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Enemies

Kya ha ha! This is a list of all the enemies that Mario will have to face in his adventure! Of course, after seeing what he's up against, he may just decide that he doesn't stand a chance, and give up, like the coward he is!

Enemy names in red are bosses.

Flying enemies can only be attacked by an aerial attack (although a jump attack cannot attack an enemy on the ceiling). Enemies on the ground or ceiling can be damaged by a quake attack. If Mario or a party member attack a spiky or fiery enemy directly (ie any attack where the attacker is required to touch the enemy) without proper protection (Spike Guard or Fire Shield Badge), the attack will fail, and they'll receive 1 HP damage).

The number of Star Points you win from enemies varies by your level, so charts to figure the number of Star Points you'll win can be found here.

Picture
Name
HP
Attack Power
Defense Power
Item
Location
Attacks
Comments
Amazy Dayzee
20
20
1
Honey Syrup; Maple Syrup
Flower Fields
Sings at you (20)
Almost always runs away
Anti Guy
50
10
0
-
Shy Guy's Toybox; Bowser's Castle
Runs into Mario (10); Jumps on Mario (12)
You can bribe it in Shy Guy's Toybox if you give it a Lemon Candy; You'll face three of them in Bowser's Castle if you give three wrong answers to the second Bowser Door
Bandit
5
2
0
-
Dry Dry Desert
Runs into you, stealing 10 coins (2); Runs away if it's holding coins
You can get coins that were taken from you back by attacking the Bandit holding the coins
B. Bill Blaster
10
0
4
-
Bowser's Castle
Summons Bombshell Bills
-
Big Lantern Ghost
40
5
0
-
Shy Guy's Toybox
Jumps on Mario (5); If the lantern is lit, he can release light energy at Mario and his partner (2); If the lantern is lit, he can blow it out
It will be too dark to attack it until you hit the lantern twice
Bill Blaster
4
0
1
-
Koopa Bros. Fortress
Summons Bullet Bills
-
B Ninjakoopa
5
1
1
-
Koopa Bros. Fortress
Spins its shell at you (1); If other Koopa Bros. are standing, it will join with them to reform the Koopa Bros. stack
Can be flipped by a jump or quake attack. While flipped, its defense drops to 0. It takes 1 turn to get up, and it doesn't attack until the round after it gets up.
Blooper
30
3
0
-
Toad Town Tunnels
Shoots ink at Mario (3); Drops on Mario (3)
-
Blooper Baby
6
2
0
-
Toad Town Tunnels
Absorbs HP from Mario (2 HP per "bite"; Press A rapidly to get it to stop; will stop on its own after 5 "bites").
Created by Super Blooper
Blue Goomba(1)
6
1
0
-
Goomba Road
Jumps at you (1)
-
Blue Goomba(2)
2
1
0
-
Goomba Road
Jumps at you (1)
-
Bob-omb
3
1
0
-
Koopa Bros. Fortress
Jumps at Mario (1); When "enraged", they explode, sacrificing themselves to harm Mario (2)
They become "enraged" when attacked; If attacked when they're "enraged", they'll explode, and the character who attacked them will lose 1 HP (if the attack uses the body, like a Jump attack); If they attack Mario while he's electrified, they will explode, and cause Mario 2 HP damage
Bombshell Bill
3
6
0
-
Bowser's Castle
Runs into Mario, sacrificing itself in the process (6)
-
Bony Beetle
8
3
4
-
Bowser's Castle
When spikes are retracted, it flings its shell at Mario (3); When spikes are out, it will jump on Mario with its spikes (5)
Fire attacks are ineffective; Spikes are either out or retracted...attacking it will cause it to switch its spike configuration; It's spiky when its spikes are out-it can't be jumped on; Can be flipped by a jump or quake attack. While flipped, its defense drops to 0. It takes 1 turn to get up, and it doesn't attack until the round after it gets up.
Bowser(1)
?
