Koopa Troopa
Turtle-like enemies that appear in all of the Mario games.
Famous/Important Koopas
Paper Mario Stats
Kammy Koopa
HP: 10, Attack: 3, Defense: 4-3-2-1.
Kent C. Koopa
Max HP: 70, Attack: 3 (Shell Slam), 10 (Jump Attack), Defense: 6
Tattle: This is Kent C. Koopa. He seems pretty greedy for such a large Koopa. He sometimes does a stamp attack with his shell. That attack has a power of 3. His shell attack also damages party members (like me!), so be sure to defend! As with all Koopas, your chances will greatly improve if you can flip him over. His defense power will drop. Watch it, though! He'll attack as soon as he's back on his feet. And by the way, is he not THE HUGEST KOOPA EVER!?! Somebody told me that he used to live in Koopa Village...
Regular Koopa
HP: 4, Attack: 1, Defense: 1
This is a Koopa Troopa. Everybody knows Koopa Troopas. They're Bowser's followers. Their shells are hard. If you can flip 'em over, their defense power will fall to 0 and it will become much easier for you to defeat 'em. You can flip 'em with a POW block or a Jump attack.
Regular Koopa Paratroopa
HP: 4, Attack: 1, Defense: 1
This is a Paratroopa. No surprise here--Paratroopas are Koopa Troopas with wings. When you jump on 'em or use a POW Block, their wings fall off and they become normal Koopa Troopas. It's easy to beat 'em once they're normal Koopa Troopas. Give 'em another Jump attack! They think they're pretty cool because they wear sunglasses, but they're not that tough.
Dark Koopa
HP: 8, Attack: 3, Defense: 2
This is a Dark Koopa. Dark Koopas are Koopa Troopas who live in the Toad Town Tunnels. They're known for causing dizziness. Be extra careful when you see 'em grin, because that means they're getting ready to do their dizzy attack. Their defense power is 0 when they're turned over, so you should use Jump attacks.
Koopatrol
HP: 8, Attack: 4, Defense: 3
Tattle: This is a Koopatrol. They're elite Koopa soldiers. These are the highest-ranked guards of Bowser's Castle. In case you hadn't noticed, they're fitted with spikes. Don't jump on 'em. When their HP drops low, they'll charge up power for one last-ditch attack. The power of this desperate attack is 10. They've also been known to call in reinforcements when they're in trouble. Don't underestimate these nasty Koopas, Mario.
Hammer Bros.
HP: 12, Attack: 5, Defense: 1
Tattle: These are the Hammer Bros. You've seen these punks before, haven't you? Be careful of that hammer! If it hits you, you'll get shrunk in a wink. When the Hammer Bros. get desperate, they'll hurl a ton of hammers, so watch it. These guys have been a pain for ages, so let's give 'em an old-fashioned whopping. As always, they're not to be underestimated.
Magikoopas
Mini-Boss: HP: 8, Attack: 3, Defense: 0
Any Magikoopa: HP: 11, Attack: 3, Defense: 0
Castle Guard Magikoopa: HP: 11, Attack: 6, Defense: 0
Tattle:
- Mini-Boss Magikoopa: This is a Magikoopa. Magikoopas use magical rods. Magic attacks are no joke, Mario. You'd better take these guys seriously.
- Castle Guard Magikoopa: This is a Magikoopa. Magikoopas are the elite magicians of the Koopa clan. Tread carefully, Mario! Their magical attacks pack a serious punch! They know many nasty spells. We'd better beat them before they can do anything crazy.
- Gray Magikoopa: This is a Gray Magikoopa. He's one of the magicians in the Koopa clan. Those gray robes aren't very flashy, but they're kind of cool. He can use magic to make his companions transparent. We can't attack enemies that are transparent. Let's try to beat 'em before that becomes an issue, what do you say?
- Green Magikoopa: This is a Green Magikoopa. He's one of the magicians in the Koopa clan. I have to admit, I like those green robes. Very cool! He can magically increase the defense power of others. He looks pretty surly.
- Red Magikoopa: This is a Red Magikoopa. He's one of the magicians in the Koopa clan. Snappy red robes, huh? He can magically increase the attack power of others. Take care of him before he can pump up his companions!
- Yellow Magikoopa: This is a Yellow Magikoopa. He's one of the magicians in the Koopa clan. Yellow is the new black, didn't you know? He can use magic to give his companions an electric charge. While his cohorts are electrified, don't attack them directly or you'll be in for a shocking surprise.
