Name
|
HP
|
Attack
|
Defense
|
Location
|
Comments
|
Amazee
Dayzee
|
20
|
20
|
1
|
Flower
Fields
|
Usually runs away. Worth many Star
Points and coins. Check Flower Fields for tips on how to beat him.
|
B. Bill
Blaster
|
10
|
0
|
4
|
Bowser's
Castle
|
Does not attack directly. Adds
a Bombshell Bill to the battle every other
turn.
|
Bandit
|
5
|
2
|
0
|
Dry
Dry Desert
|
Steals coins if not blocked. Drops
stolen coins if damaged. Runs away if holding coins on his turn. Zap
Tap Badge works great.
|
Bob-omb
|
3
|
1
|
0
|
Koopa
Bros. Fortress
|
Becomes self-destructive when damaged,
then makes final attack more powerful and explodes when attacked. Use Kooper
to avoid damage.
|
Bombshell
Bill
|
3
|
6
|
0
|
Bowser's
Castle
|
Self-destructs if not defeated
after one round, or if giving First Strike.
|
Bony Beetle
|
8
|
3
|
4
|
Bowser's
Castle
|
Alternates between spiked and not
spiked when attacked. Attack increases by 1 when spiked. Can be flipped
to miss one attack. Defense canceled while flipped.
|
Bullet
Bill
|
2
|
2
|
0
|
Koopa
Bros. Fortress
|
Self-destructs if not defeated
after one round, or if giving First Strike.
|
Buzzy
Beetle
|
3
|
2
|
2
|
Dry
Dry Ruins, Toad Town
Tunnels
|
Can be flipped over. Stands up
at end of round, missing one attack. Can appear on the ceiling; then attack
does 3 HP and returns to floor.
|
Bzzap!
|
3
|
6
|
0
|
Flower
Fields
|
Flying. Poisonous. Can call in
five little bees to cause 1 HP each. Defense
Plus works great.
|
Cleft
|
2
|
2
|
2
|
Mt.
Rugged
|
Tough enemy! Spiked on top. Can
be flipped if Bombed but not defeated or Jumped on while wearing the Spike
Shield Badge. Charges quickly in Field Mode.
|
Clubba
|
8
|
3
|
0
|
Tubba
Blubba's Castle
|
Not spiked on top although holding
a spiked club.
|
Crazee
Dayzee
|
8
|
4
|
0
|
Flower
Fields
|
Can cause sleepiness. May run.
Attack is very difficult to block.
|
Dark Koopa
|
8
|
3
|
2
|
Toad
Town Tunnels
|
Can be flipped by Jump-like moves.
Defense canceled when flipped, and misses one attack. When smiling, about
to use an attack that causes dizziness. Try to defeat or flip him before
he does.
|
Dry Bones
|
8
|
4
|
2
|
Bowser's
Castle
|
Remains onscreen when drained of
HP. Recovers after two rounds. All Dry Bones in the battle must be defeated
at the same time to clear the battle. Can be destroyed permanently by Fire
Shell. Does not drop Star Points for being knocked down. Has dangerous
Field Mode attack.
|
Duplighost
|
15
|
4?
|
0?
|
Crystal
Palace
|
Can copy the stats and abilities
of your partner. Occassionally reverts back to normal. Defense
Plus Badge works great when partner is Bow.
|
Ember
|
10
|
4
|
0
|
Star
Way
|
Fire enemy. When damaged, may split
into two Embers with the same HP remaining as the original. Can attack
partner.
|
Forest
Fuzzy
|
6
|
1
|
0
|
Forever
Forest
|
Attack restores 1 HP to itself
if not blocked. Can create a new Forest Fuzzy. Zap
Tap Badge works great.
|
Frost
Piranha
|
10
|
4
|
0
|
Shiver
Snowfield
|
Can freeze Mario.
|
Fuzzy
|
3
|
1
|
0
|
Koopa
Village
|
Attack restores 1 HP to itself
if not blocked.
|
G. Magikoopa
|
11
|
3
|
0
|
Flower
Fields, Crystal Palace
|
If flying, grounded when attacked.
Can raise an enemy's defense by 1. Escapes when only enemy remaining.
|
Gloomba
|
7
|
2
|
0
|
Toad
Town Tunnels
|
--
|
Goomba
|
2
|
1
|
0
|
Jr.
Koopa's Playground, Goomba Road,
Pleasant
Path
|
--
|
Groove
Guy
|
7
|
2
|
0
|
Shy
Guy's Toy Box
|
Can cause confusion. Can call in
a Shy Guy.
|
Gry.
Magikoopa
|
11
|
3
|
0
|
Crystal
Palace
|
If flying, grounded when attacked.
Can make an enemy transparent. Escapes when only enemy remaining.
|
Gulpit
|
12
|
2
|
0
|
Shiver
Snowfield
|
Can throw big rocks for 7 HP and
small rocks for 5 HP. Rocks can be attacked.
|
Hammer
Bros.
|
12
|
5
|
1
|
Bowser's
Castle
|
Hammer can cause shrink if not
blocked.
|
Hyper
Cleft
|
4
|
3
|
3
|
Gusty
Gulch
|
Spiked on top. Can be flipped by
Bomb. Defense drops to 1 when flipped. Can charge up a double-strength
attack. Jumping with Spike Shield
Badge does not flip.
|
Hyper
Goomba
|
7
|
2
|
0
|
Gusty
Gulch
|
Can charge up a double-strength
attack.
|
Hyper
Paragoomba
|
7
|
2
|
0
|
Gusty
Gulch
|
Flying. Can charge up a double-strength
attack. Becomes Hyper Goomba when attacked.
|
Hurt Plant
|
8
|
2
|
0
|
Jade
Jungle
|
Poisonous.
|
Jungle
Fuzzy
|
7
|
2
|
0
|
Jade
Jungle
|
Attack absorbs 1 HP per kiss. Attack
avoids defenses and continues until knocked off by action command.
