Mario + Rabbids Sparks of Hope bestiary

Below is a list of all of the enemies and bosses in Mario + Rabbids Sparks of Hope. Enemy HP and attack strength values are determined by the Enemy Threat setting selected, and often by the Heroes' LVL. This list shows the enemies information shown via the Tacticam, along with HP for each level and Enemy Threat setting and the planets they are fought on.

Goomba

 * Movement
 * Dash x1
 * Dashes and damages a target within range.

Bob-omb

 * Ability
 * Explode
 * Produces an explosion when contact is made with a target or when HP reaches 0.

Armored Goomba

 * Ability
 * Invincibility
 * Grants invulnerability to attacks but not Super Effects. While active, defeat can only come from being forced out of bounds.


 * Movement
 * Dash x1
 * Dashes and damages a target within range.

Magikoopa

 * Attack
 * Wand
 * Inflicts area damage by firing a medium-range projectile with a flat trajectory.


 * Technique
 * Empower (2 turn cooldown)
 * Generates an area of effect that boosts the attack DMG of all allies within range.

Stooge

 * Attack

Flamin' Stooge

 * Attack
 * Burn Blast
 * A single, medium-range projectile with a flat trajectory and a Burn Super Effect.

Sea Stooge

 * Attack
 * Tidal Blast
 * A single, medium-range projectile with a flat trajectory and a Splash effect.


 * Movement
 * Wave Dash x1
 * Inflicts a Splash effect on all Dashed targets.

Scoper

 * Attack
 * Longshooter DX
 * Fires two long-range projectiles with a flat trajectory at the same target.


 * Movement
 * Climb x1
 * Quickly climb to high ground.

Lone Wolf

 * Attack
 * Longshooter
 * Fires a single long-range projectile with a flat trajectory.


 * Technique
 * Evil Sight (2 turn cooldown)
 * Any target moving within the bearer's line of sight and within range are successfully attacked.


 * Movement
 * Climb x1
 * Quickly climb to high ground.

Wildclaw

 * Attack
 * Claw Fist
 * Short-range area attack.


 * Ability
 * Hot Pursuit
 * If attacked, moves towards the offender. If they're within range, performs an extra attack on them.

Deep Freeze

 * Attack
 * Frost Claw
 * Short-range area attack with a Frostbite effect. (This attack actually does not cause the Frostbite Super Effect).


 * Technique
 * Blizzard Burst
 * Inflicts damage and the Frostbite effect on all targets within its area of effect.

Magnafowl

 * Attack
 * Clucker Clobber
 * Short-range area attack.


 * Technique
 * Attract (2 turn cooldown)
 * Attracts all targets within range to bring them closer.

Riptide

 * Attack
 * Snapper Whacker
 * Short-range area attack with a Splash effect.


 * Ability
 * Hot Pursuit
 * If attacked, moves towards the offender. If they're within range, performs an extra attack on them.
 * Berserker Fury
 * Next attack is enhanced with each hit taken, causing increased DMG. Resets after attack is performed.

Squasher

 * Movement
 * Solo Stomp x1
 * Ally not needed to Jump! Damages opponents by stomping on them.

Squashette

 * Movement
 * Tremor Toss
 * Inflicts damage and repels all targets within its area of effect.

Medician

 * Attack
 * Electric Bolt
 * A long-range projectile with a flat trajectory and a Shock effect.


 * Technique
 * Heal (25% HP, 2 turn cooldown)
 * Heals all allies within an area of effect.


 * Technique
 * Protect (2 turn cooldown)
 * Creates a protective barrier within range against all damage or Super Effects. Protects against 1 attack.

Depleter

 * Attack
 * Dart of Draining
 * A medium-range projectile with a flat trajectory that steals Health from the target.


 * Technique
 * Evil Counter Blow (2 turn cooldown)
 * Any attack is immediately counterattacked.

Ghostly Walker

 * Attack
 * Bogey Beam
 * A medium-range projectile with a flat trajectory.


 * Technique
 * Storm Scream (2 turn cooldown)
 * Inflicts damage and repels all targets within its area of effect.


 * Ability
 * Ghost Walk
 * Invisible while moving voluntarily, avoiding all possible reactions based on movement.

Oozer

 * Attack
 * Slimy Splurt
 * A medium-range projectile with a flat trajectory and an Ooze Effect.


 * Technique
 * Disarm (2 turn cooldown)
 * Targets are prohibited from using their weapon attacks until the effect wears off.


 * Technique
 * Muzzle (2 turn cooldown)
 * Target can't use Techniques or Spark powers until the effect wears off. Active skills remain unaffected.

