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List of characters that debuted in Mega Man Battle Network 5: Team Colonel and Team ProtoMan.
Team Colonel
Baryl
Voiced by: Isshin Chiba

A rather mysterious man that has a connection with Wily, at least in the games. He forms a team with Lan and several others in the fifth game to liberate the internet from Nebula.
- Adaptational Heroism: In the manga, he's loyal to Netopia and Iris rather than Wily.
- Alternate Self: Baryl is one for Mega Man Legends' Barrel Caskett, of all people. They even have the same nickname—Barrel the Invincible (fujimi no Bareru).
- Barbarian Long Hair: Baryl's hair is a shaggy mess, which gives him a wild look.
- Big Good: In Team Colonel, he leads the eponymous team to free the internet from Nebula's influence. In Team ProtoMan, which sees him replaced by Chaud as the team leader, he makes two small, but plot-critical appearances: reverting the corrupted ProtoMan back to normal and confronting Regal at the very end of the game.
- Breaking Old Trends: It's rare for a human character to be someone's Alternate Self in the Battle Network series. Historically this was almost exclusive to the Hikari and Wily families (Yai and Shuuko are alternate selves of Mega Man Legends characters).
- The Bus Came Back: In the anime, he returns in Beast via his Beyondard counterpart.
- Cutting Off the Branches: Lan's familiarity with Baryl in Battle Network 6 implies that Battle Network 5: Team Colonel is the canonical version—Baryl and Colonel both appear in Team ProtoMan, but only as Mysterious Strangers.
- The Dragon: Baryl is revealed to be loyal to Wily at the end of the fifth game, and becomes his second-in-command in the sixth.
- Four-Star Badass: Dr. Regal identifies him as the Supreme Commander of Netopia's Network Corps in Battle Network 5.
- Get a Hold of Yourself, Man!: Gives one to Lan in the fifth game after the kid refused to continue doing Liberation Missions thanks to MegaMan getting kidnapped and turned evil.
- Grim Up North: Lightly suggested by his design, with his dour expression and heavy parka. However, Baryl has no formal connection to any northern or arctic regions, instead being from somewhere in Netopia.
- Happily Adopted: By Wily in the games, which is the reason why he follows his orders no matter what.
- Heel–Face Revolving Door: Starts out as an ally in the fifth game, then is revealed to be Wily's second-in-command, before Lan and MegaMan manage to convince Baryl and Colonel to turn against Wily after MegaMan defeats Colonel in the sixth game.
- Highly Conspicuous Uniform: Baryl wears a fur parka, a heavy jacket designed for cold climates. It's presumably meant for some disguise, given its camouflage pattern—alas, it's a desert camouflage pattern, a mix of browns more liable to jar with the whites and greys typical of snowier environments.
- In Name Only: This version of Barrel has nothing in common with the original save for the name and maybe some asymmetry in their design (the original Barrel has a metal plate covering half of his upper skull, Battle Network Baryl has his hair tossed over one eye).
- Irony: At the beginning of Rockman.EXE Stream, the first Barrel we're introduced to is a dying old man vowing to carry out his war against Duo. He conspires to have his younger self carry on the war by bringing him to the future, but his younger self ultimately becomes friends with Duo instead.
- It Was a Gift: At the end of the series, Baryl sends Lan a Copybot (implied to be the same special version Iris used) for MegaMan to use and spend time in the real world.
- Late-Arrival Spoiler: The anti-Nebula team leader in Team Colonel is with the World Three in the sixth game.
- Mildly Military: Baryl is almost never seen in a formal military context, despite his high rank. About the only obvious military element of his design is the fact that his parka has a desert camouflage pattern.
- My Master, Right or Wrong: Carries out Wily's orders regardless of what he actually thinks about it until Lan managed to convince him that he should follow his own free will.
- No-Nonsense Nemesis: Baryl doesn't mess around when he reveals his status as Wily's second-in-command in the sixth game. When he takes action, he helps Vic steal the Force Program despite ElementMan's defeat, and at the next WWW meeting, he calls out the incompetence of all the other WWW members thus far, and to make sure that the next mission doesn't fail by their hands, he calls in the next unseen WWW member to ensure things go as planned.
- The Stoic: Baryl expresses very little emotion, even in the face of loss and death.
- Walking the Earth: In the anime, in order to satisfy Duo who couldn't be conventionally defeated, he joins with him in his travels and spends decades traveling the cosmos. Duo would eventually have seen enough and returns him to the moment he left, but didn't reverse his aging. Add the 20 years to the anime's present and by Lan's time he's a sickly old man instead of being around 50 he should have been.
- Xtreme Kool Letterz: In English localization: why be a Barrel when you can be a Baryl?
- You Don't Look Like You: Baryl is an Alternate Self of Barrell Caskett from Mega Man Legends, but they have nothing in common in terms of milieu, personality, or design. Professor Caskett was a stooped old man with a beard, while Baryl is a towering man with Barbarian Long Hair.
Voiced by: Hiroki Yasumoto (JP), Tommy James (EN, MMBN5:DTDS)

Designed by Wily and given to Baryl, Colonel was supposed to be the perfect Navi, having the best fighting capabilities while being compassionate. The compassionate part was removed and turned into a separate Navi when Baryl's father died fighting a war.
- 11th-Hour Superpower: His complete form with Iris is implied to be on or nearly the same level as Hub.bat MegaMan.EXE, demonstrated when he completely annihilates the Cybeast that took over MegaMan in one blow without harming MegaMan himself.
- Adaptational Heroism: In the manga, he has no affiliation with WWW, though he does serve as a Hero Antagonist trying to capture MegaMan on orders from Netopia's military and testing MegaMan on Iris's behalf.
- Alternate Self: Colonel is the Battle Network counterpart of the Reploid of the same name from Mega Man X.
- Badass Cape: One of the few Navis to be depicted with cloth, just like Bass. Said cape is also employed in combat, as he hurls it to blind his opponents before mortally wounding them with his sword.
- BFG: Colonel Cannon is a bazooka.
- Blade Below the Shoulder: Wields a bright green Laser Blade in the place of his right hand.
- Cain and Abel: Unlike his X4 counterpart, his role as a villain in 6 pits him against Iris who is firmly on Lan's side.
- Chest Insignia: Colonel's symbol is a stylized division symbol and serves as Foreshadowing for the fact that he and Iris are divided parts of the same being.
- Colonel Badass: His name emphasizes his nature as a serious and competent leader, which is further highlighted by his ability to command soldiers through his "Colonel's Army" ability and battle chip.
- Chest Insignia: A thin black outline of a minus sign against a gray background. There are two black vertical bars attached to the top end and the bottom end as well.
- The Dragon: As Baryl's Navi, he serves as WWW's main muscle before the Cybeasts are revived.
- Foreshadowing: In the fifth game, Colonel sacrifices himself to save ToadMan, which serves to display that he is willing to give up on his own life in order to protect his allies. In the sixth game, this culminates in him merging with Iris in order to finish off the Cybeasts, a process which ultimately destroys him, but also secures Lan and MegaMan's future.
- Full-Name Basis: In the DS version of 5, he addresses Lan by his full name in his battle-start voice clips.
- Heroic Sacrifice:
- In the fifth game, he apparently dies when he shields ToadMan from CloudMan's attack. Subverted because the blast only stunned him, enabling him to be kidnapped and corrupted by Nebula.
