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This article is about the NetNavi MagnetMan.EXE. For his anime counterpart, see MagnetMan.EXE (anime). For his Robot Master counterpart, see Magnet Man.

MagnetMan.EXE (マグネットマン.EXE[3] Magunettoman Eguze) is a NetNavi from the Mega Man Battle Network series. He is operated by Mr. Gauss in Mega Man Battle Network 2 and by his daughter Tesla in Mega Man Battle Network 5.

Design[]

X8NavigatorAlertIconEdit This section requires expansion.

MagnetMan's appearance is based on Magnet Man from the original Mega Man series. He has a visible face, wears a helmet that is a shape of a horseshoe magnet, and an armor that is also the shape of the horse-shape magnet. MagnetMan has four fingers on each of his hands. MagnetMan has a gray face guard that can cover his face, which is unusual for all but the main characters (MegaMan and ProtoMan).[4]

Navi mark[]

MagnetMan's Navi mark has a blue rectangle on top and a red rectangle on the bottom in a black background.

History[]

Mega Man Battle Network 2[]

MagnetMan's operator is Gauss and he hijacks an airplane for the Gospel organization. MagnetMan tries to steal the program that allows the plane to operate to help make Bass clones. MegaMan has to fight him in the airplane's network to stop him from stealing the program and later in the Gospel Base.

Mega Man Battle Network 5: Team ProtoMan[]

In the Team ProtoMan version, he is operated by Tesla, Gauss' daughter, and is first found at the end of the Drill Comp in the Old Mine. After defeating him, he joins the player's team and his Magnet Barrier allows ProtoMan to take out the cannons preventing the player from liberating Oran Area 3. MegaMan fights with him in the Liberation Mission against ShadeMan. After the mission, he grudgingly joins Team ProtoMan and MegaMan gains his Double Soul.

He is playable in the Liberation Missions against various Darkloids. Later when Lan infiltrates Nebula's base, MegaMan fights with him in Factory Comp 1. After defeating BlizzardMan, he'll try to suck MegaMan into a portal to the Dark Galaxy. However, MagnetMan moves in front of MegaMan and gets pulled in instead. He later appears with the other Team ProtoMan members to help MegaMan defeat Nebula Gray.

Anime[]

Main article: MagnetMan.EXE (anime)
MagnetMan

MagnetMan in the anime.

Much like his video game counterpart, MagnetMan serves as the NetNavi for both Gauss and Tesla during the events of MegaMan NT Warrior, Axess, and Stream.

Abilities[]

MagnetMan

MagnetMan's Navi mark

  • Super Armor (スーパーアーマー Sūpā Āmā):
    MagnetMan won't flinch from enemy attacks unless he is hit with a counterattack.
  • Air Shoes (エアシューズ Ea Shūzu) and Float Shoes (フロートシューズ Furōto Shūzu):
    MagnetMan can't be affected by negative panel affects or holes.
  • Mag Missile (マグミサイル Magu Misairu):
    MagnetMan shoots two curved magnets at MegaMan that turn once to seek him.
  • Mag Ball (マグボール Magu Bōru):
    MagnetMan shoots a ball of purple electricity that homes in forward or diagonally.
  • NS Tackle (NSタックル Enu Esu Takkuru):
    North-South Tackle. After creating a blue duplicate of himself, the two MagnetMan poles tackle the opponent at the same time. Does more damage if MegaMan is at the front of the player's area. This is his Special Chip in BN5. This is called Bipolar Tackle in the English BN2.

Mega Man Battle Network 2[]

  • Magnet Line (マグネットライン Magunetto Rain):
    He has 5 of these chips. If the player got rid of any magnet panels in the middle row, he’ll use the move.

Mega Man Battle Network 5[]

  • Magnet Panel (マグネットパネル Magunetto Paneru):
    If the player got rid of any magnet panels in the corners of the battlefield, he’ll use this move.
  • Magnet Field (マグネットフィールド[5] Magunetto Fīrudo):
    MagnetMan raises his hand and spawns a Magnet Field under the player. If he’s caught, he’ll be temporarily be unable to move. MagnetMan starts battles with this move.
  • Magnet Barrier (マグネットバリア Magunetto Baria):
    MagnetMan protects himself and all allies deployed. This is used in cutscenes and during a Liberation Mission. It is also MagnetMan’s Support ability in MMBN5DS.

