Koopa Troopa

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Koopa Troopas (usually just shortened to Koopas) are turtle-like enemies that appear in almost all of the Mario games. There are a different kinds of Koopas, ranging in variety from color to strength.

There are other varients of Koopas. Koopas that have wings are called Paratroopas, Koopas that are reduced to bones are called Dry Bones, Koopas that live on clouds are called Lakitus, Koopas that cast spells are called Magikoopas and Koopas that throw hammers and/or boomerangs and spit fire are called Hammer Bros., also, there are armored Koopas called Koopatrols and Koopas that spawn from eggs tossed by Lakitus are Spinies.

In Japan, Koopa Troopas are known as Noko Nokos.

File:KoopaTroopSprites.gif
A variety of the sprites used for Koopa Troopas and Paratroopas in Super Mario World

Shell Uses

In the Super Mario World series, when Yoshi eats a Koopa Troopa's shell he gains a certain power for a short amount of time before he automatically swallows the shell.

  • Red Shells: The next time Yoshi opens his mouth he will spit out three fire balls.
  • Green Shells: No special abilites; the next time Yoshi opens his mouth he will simply spit out the shell at a high speed, knocking over any enemies in its way.
  • Yellow Shells: Causes Yoshi to become extremely heavy, making him fall to the ground faster. I positive side effect of this is that when ever Yoshi hits the ground after falling a shockwave comes up around him, flipping or defeating all grounded enemies near him.
  • Blue Shells: Gives Yoshi wings that allow him to fly untill he swallows the shell or spits it back out, in which case it will behave like a green shell does, flying out at high speed and knocking over all enemies in its way.

In the Mario Kart series, shells are used as weapons which you can pick up in item boxes throughout the courses. The only shells you can pick up are red, green, and a special spiked blue shell found only in Mario Kart DS and Mario Kart: Double Dash!!.

  • Red Shells (Homing Shell): When fired it homes in on the opponet whose rank is one higher then yours. Red shells can be picked up in singles or in groups of three, in which they circle around you untill you fire all of them off.
  • Green Shells: When fired the green shell shoots in a straight line in the direction you shot it in. Onlike the red shell, however, the green shell can ricochett off walls. Green shells also come in singles or groups of three, like red shells.
  • Spiked Blue Shells (Super Homing Shell): After firing a spiked blue shell, it flys over the course, homing on the current contestent in first place. After the shell reaches its destination, it will hover for a brief moment over its target, then smash into the ground, giving off a massive shockwave causing the target and anyone near him to bounce around out of control. This shell does not come in groups of threes, for obvious reasons.

Sub-Species

  • Dark Koopa: Koopa Troopas that live in the darkness. When they are seen smiling, that means they're getting ready for their dizzy attack, which will immobilize Mario for a few turns.
  • KP Koopa: A Koopa Troopa with a yellow shell that's found in Glitzville. Its abilities are the same as a regular Koopa.
  • Shady Koopa: Koopa Troopas that have blue shells and grey-looking skin. They can attack Mario after its shell has been flipped. That attack power is 6. They have a place of honor in the Koopa Family Tree because of the way they look.

Notable Koopa Troopas

Paper Mario Stats

Bowser, King of the Koopas

Max HP:

  • Round 1: 50
  • Rounds 2 and 3: 99

Attacks:

  • Round 1:

-Ring Attack: Uses the star rod to create a ring to attack Mario and his partner. Does 3 damage to Mario's partner and does 4 damage to Mario.
-Claw Attack: Swipes his claw at Mario, which might poison him in the process. Does 6 damage.
-Fire Breath: Breathes fire at Mario. Does 8 damage.