- In the sixth game, he merges with Iris in order to have the power to exorcise the Cybeast from MegaMan's body. However, said process ends up destroying him.
- Macross Missile Massacre: Replaces his Colonel Cannon with a rocket launcher in the sixth game.
- My Master, Right or Wrong: Variation. He used to be far more emotional and more capable of conscience until that part of himself was spun off into a separate being called Iris.EXE.
- One-Hit Kill: One of his attacks in the sixth game has him throwing his cape at MegaMan's face, blinding him while he deals a finishing blow. He will only do this if MegaMan's HP is low enough for the attack to deal lethal damage, giving the illusion of this trope when it's more in line with a Finishing Move. Stronger versions of his boss fight raise this attack's damage, which in turn raises the HP threshold for Colonel to attempt the attack.
- What Happened to the Mouse?: In the anime, regular world Colonel is never shown again after leaving with Baryl to join Duo. Baryl would eventually be sent back, albeit much older, but Colonel never shows up again, with the older Baryl having a seemingly blank PET.
- What the Hell Is That Accent?: In the DS version, he has an accent that seems to be a hybrid of Scottish and Russian.
Princess Pride and KnightMan.EXE
See here.Dingo voiced by: Mayumi Yamaguchi
TomahawkMan voiced by: Daisuke Sakaguchi


- Alternate Self: TomahawkMan is the Battle Network counterpart of the classic Robot Master of the same name from Mega Man 6.
- Anti-Debuff: TomahawkMan's Status Guard passive ability makes him immune to Status Effects. This also applies to his Double Soul/Cross.
- Ascended Extra: They have more screentime in the anime, compared to their appearance in 6 where their contribution to the plot is entirely optional.
- Balloon Belly: Dingo gets one in his debut episode when he and Lan are having a competition to see who can eat more curry.
- Big Eater: Dingo loves eating as much as Lan does. In the anime, they entered an eating contest in Jawaii, but it ended in a tie.
- Boisterous Bruiser: Both of them are loud and fight-happy.
- Brainwashed and Crazy: TomahawkMan gets possessed by Reverse in Legend of Network.
- Breakout Character: TomahawkMan is one of the more popular Navis introduced in the fifth game, due to being generally more useful in Liberation Missions than most of his teammates. This led to Dingo becoming the quarternary protagonist of the anime's Beast season, appearance in 6 and Legend of Network, and TomahawkMan is the tritagonist of the 5th story arc in the manga.
- Contrived Coincidence: Whenever Dingo gets lost in the anime, he randomly throws his tomahawk and follows wherever it lands. By sheer coincidence—after bouncing around several times—it points him in the correct direction, or at least toward wherever the plot of the episode needs him to be.
- Cutting Off the Branches: Their appearance in Cybeast Falzar suggests that Team Colonel is the canon version of the fifth game, as Lan talks to Dingo like old friends there.
- Expy: His appearance in Battle Network 5 reuses Flame Man's strategy from Battle Network 3. Has a stage object that can make him invincible, recover damage, or attack the enemy's field with fire element attacks and attacking the object stops the effect.
- Foil: TomahawkMan is the Team Colonel counterpart to Team ProtoMan's NapalmMan. While NapalmMan's power lets him clear a deep line of dark panels, TomahawkMan instead clears out a nearer but wider range of panels.
- The Gimmick: Native Americans, or, well, native Netopians. Dingo wears urban clothes while TomahawkMan is more "traditional".
- Green Thumb: TomahawkMan is a Wood Navi and can regain health while standing on wood panels.
- Hates Rich People: He admits that he hates rich people after defeating one in a Net Battle.
- Immune to Flinching: TomahawkMan has Super Armor and immunity to paralyzing weapons.
- Noble Bird of Prey: In the sixth game, TomahawkMan is assisted by an eagle that can fuse with his axe to create a bigger, earth-shattering axe. It is even his Chest Insignia.
- No-Sell: TomahawkMan is unaffected by Status Effects like paralysis, and this also applies to his Double Soul and Cross.
- No Sense of Direction: A running gag in the anime shows that Dingo has an atrocious sense of direction, comparable to Roronoa Zoro. In one episode, he heads out to make a delivery but somehow ends up in a remote rural area instead.
- Odd Friendship: Even setting aside that their home countries are based on the real-world equivalents of America and Russia, Dingo and Raika are complete opposites, one is a carefree and somewhat dim-witted tribal boy, while another is a disciplined, no-nonsense soldier. Despite their clashing personalities, they gradually develop a genuine friendship when they are partner with each other in Beast. One notable example is when Raika is the only person to vote for Dingo’s curry during a cooking contest.
- Tipis and Totem Poles: As a boss in the fifth game, TomahawkMan is assisted in battles by a totem pole, which can drop meteors, make him invincible and heal him.
- Well-Intentioned Extremist: Started out as this in the fifth game. He stole a Booster program because Ubercorp's resort caused harm to his village. After he is defeated by Colonel, Lan persuades Dingo to join their anti-Nebula team so that their voices as a hero of justice will pull enough weight to raise sufficient awareness about his village.
Higsby and NumberMan.EXE
See here.Ribitta and ToadMan.EXE
See here.Team ProtoMan
Eugene Chaud and ProtoMan.EXE
See here.Voiced by: Michiko Neya

See MagnetMan's entry on the second game's character sheet.
Mr. Gauss' daughter and Count Zap's niece. She becomes MagnetMan's operator in the fifth game and the anime's Stream season. She's also the boss of Neo WWW in Stream and orchestrated Gauss and MagnetMan's escape from prison.
- Adaptational Villainy: In the anime, Tesla leads the Neo WWW faction and is a primary antagonist for the first half of Stream. She eventually switches sides much later.
- Bad Boss: In the anime, she expects birthday presents from her Neo WWW lackeys during her entire birth month. Needless to say, they ran out of money and ideas pretty quickly.
- Berserk Button: Don't call her an old lady.
- Big Ol' Eyebrows: Tesla has eyebrows that are just as dominating as her personality. They give her some resemblance to her father Gauss's magnet-shaving eyebrows.
- Even Evil Has Loved Ones: She's genuinely grateful to Charlie for helping save her and tells him to thank Gauss and Count Zap for her.
- Evil Is Petty: In the anime, the NetPolice misprint her age as 30 on her wanted poster and she spends the whole episode hijacking one of their robots and rampages throughout the city chasing Lan and Fyrefox. At the end, Mr. Gauss changes her age to 29.
- Foil: To Princess Pride. They're both wealthy women with a connection to Gospel and a healthy helping of moral complexity, but...
- Pride was originally a Bitch in Sheep's Clothing when she worked for Gospel, while Tesla in the modern day is a Jerk with a Heart of Gold.
- They have contrasting Color Motifs: Pride dresses in classy fashion-neutrals white and beige, while Tesla inherits the dramatic red-black contrast her father had.
- Pride is royalty and therefore likely old-money, while businesswoman Tesla (through her father Gauss) is nouveau riche.
- Pride, having left villainy behind, is kind and benevolent, whereas Tesla is self-absorbed and vain.
- They are also each other's version counterparts (Pride appears in Team Colonel while Tesla appears in Team ProtoMan), with their Navis both serving as the Liberation Team's resident tanks.
