User:Zootalo/Drafts

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Active projects I work on here. For other projects in "queue", see: User:Zootalo/Sandbox

Paper Mario bestiary Chart

Moves and other Notes

This is the third bestiary chart listing all enemies' moves, AI and other notes. This may have its own section, possibly "Paper Mario bestiary/Moves and other Notes"

Legend

  • Moves: The enemy's moves.
    • Fiery: This attack is fire-based; Water Block and Fire Shield will provide extra defense for these attacks.
    • Zap: If an enemy touches Mario when he's electrified, they'll take 1 point of electric damage.
    • Once-Zap: For multi-hit attacks only. Same as zap, but only the first hit of the enemy's attack hits Mario. The other attacks are not executed.
    • Immune-Zap: If Mario's electrified, the enemy will take 1 point of electrical damage and the attack will have absolutely no effect on Mario.
    • First-Strike: The enemy can use this attack out of battle to hit Mario with a First Strike.
    • Lag-Block: The attack requires the player to block with A Button just before the attack connects.
    • Rapid-Block: The attack cannot be blocked, but can be ended prematurely a pressing A Button a certain number of times (which is mentioned right after the word).
    • Power-Block: The attack cannot be blocked, but by rapidly pressing A Button, the power of the attack can be reduced (by as much as the number that follows the word).
  • AI:
  • Notes:

