Comprehensive, sortable lists of enemy stats from the game Paper Mario.

General Stats

Legend

  • #: The number designated to the enemy based on the chronological "order" it appears in the game. This is not an in-game value.
  • Name: The name of the enemy.
    • Normal: Enemy. (Ex: Goomba)
    • Bold: Boss. (Ex: Jr. Troopa)
    • Italic: Support enemy/object/part. (Ex: Crystal Bit)
  • Location(s): The location(s) the enemy appears in.
  • Level: The enemy's level. If Mario's level matches or exceeds theirs, he will not earn any Star Points from it.
  • HP: The enemy's HP at the start of the battle.
  • Attack: The enemy's general attack power, as listed in Goombario's Tattle. Some enemies have several attacks that inflict different attack powers.
  • Defense: The enemy's defense.
  • Moves: The enemy's attacks -- listed by attack power -- and other techniques.
  • Tattle: The complete Tattle log of the enemy from Goombario's Tattle move.

Note: Some of these enemies are variations of a single enemy, were fought in a grouped battle, or had several battles where the enemy had a different stat-spread or form. For convenience, these variations are listed as separate enemies.

General stat chart

align=center colspan="21" bgcolor="#e3d17c" style="font-size:110%;color:black;Template:Radius"|Template:Color-link-piped Enemy Stats
# Name Location(s) Level HP ATK. Defense Move(s) Tattle
1  
Bowser (1)
Princess Peach's Castle 1 10 1 0 Claw Swipe (1)
Power Up (Def +1)
Boosted Claw Swipe (3)
Fire Breath (10)
N/A
2  
Jr. Troopa (1)
Jr. Troopa's Playground 41 5 1 0 Hop (1)
Power Hop (2; HP = 1)
N/A
3  
Goomba
Jr. Troopa's Playground
Goomba Road
Pleasant Path
Shy Guy's Toy Box
5 2 1 0 Headbonk (1) This is a Goomba.
Goombas are what you'd call "small fries." Actually, they're pretty much the smallest fries. ...Hey, wait! I'm one of 'em!
Max HP: 2, Attack Power: 1 Defense Power: 0 You can jump on them or whack 'em with the Hammer.
These guys are old school. They've been around since you were in Super Mario Bros.!
4 File:SpikedGoomba PM.png
Spiked Goomba
Jr. Troopa's Playground
Goomba Road
Pleasant Path
6 2 2 0 Spikebonk (2) This is a Spiked Goomba. Spiked Goombas are Goombas with spikes on their heads.
Max HP: 2, Attack Power: 2, Defense Power: 0
Whatever you do, don't jump on their spikes or you'll get hurt or even paralyzed!
5  
Paragoomba
Jr. Troopa's Playground
Goomba Road
Pleasant Path
6 2 1 0 Dive Kick (1) This is a Paragoomba. Obviously, Paragoombas are Goombas with wings.
Max Hp: 2, Attack Power: 1, Defense Power: 0
You can't hit 'em with the Hammer while they're airborne.
If you damage 'em, they'll fall to the ground and become ordinary Goombas.
6 File:BlueGoomba.png
Blue Goomba (1)
Goomba Road 20 6 1 0 Headbonk (1) This is Blue Goomba. He's the younger of the two notorious Goomba Bros.
Max HP: 6, Attack Power: 1, Defense Power: 0
As you heard in his little speech, he's one of the Goomba King's men.
He doesn't look that healthy. He's weaker than his brother.
7 File:RedGoomba.png
Red Goomba (1)
Goomba Road 20 7 1 0 Headbonk (1) This is Red Goomba. He's the older of the two notorious Goomba Bros.
Max HP: 7, Attack Power: 1, Defense Power: 0
The Goomba King ordered him to try to stop you.
You can take this guy, no prob. He has just a little more HP than an ordinary Goomba.
8 Goomnut Tree Goomba Road 1 1 0 0 Goomnut Drop This is a Goomnut Tree. Spiky Goomnuts will fall down if you hit this tree.
They'll definitely hurt if they hit us, but it may be worth it to use them against the enemy.
9  
Goomba King
Goomba Road 49 10 1 0 Spin Kick (1)
Ground Stomp (2)
This is the Goomba King. He's really big. I mean, look at him! He looks really powerful.
Max HP: 10, Attack Power: 1, Defense Power: 0
He's the boss of Red Goomba and Blue Goomba. Who cares if he's strong? You're much stronger.
Gee, I wonder what he ate to become so big? I'd like to be a bit bigger, too.
10 File:RedGoomba.png
Red Goomba (2)
Goomba Road 5 2/7 1 0 Headbonk (1) This is Red Goomba. He's the older of the two notorious Goomba Bros.
Max HP: 7, Attack Power: 1, Defense Power: 0
The Goomba King ordered him to try to stop you.
You can take this guy, no prob. He has just a little more HP than an ordinary Goomba.
11 File:BlueGoomba.png
Blue Goomba (2)
Goomba Road 5 2/6 1 0 Headbonk (1) This is Blue Goomba. He's the younger of the two notorious Goomba Bros.
Max HP: 6, Attack Power: 1, Defense Power: 0
As you heard in his little speech, he's one of the Goomba King's men.
He doesn't look that healthy. He's weaker than his brother.
12  
Magikoopa (1)
Shooting Star Summit 32 8 3 0 Magic Blast (3) This is a Magikoopa. Magikoopas use magical rods.
Max HP: 8, Attack Power: 3, Defense Power: 0
Magic attacks are no joke, Mario. You'd better take these guys seriously.
13  
Koopa Troopa
Pleasant Path
Koopa Bros. Fortress
6 4 1 1 (standing)
0 (flipped)
Shell Toss (1)
Struggle
Stand Up
This is a Koopa Troopa. Everybody knows Koopa Troopas. They're Bowser's followers.
Max HP: 4, Attack Power: 1, Defense Power: 1 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.
14  
Fuzzy
Koopa Village
Shy Guy's Toy Box
6 3 1 0 Kissy-Kissy (1, recovers health according to damage) This is a Fuzzy. Why do Fuzzies always jump up and down? They need to chill out!
Max HP: 3, Attack Power: 1, Defense Power: 0
The problem with Fuzzies is their quickness. It's really tough to time their attacks.
If they latch on to you, watch out! They'll absorb your HP.
15  
Paratroopa
Pleasant Path
Koopa Bros. Fortress
6 4 1 1 Shell Shot (1) This is a Paratroopa. No surprise here--Paratroopas are Koopa Troopas with wings.
Max HP: 4, Attack Power: 1, Defense Power: 1
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.
16  
Bob-omb
Koopa Bros. Fortress 6 3 1 0 Hop Attack (1)
Self Destruct (2)
This is a Bob-omb.
Bob-ombs are pretty temperamental, and they get steaming mad when you attack 'em.
Max HP: 3, Attack Power: 1, Defense Power: 0
You'd better not jump on 'em when they're angry or they'll blow up in your face. In fact, stay away entirely.
Attack 'em from a distance with items like Hammers. Or you could send in other things, like shells.
If they attack when angry, they'll charge in and explode. So you'd better take care of them before they blow!
17  
Bullet Bill
Koopa Bros. Fortress 5 2 2 0 Sacrifice Slam (2, defeats Bullet Bill) This is a Bullet Bill, a kamikaze attacker.
If you don't beat Bullet Bills quickly, they'll slam into you and explode.
Max HP: 2, Attack Power: 2, Defense Power: 0
I'm serious, Mario. These guys will really make us pay if they manage to hit us!
We have to beat 'em before they get the chance to strike us.
18  
Bill Blaster
Koopa Bros. Fortress 10 4 0 1 Bullet Shot (creates Bullet Bill) This is a Bill Blaster. Bill Blasters are the cannons that shoot out Bullet Bills.
Max HP: 4, Attack Power: 0, Defense Power: 1
They won't attack us directly, but they'll keep shooting out Bullet Bills as long as they can.
It's efficient to attack 'em all at once, but you can also beat 'em one at a time.
19  
Bowser???
Koopa Bros. Fortress 1 10 1 1 Fist Drop (1) Bowser...? But he looks kind of...lame. I mean, he's lame anyway, but...
Max HP: 10, Attack Power: 1, Defense Power: 1
Does Bowser really look like this? I always imagined him looking, well, a lot scarier.
20  
Koopa Bros.
Koopa Bros. Fortress 1 ? 1x 1 (stable)
0 (unstable)
Ninjakoopa Special (2-4) The Koopa Bros. have formed a tall Koopa tower!
Max HP: ?, Attack Power: ?, Defense Power: ? 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!
21  
Red Ninjakoopa
Koopa Bros. Fortress 17 5 1 1 (standing)
0 (flipped)
Shell Toss (1)
Join Tower
Struggle
Stand Up
This is Red Ninjakoopa. He's the Koopa Bros. leader.
He's pretty much just a normal Koopa Troopa, though.
Max HP: 5, Attack Power: 1, Defense Power: 1
He has a little bit of defense power, but you can flip 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!
22  
Black Ninjakoopa
Koopa Bros. Fortress 17 5 1 1 (standing)
0 (flipped)
Shell Toss (1)
Join Tower
Struggle
Stand Up
This is Black Ninjakoopa. Black is pretty fashionable...
Max HP: 5, Attack Power: 1, Defense Power: 1
He has a little bit of defense power, but you can flip 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!
23  
Yellow Ninjakoopa
Koopa Bros. Fortress 16 5 1 1 (standing)
0 (flipped)
Shell Toss (1)
Join Tower
Struggle
Stand Up
This is Yellow Ninjakoopa.
Yellow reminds me of curry. Isn't that a weird thing to think of in the middle of a battle?
Max HP: 5, Attack Power: 1, Defense Power: 1
He has a little bit of defense power, but you can flip 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!
24  
Green Ninjakoopa
Koopa Bros. Fortress 16 5 1 1 (standing)
0 (flipped)
Shell Toss (1)
Join Tower
Struggle
Stand Up
This is Green Ninjakoopa. He looks exactly the same as a normal Koopa Troopa.
Max HP: 5, Attack Power: 1, Defense Power: 1
He has a little bit of defense power, but you can flip 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!
25 File:Jr. Troop 2.png
Jr. Troopa (2)
Pleasant Path 44 15 2 1 Hop (2) What was his name? Jr. Troopa? I don't remember exactly... ...Just joking, kid!
Max HP: 15, Attack Power: 2, Defense Power: 1
He looks so adorable hiding in his egg, doesn't he? So cute!
It should be a snap to beat him now. ...I think.
26  
Monty Mole (1)
Mt. Rugged 8 3 2 0 Rock Toss (2) This is a Monty Mole. Monty Moles are rock-throwing moles, big time mischief-makers.
Max HP: 3, Attack Power: 2, Defense Power: 0
Ugh. They have kind of scary looking faces. They're pretty weak, though.
Maybe they wear sunglasses because they have really sensitive eyes. Or maybe they're just hip.
27  
Cleft
Mt. Rugged 10 2 2 2 (standing)
0 (flipped)
Spike Charge (2)
Struggle
Stand Up
This is a Cleft. Clefts are pretty strong, so you'd better be careful.
Max HP: 2, Attack Power: 2, Defense Power: 2
Their specialty is pretending to be rocks, so watch your step on the mountain.
You'll get hurt if you jump on the spikes on their heads.
You know, there's courage in running away sometimes...
28  
Buzzar
Mt. Rugged 35 40 3 0 Claw Swoop (3)
Feather Fling (2)
Grapple Drop (4)
High Swoop (4)
Wind Blast (1-3, Mario/Partner)
This is Buzzar. He guards Mt. Rugged. Wow! That's one big bird!
Max HP: 40, Attack Power: 3, Defense Power: 0
If you get caught in the clutches of his sharp claws, you'll lose 4 HP! Try to wriggle out of his grip.
His special attack is flapping his wings to create wind. This attack damages your party members, too.
But he was hatching eggs, wasn't he? Is it possible that he's really a she? I wonder...
29  
Bandit
Dry Dry Desert 9 5 2 0 Thief Bump (2) This is a Bandit. Bandits bump into you hard and shake up your pockets. They can steal up to 10 coins.
Max HP: 5, Attack Power: 2, Defense Power: 0
They'll slyly approach and then slam into you all of a sudden.
If you can damage them in an attack, you can get your stolen coins back.
Let's beat 'em before they can make off with our loot!
30  
Pokey
Dry Dry Desert
Shy Guy's Toy Box
9 4 2 0 Timber Attack (2)
Body Shot (2)
Head Dive (2)
Unearth Friend (summons Pokey)
This is Pokey, an evil cactus. Pokeys attack by throwing parts of their bodies or by coming up close and falling on you.
Max HP: 4, Attack Power: 2, Defense Power: 0
Be careful fighting them! It'll hurt if you jump on their spiky heads!
They also have an annoying habit of calling in reinforcements. Let's beat 'em quickly!
31 File:Pokey Mummy.PNG
Pokey Mummy
Dry Dry Ruins 10 4 2 0 Body Shot (2, Poison - Poor, 3)
Head Dive (2, Poison - Good, 3)
This is a Pokey Mummy.
Pokey Mummies are Pokeys that dried out and became mummies then went to live in the ruins.
Max HP: 4, Attack Power: 2, Defense Power: 0
Careful! They have spikes on their heads! Trust me--it'll hurt if you jump on 'em.
The mummification also made 'em poisonous. If you get poisoned when they attack you, you'll take damage for a while.
What do you say we beat 'em before they can poison us?
32   
Buzzy Beetle
Dry Dry Ruins
Toad Town Tunnels
10 3 2 2 (standing)
0 (flipped)
Shell Toss (2)
Ceiling Drop (3)
Stand Up
This is a Buzzy Beetle. Buzzy Beetles are cute--but mean.
Max HP: 3, Attack Power: 2, Defense Power: 2
Fire attacks don't work very well against these hardheads.
If you can flip 'em, though, their defense power falls to 0. Keep flipping 'em, Mario!
I heard that they used to flourish all over the place, but now they're only found in dark, shadowy places.
33   
Swooper
Dry Dry Ruins 10 4 2 0 Flutter Bump (2) This is a Swooper, a ghost bat. Swoopers got their name because they swoop down out of the shadows.
Max HP: 4, Attack Power: 2, Defense Power: 0
Even Jump attacks can't reach 'em when they're hanging on the ceiling, but earth tremors will knock 'em loose.
Parakarry can also knock 'em loose with one of his moves.
You can attack 'em however you choose once they're hovering in the air.
34 File:Stone Chomp.PNG
Stone Chomp
Dry Dry Ruins 10 4 3 1 Body Hurl (3) This is a Stone Chomp, who guards the treasure in this room. He's made of stone. Duh!
Max HP: 4, Attack Power: 3, Defense Power: 1
His jaws can supposedly crush a Coconut. I don't know about you, but I don't want to become a snack.
35 File:Tutankoopa PM.png
Tutankoopa
Dry Dry Ruins 55 30 3 0 Shell Heave (3)
Magic Spell (2, Mario; 2, Partner)
Traitor Spell (2, Tutankoopa)
Summon Chomp
This is Tutankoopa. 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.
Max HP: 30, Attack Power: 3, Defense Power: 0
He attacks by throwing shells from that high perch.
Try to dodge 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.
36  
Chain Chomp
Dry Dry Ruins 14 4 3 3 Body Hurl (3) It's a Chomp. You've heard about Chomps before, I'm sure.
Max HP: 4, Attack Power: 3, Defense Power: 3
They're made of such hard stuff that most of your attacks won't even faze them.
I heard a rumor that the Chomps are a little peeved at Tutankoopa because he works them so hard.
37  
Piranha Plant
Forever Forest 11 5 3 0 Bite (3) This is a Piranha Plant. Piranha Plants pop out of the ground at unexpected moments, so be on your guard.
Max HP: 5, Attack Power: 3, Defense Power: 0
