align=center colspan="23" bgcolor="#e3d17c" style="font-size:110%;color:black;Template:Radius"|Template:Color-link-piped Enemy moves and other notes
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#
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Name
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Move(s)
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AI
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Notes
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1
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 Bowser (1)
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- Claw Swipe (1)
- Power Up (Def +1)
- Boosted Claw Swipe (3)
- Fire Breath (10)
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- 1. Claw Swipe
- 2. Claw Swipe
- 3. Power Up, followed by Boosted Claw Swipe
- 4. Boosted Claw Swipe
- 5. Fire Breath
- 6. Skips turn for rest of battle.
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- This is Bowser encountered in the beginning of the game.
- This battle is more of a cutscene, as the player has no battle choices to make, no action commands to perform and no luck involved. The player cannot win.
- The game will crash if the player uses a cheat device to defeat Bowser.
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2
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 Jr. Troopa (1)
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- Uses Power Hop if HP is above 1, otherwise he'll use Power Hop.
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- This is Jr. Troopa, encountered in Mario's first battle with him, in Jr. Troopa's Playground.
- Jr. Troopa does not have a Tattle dialogue, but is given a short description from Goompa.
- Because the Do Nothing option in Strategies is not present, Mario cannot lose to Jr. Troopa.
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3
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 Goomba
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N/A
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- The player may fight a single Goomba in Shy Guy's Toybox (sent by Kammy Koopa).
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4
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File:SpikedGoomba PM.png Spiked Goomba
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N/A
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N/A
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5
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 Paragoomba
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N/A
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- Following any jump attack, the Paragoomba loses its wings and becomes a Goomba.
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6
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File:BlueGoomba.png Blue Goomba (1)
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N/A
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- This is Blue Goomba, from the first battle with the Goomba Bros.
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7
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File:RedGoomba.png Red Goomba (1)
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N/A
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- This is Red Goomba, from the first battle with the Goomba Bros.
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8
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Goomnut Tree
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- Goomnut Drop (3, Goomba King and Goomba Bros.)
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N/A
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- The Goomnut Tree can be hit with any attack (except Fire Flower). The first time the Goomnut Tree is hit, a spiky Goomnut will drop on Goomba King, then Red Goomba (2), then Blue Goomba (2). Any future hits on the tree do nothing.
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9
|
 Goomba King
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- Spin Kick (1)
- Ground Stomp (2)
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- Ground Stomp can only be used once.
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10
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File:RedGoomba.png Red Goomba (2)
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N/A
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- This is Red Goomba from the battle with the Goomba King.
- Red Goomba has a maximum HP of 7, but starts the battle with only 2 HP.
- If Goomba King is defeated, Red Goomba will not take damage when Mario hits the Goomnut Tree.
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11
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File:BlueGoomba.png Blue Goomba (2)
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N/A
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- This is Blue Goomba from the battle with the Goomba King.
- Blue Goomba has a maximum HP of 6, but starts the battle with only 2 HP.
- If either the Goomba King or Red Goomba is defeated, Blue Goomba will not take damage when Mario hits the Goomnut Tree.
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12
|
 Magikoopa (1)
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N/A
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- This is a Magikoopa encountered as a mini-boss before Chapter 1.
- Starts the battle flying on a broomstick.
- If flying, a POW Block or any timed attack (including Hammer Throw) will knock the Magikoopa off of its broom, turning it into a Ground type.
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13
|
 Koopa Troopa
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- Shell Toss (1, first-strike)
- Struggle
- Stand Up
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- Uses Stuggle if just flipped over, followed by Stand Up the next round. If standing upright, uses Shell Toss.
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- A jump or Quake attack will flip over a Koopa Troopa.
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14
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 Fuzzy
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- Kissy-Kissy (1, absorbs HP according to damage, Piercing; immune-zap)
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N/A
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- Fuzzies can only be fought until after returning to Koopa Village with Kooper, although the player may fight four Fuzzies in Shy Guy's Toy Box (sent by Kammy Koopa).
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15
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 Paratroopa
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- Dive Kick (1, first-strike)
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N/A
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- Following a jump attack that hits more than once, the Paratroopa loses its wings and becomes a flipped-over Koopa Troopa.
- Following a jump attack that only hits once, the Paratroopa loses its wings and becomes a standing Koopa Troopa.
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16
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 Bob-omb
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- Hop Attack (1, zap)
- Self Destruct (2, defeats Bob-omb)
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- If enraged, uses Self Destruct. Otherwise, uses Hop Attack.
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- Becomes enraged after receiving damage from an attack.
- While enraged, any damage attack will automatically defeat it. However, if the attacker makes direct contact, they will take 1 HP damage.
- While enraged, Dizzy Shell will always defeat the Bob-omb, and Spin Smash will not push it backwards.
- Fire, explosion and electric damage will automatically defeat the Bob-omb.
- Successfully inflicting Power Shock or Mega Shock will automatically defeat a normal Bob-omb, but not an enraged one.
- If an electrified Mario is hit with Hop Attack, Mario will not take damage and the Bob-omb will immediately use Self Destruct.
- Water attacks will make a normal Bob-omb enraged, but they will also make an enraged Bob-omb normal.
- Water Block provides +2 defense against the Self Destruct attack.
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17
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 Bullet Bill
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- Sacrifice Slam (2, defeats Bullet Bill, zap, first-strike)
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N/A
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- If there are no enemies in front of them, and were summoned from Bill Blasters in battle, the player can target any Bullet Bill with Ground attacks.
- Explosion damage will automatically defeat the Bullet Bill.
- If Sacrifice Slam misses Mario, the Bullet Bill will leave the battle, and the player will not earn Star Points.
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18
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 Bill Blaster
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- Bullet Shot (fires out Bullet Bill)
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- 1. Skips its turn if Bullet Bill fired out earlier is still present. Otherwise, uses Bullet Shot.
- 2. Skips turn.
- 3. Loops back to 1.
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- The player can First Strike the Bill Blasters.
- If there no enemies present, the player can target any Bill Blaster with Ground attacks.
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19
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 Bowser???
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N/A
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- Is immediately replaced with Koopa Bros. when defeated. This does not use Koopa Bros.'s turn, nor cancel out Mario or his partner's possible unused turn.
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20
|
 Koopa Bros.
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- Ninjakoopa Special (2-4, lag-block)
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N/A
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- Attack power of Ninjakoopa Special is equal to the number of Ninjakoopa in the stack (2-4).
- The Ninjakoopas themselves cannot be damaged while in the stack.
- Before attacking, Koopa Bros. will wait until all Ninjakoopas not in the stack take their turn.
- Any damage-dealing attack makes the stack unstable. This unstable status is cleared when Koopa Bros. attack.
- While unstable, any attack (including Sleepy Sheep or Fright Jar) is guaranteed to knock over the stack.
- A Thunder Bolt or a damage dealing Bomb attack will knock over the stack without having to make it unstable first.
- While knocked over, all Ninjakoopas that were in the stack will become separated and flipped over.
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21
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 Red Ninjakoopa
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- Shell Toss (1, lag-block)
- Join Tower
- Struggle
- Stand Up
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- Uses Stuggle if just flipped over, followed by Stand Up the next round.
- If standing upright, uses Join Tower if Koopa Bros. exists (will create a new tower if there are any Ninjakoopas able to join it the next round), otherwise uses Shell Toss.
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- A jump or quake attack will flip over Red Ninjakoopa.
- If the player successfully inflicts Red Ninjakoopa with Sleep or Dizzy, he will only skip one of his turns, even though a two is displayed.
- When calculating Star Points, the game considers there to have been four enemies at the start of battle.
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22
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 Black Ninjakoopa
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- Shell Toss (1, lag-block)
- Join Tower
- Struggle
- Stand Up
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- Uses Stuggle if just flipped over, followed by Stand Up the next round.
- If standing upright, uses Join Tower if Koopa Bros. exists (will create a new tower if there are any Ninjakoopas able to join it the next round), otherwise uses Shell Toss.
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- A jump or quake attack will flip over Black Ninjakoopa.
