List of Skill Trees in Mario + Rabbids Kingdom Battle

From the Super Mario Wiki, the Mario encyclopedia
Revision as of 08:08, March 5, 2019 by 192.76.8.82 (talk) (Removing break in the middle of the text of Rabbid Cranky's Grump Jump and Long Story)
Jump to navigationJump to search

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

Movement
Dash Allows Mario to damage an enemy while on the move. Active
Team Jump Allows Mario to team up with an ally and perform a jump to reach previously inaccessible areas. Active
▲ These skills are active from the start ▲
Stomp Jump An attack at an enemy's head following a TEAM JUMP. Afterwards Mario lands on a nearby cell. 10p To Activate
▼ These skills are locked until you have Stomp Jump
Dash Damage Increases damage dealt when performing a DASH. 30p +20 (20 DMG ► 40 DMG)
40p +20 (40 DMG ► 60 DMG)
60p +30 (60 DMG ► 90 DMG)
80p +40 (90 DMG ► 130 DMG)
Stomp Range Increases Mario's Area of Movement after performing a STOMP JUMP on an enemy. 30p +1 (3 Cells ► 4 Cells)
50p +1 (4 Cells ► 5 Cells)
70p +1 (5 Cells ► 6 Cells)
Stomp Damage Increases STOMP JUMP damage. 30p +20 (30 DMG ► 50 DMG)
40p +20 (50 DMG ► 70 DMG)
60p +30 (70 DMG ► 100 DMG)
80p +50 (100 DMG ► 150 DMG)
Cleansing Jump Heroes overcome by a Super Effect are restored when Mario performs a TEAM JUMP with them. 10p To Activate
Attack
Blaster A short to mid-range weapon that fires one round at a time at a single target. Active
▲ This skill is active from the start ▲
Melee Close-range weapon that can hit multiple targets at once. 10p To Activate
▼ These skills are locked until you have Melee
High Ground Bonus Increases the damage dealt by Mario while holding higher ground. 20p +10% (130% DMG ► 140% DMG)
40p +10% (140% DMG ► 150% DMG)
Golden Shot Plus Gives Mario more coins upon a successful GOLDEN SHOT. 10p +5 (5 Coins ► 10 Coins)
20p +5 (10 Coins ► 15 Coins)
Technique
Hero Sight This bonus attack is a mid-range reaction shot dealt to the first enemy to move within Mario's line of sight. Active
▲ This skill is active from the start ▲
M-Power Increases Mario's weapon damage along with the damage caused by any Heroes in range. 30p To Activate
▼ These skills are locked until you have M-Power
Hero Sight Cooldown Mario's HERO SIGHT takes less turns to recharge. 30p -1 (3 Turns ► 2 Turns)
Multi Hero Sight Adds another shot attempt to Mario's HERO SIGHT. 60p +1 (1 ► 2)
Hero Sight Damage Increases damage caused by Mario's HERO SIGHT. 30p +20% (80% DMG ► 100% DMG)
70p +30% (100% DMG ► 130% DMG)
M-Power Cooldown M-POWER takes less turns to recharge. 90p -1 (3 Turns ► 2 Turns)
100p -1 (2 Turns ► 1 Turn)
M-Power Range Increases M-POWER's range of effectiveness. 30p +1 (4 Cells ► 5 Cells)
50p +1 (5 Cells ► 6 Cells)
70p +1 (6 Cells ► 7 Cells)
Mega M-Power M-POWER is more effective with nearby Heroes. 30p +10% (20% DMG ► 30% DMG)
40p +10% (30% DMG ► 40% DMG)
50p +10% (40% DMG ► 50% DMG)
70p +20% (50% DMG ► 70% DMG)
Other
▼ These skills are locked until you have Stomp Jump, Melee, and M-Power
Extra Health Increases Mario's Maximum number of Health Points. 40p +30 (+0 HP ► +30 HP)
60p +40 (+30 HP ► +70 HP)
80p +60 (+70 HP ► +130 HP)
Movement Range Adds to Mario's Area of Movement. 60p +1 (6 Cells ► 7 Cells)
Pipe Exit Range Increases Mario's Area of Movement upon exiting a pipe. 10p +1 (3 Cells ► 4 Cells)
Mushroom Mend Mario gets more Health Points from mushrooms. 30p +70 (70 HP ► 140 HP)
50p +70 (140 HP ► 210 HP)
70p +70 (210 HP ► 280 HP)

