Editing List of Skill Trees in Mario + Rabbids Kingdom Battle

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{{italic title|List of Skill Trees in ''Mario + Rabbids Kingdom Battle''}}
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 (abbreviated as '''''p''''') and the actual bonuses conferred by the various upgrades.
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/Power Runes (abbreviated as '''''p''''') and the actual bonuses conferred by the various upgrades.


==Main game==
==Mario==
===Mario===
{| class="wikitable"
{| class="wikitable"
!colspan=3 style="background:#FFD801;color:white"|Movement
!colspan=3 style="background:#FFD801;color:white"|Movement
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|'''10p''' To Activate
|'''10p''' To Activate
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''Stomp Jump''' is unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''Stomp Jump''' ▼''</center>
|-
|-
!style="background:linear-gradient(#FEEB5A, #FED805);color:#FA7E02"|Dash Damage
!style="background:linear-gradient(#FEEB5A, #FED805);color:#FA7E02"|Dash Damage
Line 53: Line 51:
|'''10p''' To Activate
|'''10p''' To Activate
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''Melee''' is unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''Melee''' ▼''</center>
|-
|-
!style="background:linear-gradient(#FF5C5A, #A31615);color:#FBE0E7"|High Ground Bonus
!style="background:linear-gradient(#FF5C5A, #A31615);color:#FBE0E7"|High Ground Bonus
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|'''30p''' To Activate
|'''30p''' To Activate
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''M-Power''' is unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''M-Power''' ▼''</center>
|-
|-
!style="background:linear-gradient(#D5FCAA, #92F23B);color:#0D8301"|Hero Sight Cooldown
!style="background:linear-gradient(#D5FCAA, #92F23B);color:#0D8301"|Hero Sight Cooldown
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!colspan=3 style="background:#02BBFC;color:white"|Other
!colspan=3 style="background:#02BBFC;color:white"|Other
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''Stomp Jump''', '''Melee''', and '''M-Power''' are unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''Stomp Jump''', '''Melee''', and '''M-Power''' ▼''</center>
|-
|-
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Extra Health
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Extra Health
|Increases Mario's Maximum number of Health Points.
|Increases Mario's Maximum number of Health Points.
|'''40p''' +30 (+0 HP ► +30 HP)<br>'''60p''' +40 (+30 HP ► +70 HP)<br>'''80p''' +60 (+70 HP ► +130 HP)
|'''40p''' +30 (220 HP ► 250 HP)<br>'''60p''' +40 (250 HP ► 290 HP)<br>'''80p''' +60 (290 HP ► 350 HP)
|-
|-
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Movement Range
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Movement Range
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|}
|}


===Rabbid Peach===
==Rabbid Peach==
{| class="wikitable"
{| class="wikitable"
!colspan=3 style="background:#FFD801;color:white"|Movement
!colspan=3 style="background:#FFD801;color:white"|Movement
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|'''20p''' To Activate
|'''20p''' To Activate
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''Stylish Dash''' is unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''Stylish Dash''' ▼''</center>
|-
|-
!style="background:linear-gradient(#FEEB5A, #FED805);color:#FA7E02"|Dash Damage
!style="background:linear-gradient(#FEEB5A, #FED805);color:#FA7E02"|Dash Damage
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|'''20p''' To Activate
|'''20p''' To Activate
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''Sentry''' is unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''Sentry''' ▼''</center>
|-
|-
!style="background:linear-gradient(#FF5C5A, #A31615);color:#FBE0E7"|High Ground Bonus
!style="background:linear-gradient(#FF5C5A, #A31615);color:#FBE0E7"|High Ground Bonus
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|'''20p''' To Activate
|'''20p''' To Activate
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''Heal''' is unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''Heal''' ▼''</center>
|-
|-
!style="background:linear-gradient(#D5FCAA, #92F23B);color:#0D8301"|Shield Cooldown
!style="background:linear-gradient(#D5FCAA, #92F23B);color:#0D8301"|Shield Cooldown
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!colspan=3 style="background:#02BBFC;color:white"|Other
!colspan=3 style="background:#02BBFC;color:white"|Other
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''Stylish Dash''', '''Sentry''', and '''Heal''' are unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''Stylish Dash''', '''Sentry''', and '''Heal''' ▼''</center>
|-
|-
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Extra Health
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Extra Health
|Increases Rabbid Peach's Maximum number of Health Points.
|Increases Rabbid Peach's Maximum number of Health Points.
