A couple of days ago, Orange Juice expressed his desire to tier all of the classes according to their ability in Duel after observing me fighting with Dark Man 2. He called him a "wet sponge" based on his fighting prowess next to other classes, to which I responded that Charge Man must be likened to a Mr. Clean Super Scrubber.
Enter Mr. Clean Duel Tiers.
This is a sort of guidebook for players on the wonders of Classes Duel, which has experienced a resurgence in popularity the past few weeks. Each and every class is tiered according to their ability and their descriptions are chock-full of attack notes, lame puns, and ways to counter them. The tiers start at Charge Man, who is in a class all his own, ending at what OJ has dubbed the "Spongeforce", the lowest possible tier available. Feel free to post your ideas, thoughts, and comments on these here.
Keep in mind that these are entirely subjective and are not based according to personal ability- classes are merely tools waiting to be exploited by those who can use them well.
maybe this could make classes duel tournaments a little more interestingTOP TIER MR. CLEAN SUPER SCRUBBER BROKENCharge: With his One-Hit Wonder Coal Shot, it’s no wonder that Charge Man takes the cake. Add fast speed, a charge attack to close distances, and high armor, and you have a recipe for disaster.
Counter: Charge Man’s attacks cover almost all of his blind spots, and it’s a struggle trying to keep good distance against him due to his Charge attack. Backpedal as much as you can and pray he doesn’t get his Coal Shot in range.
Bleach Tier (Highest)Proto: Mega Man’s brother, Proto Man, is a well built class for almost any situation. His Proto Buster is a deadly weapon, able to deal devastating damage when fully charged, and his Proto Shield can block most attacks. Along with this, he’s also equipped with the Copy Weapon system and a slide, making him a difficult dueler to deal with.
Counter: Most Proto players do not often use Copy Weapons, as the shield is lost if you use them. Hit him from the back if he’s holding a Proto Charge, as the shield only covers his front. The shield goes away for a split second after he shoots- put in your attacks then!
Air: Although Air Man looks boring on the outside with his base armor and somewhat bland attacks, his damage output reaches the skies. He can easily catch up to opponents with his slightly faster run speed. Punishing from both close range and long range, he is not one to be trifled with.
Counter: Though his Air Wall attack gives him ranged capabilities, Air Man’s real damage comes from his Air Shooter. Lock him into a short to mid-ranged battle just outside of his Air Shooter’s reach, and you should come out on top.
Stone: Stone Man is built like a brick wall with his huge defensive stats, One-Hit Wonder Stone Stomp, and the very punishing Power Stone. With all this and unhampered speed, Stone Man’s a difficult nut to crack.
Counter: Stone Man’s a tough fighter at close range, but outside of that he’s near useless. Keep your distance and wipe him with strong attacks, since pea shooter attacks won’t make him crumble.
Oil: Oil Man is a nightmare at close range, with his Oil Slider chewing up anyone unlucky enough to be caught near him. He’s easily able to close any gap with his ability to keep churning out Oil Sliders, and his control is unmatched by any other class in the game.
Counter: Like Charge Man, Oil Man gives you trouble when he’s right next to you. Unlike Charge, however, he’s also a somewhat proficient mid range fighter, with his Oil Cannon shots dealing decent damage. Keep out of his range from the Oil Slider to take away his most potent weapon, and hit him hard while he’s saving up Oil Sliders.
Top: Top Man is one of only three glass cannons to grace the Bleach Tier, and with good reason. His Top Spin rips through opponents for easy one-hit kills, and his spinning tops are useful in mid-ranged situations. He’s also got a very fast base speed, allowing him to close any distances with slower classes.
Counter: Being a glass cannon, Top Man’s armor is as thin as paper. Making him miss will leave him open for strong attacks. As long as you are good at dodging, Top Man could go down in three to four passes- maybe even less.
Gravity: Gravity Man’s real danger is his Gravity Hold, which deals massive damage to anyone above him in a somewhat large radius. His 20 damage buster is always available too, making this robot a tough competitor in any mode. He’ll turn your world up-side-down if you’re not careful!
Counter: Keep on the ground when fighting Gravity Man. Staying on or below the same level as him is a safe strategy. Put the hurt on him after he uses his Gravity Hold, since it’ll take a little while to charge it up!
Punk: Punk brings his raw power to battle with him, with attacks suited for any situation. His Screw Crusher can either line-drive for long range or bounce around for short range, and his Punk Cannonball splits through the air for nasty ripping damage at mid-range.
Counter: Punk can hit you almost anywhere, so dodge his attacks well. He’s got a slightly slower speed then most classes, and his Cannonball leaves him open for a little while after he attacks. Use these to your advantage!
Guts: Guts Man has got the guts, with his stellar defense and a huge damage output. His one-hit kill Guts Block is a deadly weapon in the hands of a skilled aimer, and his Guts Punch makes him a threat at close range as well. His only downsides are his slow speed and his relative lack of a mid-range attack.
Counter: Guts Man has a long wind-up and cool down on his Guts Block attack, which means you have ample time between them to hit him with attacks. Glass cannons like Quick Man have a good chance at taking this behemoth down- run circles around him at close range while pummeling him with quick strikes. Just be wary that he might get impatient and start coming after you with the punch.
Turbo: This slick racer’s Scorch Wheel is a big hitter up close. Couple that with his fast speed and a potent Crash Drive, which is almost as dangerous as Oil Man’s Oil Slider, and Turbo Man easily races to the top.
Counter: Good dodging is a must if you’re trying to take out Turbo Man. A Robot Master that can stun is a good idea, as it can slow him down and leave him vulnerable for attack while he tries to get another Scorch Wheel going.
Flash: Despite his lackluster stats, all Flash Man needs is his Time Stopper to wreck any competitor that comes his way. A quick Time Stop followed by a buster flurry will beat nearly any class if you finish off your opponents. Use him well, and you’ll win duels in a flash.
Counter: Making Flash Man miss his Time Stopper renders him a sitting duck. Stay a ways back from him- if you hear the Time Stopper sound and you can still move, fight him with full force. If you are flashed, run away from him as soon as possible. Once you have established good distance, start firing shots at him- his Time Stopper won’t be coming back any time soon.