Chart

align=center colspan="23" bgcolor="#e3d17c" style="font-size:110%;color:black;Template:Radius"|Template:Color-link-piped Enemy moves and other notes
# Name Move(s) AI Notes
1 Assembled sprite of Bowser, from Paper Mario.
Bowser (1)
  • Claw Swipe (1)
  • Power Up (Def +1)
  • Boosted Claw Swipe (3)
  • Fire Breath (10)
  • 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.
  • 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.
2 Jr. Troopa from Paper Mario.
Jr. Troopa (1)
  • Hop (1)
  • Power Hop (2)
  • Uses Power Hop if HP is above 1, otherwise he'll use Power Hop.
  • 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.
3 PaperMarioGoomba.png
Goomba
  • Headbonk (1, zap)
N/A
  • The player may fight a single Goomba in Shy Guy's Toybox (sent by Kammy Koopa).
4 File:SpikedGoomba PM.png
Spiked Goomba
  • Spikebonk (2, zap)
N/A N/A
5 Sprite of a Paragoomba, from Paper Mario.
Paragoomba
  • Dive Kick (1, zap)
N/A
  • Following any jump attack, the Paragoomba loses its wings and becomes a Goomba.
6 File:BlueGoomba.png
Blue Goomba (1)
  • Headbonk (1)
N/A
  • This is Blue Goomba, from the first battle with the Goomba Bros.
7 File:RedGoomba.png
Red Goomba (1)
  • Headbonk (1)
N/A
  • This is Red Goomba, from the first battle with the Goomba Bros.
8 Goomnut Tree
  • Goomnut Drop (3, Goomba King and Goomba Bros.)
N/A
  • 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.
9 Sprite of the Goomba King, from Paper Mario.
Goomba King
  • Spin Kick (1)
  • Ground Stomp (2)
  • Ground Stomp can only be used once.
10 File:RedGoomba.png
Red Goomba (2)
  • Headbonk (1)
N/A
  • 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.
11 File:BlueGoomba.png
Blue Goomba (2)
  • Headbonk (1)
N/A
  • 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.
12 Magikoopa (flying)
Magikoopa (1)
  • Magic Blast (3)
N/A
  • 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.
13 Sprite of an enemy Koopa Troopa from Paper Mario
Koopa Troopa
  • Shell Toss (1, first-strike)
  • Struggle
  • Stand Up
  • Uses Stuggle if just flipped over, followed by Stand Up the next round. If standing upright, uses Shell Toss.
  • A jump or Quake attack will flip over a Koopa Troopa.
14 A Fuzzy from Paper Mario
Fuzzy
  • Kissy-Kissy (1, absorbs HP according to damage, Piercing; immune-zap)
N/A
  • 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).
15 Sprite of Paratroopa, from Paper Mario.
Paratroopa
  • Dive Kick (1, first-strike)
N/A
  • 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.
16 Sprite of a normal Bob-omb, from Paper Mario.
Bob-omb
  • Hop Attack (1, zap)
  • Self Destruct (2, defeats Bob-omb)
  • If enraged, uses Self Destruct. Otherwise, uses Hop Attack.
  • 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.
17 Sprite of Bullet Bill, from Paper Mario.
Bullet Bill
  • Sacrifice Slam (2, defeats Bullet Bill, zap, first-strike)
N/A
  • 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.
18 Sprite of a Bill Blaster, from Paper Mario.
Bill Blaster
  • Bullet Shot (fires out Bullet Bill)
  • 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.
  • The player can First Strike the Bill Blasters.
  • If there no enemies present, the player can target any Bill Blaster with Ground attacks.
19 Model of Bowser???, from Paper Mario.
Bowser???
  • Fist Drop (1, lag-block)
N/A
  • 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.
20 Sprite of the Koopa Bros. in tower formation, from Paper Mario.
Koopa Bros.
  • Ninjakoopa Special (2-4, lag-block)
N/A
  • 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.
21 Sprite of Red Ninjakoopa, from Paper Mario.
Red Ninjakoopa
  • Shell Toss (1, lag-block)
  • Join Tower
  • Struggle
  • Get Up
  • 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.
  • 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.
22 Sprite of Black Ninjakoopa, from Paper Mario.
Black Ninjakoopa
  • Shell Toss (1, lag-block)
  • Join Tower
  • Struggle
  • Get Up
  • 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.
  • 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.
23 Sprite of Yellow Ninjakoopa, from Paper Mario.
Yellow Ninjakoopa
  • Shell Toss (1, lag-block)
  • Join Tower
  • Struggle
  • Get Up
  • 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.
  • 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.
24 Sprite of Green Ninjakoopa, from Paper Mario.
Green Ninjakoopa
  • Shell Toss (1, lag-block)
  • Join Tower
  • Struggle
  • Get Up
  • 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.
  • 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.
25 File:Jr. Troop 2.png
Jr. Troopa (2)
  • Hop (2)
N/A
  • This is Jr. Troopa, encountered in Mario's second battle with him, in Pleasant Path after Chapter 1.
26 Sprite of a Monty Mole from Paper Mario
Monty Mole (1)
  • Rock Toss (2, first-strike)
N/A
  • This is the Monty Mole that is at Mt. Rugged.
  • Spin Hammer will not push Monty Mole backwards.
27 Sprite of a Cleft, from Paper Mario.
Cleft
  • Spike Charge (2, zap, first-strike)
  • Struggle
  • Stand Up
  • Uses Struggle if just flipped over, followed by Struggle the next round, and Stand Up the round after. If standing, uses Spike Charge.
  • Immune to fire attacks.
  • A damage-dealing explosion attack will flip over the Cleft.
  • While flipped over, Spin Hammer will not push it backwards.