Rabbid Peach

Movement
Dash Allows Rabbid Peach to damage an enemy while on the move. Active
Team Jump Allows Rabbid Peach to team up with an ally and perform a jump to reach previously inaccessible areas. Active
▲ These skills are active from the start ▲
Stylish Dash Allows Rabbid Peach to DASH more than one enemy while on the move. 20p To Activate
▼ These skills are locked until you have Stylish Dash
Dash Damage Increases damage dealt when performing a DASH. 20p +10 (20 DMG ► 30 DMG)
50p +20 (30 DMG ► 50 DMG)
70p +20 (50 DMG ► 70 DMG)
100p +30 (70 DMG ► 100 DMG)
Extra Dash Adds a DASH to the number of consecutive dashes Rabbid Peach can perform. 60p +1 (2 ► 3)
90p +1 (3 ► 4)
Team Jump Range Increases the range of TEAM JUMP. 30p +1 (6 Cells ► 7 Cells)
60p +1 (7 Cells ► 8 Cells)
Cleansing Jump Heroes overcome by a Super Effect are restored when Rabbid Peach performs a TEAM JUMP with them. 10p To Activate
Attack
Blaster A short to mid-range weapon that fires one round at a time at a single target. Active
▲ This skill is active from the start ▲
Sentry Never stops chasing its target, it will detonate when it gets close. Can be destroyed. 20p To Activate
▼ These skills are locked until you have Sentry
High Ground Bonus Increases the damage dealt by Rabbid Peach while holding higher ground. 20p +10% (130% DMG ► 140% DMG)
40p +10% (140% DMG ► 150% DMG)
Golden Shot Plus Gives Rabbid Peach more coins upon a successful GOLDEN SHOT. 10p +5 (5 Coins ► 10 Coins)
20p +5 (10 Coins ► 15 Coins)
Technique
Shield Limits damage taken by Rabbid Peach from enemy weapons. Active
▲ This skill is active from the start ▲
Heal Restores health points to all Heroes in range. 20p To Activate
▼ These skills are locked until you have Heal
Shield Cooldown SHIELD takes less turns to recharge. 100p -1 (2 Turns ► 1 Turn)
Weapon Parry Improves SHIELD's ability to absorb weapon damage. 50p +10% (40% DMG ► 50% DMG)
60p +10% (50% DMG ► 60% DMG)
100p +20% (60% DMG ► 80% DMG)
Body Parry Improves SHIELD's ability to absorb movement-based damage like Dash. 20p +30% (20% DMG ► 50% DMG)
Heal Cooldown HEAL takes less turns to recharge. 100p -1 (3 Turns ► 2 Turns)
Heal Range Increases HEAL's range of effectiveness. 30p +1 (4 Cells ► 5 Cells)
60p +1 (5 Cells ► 6 Cells)
100p +1 (6 Cells ► 7 Cells)
Mega Heal Increases HEAL's amount of Health Points restored to Rabbid Peach and Heroes around her. 40p +10% (20% HP ► 30% HP)
60p +10% (30% HP ► 40% HP)
80p +10% (40% HP ► 50% HP)
100p +20% (50% HP ► 70% HP)
Other
▼ These skills are locked until you have Stylish Dash, Sentry, and Heal
Extra Health Increases Rabbid Peach's Maximum number of Health Points. 30p +20 (+0 HP ► +20 HP)
50p +20 (+20 HP ► +40 HP)
90p +30 (+40 HP ► +70 HP)
Movement Range Adds to Rabbid Peach's Area of Movement. 30p +1 (6 Cells ► 7 Cells)
60p +1 (7 Cells ► 8 Cells)
Pipe Exit Range Increases Rabbid Peach's Area of Movement upon exiting a pipe. 10p +1 (3 Cells ► 4 Cells)
20p +1 (4 Cells ► 5 Cells)

Rabbid Luigi

Movement
Dash Allows Rabbid Luigi to damage an enemy while on the move. Active
Team Jump Allows Rabbid Luigi to team up with an ally and perform a jump to reach previously inaccessible areas. Active
▲ These skills are active from the start ▲
Vamp Dash Allows Rabbid Luigi to drain enemy Health Points with a DASH. 20p To Activate
▼ These skills are locked until you have Vamp Dash
Dash Damage Increases damage dealt when performing a DASH. 30p +20 (30 DMG ► 50 DMG)
60p +30 (50 DMG ► 80 DMG)
70p +30 (80 DMG ► 110 DMG)
90p +50 (110 DMG ► 160 DMG)
Vamp Dash Plus Rabbid Luigi's VAMP DASH can drain more Health Points. 30p +10% (30% DMG ► 40% DMG)
40p +10% (40% DMG ► 50% DMG)
80p +20% (50% DMG ► 70% DMG)
100p +30% (70% DMG ► 100 DMG)
Extra Dash Adds a DASH to the number of consecutive dashes Rabbid Luigi can perform. 20p +1 (1 ► 2)
Team Jump Range Increases the range of TEAM JUMP. 20p +1 (6 Cells ► 7 Cells)
Cleansing Jump Heroes overcome by a Super Effect are restored when Rabbid Luigi performs a TEAM JUMP with them. 10p To Activate
Attack
Bworb Fires one round at a single target with lots of side effects. Active
▲ This skill is active from the start ▲
Rocket Area attack affecting all enemies within range. 20p To Activate
▼ These skills are locked until you have Rocket
High Ground Bonus Increases the damage dealt by Rabbid Luigi while holding higher ground. 20p +5% (130% DMG ► 135% DMG)
30p +5% (135% DMG ► 140% DMG)
40p +10% (140% DMG ► 150% DMG)
Golden Shot Plus Gives Rabbid Luigi more coins upon a successful GOLDEN SHOT. 10p +5 (5 Coins ► 10 Coins)
20p +5 (10 Coins ► 15 Coins)
Technique
Super Barrier Grants Rabbid Luigi immunity to Super Effects and reduces regular damage. Active
▲ This skill is active from the start ▲
Weaken Weakens enemy weapons near Rabbid Luigi. 10p To Activate
▼ These skills are locked until you have Weaken
Barrier Cooldown SUPER BARRIER takes less turns to recharge. 60p -1 (2 Turns ► 1 Turn)
Weapon Parry Improves SUPER BARRIER's ability to absorb weapon damage. 30p +10% (20% DMG ► 30% DMG)
40p +10% (30% DMG ► 40% DMG)
70p +20% (40% DMG ► 60% DMG)
Body Parry Improves SUPER BARRIER's ability to absorb movement-based damage like Dash. 20p +30% (20% DMG ► 50% DMG)
Weaken Cooldown WEAKEN takes less turns to recharge. 80p -1 (2 Turns ► 1 Turn)
Weaken Range Increases WEAKEN's range of effectiveness. 60p +1 (6 Cells ► 7 Cells)
80p +1 (7 Cells ► 8 Cells)
100p +1 (8 Cells ► 9 Cells)
Mega Weaken WEAKEN is more effective with nearby enemies. 40p +10% (20% DMG ► 30% DMG)
50p +10% (30% DMG ► 40% DMG)
60p +10% (40% DMG ► 50% DMG)
90p +20% (50% DMG ► 70% DMG)
Other
▼ These skills are locked until you have Vamp Dash, Rocket, and Weaken
Extra Health Increases Rabbid Luigi's Maximum number of Health Points. 30p +20 (+0 HP ► +20 HP)
50p +20 (+20 HP ► +40 HP)
80p +40 (+40 HP ► +80 HP)
Movement Range Adds to Rabbid Luigi's Area of Movement. 30p +1 (6 Cells ► 7 Cells)
60p +1 (7 Cells ► 8 Cells)
Pipe Exit Range Increases Rabbid Luigi's Area of Movement upon exiting a pipe. 10p +1 (3 Cells ► 4 Cells)
20p +1 (4 Cells ► 5 Cells)