- Jerkass: In the fifth game, she's mining some minerals and Lan's friends fall underground and could've been buried alive. When Lan asks her to turn off the mining machines, she tells him to do it himself.
- Jerk with a Heart of Gold: Despite her vanity and self-absorption, she is a good person underneath, unlike her father, and joins Team ProtoMan willingly to help stop Nebula.
- Karma Houdini: In the anime, she doesn't get into any trouble for her actions.
- Ma'am Shock: Being referred to as an older lady forms her Berserk Button. The Japanese script for the fifth game has her deliberately ignore Lan's pleas to stop the drill until he changes the way he addresses her.note
- Noblewoman's Laugh: Tesla is having such a laugh in her own character art.
- Save the Villain: In the anime, she recruits Inukai, Rei, Sunayama, and Narcy as the Neo WWW, but joins the Cross Fusion Team when the other characters save her from Dark MegaMan.
- Shared Family Quirks: Tesla has more or less the exact same fashion-sense as her father Gauss, wearing business clothes with bold red and black contrast to reflect the polarity of magnets.
- Shock and Awe: She becomes MagnetMan's operator in the fifth game and the anime's Stream season.
Charlie voiced by: Yasunori Matsumoto
GyroMan voiced by: Daisuke Kishio


A skilled helicopter pilot from Netopia and the operator of GyroMan.EXE. Becomes a member of the Cross Fusion team in the anime.
- Ace Pilot: His profession.
- Alternate Self: GyroMan is the Battle Network counterpart of the classic Robot Master of the same name from Mega Man 6.
- Blow You Away: GyroMan is a Wind Navi with an ability to fire a long-ranged tornado.
- Chest Insignia: A green-colored X that alludes to a helicopter rotor.
- Chick Magnet: Charlie likes to surround himself with beautiful women. A piece of art from the Rockman.EXE no Himitsu book depicts him with A Lady on Each Arm.
- Crouching Moron, Hidden Badass: Charlie often acts goofy and has a smug look on his face, but when things get dangerous, he's capable of being serious.
- Death from Above: GyroMan's navi chip has him drop 3 bombs on the enemy row from the row you summoned him in. Press L and R and he'll drop all 3 bombs on the panel you stopped him on. This is also his special ability in Liberation Missions where he can liberate a dark panel without having to battle viruses.
- Everyone Has Standards: Having feelings for Tesla in the anime doesn't mean approving of her actions.
- Fragile Speedster: GyroMan's ability to travel over Dark Panels gives him great mobility, but his HP is lacking and combat abilities are a bit unwieldy.
- The Gimmick: Charlie is a stunt pilot and GyroMan a living helicopter.
- Greed: Downplayed. In the anime, he wanted to arrest Sunayama for his museum robberies because the owners were willing to pay handsomely for the returned artworks.
- Highly Specific Counterplay: GyroMan's Charged Attack has the ability to delete barriers and auras. While the utility of this is limited to only several viruses, it also happens to work on Optional Superboss Bass XX
. On top of that, GyroMan's attack power in the DS version can be boosted to doing over two hundred damage at once
. - Incorruptible Pure Pureness: He's one of the few people not affected by Regal's Soul Net Server.
- Jerk with a Heart of Gold: In his debut, he flirts with just about every woman he comes across (including Ms. Mari), but beyond that he turned out to be a good person such as catching Lan and Chaud with his helicopter when the two are forced to fall out of a sand filled building.
- My God, What Have I Done?: When he takes Tesla to an island where some scientists are building a satellite and realizes that Neo WWW is planning on hijacking it, he admits that Neo WWW's attack is partly his fault and helps the scientists, Lan, and MegaMan defeat Neo WWW.
- Situational Damage Attack:
- GyroMan's Navi chip drops more bombs the more columns the enemy has, which synergizes well with Color Point and Double Pointnote .
- GyroMan's Tornado Arm hits all three panels in front of him, but will do two hits on the second panel away from him and three on the third.
- Suspiciously Similar Substitute: GyroMan's design is very similar to TurboMan's, down to being tall, thin, and having a Transforming Mecha element.
- Transforming Mecha: GyroMan has a helicopter form. In Liberation Missions, it is used to traverse Dark Panels.
- Villainous Crush: He and Tesla have some feelings for each other.
Voiced by: Tomohiro Nishimura

See NapalmMan's entry on the second game's character sheet.
A fireworks maker who joins Team ProtoMan with his Navi NapalmMan and becomes a member of the Cross Fusion team in the anime's Stream season.
- Adaptational Heroism: In the games, he's stealing items just to make better fireworks and only joins Team ProtoMan to avoid getting arrested. In the anime, he's a law-abiding citizen.
- The Gimmick: NapalmMan was already a piece of walking, talking artillery; his new Operator Fyrefox is a fireworks expert—the first uses explosives and artillery for war, the second for entertainment.
- Jerk with a Heart of Gold: He yells at just about everyone he comes across, but will often attempt to do the right thing to protect others, such as when Asteroid NapalmMan accidentally showed up in his PET injured, he immediately nursed him back to health.
- Playing with Fire: He's a pyro technician and operates NapalmMan.EXE in the games and anime.
- Punny Name: His name is both evocative of NapalmMan's power as well as a corruption of Firefox, as in the web browser.
- Too Dumb to Live: In one episode of Stream, he keeps calling Tesla an old lady setting her off and making her chase him and Lan.
- Vitriolic Best Buds: Fyrefox and NapalmMan argue about everything, but are capable of working together and care about each other, such as when NapalmMan entered a NetPolice robot to stop MagnetMan and drives it into a trash compactor to make sure it wouldn't hurt any humans, Fyrefox then enters the compactor, removes the robot's CPU to jack NapalmMan out. Fyrefox yells at NapalmMan for almost getting himself deleted while NapalmMan retorts that Fyrefox could've gotten himself crushed and the two laugh it off.
Raika and SearchMan.EXE
See here.Jasmine voiced by: Saeko Chiba
Meddy voiced by: Yumi Kakazu


- Adaptational Attractiveness: Jasmine's game mugshot gives her an arrogant pout and a large forehead. The anime and official art tones down those traits and make her cuter.
- Adapted Out: Jasmine is absent in the manga version.
- Adaptation Deviation: Jasmine's grandfather in the games is an ill man and is implied to be bedridden, but in the anime, he is healthy. This also changes Jasmine's reason to visit Electopia from studying medicine to finding a specific herb.
- Animal Companion: The Rockman.EXE Master Series Soundtrack features art of her with Tango, the green bandage-providing cat.
- Anime Chinese Girl: She's from Choina, the Battle Network version of China.
- Ascended Extra: Jasmine and Meddy get bumped all the way up to rival Love Interests for Lan and MegaMan in Rockman.EXE Stream.
- Awesome, but Impractical: Meddy's Twin Liberate technique, which can liberate a row of Dark Panels of any length but has a hefty logistics cost—because Meddy needs another Navi at the end of the line, almost all effective uses of this ability require Fragile Speedster GyroMan to be stationed deep in enemy territory. This will likely cost another order-point and turn if he needs to drop a bomb, and he will nearly always enter battles surrounded by viruses.