You've seen 'em in every one of your adventures, so I imagine you know 'em pretty well.
Their sharp jaws point upward, so you'll get bitten if you try to jump on 'em.
They smile after biting people. That smug smile...it makes me hopping mad!
38  
Forest Fuzzy
Forever Forest 11 6 1 0 Kissy-Kissy (1, recovers health according to damage)
Create Friend (creates Forest Fuzzy)
This is a Forest Fuzzy. Forest Fuzzies are always green.
Max HP: 6, Attack Power: 1, Defense Power: 0
If they grab hold of you, they'll absorb your HP and add it to their own. The fiends! Those no good...
Oh! And they sometimes divide. If they divide they become even stronger, so try to beat 'em before they can split.
39  
Bzzap!
Forever Forest
Flower Fields
19 3 6 0 Thorn Stab (6, Poison - Fair, 3)
Swarm Sting (1x5, Shrink - Poor, 2)
This is a Bzzap! Bzzaps! are monstrous bees.
Max HP: 3, Attack Power: 6, Defense Power: 0
If they sting you, sometimes you'll be poisoned.
They also occasionally call a swarm of small bees to attack you in a cloud.
Be careful of those little attackers, because you'll sometimes shrink when stung.
They don't have a lot of HP, so take care of 'em as quick as you can.
40  
Hyper Goomba
Gusty Gulch
Windy Mill
12 7 1 0 Headbonk (1)
Charge Up
Missile-Bonk (8)
This is a Hyper Goomba. Hyper Goombas are crazy, uncivilized Goombas living in Gusty Gulch.
Max HP: 7, Attack Power: 1, Defense Power: 0
They sometimes charge their power before attacking.
That charged attack will take away 8 HP, so watch out when they start to glow.
It's a good idea to use Bow or an item to become transparent. The attack will miss for sure.
41  
Hyper Paragoomba
Gusty Gulch 12 7 1 0 Dive Kick (1)
Charge Up
Missile-Dive (8)
This is a Hyper Paragoomba. Hyper Paragoombas are Hyper Goombas with wings.
Max HP: 7, Attack Power: 1, Defense Power: 0
They sometimes charge their power before attacking.
That charged attack will take away 8 HP, so watch out when they start to glow.
It'll miss you if you can become transparent.
Except for that, they're no different from normal Paragoombas, so use a Jump attack to defeat 'em.
42  
Hyper Cleft
Gusty Gulch 15 4 3 3 (standing)
1 (flipped)
Spike Charge (3)
Charge Up
Missile-Charge (8)
Struggle
Stand Up
This is a Hyper Cleft. Hyper Clefts have more defense power than normal Clefts.
Max HP: 4, Attack Power: 3, Defense Power: 3
They sometimes charge their power before attacking.
That charged attack will take away 8 HP, so watch out when they start to glow.
It'll miss you if you can become transparent.
Their defense power will fall to 1 if you use an explosion to flip 'em over.
And in case you hadn't noticed, they have spikes up top! It'll hurt if you jump on 'em.
43  
Clubba
Tubba Blubba's Castle
Shy Guy's Toy Box
13 8 3 0 Heavy Club (3) This is a Clubba. Clubbas are the main guards of Tubba Blubba's Castle.
Max HP: 8, Attack Power: 3, Defense Power: 0
They often sleep on the job. If you walk very slowly, they won't wake up.
They may look big, but if you use the action command perfectly, they're not so tough.
44  
Tubba Blubba (1)
Tubba Blubba's Castle 1 10 4 ? Fist Drop (4)
Body Crush (6)
Confused Search
This is Tubba Blubba. He is one of Bowser's toughest followers and he's the master of this cursed castle.
Max HP: 10, Attack Power: 4, Defense Power: ? Hip Attack Power : 6
I don't know his defense power. Everyone says he's invincible because he has never been hurt.
I'd say it's a good idea to run from immortal enemies! If you get in deep trouble, Bow can hide you from him.
45 File:Tubba'sHeart PM.png
Tubba's Heart
Windy Mill 1 50 6 0 Tackle (6)
Charge Up
Swarm Squeeze (12)
This is Tubba's Heart. You might say it's the "heart" of Tubba's secret. Ha! OK, that wasn't funny.
Max HP: 50, Attack Power: 6, Defense Power: 0
He has a terrible attack, so hide when he tells you he's about to unleash it.
This attack will take away 12 HP! Whoa!
Try to beat him before he can do his huge attack again. Trust me, it's dangerous. This is Bow's turn to shine!
46  
Tubba Blubba (2)
Gusty Gulch 70 10 4 0 Fist Drop (4)
Body Crush (6)
This is Tubba Blubba, now reunited with his heart. This is finally his true self.
Max HP: 10, Attack Power: 4, Defense Power: 0 ...probably.
His Hip Attack causes 6 points worth of damage.
Be careful, because I'm not exactly sure what his other attacks can do.
...But... I think he's definitely weaker than before...
47 File:Jr. Troop 3.png
Jr. Troopa (3)
Forever Forest 52 40 5 1 Swoop Attack (5) It's Jr. Troopa. I can't get enough of this guy!
Waa ha ha ha! Did the little guy get lost in the big, bad forest?
Max HP: 40, Attack Power: 5, Defense Power: 1
Apparently he's grown wings, so he can fly now. You'll have to jump to reach him.
He's a bit stronger, so it may be worth it to use any items you have to attack him.
48  
Gloomba
Toad Town Tunnels 11 7 2 0 Headbonk (2) This is a Gloomba. Gloombas are nasty Goombas who live in the Toad Town Tunnels.
Max HP: 7, Attack Power: 2, Defense Power: 0
They're stronger than ordinary Goombas, but you can take 'em.
49  
Paragloomba
Toad Town Tunnels 11 7 2 0 Dive Kick (2) This is a Paragloomba. Paragloombas are nasty winged Gloombas who make their home in the Toad Town Tunnels.
Max HP: 7, Attack Power: 2, Defense Power: 0
Just like Paragoombas, Paragloombas lose their wings when attacked, then they fall and become Gloombas.
50  
Spiked Gloomba
Toad Town Tunnels 12 7 3 0 Spikebonk (3) This is a Spiked Gloomba. They're Spiked Goombas who live in the Toad Town Tunnels.
Max HP: 7, Attack Power: 3, Defense Power: 0
Be careful of the spiked hats they wear. It'll definitely hurt if you jump on 'em.
51  
Dark Koopa
Toad Town Tunnels 18 8 3 2 (standing)
0 (flipped)
Shell Toss (3)
Dizzy Tornado (Dizzy - Good, 2)
Stand Up
This is a Dark Koopa.
Dark Koopas are Koopa Troopas who live in the Toad Town Tunnels. They're known for causing dizziness.
Max HP: 8, Attack Power: 3, Defense Power: 2
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.
52  
Shy Guy
Shy Guy's Toy Box
Jade Jungle
14 7 2 0 Bump Attack (2)
Acrobatic Attack (3)
This is a Shy Guy. They're ne'er-do-wells. Big time rascals. No good...
Max HP: 7, Attack Power: 2, Defense Power: 0
They occasionally do acrobatic attacks that have an attack power of 3.
Who knows what lies in the hearts of these troublemakers? I guess they're dangerous, but they're pretty small time.
53  
Groove Guy
Shy Guy's Toy Box 15 7 2 0 Dash Attack (2)
Dizzy Dance (Dizzy - Fair, 2)
Backup Call (summons Shy Guy, Groove Guy or Medi Guy)
This is a Groove Guy. Groove Guys wear weird clothes. They're probably stage clothes. Pssh... You know performers...
Max HP: 7, Attack Power: 2, Defense Power: 0
They shake their booties to call in reinforcements. They also spin around in front of you and make you feel dizzy.
These rock 'n' rollers are a drag, so let's ditch 'em as fast as we can.
54  
Sky Guy[1]
Shy Guy's Toy Box 14 7 3 0 Aerial Shot (3) This is a Sky Guy. Sky Guys are master balloonists.
Max HP: 7, Attack Power: 3, Defense Power: 0
We can attack the balloon, too. Once they fall, they're just like normal Shy Guys.
I wish I had a balloon so I could float... That looks awesome!
55 File:Anti Guy2.png
Anti Guy
Shy Guy's Toy Box
Bowser's Castle
42 50 10 0 Bump Attack (10)
Acrobatic Attack (12)
This is an Anti Guy. His attacks are so intense that he's also called Deadly Guy.
Max HP: 50, Attack Power: 10, Defense Power: 0
His attack power is 12 when he does an acrobatic attack, so dodge it!
This guy is for real, so we'd better take him seriously.
56   
Spy Guy
Shy Guy's Toy Box 15 7 2 0 Hammer Smack (2, Command Loss)
Quick Slingshot (2)
This is a Spy Guy. Spy Guys look like they're ready for war in their spiffy camouflage gear!
Max HP: 7, Attack Power: 2, Defense Power: 0
They change their weapons each time they're attacked.
You'd best try to avoid their hammer attack! Every time you're hit by it, you'll lose one of your commands!
57  
Medi Guy
Shy Guy's Toy Box 14 7 1 0 Swoop (1)
Heal (4 HP to itself or another ally)
This is a Medi Guy. Medi Guys are the emergency workers of the Shy Guy clan.
Max HP: 7, Attack Power: 1, Defense Power: 0
They have the power to heal their wounded companions. Of course, they also attack.
We'd better hurry up and take them out of the mix. It's a pain if they keep fixing all the damage we do.
58  
Pyro Guy
Shy Guy's Toy Box 15 7 4 0 Fire Bump (4) This is a Pyro Guy. Pyro Guys are on fire, so any contact with them will cause damage.
Max HP: 7, Attack Power: 4, Defense Power: 0
They're tough opponents, mainly because their attack power is so high.
Any attacks that involve water or snow are our best bet because...well...you know.
59  
Big Lantern Ghost[2]
Shy Guy's Toy Box 42 40 5 0 Heavy Jump (5)
Light Beam (2, Mario; 2, Partner)
Lantern Extinguish
This is a Big Lantern Ghost. He avoids attacks by hiding in the dark.
Max HP: 40, Attack Power: 5, Defense Power: 0
Your friends, like (ahem) me, will also be damaged when he does the flash attack. The flash attack's power is 2.
Hit the Lantern many times to make it brighter, then you'll be able to attack him.
As soon as you can see, hit him right in the head!
60  
Shy Squad
Shy Guy's Toy Box 1 15 1 0 Mob Rush (1x 1-15) This is the Shy Squad. It'll attack us with all its members at once.
Max HP: 15, Attack Power: 1, Defense Power: 0
The number of times we're attacked will equal the number of Shy Guys in the Squad.
Its attack power is huge when there are many Guys, but it drops for each one that falls.
Let's use an attack that does tons of damage so we can decrease their numbers and increase our chances!
61  
Stilt Guy
Shy Guy's Toy Box 1 7 4 0 Stick Stomp (4) This is Stilt Guy. Yes, as the name suggests, Stilt Guys are Shy Guys on Stilts.
I mean, it seems pretty obvious to me...
Max HP: 7, Attack Power: 4, Defense Power: 0
If you attack 'em by shaking the ground, they'll fall off their stilts and become normal Shy Guys.
62  
Shy Stack
Shy Guy's Toy Box 1 10 1-4 0 Multi-shot (1-4) This is a Shy Stack. Whoa, this pile has an incredible sense of balance! Look at that stack!
Max HP: 10, Attack Power: 1, Defense Power: 0
Its attack power equals the number of Guys in the stack. It will be 4 if there are four Shy Guys stacked up.
If you have the Spin Hammer ability, you can knock 'em off one by one.
Obviously, their attack power decreases when there are fewer of 'em in the stack.
63  
General Guy
Shy Guy's Toy Box 73 30 4 2 Bomb Throw (4)
Lightning Shot (5, Mario; 2, Partner)
This is General Guy in his tank. The tank seems to be dangerous even though it's a toy.
Max HP: 30, Attack Power: 4, Defense Power: 2
Not only does the General give commands from the tank, but he also throws bombs and uses electric attacks.
The power of his electric attack is 5, and your party member takes 2 damage points, so defend yourself carefully.
He'll lose the electric attack if we break the light bulb.
Normal fighting styles seem ineffective because the tank is well fortified.
64 Bulb Shy Guy's Toy Box 1 8 0 1 N/A N/A
65  
Fuzzipede
Toad Town (Whale) 43 20 3 0 Headbonk (3)
Headbutt (3, Command Loss)
Heal (4 HP; HP ≤ 7)
N/A
66  
Jungle Fuzzy
Jade Jungle 16 7 2 0 Kissy-Kissy (2x5, recovers health according to damage)
Create Friend (creates Jungle Fuzzy)
This is a Jungle Fuzzy.
Jungle Fuzzies are very similar to other Fuzzies, but they live in the jungle, so... ...that's their name.
Max HP: 7, Attack Power: 2, Defense Power: 0
They cling to you, suck out your HP and add it to their own. What a sleazy move!
They won't stop clinging to you unless you tear 'em off with the action command.
They also occasionally divide, so let's beat 'em before they get the chance.
67 File:Jungle Guy.PNG
Spear Guy
Jade Jungle 16 7 3 0 Spear Stab (3)
Spear Throw (3, turns into Shy Guy)
Summon Friend (summons Spear Guy)
This is a Spear Guy. Spear Guys are relatives of Shy Guys. They live in the jungle.
Max HP: 7, Attack Power: 3, Defense Power: 0
You'll get hurt if you attack with the Hammer while they're pointing the spear at you.
You'll also get hurt if you try to jump on 'em when the spear's pointing upward.
Pay attention to the position of their spears when we attack.
Oh yeah, they also sometimes call in reinforcements. After they throw their spears, they become ordinary Shy Guys.
68 File:Hurt Plant.PNG
Hurt Plant
Jade Jungle 16 8 2 0 Chomp (2)
Poison Chomp (2, Poison - Good, 3)
This is a Hurt Plant. Hurt Plants pretend to be Heart Plants, which give you a Heart when you touch them.
Max HP: 8, Attack Power: 2, Defense Power: 0
If a Hurt Plant bites you, you'll be poisoned. Then your HP will slowly fall with each turn.
We'd better beat 'em as quickly as possible.
Unless you can frequently restore your HP, you'll find yourself in trouble pretty fast.
69  
M. Bush
Jade Jungle 16 8 3 0 Poison Bite (3, Poison - Poor, 2) This is an M. Bush. M. Bushes pretend to be bushes and wait for unwary prey.
Max HP: 8, Attack Power: 3, Defense Power: 0
Their bites are sometimes poisonous, so be careful.
If you get poisoned, your HP will gradually fall.
Your situation could become critical unless you restore your HP as soon as possible.
Let's clear 'em out quickly, OK? Use your most powerful attack, why don't you?
70 File:Putrid piranha2.PNG
Putrid Piranha
Jade Jungle
Mt. Lavalava
17 12 3 0 Bite (3)
Poison Breath (2, Poison - Good, 3)
This is a Putrid Piranha.
Max HP: 12, Attack Power: 3, Defense Power: 0
Putrid Piranhas sometimes bite, but the truly scary thing is their nasty, poisonous breath.
The power of their bad breath is 2, but your HP will begin to fall if you get poisoned.
You should try to recover as quickly as possible if you get poisoned.
71   
White Magikoopa
Jade Jungle
Mt. Lavalava
Flower Fields
Crystal Palace
21 11 3 0 Single Heal (5HP to itself or another)
Multi-Heal (3HP to all)
Magic Blast (3)
Wand Strike (3)
This is a White Magikoopa. He's one of the magicians in the Koopa clan.
White robes, huh? How does he keep 'em clean?
Max HP: 11, Attack Power: 3, Defense Power: 0
He's a healer. When he magically heals one companion it recovers 5 HP,
and when he heals all of his companions at once, they all recover 3 HP.
You'd better take care of this guy but fast.
