Mario + Rabbids Kingdom Battle bestiary

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The following is a list of enemy stats from Mario + Rabbids Kingdom Battle.

Legend

  • Name: The name of the enemy.
    • Normal: Enemy. (Ex: Garden Ziggy)
    • Italic: Midboss. (Ex: Pirabbid Plant)
    • Italic and Underlined: Boss (Ex: Rabbid Kong)
  • Health Points: Number of Health Points the enemy has in the main story mode and Donkey Kong Adventure. Numbers in italics are Health Points in the Buddydome hard mode stages after beating the main story mode.
  • Area of Movement: Range of movement - The enemy's base move ability.
  • Pipe Exit Range: Increases the enemy's Area of Movement upon exiting a pipe.
  • Dash: Allows the enemy to damage a hero while on the move.
  • Chase Range: Range of movement an enemy gains upon a weapon-based attack.
  • Team Jump: Allows an enemy to team up with an opponent and perform a jump to reach previously inaccessible areas.
  • Primary Weapon: The main weapon an enemy uses - has no recharge.
  • Secondary Weapon: The secondary weapon an enemy uses.
  • Primary Technique: The primary technique an enemy uses.
  • Secondary Technique: The secondary technique an enemy uses.
  • Tertiary Technique: The tertiary technique an enemy uses.

Enemy stats

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GARDEN ZIGGY
    HEALTH POINTS   TEAM JUMP   DASH
50 / 265 None 20 DMG / 75 DMG
  AREA OF MOVEMENT   BLASTER   SECONDARY WEAPON
6 Cells 30 DMG / 85 DMG None
  PIPE EXIT RANGE   PRIMARY TECHNIQUE   SECONDARY TECHNIQUE
3 Cells None None
  CHASE RANGE   TERTIARY TECHNIQUE Dashing Ne'er-do-wells!
None None
GARDEN HOPPER
    HEALTH POINTS   TEAM JUMP   DASH
90 / 465 7 Cells None
  AREA OF MOVEMENT   BLASTER   SECONDARY WEAPON
6 Cells 35 DMG / 105 DMG None
  PIPE EXIT RANGE   PRIMARY TECHNIQUE   SECONDARY TECHNIQUE
3 Cells None None
  CHASE RANGE   TERTIARY TECHNIQUE Team Jumping Jerks!
None None
PIRABBID PLANT
    HEALTH POINTS   TEAM JUMP   DASH
300 / 1155 None None
  AREA OF MOVEMENT   ROCKET (BURN)   SECONDARY WEAPON
10 Cells 50 DMG / 145 DMG None
  PIPE EXIT RANGE   PRIMARY TECHNIQUE   SECONDARY TECHNIQUE
2 Cells None None
  CHASE RANGE   TERTIARY TECHNIQUE Noxious Fire Weed!
None None
GARDEN SMASHER
    HEALTH POINTS   TEAM JUMP   DASH
150 / 765 None None
  AREA OF MOVEMENT   MELEE   SECONDARY WEAPON
4 Cells 60 DMG / 175 DMG None
  PIPE EXIT RANGE   PRIMARY TECHNIQUE   SECONDARY TECHNIQUE
2 Cells None None
  CHASE RANGE   TERTIARY TECHNIQUE Pinheads in Pursuit!
4 Cells None
RABBID KONG
    HEALTH POINTS   TEAM JUMP   DASH
120 None None
  AREA OF MOVEMENT   PRIMARY WEAPON   SECONDARY WEAPON
None None None
  PIPE EXIT RANGE   MAKE WAVES   THONG OF KONG
None 10 DMG 50 DMG
  CHASE RANGE   TERTIARY TECHNIQUE Goes 'Bananas'!
None None
SHERBET ZIGGY
    HEALTH POINTS   TEAM JUMP   DASH
75 / 265 None 30 DMG / 75 DMG
  AREA OF MOVEMENT   BLASTER   SECONDARY WEAPON
6 Cells 40 DMG / 85 DMG None
  PIPE EXIT RANGE   VILLAIN SIGHT   SECONDARY TECHNIQUE
3 Cells 40-40 DMG / 85-85 DMG None
  CHASE RANGE   TERTIARY TECHNIQUE Dashing Ne'er-do-wells!
