Paper Mario bestiary

A comprehensive, sortable list of enemy stats from the game Paper Mario.

General Stats
Legend
 * #: The number designated to the enemy based on the chronological "order" it appears in the game. This is not an in-game value.
 * Name: The name of the enemy.
 * Normal: Enemy. (Ex: Goomba)
 * Bold: Boss. (Ex: Jr. Troopa)
 * First letter bold: Support enemy/object/part. (Ex: Crystal Bit)
 * Location(s): The location(s) the enemy appears in.
 * Level: The enemy's level. If Mario's level matches or exceeds theirs, he will not earn any Star Points from it.
 * HP: The enemy's HP at the start of the battle.
 * Attack: The enemy's general attack power, as listed in Goombario's Tattle. Some enemies have several attacks that inflict different attack powers.
 * Defense: The enemy's defense.
 * Moves: The enemy's attacks -- listed by attack power -- and other techniques.
 * Tattle: The complete Tattle log of the enemy from Goombario's Tattle move.

Note: Some of these enemies are variations of a single enemy, were fought in a grouped battle, or had several battles where the enemy had a different stat-spread or form. For convenience, these variations are listed as separate enemies.

Misc. stats
Legend


 * #: The number designated to the enemy based on the chronological "order" it appears in the game. This is not an in-game value.
 * Name: The name of the enemy.
 * Normal: Enemy. (Ex: Goomba)
 * Bold: Boss. (Ex: Jr. Troopa)
 * First letter bold: Support enemy/object/part. (Ex: Crystal Bit)
 * Type: The type of enemy.
 * Ground - Can be hit by any attack.
 * Hover - Cannot be hit with Quake Hammer attacks, but POW Blocks can still work against it.
 * Elevated - Cannot be hit by ground attacks.
 * Flying - Cannot be hit by ground or Quake Hammer attacks, but can still be hit with a POW Block.
 * Ceiling - Cannot by hit by ground or jump attacks.
 * Top-Spiky - Contact with the top cancels the attack and deals 1 HP damage to Mario or his partner. He can safely jump on these enemies if he's equipped with the Spike Shield badge.
 * Spiky - Contact cancels the attack and deals 1 HP damage to Mario or his partner. He can safely jump on these enemies if he's equipped with the Spike Shield badge.
 * Fiery - Contact cancels the attack and deals 1 HP damage to Mario or his partner. He can safely jump on these enemies if he's equipped with the Ice Power and Fire Shield badges.
 * Strong: The enemy's immunity to certain attacks. (Fire, Ice, Electric, Star)
 * Weak: The enemy's weakness to certain attacks; additional damage dealt from certain attacks.
 * Status Ailment The chances of the enemy being afflicted with a status effect successfully, with the duration in turns. "Good" is substantially more than 50%, "Fair" is approximately 50%, "Poor" is less than 50%, "Immune" means that the attack will never work.
 * Sleep: The chances of the enemy falling asleep with Mamar's Lullaby, Sleepy Sheep or Sleep Stomp.
 * Dizzy: The chances of the enemy becoming dizzy with the Dizzy Dial, Dizzy Stomp or Kooper's Dizzy Shell.
 * Shock: The chances of the enemy becoming paralyzed with Watt's Power and Mega Shock attacks.
 * Shrink: The chances of the enemy becoming shrunk with Shrink Stomp.
 * Stop: The chances of the enemy becoming immobilized with Stop Watch or Klevar's Time Out. Time Out will immobilize enemies for an additional turn.
 * Fear: The chances of the enemy running away with the Fright Jar and Bow's Spook.
 * Air Lift: The chances of the enemy being carried away from the battlefield with Parakarry's Air Lift. If the enemy is Top-Spiky, Spiky or Fiery, it will not work.
 * Hurricane: The chances of the enemy being blown away from the battlefield with Lakilester's Hurricane.
 * Coins: The amount of coins dropped from the enemy in battle.
 * Bonus Coins: Extra coins dropped from enemies in the front. Enemies that were defeated in the field only drop bonus coins.
 * Items: Items dropped from the enemy.
 * Run: The number of button presses required with to get a guaranteed run from the enemy. If an enemy is asleep, dizzy, paralyzed or immobilized, Mario will always flee from them successfully.