List of Skill Trees in Mario + Rabbids Kingdom Battle
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				Below are the Skill Trees of the various characters in Mario + Rabbids Kingdom Battle, listing the various skills and upgrades that can be purchased, their effects, the requirements to purchase them both in terms of activated skills and Power Orbs/Runes (abbreviated as p) and the actual bonuses conferred by the various upgrades.
Main game[edit]
Mario[edit]
| Movement | ||
|---|---|---|
| Dash | Allows Mario to damage an enemy while on the move. | Active | 
| Team Jump | Allows Mario to team up with an ally and perform a jump to reach previously inaccessible areas. | Active | 
| Stomp Jump | An attack at an enemy's head following a TEAM JUMP. Afterwards Mario lands on a nearby cell. | 10p To Activate | 
| Dash Damage | Increases damage dealt when performing a DASH. | 30p +20 (20 DMG ► 40 DMG) 40p +20 (40 DMG ► 60 DMG) 60p +30 (60 DMG ► 90 DMG) 80p +40 (90 DMG ► 130 DMG)  | 
| Stomp Range | Increases Mario's Area of Movement after performing a STOMP JUMP on an enemy. | 30p +1 (3 Cells ► 4 Cells) 50p +1 (4 Cells ► 5 Cells) 70p +1 (5 Cells ► 6 Cells)  | 
| Stomp Damage | Increases STOMP JUMP damage. | 30p +20 (30 DMG ► 50 DMG) 40p +20 (50 DMG ► 70 DMG) 60p +30 (70 DMG ► 100 DMG) 80p +50 (100 DMG ► 150 DMG)  | 
| Cleansing Jump | Heroes overcome by a Super Effect are restored when Mario performs a TEAM JUMP with them. | 10p To Activate | 
| Attack | ||
| Blaster | A short to mid-range weapon that fires one round at a time at a single target. | Active | 
| Melee | Close-range weapon that can hit multiple targets at once. | 10p To Activate | 
| High Ground Bonus | Increases the damage dealt by Mario while holding higher ground. | 20p +10% (130% DMG ► 140% DMG) 40p +10% (140% DMG ► 150% DMG)  | 
| Golden Shot Plus | Gives Mario more coins upon a successful GOLDEN SHOT. | 10p +5 (5 Coins ► 10 Coins) 20p +5 (10 Coins ► 15 Coins)  | 
| Technique | ||
| Hero Sight | This bonus attack is a mid-range reaction shot dealt to the first enemy to move within Mario's line of sight. | Active | 
| M-Power | Increases Mario's weapon damage along with the damage caused by any Heroes in range. | 30p To Activate | 
| Hero Sight Cooldown | Mario's HERO SIGHT takes less turns to recharge. | 30p -1 (3 Turns ► 2 Turns) | 
| Multi Hero Sight | Adds another shot attempt to Mario's HERO SIGHT. | 60p +1 (1 ► 2) | 
| Hero Sight Damage | Increases damage caused by Mario's HERO SIGHT. | 30p +20% (80% DMG ► 100% DMG) 70p +30% (100% DMG ► 130% DMG)  | 
| M-Power Cooldown | M-POWER takes less turns to recharge. | 90p -1 (3 Turns ► 2 Turns) 100p -1 (2 Turns ► 1 Turn)  | 
| M-Power Range | Increases M-POWER's range of effectiveness. | 30p +1 (4 Cells ► 5 Cells) 50p +1 (5 Cells ► 6 Cells) 70p +1 (6 Cells ► 7 Cells)  | 
| Mega M-Power | M-POWER is more effective with nearby Heroes. | 30p +10% (20% DMG ► 30% DMG) 40p +10% (30% DMG ► 40% DMG) 50p +10% (40% DMG ► 50% DMG) 70p +20% (50% DMG ► 70% DMG)  | 
| Other | ||
| Extra Health | Increases Mario's Maximum number of Health Points. | 40p +30 (+0 HP ► +30 HP) 60p +40 (+30 HP ► +70 HP) 80p +60 (+70 HP ► +130 HP)  | 
| Movement Range | Adds to Mario's Area of Movement. | 60p +1 (6 Cells ► 7 Cells) | 
| Pipe Exit Range | Increases Mario's Area of Movement upon exiting a pipe. | 10p +1 (3 Cells ► 4 Cells) | 
| Mushroom Mend | Mario gets more Health Points from mushrooms. | 30p +70 (70 HP ► 140 HP) 50p +70 (140 HP ► 210 HP) 70p +70 (210 HP ► 280 HP)  | 
Rabbid Peach[edit]
| Movement | ||
|---|---|---|
| Dash | Allows Rabbid Peach to damage an enemy while on the move. | Active | 
| Team Jump | Allows Rabbid Peach to team up with an ally and perform a jump to reach previously inaccessible areas. | Active | 
| Stylish Dash | Allows Rabbid Peach to DASH more than one enemy while on the move. | 20p To Activate | 
| Dash Damage | Increases damage dealt when performing a DASH. | 20p +10 (20 DMG ► 30 DMG) 50p +20 (30 DMG ► 50 DMG) 70p +20 (50 DMG ► 70 DMG) 100p +30 (70 DMG ► 100 DMG)  | 