72  
Lava Bubble
Mt. Lavalava 17 9 4 0 Fire Hop (4)
Fireball Barrage (2, Partner)
This is a Lava Bubble, a fire ball monster. Lava Bubbles live near lava.
Max HP: 9, Attack Power: 4, Defense Power: 0
They are obviously pretty hot, so you'll get hurt if you try to jump on 'em.
They sometimes attack your friends (like me!), too. The power of that attack is 2.
Because of their fiery nature, they fear snow and water.
73  
Spike Top
Mt. Lavalava
Toad Town Tunnels
17 4 3 4 (standing)
0 (flipped)
Shell Toss (3)
Stand Up
This is Spike Top. Spike Tops have spikes on top. Duh!
Max HP: 4, Attack Power: 3, Defense Power: 4
They're tough, just like Buzzy Beetles, and fire attacks don't affect 'em at all.
But their defense power drops if you can flip 'em over.
74   
Red Magikoopa
Mt. Lavalava
Flower Fields
Crystal Palace
21 11 3 0 Attack Boost (AT +1 to other)
Magic Blast (3)
Wand Strike (3)
This is a Red Magikoopa. He's one of the magicians in the Koopa clan. Snappy red robes, huh?
Max HP: 11, Attack Power: 3, Defense Power: 0
He can magically increase the attack power of others. Take care of him before he can pump up his companions!
75  
Lava Piranha (1)
Mt. Lavalava 45 40 5 0 Flame Spew (5) This is a Lava Piranha. Lava Piranhas are plants that can somehow survive in lava.
Max HP: 40, Attack Power: 5, Defense Power: 0
They blow out huge balls of fire to attack.
That is one big flower! Wow!
76  
Lava Bud (1)
Mt. Lavalava 1 8 4 0 Petit Spit (4) This is a Lava Bud.
Lava Buds are little flowers branching out from the main stem of the Lava Piranha. They love it in the lava.
Hey, if you were a fiery plant, you'd love it in there, too.
Max HP: 8, Defense Power: 0
They blow small seeds or other projectiles to attack. The small Lava Buds' attack power is 4.
77  
Lava Piranha (2)
Mt. Lavalava 45 40 7 0 Fire Stream (7)
Ignite (becomes fiery again)
This is a Lava Piranha. Lava Piranhas are plants that can somehow survive in lava.
Max HP: 40, Attack Power: 5, Defense Power: 0
Since their bodies are on fire, you'll take damage if you step on 'em. Don't worry if you're fireproof.
They'll try to burn you with their fire breath.
They're creatures born of fire, so water attacks will work extremely well against them.
78  
Lava Bud (2)
Mt. Lavalava 1 8 0 0 Piranha Spit (creates Petit Piranha)
Ignite (revives at full HP)
This is a Lava Bud.
Lava Buds are little flowers branching out from the main stem of the Lava Piranha. They love it in the lava.
Hey, if you were a fiery plant, you'd love it in there, too.
Max HP: 8, Defense Power: 0
They blow out Petit Piranhas. The Lava Buds' stems themselves won't attack you.
79  
Petit Piranha
Mt. Lavalava 1 1 6 0 Firecracker (6, defeats Petit Piranha) This is a Petit Piranha. Petit Piranhas spew from Lava Buds.
Max HP: 1, Attack Power: 6, Defense Power: 0
These things can do some serious damage, so watch it!
80 File:Jr. Troop 4.png
Jr. Troopa (4)
Toad Town Harbor 59 20/40 6 1 Swoop Attack (6) It's Jr. Troopa! He swam all the way after us! This kid...he's got guts!
Max HP: 40, Attack Power: 6, Defense Power: 1
He still flies but now he has a spike on his head. It'll hurt if you jump on him. He seems tougher this time...
Luckily for us, he also looks pretty tuckered out.
Well, he should be tired. The little guy swam to Lavalava Island and back!
It seems better to attack from a distance with an item or something, rather than attacking him directly.
81  
Kent C. Koopa
Pleasant Path 55 70 10 6 (standing)
3 (flipped, shell)
0 (flipped, tail)
Heavy Stomp (10)
Shell Toss (3, Mario; 3, Partner)
This is Kent C. Koopa. He seems pretty greedy for such a large Koopa.
Max HP: 70, Attack Power: 10, Defense Power: 6
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...
82  
Blooper
Toad Town Tunnels 44 30 3 0 Spin Drop (3)
Ink Blast (3)
This is a Blooper. Bloopers lurk in the dank pools of Toad Town Tunnels.
Max HP: 30, Attack Power: 3, Defense Power: 0
They seem pretty unremarkable.
Although... You have to wonder how they float in the air like that...
83 File:Electro Blooper.PNG
Electro Blooper
Toad Town Tunnels 50 50 4 0 Spin Drop (4)
Ink Blast (4)
Electric Charge
Electric Drop (6)
This is an Electro Blooper. Electro Bloopers are electro-charged.
Max HP: 50, Attack Power: 4, Defense Power: 0
A bit of advice: When they're emitting electricity, it'd be a smart move to avoid contact with 'em.
If you can manage to damage 'em while they're emitting electricity, they'll go back to normal.
Their attack power when they're emitting electricity is 6. Let's try to be careful, what do you say?
84 File:Super blooper.PNG
Super Blooper
Toad Town Tunnels 65 70 5 0 Spin Drop (5)
Ink Blast (5)
Get Enraged
Enraged Drops (10 x 2)
Make Babies (creates Blooper Babies)
This is a Super Blooper. Whoa! It's huge! Easily the biggest Blooper ever!
Max HP: 70, Attack Power: 5, Defense Power: 0
Trust me, its size doesn't lie. It's pretty powerful. When it gets mad, it turns red and its power goes way up.
And sometimes it spawns Blooper Babies. Buckle down, Mario! We're in for a fight!
85  
Blooper Baby
Toad Town Tunnels 1 6 2 0 Kissy-Kissy (2x5, recovers health according to damage) This is a Blooper Baby. Super Blooper spits 'em out and they come to drain you.
Max HP: 6, Attack Power: 2, Defense Power: 0
We need to beat 'em quickly so they can't drain us dry. They're so cute, though!
86  
Crazee Dayzee
Flower Fields 19 8 4 0 Painful Song (4, Sleep - Poor, 3) This is a Crazee Dayzee. Crazee Dayzees look cute, but you won't think they're so cute after they attack you!
Max HP: 8, Attack Power: 4, Defense Power: 0
They attack by singing a song. If you fall under the song's spell, you'll fall asleep.
If you get their HP low enough, they'll try to run away. Beat 'em quickly so they can't flee.
87  
Monty Mole (2)
Flower Fields 19 12 3 0 Rock Toss (3) This is a Monty Mole. You remember Monty Moles from Mt. Rugged, don't you?
Max HP: 12, Attack Power: 3, Defense Power: 0 They're vicious rock-throwers.
They may look intimidating but they're not very strong.
88  
Ruff Puff
Flower Fields 19 10 4 0 Inverted Thump (4) This is a Ruff Puff. Ruff Puffs are nasty little cloud henchmen of Huff N. Puff.
Max HP: 10, Attack Power: 4, Defense Power: 0
Ruff Puffs float in the air, so a Jump attack or something similar may be best.
Of course, I'd be more than happy to give 'em a Headbonk!
It's your call, Mario.
89  
Amazy Dayzee
Flower Fields 100 20 20 1 Painful Song (20, Sleep - Poor, 3) This is an Amazy Dayzee. Amazy Dayzees are so rare that they're also called the Legendary Crazee Dayzees.
Max HP: 20, Attack Power: 20, Defense Power: 1
These guys almost always flee at their first chance.
It would be nice to beat one, but be careful! Their attacks pack a powerful punch!
90  
Spiny
Flower Fields
Toad Town Tunnels
19 5 4 3 (standing)
0 (flipped)
Egg Roll (4)
Stand Up
This is a Spiny. Spinies have spikes on their shells that are pretty sharp.
Max HP: 5, Attack Power: 4, Defense Power: 3
They'll roll into Spiny Eggs and slam into you.
It'll be much easier to fight them if you can flip them over. Their defense power falls to 0.
91  
Lakitu
Flower Fields 20 12 3 0 Spiny Flip (3)
Summon Spiny (summons Spiny)
This is a Lakitu. Lakitus are strange Koopas that can ride clouds.
Max HP: 12, Attack Power: 3, Defense Power: 0
They toss down Spiny Eggs, and these sometimes turn into crawling Spinies.
We'd better deal with them quickly or else we'll be surrounded by Spinies.
It seems like these Lakitus have been hassling you for your entire career, Mario.
92 File:PMGRMagikoopaFlying.pngFile:PMGRMagikoopaGround.png
Green Magikoopa
Flower Fields
Crystal Palace
21 11 3 0 Defense Boost (Def +1 to other)
Magic Blast (3)
Wand Strike (3)
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!
Max HP: 11, Attack Power: 3, Defense Power: 0
He can magically increase the defense power of others. He looks pretty surly.
93  
Spike?
Flower Fields 40 50 4 0 Spiny Flip (4) He said his name is Spike. He seems to be a Lakitu, but he's the weirdest one I've seen.
Max HP: 50, Attack Power: 4, Defense Power: 0 He throws Spiny Eggs.
Is it just me, or did he call himself Spike, Michael and Lakilester? What an odd guy...
...I have to wonder just what his real name is...
94   
Yellow Magikoopa
Flower Fields
Crystal Palace
21 11 3 0 Electric Boost (electrifies an enemy)
Magic Blast (3)
Wand Strike (3)
This is a Yellow Magikoopa. He's one of the magicians in the Koopa clan.
Yellow is the new black, didn't you know?
Max HP: 11, Attack Power: 3, Defense Power: 0
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.
95  
Huff N. Puff
Cloudy Climb 80 60 5 0 Body Slam (5)
Wind Breath (7-2)
Ground Slam (5 + 2 for each Tuff Puff; HP < 5)
Electric Charge
Ground Lightning (12)
Direct Lightning (10)
Puff Inhale (absorbs Tuff Puffs - 1 HP, small; 2 HP large)
This is Huff N. Puff. He's a giant cloud monster.
Max HP: 60, Attack Power: 5, Defense Power: 0
His thunder attack is very dangerous. If you don't defend, you'll take massive damage.
When you attack Huff N. Puff, little clouds called Tuff Puffs come out. Their number is based on the amount of damage you do.
If you leave the Tuff Puffs, Huff N. Puff will swallow them up and restore his HP.
You need to use smart tactics to beat this guy, Mario.
96 File:PMTuffPuffSmall.png 
Tuff Puff
Cloudy Climb 1 1 2 0 Puff Squeeze (2 x ∞) These are the Tuff Puffs that break off when you damage Huff N. Puff.
Max HP: 1, Attack Power: 2, Defense Power: 0
Tuff Puffs will fly over and attack you directly.
You have to shake them off you using the action command or they'll keep on damaging you.
Huff N. Puff will swallow the Tuff Puffs to restore his HP, so think carefully when attacking.
You can beat the Tuff Puffs easily by attacking all enemies.
97 File:Jr. Troop 5 6.png
Jr. Troopa (5)
Shiver Snowfield 65 50 8 1 Magic Blast (8) It's Jr. Troopa! I'm stunned! Really! This guy just will not quit!
Max HP: 50, Attack Power: 8, Defense Power: 1
He's obviously been training. It seems he can use magic now.
Sigh... Let's get this over with.
98  
Frost Piranha
Shiver Snowfield
Shiver Mountain
22 10 4 0 Bite (4)
Icy Breath (Freeze - Good, 2)
This is a Frost Piranha. Frost Piranhas are frozen Piranha Plants.
Max HP: 10, Attack Power: 4, Defense Power: 0
They'll try to freeze you with their icy breath.
You'll be at their mercy if they freeze you, so you'd better try to immobilize them right away.
Ice attacks won't work--they love ice! Fire attacks, though...
99  
Gulpit
Shiver Snowfield
Shiver Mountain
22 14 2 0 Large Rock Spit (7)
Small Rock Spit (5)
Lick (2)
This is a Gulpit. Whoa! Gulpits look pretty burly, don't they?
Max HP: 12, Attack Power: 2, Defense Power: 0
Gulpits attack by picking rocks up in their mouths and then spitting 'em back out.
The bigger the rock they spit, the more damage you'll take.
Big rocks take 7 HP in damage, and small ones take 5 HP.
They can't do much damage without ammo, so you should concentrate on the rocks first.
100 Gulpits' Rocks Shiver Snowfield
Shiver Mountain
1 1 0 0 N/A These are Gulpits' Rocks. Gulpits gulp them and then spit 'em at people. There are two sizes of rocks.
The big rocks do more damage than the small rocks do. ...Big surprise, huh?
101 File:Monstar.PNG
Monstar
Shiver Snowfield 45 20 1 0 Magic Storm (1) This monster... Even I don't know what it is!
I don't know why, but it looks really terrifying. ...I get the funny feeling I had a nightmare about it...
Max HP: 20, Defense Power: 0
I don't know its attack power, but it must be very powerful, judging by its looks.
102  
Duplighost
Shiver Mountain
Crystal Palace
Bowser's Castle
23 15 4 0 Headbutt (4)
Copy (copies current partner)
This is a Duplighost. Duplighosts disguise themselves as members of our party.
Max HP: 15, Attack Power: 4, Defense Power: 0
They love to attack in disguise.
It seems like they're generally stronger fighters when they're not disguised, though.
103  
Goombario??? (Duplighost)
Shiver Mountain
Crystal Palace
Bowser's Castle
23 15 1/2/3 0 Headbonk (1/2/3 x 2)
Tattle (no effect)
It's a Duplighost disguised as me. Max HP: 15 It'll do Headbonk and Tattle.
That looks nothing like me. Does it? No! Seriously, though, does it? Mario? Hello?
Look, I've been working out like crazy trying to get in shape for adventuring. There's just no way I'm that pudgy!
104  
Kooper??? (Duplighost)
Shiver Mountain
Crystal Palace
Bowser's Castle
23 15 2/3/5 1 (standing)
0 (flipped)
Shell Toss (2/3/5)
Stand Up
It's a Duplighost disguised as Kooper. Max HP: 15
This imposter almost looks better than the original! Ha!
Its disguise is pretty much perfect. Its attack power is exactly the same as the character it's imitating.
It's probably not very difficult for this Duplighost to disguise itself as Kooper. After all, our pal is pretty unusual looking.
It'll attack us with its shell, just like the regular Kooper.
You'll have the best luck beating it if you flip it.
105  
Bombette??? (Duplighost)
Shiver Mountain
Crystal Palace
Bowser's Castle
23 15 2/3/5 0 Body Slam (2/3/5) It's a Duplighost disguised as Bombette. Max HP: 15
Its disguise is pretty much perfect. Its attack power is exactly the same as Bombette's.
You should be careful even though she looks cute.
106  
Parakarry??? (Duplighost)
Shiver Mountain
Crystal Palace
Bowser's Castle
23 15 2/3/5 1 Sky Dive (2/3/5) It's a Duplighost disguised as Parakarry. Max HP: 15
He looks even more intelligent as an enemy.
Its disguise is pretty much perfect. Its attack power is exactly the same as Parakarry's.
Don't underestimate him, Mario. He looks pretty serious.
107  
Bow??? (Duplighost)
Shiver Mountain
Crystal Palace
Bowser's Castle
23 15 1 0 Smack (1 x 4/5/6) It's a Duplighost disguised as Bow. Max HP: 15
Its disguise is pretty much perfect. Its attack power is exactly the same as Bow's.
Look, you've seen her in action. Do you really want to know what a Smack attack feels like?
108 File:Watt Paper Mario.png
Watt??? (Duplighost)
Shiver Mountain
Crystal Palace
Bowser's Castle
23 15 3/4/5 0 Electro Dash (3/4/5) It's a Duplighost disguised as Watt. Max HP: 15
Its disguise is pretty much perfect. Its attack power is exactly the same as the character it's imitating.
