Annihilation


"Whooo!!"

Navi:Fireman.EXE
Operator: Mr. Match
Navi Element: Fire
Appearances: MMBN1, MMNT, MMBCC, MMBN4, PoN, EXE4.5, EXEOSS
Abilities: Absorb Flame, OverHeat
Weapons: Fire Arm, Fire Tower, Fire Bombs
Signature Attack: Fire Storm
Bio: The first of Mr.Match's navis and the most level-headed. All of Match's navis are big pyromaniacs, but where Heatman is too wild and Flameman is too violent, Fireman is able to keep his flames under control. The fire of his soul burns the hottest and most concentrated. Fireman often takes the role of leader among his brothers, and is often Match's choice for NetBattle. However, while Fireman has spirit, he's weaker than Flame and slower than Heat. When Match's navis come together they can form an unstoppable inferno of a combination.


"Gokgok Gokgok! (To control the net!)"

Navi:Stoneman.EXE
Operator: none
Navi Element: none
Appearances: MMBN1, EXEOSS
Abilities: Petrify, Gravity Shift
Weapons: Stone Arms, Stone Laser
Signature Attack: Power Stone
Bio: Stoneman is a primitive autonavi, meant primarily for defense. he can't move very fast, and his battle skills are relatively low for an autonavi, but he still has a large amount of power and a massive body. Stoneman's body is almost entirely solid stone and he doesn't even have a voice. Like most non-humanoid navis he has his own language consisting of strange sounds. Stoneman's language is a series of "Gok" sounds made by stones grinding together in his body.


"The vastness of nature will engulf you!"

Navi: Woodman.EXE
Operator: Sal
Navi Element: Wood
Appearances: MMBN1, MMBCC, MMBN4, PoN, EXE4.5, EXEOSS
Abilities: Seed, Growth, GaiaEnergy, Wooden Armor
Weapons: Wood Tower, Rolling Logs, Seed Cannon, Leaf Twister
Signature Attack: WoodTower Garden
Bio: Woodman is a massive and powerful navi with strong defense, but his strength is mostly unused since Woodman is a non-violent nature-lover. He netbattles for the sake of the sport, but merely lets his power flow naturally like a growing forest. If he were more violent and determined, he could cause widespread destruction with his power. The Wood element surges from him, causing Wood Towers to sprout instantly with unstoppable force. Woodman prefers the peaceful life tending to a garden and spreading environmentalism like his hippie operator.


"Behold, the power of IceMan!"

Navi: Iceman.EXE
Operator: Seiji Froid
Navi Element: Aqua
Appearances: MMBN1, MMNT, MMBCC, PoN, EXE4.5, EXEOSS
Abilities: Ice Shoes, Cold Breath, Insulation
Weapons: Ice Tower, Freeze Bombs, Ice Slasher, Ice Cubes, SnowDoll
Signature Attacks: IceTower Blizzard, FreezeBomb Spread
Bio: Iceman is a cute little bugger and people often assume he's an innocent little kid, but he actually caries a strong fighting spirit and solid determination to protect is family. Iceman hates it when he's underestimated because of his appearance, and often proves his worth in battle. Iceman is an intelligent fighter and combines his IceCube defense with a tactical Freezebomb offence to render many opponents helpless. He has a special ability to freeze entire networks with his breath, but will keep his powers under control unless neccessary. Iceman cares a lot about his operator and his family, and his skill is pushed to the limit when he's thinking of them.


"Hrk! My jaw! Kreek kreek..."

Navi: Skullman.EXE
Operator: Miyuki Kuroi
Navi Element: none
Appearances: MMBN1, MMBCC, EXEOSS
Abilities: Megacephaly, Disjoint
Weapons: Bones, Skull, Spirit Flame
Signature Attacks: Bone Stalker, Skull Crusher
Bio: While his operator is apathetic and spiritual, Skullman is a wild trickster. He has a sick sense of humour and enjoys inflicting pain on his opponents in battle. Despite his appearance, he's very strong since he attacks with parts of his body that are made of very hard material, but since his joints are meant to separate easily, he's a little flimsy and low on defense. It helps in in battle when his operator is able to sense the enemy's personality and his probable battle style; she claims to see the auras of those she meets. When Skullman can, he'll just have fun and cackle through any situation, he's a very upbeat navi even though many consider him to embody death itself.