None None
SHERBET HOPPER
    HEALTH POINTS   DOUBLE JUMP   DASH
135 / 465 7 Cells None
  AREA OF MOVEMENT   BLASTER (HONEY)   SECONDARY WEAPON
6 Cells 45 DMG / 105 DMG None
  PIPE EXIT RANGE   SHIELD   SECONDARY TECHNIQUE
3 Cells Global DMG reduction None
  CHASE RANGE   TERTIARY TECHNIQUE Team Jumping Jerks!
None None
SHERBET SMASHER
    HEALTH POINTS   TEAM JUMP   DASH
225 / 765 None None
  AREA OF MOVEMENT   MELEE (BOUNCE)   SECONDARY WEAPON
4 Cells 80 DMG / 175 DMG None
  PIPE EXIT RANGE   NME EMPOWERMENT   SECONDARY TECHNIQUE
2 Cells +70% DMG None
  CHASE RANGE   TERTIARY TECHNIQUE Pinheads in Pursuit!
4 Cells None
SHERBET SUPPORTER
    HEALTH POINTS   TEAM JUMP   DASH
165 / 565 None None
  AREA OF MOVEMENT   GRENADUCK (BURN)   SECONDARY WEAPON
6 Cells 32 DMG / 70 DMG None
  PIPE EXIT RANGE   HEAL   SECONDARY TECHNIQUE
3 Cells +50% HP None
  CHASE RANGE   TERTIARY TECHNIQUE Heels Who Heal!
None None
BLIZZY
    HEALTH POINTS   TEAM JUMP   DASH
210 / 770 None None
  AREA OF MOVEMENT   PRECISION (FREEZE)   SECONDARY WEAPON
9 Cells 65 DMG / 145 DMG None
  PIPE EXIT RANGE   VILLAIN SIGHT   SECONDARY TECHNIQUE
None 65-65 DMG / 145-145 DMG None
  CHASE RANGE   TERTIARY TECHNIQUE Hot N' Cold Creeps!
None None
SANDY
    HEALTH POINTS   TEAM JUMP   DASH
420 / 1710 None None
  AREA OF MOVEMENT   GRENADUCK (BURN)   SECONDARY WEAPON
9 Cells 65 DMG / 145 DMG None
  PIPE EXIT RANGE   SHIELD   SECONDARY TECHNIQUE
None Global DMG reduction None
  CHASE RANGE   TERTIARY TECHNIQUE Hot N' Cold Creeps!
None None
SHERBET BUCKLER
    HEALTH POINTS   TEAM JUMP   BOOM DASH
195 / 670 None 40 DMG / 105 DMG
  AREA OF MOVEMENT   BOOMSHOT (HONEY)   SECONDARY WEAPON
4 Cells 65 DMG / 145 DMG None
  PIPE EXIT RANGE   SUPER CHANCE   BUCKLE COVER
2 Cells Super Effect guaranteed Portable Cover
  CHASE RANGE   TERTIARY TECHNIQUE Much-Maligned Hidebehind!
None None
ICICLE GOLEM (1)
    HEALTH POINTS   TEAM JUMP   DASH
500 None None
  AREA OF MOVEMENT   ROCKET (FREEZE)   SECONDARY WEAPON
7 Cells 35 DMG None
  PIPE EXIT RANGE   BUCKLE COVER   SECONDARY TECHNIQUE
None Portable Cover None
  CHASE RANGE   TERTIARY TECHNIQUE Effective Ice Breaker!
None None
ICICLE GOLEM (2)
    HEALTH POINTS   TEAM JUMP   DASH
500 None None
  AREA OF MOVEMENT   ROCKET (FREEZE)   MELEE
7 Cells 35 DMG 70 DMG
  PIPE EXIT RANGE   WHITEOUT   SECONDARY TECHNIQUE
None 35-35 DMG None
  CHASE RANGE   TERTIARY TECHNIQUE Effective Ice Breaker!