You know how Watt is shocking? Same goes for this Duplighost.
109 File:Sushie Paper Mario.png
Sushie??? (Duplighost)
Shiver Mountain
Crystal Palace
Bowser's Castle
23 15 3/4/5 0 Belly Flop (3/4/5) It's a Duplighost disguised as Sushie. Max HP: 15
Its face looks even grouchier than the real thing!
Its disguise is pretty much perfect. Its attack power is exactly the same as Sushie's.
I'm glad we have Sushie on our side. She's intimidating! I wonder if this imposter is meddlesome as well...
110  
Lakilester??? (Duplighost)
Shiver Mountain
Crystal Palace
Bowser's Castle
23 15 3/4/5 0 Spiny Flip (3/4/5) It's a Duplighost disguised as Lakilester. Max HP: 15 It's hard to take him seriously.
Its disguise is pretty much perfect. Its attack power is exactly the same as Lakilester's.
It's tough to dodge his Spiny Flip, so pay attention.
111  
White Clubba
Shiver Mountain
Crystal Palace
23 12 5 0 Heavy Club (5)
Swift Club (2 x 3)
This is a White Clubba. They live in cold climates. Who knows why they moved here...
Max HP: 12, Attack Power: 5, Defense Power: 0
They sometimes attack consecutively.
They're pretty powerful. It's tough to swing such big clubs!
Ice attacks won't work on them, so break out fire if you have it.
112   
Swoopula
Crystal Palace 22 8 2 0 Kissy-Kiss (2 x 5, recovers health according to damage) This is a Swoopula. Swoopulas attack from the air and cling to you to suck your HP.
Max HP: 8, Attack Power: 2, Defense Power: 0
Hit {A} repeatedly to fight it off or else it'll keep sucking your HP.
You can't jump high enough to attack them while they're hanging from the ceiling.
An earthquake attack ought to work, though.
Flying party members, like Bow or Parakarry, can also attack them with ease.
If they fall and begin to flap around, you can attack them by jumping as well.
113  
Gray Magikoopa
Crystal Palace 21 11 3 0 Invisible Boost (makes enemy transparent)
Magic Blast (3)
Wand Strike (3)
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.
Max HP: 11, Attack Power: 3, Defense Power: 0
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?
114  
Crystal King
Crystal Palace 85 70 6 2 Bit Spit (4 x 1-3)
Ice Bolt (6, Freeze - Good, 2)
Icy Breath (8)
Summon Bits (creates Crystal Bits)
Make Illusions
Make Parallusions
Recover (20 HP; HP < 38; twice only)
This is the Crystal King. He's one of Bowser's main guys. I don't know how he managed to take over this palace, but...
Max HP: 70, Attack Power: 6, Defense Power: 2
He'll attack you by summoning and launching Crystal Bits.
The power of each attack is 4. The number of times he attacks equals the number of Crystal Bits he's deployed.
He'll also try to freeze you whenever he can.
When his HP gets low, he may try to divide and conquer. The power of this attack is 8.
You can hurt him only by attacking his real body.
If you don't know which one's the main body, you should attack all of them. Pretty brilliant, eh?
115    
Crystal Bit
Crystal Palace 1 1 0 0 N/A This is a Crystal Bit. Basically, Crystal Bits are just pieces of the Crystal King. You can drop 'em with ease.
Their Max HP is 1 and they're only dangerous when the Crystal King spews 'em out.
Their defense power is 0. These guys are pretty weak.
They'll keep coming, though, until you've finally beaten the Crystal King.
116  
Crystal King (copy)
Crystal Palace 1 70 5 0 N/A I think this is a deceptive duplicate of the Crystal King.
Since it's just an illusion, all of your attacks will just go through it.
Max HP: 70, Attack Power: 5, Defense Power: 0 Just a reminder, Mario...
You must damage the real one.
117  
Chan
Toad Town Dojo 1 15 2 2 (standing)
0 (flipped)
Shell Toss (2)
Stand Up
This is Chan, of the Dojo. He's training under The Master and is happy to fight us.
Max HP: 15, Attack Power: 2, Defense Power: 2
Hammer attacks don't work well, but you can turn him over with Jump attacks. Once he's flipped over, he's easy.
No mercy, Mario!
118  
Lee
Toad Town Dojo 1 20 5 0 Headbutt (5)
Copy (copies current partner)
This is Lee, of the Dojo. He's training under The Master and is happy to fight us.
Max HP: 20, Attack Power: 5, Defense Power: 0
He has mastered the art of disguise, so don't let it faze you when he suddenly mirrors us.
Remember, he can't stay disguised forever.
Don't let his strange tactics throw you off guard, no matter how many times he transforms.
119  
Goombario??? (Lee)
Toad Town Dojo 1 20 1/2/3 0 Headbonk (1/2/3 x 2)
Tattle (no effect)
It's Lee disguised as me. His Max HP is 20.
Do I really look like that? No way...
He'll use Headbonk and Tattle. He has the same skills as me.
Of course, I'm much better looking and more debonair. And I hope that I'm stronger!
120  
Kooper??? (Lee)
Toad Town Dojo 1 20 2/3/5 1 (standing)
0 (flipped)
Shell Toss (2/3/5)
Stand Up
This is Lee disguised as Kooper. His Max HP is 20.
Lee has disguised himself as Kooper perfectly, so his attack power is the same as Kooper's usual power.
Just like Kooper, he attacks with his shell. If you flip him over, you'll beat him with ease.
Incidentally, Lee's red scarf and wristband look cooler than Kooper's.
...Don't tell Kooper I said that, though.
121  
Bombette??? (Lee)
Toad Town Dojo 1 20 2/3/5 0 Body Slam (2/3/5) This is Lee disguised as Bombette. His Max HP is 20.
Lee has disguised himself as Bombette perfectly, so his attack power is the same as Bombette's usual power.
Sure, he looks cute as Bombette, but he packs a punch!
122  
Parakarry??? (Lee)
Toad Town Dojo 1 20 2/3/5 1 Sky Dive (2/3/5) This is Lee disguised as Parakarry. His Max HP is 20.
Lee has disguised himself as Parakarry perfectly, so his attack power is the same as Parakarry's usual power.
He's usually slow, but once he's in battle, he's a whirlwind of feet and feathers.
He's a sight to behold in the heat of battle.
To tell the truth, I think he's the most intimidating one on our team!
123  
Bow??? (Lee)
Toad Town Dojo 1 20 1 0 Smack (1 x 4/5/6) This is Lee disguised as Bow. His Max HP is 20.
Lee has disguised himself as Bow perfectly, so his attack power is the same as Bow's usual power.
That Smack attack is brutal! So cruel!
124 File:Watt Paper Mario.png
Watt??? (Lee)
Toad Town Dojo 1 20 3/4/5 0 Electro Dash (3/4/5) This is Lee disguised as Watt. His Max HP is 20, so you should be serious even though he looks as adorable as Watt.
Lee has disguised himself as Watt perfectly, so his attack power is the same as Watt's usual power.
Remember, don't stomp on him! You'll get a massive electric charge if you do.
125 File:Sushie Paper Mario.png
Sushie??? (Lee)
Toad Town Dojo 1 20 3/4/5 0 Belly Flop (3/4/5) This is Lee disguised as Sushie. His Max HP is 20. Sushie looks tough! Think she'd be mad if she heard that?
Lee has disguised himself as Sushie perfectly, so his attack power is the same as Sushie's usual power.
I'm not too thrilled to have to fight Sushie. She's strong!
126  
Lakilester??? (Lee)
Toad Town Dojo 1 20 3/4/5 0 Spiny Flip (3/4/5) This is Lee disguised as Lakilester. His Max HP is 20.
If I remember our battle with the real Lakilester correctly, this one seems to be weaker.
Lee has disguised himself as Lakilester perfectly, so his attack power is the same as Lakilester's usual power.
Dodging that Spiny Flip is tough, so pay attention.
127  
The Master (1)
Toad Town Dojo 1 50 6 0 Focus Punch (6) This is The Master. He owns the Dojo--and he's the strongest member.
Max HP: 50, Attack Power: 6, Defense Power: 0
If he's the best in the Dojo, he must be pretty tough!
128  
The Master (2)
Toad Town Dojo 1 75 8 0 Slide Kick (8)
Double Combo (5 + 6)
This is The Master. He owns the Dojo--and he's the strongest member.
Max HP: 75, Attack Power: 8, Defense Power: 0
He knows both normal and advanced methods of attack.
You'd better concentrate, Mario! This guy doesn't mess around at all!
129  
The Master (3)
Toad Town Dojo 1 99 10 1 Slide Kick (10)
Double Combo (5 + 6)
Triple Combo (5 + 6 + 7)
He is The Master. He owns the Dojo--and he's the strongest member.
Max HP: 99, Attack Power: 10, Defense Power: 1
He may well know a few moves I've never heard of...
We can't expect mercy from this guy, so let's take the fight to him.
130  
Ember
Star Way 24 10 4 0 Fire Hop (4)
Fireball Barrage (3, Partner)
This is an Ember. Embers are fiery monsters forged from uncanny blue fire.
Max HP: 10, Attack Power: 4, Defense Power: 0
They may look frosty, but they're actually on fire, so fire attacks won't work.
They divide themselves when they're attacked. Keep attacking 'em, though. You'll get 'em eventually.
They'll probably fight back. Their attacks usually deal out 3 damage points.
Water attacks will work well. Let's beat 'em before they get a chance to burn us.
131  
Koopatrol
Shy Guy's Toy Box
Bowser's Castle
25 8 4 3 (standing)
0 (flipped)
Shell Toss (4)
Charge Up
Shell Missile (10)
Summon Friend (sommon Koopatrol)
Stand Up
This is a Koopatrol. They're elite Koopa soldiers. These are the highest-ranked guards of Bowser's Castle.
Max HP: 8, Attack Power: 4, Defense Power: 3
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.
132  
Hammer Bro
Shy Guy's Toy Box
Bowser's Castle
27 12 5 1 Hammer Throw (5, Shrink - Good, 2)
Hammer Surge (5 x 2, Shrink - Fair, 2; HP < 5)
These are the Hammer Bros. You've seen these punks before, haven't you?
Max HP: 12, Attack Power: 5, Defense Power: 1
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.
133   
Magikoopa (2)
Bowser's Castle 26 11 6 0 Magic Blast (6)
Illusion Blast (6)
Attack Boost (AT +1 to other)
Defense Boost (Def +1 to other)
Electric Boost (electrifies an enemy)
Invisible Boost (makes enemy transparent)
Single Heal (5 HP to one ally)
Multi-Heal (3HP to all)
Make Illusion
This is a Magikoopa. Magikoopas are the elite magicians of the Koopa clan.
Max HP: 11, Attack Power: 6, Defense Power: 0
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.
134   
Magikoopa (copy)
Bowser's Castle 1 N/A N/A N/A N/A This is a deceptive duplicate of a Magikoopa. There's no use attacking 'em.
The real Magikoopa's power is: Max HP: 11, Attack Power: 6, Defense Power: 0
135   
Bony Beetle
Bowser's Castle 25 8 3 4 (standing)
0 (flipped)
Shell Toss (3)
Spike Bounce (5)
Stand Up
It's a Bony Beetle. They're bony Buzzy Beetles. ...Hence the name.
Max HP: 8, Attack Power: 3, Defense Power: 4 It's tough to damage 'em.
When their spikes are out, their attack power is 5.
When they retract their spikes, take the opportunity to flip 'em over. After that, beating 'em will be a breeze.
136  
Bombshell Bill
Bowser's Castle 24 3 6 0 Sacrifice Slam (6, defeats Bombshell Bill) This is a Bombshell Bill.
Bombshell Bills have such beautiful gold casings! Of course, if you sit and admire 'em, you'll get hit.
Max HP: 3, Attack Power: 6, Defense Power: 0
Pay attention to their HP, because their explosions get bigger as their HP drops.
Let's take 'em out before they get near us!
137  
Bombshell Bill Blaster
Bowser's Castle 27 10 0 4 Bullet Shot (creates Bombshell Bill) This is a B. Bill Blaster. B. Bill Blasters shoot a constant stream of Bombshell Bills.
Max HP: 10, Defense Power: 4 They won't attack you directly.
They're pretty resilient.
You have to keep attacking 'em, though, otherwise the air will be filled with Bombshell Bills. And nobody wants that.
138  
Dry Bones
Bowser's Castle 30 8 4 2 Bone Throw (4)
Shake
Reassemble
This is a Dry Bones. Dry Bones are skeletal remains from Koopa Troopas.
Max HP: 8, Attack Power: 4, Defense Power: 2
Just when you think they're beat, these guys rise back up and attack again!
You're going to have to beat them all at once.
Or you could use fire attacks. If they become ashes, there's no way they'll recover.
139  
Jr. Troopa (6)
Bowser's Castle 74 60 8 2 Hop (8)
Swoop Attack (8)
Spike Dive (9)
Magic Blast (8)
Lightning Blast (9)
Recover (10 HP)
It's Jr. Troopa again! My man! The little guy still has some egg shell left on his body! Aww!
Max HP: 60, Attack Power: 8, Defense Power: 2
Whoa! He's been working out! He looks as though he may be able to change his shape, too.
You've got to love this guy's effort, Mario. To follow us all the way here? What dedication!
Come to think of it, how do you think he got here, anyway?
140  
Bowser (2)
Princess Peach's Castle 100 50 6 1 (normal)
4 (boosted)
Claw Swipe (6/12, Poison - Good, 3)
Heavy Jump (6/12, Command Loss)
Flame Breath (8/16)
Shockwave Drain (4, Mario; 3 Partner; boost loss)
Power Up
Recover (20 HP)
It's the Evil King Bowser! Finally, after all this time!
Max HP: 50, Defense Power: 1
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!
141  
Bowser (3)
Princess Peach's Castle 1 99 8 2 (normal)
? (boosted)
Claw Swipe (8/16, Poison - Good, 3)
Heavy Jump (8/16, Command Loss)
Flame Breath (10/20)
Shockwave Drain (6, Mario; 3 Partner; boost loss)
Lightning Blast (10/20)
Power Up
Recover (30 HP)
It's the Evil King Bowser! Uh... I think he got bigger. That's not a good sign...
Max HP: 99, Defense Power: 2
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?
142  
Kammy Koopa
Princess Peach's Castle 1 10 4 0 Block Crush (4, Twink) N/A
143  
Bowser (4)
Princess Peach's Castle 1 99 8 2 (normal)
? (boosted)
Claw Swipe (8/16, Poison - Good, 3)
Heavy Jump (8/16, Command Loss)
Flame Breath (10/20)
Shockwave Drain (6, Mario; 3 Partner; boost loss)
Lightning Blast (10/20)
Power Up
Recover (30 HP)
It's the Evil King Bowser! No more messing around!
Max HP: 99, Defense Power: 2
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!
144 D  
Albino Dino[3]
Crystal Palace 23 8 4 4 ? This is an Albino Dino. Albino Dinos are the guards of this frosty place.
Max HP: 8, Attack Power: 4, Defense Power: 4
Fire attacks won't work.
Their defense power is huge, so let's reduce their HP steadily using our strongest damage-dealing attacks.
145 D File:DParatroopa.gif
Dark Paratroopa[3]
Toad Town Tunnels 18 8 3 2 ? This is a D. Paratroopa. D. Paratroopas are Para-troopas who live in the Toad Town Tunnels.
Max HP: 8, Attack Power: 3, Defense Power: 2
Hammer attacks won't work because they're airborne.
They'll lose their wings if you jump on 'em.
They'll become Dark Koopas when they fall, but be careful! They'll do a dizzy attack once they're grounded.