Luigi

Movement
Dash Allows Luigi to damage an enemy while on the move. Active
Team Jump Allows Luigi to team up with an ally and perform a jump to reach previously inaccessible areas. Active
▲ These skills are active from the start ▲
Double Jump Allows Luigi to perform a TEAM JUMP with two successive Heroes. 20p To Activate
▼ These skills are locked until you have Double Jump
Dash Damage Increases damage dealt when performing a DASH. 30p +10 (20 DMG ► 30 DMG)
40p +10 (30 DMG ► 40 DMG)
80p +20 (40 DMG ► 60 DMG)
100p +30 (60 DMG ► 90 DMG)
Team Jump Range Increases the range of TEAM JUMP. 20p +1 (6 Cells ► 7 Cells)
30p +1 (7 Cells ► 8 Cells)
60p +1 (8 Cells ► 9 Cells)
80p +1 (9 Cells ► 10 Cells)
Cleansing Jump Heroes overcome by a Super Effect are restored when Luigi performs a TEAM JUMP with them. 10p To Activate
Attack
Precision A long range weapon that fires one round at a single target. Active
▲ This skill is active from the start ▲
Sentry Never stops chasing its target, it will detonate when it gets close. Can be destroyed. 10p To Activate
▼ These skills are locked until you have Sentry
High Ground Bonus Increases the damage dealt by Luigi while holding higher ground. 10p +5% (130% DMG ► 135% DMG)
20p +5% (135% DMG ► 140% DMG)
30p +10% (140% DMG ► 150% DMG)
Golden Shot Plus Gives Luigi more coins upon a successful GOLDEN SHOT. 10p +5 (5 Coins ► 10 Coins)
20p +5 (10 Coins ► 15 Coins)
Technique
Steely Stare This bonus attack is a long range reaction shot dealt to the first enemy to move within Luigi's line of sight. Active
▲ This skill is active from the start ▲
Itchy Feet Area of Movement is increased for all Heroes in range. 30p To Activate
▼ These skills are locked until you have Itchy Feet
Steely Cooldown Luigi's STEELY STARE takes less turns to recharge. 100p -1 (2 Turns ► 1 Turn)
Multi Steely Stare Adds another shot attempt to Luigi's STEELY STARE. 60p +1 (1 ► 2)
100p +1 (2 ► 3)
Steely Damage Increases damage caused by Luigi's STEELY STARE. 40p +10% (50% DMG ► 60% DMG)
60p +10% (60% DMG ► 70% DMG)
Itchy Feet Cooldown ITCHY FEET takes less turns to recharge. 70p -1 (2 Turns ► 1 Turn)
Itchy Feet Range Increases ITCHY FEET's range of effectiveness. 30p +1 (4 Cells ► 5 Cells)
50p +1 (5 Cells ► 6 Cells)
80p +1 (6 Cells ► 7 Cells)
Mega Itchy Feet Improves the effectiveness of ITCHY FEET by increasing its Area of Movement. 100p +1 (1 Cell ► 2 Cells)
100p +1 (2 Cells ► 3 Cells)
Other
▼ These skills are locked until you have Double Jump, Sentry, and Itchy Feet
Extra Health Increases Luigi's Maximum number of Health Points. 40p +30 (+0 HP ► +30 HP)
100p +40 (+30 HP ► +70 HP)
Movement Range Adds to Luigi's Area of Movement. 20p +1 (6 Cells ► 7 Cells)
60p +1 (7 Cells ► 8 Cells)
90p +1 (8 Cells ► 9 Cells)
Pipe Exit Range Increases Luigi's Area of Movement upon exiting a pipe. 10p +1 (3 Cells ► 4 Cells)
10p +1 (4 Cells ► 5 Cells)
20p +1 (5 Cells ► 6 Cells)

