Paper Mario: Stolen Worlds/Bestiary

The Bestiary is the information about multiple enemies encountered throughout Paper Mario: Stolen Worlds. Because the game take place in multiple worlds, there will be multiple new enemies that are never seen before or that are variants of pre-existing enemies, but there are several returning enemies from the mainline series and the previous Paper Mario games as well.
==Regular==
Only new enemies and old enemies that receive major changes are listed here. The rest of the enemies will be deployed in a simple list. Big Versions get a boost of 1.5x HP, 1.2x for ATK power for regular moves, 1.2x for DEF power (or +2 for any enemy with 0 DEF) and 1.3x for everything else.
Normal enemies found on the overworld. Some of them aren't very threatening, but some others can give the player a hard time if not prepared for. Attacks in italic are done by Big versions only.	Normal enemies found on the overworld. Some of them aren't very threatening, but some others can give the player a hard time if not prepared for. Attacks in italic are done by Big versions only. 	
Wubble 	HP: 2 | DEF: 0 | EXP: 0-1 | Coins: 0-1 | BLS: 0 	
Tackle: Tackle the player for 1 damage. That's it...
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Bounce: Slam on the player for 3 damage. 	Tackle: Tackle the player for 1 damage. That's it...
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Bounce: Slam on the player for 3 damage. 	Tackle: Tackle the player for 1 damage. That's it...
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Bounce: Slam on the player for 3 damage.
Tag Wubbles 	HP: 4 | DEF: 0 | EXP: 0-3 | Coins: 0-3 | BLS: 0-1 | This is for each Wubble. 	
Team Tackle: Tackle the player for altogether for 1 x 2 damage.
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Red Slam: If the red one is on front, body slams on the player to deals 2 piercing damage and 50% chance to lower target's DEF power by one for two turns.
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Blue Lick: If the blue one is on front, this one will lick any ally to deals 2 piercing damage that have 50% chance to lower the target's ATK power by 1 for two turns.
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Team Bounce: Slam on the player for 3 x 2 damage.
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Perk: Team Tag - Swap between the red and blue one after they make their move. If one of the two Wubbles are defeated, the other will be fight by itself. As a result, the Team Tackle and Team Bounce will become Tackle and Bounce. That said, their exclusive move (Red Slam for red and Blue Lick for blue) remains intact.	Team Tackle: Tackle the player for altogether for 1 x 2 damage.
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Red Slam: If the red one is on front, body slams on the player to deals 2 piercing damage and 50% chance to lower target's DEF power by one for two turns.
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Blue Lick: If the blue one is on front, this one will lick any ally to deals 2 piercing damage that have 50% chance to lower the target's ATK power by 1 for two turns.
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Team Bounce: Slam on the player for 3 x 2 damage.
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Perk: Team Tag - Swap between the red and blue one after they make their move. If one of the two Wubbles are defeated, the other will be fight by itself. As a result, the Team Tackle and Team Bounce will become Tackle and Bounce. That said, their exclusive move (Red Slam for red and Blue Lick for blue) remains intact.	Team Tackle: Tackle the player for altogether for 1 x 2 damage.
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Red Slam: If the red one is on front, body slams on the player to deals 2 piercing damage and 50% chance to lower target's DEF power by one for two turns.
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Blue Lick: If the blue one is on front, this one will lick any ally to deals 2 piercing damage that have 50% chance to lower the target's ATK power by 1 for two turns.
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Team Bounce: Slam on the player for 3 x 2 damage.
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Perk: Team Tag - Swap between the red and blue one after they make their move. If one of the two Wubbles are defeated, the other will be fight by itself. As a result, the Team Tackle and Team Bounce will become Tackle and Bounce. That said, their exclusive move (Red Slam for red and Blue Lick for blue) remains intact.
Elite Wubble 	HP: 20 | DEF: 2 | EXP: 5-10 | Coins: 15-20 | BLS: 5-10 	
Elite Tackle: Tackle the player for 7 damage. That's it... but this still hurts more than a normal Wubble's Tackle.