1
0
-
Peach's Castle
Swipes his claw at Mario (1); Uses the Star Rod to triple his attack power and make himself invincible; Breathes fire at Mario (3.3)
You can't win this battle. Just try to lose gracefully. =P
Bowser(2)
50
6 or 8
1
-
Peach's Castle
Uses the Star Rod to attack Mario and his partner (4 HP damage to Mario, 3 to his partner); Swipes his claw at Mario (6; Poison); Breathes fire at Mario (8); Restores 20 HP; Uses the Star Rod to double his Attack and Defense Power
The effects of the Star Rod can be negated by using the Star Beam
Bowser(3)
99
8 or 10
2
-
Atop Peach's Castle
Uses the Star Rod to attack Mario and his partner (6 HP damage to Mario, 3 to his partner); Swipes his claw at Mario (8; Poison); Jumps on Mario (8; Temporarily causes the loss of one of Mario's commands); Breathes Fire at Mario (10); Causes Lightning to strike Mario (10); Uses the Star Rod to double his Attack Power and make himself invincible
This battle can't be won...use the Star Beam after he uses the Star Rod to end it
Bowser(4)
99
8 or 10
2
-
Atop Peach's Castle
Uses the Star Rod to attack Mario and his partner (6 HP damage to Mario, 3 to his partner); Swipes his claw at Mario (8; Poison); Jumps on Mario (8; Temporarily causes the loss of one of Mario's commands); Breathes Fire at Mario (10); Causes Lightning to strike Mario (10); Restores 30 HP; Uses the Star Rod to double his Attack Power and make himself invincible
The effects of the Star Rod can be negated by using the Peach Beam
Bowser???
10
1
1
-
Koopa Bros. Fortress
Punches Mario (1)
-
Bullet Bill
2
2
0
-
Koopa Bros. Fortress
Runs into Mario, sacrificing itself in the process (2)
-
Buzzar
40
3
0
-
Mt. Rugged
Shoots a feather at Mario (2); Dives at Mario (3); Lifts Mario and drops him (4; Rapidly press A to increase chance of avoiding damage); Blows wind at Mario and his partner (Damage is equal to the number on the counter that appears...press A rapidly to get the number to reduce the damage...the counter goes from 3 to 1)
You can avoid fighting him by responding "Luigi" to the question he asks.
Buzzy Beetle
3
2
2
Super Soda
Dry Dry Ruins; Toad Town Tunnels
Flings its shell at you (2); Occasionally, when you enter battle, there will be a Buzzy Beetle on the ceiling...when this happens, it will drop on Mario's head (3)
Can be flipped by a jump or quake attack. While flipped, its defense drops to 0. It takes 1 turn to get up, and it doesn't attack until the round after it gets up.; Fire attacks aren't effective
Bzzap!
3
6
0
Honey Syrup
Flower Fields
Stings Mario (6; Poison); Summons 5 small bees that each sting Mario (1; Shrink(?))
-
Chan
15
2
2
-
Toad Town Dojo
Spins his shell at Mario (2)
Can be flipped by a jump or quake attack. While flipped, its defense drops to 0. It takes 1 turn to get up, and it doesn't attack until the round after it gets up.; Fire attacks aren't effective; Beat him to win the First Degree Card and the right to fight Lee
Chomp
4
3
3
-
Dry Dry Ruins
Bites Mario (3)
Summoned by Tutankoopa; The battle ends when Tutankoopa is defeated
Cleft
2
2
2
-
Mt. Rugged
Charges at Mario (2)
Pretend to be rocks; It's spiky-it can't be jumped on
Clubba
8
3
0
-
Tubba Blubba's Castle
Clubs Mario (3)
When they are sleeping, you can avoid fighting them by slowly walking around them (equip the Slow Go Badge or press the analog stick gently to walk)
Crazee Dayzee
8
4
0
Maple Syrup
Flower Fields
Sings at you (4; Sleep)
They tend to run away when their HP is low
Crystal Bit
1
0
0
-
Crystal Palace
-
These are summoned by the Crystal King-three at a time...he sucks them up and shoots them out at you unless you defeat them first.
Crystal King
70
6
2
-
Crystal Palace
Summons three Crystal Bits; Spits any Crystal Bits on screen out at you (4 HP damage each); Shoots an ice bolt at Mario (6; Frozen); Creates two fake Crystal Kings...when the fakes are present, they all shoot ice mist at Mario (8); Restores 20 HP
-
Crystal King (fake)
70
5
0
-
Crystal Palace
They combine with the real Crystal King to shoot ice mist at Mario (8)
They will disappear when you attack the real Crystal King
Dark Koopa
8
3
2
POW Block
Toad Town Tunnels
Hurl their shells at Mario (3); Creates a tornado (Dizzy)
Can be flipped by a jump or quake attack. While flipped, its defense drops to 0. It takes 1 turn to get up, and it doesn't attack until the round after it gets up.