- White Magikoopa: This is a White Magikoopa. He's one of the magicians in the Koopa clan. White robes, huh? How does he keep 'em clean? He's a healer. When he magically heals one companion it recovers 5 HP, and when he heals all of this companions at once, they all recover 3 HP. You'd better take care of this guy but fast.
Koopa Bros.
Max HP: 5 of each, Attack: 1, Defense: 1
Tattle:
- On top of each other: The Koopa Bros. have formed a tall Koopa tower! I'm not sure about this... They do a spinning attack with the whole gang piled high atop one another. Hit 'em with a Hammer or something to make 'em unstable. After that, any attack should knock 'em down. If you use an explosion, you can make 'em fall down at once. If you flip 'em over, the battle will nearly be ours! Beat 'em one by one!
- Red: He's the Koopa Bros. leader.
- Black: Black is pretty fashionable...
- Yellow: Yellow reminds me of curry. Isn't that a weird thing to think of in the middle of a battle?
- Green: He looks exactly the same as a normal Koopa Troopa.
- Any Koopa Brother: He has a little bit of defense power, but you can turn him over by jumping on him, just like a normal Koopa Troopa. Let's flip him over quick! Otherwise, the Bros. may form a tower and do their famous spinning attack!
King Bowser Koopa
Max HP:
- Round 1: 50
- Rounds 2 and 3: 99
Attacks:
- Round 1:
-Ring Attack: Uses the star rod to create a ring to attack Mario and his partner. Does 3 damage to Mario's partner and does 4 damage to Mario.
-Claw Attack: Swipes his claw at Mario, which might poison him in the process. Does 6 damage.
-Fire Breath: Breathes fire at Mario. Does 8 damage.
- Rounds 2 and 3:
-Ring Attack: Uses the star rod to create a ring to attack Mario and his partner. Does 3 damage to Mario's partner and does 6 damage to Mario.
-Claw Attack: Swipes his claw at Mario, which might poison him in the process. Does 8 damage.
-Jump Attack: Jumps on Mario, causing him to lose one of his commands. Does 8 damage.
-Fire Breath: Breathes fire at Mario. Does 10 damage.
-Lightning Slam: Causes lightning to strike Mario. Does 10 damage.
Defense:
- Round 1: 1
- Rounds 2 and 3: 2
Tattle:
- Round 1: It's the Evil King Bowser! Finally, after all this time! He has a huge arsenal of attacks, from blowing clouds of fire to jumping on us. Fire Attack: 8, Stamp Attack/Nail Attack: 6 I'm sure he has other attacks that I don't know. Boy, does he look nasty! He's strong enough as it is, but I'm sure he can use that Star Rod to increase his power until he's nearly invincible. Princess Peach needs us! Let's take him, Mario!
- Round 2: It's the Evil King Bowser! Uh... I think he got bigger. That's not a good sign... He has a huge arsenal of attacks, from blowing clouds of fire to jumping on us. Fire Attack: 10, Stamp Attack/Nail Attack: 8 I'm sure he has other attacks that I don't know. Kammy Koopa's mysterious device has somehow beefed up his power even more. That's hardly fair! You should use that Star Beam whenever he uses the Star Rod to increase his power. Oh, you already knew that?
- Round 3: It's the Evil King Bowser! No more messing around! He has a huge arsenal of attacks, from blowing clouds of fire to jumping on us. Fire Attack: 10, Stamp Attack/Nail Attack: 8 I'm sure he has other attacks that I don't know. When he increases his power with the Star Rod, our attacks will be totally useless. When that happens, you must use our ultimate weapon, the Peach Beam! It has the power of everyone's wishes! This is our time, Mario! Let's take this chump! We're coming, Princess!
Tutankoopa
Max HP: 30 Attack: 2 (Stone Smack), 3 (Shell Toss), Defense: 0
Tattle: He's one of Bowser's followers and he's been assigned to guard one of the Star Spirits. I've heard that he has sort of a pharaoh complex. He attacks by throwing shells from that high perch. Try to avoid when he uses magic: its attack power is 2 and it'll sting for sure. And he also summons Chomps, his loyal subjects. Those Chomps have some serious attack power. Think hard about who to attack first, Tutankoopa or Chomp.