| Extra Dash | Adds a DASH to the number of consecutive dashes Rabbid Peach can perform. | 60p +1 (2 ► 3) 90p +1 (3 ► 4)  | 
| Team Jump Range | Increases the range of TEAM JUMP. | 30p +1 (6 Cells ► 7 Cells) 60p +1 (7 Cells ► 8 Cells)  | 
| Cleansing Jump | Heroes overcome by a Super Effect are restored when Rabbid Peach performs a TEAM JUMP with them. | 10p To Activate | 
| Attack | ||
| Blaster | A short to mid-range weapon that fires one round at a time at a single target. | Active | 
| Sentry | Never stops chasing its target, it will detonate when it gets close. Can be destroyed. | 20p To Activate | 
| High Ground Bonus | Increases the damage dealt by Rabbid Peach while holding higher ground. | 20p +10% (130% DMG ► 140% DMG) 40p +10% (140% DMG ► 150% DMG)  | 
| Golden Shot Plus | Gives Rabbid Peach more coins upon a successful GOLDEN SHOT. | 10p +5 (5 Coins ► 10 Coins) 20p +5 (10 Coins ► 15 Coins)  | 
| Technique | ||
| Shield | Limits damage taken by Rabbid Peach from enemy weapons. | Active | 
| Heal | Restores health points to all Heroes in range. | 20p To Activate | 
| Shield Cooldown | SHIELD takes less turns to recharge. | 100p -1 (2 Turns ► 1 Turn) | 
| Weapon Parry | Improves SHIELD's ability to absorb weapon damage. | 50p +10% (40% DMG ► 50% DMG) 60p +10% (50% DMG ► 60% DMG) 100p +20% (60% DMG ► 80% DMG)  | 
| Body Parry | Improves SHIELD's ability to absorb movement-based damage like Dash. | 20p +30% (20% DMG ► 50% DMG) | 
| Heal Cooldown | HEAL takes less turns to recharge. | 100p -1 (3 Turns ► 2 Turns) | 
| Heal Range | Increases HEAL's range of effectiveness. | 30p +1 (4 Cells ► 5 Cells) 60p +1 (5 Cells ► 6 Cells) 100p +1 (6 Cells ► 7 Cells)  | 
| Mega Heal | Increases HEAL's amount of Health Points restored to Rabbid Peach and Heroes around her. | 40p +10% (20% HP ► 30% HP) 60p +10% (30% HP ► 40% HP) 80p +10% (40% HP ► 50% HP) 100p +20% (50% HP ► 70% HP)  | 
| Other | ||
| Extra Health | Increases Rabbid Peach's Maximum number of Health Points. | 30p +20 (+0 HP ► +20 HP) 50p +20 (+20 HP ► +40 HP) 90p +30 (+40 HP ► +70 HP)  | 
| Movement Range | Adds to Rabbid Peach's Area of Movement. | 30p +1 (6 Cells ► 7 Cells) 60p +1 (7 Cells ► 8 Cells)  | 
| Pipe Exit Range | Increases Rabbid Peach's Area of Movement upon exiting a pipe. | 10p +1 (3 Cells ► 4 Cells) 20p +1 (4 Cells ► 5 Cells)  | 
Rabbid Luigi[edit]
| Movement | ||
|---|---|---|
| Dash | Allows Rabbid Luigi to damage an enemy while on the move. | Active | 
| Team Jump | Allows Rabbid Luigi to team up with an ally and perform a jump to reach previously inaccessible areas. | Active | 
| Vamp Dash | Allows Rabbid Luigi to drain enemy Health Points with a DASH. | 20p To Activate | 
| Dash Damage | Increases damage dealt when performing a DASH. | 30p +20 (30 DMG ► 50 DMG) 60p +30 (50 DMG ► 80 DMG) 70p +30 (80 DMG ► 110 DMG) 90p +50 (110 DMG ► 160 DMG)  | 
| Vamp Dash Plus | Rabbid Luigi's VAMP DASH can drain more Health Points. | 30p +10% (30% DMG ► 40% DMG) 40p +10% (40% DMG ► 50% DMG) 80p +20% (50% DMG ► 70% DMG) 100p +30% (70% DMG ► 100 DMG)  | 
| Extra Dash | Adds a DASH to the number of consecutive dashes Rabbid Luigi can perform. | 20p +1 (1 ► 2) | 
| Team Jump Range | Increases the range of TEAM JUMP. | 20p +1 (6 Cells ► 7 Cells) | 
| Cleansing Jump | Heroes overcome by a Super Effect are restored when Rabbid Luigi performs a TEAM JUMP with them. | 10p To Activate | 
| Attack | ||
| Bworb | Fires one round at a single target with lots of side effects. | Active | 
| Rocket | Area attack affecting all enemies within range. | 20p To Activate | 
| High Ground Bonus | Increases the damage dealt by Rabbid Luigi while holding higher ground. | 20p +5% (130% DMG ► 135% DMG) 30p +5% (135% DMG ► 140% DMG) 40p +10% (140% DMG ► 150% DMG)  | 
| Golden Shot Plus | Gives Rabbid Luigi more coins upon a successful GOLDEN SHOT. | 10p +5 (5 Coins ► 10 Coins) 20p +5 (10 Coins ► 15 Coins)  | 
| Technique | ||