Rabbid Mario

Movement
Dash Allows Rabbid Mario to damage an enemy while on the move. Active
Team Jump Allows Rabbid Mario to team up with an ally and perform a jump to reach previously inaccessible areas. Active
▲ These skills are active from the start ▲
Boom Dash An explosive area attack Rabbid Mario performs with a DASH. 20p To Activate
▼ These skills are locked until you have Boom Dash
Dash Damage Increases damage dealt when performing a DASH. 20p +10 (20 DMG ► 30 DMG)
50p +20 (30 DMG ► 50 DMG)
60p +20 (50 DMG ► 70 DMG)
80p +30 (70 DMG ► 100 DMG)
Boom Dash Range Increases the blast radius of Rabbid Mario's BOOM DASH. 30p +1 (2 Cells ► 3 Cells)
70p +1 (3 Cells ► 4 Cells)
Extra Dash Adds a DASH to the number of consecutive dashes Rabbid Mario can perform. 40p +1 (1 ► 2)
80p +1 (2 ► 3)
Team Jump Range Increases the range of TEAM JUMP. 20p +1 (6 Cells ► 7 Cells)
Cleansing Jump Heroes overcome by a Super Effect are restored when Rabbid Mario performs a TEAM JUMP with them. 10p To Activate
Attack
Boomshot Short-range weapon capable of hitting multiple targets at once without cooldown. Active
▲ This skill is active from the start ▲
Melee Close-range weapon that can hit multiple targets at once. 20p To Activate
▼ These skills are locked until you have Melee
High Ground Bonus Increases the damage dealt by Rabbid Mario while holding higher ground. 20p +5% (130% DMG ► 135% DMG)
30p +5% (135% DMG ► 140% DMG)
40p +10% (140% DMG ► 150% DMG)
Golden Shot Plus Gives Rabbid Mario more coins upon a successful GOLDEN SHOT. 10p +5 (5 Coins ► 10 Coins)
20p +5 (10 Coins ► 15 Coins)
Technique
Bodyguard Limits damage dealt from movement-based attacks like Dash. Active
▲ This skill is active from the start ▲
Magnet Dance Enemies within range are drawn to Rabbid Mario. 20p To Activate
▼ These skills are locked until you have Magnet Dance
Bodyguard Cooldown BODYGUARD takes less turns to recharge. 50p -1 (2 Turns ► 1 Turn)
Weapon Parry Improves BODYGUARD's ability to absorb weapon damage. 60p +30% (0% DMG ► 30% DMG)
Body Parry Improves BODYGUARD's ability to absorb movement-based damage like Dash. 10p +10% (80% DMG ► 90% DMG)
20p +10% (90% DMG ► 100% DMG)
Magnet Cooldown MAGNET DANCE takes less turns to recharge. 80p -1 (3 Turns ► 2 Turns)
100p -1 (2 Turns ► 1 Turn)
Magnet Range Increases MAGNET DANCE's range of effectiveness. 70p +1 (6 Cells ► 7 Cells)
80p +1 (7 Cells ► 8 Cells)
100p +1 (8 Cells ► 9 Cells)
Other
▼ These skills are locked until you have Boom Dash, Melee, and Magnet Dance
Extra Health Increases Rabbid Mario's Maximum number of Health Points. 50p +30 (+0 HP ► +30 HP)
60p +30 (+30 HP ► +60 HP)
70p +30 (+60 HP ► +90 HP)
90p +40 (+90 HP ► +130 HP)
Movement Range Adds to Rabbid Mario's Area of Movement. 20p +1 (6 Cells ► 7 Cells)
40p +1 (7 Cells ► 8 Cells)
70p +1 (8 Cells ► 9 Cells)
Pipe Exit Range Increases Rabbid Mario's Area of Movement upon exiting a pipe. 10p +1 (3 Cells ► 4 Cells)
20p +1 (4 Cells ► 5 Cells)
30p +1 (5 Cells ► 6 Cells)