Dry Bones
8
4
2
-
Bowser's Castle
Throws a bone at Mario (4)
They will only stay defeated if you finish them all off at once, or you finish them off with a fire attack
Duplighost
15
4
0
-
Shiver Mountain; Crystal Palace; Bowser's Castle
Flings itself at Mario (4); Takes the form and attacks of Mario's partner
In its disguised form, it will be as powerful as the partner it's emulating
Electro Blooper
50
4
0
-
Toad Town Tunnels
Shoots ink at Mario (4); Drops on Mario (4); Electrifies itself; While electric, drops on Mario (6; Causes the Blooper to lose its electricity)
You can get rid of its electricity by attacking it with an attack that won't harm you (like Mario's Hammer Throw or Parakarry's Shell Shot)
Ember
10
4
0
Shooting Star
Star Road
Jumps on Mario (4; Fire-based); Shoots fire at Mario's partner (2)
It's fiery-it can't be jumped on; Fire attacks aren't effective; Weak to Ice/Water attacks; When attacked, it splits into two Embers, each with equal HP
Forest Fuzzy
6
1
0
-
Forever Forest
Absorbs 1 HP from Mario; Can create another Forest Fuzzy
-
Frost Piranha
10
4
0
-
Shiver Field; Shiver Mountain
Bites Mario (4); Breathe Icy Breath (Frozen)
Ice attacks aren't effective; Weak to Fire attacks
Fuzzipede
20
3
0
-
Toad Town Harbor
Jumps on Mario (3); Charges into Mario (3; Temporarily causes the loss of one of Mario's commands)
You won't be able to attack unless Watt is your partner
Fuzzy
3
1
0
-
Behind Koopa Village
Absorbs 1 HP from Mario
-
General Guy
30
4
2
-
Shy Guy's Toybox
Throws a bomb at Mario (4); Shoots lightning at Mario and his partner (5 HP damage to Mario; 2 HP damage to his partner)
If the bulb is broken, he'll lose his lightning attack (Bulb has 8 HP and a defense value of 1)
Gloomba
7
2
0
-
Toad Town Tunnels
Jumps at you (2)
-
Goomba
2
1
0
Mushroom
Jr. Troopa's Playground; Goomba Road; Pleasant Path
Jumps at you (1)
-
Goomba King
10
1
0
-
Goomba Road
Kicks Mario (1); Shakes the Goomnut Tree (2)
He can only use the Goomnut Tree once
GRY Magikoopa
11
3
0
-
Crystal Palace
Shoots a magic blast at Mario if it's on its broom (3); Smacks Mario with its wand if it's on the ground (3); Makes one ally transparent
If it is riding its broom, a double jump attack (use the action command) will make it fall off; Tends to run away when it's alone
G Magikoopa
11
3
0
-
Flower Fields; Crystal Palace
Shoots a magic blast at Mario if it's on its broom (3); Smacks Mario with its wand if it's on the ground (3); Raises one ally's Defense Power by 1
If it is riding its broom, a double jump attack (use the action command) will make it fall off; Tends to run away when it's alone
G Ninjakoopa
5
1
1
-
Koopa Bros. Fortress
Spins its shell at you (1); If other Koopa Bros. are standing, it will join with them to reform the Koopa Bros. stack
Can be flipped by a jump or quake attack. While flipped, its defense drops to 0. It takes 1 turn to get up, and it doesn't attack until the round after it gets up.
Groove Guy
7
2
0
-
Shy Guy's Toybox
Charges into Mario (2); Spins in front of Mario (Dizzy); Summons Groove Guys
-
Gulpit
12
2
0
Pebble
Shiver Field; Shiver Mountain
Spits a large rock at you (7); Spits a small rock at you (5); When ammo is exhausted, they lick you (2)
Each battle with a Gulpit begins with 3 large rocks and 2 small rocks; Rocks can be attacked and destroyed one by one; Once a rock is used by a Gulpit, it is gone forever
Hammer Bros.