| Super Barrier | Grants Rabbid Luigi immunity to Super Effects and reduces regular damage. | Active | 
| Weaken | Weakens enemy weapons near Rabbid Luigi. | 10p To Activate | 
| Barrier Cooldown | SUPER BARRIER takes less turns to recharge. | 60p -1 (2 Turns ► 1 Turn) | 
| Weapon Parry | Improves SUPER BARRIER's ability to absorb weapon damage. | 30p +10% (20% DMG ► 30% DMG) 40p +10% (30% DMG ► 40% DMG) 70p +20% (40% DMG ► 60% DMG)  | 
| Body Parry | Improves SUPER BARRIER's ability to absorb movement-based damage like Dash. | 20p +30% (20% DMG ► 50% DMG) | 
| Weaken Cooldown | WEAKEN takes less turns to recharge. | 80p -1 (2 Turns ► 1 Turn) | 
| Weaken Range | Increases WEAKEN's range of effectiveness. | 60p +1 (6 Cells ► 7 Cells) 80p +1 (7 Cells ► 8 Cells) 100p +1 (8 Cells ► 9 Cells)  | 
| Mega Weaken | WEAKEN is more effective with nearby enemies. | 40p +10% (20% DMG ► 30% DMG) 50p +10% (30% DMG ► 40% DMG) 60p +10% (40% DMG ► 50% DMG) 90p +20% (50% DMG ► 70% DMG)  | 
| Other | ||
| Extra Health | Increases Rabbid Luigi's Maximum number of Health Points. | 30p +20 (+0 HP ► +20 HP) 50p +20 (+20 HP ► +40 HP) 80p +40 (+40 HP ► +80 HP)  | 
| Movement Range | Adds to Rabbid Luigi's Area of Movement. | 30p +1 (6 Cells ► 7 Cells) 60p +1 (7 Cells ► 8 Cells)  | 
| Pipe Exit Range | Increases Rabbid Luigi's Area of Movement upon exiting a pipe. | 10p +1 (3 Cells ► 4 Cells) 20p +1 (4 Cells ► 5 Cells)  | 
Luigi[edit]
| Movement | ||
|---|---|---|
| Dash | Allows Luigi to damage an enemy while on the move. | Active | 
| Team Jump | Allows Luigi to team up with an ally and perform a jump to reach previously inaccessible areas. | Active | 
| Double Jump | Allows Luigi to perform a TEAM JUMP with two successive Heroes. | 20p To Activate | 
| Dash Damage | Increases damage dealt when performing a DASH. | 30p +10 (20 DMG ► 30 DMG) 40p +10 (30 DMG ► 40 DMG) 80p +20 (40 DMG ► 60 DMG) 100p +30 (60 DMG ► 90 DMG)  | 
| Team Jump Range | Increases the range of TEAM JUMP. | 20p +1 (6 Cells ► 7 Cells) 30p +1 (7 Cells ► 8 Cells) 60p +1 (8 Cells ► 9 Cells) 80p +1 (9 Cells ► 10 Cells)  | 
| Cleansing Jump | Heroes overcome by a Super Effect are restored when Luigi performs a TEAM JUMP with them. | 10p To Activate | 
| Attack | ||
| Precision | A long range weapon that fires one round at a single target. | Active | 
| Sentry | Never stops chasing its target, it will detonate when it gets close. Can be destroyed. | 10p To Activate | 
| High Ground Bonus | Increases the damage dealt by Luigi while holding higher ground. | 10p +5% (130% DMG ► 135% DMG) 20p +5% (135% DMG ► 140% DMG) 30p +10% (140% DMG ► 150% DMG)  | 
| Golden Shot Plus | Gives Luigi more coins upon a successful GOLDEN SHOT. | 10p +5 (5 Coins ► 10 Coins) 20p +5 (10 Coins ► 15 Coins)  | 
| Technique | ||
| Steely Stare | This bonus attack is a long range reaction shot dealt to the first enemy to move within Luigi's line of sight. | Active | 
| Itchy Feet | Area of Movement is increased for all Heroes in range. | 30p To Activate | 
| Steely Cooldown | Luigi's STEELY STARE takes less turns to recharge. | 100p -1 (2 Turns ► 1 Turn) | 
| Multi Steely Stare | Adds another shot attempt to Luigi's STEELY STARE. | 60p +1 (1 ► 2) 100p +1 (2 ► 3)  | 
| Steely Damage | Increases damage caused by Luigi's STEELY STARE. | 40p +10% (50% DMG ► 60% DMG) 60p +10% (60% DMG ► 70% DMG)  | 
| Itchy Feet Cooldown | ITCHY FEET takes less turns to recharge. | 70p -1 (2 Turns ► 1 Turn) | 
| Itchy Feet Range | Increases ITCHY FEET's range of effectiveness. | 30p +1 (4 Cells ► 5 Cells) 50p +1 (5 Cells ► 6 Cells) 80p +1 (6 Cells ► 7 Cells)  | 
| Mega Itchy Feet | Improves the effectiveness of ITCHY FEET by increasing its Area of Movement. | 100p +1 (1 Cell ► 2 Cells) 100p +1 (2 Cells ► 3 Cells)  | 
| Other | ||
| Extra Health | Increases Luigi's Maximum number of Health Points. | 40p +30 (+0 HP ► +30 HP) 100p +40 (+30 HP ► +70 HP)  | 
| Movement Range | Adds to Luigi's Area of Movement. | 20p +1 (6 Cells ► 7 Cells) 60p +1 (7 Cells ► 8 Cells) 90p +1 (8 Cells ► 9 Cells)  | 
