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

 * Typically attacks in groups where they seek to get close enough to opponents to use their Dash.
 * Flippable: Can be held up after being Dashed.
 * Weak: Frostbite, Ooze, Splash, Burn, Shock, Gust


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

Bob-omb

 * Will seek out the closest opponent and explode in their proximity. Can be dashed, then picked up and thrown - after which they will go kablooey upon impact.
 * Flippable: Can be held up after being Dashed.
 * Weak: None
 * Resistant: None


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

Armored Goomba

 * The Armored Goomba wears a cooking pot that makes it immune to damage from weapons and physical attacks. It must be launched outside the boundaries of a battlefield to be defeated. It can also be pushed or bounced out of bounds with Gust or Splash Super Effects.
 * Flippable: Can be held up after being Dashed.
 * Weak: None


 * 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

 * Launches area attacks to damage targets within close proximity to one another. Its Technique allows it to increase the attack damage dealt by its allies.
 * Weak: None
 * Resistant: Burn, Ooze, Splash, Frostbite, Shock, Gust


 * 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

 * Simple-minded, it limits itself to attacking opponents from behind cover.
 * Neutral: No strengths or weaknesses


 * Attack

Flamin' Stooge

 * Launches fire-based attacks at rivals from behind cover.
 * Weak: Splash
 * Resistant: Burn


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

Sea Stooge

 * Inflicts Splash with its Dash and its Tidal Blast Attack.
 * Weak: Shock
 * Resistant: Splash


 * 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

 * Highly mobile, with a long-range two-shot attack.
 * Weak: Burn
 * Resistant: Frostbite


 * 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

 * Highly mobile. Strikes at long distances. Evil Sight Technique allows them to fire upon Heroes who move within their line of sight, even at long-range.
 * Weak: Burn
 * Resistant: Frostbite


 * 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

 * Viciously goes after its nearest challenger to unleash area attacks that inflict a massive amount of damage. If attacked, it will charge at its attacker in a rage, during which it will launch an extra attack.
 * Weak: Splash
 * Resistant: Burn


 * 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

 * Unleashes powerful area attacks onto its closest opponents. Can deal Frostbite damage thanks to its Technique. Upon defeat, it will let loose with a final Frostbite-infused area attack. 
 * Weak: Burn
 * Resistant: Frostbite


 * 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

 * Targets closest rival to unleash area attacks that deal massive damage. If its closest opponent isn't within range, it will use its Technique to draw them in close.
 * Weak: Ooze
 * Resistant: Shock


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


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

Riptide

 * Finds the closest opponent on which to inflict Splash-based attacks for considerable damage. When hit, will doggedly pursue its attacker upon which it will deal even more damage due to their rage.
 * Weak: Shock
 * Resistant: Splash


 * 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

 * Leaps high into the air in order to land upon its rivals with a nasty Stomp attack.
 * Weak: Ooze
 * Resistant: Shock


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

Squashette

 * Leaps high into the air, landing near as many opponents as possible to inflict a Gust attack that sends them flying backwards.
 * Weak: Frostbite
 * Resistant: Gust


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

Medician

 * Keeps their distance from enemies during battle, preferring instead to heal and offer protection to allies as needed.
 * Weak: Ooze
 * Resistant: Shock


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


 * Technique
 * Heal (20% 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

 * Aggressive opponent that gets in close and restores some of its health at the expense of its opponent's with each successful assault. Its Technique allows it to immediately respond to attacks with a counterattack.
 * Weak: Shock
 * Resistant: Splash


 * 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

 * Will not trigger Hero reaction abilities when moving. Has a Technique that allows it to separate Heroes from cover before attacking.
 * Weak: Frostbite
 * Resistant: Gust


 * 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

 * Attacks are Oozed-based. Has mastery over two Techniques: One prevents targets from attacking. The other one prevents targets from using their own Techniques and their Spark powers.
 * Weak: Gust
 * Resistant: Ooze


 * 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

 * Long-range attacker. Summons Stooges to the battlefield.
 * Weak: Gust
 * Resistant: Ooze


 * 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

Nest

 * HP: 8


 * Not an enemy, but must be defended against enemy attacks.

Giant Wildclaw

 * Viciously goes after its nearest challenger to unleash area attacks that inflict a massive amount of damage. If attacked, it will charge at its attacker in a rage, during which it will launch an extra attack.
 * Undashable: Cannot be Dashed.
 * Resistant: Burn, Ooze, Splash, Frostbite, Shock, Gust


 * 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

 * A versatile Spark Hunter whose Techniques can limit Heroes' Attacks or increase the damage done by allies.
 * Weak: None
 * Resistant: Frostbite


 * 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

 * Incredibly strong. Viciously stomps opponents and then leaps out of reach. When hit, becomes enraged and will pursue her assailant, rushing headlong into whatever lay in her path.
 * Weak: None
 * Resistant: Burn


 * 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.

Daphne

 * Prepares to attack from an elevated position where she is fully protected, even behind Partial Cover. Able to fire two projectiles at two separate targets. Uses Ooze effects on opponents when they get too close.
 * Weak: None
 * Resistant: Ooze


 * 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

 * Aims to control parts of the Battlefield using area attacks and by spawning Darkmess Rabbid Mechakoopas.
 * Weak: None
 * Resistant: Burn


 * 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

 * Highly skilled close quarters combatant with the ability to chain multiple targets together. Its Technique allows it to provide protection for itself and its allies.
 * Weak: None
 * Resistant: Burn


 * 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

 * A projection created by Cursa. Though it may appear to have no physical form, its attacks are devastating.
 * Weak: None
 * Resistant: None


 * 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

 * Cursa can move between platforms and attack one opponent in front of her.
 * Weak: None
 * Resistant: None


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

Phase 3

 * Cursa attacks one opponent in front of her. Cannot be defeated by regular weapons. Her wings can push away exposed opponents.
 * Weak: None
 * Resistant: None


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

Giant Goomba

 * REALLY big. Will trounce everything in its path when closing in on its nearest rival.
 * Undashable: Cannot be Dashed.
 * Weak: None
 * Resistant: Burn, Ooze, Splash, Frostbite, Shock, Gust


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

Giant Squashette

 * Leaps high into the air, landing near as many opponents as possible to inflict a huge Gust attack that sends them flying afterwards.
 * Undashable: Cannot be Dashed.
 * Weak: None
 * Resistant: Burn, Ooze, Splash, Frostbite, Shock, Gust


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

Giant Depleter

 * Oversized and aggressive opponent that gets in close and restores some of its health at the expense of its opponent's with each successful assault. Its Technique allows it to immediately respond to attacks with a counterattack.
 * Undashable: Cannot be Dashed.
 * Weak: None
 * Resistant: Burn, Ooze, Splash, Frostbite, Shock, Gust


 * 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

 * Summons packs of Goombas to attack enemies instead of directly engaging. Its Technique allows it to increase the attack damage dealt by its allies.
 * Undashable: Cannot be Dashed.
 * Weak: None
 * Resistant: Burn, Ooze, Splash, Frostbite, Shock, Gust


 * 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

 * Targets closest rival to unleash area attacks that deal an ENORMOUS amount of damage. If there aren't enough opponents within range, it will use its Technique to draw them in close.
 * Undashable: Cannot be Dashed.
 * Weak: None
 * Resistant: Burn, Ooze, Splash, Frostbite, Shock, Gust


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


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