Peach

Movement
Dash Allows Peach to damage an enemy while on the move. Active
Team Jump Allows Peach to team up with an ally and perform a jump to reach previously inaccessible areas. Active
▲ These skills are active from the start ▲
Healing Jump A TEAM JUMP that allows Peach to heal nearby teammates after landing. 20p To Activate
▼ These skills are locked until you have Healing Jump
Dash Damage Increases damage dealt when performing a DASH. 30p +20 (20 DMG ► 40 DMG)
50p +20 (40 DMG ► 60 DMG)
80p +30 (60 DMG ► 90 DMG)
Team Jump Range Increases the range of TEAM JUMP. 30p +1 (6 Cells ► 7 Cells)
60p +1 (7 Cells ► 8 Cells)
Healing Jump Range Increases HEALING JUMP's range of effectiveness. 60p +1 (2 Cells ► 3 Cells)
90p +1 (3 Cells ► 4 Cells)
Healing Jump HP Increases HEALING JUMP's restorative ability. 60p +5% (5% HP ► 10% HP)
70p +5% (10% HP ► 15% HP)
90p +5% (15% HP ► 20% HP)
Cleansing Jump Heroes overcome by a Super Effect are restored when Peach performs a TEAM JUMP with them. 10p To Activate
Attack
Boomshot Short-range weapon capable of hitting multiple targets at once without cooldown. Active
▲ This skill is active from the start ▲
Grenaduck Tossed overhead at a target for an area attack affecting all enemies within range. 20p To Activate
▼ These skills are locked until you have Grenaduck
High Ground Bonus Increases the damage dealt by Peach while holding higher ground. 20p +5% (130% DMG ► 135% DMG)
30p +5% (135% DMG ► 140% DMG)
40p +10% (140% DMG ► 150% DMG)
Golden Shot Plus Gives Peach more coins upon a successful GOLDEN SHOT. 10p +5 (5 Coins ► 10 Coins)
20p +5 (10 Coins ► 15 Coins)
Technique
Royal Gaze This bonus attack is a short reaction shot dealt to the first enemy to move within Peach's line of sight. Active
▲ This skill is active from the start ▲
Protection Damage taken by Heroes within range is partially absorbed by Peach. 20p To Activate
▼ These skills are locked until you have Protection
Royal Cooldown Peach's ROYAL GAZE takes less turns to recharge. 100p -1 (3 Turns ► 2 Turns)
100p -1 (2 Turns ► 1 Turn)
Royal Gaze Damage Increases damage caused by Peach's ROYAL GAZE. 50p +10% (80% DMG ► 90% DMG)
80p +10% (90% DMG ► 100% DMG)
Protection Cooldown PROTECTION takes less turns to recharge. 40p -1 (2 Turns ► 1 Turn)
Protection Range Increases PROTECTION's range of effectiveness. 60p +1 (4 Cells ► 5 Cells)
90p +1 (5 Cells ► 6 Cells)
100p +1 (6 Cells ► 7 Cells)
Mega Protection Adds to PROTECTION's effectiveness with nearby Heroes. 40p +10% (30% DMG ► 40% DMG)
60p +20% (40% DMG ► 60% DMG)
100p +40% (60% DMG ► 100% DMG)
Other
▼ These skills are locked until you have Healing Jump, Grenaduck, and Protection
Extra Health Increases Peach's Maximum number of Health Points. 30p +30 (+0 HP ► +30 HP)
60p +40 (+30 HP ► +70 HP)
100p +60 (+70 HP ► +130 HP)
100p +90 (+130 HP ► +220 HP)
Movement Range Adds to Peach's Area of Movement. 60p +1 (6 Cells ► 7 Cells)
Pipe Exit Range Increases Peach's Area of Movement upon exiting a pipe. 10p +1 (3 Cells ► 4 Cells)

Rabbid Yoshi

Movement
Dash Allows Rabbid Yoshi to damage an enemy while on the move. Active
Team Jump Allows Rabbid Yoshi to team up with an ally and perform a jump to reach previously inaccessible areas. Active
▲ These skills are active from the start ▲
Ultra Dash Allows Rabbid Yoshi to DASH several enemies while on the move. 20p To Activate
▼ These skills are locked until you have Ultra Dash
Dash Damage Increases damage dealt when performing a DASH. 10p +10 (20 DMG ► 30 DMG)
20p +10 (30 DMG ► 40 DMG)
60p +20 (40 DMG ► 50 DMG)
70p +30 (60 DMG ► 90 DMG)
Extra Dash Adds a DASH to the number of consecutive dashes Rabbid Yoshi can perform. 60p +1 (3 ► 4)
100p +1 (4 ► 5)
Cleansing Jump Heroes overcome by a Super Effect are restored when Rabbid Yoshi performs a TEAM JUMP with them. 10p To Activate
Attack
Rumblebang Mid-range weapon that fires multiple rounds at once at a single target. Active
▲ This skill is active from the start ▲
Grenaduck Tossed overhead at a target for an area attack affecting all enemies within range. 20p To Activate
▼ These skills are locked until you have Grenaduck
High Ground Bonus Increases the damage dealt by Rabbid Yoshi while holding higher ground. 10p +5% (130% DMG ► 135% DMG)
20p +5% (135% DMG ► 140% DMG)
30p +10% (140% DMG ► 150% DMG)
Golden Shot Plus Gives Rabbid Yoshi more coins upon a successful GOLDEN SHOT. 10p +5 (5 Coins ► 10 Coins)
20p +5 (10 Coins ► 15 Coins)
Technique
Outer Shell Damage taken by Rabbid Yoshi from an enemy's first successful attack is reduced to less than half. Active
▲ This skill is active from the start ▲
Scaredy Rabbid Enemies within range are sent running. 20p To Activate
▼ These skills are locked until you have Scaredy Rabbid
Outer Shell Cooldown Outer Shell takes less turns to recharge. 100p -1 (2 Turns ► 1 Turn)
Weapon Parry Improves OUTER SHELL's ability to absorb weapon damage. 60p +10% (80% DMG ► 90% DMG)
90p +10% (90% DMG ► 100% DMG)
Body Parry Improves OUTER SHELL's ability to absorb movement-based damage like Dash. 10p +10% (80% DMG ► 90% DMG)
20p +10% (90% DMG ► 100% DMG)
Double Outer Shell Makes Outer Shell aborb up to two attacks in a row. 100p +1 (1 ► 2)
Scaredy Cooldown SCAREDY RABBID takes less turns to recharge. 20p -1 (3 Turns ► 2 Turns)
60p -1 (2 Turns ► 1 Turn)
Scaredy Range Increases SCAREDY RABBID's range of effectiveness. 60p +1 (6 Cells ► 7 Cells)
90p +1 (7 Cells ► 8 Cells)
100p +1 (8 Cells ► 9 Cells)
Other
▼ These skills are locked until you have Ultra Dash, Grenaduck, and Scaredy Rabbid
Extra Health Increases Rabbid Yoshi's Maximum number of Health Points. 30p +20 (+0 HP ► +20 HP)
60p +30 (+20 HP ► +50 HP)
60p +30 (+50 HP ► +80 HP)
90p +50 (+80 HP ► +130 HP)
Movement Range Adds to Rabbid Yoshi's Area of Movement. 20p +1 (6 Cells ► 7 Cells)
40p +1 (7 Cells ► 8 Cells)
60p +1 (8 Cells ► 9 Cells)
Pipe Exit Range Increases Rabbid Yoshi's Area of Movement upon exiting a pipe. 10p +1 (3 Cells ► 4 Cells)
20p +1 (4 Cells ► 5 Cells)
30p +1 (5 Cells ► 6 Cells)