  • Rounds 2 and 3:

-Ring Attack: Uses the star rod to create a ring to attack Mario and his partner. Does 3 damage to Mario's partner and does 6 damage to Mario.
-Claw Attack: Swipes his claw at Mario, which might poison him in the process. Does 8 damage.
-Jump Attack: Jumps on Mario, causing him to lose one of his commands. Does 8 damage.
-Fire Breath: Breathes fire at Mario. Does 10 damage.
-Lightning Slam: Causes lightning to strike Mario. Does 10 damage.

Defense:

  • Round 1: 1
  • Rounds 2 and 3: 2

Tattle: It's the Evil King Bowser!

  • Round 1: Finally, after all this time! He has a huge arsenal of attacks, from blowing clouds of fire to jumping on us. Fire Attack: 8, Stamp Attack/Nail Attack: 6 I'm sure he has other attacks that I don't know. Boy, does he look nasty! He's strong enough as it is, but I'm sure he can use that Star Rod to increase his power until he's nearly invincible. Princess Peach needs us! Let's take him, Mario!
  • Round 2: Uh... I think he got bigger. That's not a good sign... He has a huge arsenal of attacks, from blowing clouds of fire to jumping on us. Fire Attack: 10, Stamp Attack/Nail Attack: 8 I'm sure he has other attacks that I don't know. Kammy Koopa's mysterious device has somehow beefed up his power even more. That's hardly fair! You should use that Star Beam whenever he uses the Star Rod to increase his power. Oh, you already knew that?
  • Round 3: No more messing around! He has a huge arsenal of attacks, from blowing clouds of fire to jumping on us. Fire Attack: 10, Stamp Attack/Nail Attack: 8 I'm sure he has other attacks that I don't know. When he increases his power with the Star Rod, our attacks will be totally useless. When that happens, you must use our ultimate weapon, the Peach Beam! It has the power of everyone's wishes! This is our time, Mario! Let's take this chump! We're coming, Princess!

Dark Koopa

HP: 8, Attack: 3, Defense: 2

This is a Dark Koopa. Dark Koopas are Koopa Troopas who live in the Toad Town Tunnels. They're known for causing dizziness. Be extra careful when you see 'em grin, because that means they're getting ready to do their dizzy attack. Their defense power is 0 when they're turned over, so you should use Jump attacks.

Dry Bones

HP: 8. Attack: 4, Defense: 2

Tattle: This is a Dry Bones. Dry Bones are skeletal remains from Koopa Troopas. 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.

Hammer Bros.

HP: 12, Attack: 5, Defense: 1

Tattle: These are the Hammer Bros. You've seen these punks before, haven't you? Be careful of that hammer! If it hits you, you'll get shrunk in a wink. When the Hammer Bros. get desperate, they'll hurl a ton of hammers, so watch it. These guys have been a pain for ages, so let's give 'em an old-fashioned whopping. As always, they're not to be underestimated.

Jr. Troopa

Max HP:

  • First Battle: 6
  • Second Battle: 15
  • Third Battle: 40
  • Fourth Battle: 20
  • Fifth Battle: 50
  • Sixth Battle: 60

Attack Power:

  • First Battle: 1 (Jump Attack)
  • Second Battle: 2 (Jump Attack)
  • Third Battle: 5 (Swoop)
  • Fourth Battle: 6 (Swoop)
  • Fifth Battle: 8 (Magic Blast)
  • Sixth Battle: 8 (Jump and Magic Blast), 9 (Swoop and Lightning Strike)

Defense:

  • First Battle: 0
  • Second Battle: 1
  • Third Battle: 1
  • Fourth Battle: 1
  • Fifth Battle: 1
  • Sixth Battle: 2

Tattle:

  • Second Battle: What was his name? Jr. Troopa? I don't remember exactly... ...Just joking, kid! He looks so adorable hiding in his egg, doesn't he? So cute! It should be a snap to beat him now. ...I think.
  • Third Battle: It's Jr. Troopa. I can't get enough of this guy! Wah ha ha ha! Did the little guy get lost in the big bad forest? 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.
  • Fourth Battle: It's Jr. Troopa! He swam all the way after us! This kid...he's got guts! 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.
  • Fifth Battle: It's Jr. Troopa! I'm stunned! Really! This guy just will not quit! He's obviously been training. It seems he can use magic now. Sigh... Let's get this over with.
  • Sixth Battle: It's Jr. Troopa again! My man! The little guy still has some egg shell left on his body! Aww! 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?