- Call-Back: Jasmine and Meddy don't return in Battle Network 6, but the White Pill battle-chip returns to add a paralyzing effect to any battle-chip it follows, as it did for Meddy Soul. This technique even lasts into Mega Man Star Force in the form of the Paralyze Plus battle-card.
- Clingy Jealous Girl: Meddy plays this a bit in the Love Fortune Telling episode of Stream, notably by snagging one of MegaMan's arms, and where Roll is concerned, she does not appear to be deterred in the slightest in competing for MegaMan's attention.
- Deadly Doctor: Meddy is a nurse who attacks with explosive pills and medical capsules.
- Demoted to Extra: In the NT Warrior manga, Meddy appears in one chapter and Jasmine doesn't appear at all.
- Fragile Speedster: While her stats are low on the hit point side, she notably has a maxed-out charge rate, allowing her to quickly dish out her charge shot.
- Friend to All Living Things: Jasmine's shown to be kind to animals.
- Giant Medical Syringe: In the manga, Meddy jams one of these into Mega to calm him down while he's under her care.
- The Gimmick: Medicine. Jasmine's variation on the theme invokes traditional Chinese medicine, while Meddy styles modern western hospital wear and carries a first-aid kit.
- Heal Thyself: Meddy's Healing Pulse attack transfers MegaMan's health to hers.
- Healer Signs On Early: Inverted. Jasmine and Meddy are the last members of Team ProtoMan to join.
- Impossible Hourglass Figure: Meddy's body proportions are an exaggerated hourglass shape, with her chest being larger than her waist, and her hips being twice the size her chest.
- Ironic Name: Jasmine is an Anime Chinese Girl, so naturally she has the European version of a name with Persian roots.
- Life Drain: Meddy's Healing Pulse will siphon a target's hit points into Meddy's body if it makes contact.
- The Medic: Meddy being a nurse, serves this role in the games and anime.
- More prominent in the DS version where if you choose her as one of the Party Battle System and equip her with the Support program, she heals the current navi whenever the Custom Screen is open.
- In the NT Warrior manga, Meddy briefly appears as the nurse assigned to purge Dark Power out of MegaMan's system.
- Must Make Amends: Insists on joining Team ProtoMan after the team leader's Heroic Sacrifice to save Meddy. Lan rejects her for this reason, so she decided to avenge ProtoMan herself. This doubles as a Secret Test of Character, Lan and Mega are expected to be at the Undernet to lead the liberation mission. It works, since the rest of the team were at Meddy's side and they manage to convince Lan to lead said mission.
- Overshadowed by Awesome: While Meddy's Twin Liberate has the potential to clear more panels at once than ToadMan's Life Song, the latter is more efficient and versatile by an order of magnitude.
- The main limitation of Twin Liberate is that to use it, Meddy must depend on having a partner Navi to work with.
- Twin Liberate requires two acts of virus busting, by both Meddy and her partner, while Life Song only requires one battle with the navi empowered by ToadMan.
- Twin Liberate requires a direct line of sight between Meddy and her partner; Life Song's effect allows the subject to use it regardless of the user's direction or ToadMan's position.
- While Life Song can clear a path into enemy territory wherever it's used from, Twin Liberate can't clear such a path unless Meddy's partner Navi is already in enemy territory. In practice this tends to mean that GyroMan must either find an open spot that other teammates can't reach or clear such a spot on his own, which (A) may cost both an extra order point and turn, (B) leaves him threatened by enemies on the field, and (C) almost always forces him to do virus busting while surrounded.
- To add insult to injury Life Song's effect bypasses barrier panels (even if Meddy's Twin Liberate could, no teammate of hers can actually cross the barrier panels to take advantage of such an effect); the final liberation mission field is laid out such that Life Song can be used to eradicate the second layer of barrier panels ahead of schedule, all but breaking the mission in half.
- The main limitation of Twin Liberate is that to use it, Meddy must depend on having a partner Navi to work with.
- Perpetual Frowner: Jasmine's character art and in-game mugshot depict her with a childish pout. (This element was removed in the anime).
- The Rival: Towards Mayl and Roll in the anime for Lan and MegaMan's affections, though it's a bit more obvious on the Navis' end than for the Operators.
- Ship Tease: Both Jasmine and Meddy have their special moments with Lan and MegaMan in the Stream season of the anime.
- The Smurfette Principle: The only playable female navi in the main games barring Roll's navi chips.
- Status Effects: Meddy's capsules induce this when they explode, and her double-soul with MegaMan revolves around adding these to battle-chips.
- Suspiciously Similar Substitute:
- A young girl who is particularly close to a grandparent and whose Navi is a recovery specialist that gains a Double-Soul with MegaMan? That sounds an awful lot like Mayl and Roll. (Roll, the recovery specialist of Battle Network 4, might very well have been Put on a Bus specifically to make room for Meddy). The games and manga never directly address this similarity, but the anime leans on it by positioning Jasmine and Meddy as Mayl's and Roll's rivals for Lan and MegaMan.
- Meddy is actually the second nurse Navi to enter the Battle Network corner of the franchise, the first being Silk of MegaMan NT Warrior (2002).
- Team Member in the Adaptation: In the manga, Meddy works for Colonel instead of ProtoMan.
Mr. Famous and GridMan.EXE

Undernet
Voiced by: Kissho Taniyama

- Adaptational Villainy: He's not a bad guy in the games, merely relaxing in the Undernet as an optional boss. He's a Darkloid and Zoanoroid in the anime.
- Ascended Extra: In the games he is an optional boss with little personality except he loves being an autonavi, in the anime is a Darkloid that serves Dark MegaMan, and manages to last for a while.
- Composite Character: In Rockman.EXE Stream, he takes ShadeMan's role as one of Regal's darkloids.
- Flat Character: Doesn't really have much of a personality except that he loves to be free.
- Squashed Flat: In his final appearance in Stream, Darkloid LarkMan is deleted after CF Roll uses a Quake Battle Chip on him.
- The Law of Conservation of Detail: Averted. While he has a unique design and can be fought, LarkMan bears no importance to the fifth game's plot.
- Suspiciously Similar Substitute: ShadeMan.EXE had been ousted from the Darkloids by the end of MegaMan NT Warrior Axess, but Rockman.EXE Stream gives his position as one of Regal's servants to SwallowMan, another tall, humanoid, flying Navi from Battle Network 5.
- Too Dumb to Live: In the anime, LarkMan has the “brilliant” idea of attacking three members of the Cross Fusion team inside a building stairwell, where the narrow walls and low ceilings severely restrict both his speed and ability to fly. Although he initially gains the upper hand through a surprise ambush, the advantage is short-lived. CF Meddy manages to stun him with her Meddy Capsule—an attack he could normally evade with ease—giving CF ShadowMan and CF Roll the opening they need to finish him off.
Nebula
Voiced by: Akio Suyama

A member of the autonavis known as Darkloids. He wishes to turn his area of the Net into a Nebula ski resort. In all his incarnations he's depicted as the weakest.
- Acrofatic: Surprisingly for a guy of that shape, BlizzardMan is pretty fast and it can be a pain to fight him.
- Alternate Self: BlizzardMan is the Battle Network counterpart of the classic Robot Master of the same name from Mega Man 6.
- Badass Adorable: Is the most adorable of the four Darkloids in the game and anime. Apparently it's a standard for many Aqua Navis.