| Pipe Exit Range | Increases Luigi's Area of Movement upon exiting a pipe. | 10p +1 (3 Cells ► 4 Cells) 10p +1 (4 Cells ► 5 Cells) 20p +1 (5 Cells ► 6 Cells)  | 
Rabbid Mario[edit]
| Movement | ||
|---|---|---|
| Dash | Allows Rabbid Mario to damage an enemy while on the move. | Active | 
| Team Jump | Allows Rabbid Mario to team up with an ally and perform a jump to reach previously inaccessible areas. | Active | 
| Boom Dash | An explosive area attack Rabbid Mario performs with a DASH. | 20p To Activate | 
| Dash Damage | Increases damage dealt when performing a DASH. | 20p +10 (20 DMG ► 30 DMG) 50p +20 (30 DMG ► 50 DMG) 60p +20 (50 DMG ► 70 DMG) 80p +30 (70 DMG ► 100 DMG)  | 
| Boom Dash Range | Increases the blast radius of Rabbid Mario's BOOM DASH. | 30p +1 (2 Cells ► 3 Cells) 70p +1 (3 Cells ► 4 Cells)  | 
| Extra Dash | Adds a DASH to the number of consecutive dashes Rabbid Mario can perform. | 40p +1 (1 ► 2) 80p +1 (2 ► 3)  | 
| Team Jump Range | Increases the range of TEAM JUMP. | 20p +1 (6 Cells ► 7 Cells) | 
| Cleansing Jump | Heroes overcome by a Super Effect are restored when Rabbid Mario performs a TEAM JUMP with them. | 10p To Activate | 
| Attack | ||
| Boomshot | Short-range weapon capable of hitting multiple targets at once without cooldown. | Active | 
| Melee | Close-range weapon that can hit multiple targets at once. | 20p To Activate | 
| High Ground Bonus | Increases the damage dealt by Rabbid Mario while holding higher ground. | 20p +5% (130% DMG ► 135% DMG) 30p +5% (135% DMG ► 140% DMG) 40p +10% (140% DMG ► 150% DMG)  | 
| Golden Shot Plus | Gives Rabbid Mario more coins upon a successful GOLDEN SHOT. | 10p +5 (5 Coins ► 10 Coins) 20p +5 (10 Coins ► 15 Coins)  | 
| Technique | ||
| Bodyguard | Limits damage dealt from movement-based attacks like Dash. | Active | 
| Magnet Dance | Enemies within range are drawn to Rabbid Mario. | 20p To Activate | 
| Bodyguard Cooldown | BODYGUARD takes less turns to recharge. | 50p -1 (2 Turns ► 1 Turn) | 
| Weapon Parry | Improves BODYGUARD's ability to absorb weapon damage. | 60p +30% (0% DMG ► 30% DMG) | 
| Body Parry | Improves BODYGUARD's ability to absorb movement-based damage like Dash. | 10p +10% (80% DMG ► 90% DMG) 20p +10% (90% DMG ► 100% DMG)  | 
| Magnet Cooldown | MAGNET DANCE takes less turns to recharge. | 80p -1 (3 Turns ► 2 Turns) 100p -1 (2 Turns ► 1 Turn)  | 
| Magnet Range | Increases MAGNET DANCE's range of effectiveness. | 70p +1 (6 Cells ► 7 Cells) 80p +1 (7 Cells ► 8 Cells) 100p +1 (8 Cells ► 9 Cells)  | 
| Other | ||
| Extra Health | Increases Rabbid Mario's Maximum number of Health Points. | 50p +30 (+0 HP ► +30 HP) 60p +30 (+30 HP ► +60 HP) 70p +30 (+60 HP ► +90 HP) 90p +40 (+90 HP ► +130 HP)  | 
| Movement Range | Adds to Rabbid Mario's Area of Movement. | 20p +1 (6 Cells ► 7 Cells) 40p +1 (7 Cells ► 8 Cells) 70p +1 (8 Cells ► 9 Cells)  | 
| Pipe Exit Range | Increases Rabbid Mario's Area of Movement upon exiting a pipe. | 10p +1 (3 Cells ► 4 Cells) 20p +1 (4 Cells ► 5 Cells) 30p +1 (5 Cells ► 6 Cells)  | 
Peach[edit]
| Movement | ||
|---|---|---|
| Dash | Allows Peach to damage an enemy while on the move. | Active | 
| Team Jump | Allows Peach to team up with an ally and perform a jump to reach previously inaccessible areas. | Active | 
| Healing Jump | A TEAM JUMP that allows Peach to heal nearby teammates after landing. | 20p To Activate | 
| Dash Damage | Increases damage dealt when performing a DASH. | 30p +20 (20 DMG ► 40 DMG) 50p +20 (40 DMG ► 60 DMG) 80p +30 (60 DMG ► 90 DMG)  | 
| Team Jump Range | Increases the range of TEAM JUMP. | 30p +1 (6 Cells ► 7 Cells) 60p +1 (7 Cells ► 8 Cells)  | 
| Healing Jump Range | Increases HEALING JUMP's range of effectiveness. | 60p +1 (2 Cells ► 3 Cells) 90p +1 (3 Cells ► 4 Cells)  | 
| Healing Jump HP | Increases HEALING JUMP's restorative ability. | 60p +5% (5% HP ► 10% HP) 70p +5% (10% HP ► 15% HP) 90p +5% (15% HP ► 20% HP)  | 
| Cleansing Jump | Heroes overcome by a Super Effect are restored when Peach performs a TEAM JUMP with them. | 10p To Activate | 