- If the player successfully inflicts Black Ninjakoopa with Sleep or Dizzy, he will only skip one of his turns, even though a two is displayed.
- When calculating Star Points, the game considers there to have been four enemies at the start of battle.
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23
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 Yellow Ninjakoopa
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- Shell Toss (1, lag-block)
- Join Tower
- Struggle
- Stand Up
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- Uses Stuggle if just flipped over, followed by Stand Up the next round.
- If standing upright, uses Join Tower if Koopa Bros. exists (will create a new tower if there are any Ninjakoopas able to join it the next round), otherwise uses Shell Toss.
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- A jump or quake attack will flip over Yellow Ninjakoopa.
- If the player successfully inflicts Yellow Ninjakoopa with Sleep or Dizzy, he will only skip one of his turns, even though a two is displayed.
- When calculating Star Points, the game considers there to have been four enemies at the start of battle.
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24
|
 Green Ninjakoopa
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- Shell Toss (1, lag-block)
- Join Tower
- Struggle
- Stand Up
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- Uses Stuggle if just flipped over, followed by Stand Up the next round.
- If standing upright, uses Join Tower if Koopa Bros. exists (will create a new tower if there are any Ninjakoopas able to join it the next round), otherwise uses Shell Toss.
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- A jump or quake attack will flip over Green Ninjakoopa.
- If the player successfully inflicts Green Ninjakoopa with Sleep or Dizzy, he will only skip one of his turns, even though a two is displayed.
- When calculating Star Points, the game considers there to have been four enemies at the start of battle.
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25
|
File:Jr. Troop 2.png Jr. Troopa (2)
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|
N/A
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- This is Jr. Troopa, encountered in Mario's second battle with him, in Pleasant Path after Chapter 1.
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26
|
 Monty Mole (1)
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- Rock Toss (2, first-strike)
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N/A
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- This is the Monty Mole that is at Mt. Rugged.
- Spin Hammer will not push Monty Mole backwards.
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27
|
 Cleft
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- Spike Charge (2, zap, first-strike)
- Struggle
- Stand Up
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- Uses Struggle if just flipped over, followed by Struggle the next round, and Stand Up the round after. If standing, uses Spike Charge.
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- Immune to fire attacks.
- A damage-dealing explosion attack will flip over the Cleft.
- While flipped over, Spin Hammer will not push it backwards.
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28
|
 Buzzar
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- Claw Swoop (3, zap)
- Feather Fling (2)
- Grapple Drop (4, rapid-block)
- High Swoop (4, zap)
- Wind Blast (1-3, Mario/Partner; power-block: 2)
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- 1. Wind Blast
- 2. Grapple Drop
- 3. Claw Drop
- 4. Grapple Drop
- 5. Feather Fling
- 6. Grapple Drop
- 7. Loop to 1.
For all of the turns:
- If Mario is electrified, High Swoop is used instead of Claw Swoop.
- If Buzzar is shrunk, loop to 3). If not, but he took damage from an electrified Mario the previous round, loop to 1).
|
- Mario can avoid fighting Buzzar by answering "Luigi" to his question. The player must do this every time they pass the bridge, however.
- The player can avoid Grapple Drop in a similar fashion to running from a battle. The dodge meter starts empty and takes thirty button presses to fill completely. If the player fails to avoid the attack, they can still block it by normal by pressing
just as Mario hits the ground.
- High Swoop is Claw Swoop used against an electrified Mario. The blocking is different, however. It can't be dodged, but can be blocked as Buzzar touches Mario's hat.
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29
|
 Bandit
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- Thief Bump (2, steals 10 coins, zap)
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- If holding coins, Bandit will run away instead of attacking.
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- Any successful attack will recover stolen coins except for Lakilester's Hurricane and Up & Away. Parakarry's Air Lift will recover coins even if it fails.
- If Mario has less than 10 coins, all of his coins will be stolen.
- Coins aren't stolen if the attack is blocked, the attack doesn't deal damage, Mario is electrified or Bandit is shrunk.
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30
|
 Pokey
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- Timber Attack (2, zap, lag-block)
- Body Shot (2, loses segment, lag-block)
- Head Dive (2, zap)
- Unearth Friend (summons another Pokey in front of it)
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- If fall of its segments are gone, use Head Dive. Otherwise picks from its other moves. It cannot use Unearth Friend if any segments are lost or there is no space in front of it.
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- Starts the battle with three segments.
- If attacked with Shell Toss, Power Shell, Fire Shell, or a timed Spin Smash (direct or indirect), it will lose a segment.
- The player may fight two Pokeys in Shy Guy's Toybox (sent by Kammy Koopa).
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31
|
File:Pokey Mummy.PNG Pokey Mummy
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- Body Shot (2, Poison - Poor, 3; loses segment, lag-block)
- Head Dive (2, Poison - Good, 3; zap)
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- If all of its segments are gone, uses Head Dive. Otherwise, uses Body Shot.
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- Starts the battle with three segments.
- If attacked with Shell Toss, Power Shell, Fire Shell, or a timed Spin Smash (direct or indirect), it will lose a segment.
- Without either the Spike Shield or Feeling Fine badges, Mario will become poisoned for three rounds when jumping on the Pokey Mummy (as well as taking 1 HP damage if Spike Shield isn't equipped).
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32
|
  Buzzy Beetle
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- Shell Toss (2, first-strike)
- Ceiling Drop (2, changes to Ground type, first-strike)
- Stand Up
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- Uses Ceiling Drop if on the ceiling. Uses Stand Up when flipped. Otherwise, uses Shell Toss.
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- Will start battle either on the ground (most common) or on the ceiling.
- Immune to fire and explosion attacks when not flipped over.
- A jump or quake attack will successfully flip over a Buzzy Beetle.
- Any attack, successful or unsuccessful, will knock a Buzzy Beetle off of the ceiling, also flipping it over.
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33
|
  Swooper
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N/A
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- Starts the battle on the ceiling. Any damage dealing attack will change it to a Flying type.
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34
|
File:Stone Chomp.PNG Stone Chomp
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N/A
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- The player can First Strike the Stone Chomp that guards the Pyramid Stone.
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35
|
File:Tutankoopa PM.png Tutankoopa
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- Shell Heave (3, loses a shell)
- Magic Spell (2, Mario; 2, Partner; lag-block)
- Traitor Spell (2, Tutankoopa; changes from Elevated to Ground)
- Summon Chomp (summons Chomp to join battle)
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- Tutankoopa always uses Summon Chomp on his first turn, and for his third attack since a Chomp has been defeated.
- If Tutankoopa is not supposed to use Summon Chomp, Tutankoopa uses Shell Heave, unless he is shrunk, he used Shell Heave the previous round, or he is out of shells.
- If Tutankoopa is not supposed to use Summon Chomp or Shell Heave, he randomly uses Magic Spell or Traitor Spell.
- The first time Tutankoopa randomly chooses a spell, it will always be Magic Spell. The second time will always be Traitor Spell.
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- Tutankoopa starts the battle with 3 shells.
- If Tutankoopa is on the ground, he returns himself to Elevated type before attacking (doesn't use up his turn).
- If Tutankoopa is shrunk, then Traitor Spell will only do 1 damage to himself.
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36
|
 Chomp
|
|
N/A
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- Summoned by Tutankoopa.
- Immune to fire attacks.
- Is defeated automatically when Tutankoopa is defeated (the player won't get Star Points for defeating Chomp in this manner).
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37
|
 Piranha Plant
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- Bite (3, zap, first-strike)
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N/A
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N/A
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38
|
 Forest Fuzzy
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- Kissy-Kissy (1, absorbs HP according to damage, Piercing; immune-zap)
- Create Friend (summons another Forest Fuzzy)
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- Create Fiend is only used if there are less than four enemies present. The new Forest Fuzzy will have full HP.
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- Water Block does not provide protection against Kissy-Kissy.
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39
|
 Bzzap!
|
- Thorn Stab (6, Poison - Fair, 3; zap, first-strike, lag-block)
- Swarm Sting (1, five times, Shrink - Poor, 2; lag-block)
|
N/A
|
- The player can fight two Bzzap!s in Forever Forest by hitting the tree with the beehive in the area with the HP Plus badge.