Zap Tap Badge works great.
|
Koopa
Troopa
|
4
|
1
|
1
|
Pleasant
Path, Koopa Bros. Fortress
|
Flips over after attacks like Jump.
Misses two attacks. While flipped, defense is canceled.
|
Koopatrol
|
8
|
4
|
3
|
Bowser's
Castle
|
Spiked on top. Can charge up a
double-strength attack. Can call in a Koopatrol. May run away.
|
Lava Bubble
|
9
|
4
|
0
|
Mt.
Lavalava
|
Fire enemy. Can attack partner.
|
M. Bush
|
8
|
3
|
0
|
Jade
Jungle
|
Poisonous.
|
Magikoopa
|
11
|
6
|
0
|
Bowser's
Castle
|
May be flying. Becomes grounded
when attacked. Runs when only enemy remaining. Can heal, raise defense,
raise offense, electrify, make transparent, or create a mirror image of
himself. Dangerous Field Mode attack.
|
Medi Guy
|
7
|
1
|
0
|
Shy
Guy's Toy Box
|
Flying. Can heal enemies.
|
Monty Mole
(1)
|
3
|
2
|
0
|
Mt.
Rugged
|
Long-range Field Mode attack is
dangerous.
|
Monty
Mole (2)
|
12
|
3
|
0
|
Flower
Fields
|
--
|
Paragloomba
|
7
|
2
|
0
|
Toad
Town Tunnels
|
Flying. Turns into Gloomba
if attacked.
|
Paragoomba
|
2
|
1
|
0
|
Jr.
Koopa's Playground, Goomba Road,
Pleasant
Path
|
Flying. Turns into Goomba
if attacked.
|
Paratroopa
|
4
|
1
|
1
|
Pleasant
Path, Koopa Bros. Fortress
|
Flying. Turns into Koopa
Troopa when attacked.
|
Piranha
Plant
|
5
|
3
|
0
|
Forever
Forest
|
Spiked on top.
|
Pokey
|
4
|
2
|
0
|
Dry
Dry Desert
|
Can bring in a new Pokey if there's
an empty space in front of him.
|
Pokey
Mummy
|
4
|
2
|
0
|
Dry
Dry Ruins
|
Poisonous.
|
Putrid
Piranha
|
12
|
3
|
0
|
Mt.
Lavalava
|
Poisonous.
|
Pyro Guy
|
7
|
4
|
0
|
Shy
Guy's Toy Box
|
Fire enemy.
|
R. Magikoopa
|
11
|
3
|
0
|
Mt.
Lavalava, Crystal Palace
|
If flying, grounded when attacked.
Can raise enemy's attack by 1. Escapes when only enemy remaining.
|
Ruff Puff
|
10
|
4
|
0
|
Flower
Fields
|
Flying.
|
Shy Guy
|
7
|
2
|
0
|
Shy
Guy's Toy Box
|
Acrobatic attack does 3 HP.
|
Sky Guy
|
7
|
3
|
0
|
Shy
Guy's Toy Box
|
Flying. Becomes Shy
Guy if balloons are attacked.
|
Spear Guy
|
7
|
3
|
0
|
Jade
Jungle
|
Can call in a Spear Guy. Alternates
being spiked on top and spiked to left when attacked. Becomes Shy
Guy after throwing spear.
|
Spike Top
|
4
|
3
|
4
|
Mt.
Lavalava, Toad Town Tunnels
|
Spiked on top. Defense canceled
if flipped.
|
Spiked
Gloomba
|
7
|
3
|
0
|
Toad
Town Tunnels
|
Spiked on top.
|
Spiked
Goomba
|
2
|
2
|
0
|
Jr.
Koopa's Playground, Goomba Road,
Pleasant
Path
|
Spiked on top.
|
Spiny
|
5
|
4
|
3
|
Flower
Fields, Toad Town Tunnels
|
Spiked on top. Defense canceled
if flipped.
|
Spy Guy
|
7
|
2
|
0
|
Shy
Guy's Toy Box
|
Switches between hammer and slingshot
when damaged. Hammer removes command from Mario if not blocked.
|
Swooper
|
4
|
2
|
0
|
Dry
Dry Ruins
|
On the ceiling. Becomes flying
if attacked.
|
Swoopula
|
8
|
2
|
0
|
Crystal
Palace
|
Ceiling enemy. Becomes flying if
attacked. Attack drains HP and is used to recover. Zap
Tap Badge works great.
|
W. Magikoopa
|
11
|
3
|
0
|
Mt.
Lavalava, Crystal Palace
|
If flying, grounded when attacked.
Can heal one enemy 5 HP, or all enemies 3 HP. Escapes when only enemy remaining.
|
White
Clubba
|
12
|
5
|
0
|
Shiver
Snowfield, Crystal Palace
|
Can attack three times for 2 HP
each.
|
Y. Magikoopa
|
11
|
3
|
0
|
Flower
Fields, Crystal Palace
|
If flying, grounded when attacked.
Can electrify an enemy. Escapes when only enemy remaining.
|