Yoshi

Movement
Dash Allows Yoshi to damage an enemy while on the move. Active
Team Jump Allows Yoshi to team up with an ally and perform a jump to reach previously inaccessible areas. Active
▲ These skills are active from the start ▲
Ground Pound A ground strike following a TEAM JUMP that deals damage to everyone in range. 20p To Activate
▼ These skills are locked until you have Ground Pound
Dash Damage Increases damage dealt when performing a DASH. 20p +10 (20 DMG ► 30 DMG)
60p +20 (30 DMG ► 50 DMG)
100p +40 (50 DMG ► 90 DMG)
Team Jump Range Increases the range of TEAM JUMP. 20p +1 (6 Cells ► 7 Cells)
60p +1 (7 Cells ► 8 Cells)
Ground Pound Range Expands the area of effect of Yoshi's GROUND POUND. 30p +1 (3 Cells ► 4 Cells)
70p +1 (4 Cells ► 5 Cells)
Ground Pound Damage Increases the damage dealt by Yoshi's GROUND POUND. 10p +10 (30 DMG ► 40 DMG)
30p +20 (40 DMG ► 60 DMG)
60p +30 (60 DMG ► 90 DMG)
90p +40 (90 DMG ► 130 DMG)
Cleansing Jump Heroes overcome by a Super Effect are restored when Yoshi performs a TEAM JUMP with them. 10p To Activate
Attack
Rumblebang Mid-range weapon that fires multiple rounds at once at a single target. Active
▲ This skill is active from the start ▲
Rocket Area attack affecting all enemies within range. 20p To Activate
▼ These skills are locked until you have Rocket
High Ground Bonus Increases the damage dealt by Yoshi while holding higher ground. 20p +5% (130% DMG ► 135% DMG)
30p +5% (135% DMG ► 140% DMG)
40p +10% (140% DMG ► 150% DMG)
Golden Shot Plus Gives Yoshi more coins upon a successful GOLDEN SHOT. 10p +5 (5 Coins ► 10 Coins)
20p +5 (10 Coins ► 15 Coins)
Technique
Egg Beater Bonus attack - a mid-range reaction shot dealt to enemies within Yoshi's line of sight. Active
▲ This skill is active from the start ▲
Super Chance Gives Yoshi and Heroes around him a sure-fire Super Effect attack. 20p To Activate
▼ These skills are locked until you have Super Chance
Egg Cooldown Yoshi's EGG BEATER takes less turns to recharge. 100p -1 (3 Turns ► 2 Turns)
Egg Beater Damage Increases damage caused by Yoshi's EGG BEATER. 40p +10% (100% DMG ► 110% DMG)
60p +10% (110% DMG ► 120% DMG)
80p +10% (120% DMG ► 130% DMG)
100p +20% (130% DMG ► 150% DMG)
Super Cooldown SUPER CHANCE takes less turns to recharge. 60p -1 (3 Turns ► 2 Turn)
Super Chance Range Increases SUPER CHANCE's range of effectiveness. 20p +1 (4 Cells ► 5 Cells)
60p +1 (5 Cells ► 6 Cells)
80p +1 (6 Cells ► 7 Cells)
100p +2 (7 Cells ► 9 Cells)
Other
▼ These skills are locked until you have Ground Pound, Rocket, and Super Chance
Extra Health Increases Yoshi's Maximum number of Health Points. 20p +30 (+0 HP ► +30 HP)
50p +40 (+30 HP ► +70 HP)
90p +60 (+70 HP ► +130 HP)
Movement Range Adds to Yoshi's Area of Movement. 30p +1 (6 Cells ► 7 Cells)
60p +1 (7 Cells ► 8 Cells)
Pipe Exit Range Increases Yoshi's Area of Movement upon exiting a pipe. 10p +1 (3 Cells ► 4 Cells)
20p +1 (4 Cells ► 5 Cells)