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Reinforcement: Calls a Wubble Stack for reinforcement.
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Elite Bounce: Slam on the player for 12 damage.
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Emergency Reinforcement: Calls a Big Wubble and even a fellow Elite Wubble for reinforcement.
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Perk: High Ranked - Other W.I.L.D. troopers are not able to directly hurt the Elite Wubble, even does to Confusion.	Elite Tackle: Tackle the player for 7 damage. That's it... but this still hurts more than a normal Wubble's Tackle.
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Reinforcement: Calls a Wubble Stack for reinforcement.
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Elite Bounce: Slam on the player for 12 damage.
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Emergency Reinforcement: Calls a Big Wubble and even a fellow Elite Wubble for reinforcement.
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Perk: High Ranked - Other W.I.L.D. troopers are not able to directly hurt the Elite Wubble, even does to Confusion.	Elite Tackle: Tackle the player for 7 damage. That's it... but this still hurts more than a normal Wubble's Tackle.
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Reinforcement: Calls a Wubble Stack for reinforcement.
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Elite Bounce: Slam on the player for 12 damage.
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Emergency Reinforcement: Calls a Big Wubble and even a fellow Elite Wubble for reinforcement.
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Perk: High Ranked - Other W.I.L.D. troopers are not able to directly hurt the Elite Wubble, even does to Confusion.
Goomba 	HP: 3 | DEF: 0 | EXP: 0-2 | Coins: 0-2 | BLS: 0-1 	
Headbonk: Tackle the player for 1 damage.
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Bodyslam: Slam on the player for 4 damage. 	Headbonk: Tackle the player for 1 damage.
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Bodyslam: Slam on the player for 4 damage. 	Headbonk: Tackle the player for 1 damage.
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Bodyslam: Slam on the player for 4 damage.
Goomba Tower 	HP: 3 | DEF: 0 | EXP: 0-2 | Coins: 0-2 | BLS: 0-1 | This is for one Goomba per stack. 	
Headbonk: The top Goomba tackles the player for 1 damage.
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Fall Off: Fall into all allies dealing 1 x number of Goombas.
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Bodyslam: Slam on the player for 4 damage.
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Body Spin: The tower lay down and spin around to damage all allies 2 x 4.
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Perk: Stacking - The Goombas fall if hit by a ground-shaking move, a strong move that deals 10 damage, or by an attack that hit the bottom Goomba. They cannot perform Fall Off or Body Spin when separated. They will return to their stack after two turns.	Headbonk: The top Goomba tackles the player for 1 damage.
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Fall Off: Fall into all allies dealing 1 x number of Goombas.
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Bodyslam: Slam on the player for 4 damage.
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Body Spin: The tower lay down and spin around to damage all allies 2 x 4.
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Perk: Stacking - The Goombas fall if hit by a ground-shaking move, a strong move that deals 10 damage, or by an attack that hit the bottom Goomba. They cannot perform Fall Off or Body Spin when separated. They will return to their stack after two turns.	Headbonk: The top Goomba tackles the player for 1 damage.
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Fall Off: Fall into all allies dealing 1 x number of Goombas.
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Bodyslam: Slam on the player for 4 damage.
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Body Spin: The tower lay down and spin around to damage all allies 2 x 4.
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Perk: Stacking - The Goombas fall if hit by a ground-shaking move, a strong move that deals 10 damage, or by an attack that hit the bottom Goomba. They cannot perform Fall Off or Body Spin when separated. They will return to their stack after two turns.
Lil'Om-Bob 	HP: 6 | DEF: 1 | EXP: 4-5 | Coins: 4-5 | BLS: 2-3 | Explodes upon defeat, dealing the same damage as Ka-Boom. Big versions are called "Not-So Lil'Om-Bobs". 	
Ka-Boom: Sacrifices itself to deal a piercing 5 damage. Also performed when defeated, harming those who attacked it by contact, but only deals 2 damage.