Double Soul and Chaos Unison[]

Magnet Soul[]

MagnetSoul

Magnet Soul

When MegaMan gains Magnet Soul, he becomes an Elec element Navi. He is able to use a Magnet Coil attack that draws in the enemy when he charges up his buster and increase the attack power of Elec chips. Pressing B and Left at the same time also allows him to form a Magnet Hole that keeps enemies on the same row in place.

Magnet Chaos[]

MagnetChaos

Magnet Chaos

By sacrificing the Dark Thunder Dark Chip, MegaMan performs a Chaos Unison with Magnet Soul, becoming Magnet Chaos. His Charge Shot becomes Dark Thunder, launching a huge, purple sphere of thunder chasing after the enemy that does 200 damage on contact, and also stuns the enemy for several seconds. While it has its benefits, it's still capable of being mistimed like any Chaos Unison's Charge Shot. The strength from this attack alone can finish most bosses in a few hits, especially Aqua-element.

Battle Chips[]

ID Battle Chip Description Attack Element Code Memory Rarity
218 MMBN2Chip218 MagnetMn
(マグネットマン)
Bipolar tackle on 1 enemy 130 BC Element Elec Elec M, * 48 MB ***
219 MMBN2Chip219 MagntMnV
2

(マグネットマン
)
Bipolar tackle on 1 enemy 140 BC Element Elec Elec M, * 64 MB ****
220 MMBN2Chip220 MagntMnV
3

(マグネットマン
)
Bipolar tackle on 1 enemy 150 BC Element Elec Elec M, * 80 MB *****

ID Image Name HP AP MB Element Acc Dodge Priority Attack Description Rarity
216 BCCChip216 MagnetMn
(マグネットマン)
600 60 120
(basic)
280
(max)*
BCCElement Elec Elec S C 6 Pierce60
(MagMissl)
Pierce Guard *****
*120 initially, 280 is the max memory achieved by clearing Class Z (Chaos).

MagnetMan (マグネットマン Magunettoman) chips can only be obtained in the Team ProtoMan version. They can be traded with the Team Colonel version, where they are Secret Chips.

NS Tackle (NSタックル Enu Esu Takkuru) can only be obtained in-battle while operating MagnetMan.

Battle Chip ID Battle Chip Description Attack Element Code Memory Rarity
Mega Chip 34
(Team ProtoMan)
Secret Chip 13
(Team Colonel)
BN5TPMChip034 MagnetMn
(マグネットマン)
NS tackle and chrge 90 BC Element Elec Elec M 25 MB ***
Mega Chip 35
(Team ProtoMan)
Secret Chip 14
(Team Colonel)
BN5TPMChip035 MagntMnS
P

(マグネットマン
)
NS tackle and chrge 100-200* BC Element Elec Elec M 75 MB ****
Mega Chip 36
(Team ProtoMan)
Secret Chip 15
(Team Colonel)
BN5TPMChip036 MagntMnD
S

(マグネットマン
)
NS tackle and chrge ??? BC Element Elec Elec M 75 MB ****
Special Chip BN5SPChipMagnet NSTackle
(NSタックル)
NS tackle and chrge 120 BC Element Elec Elec M - -
*100 initially, 200 is the max power achieved by S-ranking MagnetMan Omega in under 10 seconds.

ID Battle Chip
745 745 Magnetman
746 746 Magnetman SP
747 747 Magnetman DS
859 859 Magnetman

Gallery[]

Trivia[]

  • During any fight with MagnetMan in Mega Man Battle Network 2, if the player launches the Heat Balloon/Aqua Balloon/Elec Balloon Battle Chip and it makes contact with MagnetMan's Magnet Ball attack, the damage potential will shoot all the way up to 999 without either attack cancelling each other, meaning massive damage if it successfully connects.

References[]


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