High TierPharaoh: This king of Egypt rules in Duel as well, with a punishing Pharaoh Shot and a good escape/chase tool with his alt. Pharaoh Man’s a well-balanced duelist who is a dangerous weapon in the hands of a good player.
Counter: With that damaging Pharaoh Shot comes the price of aiming and charging. The wind-up isn’t much, but it’s enough to leave Pharaoh Man open for a few moments. Keep on your toes while trading shots, and make your runs when he misses. If he uses the alt during battle, it’s a good chance he’s low on health- chase after him!
Skull: Skull Man was built to represent both offense and defense, and he does that well in Duel. His Rage sets him apart from other classes, as players with good timing can use this to their advantage and easily pick off flat-footed opponents. With great reward comes great effort, however- Skull Man requires a high learning curve to use effectively.
Counter: The only way to beat a Skull Man is to get inside the opponent’s mind. Be tricky with your shots so that he wastes his precious Skull Barrier counter. He’ll be wide open if you fool him- attack him with full force then! If you set off his Rage, dash around a corner or for cover. Every moment you avoid attack is a wasted opportunity to use the Rage for your opponent.
Ring: Ring Man is a class where utmost precision is required. Used well, he can dominate nearly any class thrown at him. Used poorly, he is almost always open and will be destroyed constantly.
Counter: Make sure he misses! Ring Man’s class fires off two of the same Ring Boomerang projectiles when pressing the alt or the main. Should they miss, he has to wait a while for it to return to him. Make him panic and throw both rings, and then go in for the kill while he can’t attack. Ring Man’s a bad fighter at close range, so rushing him isn’t a bad option.
Knight: As a Robot built solely for combat, Knight Man is a perfect fit for the dueling arena. He sports a shield up front, which blocks attacks much like Proto Man’s. His Knight Crush can destroy robots easily, while his Shield Bash can stun opponents, lining them up for his mace. All that armor and weaponry takes a toll on him, however- he’s very slow in comparison to other classes.
Counter: Knight Man is a poor fighter outside of close range, as he simply can’t hit you with anything. Keep good distance from him to deal damage. Try not to be near walls or stairs if you’re fighting him, as his Knight Crush can bounce off of walls and ricochet into you. Like Proto Man, surprise attacks from the back or sides are always a good option, as you can bypass his shield completely.
Spring: Don’t let his goofy appearance fool you- Spring Man is a serious threat in a good dueler’s hands. His Wild Coil certainly makes things wild with a fast firing speed and a two-shot split, while his Spring Punch deals hefty damage. He also sports the highest jump in the game, making him a pain to shoot.
Counter: A common strategy when using Spring Man is to jump as high as possible while firing Wild Coils. Time your attacks between jumps so you always hit him when he lands. Be wary for when he uses his Spring Punch, as it stops him in midair. It’s a prime time to put in a few good shots.
Freeze: This cool customer packs a punch with his Freeze Cracker attack. It deals a solid 18 damage per shot and splits, making him a difficult foe to deal with. His alt isn’t very useful in Duel, but he really doesn’t need it.
Counter: Freeze Man doesn’t have many weak points to attack, as his Freeze Cracker doesn’t use up too much ammo and has a good rate of fire. It’s when he uses his alt which makes him vulnerable; it uses up all of his ammo and takes a while to shoot. If your competitor attempts to shoot the alt, be wary of it (since it can still do good damage) but fire on him with force, as he can’t fight back much.
Gyro: Gyro Man has long been considered a hallmark staller in most game modes, due to his ability to quickly flee any adverse situation with his flight. After getting toned down, he can’t fly around as much as he used to, which has shown him to be rather competent in actual fighting situations with his 4-hit kill Gyro Attack.
Counter: Gyro Man still relies on his flight to stay mobile in fights, so be sure you can keep up with him. His Gyro Attack has a somewhat low rate of fire- use that to your advantage to sneak in hits. Be aware, however, that his Gyro Attack will hug the ground instead of despawning if it comes in contact with it.
Needle: Needle Man is a good option for a person looking for the high fire rate weapon of a glass cannon without its health in one class. His Needle Cannon can puncture most defenses at mid- to long range, while his Needle Press (while a bit unwieldy) is very useful up close. His only problems are his slowed speed while firing, and his somewhat low ammunition.
Counter: Patience is the best weapon against Needle Man, as he’s pretty much bound to run out of ammo soon if he starts shooting at you. Should you manage to surprise him, it takes a while to get the Needle Cannon going- hit him hard and fast and you should send him reeling. Be on the lookout for his Needle Press, as it deals very good damage if it connects.
Bass: Mega Man’s ever-present rival, Bass, comes to Duel to prove he is the strongest Robot Master. He’s equipped with the Copy Weapon system, giving him access to all of the copy weapons available on the map. His mobility is also increased via his double jump and dash, and his Bass Buster weapon can whittle down even the hardiest opponents quickly!
Counter: Copy Weapon classes can hold a variety of play styles depending on which weapon the players choose. Be ready for anything they throw at you. Dealing with Bass is tricky- his evasiveness is a big part of his class. Keep up with him and hit him with stronger weapons- his armor is lower than normal.
Enker: This Mega Man Killer is equipped with the Mirror Buster, a weapon which absorbs the attacks of other Robot Masters and increases the power of his own shots. His alt allows him to take the shots of his opponents, which fills up his ammo bar and makes his shots bigger. However, he is locked in place while using it.
Counter: Enker’s a tough class to defeat, as his armor and speed are higher than normal. He’ll take every chance he can get to absorb your shots- fire in between his alts with faster weapons, and don’t shoot to rapidly into it. Watch out for his Mirror Buster shots, as they are very fast and deal loads of damage!
Mid-High TierMetal: Metal Man’s low armor and lack of variety might turn duelists off, but this overrated Robot is not one to be overlooked. His Metal Blades are still as devastating as ever at almost any range, and his mobility via his alt is useful in chases and escapes- even if it is a bit slow.