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Charging Up!: Charge to power up the Ka-Boom attack, dealing 3 extra damage.
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Super Ka-Boom!: Same like Ka-Boom, except it can hit all allies. However, it also hurts the other enemies and take two turns before it detonate, so unless if Not-So Lil'Om-Bob gets angry, it will only use it when alone.
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Splitting Explosion: Split into four Lil'Om-Bobs after dealing 5 damage to the frontal ally.
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Perk: Small Bomb - It only takes one turn before it can detonate with Ka-Boom (or two for Super Ka-Boom). However, getting hit by a strong Ice or Water attack will permanently duse the fuse. Getting hit by fire attack will make them immediately explode, not letting have time to approach the allies, and instead damage fellow enemies with the explosion.	Ka-Boom: Sacrifices itself to deal a piercing 5 damage. Also performed when defeated, harming those who attacked it by contact, but only deals 2 damage.
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Charging Up!: Charge to power up the Ka-Boom attack, dealing 3 extra damage.
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Super Ka-Boom!: Same like Ka-Boom, except it can hit all allies. However, it also hurts the other enemies and take two turns before it detonate, so unless if Not-So Lil'Om-Bob gets angry, it will only use it when alone.
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Splitting Explosion: Split into four Lil'Om-Bobs after dealing 5 damage to the frontal ally.
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Perk: Small Bomb - It only takes one turn before it can detonate with Ka-Boom (or two for Super Ka-Boom). However, getting hit by a strong Ice or Water attack will permanently duse the fuse. Getting hit by fire attack will make them immediately explode, not letting have time to approach the allies, and instead damage fellow enemies with the explosion.	Ka-Boom: Sacrifices itself to deal a piercing 5 damage. Also performed when defeated, harming those who attacked it by contact, but only deals 2 damage.
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Charging Up!: Charge to power up the Ka-Boom attack, dealing 3 extra damage.
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Super Ka-Boom!: Same like Ka-Boom, except it can hit all allies. However, it also hurts the other enemies and take two turns before it detonate, so unless if Not-So Lil'Om-Bob gets angry, it will only use it when alone.
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Splitting Explosion: Split into four Lil'Om-Bobs after dealing 5 damage to the frontal ally.
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Perk: Small Bomb - It only takes one turn before it can detonate with Ka-Boom (or two for Super Ka-Boom). However, getting hit by a strong Ice or Water attack will permanently duse the fuse. Getting hit by fire attack will make them immediately explode, not letting have time to approach the allies, and instead damage fellow enemies with the explosion.
Parrate 	HP: 5 | DEF: 0 | EXP: 0 | Coins: | BLS: 0 | Outside of boss battles, they always hold an item and, unless stolen, they are going to use it as soon as it is their first turn. Inside of boss battles, they have 50% chance of holding one instead.	
Beak Attack: Peck a target to deal 1 x 3 damage.
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Swoop: Swoop into a target and steal one of their item. The item with the least coin value have the highest chance to be stolen. Item theft fails if blocked, Countered, Guarded or Superguarded.
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Pecking Fury: Perform a powerful peck on a target, dealing 5 damage and the target loses 10-20 Coins. Stolen coins can be taken back by defeating the Big Parrate.
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Feather Solidarity: Provide +2 Defense on an ally. It refuses to use this move on itself.
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Perk: Tactical Evasion - Alternate between flying and standing on the ground in each turn. When on the ground, jumping attacks are evaded except from Omega Moves.	Beak Attack: Peck a target to deal 1 x 3 damage.
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Swoop: Swoop into a target and steal one of their item. The item with the least coin value have the highest chance to be stolen. Item theft fails if blocked, Countered, Guarded or Superguarded.
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Pecking Fury: Perform a powerful peck on a target, dealing 5 damage and the target loses 10-20 Coins. Stolen coins can be taken back by defeating the Big Parrate.
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Feather Solidarity: Provide +2 Defense on an ally. It refuses to use this move on itself.