None None
ICICLE GOLEM (3)
    HEALTH POINTS   TEAM JUMP   DASH
500 None None
  AREA OF MOVEMENT   ROCKET (FREEZE)   MELEE
7 Cells 35 DMG 70 DMG
  PIPE EXIT RANGE   WHITEOUT   BUCKLE COVER
None 35-35 DMG Portable Cover
  CHASE RANGE   TERTIARY TECHNIQUE Effective Ice Breaker!
None None
SPOOKY ZIGGY
    HEALTH POINTS   TEAM JUMP   DASH
115 / 265 None 40 DMG / 75 DMG
  AREA OF MOVEMENT   BLASTER (INK)   SECONDARY WEAPON
6 Cells 50 DMG / 85 DMG None
  PIPE EXIT RANGE   VILLAIN SIGHT   SECONDARY TECHNIQUE
3 Cells 50-50 DMG / 85-85 DMG None
  CHASE RANGE   TERTIARY TECHNIQUE Dashing Ne'er-do-wells!
None None
SPOOKY PEEK-A-BOO
    HEALTH POINTS   TEAM JUMP   DASH
180 / 405 None None
  AREA OF MOVEMENT   PRECISION (VAMP)   SECONDARY WEAPON
15 Cells 62 DMG / 90 DMG None
  PIPE EXIT RANGE   MAGNET DANCE   SECONDARY TECHNIQUE
None Draws oppenents None
  CHASE RANGE   TERTIARY TECHNIQUE Teleporting Terrors!
None None
SPOOKY SUPPORTER
    HEALTH POINTS   TEAM JUMP   DASH
250 / 565 None None
  AREA OF MOVEMENT   GRENADUCK (FREEZE)   SECONDARY WEAPON
6 Cells 42 DMG / 70 DMG None
  PIPE EXIT RANGE   HEAL   SECONDARY TECHNIQUE
3 Cells 50% HP None
  CHASE RANGE   TERTIARY TECHNIQUE Heels Who Heal!
None None
SPOOKY HOPPER
    HEALTH POINTS   DOUBLE JUMP   DASH
205 / 465 7 Cells None
  AREA OF MOVEMENT   BLASTER (PUSH)   SECONDARY WEAPON
6 Cells 60 DMG / 105 DMG None
  PIPE EXIT RANGE   SHIELD   SECONDARY TECHNIQUE
3 Cells Global DMG reduction None
  CHASE RANGE   TERTIARY TECHNIQUE Team Jumping Jerks!
None None
SPOOKY SMASHER
    HEALTH POINTS   TEAM JUMP   DASH
340 / 765 None None
  AREA OF MOVEMENT   MELEE (VAMP)   SECONDARY WEAPON
4 Cells 105 DMG / 175 DMG None
  PIPE EXIT RANGE   NME EMPOWERMENT   SECONDARY TECHNIQUE
2 Cells +70% DMG None
  CHASE RANGE   TERTIARY TECHNIQUE Pinheads in Pursuit!
4 Cells None
CALAVERA
    HEALTH POINTS   TEAM JUMP   DASH
1100 / 3800 None None
  AREA OF MOVEMENT   GRENADUCK (PUSH)   SECONDARY WEAPON
4 Cells 100 DMG / 195 DMG None
  PIPE EXIT RANGE   SCAREDY HERO   BUCKLE COVER
None Repels opponents Portable cover
  CHASE RANGE   TERTIARY TECHNIQUE Shade Behind the Shield!
None None
SPOOKY VALKYRIE
    HEALTH POINTS   GROUND POUND   DASH
360 / 810 6 Cells None
  AREA OF MOVEMENT   RUMBLEBANG (BOUNCE)   SECONDARY WEAPON
6 Cells 55-75 DMG / 100-120 DMG None
  PIPE EXIT RANGE   PROTECTION   SECONDARY TECHNIQUE
3 Cells 50% DMG Reduction None
  CHASE RANGE   TERTIARY TECHNIQUE Double Barreled Baddies!