|'''30p''' +20 (+0 HP ► +20 HP)<br>'''50p''' +20 (+20 HP ► +40 HP)<br>'''90p''' +30 (+40 HP ► +70 HP)
|'''30p''' +20 (220 HP ► 250 HP)<br>'''50p''' +20 (250 HP ► 270 HP)<br>'''90p''' +30 (270 HP ► 300 HP)
|-
|-
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Movement Range
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Movement Range
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|}
|}


===Rabbid Luigi===
==Rabbid Luigi==
{| class="wikitable"
{| class="wikitable"
!colspan=3 style="background:#FFD801;color:white"|Movement
!colspan=3 style="background:#FFD801;color:white"|Movement
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|'''20p''' To Activate
|'''20p''' To Activate
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''Vamp Dash''' is unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''Vamp Dash''' ▼''</center>
|-
|-
!style="background:linear-gradient(#FEEB5A, #FED805);color:#FA7E02"|Dash Damage
!style="background:linear-gradient(#FEEB5A, #FED805);color:#FA7E02"|Dash Damage
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|'''20p''' To Activate
|'''20p''' To Activate
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''Rocket''' is unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''Rocket''' ▼''</center>
|-
|-
!style="background:linear-gradient(#FF5C5A, #A31615);color:#FBE0E7"|High Ground Bonus
!style="background:linear-gradient(#FF5C5A, #A31615);color:#FBE0E7"|High Ground Bonus
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|'''10p''' To Activate
|'''10p''' To Activate
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''Weaken''' is unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''Weaken''' ▼''</center>
|-
|-
!style="background:linear-gradient(#D5FCAA, #92F23B);color:#0D8301"|Barrier Cooldown
!style="background:linear-gradient(#D5FCAA, #92F23B);color:#0D8301"|Barrier Cooldown
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!colspan=3 style="background:#02BBFC;color:white"|Other
!colspan=3 style="background:#02BBFC;color:white"|Other
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''Vamp Dash''', '''Rocket''', and '''Weaken''' are unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''Vamp Dash''', '''Rocket''', and '''Weaken''' ▼''</center>
|-
|-
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Extra Health
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Extra Health
|Increases Rabbid Luigi's Maximum number of Health Points.
|Increases Rabbid Luigi's Maximum number of Health Points.
|'''30p''' +20 (+0 HP ► +20 HP)<br>'''50p''' +20 (+20 HP ► +40 HP)<br>'''80p''' +40 (+40 HP ► +80 HP)
|'''30p''' +20 (200 HP ► 220 HP)<br>'''50p''' +20 (220 HP ► 240 HP)<br>'''80p''' +40 (240 HP ► 280 HP)
|-
|-
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Movement Range
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Movement Range
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|}
|}


===Luigi===
==Luigi==
{| class="wikitable"
{| class="wikitable"
!colspan=3 style="background:#FFD801;color:white"|Movement
!colspan=3 style="background:#FFD801;color:white"|Movement
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|'''20p''' To Activate
|'''20p''' To Activate
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''Double Jump''' is unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''Double Jump''' ▼''</center>
|-
|-
!style="background:linear-gradient(#FEEB5A, #FED805);color:#FA7E02"|Dash Damage
!style="background:linear-gradient(#FEEB5A, #FED805);color:#FA7E02"|Dash Damage
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|'''10p''' To Activate
|'''10p''' To Activate
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''Sentry''' is unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''Sentry''' ▼''</center>
|-
|-
!style="background:linear-gradient(#FF5C5A, #A31615);color:#FBE0E7"|High Ground Bonus
!style="background:linear-gradient(#FF5C5A, #A31615);color:#FBE0E7"|High Ground Bonus
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|'''30p''' To Activate
|'''30p''' To Activate
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''Itchy Feet''' is unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''Itchy Feet''' ▼''</center>
|-
|-
!style="background:linear-gradient(#D5FCAA, #92F23B);color:#0D8301"|Steely Cooldown
!style="background:linear-gradient(#D5FCAA, #92F23B);color:#0D8301"|Steely Cooldown
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!colspan=3 style="background:#02BBFC;color:white"|Other
!colspan=3 style="background:#02BBFC;color:white"|Other
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''Double Jump''', '''Sentry''', and '''Itchy Feet''' are unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''Double Jump''', '''Sentry''', and '''Itchy Feet''' ▼''</center>
|-
|-
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Extra Health
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Extra Health
|Increases Luigi's Maximum number of Health Points.
|Increases Luigi's Maximum number of Health Points.