28 Sprite of Buzzar, from Paper Mario.
Buzzar
  • 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)
  • 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 A Button 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.
29 Sprite of a Bandit from Paper Mario
Bandit
  • Thief Bump (2, steals 10 coins, zap)
  • If holding coins, Bandit will run away instead of attacking.
  • 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.
30 A sprite of Pokey from Paper Mario.
Pokey
  • 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)
  • 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.
  • 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).
31 File:Pokey Mummy.PNG
Pokey Mummy
  • Body Shot (2, Poison - Poor, 3; loses segment, lag-block)
  • Head Dive (2, Poison - Good, 3; zap)
  • If all of its segments are gone, uses Head Dive. Otherwise, uses Body Shot.
  • 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).
32 A Buzzy Beetle from Paper Mario.Sprite of an upside-down Buzzy Beetle, from Paper Mario.
Buzzy Beetle
  • Shell Toss (2, first-strike)
  • Ceiling Drop (2, changes to Ground type, first-strike)
  • Stand Up
  • Uses Ceiling Drop if on the ceiling. Uses Stand Up when flipped. Otherwise, uses Shell Toss.
  • 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.
33 SwooperPM.pngSprite of a roosting Swooper, from Paper Mario.
Swooper
  • Flutter Bump (2, zap)
N/A
  • Starts the battle on the ceiling. Any damage dealing attack will change it to a Flying type.
34 File:Stone Chomp.PNG
Stone Chomp
  • Body Hurl (3, zap)
N/A
  • The player can First Strike the Stone Chomp that guards the Pyramid Stone.
35 File:Tutankoopa PM.png
Tutankoopa
  • 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)
  • 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.
  • 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.
36 Chomp from Paper Mario.
Chomp
  • Body Hurl (3, zap)
N/A
  • 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).
37 Sprite of a Piranha Plant from Paper Mario
Piranha Plant
  • Bite (3, zap, first-strike)
N/A N/A
38 Sprite of a Forest Fuzzy.
Forest Fuzzy
  • Kissy-Kissy (1, absorbs HP according to damage, Piercing; immune-zap)
  • Create Friend (summons another Forest Fuzzy)
  • Create Fiend is only used if there are less than four enemies present. The new Forest Fuzzy will have full HP.
  • Water Block does not provide protection against Kissy-Kissy.
39 A sprite of a Bzzap!.
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.
40 Sprite of a Hyper Goomba from Paper Mario
Hyper Goomba
  • Headbonk (1, zap)
  • Charge Up
  • Missile-Bonk (8, loses charge, zap)
  • 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.
N/A
41 Sprite of a Hyper Paragoomba, from Paper Mario.
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.
  • 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.
42 Sprite of a Hyper Cleft, from Paper Mario.
Hyper Cleft
  • Spike Charge (3, zap, first-strike)
  • Charge Up
  • Missile-Charge (8, loses charge, zap)
  • Struggle
  • Stand Up
  • 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.
  • 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.
43 A sprite of Clubba.
Clubba
  • Heavy Club (3, first-strike)
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).
44 Sprite of Tubba Blubba, from Paper Mario.
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.
45 File:Tubba'sHeart PM.png
Tubba's Heart
  • Tackle (6)
  • Charge Up
  • Swarm Squeeze (12, loses charge)
  • 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.
46 Sprite of Tubba Blubba, from Paper Mario.
Tubba Blubba (2)
  • 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)
  • Swoop Attack (5, zap)
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.
48 PaperMarioGloomba.png
Gloomba
  • Headbonk (2, zap)
N/A N/A
49 Sprite of a Paragloomba, from Paper Mario.
Paragloomba
  • 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.
50 Sprite of a Spiky Gloomba, from Paper Mario.
Spiked Gloomba
  • Spikebonk (3, zap)
N/A N/A
51 Sprite of a Dark Koopa, from Paper Mario.
Dark Koopa
  • Shell Toss (3, first-strike)
  • Dizzy Tornado (Dizzy - Good, 2)
  • Stand Up
  • 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.
52 Sprite of a Shy Guy from Paper Mario
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 GrooveGuy PM.png
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 Sprite of a Sky Guy, from Paper Mario.
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 Sprite of a Spy Guy with a slingshot, from Paper Mario.Sprite of a Spy Guy with a hammer, from Paper Mario.
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 MediGuy PM.png
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 Sprite of a Pyro Guy, from Paper Mario.
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
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 Sprite of the Shy Squad, from Paper Mario.
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 Sprite of a Stilt Guy, from Paper Mario.
Stilt Guy
  • Stick Stomp (4)
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 Sprite of a Shy Stack, from Paper Mario.
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's tank
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 Sprite of Fuzzipede from Paper Mario
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 Sprite of a Jungle Fuzzy, from Paper Mario.