"I'm just a friendly neighborhood Navi!"

Navi: Colorman.EXE
Operator: "Madd" Madoi Iroaya
Navi Element: none
Appearances: MMBN1, MMNT, MMBCC, EXEOSS
Abilities: Elemental Shift, ColorDoll Summoner, Ball/Legs Switch
Weapons: ColorDolls, ColorBall
Signature Attacks: Fire/Aqua Tower Combo, ColorBall Shooter
Bio: Colorman is a free-spirited clown that loves to have fun. As a WWW navi, his fun usually entails using his hacking abilities to cause mischief with systems, even without the WWW he enjoys harmless pranks involving this kind of havoc. Colourman is a tough fighter despite his appearance; his Ball attack can cause great damage when properly fired, and many opponents find it hard to avoid thanks to its erratic movement pattern. His strength comes mostly from his elemental drones; mostly immobile statues with the sole purpose of distracting the opponent with tower attacks. Colourman's need for entertainment is an addiction, and even goes off on his own to make his humourous antics when his operator ignores him.


"Oh, time for me to go taunt the beach-goers!"

Navi: Sharkman.EXE
Operator: Masa
Navi Element: Aqua
Appearances: MMBN1, MMBCC, EXEOSS
Abilities: WaterPanel, Ruse, FinSpawn
Weapons: FinBlades, AquaTower, Jaws
Signature Attack: Fin Cutter
Bio: Like most animal-like navis, Sharkman a lot like his design. As a shark he's a fierce and powerful predator. Also, as a sea-creature type, he enjoys swimming and can do it just about anywhere with his ability to phase through solid material as if it were water. He uses his WaterPanel ability to stay hidden in battle. Sharkman enjoys terrorizing other navis, and even though he only eats viruses, he likes navis to think he could devour them at any moment. Thanks to his experienced operator, Sharkman has a fiercely intense attack pattern, and only opponents with good speed and reflexes have much of a chance against him.


"Heehee! Electricity is my power! As long as there's power generated, I can't be stopped!"

Navi: Elecman.EXE
Operators: Count Jack Zap, Mrs. Ann Zap
Navi Element: Elec
Appearances: MMBN1, MMNT, MMBCC, EXE4.5, MMBN6, EXEOSS
Abilities: AirShoes, Regenerator, Lightning Rod, Direct Current, ZapWarp, Stun Charge
Weapons: Thunder Beam, StaticShock, DynamoRods, Lightning Clouds, ElecSword
Signature Attack: Lightning Blast, Dashing ElecSword
Bio: Elecman is a powerful navi representing the Elec element. Like his operator, he's brainfried and addicted to electricity, though since he's a navi designed to handle the element, he's slightly less insane and often keeps Count Zap under control. When Count Zap's wife Ann takes custody of his navi following their separation, the rolls are reversed as the stricter and more dignified Ann reigns in Elec and trains him to be a functional member of society. Elecman has a persistent attitude, and always knows in defeat he can regenerate and power-up for the next battle. Elecman acts fairly serious most of the time, but when it's time to fight he can just let loose and go hysteric with the pure electrical energy flowing through his body.


"Fool... They don't call me BombMan for nothing!"

Navi: Bombman.EXE
Operator: none
Navi Element: none
Appearances: MMBN1, EXEOSS
Abilities: Minelayer, Bomb Summon, Self-Destruct
Weapons: Mines, Soccer Bombs, Cluster Bombs
Signature Attack: Hyper Bomb
Bio: Like Stoneman, Bombman is a more primitive autonavi and has fairly low intelligence. His battle style is mostly random destruction as he spread bombs in every direction, but this works since the destructive power of his explosives can hit opponents no matter where they are. Bombman has a short fuse and is enraged by small and petty things, incidentily he's also not very popular, but he's definitely tough enough to be part of the WWW's Undernet corps. He always acts strong, even in defeat he can go out with a bang with his self-destruct ability; if he can't win, then nobody does.


