Power Gear Effects

As Mega Man, while using your thirdfire, the behavior of copyweps will change. These are normally a more powerful version of said weapon, and similar to the Ultimates of the classes from which the copyweps originate from. The downside of this is that they use a lot more ammo, and you overheat can the Power Gear really easily if you stay in this state for too long. These are best used once, or all at once, to dish out massive damage. You could also try using the entire bar to almost always get a kill, but this means that cooldown will take effect and you will have no weapon ammo left. It's a mechanic with risk and reward in a nutshell; below you can see what each gear effect does, and how to best use it.

Rolling Cutter
Turns into a Large Rolling Cutter, similar to Cut Man's Ultimate. This actually deals less direct damage than the normal Rolling Cutter, but it goes way farther, stopping only when it hits a wall, then returning. You can cancel Power Gear right after you fire, and it will still execute the move, so when using this, cancel Power Gear and try to back up, as the cutter will almost always reach its target unless they move. You can also move towards your opponent as they try to dodge the Power Gear Rolling Cutter, and use the normal Rolling Cutter for some mix up.

Super Arm
Turns the normal super arm rock into the one that's in Megaman Powered Up. This deals almost identical damage, but the main difference being that the block itself no longer is affected by gravity, meaning it can be used easily at far range. Note that the block is still fired at the same location as the normal Super Arm block.

Ice Slasher
Turns into an even slower Ice Slasher that causes the slow effect on impact. You can only fire 3 before it runs out of ammo, but it's very easy to dodge. Try using it at close range to ensure you can land a hit. You can't stack the slow effect with multiple hits.

Hyper Bomb
Turns into a gravity-based bomb projectile that explodes on contact or when you hit any surface with it. It also causes the screen to shake on hit (with a player), and can kill most classes with direct hits. Best used at semi-close range because the bomb does not fly very far. Note that normal Hyper Bomb also explodes on contact now, but that deals generally less damage due to Mega Man having copyweapon nerf.

Fire Storm
Turns into a generally higher damage projectile/shield the projectile is similar to Fire Man's Mainfire. You can 2 shot most classes at close range if you hit the projectile with the shield, and you can fire 6 of these before you run out of ammo, but you would not be able to do that without overheating if you don't cancel for a while before the 5th one, best used at close range.

Thunder Beam
Turns into a thunder strike that is created where you look, similar to Elec Man's Ultimate. This is best used at far range, as it's more of a sniping tool. You can fire out 2 before you need ammo without overheating, so if you trust your aim and prediction skills, you can easily use this to hit where the enemy is going to move, and deal huge damage! Don't forget to aim on the ground where they stand, otherwise you might just end up missing.

Time Slow
Turns into a AOE attack that gives you a speed boost, this can be used once before you need ammo, once you have gained the speed boost a passive damaging aura around you. Can be used as a chasing tool because you don't need to hit anyone to gain the speed effect.

Oil Slider
Turns into a move that automatically puts you into the sliding state of Oil Slider. This deals more contact damage than the normal Oil Slider, and can be used at least 3 times before ammo is needed. If canceled, you get forcefully removed off the slide. Can be used to get speed in unconventional ways, for example, if you use this, jump and then cancel power gear, you can get a huge burst of speed in the air, similarly to Bass using his altfire and jumping. This can result in you stopping completely though, so it's more of a risk and reward type of function.

Metal Blade
Fires a Metal Gear that rolls along the floor until it hits a wall, similarly to Metal Man's uncharged altfire. Deals weak damage, and can be used 7 times with full ammo. Useful for pursuing enemies.

Air Shooter
Air Shooter now creates a long whirlwind that hits multiple times, similar to Air Man's charged mainfire. This is used best when your opponent is somewhat slow, as you'll be able to get more hits on them with it. This is also somewhat fast, and can be used twice with a full ammo bar.

Bubble Lead
Bubble Lead now bounces off terrain and lasts for a while. Deals weaker damage as a result, but is harder to dodge. Can be used 12 times with full ammo.

Quick Boomerang
Fires three Quick Boomerangs in a spread that home in on enemies once. Weaker than normal Quick Boomerangs by themselves, but deal a lot of damage if all three hit. Useful if you're chasing someone or being chased yourself.

Crash Bomb
Fires three Crash Bombs in a spread. Can be used 4 times with full ammo. Useful for high single target damage.