Counter: Metal Man’s Metal Blades can hit you anywhere and everywhere, and he can fire them fairly quickly, as they don’t require ammo and have a good rate of fire. With that being said, his defenses are pitiful. Hit him with force and he’ll go down easily.
Shade: Shade Man is a class that, like Skull Man, has a high learning curve to use well. His Noise Crush is a punishing 45 damage weapon when charged, and his Shade Swoop can steal a bit of health while ripping up opponents. It’s usable by pressing his alt, which makes him fly, and then by pressing the main button while in the air. Using his weapons well will put a drain in your opponent’s efforts to win!
Counter: Shade Man is left wide open if he misses either of his attacks. If he uses his Shade Swoop, hit him as he lands. He won’t be able to attack with anything significant right after using it if he’s not near a wall. If he’s using Noise Crush, dodge well; he’ll need to take a bit of time to get another one ready!
Centaur: Centaur Man is considered a dark horse competitor in most duels, since his buster is somewhat slower than most. What makes it so different, however, is the fact that it splits into 8 shots, cutting off opponents attempting to flee. What’s more, he makes up for this with a deadly stunning Centaur Flash, a teleport move, and higher speed. All of this easily compensates for his lower defense.
Counter: Centaur Man has difficulty at longer range, since his shots travel a bit slower than other busters. Be careful of his teleport move, as he can use at the last second to get behind you or dodge shots quickly!
Hard: Hard Man might have it rough with his name, but he can destroy anyone who decides to make fun of it with ease. His Hard Knuckle can demolish the toughest defenses, and he can jet into the air and come crashing down with meteoric force. With this and sturdy defenses, he’s a dueling powerhouse- if only he wasn’t so slow!
Counter: Hard Man certainly has trouble moving around, so use quicker classes for hit and run attacks. His Hard Knuckle is difficult to aim and has to come back to him to use it again, so batter him with strong attacks to send him down while he’s waiting for his weapons to return!
Ballade: The last of the Mega Man Killers, Ballade, is a top choice for the Mid High Tier. His Ballade Crackers deal a harsh blow if they hit dead-on, while his alt allows him to trip up opponents in close range fights or while being chased.
Counter: Ballade players need good aim to register any significant damage. Try to make them take glancing shots as much as possible, as the damage received from that is almost nonexistent. Be careful for the alt- it’ll stun you for a short moment, allowing your opponent an easy opportunity to fire a Ballade Cracker right at you.
Search: While the idea of hiding isn’t always a sound concept for duels, Search Man uses it to deadly effect with his Homing Sniper weapon. It can deal hard damage at almost any range with a bit of patience, while his Spinning Disk weapon is useful for more close combat, cramped situations. His bush cover item adds a bit of deception to this already sneaky foe.
Counter: Search Man’s Homing Sniper requires the reticule to be on its target for a set amount of time to determine how many missiles will be fired. Duck for cover as much as you can to avoid being tracked. Search Man fares a little worse at close range then at others- hit him with his weakness, fire.
Blizzard: Blizzard Man slots in as a competent dueling class, with his double-hit Blizzard Attack dealing solid damage and his Blizzard Bowl offering him both mobility and attack. He’s a little unorthodox at first, but skilled players can easily make him a threat to most classes.
Counter: The Blizzard Bowl is Blizzard Man’s bread and butter, dealing 40 damage if it connects. Making him miss will leave him open for attack, as he is flung into the air for a few moments. His Blizzard Attack is less effective the further you are from him- hit him from long range if you can.
Napalm: This walking weapon has the fire power to match his name. His Napalm Bomb is a decent weapon, but his real menace is his Napalm Missile, a fairly fast weapon that deals destructive damage at mid- to long range. Napalm Man has the goods to send any chance of your opponent winning a duel up in smoke.
Counter: While his Napalm Missile deals good damage, it chews up a lot of ammo at a time. Making Napalm Man waste it will leave him struggling with the Napalm Bomb as he waits for his ammo to charge up. He’s also terrible at strafing with those tank treads- spread shots on the sides so he runs into them!
Dark Man 1: The first of the Dark Men ranks in as the highest in the Duel Tiers. His Rage increases his speed and lets him fire more shots, increasing his damage exponentially. You’ll need to keep your wits about you when fighting this treaded terror!
Counter: As ridiculous as it might seem, the best way to fight a Dark Man 1 is to attack him at close range. While his shots sport a high fire rate, they are somewhat tricky to aim- chances are he’ll be wasting more shots missing you than hitting you. It’s also likely that he won’t go for health in order to milk the rage as much as possible. Pick a class with high armor and collide with him head on!
Time: Time Man’s experimental time-stopping weapon, the Time Slow, is put to deadly effect in Duel. He can use it to slow down his opponents, which allows him to pound them with his super-fast Time Arrows. His only negative aspect is his other stats- they're all pretty run of the mill.
Counter: Time Man’s got two Time Arrows up his sleeves, which vary in speed and damage. His first attack fires two Time Arrows in a triangle shape, while the other alternates between two single-shot Time Arrows. One of them is slower but rips through targets, while the other flies through the air, but deals less damage. Clean this guy’s clock with powerful weapons, but watch out for his Time Slow- the effect lasts for a pretty long time!
Quick: This speedster is a slow classes’ worst nightmare, zooming in and out of their sight while peppering them with Quick Boomerangs. He’s got a wall jump and a speed boost, increasing his mobility tenfold, while his Quick Boomerangs are sufficient for close to mid-range battles. Be cautious around this speed demon, who will dash your duel dreams in a flash!
Counter: The only problem that comes with Quick Man’s raw power is his armor, the lowest possible in the game. Hitting him with anything that dishes out over 50 damage is enough to put a serious dent in any attack he makes. Long range attacks are good against him, but be aware that he’ll be able to close any gaps with his blinding speed.
Wily: It’s always time for Doctor Wily to duel, and he does it well when sporting his Skull Suit. He can switch between Dive Missile like homing shots and non-homing regular shots, which vary in power depending on his ammo. He’s also got the legendary Wily Capsule at his disposal, which rips apart any opposition he might meet with freezing, burning, and thunder attacks.