"And for my next trick..."

Navi: Magicman.EXE
Operator: Maha Yahoot
Navi Element: None, Fire (varies)
Appearances: MMBN1, MMBCC, EXEOSS
Abilities: Mystify, Virus Summoner, Vanishing Act
Weapons: Runic Circles, Mystic Flame, Magic Cards
Signature Attack: Magic Fire
Bio: Magicman is a navi that enjoys being mysterious and keeping everyone in suspense. Magicman has incredible power and with his mystic flame he can delete many enemies instantly, but much of his power isn't even real, it's just illusion. He barely moves in battle, rather he summons viruses to attack for him, thus creating the illusion of an intense, high-speed fighter. There are several battle styles he can use, but not all at once because of the energy expense. For example, his Circles can be used for summoning viruses, as floating platforms, as sealing spells to trap opponents, as shields, and more, but he needs concentration to determine their function. Magicman has a flamboyant personality, and is always out to impress and entertain others, even in battle. Sometimes he can delete opponents instantly with a powerful Magic Fire attack, but he'd rather drag the battles out and make them interesting.


"My name is PharaohMan, King of the Navis... This is my sanctuary. Fools, you have despoiled this sanctuary with your unclean presence..."

Navi: Pharaohman.EXE
Operator: none
Navi Attribute: Object
Appearances: MMBN1, MMNT, MMBN2, EXEOSS
Abilities: Curse, Float, Immortality
Weapons: Coffin Traps(TombRats, Limestone/Marble Cubes, Ra-Beam, DarkWind), Pharaoh Traps(TombSnakes, Anubis, ArrowTrap, PharaohShots)
Signature Attack: Coffin Gate
Bio: Pharaohman is a very unique and mysterious autonavi. He was found several times defending WWW territory and yet always seems to be in a world of his own, believing he is defending sacred territory. It's unknown what his true origins are, but it's likely he was either an early construction of Wily's or an obsolete autonavi prototype that Wily salvaged and restored. Pharaohman has a unique battle in which he focuses entirely on summoning coffins or traps, which each have a wide array of their own attacks suitable for most navis. His wide selection of weapons makes him one of the most versatile autonavis ever. Pharaohman has a authoritative, intimidating demeanor, he only misses out on emotions and outward awareness with his primitive AI, and that actually makes him a stronger, more focused opponent.


"Don't blame me. I'm just doing my job."

Navi: Shadowman.EXE
Operator: known aliases: Dark Miyabi, Mr. Dark, Dusk
Navi Attribute: Invisibility
Appearances: MMBN1, MMNT, MMBN2, EXE4.5, PoN, MMBN5, EXEOSS
Abilities: Ninjutsu, ShadowShoes, KageBunshin, BunshinGiri, Kawarimi, Yamiuchi
Weapons: Smoke Bombs, Shadow Blades, Muramasa Blade, Mini-ShadowBlades
Signature Attack: Triple Shuriken
Bio: Shadowman is one of the most feared navis on the net, but only to the select few that have heard of or experienced his exploits. His operator is extremely secretive, and little is known about either him or his navi except they'll do anything for enough money. For Shadowman, "anything" means what it means, because almost nothing is impossible for this highly skilled assassin. His Muramasa blade, cursed though it may be, gains strength as he gains damage, so even losing battles can be turned around quite quickly. With his nearly impenetrable Kawarimi defense, it's rare he ever has to use the blade, since enemies often attack illusions instead of the real Shadowman. He has a lot of ingenuity and resources, so deleting navis isn't the only job he's suited for. Because of his skill and power, Shadowman is very confident and never takes his job seriously. He's very anti-social since he considers most navis inferior to himself, and would sooner delete anyone he comes across, but he doesn't believe in doing "freebies".

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