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Perk: Tactical Evasion - Alternate between flying and standing on the ground in each turn. When on the ground, jumping attacks are evaded except from Omega Moves.	Beak Attack: Peck a target to deal 1 x 3 damage.
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Swoop: Swoop into a target and steal one of their item. The item with the least coin value have the highest chance to be stolen. Item theft fails if blocked, Countered, Guarded or Superguarded.
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Pecking Fury: Perform a powerful peck on a target, dealing 5 damage and the target loses 10-20 Coins. Stolen coins can be taken back by defeating the Big Parrate.
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Feather Solidarity: Provide +2 Defense on an ally. It refuses to use this move on itself.
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Perk: Tactical Evasion - Alternate between flying and standing on the ground in each turn. When on the ground, jumping attacks are evaded except from Omega Moves.
Stallnut 	HP: 20 | DEF: 2 | EXP: 20 | Coins: 20 | BLS: 20-25 | Nature elemental. Weak to Fire, Ice and explosive (+5 damage taken) attacks. 	
Rollover: Deal 4 damage on all targets, but is fairly inaccurate.
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Relax: Heal 5 HP of damage.
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Sleep: Fully heal itself but falls asleep for five turns.
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Protection: Put itself in front of their allies and prevent enemy targets from attacking allies for two turns. Doesn't stack with Sleep.
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Perk: Dry - HP gets healed by Water attacks by up to 5, but have higher chance of burning and freezing by 1.5x.	Rollover: Deal 4 damage on all targets, but is fairly inaccurate.
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Relax: Heal 5 HP of damage.
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Sleep: Fully heal itself but falls asleep for five turns.
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Protection: Put itself in front of their allies and prevent enemy targets from attacking allies for two turns. Doesn't stack with Sleep.
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Perk: Dry - HP gets healed by Water attacks by up to 5, but have higher chance of burning and freezing by 1.5x.	Rollover: Deal 4 damage on all targets, but is fairly inaccurate.
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Relax: Heal 5 HP of damage.
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Sleep: Fully heal itself but falls asleep for five turns.
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Protection: Put itself in front of their allies and prevent enemy targets from attacking allies for two turns. Doesn't stack with Sleep.
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Perk: Dry - HP gets healed by Water attacks by up to 5, but have higher chance of burning and freezing by 1.5x.
Woompa 	HP: 7 | DEF: 0 | EXP: 5 | Coins: 10 | BLS: 5 | Rewards are doubled if the Woompa is defeated when Charged. 	
Head Smash: Deliver a forward headbutt that damage all targets, dealing 2 damage.
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Boost Stealer: Snatch away a random boost from Mario or a Partner, then boost itself with a +3 ATK Charge.
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Angry Stomp: Stomp the target to deal 5 piercing damage with a 20% chance to inflict Crumble on the target.
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Intimidate: Scares Mario and allies to reduce their ATK power by 2-3 for two turns.
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Perk: Counter Striker - If Mario or a Partner attempted to use a Contact attack against a Woompa, that Woompa will counter attack with a single-target Head Smash.	Head Smash: Deliver a forward headbutt that damage all targets, dealing 2 damage.
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Boost Stealer: Snatch away a random boost from Mario or a Partner, then boost itself with a +3 ATK Charge.
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Angry Stomp: Stomp the target to deal 5 piercing damage with a 20% chance to inflict Crumble on the target.
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Intimidate: Scares Mario and allies to reduce their ATK power by 2-3 for two turns.
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Perk: Counter Striker - If Mario or a Partner attempted to use a Contact attack against a Woompa, that Woompa will counter attack with a single-target Head Smash.	Head Smash: Deliver a forward headbutt that damage all targets, dealing 2 damage.
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Boost Stealer: Snatch away a random boost from Mario or a Partner, then boost itself with a +3 ATK Charge.
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Angry Stomp: Stomp the target to deal 5 piercing damage with a 20% chance to inflict Crumble on the target.
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Intimidate: Scares Mario and allies to reduce their ATK power by 2-3 for two turns.