Counter: One of the big flaws in Dr. Wily’s class is that he drops to glass-like armor after his Capsule goes away. Should you manage to survive his onslaught, he’ll be wide open for strong attacks. While he’s in his Skull Suit, he sports slightly higher armor. Hit him hard while he doesn’t have his Capsule.
Mid TierWood: Wood Man is suited to a more conservative dueler’s play-style. His Leaf Shield absorbs anything thrown at him and turns into an offensive attack, Leaf Rain, while his Body Slam is useful for close range attacks. With that being said, he struggles to compete in duels, since his Leaf Shield’s ammo recharge is painfully slow, and his Leaf Rain attack is rather difficult to aim.
Counter: Wood Man is a slower class than most, so he will have problems fighting against faster attacks. If he starts using the Leaf Shield, don’t fire into it- you’ll just waste ammo. There’s a good chance he’ll run out of ammo while blocking your shots. If this happens, destroy him fast, as he can’t fight back very well!
Bubble: He might look funny, but Bubble Man’s no slouch when it comes to dueling. His Bubble Buster fires off fast shots and his Bubble Lead can bounce away more mid-ranged targets. He also sports a Flooding item, which allows him to swim around and increase his mobility.
Counter: Be wary when fighting Bubble Man at long range, as his Buster is pretty good at sniping from far away. His Bubble Lead is a bit unwieldy to use when up close, so fight him at close range. Watch out for his Flooding item, as he might make a run for a higher ledge or dodge attacks by swimming up to its top with it!
Elec: One of the strongest Robot Masters of Mega Man 1 is still a lethal adversary here in MM8BDM duel. Elec Man brings his Thunder Beam to the table, which shocks opponents into submission. He also packs the Lightning Rain Attack, dealing damage across a wide area. Be cautious this quick foe, as he’ll waste no time in knocking you down!
Counter: Elec Man doesn’t have very strong armor, so he’ll be sent reeling if hit by stronger weapons. His Thunder Beam sends out three shots, one forward and two from his sides, so don’t try and strafe around him. Attacking him from long-range is a good idea as he lacks reliable long range support.
Bright: While Bright Man isn’t a very strong Robot Master on his own, he’s not one to be taken lightly. His Buster features a high rate of fire, and his Flash Bulbs can blind opponents momentarily. His biggest threat is his Flash Stopper, which will stop foes in their tracks. In the right hands, he can shut your enemies down, lights out!
Counter: Bright Man doesn’t have any strong weapons to fight with. He’ll rely more on tricking his opponents via his Flash Bulbs and Flash Stopper to win heated battles. Keep him away at mid-range, as his Flash Bulbs become less effective from that range. If he flashes you, keep in mind you’ll still be able to shoot!
Burst: Burst Man is a tricky class to use well, as his Danger Wrap rises slowly into the air making it difficult to hit with. However, this long-range flaw turns into a close range danger, as it deals massive damage if it connects. His alt spawns a bubble which he can ride around in. Use him well, and he’ll burst your opponent’s bubble in no time!
Counter: Stick to long range to fight off this explosive goon. His bombs don’t have too much range to them in the bubbles, but he might try to pop them on the ceiling so they fall down and explode on you. Also worth noting is that his alt can trap you in a bubble as well- this leaves you wide open for his Danger Wrap to rise and get you.
Star: Star Man comes in with his deadly Star Crash, a weapon that will tear you apart if he comes in close. This alone is enough to make him a decent dueler. He also sports the Star Flurry, which spawns tons of stars that shoot out in a line after a short while. Using these assets will make your opponents see stars quickly!
Counter: Most duelers tend to stick to Star Man’s much more dangerous Star Crash weapon than his alt. Do not let him come close, and put the hurt on him at long or mid-range. Be aware that he can also shoot the shield, which although is pretty slow, can deal nasty ripping damage.
Snake: This sneaky Robot Master is a difficult one to keep track of, with his heightened speed and climbing alt which allows him to scale any wall. Snake Man’s main attack, Search Snake, travels along the ground, has a high rate of fire, and deals very good damage to boot. His only problem is that he can’t hit any flying classes.
Counter: Taking to the skies puts Snake Man into a hopeless position. He’s virtually unable to hit you unless you’re touching the ground, which (if you’re clever) won’t be often. If that’s not an option, try to strike from close range- his Search Snakes don’t hit the ground right as they come out of his buster, leaving you a little leeway to move out of the way.
Yamato: This samurai android can rip you to shreds if you give him the chance. His Yamato Spear weapon fires in threes and travels fast, and he can also spin his spear around for the dangerous Yamato Spin. This high damage output comes with low ammo, though- Yamato Man has to manually pick up his spear tips to regain ammo (although it does recharge slowly if you don’t pick them up).
Counter: Close range is not the place to be when fighting Yamato Man, since his Yamato Spin will deal intense ripping damage. Try for long range attacks, since it’s almost guaranteed he’ll run out of ammo quickly. Close in for the kill while he’s picking up spears- he’ll be vulnerable then!
Spark: Spark Man is a master of stun attacks, with his Spark Shock weapon spreading out in a circle pattern. If it connects, they will stop you in place for a short while. This will render you wide open for his Big Spark Shock attack, which deals a good 35 damage if it hits.
Counter: Spark Man’s Big Spark Shock has a long cool down after its use, which renders him a little defenseless after firing one. Due to their size, they’re a little difficult to aim as well. Use this to your advantage and weave between his shots. Beware of his Spark Shock attack, though- it has a high rate of fire and stuns you, which could set you up for a devastating chain of Spark Shock attacks!
Quint: This future foe’s main weapon is his Sakugarne, a jackhammer which crushes down opponents with mighty force. He also sports a Buster when his Sakugarne isn’t suited to the battle at hand. Despite his resemblance to Mega Man, he does not carry the Copy Weapon system, but he is equipped with higher defense than his rival.
Counter: Quint’s a lousy fighter in general, as his Sakugarne is difficult to aim and his Buster isn’t very damaging. However, if he connects with his Sakugarne, it’s a one hit kill! Stay out of close range when fighting him if possible- otherwise, stay out from underneath this green menace’s pogo-pulverizer!