Kammy Koopa

HP: 10, Attack: 3, Defense: 4-3-2-1.

Kent C. Koopa

Max HP: 70, Attack: 3 (Shell Slam), 10 (Jump Attack), Defense: 6

Tattle: This is Kent C. Koopa. He seems pretty greedy for such a large Koopa. He sometimes does a stamp attack with his shell. That attack has a power of 3. His shell attack also damages party members (like me!), so be sure to defend! As with all Koopas, your chances will greatly improve if you can flip him over. His defense power will drop. Watch it, though! He'll attack as soon as he's back on his feet. And by the way, is he not THE HUGEST KOOPA EVER!?! Somebody told me that he used to live in Koopa Village...

Koopa Bros.

Max HP: 5 of each, Attack: 1, Defense: 1

Tattle:

  • Spinning Tower: The Koopa Bros. have formed a tall Koopa tower! I'm not sure about this... They do a spinning attack with the whole gang piled high atop one another. Hit 'em with a Hammer or something to make 'em unstable. After that, any attack should knock 'em down. If you use an explosion, you can make 'em fall down at once. If you flip 'em over, the battle will nearly be ours! Beat 'em one by one!
  • Red: He's the Koopa Bros. leader.
  • Black: Black is pretty fashionable...
  • Yellow: Yellow reminds me of curry. Isn't that a weird thing to think of in the middle of a battle?
  • Green: He looks exactly the same as a normal Koopa Troopa.
  • Any Koopa Brother: He has a little bit of defense power, but you can turn him over by jumping on him, just like a normal Koopa Troopa. Let's flip him over quick! Otherwise, the Bros. may form a tower and do their famous spinning attack!

Regular Koopa

HP: 4, Attack: 1, Defense: 1

This is a Koopa Troopa. Everybody knows Koopa Troopas. They're Bowser's followers. Their shells are hard. If you can flip 'em over, their defense power will fall to 0 and it will become much easier for you to defeat 'em. You can flip 'em with a POW block or a Jump attack.

Koopatrol

HP: 8, Attack: 4, Defense: 3

Tattle: This is a Koopatrol. They're elite Koopa soldiers. These are the highest-ranked guards of Bowser's Castle. In case you hadn't noticed, they're fitted with spikes. Don't jump on 'em. When their HP drops low, they'll charge up power for one last-ditch attack. The power of this desperate attack is 10. They've also been known to call in reinforcements when they're in trouble. Don't underestimate these nasty Koopas, Mario.

Magikoopas

Mini-Boss: HP: 8, Attack: 3, Defense: 0
Any Magikoopa: HP: 11, Attack: 3, Defense: 0
Castle Guard Magikoopa: HP: 11, Attack: 6, Defense: 0

Tattle:

