Ziggy: Difference between revisions

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*'''Spooky Ziggy:''' Encountered in [[Spooky Trails]], this 115 HP Ziggy appears to be undead, with a pale body and glowing blue eyes. Many have tattoos or markings on the backs of their heads resembling makeup used in Day of the Dead celebrations.
*'''Spooky Ziggy:''' Encountered in [[Spooky Trails]], this 115 HP Ziggy appears to be undead, with a pale body and glowing blue eyes. Many have tattoos or markings on the backs of their heads resembling makeup used in Day of the Dead celebrations.
*'''Lava Ziggy:''' The final Ziggy variant is encountered in the [[Lava Pit (Mario + Rabbids Kingdom Battle)|Lava Pit]], with a charred appearance, glowing orange eyes, a Bowser Jr. bandana worn on its back, and 175 HP.
*'''Lava Ziggy:''' The final Ziggy variant is encountered in the [[Lava Pit (Mario + Rabbids Kingdom Battle)|Lava Pit]], with a charred appearance, glowing orange eyes, a Bowser Jr. bandana worn on its back, and 175 HP.
*'''Tropical Ziggy:''' This Ziggy variant is encountered in the [[Donkey Kong Adventure]] DLC. He has a long blue hair, a grass skirt, a yellow bra and has 80 HP.
*'''Tropical Ziggy:''' This Ziggy variant is encountered in the [[Donkey Kong Adventure]] DLC. It has long blue hair, a grass skirt, a yellow bra and has 80 HP.


==Stats==
==Stats==

Revision as of 17:25, July 21, 2018

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Ziggy splash screen from Mario + Rabbids Kingdom Battle
Splash screen featuring Ziggy.

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Ziggies are Rabbid enemies in Mario + Rabbids Kingdom Battle. They are the first enemies encountered in the game, and as such have basic stats. They generally are not much of a threat compared to other enemies, but all variants except the Garden Ziggy can use a "line-of-sight" technique that allows them to hit the heroes in motion (whether moving on their turn or being forced to move by a Super Effect or special technique). Along with Bucklers, Ziggies are also one of the only enemies to have a dash attack.

Variants

There are five Ziggy variants, one for each area.

  • Garden Ziggy: Encountered in Ancient Gardens, this Ziggy variant has a yellow mohawk, colorful stripes on its body, and 50 HP.
  • Sherbet Ziggy: Encountered in Sherbet Desert, this Ziggy has 75 HP. It wears fuzzy earmuffs on its head and cactus-themed bands on its arms and waist.
  • Spooky Ziggy: Encountered in Spooky Trails, this 115 HP Ziggy appears to be undead, with a pale body and glowing blue eyes. Many have tattoos or markings on the backs of their heads resembling makeup used in Day of the Dead celebrations.
  • Lava Ziggy: The final Ziggy variant is encountered in the Lava Pit, with a charred appearance, glowing orange eyes, a Bowser Jr. bandana worn on its back, and 175 HP.
  • Tropical Ziggy: This Ziggy variant is encountered in the Donkey Kong Adventure DLC. It has long blue hair, a grass skirt, a yellow bra and has 80 HP.

Stats

Mario + Rabbids Kingdom Battle enemy
Garden Ziggy
Garden Ziggy Portrait Health Points 50 / 265 Team Jump None Dash 20 DMG / 75 DMG
Area of Movement 6 Cells Primary Weapon Blaster Secondary Weapon
30 DMG / 85 DMG None
Pipe Exit Range 3 Cells Primary Technique Secondary Technique
None None
Chase Range None Tertiary Technique Dashing Ne'er-do-wells!
None
Mario + Rabbids Kingdom Battle enemy
Sherbet Ziggy
Sherbet Ziggy Portrait Health Points 75 / 265 Team Jump None Dash 30 DMG / 75 DMG
Area of Movement 6 Cells Primary Weapon Blaster Secondary Weapon
40 DMG / 85 DMG None
Pipe Exit Range 3 Cells Primary Technique Villain Sight Secondary Technique
40-40 DMG / 85-85 DMG None
Chase Range None Tertiary Technique Dashing Ne'er-do-wells!
None
Mario + Rabbids Kingdom Battle enemy
Spooky Ziggy
Spooky Ziggy Portrait Health Points 115 / 265 Team Jump None Dash 40 DMG / 75 DMG
Area of Movement 6 Cells Primary Weapon Blaster Secondary Weapon
50 DMG / 85 DMG None
Pipe Exit Range 3 Cells Primary Technique Villain Sight Secondary Technique
50-50 DMG / 85-85 DMG None
Chase Range None Tertiary Technique Dashing Ne'er-do-wells!
None
Mario + Rabbids Kingdom Battle enemy
Lava Ziggy
Lava Ziggy Portrait Health Points 175 / 265 Team Jump None Dash 55 DMG / 75 DMG
Area of Movement 6 Cells Primary Weapon Blaster Secondary Weapon
65 DMG / 85 DMG None
Pipe Exit Range 3 Cells Primary Technique Villain Sight Secondary Technique
65-65 DMG / 85-85 DMG None
Chase Range None Tertiary Technique Dashing Ne'er-do-wells!
None