| Attack | ||
| Boomshot | Short-range weapon capable of hitting multiple targets at once without cooldown. | Active | 
| Grenaduck | Tossed overhead at a target for an area attack affecting all enemies within range. | 20p To Activate | 
| High Ground Bonus | Increases the damage dealt by Peach while holding higher ground. | 20p +5% (130% DMG ► 135% DMG) 30p +5% (135% DMG ► 140% DMG) 40p +10% (140% DMG ► 150% DMG)  | 
| Golden Shot Plus | Gives Peach more coins upon a successful GOLDEN SHOT. | 10p +5 (5 Coins ► 10 Coins) 20p +5 (10 Coins ► 15 Coins)  | 
| Technique | ||
| Royal Gaze | This bonus attack is a short reaction shot dealt to the first enemy to move within Peach's line of sight. | Active | 
| Protection | Damage taken by Heroes within range is partially absorbed by Peach. | 20p To Activate | 
| Royal Cooldown | Peach's ROYAL GAZE takes less turns to recharge. | 100p -1 (3 Turns ► 2 Turns) 100p -1 (2 Turns ► 1 Turn)  | 
| Royal Gaze Damage | Increases damage caused by Peach's ROYAL GAZE. | 50p +10% (80% DMG ► 90% DMG) 80p +10% (90% DMG ► 100% DMG)  | 
| Protection Cooldown | PROTECTION takes less turns to recharge. | 40p -1 (2 Turns ► 1 Turn) | 
| Protection Range | Increases PROTECTION's range of effectiveness. | 60p +1 (4 Cells ► 5 Cells) 90p +1 (5 Cells ► 6 Cells) 100p +1 (6 Cells ► 7 Cells)  | 
| Mega Protection | Adds to PROTECTION's effectiveness with nearby Heroes. | 40p +10% (30% DMG ► 40% DMG) 60p +20% (40% DMG ► 60% DMG) 100p +40% (60% DMG ► 100% DMG)  | 
| Other | ||
| Extra Health | Increases Peach's Maximum number of Health Points. | 30p +30 (+0 HP ► +30 HP) 60p +40 (+30 HP ► +70 HP) 100p +60 (+70 HP ► +130 HP) 100p +90 (+130 HP ► +220 HP)  | 
| Movement Range | Adds to Peach's Area of Movement. | 60p +1 (6 Cells ► 7 Cells) | 
| Pipe Exit Range | Increases Peach's Area of Movement upon exiting a pipe. | 10p +1 (3 Cells ► 4 Cells) | 
Rabbid Yoshi[edit]
| Movement | ||
|---|---|---|
| Dash | Allows Rabbid Yoshi to damage an enemy while on the move. | Active | 
| Team Jump | Allows Rabbid Yoshi to team up with an ally and perform a jump to reach previously inaccessible areas. | Active | 
| Ultra Dash | Allows Rabbid Yoshi to DASH several enemies while on the move. | 20p To Activate | 
| Dash Damage | Increases damage dealt when performing a DASH. | 10p +10 (20 DMG ► 30 DMG) 20p +10 (30 DMG ► 40 DMG) 60p +20 (40 DMG ► 50 DMG) 70p +30 (60 DMG ► 90 DMG)  | 
| Extra Dash | Adds a DASH to the number of consecutive dashes Rabbid Yoshi can perform. | 60p +1 (3 ► 4) 100p +1 (4 ► 5)  | 
| Cleansing Jump | Heroes overcome by a Super Effect are restored when Rabbid Yoshi performs a TEAM JUMP with them. | 10p To Activate | 
| Attack | ||
| Rumblebang | Mid-range weapon that fires multiple rounds at once at a single target. | Active | 
| Grenaduck | Tossed overhead at a target for an area attack affecting all enemies within range. | 20p To Activate | 
| High Ground Bonus | Increases the damage dealt by Rabbid Yoshi while holding higher ground. | 10p +5% (130% DMG ► 135% DMG) 20p +5% (135% DMG ► 140% DMG) 30p +10% (140% DMG ► 150% DMG)  | 
| Golden Shot Plus | Gives Rabbid Yoshi more coins upon a successful GOLDEN SHOT. | 10p +5 (5 Coins ► 10 Coins) 20p +5 (10 Coins ► 15 Coins)  | 
| Technique | ||
| Outer Shell | Damage taken by Rabbid Yoshi from an enemy's first successful attack is reduced to less than half. | Active | 
| Scaredy Rabbid | Enemies within range are sent running. | 20p To Activate | 
| Outer Shell Cooldown | Outer Shell takes less turns to recharge. | 100p -1 (2 Turns ► 1 Turn) | 
| Weapon Parry | Improves OUTER SHELL's ability to absorb weapon damage. | 60p +10% (80% DMG ► 90% DMG) 90p +10% (90% DMG ► 100% DMG)  | 
| Body Parry | Improves OUTER SHELL's ability to absorb movement-based damage like Dash. | 10p +10% (80% DMG ► 90% DMG) 20p +10% (90% DMG ► 100% DMG)  | 
| Double Outer Shell | Makes Outer Shell aborb up to two attacks in a row. | 100p +1 (1 ► 2) | 