None None
SPOOKY BUCKLER
    HEALTH POINTS   TEAM JUMP   BOOM DASH
295 / 670 None 55 DMG / 105 DMG
  AREA OF MOVEMENT   BOOMSHOT (PUSH)   SECONDARY WEAPON
4 Cells 85 DMG / 145 DMG None
  PIPE EXIT RANGE   SUPER CHANCE   BUCKLE COVER
2 Cells Super Effect guaranteed Portable cover
  CHASE RANGE   TERTIARY TECHNIQUE Much-Maligned Hidebehind!
None None
PHANTOM
    HEALTH POINTS   TEAM JUMP   DASH
500 None None
  AREA OF MOVEMENT   ROCKET (PUSH)   SECONDARY WEAPON
14 Cells 40 DMG None
  PIPE EXIT RANGE   STONE DEAF   SECONDARY TECHNIQUE
None Petrifies opponents None
  CHASE RANGE   TERTIARY TECHNIQUE Hogs the Spotlight!
None None
LAVA ZIGGY
    HEALTH POINTS   TEAM JUMP   DASH
175 / 265 None 55 DMG / 75 DMG
  AREA OF MOVEMENT   BLASTER (BOUNCE)   SECONDARY WEAPON
6 Cells 65 DMG / 85 DMG None
  PIPE EXIT RANGE   VILLAIN SIGHT   SECONDARY TECHNIQUE
3 Cells 65-65 DMG / 85-85 DMG None
  CHASE RANGE   TERTIARY TECHNIQUE Dashing Ne'er-do-wells!
None None
LAVA HOPPER
    HEALTH POINTS   DOUBLE JUMP   DASH
310 / 465 7 Cells None
  AREA OF MOVEMENT   BLASTER (BURN)   SECONDARY WEAPON
6 Cells 80 DMG / 105 DMG None
  PIPE EXIT RANGE   SHIELD   SECONDARY TECHNIQUE
3 Cells Global DMG reduction None
  CHASE RANGE   TERTIARY TECHNIQUE Team Jumping Jerks!
None None
LAVA SMASHER
    HEALTH POINTS   TEAM JUMP   DASH
510 / 765 None None
  AREA OF MOVEMENT   MELEE (INK)   SECONDARY WEAPON
4 Cells 135 DMG / 175 DMG None
  PIPE EXIT RANGE   NME EMPOWERMENT   SECONDARY TECHNIQUE
2 Cells +70% DMG None
  CHASE RANGE   TERTIARY TECHNIQUE Pinheads in Pursuit!
4 Cells None
LAVA VALKYRIE
    HEALTH POINTS   GROUND POUND   DASH
540 / 810 6 Cells None
  AREA OF MOVEMENT   RUMBLEBANG (BURN)   SECONDARY WEAPON
6 Cells 75-95 DMG / 100-120 DMG None
  PIPE EXIT RANGE   PROTECTION   SECONDARY TECHNIQUE
3 Cells 50% DMG Reduction None
  CHASE RANGE   TERTIARY TECHNIQUE Double Barreled Baddies!
None None
LAVA BUCKLER
    HEALTH POINTS   TEAM JUMP   BOOM DASH
445 / 670 None 75 DMG / 105 DMG
  AREA OF MOVEMENT   BOOMSHOT (INK)   SECONDARY WEAPON
4 Cells 110 DMG / 145 DMG None
  PIPE EXIT RANGE   SUPER CHANCE   BUCKLE COVER
2 Cells Super Effect guaranteed Portable cover
  CHASE RANGE   TERTIARY TECHNIQUE Much-Maligned Hidebehind!