12
5
1
-
Bowser's Castle
Throws a hammer at Mario (5; Shrink); When HP is 4 or below, it will throw 5 hammers (2; Shrink)
-
Huff N. Puff
60
5
0
-
Cloudy Climb
Jumps on Mario (5); Blows wind at Mario (Damage is equal to the number on the counter that appears...press A rapidly to get the number to reduce the damage...the counter goes from 7 to 3); Electrifies himself; When electric, he will shoot lighting at Mario, which will damage Mario, but cause Huff N. Puff to lose his electric charge (12 or 10); Sucks back up Tuff Puffs (He will restore 2 HP for every large Tuff Puff he absorbs, and 1 HP for every small one.); Slams the ground (13)
For every HP damage you do to him, he will create a Tuff Puff (small Tuff Puffs represent 1 HP damage, and large ones represent 2 HP damage)
Hurt Plant
8
2
0
Tasty Tonic
Jade Jungle
Bites Mario (2; Poison)
Pretend to be Heart Plants
Hyper Cleft
4
3
3
-
Gusty Gulch
Charges at Mario (3); Charges itself; When charged, charges at Mario (8)
Pretend to be rocks; It's spiky-it can't be jumped on
Hyper Goomba
7
1
0
-
Gusty Gulch; Windy Mill
Jumps on Mario (1); Charges itself; When charged, charges at Mario (8)
-
Hyper Paragoomba
7
1
0
Dried Shroom
Gusty Gulch
Dives at Mario (1); Charges itself; When charged, dives at Mario (8)
Loses its wings and becomes a regular Hyper Goomba when jumped on
Jr. Troopa(1)
5
1
0
-
Jr. Troopa's Playground
Jumps on Mario (1)
When his HP gets down to 1, his attack power will double
Jr. Troopa(2)
15
2
1
-
Pleasant Path
Jumps on Mario (2)
-
Jr. Troopa(3)
40
5
1
-
Forever Forest
Swoops at Mario (5)
-
Jr. Troopa(4)
20
6
1
-
Toad Town Harbor
Swoops at Mario (6)
He's spiky-he can't be jumped on
Jr. Troopa(5)
50
8
1
-
Shiver Field
Shoots a magic blast at Mario (8)
-
Jr. Troopa(6)
60
8
2
-
Bowser's Castle
In his normal form, he jumps on Mario (8); In his flying/spiked form, he swoops at Mario (8); In his flying/spiked form, he hits Mario with his spike (9); In his magic form, he shoots a magic blast at Mario (8); In his magic form, he causes lightning to strike Mario (9); Heals 10 HP
As the battle goes on, he changes from his normal form to his flying/spiked form to his magic form
Jungle Fuzzy
7
2
0
-
Jade Jungle
Absorbs HP from Mario (2 HP per "bite"; Press A rapidly to get it to stop; will stop on its own after 5 "bites"); Can create another Jungle Fuzzy
-
Kent C. Koopa
70
10
6
-
Pleasant Path
Jumps on Mario (10); Flattens Mario and his partner with his shell (3)
A double jump attack (use the action command) will flip him over. While flipped, his defense drops to 0 (although he will still resist jump attacks). He takes 1 turn to get up, and he attacks immediately after getting up.
Koopa Bros.
?
?
?
-
Koopa Bros. Fortress
Spin their shells at Mario (Attack power is the same as number of Koopas in the stack)
Attack them and they'll become unstable. If you attack them while they're unstable, they'll all fall down and land on their backs. They'll fall over immediately if you use Bombette's Bomb ability.
Koopa Troopa
4
1
1
POW Block
Pleasant Path; Koopa Bros. Fortress
Flings himself at you with his shell (1)
Can be flipped by a jump or quake attack. While flipped, its defense drops to 0. It takes 2 turns to get up, and it doesn't attack until the round after it gets up.
Koopatrol
8
4
3
-
Bowser's Castle
Flings its shell at Mario (4); Charges itself; When charged, flings its shell at Mario (10); Summons Koopatrols
It's spiky-it can't be jumped on; Can be flipped by a jump or quake attack (You can only jump on it safely if you have the Spike Shield Badge equipped). While flipped, its defense drops to 0. It takes 1 turn to get up, and it doesn't attack until the round after it gets up.