Time Stopper
Increases the AoE and slightly buffs the damage. Useful for large crowds of enemies, but can only be used ONCE with a full ammo bar, much like normal Time Stopper. Try to line multiple people up to use your Ultimate on!

Atomic Fire
Fires three fire pillars which extend in the direction they are shot by a short distance. These pillars act the same way as Heat Man's Ultimate mainfire, dealing heavy damage on contact and afterburn for a while. Useful for cutting off enemies, but can only be used three times with a full bar.

Leaf Shield
Works the same as normal Leaf Shield, except the leaves are bigger, and it summons a leaf rain when shot. Can be used twice with full ammo.

Needle Cannon
The player pulls out their other arm cannon (NANI?!) and fires out two Needle Missiles in a row, much like Needle Man's Ultimate. They do more damage than normal Needle Cannon and have splash damage, but have a slower RoF, making them an excellent choice for close quarters combat.

Spark Shock
Fires out a huge electric orb, much like Sparkman's fully charged M1. It has high damage as well as a longer stun, so it's good to follow up with a powerful attack after using it!

Gemini Laser
Fires out a different Gemini Laser that moves faster and deals heavy damage to those hit by it. However it lasts for a shorter amount of time as a result. Good for sniping.

Hard Knuckle
Fires off what appears to be a normal hard knuckle with a delay, except this Hard Knuckle deals MASSIVE damage, being able to two-shot most classes, but also using all of your ammo upon use. Use this at point blank for best results!

Magnet Missile
Fires a slow, sparkling magnet that pushes enemies away and explodes after a short while, dealing heavy damage. Can be used four times with full ammo, and it's best optimized at close-mid range.

Shadow Blade
Fires a GINORMOUS blade that moves quick, does not return to the user, and deals massive ripping damage. Can be used twice with a full ammo bar, so it's good for sniping for finishing weak enemies.

Top Spin
Works the same, but deals more damage and floods the area with spinning tops that deal weak damage but disorient the player, allowing for follow up attacks. Can be used three times with full ammo.

Search Snake
Fires off Snake Man's charged M1, dealing moderate ripping damage. Usable 6 times with a full bar.

Pharaoh Shot
Fires out a fast moving Pharaoh Wave, which deals moderate ripping damage. Can be used three times with full ammo, so it's useful for weak enemies fleeing the scene.

Dive Missile
Fires a barrage of Dive Missiles so long as the player is holding M1.

Skull Barrier
So long as normal Skull Barrier is active, Mega Man will fire off skull shaped shots that do moderate damage.

Ring Boomerang
Fires out six big rings in six directions, much like Ring Man's charged M1. They do the same damage as normal Ring Boomerang, and can be used three times with full ammo.

Flash Stopper
Summons an AoE which instantly blinds and stuns anyone hit by it, however it can only be used once with full ammo, so follow up with something that can kill quickly.

Rain Flush
Fires off a Rain Flush capsule that leaves a trail, which then summons a Rain Flush that does extra damage plus has double the AoE. Can be used twice with full ammo, and is great for large crowds.

Drill Bomb
Fires a fast moving Drill Bomb that leaves a trail behind and makes rocks go flying when it explodes. Does less damage than normal Drill Bomb, but has incredible splash damage, so it's good for long range combat.

Dust Crusher
Fires a large pile of junk at the enemy, dealing massive damage. It explodes into small, weak damaging junk bits on collision with terrain or players. Can be used three times with full ammo.

Gravity Hold
Summons Gravity Hold with a larger AoE and slightly higher damage, but can only be used twice with full ammo.

Napalm Bomb
The player pulls out both arm cannons to fire off two Napalm Bombs that explode upon hitting terrain or players. Landing both bombs can deal incredible damage, so aim carefully! This move can be used three times with full ammo.

Charge Kick
Charge Kick now goes forward as long as you hold M1, although it deals weaker damage as a result.

Star Crash
Summons a meteorite that explodes on contact dealing moderate damage and good splash damage. Useful for mid range combat, and can be used five times before needing to refill ammo.

Gyro Attack
Fires off a Gyro Attack that homes in on enemies, much like Gyro Man's own Ultimate M1. Deals heavy damage but can only be used four times with a full ammo bar.

Water Wave
Summons a pinpoint geyser that deals heavy ripping damage and sends the enemy upwards. Can be used four times with one bar, so it's useful for being an area-denial tool.