  • Mini-Boss Magikoopa: This is a Magikoopa. Magikoopas use magical rods. Magic attacks are no joke, Mario. You'd better take these guys seriously.
  • Castle Guard Magikoopa: This is a Magikoopa. Magikoopas are the elite magicians of the Koopa clan. Tread carefully, Mario! Their magical attacks pack a serious punch! They know many nasty spells. We'd better beat them before they can do anything crazy.
  • Gray Magikoopa: This is a Gray Magikoopa. He's one of the magicians in the Koopa clan. Those gray robes aren't very flashy, but they're kind of cool. He can use magic to make his companions transparent. We can't attack enemies that are transparent. Let's try to beat 'em before that becomes an issue, what do you say?
  • Green Magikoopa: This is a Green Magikoopa. He's one of the magicians in the Koopa clan. I have to admit, I like those green robes. Very cool! He can magically increase the defense power of others. He looks pretty surly.
  • Red Magikoopa: This is a Red Magikoopa. He's one of the magicians in the Koopa clan. Snappy red robes, huh? He can magically increase the attack power of others. Take care of him before he can pump up his companions!
  • Yellow Magikoopa: This is a Yellow Magikoopa. He's one of the magicians in the Koopa clan. Yellow is the new black, didn't you know? He can use magic to give his companions an electric charge. While his cohorts are electrified, don't attack them directly or you'll be in for a shocking surprise.
  • White Magikoopa: This is a White Magikoopa. He's one of the magicians in the Koopa clan. White robes, huh? How does he keep 'em clean? He's a healer. When he magically heals one companion it recovers 5 HP, and when he heals all of this companions at once, they all recover 3 HP. You'd better take care of this guy but fast.

Tutankoopa

Max HP: 30 Attack: 2 (Stone Smack), 3 (Shell Toss), Defense: 0

Tattle: He's one of Bowser's followers and he's been assigned to guard one of the Star Spirits. I've heard that he has sort of a pharaoh complex. He attacks by throwing shells from that high perch. Try to avoid when he uses magic: its attack power is 2 and it'll sting for sure. And he also summons Chomps, his loyal subjects. Those Chomps have some serious attack power. Think hard about who to attack first, Tutankoopa or Chomp.

Paper Mario 2 Stats

Boomerang Brother

HP: 7, Attack: 2, Defense: 1

King Bowser

Glitz Pit Battle

HP: 30, Attack: 3, Defense: 1

Tattle: That's Bowser! But what's he doing here?!? My mind just blew a fuse! Max HP is 30, Attack is 3, and Defense is 1. He's uglier than I expected. He's got a poisonous bite, so watch out! It'll make your HP decrease gradually. Also, if he ground-pounds you, you won't be able to use one of your commands! Just focus your attention on beating him down, Mario!

Palace of Shadow Battle

HP: 70, Attack: 7, Defense: 2

Tattle: That's Bowser, genius. You've only fought this guy like, a bazillion times. He'll keep kidnapping Peach, and you'll keep fighting him, until the end of time, I think. Max HP is 70, Attack is 7, and Defense is 2. In addition to his fire breath, he jumps on you and bites. If you get jumped on, you'll be unable to use a command for a little while. Oh, and his bite sometimes poisons you as well. I don't know what Bowser's doing here, but we gotta defeat him quick!

Dark Bones

HP: 20, Attack: 5, Defense: 2

Dark Koopa

HP: 8, Attack: 4, Defense: 2

Dark Koopatrol

HP: 25, Attack: 5, Defense: 2

Dry Bones

HP: 8. Attack: 5, Defense: 2

Dull Bones

HP: 1, Attack: 2, Defense: 1

Fire Brother

HP: 7, Attack: 3, Defense: 1

Hammer Brother

HP: 7, Attack: 4, Defense: 1

KP Koopa

HP: 4, Attack: 2, Defense: 1

Kammy Koopa

HP: 50, Attack: 5, Defense: 0

Tattle: That's Kammy Koopa. She's an old evil witch who's always helping Bowser out. She uses her magic to raise her Attack and Defense or get electrified or invisible. When her HP gets low, she may also use magic to restore HP. Her magic is totally annoying, so take her out before you focus on Bowser. Still, you gotta feel for her, having to hang out with Bowser all the time... Or do you think Bowser has a harder time enduring her?

Regular Koopa Troopa

HP: 4, Attack: 2, Defense: 1

Regular Koopatrol

HP: 6, Attack: 4, Defense: 2

Magikoopa

HP: 7, Attack: 4, Defense: 0

Red Bones

HP: 5, Attack: 3, Defense: 1

Shady Koopa

HP: 8, Attack: 3, Defense: 1

Koopa Clan