Paper Mario bestiary

Comprehensive, sortable lists 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/or Fire Shield badges.
 * Strong: The enemy's immunity to certain attacks. (Fire, Ice, Electric, Explosion, Star)
 * Fire: The enemy's immunity to fire-based attacks: Fire Flower and Kooper's Fire Shell.
 * Ice: The enemy's immunity to ice attacks from the Snowman Doll.
 * Electric: The enemy's immunity to electric-based attacks: Thunder Bolt, Thunder Rage, and Watt's Electro Dash.
 * Explosion: The enemy's immunity to explosive attacks: Egg Missile and Bombette's Bomb, Power and Mega Bomb moves.
 * Star: The enemy's immunity to star-based attacks: Shooting Star, and Skolar's Star Storm. Applies only to Monstar.
 * Weak: The enemy's weakness to certain attacks; additional damage dealt from certain attacks. (Fire, Ice, Explosion, Water)
 * Fire: The enemy's weakness to fire-based attacks.
 * Ice: The enemy's weakness to ice-based attacks: Snowman Doll and Ice Power badge.
 * Explosion: The enemy's weakness to explosive attacks.
 * Water: The enemy's weakness to water-based attacks: Sushie's Squirt and Tidal Wave moves.
 * 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 the type of 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. If the player fills the bar to 100%, any enemies not immune to Hurricane are guaranteed to blow away.
 * Kalmar's Up and Away functions like Hurricane -- any enemies immune to Hurricane will also be immune to this move. Up and Away has near perfect accuracy against anything not immune to it, however, and thus is not listed in the chart.
 * 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 (rarely) dropped from the enemy.
 * Only enemies on the field will drop items; the player can use the First, Spin and Bump Attack badges to automatically defeat them and still get items from them.
 * If the enemy only appears in special battles that cannot yield coins or items (such as bosses), or it is never present outside of battle, then this category will be listed as "N/A". If the enemy doesn't give items, but still appears in battles that can yield coins, then "None" will be listed.
 * 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, the player does not need to press and will always flee from them successfully.
 * With multiple enemies on the field, the amount of button presses for a guaranteed flee is the average of all enemies' run rates.

Moves and other Notes
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)
 * Moves: The enemy's moves, listed in detail.
 * Fiery: The attack is fire-based; Water Block and Fire Shield will provide extra defense for such attacks.
 * Zap: If an enemy touches Mario when he's electrified, they'll take 1 point of electric damage.
 * Once-Zap: For multi-hit attacks only. Same as zap, but only the first hit of the enemy's attack hits Mario. The other attacks are not executed.
 * Immune-Zap: If Mario's electrified, the enemy will take 1 point of electrical damage and the attack will have absolutely no effect on Mario.
 * First-Strike: The enemy can use this attack out of battle to hit Mario with a First Strike.
 * Lag-Block: The attack requires the player to block with just before the attack connects.
 * Rapid-Block: The attack cannot be blocked, but can be ended prematurely a pressing a certain number of times (which is mentioned right after the word).
 * Power-Block: The attack cannot be blocked, but by rapidly pressing, the power of the attack can be reduced (by as much as the number that follows the word).
 * AI: A list of conditions that determine what the enemy will decide to do on its turn.
 * If a cycle is given, start at 1) (unless otherwise directed), and move onto the next number for the next round. If told to loop, the actual looping itself does not count as a turn.
 * If this field is blank (listed as N/A), then the enemy simply does a randomly-picked attack each round.
 * Notes: If necessary, any other specific comments about the enemy.