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40
|
 Hyper Goomba
|
- Headbonk (1, zap)
- Charge Up
- Missile-Bonk (8, loses charge, zap)
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- If charged up, uses Missile-Bonk. Otherwise, randomly picks from Headbonk or Charge Up.
- Hyper Clefts, Hyper Paragoombas and Hyper Goombas tend to use Charge Up on the same round as each other.
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N/A
|
41
|
 Hyper Paragoomba
|
- Dive Kick (1, zap)
- Charge Up
- Missile-Dive (8, loses charge, zap)
|
- If charged up, uses Missile-Dive. Otherwise, randomly picks from Dive Kick or Charge Up.
- Hyper Clefts, Hyper Paragoombas and Hyper Goombas tend to use Charge Up on the same round as each other.
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- Loses its wings and becomes a regular Hyper Goomba when jumped on or hit with a POW Block.
- Following a POW Block or any jump attack, the Hyper Paragoomba loses its wings and becomes a Hyper Goomba.
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42
|
 Hyper Cleft
|
- Spike Charge (3, zap, first-strike)
- Charge Up
- Missile-Charge (8, loses charge, zap)
- Struggle
- Stand Up
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- Uses Struggle if just flipped over, followed by Struggle the next round, and Stand Up the round after.
- If standing upright, uses Missile-Charge if charged up; otherwise, randomly picks from Spike Charge or Charge Up.
- Hyper Clefts, Hyper Paragoombas and Hyper Goombas tend to use Charge Up on the same round as each other.
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- Immune to fire attacks.
- A damage-dealing explosion attack will flip over the Hyper Cleft.
- While flipped over, Spin Hammer will not push it backwards.
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43
|
 Clubba
|
- Heavy Club (3, first-strike)
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N/A
|
- Clubbas can only be fought until after acquiring the Mystical Key, although the player may fight two Clubbas in Shy Guy's Toy Box (sent by Kammy Koopa).
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44
|
 Tubba Blubba (1)
|
- Fist Drop (4)
- Body Crush (6)
- Confused Search
|
- Uses Confused Search if Mario is invisible. Otherwise, randomly chooses between Fist Drop and Body Crush.
|
- This is Tubba Blubba in his invincible form, before he reunites with his heart.
- No attacks have any effect; the player's only option is to run away or make Mario invisible. Confused Search has the same effect as running away.
- If Tubba Blubba (1) is encountered patrolling his hallway, then running away from him will put Mario in the previous room, right by the doors to go back to his hallway.
- If Tubba Blubba (1) is encountered after acquiring the Mystical Key, then running away will put Mario at the entrance to the next closest room out of his castle.
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45
|
File:Tubba'sHeart PM.png Tubba's Heart
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- Tackle (6)
- Charge Up
- Swarm Squeeze (12, loses charge)
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- 1. Charge Up
- 2. Swarm Squeeze
- 3. Charge Up
- 4. Swarm Squeeze
- 5. Tackle
- 6. Loop back to 3).
|
- Only 45 HP damage must be done to Tubba's Heart to end the battle. Reducing its HP to 0 has no special effect.
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46
|
 Tubba Blubba (2)
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- Fist Drop (4, zap)
- Body Crush (6, zap)
|
N/A
|
- This is Tubba Blubba in his "not-invincible" form, after he reunites with his heart.
|
47
|
File:Jr. Troop 3.png Jr. Troopa (3)
|
|
N/A
|
- This is the from of Jr. Troopa encountered in Mario's third battle with him. The player will fight him the first time they head back through Forever Forest with the Super Boots.
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48
|
 Gloomba
|
|
N/A
|
N/A
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49
|
 Paragloomba
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- Dive Kick (2, zap, first-strike)
|
N/A
|
- Following a POW Block or any jump attack, the Paragloomba loses its wings and becomes a Gloomba.
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50
|
 Spiked Gloomba
|
|
N/A
|
N/A
|
51
|
 Dark Koopa
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- Shell Toss (3, first-strike)
- Dizzy Tornado (Dizzy - Good, 2)
- Stand Up
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- Uses Stand Up if flipped over. If standing upright, randomly uses Shell Toss or Dizzy Tornado.
|
- A jump or quake attack will flip over the Dark Koopa.
- If the Dark Koopa is smiling and running on the spot, it will use Dizzy Tornado next. If it is not smiling, it will use Shell Toss.
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52
|
 Shy Guy
|
- Bump Attack (2, zap)
- Acrobatic Attack (3, zap)
|
N/A
|
- Shy Guys can appear in different colors (red, blue, green yellow, pink), which does not affect anything.
|
53
|
 Groove Guy
|
- Dash Attack (2, zap)
- Dizzy Dance (Dizzy - Fair, 2; zap)
- Backup Call (summon Shy Guy, Groove Guy or Medi Guy)
|
- Backup Call can only be used if there are less than four enemies present.
- Dizzy Dance isn't used if Mario is dizzy.
|
N/A
|
54
|
 Sky Guy[1]
|
- Aerial Shot (3, first-strike)
|
N/A
|
- Out of battle, the Sky Guy will perform its First Strike by swooping at Mario.
- The player can also target the Sky Guy's balloons. Doing damage to them will pop them, turning the Sky Guy into a Shy Guy. The balloons cannot be hit with attacks that target multiple enemies.
|
55
|
File:Anti Guy2.png Anti Guy
|
- Bump Attack (10, zap)
- Acrobatic Attack (12, zap)
|
N/A
|
- In Shy Guy's Toy Box, Mario can bribe it with a Lemon Candy, allowing him to skip the battle.
- If Mario makes three mistakes in the quiz against the second Bowser Door in Bowser's Castle, he will have to fight three Anti Guys at once.
- The player can only get coins from the Anti Guy in Shy Guy's Toy Box (making use of the Pay-Off badge).
|
56
|
  Spy Guy
|
- Hammer Smack (2, Command Loss)
- Quick Slingshot (2, first-strike)
|
- Uses Hammer Smack if equipped with a hammer. Uses Quick Slingshot if equipped with a slingshot.
|
- The player can deflect its field attack with a jump or (when wearing Spin Attack badge) spin dash.
- Is equipped with either a hammer or slingshot. A Spy Guy starts the battle with a hammer equipped, unless it is in the front.
- A damage-dealing attack will cause them to switch weapons (unless they are inflicted with Sleep, Dizzy, Shock, Stop).
|
57
|
 Medi Guy
|
- Swoop (1, zap)
- Heal (restore 4 HP to itself or another ally)
|
- Heal is not used if all enemies are at full health. However, Heal is not necessarily used when there are damaged enemies.
|
N/A
|
58
|
 Pyro Guy
|
- Fire Bump (4, fiery, zap)
|
N/A
|
- Immune to fire attacks.
- Takes +1 damage from explosion attacks. Takes +2 damage from water and ice attacks.
|
59
|
 Big Lantern Ghost[2]
|
- Heavy Jump (5, zap)
- Light Beam (2, Mario; 2, Partner)
- Lantern Extinguish (return Lantern's brightness to zero).
|
Starts the following cycle on 4).
- 1. Lantern Extinguish
- 2. Light Beam (works even if Lantern is extinguished)
- 3. Heavy Jump
- 4. If Lantern is at least at brightness level 2, loop to 1). Otherwise, loop to 3).
|
- The player can hit either Big Lantern Ghost's Lantern or his head.
- Hitting the lantern has no effect on Big Lantern Ghost, but each hit raises its brightness level by one. The lantern starts the battle with a brightness level of zero, and can go up to four.
- The player cannot target the Lantern with Tattle, Air Lift, items, or attacks that can target multiple enemies.
- The Player cannot target the head if the Lantern's brightness level is zero or one. Also, since the Lantern is in front of the head, the player cannot hit the head with single-target ground attacks.
- Spin Hammer will not knock the Lantern backwards.
|
60
|
 Shy Squad
|
- Mob Rush (1 x 1-15, once-zap, lag-block)
|
- If they have received damage from an attack on two different rounds, they will run away.
|
- The number of times the attack hits Mario is equal to the number of members in the squad (1 to 15). There is one member in the squad for each HP remaining. Doing damage knocks away an equal number of Shy Guys.