Misc. stats

Legend

  • #: The number designated to the enemy based on the chronological "order" it appears in the game. This is not an in-game value.
  • Name: The name of the enemy.
    • Normal: Enemy. (Ex: Goomba)
    • Bold: Boss. (Ex: Jr. Troopa)
    • Italic: Support enemy/object/part. (Ex: Crystal Bit)
  • Type: The type of enemy.
    • Ground - Can be hit by any attack.
    • Hover - Cannot be hit with Quake Hammer attacks, but POW Blocks can still work against it.
    • Elevated - Cannot be hit by ground attacks.
    • Flying - Cannot be hit by ground or Quake Hammer attacks, but can still be hit with a POW Block.
    • Ceiling - Cannot by hit by ground or jump attacks.
    • Top-Spiky - Contact with the top cancels the attack and deals 1 HP damage to Mario (or his partner). He can safely jump on these enemies if he's equipped with the Spike Shield badge.
    • Spiky - Contact cancels the attack and deals 1 HP damage to Mario (or his partner). He can safely jump on these enemies if he's equipped with the Spike Shield badge.
    • Fiery - Contact cancels the attack and deals 1 HP damage to Mario (or his partner). He can safely jump on these enemies if he's equipped with the Ice Power and/or Fire Shield badges.
  • Strong: The enemy's immunity to certain attacks. (Fire, Ice, Electric, Explosion, Star)
  • Weak: The enemy's weakness to certain attacks; additional damage dealt from certain attacks. (Fire, Ice, Explosion, Water)
    • Fire: The enemy's weakness to fire-based attacks.
    • Ice: The enemy's weakness to ice-based attacks: Snowman Doll and Ice Power badge.
    • Explosion: The enemy's weakness to explosive attacks.
    • Water: The enemy's weakness to water-based attacks: Sushie's Squirt and Tidal Wave moves.
  • Status Ailment The chances of the enemy being afflicted with a status effect successfully, with the duration in turns. "Good" is substantially more than 50%, "Fair" is approximately 50%, "Poor" is less than 50%, "Immune" means that the attack will never work.
  • Fear?: The chances of the enemy running away with the Fright Jar and Bow's Spook.
  • Air Lift?: The chances of the enemy being carried away from the battlefield with Parakarry's Air Lift. If the the type of enemy is Top-Spiky, Spiky or Fiery, it will not work.
  • Hurricane?: The chances of the enemy being blown away from the battlefield with Lakilester's Hurricane. If the player fills the bar to 100%, any enemies not immune to Hurricane are guaranteed to blow away.
    • Kalmar's Up and Away functions like Hurricane -- any enemies immune to Hurricane will also be immune to this move. Up and Away has near perfect accuracy against anything not immune to it, however, and thus is not listed in the chart.
  • Coins: The amount of coins dropped from the enemy in battle.
  • Bonus Coins: Extra coins dropped from enemies in the front. Enemies that were defeated in the field only drop bonus coins.
  • Items: Items (rarely) dropped from the enemy. The list may not be complete.
    • Only enemies on the field will drop items; the player can use the First, Spin and Bump Attack badges to automatically defeat them and still get items from them.
    • If the enemy only appears in special battles that cannot yield coins or items (such as bosses), or it is never present outside of battle, then this category will be listed as "N/A". If the enemy doesn't give items, but still appears in battles that can yield coins, then "None" will be listed.
  • Run: The number of button presses required with   to get a guaranteed run from the enemy.
    • If an enemy is asleep, dizzy, paralyzed or immobilized, the player does not need to press   and will always flee from them successfully.
    • With multiple enemies on the field, the amount of button presses for a guaranteed flee is the average of all enemies' run rates.