| Scaredy Cooldown | SCAREDY RABBID takes less turns to recharge. | 20p -1 (3 Turns ► 2 Turns) 60p -1 (2 Turns ► 1 Turn)  | 
| Scaredy Range | Increases SCAREDY RABBID's range of effectiveness. | 60p +1 (6 Cells ► 7 Cells) 90p +1 (7 Cells ► 8 Cells) 100p +1 (8 Cells ► 9 Cells)  | 
| Other | ||
| Extra Health | Increases Rabbid Yoshi's Maximum number of Health Points. | 30p +20 (+0 HP ► +20 HP) 60p +30 (+20 HP ► +50 HP) 60p +30 (+50 HP ► +80 HP) 90p +50 (+80 HP ► +130 HP)  | 
| Movement Range | Adds to Rabbid Yoshi's Area of Movement. | 20p +1 (6 Cells ► 7 Cells) 40p +1 (7 Cells ► 8 Cells) 60p +1 (8 Cells ► 9 Cells)  | 
| Pipe Exit Range | Increases Rabbid Yoshi's Area of Movement upon exiting a pipe. | 10p +1 (3 Cells ► 4 Cells) 20p +1 (4 Cells ► 5 Cells) 30p +1 (5 Cells ► 6 Cells)  | 
Yoshi[edit]
| Movement | ||
|---|---|---|
| Dash | Allows Yoshi to damage an enemy while on the move. | Active | 
| Team Jump | Allows Yoshi to team up with an ally and perform a jump to reach previously inaccessible areas. | Active | 
| Ground Pound | A ground strike following a TEAM JUMP that deals damage to everyone in range. | 20p To Activate | 
| Dash Damage | Increases damage dealt when performing a DASH. | 20p +10 (20 DMG ► 30 DMG) 60p +20 (30 DMG ► 50 DMG) 100p +40 (50 DMG ► 90 DMG)  | 
| Team Jump Range | Increases the range of TEAM JUMP. | 20p +1 (6 Cells ► 7 Cells) 60p +1 (7 Cells ► 8 Cells)  | 
| Ground Pound Range | Expands the area of effect of Yoshi's GROUND POUND. | 30p +1 (3 Cells ► 4 Cells) 70p +1 (4 Cells ► 5 Cells)  | 
| Ground Pound Damage | Increases the damage dealt by Yoshi's GROUND POUND. | 10p +10 (30 DMG ► 40 DMG) 30p +20 (40 DMG ► 60 DMG) 60p +30 (60 DMG ► 90 DMG) 90p +40 (90 DMG ► 130 DMG)  | 
| Cleansing Jump | Heroes overcome by a Super Effect are restored when Yoshi performs a TEAM JUMP with them. | 10p To Activate | 
| Attack | ||
| Rumblebang | Mid-range weapon that fires multiple rounds at once at a single target. | Active | 
| Rocket | Area attack affecting all enemies within range. | 20p To Activate | 
| High Ground Bonus | Increases the damage dealt by Yoshi while holding higher ground. | 20p +5% (130% DMG ► 135% DMG) 30p +5% (135% DMG ► 140% DMG) 40p +10% (140% DMG ► 150% DMG)  | 
| Golden Shot Plus | Gives Yoshi more coins upon a successful GOLDEN SHOT. | 10p +5 (5 Coins ► 10 Coins) 20p +5 (10 Coins ► 15 Coins)  | 
| Technique | ||
| Egg Beater | Bonus attack - a mid-range reaction shot dealt to enemies within Yoshi's line of sight. | Active | 
| Super Chance | Gives Yoshi and Heroes around him a sure-fire Super Effect attack. | 20p To Activate | 
| Egg Cooldown | Yoshi's EGG BEATER takes less turns to recharge. | 100p -1 (3 Turns ► 2 Turns) | 
| Egg Beater Damage | Increases damage caused by Yoshi's EGG BEATER. | 40p +10% (100% DMG ► 110% DMG) 60p +10% (110% DMG ► 120% DMG) 80p +10% (120% DMG ► 130% DMG) 100p +20% (130% DMG ► 150% DMG)  | 
| Super Cooldown | SUPER CHANCE takes less turns to recharge. | 60p -1 (3 Turns ► 2 Turn) | 
| Super Chance Range | Increases SUPER CHANCE's range of effectiveness. | 20p +1 (4 Cells ► 5 Cells) 60p +1 (5 Cells ► 6 Cells) 80p +1 (6 Cells ► 7 Cells) 100p +2 (7 Cells ► 9 Cells)  | 
| Other | ||
| Extra Health | Increases Yoshi's Maximum number of Health Points. | 20p +30 (+0 HP ► +30 HP) 50p +40 (+30 HP ► +70 HP) 90p +60 (+70 HP ► +130 HP)  | 
| Movement Range | Adds to Yoshi's Area of Movement. | 30p +1 (6 Cells ► 7 Cells) 60p +1 (7 Cells ► 8 Cells)  | 
| Pipe Exit Range | Increases Yoshi's Area of Movement upon exiting a pipe. | 10p +1 (3 Cells ► 4 Cells) 20p +1 (4 Cells ► 5 Cells)  | 
Donkey Kong Adventure (DLC)[edit]
Donkey Kong[edit]
| Movement | ||
|---|---|---|
| Grab & Launch | Allows Donkey Kong to pick up allies, enemies, Cover Blocks or Sentries, move to another cell and launch them.  Cleanses an ally overcome by a Super Effect.  | 
Active | 
| Enemy Throw Damage | Increases damage dealt to enemies upon impact after being thrown. | 2p +20 (20 DMG ► 40 DMG) 3p +30 (40 DMG ► 70 DMG)  | 