Frost: This icy giant boasts the highest defensive stat in the game, which allows him to endure almost any attack thrown at him. He comes equipped with a strong punching attack and his trademark Ice Wave, which sends chilling pillars of ice speeding through the ground. Not only does it deal decent damage, it also freezes opponents in place for a few short moments. Don’t take Frost Man lightly, as he’ll turn you into a Popsicle in the blink of an eye!
Counter: The bigger they are, the harder they fall, and Frost Man is no exception. He suffers a crippling weakness to explosive weapons, which will bring down his health in large chunks. His Ice Wall also has very long wind-up, leaving him open to attacks while charging it up, and he’s the slowest class in the game. Exploiting these weaknesses will make him surrender in no time!
Cloud: Cloud Man is a class that rewards a player for ammo management. His ammo bar controls his flight and main attack, the Thunder Bolt, a fast shot of lightning that defeats enemies in four hits and splits in two if it hits a wall. If he runs out of ammo, he must recharge via the alt. Use your ammo wisely and you’ll soar above the competition!
Counter: Cloud Man is defenseless if he runs out of ammo in the middle of a duel. Wallop him with attacks while he tries to charge up. A common defensive tactic for Cloud players is to jump while charging (as he has a very high jumping stat), so aim high if he starts to do so. While he’s flying, his alt turns into a lightning bolt attack that strikes the ground and splits into small, ground hugging sparks, so jump around a lot if he starts to use it!
Dark Man 3: This purple powerhouse is a legendary long-range fighter, who can light you up from a distance with his Dark Sniper shots. The shots vary in strength the further you are away from him. He also has a Petrifying Rings attack, which stun the target for a short time, allowing Dark Man 3 to increase the distance between them. Don’t let this sniper go unattended, or he’ll make you sorry!
Counter: Dark Man 3’s effectiveness depends on the map- he excels in maps with plenty of places to hide, or ones where there are long stretches without much cover (MM6MRX, MM5GRA, MM7FRE to name a few). When you’re in close range combat, he loses any chance of killing you quickly. Close the gap with faster classes, but watch out for his Petrifying Rings, as he can use them to escape for a more suitable shooting range!
Gemini: While Gemini Man might boast an all-star status in Last Man Standing, he doesn’t have it here. His Gemini Laser is pretty slow, and his clone can be destroyed much easier than before. However, that doesn’t make him a class to brush off. His Buster shots are fast, his clone is still dangerous, and his Gemini Laser still inflicts solid damage. Be careful when fighting this deceptive adversary!
Counter: Gemini Man is able to allow his clone to follow him, or stay put and fire from a set point. Destroying the clone is a must, as it takes away his extra firepower and sends him on the run. His Gemini Laser annihilates enemies up close, as he can bounce them off of walls to send them careening into you- stay at mid-range to avoid them!
Flame: This turbaned attacker brings his Flame Blast to the party, which spawns flames on the ground that spurt up randomly in a line until they hit a wall. He also has a Flame Buster at his disposal, which shoots slow but scorching shots at enemies. Flame Man is a decent dueler at close to mid-range, and he’ll leave you burnt to a crisp if you’re not careful!
Counter: Flame Man’s Flame Buster is slower than most other buster shots, so it suffers when attempting to hit opponents from long range. His Flame Blast is more troublesome- it is very quick and will often hit more than once. Dodging it is fairly easy, as it only travels in a straight line. Stick to long range to attack this fighter, as he lacks the ability to hit targets that are far away!
Duo: While he might be a defender of peace around the universe, Duo is often outclassed by robots here on Earth. His Duo Fist weapon is extremely strong, but somewhat slow and difficult to aim. However, he is also equipped with the Copy Weapon system, which gives him access to a wide variety of weapons, as well as a dash attack. Pray you won’t be struck down by the long arm of the law when Duo comes to town!
Counter: Duo’s mobility is hampered by his bulk, so he isn’t the fastest guy around. Be careful of his Copy Weapon system, as he can pick up weapons suitable for any situation. Otherwise, he’s not the greatest at close range fighting without Copy Weapons- move up close to attack him!
Shadow: This stealthy ninja Robot Master is able to turn invisible for a short time, which is perfect for sneak attacks. He can switch between two different versions of Shadow Blades- one works like the Copy Weapon version, a boomerang that shreds opponents at close range, while the other fires two forwards, one straight and another at a 45 degree angle upwards. Watch your back when fighting Shadow Man, for you never know where he might be!
Counter: With his stealth comes the price of armor- Shadow Man is very flimsy, sharing the same armor stat as Quick Man. He’s ripped apart by weapons that hit rapidly, so ripping weapons or ones with a high rate of fire are good choices. His short range Shadow Blade deals more damage, so try and fight him at mid or long range. Keep your eyes sharp when he goes invisible, too!
Wave: Wave Man utilizes the power of the ocean to drown his opponents. His Water Wave spawns ground travelling waves in a line, while his harpoons can stab opponents from mid-to long range. His stats are very balanced, making him a solid choice for first time players looking for some range. He’ll make you wish you wore a life jacket if you’re not careful!
Counter: Wave Man hates close range fighting, and his attacks show it- His harpoons are rather clunky and hard to aim up close, and his Water Wave just can’t fire fast enough at a mobile opponent. Get in his face as much as possible. Watch out if you’re below him, by the way! His Water Wave rips apart opponents if he’s up above them.
Wind: Wind Man’s Wind Gyros are hard to keep track of, as they have an erratic flight pattern and do good damage. He also sports his signature Wind Storm attack, which flings foes into the air. On top of this, he can fly around for a short time with the use of his Flight Item. Good winds will blow for him should you use his abilities to their full potential!
Counter: Wind Man does struggle with his ammo, as all three of his tools use the same ammo bar. If he fires his Wind Storm, be sure to attack him then, as that attack uses the most ammo. Right after he finishes flying is also a prime time to put in some shots, as his ammo is fully depleted even if he cancels it early. Be cautious around his Wind Gyros, as they are fairly hard to avoid.
