Continued:
Enemy List:
Goombas:
Goomba:
HP: 2
Attack: 1
Defense: 1
Tattle: This is the first enemy Mario ever encountered and is reknowned for its frequent occurrence! A goomba isn't the strongest enemy with only 2 HP and 1 Defense. A simple jump or hammer smash will do!
Moves: Headbonk (1)
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Spiked Goomba:
HP: 2
Attack: 2
Defense: 0
Tattle: Like a regular goomba, this sub-species has 2 HP, but its attack raises and defense lowers by one. Jumping on this enemy does no good, so smash it with your hammer!
Moves: Spikebonk (2)
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Paragoomba:
HP: 2
Attack: 1
Defense: 0
Tattle: A goomba with wings. The total opposite of a spiked goomba, you can't use your hammer on this airborne enemy, so jumping's the way to go. A paragoomba has 2 HP and 1 attack, but no defense.
Moves: Dive (1)
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Spiky Paragoomba:
HP: 2
Attack: 2
Defense: 0
Tattle: Is this a new type of goomba? HP and Attack are both 2, but it has no defense. You can't jump or use your hammer attack, so try using an item or your partner's abilities.
Moves: Spikedive (2)
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Gloomba:
HP: 7
Attack: 3
Defense: 0
Tattle: This is a pretty gloomy Gloomba. It really likes dark places, so it isn't exactly the most positive dinner guest. HP is 7, Attack is 3 and Defense is 0. Watch out for its headbonk, it's three times as powerful as a regular Goomba's.
Moves: Headbonk (3)
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Paragloomba:
HP: 7
Attack: 3
Defense: 0
Tattle: The Gloomba version of a paragoomba. The same attack strategies apply, so you can't use the hammer against this enemy. HP is 7, Attack is 3, Defense is 0.
Moves: Dive (3)
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Spiky Gloomba:
HP: 7
Attack: 4
Defense: 0
Tattle: Woah! A gloomba that has a spike. Look at that attack power! HP is 7, Attack is 4, Defense is 0. Its spikebonk is immensely powerful, so watch out if it tries to attack you and destroy it quickly.
Moves: Spikebonk (4)
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Spiky Paragloomba:
HP: 7
Attack: 4
Defense: 0
Tattle: A gloomba with wings and a spike. HP is 7, Attack is 4 and defense is 0. This enemy looks difficult to beat, so destroy it quickly to protect yourself from its vicious, yet easily countered Spikedive!
Moves: Spikedive (4)
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Hyper Goomba:
HP: 8
Attack: 2
Defense: 0
Tattle: This is a really hyper goomba. HP is 8, Attack is 2, Defense is 0. Although its attack is 2, it can charge it up six times, meaning its attack power can go up to 8! Its headbonk is dangerous when charged up, but its missilebonk will deliver a whopping 14 damage to Mario and his partner!
Moves: Headbonk (2), Charge Up (Attack +6), Missilebonk (8)
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Hyper Spiky Goomba:
HP: 8
Attack: 3
Defense: 0
Tattle: A hyper goomba with a spike on top. HP is 8, Attack is 3, Defense is 0. As is with a regular spiked goomba, its attack power is increased by one and so is all of its offensive moves. That Missilespikebonk can do up to 15 damage to Mario. Destroy this enemy quickly!
Moves: Spikebonk (3), Charge Up (Attack +6), Missilespikebonk (9)
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Hyper Paragoomba:
HP: 8
Attack: 2
Defense: 0
Tattle: A hyper goomba with wings. HP is 8, Attack is 2, Defense is 0. It has the same attributes as a regular hyper goomba, but you can't use your hammer against it. Jumping is the way to go when encountering this type.
Moves: Dive (2), Charge Up (Attack +6), Missiledive (8)
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Hyper Spiky Paragoomba:
HP: 8
Attack: 3
Defense: 0
Tattle: Hyper Spiky Paragoomba? Seriously, this enemy means business. HP is 8, Attack is 3, Defense is 0. Unfortunately, it's a befuddling mix between a hyper spiky goomba and a hyper paragoomba. Like a regular spiky paragoomba, you can't use the jump or hammer attacks on it, so use an alternative method to beat it.
