Mega Man 11 Boss Order Guide & Boss Weaknesses

Mega Man 11

Mega Man games are stressful. After finally finishing the oppressive action-packed stages, the last thing you want to see are these over-powered sumbitches. Hopefully with help from this Mega Man 11 boss order guide, that stress will be alleviated and you’ll enter every fight with the upper hand.

First thing’s first, the boss weaknesses. Some are simple science, such as Impact Man’s ability, a horizontal pointy jackhammer attack, being super effective against Bounce Man, a big balloon enemy. Others aren’t as simple, such as Block Man’s falling blocks attack beating the Christ out of Acid Man. I’ve included a chart below showing who is weak to what.

Mega Man 11 Boss Order

With this chart, the next step would be choosing where to start. If you played and beat the demo, I’d recommend starting with Block Man or Bounce Man. They’ll be familiar territory, setting you up for what’s to come in both level design and the power of weakness exploitation. If you haven’t played the demo and want to be rebellious, Tundra Man is a good start. It’s an ice level, but not particularly a bad one. Once you die enough times, a spike shoes upgrade will unlock in the store, making the slippery platforming easier, and by relation, the boss against the Man himself. He’ll teach you the value of the Speed Gear without tearing you a new one.

I’d still recommend Bounce Man’s stage to start however, getting the worst Stage/Boss out of the way early and heading right into Fuse Man’s stage, one of the best stages in the game. Now simply knowing a weakness isn’t an instant victory, you’ll still have to be aware of attack patterns and keep your reflexes sharp, but dealing massive damage to unsuspecting Robot Masters is the sensation these games were built on.

 

What to Expect from Each Robot Master and Their Weapon

Mega Man 11

 

Block Man Boss Guide

https://www.youtube.com/watch?v=n9CVo-YKmhg

Expect a by-the-numbers boss fight until this brick house gets angry, turning into a screen-hogging monster, complete with slams and slight projectiles. Shoot the big red obvious weakpoint to bring this Robot Master back down to size, then get ready for a desperate last stand. Block Man will resort to one of the two corners and start spamming blocks. Speed Gear makes them easy to avoid as you close in and land the last few finishing shots. Make sure to avoid taking hits during the rest of the fight so you have leeway when it comes to the end.

Weapon Get!: Set of 4 Falling Blocks out in front of Mega, Power Gear doubles up the attack.

 

Acid Man Boss Guide

Be ready to avoid some projectiles. At the start of the fight, Acid Man will keep above water and attempt to fight you head-on. Keep firing until he’s at about half-health and he’ll resort to hiding underwater, where he’ll pop up for a few acid shots at you and dive back under. Keep at him until the satisfying explosion/fanfare, Block Man’s weapon really helps when he’s underwater, making his weakness all the cheesier.

Weapon Get!: Green Shield and arcing Acid Shots. Power Gear causes enemies touching the shield to take damage.

 

Impact Man Boss Guide

This cave-dweller loves his spikes. He’ll transform into a three-pronged spike star and fall from the sky, putting spikes down in 3 places on the ground. They can be destroyed or jumped over, but make sure you’re in the air when he lands again, as he’ll dash straight into you through the spikes once all 3 are set. After a few successful hits landed, he’ll turn into a much larger spike driver, taking up about 1/3 of the screen. Speed Gear helps here as you avoid the massive spikes. Once he lands, he’s wide open to attack, but be ready for his next jump. Before long he’ll be making impact with the dust.

Weapon Get!: A really sick Dash similar to Mighty No. 9 but better. Power Gear causes it to end in an explosion with slightly more range.

 

Bounce Man Boss Guide

This dude just needs to chill the hell out. If the squeaky voice and constant bouncing weren’t enough, this boss likes to show his rubberized side and throw stretchy punches at you across the screen. Eventually he’ll speed up and start bouncing quickly from all 4 walls. Stay in the middle of the stage and try to avoid his bouncing and you’ll eventually figure him out.

Weapon Get!: Fire 3 Rubber Balls ahead, or up and down diagonally. Power Gear causes balls to shoot in the opposite direction behind Mega Man

 

Fuse Man Boss Guide

Another aerial enemy strikes! And he’s a fast one. Fuse Man likes to fly around high above your head and leave electrical trails that can damage you, as well as swoop down to hit you directly. Bounce Man’s rubber balls make this fight a breeze, as the projectiles make it around the entire screen, inevitably hitting him. The fact that it’s also his weakness makes it even better. If for whatever reason you haven’t beaten Bounce Man yet, expect a lot of precise jumping and shooting.

Weapon Get!: Electricity travels from both sides of Mega Man along the ground and up the walls, damaging enemies, killing some. Power Gear makes each lightning effect bigger.

 

Tundra Man Boss Guide

This boss is all about style. As an ice skater, he loves to spin in place, deflecting shots, perform tricks over your head, and generally skate back and forth across the stage super fast. Getting the spike shoes upgrade with help with the icy floor. If you can catch his audio cues, his attacks are easy to learn and don’t do that much damage, until he activates his own Speed Gear. This is good practice for Mega Man 11’s new Double Gear Mechanic, as you can combat his Speed Gear with your own, making avoiding his speedy attacks a breeze. Boop the lemons or electricity and get outta there.

Weapon Get!: Mega Man emits a tall tornado above and below him. Power Gear gives it a wider effect, attacking every enemy on screen.

 

Torch Man Boss Guide

This dude is so cool, but so hard. Much like Magma Dragoon in Mega Man X4, he likes to use fire infused fighting moves, opting to throw out fiery punch projectiles, locking onto you in midair, and dashing face to face for a roundhouse kick. Keep his attacks in mind and you should find openings before too long. Once he’s at half health, he activates his Power Gear and becomes twice as intimidating, jumping to each side of the stage and throwing a giant ring of fire at you. Stay in the middle of the stage and be patient, as these rings move slowly and require precise jump to avoid, and after 3 rings, he’ll fly above the stage, and drop down hard in a giant fiery pillar. Speed Gear helps with avoiding that one. Once he’s cooled down, he’s wide open to attack until he resumes his original attack pattern. This is a real satisfying one to pull off, and even using his weakness (Tundra Man’s Tornado) doesn’t make him much easier.

Weapon Get!: Mega Man gets an upside down V attack reminiscent to Torch Man’s Dive Kick. Power Gear makes the fireball bigger with more explosive damage.

 

Blast Man Boss Guide

Another typical Mega Man boss, he jumps around, throwing bombs in 3 directions from either corner. If you can get around them or get out of their range when you destroy them, he’ll be open to attack. Once you’ve brought his health down, he’ll swap to his Power Gear and the projectiles more than triple in size. Carefully repeat the same strategy and his Blaster Master days will be over. The trickiest part of this fight is how much damage each bomb does, really watch out for them.

Weapon Get!: Sticky Bomb versions of Blast Man’s bombs. You can shoot up to 4 at once and if they land together the explosion is bigger. You can either detonate them by pressing down or letting their timer expire. Power Gear turns them into the bigger bombs seen in the boss fight.

From our Mega Man 11 review:

“Capcom came back strong with Mega Man 11. The bosses are all memorable, the platforming is tough and rewarding, and the new Double Gear System turns the classic formula into a fresh new experience.”

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