Classic Special Weapon Strength

All weapons in the classic Mega Man series have a predefined amount of damage they cause to minor enemies. This page lists side-by-side comparison charts per game of the amount of damage Busters and Special Weapons inflict, excluding strengths and weaknesses, against minor enemies (and some sub-bosses).

Note that the attack power numbers for each weapon is equivalent to how many shots from the weakest buster it takes to eliminate an enemy: an enemy with 4 HP will be destroyed with four hits from uncharged Mega Buster shots -- or a weapon with an attack power of 1 -- and just one hit from a weapon with an attack power of 4.

For damage values inflicted against bosses, see: Category:Classic Damage Data Charts

Mega Man 3
Top Spin: Any minor enemy that is not immune to Top Spin will be defeated in one hit. Attack power is proportionate to the enemy's health points.

Spark Shock: Any minor enemy that is not immune to Spark Shock will be immobilized. Spark Shock does not damage enemies; it can used against a single enemy for as long as there as Weapon Energy for it.

Mega Man 6
In Mega Man 6, most all minor enemies and sub-bosses take the same amount of damage from each Special Weapon, with no unique strengths or weaknesses present from the previous games. Attack powers for each Special Weapon has been recorded with enemies with high health points such as Squidon and Ben K. Coincidentally, Rounder II displays these values, based on the amount of damage each one takes in bars of health from each Weapon.

Beat: Beat's attack power is proportionate to the the HP amount of the enemy or projectile he attacks first, essentially destroying them in one hit.

Mega Man 7
Much like in Mega Man 6, in Mega Man 7, most all minor enemies and sub-bosses take the same amount of damage from each Special Weapon. Attack powers for each one has been recorded with an enemy with high health points such as Shirokumachine GTV.

Mega Buster: First and second numbers is from uncharged and mid-charged shots; third number is from a fully charged shot.

Freeze Cracker: First number is from the large snowflake; second number is from the fragments from it.

Junk Shield: First number is with making contact with an enemy with the Junk Shield - attacking with this method inflicts multiple hits for 4 damage each. The second number is when the shield is fired as projectiles.

Danger Wrap: First number is if Danger Wrap is fired as a bomb in a bubble; second number is if the weapon is set as a mine.

Thunder Bolt: When an enemy is struck with this weapon, not only do they take damage from the main bolt, but also from the two simultaneous bolts that follow it, inflicting up to 4½ damage against an enemy with one shot.

Wild Coil: First number is from an uncharged Wild Coil; second number is when the weapon is charged.

Slash Claw: This weapon will inflict more or less damage against an enemy depending on how close or far Mega Man is when using it. Slash Claw can inflict up to 8 damage if Mega Man is very close to an enemy, and as low as 1 damage if Slash Claw is used just at the end of its reach.

Noise Crush: First number is from an uncharged Noise Crush; second number is when the weapon is charged.