Clown: This robotic goofball has a few nasty tricks up his sleeves. His alt allows him to stun opponents for a short time while his hand grabs and shakes them. This allows him to strike with his Thunder Claw, a more short-ranged attack that deals a harsh blow. He also has a different version of the Thunder Claw called Thunder Carnival that lets him swing around on grapple hooks. Don’t get disoriented by this acrobatic adversary!
Counter: Keeping mobile is your biggest concern against Clown Man, as he will rip apart stationary opponents by stunning them with his alt. His armor isn’t very strong, so hitting him with powerful weapons is a good strategy. His Thunder Carnival weapon is an easy chasing and escape mechanism, but he can’t attack while using it- if your aim is good, shoot him while he’s swinging around!
Slash: Slash Man used to be one of the premier duelers in Classes Duel, garnering the admiration of duelers everywhere. While he has now lost that position, he still remains a threat, with his Slash Dash speeding through the map to rip apart unlucky targets with his Slash Claw. He suffers, however, from a lack of variety and the reliance on a melee weapon to do damage. With that being said, don’t count out this jungle beast, as he’ll put the hurt on you quick if you don’t keep your cool!
Counter: Slash Man, as said, takes a huge risk in having to be right next to his opponents to damage them at all. While keeping range on him is an option, he’ll be able to close any gaps easily with his Slash Dash. Keep on your toes and fight him up close- if you dodge well, he’ll be no match for your attacks and might have to retreat.
Tomahawk: This American warrior has been toned down in recent versions, suffering a reduction in damage from previous releases. His Silver Tomahawk still inflicts good damage, but like Danger Wrap, rises upwards. He also sports the Feather Spread, which is a good weapon during close or mid-range spats. Be on your guard against Tomahawk Man, who will leave you running for the hills if you’re careless!
Counter: Tomahawk Man is more suited to close and mid-ranged combat, as his Feather Spread fans out too widely to be effective at long-range. Keeping your distance from this Robot Master is a good strategy, but be careful, as he is much faster than other Robot Masters. If you’re fighting him at close range, strafe often, as his Silver Tomahawk won’t be able to catch you if you do!
Dark Man 4: The leader of the Dark Man clan packs the power of Dark Man 1’s Buster with the defenses of Dark Man 2’s shield. He boasts a good rate of fire and the damage is decent, but he does not receive the perks the other two Dark Men get from their Rages. He is a good middle-ground class for those who want to utilize the best of both worlds from the Dark Men, so use his traits wisely!
Counter: Dark Man 4’s Buster doesn’t suffer at any range, as it travels and fires fast enough to be effective anywhere. When he puts up his shield, however, the rate of fire on his Buster goes down. Use this to your advantage- fire in-between the shield and hit him hard! He’s also a bit slower than other classes, so you could try to outrun him as well.
Mid-Low TierDrill: This digging dueler is able to disappear underground by using his Drilling alt. He also packs a punch with his Drill Bombs, which have a decent rate of fire. Unfortunately, they travel quite slowly, and he has to wait until the ammo on either bar is completely full to attack with the Drill Bombs or drill underground. On top of this, he also is lightly armored.
Counter: Drill Man struggles to make headway when fighting at mid-to long range, as his Drill Bombs are easily avoidable and don’t do very much damage. He can fire many of them in a short time, however, so be quick on your feet. Watch out for his Drilling alt, as he can scale any wall with it as well. He’s open for attack before and after he drills underground, so hit him with full force then!
Ice: Ice Man features his signature Ice Slasher, which fires quickly and deals mega-damage if they connect. However, be aware that it travels fairly slowly. His Freezing Flurry attack slows down opponents, but doesn’t deal a whole lot of damage. He struggles to overcome these flaws in most duels; in the right hands, though, he’ll make you the coolest guy in the world!
Counter: Ice Man will rely on close to mid-range fighting to get his damage in, as his Ice Slashers are too slow to be effective at long-range. You’ll have to be careful around his Freezing Flurry, as it’ll slow you down and make you vulnerable to his Ice Slasher. Put his dueling dreams on ice with a blast of electricity!
Plant: This flowery foe comes equipped with the Plant Barrier, a weapon that can drain opponents’ health and give it back to the user if he’s standing next to him. His Plant Buster rapidly fires shots that are affected by gravity. While he might not look tough, Plant Man can overwhelm you with rapid attacks and self-health sustainment that will have you pushing daisies quick!
Counter: Plant Man’s attacks are virtually useless at anything not close range. Due to his flowery nature, he's also got lower armor than normal. Crush him from mid-to long range, and you’ll come out on top. Be careful of his Plant Barrier, though- he is able to shoot it and it will deal decent damage if it connects!
Mega: While he may be the titular hero of the series, the Blue Bomber struggles against his other Copy Weapon counterparts. His Mega Buster is able to charge up, but the shots are somewhat clunky and leave him fumbling after he shoots one. Like his brother Proto Man, he sports the Slide mobility move, which allows him a quick boost of speed if he needs it. If you want a little more damage for your Copy Weapons, you can try the Rockman class, which increases Copy Weapon damage output but lowers your armor. Keep your eye on Mega Man, as he has plenty of years of experience when it comes to busting robots apart!
Counter: Mega Man is certainly not the strongest when it comes to Copy Weapon classes, but his Buster still deals major damage when charged. The shots have a wide hitbox and are pretty fast, as well, so be on the lookout for them. He also is able to copy any weapons he may find on the map, allowing those who play as him a wide variety of play styles. However, he also has lower armor- hit him with strong attacks!
Crystal: This mysterious enemy’s main weapon is the Crystal Eye, a round, crystal-like projectile that bounces off of walls. He is able to shoot either one straight forward, or four in four directions via his alt. They decrease in speed the more they bounce of the walls. Crystal Man, if used well, has a bright future ahead of him- crushing his opponents one by one!
Counter: Engaging Crystal Man out in the open where there are not many walls is the best strategy against him, as he has nowhere to bounce his Crystal Eye off of. His crystals are also not very effective at long range, as they do not travel very fast. Keep out of tight, enclosed areas when fighting him, as he has the capacity to deal some major damage when in cramped quarters!
