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Mega Man

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Table of Contents

Character Tier

About

A kind-hearted robot, originally created to be Dr. Light's lab assistant. In the wake of Dr. Wily's treachery, Mega Man volunteered to be redesigned for combat, and with his Mega Buster he's a match for any degree of evil!

CV Info - English CV Info - Japanese
Flame
Wand
Attack
Kindly Android
Obtainable as a 5

Character Stats

MAX HP 688
MAX STR 472

Overview

IN THE YEAR OF 20XX

A SUPER ROBOT NAMED MEGA MAN

JOINED THE DRAGALIA LOST HALIDOM

HIS SKILLS WERE UNIQUE, USING AMMO AND FILLING OVER TIME

A UNIQUE DRAGON DOG NAMED RUSH WAS AT HIS SIDE

HIS S1 COULD INFLICT BLEED, WHILE HIS S2 COULD RAPIDLY DEPLETE OVERDRIVE

THANKS TO HIS UNIQUE CO-ABILITY

SADLY, MEGA MAN IS MORE OF A NOVELTY THAN A POWERFUL HERO

FIGHT MEGA MAN, FIGHT FOR EVER LASTING PEACE!!!

Strengths

UNIQUE WEAPONS AND SKILLS

All of Mega Man's kit is unique, from his unique weapon, to his slide replacing a standard roll, to his skills using an ammo mechanic. This can make his gameplay more interesting for those seeking something new. 

RAPID OVERDRIVE DEPLETION

Thanks to his co-ability and leaf shield, Mega Man can quickly shred bosses overdrive bar. 

Weaknesses

LOW BASES

As a free adventurer, Mega Man suffers from having overall lower stats than a gatcha Adventurer. He also has what is essentially a wasted passive slot that only boosts damage against event bosses and allows him to transform into Rush, again lowering his overall ability. 

NO BURST

While the ammo mechanic allows Mega Man to quickly stack bleed and maintain bleed stacks throughout the fight, he has no real way to capitalize on his ability to get to the break phase and his standard blaster is rather weak.

Dragon Recommendations

SPECIAL NOTE: MEGA MAN ALWAYS USES RUSH

  • CERBERUS/AGNI:  Since Mega Man's majority damage comes from bleed, it's best to stack strength.
  • PROMETHEUS: With low bases and ranged defense, Mega Man could use more durability to survive HP checks.
  • IFRIT: A fine budget choice if your options are limited.

Weapon Recommendations

SPECIAL NOTE: MEGA MAN WILL ALWAYS USE HIS MEGA BUSTER, NO MATTER WHAT WEAPON IS EQUIPPED. 

  • TERRANIGMUS: As this was free in the event, the core weapon is a great starting point.
  • SCEPTER OF INFINITE FIRE: If you're up against High Midgardsormr, the Void Wand is a great investment.
  • MUSPELHEIM: High Dragon weapons are the height of engineering. 

Wyrmprint Recommendations

Pair 1

Thanks to his Mega Buster's rapid fire rate, it's pretty easy for Mega Man to benefit from flurry prints. Having a Wind Resist tacked on makes Flash of Genius even better for the squishy robot. Bubble and Wood provides more strength, and it has even more gauge accelerator.

Skills

Skill 1

Metal Blade
Lvl 1 Equips Mega Man with the special "Metal Blade" weapon, allowing him to shoot blades by tapping the screen. Metal Blade deals flame damage to enemies in a line, and inflicts bleeding. While this weapon is equipped, Mega Man's attacks will consume the weapon gauge until it is exhausted, at which point the weapon will be unequipped. While this skill is active, tapping the icon again will switch Mega Man's weapon back to the Mega Buster. This skill is not affected by Skill Prep, Skill Haste, Energy, Inspiration, and Skill Damage.
100
Lvl 2
200
Lvl 3
300
SP Cost 2000 Iframe Medium

Skill 2

Leaf Shield
Lvl 1 Equips Mega Man with the special "Leaf Shield" weapon, allowing him to create a Leaf Shield by tapping the screen once. After a Leaf Shield has been created, tapping the screen again will shoot it in the direction of enemies, or it will be shot automatically after enough time has passed. Leaf Shield deals flame damage to surrounding enemies. While this weapon is equipped, Mega Man's attacks will consume the weapon gauge until it is exhausted, at which point the weapon will be unequipped. While this skill is active, tapping the icon again will switch Mega Man's weapon back to the Mega Buster. This skill is not affected by Skill Prep, Skill Haste, Energy, Inspiration, and Skill Damage.
100
Lvl 2 "
200
Lvl 3 "
300
SP Cost 4000 Iframe Medium

Abilities

Ability 1

L.S. Reactor I

Boosts damage dealt to boss enemies in "Mega Man: Chaos Protocol" quests by 25%. When shapeshifting, Mega Man will jump onto Rush regardless of what dragon he is equipped with.

130
Upgrades To
L.S. Reactor II

Boosts damage dealt to boss enemies in "Mega Man: Chaos Protocol" quests by 30%. When shapeshifting, Mega Man will jump onto Rush regardless of what dragon he is equipped with.

200

Ability 2

Stun Res +50%

Reduces susceptibility to stun by 50%.

60
Upgrades To
Stun Res +100%

Reduces susceptibility to stun by 100%.

100

Ability 3

Gauge Accelerator +30%

Speeds the rate the mode gauge decreases by 30%.

80
Upgrades To
Gauge Accelerator +35%

Speeds the rate the mode gauge decreases by 35%.

100

Co-Abilities

Overdrive Punisher & Gauge Accelerator IV

Increases damage to enemies in overdrive state by 11%, and speeds the rate the mode gauge decreases by 10%. Benefits your whole team.

160
Show Upgrades

Increases damage to enemies in overdrive state by 12%, and speeds the rate the mode gauge decreases by 10%. Benefits your whole team.

Increases damage to enemies in overdrive state by 13%, and speeds the rate the mode gauge decreases by 10%. Benefits your whole team.

Increases damage to enemies in overdrive state by 14%, and speeds the rate the mode gauge decreases by 10%. Benefits your whole team.

Increases damage to enemies in overdrive state by 15%, and speeds the rate the mode gauge decreases by 10%. Benefits your whole team.

Co-Ability Chain

(Flame) HP 80% = Wind Res +1%

If a team member is attuned to (Flame): reduces wind damage taken by them by 1% when their HP is 80% or above. Benefits your whole team.

Show Upgrades

If a team member is attuned to (Flame): reduces wind damage taken by them by 2% when their HP is 80% or above. Benefits your whole team.

If a team member is attuned to (Flame): reduces wind damage taken by them by 3% when their HP is 80% or above. Benefits your whole team.

If a team member is attuned to (Flame): reduces wind damage taken by them by 4% when their HP is 80% or above. Benefits your whole team.

If a team member is attuned to (Flame): reduces wind damage taken by them by 6% when their HP is 80% or above. Benefits your whole team.