Lakitu
12
3
0
-
Flower Fields
Throws a Spiny at you (3); Summons Spinies
-
Lava Bubble
9
4
0
-
Mt. Lavalava
Jumps on Mario (4; Fire-based); Shoots fire at Mario's partner (2)
It's fiery-it can't be jumped on; Fire attacks aren't effective; Weak to Ice/Water attacks
Lava Bud(1)
8
0
0
-
Mt. Lavalava
Shoots a Petit Piranha at Mario (4; Fire elemental)
Fire attacks aren't effective; They're defeated automatically when the Lava Piranha is defeated
Lava Bud(2)
8
0
0
-
Mt. Lavalava
Summons Petit Piranhas
It's fiery-it can't be jumped on; Fire attacks aren't effective; Weak to Ice/Water attacks; Ice/Water attacks temporarily stun them, and cause them to lose their fire-affinity, allowing them to be jumped on; They're defeated automatically when the Lava Piranha is defeated
Lava Piranha(1)
40
5
0
-
Mt. Lavalava
Shoots fire at Mario (5; Fire elemental)
Fire attacks aren't effective
Lava Piranha(2)
40
5
0
-
Mt. Lavalava
Breathes fire at Mario (7; Fire elemental)
It's fiery-it can't be jumped on; Fire attacks aren't effective; Weak to Ice/Water attacks; Ice/Water attacks temporarily stun it, and cause it to lose its fire-affinity, allowing it to be jumped on
Lee
20
5
0
-
Toad Town Dojo
Rushes at Mario (5); Takes the form of one of Mario's partners
His power and skills in his disguised state is the same as the power and skills of the partner he's emulating; Beat him to win the Second Degree Card and the right to fight The Master
M. Bush
8
3
0
Tasty Tonic
Jade Jungle
Dives at Mario (3; Poison)
Pretend to be bushes
Magikoopa(1)
8
3
0
-
Shooting Star Summit
Shoots a blast of magic at Mario (3)
A double jump attack (use the action command) will make it fall off its broom
Magikoopa(2)
11
6
0
-
Bowser's Castle
Shoots a blast of magic at Mario (6); Raises an ally's attack power by 1; Raises an ally's defense by 1; Restores 5 HP to one ally; Restores 3 HP to all allies; Electrically charges an ally; Makes one ally transparent; Creates a hologram of itself (the hologram cannot be damaged; it disappears when you attack the Magikoopa)
If it is riding its broom, a double jump attack (use the action command) will make it fall off; Tends to run away when it's alone
The Master(1)
50
6
0
-
Toad Town Dojo
Punches Mario (6)
Beat him to win the Third Degree Card and the right to fight him again
The Master(2)
75
8
0
-
Toad Town Dojo
Punches Mario (8); Does a punch-uppercut combo on Mario (the punch takes 5 HP and the uppercut takes 6 HP)
Beat him to win the Fourth Degree Card and the right to fight him for a third and final time
The Master(3)
99
10
1
-
Toad Town Dojo
Punches Mario (10); Does a punch-uppercut-kick combo on Mario (the punch takes 5 HP, the uppercut takes 6 HP and the kick takes 7 HP)
Beat him to win the Diploma
Medi Guy
7
1
0
-
Shy Guy's Toybox
Swoops at Mario (1)
Restores 4 HP to one ally
Monstar
20
1
0
-
Shiver Field
Magically blasts Mario (1)
-
Monty Mole(1)
3
2
0
-
Mt. Rugged
Throws a rock at Mario (2)
-
Monty Mole(2)
12
3
0
-
Flower Fields
Throws a rock at Mario (3)
They are only fought before Petunia gives Mario the Magical Bean
Paragloomba
7
2
0
-
Toad Town Tunnels
Swoops down and attacks (2)
Loses its wings and becomes a regular Gloomba when jumped on
