All of Mega Man 10’s Boss Patterns and Weaknesses

Mega Man 10

The Mega Man series is well-known for its rock-paper-scissors boss structure. Across the twelve mainline games, you encounter the ‘robot master’ bosses that you have to fight. These bosses all have specific weaknesses to another robot master’s weapon. Mega Man 10 offers much of the same as its predecessors. Here’s a guide on how to take down Wily’s robot masters, inventions, and more, in Mega Man 10.

Robot Masters (First Set)

Mega Man 10
Screenshot from Mega Man 10, courtesy of Capcom.

Mega Man 10‘s set-up provides eight robot masters that are fun and easy to learn. All of the robot masters are approachable, and you can go in any pattern that you want. If you want to fight Blade Man first instead of Sheep Man, then you can. You will not have problems jumping into any of these bosses.

The ‘story’ behind the Robot Masters is that they have Roboenza. This viral infection affects robots only and causes them to malfunction. These malfunctions have caused them to become violent. Mega Man has to fight through these robots to get the cure.

Sheep Man (Cyberspace)

Sheep Man was originally a sheep herder. The robot left his job after noticing the static effect in his wool. Sheep Man’s static impact prompted him to join a circuit manufacturer’s static test division.

Sheep Man hangs around the Cyberspace stage. The boss pattern relies on him changing into one of four wool clouds. Each of them will try to strike the enemy with electric blasts. The easiest way to defeat Sheep Man is to hit him with the Rebound Striker, which damages him significantly. Alternatively, you can make use of your mega buster. After beating Sheep Man, you gain the Thunder Wool.

Pump Man (Sewage)

Pump Man is in the Sewage Stage. This robot master worked in a water treatment plant, purifying toxic water. He was also a neighborhood volunteer who cleaned up graffiti.

Pump Man uses the lever on his head to activate his Water Shield. He surrounds himself with droplets of water that fire in any direction. You can blast them with the mega buster or disperse them all with Thunder Wool. After fighting and defeating Pump Man, you can add the Water Shield to your weapon collection.

Solar Man (Artificial Sun)

Solar Man resides in the Artificial Sun Stage. He was a researcher for an artificial sunlight facility. The weapon he uses, his ‘Solar Blaze,’ is made with the same sunlight from his research.

Solar Man likes to jump around and fire two-headed blasts to strike you. The blasts will hit from both the left and the right. Be careful because Solar Man can supercharge his move by absorbing your attacks. Dodge the attacks and use Pump Man’s Water Shield to put out his fire. You gain the Solar Blaze after beating him, which has similar properties.

Chill Man (Iceberg)

Chill Man resides in the Iceberg Stage. This icy menace worked as an arctic natural observation specialist. Chill Man’s focused on stopping the effects of global warming. He is raising awareness about the topic using his love of photography.

Chill Man’s Chill Spike creates icy spikes that can cling to surfaces. Be careful around these spikes because they will damage you. Use Solar Man’s Solar Blaze to melt his projectiles and hurt him. You get Chill Spike after the fight, which creates an icy trap that freezes enemies.

Robot Masters (Second Set)

Nitro Man (Highway)

Nitro Man is in the Highway Stage. He’s a reckless stunt robot known for appearing in many TV Shows. Nitro Man will do any stunt, especially if it is dangerous.

Nitro Man likes to race around the room, so be careful. He speeds around by turning into a motorcycle. After that, he will fire two wheel cutters to strike you. Chill Spike slows him down and deals significant damage. Nitro Man’s Wheel Cutter creates a projectile that scales walls.

Commando Man (Minefield)

Commando Man is in the Minefield Stage. He was a mine-sweeping robot responsible for cleaning minefields across the world. Commando Man enjoys oil from different places.

Commando Man uses his Commando Bombs to hone in on your location. He will always jump forward and land down. He has a special shockwave that can damage you when he lands down. Wheel Cutter is Commando Man’s main weakness. It also destroys his Commando Bombs. You can add his Commando Bombs to your collection after beating him.

Blade Man (Old Castle)

Blade Man is in the Old Castle Stage. Blade Man is a guide for the castle. The castle’s king was interested in swords, so he used them as inspiration. The lord’s fascination lives on through Blade Man, who has an encyclopedic knowledge of swords.