- Having the Shy Squad run away has the same effect as defeating them.
|
61
|
 Stilt Guy
|
|
N/A
|
- A quake attack, a timed jump attack, or successfully inflicting a status ailment will knock a Stilt Guy off of its stilts, turning it into a Shy Guy.
|
62
|
 Shy Stack
|
- Multi-shot (1-4; lag-block)
|
N/A
|
- The attack power of Multi-shot is equal to the number of Shy Guys in the stack (1 to 4). The stack starts with four members.
- If attacked with Shell Toss, Power Shell, or a timed Spin Hammer (whether hit by Mario or pushed enemy), one member will be removed from the stack (to a minimum of one).
- If shrunk, Spin Hammer will not push Shy Stack backwards or knock out a member.
|
63
|
 General Guy
|
- Bomb Throw (4)
- Lightning Shot (5, Mario; 2, Partner)
|
- Does not use Lightning Shot if Bulb is destroyed or partner is dazed.
|
- Watt is immune to the effects of Lightning Shot.
- When calculating Star Points, the game considers there to have been three enemies at the start of battle.
|
64
|
Bulb
|
N/A
|
N/A
|
- This is the lightbulb on General Guy's tank.
- If Bulb is defeated, then General Guy loses his Lightning Shot attack.
- Is defeated automatically when General Guy is defeated.
|
65
|
 Fuzzipede
|
- Headbonk (3, zap)
- Headbutt (3, Command Loss, zap)
- Recover (4 HP)
|
- Fuzzipede doesn't use Recover if he's on the ceiling or his HP is above 7.
|
- If Watt is not Mario's active partner, then it will be too dark to target Fuzzipede.
- Every time Headbonk or Headbutt is used, Fuzzipede will change its type. It has the following cycle: Elevated, Ceiling, Ceiling, Ground, Ceiling, then the cycle restarts.
- If Fuzzipede is on the ceiling and inflicted with Sleep, Dizzy, Shock, or Stop, then dealing damage will change him to Ground type. If, before he next uses Headbonk or Headbutt, Mario hits him with a timed Spin Hammer, he will change to Elevated type, although a graphical glitch makes it look like he upright on the ceiling. Once he uses Headbonk or Headbutt, he returns to normal.
- Fuzzipede does not have an in-battle Tattle dialogue in the game's coding.
|
66
|
 Jungle Fuzzy
|
- Kissy-Kissy (2, five times, absorbs HP according to damage, Piercing; rapid-block: 23; immune-zap)
- Create Friend (summons another Jungle Fuzzy)
|
- Create Friend is only used if there are less than four enemies present. The new Jungle Fuzzy will have full HP.
|
- Water Block does not provide any protection against Kissy-Kissy.
|
67
|
File:Jungle Guy.PNG Spear Guy
|
- Spear Stab (3, first-strike)
- Spear Throw (2, turns into Shy Guy)
- Summon Friend (summons another Spear Guy)
|
- Summon Friend can only be used when there are less than four enemies present.
|
- At either the beginning of battle or after its turn, a Spear Guy will point its spear forward if it is in the front, making it no longer top-spiky.
- The spear will always be pointing up if inflicted with Sleep or Dizzy.
- With the spear pointed forward, Mario cannot perform hammer attacks (except for Hammer Throw and the Quake Hammers) without the Spike Shield badge equipped.
- Bombette's Body Slam and Bomb attacks cannot be performed while the spear is pointing forward.
|
68
|
File:Hurt Plant.PNG Hurt Plant
|
- Poison Chomp (2, Poison - Good, 3; zap)
|
N/A
|
- If Mario is poisoned, the Hurt Plant's attack will not re-poison Mario.
|
69
|
 M. Bush
|
- Poison Bite (3, Poison - Poor, 2; zap)
|
N/A
|
N/A
|
70
|
File:Putrid piranha2.PNG Putrid Piranha
|
- Bite (3, first-strike)
- Poison Breath (2, Poison - Good, 3; lag-block)
|
N/A
|
N/A
|
71
|
  White Magikoopa
|
- Single Heal (5 HP to one enemy)
- Multi-Heal (3 HP to all enemies)
- Magic Blast (3)
- Wand Strike (3)
|
- Only use Multi-Heal if there are at least two enemies not at full HP.
- Only uses Single Heal on an enemy (including itself) that is not at full HP.
- White Magikoopa may not use Single Heal or Multi-Heal when enemies could benefit from it, but it usually does.
- Magic Blast is only used when White Magikoopa is flying; Wand Strike is only used when White Magikoopa is on the ground.
- Tends to run away if alone.
|
- Can be flying on a broomstick or standing on the ground.
- A POW Block or any timed jump attack (excluding Sushie's Belly Flop) will knock a flying White Magikoopa off of its broom, turning it to Ground type.
|
72
|
 Lava Bubble
|
- Fire Bop (4, fiery, zap)
- Fireball Barrage (2, Partner)
|
- Tends to use Fire Bop most of the time. Fireball Barrage is not used if Mario's partner is dazed.
|
- Immune to fire damage.
- Explosion attacks do +1 damage (although an Egg Missile does no damage). Ice and water attacks do +2 damage.
|
73
|
 Spike Top
|
- Shell Toss (3, zap)
- Stand Up
|
- Uses Stand Up if flipped over. Otherwise, uses Shell Toss.
|
- Immune to fire and explosion damage when not flipped over.
- A jump or quake attack will flip over the Spike Top.
|
74
|
  Red Magikoopa
|
- Attack Boost (raises enemy's attack power +1)
- Magic Blast (3)
- Wand Strike (3)
|
- Attack Boost is never cast on any type of Magikoopa, or the caster itself.
- If there are any boostable enemies not with a full attack increase (+3), cast Attack Boost (cycles through all enemies in order from the front). Otherwise, use Magic Blast if flying, and Wand Strike if standing the ground.
- Tends to run away if alone.
|
- Can be flying on a broomstick or standing on the ground.
- A POW Block or any timed jump attack (excluding Sushie's Belly Flop) will knock a flying Red Magikoopa off of its broom, turning it to Ground type.
- An enemy can be boosted by Attack Boost up to three times.
- The effects of Attack Boost can be ended earlier by casting Star Beam.
|
75
|
 Lava Piranha (1)
|
|
N/A
|
- This is the Lava Piranha encountered in the first phase of the Chapter 5 boss battle.
- Immune to fire attacks.
|
76
|
 Lava Bud (1)
|
- Petit Spit (4, fiery, lag-block)
|
N/A
|
- This is the Lava Bud encountered in the first phase of the Chapter 5 boss battle.
- Immune to fire attacks.
- Defeated automatically when Lava Piranha (1) is defeated.
|
77
|
 Lava Piranha (2)
|
- Fire Stream (7, fiery, lag-block)
- Ignite (becomes fiery again)
|
- Skips its turn if just extinguished, followed by Ignite the following round. Otherwise, uses Fire Stream.
|
- This is the Lava Piranha encountered in the second phase of the Chapter 5 boss battle.
- If Lava Piranha (2) is Fiery, water or ice attacks do +2 damage and extinguish Lava Piranha (2), making it no longer fiery.
- Immune to fire attacks.
- An Egg Missile won't do damage, and if Lava Piranha (2) is extinguished, will ignite it without using its turn. The game will crash if Mario hits Lava Piranha (2) with an Egg Missile as the first of two items from Double Dip.
|
78
|
 Lava Bud (2)
|
- Piranha Spit (summons Petit Piranha)
- Ignite (becomes fiery again and recovers all HP)
|
- 1. Skips its turn if extinguished or a Petit Piranha it fired out earlier is still present. Otherwise, uses Piranha Spit.
- 2. If extinguished (but not extinguished by an attack from the current round), uses Ignite. Otherwise, skips its turn.
- 3. Loop back to 1).
|
- This is the Lava Bud encountered in the second phase of the Chapter 5 boss battle.
- Cannot be defeated, except by defeating Lava Piranha(2).