Donkey Kong Adventure (DLC)

Donkey Kong

Movement
Grab & Launch Allows Donkey Kong to pick up allies, enemies, Cover Blocks or Sentries, move to another cell and launch them.
Cleanses an ally overcome by a Super Effect.
Active
▲ This skill is active from the start ▲
Enemy Throw Damage Increases damage dealt to enemies upon impact after being thrown. 2p +20 (20 DMG ► 40 DMG)
3p +30 (40 DMG ► 70 DMG)
Throw Range Increases Donkey Kong's throwing range. 1p +1 (6 Cells ► 7 Cells)
2p +1 (7 Cells ► 8 Cells)
Ear Uprooter Allows Donkey Kong to GRAB enemy ears popping out of the ground and then THROW enemies away. 1p To Activate
Attack
Bwananarang Mid-range weapon capable of hitting multiple targets in a row without cooldown. Its flight is not affected by low
Cover Blocks.
Active
DK Ground Pound Targeted attack affecting all enemies within a cylindrical area, regardless of cover. Active
▲ These skills are active from the start ▲
High Ground Bonus Increases the damage dealt by Donkey Kong while holding higher ground. 1p +10% (130% DMG ► 140% DMG)
2p +10% (140% DMG ► 150% DMG)
Primary Primate Increases the attack range for the Primary Weapon. 1p +1 (0 Cells ► 1 Cell)
2p +1 (1 Cell ► 2 Cells)
Cover Damage Bonus Increases the amount of damage dealt to cover points by both Primary and Secondary attacks. 2p High (Low ► High)
Technique
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
Magnet Groove Enemies within range will be drawn to Donkey Kong's irresistable jungle beats when he busts out the bongos and
takes them for a ride to beat town!
Active
▲ These skills are active from the start ▲
Hairy Eye Cooldown HAIRY EYE takes fewer turns to recharge. 3p -1 (3 Turns ► 2 Turns)
Hairy Eye Damage Increases damage caused by Donkey Kong's HAIRY EYE. 2p +20% (100% DMG ► 120% DMG)
3p +30% (120% DMG ► 150% DMG)
Groove Cooldown MAGNET GROOVE takes fewer turns to recharge. 2p -1 (4 Turns ► 3 Turns)
3p -1 (3 Turns ► 2 Turns)
Groove Range Increases MAGNET GROOVE's range of effectiveness. 1p +1 (6 Cells ► 7 Cells)
2p +1 (7 Cells ► 8 Cells)
Feral Attraction MAGNET GROOVE becomes so groovy that it always lures enemies as close as possible to DK. 3p To Activate
Other
Extra Health Increases Donkey Kong's maximum number of Health Points. 2p +30 (+0 HP ► +30 HP)
3p +40 (+30 HP ► +70 HP)
Movement Range Adds to Donkey Kong's Area of Movement. 1p +1 (6 Cells ► 7 Cells)
2p +1 (7 Cells ► 8 Cells)
Pipe Exit Range Increases Donkey Kong's Area of Movement upon exiting a pipe. 1p +1 (3 Cells ► 4 Cells)
Dandelion Jump Range Increases DK's Area of Movement after swinging off a Dandelion. 1p +1 (3 Cells ► 4 Cells)
2p +1 (4 Cells ► 5 Cells)