- Bright Is Not Good: BlizzardMan comes in a loud array of orange, blue, and white, but he's helping Nebula conquer the internet.
- Demoted to Dragon: While BlizzardMan returns in the Bonus Dungeon Nebula Area with the other Darkloids of Battle Network 5, he's conspicuously absent from the first two liberation missions, which go to his superiors ShadeMan and CloudMan. He finally appears during the last mission as the Mini-Boss of CosmoMan's mission.
- Evil Is Angular: BlizzardMan's round design goes along way to communicating a cheerful, unthreatening disposition... but he's still a darkloid.
- Ice Magic Is Water: BlizzardMan is an Aqua-element Snowlem who attacks with clumps of snow.
- An Ice Person: He is an ice-themed Aqua Navi.
- Manchild: BubbleMan's design and character art advertise him as a silly and childish figure—in his character art he's happily skiing and winks at the viewer, despite being a villainous Nebula navi.
- Mini-Boss: BlizzardMan doesn't get his own Liberation Mission in the post-game Nebula Area; while he gets a full Boss Battle, the Liberation Mission will only end with CosmoMan's defeat. If you have access to ToadMan and play your cards right, you can skip BlizzardMan altogether.
- Recurring Element: Another cute Aqua-type navi with a lot of cute round shapes in his design, BlizzardMan breaks the trend a bit by being about as large as other navis rather than substantially smaller.
- Rolling Attack: His NaviChip attack has him roll up in a snowball towards the target. If he crashes on the edge of the battlefield, the impact caused will drop down snow piles from above.
- Snowlems: Looks like a snowman dressed in ski gear.
- Starter Villain: The first Nebula boss fought in 5.
- Suspiciously Similar Substitute: BlizzardMan takes quite a few notes from BubbleMan of Battle Network 3. Like BubbleMan, BlizzardMan belongs to the series-wide trend of cute, round Aqua-element navis, and is likewise a rare villainous examples. Furthermore, he's on the lower end of the Sorting Algorithm of Evil and suffers Villain Decay later in the game (BlizzardMan becomes a Mini-Boss for CosmoMan in much the same way that BubbleMan was subordinated to DesertMan during the Very Definitely Final Dungeon of Battle Network 3note ). On top of that, each is a Manchild, albeit BlizzardMan isn't the Psychopathic Manchild that BubbleMan was.
- Villain Decay:
- Late in the Very Definitely Final Dungeon, the Liberation Team appears to rescue MegaMan from being boxed in by the four darkloids. While the team splits into two-man teams to fend off CosmoMan, CloudMan, and ShadeMan, barrel-bottom BlizzardMan gets bounced by MegaMan's friends GutsMan, Roll, and Glyde, who have spent the entire game helplessly in a time-out in a holding pen somewhere in Nebula's network.
- BlizzardMan doesn't get his own Liberation Mission in the post-game Nebula Area. He only serves as a skippable Mini-Boss for CosmoMan.
- Warm-Up Boss: BlizzardMan hosts the earliest of the Liberation Missions, which introduces the player to the basic gameplay, and the viruses in his mission are the most basic in the game. BlizzardMan himself attacks with simple and straightforward attacks that can basically all be dodged by simply changing rows.
Voiced by: Tomoyuki Shimura

- Achilles' Heel: CloudMan hangs out in the back column to keep away from his foes, but this sets him up for some devastating punishment at the hands of certain Wood-element battle-chips like Boomer and Lance, which his Elec-element is weak to.
- Alternate Self: CloudMan is the Battle Network counterpart of the classic Robot Master of the same name from Mega Man 7.
- The Brute: CloudMan is the powerhouse of the four Darkloids.
- Combat Pragmatist: CloudMan's main attack pattern is to hide in the farthest row, behind a lot of clutter that makes him hard to get to. On top of that, his navi chip attacks foes In the Back.
- Final Season Casting: His design was rushed once the developers realized there were three Darkloids in the fifth game instead of four (LaserMan's fate is left ambiguous).
- Evil Counterpart: To Thunder Man. They're both elec element navis, use clouds, and stay in the back column. However, Thunder Man and his operator Raoul are allies while Cloud Man is a Darkloid.
- Flying on a Cloud: Has a cloud for a lower body.
- Getting Crap Past the Radar: "I'll fog ya up!"
- Highly Specific Counterplay: He is an Elec-type Navi who never leaves the back row, which makes him susceptible to certain Wood battle-chips like Lance and Boomer. Because his max HP also stands at a low 1500, Tomahawk Chaos can literally end the battle with two Dark Lance charge shots.
- In the Back: His chip does this. For every virus on the field, he places a black cloud on an unoccupied panel behind them and each cloud attacks with a spark of electricity.
- Jerkass: Doesn't help that he is the most successful Darkloid in the game (kidnapping MegaMan and apparently deleting three of the party members on separate occasions) he gloats about it to Lan, bringing him to angst mode as a result.
- Knight of Cerebus: Serves this role for the Darkloids. He successfully captures MegaMan upon deletion, does the same later for ProtoMan/Colonel, and even manages to send two of Lan's teammates to the Dark Galaxy while being deleted just to spite him in death. Granted, all of these things are later undone, but he manages to provide a good deal of drama whenever he takes the center stage, with only his appearance in the Nebula Area concluding without further incident.
- Shock and Awe: He is an Elec-type Navi who attacks by firing lightning bolts from his thunderclouds.
- Situational Damage Attack: His Navi chip creates electric-firing clouds behind any row with enemies. The amount of clouds on each row depends on the enemy's distance from the rightmost column, making them effective against enemies that invade the user's field such as BlizzardMan and ProtoMan.
- Stationary Boss: Downplayed—he's one of those bosses who hides in the back column. This makes him easy pickings for Boomers, Lances, and Tank Cannons.
- Status Effects: What makes Liberation Missions led by him more annoying than the other Darkloids is that his field ability paralyzes your party members, making them miss their turn as a result. He can also potentially stun-lock targets in battles too.
- Suicide Attack: He blows himself up to take out MegaMan, Meddy/ToadMan and ProtoMan/Colonel, while he fails to delete Mega and the healing Navi, he succeeds in getting the team leader, who is then revived into a Darkloid for the next area, and as an insult to injury he himself is a Darkloid and can constantly be revived.
- Taking You with Me: He has a habit of this.
- He runs a Suicide Attack on the Liberation Team's healing navi and leader partway through the game.
- After losing his Boss Battle in the Dark Chip Factory, he has the Brain and Power members of the Liberation Team swallowed into the Dark Galaxy and taunts MegaMan about how powerless he is to push him closer to the Despair Event Horizon.
- Too Dumb to Live: In the anime, he and BlizzardMan decided to freeze the room where Lan and a good number of his friends were at, unfortunately those friends consisted of, a Wood Navi (an element CloudMan is weak against), a Fire Navi, an Asteroid Navi obsessed with explosions and one with with superior strength. Combined with MegaMan, CloudMan barely manages to escape as BlizzardMan is deleted.
- Weaksauce Weakness: Because CloudMan is an Elec-type Navi who never leaves the back row, the humble Boomer battle-chip is a deadly option in this Boss Battle. The battle-chip is Wood-element and circles the farthest edges of the battle edge, so it's all but guaranteed to hit CloudMan for double damage. Bonus points for the fact that the Boomer chip series was still Nerfed in Battle Network 5 (compared to how strong the series could be in Battle Network 3).
