Magnet Man is a Robot Master created by Dr. Light and Dr. Wily to control powerful magnetic forces. Dr. Wily uses him as a combat robot in Mega Man 3. Magnet Man's Special Weapon is the Magnet Missile, horseshoe magnet-shaped missiles that can home in on nearby enemies, fired from a launcher on his right wrist. He is also capable of drawing his metallic opponents closer to him with his magnetic powers, so he can attack them from close-range.

A good leader and tactician in combat, Magnet Man is skilled in the field of management, but he has quite an abrasive personality, and is often considered by his colleagues to have no sense of direction. He enjoys magnetic therapy and massages, but has to be kept away from floppy disks and any other nearby magnetic storage mediums due to accidentally corrupting them when he is near them. He has been observed to utilise his powers to magnetically stick himself to ceilings when sleeping.

Class: Tactician

Perform a single-target attack on a Blaster to get an extra turn. Vulnerable to Infiltrators.


Robot Master - immune to Bleeding, Poison, Fried Circuits, Biofeedback, and Bio attacks.
Thunder weakness - vulnerable to Electric attacks
Master of Magnetism - attacks against magnetized enemies are a guaranteed crit. Preemptively counters Magnetized enemies (60% chance). Automatically Magnetizes enemies carrying metal. Immune to Magnetized.


L1 - Magnet Missile
One Enemy
(special) Guaranteed Hit
(special) Exploits Flying
(enemy) Steal Buffs - removes buffs from target and transfers them to the user.
(enemy) Lock-On - takes extra damage from melee attacks
(enemy) Magnetized - attacks cannot crit. Cannot dodge attacks.

L2 - Magnetic Attraction
One Enemy
3 round cooldown
(special) Catastrophic - always hits and cannot be protected against
(special) Stealthy - does not trigger counter or protect abilities
(enemy) Flanked - single-target attacks against this target provide a follow-up attack
(enemy) Fumbling - single-target attacks provoke a counter-attack
(enemy) Magnetized - attacks cannot crit. Cannot dodge attacks.
(self) Magnet Shield - absorbs a certain amount of damage. Protects allies from attacks, applying Cornered to attackers.

L6 - Magnet Punches
Unarmed Melee
One Enemy
5 hits
(Special) Exploits Magnetized - does extra damage to Magnetized targets
(enemy) Combo Setup - next unarmed attack against this target does extra damage
(enemy) Winded - cannot perform follow-up attacks.
(self) Rising Up - gains either Fortified, Strengthened, Agile, or Focused.

L9 - Metal Cluster Toss
Ranged Explosion
One Enemy
2 round cooldown
(special) Deadly Crits - deals extra damage on critical hits
(special) Finest Hour! - does extra damage while Focused, Agile, Strengthened, Fortified, Shielded, or Healing
(Special) Exploits Magnetized - does extra damage to Magnetized targets
(enemy) Hobbled - attacks cannot be Stealthy
(enemy) Off-Balance - cannot counter attacks

Team-Up Bonuses

Red in the Ledger
Robot Masters
Safety First
Tin Men

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