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Perk: Counter Striker - If Mario or a Partner attempted to use a Contact attack against a Woompa, that Woompa will counter attack with a single-target Head Smash.
Hyelok 	HP: 15 | DEF: | EXP: 15 | Coins: 25 | BLS: 15 | Air elemental; dodges grounded attacks until pinned down. Resistant to Air and Fire, but weak to Ice. 	
Punch: Clinches itself to punch a target that deals 4 damage and have a 30% chance of lowering Defense by 1 for two turns.
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Counter Fist: Protect an ally and counterattack anyone attempting to attack Hyelok or the ally by dealing 6 damage. Doesn't work against attacks that hit more than one target at once.
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Move It Slap: Slap away a target and send it out of the area for the next turn. Doesn't work if there is only Mario or one of the Partners left. Have 50% chance to miss. Fails if Guarded.
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Tornado Slam: Slam itself into the ground palm first, and result a tornado heading into Mario and Partners, dealing 7 damage for each.
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Perk: Aerial Eye - After performing an attacking move, its eye will open. Although it allows it to dodge grounded attack regardless of if it is flying or is pinned down, it also have -2 Defense and its other defensive perks (be it intrinsic or statuses) will not work.	Punch: Clinches itself to punch a target that deals 4 damage and have a 30% chance of lowering Defense by 1 for two turns.
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Counter Fist: Protect an ally and counterattack anyone attempting to attack Hyelok or the ally by dealing 6 damage. Doesn't work against attacks that hit more than one target at once.
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Move It Slap: Slap away a target and send it out of the area for the next turn. Doesn't work if there is only Mario or one of the Partners left. Have 50% chance to miss. Fails if Guarded.
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Tornado Slam: Slam itself into the ground palm first, and result a tornado heading into Mario and Partners, dealing 7 damage for each.
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Perk: Aerial Eye - After performing an attacking move, its eye will open. Although it allows it to dodge grounded attack regardless of if it is flying or is pinned down, it also have -2 Defense and its other defensive perks (be it intrinsic or statuses) will not work.	Punch: Clinches itself to punch a target that deals 4 damage and have a 30% chance of lowering Defense by 1 for two turns.
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Counter Fist: Protect an ally and counterattack anyone attempting to attack Hyelok or the ally by dealing 6 damage. Doesn't work against attacks that hit more than one target at once.
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Move It Slap: Slap away a target and send it out of the area for the next turn. Doesn't work if there is only Mario or one of the Partners left. Have 50% chance to miss. Fails if Guarded.
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Tornado Slam: Slam itself into the ground palm first, and result a tornado heading into Mario and Partners, dealing 7 damage for each.
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Perk: Aerial Eye - After performing an attacking move, its eye will open. Although it allows it to dodge grounded attack regardless of if it is flying or is pinned down, it also have -2 Defense and its other defensive perks (be it intrinsic or statuses) will not work.
==Minor Bosses==
Bosses that is much stronger than standard enemies, but still weaker than the major bosses below. Usually faced before a Major Boss as well.
Maximum Hit Threshold (shortened as MHT) means that continuously hitting moves such as the Power Bounce will end up getting canceled by the boss if the number of hit in a row reaches the minimum. The boss will also only take one damage from other multi-hit moves similar to Power Bounce afterward.
Moves that have a set number of hits, such as Mario's standard Jump, doesn't apply to MHT and can still function as normal when the boss become resistant to Power Bounce moves for the rest of the turn.
Bosses that are quite stronger than average enemies, but nowhere as a threat than a Major Boss. Italic moves are only performed when the boss is being angry.	Bosses that are quite stronger than average enemies, but nowhere as a threat than a Major Boss. Italic moves are only performed when the boss is being angry.	
Captain Parrtloc - Outlaw Pirate of the Sky! 	HP: 20 | DEF: 0 | EXP: 5 | Coins: 50 | BLS: 3 | MHT: 4 	
Peck: Peck a target to deal 1 damage twice in a row, dealing 2 damage in all.
