Klomp

Klomps were the main Kremling grunts employed by Kaptain K. Rool and his Kremling Krew during the events of Donkey Kong Country 2: Diddy's Kong Quest. These soldiers were spread throughout Crocodile Isle, the home island of the Kremling race. Diddy Kong and Dixie Kong defeated many Klomps during their attempt to save the kidnapped Donkey Kong from Kaptain K. Rool. Like many other members of the Kremling Krew during this time, Klomps donned pirate regalia (specifically sailor pants and a peg leg) like their leader Kaptain K. Rool (the pirate alias of King K. Rool). They were replaced by Kobbles in Donkey Kong Country 3 and Donkey Kong Land 3.

Summary
Klomps are very weak, as they can be defeated by any attack, including simple jumping and rolling attacks. These pirate soldiers could only attack by marching into a Kong, hurting the ape on impact. Klomps tended to patrol a small area individually or in small groups, although in either case they were not much of a threat to Diddy and Dixie.

Donkey Kong Country 2
Klomps had the same role as Kritters from Donkey Kong Country and Donkey Kong Land. In fact, Klomps look almost exactly like Kritters, the notable difference being the former's pirate appearance. Additionally, Klomps appear to be heavily scarred. Other differences, for example, they only have green skin, while Kritters came in many different colors. Also, Klomps cannot jump like some Kritters can. Kaboings instead possess this ability (although Kaboings themselves appear to simply be Klomps with two peg legs, instead of just one).

Donkey Kong Land 2
Klomps reappeared in Donkey Kong Land 2, along with a resurrected Crocodile Isle. They fulfilled the same purpose in the Kremling Krew as in the previous adventure, and they could be defeated in the same ways.