|'''40p''' +30 (+0 HP ► +30 HP)<br>'''100p''' +40 (+30 HP ► +70 HP)
|'''40p''' +30 (130 HP ► 160 HP)<br>'''100p''' +40 (160 HP ► 200 HP)
|-
|-
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Movement Range
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Movement Range
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|}
|}


===Rabbid Mario===
==Rabbid Mario==
{| class="wikitable"
{| class="wikitable"
!colspan=3 style="background:#FFD801;color:white"|Movement
!colspan=3 style="background:#FFD801;color:white"|Movement
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|'''20p''' To Activate
|'''20p''' To Activate
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''Boom Dash''' is unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''Boom Dash''' ▼''</center>
|-
|-
!style="background:linear-gradient(#FEEB5A, #FED805);color:#FA7E02"|Dash Damage
!style="background:linear-gradient(#FEEB5A, #FED805);color:#FA7E02"|Dash Damage
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|'''20p''' To Activate
|'''20p''' To Activate
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''Melee''' is unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''Melee''' ▼''</center>
|-
|-
!style="background:linear-gradient(#FF5C5A, #A31615);color:#FBE0E7"|High Ground Bonus
!style="background:linear-gradient(#FF5C5A, #A31615);color:#FBE0E7"|High Ground Bonus
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|'''20p''' To Activate
|'''20p''' To Activate
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''Magnet Dance''' is unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''Magnet Dance''' ▼''</center>
|-
|-
!style="background:linear-gradient(#D5FCAA, #92F23B);color:#0D8301"|Bodyguard Cooldown
!style="background:linear-gradient(#D5FCAA, #92F23B);color:#0D8301"|Bodyguard Cooldown
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!colspan=3 style="background:#02BBFC;color:white"|Other
!colspan=3 style="background:#02BBFC;color:white"|Other
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''Boom Dash''', '''Melee''', and '''Magnet Dance''' are unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''Boom Dash''', '''Melee''', and '''Magnet Dance''' ▼''</center>
|-
|-
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Extra Health
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Extra Health
|Increases Rabbid Mario's Maximum number of Health Points.
|Increases Rabbid Mario's Maximum number of Health Points.
|'''50p''' +30 (+0 HP ► +30 HP)<br>'''60p''' +30 (+30 HP ► +60 HP)<br>'''70p''' +30 (+60 HP ► +90 HP)<br>'''90p''' +40 (+90 HP ► +130 HP)
|'''50p''' +30 (265 HP ► 295 HP)<br>'''60p''' +30 (295 HP ► 325 HP)<br>'''70p''' +30 (325 HP ► 355 HP)<br>'''90p''' +40 (355 HP ► 395 HP)
|-
|-
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Movement Range
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Movement Range
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|}
|}


===Peach===
==Peach==
{| class="wikitable"
{| class="wikitable"
!colspan=3 style="background:#FFD801;color:white"|Movement
!colspan=3 style="background:#FFD801;color:white"|Movement
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|'''20p''' To Activate
|'''20p''' To Activate
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''Healing Jump''' is unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''Healing Jump''' ▼''</center>
|-
|-
!style="background:linear-gradient(#FEEB5A, #FED805);color:#FA7E02"|Dash Damage
!style="background:linear-gradient(#FEEB5A, #FED805);color:#FA7E02"|Dash Damage
Line 656: Line 654:
|'''20p''' To Activate
|'''20p''' To Activate
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''Grenaduck''' is unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''Grenaduck''' ▼''</center>
|-
|-
!style="background:linear-gradient(#FF5C5A, #A31615);color:#FBE0E7"|High Ground Bonus
!style="background:linear-gradient(#FF5C5A, #A31615);color:#FBE0E7"|High Ground Bonus
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|'''20p''' To Activate
|'''20p''' To Activate
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''Protection''' is unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''Protection''' ▼''</center>
|-
|-
!style="background:linear-gradient(#D5FCAA, #92F23B);color:#0D8301"|Royal Cooldown
!style="background:linear-gradient(#D5FCAA, #92F23B);color:#0D8301"|Royal Cooldown
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!colspan=3 style="background:#02BBFC;color:white"|Other
!colspan=3 style="background:#02BBFC;color:white"|Other
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''Healing Jump''', '''Grenaduck''', and '''Protection''' are unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''Healing Jump''', '''Grenaduck''', and '''Protection''' ▼''</center>
|-
|-
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Extra Health
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Extra Health
|Increases Peach's Maximum number of Health Points.
|Increases Peach's Maximum number of Health Points.