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Cleaver: Slash a target with his cleaver, dealing 4 piercing damage.
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Rollcall: Calls three Parrates as reinforcement. Can use a different attack after use except for Piling Assault.
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Piling Assault: Assemble some Parrates and launch a direct assault on all players, dealing 4 damage in total.	Peck: Peck a target to deal 1 damage twice in a row, dealing 2 damage in all.
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Cleaver: Slash a target with his cleaver, dealing 4 piercing damage.
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Rollcall: Calls three Parrates as reinforcement. Can use a different attack after use except for Piling Assault.
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Piling Assault: Assemble some Parrates and launch a direct assault on all players, dealing 4 damage in total.	Peck: Peck a target to deal 1 damage twice in a row, dealing 2 damage in all.
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Cleaver: Slash a target with his cleaver, dealing 4 piercing damage.
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Rollcall: Calls three Parrates as reinforcement. Can use a different attack after use except for Piling Assault.
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Piling Assault: Assemble some Parrates and launch a direct assault on all players, dealing 4 damage in total.
Torgon - Headchief of Tartons 	HP: 30 | DEF: | EXP: 15 | Coins: 50 | BLS: 5 | Attacks spectators with Sludge, which then creates Tarton spectators in their place. 	
Sludge: Sling piles of tar sludge at Mario and Partners, dealing 3 damage each, but each sludge have a chance to miss by 30%. Also used to scare away some members of the audience.
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Tarton Rollcall: Sling some piles of tar sludge into the floor, making up to two (three in higher Self-Imposer difficulty) Tartons.
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Sludge Slam: Perform a full arm slam into Mario or one of this Partners, plunging them into tar to deal 5 damage and 50% chance of inflicting Poison.
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Tar Breath: Spit out a large pile of tar into the party members, dealing 5 damage to all and have a 30% chance of inflicting Delayed.	Sludge: Sling piles of tar sludge at Mario and Partners, dealing 3 damage each, but each sludge have a chance to miss by 30%. Also used to scare away some members of the audience.
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Tarton Rollcall: Sling some piles of tar sludge into the floor, making up to two (three in higher Self-Imposer difficulty) Tartons.
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Sludge Slam: Perform a full arm slam into Mario or one of this Partners, plunging them into tar to deal 5 damage and 50% chance of inflicting Poison.
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Tar Breath: Spit out a large pile of tar into the party members, dealing 5 damage to all and have a 30% chance of inflicting Delayed.	Sludge: Sling piles of tar sludge at Mario and Partners, dealing 3 damage each, but each sludge have a chance to miss by 30%. Also used to scare away some members of the audience.
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Tarton Rollcall: Sling some piles of tar sludge into the floor, making up to two (three in higher Self-Imposer difficulty) Tartons.
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Sludge Slam: Perform a full arm slam into Mario or one of this Partners, plunging them into tar to deal 5 damage and 50% chance of inflicting Poison.
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Tar Breath: Spit out a large pile of tar into the party members, dealing 5 damage to all and have a 30% chance of inflicting Delayed.
==Major Bosses==
Powerful bosses usually faced at the end of a World, although a few is faced in the middle of a World as well. They are tough enough that actual strategies are much more encourage than before.
Each Major Bosses have a Peak Mode (at 50% HP or lower) where their ATK power is multiplied by 1.1x, and become capable of performing of their Berserk Move, their strongest attack. However, each Berserk Move take a turn before performing, and can be countered by more than one solution, generally a Partner.
Maximum Hit Threshold also applies to these bosses as well, with a generally lower number.
Threatening bosses that can and will be a challenge, and will pull off unique tactics in order to defeat the heroes! Just like Minor Bosses, Major Bosses have moves in italic that can only be done when angered.	Threatening bosses that can and will be a challenge, and will pull off unique tactics in order to defeat the heroes! Just like Minor Bosses, Major Bosses have moves in italic that can only be done when angered.	