Paragoomba
2
1
0
-
Jr. Troopa's Playground; Goomba Road; Pleasant Path
Swoops down and attacks (1)
Loses its wings and becomes a regular Goomba when jumped on
Paratroopa
4
1
1
-
Pleasant Path; Koopa Bros. Fortress
Dives at you (1)
Loses its wings and becomes a regular Koopa Troopa when jumped on
Petit Piranha
1
6
0
-
Mt. Lavalava
They sacrifice themselves to damage Mario (6; Fire-based)
Summoned by Lava Bud(2); It's fiery-it can't be jumped on; Fire attacks aren't effective; Weak to Ice/Water attacks; They're defeated automatically when the Lava Piranha is defeated
Piranha Plant
5
3
0
-
Forever Forest
Bites Mario (3)
It's spiky-it can't be jumped on
Pokey
4
2
0
Dried Fruit; Tasty Tonic
Dry Dry Desert
Drops on you (2); Throws a segment of its body at you (2); If all segments are gone, it will jump on you (2); Summons other Pokeys
It's spiky-it can't be jumped on
Pokey Mummy
4
2
0
-
Dry Dry Ruins
Throws a segment of its body at you (2, Poison); If all segments are gone, it will jump on you (2, Poison)
It's spiky-it can't be jumped on
Putrid Piranha
12
3
0
-
Jade Jungle; Mt. Lavalava
Bites Mario (3); Breathe Putrid Breath (2; Poison)
-
Pyro Guy
7
4
0
-
Shy Guy's Toybox
Charges into Mario (4; Fire-based)
It's fiery-it can't be jumped on; Fire attacks aren't effective; Weak to Ice/Water attacks
Red Goomba(1)
7
1
0
-
Goomba Road
Jumps at you (1)
-
Red Goomba(2)
2
1
0
-
Goomba Road
Jumps at you (1)
-
R Magikoopa
11
3
0
-
Mt. Lavalava; Crystal Palace
Shoots a magic blast at Mario if it's on its broom (3); Smacks Mario with its wand if it's on the ground (3); Raises one ally's Attack Power by 1
If it is riding its broom, a double jump attack (use the action command) will make it fall off; Tends to run away when it's alone
R Ninjakoopa
5
1
1
-
Koopa Bros. Fortress
Spins its shell at you (1); If other Koopa Bros. are standing, it will join with them to reform the Koopa Bros. stack
Can be flipped by a jump or quake attack. While flipped, its defense drops to 0. It takes 1 turn to get up, and it doesn't attack until the round after it gets up.
Ruff Puff
10
4
0
Thunder Rage
Flower Fields
Hits Mario on the head (4)
-
Shy Guy
7
2
0
POW Block
Shy Guy's Toybox
Charge into Mario (2); Jump on Mario (3)
They come in a variety of colors
Shy Squad
15
1
0
-
Shy Guy's Toybox
Each member in the squad attacks Mario consecutively (1)
The squad begins with 15 members. For every HP damage you inflict, it loses one member. When all members are gone, it is defeated.
Shy Stack
10
1
0
-
Shy Guy's Toybox
Shoot their slingshots at Mario (Attack power is equal to the number of Shy Guys in the stack)
The "Spin Smash" ability will take a Shy Guy out of each stack.
Sky Guy
7
3
0
-
Shy Guy's Toybox
Shoots a slingshot at Mario (3)
Its balloons can be attacked. If the balloons are destroyed, it falls from the sky and becomes a regular Shy Guy
Spear Guy
7
3
0
Sleepy Sheep
Jade Jungle
Stabs Mario (3); Summons Spear Guys; Throws its spear at Mario (3)
Has its spear up or down...if his spear is up, you won't be able to jump on it, and if its spear is down, you won't be able to use frontal attacks (like your hammer); If a Spear Guy throws its spear, it becomes a regular Shy Guy
Spike?