Voiced by: Soichiro Tanaka

- Adaptational Badass: While the fight against him may not be a challenge aside from that unavoidable desperation attack, this is completely inverted in the anime where he is powerful enough to undo MegaMan's and Lan's Cross Fusion. Also in the manga, where he's Regal's main proxy and even merges with Nebula Gray in the final battle.
- Desperation Attack: When his hitpoints get low, CosmoMan vanishes into a space portal and proceeds to spam the battlefield with almost unavoidable planet spheres.
- The Dragon: He is the leader of the four Darkloids in Battle Network 5 and Dr. Regal's right-hand man.
- Emotion Eater: During the prelude to his battle in the Dark Chip factory, CosmoMan encourages MegaMan to give in to The Power of Hate and starts talking about MegaMan's hatred like a delicious food he's looking forward to, wondering what it will taste like and vowing to have his fill. This is presumably a feature of all Darkloids, since they all benefit from Mega's hatred.
- Generic Doomsday Villain: Another Flat Character like his predecessor LaserMan—aside from wanting to plunge the world in darkness, has little to no personality.
- Highly Specific Counterplay: CosmoMan's navi-chip will turn any obstacles on the field into his own Abnormal Ammo, which gives it a specific use to punish Colonel, who will drop rock-cubes onto the player's field to support his own attacks. Further, because his own rock-cubes aren't limited by the cap on the player's obstacles, Colonel's Boss Battle enables CosmoMan's navi chip to have a uniquely high number of hits.
- In Love with Your Carnage: After his loss in the Dark Chip Factory, CosmoMan comments on how magnificent MegaMan's angry emotions are.
- Master of Disguise: In the manga he manages to disguise as Bass, and did a pretty good job with that until he did something the real Bass would never do: ask for help.
- Power Floats: While CosmoMan teleports from panel to panel in battle, the usual for navis, in one cutscene he slides forward without walking, suggesting he can hover off the ground a little (or that he was animated by a Lazy Artist).
- The Power of Hate: CosmoMan gleefully encourages MegaMan to give into his hatred after having the Liberation Team leader and healer swallowed up by the DarkGalaxy during the raid on the Dark Chip Factory, claiming it will make the Darkloids even stronger. After his defeat, he asserts that anger and hatred are what bear the greatest power in the world. He goes on to describe them as the very root of the Dark Power MegaMan despises.
- Spam Attack: His Desperation Attack is Cosmo Prison, which unleahes wave upon wave of comets that sweep across the arena.
- Thinking Up Portals: In the Dark Chip Factory, all the Darkloids can open up portals to the DarkGalaxy, but this power in general is CosmoMan's talent. Several of his attacks involve him creating portals and directing projectiles through them.

- Amplifier Artifact: Dr. Regal says that Dark Chips are created by taking chip data and grafting on evil souls that have been amplified by Nebula Gray.
- Ambiguous Situation: From a visual design standpoint, the blue flame of Nebula Gray's core shares that color with the glowing stripe on the monster's shackles and the spears in the monster's back, visually implying that the orb is connected to the monster's restraints and controlling the monster through them. However, this blue color is also the color of the eyes in the monster's abdomen, suggesting that the orb is simultaneously producing a mutagenic effect in the monster's body (for an unknown purpose). This seems contradictory, as the idea of strengthening or reinforcing the evil in the monster's body to the point of mutation would appear to be contrary to the idea of restraining and controlling it. It should be noted that the restraints and eyes belong to discrete drafts of Nebula Gray's designnote , so it may be that these separate ideas were just smashed together in the final design.
- The Artifact: The chains in the Nebula Gray monster's design, and to a lesser extent the spears in its back, both point to the monster's original concept of a Sealed Evil in a Can (better seen in concept art), but which don't have any justification in the story as published, where the monster is an apparently arbitrary creation of the Nebula Gray core and thus they only amount to an in-universe design flourish.
- Attack Its Weak Point: In the games, it can only be damaged by hitting its core, but this varies between adaptations. In the anime, Bass-Cross MegaMan just whales on the thing wholesale, and we only get a glimpse of the core after Nebula Gray's body has been reduced to gray goo (no, not that kind). In the manga, however, Nebula Gray is a totally self-integrated creature.
- Chained by Fashion: Several chains extend from its body, and it has manacles on its wrists.
- Cores-and-Turrets Boss: Nebula Grey's little blue flame is the core, the giant monster of evil fire emerging from the starry vortex is the turret.
- The Corruption: When MegaMan beats Nebula Gray's Final Boss monster, Regal changes tactics and has Nebula Gray drown MegaMan in dark fire instead, trying to taint him with evil and turn him into Regal's servant.
- The Corruption: Nebula Gray can make people lose control over their emotions with the Soul Net. Judging from the Liberation Team, the victims usually feels either suicidally depressed or violently angry.
- Digital Abomination: Dr. Regal reveals that he "successfully digitized man's evil soul", amplified the data, and then built a system that converts it into various forms. Nebula Gray is that system.
- Eldritch Abomination: The embodiment of the darkness of humanity's soul, which Dr. Regal planned to install into the Soul Server, a network interfacing with every human mind on the planet.
- Evil Counterpart: Not overtly, but the Final Boss summoned by Nebula Gray is a titanic humanoid whose lower half is unable to be seen during normal circumstances, just like Duo—further, while Duo strives to exterminate all evil, the monster itself is Made of Evil. On top of that, its design zigs where Duo's zags, as the Nebula Gray monster's body is ephemeral and fiery while Duo's is solid and mechanical. Those glowing eyes in the monster's abdomen also visually recall the monstrous abdomen-face of the Evil Robot from Mega Man 8, which was itself the Evil Counterpart of classic Duo.
- Final Boss: Of the fifth game. The more powerful β and Ω forms are a post-game Superboss and the True Final Boss, respectively.
- Godzilla Threshold: In MegaMan NT Warrior, both the anime and manga, Nebula Gray is such a dire threat that MegaMan and Bass agree to undergo a Fusion Dance and become Bass Cross MegaMan.
- The Heartless: The material Nebula Gray controls, using to produce Dark Chips and the Final Boss, are the evil souls of humanity itself, apparently extracted from humans.
- Hellgate: The Nebula Gray monster visually appears as a titanic humanoid partly emerged through a massive portal to the Dark Galaxy. The Darkloids it creates can create smaller versions of these portals.
- King Mook: The Final Boss summoned by Nebula Gray is a massive amalgamation of evil human souls, which individually appear as the creatures of dark flame seen possessing the Liberation Team leader.
- Made of Evil:
- The Final Boss's body is an amplified form of the evil soul of humanity, controlled by the little orb of blue flame.
- Dark Power and Dark Chips are the processed forms of Nebula Gray's essence.
- Made of Iron: Nebula Gray is surprisingly sturdy—the little blue core takes thousands of points of damage from the Final Boss battle and still keeps on kicking. It even reactivates after Hub shuts it off and closes the portal to the DarkGalaxy entirely with his own power. It takes a final shot from the MegaBuster, powered up by the Liberation Team and MegaMan's friends, to destroy it for good.