Diggeronne - Rough Digging Dinosaur! 	HP: 30 | DEF: 1 | EXP: 10 | Coins: 55 | BLS: 4 | MHT: 3 	
Tail Swing: Swing tail at one of the heroes to deal 2 damage.
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Driller: Throw her driller at any players, dealing 1x3 piercing damage.
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Tremor: Stomp the ground to deal 2 damage on everyone else, including Diggeronne's allies. There is a chance to make the background fall and damage everyone for 1 damage.
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Dynamite: Pull a pile of dynamite and throw it in front of the player. The dynamite will explode in two turns after that, dealing 5 damage to all players when this happens. However, it can be thrown back by a strong enough attack that deals 3 damage, or by using Parakarry's Air Lift.
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Whistle: Calls some more henchmen. This have a 33% chance to fail.
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Throwing Tantrum: 50% HP or lower - Throw out seven random harmful items from her backpack. A wrench inflict 2 damage, a hammer deals 3 damage, a spiked helmet deals 2 piercing damage and, one time only, a bomb that deals 4 damage. Which player will get hit by each object is decided by RNG.
This attack can be stopped by an explosion, causing three items to fall on her, dealing 1 extra damage each. It can also be stopped by strong blunt force, such as Mario's Hammer as long as it makes Excellent, or by a body tackling move, doing the same result. Wind-based moves will also cause her to trip as well.	Tail Swing: Swing tail at one of the heroes to deal 2 damage.
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Driller: Throw her driller at any players, dealing 1x3 piercing damage.
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Tremor: Stomp the ground to deal 2 damage on everyone else, including Diggeronne's allies. There is a chance to make the background fall and damage everyone for 1 damage.
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Dynamite: Pull a pile of dynamite and throw it in front of the player. The dynamite will explode in two turns after that, dealing 5 damage to all players when this happens. However, it can be thrown back by a strong enough attack that deals 3 damage, or by using Parakarry's Air Lift.
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Whistle: Calls some more henchmen. This have a 33% chance to fail.
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Throwing Tantrum: 50% HP or lower - Throw out seven random harmful items from her backpack. A wrench inflict 2 damage, a hammer deals 3 damage, a spiked helmet deals 2 piercing damage and, one time only, a bomb that deals 4 damage. Which player will get hit by each object is decided by RNG.
This attack can be stopped by an explosion, causing three items to fall on her, dealing 1 extra damage each. It can also be stopped by strong blunt force, such as Mario's Hammer as long as it makes Excellent, or by a body tackling move, doing the same result. Wind-based moves will also cause her to trip as well.	Tail Swing: Swing tail at one of the heroes to deal 2 damage.
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Driller: Throw her driller at any players, dealing 1x3 piercing damage.
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Tremor: Stomp the ground to deal 2 damage on everyone else, including Diggeronne's allies. There is a chance to make the background fall and damage everyone for 1 damage.
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Dynamite: Pull a pile of dynamite and throw it in front of the player. The dynamite will explode in two turns after that, dealing 5 damage to all players when this happens. However, it can be thrown back by a strong enough attack that deals 3 damage, or by using Parakarry's Air Lift.
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Whistle: Calls some more henchmen. This have a 33% chance to fail.
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Throwing Tantrum: 50% HP or lower - Throw out seven random harmful items from her backpack. A wrench inflict 2 damage, a hammer deals 3 damage, a spiked helmet deals 2 piercing damage and, one time only, a bomb that deals 4 damage. Which player will get hit by each object is decided by RNG.
This attack can be stopped by an explosion, causing three items to fall on her, dealing 1 extra damage each. It can also be stopped by strong blunt force, such as Mario's Hammer as long as it makes Excellent, or by a body tackling move, doing the same result. Wind-based moves will also cause her to trip as well.
==Trivia==
*The Wubbles are made as warm-up enemies instead of the traditional Goombas, as it is because the enemy Goombas gained the ability to stack in even earlygame. The Big Wubbles are made to be considerably tougher like other Big Versions of enemies.
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