Rabbid Peach

Movement
Dash Allows Rabbid Peach to damage an enemy while on the move. Active
Team Jump Allows Rabbid Peach to team up with an ally and perform a jump to reach previously inaccessible areas. Active
Stylish Dash Allows Rabbid Peach to DASH more than one enemy while on the move. Active
▲ These skills are active from the start ▲
Dash Damage Increases damage dealt when performing a DASH. 2p +20 (30 DMG ► 50 DMG)
3p +20 (50 DMG ► 70 DMG)
Extra Dash Adds a DASH to the number of consecutive dashes Rabbid Peach can perform. 1p +1 (2 ► 3)
3p +1 (3 ► 4)
Team Jump Range Increases the range of TEAM JUMP. 1p +1 (6 Cells ► 7 Cells)
2p +1 (7 Cells ► 8 Cells)
Cleansing Jump Heroes overcome by a Super Effect are restored when Rabbid Peach performs a TEAM JUMP with them. 1p To Activate
Attack
Blaster A short to mid-range weapon that fires one round at a time at a single target. Active
Sentry Never stops chasing its target, it will detonate when it gets close. Can be destroyed. Active
▲ These skills are active from the start ▲
High Ground Bonus Increases the damage dealt by Rabbid Peach while holding higher ground. 1p +10% (130% DMG ► 140% DMG)
2p +10% (140% DMG ► 150% DMG)
Weapon Range Bonus Increases the attack range of both Primary and Secondary weapons. 2p +1 (0 Cells ► 1 Cell)
2p +1 (1 Cell ► 2 Cells)
Cover Damage Bonus Increases the amount of damage dealt to cover points by both Primary and Secondary attacks. 2p High (Low ► High)
Technique
Shield Limits damage taken by Rabbid Peach from enemy weapons. Active
Heal Restores health points to all Heroes in range. Active
▲ These skills are active from the start ▲
Shield Cooldown SHIELD takes less turns to recharge. 3p -1 (2 Turns ► 1 Turn)
Stylish Shield Improves SHIELD's ability to absorb damage. 1p +10% (30% DMG ► 40% DMG)
3p +30% (40% DMG ► 70% DMG)
Heal Cooldown HEAL takes less turns to recharge. 3p -1 (3 Turns ► 2 Turns)
Heal Range Increases HEAL's range of effectiveness. 1p +1 (6 Cells ► 7 Cells)
2p +1 (7 Cells ► 8 Cells)
Mega Heal Increases HEAL's amount of Health Points restored to Rabbid Peach and Heroes around her. 1p +20% (30% HP ► 50% HP)
3p +20% (50% HP ► 70% HP)
Other
Extra Health Increases Rabbid Peach's maximum number of Health Points. 1p +30 (+0 HP ► +30 HP)
3p +40 (+30 HP ► +70 HP)
Movement Range Adds to Rabbid Peach's Area of Movement. 1p +1 (6 Cells ► 7 Cells)
2p +1 (7 Cells ► 8 Cells)
Pipe Exit Range Increases Rabbid Peach's Area of Movement upon exiting a pipe. 1p +1 (3 Cells ► 4 Cells)
2p +1 (4 Cells ► 5 Cells)

Rabbid Cranky

Movement
Dash Allows Rabbid Cranky to damage an enemy while on the move. Active
Team Jump Allows Rabbid Cranky to team up with an ally and perform a jump to reach previously inaccessible areas. Active
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
▲ These skills are active from the start ▲
Dash Damage Increases damage dealt when performing a DASH. 2p +20 (20 DMG ► 40 DMG)
Team Jump Range Increases the range of TEAM JUMP. 1p +1 (6 Cells ► 7 Cells)
2p +1 (7 Cells ► 8 Cells)
Cleansing Jump Heroes overcome by a Super Effect are restored when Rabbid Cranky performs a TEAM JUMP with them. 1p To Activate
Grump Jump Range Expands the area of effect of Rabbid Cranky's GRUMP JUMP. 1p +1 (2 Cells ► 3 Cells)
Grump Jump Damage Increases the damage dealt by Rabbid Cranky's GRUMP JUMP. 2p +10 (30 DMG ► 40 DMG)
3p +20 (40 DMG ► 60 DMG)
Attack
Boombow Long range weapon capable of hitting multiple targets at once without cooldown. Active
Barrel Bolt Explosive Boombow ammo with a high arc, short range and damage unhindered by cover. Active
▲ These skills are active from the start ▲
High Ground Bonus Increases the damage dealt by Rabbid Cranky while holding higher ground. 1p +10% (130% DMG ► 140% DMG)
2p +10% (140% DMG ► 150% DMG)
Weapon Range Bonus Increases the attack range of both Primary and Secondary weapons. 1p +1 (0 Cells ► 1 Cell)
3p +1 (1 Cell ► 2 Cells)
Cover Damage Bonus Increases the amount of damage dealt to cover points by both Primary and Secondary attacks. 2p High (Low ► High)
Technique
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
Long Story Puts enemies within range to sleep, sparing them Rabbid Cranky's latest political rant or complaints about the post office. Active
▲ These skills are active from the start ▲
Stink Eye Cooldown STINK EYE takes fewer turns to recharge. 2p -1 (3 Turns ► 2 Turns)
3p -1 (2 Turns ► 1 Turn)
Stink Eye Damage Increases damage caused by Rabbid Cranky's STINK EYE. 1p +10% (70% DMG ► 80% DMG)
3p +20% (80% DMG ► 100% DMG)
Multi Stink Eye Adds another shot attempt to Rabbid Cranky's STINK EYE. 3p +1 (1 ► 2)
Long Story Cooldown LONG STORY takes fewer turns to recharge. 3p -1 (3 Turns ► 2 Turns)
Long Story Range Increases LONG STORY's range of effectiveness. 1p +1 (6 Cells ► 7 Cells)
2p +1 (7 Cells ► 8 Cells)
Other
Extra Health Increases Rabbid Cranky's maximum number of Health Points. 1p +30 (+0 HP ► +30 HP)
2p +40 (+30 HP ► +70 HP)
Movement Range Adds to Rabbid Cranky's Area of Movement. 1p +1 (6 Cells ► 7 Cells)
2p +1 (7 Cells ► 8 Cells)
Pipe Exit Range Increases Rabbid Cranky's Area of Movement upon exiting a pipe. 1p +1 (3 Cells ► 4 Cells)
3p +1 (4 Cells ► 5 Cells)