Power Stone
Summons the Stone Hand that Stone Man uses in his Ultimate. Works the same way, although with less damage. Can be used two times with a full bar of ammo.

Crystal Eye
Shoots off a Joe Crystal as well as four bouncing Crystal Eye shots, much like Crystal Man's respective charged M1 and M2. The attack does less damage, but is good control plus sniping. Can be used four times before needing to refill ammo.

Silver Tomahawk
Fires off a normal Silver Tomahawk, as well as firing off feathers in one of three patterns (Parallel, Shotgun, Spread,) much like Tomahawk Man's M2. Good for tricking enemies at mid-range. Can be used 4 times with full ammo.

Wind Storm
Fires off what is essentially a weaker version of Wind Man's Ultimate, a giant Wind Storm that deals ripping damage and rebounds once. Good for getting enemies off your tail. Can only be used once with full ammo, however, so make your shot count.

Yamato Spear
Fires off the spear of Ben K (aka Yamato Man's Thirdfire) which blocks projectiles and deals ripping damage, but moves slow. Can be used three times with a full ammo bar, so use it to clear small hallways.

Centaur Flash
The player's hand transforms into a buster and fires off the powerful Centaur Arrow, which works the same way as Centaur Man's charged M1. It also retains its knockback ability and and extra damage if the victim hits the wall. Can be used twice, but afterwards you will need to replenish ammo. Good for sniping at far away distances.

Flame Blast
Summons a valley of Flame Blast pillars that deal half the damage of normal Flame Blast shots. Can be used four times before needing to refill ammo.

Blizzard Attack
Fires off four snowflakes of enhanced Blizzard Attack, which will home in on enemies multiple times. Can be used four times before needing to refill ammo.

Plant Barrier
The player's hand turns into a buster and fires out three seeds that turn into the Turret Flowers used by Plant Man. The bullet the turrets fire deal pitiful damage but hitting with the seed directly deals more. Can be used twice with full ammo.

Knight Crush
Fires off a giant Knight Crush that makes rocks fly when it hits an opponent or terrain, and deals heavy damage. Can be used three times, and then ammo will need to be replenished.

Thunder Bolt
Fires off a literal bolt of powerful lightning that rips through enemy health, and splits into sparks in a + formation that deal weak damage. Can be used three times before needing to refill.

Slash Claw
The player leaps forward a short distance and then uses a more powerful version of Slash Claw that can annihilate an opponent's health if they don't move in time. Can be used four times.

Freeze Cracker
Fires an ice ball upwards to create a circle of icicles on the ceiling of the map, which then fall and shatter into short range ice shards and, depending on how many of the icicles/ice shards hit enemies, can deal massive damage all around. Can only be used once though, so use it to buy yourself some time to get away from tight situations.

Noise Crush
Fires off a fast and large Noise Crush that does not rebound off of walls. However, if the soundwave hits an opponent, it will deal a whopping 50 damage to them (enough to bring a Normal health tier class down to half health or less.) Can be used twice, and its good for finishing off weak enemies.

Scorch Wheel
Summons a more detailed but weaker version of Scorch Wheel that will break into damaging flames that stick to the ground when the wheel hits a wall. The wheel and flames deal weak ripping damage, so it's good for whittling down health. It only has two uses though, so don't get carried away!

Danger Wrap
Fires off three big Danger Wrap bubbles that fly the same as normal Danger Wrap, but will deal moderate damage to enemies on direct hit. (landing all three shots on someone will almost guarantee a kill if you weaken them first.) The bombs will also drop to the ground if they touch the ceiling and explode after a set amount of time, or if an enemy runs into them. Use these to block paths off, or for single-target heavy damage. Can only be used twice before needing to refill.

Junk Shield
Fires off a delayed, but fast cube of junk that blocks projectiles and dishes out MASSIVE damage to anyone struck by it. Your best bet is to just run away from this if you're on the receiving end of this. It can only be used twice, luckily, but keep on your toes!

Wild Coil
The player turns their buster into a fist and fires it at their foes! This fist deals heavy damage on direct hit, but it also has some nice splash damage too. The fist can also deal knockback as well, so be careful near pits! However, you will be unable to move when the fist is out, so beware, as enemies can use this as their opportunity to strike! Can be used four times.

Mega Ball
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Tornado Hold
Fires a normal Tornado Hold, with the only differences being that it moves, and it deals extra damage. Can be used three times before needing more ammo.