- The Man Behind the Curtain: The giant monster made of evil fire isn't actually Nebula Grey—"Nebula Grey" is the small blue flame constantly circling its body, the thing that controls Dark Power and gives it shape. During the prelude CloudMan's Boss Battle in the Dark Chip Factory, he identifies Nebula Gray as the thing that "gives the shapeless form" (and which will create a new form for ShadeMan, who had been previously defeated), which is a power of the orb, not the monster it creates.
- Mook Maker: According to CloudMan in the Dark Chip Factory, Nebula Gray is what's responsible for giving the Darkloids new bodies; once he learns ShadeMan has been defeated, he determines that "ShadeMan will sleep in the dark vortext" while Nebula Gray creates a new body for him. Since all four of the Darkloids show up very quickly after being defeated, Nebula Gray can do this very quickly indeed.
- Non-Indicative Name: Despite being called Nebula Gray, it's most prominently dark purple, blue and red with only it's chains being grey.
- The Power of Hate: According to CosmoMan after his defeat in the Dark Chip Factory, anger and hatred are the very root of Dark Power, which would in turn make them a major part of Nebula Grey.
- Recurring Boss Template: Nebula Gray isn't the first space-themed Cores-and-Turrets Boss with a revolving satellite—PlanetMan from the second game has a similar battlefield. That said, Nebula Gray is a reversal of PlanetMan's battle, since in Nebula Gray's battle, the little revolving orb is the core, not the turret.
- Sealed Evil in a Can: Invoked by the monster's visual design, a hulking behemoth of flame held back by chains. This was more obvious in concept art, which reveals the spikes in Nebula Gray's shoulders were originally supposed to be swords skewering the monster from behind helping to keep it held down.
- Sleep-Mode Size: When active, the core spouts blue flame, and when inactive, it simply resembles a small mechanical orb.
- Soul Power: The Final Boss is what Regal describes as an evil soul in material form.
- Super Special Move: More a story power than a combat one: In the Dark Chip Factory, the Darkloids are all seen summoning whirling vortexes to the Dark Galaxy. Nebula Gray has opened the biggest vortex of them all, from which it summons the Final Boss.
- Was Once a Man: Nebula Gray is a system that controls the shape and form of evil human souls, which are the material used to create both the Final Boss and Dark Chips in general.
- The Virus: When ShadeMan is defeated in the Dark Chip Factory, he explains that he will become a spirit, part of the Dark Galaxy, until Nebula Gray creates a stronger body for him. He indicates that this process happens to anyone trapped in the Dark Galaxy, which by implication would mean that it's happening to the Liberation Team members banished there. The Liberation Team escapes the Dark Galaxy through Heroic Willpower triggered by hearing the call of MegaMan.

Tropes associated with Chaos Lord.
- Ambiguous Situation:
- The Chaos Lord's true motives and personality are entirely debatable—while he roars and bellows about conquering the world in his Nebula Gray form, in Bass's form he instead expresses a very Bass-like interest in MegaMan's power and the desire to acquire the power of absolute evil, and when he summons Dark MegaMan nothing at all is said. It might very well be that the Chaos Lord is merely reflecting the personality of whoever's appearance it takes (although his MegaMan form better reflects the quiet MegaMan DS from Battle Network 4 rather than the sadistic Dark Mega from Battle Network 5), but that leaves its true nature up in the air.
- The Dark MegaMan battle indicates that the Chaos Lord has summoned Dark MegaMan from the original's body. However, the battle interface identifies this appearance of Dark Mega as the Chaos Lord, and he appears with a whopping two thousand Hit Points (far more than any appearance of Dark MegaMan has had before). It's unknown whether this indicates the Chaos Lord has temporarily combined with Dark Mega or is controlling him and injecting him with power.
- Ambiguously Related: The Lord of Chaos is found at the highest point of Nebula Area 6, where a portal, apparently to the Dark Galaxy (since it's exactly the same as Nebula Gray's own portal), waits. Its unknown what precisely the portal implies.
- Attack Its Weak Point: As Nebula Gray α and later β, its weak point is the blue flame rotating around it.
- Beige Prose: During his first encounter (appearing as Nebula Gray), Chaos Lord gets straight to the point with the following dialogue:ChaosLord: "GRAAAAAH... I AM THE [CHAOSLORD]. I HAVE COME TO RULE THIS CHAOTIC WORLD..."ChaosLord: NO MERCY FOR THE PURE OF HEART...ChaosLord:(after being defeated as Nebula Gray α) OHHHHHHHHHH... I HAVE COME TO RULE THIS WORLD OF CHAOS... I SHALL ENDURE AS LONG AS THERE IS DARK POWER...
- Blood Knight: If the player is fast enough to encounter it's Bass form, Chaos Lord admits that it will be fun to battle MegaMan.EXE before engaging him in battle.
- Bragging Rights Reward: The Lord of Chaos will summon Dark MegaMan when all the DS navis in his realm are defeated in less than two minutes, an average of twenty seconds or less per battle, which doesn't actually earn the player anything but does quietly acknowledge the player's skill at S-Ranking navis.
- Call-Back: Lightly to Battle Network 3. CosmoMan indicates that the Chaos Lord takes the forms of beings who feel hatred, and one of the forms it can take is of Bass, which recalls the fact that Bass was a Misanthrope Supreme (a major character motivation of his, as revealed in Battle Network 3).
- Chained by Fashion: Chaos Lord retains this in it's Nebula Gray form.
- Chaos Is Evil: It's in the name after all, though why he wants to rule the world is currently unknown.
- Dark Is Evil: All of his forms seen in-game use dark themed attacks and are based on characters heavily associated with darkness.
- Do Well, But Not Perfect: Beating the Dark MegaMan version of Chaos Lord is only a Bragging Rights Reward—to get the good stuff you need to trigger the appearance of his Bass form, which will require you to defeat the Dark Soul navis in less than three minutes but not less than two. Defeating the Bass form will provide you with Bass's version-specific giga-chip and prompt BassΩ to appear in Nebula Area 6 as a random encounter (with the further benefit of enabling the player to fight Bass XX if the right conditions are met).
- The Dreaded: While Lan and MegaMan.EXE are confident to face up against his Nebula Gray and Dark MegaMan.EXE forms, their reaction to fighting his Bass form is utter dread due to Chaos Lord's sheer power.
- Eldritch Abomination: Similar to Nebula Gray, it seems to be associated with humanity's evil and is nestled deep in Nebula Area 6 where all the world's Dark Power resides.
- Enemy Without: If the player defeats the Dark Soul navis in two minutes or less, the Chaos Lord summons Dark MegaMan from within MegaMan's bodynote and appears to use him as a vessel.
- Evil Counterpart:
- Evil-er counterpart to CopyMan, a ranked Undernet navi from Battle Network 3 who schemes to shut MegaMan out of the Ranking. Both Copyman and the Lord of Chaos are shapeshifters with unseen true forms who are only ever viewed in the guise of one someone they've copied, but while Copyman is known to be able to take anyone's form on, Chaos Lord takes on the forms of others who feel hatred, and in practice those who have strong associations with Dark Power. Both have also used other navis as henchmen, with CopyMan using lesser ranked navis and the Lord of Chaos using both Darkloids and DS navis.
- The DS navis that the Lord of Chaos produces from his flames are Dark Soul versions of your team, and he himself can take the form of Dark MegaMan.EXE making him one to your whole party as well.