Spellraiser

 * Attack
 * Malice Bolt
 * A long-range projectile with a flat trajectory.


 * Technique
 * Summon Stooge (2 turn cooldown)
 * Summons 1 Stooge allies.

Darkmess Gate



 * Beacon Beach HP: 8
 * Pristine Peaks HP: 1

Objects
The following are not enemies, but must be defended against enemy attacks.

Nest

 * HP: 8

Turning mechanisms

 * HP: 3

Da Da

 * HP: 8

Rosalina's wands

 * Does not have HP and cannot be defeated. Must be hit to raise the charge amount to 100% for Rosalina to attack Cursa. The stronger the hits taken, the larger the charges. A fully charged wand's charge power is set to 0% and can then be charged again.

Giant Wildclaw

 * Attack
 * Claw Fist
 * Short-range area attack.


 * Ability
 * Hot Pursuit
 * If attacked, moves towards the offender. If they're within range, performs an extra attack on them.

Midnite

 * Attacks
 * Woe-Fan
 * Fires a medium-range projectile with a flat trajectory.
 * Weaken
 * Targets are struck with the Weaken effect, reducing their weapon and move ability damage.
 * Misty Surge
 * Creates an area effect that boosts the attack DMG of all allies within range. (2nd and 3rd phases only)
 * Teleport x1
 * Can move almost anywhere, passing through obstacles and hovering over pits, chasms, voids, etc.

Bedrock

 * Attacks
 * Aftershock
 * Enemy Assaults trigger an immediate Stomp attack that causes area DMG.
 * Solo Stomp X1
 * Ally not needed to Jump! Damages opponents by stomping on them.
 * Cover Crasher
 * While moving voluntarily, obliterates destructible block-shaped cover upon colliding with it.

Darkmess Dams



 * HP: 1

Daphne

 * Attacks
 * Bramble Shot
 * Fires two long-range projectiles with a curved trajectory at up to two targets.
 * Slimy Swell
 * Meteors with the Ooze Super effect rain upon enemies, poisoning all within range.
 * Fresh Start
 * Can change the battleground layout.
 * Optimize Cover
 * Grants full protection even behind Partial Cover.
 * Climb x1
 * Quickly climb to high ground.
 * Square One
 * Always return to initial position.

Darkmess Bowser

 * Attacks
 * Darkmess Bowzooka
 * Fires one projectile that explodes, dealing area damage around the target.
 * Darkmess Rabbid Mechakoopas
 * Summons 3 Darkmess Rabbid Mechakoopas to chase the closest foe and explode on contact. If a foe moves in close - BOOM!
 * Dash x1
 * Dashes and damages a target within range.

Darkmess Edge

 * Attacks
 * Darkmess Blade
 * When thrown at an enemy, it ignores Partial Cover while hitting multiple targets along the way.
 * Darkmess Stormblade
 * If a target within range and line of sight moves, all targets within range are attacked.
 * Dash x3
 * Dashes and damages a target within range.

Cursa's astral arm

 * Attacks
 * Astral Grab
 * Chooses 1 target and follows it everywhere. On the NEXT turn the target is grabbed and thrown.
 * Astral Slam
 * Chooses a target and follows it. On the NEXT turn the target is hit, creating a Shock Wave that inflicts area DMG.
 * Astral Sight
 * Reacts to any Team Jump performed within its range.

Phase 2

 * Attack
 * Spiral Ray
 * A long-range beam fired at one target. Reduces the target's weapon damage after a successful hit.

Phase 3

 * Attack
 * Spiral Ray
 * A long-range beam fired at one target. Reduces the target's weapon damage after a successful hit.

Giant Goomba

 * Movement
 * Overwhelm
 * While moving voluntarily, automatically strike similar-sized foes along the way, forcing them to move.

Giant Squashette

 * Movement
 * Tremor Toss
 * Inflicts damage and repels all targets within its area of effect.

Giant Depleter

 * Attack
 * Mega Dart of Draining
 * A medium-range projectile with a flat trajectory that steals Health from the target.


 * Technique
 * Evil Counter Blow (2 turn cooldown)
 * Any attack is immediately counterattacked.

Giant Magikoopa

 * Technique
 * Summon Goomba  (1 turn cooldown)
 * Summons 6 Goomba allies.


 * Technique
 * Empower  (1 turn cooldown)
 * Generates an area of effect that boosts the attack DMG of all Allie’s within range.

Giant Magnafowl

 * Attack
 * Mega Clucker Clobber
 * Short-range area attack.


 * Technique
 * Attract (2 turn cooldown)
 * Attracts all targets within range to bring them closer.