Misc. stat chart

align=center colspan="23" bgcolor="#e3d17c" style="font-size:110%;color:black;Template:Radius"|Template:Color-link-piped Misc. Stats
# Name Type Strong Weak Sleep? Dizzy? Shock? Shrink? Stop? Fear? Air Lift? Hurc.? Coins Bonus Coins Item(s) Run
1  
Bowser (1)
Ground None None N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
2  
Jr. Troopa (1)
Ground None None N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
3  
Goomba
Ground None None Good, 3 Good, 3 Good, 3 Good, 3 Good, 4(5) Good Good Good 1 0 Mushroom 6
4  
Spiked Goomba
Ground, Top-Spiky None None Good, 3 Good, 3 Good, 3 Good, 3 Good, 4(5) Good N/A Good 1 0-1 Mushroom 6
5  
Paragoomba
Flying None None Good, 3 Good, 4 Good, 3 Good, 3 Good, 4(5) Good Good Good 1 0-1 Mushroom 6
6 File:BlueGoomba.png
Blue Goomba (1)
Ground None None N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
7 File:RedGoomba.png
Red Goomba (1)
Ground None None N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
8 Goomnut Tree Ground None None N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
9  
Goomba King
Ground None None N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
10 File:BlueGoomba.png
Blue Goomba (2)
Ground None None N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
11 File:RedGoomba.png
Red Goomba (2)
Ground None None N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
12  
Magikoopa (1)
Flying or Ground None None Good, 3 N/A N/A N/A N/A Immune N/A N/A N/A N/A N/A N/A
13  
Koopa Troopa
Ground None None Good, 3 Good, 3 Good, 4 Good, 3 Good, 4(5) Good (standing)
Immune (flipped)
Good Good 1 1 Koopa Leaf, POW Block 18
14  
Fuzzy
Ground None None Good, 3 Good, 3 N/A Good, 3 Good, 4(5) Good Good N/A 1 0-1 None 32
15  
Paratroopa
Flying None None Good, 3 Good, 4 Good, 4 Good, 3 Good, 4(5) Good Good Good 1 1 POW Block 24
16  
Bob-omb
Ground None Fire (KO)
Explosion (KO)
Electric (KO)
Good, 3 (normal)
Immune (angry)
Good, 3 (normal)
Poor, 3 (angry)
Good, 3 (normal)
Poor, 3 (angry)
Good, 3 Good, 4(5) (normal)
Immune (angry)
Good Good Good 1 0-1 Honey Syrup 18
17  
Bullet Bill
Hover None Explosion (KO) Immune Good, 4 N/A N/A N/A Immune N/A N/A 0 0 None 32
18  
Bill Blaster
Ground None None Immune Immune N/A N/A N/A Immune N/A N/A 3 1 None N/A
19  
Bowser???
Ground None None Immune Immune N/A N/A N/A Immune N/A N/A 0 0 N/A N/A
20  
Koopa Bros.
Ground None None Immune (stable)
Good, 0 (unstable)
Immune (stable)
Good, 0 (unstable)
N/A N/A N/A Immune (stable)
Good (unstable)
N/A N/A 0 0 N/A N/A
21  
Red Ninjakoopa
Ground None None Fair, 2 Fair, 2 N/A N/A N/A Immune N/A N/A 0 0 N/A N/A
22  
Black Ninjakoopa
Ground None None Fair, 2 Fair, 2 N/A N/A N/A Immune N/A N/A 0 0 N/A N/A
23  
Yellow Ninjakoopa
Ground None None Fair, 2 Fair, 2 N/A N/A N/A Immune N/A N/A 0 0 N/A N/A
24  
Green Ninjakoopa
Ground None None Fair, 2 Fair, 2 N/A N/A N/A Immune N/A N/A 0 0 N/A N/A
25 File:Jr. Troop 2.png
Jr. Troopa (2)
Ground None None Good, 2 Fair, 2 N/A N/A N/A Immune N/A N/A 0 0 N/A N/A
26  
Monty Mole (1)
Ground None None Good, 3 Good, 2 Good, 4 Good, 3 Good, 4(5) Good Fair Fair 1 0-1 Honey Syrup 18
27  
Cleft
Ground, Top Spiky (standing)
Ground (flipped)
Fire None Poor, 2 Fair, 2 Fair, 3 Good, 3 Good, 4(5) Fair (standing)
Immune (flipped)
Fair Fair 2 1-3 None 12
28  
Buzzar
Flying None None Good, 2 Good, 4 Good, 2 Fair, 2 Good, 3(4) Immune Immune Immune 0 0 N/A N/A
29  
Bandit
Ground None None Good, 3 Good, 3 Good, 4 Good, 3 Good, 4(5) Good Good Good 1 1-3 Honey Syrup, Tasty Tonic 18
30  
Pokey
Ground, Spiky None None Good, 3 Good, 3 Good, 3 Good, 3 Good, 4(5) Good N/A Good 1 0-1 Dried Fruit, Tasty Tonic 18
31 File:Pokey Mummy.PNG
Pokey Mummy
Ground, Spiky None None Good, 3 Good, 3 Good, 3 Good, 3 Good, 4(5) Good N/A Good 1 1-2 Tasty Tonic 24
32   
Buzzy Beetle
Ground or Ceiling Fire, Explosion (standing)
None (flipped)
None Good, 3 Good, 3 Good, 3 Good, 3 Good, 4(5) Good (standing)
Immune (flipped)
Good Good 1 1-2 Super Soda 24
33   
Swooper
Ceiling or Flying None None Good, 3 Good, 4 Good, 4 Good, 3 Good, 4(5) Good Good Good 1 N/A N/A 32
34 File:Stone Chomp.PNG
Stone Chomp
Ground None None Immune Good, 2 N/A Good, 3 Good, 3 Immune Poor N/A 5 0 None N/A
35 File:Tutankoopa PM.png
Tutankoopa
Elevated None None Poor, 2 Fair, 2 N/A Good, 2 Poor, 2 Immune Immune N/A 0 0 N/A N/A
36  
Chain Chomp
Ground Fire None Immune Good, 2 N/A Good, 3 Fair, 3 Immune Immune N/A 0 0 N/A N/A
37  
Piranha Plant
Ground, Top-Spiky None None Good, 4 Fair, 3 Good, 3 Good, 3 Good, 4(5) Fair N/A Poor 1 0-2 Fire Flower 18
38  
Forest Fuzzy
Ground None None Good, 2 Good, 3 Good, 3 Good, 3 Good, 4(5) Good Good Good 1 0-2 Thunder Bolt 36
39  
Bzzap!
Flying None None Fair, 3 Good, 4 Good, 3 Good, 3 Good, 4(5) Good Good Good 1 2-4 Honey Syrup, Maple Syrup 42
40  
Hyper Goomba
Ground None None Good, 3 Good, 3 Good, 3 Good, 3 Good, 4(5) Good Good Good 1 0-2 Dried Shroom 24
41  
Hyper Paragoomba
Flying None None Good, 3 Good, 4 Good, 3 Good, 3 Good, 4(5) Good Good Good 1 0-2 Dried Shroom 24
42  
Hyper Cleft
Ground, Top-Spiky (standing)
Ground (flipped)
Fire None Poor, 2 Fair, 2 Fair, 3 Good, 3 Good, 4(5) Fair (standing)
Immune (flipped)
Fair Fair 2 1-3 None 18
43  
Clubba
Ground None None Good, 4 Good, 3 N/A Good, 3 Good, 3 Good Good N/A 1 1-3 Super Shroom 24
44  
Tubba Blubba (1)
Ground None None Immune Immune N/A Immune Immune Immune Immune N/A N/A N/A N/A 50
45 File:Tubba'sHeart PM.png
Tubba's Heart
Elevated None None Immune Immune N/A Good, 3 Immune Immune Immune N/A N/A N/A N/A N/A
46  
Tubba Blubba (2)
Ground None None Good, 3 Good, 3 N/A Good, 3 Good, 4 Immune Immune N/A N/A N/A N/A N/A
47 File:Jr. Troop 3.png
Jr. Troopa (3)
Flying None None Fair, 2 Fair, 2 N/A Good, 2 Good, 2 Immune Immune N/A N/A N/A N/A N/A
48  
Gloomba
Ground None None Good, 3 Good, 3 Good, 3 Good, 3 Good, 4(5) Good Good Good 1 1-2 Dizzy Dial, Sleepy Sheep 18
49  
Paragloomba
Flying None None Good, 3 Good, 4 Good, 3 Good, 3 Good, 4(5) Good Good Good 1 1-2 Dizzy Dial 21
50  
Spiked Gloomba
Ground, Top-Spiky None None Good, 3 Good, 3 Good, 3 Good, 3 Good, 4(5) Good N/A Good 1 1-2 Dizzy Dial, Sleepy Sheep 20
51  
Dark Koopa
Ground None None Good, 3 Fair, 2 Good, 4 Good, 3 Good, 4(5) Good (standing)
Immune (flipped)
Good Good 1 3-4 POW Block 24
52  
Shy Guy
Ground None None Good, 3 Good, 3 Good, 4 Good, 3 Good, 4(5) Good Good Good 1 0-2 Dizzy Dial, Dried Shroom, Fright Jar, POW Block, Sleepy Sheep, Super Shroom 24
53  
Groove Guy
Ground None None Good, 3 Fair, 2 Good, 4 Good, 3 Good, 4(5) Good Good Good 2 0-3 Fright Jar, Mystery? 32
54  
Sky Guy
Flying None None Good, 3 Good, 4 Good, 4 Good, 3 Good, 4(5) Good Good Good 1 0-2 None 30
55 File:Anti Guy2.png
Anti Guy
Ground None None Fair, 2 Fair, 2 Good, 3 (Shy Guy's Toy Box)
Fair, 3 (Bowser's Castle)
Good, 2 Fair, 2(3) Immune Immune Immune 0 0 None N/A
56   
Spy Guy
Ground None None Good, 3 Good, 3 Good, 4 Good, 3 Good, 4(5) Good Good Good 1 0-3 Dusty Hammer, Fire Flower, Pebble, Thunder Bolt, Thunder Rage 30
57  
Medi Guy
Flying None None Fair, 3 Good, 4 Good, 4 Good, 3 Good, 4(5) Good Good Good N/A 2 N/A 24
58  
Pyro Guy
Ground, Fiery Fire Explosion (+1)
Ice (+2)
Water (+2)
Good, 3 Good, 3 Good, 4 Fair, 3 Good, 4(5) Fair N/A Good 1 0-3 Fire Flower 24
59  
Big Lantern Ghost
Ground None None Poor, 2 Fair, 2 N/A Immune Poor, 2 Immune Immune N/A N/A N/A N/A N/A
60  
Shy Squad
Ground None None Immune Immune Immune Immune Immune Immune Immune N/A N/A N/A N/A N/A
61  
Stilt Guy
Elevated None None Fair, 3 Fair, 3 Good, 3 Good, 3 Fair, 4 Immune Immune N/A N/A N/A N/A N/A
62  
Shy Stack
Ground None None Fair, 3 Good, 3 Good, 3 Good, 3 Fair, 4 Immune Immune N/A N/A N/A N/A N/A
63  
General Guy
Ground None None Immune Immune Immune Immune Immune Immune Immune N/A N/A N/A N/A N/A
64 Bulb Elevated None None Immune Immune Immune Immune Immune Immune Immune N/A N/A N/A N/A N/A
65  
Fuzzipede
Elevated, Ground or Ceiling None None Fair, 2 Good, 2 Good, 3 Fair, 3 Fair, 2 Immune N/A N/A N/A N/A N/A N/A
66  
Jungle Fuzzy
Ground None None Good, 2 Good, 3 Good, 3 Good, 3 Good, 4(5) Good Good Good 1 0-3 Dizzy Dial, Volt Shroom 40
67 File:Jungle Guy.PNG
Spear Guy
Ground, sometimes Top-Spiky None None Good, 3 Good, 3 Good, 4 Poor, 3 Good, 4(5) Good Good Good 2 0-3 Sleepy Sheep 32
68 File:Hurt Plant.PNG
Hurt Plant
Ground None None Good, 4 Fair, 2 Good, 3 Good, 3 Good, 4(5) Good Poor Poor 1 0-2 Super Soda, Tasty Tonic 18
69  
M. Bush
Ground None None Good, 4 Fair, 2 Good, 3 Good, 3 Good, 4 Fair Good Good 1 0-2 Tasty Tonic 18
70 File:Putrid piranha2.PNG
Putrid Piranha
Ground None None Good, 4 Fair, 3 Good, 3 Good, 3 Good, 4(5) Poor Poor Poor 1 1-3 None 24
71   
White Magikoopa
Flying or Ground None None Fair, 3 Good, 3 Good, 3 Good, 3 Good, 3(4) Fair Good Good 2 N/A N/A 36
72  
Lava Bubble
Hover, Fiery Fire
Egg Missile
Explosion (+1)
Ice (+2)
Water (+2)
Poor, 2 Good, 4 Fair, 3 Fair, 3 Good, 4(5) Fair N/A Good 1 0-3 Super Shroom 30
73  
Spike Top
Ground, Top-Spiky (standing)
Ground (flipped)
Fire, Explosion (standing)
None (flipped)
None Poor, 2 Good, 4 Good, 3 Good, 3 Good, 4(5) Good (standing)
Immune (flipped)
Good Good 1 2-3 Super Soda 18
74   
Red Magikoopa
Flying or Ground None None Fair, 3 Good, 3 Good, 3 Good, 3 Good, 3(4) Fair Good Good 2 N/A N/A 36
75  
Lava Piranha (1)
Elevated Fire None Fair, 2 Poor, 2 Fair, 2 Immune Fair, 2 Immune Immune N/A N/A N/A N/A N/A
76  
Lava Bud (1)
Elevated Fire None Fair, 2 Fair, 2 Poor, 2 Immune Fair, 2 Immune Immune N/A N/A N/A N/A N/A
77  
Lava Piranha (2)
Elevated, Fiery Fire
Egg Missile
Ice (+2)
Water (+2)
Poor, 2 Poor, 2 Fair, 2 Immune Fair, 2 Immune Immune N/A N/A N/A N/A N/A
78  
Lava Bud (2)
Elevated, Fiery Fire
Egg Missile
Ice (KO)
Water (KO)
Fair, 2 Poor, 2 Good, 2 Immune Fair, 2 Immune Immune N/A N/A N/A N/A N/A
79  
Petit Piranha
Flying or Hover, Fiery Fire None Good, 3 Good, 4 Good, 3 Immune Good, 4 Immune N/A N/A N/A N/A N/A N/A
80 File:Jr. Troop 4.png
Jr. Troopa (4)
Flying, Top-Spiky None None Fair, 2 Good, 3 Fair, 2 Poor, 2 Good, 2 Immune N/A N/A N/A N/A N/A N/A
81  
Kent C. Koopa
Ground None None Good, 4 Fair, 2 Poor, 2 Poor, 2 Fair, 2(3) Immune Immune Immune N/A N/A N/A N/A
82  
Blooper
Flying None None Fair, 3 Fair, 4 Good, 2 N/A Good, 4(5) Immune Immune Immune N/A N/A N/A N/A
83 File:Electro Blooper.PNG
Electro Blooper
Flying None None Fair, 2 Fair, 3 Fair, 2 (normal)
Immune (electrified)
Good, 2 Good, 3(4) (normal)
Immune (electrified)
Immune Immune Immune N/A N/A N/A N/A
84 File:Super blooper.PNG
Super Blooper
Flying None None Poor, 2 (normal)
Immune (mad)
Good, 3 (normal)
Immune (mad)
Fair, 2 (normal)
Immune (mad)
Good, 2 (normal)
Immune (mad)
Good, 2(3) (normal)
Immune (mad)
Immune Immune Immune N/A N/A N/A N/A
85  
Blooper Baby
Flying None None Good, 2 Good, 3 Good, 2 Immune Good, 2(3) Immune Immune Immune N/A N/A N/A N/A
86  
Crazee Dayzee
Ground None None Good, 3 Fair, 3 Fair, 4 Poor, 3 Poor, 4(5) Good Good Good 1 1-4 Honey Syrup, Maple Syrup 32
87  
Monty Mole (2)
Ground None None Fair, 3 Good, 2 Good, 4 Good, 3 Good, 4(5) Fair Fair N/A 1 0 None 30
88  
Ruff Puff
Flying None None Fair, 3 Good, 3 Fair, 3 Good, 3 Good, 3(4) Fair Good Good 2 0-2 Thunder Rage 30
89  
Amazy Dayzee
Ground None None Poor, 2 Poor, 2 Poor, 2 Poor, 3 Poor, 2(3) Good Good Good 10 0-1 Honey Syrup, Maple Syrup 6
90  
Spiny
Ground, Top-Spiky (normal)
Normal (flipped)
None None Good, 3 Good, 3 Good, 3 Good, 3 Good, 4(5) Good (standing)
Immune (flipped)
Good Good 1 0-1 None 26
91  
Lakitu
Flying None None Fair, 3 Good, 4 Fair, 2 Good, 3 Good, 4(5) Fair Good Good 2 0-2 Honey Syrup, Stop Watch, Thunder Rage 36
92 File:PMGRMagikoopaFlying.pngFile:PMGRMagikoopaGround.png
Green Magikoopa
Flying or Ground None None Fair, 3 Good, 3 Good, 3 Good, 3 Good, 3(4) Fair Good Good 2 N/A N/A 36
93  
Spike?
Flying None None Fair, 2 Fair, 3 Fair, 2 Poor, 2 Fair, 3 Immune Immune N/A N/A N/A N/A N/A
94   
Yellow Magikoopa
Flying or Ground None None Fair, 3 Good, 3 Good, 3 Good, 3 Good, 3(4) Fair Good Good 2 N/A N/A 36
95  
Huff N. Puff
Flying Electric None Immune Immune Immune Immune Immune Immune Immune Immune N/A N/A N/A N/A
96 File:PMTuffPuffSmall.png 
Tuff Puff
Flying Electric None Immune Immune Immune Immune Immune Immune Immune Immune N/A N/A N/A N/A
97 File:Jr. Troop 5 6.png
Jr. Troopa (5)
Ground None None Poor, 1 Fair, 2 Fair, 2 Good, 2 Fair, 2(3) Immune Immune Immune N/A N/A N/A N/A
98  
Frost Piranha
Ground Ice Fire (+2)
Egg Missile (+2)
Good, 4 Fair, 3 Good, 3 Fair, 3 Good, 4(5) Poor Poor Poor 1 1-4 None 18
99  
Gulpit
Ground None None Good, 3 Good, 3 Good, 4 Good, 3 Good, 4(5) Good Fair Fair 1 1-4 Pebble, Super Shroom 24
100 Gulpits' Rocks Ground None None N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
101 File:Monstar.PNG
Monstar
Flying Star None Immune Immune Immune Immune Immune Immune Immune Immune N/A N/A N/A N/A
102  
Duplighost
Ground None None Fair, 2 Good, 2 Good, 4 Good, 3 Good, 3(4) Fair Good Good 1 2-6 Mystery? 32
103  
Goombario??? (Duplighost)
Ground None None Fair, 2 Good, 2 Good, 3 Good, 3 Good, 3(4) Fair Good Good 1 N/A N/A 32
104  
Kooper??? (Duplighost)
Ground None None Fair, 2 Good, 2 Good, 3 Good, 3 Good, 3(4) Fair Good Good 1 N/A N/A 32
105  
Bombette??? (Duplighost)
Ground None Fire (KO)
Explosion (KO)
Electric (KO)
Shock (KO)
Fair, 2 Good, 2 Good, 0 Good, 3 Good, 3(4) Fair Good Good 1 N/A N/A 32
106  
Parakarry??? (Duplighost)
Flying None None Fair, 2 Good, 2 Good, 3 Good, 3 Good, 3(4) Fair Good Good 1 N/A N/A 32
107  
Bow??? (Duplighost)
Flying None None Fair, 2 Good, 2 Good, 3 Good, 3 Good, 3(4) Fair Good Good 1 N/A N/A 32
108 File:Watt Paper Mario.png
Watt??? (Duplighost)
Flying Electric None Fair, 2 Good, 2 Good, 3 Good, 3 Good, 3(4) Fair N/A Good 1 N/A N/A 32
109 File:Sushie Paper Mario.png
Sushie??? (Duplighost)
Ground None None Fair, 2 Good, 2 Good, 3 Good, 3 Good, 3(4) Fair Good Good 1 N/A N/A 32
110  
Lakilester??? (Duplighost)
Flying None None Fair, 2 Good, 2 Good, 3 Good, 3 Good, 3(4) Fair Good Good 1 N/A N/A 32
111  
White Clubba
Ground Ice Fire (+2)
Egg Missile (+2)
Good, 4 Good, 3 Good, 4 Good, 3 Good, 3(4) Fair Fair Fair 1 3-6 None 32
112   
Swoopula
Elevated or Flying None None Fair, 3 Good, 4 Good, 3 Good, 3 Good, 4(5) Good Good Good 1 0-4 Volt Shroom 40
113  
Gray Magikoopa
Ground or Flying None None Fair, 3 Good, 3 Good, 3 Good, 3 Good, 3(4) Fair Good Good 2 N/A N/A 36
114  
Crystal King
Ground or Flying Ice Fire Shell (+2) Poor, 2 Fair, 2 Fair, 2 Immune Fair, 2(3) Immune Immune Immune N/A N/A N/A N/A
115    
Crystal Bit
Flying Ice None Immune Immune Immune Immune Immune Immune Immune Immune N/A N/A N/A N/A
116  
Crystal King (copy)
Ground or Flying None None Immune Immune Immune Immune Immune Immune Immune Immune N/A N/A N/A N/A
117  
Chan
Ground Fire, Explosion (standing)
None (flipped)
None Poor, 3 Fair, 3 Fair, 3 Fair, 3 Good, 4(5) Immune Immune Immune N/A N/A N/A 0
118  
Lee
Ground None None Fair, 2 Good, 2 Good, 2 Good, 2 Good, 3(4) Immune Immune Immune N/A N/A N/A 0
119  
Goombario??? (Lee)
Ground None None Fair, 2 Good, 2 Good, 3 Good, 3 Good, 3(4) Immune Immune Immune N/A N/A N/A 0
120  
Kooper??? (Lee)
Ground None None Fair, 2 Good, 2 Good, 3 Good, 3 Good, 3(4) Immune Immune Immune N/A N/A N/A 0
121  
Bombette??? (Lee)
Ground None None Fair, 2 Good, 2 Good, 3 Good, 3 Good, 3(4) Immune Immune Immune N/A N/A N/A 0
122  
Parakarry??? (Lee)
Flying None None Fair, 2 Good, 2 Good, 3 Good, 3 Good, 3(4) Immune Immune Immune N/A N/A N/A 0
123  
Bow??? (Lee)
Flying None None Fair, 2 Good, 2 Good, 3 Good, 3 Good, 3(4) Immune Immune Immune N/A N/A N/A 0
124 File:Watt Paper Mario.png
Watt??? (Lee)
Flying Electric None Fair, 2 Good, 2 Good, 3 Good, 3 Good, 3(4) Immune N/A Immune N/A N/A N/A 0
125 File:Sushie Paper Mario.png
Sushie??? (Lee)
Ground None None Fair, 2 Good, 2 Good, 3 Good, 3 Good, 3(4) Immune Immune Immune N/A N/A N/A 0
126  
Lakilester??? (Lee)
Flying None None Fair, 2 Good, 2 Good, 3 Fair, 3 Good, 3(4) Immune Immune Immune N/A N/A N/A 0
127  
The Master (1)
Ground None None Fair, 2 Fair, 2 Fair, 2 Good, 2 Fair, 3(4) Immune Immune Immune N/A N/A N/A 0
128  
The Master (2)
Ground None None Poor, 1 Fair, 2 Fair, 2 Poor, 2 Fair, 3(4) Immune Immune Immune N/A N/A N/A 0
129  
The Master (3)
Ground None None Poor, 1 Poor, 1 Poor, 2 Poor, 2 Poor, 3(4) Immune Immune Immune N/A N/A N/A 0
130  
Ember
Hover, Fiery Fire Ice (+2), Water (+2) Immune Good, 4 Immune Good, 3 Good, 4(5) Fair N/A Good 1 4-6 Shooting Star 24
131  
Koopatrol
Ground, Top-Spiky (normal)
Ground (flipped)
None None Good, 2 (normal)
Immune (charged)
Good, 3 (normal)
Immune (charged)
Good, 3 (normal)
Immune (charged)
Good, 3 (normal)
Immune (charged)
Good, 3(4) (normal)
Immune (charged)
Good (standing)
Immune (flipped)
Good Good 2 0-3 Super Shroom 36
132  
Hammer Bro
Ground None None Good, 2 Good, 2 Good, 3 Good, 3 Good, 2(3) Fair Good Good 2 0-3 Super Shroom 46
133   
Magikoopa (2)
Ground or Flying None None Fair, 2 Good, 2 Good, 2 Good, 2 Good, 2(3) Fair Good Good 2 1-4 None 36
134   
Magikoopa (copy)
Ground or Flying None None N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
135   
Bony Beetle
Ground, Top-Spiky (standing, spikes)
Normal (flipped or standing, spikeless)
None None Good, 2 Good, 3 Good, 2 Good, 3 Good, 3(4) Fair (standing)
Immune (flipped)
Good Fair 2 2-5 Super Shroom 32
136  
Bombshell Bill
Hover None Fire (KO)
Explosion (KO)
Immune Good, 3 Immune Good, 3 Immune Immune Good Fair 0 0-3 Super Shroom 39
137  
Bombshell Bill Blaster
Ground None None Immune Immune Immune Good, 3 Immune Immune Poor Poor 4 0-4 None 60
138  
Dry Bones
Ground None Fire (+10)
Explosion (+10)
Immune Immune Fair, 3 Good, 3 Good, 3(4) Poor Good Good 0 0-5 Super Shroom 36
139  
Jr. Troopa (6)
Ground (normal/magic)
Flying, Top-Spiky (flying)
None None Fair, 1 (normal)
Poor, 1 (flying/magic)
Fair, 1 (normal/magic)
Good, 2 (flying)
Fair, 2 Good, 2 Fair, 2(3) Immune Immune Immune N/A N/A N/A N/A
140  
Bowser (2)
Ground None None Poor, 2 Poor, 2 Poor, 2 Fair, 2 Poor, 2(3) Immune Immune Immune N/A N/A N/A N/A
141  
Bowser (3)
Ground None None Immune Immune Immune Immune Immune Immune Immune Immune N/A N/A N/A N/A
142  
Kammy Koopa
Flying None None N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
143  
Bowser (4)
Ground None None Immune Immune Immune Immune Immune Immune Immune Immune N/A N/A N/A N/A
144 D  
Albino Dino[3]
Ground Fire ? ? ? ? ? ? ? ? ? ? ? ? ?
145 D File:DParatroopa.gif
Dark Paratroopa[3]
Flying ? ? ? ? ? ? ? ? ? ? ? ? ? ?

Moves and other Notes

Legend

  • #: The number designated to the enemy based on the chronological "order" it appears in the game. This is not an in-game value.
  • Name: The name of the enemy.
    • Normal: Enemy. (Ex: Goomba)
    • Bold: Boss. (Ex: Jr. Troopa)
    • Italic: Support enemy/object/part. (Ex: Crystal Bit)
  • Moves: The enemy's moves, listed in detail.
    • Fiery: The attack is fire-based; Water Block and Fire Shield will provide extra defense for such 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   just before the attack connects.
    • Rapid-Block: The attack cannot be blocked, but can be ended prematurely a pressing   a certain number of times (which is mentioned right after the word).
    • Power-Block: The attack cannot be blocked, but by rapidly pressing  , the power of the attack can be reduced (by as much as the number that follows the word).
  • AI: A list of conditions that determine what the enemy will decide to do on its turn.
    • If a cycle is given, start at 1) (unless otherwise directed), and move onto the next number for the next round. If told to loop, the actual looping itself does not count as a turn.
    • If this field is blank (listed as N/A), then the enemy simply does a randomly-picked attack each round.
  • Notes: If necessary, any other specific comments about the enemy.