|'''30p''' +30 (+0 HP ► +30 HP)<br>'''60p''' +40 (+30 HP ► +70 HP)<br>'''100p''' +60 (+70 HP ► +130 HP)<br>'''100p''' +90 (+130 HP ► +220 HP)
|'''30p''' +30 (340 HP ► 370 HP)<br>'''60p''' +40 (370 HP ► 410 HP)<br>'''100p''' +60 (410 HP ► 470 HP)<br>'''100p''' +90 (470 HP ► 560 HP)
|-
|-
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Movement Range
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Movement Range
Line 721: Line 719:
|}
|}


===Rabbid Yoshi===
==Rabbid Yoshi==
{| class="wikitable"
{| class="wikitable"
!colspan=3 style="background:#FFD801;color:white"|Movement
!colspan=3 style="background:#FFD801;color:white"|Movement
Line 739: Line 737:
|'''20p''' To Activate
|'''20p''' To Activate
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''Ultra Dash''' is unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''Ultra Dash''' ▼''</center>
|-
|-
!style="background:linear-gradient(#FEEB5A, #FED805);color:#FA7E02"|Dash Damage
!style="background:linear-gradient(#FEEB5A, #FED805);color:#FA7E02"|Dash Damage
Line 767: Line 765:
|'''20p''' To Activate
|'''20p''' To Activate
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''Grenaduck''' is unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''Grenaduck''' ▼''</center>
|-
|-
!style="background:linear-gradient(#FF5C5A, #A31615);color:#FBE0E7"|High Ground Bonus
!style="background:linear-gradient(#FF5C5A, #A31615);color:#FBE0E7"|High Ground Bonus
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|'''20p''' To Activate
|'''20p''' To Activate
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''Scaredy Rabbid''' is unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''Scaredy Rabbid''' ▼''</center>
|-
|-
!style="background:linear-gradient(#D5FCAA, #92F23B);color:#0D8301"|Outer Shell Cooldown
!style="background:linear-gradient(#D5FCAA, #92F23B);color:#0D8301"|Outer Shell Cooldown
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!colspan=3 style="background:#02BBFC;color:white"|Other
!colspan=3 style="background:#02BBFC;color:white"|Other
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''Ultra Dash''', '''Grenaduck''', and '''Scaredy Rabbid''' are unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''Ultra Dash''', '''Grenaduck''', and '''Scaredy Rabbid''' ▼''</center>
|-
|-
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Extra Health
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Extra Health
|Increases Rabbid Yoshi's Maximum number of Health Points.
|Increases Rabbid Yoshi's Maximum number of Health Points.
|'''30p''' +20 (+0 HP ► +20 HP)<br>'''60p''' +30 (+20 HP ► +50 HP)<br>'''60p''' +30 (+50 HP ► +80 HP)<br>'''90p''' +50 (+80 HP ► +130 HP)
|'''30p''' +20 (290 HP ► 310 HP)<br>'''60p''' +30 (310 HP ► 340 HP)<br>'''60p''' +30 (340 HP ► 370 HP)<br>'''90p''' +50 (370 HP ► 420 HP)
|-
|-
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Movement Range
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Movement Range
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|}
|}


===Yoshi===
==Yoshi==
{| class="wikitable"
{| class="wikitable"
!colspan=3 style="background:#FFD801;color:white"|Movement
!colspan=3 style="background:#FFD801;color:white"|Movement
Line 854: Line 852:
|'''20p''' To Activate
|'''20p''' To Activate
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''Ground Pound''' is unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''Ground Pound''' ▼''</center>
|-
|-
!style="background:linear-gradient(#FEEB5A, #FED805);color:#FA7E02"|Dash Damage
!style="background:linear-gradient(#FEEB5A, #FED805);color:#FA7E02"|Dash Damage
Line 890: Line 888:
|'''20p''' To Activate
|'''20p''' To Activate
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''Rocket''' is unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''Rocket''' ▼''</center>
|-
|-
!style="background:linear-gradient(#FF5C5A, #A31615);color:#FBE0E7"|High Ground Bonus
!style="background:linear-gradient(#FF5C5A, #A31615);color:#FBE0E7"|High Ground Bonus
Line 914: Line 912:
|'''20p''' To Activate
|'''20p''' To Activate
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''Super Chance''' is unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''Protection''' ▼''</center>
|-
|-
!style="background:linear-gradient(#D5FCAA, #92F23B);color:#0D8301"|Egg Cooldown
!style="background:linear-gradient(#D5FCAA, #92F23B);color:#0D8301"|Egg Cooldown
Line 936: Line 934:
!colspan=3 style="background:#02BBFC;color:white"|Other
!colspan=3 style="background:#02BBFC;color:white"|Other
|-
|-
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until '''Ground Pound''', '''Rocket''', and '''Super Chance''' are unlocked ▼''</center>
|colspan=3 style="background:#F2F2F2"|<center>''▼ These skills are locked until you have '''Ground Pound''', '''Rocket''', and '''Super Chance''' ▼''</center>
|-
|-
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Extra Health
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Extra Health
|Increases Yoshi's Maximum number of Health Points.
|Increases Yoshi's Maximum number of Health Points.
|'''20p''' +30 (+0 HP ► +30 HP)<br>'''50p''' +40 (+30 HP ► +70 HP)<br>'''90p''' +60 (+70 HP ► +130 HP)
|'''20p''' +30 (420 HP ► 450 HP)<br>'''50p''' +40 (450 HP ► 490 HP)<br>'''90p''' +60 (490 HP ► 550 HP)
|-
|-
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Movement Range
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Movement Range
Line 949: Line 947:
|Increases Yoshi's Area of Movement upon exiting a pipe.
|Increases Yoshi's Area of Movement upon exiting a pipe.