Blade Man is a highly mobile threat who constantly moves around. He will cling to walls while throwing a volley of blades. Sometimes, Blade Man will come down from the walls to slash you. The Commando Bombs can impact surfaces, which works perfectly against him when he clings to a wall. Beating Blade Man gifts you the Triple Blade, which works about the same.

Strike Man (Stadium)

Your last and final robot master is Strike Man in the Stadium Stage. Strike Man worked at a stadium for batting practice. He can throw any pitch, which makes him versatile.

Strike Man curls into a ball, bounces a few times, and exits to fire his Rebound Striker. His Rebound Striker can bounce numerous times, and the attack will deal more damage after each bounce. Avoid his bounces to get a clean hit with Triple Blade. Each of the blades punishes Strike Man separately and destroys his projectiles. After beating him, you gain the Rebound Striker.

Wily’s Fortress & Boss Fights

Mega Man 10
Screenshot from Mega Man 10, courtesy of Capcom.

The Wily Castle is an iconic tradition in the series. The armed fortress dates back to the original Mega Man, released in 1987. Mega Man 10 offers the Wily Fortress, featuring the familiar boss rush with new and unfamiliar enemies.

Weapons Archive (Wily Castle 1)

Your first stage pits you against the Weapons Archive, which you will fight three times. This weapon reuses assets from older robot masters. You will have to cycle through numerous weapons to defeat its three blocks. Each archive represents a similar weakness that the boss has from the game they debuted in.

The first Weapons Archive represents Wood Man, Elec Man, and Gemini Man. Use Wheel Cutter and Triple Blade. The second Weapons Archive represents Flame Man, Napalm Man, and Ring Man. Use Water Shield, Rebound Striker, and Solar Blaze. The third Weapons Archive represents Slash Man, Frost Man, and Tornado Man. Use Chill Spike, Commando Bomb, and Thunder Wool.

Crab Puncher (Wily Castle 2)

The Crab Puncher is in the second stage of Wily’s Fortress. This large machine pokes out from the right. The stage moves to the left at a slow pace. Use platforms to dodge its attacks and hit it in the center with the Commando Bombs.

Block Devil (Wily Castle 3)

Every game in Mega Man’s classic continuity needs its humungous ‘Devil’ threat. The Yellow Devil is a tradition that goes back to the original game. Mega Man 10 has a variant, represented as the ‘Block Devil’.

The Block Devil is in the third stage of the game. This boss is a solid block enemy with a single red eye. Unlike previous Yellow Devils, he uses parts of the floor to form his body. Be careful not to fall because the purple blocks that form his body can move. He can also fire energy beams from his eye to hit you. Use Thunder Wool to strike his eye and damage him.

Robot Master Rematch (Wily Castle 4)

The fourth stage is a boss rush featuring the eight prior robot masters. Like past games, resources will always be available if you beat one of the bosses.  You already defeated them, so this battle should not be as difficult. Use each of the bosses’ weaknesses to take them down.

Wily Machine 10 (Wily Castle 4)

The next boss is the Wily Machine 10, a colossal skeleton-themed ship. For the first phase, using Solar Blaze can destroy the skull portion. The Wily Machine fires missiles you can stand on as platforms to get closer.

In the second phase, you use Pump Man’s Water Shield. Get close to Dr. Wily’s ship to damage him with the shield. Beating the machine lets you proceed to the fifth and final stage.

Wily Capsule (Wily Castle 5)

Mega Man 10’s final boss puts you against Dr. Wily. In the final stage, Mega Man has his showdown with the mad scientist. You will see two versions of the Wily Capsule. One is the real Wily, and the other is a robotic decoy. The robotic decoy has a red triangle on his head and gray skin. Another notable difference is that sometimes the real Wily will sneeze.

Wily uses green energy spheres to attack. These spheres can hit you in several different ways. They will either home in to attack you or be fired in a chaotic barrage from one of the Wilys. Use the Chill Spike to deal significant damage and defeat the nefarious Wily. Beating Wily signals the end of Mega Man 10 and gives you a happy ending.

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