- If HP reaches zero, or hit with water or ice attack, Lava Bud (2) will be extinguished, making it no longer fiery.
- Immune to fire attacks. Immune to Sleep, Dizzy, Shock, and Stop when HP is zero.
- An Egg Missile won't do damage, and if Lava Bud(2) is extinguished, will ignite it without using its turn. The game will crash if Mario hits Lava Bud (2) with an Egg Missile as the first of two items from Double Dip.
- The left Lava Bud (2) will summon a flying Petit Piranha. The right one will summon a hovering Petit Piranha. The summoned Petit Piranha will not have any of the Lava Bud(2)'s status ailments.
|
79
|
 Petit Piranha
|
- Firecracker (6, fiery, defeats Petit Piranha, lag-block)
|
N/A
|
- Summoned by Lava Bud(2). If summoned by the left one, will be Flying type. If summoned by the right one, will be Hover type.
- Immune to fire attacks.
- Defeated automatically when Lava Piranha(2) is defeated.
|
80
|
File:Jr. Troop 4.png Jr. Troopa (4)
|
|
N/A
|
- This is the from of Jr. Troopa encountered in Mario's fourth battle with him. The player will fight him the first time they ride the Whale back to Toad Town since Sushie joined their group.
- Jr. Troopa (4) has a maximum HP of 40, but he starts the battle with only 20 HP.
|
81
|
 Kent C. Koopa
|
- Heavy Stomp (10)
- Shell Toss (3, Mario; 3, Partner)
|
- Shell Toss isn't used if Mario's partner is dazed.
- If Kent C. Koopa is flipped over, he will stand up before attacking (this doesn't use up his turn).
|
- A jump attack will flip over Kent C. Koopa, but the attack must hit him at least twice (Belly Flop, Power Jump, etc. won't work). A POW Block (but not a Quake Hammer attack) also works.
- While Kent C. Koopa is flipped over, Mario can hit either his shell (which has a defense of 3) or his tail (which has a defense of 0).
- If the player uses Power Bounce against a standing Kent C. Koopa, he flips over after the second hit, and future bounces hit his shell.
- The player cannot target his shell with items, attacks that hit multiple enemies, or ground attacks.
- If the player attacks a flipped-over Kent C. Koopa with a timed Spin Hammer, they will steal 1 coin for every HP damage done (up to 6 coins maximum). Kent C. Koopa only has 20 coins to take.
- Shell Toss will not hit Mario's partner if it doesn't miss Mario and one of the following is satisfied: Mario blocks the attack, Mario is Stony, or Kent C. Koopa is shrunk.
|
82
|
 Blooper
|
- Spin Drop (3)
- Ink Blast (3)
|
N/A
|
- There are three locations in Toad Town Sewers where Mario can fight a Blooper boss. The first time Mario comes to one of these fighting spots, he will face this boss.
|
83
|
File:Electro Blooper.PNG Electro Blooper
|
- Spin Drop (4)
- Ink Blast (4)
- Electric Charge (makes self electrified)
- Electric Drop (6, loses charge)
|
- 1. If shrunk, uses Spin Drop and repeats this step the next round. Otherwise, randomly chooses between Spin Drop and Ink Blast.
- 2. Electric Charge
- 3. If electrically charged, uses Electric Drop and repeats this step the next round. Otherwise, loop to 1).
|
- There are three locations in the Toad Town Sewers where Mario can fight a Blooper boss. When Mario comes to a second spot (after already fighting Blooper at another spot), he will face this boss.
- Electric Drop will not make Electro Blooper lose its electric charge if the attack misses Mario or Mario is electrified.
- If Electro Blooper is inflicted with a status ailment or takes damage (even if the attacker also takes damage), it will lose its electric charge.
|
84
|
File:Super blooper.PNG Super Blooper
|
- Spin Drop (5)
- Ink Blast (5)
- Get Enraged (makes self enraged, flashed red)
- Enraged Drops (10, two times, becomes normal, once-zap)
- Make Babies (summons one or two Blooper Babies)
|
- 1. If shrunk, uses Spin Drop and repeats this step the next round. Otherwise, randomly chooses between Spin Drop and Ink Blast.
- 2. If two Blooper Babies are present or Super Blooper is shrunk, loop to 3). Otherwise, uses Make Babies.
- 3. Get Enraged
- 4. If enraged, uses Enraged Drops. Otherwise, loop to 1).
- 5. Loop to 1).
|
- There are three locations in the Toad Town Sewers where Mario can fight a Blooper boss. When Mario comes to the final spot (after already fighting Blooper and Electro Blooper at the other two spots), he will face this boss.
- If there is one Blooper Baby present, Make Babies will summon one. If there are none present, Make Babies will summon two.
- If Super Blooper is inflicted with Attack Drop, the summoned Blooper Babies will not have Attack Drop.
|
85
|
 Blooper Baby
|
- Kissy-Kissy (2, five times, absorbs HP according to damage, Piercing; rapid-block: 15; immune-zap)
|
N/A
|
- Created by Super Blooper.
- Water Block provides no protection against Blooper Baby's Kissy-Kissy attack.
|
86
|
 Crazee Dayzee
|
- Painful Song (4, Sleep - Poor 3)
|
- Might run away when its HP gets below 5. The lower its HP, the higher the chance of running away. Almost guaranteed to run at 1 HP.
|
N/A
|
87
|
 Monty Mole (2)
|
|
N/A
|
- This is the Monty Mole that is in Flower Fields (Chapter 6). After Petunia gives Mario the Magical Bean, they can no longer be fought.
- Spin Hammer will not push Monty Mole (2) backwards.
|
88
|
 Ruff Puff
|
|
N/A
|
N/A
|
89
|
 Amazy Dayzee
|
- Painful Song (20, Sleep - Poor, 3)
|
|
- Even with Mario at level 27, the maximum level he can reach, the player cannot use the First/Spin/Bump Attack badges to automatically defeat Amazy Dayzee.
|
90
|
 Spiny
|
- Egg Roll (4, first-strike)
- Stand Up
|
- Uses Stand Up if flipped over. Otherwise, uses Egg Roll.
|
- A jump or quake attack will flip over the Spiny.
|
91
|
 Lakitu
|
- Spiny Flip (3)
- Spiny Summon (first-strike)
|
- Spiny Summon can only be used when there are less than four enemies present.
|
- Out of battle, Lakitu will perform its First Strike by swooping at Mario.
- A shrunken and/or electrified Lakitu will summon a Spiny with the same status (including the number of turns remaining).
|
92
|
File:PMGRMagikoopaFlying.pngFile:PMGRMagikoopaGround.png Green Magikoopa
|
- Defense Boost (raises enemy's defense power +1)
- Magic Blast (3)
- Wand Strike (3)
|
- Defense Boost is never cast on any type of Magikoopa, or the caster itself.
- If there are any boostable enemies not with a full defense increase (+3), cast Defense Boost (cycles through all enemies in order from the front). Otherwise, use Magic Blast if flying, and Wand Strike if standing the ground.
- Tends to run away if alone.
|
- Can be flying on a broomstick or standing on the ground.
- A POW Block or any timed jump attack (excluding Sushie's Belly Flop) will knock a flying Green Magikoopa off of its broom, turning it to Ground type.
- An enemy can be boosted by Defense Boost up to three times.
- The effects of Defense Boost can be ended earlier by casting Star Beam.
|
93
|
 Spike?
|
|
N/A
|
N/A
|
94
|
  Yellow Magikoopa
|
- Electric Boost (electrifies an enemy for three rounds)
- Magic Blast (3)
- Wand Strike (3)
|
- Electric Boost is never cast on any type of Magikoopa, or the caster itself.
- If there are any boostable enemies not electrified, cast Electric Boost (cycles through all enemies in order from the front). Otherwise, use Magic Blast if flying, and Wand Strike if standing the ground.
- Tends to run away if alone.
|
- Can be flying on a broomstick or standing on the ground.
- A POW Block or any timed jump attack (excluding Sushie's Belly Flop) will knock a flying Yellow Magikoopa off of its broom, turning it to Ground type.