|'''10p''' +1 (3 Cells ► 4 Cells)<br>'''20p''' +1 (4 Cells ► 5 Cells)
|'''10p''' +1 (3 Cells ► 4 Cells)<br>'''20p''' +1 (4 Cells ► 5 Cells)
|}
==Donkey Kong Adventure (DLC)==
===Donkey Kong===
{| class="wikitable"
!colspan=3 style="background:#FFD801;color:white"|Movement
|-
!style="background:linear-gradient(#FEEB5A, #FED805);color:#FA7E02"|Grab & Launch
|Allows Donkey Kong to pick up allies, enemies, Cover Blocks or Sentries, move to another cell and launch them. <br>Cleanses an ally overcome by a Super Effect.
|Active
|-
|colspan=3 style="background:#F2F2F2"|<center>''▲ This skill is active from the start ▲''</center>
|-
!style="background:linear-gradient(#FEEB5A, #FED805);color:#FA7E02"|Enemy Throw Damage
|Increases damage dealt to enemies upon impact after being thrown.
|'''2p''' +20 (20 DMG ► 40 DMG)<br>'''3p''' +30 (40 DMG ► 70 DMG)
|-
!style="background:linear-gradient(#FEEB5A, #FED805);color:#FA7E02"|Throw Range
|Increases Donkey Kong's throwing range.
|'''1p''' +1 (6 Cells ► 7 Cells)<br>'''2p''' +1 (7 Cells ► 8 Cells)
|-
!style="background:linear-gradient(#FEEB5A, #FED805);color:#FA7E02"|Ear Uprooter
|Allows Donkey Kong to '''GRAB''' enemy ears popping out of the ground and then '''THROW''' enemies away.
|'''1p''' To Activate
|-
|colspan=3|
|-
!colspan=3 style="background:#E00621;color:white"|Attack
|-
!style="background:linear-gradient(#FF5C5A, #A31615);color:#FBE0E7"|Bwananarang
|Mid-range weapon capable of hitting multiple targets in a row without cooldown. Its flight is not affected by low <br>Cover Blocks.
|Active
|-
!style="background:linear-gradient(#FF5C5A, #A31615);color:#FBE0E7"|DK Ground Pound
|Targeted attack affecting all enemies within a cylindrical area, regardless of cover.
|Active
|-
|colspan=3 style="background:#F2F2F2"|<center>''▲ These skills are active from the start ▲''</center>
|-
!style="background:linear-gradient(#FF5C5A, #A31615);color:#FBE0E7"|High Ground Bonus
|Increases the damage dealt by Donkey Kong while holding higher ground.
|'''1p''' +10% (130% DMG ► 140% DMG)<br>'''2p''' +10% (140% DMG ► 150% DMG)
|-
!style="background:linear-gradient(#FF5C5A, #A31615);color:#FBE0E7"|Primary Primate
|Increases the attack range for the Primary Weapon.
|'''1p''' +1 (0 Cells ► 1 Cell)<br>'''2p''' +1 (1 Cell ► 2 Cells)
|-
!style="background:linear-gradient(#FF5C5A, #A31615);color:#FBE0E7"|Cover Damage Bonus
|Increases the amount of damage dealt to cover points by both Primary and Secondary attacks.
|'''2p''' High (Low ► High)
|-
|colspan=3|
|-
!colspan=3 style="background:#0FC000;color:white"|Technique
|-
!style="background:linear-gradient(#D5FCAA, #92F23B);color:#0D8301"|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
|-
!style="background:linear-gradient(#6AB802, #378D11);color:#B9FF7D"|Magnet Groove
|Enemies within range will be drawn to Donkey Kong's irresistable jungle beats when he busts out the bongos and <br>takes them for a ride to beat town!
|Active
|-
|colspan=3 style="background:#F2F2F2"|<center>''▲ These skills are active from the start ▲''</center>
|-
!style="background:linear-gradient(#D5FCAA, #92F23B);color:#0D8301"|Hairy Eye Cooldown
|'''HAIRY EYE''' takes fewer turns to recharge.
|'''3p''' -1 (3 Turns ► 2 Turns)
|-
!style="background:linear-gradient(#D5FCAA, #92F23B);color:#0D8301"|Hairy Eye Damage
|Increases damage caused by Donkey Kong's '''HAIRY EYE'''.
|'''2p''' +20% (100% DMG ► 120% DMG)<br>'''3p''' +30% (120% DMG ► 150% DMG)
|-
!style="background:linear-gradient(#6AB802, #378D11);color:#B9FF7D"|Groove Cooldown
|'''MAGNET GROOVE''' takes fewer turns to recharge.
|'''2p''' -1 (4 Turns ► 3 Turns)<br>'''3p''' -1 (3 Turns ► 2 Turns)
|-
!style="background:linear-gradient(#6AB802, #378D11);color:#B9FF7D"|Groove Range
|Increases <b>MAGNET GROOVE</b>'s range of effectiveness.
