Support items are consumable one-time-use items that you can purchase repeatedly. The following gives you all the information you need, including cost, whether an item is manually or automatically used, and how many of each you can hold at one time.
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1UP | Manual |
|---|---|---|
|
Gives you another chance to beat a stage. |
09 |
Notes: If you lose all your lives during a stage, you’ll be given the option to retry the stage from the beginning or return to Dr. Light’s Lab. If you’re low on lives when starting a new stage, you can purposely let Mega Man die until you are given the choice of restarting, whereupon you’ll be given the default amount of lives at no penalty.
You can also gain a large amount of lives by strategically using the Mega Tank. See the Acid Man section of this guide for a way to easily max out your 1UPs at the start of that stage.
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Super Guard | Manual |
|---|---|---|
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Halves all damage taken during the stage where you used this item. The effect finishes when you die or complete the stage. |
01 |
Notes: At 100 Screws, it can’t hurt to have one of these ready in case you encounter a particularly tough area or boss and would like to lessen the chances of a game-over.
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Pierce Protector | Auto |
|---|---|---|
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Spikes will deal damage but not kill you instantly. Hitting spikes once uses up one Pierce Protector. |
03 |
Prerequisite: Die to spikes five times.
Notes: Because dying in this game can often lead to large amounts of lost progress or even a game-over, keeping three Pierce Protectors in your inventory at all times is a good idea. Better to have them and not need them than to throw your controller through a window.
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Energy Tank | Manual |
|---|---|---|
|
Refills your energy gauge. |
06 |
Notes: You can find a few of these in the wild, but it’s always worth having one on hand, just in case.
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Weapon Tank | Manual |
|---|---|---|
|
Refills all your weapon gauges. |
06 |
Notes: Like the E Tanks, it’s always worth having a W Tank ready for an emergency. However, you can negate the need for a W Tank by combining the Capsule Catcher and Energy Balancer Neo parts.
|
Mega Tank | Manual |
|---|---|---|
|
Refills your energy and all weapon gauges. Using this when your gauges are all full will change all weak on-screen enemies into 1UPs. |
01 |
Notes: The Mega Tank is fairly expensive given that you can achieve the same effects with an Energy Tank and Weapon Tank for 100 Screws less and one extra visit to the Menu screen. Likewise, although the Mega Tank’s special function of turning onscreen enemies into 1UPs is cool, you’d have to get at least six 1UPs out of it to break even with the cost of just buying 1UPs on their own.
One of the easiest ways to get 6+ 1UPs using the Mega Tank is at the start of Acid Man’s stage.
|
Tank Container | Auto |
|---|---|---|
|
Increases the maximum number of Energy Tanks and Weapon Tanks you can hold. |
01 |
Notes: Mega Man can now hold up to nine E Tanks and W Tanks. This does not apply to M Tanks.
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Eddie Call | Manual |
|---|---|---|
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Summons Eddie to lend a hand by dispensing a random item. Each summon uses up one Eddie Call. |
01 |
Notes: The randomness of Eddie’s item drops makes this buddy more of a nostalgic throwback than a truly useful mechanic. You can increase the chances of getting the kind of drops you want by purchasing the Screw, Energy, and Capsule Catcher parts.
|
Beat Call | Auto |
|---|---|---|
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Beat will rescue you when you fall into a pit. While he flies out you can drift left or right, and jump to send him away mid-flight. Each summon uses one Beat Call. |
01 |
Notes: In a game filled with difficult platforming and numerous bottomless pits, Beat is the true hero of Mega Man11.
Notes: Mega Man can now hold up to three Eddie Calls and Beat Calls.