Moves: Dive (2), Charge Up (Attack +6), Missilespikedive (9)
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Megagoomba:
HP: 10
Attack: 6
Defense: 0
Tattle: This type of goomba isn't seen very often, but when you encounter it, consider yourself unlucky. HP is 10, Attack is 6, Defense is 0. A megagoomba is nearly three times as big as a regular goomba, and its headbonk is much more powerful than one, too!
Moves: Headbonk (6), Charge Up (Attack +8)
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Elite Goomba:
HP: 12
Attack: 8
Defense: 3
Tattle: A brand new enemy. This goomba is ruby in color and wears a platinum hat that protects it from most attacks. HP is 12, Attack is 8, Defense is 3. Its Running Slam causes 9 points of damage, but with its charge up attack, it can bring that up to 15. It's advisable to destroy an elite goomba first if there are other enemies with it.
Moves: Headbonk (8), Charge Up (Attack +8), Running Slam (9)
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Koopas:
Koopa Troopa:
HP: 4
Attack: 2
Defense: 1
Tattle: A real oldie! Seriously, they've been around as long as the goomba's. HP is 4, Attack is 2, Defense is 1. Jump on it to get it on its back so it's vulnerable to attack, or just use your hammer; plain and simple, just like a koopa troopa.
Moves: Shell Toss (2)
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Koopa Paratroopa:
HP: 4
Attack: 2
Defense: 1
Tattle: Basically, a Koopa Troopa with wings; it can fly, totally uncool! HP is 4, Attack is 2, Defense is 1. The key to beating one is to jump on it to destroy its wings, permanently leveling it. Go ahead, Mario!
Moves: Shell Shot (2)
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Dry Bones:
HP: 8
Attack: 5
Defense: 2
Tattle: Eww! It's made of bones! Did a koopa shed its skin or something? HP is 8, Attack is 5, Defense is 2. It throws bones at you, so try to avoid those. It can also build other Dry Bones and re-re-animate itself after you defeat it. Talk about dedication!
Moves: Bone Throw (5), Multi Bone (2x4), Build (summons Dry Bones), Get Up (+8 HP)
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Koopatrol:
HP: 6
Attack: 4
Defense: 2
Tattle: The lead of King Bowser's koopa army, only the best of the best get to wear this armor. HP is 6, Attack is 4, Defense is 2. Jumping on it is not advisable, as it has a spike on its head. It can summon other Koopatrols and charge up its attack as well as hide in its shell to make its defense rise up to where its completely invincible!
Moves: Whistle (summons another Koopatrol), Charge Up (Attack +2), Spiky Headbutt (4), Power Shell (4 to Mario and partner)
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Hammer Bro.:
HP: 7
Attack: 4
Defense: 1
Tattle: This koopa throws hammers and clads a helmet that boosts its defense by one. HP is 7, Attack is 4, Defense is 1. Try to avoid the hammers it chucks at you, and they come one or two at a time. These guys are super annoying, seriously!
Moves: Hammer Throw (4), Multi-Throw (2 each)
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Fire Bro.:
HP: 7
Attack: 3
Defense: 1
Tattle: A koopa that spits out fire. HP is 7, Attack is 3, Defense is 1. Although its attack is lower than a Hammer Bro.'s, the burning effect you have ever getting hit by its flames more than makes up for that, especially when it spits multiple fireballs.
Moves: Flame Spit (3, Burning), Doubleflame (2x2, Burning), Multiflame (1x6, Burning)
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Boomerang Bro.:
HP: 7
Attack: 2
Defense: 1
Tattle: This koopa wields a boomerang. HP is 7, Attack is 2, Defense is 1. Although it takes a step down from the Fire Bro in terms of attack power, the boomerangs it throws hurt you twice; on impact and returning to its holder. That's gotta be cheating, right? Right...?
Moves: Boomerang Throw (2x2, to Mario and Partner), Multiboomerang (1x4 to Mario and Partner)
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Ice Bro.:
HP: 7
Attack: 3
Defense: 1
Tattle: Brr...this koopa is as frosty as the ice balls it throws. HP is 7, Attack is 3, Defense is 1. Only found in below freezing temperatures, this koopa is pretty much the 'polar' opposite of a Fire Bro. Haha, get it? 'Polar'? Come on, we need a laugh once in a while!