Dive: This nautical fighter is the owner of the Dive Missile, a weapon that homes in on enemies well but deals rather piddly damage. His real threat is his Dive Mines, three mines that float in the air and explode on contact with an enemy. It’s sink or swim against Dive Man- and he’ll try his best to make you sink!
Counter: Dive Man is fairly proficient at all ranges, as he can block escapes or duke it out in close range with his Dive Mines and chip down your health with his Dive Missiles at mid or long range. The best way to fight him is to stay away from his Dive Mines, as those deal the most damage and are thus the most lethal attack. If he has set up a large amount of them from a distance, you can shoot them so they explode.
Bomb: Bomb Man is a class that requires good aim to use effectively. His Hyper Bomb weapon inflicts massive damage on targets, but it has to be thrown, is affected by gravity, and only hits with full power if it’s a direct hit. He’s also able to roll bombs on the ground, which is similar to the Hyper Bomb Copy Weapon. Fighting with Bomb Man can be a real blast, but if you’re careless, your duels will end up being duds.
Counter: Bomb Man is obviously not very good at long-range fighting, as he can’t throw his bombs that far. Dodge often when fighting him at mid to close range, as he’ll have trouble hitting a moving target directly. His armor is a higher than normal, so stronger attacks are more useful!
Doc Robot: The doctor is in, and he’s packing pain! The final Copy Weapon class in the Duel Tiers, Doc Robot sports the unique ability to copy the traits of the Robot Master’s weapon he’s copying. If he copies the Elec Beam, for example, he gains Elec Man’s super speed, while if he copies Gyro Attack, he gets Gyro Man’s soaring jump. He’ll use all of his tricks to trip up any opponent that comes his way!
Counter: Doc Robot is able to copy speed, jump, and armor stats of any Robot Master weapon he pilfers. He also isn’t limited by ammo, as his internal systems gradually increase the ammo of the weapon currently out. Keep your eyes peeled for the weapon he copies- if you know what the Robot Master’s stats are of the copied weapon he takes, plan accordingly.
Fire: Though his name suggests otherwise, Fire Man is all about starting fires, not putting them out. His Fire Pillar weapon really packs a wallop as it rips through unsuspecting victims, while his trademark Fire Storm is fast, fires fairly quickly and deals good damage. This hothead will send your dueling chances up in flames if you give him the chance!
Counter: While his Fire Pillar weapon is incredibly strong, it’s also very slow. Thus, it’s only a large threat at close range, where he can spring it on you without warning. Slam him at mid or long range, but watch out for the Fire Storm- it’s a very potent weapon.
Toad: Pack your umbrellas! This amphibious adversary has the power of the Rain Flush weapon, an area-of-effect attack that deals more damage the closer you are to him. However, he is locked in place while using it, meaning he is vulnerable for attack. Like the frog he is, he also sports a super jump attack, which allows him to scale heights otherwise unreachable by the normal jump. Toad Man will make you croak if you’re not careful!
Counter: Toad Man is rendered wide open if his Rain Flush misses its mark, as he can’t move for a short time. Stay just out of his Rain Flush’s range, and then hit him hard with powerful weapons. He’s got higher armor than normal, so you’ll have to attack with weapons that deal high damage. Be sure to keep track of him if he starts jumping around.
Dust: This walking vacuum cleaner is equipped with the legendary Dust Crusher, a weapon that can kill almost any opponent in only two hits. It’s a dangerous weapon that’ll leave your opponent reeling if you hit- and you reeling if you miss. It eats up a lot of ammo (something that Dust Man struggles with), is rather slow, and is hard to aim. For a more conservative approach, try out the Dust Buster, which fires small pieces of junk if you still have junk ammo and regular shots if you run out.
Counter: Making Dust Man’s Dust Crusher miss is the worst thing you can do to him. It wastes plenty of his precious ammo, leaving Dust Man scrambling to find more. Conversely, dying to him only makes things worse- he’ll be able to gain more junk ammo, which in turn leads to more Dust Crushers! Dodge well, and you’ll defeat him in no time.
Sponge TierTengu: Tengu Man falls flat in many categories- his damage output via his Tengu Blade attack is weak, he doesn’t feature any special armor or speed, and he has to combine both his Tornado Hold weapon and his Tengu Smash to kill opponents effectively. However, this combo can easily one-hit KO many opponents. Prepare to get seriously dunked if you’re not prepared!
Counter: Tengu Man’s only way of registering solid damage is what has been dubbed The Dunk, which is propelling you upwards with his Tornado Hold, then smashing you to the ground with his Tengu Smash. Dodge his Tornado Holds and fire on him while he’s flying in the air. Be careful for his smash, as he can jet forward with it to close gaps between you.
Heat: This lighter-shaped Robot Master can heat up duels in flash with his Atomic Fire, a weapon that sends out 3 pillars of fire in an arc. His Heat Tackle weapon allows him to dash away from tight situations if he’s hit. However, his damage output isn’t the greatest, and he struggles to hit with his Atomic Fire. Nevertheless, be on guard against Heat Man, who will light you up if you’re not focused!
Counter: Heat Man isn’t very good when fighting with his Atomic Fire, as its damage is poor if he only hits with one of them. Be careful up close, as they deal pretty harsh damage if he hits with all three. His Heat Tackle is bad at attacking, but he’ll be able to escape many up close fights with it, so watch out!
Dark Man 2: The second of the Dark Men ranks as the poorest dueler. His Dark Shield is difficult to hit with, since you can’t aim it and its hitbox is rather small, while his Electromagnetic Net deals poor damage. His Rage allows you to run with much greater speed, but this makes him even more of a hassle as it becomes even harder to hit with the Dark Shield. In the right hands though, Dark Man 2 can make a potent dueler, so be careful!
Counter: Dark Man 2 struggles to hit anything with his Dark Shield, but it does rip when it connects. Be wary against his Electromagnetic Net- it may deal poor damage, but it does stun the target. His fast run speed makes him a tricky target to hit if low on health; keep up strong and fast firing attacks to bring him down for the count!