| Throw Range | Increases Donkey Kong's throwing range. | 1p +1 (6 Cells ► 7 Cells) 2p +1 (7 Cells ► 8 Cells)  | 
| Ear Uprooter | Allows Donkey Kong to GRAB enemy ears popping out of the ground and then THROW enemies away. | 1p To Activate | 
| Attack | ||
| Bwananarang | Mid-range weapon capable of hitting multiple targets in a row without cooldown. Its flight is not affected by low  Cover Blocks.  | 
Active | 
| DK Ground Pound | Targeted attack affecting all enemies within a cylindrical area, regardless of cover. | Active | 
| High Ground Bonus | Increases the damage dealt by Donkey Kong while holding higher ground. | 1p +10% (130% DMG ► 140% DMG) 2p +10% (140% DMG ► 150% DMG)  | 
| Primary Primate | Increases the attack range for the Primary Weapon. | 1p +1 (0 Cells ► 1 Cell) 2p +1 (1 Cell ► 2 Cells)  | 
| Cover Damage Bonus | Increases the amount of damage dealt to cover points by both Primary and Secondary attacks. | 2p High (Low ► High) | 
| Technique | ||
| Hairy Eye | This bonus attack is a mid-range reaction shot dealt to the first enemy to move within Donkey Kong's line of sight. | Active | 
| Magnet Groove | Enemies within range will be drawn to Donkey Kong's irresistable jungle beats when he busts out the bongos and  takes them for a ride to beat town!  | 
Active | 
| Hairy Eye Cooldown | HAIRY EYE takes fewer turns to recharge. | 3p -1 (3 Turns ► 2 Turns) | 
| Hairy Eye Damage | Increases damage caused by Donkey Kong's HAIRY EYE. | 2p +20% (100% DMG ► 120% DMG) 3p +30% (120% DMG ► 150% DMG)  | 
| Groove Cooldown | MAGNET GROOVE takes fewer turns to recharge. | 2p -1 (4 Turns ► 3 Turns) 3p -1 (3 Turns ► 2 Turns)  | 
| Groove Range | Increases MAGNET GROOVE's range of effectiveness. | 1p +1 (6 Cells ► 7 Cells) 2p +1 (7 Cells ► 8 Cells)  | 
| Feral Attraction | MAGNET GROOVE becomes so groovy that it always lures enemies as close as possible to DK. | 3p To Activate | 
| Other | ||
| Extra Health | Increases Donkey Kong's maximum number of Health Points. | 2p +30 (+0 HP ► +30 HP) 3p +40 (+30 HP ► +70 HP)  | 
| Movement Range | Adds to Donkey Kong's Area of Movement. | 1p +1 (6 Cells ► 7 Cells) 2p +1 (7 Cells ► 8 Cells)  | 
| Pipe Exit Range | Increases Donkey Kong's Area of Movement upon exiting a pipe. | 1p +1 (3 Cells ► 4 Cells) | 
| Dandelion Jump Range | Increases DK's Area of Movement after swinging off a Dandelion. | 1p +1 (3 Cells ► 4 Cells) 2p +1 (4 Cells ► 5 Cells)  | 
Rabbid Peach[edit]
| Movement | ||
|---|---|---|
| Dash | Allows Rabbid Peach to damage an enemy while on the move. | Active | 
| Team Jump | Allows Rabbid Peach to team up with an ally and perform a jump to reach previously inaccessible areas. | Active | 
| Stylish Dash | Allows Rabbid Peach to DASH more than one enemy while on the move. | Active | 
| Dash Damage | Increases damage dealt when performing a DASH. | 2p +20 (30 DMG ► 50 DMG) 3p +20 (50 DMG ► 70 DMG)  | 
| Extra Dash | Adds a DASH to the number of consecutive dashes Rabbid Peach can perform. | 1p +1 (2 ► 3) 3p +1 (3 ► 4)  | 
| Team Jump Range | Increases the range of TEAM JUMP. | 1p +1 (6 Cells ► 7 Cells) 2p +1 (7 Cells ► 8 Cells)  | 
| Cleansing Jump | Heroes overcome by a Super Effect are restored when Rabbid Peach performs a TEAM JUMP with them. | 1p To Activate | 
| Attack | ||
| Blaster | A short to mid-range weapon that fires one round at a time at a single target. | Active | 
| Sentry | Never stops chasing its target, it will detonate when it gets close. Can be destroyed. | Active | 
| High Ground Bonus | Increases the damage dealt by Rabbid Peach while holding higher ground. | 1p +10% (130% DMG ► 140% DMG) 2p +10% (140% DMG ► 150% DMG)  | 
| Weapon Range Bonus | Increases the attack range of both Primary and Secondary weapons. | 2p +1 (0 Cells ► 1 Cell) 2p +1 (1 Cell ► 2 Cells)  | 
| Cover Damage Bonus | Increases the amount of damage dealt to cover points by both Primary and Secondary attacks. | 2p High (Low ► High) | 
| Technique | ||
| Shield | Limits damage taken by Rabbid Peach from enemy weapons. | Active | 
