. Wily has filled the machine with leftover Proto Ghoulies, which it attempts to drop on intruder's heads.
Health Points: 30
Attack Damage: 8 (contact), 3 (bullet)
Spriter: DamonaSchnider, Valo
Stage(s): Ghost Man, Wily 4
MMR-RedBeamTrap.gif
Red Beam Trap
This is a cheaper version of the infamous Boo Beam Trap, and unlike it's other cousin, is not invulnerable to all but a few weapons. It consists of four stationary defensive units placed on a wall, which fire off at regular intervals. Intruders that get too close are in for a rude awakening as it drops incendiary bombs on their heads.
Health Points: 24 (per unit)
Attack Damage: 3 (contact), 3 (bullet), 3 (bomb contact), 5 (bomb flare)
Spriter: ACE_Spark
Stage(s): Blast Man, Wily 3
TwisterSisteNewr.png
Twister Sister
This huge robot would use wind producing technology inside its mouth apparatus to create twisters designed to snatch up escapees and disable them. It however has a major weak point which is its rattle tail.
Health Points: 15
Attack Damage: 6 (contact), 28 (spikes)
Spriter: ACE_Spark, Mike Crain
Stage(s): Sand Man, Sondebar 3
Mega Man Revolution
Playable Characters
Mega ManBassProto Man
List of Robot Masters
Ghost ManSand ManPyre WomanBlast ManCryo ManHaste ManSaw ManStorm Woman
Other Bosses
Big SlammerTawa KonchuGaton MeYellow Devil MK-IIIPunch BoyReaperbotWily Machine 384389Wily Capsule R
Blue NovemberMechanahandKraken GThe AmalgamDoppelgangerRemir RobotDr. Remir
Special Weapons
Acid BubbleSand ShieldFire SeekerSound BlasterIce ShardWild SprintIron SawStorm ChaserIon Blade
Secondary Weapons
- Mega Man -
BeatNova PulseTri MissileRush CoilRush JetRush MarineShotgunTango
- Bass -
Bass GrenadeDestructo LaserScatter InfernoRacing ZapperReggaeStar SpiralTreble BoostWind Cutter
- Proto Man -
Break EraserCarryDark MaceDrill RemoteGround BombOxy ThrowerShatter OrbsSidewinder Twin
List of Enemies
Beetle Bomber • Big Stamper • Blade Runner • Bombabee • Bomb Head • Bubble Boo • Catcisu • Changkey Head • Cloud Bully
Crabb Y • Crane Fiend • Eye Tank • Fish Fiend • Fuguoid • Ghoulie • HeatoolHockey Joe • Iron Gabyoall • Killer Jester
Laffic Trite • Man-O-War • MetMetonMeticicalMimmick MetMimmick MetonMobinade • Pengoo
Proto Ghoulie • Puck • Rounder L • Sand Wanaan • Shadespike • Shield Attacker XLR • Shieldner • Shotman III • Snark
Sniper Joe • Snoose • Speaker Boomer • Speaker Tower • Spikycles • Spyder • Star Bomb • Tarratt • Tarratt Turret • Whee
Xeno Claw • Xeno Egg • Xeno Runner
- Sub-bosses -
GhullkinTwister SisterRed Beam TrapBuoy BoyBreakenElectro GunnerMarine Joe
Removed Content
- Bosses -
Big FishDefender
- Weapons -
Shooting StarFire SpreadRemote Missile
Miscellaneous
DuoEvil Energy