Magnet: Magnet Man is one of the most potent classes at long or mid-range, with the ability to pepper you with homing Magnet Missiles. Why is he down here on the lowest tier? Simple- he’s got no close-range game, as his alt now has to charge to push anyone away. Take away his range, and this class will not seem very attractive.
Counter: Close range is the way to go against this magnetic mangler, as he can’t put up a fight up front. Otherwise, keep on your toes and duck for cover when Magnet Man pulls out his Magnet Missiles, as they’ll chew you up if you stay in the open. Be careful around his Magnetic Push attack- the longer he charges it up, the further you’ll fly away from him!
Aqua: This handsome guy isn’t very handsome when it comes to his damage output, as his Water Balloons deal piddly damage despite their high rate of fire. His Water Dragon has been toned down harshly- while still damaging, it isn’t nearly as dangerous as before. He’s also got no long range support, which only cements his place as the lowest of the low.
Counter: Aqua Man struggles to deal damage almost anywhere, as his Water Balloons aren’t very strong and don’t have very good range. However, they do fire quite fast, and stun you for a split second, allowing him to strike you quickly with them. Keep on the lookout for his Water Dragon attack- while most duelers don’t use it very often, they might spring it on you to catch you off guard!
Junk: Junk Man has got it rough. Not only is he an unpopular Robot Master to begin with, he’s also a pretty bad dueler. His Junk Shield offers defensive boosts, but is fairly bad at dealing hugging damage like Plant Man’s Plant Barrier or Star Man’s Star Crash. He’s also very slow, sharing comparable speed with the likes of Wood Man and Hard Man. Be careful for his Junk Block, however- it has the potential to turn you into scrap!
Counter: Junk Man’s real danger is his Junk Block weapon, which creates a large block of junk that can be punched to race forward and rip through unsuspecting opponents. While easily avoidable, it is still very punishing if it hits. He also has a punch attack which he can use in close-range situations. Keep on the offensive with this Robot Master, or he’ll throw you out for good!
Crash: The self-proclaimed Crazy Destroyer is outclassed by all of his other explosive brethren. While his Crash Bombs aren’t terrible in damage and are rather quick, they aren’t suited for straight-up attacks. Instead, he can plant them into the ground to set traps, which can be remotely detonated from anywhere. Unfortunately, this doesn’t help him very much, as they are easy to avoid.
Counter: Crash Man’s traps are easy to pick out, due to the tips of his bombs blinking while in the ground. Keep on the lookout for anywhere they might be, as they will definitely hurt if you don’t avoid them. If you find a cluster of them, there’s a good chance he’s nearby as well. Be careful of his very high jump and hit him with strong wind-based attacks for the best damage!
Sniper Joe: A common foe in almost every Mega Man game, Sniper Joe has the distinction of being the only non-Robot Master class in the dueling ring. While he might be unique in that sense, he isn’t very proficient when it comes to fighting one-on-one. His Joe Buster isn’t very effective, and while his Joe Grenades are extremely powerful, they are nigh-impossible to hit with. He does sport a shield, so he’s got that going for him, at least.
Counter: Sniper Joe can be easily dealt with from mid or long range, as his Joe Buster isn’t very strong nor are his shots very fast. When fighting him up close, be careful around his Joe Grenades. They have the power to take out 50+ hit points on a normally-armored opponent. Like with other shielded classes, hit him from behind to negate his frontal defenses!
Astro: This cowardly robot is not the biggest fan of dueling, as he will often spend most of his time being virtually invincible with his Copy Vision attack. With that tradeoff comes the price of horrendously low damage, as his Copy Vision bullets don’t even surpass regular buster shots in attack power. His Astro Crush is also poor, as it has been significantly toned down from the Copy Weapon version and leaves Astro Man open for attack.
Counter: Astro Man is really only a problem at close range, where his Copy Vision shots have a chance at hitting you and his Astro Crush is in range. You’ll be in for an annoying fight, as he’ll be very difficult to hit while using his Copy Vision. Hit him with a strong weapon while he isn’t using it, as he has lower armor than most other classes.
Cut: Cut Man has long been considered an easy first opponent, and he still unfortunately carries this trait with him in duel. His Rolling Cutter doesn’t have much range on it, is hard to aim, and often does not deal very much damage. His alt is a faster version of his main weapon, but it too suffers from the same problems. A lack of variety combined with poor defenses puts most other classes a cut above him.
Counter: Cut Man isn’t a very dangerous opponent at all, as his main and alt doesn’t deal substantial amounts of damage. Hit him from long range if you want to avoid fighting him at all, as his Rolling Cutter is barely even effective at mid-range. He does, however, have increased mobility with a wall-jump and slightly faster running speed, so be careful for that.
Roll: The sister to Mega Man, Roll joins the fray armed with her Roll Swing, an attack that pushes opponents around. She also has access to Roll’s Gift, an item that drops a health pickup in front of her. Unfortunately for her, she possesses no long or mid-range attacks, making her an easy target for those who keep their distance. She also has very light armor.
Counter: Roll is useless at anything that isn’t close range, so she’ll try to get up in your face as much as possible. She can do this with her broom, which she can ride for a burst of speed. Hit her with strong attacks, as she’ll be reeling from them with her paper-thin armor stat. Keep in mind that you can pick up Roll’s Gift, which blocks her from healing with it!
Sword: While often considered to be a fair fighter, Sword Man does not fight very well. His Flame Sword is extremely dangerous and deals tons of damage, but he has to be up close to use it. His alt detaches his upper half and sends it spinning surrounded by flames, but it doesn’t deal much damage and is rather awkward to use. Don’t underestimate Sword Man’s power, however, as he has the potential to destroy opposition.
Note: Do not follow Sword Man’s upper half with the camera if you use the alt, as this will cause your game to crash in Duel. You can follow it in other modes.
Counter: Your prime time to attack is when Sword Man uses his alt, as it leaves him wide open if it misses. Shoot the legs instead of the spinning part, as that is where he is most vulnerable. A common tactic for Sword Man players is to fire the alt, then call it straight back by pressing the alt button again and ripping up charging opponents with the Flame Sword. Don’t get too close, as he will make you pay for it.