50
4
0
-
Flower Fields
Throws a Spiny at Mario (4)
-
Spiked Gloomba
7
3
0
Sleepy Sheep
Toad Town Tunnels
Jumps at you with its spike (3)
It's spiky-it can't be jumped on
Spiked Goomba
2
2
0
-
Jr. Troopa's Playground; Goomba Road; Pleasant Path
Jumps at you with its spike (2)
It's spiky-it can't be jumped on
Spike Top
4
3
4
-
Mt. Lavalava; Toad Town Tunnels
Shoot their shells at you (3)
It's spiky-it can't be jumped on
Spiny
5
4
3
-
Flower Fields; Toad Town Tunnels
Rolls into you (4)
It's spiky-it can't be jumped on
Spy Guy
7
2
0
-
Shy Guy's Toybox
Shoots Mario with a slingshot (2); Hits Mario with a hammer (2; Temporarily causes the loss of one of Mario's commands)
It alternates whether it's equipped with the slingshot or hammer...hitting it will cause it to switch weapons
Stilt Guy
7
4
0
-
Shy Guy's Toybox
Jumps on Mario (4)
A double jump attack (use the action command) or a quake attack will make them fall off their stilts and become regular Shy Guys
Stone Chomp
4
3
1
-
Dry Dry Ruins
Bite Mario (3)
They guard the Pyramid, Lunar and Diamond Stones
Super Blooper
70
5
0
-
Toad Town Tunnels
Shoots ink at Mario (5); Drops on Mario (5); Enrages itself; When enraged, it drops on Mario, hitting him twice (10); Creates two Blooper Babies
-
Swooper
4
2
0
-
Dry Dry Ruins
Swoops at you (2)
Usually, at the beginning of battle, they will be perched on the ceiling. To get them down, you must hit them with a flying attack (although jump attacks won't work for obvious reasons) or a quake attack. Then any non-ground based attack can attack them.
Swoopula
8
2
0
Volt Shroom
Crystal Palace
Absorbs HP from Mario (2 HP per "bite"; Press A rapidly to get it to stop; will stop on its own after 5 "bites").
Usually, at the beginning of battle, they will be perched on the ceiling. To get them down, you must hit them with a flying attack (although jump attacks won't work for obvious reasons) or a quake attack. Then any non-ground based attack can attack them.
Tubba Blubba(1)
10
4
?
-
Tubba Blubba's Castle
Hits Mario with his fists (4); Jumps on Mario (6)
He's invincible...if you end up fighting him, RUN AWAY
Tubba Blubba(2)
10
4
0
-
Gusty Gulch
Hits Mario with his fists (4); Jumps on Mario (6)
-
Tubba's Heart
50
6
0
-
Windy Mill
Jumps at Mario (6); Charges itself; When charged, it summons particles to attack Mario (12)
-
Tuff Puff
1
2
0
-
Cloudy Climb
All Tuff Puffs attack collectively as one unit...they drain HP from Mario (2 HP per "bite"; Press A rapidly to get it to stop).
These are created when you attack Huff N. Puff. Huff N. Puff will suck them back up, and restore 1 HP for every small Tuff Puff and 2 HP for every large Tuff Puff; They are defeated automatically when Huff N. Puff is defeated.
Tutankoopa
30
3
0
-
Dry Dry Ruins
Summons a Chomp; Throws a shell at you (3); Causes stones to fall from the sky that will either hit you and your partner or Tutankoopa (2)
He only has three shells to throw at Mario; When he is hit by falling stones, he falls off his ledge; He won't summon another Chomp unless you defeat the first
White Clubba
12
5
0
-
Shiver Mountain; Crystal Palace
Clubs Mario (5); Clubs Mario three times (2)
Ice attacks aren't effective; Weak to Fire attacks
W Magikoopa
11
3
0
-
Jade Jungle; Mt. Lavalava; Crystal Palace
Shoots a magic blast at Mario if it's on its broom (3); Smacks Mario with its wand if it's on the ground (3); Restores 5 HP to one ally; Restores 3 HP to all allies
If it is riding its broom, a double jump attack (use the action command) will make it fall off; Tends to run away when it's alone
Y Magikoopa
11
3
0
-
Flower Fields; Crystal Palace
Shoots a magic blast at Mario if it's on its broom (3); Smacks Mario with its wand if it's on the ground (3); Electrifies an ally
If it is riding its broom, a double jump attack (use the action command) will make it fall off; Tends to run away when it's alone
Y Ninjakoopa
5
1
1
-
Koopa Bros. Fortress
Spins its shell at you (1); If other Koopa Bros. are standing, it will join with them to reform the Koopa Bros. stack
Can be flipped by a jump or quake attack. While flipped, its defense drops to 0. It takes 1 turn to get up, and it doesn't attack until the round after it gets up.



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