Moves: Ice Spit (3, Frozen), Doubleice (2x2, Frozen), Multiice (1x6, Frozen)
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Lakitu:
HP: 5
Attack: 2
Defense: 0
Tattle: A type of koopa that wears glasses and rides a cloud. HP is 5, Attack is 2, Defense is 0. It throws spinies at you, and can hatch more of them on the ground beneath it. When it holds a spiny over its head, you can't hurt it by using a jump or hammer command...Find an alternative and destroy it before it hatches more spinies!
Moves: Spiny Flip (2), Spiny Hatch (Summons Spiny), Spiny Hold (Holds Spiny over head)
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Spiny:
HP: 3
Attack: 3
Defense: 3
Tattle: Lakitu's throw these quite often. HP is 3, Attack is 3, Defense is 3. If it rolls up into a ball, it will be impossible to attack, so wait until it reverts back to normal and then use your hammer; would you really want to jump on that thing?
Moves: Spikeball Shot (3), Ball Up (raises defense to ???)
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Lakitulgur:
HP: 9
Attack: 5
Defense: 0
Tattle: A different kind of Lakitu that has a dark, frowning cloud. HP is 9, Attack is 5 and Defense is 0. It can summon lightning to hit you, spin to create a tornado that engulfs and damages you and your partner, and cause the earth to shake tremendously, hurting everyone on the field. It isn't accompanied by spinies, like the other Lakitu.
Moves: Lightning Strike (5), Tornado (5 to Mario and Partner), Earthquaker (5 to Mario and Partner)
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Magikoopa:
HP: 7
Attack: 4
Defense: 0
Tattle: This koopa has a serious degree in wizardry; HP is 7, Attack is 4, Defense is 0. Don't let its defense fool you; these guys can really pack a punch. Not only does it have a relatively strong attack power and can fully restore its HP in one shot, but it can inflict a status boost on itself or its comrades. When alone, it will copy itself into four...Which one is the real one?
Moves: 4-Polygon Blast (4), Heal (8 HP), Magic Boost (Inflicts status on ally or self), Copy (Splits into four)
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Buzzy Beetle:
HP: 5
Attack: 3
Defense: 4
Tattle: This is an odd, small koopa with a powerful shell. HP is 5, Attack is 3, Defense is 4. Jumping on it will flip it on its back, eliminating its defense. It's best to hit it when its soft belly is fully vulnerable!
Moves: Shell Toss (3)
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Parabuzzy:
HP: 5
Attack: 3
Defense: 4
Tattle: A buzzy beetle that can fly. HP is 5, Attack is 3, Defense is 4. It's a no-go using your hammer at first, as is with all winged enemies. Getting it on its back seems the way to go, so let's get 'em!
Moves: Shell Shot (3)
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Spiky Parabuzzy:
HP: 5
Attack: 3
Defense: 4
Tattle: It looks exactly like its name describes; it's a Buzzy Beetle with wings and a spike. HP is 5, Attack is 3, Defense is 4. You can't use your jump or hammer commands for this guy...Maybe we should try something else!
Moves: Shell Shot (3)
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Bony Beetle:
HP: 8
Attack: 3
Defense: 4
Tattle: A total blast from the past! HP is 8, Attack is 3, Defense is 4. It can fall from the ceiling and attack you, but also has spikes that move in and out of its shell. When the spikes retract, get it on its back and attack while its defenses are down.
Moves: Shell Toss (3), Ceiling Drop (3), Spiky Slam (5)
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Shy Guys:
Shy Guy:
HP: 7
Attack: 2
Defense: 0
Tattle: This is called a Shy Guy. It has a mask over its face, and almost never takes it off. HP is 7, Attack is 2, Defense is 0. It isn't too powerful, and it has no defense, but still be cautious. Chip away at its HP until you beat it.
Moves: Shy Dive (2) Performance (3)
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Sky Guy:
HP: 7
Attack: 3
Defense: 0
Tattle: Oddly enough, this shy guy can fly while tied to balloons! HP is 7, Attack is 3, Defense is 0. It flies, and it has a slingshot, but it's pretty much a regular Shy Guy otherwise. Jumping on it seems the way to go.