- As a being who "reflects" others, who hides in the depths of a Dark Power-based postgame dungeon, who summons DS navi copies of MegaMan's Double Soul allies, and who can summon MegaMan's own inner darkness out of him, the Lord of Chaos fills much the same niche as the Mirror of Truth from Battle Network 4, with the notice that the Mirror of Truth was concerned to purge others of darkness and provided ways to cleanse souls infected with Dark Power.
- At the start of the final Liberation Mission, Lan wonders if the voice speaking to him and MegaMan in the Nebula Area was the Lord of Chaos, but Mega points out that that voice sounded more noble. The voice is later implied to be that of Duo, the Final Boss from the previous game, positioning him as the Good Counterpart to the Lord of Chaos.
- Evil Doppelgänger: His Dark MegaMan allows him to become a dark version of the player character, right down to using their own battle cards against them. The Dark Soul Navis guarding the way to him are also dark versions of them with new colour schemes.
- Evil Is Bigger: During his first encounter, he very much towers over the player though it only applies to his Nebula Gray forms.
- Evil Wears Black: When taking on Bass's form, Chaos Lord's outfit is coloured black in contrast to Nebula Gray's dark purple or Dark Dark MegaMan.EXE's dark blue.
- Gameplay Grading: Quietly implemented by the time limits that affect the Chaos Lord's shapeshifting. To get Bass to appear, the player must defeat the DS Navis in no more than three minutes—against six navis, the player must average thirty seconds per battle (which against a normal Navi opponent would earn an S-Rank). To get Dark MegaMan to appear, the player must beat the DS navis in no more than two minutes, which means an average of twenty seconds per battle.
- Generic Doomsday Villain: He intends to "rule this chaotic world" and that's roughly all we know about his personality.
- Humanshifting: All of Chaos Lord's seen forms are all humanoid, though Nebula Gray β is the only one not to have any legs.
- I Have Many Names: Chaos Lord is also referred to as the Lord of Chaos or King Chaos, though he refers to himself as ChaosLord in-game.
- Identity Impersonator: When the Chaos Lord's portal is approached, he takes the form of what he considers to be the strongest fighter in the world—if the player defeats the Dark Soul navis in his area fast enough, he'll take MegaMan's form and appear as Dark MegaMan, but if it takes longer than that, he'll appear as Bass or even Nebula Gray.
- Infinity +1 Sword: The Chaos Lord's secret Battle Chip is one of the strongest Battle Chips in the game with a whopping 500 Non-Elemental damage.
- Interface Spoiler: Nebula Area 6's Bass and Dark MegaMan.EXE's true identities are given away as soon as you actually battle them, revealing them to be Chaos Lord impersonating them.
- Made of Evil: According to the Liberation Team leader at the start of the final postgame liberation mission, the hatred born on the net flows into the deepest section of the Nebula area and takes the form of the Lord of Chaos, the embodiment of that hate.
- No Name Given: When the Chaos Lord takes Bass's form, he's never identified as Bass—the heroes recognize it anyway and panic.
- Nothing Is Scarier: We never actually get to see Chao Lord's true form at all and considering that the forms we do see are pretty strong, it says a lot about Chaos Lord's power.
- Only the Worthy May Pass:
- He can't be approached without first defeating the six Dark Soul navis surrounding his dais.
- The DS navis themselves can't be approached without first S-ranking the Omega version of the same navi.
- The Lord of Chaos will take different forms depending on how quickly you defeat the DS navis.
- The payer can't enter the Nebula Area at all withoug first beating the game, which will prompt a golden Mr. Prog to appear in the Undernet; this Mr. Prog won't open the warp-gate for you unless you have one hundred standard-class battle-chips. Another golden Mr. Prog midway through the Nebula Area guards a second warp-gate and won't open it without the player having acquire one hundred and forty standard chips.
- Orcus on His Throne: Despite intending to "rule this chaotic world", Chaos Lord has done little more than revive the Darkloids to guard his domain. He resides unmoving in the deepest part of the Nebula Area.
- Power Of Hate:
- The Liberation Team leader describes King Chaos as the embodiment of all the hatred that flows into the depths of the nebula area from the Net.
- According to CosmoMan, King Chaos has no true form but takes the form of beings who feel hatred.
- The description for Chao Lord's battle chip explicitly describes it as "hatred" taking Bass's form.
- Purple Is Powerful: He emerges from a purple portal and two of his battle forms have purple in their colour schemes.
- Residual Evil Entity: Defeating the Chaos Lord for the first time will destroy its body, but not before it reveals that it will endure as long as Dark Power exists. The player can return later to confront it again, possibly in a new form.
- Secret Character: The Chaos Lord has a battle-chip that can only be obtained in special ways. In the Game Boy Advance versions of Battle Network 5, it was offered as a download at special events in Japan, but in the Double Team DS version it can be obtained by using the Lotto number 39285712.
- Shapeshifter Default Form: While CosmoMan says King Chaos has no natural form and instead only takes the shape of anything that feels hatred, Nebula Gray appears to be the form it prefers to take; it's the one he has the strongest association with. His most consistent feature is a starry portal identical to the real Nebula Gray's, he uses his Nebula Gray form when he first appears and will default to it if the player takes too long defeating the Dark Soul Navis, and when using his Giga Chip he first appears as Nebula Gray before reforming his body into a copy of Bass.
- Strength Equals Worthiness: While the Lord of Chaos's motives are debatable thanks to the way his personality changes when taking different forms, the Lord of Chaos is known to be influenced to some extent by NetBattling skill. The player's performance against the DS navis, and in particular how quickly they can defeat all six of them, will influence what form the Lord of Chaos takes.
- Superboss: Chaos Lord is fought at the very end of Nebula Area 6 after taking down several of the Dark Navis guarding the way to him. His versions of Nebula Grey and Dark Mega are stronger than they appear in the main story, and he's the only way to fight Bass without the Bass Cross content inaccessible in standard gameplay.
- Take Over the World: Chaos Lord wants to take over the chaotic world, either referring to the Undernet as a whole or the the real world. Why it wants to take over the world is never explained.
- Time Trial: Chaos Lord's current form post Nebula Gray α is determined by the total time spent defeating the Dark Soul Navis. 3:00:01 and higher allows you to fight Nebula Gray β, 2:00:01 - 3:00:00 allows you to fight Bass and 2:00:01 and less allows you to fight Dark MegaMan.EXE.
- Unseen Evil: According to CosmoMan in the Liberation Mission for Nebula Area 5, King Chaos lacks his own physical form and instead takes the form of any individual who can feel hatred. No discrete body is ever identified for the Lord of Chaos, only an apparent portal to the Dark Galaxy and various solid forms summoned in front of it.
- Villain Respect: In a quiet way, if the player achieves the fastest tier when defeating the Chaos Lord's DS navis, the Chaos Lord appears to decide that MegaMan is the most powerful being in the world, and summons Dark MegaMan from his body to possess it.
- Wowing Cthulhu: Implied by his Gameplay Grading. By default, the Lord of Chaos will take the form of Nebula Grey, but if the player defeats all six DS navis in under three minutes, he'll apparently change his mind and decide on a navi form, namely Bass, in favor of the Eldritch Abomination. If the player takes no more than two minutes to defeat the DS navis, the Lord of Chaos will instead pull MegaMan's inner darkness out of his body and fight MegaMan with it instead.