|'''1p''' +1 (6 Cells ► 7 Cells)<br>'''2p''' +1 (7 Cells ► 8 Cells)
|-
!style="background:linear-gradient(#6AB802, #378D11);color:#B9FF7D"|Feral Attraction
|'''MAGNET GROOVE''' becomes so groovy that it always lures enemies as close as possible to DK.
|'''3p''' To Activate
|-
|colspan=3|
|-
!colspan=3 style="background:#02BBFC;color:white"|Other
|-
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Extra Health
|Increases Donkey Kong's maximum number of Health Points.
|'''2p''' +30 (+0 HP ► +30 HP)<br>'''3p''' +40 (+30 HP ► +70 HP)
|-
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Movement Range
|Adds to Donkey Kong's Area of Movement.
|'''1p''' +1 (6 Cells ► 7 Cells)<br>'''2p''' +1 (7 Cells ► 8 Cells)
|-
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Pipe Exit Range
|Increases Donkey Kong's Area of Movement upon exiting a pipe.
|'''1p''' +1 (3 Cells ► 4 Cells)
|-
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Dandelion Jump Range
|Increases DK's Area of Movement after swinging off a Dandelion.
|'''1p''' +1 (3 Cells ► 4 Cells)<br>'''2p''' +1 (4 Cells ► 5 Cells)
|}
===Rabbid Peach===
{| class="wikitable"
!colspan=3 style="background:#FFD801;color:white"|Movement
|-
!style="background:linear-gradient(#FEEB5A, #FED805);color:#FA7E02"|Dash
|Allows Rabbid Peach to damage an enemy while on the move.
|Active
|-
!style="background:linear-gradient(#F9A42E, #F36F02);color:#FAF400"|Team Jump
|Allows Rabbid Peach to team up with an ally and perform a jump to reach previously inaccessible areas.
|Active
|-
!style="background:linear-gradient(#FEEB5A, #FED805);color:#FA7E02"|Stylish Dash
|Allows Rabbid Peach to '''DASH''' more than one enemy while on the move.
|Active
|-
|colspan=3 style="background:#F2F2F2"|<center>''▲ These skills are active from the start ▲''</center>
|-
!style="background:linear-gradient(#FEEB5A, #FED805);color:#FA7E02"|Dash Damage
|Increases damage dealt when performing a '''DASH'''.
|'''2p''' +20 (30 DMG ► 50 DMG)<br>'''3p''' +20 (50 DMG ► 70 DMG)
|-
!style="background:linear-gradient(#FEEB5A, #FED805);color:#FA7E02"|Extra Dash
|Adds a '''DASH''' to the number of consecutive dashes Rabbid Peach can perform.
|'''1p''' +1 (2 ► 3)<br>'''3p''' +1 (3 ► 4)
|-
!style="background:linear-gradient(#F9A42E, #F36F02);color:#FAF400"|Team Jump Range
|Increases the range of '''TEAM JUMP'''.
|'''1p''' +1 (6 Cells ► 7 Cells)<br>'''2p''' +1 (7 Cells ► 8 Cells)
|-
!style="background:linear-gradient(#F9A42E, #F36F02);color:#FAF400"|Cleansing Jump
|Heroes overcome by a Super Effect are restored when Rabbid Peach performs a '''TEAM JUMP''' with them.
|'''1p''' To Activate
|-
|colspan=3|
|-
!colspan=3 style="background:#E00621;color:white"|Attack
|-
!style="background:linear-gradient(#FF5C5A, #A31615);color:#FBE0E7"|Blaster
|A short to mid-range weapon that fires one round at a time at a single target.
|Active
|-
!style="background:linear-gradient(#FF5C5A, #A31615);color:#FBE0E7"|Sentry
|Never stops chasing its target, it will detonate when it gets close. Can be destroyed.
|Active
|-
|colspan=3 style="background:#F2F2F2"|<center>''▲ These skills are active from the start ▲''</center>
|-
!style="background:linear-gradient(#FF5C5A, #A31615);color:#FBE0E7"|High Ground Bonus
|Increases the damage dealt by Rabbid Peach while holding higher ground.
|'''1p''' +10% (130% DMG ► 140% DMG)<br>'''2p''' +10% (140% DMG ► 150% DMG)
|-
!style="background:linear-gradient(#FF5C5A, #A31615);color:#FBE0E7"|Weapon Range Bonus
|Increases the attack range of both Primary and Secondary weapons.
|'''2p''' +1 (0 Cells ► 1 Cell)<br>'''2p''' +1 (1 Cell ► 2 Cells)
|-
!style="background:linear-gradient(#FF5C5A, #A31615);color:#FBE0E7"|Cover Damage Bonus
|Increases the amount of damage dealt to cover points by both Primary and Secondary attacks.