Moves: Slingshot (3)
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Medi Guy:
HP: 7
Attack: 1
Defense: 0
Tattle: A Shy Guy that rides in a little heart-copter. HP is 7, Attack is 1, Defense is 0. Although its Ram attack only deals one point of damage, it makes up for that by being able to heal its partners by 4 HP each time. I'd take this one out first, if I were you!
Moves: Ram (1), Heal (4 HP)
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Bandit:
HP: 5
Attack: 2
Defense: 0
Tattle: A kind of Shy Guy that steals your coins! HP is 5, Attack is 2, Defense is 0. These guys seriously annoy me! Don't let it hit you or take any of your coins, because they may just run off and leave the battle soon after, taking everything it stole with it! What a coward!
Moves: Coin Dash (2), Run off (Leaves Battle)
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Badge Bandit:
HP: 12
Attack: 5
Defense: 0
Tattle: A Bandit that steals not only coins, but items and badges as well. HP is 12, Attack is 5, Defense is 0. If it takes any of your belongings, hitting it isn't enough to get your stuff back; you have to defeat it to get anything you lost returned. Its HP is very high, and its Attack is, too, so watch out for these guys.
Moves: Coin Dash (5, steals coins), Item Dash (5, steals item), Badge Dash (5, steals Badge), Run off (Leaves Battle)
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Piranha Plants:
Piranha Plant:
HP: 4
Attack: 3
Defense: 0
Tattle: A vicious living plant. HP is 4, Attack is 3, Defense is 0. If you get near it, it will chomp you, but you won't have to worry about finding one; chances are, they'll catch up to you first, making it harder for a first strike.
Moves: Chomp (3)
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Frost Piranha:
HP: 10
Attack: 5
Defense: 0
Tattle: Vulnerable to fire attacks, a Frost Piranha is a Piranha Plant with a cool temper. HP is 10, Attack is 5, Defense is 0. It can freeze you with its Jaw Clamp, which is moderately powerful.
Moves: Jaw Clamp (5, Frozen)
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Venus Fire Trap:
HP: 10
Attack: 5
Defense: 0
Tattle: A Piranha Plant that can spit fire. It looks just like a normal Piranha Plant. HP is 10, Attack is 5, Defense is 0. If it bites you, you'll get the 'burn' effect; the same goes for its flame spit!
Moves: Jaw Clamp (5, Burning), Flame Spit (5, Burning)
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Others:
Bob-omb:
HP: 4
Attack: 2
Defense: 1
Tattle: This is a bob-omb. It's a living bomb that turns red when it gets hit, and explodes the next turn. HP is 3, Attack is 1, Defense is 0. Destroy it before it can explode to save yourself from unneeded pain.
Moves: Ram (2), Explosion (5)
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Bill Blaster:
HP: 5
Attack: 0
Defense: 2
Tattle: A cannon that shoots out Bullet Bills. HP is 5, Attack is 0, Defense is 2. Despite not actually having any offensive attacks, it can blast out Bullet Bills by one or two at a time. It's best to destroy a Bill Blaster first so as to cut off the source.
Moves: Bullet Blast (Summons Bullet Bill), Bullet Double (Summons two Bullet Bills)
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Bullet Bill:
HP: 2
Attack: 4
Defense: 1
Tattle: A bullet that is shot out of a Bill Blaster. HP is 5, Attack is 0, Defense is 2. These enemies explode immediately on impact, destroying themselves in the process and dealing damage to you, so try to beat them before they can hit you.
Moves: Body Slam (4)
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Chain Chomp:
HP: 7
Attack: 6
Defense: 5
Tattle: That's a Chain Chomp. It's a bit difficult to determine what it is...it kind of sounds like a dog. HP is 7, Attack is 6, Defense is 5. It can be difficult to hurt this enemy, as it has an incredibly high defense and attack power, but let's soldier on!
Moves: Chomp (6)
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Cleft:
HP: 2
Attack: 2
Defense: 2
Tattle: A walking rock with spikes. HP is 2, Attack is 2, Defense is 2. It isn't that difficult to beat, to be perfectly honest; its brother has a much stronger and higher defense, but don't let your guard down!
Moves: Cleft Charge (2)
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Hyper Cleft:
HP: 4
Attack: 3
Defense: 3
Tattle: A stronger version of a regular Cleft. HP is 4, Attack is 3, Defense is 3. It can charge at you, or charge up, which boosts its attack by six. It can perform a Missilecharge, which deals a total of 9 points of damage to you or your partner.