| Heal | Restores health points to all Heroes in range. | Active | 
| Shield Cooldown | SHIELD takes less turns to recharge. | 3p -1 (2 Turns ► 1 Turn) | 
| Stylish Shield | Improves SHIELD's ability to absorb damage. | 1p +10% (30% DMG ► 40% DMG) 3p +30% (40% DMG ► 70% DMG)  | 
| Heal Cooldown | HEAL takes less turns to recharge. | 3p -1 (3 Turns ► 2 Turns) | 
| Heal Range | Increases HEAL's range of effectiveness. | 1p +1 (6 Cells ► 7 Cells) 2p +1 (7 Cells ► 8 Cells)  | 
| Mega Heal | Increases HEAL's amount of Health Points restored to Rabbid Peach and Heroes around her. | 1p +20% (30% HP ► 50% HP) 3p +20% (50% HP ► 70% HP)  | 
| Other | ||
| Extra Health | Increases Rabbid Peach's maximum number of Health Points. | 1p +30 (+0 HP ► +30 HP) 3p +40 (+30 HP ► +70 HP)  | 
| Movement Range | Adds to Rabbid Peach's Area of Movement. | 1p +1 (6 Cells ► 7 Cells) 2p +1 (7 Cells ► 8 Cells)  | 
| Pipe Exit Range | Increases Rabbid Peach's Area of Movement upon exiting a pipe. | 1p +1 (3 Cells ► 4 Cells) 2p +1 (4 Cells ► 5 Cells)  | 
Rabbid Cranky[edit]
| Movement | ||
|---|---|---|
| Dash | Allows Rabbid Cranky to damage an enemy while on the move. | Active | 
| Team Jump | Allows Rabbid Cranky to team up with an ally and perform a jump to reach previously inaccessible areas. | Active | 
| Grump Jump | While performing a TEAM JUMP, Rabbid Cranky strikes the landing area dealing damage to everyone in range, triggering the Freeze Super Effect. | Active | 
| Dash Damage | Increases damage dealt when performing a DASH. | 2p +20 (20 DMG ► 40 DMG) | 
| Team Jump Range | Increases the range of TEAM JUMP. | 1p +1 (6 Cells ► 7 Cells) 2p +1 (7 Cells ► 8 Cells)  | 
| Cleansing Jump | Heroes overcome by a Super Effect are restored when Rabbid Cranky performs a TEAM JUMP with them. | 1p To Activate | 
| Grump Jump Range | Expands the area of effect of Rabbid Cranky's GRUMP JUMP. | 1p +1 (2 Cells ► 3 Cells) | 
| Grump Jump Damage | Increases the damage dealt by Rabbid Cranky's GRUMP JUMP. | 2p +10 (30 DMG ► 40 DMG) 3p +20 (40 DMG ► 60 DMG)  | 
| Attack | ||
| Boombow | Long range weapon capable of hitting multiple targets at once without cooldown. | Active | 
| Barrel Bolt | Explosive Boombow ammo with a high arc, short range and damage unhindered by cover. | Active | 
| High Ground Bonus | Increases the damage dealt by Rabbid Cranky while holding higher ground. | 1p +10% (130% DMG ► 140% DMG) 2p +10% (140% DMG ► 150% DMG)  | 
| Weapon Range Bonus | Increases the attack range of both Primary and Secondary weapons. | 1p +1 (0 Cells ► 1 Cell) 3p +1 (1 Cell ► 2 Cells)  | 
| Cover Damage Bonus | Increases the amount of damage dealt to cover points by both Primary and Secondary attacks. | 2p High (Low ► High) | 
| Technique | ||
| Stink Eye | This bonus attack is a mid-range reaction shot dealt to the first enemy to move within Rabbid Cranky's line of sight. | Active | 
| Long Story | Puts enemies within range to sleep, sparing them Rabbid Cranky's latest political rant or complaints about the post office. | Active | 
| Stink Eye Cooldown | STINK EYE takes fewer turns to recharge. | 2p -1 (3 Turns ► 2 Turns) 3p -1 (2 Turns ► 1 Turn)  | 
| Stink Eye Damage | Increases damage caused by Rabbid Cranky's STINK EYE. | 1p +10% (70% DMG ► 80% DMG) 3p +20% (80% DMG ► 100% DMG)  | 
| Multi Stink Eye | Adds another shot attempt to Rabbid Cranky's STINK EYE. | 3p +1 (1 ► 2) | 
| Long Story Cooldown | LONG STORY takes fewer turns to recharge. | 3p -1 (3 Turns ► 2 Turns) | 
| Long Story Range | Increases LONG STORY's range of effectiveness. | 1p +1 (6 Cells ► 7 Cells) 2p +1 (7 Cells ► 8 Cells)  | 
| Other | ||
| Extra Health | Increases Rabbid Cranky's maximum number of Health Points. | 1p +30 (+0 HP ► +30 HP) 2p +40 (+30 HP ► +70 HP)  | 
| Movement Range | Adds to Rabbid Cranky's Area of Movement. | 1p +1 (6 Cells ► 7 Cells) 2p +1 (7 Cells ► 8 Cells)  | 
| Pipe Exit Range | Increases Rabbid Cranky's Area of Movement upon exiting a pipe. | 1p +1 (3 Cells ► 4 Cells) 3p +1 (4 Cells ► 5 Cells)  |