- The effects of Electric Boost can be ended earlier by casting Star Beam.
|
95
|
 Huff N. Puff
|
- Body Slam (5)
- Wind Breath (2-7, power-block: 5)
- Ground Slam (5 + Tuff Puffs; lag-block)
- Electric Charge (makes self electrified)
- Ground Lightning (12, loses charge)
- Direct Lightning (10, loses charge)
- Puff inhale (absorbs Tuff Puffs: 1 HP, small; 2 HP, large)
|
- 1. Puff Inhale
- 2. Wind Breath
- 3. Puff Inhale
- 4. Electric Charge
- 5. Ground Lightning
- 6. Puff Inhale
- 7. Wind Breath
- 8. Electric Charge
- 9. Direct Lightning
- 10. Puff Inhale
- 11. Electric Charge
- 12. Ground Lightning
- 13. Loop back to 1).
- If there are no Tuff Puffs present, then Body Slam is used instead of Puff Inhale. Huff N. Puff may use Body Slam even if there are Tuff Puffs present; the fewer the number of Tuff Puffs, and the lower Huff N. Puff's HP, the higher the chances of him not using Puff Inhale.
- If Huff N. Puff's HP is 5 or below and he is not electrified, he will start using Ground Slam every turn for the rest of the battle.
|
- Immune to electric damage.
- Water Block doesn't provide any protection against Ground Lightning or Direct Lightning.
- Any damage done to Huff N. Puff will spawn a number of Tuff Puffs representing the damage done to him: small ones represent 1 HP and large ones represent 2 HP. However, he can only spawn up to four Tuff Puffs with each hit, and if the action command for the attack failed (no "NICE" appears), then only small Tuff Puffs can be spawned (item attacks and Star Storm are considered to have the action command failed). Also, there can only be a maximum of ten Tuff Puffs present; any others will fall through the floor (same effect as defeating them).
- When attacking with Star Storm, Shooting Star, Multibounce, and Spiny Surge, the Tuff Puffs generated from hitting Huff N. Puff are always present after the attack. For all other multi-target attacks, the Tuff Puffs generated from hitting Huff N. Puff only remain if there is room before the existing Tuff Puffs are defeated (although Snowman Doll, Air Raid, and Tidal Wave tend to always leave 2 HP worth of Tuff Puffs in place of the front-most existing Tuff Puffs).
- If Huff N. Puff is inflicted with Attack Drop, then any Tuff Puffs he spawns will also have Attack Drop (with the same number of turns remaining).
- The attack power of Ground Slam is equal to 5 plus the number of Tuff Puffs present; therefore, it ranges from 5 to 15 (the size of the Tuff Puffs does not matter). Even though the Tuff Puffs take part in the attack, they still do their swarm attack beforehand.
|
96
|
File:PMTuffPuffSmall.png Tuff Puff
|
- Puff Squeeze (2, unlimited times, rapid-block: 25)
|
- Puff Squeeze will only end on its own if the attack is doing no damage, and at least one hit has been done prior.
|
- Immune to electric damage. Water Block does not provide protection against the swarm attack.
- All of the Tuff Puffs attack at once in a single attack before Huff N. Puff's turn. The number of Tuff Puffs in the attack is irrelevant.
- Can be big (has nose) or small (doesn't have nose). The only significance of the size is how much Huff N. Puff recovers when he sucks them back up.
- Defeated automatically when Huff N. Puff is defeated.
|
97
|
File:Jr. Troop 5 6.png Jr. Troopa (5)
|
|
N/A
|
- This is the from of Jr. Troopa encountered in Mario's fifth battle with him (Chapter 7).
|
98
|
 Frost Piranha
|
- Bite (4, zap, first-strike)
- Icy Breath (Freeze - Good, 2; lag-block)
|
- Tends to use Bite more often than Icy Breath.
|
- Immune to ice attacks.
- Takes +2 damage from fire attacks and Egg Missile item.
- When calculating Star Points, the game considers there to have been four enemies at the start of battle if any Gulpits were present.
|
99
|
 Gulpit
|
- Large Rock Spit (7, eliminates rock, lag-block)
- Rock Spit (5, eliminates rock, lag-block)
- Lick (2, zap, first-strike, lag-block)
|
- If shrunk or out of rocks, uses Lick. Otherwise, picks a random rock to spit at Mario.
|
- Any battle with at least one Gulpit will start with three large rocks and two small rocks.
- When calculating Star Points, the game considers there to have been four enemies at the start of battle if any Gulpits were present, due to Gulpits' Rocks counting as enemies.
|
100
|
Gulpits' Rocks
|
N/A
|
N/A
|
- Mario can destroy a single rock with any jump attack (except for Multibounce) or any non-Quake Hammer attack (except for Hammer Throw). Spin Hammer will only destroy the rock with an unsuccessful action command.
- The following partner attacks can be used to destroy a single rock: Headbonk, Multibonk, Shell Toss, Body Slam, Bomb, Sky Dive, Shell Shot, Belly Flop.
|
101
|
File:Monstar.PNG Monstar
|
|
N/A
|
- Immune to Shooting Star item and Star Storm star power.
|
102
|
 Duplighost
|
- Headbutt (4, zap)
- Copy (transforms into Mario's current partner)
|
- If the Duplighost transforms back to normal, it will not try to use Copy again.
|
- The Duplighost will retain any status changes (positive or negative) when it transforms.
|
103
|
 Goombario??? (Duplighost)
|
- Headbonk (1-3, two times, once-zap)
- Tattle (no effect)
|
- Headbonk is used more often than Tattle.
|
- A Duplighost disguised as Goombario.
- Attack power of Headbonk depends on how the real Goombario is boosted. Unboosted: 1, super-ranked: 2, ultra-ranked: 3.
- If Goombario??? (Duplighost) receives electrical damage or is successfully Shocked, he will transform back into a Duplighost.
|
104
|
 Kooper??? (Duplighost)
|
- Shell Toss (2-5)
- Stand Up
|
- If flipped over, uses Stand Up. Otherwise, uses Shell Toss.
|
- A Duplighost disguised as Kooper.
- Attack power of Shell Toss depends on how the real Kooper is boosted. Unboosted: 2, super-ranked: 3, ultra-ranked: 5.
- A jump or quake attack will flip over Kooper??? (Duplighost).
- If Kooper??? (Duplighost) receives electrical damage or is successfully Shocked, he will transform back into a Duplighost.
|
105
|
 Bombette??? (Duplighost)
|
|
N/A
|
- A Duplighost disguised as Bombette.
- Attack power of Body Slam depends on how the real Bombette is boosted. Unboosted: 2, super-ranked: 3, ultra-ranked: 5.
- If Bombette??? (Duplighost) is successfully inflicted with Shock, or receives fire, explosion, or electrical damage, she will be automatically defeated.
- A Thunder Rage item will only auto-defeat Bombette???(Duplighost) if she is the last or second-to-last to be hit. If at least two enemies are hit after her, she will only take 5 HP damage.
|
106
|
 Parakarry??? (Duplighost)
|
|
N/A
|
- A Duplighost disguised as Parakarry.
- Attack power of Sky Dive depends on how the real Parakarry is boosted. Unboosted: 2, super-ranked: 3, ultra-ranked: 5.
- If Parakarry??? (Duplighost) receives electrical damage or is successfully Shocked, he will transform back into a Duplighost.
|
107
|
 Bow??? (Duplighost)
|
- Smack (1, 4-6 times, once-zap)
|
N/A
|
- A Duplighost disguised as Bow.
- The number of times Smack hits Mario depends on how the real Bow is boosted. Unboosted: 4, super-ranked: 5, ultra-ranked: 6.
- If Bow???(Duplighost) receives electrical damage or is successfully Shocked, she will transform back into a Duplighost.
|
108
|
File:Watt Paper Mario.png Watt??? (Duplighost)
|
|
N/A
|
- A Duplighost disguised as Watt.
- Attack power of Electro Dash depends on how the real Watt is boosted. Unboosted: 3, super-ranked: 4, ultra-ranked: 5.
- Unlike the real Watt's Electro Dash, Watt??? (Duplighost)'s Electro Dash does not pierce Mario's defense.