Moves: Charge (3), Charge Up (Attack +6), Missilecharge (9)
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Crazee Dayzee:
HP: 7
Attack: 2
Defense: 0
Tattle: A flower that sings a soothing lullaby. HP is 7, Attack is 2, Defense is 0. This thing will put you to sleep with its voice, which gives it a chance to keep singing while you're down; you could lose a lot of HP if you get affected by its singing. It's also kind of a coward, as it runs from battle when threatened.
Moves: Sing (2; Sleep), Run
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Amazee Dayzee:
HP: 20
Attack: 20
Defense: 1
Tattle: This enemy is like, super rare! HP is 20, Attack is 20, Defense is 1. If you defeat it, you get loads of Star Points, but it's said to be near-impossible to defeat one. Almost as much as it is to find one? Let's use our strongest attacks against it!
Moves: Lullaby (20; Sleep)
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Duplighost:
HP: 15
Attack: 4
Defense: 0
Tattle: This is a duplighost. It wears a towel...or cape...or whatever. HP is 15, Attack is 4, Defense is 0. It can transform into an almost-perfect copy of your partner, which means you should use all necessary battle tactics against them!
Moves: Head attack (4), Disguise (0)
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Ember:
HP: 8
Attack: 3
Defense: 0
Tattle: This is a spirit that's been revived somehow. I think it might be a little peeved. HP is 8, Attack is 3, Defense is 0. Using fire attacks on it will actually heal it, but they are vulnerable to ice attacks. That's a good hint so as how to best defeat them.
Moves: Jump (3), Traveling Flame (2 to Mario and Partner, Burn), Fireball (3, Burn)
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Lava Bubble:
HP: 9
Attack: 4
Defense: 0
Tattle: Similar to an Ember, it's a flame ghost. HP is 9, Attack is 4, Defense is 0. Its fireball attack can and will burn you, and you can't jump or use fire attacks, so be cautious when attacking it or you might just give HP or receive damage.
Moves: Jump (4), Fireball (4, Burn)
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Fuzzy:
HP: 3
Attack: 1
Defense: 0
Tattle: This is a Fuzzy. It's an...um...I don't know what this thing is. HP is 3, Attack is 1, Defense is 0. It's only attack is a kiss that takes your HP and heals itself with the amount it took from you. That annoys me so much!
Moves: Kissy-Kissy (1, Recovers health according to damage)
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Pokey:
HP: 4
Attack: 3
Defense: 0
Tattle: A living cactus with spikes all over its body. HP is 4, Attack is 3, Defense is 0. A Pokey is made up of assorted, circular body parts, so if it bats one of them at you, regardless of what you do next it will still lose it. If you're lucky enough to counter the body section thrown at you, it does damage to its owner!
Moves: Slam (2), Spikeball Toss (3), Pull (summons Pokey), Hop (4)
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Monty Mole:
HP: 3
Attack: 2
Defense: 0
Tattle: A mole that lives in the ground. HP is 3, Attack is 2, Defense is 0. It throws rocks at you, but other than that, there's not much to say about this enemy.
Moves: Rock Throw (2)
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Swooper:
HP: 4
Attack: 2
Defense: 0
Tattle: A Swooper is a bat that hangs from the ceiling. HP is 4, Attack is 2, Defense is 0. You can't use your hammer or jump commands against it, so maybe we could find some other way to attack it.
Moves: Swoop (2)
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Swoopula:
HP: 8
Attack: 2
Defense: 0
Tattle: A vampire-like Swooper. HP is 8, Attack is 2, Defense is 0. This thing literally sucks your HP out of you, 4 at a time, and you can't jump on it or use your hammer, so find an alternative!
Moves: Suck (Absorbs 4 HP)
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Boo:
HP: 7
Attack: 3
Defense: 0
Tattle: A ghost that likes to give a good scare once in a while. HP is 7, Attack is 3, Defense is 0. It can hide itself or make it so that all Boos in battle move higher into the air so you're unable to use your hammer against the slightly-hovering enemies.
Moves: Scare (3), Hide (Invisible), Power Transfer (Invisible), Air Boos (Causes all Boos in battle to move high in the air)
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