Enemy moves and other notes stat 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  
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 (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  
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  
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  
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 (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  
Koopa Troopa
  • Shell Toss (1, first-strike)
  • Struggle
  • Stand Up
  • Uses Struggle 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  
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  
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  
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  
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  
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  
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  
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  
Red Ninjakoopa
  • Shell Toss (1, lag-block)
  • Join Tower
  • Struggle
  • Stand 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  
Black Ninjakoopa
  • Shell Toss (1, lag-block)
  • Join Tower
  • Struggle
  • Stand 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  
Yellow Ninjakoopa
  • Shell Toss (1, lag-block)
  • Join Tower
  • Struggle
  • Stand 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  
Green Ninjakoopa
  • Shell Toss (1, lag-block)
  • Join Tower
  • Struggle
  • Stand 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  
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  
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  
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   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  
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  
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   
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   
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  
Chain 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  
Piranha Plant
  • Bite (3, zap, first-strike)
N/A N/A
38  
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  
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  
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  
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  
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  
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  
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  
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  
Gloomba
  • Headbonk (2, zap)
N/A N/A
49  
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  
Spiked Gloomba
  • Spikebonk (3, zap)
N/A N/A
51  
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  
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  
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  
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   
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  
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  
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[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  
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  
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  
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
  • 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  
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  
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  
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
  • 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  
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  
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
  • 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  
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  
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  
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  
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  
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  
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 hit 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  
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  
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  
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  
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  
Ruff Puff
  • Inverted Thump (4)
N/A N/A
89  
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  
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  
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  
Spike?
  • Spiny Flip (4)
N/A N/A
94   
Yellow Magikoopa
  • Electric Boost (electrifies an enemy for three rounds)
  • Magic Blast (3)
  • Wand Strike (3)
  • Electric Boost is never cast on any type of Magikoopa, or the caster itself.
  • If there are any boostable enemies not electrified, cast Electric 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 Yellow Magikoopa off of its broom, turning it to Ground type.
  • The effects of Electric Boost can be ended earlier by casting Star Beam.
95  
Huff N. Puff
  • Body Slam (5)
  • Wind Breath (2-7, power-block: 5)
  • Ground Slam (5 + Tuff Puffs; lag-block)
  • Electric Charge (makes self electrified)
  • Ground Lightning (12, loses charge)
  • Direct Lightning (10, loses charge)
  • Puff inhale (absorbs Tuff Puffs: 1 HP, small; 2 HP, large)
  • 1. Puff Inhale
  • 2. Wind Breath
  • 3. Puff Inhale
  • 4. Electric Charge
  • 5. Ground Lightning
  • 6. Puff Inhale
  • 7. Wind Breath
  • 8. Electric Charge
  • 9. Direct Lightning
  • 10. Puff Inhale
  • 11. Electric Charge
  • 12. Ground Lightning
  • 13. Loop back to 1).
  • If there are no Tuff Puffs present, then Body Slam is used instead of Puff Inhale. Huff N. Puff may use Body Slam even if there are Tuff Puffs present; the fewer the number of Tuff Puffs, and the lower Huff N. Puff's HP, the higher the chances of him not using Puff Inhale.
  • If Huff N. Puff's HP is 5 or below and he is not electrified, he will start using Ground Slam every turn for the rest of the battle.
  • Immune to electric damage.
  • Water Block doesn't provide any protection against Ground Lightning or Direct Lightning.
  • Any damage done to Huff N. Puff will spawn a number of Tuff Puffs representing the damage done to him: small ones represent 1 HP and large ones represent 2 HP. However, he can only spawn up to four Tuff Puffs with each hit, and if the action command for the attack failed (no "NICE" appears), then only small Tuff Puffs can be spawned (item attacks and Star Storm are considered to have the action command failed). Also, there can only be a maximum of ten Tuff Puffs present; any others will fall through the floor (same effect as defeating them).
  • When attacking with Star Storm, Shooting Star, Multibounce, and Spiny Surge, the Tuff Puffs generated from hitting Huff N. Puff are always present after the attack. For all other multi-target attacks, the Tuff Puffs generated from hitting Huff N. Puff only remain if there is room before the existing Tuff Puffs are defeated (although Snowman Doll, Air Raid, and Tidal Wave tend to always leave 2 HP worth of Tuff Puffs in place of the front-most existing Tuff Puffs).
  • If Huff N. Puff is inflicted with Attack Drop, then any Tuff Puffs he spawns will also have Attack Drop (with the same number of turns remaining).
  • The attack power of Ground Slam is equal to 5 plus the number of Tuff Puffs present; therefore, it ranges from 5 to 15 (the size of the Tuff Puffs does not matter). Even though the Tuff Puffs take part in the attack, they still do their swarm attack beforehand.
96 File:PMTuffPuffSmall.png 
Tuff Puff
  • Puff Squeeze (2, unlimited times, rapid-block: 25)
  • Puff Squeeze will only end on its own if the attack is doing no damage, and at least one hit has been done prior.
  • Immune to electric damage. Water Block does not provide protection against the swarm attack.
  • All of the Tuff Puffs attack at once in a single attack before Huff N. Puff's turn. The number of Tuff Puffs in the attack is irrelevant.
  • Can be big (has nose) or small (doesn't have nose). The only significance of the size is how much Huff N. Puff recovers when he sucks them back up.
  • Defeated automatically when Huff N. Puff is defeated.
97 File:Jr. Troop 5 6.png
Jr. Troopa (5)
  • Magic Blast (8)
N/A
  • This is the from of Jr. Troopa encountered in Mario's fifth battle with him (Chapter 7).
98  
Frost Piranha
  • Bite (4, zap, first-strike)
  • Icy Breath (Freeze - Good, 2; lag-block)
  • Tends to use Bite more often than Icy Breath.
  • Immune to ice attacks.
  • Takes +2 damage from fire attacks and Egg Missile item.
  • When calculating Star Points, the game considers there to have been four enemies at the start of battle if any Gulpits were present.
99  
Gulpit
  • Large Rock Spit (7, eliminates rock, lag-block)
  • Rock Spit (5, eliminates rock, lag-block)
  • Lick (2, zap, first-strike, lag-block)
  • If shrunk or out of rocks, uses Lick. Otherwise, picks a random rock to spit at Mario.
  • Any battle with at least one Gulpit will start with three large rocks and two small rocks.
  • When calculating Star Points, the game considers there to have been four enemies at the start of battle if any Gulpits were present, due to Gulpits' Rocks counting as enemies.
100 Gulpits' Rocks N/A N/A
  • Mario can destroy a single rock with any jump attack (except for Multibounce) or any non-Quake Hammer attack (except for Hammer Throw). Spin Hammer will only destroy the rock with an unsuccessful action command.
  • The following partner attacks can be used to destroy a single rock: Headbonk, Multibonk, Shell Toss, Body Slam, Bomb, Sky Dive, Shell Shot, Belly Flop.
101 File:Monstar.PNG
Monstar
  • Magic Storm (1)
N/A
  • Immune to Shooting Star item and Star Storm star power.
102  
Duplighost
  • Headbutt (4, zap)
  • Copy (transforms into Mario's current partner)
  • If the Duplighost transforms back to normal, it will not try to use Copy again.
  • The Duplighost will retain any status changes (positive or negative) when it transforms.
103  
Goombario??? (Duplighost)
  • Headbonk (1-3, two times, once-zap)
  • Tattle (no effect)
  • Headbonk is used more often than Tattle.
  • A Duplighost disguised as Goombario.
  • Attack power of Headbonk depends on how the real Goombario is boosted. Unboosted: 1, super-ranked: 2, ultra-ranked: 3.
  • If Goombario??? (Duplighost) receives electrical damage or is successfully Shocked, he will transform back into a Duplighost.
104  
Kooper??? (Duplighost)
  • Shell Toss (2-5)
  • Stand Up
  • If flipped over, uses Stand Up. Otherwise, uses Shell Toss.
  • A Duplighost disguised as Kooper.
  • Attack power of Shell Toss depends on how the real Kooper is boosted. Unboosted: 2, super-ranked: 3, ultra-ranked: 5.
  • A jump or quake attack will flip over Kooper??? (Duplighost).
  • If Kooper??? (Duplighost) receives electrical damage or is successfully Shocked, he will transform back into a Duplighost.
105  
Bombette??? (Duplighost)
  • Body Slam (2-5, zap)
N/A
  • A Duplighost disguised as Bombette.
  • Attack power of Body Slam depends on how the real Bombette is boosted. Unboosted: 2, super-ranked: 3, ultra-ranked: 5.
  • If Bombette??? (Duplighost) is successfully inflicted with Shock, or receives fire, explosion, or electrical damage, she will be automatically defeated.
  • A Thunder Rage item will only auto-defeat Bombette???(Duplighost) if she is the last or second-to-last to be hit. If at least two enemies are hit after her, she will only take 5 HP damage.
106  
Parakarry??? (Duplighost)
  • Sky Dive (2-5, zap)
N/A
  • A Duplighost disguised as Parakarry.
  • Attack power of Sky Dive depends on how the real Parakarry is boosted. Unboosted: 2, super-ranked: 3, ultra-ranked: 5.
  • If Parakarry??? (Duplighost) receives electrical damage or is successfully Shocked, he will transform back into a Duplighost.
107  
Bow??? (Duplighost)
  • Smack (1, 4-6 times, once-zap)
N/A
  • A Duplighost disguised as Bow.
  • The number of times Smack hits Mario depends on how the real Bow is boosted. Unboosted: 4, super-ranked: 5, ultra-ranked: 6.
  • If Bow???(Duplighost) receives electrical damage or is successfully Shocked, she will transform back into a Duplighost.
108 File:Watt Paper Mario.png
Watt??? (Duplighost)
  • Electro Dash (3-5)
N/A
  • A Duplighost disguised as Watt.
  • Attack power of Electro Dash depends on how the real Watt is boosted. Unboosted: 3, super-ranked: 4, ultra-ranked: 5.
  • Unlike the real Watt's Electro Dash, Watt??? (Duplighost)'s Electro Dash does not pierce Mario's defense.
  • Water Block provides no protection from Watt??? (Duplighost)'s attack.
  • Watt??? (Duplighost) is always electrified, and is immune to electric damage.
109 File:Sushie Paper Mario.png
Sushie??? (Duplighost)
  • Belly Flop (3-5, zap)
N/A
  • A Duplighost disguised as Sushie.
  • Attack power of Belly Flop depends on how the real Sushie is boosted. Unboosted: 3, super-ranked: 4, ultra-ranked: 5.
  • If Sushie??? (Duplighost) receives electrical damage or is successfully Shocked, she will transform back into a Duplighost.
110  
Lakilester??? (Duplighost)
  • Spiny Flip (3-5)
N/A
  • A Duplighost disguised as Lakilester.
  • Attack power of Spiny Flip depends on how the real Lakilester is boosted. Unboosted: 3, super-ranked: 4, ultra-ranked: 5.
  • If Lakilester??? (Duplighost) receives electrical damage or is successfully Shocked, he will transform back into a Duplighost.
111  
White Clubba
  • Heavy Club (5, first-strike)
  • Swift Club (2, three times)
N/A
  • Immune to ice attacks.
  • Takes +2 damage from fire attacks and Egg Missile item.
112   
Swoopula
  • Kissy-Kissy (2, five times, absorbs HP according to damage, Piercing; rapid-block: 30; immune-zap)
N/A
  • Starts the battle on the ceiling. Any damage-dealing attack will change it to Flying type.
  • Water Block does not provide any protection against Kissy-Kissy.
113  
Gray Magikoopa
  • Invisible Boost (turns an enemy invisible for two rounds)
  • Magic Blast (3)
  • Wand Strike (3)
  • Invisible Boost is never cast on any type of Magikoopa, or the caster itself.
  • If there are any boostable enemies not invisible, cast Invisible 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 Gray Magikoopa off of its broom, turning it to Ground type.
  • The effects of Invisible Boost can be ended earlier by casting Star Beam.
114  
Crystal King
  • Bit Spit (4, 1-3 times, lag-block)
  • Ice Bolt (6, Freeze - Good, 2)
  • Summon Bits (creates Crystal Bits)
  • Make Illusions (creates two duplicate illusions)
  • Icy Breath (8)
  • Make Parallusions (changes to Flying, creates two hovering illusions)
  • Recover (20 HP)

Phase 1:

  • If any Crystal Bits are present, uses Bit Spit.
  • If there are no Crystal Bits, and Summon Bits was not used the previous round, uses Summon Bits. Otherwise, uses Ice Bolt.
  • The first time Crystal King would use Summon Bits, but his HP is 35 or below, he uses Ice Bolt instead.
  • The second time this occurs, he starts Phase 2 if his HP is from 21 to 35, or he starts Phase 3 if his HP is 20 or below.

Phase 2:

  • If illusions are present, uses Icy Breath.
  • If Crystal King is alone, and Make Illusions was not used the previous round, uses Make Illusions. Otherwise, uses Ice Bolt.
  • If Crystal King would use Make Illusions, but his HP is 20 or below, he starts Phase 3.

Phase 3:

  • If illusions are present, uses Icy Breath.
  • If Crystal King is alone, and Make Parallusions was not used the previous round, uses Make Parallusions. Otherwise, uses Ice Bolt.