Thunder Claw
Fires off an orange-blue Thunder Claw that deals no extra damage, but can pull those hit by it closer to you. As a result however, it loses its ability to swing from Thunder Claw pegs. Can be used four times.

Astro Crush
The player does the summoning pose for Astro Crush, and then transparent clones of them begin to form above the player, spiraling outwards for a set distance. This is your only warning to get away, as immediately after this, the clones turn into an Astro Crush meteor and falls to earth, one by one. The meteors do less damage than normal, but it's good to get away nonetheless. As one might suspect, this uses all Astro Crush ammo on use.

Ice Wave
Fires off two big white Ice Waves that move fast, freeze anything in their way, and deal very heavy damage. Great for pursuing enemies in narrow hallways. Can only be used three times.

Homing Sniper
Fires a barrage of eight Homing Sniper missiles. Can be used twice.

Flame Sword
The player will rapidly swing Flame sword left and right as long as M1 is held. And yes, it retains its powerful close quarters advantage.

Flash Bomb
Flash Bomb now gains a skull, a smoke trail, and a speed boost. Not only that, but its damage is heavily increased, and once it explodes, girders will begin to fall around it, adding to the damage. Can only be used twice before needing to refill on ammo.

Water Balloon
The player fires out what is essentially Evil Robot's Caustic Mine attack from the core boss battle. Its damage has been nerfed, though, and it will bounce the room and explode after a while, unless someone runs into it. Can be used three times.

Tengu Blade
Instead of Tengu Blade, the player will instead fire off a Yama Arashi that deals moderate ripping damage and bounces off of walls. Can be used three times, and is useful for small hallways.

Copy Vision
The player summons a Shururun enemy from beneath themselves and gets a jump boost. The Shururun will deal ripping damage to enemies, but only one can be on the field at a time and they can be destroyed. Can be used four times.

Ice Wall
Fires out a delayed, but fast moving Ice Wall that bounces around, blocks projectiles, and deals moderate damage. Can be used four times before needing to refill.

Spread Drill
Summons a pinpoint Giga Drill to rise out of the ground and deal heavy ripping damage to players. It despawns after a few seconds. This is useful for blocking paths at mid-range. Can be used two times with full ammo.

Magic Card
The player tosses out a ball with a star insignia on it. This deals good damage on its own, but when it hits terrain or a player, it will shatter, revealing two doves that will home in on enemies with very poor accuracy. Can be used four times before needing to fill back up on ammo.

Lightning Bolt
Works the same as normal Lightning Bolt, although it summons extra bolts. Can only be used twice.

Wave Burner
The player leaps, stalls for a second, and then dashes downward with a fire trail. Once you hit the ground, multiple fire waves will spread out around you to a set distance, dealing light ripping damage. Useful for crowd control. Can only be used once with full ammo, however.

Remote Mine
Summons three Remote Mines that can be aimed and explode on contact with any surface. An excellent choice for point blank, as it will more than likely instantly kill the target if all three mines hit. Can be used twice.

Tornado Blow
The player will summon a bigger Tornado Blow that has higher damage and better jump boost. Useful for crowd control and scaling tall structures. Has two usages.

Plug Ball
Summons a shadow clone of Mega Man which wanders around aimlessly and deals heavy damage if it runs into someone. Good for flooding small areas and enemies pursuing you. Can be used three times with full ammo.

Laser Trident
Summons four waves of fish that swim in a wavy pattern and deal light damage. Very useful at close range. Can be fired off three times.

Jewel Satellite
Fires a single gem which shatters on contact with any terrain or player. It deals moderate damage, and is very good for mid range combat. Can be fired eight times with full ammo.

Black Hole Bomb
Fires a normal Black Hole Bomb, but with better damage, and near inescapable suction. Can only be fired once.

Magma Bazooka
Instantly fires a full charged shot of Magma Bazooka at twice the ammo cost. Can only be used twice.

Hornet Chaser
Fires a spread of stinging Hornet Chasers that home in on enemies multiple times. Useful if used on one target. Can be fired three times.

Concrete Shot
Fires a glob of liquid concrete that instantly solidifies anyone hit by it, making them unable to move or attack. It can also be used to make a HUGE solid of concrete. Can be fired twice.

Commando Bomb
Fires a Commando Bomb that will either fire out extra shockwave balls upon direct hit, or spew waves in erratic patterns, dealing heavy damage to those caught inside the blast. A great choice for large crowds. Can be fired off twice with full ammo.