|'''2p''' High (Low ► High)
|-
|colspan=3|
|-
!colspan=3 style="background:#0FC000;color:white"|Technique
|-
!style="background:linear-gradient(#D5FCAA, #92F23B);color:#0D8301"|Shield
|Limits damage taken by Rabbid Peach from enemy weapons.
|Active
|-
!style="background:linear-gradient(#6AB802, #378D11);color:#B9FF7D"|Heal
|Restores health points to all Heroes in range.
|Active
|-
|colspan=3 style="background:#F2F2F2"|<center>''▲ These skills are active from the start ▲''</center>
|-
!style="background:linear-gradient(#D5FCAA, #92F23B);color:#0D8301"|Shield Cooldown
|'''SHIELD''' takes less turns to recharge.
|'''3p''' -1 (2 Turns ► 1 Turn)
|-
!style="background:linear-gradient(#D5FCAA, #92F23B);color:#0D8301"|Stylish Shield
|Improves <b>SHIELD</b>'s ability to absorb damage.
|'''1p''' +10% (30% DMG ► 40% DMG)<br>'''3p''' +30% (40% DMG ► 70% DMG)
|-
!style="background:linear-gradient(#6AB802, #378D11);color:#B9FF7D"|Heal Cooldown
|'''HEAL''' takes less turns to recharge.
|'''3p''' -1 (3 Turns ► 2 Turns)
|-
!style="background:linear-gradient(#6AB802, #378D11);color:#B9FF7D"|Heal Range
|Increases <b>HEAL</b>'s range of effectiveness.
|'''1p''' +1 (6 Cells ► 7 Cells)<br>'''2p''' +1 (7 Cells ► 8 Cells)
|-
!style="background:linear-gradient(#6AB802, #378D11);color:#B9FF7D"|Mega Heal
|Increases <b>HEAL</b>'s amount of Health Points restored to Rabbid Peach and Heroes around her.
|'''1p''' +20% (30% HP ► 50% HP)<br>'''3p''' +20% (50% HP ► 70% HP)
|-
|colspan=3|
|-
!colspan=3 style="background:#02BBFC;color:white"|Other
|-
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Extra Health
|Increases Rabbid Peach's maximum number of Health Points.
|'''1p''' +30 (+0 HP ► +30 HP)<br>'''3p''' +40 (+30 HP ► +70 HP)
|-
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Movement Range
|Adds to Rabbid Peach's Area of Movement.
|'''1p''' +1 (6 Cells ► 7 Cells)<br>'''2p''' +1 (7 Cells ► 8 Cells)
|-
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Pipe Exit Range
|Increases Rabbid Peach's Area of Movement upon exiting a pipe.
|'''1p''' +1 (3 Cells ► 4 Cells)<br>'''2p''' +1 (4 Cells ► 5 Cells)
|}
===Rabbid Cranky===
{| class="wikitable"
!colspan=3 style="background:#FFD801;color:white"|Movement
|-
!style="background:linear-gradient(#FEEB5A, #FED805);color:#FA7E02"|Dash
|Allows Rabbid Cranky to damage an enemy while on the move.
|Active
|-
!style="background:linear-gradient(#F9A42E, #F36F02);color:#FAF400"|Team Jump
|Allows Rabbid Cranky to team up with an ally and perform a jump to reach previously inaccessible areas.
|Active
|-
!style="background:linear-gradient(#F9A42E, #F36F02);color:#FAF400"|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
|-
|colspan=3 style="background:#F2F2F2"|<center>''▲ These skills are active from the start ▲''</center>
|-
!style="background:linear-gradient(#FEEB5A, #FED805);color:#FA7E02"|Dash Damage
|Increases damage dealt when performing a '''DASH'''.
|'''2p''' +20 (20 DMG ► 40 DMG)
|-
!style="background:linear-gradient(#F9A42E, #F36F02);color:#FAF400"|Team Jump Range
|Increases the range of '''TEAM JUMP'''.
|'''1p''' +1 (6 Cells ► 7 Cells)<br>'''2p''' +1 (7 Cells ► 8 Cells)
|-
!style="background:linear-gradient(#F9A42E, #F36F02);color:#FAF400"|Cleansing Jump
|Heroes overcome by a Super Effect are restored when Rabbid Cranky performs a '''TEAM JUMP''' with them.
|'''1p''' To Activate
|-
!style="background:linear-gradient(#F9A42E, #F36F02);color:#FAF400"|Grump Jump Range
|Expands the area of effect of Rabbid Cranky's '''GRUMP JUMP'''.
|'''1p''' +1 (2 Cells ► 3 Cells)
|-
!style="background:linear-gradient(#F9A42E, #F36F02);color:#FAF400"|Grump Jump Damage
|Increases the damage dealt by Rabbid Cranky's '''GRUMP JUMP'''.