None None
LAVA PEEK-A-BOO
    HEALTH POINTS   TEAM JUMP   DASH
270 / 405 None None
  AREA OF MOVEMENT   PRECISION (PUSH)   SECONDARY WEAPON
15 Cells 74 DMG / 90 DMG None
  PIPE EXIT RANGE   MAGNET DANCE   SECONDARY TECHNIQUE
None Draws opponents None
  CHASE RANGE   TERTIARY TECHNIQUE Teleporting Terrors!
None None
LAVA SUPPORTER
    HEALTH POINTS   TEAM JUMP   DASH
375 / 565 None None
  AREA OF MOVEMENT   GRENADUCK (VAMP)   SECONDARY WEAPON
6 Cells 54 DMG / 70 DMG None
  PIPE EXIT RANGE   HEAL   SECONDARY TECHNIQUE
None 50% HP None
  CHASE RANGE   TERTIARY TECHNIQUE Heels Who Heal!
None None
MECHA JR.
    HEALTH POINTS   TEAM JUMP   DASH
2000 / 4000 None None
  AREA OF MOVEMENT   MELEE (BURN)   SENTRY (BOUNCE)
6 Cells 240 DMG / 335 DMG 135 DMG / 185 DMG
  PIPE EXIT RANGE   MAGNET DANCE   SECONDARY TECHNIQUE
None Draws opponents None
  CHASE RANGE   TERTIARY TECHNIQUE Jr.'s Fave B-day Gift!
6 Cells None
BWARIO
    HEALTH POINTS   GROUND POUND   DASH
800 6 Cells None
  AREA OF MOVEMENT   RUMBLEBANG (FREEZE)   SECONDARY WEAPON
8 Cells 85 DMG None
  PIPE EXIT RANGE   VILLAIN SIGHT   SECONDARY TECHNIQUE
3 Cells 85-85 DMG None
  CHASE RANGE   TERTIARY TECHNIQUE Corrupt Caricatures!
None None
BWALUIGI
    HEALTH POINTS   TEAM JUMP   DASH
1000 None None
  AREA OF MOVEMENT   MELEE (HONEY)   SECONDARY WEAPON
4 Cells 135 DMG None
  PIPE EXIT RANGE   MAGNET DANCE   SECONDARY TECHNIQUE
2 Cells Draws opponents None
  CHASE RANGE   TERTIARY TECHNIQUE Corrupt Caricatures!
4 Cells None
LAVA QUEEN
    HEALTH POINTS   GROUND POUND   DASH
1200 6 Cells None
  AREA OF MOVEMENT   RUMBLEBANG (VAMP)   SECONDARY WEAPON
6 Cells 85 DMG None
  PIPE EXIT RANGE   SCAREDY HERO   SECONDARY TECHNIQUE
3 Cells Repels opponents None
  CHASE RANGE   TERTIARY TECHNIQUE Blows Her Stack!
None None
MEGADRAGONBOWSER (1)
    HEALTH POINTS   TEAM JUMP   DASH
1600 None None
  AREA OF MOVEMENT   RUMBLEBANG (BURN)   SECONDARY WEAPON
20 Cells 100 DMG None
  PIPE EXIT RANGE   VILLAIN SIGHT   MAGNET DANCE
None 100-100 DMG Draws opponents
  CHASE RANGE   TERTIARY TECHNIQUE The Ultimate Boss!
None None
MEGADRAGONBOWSER (2)
    HEALTH POINTS   TEAM JUMP   DASH
1600 None None
  AREA OF MOVEMENT   RUMBLEBANG (BURN)   SECONDARY WEAPON
20 Cells 100 DMG None
  PIPE EXIT RANGE   PROTECTION   SHIELD
None 50% DMG Reduction 100% DMG Reduction
  CHASE RANGE   PYROCLAST The Ultimate Boss!
None 20 DMG
MEGADRAGONBOWSER (3)
    HEALTH POINTS   TEAM JUMP   WHIRLING FORTRESS
1600 None 100.00 DMG
  AREA OF MOVEMENT   RUMBLEBANG (BURN)   SECONDARY WEAPON
20 Cells 100 DMG None
  PIPE EXIT RANGE   SHIELD   SHIELD
None 100% DMG Reduction 100% DMG Reduction
  CHASE RANGE   TERTIARY TECHNIQUE The Ultimate Boss!