  • Crystal King may randomly decide to use Recover if his HP is 38 or below (even if Crystal Bits or illusions are present). The lower his HP, the higher the probability that he will use Recover. He can only use it a total of two times, however.
  • Crystal King will not backtrack to an earlier phase, even if Recover makes his HP high enough.
  • Starts the battle with three Crystal Bits.
  • Immune to ice attacks.
  • Takes +2 damage from Kooper's Fire Shell (but not Fire Flower item).
  • When Make Illusions or Make Parallusions is used, it is random which is the real Crystal King and which are fakes. Any damage or successful status ailment inflicted on Crystal King will destroy his clones, as well as return Crystal King to Ground type if he is flying.
  • When calculating Star Points, the game considers there to have been four enemies at the start of battle.
115    
Crystal Bit
N/A N/A
  • Created by Crystal King.
  • Immune to ice attacks.
  • Defeated automatically if Crystal King is inflicted with Sleep, Dizzy, Shock, or Stop.
116  
Crystal King (copy)
N/A N/A
  • A duplicate illusion created by Crystal King.
  • Attacking the illusion with any attack will not damage it and will make it disappear.
117  
Chan
  • Shell Toss (2)
  • 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 Chan.
118  
Lee
  • Headbutt (5, zap)
  • Copy (transforms into Mario's current partner)
  • 1. Copy
  • 2. Attacks as partner.
  • 3. Transforms back to normal, followed by Headbutt.
  • Lee takes his first turn before Mario.
  • Copy will use Mario's existing partner, unless that partner has been imitated already. In that case, Lee randomly chooses an existing partner that has not yet been imitated. After all of Mario's partners have been imitated, they all become available for imitation again.
119  
Goombario??? (Lee)
  • Headbonk (1-3, two times, once-zap)
  • Tattle (no effect)
  • Headbonk is used more often than Tattle.
  • He will transform back to Lee on his second turn.
  • Lee disguised as Goombario.
  • Attack power of Headbonk depends on how the real Goombario is boosted. Unboosted: 1, super-ranked: 2, ultra-ranked: 3.
120  
Kooper??? (Lee)
  • Shell Toss (2-5)
  • Stand Up
  • If flipped over, uses Stand Up. Otherwise, uses Shell Toss.
  • He will transform back to Lee on his second turn, even if he is flipped over.
  • Lee disguised as Kooper.
  • Attack power of Shell Toss depends on how the real Kooper is boosted. Unboosted: 2, super-ranked: 3, ultra-ranked: 5.
  • A jump or quake attack will flip over Kooper??? (Lee).
121  
Bombette??? (Lee)
  • Body Slam (2-5, zap)
  • She will transform back to Lee on her second turn.
  • Lee disguised as Bombette.
  • Attack power of Body Slam depends on how the real Bombette is boosted. Unboosted: 2, super-ranked: 3, ultra-ranked: 5.
122  
Parakarry??? (Lee)
  • Sky Dive (2-5, zap)
  • He will transform back to Lee on his second turn.
  • Lee disguised as Parakarry.
  • Attack power of Sky Dive depends on how the real Parakarry is boosted. Unboosted: 2, super-ranked: 3, ultra-ranked: 5.
123  
Bow??? (Lee)
  • Smack (1, 4-6 times, once-zap)
  • She will transform back to Lee on her second turn.
  • Lee disguised as Bow.
  • The number of times Smack hits Mario depends on how the real Bow is boosted. Unboosted: 4, super-ranked: 5, ultra-ranked: 6.
124 File:Watt Paper Mario.png
Watt??? (Lee)
  • Electro Dash (3-5)
  • She will transform back to Lee on her second turn.
  • Lee disguised as Watt.
  • Attack power of Electro Dash depends on how the real Watt is boosted. Unboosted: 3, super-ranked: 4, ultra-ranked: 5.
  • Unlike the real Watt's Electro Dash, Watt??? (Lee)'s Electro Dash does not pierce Mario's defense.
  • Water Block provides no protection from Watt??? (Lee)'s attack.
  • Watt??? (Lee) is always electrified, and is immune to electric damage.
125 File:Sushie Paper Mario.png
Sushie??? (Lee)
  • Belly Flop (3-5, zap)
  • She will transform back to Lee on her second turn.
  • Lee disguised as Sushie.
  • Attack power of Belly Flop depends on how the real Sushie is boosted. Unboosted: 3, super-ranked: 4, ultra-ranked: 5.
126  
Lakilester??? (Lee)
  • Spiny Flip (3-5)
  • He will transform back to Lee on his second turn.
  • Lee disguised as Lakilester.
  • Attack power of Spiny Flip depends on how the real Lakilester is boosted. Unboosted: 3, super-ranked: 4, ultra-ranked: 5.
127  
The Master (1)
  • Focus Punch (6, zap)
N/A
  • This is the first fight with The Master.
128  
The Master (2)
  • Slide Kick (8, zap)
  • Double Combo (dash: 5, uppercut: 6, two times; once-zap)
  • Tends to use Straight Punch most of the time.
  • This is the second fight with The Master.
129  
The Master (3)
  • Slide Kick (10, zap)
  • Double Combo (dash: 6, uppercut: 7; two times, once-zap)
  • Triple Combo (dash: 5, uppercut: 6, kick: 7; two times, once-zap)
N/A
  • This is the third and final fight with The Master.
130  
Ember
  • Fire Bop (4, fiery, zap)
  • Fireball Barrage (3, 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.
  • Ice and water attacks do +2 damage.
  • Dealing damage to an Ember with an attack that cannot target multiple enemies will spawn a new Ember. The new Ember will have the same HP as the parent Ember did after the attack, and it will not have any of the parent Ember's status changes.
  • An Ember can only be spawned if there are fewer than four enemies present.
  • Once an Ember has spawned a new Ember, it will never spawn another one (exception: Bow's Fan Smack will spawn a new Ember with each hit).
  • Tertiary Embers (an Ember that was created from an Ember that was created from an initially present Ember) usually cannot spawn any new Embers.
131  
Koopatrol
  • Shell Toss (4, first-strike)
  • Stand Up
  • Charge Up
  • Shell Missile (10, loses charge)
  • Summon Friend (summons another Koopatrol)
  • Uses Stand Up if flipped over. If standing upright, uses Shell Missile if charged up; otherwise randomly uses Shell Toss, Summon Friend, or Charge Up.
  • Koopatrols tend to all use Charge Up on the same round as each other.
  • Summon Friend can only be used if there are less than four enemies present.
  • A jump or quake attack will flip over the Koopatrol.
  • While charged up, Koopatrol cannot be flipped over.
  • The player may fight two Koopatrols in Shy Guy's Toy Box (sent by Kammy Koopa).
132  
Hammer Bro
  • Hammer Throw (5, Shrink - Good, 2; first-strike)
  • Hammer Surge (2, five times, Shrink - Fair, 2)
  • Uses Hammer Surge if HP is 4 or below. Otherwise, uses Hammer Throw.
  • Out of battle, the player can deflect a Hammer Bro's Hammer Throw First Strike with a jump, hammer, Spin Dash, Kooper, or Bombette attack.
  • The player may fight a single Hammer Bros. in Shy Guy's Toy Box (sent by Kammy Koopa).
133   
Magikoopa (2)
  • Magic Blast (6, first-strike)
  • Attack Boost (raises enemy's attack power +1)
  • Defense Boost (raises enemy's defense power +1)
  • Electric Boost (electrifies an enemy for three rounds)
  • Invisible Boost (turns an enemy invisible for two rounds)
  • Single Heal (5 HP to one enemy)
  • Multi-Heal (3 HP to all enemies)
  • Make Illusion (makes duplicate illusion)
  • Illusion Blast (6)
  • If Magikoopa (2) has a duplicate illusion, uses Illusion Blast. Otherwise, picks randomly from other moves.
  • Attack/Defense/Electric/Invisible Boost is never cast on another Magikoopa or itself.
  • Magikoopas (2) tend to boost all boostable enemies in order, starting with the front.
  • 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.
  • Make Illusion can only be used if there are less than four enemies present.
  • Tends to run away if alone.
  • This is the Magikoopa encountered as an ordinary enemy in Bowser's Castle.
  • 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 Magikoopa (2) off of its broom, turning it to Ground type.
  • An enemy can be boosted by Attack Boost up to three times, and can also be boosted by Defense Boost up to three times.
  • When Make Illusion is used, it is random which is the real Magikoopa (2) and which is the illusion. Any damage or successful status ailment inflicted on Magikoopa (2) will destroy its illusion.
  • Star Beam will immediately end the effects of Attack/Defense/Electric/Invisible Boost and Make Illusion.
134   
Magikoopa (copy)
N/A N/A
  • A duplicate illusion created by Magikoopa (2).
  • Attacking the illusion with any attack will not damage it and will make it disappear.
135   
Bony Beetle
  • Shell Toss (3, first-strike)
  • Spike Bounce (5, first-strike)
  • Stand Up
  • Uses Stand Up if flipped over. Otherwise, uses Shell Toss when spikes are retracted, or Spike Bounce when spikes are extended.
  • Either has spikes extended or retracted.
  • Starts battle with random status of spikes (although it can be seen beforehand with Bony Beetles found out of battle).
  • A jump or quake attack will flip over the Bony Beetle.
  • If not flipped over or inflicted with Sleep/Dizzy/Shock/Stop, a damage-dealing attack (excluding attacks that flip it over) will switch the status of the Bony Beetle's spikes.
136  
Bombshell Bill
  • Sacrifice Slam (6, defeats Bombshell Bill, zap, first-strike)
N/A
  • If there are no enemies in front of them, and they were summoned from Bombshell Bill Blasters in battle, then the player can target any Bombshell Bill with ground attacks.
  • Fire and explosion damage will automatically defeat the Bombshell Bill.
  • Water Block provides no protection against the attack.
  • If Sacrifice Slam misses Mario, then Bombshell Bill will leave the battle, and the player will get no Star Points.
  • Spin Hammer will not knock Bombshell Bill backwards.
137  
Bombshell Bill Blaster
  • Bullet Shot (fires out Bombshell Bill)
  • Skips its turn if it used Bullet Shot the previous round, or a Bombshell Bill it fired out earlier is still present.
  • If there are no enemies in front of them, then the player can target any Bombshell Bill Blaster with ground attacks.
  • A Bombshell Bill Blaster with any status change (good or bad) will summon a Bombshell Bill with the same status (including the number of turns remaining).
  • Spin Hammer will not push Bombshell Bill Blaster backwards.
138  
Dry Bones
  • Bone Throw (4, first-strike)
  • Shake (no effect)
  • Reassemble (recovers all HP, no longer collapsed)
  • Uses Shake if just collapsed, followed by Reassemble the next round. If not collapsed, uses Bone Throw.
  • Reducing a Dry Bones' HP to zero will not defeat it, but simply cause it to collapse and lose any status change (positive or negative).
  • If collapsed Dry Bones are the only enemies that remain, the battle will end. However, no Star Points will be earned from the collapsed Dry Bones.
  • The only way to defeat a Dry Bones is to inflict fire or explosion damage, which will inflict +10 damage and automatically defeat it (even if it is collapsed). The only other attacks that will affect a collapsed Dry Bones are Air Lift, Hurricane, and Up and Away.
  • Out of battle, the player can deflect a Dry Bones's Bone Throw First Strike with a jump, hammer, Spin Dash, Kooper, or Bombette attack.
  • 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 Dry Bones.
139  
Jr. Troopa (6)
  • Hop (8, zap)
  • Swoop Attack (8, zap)
  • Spike Dive, (9, zap)
  • Magic Blast (8)
  • Lightning Blast (9)
  • Recover (10 HP)
  • In his normal form, he will only use Hop Attack. If his HP is 38 or below, he will change to his flying form (this does not use up his turn).
  • In his flying form, he will randomly use either Swoop Attack or Spike Dive. If his HP is 20 or below, he will change to his magic form (this does not use up his turn).
  • In his magic form, he will randomly use one of Magic Blast, Lightning Blast, or Recover.
  • This is the from of Jr. Troopa encountered in Mario's sixth and final battle with him (Chapter 8).
  • Jr. Troopa (6) starts in his normal form, and can be defeated in any form.
  • If Jr. Troopa has a status ailment when he changes form, he will keep the ailment.
  • In his magic form, he will not revert to a previous form if he recovers his HP enough.
140  
Bowser (2)
  • Claw Swipe (6/12, Poison - Good, 3; zap when not boosted)
  • Heavy Jump (6/12, Command Loss, zap when not boosted)
  • Flame Breath (8/16, fiery)
  • Shockwave Drain (4, Mario; 3, Partner; lag-block)
  • Power Up (Def +4, boost attack power)
  • Recover (20 HP)
  • Recover can be used only once.
  • Power Up is used on Bowser (2)'s second turn. Every time Mario negates it with Star Beam, he will use Power Up two to four turns after that point.
  • Bowser (2) tends to use Flame Breath more than Claw Swipe, Heavy Jump, or Shockwave Drain. He waits for any side effects of the latter three attacks to wear off before using them again.
  • This is Bowser encountered in Mario's second battle with him.
  • For attacks with two power numbers, use the first number when Bowser is unboosted and the second number when he is boosted.
  • While Bowser (2) is boosted, attacks that normally ignore defense will still be reduced by 4 (even Star Storm or items).
  • Power Up will end the effects of Attack Drop (but not Shrink) prematurely. While boosted, Bowser (2) is immune to all status ailments.
  • The effects of Power Up can be ended by using Star Beam.
  • Shockwave Drain will also remove any positive status boosts: hammer/jump charging, stone, electric (except from Zap Tap badge), Water Block, Turbo Charge, and Cloud Nine. It will also remove any charging Goombario may have done. Blocking does not prevent this, but avoiding the attack (through invisibility or evasion) will.
141  
Bowser (3)
  • Claw Swipe (8/16, Poison - Good, 3; zap when not boosted)
  • Heavy Jump (8/16, Command Loss, zap when not boosted)
  • Flame Breath (10/20, fiery)
  • Shockwave Drain (6, Mario; 3, Partner; lag-block)
  • Lightning Blast (10/20)
  • Power Up (becomes invincible, boost attack power)
  • Recover (30 HP)
  • Recover can be used up to three times before the interlude with Twink and Kammy, as well as up to three times after the interlude.
  • Before the Twink/Kammy interlude, Bowser (3) will use Claw Swipe, Heavy Jump, or Flame Breath on his first turn, followed by Power Up on his second turn.
  • Every time Mario negates the effects of Power Up with Peach Beam, he will use Power Up three or four turns after that point.
  • Bowser (3) tends to use Flame Breath more than Lightning Blast, Claw Swipe, Heavy Jump, or Shockwave Drain. He waits for any side effects of the latter three attacks to wear off before using them again.
  • This is Bowser from the final fight in the game, before the Twink/Kammy interlude.
  • For attacks with two power numbers, use the first number when Bowser is unboosted and the second number when he is boosted.
  • While Bowser (3) is boosted, no attacks have any effect.
  • Power Up will end Attack Drop prematurely.
  • Shockwave Drain will also remove any positive status boosts: hammer/jump charging, stone, electric (except from Zap Tap badge), Water Block, Turbo Charge, and Cloud Nine. It will also remove any charging Goombario may have done. Blocking does not prevent this, but avoiding the attack (through invisibility or evasion) will.
  • During the first phase of the fight, the player can use the Star Beam star power any time after Bowser (3) uses Power Up to cut away from battle and begin the Twink/Kammy interlude.
142  
Kammy Koopa
  • Block Crush (4, Twink)
N/A
  • This battle is more of a cutscene, as the player has no battle choices to make, no action commands to perform, and there is no luck involved. The player cannot lose.
  • It is assumed that Twink starts with an attack and defense of 0, and that Peach increases both his stats by 1 each time she focuses.
143  
Bowser (4)
  • Claw Swipe (8/16, Poison - Good, 3; zap when not boosted)
  • Heavy Jump (8/16, Command Loss, zap when not boosted)
  • Flame Breath (10/20, fiery)
  • Shockwave Drain (6, Mario; 3, Partner; lag-block)
  • Lightning Blast (10/20)
  • Power Up (becomes invincible, boost attack power)
  • Recover (30 HP)
  • Recover can be used up to three times after the interlude with Twink and Kammy.
  • Every time Mario negates the effects of Power Up with Peach Beam, he will use Power Up three or four turns after that point.
  • Bowser (4) tends to use Flame Breath more than Lightning Blast, Claw Swipe, Heavy Jump, or Shockwave Drain. He waits for any side effects of the latter three attacks to wear off before using them again.
  • This is Bowser from the final fight in the game, after the Twink/Kammy interlude.
  • For attacks with two power numbers, use the first number when Bowser is unboosted and the second number when he is boosted.
  • While Bowser (4) is boosted, no attacks have any effect.
  • Power Up will end Attack Drop prematurely.
  • The effects of Power Up can be ended by using Peach Beam.
  • Shockwave Drain will also remove any positive status boosts: hammer/jump charging, stone, electric (except from Zap Tap badge), Water Block, Turbo Charge, and Cloud Nine. It will also remove any charging Goombario may have done. Blocking does not prevent this, but avoiding the attack (through invisibility or evasion) will.
  • Even though Mario becomes fully healed after the Twink/Kammy interlude, Bowser (4)'s HP remains unchanged. However, Bowser (4) cannot be defeated before the Twink/Kammy interlude. If his HP is reduced to zero within those first two rounds, he will keep fighting at 0 HP. After the interlude, he will start with 1 HP.
144 D  
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.

References

  1. ^ a b Its Balloons cannot be tattled.
  2. ^ a b Its Lantern cannot be tattled.
  3. ^ a b c d e f Removed from the game's final draft, but is present in its coding.

External links

Template:BoxTop