|'''2p''' +10 (30 DMG ► 40 DMG)<br>'''3p''' +20 (40 DMG ► 60 DMG)
|-
|colspan=3|
|-
!colspan=3 style="background:#E00621;color:white"|Attack
|-
!style="background:linear-gradient(#FF5C5A, #A31615);color:#FBE0E7"|Boombow
|Long range weapon capable of hitting multiple targets at once without cooldown.
|Active
|-
!style="background:linear-gradient(#FF5C5A, #A31615);color:#FBE0E7"|Barrel Bolt
|Explosive Boombow ammo with a high arc, short range and damage unhindered by cover.
|Active
|-
|colspan=3 style="background:#F2F2F2"|<center>''▲ These skills are active from the start ▲''</center>
|-
!style="background:linear-gradient(#FF5C5A, #A31615);color:#FBE0E7"|High Ground Bonus
|Increases the damage dealt by Rabbid Cranky while holding higher ground.
|'''1p''' +10% (130% DMG ► 140% DMG)<br>'''2p''' +10% (140% DMG ► 150% DMG)
|-
!style="background:linear-gradient(#FF5C5A, #A31615);color:#FBE0E7"|Weapon Range Bonus
|Increases the attack range of both Primary and Secondary weapons.
|'''1p''' +1 (0 Cells ► 1 Cell)<br>'''3p''' +1 (1 Cell ► 2 Cells)
|-
!style="background:linear-gradient(#FF5C5A, #A31615);color:#FBE0E7"|Cover Damage Bonus
|Increases the amount of damage dealt to cover points by both Primary and Secondary attacks.
|'''2p''' High (Low ► High)
|-
|colspan=3|
|-
!colspan=3 style="background:#0FC000;color:white"|Technique
|-
!style="background:linear-gradient(#D5FCAA, #92F23B);color:#0D8301"|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
|-
!style="background:linear-gradient(#6AB802, #378D11);color:#B9FF7D"|Long Story
|Puts enemies within range to sleep, sparing them Rabbid Cranky's latest political rant or complaints about the post office.
|Active
|-
|colspan=3 style="background:#F2F2F2"|<center>''▲ These skills are active from the start ▲''</center>
|-
!style="background:linear-gradient(#D5FCAA, #92F23B);color:#0D8301"|Stink Eye Cooldown
|'''STINK EYE''' takes fewer turns to recharge.
|'''2p''' -1 (3 Turns ► 2 Turns)<br>'''3p''' -1 (2 Turns ► 1 Turn)
|-
!style="background:linear-gradient(#D5FCAA, #92F23B);color:#0D8301"|Stink Eye Damage
|Increases damage caused by Rabbid Cranky's '''STINK EYE'''.
|'''1p''' +10% (70% DMG ► 80% DMG)<br>'''3p''' +20% (80% DMG ► 100% DMG)
|-
!style="background:linear-gradient(#D5FCAA, #92F23B);color:#0D8301"|Multi Stink Eye
|Adds another shot attempt to Rabbid Cranky's '''STINK EYE'''.
|'''3p''' +1 (1 ► 2)
|-
!style="background:linear-gradient(#6AB802, #378D11);color:#B9FF7D"|Long Story Cooldown
|'''LONG STORY''' takes fewer turns to recharge.
|'''3p''' -1 (3 Turns ► 2 Turns)
|-
!style="background:linear-gradient(#6AB802, #378D11);color:#B9FF7D"|Long Story Range
|Increases <b>LONG STORY</b>'s range of effectiveness.
|'''1p''' +1 (6 Cells ► 7 Cells)<br>'''2p''' +1 (7 Cells ► 8 Cells)
|-
|colspan=3|
|-
!colspan=3 style="background:#02BBFC;color:white"|Other
|-
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Extra Health
|Increases Rabbid Cranky's maximum number of Health Points.
|'''1p''' +30 (+0 HP ► +30 HP)<br>'''2p''' +40 (+30 HP ► +70 HP)
|-
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Movement Range
|Adds to Rabbid Cranky's Area of Movement.
|'''1p''' +1 (6 Cells ► 7 Cells)<br>'''2p''' +1 (7 Cells ► 8 Cells)
|-
!style="background:linear-gradient(#16B7FD, #133DF0);color:#B7FFFC"|Pipe Exit Range
|Increases Rabbid Cranky's Area of Movement upon exiting a pipe.
|'''1p''' +1 (3 Cells ► 4 Cells)<br>'''3p''' +1 (4 Cells ► 5 Cells)
|}
|}


{{M+RKB}}
{{M+RKB}}
[[Category:Lists|Skill Trees in Mario + Rabbids Kingdom Battle]]
[[Category:Mario + Rabbids Kingdom Battle|*]]
[[Category:Mario + Rabbids Kingdom Battle|*]]

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