None None
TROPICAL ZIGGY
  HEALTH POINTS   TEAM JUMP   DOUBLE DASH
80 None 20 DMG
  AREA OF MOVEMENT   BLASTER (FREEZE)   SECONDARY WEAPON
6 Cells 25 DMG None
  PIPE EXIT RANGE   VILLAIN SIGHT   SECONDARY TECHNIQUE
3 Cells 25 DMG None
  CHASE RANGE   TERTIARY TECHNIQUE Dashing Ne'er-do-wells!
None None
TROPICAL COLLECTOR
  HEALTH POINTS   TEAM JUMP   DASH
130 None None
  AREA OF MOVEMENT   PRIMARY WEAPON   SECONDARY WEAPON
25 Cells None None
  PIPE EXIT RANGE   PRIMARY TECHNIQUE   SECONDARY TECHNIQUE
10 Cells None None
  ESCAPE RANGE   TERTIARY TECHNIQUE Compulsive Curators!
25 Cells None
TROPICAL HOPPER
  HEALTH POINTS   DOUBLE JUMP (VAMP)   DASH
110 8 Cells None
  AREA OF MOVEMENT   BLASTER (BOUNCE)   SECONDARY WEAPON
6 Cells 30 DMG None
  PIPE EXIT RANGE   SHIELD   SECONDARY TECHNIQUE
3 Cells -100% DMG None
  CHASE RANGE   TERTIARY TECHNIQUE Team Jumping Jerks!
None None
TROPICAL SMASHER
  HEALTH POINTS   TEAM JUMP   DASH
180 None None
  AREA OF MOVEMENT   MELEE   SECONDARY WEAPON
4 Cells 60 DMG None
  PIPE EXIT RANGE   WEAKEN   SECONDARY TECHNIQUE
2 Cells -50% DMG None
  CHASE RANGE   TERTIARY TECHNIQUE Pinheads in Pursuit!
4 Cells None
TROPICAL SUMMONER
  HEALTH POINTS   TEAM JUMP   DASH
530/2000 None None
  AREA OF MOVEMENT   GRENADUCK   SECONDARY WEAPON
6/9 Cells 425 DMG None
  PIPE EXIT RANGE   HEAL   SECONDARY TECHNIQUE
3/5 Cells 30/70% HP None
  CHASE RANGE   TERTIARY TECHNIQUE Incorrigible invokers!
None None
TROPICAL SMUGGLER
  HEALTH POINTS   TEAM JUMP   DASH
180 None None
  AREA OF MOVEMENT   MELEE (BOUNCE)   SECONDARY WEAPON
4 Cells 10 DMG None
  PIPE EXIT RANGE   PRIMARY TECHNIQUE   SECONDARY TECHNIQUE
2 Cells None None
  CHASE RANGE   TERTIARY TECHNIQUE Banana Lovin' Bootleggers!
2 Cells None
SIDE EYE
  HEALTH POINTS   TEAM JUMP   DASH
400 None None
  AREA OF MOVEMENT   BOMB BLUDGEON (BOUNCE)   SECONDARY WEAPON
14 Cells 50 DMG None
  PIPE EXIT RANGE   PRYING EYES DENIER   VILLAIN SIGHT
None Immune to reaction shots while moving 40 DMG
  ESCAPE RANGE   TERTIARY TECHNIQUE StandofFISH scaredy cat!
14 Cells None
FINN
  HEALTH POINTS   TEAM JUMP   SHARK RAGE
600 None 20 DMG
  AREA OF MOVEMENT   OCTO HAMMER (INK)   SECONDARY WEAPON
38 Cells 70 DMG None
  PIPE EXIT RANGE   PRYING EYES DENIER   VILLAIN SIGHT
None Immune to reaction shots while moving 70 DMG
  CHASE RANGE   TERTIARY TECHNIQUE One shark feeding frenzy!
6 Cells None