- Water Block provides no protection from Watt??? (Duplighost)'s attack.
- Watt??? (Duplighost) is always electrified, and is immune to electric damage.
|
109
|
File:Sushie Paper Mario.png Sushie??? (Duplighost)
|
|
N/A
|
- A Duplighost disguised as Sushie.
- Attack power of Belly Flop depends on how the real Sushie is boosted. Unboosted: 3, super-ranked: 4, ultra-ranked: 5.
- If Sushie??? (Duplighost) receives electrical damage or is successfully Shocked, she will transform back into a Duplighost.
|
110
|
 Lakilester??? (Duplighost)
|
|
N/A
|
- A Duplighost disguised as Lakilester.
- Attack power of Spiny Flip depends on how the real Lakilester is boosted. Unboosted: 3, super-ranked: 4, ultra-ranked: 5.
- If Lakilester??? (Duplighost) receives electrical damage or is successfully Shocked, he will transform back into a Duplighost.
|
111
|
 White Clubba
|
- Heavy Club (5, first-strike)
- Swift Club (2, three times)
|
N/A
|
- Immune to ice attacks.
- Takes +2 damage from fire attacks and Egg Missile item.
|
112
|
  Swoopula
|
- Kissy-Kissy (2, five times, absorbs HP according to damage, Piercing; rapid-block: 30; immune-zap)
|
N/A
|
- Starts the battle on the ceiling. Any damage-dealing attack will change it to Flying type.
- Water Block does not provide any protection against Kissy-Kissy.
|
113
|
 Gray Magikoopa
|
- Invisible Boost (turns an enemy invisible for two rounds)
- Magic Blast (3)
- Wand Strike (3)
|
- Invisible Boost is never cast on any type of Magikoopa, or the caster itself.
- If there are any boostable enemies not invisible, cast Invisible Boost (cycles through all enemies in order from the front). Otherwise, use Magic Blast if flying, and Wand Strike if standing the ground.
- Tends to run away if alone.
|
- Can be flying on a broomstick or standing on the ground.
- A POW Block or any timed jump attack (excluding Sushie's Belly Flop) will knock a flying Gray Magikoopa off of its broom, turning it to Ground type.
- The effects of Invisible Boost can be ended earlier by casting Star Beam.
|
114
|
 Crystal King
|
- Bit Spit (4, 1-3 times, lag-block)
- Ice Bolt (6, Freeze - Good, 2)
- Summon Bits (creates Crystal Bits)
- Make Illusions (creates two duplicate illusions)
- Icy Breath (8)
- Make Parallusions (changes to Flying, creates two hovering illusions)
- Recover (20 HP)
|
Phase 1:
- If any Crystal Bits are present, uses Bit Spit.
- If there are no Crystal Bits, and Summon Bits was not used the previous round, uses Summon Bits. Otherwise, uses Ice Bolt.
- The first time Crystal King would use Summon Bits, but his HP is 35 or below, he uses Ice Bolt instead.
- The second time this occurs, he starts Phase 2 if his HP is from 21 to 35, or he starts Phase 3 if his HP is 20 or below.
Phase 2:
- If illusions are present, uses Icy Breath.
- If Crystal King is alone, and Make Illusions was not used the previous round, uses Make Illusions. Otherwise, uses Ice Bolt.
- If Crystal King would use Make Illusions, but his HP is 20 or below, he starts Phase 3.
Phase 3:
- If illusions are present, uses Icy Breath.
- If Crystal King is alone, and Make Parallusions was not used the previous round, uses Make Parallusions. Otherwise, uses Ice Bolt.
- Crystal King may randomly decide to use Recover if his HP is 38 or below (even if Crystal Bits or illusions are present). The lower his HP, the higher the probability that he will use Recover. He can only use it a total of two times, however.
- Crystal King will not backtrack to an earlier phase, even if Recover makes his HP high enough.
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- Starts the battle with three Crystal Bits.
- Immune to ice attacks.
- Takes +2 damage from Kooper's Fire Shell (but not Fire Flower item).
- When Make Illusions or Make Parallusions is used, it is random which is the real Crystal King and which are fakes. Any damage or successful status ailment inflicted on Crystal King will destroy his clones, as well as return Crystal King to Ground type if he is flying.
- When calculating Star Points, the game considers there to have been four enemies at the start of battle.
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115
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   Crystal Bit
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N/A
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N/A
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- Created by Crystal King.
- Immune to ice attacks.
- Defeated automatically if Crystal King is inflicted with Sleep, Dizzy, Shock, or Stop.
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116
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 Crystal King (copy)
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N/A
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N/A
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- A duplicate illusion created by Crystal King.
- Attacking the illusion with any attack will not damage it and will make it disappear.
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117
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 Chan
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- Uses Stand Up if flipped over. Otherwise, uses Shell Toss.
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- Immune to fire and explosion damage when not flipped over.
- A jump or quake attack will flip over Chan.
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118
|
 Lee
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- Headbutt (5, zap)
- Copy (transforms into Mario's current partner)
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- 1. Copy
- 2. Attacks as partner.
- 3. Transforms back to normal, followed by Headbutt.
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- Lee takes his first turn before Mario.
- Copy will use Mario's existing partner, unless that partner has been imitated already. In that case, Lee randomly chooses an existing partner that has not yet been imitated. After all of Mario's partners have been imitated, they all become available for imitation again.
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119
|
 Goombario??? (Lee)
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- Headbonk (1-3, two times, once-zap)
- Tattle (no effect)
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- Headbonk is used more often than Tattle.
- He will transform back to Lee on his second turn.
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- Lee disguised as Goombario.
- Attack power of Headbonk depends on how the real Goombario is boosted. Unboosted: 1, super-ranked: 2, ultra-ranked: 3.
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120
|
 Kooper??? (Lee)
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- Shell Toss (2-5)
- Stand Up
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- If flipped over, uses Stand Up. Otherwise, uses Shell Toss.
- He will transform back to Lee on his second turn, even if he is flipped over.
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- Lee disguised as Kooper.
- Attack power of Shell Toss depends on how the real Kooper is boosted. Unboosted: 2, super-ranked: 3, ultra-ranked: 5.
- A jump or quake attack will flip over Kooper??? (Lee).
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121
|
 Bombette??? (Lee)
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- She will transform back to Lee on her second turn.
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- Lee disguised as Bombette.
- Attack power of Body Slam depends on how the real Bombette is boosted. Unboosted: 2, super-ranked: 3, ultra-ranked: 5.
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122
|
 Parakarry??? (Lee)
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- He will transform back to Lee on his second turn.
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- Lee disguised as Parakarry.
- Attack power of Sky Dive depends on how the real Parakarry is boosted. Unboosted: 2, super-ranked: 3, ultra-ranked: 5.
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123
|
 Bow??? (Lee)
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- Smack (1, 4-6 times, once-zap)
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- She will transform back to Lee on her second turn.
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- Lee disguised as Bow.
- The number of times Smack hits Mario depends on how the real Bow is boosted. Unboosted: 4, super-ranked: 5, ultra-ranked: 6.
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124
|
File:Watt Paper Mario.png Watt??? (Lee)
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- She will transform back to Lee on her second turn.
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- Lee disguised as Watt.
- Attack power of Electro Dash depends on how the real Watt is boosted. Unboosted: 3, super-ranked: 4, ultra-ranked: 5.
- Unlike the real Watt's Electro Dash, Watt??? (Lee)'s Electro Dash does not pierce Mario's defense.
- Water Block provides no protection from Watt??? (Lee)'s attack.
- Watt??? (Lee) is always electrified, and is immune to electric damage.
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125
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File:Sushie Paper Mario.png Sushie??? (Lee)
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- She will transform back to Lee on her second turn.
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- Lee disguised as Sushie.
- Attack power of Belly Flop depends on how the real Sushie is boosted. Unboosted: 3, super-ranked: 4, ultra-ranked: 5.
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126
|
 Lakilester??? (Lee)
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- He will transform back to Lee on his second turn.
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- Lee disguised as Lakilester.