Chill Spike
Fires a Chill Spike that has extra spikes. Can be fired four times.

Wheel Cutter
Fires two Wheel Cutters, with one firing off instantly, and the other bouncing and then speeding forward. They do the same damage as normal Wheel Cutter. Can be used three times with full ammo.

Triple Blade
Fires off five blades instead of one. They deal the same damage as normal Triple Blade, and can be used four times.

Rebound Striker
Fires a fast glowing Rebound Striker that bounces around the room. However it loses speed with every bounce, and does not gain any extra damage. Useful for read and frontal assaults. Can be used five times with full ammo.

Water Shield
Summons what appears to be normal Water Shield, until the shield opens to reveal an extra circle of eight fast moving bubbles. They do the same damage as normal Water Shield, and can only be used twice.

Solar Blaze
Fires out a mini sun which on direct contact deals heavy damage and splits into a + formation. However, if it detonates, it will spew out Solar Blaze waves in a rotating pattern which deal heavy ripping damage for a few seconds. Ideal for swarms of enemies. Can be fired off twice, so set off both at once and enjoy your solar inferno.

Thunder Wool
Summons a Thunder Wool which splits in a reverse Y and rains lightning down upon the battlefield. Aside from minor extra damage from a direct hit from the cloud itself it deals no extra damage, and can only be used twice.

Block Dropper
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Acid Barrier
Summons a more detailed version of Acid Barrier that has higher durability, but no attack increase. Can be used twice.

Chain Blast
Summons a slower but more powerful bomb that upon impact deals heavy damage and moderate ripping damage afterwards. Useful for close range or blocking off paths. Can be fired three times before needing to refill ammo.

Scramble Thunder
Summons a big Scramble Thunder that pierces through enemies, dealing light ripping damage. Good for pursuing weak enemies and discouraging stronger ones. Can be used three times.

Bounce Ball
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Blazing Torch
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Pile Driver
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Tundra Storm
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Grab Buster
Fires a blob of ooze that bounces around and shatters after enough bounces. Does slightly more damage than normal Grab Buster, and will restore slightly more health. Can be fired four times with full ammo.

Bubble Bomb
Fires a slow Bubble Bomb that moves forward a bit and then stops, acting as a mine that can block some shots. Good for setting up a barricade. Can be used four times.

Spark Chaser
Fires the Terra Firma, which freezes enemies for a short period while also dealing moderate damage. Can only be used twice with full ammo.

Photon Missile
Summons a spread of Photon Missiles which fire off very quickly and deal normal amounts of damage. Very good for long range sniping. Can be used three times.

Electric Shock
Fires an electrical burst which splits six ways. A direct hit can do good damage, but landing the split shots ensures even heavier damage. Can be fired six times.

Black Hole
Freezes all enemies within a certain radius and fires a barrage of bullets from all sides in a rotating pattern. The time stop and bullets do the same damage, so it's useful if you're surrounded. Can only be fired once.

Deep Digger
The player jumps up and when they land, summons a short wall of powerful Deep Digger rocks that do MASSIVE ripping damage to enemies caught inside. A great choice for discouraging players who are chasing you. Can only be fired once as a result.

Salt Water
Summons an extra salty ball of water that explodes in a random pattern of weak damaging droplets. These do the same damage as normal Salt Water, but if you hit three direct hits on an enemy within a set amount of time, their ability to move becomes heavily crippled, making them ripe for free frags. Can be used up to four times before needing to refill ammo.

Break Dash
The player will dash at very fast speeds in the direction they're facing as long as you hold M1. During this, you won't be able to move the camera, so you'll need to reposition to avoid missing your target or fall into pits. This does less damage than normal as a result however.

Mirror Buster
Fires a full charged Mirror Buster shot at the cost of over double the ammo. As such, this can only be used twice with full ammo.

Sakugarne
Works as normal Sakugarne, except you fire out heavy rocks when you jump. The rocks do extreme damage, and they spawn in a random pattern. This move can only be used three times.

Screw Crusher
Fires a Screw Crusher unaffected by gravity. It does less damage than normal Screw Crusher, and even less if it hits a wall and rebounds into someone. Good for sniping. It can be used a whopping 12 times before needing to refill.

Ballade Cracker
Fires out a Ballade Cracker that can stick to terrain. Useful for trapping up corners and such. Can be used five times with full ammo.