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 Sprite of an M. Bush, from Paper Mario.
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 (flying)White Magikoopa (grounded)
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 Sprite of a Lava Bubble, from Paper Mario.
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 SpikeTop PM.png
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 (flying)Red Magikoopa (grounded)
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 Sprite of Lava Piranha, from Paper Mario.
Lava Piranha (1)
  • Flame Spew (5, fiery)
N/A
  • This is the Lava Piranha encountered in the first phase of the Chapter 5 boss battle.
  • Immune to fire attacks.
76 Sprite of a Lava Bud, from Paper Mario.
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 Sprite of Lava Piranha, from Paper Mario.
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 Sprite of a flaming Lava Bud, from Paper Mario.
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 Sprite of a Petit Piranha, from Paper Mario.
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)
  • Swoop Attack (6, zap)
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 Sprite of Kent C. Koopa, from Paper Mario.
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 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 PaperMarioBlooper.png
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 Sprite of a Blooper Baby from Paper Mario
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 Sprite of a Crazee Dayzee from Paper Mario
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 Sprite of a green Monty Mole, from Paper Mario.
Monty Mole (2)
  • Rock Toss (3)
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 Sprite of a Ruff Puff from Paper Mario
Ruff Puff
  • Inverted Thump (4)
N/A N/A
89 Sprite of an Amazy Dayzee from Paper Mario
Amazy Dayzee
  • Painful Song (20, Sleep - Poor, 3)
  • Usually runs away.
  • 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 Sprite of a Spiny, from Paper Mario.
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 Sprite of a Lakitu, from Paper Mario.
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 Lakilester from Paper Mario.
Spike?
94 Yellow Magikoopa (flying)Yellow Magikoopa (grounded)
Yellow Magikoopa
95 Sprite of Huff N. Puff, from Paper Mario.
Huff N. Puff
96 File:PMTuffPuffSmall.pngSprite of a large Tuff Puff, from Paper Mario.
Tuff Puff
97 File:Jr. Troop 5 6.png
Jr. Troopa (5)
98 Sprite of a Frost Piranha, from Paper Mario.
Frost Piranha
99 Sprite of a Gulpit, from Paper Mario.
Gulpit
100 Gulpits' Rocks
101 File:Monstar.PNG
Monstar
102 Sprite of a Duplighost from Paper Mario
Duplighost
103 Goombario from Paper Mario.
Goombario??? (Duplighost)
104 Kooper from Paper Mario.
Kooper??? (Duplighost)
105 Bombette from Paper Mario.
Bombette??? (Duplighost)
106 Parakarry from Paper Mario.
Parakarry??? (Duplighost)
107 Lady Bow from Paper Mario.
Bow??? (Duplighost)
108 File:Watt Paper Mario.png
Watt??? (Duplighost)
109 File:Sushie Paper Mario.png
Sushie??? (Duplighost)
110 Lakilester from Paper Mario.
Lakilester??? (Duplighost)
111 Sprite of a White Clubba from Paper Mario
White Clubba
112 Sprite of a SwoopulaSprite of a roosting Swoopula, from Paper Mario.
Swoopula
113 Gray Magikoopa (grounded)
Gray Magikoopa
114 Sprite of the Crystal King, from Paper Mario.
Crystal King
115 Sprite of the cube Crystal Bit, from Paper Mario.Sprite of the diamond Crystal Bit, from Paper Mario.Sprite of the sphere Crystal Bit, from Paper Mario.
Crystal Bit
116 Sprite of the Crystal King, from Paper Mario.
Crystal King (copy)
117 Sprite of Chan from Paper Mario
Chan
118 Sprite of Lee from Paper Mario
Lee
119 Goombario from Paper Mario.
Goombario??? (Lee)
120 Kooper from Paper Mario.
Kooper??? (Lee)
121 Bombette from Paper Mario.
Bombette??? (Lee)
122 Parakarry from Paper Mario.
Parakarry??? (Lee)
123 Lady Bow from Paper Mario.
Bow??? (Lee)
124 File:Watt Paper Mario.png
Watt??? (Lee)
125 File:Sushie Paper Mario.png
Sushie??? (Lee)
126 Lakilester from Paper Mario.
Lakilester??? (Lee)
127 TheMasterFirst PM.png
The Master (1)
128 The Master Second.png
The Master (2)
129 The Master Second.png
The Master (3)
130 Sprite of an Ember outside of battle, from Paper Mario.
Ember
131 A Koopatrol from Paper Mario
Koopatrol
132 Sprite of a Hammer Bro, from Paper Mario.
Hammer Bro
133 Magikoopa (flying)Magikoopa (grounded)
Magikoopa (2)
134 Magikoopa (flying)Magikoopa (grounded)
Magikoopa (copy)
135 A sprite of a Bony Beetle from Paper Mario.Sprite of a spiked Bony Beetle, from Paper Mario.
Bony Beetle
136 BombshellBill PM.png
Bombshell Bill
137 A sprite of B. Bill Blaster
Bombshell Bill Blaster
138 Sprite of a Dry Bones, from Paper Mario.
Dry Bones
139 Jr. Troopa from Paper Mario.
Jr. Troopa (6)
140 Assembled sprite of Bowser, from Paper Mario.
Bowser (2)
141 Assembled sprite of Bowser, from Paper Mario.
Bowser (3)
142 Sprite of Kammy Koopa on her broom, from Paper Mario.
Kammy Koopa
143 Assembled sprite of Bowser, from Paper Mario.
Bowser (4)
144 D Sprite of an Albino Dino from Paper Mario
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.
  1. ^ Its Balloons cannot be tattled.
  2. ^ Its Lantern cannot be tattled.
  3. ^ a b Removed from the game's final draft, but is present in its coding.