- Attack power of Spiny Flip depends on how the real Lakilester is boosted. Unboosted: 3, super-ranked: 4, ultra-ranked: 5.
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127
|
 The Master (1)
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N/A
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- This is the first fight with The Master.
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128
|
 The Master (2)
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- Slide Kick (8, zap)
- Double Combo (dash: 5, uppercut: 6, two times; once-zap)
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- Tends to use Straight Punch most of the time.
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- This is the second fight with The Master.
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129
|
 The Master (3)
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- Slide Kick (10, zap)
- Double Combo (dash: 6, uppercut: 7; two times, once-zap)
- Triple Combo (dash: 5, uppercut: 6, kick: 7; two times, once-zap)
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N/A
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- This is the third and final fight with The Master.
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130
|
 Ember
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- Fire Bop (4, fiery, zap)
- Fireball Barrage (3, Partner)
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- Tends to use Fire Bop most of the time. Fireball Barrage is not used if Mario's partner is dazed.
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- Immune to fire damage.
- Ice and water attacks do +2 damage.
- Dealing damage to an Ember with an attack that cannot target multiple enemies will spawn a new Ember. The new Ember will have the same HP as the parent Ember did after the attack, and it will not have any of the parent Ember's status changes.
- An Ember can only be spawned if there are fewer than four enemies present.
- Once an Ember has spawned a new Ember, it will never spawn another one (exception: Bow's Fan Smack will spawn a new Ember with each hit).
- Tertiary Embers (an Ember that was created from an Ember that was created from an initially present Ember) usually cannot spawn any new Embers.
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131
|
 Koopatrol
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- Shell Toss (4, first-strike)
- Stand Up
- Charge Up
- Shell Missile (10, loses charge)
- Summon Friend (summons another Koopatrol)
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- Uses Stand Up if flipped over. If standing upright, uses Shell Missile if charged up; otherwise randomly uses Shell Toss, Summon Friend, or Charge Up.
- Koopatrols tend to all use Charge Up on the same round as each other.
- Summon Friend can only be used if there are less than four enemies present.
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- A jump or quake attack will flip over the Koopatrol.
- While charged up, Koopatrol cannot be flipped over.
- The player may fight two Koopatrols in Shy Guy's Toy Box (sent by Kammy Koopa).
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132
|
 Hammer Bro
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- Hammer Throw (5, Shrink - Good, 2; first-strike)
- Hammer Surge (2, five times, Shrink - Fair, 2)
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- Uses Hammer Surge if HP is 4 or below. Otherwise, uses Hammer Throw.
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- Out of battle, the player can deflect a Hammer Bro's Hammer Throw First Strike with a jump, hammer, Spin Dash, Kooper, or Bombette attack.
- The player may fight a single Hammer Bros. in Shy Guy's Toybox (sent by Kammy Koopa).
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133
|
  Magikoopa (2)
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- Magic Blast (6, first-strike)
- Attack Boost (raises enemy's attack power +1)
- Defense Boost (raises enemy's defense power +1)
- Electric Boost (electrifies an enemy for three rounds)
- Invisible Boost (turns an enemy invisible for two rounds)
- Single Heal (5 HP to one enemy)
- Multi-Heal (3 HP to all enemies)
- Make Illusion (makes duplicate illusion)
- Illusion Blast (6)
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- If Magikoopa (2) has a duplicate illusion, uses Illusion Blast. Otherwise, picks randomly from other moves.
- Attack/Defense/Electric/Invisible Boost is never cast on another Magikoopa or itself.
- Magikoopas (2) tend to boost all boostable enemies in order, starting with the front.
- Only use Multi-Heal if there are at least two enemies not at full HP.
- Only uses Single Heal on an enemy (including itself) that is not at full HP.
- Make Illusion can only be used if there are less than four enemies present.
- Tends to run away if alone.
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- This is the Magikoopa encountered as an ordinary enemy in Bowser's Castle.
- Can be flying on a broomstick or standing on the ground.
- A POW Block or any timed jump attack (excluding Sushie's Belly Flop) will knock a flying Magikoopa (2) off of its broom, turning it to Ground type.
- An enemy can be boosted by Attack Boost up to three times, and can also be boosted by Defense Boost up to three times.
- When Make Illusion is used, it is random which is the real Magikoopa (2) and which is the illusion. Any damage or successful status ailment inflicted on Magikoopa (2) will destroy its illusion.
- Star Beam will immediately end the effects of Attack/Defense/Electric/Invisible Boost and Make Illusion.
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134
|
  Magikoopa (copy)
|
N/A
|
N/A
|
- A duplicate illusion created by Magikoopa (2).
- Attacking the illusion with any attack will not damage it and will make it disappear.
|
135
|
  Bony Beetle
|
- Shell Toss (3, first-strike)
- Spike Bounce (5, first-strike)
- Stand Up
|
- Uses Stand Up if flipped over. Otherwise, uses Shell Toss when spikes are retracted, or Spike Bounce when spikes are extended.
|
- Either has spikes extended or retracted.
- Starts battle with random status of spikes (although it can be seen beforehand with Bony Beetles found out of battle).
- A jump or quake attack will flip over the Bony Beetle.
- If not flipped over or inflicted with Sleep/Dizzy/Shock/Stop, a damage-dealing attack (excluding attacks that flip it over) will switch the status of the Bony Beetle's spikes.
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136
|
 Bombshell Bill
|
- Sacrifice Slam (6, defeats Bombshell Bill, zap, first-strike)
|
N/A
|
- If there are no enemies in front of them, and they were summoned from Bombshell Bill Blasters in battle, then the player can target any Bombshell Bill with ground attacks.
- Fire and explosion damage will automatically defeat the Bombshell Bill.
- Water Block provides no protection against the attack.
- If Sacrifice Slam misses Mario, then Bombshell Bill will leave the battle, and the player will get no Star Points.
- Spin Hammer will not knock Bombshell Bill backwards.
|
137
|
 Bombshell Bill Blaster
|
- Bullet Shot (fires out Bombshell Bill)
|
- Skips its turn if it used Bullet Shot the previous round, or a Bombshell Bill it fired out earlier is still present.
|
- If there are no enemies in front of them, then the player can target any Bombshell Bill Blaster with ground attacks.
- A Bombshell Bill Blaster with any status change (good or bad) will summon a Bombshell Bill with the same status (including the number of turns remaining).
- Spin Hammer will not push Bombshell Bill Blaster backwards.
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138
|
 Dry Bones
|
- Bone Throw (4, first-strike)
- Shake (no effect)
- Reassemble (recovers all HP, no longer collapsed)
|
- Uses Shake if just collapsed, followed by Reassemble the next round. If not collapsed, uses Bone Throw.
|
- Reducing a Dry Bones' HP to zero will not defeat it, but simply cause it to collapse and lose any status change (positive or negative).
- If collapsed Dry Bones are the only enemies that remain, the battle will end. However, no Star Points will be earned from the collapsed Dry Bones.
- The only way to defeat a Dry Bones is to inflict fire or explosion damage, which will inflict +10 damage and automatically defeat it (even if it is collapsed). The only other attacks that will affect a collapsed Dry Bones are Air Lift, Hurricane, and Up and Away.
- Out of battle, the player can deflect a Dry Bones's Bone Throw First Strike with a jump, hammer, Spin Dash, Kooper, or Bombette attack.
- Even with Mario at level 27 , the maximum level he can reach, the player cannot use the First/Spin/Bump Attack badges to automatically defeat Dry Bones.
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139
|
 Jr. Troopa (6)
|
|
|
|
140
|
 Bowser (2)
|
|
|
|
141
|
 Bowser (3)
|
|
|
|
142
|
 Kammy Koopa
|
|
|
|
143
|
 Bowser (4)
|
|
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|
144 D
|
 Albino Dino[3]
|
N/A
|
N/A
|
- Albino Dino appears in the game's coding but is removed from the final draft -- the player will not encounter it during normal gameplay.
|
145 D
|
File:DParatroopa.gif Dark Paratroopa[3]
|
N/A
|
N/A
|
- Dark Paratroopa appears in the game's coding but is removed from the final draft -- the player will not encounter it during normal gameplay.
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